Dorian Price

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Dorian Price

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Post by DorianPrice »

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DW CHARACTER SHEET 5.0

<<> Player Info <>>
IRC Nick: DorianPrice
Real Name (Optional): Jason
Time Zone (GMT Modifier): Pacific Standard Time (PST): -8 GMT
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<<> Character Information <>>

-= Basics =-

Name: Dorian Price
Race: Child of Nyx
Height: 5'8"
Weight: 125 lbs
Appearance: (see attached sketch)
Eye Color: Emerald Green
Hair Color: Speckled Sandy White
Notable Features: Black Goat like horns wielding silver crown like jewels.

-= Personality =-

Favorite Food: raspberries and honey
Likes: Solitude , Peace, Honor
Dislikes: Poor Manners, Attitudes. Horses
Favorite Color: Yellow
Fears: Unaccepted by the goddess Nyx after death.

-= Background =-

History:

It has always been the way of the Ray'ha clan to have the eldest child in each generation sent to live among the mystics. They reside within the Nyx Temple which rests at the heart of Barrows Valley. There Dorian learned the ancient and mysterious ways of the spirit world and the primordial power of nature. Recently the tranquil valley became victim to a foul plague that killed many of Dorian's brother in and twisted the landscape into something unnatural. Dorian and his remaining allies fought the Far Realm invaders at tremendous cost driving them from the mortal world but not before they managed to forever corrupt the valley. Dorian has now struck out on his own hunting the foul aberrations of the Far Realm that escaped the valley so they may not destroy any more of the natural world.

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<<> Statistics <>>
500 points to distribute

Vital Statistics

Physical

Health: 50
Hit Points: 3000 / 3000 HP (Health * 60) (Improved Health I)

Dexterity: 80
Style Points: 320 StP (Dexterity * 4)

Strength: 40
Inventory Slots: 4 (+1 Slot for every 10 Strength)
Base Physical Damage: 120 (+1 Bonus for every 10 Strength * 30)
Maximum Carry Weight: 160 (+1 Bonus for every 10 Strength * 40) lbs (pounds)

Endurance: 40
Defense (Damage Absorb): 160 (+1 Bonus for every 10 Endurance * 40)
Defense (Damage Absorb): 720 ((+1 Bonus for every 10 Endurance) + (Armor Bonus) * 40

Mental:

Intelligence: 80
Magic Points: 480 / 480 MP (Intelligence * 6) (Improved Magic I)
Skill Points: 320 SkP (Intelligence * 4)

Magic Affinity: 40
Spell Points: 160 SpP (Magic Affinity * 4)
Magic/Psionic Level: 8 (+1 Magic Level per 5 levels of Arcane Arts/Psionic Mastery Skills)

Spirit: 80
Base Magic Damage: 240 ( ((Spirit +1/10) + (Arcane Arts/Psionic Mastery Skill Level)) * 30 )

Willpower: 40
Magic/Psionic Damage Soak: 160 (+1 Bonus for every 10 Willpower * 40)

Luck: 50
Luck Points: 1 LP (+1 Luck Point for every 50 Luck)
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<<> Skills <>>
235/320 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

Running --- 2 --- 13
Climbing --- 4 --- 20
Jumping --- 4 --- 20
Roll --- 7 --- 38

Minor Skills

Concentration --- 6 --- 31
Hide --- 2 --- 13


Combat Skills

Whip Proficiency --- 10 --- 65

Magic Skills

Card Magic --- 10 --- 65

-= Advanced Skills =-

Combat

- Whip Coil
Cost: 15 SP
Skill Level Required: 10
Type: Enabler
Effect: Make a single strike. If successful, the enemy is grappled and suffers a -10 to dodging or acting other than to untangle themselves.

- Dual Strike
Cost: 15 SP
Skill Level Required: 10
Type: Enabler
Effect: Allows for an attack with two strikes. Roll 1d2 to determine hits that connect.



Magic

- Recognize Card
Cost: 10 SP
Required Skill Level: 5
Type: Enabler
Effect: This ability allows a card user to recognize a monster which may be carded for its ability.

- Transform Card
Cost: 15 SP
Required Skill Level: 10
Type: Enabler
Effect: This ability allows you to invoke magic weapons designed to transfer and bind the will of a creature to a card. In effect, this is required to create a card.

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<<> Abilities <>>

-= Physical (Style Points) =-
320/320 Style Points (Current/Maximum)


-= Magical/Psionic (Spell Points) =-
160/160 Spell Points (Current/Maximum)

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<<> Feats <>>

(* denotes feats possessed at Character Creation)

* Feat 1 (Free)-

Healing
Associated Statistic: Intelligence
Effect: You may spend a turn in combat to try and revive an unconscious person without using items (provided they are not severely injured), roll a d100. DC 80 to revive with 1/4th of hp. DC 100 to revive with full hp.

* Feat 2 (100 XP)-

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 3 (200 XP)-

Improved Health I
Associated Statistic: Health
Effect: Boosts HP. The modifier of *40 is changed to *60.
Example: A character with 70 Health usually has 2800 HP (70 * 40 = 2800), but with this feat their HP becomes 4200 HP (70 * 60 = 4200).

* Feat 4 (300 XP)-

Regeneration I
Associated Statistic: Health
Effect: Every round, your body repairs itself faster than most. This causes your body to gradually repair cellular damage at a rate of 100 per round. If you are knocked unconsious, this will bring you as close as -1 hp, but will not wake you up without 8 hours of rest or assistance. This will also not regenerate limbs unless the limbs are held to the regenerating wound by stitches or other means for hours.


* Feat 5 (400 XP)-

Trance


* Feat 6 (500 XP)-

Improved Magic I
Associated Statistic: Intelligence
Effect: Increases the character's Magic Points (MP), changing the modifier from *5 to *6.
Example: The character has an Intelligence of 70. 70*5=350. With the modifier adjusted by this Feat, the change is 70*6=420 so the character has 420 MP.



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: Nine Tails Whip

Side Arm: Black Tarot Magic Deck

Armor: Carbon Armor

Pendant:
Ring 1:
Ring 2:

-= Item Slots =-
Slot 1:
Slot 2:
Slot 3:
Slot 4:
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<<> Inventory <>>

Name: Nine Tails Whip
Augmentation Slots: 2
Roll Bonus: +4
Damage Modifier: 3.0
DC to Make: 15
Skill Level Required: 5


Name: Carbon Armor
Benefit: +14 Endurance
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<<> Black Tarot Deck Cards <>>


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<<> Special Notes <>>

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DorianPrice
Posts: 1
Joined: April 11th, 2009, 6:03 pm

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