Raijin

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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Raijin

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Post by GadoTheLion »

<<> Player Info <>>

IRC Nick: Ryste
Real Name (Optional):
Time Zone:
Sheet Approved by: ZR388
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<<> Character Description <>>

Name: Raijin

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Race: Human
Age: 25
Height: 6"5'
Appearance: Raijin is a muscular young male. He's most often seen wearing a small blue vest that fails to cover most of his chest, and pair of baggy black pants. He has a pair of white bracers on his arms, and a string of large beads around his neck. In battle he wields a heavy staff that widens out and is weighted at both sides.


<<> Character Personality <>>

Favorite Food: Potatoes.
Likes: Insects, The Disclipinary Committee.
Dislikes: Anything on the list.

<<>Character Background<>>

History:

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<<>Statistics<>>

Total Experience Points: 1600/1600

Health: 250
Health Roll: 25 (+1 Bonus for every 10 Health)
HP: 20000 / 20000 hp (Health * 80[SIF])

Dexterity: 100 (+100 from Feats)
Flat Foot Dodge: 35 (+2 Bonus for every 10 Dexterity + (reaction skill/2))
Dodge Roll: 40 (+2 Bonus for every 10 Dexterity + Skill)
Physical Attack Roll: 60 (+2 Bonus for every 10 Dexterity + skill)
Style Points: 400 StP (Dexterity * 4)

Strength: 250 (+100 from Feats)
Inventory Slots/Comfortable Carry: 25 (+1 Bonus for every 10 Strength)
Base Damage: 210 (+1 Bonus for every 10 Strength * 6[SIF])
Max Carry Weight: 1250 (+1 Bonus for every 10 Strength * 40) lbs
Weapon Damage: 2100 (Base Damage * Weapon mod.)

Endurance: 250 (+100 from Feats)
Defense (Damage Absorb): 1250 (+1 Bonus for every 10 Endurance *50[SIF])
Survival Roll: 25 (+1 Bonus for every 10 Endurance)

Intelligence: 300
MP: 1500 MP (Intelligence * 5)
Skill Points: 1200 SkP (Int * 4)

Magic Affinity: 100
Spell Points: 400 SpP (Magic Affinity * 4)
Magic Attack Roll: 25 (+1 Bonus for every 10 Magic + Magic Level of Skill used.)
Mage Level: 3 (Skill Level / 5)

Spirit: 100
Base Magic Damage: 375 [( (+1 per 10 Spirit) + (Skill Level) ) * 5) * Mage Level]

Willpower: 150
Mental/Magic Defense Roll: 30 / (+1 Bonus for every 10 Willpower + Skill Level)
Magic Damage Soak: 600 (+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)
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<<>Skills<>>
(Used) 960 / 1200 (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> <10> <65>
<Roll> <10> <65>
<Reaction> <10> <65>


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

<Vehicles: Light Ground> <10> <65>

Combat Skills
(Dexerity: +0)

<Staves> <30> <475> (130 from Extra Training)


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

<Draw Magic/Guardian Forces> <15> <130>


Artisan / Knowledge Skills
(Intellligence: +0)


Field Training Skills
(Intelligence: +0(intel/2))


<Advanced Skills>

-Staves-

Power Strike
Cost: 30 SP
Skill Level Required: 15
Type: Enabler
Effect: Allows for a single strike at a penalty that increases the damage. The penalty is -5 for every extra 250 damage put on the attack.

Staff Flip
Cost: 55 SP
Skill Level Required: 20
Type: Enabler
Effect: By utilizing both ends of a staff, the user is able to strike twice with each end. Roll 2d2 for strikes.

Improved Staff Flip
Cost: 115 SP
Skill Level Required: 30, 'Staff Flip' Advanced Skill.
Type: Enabler
Effect: By actually using their body as a fulcrum and striking quickly with both ends of the staff, a talented staff wielder can crack both ends of the weapon three times against a single target. Roll a 2d3 for hits.

-Draw Magic/Guardian Forces-

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.

-Roll-

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.

-Reaction-

Block
Cost: 10 SP
Skill Level Required: 5
Type: Bonus
Effect: Allows a person to block with a weapon. This adds a +5 bonus to blocking.

Counter Strike
Cost: 15 SP
Skill Level Required: 10, 'Block' Advanced Skill
Type: Enabler
Effect: Negates the block bonus, but allows for a single melee physical retaliatory strike


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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: Human

SIF: 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).

Standard Feat: Elemental Affinity: Air; Lightning Domain, Level 1

Traits:

Junior Hero
Pre-requisite: Racial/GM Assigned
Description: With a natural proclivity for adventure, many humans spend their lives in search of it in one form or another, from the world traveler to the humble gamer nerd. The character's prior adventures have prepared them for the one they are thrust into now, granting a greater pool of starting Experience.
Effect: +100 EXP. Feat subject to enhancement with inflation.

Extra Training
Pre-requisite: Racial/GM Assigned
Description: Most humans spend their entire lives in preparation for bigger and better things, whether in formal education or training, or simply self improvement and study of the arts they wish to make their worth in. This manifests in additional SP to a particular skill they spent a lot of time honing.
Effect: +130 to ONE backstory-relevant Skill, essentially starting it at level 15

-= Character Traits =-

-= Feats =-

(* denotes feats taken at character creation.)

*Feat 1 (Free) -
Sentinel
Associated Statistic:
Description: Sentinels are powerful, trained defenders of others. They're excellent escorts, bodyguards, and front-line shock troopers, and generally use their protection as weapons as well. Charging head-first into a Sentinel isn't advised.
Effect: +10 Weapon Proficiency: Shields, +10 Athletics, +5 Perception, Reaction

*Feat 2 (100 XP) -
Iron Defense
Associated Class: Sentinel
Description: A good sentinel does not require concentration to defend, they are always defending.
Effect: Sentinels with this feat do not require the normal held round to cover an ally. They however may only cover one ally per round.

*SIF Feat 3 (200 XP) -
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 4 (300 XP) -
Limit Break
Associated Statistic: Willpower
Description: When in dire situations, a character is able to push him/herself past normal limits, putting a good portion or even all of their skill, energy, and power into a single few seconds in an attempt to overcome an obstacle, whether it be environmental, hostile, or otherwise.

*Feat 5 (400 XP) -
Super Strength
Associated Statistic: Strength
Description: The character exhibits stronger-than-average human strength.
Effect: +50 to Strength. This grants the character bonuses of +5 to Inventory Slots and Maximum Carrying Weight, as well as Base Damage. The Base Damage boost also goes to weapon damage.

*SIF 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) -
Armored
Associated Statistic: Endurance
Description: Represents natural skin/body armor
Effect: +50 Endurance (Put in temporary). This affects natural damage soak.

*Feat 8 (700 XP) -
Super Strength
Associated Statistic: Strength
Description: The character exhibits stronger-than-average human strength.
Effect: +50 to Strength. This grants the character bonuses of +5 to Inventory Slots and Maximum Carrying Weight, as well as Base Damage. The Base Damage boost also goes to weapon damage.

*SIF Feat 9 (800 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 10 (900XP) -
Armored
Associated Statistic: Endurance
Description: Represents natural skin/body armor
Effect: +50 Endurance (Put in temporary). This affects natural damage soak.

*Feat 11(1000XP) -
Elemental Affinity Air: Lightning Domain level 2

SIF Feat 12(1200XP) -
Improved Physical Damage I
Associated Statistic: Strength
Description: This character is able to deal harder and more lethal blows than most other people. Whether it's a harder right hook or a weightier chop, this one will sting more than anyone else.
Effect: This affects Base Damage, which in turn will have an affect on Weapon Damage when used with a weapon that requires Strength. The formula regularly for Base Damage is (+1 per 10 points) * 5. The equation changes to (+1 per 10 points of Strength) * 6.
Example: The character has a 60 Strength. This would grant +6. 6*5 = 30. With the Feat, the equation changes to 6*6 = 36.

Feat 13(1400XP) -
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.

Feat 14(1500XP) -
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.

SIF Feat 15(1600XP) -
Improved Defense I
Associated Statistic: Endurance
Description: They say sometimes all you really need is stronger skin. Though it may work for everyone as far as words go, sometimes you'd like the sticks and stones to be staved off all the same. Takers of this feat have stronger bodies, able to bear a greater brunt of punishment.
Effect: Increases Defense Absorb Modifier alters from *40 to *50.
Example: The character has a 40 Endurance. The Defense Absorb equation is: +1 point per 10 Endurance *40. The equation would normally be 4*40=160. However, with this Feat the equation becomes 4*50=200. The character could then soak 200 points of damage before losing HP.


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).

<Weapons>

Name: Denzium Staff
Price: 910000
Augmentation Slots: 7
Roll Bonus: +50
Damage Mod: 10
DC To Make: 2520
Skill Level To Use: 19

<Armor>

Denzium Mail
Price: 1000000
Physical Soak Bonus: 3150
Magical Soak Bonus: 1300
Crafting DC: 3080

Credits: 500,000 (+1,000,000 after 3 months)
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<<> Inventory <>>


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<<> Special Notes <>>

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GadoTheLion
The Only Gay Eskimo
Posts: 13
Joined: November 7th, 2008, 8:00 pm

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