armcollector: (head high head high)
2018-05-20 03:39 pm

friendr


Friendr
«
»
» Age: 32? 132? one of those
» Seeking: friends!
» Preferences: FRIENDS
» Interests: woodworking, dogs, and dogs again
» Bio: i once ate a magic rock! i got better!
base code by photosynthesis
Magnus Burnsides
« ✘ ✔ »
armcollector: (big names old friends)
2018-05-20 02:14 am

visuals

I mean, you start one day accepting a job offer,

and you end saving the world.
armcollector: (now the meddling sky)
2018-05-19 02:22 am

hmd

hows my boy; comments are screened
armcollector: (im strong now)
2018-05-16 12:14 am

app for [community profile] riverview

player information
name: Javid
age: 27
contact: [plurk.com profile] erlking / discord @ javid#6941
other characters: The Tetherer

character information
name: Magnus Burnsides
canon: The Adventure Zone
canon point: Just after recovering from re-inoculation at the beginning of Episode 67
age: 132 (appears to just be 32)

(canon) background: Wow a wikipedia page.
There's also episode synopses to be found here.
Magnus' wikia includes some backstory stuff so here's that too.
(original) world: n/a

abilities:

PROTECTION FIGHTER
Magnus rushes in, and can always take the big hits for his friends. Tabletop-wise, this means he can cause disadvantages on enemies that attack allies nearby him. RP-wise, this just speaks to his proclivity to priorities others' wellbeing over his own. He's proficient in any melee weapon and can attack two-handed for harder hits or one-handed (with the free hand using a shield) for more defensive maneuvers.

LEVEL TWO THIEF
Magnus is mainly of the fighter class, but he has been trained in thievery as well by master thief Carey Fangbattle. Stealing, sneaking, and agility are not his greatest abilities, but he can do alright.

MASTER CARPENTER
Magnus is extremely good at carpentry, woodworking, and whittling. If it's made out of wood, Magnus could build or repair it with finesse.

VEHICLE PROFICIENCY
He's really good at driving. I... listen, they can't all be winners.

ANIMAL HANDLING
Magnus' love of animals shines through. Animals tend to like him and he can train and tame animals very well.

RUSTIC HOSPITALITY
This is mostly a game mechanic for tabletop, but it's mentioned so often I can't not include it. Magnus fits in with the common folk and they are often very hospitable towards him when he most needs it. In game, I'd use this more as a baseline to play up his own hospitality in return. Manners goes both ways.

strengths:

PROTECTIVE
Right down to the details on his character sheet, Magnus is fiercely protective of his friends. He's endlessly loyal and thinks of his friends as his family, and would do anything of them, up to and including laying down his life for them. This even tends to extend to people he just met, as Magnus takes extreme offense to anyone "bullying" the weak or powerless. He has a strong sense of justice and helps those who can't help themselves.

JOVIAL
While Magnus has his serious moments, he tends for the irreverent, preferring to keep the vibe lighthearted and fancyfree. He would do anything to cheer someone up or lighten the mood, even slapstick humor, and would definitely be considered the class clown. He's an optimist through and through, and tends to think the best of people, even in the most dire of situations. He's incredibly trusting, up to a point -- betray him enough and you'll see his angry side.

EMOTIONAL
Magnus is a real heart-on-your-sleeve kinda guy. He's not afraid or too macho to let his real feelings take charge of a situation, and he's a real bleeding heart type. He's a sucker for sob stories and can and will cry if he sees a really good dog. He loves people, and he loves them hard.

weaknesses:

RECKLESS
When Magnus rushes in is a literal catchphrase, there is no way to overstate how little thought Magnus puts into his actions. He believes that thinking is for other people and that action is what solves problems, which often gives him an endless amount of more problems to deal with. He puts little thought into his own safety, even though he values the safety of others, and tends to be self-sacrificial.

CHAOTIC GOOD
Lawful good whom? Magnus' cited alignment does not line up with his actions, and he can and will break any law for the greater good, to the point of stopping a bank heist only to loot the bank himself, citing "insurance" and "the corruption in the militia" as good excuses for this. Additionally, he has a tendency to kill "bad" people if it suits him, such as when militia member Hurley asked the boys to retrieve a necessary item from some gang members and specified to draw the line at murder. He most certainly did not draw the line at murder.

PRIVATE
As open and honest as he is with his feelings, Magnus actually keeps a ton of stuff locked tight. He doesn't share his history at Raven's Roost with the boys for almost a year of knowing them, and when he starts suspecting the Director might know more than she let on, he did not share this with the others, even going on a solo stealth mission to get to the bottom of things. There's a whole storyline of Magnus trying to uncover the mystery that he doesn't let the boys in on at all, partly because he can't wrap his own head around it, and partly because he's afraid of what the answers might mean when they come to light.

job skills (optional): He fights real good, he's a master woodworker, and he is very good with animals, especially dogs.
housing (optional): Gonna be moving in with Taako!

network username: thehammer

network sample: tdm thread

prose/action sample: tdm thread
armcollector: (youre gone)
2017-09-09 02:59 am

permissions


▷ IC Permissions
▶ PHYSICAL AFFECTION: He's very touchy feely. He loves a good hug. Lay one on him!!!!
▶ PHYSICAL VIOLENCE: Be forewarned that he IS a ruffboi. He can fight good and that's about all he's good for.
▶ RELATIONSHIPS: Magnus will take some convincing, but I'm down.
▶ PSYCHIC & PSIONIC INFORMATION: No defenses against psychics. Thoughts can be outlined for mindreaders.
▶ MAGICAL INFORMATION: Not magical at all.
▶ MEDICAL INFORMATION: Physically a good healthy boy. Constantly getting injured. He can bench press three adult humans. His cardio could use some work, though.
▶ OFFENSIVE SUBJECTS & TRIGGERS: He doesn't have any, nor does he have anything particularly notable to warn for. Family death in his backstory, maybe?
▷ OOC Permissions
▶ BACKTAGGING: dreamwidth dot org. i live for this
▶ THREADHOPPING: I actually fucking love threadhopping please barge into everything.
▶ FOURTHWALLING: Magnus is sort of a fourthwalling type character, but I prefer to bend, not break. Nothing canon puncturing if it can be helped.
▶ OFFENSIVE SUBJECTS & TRIGGERS: Please avoid going too heavy on animal harm (like dogs and cats, not monsters).

▶ ANYTHING ELSE?
armcollector: (president of the fan club)
2017-06-06 11:29 am

game mechanics

some notes on magnus' character build

Fighting Style: Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Second Wind
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
Once you use this feature, you must finish a short or long rest before you can use it again.

Action Surge
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Indomitable
Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.
You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

Martial Archetype: Battle Master
Maneuvers. You learn three maneuvers of your choice, which are detailed under "Maneuvers" below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.
You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. [uhh what are his new maneuvers??] Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.
You gain another superiority die at 7th level and one more at 15th level.
* At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonux + your Strength or Dexterity modifier (your choice)

Maneuvers
Goading Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
Parry. When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.
Riposte. When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.

Sneak Attack
Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or ranged weapon.
You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

Cunning Action
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
armcollector: (well loved man about town)
2017-05-08 01:26 pm

ic inbox for [community profile] hadriel



You have reached The Hammer! I'll get back to you!

( text / audio / video / action )
armcollector: (spend too much of my life)
2017-04-30 09:41 pm

non-game rp

mostly a rollover post, for escaping captcha in memes, psls, etc