Razor Eddie

Character Description
Height: 5'9'' Age: unknown Eyes: White
Weight: 150 lbs Race: Dakar (Undead) Hair:  White/Gray
Languages: Common Blood Type: A- Body Frame: Lean
Alignment: Evil Profession 1: Bard God: Kudos
Sex: Male Profession 2: Fighter  

Armory

Weapon1: Scythe d9 Weapon2:  1 Free Skill: Boost Lvl !
Shields/Helm: L. Band 7% Armor: Mesh Mail 10% Cloaks: Fine +4% M. Def

Game Mechanics

Level: 4/4 Exp.: 361/361 GP: 13,750 gp
HP: 159 MP: 94 Vp: 102
D.Hp: 17 Ability Points: 140  
 
Hit:   59% Defend: 51% Armor: 17%
Accuracy: 55% Magic: d60 30% Skills: d60 35%
Magic Defense:  38%    

 

Biography:

Razor Eddie is an undead bard with an attitude. But Razor Eddie wasn't always a hardcore rocker/bar fighter fanatic. Once, he was a very handsome, polite, and well mannered man who was able to lure anyone including the most beautiful women to him with his talent. He was one of the most famous bards, although his music was unlike the other bards, which caused his reputation to be a little shaky. Razor Eddie's songs were about death, destruction, and how evil will triumph over good in the future years. As Razor Eddie came to a town full of elves, he was invited to sing to their king and queen, not knowing of Razor Eddie's music only his reputation. After the elves heard Razor Eddie's music, they immediately sought to kill him, for they saw him as a sign of evil that would spread across the land. Razor Eddie was killed. The elves took his body to a far away land and dumped him off into a wasteland, where he should have spent the rest of his days. As Razor Eddie's body lay in the wasteland, his soul contacted The God Kudos. Kudos felt empathy for the soul of Razor Eddie and decided that he shall be his revenant and seek vengeance upon those who killed him.


Stats:

+5dmg phys./ +2Hit/Def/Acu/+10Hp Max/-2 Initial Roll +4 Strength/ +4 Constitution. (Note: Dakar have Double Str. They can lift twice thier own weight and have ferocious physical power and constitution. It takes twice as much toxins to truely effect them. Takes twice the amount of Beer to get drunk takes two Lv.s of poisons to be Lv.1 poisoned for example) Each point of Charisma over 15 decreases Str. (This does not include stat artifacts.)

STR DEX CON INT WIS CHA
25 19 25 15 15 20



Property:

Lesser Fire Elemental Orb: Able to Summon a fire elemental once per day. D20 10 Attack/Defend 4d5 damage, 60 Hp

Fine +4%M.Def (Equipped)

Mesh Mail 10% Soak (Equipped)

L. Band 7% Soak (Equipped)

Faerie Delight Snowglobe - A glossed cherry base supports this delicate crystal orb, the surface finely polished, seeming to catch the light like a pristine pool of water. Held within the globe is a perfect and scaled represention of the Moonlight Tier that housed the Summer Solstice Ball, from the stairs leading up to it, to gothic buttresses that grace its form. When this globe is shaken, hundreds of little sparkling sprites and fae fill the fluid.

 

Race Abilities:

 

Quirk: Dakar is the best friend to have by your side. Since they are avoided to make enemies with they seem to never find trouble so they hang out at Pubs, Bars, Taverns, and Inns to associate with new people. Dakar's sociability makes easy friends if rp’ed right. They also make great people to back you up since you mess with one you mess with all. Although oddly, when some side on opposite sides and see fellow Dakar on other sides, unless their outcasts, they rather let the two sides have at it than get involved. They also don't like stupid or half baked Dakar who in their minds are worth ignoring, and aren't worth saving.

Dakar have a natural strength of double Str. when lifting objects twice thier size or weight they require to roll d60 Str to lift it as where normal people are unable to lift such bojects.

 

Dakar have a High constitution. Thier metabolism is slightly high meaning the consume alot with out gaining much weight. As well as thier enduranve physically is stronger thus Toxins take longer to truely harm them. They can take 3/4 more alcohol than Humans and Require 2 status effect items or spells to reflect a Lv.1 Status.

They only have Three Skills they naturally know. Grappling, since Dakar's are physical and aggressive they enjoy wrestling with another or others. Hence full contact sports are their favorite. Bar fighting, note the greatest of style but when it comes to chairs and bar furniture use they don't spare the kitchen sink. Tag Teaming Natural Dakar ability they have this ability to get other Dakar or Allies to tag up with them in attacks on the target to really whomp him.

Grappling: Roll: D60 Str+Dex to perform grappling. You can execute throws, Holds, or submission holds to perform dmg. This is based on lvl as dmg on a d5 dmg this dmg is considered non-soak-able since you are injuring the body with out weapon blows. Submission holds depend on Host running.

Bar Fighting: Dakar get +10% using Bar Fighting techniques like hand to hand, use of objects as weapons, and Tag Teaming.

Tag Team: A Dakar can call out an ally to help him in his attack. It will Cost 30vp of the Dakar to do this. Basically both attack target. Team member is not penalized for Turn.

Fierce Blow: The Fierce Blow deals dmg with a weapon and can crack Armor.  The dmg delt is absorbed into the Armor and Subtracts the Armor%. For example a player deals 30 dmg on 50% Armor that armor will drop down 15 points. When no armor is on the fierce blow causes broken bones Status. Sadly Dakar's Strength is a must control or you'll really hurt some one. Unless you mean it go for it. Be sure to state this Natural skill when you wish to attack a target that Way. Dakar learn this move at Lvl. 10

Knock out Blow: This will cause the target to get knock down to the floor slightly dizzied if they are able to take the hit. When knocked down you can have one extra action to attack them when they are on the ground to deal some extra dmg. If knocked down target evades -75% of their max Evade. A Dakar skilled learns at Lvl. 20 and one they like to use it a lot.

Abilities:

 

Level Name of Ability Effect of ability Dmg/ Rnds effect Cost for ability used
Bard
Lv.1 Singing Talent to sing d30 Cha 0 vp
  This is the Talent and skill to Sing and perform as an expert singer.
Lv.2 Song of Guidance +20 to hit/acu/eva Til end of battle 10vp
  The song of sweet tunes is a melody that encourages the Warriors and the Bard to be focus in battle.
Lv.3 Compose Talent of writing -- 0 vp
  Skill to compose work of poetry, music, and any form of literature skillfully. Roll d100 (Lvlx4)+Charisma.
Lv.4 Song of Aurora Healing Song 3d10 party healing 20mp
  Song of Aurora is the healing song of Bards to calm the heart and heal wounds.
Fighter
Lv.1 Dodge +1 to Evade per 2 lvls   0 vp
  This skill increases your evade to a +1 each 2 lvl making it easier to reflexively move Vs. Melee
Lv.2 Combat Reflex +1 Hit/Acu per 2 lvls N/A 0 vp
  This skill increases your hit/acu to a +1 each 2 lvls making it easier in Combat Reflexes.
Lv.3 Blocking Shield Blocking Lasts til shield is broken 10vp
  This skill is easy to use. D100 4xlvl instead of evading you can block attacks like projectiles and take no dmg. But one down side. When you block with the shield roll the soak of the shield for every point over the shields soak decreases. Example: .Shield soak * weapon/spell dmg = remaining shield hp. .50 * 10 = 5 so subtract that remainder…example is 5 from your shield 50 and the remaining soak is 45. Please note this to Gm’s at the end of each quest so we can decrease your shields soak. This works as an instant base on %.
Lv.4 Endurance +3 Constitution N/A 0 vp
  This helps you last longer in fights or when in grueling session that take constitution and stamina.

Skills:

 

 

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