Lethal Reword 4: Fool for the Future

B

Boss Frost

Guest
Original poster
Earlier that day...

G.H.O.S.T.: <g.h.o.s.t.> </g.h.o.s.t.>
-cloaks around cbox-
Boss Frost:<boss frost=""> Hey Ghost-Vay.
</boss>
G.H.O.S.T.:<boss frost=""></boss><g.h.o.s.t.> hey frost
</g.h.o.s.t.>
G.H.O.S.T.:<g.h.o.s.t.> </g.h.o.s.t.><g.h.o.s.t.> got a minute?
</g.h.o.s.t.>
Boss Frost:<g.h.o.s.t.> </g.h.o.s.t.><boss frost=""> Sure do.</boss>
G.H.O.S.T.:<g.h.o.s.t.> what if you ran a scifi lethal reword?
</g.h.o.s.t.>
Boss Frost:<g.h.o.s.t.> </g.h.o.s.t.><boss frost=""> I could. Why?</boss>
G.H.O.S.T.:<g.h.o.s.t.> would yuo?
</g.h.o.s.t.>
Boss Frost:<g.h.o.s.t.> </g.h.o.s.t.><boss frost=""> I think I'll do one step better.

A few moments later on the forums, this thread appears.

</boss>
Lethal Reword 4: Fool for the Future
(Yes, it's a Modern/Future LR. Get excited.)
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The crazed Boss Frost is at it again... he's made another Lethal Reword! While the others have been tales of sinister plots and being pulled into another dimension, this one's a bit different...

Frost's being honest in his intentions this time. In fact, he claims that he'll actually "make this one a true Lethal Reword"... he says he'll target the future, and transport his players into the future, imparting them with the powers of their character. It's a ridiculous claim, and most of the Iwaku players just go right over it.

A few, however, see it as just a game quirk, and enter anyway. Others, curious or superstitious enough to believe him, join in. At the keyboard in front of his computer screen, Frost waits... and smiles.

Sheets for you!<o:p></o:p>
Name: (Your character name)
Race: Human (Only human character allowed, sorry.)
Class: (Pick one of the six Basic Classes to start with, and work your way up to an Advanced class if you so choose. You can find them all here: http://www.dandwiki.com/wiki/MSRD:Classes )
Level: 8 (Yeah, you start at level 8. Aren't I nice?)

(You get an array this time to stats! Haw, Haw! Arrange these scores into the stats as you desire: 18, 16, 15, 14, 12, 10. It's a nice array.)
Str: | +
Dex: | +
Con: | +
Int: | +
Wis: | +
Cha: | +

(All of these are determined by your class).
HP:
Fort: +0 | 0 | 0 | 0
Ref: +0 | 0 | 0 | 0
Will: +0 | 0 | 0 | 0

Hair:
Eyes:
Skin:
Height:
Weight:
Occupation: (Gives you some skills, a possible free feat, and alters your starting gold. Can be found here: http://www.dandwiki.com/wiki/MSRD:Occupations Also... might be nice to base your backstory off of it!)

Racial Traits:
Bonus Feat
Extra Skill Points: 4 at 1st level and +1 every level after 1st.

Class Features:
(Depend son your class)

Feats:
(You'll... probably have a load of these, depending on your class choice. They can be found here: http://www.dandwiki.com/wiki/MSRD:Feats )

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mso-para-margin-bottom:10.0pt; mso-para-margin-left:0in; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin;} </style> <![endif]--> Skills:

(This is also determined by your class. Information of them can be found here: http://www.dandwiki.com/wiki/MSRD:Skills)

Equipment:

(Your amount of starting 'wealth' is of a certain... difficulty to explain. So if you want, just leave this blank and I'll work with you about it. If you want a go at it yourself, the explanation on Wealth is here: http://www.dandwiki.com/wiki/MSRD:Wealth while the stuff you can get with it is here: http://www.dandwiki.com/wiki/MSRD:Equipment )


Backstory:

(Your "character's" backstory, rather than your own. It'll affect how the NPC's see you.)


(Also remember that Frost is always available to help with your characters!)
 
Name: Professor Basil Chiroptera
Race: Human
Class: Smart Hero/Mage
Level: 3/5

Str: 12 | +1
Dex: 10 | +0
Con: 14 | +2
Int: 20 | +5
Wis: 15 | +2
Cha: 16 | +3


HP: 64
BAB: +3
Fort: +4 | 2 | 2 | 0
Ref: +2 | 2 | 0 | 0
Will: +9 | 6 | 2 | 2
Defense Bonus: +4
Reputation: +3
WEALTH: 11

Hair: Blond
Eyes: Blue
Skin: White
Height: 6'2"
Weight: 156lbs.
Occupation: Shadow Scholar
Bonus Skills: Arcane Lore +1, History +1, Earth and Life Sciences +1.
Bonus Feat: Educated (Arcane Lore, Earth and Life Sciences)

Racial Traits:
Bonus Feat: Spellslinger
Extra Skill Points: 4 at 1st level and +1 every level after 1st.

Class Features:
-Talent: "Savant: Craft Chemical", The Smart hero gets to add a bonus equal to his or her Smart level when making checks with that skill.
-Talent: "Exploit Weakness", After 1 round of combat, the Smart hero can designate one opponent and try to find ways to gain an advantage by using brains over brawn. The Smart hero uses a move action and makes an Intelligence check (DC 15) with a bonus equal to his or her Smart level. If the check succeeds, for the rest of the combat the Smart hero uses his or her Intelligence bonus instead of either Strength or Dexterity bonus on attack rolls as the hero finds ways to outthink his opponent and notices weaknesses in his opponent’s fighting style.
-Bonus Feat: "Iron Will", +2 to Will saves.
-Arcane Skills: Gain access to Concentration and Spellcraft.
-Arcane Spells: The Mage’s key characteristic is the ability to cast arcane spells. He is limited to a certain number of spells of each spell level per day, according to his Mage class level. In addition, the Mage receives bonus spells based on his Intelligence score.
-Familiar: Bat
-Scribe Scroll: Starting at 2nd level, a Mage can create scrolls from which he or another spellcaster can cast a scribed spell. You can create a scroll of any spell you know. Scribing a scroll takes one day.
-Bonus Feat: Archaic Weapons Proficiency
-Brew Potion: The Mage can create a potion of any spell of 3rd level or lower that he knows.
-Scribe Tattoo: At 4th level, a Mage can create tattoos on his body or someone else’s.
-Spell Mastery: The Mage chooses a number of spells that he already knows equal to his Intelligence modifier. From that point on, the Mage can prepare these spells without referring to a spellbook. The Mage is so intimately familiar with these spells that he doesn’t need a spellbook to prepare them anymore.
-Talent: "Plan", Prior to an encounter the Smart hero can develop a plan of action to handle the situation. Using this talent requires preparation; a Smart hero can’t use this talent when surprised or otherwise unprepared for a particular situation. Creating a plan requires 1 minute.
-Talent: "Savant: Craft Writing", The Smart hero gets to add a bonus equal to his or her Smart level when making checks with that skill.

Feats:
-Simple Weapons Proficiency
-Archaic Weapons Proficiency
-Windfall: The character’s Wealth bonus increases by +3. Also, this feat provides a +1 bonus on all Profession checks.
-Magical Heritage: Choose three 0-level arcane spells (“cantrips”). You may cast each of these spells once per day per your arcane spellcasting level (minimum 1). You are treated as a Mage for purposes of arcane spell failure chance when you are wearing armor.
-Spellslinger: For any one spellcasting advanced class in which you have levels, you can prepare and cast one additional spell per spell level known.
-Smart Plus: You gain two talents from the Smart hero’s talent trees.
-Eschew Materials: An eschewed spell can be cast with no material components. Spells without material components or whose material components have a Purchase DC of 4 or greater are not affected by this feat.

Skills:
Computer Use (Int): +12 | 5 | 7 | 0
Concentration (Con): +13 | 2 | 11 | 0
Craft: Chemical (Int): +16 | 5 | 11 | 3
Craft: Writing (Int): +19 | 5 | 11 | 3
Craft: Visual Art (Int): +9 | 5 | 4 | 0
Craft: Cooking (Int): +14 | 5 | 9 | 0
Decipher Script (Int): +10 | 5 | 5 | 0
Demolitions (Int): +9 | 5 | 4 | 0
Disable Device (Int): +9 | 5 | 4 | 0
Forgery (Int): +11 | 5 | 6 | 0
Investigate (Int): +13 | 5 | 8 | 0
Knowledge: Arcane Lore (Int): +19 | 5 | 11 | 3
Knowledge: Earth and Life Sciences (Int): +19 | 5 | 11 | 3
Knowledge: Current Events (Int): +10 | 5 | 5 | 0
Knowledge: History (Int): +17 | 5 | 11 | 1
Navigate (Int): +14 | 5 | 9 | 0
Profession: Teacher (Wis): +12 | 2 | 9 | 1
Read/Write Language (none): +0 | 0 | 0 | 0
Repair (Int): +5 | 5 | 0 | 0
Research (Int): +14 | 5 | 9 | 0
Search (Int): +6 | 5 | 1 | 0
Speak Language (none): +0 | 0 | 0 | 0
Spellcraft (Int): +16 | 5 | 11 | 0
-Drive (Dex): +1 | 0 | 1 | 0
-Pilot (Dex): +2 | 0 | 2 | 0

-Spells: 5/ 6 / 4 / 3
Spells Known: All/9/4/2
Cantrips: Magic ID (3). Haywire (2). Mage Hand/5, Light/5, Prestidigitation/5.
1st-Level: Burning Hands(2), Degauss, Feather Fall, Jump*(1), Mage Armor*(1), True Strike, Sleep (1), Shield(1), Power Device
2nd Level: Enhance Ability*(2), Invisibility*(1), Spider Climb (1), Protection from Bullets (1)
3rd Level: Phantom Chopper (1), Lightning Bolt*(2)

Equipment:
Frost Cane Blade
+3 Business Clothing
Briefcase
PDA
Spellbook

Backstory:
Will teaches metaphysical sciences at a private school. Fondly nicknamed 'Professor Batty' by his students, he's known to be one of the more attractive and 'nice' teachers... as well as being a quite obvious magic-user. This garners him a great deal of respect from his students and colleagues, and his calm methods of teaching are one of the prizes of the school.

His constant 'adventuring' to other parts of the world, checking out fabled 'magical' locations is thus allowed by the board, though the other teachers resent him for this. Careful, quiet, and secretly powerful, he's got a bit of a problem with pride... but then again, knowing you surpass everyone around you sort of does that.
 
Name: Aronius
Race: Human
Class: Fast Hero/ Mecha Jockey
Level: 8

Str: |15 +
Dex: |18 +
Con: | 16 +
Int: |12 +
Wis: |10 +
Cha: |14 +

HP:98
Fort: +2 | 0 | 0 | 0
Ref: +6 | 0 | 0 | 0
Will: +4 | 0 | 0 | 0

Hair: Gray
Eyes: Green
Skin: White
Height:
Weight:
Occupation: Gladiator

Racial Traits:
Bonus Feat
Extra Skill Points: 4 at 1st level and +1 every level after 1st.

Class Features:
Class Features: Fast Hero
All of the following are class features of the Fast hero.
Talents
At 1st, 3rd, 5th, 7th, and 9th level, the Fast hero selects a talent from the following talent trees. Some trees have a set order that must be followed, while others provide a list to choose from. As long as the hero qualifies, he or she can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.
Defensive Talent Tree
The Fast hero gains the ability to improve his or her innate defensive talents as the hero attains new levels.
Evasion: If the Fast hero is exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, the Fast hero suffers no damage if he or she makes a successful saving throw. Evasion can only be used when wearing light armor or no armor.
Uncanny Dodge 1: The Fast hero retains his or her Dexterity bonus to Defense regardless of being caught flat-footed or struck by a hidden attacker. (The hero still loses his or her Dexterity bonus to Defense if the hero is immobilized.)
Prerequisite: Evasion.
Uncanny Dodge 2: The Fast hero can no longer be flanked; the hero can react to opponents on opposite sides of him or herself as easily as he or she can react to a single attacker.
Prerequisites: Evasion, uncanny dodge 1.
Defensive Roll: The Fast hero can roll with a potentially lethal attack to take less damage from it. When the Fast hero would be reduced to 0 hit points or less by damage in combat (from a ranged or melee attack), the Fast hero can attempt to roll with the damage.
A Fast hero spends 1 action point to use this talent. Once the point is spent, the hero makes a Reflex saving throw (DC = damage dealt). If the save succeeds, he or she takes only half damage. The Fast hero must be able to react to the attack to execute a defensive roll—if the hero is immobilized, he or she can’t use this talent.
Since this effect would not normally allow a character to make a Reflex save for half damage, the Fast hero’s evasion talent doesn’t apply to the defensive roll.
Prerequisites: Evasion, uncanny dodge 1.
Opportunist: The Fast hero can spend 1 action point to use this talent. Once the point is spent, the hero can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the Fast hero’s attack of opportunity for that round. Even a Fast hero with the Combat Reflexes feat can’t use this talent more than once per round.
Prerequisite: Evasion.
Increased Speed Talent Tree
The Fast hero can increase his or her natural base speed.
Increased Speed: The Fast hero’s base speed increases by 5 feet.
Improved Increased Speed: The Fast hero’s base speed increases by 5 feet. This talent stacks with increased speed (10 feet total).
Prerequisite: Increased speed.
Advanced Increased Speed: The Fast hero’s base speed increases by 5 feet. This talent stacks with increased speed and improved increased speed (15 feet total).
Prerequisites: Increased speed, improved increased speed.
Bonus Feats
At 2nd, 4th, 6th, 8th, and 10th level, the Fast hero gains a bonus feat. This feat must be selected from the following list, and the Fast hero must meet any prerequisites.
Acrobatic, Combat Expertise, Combat Throw, Defensive Martial Arts, Double Tap, Elusive Target, Focused, Improved Disarm, Mobility, Personal Firearms Proficiency, Point Blank Shot, Stealthy, Weapon Finesse.

Class Features: Mecha Jockey
The following features pertain to the Mecha Jockey advanced class.
Mecha Weapon Proficiency
At 1st level, the Mecha Jockey gains the bonus feat Mecha Weapon Proficiency.
Luv My Mecha
Starting at 2nd level, a Mecha Jockey gains a bonus on Drive, Pilot, and Repair checks when applied to a mecha he designates as familiar. The same bonus is applied to the Mecha Jockey’s attack rolls with the mecha’s ranged weapons. This bonus is +1 at 2nd level and increases by 1 every three levels thereafter (+2 at 5th level, +3 at 8th level).
To designate a mecha as familiar, the Mecha Jockey must have operated it for at least one month. Minor changes and upgrades to the mecha don’t affect familiarity, but if the Mecha Jockey switches to a mecha with a different size, different superstructure, different flight system, or more than one new weapon, he must operate it for at least one month before he is familiar with it. A Mecha Jockey can be familiar with only one mecha at a time.
Bonus Feat
At 3rd, 6th, and 9th level, the Mecha Jockey gains a bonus feat. The bonus feat must be selected from the following list, and the Mecha Jockey must meet all the prerequisites of the feat to select it. Advanced F irearms Proficiency, Advanced Mecha Operation, Burst Fire, Cleave, Combat Expertise, Dead Aim, Dodge, Double Tap, Far Shot, Force Stop, Gearhead, Great Cleave, Hair Trigger, Improved Bull Rush, Improved Disarm, Improved Sunder, Improved Trip, Mecha Crush, Mecha Fling, Mecha Operation, Mecha Sweep, Mecha Trample, Mecha Weapon Boost, Mobility, Personal Firearms Proficiency, Point Blank Shot, Power Attack, Precise Shot, Shot on the Run, Skip Shot, Spring Attack, Strafe, Stun Mecha, Thruster Blast, Weapon Focus (mecha weapon only), Whirlwind Attack.
Mecha Feint
At 4th level, a Mecha Jockey operating a mecha can make a Bluff check in combat as a move action (instead of an attack action). He receives a +2 bonus on the Bluff check made to feint in melee combat.
If the Mecha Jockey has the Improved Feint feat, his bonus on Bluff checks made to feint increases to +4 while operating a mecha.
Evasive Action
At 7th level, the Mecha Jockey can make a Drive, Pilot, or Tumble check (as appropriate) to lessen the damage dealt by a successful attack against his mecha. If the check result exceeds the attack roll, the damage is reduced by half (round fractions down, minimum of 1 point of damage). The Mecha Jockey can make an evasive action check once per round.
Improved Evasive Action
At 10th level, the Mecha Jockey’s evasive action ability improves. A successful Drive, Pilot, or Tumble check negates all damage dealt by the attack.

Feats:

Simple Weapons Proficiency Feat
Benefit: The character makes attack rolls with simple weapons normally.
Normal: A character without this feat takes the –4 nonproficient penalty when making attacks with simple weapons

Mecha Operation: A character without this feat takes a –4 penalty on Balance, Climb, Drive, Escape Artist, Hide, Move Silently, Pilot, and Tumble checks when operating a mecha. Furthermore, the character cannot run or charge.

Mecha Weapon Proficiency: A character without this feat takes a –4 penalty on attack rolls made while operating a mecha. Furthermore, the character cannot apply the various firearm feats (such as Advanced Firearms Proficiency, Dead Aim, Double Tap, Shot on the Run, and Strafe) to a mecha’s ranged weapons.

Lightning Reflexes
Benefit: The character gets a +2 bonus on all Reflex saving throws.

MECHA FLING
You can pick up an opponent with your mecha and fling it.
Prerequisite: Mecha Operation, at least one free hand slot.
Benefit: Your mecha can make a grapple check at a –20 penalty against an opponent at least two size categories smaller than it. If the grapple succeeds, you can use an attack action to fling the held opponent on your next action. The range increment for the thrown foe is 10 feet, and the maximum range is 100 feet.
A creature may be thrown horizontally or vertically. If thrown vertically, it takes normal falling damage. If thrown horizontally, it takes damage as though it had fallen half the distance thrown (rounded down), and you may apply your mecha-modified Strength bonus to the damage.
Your mecha may also fling your opponent at another mecha, vehicle, or creature. To do so, make an attack roll at a –4 penalty, with appropriate range penalties, against the target. If you hit, both the thrown creature and the target take the amount of damage that the thrown creature would have otherwise taken, as given above.

Fast Plus
Advancements in science coupled with your drive to excel enable you to progress faster toward becoming a truly dexterous hero.
Benefit: You gain two talents from the Fast hero’s talent trees. The talents must be selected from the following list, you cannot select more than one talent from a single talent tree, and you must meet all the prerequisites of a talent to select it. Uncanny Dodge 1, Uncanny Dodge 2, Defensive Roll, Opportunist, Improved Increased Speed, Advanced Increased Speed.
Special: You may select this feat multiple times. Each time you select this feat, you must choose a different pair of talents

MECHA CRUSH
You can hurl your mecha’s body onto opponents to deal tremendous damage.
Prerequisite: Mecha Operation.
Benefit: As an attack action, you can maneuver your mecha to jump or fall onto opponents, using the mecha’s body to crush them. This attack is useful only against creatures at least two size categories smaller than your mecha. The base damage for a crush attack depends on your mecha’s size category, as given below. Add 1.5 times your mecha-modified Strength bonus to this base damage to determine the total damage for the attack.
Mecha Size
Damage
Large
2d6
Huge
2d8
Gargantuan
4d6
Colossal
4d8
A crush attack deals bludgeoning damage and affects as many creatures as can fit under your mecha’s body. Each creature in the affected area must succeed on a Reflex save (DC 10 + your mecha’s size modifier for grapple attacks). On a failure, the creature is pinned and automatically takes crush damage each round the pin is maintained


Increased Speed: The Fast hero’s base speed increases by 5 feet.
Improved Increased Speed: The Fast hero’s base speed increases by 5 feet. This talent stacks with increased speed (10 feet total).
Prerequisite: Increased speed.
Evasion: If the Fast hero is exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, the Fast hero suffers no damage if he or she makes a successful saving throw. Evasion can only be used when wearing light armor or no armor.
Uncanny Dodge 1: The Fast hero retains his or her Dexterity bonus to Defense regardless of being caught flat-footed or struck by a hidden attacker. (The hero still loses his or her Dexterity bonus to Defense if the hero is immobilized.)
Prerequisite: Evasion.

Personal Firearms Proficiency

Benefit: The character can fire any personal firearm without penalty.
Normal: Characters without this feat take a –4 penalty on attack rolls made with personal firearms.

Dodge:

Prerequisite: Dexterity 13.
Benefit: During the character’s action, the character designates an opponent and receives a +1 dodge bonus to Defense against any subsequent attacks from that opponent. The character can select a new opponent on any action.
Special: A condition that makes the character lose his or her Dexterity bonus to Defense also makes the character lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.

Skills:

Drive (DEX): 11
Pilot (DEX): 11
Tumble (DEX): 6 (+ 1 From Gladiator Occupation)
Repair (DEX):8
Knowledge (technology):8
Profession (Gladiator):7
Spot (WIS):6

Equipment: 

Concealable vest (light armour)
Colt M1911 (.45) +2 box mags
Knife
Casual cloths
Uniform
Contractors Pack
PDA


Backstory: 

Aronius never considered himself the the type to pilot a mecha but his father's repair shop was a good place to learn about the machines. He asked the pilot's incessant questions about them until the business folded and he was forced to get a job at one of the gladiatorial ring. He spent several months doing chores before he was given the chance to be a training opponent for the gladiators and from there entered the ring himself.
 
I SHALL QUITE PROBABLY BE JOINING THIS

A good excuse to dust off Hanako.
 
Name: Hanako Nagare
Race: Human
Class: Fast 2/Charismatic 2/ Psionic Agent 3/Infiltrator 1
Level:8


Str:10 | +0
Dex:20 | +5
Con:12 | +1
Int:14 | +2
Wis:15 | +2
Cha: 16| +3


HP: 68
BaB+4
Fort: +3 | +1 | 0 | +4
Ref: +9 | +5 | 0 | +14
Will: +1 | +2 | 0 | +3
Defence:10+5+8+2=25
Reputation:3

Hair:Light blonde, bordering on silver
Eyes:Light brown
Skin:White
Height:Normal?
Weight:That's classified information.
Occupation: Psychic! Feat chosen is Wild Talent, Skill is Diplomacy.
Racial Traits:
Bonus Feat
Extra Skill Points: 4 at 1st level and +1 every level after 1st.

Class Features:
EVASION-If the Fast hero is exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, the Fast hero suffers no damage if he or she makes a successful saving throw. Evasion can only be used when wearing light armor or no armor.
CHARM-The Charismatic hero gets a competence bonus on all Charisma-based skill checks made to influence members of his chosen gender (men). The bonus is equal to the character’s Charismatic level.
A Charismatic hero can only charm Gamemaster characters with attitudes of indifferent or better. The charm bonus can’t be used against characters who are unfriendly or hostile.
SWEEP-An Infiltrator knows how to size up an area and get the lay of the land in a single sweep of his or her eyes. This sweep provides a +4 circumstance bonus on Spot checks and covers an area out to 30 feet away from the Infiltrator. The Infiltrator can use this bonus at the start of an encounter. Anything not concealed can be spotted in a sweep with a successful check (DC 10). The DC for concealed or less obvious threats is equal to their Hide check result.
PSIONICS-4 power points.
Burst, Detect Poison, Detect Psionics (1 each)
Feather Fall (1)
PSIONIC FOCUS-At 2nd level, a Psionic Agent chooses two powers that share the same primary ability score, and adds +2 to the DC for all saving throws against those powers. UNFORTUNATELY, AT SECOND LEVEL IT SEEMS TO BE IMPOSSIBLE TO HAVE TWO POWERS WITH SAVING THROWS, MUCH LESS THE SAME KEY ABILITY.


Feats:
Simple Weapons Proficiency
Wild Talent (occupation) Hanako can use the Distract power 3/day.
Personal Firearms Prof. (Starter Feat)-Hanako can use Personal Firearms without penalty.
Two-Weapon Fighting(Starter Feat)
Armor Prof., Light (Human Bonus Feat) Hanako can use Light Armor.
Point Blank Shot (Fast Bonus Feat)Hanako gets +1 to hit targets within 30 ft.
Dodge (Charisma Bonus Feat) During the character’s action, the character designates an opponent and receives a +1 dodge bonus to Defense against any subsequent attacks from that opponent. The character can select a new opponent on any action.
Vehicle Specialization (Civilian Motorcycle) (3rd level feat) Choose a vehicle type (civilian aircraft, civilian cars, civilian motorcycles, civilian trucks, civilian water vehicles, other civilian vehicles, or military vehicles). When you are in control of a vehicle of the specified type, you gain a +2 competence bonus on skill checks, ability checks, and saving throws involving the vehicle.
Mobility (6th level feat)The character gets a +4 dodge bonus to Defense against attacks of opportunity provoked when the character moves out of a threatened square.
Precise Shot (Psionic Agent Bonus Feat)Hanako suffers no penalty when targeting someone engaged in melee with a ranged attack.

Skills:
Points from Fast 40
Points from Charismatic 20
Points from Psionic Agent 18
Points from Infiltrator 10

Hide 6
Move Silently 6
Bluff 10
Diplomacy 10 (also recieves a +1 competence bonus)
Spot 10
Listen 10
Disguise 10
Autohypnosis 6
Concentration 6
Escape Artist 5
Gather Information 5
Sleight of hand 5
Perform (dance) 3
Speak Language 3 (Korean, Japanese, Russian)
Read/write language 3 (Korean, Japanese, Russian)
Tumble 1
Drive 1; (+6, +8 motorcycles)
Equipment:
Glock 171 (9mm autoloader)x2. +1 to-hit, 2d6 ballistic damage, range increment of 30ft, 20 is critical threat, semiautomatic, 17 bullets each, move action to reload (full-round to reload both)
Ducati 998R
Light Undercover Shirt (armor)

6 Wealth
Backstory:Hanako was picked up by the government as a little girl, around the time her psychic talent manifested. Since then she's been trained as a spy, using her natural ability to make other's thoughts wander to help her out. Recently Hanako underwent an extensive program involving the use of experimental drugs to boost her psionic potential. So far it has worked out without any lasting negative side effects.
 
Code:
Name: Noise "Rave" Ravine / 'Xenoxis'
Race: Human 
Class: Smart 3/Techie 4/Technosavant 1
Level: 8 
 
 
Str: 10| +0
Dex: 16| +3
Con: 14| +2
Int: 18| +4
Wis: 15| +2
Cha: 12| +1
 
 
HP:  64
Defense Bonus: +4
Action Points: 61
Fort: +4 | 2 | 2 | 0
Ref:  +6 | 3 | 3 | 0 
Will: +9 | 7 | 2 | 0
Reputation: +2
Wealth: +14
 
 
Age: 26
[SPOILER][IMG]http://space-kitten.org/iwaku/picture.php?albumid=35&pictureid=331[/IMG][/SPOILER]
Height: 6'1"
Weight: 207 lb.
Occupation: Doctor (Chosen Skills: Treat Injury, Search)
Languages Spoken: English, Japanese, Korean, Polish
Languages Read/Written: English, Japanese, Korean, Polish
 
 
Racial Traits: 
Bonus Feat
Extra Skill Points: 4 at 1st level and +1 every level after 1st.
 
Talents:
Savant(Repair)
Linguist
 
Class Features:
(Depend son your class)
 
Feats: 7+Sca+SWP
Scavange(Level 1 Technosavant Freebie)
Simple Weapon Proficiency(Smart Hero Freebie)
Surgery(Standard Feat)
Craft Cybernetics(Standard Feat)
Cybernetic Surgery(Standard Feat)
Windfall(Standard Feat)
Windfall(Standard Feat)
Builder(Mechanical, Electronic)(Level 2 Smart Hero Bonus Feat)
Personal Firearms Proficiency(Level 3 Techie Bonus Feat)
 
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 144/144
Computer Use(Int):                       [4]+{11}+(0)=15
Craft(Chemical)(Int):                    [4]+{0}+(0)=4
Craft(Electronic)(Int):                  [4]+{11}+(0)=15
Craft(Mechanical)(Int):                  [4]+{11}+(0)=15
Craft(Pharmaceutical)(Int):              [4]+{0}+(0)=4
Craft(Structural)(Int):                  [4]+{0}+(0)=4
Craft(Visual Art)(Int):                  [4]+{0}+(0)=4
Craft(Writing)(Int):                     [4]+{0}+(0)=4
Decipher Script(Int):                    [4]+{2}+(0)=6
Demolitions(Int):                        [4]+{0}+(0)=4
Disable Device(Int):                     [4]+{11}+(0)=15
Drive(Dex):                              [3]+{5}+(0)=8
Forgery(Int):                            [4]+{0}+(0)=4
Investigate(Int):                        [4]+{0}+(0)=4
Knowledge(Arcane Lore)(Int):             [4]+{0}+(0)=4
Knowledge(Art)(Int):                     [4]+{0}+(0)=4
Knowledge(Behavioral Sciences)(Int):     [4]+{0}+(0)=4
Knowledge(Business)(Int):                [4]+{0}+(0)=4
Knowledge(Civics)(Int):                  [4]+{0}+(0)=4
Knowledge(Current Events)(Int):          [4]+{2}+(0)=6
Knowledge(Earth and Life Sciences)(Int): [4]+{11}+(0)=15
Knowledge(History)(Int):                 [4]+{0}+(0)=4
Knowledge(Physical Sciences)(Int):       [4]+{0}+(0)=4
Knowledge(Popular Culture)(Int):         [4]+{2}+(0)=6
Knowledge(Streetwise)(Int):              [4]+{1}+(0)=5
Knowledge(Tactics)(Int):                 [4]+{0}+(0)=4
Knowledge(Technology)(Int):              [4]+{11}+(0)=15
Knowledge(Theology and Philosophy)(Int): [4]+{0}+(0)=4
Navigate(Int):                           [4]+{0}+(0)=4
Pilot(Dex):                              [3]+{5}+(0)=8
Profession(Wis):                         [2]+{11}+(2)=15
Read/Write Language:                     [-]+{3}+(0)=3
Repair(Int):                             [4]+{11}+(0)=15
Research(Int):                           [4]+{11}+(0)=15
Search(Int):                             [4]+{11}+(1)=16
Speak Language:                          [-]+{3}+(0)=3
Spot(Wis):                               [2]+{0}+(0)=2
Treat Injury(Wis):                       [2]+{11}+(0)=13
 
 
Equipment: 
Display Glasses
Heads-Up Display(Part of the Display Glasses)
Advanced Medkit
Oversized Range Pack
Business Outfit
Casual Outfit
Cell Phone
Basic Electrical Tool Kit
Basic Mechanical Tool Kit
Multipurpose Tool
 
 
 
Backstory:
 
Name: Aloysius Dark
Race: Human
Class: Tough Hero (up to 4th level)/Dreadnaught (up to 8th level)
Level: 8

Str: 15 +
Dex: 16| +
Con: 18| +
Int: 12| +
Wis: 14| +
Cha: 10| +

(All of these are determined by your class).
HP:
Fort: +0 | 0 | 0 | 0
Ref: +0 | 0 | 0 | 0
Will: +0 | 0 | 0 | 0

Hair: short, dark brown
Eyes: greensih blue
Skin: Caucasian, pale
Height: 168 cm
Weight: 130kgs (Unarmored, mostly muscle)
Occupation: Military
Racial Traits:
Pilot, Move Silently,
Bonus Feat Light Armor proficency
Extra Skill Points: 4 at 1st level and +1 every level after 1st.

Class Features:
Fearless,
Stability,
Unhindered

Tough hero talents:
Remain Concious
Damage resistance 1


Feats:
Medium armor proficiency,
heavy armor proficiency
Simple Weapons Proficiency
Improved Damage Threshold
Advance weapons proficiency
Exotic Weapons Proficiency (Heavy Machine Guns)

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Intimidation (Six Ranks)

Pilot (3 ranks plus the one above =4)

Equipment:
Backpack.
Force entry Unit armor.
Gas mask
Night vision goggles
Webbing (Mesh Vest)
3 molotov cocktails
Baretta 93R (stock and handgrip removed, always counts as though the firer is untrained)
2 box magazines
M2HB Heavy Machinegun
3 belts of 150 rounds


Backstory:

(Your "character's" backstory, rather than your own. It'll affect how the NPC's see you.)
 
Go with Tough Base Class and then go into the Dreadnaught Advanced class from d20 Future.
 
Ah hell, now i have to join this...
 
*sees long lists of numbers and runs away scared*
 
Ah hell, now i have to join this...

I wouldn't bother. Join Ric's d20M game instead. I'm scrapping this one.

The concept and story was sound, but a great deal of people are rather intimidated by the system... <_<
 
WHAT! nooooo..... I need a mecha pilot... noooo

*burns OOC to the groud with metal encased fury*
 
Dang. And all I had left was the last bit of my equipment...