Princess Nadia "Marle" Guardia 5.0
Princess Nadia "Marle" Guardia 5.0
DW CHARACTER SHEET 4.0
<<> Player Info <>>
IRC Nick: FallenRaven
Real Name (Optional): Brandon
Time Zone (GMT Modifier): EST
_______________________________________________________________________
<<> Character Information <>>
-= Basics =-
Name: Princess Nadia "Marle" Guardia
Race: Human
Height: 5'7"
Weight: 105 lbs.
Appearance:
Eye Color: Blue
Hair Color: Blonde
Notable Features:
<<>Character Personality<>>
Favorite Food: Soup
Likes: Crono
Dislikes: Frogs
Favorite Color: White
Fears: Lavos destroying her world
<<>Character Background<>>
History: Marle ran away to the Millenia Fair for a bit of excitment. She and Crono Colided knocking her pendent off. She asks if she cna tag along with Crono who of coruse says yes! During Lucca's Telepod show Marle gets thrown 400 years into the past.
Crono and Lucca chase after her and fix the timeline bringing Marle back form oblivion. Marle joins Crono on his trip through time to save the world from Lavos.
Notable Accomplishments:
Training (If any):
<<>Weapons/Items<>>
Weapon Name: Mod #: Effect of weapon
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<<> Statistics <>>
500 points to distribute
Vital Statistics
Physical
Health: 50
Hit Points:2000/ 2000 HP (Health * 40)
Dexterity: 50
Style Points: 200 StP (Dexterity * 4)
Strength: 50
Inventory Slots:+5(+1 Slot for every 10 Strength)
Base Physical Damage: 150 (+1 Bonus for every 10 Strength * 30)
Maximum Carry Weight: 200 (+1 Bonus for every 10 Strength * 40) lbs (pounds)
Endurance:40
Defense (Damage Absorb): 160 (+1 Bonus for every 10 Endurance * 40)
Mental:
Intelligence: 100
Magic Points: 500 / 500MP (Intelligence * 5)
Skill Points: 400 SkP (Intelligence * 4)
Magic Affinity: 60
Spell Points: 240 SpP (Magic Affinity * 4)
Magic/Psionic Level: _______ (+1 Magic Level per 5 levels of Arcane Arts/Psionic Mastery Skills)
Spirit: 69
Base Magic Damage: _______ ( ((Spirit +1/10) + (Arcane Arts/Psionic Mastery Skill Level)) * 30 )
Willpower: 80
Magic/Psionic Damage Soak: 320 (+1 Bonus for every 10 Willpower * 40)
Luck: 1
Luck Points: 0 LP (+1 Luck Point for every 50 Luck)
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<<> Skills <>>
398/400 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 Level 10- 65
Statistic: Dexterity
Used: Helps with dodge rolls
Reaction Level 10 - 65
Statistic: Dexterity
Used: Countering sneak attacks, surprises, etc
Diplomacy Level 5 - 25
Statistic: Intelligence
Used: To negotiate a settlement with someone
Honed Perception Skills
<skill> <level> <points>
Minor Skills
<skill> <level> <points>
Combat Skills
Weapons Proficiency Level 12 - 88
Statistic: Dexterity
Used: Gives bonus's to physical combat
Crossbows
Magic Skills
Level 15 - 130
Statistic: Magic and Spirit
Knowledge Skills
<skill> <level> <points>
Vehicle Skills
<skill> <level> <points>
Survival Skills
<skill> <level> <points>
Crafting Skills
<skill> <level> <points>
-= Advanced Skills =-
Arcane 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.
Name: Called Shot
Cost: 15 SP
Skill Level Required: 10
Type: Bonus
Effect: Called shot penalty for archers is reduced to -10
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<<> Abilities <>>
-= Physical (Style Points) =-
___/___ Style Points (Current/Maximum)
-= Magical/Psionic (Spell Points) =-
95/240 Spell Points (Current/Maximum)
Aura:
Cost: 10SpP,
Accuracy 1 (+3)
Range 1 (1 ally)
Damage 1 (heals 1*)
Decription: "Restore ally's HP (Some)" - Restores a small to moderate amount of HP to a single ally. Aura is cost-efficient, but not very effective.
Provoke:
Level 2
Cost: 15 SpP,
Accuracy 1 +3
Range 1 (1 Target)
Status 2: Confuse
"Confuse enemy" - May inflict Chaos on an enemy. Provoke is useful when battling a single powerful non-boss monster.
Ice: Cost: 15SpP, 30 MP
Level 2
Accuracy 1 (+3)
Range 1 (1 Target)
Damage 2 (*2 Dmg)
"Attack enemy w/ Ice" - The most basic Ice-based spell, with which Marle encases an enemy in a large block of ice. She cannot learn this spell or any others, except Aura and Provoke, without visiting Spekkio.
Cure:Cost: 20SpP,
Range 1 (1 ally)
Damage 3 (heals 3*)
Decription: "Heal ally (More)" - A stronger variant of Aura, Cure replenishes most of one character's HP.
Level 2: Haste - Speeds a target up, granting it 2 actions/round for 1d5 rounds. 40 MP
Cost : 15 SpP
Ice 2:Cost: 20SpP,
Level 3:
Range 2 (1d2)
Damage 3 (*3 Dmg)
Decription: "Damage all enemies w/ Ice 2" - An advanced version of Ice that is used to crush all enemies onscreen with two enormous blocks of ice. It inflicts greater Ice-based damage than the original spell.
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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 SP)-Arcane Mastery
Stat: Magic Affinity
Enhancement: +10 to Arcane Arts rolls
* Feat 3 (200 SP)-Improved Magic Soak
Associated Statistic: Willpower
Effect: This increases the Magic Soak to *5 instead of *4.
Example: The character has a 60 Willpower. The character has 60*4=240 to soak from a Magic attack before taking HP damage. With this Feat, the character has 60*5=300 instead to soak.
* Feat 4 (300 SP)-Elemental Affinity Water (Ice)
Associated Statistic: Magic/Spirit/Willpower
Effect: The character uses an Element as a power and it is natural to that character. It is ingrained into the person and they receive bonuses against harm from that element and can wield it as a weapon effectively but the character also is weak versus the opposing element.
* Feat 5 (400 SP)- Elemental Affinity Water(Ice)
Associated Statistic: Magic/Spirit/Willpower
Effect: The character uses an Element as a power and it is natural to that character. It is ingrained into the person and they receive bonuses against harm from that element and can wield it as a weapon effectively but the character also is weak versus the opposing element.
* Feat 6 (500 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 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: Valkerye
CB-OSP:
Side Arm:
Armor:
Pendant: Marle's Charged Pendent
Ring 1:
Ring 2:
-= Item Slots =-
Slot 1:
_______________________________________________________________________
<<> Inventory <>>
_______________________________________________________________________
<<> Special Notes <>>
<<> Player Info <>>
IRC Nick: FallenRaven
Real Name (Optional): Brandon
Time Zone (GMT Modifier): EST
_______________________________________________________________________
<<> Character Information <>>
-= Basics =-
Name: Princess Nadia "Marle" Guardia
Race: Human
Height: 5'7"
Weight: 105 lbs.
Appearance:

Eye Color: Blue
Hair Color: Blonde
Notable Features:
<<>Character Personality<>>
Favorite Food: Soup
Likes: Crono
Dislikes: Frogs
Favorite Color: White
Fears: Lavos destroying her world
<<>Character Background<>>
History: Marle ran away to the Millenia Fair for a bit of excitment. She and Crono Colided knocking her pendent off. She asks if she cna tag along with Crono who of coruse says yes! During Lucca's Telepod show Marle gets thrown 400 years into the past.
Crono and Lucca chase after her and fix the timeline bringing Marle back form oblivion. Marle joins Crono on his trip through time to save the world from Lavos.
Notable Accomplishments:
Training (If any):
<<>Weapons/Items<>>
Weapon Name: Mod #: Effect of weapon
_______________________________________________________________________
<<> Statistics <>>
500 points to distribute
Vital Statistics
Physical
Health: 50
Hit Points:2000/ 2000 HP (Health * 40)
Dexterity: 50
Style Points: 200 StP (Dexterity * 4)
Strength: 50
Inventory Slots:+5(+1 Slot for every 10 Strength)
Base Physical Damage: 150 (+1 Bonus for every 10 Strength * 30)
Maximum Carry Weight: 200 (+1 Bonus for every 10 Strength * 40) lbs (pounds)
Endurance:40
Defense (Damage Absorb): 160 (+1 Bonus for every 10 Endurance * 40)
Mental:
Intelligence: 100
Magic Points: 500 / 500MP (Intelligence * 5)
Skill Points: 400 SkP (Intelligence * 4)
Magic Affinity: 60
Spell Points: 240 SpP (Magic Affinity * 4)
Magic/Psionic Level: _______ (+1 Magic Level per 5 levels of Arcane Arts/Psionic Mastery Skills)
Spirit: 69
Base Magic Damage: _______ ( ((Spirit +1/10) + (Arcane Arts/Psionic Mastery Skill Level)) * 30 )
Willpower: 80
Magic/Psionic Damage Soak: 320 (+1 Bonus for every 10 Willpower * 40)
Luck: 1
Luck Points: 0 LP (+1 Luck Point for every 50 Luck)
_______________________________________________________________________
<<> Skills <>>
398/400 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 Level 10- 65
Statistic: Dexterity
Used: Helps with dodge rolls
Reaction Level 10 - 65
Statistic: Dexterity
Used: Countering sneak attacks, surprises, etc
Diplomacy Level 5 - 25
Statistic: Intelligence
Used: To negotiate a settlement with someone
Honed Perception Skills
<skill> <level> <points>
Minor Skills
<skill> <level> <points>
Combat Skills
Weapons Proficiency Level 12 - 88
Statistic: Dexterity
Used: Gives bonus's to physical combat
Crossbows
Magic Skills
Level 15 - 130
Statistic: Magic and Spirit
Knowledge Skills
<skill> <level> <points>
Vehicle Skills
<skill> <level> <points>
Survival Skills
<skill> <level> <points>
Crafting Skills
<skill> <level> <points>
-= Advanced Skills =-
Arcane 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.
Name: Called Shot
Cost: 15 SP
Skill Level Required: 10
Type: Bonus
Effect: Called shot penalty for archers is reduced to -10
_______________________________________________________________________
<<> Abilities <>>
-= Physical (Style Points) =-
___/___ Style Points (Current/Maximum)
-= Magical/Psionic (Spell Points) =-
95/240 Spell Points (Current/Maximum)
Aura:
Cost: 10SpP,
Accuracy 1 (+3)
Range 1 (1 ally)
Damage 1 (heals 1*)
Decription: "Restore ally's HP (Some)" - Restores a small to moderate amount of HP to a single ally. Aura is cost-efficient, but not very effective.
Provoke:
Level 2
Cost: 15 SpP,
Accuracy 1 +3
Range 1 (1 Target)
Status 2: Confuse
"Confuse enemy" - May inflict Chaos on an enemy. Provoke is useful when battling a single powerful non-boss monster.
Ice: Cost: 15SpP, 30 MP
Level 2
Accuracy 1 (+3)
Range 1 (1 Target)
Damage 2 (*2 Dmg)
"Attack enemy w/ Ice" - The most basic Ice-based spell, with which Marle encases an enemy in a large block of ice. She cannot learn this spell or any others, except Aura and Provoke, without visiting Spekkio.
Cure:Cost: 20SpP,
Range 1 (1 ally)
Damage 3 (heals 3*)
Decription: "Heal ally (More)" - A stronger variant of Aura, Cure replenishes most of one character's HP.
Level 2: Haste - Speeds a target up, granting it 2 actions/round for 1d5 rounds. 40 MP
Cost : 15 SpP
Ice 2:Cost: 20SpP,
Level 3:
Range 2 (1d2)
Damage 3 (*3 Dmg)
Decription: "Damage all enemies w/ Ice 2" - An advanced version of Ice that is used to crush all enemies onscreen with two enormous blocks of ice. It inflicts greater Ice-based damage than the original spell.
_______________________________________________________________________
<<> 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 SP)-Arcane Mastery
Stat: Magic Affinity
Enhancement: +10 to Arcane Arts rolls
* Feat 3 (200 SP)-Improved Magic Soak
Associated Statistic: Willpower
Effect: This increases the Magic Soak to *5 instead of *4.
Example: The character has a 60 Willpower. The character has 60*4=240 to soak from a Magic attack before taking HP damage. With this Feat, the character has 60*5=300 instead to soak.
* Feat 4 (300 SP)-Elemental Affinity Water (Ice)
Associated Statistic: Magic/Spirit/Willpower
Effect: The character uses an Element as a power and it is natural to that character. It is ingrained into the person and they receive bonuses against harm from that element and can wield it as a weapon effectively but the character also is weak versus the opposing element.
* Feat 5 (400 SP)- Elemental Affinity Water(Ice)
Associated Statistic: Magic/Spirit/Willpower
Effect: The character uses an Element as a power and it is natural to that character. It is ingrained into the person and they receive bonuses against harm from that element and can wield it as a weapon effectively but the character also is weak versus the opposing element.
* Feat 6 (500 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 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: Valkerye
CB-OSP:
Side Arm:
Armor:
Pendant: Marle's Charged Pendent
Ring 1:
Ring 2:
-= Item Slots =-
Slot 1:
_______________________________________________________________________
<<> Inventory <>>
_______________________________________________________________________
<<> Special Notes <>>
