Honoka/Cure White 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.
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Honoka/Cure White 5.0

Quote

Post by FallenRaven »

DW CHARACTER SHEET 4.0

<<> Player Info <>>
IRC Nick:
Real Name (Optional):
Time Zone (GMT Modifier):
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<<> Character Information <>>

-= Basics =-

Name: Honoka/Cure White/Mipple
Race: Human/Resident of the Garden of Light
Height: 4'8”
Weight: 90#
Appearance: Junior High school girl/Emmissary of Light/cell phone lookalike/plushie look alike
Eye Color: Dark Blue
Hair Color: Black
Notable Features:
Pics: Image on the right Honoka and Mipple
Image
Pretty Cure Transforming and using Pretty Cure Marble Screw: http://www.youtube.com/watch?v=Oz1cDteUybU

-= Personality =-

Favorite Food: Japanese food
Likes: Mipple, Nagisa, Mepple, Chemistry, Reading
Dislikes: The Dark Zone
Favorite Color: White
Fears: Losing his friends

-= Background =-

History: Honoka Yukishiro is a 14 year old junior high school student at Verone Junior High School. She was raised in rich family and lives in a large classy residence. She is a member of the science club and keeps herself busy doing research and experiments. Honoka is very smart and her grades are always the highest among her school. She is a member of the class committee as well. Although she seems like the perfect girl at a first glance, she occasionally makes goofy mistakes. She is always gentle and elegant, but inside, she is a girl with strong spirit. Honoka's mother and father work as Art dealers all over the world only seeing her on her birthday. She lives with her Grandmother and dog Chuutaro She finds Mipple in among her Grandmother's old things. Which causes her to become Cure White when the Dark Zone attacks!
Notable Accomplishments: Class President, member of science club
Training (If any):

34800 Credits
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<<> Statistics <>>
569 points to distribute

Vital Statistics

Physical

Health: 60+10
Hit Points:2400 /2400HP (Health * 40)

Dexterity: 80+40
Style Points:320 StP (Dexterity * 4)

Strength: 48
Inventory Slots: 4 (+1 Slot for every 10 Strength)
Base Physical Damage: 120 (+1 Bonus for every 10 Strength * 30)
Maximum Carry Weight: 160 (+1 Bonus for every 10 Strength * 40) lbs (pounds)

Endurance: 40
Defense (Damage Absorb): 160 (+1 Bonus for every 10 Endurance * 40)

Mental:

Intelligence: 110
Magic Points: 550 / 550MP (Intelligence * 5)
Skill Points: 440 SkP (Intelligence * 4)

Magic Affinity: 60+40
Spell Points:240SpP (Magic Affinity * 4)
Magic/Psionic Level: 2 (+1 Magic Level per 5 levels of Arcane Arts/Psionic Mastery Skills)

Spirit: 100+10
Base Magic Damage: 600 ( ((Spirit +1/10) + (Arcane Arts/Psionic Mastery Skill Level)) * 30 )

Willpower: 70
Magic/Psionic Damage Soak: 280 (+1 Bonus for every 10 Willpower * 40)

Luck:1
Luck Points: 0 LP (+1 Luck Point for every 50 Luck)
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<<> Skills <>>
549/550 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
Roll - 5 - 25
Statistic: Dexterity
Used: Helps with dodge roll


Jumping - 15 - 130
Statistic: Strength
Used: Movement and helps with Dodge Rolls
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


Honed Perception Skills
<skill> <level> <points>

Minor Skills
<skill> <level> <points>

Combat Skills
Martial Arts - 15 - 130
Statistic: Dexterity and/or Strength
Used: Required for hand to hand combination or special attacks.


Magic Skills

Arcana 15 - 130
Statistic: Magic and Spirit
USed: Required for magic of any form. Every 5 levels grants a Level in Magic. I.e. If you have a 10 in Arcane Arts, you are a Level 2 Mage and can cast spells up to Level 2.
Knowledge Skills

Knowledge - Chemistry 3 -16
Statistic: Intelligence
Used: Gives bonus's to associated skill and allows you
to roll for a GM hint (once per topic)

Knowledge - Mathematics 3- 16
Statistic: Intelligence
Used: Gives bonus's to associated skill and allows you
to roll for a GM hint (once per topic)

Knowledge - Physics 2- 13
Statistic: Intelligence
Used: Gives bonus's to associated skill and allows you
to roll for a GM hint (once per topic)

Knowledge - Biology 2-13
Statistic: Intelligence
Used: Gives bonus's to associated skill and allows you
to roll for a GM hint (once per topic)

Speak Language -English- <+1> 11pts
Statistic: Intelligence
Used: Allows translation of known languages and conversation in them. Choose the language the character can speak, other than the basic language of the gamVehicle Skills
<skill> <level> <points>

Survival Skills
<skill> <level> <points>

Crafting Skills
Craft - Cooking lvl 3

-= Advanced Skills =-

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

High Jump
Cost: 45 SP
Skill Level Required: 15
Type: Bonus
Effect: Adds an extra 25 feet plus regular Jump bonus.

Dodge Leap
Cost: 10 SP
Skill Level Required: 5
Type: Bonus (+10)
Effect: Allows the character to leap out of the way of danger. Requires an open area or it cannot be declared.


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<<> Abilities <>>

-= Physical (Style Points) =-
30/320 Style Points (Current/Maximum)

Speed of Hope:
[X] Dual Tech
Accuracy 4
Dmg *1

-= Magical/Psionic (Spell Points) =-
15/240 Spell Points (Current/Maximum)

Pretty Cure Marble Screw :
Level 3
[X] Dual Tech
Holy Affinty
Accuracy 1 Target
Dmg *2





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<<> Feats <>>

(* denotes feats possessed at Character Creation)

* Feat 1 (Free)-Pretty Cure Weightlessness – As Pretty Cure she has the ability to flip and fly around gracefully while fighting and perform powerful kicks and strikes.
((+10 to dex)). In addition, one member of pretty cure may forfeit this ability to lend her bonus to the other member of pretty cure for attacks and dodging (Tossing one out of the way, helping the other jump higher, etc)

* Feat 2 (100 XP)-Holy Affinity - Element Affinity level 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. You can find out more detail from http://www.ff-rpg.net/DWBoard/viewforum.php?f=45 which details the elements greater and explains them out further. Below, all those in the game with the Affinities will be listed, save for Bosses.

* Feat 3 (200 XP)-Holy Affinity - Element Affinity Level 2
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. You can find out more detail from http://www.ff-rpg.net/DWBoard/viewforum.php?f=45 which details the elements greater and explains them out further. Below, all those in the game with the Affinities will be listed, save for Bosses.

* Feat 4 (300 XP)- Pretty Cure Rainbow Therapy – Cure Black and Cure White join hands once again, only this time Black calls on the power of Black pulsar, combining her energy with Whites, they send out waves of healing energy to cure a afflicted person or animal of darkness. This cures all light and moderate status effects on a target.

* Feat 5 (400 SP)- Pretty Cure Rainbow Shield – Cure Black and Cure White join hands, this time they combine their energy and form a rainbow kaleidoscope energy field around them plus two others to protect from harm. This will absorb up to 2000 points of damage per use, but costs a whopping 400 mp from both to activate. As with the above, both must have a held turn to use it.

* Feat 6 (500 XP)-Alternate Form
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.

- +100 Stat Points
- +1 minutes length


Feat 7 (600 XP)-
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: Pretty Cure Boots and Gloves *4 (Transformed Only)
CB-OSP:
Side Arm:
Armor: Cure Whites Armor +10 Endurance (Transformed Only)
Pendant:
Ring 1:
Ring 2:

-=Inventory=-
Prism Hopeish – Held by the Guardian between worlds use dot protect the Prism Stones
Pretty Cure Diaries - Diaries only read able but Honoka and Nagisa
Prism love checker - Game thats checks the compatibility of 2 people
Pretty Cure Cards – Cards that summons various resident from the Garden of Light to help Mipple and Mepple the Goddess Card allows them to Transform
Item Name Purpose Effect
(Heal, Attack, Equip, Special)
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<<> Inventory <>>

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<<> Special Notes <>>
Mipple can sense Darkness.
Image
FallenRaven
Posts: 40
Joined: October 12th, 2008, 2:08 am

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