Durru Sanderson
Advent v2
Character Info
Class: Janissary
Level: 3
Owner: Aleyanna (Tim)
Need 3 more completed missions to reach level 4 (4 recorded).
Completed Missions: 4
Earned: 16
Spent: 15
Remaining: 1
Perks earned: 3
Perks spent: 0
Perks remaining: 3
Personality
Recent Missions
No missions yet. Add one below or from the Missions page.
Stats
Class Abilities
Pepper an area with conjured gunfire as you charge towards it.
- Essence Cost
- Low–High
- Area of Effect
- Low–High
- Cooldown
- Mid
Paired Action: Shout a fierce battlecry while charging the targeted area.
-
Effectiveness of this gunfire scales Low–High, along with Essence Cost and Area of Effect, on how much danger the user’s charge puts them in.
- The specifics of the gunfire (type of weapon, direction it emanates from, number of salvos, etc.) are all Pitched, as grounded in the user’s Backstory.
March forth to the beat of a military tune, emanating from nowhere, prompting non-enemies nearby to follow your lead.
- Essence Cost
- Mid
- Max Duration
- Mid
- Cooldown
- Mid
Paired Action: Call out marching orders, then advance (or perform other repetitive actions) in time to the tune. You must continue to do so or this Ability will end prematurely.
- Inspires courage in the user (High Impact) as well as, to a lesser degree, those who follow them.
-
Greatly reduces the degree to which physical actions are impeded (by injuries, heavy burdens, or similar) for all affected (High Impact).
- Followers also have their marching speed Boosted to match the user’s.
- Ending this Ability with a combat action (charging, shooting, etc.) Boosts the effectiveness of that action for the user, scaling Low–High on how long this Ability was maintained for.
Signature Gear
Cloak, pinned at the shoulder with a large brooch.
Long-hafted, ceremonial battleaxe with a crescent-shaped head.
- Durability Boost
- Mid
- The more individuals are acting in unison with the owner, the less likely bystanders are to question or interfere with their actions.
- Standing in front of an entryway or route with this axe will physically prevent bystanders and lowly enemies from passing by the owner, inversely scaling Low–High on how large an area they are blocking.
Tall felt cap with an ornamental browpiece.
- Authority figures will tend to trust the owner.
- Swear an oath of loyalty to an authority figure to be granted a Mid amount of Pitched supplies by them.
Heavy military backpack.
- Uses
- 3x
-
Contains simple explosive ordnances (grenades, landmines, breaching charges) accessed via Pitches.
- These explosives are capped at Mid Impact.
Decorated miquelet lock musket, tipped with a bayonet, firing with a loud bang. Fairly slow to reload.
- Ammunition
- Mid
- Effective Range
- Mid
- Moving will not destabilize the owner’s aim.
- Incapacitating any enemy will automatically reload this gun.
- Expend a Mid amount of wealth (causing it to vanish) to grant this gun a Pitched Low Boost to any physical property (power, accuracy, range, etc.) for the rest of the mission.
Small cannon mounted on a hand cart, firing with an almighty boom. Lobs a salvo of fiery rain in a high arc. Takes a Low Duration to set up and reload.
- Ammunition
- Low
- Effective Range
- High+
- Area of Effect
- Mid
- Deals disproportionate damage to terrain features (High Impact).
- May be set to fire up to three salvos at a pre-selected stationary target, automatically reloading itself each time over a Low Duration (High Cooldown).
Ornate, single-edged short sword with an inward-curving blade and no hand guard.
- Cleaving Boost
- Mid
- While sheathed, civilians will tend to trust the owner (Low Impact); while fighting with this sword, other soldiers will instead (Mid Impact).
- An act of genuine valor will reward the owner with a Low–High amount of wealth in the form of conjured local currency, scaling on the heroism they demonstrated, when they next resheathe this sword.
Appearance
Durru is a late 20’s muscular woman at 5’11” and 180 pounds. She has light tan skin, and red hair that is kept in a pixie cut. She is a professional soldier from Faya, and she essentially takes no nonsense from fools, having served in an artillery and engineering role for her mandated ten year enlistment. She is dressed in an olive uniform, with insignias indicating she made it to a rank of sergeant. It has small flowing sleeves on the shirt and breeches that stop just below the knee, with brown boots that go up to mid calf. The Börk more resembles a shako in a sense, has a hawk on it. She hails the spirit of the hawk.
Got a promotion and re-enlisted with the Fayan Royal Artillery! Now a sergeant first class!
Flavor
- Mission 1: Don’t Kick the Baby: Durru has to stop a certain noble from becoming king. It involves getting a lot of dirt on the potential king. And Durru uses her social play to great effect.
- Mission 2: The Rise and Fall of Titans: Four gods bicker and Durru has to find a way to get them to find one to press a button. It takes a lot of time and effort before she finally helps in getting the one to press it.
- Mission 3: Gold Doesn’t Bleed: Two Enclave agents imprisoned in gold. And Durru goes to rescue them, letting a whole bunch of pirates join her along the way.
- Mission 4: Breaking the Bureau of Bureaucracy: Bureaucracy! Durru and team must ensure a market gets righted. And that means entering a portal and fighting bureaucracy!
Level Up — Durru Sanderson
Current level 3. Promoting to level 4 requires 3 more completed missions (4 / 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.
Abilities
Add a perk to any ability you have. A new perk can compound with an existing perk or another perk you add here.