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[[File:VioletRocky_02jpg.jpg|400px|right]]
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*Background
 
*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.  
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"So, you want to learn of me? Well then, I suppose that's fair. I could've never anticipated I would be joining an actual pantheon of gods one day, but if that's what's happening, there are certain things you need to know.
*Description
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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.
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First off, Violet Rocky is only a nickname. A boring one, but I suppose it's descriptive. Some name me Violent Rocky. Hopefully, it won't be you. My real name is too long for most species to pronounce, let alone remember, so I don't use it anymore. I come from a far away, quite isolated planet, where, as you can see, sentient rock walks the ground. We don't build huge, sprawling cities. We don't eat meat. Our customs are considerably different to most more organic species out there. I don't require from you to learn or uphold them, only to respect them. Well, most of them, at least.
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As you may or may not already know, I practice the art of unarmed combat. Perhaps all you can see are just mindless, devastating, all-out massive blows, and perhaps that's all there is to it for similar styles trained elsewhere, but my style requires above all else control and precision. It is easy to see why. With just a little bit of carelessness, if I use too much force or hit at the wrong angle, the impact can destabilize my own internal structure just as it would my target's. Back home, my martial art is considered too dangerous and unreliable. They label it a forbidden style. The kind only the most crazed assassins, bounty hunters and mercenaries would practice and pass on to their students. They do not know what they are talking about, but would pass their judgement regardless, so I left. I hold no respect for a place that holds no respect for me. I took the first ship I could get on, paying no heed to its destination. It was the best decision I could've made.
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I awakened. I cannot properly describe the wonderful feeling I experienced when I set my rock hard foot on a foreign planet's soil for the first time. The earth was so amazingly different, yet still somehow familiar. It was like meeting a long lost friend you never knew you had. Or like discovering a completely new branch of science. I realized just there that there are so many wondrous places in the universe I've been oblivious of, that I yearn to see and visit them all, to experience for myself their unique atmosphere, texture, personality, knowledge and everything else they have to offer. Many such places were lost and forgotten, but they can be reclaimed, and there is so much we can learn from them.
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I became a wanderer of sorts. I would take ships to unknown destinations, most often serving as a bodyguard for their owners, as my looks and skills lend themselves to that position, but I have hunted a bounty or two when the offer and the target interested me. I have walked through many cities, scaled countless mountains, explored numerous lakes, discovered dozens of magically bizarre places, meditated near soothing waterfalls each higher than the previous one and marveled at the beauty of forests and jungles. Best part of it is that I still barely scratched the surface of what's out there. Oh, we truly live in a wonderful world.
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My master once told me: 'The more you learn from the world around you, the more you learn about yourself.' So let's face the wonders and perils that lie before us with no fear in our minds, for we shall emerge from them stronger, more wholesome, more complete."
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*Description:
  
 
= Effort =
 
= Effort =
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|-
 
|-
 
|Str
 
|Str
|18
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|16
| +3
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| +2
|3+
+
|5+
 
|-
 
|-
 
|Dex
 
|Dex
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|-
 
|-
 
|Wis
 
|Wis
|16
 
| +2
 
|5+
 
|-
 
|Cha
 
 
|13
 
|13
 
| +1
 
| +1
 
|8+
 
|8+
 +
|-
 +
|Cha
 +
|10
 +
|0
 +
|5+
 
|-
 
|-
 
|}
 
|}
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**Ranged:
 
**Ranged:
 
*Saves:
 
*Saves:
**Hardiness: 12+
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**Hardiness: 13+
 
**Evasion: 14+
 
**Evasion: 14+
**Spirit: 13+
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**Spirit: 14+
  
 
= Facts =
 
= Facts =
*Origin: A sentient silicone humanoid from an isolated planet. Likely artificially engineered by a long gone ancient civilization. Orphaned since birth.
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*Origin: A sentient crystalline humanoid. Likely artifically engineered by a long gone ancient civilization.
*Training: A martial arts prodigy and an enthusiastic solo explorer.
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*Training: A martial arts prodigy and an enthusiastic solo explorer. His master taught him a style his race forbids. Rocky vastly improved upon this style he inherited.
*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.
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*Relationship:
 
*Goal: Enlightenment. Learn as much of the world as possible so he can learn as much of himself.
 
*Goal: Enlightenment. Learn as much of the world as possible so he can learn as much of himself.
  
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= Possessions =
 
= Possessions =
 
*Adventuring Gear
 
*Adventuring Gear
** Backpack: some of the stuff Rocky owns can be a bit unwieldy, so he carries it in a simple, medium sized backpack
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**  
** Climbing harness: rope, straps, grappling hook, set of pistons and nuts, etc.
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**
** Basic survival kit, including a sturdy handaxe
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**
** Binoculars
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**
** Navcomp
 
** Metatool
 
 
*Possessions
 
*Possessions
** A small piece of unrefined green garnet tied to a string and worn as an amulet.
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**
 
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**
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**
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**
  
 
= Advancement & Influence =
 
= Advancement & Influence =
*XP: 0
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*XP: 0/3
 
*Dominion Gained: 0
 
*Dominion Gained: 0
*Dominion Spent: 0
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*Dominion Spent: 0/2
 
*Current Dominion: 0
 
*Current Dominion: 0
 
*Current Influence: 2/2
 
*Current Influence: 2/2
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**(Dominion Project): (dominion spent) + (influence spent): X
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***Project Scope:
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***Project Effects:
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**(Dominion Project): (dominion spent) + (influence spent): X
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***Project Scope:
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***Project Effects:
 
**(Dominion Project): (dominion spent) + (influence spent): X
 
**(Dominion Project): (dominion spent) + (influence spent): X
 
***Project Scope:
 
***Project Scope:
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*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.
 
*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:''' ''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.
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*'''Gift:''' ''Thirsting Razor -'' Commit Effort. You always hit lesser foes with your melee attacks. No attack roll is necessary, but this benefit applies only to actual melee weapon or unarmed attacks, and not to other effects that involve hitting a foe to inflict a hostile effect.
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*'''Gift:'''
  
 
== Endurance ==
 
== Endurance ==
 
*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.
 
*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.
 
*'''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.
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*'''Gift:'''
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*'''Gift:'''
  
 
== Journeying ==
 
== Journeying ==
 
*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.
 
*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.  
 
*'''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.  
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*'''Gift:'''
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*'''Gift:'''
  
  
 
= Strifes =
 
= Strifes =
  
== True Strife of the Broken Earth ==
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== Strife of the Broken Earth ==
*'''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.
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*'''Technnique:''' ''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:''' ''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.
 
*'''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.

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