Difference between revisions of "Strange behaviour placeholder"

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(Garrett Waymire::Sniper/Reader)
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Garrett port to other game
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__NOTOC__
 
 
  
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[[strangebehaviours_characters|< < < Back to Main page]]
  
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Garrett port to Cortex+
 
=Garrett Waymire::Sniper/Reader=
 
=Garrett Waymire::Sniper/Reader=
 
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[[File:Garrett Waymire.png|300px]]
==''QUOTE''==
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==''"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]]==
 
==Attributes [[file:d6a.png|32px|d6]][[File:Arrow03.png|24px]]==
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'''Fight''' [[file:d6a.png|24px|d6]]
 
'''Fight''' [[file:d6a.png|24px|d6]]
  
'''Focus''' [[file:d10a.png|24px|d10]]
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'''Focus''' [[file:d8a.png|24px|d8]]
  
 
'''Influence''' [[file:d8a.png|24px|d8]]
 
'''Influence''' [[file:d8a.png|24px|d8]]
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'''Move''' [[file:d6a.png|24px|d6]]  
 
'''Move''' [[file:d6a.png|24px|d6]]  
  
'''Notice''' [[file:d8a.png|24px|d8]]
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'''Notice''' [[file:d10a.png|24px|d10]]
 
* ''Sense Minds'' [[file:d6a.png|24px|d6]]
 
* ''Sense Minds'' [[file:d6a.png|24px|d6]]
  
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'''Survive''' [[file:d8a.png|24px|d8]]
 
'''Survive''' [[file:d8a.png|24px|d8]]
 
  
 
==Untrained Skills [[file:d4a.png|30px|d4]]==
 
==Untrained Skills [[file:d4a.png|30px|d4]]==
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Trick [[file:d4a.png|16px|d4]]
 
Trick [[file:d4a.png|16px|d4]]
 +
  
 
==Distinctions/SFX [[file:d8a.png|32px|d8]]==
 
==Distinctions/SFX [[file:d8a.png|32px|d8]]==
 
Checked SFX are active.
 
Checked SFX are active.
 
----
 
----
'''Ship's Mechanic -''' ''A ship’s a living thing, no matter what they say. You can feel when she’s sick, and she makes you proud when she’s well.''
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'''Independent Sniper''' ''They won't see you coming, but you'll see them.''
: '''☑ SFX, Hinder:''' <u>Roll [[file:d4a.png|16px|d4]] Instead of [[file:d8a.png|18px|d8]] for 1 PP</u>
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:[[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]]
: '''☑ Zen & the Art of Engine Maintenance:''' ''Spend 1 PP at the beginning of a Timed Action involving ship repair or upgrades. For each of your rolls during the Timed Action, you may reroll any die that comes up 1 instead of accepting a Plot Point for that die.''
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:[[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.
: '''☐ Miracle Worker:''' ''If you replace your Fix Skill with a d4 for your next roll, gain a Big Damn Hero Die equal to that Skill's normal die rating if your roll is successful.''
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:'''Trained Observer:''' When a Notice Action gives you an Asset, step it up.
 +
 +
 
 
----
 
----
'''Blind as a Bat -''' ''Y’ain’t much good without your glasses, four-eyes.''
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'''Reader''' ''You know things you shouldn't. You don't know why.''
: '''☑ SFX, Hinder:''' <u>Roll [[file:d4a.png|16px|d4]] Instead of [[file:d8a.png|18px|d8]] for 1 PP</u>
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:[[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 Ears:''' ''When you rely only on your hearing, step up Notice for the roll.''
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:[[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.
: '''☐ Myopic:''' ''Gain 1 PP when your poor vision causes trouble for you or the Crew.''
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:'''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.
 +
 
 +
 
 
----
 
----
'''Hard Luck Case -''' ''The ’Verse is a hard place, no one knows that better’n you.''
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'''Veteran of the Independence War''' ''May have been on the losing side, still not convinced it was the wrong one.''
: '''☑ SFX, Hinder:''' <u>Roll [[file:d4a.png|16px|d4]] Instead of [[file:d8a.png|18px|d8]] for 1 PP</u>
+
:[[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]]
: '''☐ Nose for Trouble:''' ''Gain 1 PP when you stumble into a situation you shouldn't be in or overhear something you shouldn't.''
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: '''☐ Fightin' Type:''' Spend 1 PP to step up or double your Shoot or Fight when you’re outnumbered.
: '''☐ Trouble on Your Heels::''' ''When you are being chased or followed out of a scene, you may step up Sneak or Trick when you roll to slip away.''
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: '''☐ 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]]==
 
==Signature Assets [[file:d6a.png|32px|d6]][[File:Arrow03.png|24px]]==
'''Tools''' [[file:d8a.png|24px|d8]] ''Those as only got a hammer treat every problem like a nail.''
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'''Sniper Rifle''' [[file:d8a.png|24px|d8]] ''Keep your friends close and your enemies far away.''
  
'''Spare Parts''' [[file:d8a.png|24px|d8]] ''It's not hoardin' if it's useful.''
 
  
 
==Background/Bio==
 
==Background/Bio==
Solstice Jones is a young man with light brown skin and not-quite-curly dark hair pulled back in a messy ponytail. He wears large round glasses - his eyesight is extremely poor without them - and a handful of small items of jewellery made from parts, such as bracelets woven from wires.
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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.
  
The third of four children, Solstice has two older sisters (Epiphany and Wednesday) and a younger brother (Sunday). His family live near a spaceport, and growing up Solstice was obsessed with the ships that came in and out every day. His parents were poor-but-hard-working and, seeing his interest, apprenticed Solstice to a mechanic. He turned out to have an aptitude for machines, and spaceships in particular.
 
  
Although working on spaceships is what he always wanted to do, the spaceport is starting to feel too small. Especially with organised crime moving into the area. He's recently overheard some conversations that make him wonder exactly who he's fixing ships for, and has decided now's the time to sign on with a crew and head out into the black...
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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.
  
==[[Firefly:_Reavers_of_the_Rim | Return to Main Page]]==
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==Table format==
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{|class="wikitable"
 +
! '''Injury'''
 +
! '''First'''
 +
! '''Second'''
 +
|-
 +
| Minor
 +
|
 +
|
 +
|-
 +
| Major
 +
|
 +
|
 +
|-
 +
| Severe
 +
|
 +
|
 +
|-
 +
| Critical
 +
|
 +
|
 +
|-
 +
| Fatal
 +
|
 +
|
 +
|-

Revision as of 15:40, 17 April 2022


< < < Back to Main page

Garrett port to Cortex+

Garrett Waymire::Sniper/Reader

Garrett Waymire.png

"Y'all really want to get on the bad side of a sniper who don't need to see you to shoot you?"

Attributes d6Arrow03.png

|| Physical d8 || Mental d10 || Social d6 ||

Trained Skills d6Arrow03.png

Fight d6

Focus d8

Influence d8

Know d6

  • Tracking d6

Move d6

Notice d10

  • Sense Minds d6

Shoot d10

  • Rifles d6

Sneak d8

  • Evasion d6

Survive d8

Untrained Skills d4

Craft d4

Drive d4

Fix d4

Fly d4

Labor d4

Operate d4

Perform d4

Throw d4

Treat d4

Trick d4


Distinctions/SFX d8

Checked SFX are active.


Independent Sniper They won't see you coming, but you'll see them.

Check002.png Hinder: Sometimes your distinction works against you. Gain 1 plot point when you roll a D4a.png instead of a D8a.png
Check002.png 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.

Check002.png Hinder: Sometimes your distinction works against you. Gain 1 plot point when you roll a D4a.png instead of a D8a.png
Check002.png 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.

Check002.png Hinder: Sometimes your distinction works against you. Gain 1 plot point when you roll a D4a.png instead of a D8a.png
☐ 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 d6Arrow03.png

Sniper Rifle 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

Injury First Second
Minor
Major
Severe
Critical
Fatal