Carter (In progress)

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Carter (In progress)

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Post by Xarat »

<<> Player Info <>>

IRC Nick: Xarat/Kyttaen
Real Name (Optional): Tara
Time Zone: 0 (GMT)
Sheet Approved by: (leave blank)
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<<> Character Description <>>
Name: Samantha Carter
Race: Human
Height: 5'6
Weight: 125lb
Appearance: Carter has short blonde hair and blue eyes. She's relatively slim but by no means is she weak. Usually seen in her green uniform pants and jacket, even when off duty at times.
Eye Color: blue
Hair Color: blonde
Notable Features: none

Image
Image
<<> Character Personality <>>

-= Personality =-

Favorite Food: chicken Pasta, steak
Likes: computers, tuning her bike, working on her Naquadah generators, playing chess and growing plants.
Dislikes: goa'uld
Favorite Color: blue
Fears: none known.


<<>Character Background<>>

History: Carter is the daughter of General Jacob Carter. Her mother died when she was a teenager. She blamed her father who was supposed to go pick her up at the airport but didn't, forcing Mrs. Carter to take a taxi and have the accident that killed her.

She was exceptionally bright and went on to get a Ph.D. in astrophysics and joined the Air Force. She worked at the Pentagon for 2 years, logged over 100 hours in enemy space during the Persian Gulf War. She was assigned to work on the Stargate Project in 1992, two years before Dr. Daniel Jackson had the opportunity, and was a prominent member of investigating the sciences behind it and developing the Earth dialing program.

Carter was part of the team that designed the dialing computer. A year after the first Abydos mission, Carter, being the foremost expert on the Stargate Joined Colonel Jack O'Neill, as his second-in-command.

However, almost immediately upon arriving at Abydos, she discovered that the "gate" could go to several hundred worlds and worked out the reason why Earth's Stargate could not dial any planet other than Abydos. She discovered that she could easily make the dialing computer do the necessary calculations.

Along with the rest of the team and Jackson, she returned to Earth after Apophis attacked the Abydos pyramid through the gate. After retrieving the gate address of Apophis' homeworld, Chulak, from Ferretti, she was assigned to O'Neill's SG-1 team. After the meeting, she and the team, along with Kawalsky's SG-2 traveled to Chulak. Upon discovering a village, Carter, along with the rest of SG-1, were thrown into a large cell with other Abydonians. others, to escape and return to Earth, along with the Abydonians.

She remained with SG-1 after that mission and became one of the SGC's best officers. She's also their most brilliant scientist and expert on alien technology.

During her second year at the SGC, she was taken over by a Tok'ra symbiote, Jolinar of Malkshur, who sacrificed herself to save Sam from the Ashrak, a high rank assassin sent after Jolinar. This experience left her with memories of the Tok'ra and a protein marker in her blood allowing her to use Goa'uld technology such as hand and Healing Devices.

Using the memories left by Jolinar, Captain Carter led SG-1 to a planet where the Tok'ra were hiding. She'd learned earlier that her father, General Carter, was dying of cancer. She offered him as a host for the dying Tok'ra Selmak as a show of good-will between the Tok'ra and the Tau'ri. She also made friends with the Tok'ra Martouf.

Captain Carter was later promoted to Major. Once again, Jolinar's memories were needed to go rescue her father who had been captured by the Goa'uld Sokar and put on the prison moon Ne'tu, a moon modeled after Hell.

Carter has worked extensively with many alien races and cultures, learning their technology and adapting it for use in the battles against the Goa'uld and various other enemies they've encountered.


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<<>Statistics<>>

Total Experience Points: 1000/1007

Health: 120
Health Roll: 12(+1 Bonus for every 10 Health)
HP: 4800/4800 hp (Health * 40)

Dexterity: 100
Flat Foot Dodge: (+1 Bonus for every 10 Dexterity + reaction skill/2)
Dodge Roll: (+1 Bonus for every 10 Dexterity + Skill)
Physical Attack Roll: (+1 Bonus for every 10 Dexterity + skill)
Style Points: 400 StP (Dexterity * 4)

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

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

Intelligence: 250
MP: MP (Intelligence * 5)
Skill Points: 1000 SkP (Int * 4)

Magic Affinity: 30
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: 120
Base Magic Damage: [( (+1 per 10 Spirit) + (Skill Level) ) * 5) * Mage Level]

Willpower: 80
Mental/Magic Defense Roll: / (+1 Bonus for every 10 Willpower + Skill Level)
Magic Damage Soak: (+1 Bonus for every 10 Willpower * 40)

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

Movement Skills
(Dexterity: +0 / Strength: +0)

Athletics
Level 5 - 25 points

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

Spot Level 10 - 65 points
Roll - Level 10 - 65 points
Dodge Roll
Cost: 15 SP
Skill Level Required: 10
Type: Bonus (+10)
Effect: 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.

Combat Skills
(Dexerity: +0)

Weapons Proficiency: Submachine gun - level 10 - 65 points

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


Artisan / Knowledge Skills
(Intellligence: +0)
Gather Information - Level 10 - 65 points
Knowledge - Nanotechnology: Level 10 - 65 points
Knowledge - Physics: Level 10 - 65 points **Nerdy (+10)**
Knowledge - Electronics: Level 15 - 130 points **Nerdy (+10)**
Knowledge - Gardening: Level 10 - 65 points
Computer use: Level 10 - 65 points **Nerdy (+10)**

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.


Field Training Skills
(Intelligence: +0)

Repair - level 10 - 65 points
Used: Repair mechanical objects and vehicles

Vehicle Skills

Vehicle Operation
Light Aircraft: level 15 - 130 points
Light Spaceship: Level 10 - 65 Points


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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:
Traits:

-= Character Traits =-

-= Feats =-

(* denotes feats taken at character creation.)

*Feat 1 (Free) - Machinist
Associated Statistic:
Description: Machinists are precision engineers who use unique and pinpoint tools to create microgadgets or enhance or fine-tune existing ones. Their intricate knowledge of small-scale engineering makes them expert lockpicks and a knowledgeable mechanic.
Effect: +10 Artisan: Engineering, Sleight of Hand, Vehicle Operation

*Feat 2 (100 XP) - Expert Pilot
Associated Statistic:
Description: A varied pilot is one of the most necessary people to have around in tight situations. Whether it's by land, sea, air, or space, these people can get you where you need to go, fast.
Effect: +10 to 2 Vehicle Operations of choice, +5 Repair, Survival

*Feat 3 (200 XP) - Creativity
Associated Statistic: Spirit
Description: The character is a master at thinking 'outside the box', and has a lot of quirky ideas that they may scribble on napkins, doodle in class, or dream about in board meetings. They are able to use this to build elaborate machines, modify existing ones, or figure out special ways to repair existing ones.
Effect: +10 to Craft and Repair Skill Checks

*Feat 4 (300 XP) - Green Thumb
Associated Statistic: Spirit
Description: When it comes to cultivating plants either for food or for aesthetics you have a natural knack for it either by chance or by rearing; be this in the form of the best blossoms or a larger harvest yield.
Effect: You have a +10 to farming, gardening, and other plant raising checks; and should you roll 50% or more of your maximum possible roll you will have a ¼ increase in harvest from what you have grown.

*Feat 5 (400 XP) - Nerdy
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. (Physics, Computer Use, Electronics)


*Feat 6 (500 XP) - Investigator
Associated Statistic: Intelligence
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. The character recieves a +10 to gather info and search checks; and a +5 to spot and listen checks.

*Feat 8 (700 XP) - Brainy
Associated Statistic: Intelligence
Description: Represents a natural brainyness and enhanced logical reasoning skills.
Effect: +50 Intelligence (put in temporary).


*Feat 9 (800 XP) - Stealthy
Associated Statistic: Dexterity
Description: The character is a natural to taking to the shadows and hiding themselves from sight as well as moving inconspicuously.
Effect: +10 to Sneak Attack, Hide, and Move Slowly skills.

*Feat 10 (900XP) - 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 11(1000XP) - Jury Rigging
Associated Class: Machinist
Prerequisite:
Description: This character's an expert at making do with what's at hand rather than what's needed. He/she is able to use spare parts from a car engine to repair an aircraft engine, and can use the blade of a sword to repair the blade of an axe. It's all in the right application of duct tape and bailing wire.
Effect: A Machinist with this feat has the ability to create tools, gadgets, weapons, and other items made of materials up to 2 levels less than their Engineering skill allows (that is, if the skill level allows Radiant Metal smithing, the character can make any Metal-based item) without special tools or a workspace, simply what's at hand.


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 <>>

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

Weapon:
CB-OSP:
Side Arm:
Armor:
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 <>>
Xarat
Posts: 17
Joined: October 24th, 2008, 7:39 pm

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