Striker the Strongman
Character Info
Class: Bogatyr
Level: 3
Owner: Moebean
Need 2 more completed missions to reach level 4 (5 recorded).
Completed Missions: 5
Commissary Reward: 1
Perks earned: 2
Perks spent: 0
Perks remaining: 2
Personality
Recent Missions
-
Tunnel of Thrills
Mar 29, 2025 - success -
Exploding Potatoes
Mar 27, 2025 - success -
The Dying Disease
Mar 13, 2025 - success -
A Touch of Solar Flair
Invalid date - success -
Get Tilted
Sep 14, 2024 - success
Stats
+ Vitality
Nonverbally hold someone’s interest.
Heartening: Restore a Mid Cost’s worth of Stamina or Essence.
+++++ Might
Throw a car a dozen yards.
+ Resilience
Pop a dislocated shoulder back in without flinching.
Baseline Spirit
See through a clumsy lie.
Intuition: Confirm that someone is being sarcastic.
Baseline Arcane (Without Sacrifice)
Manifestation: Light a cigarette with a snap of the fingers.
Baseline Will
Essence: Drop a Threshold after two Mid Costs.
Defiance: Skydive despite being scared to do so.
Baseline Sensory
20/20 vision.
Baseline Reflex
Climb a rope.
+ Vigor
Keep pace with a casual cyclist.
Stamina: Drop a Threshold after sprinting a mile.
+ Skill
Safely toss a knife to yourself without looking.
Expertise — Wrestling: Armbar an untrained person who’s larger than you.
Baseline Intelligence
Deduction: Confirm that a clean knife was recently used.
Expertise — A Local Language: Know the name of that language and a basic greeting.
+ Luck
Happenstance: A harmful strike becomes a glancing blow.
Class Abilities
Conjure a mundane item after doing a favor for someone, later transforming it into a powerful magical weapon or tool.
Essence Cost: Mid
Active Duration: Mid
Cooldown: Mid
Paired Action: Acknowledge your target’s gratitude to receive the original item, later invoking their name alongside a request for the favor to be returned (even if they can’t hear you) to transform it.
- Initial item is acquired immediately after doing the originating favor and must be superficially useless; both it and its transformation are Pitched by the user and must be thematically linked both to this favor and to each other (even if their functions are completely different).
≫ Eg. Saving a king’s life might yield a gold coin with his face on it, later transforming into a mighty golden shield emblazoned with his heraldry. - The transformation can have up to High power, notably stronger than Class Gear, including fitting magical properties also Pitched by the user.
≫This power scales on the magnitude of the original favor and the poignancy of the target’s expressed gratitude to the user.
- Essence Cost
- Mid
- Duration
- Mid
- Cooldown
- Mid
Paired Action: Befriend a downtrodden local, then Pitch a simple item they give you.
-
Magical property is only Pitched when your character first attempts to use the object (for its intended purpose or otherwise). Duration does not start until this point.
- This property has Mid–High Impact, scaling on how seemingly useless the object is.
- Your character should initially have no idea of the object’s potential, though they will instinctively learn of the magical property as soon as it is Pitched.
Briefly animate a weapon or tool to perform a task by itself.
Essence Cost: Low
Duration: Low
Cooldown: Mid
Paired Action: Fiercely strain while portraying intense pain and exertion.
- Animated objects will hover around while moving to and performing their task and – the harder your initiating throw, the faster they will go.
- The simpler and more congruent a task is with the intended use of the object, the more efficiently they will perform it.
≫ Eg. A sword will fight better than a kitchen knife but would have more trouble prepping food. - Ends early if the task is completed, but can end early if the object is thwarted (defeated by an enemy, pinned by falling debris, etc.) or the task is too substantial.
- Essence Cost
- Low
- Duration
- Low
- Cooldown
- Low
Paired Action: Throw the object towards its task while calling out some basic orders to it. You must occasionally yell encouragement to the item or Samosek will end prematurely.
- Your initiating throw must put the object within a Low Range of its intended task.
- Tasks beyond the intended use of the object will be performed less effectively. (e.g. A sword would fight better than a kitchen knife but would have much more trouble preparing food.)
- May instead use on an abandoned object, though this increases Essence Cost to Mid and requires substantially more cajoling via the Paired Action.
- Ends early if the task is completed or the object is thwarted (defeated, pinned, task too substantial, etc.).
Lock an enemy into a harmless duel with you, during which neither party can sustain a serious wound.
Essence Cost: Mid
Max Duration: Mid
Cooldown: Mid
Paired Action: Confidently mock and goad the target; the ability will only activate if THEY initiate the fight.
- Bodily damage dealt by both parties is dramatically reduced, rarely exceeding scratches and bruises. Instead, successful blows will proportionately make target more frustrated, flustered, and/or resentful while also sapping their dignity (even affecting their physical appearance, making them look more disheveled).
≫ After either party has sustained several blows, a particularly spectacular hit may end the ability early, causing further damage to be sustained as normal. - All beings besides the user and their target will be strongly compelled to not interfere in any way.
≫ Major moments during the duel (substantial blows, interpersonal moments, etc.) draw bystanders attention (Mid power).
- Essence Cost
- Mid
- Max Duration
- Mid
- Cooldown
- Mid
Paired Action: Provoke the target into attacking you. You must occasionally mock or goad the target or Trading Blows will end prematurely.
-
Harm incurred by either the user or the target is dramatically reduced, rarely exceeding scratches and bruises.
- Instead, successful blows will proportionately sap the target’s dignity, making them look physically disheveled and feel increasingly frustrated, flustered, or similar.
- All other beings are strongly compelled to not interfere with this duel. However, successful blows against the user will proportionately reduce this compulsion for enemies, eventually negating it outright.
Signature Gear
Heavy wooden club, wielded hand-and-a-half, with good power but little finesse. Low bonus knockback, which improves up to High as your target feels more humiliated and/or frustrated.
- Durability Boost
- Mid
- Swiftness Boost
- Low
- Thrown Accuracy Boost
- Mid
- Strikes send targets flying with Low–High Impact, scaling on the target’s frustration, humiliation, or similar.
Plain linen shirt, rendering the user more approachable and trustworthy to common folk. Magically embroidered with tales of great deeds performed on-mission, Pitched as they occur, conveyed subconsciously to observers with far greater perceived impressiveness.
- Common folk will tend to trust the owner.
-
Magically embroidered with depictions of “great” deeds the owner accomplishes, Pitched (and embellished) as they occur.
- You may Pitch that a local recognizes your character for one of these deeds (1x Use per deed).
Conical helmet with nose guard and cheek plates, notably durable. While wearing the helmet, allies & neutrals will see the user as more heroic; while NOT wearing the helmet, enemies will see the user as posing less of a threat (both assuming congruent behavior).
- Defense Boost
- Mid
- Pointedly doff this helmet while speaking with a non-enemy to make them feel comfortable around the owner (1x Use).
- Pointedly don this helmet while speaking with an enemy to make them feel intimidated by the owner (1x Use).
Stylized images daubed on the body, offering some protection against magic. When facing serious threat, empowers Defiance (see pg 27) with up to Mid impact based on the courage being demonstrated by the user.
- Wear Resistance
- Mid
- Improves the wearer’s Defiance, scaling Low–Mid on the courage they are demonstrating against a significant threat.
- Includes an additional application of Warpaint (stored in a small pot), which the owner may give to an ally before or during the mission or may themselves to touch up their Warpaint (requiring a Low Duration to apply).
Full of simple tools for manual labor and handicraft (appropriate to the character’s background) accessed via Pitches, all of which the user is guaranteed to be proficient with.
-
Contains small tools and snacks, accessed via Pitches.
- Once per mission, such a Pitch may produce a tool or food item of dramatically disproportionate size (an anvil, a wedding cake, etc.), which the owner treats as much lighter for a Low Duration.
Appearance
Striker the Strongman is 31 years old! He has been preforming in the circus since the age of 11 and as such has the highly muscled form of a strongman! (6”5)
He is bald and has a bright pink bushy mustache which he takes great pride in! He often wears a white tank top, which is stretched due to his muscle mass, and wears a red belt with a golden front-piece and a star in the middle.
His pants are stretchy to account for all the strenuous activities he preforms in the circus and are striped red & white. He wears knee-high black boots with golden clasps.
Striker also wears two black arm braces & a dunce cap with a giant red D painted on top of it.
(He believes it was a gift from his childhood from the only teacher who ever appeared to be nice to him and as such always wears it, not understanding the negative connotations)
(Skin) Bludgeon - A giant dumbbell
(Skin) Vyshyvanka - White linen tank top
(Skin) Spangenhelm - Dunce hat (With a giant red D on it)
(Skin) Toolbox - A small cannon that’s bigger on the inside, full of items that Striker might need during missions. This cannon is non functional only holding as storage. It looks like a typical circus cannon, with a bright red star on it and red & white stripes.
Background
Come one, come all to watch the performance of the strongest man alive! Striker the strongman! Once an orphan he ran away to join the circus for a better life and there he found a marvel of colorful characters who sought acceptance! No matter who you are, or what walks of life you travel, the Circus of Freaks welcomes you, because here, no one is strange.
Striker lived his life with all of his friends traveling the world and performing, however, behind the scenes his wondrous life had a dark secret and the Circus was torn apart because of it leaving Striker alone. Just when things grew bleak, Striker was contacted by a senior Agent of Enclave who was impressed by his might and fame!
As he received his badge he left the Circus for the first time in 20 years he made a vow to bring joy and wonder to all the worlds he traveled, everyone shall know the name Striker the Strongman!
Flavor
Established characters from Strikers backstory:
- Tony & Tobias, a pair of clowns (whom no one knows the true relations of) who use stilts in their routine.
- Jessabelle the acrobat who taught Striker how to dance
- Mrs. Dunningham who gave Striker his dunce cap
- Leonardo the fire breather who taught Striker how to breathe fire properly.
- Caron the Juggernaut Juggler, who taught Striker how to juggle.
- The ringmaster (deceased) Strikers father figure and leader of the circus.
Striker is now traumatized by potatoes due to the mission (Exploding potatoes)
Ideas
Inspired by Braum from League of Legends, Circus Strongman, Circus antics. Pure of heart, Dumb of ass. Cirque du freak, Marionetta (Webtoon)
Level Up — Striker the Strongman
Current level 3. Promoting to level 4 requires 2 more completed missions (5 / 7 recorded). Add named missions below or select credits, then save.
Missing missions
Each filled text box becomes a new mission row attached to this character.
Stats
Adjust points if your level-up grants new allocation. Total: 0.
Baseline Vitality
Get someone’s attention in a busy room.
Heartening: Clear up a bruise.
+ Vitality
Nonverbally hold someone’s interest.
Heartening: Restore a Mid Cost’s worth of Stamina or Essence.
++ Vitality
Draw focus of a crowd away from a scuffle.
Heartening: Close up a deep cut.
+++ Vitality
Keep someone talking even as they try to kill you.
Heartening: Knit a broken bone.
++++ Vitality
Tempt a bloodthirsty monster away from helpless prey.
Heartening: Restore a full Threshold of Stamina or Essence.
+++++ Vitality
Distract a regiment of trained soldiers from a battle at hand.
Heartening: Reattach a severed limb (with imperfect recovery of function).
Baseline Might
Lift your own bodyweight.
+ Might
Crush an apple one-handed.
++ Might
Rip a college textbook in half.
+++ Might
Lift one end of a car.
++++ Might
Overhead press an entire car.
+++++ Might
Throw a car a dozen yards.
Baseline Resilience
Survive several minutes of severe bleeding.
+ Resilience
Pop a dislocated shoulder back in without flinching.
++ Resilience
Endure full-body immolation for over a minute.
+++ Resilience
Take a baseball bat straight to the chest with barely a bruise.
++++ Resilience
Survive a pistol shot to the skull without losing consciousness.
+++++ Resilience
Grab a swinging sword without it even breaking skin.
Baseline Spirit
See through a clumsy lie.
Intuition: Confirm that someone is being sarcastic.
+ Spirit
See fear in someone’s eyes.
Intuition: Confirm that a mysterious stranger is a friend.
++ Spirit
Pick out unspoken tension between two people in a group.
Intuition: Confirm that great danger is imminent.
+++ Spirit
See past a carefully crafted facade.
Intuition: Confirm the nature of an unknown magic.
++++ Spirit
Determine the sentimental value of an object.
Intuition: Confirm a condemned man’s innocence despite all evidence to the contrary.
+++++ Spirit
Get a sense of what recently happened in a room you enter.
Intuition: Confirm a secret that not a single other soul knows.
Baseline Arcane (Without Sacrifice)
Manifestation: Light a cigarette with a snap of the fingers.
+ Arcane (Without Sacrifice)
Manifestation: Glow brightly.
++ Arcane (Without Sacrifice)
Manifestation: Dictate to a pen while it autonomously transcribes your words.
+++ Arcane (Without Sacrifice)
Manifestation: Hurl a head-sized fireball.
++++ Arcane (Without Sacrifice)
Manifestation: Animate a suit of armor to briefly fight at your side.
+++++ Arcane (Without Sacrifice)
Manifestation: Drain a target’s life through prolonged touch.
Baseline Will
Essence: Drop a Threshold after two Mid Costs.
Defiance: Skydive despite being scared to do so.
+ Will
Essence: Drop a Threshold after seven Low Costs.
Defiance: Become fully lucid for a few moments during Red Essence Exhaustion.
++ Will
Essence: Drop a Threshold after three Mid Costs.
Defiance: Briefly ignore the pain of a broken limb.
+++ Will
Essence: Drop a Threshold after two High Costs.
Defiance: Remain conscious even after several minutes without air.
++++ Will
Essence: Drop a Threshold after five Mid Costs.
Defiance: Lock eyes with a gorgon without turning to stone.
+++++ Will
Essence: Drop a Threshold after three High Costs.
Defiance: Safely handle a cursed artifact known to kill anyone who touches it.
Baseline Sensory
20/20 vision.
+ Sensory
Detect a subtle change in wind speed/direction.
++ Sensory
Smell poison in a drink.
+++ Sensory
Hear someone’s breathing through a solid wall.
++++ Sensory
Count the number of people in a small crowd at a glance.
+++++ Sensory
Pick out the heartbeat of someone buried alive.
Baseline Reflex
Climb a rope.
+ Reflex
Slowly cross a tightrope.
++ Reflex
Backflip on a tightrope.
+++ Reflex
Quickly cram yourself into a square box a third your height.
++++ Reflex
Comfortably land a 3-story drop unscathed.
+++++ Reflex
Walk in someone’s shadow, matching every movement, without being noticed.
Baseline Vigor
Run up a three story staircase in under 20 seconds.
Stamina: Drop a Threshold after a pilates session.
+ Vigor
Keep pace with a casual cyclist.
Stamina: Drop a Threshold after sprinting a mile.
++ Vigor
Throw 60 full-power punches in a minute.
Stamina: Drop a Threshold after jogging a marathon.
+++ Vigor
Keep pace with a horse.
Stamina: Drop a Threshold after 10 minutes of max-intensity combat.
++++ Vigor
With a running start, leap clean across a four-lane street.
Stamina: Drop a Threshold after sprinting a marathon.
+++++ Vigor
Keep pace with a car on the highway.
Stamina: Drop a Threshold after summiting a mountain at top speed.
Baseline Skill
Catch a thrown object one-handed.
Expertise — Piano: Play a simple, two-handed piece.
+ Skill
Safely toss a knife to yourself without looking.
Expertise — Wrestling: Armbar an untrained person who’s larger than you.
++ Skill
Balance a pyramid of filled wine glasses at a brisk walk.
Expertise — Driving: Powerslide into a perfect parallel park.
+++ Skill
Effortlessly hit a bullseye.
Expertise — Painting: Produce a photorealistic portrait in minutes.
++++ Skill
Catch a fly between two fingers without killing it.
Expertise — Surgery: Perform an open-heart operation solo.
+++++ Skill
Cut a bullet mid-flight.
Expertise — Lockpicking: Open a tumbler lock in seconds without any tools.
Baseline Intelligence
Deduction: Confirm that a clean knife was recently used.
Expertise — A Local Language: Know the name of that language and a basic greeting.
+ Intelligence
Deduction: Confirm that a fleeing suspect has doubled back when the trail goes cold.
Expertise — Cartography: Decipher a strange map.
++ Intelligence
Deduction: Confirm a secret passage’s presence based on an untraceable breeze.
Expertise — Computers: Hack a mainframe first try.
+++ Intelligence
Deduction: Confirm that someone is a dentist by the way they hold a pen.
Expertise — Entomology: Recite any fact about any local species of ant.
++++ Intelligence
Deduction: Confirm a villain’s master plan based on the password to his computer.
Expertise — Chemistry: Create a potent explosive out of pantry ingredients.
+++++ Intelligence
Deduction: Confirm the precise time and cause of a death from a single drop of blood.
Expertise — Stock Trading: Quadruple an investment in minutes.
Baseline Luck
Happenstance: Find an inconsequential object.
+ Luck
Happenstance: A harmful strike becomes a glancing blow.
++ Luck
Happenstance: Find a useful object convenient to hand.
+++ Luck
Happenstance: An enemy improbably misses an easy killing blow.
++++ Luck
Happenstance: A critical item happens to be left unattended in your presence.
+++++ Luck
Happenstance: Clean out a poker table without once needing to bluff.
Abilities
Add a perk to any ability you have. A new perk can compound with an existing perk or another perk you add here.