A Creeper's a creeper.

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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A Creeper's a creeper.

Quote

Post by Espresso »

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DW CHARACTER SHEET 5.0

<<> Player Info <>>
IRC Nick: Zr388
Real Name (Optional): Jamie
Time Zone (GMT Modifier): -5Gmt
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<<> Character Information <>>

-= Basics =-

Name: Creeper
Race: Creeper
Height: A little taller than you.
Weight: A little lighter than you.
Appearance: A green creature that always wears the most horrified of expressions, possibly a clue into its past.
Image
Image
Eye Color: Black
Hair Color: None
Notable Features: Completely green, notable SSSSSSSSSSSSSSSSSS sound.

-= Personality =-

Favorite Food: TNT
Likes: Your house
Dislikes: Not enough open space
Favorite Color: Green
Fears: None

-= Background =-

History:
Creepers all start out the same, living harmoniously among the land until someone that they don't like traverses into their territory. Creepers tend to be very territorial, and will seek and destroy anything in their path. You are more afraid of them than they are of you.

This creepers past is an enigma, it just came to be one day. All of its creeper friends and family have died somehow, the sounds of their explosions echoing in the distance and carving the land into what it is now. The horrified expression it wears may be because of this fact.

It is alone. It is angry. And it's done playing around.

Notable Accomplishments:
hasn't blown up your house yet.
Training (If any):
SSSSSSSSSSSSSSSSSuicide bombing

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<<> Traits <>>

Dirty Reputation
Pre-Requisite: Be an asshole
Description: Your character is well known to be devious and double dealing. While this may or may not mean evil, it does mean your word can not be trusted at times, which makes you the bane of law enforcement. Your questionable morality also gives you a +10 to intimidation, while accepting a -10 to diplomacy.

Dare Devil
Pre-Requisite: GM Assigned
Description: Your character is known to be reckless when it comes to behavior, which sometimes works out in their favor. You gain a +5 to rolls pertaining to actions considered risky and reckless endangerment of yourself or others.

Disfigured
Pre-Requisite: GM Assigned
Description: Your character is horribly disfigured, perhaps scarred, or otherwise notable. You are more recognizable to people and easily remembered, which can be a blessing and a curse.

Respawn
Pre-Requisite: GM Assigned or Racial
Description: This character is capable of respawning themselves at 500 experience + enough experience to cover their knowledge skills. This does not cost a fate point. Knowledge skills remain, but other skills are erased. The character has recollection of these abilities, but is weakened due to the process.
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<<> Statistics <>>
500 points to distribute

Vital Statistics

Physical

Health: 10
Hit Points: 400 /400 HP (Health * 40)

Dexterity: 100
Style Points: StP (Dexterity * 4)
Jump: 1d70+30

Strength: 5
Inventory Slots:
Base Physical Damage:
Maximum Carry Weight:

Endurance: 5
Defense (Damage Absorb
):

Mental:

Intelligence: 115
Magic Points: 575/575 MP (Intelligence * 5)
Skill Points: 460 SkP (Intelligence * 4)

Magic Affinity: 130
Spell Points: 520
Magic/Psionic Level: 4
1d120+56c

Spirit: 120
Base Magic Damage: 1280 ( ((Spirit +1/10) + (Arcane Arts/Psionic Mastery Skill Level)) * 30 )


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

Luck: 5
Luck Points: ____ LP (+1 Luck Point for every 50 Luck)
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<<> Skills <>>
___/___ 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
Jumping - Level 10 (65)

Honed Perception Skills
<skill> <level> <points>

Minor Skills
<skill> <level> <points>

Combat Skills
<skill> <level> <points>

Magic Skills
Pyrokinesis - Level 20 - 220

Knowledge Skills
<skill> <level> <points>

Vehicle Skills
<skill> <level> <points>

Survival Skills
<skill> <level> <points>

Crafting Skills
Craft - Large ditches - level 10 (65)

-= Advanced Skills =-



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<<> Abilities <>>

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




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

Name: SSSSSSSSSSSSSSSSSSSSSS
Cost: 30
Required Skill Level: 20
Effect: The character explodes.
Extreme Casting Time
Level 5: 1d5 hits (Multiple Opponents)
Level 4: *4
*Spell reflects own damage back onto character
480Mp

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<<> Feats <>>

(* denotes feats possessed at Character Creation)

* Feat 1 (Free)-
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 2 (100 XP)-
Natural Predator
Associated Statistic: Intelligence/Endurance
You are a predator complete with the instincts of one, finding and obtaining your prey presents no difficulty to you. The character recieves a +10 to any hunting/tracking check made in any environment.

* Feat 3 (200 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 4 (300 XP)-
Psionic Extreme Mastery
Associated Statistic: Magic Affinity
Description: The character has an enhanced ability to manipulate the unknown 90% of their brain matter to influence reality around them, giving them an edge over even average psionic users.
Effect: +10 to Psionic Mastery Skill rolls regardless of area or discipline.

* Feat 5 (400 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 6 (500 XP)-
Improved Magic Affinity I
Associated Statistic: Magic Affinity
Effect: For every 10 points in Magic Affinity, the character gains +2 to roll to cast Magic, using the Magic Attack Roll.
Example: The character has an 80 Magic. The character normally would roll +8. However, the character with this Feat would roll +16 instead.

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:
CB-OSP:
Side Arm:
Armor:
Pendant:
Ring 1:
Ring 2:

-= Item Slots =-
Slot 1:

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<<> Inventory <>>

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<<> Special Notes <>>

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Espresso
Kougou
Posts: 79
Joined: October 9th, 2008, 5:15 am

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