Difference between revisions of "Strange behaviour placeholder"

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[[strangebehaviours_characters|< < < Back to Main page]]
 
[[strangebehaviours_characters|< < < Back to Main page]]
  
Garrett port to Cortex+
+
__NOTOC__
=Garrett Waymire::Sniper/Reader=
 
  
==''QUOTE''==
 
  
==Attributes [[file:d6a.png|32px|d6]][[File:Arrow03.png|24px]]==
+
==NAME==
'''|| 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]]==
+
'''Name:''' <br>
 +
'''Alignment:''' <br>
 +
'''Gender:''' <br>
 +
'''Race:''' Sinandre <br>
 +
'''Class:''' Fighter (Battle Master) <br>
 +
'''Level:''' 1 (level ups to follow) <br>
 +
'''Age:''' <br>
  
'''Fight''' [[file:d6a.png|24px|d6]]
+
'''Description:'''  
  
'''Focus''' [[file:d8a.png|24px|d8]]
+
==Ability Scores==
 +
'''Strength:''' 16 (+3) (+1 from 4th level ASI)<br>
 +
'''Dexterity:''' 16 (+3) (+2 from Elf, +1 from 4th level ASI)<br>
 +
'''Constitution:''' 14 (+2) <br>
 +
'''Intelligence:''' 10 (+0)<br>
 +
'''Wisdom:''' 14 (+2) (+1 from Wood Elf, +1 from free ASI)<br>
 +
'''Charisma:''' 8 (-1)<br>
 +
<br>
 +
'''AC:''' <br>
 +
'''HP:''' 52<br>
 +
'''Hit Dice:'''6xd10 <br>
 +
'''Speed:''' 35'<br>
 +
'''Proficiency:''' +3<br>
 +
<br>
 +
'''Melee Attack:''' +3 (Str) / +3 (Dex) if the weapon has Finesse<br>
 +
'''Ranged Attack:''' +3 <br>
 +
'''Spell Attack:'''n/a <br>
 +
'''Spell Save DC:''' n/a<br>
  
'''Influence''' [[file:d8a.png|24px|d8]]
+
'''Initiative Bonus'''<br>
 +
'''Passive Perception''' <br>
 +
'''Passive Insight''' <br>
  
'''Know''' [[file:d6a.png|24px|d6]]
+
==Spells==
* ''Tracking'' [[file:d6a.png|24px|d6]]
 
  
'''Move''' [[file:d6a.png|24px|d6]]
+
None
  
'''Notice''' [[file:d10a.png|24px|d10]]
+
==Saving Throws==
* ''Sense Minds'' [[file:d6a.png|24px|d6]]
+
'''Strength:''' +6 (+PR) <br>
 +
'''Dexterity:''' +3<br>
 +
'''Constitution:''' +5 (+PR)<br>
 +
'''Intelligence:''' +0<br>
 +
'''Wisdom:''' +2<br>
 +
'''Charisma:''' -1<br>
  
'''Shoot''' [[file:d10a.png|24px|d10]]
+
==Languages Known==
* ''Rifles'' [[file:d6a.png|24px|d6]]
 
  
'''Sneak''' [[file:d8a.png|24px|d8]]
 
* ''Evasion'' [[file:d6a.png|24px|d6]]
 
  
'''Survive''' [[file:d8a.png|24px|d8]]
+
==Proficiencies==
 +
:Longswords
 +
:Shortswords
 +
:Longbow
 +
:Shortbow
 +
:All armour
 +
:Shields
 +
:Simple weapons
 +
:Martial weapons
 +
:Herbalism kit (Fighter)
  
==Untrained Skills [[file:d4a.png|30px|d4]]==
+
==Skills==
  
Craft [[file:d4a.png|16px|d4]]
+
    Athletics (Sinandre)
 +
    Perception (Elf)
 +
    Acrobatics (Fighter)
 +
    Survival (Fighter)
 +
    Medicine (swapped with Athletics from Soldier)
 +
    Intimidation (Soldier)
  
Drive [[file:d4a.png|16px|d4]]
+
==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.
  
Fix [[file:d4a.png|16px|d4]]
+
==Traits==
 +
Darkvision 60'<br>
 +
Fey Ancestry - adv on saving throwas vs charmed, can't be put to sleep by magic<br>
 +
Trance - 4 hours meditation rather than sleep<br>
 +
Mask of the Wild - can attempt to hide even if only lightly obscured by natural phenomena<br>
 +
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.<br>
 +
'''Battle Master - Manuevres TBC<br>'''
 +
Second Wind - 1d10+fighter level healing as a bonus actions<br>
 +
Action Surge - 1/rest<br>
 +
ASI level 4 (spent)<br>
 +
Extra attack<br>
 +
'''ASI level 6 TBC<br>'''
  
Fly [[file:d4a.png|16px|d4]]
+
==Features==
 +
'''Saving Throws''' - <br>
 +
Str and Con
  
Labor [[file:d4a.png|16px|d4]]
+
==Background==
  
Operate [[file:d4a.png|16px|d4]]
 
  
Perform [[file:d4a.png|16px|d4]]
+
==Gear==
  
Throw [[file:d4a.png|16px|d4]]
 
  
Treat [[file:d4a.png|16px|d4]]
+
==Character Backstory==
  
Trick [[file:d4a.png|16px|d4]]
 
  
  
==Distinctions/SFX [[file:d8a.png|32px|d8]]==
 
Checked SFX are active.
 
----
 
'''Independent Sniper''' ''They won't see you coming, but you'll see them.''
 
:[[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]]
 
:[[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.
 
: OR Trained Observer: When a Notice Action gives you an Asset, step it up.
 
 
 
----
 
'''Reader''' ''You know things you shouldn't. You don't know why.''
 
:[[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]]
 
:[[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.''
 
: '''☐ 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.''
 
 
----
 
'''Veteran of the Independence War''' ''May have been on the losing side, still not convinced it was the wrong one.''
 
:[[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]]
 
: '''☐ Fightin' Type:''' ''Spend 1 PP to step up or double your Shoot or Fight when you’re outnumbered..''
 
: '''☐ War Stories:''' ''When you create an Asset or take a Complication related to a wartime flashback, step it up.''
 
 
----
 
 
==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.''
 
 
 
==Background/Bio==
 
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.
 
 
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.
 
 
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==

Latest revision as of 14:25, 7 June 2024


< < < Back to Main page



NAME[edit]

Name:
Alignment:
Gender:
Race: Sinandre
Class: Fighter (Battle Master)
Level: 1 (level ups to follow)
Age:

Description:

Ability Scores[edit]

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

AC:
HP: 52
Hit Dice:6xd10
Speed: 35'
Proficiency: +3

Melee Attack: +3 (Str) / +3 (Dex) if the weapon has Finesse
Ranged Attack: +3
Spell Attack:n/a
Spell Save DC: n/a

Initiative Bonus
Passive Perception
Passive Insight

Spells[edit]

None

Saving Throws[edit]

Strength: +6 (+PR)
Dexterity: +3
Constitution: +5 (+PR)
Intelligence: +0
Wisdom: +2
Charisma: -1

Languages Known[edit]

Proficiencies[edit]

Longswords
Shortswords
Longbow
Shortbow
All armour
Shields
Simple weapons
Martial weapons
Herbalism kit (Fighter)

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.

Traits[edit]

Darkvision 60'
Fey Ancestry - adv on saving throwas vs charmed, can't be put to sleep by magic
Trance - 4 hours meditation rather than sleep
Mask of the Wild - can attempt to hide even if only lightly obscured by natural phenomena
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.
Battle Master - Manuevres TBC
Second Wind - 1d10+fighter level healing as a bonus actions
Action Surge - 1/rest
ASI level 4 (spent)
Extra attack
ASI level 6 TBC

Features[edit]

Saving Throws -
Str and Con

Background[edit]

Gear[edit]

Character Backstory[edit]

Table format[edit]

Injury First Second
Minor
Major
Severe
Critical
Fatal