Daedalus 5.0 (Dragon form)

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.
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Daedalus 5.0 (Dragon form)

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Post by Daedalus »

<<>Player Info<>>
IRC Nick: Daedalus
Real Name (Optional): Brendan
Time Zone: Pacific, LA, California
Sheet Approved by:
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<<>Character Description<>>
Name: Daedalus
Race: half Earth Dragon, half Ice Dragon
Age: 6273
Height: 25’ tall and 60’ long with a 40’ wingspan.
Weight: 23 tons.
Appearance: Daedalus 's true form is a brownish western dragon 25’ tall and 60’ long. Although Dae is half white dragon, none of this color was present in his scales, but he did have the ablities that came with the race, including limited control of ice and the ability to breathe a cone of ice or shoot a ball of ice.

Eye Color: Yellowish-orange
Scale Color: Orangish-brown
Notable Features: Although dae is half ice dragon, his coloring is brown, no white can be found on his hide or his scales.

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<<>Statistics<>>

Initial Experience: 500

Experience Total: 434
Unspent Experience: 14

Vital Statistics

Every 10 points in a stat offers a +1 bonus to roll, removing the divided equation.

Physical

Health: 100
Health Roll: 10 (Health/10)
HP: 6000 / 6000 hp (Health * 60)

Dexterity: 150
Flat Foot Dodge: 30 (Dexterity/5 + reaction skill) (Improved Dodge)
Dodge Roll: 30 (Dexterity/5 + Skill) (Improved Dodge)
Physical Attack Roll: __15__ +1 to 10 Dex points + Skill
Style Points: 600 StP (Dexterity * 4)

Strength: 114
Inventory Slots/Comfortable Carry: 11(+5 for 1 slot items) (Strength/10)(Utility Belt, +5)
Base Damage: 342 (Strength/10*30)
Max Carry Weight: 456 (Strength/10*40) lbs (pounds)
Weapon Damage: _________ (Base Damage x Weapon mod.)

Endurance: 50 +/- + 50(Armor Feat)_+24_Bonus(+14 Carbon Armor)
Defense (Damage Absorb): 960 (400 no armor(only true form)) (Endurance/10+Armor Bonus*40) (Armor, +50 to stat)
Survival Roll: +6 (Every 10 points of Endurance = +1 to roll)

Mental:

Intelligence: 200
MP: 1000 / _______ hp (Intelligence * 5)
Skill Points: 800 (Int * 4)

Magic Affinity: 70
Spell Points: 280 SpP (Magic Affinity * 4)
Magic Attack Roll: +32 (Magic/10 + Magic Level of Skill used.)(Arcane Mastery)
Magic Level: __3__ (Arcana/5)
Psionic Level: __2__ (Psionic Skills/5)

Spirit: 70 +/- _______
Base Magic Damage: _______ 30*(((spirit/10) + skill(Arcane Arts or Psionic skill levels) x spell mod (1 to 10))

Willpower: 80
(Psionics/Magic)
Mental/Magic Defense Roll: _+18_/_+33_ (Willpower/10 +Psionics or Arcane Arts)(+10 Arcane Mastery)
Magic Damage Soak: 960 (Willpower/10*40)
(Counter Magic is now on a crit and Feat can increase chances. That will go under Unique Feats)

Luck: 100
Luck Roll: +10 (Luck/10)
Luck points: 2 (Luck/50)(2 rerolls per day)
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Damage Calculation:

Claw damage = 510 (Base damage(11 (str bonus) + 6(Martial Arts Level) * 30)) * 2 (Weapon mod) = 1020 damage

Sword damage = 330 (Base damage(11 (str bonus) * 30)) * (not found yet) (Weapon mod) = (not found yet) damage

Firebreath = 30*(7(Spirit bonus)) *1 (Level 2 Damage multiplier) = 210 damage
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Dice and Damage:

Hit die: Damage:
- Unarmed: 1d50+21 ---------------- 960 with claws, 480 fists
- Sword: 1d80+35 -- (1d2 for hits)- (not found yet)
- Firebreath: 1d70+30 --------------- 210
Dodge die:
- Reaction: 1d40+16
- Dodge: 1d70+30
- Magic Dodge: 1d70+33
- Psionic Dodge: 1d40+18
Spot die:
- Spot: 1d50+20
- Listen: 1d30+11
- Search: 1d40+18

Init die: Dex: 150
HP:6000
MP:1000
Regen: 100 every round
Physical Soak: 960 (400 for no armor(only true form))
Magical Soak: 960
Luck Roll: 1d1000+10

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<<>Skills<>>
Current Skill Points: 800
Current Used Skill points: 653
Current Unused Skill Points: 147
An (X) Beside the skill means you can try to use it with a -25 penalty even if you don't have any levels in it.
Skills add a +1 to the roll per each point given, up to +50 max in a skill.

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
(Dexterity: +15 / Strength: +10)
Running 11 = Level 1
Climbing 11 = Level 1
Jumping 11 = Level 1
Balance 11 = Level 1
Move Slowly 11 = Level 1
Reaction 11 = Level 1

Honed Perception Skills
(Health: +10)
Listen 11 = Level 1
Spot 11 = Level 1

Minor Skills
(Intelligence: +20 / Willpower: +8)
Computer use 11 = Level 1
Gather Info 11 = Level 1
Intimidate 55 = Level 9
Search 11 = Level 1
Concentration 11 = Level 1
Bluff 11 = Level 1
Diplomacy 11 = Level 1

Combat Skills
(Dexerity: +15)
Matrial Arts Pa-Kua hand-to-hand 31 = Level 6
Weapons Proficiency Longsword 130 = Level 15

-Dual Strike
-Cost: 15 SP
-Skill Level Required: 10
-Type: Enabler
-Effect: Allows for an attack with two strikes. Roll 1d2 to determine hits that connect.

Weapons Proficiency Projectile Weapons 11 = Level 1

Magic Skills
(Magic: +7 / Spirit: +5)

Arcana 130 = Level 15 (+10 bonus to roll, Arcane Mastery)
Telepathy 65 = Level 10

- Heightened Reception
Cost: 15 SP
Required Skill Level: 10
Type: Enabler
Effect: With heightened reception, a telepath may recognize someones intentionally broadcast thoughts, even if the broadcaster does not have telepathy themselves.


Knowledge Skills
(Intellligence: +20)

Speak Language: English 10 = (no levels exist(for the skill that is(ask Hal)))
Knowledge Physics 11 = Level 1

Vehicle Skills
(Dexterity: +15(attack) / +30(dodge))


Survival Skills
(Intelligence: +20)

Survival Forest 11 = Level 1
Navigation 11 = Level 1
Repair 11 = Level 1
First Aid 11 = Level 1

Crafting Skills
(Spirit: +5)

Craft: Sword smithery 11 = Level 1

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<<> Abilities <>>

-= Physical (Style Points) =-
___/___ Style Points (Current/Maximum)




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





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-= Feats =-

General Feats = For any character, able to be purchased by anyone
Specific Feats = For specific unique types of beings that it would make sense for them to have.
Individualized Feats = meant for only one specific character. Those Feats with a * by them indicate that these are Feat spots you choose at character creation. Do not add more.

*Feat 1 (Free) - Element Affinity Earth 1
Associated Statistic: Magic/Spirit/Willpower
Effect: The character uses an Element as a power and it is natural to that character. It is ingrained into the person and they receive bonuses against harm from that element and can wield it as a weapon effectively but the character also is weak versus the opposing element.

*Feat 2 (100 SP)- Hammer Space
Associated Statistic: Strength
Effect: You can keep small-medium item in a pocket dimension which can be removed at any point by reaching into a bag, etc. This can be done as a free action, but it can only be one item. Items containing other items (a backpack) will be emptied by gnomes. The gnomes will also refuse to allow living things or items unwillingly taken from other people.

*Feat 3 (200 SP)- Regeneration I
Associated Statistic: Health
Effect: Every round, your body repairs itself faster than most. This causes your body to gradually repair cellular damage at a rate of 100 per round. If you are knocked unconsious, this will bring you as close as -1 hp, but will not wake you 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.

*Feat 4 (300 SP)- Flight
Associated Statistic: Dexterity
Effect: Give yourself the ability to fly at twice your current running speed

*Feat 5 (400 SP)- Heightened Senses (Sight)
Stat: Health
Enhancement: +10 to sight. The character can use this with the Skills under Honed Perception Skills.

*Feat 6 (500 SP)- Armor
Stat: Endurance
Enhancement: Represents natural skin/body armor
+50 Endurance (Put in temporary). This bonus also applies to the +5 you will place in Defense Rolls. It does not apply to Survival rolls.

Feat 7 (600 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.
Example: Amy has a 40 Dexterity. She would normally earn +4 to Flat Foot Dodge. She doubles this to become +8 with this Feat.

Feat 8 (700 SP)- Arcane Mastery
Stat: Magic Affinity
Enhancement: +10 to Arcane Arts rolls

Feat 9 (800 SP)- Element Affinity Earth 2

Feat 10 (900XP)- Improved Health I
Associated Statistic: Health
Effect: Boosts HP. The modifier of *40 is changed to *60.

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)-

** = not a feat, just a place holder for when I get it.
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Zenith Stones are special stones that were given to the DW group and Zon or Sephiroth have spare ones for each new player character in the game. All characters are considered to have one once it is determined they are in the group and Sephiroth or Zon passes one to the character. For now just note that it is there.

Zenith Stones _1___

-=Zenith Stones=-
( ) ( )

( ) ( )
Zenith Stones
( ) ( )

( ) ( )

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-=Elemet Affinity Abliities=-

Earth * Wind
<( )> <( )> <( )> <(2)> <(1)> < > <(-1)> <(-2)> <( )> <( )> <( )> Strong vs Fast

Earth/Wind Abilities

1- Control existing Earth - The character is able to control what exists of their element that is nearby to them. They can cause it to move, be stationary, or act upon something else nearby.

2- Greater Manipulation of Earth - The character may change properties of existing manifestations of their element about them. Examples: Changing the temperature of a flame, converting water from liquid to solid or visa versa, changing the electrical output of a battery for a given time, wind speeds and directions, and so forth.

3- Infusion -

4- Quake - Self-Explanatory

5- Call/conjure Earth; Banish Earth/wind - The highest level affinity grants the character to call forth their element into a space in which it was not previously existing. Essentially generating the element from nothing save their own spiritual power. Alternatively they may banish their own element or the element opposite of theirs from an area, by banishing it leave the area devoid of it’s presence.

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-=Zenith Stones=-
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-=Equipment=-

Weapon:
CB-OSP:
Side Arm:
Armor:
Pendant:
Ring 1:
Ring 2:

-= Item Slots =-

1 slot - light and easy to conceal items like potions, watches, small knife
2 slots - smg, can be concealed with a slight of hand roll, or the weapon can be modified to be concealable
3 slots - short swords
5 slots - can't be concealed, grenade launchers, sniper rifles, long sword etc

Slot 1: FR-F1 Sniper Rifle (Takes up 1 slot when folded)
Slot 2: Smoke Grenade
Slot 3: Smoke Grenade
Slot 4: 3 Rations
Slot 5: 3 Rations
Slot 6: Damascus Steel Long Sword
Slot 7: ^
Slot 8: ^
Slot 9: ^
Slot 10: ^

Belt Slot 1: 3 Rations
Belt Slot 2: 3 Rations
Belt Slot 3: Potion
Belt Slot 4: Potion
Belt Slot 5: Flash Light - Pen

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<<> Inventory <>>


Name: FR-F1 Sniper Rifle
Price: 10000 credits
Augmentation Slots: 2
Augmentation Slot 1: 10x Digital Scope +25
Roll Bonus: +4 + 25(scope) = +29
Damage Modifier: 2000
DC to Make: 55

Name: Damascus Steel Long Sword
Price: 12000
Augmentation Slots: 2
Roll Bonus: +5
Damage Modifier: 7.0
DC to Make: 50

Name: Leather Armor
Benefit: +10 Endurance

Name: Carbon Armor
Price: 3500 credits
Benefit: +14 Endurance

Name: Potion
Price: 400
Amount: 2
Description: A large glass flask containing a light blue liquid. The bottle, complete with cork cap, resembles an alcohol flask, but has small spiked outcroppings to resemble a chalice. Restores 300 hp.

Red Beret - +4 to intimidation checks (500 credits)

Name: Trail Rations (12)
Price: 50 credits
Amount: 1
Description: Contains 12 individual meals (4 days supplies). The rations are not generally the best tasting food available, but they do provide a full complement of vitamins and nutrients.

Name: Utility Belt
Price: 50 credits
Benefit: +5 Inventory Slots
Description: A snug belt with numerous compartments designed to hold tools. The slots can only be used for 1 slot items.

Name: Flash Light - Pen
Price: 25 credits
Description: A small but powerful flash light slightly thicker than a pen. Useful for holding beside guns and lighting narrow spaces, as well as emergencies.
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Gifts for others:

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Dragonhawk sword* **
Cleaver sword **
Jïn(2/dual wields, weapon) **
AS50 Sniper Rifle **

* - weapon he uses his his true form, barely used at all in the future except for practicing while completely alone.
** - Weapons that he has not yet retrieved from storage from his home


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Special Notes:
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[Edit]
Daedalus
Dragon Coder
Posts: 172
Joined: October 9th, 2008, 5:15 am

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