Momiji Sohma

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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Momiji Sohma

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Post by FallenRaven »

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DW CHARACTER SHEET 5.0

<<> Player Info <>>
IRC Nick:
Real Name (Optional):
Time Zone (GMT Modifier):
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<<>Character Description<>>
Name: Momiji Sohma
Race: Human/Rabbit
Height: 5'6"
Weight: 104.7 lbs.
Appearance:Image
Image

Eye Color: Brown
Hair Color: Blonde
Notable Features: Wears girls clothes and always has a lollipop

<<>Character Personality<>>
Favorite Food: All Junk food
Likes: Memories
Dislikes: Being picked on
Favorite Color: Light Blue
Fears: Forgetting

<<>Character Background<>>
History:Those possessed by the Sohma curse are born two months early. This alone put a great amount of pressure on Momiji's mother, and to make things worse, when she tried to hold him he transformed. After this, Momiji's mother "broke". She was unable to smile, and she would snap when ever she saw him. It became so bad that they had to erase her memory. Momiji believed that, no matter how awful a memory is, it shouldn't be erased, but in order to help his mother recover, he agreed to have Hatori erase her memories.

Afterwards, his mother recovered, and Momiji was not allowed to see her or his little sister Momo. His mother knows that he is part of the Sohma family, but believes he is someone else's son. Because she is not supposed to know him, he watches both Momo and his mother from afar.

Despite his awful past, he's a very perky young boy. He's part German and part Japanese, and he constantly switches between the two languages naturally.

When he first met Tohru, he instantly liked her, and decided to be her friend. But the second time they met, he ended up hugging her on purpose and causing a great deal of trouble at Tohru's school. In the end, everything came out okay.

Momiji is very energetic, like the rabbit that possesses him, and he's a very nice kid. He may look like he's still in middle school, but haven't you heard, looks can be deceiving... Momiji is actually in his first year of high school, along with Hatsuharu Sohma. He attends the same school as Yuki, Kyo, and Tohru. On his first day at school, he chose to where the girl's uniform, and the student council president began to pick on Momiji. But that doesn't happen anymore. Haru went black and now Momiji can wear the girl's uniform.
Notable Accomplishments: Speaks both german and Japanese fleuntly
Training (If any):

Credits:31400___________________________________________________

<<> Statistics <>>
1000 points to distribute

Vital Statistics

Physical

Health: 150
Hit Points: 6000/6000 HP (Health * 40)

Dexterity: 100
Style Points: 400 StP (Dexterity * 4)

Strength: 50 +/- 0
Inventory Slots: 5 (+1 Slots for every 10 Strength)
Base Physical Damage: 150 (+1 Bonus for every 10 Strength * 30)
Maximum Carry Weight: 200 (+1 Bonus for every 10 Strength * 40) lbs (pounds)

Endurance: 100 +/- 0
Defense (Damage Absorb): 400 (+1 Bonus for every 10 Endurance * 40)

Mental:

Intelligence: 275
Magic Points: 1375/1375 MP (Intelligence * 5)
Skill Points: 1100 SkP (Intelligence * 4)

Magic Affinity: 300
Spell Points: 1200 SpP (Magic Affinity * 4)
Magic/Psionic Level: (+1 Magic Level per 5 levels of Arcane Arts/Psionic Mastery Skills)

Spirit: 275
Base Magic Damage: ( ((Spirit +1/10) + (Arcane Arts/Psionic Mastery Skill Level)) * 30 *(Magic level/Psionic level/5 ))

Willpower: 200
Magic/Psionic Damage Soak: 1000 (+1 Bonus for every 10 Willpower * 50)

Luck: 50 +/- 50
Luck Points: 1 LP (+1 Luck Point for every 50 Luck)
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<<> Skills <>>
4/1100 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> <points> <level>

Roll 146 = Level 16
Reaction 146 = Level 16

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


Minor Skills
<skill> <points> <level>

Speak Language (Basic Zealian) 11 = Level 1
Speak Language (German) 11 = Level 1
Speak Language (English) 11 = Level 1

Combat Skills
<skill> <points> <level>


Magic Skills
<skill> <points> <level>

Arcana 571 = Level 33

Knowledge Skills
<skill> <points> <level>

Knowledge (Linguistics) 130 = Level 15

Vehicle Skills
<skill> <points> <level>


Survival Skills
<skill> <points> <level>

First Aid 20 = Level 4

Crafting Skills
<skill> <points> <level>


-= Advanced Skills =-
Arcane Intuition
Cost: 10 SP
Required Skill Level: 5
Type: Enabler
Effect: Gives the ability to recognize the discipline of a spell (Alchemy, Divine, Druid, Environmental, Enchantment, Monster, Necromancy, Technomancy, Weapon Arcana, Shadowmancy)

Arcane Defense
Cost: 10 SP
Required Skill Level: 5
Type: Enabler
Effect: Enables you to defend against magic by adding your skill bonus to your will roll.


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<<> Abilities <>>

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



-= Magical/Psionic (Spell Points) =-
1200 / 1200 Spell Points (Current/Maximum)

Cura Lvl 1 10 SpP

Level 3: Curaga - Restores a large amount of HP to a target. 90 MP 20 SpP

Level 2: Haste - Speeds a target up, granting it 2 actions/round for 1d5 rounds. 40 MP
15 SpP

Level 2: Protect - Forms a shimmering blue barrier around a target that halves all physical damage for 1d5 rounds. 40 MP 15 SpP

Level 2: Sleep - Puts a target to sleep for 1d5 rounds or 1d8 hours outside of combat. 40 MP 15 SpP

Level 3: Osmose - Casting this spell deals *1 Spiritual damage to a target's MP, but absorbs it into the caster as MP restoration. This does not do HP damage. 90 MP 20 SpP

Level 3: Silence - Removes a target's ability to vocalize or use magic or psionics of any kind for 1d5 rounds or 1d8 hours outside of combat. 90 MP 20 SpP

Lvl 2 Shell Forms a shimmering red barrier around a target that halves all magical damage for 1d5 rounds. This barrier can not be raised while under Protect 40 MP 15 SpP

Lvl 3 Life Restores a character from KO status with 1/3rd total HP. 90 MP 20 SpP

Level 3: Light 90 MP *2 Damage

Level 4: Lighta 160 MP *3 Damage

Level 5: Lightaga 250 MP *5 Damage


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<<> Feats <>>

(* denotes feats possessed at Character Creation)

* Feat 1 (Free) - Arcane Mastery
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 2 (100 XP) - Divine Relationship
Effect: Force a target to re-roll any dice, once per in game day.

* Feat 3 (200 XP) - Improved Magic Damage I
Effect: Increases the Magic Damage modifier from *30 to *40. Example: 30*((spirit (every 10 points of spirit = +1) + skill) x spell mod (1-10)) becomes 40*((spirit (every 10 points of spirit = +1) + skill) x spell mod (1-10))

* Feat 4 (300 XP) - Force Field
Effect: Create a force field that will absorb (Spirit * 5) hp in damage. This field is 1 directional and for 1 person only. This field regenerates (Spirit/4) hp every round until broken, then requires sleep to repair.

* Feat 5 (400 XP) - Healing
Effect: You may spend a turn in combat to try and revive an unconscious person without using items (provided they are not severely injured), roll a d100. DC 80 to revive with 1/4th of hp. DC 100 to revive with full hp.

* Feat 6 (500 XP) - Improved Magic Affinity I
Effect: For every 10 points in Magic Affinity, the character gains +2 to roll to cast Magic, using the Magic Attack Roll. Example: The character has an 80 Magic. The character normally would roll +8. However, the character with this Feat would roll +16 instead.

* Feat 7 (600 XP) - Lucky Rabbits Foot - Associated Stat: Luck Effect: Upon being dealt a KO hit that would leave Momiji under -3000 damage, roll a 1d100. If the result is 51+, Momiji is turned into a rabbit by his Zodiac curse and is reduced to 1 hp. He is stuck in this form for 1d5 rounds. Each activation of this feat raises the required roll by 15 (66+ on the second invocation, 81+ on the third, 96+ on the fourth and impossible from there on

* Feat 8 (700 XP) - Natural Linguist
Upon a successful intelligence check (GM determined DC) you are able to understand and communicate with those speaking/gesturing in another language even if you yourself are unfamilar with it. This communication will be crude, but basic points will be able to be exchanged.

* Feat 9 (800 XP) - Improved Magic Affinity I
Effect: For every 10 points in Magic Affinity, the character gains +2 to roll to cast Magic, using the Magic Attack Roll. Example: The character has an 80 Magic. The character normally would roll +8. However, the character with this Feat would roll +16 instead.

* Feat 10 (900XP) - Bright Eyed and Bushy Tailed
Most people need at least 8 hours of sleep to function at their best, you however require only 4. You do not take sleep penalties unless you have less than 4 hours of a sleep a day. (This does not apply to MP recovery or HP recovery)

* Feat 11(1000XP) - Mind Shield
Description: The character exhibits stronger-than-average human resistance to mental and spiritual influence. Effect: +50 to Will (Temporary). This grants +5 to the Mental Defense roll.

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

-= Item Slots =-

Slot 1: Ether Vial
Slot 2: Ether Vial
Slot 3: Ether Vial
Slot 4: Ether Vial
Slot 5: Ether Vial
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<<> Inventory <>>

2 Extra Ether Vials
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<<> Special Notes <>>

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FallenRaven
Posts: 40
Joined: October 12th, 2008, 2:08 am

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