Name: Jakob “Magnus” Alexander
Age: 32
Appearance:
Height: 6’3’’, 6’5’’ with armor
Skin color: Light
Hair color: Dark brown
Eye color: Brown
Occupation: Former arena fighter, now traveling knight
Equipment: Full plate armor, poleaxe
Strengths: Seemingly impenetrable armor, high physical strength
Weaknesses: Slow speed, complete lack of experience fighting midara
(lower-than-average Willpower)Backstory: Growing up, Jakob always felt the call of the arena. Ever since he could hold up a sword, he trained himself as a fighter, hoping to one day become skilled enough to fight in his town's colosseum. As time passed, he became more and more renowned for his intimidating size and unmatched skill with a polearm. Most of his winnings went into improving his equipment, including getting runic enchantments etched into his armor, making it nigh-impervious against threats both magical and physical. He soon earned the nickname Magnus, which he carried with pride.
Unfortunately, his success wasn't to last. It was a simple accident one day that ended it all: the combination of an opponent that just wouldn't give up, and Magnus' own thirst for battle, culminated in the arena's first death in over a decade. In an instant, his loyal following melted away into fear and suspicion of an overzealous murderer, and Magnus was left so in shock by the incident that he packed his things and left the next day, never to return to his hometown.
Since then, he's wandered the land, offering his skills in exchange for coin and protecting those who cannot protect themselves. Of course, his travels have brought him into contact with a new kind of opponent, one that he'd rarely ever encountered back in his isolated hometown: the temptresses known as midara. With his enchanted armor and sharpened poleaxe, he must resist their temptations, lest he fall into depravity and truly corrupt the name of Magnus forevermore.
Passives1.
Iron Man — Magnus’ armor has three main components: the helmet (head, neck), the chestplate (arms, chest, stomach), and greaves (everything from the waist-down). Until the armor piece covering it is removed, the corresponding body part is completely immune to attack—the armor’s heavy steel makes it impervious to physical attacks, and its enchantments render the magic of a midara useless. (Ex. kisses on his face do no damage if his helmet's on, and so do scents/illusions, as the enchantments on his helmet dispel the smell/magic before it can reach his nose/eyes.) Binds are always possible, however. They'll always require him to struggle in order to escape, but damage is still dependent on the state of his armor. Also, some of his attacks benefit from having certain pieces of armor on.
Taking off an armor piece requires a roll from the opponent, and uses up their turn. If they fail the roll, however, they get no penalty; Magnus’ fighting style is too slow to take advantage of their momentary weakness. Once an armor piece has been taken off, Magnus can use one of his turns for a normal roll if he wants to get it back; unlike the opponent, if he fails the roll, then he’s penalized for it—the opponent’s next attack is a guaranteed hit, since they know where he’s going to be (rushing for the armor piece).
If an opponent is
Downed, then Magnus can retrieve an armor piece without having to roll. It still uses up his turn, however.
2.
Damnable Temptations! — Magnus is far more used to fighting armored opponents in an arena than he is dealing with the temptations of a midara, and his maximum Willpower suffers as a result. The exact amount is up to the DM's discretion, but the rule should be 5 less Willpower than average.
Movelist1.
Poleaxe Strike — Magnus' normal attack, which usually manifests in some form of "hit bad guy with poleaxe". Deals 2 damage.
2.
Armored Punch — If for some reason Magnus is ever disarmed, he still has his fists to work with. His barehanded strikes deal 1 damage, 2 if he still has his Chestplate.
3.
Swift Justice — Moving surprisingly fast for his armored frame, Magnus quickly strikes his opponent's head with the shaft of his poleaxe. Deals 1 damage and hits on evens or any roll above 60.
4.
Te Occidam! — Magnus brings his poleaxe up high, and smashes the hammer into the enemy’s skull, Dazing them for 2 turns and dealing 1 damage.
5.
A Versatile Weapon — Magnus quickly swings the shaft of his poleaxe at the enemy, knocking them off balance. He then hooks their legs with the back of the blade, Downing them and dealing 1 damage.
6.
Punishing Riposte — Magnus drops into a defensive counter-stance, attempting to bait the enemy into attacking him. If the enemy’s next roll fails, then Magnus parries them and counter-attacks for free, dealing 3 damage.
7.
Impaling Charge — Magnus points the tip of his poleaxe at the enemy, and sprints at them full-force, impaling them on the spear-point. Deals 4 damage if successful, but if dodged, then the opponent’s next attack is a guaranteed hit.
8.
Shoulder Charge — Magnus lowers his poleaxe, and charges toward the enemy, attempting to shoulder-tackle them. Deals 2 damage (3 if he still has his Chestplate on) and Downs the opponent if successful, but if dodged, then the opponent’s next attack is a guaranteed hit.
9.
Bringing the Law — Requires his Chestplate. Magnus drops his poleaxe to the ground and seizes his opponent in a crushing bear hug, painfully squeezing them against his armor. Deals 2 damage per turn and Binds the opponent. They
are able to attempt an attack from this position as normal, but they cannot attempt to remove an armor piece.
10.
The Iron Glacier — Magnus holds his poleaxe steady and takes a deep breath, taking a moment to calm himself. Reduces Willpower damage by 1 for 2+(number of armor pieces missing) turns.
EDIT: After a
long period of neglecting this guy, I finally decided to finish up his backstory and completely rework his moveset to be less one-dimensional. Now I don't feel bad using him, huzzah!