Dr. Vacadin

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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Dr. Vacadin

Quote

Post by Natedog »

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DW CHARACTER SHEET 5.0

<<> Player Info <>>
IRC Nick: Natedog
Real Name (Optional): Nathaniel
Time Zone (GMT Modifier):
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<<> Character Information <>>

-= Basics =-

Name: Dr. Vacadin
Race: Nigellian
Height: 6'-5"
Weight: 155lbs
Appearance: Very tall but a little muscular. Still not much of a fighter but is able to withstand attacks to a degree. Grayish hair pokes out of the side of his head and he is balding on the top. Hes very quick on his feet.
Eye Color: Green
Hair Color: White
Notable Features:

-= Personality =-

Favorite Food: Pizza
Likes: Cold Medicine and Hot Chocolate.
Dislikes: Sneezing, tons and tons of sneezing...
Favorite Color: Green
Fears: spiders, flys, sheep and deer, but strangely not affraid of battles, lions, or tigers

-= Background =-

History: He grew up with nanotechnology background and trys to create new inventions and repair old ones. Hes really eccentric and very energetic. His one lifes goal is finding the cure to all diseases and to get rid of this gosh darn sneezing...
Notable Accomplishments: He thinks he gotten the noble prize but that could've been the hallucinations he was having when he was combating his bout with typhoid...
Training (If any): Nano technology, biology, chemistry, and physics.

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<<> Statistics <>>
1000 points to distribute

Vital Statistics

Physical

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

Dexterity: 100
Style Points: 400 StP (Dexterity * 4)

Strength: 100 +/- 0
Inventory Slots: 10 (+1 Slots for every 10 Strength)
Base Physical Damage: 300 (+1 Bonus for every 10 Strength * 30)
Maximum Carry Weight: 400 (+1 Bonus for every 10 Strength * 40) lbs (pounds)

Endurance: 100 +/- 0
Defense (Damage Absorb): 400 (+1 Bonus for every 10 Endurance * 40)

Mental:

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

Magic Affinity: 50
Spell Points: 200 SpP (Magic Affinity * 4)
Magic/Psionic Level: (+1 Magic Level per 5 levels of Arcane Arts/Psionic Mastery Skills)

Spirit: 50
Base Magic Damage: ( ((Spirit +1/10) + (Arcane Arts/Psionic Mastery Skill Level)) * 30 *(Magic level/Psionic level/5 ))

Willpower: 100
Magic/Psionic Damage Soak: 400 (+1 Bonus for every 10 Willpower * 40)

Luck: 100 +/- 50
Luck Points: 2 LP (+1 Luck Point for every 50 Luck)
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<<> Skills <>>
65/1200 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
<skill> <points> <level>

Reaction 220 = Level 20

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


Minor Skills
<skill> <points> <level>


Combat Skills
<skill> <points> <level>


Magic Skills
<skill> <points> <level>


Knowledge Skills
<skill> <points> <level>

Knowledge 475 = Level 30

Vehicle Skills
<skill> <points> <level>


Survival Skills
<skill> <points> <level>

Survival 220 = Level 20

Crafting Skills
<skill> <points> <level>

Repair 220 = Level 20

-= Advanced Skills =-


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<<> Abilities <>>

-= Physical (Style Points) =-
400 / 400 Style Points (Current/Maximum)



-= Magical/Psionic (Spell Points) =-
200 / 200 Spell Points (Current/Maximum)



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<<> Feats <>>

(* denotes feats possessed at Character Creation)

* Feat 1 (Free) - Regeneration I
Effect: Every round, your body repairs itself faster than most. This causes your body to gradually repair cellular damage at a rate of 100 per round. If you are knocked unconsious, this will bring you as close as -1 hp, but will not wake you up without 8 hours of rest or assistance. This will also not regenerate limbs unless the limbs are held to the regenerating wound by stitches or other means for hours.

* Feat 2 (100 XP) - Regeneration II
Effect: Every round, your body repairs itself faster than most. This causes your body to gradually repair cellular damage at a rate of 200 per round. If you are knocked unconsious, this will bring you as close as -1 hp, but will not wake you up without 8 hours of rest or assistance. This will also not regenerate limbs unless the limbs are held to the regenerating wound by stitches or other means for hours.

* Feat 3 (200 XP) - Regeneration III
Effect: Every round, your body repairs itself faster than most. This causes your body to gradually repair cellular damage at a rate of 400 per round. If you are knocked unconsious, this will bring you as close as -1 hp, but will not wake you up without 8 hours of rest or assistance. This will also not regenerate limbs unless the limbs are held to the regenerating wound by stitches or other means for hours.

* Feat 4 (300 XP) - Damn Healthy
Description: The character exhibits stronger-than-average human senses and a body well-resistant to toxins and foreign particles. Effect: +50 Health (Put in temporary). This grants +5 to the Health Roll. This does not grant more HP.

* Feat 5 (400 XP) - Damn Lucky
Description: The character exhibits behavior that is strongly smiled upon by fate. Effect: +50 to Luck. This grants +5 more to bonus roll.

* Feat 6 (500 XP) - Swimming Speed
Description: The character takes to the water like a fish, and is able to move their body through water regardless of depth or current at an above-average pace. Effect: +10 to swimming checks. The following below also apply when a person is swimming. +20 to Dexterity (Temporary) - This grants +2 to the roll. +10 to Strength (Temporary) - This grants +1 to the roll.

* Feat 7 (600 XP) - Flight
Effect: Give yourself the ability to fly at twice your current running speed.

* Feat 8 (700 XP) - Computer Scanning
Effect: Computer scanning allows you to operate a computer without actually being in contact with it. The computer must have a visible interface however (keyboard, etc)
* Feat 9 (800 XP) - Transformation
Effect: Similar to an alternate form, this gives a character an alternate guise. However, in this case, the character transforms into an entirely other entity, such as a dragon, demon, or other being, and do not eat mp per round like alternate forms. The separate entity has its own character sheet, and is maintained independently from other characters, having its own special powers, skills (including knowledge's), feats and stats. The alternate form starts at 500 exp, and gains experience individually through the course of missions and other events. Experience gained from one may be spent on the other, however there is a 20% exp bonus for splitting the experience evently between two forms. To summarize - Transformations are a unique 500 stat point character - NOTHING automatically carries over between forms - Transformations cost mp from both forms to shift into, but not to stay in. They also have no time limit. - A transformation has an individual sheet - Experience may be spent on either forms to power them up, however evenly splitting experience will give 20% more exp. For example, if 25 exp is given for a mission (total and including bonuses), and the player gives 13 (rounded up) exp to both forms, they will get an additional 5 exp for a total of 18 exp each form.

* Feat 10 (900XP) - Phasing
Phasing is the ability to phase in and out of synch such that one can walk through doors upon successful spirit check. The DC of the check is based upon the strength and thickness of the material being phased through, by the GM. If used too often, one runs the risk of becoming stuck out of phase for a GM determined length of time.

* Feat 11(1000XP) - Super Speed
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 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:
Slot 2:
Slot 3:
Slot 4:
Slot 5:
Slot 6:
Slot 7:
Slot 8:
Slot 9:
Slot 10:
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<<> Inventory <>>

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<<> Special Notes <>>

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Natedog
Posts: 1
Joined: March 7th, 2012, 10:30 pm

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