Hank "Joxer" Siegfried

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Hank "Joxer" Siegfried

Quote

Post by Marco »

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DW CHARACTER SHEET 5.0

<<> Player Info <>>
IRC Nick: Marco
Real Name (Optional): Markus
Time Zone (GMT Modifier): CST
Approved by: Hal_Emmerich, March 11, 2012
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<<> Character Information <>>

-= Basics =-

Name: Hank "Joxer" Seigfried
Race:
Height: 6'0"
Weight: 200lbs
Appearance: A somewhat tall male with brown messy hair that just fills his head. While muscular, he has a slim body.
Eye Color: Blue
Hair Color: Brown
Notable Features:

-= Personality =-

Favorite Food: Salmon
Likes: Upbeat people, wise people, battles, poetry, women, adventure, MONEY
Dislikes: Jerks, bugs, Zerg, ruthlessness, did I mention jerks?
Favorite Color: Silver
Fears: Not being remembered and forgotten from generations to come.

-= Background =-

History: Hank Seigfried was a farmer boy back on Earth, in Texas of America. His life was a boring one, always on the farm, milking cows and harvesting crops. His only fun time was when he was in the slaughterhouse with his father. He has always felt he was destined for something greater, especially when he watched superheroes on TV and dreamed he could one day be like them. At some point, he was enabled to have that chance when the United Earth Directorate began to broadcast the need for more soldiers day after day. Once he hit 18 and finished high school, he immediately went into the service.

Ironically, Hank was known for being the butt monkey of the group, first starting when he was known as "The Stick" due to his skinny size compared to the enormous soldiers in the force (that were more or less doped on steroids). He then was known for making many mistakes during training, which were nothing fatal, but rather tripping on the ground, and at one point letting his rifle fly off after firing and not prepping for the recoil, which landed on his commanding officer and knocking him unconcious. After several mistakes followed after that, he "upgraded" from The Stick to "Joxer" based off on an action-oriented TV show where the comedic relief was named Joxer. This however did not waiver Hank's resolve, and he continued to do his best, however well that was in any case. Eventually, he became "good enough" to be part of the UED Military, and two years later he was dispatched with a fleet to go to the Korpulu Sector on a scouting mission. This led to many discoveries, such as the Terran Dominion, The Protoss, and worst of all the Zerg. The UED, with enough power and technology to take over the entire system, decided to take on the three factions, and were successful for the moment until all three opponents joined forces to fight back, which ended in the UED's demise. Lastly, the Zerg killed off nearly all of the UED Fleet, not allowing one ship to return to Earth.

On Hank's end, he was just a nameless grunt for this entire time, lucky enough to not get killed. When the Zerg began to destroy the UED fleet ruthlessly, Hank immediately went to a drop pod and went to an unknown planet. Luckily, the zerg did not detect him and he survived the slaughter. The planet happened to be a world inhabited with the Protoss. However, these Protoss were unaffected by the UED, and therefore did not immediately attack Hank upon arrival. After a big use of persuasion tactics, the Protoss decided to not leave Hank there standed and instead took him under their support for the time being. During this time, the Protoss discovered that Hank was psionically adept, although small and lacking significance. However, it gave Hank more potential to be a good soldier, and with his approval the Protoss taught Hank some of their abilities to increase his survival.

Hank stayed on the planet for two years, then decided that it was time he left and make a name for himself. The Zerg has gone in a quiet state, and the Terran Dominion were slowly rising back to power. Hank figured this would be a perfect time to become a vigilante, but also a mercenary. However in honor of the Protoss' wishes, he refused any work from the Terran Dominion.

If they ever bothered giving him a call.

In any case, Hank embraced his given name, Joxer, and ended up being a successful mercenary within the span of two years. He is known for his upbeat, clumsy nature but also for his unique psionic abilities. This left him desirable to many factions across the sector.

Notable Accomplishments: Surviving genocide.

Training (If any):
-Movement in Power Armor
-Heavy Weapons training
-Heavy demolitions
-Psionic Training
-Squad Training

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<<> Statistics <>>
1000 points to distribute

Vital Statistics

Physical

Health: 150
Hit Points: 6000/6000 HP (Health * 40)

Dexterity: 70
Style Points: 280 StP (Dexterity * 4)

Strength: 120 +/- 50
Inventory Slots: 17 (+1 Slots for every 10 Strength)
Base Physical Damage: 850 (+1 Bonus for every 10 Strength * 50)
Maximum Carry Weight: 680 (+1 Bonus for every 10 Strength * 40) lbs (pounds)

Endurance: 100 +/- 50
Defense (Damage Absorb): 600 (+1 Bonus for every 10 Endurance * 40)

Mental:

Intelligence: 300
Magic Points: 1500/1500 MP (Intelligence * 5)
Skill Points: 1200 SkP (Intelligence * 4)

Magic Affinity: 50
Spell Points: 200 SpP (Magic Affinity * 4)
Magic/Psionic Level: (+1 Magic Level per 5 levels of Arcane Arts/Psionic Mastery Skills)

Spirit: 50
Base Magic Damage: ( ((Spirit +1/10) + (Arcane Arts/Psionic Mastery Skill Level)) * 30 *(Magic level/Psionic level/5 ))

Willpower: 60
Magic/Psionic Damage Soak: 240 (+1 Bonus for every 10 Willpower * 40)

Luck: 100 +/- 50
Luck Points: 2 LP (+1 Luck Point for every 50 Luck)
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<<> Skills <>>
2/1200 Skill Points (Current/Maximum)

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

Athletic Skills
<skill> <points> <level>

Running / Flying 65 = Level 10
Roll 65 = Level 10
Reaction 76 = Level 11

Honed Perception Skills
<skill> <points> <level>

Spot 65 = Level 10
Listen 25 = Level 5

Minor Skills
<skill> <points> <level>

Computer Use 55 = Level 9
Bluff 25 = Level 5

Combat Skills
<skill> <points> <level>

Weapons Proficiency: Heavy Weapons 130 = Level 15
Weapons Proficiency: Assault Rifles 130 = Level 15
-- Tracer Round (10)
-- Supressing Fire (10)
-- Strafe (30)
Weapons Proficiency: Battle Rifles 25 = Level 5
Weapons Proficiency: Martial Arts 65 = Level 10
-- Dual Strike (10)
-- Improved Punch (10)
-- Chi Art (15)
Weapons Proficiency: Knives / Daggers 11 = Level 1

Magic Skills
<skill> <points> <level>

Psychokinesis 25 = Level 5
Telekinesis 65 = Level 10
-- Telekinetic Defense (15)

Knowledge Skills
<skill> <points> <level>

Knowledge (Protoss Lore) 38 = Level 7
Knowledge (Zerg Lore) 65 = Level 10

Vehicle Skills
<skill> <points> <level>

Vehicle Operation (Tanks) 25 = Level 5
Vehicle Combat (Tanks) 25 = Level 5

Survival Skills
<skill> <points> <level>

Survival (Spacestations) 65 = Level 10

Crafting Skills
<skill> <points> <level>

Craft (Heavy Weapons) 25 = Level 5
Repair (Heavy Weapons) 16 = Level 3

-= Advanced Skills =-


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<<> Abilities <>>

-= Physical (Style Points) =-
175 / 280 Style Points (Current/Maximum)

Name: Sucker Punch (120 MP)
Cost: 15 Stp
Required Skill Level: 10 Martial Arts
Effect: Punches the enemy in the face.
Attribute 1: *1.5
Attribute 2: 1 Target

Name: Extended Barrel (120 MP)
Cost: 30 Stp
Required Skill Level: 15 Heavy Weapons
Effect: Enhances Dexterity (Up DEX)

Name: Sweeping Fire (270 MP)
Cost: 30 StP
Required Skill Level: 15 Heavy Weapons
Effect: Uses weapon to fire at multiple targets.
Attribute 1: *1.0
Attribute 2: 1d3 Targets

Name: Rocket Shot (270 MP)
Cost: 30 Stp
Required Skill Level: 15 Heavy Weapons
Effect: Fires a fast rocket to a target, exploding on impact.
Attribute 1: *1.0
Attribute 2: +5 Mod
Attribute 3: 1 Target


-= Magical/Psionic (Spell Points) =-
175 / 200 Spell Points (Current/Maximum)

Name: Focus (20 MP)
Cost: 10 SpP
Required Skill Level: 5 Psychokinesis
Effect: Joxer induces his psionic power to steadily heal his wounds.
Attribute 1: Regen 2 (500 HP/Round)
Attribute 2: *1

Name: Charge (80 MP)
Cost: 15 SpP
Required Skill Level: 10 Telekinesis
Effect: Throws Joxer into an opponent using his own psionic ability.
Attribute 1: 1 Target
Attribute 2: *2
Attribute 3: Knockdown




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<<> Feats <>>

(* denotes feats possessed at Character Creation)

* Feat 1 (Free) - Armor
Description: Represents natural skin/body armor Effect: +50 Endurance (Put in temporary). This bonus also applies to the +5 you will place in Defense Rolls. It does not apply to Survival rolls.

* Feat 2 (100 XP) - Regeneration I
Effect: Every round, your body repairs itself faster than most. This causes your body to gradually repair cellular damage at a rate of 100 per round. If you are knocked unconsious, this will bring you as close as -1 hp, but will not wake you 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.

* Feat 3 (200 XP) - Enhanced Willpower I
Effect: The Mental Defense Roll changes from +1/10 points in Willpower to +2/10 points in Willpower. Example: The character has a 50 Willpower. The bonus is normally +5. In this case it becomes +10.

* Feat 4 (300 XP) - Damn Lucky
Description: The character exhibits behavior that is strongly smiled upon by fate. Effect: +50 to Luck. This grants +5 more to bonus roll.

* Feat 5 (400 XP) - (Un)Lucky Spell
For some unknown reason ? trick of fate, sense of humor of the universe, born under the 9th house of Venus, whatever ? you can on the fly without training jazz up your magic at whim, at the risk of the universe amusing itself at your expense or rewarding your for your risky undertaking. This feat grants an additional *1 modifer or a +1 to 1dx for a spell, however the spell costs double the usual cost the caster would pay and if the base roll is below half the dx then you need to make a luck check and the spell will have GM determined unforeseen consequences.

* Feat 6 (500 XP) - Improved Physical Damage I
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) * 30. The equation changes to (+1 per 10 points of Strength) * 40. Example: The character has a 60 Strength. This would grant +6. 6*30 = 180. With the Feat, the equation changes to 6*40= 240.

* Feat 7 (600 XP) - Super Strength
Description: The character exhibits stronger-than-average human strength. Effect: +50 to Strength. This grants the character bonuses of +5 to Inventory Slots and Maximum Carrying Weight, as well as Base Damage. The Base Damage boost also goes to weapon damage.

* Feat 8 (700 XP) - Force Field
Effect: Create a force field that will absorb (Spirit * 5) hp in damage. This field is 1 directional and for 1 person only. This field regenerates (Spirit/4) hp every round until broken, then requires sleep to repair.

* Feat 9 (800 XP) - Improved Physical Damage II
Effect: Raises modifier from *40 to *50

* Feat 10 (900XP) - (Skill) Mastery (Heavy Weapons)
Effect: +10 to selected skill NOT ALREADY COVERED BY A FEAT. Make sure you mark the Skill that this is used for with some note.

* Feat 11(1000XP) - Psionic Extreme Mastery
Description: The character has an enhanced ability to manipulate the unknown 90% of their brain matter to influence reality around them, giving them an edge over even average psionic users. Effect: +10 to Psionic Mastery Skill rolls regardless of area or discipline.

Feat 12(1200XP) -
Feat 13(1400XP) -
Feat 14(1500XP) -
Feat 15(1600XP) -
Feat 16(1800XP) -
Feat 17(2000XP) -
Feat 18(2200XP) -
Feat 19(2400XP) -
Feat 20(2500XP) -
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<<> Weapons/Items <>>

-= Equipment Slots =-

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

-= Item Slots =-

Slot 1:
Slot 2:
Slot 3:
Slot 4:
Slot 5:
Slot 6:
Slot 7:
Slot 8:
Slot 9:
Slot 10:
Slot 11:
Slot 12:
Slot 13:
Slot 14:
Slot 15:
Slot 16:
Slot 17:
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<<> Inventory <>>

C-14 Rifle (Clicky)
Description: The standard heavy rifle that all marines use with the CMC-300 Combat Suit. Extremely heavy.
Price:
Augmentation Slots:
Roll Bonus:
Damage Modifier:
DC to Make:

(CMC-300 Combat Suit)
Description: The standard heavy power armor that all marines use. Very durable against attacks as well as allowing trained infantry to wield Heavy Weapons effectively.
Price:
Augmentation Slots:
Roll Bonus:
Damage Modifier:
DC to Make:

M98 Ballistic Alloy Combat Shield
Description: A tower-based shield which is attached to the left arm of the power armor, allowing the hands to stay free for the rifle. Due to this however it's more or less an extra layer of armor.
Price:
Augmentation Slots:
Roll Bonus:
Damage Modifier:
DC to Make:

M2K Assault Rifle
Description: A light assault rifle used for non-armored combat, as the C-14 is far too heavy to wield effectively in firefights.
Price:
Augmentation Slots:
Roll Bonus:
Damage Modifier:
DC to Make:
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<<> Special Notes <>>

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Marco
Posts: 8
Joined: December 8th, 2008, 3:12 pm

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