Steven Stone - WIP

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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Steven Stone - WIP

Quote

Post by QueenSelphie »

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

Name: Steven Stone
Race: Human
Age: 25
Height: 5'6"
Weight: 185
Appearance:
Image

Eye Color: Light Steel Blue
Hair Color: Light Steel Blue
Notable Features:

<<> Character Personality <>>

Favorite Food: Soft Served Icecream
Likes: Steel and Rock type Pokemon, Precious and rare stones and metals,
Dislikes:
Favorite Color: Silver
Fears: Unknown


<<>Character Background<>>

History:
Steven Stone is a skilled pokemon trainer who specializes in Steel Type pokemon. He was the champion of Hoenn region leaving this duty to his close friend and equally skilled trainer known as Wallace. Steven is also the son of Mr Stone, who is the head of The Devon Corperation. The Devon Corperation researches and develops many of the technologies used in the pokemon world, such as pokeballs, Navigational and Pokedex Apps, and instant tranport devices such as warp tiles. Steven also has a love for precious and rare stones. He has set off on a new adventure like any trainer with a single pokemon. This pokemon is a Beldum known as Iron. This Beldum is different than most as it is silver in color and has a gold colored claw. This pokemon was a gift from his father before setting off on his recent travels
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<<>Statistics<>>

Total Experience Points: 1600
Junior Hero:+100

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

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

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

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

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

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

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

Luck:
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) / (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)


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


Combat Skills
(Dexerity: +0)


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


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: Human
Traits:
1 Statistic Improvement Feat of player's choosing
1 Standard Feat of player's choosing
2 Traits from those listed below.
1 additional trait of player's choosing, with GM approval.

-= Character Traits =-
Windfall Cash
Pre-requisite: Racial/GM Assigned
Description: Humans love money, possibly more than any other race in the universe. Even those who are evolved past the primal urge to hoard green paper know that it is the blood of civilization and the tinder of dreams. Through simple good fortune or business savvy, the character blessed with this Feat enjoys a consistantly greater wealth than the average person.
Effect: Increases starting Credits by 10%. When Mission-Based Credits are given out, roll Luck (1d1000+LuckBonus). (Result/15)% bonus to the credit reward (So a perfect 1000 would grant +66%, or two thirds the reward. A 500 would grant +33%, or one third more, ect). This applies only to end-of-mission rewards, not treasure finds, enemy drops, or selling items.

Junior Hero
Pre-requisite: Racial/GM Assigned
Description: With a natural proclivity for adventure, many humans spend their lives in search of it in one form or another, from the world traveler to the humble gamer nerd. The character's prior adventures have prepared them for the one they are thrust into now, granting a greater pool of starting Experience.
Effect: +100 EXP. Feat subject to enhancement with inflation.

Extra Training
Pre-requisite: Racial/GM Assigned
Description: Most humans spend their entire lives in preparation for bigger and better things, whether in formal education or training, or simply self improvement and study of the arts they wish to make their worth in. This manifests in additional SP to a particular skill they spent a lot of time honing.
Effect:
+65 SP granted to one backstory-relevant Skill essentially starting it at Level 10
AND
+130 to one backstory-relevant Skill, essentially starting it at level 15.

-= Feats =-
Enhanced Willpower I
Associated Statistic: Willpower
Description: A taker of this feat bears a great sense of will, able to tighten his/her focus as well as deny a spellcaster's power with natural effort.
Effect: The Willpower bonus changes from +1 to +2 points per 10 points of Willpower. This applies to the Mental/Magical Defense Roll and Willpower based skills.

Animal Friendship
Associated Statistic: Willpower
Description: The character exhibits a natural empathy with other creatures, and is able to communicate with them (not verbally or telepathically) and understand or influence their behavior.
Effect: +10 to Monster Trainer checks or dealing with Animals.

Example: The character has a 50 Willpower. The bonus is normally +5. In this case it becomes +10

(* denotes feats taken at character creation.)

*Feat 1 (Free) -
Beastmaster
Associated Statistic:
Description: Tamers of all things wild, whether it's a simple animal or a magical monster, Beastmasters are experts in animal psychology and well-studied in related fields, such as ancient history and creature mythos. They're always on the hunt for the next great pet.
Effect: +10 Weapon Proficiency: Whip, +5 Monster Training, Monster Lore, Zoology, Mythology

*Feat 2 (100 XP) -
Scholar
Associated Statistic:
Description: Lifelong students of knowledge and learning, Scholars are thorough readers and generally specialize in a small number of topics. Even more important than their on-hand knowledge at any time, the Scholar has learned the golden skill: how to keep learning.
Effect: +10 to any two Knowledges and Gather Information


*Feat 3 (200 XP) -

*Feat 4 (300 XP) -
Diplomat
Associated Statistic:
Description: A mediator or negotiator whose purpose involves peaceful bargaining with second or third parties, the diplomat is generally an educated person with a great penchant for dealbreaking.
Effect: +10 Speechcraft, Artisan: Writing, +5 Gather Information, Decrypt Code/Language



*Feat 5 (400 XP) -

*Feat 6 (500 XP) -

*Feat 7 (600 XP) -

*Feat 8 (700 XP) -

*Feat 9 (800 XP) -

*Feat 10 (900XP) -

*Feat 11(1000XP) -


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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Last edited by QueenSelphie on March 6th, 2020, 12:35 am, edited 2 times in total.
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QueenSelphie
Posts: 110
Joined: October 9th, 2008, 6:12 pm

Re: Steven Stone - WIP

Quote

Post by QueenSelphie »

This is a base template of how I think a pokemon should work based on what is avaliable and how this game works. I will need GM approval for this to work or things I need to change. I can do the rest of them if this template works for the gms. I know not all pokemon evolve the same way. I can work out something later for pokemon that don't evolve by leveling up.

Pokemon:
Beldum: Steel/Psychic
Level 1 Beldum - 750
Level 2 Metang - 870
Level 3 Metagross - 1500
Level 4 Mega Metagross - 2000
AP:250
Growth: Slow
Normal AP Growth is 25% of Exp
Slow is 10% of EXP

Beldum Stats
Base: 750
HP:100*40 = 4000
MP:90*5 = 450
Physical Attack:100
Physical Soak:170 /10 *40 = 680
Magic Attack:85
Magic Soak:100 /10 *50 = 500
Dodge:80

Elemental Weakness: Shadow

Traits/Feats:
Immunity: Poison

SIF: Magic Soak 1 - *40 -*50

Feat: Armored - Effect: +50 Endurance (Put in temporary). This affects natural damage soak

Spells/Abilites:
Take Down - Deals physical damage does 1/4th recoil damage
Iron Defense - Raises Physical Defense +2
Zen Headbutt - Psychic type move that does physical damage 10% flinch
Iron Head - Steel type move that does physical damage 30% flinch
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QueenSelphie
Posts: 110
Joined: October 9th, 2008, 6:12 pm

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