Terragrim
No one gets left beneath the rubble.
Concept: A quarry rescuer remade in living sandstone, Terragrim is the wall between danger and the people who cannot get out of its way. His earth-spirit pact gives him crushing strength, a protective stone mantle, conjured rock bindings and a heavy stone maul. He holds the line while his allies bring everyone home.
Origin: Once human, now living sandstone: a quarry worker who bargained with the spirits beneath a collapsing fault to save his crew.
Race: Human • Rank: Seasoned
Attributes
Agility d6, Smarts d4, Spirit d6, Strength d12+3, Vigor d8Skills
Athletics d6, Common Knowledge d4, Notice d6, Persuasion d4, Stealth d4, Fighting d10, Focus d8, Survival d4, Intimidation d6Pace: 6; Parry: 8; Toughness: 12; Power Points: 30
Hindrances
- Driven (Major): Must confront those who poison or destroy the land, even when a safer course would protect him.
- Habit (Minor): Grinds grit between his teeth and sheds stone dust onto furniture and food; the constant mess makes company uncomfortable.
- Stubborn (Minor): Once he judges that the land has been wronged, he resists compromise or admitting that his judgment might be mistaken.
Edges
Super Powers,Brawny,Nerves of Steel,Block
Powers
- ToughnessLevel 5(5 PP)Range: Self•Duration: Permanent+5 Toughness.Trapping: a body of packed stone and hard-set clay
- Super Attribute (Strength)Level 5(10 PP)Range: Self•Duration: Permanent+5 die steps.Trapping: the dead weight of the earth answering his pact
- Force FieldLevel 5(5 PP)Range: Self•Duration: SustainedIncoming damage reduced by 5. When Shaken or Stunned, roll Spirit or the field Powers Down; Incapacitation ends it automatically.Trapping: The pact's protective mantle forms close-fitting sandstone plates around him; these magical plates fall away if his concentration breaks, leaving his natural stone body intact.
- Entangle(3 PP)Range: 12"/24 yd•Duration: Instant•Activation: Focus d8Focus opposed by target's Athletics within 12"/24 yds. Entangled on win; Bound on raise.Trapping: Conjured stone bands and grasping rock hands clamp around one visible foe; their dramatic emergence from the ground does not require a supply of natural stone.
- Melee Attack(7 PP)Damage: Str+3d6•Range: Touch•Duration: InstantTrapping: A compact maul of dense dark stone forms in his grip; its earth-shaking blows crack even heavy armour.Modifiers: Heavy Weapon: Can damage Heavy Armor
Gear
- Loose charcoal-green cropped trousers, olive-green draped hip cloth with moss edging, and a braided brown waist cord; ordinary clothing with no armour bonus.
- Summoned stone maul with a leather-bound, wooden-looking shaft: the visible form of his Melee Attack power, not an additional weapon damage bonus.
- Small keepsake stones from the places he has protected.
Advances
- New Edge: Nerves of Steel
- Skill: Fighting d8 -> d10
- Skill: Focus d6 -> d8
- New Edge: Block
Backstory
When a quarry collapse trapped his crew, Terragrim refused to leave anyone behind. He asked the spirits beneath the fault for the strength to lift what no human could lift. They answered by remaking him in living sandstone, and demanded that he protect the land and the people who depend on it. He carries a small keepsake stone from every place he has helped save. In a fight he blocks the way to civilians, binds a dangerous enemy and closes with his maul. His hardest lesson is that protecting a place sometimes means listening to people whose judgment differs from his own.
Appearance
Terragrim is a broad, heavily muscled sandstone guardian with a bald, craggy stone head, deep-set amber eyes and bare stone hands and feet. His chest is uncovered. Loose charcoal-green trousers gather below his knees beneath an olive-green draped hip cloth with moss-green edging and a braided brown waist cord. In a grounded, bent-knee fighting stance, he grips a compact dark-stone maul diagonally across his body with both hands; reddish-brown leather binds its head to a straight wooden-looking shaft.

