Maeve 5.0 - now with wings

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Maeve 5.0 - now with wings

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Post by GirlElf »

<<> Character Information <>>

-= Basics =-

<<>Player Info<>>
IRC Nick: GirlElf
Real Name (Optional):
Sheet Approved by: (GM Name)
_______________________________________________________________________
<<>Character Description<>>
Name: Maeve
Race: Faerie
Sex: Female
Height: 5’10
Weight: 140
Appearance: She is a slender woman of 5’10 height with long (hip length) black hair that is usually worn in a simple single long braid. She has the delicately pointed ears typical of one of the fae folk. As for clothing she tends to favor the color black.
Eye Color: Violet with yellow specks
Hair Color: Black
Notable Features: Her ears are pointed, in addition to a light green skin tone.

<<>Character Personality<>>
Favorite Food: - Apples, sweet things, junkfood
Likes: Magic, Knowledge, knowing the truth
Dislikes: stupidity, pink, memory spells
Favorite Color: Black
Fears: Losing what is important.

<<>Character Background<>>
History:
Maeve is a faerie woman from the realm of Avalon. She has spent her whole life there watching some of the events of the outside world when bored. Like many of the inhabitants of Avalon she has knowledge of times long gone, either from watching or hearing tell of it from others. Like many fae intrigue, trickery, and magic are a way of life for her.
Upon Avalon she did spend much time in the study of magic including the arts of summoning, natural magics, enchantments, and the arcane arts in general. Her destructive nature got her into some trouble early in her life and career until she learned better to conceal certain acts like any of the ‘good folk’ do. Her actions were never questionable to draw the attention of Oberon thankfully. Once she was old enough she did venture forth from Avalon several times to explore and expand her understandings of the outside world, and to toy with mortals of course. She always returned to Avalon however, for that is where the true home of all the fae is.
Notable Accomplishments:
Training (If any):

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<<> Statistics <>>
1009 points to distribute


Vital Statistics

Physical

Health: 85
Hit Points: 3400 / 3400 HP (Health * 40)

Dexterity: 70
Style Points: 280 StP (Dexterity * 4)
Flat Foot Dodge: 7 + 5 (reaction 10/2) (+2/2 clothes) +10/2 feat = 18
Dodge Roll: 7 +14 (+2clothes) +10 feat = 33 + 10 (leap or roll)
7 (+10 melee blunt) +7 staff = 24

Strength: 60
Inventory Slots/Comfortable Carry 6 (+1 slot per 10 points in Strength)
Base Damage: 180 (+1 per 10 points Strength * 30)
Max Carry Weight: 240(+1 per 10 points Strength * 40) lbs (pounds)
Weapon Damage: 180*x4.5 = 810
1 Utility Belt
2 Hi Potion
3 M-potion (2500HP)
4 Delta Ether (1000MP)
5 Delta Ether (1000MP)
6 Phoenix Down
Belt slots
1 Phoenix Down
2 Delta Ether
3 Soft Lotion
4 Eyedrops
5 Antidote

Endurance: 60
+25 armor = 1000 armor soak
Defense (Damage Absorb): 240 (+1 point per 10 Endurance *40)
Survival Roll: 6 (Every 10 points of Endurance = +1 to roll)

Mental:

Intelligence: 434
Magic Points: 2604 / 2604 MP (Intelligence * 6)
Skill Points: 1736 (1736 spent) (23 free) SkP (Intelligence * 4)

Magic Affinity: 100 = (+20 feat) (-6 to all magic rolls until 4/11)
Spell Points: 400 SpP (Magic Affinity * 4)
Magic/Psionic Level: 5 Enchantress/4 Druidess/3 Wizardess (+1 Magic Level per 5 levels of School)
Enchantment: 25 (skill) + 20 (MF w/feat) + 10 (arcane mastery) = 55
Druidic/EC: 20 (skill) + 20 (MF w/feat) + 10 (arcane mastery) = 50 (+10 in life attuned area = 60)
Arcana: 15 (skill) + 20 (MF w/feat) + 10 (arcane mastery) = 45
Summoning: 2 (skill) + 20 (MF w/feat) + 10 (arcane mastery) = 32

Spirit: 90 +/- 10 = 100 (-25 spirit until 4/11)
Base Magic Damage:
Druid ( 10 + 20)* 30 = 900 + 200 = 1100
Wizardry/Arcane (10 + 15)*30 = 750 + 200 = 950
Summoning (10 +2)*30 = 360 + 200 = 560

Willpower: 100 = +20 (feat) (-6 to rolls until 4/11)
Magic/Psionic Damage Soak: 400 (+1 Bonus for every 10 Willpower * 40)

Luck: 10
Luck Points: ____ LP (+1 Luck Point for every 50 Luck)
_______________________________________________________________________

<<> Skills <>>
___/___ 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 14 115
-leap 10
-roll 15
Reaction 10 65
Run 5 25
Climb 5 25
Balance 3 16
Swimming 2 13
=216

Honed Perception Skills
<skill> <level> <points>
Spot 5 25
Listen 5 25
=50

Minor Skills
<skill> <level> <points>
Gather Info 13 101
English x 10
=111

Combat Skills
<skill> <level> <points>
Staffs/staves 10 65
=65

Magic Skills
<skill> <level> <points>

Druidic/Environmental Control 20 220
-Arcane Intuition 10
Effect: Gives the ability to recognize the discipline of a spell (Alchemy, Divine, Druid, Environmental, Enchantment, Monster, Necromancy, Technomancy, Weapon Arcana, Shadowmancy)
-Arcane Defense 10 (druidic)
Effect: Enables you to defend against magic by adding your skill bonus to your will roll.
-Natural Bonus 15
Effect: A caster receives support from nature in areas well imbued with life. Forests, and marshes grant +10 to any spell of the druidic discipline cast.

Enchantment 25 335
-Arcane Identification 30
Effect: Recognize a spell casted in a discipline you have this advanced skill in.
-Enchantment I 5
-Enchantment II 55

Arcana 15 130
-'Effect' Meta-Magic 15
Effect: Arcane spellcasters often have ways of tweaking their spells slightly to create a customized version. This skill enables you to increase the damage mod of a given spell by *1, at the cost of a double mp cost.
=835

Knowledge Skills
<skill> <level> <points>
Arcane Science 20 220
Fae Knowledge 12 88
DW History 5 25
Earth History 5 25
Lanzard III History 4 20
=378

Vehicle Skills
<skill> <level> <points>

Survival Skills
<skill> <level> <points>

Crafting Skills
<skill> <level> <points>

-= Advanced Skills =-



_______________________________________________________________________

<<> Abilities <>>

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




-= Magical/Psionic (Spell Points) =-
500/400 Spell Points (Current/Maximum) (GM approved) (-100 debt)



Arcane Arts: (Magic Spells)


All costs x2

Level 0
* Resistance: Target gains +5 to Health, Willpower and Endurance checks for 1d3 rounds. 20 MP D/W
* Acid Splash: A ball of acid which can hit 1 target for *1 damage not soakable. 20MP
* Detect Magic: Detects spells and magic items within 60 ft. 15 MP D/W
* Detect Poison: Detects poison in one creature or object. 15 MP D/W
* Read Magic: Read scrolls and spellbooks. Costs 5 MP D/W
* Dancing Lights:Creates torches or other lights which can move about at the caster’s direction. These last for 1d5 rounds in combat and 1d5 minutes out of combat. 10MP W
* Flare: Creates a small flash of light that disorients a person or creature for one round, granting a -5 penalty to all rolls. 15MP D/W
* Light: Gives an object a torch-like radiance. This lasts for 1d5 rounds or 1d5 minutes. Costs 12 MP D/W
* Ray of Frost: A beam of frost strikes 1 target for *1 ice damage. 20MP W
* Ghost Sound: Allows the caster to create illusionary sounds. 5MP W
* Mage Hand: Move an object of up to 5 pounds as if you were telekinetic. 20 MP W
* Mending: Makes minor/cosmetic repairs to an object (holes in clothing/burn in clothing/spill on keyboard). Costs 15 MP D/W
* Message: The caster can send a whisper to a person who is a distance away, such as the other side of a room or building. 10MP W
* Open/Close: Opens or closes small or light things such as drawers and small boxes or books. 10MP W
* Arcane Mark:Inscribes a personal rune (visible or invisible) as a means of marking property. 5MP W
* Prestidigitation: Minor parlor tricks of magic such as one would expect of the amateur magician. Real slight of hand, tiny illusions, etc. 5MP W
* Daze: 1 Humanoid creature loses next action due to a sudden disorientation. 25MP W
* Create Water: Creates 2 gallons of pure water from the hydrogen and oxygen mixed in the air. 15 MP. D
* Cure Minor Wounds: A *0.5 healing spell. 15 MP D
* Guidance: Grants a one-round/roll/use +5 bonus to a roll. Usable only once per day. 15 MP. D
* Purify Food and Drink: Purifies 1 cu. ft./level of food or water. Costs 20 MP. D
* Virtue: Gives target 250 temporary hp for 1d6 rounds. 40 MP. D
(22 = 110 SpP)

Level 1 Wizard/Sorceror:
* 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. 40 MP (Will resist only)
* Magic Missile: A well known spell which can send up to 5 ‘missiles of spiritual energy at a target. For every two levels a mage gains 1 additional missile; for example a level 4 mage would have 1 base missile and then an addition 2 missiles from being level four. Once more than one missile is possible a 1d(number of missiles) is rolled to determine number of hits. *1 damage. 20MP for the first missile +10 for each additional.
* Shield: Halves magical damage on a target. 40MP
* Identify: :Determines properties of magic item. 40MP
* Silent Image: This is the basic illusion spell. It is used to create a minor illusion of the caster’s design and is an image only. 15MP
* Disguise Self: Changes your appearance temporarily and superficially. It does not change your voice and can be seen through with a will check higher than the cast. 10 MP

Name: Fire
Spell Type: Arcane
Level: 1.00
Casting Time: One round.
Range: Ranged
Duration: One round.
Components: none
Element: Fire
MP Cost: 30
(7 = 70 SpP)

Level 2 Wizard:
* Web: One area is filled with giant sticky spiderwebs that trap targets, reducing their movement rolls to a 1d20, and lasts for 1d2 rounds. 60MP
* Flaming Sphere: Summons a ball of fire which lasts for 1d2 rounds and deals *2 fire damage. 40MP (also D)
* Invisibility: Target is invisible for 1d5 rounds in combat or until attacks. Or 1d3 hours outside of combat. 50MP

Name: Protect
Spell Type: Arcane
Level: 2.00
Casting Time: One round.
Range: Ranged
Duration: 1d5 rounds.
Components: None
Element: N/A
MP Cost: 120
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.
(4 = 60 SpP)

Level 3 Wizard:
* Dispel Magic: Cancels spells and magical effects of level 3 or lower. 70 MP
* Heroism: The target of this spell receives a +10 to all rolls for 1d4 rounds. 60 MP
* Haste: Target gains 1 additional action a round per cast for 1d5 rounds. 60MP
* Bleed - Darkness drains and deteriorates a target, dealing great damage for 1d3 rounds. 90 MP
(4 = 80 SpP)

Level 1 Druid:
*Faerie Fire: Outlines 1d3 targets with light, canceling blur, concealment, and other vision obscuring conditions. 30MP
* Obscuring Mist: The caster calls fog about them to make themselves harder to hit. +5 to dodge. 1d5 rounds 40MP (Also W)
* Pass without Trace: The target can move through any terrain without leaving tracks or trace and cannot be tracked by nonmagical means. 1d8 hours. 45MP
* Speak with Animals: Caster can communicated with animals. 1d8 hours. 40 MP
(4 = 40 SpP)

Level 2 Druid:
*Wood Shape: Caster shapes wood to their their liking and needs. 40MP
* Heat Metal: The spell causes metal to heat to painful and damage causing temperatures making it difficult to hold. *2 heat damage. 35MP
* Warp Wood: Bends and distorts wooden objects. 40MP
* Entangle: This spell must be cast on something light that is capable of twisting and coiling. The spell causes light rope, cord, wires and other such things to take on a life of their own, twisting and snarling in an attempt to trip or trap enemies. Enemies attempting to pass near the objects must either declare moving through carefully (slowing their speed significantly) or pass a reaction check DC 30 to avoid being tangled. 40MP
(4 = 60 SpP)

Level 3 Druid:
*Call Lightning:Calls down lightning bolts from sky for *3 electrical damage on a target. 90

(this one needs SpP to have again)
X Name: Summon Monster - Rabbid Squirrels
Spell Type: Arcane
Level: 3.00
Casting Time: One round
Range: Ranged
Duration: 1d5 rounds
Components: An acorn
Element: None
MP Cost: 270
Description: This spell creates a horde of 1d20 rabbid attack squirrels to attack a target. The flock acts on the turn of the caster, and follows typical horde rules (attack bonus is equal to the number of squirrels, so 20 squirrels = 1d50+20). Each squirrel deals 100 damage up to a maximum of 2000 damage, this is not individually soakable. 5 or more squirrels hitting a target will reduce the targets roll by the number of squirrels (-20 for 20 squirrels), while 15 or higher is considered to make them miss their turn. The squirrels must continue to attack each round.
(1 = 20 SpP)

Level 4 Druid:
* Spike Stones: Creatures in area take *4 earth/stonedamage, and -10 to movement actions such as dodging for 1d5 rounds. 90M
*Immolation
Cost: 30 SpP
MP Cost: 480
Required Skill Level: 4
Effect: Description: The sky darkens above as a single sphere of napalm like liquid fire soars through the sky and strikes the field, igniting the immediate area of contact. This attack may hit 1d3 enemies, and the pool of fire burns for 2 rounds for full damage each round. An enemy can avoid the second round of damage by extinguishing the flame (taking their turn unless they use a pool of water)
Damage: 3
Range: 3 (1d3)
Effect 2 (Damage over time)
[ ] Extended Casting Time
-- Ability or spell requires 2 full rounds of casting time
-- Grants 2 attribute point
(2 = 60 SpP)
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<<> Feats <>>

(* denotes feats possessed at Character Creation)

* Feat 1 (Free) –
Element Affinity DARKNESS
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
-Level 1 Power: Control Existing Darkness

* Feat 2 (100 SP)-
IImproved 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.
Example: The character has an 80 Magic. The character normally would roll +8. However, the character with this Feat would roll +16 instead.

* Feat 3 (200 SP)-
Arcane Mastery
Stat: Magic Affinity
Enhancement: +10 to Arcane Arts rolls

* Feat 4 (300 SP)-
Portal Movement
Associated Statistic: Magic Affinity
Effect: This allows a character to open portal to any marked location through use of a portal stone marker. A portal stone once set can not be tampered with, failing arcane intervention or physical removal by the user. The user can open a portal at any location, however the point of exit must be a set portal stone. Setting a portal stone does not require a roll, however it does take 3 combat rounds. In order for something to pass through, it must be actively moved (molten rock, air, water that would flow through will not pass).

* Feat 5 (400SP)-
Enhanced Willpower I
Associated Statistic: Willpower
Effect: The Mental Defense Roll changes from +1/10 points in Willpower to +2/10 points in Willpower.
Example: The character has a 50 Willpower. The bonus is normally +5. In this case it becomes +10.


*Feat 6 (500 SP)-
Elemental Affinity Darkness Level 2
-Level 2 Power: Greater Manipulation of Darkness

Feat 7 (600 SP)-
Dodge Mastery
Associated Statistic: Dexterity
Description: The character exhibits a sort of 'second nature' about 'the five D's of dodging' (dodge, dip, duck, dive, and dodge), whether it includes using the environment or a weapon to defend themselves, or simply getting out of the way.
Effect: +10 to flat-foot ('Reaction'-based) dodge, regular ('Roll'-based) dodge, and blocking with a weapon ('Weapons Proficiency'-based dodge)

Feat 8 (700 SP)-
Improved Magic I
Associated Statistic: Intelligence
Effect: Increases the character's Magic Points (MP), changing the modifier from *5 to *6.
Example: The character has an Intelligence of 70. 70*5=350. With the modifier adjusted by this Feat, the change is 70*6=420 so the character has 420 MP.

Feat 9 (800 SP)-
Divine Relationship
Associated Statistic: Luck
Effect: Force a target to re-roll any dice, once per in game day.

Feat 10 (900XP)-
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.
- +2 Extra Limbs (Wings)
- -1 Scale (Size)

Feat 11(1000XP)-
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.
- +1 Extra Feat: Flight
- -1 Scale (Size)

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)-
_______________________________________________________________________

-=Equipment=-

Weapon:
Name:Titanium Staff
Price: 6400 credits
Augmentation Slots:3
Roll Bonus:+7
Damage Modifier::3.5
DC to Make:55
Skill Level Required: 10

CB-OSP:

Side Arm:

Armor:
Name: Undercover Vest
Price: 200 credits
Benefit: +10 endurance
Description: A thin layer of kevlar designed to slip undetected under normal clothing. Typically warn by undercover officers in potentially dangerous situations. This armor can be stacked under other clothing or armors for additional protection.

Name: Undershirt Kevlar Plate
Price: 500 credits
Benefit: +15 Endurance
Description: A slightly more bulky vest designed to go under normal clothing. Provides more protection than the vest, but due to its inflexibility, can not be stacked under other armors.

Name: Normal Clothes
Price: 50 credits
Benefit: +2 dodge
Description: Just a simple loose T shirt and jeans that allows for free movement, making dodging easier. Generic brand names tend to look like cheap imitations however.

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.

Pendant: Amber Talisman - +200 magic damage
Ring 1:
Ring 2:

-=Inventory=-

Item Name Purpose Effect

Name:Diamond Staff
Price: 15000 credits
Augmentation Slots:5
Roll Bonus:+9
Damage Modifier::4.5
DC to Make:70

1 magitab (used)

21,860 Credits

(Heal, Attack, Equip, Special)

17 Portal stones (5 unplaced, 1 cursed)
Locations:
1 placed at the helicopter landing at Eden (balcony)
1 Placed at Bonne Base roughly 10 yards from entrance on the beach
1 Placed power distribution center Eden
1 Placed Edge of Kattleox Island City
1 Placed Zeal Palace - Entrance
1 Placed Near Stargate Cave of Mobius
1 Placed room with four pillars that house turbines in Eden
1 Placed ouside of Ur'Nikad
1 Placed Ladea Tower, Motavia
1 Placed before depths at emerald doors area,Thamasa
1 Placed inside a safe location in zeal (sheltered from storms)
1 Placed in her room in Aerith's house
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<<> Special Notes <>>

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GirlElf
Resident Beautiful Elf
Posts: 48
Joined: October 9th, 2008, 7:18 pm

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