The Deathclaw

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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The Deathclaw

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Post by Kalem »

<<> Player Info <>>

IRC Nick: Nevermore / FoxHunt
Real Name (Optional): Bob the Burgershack man.
Time Zone:
Sheet Approved by: (leave blank)
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<<> Character Description <>>

Name: Deathclaw
Race: Deathclaw
Age: Unknown
Height: 11 feet tall
Weight: (optional)
Appearance: Scary. http://morriperkele.deviantart.com/art/ ... w-16173566
Eye Color: White
Hair Color: Brown.
Notable Features: LARGE. CLAWS.

<<> Character Personality <>>

Favorite Food: Brahmin
Likes: Digging, hunting, fighting, reproduction.
Dislikes: Super Mutants, Canned Meals(Power armor)
Favorite Color: Color?
Fears: Cages.


<<>Character Background<>>

History: It was born, it grew, it hunted, killed and ate.

This particular Deathclaw was raised amongst a sample population at an Enclave research station. By the time that he grew to maturity, he and his pack had broken free from the Enclave. Over the coming months, there were several run-ins with both the Enclave, the Brotherhood of Steel and the NCR.

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<<>Statistics<>>

Total Experience Points: 1000

Health: 100
Health Roll: +10 (+1 Bonus for every 10 Health)
HP: 8000 hp (Health * 80)

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

Strength: 200
Inventory Slots/Comfortable Carry: 20 (+1 Bonus for every 10 Strength)
Base Damage: 100 (+1 Bonus for every 10 Strength * 5)
Max Carry Weight: 800 (+1 Bonus for every 10 Strength * 40) lbs

Endurance: 100
Defense (Damage Absorb): 400(600) (+1 Bonus for every 10 Endurance *40)
Survival Roll: +10 (+1 Bonus for every 10 Endurance)

Intelligence: 250
MP: 1250 MP (Intelligence * 5)
Skill Points: 1000 SkP (Int * 4)

Magic Affinity: 10

Spirit: 40

Willpower: 50
Magic Damage Soak: 200 (+1 Bonus for every 10 Willpower * 40)

Luck: 50
Luck Roll: +5 (+1 Bonus for every 10 Luck)
Luck Points: 5 (+1 for every 10 Luck)
Critical Modifier: 1d4+0.5 (+0.1 for every 10 Luck)
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<<>Skills<>>
(Used) 985 / 1000 (Maximum) Skill Points

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)
<Athletics> <10> <65>
<Acrobatics> <10> <65>
<Roll> <15> <130>
<Reaction> <15> <130>

Utility Skills
(Health: +0 / Intelligence: +0(intel/2) / Willpower: +0)
<Perception> <10> <65>
<Search> <10> <65>

Combat Skills
(Dexerity: +0)
<Martial Arts> <20> <220>

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


Artisan / Knowledge Skills
(Intellligence: +0)


Field Training Skills
(Intelligence: +0(intel/2))
<Survival> <10> <65>

<<Advanced Skills>
Martial Arts:

Combo Skills
Dual Strike Cost: 10 SP

Triple Strike Cost: 30 SP

Rapid Strike
Cost: 60 SP
Required Skill Level: 20
Prerequisites: Dual Strike, Triple Strike
Type: Enabler
Effect: Allows for an extended combo of 1d4 hits

Aikido
Cost: 30 SkP
Required Skill Level: 15
Prerequisites: None
Type: Enabler
Effect: Allows the last hit of your attack (whether 1 hit, or you land a full combo on 1d2 hits or above) to be a quick grapple-and-throw. When you land full hits on a combo, roll luck. On 501+, opponent is knocked down.


Roll

Dodge Leap Cost: 10 SP

Dodge Roll
Cost: 15 SP
Skill Level Required: 10
Type: Bonus (+10)
Effect: Allows the character to do a strong roll to get away from danger. This can be performed in tighter spaces than the Dodge Leap ability


Reaction

Block
Cost: 10 SP
Skill Level Required: 5
Type: Bonus
Effect: Allows a person to block with a weapon. This adds a +5 bonus to blocking.

Counter Strike
Cost: 15 SP
Skill Level Required: 10, 'Block' Advanced Skill
Type: Enabler
Effect: Negates the block bonus, but allows for a single melee physical retaliatory strike

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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: Animal
Traits:
Species Communication: Deathclaws
Beast Power: Hammer Tail
Biological Constraint Traits: Poor Eyesight in daylight: -10 to sight perception in average brightness.

-= Character Traits =-

Giant 1
Prerequisite: Big
Description: Your character is above average size and looks like someone who would best not be trifled with. You gain a +15 to your intimidation checks, a +15% damage bonus and a -15% dodge bonus due to your size

-= Feats =-

(* denotes feats taken at character creation.)
*Racial SIF: Improved Hit Points I
Associated Statistic: Health
Description: This character is hardy and full of vitality. S/he can go longer, harder, faster, and take more harm than other characters.
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).

Racial: Feature: Dark Vision

*Feat 1 (Free) - Beast Power: Tough Hide
Pre-Requisite: Scales or leathery skin.
Description: Grants half base Physical Soak as natural, physical armor

*Feat 2 (100 XP) - Tunneling
Associated Statistics: Strength
Effect: You can tunnel through soft ground at 1/8th of your walking speed (like a mole).

*Feat 3 (200 XP) - Improved Hit Points II
Associated Statistic: Health
Effect: Boosts HP. The modifier of *60 is changed to *80.

*Feat 4 (300 XP) - Heightened Senses (Specify Sense)
Associated Statistic: Health
Effect: +10 to smell . The character can use this with the Skills under Honed Perception Skills.

*Feat 5 (400 XP) - Adaptation
Associated Statistic: Endurance
Effect: +10 to Survival Skill checks.

*Feat 6 (500 XP) - Enhanced Attack Maneuver
Associated Statistic: Dexterity
Effect: The character with this Feat gains a bonus of +2 per 10 points of Dexterity to attack physically.

*Feat 7 (600 XP) - Heightened Senses (Specify Sense)
Associated Statistic: Health
Description: The character exhibits a natural advantage in one of the five senses. If multiple senses deserve this, a feat must be bought for each sense.
Effect: +10 listen, touch. The character can use this with the Skills under Honed Perception Skills.

*Feat 8 (700 XP) - Natural Predator
Associated Statistic: Intelligence/Endurance
Effect: The character recieves a +10 to any hunting/tracking check made in any environment.

*Feat 9 (800 XP) - Enhanced Dodge
Associated Statistic: Dexterity
Effect: This improves the Flat Foot, regular Dodge, and Block rolls. Instead of a +1 bonus for every 10 points, the character earns +2 per every 10 points.

*Feat 10 (900XP) - Pugilist
Associated Statistic:
Description: Fierce hand-to-hand, brawler-type combatants, pugilists aren't the intense-concentration, pure-mind-and-body fighters that monks or spiritualists are, but instead fight dirty, ruthlessly, and generally with a disregard for honorable combat.
Effect: +10 Martial Arts, +5 Stealth, Biology, Roll, Reaction

*Feat 11(1000XP) - The Tyson
Associated Class: Pugilist
Description: Boxing tends to make one hungry…
Effect: While not exactly a clean move, on a full combo, add an unsoakable half damage hit from taking a piece out of your opponent. With your teeth.


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

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


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<<> Special Notes <>>

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Kalem
Posts: 57
Joined: July 4th, 2009, 4:46 am

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