Post by Cheph on May 2, 2015 18:47:22 GMT -5
Basic Information
Name: Raskar (Ras-Car)
Race: Skaldi
-Ethnicity: Viper
-Poison immunity.
-Elongated Fangs: Str+20 when biting.
-Racial Hate: -10 to charisma or diplomacy based rolls with non-skaldi.
-Ancestral Strength: Skaldi can wield two-handed weapons with no penalties one handed, and receive +5 to all Str based checks.
Age: 12
Gender: Male
Height: 7'6"
Weight: 316 lbs
Eyes: Yellow.
Scales: Green and yellow.
Class/Occupation: Fighter/Scout
Nobility: None.
Starting Morality: Neutral
Faction: The Skaldi Resistance Front
Languages: Sissak
Appearance:
Raskar bears the hallmark traits of his bloodline, piercing yellow eyes and green outer scales. Like the vipers of old he is long and slender, colored for forest camouflage. He is almost never seen without his weapons, but then he's rarely seen to begin with.
Personality: A freedom fighter to the core, Raskar is dedicated to freeing his kin. He is a very careful Skaldi, preferring to strike from a hidden position and leave his enemies dead before they knew what hit them. Highly perceptive he studies his enemies and learns their ways, using that against them as much as possible. On the other side of his coin though, Raskar would much prefer to see his people freed without violence and will attempt every bloodless rescue he can. He will not let up in the face of violence, but if the fighting hasn't started he'll do what he can to keep things peaceful.
History: Raskar was born into the Skaldi Resistance Front and took to the cause the moment he understood what was going on. He learned from a young age to hide and find the opportune moment to strike, accompanying several raids as both a scout and striker. During a string of caravan raids though he learned the benefits of less violent methods. A few that were able to speak Cruic properly bargained for goods instead of fighting a heavily armed caravan. While normally they would lose some kin and gain everything, this time Raskar observed no losses and the gain of much needed food. Ever since then he has been looking for easier methods of completing the SRF's goals that keep more of his kin alive, although he has yet to ever bring up his more peaceful methods.
Something about Karvan's current state has always made him slightly afraid of his leader's response.
Inventory:
Armor
-Head:
-Armor:
-Feet:
-Gloves:
-Belt:
-Ring 1:
-Ring 2:
-Amulet:
Armaments
-Primary Weapon: Single One Handed Weapon (One Two Handed Weapon Takes both Primary and Secondary Slots)
-Secondary Weapon: Single One Handed Weapon (One Two Handed Weapon Takes both Primary and Secondary Slots)
-Back: Bow & Quiver, 2 One handed weapons, 1 Two Handed Weapon
-Right Arm: Gauntlet Mounted/Forged/Shield
-Left Arm: Gauntlet Mounted/Forged/Shield
-Right Thigh: Small Weapon, Throwing Knives or Axes, Single Knuckle Class, Daggers.
-Left Thigh: Small Weapon, Throwing Knives or Axes, Single Knuckle Class, Daggers.
Free Space: 0/6
-
-
-
-
-
-
Stats Original (You start with ten in each category.)
Str: 10
Vit: 10
Agi: 10
Ch: 10
ST: 10
T: 10
D: 10
EN: 10
P: 10
K: 10
HP: 200
SM: 20
MP: 110
Stats Growth
Str: X
Vit: X
Agi: X
Ch: X
ST: X
T: X
D: X
EN: X
P: X
K: X
HP: XX
SM: XX
MP: XX
Fight Record:
Wins: 0
Draws: 0
Losses: 0
Knowledge Possessed: (Choose 10 I level knowledges to start with)
-Auto: Sissak I
Camping I
Hunting I
Hiding I
Climbing I
Direction
Swords I
Bows I
Running I
Sneaking I
Duelist I
BONUS:
For New Arrivals Only
Raskar starts at level 1, has 8 additional stat points to be distributed by the claimant, and the following 2 knowledges: Trapping I
Weapon Blocking I
In addition he starts with the following skills:
Natural Camouflage
-Raskar's scales help him blend into any wooded area.
-After successfully climbing into a tree, or sufficiently sturdy plant, Raskar's hiding knowledge becomes twice as effective as long as he remains still.
-MP Cost: 30
*Viper, Hiding I, Sneaking I, Climbing I*
Viper Bite
-Due to his ethnicity Raskar bears fangs and venom glands.
-Venom deals 5 damage per turn to victim until cured.
-Stamina Cost: 5
-Counts as an attached action to any bite during combat.
Heat Sense
-Raskar has a 'pit' between his nose and eyes that functions as an extremely sensitive heat detector.
-Automatic 20% chance to detect any hidden individual every round.
-Intense heat sources can overwhelm the Skaldi and disorient him.(Initiative/2 unless resisted with a vitality check.)
-Passive
Name: Raskar (Ras-Car)
Race: Skaldi
-Ethnicity: Viper
-Poison immunity.
-Elongated Fangs: Str+20 when biting.
-Racial Hate: -10 to charisma or diplomacy based rolls with non-skaldi.
-Ancestral Strength: Skaldi can wield two-handed weapons with no penalties one handed, and receive +5 to all Str based checks.
Age: 12
Gender: Male
Height: 7'6"
Weight: 316 lbs
Eyes: Yellow.
Scales: Green and yellow.
Class/Occupation: Fighter/Scout
Nobility: None.
Starting Morality: Neutral
Faction: The Skaldi Resistance Front
Languages: Sissak
Appearance:
Raskar bears the hallmark traits of his bloodline, piercing yellow eyes and green outer scales. Like the vipers of old he is long and slender, colored for forest camouflage. He is almost never seen without his weapons, but then he's rarely seen to begin with.
Personality: A freedom fighter to the core, Raskar is dedicated to freeing his kin. He is a very careful Skaldi, preferring to strike from a hidden position and leave his enemies dead before they knew what hit them. Highly perceptive he studies his enemies and learns their ways, using that against them as much as possible. On the other side of his coin though, Raskar would much prefer to see his people freed without violence and will attempt every bloodless rescue he can. He will not let up in the face of violence, but if the fighting hasn't started he'll do what he can to keep things peaceful.
History: Raskar was born into the Skaldi Resistance Front and took to the cause the moment he understood what was going on. He learned from a young age to hide and find the opportune moment to strike, accompanying several raids as both a scout and striker. During a string of caravan raids though he learned the benefits of less violent methods. A few that were able to speak Cruic properly bargained for goods instead of fighting a heavily armed caravan. While normally they would lose some kin and gain everything, this time Raskar observed no losses and the gain of much needed food. Ever since then he has been looking for easier methods of completing the SRF's goals that keep more of his kin alive, although he has yet to ever bring up his more peaceful methods.
Something about Karvan's current state has always made him slightly afraid of his leader's response.
Inventory:
Armor
-Head:
-Armor:
-Feet:
-Gloves:
-Belt:
-Ring 1:
-Ring 2:
-Amulet:
Armaments
-Primary Weapon: Single One Handed Weapon (One Two Handed Weapon Takes both Primary and Secondary Slots)
-Secondary Weapon: Single One Handed Weapon (One Two Handed Weapon Takes both Primary and Secondary Slots)
-Back: Bow & Quiver, 2 One handed weapons, 1 Two Handed Weapon
-Right Arm: Gauntlet Mounted/Forged/Shield
-Left Arm: Gauntlet Mounted/Forged/Shield
-Right Thigh: Small Weapon, Throwing Knives or Axes, Single Knuckle Class, Daggers.
-Left Thigh: Small Weapon, Throwing Knives or Axes, Single Knuckle Class, Daggers.
Free Space: 0/6
-
-
-
-
-
-
Stats Original (You start with ten in each category.)
Str: 10
Vit: 10
Agi: 10
Ch: 10
ST: 10
T: 10
D: 10
EN: 10
P: 10
K: 10
HP: 200
SM: 20
MP: 110
Stats Growth
Str: X
Vit: X
Agi: X
Ch: X
ST: X
T: X
D: X
EN: X
P: X
K: X
HP: XX
SM: XX
MP: XX
Fight Record:
Wins: 0
Draws: 0
Losses: 0
Knowledge Possessed: (Choose 10 I level knowledges to start with)
-Auto: Sissak I
Camping I
Hunting I
Hiding I
Climbing I
Direction
Swords I
Bows I
Running I
Sneaking I
Duelist I
BONUS:
For New Arrivals Only
Raskar starts at level 1, has 8 additional stat points to be distributed by the claimant, and the following 2 knowledges: Trapping I
Weapon Blocking I
In addition he starts with the following skills:
Natural Camouflage
-Raskar's scales help him blend into any wooded area.
-After successfully climbing into a tree, or sufficiently sturdy plant, Raskar's hiding knowledge becomes twice as effective as long as he remains still.
-MP Cost: 30
*Viper, Hiding I, Sneaking I, Climbing I*
Viper Bite
-Due to his ethnicity Raskar bears fangs and venom glands.
-Venom deals 5 damage per turn to victim until cured.
-Stamina Cost: 5
-Counts as an attached action to any bite during combat.
Heat Sense
-Raskar has a 'pit' between his nose and eyes that functions as an extremely sensitive heat detector.
-Automatic 20% chance to detect any hidden individual every round.
-Intense heat sources can overwhelm the Skaldi and disorient him.(Initiative/2 unless resisted with a vitality check.)
-Passive