Teraunce Foaloke- workable this time.

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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Teraunce Foaloke- workable this time.

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Post by Teraunce »

<<> Player Info <>>
IRC Nick: Teraunce_Foaloke
Time Zone (GMT Modifier):
Eastern Standard Time (EST): -5 GMT

This assists us in recognizing when you'll be able to participate in the game!
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<<> Character Information <>>

-= Basics =-

Name: Teraunce Foaloke (or Kagetera "Shadow Ter")
Given Name: Ter (or Kage if kage ever properly identifies himself.)
Race: Half-Steeldragon
Age: 20
Gender: Male
Description: click here for pictures.
Height: 5'10" (human and true), ~7'6" (dragon form on hind legs) or 3 feet high at the shoulder and 5 feet long from tailbase to snouttip (dragon form on all fours)
Tail length:~3' (true) or ~4'-5' (dragon)
Weight: 135 (human), 150 (true), or 175 (dragon)
Scale color (true and dragon forms): light silver to a shadowy black (ter fully in control to Kage fully in control.)
Skin Color (human): lightly tanned
Hair Color (human): same as scale color
Eye Color: brown to an almost-vampiric Red (ter to kage)


-= Personality =-

Favorite Food: Grilled Ham n Cheese sandwiches he grills himself.
Likes: Trust, peace, friendship, reading/writing, being useful, helping others.
Dislikes: Cruelty, unreasoning hatred, sadism, distrust.
Favorite Color: Silvery-White.
Fears: Being shunned, having his friends turn their backs on him, being useless and unable to help.

-= Background =-

History (Note that not all events referenced may be listed in here, nor are all events in here guaranteed to be in the right order, and as of such I will very briefly skim over some of his history.):
Born to a very unlikely pair of parents on his world where men, elves, dwarves, and the occassional halfling fought against (most) dragons, trolls, orcs, and their like. His birth was something of an accident, not known to be possible, and he had been raised by both his parents in relative quiet, his father being one of the few dragons able to shapeshift, and also one that was somewhat a pacifist in the wars, he was also ironically in direct line to inherit the status as clan leader. His mother on the other hand fell in love with his father before she knew what he was, and he returned the love. He hasn't seen many of his kin on either side, but they taught him what they could, including using his inherited shapeshifting power, before pushing him out the door to learn at the approximate age of 16 where he spent the next couple of years drifting and honing his skills before learning of a march being prepared by the king's army to crush an army of orcs and goblins. He managed to sign up in time, and along the way fell into a cave from which he couldn't escape except through a magical, malfunctioning portal.

His First stop along this wild ride was at the Town of Darkhaven where he met two of his best friends, both outcasts. The first he met was Mahtan, a male drow, who while claiming to not follow lloth, still acted a lot like a drow, which left them at odds as Ter tried to soften mahtan. The other friend he found there was a vampiric angel named Cayiro, turned through no fault of her own, her condition leaving her oddly balanced between light and darkness, being able to withstand sunlight for brief periods of time, and also giving her the physical traits of both. He eventually and accidently left that town, shortly before it's destruction as he later learned, by walking through that strange portal again.

The portal this time dumped him inside the Black Dragon Inn in the City of Arangoth, where he remet his earlier friends and made a couple new ones, as well as suffering one death by trying to heal someone, a couple severe heartbrakes, and briefly meeting another like him, which led to him visiting her abode, a library which once belonged to her sadly gone family. From her he learned the language of Dragons, which was previously unknown to him, as well as a deep friendship with the half-black. Eventually he left the inn after being thrown out by a maid, a maid very heavily influenced by someone who hated him for no reason at all, and who seemed to thrive on it. He walked through the portal a couple days after being thrown out while getting one brief last laugh at the fact he owes a lich a million gold coins, and the lich can't follow him.

Next up on his tour of the worlds was a kingdom where he strangely somewhat fit in, and where he met another friend, soon turned heartbreak later on, as she reminded him of the friend he left behind in the inn, despite being a white dragon-half. He doesn't remember much else about this time except he got his longsword and longbow here, as well as his quiver.

The next to last place was in a dark but fair demon-lord's castle where he met all his friends again and enjoyed his time there until a dark god seemed to enjoy tormenting him, threatening him with total annihilation unless he bowed to the god and became the god's slave, at which point he fled for a brief while to a lonely little tavern, long dis-used but still upkept, only to find out it used to be the common grounds of his angelic friend's vampire clan, until they were wiped out. He returned shortly after learning of the god's temporary banishment, eventually leading to the castle's destruction and almost everyone fleeing to another castle by portal.

The last stop, at this pure obsidian castle, was one of the briefest, as while he met more friends, he also suffered more heartbreak, eventually leading to his fighting, and barely holding off a god. It was also during this time that Kagetera managed to break free of the unconcious chains binding him in place as Ter threw everything he had into saving a dear friend. Despite Kage at first trying to consume Ter's portion of their soul, they soon realized each of them is dependent on the other to a degree, and so they work together now. Back on topic Ter started making worse and worse mistakes trying to help, each time losing some of his friends, until his best friend threatened to turn him, at which point he fled the castle and eventually found his way into a portal here.

Notable Accomplishments: A brief list of your character's special accomplishents, whether they be locally recognized or galaxy-wide. This will more than likely change with gameplay.
Training (If any): A brief list of the things that your character has received impromptu or formal education/training on. This will more than likely change with gameplay.

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<<> Statistics <>>
500 Experience Points to distribute
A character's pool of Experience Points. This must be kept updated at all times.

Vital Statistics

Vital statistics represent the very core of the character. This is where ALL EXPERIENCE POINTS will be placed.

Physical

Health: _30_ Health represents a character's body. This will affect their senses, their perception of the world around them, and their overall physical health. This is the statistic that all Honed Perception Skills and Hit Points are derived from.
A standard, fit human being will have a stat of 30. A stat of less than 10 indicates a character who is terminally ill and typically bed-ridden with an ailment. A statistic of 0 indicates a permanent coma ('Knocked Out' status).
Hit Points: ___1200___ / __1200__ HP (Health * 40) Hit points represent a character's capacity for abuse. All damage that is accrued to the character's body will be taken out of Hit Points.
A character is considered to be 'Critical' when their Current Hit Points drops below 25% of its Maximum Hit Points, and a character is considered to be 'Knocked Out' when their Current Hit Points is lowered to 0 or less. A character is considered 'dead' when their Current Hit Points drops below negative its Maximum Hit Points. Example: A character with 4000 Max HP is 'dead' when their HP reaches -4000.

Dexterity: __50__ Dexterity represents a character's flexibility, ease of movement, control over their bodies, and agility. The dexterity stat is used in many skills and situations, and allows a character to do many different things with their bodies, ranging from attacking physically to the precise motions of connecting wires to a microchip.
A normal, fit human being will have a Dexterity stat of 50. A statistic of 10 represents a character with a disability, such as paraplegia, severe scoliosis, etc., that reduces their ability to control their bodies. A statistic of 0 represents a paraplegic character, paralyzed from the collar-down.
Style Points: __220__ StP (Dexterity * 4) Style Points are used to purchase special/custom physical abilities that a character possesses. These are either standardized or individual techniques that a character uses in or out of battle that sets them apart from others.

Strength: __50__ Strength represents the force that a character's physical body can exert on the world around it. This includes both pushing and pulling force, as well as the body's resistance TO force exerted on it, such as gravity or weight.
A standard, fit human has a Strength stat of 50. A statistic of 10 represents a character who has a disability that inhibits their muscular function, such as muscular dystrophy, or atrophy. A statistic of 0 represents a character who is unable to resist the push of gravity on their person, and isn't even able to push the air out of their lungs to breathe.
Inventory Slots: __5__ (+1 Slot for every 10 Strength) Inventory Slots represent a character's ability to carry items or equipment on their body. Item Slots are taken up by equipment or items that do not fit into the character's Equipment Slots. More on this later.
Base Physical Damage: __150__ (+1 Bonus for every 10 Strength * 30) This represents the character's ability to cause effect on the world by the sheer force of their muscles (pushing, pulling, swinging, kicking, etc.). As indicated, this is the base value used to determine modified damage amounts (weapons, martial arts, etc.)
Maximum Carry Weight: __200__ (+1 Bonus for every 10 Strength * 40) lbs (pounds) This represents a character's ability to carry things that are not assigned item slots. Boxes, bodies, or cargo are a few examples of what this would be used for.

Endurance: __50__ Endurance represents a character's body's resistance to physical harm, as well as the body's ability to push itself to the brink of and even into harming itself to achieve a purpose. Although this can be maintained by a character who trains to enhance this specifically, typically a character will enhance their body's protection from harm with physical armor, such as a bulletproof vest or chainmail. However, armor will not enhance -- and may even hinder -- a character's ability to perform exhausting tasks that challenge the character's endurance directly.
A standard, fit human will have a statistic of 50. A stat of 10 represents a character who is exceptionally fragile and may bruise with light touches. GM's may ask that the character roll after being attacked to see if bones are broken or soft tissue is torn. A stat of 0 would mean that your character clings to existance and any outside alteration would be devastating to thier health, including but not limited to tempature changes, extreme weather and physical contact.
Defense (Damage Absorb): ________ ((+1 Bonus for every 10 Endurance) + (Armor Bonus) * 40) This value represents numerically the amount of damage that your character can take from the outside world. This is also commonly referred to as 'soak.' This value will be taken from physical damage accrued to your character, then the result after subtraction is taken from your character's Hit Points.

Mental:

Intelligence: __50__ This represents a character's cognitive and logical thought processes, as well as their problem solving and application skills. Inteligence is a very required statistic and more often than not will be the focus of your Experience Points for a while, as this is required to have Skills listed below.
A standard, fit human will have a statistic of 50. A stat of less than 10 represents a character with a learning, developmental, or cognitive disability, such as Down's syndrome or autism. A stat of 0 represents a character with no 'sentient' brain activity, and will act on sheer instinct without problem solving capabilities.
Magic Points: ___250___ / ___250___ MP (Intelligence * 5) This value, also referred to as 'Mana Points', represents a character's capacity to cast magic or use psionic abilities. All spells and abilities require a certain amount of Magic Points, and each cast/use will deduct that amount from a character's pool of MP. When that character's pool of MP can no longer meet the demands of the cast, the character is unable to cast that spell or use that technique. MP is recovered with 8 hours of dedicated rest/sleep or special items. MP is not 'regenerated' over time, even if it is not used in a period of eight hours.
Skill Points: _200_ SkP (Intelligence * 4) This value represents a character's capacity for knowledge, whether it be application or theory. All Skills cost these Skill Points to purchase, and a character not exceed this amount when buying Skills.

Magic Affinity: __30___ This represents a character's connection to the outside world on a higher level than physical, whether it be through magic or psionics. This statistic allows a character to bend spiritual or psionic energy into use, whether it be a powerful blast of a gentle healing technique.
A standard, fit human has a statistic of 30. A stat of 10 represents a character who has very little knowledge of understanding of the arcane or psionic abilities, and will be typically stuck in either awe of it or dismiss it entirely. A stat of 0 represents a character who has no grasp on the paranormal, and will most likely deny anything they see or hear about it.
Spell Points: __120__ SpP (Magic Affinity * 4) This value represents a character's ability to possess and memorize magical spells or psionic techniques. Each spell and technique requires a certain amount of Spell Points to possess, and a character cannot exceed this value with spells.
Magic/Psionic Level: _______ (+1 Magic Level per 5 levels of Arcane Arts/Psionic Mastery Skills) This value represents the maximum potency of magic spells or psionic abilities that a character may learn and possess. As you can see, this value is determined not by a character's statistic, but by the level they possess in their magic discipline or their psionic genre.

Spirit: __30__ This represents a character's spiritual presence on the outside world or that of the supernatural. This statistic also represents a character's creative and abstract thought processes, as well as the strength of the character's actual soul. Spirit affects magical/psionic influence (damage) as well as crafting or performing skills.
A standard, fit human has a statistic of 30. A statistic of 10 represents a character who is artistically and spiritually challenged, and who has very little impact on the world in a nonphysical way. A stat of 0 represents a character who does not exist past their phyiscal bodies, and literally lacks an imagination.
Base Magic Damage: _______ ( ((Spirit +1/10) + (Arcane Arts/Psionic Mastery Skill Level)) * 30 ) This represents the character's ability to cause effect on the world by the sheer force of their spiritual energy. As indicated, this is the base value used to determine modified damage amounts (spells, psionic abilities, etc.)

Willpower: __30__ This represents a character's ability to resist the force of higher-level power on their physical and spiritual presence, as well as the character's ability to force their desires on the world around them. This is used in defending against magical or psionic influences on a person's body, as well as influencing other characters in various ways, such as intimidation or persuasion.
A standard, fit human has a stat of 30. A stat of 10 represents a character unable to think for themselves or resist manipulation at almost any level. A stat of 0 represents a character who can't resist following a slight breeze, and will literally turn on a dime at a gentle word, and will follow any direct order nearly to the death.
Magic/Psionic Damage Soak: ___120___ (+1 Bonus for every 10 Willpower * 40) This value represents numerically the amount of damage that your character can take from the supernatural world. This is also commonly referred to as 'soak.' This value will be taken from magical/psionic damage accrued to your character, then the result after subtraction is taken from your character's Hit Points.

Luck: _____ This wildcard statistic represents a character's fate-based divine standing. While sometimes referred to as karmic, a character's Luck stat determines how often the universe smiles down on the character, or how often something's raining down that's not water on it.
Luck Points: ____ LP (+1 Luck Point for every 50 Luck) Luck Points are literally 're-do's for characters. Each point allows a character to reroll ONE dice roll per day that is NOT a botch.
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<<> Skills <>>

Skills represent a character's knowledge or ability to perform general actions with proficiency. The amount of the character's ability is expressed by a 'Level' value, and each level costs a specific amount of Skill Points to purchase. While a character may be considered at a higher level in their original setting, when a character is introduced to the DW universe, it is considered to be on the scale listed below, as it has an entire new universe to be relatively compared to.

Along with general skills, there is space for what are called 'Advanced Skills.' Advanced Skills are specific, specialized skills that are acquired by the study of the general skill that they are listed under. Advanced Skills must be listed in the Skill List under their corresponding General Skill, as well as have the actual listing of the Advanced Skill in the Advanced Skill section. This makes it easy to keep up with point costs as well as localizing the description of the Advanced Skill to the character sheet for efficiency.

___/__200_ Skill Points (Current/Maximum) This value, derived from the Intelligence statistic, represents a character's Current pool of Skill Points -- that is, the ones that have been used to purchase Skills below -- and the character's maximum amount of SKill Points. This is read as "X of Y 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

Athletic Skills
<skill> <level> <points>
Athletic Skills are skills that a character possesses that represents their knowledge or talent in using their body as a whole. Examples: Running, Jumping, Rolling, Reaction, Move Slowly, Balance.

Honed Perception Skills
<skill> <level> <points>
Honed Perception Skills represent a character's ability to recognize the world around them with the five natural senses of the body. These are represented by the Spot (Sight), Listen (Hearing), Taste, Touch, and Smell skills.

Minor Skills
<skill> <level> <points>
Minor Skills represent a character's talents in a variety of smaller subjects. This is the most varied Skill genre, and includes things such as Computer Use, Lockpicking, Search, Gather Information, Hide, Bluff, and Diplomacy.

Combat Skills
<skill> <level> <points>
breath weapon 5 25
longsword 5 25
Combat Skills represent a charcter's ability to engage the physical world in conflict. This is represented by the multitude of Weapons Proficiency skills, as well as Martial Arts and Sneak Attack.

Magic Skills
<skill> <level> <points>
telepathy 5 25
Magic Skills represent a character's ability to engage the physical and supernaturla world in conflict. This is represented by the multitude of Arcane Disciplines and Psionic Majors.

Knowledge Skills
<skill> <level> <points>
Knowledge Skills represent a character's theory knowledge rather than actual ability. The Knowledge Skills are required in order to perform some higher-level application skills, and are used to gain or reflect abstract knowledge about a subject. Examples include Knowledge: Biology, Knowledge: Arcane Science, Knowledge: Engineering, Knowledge: Architecture, Knowledge: Demolitions, Knowledge: Medicine, Knowledge: Law, Knowledge: World History, Knowledge: Zoology, and Knowledge: Mathematics.

Vehicle Skills
<skill> <level> <points>
The Vehicle Skills represent a character's ability to navigate a creature or mechanized construct, as well as engage it in conflict. Vehicles can come in all shapes, sizes, and types, and if a character is proficient in multiple types of vehicles, they must be listed. Examples include Vehicle Operation: Small Automobile, Vehicle Operation: Starfighter, Vehicle Operation: Mechanized Infantry, Vehicle Operation: Dreadnaught, Vehicle Operation: Naval Battleship, Vehicle Operation: Small Boat, and Vehicle Operation: Heavy Armor.

Survival Skills
<skill> <level> <points>
The Survival Skills represent a character's ability to sustain themselves and keep control in varying environments or situations. These allow a character to protect themselves, be intuitive with the environment/situation, and assists them in staying safe and alive in these trying times. Some examples include Survival: Forest, Survival: Jungle, Survival: Hostage Situation, and Ambush.

Crafting Skills
<skill> <level> <points>
The Crafting Skills represent a character's ability to create things using their abstract imagination as well as their knowledge in their particular subject. Often, this is where the Knowledge Skills are required. Some examples include Craft: Medicine, Craft: Mechanical, Craft: Electronics, Craft: Architecture, and Craft: Literature.

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<<> Abilities <>>

Abilities are even more specialized and even individual things that characters are able to do in or out of battle. This is where characters record their specialized combat attacks, their individual talents in a Skill/Advanced Skill, and where magical spells and psionic abilities are recorded. Style Points and Spell Points resemble Skill Points used to purchase Advanced Skills -- that is, you pay one lump sum of Style or Spell Points once a character has reached a specific level in the associated skill to purchase the Ability.

-= Physical (Style Points) =-
___/___ Style Points (Current/Maximum) This value, derived from the Dexterity statistic, represents a character's current pool of Style Points -- that is, the ones that have been used to purchase Skills below -- and the character's maximum amount of Style Points. This is read as "X of Y Style Points".

A character's full listing of Physical Abilities will be kept here, as well as their full entries as created by the Game Masters when the Ability is approved.


-= Magical/Psionic (Spell Points) =-
___/___ Spell Points (Current/Maximum) This value, derived from the Magic Affinity statistic, represents a character's current pool of Spell Points -- that is, the ones that have been used to purchase Skills below -- and the character's maximum amount of Spell Points. This is read as "X of Y Spell Points".

A character's full listing of Magical Abilities and Spells will be kept here, as well as their full entries as created by the Game Masters when the Ability is approved, or the Spell Listing as stated by the Magic lists.

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<<> Feats <>>

Feats are specialized abilities that mundane people cannot dream of obtaining. These unique feats make it possible for the characters to do things that ordinary folk think of as super human abilities. These assist in game play to make a character better, stronger, faster, more magical etc than regular people can ever attain in their life times.

Feats are categorized first into 3 groups. Those sections are the following:

* General Feats = For any character, able to be purchased by anyone. Most feats are general and anyone can take them as ways to assist in advancing skills and statistics.

* Specific Feats = For specific unique types of beings that it would make sense for them to have. Specific Feats are designed for beings such as androids, psionics capable, magical beings, etc. These are abilities that basically if your character is not the type of character the ability would be meant for, you cannot purchase it.

* Individualized Feats = meant for only one specific character. This implies that the feat cannot be taken by another character unless the character specifically it is meant more is able to teach it to another person who has the capacity to learn it.

Under the three types of feats there are categories which will be explained now.

Statistic Improvements
Stat Improvements change the way your statistics are -calculated-. By default, your HP is Health * 40. With a feat, you can make it * 60. These feats have special restrictions on them, which are described in their Feat listing.

Ability Feats

These generally are feats designed to give your character an innate ability. These are usually designed for characters with Specific or Individized Feats.

Character Feats

These are feats that are the most dynamic and signature to very specified beings or are often also Individualized Feats. One type of attack/defense is Limit Breaks or Trance which falls in the General Feats catagory as anyone can purchase them and they are specific to that character only though. Most character feats can be purchased more than once to improve their success and damages.

Rare Feats

Rare Feats fall under Individualized or Specialized Feats only. Rare Feats are the most drastic of feats. These offer huge benefits at the cost of some penalty. Its up to you to determine if the trade off between the power and the cost is worth it, but be warned. Feats are permenant, and it is incredibly difficult to circumvent the negative effect.

(* denotes feats possessed at Character Creation)

* Feat 1 (Free)-Flight

* Feat 2 (100 XP)-Armor

* Feat 3 (200 XP)-enhanced item storage slots thingy

* Feat 4 (300 XP)-transformation (dragon form)

* Feat 5 (400 XP)-

* Feat 6 (500 XP)-


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 <>>

This is where a brief list of the character's possessions and equipment/items are kept. This section is mostly for Slot allotments, and does not require full item listings.

-= Equipment Slots =-

Equipment Slots are places on a character's person where they can carry specific items. These are limited to what is listed, and each has a specific function. Items that are in Equipment Slots do not take up Item Slots, regardless of their size.

Weapon: longsword
Side Arm: A character's secondary weapon. Example: knife, dagger, pistol, baton, taser, spray. This is typically restricted to a 1- or 2-slot weapon.
Armor: Studded Leather Armor
Pendant: Gold necklace with odd writing written on it, useless except as a memento and a memory reminder.
Ring 1: gold ring with a diamond set in it matching his scale color
Ring 2:

-= Item Slots =-

Item Slots are where items that do not fit into the Equipment Slots are kept. All equipment, items, and weapons are given an Item Slot size, and if a character does not have sufficient Item Slots to carry all the equipment they want, they must pick and choose what to use when. There are, however, pieces of equipment that do offer more Item Slots, such as backpacks, belts, and bags.

Slot 1:
Slot 2:
Slot 3:
etc.

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<<> Inventory <>>

This is where a character's equipment and items will be kept track of. This section must contain full listings of all items that have effect in the game, whether it be a roll modifier, a damage, or a special effect that goes past a mundane use.

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<<> Special Notes <>>

This is where a character's special conditions or other important information that does not have a place on the sheet are listed, if applicable. If not, this area is to be just left blank.
Teraunce
Posts: 1
Joined: September 30th, 2009, 2:48 pm

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