Kyla Maxwell

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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Kyla Maxwell

Quote

Post by Katie »

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DW CHARACTER SHEET 5.0

<<> Player Info <>>
IRC Nick: Mirage/Sideswipe
Real Name (Optional): Katie
Time Zone (GMT Modifier): Pacific
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<<> Character Information <>>

-= Basics =-

Name: Kyla Maxwell
Race: Human
Height: 5'6"
Weight: 140 lbs
Appearance: Kyla stands at about 5'6" tall, weighing in at 140 lbs (although she would never tell that to anyone), she has long dark red hair spilling down her back in messy curls and brown eyes. She usually wears jeans, tennis shoes, a t-shirt, and a black leather jacket.
Eye Color: brown
Hair Color: Red
Notable Features:

-= Personality =-

Favorite Food: peanut butter sandwiches, chocolate cupcakes
Likes: Spending time with her family, watching the Autobots train.
Dislikes: Anything happening to her family, snakes
Favorite Color: silver and blue
Fears: Anything happening to her friends and family, especially at the hands of the Decepticons.

-= Background =-

History: Chicago-born Kyla Maxwell wanted to be a marine biologist as a child, but as she grew, her dream job changed to being a history teacher. When she graduated high school, she immediately went to college to become one, graduating five years later, while her twin sister Kendra became a nurse and their younger brother Kevin went into the military. When she started teaching, it was at a junior high school in suburban Chicago.

Kyla was taking a year off to update her teaching credentials when the Decepticons attacked. She was studying with a handful of classmates as well as her sister, who had brought her some fast food for dinner. Kyla escaped with Kendra, and made it to their parents’ place in northern Ohio. After recovering there, Kyla, who had been having nightmares of Chicago’s destruction, hit the road, eventually ending up moving in with her brother who had recently been assigned to NEST, and offering to take care of his house for him if he ever had to go overseas.
Notable Accomplishments:
Training (If any):

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<<> Statistics <>>
1000 points to distribute

Vital Statistics

Physical

Health: 145
Hit Points: 5800/5800 HP (Health * 40)

Dexterity: 200
Style Points: 800 StP (Dexterity * 4)

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

Endurance: 150 +/- 0
Defense (Damage Absorb): 750 (+1 Bonus for every 10 Endurance * 50)

Mental:

Intelligence: 200
Magic Points: 1000/1000 MP (Intelligence * 5)
Skill Points: 800 SkP (Intelligence * 4)

Magic Affinity: 5
Spell Points: 20 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: 50
Magic/Psionic Damage Soak: 200 (+1 Bonus for every 10 Willpower * 40)

Luck: 100 +/- 0
Luck Points: 2 LP (+1 Luck Point for every 50 Luck)
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<<> Skills <>>
3/800 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>

Running / Flying 25 = Level 5
Jumping 25 = Level 5
Move Slowly 25 = Level 5
Balance 25 = Level 5

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

Spot 65 = Level 10
Listen 65 = Level 10

Minor Skills
<skill> <points> <level>

Speak Language (Italian) 11 = Level 1
Speak Language (Spanish) 11 = Level 1

Combat Skills
<skill> <points> <level>

Weapons Proficiency: Knives / Daggers 130 = Level 15

Magic Skills
<skill> <points> <level>


Knowledge Skills
<skill> <points> <level>

Knowledge (Aztec History) 130 = Level 15
Knowledge (Asian Mythology) 130 = Level 15
Knowledge (Astronomy) 130 = Level 15

Vehicle Skills
<skill> <points> <level>


Survival Skills
<skill> <points> <level>

First Aid 25 = Level 5

Crafting Skills
<skill> <points> <level>


-= Advanced Skills =-


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<<> Abilities <>>

-= Physical (Style Points) =-
800 / 800 Style Points (Current/Maximum)



-= Magical/Psionic (Spell Points) =-
20 / 20 Spell Points (Current/Maximum)



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<<> Feats <>>

(* denotes feats possessed at Character Creation)

* Feat 1 (Free) - Divine Relationship
Effect: Force a target to re-roll any dice, once per in game day.

* Feat 2 (100 XP) - Nerdy (Aztec History, Astronomy, Asian Mythology)
You love knowing things and it shows. Whether it be from being a bookworm, a webcrawler, a devoted student, you have a great deal of knowledge about a few subjects. The character recieves a +10 bonus to three knowledge skills of choice and these skills must be listed when the feat is taken.

* Feat 3 (200 XP) - Improved Agility
Effect: This improves the Dexterity bonus on noncombat and nondodge related 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 Dexterity bonus of +8. With this feat, that becomes +16.

* Feat 4 (300 XP) - Green Thumb
When it comes to cultivating plants either for food or for aesthetics you have a natural knack for it either by chance or by rearing; be this in the form of the best blossoms or a larger harvest yield. You have a +10 to farming, gardening, and other plant raising checks; and should you roll 50% or more of your maximum possible roll you will have a increase in harvest from what you have grown.

* Feat 5 (400 XP) - Creativity
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 6 (500 XP) - Improved Physical Damage I
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 7 (600 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 8 (700 XP) - Physical Offensive Mastery
Description: The character has an almost intuitive grasp of inflicting harm on an object or enemy, whether it be armed with almost any weapon or completely unarmed. Effect: +10 to physical attack rolls. (Weapons Proficiencies, Martial Arts)

* Feat 9 (800 XP) - Improved Defense I
Effect: Increases Defense Absorb Modifier alters from *40 to *50 Example: The character has a 40 Defense. The Defense Absorb equation is: +1 point per 10 Endurance *40. The equation would normally be 4*40=160. However, with this Feat the equation becomes 4*50=200. The character could then soak 200 points of damage before losing HP.

* Feat 10 (900XP) - The Old Fashioned Way
Once per three days a character can literally kickstart some piece of simple to moderately complicated equipment. The character either hits or kicks the piece of equipment in question. The equipment can range from a simple mechanical assembly to an a security computer system. This will NOT work on dimensional or other high order technologies such as space ship engines, warp cores, etc.

* Feat 11(1000XP) - Stealthy
Description: The character is a natural to taking to the shadows and hiding themselves from sight as well as moving inconspicuously. Effect: +10 to Sneak Attack, Hide, and Move Slowly skills.

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:
Name: Tritanium Dagger
Price: 46200
Skill To Use: 9
Roll Modifier: +33
Damage Modifier: 3
Augmentation Slots: 1
DC to Make: 70

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

-= Item Slots =-

1: Tritanium Dagger
2:
3:
4:
5:
6:
7:
8:
9:
10:
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<<> Inventory <>>


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<<> Special Notes <>>

Roll Log:

Attack: 1d160+78
Dodge: 1d70+30
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Katie
Queen of Squee
Posts: 24
Joined: October 9th, 2008, 5:11 am

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