Romulas

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Romulas

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Post by Kalem »

<<> Player Info <>>

IRC Nick: Kalem, Artan, FoxHunt
Real Name (Optional): Kalem
Time Zone: 10+ gmt / ESDT
Sheet Approved by: (leave blank)
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<<> Character Description <>>

Name: Romulas
Race: Human
Age: 34
Height: 6'8"
Weight: 224lbs
Appearance: http://mineworker.deviantart.com/art/Knight-243998755
Eye Color: Browb
Hair Color: Brown
Notable Features: Celtic tattoos of Dragons and Wolves across his back

<<> Character Personality <>>

Favorite Food: Spit-cooked beef
Likes: Meat, Swords, Armor, melee combat
Dislikes: Ranged combat, "talkers", being insulted, backstabbers
Favorite Color: Green
Fears: Becoming weak


<<>Character Background<>>

History:
History: Romulas comes from a world much like Earth, where the ancestors of humanity emerged from the sea, evolved into cavemen, than continued their evolution, the only difference, is that Romulas’ world, is a world of war, even more so than that of Earth.

There are no great cities of concrete, no cars, trains or buses. They have the ability for such technology, but despise its use. Rare and far between are the weapons more advanced than the sword or bow, as after their initial invention, firearms were deemed inhonorable, now they are often used by mercenaries, men without the honor of a flag to fight for.

Romulas was raised as many of the men of his civilization were, from the moment he could stand he was taught to hold a sword and from the moment he could hold a sword, he was taught how to use it.

When Romulas came of age, he was pitted against the rest of the boys of the city, left to fend for himself, to hunt, steal and even kill where nessicary to survive, but there was another way for the children of this town to prosper, take to the arena and prove their strength their. This is the path Romulas chose, shunning aside the thoughts of stealing and scavenging throughout the city, taking the route chosen by most out of shear desperation, he matched towards the arena without a single moments hesitation.

Romulas rose through the ranks of the arena, an unstoppable behemoth, as he pummeled opponent, after opponent into submission, killing those that did not submit with the ruthlessness that was expected of him.

It was in these competitions that Romulas’ true talents began to emerge, no matter the beating he took, no matter the fury of the blows his opponents unleashed on him, he wounds healed, which was not uncommon for his people, but at the rate at which they did surpassed all recorded before him.

Eventually he came of age, where no longer was he able to compete in such fashion, where no longer were their any boys for him to fight against, here there were only two choices, join the factories of war, preparing weaponry and armor for the warriors and guardians of the city, or take up arms with them.

The thrill of combat, the surges of adrenaline as you deal death in the name of your clan, this above all was honored the most by the people of this world, so for Romulas it was no choice at all.

Drawing an end to his infant years, as he climbed the stairs to the armory, he set his life down a singular path. For three years did Romulas serve as a soldier among the ranks of his clan, for three years he held the line along side full grown men. Upon his sixteenth birthday, he was called from the field and offered a place beside his uncle’s most trusted warriors.
Leaping upon this chance, Romulas became one of the honor guard, men sworn to give their life for their leader.

Never since than has he looked back.

Notable Accomplishments: Member of his “clans” honor guard.
Training (If any): Warrior Civilization, feudal military training, trained by senior honor guard members.
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<<>Statistics<>>

Total Experience Points: 1000

Health: 150(50)
Health Roll: (+1 Bonus for every 10 Health)
HP: 9000 / 9000 hp (Health * 60)

Dexterity: 120(50)
Flat Foot Dodge: (+1 Bonus for every 10 Dexterity + reaction skill/2)
Dodge Roll: 37 (+1 Bonus for every 10 Dexterity + Skill)
Physical Attack Roll: 77 (+2 Bonus for every 10 Dexterity + skill)
Style Points: 480 StP (Dexterity * 4)

Strength: 150(50)
Inventory Slots/Comfortable Carry: 20 (+1 Bonus for every 10 Strength)
Base Damage: 100 (+1 Bonus for every 10 Strength * 5)
Max Carry Weight: 800 (+1 Bonus for every 10 Strength * 40) lbs
Weapon Damage: 2600 (Base Damage * Weapon mod.)

Endurance: 150(50)
Defense (Damage Absorb): 1000 (+1 Bonus for every 10 Endurance *50)
Survival Roll: 20 (+1 Bonus for every 10 Endurance)

Intelligence: 250
MP: 1250 MP (Intelligence * 5)
Skill Points: 1000 SkP (Int * 4)

Magic Affinity: 0

Spirit: 30

Willpower: 100
Mental/Magic Defense Roll: 10 / (+1 Bonus for every 10 Willpower + Skill Level)
Magic Damage Soak: 400 (+1 Bonus for every 10 Willpower * 40)

Luck: 50
Luck Roll: 5 (+1 Bonus for every 10 Luck)
Luck Points: 1 (+1 for every 50 Luck)
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<<>Skills<>>
990 / 1000 Skill Points

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: +17 / Strength: +20)
<Run> <5> <25>
<Climb> <5> <25>
<Jump> <5> <25>
<Roll> <10> <65>
<Reaction> <15> <130>

Honed Perception Skills
(Health: +0)
<Spot> <5> <25>
<Listen> <5> <25>
<Smell> <5> <25>

Minor Skills
(Intelligence: +12(intel/2) / Willpower: +10)
<Gather Information> <5> <25>
<Intimidate> <5> <25>
<Search> <5> <25>
<Monster Training> <10> <65>

Combat Skills
(Dexerity: +17)
<Weapon Proficiency: Sword> <25> <335>
<Weapon Proficiency: bow> <5> <25>

Magic Skills
(Magic: +0 / Spirit: +0)


Artisan / Knowledge Skills
(Intellligence: +0)


Vehicle Skills
(Dexterity: +0)


Survival Skills
(Intelligence: +25)
<Desert> <5> <25>
<Rope skills> <5> <25>

Advanced:
Roll
Dodge Leap
Cost: 10 SP
Skill Level Required: 5
Type: Bonus (+10)
Effect: Allows the character to leap out of the way of danger. Requires an open area or it cannot be declared.

Dodge Roll
Cost: 15 SP
Skill Level Required: 10
Type: Bonus (+10)
Effect: Allows the character to do a strong roll to get away from danger. This can be performed in tighter spaces than the Dodge Leap ability.

reaction

Block
Cost: 10 SP
Skill Level Required: 5
Type: Bonus
Effect: Allows a person to block with a weapon. This adds a +5 bonus to blocking.

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

Sword:
Name: Power Strike
Cost: 30 SkP
Skill Level Required: 15
Prerequisites: None
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. This can be done a maximum of 5 times.

Name: Dual Strike
Cost: 15 SkP
Skill Level Required: 10
Availability: L10 for shortswords/swords, L15 for longswords/greatswords
Prerequisites: None
Type: Enabler
Effect: Allows a 1d2 hit combo.
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<<> Abilities <>>

-= Physical (Style Points) =-
Current Style Points: 80 / 480 StP

Name: Attack
Cost: 30 StP 270 MP
Required Skill Level: 15
Description: Romulas lashs out in a quick paced combo
Range 1: 1 Target
Combo 2: 1d3 hits (single Target)
Damage: 2 *1
[Skill Chain]

Name: Finish
Cost: 50 StP 480 MP
Required Skill Level: 20
Description: Romulas ends the attack with a devastating blow.
Range 1: target
Damage 5: *2.5
Effect 2: Mild Feeble
Mild: [Vit 3/4] Damage soak (and armor soak) are reduced to 3/4ths of their current value


-= Magical/Psionic (Spell Points) =-
Current Spell Points: (Used) / (Max) SpP



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<<> Traits and Feats <>>

-= Race Traits =-

Race: Human
Traits:
Dare Devil
Pre-requisite: Racial/GM Assigned
Description: Fortune favors the bold, and so does the adrenal gland. Humans that hold on to the reckless immortality of youth are at their best when the chips are down and the odds are against them, known as heroes to some and idiots to others, but daredevils to all.
Effect: When in mortal danger by circumstance, below 50% HP, or actively attempting something that promises injury on a failure, the human with this feat gains a +10 to whatever roll is called for. If more than one of these are true, each additional grants another +5. The third only applies to dodges if an Athletic skill is used instead of Reaction or Block.

Favoured Weapon:
Soul: Longsword Specialization

-= Character Traits =-

-= Feats =-

(* denotes feats taken at character creation.)

*Feat 1 (Free) - Berserker
Associated Statistic:
Description: Berserkers are classical warriors of the wilds, powerful and unstoppable fighters with their massive weapons and bad tempers. Berserkers only get more powerful and more dangerous the more they get hurt or angry.
Effect: +10 Weapon Proficiency: Axes/Hammers, +5 Survival, Intimidate, Run, Climb

*Feat 2 (100 XP) - Berserker Rage
Associated Class: Berserker
Description: Once angered, Berserkers are unstoppable beasts of destruction that will slaughter their opponents until victory. Being an opponent is not recommended
Effect: Berserker feat bonuses can be triggered once per IC day as a limit break when you have taken 50% damage, and continues for 1d5 rounds. This is automatically replaced by Dire Straits should it trigger

*Feat 3 (200 XP) - Improved Hit Points I
Associated Statistic: Health
Description: This character is hardy and full of vitality. S/he can go longer, harder, faster, and take more harm than other characters.
Effect: Boosts HP. The modifier of *40 is changed to *60.
Example: A character with 70 Health usually has 2800 HP (70 * 40 = 2800), but with this feat their HP becomes 4200 HP (70 * 60 = 4200).

*Feat 4 (300 XP) - Armored
Associated Statistic: Endurance
Description: Represents natural skin/body armor
Effect: +50 Endurance (Put in temporary). This affects natural damage soak.

*Feat 5 (400 XP) - Regeneration
Associated Statistic: Health
Description: By various means, whether biological or external, the character's body gradually and passively repairs itself over time, but only up to a certain amount. If the character is knocked unconscious, this will fight "bleed" at the normal rate, but will not wake it 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.
Effect: Every round in combat, restore 5% maximum HP to a total of 25%. Outside of combat, the body gradually repairs itself to 25% HP and sutures small or superficial wounds. This feat will only activate when a character drops below 25% HP, and will only regenerate up to 25% of the character's max HP (that is, a 4000 HP character will not regen past 1000 HP).

*Feat 6 (500 XP) - Enhanced Attack Maneuver
Associated Statistic: Dexterity
Description: This character is able to predict the movements of others and respond appropriately. Dodging, blocking, and taking cover are all taken into consideration, whatever it takes to land the hit.
Effect: The character with this Feat gains a bonus of +2 per 10 points of Dexterity to attack physically.
Example: A character with 60 Dexterity typically has an attack Dexterity bonus of +6. With this feat, that becomes +12.

*Feat 7 (600 XP) - Adaptation
Associated Statistic: Endurance
Description: The character is able to adjust easily to any environment, and is able to use different pieces of it to their advantage. Example: using pieces of the environment for makeshift shelters, tools, or food.
Effect: +10 to Survival Skill checks.

*Feat 8 (700 XP) - Damn Healthy
Associated Statistic: Health
Description: The character exhibits stronger-than-average human senses and a body well-resistant to toxins and foreign particles.
Effect: +50 Health (Put in temporary). This grants +5 to the Health Roll. This does not grant more HP.

*Feat 9 (800 XP) - Improved Defense I
Associated Statistic: Endurance
Description: They say sometimes all you really need is stronger skin. Though it may work for everyone as far as words go, sometimes you'd like the sticks and stones to be staved off all the same. Takers of this feat have stronger bodies, able to bear a greater brunt of punishment.
Effect: Increases Defense Absorb Modifier alters from *40 to *50.
Example: The character has a 40 Endurance. The Defense Absorb equation is: +1 point per 10 Endurance *40. The equation would normally be 4*40=160. However, with this Feat the equation becomes 4*50=200. The character could then soak 200 points of damage before losing HP.

*Feat 10 (900XP) - Super Speed
Associated Statistic: Dexterity
Description: The character exhibits an unusually dextrous and quick nature, able to move their bodies in unusually quick ways, as well as able to negotiate the world around them in strange ways, such as clearing terrain.
Effect: +50 to Dexterity. This does not affect Style Points.

*Feat 11(1000XP) - Super Strength
Associated Statistic: Strength
Description: The character exhibits stronger-than-average human strength.
Effect: +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 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) -
Feat 21(2600XP) -
Feat 22(2800XP) -
Feat 23(3000XP) -
Feat 24(3200XP) -
Feat 25(3400XP) -
Feat 26(3500XP) -
Feat 27(3600XP) -
Feat 28(3800XP) -
Feat 29(4000XP) -
Feat 30(4200XP) -
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<<> Equipment Slots <>>

Note: Dual-Wielded items occupy 1 Equipment Slot (not Inventory Slot).

Weapon: Emerald Longsword (Thirianna)
CB-OSP:
Side Arm:
Armor: Emerald Mail
Pendant:
Ring 1:
Ring 2:

Credits: 350,000 (+1,000,000 after 3 months)
Casino tokens: 1600
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<<> Inventory <>>
Name: Emerald Longsword
DC To Make: 1410
Skill Level To Use: 17
Price: 1287000
Augmentation Slots: 3 (1:Longsword)
Roll Bonus: +18
Damage Mod: 26

Emerald Mail
Price: 200000
Physical Soak Bonus: 2700
Magical Soak Bonus: 1060

Name: M-Potion
Manufacturer: Cyrez Pharmaceuticals
Price: 10000 credits
DC to Make: 450
Restrictions:
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 5000 hp immediately.

Slot 1:M-potion
Slot 2:M-potion
Slot 3:M-potion
Slot 4:M-potion
Slot 5:M-potion
Slot 6:
Slot 7:
Slot 8:
Slot 9:
Slot 10:
Slot 11:
Slot 12:
Slot 13:
Slot 14:
Slot 15:
Slot 16:
Slot 17:
Slot 18:
Slot 19:
Slot 20:


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<<> Special Notes <>>

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Kalem
Posts: 57
Joined: July 4th, 2009, 4:46 am

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