Larry Bean - The Swordsman (IV) Aug 5, 2016 12:12:56 GMT -8
Post by Ebon on Aug 5, 2016 12:12:56 GMT -8
Character Name: Larry Bean
Player Name: Drew
Alias: The Swordsman (V)
Concept: Just a man. A man with a blade.
Description: See Pic
Occupation: Full-time Hero/Vigilante.
Larry is an orphan. Left behind due to loop-holes and cracks within system, when it came time to dole out children for foster homes, Larry spent all his time focusing his frustration and hyper-activity into fencing. How do you get to Carnagie hall? Practice. Practice. Practice. And practice Larry did. By the time he was 24 he was all set to be the next Olympic fencing sensation. But then, one night in a laundramat, he sought to defend a mother and child from a raving psychopath, and killed the attacker in the process.
All hell and oddity broke loose. He was proclaimed a hero by the newspapers and media, but was rigorously prosecuted by the law as a matter of course, despite witness accounts of the incident. Therefore, he missed his chance to the Olympics, due to being unable to travel until the investigation was complete. But that wasn't the major issue.
Larry was a warrior, a swordsman since a young age, he was trained in hundreds of methods of how to theoretically kill with (just about any) blade. So when he took that life, he took it without hesitation or particular forethought or care other then to keep the victim safe. A heartbeat later, the ramifications of what he had -actually- done struck him like a lightning bolt. He'd killed a man... without care. He was rather disturbed by the death on his hands... disturbed and distressed. It was nearly a year before he picked up a sword again, but when he did, he did it with a purpose.
Over that time, Larry sheltered a deep desire to protect people, the weak and the helpless, but he swore to himself that never again would he callously end another human-life. He redoubled his efforts with the sword, training in non-leathal methods of combat, like the martial arts, with religeous intensity. He fanatically cross-trained for nearly a decade, becoming very skilled in the process. Weather he was ready or not, only time would tell. Time and money.
Where it not for an unexpected benefactor, the rich uncle of the woman he'd saved in that laundry-mat, nearly a decade prior, Larry might have become just another street hero/vigilante with a gimmic for well-crafted but still home-modified weaponry and armor. But with a large donation, Larry found himself with whole new set of options for himself, opening up.
The title 'the Swordsman' has a rather seriously besmirched history. Stained by the antics and actions of glory-hounds, true heroes, villains, and 'anti'-heroes who all claimed the name before. Larry thinks he can bring a sense of honor and descency to the moniker, but only time will tell. Larry intends to claim the title for himself and to become an Avenger. But in the meanwhile? He trains and fights crime whenever possible under the guise of the Swordsman; he has no alter-ego. Nothing to get in the way of his day to day life as a starting but experienced hero
*Bean-Co: Importer of fine coffee beans and provider of fine coffee/cafe` accessories. <Family business>
Coffee - Larry makes ridiculously good coffee from the best beans. If he makes it extra strong, it grants a +1CS to Agility, Intuition and Reasoning for four hours. After which, the character takes a -1CS penalty to Agility, Intuition, and Reasoning for four hours.
Bladed-Weapon Mastery - +1 Fighting when using a bladed weapon. Critical (Red) attacks cause their bonus damage at the end of each round for 3 rounds or until the target receives medical attention/healing.
Crossbow - +1 Agility when firing a crossbow.
Dual-Wielding (Blades) - When dual wielding, Larry receives an extra attack per round with the offhand weapon at full Fighting, or multiple attacks at -2CS per extra (Incredible->Excellent->Typical)
Streetwise - This doesn't grant Lockpicking skill because that would be racist.
*Ultra-Parry: Larry can roll fighting to attempt to parry damn near anything thrown, hurled, fired or shot (but not launched or 'cannoned'), as long as he's got a decent sword or blade in his hands.
Sniper rifle caliber bullets can be blocked this way, but the sword will be sent flying. Anything larger and the parry fails outright.
Certain projectiles (Those that explode, are made of energy, or do anything but just hit you) may still perform somewhat at the GM's discretion, usually dealing half their effect on a successful parry.
-Technical Pacifist - If Larry kills a sentient organic creature, whether on purpose or by accident, he must pass a Yellow Psyche check or be depressed for the rest of the day, functioning at -1CS across the board until he shakes it off. A Green check reduces this to the duration of the current battle.
Health --------> 120
Mental Health -> 80
Karma ---------> 80
Popularity ----> Gd
Resources -----> Rm
Body Armor <Gd Armor. Rm Energy Armor>
Main-Sword <Adamantium: Class 100, ignores Armor of equal or lesser value. 30/Rm Dmg>.
Swordsman II's sword (Philip Javert's) There are several embedded attacks activated by buttons on its hilt. These are rolled on Agility, though Philip receives a +1CS modifier due to his intimate familiarity with the weapon. He doesn't gain this bonus when firing any conventional source of the following weapons, even if they're built into a sword for some reason.
Sleeping Gas - Agility to hit, Incredible VS Endurance to take effect.
3/3 Uses. By spending all three, Larry can gas an entire room indiscriminately.
Flame - Incredible Fire damage on a single target. On a Yellow, the target is on fire and takes 20 damage on their next turn, unless they spend 2 actions to put the fire out.
3/3 Uses. Larry can spend all three to create a 5 foot radius burst of flame around himself. It's pretty anime.
Electric Beam - Incredible Electric damage on a single target. On a Yellow, the target must pass a yellow Endurance check or lose their next turn.
Force Beam - Incredible Bludgeoning damage on a single target. This is considered a physical attack, and on a yellow, the target is pushed back 10 feet.
3/3 Uses. Larry can spend all three to create a 10 foot long, 5 foot tall and wide beam. On a Yellow, all targets in the beam are pushed to the end of it.
Disintegration Beam - Incredible x2 (80) damage to inorganic material. Ignores Monstrous or lower hardness and armor, and can be used to put a man-shaped hole in most walls. On a Yellow, the target's armor is damaged instead of just ignored, or an object the target is carrying is destroyed outright.
Firing the Disintegration Beam costs 3 uses of Flame, Electric, and Force, in any combination except three of the same thing.
Thief-Tools - +1CS to lockpicking or disabling devices.
Throwing Daggers - +1CS Strength based damage. Considered Blade weapons. Larry can carry 10 of these and still look like he's not a crazy murder person, but up to 20 if he doesn't mind looking like a crazy murder person.
Climbing Claws - +2CS to Climbing checks, as long as the material being climbed is not of Incredible hardness or better. A character can climb 10 feet per round using these without a check, but must pass Strength based checks to "hustle".
Wrist-Crossbows - Agility based weapons dealing 20 damage each; Larry can fire both of them with a single action, but reloading them takes an action. If they are empty at the end of the round, it is assumed Larry found a moment to reload in the heat of battle.
Larry can carry enough bolts around that there's no point counting them. He won't run out unless he's shooting everyone he sees for a few days.
Approved by: Gradius