Fyxt RPG Character Sheet

 
Bandit Head Popper
Bandit Head Popper is a Mystic Aggressor who is Devoted
Character
Level
13
Tier
4
Range
Far
Target
Single
NPC Tier
Specialist
Difficulty
0
Group Level
13
Group Size
3 - 5
Body
5
Mind
17
Spirit
2
Durability
91%
Mobility
Reaction
17
Speed
8
Max Move
550
Health
Hit Points
302
Defenses
Body
23
Mind
35
Spirit
20
Healing
Mystic
25
Generalist
10
Attacks
Body
17
Mind
29
Spirit
14
Add Range
8
Damage
Combatant
13
Mystic
38
Add Dice
4
Bandit Head Popper's Skills : 22 / 32 / 42
Athletics Crafting Nature Perception Religion Scholar Social Subterfuge
1 5 0 22 5 5 0 17
At Will Powers | Offensive Mystic
d20 +29 to Attack Mind Defense | +38 to Damage | +25 to Healing
Basic Attack
This is Bandit Head Popper's Basic Attack.
  • 4d10 Damage Target: 1 Space Range: 16 Spaces Duration: Instant
Aggression: Offensive | Discipline: Combatant or Mystic | Use: BT
Combat Maneuvers
Look to the Power Tab for Bandit Head Popper's Combat Maneuvers.
Time to Reposition
You've been found out! Time to move to a new place and heal your wounds.
  • 7d12 Healing (46) Target: Creature (1) Range: Self Duration: Instant
  • Teleport Ally 10 Target: Creature (1) Range: Self Duration: Instant
Aggression: Defensive | Discipline: Mystic and Generalist | Use In: BT TT RT Cost: 70
Signature Powers | Offensive Mystic
d20 +29 to Attack Mind Defense | +38 to Damage | +25 to Healing
Pop That Top
You site in your enemies head and pull the trigger!
  • 17d12 Damage (111) Target: Creature (1) Range: 14 Spaces Duration: Instant
  • Resistance -15 Target: Creature (1) Range: 14 Spaces Duration: 1 Round
Aggression: Offensive | Discipline: Combatant and Mystic | Use In: BT Cost: 146
Soften Target
You line up a crippling shot on your target in an attempt to soften them up for the kill.
  • Healing -15 Target: Creature (1) Range: 15 Spaces Duration: 2 Rounds
  • Hit Points -105 Target: Creature (1) Range: 15 Spaces Duration: 2 Rounds
Aggression: Offensive | Discipline: Mystic | Use In: BT Cost: 150
Roleplay Details for Bandit Head Popper
Physical
Movement
Nimble
Body Type
Lean
Clothing
Blends into Surroundings
Tattoo
Cross-hair Tattoo
Personality
Alignment
Evil
Emotional Disposition
Patient
Friends Attitude
Loyal to the Clan
Secondary Motivation
Gaining High Rank in Clan
Primary Motivation
Assassinations
Historical
Military Service
Usually Some
Crime
Murder
Career
Outlaw
Alliances
Other Outlaws
Ally
Clan
Languages
Common
Bandit Head Popper's Character Notes
Higher Ranking in Bandit Clans
These Bandit Head Poppers are usually a high rank within their clan. With their skills and their effectiveness in raiding they often are held high by their peers.
Created: 2020-08-10 09:05:55 | Updated: 2020-08-10 09:05:55
Battle Tactics
They prefer to stay at range and up high as it gives them bonuses to their shots. They are tasked with identifying the larger threats and focusing on them. They will usually Soften Target then Pop That Top. If forced from hiding or if someone sneaks up on them they will usually use Time to Reposition to heal themselves and get to another hard to get to spot, hide again, then open fire when ready. They will not flee if they they can drop the one attacking them with one shot.
Created: 2020-08-10 09:09:46 | Updated: 2020-08-10 09:09:46
Sniper Crossfire
When possible the bandit leader will use 2 or more of these to set up a nice crossfire where ambush or battle is to take place. This way, one or the other almost always has a shot on someone. They do this at a risk though as it often leaves them out by themselves and easily picked off if the victims decide to focus on a lone Bandit Head Popper.
Created: 2020-08-10 09:11:51 | Updated: 2020-08-10 09:11:51
Subterfuge, Sneaking, and Hiding
The Bandit Head Popper uses Subterfuge to sneak around and get in position as well as to hide until they are revealed. When they hide for a shot they "remain" hidden unless they expose themselves. This means that Passive Perception will need to be checked to be able to see them. Before they shoot it is a straight check, but after they suffer a 2 x Character Tier penalty. Roll or use a 27 Difficulty before they shoot and a 19 Difficulty after they shoot. If PC versus NPC have a roll off!
Created: 2020-08-10 09:27:03 | Updated: 2020-08-10 09:27:03
Bandit Head Popper's Wealth
Cash
Items
Assets
Total

NPC Auto Assigned Bonuses

Fyxt RPG auto generated NPC Bonuses represent normal gear, items, and coolness of a NPC. With these mods regular items don’t need to be added. These can also represent tough hide, sharp teeth, and other natural strengths of a NPC animal or monster. If you want to equip the NPC with specific gear you can, but they are not needed. Character Items should be equivalent to these to keep this character balanced. If many items with bonuses are added consider removing Auto Assigned Bonuses from the NPC. This can be done in Edit Level > Base NPC.
Bandit Head Popper's Auto Assigned Bonuses
Auto Bonuses
Yes
Auto Value
8
The bonus is automatically added to the NPC's Attack, Damage, Defenses, and Healing. The Character Tier of the NPC is also added to Speed.
Bandit Head Popper's Assets

Bandit Head Popper's Equipped Items

Bandit Head Popper's Unequipped Items

Bandit Head Popper's Power Pools
At Will Powers
Offensive Mystic
Power Cap
75
Points Left
5
Signature Powers
Offensive Mystic
Total Points
458
Power Cap
151
Points Left
162

Unmodified Powers are listed on this page. Errors for Powers will also be displayed.

Bandit Head Popper's At Will Powers
Time to Reposition
You've been found out! Time to move to a new place and heal your wounds.
  • 7d12 Healing Target: Creature (1) Range: Self Duration: Instant
  • Teleport Ally 10 Target: Creature (1) Range: Self Duration: Instant
Aggression: Defensive | Discipline: Mystic and Generalist | Use In: BT TT RT Cost: 70
Bandit Head Popper's Basic Attack & Combat Maneuvers
Basic Attack
This is a basic attack. Either Body Attack versus Body Defense or Mind Attack versus Mind Defense. This would be the Power used for attacks that the character does not have a specific Power for. Examples might be throwing an object or grabbing some object and attacking with it. This Power is the stand in for all such actions.
  • 4d10 Damage Target: Creature (1) Range: 8 Duration: Instant
Aggression: Offensive | Discipline: Combatant and Mystic | Use In: BT
Exploit Weakness
You attempt to find a weakness in the target. Roll a Mind Attack versus Mind Defense. On a successful Attack the target will suffer a penalty to Defenses for a round due to exposing a weaknesses.
  • Defenses -4 Target: Creature (1) Range: 16 Duration: 1 Round
Aggression: Offensive | Discipline: Mystic | Use In: BT
Head Games
You attempt to mess with your target's head. Roll Spirit Attack against Spirit Defense. On a successful Attack, you can dictate who the target must attack. If they fail to attack the Head Games target, then they suffer an Attack penalty.
  • Attack -4 Target: Creature (1) Range: 16 Duration: 1 Round
Aggression: Offensive | Discipline: Generalist | Use In: BT
Knock Around
You attempt to move a target. Roll Body Attack versus Body Defense. On a successful Attack, you are able to move the target. Size differences can modify the amount moved.
  • Move Enemy 5 Target: Creature (1) Range: 1 Duration: Instant
Aggression: Offensive | Discipline: Combatant | Use In: BT
Reckless Offense
Use this to recklessly attack in combat. This grants both bonuses and penalties for a round. At anytime during this Combat Maneuver an At-Will Power can be used.
  • Speed +4 Target: Creature (1) Range: Self Duration: 1 Round
  • Attack +4 Target: Creature (1) Range: Self Duration: 1 Round
  • Defenses -4 Target: Creature (1) Range: Self Duration: 1 Round
Aggression: Offensive | Discipline: All | Use In: BT
Careful Defense
Use this to increase your Defenses. During this action you may only use defensive disposable items.
  • Speed +4 Target: Creature (1) Range: Self Duration: 1 Round
  • Defenses +4 Target: Creature (1) Range: Self Duration: 1 Round
Aggression: Defensive | Discipline: All | Use In: BT
Parley
Attempts to calm down the conflict by moving from Battle Time to Turn time. Body, Mind, or Spirit attacks can be used against the corrisponding Defenses. Read Combat Maneuver Rules for more information.
  • Combat Manuever Attack +4 Target: 4 Creatures Range: 16 Spaces Duration: 1 Round
Aggression: Defensive | Discipline: All | Use In: BT
Bandit Head Popper's Signature Powers
Pop That Top
You site in your enemies head and pull the trigger!
  • 13d12 Damage Target: Creature (1) Range: 6 Spaces Duration: Instant
  • Resistance -15 Target: Creature (1) Range: 6 Spaces Duration: 1 Round
Aggression: Offensive | Discipline: Combatant and Mystic | Use In: BT Cost: 146
Soften Target
You line up a crippling shot on your target in an attempt to soften them up for the kill.
  • Healing -15 Target: Creature (1) Range: 7 Spaces Duration: 2 Rounds
  • Hit Points -105 Target: Creature (1) Range: 7 Spaces Duration: 2 Rounds
Aggression: Offensive | Discipline: Mystic | Use In: BT Cost: 150

Power Error Note: It is OK if an NPC has errors on their Powers. NPC’s can have a mix of Powers. However, if there are more Powers with errors then don’t have errors; GMs should consider adjusting the NPC. The Archetype, Focus, or Traits should be changed to better suit the Powers they have.

Bandit Head Popper's Level One Choices
Traits
Body
5
Mind
17
Spirit
2
Rank
Specialist
Difficulty
0
Group Size
3
Auto Gear
Yes
NPC Bonus
8
Character Type
Archetype
Mystic
Style
Aggressor
Focus
Devoted
Skill 1
Perception
Skill 2
Subterfuge
Disciplines
Signature
Offensive Mystic
Range Tactics
Far
Target Tactics
Single
Level One Notes
This is a bandit sniper that is especially good at separating enemy heads from their shoulders.
Tags
Aggressor, Borderlands, Devoted, Enhanced Damage, Far Range, Future, Modern, Mystic, Ranged Combat, Realistic, Single Target, Specialist, Steampunk, Stone Age, Wild West
Bandit Head Popper's Skill Point Distribution
Athletics
0
Crafting
0
Nature
0
Perception
8
Religion
0
Scholar
0
Social
0
Subterfuge
8
Bandit Head Popper's Specialty Choices
Level Gained
Specialty and Description
13
Greater Enhanced Damage
'Add 4 dice to all powers that damage Hit Points.
13
Greater Ranged Combat
'Increase Power Effects with a Range of 4 or higher by 8 Spaces.
Bandit Head Popper's Cheater Stuff
Name and Description
Modification
Amount

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