Bestiary / Castle

Castle
Being: Human
Faction: Penitentiary
HP: 50 (+1d8 x END)
GP: 10
School: Vanguard
Pressure: 60
AP: 20
RP: 10
Movement: 50 ft.
Virtues: Adrenaline Junkie, Hardy, Lone Wolf
Equipment:
None
Flaws: Awkward, Hot-Tempered
STR AGI END INT SPD CHA
Current
Max
10
10
10
10
10
10
10
10
10
10
10
10
Description
Castle is a one-man army. He operates alone, breaking formation, structure, and expectation through unpredictable, high-impact brawling. He doesn't know where his strength comes from, he just knows it was hard earned.
Tactics
Uses Wall Run to avoid hazards and close distance or break line of sight.
Chains Grapple and Slam for damage and lockdown.
His ability combos are made to play into his Vanguard mechanic
Uses Reverberating Impact to deal splash damage against groups
Healing Factor + Resilience Lv 5 increases survivability
Designed to fight tough one-on-one opponents or groups.
Abilities
Grapple
Slam
Power Attack
Raid Charge
Wall Run
Juggling Strike
Healing Factor
Force Field
Reverberating Impact
Ability Combos
Raid Charge + Grapple
Raid Charge + Juggling Strike
Grapple + Slam
Weapon Proficiencies
Unarmed Lv 5
Skill Proficiencies
Athletics Lv 5
Resilience Lv 5
Acrobatics Lv 3
Signature Ability
Call of Instinct
Castle wipes the blood from his mouth and grins. He unleashes his ejoyment of the moment, fighting even harder.
Base: Empower
Upgrades: 14 Points
4 Ascend
Ascension Upgrade: Unarmed Mastery
Ascension Upgrade: Regeneration Pulse
2 +Duration
Notes: This is a simple, but powerful buffing Signature that Castle only uses on himself. 4 Ascend upgrades grants a +8 bonus to all attributes and 2 Ascension Upgrades. Fist Mastery increases his weapon proficiency with fists by +5, and Regeneration Pulse grants 10 Regen stacks until the Ascend state ends. Finally, the +Duration makes it last 3 turns.
Unique Traits
Unarmed Fighting Style: Uses the Breaker Arts fighting style.
Being Traits
Ambition: Whenever you roll a natural 10 on any action roll, you gain +1 Ambition, stacking up to 5.
You may add any amount of Ambition to any roll you make. You choose the number of Ambition to add to a roll.
Ambition resets to 0 after a long rest.
Potential: One additional skill or weapon gains Potential.

