Dashade Ashanten

A place for us to stow character sheets whose players haven't been around for a while, as an alternative to deleting them in case the player does return.
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Dashade Ashanten

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Post by Venomheart »

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DW CHARACTER SHEET 3.0

<<>Player Info<>>

IRC Nick: Dashade
Real Name (Optional): Brad
Sheet Approved by: (Leave Blank)
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<<>Character Description<>>

Name: Dashade Ashanten
Race: Gnome
Age: 22
Height: 3'6"
Weight: 80 lbs.
Appearance: Dash is a short, plump-looking gnome, although he's more fit than he seems. He's almost always wearing black leather armor over dark gray pants (almost black), a long-sleeved button up shirt of the same color (with two front pockets on the chest) and an oddly-bulky cape on his back. Beneath the cape, as well as on his hips and thighs, are several pouches of several sizes.
Eye Color: Green
Hair Color: Black
Notable Features: His hair looks very similar to a cartoon character who's recently been staring at an explosion from a foot away.


<<>Character Personality<>>

Favorite Food: Seafood (specifically crap and shrimp)
Likes: Quiet evenings with friends.
Dislikes: War for the sake of war or "old hatreds"
Favorite Color: Varies on mood, but purple, black and red seem to be his favorites.
Fears: Being alone.


<<>Character Background<>>

History: Dashade grew up in a small village in the world of Azeroth on the subcontinent of Khaz Modan. His father, Shadeth, was a well-trained and highly-experienced mage in the Gnomish Military, and despite Shadeth wanting Dashade and his brother (Shaden) to become mages, neither did; regardless, Shaden is still the apple of his father's eye while Dashade (who prefers to go by "Dash") is the "black sheep" of the family.

After his city was overrun by the Frostmane trolls, Dashade's family split up; Dashade, barely into adulthood, took to the shadows and became a self-taught thief. His brother and father, as well as his sister (the mage, Dani), retreated back to the safety of Ironforge. Dashade, however, traveled to the Eastern Kingdoms and had his first taste of racist treatment at the hands of the Alliance.

After several weeks of attempting to befriend some of the "taller" folk, Dashade resumed his travels. He'd grown tired of his father belittling him, so he traveled, looking for a cause for the reasons for the wars that plagued the world of Azeroth.

Eventually, over the course of two years, he discovered that the Alliance and Horde were merely fighting for the sake of fighting, and during that time, formed a group known as the Rebellion of the Guilds (the Alliance had a temporary and non-enforced truce with the Horde, but the guilds of the Alliance ignored it).

After recruiting several others, one of them, a Paladin named Cardona, betrayed him, turning him into the Alliance. Before the Alliance could capture Dashade, he'd went into hiding with his close friend, Ivy Silverleaf. During that time, he learned that the technology of the times could be beneficial and sought a mentor to teach him engineering.

Six months later, he returned and discovered his friends had forgotten him, so again, alone with his new-found engineering abilities and his nearly perfected thieving skills, he resumed his travels...
Notable Accomplishments: Formed a popular political faction. Well-known explorer. Skilled thief and engineer.
Training (If any): Trained for six months as an engineer. Spent several years training as a thief.


<<>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: 60 +/-
Health Roll: +6 (+1 to every 10 Health)
HP: 2400 hp (Health * 40)

Dexterity: 80
Flat Foot Dodge: +16 (+2 per 10 Dex points + Reaction skill)(Improved Dodge)
Dodge Roll: +16 (+2 per 10 Dex points + Roll skill)(Improved Dodge)
Physical Attack Roll: +8 (+1 per 10 Dex points + Martial Arts/Weapons Proficiency Skills)

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: 40 +/- +50 (Armor)
Defense (Damage Absorb): 360 (+1 point per 10 Endurance *40)(Armor)
Survival Roll: 4 (Every 10 points of Endurance = +1 to roll)

Mental

Intelligence: 93
MP: 46.5 (Intelligence * 5)
Skill Points: 372 (Int * 4)

Magic Affinity: 0
Magic Attack Roll: +0 (10 points in Magic = +1 + Arcane Arts or Psionic Mastery)
Magic Level: _______ (+1 Magic Level per 5 levels of Arcane Arts/Psionic Mastery)

Spirit: 70 +/- _______
Base Magic Damage: _______ (30*([(Spirit Bonus(+1 every 10 points)) + (Arcane Arts skill level)]* Spell Mod)

Willpower: 67 +/-
Mental/Magic Defense Roll: 13 (Every 10 points = +2 +Psionics or Arcane Arts) (Enhanced Willpower)
Magic Damage Soak: 268 (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: 30 +/-
Luck Roll: 1d1000+6 (+2 point to 10 points in Luck)(Improved Luck)

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<<>Skills<>>

You have: 372 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>


Honed Perception Skills

<skill> <level> <points>


Minor Skills

<skill> <level> <points>


Combat Skills

<skill> <level> <points>


Magic Skills

<skill> <level> <points>


Knowledge Skills

<skill> <level> <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) - 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 2 (100 SP) - Invisibility
Associated Statistic: Spirit
Effect: Become invisible for 20 seconds (3 rounds). Anyone you attack in this time must pass a listen check or is caught flat footed.

*Feat 3 (200 SP) - Armor
Stat: Endurance
Enhancement: Represents natural skin/body armor, +50 Endurance (Put in temporary). This bonus also applies to the +5 you will place in Defense Rolls. It does not apply to Survival rolls.

*Feat 4 (300 SP) - Enhanced Willpower
Associated Statistic: Willpower
Effect: The Mental Defense Roll changes from (Every 10 points = +1 +Psionics/2 or Arcane Arts/2) to Every 10 points = +2 + Psionics or Arcane Arts.
Example: The character has a 50 Willpower. The bonus is normally +5. In this case it becomes +10.

*Feat 5 (400 SP) - Improved Luck
Associated Statistic: Luck
Effect: For every 10 points in Luck, the character gains +2 instead of +1 to rolls.
Example: The character has an 80 Luck. Instead of +8, the character gains a +16 to Luck rolls.

*Feat 6 (500 SP) - Physical Offensive Mastery
Stat: Dexterity
Enhancement: +10 to physical attack rolls.


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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-=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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Sleight of Hand: Level 6 - 31 points
Roll: Level 6 - 31 points
Lock Picking: Level 6 - 31 points
Hide: Level 6 - 31 points
Diplomacy: Level 6 - 31 points
Sneak Attack: Level 6 - 31 points
Weapons Proficiency - Knives/Daggers: Level 6 - 31 points
Knowledge - Engineering: Level 6 - 31 points
Knowledge - Steam Technology: Level 6 - 31 points
Craft - Explosive: Level 6 - 31 points
Craft - Gun: Level 6 - 31 points
Craft - Trap: Level 6 - 31 points
Venomheart
Posts: 2
Joined: November 12th, 2008, 1:37 am

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