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KingMurdoc

Wandering Dragon

Jan 10th, 2020
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  1. Name: Tarmo Musashi
  2. Alias: Wandering Dragon
  3. Age: 28
  4. Plane:
  5. Personality: Tarmo is a person of extremes seeking to master them and, if he can’t bring them into balance, then to direct them at something positive. Most notably is his incredible temper; it is startlingly easy to enrage the man (though he’s been working on that.) These rages tend to burn long and hard, and are a primary reason he hasn’t settled down anywhere in particular. They manifest as a destructive and predatory anger that seeks to destroy the offender.
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  7. Outside of this, he tries to be calm and reasonable, but without anger to distract him he tends to fall into a lonely sort of melancholy. Tarmo is constantly searching for something to occupy his mind, and tends to latch onto subjects or people with occasionally alarming devotion for a time (though for the most part the only person he’s stayed lastingly attached to has been his master, Ookami.)
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  9. Motivation: Tarmo fights to improve himself and seek his own destiny.
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  11. Appearance: A relatively short man at 5’4” with ragged blonde hair (that seems to be permanently untameable regardless of his best efforts.) His body is lean and scarred, with the most prominent of these being, of course, the one over the stump where his right arm used to be. His eyes are a bright, cold blue, and tend to glow with his Spark’s activation from the flow of Favor.
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  13. Mech Appearance: Tarmo’s mech consists of samurai-styled armor that seems to largely be made of dark steel with yellow trim. Conduits for the mech’s electricity (actually a blend of proper electrical energy and a more magical, elemental form) are visible beneath the larger plates, as well as running lengthwise along the shoulders and framing the chestplate. The helmet has a long, white mane flowing from it, and has a pair of horns jutting forward from the helm.
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  15. The Wandering Dragon’s primary armament is a massive, heavy blade. The weapon is made of a dark, almost glossy metal that gains a color and shine more typical of steel along the leading edge. The center of the blade is jagged, abruptly coming inward about halfway up the weapon (though the entire thing slowly narrows as one gets further towards the tip.) Only the top six inches of the rear of the blade are sharp.
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  17. Mech (Revelation)
  18. Speed: 4 - A capacitor system similar to that used to store the electricity used in attacks is also used to power the mech’s motors, giving the Dragon the capacity to move beyond even what the rating suggests. The drawback of this system is that it cannot provide that level of output continuously, forcing the user to either operate at a lower (and more consistent) speed or lose the ability to move more quickly than they could on foot while the system cools and recharges.
  19. Melee: 7 - The Dragon’s Broken Fang is nearly the same weight as the pilot by himself. What it lacks in finesse it makes up for in raw power and momentum, and Tarmo can wield it with devastating speed. It also charges up power with each swing, discharging electricity into targets struck - or even ones that suffer near misses. The primary disadvantages of the weapon are low precision against an evasive target, and direction changes being difficult for the wielder to execute (indeed, it’s at the most powerful when used in a spinning, flowing, dance-like manner.)
  20. Firepower: 2 - The Wandering Dragon is capable of generating electricity internally and discharging it in bolts or flying arcs. They inflict more disruption to the mechanisms of a mech than true damage, as their primary purpose is allowing the Dragon to get in close. Extreme amounts of charge buildup can permanently disable mech systems, though this is not common.
  21. Armor: 2 - Wandering Dragon’s armor plating possesses no exceptional qualities other than being light enough to allow the pilot to move freely. Enough to deflect glancing hits and ward against light ranged attacks, but not reliable enough to ward against more powerful or well-aimed hits.
  22. Spells: (4 slots) Crystallize: Envelops Tarmo and his weapon in a cool energy, causing the latter to leave ornate “crests” made of ice on every swing. These form into proper attacks a moment after the attack completes, stabbing into opponents that are still within range and then bursting into fragments. The condition on the spell is “I have enraged myself and then become calm.”
  23. Spark: Overcome: Tarmo gains melee power and speed proportional to the amount of damage his mech has taken.
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  25. Personal Skill: Eye of the Storm: Mental interference of all kinds will not affect Tarmo’s combat skills. However, this does not make him immune to deception, illusion, or just plain poor decision making.
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