Kamahl, Pit Fighter

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Kamahl, Pit Fighter

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Post by Blackblade »

DW CHARACTER SHEET 5.0

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

-= Basics =-

Name: Kamahl
Race:
Height: 6'2''
Weight: 200
Appearance: Kamahl stands at a monsturous 6 feet two inches (for his world). His face, and body is sculpted and rugged, barring many scars from his countless battles in the wilderness, as well as facing in the pits of the Cabal. He is white, and bald, with several prominent scars on his face. He also possesses a Goatie. His armor is red, silver, and bronze platemail, as customary to the Otaria barbarians. The armor also has a fur satchel, and iron kilt, and the boots are lined with fur as well. His broad sword is made out of a rare Thran metal, rumored to acrtaully be forged from the staff of Urza, which he carries with one hand. Infact, he carries it with ease, despite its large size, however it makes him noticeblly reckless when fighting. It also has the Mirari attatched. (Which will be explained in history).
Eye Color: Brown
Hair Color: Bald, but possesses a red goatie.
Notable Features: His bald head, the scars on his face, his armor, and his giant long sword.

-= Personality =-

Favorite Food: Meat, raw or rare.
Likes: Curroption, the weak, talking, inaction, sorcery.
Dislikes: Power, fighting, destruction, meat, the Mirari.
Favorite Color: Red
Fears: Dimentia, the mirari

-= Background =-

History: (From the mtg Salvation Wiki) Not a great deal is known about Kamahl's childhood, save that his grandfather was the legendary lavamancer Matoc and he once kept a pet firebeast; the creature burned off his hair, which never grew back. Upon arriving at Cabal City Kamahl was initially sneered at by the wealthy locals because of his shabby appearance and barbarian origins, but through an impressive demonstration of his magical skills he was able to gain sponsorship and entered the pits. He first saw the Mirari when he was shown the fighters' prizes, and became obsessed with obtaining it. His talent soon became clear as he won a number of matches, where he also befriended two other fighters: the centaur druid Seton and the Cabal dementia caster Chainer. Kamahl quickly became a crowd favourite and earned himself a small fortune through wagers. However, following an attack on Cabal city by a Krosan dragon, Kamahl's life took a dramatic turn. He aided in the city's defense, killing the enormous lizard. However, his victory was bittersweet as he first found himself buried beneath the creature's carcass, then upon freeing himself he found that his kill (and the rewards for it) had been accredited to the arrogant aven warrior Lieutenant Kirtar. As a final insult, Kirtar's choice of prize was the Mirari, whose powerful magic called to the barbarian and amplified his already intense resentment and jealousy. Kamahl thus began his journey to claim the artifact for himself. Kirtar returned to the Order's citadel while using the Mirari's powers to take control of it, struggling with the Order's ideals of destroying dangerous magical devices. Kamahl hotly pursued him and infiltrated the fortress, but was unable to steal the Mirari before Kirtar used the device to cast a devastating spell that crystallized much of the fortress, including captain Pianna and Kirtar himself. Whilst Kamahl barely escaped the spell with his life, the Mirari fell into the hands of its other pursuer, Ambassador Laquatus, who had become equally obsessed with the device, but had to give it to one of his minions. The ambassador's minions took the artifact back to the Mer Empire. Kamahl's pursuit, however, ended at the port town of Breaker Bay, the nearest he could get to the Empire. While he was there he entered the local pit fights, but was unimpressed by the competition. He did however befriend a trio of youths who had been impressed by his fighting skills and asked him to train them. Kamahl did so and remained in Breaker Bay until Emperor Aboshan used the Mirari to cause a tidal wave that devastated the northern third of Otaria. The Mirari itself was taken back to the Cabal by Braids (who was sorting out artifacts for the Empire), so Kamahl returned to Cabal City to once again compete for the orb. While there, he met up with his old friend Chainer, whose skills as a dementia summoner had increased dramatically. The two formed a successful partnership that broke the record for the most consecutive wins, but they parted company when the Cabal Patriarch insisted they throw their next match. Kamahl refused, as he wanted to win or lose games by his own skill rather than on the whims of match fixers. However, Kamahl and Chainer remained friends, and when Chainer asked Kamahl to accompany him on his ritual shikar, Kamahl agreed without question. The ritual began well as Kamahl and Chainer tracked and caught new creatures for Chainer to summon in battle. However, the pair were ambushed by a druid and several wild animals that were intent on stopping their poaching. Kamahl and Chainer won the fight, but afterwards Kamahl felt a great deal of guilt: the random slaughter of animals just to feed the pits was exactly what Kamahl's other friend Seton had been trying to stop. Thankfully, Chainer felt that the ritual was now complete, so Kamahl was not forced to abandon him in the forest. As they returned to Cabal City, they found that it was under attack by the Order. Both Chainer and Kamahl entered the battle, but Kamahl was badly injured by an Order justicar. When Kamahl regained consciousness, he found himself in a Cabal hospital with snakeskin grafted over his wounds, skin that Chainer had created for him using the Mirari. Kamahl was horrified, as such a procedure went against his barbarian principles. In order to cleanse himself of the additions, Kamahl burnt off his skin and left the hospital, holing up in a cheap hostel to heal naturally. Ultimately however, Kamahl was forced to confront his friend when the curse of the Mirari drove Chainer into madness, causing him to summon a vast horde of dementia horrors. Kamahl was unwilling to kill Chainer, however, and instead tried to talk him out of his insanity before it was too late. Tragically, Kamahl was unsuccessful, as the power of the Mirari overcame the dementia summoner and warped his body into a hideous mass of dementia beasts. As Chainer died, he gave the Mirari to Kamahl, who then took the Mirari and attached it to the pommel of his sword with the intention being of keeping the dangerous artifact in safe hands. The Mirari: The Mirari was an artifact of unspeakable power that appeared on Otaria roughly a century after the Phyrexian Invasion. The word “mirari” was an ancient word for a fantastic wish-granting artifact and the Mirari certainly matched that description, tapping into its wielder's desires and making them real.[1] However, the Mirari also inevitably caused disaster to strike the bearer, usually leading to their death. Another effect it had was that it caused intense longing in those that saw it, causing many individuals to become obsessed with owning it.
Notable Accomplishments: Champion of the Cabal Pits. Currently holds the Mirari.
Training (If any): Raised as a barbarian in the Pardic mountains. A accomplished champion in the gladiator pits of Cabal city, and Otaria in general.

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<<> Statistics <>>
1000 points to distribute

Vital Statistics

Physical

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

Dexterity: 130
Style Points: 520 StP (Dexterity * 4)

Strength: 150 +/- 0
Inventory Slots: 15 (+1 Slots for every 10 Strength)
Base Physical Damage: 450 (+1 Bonus for every 10 Strength * 30)
Maximum Carry Weight: 600 (+1 Bonus for every 10 Strength * 40) lbs (pounds)

Endurance: 120 +/- 0
Defense (Damage Absorb): 480 (+1 Bonus for every 10 Endurance * 40)

Mental:

Intelligence: 30
Magic Points: 150/150 MP (Intelligence * 5)
Skill Points: 120 SkP (Intelligence * 4)

Magic Affinity: 20
Spell Points: 80 SpP (Magic Affinity * 4)
Magic/Psionic Level: (+1 Magic Level per 5 levels of Arcane Arts/Psionic Mastery Skills)

Spirit: 30
Base Magic Damage: ( ((Spirit +1/10) + (Arcane Arts/Psionic Mastery Skill Level)) * 30 *(Magic level/Psionic level/5 ))

Willpower: 60
Magic/Psionic Damage Soak: 240 (+1 Bonus for every 10 Willpower * 40)

Luck: 2 +/- 0
Luck Points: 0.04 LP (+1 Luck Point for every 50 Luck)
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<<> Skills <>>
5/120 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> <points> <level>

Climbing 11 = Level 1

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


Minor Skills
<skill> <points> <level>

Intimidate 38 = Level 7

Combat Skills
<skill> <points> <level>

Weapons Proficiency: Longswords 55 = Level 9

Magic Skills
<skill> <points> <level>

Pyrokinesis 11 = Level 1

Knowledge Skills
<skill> <points> <level>


Vehicle Skills
<skill> <points> <level>


Survival Skills
<skill> <points> <level>


Crafting Skills
<skill> <points> <level>


-= Advanced Skills =-


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<<> Abilities <>>

-= Physical (Style Points) =-
520 / 520 Style Points (Current/Maximum)



-= Magical/Psionic (Spell Points) =-
80 / 80 Spell Points (Current/Maximum)



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<<> Feats <>>

(* denotes feats possessed at Character Creation)

* Feat 1 (Free) - Physical Offensive Mastery
Description: The character has an almost intuitive grasp of inflicting harm on an object or enemy, whether it be armed with almost any weapon or completely unarmed. Effect: +10 to physical attack rolls. (Weapons Proficiencies, Martial Arts)

* Feat 2 (100 XP) - Damn Healthy
Description: The character exhibits stronger-than-average human senses and a body well-resistant to toxins and foreign particles. Effect: +50 Health (Put in temporary). This grants +5 to the Health Roll. This does not grant more HP.

* Feat 3 (200 XP) - Bright Eyed and Bushy Tailed
Most people need at least 8 hours of sleep to function at their best, you however require only 4. You do not take sleep penalties unless you have less than 4 hours of a sleep a day. (This does not apply to MP recovery or HP recovery)

* Feat 4 (300 XP) - Environmental Resistance (Mountains (cold))
You come from a particularly harsh or unique climate as a result you have a naturally built up resistance to the conditions of that climate or to other conditions similar to it. You suffer no penalties from these conditions such as Heat, Cold, Wind, Humidity, Bright Light, Darkness (as in caves and underground), Low Oxygen, etc.

* Feat 5 (400 XP) - Adaptation
Description: The character is able to adjust easily to any environment, and is able to use different pieces of it to their advantage. Example: using pieces of the environment for makeshift shelters, tools, or food. Effect: +10 to Survival Skill checks.

* Feat 6 (500 XP) - Improved Agility
Effect: This improves the Dexterity bonus on noncombat and nondodge related rolls. Instead of a +1 bonus for every 10 points, the character earns +2 per every 10 points. Example: A character with 80 Dexterity normally has a Dexterity bonus of +8. With this feat, that becomes +16.

* Feat 7 (600 XP) - Heightened Senses (listen)
Description: The character exhibits a natural advantage in one of the five senses. If multiple senses deserve this, a feat must be bought for each sense. Effect: +10 to sight, listen, touch, taste, or smell (Choose one). The character can use this with the Skills under Honed Perception Skills.

* Feat 8 (700 XP) - Fire Level 2
Greater Manipulation of Fire

* Feat 9 (800 XP) - Regeneration I
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 10 (900XP) - Limit Break
Description: When in dire situations, a character is able to push him/herself past normal limits, putting a good portion or even all of their skill, energy, and power into a single few seconds in an attempt to overcome an obstacle, whether it be environmental, hostile, or otherwise. Accessible only at times of high stress, sometimes one isn't able to muster the sheer willpower to execute their fullest capabilities, but when they do... Effect: This feat allows for Abilities to be categorized as Limit Breaks. Abilities that are categorized as such are given a bonus to strength according to the tier of Limit Break they are assigned as, from Level 1 to Level 4. After these Abilities are written, a character may use them in times of high in-character stress (not necessarily combat/damage terms). When a character wishes to use a Limit Break, he/she rolls a 1d100 to determine the power of Limit Break that can be used. Rolling 1-50 allows a Level 1 Limit Break, 51-75 allows for a Level 1 or 2 Limit Break, 76-95 allows a Level 1, 2, or 3 Limit Break, and 96-100 allow Level 1, 2, 3, or 4 Limit Breaks to be used. This is a one-shot roll and may not be changed with Luck Points (Fate points would alter this roll). If a character does not possess higher level Limit Breaks, rolling higher than they have written allows for the highest written to be used. A character may only use a Limit Break a maximum of once every five rounds of combat (GM discretion ouside of combat).

* Feat 11(1000XP) - Fire Level 1
Fire is the elemental force of flame, sparks, embers, etc (but not heat). A person with this affinity has a tie to flames themselves and can increase the power of a fire based attack or take less damage from a fire attack directed at themselves. A person with a fire affinity might find things about them heating up and catching on fire in times of emotional duress if they do not actively control their connection.

Control existing Fire

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

-= Item Slots =-

Slot 1:
Slot 2:
Slot 3:
Slot 4:
Slot 5:
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Slot 7:
Slot 8:
Slot 9:
Slot 10:
Slot 11:
Slot 12:
Slot 13:
Slot 14:
Slot 15:
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<<> Inventory <>>

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<<> Special Notes <>>

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Credits
Blackblade
Posts: 1
Joined: July 6th, 2011, 11:36 pm

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