Mik'Aron 6.0 NEW

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Mik'Aron 6.0 NEW

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Post by Pascat »

<<> Player Info <>>

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

Name:Mik'aron
Race:Human
Age:17
Height:5'2
Weight: 160 lb
Appearance:
A young looking human with black hair and dark skin. Though he seems well behaved, there is always a hint of wildness behind his eyes, of his wanting to just run off. He seems generally unscarred and resistant, the trials he lived through would have broken many others!
Eye Color:Brown
Hair Color:Black
Notable Features:

<<> Character Personality <>>

Favorite Food:Meat
Likes:Running in the forest, playing with animals
Dislikes:Hunters, Poachers...
Favorite Color: Um... Green?
Fears:Minor xenophobia



<<>Character Background<>>

History:

It all happened some time ago, when Mik'aron was much younger. A young child no older then maybe six or eight years old. He was out in the woods, running and having fun with the wild animals and a friend, when far in the distance he saw demons in metal skin. He climbed a tree to see the demons start using magic sticks that shoot beams of light that makes people, buildings, even rocks burn and melt! He climbed down with intent of helping defend his people, and began running for the village. By the time he got there, everything was burning and people were dieing. He snuck through the village quietly, with the natural grace most children end up losing with age, he spotted one of the demons and jumped him with a stone knife in hand. The knife broke against the demon's metal skin and then whacked the boy with the firespewing weapon.
The boy woke up a while later, when one of the elders shook him awake. The devastation had passed and he had miraculously survived. Him and the survivors that had fled to the mountains moved from their last village to a new location, building the new one much more secluded and further away. However, that one boy had realized he was far too weak for those Demons, and that if he would fight them, he would need to have the spirits blessing and demons of his own under his control. The following life was rather difficult. He was injected every day with doses of poisons and other nasty effects the natural and magical beasts produce naturally, all while having to study everything he could about the monsters behavior, how to affect them, what works, what doesn't. Not only was the physical strains meant to help develop a resistance to these effects, they were also meant to strengthen the boy's Will, and to ascertain the true desire to become a Master of the Beasts.
The whole process of learning however was made more difficult for one reason. Ordinary hunters or craftsmen are entrusted with adulthood rites after only a few years of training. When a craftman can build something of their own, or a hunter returns with a fair amount of food and game. A Beastmaster is only allowed adulthood when he has tamed his own beast, and the preparation leading to that takes more seasons then one can count on fingers.
In the meantime however, the tribe had made contact with a more advanced civilisation, a spacefaring civilisation, and though a few were allowed to their cities, they usually returned with wonders and possibilitites. They possessed great magic, but also great pieces of art, that could help them. Though the relations and trades were rather difficult.
At the age of sixteen, Mik'aron leaves on a journey to find and tame his beast. He was frustrated it took this long, whereas most of his childhood friends were already adults since many seasons. But it was a path that he chose to take and that he would not step off from. It did make him do mistakes, but he would always stand up again and keep trying. While on his Great Hunt, the hunt for his first beast companion, he would find a hut sitting remotely on a hilltop. The hut was wooden, and much more advanced then their own, but also much more primitive then those of the men from the south which were made of stone and metal.
He spent some time with that man, a few months, and learned quite a bit. The man was a scientist, whom studied the peculiar wildlife of his world. He taught the boy about space travel, firearms and other possibilities. When the boy began explaining of his rites to become a Beastmaster so he can have the strength to fight the demons that destroyed his previous village, there came a realisation. The strange men from the south and the iron demons were one and the same! Filled with anger, desperation, the boy felt an urge to just go kill every last one of those men, but he held it in. Time spent with the old man had made him realise that well, the pale men were not all bad. He had however, learned, that the white men's science, or what he called Magic, could help make his monsters even stronger. The old man taught him what he could of the process, and he would have to find further help for it
Mik'aron left the hut then to continue his Great Hunt, something of a confusion in his mind as he does. . . . This story might end there and it would be good, but this is not the end. Not yet.
He Finishes his great hunt and goes back to his village, where he finishes the learning of his skills by the Bonding Ritual. It is a great party, a great event, that one rarity among the folk, a Beastmaster, is born. The hardship of this training usually leads to the majority giving up beforehand, and going to being a simple hunter. Such a rare occurance has him, on the morrow, leaving to travel across the land, searching far and wide for totems dispersed, accompanied by his companion, he would leave a prayer to each of the totems, each representing one of the beast spirits that protect their people, so he may receive blessing from each of them in his quest to protecting them against every and any threat.
With his pilgrimmage done, he goes on his way back home, and as he nears the village, he finds, at the horizon, a plume of smoke. Taking to his fastest leap, he starts running and running, unhindered by terrain, at a great pace, and when finally he gets to his village, he finds everything were burnt to ashes. It seems the demons... the white men...had returned to finish what was started a bit more then a decade ago.
Boiling with rage, he traveled to the south toward the town of the white men, and began tearing through them with unknown ferocity. His strength, his speed, his abilities had gone far beyond the human norms and there was little to stop him. Finally, he finds himself at a woman's house, she was protecting children behind her skirts, and she begged her children be spared. He rose his hand, commanding his beast to hold, and then spoke. "Why did you raze my village... I was brought to believe it was a mistake, and your people did it again! Why should I not do to you what you did to us?" the woman then cried out, her children whimpering and terrified, namely by the beast, "Not all of us wanted this! Its all the doing of a single man, his name is Craig Daniels! He's the boss of the corporation... uh... clan that brought all the resources to build this expedition... I didn't know he intended to kill people, I swear!" she seemed truthful, so with a low gruff, he left. He knew who his target for the divine fury was.
At the direction given by the woman, he leaves the house and toward the building she had directed, where this man's office was. The breaking into the building proved to be difficult. The men had assembled there. Thankfully for him, the men were not very skilled, nor very smart. Simple brute mercenaries, there weren't as many as there was supposed to be, left, most had fled after the rumors of a monster half beast half human tearing through their ranks like they were made of paper, and shrugging off bullet wounds. The majority of those rumors were exagerated of course, but it lead to leaving wide gaps in the watch, and he was able to, along with the beast, sneak up into the man's office. The three guards there were no defence, and the delivery of his vengence was swift and merciless... But then, came the problem of coming back out. It would not be so easy now...
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<<>Roll Logs<>>
Monster Training (Teach):
20 (WP) + 20 (Sk) + 5 (A.Sk) + 5 (Class) + 10 (Feat) = 1d190+65
Monster Training (Calm):
20 (WP) + 20 (Sk) + 10 (A.Sk) +5 (Class) + 10 (Feat) = 1d200+70
Running Evasion:
60 (Dex) + 20 (Sk) + 10 (A.Sk) + 10 (Class) = 1d130+90
Whip Tangle:
60 (Dex) + 20 (Sk) + 10 (Class) + 49 (Whip) = 1d210+139
Whip:
60 (Dex) + 20 (Sk) + 5 (A.Sk) + 10 (Class) + 49 (Whip) = 1d220+144
Whip Sneak Attack:
60 (Dex) + 15 (Sk) + 43 (Whip) + 10 (Feat) = 1d200+128
Search:
15 (Int) + 10 (Sk) = 1d60+25
Perception(Global):
35 (health) + 15 (skill) + 25 (Trait) = +75
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<<>Statistics<>>

Total Experience Points: 1000

Health: 350
Health Roll: 15 (+1 Bonus for every 10 Health)
HP: 43750 / 43750 hp (Health * 125)
Regen: 4375/round up to 21875

Dexterity: 300
Flat Foot Dodge: +60 (+1 Bonus for every 10 Dexterity + reaction skill/2)
Dodge Roll: +60 (+1 Bonus for every 10 Dexterity + Skill)
Physical Attack Roll: +60 (+1 Bonus for every 10 Dexterity + skill)
Style Points: StP (Dexterity * 4)

Strength: 200
Inventory Slots/Comfortable Carry: 15 (+1 Bonus for every 10 Strength)
Base Damage: 75 (+1 Bonus for every 10 Strength * 5)
Max Carry Weight: 600 (+1 Bonus for every 10 Strength * 40) lbs
Weapon Damage: 907 (Base Damage * Weapon mod.)(12,1)

Endurance: 150
Defense (Damage Absorb): 2180+600=2780 (+1 Bonus for every 10 Endurance *40)
Survival Roll: 15 (+1 Bonus for every 10 Endurance)

Intelligence: 320
MP: 1600 MP (Intelligence * 5)
Skill Points: 1280 SkP (Int * 4)

Magic Affinity: 20
Spell Points: SpP (Magic Affinity * 4)
Magic Attack Roll: (+1 Bonus for every 10 Magic + Magic Level of Skill used.)
Mage Level: (Skill Level / 5)
Psionic Level: (Skill Level / 5)

Spirit: 50
Base Magic Damage: 25 [( (+1 per 10 Spirit) + (Skill Level) ) * 5) * Mage Level]

Willpower: 200
Mental/Magic Defense Roll: 20 / (+1 Bonus for every 10 Willpower + Skill Level)
Magic Damage Soak: 1000+2180=3180 (+1 Bonus for every 10 Willpower * 40)

Luck: 10
Luck Roll: (+1 Bonus for every 10 Luck)
Luck Points: (+1 for every 50 Luck)
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<<>Skills<>>
1125 / 1280 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

Athletic Skills
(Dexterity: +0 / Strength: +0)
Athletics 20 (220)
--Cross Country Running (15)
--Olympic Running (30)

Climbing 5 (25)

Stealth 15 (130)

Honed Perception Skills
(Health: +0)
Perception 15 (0)

Minor Skills
(Intelligence: +15(intel/2) / Willpower: +50)
Monster Training 20 (220)
--Train Monster (10)
--Monster Breeding (15)
--Calm Monster (70)

Reaction 5 (25)

Combat Skills
(Dexerity: +0)
Whip 20 (220)
--Whip Coil (15)
--Straight Shot (30)

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


Artisan / Knowledge Skills
(Intellligence: +0)
Monster Lore 5 (25)
Zoology 5 (25)
Mythology 5 (25)

Vehicle Skills
(Dexterity: +0)


Survival Skills
(Intelligence: +30)
Forest 5 (25)

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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:Human
Traits:
1) Regeneration Feat: Ancient training and Druidic Rituals has allowed his body to begin healing faster then normal.
2) Improved Health Feat: What else could one's body do then grow stronger, when your training to deal with animals has you envenomed with their poison and hanging to life with one's sheer strength of will?
3) Equally, all those poisons, his body has grown a tolerance to them, allowing him to now more easily shrug off minor variants of effects usually caused by poisons:
--Status Effect Resistance
--Pre-requisite: Racial/GM Assigned
--Description: Unusually resilient for their unassuming build and fleshy pinkness, humans with the right tenacity can ward off or shrug off adverse effects on their bodies.
--Effect: Occurrence rate of [Blind], [Confuse], [Disease], [Poison], [Silence], [Bleeding], and [Shock] up to Acute reduced by 10%, and Duration of any such status reduced by 1.

Extra Training (Search)
65 SP for Skill Search (Effectively level 10)
Skill Perception (Effectively level 15)

Improved Sense
Pre-Requisite: Racial or GM assigned
Description: Your senses are more advanced than other races or beings, and give you a +25 to those checks.

-= Character Traits =-

-= Feats =-

(* denotes feats taken at character creation.)

Feat Human: 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.
Feat Human: Regeneration
Effect: Every round in combat, restore 10% maximum HP to a total of 50%. Outside of combat, the body gradually repairs itself to 50% HP and sutures small, superficial, and smaller lingering wounds. This feat will only activate when a character drops below 50% HP, and will only regenerate up to 50% of the character's max HP (that is, a 4000 HP character will not regen past 2000 HP).

*Feat 1 (Free) - Class: Beastmaster
Effect: +10 Weapon Proficiency: Whip, +5 Monster Training, Monster Lore, Zoology, Mythology

*Feat 2 (100 XP) -Animal Friend
Associated Statistic:
Prerequisite:
Description: This character's friendly and calming demeanor carries over into the animal and monster kingdoms, allowing them to generally make a much, much better impression on wild animals and less-aggressive monsters than most other sentient creatures can boast.
Effect: When attempting "Calm Monster" or similar-type effects, spells, abilities, etc., this character is able to lower the target creature's resistance outcome by 25% (a roll of 70 + 30 = 100 is lowered to 75 for DC purposes).

*Feat 3 (200 XP) - Improved Hit Points II
Associated Statistic: Health
Description: This character is remarkably sturdy and full of energy. Performance in combat and performing stressful activities is remarkably improved over normal people.
Effect: Boosts HP. The modifier of *60 is changed to *80.

*Feat 4 (300 XP) - Stealthy
Effect: +10 to Sneak Attack, Hide, and Move Slowly skills.

*Feat 5 (400 XP) -Animal Friendship
Effect: +10 to Monster Trainer checks or dealing with Animals.

*Feat 6 (500 XP) - Improved Evasion I
Effect: Evasion, Block and Flatfooted evasion become +2 every 10 rather then +1 every 10.

*Feat 7 (600 XP) - Improved Regeneration
Every round in combat, restore 10% maximum HP to a total of 50%. Outside of combat, the body gradually repairs itself to 50% HP and sutures small, superficial, and smaller lingering wounds. This feat will only activate when a character drops below 50% HP, and will only regenerate up to 50% of the character's max HP (that is, a 4000 HP character will not regen past 2000 HP).


*Feat 8 (700 XP) -Athlete
Effect: +10 Athletics, Acrobatics, +5 Roll, Reaction

*Feat 9 (800 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 10 (900XP) - Can't Touch This
Associated Class: Athlete
Description: Even in the heat of the moment or unusually tight, enclosed spaces, the athlete is able to use his/her physical training to its utmost, becoming more agile and fleet enough of foot to avoid damage in unusual and creative ways.
Effect: Allows an Athlete to substitute Athletics or Acrobatics to perform a dodge check, even when otherwise inapplicable (a tight hallway, from a standing start). Some areas may still not be applicable.

*Feat 11(1000XP) -Feature
Associated Statistic: None
Description: Give the character a minor, non-combat ability, such as dark vision, spirit vision or radar (Primarily used for androids)
Effect: Lowlight Vision, negating penalties in case of low light situations.

Feat 12(1200XP) -Improved Hit Points III
Associated Statistic: Health
Description: This character is amazingly resilient and physically driven. You can knock him/her down as many times as you can, but she/he will just keep getting back up.
Effect: Boosts HP. The modifier of *80 is changed to *100

Feat 13(1400XP) -Beast Talk
Associated Class: Beastmaster
Prerequisite:
Description: Understanding the underlying feral nature of even the most sophisticated of magical beasts, the Beastmaster learns to deal intuitively with such creatures even if they are normally too brash for diplomacy.
Effect: Allows the Beastmaster to utilize Monster Training skill in place of Speechcraft when dealing with sentient monsters. The less sentient or more closely the beast favors its wild side, the more likely this is to work.

Feat 14(1500XP) -Parkour
Associated Class: Athlete
Description: Parkour, also known as "free running," is an athletic technique developed to create fluid movement across any type of landscape. While difficult to perfect, once a parkour specialist has momentum, the rest all falls into place.
Effect: When performing a series of "Athletics" checks, the character may choose to have a roll "carry over" to complete more checks, up to (Athletics Skill / 5) times. For example, if the first roll is 100 with a skill of 20, the character can parkour over up to 4 more checks if the roll beats the checks' DC. If a check is over 100, the character must roll again or automatically fail.

Feat 15(1600XP) -Improved Hit Points IV
Associated Statistic: Health
Description: Remarkable vitality and with a body that doesn't quit, this character will continue to push, push, push well after normal people would have given up.
Effect: Boosts HP. The modifier of *100 is changed to *125
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) -

---Possible feat for Later.
Bonding with the Beast (Special Power)
Description: Through the training and druidic rituals performed, they are also granted the ability to momentarily copy the ability of a monster they trust. It takes a moment for them while they bond with the creature, and then one of the Beast Powers the beast possesses becomes available, often requiring transformation or growth of a new appendage.
Effect: Most transformation through Beast Powers in this process causes a physical transformation to make it possible, and while the transformation is active, it may grant social stigmata at GM's Prerogative. Most Prerequisites can be filled by the transformation process (which takes 10 minutes of bonding with the beast) but if requirements of Statistics are noted, then it is not possible to acquire that ability. The same amount of time is needed to return to normal, but does not need a beast's presence. The ability gained may also be any single Feats, at GM's Discretion.
--Hammer Tail, Mauling Fang, Gripping Fangs and Gnaw are not possible until he obtains some ability to fully transform into a beast. A human's skeleton is not strong enough to handle these. Only one such transformation is possible. If a Beast Power or equivalent is already possessed permanantly through other methods, it gives either another Beast Power, or a +10 to any rolls relating to that.
--Ex: If he develops an ability to Fly without wings, Bonding with an Avian would give him Wings and a +10 to Fly, but lose the Wingless Flight in exchange.
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<<> Equipment Slots <>>

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

Weapon:
Name: Denzium Whip
Price: 571320
Augmentation Slots: 1
Roll Bonus: +49
Damage Mod: 13.8
DC To Make: 2520
Skill Level To Use: 19
CB-OSP:
Side Arm:
Armor:
Denzium Armor
Price: 1000000
Physical Soak Bonus: 2180
Magical Soak Bonus: 2180
Crafting DC: 2800
((None yet, will have to be given one after Introduction))
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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Pascat
Posts: 5
Joined: October 12th, 2008, 10:22 pm
Location: Saguenay

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