Fyxt RPG Character Sheet

 
The Annoyinator
The Annoyinator is a Generalist Protector who is Focused
Character
Level
21
Tier
6
Range
Far
Target
Single
NPC Tier
Boss
Difficulty
Deadly
Group Level
18
Group Size
3 - 5
Body
13
Mind
6
Spirit
19
Durability
107%
Mobility
Reaction
19
Speed
10
Max Move
2,050
Health
Hit Points
2,775
Recovery
25
Resistance
25
Defenses
Body
57
Mind
50
Spirit
63
Defense Bonus
5
Healing
Mystic
24
Generalist
58
Attacks
Body
36
Mind
29
Spirit
42
Damage
Combatant
31
Mystic
24
The Annoyinator's Skills : 32 / 42 / 52
Athletics Crafting Nature Perception Religion Scholar Social Subterfuge
31 19 19 37 6 6 19 19
At Will Powers | Defensive Generalist
d20 +42 to Attack Spirit Defense | +58 to Healing
Basic Attack
This is The Annoyinator's Basic Attack.
  • 6d16 Damage Target: 1 Space Range: 12 Spaces Duration: Instant
Aggression: Offensive | Discipline: Combatant or Mystic | Use: BT
Combat Maneuvers
Look to the Power Tab for The Annoyinator's Combat Maneuvers.
Microwave Burst
Blast enemy using a high frequency microwave burst to scramble their targeting systems. This energy burst also heals you.
  • 4d20 Healing (42) Target: Creature (1) Range: Self Duration: 2 Rounds
  • Attack -5 Target: Creature (1) Range: 10 Spaces Duration: 2 Rounds
Aggression: Defensive | Discipline: Generalist | Use In: BT TT RT Cost: 152
Signature Powers | Defensive Generalist
d20 +42 to Attack Spirit Defense | +58 to Healing
EMP Burst
Firing a directional EMP burst at your enemy you knock out their vital systems. This makes them easy pickings on the battlefield.
  • Attack -7 Target: Creature (1) Range: 10 Spaces Duration: 2 Rounds
  • Defenses -7 Target: Creature (1) Range: 10 Spaces Duration: 2 Rounds
  • Speed -6 Target: Creature (1) Range: 10 Spaces Duration: 2 Rounds
Aggression: Offensive | Discipline: Combatant and Generalist | Use In: BT Cost: 224
Plasma Shields
A brilliant field of plasma surrounds you increasing Defenses significantly and healing you for a few rounds.
  • 6d16 Healing (51) Target: Creature (1) Range: Self Duration: 3 Rounds
  • Defenses +8 Target: Creature (1) Range: Self Duration: 3 Rounds
Aggression: Defensive | Discipline: Generalist | Use In: BT TT RT Cost: 279
Reprogrammed Repair Bots
Altering the programming on your own repair bots you send them after your enemy to destroy instead of repair. The little bots swarm over your enemy sawing, cutting, and causing a great amount of damage to their mech.
  • 7d20 Damage (74) Target: Creature (1) Range: 12 Spaces Duration: 2 Rounds
Aggression: Offensive | Discipline: Combatant and Mystic | Use In: BT Cost: 197
Turbo Button
Pushing the button labeled "Turbo" on the dashboard really does super charge your mech! Healing it greatly, increasing Damage, and Attack, as well as improving Speed. Better watch out foes!
  • 20d16 Healing (170) Target: Creature (1) Range: Self Duration: 1 Round
  • Attack +8 Target: Creature (1) Range: Self Duration: 1 Round
  • Damage +55 Target: Creature (1) Range: Self Duration: 1 Round
  • Speed +2 Target: Creature (1) Range: Self Duration: 1 Round
Aggression: Defensive | Discipline: Generalist | Use In: BT TT RT Cost: 283
Roleplay Details for The Annoyinator
Physical
Height
47
Weight
40 Tons
Skin Color
Matte Brown
Personality
This character does not have any personality characteristics. If this is your character you can add some using the button above to edit the character's role play options.
Historical
This character does not have any historical characteristics. If this is your character you can add some using the button above to edit the character's roleplay options.
Languages
This character does not have any languages they know. This will make communication difficult. If this is your character you can add some using the button above to edit the character's role play options.
The Annoyinator's Character Notes
Annoyinator Role
The Annoyinator's role in battle is one of support and tactics. Not a powerhouse itself it is best teamed with a mech that deals a lot of damage. Between the healing and penalty Powers it does very well with fire support but does not do great in one on one battles.
Created: 2015-03-31 22:47:56 | Updated: 2015-03-31 19:47:56
The Annoyinator'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.
The Annoyinator's Auto Assigned Bonuses
Auto Bonuses
Yes
Auto Value
18
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.
The Annoyinator's Assets

The Annoyinator's Equipped Items

The Annoyinator's Unequipped Items

The Annoyinator's Power Pools
At Will Powers
Defensive Generalist
Power Cap
154
Points Left
2
Signature Powers
Defensive Generalist
Total Points
987
Power Cap
308
Points Left
4

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

The Annoyinator's At Will Powers
Microwave Burst
Blast enemy using a high frequency microwave burst to scramble their targeting systems. This energy burst also heals you.
  • 4d20 Healing Target: Creature (1) Range: Self Duration: 2 Rounds
  • Attack -5 Target: Creature (1) Range: 10 Spaces Duration: 2 Rounds
Aggression: Defensive | Discipline: Generalist | Use In: BT TT RT Cost: 152
The Annoyinator'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.
  • 6d16 Damage Target: Creature (1) Range: 12 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 -6 Target: Creature (1) Range: 24 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 -6 Target: Creature (1) Range: 24 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 7 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 +6 Target: Creature (1) Range: Self Duration: 1 Round
  • Attack +6 Target: Creature (1) Range: Self Duration: 1 Round
  • Defenses -6 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 +6 Target: Creature (1) Range: Self Duration: 1 Round
  • Defenses +6 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 +6 Target: 6 Creatures Range: 24 Spaces Duration: 1 Round
Aggression: Defensive | Discipline: All | Use In: BT
The Annoyinator's Signature Powers
EMP Burst
Firing a directional EMP burst at your enemy you knock out their vital systems. This makes them easy pickings on the battlefield.
  • Attack -7 Target: Creature (1) Range: 10 Spaces Duration: 2 Rounds
  • Defenses -7 Target: Creature (1) Range: 10 Spaces Duration: 2 Rounds
  • Speed -6 Target: Creature (1) Range: 10 Spaces Duration: 2 Rounds
Aggression: Offensive | Discipline: Combatant and Generalist | Use In: BT Cost: 224
Plasma Shields
A brilliant field of plasma surrounds you increasing Defenses significantly and healing you for a few rounds.
  • 6d16 Healing Target: Creature (1) Range: Self Duration: 3 Rounds
  • Defenses +8 Target: Creature (1) Range: Self Duration: 3 Rounds
Aggression: Defensive | Discipline: Generalist | Use In: BT TT RT Cost: 279
Reprogrammed Repair Bots
Altering the programming on your own repair bots you send them after your enemy to destroy instead of repair. The little bots swarm over your enemy sawing, cutting, and causing a great amount of damage to their mech.
  • 7d20 Damage Target: Creature (1) Range: 12 Spaces Duration: 2 Rounds
Aggression: Offensive | Discipline: Combatant and Mystic | Use In: BT Cost: 197
Turbo Button
Pushing the button labeled "Turbo" on the dashboard really does super charge your mech! Healing it greatly, increasing Damage, and Attack, as well as improving Speed. Better watch out foes!
  • 20d16 Healing Target: Creature (1) Range: Self Duration: 1 Round
  • Attack +8 Target: Creature (1) Range: Self Duration: 1 Round
  • Damage +55 Target: Creature (1) Range: Self Duration: 1 Round
  • Speed +2 Target: Creature (1) Range: Self Duration: 1 Round
Aggression: Defensive | Discipline: Generalist | Use In: BT TT RT Cost: 283

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.

The Annoyinator's Level One Choices
Traits
Body
13
Mind
6
Spirit
19
Rank
Boss
Difficulty
Deadly
Group Size
3
Auto Gear
Yes
NPC Bonus
18
Character Type
Archetype
Generalist
Style
Protector
Focus
Focused
Skill 1
Athletics
Skill 2
Perception
Disciplines
Signature
Defensive Generalist
Range Tactics
Far
Target Tactics
Single
Level One Notes
My purpose is to harass and annoy.
Tags
Attack Accuracy, Boss, Damage Resistance, Defenses, Far Range, Focused, Generalist, Hit Points, Protector, Recovery, Single Target, Stone Age
The Annoyinator's Skill Point Distribution
Athletics
18
Crafting
0
Nature
0
Perception
18
Religion
0
Scholar
0
Social
0
Subterfuge
0
The Annoyinator's Specialty Choices
Level Gained
Specialty and Description
21
Superior Attack Accuracy
'Add 5 to all attacks.
21
Superior Damage Resistance
'Reduce damage by 25 anytime damage is taken.
21
Superior Defenses
'Add 5 to all Defenses.
21
Superior Hit Points
'Add 150 Hit Points.
21
Superior Recovery
'Recover 25 Hit Points per turn. GM dictates rate during Real Time.
The Annoyinator's Cheater Stuff
Name and Description
Modification
Amount

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