Missy V6 (in progress)

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Missy V6 (in progress)

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Post by Xarat »

DW CHARACTER SHEET

<<> Player Info <>>
IRC Nick: Xarat
Real Name (Optional): Tara
Time Zone (GMT Modifier): 0 (GMT)
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<<> Character Information <>>

-= Basics =-

Name: Katrina 'Missy' Allens - more commonly known as Missy
Race: Human
Weight: 135lbs
Height: 5'5
Age: 27
Appearance: She has a relatively athletic body, not too muscular but no weakling either. Her hair is usually loosely flowing and tends to hang around her face, defining her feminine features. When not on duty, she favours black pants, usually leather ones or skirts. Coupling these with vests or shirts. She knows she has a good figure and wears clothing to highlight these features.
Eye Color: green
Hair Color: Blonde
Notable Features:

Pic:



-= Personality =-

Favorite Food: asian food, Beer, curry
Likes: Bonsai Trees, Gardening
Dislikes: People preying on those that cannot protect themselves
Favorite Color: Red
Fears: Heights, Water (to an extent), Closed spaces (slight)

-= Background =-
History: Missy grew up with her mother, father and three brothers. Her father, being in the local military, was never at home very often so she never grew too close in the early years of her childhood. Though she always admired him when he would return for those brief moments with tales of his exploits. As he grew older, he was away from them less and less, preferring instead to spend time with his family. He was a devoted family man and cherished every moment he spent with his family. Tragically when Missy was only 12, her mother passed away which meant her father had to give up his job for the most part in order to look after her. Missy was the middle child, two of her brothers were older than her, one by 4 years and one by 2. Her younger brother Ethan was only a year younger than she was, but she used to take care of him as much as possible. Her eldest brothers joined the local military and law enforcement as soon as they were old enough, the eldest (Jachim, known as Jay or simply J) joining the military while the second eldest (Will) trained for law enforcement. Having heard about her father's time in the military had all but made her mind up. She wanted to do what he did, and what her brothers did. This would form many bitter arguments between her and her father until finally he conceeded, allowing her to begin training. Not long after she turned 18 and was old enough to join the police squad, Ethan was killed. He was crossing the road when a fleeing criminal collided with him, killing him in an instant. Her father blamed himself and shortly after the funeral he dissappeared from the family home.

Missy threw herself into her work as a way to escape the pain of her father's dissappearance. Being too close to him, she was not allowed near the investigation into his dissappearance. Her brothers tried to comfort her but she threw herself further and deeper into the police work. Deciding to delve into the darker side of crime, she handled many cases that most refused. Her father was never found, not even a body to put their minds at rest. Now, 7 years on, Missy is still deep in her work. So deep in fact that she has few friends, keeping mostly to herself and not socialising.
Notable Accomplishments:
Training (If any):

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<<> Statistics <>>
500 points to distribute

1750/1750 Spent/Earnt


Credits: 157 000


Vital Statistics

Health: 300
Health Roll: +30 (+1 Bonus for every 10 Health)
HP: 12000 / 12000 hp (Health * 40)

Dexterity: 200
Flat Foot Dodge: +40 (+2 Bonus for every 10 Dexterity + reaction skill/2)
Dodge Roll: +40 (+2 Bonus for every 10 Dexterity + Skill)
Physical Attack Roll: +20 (+1 Bonus for every 10 Dexterity + skill)
Style Points: 800 StP (Dexterity * 4)

Strength: 150
Inventory Slots/Comfortable Carry: 15 (+1 Bonus for every 10 Strength)
Base Damage: 105 (+1 Bonus for every 10 Strength * 7)
Max Carry Weight: 600 (+1 Bonus for every 10 Strength * 40) lbs
Weapon Damage: (Base Damage * Weapon mod.)

Endurance: 200
Defense (Damage Absorb): 800 (+1 Bonus for every 10 Endurance *40)
Survival Roll: 20 (+1 Bonus for every 10 Endurance)

Intelligence: 410
MP: 2050 MP (Intelligence * 5)
Skill Points: 1640 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: (Skill Level / 5)
Psionic Level: (Skill Level / 5)

Spirit: 100
Base Magic Damage: [( (+1 per 10 Spirit) + (Skill Level) ) * 5) * Mage Level]

Willpower: 140
Mental/Magic Defense Roll: +14 (+1 Bonus for every 10 Willpower + Skill Level)
Magic Damage Soak: 560 (+1 Bonus for every 10 Willpower * 40)

Luck: 150
Luck Roll: +15 (+1 Bonus for every 10 Luck)
Luck Points: 3 (+1 for every 50 Luck)

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<<>Skills<>>
(Used) / (Maximum) 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)

Roll - level 15 [130pts]

Running - Level 10 [65pts]

Move Slowly - Level 10 [65pts]

Reaction - Level 15 [130pts]

Climb - Level 20 [220pts]

Swim - Level 10 [65pts]

Honed Perception Skills
(Health: +0)

Spot - Level 10 [65pts]

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

Computer Use Level 5 [25pts]

Hide -Level 10 [65pts]

Combat Skills
(Dexerity: +0)

Martial Arts - Level 15 [130pts]

Dual Strike - 10pts
Triple Strike - 30pts

Weapons Proficiency: Pistols - Level 20 [220pts]

Sneak Attack
Cost: 15 SP ( +10 to sneak attack rolls.)
Weapons Proficiency: Sub Machine Guns - Level 15 [130pts]

Suppressing Fire - 10pts
Strafe - 30pts


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


Artisan / Knowledge Skills
(Intellligence: +0)

Search Level 10 [65pts]

Gather Information - Level 10 [65pts]

Vehicle Skills
(Dexterity: +0)

Vehicle Operation Level 10 [65pts]
Type Known: ground vehicles

Survival Skills
(Intelligence: +0)

Repair: Level 10 [65pts]

Rope Skills: Level 10 [65pts]

First Aid - Level 5 [25pts]
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<<> Abilities <>>

-= Physical (Style Points) =-
Current Style Points: (Used) / (Max) StP



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



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<<> Traits and Feats <>>

-= Race Traits =-

Race: Human
Traits:

-= Character Traits =-
Junior Hero
Pre-requisite: Racial/GM Assigned
Description: With a natural proclivity for adventure, many humans spend their lives in search of it in one form or another, from the world traveler to the humble gamer nerd. The character's prior adventures have prepared them for the one they are thrust into now, granting a greater pool of starting Experience.
Effect: +50 EXP. Feat subject to enhancement with inflation.

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.


-= Feats =-

(* denotes feats taken at character creation.)

*Feat 1 (Free) - Agent
Associated Statistic:
Description: Intelligence operatives, also known as secret Agents or spies, are talented operators and purveyors of the unknown. They're keyed into intelligence networks, moles, fences, and are generally all about getting the drop on whoever their target is -- for better or worse.
Effect: +10 to Sneak Attack, +5 to Listen, Spot, Move Slowly, Gather Information OR Intimidate OR Diplomacy.

*Feat 2 (100 XP) -Improved Physical Damage I
Associated Statistic: Strength
Description: This character is able to deal harder and more lethal blows than most other people. Whether it's a harder right hook or a weightier chop, this one will sting more than anyone else.
Effect: This affects Base Damage, which in turn will have an affect on Weapon Damage when used with a weapon that requires Strength. The formula regularly for Base Damage is (+1 per 10 points) * 5. The equation changes to (+1 per 10 points of Strength) * 6.
Example: The character has a 60 Strength. This would grant +6. 6*5 = 30. With the Feat, the equation changes to 6*6 = 36.

*Feat 3 (200 XP) - Green Thumb
Associated Statistic: Spirit
Description: When it comes to cultivating plants either for food or for aesthetics you have a natural knack for it either by chance or by rearing; be this in the form of the best blossoms or a larger harvest yield.
Effect: You have a +10 to farming, gardening, and other plant raising checks; and should you roll 50% or more of your maximum possible roll you will have a ¼ increase in harvest from what you have grown.

*Feat 4 (300 XP) - Investigator
Associated Statistic: Intelligence
Description: Your character is a master at gathering information through various means be it for good or for bad, and as such s/he has is good at a few choice things in this sometimes murky field.
Effect: The character recieves a +10 to gather info and search checks; and a +5 to spot and listen checks.

*Feat 5 (400 XP) - Jack of All Trades
Associated Statistic: Variable
Over the course of your experiences you have acquired a variety of unrelated skills all of which you are decent at if not good, though you are a master of none of them. In short, you are something of a Jack of All Trades. The character recieves a bonus of +5 to four different and unrelated skills; these skills cannot be related to combat, dodging, magic, or psionics. The four chosen skills must be listed in the feat when it is taken.
- Lock Picking, Sleight of Hand, First Aid, Decrypt Code/Language

*Feat 6 (500 XP) - Enhanced Dodge
Associated Statistic: Dexterity
Description: This character has quicker reflexes and a keener sense of direction, allowing him/her to avoid or deflect blows away from his/her body, whether it's flipping, blocking, or jumping.
Effect: 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.
Example: A character with 80 Dexterity normally has a Dodge Dexterity bonus of +8. With this feat, that becomes +16.

*Feat 7 (600 XP) - Deceitful
Associated Statistic: Intelligence
Description: You little liar...most of the time not a nice thing to say about someone, but it's the the truth about any character who has this feat. The character is good at tricking people in multiple ways.
Effect: The character Recieves a +10 to Disguise, Bluff, and Diplomacy checks.

*Feat 8 (700 XP) - Stealthy
Associated Statistic: Dexterity
Description: The character is a natural to taking to the shadows and hiding themselves from sight as well as moving inconspicuously.
Effect: +10 to Sneak Attack, Hide, and Move Slowly skills.

*Feat 9 (800 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 10 (900XP) - Improved Physical Damage II
Associated Statistic: Strength
Description: This character can strike mighty blows that rend their enemies asunder with considerably greater ease.
Effect: Raises physical damage modifier from *6 to *7.
Example: The character has a 60 Strength. This would grant +6. 6*5 = 30. With the Feat, the equation changes to 6*6 = 36.

*Feat 11(1000XP) - Black Widow
Associated Class: Agent
Prerequisite: Male character - Lady Killer; Female Character - Black Widow
Description:
Effect: When attempting Intimidate, Diplomacy, Bluff, Disguise, or Gather Information on a target of the opposite sex, the DC or roll to beat is reduced by 25% (a DC 200 becomes 150; a roll of 100 becomes 75).

Feat 12(1200XP) - Leader of the Lesser Minded
Associated Statistic: Spirit
Description: People (NPCs) like this character -- more to the point, they will follow it. A persuasion skill -- whether it's sweet talking, a grim stare, or charismatic leadership in the field -- is required, but it's possible to raise a small army with the right words... or start an all-out riot with the wrong ones at the right time.
Effect: Roll Willpower + Diplomacy, Intimidate, Knowledge: Military Science, or a situationally appropriate persuasion skill vs. the GM specified DC. If successful, roll a 1d5 to see how many people will follow; for every 5 ranks in the persuasion skill used, add a +1 to the 1d5. For example, if the character has 5 ranks in diplomacy, roll a 1d5+1, if 15 ranks it would be a 1d5+3.

Feat 13(1400XP) - Natural Linguist
Associated Statistic: Intelligence
Description: This character has a natural knack for communication, and after studying the manners of speaking, motioning, or the minute little ways that things express ideas, it may be able to discern some of the broader ideas.
Effect: Upon a successful intelligence check (GM determined DC), this character is able to understand and communicate with those speaking/gesturing in another language, even if the character is unfamiliar with it. This communication will be crude, but basic points will be able to be exchanged.

Feat 14(1500XP) - The Old Fashioned Way
Associated Statistic: Luck
Description: 'Eyyyyy! The golden touch has the ability to kickstart simple machinery. The character either hits or kicks the piece of equipment in question. The equipment can range from a simple mechanical assembly to a security computer system.
Effect: Once per three days a character can literally kickstart some piece of simple to moderately complicated equipment. This will NOT work on dimensional or other high order technologies such as space ship engines, warp cores, etc.

Feat 15(1600XP) - Bright Eyed and Bushy Tailed
Associated Statistic: Endurance
Description: Most people need at least 8 hours of sleep to function at their best, this character, however, requires only 4.
Effect: The character does not take sleep penalties unless he/she has less than 4 hours of a sleep a day. (This does not apply to MP recovery or HP recovery)

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:
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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Xarat
Posts: 17
Joined: October 24th, 2008, 7:39 pm

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