Terry

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Terry

Quote

Post by GadoTheLion »

DW CHARACTER SHEET 5.0

<<> Player Info <>>
IRC Nick: Gado
Real Name (Optional): Charleston
Time Zone (GMT Modifier): Alaskan
_______________________________________________________________________

<<> Character Information <>>

-= Basics =-

Name: Terry Hunter
Race: hucatman
Height: 5'4"
Weight: 120
http://i23.photobucket.com/albums/b364/ ... /terry.jpg
Notable Features: Cat ears and tail

-= Personality =-

Favorite Food: Halibut / Sushi
Likes: Reading, Cooking.
Dislikes: The sight of blood, someone in pain. ... dogs `,B|
Favorite Color: Blue
Fears: Pain

-= Background =-

History: Terry grew up in a city, in a world where humans were born with cat ears and a tail, but later lose them when they become of age. He lived a mostly normal life, although heavily attached to his older brother Aku, who he spent most of his childhood with. However, just as he was becoming a teenager his brother disappeared without a trace, something that to this day still affects Terry. His old cheerful personality replaced by a colder less sociable one. He spent most days just trying to get by untill he met an older man named Shoyuu. Shoyuu initially was met with hostility as most others were by Terry, but became closer after indicating he had been a close friend of Aku's. They quickly became much closer as time went on, Shoyuu taking a bond to always protect the younger male. Shoyuu has made it quite clear that if he is in trouble all he has to do is just call him and be there no matter what, a promise he has almost never broken. His friendship, and his connection and similarties to his older brother piece by piece made him open up, while still nowhere near the way he was before, he was much more open to other people and at least trying to interact with anyone besides Shoyuu. Surprisingly, as close as they are, Terry does not know much about Shoyuu beyond the basics, and his exact connection to his brother is something he is still very curious about.

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<<> Statistics <>>
550/1000 points to distribute

Base: 500
Bonus: 500
GM: 50

Vital Statistics

Physical

Health: 50
Hit Points: 2000/2000 HP (Health * 40)

Dexterity: 70
Style Points: StP (Dexterity * 4)

Strength: 20
Inventory Slots: (+1 Slot for every 10 Strength)
Base Physical Damage: (+1 Bonus for every 10 Strength * 30)
Maximum Carry Weight: (+1 Bonus for every 10 Strength * 40) lbs (pounds)

Endurance: 20
Defense (Damage Absorb): (+1 Bonus for every 10 Endurance * 40)

Mental:

Intelligence: 170
Magic Points: / MP (Intelligence * 5)
Skill Points: 680 SkP (Intelligence * 4)

Magic Affinity: 70
Spell Points: SpP (Magic Affinity * 4)
Magic/Psionic Level: (+1 Magic Level per 5 levels of Arcane Arts/Psionic Mastery Skills)

Spirit: 70
Base Magic Damage: ( ((Spirit +1/10) + (Arcane Arts/Psionic Mastery Skill Level)) * 30 )

Willpower: 20
Magic/Psionic Damage Soak: (+1 Bonus for every 10 Willpower * 40)

Luck: 10
Luck Points: LP (+1 Luck Point for every 50 Luck)
_______________________________________________________________________

<<> Skills <>>
660/680 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

Balance : Level 5 (25 SkP)
Statistic: Dexterity
-- Advanced Skill : Feline Grace (10 SkP)

Roll : Level 10 (65 SkP)
Statistic: Dexterity
-- Advanced Skill : Dodge Leap (10 SkP)

Reaction : Level 5 (25 SkP)
Statistic: Dexterity

Honed Perception Skills

Honed Perception (Smell) : Level 5 (25 SkP)
Statistic: Health

Minor Skills

Lock picking (Mechanical) : Level 5 (25 SkP)
Statistic: Dexterity

Combat Skills

Magic Skills

Telekinesis Mastery - Level 15 (130 SkP) Level 20 (220
-- Advanced Skill : Telekinetic Defense (15 SkP)
-- Advanced Skill : Improved Range (30 SkP)
-- Advanced Skill : Controlled Telekinesis (55 SkP)

Telepathy Mastery - Level 15 (130 SkP)
-- Advanced Skill : Mental Awareness (10 SkP)
-- Advanced Skill : Heightened Reception (15 SkP)

Knowledge Skills
<skill> <level> <points>

Vehicle Skills
<skill> <level> <points>

Survival Skills
<skill> <level> <points>

Crafting Skills
<skill> <level> <points>

-= Advanced Skills =-

Feline Grace
Cost: 10 SP
Skill Level Required: 5
Type: Bonus (+10)
Effect: Allows a person to remain balanced while on narrow ledges or awkward positions.

Dodge Leap
Cost: 10 SP
Skill Level Required: 5
Type: Bonus (+10)
Effect: Allows the character to leap out of the way of danger. Requires an open area or it cannot be declared.

Conceal Self
Cost: 10 SP
Required Skill Level: 5
Type: Bonus (+10)
Effect: Makes it easier to find a place to hide

- Telekinetic Defense
Cost: 15 SP
Required Skill Level: 10
Type: Enabler
Effect: Allows a quick witted psion to engage their telekinesis as a limited defensive measure, either to deflect or to outright stop the attack.

- Improved Range
Cost: 30 SP
Required Skill Level: 15
Type: Bonus
Effect: The range at which your telekinesis can be used is increased from one area to two areas.

- Controlled Telekinesis
Cost: 55 SP
Required Skill Level:20
Type: Enabler
Effect: Fine tune the force of your telekinesis. This allows you to levitate people and others without risk of injury.

- Mental Awareness
Cost: 10 SP
Required Skill Level: 5
Type: Enabler
Effect: A mentally aware telepath has the ability to recognize when someone is attempting to probe their mind.

- Heightened Reception
Cost: 15 SP
Required Skill Level: 10
Type: Enabler
Effect: With heightened reception, a telepath may recognize someones intentionally broadcast thoughts, even if the broadcaster does not have telepathy themselves.



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<<> Abilities <>>

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




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



_______________________________________________________________________

<<> Feats <>>

(* denotes feats possessed at Character Creation)

* Feat 1 (Free)-
Servant (Shoyuu)
Associated Statistic: Willpower
Effect: An NPC is constantly with your character to assist you. This character has 300 stat points, but can advance, as such is more advanced then a flunky. Unlike a flunky, this person can engage in combat on their own, however this feat only grants one servant. Every time you take this feat, your servant gets an additional 150 stat points. Servants can not take feats. A person can have multiple servants, but each servant must be built separately (one set of feats affect servant A, one set of feats affect servant B)

* Feat 2 (100 XP)-
Servant (Shoyuu)
Associated Statistic: Willpower
Effect: An NPC is constantly with your character to assist you. This character has 300 stat points, but can advance, as such is more advanced then a flunky. Unlike a flunky, this person can engage in combat on their own, however this feat only grants one servant. Every time you take this feat, your servant gets an additional 150 stat points. Servants can not take feats. A person can have multiple servants, but each servant must be built separately (one set of feats affect servant A, one set of feats affect servant B)

* Feat 3 (200 XP)-
Servant (Shoyuu)
Associated Statistic: Willpower
Effect: An NPC is constantly with your character to assist you. This character has 300 stat points, but can advance, as such is more advanced then a flunky. Unlike a flunky, this person can engage in combat on their own, however this feat only grants one servant. Every time you take this feat, your servant gets an additional 150 stat points. Servants can not take feats. A person can have multiple servants, but each servant must be built separately (one set of feats affect servant A, one set of feats affect servant B)

* Feat 4 (300 XP)-
Servant (Shoyuu)
Associated Statistic: Willpower
Effect: An NPC is constantly with your character to assist you. This character has 300 stat points, but can advance, as such is more advanced then a flunky. Unlike a flunky, this person can engage in combat on their own, however this feat only grants one servant. Every time you take this feat, your servant gets an additional 150 stat points. Servants can not take feats. A person can have multiple servants, but each servant must be built separately (one set of feats affect servant A, one set of feats affect servant B)

* Feat 5 (400 XP)-
Servant (Shoyuu)
Associated Statistic: Willpower
Effect: An NPC is constantly with your character to assist you. This character has 300 stat points, but can advance, as such is more advanced then a flunky. Unlike a flunky, this person can engage in combat on their own, however this feat only grants one servant. Every time you take this feat, your servant gets an additional 150 stat points. Servants can not take feats. A person can have multiple servants, but each servant must be built separately (one set of feats affect servant A, one set of feats affect servant B)

* Feat 6 (500 XP)-
Servant (Shoyuu)
Associated Statistic: Willpower
Effect: An NPC is constantly with your character to assist you. This character has 300 stat points, but can advance, as such is more advanced then a flunky. Unlike a flunky, this person can engage in combat on their own, however this feat only grants one servant. Every time you take this feat, your servant gets an additional 150 stat points. Servants can not take feats. A person can have multiple servants, but each servant must be built separately (one set of feats affect servant A, one set of feats affect servant B)

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)-
_______________________________________________________________________

<<> Weapons/Items <>>

-= Equipment Slots =-

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

-= Item Slots =-
Slot 1:

_______________________________________________________________________

<<> Inventory <>>


_______________________________________________________________________

<<> Special Notes <>>

_______________________________________________________________________
Last edited by GadoTheLion on December 7th, 2011, 6:37 pm, edited 8 times in total.
Image
GadoTheLion
The Only Gay Eskimo
Posts: 13
Joined: November 7th, 2008, 8:00 pm

Re: Terry

Quote

Post by Espresso »

_______________________________________________________________________

DW CHARACTER SHEET 5.0

<<> Player Info <>>
IRC Nick: Genesis/Null
Real Name (Optional): Jamie
Time Zone (GMT Modifier): Eastern Standard Time
_______________________________________________________________________

<<> Character Information <>>

-= Basics =-

Name: Akumau Shoyuu
Race: Human
Height: 6'0
Weight: 135
Appearance: Shoyuu is a tall man, who despite his troubled past, doesn't reflect how he feels much, and covers up his old scars by simply avoiding a topic. He wears silver earrings in each ear, however they're usually covered up by his blond hair, as he tends to wear it down except for when he's working on a project. He has bright blue eyes, and wears glasses framed in gold for reading. Most of his clothing is normal-warm clothing, consisting of a black shirt and blue or white jeans most of the time. Because of where he's from, and the cold climates that he's used to, he tends to wear longer jackets with fur around the collar. Most of the time, there will be a bandage somewhere on his body from the work that he does.
Eye Color: Bright blue
Hair Color: platinum blond, nearly white
Notable Features: He wears glasses all of the time except for when he's fighting, and always covers up his back where he has a unique scar. Even when he's upset, he smiles, and he doesn't like to leave Terry's side.

Image

-= Personality =-

Favorite Food: Onigiri, Hot pot, sometimes alcohol.
Likes: Movies, things that are very easy going, expression of self through art, pain to an extent.
Dislikes: Being left alone, having to depend on certain people.
Favorite Color: Red and Gold
Fears: The secrets that he's told his sacrifice to be confirmed as lies.

-= Background =-

History:
Shoyuu has always been the quiet type, though friendly to others unless for some reason he finds that he doesn't like them. He's very up front when something happens that he doesn't approve of, and will make his feelings on specific topics known as soon as they happen.

Akumau Shoyuu comes from a world where adolescence is separated from adulthood by ears and a tail. Though this is the case though, there are still many adults with these things. He lost his own when he was fifteen years old, as a result of one of the people working in the school that he was trained at.

The past of Shoyuu is always a topic of concealment, however his parents died when he was fairly young, and the dean of a fighter school decided to take him in as a blank fighter, meaning that he could fight for anyone. Though there are few fighters of this type, they are mostly used when a sacrifice's fighter dies in battle, or otherwise. However, one boy from the Hunter family claimed him and it was decided then that he would fight for Aku hunter, Terry's brother.

Aku was a good person, who did bad things and decided to walk down a road that many didn't approve of. His methods called into question his ability to master a fighter, and when they decided that he was becoming dangerous Aku disappeared, leaving orders with Shoyuu to look after his little brother.

Shoyuu has done what he was told, finding Terry, and taking care of him to the best of his ability, though the way that he acts makes it difficult sometimes. He has yet to tell Terry of Aku's past, and will most likely refrain from doing so on orders from his former master.

Notable Accomplishments:
Many or none, depending on how you see his life.
-Being a Blank fighter
-Mastered the magic that he was taught

Training (If any):
-Magic
-Mild first aid
-Trained to protect a sacrifice at all costs
-Trained to resist pain
-Attended art school for a time
_______________________________________________________________________

<<> Statistics <>>
1100 points to distribute

-300 feat
-150 feat
-150 feat
-150 feat
-150 feat
-150 feat
-50 GM

Vital Statistics

Physical

Health: 120
Hit Points: 4800/4800 HP (Health * 40)
Listen: 1d90+42 (12+10+20)

Dexterity: 150
Style Points: 600 StP (Dexterity * 4)
Dodge Roll/Leap: 1d110+52 (15+25+10+2)
Reaction: 1d60+25 (15+8+2)

Strength: 50
Inventory Slots: (+1 Slot for every 10 Strength)
Base Physical Damage: (+1 Bonus for every 10 Strength * 30)
Maximum Carry Weight: (+1 Bonus for every 10 Strength * 40) lbs (pounds)

Endurance: 50
Defense (Damage Absorb): (+1 Bonus for every 10 Endurance * 40)

Mental:

Intelligence: 420
Magic Points: 2100/2100 MP (Intelligence * 5)
Skill Points: 1680 SkP (Intelligence * 4)

Magic Affinity: 100
Spell Points: 400 SpP (Magic Affinity * 4)
Magic/Psionic Level: 6 (+1 Magic Level per 5 levels of Arcane Arts/Psionic Mastery Skills)
Cast Roll: 1d90+40 (30+10) Psycho
Cast Roll: 1d60+28 (10+18)

Spirit: 100
Base Magic Damage: 1200 ( ((Spirit +1/10) + (Arcane Arts/Psionic Mastery Skill Level)) * 30 )

Willpower: 100
Magic/Psionic Damage Soak: (+1 Bonus for every 10 Willpower * 40)

Luck: 10
Luck Points: ____ LP (+1 Luck Point for every 50 Luck)
_______________________________________________________________________

<<> Skills <>>
1671/1680 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

Roll - 25 - 335

Dodge Leap
Cost: 10 SP
Skill Level Required: 5
Type: Bonus (+10)
Effect: Allows the character to leap out of the way of danger. Requires an open area or it cannot be declared.

Dodge Roll
Cost: 15 SP
Skill Level Required: 10
Type: Bonus (+10)
Effect: Allows the character to do a strong roll to get away from danger. This can be performed in tighter spaces than the Dodge Leap ability.


Reaction - 15 - 130

Honed Perception Skills

Listen - 20 - 220

--Sensitive Listening
Cost: 60 SP
Required Skill Level: 20
Type: Bonus (+10)
Effect: Hear sounds not normally audible to the human ear.

Minor Skills
<skill> <level> <points>

Combat Skills
<skill> <level> <points>

Magic Skills

Psychokenesis - 30 - 470

Telepathy - 18 - 181

--Mental Awareness
Cost: 10 SP
Required Skill Level: 5
Type: Enabler
Effect: A mentally aware telepath has the ability to recognize when someone is attempting to probe their mind.

--Heightened Reception
Cost: 15 SP
Required Skill Level: 10
Type: Enabler
Effect: With heightened reception, a telepath may recognize someones intentionally broadcast thoughts, even if the broadcaster does not have telepathy themselves.

--Improved Range
Cost: 30 SP
Required Skill Level: 15
Type: Bonus
Effect: Doubles the effective range that you can successfully reach telepathy from.

Knowledge Skills
<skill> <level> <points>

Vehicle Skills

Vehicle Operation(Ground transportation, Cars, SUV's etc) - 10 - 65


Survival Skills

First Aid - 10 - 65

Crafting Skill

Painting - 10 - 65

-= Advanced Skills =-



_______________________________________________________________________

<<> Abilities <>>

-= Physical (Style Points) =-
600/600 Style Points (Current/Maximum)




-= Magical/Psionic (Spell Points) =-
270/400 Spell Points (Current/Maximum)

-Pin
Cost: 30
Required Skill Level: 4
Effect: The feeling of white hot needles peirces the target everywhere possible, showering them in 'pins and needles.'
1d2 Hits
*1 Dmg
Pain
480 MP

-Frozen Wind
Cost: 20
Required Skill Level: 3
Effect: A freezing wind sweeps over the targets, slowing them down.
Vit 0 (No endurance or armor soak)
1 Target
270 MP

-Charge
Cost: 20
Required Skill Level: 3
Effect: A surge of electricity passes up through the body, strong enough to bring the target to their knees in pain.
1d2 Targets
*2
+3
270 MP

-Bind
Cost: 20
Required Skill Level: 3
Effect: Chains secure around the target, causing them the inability to move from the spot for that moment, while they continue to squeeze.
Stun
2 Targets
*1
270 MP

-Wind Rush
Cost: 40
Required Skill Level: 5
Effect: A blast of wind throws the targets off their feet, and onto their back while at the same time pummeling them from all directions.
Knockdown
1d2 Targets
+5
*2
750 MP


Ethos-Parastasi Alpha
A: Pin (+*3)
B: Frozen Wind (+10)

Ethos-Parastasi Beta
A: Charge (+*4)
B: Bind (+15)

Ethos-Parastasi Gamma
A: Wind Rush (+*5)
B: (+20)


_______________________________________________________________________

<<> Feats <>>

Slaves/Servants do not have feats!

_______________________________________________________________________

<<> Weapons/Items <>>

-= Equipment Slots =-

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

-= Item Slots =-
Slot 1:

_______________________________________________________________________

<<> Inventory <>>

Name: Liquid Ether
Manufacturer: Omnicorp - Medical Division
Price: 500 credits
DC to Make: Craft: Medicine, DC 40
Description: A safer, liquid version of the medicine provided over the counter, again in a plastic bottle. Drinking the bottle restores 300 mp, and is in a sized portion to prevent overdose. Keep refrigerated up to 48 hours before use to keep fresh.

Name: Potion Vial - 3
Manufacturer: Cyrez Pharmaceuticals
Price: 50 credits
DC to Make: Craft: Medicine, DC 30
Description: A small blue flask the size of a test tube. Restores 500 hp, and is designed as a minor healing aid similar to a band-aid or other first aid item.

Name: Normal Clothes
Price: 50 credits
Benefit: +2 dodge
Description: Just a simple loose T shirt and jeans that allows for free movement, making dodging easier. Generic brand names tend to look like cheap imitations however.

Name: Cell Phone
Price: N/a
Benefit: N/a
Description: A special type of phone, that serves no other purpose of being able to keep in contact with people. It has a pretty butterfly wallpaper.

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<<> Special Notes <>>
There are a few special notes about this character:

-He will go into a lethargic state if separated from Terry for too long, and because of their connection, he is able to tell if Terry is engaged in combat.

-Those that can see connections between people (aka: Those with high spiritual understandings) can see 'chains of fate' which are basically thin strands that connect the fighter and sacrifice together, even if Terry doesn't know they exist.

-If Terry dies while both of them are in combat, then so will he, but it doesn't work the other way around. If he dies protecting his sacrifice, then Terry will continue to live.
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_________________
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Espresso
Kougou
Posts: 79
Joined: October 9th, 2008, 5:15 am

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