Daedalus 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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Daedalus 5.0

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Post by Daedalus »

<<>Player Info<>>
IRC Nick: Daedalus
Real Name (Optional): Brendan
Time Zone: Pacific, LA, Califorina
Sheet Approved by:
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<<>Character Description<>>
Name: Daedalus
Race: half Earth Dragon, half Ice Dragon
Age: 6273
Height: Human form: 6’7”, Anthro form: 7’6”
Weight: Human form: 200 lbs, Anthro form: 300 lbs
Appearance:

Daedalus has four different forms, although he only uses two of them most of the time;
True form: Daedalus 's true form is a brownish western dragon 25’ tall and 60’ long. Although Dae is half white dragon, none of this color was present in his scales, but he did have the abilities that came with the race, including limited control of ice and the ability to breathe a cone of ice or shoot a ball of ice.

Mini-drake form(same as above): Dae's mini-drake form looks like a brownish western dragon about 7’ tall & 10’ long with a 14’ wing span.

Human Form: Daedalus' human form appears to be a man in his mid 40's, 6'7" and sporting an athletic build. His skin is slightly tanned, and he keeps his brown hair cut short, making his smooth, scarless face and sharp, green eyes easily visible. Two staples of the man's attire include a black, leather coat that fits well across his broad shoulders and a specially tailored pair of boots that aid him in keeping a connection with the Earth under his feet. There was also a 6’ long 8” wide and 1” thick cleaver sword hanging between two gim(chinese straight swords. prounouced jin) on his back.


Anthro form: Daedalus's anthro form looks like a brownish western dragon standing upright at 7’6” with a wingspan of 14’. He has four horns that are about 1-2” long on each side of his head near the top and a narrow muzzle and yellowish eyes with black slits in the center. He's wearing a black leather hiroka and on his back are two gim with a large 6’ x 8” cleaver with a black anodized blade hanging between them.
(The cleaver is made out of Damascus steel but Dae made it black so it didn't reflect light and was thus harder to see)

Eye Color: Human form: Dark green, Dragon forms, yellowish-orange
Hair Color: Brown (only applicable to human form.)
Notable Features: Although dae is half ice dragon, his coloring is brown, no white can be found on his hide or his scales.

<<>Character Personality<>>
Favorite Food: Beef
Likes: edged weaponry, motorcycles, speed, fighting, technology, patience, meditating, double talking, deceiving, sleeping, training
Dislikes: impatience, complaining, things that take no skill to use
Favorite Color: Black
Fears: Not being able to prevent the death of friends or family, losing or breaking the only two swords that are the only link to his forgotten past.


<<>Character Background<>>
History:
History: -Medieval era- Originally, Dae was a wanderer. He would wander from place to place looking for a group or family, usually in the form of an army or such. This included wandering to and from the Broken Dagger tavern(many congregated there, maybe someone could help him), the castle of Camelot, and finally (if only for at least maybe a hundred years or so), Queen Sara's realm. There he joined her army and served for an unknown, but long, amount of time, fighting their battles with them and such. Dae had been wandering around mainly because he had no idea who he was, he only remembered how to fight and do magic and stuff, nothing about himself was left within his mind. A while after coming to Queen Sara's realm, a series of events started which led to Dae finding out who he was and what happened in that amount of time that had been wiped from his memory(which shall not be discussed because it has not happened yet in the other rp). Along with the knowledge that he had and has a family. Several events later, Dae had defeated his father in a draconic tournament for the position of White Draconic Elder within the clan of dragons in the mountain range far north of the Queen's realm. Unfortunately (in Dae's eyes at least), Dae defeated his father through a ring-out, so he didn't really get the fight he wanted at the length he wanted.
-After medieval era and beyond to current time frame- After more years past and times changed along with technology, Dae slowly withdrew himself from humanity, instead watching from the sidelines, learning and watching as they progressed. Dae started using his human form more often than not as time progressed. He also adapted new studies, including into that of firearms, though he never really liked them. As time progressed and new studies became available, Dae would adapt and learn, taking in as much as possible, though mainly what he needed to survive and what would apply to combat and war along with architecture.
Eventually after learning the required studies, and becoming very interested in motorcyles, Dae decided to, and did, build for himself a hyperbike, or superbike according to other sources of information. Dae's hyperbike was capable of 300 mph, thanks to a helicopter power turbine(the torque from it's shaft is used to power the blades instead of the thrust) connected directly to the back wheel's drive shaft, based loosely off of the MTT Y2K created in the year 2000 by Marine Turbine. Unlike the Y2K, Dae's hyperbike was much large, built to be able to contain his anthro form (including the tail). It also had a canopy with a roll-cage built into it. Most of the bike was enclosed. Dae built the bike for combat; It had two side compartments which would 'push out' away from the main body to fire the weapons along the inner side of the door-like compartments. There weren't many, due to weight and speed concerns. The weapons for the compartments were a high-caliber machine gun along with a small rocket pod located above it. The unused space was used for sword compartments along with temporary storage. Both compartments can be completely detached in order for a lighter bike, the canopy can also be removed.
Once humans started going out into space and exploring and other alien species started appearing or arriving. Dae would once again merged from the veil that he used to hide behind during the early technological boom. He would once again walk among humans in his anthro form, and only in his true form when acceptable and only to those he trusted, or other reasons if they came up. Besides, as far as everyone else knew, dragons didn't exist.
Dae however started using his true form less and less, there were too many around, and too many things were happening. He did still use it from time to time, such as sleeping in the home he made for himself on Titan’s surface, but it was much too risky to use out in the open any more.
After a few slow if not fast months at the station, Dae had acquired a few friends, and things were also looking up.. at least in some respects. He acquired a job at Security, the station’s raid on the offending pirate base was a success, and he made contact with another race from an expanding empire. Things definitely started to look up from here; his kin had existed on Earth for a long time, and while quite large in numbers, although not as many as the humans, they had stayed in hiding because of various reasons; now, after centuries past, the planet they had so well cared for had fallen into disarray at the hands of human kind; the race that Dae came in contact with was thankfully friendly, and also wouldn’t mind negotiating for an M-class planet. Talks were made, things were said, and eventually agreements were made. Dae’s kin left earth after a few weeks of preparation, twenty ships in all, ten liners, and ten superfrieghters, all heavily escorted, en route to the Sirius system. Dae wasn’t riding in one of the liners, he was flying side-by-side with the escort, ensuring the safety of his kin. The mission was a success, so Dae returned home to get some R&R before continuing onwards.
Notable Accomplishments: none that were made public.
Training (If any): Pa-kua hand to hand and weapons training.


Credits: 25775c
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<<>Statistics<>>

Initial Experience: 500

Experience Total: 449
Unspent Experience: 4

Vital Statistics

Every 10 points in a stat offers a +1 bonus to roll, removing the divided equation.

Physical

Health: 110
Health Roll: 10 (Health/10)
HP: 4400 / 4400 hp (Health * 40)

Dexterity: 150
Flat Foot Dodge: 30 (Dexterity/5 + reaction skill) (Improved Dodge)
Dodge Roll: 30 (Dexterity/5 + Skill) (Improved Dodge)
Physical Attack Roll: __15__ +1 to 10 Dex points + Skill
Style Points: 600 StP (Dexterity * 4)

Strength: 100
Inventory Slots/Comfortable Carry: 11(+5 for 1 slot items) (Strength/10)(Utility Belt, +5)
Base Damage: 300 (Strength/10*30)
Max Carry Weight: 400 (Strength/10*40) lbs (pounds)
Weapon Damage: _________ (Base Damage x Weapon mod.)


Endurance: 50 +/- + 50(Armor Feat)_+24_Bonus(+14 Carbon Armor)
Defense (Damage Absorb): 960 (400 no armor(only true form)) (Endurance/10+Armor Bonus*40) (Armor, +50 to stat)
Survival Roll: +6 (Every 10 points of Endurance = +1 to roll)

Mental:

Intelligence: 225
MP: 1125 / _______ hp (Intelligence * 5)
Skill Points: 900 (Int * 4)

Magic Affinity: 70
Spell Points: 280 SpP (Magic Affinity * 4)
Magic Attack Roll: +32 (Magic/10 + Magic Level of Skill used.)(Arcane Mastery)
Magic Level: __3__ (Arcana/5)
Psionic Level: __2__ (Psionic Skills/5)

Spirit: 50 +/- _______
Base Magic Damage: _______ 30*(((spirit/10) + skill(Arcane Arts or Psionic skill levels) x spell mod (1 to 10))

Willpower: 80
(Psionics/Magic)
Mental/Magic Defense Roll: _+18_/_+33_ (Willpower/10 +Psionics or Arcane Arts)(+10 Arcane Mastery)
Magic Damage Soak: 960 (Willpower/10*40)
(Counter Magic is now on a crit and Feat can increase chances. That will go under Unique Feats)

Luck: 100
Luck Roll: +10 (Luck/10)
Luck points: 2 (Luck/50)(2 rerolls per day)
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Damage Calculation:

Claw damage = 480 (Base damage(10 (str bonus) + 6(Martial Arts Level) * 30)) * 2 (Weapon mod) = 960 damage

Sword damage = 300 (Base damage(10 (str bonus) * 30)) * 7 (Weapon mod) = 2100 damage

Firebreath = 30*(5(Spirit bonus)) *1 (Level 2 Damage multiplier) = 150 damage

Sniper Rifle = 2000 damage(base damage for FR-F1)
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Dice and Damage:

Hit die: Damage:
- Unarmed: 1d50+21 ---------------- 960 with claws, 480 fists
- Sword: 1d80+35 -- (1d2 for hits)- 2100
- Sniper Rifle: 1d110+50 ------------ 2000
- Firebreath: 1d70+30 --------------- 150
- Piloting Attack: 1d40+16 ----------
Dodge die:
- Reaction: 1d40+16
- Dodge: 1d70+30
- Magic Dodge: 1d70+33
- Psionic Dodge: 1d40+18
- Piloting Dodge: 1d70+31
Spot die:
- Spot: 1d50+20
- Listen: 1d30+11
- Search: 1d40+18

Init die: Dex: 150
HP:4400
MP:1125
Regen: 100 every round
Physical Soak: 960 (400 for no armor(only true form))
Magical Soak: 960
Luck Roll: 1d1000+10

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<<>Skills<>>
Current Skill Points: 900
Current Used Skill points: 888
Current Unused Skill Points: 12
An (X) Beside the skill means you can try to use it with a -25 penalty even if you don't have any levels in it.
Skills add a +1 to the roll per each point given, up to +50 max in a skill.

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
(Dexterity: +15 / Strength: +11)
Running 11 = Level 1
Climbing 11 = Level 1
Jumping 11 = Level 1
Balance 11 = Level 1
Move Slowly 11 = Level 1
Reaction 11 = Level 1

Honed Perception Skills
(Health: +10)
Listen 11 = Level 1
Spot 11 = Level 1

Minor Skills
(Intelligence: +20 / Willpower: +8)
Computer use 11 = Level 1
Gather Info 11 = Level 1
Intimidate 55 = Level 9
Search 11 = Level 1
Concentration 11 = Level 1
Bluff 11 = Level 1
Diplomacy 11 = Level 1

Combat Skills
(Dexerity: +15)
Matrial Arts Pa-Kua hand-to-hand 31 = Level 6 (Natural Weapons)
Weapons Proficiency Longsword 130 = Level 15

-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.

Weapons Proficiency Short sword 130 = Level 15

*-Dual Wielding
-Cost: 30 SP
-Skill Level Required: 15
-Type: Enabler
-Effect: Allows for a person to wield 2 small (4 or less slots) melee weapons at once with -a -15 penalty (ordinarily -30). This doubles the number of potential hits. A person dual-wielding is unable to cast spells, use physical abilities or use dodge skills other than -blocks.*(this is here as a placeholder for short swords)

Weapons Proficiency Projectile Weapons 11 = Level 1
Weapons Proficiency Sniper Rifles 31 = Level 6

Magic Skills
(Magic: +7 / Spirit: +5)

Arcana 130 = Level 15 (+10 bonus to roll, Arcane Mastery)
Telepathy 65 = Level 10

- Heightened Reception
Cost: 15 SP
Required Skill Level: 10
Type: Enabler
Effect: With heightened reception, a telepath may recognize someones intentionally broadcast thoughts, even if the broadcaster does not have telepathy themselves.


Knowledge Skills
(Intellligence: +20)

Speak Language: English 10 = (no levels exist(for the skill that is(ask Hal)))
Knowledge Physics 11 = Level 1

Vehicle Skills
(Dexterity: +15(attack) / +30(dodge))

Vehicle Operation: Starbridge ship 11 = Level 1
Vehicle Operation: Custom-made hyperbike 11 = Level 1
Vehicle Combat: Starbridge ship 11 = Level 1
Vehicle Combat: Custom-made hyperbike 11 = Level 1

Survival Skills
(Intelligence: +19)

Survival Forest 11 = Level 1
Navigation 11 = Level 1
Repair 11 = Level 1
First Aid 11 = Level 1

Crafting Skills
(Spirit: +5)

Craft: Sword smithery 11 = Level 1


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Weapons Proficiency Gim (Jïn(chinese straight sword) (Dexterity)**
Weapons Proficiency Cleaver sword (Dexterity)**
Weapons Proficiency Sniper rifle anti-matrial rifle (50. cal, AS50) (Dexterity)**
Weapons Proficiency Cleaver sword (Dexterity)**
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* = not a skill, just a place-holder so I do not forget it.
**= to be added later for specific weapon skills/feats.
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<<> Abilities <>>

-= Physical (Style Points) =-
590 / 600 Style Points (Current/Maximum)

Name: Firebreath
Cost: 10 Stp
Required Skill Level: 5
Effect: Dae breathes out a large cone of fire on his target.
Attribute 1: Range 1
Attribute 2: Damage 2
Attribute 3:



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





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-= Feats =-

General Feats = For any character, able to be purchased by anyone
Specific Feats = For specific unique types of beings that it would make sense for them to have.
Individualized Feats = meant for only one specific character. Those Feats with a * by them indicate that these are Feat spots you choose at character creation. Do not add more.

*Feat 1 (Free) - Element Affinity Earth 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.

*Feat 2 (100 SP)- Hammer Space
Associated Statistic: Strength
Effect: You can keep small-medium item in a pocket dimension which can be removed at any point by reaching into a bag, etc. This can be done as a free action, but it can only be one item. Items containing other items (a backpack) will be emptied by gnomes. The gnomes will also refuse to allow living things or items unwillingly taken from other people.

*Feat 3 (200 SP)- Regeneration I
Associated Statistic: Health
Effect: Every round, your body repairs itself faster than most. This causes your body to gradually repair cellular damage at a rate of 100 per round. If you are knocked unconsious, this will bring you as close as -1 hp, but will not wake you up without 8 hours of rest or assistance. This will also not regenerate limbs unless the limbs are held to the regenerating wound by stitches or other means for hours.

*Feat 4 (300 SP)- Flight
Associated Statistic: Dexterity
Effect: Give yourself the ability to fly at twice your current running speed

*Feat 5 (400 SP)- Heightened Senses (Sight)
Stat: Health
Enhancement: +10 to sight. The character can use this with the Skills under Honed Perception Skills.

*Feat 6 (500 SP)- Armor
Stat: Endurance
Enhancement: Represents natural skin/body armor
+50 Endurance (Put in temporary). This bonus also applies to the +5 you will place in Defense Rolls. It does not apply to Survival rolls.

Feat 7 (600 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 8 (700 SP)- Arcane Mastery
Stat: Magic Affinity
Enhancement: +10 to Arcane Arts rolls

Feat 9 (800 SP)- Element Affinity Earth 2

Feat 10 (900XP)- Transformation
Associated Statistic: None
Effect: Similar to an alternate form, this gives a character an alternate guise. However, in this case, the character transforms into an entirely other entity, such as a dragon, demon, or other being, and do not eat mp per round like alternate forms. The separate entity has its own character sheet, and is maintained independently from other characters, having its own special powers, skills (including knowledge's), feats and stats. The alternate form starts at 500 exp, and gains experience individually through the course of missions and other events. Experience gained from one may be spent on the other, however there is a 20% exp bonus for splitting the experience evently between two forms.

- Transformations are a unique 500 stat point character
- NOTHING automatically carries over between forms
- Transformations cost mp from both forms to shift into, but not to stay in. They also have no time limit.
- A transformation has an individual sheet
- Experience may be spent on either forms to power them up, however evenly splitting experience will give 20% more exp. For example, if 25 exp is given for a mission (total and including bonuses), and the player gives 13 (rounded up) exp to both forms, they will get an additional 5 exp for a total of 18 exp each form.

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)-

** = not a feat, just a place holder for when I get it.
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Zenith Stones are special stones that were given to the DW group and Zon or Sephiroth have spare ones for each new player character in the game. All characters are considered to have one once it is determined they are in the group and Sephiroth or Zon passes one to the character. For now just note that it is there.

Zenith Stones _1___

-=Zenith Stones=-
( ) ( )

( ) ( )
Zenith Stones
( ) ( )

( ) ( )

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-=Elemet Affinity Abliities=-

Earth * Wind
<( )> <( )> <( )> <(2)> <(1)> < > <(-1)> <(-2)> <( )> <( )> <( )> Strong vs Fast

Earth/Wind Abilities

1- Control existing Earth - The character is able to control what exists of their element that is nearby to them. They can cause it to move, be stationary, or act upon something else nearby.

2- Greater Manipulation of Earth - The character may change properties of existing manifestations of their element about them. Examples: Changing the temperature of a flame, converting water from liquid to solid or visa versa, changing the electrical output of a battery for a given time, wind speeds and directions, and so forth.

3- Infusion -

4- Quake - Self-Explanatory

5- Call/conjure Earth; Banish Earth/wind - The highest level affinity grants the character to call forth their element into a space in which it was not previously existing. Essentially generating the element from nothing save their own spiritual power. Alternatively they may banish their own element or the element opposite of theirs from an area, by banishing it leave the area devoid of it’s presence.

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-=Zenith Stones=-
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-=Equipment=-

Weapon: Damascus Steel Longsword
CB-OSP:
Side Arm:
Armor: Carbon Armor
Pendant:
Ring 1:
Ring 2:

-= Item Slots =-

1 slot - light and easy to conceal items like potions, watches, small knife
2 slots - smg, can be concealed with a slight of hand roll, or the weapon can be modified to be concealable
3 slots - short swords
5 slots - can't be concealed, grenade launchers, sniper rifles, long sword etc

Slot 1: FR-F1 Sniper Rifle (Takes up 1 slot when folded)
Slot 2: Smoke Grenade
Slot 3: Smoke Grenade
Slot 4: 3 Rations
Slot 5: 3 Rations
Slot 6: BCON Rifle
Slot 7: ^
Slot 8: ^
Slot 9:
Slot 10:

Belt Slot 1: 3 Rations
Belt Slot 2: 3 Rations
Belt Slot 3: Potion
Belt Slot 4: Potion
Belt Slot 5: Flash Light - Pen

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<<> Inventory <>>


Name: FR-F1 Sniper Rifle
Price: 10000 credits
Augmentation Slots: 2
Augmentation Slot 1: 10x Digital Scope +25
Augmentation Slot 2: Rifle Silencer
Damage Modifier: 2000
DC to Make: 55

Name: Damascus Steel Long Sword
Price: 12000
Augmentation Slots: 2
Roll Bonus: +5
Damage Modifier: 7.0
DC to Make: 50

Name: Leather Armor(at home)
Benefit: +10 Endurance

Name: Carbon Armor
Price: 3500 credits
Benefit: +14 Endurance

Name: Smoke Grenade
Manufacturer: Numerous
Price: 500 credits/2
Amount:4(2 at home/2 on person)
DC to Make:
Description: A black steel cylinder with four gas vents on either side as well as a blue twist top handle. When the handle is twisted, a thick grey smoke fills the area, serving as +20 cover bonus to anyone in the area unless some form of IR vision is used.

Name: Potion
Price: 400
Amount: 2
Description: A large glass flask containing a light blue liquid. The bottle, complete with cork cap, resembles an alcohol flask, but has small spiked outcroppings to resemble a chalice. Restores 300 hp.

Red Beret - +4 to intimidation checks (500 credits)

Name: Trail Rations (12)
Price: 50 credits
Amount: 1
Description: Contains 12 individual meals (4 days supplies). The rations are not generally the best tasting food available, but they do provide a full complement of vitamins and nutrients.

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.

Name: Flash Light - Pen
Price: 25 credits
Description: A small but powerful flash light slightly thicker than a pen. Useful for holding beside guns and lighting narrow spaces, as well as emergencies.

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Gifts for others:

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Dragonhawk sword* **
Cleaver sword **
Jïn(2/dual wields, weapon) **
AS50 Sniper Rifle **

* - weapon he uses his his true form, barely used at all in the future except for practicing while completely alone.
** - Weapons that he has not yet retrieved from Lawrence's ship
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-=Vehicles=-
Starbridge ship
Custom-made hyperbike
[will modify with help from others, but this is how it will stay now as I do not know what to put here.

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Cyber Bakuroth
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Special Notes:
_________________
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[Edit]
Daedalus
Dragon Coder
Posts: 172
Joined: October 9th, 2008, 5:15 am

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