Misha

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Misha

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Post by AngelFire »

Name: Misha
Race: Half-Elf
Height: 5'1
Weight: 105
Appearance:
Eye Color: Blue Green
Hair Color: Platinum with a silver tinge
Notable Features: A times her eyes glow, if you can even see them.


<<>Character Personality<>>

Favorite Food: Sushi, Banora Apples
Likes: Teddy bears, Winged people
Dislikes: ShinRa
Favorite Color: Silver, red, Black
Fears: Crying, loss of her father


<<>Character Background<>>

History: n/a
Notable Accomplishments: n/a
Training (If any): n/a


<<>Weapons/Items<>>

Name: Stainless Steel Staff
Price: 200 credits
Augmentation Slots:2
Roll Bonus:+2
Damage Modifier::1.0
DC to Make:10

Weapon Name: Mod #: Effect of weapon
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<<>Statistics<>>


500 points to distribute

Experience Total: 0
Unspent Experience: 0
Vital Statistics

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

Physical

Health: 78
Health Roll: +7 (+1 to every 10 Health)
HP: 3120 / 3120 hp (Health * 40)

Dexterity: 50
Flat Foot Dodge: +5 (+1 per 10 Dex points)
Dodge Roll: 5 + Skill
Physical Attack Roll: 5 + 4 = 9

Strength: 40
Inventory Slots/Comfortable Carry +4 (+1 slot per 10 points in Strength)
Base Damage: 120 (+1 per 10 points Strength * 30)
Max Carry Weight: 160 (+1 per 10 points Strength * 40) lbs (pounds)
Weapon Damage: _________ (Base Damage x Weapon mod.)

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 - can't be concealed,grenade launchers, sniper rifles,large sword etc

Slot 1:
Slot 2:
Slot 3:

Endurance: 60
Defense (Damage Absorb): +6 * 40 = 240
Survival Roll: +6 (Every 10 points of Endurance = +1 to roll)


Mental

Intelligence: 132
MP: 660 / 660 hp (Intelligence * 5)
Skill Points: 528 (Int * 4)

Magic Affinity: 50
Magic Attack Roll: +5 + 2 Magic Level = +7
Magic Level: 2 (This will go off of the level of the Skill)
Psionic Level: Level 3 (this will go off of the level of the skill)

Spirit: 50 +/-
Base Magic Damage: 30*((+5 Spirit + 10 Arcane) x 2 spell mod (1-10))
Base Level 1: 450
Base Level 2: 900
Also: Any fire affin atks add *2
Base Psionic Damage: 30 * ( 5 + 15 ) =
Base Level 1: 600
Base Level 2: 1200
Base Level 3: 1800
**Pyrokenesis also gets *2, so in course can have *3, *4, *5


Willpower: 30
Mental/Magic Defense Roll: 3 + 10 AA + 10 AM = 23
Magic Damage Soak: 3 * 40 = 120
(Counter Magic is now on a crit and Feat can increase chances. That will go under Unique Feats)
Psi Willpower: 3 + 15 + 10 = 28

Luck: 10
Luck Roll: +1 d1000+(1 point to 10 points in Luck)

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<<>Skills<>>

You have: 360 skill points to spend

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. Skill Points (SP) are earned by taking the Intelligence Statistic and multiplying it by 4. These points may be spent on Skills, or with GM approval and met criteria, on Advanced Skills. Remember you have to spend 10 points for the first point in a skill.

Skills add a +1 to the roll per each point given, up to +50 max in a skill.

1-5 newbie, 6-15 intermediate, 16-25 excellent, 26-40 terrific, 41-49 Master, 50 Untouchable

Athletic SKills
<skill> <level> <points>

Running - This tells how fast a character can move at a dead on run.
Statistic: Strength or Dexterity
Level 1-19: 30+5 ft per skill level
Level: 6
Points: 31

Climbing
Statistic: Strength
Used: Climbing Ladders, ropes, etc
Level: 6
Points: 31

Balance
Statistic: Dexterity
Used: Balancing on an object
Level: 6
Points: 31

Honed Perception Skills

Smell
Level: 5
POints: 25

Minor Skills

Hide
Statistic: Intelligence
Used: Staying hidden from sight
Level: 6
Points:31

Search
Statistic: Intelligence
Used: Allows you to search for something
Level: 4
Points: 20

Combat Skills

Sneak Attack
Statistic: Dexterity
Used: Allows a triple damage first strike
Level: 4
Points: 20

Weapons Proficiency
Statistic: Dexterity
Used: Gives bonus's to physical combat
Melee Blunt
Level: 4
Points: 20

Magic Skills

Arcane Arts
Statistic: Magic and Spirit
USed: Required for magic of any form. Every 5 levels grants a Level in Magic. I.e. If you have a 10 in Arcane Arts, you are a Level 2 Mage and can cast spells up to Level 2.
Level: 10
POints: 55

Psionic Mastery
Statistic: Magic and Spirit
USed: Required for Psionic abilities
Level: 15
Points: 130

Psionic Advanced skills
MP Lvl 1: 30
MP Lvl 2: 120
MP Lvl 3: 270

Telepathy
Cost: 15 SP
Required Skill Level: 10
Type: Enabler
Effect: Allows you to send mental messages, even if the other person isn’t receptive
Cost: 30 Sp

Telekinesis
Cost: 30 SP
Required Skill Level: 15
Type: Enabler
Effect: Manipulate force and the motion of objects

Pyrokinesis
Cost: 30 SP
Required Skill Level: 15
Type: Enabler
Effect: Manipulate (and eventually spawn) mental flame. [Requires Fire Elemental Affinity Feat]


Knowledge Skills

Knowledge -


Vehicle Skills

<skill> <level> <points>


Survival Skills

Survival
Used: Benefits survival rolls in some situations
Statistic: Intelligence
Environments Example (Gives +(End/20) per level to Endurance Rolls)
Forest
Level: 5
Points: 25


Crafting Skills

Craft -


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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.

Element Affinity - Fire
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 http://www.ff-rpg.net/DWBoard/viewforum.php?f=45 which details the elements greater and explains them out further. Below, all those in the game with the Affinities will be listed, save for Bosses.

Element Affinity - Fire
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 http://www.ff-rpg.net/DWBoard/viewforum.php?f=45 which details the elements greater and explains them out further. Below, all those in the game with the Affinities will be listed, save for Bosses.

Psionic Extreme Mastery
Stat: Magic Affinity
Enhancement: +10 to Psionic Mastery Skill rolls.

Force Field
Associated Statistic: Spirit
Effect: Create a force field that will absorb (Spirit * 5) hp in damage. This field is 1 directional and for 1 person only. This field regenerates (Spirit/4) hp every round until broken, then requires sleep to repair.

Arcane Mastery
Stat: Magic Affinity
Enhancement: +10 to Arcane Arts rolls

Super Speed
Stat: Dexterity
Enhancement: +10 to run checks
+40 to Dexterity (Temporary)


Feat 7 (600 SP)-
Feat 8 (700 SP)-
Feat 9 (800 SP)-
Feat 10(1000SP)-
Feat 11(1500SP)-
Feat 12(2000SP)-
Feat 13(4000SP)-
Feat 14(6000SP)-
Feat15(10000SP)-

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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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-=Magic/Psionics=-

Arcane Arts: (Magic Spells)
Level 0
* Detect Poison: Detects poison in one creature or object. 15 MP
* Read Magic: Read scrolls and spellbooks. Costs 5 MP
* 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
* Light: Gives an object a torch-like radiance. This lasts for 1d5 rounds or 1d5 minutes. Costs 12 MP
* Ghost Sound: Allows the caster to create illusionary sounds. 5MP
* 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
* Open/Close: Opens or closes small or light things such as drawers and small boxes or books. 10MP
* Daze: 1 Humanoid creature loses next action due to a sudden disorientation. 25MP
Psionic Mastery: (Psionic Abilities)

Level 1
* 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
* Animate Rope: This spell causes an existing rope to move at the caster’s command command. 15MP
* Shield: Halves magical damage on a target. 40MP
* Grease: Makes 1 area or one object slippery giving -10 to dodge and to movement for any in the area or -10 to grasp the object. 20MP
* Comprehend Languages: You understand many spoken and written languages for 1d5 rounds/hours. 40 MP
* Identify: Determines properties of magic item. 40MP

Level 2
* Arcane Lock: Magically locks a portal or chest making it immune to mundane locking picking. 30MP
* Obscure Object: This spell completely obscures a target from scrying. 90 MP
* Acid Arrow: An arrow of acid is fired from the hand of the caster and deals *2 acid damage for 1d3 rounds.
* Fog Cloud: Calls forth fog which obscures vision to give -10 targeting penalties. 40MP
* Glitterdust: Blinds1d3 targets for a -10 attacking/dodging penalty and outlines invisible targets. 60MP
* Summon Monster II: Summons a large extraplanar creature to battle. 60 MP
* Summon Swarm: Summons swarm of bats, rats, or spiders or other pests of up to 10. They attack on the caster’s turn for 1d10*100 damage. 55MP
* 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
* Detect Thoughts: Allows “listening” to surface thoughts, ONLY, of a target. 45 MP
* Locate Object: Senses direction toward a type of object or a specifc object. This will not work for all objects. 70MP
* See Invisibility: The target gains the ability to see invisible creatures or objects.
* Hideous Laughter: One target loses their next action due to being distracted by sudden horrid laughter that only they can hear. 60MP
* Darkness: Fills an entire 'Area' with supernatural shadows, shrouding vision and inflicting -10 penalties to all characters caught inside it. 60 MP
* Scorching Ray: A fire attack which does *2 fire damage as a ray of flame is shot from the caster’s hand. +1 ray for every 4 levels of the caster. Each ray is a separate hit and may either be used as 1d(number of rays) on one target or 1 hit to 1d(number of rays) targets. 55 MP
* Blur: The subject gains a +20 to dodging attacks due to the uncertaintity of the attacker on where the subject exactly is. 50MP
* Invisibility: Target is invisible for 1d5 rounds in combat or until attacks. Or 1d3 hours outside of combat. 50MP
* Bear’s Endurance: Target gains +50 Endurance (+5 bonus, +200 HP soak) for 1d3 rounds. 40 MP
* Bull’s Strength: Target gains +50 Strength (+5 bonus, +150 HP damage) for 1d3 rounds. 40 MP
* Cat’s Grace: Target gains +50 Dexterity (+5 bonus) for 1d3 rounds. 40 MP
* Darkvision: The target can see up to 1 area ahead (behind, to the side, etc) in total darkness. 30MP
* Eagle’s Splendor: Target gains +50 Spirit (+5 bonus, +150 HP damage) for 1d3 rounds. 40 MP
* Fox’s Cunning: Subject gains +50 Intelligence (+5 bonus, +250 MP) for 1d3 rounds. 40MP
* Knock: Opens one locked or magically sealed door, chest, window, gate etc. 60MP
* Levitate: One target moves up and down at the caster’s direction for 1d5 hours. 60MP
* Pyrotechnics: Turns fire into blinding light or choking smoke to give -10 penalties to all actions for targets who see the blaze or are within the smoke/fire. 30MP
* Spider Climb: Gives the target the ability to walk on walls or ceilings and not fall. 35 MP

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-=Zenith Stones=-

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-=Equipment=-


Weapon:
CB-OSP:
Side Arm:
Armor:
Pendant:
Ring 1:
Ring 2:

-=Inventory=-


Item Name Purpose Effect

(Heal, Attack, Equip, Special)


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Vehicles

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Special Notes:

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AngelFire
Posts: 17
Joined: October 27th, 2008, 2:49 am

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