Rainbow Dash - WIP

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Rainbow Dash - WIP

Quote

Post by QueenSelphie »

IRC Nick:
Real Name (Optional):
Time Zone:
Sheet Approved by: (leave blank)
_______________________________________________________________________

<<> Character Description <>>

Name: Rainbow Dash
Race: Equestrian /Pegasus
Age: Young Adult/Teenager
Height: 4'0 / 5'1
Weight: unknown
Appearance: Rainbow Dash as a pony is a light blue Pegasus with a rainbow striped mane and tail. Her eyes are magenta in color. Her cutie mark is a cloud with a multicolored lightening bolt. Her human form keeps her rainbow colored hair and magenta eyes. She dresses like a tomboy with a shirt depicting her cutie mark, a ball cap and a light blue hoodie.
Image

Image

Eye Color: Magenta
Hair Color: Rainbow
Notable Features:

<<> Character Personality <>>

Favorite Food:
Likes: anything to do with going fast.
Dislikes: Slowing down, waiting,
Favorite Color: any color that looks cool
Fears: She is fearless, but she does have performance anxiety when put on the spot


<<>Character Background<>>

History: Rainbow Dash was born and raised in the city of Cloudsdale. She was at the top of her class in the young fliers training school where she preformed the first ever sonic rainboom. This is a move that breaks both the sound bearer and the light spectrum all at once. Rainbow Dash is a loyal friend, but she can be bold, brash, and stubborn due to her competitive nature. She can also be reckless sometimes. Princess Celestia came to her and offered her a quest that would take her from the world she knew and into a stranger place. This new quest would require her to take a human form since this new place would probably not take too kindly to a Pegasus that could walk and talk. Celestia gave her an amulet in the form of her cutie mark so that she could switch between forms when ever she needed to. Rainbow Dash thinking this was a totally awesome idea took up the quest with out a second thought.

_______________________________________________________________________

Rainbow Dash: Pegasus Form
<<>Statistics<>>

Total Experience Points: 1500

Health: 200
Health Roll: +20 (+1 Bonus for every 10 Health)
HP: / hp 8000/8000 (Health * 40)

Dexterity: 250
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: 300
Inventory Slots/Comfortable Carry: (+1 Bonus for every 10 Strength)
Base Damage: (+1 Bonus for every 10 Strength * 5)
Max Carry Weight: (+2 Bonus for every 10 Strength * 40) lbs
Weapon Damage: (Base Damage * Weapon mod.)

Endurance: 200
Defense (Damage Absorb): 800 (+1 Bonus for every 10 Endurance *40)
Survival Roll: (+1 Bonus for every 10 Endurance)

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

Magic Affinity: 100
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: 100
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: 400 (+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+.5 (+0.1 for every 10 Luck)
_______________________________________________________________________

<<>Skills<>>
800 / 5

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 - 15 (130)

Acrobatics - 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.

Roll - 15 (130)

Reaction - 15 (130)

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

Perception - 10 (65)

Gather Information - 5 (25)

Search - 5 (25)




Combat Skills
(Dexerity: +0)

Martial Arts - 10 (65)
Dual Strike
Cost: 10 SP
Required Skill Level: 5
Type: Enabler
Effect: Grants the owner the ability to perform a 1-2 martial arts combo for full damage.

Magic Skills
(Magic: +0 / Spirit: +0)
Arcane - 5 (25)

Druidic - 5 (25)

Artisan / Knowledge Skills
(Intellligence: +0)


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

Survival - 5 (25)

_______________________________________________________________________

<<> Abilities <>>

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



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



_______________________________________________________________________

<<> Traits and Feats <>>

-= Race Traits =-

Race:

Traits:

-= Character Traits =-

-= Feats =-

(* denotes feats taken at character creation.)

*Feat 1 (Free) -
Transformation
Associated Statistic: None
Description: The character transforms into an entirely other entity, such as a dragon, demon, or other being, and do not eat MP per round like alternate forms. The separate entity has its own character sheet, and is maintained independently from other characters, having its own special powers, skills (including knowledges), feats and stats.
Effect: The alternate form starts at 1500 exp, and gains experience individually through the course of missions and other events. Experience gained from one may be spent on the other, however there is a 70% exp bonus for splitting the experience evently between two forms.

*Feat 2 (100 XP) -
Athlete
Associated Statistic:
Description: At the peak of physical development, athletes are among the strongest, fastest, or hardiest of their peers. Often involved in competitions, athletes can be either quiet professionals or boisterous superstars.
Effect: +10 Athletics, Acrobatics, +5 Roll, Reaction

*Feat 3 (200 XP) -
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.

*Feat 4 (300 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 5 (400 XP) -
Scout
Associated Statistic:
Description: Scouts, whether classical or modern, are masters of stealth and precision. They are used to survey areas ahead of others, to lay traps, or to simply move in and out of areas where others can't go. They pick their fights strategically and prefer keeping themselves hidden over direct combat.
Effect: +10 to Weapon Proficiency: Bows and Arrows OR Crossbows OR Sniper Rifles, +5 to Stealth, Perception, Search, Survival

*Feat 6 (500 XP) -
Enhanced Agility
Associated Statistic: Dexterity
Description: Meant for acrobats, contortionists, gymnasts, ninjas, and similar, this feat allows a character to perform unusual feats of athletic skill, whether it's running, balancing, or jumping long distances.
Effect: This improves the Dexterity bonus on noncombat, non-piloting, 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 7 (600 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 8 (700 XP) -
Adaptation
Associated Statistic: Endurance
Description: The character is able to adjust easily to any environment, and is able to use different pieces of it to their advantage. Example: using pieces of the environment for makeshift shelters, tools, or food.
Effect: +10 to Survival Skill checks.

*Feat 9 (800 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 10 (900XP) -
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.

*Feat 11(1000XP) -
Improved Flight
Associated Statistic: Strength/Dexterity/Endurance
Prerequisite: Flight Feat
Description: You are experienced in flying without the aid of machinery and it shows. You can fly longer, farther, and faster than others who share the skies with you.
Effect: You fly at 5x running speed, and receive a +10 bonus to flight checks. While in the air, +5 bonus is granted to Strength, Dexterity, and Endurance rolls.

Feat 12(1200XP) -
Enhanced Lift I
Associated Statistic: Strength
Description: This feat grants a character the ability to move, carry, lift, and hold much greater weight than is normally feasible. Granted the ability to inquire about others' ability to lift.
Effect: Increases the Maximum Carry Weight a character can hold from +1 bonus to +2 per every 10 points in Strength. This multiplication of the bonus also applies to strength based rolls, but not to damage.
Example: The character has a Strength of 70. The character would normally gain a +7, but instead with this Feat gains +14 to Strength checks.

Feat 13(1400XP) -
Heightened Senses - Sight
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 to sight, listen, touch, taste, or smell (Choose one). The character can use this with the Skills under Honed Perception Skills.

Feat 14(1500XP) -
Aethereal Conduit
Associated Statistic: Magic Affinity
Description: A character exhibits a stronger connection to spirit energy or psionic power.
Effect: +50 Magic Affinity (put in temporary). This does not affect Spell Points.


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) -
_______________________________________________________________________

<<> 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)
_______________________________________________________________________

<<> Inventory <>>


_______________________________________________________________________

<<> Special Notes <>>

______________________________________________________________________
admin
Site Admin
Posts
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Joined
Thu Jul 10, 2008 9:34 pm
Last edited by QueenSelphie on November 18th, 2015, 9:20 pm, edited 6 times in total.
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QueenSelphie
Posts: 110
Joined: October 9th, 2008, 6:12 pm

Re: Rainbow Dash - WIP

Quote

Post by QueenSelphie »

Rainbow Dash - Human Form

Total Experience Points: 1500

Health: 200
Health Roll: +20 (+1 Bonus for every 10 Health)
HP: / hp 8000/8000 (Health * 40)

Dexterity: 250
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: 300
Inventory Slots/Comfortable Carry: (+1 Bonus for every 10 Strength)
Base Damage: (+1 Bonus for every 10 Strength * 5)
Max Carry Weight: (+2 Bonus for every 10 Strength * 40) lbs
Weapon Damage: (Base Damage * Weapon mod.)

Endurance: 200
Defense (Damage Absorb): 800 (+1 Bonus for every 10 Endurance *40)
Survival Roll: (+1 Bonus for every 10 Endurance)

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

Magic Affinity: 100
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: 100
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: 400 (+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+.5 (+0.1 for every 10 Luck)
_______________________________________________________________________

<<>Skills<>>
800 / 55

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 - 15 (130)

Acrobatics - 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.

Roll - 15 (130)

Reaction - 15 (130)

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

Perception - 10 (65)

Gather Information - 5 (25)

Search - 5 (25)

Combat Skills
(Dexerity: +0)

Martial Arts - 10 (65)
Dual Strike
Cost: 10 SP
Required Skill Level: 5
Type: Enabler
Effect: Grants the owner the ability to perform a 1-2 martial arts combo for full damage.

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

Artisan / Knowledge Skills
(Intellligence: +0)


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

Survival - 5 (25)

_______________________________________________________________________

<<> Abilities <>>

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



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



_______________________________________________________________________

<<> Traits and Feats <>>

-= Race Traits =-

Race:

Traits:

-= Character Traits =-

-= Feats =-

(* denotes feats taken at character creation.)

*Feat 1 (Free) -
Transformation
Associated Statistic: None
Description: The character transforms into an entirely other entity, such as a dragon, demon, or other being, and do not eat MP per round like alternate forms. The separate entity has its own character sheet, and is maintained independently from other characters, having its own special powers, skills (including knowledges), feats and stats.
Effect: The alternate form starts at 1500 exp, and gains experience individually through the course of missions and other events. Experience gained from one may be spent on the other, however there is a 70% exp bonus for splitting the experience evently between two forms.

*Feat 2 (100 XP) -
Athlete
Associated Statistic:
Description: At the peak of physical development, athletes are among the strongest, fastest, or hardiest of their peers. Often involved in competitions, athletes can be either quiet professionals or boisterous superstars.
Effect: +10 Athletics, Acrobatics, +5 Roll, Reaction

*Feat 3 (200 XP) -
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.

*Feat 4 (300 XP) -

*Feat 5 (400 XP) -
Scout
Associated Statistic:
Description: Scouts, whether classical or modern, are masters of stealth and precision. They are used to survey areas ahead of others, to lay traps, or to simply move in and out of areas where others can't go. They pick their fights strategically and prefer keeping themselves hidden over direct combat.
Effect: +10 to Weapon Proficiency: Bows and Arrows OR Crossbows OR Sniper Rifles, +5 to Stealth, Perception, Search, Survival

*Feat 6 (500 XP) -
Enhanced Agility
Associated Statistic: Dexterity
Description: Meant for acrobats, contortionists, gymnasts, ninjas, and similar, this feat allows a character to perform unusual feats of athletic skill, whether it's running, balancing, or jumping long distances.
Effect: This improves the Dexterity bonus on noncombat, non-piloting, 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 7 (600 XP) -


*Feat 8 (700 XP) -
Adaptation
Associated Statistic: Endurance
Description: The character is able to adjust easily to any environment, and is able to use different pieces of it to their advantage. Example: using pieces of the environment for makeshift shelters, tools, or food.
Effect: +10 to Survival Skill checks.

*Feat 9 (800 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 10 (900XP) -
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.

*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) -
_______________________________________________________________________


<<> 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)
_______________________________________________________________________

<<> Inventory <>>


_______________________________________________________________________

<<> Special Notes <>>

______________________________________________________________________
admin
Site Admin
Posts
292
Joined
Thu Jul 10, 2008 9:34 pm
Image - Image
QueenSelphie
Posts: 110
Joined: October 9th, 2008, 6:12 pm

2 posts Page 1 of 1