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|-
 
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|Str
 
|Str
|18
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|16
| +3
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| +2
|3+
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|5+
 
|-
 
|-
 
|Dex
 
|Dex
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|-
 
|-
 
|Wis
 
|Wis
|16
 
| +2
 
|5+
 
|-
 
|Cha
 
 
|13
 
|13
 
| +1
 
| +1
 
|8+
 
|8+
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|-
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|Cha
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|10
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|0
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|5+
 
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|-
 
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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.
 
*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.
 
*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.
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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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**
  
 
= 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
 +
**(Dominion Project): (dominion spent) + (influence spent): X
 +
***Project Scope:
 +
***Project Effects:
 +
**(Dominion Project): (dominion spent) + (influence spent): X
 +
***Project Scope:
 +
***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.
+
*'''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.
 +
*'''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.
 +
*'''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.  
 +
*'''Gift:'''
 +
*'''Gift:'''
  
  

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