Landline

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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Landline

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Post by Tripstick »

<<> Player Info <>>

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

Name: Landline
Race: Transformer
Age: Millions of years ago . . .
Height: 10-11 ft.
Weight: 900-1200 lbs
Appearance: Symetrical appearance, recessed clavical, face has very craggy features, rust reminiscant of facial hair. Vehicle mode front and rear quarter panels are visably integrated with his arms and legs respectively. Elements of the vehicle mode' design can be seen throughout.
Eye Color:
Hair Color: None.
Notable Features: Decepticon Logo appears along center torso. General pallette matches vehicle colour scheme. Rust will shake from him on occasion.

<<> Character Personality <>>

Favorite (only) Food: Energon.
Likes: Inactivity
Dislikes: Autobots,
Favorite Color: None
Fears: Of Detainment and study


<<>Character Background<>>

History: A Deception of untraditional design, both in stature and alternate form, Landline was originally designed to be a solution to maintaining cybertronian data networks in regions where little to none previously existed, and doing so in a most energy-efficent manner.

In his hunger for more power in a more youthful, bygone time, he had attempted to undermine his superiors and, unfortunately, got caught. For his trouble he was sentenced to banishment from his home where he was left to drift throughout the cosmos, dormant, until eventually arriving in Strangereal in the early-mid 1980's-- only to be discovered today.

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<<>Statistics<>>

Total Experience Points: 1500 / 1500

Health: 200
Health Roll: 1d50+20 (+1 Bonus for every 10 Health)
Total HP: 8000 (Health * 40)

Dexterity: 250
Flat Foot Dodge 1d70+30 (+1 Bonus for every 10 Dexterity + (reaction skill/2))
Dodge Roll 1d70+30 (+1 Bonus for every 10 Dexterity + Skill)
Physical Attack Roll: 1d60+25 (+1 Bonus for every 10 Dexterity + skill)
Style Points: 1000 (Dexterity * 4)

Strength: 200
Inventory Slots: 20 (+1 Bonus for every 10 Strength)
Base Physical Damage: 125 (+1 Bonus for every 10 Strength * 5)
Max Carry Weight: 800 (+1 Bonus for every 10 Strength * 40)
Weapon Damage: 100 (Base Damage * Weapon mod.)

Endurance: 150
Defense (Physical Soak): 600 (+1 Bonus for every 10 Endurance *40)
Survival Roll: 1d40+15 (+1 Bonus for every 10 Endurance)

Intelligence: 580
MP: 2900 (Intelligence * 5)
Skill Points: 2320 (Intelligence * 4)

Magic Affinity: (( Prohibited ))
Magic Level: 0

Spirit:20
Base Magic Damage 0

Willpower 50
Mental/Magic Defense Roll: 1d20+5 (+1 Bonus for every 10 Willpower + Skill Level)
Magic Damage Soak: 200 (+1 Bonus for every 10 Willpower * 40)

Luck: 50
Luck Roll: 1d1000+5 (+1 Bonus for every 10 Luck)
Luck Points: 5 (+1 for every 10 Luck)
Critical Modifier: 1d4+0.5 (+0.1 for every 10 Luck)
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<<>Skills<>>

2295 / 2320 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

Atheletics - 20

Cross Country Running
Cost: 15 SP
Skill Level Required: 10
Type: Bonus
Effect: Allows running across off road terrain at full speed. Normally rough terrain reduces speed by 1/2.

Olympic Running
Cost: 30 SP
Skill Level Required: 15
Type: Bonus
Effect: Adds an additional +5 bonus to a running check for every 10 levels of Running a character has, up to a maximum of 25 at Level 50. This also changes the distance traveled during running from 30ft. + 5ft/level to 30ft. + 10ft/level.

Mountain Climbing
Cost: 30 SP
Skill Level Required: 15
Type: Bonus (+10)
Effect: Adds an additional +5 bonus to a climbing check for every 10 levels of Climbing a character has, up to a maximum of 25 at Level 50.

Acrobatics - 20

High Jump
Cost: 30 SP
Skill Level Required: 15
Type: Bonus
Effect: Adds an additional +5 bonus to a jumping check for every 10 levels of Jumping a character has, up to a maximum of 25 at Level 50. Adds an extra 25 feet plus regular Jump bonus.

Swimming - 5

Roll - 5

Reaction - 10

Quick-Draw
Cost: 15 SP
Skill Level Required: 10
Type: Enabler
Effect: Draw a weapon/item and use it on same round of combat

Utility Skills

Perception - 15

Speechcraft - 10

Lie Detector (Bluffing)
Cost: 15 SP
Required Skill Level: 10
Type: Bonus (+10)
Effect: The character, being such a good bluffer, can pick out other people's lies easier.


Sleight of Hand - 5

Detect Trap
Cost: 10 SP
Skill Level Required: 5
Type: Bonus (+10)
Effect: Look for hidden mechanisms that may trigger a trap

Computer Use - 10

Decrypt Code/Language - 5

Gather Information - 10

Search - 10


Combat Skills:

Chakram - 20

Dual Strike
Cost: 15 SP
Skill Level Required: 10
Type: Enabler
Effect: Allows for a melee attack with two strikes. Roll 1d2 to determine hits that connect.

Close Range Combat
Cost: 55 SP
Skill Level Required: 20
Type: Bonus
Effect: Offers a +10 to attacking with the weapon at close range, due to its circular shape.

Shields - 30

Shield Block
Cost: 10 SkP
Skill Level Requirements: 5
Type: Bonus (+10)
Effect: Allows a user to properly use the shield to block oncoming attacks.

Shield Counter
Cost: 15 SkP
Skill Level Requirements: 10, second melee weapon equipped, 'Shield Block' skill.
Type: Enabler
Effect: Allows for a shield user to block an incoming melee attack with the shield, then strike back at an enemy with the other weapon. Grants a +5 bonus to the shield block only.

Shield Cover
Cost: 30 SkP
Skill Level Requirements: 15, 'Shield Block' skill
Type: Enabler
Effect: Allows a character with a large enough shield to protect one other character declared behind the shield user from attack.

Improved Shield Block
Cost: 60 SkP
Skill Level Requirements: 20, 'Shield Block' skill
Type: Bonus
Effect: Allows a character to better deflect attacks with their shield, granting a +15 bonus to defending with a shield.

Shield Combo Counter
Cost: 90 SkP
Skill Level Requirements: 25, a second melee weapon equipped, 'Shield Block,' 'Shield Counter' skills
Type: Enabler
Effect: Allows a character to block an incoming melee attack with their shield and deal two consecutive strikes from their second weapon in succession. No bonus is granted to either.

Advanced Shield Block
Cost: 160 SkP
Skill Level Requirements: 35, 'Shield Block,' 'Improved Shield Block' skills
Type: Bonus
Effect: Allows a user intimate knowledge of defending themselves and others, granting a +20 to blocking with a shield.


Magic Skills: (( Prohibited ))


Artisan / Knowledge Skills:


Field Training Skills:

Survival - 5




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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: Transformer, Deception Patronage.

Traits:


Destroyable
Pre-Requisite: Racial
Description: The character, usually a machine, lacks a true soul and thus cannot be resurrected by standard white magic or potions. Further, if the bearer of this trait hits their max HP in negatives, they must spend a Fate point to survive and will still be out of commission for some time as they're rebuilt. This also goes for severe injuries that a biological being would recover from more quickly.

No Magic
Pre-Requisite: Racial
Description: The race is completely incapable of magic, barring Ether if the special criteria is met, due to lacking the spiritual connection that true magic requires.

Status Effect Immunity - Biological/Mental
Pre-Requisite: GM Assigned or Racial
Description: Your body is completely immune to a specific or set of status effects for biological reasons. A status effect is considered to automatically fail upon you.

Slot Change
Pre-Requisite: Synthetic lifeform, or heavy cybernetic augmentation.
Description: While synthetics of the modern day are coded intelligent enough, and build with fine enough manipulation devices, to use standard equipment, some specialized devices must still be hard wired into the metal man for optimal effectiveness. By sacrificing versatility and adding a little bulk, drive ports can be built into any AL in which to install these potent bits of hardware.
Effect: This trait allows an artificial lifeform to PERMANENTLY change Item Slots into Augmentation Slots for the creature's body. This allows Mechanical Augmentations to be built into the body at will, but Augmentations are permanent and should the character's Item Slots become unavailable (loss of Strength), those Augmentations become unavailable. Built in equipment can grant or be affected by Ether and Technomancy buffs, and is the only way to make up for the Negative Traits described above.



-= Character Traits =-

Biological Strength
Pre-Requisite: Racial
Description: The character's race is really really strong. STRONG. They are this way due to biological factors more than size or training, their bodies may be composed of denser materials or have super-efficient motive systems. This augments traits normally associated with the Strength stat.

Giant 2
Prerequisite: Bigger
Description: Your character is a massive hulking beast who stalks around the battlefield. Your immense size costs you a 25% dodge penalty, but nets you a massive 25% damage bonus, a +20 to intimidation checks, and the ability to dual wield without penalty, provided the weapon can be dual wielded normally. One person may use you as cover.

Disfigured - Super Over-sized Machine
Pre-Requisite: GM Assigned
Description: Your character is horribly disfigured, perhaps scarred, or otherwise notable. You are more recognizable to people and easily remembered, which can be a blessing and a curse. In (Deception's) case, he stands near a dozen foot tall and weighs as many in hundredweight. Some places simply aren't accessable for him. Period. His mechanical nature, on that same note, 'it is what it is' when it comes to the opinions of communities around him.

-= Feats =-

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.


(* denotes feats taken at character creation.)

*Feat 1 (Free) - Transformation - Vehicle - 1980's Mercedes Benz G Class (Light Utility Vehicle, 4 person occupancy plus hardpoints, Giant 3)
Associated Statistic: None
Description: 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.
Effect: The alternate form starts at 1500 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 2 (100 XP) - Sentinel
Associated Statistic:
Description: Sentinels are powerful, trained defenders of others. They're excellent escorts, bodyguards, and front-line shock troopers, and generally use their protection as weapons as well. Charging head-first into a Sentinel isn't advised.
Effect: +10 Weapon Proficiency: Shields, +10 Athletics, +5 Perception, Reaction

*Feat 3 (200 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 4 (300 XP) - Athlete
Associated Statistic:
Description: At the peak of physical development, athletes are among the strongest, fastest, or hardiest of their peers. Often involved in competitions, athletes can be either quiet professionals or boisterous superstars.
Effect: +10 Athletics, Acrobatics, +5 Roll, Reaction

*Feat 5 (400 XP) - Warlord (Chakram)
Associated Statistic:
Description: The Lord of War is a powerful, charismatic individual who can rally allies and rout enemies with strong words of affirmation and a menacing presence. They are often very respected in martial areas and more traditional civilizations, as this proves them an effective leader.
Effect: +10 to any single 5+-Slot Weapon Proficiency, Speechcraft, +5 Perception, Knowledge: Military Science

*Feat 6 (500 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 7 (600 XP) - Hold the Line
Associated Class: Warlord
Description: When in the "Red Zone" of defense, an inspiring warlord has the ability to make his/her comrades fight harder, unto the last man if necessary, to prevent an enemy from gaining any ground or advantage whatsoever.
Effect: Once per battle, a Warlord grants a party or group of NPCs inspirational Mild "Defense" and Mild "Endure" statuses for 5 rounds.

*Feat 8 (700 XP) - Power Parkour
Associated Class: Athlete
Description: A parkour artist can also be a deadly opponent in combat, thanks to the fluid nature of their movements and their ability to gain momentum. A parkour artist's foot can easily transmit momentum to a face as it can to a wall.
Effect: Grants the ability to "charge" an opponent using parkour. If performing a running start (requires at least 1 Area of distance to close to target, check not required), character gains bonus damage on first melee or martial arts-based attack equal to +50% per Area of charge.

*Feat 9 (800 XP) - 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.
Example: A character with 70 Health usually has 2800 HP (70 * 40 = 2800), but with this feat their HP becomes 4200 HP (70 * 60 = 4200).

*Feat 10 (900XP) - I Am Cover
Associated Class: Sentinel
Description: A sentinel does not seek cover. They are the cover. Masters of defense, they are always considered to be behind cover while wielding a shield.
Effect: A Sentinel is always considered to be ‘behind’ cover during suppressing fire, and may count as cover for one additional character (granting them a +10 dodge bonus).

*Feat 11(1000XP) - Super Jumping
Associated Statistic: Dexterity
Description: The character is definitely one you don't want to play basketball with, and has the ability to get great air almost worthy of a hang-time meter when jumping.
Effect: +10 to 'Jump' skill checks, and represents an additional distance in the ballpark of five feet.

*Feat 12(1200XP) - 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 13(1400XP) - Iron Defense
Associated Class: Sentinel
Description: A good sentinel does not require concentration to defend, they are always defending.
Effect: Sentinels with this feat do not require the normal held round to cover an ally. They however may only cover one ally per round.

*Feat 14(1500XP) - 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 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:

Name: Denzium Chakram
DC To Make: 2800
Skill Level To Use: 19
Price: 95,100
Augmentation Slots: 4
Roll Bonus: +37
Damage Mod: 24

Side Arm:

Name: Denzium Heavy Shield
Price: 95100 gil
Block Modifier: +38
Dodge/Attack Modifier: -15
Augmentation Slots: 4
Crafting DC: 3080
Skill Level Required: 19

Armor:

Denzium Mail
Price: 118875 gil
Physical Soak Bonus: 3150
Magical Soak Bonus: 1300
Crafting DC: 3080

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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Tripstick
Posts: 21
Joined: September 19th, 2015, 3:23 am

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