Reno of the Turks

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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Reno of the Turks

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Post by Doxyc »

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DW CHARACTER SHEET 5.0

<<> Player Info <>>
IRC Nick:Doxyc
Real Name (Optional):Cody
Time Zone (GMT Modifier):Central -6GMT
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<<> Character Information <>>

-= Basics =-

Name: Reno
Race: Human
Height: 5'11
Weight: 165
Appearance:
Hair Color: Red
Notable Features:
Image


-= Personality =-

Favorite Food: Tifa's Cocktails
Likes: Tifa's Chest, Women, Booze, Rude
Dislikes: Elena, Douchebags, Don Corneo
Favorite Color: Red
Fears: Tifa's Wrath XD
-= Background =-

History: Reno is first encountered when he comes to the slums church with soldiers in an attempt to capture Aeris. Not long after, he sets the bombs that blows up the Sector 7 pillar, but not without fighting Cloud, Barret, and Tifa, which leaves him temporarily incapacitated. He later confronts them outside of Gongaga Village with his long-time partner, Rude, to settle the score, but once again has to back down. Despite this rivalry, he is not beyond teaming up with Cloud and the others in Wutai, where both parties had a bone to pick with Don Corneo, who had taken Elena and Yuffie Kisaragi hostage. He and Rude can also be found observing the Sunken Gelnika, and fight Cloud and his party once more.

He is encountered one last time when the Turks are in the subway tunnels of Midgar, Reno says that he is "not really up for" fighting, even though he and the others were ordered to terminate Avalanche.

Along with Rude, Reno has a prominent role in Advent Children. Reno makes his entrance flying the Shinra helicopter over the Northern Cave, where the Turks are in search of Jenova's head. He escapes when Kadaj, Loz, and Yazoo interrupt their investigation. He is then seen attacking Cloud when he first arrives at the Healin Lodge, although this seems a bit half-hearted; consistent with his attitude at the end of the game, Reno possesses no true hostility towards his former enemies. He and Rude are on the same side as the protagonists and join the fight against Kadaj, Loz, and Yazoo. He is then seen near the opening of a tunnel with Rude, explosives in hand with Rude, having a light-hearted conversation, despite the fact they may be caught in the explosion. As soon as Cloud rushes by on his motorcycle, Reno drops the bomb he was holding with a smile. Loz, Yazoo, Rude, and himself are all caught in the explosion and implied to have died. However, this is shown to not be the case as both Loz and Yazoo shot Cloud near the end of the film, albeit mortally wounded. Reno and Rude are also shown to have survived as they are seen with the surviving members of Shinra, taking witness to Rufus’ Geostigma disappearing.

Notable Accomplishments: Dropped Sector Seven Plate, fought Avalanche a few times
Training (If any): Turk Training, Mako Treatment

Money: 4000
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<<> Statistics <>>
735 points to distribute

Vital Statistics

Physical

Health:100
Hit Points: 4000/4000 HP (Health * 40)

Dexterity:70 (110)
Style Points: 280 StP (Dexterity * 4)

Strength:90 (+50)
Inventory Slots: 10 (+1 Slot for every 10 Strength)
Base Physical Damage: 700 (+1 Bonus for every 10 Strength * 50)
Maximum Carry Weight: 560 (+1 Bonus for every 10 Strength * 40) lbs (pounds)

Endurance:90
Defense (Damage Absorb): 360 (+1 Bonus for every 10 Endurance * 40)

Mental:

Intelligence:105
Magic Points: 550/550 MP (Intelligence * 5)
Skill Points: 425 SkP (Intelligence * 4)

Magic Affinity:70
Spell Points: 280 SpP (Magic Affinity * 4)
Magic/Psionic Level: 4(+1 Magic Level per 5 levels of Arcane Arts/Psionic Mastery Skills)

Spirit:150 (+10)
Base Magic Damage:1400 ( ((Spirit +1/10) + (Arcane Arts/Psionic Mastery Skill Level)) * 40 )

Willpower:50
Magic/Psionic Damage Soak: 200 (+1 Bonus for every 10 Willpower * 40)

Luck:10
Luck Points: 0 LP (+1 Luck Point for every 50 Luck)
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<<> Skills <>>
423/425 Skill Points (Current/Maximum)

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
<Run> <5> <25> (+10)
<Jump> <5> <25>
<Climb> <5><25>
Honed Perception Skills
<Reaction> <10> <65>
<Spot> <2> 13>
Minor Skills
<skill> <level> <points>

Combat Skills
<Roll> <10> <65>
Rod Proficiency (Level 15) <130>
Statistic:
Use: Mastery of a weapon
Martial Arts <5> <25>

Magic Skills

Materia Magic <10 (+10) > 65

Knowledge Skills


Vehicle Skills
Helicopter Piloting <5> <25>

Survival Skills


Crafting Skills


-= Advanced Skills =-
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.

Block
Cost: 10 SP
Skill Level Required: 5
Type: Bonus
Effect: Allows a person to block with a weapon, offering a +5 to dodge rolls.

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<<> Abilities <>>

-= Physical (Style Points) =-
120/280 StP

Name: Turk Pride
Cost: 30
Required Skill Level:15
Attribute 1: *1.0Damage
Attribute 2: 1d3 hits


Name: Neo Turk Light (Ranged)
Cost: 30
Required Skill Level: 15
Attribute 1: 1d3 hits
Attribute 2: 1.0 Damage

Name: Good Night
Cost:30
Required Skill Level: 15
Attribute 1: Sleep
Attribute 2: 1 Target
Attribute 3: +5 Accuracy

Name: Agonizing Strike
Cost:30
Required Skill Level: 15
Attribute 1: 1 Target
Attribute 2: Pain
Attribute 3: Knockdown

-= Magical/Psionic (Spell Points) =-
120/120 Spell Points (Current/Maximum)



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<<> Feats <>>

(* denotes feats possessed at Character Creation)

* Feat 1 (Free)- 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.

* Feat 2 (100 XP)- Pyramid
Associated Statistic:
Description: Reno makes several gestures with his electro mag rod, forming a golden pyramid that holds an enemy in place.
Effect: A mild version of stop which contains the subject in an energy pyramid until a physical strike breaks the field. The person inside does not suffer physical damage up to 5,000 damage (further damage is felt as normal). This effect wears off in 1d5 rounds otherwise.

* Feat 3 (200 XP)- Improved Physical Damage
Associated Statistic: Strength
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) * 30. The equation changes to (+1 per 10 points of Strength) * 40.
Example: The character has a 60 Strength. This would grant +6. 6*30 = 180. With the Feat, the equation changes to 6*40= 240.

* Feat 4 (300 XP)- Super Jumping
Associated Statistic: Dexterity
Description: The character is definitely one you don't want to play basketball with, and has the ability to get great air almost worthy of a hang-time meter when jumping.
Effect: +10 to 'Jump' skill checks, and represents an additional distance in the ballpark of five feet.

* Feat 5 (400 XP)- Divine Relationship
Associated Statistic: Luck
Effect: Force a target to re-roll any dice, once per in game day.

* Feat 6 (500 XP)- Improved Magic Damage I
Associated Statistic: Spirit
Effect: Increases the Magic Damage modifier from *30 to *40.
Example: 30*((spirit (every 10 points of spirit = +1) + skill) x spell mod (1-10)) becomes 40*((spirit (every 10 points of spirit = +1) + skill) x spell mod (1-10))


Feat 7 (600 XP)-Materia Mastery
Associated Statistic:
Effect: +10 to selected skill NOT ALREADY COVERED BY A FEAT. Make sure you mark the Skill that this is used for with some note.

Feat 8 (700 XP)- 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: +10 to run checks
+40 to Dexterity (Temporary)

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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Racial Bonuses

Mysterious Power (Custom Feat)
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<<> Weapons/Items <>>

Name: Electro-Mag Rod
Price:
Augmentation Slots:2 (R)=(A)
Roll Bonus: +5 To Hit
Damage Modifier: *4.0
DC To Make:xxx
Skill Level Required:xxx

Name: Glock 17
Price: 1000 credits
Augmentation Slots:1 (L)
Roll Bonus:0
Damage Modifier:: 200
# Controlled Shots:2
DC to Make:10
Skill Level Required: 5
(spent 2000 to make it materia slot)

Name: Undercover Vest
Price: 200 credits
Benefit: +10 endurance
Description: A thin layer of kevlar designed to slip undetected under normal clothing. Typically warn by undercover officers in potentially dangerous situations. This armor can be stacked under other clothing or armors for additional protection.

Name: Fragmentation Grenade (2)
Manufacturer: Numerous
Price: 500 credits/2
DC to Make:
Description: A green lemon shaped object with a steel pin in the back. Removing the pin triggers a five second fuse, upon which time the grenade explodes. Anyone around the target must make a Reaction check, DC 60 (80 if behind cover), or take 1500 damage.

Lightning Materia 200/200
[x]Level 1: Thunder - a single bolt of lightning strikes an enemy. 10 MP (x1)
[x]Level 2: Thundara - A larger burst of lightning strikes an enemy. 40 MP (x2)
[x]Level 3: Thundaga - A series of lightning bolts strike an enemy. 90 MP (x3)
[x]Level 4: Mastery

All Materia (Linked to Restore)
[x]Master:200/200

Lightning Materia 0/200
[ ]Level 1: Thunder - a single bolt of lightning strikes an enemy. 10 MP (x1)
[ ]Level 2: Thundara - A larger burst of lightning strikes an enemy. 40 MP (x2)
[ ]Level 3: Thundaga - A series of lightning bolts strike an enemy. 90 MP (x3)
[ ]Level 4: Mastery

All Materia
[ ]Master:0/200

Restore Materia 130/200
[x]Level 1: Cure 10 MP (x1)
[x]Level 2: Cura 40 MP (x2)
[ ]Level 3: Curaga 90 MP (x3)
[ ]Level 4: Mastery


-= Equipment Slots =-

Weapon:Electro Mag Rod
CB-OSP:
Side Arm:
Armor: Undercover Vest
Pendant:
Ring 1:
Ring 2:

-= Item Slots =-
Slot 1: Frag Grenades

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<<> Inventory <>>

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<<> Money <>>
7000
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<<> Special Notes <>>
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Doxyc
Posts: 32
Joined: March 11th, 2010, 4:11 am

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