Kurama 5.0

This is where ALL CHARACTER SHEETS moved from the previous system to DW5.0 will be placed for review by the Game Masters. Any sheet not cleared through this forum will not be accepted in play.
1 post Page 1 of 1

Kurama 5.0

Quote

Post by QueenSelphie »

<<> Character Information <>>

<<>Character Description<>>
Name:Kurama/Shuichi Minamino/Youko Kurama
Race:Demon(Spirit Fox)
Height:5'11" / 7' (Youko Kurama)
Weight:
Appearance: Kurama is 17 years old and is about 5'11" in height. He has long red hair and green eyes. His clothes change periodically but he is mostly shown to be wearing his school uniform which happens to be pinkish red. Youko Kurama is much taller than his human form. He has silver hair and amber eyes. He also has a tail, ears, and claws.
Eye Color:Green/yellow (Youko Kurama)
Hair Color: Red / Silver (Youko Kurama)
Notable Features:Kurama doesn't have any features that stand out. His eyes seem thought prevoking and almost menicing when he means business

<<>Character Personality<>>
Favorite Food: don't know
Likes: Roses
Dislikes: people who are unkind
Favorite Color: Red/Pink
Fears: none known that are irrational

<<>Character Background<>>
History:A lifetime ago, Kurama was the leader of a group of thieves. His second mate was Yomi, who would later become one of the three most powerful demons [youkai] in Demon World [Makai]. But Yomi was a ruthless and brainless fighter who didn't want to listen to the much smarter Kurama. When Yomi ran his own group of thieves and let many loyal followers die by acting on instinct instead of thoughts, Kurama sent an assassin to kill him. This assassin failed, however, and only ended up blinding him. The assassin would wind up regretting this, as the powerful Yomi tortured him until the day he died.

But then, when he was chased by a Spirit World [Rei-kai] bounty hunter and got injured, Kurama (in his fox form) fled to the Living World [Ningenkai] and his spirit combined with that of the unborn baby of Shiori Minamino. He was later born as Shuichi Minamino. His human mother loved him with all her heart and taught the once so cold hearted Kurama what human love is. Kurama, who actually wanted to return to Demon World [Makai] as soon as he regained his powers, learned how to love and to care and found himself unable to leave his mother. So he stayed to take care of her (he continues to live with his human family today).

When Kurama's mother got sick and could not be treated, he decided to join Hiei and Gouki to steal the three Spirit World [Rei-kai] artifacts to save her life. And so he met Yusuke, who saved his life when he wanted to sacrifice his own life to save his mother's. In the end, one of the artifacts granted Kurama's wish and saved his mother's life. He then surrenders to the Spirit World but is later released to join Yusuke's crew (along with Hiei) during the invasion of the Spirit Beasts, maintaining his human form but going by his real name.


Notable Accomplishments: Kurama is a genius in his school and often gets offers to join science clubs. He is also well known as the cunning and ruthless demon he once was in the Demon World.

Training (If any): Kurama has received some training through Genkai in his human form

<<>Weapons/Items<>>
Rose Whip: Mod *4 Effect of weapon: One of the more deadly of Kurama's attacks besides his death plant. The Rose Whip can attack several points at once and also cut through solid stone. It is also the basic weapon for some of Kurama's other attacks.

Yoko:
Rose Daggers: Attack +2 Damage *2 These roses are razor sharp and thrown their thorny stems make them more painful and difficult to remove

Rose Sword: Mod Attack +5 Damage *5 This sword forms from enlongated rose vines that form to a point from Yoko's hand. The stems are hard like steel making it strong and not as weak as you might expect.
_______________________________________________________________________

<<> Statistics <>>
801 points to distribute
+200 Yoko Kurama (Alternate Form)

Credits: 34200

Vital Statistics

Physical

Health: 90 (+30 Yoko Kurama = 120)
HP: 3600 / 3600 hp (Health * 40) (Yoko Kurama = 4800)

Dexterity: 80 (+40 Yoko Kurama = 120)
Style Points: 320 StP (Dexterity * 4)

Strength: 100 (+40 Yoko Kurama = 140)
Inventory Slots: +10 (+14) (+1 slot per 10 points in Strength)
Base Damage: 300 (+1 per 10 points Strength * 30)
Max Carry Weight: 400 (+1 per 10 points Strength * 40) lbs (pounds)
Weapon Damage: 1200 (Base Damage x Weapon mod.)

Endurance: 13 (+___ Yoko Kurama)
Defense (Damage Absorb): 400 (+1 point per 10 Endurance *40)

Mental:

Intelligence: 287
Magic Points: 1435 / 1435 hp (Intelligence * 5)
Skill Points: 1148 (Int * 4)

Magic Affinity: 90 (+30 Yoko Kurama = 120)
Magic Level: 2 (+1 Magic Level per 5 levels of Arcane Arts/Psionic Mastery)
Spell Points: 360 SpP (Magic Affinity * 4)

Spirit: 70 (+30 Yoko Kurama = 100)
Base Magic Damage: 680 ( ((Spirit +1/10) + (Arcane Arts/Psionic Mastery Skill Level)) * 30 )

Willpower: 70 (+30 Yoko Kurama = 100)
Magic/Psionic Damage Soak: 280 (+1 Bonus for every 10 Willpower * 40)

Luck: 21
Luck Points: 0 LP (+1 Luck Point for every 50 Luck)
_______________________________________________________________________

<<> Skills <>>
1148/3 Skill Points (Current/Maximum)

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

Athletic Skills
<skill> <level> <points>
Running - Level 5 (25)
Swimming - Level 5 (25)
Move Slowly - Level 5 (25)
Roll - Level 5 (25)
Sleight of Hand - Level 5 (25)
Reaction - Level 5 (25)

Honed Perception Skills
<skill> <level> <points>
Listen - Level 5 (25)
Spot - Level 8 (46)

Minor Skills
<skill> <level> <points>
Hide - 9 (55)
Search - 5 (25)
Bluff - 9 (55)

Combat Skills
<skill> <level> <points>
Martial Arts - Level 10 (65)
Weapons Proficiency: Whip/Rope - Level 15 (130 points)
Weapons Proficiency: Melee Sharp - Level 15 (130 points

Magic Skills
<skill> <level> <points>
Arcane Arts - Level 10 (65)
Statistic: Magic and Spirit


Knowledge Skills
<skill> <level> <points>
Botany - Level 15 (130)
Chemistry - Level 5 (25)
Mathematics - Level 9 (55)
Physics - Level 5 (25)
Mythology - Level 2 (13)
Racial Knowledge: Demons 9 (55)
Medicine - Level 3 (16)


Vehicle Skills
<skill> <level> <points>


Survival Skills
<skill> <level> <points>
First Aid - Level 5 (25)

Crafting Skills
<skill> <level> <points>
Medicine - Level 9 (55)
Statistic: Spirit

-= Advanced Skills =-



_______________________________________________________________________

<<> Abilities <>>

-= Physical (Style Points) =-
400/___ Style Points (Current/Maximum)
Rose Whip :
Level 1
Description: This is a long whip which is formed from a single rose that Kurama can find or carry on his person. 30 MP

Rose Whip Lash:
Level 1
Description: it is a series of up to 8 whiplashes with the rose whip it targets only one person. Roll 1d8 to see how many attacks are successful. 30 MP

Wheel of thorns:
Level 2
Description: The rose whip is spun in a circle striking opponents with in the area around Kurama. This hits each opponent once and can target up to 6 foes. 120 mp




-= Magical/Psionic (Spell Points) =-
328/___ Spell Points (Current/Maximum)

Death Plant:
Level 2
Description: If a person has a critical botch and is wounded, Kurama may toss a seed that will enter the wound and the seed becomes planted within the person. Once it sprouts, a series of wounds appear as the plant grows and shoots vines from within to outside the flesh. This decreases HP for each turn on the person. If the person goes KO'd or dies, the plant dies out and withers away. If the seed is implanted, one Round must go by and then the plant grows. The opponent rolls Will Power. Cleanse or Esuna will work to remove this plant, but nothing else will until it has ran its course. The character will lose 50 points of HP each Round. A person may try to cast 'cure' spells to keep the person alive and this will restore HP but will not stop the loss of 50 points per Round. 120 MP

Petals and Thorns:
Level 1
Description: A flurry of rose petals which conceal rose thorns which can cut a person's flesh. This targets up to 5 foes. 30 MP

Yoko: Techniques

Death Tree: This is a giant redwood carnivorous tree with an acidic saliva that strikes anything that moves *6

Ojigi Plant: This deadly plant is from South America where it responds to movements or flammables by closing its leaves around its prey and crushes it to death. This is a normal earth plant from south america that has been grown under Yoko's demon energy making it far more ravenous and larger. *8

Sinning Tree: This tree traps the victim and makes them live through their worst fears until they die. The greater the sins the person has the stronger the trees grip. *8
Victims must roll will in order to escape the tree's grip

_______________________________________________________________________

<<> Feats <>>

(* denotes feats possessed at Character Creation)

* Feat 1 (Free)-
Alternate Form - Yoko Kurama
Associated Statistic: None
Effect: Transform into an alternate form, which by default has the same amount of skill points you do. Every time you select this feat, any two of the following. Alternate forms can not have effects (such as flunkies) last beyond their time length. When the form ends, so does any ability/projection/etc it was creating.

+200 Stat Points

+1 Feat
Feat:
Elemental Affinity: PLANT - Level 1


** Feat 2 (100 SP)-
Yoko Kurama Lvl 1
+1 minutes length
Improved Weapon (Weapon is boosted by *2)

* Feat 3 (200 SP)-
Improved Dodge
Associated Statistic: Dexterity
Effect: This improves the Flat Foot and regular Dodge Rolls. Instead of a +1 bonus for every 10 points, the character earns +2 per every 10 points.

* Feat 4 (300 SP)-
Level 2 Yoko Kurama
Improved Weapon (Weapon is boosted by *2)
+1 Feat
Feat: Elemental Affinity: PLANT - Level 2

* Feat 5 (400 SP)-
Slight of Hand Mastery
Stat: Dexterity
Enhancement: +10 to selected skill NOT ALREADY COVERED BY A
FEAT. Make sure you mark the Skill that this is used for with some note.


* Feat 6 (500 SP)-
Improved Magic Affinity I
Associated Statistic: Magic Affinity
Effect: For every 10 points in Magic Affinity, the character gains +2 to roll to cast Magic, using the Magic Attack Roll.

Feat 7 (600 XP)-
Heightened Senses (Sight)
Stat: Health
Enhancement: +10 to sight, listen, touch, taste, or smell (Choose one). The character can use this with the Skills under Honed Perception Skills.

Feat 8 (700 XP)-
Arcane Mastery
Associated Statistic: Magic Affinity
Description: The character exhibits a natural intuition with their own spiritual energy, and are able to warp it in ways particular to that character, rather than in a way dictated by skill alone.
Effect: +10 to Arcane Arts rolls regardless of discipline or school.

Feat 9 (800 XP)-
Enhanced Attack Maneuver I
Associated Statistic: Dexterity
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)-
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)-
_______________________________________________________________________

<<> Weapons/Items <>>

-
-= Item Slots =-
Slot 1:

_______________________________________________________________________

<<> Inventory <>>

_______________________________________________________________________

<<> Special Notes <>>
Image - Image
QueenSelphie
Posts: 110
Joined: October 9th, 2008, 6:12 pm

1 post Page 1 of 1