Difference between revisions of "Strange behaviour placeholder"

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Garrett port to other game
 
 
 
__NOTOC__
 
__NOTOC__
  
=Garrett Waymire::Sniper/Reader=
+
[[strangebehaviours_characters|< < < Back to Main page]]
  
==''QUOTE''==
+
__NOTOC__
 
 
==Attributes [[file:d6a.png|32px|d6]][[File:Arrow03.png|24px]]==
 
'''|| Physical [[file:d8a.png|24px|d8]] || Mental [[file:d10a.png|24px|d10]] || Social [[file:d6a.png|24px|d6]] ||'''
 
 
 
==Trained Skills [[file:d6a.png|32px|d6]][[File:Arrow03.png|24px]]==
 
 
 
'''Fight''' [[file:d6a.png|24px|d6]]
 
 
 
'''Focus''' [[file:d8a.png|24px|d8]]
 
 
 
'''Influence''' [[file:d8a.png|24px|d8]]
 
 
 
'''Know''' [[file:d6a.png|24px|d6]]
 
* ''Tracking'' [[file:d6a.png|24px|d6]]
 
 
 
'''Move''' [[file:d6a.png|24px|d6]]
 
 
 
'''Notice''' [[file:d10a.png|24px|d10]]
 
* ''Sense Minds'' [[file:d6a.png|24px|d6]]
 
 
 
'''Shoot''' [[file:d10a.png|24px|d10]]
 
* ''Rifles'' [[file:d6a.png|24px|d6]]
 
  
'''Sneak''' [[file:d8a.png|24px|d8]]
 
* ''Evasion'' [[file:d6a.png|24px|d6]]
 
  
'''Survive''' [[file:d8a.png|24px|d8]]
+
==NAME==
  
==Untrained Skills [[file:d4a.png|30px|d4]]==
+
'''Name:''' Bryharanos "Briar" Liadon<br>
 +
'''Alignment:''' Neutral Good<br>
 +
'''Gender:''' Non-binary <br>
 +
'''Race:''' Sinandre <br>
 +
'''Class:''' Fighter (Battle Master) <br>
 +
'''Level:''' 6 (level ups to follow) <br>
 +
'''Age:''' 354<br>
  
Craft [[file:d4a.png|16px|d4]]
+
'''Description:'''
  
Drive [[file:d4a.png|16px|d4]]
+
==Ability Scores==
 +
'''Strength:''' 12 (+1) <br>
 +
'''Dexterity:''' 18 (+4) (+2 from Elf, +2 from 4th level ASI) <br>
 +
'''Constitution:''' 16 (+3) (+1 from free ASI) <br>
 +
'''Intelligence:''' 10 (+0) <br>
 +
'''Wisdom:''' 14 (+2) (+1 from Wood Elf) <br>
 +
'''Charisma:''' 8 (-1) <br>
 +
<br>
 +
'''AC:''' 16, 17 if dual wielding <br>
 +
'''HP:''' 58<br>
 +
'''Hit Dice:''' 6xd10 <br>
 +
'''Speed:''' 35'<br>
 +
'''Proficiency:''' +3<br>
 +
'''Superiority Dice:'''4xd8
 +
<br>
 +
'''Melee Attack:''' +1 (Str) / +4 (Dex) if the weapon has Finesse<br>
 +
'''Ranged Attack:''' +4 <br>
 +
'''Spell Attack:'''n/a <br>
 +
'''Spell Save DC:''' n/a<br>
  
Fix [[file:d4a.png|16px|d4]]
+
'''Initiative Bonus'''<br>
 +
'''Passive Perception''' <br>
 +
'''Passive Insight''' <br>
  
Fly [[file:d4a.png|16px|d4]]
+
==Spells==
  
Labor [[file:d4a.png|16px|d4]]
+
None
  
Operate [[file:d4a.png|16px|d4]]
+
==Saving Throws==
 +
'''Strength:''' +4 (+PR) <br>
 +
'''Dexterity:''' +4<br>
 +
'''Constitution:''' +6 (+PR)<br>
 +
'''Intelligence:''' +0<br>
 +
'''Wisdom:''' +2<br>
 +
'''Charisma:''' -1<br>
  
Perform [[file:d4a.png|16px|d4]]
+
==Languages Known==
  
Throw [[file:d4a.png|16px|d4]]
 
  
Treat [[file:d4a.png|16px|d4]]
+
==Proficiencies==
 +
:Longswords
 +
:Shortswords
 +
:Longbow
 +
:Shortbow
 +
:All armour
 +
:Shields
 +
:Simple weapons
 +
:Martial weapons
 +
:Thieves tools (Fighter)
 +
:Dice (Soldier)
 +
:Land vehicles (Soldier)
  
Trick [[file:d4a.png|16px|d4]]
+
==Skills==
 +
:Athletics (Sinandre)
 +
:Perception (Elf)
 +
:Acrobatics (Fighter)
 +
:Survival (Fighter)
 +
:Medicine (swapped with Athletics from Soldier)
 +
:Intimidation (Soldier)
  
 +
==Feats==
 +
'''Dual wielder'''<br>
 +
You master fighting with two weapons, gaining the following benefits:
 +
* You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
 +
* You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.
 +
* You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
  
==Distinctions/SFX [[file:d8a.png|32px|d8]]==
+
'''Sentinel''' (6th level ASI)
Checked SFX are active.
+
You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits.
----
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* When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
'''Independent Sniper''' ''They won't see you coming, but you'll see them.''
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* Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
:[[File:Check002.png|24px]] '''Hinder:''' ''Sometimes your distinction works against you.'' Gain 1 plot point when you roll a [[File:d4a.png|24px]] instead of a [[File:d8a.png|24px]]
+
* When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
:[[File:Check002.png|24px]] '''Sniper''' ''Spend 1 PP to enter a scene hidden and in a position to do some harm. Take or step up a Complication representing a tenuous or precarious position to create a Sniper Nest d8 Asset.''
 
  
: EITHER Take Aim: Step back Move until the end of the scene to create an In My Crosshairs d8 Asset.
+
==Traits and Features==
: OR Trained Observer: When a Notice Action gives you an Asset, step it up.
 
 
  
----
+
'''Wood Elf'''
'''Reader''' ''You know things you shouldn't. You don't know why.''
+
:Darkvision 60'
:[[File:Check002.png|24px]] '''Hinder:''' ''Sometimes your distinction works against you.'' Gain 1 plot point when you roll a [[File:d4a.png|24px]] instead of a [[File:d8a.png|24px]]
+
:''Keen Senses'' - Proficiency in Perception
:[[File:Check002.png|24px]] '''Two Heads Are Better Than One:''' ''Once per scene, you may spend 1 PP to use the Skill of a Crewmember in the scene instead of your own. After the roll, take or step up a Complication to reflect their memories getting mixed up with your own.''
+
:''Fey Ancestry'' - You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
: '''☐ Secrets, Secrets:''' ''When you are in the presence of someone who is trying to keep a secret, spend 1 PP to discover the secret with a Mental + Know Action. If your Action fails, create or step up a Paranoid Complication.''
+
:''Trance'' - You don’t need to sleep. Instead, you meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can still dream; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a person normally gets from 8 hours of sleep.  
 +
:''Mask of the Wild'' - You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
  
----
+
'''Fighter'''
'''Veteran of the Independence War''' ''May have been on the losing side, still not convinced it was the wrong one.''
+
:''Saving Throws'' - Str and Con
:[[File:Check002.png|24px]] '''Hinder:''' ''Sometimes your distinction works against you.'' Gain 1 plot point when you roll a [[File:d4a.png|24px]] instead of a [[File:d8a.png|24px]]
+
:''Fighting Style: Two weapon fighting'' - When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.  
: '''☐ Fightin' Type:''' ''Spend 1 PP to step up or double your Shoot or Fight when you’re outnumbered..''
+
:''Second Wind'' - On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. 1/rest
: '''☐ War Stories:''' ''When you create an Asset or take a Complication related to a wartime flashback, step it up.''
+
:''Action Surge'' - On your turn, you can take one additional action on top of your regular action. 1/rest
 +
:''Extra attack'' - You can attack twice whenever you take the Attack action on your turn.
 +
:''Battle Master - Manuevres:''
 +
::''Distracting Strike'' -When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
 +
::''Parry'' - When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.
 +
::''Tactical Assessment'' - When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one superiority die and add the superiority die to the ability check.
  
----
+
==Background==
  
==Signature Assets [[file:d6a.png|32px|d6]][[File:Arrow03.png|24px]]==
 
'''Sniper Rifle''' [[file:d8a.png|24px|d8]] ''Keep your friends close and your enemies far away.''
 
  
 +
==Gear==
  
==Background/Bio==
+
Cloak of Protection (uncommon)<br>
Like most on the Rim, Garrett Waymire grew up with a gun in his hand. Critters were always a problem, and when it wasn't critters it was bandits, and when it wasn't bandits it was Alliance.
+
2x Potion of Healing (common)<br>
 +
Horn of Silent Alarm (common)<br>
 +
Unbreakable arrow (common)<br>
 +
Leather armour (11 +Dex)<br>
 +
Longbow + 20 arrows<br>
 +
2 shortswords (iron +1/hit)<br>
 +
2 bronze handaxes<br>
 +
Explorer pack:  backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, waterskin, 50' feet of hempen rope<br>
 +
Trophy from fallen enemy (the hand axes from Fighter)<br>
 +
Bone dice<br>
 +
Thieves tools<br>
 +
Healers kit<br>
 +
Dagger (iron +1/damage)<br>
 +
88SP (I think?)
  
He wasn't good at much else, so when the recruiter came calling for the Browncoats he joined up. His parents weren't pleased - he was the best hunter in the family, with the patience for sitting around waiting and a knack for finding his targets. It wasn't enough of a reason to stay.
+
==Character Backstory==
  
The army took those skills and honed them. Before long he was making a name for himself as a sniper. He found he was able to anticipate his targets, when they were approaching and where, and take them out when they were barely in range.
 
  
And then it went wrong, as these things always do. Garrett doesn't remember much of what happened, only terror and blinding pain. His spotter  Clem got him out, and later told him about a target that was barely visible, how Garrett had taken the shot then seemed to have a seizure before passing out. He woke up in the hospital, and by the time he got out the war was over and he was on the losing side.
 
  
That wasn't the only thing that changed. Garrett's a Reader, and now that his powers are growing he has no idea what to do with them.
 
  
 
==Table format==
 
==Table format==
 
{|class="wikitable"
 
{|class="wikitable"
! '''Attribute'''
+
! '''Injury'''
! '''Discipline'''
+
! '''First'''
 +
! '''Second'''
 +
|-
 +
| Minor
 +
|
 +
|
 +
|-
 +
| Major
 +
|
 +
|
 +
|-
 +
| Severe
 +
|
 +
|
 +
|-
 +
| Critical
 +
|
 +
|
 +
|-
 +
| Fatal
 +
|
 +
|
 
|-
 
|-
|Control 10
 
|Command 2
 

Latest revision as of 09:00, 9 June 2024


< < < Back to Main page



NAME[edit]

Name: Bryharanos "Briar" Liadon
Alignment: Neutral Good
Gender: Non-binary
Race: Sinandre
Class: Fighter (Battle Master)
Level: 6 (level ups to follow)
Age: 354

Description:

Ability Scores[edit]

Strength: 12 (+1)
Dexterity: 18 (+4) (+2 from Elf, +2 from 4th level ASI)
Constitution: 16 (+3) (+1 from free ASI)
Intelligence: 10 (+0)
Wisdom: 14 (+2) (+1 from Wood Elf)
Charisma: 8 (-1)

AC: 16, 17 if dual wielding
HP: 58
Hit Dice: 6xd10
Speed: 35'
Proficiency: +3
Superiority Dice:4xd8
Melee Attack: +1 (Str) / +4 (Dex) if the weapon has Finesse
Ranged Attack: +4
Spell Attack:n/a
Spell Save DC: n/a

Initiative Bonus
Passive Perception
Passive Insight

Spells[edit]

None

Saving Throws[edit]

Strength: +4 (+PR)
Dexterity: +4
Constitution: +6 (+PR)
Intelligence: +0
Wisdom: +2
Charisma: -1

Languages Known[edit]

Proficiencies[edit]

Longswords
Shortswords
Longbow
Shortbow
All armour
Shields
Simple weapons
Martial weapons
Thieves tools (Fighter)
Dice (Soldier)
Land vehicles (Soldier)

Skills[edit]

Athletics (Sinandre)
Perception (Elf)
Acrobatics (Fighter)
Survival (Fighter)
Medicine (swapped with Athletics from Soldier)
Intimidation (Soldier)

Feats[edit]

Dual wielder
You master fighting with two weapons, gaining the following benefits:

  • You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
  • You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.
  • You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

Sentinel (6th level ASI) You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits.

  • When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
  • Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
  • When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.

Traits and Features[edit]

Wood Elf

Darkvision 60'
Keen Senses - Proficiency in Perception
Fey Ancestry - You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Trance - You don’t need to sleep. Instead, you meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can still dream; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a person normally gets from 8 hours of sleep.
Mask of the Wild - You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Fighter

Saving Throws - Str and Con
Fighting Style: Two weapon fighting - When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Second Wind - On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. 1/rest
Action Surge - On your turn, you can take one additional action on top of your regular action. 1/rest
Extra attack - You can attack twice whenever you take the Attack action on your turn.
Battle Master - Manuevres:
Distracting Strike -When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
Parry - When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.
Tactical Assessment - When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one superiority die and add the superiority die to the ability check.

Background[edit]

Gear[edit]

Cloak of Protection (uncommon)
2x Potion of Healing (common)
Horn of Silent Alarm (common)
Unbreakable arrow (common)
Leather armour (11 +Dex)
Longbow + 20 arrows
2 shortswords (iron +1/hit)
2 bronze handaxes
Explorer pack: backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, waterskin, 50' feet of hempen rope
Trophy from fallen enemy (the hand axes from Fighter)
Bone dice
Thieves tools
Healers kit
Dagger (iron +1/damage)
88SP (I think?)

Character Backstory[edit]

Table format[edit]

Injury First Second
Minor
Major
Severe
Critical
Fatal