Maverick Hunter Zero

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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Maverick Hunter Zero

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Post by Doxyc »

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DW CHARACTER SHEET 5.0

<<> Player Info <>>
IRC Nick:Doxyc
Real Name (Optional): Cody
Time Zone (GMT Modifier): Central Standard
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<<> Character Information <>>

-= Basics =-

Name: Zero
Race: Reploid
Height: 6'
Weight: 300+lbs (He's walking armor. :P)
Eye Color: Green
Hair Color: Blonde
Image

-= Personality =-

Favorite Food: N/A
Likes: Iris :( X, Being Successful.
Dislikes: Sigma, Wily, Mavericks
Favorite Color: Red
Fears: Losing himself to his Nightmares.

-= Background =-

History: Zero was originally constructed by Doctor Wily, and in an unknown incident was both put into stasis, and woken up later, eventually helping X in his rise to fame, assisting him against Vile, before giving his life to destroy Vile's Ride Armor the first time. (Mega Man X)

Zero was later revived by a group known as the X-Hunters, to help them destroy X, being defeated by X, and coming out of their control, he would open the way for them to move on. (Mega Man X2)

Zero would have his first spotlight in assisting X fight the Doppler Revolution, and would be given an antivirus upgrade for his Z-Saber from Dr. Doppler, which he would use to assist X in finishing Sigma in his virus form, off. (Mega Man X3)

In Their fourth adventure together, Zero would fight against the Repliforce, unfrotunately killing both his Girlfriend and her brother. Later finding that sigma had returned, he destroyed the Repliforce's Space Station, with Sigma on it. (Mega Man X4)

In the fifth major battle, Zero would give his life to destroy Sigma and the Space Colony Eurasia, which had been coated with the Maverick Virus. He was left for dead, and X moved on. (Mega Man X5)

n Mega Man X6, the mad scientist Gate began tampering with Zero's data. By studying a piece of Zero's body found in the debris, Gate created the new Nightmare Virus, a discolored clone of Zero (called "Zero Nightmare"), and the near-invulnerable Reploid, High Max. X, taking the assault on Zero's reputation personally, set out to investigate. Upon destroying the Zero Nightmare, X is reunited with his friend, self-repaired by his recovery-system underground. Together, X and Zero set out to defeat Gate and the imperfectly resurrected Sigma. At the end of this event, Zero leaves his original body in stasis, and moves into a identical, but non-infected body.


Notable Accomplishments: Repeated Defeats of Sigma.
Training (If any):Maverick Hunter Combat Training, Leadership Training

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<<> Statistics <>>
800/800 points to distribute

Vital Statistics

Physical

Health:
Hit Points:150 / 9000 HP (Health * 60)

Dexterity:170
Style Points: 680 StP (Dexterity * 4)

Strength:150 (+50)
Inventory Slots: 20 (+1 Slot for every 10 Strength)
Base Physical Damage: 1000 (+1 Bonus for every 10 Strength * 50)
Maximum Carry Weight: 800 (+1 Bonus for every 10 Strength * 40) lbs (pounds)

Endurance:130 (+80)
Defense (Damage Absorb): 840 (1680) (+1 Bonus for every 10 Endurance * 40)

Mental:

Intelligence: 170
Magic Points: 850 / 850MP (Intelligence * 5)
Skill Points: 680 SkP (Intelligence * 4)

Magic Affinity:20
Spell Points: 80 SpP (Magic Affinity * 4)
Magic/Psionic Level: (+1 Magic Level per 5 levels of Arcane Arts/Psionic Mastery Skills)

Spirit:20
Base Magic Damage: ( ((Spirit +1/10) + (Arcane Arts/Psionic Mastery Skill Level)) * 30 )

Willpower:30 (+20)
Magic/Psionic Damage Soak: 200 (+1 Bonus for every 10 Willpower * 40)

Luck:10
Luck Points: ____ LP (+1 Luck Point for every 50 Luck)
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<<> Skills <>>
628/680 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
<Run> <5> <25>
<Jump> <5> <25>

Honed Perception Skills
<Reaction> <10> <65>

Minor Skills
<skill> <level> <points>

Combat Skills
Z-Buster Proficiency (10) (65)
Z-Saber Proficiency (25) (335)
Roll <10> <65>

Block
Cost: 10 SP
Skill Level Required: 5
Type: Bonus
Effect: Allows a person to block with a weapon, offering a +5 to dodge rolls.

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.

Magic Skills
<skill> <level> <points>

Knowledge Skills
<skill> <level> <points>

Vehicle Skills
<skill> <level> <points>

Survival Skills
<skill> <level> <points>

Crafting Skills
<skill> <level> <points>

-= Advanced Skills =-



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<<> Abilities <>>

-= Physical (Style Points) =-
280/480 Style Points (Current/Maximum)

Name: Z Divide
Cost: 30StP
Required Skill Level:15
Attribute 1:1d3 Hits
Attribute 2:*1.0 Damage

Name: Zero Riser
Cost: 30StP
Required Skill Level:15
Effect: Launch (Puts the enemy in the air)
Attribute 1:1 Target
Attribute 2:*1.5 Damage

Name: Disable
Cost: 30StP
Required Skill Level:15
Attribute 1:1 Target
Attribute 2:*1.0 Damage
Attribute 3: Slow

Name: Zero Drive
Cost: 70 StP
Skill Level Requirement: 25
Effect: *2.0 Damage
Range 1d3 Hits

Name: Hariken
Cost: 70 StP
Skill Level Requirement: 25
Effect: *1.0 Damage
Range 1d5 Hits

Name: Agony Wave
Cost: 70 StP
Skill Level Requirement: 25
Effect: Pain
Target: 1d4


Buster
Name: Shield
cost: 15StP
Required Skill Level: 10
Attribute 1:Protect
Attribute 2:Shell

Name: Concussion Shot (Nonlethal)
Cost: 15StP
Required Skill Level:10
Attribute 1: Stun
Attribute 2:*0.5 Damage
Attribute 3:1 Target

Name: Plasma Burner
Cost: 15StP
Required Skill Level: 10
Attribute 1:1 Target
Attribute 2:*1.0 Damage
Attribute 3:Mild Burn (250hp/Round) <Same as Poison 1>

Name: Zero Degrees
Cost: 15StP
Required Skill Level: 10
Attribute 1:1 Target
Attribute 2:Slow
Attribute 3:*0.5 Damage


-= Magical/Psionic (Spell Points) =-
___/___ Spell Points (Current/Maximum)



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<<> Feats <>>

(* denotes feats possessed at Character Creation)

* Feat 1 (Free)- VWS (Varible Weapon System) Zero's ability to copy an opponents ability after his systems analyzed the battle situation and synthzied a viable counterpart. Due to constantly fighting mavericks Zero has been easily able to copy abilities by coming into contact with the Reploid DNA of his enemies. Essentially there is a roll to make against bosses who have a 'learnable' technique with a roll based on difficulty. With the factors varying on the person using magic (the hardest for Zero's varible system to replicate),organic,elemental, and the easiest being a cybernetic ability that the GM controls. Zero has to be present during the fight for this to take place with the roll made at the missions end (assumingly giving his varible system time to adapt,structure, and create a counterpart) Weapon Energy will simply be the MP stat for simplicity. Zero can 'opt' to create a sword varietion of the copied power giving the created move an elemental bonus if such exists from the copied ability and gain addition ability points toward its making varying from copied ability to copied ability. Like X however he can only hold 8 counterparts of anything he has encountered at one time.
1.
2.
3.
4.
5.
6.
7.
8.

* Feat 2 (100 XP)- Teleport System - Zero's systems are capable of teleporting himself and others from one place to another. Zero must first have a set 'return' point. This is the most likely origen point Zero will teleport from. From this Zero simply needs the 'accurate' coordinates or Universal Coordinates for himself. Zero is capable of moving threw the UMN from one point to another so long as he is able to access and open the exit point. Similer to Gate Jumping.

* Feat 3 (200 XP)- Improved Physical Damage
Associated Statistic: Strength
Effect: Raises Modifier from *30 to *40

* Feat 4 (300 SP)- Super Strength
Associated Statistic: 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 5 (400 SP)-E.A.S(Emergency Acceleration System) (Super Dash) An internalized ability Zero has incorprated into his systems over the years. This allows Zero to dash with a vernier burst from his back and feat giving him a higher running speed,evasion rate, and momentary burst in jumping ability in various directions. Tag - (+10 dodge,+10 Jump,+10 Running when in use) Restriction - (Cannot take a mastery in any of 0 these 3 skills)

* Feat 6 (500 XP)- Improved Health I
Associated Statistic: Health
Effect: Boosts HP. The modifier of *40 is changed to *60.

Feat 7 (600 XP)- Physical Offensive Mastery
Associated Statistic: Dexterity
Description: The character has an almost intuitive grasp of inflicting harm on an object or enemy, whether it be armed with almost any weapon or completely unarmed.
Effect: +10 to physical attack rolls. (Weapons Proficiencies, Martial Arts)

Feat 8 (700 XP)- Armor
Associated Statistic: Endurance
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 9 (800 XP)- Improved Physical Damage II
Associated Statistic: Strength
Effect: Raises modifier from *40 to *50

Feat 10 (900XP)-
Feat 11(1000XP)-
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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Race Info Artificial Life (Robot / Reploid / Construct / Realian)
Not all life is living. Whether magical or mechanical, Artificial life is built to mimic their living counterparts. Exactly how much they duplicate us may vary, but stone and metal have great advantage over flesh and blood. Their solid construction allows them to endure more and hit harder than other beings, and their non biological nature renders them immune to biological status effects positive and negative. Unfortunately, without a soul, most magic will forever elude them, and breaking down is far more common for damaged machines than death is for a human.

Status Effect Immunity: Mental Status Effects
Status Effect Immunity: Biological Status Effects
Giant 20: -20 to dodge, X2 damage
Free Feat: Feature: Biometric Scanners
Free Feat: Feature: Infravision

Negative Traits:
Destroyable: As machines have no soul, resurrecting a machine is impossible. Furthermore, a machine who reaches their hp in the negatives must spend a fate point to survive, must be reconstructed over time, and takes longer than a human recovery in a medical bay.
Unable to Heal: Magic and items designed to heal have no effect on a machine (Ether is an exception to this rule). They must rely on specialty repair mechanisms.
Weakness to Lightning: Electrical attacks wreck havoc on machines, dealing double their normal damage to a mechanical being, though some machines can eventually ground themselves against this.
No Magic: Aside from Ether (which requires special criteria), machines are incapable of casting magic, as it requires a spiritual connection which does not exist in a machine.
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<<> Weapons/Items <>>

Weapon Name: Z-Buster Is Zero primary weapon though he later opts to fight with a saber. It takes energy from his fusion reactor reserves forming it into a high powered plasma bullet that causes physical damage on impact. It can be upgraded to fire faster blasts and become stronger. The buster itself comes with the natural ability charge to 2nd and 3rd levels A third level charge being able to hit multiple opponents. This can bring itself out from Zero's right or left hand. Due to its nature its natrually easily concealable.

Roll Bonus:+8
Damage Modifier: 1500
Charge Level - 1 Round 3500 Damage. 2 Rounds 7000 Damage 3 Rounds(locked) - Unknown Damage
Slots - 4
Controlled Shots:2

Natural Frame (Zero's body itself. Armor frames CANNOT be exchanged with in game armor to increase basic frame defense. For logic things like under armor would not boost his defense.) Made of high grade lightanium.
+30 End,+20 Will,Movement Trait - Wall Kick,+20 Dex(Init Only),+10 Attack (Melee Only)

Only At 1100 Experiance Points
Black Armor Frame - Made of high rienforced lightanium alloy. +50 End,+30 Will,Movement Trait - Wall Kick,+50 Dex(Init Only),+20 Attack (Melee Only),+*2 Damager Modfier Z-Saber
Zero's ultimate armor created by Thomas Light using some understanding of zero's functions from observing him. All of his natrual abilities are enhanced dramatically.

Weapon Name: Z-Saber+. Is an energy class weapon. Primarly different from light sabers in that the energy and power output is far more stabilized and the energy is not as condensed. Taken directly from a reploids power core or an internal battery high levels of energy are concentrated and formed varying in color width and size depending on blade types ranging from halberds to daggers. The settings of which can also range from blunt force to searing slashes which allow one wielding these to subdue an opponent without completely killing them if need be. This version of the Z-Saber is stronger than the original left with X after zero's supposed 'demise'. It was acquired or created at some point between zero's return during the 'Gate Incident'.
*5 Damage
To Hit - +8
Slots - 3
Slot: Weapon Aura
Slot:
Slot:

-= Equipment Slots =-

Weapon:Z-Saber+
CB-OSP:
Side Arm:Z-Buster
Armor: Zero Frame
Pendant:
Ring 1:
Ring 2:

-= Item Slots =-
Slot 1:

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<<> Inventory <>>

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<<> Special Notes <>>
Saber: 1d150+70
Buster: 1d100+45
Dodge: 1d60+25
Blocking: 1d160+75
Will: 1d20+4
Init: 1d140


Damage: Sword: 10000 a Hit
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Last edited by Doxyc on May 19th, 2010, 3:04 am, edited 20 times in total.
Doxyc
Posts: 32
Joined: March 11th, 2010, 4:11 am

Re: Maverick Hunter Zero

Quote

Post by Doxyc »

<<> Roll Log <>>

-= Basic =-

Health: _____ (+1 Bonus for every 10 Health)

Flat Foot Dodge: ______ (+1 Bonus for every 10 Dexterity + Reaction skill)
Dodge: _____ (+1 Bonus for every 10 Dexterity + Roll Skill)

Physical Attack: _____ (+1 Bonus for every 10 Dexterity + Martial Arts/Weapons Proficiency Skills)

Survival: __________ (+1 Bonus for every 10 Endurance)

Magic/Psionic Attack: _____ (+1 Bonus for every 10 Magic Affinity + Arcane Arts/Psionic Mastery Skill)

Magic/Psionic Defense Roll: ______ (+1 Bonus for every 10 Willpower + Arcane Arts/Psionic Mastery Skill)

Luck : ______ d1000+(1 point to 10 points in Luck)

-= Skills =-



-= Abilities =-



-= Feats =-

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Explanation:

<<> Roll Log <>>

The Roll Log assists players in keeping track of their character's various dice rolls. This is placed strategically after the Skills, Abilities, and Feats sections to allow a player to simply roll down their sheet while updating it to make sure that their concentration isn't broken. This is where players will calculate and add up their rolls for easy and efficient access.

-= Basic =-

This is where the most basic rolls are tabulated. These will be often-used and referenced to.

Health:1d50+5 (+1 Bonus for every 10 Health)

Flat Foot Dodge: 1d100+20 (+1 Bonus for every 10 Dexterity + Reaction skill)
Dodge: 1d100+30 (+1 Bonus for every 10 Dexterity + Roll Skill)
Physical Attack: (+1 every 10 Dexterity + Martial Arts/Weapons Proficiency Skills)

Z-Saber: 1d100+25
Z-Buster: 1d100+20

Survival: 1d110+11 (+1 Bonus for every 10 Endurance)

Magic/Psionic Attack: xxx (+1 Bonus for every 10 Magic Affinity + Arcane Arts/Psionic Mastery Skill)

Magic/Psionic Defense Roll: 1d20+2 (+1 Bonus for every 10 Willpower + Arcane Arts/Psionic Mastery Skill)

Luck : 1d1000+(1 point to 10 points in Luck)

-= Skills =-

This is where a character's various other skills can be calculated and tabbed for efficiency. This will include things such as Lockpicking, knowledge, Gather Information, Hide, Sneak Attack, Vehicle Operation, etc., skills that are not listed in the Basic area.

-= Abilities =-

This is where a character's Ability rolls can be kept track of and tabulated. Abilities will have very varied rolls and it is of utmost importance to keep this area clean and efficient to decrease mistakes.

-= Feats =-

This is where a character's special Feat rolls or important information can be kept for reference, such as Alternate Form details, Trance Modifiers, Limit Break rolls, Servant information, Force Field details, etc.
Doxyc
Posts: 32
Joined: March 11th, 2010, 4:11 am

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