Fyxt RPG Character Sheet


Jacob the Merchant
Image of Jacob the Merchant is a Generalist Neutral who is Devoted
Character Mobility Health
Level 1
Tier 1
Range Close
Target Single
NPC Tier Minion
Difficulty Easy
Body 1
Mind 1
Spirit 4
Durability 100%
Group Level 1
Group Size 3 - 5
Reaction 4
Speed 5
Max Move 600
Hit Points 1 Hit
Jacob the Merchant's Skills
Athletics Crafting Nature Perception Religion Scholar Social Subterfuge
2 6 5 5 2 2 6 5
Jacob the Merchant's Advanced Fyxt RPG Options
Fyxt Premium Member Only Game Options Upgrade to a Fyxt RPG Premium Membership
Jacob the Merchant's Combat Abilities and Powers
Defenses Healing Attacks Damage
Body 12
Mind 12
Spirit 15
Mystic 2
Generalist 6
Body 2
Mind 2
Spirit 5
Combatant 2
Mystic 2
Increased Range, Add Damage Dice, and Add Healing Dice for Powers is automatically calculated below.
At Will Powers | Defensive Generalist
d20 +5 to Attack Spirit Defense | +6 to Healing
Basic Attack
This is Jacob the Merchant's Basic Attack.
  • 1d4 Damage Target: 1 Space Range: 2 Spaces Duration: Instant
Aggression: Offensive | Discipline: Combatant or Mystic | Use: BT
Combat Maneuvers
Look to the Power Tab for Jacob the Merchant's Combat Maneuvers.
Patch Up a Guard
Jacob has learned a little healing over all the years of travel. He patches up a guard enough to keep them on duty and protecting his wares.
  • 1d4 Healing (3) Target: Creature (1) Range: 4 Spaces Duration: Instant
Aggression: Defensive | Discipline: Mystic and Generalist | Use In: BT TT RT Cost: 9
Signature Powers | Defensive Generalist
d20 +5 to Attack Spirit Defense | +6 to Healing
Old Billy Riley
A sea shanty from the original Age of Sail. An inspiring tale of a legendary ship captain, or an irritating earworm sung a few dozen times too many, it either rouses your crew to greater feats of daring-do, or drives them to vent their frustrations on their foes. +3 Atk, Range 5, 2 rounds.
  • Attack +2 Target: Creature (1) Range: 4 Spaces Duration: 2 Rounds
Aggression: Defensive | Discipline: Combatant and Generalist | Use In: BT Cost: 17
Images of Jacob the Merchant
Jacob the Merchant's Role Play Details
Physical Personality Historical
Age 37
Body Type Slightly Overweight
Cleanliness Clean
Clothing Fine Silks
Hair Color Dark Brown
Accoutrement Always Smoking a Pipe
Hair Length Long and Trimmed
Hair Style Balding
Height 5 Feet 8 Inches
Weight 180
Attitude Positive Outlook
Flexibility Easy Going
Integrity Always Holds up Bargain
Habit Smokes
Primary Motivation Selling Wares
Sense of Humor Well Developed
Birthday 8th Day of the 4th Month
Career Merchant
Hit a Boom Several Years Ago and Still Going
Profession Potter
Jacob the Merchant's Known Languages
Common
Jacob the Merchant's Character Notes
Instant Play Quest NPC Merchant
This is the NPC the PCs have to help get from one city to another. Jacob will not fight or interfere with the PCs unless he is forced to. If the PC group only has a couple of players the GM can let Jacob help out during combat as it may help to smooth over groups of 3 or less.
Created: 2014-11-25 14:06:29 | Updated: 2014-11-25 11:06:29
If Jacob Enters Combat
If Jacob is needed or forced into combat then this is how he will act. First he will use his Signature Power to buff a guard. Next he will use his At Will Power to heal a guard. He will switch between these for the duration of the combat. As a last resort, Jacob can use a Basic Attack to attack enemies but he will not do this unless he has to.
Created: 2014-11-25 14:27:41 | Updated: 2014-11-25 11:27:41
Jacob the Merchant'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.
Jacob the Merchant's Auto Assigned Bonuses
Auto Bonuses Yes
Auto Value 1
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.
Jacob the Merchant's Equipped Items
It doesn't appear this character has any equipped items. Equip items to the character to have their bonuses automatically calculated on the character sheet. If this is an NPC, GM Mods simulate equipment so there is no need to add specific equipped items.
Jacob the Merchant's Assets
It doesn't appear this character has any assets. If they acquire some, enter them on the Edit Character Items page. Assets might include a house or apartment, gold mine, or any other thing of value that doesn't fall under an item the character would carry.
Jacob the Merchant's Unequipped Items
It doesn't appear this character has any unequipped items. Unequipped items are items the character has access too but are not calculated on the character sheet.
Jacob the Merchant's Power Pools
At Will Powers
Defensive Generalist
Power Cap 10
Points Left 1
Signature Powers
Defensive Generalist
Total Points 64
Power Cap 21
Points Left 47

Unmodified Powers are listed here. This is where errors for Powers will also be displayed.

Jacob the Merchant'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.
  • 1d4 Damage Target: Creature (1) Range: 2 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 -1 Target: Creature (1) Range: 4 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 -1 Target: Creature (1) Range: 4 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 2 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 +1 Target: Creature (1) Range: Self Duration: 1 Round
  • Attack +1 Target: Creature (1) Range: Self Duration: 1 Round
  • Defenses -1 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 +1 Target: Creature (1) Range: Self Duration: 1 Round
  • Defenses +1 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 +1 Target: 1 Creatures Range: 4 Spaces Duration: 1 Round
Aggression: Defensive | Discipline: All | Use In: BT
Jacob the Merchant's At Will Powers
Patch Up a Guard
Jacob has learned a little healing over all the years of travel. He patches up a guard enough to keep them on duty and protecting his wares.
  • 1d4 Healing Target: Creature (1) Range: 4 Spaces Duration: Instant
Aggression: Defensive | Discipline: Mystic and Generalist | Use In: BT TT RT Cost: 9
Jacob the Merchant's Signature Powers
Old Billy Riley
A sea shanty from the original Age of Sail. An inspiring tale of a legendary ship captain, or an irritating earworm sung a few dozen times too many, it either rouses your crew to greater feats of daring-do, or drives them to vent their frustrations on their foes. +3 Atk, Range 5, 2 rounds.
  • Attack +2 Target: Creature (1) Range: 4 Spaces Duration: 2 Rounds
Aggression: Defensive | Discipline: Combatant and Generalist | Use In: BT Cost: 17

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.

Jacob the Merchant's Level One Choices
Traits Character Type Disciplines
Body 1 Archetype Generalist Signature Defensive Generalist
Mind 1 Style Neutral
Spirit 4 Focus Devoted
Skill 1 Social Skill 2 Crafting Genre Medieval
Level One Notes This is the NPC Merchant for the Fyxt RPG Instant Play Quest. Fyxt NPCs that are commoners, merchants, or other non-combative characters are usually minions. They will not enter combat unless forced to. Then, they are usually easily dispatched. Non-combative NPCs get knocked out instead of killed usually unless otherwise stated.
Jacob the Merchant's Selected Skill Increases
Athletics Crafting Nature Perception Religion Scholar Social Subterfuge
01000010
Jacob the Merchant's Specialty Choices
Level Specialty and Description
Jacob the Merchant's Cheater Stuff
Name Description Modification Amount

This is where players should store notes and infomation regarding the character and campaign they are playing.

  • Keep track of npcs and their motivations.
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