John Brooks/Hangman
Posted: March 28th, 2014, 12:29 am
<<> Player Info <>>
IRC Nick: shinichizio
Real Name (Optional):
Time Zone: PST
Sheet Approved by: (leave blank)
_______________________________________________________________________
<<> Character Description <>>
Name: John Brooks (MEC-1182 Domestic)
Race: Artificial Life
Age: 23
Height: 5'8"
Weight: 400 lbs
Appearance: With a soft face and small frame, John takes on the rather unassuming bearing appropriate for a servant...if you can ignore his thudding footsteps. His hair is done in a neat fade cut, with silvery skin typically kept beneath light and flowing garments.
Eye Color: Blue
Hair Color: Purple
Notable Features: 'Seams' on joints, metallic skin sheen
<<> Character Personality <>>
Favorite Food: Ika shoga yaki
Likes: Literature, games of skill
Dislikes: Rude people, mercenaries, anti-intellectuals
Favorite Color: Blue
Fears: Poverty, abandonment, helplessness
<<>Character Background<>>
History:
Many years ago on the planet of Grarve, a startling discovery was made. After surveys of the planet's moon discovered an unknown element, the element dubbed 'Metatite' was studied and found to have amazing properties; properties that would advance Grarvian science and technology by leaps and bounds. In a matter of decades, marvellous inventions were produced almost back to back - photon energy, antigravity fields, spatial compression and much more. Grarve entered a revolutionary period of prosperity and expansion into space, with many modern-day evils being eradicated or made moot by the power of the meteor stone.
The people enjoyed a life of lavish luxury, the end to scarcity and poverty made all the sweeter by a new class of artificial being that catered to their whims with hardly a complaint. The MECs - or, Metatite Energy Constructs - were employed in a number of roles ranging from deep-space mining to simple homemaking. John was one of these domestic servants, employed by the Brooks family as one of many MEC staff in their house. He spent a peaceful seven years in their garage maintaining and repairing all manner of impressive vehicles and devices, ignorant of the changes that were unfolding in the world outside.
_______________________________________________________________________
<<>Statistics<>>
Total Experience Points: 1000
Health: 50
Health Roll: +5 (+1 Bonus for every 10 Health)
HP: 2000/2000 hp (Health * 40)
Dexterity: 50
Flat Foot Dodge: +10 (+1 Bonus for every 10 Dexterity + reaction skill/2)
Dodge Roll: +10 (+1 Bonus for every 10 Dexterity + Skill)
Physical Attack Roll: +5 (+1 Bonus for every 10 Dexterity + skill)
Style Points: 200 StP (Dexterity * 4)
Strength: 50
Inventory Slots/Comfortable Carry: +15 (+3 Bonus for every 10 Strength)
Base Damage: 25 (+1 Bonus for every 10 Strength * 5)
Max Carry Weight: 60 (+3 Bonus for every 10 Strength * 40) lbs
Weapon Damage: 25 (Base Damage * Weapon mod.)
Endurance: 50
Defense (Damage Absorb): 200 (+1 Bonus for every 10 Endurance *40)
Survival Roll: +5 (+1 Bonus for every 10 Endurance)
Intelligence: 300
MP: 900 MP (Intelligence * 5)
Skill Points: 1200 SkP (Int * 4)
Magic Affinity: 100
Spell Points: 400 SpP (Magic Affinity * 4)
Magic Attack Roll: +20 (+1 Bonus for every 10 Magic + Magic Level of Skill used.)
Mage Level: 2 (Skill Level / 5)
Psionic Level: 0 (Skill Level / 5)
Spirit: 200
Base Magic Damage: 300 [( (+1 per 10 Spirit) + (Skill Level) ) * 5) * Mage Level]
Willpower: 100
Mental/Magic Defense Roll: +10/+20 (+1 Bonus for every 10 Willpower + Skill Level)
Magic Damage Soak: 400 (+1 Bonus for every 10 Willpower * 40)
Luck: 100
Luck Roll: 10 (+1 Bonus for every 10 Luck)
Luck Points: 10 (+1 for every 10 Luck)
Critical Modifier: 1d4+1 (+0.1 for every 10 Luck)
_______________________________________________________________________
<<>Skills<>>
1185 / 1200 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: +5 / Strength: +5)
Athletics 5 (25)
Acrobatics 5 (25)
Swimming 5 (25)
Roll 5 (25)
Reaction 5 (25)
Utility Skills
(Health: +5 / Intelligence: +15(intel/2) / Willpower: +10)
Perception 5 (25)
Speechcraft 5 (25)
Sleight of Hand 5 (25)
Computer Use 5 (25)
Gather Information 5 (25)
Search 5 (25)
Concentration 5 (25)
Combat Skills
(Dexerity: +5)
None! Real dab hand in a fight, this one.
Magic Skills
(Magic: +5 / Spirit: +20)
Arcana 10 (65)
Artisan / Knowledge Skills
(Intellligence: +30)
Artisan: Tailoring 5 (25)
Artisan: Blacksmithing 20 (220)
Artisan: Gunsmithing 5 (25)
Artisan: Engineering 25 (335)
-Simple Gadgets/Instruments (30) Grants an Engineer an additional bonus of (Engineering Skill Level / 5) (round up) to any Artisan roll he/she performs.
Artisan: Arcane Science 5 (25)
Artisan: Vehicles 5 (25)
- Craft Ground Vehicles (10) Allows a character to craft and modify ground-class vehicles.
Artisan: Medicine 5 (25)
Knowledge: Biology 5 (25)
Field Training Skills
(Intelligence: +15(intel/2))
First Aid 5 (25)
Vehicle Operation - Light Ground 5 (25)
Repair 5 (25)
_______________________________________________________________________
<<> Abilities <>>
-= Physical (Style Points) =-
Current Style Points: 70 / 200 StP
Artisan: Engineering
Skill Level 25
*Coolant Flush - Range 1 (1 Target), Effect 3 (Acute Freeze) (750 MP) (70 StP)
-= Magical/Psionic (Spell Points) =-
Current Spell Points: 75 / 400 SpP
Arcana
L0
L1
* Cure - A healing flow of energy that augments recovery. Restores 10% of 1 target's HP. (10 MP) (10 SpP)
* Regen - A flow of healing energy bolsters external healing. Inflicts Mild "Regen" status for 1d5 rounds. (10 MP) (10 SpP)
L2
* Stona - Removes the brittle, hard texture of petrified targets and restores them to normal. Removes Mild and Moderate "Petrify" statuses. (40 MP) (15 SpP)
L3
* Raise - Restores an unconscious ally back to health at 25% of their max HP. (90 MP) (20 SpP)
* Nova - Deals half-damage, but ignores all forms of defense except armor/natural soak, including Shell, Wall, and Brace. (90 MP) (20 SpP)
_______________________________________________________________________
<<> Traits and Feats <>>
-= Race Traits =-
Race: Artificial Life
Traits: Destroyable, Status Effect Immunity (Mental/Biological), Slot Change
-= Character Traits =-
-= Feats =-
(* denotes feats taken at character creation.)
*Feat -1 (Free Artificial Life SIF) - Enhanced Item Storage Capacity I (+2/10 Strength)
*Feat 0 (Free AL Standard) - Transformation - 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. The alternate form starts at 1000 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. Costs 5% max MP to transform.
*Feat 1 (Free) - Medic - +10 First Aid, Artisan: Medicine, Biology
*Feat 2 (100 XP) - Machinist - +10 Artisan: Engineering, Sleight of Hand, Vehicle Operation
*Feat 3 (200 XP) - Enhanced Item Storage Capacity II (+3/10 Strength)
*Feat 4 (300 XP) - Blacksmith - +10 to Artisan: Blacksmithing, +5 Artisan: Engineering, Artisan: Tailoring, Artisan: Gunsmithing, Repair
*Feat 5 (400 XP) - Regeneration (Obsoleted by Improved Regeneration)
*Feat 6 (500 XP) - Enhanced Lift I (+2/10 Strength)
*Feat 7 (600 XP) - Improved Regeneration - If the character is knocked unconscious, this will fight "bleed" at the normal rate, but will not wake it up without 8 hours of rest or assistance. This will also not regenerate limbs unless the limbs are held to the regenerating wound by stitches or other means for hours. Every round in combat, restore 10% maximum HP to a total of 50%. Outside of combat, the body gradually repairs itself to 50% HP and sutures small, superficial, and smaller lingering wounds. This feat will only activate when a character drops below 50% HP, and will only regenerate up to 50% of the character's max HP (that is, a 4000 HP character will not regen past 2000 HP).
*Feat 8 (700 XP) - Creativity (+10 to Craft and Repair Skill Checks)
*Feat 9 (800 XP) - Enhanced Lift II (+2/10 Strength)
*Feat 10 (900XP) - Natural Linguist - 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 11(1000XP) - Pacifist - Removes the Medic from the init for purposes of random targetting, or forces the attacker to make a non-lethal action against them. This functions only against sentient enemies of relative morality; Ignoring it is a simple matter of being clearly marked as a wretched murderer. This Feat ceases to function if the Medic is an overly obvious threat (say, they're wielding a zanbato or chaingun), or for the rest of combat in which he or she makes an attack.
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) -
_______________________________________________________________________
<<> Equipment Slots <>>
Note: Dual-Wielded items occupy 1 Equipment Slot (not Inventory Slot).
Weapon:
CB-OSP:
Side Arm:
Armor: Emerald-Lined Robe (PSoak 1060, MSoak 2700)
Pendant:
Ring 1:
Ring 2:
Credits: 500,000 (+1,000,000 after 3 months)
_______________________________________________________________________
<<> Inventory <>>
None
_______________________________________________________________________
<<> Special Notes <>>
______________________________________________________________________
IRC Nick: shinichizio
Real Name (Optional):
Time Zone: PST
Sheet Approved by: (leave blank)
_______________________________________________________________________
<<> Character Description <>>
Name: John Brooks (MEC-1182 Domestic)
Race: Artificial Life
Age: 23
Height: 5'8"
Weight: 400 lbs
Appearance: With a soft face and small frame, John takes on the rather unassuming bearing appropriate for a servant...if you can ignore his thudding footsteps. His hair is done in a neat fade cut, with silvery skin typically kept beneath light and flowing garments.
Eye Color: Blue
Hair Color: Purple
Notable Features: 'Seams' on joints, metallic skin sheen
<<> Character Personality <>>
Favorite Food: Ika shoga yaki
Likes: Literature, games of skill
Dislikes: Rude people, mercenaries, anti-intellectuals
Favorite Color: Blue
Fears: Poverty, abandonment, helplessness
<<>Character Background<>>
History:
Many years ago on the planet of Grarve, a startling discovery was made. After surveys of the planet's moon discovered an unknown element, the element dubbed 'Metatite' was studied and found to have amazing properties; properties that would advance Grarvian science and technology by leaps and bounds. In a matter of decades, marvellous inventions were produced almost back to back - photon energy, antigravity fields, spatial compression and much more. Grarve entered a revolutionary period of prosperity and expansion into space, with many modern-day evils being eradicated or made moot by the power of the meteor stone.
The people enjoyed a life of lavish luxury, the end to scarcity and poverty made all the sweeter by a new class of artificial being that catered to their whims with hardly a complaint. The MECs - or, Metatite Energy Constructs - were employed in a number of roles ranging from deep-space mining to simple homemaking. John was one of these domestic servants, employed by the Brooks family as one of many MEC staff in their house. He spent a peaceful seven years in their garage maintaining and repairing all manner of impressive vehicles and devices, ignorant of the changes that were unfolding in the world outside.
_______________________________________________________________________
<<>Statistics<>>
Total Experience Points: 1000
Health: 50
Health Roll: +5 (+1 Bonus for every 10 Health)
HP: 2000/2000 hp (Health * 40)
Dexterity: 50
Flat Foot Dodge: +10 (+1 Bonus for every 10 Dexterity + reaction skill/2)
Dodge Roll: +10 (+1 Bonus for every 10 Dexterity + Skill)
Physical Attack Roll: +5 (+1 Bonus for every 10 Dexterity + skill)
Style Points: 200 StP (Dexterity * 4)
Strength: 50
Inventory Slots/Comfortable Carry: +15 (+3 Bonus for every 10 Strength)
Base Damage: 25 (+1 Bonus for every 10 Strength * 5)
Max Carry Weight: 60 (+3 Bonus for every 10 Strength * 40) lbs
Weapon Damage: 25 (Base Damage * Weapon mod.)
Endurance: 50
Defense (Damage Absorb): 200 (+1 Bonus for every 10 Endurance *40)
Survival Roll: +5 (+1 Bonus for every 10 Endurance)
Intelligence: 300
MP: 900 MP (Intelligence * 5)
Skill Points: 1200 SkP (Int * 4)
Magic Affinity: 100
Spell Points: 400 SpP (Magic Affinity * 4)
Magic Attack Roll: +20 (+1 Bonus for every 10 Magic + Magic Level of Skill used.)
Mage Level: 2 (Skill Level / 5)
Psionic Level: 0 (Skill Level / 5)
Spirit: 200
Base Magic Damage: 300 [( (+1 per 10 Spirit) + (Skill Level) ) * 5) * Mage Level]
Willpower: 100
Mental/Magic Defense Roll: +10/+20 (+1 Bonus for every 10 Willpower + Skill Level)
Magic Damage Soak: 400 (+1 Bonus for every 10 Willpower * 40)
Luck: 100
Luck Roll: 10 (+1 Bonus for every 10 Luck)
Luck Points: 10 (+1 for every 10 Luck)
Critical Modifier: 1d4+1 (+0.1 for every 10 Luck)
_______________________________________________________________________
<<>Skills<>>
1185 / 1200 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: +5 / Strength: +5)
Athletics 5 (25)
Acrobatics 5 (25)
Swimming 5 (25)
Roll 5 (25)
Reaction 5 (25)
Utility Skills
(Health: +5 / Intelligence: +15(intel/2) / Willpower: +10)
Perception 5 (25)
Speechcraft 5 (25)
Sleight of Hand 5 (25)
Computer Use 5 (25)
Gather Information 5 (25)
Search 5 (25)
Concentration 5 (25)
Combat Skills
(Dexerity: +5)
None! Real dab hand in a fight, this one.
Magic Skills
(Magic: +5 / Spirit: +20)
Arcana 10 (65)
Artisan / Knowledge Skills
(Intellligence: +30)
Artisan: Tailoring 5 (25)
Artisan: Blacksmithing 20 (220)
Artisan: Gunsmithing 5 (25)
Artisan: Engineering 25 (335)
-Simple Gadgets/Instruments (30) Grants an Engineer an additional bonus of (Engineering Skill Level / 5) (round up) to any Artisan roll he/she performs.
Artisan: Arcane Science 5 (25)
Artisan: Vehicles 5 (25)
- Craft Ground Vehicles (10) Allows a character to craft and modify ground-class vehicles.
Artisan: Medicine 5 (25)
Knowledge: Biology 5 (25)
Field Training Skills
(Intelligence: +15(intel/2))
First Aid 5 (25)
Vehicle Operation - Light Ground 5 (25)
Repair 5 (25)
_______________________________________________________________________
<<> Abilities <>>
-= Physical (Style Points) =-
Current Style Points: 70 / 200 StP
Artisan: Engineering
Skill Level 25
*Coolant Flush - Range 1 (1 Target), Effect 3 (Acute Freeze) (750 MP) (70 StP)
-= Magical/Psionic (Spell Points) =-
Current Spell Points: 75 / 400 SpP
Arcana
L0
L1
* Cure - A healing flow of energy that augments recovery. Restores 10% of 1 target's HP. (10 MP) (10 SpP)
* Regen - A flow of healing energy bolsters external healing. Inflicts Mild "Regen" status for 1d5 rounds. (10 MP) (10 SpP)
L2
* Stona - Removes the brittle, hard texture of petrified targets and restores them to normal. Removes Mild and Moderate "Petrify" statuses. (40 MP) (15 SpP)
L3
* Raise - Restores an unconscious ally back to health at 25% of their max HP. (90 MP) (20 SpP)
* Nova - Deals half-damage, but ignores all forms of defense except armor/natural soak, including Shell, Wall, and Brace. (90 MP) (20 SpP)
_______________________________________________________________________
<<> Traits and Feats <>>
-= Race Traits =-
Race: Artificial Life
Traits: Destroyable, Status Effect Immunity (Mental/Biological), Slot Change
-= Character Traits =-
-= Feats =-
(* denotes feats taken at character creation.)
*Feat -1 (Free Artificial Life SIF) - Enhanced Item Storage Capacity I (+2/10 Strength)
*Feat 0 (Free AL Standard) - Transformation - 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. The alternate form starts at 1000 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. Costs 5% max MP to transform.
*Feat 1 (Free) - Medic - +10 First Aid, Artisan: Medicine, Biology
*Feat 2 (100 XP) - Machinist - +10 Artisan: Engineering, Sleight of Hand, Vehicle Operation
*Feat 3 (200 XP) - Enhanced Item Storage Capacity II (+3/10 Strength)
*Feat 4 (300 XP) - Blacksmith - +10 to Artisan: Blacksmithing, +5 Artisan: Engineering, Artisan: Tailoring, Artisan: Gunsmithing, Repair
*Feat 5 (400 XP) - Regeneration (Obsoleted by Improved Regeneration)
*Feat 6 (500 XP) - Enhanced Lift I (+2/10 Strength)
*Feat 7 (600 XP) - Improved Regeneration - If the character is knocked unconscious, this will fight "bleed" at the normal rate, but will not wake it up without 8 hours of rest or assistance. This will also not regenerate limbs unless the limbs are held to the regenerating wound by stitches or other means for hours. Every round in combat, restore 10% maximum HP to a total of 50%. Outside of combat, the body gradually repairs itself to 50% HP and sutures small, superficial, and smaller lingering wounds. This feat will only activate when a character drops below 50% HP, and will only regenerate up to 50% of the character's max HP (that is, a 4000 HP character will not regen past 2000 HP).
*Feat 8 (700 XP) - Creativity (+10 to Craft and Repair Skill Checks)
*Feat 9 (800 XP) - Enhanced Lift II (+2/10 Strength)
*Feat 10 (900XP) - Natural Linguist - 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 11(1000XP) - Pacifist - Removes the Medic from the init for purposes of random targetting, or forces the attacker to make a non-lethal action against them. This functions only against sentient enemies of relative morality; Ignoring it is a simple matter of being clearly marked as a wretched murderer. This Feat ceases to function if the Medic is an overly obvious threat (say, they're wielding a zanbato or chaingun), or for the rest of combat in which he or she makes an attack.
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) -
_______________________________________________________________________
<<> Equipment Slots <>>
Note: Dual-Wielded items occupy 1 Equipment Slot (not Inventory Slot).
Weapon:
CB-OSP:
Side Arm:
Armor: Emerald-Lined Robe (PSoak 1060, MSoak 2700)
Pendant:
Ring 1:
Ring 2:
Credits: 500,000 (+1,000,000 after 3 months)
_______________________________________________________________________
<<> Inventory <>>
None
_______________________________________________________________________
<<> Special Notes <>>
______________________________________________________________________