Sayuri Takamomo

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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Sayuri Takamomo

Quote

Post by FallenRaven »

<<> Player Info <>>

IRC Nick: KibouOtter
Real Name (Optional): Brandon
Time Zone: Eastern
Sheet Approved by: (leave blank)
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<<> Character Description <>>

Name: Sayuri Takamomo
Race: Demi-Cetran
Age: 18
Height: 5'2"
Weight: (optional)
Appearance: Image
Eye Color: Dark Blue
Hair Color: Strawberry Blonde
Notable Features:

<<> Character Personality <>>

Favorite Food:
Likes: Reading, Gymnastics, Ice cream, Strawberry Shortcake :3
Dislikes: Witches, Inncoents getting hurt, Spiders
Favorite Color: Purple
Fears: Failing in her mission.


<<>Character Background<>>

History: Sayuri was a typical high school student. Going to class, attending her club meeting being with her friends all until he day she meet Kyubey and she made her contract with him. Since then shes been a Magical Girl Fighting witches to protect her friends and family, and it terrifies her.... She has the feeling there is more to this struggle then Kyubey is letting on but what is it she has yet to find out. She has recently made her contract with Kyubey Granting her the power to become a magical girl and fights witches while attending Ouran Academy in Tokyo. She had just joined the martial arts club at school where she was trying the different styles the school offered to find the one that she liked the best. She acceled in the in gym class and was on the school gymnastics team her specialty was the beam and tumbling. Over all she was a fairly bright student but not acceling in any of her classes. The day she met Kyubey was a day like until her walk home where she saw a wounded white fox who ran from her. She chased the poor creature into a small park and stumbled into Kriemhilde's Labyrinth. The Fox turned out to be Kyubey Who explained about Witches and that Sayuri's only way out was to make a contract with him and defeat Kriemhilde. As for her training as a Magical Girls shes fought a 2 witches, Kriemhilde and Roswitha, so far both where tough and she barely survived but shes getting better.

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<<>Statistics<>>

Total Experience Points: 1000

Health: 150
Health Roll: +15 (+1 Bonus for every 10 Health)
HP: 6000/6000hp (Health * 40)

Dexterity: 150
Flat Foot Dodge: +20 (+1 Bonus for every 10 Dexterity + reaction skill/2)
Dodge Roll: +25 (+1 Bonus for every 10 Dexterity + Skill)
Physical Attack Roll: +35 (+1 Bonus for every 10 Dexterity + skill)
Style Points: 600 StP (Dexterity * 4)

Strength: 100
Inventory Slots/Comfortable Carry: 10 (+1 Bonus for every 10 Strength)
Base Damage: 50 (+1 Bonus for every 10 Strength * 5)
Max Carry Weight: 400(+1 Bonus for every 10 Strength * 40) lbs
Weapon Damage: (Base Damage * Weapon mod.)

Endurance: 100
Defense (Damage Absorb): 400 (+1 Bonus for every 10 Endurance *40)
Survival Roll: +10 (+1 Bonus for every 10 Endurance)

Intelligence: 287
MP: 1435 MP (Intelligence * 5)
Skill Points: 1148 SkP (Int * 4)

Magic Affinity: 55
Spell Points: 220 SpP (Magic Affinity * 4)
Magic Attack Roll: +20 (+1 Bonus for every 10 Magic + Magic Level of Skill used.)
Mage Level: 3(Skill Level / 5)
Psionic Level:0 (Skill Level / 5)

Spirit: 65
Base Magic Damage: 315[( (+1 per 10 Spirit) + (Skill Level) ) * 5) * Mage Level]

Willpower: 73
Mental/Magic Defense Roll: +7/23 (+1 Bonus for every 10 Willpower + Skill Level)
Magic Damage Soak: 280(+1 Bonus for every 10 Willpower * 40)

Luck: 20
Luck Roll: +2(+1 Bonus for every 10 Luck)
Luck Points: 2(+1 for every 10 Luck)
Critical Modifier: 1d4+.2 (+0.1 for every 10 Luck)
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<<>Skills<>>
(Used) / (Maximum) Skill Points
1145/1148
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

Movement Skills
(Dexterity: +0 / Strength: +0)

Acrobatics
Level 15 - 130

Feline Grace
Cost: 10 SP
Skill Level Required: 5
Type: Bonus (+10)
Effect: Allows a person to remain balanced while on narrow ledges or awkward positions.

Gymnast
Cost: 30 SP
Skill Level Required: 15
Type: Bonus
Effect: Adds an additional +5 bonus to a balance check for every 10 levels of Balance a character has, up to a maximum of 25 at Level 50.

High Jump
Cost: 30 SP
Skill Level Required: 15
Type: Bonus
Effect: Adds an additional +5 bonus to a jumping check for every 10 levels of Jumping a character has, up to a maximum of 25 at Level 50. Adds an extra 25 feet plus regular Jump bonus.


Athletics
Level 10 - 65


Swimming30
Level 5 - 25

Utility Skills
(Health: +0 / Intelligence: +0(intel/2) / Willpower: +0)

Search
Level 10 - 65

Perception
Level 20 - 220

Phase Sight
Cost: 60 SP
Required Skill Level: 20
Type: Bonus
Effect: The character is attuned to noticing things that don't belong, allowing them to easier detect things that might be out of phase synchronization. When rolling to spot phased objects, the result of the roll is doubled.

Combat Skills
(Dexerity: +0)

Weapon Proficiency: Whips
Level 20 - 220

Whip Coil
Cost: 15 SP
Skill Level Required: 10
Type: Enabler
Effect: Make a single strike. If successful, the enemy is grappled and suffers a -10 to dodging or acting other than to untangle themselves.

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

Straight Shot
Cost: 30 SP
Skill Level Required: 15
Type: Bonus
Effect: Makes your whip crack straighter, giving you an additional +5 to hit

Roll
Level 10 - 65

Reaction
Level 10 - 65

Magic Skills
(Magic: +0 / Spirit: +0)

Sorcery
Level 15 - 130

Artisan / Knowledge Skills
(Intellligence: +0)


Field Training Skills
(Intelligence: +0(intel/2))


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<<> Abilities <>>

-= Physical (Style Points) =-
Current Style Points: (Used) / (Max) StP



-= Magical/Psionic (Spell Points) =-
Current Spell Points: (Used) / (Max) SpP



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<<> Traits and Feats <>>

-= Race Traits =-

Race:
Traits:
Item of Power
Pre-Requisite: A stealable item
Description: Your character has an item which grants them power or skill. This item can develop or grow, but can also be stolen, removing the ability from the character.

Surreal Quality
Pre-Requisite: GM Assigned, generally something hidden about the character
Description: Your character has a surreal quality about them that draws the attention of other people. They may not be able to put their finger on it, but something stands out about you.

Aura
Pre-Requisite: Racial
Description: Whatever the form or intent of the character, they put off an aura that, while too subtle to notice by most, is a neon sign to those who know how to see it. Beware those with the supernatural senses to put comprehension to the general feeling of not-quite-right you emanate.



-= Character Traits =-

-= Feats =-

(* denotes feats taken at character creation.)

*Feat 1 (Free) -Elemental Affinity: Holy, Level 1 Standard Feat

*Feat 2 (100 XP) -Enhanced Magic Affinity I
Associated Statistic: Magic Affinity
Description: A character with this feat bears a natural intuition of how magic works, able to hone their spellcasting to nigh-surgical precision.
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 3 (200 XP) -Teleportation
Associated Statistic: Will Power
Description: By some ways or means, whether magical, psionic, temporal, or technological, this character is able to seemingly disappear from one place and reappear a short distance away without moving from A to B.
Effect: The character is able to teleport 2 line-of-sight areas away from his/her current position. This will not pass through solid, even flimsy objects.

*Feat 4 (300 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: +50 to Dexterity. This does not affect Style Points.

*Feat 5 (400 XP) -Flight
Associated Statistic: Dexterity
Description: The ability to travel without touching the ground, whether it's by jetboots, wings, telekinesis, or any other myriad ways to accomplish this feat.
Effect: The character has the ability to fly at twice its current running speed

*Feat 6 (500 XP) -Enhanced Attack Maneuver
Associated Statistic: Dexterity
Description: This character is able to predict the movements of others and respond appropriately. Dodging, blocking, and taking cover are all taken into consideration, whatever it takes to land the hit.
Effect: The character with this Feat gains a bonus of +2 per 10 points of Dexterity to attack physically.
Example: A character with 60 Dexterity typically has an attack Dexterity bonus of +6. With this feat, that becomes +12.

*Feat 7 (600 XP) -Alternate Form
Associated Statistic: None
Description: Transform into an alternate form, which by default has the same amount of experience points you do. Alternate forms can not have effects (such as flunkies) last beyond their time length. When the form ends, so does any ability/projection/etc it was creating.
Effect: Every time you select this feat, elect any two of the following. There is a base time limit on Alternate Forms. 5 minutes out of combat, and 5 rounds in combat.

Improved Weapon

*Feat 8 (700 XP) -Divine Relationship
Associated Statistic: Luck
Description: The favor of a divine or aetheric entity comes with its boons along with its obligations.
Effect: A relationship or favorable interaction with a higher power forces a target to re-roll any dice, once per in game day. This does not apply to divine successes or botches.

*Feat 9 (800 XP) -Force Field
Associated Statistic: Spirit
Description: The character is able to project a monodirectional shield of spiritual energy in front of him/herself.
Effect: Create a force field that will absorb (Spirit * 5) hp in damage. This field is 1 directional and for 1 person only. This field regenerates (Spirit/4) hp every round until broken, then requires sleep to repair.

*Feat 10 (900XP) -Elemental Affinity: Light

*Feat 11(1000XP) -Bright Eyed and Bushy Tailed
Associated Statistic: Endurance
Description: Most people need at least 8 hours of sleep to function at their best, this character, however, requires only 4.
Effect: The character does not take sleep penalties unless he/she has less than 4 hours of a sleep a day. (This does not apply to MP recovery or HP recovery)


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) -
Feat 21(2600XP) -
Feat 22(2800XP) -
Feat 23(3000XP) -
Feat 24(3200XP) -
Feat 25(3400XP) -
Feat 26(3500XP) -
Feat 27(3600XP) -
Feat 28(3800XP) -
Feat 29(4000XP) -
Feat 30(4200XP) -
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<<> Equipment Slots <>>

Note: Dual-Wielded items occupy 1 Equipment Slot (not Inventory Slot).

Weapon:Emerald Meteor Hammer
DC To Make: 1410
Skill Level To Use: 17
Price: 954800
Augmentation Slots: 4
Roll Bonus: +21
Damage Mod: 17.6

CB-OSP:
Side Arm:
Armor: Emerald-Lined Robe
Price: 200000
Physical Soak Bonus: 1060
Magical Soak Bonus: 2700
Crafting DC: 1269
Pendant:
Ring 1:
Ring 2:

Credits: 500,000 (+1,000,000 after 3 months)
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<<> Inventory <>>
Soul Gem

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<<> Special Notes <>>

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Image
FallenRaven
Posts: 40
Joined: October 12th, 2008, 2:08 am

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