Caerwyn Loegaire: Character Sheet: Difference between revisions
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==Basic Information== | ==Basic Information== | ||
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<br/><br/>'''Spear''' - Attack: 80 - Defense: 20 - Base Damage: 40 - 1H Damage: 50 - 2H Damage: 60 - Speed: 5 - Final Initiative: 55 | <br/><br/>'''Spear''' - Attack: 80 - Defense: 20 - Base Damage: 40 - 1H Damage: 50 - 2H Damage: 60 - Speed: 5 - Final Initiative: 55 | ||
:: Fortitude: 13 - Breakage: 3 (2+1) - Presence: 25 - Crit 1: Thrust - Crit 2: N/A - Throwable - ROF: 80 - Range: 30m + 60f | :: Fortitude: 13 - Breakage: 3 (2+1) - Presence: 25 - Crit 1: Thrust - Crit 2: N/A - Throwable - ROF: 80 - Range: 30m + 60f | ||
<br/>'''Short Sword''' - Attack: 80 - Defense: 20 - Base Damage: 40 - 1H Damage: 50 - Speed: 15 - Final Initiative: 65 | |||
:: Fortitude: 12 - Breakage: 2 (1+1) - Presence: 20 - Crit 1: Thrust - Crit 2: Cut - Precision | |||
<br/>'''Bolas''' - Attack: 80 - Defense: 20 - Base Damage: 30 - Final Damage: 40 - Speed: -10 - Final Initiative: 40 - Trapping (Str 10) - Complex - Special | |||
:: Fortitude: 6 - Breakage: 3 (2+1) - Presence: 15 - Crit 1: Impact - Crit 2: N/A - Throwable - ROF: 80 - Range: 20m + 60f | |||
==Ki Abilities== | ==Ki Abilities== |
Latest revision as of 01:07, 17 February 2015
Basic Information
Name: Caerwyn Loegaire
Player: Dan K
Age: 17
Height: 6'1"
Weight: 230
Race: Duk'Zarist Nephilim
Class: Warrior Mentalist
Quirks: Often stands on one foot and leans on spear
Likes: Goats, Goat Cheese, The Forest on a Quiet Night, Fire, Storytellers
Dislikes: Being the Center of Attention, Anything Convoluted
Caerwyn Loegaire
Characteristics
Strength: 8 - Bonus: +10
Dexterity: 10 - Bonus: +15
Agility: 9 - Bonus: +10
Constitution: 7 - Bonus: +5
Intelligence: 4 - Bonus: -5
Power: 5 - Bonus: +0
Willpower: 9 - Bonus: +10
Perception: 6 - Bonus: +5
Basics
Presence: 30
Life Points: 105 - Base: 95 + Class: 10
Fatigue: 7
Movement: 9 - 105 feet per combat turn
Appearance: 7
Size: 15
Regeneration: 2 - Base: 1 + Race: 1
Regeneration Rate: +20/day, +10/day, -5/day
Combat Abilities
Base Initiative: +50 - Base:20 + Dex: 15 + Agi: 10 + Class: 5
Max Actions: 3
Max Attacks: 1
Attack: +80 - Base: 60 + Dex: 15 + Class: 5
Block: +20 - Base: 0 + Dex: 15 + Class: 5
Dodge: +75 - Base: 60 + Dex: 10 + Class: 5
Wear Armor: +10 - Base: 0 + Str: 10
Weapon Proficincies: Unarmed, Javelin, Bow, Short Sword, Spear, Bolos
Spear - Attack: 80 - Defense: 20 - Base Damage: 40 - 1H Damage: 50 - 2H Damage: 60 - Speed: 5 - Final Initiative: 55
- Fortitude: 13 - Breakage: 3 (2+1) - Presence: 25 - Crit 1: Thrust - Crit 2: N/A - Throwable - ROF: 80 - Range: 30m + 60f
Short Sword - Attack: 80 - Defense: 20 - Base Damage: 40 - 1H Damage: 50 - Speed: 15 - Final Initiative: 65
- Fortitude: 12 - Breakage: 2 (1+1) - Presence: 20 - Crit 1: Thrust - Crit 2: Cut - Precision
Bolas - Attack: 80 - Defense: 20 - Base Damage: 30 - Final Damage: 40 - Speed: -10 - Final Initiative: 40 - Trapping (Str 10) - Complex - Special
- Fortitude: 6 - Breakage: 3 (2+1) - Presence: 15 - Crit 1: Impact - Crit 2: N/A - Throwable - ROF: 80 - Range: 20m + 60f
Ki Abilities
Total Martial Knowledge: 20
Unspent MK: 20
Ki Points
Strength: 8
Dexterity: 10
Agility: 9
Constitution: 7
Power: 5
Willpower: 9
Ki Accumulation
Strength: 1
Dexterity: 2
Agility: 1
Constitution: 1
Power: 1
Willpower: 1
Resistances
Physical: +55 - Base: 30 + Con: 5 + Race: 20
Disease: +50 - Base: 30 + Con: 5 + Race: 15
Poison: +50 - Base: 30 + Con: 5 + Race: 15
Magic: +45 - Base: 30 + Pow: 0 + Race: 15
Psychic: +55 - Base: 30 + Will: 10 + Race: 15
Psychic Powers
Psychic Projection: +15 - Base: 0 + Dex: 15
Psychic Projection Module - Use Combat Abilities for Psychic Projection
Psychic Potential: 60 - Will: 50 + PP: 10
Innate Slots: 0
Total Power Points: 5
Free Power Points: 2
Pyrokinesis
Create Fire: +0
Secondary Abilities
Athletics
Acrobatics: +15 - (Cost: 2) - (Base: 5 + Agi: 10)
Athleticism: +25 - (Cost: 2) - (Base: 5 + Agi: 10 + Culture: 10)
Ride: -20 - (Cost: 2) - (Base: -30 + Agi: 10)
Swim: +15 - (Cost: 2) - (Base: 5 + Agi: 10)
Jump: +15 - (Cost: 2) - (Base: 5 + Agi: 10)
Climb: +25 - (Cost:2) - (Base: 5 + Agi: 10 + Culture: 10)
Vigor
Composure: +15 - (Cost: 2) - (Base: 5 + Will: 10)
Feats of Strength: +15 - (Cost: 2) - (Base: 5 + Str: 10)
Withstand Pain: +15 - (Cost: 2) - (Base: 5 + Will: 10)
Perception
Notice: +20 - (Cost: 2) - (Base: 5 + Per: 5 + Culture: 10)
Search: +10 - (Cost: 2) - (Base: 5 + Per: 5)
Track: +20 - (Cost: 2) - (Base: 5 + Per: 5 + Culture: 10)
Intellectual
Animals: +10 - (Cost: 3) - (Base: 5 + Int: -5 + Culture: 10)
Sciences: N/A - (Cost: 3) - (Base: 0 + Int: -5)
Herbal Lore: +10 - (Cost: 3) - (Base: 5 + Int: -5 + Culture: 10)
History: N/A - (Cost: 3) - (Base: 0 + Int: -5)
Navigation: N/A - (Cost: 3) - (Base: 0 + Int: -5)
Medicine: N/A - (Cost: 3) - (Base: 0 + Int: -5)
Memorize: -35 - (Cost: 3) - (Base: -30 + Int: -5)
Occult: N/A - (Cost: 3) - (Base: 0 + Int: -5)
Appraisal: N/A - (Cost: 3) - (Base: 0 + Int: -5)
Magic Appraisal: N/A - (Cost: 3) - (Base: 0 + Int: -5)
Social
Intimidate: -20 - (Cost: 2) - (Base: -30 + Will: 10)
Leadership: -30 - (Cost: 2) - (Base: -30 + Pow: 0)
Persuasion: -35 - (Cost: 2) - (Base: -30 + Int: -5)
Style: -30 - (Cost: 2) - Base: -30 + Pow: 0)
Subterfuge
Disguise: -15 - (Cost: 2) - (Base: -30 + Dex: 15)
Hide: -25 - (Cost: 2) - (Base: -30 + Per: -5)
Lock Picking: -15 - (Cost: 2) - (Base: -30 + Dex: 15)
Poisons: N/A - (Cost: 2) - (Base: 0 + Int: -5)
Theft: -15 - (Cost: 2) - (Base: -30 + Dex: 15)
Trap Lore: -15 - (Cost: 2) - (Base: -30 + Per: 5 + Culture: 10)
Stealth: +35 - (Cost: 2) - (Base: 5 + Agi: 10 + Culture: 10 + Natural Bonus: 10)
Creative
Art: -30 - (Cost: 2) - (Base: -30 + Pow: 0)
Dance: N/A - (Cost: 2) - (Base: 0 + Agi: 10)
Forging: N/A - (Cost: 2) - (Base: 0 + Dex: 15)
Music: N/A - (Cost: 2) - (Base: 0 + Pow: 0)
Slight of Hand: -15 - (Cost: 2) - (Base: -30 + Dex: 15)
Advantages
Withstand Death - When Between Life and Death, Duk'Zarist do not need to pass a Physical Resistance check to survive.
Perfect Bodies - Duk'Zarists can not have natural malformations.
Exceptional Resistances - +20 to PhR, +15 to other Resistances.
Unbalanced Inclination to Dark - +10 Resistance vs effects based on The Dark. Can not have Elemental Compatibility Light.
Quick Healing - +1 Regeneration.
Limited Needs - Needs a third of the sleep and food required by humans.
Sense Light and Dark - Can sense presence of other Sylvain or Duk'Zarist Nephilim present.
Night Vision - Reduce penalty from natural darkness by half.
Can Access to Any Psychic Matrix - 2 BP
Cultural Roots - +10 to Athleticism, Climb, Notice, Track, Animals, Herbal Lore, Stealth, Trap Lore (1 BP)
Disadvantages
Devotion to Fire - Fires mental discipline must be Pyrokinesis.
Allergic to Metal - If a metal containing iron touches a Duk'Zarist they must base a base Presence test vs Diff 60 or suffer an all action penalty equal to the margin of failure. Fore pure Iron the difficulty is 80. The penalty disappears at the rate of 10 per minute.
Immortal Soul - 20% experience penalty
Experience
Total: 25
Penalty: 20%
Final: 20
Next Level: 100