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"Simmera/Simmer" Character Sheet

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Aug 20th, 2019
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  1. **Name:** "Simmera"/"Simmer"
  2.  
  3. **Species:** Half-Dragon* Fire Druid
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  5. **Employment:** Slave-Soldier
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  7. **Personality Traits:**
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  9. *An Easy Yoke* - The militaristic cultural ideology instilled in him and the magic brand placed on him by his overseers has conditioned Simmera to accept most people as superior to him and will obey commands issued to him, provided they do not heavily overule his cultural values
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  11. *Conceal Don't Feel* - Raised for combat at an early age, Simmera was taught certain techniques to quash his emotions and disassociate himself from other people who aren't in his immediate tribe group in order to hinder the fostering of empathy towards the hostiles he would face on the battlefield.
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  13. *Fire & Fleet & Candlelight* - Images of his desert dwellings, a spartan lifestyle though it was, fills Simmera with a yearning for simpler times when his place in the world was much more defined.
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  15. **Driving Goal:**
  16. -Interpret meaning behind the events in his dream
  17. -Figure out how to unlock Jidenna's dagger
  18. -Figure out whether he should return to the Sultanate or stay
  19. -Figure out the fate of the remaining members of his squad
  20. -Find something to hold on to
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  22. **Ideals:** Simmera places firm emphasis keeping a set of foundational beliefs and ideals that can guide you in an ever changing flux of circumstances, attempting live in the present moment without compromising what sense of self a person may keep. Believes in the reciprocity of the world, that cause and effect are cosmic forces and no one is free from it's grasp
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  24. **Flaws:**
  25. *Joy Way Way Way Down In My Heart* - Views displays of emotion like laughter, crying, anger, and flirting as unwarranted displays of emotion that distract one from efficiently achieving your goal.
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  27. *Don't Hug Me I'm Scared* - Possess extreme hypersensitivity and suffers from severe haphephobia, and will flee and hide unless cornered. Averse to showing his body.
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  29. *A Game Of Ghosts* - Supresses his guilt in playing a part in the atrocities of Cernidu and being one of the survivors of his squad from the retaliatory attack. Believes that he got his friends and comrades, Ire, Bestet, and Mausa killed by their association with him and that the torture he went through is karmic retribution
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  31. *The Great Equalizer* - Views himself equivalent to a weapon for someone to command him, will block out potential equal standing social interaction by lowering himself and affirming the superiority of their human agency and ambitions
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  33. *Abracafuckyou* - Doesn't like magic, abhors necromancy most of all
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  35. **Strengths:**
  36. *Night Vision* - Rather self explanatory
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  38. *Natural Armour* - Scales and skin made up of intense protective material and will stop most conventional weapons other than magic spells or enchanted items which do additional damage. Also extends to druidic immunity against heat and fire.
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  40. *Teeth and Claws* - Also rather self explanatory
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  42. *Hypersensitivity* - When not wrapped in a tribal analgesic, body is ten times more sensitive than human fingertips, able to sense minute pressures, forces, and vibrations
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  44. *Shadestep* - Can sink into person-sized shadows and teleport between them for as long as he could hold his breath(edited)
  45. Combat Mode - Trained in the use of standard pistol, carbine, close combat martial arts, and sword play
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  47. *Climb Sheer Surfaces* - Can climb surfaces including completely flat walls with no tools required
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  49. *Aste-Gatu* - Can enter a four staged meditative state that allows him to limit or completely shut off aspects of his physiology. 1.) Fear, 2.) Pain, 3.) Food/Sleep, 4.) External Stimulus
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  51. *Songs of Turning* - Druidic transmutation magic that changes the properties and natures of objects with their odes, psalms, hymns, chants, and laments.
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