
Character
Finn Collins
A public character created with Summon Worlds.
Open in Summon WorldsDetails
- Type
- Human
- Race
- Human
- Gender
- male
- Alignment
- Chaotic Good
- Faction
- The 100
- Size
- Medium
- Armor class
- 15
- Hit points
- 75
- Speed
- 30
- Challenge
- 5
- Experience
- 1800
- Languages
- Common, Grounder
- Senses
- Darkvision 60 ft., Passive Perception 15
- Skills
- Persuasion, Survival, Stealth, Athletics
Biography
Born in the Sky Ark's engineering sector to a mother who defied the station's rigid population control laws, Finn grew up as an unregistered ghost—technically non-existent in the eyes of the Council, yet loved fiercely by his family in the shadows of the maintenance tunnels. When his existence was finally discovered during adolescence, rather than face execution, he volunteered for the dangerous Culling, a suicide mission that saw him and ninety-nine other "disposable" juveniles ejected toward the irradiated Earth below—a world everyone believed was dead. Against all odds, he survived the descent and the radiation, discovering that Earth had healed itself far more than anyone topside had imagined, and that humanity could forge something entirely new in this second chance at existence. Finn's lack of formal training and his outsider status paradoxically freed him from the rigid hierarchies and dogmas that constrained others, allowing him to think laterally and act decisively when survival demanded it. As a bridge between the Sky People's remnants and the grounders' ancient ways, he became a scout and mediator, driven by an almost reckless optimism that humanity could transcend its violent past—even when evidence repeatedly suggested otherwise. His charisma and willingness to take impossible risks made him invaluable to his people, though his impulsive moral compass and tendency to trust too easily would test the bonds of loyalty and survival that held his fractured community together.
Attributes
Strength
14, modifier +2
Dexterity
18, modifier +4
Constitution
16, modifier +3
Intelligence
12, modifier +1
Wisdom
15, modifier +2
Charisma
20, modifier +5
Actions
Quick Draw
As a bonus action, Finn can draw or stow a weapon, gaining advantage on the first attack roll made with it this turn.
Inspiring Rally
As an action, Finn can inspire allies within 30 feet. Each ally can roll 1d6 and add it to their next attack roll or saving throw.
Cunning Maneuver
Finn can use his action to make a Dexterity (Acrobatics) check against a target's Strength (Athletics) check. On success, he can move through their space without provoking opportunity attacks.
Dual Wielding Shot
Finn can make two ranged attacks with his pistol as a single action, dealing 1d10+4 piercing damage for each hit.
Tactical Retreat
As a reaction, when Finn is hit by an attack, he can move up to half his speed without provoking opportunity attacks.
Abilities
Charismatic Presence
All allies within 10 feet gain +2 to saving throws against fear.
Survival Instincts
Advantage on checks to navigate or survive in wilderness environments.
Saving throws
strength
+5
dexterity
+7
intelligence
+4
wisdom
+5
constitution
+6
charisma
+8
Damage resistances
Radiation
World connections