Yarwin | ||
Back to Alliance | Yarwin is one of
the most celebrated members of the Alliance, a champion of justice and the oppressed and
one of the deadliest fighters in the group. He is also one of the strongest supporters of
Blaike and is a longtime friend of the Seraph Erim. He has single-handedly destroyed many
of Dltni's robotic minions, and the people love him. Yarwin fully believes in the Alliance, and is always optimistic and positive, and does his best to keep morale up in the group, and tries to lead by example. This has brought him into conflict with the deadly HorrorBorg, and the two beings have had several battles without a clear winner, but Yarwin is certain that their paths will cross again, and there will be only one walking away from that encounter. Yarwin is from the Palladium World, and as such, is unfamiliar with Rifts Earth, but the suffering he has seen has reminded him of Dyval and Hades; two places overrun with evil creatures and he feels it's his duty and responsibility to try and destroy as many of the foul beings as he can, and does so diligently to the point that he's rarely in Borobudur, and fights on the front lines. The people of Indonesia respect him for this and so do many of his adventuring friends, who know that the big man means well, but are worried that he may be killed, and his death would be a tragic blow against the Alliance, both in terms of power and in morale, something that Erim and Blaike are certain not to let happen. Alignment: Principled Attributes: I.Q. 11, M.E. 8, M.A. 8, P.S. 27, P.P. 18, P.E. 23, P.B. 19, Spd. 28 Experience Level: 6th Level Titan Paladin. M.D.C.: 150 Horror Factor: 12 P.P.E.: 95 Natural Abilities: 90 foot (27.4m) Nightvision, See the Invisible, Bio-Regenerates 4D6 M.D.C. per minute, Turn 6D6 Dead 80%, Impervious to a Vampire's Bite, Dimensional Teleport 45% (+10% at a ley line, +20% at a nexus). Number of Atttacks: Five Bonuses: +9 to save versus horror factor, +4 initiative, +4 to strike, +7 to parry and dodge, +8 to pull, +7 to roll, +16% coma, +4 poison/toxin, +4 to save versus magic, +12 S.D.C. damage, 45% charm/impress. Damage: Restrained punch 5D6+12 S.D.C., 3D6 M.D. full strength punch, 6D6 M.D. power punch (counts as two attacks). Magic: None Psionics: None O.C.C. Skills: Dance 70%, Heraldry 65/70%, Horsemanship: Palladin 75/70%, Land Navigation 64%, Language: Dragonese 98%, Language: Western Human 85%, Language: Eastern Human 85%, Literacy: Dragonese 90%, Basic Math 90%, W.P. Lance, W.P. Shield, W.P. Sword, W.P. Blunt, W.P. Spear, W.P. Knife, Magic Lore 65%, Ley Line Lore 65%, Demon Lore 65%, Hand to Hand: Martial Arts, Public Speaking 70%, Writing 60%, Gymnastics, Boxing, Running, Athletics, Climbing 70/65%, Detect Ambush 65%, Detect Concealment 60%, Escape Artist 60%, Pick Locks 65%, Wilderness Survival 60%, Art (Pro) 75%, Gemology 65%. Weapons and Equipment: Magic Armor (300 M.D.C. and regenerates 10 M.D.C. per hour), Magic Sword (does 1D6 x 10 M.D. and has 4000 M.D.C. itself and regenerates 1D4 x 100 M.D.C. per hour when it's the direct recipient of attacks, plus is perfectly balanced and weighted, and offers a bonus of +2 to initiative, +3 to strike and parry), Magic Shield (Indestructable, plus offers a +2 to parry bonus). |