Link, Hero of Time(?)

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Link, Hero of Time(?)

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Post by Nyxjust »

<<> Player Info <>>

IRC Nick:Nyxjust
Real Name (Optional):Justyn
Time Zone: CST
Sheet Approved by: (leave blank)
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<<> Character Description <>>

Name: Link
Race: Human
Age: 16
Height:
Weight: (optional)
Appearance: It's -Link-
Eye Color: Blue
Hair Color: Blonde
Notable Features: Pointed Ears, Random Expletitives.

<<> Character Personality <>>

Favorite Food: Milk
Likes: Fishing, Horses, Music
Dislikes: Spiders, Ghosts, Chickens
Favorite Color: Green
Fears: Darkness


<<>Character Background<>>

History: A courageous youth of an undisclosed era of the land of Hyrule. He grew up in a decently successful village which plied the trade of blacksmithing, farming, and general goods to which Link made his living delivering such goods by horseback or by drawn cart if the load to other outlying villages and even cities and even Hyrule's castle town itself. Fine and well with his porfession Link always had this unshakable compelling wanderlust. Though the trails are not without their dangers of course and with a sense of adventure comes the yearn for defending one's self and others, and so Link had taken on apprentice swordsmanship under the village blacksmith having been a great hero himself of his time that he swears helped ensure the settlement the village occupied to this day. Unknowing to Link though the winds of change billow in his direction and a with it the call to adventure and defense of the realms itself as well as an unknown long lived legacy of many ages and generations past to be carved into legend once again.

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<<>Statistics<>>

Total Experience Points: 1050

Health: 155
Health Roll: (+1 Bonus for every 10 Health)
HP: 12400/12400 hp (Health * 80)

Dexterity: 200
Flat Foot Dodge: (+2 Bonus for every 10 Dexterity + reaction skill/2)
Dodge Roll: (+2 Bonus for every 10 Dexterity + Skill)
Physical Attack Roll: (+2 Bonus for every 10 Dexterity + skill)
Style Points: StP (Dexterity * 4)

Strength: 250 (150+100)
Inventory Slots/Comfortable Carry: (+1 Bonus for every 10 Strength)
Base Damage: 125 (+1 Bonus for every 10 Strength * 5)
Max Carry Weight: (+1 Bonus for every 10 Strength * 40) lbs
Weapon Damage: 2750 (Base Damage * Weapon mod.)

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

Intelligence: 195
MP:975 MP (Intelligence * 5)
Skill Points:780 SkP (Int * 4)

Magic Affinity: 50
Spell Points: SpP (Magic Affinity * 4)
Magic Attack Roll: (+1 Bonus for every 10 Magic + Magic Level of Skill used.)
Mage Level: (Skill Level / 5)
Psionic Level: (Skill Level / 5)

Spirit: 50
Base Magic Damage: [( (+1 per 10 Spirit) + (Skill Level) ) * 5) * Mage Level]

Willpower:100
Mental/Magic Defense Roll: / (+1 Bonus for every 10 Willpower + Skill Level)
Magic Damage Soak: (+1 Bonus for every 10 Willpower * 40)

Luck:50
Luck Roll: (+1 Bonus for every 10 Luck)
Luck Points: (+1 for every 10 Luck)
Critical Modifier: 1d4+ (+0.1 for every 10 Luck)
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<<>Skills<>>
(Used) 780/780 (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>
Swimming <10> <65>
Roll <15> <130>
Reaction <15> <130>

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

Combat Skills
(Dexerity: +0)
Shield <10> <65>
Longbow <10> <65>
Sword <20> <220>

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

Artisan / Knowledge Skills
(Intellligence: +0)

Field Training Skills
(Intelligence: +0(intel/2))
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Name: Dual Strike
Cost: 15 SkP
Skill Level Required: 10
Availability: L10 for swords
Prerequisites: None
Type: Enabler
Effect: Allows a 1d2 hit combo.

Shield Block
Cost: 10 SkP
Skill Level Requirements: 5
Type: Bonus (+10)
Effect: Allows a user to properly use the shield to block oncoming attacks.

Shield Counter
Cost: 15 SkP
Skill Level Requirements: 10, second melee weapon equipped, 'Shield Block' skill.
Type: Enabler
Effect: Allows for a shield user to block an incoming melee attack with the shield, then strike back at an enemy with the other weapon. Grants a +5 bonus to the shield block only.

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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: Human
Traits: Junior Hero(50xp) Extra Training (65sp)

-= Character Traits =-

-= Feats =-
Human Feat: Fighter
Description: Fighters are very basic combatants at their cores; they do battle in rain, sleet, snow, wind, or sand, and can be turned to for direct problem solving. Their athletic training and brawn allows them to surpass obstacles in their path -- including other people, through sheer presence or violence.
Effect: +10 to Weapon Proficiency: Swords +10 to Athletics, +5 to Acrobatics, Reaction

Human SIF: Enhanced Dodge
Associated Statistic: Dexterity
Description: This character has quicker reflexes and a keener sense of direction, allowing him/her to avoid or deflect blows away from his/her body, whether it's flipping, blocking, or jumping.
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.
Example: A character with 80 Dexterity normally has a Dodge Dexterity bonus of +8. With this feat, that becomes +16.

(* denotes feats taken at character creation.)

*Feat 1 (Free) - Improved Combo
Associated Class: Fighter
Description: Fighters know how to squeeze the most out of a single attack action, and can land one extra regular hit when performing a regular attack. This does not apply to dual wielding.
Effect: Fighters engaging with weapons that support combo strikes may add a +1 to their number of possible hits(1d2 becomes 1d3, etc.)

*Feat 2 (100 XP) - Archer
Associated Statistic:
Description: Well-trained Archers are generally from classical civilizations -- though modern ones use them for civilian hunting/sport and military operations -- and are lithe, strong, talented shots. They're also renowned for being great at arm wrestling.
Effect: +10 Weapon Proficiency: Bows or Weapon Proficiency: Crossbows (or +5 to both), +10 to Perception, +5 to Stealth, Athletics

**Feat 3 (200 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 4 (300 XP) - Through the Cracks
Associated Class: Archer
Description: An unfortunate side effect of using such a small weapon is the resistance of armor. An archer properly trained knows to look for the holes in an enemies defenses.
Effect: If an enemy has been scanned, the archer may ignore the enemies soak for any arrow-based attack he uses.

*Feat 5 (400 XP) - Extra Attack
Associated Statistic: Dexterity
Description: The character exhibits reaction and movement speeds above and beyond that of others, allowing them to take more than one action in a round.
Effect: A character must have at least 200 Dexterity to qualify for this feat. In normal and group combat, character rolls a second initiative at half their dexterity value. This makes the character twice the target as well.

**Feat 6 (500 XP) - 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.

*Feat 7 (600 XP) - Servant
Associated Statistic: Willpower
Description: An NPC is constantly with your character to assist you. Servants can not take feats. A person can have multiple servants, but each servant must be built separately (one set of feats affect servant A, one set of feats affect servant B)
Effect: The servant character has 500 stat points, but can earn more experience via the master character taking feats or opting to give earned mission xp to the servant instead of the primary character. Every time you take this feat, your servant gets an additional 150 stat points. They are allowed 1 Feat every 200 experience points up to a maximum of 5. Only 1 of these can be an SIF.

*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) - Improved Hit Points II
Associated Statistic: Health
Description: This character is remarkably sturdy and full of energy. Performance in combat and performing stressful activities is remarkably improved over normal people.
Effect: Boosts HP. The modifier of *60 is changed to *80.

*Feat 10 (900XP) - Super Strength
Associated Statistic: Strength
Description: The character exhibits stronger-than-average human strength.
Effect: +50 to Strength. This grants the character bonuses of +5 to Inventory Slots and Maximum Carrying Weight, as well as Base Damage. The Base Damage boost also goes to weapon damage.

*Feat 11(1000XP) - Super Strength
Associated Statistic: Strength
Description: The character exhibits stronger-than-average human strength.
Effect: +50 to Strength. This grants the character bonuses of +5 to Inventory Slots and Maximum Carrying Weight, as well as Base Damage. The Base Damage boost also goes to weapon damage.

**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 <>>

Name: Emerald Sword
DC To Make: 1410
Skill Level To Use: 17
Price: 1287000
Augmentation Slots: 3
Roll Bonus: +22
Damage Mod: 22

Name: Emerald Light Shield
Price: 130000
Block Modifier: +22
Augmentation Slots: 2
Crafting DC: 1269
Skill Level Required: 17

Emerald Armor
Price: 200000
Physical Soak Bonus: 1820
Magical Soak Bonus: 1820
Crafting DC: 1410

Name: Emerald Long Bow
DC To Make: 1410
Skill Level To Use: 17
Price: 648000
Augmentation Slots: 2
Roll Bonus: +25
Damage Mod: 18
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<<> Special Notes <>>
Name: Babl
Health:50
HP:2000
Strength: 10
Dexterity: 100
Endurance: 40
Intelligence 100
Magic Affinity:50
Spirit:50
Willpower:50
Luck:50
Feats:
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Nyxjust
Posts: 1
Joined: November 20th, 2014, 1:22 am

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