Sonic the Hedgehog

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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Sonic the Hedgehog

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Post by Marluxia »

<<> Player Info <>>

IRC Nick: Semjax
Real Name (Optional): Kristen
Time Zone: EST
Sheet Approved by: (leave blank)
_______________________________________________________________________

<<> Character Description <>>

Name: Sonic
Race: Hedgehog
Age: 19
Height: 3ft
Weight: 70 lbs
Appearance: Sonic
Eye Color: Green
Hair Color: Blue Spines
Notable Features: He's a hedgehog with white gloves, red n' white shoes, and a brown scarf. Pretty noticeable.

<<> Character Personality <>>

Favorite Food: Chili Dogs
Likes: Friends (This includes Shadow), Relaxing, Chili Dogs, Racing, and Amy (Secretly)
Dislikes: Robotnik, Evil, Shenanigans, Cheating, and those whom would hurt his friends.
Favorite Color: Blue, Duh.
Fears: Being incapable of saving his friends.


<<>Character Background<>>

History: Ever since stepping into the battle against injustice, Sonic has been the champion of peace and is renowned the world over for saving it countless times. During his many adventures, Sonic has traveled from the ends of the world to the far reaches of space and time, while facing countless trials that have tested him to the fullest, earning him many titles, allies and the scorns of several foes. Well-known for his legendary cocky attitude, easy-going demeanor and somewhat short temper, yet strong sense of justice, compassion, and love for freedom and adventure, Sonic uses his abilities to protect the innocent from his world and those beyond from the forces of evil, especially his arch-nemesis Dr. Eggman, who constantly seeks world domination.

His many adventures have taken him all over Mobius; from station square to soleanna, has had him go into the past to fight against Knights and Djinn, and has had him clash with monsters that would otherwise destroy the entire world. Through his adventures he has made many friends; His bestfriend Miles "Tails" Prower, Amy Rose, Rouge the Bat, Shadow the Hedgehog (Also his rival), and many, many more.

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<<>Statistics<>>

Total Experience Points: 1600

Health: 150
Health Roll: +15 (+1 Bonus for every 10 Health)
HP: 15000/15000 hp (Health * 100) [Improved Hitpoints III)

Dexterity: 500 (False Super Sonic: 650) (Super Speed: 550) (FSS/SS: 700)
Flat Foot Dodge: +50 (FSS: +65) (SS: +55) (+1 Bonus for every 10 Dexterity + (reaction skill/2))
Dodge Roll: +50 (FSS: +65) (SS: +55) (+1 Bonus for every 10 Dexterity + Skill)
Physical Attack Roll: +50 (FSS: +65) (SS: +55) (+1 Bonus for every 10 Dexterity + skill)
Style Points: 2000 StP (Dexterity * 4)

Strength: 200
Inventory Slots/Comfortable Carry: +20 (+1 Bonus for every 10 Strength)
Base Damage: 100 (+1 Bonus for every 10 Strength * 5)
Max Carry Weight: 800 (+1 Bonus for every 10 Strength * 40) lbs
Weapon Damage: 100 * 30 = 3000 (Base Damage * Weapon mod.)

Endurance: 100
Defense (Damage Absorb): 400 (+1 Bonus for every 10 Endurance *40)
Survival Roll: +10 (+1 Bonus for every 10 Endurance)

Intelligence: 400
MP: 2000 MP (Intelligence * 5)
Skill Points: 1600 SkP (Int * 4)

Magic Affinity: 100
Spell Points: 400 SpP (Magic Affinity * 4)
Magic Attack Roll: +10 (+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: ((10)+(0)*5) * 0 = 0 [( (+1 per 10 Spirit) + (Skill Level) ) * 5) * Mage Level]

Willpower: 100
Mental/Magic Defense Roll: +10 (+1 Bonus for every 10 Willpower + Skill Level)
Magic Damage Soak: 400 (+1 Bonus for every 10 Willpower * 40)

Luck: 150
Luck Roll: +15 (+1 Bonus for every 10 Luck)
Luck Points: 15 (+1 for every 10 Luck)
Critical Modifier: 1d4+1.5 (+0.1 for every 10 Luck)
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<<>Skills<>>
1594 / 1600 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: +50 (FSS: +65) (Enhanced Dodge: +100 (FSS: +115) (SS: +105|FSS/SS: 120)) (Enhanced Agility: +100 FSS: 120 (SS: +105|FSS/SS: 125)) / Strength: +20)
Athletics - 475 - +30 - +50 (Enhanced Agility: +100 (FSS: +115) (SS: +105|FSS/SS: 120)) - +15 (Olympic Running) - +10 (Athlete Class) = +155 (FSS: 170) (SS: +160) (FSS/SS: +175)
Acrobatics - 220 - +20 - +50 (Enhanced Agility: +100 (FSS: +115) (SS: +105|FSS/SS: 120)) - - +10 Athlete = +145 (FSS: +160 (SS: +150) (FSS/SS: +165)
Reaction - 220 - +20 - +50 (Enhanced Dodge: +100 (FSS: +115) (SS: +105|FSS/SS: 120)) - +5 (Pugilist) - +5 (Athlete) = +130 (FSS: +145) (SS: +135) (FSS/SS: +16)
Roll - 220 - +20 - +50 (Enhanced Dodge: +100 (FSS: +115) (SS: +105|FSS/SS: 120)) - +5 (Pugilist) - +5 (Athlete) = +135 (FSS: +150) (SS: +140) (FSS/SS: +165)

Utility Skills
(Health: +15 / Intelligence: +20(intel/2) / Willpower: +10)
Perception - 25 - +5 - +10 - +5 (Monk) = +15
Speechcraft (Intelligence) - 88 - 12 + 20 + 10 (Diplomat) = +42
Speechcraft (Willpower) - 0 - 12 + 10 10 (Diplomat) = +32
Stealth - 0 - 0 - (Enhanced Agility: +100 (FSS: +115) (SS: +105|FSS/SS: 120)) - +5 (Pugilist) = +105 (FSS: +120) (SS: +110) (FSS/SS: +125)
Gather Information: - 0 - 0 - +20 - +5 (Diplomat) = +25
Decrypt Code/Language - 0 - 0 - +20 - +5 (Diplomat) = +25

Combat Skills
(Dexerity: +50 (FSS: 65) ((Enhanced Attack Maneuver: +100 (FSS: +115) (SS: +105) (FSS/SS: +130))

Weapons Proficiency: Martial Arts - 241 - +21 - +50 ((Enhanced Attack Maneuver: +100 (FSS: +115) (SS: +105) (FSS/SS: +120)) - +10 (Pugilist) = +130 (FSS: 145) (SS: +135) (FSS/SS: 150)

Magic Skills
(Magic: +10 / Spirit: +10)


Artisan / Knowledge Skills
(Intellligence: +40)
Artisan: Writing - 0 - 0 - +40 - +5 (Diplomat) = +45


Field Training Skills
(Intelligence: +20(intel/2))
Vehicle Operation: Light Ground - 65 - 7 + 20 = +27

<<> Advanced Skills <<>

Cross Country Running
Cost: 15 SP
Skill Level Required: 10
Type: Bonus
Effect: Allows running across off road terrain at full speed. Normally rough terrain reduces speed by 1/2.

Olympic Running
Cost: 30 SP
Skill Level Required: 15
Type: Bonus
Effect: Adds an additional +5 bonus to a running check for every 10 levels of Running a character has, up to a maximum of 25 at Level 50. This also changes the distance traveled during running from 30ft. + 5ft/level to 30ft. + 10ft/level.

High Jump
Cost: 30 SP
Skill Level Required: 15
Type: Bonus
Effect: Adds an additional +5 bonus to a jumping check for every 10 levels of Jumping a character has, up to a maximum of 25 at Level 50. Adds an extra 25 feet plus regular Jump bonus.

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.

Dual Strike
Cost: 10 SP
Required Skill Level: 5
Type: Enabler
Effect: Grants the owner the ability to perform a 1-2 martial arts combo for full damage.

Triple Strike
Cost: 30 SP
Required Skill Level: 15
Prerequisites: Dual Strike
Type: Enabler
Effect: Grants the owner the ability to perform a 3 hit martial arts combo for full damage. Roll a 1d3.

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<<> Abilities <>>

-= Physical (Style Points) =-
Current Style Points: 100/ 4000 StP

Spindash
StP: 50
MP: 480
Required Skill: +20 Roll
Description: Sonic balls up erecting his spiky exterior and begins spinning, his spines then go through some weird metamorphosis that hardens them. He then rapidly spins in place temporarily before releasing himself to launch forward with exceptional speed. He goes so fast that his spines can saw through metal as if its butter once he passes through an enemy, he comes blasting back to where he was almost like a boomerang.
Attribute 1: Extended Charging Time
Attribute 2: Range 1 (1 Target)
Attribute 3: Combo 1 (1d2)
Attribute 4: Damage 6 (*3)
Total Damage: 1d2*(3000*3)


Homing Attack
StP: 30
MP: 270
Required Skill: Acrobatics - +20
Description: Sonic jumps into the air balling up, he then targets the enemies and homes in on them ramming into several of them at any given time.
Attribute 1: Skill Chain
Attribute 2: Combo 2 (1d3)
Attribute 3: Range 1 (1 Target)
Attribute 4: Damage 2 (*1.0)
Total Damage: 1d3*3000

Bifurcate
StP: 50
MP: 430
Required Skill: Acrobatics - +20
Description: After hitting an enemy with his Homing Attack, Sonic can deal one final blow that saws him through the enemy dealing massive damage.
Attribute 1: Finishing Strike (Homing Attack)
Attribute 2: Damage 7 (*3.5)
Attribute 3: Range 1 (1 Target)
Total Damage: 10500

Eviscerate
StP: 50
MP: 430
Required Skill: Acrobatics - +20
Description: After hitting an enemy with his homing attack, sonic can deal one final blow that severely hinders the enemy.
Attribute 1: Finishing Strike (Homing Attack)
Attribute 2: Negative Effect: Bleeding (Moderate(4))
Attribute 3: Negative Effect: Feeble (Mild(2))
Attribute 4: Range 1 (1 Target)
Attribute 5: Damage 1 (*.5)
Total Damage: 1500

Super Ball
StP: 30
MP: 270
Required Skill: Acrobatics - +15
Description: Sonic Continues to bounce upon an enemy for a decent amount of time.
Attribute 1: Finishing Strike (Homing Attack)
Attribute 2: Range 1 (1 Target)
Attribute 3: Damage 2 (*1)
Attribute 4: Combo 3 (1d4)
Total Damage: 1d4*3000

You're too Slow
StP: 15
MP: 120
Required Skill: Speechcraft - +10
Description: Sonic goes out of his way to taunt the enemy on how slow they're being, while literally running a figure eight motion with his feet.
Attribute 1: Positive Effect: Provoke (Mild(2))
Attribute 2: Range 2 (2 Targets)

Blue Streak
StP: 100
MP: 1080
Required Skill: Running - +30
Description: Sonic is so fast that he can literally attack an enemy for massive amounts of damage before they can even blink an eye. All they would see is a blue streak.
Attribute 1: Extended Charge Time
Attribute 2: Accuracy 1 (+3)
Attribute 3: Range 1 (1 Target)
Attribute 4: Combo 2 (1d3)
Attribute 5: Damage 6 (*3.0)
Total Damage: 1d3*(3000*3)

Now You're Really Slow
StP: 30
MP: 120
Required Skill: Weapon Proficiency: Martial Arts - +20
Description: Sonic blasts past the enemy quickly kicking their leg as he does so.
Attribute 1: Negative Effect: Sprain (Moderate(4))
Attribute 2: Range 1 (1 Targets)
Attribute 3: Damage 1 (*.5)
Total Damage: 1500

Good Vibrations
StP: 30
MP: 120
Required Skill: Running - +30
Description: Using his speed, Sonic vibrates his body at a ridiculous speed. Which soothes his white blood cells and allows them to work faster to fix damage to his body.
Attribute 1: Restorative
Attribute 2: Damage 4 (*3.0)

Sonic Illusion
StP: 30
MP: 120
Required Skill: Running - +30
Description: Sonic runs so fast that he creates the allusion that he is still standing where he last was. He is capable of creating multiple of these in favor of confusing the enemy even more.
Attribute 1: Negative Effect: Confusion (Moderate(4))
Attribute 2: Combo 1 (1d2)

Gotta go Fast
StP: 30
MP: 120
Required Skill: Reaction - +20
Description: Sonic watches out for his allies, when paying attention he will be capable of moving quick enough to cover an ally who is in danger.
Attribute 1: Extended Charge Time (+2 Attribute Points)
Attribute 2: Positive Effect: Cover (Acute(6))
Attribute 2: Range 1 (1 Target)
Attribute 3: Accuracy 1 (+3)


StP:
MP:
Required Skill:
Description:

-= Magical/Psionic (Spell Points) =-
Current Spell Points: (Used) / (Max) SpP



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<<> Traits and Feats <>>

-= Race Traits =-

Race: Anthromorphic Hedgehog
Traits:

1 Statistic Improvement Feat of the player's choosing:
Enhanced Agility
Associated Statistic: Dexterity
Description: Meant for acrobats, contortionists, gymnasts, ninjas, and similar, this feat allows a character to perform unusual feats of athletic skill, whether it's running, balancing, or jumping long distances.
Effect: This improves the Dexterity bonus on noncombat, non-piloting, and nondodge related rolls. Instead of a +1 bonus for every 10 points, the character earns +2 per every 10 points.
Example: A character with 80 Dexterity normally has a Dodge Dexterity bonus of +8. With this feat, that becomes +16.

1 Standard Feat of the player's choosing:

Super Speed
Associated Statistic: Dexterity
Description: The character exhibits an unusually dextrous and quick nature, able to move their bodies in unusually quick ways, as well as able to negotiate the world around them in strange ways, such as clearing terrain.
Effect: +50 to Dexterity. This does not affect Style Points.

Species Communication: Hedgehog(?)

Beast Power: Burst Speed
Pre-Requisite: Feline, generally (Except this time its a hedgehog)
Description: Once per half hour, the character can double his running speed for one round. This is accompanied by an Endurance check vs one's own Dexterity, failure resulting in exhaustion (one round spent recovering)
-= Character Traits =-

-= Feats =-

(* denotes feats taken at character creation.)

*Feat 1 (Free) -
Athlete
Associated Statistic: Dexterity
Description: At the peak of physical development, athletes are among the strongest, fastest, or hardiest of their peers. Often involved in competitions, athletes can be either quiet professionals or boisterous superstars.
Effect: +10 Athletics, Acrobatics, +5 Roll, Reaction

*Feat 2 (100 XP) -
Pugilist
Associated Statistic:
Description: Fierce hand-to-hand, brawler-type combatants, pugilists aren't the intense-concentration, pure-mind-and-body fighters that monks or spiritualists are, but instead fight dirty, ruthlessly, and generally with a disregard for honorable combat.
Effect: +10 Martial Arts, +5 Stealth, Biology, Roll, Reaction

*Feat 3 (200 XP) -
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.

*Feat 4 (300 XP) -
Diplomat
Associated Statistic:
Description: A mediator or negotiator whose purpose involves peaceful bargaining with second or third parties, the diplomat is generally an educated person with a great penchant for dealbreaking.
Effect: +10 Speechcraft, Artisan: Writing, +5 Gather Information, Decrypt Code/Language

*Feat 5 (400 XP) -
Power Parkour
Associated Class: Athlete
Description: A parkour artist can also be a deadly opponent in combat, thanks to the fluid nature of their movements and their ability to gain momentum. A parkour artist's foot can easily transmit momentum to a face as it can to a wall.
Effect: Grants the ability to "charge" an opponent using parkour. If performing a running start (requires at least 1 Area of distance to close to target, check not required), character gains bonus damage on first melee or martial arts-based attack equal to +50% per Area of charge.

*Feat 6 (500 XP) -
Enhanced Dodge
Associated Statistic: Dexterity
Description: This character has quicker reflexes and a keener sense of direction, allowing him/her to avoid or deflect blows away from his/her body, whether it's flipping, blocking, or jumping.
Effect: This improves the Flat Foot, regular Dodge, and Block rolls. Instead of a +1 bonus for every 10 points, the character earns +2 per every 10 points.
Example: A character with 80 Dexterity normally has a Dodge Dexterity bonus of +8. With this feat, that becomes +16.

*Feat 7 (600 XP) -
Sucker Punch
Associated Class: Pugilist
Description: Taking initiative is for suckers.
Effect: This must be declared during the lead up to combat, and can not be used when surprised. If an opponent would otherwise take the first turn in combat, you may take one full hand to hand attack before they act.

*Feat 8 (700 XP) -
Extra Attack
Associated Statistic: Dexterity
Description: The character exhibits reaction and movement speeds above and beyond that of others, allowing them to take more than one action in a round.
Effect: A character must have at least 200 Dexterity to qualify for this feat. In normal and group combat, character rolls a second initiative at half their dexterity value. This makes the character twice the target as well.

*Feat 9 (800 XP) -
Improved Hit Points I
Associated Statistic: Health
Description: This character is hardy and full of vitality. S/he can go longer, harder, faster, and take more harm than other characters.
Effect: Boosts HP. The modifier of *40 is changed to *60.
Example: A character with 70 Health usually has 2800 HP (70 * 40 = 2800), but with this feat their HP becomes 4200 HP (70 * 60 = 4200).

*Feat 10 (900XP) -
Alternate Form: (False Super Sonic)
Associated Statistic: None
Description: Transform into an alternate form, which by default has the same amount of experience points you do. Alternate forms can not have effects (such as flunkies) last beyond their time length. When the form ends, so does any ability/projection/etc it was creating.

+100 Stat Points
Improved Weapon


*Feat 11(1000XP) -
Parkour
Associated Class: Athlete
Description: Parkour, also known as "free running," is an athletic technique developed to create fluid movement across any type of landscape. While difficult to perfect, once a parkour specialist has momentum, the rest all falls into place.
Effect: When performing a series of "Athletics" checks, the character may choose to have a roll "carry over" to complete more checks, up to (Athletics Skill / 5) times. For example, if the first roll is 100 with a skill of 20, the character can parkour over up to 4 more checks if the roll beats the checks' DC. If a check is over 100, the character must roll again or automatically fail.

Feat 12(1200XP) -
Improved Hit Points II
Associated Statistic: Health
Description: This character is remarkably sturdy and full of energy. Performance in combat and performing stressful activities is remarkably improved over normal people.
Effect: Boosts HP. The modifier of *60 is changed to *80.

Feat 13(1400XP) -
Jack of All Trades
Associated Statistic: Variable
Description: Over the course of your experiences you have acquired a variety of unrelated skills all of which you are decent at if not good, though you are a master of none of them. In short, you are something of a Jack of All Trades.
Effect: The character recieves a bonus of +5 to four different and unrelated skills; these skills cannot be related to combat, dodging, magic, or psionics. The four chosen skills must be listed in the feat when it is taken.

Feat 14(1500XP) -
Karmic Strike
Associated Class: Diplomat
Description: A diplomat with a good, honest reputation will often be recognized in the communities in which they represent their home entity, and any attack on their person from any others within the community will often result in a rapid, shrewd response from the other members.
Effect: Attacking this Diplomat is considered a breach of law and practice, and will result in a shock through the community. Others may not be so quick to support the attacking party, and those who would otherwise trust this person instinctively know they are dangerous. Any diplomatic action they take is done at half roll until some grand action is performed in the future to make amends.

Feat 15(1600XP) -
Improved Hit Points III
Associated Statistic: Health
Description: This character is amazingly resilient and physically driven. You can knock him/her down as many times as you can, but she/he will just keep getting back up.
Effect: Boosts HP. The modifier of *80 is changed to *100

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: Sonic's Gloves
CB-OSP:
Side Arm:
Armor:
Pendant:
Ring 1:
Ring 2:

Credits: 1,500,000
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<<> Inventory <>>
Name: Neosteel-Tipped Gloves
Price: 500000
Roll Bonus: +30
Damage Modifier: *30
Augmentation Slots: 3
Crafting DC: 2880
Skill Level Required: 21


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<<> Special Notes <>>

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Last edited by Marluxia on November 23rd, 2015, 6:35 pm, edited 2 times in total.
Marluxia
Posts: 30
Joined: October 16th, 2008, 9:23 pm

Re: Sonic the Hedgehog

Quote

Post by Marluxia »

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<<> Roll Log <>>

-= Basic =-

Init die: 1d120+55
HP: 15,000/15,000
MP: 2000/2000
Regen: N/A
Physical Soak: 400
Magical Soak: 400
Luck Roll: 1d1000+15

Health: +15 (+1 Bonus for every 10 Health)

Flat Foot Dodge: 1d160+75 (+1 Bonus for every 10 Dexterity + (Reaction skill / 2))
Dodge: 1d290+140 (+1 Bonus for every 10 Dexterity + Roll Skill)
Block: 1d180+85 (+1 Bonus for every 10 Dexterity + Weapons Proficiency + block advanced skills + weapon bonus

Physical Attack: 1d280+135 (+1 Bonus for every 10 Dexterity + Martial Arts/Weapons Proficiency Skills)

Survival: 1d30+10 (+1 Bonus for every 10 Endurance)

Magic/Psionic Attack: 1d30+10_ (+1 Bonus for every 10 Magic Affinity + Arcane Arts/Psionic Mastery Skill)

Magic/Psionic Defense Roll: 1d30+20 (+1 Bonus for every 10 Willpower + Arcane Arts/Psionic Mastery Skill)

Luck : ______ d1000+(1 point to 10 points in Luck)

-= Skills =-
Athletics: 1d330+160
Acrobatics: 1d320+150
Perception: 1d40+15
Speechcraft (Int) 1d90+42
Speechcraft (Wil) 1d70+32
Stealth: 1d220+105
Gather Information: 1d60+25
Decrypt Code/Language: 1d60+25

-= Abilities =-



-= Feats =-

_______________________________________________________________________
Marluxia
Posts: 30
Joined: October 16th, 2008, 9:23 pm

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