Lady Death

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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Lady Death

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Post by LadyD »

<<> Player Info <>>

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

Name: Lady Death (Hope){Hope is her human name}
Race: Half Demon/elamentail
Age: 50
Height: 5'10"
Weight: 130
Appearance: slut bikni and cape
Image
Eye Color: white
Hair Color:white
Notable Features: All white skin and solid white eyes, beautiful and all types of sex apeal

<<> Character Personality <>>

Favorite Food: power
Likes: Creamator (her big burt)
Dislikes: Lucifer
Favorite Color: black
Fears: none


<<>Character Background<>>

History:

Classic Lady Death
The setting for the original Lady Death comic was medieval Sweden. The woman who would become Lady Death was born a mortal named Hope. Her father was a local nobleman named Matthias who was forcibly conscripting peasants into military service as feudal levies. The exact nature of the war that Matthias was prosecuting is not specified, although evidence from the recent revision of the character by Avatar Press suggests that it may have been one of the Northern Crusades (also known as the Baltic Crusades).

Unknown to his innocent daughter, Matthias had a dark secret. Although congratulated by the Church for his work against the pagans, he was despised by the common folk as a cruel tyrant. Matthias was outwardly pious, but secretly dabbled in black magic and demonology. He was actually a descendant of the fallen angels who had led the rebellion against God. By contrast, Hope's mother was a woman so pure and innocent that her bloodline reached Heaven. Hope's mother died when Hope was still in her late teens, and she was left to live with her father.

Eventually, Matthias' cruelty triggered a peasant uprising. Matthias narrowly escaped death at the hands of the rebels by summoning a demon, but Hope was captured by the rebels and accused of witchcraft. Faced with the prospect of execution by burning at the stake, Hope uttered an incantation that she had overheard her father use. This incantation summoned a demon who offered her a bargain – he would rescue her from death if she would renounce her humanity and serve the powers of Hell. Hope accepted the bargain and was transported into the infernal realms.

Once in Hell, Hope became entangled in a civil war that was raging between Lucifer and an army of renegade devils led by a powerful sorcerer. Hope was devastated when she learned that the ambitious sorcerer challenging Lucifer for the control of Hell was her own father.

Gradually corrupted by the nature of her surrounding, Hope was tainted with evil. She allied herself with an exiled craftsman who forged weapons for the infernal armies. While speaking to him, she declared that the innocent woman she had once been was dead and that she would henceforth only be known as Lady Death.

In her new persona, Lady Death led an uprising against the Lords of Hell. During the final battle, Lucifer cursed her never to return to Earth while the living walked. Lady Death swore an oath that she would circumvent Lucifer's curse by exterminating all life on Earth.

Lady Death finally ended Lucifer's control over her by casting him through Heaven's Gate (a place where evil cannot go), and in doing so became the new ruler of Hell. Many of the beings living in hell believe that the ascension of Lady Death signaled the beginning of the age of judgment – the final battle between good and evil for the fate of the Earth.
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<<>Statistics<>>

Total Experience Points: 1600

Health: 150
Health Roll: 15(+1 Bonus for every 10 Health)
HP: 9,000/9,000 hp (Health * 60)

Dexterity: 200
Flat Foot Dodge: 52(+1 Bonus for every 10 Dexterity + (reaction skill/2))
Dodge Roll: 75(+2 Bonus for every 10 Dexterity + Skill)
Physical Attack Roll: 70(+2 Bonus for every 10 Dexterity + skill)
Style Points: 800StP (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
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: 300
MP: 2100MP (Intelligence * 7)
Skill Points: 1200SkP (Int * 4)

Magic Affinity: 200
Spell Points: 800SpP (Magic Affinity * 4)
Magic Attack Roll: (+1 Bonus for every 10 Magic + Magic Level of Skill used.)
Mage Level: 4(Skill Level / 5)
Psionic Level: 3(Skill Level / 5)

Spirit: 200
Base Magic Damage:960 [<{20(+1 per 10 Spirit) + (Skill Level)}*6>*Mage Level]
Base Psionic Damage:720 [<{20(+1 per 10 Spirit) + (Skill Level)}*6>*Psionic Level]

Willpower: 200
Mental/Magic Defense Roll: 35/40 (+1 Bonus for every 10 Willpower + Skill Level)
Magic Damage Soak: 800(+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)
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<<>Skills<>>
(1195) / (1200) 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 (Total Points: 350)
(Dexterity: +0 / Strength: +0)

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Athletics [Lv5](25)
Statistic: Strength / Dexterity
Used: Both for speed and strength in covering distances, via Running, Climbing, and some similar actions.
Running Speed:
Level 0 = 30 ft per round
Level 1-49: 30 base +5 ft per skill level
Level 50: 300 ft per round

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Acrobatics [Lv5](25)
Statistic: Strength / Dexterity
Used: Some acts of contortion or body manipulation, such as Balancing and Jumping, amongst some other similar actions.
Jumping Height:
Level 0 - 4: 2' Clearance
Level 5 - 9: 3' Clearance
Level 10 - 19: 4' Clearance
Level 20 - 29: 5' Clearance
Level 30 - 39: 6' Clearance
Level 40 - 49: 7' Clearance
Level 50: 10' Clearance

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Roll [Lv15](130)<15>{145}
Used: Essential in dodging attacks or parts of the environment; can be considered the "combat roll."

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.

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Reaction [Lv15](130)<25>{155}
Statistic: Dexterity
Used: Knee-jerk actions, such as blocking incoming attacks or defending against surprises or sneak attacks.

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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Utility Skills (Total Points: 260)
(Health: +0 / Intelligence: +0(intel/2) / Willpower: +0)

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Perception [Lv10](65)
Statistic: Health
Used: To perceive the world around a character through bodily senses, such as smell, sight, hearing, taste, or touch

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Concentration [Lv10](65)
Statistic: Willpower
Used: To resist an action or series of actions from being interrupted by external factors, such as an extended cast or a focus-heavy activity.

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Search [Lv10](65)
Statistic: Half-Intelligence
Used: Allows for the search of a set area for a set, known object, such as a room for a disc, a portion of forest for a specific plant, or a city block area for someone hiding.

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Gather Information [lv10](65)
Statistic: Half-Intelligence
Used: Rolled when talking to an NPC to determine how helpful the info you got was.
(Dexerity: +0)

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Combat Skills (Total Points: 170)
(Dexerity: +0)

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Swords [Lv20](155)<15>|Extra Training|{170}

Name: Dual Strike
Cost: 15 SkP
Skill Level Required: 10
Availability: L10 for shortswords/swords, L15 for longswords/greatswords
Prerequisites: None
Type: Enabler
Effect: Allows a 1d2 hit combo.

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Magic Skills (Total Points: 340)
(Magic: +0 / Spirit: +0)

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Telekinesis [LV15](65)<45>|Extra Training|{110}

- Telekinetic Defense
Cost: 15 SP
Required Skill Level: 10
Type: Enabler
Effect: Allows a quick witted psion to engage their telekinesis as a limited defensive measure, either to deflect or to outright stop the attack.

- Telekinetic Surge
Cost: 30 SP
Required Skill Level: 15
Type: Ability
Effect: This allows your telekinetic force to be expelled as a wave which may induce knockdown on up to (TK level / 5) targets around you. Inflicts Mild "Off Guard" at (+1 Severity / 15 TK Levels) (Acute at Level 45) and deals *1 damage.

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Arcana [Lv20](220)<10>{230}

Arcane Defense
Cost: 10 SP
Required Skill Level: 5
Type: Enabler
Effect: Enables you to defend against magic by adding your skill bonus to your will roll.

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Artisan / Knowledge Skills (Total Points:
(Intellligence: +0)

_____________________
Field Training Skills (Total Points:75)
(Intelligence: +0(intel/2))

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Vehicle Skills

Light Ground [Lv10](65)<10>{75}
(cars, motorcycles, etc.)

Combat Dodging
Cost: 10 SP
Required Skill Level: 5
Type: Bonus
Effect: Grants a +5 to avoiding attacks in a vehicle.


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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:

-= Character Traits =-

>Improved Magic I
Associated Statistic: Intelligence
Description: Some of a mage's talent is natural, bearing a deeper mental expanse than most, having a greater quantity of mana to expend.
Effect: Increases the character's Magic Points (MP), changing the modifier from *5 to *6.
Example: The character has an Intelligence of 70. 70*5=350. With the modifier adjusted by this Feat, the change is 70*6=420 so the character has 420 MP.

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 TWO backstory-relevant Skills, essentially starting them at Level 10.
OR
+130 to ONE backstory-relevant Skill, essentially starting it at level 15

Harder to Kill
Pre-Requisite: Hard to Kill, can't have Death Rage
Description: The demonic character has further stoked the flames of dark life burning within them, to the point where the life persists even after the body has been thoroughly ravaged. They live on in stark defiance of all that is natural, requiring a truly brutal extermination of body to be truly rid of them.
Effect: The death thresshold is increased again, to three times one's max HP into the negatives.

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.

Favored Weapon
Pre-Requisite: Generally taken on creation, but this is flexible with good IC reason
Description: Some warriors, humans in particular, develop a certain emotional attachment to their weapon, whether it be a samurai's katana becoming an extension of his body, a mercenary naming his favorite grenade launcher, or a squire taking up the sword of his fallen master. The character starts with an above average weapon, which may have unique abilities or better stats than usual for its tier.
Effect: Applies one of the below traits to a starting weapon. Multiple iterations can be taken, applying to different traits below, or applying to a different starting weapon. With the exception of 'Soul' and 'Sword Eater', this Feat adds a +15% to the Cost of upgrading, and +10% to the DC.
Empathic
Hide
The weapon has a mind of its own and may even speak to its wielder. It will resist being removed from the wielder, may call to them from wherever it is, and can be summoned to hand as a free action from relatively short distances. In addition, the weapon has one Knowledge skill at level 20 (or the user's Weapon Proficiency whichever is higher) and it will share its wisdom with the wielder.

-= Feats =-

(* denotes feats taken at character creation.)

*Feat 1 (Free) -

Psychic Warrior
Associated Statistic:
Description: A soldier who combines psionic power with physical prowess, the Psychic Warrior is able to use the environment, their weapons, and sheer psionic force in a multitude of offensive and defensive ways.
Effect: +5 to Swords, +5 to Telekinesis, +5 to Roll, Reaction, Gather Information, Speechcraft

*Feat 2 (100 XP) -


Red Mage
Associated Statistic:
Description: The Red Mage is a talented jack-of-all-trades, even wielding magic in one hand and a weapon in the other. Their diversity is most stapled down by their use of both black and white magics with equal proficiency, making them often easily recognizable.
Effect: +5 to Swords, +5 to Arcana, +5 to Roll, Reaction, and Perception

*Feat 3 (200 XP) -

Improved Magic II
Associated Statistic: Intelligence
Description: One with this feat is able to tap into a deep pool of magic, wielding spells with nigh-impunity.
Effect: Increases the character's Magic Points (MP), changing the modifier from *6 to *7.
Example: The character has an Intelligence of 70. 70*5=350. With the modifier adjusted by this Feat, the change is 70*7=490 so the character has 490 MP.

*Feat 4 (300 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 5 (400 XP) -

Regeneration
Associated Statistic: Health
Description: By various means, whether biological or external, the character's body gradually and passively repairs itself over time, but only up to a certain amount. If the character is knocked unconscious, this will fight "bleed" at the normal rate, but will not wake it up without 8 hours of rest or assistance. This will also not regenerate limbs unless the limbs are held to the regenerating wound by stitches or other means for hours.
Effect: Every round in combat, restore 5% maximum HP to a total of 25%. Outside of combat, the body gradually repairs itself to 25% HP and sutures small or superficial wounds. This feat will only activate when a character drops below 25% HP, and will only regenerate up to 25% of the character's max HP (that is, a 4000 HP character will not regen past 1000 HP).


*Feat 6 (500 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 7 (600 XP) -

Sword and Sorcery
Associated Class: Red Mage
Prerequisite: A Spellcasting skill and Weapon skill of equal level, Off-hand must either be empty or equipped with a casting aid (if the casting aid is a staff, standard Dual Wielding penalties apply); This feat stops functioning if prerequisites come undone.
Description: The apex of Red Mage multitasking lays in this formidable skill, which turns an otherwise humble jack of all trades into a whirlwind of flashing steel and flying spells.
Effect: Allows the Red Mage to make a physical and magical action in the same turn. This cannot be utilized during an Extra Attack round.
For purposes of Broken Chain, this counts as 'both' a physical attack and whichever type of spell is cast; Making a physical attack OR a same-color spell on the next turn will break the chain.

*Feat 8 (700 XP) -

Psionic Attack
Associated Class: Psychic Warrior
Prerequisites:
Description: This character can imbue weapons with psionic energy. This can be placed on martial arts weapons, melee weapons, or even ranged weapons by a talented Psychic Warrior.
Effect: This character may add his/her base psionic damage (without multipliers) to his/her attacks at an MP cost of (Telekinesis Level * 20) (Level 20 = 400 MP) per attack (not hit).

*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) -

Improved Regeneration
Associated Statistic: Health, requires Regeneration feat
Description: By various means, whether biological or external, the character's body gradually and passively repairs itself over time, but only up to a certain amount. If the character is knocked unconscious, this will fight "bleed" at the normal rate, but will not wake it up without 8 hours of rest or assistance. This will also not regenerate limbs unless the limbs are held to the regenerating wound by stitches or other means for hours.
Effect: Every round in combat, restore 10% maximum HP to a total of 50%. Outside of combat, the body gradually repairs itself to 50% HP and sutures small, superficial, and smaller lingering wounds. This feat will only activate when a character drops below 50% HP, and will only regenerate up to 50% of the character's max HP (that is, a 4000 HP character will not regen past 2000 HP).


*Feat 11(1000XP) -

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 12(1200XP) -

Improved Magic Damage I
Associated Statistic: Spirit
Description: A taker of this feat wields greater raw arcane might than most, the caster's chanting intensifying the strength of a spell.
Effect: Increases the Magic Damage modifier from *5 to *6.
Example: A character has 50 spirit and level 5 Arcana. Their magic damage, ordinarily, is 1*10*5 = 50. It is now 1*10*6 = 60.

Feat 13(1400XP) -

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 14(1500XP) -

Limit Break
Associated Statistic: Willpower
Description: When in dire situations, a character is able to push him/herself past normal limits, putting a good portion or even all of their skill, energy, and power into a single few seconds in an attempt to overcome an obstacle, whether it be environmental, hostile, or otherwise.
Effect: This feat allows for Abilities to be categorized as Limit Breaks. Abilities that are categorized as such are given a bonus to strength according to the tier of Limit Break they are assigned as, from Level 1 to Level 4. A character's "Limit Gauge" is 100% of their HP. When a character takes damage, their gauge is filled at a 1:2 ratio to the damage actually incurred (after soak, reductions, etc.). When a character's Limt Gauge is filled, they have access to the next level of Limit Breaks. When a character drops below 0 HP, the character's Limit Gauges are decreased by 20% of the gathered amount, the damage that caused a KO is not added or calculated in any way. The more Limit Gauges a character has, the higher level of Limit Break Ability they can use. 1 Gauge = Level 1, 3 Gauges = Level 3, etc. Within the custom ability system limit breaks are allowed to exceed the custom 'limits' damage may exceed the level restriction of any limit break and status effects can have 1 level higher than the abilities allowed.

Feat 15(1600XP) -

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).

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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LadyD
Posts: 1
Joined: November 24th, 2015, 12:04 am

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