Junior

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Junior

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Post by Hal_Emmerich »

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DW CHARACTER SHEET 3.0

<<>Player Info<>>

IRC Nick: Hal_Emmerich
Real Name (Optional): Craig
Sheet Approved by: Me
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<<>Character Description<>>

Name: Junior
Race: Half Elf
Age:
Height: 6'1
Weight: 170 lbs
Appearance: Will be a surprise
Eye Color: Blank
Hair Color: Blank
Notable Features: Blank


<<>Character Personality<>>

Favorite Food: Blank
Likes: Blank
Dislikes: Blank
Favorite Color: Blank
Fears: Blank


<<>Character Background<>>

History: Blank
Notable Accomplishments: Blank
Training (If any): Blank


<<>Weapons/Items<>>

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: 30 +/- +50 (Damn Healthy)
Health Roll: +8 (+1 to every 10 Health)(Damn Healthy)
HP: 1200 hp (Health * 40)

Dexterity: 130
Flat Foot Dodge: +26 (+2 per 10 Dex points + Reaction skill)(Improved Dodge)
Dodge Roll: +26 (+2 per 10 Dex points + Roll skill)(Improved Dodge)
Physical Attack Roll: +26 (+2 per 10 Dex points + Martial Arts/Weapons Proficiency Skills)(Enhanced Attack Maneuver)

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:
Slot 4:

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

Mental

Intelligence: 220
MP: 110 (Intelligence * 5)
Skill Points: 880 (Int * 4)

Magic Affinity: 20
Magic Attack Roll: +2 (10 points in Magic = +1 + Arcane Arts or Psionic Mastery)
Magic Level: _______ (+1 Magic Level per 5 levels of Arcane Arts/Psionic Mastery)

Spirit: 20 +/- _______
Base Magic Damage: _______ (30*([(Spirit Bonus(+1 every 10 points)) + (Arcane Arts skill level)]* Spell Mod)

Willpower: 20 +/-
Mental/Magic Defense Roll: 2 (Every 10 points = +1 +Psionics or Arcane Arts)
Magic Damage Soak: 80 (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: 10 +/-
Luck Roll: 1d1000+1 (+1 point to 10 points in Luck)

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<<>Skills<>>

You have: 880 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>

Climbing: Level 3 - 16 points
Balance: Level 5 - 25 points
Jumping: Level 3 - 16 points
Reaction: Level 4 - 20 points
Climbing: Level 3 - 16 points
Balance: Level 5 - 25 points
Jumping: Level 3 - 16 points
Reaction: Level 4 - 20 points

Honed Perception Skills

<skill> <level> <points>

Spot: Level 6 - 31 points
Listen: Level 7 - 38 points
Smell: Level 9 - 55 points


Minor Skills

<skill> <level> <points>

Lock Picking: Level 5 - 25 points
Gather Information: Level 10 - 65 points
Rope Skills: Level 5 - 25 points

Combat Skills

<skill> <level> <points>

Weapons Proficiency - Crossbows: Level 25 - 335 points
Weapons Proficiency - Bows: Level 10 - 65 points


Magic Skills

<skill> <level> <points>


Knowledge Skills

<skill> <level> <points>

Knowledge - Steam Technology: Level 5 - 25 points
Knowledge - Mythology: Level 7 - 38 points
Knowledge - Monster Lore: Level 5 - 25 points
Knowledge - Dungeoneering: Level 4 - 20 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) - Extra Attack
Associated Statistic: Dexterity
Effect: In normal combat, your character may roll an additional initiative to act on. The second initiative roll is d(Dex/2). This does not apply to combat in vehicles, or any form of special combat. In order to qualify for this, you MUST have a dex of 130.

*Feat 2 (100 SP) - Enhanced Attack Maneuver
Associated Statistic: Dexterity
Effect: The character with this Feat gains a bonus of +2 per 10 points of Dexterity to attack physically.
Example: The character has an 80 Dexterity. The character would normally receive a +8 to Attack with a sword. The character with this feat gains a +16 to do so instead.

*Feat 3 (200 SP) - Damn Healthy
Stat: Health
Enhancement: +50 Health (Put in temporary). This grants +5 to the Health Roll. This does not grant more HP.

*Feat 4 (300 SP) - Physical Offensive Mastery
Stat: Dexterity
Enhancement: +10 to physical attack rolls.

*Feat 5 (400 SP) - Mimic
Associated Statistic: Intelligence
Effect: Attempt to mimic a skill you have seen (up to a maximum of level 5) for 3 minutes. Roll a d100, DC 6 to mimic the skill at level 1, DC 80 to mimic it at level 5 (or the level the person knew the skill at, whichever is lower).

*Feat 6 (500 SP) - Improved Dodge
Associated Statistic: Dexterity
Effect: This improves the Flat Foot and regular Dodge Rolls. Instead of a +1 bonus for every 10 points, the character earns +2 per every 10 points.
Example: Amy has a 40 Dexterity. She would normally earn +4 to Flat Foot Dodge. She doubles this to become +8 with this Feat.


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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( ) ( )

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-=Magic/Psionics=-

Arcane Arts: (Magic Spells)


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:

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Hal_Emmerich
Master of Games
Posts: 355
Joined: October 9th, 2008, 4:50 am

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