top of page

Brute Mercenary

Forged in the hard and treacherous lands of the Northern Continent, you have grown up strong, brutish, and more than a little bestial.  You fight for the highest bidder, although you prefer to fight alongside humans as those aliens just seem “too strange to be natural”.  Even though you are adept at using any weapon, you prefer the brute force of your favored weapons, axes and hammers.

Available Special Abilities:

 

Feral Growl

You let loose a growl that increases your IF by 20%, your Attack Rating by 20% and your damage by 40% for 6 rounds.  This has a cooldown of 7 rounds and costs 13 Mathematical Energy.

 

Hefty Blow

You swing with great force granting a 40% bonus to attack rating and dealing an additional 50% damage (requires use of favored weapon) This has no cooldown and costs 2 Mathematical Energy.

 

Stagger

You stun your target for 2 rounds (requires the use of favored weapon).  This has a cooldown of 3 rounds and costs 4 Mathematical Energy.

 

War-cry of the Indestructible

You shout, gaining +50% armor and +15% defense for 12 rounds.  This has a cooldown of 11 rounds and costs 20 Mathematical Energy.

 

Twin Weapon Use

You may wield 2 weapons at one time as long as they are favored weapons. (Passive)

 

Weapon Lord

You become a master at using your favored weapons dealing an extra 25% damage to all normal attacks and an extra 100%

 

Blow of Death

You swing with great concentration and force increasing critical hit chance by 50% (max of 100%).  This has a cooldown of 15 rounds and costs 15 Mathematical Energy.

 

Explosive Kill

You get a 25% increase in attack rating and damage, and if you kill your target with this swing your target explodes dealing 50% of your normal damage to all adjacent enemies of yours.  (requires use of a hammer class weapon).  This has a cooldown of 5 rounds and costs 25 Mathematical Energy.

 

Rage

Build up to 3 charges that each add 10% to attack rating and damage.  Charges are obtained through brutal hits each of which only grants a charge if you use Mathematical Energy. (requires use of favored weapon).  This has a cooldown of 15 rounds and costs 10 Mathematical Energy.

 

Split Foe

You gain 30% more of a chance to get a brutal hit (maximum of 100% chance) and triple the total damage you deal to both your foe and their armor.  (requires use of an axe class weapon).  This has a cooldown of 10 rounds and costs 25 Mathematical Energy.

 

Beginning Base Statistics:

  • Agility: 20

  • Balance: 50

  • Diplomatic Capability: 5

  • Durability: 70

  • Hiding Capability: 5

  • Innate Knowledge: 30

  • Intelligence: 5

  • Intimidation Factor: 65

  • Kindness: 20

  • Quickness: 30

  • Strength: 75

bottom of page