Rolf

Rolf Weis (Head Enforcer)

Bio

Age: 14

Height: 6’5″

Likes: Playing Cards, Hard Candies, Working with Metal

Dislikes: Laziness

Dreams: Work as an armorer for a Dragon

Secret: Was recently offered a stable job working as an armorer’s apprentice in the shipyards, but turned it down so he could keep protecting his friends as the gang’s Head Enforcer.

Rolf’s father was a dock worker who perished when the docks were attacked ten years ago while the war was still ongoing. His mother followed a year after, unable to afford crucial medicine without the income from her husband’s job. Rolf was sent to live at St. Emilia’s Orphanage in Sector 9. He became good friends with Thera Foreman, and was instrumental in helping her form a gang of orphans looking to do better for themselves. Rolf is a bit older and much larger than his friends, and he feels a sense of responsibility to protect them. His father was nine feet tall with broad shoulders, and Rolf looks to be taking after him.

Appearance

Pale skin with thick patches of white scales around his shoulders, forearm, elbows, knees, ankles, along his spine, the sides of his neck, the back of his hands, and the top of his feet; medium length platinum blonde hair held back with a blue headband; traces of a thin silver beard; icy pale blue eyes; round ears; a single large white horn that curves upward; tail covered in bushy white fur.

Wears a light grey vest over a white sleeveless shirt with the text “WIN 1809” printed in large dark grey letters across the chest, black slacks with medium grey leather kneepads sewn on, a white leather belt with a silver buckle, dark grey steel-toe boots.

Abilities

Adrenaline Burst

Bonus action taken on your turn. You gain the following benefits:

  • Advantage on Strength checks and Strength saving throws.
  • You have Resistance to Bludgeoning, Piercing, and Slashing damage.
  • Lasts until the end of your next turn, and it ends early if you don armor or have the Incapacitated condition. If your Adrenaline Burst is still active on your next turn, you can extend it for another round by doing one of the following:
    • Make an attack roll against an enemy.
    • Force an enemy to make a saving throw.
    • Take a Bonus Action to extend your Adrenaline Burst.

Each time Adrenaline Burst is extended, it lasts until the end of your next turn. You can maintain it for up to 10 minutes.

Limit Break: Crack Down

You gain priority in Initiative Order. You gain temporary HP equal to the sum of your Strength and Constitution Scores and Resistance to all types of damage until the end of your next turn. Until the end of your next turn, attacks against other allied creatures within 120 feet of you that can see or hear you have Disadvantage. Your speed becomes 0 until the end of your next turn. Targets of your choice within 120 feet of you that can see or hear you may move up to their speed without provoking opportunity attacks.