Cybernetic Zergling

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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Cybernetic Zergling

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Post by Vrentric »

<<> Player Info <>>

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

Name:
Race: Zerg (Zergling)
Age:
Height:
Weight: (optional)
Appearance:
Eye Color:
Hair Color:
Notable Features:

<<> Character Personality <>>

Favorite Food: Meat
Likes:
Dislikes: Fire
Favorite Color:
Fears:


<<>Character Background<>>

History:

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<<>Statistics<>>

Total Experience Points: 1500

Health:
Health Roll:
HP:

Dexterity:
Dexterity Bonus:
Style Points:

Strength:
Strength Bonus:
Inventory Slots/Comfortable Carry:
Base Damage:
Max Carry Weight: lbs

Endurance:
Endurance Bonus:
Defense (Damage Absorb):

Intelligence:
MP:
Skill Points:

Magic Affinity:
Magic Affinity Bonus:
Spell Points:

Spirit:
Spirit Bonus:

Willpower:
Willpower Bonus:
Magic Damage Soak:

Luck:
Luck Roll:
Luck Points:[LuckB]
Critical Modifier: 1d4+
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<<>Skills<>>


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

Athletics 10

Statistic: Strength / Dexterity
Used: Both for speed and strength in covering distances, via Running, Climbing, and some similar actions.
Running Speed:
Level 0 = 30 ft per round
Level 1-49: 30 base +5 ft per skill level
Level 50: 300 ft per round

Acrobatics 10

Statistic: Strength / Dexterity
Used: Some acts of contortion or body manipulation, such as Balancing and Jumping, amongst some other similar actions.

Roll 20
+5 Class
Statistic: Dexterity
Used: Essential in dodging attacks or parts of the environment; can be considered the "combat roll."
Dodge Roll

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 10
+5 Class
Statistic: Dexterity
Used: Knee-jerk actions, such as blocking incoming attacks or defending against surprises or sneak attacks.
Block

Effect: Allows a person to block with a weapon. This adds a +5 bonus to blocking.

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

Perception 10

Statistic: Health
Used: To perceive the world around a character through bodily senses, such as smell, sight, hearing, taste, or touch.

Stealth 10

Statistic: Dexterity
Used: To hide, move silently, perform sneak attacks, steal from targets, and other similar acts of subterfuge.

Combat Skills
(Dexerity: +0)
Martial Arts 20
+10 Class
Dual Strike

Effect: Grants the owner the ability to perform a 1-2 martial arts combo for full damage.
Triple Strike

Effect: Grants the owner the ability to perform a 3 hit martial arts combo for full damage. Roll a 1d3.
Rapid Strike

Effect: Allows for an extended combo of 1d4 hits.

Artisan / Knowledge Skills
(Intellligence: +0)
Biology


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

Survival 10
+5 Class
Statistic: Endurance / Half-Intelligence
Used: A general skill that provides bonuses and effects to living and working in adverse conditions and environments.
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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:Zerg (Zergling)
Traits:

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.

Tunneling
Associated Statistics: Strength
Description: Through various means, whether it's shovel-claws for fingers and toes or a knack for shifting the earth through magical means, this character is able to breach the ground and safely weave in between hazards like cables and bunkers to travel from one place to another.
Effect: You can tunnel through soft ground at 1/8th of your walking speed (like a mole).

Species Communication
Pre-Requisite: Non Human or GM approval
Description: You possess an ability to communicate with your fellow species. This can be telepathic, electric signals, echo communication, growls/chirps, or any other form of communication. This does not require a skill

(Need a trait)

Social Stigma
Pre-Requisite: Racial
Description: This occurs in various forms depending on the race it's attached to, but they are more or less universally negative traits the race is known for. Note that a stigma is not the same thing as a cultural inclination, but even if your individual character is different from the norm, it will still be assumed by the little peeblez that they are in some way inferior or evil. In extreme cases this can be the justification for the Hunted trait.

-= Character Traits =-

-= Feats =-

(* denotes feats taken at character creation.)

*Feat 1 (Free) -Favored Weapon (natrual Weapons)
Description: Some warriors, humans in particular, develop a certain emotional attachment to their weapon, whether it be a samurai's katana becoming an extension of his body, a mercenary naming his favorite grenade launcher, or a squire taking up the sword of his fallen master. The character starts with an above average weapon, which may have unique abilities or better stats than usual for its tier.
Effect: Applies one of the below traits to a starting weapon. Multiple iterations can be taken, applying to different traits below, or applying to a different starting weapon. With the exception of 'Soul' and 'Sword Eater', this Feat adds a +15% to the Cost of upgrading, and +10% to the DC.

Sword Eater
Some weapons are hungrier than others. A Sword Eater cannot be Enchanted, upgraded, tempered, or outfitted with Gadgets normally. It can only be changed be 'eating' other weapons. Keep in mind that at the GMs discretion, some weapons may be a bit too 'spicy' to handle.
When a new weapon is devoured, the Sword Eaters gains its material grade (even if it's lower than the current), applied to its own weapon type. It gains all Augments the eaten weapon had, even if they wouldn't normally apply, and its Tempering/Aerodynamics level.
The previous weapon is 'spat out' when a new one is eaten, in a severe state of brokenness requiring its full DC and half its base Cost be met to repair.

*Feat 2 (100 XP) - Favored Armor (?) (Natural Armor) Armor Eater (?)

*Feat 3 (200 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 4 (300 XP) - 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 5 (400 XP) - Pugilist
Associated Statistic:
Description: Fierce hand-to-hand, brawler-type combatants, pugilists aren't the intense-concentration, pure-mind-and-body fighters that monks or spiritualists are, but instead fight dirty, ruthlessly, and generally with a disregard for honorable combat.
Effect: +10 Martial Arts, +5 Stealth, Biology, Roll, Reaction

*Feat 6 (500 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 7 (600 XP) - Stealthy
Associated Statistic: Dexterity
Description: The character is a natural to taking to the shadows and hiding themselves from sight as well as moving inconspicuously.
Effect: +10 to Sneak Attack, Hide, and Move Slowly skills.

*Feat 8 (700 XP) - Feature, Night Vision

*Feat 9 (800 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 10 (900XP) - Extra Attack
Associated Statistic: Dexterity
Description: The character exhibits reaction and movement speeds above and beyond that of others, allowing them to take more than one action in a round.
Effect: A character must have at least 200 Dexterity to qualify for this feat. In normal and group combat, character rolls a second initiative at half their dexterity value. This makes the character twice the target as well.

*Feat 11(1000XP) - Cheap Shot
Associated Class: Pugilist
Description: Who said not to hit an opponent while they’re down? Your mother, she liked it standing up.
Effect: Gain one extra hand to hand hit (1d2+1) on any opponent who is disabled or at a disadvantage (knocked down/paralyzed/stopped/status effect impaired)

*Feat 12(1200XP) - Improved Defense I
Associated Statistic: Endurance
Description: They say sometimes all you really need is stronger skin. Though it may work for everyone as far as words go, sometimes you'd like the sticks and stones to be staved off all the same. Takers of this feat have stronger bodies, able to bear a greater brunt of punishment.
Effect: Increases Defense Absorb Modifier alters from *40 to *50.
Example: The character has a 40 Endurance. The Defense Absorb equation is: +1 point per 10 Endurance *40. The equation would normally be 4*40=160. However, with this Feat the equation becomes 4*50=200. The character could then soak 200 points of damage before losing HP.

*Feat 13(1400XP) - Environmental Resistance
Associated Statistic: Endurance
Description: The character comes from a particularly harsh or unique climate; as a result the character has a naturally built up resistance to the conditions of that climate, and to other conditions similar to it.
Effect: The character suffers no penalties from these conditions such as heat, cold, wind, humidity, subterra, low-oxygen, high gravity, etc.

*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:
CB-OSP:
Side Arm:
Armor:
Pendant:
Ring 1:
Ring 2:

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


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<<> Special Notes <>>

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*Vrentric walks to the window with a body over his shoulder. "So! Who calls heads?!"
Vrentric
Posts: 77
Joined: October 9th, 2008, 5:19 am

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