William F Lockette II - (WIP)
Posted: October 4th, 2021, 6:52 am
<<> Player Info <>>
IRC Nick: Malaki``
Real Name (Optional): Stubby McNubbins (William F. Lockette II)
Time Zone: AKDT
Sheet Approved by:
_______________________________________________________________________
<<> Character Description <>>
Name: William F. Lockette II
Race: Human
Age: 39
Height: 6' 5"
Weight: 275lbs
Appearance: https://rumble.com/vhntkj-mini-mansion- ... s-pt2.html
Eye Color: Brown
Hair Color: Black / Grey
Notable Features: Grey streaks in goatee, dark red in jawline beard, missing right forearm
<<> Character Personality <>>
Favorite Food: Gummy Worms
Likes: Video Games, Being Productive, Working towards a goal with like minded individuals, writing, guns
Dislikes: Ignorance, selfishness, talking about himself
Favorite Color: Black / Green
Fears: Dying nameless
<<>Statistics<>>
Total Experience Points: 1500
Health: 100
Health Roll: 10
HP: 8000 hp
Dexterity: 100
Flat Foot Dodge: 10
Dodge Roll: 10
Physical Attack Roll: 1d30+10
Style Points: 400
Strength: 100
Inventory Slots/Comfortable Carry: 10
Base Damage: 50
Max Carry Weight: 400 lbs
Weapon Damage: 50
Endurance: 300
Defense (Damage Absorb): 1200
Survival Roll: 1d70+60+10
Intelligence: 300
MP: 1800 MP (1500 + Improved Magic I)
Skill Points: 1200
Magic Affinity: 200
Spell Points: 800
Magic Attack Roll: 20 ( + Magic Level of Skill used.)
Mage Level: 6
Psionic Level: 6
Spirit: 200
Base Magic Damage: 20 + (Skill Level) ) * 5) * 6
Willpower: 100
Mental/Magic Defense Roll: / 10 (+ Skill Level)
Magic Damage Soak: 400
Luck: 100
Luck Roll: 10
Luck Points: 10
Critical Modifier: 1d4+ 1
_______________________________________________________________________
<<>Skills<>>
(Used) / 1200 Skill Points
Movement Skills:
Statistic: Strength / Dexterity
Used: Both for speed and strength in covering distances, via Running, Climbing, and some similar actions.
Running Speed: 35' per round
Statistic: Strength / Dexterity
Used: Some acts of contortion or body manipulation, such as Balancing and Jumping, amongst some other similar actions.
Jumping Height: 3' clearance
(Dexterity: +0 / Strength: +10)
Statistic: Strength / Dexterity
Used: Movement in water or other liquids.
Swimming Speed: 0.2x run speed
Statistic: Dexterity
Used: Knee-jerk actions, such as blocking incoming attacks or defending against surprises or sneak attacks.
-------
Utility Skills:
-------
Statistic: Half-Intelligence
Used: Rolled when talking to an NPC to determine how helpful the info you got was.
Statistic: Half-Intelligence
Used: Used when performing a myriad of computer-related tasks, ranging from hacking to programming to data surfing.
Statistic: Health
Used: To perceive the world around a character through bodily senses, such as smell, sight, hearing, taste, or touch.
Statistic: Half-Intelligence / Willpower
Used: To speak, negotiate, intimidate, or lie to another character convincingly.
--------
Magic Skills:
--------
(Inception)
Psychokinesis Level: 30
Description: The power of mental domination at your fingertips. While not a direct attack on the body, the mind makes it real. These attacks, while mentally debilitating, cannot lethally harm the target but they may impose the idea of any "form" of attack on a target they wish.
Cost: 10 SP
Required Skill Level: 5
Type: Action
Effect: A mentally aware telepath has the ability to recognize when someone is attempting to probe their mind.
Cost: 15 SP
Required Skill Level: 10
Type: Action
Effect: With heightened reception, a telepath may recognize someones intentionally broadcast thoughts, even if the broadcaster does not have telepathy themselves.
Cost: 30 SP
Required Skill Level: 15
Type: Bonus
Effect: Doubles the effective range that you can successfully reach telepathy from.
Cost: 55 SP
Required Skill Level: 20
Type: Action
Effect: Allows you to invade the thoughts of another being, scanning it for a given preset topic of information. This requires two rolls, a roll against their will, and a roll of gather information.
Cost: 115 SP
Required Skill Level: 30
Type: Action
Effect: A fairly advanced telepathic skill allows a telepath to pick up the surface thoughts of anyone within a small area. This can be done without being overwhelmed, provided the area isn't extremely crowded.
(Magic: +20 / Spirit: +0)
--------
Artisan / Knowledge Skills
--------
Statistic: Knowledge - Intelligence / Crafting - Spirit - (Writing)
Used: Learned knowledge about a particular subject and the ability to craft objects related to that field of study. Artisan skills do not have Knowledge prerequisites.
(Intelligence: +150)
_______________________________________________________________________
<<> Abilities <>>
-= Magical/Psionic (Spell Points) =-
Spells: 8
Total: 800
Used: 285
Remaining: 515
Living Terror
Cost: 60 SpP
MP Cost: 1080 (magical) / 720 (psionic)
Required Mage Level: 6
Description: On occasion, his craziness manifests as a nightmare for someone near him, making him seem to have turned in to what they fear.
Accuracy Level 1: +3 to roll bonus
Range Level 3: 3 targets
Damage Level 4: *4
Thorns
Cost: 10 SpP
MP Cost: 30 (magical) / 20 (psionic)
Required Mage Level: 1
Description: "When in doubt, play with the blood."
Using sheer force of will, he can make his enemies begin growing rooted structures from their bodies. (Untested as to it's limits)
Range Level 1: 1 target
Damage Level 2: *2
I'm Rubber, You're Glue
Cost: 15 SpP
MP Cost: 120 (magical) / 80 (psionic)
Required Mage Level: 2
Description: Reverses the damage about to be done via an attack by erecting a barrier of telekinetic resistance. Without training the results vary from small, flat ripples like only partially visible plates deflect blows and the occasional rock.
Range Level 4: 4 targets
------To Be Unlocked------
Grey Man (-90 mAFI 7 days)
Cost: 60 SpP
MP Cost: 1080 (magical) / 720 (psionic)
Required Mage Level: 6
Description: When focus is given to not being seen by those around him, he becomes rather easily forgotten even when spotted. As do those traveling with him, sometimes.
Accuracy Level 1: +3
Range Level 6: 6 targets
Damage Level 1: *1
Personal Soundtrack (-75 mAFI 7 days)
Cost: 40 SpP
MP Cost: 750 (magical) / 500 (psionic)
Required Mage Level: 5
Description: Residual psionic energy mingles with a growing level of madness in his mind and tapping in to that swarm of potential chaos allows him to project the tune stuck in his head to those around him. Oddly, this has a restorative effect.
Range Level 3: 3 targets
Damage Level 4: *4
Light Show (-75 mAFI 7 days)
Cost: 40 SpP
MP Cost: 750 (magical) / 500 (psionic)
Required Mage Level: 5
Description: Overloading synapses in the mind of his enemies, he can make them see stars and residual optic static to obscure his enemy's view.
Accuracy Level 1: +3
Range Level 1: 1 target
Damage Level 5: *5
In The Zone (-90 mAFI for 7 days)
Cost: 60 SpP
MP Cost: 1080 (magical) / 720 (psionic)
Required Mage Level: 6
Description: Calling focus forth, he can make others slightly more focused on their tasks at hand.
Range Level 4: 4 targets
Damage Level 4: *4
________________________________________________________________
<<> Traits and Feats <>>
Feat 1 (Free) - Adaptation
Associated Statistic: Endurance
Description: The character is able to adjust easily to any environment, and is able to use different pieces of it to their advantage. Example: using pieces of the environment for makeshift shelters, tools, or food.
Effect: +10 to Survival Skill checks.
Feat 2 (100XP) - Environmental Resistance (Cold)
Associated Statistic: Endurance
Description: The character comes from a particularly harsh or unique climate; as a result the character has a naturally built up resistance to the conditions of that climate, and to other conditions similar to it.
Effect: The character suffers no penalties from these conditions such as heat, cold, wind, humidity, subterra, low-oxygen, high gravity, etc.
Feat 3 (200XP) - 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 4 (300 XP) - Mimic
Associated Statistic: Intelligence
Description: The character has a borderline eidetic short-term memory and an extreme attention to detail, making them able to notice miniscule movements and the finest parts of performing an action or using a skill they would otherwise never have for a short period of time.
Effect: Attempt to mimic a skill the character has seen (up to a maximum of level 5) for 3 minutes. This feat breaks the "unlearned skill" barrier of +20, allowing a character to use full bonus aside from the mimicked skill cap of 5.
Feat 5 (400 XP) - Object of My Desire - (Video Games)
Associated Statistic: Intelligence
Description: The character actively pursues and studies one specific piece of knowledge. This can be a historical event, a person, a group, an art movement, etc. However, the character must actively pursue and talk about the knowledge.
Effect: The character gains a +15 bonus to knowledge checks regarding this one very specific piece of knowledge as well as a lower DC when it comes to the obscure about this subject. This knowledge must be specified when the feat is taken.
Feat 6 (500 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 7 (600 XP) - Natural Predator
Associated Statistic: Intelligence/Endurance
Description: You are a predator complete with the instincts of one, finding and obtaining your prey presents no difficulty to you.
Effect: The character receives a +10 to any hunting/tracking check made in any environment.
Feat 8 (700 XP) - Investigator
Associated Statistic: Intelligence
Description: Your character is a master at gathering information through various means be it for good or for bad, and as such s/he has is good at a few choice things in this sometimes murky field.
Effect: The character receives a +10 to gather info and search checks; and a +5 to spot and listen checks.
Feat 9 (800 XP) - Improved Magic I
Associated Statistic: Intelligence
Description: Some of a mage's talent is natural, bearing a deeper mental expanse than most, having a greater quantity of mana to expend.
Effect: Increases the character's Magic Points (MP), changing the modifier from *5 to *6.
Example: The character has an Intelligence of 70. 70*5=350. With the modifier adjusted by this Feat, the change is 70*6=420 so the character has 420 MP.
Feat 10 (900 XP) - Nerdy - (Video Games, Psychology and Modern Technology)
Associated Statistic: Intelligence
Description: You love knowing things and it shows. Whether it be from being a bookworm, a webcrawler, a devoted student, you have a great deal of knowledge about a few subjects.
Effect: The character receives a +10 bonus to three knowledge skills of choice and these skills must be listed when the feat is taken.
Feat 11 (1000 XP) - Natural Linguist
Associated Statistic: Intelligence
Description: This character has a natural knack for communication, and after studying the manners of speaking, motioning, or the minute little ways that things express ideas, it may be able to discern some of the broader ideas.
Effect: 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 12 (1200 XP) - Confidence
Pre-Requisite: See Title
Description: Your character exudes confidence. Gain a +5 to diplomacy and intimidation checks, and a +5 to your characters main skill (chosen by gm).
Feat 13 (1400 XP) - The Old Fashioned Way
Associated Statistic: Luck
Description: 'Eyyyyy! The golden touch has the ability to kickstart simple machinery. The character either hits or kicks the piece of equipment in question. The equipment can range from a simple mechanical assembly to a security computer system.
Effect: Once per three days a character can literally kickstart some piece of simple to moderately complicated equipment. This will NOT work on dimensional or other high order technologies such as space ship engines, warp cores, etc.
Feat 14 (1500 XP) - Bright Eyed and Bushy Tailed
Associated Statistic: Endurance
Description: Most people need at least 8 hours of sleep to function at their best, this character, however, requires only 4.
Effect: The character does not take sleep penalties unless he/she has less than 4 hours of a sleep a day. (This does not apply to MP recovery or HP recovery)
---------------------------------------------
Racial Attributes: SIF - Enhanced Endurance I
Associated Statistic: Endurance
Description: Takers of this feat have a body that just refuses to give out, even when it's just about comatose and the ticker's slowing.
Effect: The character gains a +2 to every 10 points in Endurance the character has for his/her Survival Roll.
Example: The character has a 60 Endurance. Normally this would grant +6 to the roll, but with this Feat it is raised to +12.
Racial Attributes: Standard Feat - Manadrive
Associated Statistic: Intelligence
Description: A character's spiritual 'battery' naturally restores itself over time, but only to a certain level.
Effect: Every round in combat, restore 2% maximum MP to a total of 10%. Outside of combat, MP gradually restores itself to 10% MP. This feat only activates when a character is reduced below 10% max MP, and will only restore up to 10% max MP (that is, a 1500 MP character will not regen past 150 MP).
Trait 1 of 2 - Extra Training
Pre-requisite: Racial/GM Assigned (Human Trait Selection 1)
Description: Most humans spend their entire lives in preparation for bigger and better things, whether in formal education or training, or simply self improvement and study of the arts they wish to make their worth in. This manifests in additional SP to a particular skill they spent a lot of time honing.
Effect:
+65 SP granted to one backstory-relevant Skills, essentially starting them at Level 10. (Mental Awareness)
AND
+130 to ONE backstory-relevant Skill, essentially starting it at level 15 (Heightened Reception)
Trait 2 of 2 - Mysterious Power (Human Trait Selection 2)
Pre-requisite: Racial/GM Assigned
Description: Humans have an astonishing rate of occurrence with regards to mutation, exposure to higher powers, and simply unexplainable wellsprings of power when threatened, leading some to refer to the species on a whole as Weirdness Magnets. These mysterious powers are often circumstantial, and even the holder of the power may not fully understand it without a life long search for its root.
Effect: Grants the character a custom Ability Feat, which generally outstrip normal Custom Attacks and scale well. This ability is statted on creation of the character, and cannot be a carbon copy of an existing feat.
1 Additional Trait (With GM Approval) - Always Awake
Pre-Requisite: Racial, GM Assigned
Description: The character does not require sleep. This does not grant an immunity to the status effect, but implies that they can function properly 24/7 without their brains ceasing to work good.
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Shortcut Section:
Acrobatics:
Athletics:
Perception:
Attack Physical: 1d30+10
Attack Psionic: 1d20(+Skill level)
Dodge Physical: 1d10
Dodge Ability:
Knowledge Checks - Video Games - +15
+10 to any Hunting/Tracking check
+10 to gather info and search checks; and a +5 to spot and listen checks.
Nerdy - +10 bonus to three knowledge skills - (Video Games, Psychology and Modern Technology)
Confidence - +5 to diplomacy and intimidation checks, and a +5 to (main skill GM appointed)
IRC Nick: Malaki``
Real Name (Optional): Stubby McNubbins (William F. Lockette II)
Time Zone: AKDT
Sheet Approved by:
_______________________________________________________________________
<<> Character Description <>>
Name: William F. Lockette II
Race: Human
Age: 39
Height: 6' 5"
Weight: 275lbs
Appearance: https://rumble.com/vhntkj-mini-mansion- ... s-pt2.html
Eye Color: Brown
Hair Color: Black / Grey
Notable Features: Grey streaks in goatee, dark red in jawline beard, missing right forearm
<<> Character Personality <>>
Favorite Food: Gummy Worms
Likes: Video Games, Being Productive, Working towards a goal with like minded individuals, writing, guns
Dislikes: Ignorance, selfishness, talking about himself
Favorite Color: Black / Green
Fears: Dying nameless
<<>Statistics<>>
Total Experience Points: 1500
Health: 100
Health Roll: 10
HP: 8000 hp
Dexterity: 100
Flat Foot Dodge: 10
Dodge Roll: 10
Physical Attack Roll: 1d30+10
Style Points: 400
Strength: 100
Inventory Slots/Comfortable Carry: 10
Base Damage: 50
Max Carry Weight: 400 lbs
Weapon Damage: 50
Endurance: 300
Defense (Damage Absorb): 1200
Survival Roll: 1d70+60+10
Intelligence: 300
MP: 1800 MP (1500 + Improved Magic I)
Skill Points: 1200
Magic Affinity: 200
Spell Points: 800
Magic Attack Roll: 20 ( + Magic Level of Skill used.)
Mage Level: 6
Psionic Level: 6
Spirit: 200
Base Magic Damage: 20 + (Skill Level) ) * 5) * 6
Willpower: 100
Mental/Magic Defense Roll: / 10 (+ Skill Level)
Magic Damage Soak: 400
Luck: 100
Luck Roll: 10
Luck Points: 10
Critical Modifier: 1d4+ 1
_______________________________________________________________________
<<>Skills<>>
(Used) / 1200 Skill Points
Movement Skills:
Athletics
Statistic: Strength / Dexterity
Used: Both for speed and strength in covering distances, via Running, Climbing, and some similar actions.
Running Speed: 35' per round
Acrobatics
Statistic: Strength / Dexterity
Used: Some acts of contortion or body manipulation, such as Balancing and Jumping, amongst some other similar actions.
Jumping Height: 3' clearance
(Dexterity: +0 / Strength: +10)
Swimming
Statistic: Strength / Dexterity
Used: Movement in water or other liquids.
Swimming Speed: 0.2x run speed
Reaction
Statistic: Dexterity
Used: Knee-jerk actions, such as blocking incoming attacks or defending against surprises or sneak attacks.
-------
Utility Skills:
-------
Gather Information
Statistic: Half-Intelligence
Used: Rolled when talking to an NPC to determine how helpful the info you got was.
Computer Use
Statistic: Half-Intelligence
Used: Used when performing a myriad of computer-related tasks, ranging from hacking to programming to data surfing.
Perception
Statistic: Health
Used: To perceive the world around a character through bodily senses, such as smell, sight, hearing, taste, or touch.
Speechcraft
Statistic: Half-Intelligence / Willpower
Used: To speak, negotiate, intimidate, or lie to another character convincingly.
--------
Magic Skills:
--------
(Inception)
Psychokinesis Level: 30
Description: The power of mental domination at your fingertips. While not a direct attack on the body, the mind makes it real. These attacks, while mentally debilitating, cannot lethally harm the target but they may impose the idea of any "form" of attack on a target they wish.
Mental Awareness
Cost: 10 SP
Required Skill Level: 5
Type: Action
Effect: A mentally aware telepath has the ability to recognize when someone is attempting to probe their mind.
Heightened Reception
Cost: 15 SP
Required Skill Level: 10
Type: Action
Effect: With heightened reception, a telepath may recognize someones intentionally broadcast thoughts, even if the broadcaster does not have telepathy themselves.
Improved Range
Cost: 30 SP
Required Skill Level: 15
Type: Bonus
Effect: Doubles the effective range that you can successfully reach telepathy from.
Mind Probe
Cost: 55 SP
Required Skill Level: 20
Type: Action
Effect: Allows you to invade the thoughts of another being, scanning it for a given preset topic of information. This requires two rolls, a roll against their will, and a roll of gather information.
Mind Sonar
Cost: 115 SP
Required Skill Level: 30
Type: Action
Effect: A fairly advanced telepathic skill allows a telepath to pick up the surface thoughts of anyone within a small area. This can be done without being overwhelmed, provided the area isn't extremely crowded.
(Magic: +20 / Spirit: +0)
--------
Artisan / Knowledge Skills
--------
Artisan
Statistic: Knowledge - Intelligence / Crafting - Spirit - (Writing)
Used: Learned knowledge about a particular subject and the ability to craft objects related to that field of study. Artisan skills do not have Knowledge prerequisites.
(Intelligence: +150)
_______________________________________________________________________
<<> Abilities <>>
-= Magical/Psionic (Spell Points) =-
Spells: 8
Total: 800
Used: 285
Remaining: 515
Living Terror
Cost: 60 SpP
MP Cost: 1080 (magical) / 720 (psionic)
Required Mage Level: 6
Description: On occasion, his craziness manifests as a nightmare for someone near him, making him seem to have turned in to what they fear.
Accuracy Level 1: +3 to roll bonus
Range Level 3: 3 targets
Damage Level 4: *4
Thorns
Cost: 10 SpP
MP Cost: 30 (magical) / 20 (psionic)
Required Mage Level: 1
Description: "When in doubt, play with the blood."
Using sheer force of will, he can make his enemies begin growing rooted structures from their bodies. (Untested as to it's limits)
Range Level 1: 1 target
Damage Level 2: *2
I'm Rubber, You're Glue
Cost: 15 SpP
MP Cost: 120 (magical) / 80 (psionic)
Required Mage Level: 2
Description: Reverses the damage about to be done via an attack by erecting a barrier of telekinetic resistance. Without training the results vary from small, flat ripples like only partially visible plates deflect blows and the occasional rock.
Range Level 4: 4 targets
------To Be Unlocked------
Grey Man (-90 mAFI 7 days)
Cost: 60 SpP
MP Cost: 1080 (magical) / 720 (psionic)
Required Mage Level: 6
Description: When focus is given to not being seen by those around him, he becomes rather easily forgotten even when spotted. As do those traveling with him, sometimes.
Accuracy Level 1: +3
Range Level 6: 6 targets
Damage Level 1: *1
Personal Soundtrack (-75 mAFI 7 days)
Cost: 40 SpP
MP Cost: 750 (magical) / 500 (psionic)
Required Mage Level: 5
Description: Residual psionic energy mingles with a growing level of madness in his mind and tapping in to that swarm of potential chaos allows him to project the tune stuck in his head to those around him. Oddly, this has a restorative effect.
Range Level 3: 3 targets
Damage Level 4: *4
Light Show (-75 mAFI 7 days)
Cost: 40 SpP
MP Cost: 750 (magical) / 500 (psionic)
Required Mage Level: 5
Description: Overloading synapses in the mind of his enemies, he can make them see stars and residual optic static to obscure his enemy's view.
Accuracy Level 1: +3
Range Level 1: 1 target
Damage Level 5: *5
In The Zone (-90 mAFI for 7 days)
Cost: 60 SpP
MP Cost: 1080 (magical) / 720 (psionic)
Required Mage Level: 6
Description: Calling focus forth, he can make others slightly more focused on their tasks at hand.
Range Level 4: 4 targets
Damage Level 4: *4
________________________________________________________________
<<> Traits and Feats <>>
Feat 1 (Free) - Adaptation
Associated Statistic: Endurance
Description: The character is able to adjust easily to any environment, and is able to use different pieces of it to their advantage. Example: using pieces of the environment for makeshift shelters, tools, or food.
Effect: +10 to Survival Skill checks.
Feat 2 (100XP) - Environmental Resistance (Cold)
Associated Statistic: Endurance
Description: The character comes from a particularly harsh or unique climate; as a result the character has a naturally built up resistance to the conditions of that climate, and to other conditions similar to it.
Effect: The character suffers no penalties from these conditions such as heat, cold, wind, humidity, subterra, low-oxygen, high gravity, etc.
Feat 3 (200XP) - 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 4 (300 XP) - Mimic
Associated Statistic: Intelligence
Description: The character has a borderline eidetic short-term memory and an extreme attention to detail, making them able to notice miniscule movements and the finest parts of performing an action or using a skill they would otherwise never have for a short period of time.
Effect: Attempt to mimic a skill the character has seen (up to a maximum of level 5) for 3 minutes. This feat breaks the "unlearned skill" barrier of +20, allowing a character to use full bonus aside from the mimicked skill cap of 5.
Feat 5 (400 XP) - Object of My Desire - (Video Games)
Associated Statistic: Intelligence
Description: The character actively pursues and studies one specific piece of knowledge. This can be a historical event, a person, a group, an art movement, etc. However, the character must actively pursue and talk about the knowledge.
Effect: The character gains a +15 bonus to knowledge checks regarding this one very specific piece of knowledge as well as a lower DC when it comes to the obscure about this subject. This knowledge must be specified when the feat is taken.
Feat 6 (500 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 7 (600 XP) - Natural Predator
Associated Statistic: Intelligence/Endurance
Description: You are a predator complete with the instincts of one, finding and obtaining your prey presents no difficulty to you.
Effect: The character receives a +10 to any hunting/tracking check made in any environment.
Feat 8 (700 XP) - Investigator
Associated Statistic: Intelligence
Description: Your character is a master at gathering information through various means be it for good or for bad, and as such s/he has is good at a few choice things in this sometimes murky field.
Effect: The character receives a +10 to gather info and search checks; and a +5 to spot and listen checks.
Feat 9 (800 XP) - Improved Magic I
Associated Statistic: Intelligence
Description: Some of a mage's talent is natural, bearing a deeper mental expanse than most, having a greater quantity of mana to expend.
Effect: Increases the character's Magic Points (MP), changing the modifier from *5 to *6.
Example: The character has an Intelligence of 70. 70*5=350. With the modifier adjusted by this Feat, the change is 70*6=420 so the character has 420 MP.
Feat 10 (900 XP) - Nerdy - (Video Games, Psychology and Modern Technology)
Associated Statistic: Intelligence
Description: You love knowing things and it shows. Whether it be from being a bookworm, a webcrawler, a devoted student, you have a great deal of knowledge about a few subjects.
Effect: The character receives a +10 bonus to three knowledge skills of choice and these skills must be listed when the feat is taken.
Feat 11 (1000 XP) - Natural Linguist
Associated Statistic: Intelligence
Description: This character has a natural knack for communication, and after studying the manners of speaking, motioning, or the minute little ways that things express ideas, it may be able to discern some of the broader ideas.
Effect: 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 12 (1200 XP) - Confidence
Pre-Requisite: See Title
Description: Your character exudes confidence. Gain a +5 to diplomacy and intimidation checks, and a +5 to your characters main skill (chosen by gm).
Feat 13 (1400 XP) - The Old Fashioned Way
Associated Statistic: Luck
Description: 'Eyyyyy! The golden touch has the ability to kickstart simple machinery. The character either hits or kicks the piece of equipment in question. The equipment can range from a simple mechanical assembly to a security computer system.
Effect: Once per three days a character can literally kickstart some piece of simple to moderately complicated equipment. This will NOT work on dimensional or other high order technologies such as space ship engines, warp cores, etc.
Feat 14 (1500 XP) - Bright Eyed and Bushy Tailed
Associated Statistic: Endurance
Description: Most people need at least 8 hours of sleep to function at their best, this character, however, requires only 4.
Effect: The character does not take sleep penalties unless he/she has less than 4 hours of a sleep a day. (This does not apply to MP recovery or HP recovery)
---------------------------------------------
Racial Attributes: SIF - Enhanced Endurance I
Associated Statistic: Endurance
Description: Takers of this feat have a body that just refuses to give out, even when it's just about comatose and the ticker's slowing.
Effect: The character gains a +2 to every 10 points in Endurance the character has for his/her Survival Roll.
Example: The character has a 60 Endurance. Normally this would grant +6 to the roll, but with this Feat it is raised to +12.
Racial Attributes: Standard Feat - Manadrive
Associated Statistic: Intelligence
Description: A character's spiritual 'battery' naturally restores itself over time, but only to a certain level.
Effect: Every round in combat, restore 2% maximum MP to a total of 10%. Outside of combat, MP gradually restores itself to 10% MP. This feat only activates when a character is reduced below 10% max MP, and will only restore up to 10% max MP (that is, a 1500 MP character will not regen past 150 MP).
Trait 1 of 2 - Extra Training
Pre-requisite: Racial/GM Assigned (Human Trait Selection 1)
Description: Most humans spend their entire lives in preparation for bigger and better things, whether in formal education or training, or simply self improvement and study of the arts they wish to make their worth in. This manifests in additional SP to a particular skill they spent a lot of time honing.
Effect:
+65 SP granted to one backstory-relevant Skills, essentially starting them at Level 10. (Mental Awareness)
AND
+130 to ONE backstory-relevant Skill, essentially starting it at level 15 (Heightened Reception)
Trait 2 of 2 - Mysterious Power (Human Trait Selection 2)
Pre-requisite: Racial/GM Assigned
Description: Humans have an astonishing rate of occurrence with regards to mutation, exposure to higher powers, and simply unexplainable wellsprings of power when threatened, leading some to refer to the species on a whole as Weirdness Magnets. These mysterious powers are often circumstantial, and even the holder of the power may not fully understand it without a life long search for its root.
Effect: Grants the character a custom Ability Feat, which generally outstrip normal Custom Attacks and scale well. This ability is statted on creation of the character, and cannot be a carbon copy of an existing feat.
1 Additional Trait (With GM Approval) - Always Awake
Pre-Requisite: Racial, GM Assigned
Description: The character does not require sleep. This does not grant an immunity to the status effect, but implies that they can function properly 24/7 without their brains ceasing to work good.
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Shortcut Section:
Acrobatics:
Athletics:
Perception:
Attack Physical: 1d30+10
Attack Psionic: 1d20(+Skill level)
Dodge Physical: 1d10
Dodge Ability:
Knowledge Checks - Video Games - +15
+10 to any Hunting/Tracking check
+10 to gather info and search checks; and a +5 to spot and listen checks.
Nerdy - +10 bonus to three knowledge skills - (Video Games, Psychology and Modern Technology)
Confidence - +5 to diplomacy and intimidation checks, and a +5 to (main skill GM appointed)