Sky-ree (Dwar veterant )

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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Sky-ree (Dwar veterant )

Quote

Post by Light-Dragon »

DW CHARACTER SHEET 4.0

<<> Player Info <>>
IRC Nick: Light-Dragon Yamato_Kira leorrick
Real Name (Optional):Daniel
Time Zone (GMT Modifier): east time
Some standard Time Zones:
Eastern Standard Time (EST): -5 GMT


This assists us in recognizing when you'll be able to participate in the game!
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<<> Character Information <>>

-= Basics =-

Name: Sky-ree
Race: Human (technoman )
Height: 5'6" ( at 6'2 " )
Weight: 220 Lbs ( ??? )
Appearance:
Eye Color: Blue (glowing blue) / sybiot (blood red )
Hair Color: white/Greenish discolored
Notable Features: his left arm is completly replaces by human like metal armwith his hand looking like a claw as some eree energie pulse like a heart beat through the under layer of his muscles plates.

Human form

Image


technoform

Image

-= Personality =-

Favorite Food: like alots food with high Calories in it
Likes: sound of the ocean
Dislikes: conflict between friends
Favorite Color: A color Green (dah)
Fears: cosumed by his technoform

-= Background =-

History:

sky was born through his techno form on a unknown ship as he helped the crew with his teckno power not knowing were these power came from and why he have them all he know that power can consume him if he not careful.

but over time he manage to recover some of his memories and he remember being a battle medic so he help the medical bay with his intense knowledge on human biology .
but one day the crew disbanded as they went through there separate ways as he keep wondering from ship to ship as a wonderer looking for a purpose as he wonder around across the unnerves his power grew strong making his body change gradually

Though overtime he manage to cure his affliction of the parasite in him making permanently dormant as he in power for himself once again.

sky-ree's jornal

Date : XXXX

i just awaken from my dormant state seem my venomoid sybiot seem didn't want to get rid of me just yet but seem my body recover from my celular detoriation syndrom. Part of me seem to be still suffering from the strain of the energie i emite due to my transformation, and the evolutionary change of my body but also seem i'm regaining more and more control over it rather then my sybiot .. maybe the fact that i,m far away from venomoid influence my sybiot given me control of my body back out of survival?
only time will tell, really ...

Notable Accomplishments:
DW war veteran
Training (If any): technoform combat and adaptation, Battle Medic

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<<> Statistics <>>
Experience Points to distribute

Vital Statistics
special not in Between () are technoform modifyer stats


Physical

Health: __145___ Health
Hit Points: 5800 / 5800 HP (Health * 40)

Dexterity: 153__(203)
Style Points: ___612__ StP (Dexterity * 4)

Strength: 100__(200)
Inventory Slots: __10__ (+1 Slot for every 10 Strength)
Base Physical Damage: 400 (800) (+1 Bonus for every 10 Strength * 40)
Maximum Carry Weight: 400___(800) (+1 Bonus for every 10 Strength * 40) lbs (pounds)

Endurance: _100__(+50)__
Defense (Damage Absorb): ____500__(550)___ ((+1 Bonus for every 10 Endurance) + (Armor Bonus) * 50)

Mental:

Intelligence: __345___

capabilities.
Magic Points: __1725___ / ___1725__ MP (Intelligence * 5)
Skill Points: _1380__ SkP (Intelligence * 4)

Magic Affinity: __50__ T
Spell Points: _140/200___ SpP (Magic Affinity * 4)

Magic/Psionic Level: ___+___ (+1 Magic Level per 5 levels of Arcane Arts/Psionic Mastery Skills)

Spirit: __85__(135)
Base Magic Damage: _340__(540)__ ( ((Spirit +1/10) + (Arcane Arts/Psionic Mastery Skill Level)) * 40 )

Willpower: __40___
Magic/Psionic Damage Soak: __160____ (+1 Bonus for every 10 Willpower * 40)

Luck: __40___
Luck Points: __1__ LP (+1 Luck Point for every 50 Luck)

Each point allows a character to reroll ONE dice roll per day that is NOT a botch.
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<<> Skills <>> 20

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>
Athletic Skills are skills that a character possesses that represents their knowledge or talent in using

their body as a whole. Examples: Running, Jumping, Rolling, Reaction, Move Slowly, Balance.

Running[lvl: 6 ] (31)
Used: Movement
Level 0 = 30 ft per round
Level 1-19: 30+5 ft per skill level
Level 20: 150 ft per round

Jumping [lvl: 6] (31)
Used: Movement
Level 0: Clear small gaps
Level 20:


Reaction [lvl: 4] (20)
Used: Countering sneak attacks, surprises, etc

Roll [lvl : 14] (115)
Used: Helps with dodge rolls


Honed Perception Skills

-search [lvl: 5 ] (26)


Minor Skills

- Computer Use [Lvl: 4] (20)

Bluff, and Diplomacy.

Combat Skills
<skill> <level> <points>

Weapons Proficiency: riffles [lvl:20 ] (220)

swords [lvl:20 ] (220)

Martial Arts [lvl:5 ] (25)

Magic Skills
<skill> <level> <points>

Arcana [lvl 15] ( 130)

Knowledge Skills

Gather info :[lvl:3] _ 16_
Alien Technology: [lvl:6 ] __30__
(Race: venomoid A.k.a Tecknoman)


Vehicle Skills




Survival Skills


Survival [lvl: 5] (25)
Used: Space


Crafting Skills

Medicine [lvl:22] (263)

Repair [lvl: 3] (16)

-= Advanced Skills =-
battle
- Block
- counter strike
- roll dodge
- leap dodge


adv. medical :
- Field Medic
- Pharmacist
- C.P.R.
-

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<<> Abilities <>>

stored = 290


Name: Sword Toss
Description:
Sky-Ree tosses his sword to strike an enemy, then a tentacle shoots out to grab the blade and bring it back

to him.
Cost: 10 StP
Required Skill Level: Swords Profeciency 5
MP Cost: 30
--Effect--
2: Damage(*1)
1: Range(1 ennemy)


Name: Dual Toss
Description: Sky Ree tosses both swords to hopefully strike two different enemies, tentacles then shoot out

to grab the blade and bring it back to his hand.
Cost: 20 StP
Required Skill Level: Swords Proficiency 10 / (technoform)
MP Cost: 120
2: Damage(*1)
2:Range(1d2 targets)

name: Pointblank
Description: Sky-ree gose into defencive stance as he put a charge counter in his shoulder and then

released on target if target melee attack him ( * see voltecka reactor )
Cost: 200
required : str 100 /(technoform)
Mp Cost 200 X 1 counter (spend this way till max )
--Effect--
Damage : (*4 )
range:(1 enemmy)

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.

Power Strike
Cost: 30 SP
Skill Level Required: 15
Type: Enabler
Effect: Allows for a single strike at a penalty that increases the damage. The penalty is -5 for every extra 250 damage put on the attack.

- Improved Critical
Cost: 30 SP
Skill Level Required: 15
Type: Bonus
Effect: The battle rifleman's sniper skills are able to pick apart an enemy even without the aid of a

scope, granting a critical hit roll of 1d5+1


-= Magical/Psionic (Spell Points) =-
___/___ Spell Points (Current/Maximum) This value, derived from the Magic Affinity statistic, represents a

character's current pool of Spell Points -- that is, the ones that have been used to purchase Skills below

-- and the character's maximum amount of Spell Points. This is read as "X of Y Spell Points".
A character's full listing of Magical Abilities and Spells will be kept here, as well as their full entries as created by the Game Masters when the Ability is approved, or the Spell Listing as stated by the Magic

lists. (x2 due to natural casting )
lvl 0

* Resistance: Target gains +5 to Health, Willpower and Endurance checks for 1d3 rounds. 20 MP (40mp )

* Detect Magic: Detects spells and magic items within 60 ft. 15 MP

* Read Magic: Read scrolls and spellbooks. Costs 5 MP

lvl 1

* Cure - Restores a small amount of HP to a target. 10 MP
(the amount it cures is *1 of your magic damage )

* Sleep: One target is placed into a magical slumber which requires either a very loud jarring noise to wake them, or for them to be physically disturbed roughly for 1d8 hours. 30 MP (Will resist only) {1d5 in combat }

* Shield: Halves magical damage on a target for 1d5 rounds. 30 MP (60mp )

Lvl 2

Cura - Restores a mediocre amountof HP to a target. 40 MP

*Name: Protect
Spell Type: Arcane
Level: 2.00
Casting Time: One round.
Range: Ranged
Duration: 1d5 rounds.
Components: None
Element: N/A
MP Cost: 80
Description: Erects a magical barrier around a target that absorbs half of any physical damage dealt to the target until the spell fades or is dismissed.

*Resist Energy: Provides defense against 1000 points of a designated attack/damage of a particular type of energy. 55MP

lvl 3

Dispel Magic: Cancels spells and magical effects of level 3 or lower. 105 MP

Heroism: The target of this spell receives a +10 to all rolls for 1d4 rounds. 123 MP
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<<> Feats <>>

* Feat 1 (Free)- Voltecka Reactor ( Strength / Spirit )
Description: This allows for weapon effects to be augmented by the character's energy reactor. This may raise proprietary melee weapon damage by +*0.5 for 50 MP/round up to a max of +*2.0 for 200 MP a round.

This also raises proprietary ranged weapon damage by +500 damage for 50 MP a round up to a maximum of +2000 for 200 MP a round.

* Feat 2 (100 XP)- Alternate Form 1 (+50 str + 50 dex ) extra feat (flight)

* Feat 3 (200 XP)- improve physical damage (*40 )

* Feat 4 (300 XP)- alternate form 2 (50 str + 50 spirit ) extra feat : (weapon boost *2)

* Feat 5 (400 XP)- Healing

Feat 6 (500 XP)- improve Deffence (*50 )

Feat 7 (600 XP)- riffle mastery (+10 to hit)

Feat 8 (700 XP)- Voltecka Reactor2 : +*1.0/+1000 for 100 MP/round up to +*4.0/+4000 for 400 MP/round

Feat 9 (800 XP)- improve magical dammage (*40)
Feat 10 (900XP)- Armor
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 <>>
- venomoid chip
Exists as a small tracking device, sensor system and communications bug for Technomen to communicate with eachother.


tecknoform only
- voltecken sabers x2 (concider photon blades )
[stocked in each shoulders)

- voltecken riffle x1 ( concider plazma ) back of his waist in tecknoform


-= Equipment Slots =-


Pendant: An accessory slot, such as a necklace, medallion, or similar item.
Ring 1: An accessory +6 spirit
Ring 2: An accessory

-= Item Slots =-


Slot 1: cloth
Slot 2: - battle field medical kit
Gives the character a +5 to first aid checks. If successful, can stabilize a character, and can treat Low level status effects.

Slot 3:
etc.

-scroll of Obscuring Mist (lvl1 arcana)
- scroll of Resist Energy (lvl 2 arcana )

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<<> Inventory <>>

Zenith Stones _1___

-=Zenith Stones=-
(1 ) ( )

( ) ( )
Zenith Stones
( ) ( )

( ) ( )


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<<> Special Notes <>>

This is where a character's special conditions or other important information that does not have a place on

the sheet are listed, if applicable. If not, this area is to be just left blank.

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<<> Traits <>>

- Mysterious Power (Custom Attack or Feat)
- Extra Training (+65 skill points towards a skill relevant to your characters background)
-- Junior Hero
Pre-Requisite: Have an Adventure (+30 xp )
Light-Dragon
Posts: 9
Joined: December 7th, 2008, 7:29 pm
Location: Canada Ottawa

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