Allegra Cossack DW 6.0 Rewrite

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Allegra Cossack DW 6.0 Rewrite

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Post by Urd »

<<> Player Info <>>

IRC Nick: Urd
Real Name (Optional): Ben Osborn
Time Zone: GMT-8 (Pacific)
Sheet Approved by: (leave blank)
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<<> Character Description <>>

Name: Allegra Cossack
Race: Advanced Android (Reploid)
Age: Appears 24
Height:5'2"
Weight: 102lbs (no Armor) 602lbs (In Armor)
Appearance: Blonde hair and curvy, normally wearing a black leather jacket, jeans, sturdy black leather boots, and a t-shirt. She is about average height for a female reploid.
Eye Color: Blue
Hair Color: Blonde
Notable Features: A lack of visible seams outside of her armor.

<<> Character Personality <>>

Favorite Food:
Likes: Strong people, hoverbikes, cats
Dislikes: Bullies, Tyrants
Favorite Color: Black
Fears: Sigma Virus


<<>Character Background<>>

History: Allegra was built in the middle 20XX era by Dr Michael Cossack as his final creation. Unlike other Cossack Bots, she was built more along the lines of Roll Light and built light with artificial muscles and light carbon nanofiber bones/chassis. She was also given total free will to make her own decisions, a decision that allowed her to eventually join the Maverick Hunters as an arctic warfare expert and Hunter due to her "birthplace" of Russia and her extensive European operations before the year 21XX.

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<<>Statistics<>>

Total Experience Points: 1000

Health: 165
Health Roll: 16(+1 Bonus for every 10 Health)
HP: 6600/6600 hp (Health * 40)

Dexterity: 200
Flat Foot Dodge: (+1 Bonus for every 10 Dexterity + reaction skill/2)
Dodge Roll: 20(+1 Bonus for every 10 Dexterity + Skill)
Physical Attack Roll: +40(+1 Bonus for every 10 Dexterity + skill)
Style Points: 800StP (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: (Base Damage * Weapon mod.)

Endurance: 100
Defense (Damage Absorb): 600 (+1 Bonus for every 10 Endurance *40)
Survival Roll: 10 (+1 Bonus for every 10 Endurance)

Intelligence: 235
MP: 1000 MP (Intelligence * 5)
Skill Points: 800 SkP (Int * 4)

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

Spirit: 100
Base Magic Damage: [( (+1 per 10 Spirit) + (Skill Level) ) * 5) * Mage Level]

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

Luck: 50
Luck Roll: 5(+1 Bonus for every 10 Luck)
Luck Points: 1 (+1 for every 50 Luck)
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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

Athletic Skills
(Dexterity: +0 / Strength: +0)
Atheletics: 20
Acrobatics: 20
Roll 15

Honed Perception Skills
(Health: +0)
Reaction 15

Minor Skills
(Intelligence: +0(intel/2) / Willpower: +0)

Combat Skills
(Dexerity: +0)
Weapon Proficiency: Heavy Weapons 15

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


Artisan / Knowledge Skills
(Intellligence: +0)
Electronics 5
Computer Use 10

Vehicle Skills
(Dexterity: +0)
Vehicle Operations: Light Mecha 10


Survival Skills
(Intelligence: +0)
Repair 15

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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: Reploid
Traits: Artificial life form, AI in a variable humanoid machine shell.

-= Character Traits =-

-=Artificial Life=-
Not all life is living. Whether magical or mechanical, Artificial life is built to mimic their living counterparts. Exactly how much they duplicate us may vary, but stone and metal have great advantage over flesh and blood. Their solid construction allows them to endure more and hit harder than other beings, and their non biological nature renders them immune to biological status effects positive and negative. Unfortunately, without a soul, most magic will forever elude them, and breaking down is far more common for damaged machines than death is for a human.

Status Effect Immunity: Mental/Biological Status Effects - Immune to status effects inflicted by toxins, poisons, and other biological means, or by directly tampering with the brain of the target. Ether and Technomancy is assumed to dodge this as the norm.

Free Feat: Feature (Of player choosing)
Free Feat: Feature (Of player choosing)

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.

Negative Traits:
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.


Optional;


-= Feats =-

(* denotes feats taken at character creation.)

*Feat 1 (Free) - The Old Fashioned Way
Feat 1.1 Feature: Radar
Feat 1.2 Feature: Internal Radio

*Feat 2 (100 XP) - Armor

*Feat 3 (200 XP) - Super Strength

*Feat 4 (300 XP) - Advanced Attack Manuver

*Feat 5 (400 XP) - Extra Attack

*Feat 6 (500 XP) - Regeneration

*Feat 7 (600 XP) - Improved Dodge

*Feat 8 (700 XP) - Improved Sight

*Feat 9 (800 XP) - Improved Hearing

*Feat 10 (900XP) - Class: Commando

*Feat 11(1000XP) - Rapid Reload

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) -
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<<> Equipment Slots <>>
Name: Wayfinder Radar System
Manufacturer: Kukai Foundation
Price:
DC to Make:
Restrictions:
Description: The Wayfinder Radar System augmentation is a fourth-generation radar and threat detection system that serves as a sensing and early-warning device; beginning users can tune it to keep track of any threat, so long as the threat remains within a local threat vector. It is able to map and detect entities within a larger area than earlier radar systems, with more precision.

Name: Infolink Telecommunications Package
Manufacturer: Unus Mundus Network, Inc.
Price:
DC to Make:
Restrictions:
Description: Enables users to receive and transmit messages without generating audible sounds through implanted cochlear and vibration detection devices. Video signals accompanying incoming transmissions are projected directly onto the user's retina, provided an Eye-Know Retinal Prosthesis is also implanted.


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

Weapon: Russian built Cossack Brand Single Barrel Buster Mk I (SAW style Buster, cannot charge but fires very fast.)
CB-OSP: N/A
Side Arm: None
Armor: Reploid Combat Armor: Siberian Winterized Variant (Winterized reploid armor designed to prevent freezing of components using heaters and antifreeze induction systems, otherwise normal)
Emerald Armor
Price: 200000
Physical Soak Bonus: 1820
Magical Soak Bonus: 1820
Crafting DC: 1410
Name: Climate Control
Manufacturer: Aldrin Labs
Price: 150000
DC to Make: 25% of armor's original DC
Restrictions: Occupies 2 Support Augmentation Slots
Description: The suit has the ability to resist high degrees and low degrees of temperature keeping the user at stable levels in even the hottest or coldest conditions. In addition, when Burning, Heat, or Freeze statuses are inflicted on the user, this augmentation reduces its severity by one level per round until removed.
Name: Eye-Know Visual Augmentation
Manufacturer: Sarif Industries
Price: 50000
DC to Make: 40% of original armor's DC
Restrictions:
Description: An armor augmentation that attaches a microcomputer into the collar of the armor and is either connected to a helmet or an eyepiece. This augmentation allows a user to access digital information and communicate and relay information visually. It is controlled by a tiny control held either in the hand or implanted in the armor somewhere.
Pendant: None
Ring 1: None
Ring 2:None
Weapon equivalent to:
Name: Norinco QBB-95 LMG
Price:
Augmentation Slots: 2
Roll Bonus: 0
Damage Modifier: 15,000
DC to Make: 1500
Skill Level Required: 15

Credits: 500,000 (+1,000,000 after 3 months)
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<<> Inventory <>>


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<<> Special Notes <>>
Urd
Posts: 2
Joined: February 24th, 2012, 3:48 pm

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