Name: Sirius
Sex: Male
Species: Human
Height: 6'2"
Weight: 225 lbs.
Age: 24
Age in appearance: 24
Hair Color: Dirty blonde
Eye Color: Green
Skin Color: Warmly tanned
Personality: Curious, friendly, fierce, feral, wild
Weakness: Uneducated, not privy to social cues
Profession: Hunter-killer
Weapons:
Lance
- +1CS Fighting on offense, -1CS Fighting on defense
- Piercing damage
Armor:
Leather Armor - Provides typical protection from blunt attacks ( staves, clubs, maces ), and poor from all other types.
Items:
Skills:
Aerial Combat - +1 to Fighting against flying opponents.
Weapons Specialist: Lances/Spears - +1 CS to Fighting or Agility, covers all weapons of a specific type.
Jumping / Leaping - Extraordinary at making difficult leaps or jumps over distances most wouldn't be able to make. +1 CS to Strength or Agility as needed.
Tracker - Able to find footprints of people or creatures in some areas and lead them towards who they are trying to find. +1 CS to Intuition.
Hunter - Skills at sneaking up on game and shooting them. Gains stealth for purposes of hunting animals only, as well as tracking and expert aim. Gains Tracker for animal tracks only. Any animal successfully snuck up on you gain a +1 CS to shooting.
Languages: English ..... barely.
Description and/or Picture: Sirius is the epitome of a jungle-bred wild man; he is large, wide, muscular, rugged, hardy, and can widely be considered "prime human," the kind that survived to later discover fire and the wheel. Every muscle is large, honed, and well-maintained from physical exercise, though obviously for use rather than show (bodybuilding). Every breath fills his chest and swells his shoulders, and even at rest, he brims with barely-contained prowess.
Stats:
Fighting: Remarkable (30)
Agility: Good (10)
Strength: Excellent (20)
Endurance: Remarkable (30)
Reasoning: Excellent (potential) (20)
Intuition: Excellent (20)
Psyche: Good (10)
Hit Points: 90 HP
Stamina Points: 70 SP
Mana: 50 MP
Spells / Special Abilities:
Protector 1
Cost: N/A
Uses: Varies
Description: Use one of your actions to defend a player from an attack. Roll as you would normally roll to defend. If attacker wins you take damage. If your roll is more then 30 below the attack the protect fails and the original target must roll.
Special Conditions:
1. You may change people who you are defending for as many actions as your Fighting roll would allow you to attack. ( Excellent fighting allows 2 attacks so 2 defenses ) without penalty. If the next defense would push you to poor or feeble, the attack automatically hits you. You cannot protect someone again if you are at feeble.
2. This skill can be used in conjunction with attacking. For example, you have Incredible fighting. You defend once, then can attack twice on your turn for Excellent, Good ( normal -1 per action taken ), then defend again afterwards without exhaustion.
Steelmind
Cost: N/A
Uses: Psyche
Description: This character has either been trained against terrifying sights, or has just been through such evils nothing anyone can do to them can frighten them. They are virtually immune to the Fear effect, taking 1 level less effect from any fear ability. ( Example: If a spell is to fear them round one, then results in -2 to rolls round two, then -1 to rolls round three, they skip the fear and only suffer a -2 to rolls in round one, then -1 to rolls in round two. )
Special Conditions:
1. A fear roll of 100 or a player roll of 1 negates this ability.
Dragoon Jump
Cost: 10 SP
Uses: Fighting
Description: Allows a character to leap to abnormal heights, allowing them to either engage in aerial combat or avoid melee combat for a round. After a round in "Dragoon Jump," the character lands with an attack against a single target that does +1 CS of damage.
Highwind
Cost: 30 SP
Uses: Fighting
Description: An enhanced version of "Dragoon Jump;" does not permit a character to engage in aerial combat, but does remove the character from melee targeting for one round. On the character's turn after "Highwind" is declared, the character lands with great kinetic energy and a sweeping blow that can reach multiple targets in a wide area.
Biography:
Sirius was born to a xenobiologist and an archaeologist couple scouring the ancient forests of the Centran (not Cetran) continent, a loving couple who were seeking hints or insight into that ancient, vanished civilization; however, the dangerous throngs of monsters that call the jungles and forests home would end their expedition in slaughter, leaving young Sirius to fend for himself alone in the jungle.
He learned quickly to fight and defend himself from animals and other monsters, the nearly-impossible task of surviving and thriving coming close to killing him multiple times. As his knowledge and fighting talent grew, he hunted and slew larger and more terrible creatures in order to establish himself as a force to be reckoned with in the deep, dark jungles.
Sirius learned English as a young child, including how to read, and used the leftovers from his family's camp to learn the very basics about the world around him. His ability to learn is unparalleled, typically by observing and doing rather than from books, allowing him to imitate other creatures and entities in order to use their knowledge for his own gain, and so his mannerisms have developed in a decidedly bestial or feral fashion, often imitating other animals in his attempts to communicate with them.