Crono - Upgrading for 6.0, I think

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Crono - Upgrading for 6.0, I think

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Post by ShadowedFate »

<<> Player Info <>>

IRC Nick: ShadowedFate
Real Name (Optional): KC
Time Zone: EST
Sheet Approved by: (leave blank)
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<<>Character Description<>>
Name: Crono
Race: Human
Height: 5’ 9”
Weight: 169lbs
Appearance: Although first sight wouldn’t suggest so, Crono is fairly strong for his age, though his build suggests a definite preference in speed over raw power. He is typically dressed in comfortable clothing, covered with a desert cloak to mask his movements. Often silent, Crono wears his emotions openly upon his face.
Eye Color: Green
Hair Color: Red
Notable Features: Crono’s hair spikes wildly about him, something that is primarily and usually contained by a headband worn upon his brow.

<<>Character Personality<>>
Favorite Food: Mild Curry
Likes: Cats
Dislikes: Experiments
Favorite Color: Blue
Fears: Death

<<>Character Background<>>
History: He started much as any teenager would; spending his days helping his mother with daily tasks and enjoying the company of his closest friends. However, a freak accident and several adventures later, Crono would come to be known as a hero in his dimension for slaying a creature that threatened to destroy his world’s future. Since that time, his days were spent acting as a member of King Guardia’s court. Supposedly coincidence since he was seeing the King’s daughter. However, there was not a single soul that would question Crono’s ability with a sword.

Another incident in time would cause Crono to be accidently stripped from his time and introduced to the DW crew and informed of new dangers that would come to threaten the existence of life everywhere. Of course, he’d consider nothing more than compliance to assist those in need. Since learning of such troubles, he has been traveling from place to place, lending the skill of his sword wherever it could be useful.

Notable Accomplishments: Crono has spent a great deal of time leaping back and forth through time periods, so his knowledge of events both past and future as they pertain to his dimension are fairly acute. This has also heightened his experience in fighting various types of creatures.

Training (If any): During a period known only as the End of Time, Crono was taught in the ways of magic. His natural affinity, electricity, can be manipulated almost as freely as the sword that he wields and continues to grow better each day with practice. Beyond this, he has trained with the knights and warriors of Guardia’s Kingdom, sharpening his knowledge of swordplay and the mystic arts.

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<<>Statistics<>>

Total Experience Points: 1000

Health: 150
Health Roll: +15 (+1 Bonus for every 10 Health)
HP: 6000/6000 hp (Health * 40)

Dexterity: 250 (300)
Flat Foot Dodge: +65 (+2 Bonus for every 10 Dexterity + reaction skill/2)
Dodge Roll: +80 (+2 Bonus for every 10 Dexterity + Skill)
Physical Attack Roll: +95 (+2 Bonus for every 10 Dexterity + skill)
Style Points: StP (Dexterity * 4): 1000

Strength: 100
Inventory Slots/Comfortable Carry: +10 (+1 Bonus for every 10 Strength)
Base Damage: +50 (+1 Bonus for every 10 Strength * 5)
Max Carry Weight: +400 (+1 Bonus for every 10 Strength * 40) lbs
Weapon Damage: (Base Damage * Weapon mod.)

Endurance: 70
Defense (Damage Absorb): +280 (+1 Bonus for every 10 Endurance *40)
Survival Roll: +7 (+1 Bonus for every 10 Endurance)

Intelligence: 150
MP: 750 MP (Intelligence * 5)
Skill Points: 600 SkP (Int * 4)

Magic Affinity: 100
Spell Points: 400 SpP (Magic Affinity * 4)
Magic Attack Roll: +10 (+1 Bonus for every 10 Magic + Magic Level of Skill used.)
Mage Level: 20 (Skill Level / 5)
Psionic Level: 20 (Skill Level / 5)

Spirit: 50
Base Magic Damage: -- [( (+1 per 10 Spirit) + (Skill Level) ) * 5) * Mage Level]

Willpower: 100 (150)
Mental/Magic Defense Roll: +15/+15 (+1 Bonus for every 10 Willpower + Skill Level)
Magic Damage Soak: +600 (+1 Bonus for every 10 Willpower * 40)

Luck: 30
Luck Roll: +3 (+1 Bonus for every 10 Luck)
Luck Points: +0 (+1 for every 50 Luck)
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<<>Skills<>>
600 / 600 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: +0 / Strength: +0)

Running: +1 (Level 1)
Roll: +10 (Level 10)
Dodge Roll (Adv): +10
Reaction: +10 (Level 10)
Quick Draw (Adv): Draw a weapon/item and use it on same round of combat
Block (Adv): Allows a person to block with a weapon. This adds a +5 bonus to blocking.


Honed Perception Skills
(Health: +0)

Spot: +3 (level 3)


Minor Skills
(Intelligence: +0(intel/2) / Willpower: +0)

Gather Information: +3 (level 3)
Diplomacy: +1 (Level 1)



Combat Skills
(Dexerity: +0)

Weapon Proficiency – Swords: +25(+35)





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

Arcana: +9 (Level 9)


Artisan / Knowledge Skills
(Intellligence: +0)


Vehicle Skills
(Dexterity: +0)


Survival Skills
(Intelligence: +0)

Survival: +7 (Level 7)


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<<> Abilities <>>

-= Physical (Style Points) =-
Current Style Points: 1000 / 1000 StP



-= Magical/Psionic (Spell Points) =-
Current Spell Points: 400 / 400 SpP



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<<> Traits and Feats <>>

-= Race Traits =-

Race: Human
Traits: Favored Weapon (Soul - Weapon Aura), Extra Training

-= Character Traits =-

-= Feats =-

(* denotes feats taken at character creation.)

*Feat 1 (Free) – Samurai - +5 to Weapon Proficiency: Swords, Weapon Proficiency: Bows, Intimidate, Repair, Reaction, and one Artisan: skill

*Feat 2 (100 XP) – MageKnight - +5 to Weapon Proficiency: Swords, +5 to Spellblade magic rolls, +5 to Concentration, Jump, Artisan: Arcane Science, Climb

*Feat 3 (200 XP) – S.I.F. – Enhanced Dodge - This improves the Flat Foot, regular Dodge, and Block rolls. Instead of a +1 bonus for every 10 points, the character earns +2 per every 10 points.

*Feat 4 (300 XP) – Samurai – Iai Strike: May only use this on your first combat turn. This attack is a single strike with a chance of an instant KO on an enemy, 2% for every 5 levels in Weapon Skill: Swords (L25 -> 10%). If you succeed in this percentage and the enemy is immune to instant KO, deal a critical hit instead.

*Feat 5 (400 XP) – Elemental Affinity (Air - Lighting) Lightning I - The Lightning domain deals with electricity, whether naturally or artificially occurring

*Feat 6 (500 XP) – S.I.F – Enhanced Attack Maneuver - The character with this Feat gains a bonus of +2 per 10 points of Dexterity to attack physically.

*Feat 7 (600 XP) - Elemental Affinity (Air – Lightning) Lightning II - The Lightning domain deals with electricity, whether naturally or artificially occurring

*Feat 8 (700 XP) – Super Speed - +50 to Dexterity. This does not affect Style Points.

*Feat 9 (800 XP) – S.I.F. Improved Physical Damage I - Raises physical damage modifier from *6 to *7.

*Feat 10 (900XP) – Elemental Affinity (Air – Lightning) III

*Feat 11(1000XP) – Mind Shield - +50 to Will (Temporary). This grants +5 to the Mental Defense roll, as well as improves magical damage soak.


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

Credits: 500,000 (+1,000,000 after 3 months)
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<<> Inventory <>>


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<<> Special Notes <>>

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ShadowedFate
Posts: 3
Joined: February 21st, 2009, 8:31 pm

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