Sokka - Yo Watertribe

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Re: Sokka - Yo Watertribe

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Post by Cloud »

DW CHARACTER SHEET 5.0



<<> Player Info <>>

IRC Nick: Cloud
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<<> Character Information <>>

-= Basics =-

Name: Sokka
Race: Human
Height: 5'6
Weight: 165
Appearance: Image
Eye Color: brown
Hair Color: brown
Notable Features: Sokka cuts his hair so that the top is long and the under side is brush-cut short.

-= Personality =-

Favorite Food: meat.
Likes: meat
Dislikes: veggies
Favorite Color: blue
Fears: Being a failure or unreliable. That he won't be strong enough to help those around him.

-= Background =-

History: Sokka comes from the Southern Water Tribe. He watched his father head off to war, to help the resistance against the Fire Nation's encroachment onto their territory. The Southern Water Tribe was a small community but nonetheless had been hit by the Fire Nation and Waterbenders were kidnapped and held as prisoners in horrible conditions. The only Waterbender that remained was his sister, Katara. One day, the Fire Nation returned due to an informant declaring that there was one last Waterbender in the tribe and Katara and Sokka's mother was captured and ordered to tell who it was. She was interrogated and to protect her daughter, told the man that she was the Waterbender. Instead of taking her as a prisoner, however, the man killed her. The grandmother of the kids took the death hard and were determined to do their parts to keep the Water Tribe going. Sokka began training the children of the tribe to do warrior skills while Katara took up cleaning and cooking etc. Both were going fishing and Katara was trying to learn her waterbending more, managing to catch a fish in a bubble of water. This simple act and Sokka's breaking of the water bubble by accident prompted a series of events in which they lost control of their boat and fell onto a glacier. Katara scolded her brother and her waterbending prompted a wave and cracking of a glacier, in which brought up from below the depths, an ice glacier orb with a young boy trapped inside. Sokka didn't feel they should trust or free the boy and his frozen pet friend Appa, but Katara had more trust in the unusual and did so. Sokka didn't also care for bringing him back to the Southern Water Tribe but Aang was soon there, nonetheless, and brought some carefree happiness to the area. When Aang went with Katara and encouraged her to go with him into the old Fire Nation ship that had been stuck there in ice some time before, and set off a trap, Sokka ordered Aang to leave. Katara was upset and almost went with Aang but Aang told her he would not come between her and family so he departed not so far away. Soon after, Zuko showed up to retrieve the Avatar, and Sokka stood his ground, but unfortunately, Zuko was the better fighter, especially with his firebending abilities. Aang showed up to help them and then allowed himself to be captured. Katara was upset and said she was going after him, but Sokka had time to think and knew he was going to go too. Any doubts he had of Aang were over and now he had to do what was right. They managed to help Aang with Appa's assistance, and soon the three began a notable venture forth with the mission of stopping the Fire Lord and assisting Aang in bringing balance to the world. Sokka, on this journey, became less stubborn and learned a great deal about things he had not had exposure to previously. He encountered women warriors and became close to one, and later, when journeying to the Northern Water Tribe so that Aang and Katara could learn waterbending, he met a princess that he fell in love with named Uwe. Uwe sadly had to give up her life to connect with the moon spirit when it was killed due to a furious Admiral Shao. Sokka helped rescue Aang from Zuko and returned him in time to save the Southern Water Nation with Koizilla, but faced again the moral dilemma of whether to leave Zuko out in the blizzard, after his sister had knocked him out. Aang made his choice for him to bring the boy back. Sokka has a deep commitment to friends and those who need help, but he's less forgiving than the other members of the group to outsiders. He has a simple personality but has a unique way of looking at things around him. He's very good at navigation and reading maps and he's become a more decent warrior, though he continuously looks to improve himself.

Notable Accomplishments: His socks stink bad.
Training (If any): Some warrior training and survival from his father and people in the Southern Water Tribe. Some more training from girls who he thought couldn't fight. xD He even dressed up in the armor and make up. Now that's a tough guy.

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<<> Statistics <>>
500 points to distribute

Vital Statistics

Physical

Health: 50
Hit Points: 2000/2000 HP (Health * 40) (feat *60) = 3000

Dexterity: 90 (Dodge feat for 2 points per 10 rather than 1).
Style Points: StP 240 (Dexterity * 4)
Dodge: Roll (roll + dex/10) (9*2 = 18+2 (level) 1d50+20
Dodge: Jump (jump + dex/10) (9*2)=18+2(level) 1d50+20
Flatfoot dodge: (dex/10 + reaction) (9*2 = 18+2 (level)) 1d50+20
To hit: Martial Arts (Martial Arts + Dex/10) (5 + 9) 1d30+14
To hit: Boomerang or Fans (throwing): (weapon spec boomerang + dex/10) (+20 boomerang) + 9 = 1d60+29
To hit: Fans (weapon spec Fans + dex/10) same Chakram/Boomerang 1d60+29

Strength: 80
Inventory Slots: 6 (+1 Slot for every 10 Strength)
Base Physical Damage: 180 (+1 Bonus for every 10 Strength * 30)
Maximum Carry Weight: 240 (+1 Bonus for every 10 Strength * 40) lbs (pounds)
Weapon: Boomerang mod * base physical damage =


Endurance: 60 (20 trait) = 80
Defense (Damage Absorb): 320 (+1 Bonus for every 10 Endurance * 40)

Mental

Intelligence: 125
Magic Points: 625/625 MP (Intelligence * 5)
Skill Points: 500 SkP (Intelligence * 4)

Magic Affinity: 10
Spell Points: SpP 40 (Magic Affinity * 4)
Magic/Psionic Level: (+1 Magic Level per 5 levels of Arcane
Arts/Psionic Mastery Skills)

Spirit: 20
Base Magic Damage: ( ((Spirit +1/10) + (Arcane Arts/Psionic Mastery
Skill Level)) * 30 )

Willpower: 60 (+50 feat) 110 (feat increases defense, but not soak)
Magic/Psionic Damage Soak: 240 (+1 Bonus for every 10 Willpower * 40)

Luck: 5
Luck Points: ____ LP (+1 Luck Point for every 50 Luck)
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<<> Skills <>>
_500__/___ 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

Running / Flying 10+1+2
Statistic: Strength or Dexterity
Used: Movement. This tells how fast a character can move at a dead on run. This also determines speed granted by the 'Flight' feat.
Level 0 = 30 ft per round
Level 1-49: 30 base +5 ft per skill level
Level 50: 300 ft per round

Climbing 10+1+2
Statistic: Strength
Used: Climbing Ladders, ropes, etc

Swimming 10+1+2
Statistic: Strength
Used: Movement in water or other liquids.
Level 0: 0.1x Running Speed
Level 10: 0.5x Running Speed
Level 20: Running Speed
Level 30: 1.25x Running Speed
Level 40: 1.5x Running Speed
Level 50: 2.0x Running Speed

Jumping 10+1+2
Statistic: Strength
Used: Movement and helps with Dodge Rolls
Level 0 - 4: 2' Clearance
Level 5 - 9: 3' Clearance
Level 10 - 19: 4' Clearance
Level 20 - 29: 5' Clearance
Level 30 - 39: 6' Clearance
Level 40 - 49: 7' Clearance
Level 50: 10' Clearance

Balance 10+1+2
Statistic: Dexterity
Used: Balancing on an object

Move Slowly 10+1
Statistic: Dexterity
Used: Used in Stealth rolls

Roll 10+1+2
Statistic: Dexterity
Used: Helps with dodge rolls

Reaction 10+1+2
Statistic: Dexterity
Used: Countering sneak attacks, surprises, etc


Honed Perception Skills

Spot 10+1
Statistic: Health
Uses: Helps visually perceive the world around you. This skill represents the ability to see something at a glance, such as a glimmer out of the corner of your eye.

Listen 10+1
Statistic: Health
Uses: Helps audibly perceive the world around you. This skill represents the ability to hear unusual sounds that others typically would not, whether they be of a different audio frequency or unusually soft.

Smell 10+1
Statistic: Health
Uses: Helps perceive the world around you using olfactory senses, such as noses or air intakes. This skill allows a character to identify scents or presences in the atmosphere around them, such as the smell of a target or a specific entity, or the presence of a foul gas or something more harmful in the air.


Minor Skills

Hide 10+1+2
Statistic: Intelligence
Used: Staying hidden from sight

Search 10+1+2
Statistic: Intelligence
Used: Allows for the search of a set area for a set, known object, such as a room for a disc, a portion of forest for a specific plant, or a city block area for someone hiding.

Concentration 10+1
Statistic: Willpower
Used: Prevents interrupts

Bluff 10+1+2
Statistic: Intelligence
Used: To trick someone into thinking your lie is the truth

Combat Skills

Martial Arts 10+1+2+3+4+5
Fan/Boomerang (From Chakram class) (+10 to roll). 10+1+2+3+4+5+6+7+8+9+10 = 65 points = Level 10 (+10) = +20 to rolls.

Magic Skills
None

Knowledge Skills

Engineering - 10+1+2+3+4+5

Vehicle Skills
Boat/Ship - 10+1+2+3+4
Steam vehicle - 10+1+2+3+4

Survival Skills
Survival
Statistic: Intelligence
Used: Benefits survival rolls in given environments or situations.
Environments Example (Gives +(End/20) per level to Endurance Rolls)
Arctic - 10+1+2+3+4
Forest - 10+1+2+3+4

Rope Skills 10+1+2+3+4+5
Statistic: Dexterity
Used: Tying knots, climbing, setting some traps

Navigation 10+1
Statistic: Intelligence
Used: Checking a map, plotting stellar courses

First Aid 10+1
Statistic: Intelligence
Used: Treat minor wounds on a victim


Crafting Skills (+10 to skills under Craft and Repair due to feat).
Craft
Statistic: Spirit
Used: Create useful items, clothing, etc.
Clothing 10+1
Traps 10+1

-= Advanced Skills =-

Boomerang Throw
Cost: 10 SP
Skill Level Required: 5
Type: Bonus
Effect: Throw your chakram out as a ranged attack dealing strength damage. +5 to hit and the weapon curves its way back to you.

Called Shot
Cost: 15 SP
Skill Level Required: 10
Type: Bonus
Effect: AFter a bit of practice, precision becomes easier for a chakram user. The called shot penalty is reduced to -10

Dual Strike
Cost: 15 SP
Skill Level Required: 10
Type: Enabler
Effect: Allows for a melee attack with two strikes. Roll 1d2 to determine hits that connect.

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<<> Abilities <>>

-= Physical (Style Points) =-
___/___ Style Points (Current/Maximum)




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



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<<> Feats <>>

(* denotes feats possessed at Character Creation)

* Feat 1 (Free)-(Skill) Mastery: Boomerang/Chakram)
Associated Statistic: (Based on Skill)
Description:
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 2 (100 XP)-Mind Shield
Associated Statistic: Willpower
Description: The character exhibits stronger-than-average human resistance to mental and spiritual influence.
Effect: +50 to Will (Temporary). This grants +5 to the Mental Defense roll.

* Feat 3 (200 XP)-Improved Health I
Associated Statistic: Health
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 4 (300 XP)-Creativity
Associated Statistic: Spirit
Description: The character is a master at thinking 'outside the box', and has a lot of quirky ideas that they may scribble on napkins, doodle in class, or dream about in board meetings. They are able to use this to build elaborate machines, modify existing ones, or figure out special ways to repair existing ones.
Effect: +10 to Craft and Repair Skill Checks

* Feat 5 (400 XP)-Seafarer/Skyfarer/Starfarer
Associated Statistic: Intelligence/Dexterity
+10 to Navigation, Rope, and Piloting checks for either ships (sea, air, or space). Must choose type at taking of the feat. Most people are born on land or a planet and spend a good chunk of their lives there, you however are different; you were either raised on a ship of some sort or spent a good chunk of your life on one. You also do not suffer any penalties from not having sea/air/space legs. Sea.

* Feat 6 (500 XP)-Improved Dodge I
Associated Statistic: Dexterity
Effect: This improves the Flat Foot and regular Dodge 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)-
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 <>>

-= Equipment Slots =-

Weapon: A boomerang with a serrated edge. Inherited weapon from dad. It never lets him down.. almost. *4, +10 to hit
CB-OSP:
Side Arm:
Armor:
Pendant:
Ring 1:
Ring 2:

-= Item Slots =-
Slot 1:

Name: Water Tribe Parka
> Price: 2000 credits
-


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<<> Inventory <>>

Name: Water Tribe Parka
Price: 2000 credits
Benefit: -2 to Dodge rolls, +6 to Endurance when worn.
Description: Not what one would call the armor of choice, the parka serves only one purpose, and serves it well. During any kind of cold operation, a parka is almost mandatory to stay functional, let alone warm. Slightly bulky, however, and isn't the best for maneuvering in.

Sokka does have some typical items for survival on him such as water canteen, rope, pouches for holding food. And he has his boomerang. _______________________________________________________________________

<<> Special Notes <>> Junior Hero - +20 to stats. for Human trait.
Cloud
Posts: 2
Joined: August 26th, 2010, 10:09 pm

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