Landline - Vehicle Mode

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Landline - Vehicle Mode

by Tripstick April 29th, 2019, 9:27 pm
<<> Player Info <>>

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

Name: Landline
Race: Transformer
Age: Millions of years ago. . .
Height: Standard road clearance
Weight: (optional)
Appearance: Mercedes Benz G-Class 2-Door, Strangereal Equivalent
Eye Color: None
Hair Color: None
Notable Features: Decepticon Logo is present and concealed if not identifiable on it's body.

<<> Character Personality <>>

Favorite (only) Food: Energon.
Likes: Inactivity
Dislikes: Autobots,
Favorite Color: None
Fears: Of Detainment and study


<<>Character Background<>>

History: Following his arrival to Strangereal via Asteroid in the mid '80s after centuries of drifting dormant in space, he had taken to assuming the forms of service vehicles of the many nations of the globe. Referring to himself on occasion as 'One-Eye in the Land of the Blind' needing to overcome what was insatiable bordem and a smoldering need of control, he had played his deceptive games in inciting skirmishes and perpetuating tensions as the opportunities availed him for the decade leading up to the Belkan conflict where, at some point, his activity virtually disappears.

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<<>Statistics<>>

Total Experience Points: 1500 / 1500

Health: 200
Health Roll: 1d50+20 (+1 Bonus for every 10 Health)
Total HP: 12000 (Health * 60)

Dexterity: 350
Flat Foot Dodge: 1d180+85 (+1 Bonus for every 10 Dexterity + (reaction skill/2)
Dodge Roll: 1d200+95 (+1 Bonus for every 10 Dexterity + Skill)
Physical Attack Roll: 1d150+70 (+1 Bonus for every 10 Dexterity + skill)
Style Points: 1200 (Dexterity * 4)

Strength: 200
Inventory Slots: 20 (+1 Bonus for every 10 Strength)
Base Physical Damage: 100 (+1 Bonus for every 10 Strength * 5)
Max Carry Weight: 1600 (+1 Bonus for every 10 Strength * 40)
Weapon Damage: 150 (Base Damage * Weapon mod.)

Endurance: 100
Defense (Physical Soak): 400 (+1 Bonus for every 10 Endurance *40)
Survival Roll: 1d70+30: (+1 Bonus for every 10 Endurance)

Intelligence: 500
MP: 2500 (Intelligence * 5)
Skill Points: 2000 (Intelligence * 4)

Magic Affinity: 50
Spell Points: 200 (Magic Affinity * 4)
Magic Attack Roll: 1d30+10 (+1 Bonus for every 10 Magic + Magic Level of Skill used.)

Spirit: 50
Ether/Technomancy: 50 (+1 per 10 Spirit) + (Skill Level) ) * 5) * Mage Level])

Willpower 50
Mental/Magic Defense Roll: 1d20+5 (+1 Bonus for every 10 Willpower + Skill Level)
Magic Damage Soak: 200 (+1 Bonus for every 10 Willpower * 40)

Luck: 50
Luck Roll: 1d1000+5 (+1 Bonus for every 10 Luck)
Luck Points:5 (+1 for every 10 Luck)
Critical Modifier: 1d4+0.5 (+0.1 for every 10 Luck)

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<<>Skills<>>
2000 / 2000 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:


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.

Olympic Running
Cost: 30 SP
Skill Level Required: 15
Type: Bonus
Effect: Adds an additional +5 bonus to a running check for every 10 levels of Running a character has, up to a maximum of 25 at Level 50. This also changes the distance traveled during running from 30ft. + 5ft/level to 30ft. + 10ft/level.


Acrobatics - 5

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.


Roll - 15

Tumble
Cost: 30 SP
Skill Level Required: 15
Type: Bonus
Effect: Halve damage taken from falling, within reason.


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:


Perception - 5


Speechcraft - 5


Stealth -5

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


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

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


Computer Use - 5


Gather Information - 5


Combat Skills:


Crossbows - 5


Shields -25

Shield Block
Cost: 10 SkP
Skill Level Requirements: 5
Type: Bonus (+10)
Effect: Allows a user to properly use the shield to block oncoming attacks.

Shield Bash
Cost: 10 SkP
Skill Level Requirements: 5
Type: Enabler
Effect: Allows for a shield user to slam the brunt of their shield into an opponent, dealing *3 physical damage.

Improved Shield Block
Cost: 60 SkP
Skill Level Requirements: 20, 'Shield Block' skill
Type: Bonus
Effect: Allows a character to better deflect attacks with their shield, granting a +15 bonus to defending with a shield.




Magic Skills:



Technomancy/Ether Magic - 10

Arcane Defense
Cost: 10 SP
Required Skill Level: 5
Type: Enabler
Effect: Enables you to defend against magic by adding your skill bonus to your will roll.

Arcane Intuition
Cost: 10 SP
Required Skill Level: 5
Type: Enabler
Effect: Gives the ability to recognize the discipline of a spell (Alchemy, Divine, Druid, Environmental, Enchantment, Monster, Necromancy, Technomancy, Weapon Arcana, Shadowmancy)

Digital Casting
Cost: 15 SP
Required Skill Level: 10
Type: Enabler
Effect: Allows you to cast your spells by using a digital device as opposed to a somatic component or physical gesture.





Artisan / Knowledge Skills:



Engineering - 15

Simple Gadgets/Instruments
Cost: 30 SkP
Level Required: 15
Prerequisites: None
Type: Bonus
Effect: Grants an Engineer an additional bonus of (Engineering Skill Level / 5) (round up) to any Artisan roll he/she performs.


Field Training Skills:


Survival - 10

Whip Latch
Cost: 15 SP
Required Skill Level: 10
Type: Enabler
Effect: Strike a rope against an object and have it secure itself


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.



Vehicle Operation: Light Ground - 15

Combat Dodging
Cost: 10 SP
Required Skill Level: 5
Type: Bonus
Effect: Grants a +5 to avoiding attacks in a vehicle.

Combat Maneuvers
Cost: 30 SP
Required Skill Level: 15, 'Combat Dodging' Advanced Skill
Type: Bonus
Effect: Reduce penalties taken from attacking and moving in the same round and boosts chances of maneuvering in combat well.


Repair - 5





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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: Transformer

Traits:

Enhanced Lift I
Associated Statistic: Strength
Description: This feat grants a character the ability to move, carry, lift, and hold much greater weight than is normally feasible. Granted the ability to inquire about others' ability to lift.
Effect: Increases the Maximum Carry Weight a character can hold from +1 bonus to +2 per every 10 points in Strength. This multiplication of the bonus also applies to strength based rolls, but not to damage.
Example: The character has a Strength of 70. The character would normally gain a +7, but instead with this Feat gains +14 to Strength checks.

Super Speed
Associated Statistic: Dexterity
Description: The character exhibits an unusually dextrous and quick nature, able to move their bodies in unusually quick ways, as well as able to negotiate the world around them in strange ways, such as clearing terrain.
Effect: +50 to Dexterity. This does not affect Style Points.

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.

Status Effect Immunity - Biological/Mental
Pre-Requisite: GM Assigned or Racial
Description: Your body is completely immune to a specific or set of status effects for biological reasons. A status effect is considered to automatically fail upon you.

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 =-

Always Awake
Pre-Requisite: Racial, GM Assigned
Description: The character does not require sleep. This does not grant an immunity to the status effect, but implies that they can function properly 24/7 without their brains ceasing to work good.

Giant 3
Prerequisite: Restricted to dragons and characters large enough to be classed as vehicles
Description: Provides a +25 to intimidation checks and a 50% physical damage bonus. Light projectile weapons (pistols, crossbows) deal no damage, however they suffer a 50% dodge penalty at range, 75% against melee. Any cover that basically isn't a building or terrain, sufficiently large smoke field, etc provides no bonus. While this character may not wield turrets as weapons, they are sufficiently large that turrets may be mounted to them. You are, however, large enough that your allies may use you as cover.

Weak Spot - Mild Off-Guard [Knockdown] and Greater triggers [Transformation - Robot Mode] before next Action at Player's descretion. Occupants are placed in ajacent spaces by the loving hand of a GM, safely, ideally. . .
Pre-Requisite: Racial, GM Assigned
Description: The character has a particular weak spot, usually a more physical one than a trait tends to represent, and one that must be triggered by offensive actions against it, whether it be a glass jaw, a susceptibility to disease or poisons, or just a good old fashioned throbbing red spot.
Effect: As use of arms/legs are required to regain equilibrium, Transformation in order to reorient is necessary.


-= Feats =-

(* denotes feats taken at character creation.)

*Feat 1 (Free) - Transformation - Decepticon Robot Mode
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.

*Feat 2 (100 XP) - Archer
Associated Statistic:
Description: Well-trained Archers are generally from classical civilizations -- though modern ones use them for civilian hunting/sport and military operations -- and are lithe, strong, talented shots. They're also renowned for being great at arm wrestling.
Effect: +10 Weapon Proficiency: Bows or Weapon Proficiency: Crossbows (or +5 to both), +10 to Perception, +5 to Stealth, Athletics

*Feat 3 (200 XP) - Enhanced Magic Affinity I
Associated Statistic: Magic Affinity
Description: A character with this feat bears a natural intuition of how magic works, able to hone their spellcasting to nigh-surgical precision.
Effect: For every 10 points in Magic Affinity, the character gains +2 to roll to cast Magic, using the Magic Attack Roll.
Example: The character has an 80 Magic. The character normally would roll +8. However, the character with this Feat would roll +16 instead.

*Feat 4 (300 XP) - On the Move
Associated Class: Archer
Description: When sufficiently trained, an archer becomes capable of drawing and firing his bow from an unstable position.
Effect: Allows an archer to perform a complex movement (one that would require a full turn or a check) and still attack that same round.

*Feat 5 (400 XP) - 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 6 (500 XP) - 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.

*Feat 7 (600 XP) - Scoundrel
Associated Class: Agent
Prerequisite: "Infamous" or "Dirty Reputation" trait
Description: This character's deceptive and often manipulative personality has made him/her into a rogue, a cad, a sly devil. This is both a boon to those unaware, but a bust to those who know of the reputation.
Effect: When attempting Speechcraft, Disguise, or Gather Information on any target, the DC or roll to beat is reduced by 25% (a DC 200 becomes 150; a roll of 100 becomes 75) IF the target is not aware of the character's reputation; it is raised by 25% if it IS aware.

*Feat 8 (700 XP) - Technomancer
Associated Statistic:
Description: The modern wizard, Technomancers are a powerful mix of spiritualists and psionics that have the ability to manipulate modern technology, ranging from the microchip to even the modern elements -- radiation instead of fire, for instance.
Effect: +10 to Technomancy/Ether Magic, +5 to Computer Use, Artisan: Engineering, Gather Information, Roll

*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) - Dead Zone Deterrant
Associated Class: Technomancer
Prerequisite:
Description: While the Unus Mundus and other electronic/digital networks are spread throughout the galaxy, there are many areas that are either separated from them by great distance or blocked completely. A talented Technomancer has the ability to establish connection where typically technological limits cannot, whether it's the desert of the American Southwest or inside a UMN-negating bubble.
Effect: When under the effect of a UMN-blocking item or effect -- such as an Anti-UMN Tower -- or outside of the range of a digital network, this feat allows a Technomancer to make a roll, DC to be determined by situation, to create a connection to either the UMN or the desired network.

*Feat 11(1000XP) - Computer Scanning
Associated Statistic: Spirit
Description: Either some sort of technological prowess, special implant, or a magical attribute allows a character to digitally "link" with computer devices and is able to use them at a range.
Effect: Computer scanning allows a character to operate a computer without actually being in contact with it. The computer must have a visible interface however (keyboard, etc).

*Feat 12(1200XP) - Improved Hit Points I
Associated Statistic: Health
Description: This character is hardy and full of vitality. S/he can go longer, harder, faster, and take more harm than other characters.
Effect: Boosts HP. The modifier of *40 is changed to *60.
Example: A character with 70 Health usually has 2800 HP (70 * 40 = 2800), but with this feat their HP becomes 4200 HP (70 * 60 = 4200).

*Feat 13(1400XP) - Her Majesty's Secret Service
Associated Class: Agent
Prerequisite:
Description: Regardless of involvement with a state government or other similar entity, this Agent knows his/her way around others across the galaxy, whether centralized, feudal, or classical. They always seem to know just who to talk to, and how to get through the government's red tape.
Effect: When attempting Speechcraft, Disguise, or Gather Information on a target involved with a government or government-like entity, the DC or roll to beat is reduced by 25% (a DC 200 becomes 150; a roll of 100 becomes 75).


*Feat 14(1500XP) - Regeneration
Associated Statistic: Health
Description: By various means, whether biological or external, the character's body gradually and passively repairs itself over time, but only up to a certain amount. If the character is knocked unconscious, this will fight "bleed" at the normal rate, but will not wake it up without 8 hours of rest or assistance. This will also not regenerate limbs unless the limbs are held to the regenerating wound by stitches or other means for hours.
Effect: Every round in combat, restore 5% maximum HP to a total of 25%. Outside of combat, the body gradually repairs itself to 25% HP and sutures small or superficial wounds. This feat will only activate when a character drops below 25% HP, and will only regenerate up to 25% of the character's max HP (that is, a 4000 HP character will not regen past 1000 HP).



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: Name: Steyr Gastraphetes Crossbow
Price: 3840 gil
Augmentation Slots: 3
Roll Bonus: +6
Damage: 900
Crafting DC: 198
Skill Level Required: 5

Side Arm:

Name: Denzium Heavy Shield
Price: 95100 gil
Block Modifier: +38
Dodge/Attack Modifier: -15
Augmentation Slots: 4
Crafting DC: 3080
Skill Level Required: 19

Armor:

Denzium Mail
Price: 118875 gil
Physical Soak Bonus: 3150
Magical Soak Bonus: 1300
Crafting DC: 3080
Pendant:
Ring 1:
Ring 2:

Credits: 500,000 (+1,000,000 after 3 months)
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<<> Inventory <>>
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