Caerwyn Loegaire: Character Sheet

From The Whereabouts

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