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Pezzer

Character Description
Height: 6'1 Age: 18 Eyes: green
Weight: 180 Race: Dhampire (Half Vampyre/Vampire) Hair: sandy blonde
Languages: Common Elvin, Common Blood Type: A Body Frame: Lean Muscle
Alignment: Neutral Profession 1: Mercenary (New) God: No Religion
Sex: Male Profession 2: Rogues  

Armory

Weapon1: Whip 3d2 Weapon2: Knuckle 2d2 1 Free Skill: Boost Lvl 1 (+1 to Stats)
Shields/Helm: H. Band 5% Armor: Leather Armor 7% Cloaks: Shabby +2%M.Def

Game Mechanics

Level: 1/1 Exp.: 100/100 Next Lvl: 200/200 Exp GP: 2,000gp
HP: 114 MP: 67 Vp: 60
D.Hp: 9 Ability Points: 50Ap  
 
Hit:   38% Defend: 37% Armor: 12
Accuracy: 37% Magic: d60 40% Skills: d60 48%
Magic Defense: 16%    

 

Bio: 

Born to poverty and sent out to work at a very young age
hardened this young lad beyond his years. His mother, a widowed homemaker
was savagely raped and almost killed when a band of evil vampires
invaded his hometown 19 years ago. The result of such torment was a baby
boy...Pezzer. He was raised right, knowing right from wrong. His mother
lacked showing him much affection though, being he was a result of a
traumatic time of her life.
At age 11,his mother passed on leaving him to his paternal Uncle. Uncle
was a full-blooded vampire who intimidated Pezzer to help hunt his prey,

 which Pezzer reluctantly did at first. Soon the bloodlust built in Pezzer
who seemed to take on more of his Vamperic ancestry then his human side.
Fortunately, only a few years passed before his Uncle was staked and hung
in the town square for all to see. Pezzer fled and lived in many
different towns, once again regaining his human traits and learning new
ones from the townsfolk. He was said to 'run with the wild bunch' but
that was Pezzer's way to escape his dark past.
He has now come to Serenade in hopes to start anew, make a decent
living, and try with all his soul to keep the dark side of him from
resurfacing.

 


Stats:+2dmg phys/+10Mp Max/+5Hit/Def/Acu/-3 Initial Roll

Stat Bonuses: +2 Wisdom / +2 Strength / +3 Charisma

Stat Penalties: None

STR DEX CON INT WIS CHA
18 26 16 16 24 24



Property:

Whip 3d2
Knuckle 2d2
H. Band 5% (Equipped)
Leather Armor 7% (Equipped)
Shabby +2%M.Def (Equipped)

Race Bonuses:

 

Race Abilities:Mixed Parentage: They receive both Natural Race Abilities excluding any
Penalize or Flaws in the Race.

Dark Vision; able to see even in dim light or total darkness.

+2 Listen Skill
+2 Spot Check Skill
+2 on Scent Checks
Skill: Heightened Awareness +3 to all Sense or Awareness Checks


Natural Weapons: 2d5+lvl Claws, 20+lvl dmg Bite

Penalty: Contamination if a Dunpeal bites a Creature in frenzy or desires
too (d5 days till transformed or till cure is found. Only In True Form can
bite work.)

Transformations: Must forfeit turn or perform during non-active battle
and must be stated and noted by Host.
Transformation: Wolf Form +1 Str/ +3 Dexterity / +10% Evade/Hit

Transformation: True Form +2 dmg to Natural Weapons, +2 Str/Dex/Con +15%
Hit/Evade
(The Dunpeal bares it fangs and looks almost Feral in this form they are
at their top performance and their bite is contaminated.)

Grapple Skill: If Bite or Grab is successful a Werewolf can grasp onto
their target. -3 Str in attempt to breaking out.

Frenzy: If a Dunpeal drops down 75% from their Max Hp they will start to
frenzy and attack their target in order to drain them of their blood.
However once done they know only of the Red Hunger and will attack
friend or foe and feed from them. This bite can kill if drained below
Zero and turn the Target into a Ghoul.

 

Race Penalties:

 

Abilities:

 

Level Name of Ability Effect of ability Dmg/ Rnds effect Cost for ability used
Mercenary (New)

Lv.1

Riding Able to Ride horse-like N/A  
  This skill will teach you how to Ride Horses, Camels, Stallions, War Horses, Nightmares, Unicorn, Pegasus, any riding like animal except dragons, dolphins, or any unique riding animal.
Lv.2        
   
Lv.3        
   
Rouge
Lv.1 Skill of Thief Basic Thief skills   0mp
  You will learn the Skills Steal, Lock Pick, Sense Trap, Unlock Combination, and Throwing. This will be done by d30 Dex to perform the skill.
Lv. 2        
   
Lv.3        
   

Quirk: Dunpeal have the best of both worlds being able to walk in the day
and still maintain most of the Vampire's powers. They Receive No
Vamperic Penalty and gain all the race Abilities of their Vampire
Family. They are even able to learn traits from a house if accepted
though few houses desire to take Dunpeal in.

Flaw: Dunpeal are marked creatures and not like by Humans. Their ivory
skin, slightly pointed ears, and ability to regenerate wounds instantly
make them seen for what they are. Most humans who see a Dunpeal will
gather the Enforcers of their land or an angry mob may approach them.
This is challenging for the fate of a Dunpeal is at times best alone.

 

Favorite Armor: As humans they can wear about anything with no problems.

Favorite Weapon: Depending on their Profession and choice they have no
problem wielding weapons

Equipment Penalties: Dunpeals are normally the interbreeding of Humans
and Vampire this proves no problem to have Penalties. Like humans they
gain the abilities and preferences of both parents

Skills:

 

 

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