Sairee Lagren

Knight of Space

Description:

CHARACTER INFO

Class/Aspect: Knight of Space
Level: 7
Boondollars: 650,000
Template(s): Troll
Concatenation Oath: Armor Master
Epic Boon: None

ATTRIBUTES

Mangrit (MGT): 20 (5)
Acumen (ACU): 6 (-2)
Imagination (IMG): 16 (
3)
Pulchritude (PLC): 14 (+2)

STATISTICS

Max HP: 72 (Bloodied: 36)
HP/Level: +7
AC: 28
Fortitude: 25
Reflex: 22
Will: 20
Resistances: Resist 2
Initiative: +12
Speed: 4

SKILLS

Acrobatics (Acu): 5
Athletics (Mgt): 16 (Trained)
Chumming (Plc): 10
Healing (Img): 12
Insight (Plc): 7
Mysteries (Acu): 7
Nature (Acu): 5
Perception (Img): 9
Science (Img): 14 (Trained)
Skaian Lore (Img): 14 (Trained)
Stealth (Acu): 5
Trolling (Plc): 10

WEAPONRY

Weapon: Gigabreaker Drill
Kind Abstratus: Drillkind
Category: Crushing Meleekind
Range: 1
Precision: +2
Attribute: Mgt or Plc
Damage: 1d10
Auto-Parry: Yes

QUIRKS & FLAWS

ABSENT-MINDED
Benefit: You gain a +1 bonus to either Mysteries or Science checks.
Drawback: You take a -1 penalty to Perception checks.

POLITE
Benefit: You gain a +1 bonus to Chumming.
Drawback: You take a -1 penalty to Trolling.

PASSIONATE
Benefit: You gain a +1 bonus to Fortitude.
Drawback: You take a -1 penalty to Will.

IMPULSIVE
Drawback: You take a -2 penalty to Brutal Affront confirmation rolls.

OVER-OPTIMISTIC
Drawback: You take a -2 penalty to Insight.

AFFRONTS/BLUNDERS

Mad Hacks Yo – The attack deals 1d8 extra damage and the target suffers a -1 penalty to attack until the end of its next turn, and a further -1 penalty if it doesn’t include you as a target with any attacks it makes during that time. (Grave Blunder: You take 1d8 damage and suffer -1 to attack until the end of your next turn, and an additional -1 penalty if you don’t attack the same target you Blundered against.)
Shift Molecules – The attack deals 1d10 extra damage, and you can teleport the target 5 spaces into an unoccupied space (you may not teleport them into a hazard or over an empty space). (Grave Blunder: You take 1d10 damage, and your target teleports you 5 spaces with the same restrictions.)

TRAITS

It’s Time To Get Ripped: Gain a +4 bonus to Athletics Checks
Knight’s Training: Gain a +1 bonus to your Fortitude, Reflex, and Will.
All Eyes On Me: Upon a successful hit against an enemy, that enemy is now marked until the end of your next turn. Whenever a marked enemy that is adjacent to you shifts or makes an attack that does not include you, you can make a melee basic attack against that target as an Immediate Interrupt.
Spatial Reasoning: Gain a +4 bonus to Science checks
Translocation: When you shift as a Move action during your turn, you may end your movement in another creature’s space. If you do so with a Medium or smaller being, they are immediately teleported into the space you just left. With a Large or larger creature, slide it one square in a direction of your choosing, so long as it provides an empty space for you to occupy.
Existential Stability: Whenever you are hit by a power that would slide or teleport you against your will, you may choose to make a saving throw. If the saving throw succeeds you are not affected by the slide or teleport.
Protection Expert: Whenever you wear Armor associated with your specific Armor type, you gain a +2 bonus to your AC, and a +1 bonus to Fortitude, Reflex, and Will.
Defensive Training: You take a -1 penalty to Speed, and you gain a +2 bonus to Trolling and Healing.
Encumbered: You may no longer use Light Armor. You no longer take penalties to Reflex or Skill Checks while wearing Heavy Armor.

AGGRIEVEMENTS

BASIC AGGRIEVEMENT
Standard action – At-Will
Melee- or Ranged-kind
Target: One creature
Attack: Mgt/Acu/Plc/Img + your level + weapon precision vs. AC
Hit: 1[W] + Mgt/Acu/Plc/Img modfier+ your level damage.
Special: The ability score used for attack and damage is determined by the Kind Abstratus in use.

FLATTERY GETS YOU NOWHERE
Standard action – At-will
Melee-kind
Target: One creature
Attack: Mgt/Img + your level + weapon precision vs. AC
Hit: 1[W] + Mgt/Img modifier + your level damage, and if the target was marked before this attack, it is knocked prone.

THE BUCK STOPS HERE
Standard action – At-will
Close Burst 2
Target: One creature
Attack: Mgt/Img + your level + weapon precision vs. Fortitude
Hit: 1[W] + Mgt/Img modifier + your level damage
Effect: The target is pulled one square to a square adjacent to you. If the target was marked before this attack, deal an additional 1d8 damage to them.

IT’S GOOD TO BE THE KNIGHT
Immediate Interrupt – Encounter
Personal
Trigger: An ally you can communicate with fails a skill roll or misses with an attack.
Effect: The ally may re-roll the skill or attack roll, and they gain 3 + your level temporary hit points.

COME AT ME, NOOKCHOMPERS!
Standard Action – Encounter
Close Burst 2
Target: Three enemies in burst
Attack: Mgt/Img + your level + weapon precision vs. Will
Hit: 2[W] + Mgt/Img modifier + your level damage per hit.
Effect: Any targets within the burst that are already marked by you may not attack anyone other than you until the end of your next turn.

TWIST THE FABRIC
Minor action – Recharge
Personal
Effect: You may teleport up to 6 spaces and gain another Standard action in this turn. Until the end of your next turn you may teleport 1 space as a Free action whenever an enemy enters a space adjacent to you.

SYLLADEX

Fetch Modus:
Rhyme Modus

Strife Deck

Hand Drill (Starting Weapon)

Hammergrip Drill

  • Warning
    Gain a +2 bonus to Initiative while wielding the weapon.
  • Unbalanced
    When you miss with the weapon, you are immobilized until the end of your next turn.

DRILLPOINT
Standard action – Encounter
Melee- or Ranged-kind
Target: One creature
Attack: Mgt or Plc + your level + weapon precision vs. AC
Hit: 1[W] + Mgt or Plc modifier+ your level damage, and the target takes a -2 penalty to all defenses until the end of their next turn.
Effect: You immediately switch to the weapon this power is attached to upon using this power if you are not already using it.

Gigabreaker Drill

  • Warning
    Gain a +2 bonus to Initiative while wielding the weapon.
  • Unbalanced
    When you miss with the weapon, you are immobilized until the end of your next turn.
  • Flickering
    While wielding this weapon, you may teleport 2 squares as a free action whenever you score at least one successful hit with this weapon using an attack power. This weapon also causes full damage to incorporeal targets.
    *_Afterburner_
    When wielding this weapon, any successful attack roll causes the target to take damage equal to 2 + your level at the start of its next turn. You also gain a +2 bonus to saving throws against Ongoing Damage effects while holding this weapon. Your Weapon now deals Fire damage.

SPIRAL ENERGY
Standard action – Encounter
Melee- or Ranged-kind
Requirement: You must not be bloodied in order to use this attack.
Target: One creature
Attack: Mgt or Plc + your level + weapon precision vs. AC
Hit: 1[W] + Mgt or Plc modifier+ your level fire damage, and the target takes a -2 penalty to all defenses until the end of their next turn.
Effect: You immediately switch to the weapon this power is attached to upon using this power if you are not already using it.

Armor Tab

Heavy Clothes (Starting Armor)

Shipbreaker

  • Tough
    The armor grants an extra +1 bonus to AC.
  • Self-Repairing
    Negate any minuses to defenses as a result of an enemy’s actions.
  • Bleeding
    Whenever you are subject to a Brutal Affront, or fail your confirmation roll attempting a Brutal Affront, you take Ongoing 5 damage (save ends).

MISSILE BARRAGE
Immediate Reaction – Encounter
Requirement: You must beat a DC 15 Athletics check or you fail to use this power.
Trigger: You are bloodied by an attack.
Target: Any enemy that successfully attacks and bloodies you.
Effect: Deal 1d12 + twice your level damage to the target.

Shield of the Tower

CRISIS BARRIER
Immediate Interrupt – Encounter
Trigger: You are bloodied by an attack.
Effect: You gain a +4 bonus to all defenses against the triggering attack. At the start of each of your next turns, you gain 1 Temporary HP. These Temporary HP are stackable. All Temp HP are removed at the end of the encounter. You are slowed and gain Vulnerable 5 to Necrotic damage until the end of your next turn. You are not required to switch between the Collectibles of this Shield and the armor you are wearing when using this power.

Trinket Tab

Gravity Bomb

GRAV-WAVE
Standard action – Encounter
Area Burst 2 (Ranged 10)
Requirement: You must beat a DC 15 Science check or this power fails
Attack: Level + 6 vs Reflex.
Hit: Gravity is altered in an Area Burst 2. You may choose to invert gravity, create an area with no gravity, heavy gravity, or light gravity. The effect lasts until the end of your next turn, with any falling damage occurring normally.

Common Tab

MUSICAL INSTRUMENT
Green (1)
Standard Action – Ranged 10
Attack: Level + 5 vs. Will
Hit: The target is dazed and slowed until the end of its next turn.
OR…
Effect: Make a Chumming skill check with a 3 item bonus on a target that can hear you. Every time you choose to use this power, roll 1d10:
_5
:_ The melody works as intended!
1-4: You take a -2 penalty to attack and skill rolls until the end of your next turn (apply the penalty to your current attack or skill roll immediately).

TAROT DECK
Green (1)
Standard Action
Effect: Roll 1d4 to determine the suit of the Minor Arcana card you have pulled. Roll 1d10 to then determine the number (n) of the card:
1 - Swords: An adjacent enemy takes (n) damage.
2 - Wands: Enemy within Range (n) takes (n) damage.
3 - Cups: You gain (n) hit points.
4 - Coins: An ally within Range (n) gains (n) hit points.

COOKALIZER
Green (2)
Free Action – Personal
Effect: When you use this item, you must immediately use another item from either your Trinket Tab or your Common Tab. That item’s effects, good or ill, are doubled for this use only.

DRAWING TABLET COMPUTER
Green (3)
Alchemy BoonGhost Captchalogue Codes: If you choose to alchemize 3 or more items that cost at least 1 Alchemy Point total each when you gain a level, you gain +1 Alchemy Point that you may distribute as you wish.

PUNCH DESIGNIX
Green (4)
Alchemy BoonCard Recycle: Choose one item you have Alchemized. You may destroy this item permanently and it is no longer a part of your tabs. If you have created items that were Upgraded from this item, you lose those items. If you destroy an item using this effect, you gain an extra .5 Alchemy Points for this level.

FROG CONTRABAND
Yellow (5)
Minor Action – Ranged 10
Requirement: This power can only be used against Carapacians.
Effect: When this power is used on a Prospitian, they gain a +2 bonus to AC against the next attack targeting them. When used on a Dersite, they take a -2 penalty to their next attack roll.

PSI CARAMEL
Yellow (6)
Standard Action – Personal
Effect: Roll a d4. On a roll of 1 or 2, you recharge a Power with the Recharge keyword. On a roll of 3 or 4, you can recharge an Encounter power you’ve expended this encounter.

WHITE CUEBALL
Yellow (7)
Free Action – Personal
Trigger: You make a dice roll and dislike the result.
Effect: Roll a d10. If you get a:
1: The Cueball explodes in your face. You take 2d12 damage and lose the rest of your turn due to shock.
2-4: You fail to divine anything useful from the mystery sphere.
5+: Due to either VISION EIGHTFOLD or some other sort of unique divination advantage, you gain the briefest glimpse of pure fate. You gain a bonus of 1d8+1 on the triggering dice roll.

Collectibles

Drawing Tablet Computer
A level 3 player can collect the Drawing Tablet Computer. You can now Communicate with any other players. Beware, taking or sending messages grants an Opportunity Attack to any enemies within Reach of you. You also gain a +1 bonus to Science or Mysteries.
Collectible, Alchemy

Frog Contraband
A level 5 player can collect Frog Contraband. You gain a +2 bonus to Chumming when dealing with Prospitians, and a +2 bonus to Trolling when dealing with Dersites.

Miscellaneous Items

None

Bio:

Chumhandle: fashionistaVictorious
Species: Troll
Age: 8.5 sweeps
Gender: Female
Location: Land of Wastes and Frogs
Moon: Derse
Lusus: Bear
Blood: Teal

“Your name is SAIREE LAGREN. You have a multitude of quite haughty INTERESTS. You follow many of the TRADITIONAL RITUALS of the ALTERNIAN SPECIES, such as various CEREMONIES for entertaining, showing respect to your LUSUS, and exploring your ANCESTOR’S PAST as best as possible. You are an expert in the art of FORTUNETELLING, and your friends frequently request readings. You enjoy and play pieces of TRADITIONAL ALTERNIAN MUSIC, and dabble in the fine arts of COOKING and MODERN FASHION.”

Sairee Lagren

Bewbstuck aerialAstronomer