Iris Fortner 5.0

This is where ALL CHARACTER SHEETS moved from the previous system to DW5.0 will be placed for review by the Game Masters. Any sheet not cleared through this forum will not be accepted in play.
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Iris Fortner 5.0

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Post by Delfin »

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DW CHARACTER SHEET 5.0

<<> Player Info <>>
IRC Nick: Delfin/Karma
Real Name (Optional): André
Time Zone (GMT Modifier): GMT+1
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<<> Character Information <>>

-= Basics =-

Name: Iris Fortner
Race: Human (Alchemy Bloodline)
Height: 5'
Weight: 90 lbs
Appearance: An upbeat girl with a funky white hat and overly long blue shawl she carries about around her arms much like sleeves from a shirt yet not. She is usually dressed for fairly tropic weather, a white top with buttons that are unbuttoned at the lower part, revealing a small part of her stomach area, a short white skirt with a black beltbuckle around, finishing with white pantyhose with black laces tied around the lower part of her legs, part of her shoes which are a pair of black shoes not too far from resembling stepshoes. (I don't know what to call them but that x.x)
Eye Color: Blue
Hair Color: black
Notable Features: An overly long shawl that looks more like a coat than a shawl, a funky white hat and usually a staff atleast as big as her.

Image

-= Personality =-

Favorite Food: Soft sweets, like chocolate etc.
Likes: Books, creating things, alchemy.
Dislikes: Alchemy used for bad stuff, you know, cliché things like that :p
Favorite Color: Going with white.
Fears: Curses, fighting against alchemy stuff.

-= Background =-
History:

Born in an alchemy family, Iris was brought up living a fairly good life, having some friends, most noteable being a guy who lost his family and a girl who later becomes a librarian that hates her job.
Being born in an alchemy family means Iris has the blood of an alchemist and can thus craft and the like with it, along with contacting mana spirits to help her in her crafting. However she is very much of a novice and clumsy in.
When entering her teenage years, she joins up with the guy to work for the 'Guild' for a living. Being alittle proficent in magic made them a good combo, as she made sure Edge (the guy) stayed healthy while he smacked them down with his sword.
Iris and Edge stay novices in the guild as it is an easy life, but as Iris becomes more proficent and secure in her alchemy and magic skills, Edge is convinced they can start gaining on the ranks within the guild, which they of course do quite fast.

As soon as they start scaling the ranks, Iris discovers an elemental spirit with a curse on it, which she and Edge saves it from, where it joins them in request to aid Iris in both fighting and alchemy.
Also she finds a lost piece of a legendary book that is rumored to grant any wish to whomever that holds it as a whole, Edge tells her to go find the pieces if she wants, he will be by her side either way (he cares not for the book).
One day Iris recieves a special request to work with adamantium to make a ring, but her alchemy skills seems too inferior to work something so special and the EBA shows up to help her, however shortly after she finishes and delivers the ring with the aid of the EBA, she is portaled to the location of the Dimensional Warriors in a rather sudden action by an unknown to her force. The EBA was pulled along in this action but quickly left in an helicopter.
Iris has since been with the DW and is trying as best she can to find a place where she can help with her alchemy skills and minor abilities in healing.

Side info (something Craig wanted back during original creation)
The Guild is much of a questhub where those who join it take on various request from villagers and sometimes outsiders, be it from bringing flowers, fishing to clearing a path from monsters.
There is several ranks in the Guild, and the higher you go, the more dangerous requests you allowed to accept, of course the reward scaling with the danger.

Notable Accomplishments:
Training (If any):

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<<> Statistics <>>
590 points to distribute

Vital Statistics

Physical

Health: 60
Hit Points: 2400 / 2400

Dexterity: 30
Style Points: 120 StP (Dexterity * 4)

Strength: 30
Inventory Slots: 6 (+2 Slots for every 10 Strength)
Base Physical Damage: 90
Maximum Carry Weight: 120 lbs

Endurance: 50
Defense (Damage Absorb): 200

Mental:

Intelligence: 200
Magic Points: 1000 / 1000
Skill Points: 800 SkP

Magic Affinity: 70
Spell Points: 280 SpP
Magic Level: 4 (Alchemy)
Magic Level: 2 (Summoning)

Spirit: 70
Base Alchemic Magic Damage: 1080 base (Imp Magic Damage) ((7+20)*40)
Base Summoning Magic Damage: 680 base (Imp Magic Damage) ((7+10)*40)

Willpower: 70 + 50
Magic/Psionic Damage Soak: 480

Luck: 10
Luck Points: 0 LP
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<<> Skills <>>
Max: 800 Points Used: 800 Free: 0


Athletic Skills

Reaction: Lv 5<25> (Dexterity)
Roll: Lv 5<25> (Dexterity)


Honed Perception Skills

Touch: Lv 0 <10> (Health)


Minor Skills

Concentration: Lv 5 <25> (Willpower)


Combat Skills

Weapons Proficency: Lv 5 <25> (Dexterity)
(Staves)


Magic Skills

Magic School: Alchemy Lv 20 <220>
'--> Alchemic Recognition
'--> Alchemical Defense
'--> Reactive Alchemy
'--> Alchemic Crafting

Magic School: Summoning Lv 10 <65>
'--> Summon Compatibility I


Knowledge Skills

Knowledge: Alchemy: Lv 14 <115> (Intelligence)
Knowledge: Medicine: Lv 4 <20> (Intelligence)


Vehicle Skills


Survival Skills

First Aid: Lv 5 <25> (Intelligence)


Crafting Skills

Craft: Alchemy: Lv 14<115> (Spirit)
Craft: Cooking: Lv 5 <25> (Spirit)


Advanced skills:

Magic School: Alchemy

Alchemic Recognition
Cost: 10 SP
Required Skill Level: 5
Type: Enabler
Effect: Gives the ability to read and comprehend alchemical formulae and symbols over regular writing, and allows the reader to interpret another persons writing.

Alchemical 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.

Reactive Alchemy
Cost: 15 SP
Required Skill Level: 10
Type: Enabler
Effect: A quick witted alchemist may use their alchemy defensively to protect themselves from physical attack. To use alchemy defensively, roll reaction/2 + alchemy/2.

Alchemic Crafting
Cost: 55 SP
Required Skill Level: 20
Type: Bonus
Effect: Allows you to add 1/4th of your alchemy bonus to any craft roll you already possess to produce a firm finished product.

Magic School: Summoning

Summon Compatibility I
Cost: 15 SP
Required Skill Level: 10
Type: Enabler
Effect: Allows summons to reach Compatibility 2 (**). A more compatible summon performs better, may cost less MP to summon, or may perform additional tasks.

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<<> Abilities <>>

-= Physical (Style Points) =-
0/120 Style Points (Current/Maximum)




-= Magical/Psionic (Spell Points) =-
95/280 Spell Points (Current/Maximum)

Basic:
Heal - Restores a single target's health. Level 2 (*2, 80 MP / 60 MP with Book) <15>
Heals for 2160

X-Heal - Utilizing her Alchemic abilities, Iris further restores health to an ally and repairs minor to mild injuries. Level 3 (*3, 180 MP / 135 MP with Book) <20>
Heals for 3240

Mana Storm - Iris unleashes sheer magical energy into a large area-of-effect blast. Strikes 1d5 enemies. Level 3 (*3, 180 MP / 135 MP with Book) <20>
Does 3240 damage

Elemental Conversion - Iris forms a large transmutation circle beneath a target, which bursts upwards in several blasts of pure alchemic energy. If this spell kills a target, there is a percent chance that portions of the enemy (equipment, items, etc) may be transformed into materials for Iris to use in her Alchemy. Level 3 Spell (*3, 180 MP / 135 MP with Book) <20>
Does 3240 damage.

Raise - Iris uses her magical powers alone to restore a target from KO status to 1/3rd their maximum HP. Level 3 (180 MP / 135 MP with Book) <20>


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<<> Feats <>>

(* denotes feats possessed at Character Creation)

* Feat 1 (Free)
Mind Shield
Stat: Willpower
Enhancement: +50 to Will (Temporary). This grants +5 to the Mental Defense roll.

* Feat 2 (100 XP)
Arcane Mastery
Stat: Magic Affinity
Enhancement: +10 to all 'Arcane' Magic rolls

* Feat 3 (200 XP)-
Enhanced Item Storage Capacity
Associated Statistic: Strength
Effect: The character can increase the +1 per 10 points bonus to this to +2 per 10 points, enabling the character to have more Items Slots.
Example: The character has a 90 Strength. Instead of +9, the character gains +18 to account for Item Slots to be able to carry more items on his/her person at one time.

* Feat 4 (300 XP)-
Dodge Mastery
Stat: Dexterity
Enhancement: +10 to Flat Foot Dodge rolls and this carries over to regular Dodging.

* Feat 5 (400 XP)-
Force Field (Aborbs: 350)
Associated Statistic: Spirit
Effect: Create a force field that will absorb (Spirit * 5) hp in damage. This field is 1 directional and for 1 person only. This field regenerates (Spirit/4) hp every round until broken, then requires sleep to repair.

* Feat 6 (500 XP)-
Improved Magic Damage
Associated Statistic: Spirit
Effect: Increases the Magic Damage modifier from 30 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: Alchemy Staff (Flexible Steel Staff)
CB-OSP:
Side Arm:
Armor:
Pendant:
Ring 1:
Ring 2:

-= Item Slots =-

Slot 1:

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Staff Attack:
1d20+8

Dodge Roll:
1d40+18 OR 1d60+25 (Alchemy)

Flat-foot:
1d20+8

Survival:
1d20+5

Magic Attack:
1d80+37 Alchemy
1d60+27 Summoning

Willpower:
1d90+42

Crafts:

Cooking:
1d40+17

Alchemy:
1d80+36

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<<> Inventory <>>

1x Alexandrite
3x Aquamarine

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<<> Special Notes <>>

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Hurp Durp This is a Signature.
Delfin
Train Conductor
Posts: 31
Joined: November 8th, 2008, 11:44 pm
Location: Southern Sweden

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