Harry Dresden

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Harry Dresden

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Post by Alex Fender »

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DW CHARACTER SHEET 5.0

<<> Player Info <>>
IRC Nick: Sky
Real Name (Optional): Sky
Time Zone (GMT Modifier): Eastern
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<<> Character Information <>>

-= Basics =-

Name: Harry Blackstone Copperfield Dresden
Race: Human
Height: 6'8
Weight: 135 lbs
Appearance: Noticable in his height, wearing a variety of clothes, but usually finishing the look with a black leather duster, a silver pentegram around his neck, and walking with a five foot long staff in one hand.
Eye Color: Brown
Hair Color: Black
Notable Features: Usually seen wearing his black duster, silver pentegram necklace, and carrying a staff.

-= Personality =-

Favorite Food: Burger King primarily, but anything that's food is good.
Likes: Magic, intelligent women, free food, his car.
Dislikes: Anything magical that tries to ruin his day, women in pain or distress.
Favorite Color: Black.
Fears: Being swayed my the temptation for more power or to use the power he has now for evil purposes.

-= Background =-

History: Harry Blackstone Copperfield Dresden was born the same day his mother died giving birth to him. His father, a stage magician, raised him on the road to be a good child. He was a fine father until his death of a brain aneurysm and was later adopted by Justin DuMorne, a wizard and Warden of the White Council. Harry was taught true magic by Justin up until his turn to evil when he tried to enthrall Harry and make him his slave. Harry was barely able to survive, killing Justin in the process. The White Council, a group of wizards who enforce the laws of magic throughout the world, gave Harry one chance at redemption and placed him in the care of Ebenezar McCoy, who finished his trainning and made him a full wizard. Harry joined the White Council and later moved to downtown Chicago where he became an private investigator who's main speciality is crimes involving the occult. He has since stopped a variety of magical threats and problems in
Chicago, made a Warden of the White Council (a sort of police officer), and trainned new Wardens for the war with the Red Court of vampires. It's during this time that Harry is ripped from his own universe and thrown into this one.

Notable Accomplishments: Harry has thwarted multiple attempts to ruin the planet in Chicago, ranging from complete domination of all living beings, to the apocalypse caused by rampant disease, to the defeat of winter over summer and the planet meeting a new ice age. He also has been made a Warden of the White Council which means very little in this new world.

Training (If any): Extensive trainning in magic and occult knowledge, minor hand to hand combat trainning, potion making, and investigating abilities.

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<<> Roll Log <>>

-= Basic =-

Health: +4 (+1 Bonus for every 10 Health)

Flat Foot Dodge: +8 (+1 Bonus for every 10 Dexterity + Reaction skill)
Dodge: +7 (+1 Bonus for every 10 Dexterity + Roll Skill)

Physical Attack: +7 (+1 Bonus for every 10 Dexterity + Martial Arts/Weapons Proficiency Skills)

Survival: +3 (+1 Bonus for every 10 Endurance)

Magic/Psionic Attack: +23 (+1 Bonus for every 10 Magic Affinity + Arcane Arts/Psionic Mastery Skill)

Magic/Psionic Defense Roll: +30 (+1 Bonus for every 10 Willpower + Arcane Arts/Psionic Mastery Skill)

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<<> Statistics <>>
500 points to distribute

Vital Statistics

Physical

Health: 40
Hit Points: 1600 / 1600 HP (Health * 40)

Dexterity: 40
Style Points: 160 StP (Dexterity * 4)

Strength: 30
Inventory Slots: 3 (+1 Slot for every 10 Strength)
Base Physical Damage: 90 (+1 Bonus for every 10 Strength * 30)
Maximum Carry Weight: 120 (+1 Bonus for every 10 Strength * 40) lbs (pounds)

Endurance: 30
Defense (Damage Absorb): 120 (+1 Bonus for every 10 Endurance * 40)

Mental:

Intelligence: 110
Magic Points: 660/660 MP (Intelligence * 6)
Skill Points: 440 SkP (Intelligence * 4)

Magic Affinity: 90
Spell Points: 360 SpP (Magic Affinity * 4)
Magic/Psionic Level: 6 (+2 Magic Level per 5 levels of Arcane Arts/Psionic Mastery Skills)

Spirit: 70
Base Magic Damage: 560 ( ((Spirit +1/10) + (Arcane Arts/Psionic Mastery Skill Level)) * 40 )

Willpower: 80 (130)
Magic/Psionic Damage Soak: 520 (+1 Bonus for every 10 Willpower * 40)

Luck: 10
Luck Points: 0 LP (+1 Luck Point for every 50 Luck)
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<<> Skills <>>
0/440 Skill Points (Current/Maximum)

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
<skill> <level> <points>
Running: 3
Roll: 3
Reaction: 4

Honed Perception Skills
<skill> <level> <points>
Listen: 2

Minor Skills
<skill> <level> <points>
Gather Information:
Search: 3
Concentration: 6

Combat Skills
<skill> <level> <points>
Martial Arts: 2
Weapon Proficiency (Staff): 3

Magic Skills
<skill> <level> <points>
Runic Arcana: 7 + 10
Enchantment/Weapon Arcana: 7 + 10
Arcana: 6 + 10

Knowledge Skills
<skill> <level> <points>
Mythology: 3
Magic: General: 5
Racial Knowledge: Vampires: 2
Potions: 5
Arcane Science: 5

Vehicle Skills
<skill> <level> <points>
Vehical Operation (Cars/Light Trucks/Jeeps/Motorcycles): 2

Survival Skills
<skill> <level> <points>

Crafting Skills
<skill> <level> <points>
Craft (Potions): 5

-= Advanced Skills =-
Arcane Intuition
Cost: 10 SP
Required Skill Level: 5
Type: Enabler
Effect: Gives the ability to recognize the discipline of a spell (Alchemy, Divine, Druid, Environmental, Enchantment, Monster, Necromancy, Technomancy, Weapon Arcana,
Shadowmancy)

Arcane Defense
Cost: 10 SP
Required Skill Level: 5
Type: Enabler
Effect: Enables you to defend against magic by adding your skill bonus to your will roll.

Enchantment I
Cost: 10 SP
Required Skill Level: 5
Type: Enabler
Effect: This allows you to enchant up to level 2 enchantments.

- Runic Defense
Cost: 20 SP
Required Skill Level: 5
Type: Enabler
Effect: Runic magic may be used to defend against physical attacks or other spells



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<<> Abilities <>>

-= Physical (Style Points) =-
160/160 Style Points (Current/Maximum)




-= Magical/Psionic (Spell Points) =-
360/360 Spell Points (Current/Maximum)



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<<> Feats <>>

(* denotes feats possessed at Character Creation)

* Feat 1 (Free)- Arcane Mastery: +10 to Arcane Arts rolls regardless of discipline or school.

* Feat 2 (100 XP)- Improved Magic I: MP Modifier increased to *6.

* Feat 3 (200 XP)- Feature (Magical Sight): Can view things 'as they truely are' and some things that are hard to notice, though it takes considerable strain on the mind to do so.

* Feat 4 (300 XP)- Mind Shield: Adds +50 to Will (Temporary), and +5 to the Mental Defense roll.

* Feat 5 (400 XP)- Improved Magic Affinity I: For every 10 points in Magic Affinity, the character gains +2 to roll to cast Magic, using the Magic Attack Roll.

* Feat 6 (500 XP)- Improved Magic Damage I: Increases Magic Damage modifier to *40.


Feat 7 (600 XP)-
Feat 8 (700 XP)-
Feat 9 (800 XP)-
Feat 10 (900XP)-
Feat 11(1000XP)-
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)-
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<<> Weapons/Items <>>

-= Equipment Slots =-

Weapon:

Magical Wooden Staff
Price: 200 credits
Augmentation Slots:2
Roll Bonus:+2
Damage Modifier::1.0
DC to Make:10
Skill Level Required: 5

CB-OSP:

Side Arm:
Glock 17
Price: 1000 credits
Augmentation Slots:1
Roll Bonus:0
Damage Modifier:: 200
# Controlled Shots:2
DC to Make:10
Skill Level Required: 5

Armor:
Brand Name Clothes
Price: 100 credits
Benefit: +2 dodge
Description: Brand name clothing that looks better than cheaper no name brand, but offers no tangible benefit other than looking better and having a known brand.

Pendant:
Ring 1:
Ring 2:

-= Item Slots =-
Slot 1:

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<<> Inventory <>>

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<<> Special Notes <>>

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Alex Fender
Posts: 2
Joined: March 13th, 2009, 9:17 pm

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