Character sheet
Strength (7/7)
Bruiser Stance
You can enter Bruiser Stance without using an Action, but ending it requires one. Bruiser Stance confers the following benefits and limitations: You cannot use Abilities from Shielding Point Buy. Stat Reductions that would affect your Attack affect your Defense instead. Additionally, if the Damage of your Attacks would be reduced or ignored by anything, you gain +1 Attack for your next Attack Emote. Bruiser Stance has an indefinite duration, until ended by you, or until combat is over.
Constitution (5/5)
Charisma (3/7)
Appearance
Vorn's physical form is imposing, standing at a towering 7'2" and weighing 265 lbs, with a heavily muscular frame sculpted through years of combat and physical labor. His face remains concealed by his armor. His battle-worn armor is well-maintained and designed for maximum protection and mobility, revealing little of his true self to those around him.
Personality
Vorn is a man of few words, but when he speaks, it's usually laced with dry, razor-sharp wit. His remarks are often so subtle or cleverly veiled, they glide past most people unnoticed — until later, when they realize he'd insulted them with the finesse of a duelist's blade. He's got no patience for grandstanding or nonsense, and he'll cut through both with a deadpan comment or a scathing observation, all without blinking.
Vorn holds himself to a strict inner code just like all other Ahazu rooted in discipline, restraint, and control. He believes strength isn't just physical — it's in how you carry yourself, how you don't let your anger rule you, and how you keep your blade sheathed until the moment it's needed. He does not raise his voice or boast about his deeds. When he speaks of the past, which is rare, his tone is clinical — a soldier giving a report, not a man nursing wounds.
Despite his cold exterior, Vorn carries a hidden moral compass, one he doesn't talk about but still follows when it counts. He won't suffer fools, and while he doesn't seek out company, he has a soft spot for those who've been dealt a rough hand. He can be fiercely loyal, but only once someone's proven themselves — and even then, that loyalty is guarded, expressed more in action than in words.
Beneath the calm, however, is a man scarred by betrayal, haunted by the collapse of a brotherhood he once believed unbreakable. He doesn't speak of it — not because he's hiding, but because he's already said all that needed saying. Vorn doesn't expect loyalty anymore. He just hopes for clarity — contracts that make sense, people who aren't cowards, and a reason to keep his sword pointed at the real enemy.
He plays the part of the cynical mercenary, but every now and then, there's a glimpse of something deeper — a world-weariness, a quiet sense of loss, and maybe even a desire for something more than just another contract and another battlefield. He is cautious and slow to trust, but when he does, he is fiercely protective of whom he considers his own.
Backstory
There are three things Vorn doesn't talk about:
Where he's from.
What his name used to be.
And the people he buried to earn the right to forget both.
He wasn't always a lone blade. He was once a son of discipline, raised in a secluded Ahazu temple-fortress where silence was sacred and emotion was a weakness bled out on the sparring grounds. There, every cut was a lesson, every scar a scripture. He was molded not just for war, but for precision — the kind of soldier who didn't flinch, didn't falter, and never let fury cloud the mission. To be Eronidas was to be strong — but to be Ahazu was to be calm, calculating, and cold.
Eventually, he joined a warband called the Tuskbound — a group that claimed to value honor, order, and shared purpose. But that image was a lie. Beneath the surface, they were opportunists cloaked in ceremony. When the time came to show their true colors, they chose coin over conscience — and when Vorn stood against them, they left him for dead, buried beneath the rubble of a village he tried to protect. They didn't kill him. Not exactly. They left him alive, armor shattered, ribs broken, buried in the ruins of the village he tried to spare.
That night, something inside him died. Something else survived.
Since then, Vorn has wandered war-torn edges of the world, a ghost in blackened plate, trading steel for coin. He's made a name for himself — or at least, a rumor. Some say he's a fallen warlord, others a cursed knight. He doesn't confirm or deny any of it.
Now he's in Regalia — not for revenge, not for redemption. Just for direction. The capital's filled with people who need things done and others too weak to do them. He'll take their gold, swing his sword, and move on. That's the deal. At least that's what he tells himself.
Now he won't admit out loud but maybe he wants a reason to stop walking alone.
But every so often, when the fire's low and his thoughts are louder than the wind, he thinks about the warband that betrayed him — and how easy it would be to pick them off, one by one.
Roleplaying Notes
- Full Name: Vorn
- Race: Ahazu Eronidas
- Age: 31
- Gender: Male
- Height: 7'2"
- Weight: 265 lbs
- Body Build: Muscular, towering frame
- Eye Color: Dark Brown
- Hair Color: Dark (short, military style)
- Skin Tone: Tan with slight grey undertones
- Profession: Mercenary (former warband member)
Strength (7/7)
Bruiser Stance
You can enter Bruiser Stance without using an Action, but ending it requires one. Bruiser Stance confers the following benefits and limitations: You cannot use Abilities from Shielding Point Buy. Stat Reductions that would affect your Attack affect your Defense instead. Additionally, if the Damage of your Attacks would be reduced or ignored by anything, you gain +1 Attack for your next Attack Emote. Bruiser Stance has an indefinite duration, until ended by you, or until combat is over.
- Weapon Throw Pack (free)
Target an enemy within Range and make a Basic Attack at Emote Range, but with -2 Attack
- Tangle Strike Pack
Target an Enemy within Range and apply the Warned Status Effect to them for 2 Turns. While Warned: Remain within 5 Blocks of you, or willingly leave it and have the Fleeting Status Effect applied, and suffer -2 Attack for 3 turns. Multiple instances of Tangle Strike do not stack.
- Bruiser Frenzy
Target an Enemy within Melee Range and make an Attack against them, rolling twice and selecting the highest result. If both of your rolls would succeed, additionally apply the Brittle Status Effect to the Enemy after the Attack. If both rolls would fail, apply the Vulnerable Status Effect to the Enemy for 2 Turns, and Displace them 6 Blocks away from you, and gain +2 Defense for your next 2 Defense Rolls if they Impact.
- Resilience Pack
Resilience isn't active until you make multiple Defense Rolls in succession from different sources, increase your Minimum Defense Roll for the second Attack onward by a number equal to the number of Attacks made against you, +2.
- Bruiser Slam Pack
You move to an empty space adjacent to Target Enemy without provoking Move Reactions and allowing you to move through people. Additionally, if the Target has Block Tokens, break one and apply the Brittle Status Effect. If the Target does not have Block Tokens, apply the Snared Status Effect instead.
- Bruiser Grit Pack
Bruiser Grit isn't active until you reach Health Stage 1. When it activates, you gain +5 Attack, decreasing by -1 for every successful Basic Attack you make, until it hits 0. This bonus automatically drops to 0 if you exit Health Stage 1.
- Bruiser Riposte Pack
You can only use this when an Enemy with the Brittle Status Effect makes a successful Melee Attack against you, without using an Action, reduce the Damage taken from that attack by -1HP. Additionally, deal -1HP Damage to the Enemy that attacked you and remove the Brittle Status Effect from them.
- Bruiser Parry Pack
You can only use this when an Enemy using Ranger or Deadeye Stance makes a successful Attack against you, reduce the Damage taken from that Attack by -1HP. Additionally, apply the Brittle Status Effect to the Enemy within Emote Range that attacked you.
Constitution (5/5)
- Tank Slam Pack
You apply the Snared Status Effect to all enemies within Range. Additionally, apply the Fleeting Status Effect to one enemy within Range of your choice.
- Tank Sentry Pack
Tank Sentry isn't active until you are Displaced while standing on a block adjacent to an Ally, and end the Displacement on a block with no allies adjacent to you. When it activates, it always grants you 1 Block Token, and +2 Defense for 3 Turns.
- Rage Counter Pack
Rage Counter isn't active until your Melee Basic Attack would be reduced in any way. When it activates, your next successful Melee Basic Attack deals -1HP additional Damage.
- Interception Pack
You can only use this when an Ally within Range is targeted by a Basic Attack. This forces you to be the Target instead. Additionally, if you take damage, gain Defense for your next two Defense Rolls equal to double the damage you took.
- Iron Will Pack
Iron Will isn't active until you reach Health Stage 2. When it activates, you can choose to re-roll a failed Defense Dice Roll and must use the new result. If the Defense Dice Roll succeeds, this counts as one use of Iron Will. If the Defense Dice Roll still fails, that usage of Iron Will is refreshed, but cannot be reused for the same attack.
Charisma (3/7)
- Undisclosed Presence Pack
- Stubborn Presence Pack
- Saving Presence Pack
Appearance
Vorn's physical form is imposing, standing at a towering 7'2" and weighing 265 lbs, with a heavily muscular frame sculpted through years of combat and physical labor. His face remains concealed by his armor. His battle-worn armor is well-maintained and designed for maximum protection and mobility, revealing little of his true self to those around him.
Personality
Vorn is a man of few words, but when he speaks, it's usually laced with dry, razor-sharp wit. His remarks are often so subtle or cleverly veiled, they glide past most people unnoticed — until later, when they realize he'd insulted them with the finesse of a duelist's blade. He's got no patience for grandstanding or nonsense, and he'll cut through both with a deadpan comment or a scathing observation, all without blinking.
Vorn holds himself to a strict inner code just like all other Ahazu rooted in discipline, restraint, and control. He believes strength isn't just physical — it's in how you carry yourself, how you don't let your anger rule you, and how you keep your blade sheathed until the moment it's needed. He does not raise his voice or boast about his deeds. When he speaks of the past, which is rare, his tone is clinical — a soldier giving a report, not a man nursing wounds.
Despite his cold exterior, Vorn carries a hidden moral compass, one he doesn't talk about but still follows when it counts. He won't suffer fools, and while he doesn't seek out company, he has a soft spot for those who've been dealt a rough hand. He can be fiercely loyal, but only once someone's proven themselves — and even then, that loyalty is guarded, expressed more in action than in words.
Beneath the calm, however, is a man scarred by betrayal, haunted by the collapse of a brotherhood he once believed unbreakable. He doesn't speak of it — not because he's hiding, but because he's already said all that needed saying. Vorn doesn't expect loyalty anymore. He just hopes for clarity — contracts that make sense, people who aren't cowards, and a reason to keep his sword pointed at the real enemy.
He plays the part of the cynical mercenary, but every now and then, there's a glimpse of something deeper — a world-weariness, a quiet sense of loss, and maybe even a desire for something more than just another contract and another battlefield. He is cautious and slow to trust, but when he does, he is fiercely protective of whom he considers his own.
Backstory
There are three things Vorn doesn't talk about:
Where he's from.
What his name used to be.
And the people he buried to earn the right to forget both.
He wasn't always a lone blade. He was once a son of discipline, raised in a secluded Ahazu temple-fortress where silence was sacred and emotion was a weakness bled out on the sparring grounds. There, every cut was a lesson, every scar a scripture. He was molded not just for war, but for precision — the kind of soldier who didn't flinch, didn't falter, and never let fury cloud the mission. To be Eronidas was to be strong — but to be Ahazu was to be calm, calculating, and cold.
Eventually, he joined a warband called the Tuskbound — a group that claimed to value honor, order, and shared purpose. But that image was a lie. Beneath the surface, they were opportunists cloaked in ceremony. When the time came to show their true colors, they chose coin over conscience — and when Vorn stood against them, they left him for dead, buried beneath the rubble of a village he tried to protect. They didn't kill him. Not exactly. They left him alive, armor shattered, ribs broken, buried in the ruins of the village he tried to spare.
That night, something inside him died. Something else survived.
Since then, Vorn has wandered war-torn edges of the world, a ghost in blackened plate, trading steel for coin. He's made a name for himself — or at least, a rumor. Some say he's a fallen warlord, others a cursed knight. He doesn't confirm or deny any of it.
Now he's in Regalia — not for revenge, not for redemption. Just for direction. The capital's filled with people who need things done and others too weak to do them. He'll take their gold, swing his sword, and move on. That's the deal. At least that's what he tells himself.
Now he won't admit out loud but maybe he wants a reason to stop walking alone.
But every so often, when the fire's low and his thoughts are louder than the wind, he thinks about the warband that betrayed him — and how easy it would be to pick them off, one by one.
Roleplaying Notes
- Combat Style: Vorn relies on his immense strength and greatsword expertise in battle, able to deal devastating blows and hold his own against multiple enemies at once. His size and weapon make him a dangerous foe, especially in tight, close-quarters combat.
- Interactions: While he's not quick to form bonds, Vorn might be more open to those who are unapologetically themselves. However, he's always wary of the motives of others, as his past has made him cynical.
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