Player Name: Derrick
Google Handle: DSmith8807
Sroxl
Rank: Novice Experience: 23 Advances Left: 0
Race: Dregordian
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d10, Vigor d8
Charisma: -4; Pace: 6; Parry: 8(1); Toughness: 9(3)
Skills
- Fighting d10+1 (+2 vs Reach 0)
- Intimidation d6+4
- Knowledge (Battle) d4
- Notice d6
- Stealth d4
- Survival d4
- Swimming d6
- Throwing d6
- Battle Lust (Death Wish; Minor): Sroxl loves fighting on the field of battle. He craves it, and nothing would make him happier than dying in battle after accomplishing some major goal and having his name remembered forever as a great hero.
- Battle Rage (R): A dregordian engaged in battle must pass a Spirit roll at the beginning of each round or fall prey to his bestial nature. While in this agitated state, he may only make wild attacks and suffers the effects of Bloodthirsty. If not directly threatened, he may take one round to regain self-control with a Spirit roll at -2.
- Heroic (Major): This noble soul never says no to a person in need. She doesn’t have to be happy about it, but she always comes to the rescue of those she feels can’t help themselves. She’s the first one to run into a burning building, usually agrees to hunt monsters for little or no pay, and is generally a pushover for a sob story.
- Jungle Dweller: Dregordians suffer a -4 penalty to resist cold environmental effects.
- Outsider: Dregordians are pretty much alien to every other race, both in appearance and mentality.
- Ugly (Minor): Unfortunately, this individual hit more than a few ugly sticks on his way down the tree of life. His Charisma is lowered by 2, and he is generally shunned by members of the opposite sex.
- Berserk: Immediately after suffering a wound (including a Shaken result from physical damage), your hero must make a Smarts roll or go Berserk.
While Berserk, his Parry is reduced by 2 but he adds +2 to all Fighting, Strength, melee damage rolls, and Toughness. The warrior ignores all wound modifiers while Berserk, but cannot use any skills, Edges, or maneuvers that require concentration, including Shooting and Taunt, but not Intimidation.
Berserkers attack with reckless abandon. Anytime his Fighting die is a 1 (regardless of his Wild Die), he hits a random adjacent target (not the original target). The attack may hit friend as well as foe. If there are no other adjacent targets, the blow simply misses.
The Berserker may end his rage by doing nothing (not even moving) for one full action and making a Smarts roll at –2. - Embrace the Beast (N1): While most dregordians struggle their whole lives to control their “Inner Beast,” this character numbers among those who fully embrace their atavistic nature . This Edge confers the Berserk Edge on the dregordian.
- Frightening (N2): Some folks are very Frightening in their appearance and presence, while others project a highly Impressive bearing. This Edge allows the Hero to apply his Charisma modifier to any Intimidation checks; if it is negative, the Edge counts as Frightening (and the value is inverted as a bonus), while a positive modifier counts as Impressive. The maximum amount of modifier from Charisma that should be permitted for the Intimidation check is +4.
- Heirloom (I2): Sroxl inherited his father’s Kayakor who inherited it from his father. Sroxl’s grandfather was a paladin of the Light who was rewarded for his exemplary service with a Kayakor specially crafted with a blade of white steel. Neither Sroxl nor his father were followers of Archanon, but they have had great respect for the unique Kayakor. It has been the envy of many Dregordians who know if it!
- Kayakor Initiate (I1): The traditional weapon of any dregordian warrior is the kayakor. (see page 84) True practitioners of the martial forms associated with this weapon learn to master its offensive and defensive capacity to great effect. A Kayakor Initiate wielding a kayakor gains a +1 Fighting against anyone armed with a Reach 0 weapon. As well, opponents lose one point of Gang Up bonus against the Kayakor Initiate as they learn to move and spin their weapon in a constant circle of blocking positions.
- Tail and Claws (R): Dregordians have natural claws that can do lethal damage (Str+d4) and are always considered “armed”. Their tail is flexible enough to be used as a weapon, as well, doing Str+d4 in either nonlethal or lethal damage.
- Trademark Weapon (Kayakor, Silver Steel; N3): +1 to Fighting with Kayakor, Silver Steel. If lost, the hero can replace it, but the benefit of the edge takes two game weeks to kick in.