Hidden 8 yrs ago 7 yrs ago Post by Hekazu
Raw
OP
Avatar of Hekazu

Hekazu Devout of Dice Gods

Member Seen 6 mos ago

Character Sheet for Grug the Oracle and Slammy the Beast
Name: Grug Bloodshot
Title: The Oracle of Gruumsian

Height: 164cm
Weight: 87kg
Age: Grug is old at the age of 57, the age of Slammy remains undefined.
Race/Species: Grug is an Orc of Forgotten Realms (nothing too special about it), Slammy is an unidentified Eldritch abomination living in his left arm.

Tier/Influence: 3 (Low); Grug can peer into the future, but the fact he sees multiple realities at once does not exactly let him tell how a certain course of action would dictate outcomes. Thus he does not possess the ability to actually foretell, but rather see things that will happen inevitably and possibly steer others clear of oncoming disastrous choices. Slammy on the other hand is a beast that only cares about killing and possesses no cognitive abilities beyond attempting to reach that goal, making it a rather predictable enemy when faced.
Group(s): None, so far.

Appearance: While it is normal for Orcs to stand slightly hunched, Grug stands exaggeratedly so. He wears ragged robes, not because he wouldn't have the money for better, but he does so to remind him of his past. That may be part of the truth, but it also gives him some credibility as an oracle, to be honest. Who would trust an oracle that dressed in fine clothes? The man itself, apart from his left arm, is quite muscular compared to your average human, but since Orcs are usually built heavily this actually makes him the equivalent of a skinny man. His sparse hair extends to his jawline and is grey in colour.

As for Slammy, Grug's shrivelled left arm is something one usually notices once they come closer. This is what houses the Eldritch abomination. When it is awake, the arm itself vanishes as the tentacle like monster breaks free. The tentacle is of the same colour as Grug's skin, that being dark green, but it is covered in gibbering mouths and bulging eyes. There is a rumour that tells one of the many mouths speaks a real language and tells a secret message, but the cacophony of sounds the appendage produces had driven many that try to discern this into madness.

Personality: Grug himself rejects the usual Orc mentality of raiding, instead preferring to live on his own without much conflict. His home at the outskirts of a bustling city reflects this: Close, but not too close. When someone comes to him for knowledge, he expects them to pay for his insights if there are any he can provide. If not now, then later. He has a long memory when it comes to debt.

As for Slammy, it does not really possess a personality. It exists to kill, seemingly ignoring its host.

Abilities, Talents, Traits, Powers:
  • ( 3 ) Future Sight -- Grug is able to peer beyond the veil of time and see what future might bring. Due to different choices by different people leading to different end results, he is mostly overwhelmed by the sheer amount of potential futures and cannot really tell how specific choices would affect the world. He is able to tell if something is inevitably going to happen since it is present in all of the futures and this partially extends to bigger choices: The bigger an impact something has, the more likely it is that Grug can tell something about it.
  • ( 2 ) Minor Illusion magic -- Grug is capable of conjuring forth simple images and sounds. It is rather easy to tell that they are not real.
  • ( 0 ) Frail body -- Grug is a cripple who requires his cane to be able to move about. In addition to needing it for support, he also needs it to 'see', since he is half-blind to the corporeal realm. He can see well in the dark, but is very sensitive towards light. He is also highly vulnerable to physical assault, being much less sturdy than the usual Orc.

------
  • ( 3 ) Existence beyond understanding -- Now to be fair, even Grug does not know where Slammy, as he calls it, actually came from, but the creature that resides within his left arm is quite powerful when released. Its ramblings can drive a man insane with prolonged exposure (hours), but that does not usually happen due to the usually brief moments when the Beast is released. The main form of attack of the tentacle is to slam itself at things, which coined its name from Grug.
  • ( 4 ) Regeneration -- Slammy is (almost) never truly slain. If defeated in combat, it will retreat back into Grug's arm to recover and will be ready to be called upon again in a few (2-3) weeks or so. The only way to permanently slay it is to get rid of the Orc acting as its host.
  • ( 1 ) Regulated existence -- Slammy does not pop out on its own. Only by reciting the words that awaken it can it be summoned to this realm, but once awakened Slammy cannot be controlled by anyone but itself until it has scored a kill. Any kill. Once that happens, Grug is capable of coaxing it back into his arm.



Items:
  • ( 2 ) Gruumsian crystal -- A crystal Grug uses to aid him focus, usually coupled with incense. It is clear and valuable, but there is nothing inherently special about it.
  • ( 2 ) Potion of Cure Minor Wounds, four (4) of. Magical potions that can mend, as the name would suggest, minor wounds both inside and outside of one's body. The magic in the potion is divided evenly amongst the wounds one has sustained if ingested, but they can also be made into a salve for a more directed approach. At best, a single potion might be able to close an open wound 2cm in length and some depth.
  • ( 1 ) Caravan home -- Grug lives in an old caravan wagon, parked outside the city of Wesville. It is nothing special, if only he had an animal to pull the wagon it would be well roadworthy. Grug makes sure of that.
  • ( 1 ) Trinkets, odds and ends, that sort of thing -- In addition to his abilities as an Oracle, Grug also dabbles in selling different kinds of talismans. He also has a few spare decks of Tarot cards around. Very few of these items are magical in nature, and even those that are are so worn down there is effectively no other value than knowing that it is, in fact, enchanted.


History: Grug was never a strong Orc and that naturally led to him being not very liked in the society. The life of an Orc man is supposed to be spent pillaging and raiding, not standing around in the camp. The thing was, Grug couldn't exactly do much in the camp either, leading to his eventual exile.

The Orc rather quickly encountered a few Dwarven merchants who, after the initial distrust, allowed the Orc to travel with them. To reach the nearest city and all that. It was during this time that Grug learned of his prediction ability as he could foresee an attack on the caravan, which was avoided by moving the people to the back of the attack. The fight had to happen: There was no way out of the canyon otherwise. The caravan eventually arrived in Wesville, where Grug decided to stay as life on the road was too much for his body.

As for the introduction of Slammy in his life, it happened one night as he was peering to his crystal, trying to make sense of what he saw. He spent too long beyond the veil, ignoring the warning signs of dimming vision, unknown voices in his ears and all that. The Eldritch being attacked him, burrowing into his arm and... setting itself to rest. That was the only time Grug has heard it speak, and the words of it were as follows: "Gaze too long beyond the veil and the veil will make you its own. Klargthos, Artixia, Bilbdoolp!" And that was how he learnt of the words that would momentarily make him but a vessel of destruction.
Hidden 8 yrs ago Post by Circ
Raw
Avatar of Circ

Circ Rawr

Member Seen 3 days ago

@Hekazu Nice concept. One thing I'd recommend is the Regeneration -- it is a can't die/heal all wounds ability, which is pretty darn powerful. You'll need to bump it up to level 4 (as that is the max allowed at this time) and try to tone it down to be consistent with that tier.
Hidden 8 yrs ago 8 yrs ago Post by Hekazu
Raw
OP
Avatar of Hekazu

Hekazu Devout of Dice Gods

Member Seen 6 mos ago

@Hekazu Nice concept. One thing I'd recommend is the Regeneration -- it is a can't die/heal all wounds ability, which is pretty darn powerful. You'll need to bump it up to level 4 (as that is the max allowed at this time) and try to tone it down to be consistent with that tier.

Well, Slammy is not that powerful of an entity even when active and it already taking a few weeks to recover should be enough of a tone down to my eye. But very well, I will bump the ability to tier 4 if you so wish. The one way to slay Slammy would be to slay its host, which I probably should also explicitly include, now that I mention it.

EDIT: Requested changes made to Regeneration ability of Slammy. Overall tier has not yet budged due to the actual combat effectiveness of the tentacle remaining the same.

EDIT2: Nah, just looking at the numbers on the sheet calling him a 2 on that basis just doesn't look right. He's overall on tier 3 now.
Hidden 8 yrs ago Post by Circ
Raw
Avatar of Circ

Circ Rawr

Member Seen 3 days ago

@Hekazu Thanks for making those changes. Approved.
Hidden 7 yrs ago Post by Hekazu
Raw
OP
Avatar of Hekazu

Hekazu Devout of Dice Gods

Member Seen 6 mos ago

Sheet has been edited, following additions included:

  • Four (4) Potions of Cure Minor Wounds
  • Trinkets, odds and ends, that sort of thing - Mostly mundane sales articles he keeps in his wagon
@Rilla@Circ
Hidden 7 yrs ago Post by Rilla
Raw
Avatar of Rilla

Rilla SuperNova Generation / The Lazy Storyteller

Member Seen 5 mos ago

Accepted
↑ Top
© 2007-2024
BBCode Cheatsheet