Dramatis Transformation (Metis Nephele)

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Dramatis Transformation (Metis Nephele)

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Post by Tripstick »

<<> Player Info <>>

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

Name: Metis Nephele
Race: Artifical Life
Age: 3
Height: 5'4
Appearance: Body-suit like natural frame, mimetic carbon weave. Honeycomb-like impressions throughout. White/grey scheme. The Reploid body of Dramatis Personae becomes completely monochrome, surrounded in a frothy blue, energy mist.
Notable Features: Widened frame at the thighs, wrists, Icon stamped into her breastplate: greek chorus masks overlayed a ribbon. Pixie cut hair, quentessential (reploid) circular inset ears. In this form however, the underlying essence of Dramatis' nature is brought forth, in the form of an etheric-like cloud about her person.

<<> Character Personality <>>


Likes:
Dislikes:
Fears: Electromagnetism


<<>Character Background<>>

History:

The Metis Nephele is the underlying half of the Dramatis Personae. The Nephele exists, not just as the manifestation of the digital consciousness of the Dramatis Personae, put is also the form that allows her access to the quentessential computerized system to the extent is possible for Reploids. To summarize, The Metis Nephele is to the digital and technological what The Dramatis Personae aims to be with the social and material... though, to what end, remains to be seen.

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<<>Statistics<>>

Total Experience Points: 1500

Health: 100
Health Roll: 1d30+10
HP: / hp 4000


Dexterity: 50
Flat Foot Dodge: 1d50+20
Dodge Roll: 1d80+35
Physical Attack Roll: 1d30+10
Style Points: 200 StP

Strength: 50
Inventory Slots/Comfortable Carry: 5

Base Damage: 25
Max Carry Weight: 200 lbs
Weapon Damage:

Endurance: 100
Defense (Damage Absorb): 200
Survival Roll: 1d20+5


Intelligence: 550
MP: 3000 MP
Skill Points: 2400 SkP

Magic Affinity: 200
Spell Points: 800 SpP
Magic Attack Roll: 1d110+50
Ether Magic Mage Level: 3


Spirit: 300
Base Magic Damage: 1350


Willpower: 150
Mental/Magic Defense Roll: 1d50+20
Magic Damage Soak: 400


Luck: 50
Luck Roll: 1d1000+5
Luck Points: 5
Critical Modifier: 1d4+0.5

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<<>Skills<>>
(Used) / (Maximum) 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: +0 / Strength: +0)

Athletics - 5

Acrobatics - 5

Roll - 20

Reaction - 5


Utility Skills
(Health: +0 / Intelligence: +0(intel/2) / Willpower: +0)

Perception - 10

Computer Use - 25

Computer Empathy
Cost: 60 SP
Required Skill Level: 15
Type: Bonus (+10)
Effect: Diagnose computer problems easily

Data Encryption
Cost: 90 SP
Required Skill Level : 20
Type: Bonus (+10)
Effect: Create data encryption algorithms to secure data

Gather Information - 15

Intelligence Web Search
Cost: 15 SP
Required Skill Level: 10
Type: Enabler
Effect: Search underground networks for information


Decrypt Code - 20

Code Language
Cost: 15 SP
Required Skill Level: 10
Type: Enabler / Bonus (+10)
Effect: Enables the character to create coded languages and also can be used to improve Decrypting capability.

Logarithmic Analysis
Cost: 30 SP
Skill Level Requirement: 15
Type: Bonus (+10)
Effect: Study mathematically for patterns

Logical Analysis
Cost: 60 SP
Skill Level Requirement: 20
Type: Bonus (+10)
Effect: Attempt to logically deduce parts of a cryptogram

Writing - 10


Combat Skills
(Dexerity: +0)



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

Ether Magic - 15

Artisan / Knowledge Skills
(Intellligence: +0)

Artisan: Engineering - 20

Simple Gadgets/Instruments
Cost: 30 SkP
Level Required: 15
Prerequisites: None
Type: Bonus
Effect: Grants an Engineer an additional bonus of (Engineering Skill Level / 5) (round up) to any Artisan roll he/she performs.

Gem Energy Weaponsmithing
Cost: 30 SkP
Level Required: 15
Prerequisites: Simple Gadgets/Instruments
Type: Enabler
Effect: Allows crafting of Gem Crystal Energy Weapons.

Artisan: Vehicles - 20

Field Training Skills
(Intelligence: +0(intel/2))

Survival - 5

Light Ground - 5
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<<> Abilities <>>

-= Physical (Style Points) =-
Style Points (StP) 0 / 200




-= Magical/Psionic (Spell Points) =-
Spell Points (SpP) 295 / 800


Cantrips 5 MP to cast, *.5 damage, 5 Spell Points



OTA Update - OTA update provides a mental connection to the U.m.N. network (or similar system should it be unavailable -- this spell is not blocked by conventional technological constraints) to provide a +10 bonus to a knowledge check, or a +15 bonus to a history check.

Zen Focus - By entering a meditative state, this character clears their mind before attempting a project. The meditation becomes a source of inspiration, providing a bonus of up to +20 towards the first craft or artisan check on a project. The project must have a cumulative DC higher than you could reach in a single roll, and Zen Focus only applies once per project, at the start.

1st-level Technomancy 10 MP to cast, *1 damage, 10 Spell Points

Pedal to the Metal - Pedal to the metal enchants a small vehicle to improve it's handling capabilities. It's brakes and maneuvering mechanism are reinforced to remove penalties caused by higher speeds. It also offers a +15 to operation checks (non combat).

Universal Remote - Universal remote enables a caster to interact with simple remote operable devices from a distance. Examples of this are TV's, some camera's, some cars, and general unencrypted signals. Devices such as computers, or anything which would require a software driver are out of the domain of this spell.

Guardian Angel, Lesser - Summons a lesser angel to assist in unseen ways. The assistance will be minor, but will always be beneficial. In addition to the mp cost, this spell also costs 10 xp from the mission xp .

Liberating Command - This spell compels a nonsentient, semi-sentient, or low-willpower creature/enemy/target to flee from the caster. Roll directly against creature's willpower and magic resistance; if successful, the target is compelled to flee from the caster upon the first available opportunity.



2nd-Level Technomancy 40 MP, *2.0 damage, 15 Spell Points

Auto-Pilot - Target vehicle gains sentience for 3 hours, and will operate with a proficiency equal to half the casters roll. For example, if a caster has a 1d60+26, the vehicle will operate with a 1d30+13. All vehicles are capable of understanding simple directions (go left, go right, follow the red car, etc), however they do not necessarily know an area (go to Wellington Street). Combat vehicles are capable of performing their combat duties as though they had a pilot.

Internet Celebrity - A spell created by a dark sorcerer known as Malachite assigned to the viral marketing of a coffee shop in Wisconsin. When cast, the spell generates content across any network of choice to which information may be freely published, giving the impression of notoriety to a given subject, person or detail. These pages disappear after 1d8 hours. The pages may contain any detail the caster wishes, however those fluent with the subject can roll versus the casters roll to detect the forgery.

Meme - Created by the same sorcerer who created Internet Celebrity, Meme serves a similar purpose, but instead establishes a wide, inexplicable fanbase to a simple concept or topic on the internet. The results of this spell are wildly unpredictable, sometimes bringing fame or infamy to the topic. Once cast, this spell is permenant, as are any effects of it's casting.

Frost I - An ice program which condenses moisture in the air and launches the sharp projectiles at a single opponent for *2 damage. The effect of this program may be continued by holding the users next turn, costing no additional mp but reducing the roll by -15.

Flame I - A fire program which ignites the air around an opponent for *2 damage and a powerful explosion. The effect of this program may be continued by holding the users next turn, costing no additional mp but reducing the roll by -25. For each turn this is done, the damage is doubled up to a maximum of 3 turns as the inferno grows hotter.

Surge I - An electricity(lightning) program which uses latent static charge in the air to attack an opponent for *2 damage. The effect of this program may be continued by holding the users next turn, costing no additional mp but reducing the roll by -25. Each turn this is performed adds a 10% chance of 1 round paralysis on the target up to a maximum of 30%.

Bull's Strength - The character grants a bonus of +20 Strength/Mage Level to a character for lifting and damage purposes (+200 at Level 10).

Eagle Eye - The character is able to create a powerful magic "sensor" up to (Mage Level / 2) Areas into the air, which has the caster's magic roll for perception checks (such as spot or search). This lasts for (Mage Level) rounds/actions.

Machine Speech - This character is able to briefly communicate with Machine-type creatures, robots, or electronic devices. This does not automatically sway or control them. Each casts lasts for (Mage Level) exchanges.

Machine Friend - This spell allows a character to "persuade" machines or electronic devices to assist rather than hinder the caster and his/her allies. This helpful effect lasts (Mage Level) rounds/actions per cast.

Lock-Up Machine - This spell prevents a machine from moving from its place for a short time. Inflicts Chronic "Stop" status on a single target for (Mage Level) rounds.


3rd-Level Technomancy 90 MP, *3.0 damage, 20 Spell Points

Blowout - Blowout is a spell developed by police forces seeking a less drastic alternative to spike strips. Nanites create a pressure pocket around the critical movement component of a passenger vehicle and disable it. The effect reduces the speed and control of the vehicle by selectively disabling it's propulsion. If there are any obstacles present, the driver/pilot must make a check at -30 to avoid crashing (DC is determined by the environment).

Poncot Beam - A unique spell which targets mechanical brains and components. By using ether nanites to clutter electrical pathways responsible for logic, a machine may be put to sleep for 1d8 hours or until sufficient disruption occurs to disrupt the block (an attack or jolt for example).

4th-Level Technomancy 160 MP, *4.0 damage, 30 Spell Points

5th-level Technomancy 250 MP, *5.0 damage, 40 Spell Points

6th-level Technomancy 360 MP to cast, *6 damage, 60 Spell Points


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<<> Traits and Feats <>>

-= Race Traits =-

Race: Replicant Android (Reploid)

Traits:



Enhanced Magic Affinity I
Associated Statistic: Magic Affinity
Description: A character with this feat bears a natural intuition of how magic works, able to hone their spellcasting to nigh-surgical precision.
Effect: For every 10 points in Magic Affinity, the character gains +2 to roll to cast Magic, using the Magic Attack Roll.
Example: The character has an 80 Magic. The character normally would roll +8. However, the character with this Feat would roll +16 instead.

Transformation: Dramatis Personae
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.

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.

Status Effect Immunity
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.

Name: Weakness to EMP
Pre-Requisite: Functional machinery
Description: This character is susceptible to bursts of electromagnetic energy. While most things a character has (an artificial body, postmodern electronics, mechanical augmentations) are shielded in some way against EMP, dedicated EMP weapons and items can still damage or reboot systems, causing a myriad of different status effects temporarily.


-= Character Traits =-



-= Feats =-


(* denotes feats taken at character creation.)

*Feat 1 (Free) - Net Warrior
Associated Statistic:
Description: As a Net Warrior, you thrive upon information and life at the speed of the internet. Your heart pounds in tune with the millions of calculations your poor computer is forced to endure every day.
Effect: +10 to Combat using 'drone units' rolls, Computer Use, +5 to Gather Information, Repair; and get one free hint at 'Simple' Passwords from hacker intuition.

*Feat 2 (100 XP) - Gadgeteer/Tinker
Associated Statistic:
Description: Gadgeteers and tinkerers are a subset of hobbyists and engineers that customize and maintain their own array of useful little tools -- though some make their tools ... bigger. They're extremely varied and adaptable in their creations.
Effect: +10 Artisan: Engineering, Repair, Artisan: Vehicles

*Feat 3 (200 XP) - Enhanced Willpower I
Associated Statistic: Willpower
Description: A taker of this feat bears a great sense of will, able to tighten his/her focus as well as deny a spellcaster's power with natural effort.
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) - Technomancer
Associated Statistic:
Description: The modern wizard, Technomancers are a powerful mix of spiritualists and psionics that have the ability to manipulate modern technology, ranging from the microchip to even the modern elements -- radiation instead of fire, for instance.
Effect: +10 to Technomancy/Ether Magic, +5 to Computer Use, Artisan: Engineering, Gather Information, Roll

*Feat 5 (400 XP) - Spirit Router
Associated Class: Technomancer
Prerequisite:
Description: Converting the flow of mana into a stream of 1s and 0s is the bread and butter of the consummate technomancer, allowing their unique magics to flow through mundane wiring as well as any magical conduit. A Technomancer with this skill can cast magic through any network infrastructure, as long as he has a vague idea where it leads and where the magic will end up. If they cannot see where they are casting of course, hitting or missing is largely a matter of luck, but with something as simple as a live video feed, no one is safe.
Effect: Pretty much what it says on the tin. Allows a Technomancer to cast spells through a computer system. Differs from 'You've Got Mail' in that the spells are cast on the go and do not need to be activated. The spell also must have an empty data port to escape through.

*Feat 6 (500 XP) - Enhanced Spirit I
Associated Statistic: Spirit
Description: Remember that hamster-powered pair of scissors with nail clippers for blades and seemingly pointless streamers? Maybe not, but a taker of this feat bears a vivid imagination made to come up with crazy ideas like this. Of course...not all ideas are crazy, and it helps hone a craftsman's mental image and communicate it to his/her finished product.
Effect: For every 10 points in Spirit, thecharacter gains +2 to roll for Spirit-based skills including Craft. THIS DOES NOT AFFECT MAGIC DAMAGE!
Example: A character has 60 Spirit. Normally the character would gain a bonus of +6, but with this feat, the bonus is +12.


*Feat 7 (600 XP) - Lightning I Affinity. Confers: +75% damage Electric Damage recieved, +150% damage to earth, 'Electric Charge' Ability
Ability: Electric Charge
Description: The character is able to use his/her affinity to charge or overcharge electric equipment, ranging from car batteries to heavy machinery to computer banks. This will alternate using the Affinity roll or Affinity damage as necessary.

*Feat 8 (700 XP) - Computer Scanning
Associated Statistic: Spirit
Description: Either some sort of technological prowess, special implant, or a magical attribute allows a character to digitally "link" with computer devices and is able to use them at a range.
Effect: Computer scanning allows a character to operate a computer without actually being in contact with it. The computer must have a visible interface however (keyboard, etc).

*Feat 9 (800 XP) - Enhanced Spirit II
Associated Statistic: Spirit
Description: A character with this feat doesn't have great difficulty letting an idea take shape, easily able to channel their idea into a wonderful creation.
Effect: For every 10 points in Spirit, thecharacter gains +3 to roll for Spirit-based skills including Craft. THIS DOES NOT AFFECT MAGIC DAMAGE!
Example: A character has 60 Spirit. Normally the character would gain a bonus of +6, but with this feat, the bonus is +18.

*Feat 10 (900XP) - Phasing
Associated Statistic: Spirit
Description: Phasing is the ability to phase in and out of synch such that one can walk through doors upon successful spirit check.
Effect: The DC of the check is based upon the strength and thickness of the material being phased through, by the GM. If used too often, the character runs the risk of becoming stuck out of phase for a GM determined length of time.

*Feat 11(1000XP) -

*Feat 12(1200XP) - Enhanced Magic Affinity I
Associated Statistic: Magic Affinity
Description: A character with this feat bears a natural intuition of how magic works, able to hone their spellcasting to nigh-surgical precision.
Effect: For every 10 points in Magic Affinity, the character gains +2 to roll to cast Magic, using the Magic Attack Roll.
Example: The character has an 80 Magic. The character normally would roll +8. However, the character with this Feat would roll +16 instead.

*Feat 13(1400XP) - Wizard of Technology
Associated Class: Net Warrior
Description: The best of the best are capable of making machines do things they could never ordinarily do. Fly a ship like a flight simulator, control a drone army. The impossible becomes possible when you live in a world without walls.
Effect: Drastically lowers DC's that might otherwise be impossible for a human, and opens new avenues of hacking that would otherwise potentially be blocked or 'considered impossible'. To use this, simply inform the GM that you wish to use Wizard of Technology with your hack.

*Feat 14(1500XP) - My Handy-Dandy...!
Associated Class: Gadgeteer/Tinker
Prerequisite:
Description: By growing fond of a particular creation or an old purchase, this craftsman is able to personalize and enhance his/her devices into something only truly usable to him/her. This goes beyond simple "jailbreaking" of a device or giving something hand-grips, it makes it truly unique to that character.
Effect: By taking an established gadget/tool/device/etc., and using the required Artisan skill to match the creation DC again, the gadgeteer can change the effectiveness of a particular gadget/tool/device/etc. to his/her liking within reason according to a GM, or enhance the device's original functions.

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:

Side Arm:

Armor:

Pendant:

Ring 1:

Ring 2:


Gil Current $0
Crowns Current $0
Zollar Current $30,000

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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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