Hrist (Revised)

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Hrist (Revised)

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Post by Marco »

DW CHARACTER SHEET

<<>Player Info<>>
IRC Nick: Marco
Real Name: Markus
Sheet Approved by: (GM Name)
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<<>Character Description<>>
Name: Hrist Valkyrie
Race: Physically Human, Spiritually Goddess
Height: 5’8"
Weight: 135
Appearance:
Image

<<>Character Personality<>>
Favorite Food: None
Likes: Order and Obedience
Dislikes: Chaos and Weak-Willed people
Favorite Color: Purple (I guess)
Fears: Becoming as weak as a normal human.

<<>Character Background<>>
History: Hrist Valkyrie is a high-ranking and obedient soldier of Valhalla. She has frequently served her lord— called Odin —and has recruited many einherjar, which are souls with materialized bodies (not living ones), and used them as servants in battle. Many people, if not all, know Hrist as the Goddess of Death and the claimer of souls, which is a rather negative view of her.

Hrist is the eldest of three sisters. The second-oldest of the three is Lenneth Valkyrie, and the youngest is Silmeria Valkyrie. All three contain only a third of the true power of a Valkyrie. However, only one Valkyrie can be out at a time, so Hrist barely sees her sisters.

Hrist and her personal einherjar single-handedly destroyed the strongest kingdom in Midgard, and Silmeria grew highly upset with her lack of rebellion and faced her in combat. Silmeria would end up the winner, but soonafter, would be captured by a powerful mage from the future called Lezard Valeth. Hrist would then continue to obey Odin, until Lezard eradicates the lord himself. Eventually, Hrist resolved herself to join Silmeria’s supporters in efforts to save Midgard and Silmeria.

Lenneth joined Hrist soonafter, and the both of them saved Silmeria. After that, they went off to fight Lezard, who became a god within his own dimension. With that in mind, the fight did not go well, and Hrist, Lenneth, and Silmeria all fell captive to the Soverign’s Rite, which is a spell that sends the spirit of a Valkyrie into a mortal body. However, there were no mortal bodies, and therefore, the valkyries’ bodies would wither away.

Thanks to Silmeria’s supporters, this did not happen, and the three valkyries were able to combine their powers to destroy Lezard.

Afterwards, Hrist’s spirit returned to Valhalla and was sealed. It was hundreds of years later before her physical body, named Leone, was reincarnated, and during this time, Midgard was more modernized, although not completely industrial. Leone lived the life as a mercenary for hire, until Rufus, the new ruler of Valhalla, was forced to summon her for that he needed a new Valkyrie. Therefore, a plot was setup for Leone to be killed, and her materialized body would head to Valhalla to become the vessel for Hrist. This was a success, and Hrist returned.

Although, Rufus did it differently. He allowed Hrist/Leone to keep her memories as a human, which lowered her lack of questioning and raised her rationality.

Rufus then told Hrist that they needed to prepare for a great war heading towards them, and they needed more einherjar to defend themselves. Hrist agreed and was teleported in search for einherjar.

…But it seems that she wasn’t heading to Midgard…

Notable Accomplishments: Destroyed a powerful nation with her own hands, and saved her homeworld.

Training (If any): Lance training, Sword training, Soul Purification

<<>Weapons/Items<>>
Weapon Name: Mod #: Effect of weapon

Saint Halberd: The pole-ax Hrist uses for combat. Used as her main weapon.
Effect of Weapon: Piercing
Mod#:

Valkyrie (Sword): The sword Hrist uses for combat. Used as her secondary weapon. Also required to commence the special attack Nibelung Valesti.
Effect of Weapon: Slashing
Mod#:

Carbon Armor
Price: 3,500 credits
Benefit: +14 Endurance
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<<>Statistics<>>

Max EXP: 680
EXP Used: 680

Vital Statistics

Physical

Health: 80
Health Roll: 1d20+8
HP: 3200 / 3200 HP

Dexterity: 90
Style Points: 400 StP

Flat Foot Dodge: Dexterity (+9) + Reaction/2 (+5) = 1d30+14
Dodge Roll: Dexterity (+9) + Roll (+10) + Dodge Roll/Leap (+10) = 1d60+29

Polearm Block Roll: Dexterity (+9) + Weapons Proficiency: Polearms (+15) + Polearm Mastery (+10) + Block (+5) + Saint's Halberd (+7) = 1d100+46 (Counterstrike: 1d90+41)
Sword Block Roll: Dexterity (+9) + Weapons Proficiency: Short Sword (+15) + Block (+5) + Valkyrie (+9) = 1d80+38 (Counterstrike: 1d70+33)

Polearm Attack Roll: Dexterity (+9) + Weapons Proficiency: Polearms (+15) + Polearm Mastery (+10) + Physical Offensive Mastery (+10) + Saint's Halberd (+7) = 1d110+51, 1d2 hits or 3 targets, 4160 HP/hit, -5% armor soak per attack (not per hit) up to 20% total reduction
Sword Attack Roll: Dexterity (+9) + Weapons Proficiency: Short Sword (+15) + Physical Offensive Mastery (+10) + Valkyrie (+9) = 1d90+43, 1d3 hits, 1280 HP/hit

Strength: 80
Inventory Slots/Comfortable Carry: 8
Base Damage: 320 HP
Max Carry Weight: 320 lbs

Endurance: 40 (+20 armor) = +24 bonus
Defense (Damage Absorb): 160 (960 Armored)
Survival Roll: 1d20+4

Mental:

Intelligence: 200
MP: 1000 / 1000 MP
Skill Points: 800 SkP

Magic Affinity: 60
Magic Attack Roll: Magic Affinity (+12) + Divina Arcana (+15) = 1d60+27
Magic Level: Divina Arcana Level 3
Spell Points: 240

Spirit: 60
Base Magic Damage: 630 HP / spell level ((Spirit Bonus + Divina Arcana levle) * 30)

Willpower: 60
Mental/Magic Defense Roll: Willpower (+6) + Divina Arcana (+15) = 1d50+21
Magic Damage Soak: 240 (Willpower Bonus * 40)

Luck: 10
Luck Roll: d1000 (d1000+(1 point to 100 points in Luck))
Luck Points: 0
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<<>Skills<>>

Skill Points: 786 / 800 SkP[*]

Athletic Skills

Running - Level 8 (46 points)
Reaction - Level 10 (65 points)
-- Advanced Skill: Block (10 points)
-- Advanced Skill: Counterstrike (15 points)
Roll - Level 10 (65 points)
-- Advanced Skill: Dodge Leap (10 points)
-- Advanced Skill: Dodge Roll (15 points)

Minor Skills

Intimidate - Level 5 (25 points)
Gather Information - Level 5 (25 points)
Spot - Level 10 (65 points)

Weapon Skills

Weapons Proficiency: Spears/Polearms - Level 15 (130 points)
-- Advanced Skill: Dual Strike (15 points)
-- Advanced Skill: Cleave (30 points)
Weapons Proficiency: Short Swords - Level 15 (130 points)
-- Advanced Skill: Dual Strike (15 points)

Magic Skills

Divina Arcana - Level 15 (130 points)
-- Advanced Skill: Arcane Defense (10 points)

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<<> Abilities <>>

-= Physical (Style Points) =-
90 / 400 Style Points (Current/Maximum)

Entrapment
Cost: 30 StP
Skill Level Requirement: Polearms 15
Effect: Used to pull a target closer or behind to the user. Note: Can also pull in airborne enemies by slinging them to the party.
Attribute 1: Range 1 (1 target)
Attribute 2: Effect 2 (Draw-In)
Attribute 3: Damage 2 (*1.0)
MP to Use: 270

Over-Arc
Cost: 30 StP
Level 15 Polearm
Effect: Lifts a target up by the end of the polearm, then slams the target onto the ground behind the user. How much can be lifted is dependent on the user’s max carry weight.
Attribute 1: Range 1 (1 target)
Attribute 2: Effect 1 (Knockdown)
Attribute 3: Damage 3 (*1.5)
MP to Use: 270

Air Raid
Cost: 30 StP
Level 15 Polearm
Effect: Slams a target upward, only to be brought down to earth.
Attribute 1: Range 2 (1 target, 2 hits)
Attribute 2: Effect 1 (Knockdown)
Attribute 3: Damage 2 (*1.0)
MP to Use: 270

-= Magical/Psionic (Spell Points) =-
205 / 240 Spell Points (Current/Maximum)

Divine Blast
Cost: 20 SpP
Skill Level Requirement: Divina Arcana 15
Effect: Fires a blast of holy light from a hand or weapon.
Attribute 1: Level 2 Ranged (1d2 Hits)
Attribute 2: Level 3 Damage (*3)
MP to Use: 270

Divina Arcana
* Read Magic: Read scrolls and spellbooks. Costs 10 MP. (5 SpP)

* Bane: Targeted enemy takes a -5 penalty for 1d3 rounds, and also a -5 vs. any intimidation attempted. 30 MP (Will resist only) (10 SpP)
* Bless: Targeted ally gains a +5 bonus for 1d3 rounds, and also a +5 bonus vs. any intimidation checks. 60 MP (10 SpP)
* Cure Light Wounds: Uses spiritual energy to restore wounds. A *1 restorative spell. 60 MP (10 points)
* Deathwatch: When cast, this spell alerts the character when others around them in are below 20% of their maximum HP. 60 MP (10 points)

* Calm Emotions: Negates all negative and positive emotional status effects, including 'Fear,' 'Sadness,' 'Despair,' 'Berserk,' 'Rage,' and 'Paralyze.' 100 MP (15 SpP)
* Consecrate: Fills an entire 'Area' with Holy energy, weakening Undead and Darkness-aligned with a -10 penalty to all their actions. 120 MP (15 SpP)
* Cure Moderate Wounds: Uses spiritual energy to replenish health. A *2 restorative spell. 100 MP (15 SpP)
* Restoration, Lesser: This completely restores any negatives taken by a character that were inflicted by a spell. 120 MP (15 SpP)

* Cure Serious Wounds: Uses a character's spiritual energy to restore a great deal of health. A *3 restorative spell. 140 MP (20 SpP)
* Daylight: Creates illumination that brightly lights up an 'Area,' dispelling shadows and revealing what may have been hidden by them. 120 MP (20 SpP)
* Dispel Magic: Cancels spells and magical effects of level 4 or lower. 140 MP (20 SpP)
* Invisibility Purge: This spell sends out a wave of spiritual energy that negates all invisibility effects including cloak, shroud, or magical invisibility. This effect lasts for 1d5 rounds. 140 MP (Will resist only) (20 SpP)

Note: All spells add Elemental Affinity: Holy to modifiers

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-= Feats =-

* Feat 1 (Free) –
Flight
Associated Statistic: Dexterity
Effect: Give yourself the ability to fly at twice your current running speed

* Feat 2 (100 SP)-
Soul Purification
Associated Statistics: Spirit
Effect: Hrist is a Valkyrie -- that is, a goddess of Valhalla (or the Lifestream) in a human avatar. This grants Hrist the ability to interact with beings on a spiritual level, namely ghosts, sentient spirits, and otherwise intangible beings. This allows her to naturally harm immaterial creatures such as Heartless, ING, and Ghouls without the necessity for a special weapon or attack. This also allows Hrist the ability to channel wayward souls to the realm of Valhalla (the Lifestream), in much the same way that a Shinigami or an Angel would. When a living target is near death, Hrist may opt to assist in sending that spirit peacefully to the Lifestream directly, by rolling her Magic Affinity + Divina Arcana.

* Feat 3 (200 SP)-
Improved Physical Damage
Associated Statistic: Strength
Effect: This affects Base Damage, which in turn will have an affect on Weapon Damage when used with a weapon that requires Strength. The formula regularly for Base Damage is (+1 per 10 points) * 30. The equation changes to (+1 per 10 points of Strength)*40.
Example: The character has a 60 Strength. This would grant +6. 6*30 = 180. With the Feat, the equation changes to 6*40= 240.

* Feat 4 (300 SP)-
Holy Affinity Level 1

* Feat 5 (400 SP)-
Polearm Mastery

* 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 SP)-
Physical Offensive Mastery
Effect: +10 to Physical Attack rolls.


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)-
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<<> Weapons/Items <>>

-= Equipment Slots =-

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

-= Item Slots =-
Slot 1:
Slot 2:
Slot 3:
Slot 4:
Slot 5:
Slot 6:
Slot 7:
Slot 8:
Slot 9:

-= Credits =-

50,000 (July 7th)

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<<> Inventory <>>

Name: Aquamarine Tipped Spear (Saint's Halberd)
Price: 45000 credits
Augmentation Slots: 5
Roll Bonus: +7
Damage Modifier: 13.0
DC to Make: 130
Skill Level Required: 15

Name: Alexandrite Short Sword (Valkyrie)
Price: 20000 credits
Augmentation Slots: 2
Roll Bonus: +9
Damage Modifier: 4.0
DC to Make: 80
Skill Level Required: 15

Name: Titanium Armor
Price: 11000 credits
Benefit: +20 Endurance

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<<> Special Notes <>>

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Marco
Posts: 8
Joined: December 8th, 2008, 3:12 pm

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