Fyxt RPG Character Sheet


Glenn - The Walking Dead
Glenn - The Walking Dead is a Generalist Neutral who is Focused
Character
Level
6
Tier
2
Range
Close
Target
Single
Body
9
Mind
2
Spirit
6
Durability
101%
Mobility
Reaction
14
Speed
5
Max Move
1,050
Weight Limit
420
Carried
1
Health
Hit Points
123
Death Limit
-41
Dying Rate
12
Revived HP
30
Defenses
Body
23
Mind
16
Spirit
20
Defense Bonus
1
Healing
Mystic
2
Generalist
12
Attacks
Body
9
Mind
2
Spirit
6
Damage
Combatant
9
Mystic
2
Glenn - The Walking Dead's Skills : 13 / 23 / 33
Athletics Crafting Nature Perception Religion Scholar Social Subterfuge
11 11 9 11 4 5 11 14
Glenn - The Walking Dead's Advanced Fyxt RPG Options
Glenn - The Walking Dead's Active Abilities
Uses
Name and Description
Lesser Extended bonus Increase
Powers that are extended with Bonus Power Duration Increase have the effect increased to 3.
Lesser Reroll
Reroll 2 dice rolls of 2 or lower between every Full Rest.
At Will Powers | Defensive Generalist
d20 +6 to Attack Spirit Defense | +12 to Healing
Basic Attack
This is Glenn - The Walking Dead's Basic Attack.
  • 2d6 Damage Target: 1 Space Range: 4 Spaces Duration: Instant
Aggression: Offensive | Discipline: Combatant or Mystic | Use: BT
Combat Maneuvers
Look to the Power Tab for Glenn - The Walking Dead's Combat Maneuvers.
Ever Hopeful
With a spirit that can't be dampened no matter the odds, you help your companion by inspiring hope in them. This increases their Attack, Defenses, and grants them some Hit Point Healing.
  • 1d4 Healing (3) Target: Creature (1) Range: 3 Spaces Duration: 1 Round
  • Attack +1 Target: Creature (1) Range: 3 Spaces Duration: 1 Round
  • Defenses +1 Target: Creature (1) Range: 3 Spaces Duration: 1 Round
Aggression: Defensive | Discipline: Generalist | Use In: BT TT RT Cost: 23
Primary Discipline Powers | Defensive Generalist
d20 +6 to Attack Spirit Defense | +12 to Healing
Dispel Despair
Seeing an ally despair on the verge of giving up you rouse their spirits and convince them to fight on! This grants them healing, Defenses, and some Speed for a few rounds.
  • 1d6 Healing (4) Target: Creature (1) Range: 4 Spaces Duration: 2 Rounds
  • Defenses +2 Target: Creature (1) Range: 4 Spaces Duration: 2 Rounds
  • Speed +2 Target: Creature (1) Range: 4 Spaces Duration: 2 Rounds
Aggression: Defensive | Discipline: Generalist | Use In: BT TT RT Cost: 53
Not Our End
When things look bad you convince your allies that this is not the end of the road. Your optimism and hope spurs them on. Three of your allies receive healing and a bonus to Attack for several rounds.
  • 1d8 Healing (5) Target: Creatures (3) Range: 5 Spaces Duration: Instant
  • Attack +2 Target: Creatures (3) Range: 5 Spaces Duration: 1 Round
Aggression: Defensive | Discipline: Generalist | Use In: BT TT RT Cost: 53
Secondary Discipline Powers | Offensive Combatant
d20 +9 to Attack Body Defense | +9 to Damage
Make a Hole
With quick thinking you are able to figure out a way to disperse your enemies so you and your friends can get to where they need to be. This moves your enemies and does a little damage to them.
  • 1d4 Damage (3) Target: AOE (3x3) Range: 2 Spaces Duration: Instant
  • Move Enemy 3 Target: AOE (3x3) Range: 2 Spaces Duration: Instant
Aggression: Offensive | Discipline: Combatant and Mystic | Use In: BT Cost: 30
Slow Down Pursuit
Doing everything you can to keep your group alive you shoot the nearest three enemies in an attempt to slow them down so your friends can escape.
  • 1d4 Damage (3) Target: Creatures (3) Range: 4 Spaces Duration: Instant
  • Speed -1 Target: Creatures (3) Range: 4 Spaces Duration: 1 Round
Aggression: Offensive | Discipline: Combatant | Use In: BT Cost: 36
Tertiary Discipline Powers | Defensive Generalist
d20 +6 to Attack Spirit Defense | +12 to Healing
Amazing Escape
A life of near misses has taught you the skills to escape any situation. This allows you to miraculously escape an "inescapable" situation to live on to fight another day. You can heal, teleport, and then hide with amazing skill.
  • 1d4 Healing (3) Target: Creature (1) Range: Self Duration: Instant
  • Subterfuge +5 Target: Creature (1) Range: Self Duration: Instant
  • Teleport Ally 8 Target: Creature (1) Range: Self Duration: Instant
Aggression: Defensive | Discipline: Generalist | Use In: BT TT RT Cost: 28
No One Is Left Behind
You help your allies by helping them get out of a deadly situation. You increase the Speed and Defenses of a small group near you for a short time.
  • Defenses +1 Target: AOE (2x2) Range: Self Duration: 2 Rounds
  • Speed +1 Target: AOE (2x2) Range: Self Duration: 2 Rounds
Aggression: Defensive | Discipline: Combatant and Generalist | Use In: BT Cost: 26
Roleplay Details for Glenn - The Walking Dead
Physical
Hair Color
Black
Eye Color
Brown
Body Type
Thin
Height
5 Foot 9 Inches
Weight
150
Age
Mid 20s
Personality
Emotional State
Calm and Collected
Friends Attitude
Very Loyal
Alignment
Good
Primary Motivation
Keep Everyone's Spirit Up
Integrity
Very High
Flexibility
Very Flexible and Adaptable
Honesty
Honest and Kind
Historical
Married
Maggie
Birth State
Michigan
Joined Group
Joined Early in Atlanta
Profession
Pizza Delivery
Witnessed Event
Atlanta Falling to Walkers
Career
Former Prison Council Member
Languages
English
Glenn - The Walking Dead's Character Notes
Supply Runner
He was the main supply runner for the Atlanta camp group and saves Rick Grimes in the walker-infested Atlanta, bringing him back to his camp to reunite him with his family. He continues this role while in the group and as it moves from place to place.
Created: 2015-11-09 13:11:13 | Updated: 2015-11-09 10:11:13
Marries Maggie
Eventually, after the group stays on the Greene farm, Glenn forms a long lasting relationship with Hershel Greene's daughter, Maggie, and marries her.
Created: 2015-11-09 13:11:49 | Updated: 2015-11-09 10:11:49
Glenn is a Great Guy
Glenn is bright, loyal, resourceful, fast, quick-thinking, and brave. Keenly aware of the extreme dangers he puts himself in for the group, his youth makes him willing to take the risk. Glenn thinks on his feet and shows great compassion and humanity. Despite all the horrors he has seen, he maintains a youthful enthusiasm for life and its unexpected pleasures. He is an integral part of the group, showing surprising depth and emotion when experiencing even the most devastating tragedies.
Created: 2015-11-09 13:13:02 | Updated: 2015-11-09 10:13:02
Glenn - The Walking Dead's Wealth
Cash
Items
Assets
Total
Glenn - The Walking Dead's Assets

Glenn - The Walking Dead's Equipped Items

Pocket Watch
This pocket watch is very handy to have if you need to tell time. More importantly though it is an heirloom you received and helps to remind you of who you are and what has come before you. This reminder helps you stick to your convictions and honor those that have come before you.
Availability: Uncommon | Item Type: Epic | Category: Jewelry |
Level to Use: 5th | Weight: 1 Carried | Cost: 12,000
Effects
Defenses +3
This effect grants Defenses +3.
Reaction +3
This effect grants Reaction +3.
Specialties
Lesser Extended bonus Increase
Powers that are extended with Bonus Power Duration Increase have the effect increased to 3.
Survival Pack
This backpack has all kinds of things in it that are great to have in the apocalypse. This helps those who have it tackle all kinds of interesting situations.
Availability: Rare | Item Type: Epic | Category: Tools and Kits |
Level to Use: 5th | Weight: 10 | Cost: 48,000
Effects
Primary Power Points +25
This effect will add 25 Power Points to the Primary Power Point pool.
Secondary Power Points +25
This effect will add 25 Power Points to the Secondary Power Point pool.
Tertiary Power Points +25
This effect will add 25 Power Points to the Tertiary Power Point pool.

Glenn - The Walking Dead's Unequipped Items

Glenn - The Walking Dead's Power Pools
At Will Powers
Defensive Generalist
Power Cap
27
Points Left
4
Primary Discipline Powers
Defensive Generalist
Total Points
108
Power Cap
54
Points Left
2
Secondary Discipline Powers
Offensive Combatant
Total Points
75
Power Cap
37
Points Left
9
Tertiary Discipline Powers
Defensive Generalist
Total Points
58
Power Cap
29
Points Left
4

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

Glenn - The Walking Dead's At Will Powers
Ever Hopeful
With a spirit that can't be dampened no matter the odds, you help your companion by inspiring hope in them. This increases their Attack, Defenses, and grants them some Hit Point Healing.
  • 1d4 Healing Target: Creature (1) Range: 3 Spaces Duration: 1 Round
  • Attack +1 Target: Creature (1) Range: 3 Spaces Duration: 1 Round
  • Defenses +1 Target: Creature (1) Range: 3 Spaces Duration: 1 Round
Aggression: Defensive | Discipline: Generalist | Use In: BT TT RT Cost: 23
Glenn - The Walking Dead'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.
  • 2d6 Damage Target: Creature (1) Range: 4 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 -2 Target: Creature (1) Range: 8 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 -2 Target: Creature (1) Range: 8 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 3 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 +2 Target: Creature (1) Range: Self Duration: 1 Round
  • Attack +2 Target: Creature (1) Range: Self Duration: 1 Round
  • Defenses -2 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 +2 Target: Creature (1) Range: Self Duration: 1 Round
  • Defenses +2 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 +2 Target: 2 Creatures Range: 8 Spaces Duration: 1 Round
Aggression: Defensive | Discipline: All | Use In: BT
Glenn - The Walking Dead's Primary Discipline Powers
Dispel Despair
Seeing an ally despair on the verge of giving up you rouse their spirits and convince them to fight on! This grants them healing, Defenses, and some Speed for a few rounds.
  • 1d6 Healing Target: Creature (1) Range: 4 Spaces Duration: 2 Rounds
  • Defenses +2 Target: Creature (1) Range: 4 Spaces Duration: 2 Rounds
  • Speed +2 Target: Creature (1) Range: 4 Spaces Duration: 2 Rounds
Aggression: Defensive | Discipline: Generalist | Use In: BT TT RT Cost: 53
Not Our End
When things look bad you convince your allies that this is not the end of the road. Your optimism and hope spurs them on. Three of your allies receive healing and a bonus to Attack for several rounds.
  • 1d8 Healing Target: Creatures (3) Range: 5 Spaces Duration: Instant
  • Attack +2 Target: Creatures (3) Range: 5 Spaces Duration: 1 Round
Aggression: Defensive | Discipline: Generalist | Use In: BT TT RT Cost: 53
Glenn - The Walking Dead's Secondary Discipline Powers
Make a Hole
With quick thinking you are able to figure out a way to disperse your enemies so you and your friends can get to where they need to be. This moves your enemies and does a little damage to them.
  • 1d4 Damage Target: AOE (3x3) Range: 2 Spaces Duration: Instant
  • Move Enemy 3 Target: AOE (3x3) Range: 2 Spaces Duration: Instant
Aggression: Offensive | Discipline: Combatant and Mystic | Use In: BT Cost: 30
Slow Down Pursuit
Doing everything you can to keep your group alive you shoot the nearest three enemies in an attempt to slow them down so your friends can escape.
  • 1d4 Damage Target: Creatures (3) Range: 4 Spaces Duration: Instant
  • Speed -1 Target: Creatures (3) Range: 4 Spaces Duration: 1 Round
Aggression: Offensive | Discipline: Combatant | Use In: BT Cost: 36
Glenn - The Walking Dead's Tertiary Discipline Powers
Amazing Escape
A life of near misses has taught you the skills to escape any situation. This allows you to miraculously escape an "inescapable" situation to live on to fight another day. You can heal, teleport, and then hide with amazing skill.
  • 1d4 Healing Target: Creature (1) Range: Self Duration: Instant
  • Subterfuge +5 Target: Creature (1) Range: Self Duration: Instant
  • Teleport Ally 8 Target: Creature (1) Range: Self Duration: Instant
Aggression: Defensive | Discipline: Generalist | Use In: BT TT RT Cost: 28
No One Is Left Behind
You help your allies by helping them get out of a deadly situation. You increase the Speed and Defenses of a small group near you for a short time.
  • Defenses +1 Target: AOE (2x2) Range: Self Duration: 2 Rounds
  • Speed +1 Target: AOE (2x2) Range: Self Duration: 2 Rounds
Aggression: Defensive | Discipline: Combatant and Generalist | Use In: BT Cost: 26
Glenn - The Walking Dead's Level One Choices
Traits
Body
9
Mind
2
Spirit
6
Character Type
Archetype
Generalist
Style
Neutral
Focus
Focused
Skill 1
Social
Skill 2
Subterfuge
Disciplines
Primary Discipline
Defensive Generalist
Secondary
Offensive Combatant
Tertiary
Defensive Generalist
Range Tactics
Close
Target Tactics
Single
Level One Notes
Resourceful and clever, Glenn made it out of Atlanta and came upon the group of survivors on the outer limits of the city. Due to his knack for scavenging, Glenn is often nominated to sneak into the city and find supplies. Glenn is based off a character in the Walking Dead tv show.
Tags
Close Range, Focused, Generalist, Modern, Neutral, Reaction, Reaction, Reroll, Reroll, Single Target, Speed, Subterfuge Skill Focus
Glenn - The Walking Dead's Skill Point Distribution
Athletics

0

Crafting

0

Nature

1

Perception

3

Religion

0

Scholar

1

Social

3

Subterfuge

4

Glenn - The Walking Dead's Specialty Choices
Level Gained
Specialty and Description
1
Minor Reroll
'Reroll 1 dice roll of 1 between every Full Rest.
2
Minor Speed
'Increase Speed by 1.
3
Minor Subterfuge Skill Focus
'Increase Subterfuge Skill by 2.
4
Minor Reaction
'Increase Reaction by 1.
5
Lesser Reroll
'Reroll 2 dice rolls of 2 or lower between every Full Rest.
6
Lesser Reaction
'Increase Reaction by 2.
Glenn - The Walking Dead's Leveling Choices After 1st
Level Gained
Trait Raised
1st Skill
2nd Skill
Notes
2
Body
Perception
Subterfuge
3
Spirit
Social
Perception
4
Body
Scholar
Nature
5
Spirit
Subterfuge
Social
6
Body
Perception
Subterfuge

Use the following table only if you have very special character modifications that need to be made and they cannot be added anywhere else. These should be things like special GM bonuses and other "cheater" modifications. All normal Fyxt Role Play Game character additions should be able to be made elsewhere.

Glenn - The Walking Dead's Cheater Stuff
Name and Description
Modification
Amount

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