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Large Gord

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    Jeremy

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About Large Gord

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  1. Gord had respect for Ceeball even more. He had a sensible head on his shoulders. "Certainly, if you keep a safe enough distance from the Blackening the fifth of the way. I'm not going with you though. Firanis is an old friend, and I'm going to be helping her investigate. Take care, and don't let an abhuman fall on you." Without waiting for a response, Gord turned and walked away, not interested in any pleas or bigger offers.
  2. The mountainous man shrugged. "Eh, they're stingy employers anyway. I'll do my duty and warn them, but then I'll join you." Having made this promise, Gord turned and sought out the train masters to explain to them what was coming their way and see if they were going to make a decision now - or laze about complacently still.
  3. "Firanis!" The big, booming call surprised both her and Sigil. Then she saw Gord waving her over with a broad smile and a tankard of beer. Surprised at seeing a familiar face that recognized her, she came over. "Good to see you! I just realized, this is your hometown isn't it? I'm here escorting this caravan. And this is Sigil." He took another long gulp of booze and gestured at her. "Not the talkative sort. How have you been doing?"
  4. Name: Large Gord Age: 26 Skin Color: White Hair Color: Black Eye Color: Hazel Height: 6'4 Weight: 200 lb. Background Gord grew up a shepherd's brat in Thaemor, from conservative, stolid parents who kept their place. Gord, just as he grew into his nickname, became immensely tough, straightforward and honest mouthed. Which made him increasingly uncomfortable at remaining home, especially because he felt obliged to call things by their right names - and the King as a lunatic. Of course, in a country where people referred to handle their business quietly about it, this was not a good thing. Eventually, Gord took a job 'guarding' a local trader's caravan out of the nation. It was the subtle way of being sent away before he got into trouble. Since then, Gord has worked for many employers, getting the job done, working and playing hard. Inborn Traits: Gord carries a genetic legacy of physical enhancements - descended from an ancient strain of humanity upgraded to 'the peak of perfection.' Sheet A Tough Glaive Who Performs Feats of Strength Tier: 2 Pools Might: 16 Speed: 12 Intellect: 10 Armor: 4 [1 Resilient + 3 Worn] Edges Might: 2 Speed: 2 Intellect: 0 Effort: 2 Special Abilities Combat Prowess: You add +1 damage to melee attacks. [Enabler] Cypher Use: You can bear two cyphers at a time. Healthy: Add 1 to the points you regain when you make a recovery roll. Practiced in Armor: You can wear armor for long periods of time without tiring and can compensate for slowed reactions from wearing armor. You reduce the Speed Effort cost for wearing armor by 2. [Enabler] Weapons: You can use any weapon without penalty. [Enabler] Skills - Carrying [Trained] - Climbing [Trained] - Jumping [Trained] - Smashing [Trained] - Swimming [Trained] Attack Skills - Heavy Bashing Attacks [Trained] Defense Skills - Might Defense [Trained] Inabilities - Crafting Numenera - Salvaging Numenera - Understanding Numenera Starting Equipment Clothing, Explorer's Pack, Knife (Light Weapon), Mace (Medium Weapon), Maul (Heavy Weapon), Metalweave Vest (Medium Armor), Major Glowglobe, First Aid Kit, Large Synth Bag, Compass, Binoculars, 5 shins Cyphers & Oddities Instant Shelter Level: 5 Usable: Handheld device Effect: With the addition of water and air, the small device expands into a simple one-room structure with a door and a transparent window. The structure is 10 feet by 10 feet by 20 feet (3 m by 3 m by 6.1 m). It is made from a form of shapestone and is permanent and immobile once created. Lightning Wall Projector Level: 3 Usable: Complex device Effect: Creates a wall of electric bolts up to 30 feet by 30 feet by 1 foot (9.1 m by 9.1 m by 0.3 m) that inflicts damage equal to the cypher level on anything that passes through it. The wall conforms to the space available. It lasts for ten minutes. SYNTH ROD Changes color based on who’s holding it (always the same color for the same people) (Dull red when Gord holds it) Fighting Moves Bash (1 Might point): This is a pummeling melee attack. Your attack inflicts 1 less point of damage than normal, but dazes your target for one round, during which time the difficulty of all tasks it performs is modified by one step to its detriment. [Action] Muscles of Iron (2 Might points): For the next ten minutes, all Might-based actions other than attack rolls that you attempt have their difficulty reduced by one step. [Enabler] Mighty Blow (2 Might points): You strike two foes with a single blow. Make separate attack rolls for each foe, but both attacks count as a single action in a single round. You remain limited by the amount of Effort you can apply on one action. Anything that modifies your attack or damage applies to both of these attacks. [Action] Performs Feats of Strength Tier 1: [Athlete and Strong bonuses included in stats above]. Tier 2: Feat of Strength (1 Might point). The difficulty of any task that depends on brute force—such as smashing down a barred door, tearing open a locked container, lifting or moving a heavy object, or striking someone with a melee weapon—is decreased by one step. [Enabler]
  5. Gord cut off a growl - that sort of thing only spelled trouble worse than a massive explosion. Forcing his privates back into his pants and pulling them up roughly, Gord hurried back and roared loudly, searching for his weapons. "GET UP! TROUBLE COMING FROM ABOVE!"
  6. Perception roll: Jeremy *rolls* 1d20: 19: 19 A success with a minor effect.
  7. Gord may have limited his talking, because he was forthright and blunt when he did talk, and certainly Firanis at least understood the issues it imposed from time to time in civilization. Certainly, something came across that it had contributed to his departure from home and taking up the life of a glaive. And his alertness was of a different sort than the ladies. His was, to put not a fine point: watching for trouble.
  8. The equipment offer was more lavish than Gord had seen in... probably ever on his jobs. It said something about either the potential rewards of this job, or Bloom. And Gord wasn't sure which it was precisely. When he joined the others the next day, the layer of hide that had been taken from some creature had been replaced by a more metallic article of clothing - and a large brown synth back was included - definitely packed with tools and supplies. Somehow, the giant handled the weapons, the shield, the extreme load with casual ease.
  9. Gord didn't recognize much of the fancier, academic numenera, images and words. Didn't matter - that wasn't his part of the job. Mysterious Aeon-types, with their own private army and fort around the target location. "So, a hundred soldiers. How many of these these priests, and do they have other defenses?"
  10. "No," Gord grumbled, having become much more irritated at seeing this interruption potentially lose him his job. "Now, are we going to continue our discussion, or have you changed your mind?" Honestly, speaking of this 'oddity' didn't really interest him much if it meant he'd lost very important coin.
  11. Gord didn't mind coin, but the giant, while not a scholar, had learned that asking a number of basic questions before taking a job helped extend the likelihood of living for another day. "More importantly-" He paused as a sense of something off brushed, like sheep afraid of wolves, feeling their presence. It was the tall woman. Attractive enough. But the staring probably wasn't the good kind. It usually never was. "Gimme a minute," Gord grunted to his would-be employer of the silver hair, before shifting his attention to the woman. "Can I help you?"
  12. Gord pulled himself up off the ground, offering a cheery smile as he saw his circlemates next to him. "Just in time." He winced from the exertion of an injured body strained, even with Solar constitutions. There was no particular passion in him to stay, but... "Before we go, we need to get my Smashfists back. And the breastplate. You can't buy those things, you know. I might stand another round with the Jerk of the Earth." ,, Valor Roll Jeremy *rolls* 3d10e7: 6,4,4. Successes = 0 Join Battle Jeremy *rolls* 5d10e7: 2,7,7,9,8. Successes = 4
  13. Gord had tuned out most of what the Terrestrial had been saying for so long while he recovered his wits. Aww, but this wasn't going to be very fair for them. Then again, the Immaculates never seemed to get that Gord was not a demon! And they called him stupid. Anyway, the manacles were well-made, Gord could tell, but he knew instinctively that a good flex would rip them apart and he could get free. ,, To the Earth Immaculate's perspective, the Northerner Anathema seemed to yawn as if finally stirring to attention, the big man cracking his neck from side to side. "How to find the others? Go and look for them." Gord stated, staring at the Dragon-Blood as if that was the obvious thing to do. "How would I know where they are? But question." ,, The last sentence cut off the sudden angry shift in the Earth Aspect's face and body language. "If I'm big and bad demon, why just you with-" Gord paused to count, out loud and slowly. "One... two... three.. four... five... six? No.. oh, yes. Six. You and six mortal guards..." ,, Gord took one long last smell of that nice scent, before jerking himself forward with one concerted effort. To the shock of the soldiers, more so the Terrestrial, with great creaking, snapping and cracking, the pitons and rings tore part-way out and the manacles shattered, dropping Gord to his feet upon the floor. "And they call Gord slow." ,, With sudden Solar Essence enhanced speed, Gord moved and grabbed the Terrestrial by the arm, and hurled him into the solid stone wall with an effortless hurl. The Dragon-Blood was not too banged up - he was a tough guy - and as he recovered from the surprise, Gord moved in and his hands were wreathed in gold swirls, swinging two handed into his captor's abdomen. ,, Gord was still willing to let him off. "Want to give up and let me go?"
  14. Basically, it's summed up in the page 95 sidebar, as follows: ,,
  15. They don't have Elemental aspects, except for the Immaculate Styles... Wood Dragon, Water Dragon, etc.
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