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__NOTOC__
=Malakai Ruskin :: =


[[File:Mal 2.jpg|300px]]


__NOTOC__
==''...''==


[[File:Qinan2.jpg|200px]]
==Ancestry :: Duster==
'''Ancestry Features:''' Outsider, Environmental Resistance (Dust), Attribute Increase (Agility), Adaptable


==Qinan Kirendre==
==Attributes==
'''Agility''' [[file:d10a.png|24px]] || '''Smarts''' [[file:d6a.png|24px]] || '''Spirit''' [[file:d8a.png|24px]] ||  '''Strength''' [[file:d4a.png|24px]] || '''Vigor''' [[file:d6a.png|24px]] || '''Wealth''' [[file:d6a.png|24px]]


'''Alignment:''' Neutral Good <br>
==Derived Stats==
'''Gender:''' Male <br>
Pace [[file:d6a.png|24px]] ||  Parry [[file:d4a.png|24px]] || Size [[file:d0a.png|24px]] || Toughness [[file:d6a.png|24px]] (1)
'''Race:''' High Elf (Hollow One)<br>
'''Class:''' Cleric (Grave Domain)<br>
'''Level:''' 5 <br>
'''Age:''' 125 <br>


'''Description:''' A young male elf with pale skin, blonde hair, and grey eyes. When at rest he's unsettlingly still, almost like an abandoned doll.
==Core Skills==
'''Athletics''' [[file:d8a.png|24px]] || '''Common Knowledge''' [[file:d6a.png|24px]] || '''Notice''' [[file:d6a.png|24px]] || '''Persuasion''' [[file:d8a.png|24px]] || '''Stealth''' [[file:d8a.png|24px]] || '''Piloting/Boating''' [[file:d4a.png|24px]]


==Ability Scores==
==Other Skills==
'''Strength:''' 13 (+1) <br>
'''Fighting''' [[file:d4a.png|24px]] || '''Focus''' [[file:d8a.png|24px]] || '''Healing''' [[file:d4a.png|24px]] || '''Thievery''' [[file:d6a.png|24px]]
'''Dexterity:'''14 (+2) (+2 for Elf) <br>
'''Constitution:''' 14 (+2)<br>
'''Intelligence:''' 10 (+0) <br>
'''Wisdom:''' 18 (+4) (+1 for High Elf moved here, +2 ASI) <br>
'''Charisma:''' 8 (-1)<br>
<br>
'''AC:''' 15 (17 with shield)<br>
'''HP:''' 38<br>
'''Hit Dice:''' 5 d8<br>
'''Speed:''' 30'<br>
'''Proficiency: +3'''<br>
<br>
'''Melee Attack:''' +1 (Str) / +2 (Dex) if the weapon has Finesse<br>
'''Ranged Attack:''' +2 <br>
'''Spell Attack:''' +7<br>
'''Spell Save DC:''' 15<br>


'''Initiative Bonus'''<br>
==Hindrances==
'''Passive Perception''' 13<br>
:'''Outsider''' - ''Minor'' - Dusters appear human on the surface - mostly - but settled folk can sense something is off with them. Persuasion rolls are made at -2 vs non-Dusters.
'''Passive Insight''' 16<br>


==Spells==
:'''Cautious''' - ''Minor'' - His tendency to run up the side of buildings notwithstanding, Malakai prefers to plan than make rash decisions.
:'''Loyal (Black Sheep and crew)''' - ''Minor'' - While he's not happy using violence, Malakai will absolutely put his life on the line for the Black Sheep and its crew.
:'''Pacifist''' - ''Minor'' - Your hero absolutely despises violence. Minor pacifism means he only fights when given no other choice and never allows the killing of prisoners or other defenseless victims.
:'''Quirk''' - ''Minor'' - Malakai doesn't like to be touched.


'''Spell Slots:'''<br>
:(2 points spent on Attribute Increase (Agility) and 2 points on the Free Runner Edge.
Level 1: 4<br>
Level 2: 3<br>
Level 3: 3<br>


==Edges and Powers==


'''Cantrips known:''' 4<br>
:'''Free Runner''' - Full Pace on Difficult Ground when on foot, +2 to Athletics rolls when climbing and in foot chases.
Message (High Elf)<br>
:'''Arcane Background (Gifted)''' (15 pp)
Spare the Dying (30', Bonus Action)(Grave Domain)<br>
::'''Shape Change (modified)''' Novice | Power Points: Special | Range: Self | Duration: 30 mins out of combat, 5 rounds if used in combat for anything other than defensive/evasive actions.
Sacred Flame<br>
:::Trappings: dust swirls up from the ground, encasing Malakai. When it subsides, he's something else.
Guidance<br>
:'''New Powers'''
Light<br>
::'''Darksight''' - Novice | Power Points: 1 | Range: Smarts | Duration: One hour
Toll the Dead<br>
:::Trappings:
<br>
::'''Sound/Silence''' - Novice | Power Points: 1 | Range: Smarts ×5 (sound); Smarts (silence) | Duration: Instant (sound); 5 (silence)
::: Trappings:


'''Spells Known/Prepared:''' 8 selection TBC<br>
==Special Abilities==
'''1st Level'''<br>
''Bane (Domain feature)'',
Bless,
Ceremony,
Command,
Create or Destroy Water,
Cure Wounds,
Detect Evil and Good,
Detect Magic,
Detect Poison and Disease,
Guiding Bolt,
Healing Word,
Inflict Wounds,
Protection from Evil and Good,
Purify Food and Drink,
Sanctuary,
Shield of Faith,
''False Life (Domain feature)''


'''2nd Level'''<br>
:'''Environmental Resistance (Dust)''' - Dusters get +4 to resist the negative effects of Dust that plagues the badlands.
Aid,
:'''Languages Known''' - Trade Tongue, Ting, Pidgin
Augury,
Blindness/Deafness,
Calm Emotions,
Continual Flame,
Enhance Ability,
Find Traps,
''Gentle Repose (Domain feature)'',
Hold Person,
Lesser Restoration,
Life Transference,
Locate Object,
Prayer of Healing,
Protection from Poison,
Silence,
Spiritual Weapon,
Warding Bond,
Zone of Truth,
''Ray of Enfeeblement (Domain feature)'',


'''3rd Level'''<br>
==Advances==
Animate Dead,
:'''Edge: New Powers''' (''Darksight'' and ''Sound/Silence'')
Aura of Vitality,
Beacon of Hope,
Bestow Curse,
Clairvoyance,
Create Food and Water,
Daylight,
Dispel Magic,
Feign Death,
Glyph of Warding,
Life Transference,
Magic Circle,
Mass Healing Word,
Meld into Stone,
Protection from Energy,
Remove Curse,
''Revivify (Domain feature)'',
Sending,
Speak with Dead,
Spirit Guardians,
Spirit Shroud,
Tongues,
Water Walk,
''Vampiric Touch (Domain feature)''


==Saving Throws==
==Equipment==
'''Strength:''' +1 <br>
'''Dexterity:''' +2<br>
'''Constitution:''' +2 <br>
'''Intelligence:''' +0<br>
'''Wisdom:''' +7 (PR) <br>
'''Charisma:''' +2 (PR) <br>


==Languages Known==
===Armor===
Common, Elvish, +1 TBC


==Proficiencies==
Neat but worn and patched clothes<br>
Longsword<br>
Good boots<br>
Shortsword<br>
Leather duster +1<br>
Longbow<br>
Shortbow<br>
Light armour<br>
Medium armour<br>
Shields<br>
Simple weapons<br>


==Skills==
===Weaponry===
Perception +7<br>
Wooden baton (Using light club stats) | Damage Str + d4 | Min Str D4 | Weight 2<br>
Insight x2 +10<br>
Medicine +7<br>
Religion +3<br>
History +3<br>
Persuasion +2<br>


==Feats==
===Gear===
''War Caster''<br>
- You have advantage on Constitution saving throws to maintain concentration.<br>
- You can perform the somatic components of spells even when you have weapons or a shield in both hands.<br>
- When a hostile creature provokes an opporuntiy attack from you, you can use your reaction to cast a spell rather than an attack - casting time of 1 action and target only that creature.<br>


==Traits==
====Carried====
*Darkvision 60'
Canteen of water<br>
*''Keen Senses'' - Proficiency in Perception
Goggles<br>
*''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.
*Cantrip (wizard)<br>
*Ritual casting<br>


==Features==
====Stowed====
*'''Saving Throws:''' - Wis, Cha<br>
Backpack<br>
*'''Domain:''' Grave<br>
Spare blanket<br>
*''Channel Divinity'' 1/rest:<br>
Spare clothes and boots<br>
:*''Destroy Undead'' - Each undead that can see/hear you within 30' makes as Wis saving throw. If fails must move as far away as it can and canlt willingly move to a space within 30' of you.  Can't take reactions and actions = Dash only. Ends after 1 min or when damaged. Creatures with CR1/2 of lower are destroyed instead<br>
Utility knife | Damage Str + d4 | Min Str D4 | Weight 1<br>
:*''Path to the Grave'' - Creature within 30' cursed with vulnerability to all attack damage of the next attack, until earliest of damaged or the end of your next turn<br>
(Malakai carries this in the wilds, not in settlements)<br>
:*''Circle of Mortality'' - when rolling dice to restore a creature at 0 hit points, use the highest number possible for each die. You also gain the Spare the Dying Cantrip as a Bonus Action with 30' range (doesn't count against number of known cantrips).<br>
:*''Eyes of the Grave'' - Detect Undead within 60' and not behind total cover/protected from divination magic. Wis modifier/long rest.<br>
:*''Domain Spells:'' Spare the Dying, Bane, False Life, Gentle Repose, Ray of Enfeeblement, Revivify, Vampiric Touch<br>
<br>
*'''Supernatural Gift: Hollow One'''<br>
:*''Ageless'' - You don't age, and effects that would cause you to age don't work on you.<br>
:*''Cling to Life'' - When you make a death saving throw and roll 16 or higher, you regain 1 hit point.<br>
:*''Revenance'' - You retain your creature type, yet you register as undead to spells and other effects that detect the presence of the undead creature type.<br>
:*''Unsettling Presence'' - As an action, you can unsettle a creature you can see within 15 feet of you. The target has disadvantage on the next saving throw it makes within the next minute. Constructs, undead, and creatures that can't be frightened are immune to this feature. Once you use this feature, you can't use it again until you finish a long rest.<br>


==Background==
==Bio==
Acolyte
When Malakai was a child a violent dust storm wiped out the settlement he lived in, which had been left vulnerable by drought. By the time help came he'd been alone for several weeks, surviving on what he could scavenge from the ruins - or catch in newly-discovered animal forms.


==Gear==
There was some disagreement on what to do with him. He had no known family and was now obviously a Duster, but had started out as Human as everyone else. How could they give a defenceless child to the ravages of the Wilds? So he was passed into the dubious care of Copper Flats chapter of The Society for the Rehabilitation of the Dust-Afflicted, a group of do-gooders who were convinced that Dusters could be normal productive members of society if only they'd forsake the weird powers the dust had given them.
285GP<br>
Holy symbol<br>
Prayer book<br>
5 sticks of incense<br>
Vestments<br>
Common clothes<br>
Explorer pack: backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, waterskin, 50' feet of hempen rope<br>
Healer's kit<br>
Longsword 1d8 (1d10)<br>
Shortbow 1d6 (range 80/320)<br>
Chain shirt 13+dex
Shield (currently worn covered on back)


==Character Backstory==
While the Society provided Malakai with lodging and an education, any use of powers or "unbecoming behaviour" was punished. He learned how to tell the adults around him what he thought they wanted to hear, and to steal food when this wasn't successful. As a teenager he stowed away on visiting airship the Black Sheep in cat form. Since he had nowhere else to go except back to the Society, the Captain agreed to keep him on as an "apprentice". Although he's been with the crew ever since, as a Duster raised by humans he has a foot in both worlds, and doesn't feel like he belongs in either.
There was nothing noteable about Qinan's life or career as a cleric, until the day he clawed himself out of a shallow grave with no idea how he got there. Somehow his body has carried on despite his soul having departed - an abomination in the eyes of his own faith - although in most respects he passes as a living creature. Not knowing the how or why of it, he's attending the Festival of Masks in search of answers.


==Power Detail ==


==Table format==
:'''Darksight'''
{|class="wikitable"
::Rank: Novice | Power Points: 1 | Range: Smarts | Duration: One hour
! '''Injury'''
::Darksight allows a hero to see in the dark. With success, he ignores up to 4 points of illumination penalties. With a raise, he ignores up to six points and can see in pitch darkness.
! '''First'''
 
! '''Second'''
::'''Modifiers'''
|-
::Additional Recipients (+1 per extra target) - The power may affect more than one target.
| Minor
 
|
 
|
:'''Shape Change​'''  
|-
::Rank: Novice| Power Points: Special | Range: Self | Duration: 30 mins/5 rounds
| Major
::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.
|-
 
| Severe
::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
| Critical
 
|
 
|
:'''Sound/Silence'''
|-
::Rank: Novice | Power Points: 1 | Range: Smarts ×5 (sound); Smarts (silence) | Duration: Instant (sound); 5 (silence)
| Fatal
::Description: Sound mimics any known sound or voice, emanating from a point of origin within Range at a volume up to the sound of a loud shout. If used as a Test, the defender opposes the casting roll with Smarts.
|
 
|
::Silence does the opposite, muting all sound up to a loud shout within a Large Blast Template. This subtracts 4 from Notice rolls made by those inside the area of effect, as well as anyone trying to hear sounds made from within. A raise completely mutes all sound inside the template—such Notice rolls automatically fail.
|-
 
:: '''Modifiers'''
::Mobile (+1) - The caster can move the area of effect up to his arcane skill die type each round.
::Targeted (+0) - Instead of casting silence in an area of effect, the caster may instead target individuals in Range for 1 Power Point each. Unwilling targets resist with Spirit (at −2 if the caster gets a raise).

Revision as of 20:11, 18 February 2025


< < < Back to Main page

Malakai Ruskin ::

...

Ancestry :: Duster

Ancestry Features: Outsider, Environmental Resistance (Dust), Attribute Increase (Agility), Adaptable

Attributes

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

Derived Stats

Pace || Parry || Size || Toughness (1)

Core Skills

Athletics || Common Knowledge || Notice || Persuasion || Stealth || Piloting/Boating

Other Skills

Fighting || Focus || Healing || Thievery

Hindrances

Outsider - Minor - Dusters appear human on the surface - mostly - but settled folk can sense something is off with them. Persuasion rolls are made at -2 vs non-Dusters.
Cautious - Minor - His tendency to run up the side of buildings notwithstanding, Malakai prefers to plan than make rash decisions.
Loyal (Black Sheep and crew) - Minor - While he's not happy using violence, Malakai will absolutely put his life on the line for the Black Sheep and its crew.
Pacifist - Minor - Your hero absolutely despises violence. Minor pacifism means he only fights when given no other choice and never allows the killing of prisoners or other defenseless victims.
Quirk - Minor - Malakai doesn't like to be touched.
(2 points spent on Attribute Increase (Agility) and 2 points on the Free Runner Edge.

Edges and Powers

Free Runner - Full Pace on Difficult Ground when on foot, +2 to Athletics rolls when climbing and in foot chases.
Arcane Background (Gifted) (15 pp)
Shape Change (modified) Novice | Power Points: Special | Range: Self | Duration: 30 mins out of combat, 5 rounds if used in combat for anything other than defensive/evasive actions.
Trappings: dust swirls up from the ground, encasing Malakai. When it subsides, he's something else.
New Powers
Darksight - Novice | Power Points: 1 | Range: Smarts | Duration: One hour
Trappings:
Sound/Silence - Novice | Power Points: 1 | Range: Smarts ×5 (sound); Smarts (silence) | Duration: Instant (sound); 5 (silence)
Trappings:

Special Abilities

Environmental Resistance (Dust) - Dusters get +4 to resist the negative effects of Dust that plagues the badlands.
Languages Known - Trade Tongue, Ting, Pidgin

Advances

Edge: New Powers (Darksight and Sound/Silence)

Equipment

Armor

Neat but worn and patched clothes
Good boots
Leather duster +1

Weaponry

Wooden baton (Using light club stats) | Damage Str + d4 | Min Str D4 | Weight 2

Gear

Carried

Canteen of water
Goggles

Stowed

Backpack
Spare blanket
Spare clothes and boots
Utility knife | Damage Str + d4 | Min Str D4 | Weight 1
(Malakai carries this in the wilds, not in settlements)

Bio

When Malakai was a child a violent dust storm wiped out the settlement he lived in, which had been left vulnerable by drought. By the time help came he'd been alone for several weeks, surviving on what he could scavenge from the ruins - or catch in newly-discovered animal forms.

There was some disagreement on what to do with him. He had no known family and was now obviously a Duster, but had started out as Human as everyone else. How could they give a defenceless child to the ravages of the Wilds? So he was passed into the dubious care of Copper Flats chapter of The Society for the Rehabilitation of the Dust-Afflicted, a group of do-gooders who were convinced that Dusters could be normal productive members of society if only they'd forsake the weird powers the dust had given them.

While the Society provided Malakai with lodging and an education, any use of powers or "unbecoming behaviour" was punished. He learned how to tell the adults around him what he thought they wanted to hear, and to steal food when this wasn't successful. As a teenager he stowed away on visiting airship the Black Sheep in cat form. Since he had nowhere else to go except back to the Society, the Captain agreed to keep him on as an "apprentice". Although he's been with the crew ever since, as a Duster raised by humans he has a foot in both worlds, and doesn't feel like he belongs in either.

Power Detail

Darksight
Rank: Novice | Power Points: 1 | Range: Smarts | Duration: One hour
Darksight allows a hero to see in the dark. With success, he ignores up to 4 points of illumination penalties. With a raise, he ignores up to six points and can see in pitch darkness.
Modifiers
Additional Recipients (+1 per extra target) - The power may affect more than one target.


Shape Change​
Rank: Novice| Power Points: Special | Range: Self | Duration: 30 mins/5 rounds
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


Sound/Silence
Rank: Novice | Power Points: 1 | Range: Smarts ×5 (sound); Smarts (silence) | Duration: Instant (sound); 5 (silence)
Description: Sound mimics any known sound or voice, emanating from a point of origin within Range at a volume up to the sound of a loud shout. If used as a Test, the defender opposes the casting roll with Smarts.
Silence does the opposite, muting all sound up to a loud shout within a Large Blast Template. This subtracts 4 from Notice rolls made by those inside the area of effect, as well as anyone trying to hear sounds made from within. A raise completely mutes all sound inside the template—such Notice rolls automatically fail.
Modifiers
Mobile (+1) - The caster can move the area of effect up to his arcane skill die type each round.
Targeted (+0) - Instead of casting silence in an area of effect, the caster may instead target individuals in Range for 1 Power Point each. Unwilling targets resist with Spirit (at −2 if the caster gets a raise).