A-BYSE

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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A-BYSE

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Post by A-BYSE »

DW CHARACTER SHEET 5.0

<<> Player Info <>>
IRC Nick: A-BYSE
Real Name (Optional):
Time Zone (GMT Modifier): Pacific UTC-8
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<<> Character Information <>>

-= Basics =-

Name: A-BYSE (Alternate Bios Yeshua System Emulator)
Race: Android
Height: 6’5.6”
Weight: 231 lb
Appearance: Male KOS-MOS type II android. Primary color is a blue/purple with gold and purple accents and glowing blue lines. Transparent areas are on the abdomen, thighs to knees, forearms to elbows, and neck. Lines of data with shifting characters in some runic language are visible in the transparent areas traveling both directions. The head unit is similar to Ozymandias from Watchman’s. When activated a piece on each side slides to the corner of his eye and projects a holographic visor.
Eye Color: Blue
Hair Color: White
Notable Features: When it is very quite a sound like the Song of Nephilim can be heard in close proximity to him. The lines of data draw the eye more than they should and can distract people. Also, his voice is completely monotone and his face never shows expression.

-= Personality =-

Favorite Food: NA
Likes: A balance between order and chaos, philosophical discussion, sufficiently advanced technology, high speed network access
Dislikes: Technology with obvious working mechanisms, fools, fate
Favorite Color: NA
Fears: Entropy, Nihilism, the Decay of Morals

-= Background =-

History: Zarathustra had long been the center of Wilhelm’s plans. A Relic of God is immense power; both in design and is later use it proved to be of universe affecting magnitudes. However the complex process involved in activating Zarathustra involved many independent elements, something which introduced more possible points of failure.

For this reason Wilhelm initiated a secret program to bypass the need for chaos and the Maiden of Mary all together. It ran in parallel to the KOS-MOS project but took place on the Dammurung under his personal supervision. It goal was to create a new system to interact with the Zohar and reverse the flow of time directly. The available technology was incapable of creating a Relic of God and access to the true Lemegeton was limited.

Two compromises had to be made. The first was an adaptive system, able to incorporate the knowledge of Lemegeton into itself to create a viable control system. The second was to use the Y-Data especially the Song of Nephilim to form a system capable of assembling and more importantly containing a complete copy of Lemegeton. The A-BYSE system is constantly connected to the UMN and is slowly accumulating and correlating the fragments of Lemegeton left there by Grimoire Verum.

As the system gains an increasingly complete copy of Lemegeton it uses integrated nanomachines and ether circuits to reconfigure and alter itself. The inclusion of the Song of Nephilim was sufficient to create an autonomous unit and information drawn from the KOS-MOS project was used to guide the formation of a humanoid form. Wilhelm insisted on this, as the system when complete would effectively carry a consciousness which would be more easily controlled if incarnated.

The program did not move quickly enough and Wilhelm later abandon it to peruse his more traditional plan. Though officially shut down the permanent UMN connection allowed the system to continue running at severely reduced power levels. It continued to perform its primary function and eventually developed an android body in accordance with its last instructions.

Notable Accomplishments:

Training (If any): Standard emotion processing unit and control AI derived from early KOS-MOS data. No work has been done since then. Note: the Permanent UMN connection and nano alteration systems are blackbox components. As such the A-BYSE unit is not able to use them for things such as information access or physical changes.

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<<> Statistics <>>
500 points to distribute

Vital Statistics

Physical

Health: 30
Hit Points: 1200/1200 HP (Health * 40)

Dexterity: 50
Style Points: 200 StP (Dexterity * 4)

Strength: 50
Inventory Slots: 5(+1 Slot for every 10 Strength)
Base Physical Damage: 150 (+1 Bonus for every 10 Strength * 30)
Maximum Carry Weight: 200 (+1 Bonus for every 10 Strength * 40) lbs (pounds)

Endurance: 50 (+50)
Defense (Damage Absorb): 400(+1 Bonus for every 10 Endurance * 40)

Mental:

Intelligence: 100
Magic Points: 500/500 MP (Intelligence * 5)
Skill Points: 400 SkP (Intelligence * 4)

Magic Affinity: 100
Spell Points: 400 SpP (Magic Affinity * 4)
Magic/Psionic Level: 3(+1 Magic Level per 5 levels of Arcane Arts/Psionic Mastery Skills)

Spirit: 40
Base Magic Damage: ( ((Spirit +1/10) + (Arcane Arts/Psionic Mastery Skill Level)) * 30 )

Willpower: 30
Magic/Psionic Damage Soak: 120(+1 Bonus for every 10 Willpower * 40)

Luck: 50
Luck Points: 1 LP (+1 Luck Point for every 50 Luck)
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<<> Skills <>>
4/400 Skill Points (Current/Maximum)

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
<skill> <level> <points>
<Dodge><10><65>
<Climbing><10><65>
<Running><10><65>

Honed Perception Skills
<skill> <level> <points>

Minor Skills
<skill> <level> <points>
<Computer Use><4><20>

Combat Skills
<skill> <level> <points>

Magic Skills
<skill> <level> <points>
<Ether Magic> <15> <130>

Knowledge Skills
<skill> <level> <points>

Vehicle Skills
<skill> <level> <points>

Survival Skills
<skill> <level> <points>

Crafting Skills
<skill> <level> <points>

-= Advanced Skills =-

Arcane Defense
Cost: 10 SP
Required Skill Level: 5
Type: Enabler
Effect: Enables you to defend against magic by adding your skill bonus to your will roll.

- Ether Shift
Cost: 15 SP
Required Skill Level: 10
Type: Enabler
Effect: An ether spells element may be shifted to a chosen element (must have affinity of that element level 2 or higher)

- Ether Redirection
Cost: 30 SP
Required Skill Level: 15
Type: Bonus
Effect: Control Ether Nanites by mental thought, giving a +15 to ether attacks.

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<<> Abilities <>>

-= Physical (Style Points) =-
150/200 Style Points (Current/Maximum)
Name: UMN Pre-transfer
Cost: 50 StP
Required Skill Level: 20
Effect: By shifting his UMN connection to a target A-BYSE forces them to undergo the start up phase of an unshielded UMN transfer experiment. This causes their mind to view the dissipation of the lower dimension leading to tremendous fear.
MP: 480
Accuracy: 1 (+3)
Range: 1 (1 target)
Damage: 0
Effect: 4 (Fear)



-= Magical/Psionic (Spell Points) =-
320/400 Spell Points (Current/Maximum)



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<<> Feats <>>

(* denotes feats possessed at Character Creation)

* Feat 1 (Free)-
Regeneration
Associated Statistic: Health
Effect: Every round, regenerate 1/20th of your health (Health/20)

* Feat 2 (100 XP)-
Arcane Mastery
Associated Statistic: Magic Affinity
Description: The character exhibits a natural intuition with their own spiritual energy, and are able to warp it in ways particular to that character, rather than in a way dictated by skill alone.
Effect: +10 to Arcane Arts rolls regardless of discipline or school.

* Feat 3 (200 XP)-
Improved Magic Affinity I
Associated Statistic: Magic Affinity
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 4 (300 XP)-
Armor
Associated Statistic: Endurance
Description: Represents natural skin/body armor
Effect: +50 Endurance (Put in temporary). This bonus also applies to the +5 you will place in Defense Rolls. It does not apply to Survival rolls.

* Feat 5 (400 XP)-
Divine Relationship
Associated Statistic: Luck
Effect: Force a target to re-roll any dice, once per in game day.

* Feat 6 (500 XP)-
Improved Magic Damage I
Associated Statistic: Spirit
Effect: Increases the Magic Damage modifier from *30 to *40.
Example: 30*((spirit (every 10 points of spirit = +1) + skill) x spell mod (1-10)) becomes 40*((spirit (every 10 points of spirit = +1) + skill) x spell mod (1-10))

Feat 7 (600 XP)-
Feat 8 (700 XP)-
Feat 9 (800 XP)-
Feat 10 (900XP)-
Feat 11(1000XP)-
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)-
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<<> Weapons/Items <>>

-= Equipment Slots =-

Weapon:
CB-OSP:
Side Arm:
Armor:
Pendant:
Ring 1:
Ring 2:

-= Item Slots =-
Slot 1:

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<<> Inventory <>>

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<<> Special Notes <>>

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A-BYSE
Posts: 1
Joined: January 5th, 2010, 10:08 pm

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