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Grungeknuckle
05-26-2015, 06:45 PM
I was hoping to find a thread like this.

Obviously, this is where I'll be putting my character profiles.

Additionally, utilizing a 15 point system for skills, to act as a better judge for power levels.

Grungeknuckle
05-26-2015, 06:56 PM
Amir Jusserai

Genre: Medieval Fantasy Character
Role: Healer \ Secondary Healer & Tracker
Theme Music: 8 Dawn Music - This is Why I Was Born (https://youtu.be/oUlclgxgNAo)

Name: Amir Jusserai
Gender\Race: Male Human
Class: Templar of Balance
Origin: Dom Kreh Holl, Cykursh (Capital of the Far Northern Kingdom)
Young, early 20's, and looks it as well. Green eyes, black hair, and freckles, with a youthful appearance. Though young looking, average by standards of beauty. With his under average height, people tend to think he's younger than he actually is, so Amir wears a helmet most of the time. Has left his homeland seeking more, believing that he deserves more, he's worth more, and despite all odds, he will gain more. Seeks power, knowledge, and respect, but not fame, and shies away from public ceremony and adoration. More interested in the attention of those above him and his peers, than of those "beneath" him.
As a true son of Cykursh, Amir has a fascination with stories and anecdotes, though he prefers foreign stories, and for some reason, gossip and rumors. It could just be because he hears so little of it, as Amir is not particularly adept at drawing information out of people, whether it be in friendly conversation, or more aggressive interrogation.
During his travels, he was placed under a love compulsion by an enchantress. Though he yearns for her, he knows these feelings to be false, and seeks to have the hex lifted, lest he encounter this enchantress again, and fall even deeper under her spell.
As a Templar of Balance, he is a devout follower of the Cykursh Religion, the Balanced Line. He serves neither Acebus nor Sepoc, instead acting as a champion of the balance between the two. As one of the order, he has found the focal point within himself, a means of tapping into the energies of the cosmos, to become one with the universe. This grants him unnatural knowledge and awareness of his surroundings, though being open in such a way leaves him vulnerable to mental and spiritual intrusion.
The Templar's pure awareness of their surroundings allows them to craft unrivaled personal items, becoming uniquely attuned to each piece. For his part, Amir creates armor, though the process is very slow, and ultimately, the armor's special properties only work for him. His own armor, black steel, lined with white fur, and inlaid with silver and ivory motifs, is heavy, but neither slows him down, nor hinders his agility. He is one with the suit, and does not carry it. He moves, and it moves with him, like a second skin. This also means he is unusually cumbersome in new armor, and is almost useless with exotic weapons.
Within a group, Amir acts as a healer, restoring balance within the bodies and minds of his allies to heal wounds, and offset exhaustion. In his heavy armor, and with his proficiency in unarmed defensive arts, he requires no additional protection from his allies. Through his combined channeling of cosmic powers, and unique defensive arts, he can deflect and redirect attacks, even spells, though this becomes harder the more intangible the attack is. Physical and earth element attacks are easiest, mental and spiritual attacks are nearly impossible.

Specific Abilities
Restore Balance: [6] Healing, requires physical contact, the longer he's been around someone, the faster and more effective the healing is.
Cosmic Awareness: [2] Senses reach deep into the physical plane, perceiving the unseen, and sensing the truth of his surroundings. Grants him insight into the properties of otherwise unknown items and materials.
Cosmic Center: [2] Superior manipulation of the environment. While no full-blown telekinesis, this allows the user to promote, or disrupt, harmonies within the immediate on-hand area, diverting and re-directing forces and energies, increasing or reducing effects by minor degrees. The more familiar the user is with the objects or energies requiring manipulation, the more effective they are.
Skill - Martial Arts (Unarmed/Defensive): [3] Proficient in basic unarmed attacks dependent on speed and agility, rather than strength. The focus of this skill is deflecting, blocking, and dodging incoming attacks, requiring a high amount of mobility.
Skill - Armorsmithing: [2] Knowledgeable in techniques for producing fine metals, as well as how to shape these and other materials into a suitable suit of armor.

Grungeknuckle
06-02-2015, 04:38 PM
Isazel Stump

Under Construction

Genre: Medieval Fantasy Character
Role: Assist & Damage \ Secondary Stealth
Theme Music:

Name: Isazel Stump
Gender\Race: Female Goblinblood Human
Class: Talisman Medium
Origin: Garrontrite Village, Solthalen Empire \ Green Mountains Border

Quick Notes:
Class acts like a magician
Tall for a Goblin, Short for a human, closer to human height. Tattoo (lower back, goblin skull & branches)
Brown Eyes, Black Hair. Bluish Tinge to skin, bristly hair, ears are large and slightly pointed, point outward, long thin nose, all goblin traits. Attractiveness: 5 (out of 10)
Thin, wiry frame, sinewy muscles. Prone to over-consuming (on food?). Believes herself lucky, or at least depends on luck.
Quick to help others in need, especially they're good looking. May try to haggle first, to get something extra for her efforts.
Disklikes flattery, well aware of her "average" looks, automatically thinks someone's up to something if they start saying overtly good things about her.
Collects stories, mostly ghost stories, but looking for information on her grandfather (on her goblin side)
Uses a Staff as a weapon.

Magic is spirit and talisman based, with crafted items used to capture, repulse, attract, and direct spirits. Spirits are minor ones, from elemental, arcane, alignment, and aetherial planes, though Isazel seems to attract fire spirits (sparks) the most.
AOE curses, mostly for heating armor and weapons.
Magical melee, using staff as focus, random spirit utilized, 50

Specific Abilities:

Grungeknuckle
11-24-2015, 09:48 PM
Dawnsister Kaimn Sunderhaus
Female Dwarf Paladin of the Sun goddess (Truth Aspect)

Brown Eyes, Platinum Blonde Hair (Clearly Dyed), Average Height, Tattoos, Attract 10
Angry Mood, Sin: Pride, Belief: Gods, Competence 9, Likes Nobility, Dislikes cute & Fuzzy Things
- Long Walks in the Wilderness
Life 12% Self 22%

Class
Bonuses to: Heavy Armor, Magical Area of Effect, Fighting Multiple Opponents
Penalties to: Rituals, Magical Ranged Combat.
Note: Class uses several signature weapons.

Magic:
Bonuses to: Memory Manipulation\Control, Enchantments, Blessings, Change
Note: Users have little sense of humor, Blood & Crystals used in spellcasting, Learned from formal Academics.

Possible Results:
No-nonsense cleric\paladin for the sun-goddess, dedicated to the Solathian Empire, Currently (or formerly) a Thief-slayer for the Empire. Uses crystal shard bases weapons, mostly throwing-daggers, addition of oversized dual katars? Sleeve tattoo, either of gods, demons, divine battle, or... dwarven myth? Possible additional piercings.

Sustained light aura, reveals hidden\stealthed individuals and items, blesses\enhances allies, charges weapons w\holy light. Class is designed to hunt down and destroy bandit\thief rings. Capable of sifting through the memories of individuals to determine "truth," as part of inquisition.
As a advocate of the Sun Goddess, effective against undead, but not really designed for fighting them.
Family line may have come from Pravus, (thus the Sunderhaus name), possibly captured in prior war or banished from Pravus, family turned to the Solathian church.

Staff might be better, rather than katar.