Name: Garnt
Age: 53(looks 30-ish)
Gender: Male
Race: Undead(Dark Souls, not zombie). Also technically part-Metroid.
Sex: Male
Appearance: Garnt is a mostly average-looking fellow, given that’s all he was before he was branded. Short black hair, brown eyes, slightly tanned skin… If you’re looking for a mostly average looking fellow, Garnt has you covered. Or, well, he did, but his travels, and the many times he participated in soul reinforcement, have resulted in him having some noticeable muscles. He has a bit of a stubble, as well as a somewhat pointy chin. Beyond that, he is rarely seen without his armor on, which is mostly stuff he scavenged from the various Hollows he has battled, and it shows. The armor is dented in and even cracked in multiple places, making it unreliable at the best of times, but that is neither here nor there.
Personality: Garnt is… broken is one way to put it. Being abandoned by everyone you knew and loved because you were branded with the Darksign can do that to a person, and dying over and over is not exactly good for your mental health either. So he’s… not all there in the head. He doesn’t particularly care for his own life, since, in the end, he cannot die. He may get weakened over time, but restoring humanity fixes that. And, when Oscar asked him to fulfil the Fate of the Undead, he accepted because then maybe he’d be able to find out why he was cursed.
The thought of that is the only thing that has kept him from Hollowing some days.
Level: 6
EXP:
HP: 85
Init: 3+1d20 at the start of combat
Stats: 0/38
Constitution: 10
Dexterity: 0
Intelligence: 4
Resistance: 7(12)[18]*
Strength: 12
Synergy: 12(15)[17]**
Perks
The Darksign: The Darksign brands the Undead, or so the legend goes. If the carrier of the Darksign perishes, they respawn near the main party or a place they identify as home, whichever is nearer. Upon death, however, the character's stats are reduced by 20%, with an additional 5% for each extra death, up to a maximum of 60%. Also, upon death, all status effects are removed, and the carrier loses all EXP they have gained since last level-up. The stat loss may be reset by regaining humanity, done by consuming either a human effigy or humanity sprite.
Jolly Cooperation!: As a Warrior of Sunlight, Garnt is very much about jolly(or, in his case, not-so-jolly) cooperation. All party members have a +(Level/2) bonus to all rolls.
Praise the Sun!: Being a Warrior of Sunlight grants Garnt access to many miracles. As a result, Garnt has access to the Unique Action Lightning Spear.
Metroid Graft: When Garnt attempted to wear the Omega Metroid's Membrane as extra armor, it forcibly grafted itself onto him. Attacks he deals drain 1/3 of the damage he deals to heal himself. His Total HP is reduced by 10 points.
Honed Reflexes: Over the years, Garnt has learned the importance of dodging. 25% dodge chance.
Inventory
11 Sunlight Medals [Misc.] - Golden medals, depicting the sun. Their gentle warmth causes valor to brim within one's bosom.
Multiple keys that open doors in his world(they’re useless now)
1 Humanity Sprite [Consumable.] - A shadowy black spirit, used to reverse the effects of Hollowing(stat loss from the effect of The Darksign). But is that all, or is there more to this shadow than meets the eye?
Estus Flask [Misc.] - A green glass flask. Filled with the golden-yellow liquid called Estus, used by Undead for healing. Any Undead knows the importance of these glass flasks.
Omega Skull- [Weapon] Deals 1d12 base Damage. Init score is reduced by 4. +2 RES. Looks like a shield.
Strange Hilt- [Misc.] A strange hilt, like nothing Garnt has seen before.
Circuit Chip -[Misc.] What even is this thing?
Broken Metal Pipe- [Misc.] Could be used as a weapon in a pinch, perhaps? Too rusty to be effective at all, however, and broken in two.
Dackly's Fang: A metal Fang with a hollow vein and a Large bulb at the back which holds a hollow chamber, made from pilfered pirate metal, it is filled with Resurrection magic, enough to give someone Immortality through Resurrection.
Dackly's Plate: A round Metal Plate with an image of Dackly' grinning face on it, her tongue sticks out mockingly.
Weapons in Inventory
Name of Weapon:Federation-issue Phaseblade
Type: Melee
Properties:
Armour-Piercing: Ignores 2 RES points of enemy armour bonuses.
Limited Charge: Can attack 10 times before needing to be recharged.
Salvaged: The repairs to this, while quite sophisticated, do mean this is weaker than originally. It has a very small chance of breaking during combat.
Damage: 1d12
Description
A phaseblade constructed by the soldier, ENG, on the request of Garnt, Warrior of Sunlight. It seems... faulty, somehow.Name: Drake Sword
Type: Melee/Ranged
Effects
-Drake’s Shockwave: A ranged attack dealing (damage of sword + 2) in exchange for damaging the blade slightly(damage dealt is lowered by 1, up to a maximum of -7. Damage dealt cannot go below 1). Sword can be repaired, however.
Base Damage: 1d8
Description
This sword, one of the rare dragon weapons, is formed by cutting off a drake’s tail.Name: Ramhead Shield
Type: Melee/Shield
Effects
-The Wall: 50% Damage Reduction against physical attacks.
Damage: 1d12/5 RES when blocking.
Description
A golden tower shield designed to resemble a ram's head.(Image to be added)
Equipment
Weapon
Name: Vertice Eclipse
Damage: 1d15
Effect:
-Cleansing Blade: +5 damage against Vertex.
-Twilit Soul: +5 damage against Twilit-type opponents.
-Edge of Day: Grants the wielder 10% resistance against light-based attacks.
Description: A strange sword, with a handle made from geometric shapes and the blade constantly swirling with black, teal and rainbow light.
Weapon
Name: Crest Shield
Type: Melee/Magic
Effects
-Magical Block: The Crest Shield can block both physical and magical attacks(magical damage is reduced by 50% when blocked with this shield).
-It’s a Shield: Provides +3 RES when used for blocking.
Base Damage: 1d6 when using as a weapon
Description
Shield of a nameless knight, likely a high-ranked knight of Astora.Armor
Name: Phazon Hide Armour
Effects: Phazon Absorbent: 50% of Phazon damage is absorbed by this armour. 50% of damage absorbed is given to Garnt as health.
Makeshift Radiation Suit: Reduces all radiation damage (i.e. phazon radiation, nuclear radiation, etc.) by 10%.
RES Bonus: 5 RES
Appearance: Garnt's thief outfit with some additional padding constructed from Phazon Beast hide. The armour is thicker in places, and it feels warm yet comfortable.
Bauble
Name: Talisman
Effects
-Miracles: This is what Garnt uses to cast miracles. Without the talisman equipped, Garnt may not use any action classed as a miracle.
-MagicAdjust: The Talisman, as a medium for casting miracles, also provides a minor boost to them. Provides +5 SYN while using actions classed as Miracles, and +3 SYN in other cases.
Description
Medium for casting miracles of the Gods.Bauble
Name: Blue Tearstone Ring
Effects
-Defense Up: When Garnt’s HP goes into Critical status, his Resistance is multiplied by 1.5 rounded up.
Description
The rare blue tearstone has the uncanny ability to sense imminent death.Bauble
Name: Heart Container
Effects
-Health Up: Increases user's maximum HP by 10 while equipped.
Description
A large, ornate ruby, shaped like a heart and ringed with gold. It contains a large amount of life energy.Basic Actions
Basic Attacks: Garnt cuts whoever he’s attacking with his sword or smashes their face in with his shield.
Basic Defend: Garnt raises up his shield, in the hopes of blocking an enemy’s attack.
Main Actions
Parry(Level 1): Garnt attempts to parry an enemy’s attack, negating the attack and stunning them for 1 turn.
Backstab(Level 2): Garnt gets behind an enemy and stabs them. If successful, the stab deals (weapon damage x 2) damage to whoever is being stabbed at the time. Ignores 25% of the enemy's RES score. 1-turn cooldown.
-Level 2: Reduced cooldown from 2 turns to 1 turn.
-Level 3: Added the armor-piercing effect.
3-hit Combo!(Level 3): Garnt pulls of 3 consecutive hits. Each deals (weapon damage x 1.2 )+STR.
-Level 2: Added another hit.
-Level 3: Increased damage from (weapon damage x 0.8 ) to (weapon damage x 1.2).
A Remarkable Soul(Passive)(Level 1): Any boss enemy Garnt participated in fighting with leaves behind a powerful, ocassionally-grossly incandescent Soul item which only Garnt can interact with. A Soul item can either be absorbed by Garnt for a GM-determined stat bonus ignoring limit caps, or forged to create an item/weapon/armor.
Heal(Miracle)(Level 3): The most basic healing miracle a cleric learns, and one of the only remnants Garnt has of his time before joining the grossly incandescent Warriors of Sunlight(besides his not-quite grossly incandescent memory, obviously). Heals target for 6d6+SYN. Also heals teammates within one rank of initiative order for half the amount the target was healed for, rounded up(in case of a draw, flip a coin or something. What, you think Garnt cares? He's too old for this shit). Can only be used up to 5 times per battle.
-Level 2: Increased healing from 3d6 to 5d6.
-Level 3: Increased healing from 5d6 to 6d6
Riposte(Level 1): Can only be used after a successful Parry. This attack deals (weapon damage x 4).
Unique Actions
Lightning Spear(Miracle): Garnt throws a spear of grossly incandescent lightning towards a single enemy. Deals 1dSYN + SYN damage to a single enemy, can be charged for 1 turn to deal 1.5x damage. Can only be used up to 10 times per battle.
Falling Star(Miracle): Rains a shower of grossly incandescent star-like blasts upon the enemy group, dealing 1d10+SYN damage to all enemies. Can only be used three times per battle.
[]* while Blue Tearstone is in effect.
[]** while using Miracles.