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[[strangebehaviours_characters|< < < Back to Main page]]


Garrett port to Cortex+
[[File:Mal 2.jpg|300px]]
=Garrett Waymire::Sniper/Reader=


==''QUOTE''==
==''...''==


==Attributes [[file:d6a.png|32px|d6]][[File:Arrow03.png|24px]]==
==Ancestry :: Shapeshifter (variant) ==
'''|| Physical [[file:d8a.png|24px|d8]] || Mental [[file:d10a.png|24px|d10]] || Social [[file:d6a.png|24px|d6]] ||'''
'''Ancestry Features:''' Charismatic || Limited Mystic Power: Shape Change || Secret


==Trained Skills [[file:d6a.png|32px|d6]][[File:Arrow03.png|24px]]==
==Attributes==
'''Agility''' [[file:d10a.png|24px]] || '''Smarts''' [[file:d8a.png|24px]] || '''Spirit''' [[file:d8a.png|24px]] ||  '''Strength''' [[file:d4a.png|24px]] || '''Vigor''' [[file:d8a.png|24px]] || '''Wealth''' [[file:d6a.png|24px]]


'''Fight''' [[file:d6a.png|24px|d6]]
==Derived Stats==
Pace [[file:d6a.png|24px]] ||  Parry [[file:d4a.png|24px]] || Size [[file:d0a.png|24px]] || Toughness [[file:d8a.png|24px]] (2)


'''Focus''' [[file:d8a.png|24px|d8]]
==Core Skills==
'''Athletics''' [[file:d10a.png|24px]] || '''Common Knowledge''' [[file:d6a.png|24px]] || '''Notice''' [[file:d8a.png|24px]] || '''Persuasion''' [[file:d8a.png|24px]] || '''Stealth''' [[file:d8a.png|24px]]


'''Influence''' [[file:d8a.png|24px|d8]]
==Other Skills==
'''Fighting''' [[file:d4a.png|24px]] || '''Healing''' [[file:d4a.png|24px]] || '''Riding''' [[file:d4a.png|24px]]  || '''Survival''' [[file:d4a.png|24px]]|| '''Thievery''' [[file:d8a.png|24px]]


'''Know''' [[file:d6a.png|24px|d6]]
==Hindrances==
* ''Tracking'' [[file:d6a.png|24px|d6]]
:'''Can't Swim''' - ''Campaign''
:'''Secret''' - ''Ancestry'' (Major) - As a child Malakai accidentally killed someone while shifted.
::If this should ever be discovered by anyone but the closest allies, trade this Hindrance for Enemy, Shamed, Wanted, or another appropriate Hindrance approved by the GM.
:'''Cautious''' - ''Minor'' - His tendency to run up the side of buildings notwithstanding, Malakai prefers to plan than make rash decisions.
:'''Loyal''' - ''Minor'' - While he's not happy using violence, Malakai will absolutely put his life on the line for those he considers family and friends.
:'''Pacifist''' - ''Minor'' - Malakai hates violence and will only fight when given no other choice, and won't allow the killing of prisoners or other defenseless victims.
:'''Quirk''' - ''Minor'' - Malakai doesn't like to be touched.


'''Move''' [[file:d6a.png|24px|d6]]
:(2 points spent on Attribute Increase (Agility), 2 points spent on Attribute Increase (Vigor))


'''Notice''' [[file:d10a.png|24px|d10]]
==Edges and Powers==
* ''Sense Minds'' [[file:d6a.png|24px|d6]]
:'''Charismatic''' (Ancestry) - You get one free reroll on Persuasion rolls.
:'''Limited Mystic Power''' (10 pp) (Ancestry)
::'''Shape Change (Variant)''' As a limited free action you may use the Change Shape power. Automatic success | PP: special | Duration: 1 day (can be ended at will)
:'''Dodge''' (free chargen) - The hero can anticipate attacks or move erratically under fire. Unless the victim of a surprise attack and taken completely unaware, Dodge subtracts 2 from all ranged attacks made against the character. Dodge does not stack with actual cover, however.
:'''Free Runner''' - Your character practices “parkour” or is just very skilled at running, jumping, swinging, scampering up walls, and over obstacles. As long as there are obstacles he can bound on, bounce off, or swing on, he moves at his full Pace on Difficult Ground when on foot. He also adds +2 to his Athletics rolls when climbing and in foot Full Pace on Difficult Ground when on foot, +2 to Athletics rolls when climbing and in foot chases.


'''Shoot''' [[file:d10a.png|24px|d10]]
==Advances==
* ''Rifles'' [[file:d6a.png|24px|d6]]
''Novice''
:'''First Advance:''' Free Runner
:'''Second Advance:''' Smarts d6->d8<br>
:'''Third Advance:''' Notice d6->d8; Thievery d6->d8<br>
''Seasoned''
:'''Fourth Advance: '''Vigor d6->d8


'''Sneak''' [[file:d8a.png|24px|d8]]
==Equipment==
* ''Evasion'' [[file:d6a.png|24px|d6]]


'''Survive''' [[file:d8a.png|24px|d8]]
Neat but worn and patched clothes<br>
Good boots<br>
Heavy leather jacket and leggings +2<br>
Wooden baton (Using light club stats) | Damage Str + d4 | Min Str D4 | Weight 2<br>
Utility knife | Damage Str + d4 | Min Str D4 | Weight 1<br>
Canteen of water<br>
Goggles<br>
Backpack<br>
Blanket<br>
Spare clothes and boots<br>
Grappling hook and rope or oher climbing gear?<br>


==Untrained Skills [[file:d4a.png|30px|d4]]==
==Bio==
Malakai's gift manifested in puberty. His mother was "a mean drunk, but only in private" and during an altercation with her he shifted into canine form. She was drunk and Mal - unable to figure out how to change back - panicked. It was a deadly combination.


Craft [[file:d4a.png|16px|d4]]
When Mal's father got home, he covered up Mal's mother's death and pretended it was caused by a wild animal. To protect his son he forbade Mal from shifting or telling anyone about his gift. Afraid of getting "stuck" again Mal practiced in private, and learned free running to explain how he was able to get places most folks couldn't - and to get back down when he was in human form.


Drive [[file:d4a.png|16px|d4]]
==Power Detail ==
 
:'''Shape Change​''' available as a Limited Free Action
Fix [[file:d4a.png|16px|d4]]
::Rank: Novice| Power Points: Special | Range: Self | Duration: one day (Fantasy Companion variant)
 
::Description: This power allows the caster to take the form of other living creatures. He can only turn into the base form of such beings, not elite or alternative versions. With a raise, the caster can increase the creature’s Strength and Vigor by one die type each. The Size of the new form is limited by the caster’s Rank.
Fly [[file:d4a.png|16px|d4]]
::A character’s held and worn items are assumed into the new form and reappear when the power ends.
 
::While transformed, the character retains his Edges and Hindrances, and his Smarts, Spirit, and their linked skills. He gains the creature’s Agility, Strength, Vigor, and linked skills, as well as any powers common to that creature but not their Power Points, or any additional wounds or wound reduction abilities. His ability to use devices and communicate is limited to those of his form. The caster may maintain any powers cast before the shape change regardless of form.
Labor [[file:d4a.png|16px|d4]]
::'''Modifiers​'''
 
:: None
Operate [[file:d4a.png|16px|d4]]
 
Perform [[file:d4a.png|16px|d4]]
 
Throw [[file:d4a.png|16px|d4]]
 
Treat [[file:d4a.png|16px|d4]]
 
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.
:'''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]] '''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.
:☐ '''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.
 
 
----
'''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 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 was happiest when he was hunting, had the patience for sitting around waiting and a knack for finding his targets. He wasn't good at much else, so when the recruiter came calling for the Browncoats he joined up. The army took those skills and honed them. Before long he was earning a reputation as a sniper, able to anticipate when targets were approaching and where, and take them out when they were barely in range.
 
 
And then it went wrong, as these things always do. What everyone assumed was good eyes and good instincts was actually reader talents and the war cracked them wide open. Garrett remembers a target that was barely visible, followed by terror and blinding pain. He woke up in the hospital.
 
 
He was still there when the war ended. In that first mad scramble after the surrender he was evacuated along with the rest of the walking wounded by pilot Paul Blakelock. Away from the hospital, Garrett began to learn how to control his powers.
 
==Table format==
{|class="wikitable"
! '''Injury'''
! '''First'''
! '''Second'''
|-
| Minor
|
|
|-
| Major
|
|
|-
| Severe
|
|
|-
| Critical
|
|
|-
| Fatal
|
|
|-

Latest revision as of 19:45, 27 February 2025


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...[edit]

Ancestry :: Shapeshifter (variant)[edit]

Ancestry Features: Charismatic || Limited Mystic Power: Shape Change || Secret

Attributes[edit]

Agility || Smarts || Spirit || Strength || Vigor || Wealth

Derived Stats[edit]

Pace || Parry || Size || Toughness (2)

Core Skills[edit]

Athletics || Common Knowledge || Notice || Persuasion || Stealth

Other Skills[edit]

Fighting || Healing || Riding || Survival || Thievery

Hindrances[edit]

Can't Swim - Campaign
Secret - Ancestry (Major) - As a child Malakai accidentally killed someone while shifted.
If this should ever be discovered by anyone but the closest allies, trade this Hindrance for Enemy, Shamed, Wanted, or another appropriate Hindrance approved by the GM.
Cautious - Minor - His tendency to run up the side of buildings notwithstanding, Malakai prefers to plan than make rash decisions.
Loyal - Minor - While he's not happy using violence, Malakai will absolutely put his life on the line for those he considers family and friends.
Pacifist - Minor - Malakai hates violence and will only fight when given no other choice, and won't allow the killing of prisoners or other defenseless victims.
Quirk - Minor - Malakai doesn't like to be touched.
(2 points spent on Attribute Increase (Agility), 2 points spent on Attribute Increase (Vigor))

Edges and Powers[edit]

Charismatic (Ancestry) - You get one free reroll on Persuasion rolls.
Limited Mystic Power (10 pp) (Ancestry)
Shape Change (Variant) As a limited free action you may use the Change Shape power. Automatic success | PP: special | Duration: 1 day (can be ended at will)
Dodge (free chargen) - The hero can anticipate attacks or move erratically under fire. Unless the victim of a surprise attack and taken completely unaware, Dodge subtracts 2 from all ranged attacks made against the character. Dodge does not stack with actual cover, however.
Free Runner - Your character practices “parkour” or is just very skilled at running, jumping, swinging, scampering up walls, and over obstacles. As long as there are obstacles he can bound on, bounce off, or swing on, he moves at his full Pace on Difficult Ground when on foot. He also adds +2 to his Athletics rolls when climbing and in foot Full Pace on Difficult Ground when on foot, +2 to Athletics rolls when climbing and in foot chases.

Advances[edit]

Novice

First Advance: Free Runner
Second Advance: Smarts d6->d8
Third Advance: Notice d6->d8; Thievery d6->d8

Seasoned

Fourth Advance: Vigor d6->d8

Equipment[edit]

Neat but worn and patched clothes
Good boots
Heavy leather jacket and leggings +2
Wooden baton (Using light club stats) | Damage Str + d4 | Min Str D4 | Weight 2
Utility knife | Damage Str + d4 | Min Str D4 | Weight 1
Canteen of water
Goggles
Backpack
Blanket
Spare clothes and boots
Grappling hook and rope or oher climbing gear?

Bio[edit]

Malakai's gift manifested in puberty. His mother was "a mean drunk, but only in private" and during an altercation with her he shifted into canine form. She was drunk and Mal - unable to figure out how to change back - panicked. It was a deadly combination.

When Mal's father got home, he covered up Mal's mother's death and pretended it was caused by a wild animal. To protect his son he forbade Mal from shifting or telling anyone about his gift. Afraid of getting "stuck" again Mal practiced in private, and learned free running to explain how he was able to get places most folks couldn't - and to get back down when he was in human form.

Power Detail[edit]

Shape Change​ available as a Limited Free Action
Rank: Novice| Power Points: Special | Range: Self | Duration: one day (Fantasy Companion variant)
Description: This power allows the caster to take the form of other living creatures. He can only turn into the base form of such beings, not elite or alternative versions. With a raise, the caster can increase the creature’s Strength and Vigor by one die type each. The Size of the new form is limited by the caster’s Rank.
A character’s held and worn items are assumed into the new form and reappear when the power ends.
While transformed, the character retains his Edges and Hindrances, and his Smarts, Spirit, and their linked skills. He gains the creature’s Agility, Strength, Vigor, and linked skills, as well as any powers common to that creature but not their Power Points, or any additional wounds or wound reduction abilities. His ability to use devices and communicate is limited to those of his form. The caster may maintain any powers cast before the shape change regardless of form.
Modifiers​
None