Link, The Master Dark Elf Sorcerer

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Link, The Master Dark Elf Sorcerer

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Post by Marluxia »

Magic Roll: 1d150+70

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DW CHARACTER SHEET 3.0

<<>Player Info<>>
IRC Nick: Marluxia
Real Name (Optional): Christopher
Sheet Approved by: (GM Name)
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<<>Character Description<>>
Name: Link
Race: Dark Elf
Height: 5'4"
Weight: 140 LBS
Appearance: Same as Link, Cept with dark skin
Eye Color: Red
Hair Color: White
Notable Features: N/a

<<>Character Personality<>>
Favorite Food: .
Likes: .
Dislikes: .
Favorite Color: .
Fears: .

<<>Character Background<>>
History: .
Notable Accomplishments: .
Training (If any): .

<<>Weapons/Items<>>
Weapon Name: Master Wand
Mod #:
Effect of weapon: Removes the Extra cost of MP From spells he uses
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<<>Statistics<>>
500 points to distribute

Vital Statistics

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

Physical

Health: 20
Health Roll: +2 (+1 to every 10 Health)
HP: 800 / 800 hp (Health * 40)
Improved HP: 1600 / 1600

Dexterity: 100
Flat Foot Dodge: 10 (+1 per 10 Dex points + Reaction skill)
Dodge Roll: 10 (+1 to 10 Dex points + Roll Skill)
Physical Attack Roll: 10 (+1 to 10 Dex points + Martial Arts/Weapons Proficiency Skills

Strength: 20
Inventory Slots/Comfortable Carry 2 (+1 slot per 10 points in Strength)
Base Damage: 60 (+1 per 10 points Strength * 30)
Max Carry Weight: 80 (+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

Endurance: 10
Defense (Damage Absorb): (+1 point per 10 Endurance *40)
Survival Roll: __________ (Every 10 points of Endurance = +1 to roll)

Mental:

Intelligence: 209
MP: 1045 / 1045 mp (Intelligence * 5)
Skill Points: 836 (Int * 4)

Magic Affinity: 100
Magic Attack Roll: +10 (+20) (10 points in Magic = +1 + Arcane Arts or Psionic Mastery)
Magic Level: 8 (+1 Magic Level per 5 levels of Arcane Arts/Psionic Mastery)

Spirit: 50 +/- _______
Base Magic Damage: 30*([Spirit 5 + 40]* Spell Mod)
Base MAgic Damage: 1350
Improved Magical damage: 1800

Willpower: 10
Mental/Magic Defense Roll: 1 (Every 10 points = +1 +Psionics or Arcane Arts)
Magic Damage Soak: 40 (Willpower Bonus +1 per 10 points*40)
(Counter Magic is now on a crit and Feat can increase chances. That will go under Unique Feats)

Luck: 1
Luck Roll: ______ d1000+(1 point to 10 points in Luck)
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<<>Skills<>>
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>

Honed Perception Skills
<skill> <level> <points>

Minor Skills
<skill> <level> <points>

Combat Skills
<skill> <level> <points>

Magic Skills
<Arcane Arts> <40> <830>

Knowledge Skills
<skill> <level> <points>

Vehicle Skills
<skill> <level> <points>

Survival Skills
<skill> <level> <points>

Crafting Skills
<skill> <level> <points>

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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) - Improved HP
* Feat 2 (100 SP)- Improved Magic Damage
Associated Statistic: Spirit
Effect: Increases the Magic Damage modifier from 30 to 40.
Example: 30*((spirit (every 10 points of spirit = +1) + skill) x spell mod (1-10)) becomes 40*((spirit (every 10 points of spirit = +1) + skill) x spell mod (1-10))
* Feat 3 (200 SP)- Arcane Mastery
Stat: Magic Affinity
Enhancement: +10 to Arcane Arts rolls
* Feat 4 (300 SP)- Improved Magic Affinity
Associated Statistic: Magic Affinity
Effect: For every 10 points in Magic Affinity, the character gains +2 to roll to cast Magic, using the Magic Attack Roll.
Example: The character has an 80 Magic. The character normally would roll +8. However, the character with this Feat would roll +16 instead.
* Feat 5 (400 SP)- 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.
* Feat 6 (500 SP)- Element Affinity - Darkness
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.

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)
* Ray of Frost: A beam of frost strikes 1 target for *1 ice damage. 20MP
* Acid Splash: A ball of acid which can hit 1 target for *1 damage not soakable 20MP
Level 1:
Level 2:
Darkvision: The target can see up to 1 area ahead (behind, to the side, etc) in total darkness. 30MP
Cat’s Grace: Target gains +50 Dexterity (+5 bonus) for 1d3 rounds. 40 MP
Alter Self: The caster takes on the form of a creature similar to them. For example, a human could take on the form of a goblin as both are humanoids.
Level 3:
Flame Arrow: *3 fire projectile attack of 1d3 arrows which can only hit one target once. 90MP
Level 4:
Black Tentacles: Tentacles errupt from the ground and grapple 1d5 targets within an area with a strength DC of 100 to break free of. 300MP

Psionic Mastery: (Psionic Abilities)
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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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Cyber Bakuroth
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Special Notes:
Marluxia
Posts: 30
Joined: October 16th, 2008, 9:23 pm

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