John Brooks/Hangman

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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John Brooks/Hangman

Quote

Post by shinichizio »

<<> Player Info <>>

IRC Nick: shinichizio
Real Name (Optional):
Time Zone: PST
Sheet Approved by: (leave blank)
_______________________________________________________________________

<<> Character Description <>>

Name: John Brooks (MEC-1182 Domestic)
Race: Artificial Life
Age: 23
Height: 5'8"
Weight: 400 lbs
Appearance: With a soft face and small frame, John takes on the rather unassuming bearing appropriate for a servant...if you can ignore his thudding footsteps. His hair is done in a neat fade cut, with silvery skin typically kept beneath light and flowing garments.
Eye Color: Blue
Hair Color: Purple
Notable Features: 'Seams' on joints, metallic skin sheen

<<> Character Personality <>>

Favorite Food: Ika shoga yaki
Likes: Literature, games of skill
Dislikes: Rude people, mercenaries, anti-intellectuals
Favorite Color: Blue
Fears: Poverty, abandonment, helplessness


<<>Character Background<>>

History:
Many years ago on the planet of Grarve, a startling discovery was made. After surveys of the planet's moon discovered an unknown element, the element dubbed 'Metatite' was studied and found to have amazing properties; properties that would advance Grarvian science and technology by leaps and bounds. In a matter of decades, marvellous inventions were produced almost back to back - photon energy, antigravity fields, spatial compression and much more. Grarve entered a revolutionary period of prosperity and expansion into space, with many modern-day evils being eradicated or made moot by the power of the meteor stone.

The people enjoyed a life of lavish luxury, the end to scarcity and poverty made all the sweeter by a new class of artificial being that catered to their whims with hardly a complaint. The MECs - or, Metatite Energy Constructs - were employed in a number of roles ranging from deep-space mining to simple homemaking. John was one of these domestic servants, employed by the Brooks family as one of many MEC staff in their house. He spent a peaceful seven years in their garage maintaining and repairing all manner of impressive vehicles and devices, ignorant of the changes that were unfolding in the world outside.


_______________________________________________________________________

<<>Statistics<>>

Total Experience Points: 1000

Health: 50
Health Roll: +5 (+1 Bonus for every 10 Health)
HP: 2000/2000 hp (Health * 40)

Dexterity: 50
Flat Foot Dodge: +10 (+1 Bonus for every 10 Dexterity + reaction skill/2)
Dodge Roll: +10 (+1 Bonus for every 10 Dexterity + Skill)
Physical Attack Roll: +5 (+1 Bonus for every 10 Dexterity + skill)
Style Points: 200 StP (Dexterity * 4)

Strength: 50
Inventory Slots/Comfortable Carry: +15 (+3 Bonus for every 10 Strength)
Base Damage: 25 (+1 Bonus for every 10 Strength * 5)
Max Carry Weight: 60 (+3 Bonus for every 10 Strength * 40) lbs
Weapon Damage: 25 (Base Damage * Weapon mod.)

Endurance: 50
Defense (Damage Absorb): 200 (+1 Bonus for every 10 Endurance *40)
Survival Roll: +5 (+1 Bonus for every 10 Endurance)

Intelligence: 300
MP: 900 MP (Intelligence * 5)
Skill Points: 1200 SkP (Int * 4)

Magic Affinity: 100
Spell Points: 400 SpP (Magic Affinity * 4)
Magic Attack Roll: +20 (+1 Bonus for every 10 Magic + Magic Level of Skill used.)
Mage Level: 2 (Skill Level / 5)
Psionic Level: 0 (Skill Level / 5)

Spirit: 200
Base Magic Damage: 300 [( (+1 per 10 Spirit) + (Skill Level) ) * 5) * Mage Level]

Willpower: 100
Mental/Magic Defense Roll: +10/+20 (+1 Bonus for every 10 Willpower + Skill Level)
Magic Damage Soak: 400 (+1 Bonus for every 10 Willpower * 40)

Luck: 100
Luck Roll: 10 (+1 Bonus for every 10 Luck)
Luck Points: 10 (+1 for every 10 Luck)
Critical Modifier: 1d4+1 (+0.1 for every 10 Luck)
_______________________________________________________________________

<<>Skills<>>
1185 / 1200 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
(Dexterity: +5 / Strength: +5)
Athletics 5 (25)
Acrobatics 5 (25)
Swimming 5 (25)
Roll 5 (25)
Reaction 5 (25)


Utility Skills
(Health: +5 / Intelligence: +15(intel/2) / Willpower: +10)
Perception 5 (25)
Speechcraft 5 (25)
Sleight of Hand 5 (25)
Computer Use 5 (25)
Gather Information 5 (25)
Search 5 (25)
Concentration 5 (25)


Combat Skills
(Dexerity: +5)
None! Real dab hand in a fight, this one.


Magic Skills
(Magic: +5 / Spirit: +20)
Arcana 10 (65)


Artisan / Knowledge Skills
(Intellligence: +30)
Artisan: Tailoring 5 (25)
Artisan: Blacksmithing 20 (220)
Artisan: Gunsmithing 5 (25)
Artisan: Engineering 25 (335)
-Simple Gadgets/Instruments (30) Grants an Engineer an additional bonus of (Engineering Skill Level / 5) (round up) to any Artisan roll he/she performs.
Artisan: Arcane Science 5 (25)
Artisan: Vehicles 5 (25)
- Craft Ground Vehicles (10) Allows a character to craft and modify ground-class vehicles.
Artisan: Medicine 5 (25)
Knowledge: Biology 5 (25)


Field Training Skills
(Intelligence: +15(intel/2))
First Aid 5 (25)
Vehicle Operation - Light Ground 5 (25)
Repair 5 (25)


_______________________________________________________________________

<<> Abilities <>>

-= Physical (Style Points) =-
Current Style Points: 70 / 200 StP
Artisan: Engineering
Skill Level 25
*Coolant Flush - Range 1 (1 Target), Effect 3 (Acute Freeze) (750 MP) (70 StP)



-= Magical/Psionic (Spell Points) =-
Current Spell Points: 75 / 400 SpP
Arcana
L0

L1
* Cure - A healing flow of energy that augments recovery. Restores 10% of 1 target's HP. (10 MP) (10 SpP)
* Regen - A flow of healing energy bolsters external healing. Inflicts Mild "Regen" status for 1d5 rounds. (10 MP) (10 SpP)

L2
* Stona - Removes the brittle, hard texture of petrified targets and restores them to normal. Removes Mild and Moderate "Petrify" statuses. (40 MP) (15 SpP)

L3
* Raise - Restores an unconscious ally back to health at 25% of their max HP. (90 MP) (20 SpP)
* Nova - Deals half-damage, but ignores all forms of defense except armor/natural soak, including Shell, Wall, and Brace. (90 MP) (20 SpP)



_______________________________________________________________________

<<> Traits and Feats <>>

-= Race Traits =-

Race: Artificial Life
Traits: Destroyable, Status Effect Immunity (Mental/Biological), Slot Change

-= Character Traits =-

-= Feats =-

(* denotes feats taken at character creation.)

*Feat -1 (Free Artificial Life SIF) - Enhanced Item Storage Capacity I (+2/10 Strength)

*Feat 0 (Free AL Standard) - Transformation - 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. The alternate form starts at 1000 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. Costs 5% max MP to transform.

*Feat 1 (Free) - Medic - +10 First Aid, Artisan: Medicine, Biology

*Feat 2 (100 XP) - Machinist - +10 Artisan: Engineering, Sleight of Hand, Vehicle Operation

*Feat 3 (200 XP) - Enhanced Item Storage Capacity II (+3/10 Strength)

*Feat 4 (300 XP) - Blacksmith - +10 to Artisan: Blacksmithing, +5 Artisan: Engineering, Artisan: Tailoring, Artisan: Gunsmithing, Repair

*Feat 5 (400 XP) - Regeneration (Obsoleted by Improved Regeneration)

*Feat 6 (500 XP) - Enhanced Lift I (+2/10 Strength)

*Feat 7 (600 XP) - Improved Regeneration - 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. 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) - Creativity (+10 to Craft and Repair Skill Checks)

*Feat 9 (800 XP) - Enhanced Lift II (+2/10 Strength)

*Feat 10 (900XP) - Natural Linguist - Upon a successful intelligence check (GM determined DC), this character is able to understand and communicate with those speaking/gesturing in another language, even if the character is unfamiliar with it. This communication will be crude, but basic points will be able to be exchanged.

*Feat 11(1000XP) - Pacifist - Removes the Medic from the init for purposes of random targetting, or forces the attacker to make a non-lethal action against them. This functions only against sentient enemies of relative morality; Ignoring it is a simple matter of being clearly marked as a wretched murderer. This Feat ceases to function if the Medic is an overly obvious threat (say, they're wielding a zanbato or chaingun), or for the rest of combat in which he or she makes an attack.

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) -
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) -
_______________________________________________________________________

<<> Equipment Slots <>>

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

Weapon:
CB-OSP:
Side Arm:
Armor: Emerald-Lined Robe (PSoak 1060, MSoak 2700)
Pendant:
Ring 1:
Ring 2:

Credits: 500,000 (+1,000,000 after 3 months)
_______________________________________________________________________

<<> Inventory <>>
None

_______________________________________________________________________

<<> Special Notes <>>

______________________________________________________________________
Last edited by shinichizio on April 2nd, 2014, 11:00 pm, edited 2 times in total.
shinichizio
Posts: 7
Joined: March 27th, 2014, 3:49 pm

Re: John Brooks/Hangman

Quote

Post by shinichizio »

<<> Roll Log <>>

-= Basic =-

Init die:
HP: 2000/2000
MP: 900/900
Regen: 200/round, up to 1000
Physical Soak: 1260
Magical Soak: 3100
Luck Roll: 1d1000+10

Health: +5

Flat Foot Dodge: +10
Dodge: +10
Block: +5

Physical Attack: +5

Survival: +5

Magic/Psionic Attack: +20

Magic/Psionic Defense Roll: +10/+20

Luck : 1d1000+10

-= Skills =-
Movement Skills
(Dexterity: +5 / Strength: +5)
Athletics 5 (25)
Acrobatics 5 (25)
Swimming 5 (25)
Roll 5 (25)
Reaction 5 (25)


Utility Skills
(Health: +5 / Intelligence: +15(intel/2) / Willpower: +10)
Perception 5 (25)
Speechcraft 5 (25)
Sleight of Hand 5 (25)
Computer Use 5 (25)
Gather Information 5 (25)
Search 5 (25)
Concentration 5 (25)


Combat Skills
(Dexerity: +5)
None! Real dab hand in a fight, this one.


Magic Skills
(Magic: +5 / Spirit: +20)
Arcana 10 (65)


Artisan / Knowledge Skills
(Intellligence: +30)
Artisan: Tailoring 5 (25)
Artisan: Blacksmithing 20 (220)
Artisan: Gunsmithing 5 (25)
Artisan: Engineering 25 (335)
-Simple Gadgets/Instruments (30) Grants an Engineer an additional bonus of (Engineering Skill Level / 5) (round up) to any Artisan roll he/she performs.
Artisan: Arcane Science 5 (25)
Artisan: Vehicles 5 (25)
- Craft Ground Vehicles (10) Allows a character to craft and modify ground-class vehicles.
Artisan: Medicine 5 (25)
Knowledge: Biology 5 (25)


Field Training Skills
(Intelligence: +15(intel/2))
First Aid 5 (25)
Vehicle Operation - Light Ground 5 (25)
Repair 5 (25)


-= Abilities =-
-= Physical (Style Points) =-
Current Style Points: 70 / 200 StP
Artisan: Engineering
Skill Level 25
*Coolant Flush - Range 1 (1 Target), Effect 3 (Acute Freeze) (750 MP) (70 StP)



-= Magical/Psionic (Spell Points) =-
Current Spell Points: 75 / 400 SpP
Arcana
L0

L1
* Cure - A healing flow of energy that augments recovery. Restores 10% of 1 target's HP. (10 MP) (10 SpP)
* Regen - A flow of healing energy bolsters external healing. Inflicts Mild "Regen" status for 1d5 rounds. (10 MP) (10 SpP)

L2
* Stona - Removes the brittle, hard texture of petrified targets and restores them to normal. Removes Mild and Moderate "Petrify" statuses. (40 MP) (15 SpP)

L3
* Raise - Restores an unconscious ally back to health at 25% of their max HP. (90 MP) (20 SpP)
* Nova - Deals half-damage, but ignores all forms of defense except armor/natural soak, including Shell, Wall, and Brace. (90 MP) (20 SpP)


-= Feats =-
*Feat -1 (Free Artificial Life SIF) - Enhanced Item Storage Capacity I (+2/10 Strength)

*Feat 0 (Free AL Standard) - Transformation - 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. The alternate form starts at 1000 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. Costs 5% max MP to transform.

*Feat 1 (Free) - Medic - +10 First Aid, Artisan: Medicine, Biology

*Feat 2 (100 XP) - Machinist - +10 Artisan: Engineering, Sleight of Hand, Vehicle Operation

*Feat 3 (200 XP) - Enhanced Item Storage Capacity II (+3/10 Strength)

*Feat 4 (300 XP) - Blacksmith - +10 to Artisan: Blacksmithing, +5 Artisan: Engineering, Artisan: Tailoring, Artisan: Gunsmithing, Repair

*Feat 5 (400 XP) - Regeneration (Obsoleted by Improved Regeneration)

*Feat 6 (500 XP) - Enhanced Lift I (+2/10 Strength)

*Feat 7 (600 XP) - Improved Regeneration - 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. 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) - Creativity (+10 to Craft and Repair Skill Checks)

*Feat 9 (800 XP) - Enhanced Lift II (+2/10 Strength)

*Feat 10 (900XP) - Natural Linguist - Upon a successful intelligence check (GM determined DC), this character is able to understand and communicate with those speaking/gesturing in another language, even if the character is unfamiliar with it. This communication will be crude, but basic points will be able to be exchanged.

*Feat 11(1000XP) - Pacifist - Removes the Medic from the init for purposes of random targetting, or forces the attacker to make a non-lethal action against them. This functions only against sentient enemies of relative morality; Ignoring it is a simple matter of being clearly marked as a wretched murderer. This Feat ceases to function if the Medic is an overly obvious threat (say, they're wielding a zanbato or chaingun), or for the rest of combat in which he or she makes an attack.

_______________________________________________________________________
Last edited by shinichizio on April 2nd, 2014, 11:01 pm, edited 1 time in total.
shinichizio
Posts: 7
Joined: March 27th, 2014, 3:49 pm

Re: John Brooks/Hangman

Quote

Post by shinichizio »

<<> Player Info <>>

IRC Nick: shinichizio
Real Name (Optional):
Time Zone: PST
Sheet Approved by: (leave blank)
_______________________________________________________________________

<<> Character Description <>>

Name: Hangman (MEC-1182 Security)
Race: Artificial Life
Age: 23
Height: 6'2"
Weight: 400 lbs
Appearance: His face ablaze with unrestrained Metatite Energy, Hangman cuts a powerful and imposing figure by any normal standard. Wild red hair tops his head, and his skin shines like so much knightly armor. Built with strength and speed in near equal measure, the tight and high-mobility gear he typically wears leaves little to the imagination.
Eye Color: Blank
Hair Color: Red
Notable Features: Glowing lines all along body, energy wings, is a big scary combat robot

<<> Character Personality <>>

Favorite Food: Anything cheap
Likes: Money, games of chance
Dislikes: Wasteful people, mercenaries, indecisiveness
Favorite Color: Gold
Fears: Poverty, abandonment, helplessness


<<>Character Background<>>

History:
Metatite hadn't ended the constant struggle for resources at all - only focused it down to a single commodity found a handful of places in the known universe. Open warfare flared to life everywhere the almighty mineral could be found, employing new and terrifying weapons of terrible power. Thanks to metatite's properties, even humble servants like John could be made into a fierce warrior; as the internals (what one might think of as the brain, heart, muscles etc.) of a MEC are formed by certain energy patterns in their body, making a whole new 'person' was as simple as reversing the polarity of their metatite core. This meant that each MEC was effectively one body shared by two minds.

Paranoia gripped Grarvian society as the implications finally set in amidst the devastation. Every janitor, waitress, factory worker or miner could be hiding a deadly secret. Were they a spy? A super soldier? Even a living bomb? Civilization began to buckle under these weights, with great nations reduced to city-states in a matter of years while clannish and xenophobic warbands fought over blasted ruins. John (or, as his alter-ego was known, Hangman) was one of those without home or allegiance, caught between these squabbling powers and forced to make a living robbing the bones of the former world.

With his old family and life reduced to a lightless 'Dark Zone' by anti-photon bombardment, Hangman made a living by picking off isolated raiders and mutated beasts, with John turning the junk they found into tradable goods. Things progressed like this for a number of years, until Hangman's luck ran out and he was captured by one of the lawless bandit gangs he sometimes preyed upon. He was beaten, stripped of all his gear and components, then hurled into the open space drive of a fallen warship; long known as a hazard in the area, as well as certain death to anyone too near. Even so, it seemed that Fate had something else in mind for the MEC - as he fell towards the point of no return, something within that ship sparked to life and activated the drive one final time, releasing decades of pent-up energy and flinging Hangman to a distant place outside the reality he knew.

_______________________________________________________________________

<<>Statistics<>>

Total Experience Points: 1000

Health: 100
Health Roll: +10 (+1 Bonus for every 10 Health)
HP: 4000/4000 hp (Health * 40)

Dexterity: 200
Flat Foot Dodge: +45 (+2 Bonus for every 10 Dexterity + reaction skill/2)
Dodge Roll: +65 (+2 Bonus for every 10 Dexterity + Skill)
Physical Attack Roll: +20 (+1 Bonus for every 10 Dexterity + skill)
Style Points: 800 (Dexterity * 4)

Strength: 100
Inventory Slots/Comfortable Carry: 10 (+1 Bonus for every 10 Strength)
Base Damage: 50 (+1 Bonus for every 10 Strength * 5)
Max Carry Weight: 400 (+1 Bonus for every 10 Strength * 40) lbs
Weapon Damage: X (Base Damage * Weapon mod.)

Endurance: 100
Defense (Damage Absorb): 400 (+1 Bonus for every 10 Endurance *40)
Survival Roll: +10 (+1 Bonus for every 10 Endurance)

Intelligence: 300
MP: 900 MP (Intelligence * 5)
Skill Points: 1200 (Int * 4)

Magic Affinity: 0
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: 0
Base Magic Damage: [( (+1 per 10 Spirit) + (Skill Level) ) * 5) * Mage Level]

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

Luck: 150
Luck Roll: +30 (+1 Bonus for every 10 Luck)
Luck Points: 30 (+1 for every 10 Luck)
Critical Modifier: 1d4+1.5 (+0.1 for every 10 Luck)
_______________________________________________________________________

<<>Skills<>>
1200 / 1200 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
(Dexterity: +40 / Strength: +10)
Athletics 10 (65)
Acrobatics 5 (25)
Swimming 5 (25)
Roll 25 (335)
-Dodge Leap (10) Bonus (+10) Allows the character to leap out of the way of danger. Requires an open area or it cannot be declared.
-Dodge Roll (15) Bonus (+10) 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 (65)


Utility Skills
(Health: +10 / Intelligence: +15(intel/2) / Willpower: +5)
Perception 5 (25)
Stealth 5 (25)
Sleight of Hand 10 (65)
-Quick Draw (15) Draw a weapon/item and use it on same round of combat
Search 5 (25)


Combat Skills
(Dexerity: +20)
Daggers 5 (25)
Pistols 25 (335)
-Show Off (30) This doubles the controlled shots on a handgun, but takes a -20 to hit with it.
-Gunslinging (90) After a little practice, a flashy pistolier may double the Controlled Shots on a handgun and only take a -10 to accuracy.


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


Artisan / Knowledge Skills
(Intellligence: +30)


Field Training Skills
(Intelligence: +15(intel/2))
Survival 5 (25)


_______________________________________________________________________

<<> Abilities <>>

-= Physical (Style Points) =-
Current Style Points: 70 / 800 StP
-Weapon Proficiency: Pistols
Skill Level 25
*Armor-Flaying Round - Range 1 (1 Target), Effect 5 (Terminal Melt), Mystic Arte, Extreme Charging Time (Declare/Charge, Charge, Use) (750 MP) (70 StP)


-= Magical/Psionic (Spell Points) =-
Current Spell Points: 0 / 0 SpP



_______________________________________________________________________

<<> Traits and Feats <>>

-= Race Traits =-

Race: Artificial Life
Traits: Destroyable, Status Effect Immunity (Mental/Biological), Slot Change

-= Character Traits =-

-= Feats =-

(* denotes feats taken at character creation.)

*Feat -1 (Free Artificial Life SIF) - Improved Luck (+2/10 Luck)

*Feat 0 (Free AL Standard) - Transformation - 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. The alternate form starts at 1000 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 1 (Free) - Regeneration (Obsoleted by...)

*Feat 2 (100 XP) - Improved Regeneration - 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. 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 3 (200 XP) - Enhanced Luck (+2/10 Luck)

*Feat 4 (300 XP) - Thief - +10 Weapon Proficiency: Daggers/Knives, +5 Stealth, Search, Perception, Athletics

*Feat 5 (400 XP) - Game Hunter - +10 to Weapon Proficiency: Pistols, +5 Zoology, Survival, Monster Lore, Perception

*Feat 6 (500 XP) - Enhanced Dodge (+2/10 Dexterity)

*Feat 7 (600 XP) - Ranger - +5 to Weapon Proficiency: Bows, +5 to Druidic magic rolls, +5 to Survival, Stealth, Perception, Athletics

*Feat 8 (700 XP) - Extra Attack - 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 9 (800 XP) - Enhanced Agility (+2/10 Dexterity)

*Feat 10 (900XP) - Flight - The character has the ability to fly at twice its current running speed.

*Feat 11(1000XP) - Luxury Trading - Grants the Game Hunter additional credits upon the defeat of monsters, the rarer the better. For maximum effect this should be played out and the harvested product rationalized.


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) -
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) -
_______________________________________________________________________

<<> Equipment Slots <>>

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

Weapon: Ural Combinat Cossack (Dual)
CB-OSP:
Side Arm: Serrated Emerald Dagger (Dual)
Armor: Emerald-Lined Vestment
Pendant:
Ring 1:
Ring 2:

Credits: 500,000 (+1,000,000 after 3 months)
_______________________________________________________________________

<<> Inventory <>>


_______________________________________________________________________

<<> Special Notes <>>

______________________________________________________________________
Last edited by shinichizio on April 2nd, 2014, 11:03 pm, edited 1 time in total.
shinichizio
Posts: 7
Joined: March 27th, 2014, 3:49 pm

Re: John Brooks/Hangman

Quote

Post by shinichizio »

<<> Roll Log <>>

-= Basic =-

Init die: 40/20
HP: 4000/4000
MP: 900/900
Regen: 400 per round, up to 2000
Physical Soak: 1460
Magical Soak: 2900
Luck Roll: 1d1000+30

Health: 1d30+10

Flat Foot Dodge: 1d100+45
Dodge: 1d160+75 (If cannot use Dodge skills, 1d140+65
Block: +40 Base/1d220+108 Pistol/1d180+88 Dagger

Physical Attack: +20 Base/1d180+88 Pistol/1d140+68 Dagger
Weapon Damage: 3170x1d2 (x2d2 dualshot) Pistol / 550 Armor-Piercing (50*11) Dagger

Survival: 1d30+10

Magic/Psionic Attack: 0

Magic/Psionic Defense Roll: 1d20+5/1d20+5

Luck : 1d1000+30

-= Skills =-
Movement Skills
(Dexterity: +40 / Strength: +10)
Athletics 1d130+60 (Dex) 1d70+30 (Str)
Acrobatics 1d100+45 (Dex) 1d40+15 (Str)
Swimming 1d100+45 (Dex) 1d40+15 (Str)
Roll 1d160+75 (If cannot use Dodge skills, 1d140+65)
Reaction 1d110+50


Utility Skills
(Health: +10 / Intelligence: +15(intel/2) / Willpower: +5)
Perception 1d60+25
Stealth 1d80+35 (1d120+55 Noncombat)
Sleight of Hand 1d70+30 (1d110+50 Noncombat)
-Quick Draw (15) Draw a weapon/item and use it on same round of combat
Search 1d60+25


Combat Skills
(Dexerity: +20)
Daggers: 1d80+35
Pistols: 1d120+55 (1d100+45 doubleshot)


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


Artisan / Knowledge Skills
(Intellligence: +30)
Knowledge: Biology UNTRAINED +5+30
Knowledge: Monster Lore UNTRAINED +5+30


Field Training Skills
(Intelligence: +15(intel/2))
Survival: 1d70+30 (Int) 1d60+25 (End)


-= Abilities =-
Name: Armor-Flaying Rounds
Cost: 70 StP, 750 MP
Required Skill Level: WP: Pistols 25
Description: Charging a few well-placed shots with energy, Hangman can spark a devastating reaction in even the toughest armor.
Attribute 1: Range 1 (1 Target)
Attribute 2: Effect 5 (Terminal Melt)
Attribute 3: Mystic Arte
Attribute 4: Extreme Charging Time (Declare/Charge, Charge, Use)


-= Feats =-
*Feat -1 (Free Artificial Life SIF) - Improved Luck (+2/10 Luck)

*Feat 0 (Free AL Standard) - Transformation - 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. The alternate form starts at 1000 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 1 (Free) - Regeneration (Obsoleted by...)

*Feat 2 (100 XP) - Improved Regeneration - 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. 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 3 (200 XP) - Enhanced Luck (+2/10 Luck)

*Feat 4 (300 XP) - Thief - +10 Weapon Proficiency: Daggers/Knives, +5 Stealth, Search, Perception, Athletics

*Feat 5 (400 XP) - Game Hunter - +10 to Weapon Proficiency: Pistols, +5 Zoology, Survival, Monster Lore, Perception

*Feat 6 (500 XP) - Enhanced Dodge (+2/10 Dexterity)

*Feat 7 (600 XP) - Ranger - +5 to Weapon Proficiency: Bows, +5 to Druidic magic rolls, +5 to Survival, Stealth, Perception, Athletics

*Feat 8 (700 XP) - Extra Attack - 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 9 (800 XP) - Enhanced Agility (+2/10 Dexterity)

*Feat 10 (900XP) - Flight - The character has the ability to fly at twice its current running speed.

*Feat 11(1000XP) - Luxury Trading - Grants the Game Hunter additional credits upon the defeat of monsters, the rarer the better. For maximum effect this should be played out and the harvested product rationalized.
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shinichizio
Posts: 7
Joined: March 27th, 2014, 3:49 pm

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