Rocky

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VioletRocky 02jpg.jpg
  • Background

Violet Rocky left his homeworld, as he practices what his peers consider a forbidden martial arts style and he grew weary of their ignorance. This opened his eyes to the wonders of the rest of the universe, now he seeks to find and experience all there is out there. The odd jobs as a bodyguard or bounty hunter are just stepping stones to allow him to launch his expeditions to the most remote places in the galaxy. Rocky is an idealist at heart, he firmly believes everyone can work to improve themselves and thus the world around them.

  • Description

His tall, hulking rock of a body often gives the first impression of a mindless brute, but then his looming voice carries a strong tint of compassion within it, giving away his good natured disposition. Probably the most eye-catching feature of his is the fact he naturally grows amethyst on his shoulders, a trait common to his species. He likes to wear simple, cheaply replaceable clothing as with his tall, thick stature, it can easily get damaged when traversing difficult terrain.

Effort[edit]

  • Max: 2
  • Instant Commitment: 0
  • Scene-Long Commitment: 0
  • Day-Long Commitment: 0

Attributes[edit]

Attribute Score Mod Check
Str 18 +3 3+
Dex 14 +1 7+
Con 16 +2 5+
Int 13 +1 8+
Wis 16 +2 5+
Cha 13 +1 8+

Combat[edit]

  • AC: 3
  • HP: 10
  • Movement: 30ft
  • Attacks:
    • Melee: Unarmed martial arts: 1d10+2 magical damage
    • Ranged:
  • Saves:
    • Hardiness: 12+
    • Evasion: 14+
    • Spirit: 13+

Facts[edit]

  • Origin: A sentient silicone humanoid from an isolated planet. Likely artificially engineered by a long gone ancient civilization. Orphaned since birth.
  • Training: A martial arts prodigy and an enthusiastic solo explorer.
  • Relationship: Turned his back on a bounty he accepted from the Hades Recovery Group, for moral reasons - Unit Zero isn't who they think she is anymore.
  • Goal: Enlightenment. Learn as much of the world as possible so he can learn as much of himself.


Possessions[edit]

  • Adventuring Gear
    • Backpack: some of the stuff Rocky owns can be a bit unwieldy, so he carries it in a simple, medium sized backpack
    • Climbing harness: rope, straps, grappling hook, set of pistons and nuts, etc.
    • Basic survival kit, including a sturdy handaxe
    • Binoculars
    • Navcomp
    • Metatool
  • Possessions
    • A small piece of unrefined green garnet tied to a string and worn as an amulet.


Advancement & Influence[edit]

  • XP: 0
  • Dominion Gained: 0
  • Dominion Spent: 0
  • Current Dominion: 0
  • Current Influence: 2/2
    • (Dominion Project): (dominion spent) + (influence spent): X
      • Project Scope:
      • Project Effects:

Words & Gifts[edit]

Sword[edit]

  • Inherent: Heroes with the Sword Word treat all their weapon or unarmed attacks as magical, cannot be disarmed, and can summon any melee weapon they’ve ever used immediately to hand as an Instant action.
  • Gift: Contempt of Distance - Your movement action can take you to any point in movement range, provided the path is unobstructed and there’s a target to hit at the end of the move. A hero could thus dash straight to a rooftop or balcony without navigating the physical route there. Foes too far away to reach in one round can be pursued over multiple rounds, but they must be attacked once reached. This pursuit can even extend into the air, supporting the hero until they defeat their enemy or choose to disengage, whereupon they land safely at a point below.
  • Gift: Excellency of the Word - Strength raised to 18.

Endurance[edit]

  • Inherent: Heroes of Endurance need not eat, sleep, drink, or breathe, and may set their Constitution score to 16, or 18 if it’s already 16 or higher.
  • Gift: Body of Iron Will - Your natural armor class is 3. You are impervious to any natural environmental damage, such as that caused by extreme heat, cold, pressure, radiation, or vacuum. Such forces used as a weapon or hazard against you function normally. Armor or shields don't benefit this base AC.

Journeying[edit]

  • Inherent: Heroes with the Word of Journeying always know exactly where they are, never lose their way to a known destination, and may treat travel as if it were as restful and nourishing to them as sound sleep and a good meal.
  • Gift: Know the Path - You always know the safest and easiest way to go to reach any location that is not kept secret from the world. Those who go with you also count their journeying to be food and sleep, allowing constant travel.


Strifes[edit]

True Strife of the Broken Earth[edit]

  • Technique: Avalanche Stride - Commit Effort for the scene. The adept never slips or falls on earth or stone, and can traverse such surfaces even vertically or upside-down. If they end the round standing on earth or stone, they create shockwaves in the material that do 1d8 damage to all foes within 10 feet of them. These waves don't harm the surface, and as they cause area-effect damage the die is rolled straight against Mobs in melee with the adept.
  • Technique: Rocks Fall - Your unarmed attacks are treated as a magical weapon doing 1d10damage. Your blows can make a man-sized hole in earth or stone up to six feet deep per round.
  • Technique: Load Bearing - Commit Effort. The adept becomes impossible to crush by simple weight. Attacks affect them normally, but collapsing ceilings, encroaching wall traps, and falling weights can’t harm them. If they spend their action, they can move up to half their normal movement rate, either carrying the object atop them or pushing through debris and rubble.