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Player Information
Name: Dragon
Age: Way over 18
Contact:
Current characters: N/A
Character Information
Name: Roy Greenhilt
Series: The Order of the Stick
Appearance: Here is some canon Roy. For a more 'realistic' Roy, I suggest this image.
Age: 29. (Possibly 30.)
Canon Point: Strip #1080.
Canon History: Wiki link
Personality: Roy is a defiance of the stereotypical 'dumb fighter' trope. Though he IS a good fighter, he's intelligent and capable of far more than just beating things down. Formally educated, he's made a point of pursuing a wide range of knowledge (such as having studied architecture and engineering, of all things!).
Raised on stories of his grandfather's adventures and skill with the weapon his family is named after, Roy dreamed from a young age of becoming a fighter -- to the point that it drove a serious wedge between him and his father, who as a wizard disdained the martial arts as vastly inferior to spellcraft.
For a long time, Roy was driven by the need to show up his father's assertions of magical superiority, and prove that a 'fighter-jock' could defeat a threat that his father had failed to. His sole motivation in founding the Order of the Stick was to defeat the lich Xykon specifically because his father said he couldn't. Time, experience, and the help of his party -- as well as his own death at Xykon's hands -- mean Roy has grown beyond that since the start of his journey, and now seeks to defeat the world-threatening nemesis BECAUSE it is a world-threatening nemesis and not to spit in his dad's face. And even now that he's not sure what they're doing any more, Roy still knows that stopping Xykon is the right thing to do.
Though Lawful Good in D&D terms, Roy inevitably puts being Good above being Lawful. He's gone so far as to work behind the backs of an entire order of paladins for the greater good, and routinely associates with chaotic members of his own party. But he continues to try, as is pointed out by no less than a celestial in charge of adjudicating such things, and strives to live up to the ideals of his chosen alignment, which is the important thing. (Of course, in terms of Evil, Roy doesn't even merit the slightest blip on the scale.) This is advice he has taken to heart, and which he shares with others when they need it.
Although initially Roy was inches from abandoning his entire adventuring group and going home simply because of their sheer dysfunction, his experiences with them -- as well as his own mistakes, recognized in hindsight -- have taught him patience with them. Though he still maintains a realistic outlook on the flaws of those he adventures with, he is extremely loyal to them; he's basically the Team Dad.
On the downside, Roy tends to be a bit of a jackass. He's quick with a disparaging or snappy comment, or a downright tirade, when something has angered, offended, or just annoyed him. Even his friends -- especially his friends -- aren't immune to this. Compounding this is the fact that he can be irritated, annoyed, or just pained fairly easily, and can be sharp-tongued when it isn't justified. He also has an overtly Freudian connection to his family greatsword, and frequently assumes he knows much more about a situation than he actually does, to his detriment. Especially lately, however, he is making a very real and serious effort to acknowledge his team's contributions and efforts.
Roy's best trait in the end might be the sincere effort he puts in to improve himself; he has made innumerable mistakes over the course of canon, some of them very large indeed, but he always makes an effort to learn from those mistakes and change his behavior.
He also makes frequent references to D&D setting mechanics, and is perfectly aware of them.
Abilities: Roy is a mid-high-level D&D-style fighter. He is capable of using all sorts of armor and weapons, but is specialized in the greatsword. He has numerous abilities he can use, such as cutting through multiple targets in one blow and being good at disarming or breaking enemy weapons. He is also trained in fighting unarmed. His most notable technique is the Spellsplinter Maneuver, in which he strikes a magic-using foe at precisely the right time to disrupt their spellcasting.
Even absent his magic items, Roy is literally as strong as a giant and can take unbelievable amounts of physical punishment.
When using his family's greatsword, Roy is capable of activating its legacy weapon powers, which wreathes him in a green aura that increases his strength and speed. When Roy is feeling particularly angry, the aura can activate on its own, and at emotional extremes, the effect is far greater and can even heal Roy entirely. Roy can also teleport the sword to his hand from any distance. (These are technically powers the SWORD possesses, not Roy, but only Roy can use these powers.)
Inventory: The Greenhilt Family Sword (a magic starmetal-alloy greatsword); magic armor; boots; Belt of Giant Strength; bedroll; sextant.
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