Dramatis Personae

A place for us to stow character sheets whose players haven't been around for a while, as an alternative to deleting them in case the player does return.
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Dramatis Personae

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Post by Tripstick »

<<> Player Info <>>

IRC Nick: Trip
Real Name (Optional):
Time Zone:
Sheet Approved by: (leave blank)
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<<> Character Description <>>

Name: Dramatis Personae
Race: Reploid (Replicant Android)
Age: 3
Height: 5'4 (Subject to 'Polymorph')
Appearance: Body-suit like natural frame, mimetic carbon weave. Honeycomb-like impressions throughout. White/grey scheme
Eye Color: Pearly luster
Hair Color: Turquoise/Cerulean layers
Notable Features: Widened frame at the thighs, wrists, Icon stamped into her breastplate: greek chorus masks overlayed a ribbon-- is colourless. Pixie cut hair, quentessential (reploid) circular inset ears.

<<> Character Personality <>>

Favorite Food:
Likes:
Dislikes:
Favorite Color:
Fears:


<<>Character Background<>>

History: It is, as such, generally up to the parents to extend the knowledge their family history to their progeny. Dramatis had no such benefactor. She was never given memories or references to the one, or ones that built her. Her history, so far, has been that of brief wakefulness and long slumber. Once upon the Destiny Ascension-- where-upon self preservation protocols, unbeknownst to her, were activated, compelling her to return to the capsule she was discovered, which was brought aboard the Destiny Ascension with her.

The Capsule, inspite of it's equally unfamiliar origins had always served as a place of up-most sanctuary and protection. Luckily this was true enough, as, for the last few years she has been left adrift by the dimensional cascade, asleep within safe and sound, maintaining her means of life.

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<<>Statistics<>>

Total Experience Points: 1500

Health: 150
Health Roll: 1d40+15
HP: / hp 6000


Dexterity: 250
Flat Foot Dodge: 1d150+70
Dodge Roll: 1d160+75
Physical Attack Roll: 1d110+50
Style Points: StP 1000


Strength: 225
Inventory Slots/Comfortable Carry: 23
Base Damage: 135
Max Carry Weight: 900 lbs
Weapon Damage: 3375


Endurance: 100
Defense (Damage Absorb): 400
Survival Roll: 1d30+10


Intelligence: 625
MP: 3750 MP
Skill Points: 2500 SkP


Magic Affinity: 0
Spell Points: 0 SpP
Magic Attack Roll: 1dnop-nuhuh
Mage Level: 0
Psionic Level: 0


Spirit: 0
Base Magic Damage: 0


Willpower: 100
Mental/Magic Defense Roll: / 1d50+20
Magic Damage Soak: 400


Luck: 50
Luck Roll: 1d1000+5
Luck Points: 5
Critical Modifier: 1d4+0.5

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<<>Skills<>>
(Used) / (Maximum) Skill Points

0: Untrained | 5: Hobbyist | 10: Novice/Beginner | 15: Dedicated Student | 20: Educated/Trained | 25: Professional | 30: Advanced | 35: Specialist | 40: Expert | 45: Adept/Prodigy | 50: Master

Movement Skills
(Dexterity: +0 / Strength: +0)

Athletics - 15


Cross Country Running
Cost: 15 SP
Skill Level Required: 10
Type: Bonus
Effect: Allows running across off road terrain at full speed. Normally rough terrain reduces speed by 1/2.

Acrobatics - 15

Feline Grace
Cost: 10 SP
Skill Level Required: 5
Type: Bonus (+10)
Effect: Allows a person to remain balanced while on narrow ledges or awkward positions.

Gymnast
Cost: 30 SP
Skill Level Required: 15
Type: Bonus
Effect: Adds an additional +5 bonus to a balance check for every 10 levels of Balance a character has, up to a maximum of 25 at Level 50.

Roll - 20

Dodge Leap
Cost: 10 SP
Skill Level Required: 5
Type: Bonus (+10)
Effect: Allows the character to leap out of the way of danger. Requires an open area or it cannot be declared.

Dodge Roll
Cost: 15 SP
Skill Level Required: 10
Type: Bonus (+10)
Effect: Allows the character to do a strong roll to get away from danger. This can be performed in tighter spaces than the Dodge Leap ability.

Reaction - 15

Quick-Draw
Cost: 15 SP
Skill Level Required: 10
Type: Enabler
Effect: Draw a weapon/item and use it on same round of combat



Utility Skills
(Health: +0 / Intelligence: +0(intel/2) / Willpower: +0)

Perception - 10

Speechcraft - 15


Blackmail (Intimidation)
Cost: 15 SP
Required Skill Level: 10
Type: Enabler
Effect: Search for and properly use evidence to coerce people. The quality of the evidence grants a circumstantial bonus to Speechcraft rolls.

Seduction (Diplomacy)
Cost: 15 SP
Required Skill Level: 10
Type: Enabler
Effect: Use physical charm to help convince someone to see things your way.

Lie Detector (Bluffing)
Cost: 15 SP
Required Skill Level: 10
Type: Bonus (+10)
Effect: The character, being such a good bluffer, can pick out other people's lies easier.




Sleight of Hand - 15

Detect Trap
Cost: 10 SP
Skill Level Required: 5
Type: Bonus (+10)
Effect: Look for hidden mechanisms that may trigger a trap

Disarm Trap
Cost: 15 SP
Skill Level Required: 10, 'Detect Trap' Advanced Skill
Type: Enabler
Effect: Disable the intricate mechanical workings of a trap

Conceal Weapon
Cost: 30 SP
Required Skill Level: 15
Type: Enabler
Effect: Helps conceal items on a person slightly larger than possible, up to a 3 slot item, including weapons. This takes 3 rounds

Safe Cracking
Cost: 60 SP
Skill Level Required: 15
Type: Enabler
Effect: Break safe combinations

Search - 15

Scrutinize
Cost: 65 SP
Required Skill Level: 15
Type: Bonus (+10)
Effect: Deeply examine every aspect of a room



Stealth - 20

Conceal Self
Cost: 10 SP
Prerequisites: Level 5
Type: Bonus (+10)
Effect: Makes it easier to find a place to hide.




Performance - 10

Seasoned Performer
Cost: 15 SP
Required Skill Level: 10
Type: Bonus (+10)
Effect: The character is used to performing, and doesn't take penalties due to stage fright.


Computer Use - 5

Gather Information - 20

Sense Motive
Cost: 30 SP
Required Skill Level: 15
Type: Bonus (+10)
Effect: Attempt to see the underlying reasoning in the persons mind



Disguise - 20

Throw Voice
Cost: 10 SP
Required Skill Level: 5
Type: Enabler
Effect: The character can throw their voice, useful for limited disguises or drawing attention away.

Ventriloquism
Cost: 30 SP
Required Skill Level: 15
Type: Enabler
Effect: The character can disguise their voice as someone elses.

Mimicry
Cost: 60 SP
Required Skill Level: 20, 'Throw Voice' Advanced Skill
Type: Enabler
Effect: The character can disguise as other people and attempt to fool others.

Survival - 5


Combat Skills
(Dexerity: +0)


Pistols - 10

Sneak Attack
Cost: 15 SP
Skill Level Required: 10
Type: Bonus
Effect: Someone fluent with a sidearm knows how to use it subtly, granting a +10 to sneak attack rolls.



Martial Arts - 15

Dual Strike
Cost: 10 SP
Required Skill Level: 5
Type: Enabler
Effect: Grants the owner the ability to perform a 1-2 martial arts combo for full damage.



Magic Skills
(Magic: +0 / Spirit: +0)


Artisan / Knowledge Skills
(Intellligence: +0)


Field Training Skills
(Intelligence: +0(intel/2))


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<<> Abilities <>>

-= Physical (Style Points) =-
Current Style Points: (Used) / (Max) StP



-= Magical/Psionic (Spell Points) =-
Current Spell Points: (Used) / (Max) SpP



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<<> Traits and Feats <>>

-= Race Traits =-

Race: Replicant Android (Reploid)

Traits:

Enhanced Dodge
Associated Statistic: Dexterity
Description: This character has quicker reflexes and a keener sense of direction, allowing him/her to avoid or deflect blows away from his/her body, whether it's flipping, blocking, or jumping.
Effect: This improves the Flat Foot, regular Dodge, and Block rolls. Instead of a +1 bonus for every 10 points, the character earns +2 per every 10 points.
Example: A character with 80 Dexterity normally has a Dodge Dexterity bonus of +8. With this feat, that becomes +16.

Transformation (The Return of... dundundun)
Associated Statistic: None
Description: The character transforms into an entirely other entity, such as a dragon, demon, or other being, and do not eat MP per round like alternate forms. The separate entity has its own character sheet, and is maintained independently from other characters, having its own special powers, skills (including knowledges), feats and stats.
Effect: The alternate form starts at 1500 exp, and gains experience individually through the course of missions and other events. Experience gained from one may be spent on the other, however there is a 20% exp bonus for splitting the experience evently between two forms.

Destroyable
Pre-Requisite: Racial
Description: The character, usually a machine, lacks a true soul and thus cannot be resurrected by standard white magic or potions. Further, if the bearer of this trait hits their max HP in negatives, they must spend a Fate point to survive and will still be out of commission for some time as they're rebuilt. This also goes for severe injuries that a biological being would recover from more quickly.

Slot Change
Pre-Requisite: Synthetic lifeform, or heavy cybernetic augmentation.
Description: While synthetics of the modern day are coded intelligent enough, and build with fine enough manipulation devices, to use standard equipment, some specialized devices must still be hard wired into the metal man for optimal effectiveness. By sacrificing versatility and adding a little bulk, drive ports can be built into any AL in which to install these potent bits of hardware.
Effect: This trait allows an artificial lifeform to PERMANENTLY change Item Slots into Augmentation Slots for the creature's body. This allows Mechanical Augmentations to be built into the body at will, but Augmentations are permanent and should the character's Item Slots become unavailable (loss of Strength), those Augmentations become unavailable. Built in equipment can grant or be affected by Ether and Technomancy buffs, and is the only way to make up for the Negative Traits described above.



-= Character Traits =-



-= Feats =-


(* denotes feats taken at character creation.)

*Feat 1 (Free) - Agent
Associated Statistic:
Description: Intelligence operatives, also known as secret Agents or spies, are talented operators and purveyors of the unknown. They're keyed into intelligence networks, moles, fences, and are generally all about getting the drop on whoever their target is -- for better or worse.
Effect: +10 to Stealth, +5 to Perception, Sleight of Hand, Speechcraft, Search

*Feat 2 (100 XP) - Mime
Associated Statistic:
Description: A terrible thing to waste.
Effect: +20 if preforming same action as last person to act

*Feat 3 (200 XP) - Improved Physical Damage I
Associated Statistic: Strength
Description: This character is able to deal harder and more lethal blows than most other people. Whether it's a harder right hook or a weightier chop, this one will sting more than anyone else.
Effect: This affects Base Damage, which in turn will have an affect on Weapon Damage when used with a weapon that requires Strength. The formula regularly for Base Damage is (+1 per 10 points) * 5. The equation changes to (+1 per 10 points of Strength) * 6.
Example: The character has a 60 Strength. This would grant +6. 6*5 = 30. With the Feat, the equation changes to 6*6 = 36.

*Feat 4 (300 XP) - Black Widow
Associated Class: Agent
Prerequisite: Male character - Lady Killer; Female Character - Black Widow
Description:
Effect: When attempting Speechcraft, Disguise, or Gather Information on a target of the opposite sex, the DC or roll to, beat is reduced by 25% (a DC 200 becomes 150; a roll of 100 becomes 75).

*Feat 5 (400 XP) - Role Play
Associated Class: Mime
Prerequisite:
Description: By delving so deeply into their mimed character that they nearly become them, a particularly talented mimic can hazard frighteningly accurate guesses as to that character's reactions to various situations. A mime must have seen the person they're mimicing relatively well, and having background information on the target helps.
Effect: With a successful check against DC equal to the target's Intelligence score, the mime briefly, effectively becomes that person, and can relate how he or she would respond to any hypothetical scenario posited. These guesses, while accurate, tend to be vague and there is much room for error if there are a lot of X factors that the scenario doesn't mention.

*Feat 6 (500 XP) - Enhanced Attack Maneuver
Associated Statistic: Dexterity
Description: This character is able to predict the movements of others and respond appropriately. Dodging, blocking, and taking cover are all taken into consideration, whatever it takes to land the hit.
Effect: The character with this Feat gains a bonus of +2 per 10 points of Dexterity to attack physically.
Example: A character with 60 Dexterity typically has an attack Dexterity bonus of +6. With this feat, that becomes +12.

*Feat 7 (600 XP) Rogue
Associated Statistic:
Description: "Rogue" is another polite term for "thief," or a euphemism for other generally frowned-upon trades. Rogues are crafty, clever, and talented infiltration experts, and are generally motivated by personal gain.
Effect: +5 to Weapon Proficiency: Pistols, +5 Sneak Attack, +5 to Stealth, Sleight of Hand, Acrobatics, Search

*Feat 8 (700 XP) - Polymorphing Shape
Associated Statistic: Health
Description: Shapeshift into the likeness of another similar being. With this power, characters are able to transform their appearance to match other humanoids, or in some cases, monsters, dragons, etc.
Effect: The cost for this is variable, the harder the disguise to see through, the higher the mp cost. Each cost is given as a base cost, plus X for every DC 10 needed to recognize the disguise.

- Same Species, easy: 250 mp + 100 per DC 10 (Random person with no specific clothing) PER MINUTE
- Same Species, medium: 500 mp + 150 per DC 10 (Decently recognized person, person wearing specific clothing/uniform) PER MINUTE
- Same Species, hard: 750 mp + 200 per DC 10 (Well recognized celebrity, unique person, requires exact clothing replica) PER MINUTE
- Different Species, same size: 1500 mp + 500 per DC 10 PER MINUTE
- Different Species, different size: 2000 mp + 1000 per DC 10 PER MINUTE

*Feat 9 (800 XP) - Enhanced Agility
Associated Statistic: Dexterity
Description: Meant for acrobats, contortionists, gymnasts, ninjas, and similar, this feat allows a character to perform unusual feats of athletic skill, whether it's running, balancing, or jumping long distances.
Effect: This improves the Dexterity bonus on noncombat, non-piloting, and nondodge related rolls. Instead of a +1 bonus for every 10 points, the character earns +2 per every 10 points.
Example: A character with 80 Dexterity normally has a Dexterity bonus of +8. With this feat, that becomes +16.

*Feat 10 (900XP) - Deceitful
Associated Statistic: Intelligence
Description: You little liar...most of the time not a nice thing to say about someone, but it's the the truth about any character who has this feat. The character is good at tricking people in multiple ways.
Effect: The character Recieves a +10 to Disguise, Bluff, and Diplomacy checks.

*Feat 11(1000XP) - Cherchez la Femme
Associated Class: Agent
Prerequisite: Male character - Confirmed Bachelor; Female character - Cherchez la Femme
Description: This character has a way of communicating and speaking with the same sex, whether it's "guy talk" or "girl talk". These social graces can convince people to do things they normally wouldn't or believe people they normally never could.
Effect: When attempting Speechcraft, Disguise, or Gather Information on a target of the same sex, the DC or roll to beat is reduced by 25% (a DC 200 becomes 150; a roll of 100 becomes 75).

*Feat 12(1200XP) - Improved Magic I
Associated Statistic: Intelligence
Description: Some of a mage's talent is natural, bearing a deeper mental expanse than most, having a greater quantity of mana to expend.
Effect: Increases the character's Magic Points (MP), changing the modifier from *5 to *6.
Example: The character has an Intelligence of 70. 70*5=350. With the modifier adjusted by this Feat, the change is 70*6=420 so the character has 420 MP.

*Feat 13(1400XP) - Method Acting
Associated Class: Mime
Prerequisite:
Description: By deepening the facade to the spiritual level, talented Mimes who take their craft truly seriously can copy their target down to the vibes they put off. This can thwart even psionic or magical detection of their true nature, but it takes a little time to get into the zone, so it cannot be used at the spur of the moment.
Effect: After a day's preperation, the Mime's apparant alignment, elemental affinity, and motives outwardly change to those of the target, allowing them to fool nearly all methods of detecting such things. A sentient sword that can only be wielded by a flame element lunatic would have no qualms being foisted about, and a mind-reading cult of doomsayers would find nothing in the Mime's mind but the echoed sentiments of their own fold.

*Feat 14(1500XP) -

Feat 15(1600XP) -
Feat 16(1800XP) -
Feat 17(2000XP) -
Feat 18(2200XP) -
Feat 19(2400XP) -
Feat 20(2500XP) -
Feat 21(2600XP) -
Feat 22(2800XP) -
Feat 23(3000XP) -
Feat 24(3200XP) -
Feat 25(3400XP) -
Feat 26(3500XP) -
Feat 27(3600XP) -
Feat 28(3800XP) -
Feat 29(4000XP) -
Feat 30(4200XP) -
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<<> Equipment Slots <>>

Note: Dual-Wielded items occupy 1 Equipment Slot (not Inventory Slot).

Weapon:
Name: Denzium-Tipped Gloves
Price: 66570 gil
Roll Bonus: +25
Damage Modifier: *25
Augmentation Slots: 3
Crafting DC: 2520
Skill Level Required: 19

Side Arm:
Name: Elanus Risk Control Services M-3 Predator
Price: 57060
Augmentation Slots: 3
Roll Bonus: +37
Damage:3850 x 1d2
DC:2520
Skill Required:15

Armor:
Denzium-Lined Robe
Price: 76080 gil
Physical Soak Bonus: 1300
Magical Soak Bonus: 3150
Dodge Bonus: +20
Crafting DC: 2520

Pendant:

Ring 1:

Ring 2:


Gil Current $0
Crowns Current $0
Zollar Current $30,000


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<<> Inventory <>>


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<<> Special Notes <>>

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Tripstick
Posts: 21
Joined: September 19th, 2015, 3:23 am

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