top of page

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.

bottom of page