Difference between revisions of "Strange behaviour placeholder"

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(Garrett Waymire::Sniper/Reader)
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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=
 
[[File:Garrett Waymire.png|300px]]
 
==''"Y'all really want to get on the bad side of a sniper who don't need to see you to shoot you?"''==
 
  
==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]]==
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==NAME==
  
'''Fight''' [[file:d6a.png|24px|d6]]
+
'''Name:''' <br>
 +
'''Alignment:''' <br>
 +
'''Gender:''' <br>
 +
'''Race:''' Sinandre <br>
 +
'''Class:''' Fighter (Battle Master) <br>
 +
'''Level:''' 1 (level ups to follow) <br>
 +
'''Age:''' <br>
  
'''Focus''' [[file:d8a.png|24px|d8]]
+
'''Description:'''  
  
'''Influence''' [[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>
  
'''Know''' [[file:d6a.png|24px|d6]]
+
'''Initiative Bonus'''<br>
* ''Tracking'' [[file:d6a.png|24px|d6]]
+
'''Passive Perception''' <br>
 +
'''Passive Insight''' <br>
  
'''Move''' [[file:d6a.png|24px|d6]]
+
==Spells==
  
'''Notice''' [[file:d10a.png|24px|d10]]
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None
* ''Sense Minds'' [[file:d6a.png|24px|d6]]
 
  
'''Shoot''' [[file:d10a.png|24px|d10]]
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==Saving Throws==
* ''Rifles'' [[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>
  
'''Sneak''' [[file:d8a.png|24px|d8]]
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==Languages Known==
* ''Evasion'' [[file:d6a.png|24px|d6]]
 
  
'''Survive''' [[file:d8a.png|24px|d8]]
 
  
==Untrained Skills [[file:d4a.png|30px|d4]]==
+
==Proficiencies==
 +
:Longswords
 +
:Shortswords
 +
:Longbow
 +
:Shortbow
 +
:All armour
 +
:Shields
 +
:Simple weapons
 +
:Martial weapons
 +
:Herbalism kit (Fighter)
  
Craft [[file:d4a.png|16px|d4]]
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==Skills==
  
Drive [[file:d4a.png|16px|d4]]
+
    Athletics (Sinandre)
 +
    Perception (Elf)
 +
    Acrobatics (Fighter)
 +
    Survival (Fighter)
 +
    Medicine (swapped with Athletics from Soldier)
 +
    Intimidation (Soldier)
  
Fix [[file:d4a.png|16px|d4]]
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==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.
  
Fly [[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>'''
  
Labor [[file:d4a.png|16px|d4]]
+
==Features==
 +
'''Saving Throws''' - <br>
 +
Str and Con
  
Operate [[file:d4a.png|16px|d4]]
+
==Background==
  
Perform [[file:d4a.png|16px|d4]]
 
  
Throw [[file:d4a.png|16px|d4]]
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==Gear==
  
Treat [[file:d4a.png|16px|d4]]
 
  
Trick [[file:d4a.png|16px|d4]]
+
==Character Backstory==
  
  
==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==
 
==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