Knife 5.0 Breaking your universe, one wink at a time.

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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Knife 5.0 Breaking your universe, one wink at a time.

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Post by Espresso »

<<> Player Info <>>
IRC Nick: Genesis
Real Name (Optional): Jamie
Time Zone (GMT Modifier): You seriously know where I am.
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<<> Character Information <>>

-= Basics =-

Name: Atashi (Goes by Knife)
Race: Human
Height: 5’6
Weight: 110
Appearance: A slender, spiky haired female with a black suit and black tie with a white undershirt. She has numerous scars on her back and arms and has an old bullet wound on the back of her right leg that makes her a bit clumsy.
Eye Color: Black
Hair Color: Black
Notable Features: Black spiky hair

-= Personality =-

Favorite Food: Anything Edible.
Likes: Peace. A place where everything is normal.
Dislikes: The past, and people being stuck there.
Favorite Color: Black
Fears: Being alone.

-= Background =-

History:
Knife’s life had a rocky start. While she was still a child living in Corel, both of her parents were murdered during the war with Wutai. She strived to create a peaceful world to avenge her family and traveled to Midgar, where she began training to become a Turk. At the age of 17 she completed her training and began her first mission to Wutai. While there, she was shot in the leg and told that she would never fight again.

She strived to prove the doctors wrong, and did. She’s now an elite member of the Turks, though somewhat clumsy due to the old wound. However she’s one of the most cheerful, preferring to mask everything wrong with a bit of happiness.

Or she was, things came crashing down around her when she and her partner Katana were sent to Banora for an elite mission after the rising and defeat of Jade weapon. They were sent to bring in a SOLDIER alive, however things went terribly awry and the mission was deemed a failure, her partner 'killed' in the line of action and her narrowly escaping with her life.

Notable Accomplishments: Became an Elite Member of the Turks.
Training (If any):
Theft
Stealth
Torture
Information Gathering
Field Training
Gun Use
Knife Use

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<<> Statistics <>>

Vital Statistics
EXP: Motavia: October 16th 5
EXP: Motavia: October 17th 10
EXP: ROFM: November 1st: Turks 15
Exp: Monthly: Nov 4th 9
Exp: Flood: Nov 5th 10
Exp: Hikaru: Nov 9th 20
Exp: Filler: 20
Exp: Monthly: Dec 13th 20
Exp: Pirates: Dec 15th 10
Exp: Covenant Grunt: Dec 27th 5
Exp: Monthly: December 30th 15
Exp: Aincent Cetra Guardian Jan 3rd 11
Exp: Monthly: January 31st 15
Exp: Seige: February 13th 20
Exp: Monthly: March 6th 9

Statistics: 694

Physical

Health: 90
Hit Points: 3600 / 3600 HP (Health * 40)
Spot: 1d60+27

Dexterity: 130
Flat Foot Dodge: 1d70+31
Dodge Roll: 1d120+56 ((+13 Dex *2 feat) + 10 Skill level +10 feat +10 skill)
Physical Attack Roll:
1d140+66 (With throwing knives)
1d150+71 (With throwing spikes)
1d110+52 (With Beretta)
1d90+42 (Martial Arts)
Steal: 1d110+51 ((13*2Feat)+10(Feat)+10(Skill)+5(Skill))
Sneak Attack: 1d150+71 +13*2 + 10 Skill + 10 Skill + 10 feat + 9skill + 6 Dagger
Hide: 1d100+46
Style Points: 520 StP (Dexterity * 4)

Strength: 110+50 feat
Inventory Slots: 16
Base Physical Damage: 640 (+1 Bonus for every 10 Strength * 40)
Maximum Carry Weight: 640 (+1 Bonus for every 10 Strength * 40) lbs (pounds)

Endurance: 40
Defense (Damage Absorb): 560 (+1 Bonus for every 10 Endurance * 40)

Mental:

Intelligence: 240
Magic Points: 1150 / 1150 hp (Intelligence * 5)
Skill Points: 980 SkP (Intelligence * 4)

Magic Affinity: 19
Spell Points: 76 SpP (Magic Affinity * 4)
Magic/Psionic Level: 0(+1 Magic Level per 5 levels of Arcane Arts/Psionic Mastery Skills)

Spirit: 15
Base Magic Damage: _______ ( ((Spirit +1/10) + (Arcane Arts/Psionic Mastery Skill Level)) * 30 )

Willpower: 20
Magic/Psionic Damage Soak: _______ (+1 Bonus for every 10 Willpower * 40)

Luck: 10
Luck Points: ____ LP (+1 Luck Point for every 50 Luck)
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<<> Skills <>>
0/1150 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

Balance - Level 5 (25)

---Feline Grace
Cost: 10 SP
Skill Level Required: 5
Type: Bonus (+10)
Effect: Allows a person to remain balanced while on narrow ledges or awkward positions.


Roll – Level 10 (65)

---Dodge Roll
Cost: 15 SP
Skill Level Required: 10
Effect: Allows the character to do a strong roll to get away from danger.

Reaction – Level 15 (130)

---Quick-Draw
Cost: 15 SP
Skill Level Required: 10
Effect: Roll to draw a weapon/item and use it on same round of combat

Honed Perception Skills

Spot – Level 8 (50)


Minor Skills

Gather Info - Level 15 (130)
Statistic: Intelligence
Used: Rolled when talking to an NPC to determine how helpful the info you got was.

---Intelligence Web Search
Cost: 15 SP
Required Skill Level: 10
Type: Enabler
Effect: Search underground networks for information

---Sense Motive
Cost: 30 SP
Required Skill Level: 15
Type: Bonus (+10)
Effect: Attempt to see the underlying reasoning in the persons mind

---Interrogation
Cost: 30 SP
Required Skill Level: 15
Type: Bonus (+10)
Effect: Use psychological tactics to force information out of a person

---Torture
Cost: 30 SP
Required Skill Level: 15
Type: Bonus (+10)
Effect: Use physical tactics to force information out of a person

Intimidate - Level 5 (25)
Statistic: Intelligence
Used: Scaring people into doing what you want

Concentration - Level 5 (25)
Statistic: Willpower
Used: Prevents interrupts

Lock picking (Electronic or Mechanical) - Level 5 (25)
Statistic: Dexterity
Used: Breaking either keypad locks
or picking mechanical key based locks.

Hide - Level 5 (25)
Statistic: Intelligence
Used: Staying hidden from sight

-- Conceal Self
Cost: 10 SP
Required Skill Level: 5
Type: Bonus (+10)
Effect: Makes it easier to find a place to hide


Combat Skills


Sneak Attack - Level 10 (65)

---Steal
Cost: 10 SP
Required Skill Level: 5
Effect: Allows a person to sneak up on and steal an item from a person. Roll this to sneak up and then luck to determine the quality of the item.

---Pick Pocket
Cost: 15 SP
Required Skill Level: 10
Effect: Grants a +5 to steal checks.

Weapons Proficiency (Daggers/Knives) Level 25 (340)

---Sneak Attack
Cost: 15 SP
Skill Level Required: 10
Type: Bonus
Effect: This grants a +10 to sneak attack rolls.

---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.

---Improved Critical
Cost: 55 SP
Skill Level Required: 20
Type: Bonus
Effect: This enhances any critical strike with a knife to deal 1d5+1 multiple damage, as the wielder knows just that one sweet spot to strike.

---Improved Sneak Attack
Cost: 90 SP
Skill Level Required: 25
Type: Enabler
Effect: This allows for 1d2 hits on a sneak attack opportunity.

Martial Arts: Level 5 (25)
Statistic: Dexterity and/or Strength
Used: Required for hand to hand combos





Magic Skills
<skill> <level> <points>

Knowledge Skills
<skill> <level> <points>

Vehicle Skills
<skill> <level> <points>

Survival Skills
<skill> <level> <points>

Crafting Skills
<skill> <level> <points>

-= Advanced Skills =-



_______________________________________________________________________

<<> Abilities <>>

-= Physical (Style Points) =-
520/520 Style Points (Current/Maximum)




-= Magical/Psionic (Spell Points) =-
76/76 Spell Points (Current/Maximum)



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<<> Feats <>>

(* denotes feats possessed at Character Creation)

* Feat 1 (Free) –
Hiding Mastery
Stat: intellegence
Enhancement: +10 to selected skill NOT ALREADY COVERED BY A FEAT. Make sure you mark the Skill that this is used for with some note.

* Feat 2 (100 SP)-
Dodge Mastery
Stat: Dexterity
Enhancement: +10 to Flat Foot Dodge rolls and this carries over to regular Dodging.

* Feat 3 (200 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 4 (300 SP)-
Physical Offensive Mastery
Stat: Dexterity
Enhancement: +10 to physical attack rolls.

* Feat 5 (400 SP)-
Heightened Senses (Sight)
Stat: Health
Enhancement: +10 to sight, listen, touch, taste, or smell (Choose one). The character can use this with the Skills under Honed Perception Skills.

* Feat 6 (500 SP)
Enhanced Attack Maneuver
Associated Statistic: Dexterity
Effect: The character with this Feat gains a bonus of +2 per 10 points of Dexterity to attack physically. Example: The character has an 80 Dexterity. The character would normally receive a +8 to Attack with a sword. The character with this feat gains a +16 to do so instead.

Feat 7 (600 SP)-
Super Strength
Stat: Strength
Enhancement: +50 to Strength. This grants the character bonuses of +5 to Inventory Slots and Maximum Carrying Weight, as well as Base Damage. The Base Damage boost also goes to weapon damage.

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: Throwing Spikes
CB-OSP:
Side Arm: Dragon Claw (Tanto)
Armor: Kelvar Armor
Pendant:
Ring 1:
Ring 2:


-= Item Slots =-

Carry slots:
1: Beretta M92
2: Utility belt
- Night Vision Goggles
- M Potion
- Delta Ether
3: Throwing Knives
4: Serrated Hunting Knife

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-=Inventory=-

Name: Kevlar Armor
Price: 1000 credits
Benefit: +10 Endurance

Name: Business - Formal
Price: 900 credits
Benefit: +5 Diplomacy
+2 Intimidation
Description: A snazzy blazer and suit pants with matching tie and shirt, the whole ensemble. This is typically a suit a corporate executive would wear, and the air of professionalism it generates commands an air of awe and respect.


Name: Serrated Hunting Knife
Price: 800 credits
Augmentation Slots:1
Roll Bonus:+5
Damage Modifier::2.0
DC to Make:20

Name: Throwing Knife (x5)
Price:100 credits
Augmentation Slots:1
Roll Bonus:+5
Damage Modifier::1.0
DC to Make:5

Name: Dragon Claw (Tanto)
Augmentation Slots: 2
Roll Bonus: +6
Damage Modifier: 3.5
DC to Make: 60

Name: Beretta M92
Price: 20000 credits
Augmentation Slots:2
Roll Bonus:+6
Damage Modifier: 2100
# Controlled Shots: 1
DC to Make:105

successful spot check
Name:Laser Sight
Cost: 300 credits
Restrictions: None
Description: Provides a +10 to attacking, but the laser may be picked up with a
(DC 35)

Name: Throwing Spikes
Price: 4000 credits/5 spikes
Augmentation Slots: 3
Roll Bonus: +10
Damage Modifier: 5.0
DC to Make: 120

Name: M-Potion
Manufacturer: Cyrez Pharmaceuticals
Price: 1200 credits
DC to Make:
Description: Designed as a miracle cure potion for injury prevention, and the most powerful public curative potion Cyrez sells, the M-Potion is one of the highest readily available curative liquids on the market. The potion is stored in a special container designed to prevent air contact or contamination. Restores 1000 hp.

Name: Delta Ether
Manufacturer: Omnicorp
Price: 3000 credits
DC to Make:
Description: A modified version of the previous formula allowed Omnicorp to produce the Delta Ether. An oddly shaped black bottle with red lettering makes it stand out on the shelf. Using it restores a whopping 500 mp with no side effects.

Name: Night vision Goggles
Price: 1300 credits
Description: High tech night vision goggle headset. The twin scopes on the unit amplify light several thousand times, negating penalties on spot checks due to low lighting.

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.
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<<> Special Notes <>>

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Espresso
Kougou
Posts: 79
Joined: October 9th, 2008, 5:15 am

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