Choarks wonderful Sheet

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Choark
 

Choarks wonderful Sheet

Unread postby Choark » Sat Dec 06, 2003 9:51 am

Quick Stats:
Choark (Choark) - Lvl 5- HP 103, MP 0, TP 41


Background:

name: Choark - age: 18-19- eyes: Blue/Green - hair: Spikey Blue with two long Pig/pony tails - height: 5' 10"

Comes from the Northern Mountain Range of Gaera, Choark is a banished Barbarian Ninja wondering from place to place searching for Food, Fights and Fun. The three important F's. He lived in Gre'Par'Th for 12 years under the watch of Pig, a tribe leader of the Wolf-Pigs, his Grampa and his sister Pia until one faithful day, he destroyed one of the temples there. He is deeply terrified of Ghosts, to the point where he becomes Berserk. He also goes out of control when he cannot move. One one of his adventures, his Warhammer was turned magical, and now has the power of lightening. Durring the Doma Demon War he helped fight demons within the city and even took on the dark lord himself in a surprise attack invlolving a Evil Rabbit, Kelne, Ben and Griff. It was then he was given two magical Bracelets, one that increases his Strength, though rewuires some effort from his part, and another with a simple tap of the rune makes him twice as fast for a brief period of time, allowing him to beat oppenents into a pulp before they can even blink.

--Basics--
Name: Choark
RPer: Choark
Race: Gre'Par'Th Human (Part Dragon)
Level: 5
XP: 0/2500
Max HP: 103
Max MP: 0
Max TP: 41
Initiative: 10+2d6 (12-22)

--Attributes--
Courage: +6
Wisdom: -2
Intuition: -1
Charisma: +3
Agility: +4
Dexterity: +2
Strength: +9
Stamina: +5
Magic: 0

Base AT/PA - 17
Modified for skill - 26/17
Modified for equipment - 25/15
Body=Ninja Gear

Weapon Damage- Giant Warhammer (x/23/29) +1d4 Lightning Damage
Thrusting - N/A
Swinging - 41+2d4+1d4 (44-53)
Chopping - 56+2d6+1d4 (58-72)

Unarmed:
Punch: 22+1d6 (23-28)
Kicking: 33+2d6 (35-42)

Equip note: 2 Magic Bracers (One adds +2 to Cho's Inhuman Strength, other used once per day to cast a haste spell on Cho. This lasts for three rounds, adds +3 to his agility, and gives him an extra action per turn.)

--Skills--
Warhammers-9 <Str/Str/Agi>
Unarmed-2 <Str/Dex/Agi>
Climbing-2 <Str/Dex/Agi>
[K]Catching Mice-2
Throwing Weapons (non-aerodynamic)-3 <Str/Dex/Int>
[S]Stealth-1
[S]Athletics-2
Secret/inhuman Strength- 5 (adds bonus to strength rolls at the cost of 2TP - every 1 level counts for 2 in ambidexitary skill (in other words he gets so strong he can basically use his Warhamme (or another two handed weapons) like a normal weapon))
Mountaineering-2 <Cou/Int/Agi>
Optimisem-1 (adds bonus against fear/saddness rolls at the cost of 1TP)

--Spells/Techs--

[Strength = 5] UberGlomp (TP 3) - If a sucessful unarmed attack roll is made, Choark grabs someone/thing and doesn't let go, reastraining them until he decides to or the person/thing breaks free.

[Stealth = 1] Sneaking's fun ^_^ (TP 4) - Remembering some of the ninja training he took to better effect, Choark gets *2 bonus to all his stealth rolls for the next 10 mins.
[Inate] Happy Dance (TP 3) - Unable to contain his happiness, Choark dances happily. This does two things. One is make him loose his next PA roll (if in a fight siuation) and two, is to cheer up those he is with, removing fear and depression.

[Stength = 4, Throwing Weapons = 1] Warhammer Spin throw (TP 5) - For an extra umpth to the attack, Choark spins around on the spot before letting his Warhammer fly towards his target, dealing an automatic critcal if it hits. This may make Choark dizzy. (50% chance)

[Strength = 7] Break you! (TP 10) - Choark puts all of his known strength into a blow designed to break a limb. If the attack hits, the target must roll greater than twice Cho's Strength on a d10+Sta of have their limb broken.

[Strength = 5, inhuman Strength = 1] Dragoon Jump! (TP 3) - Learned from the dragoons of Riva on one of his adventures, Choark seemily defies physhics and jumps beyond what can be thought possible. He can jump 20 feet high and 15 feet across, dealing 2d10 damage if he lands on something.
[Warhammer = 2] Smashy! Smashy! (TP 5) - A normal blow with the added effect of cracking armour. It reduces the AC of metal armours by Str+1d6 until repaired.

[Warhammer = 2, Strength = 6] Dragon Smash (TP - 7) - Used to kill the dragons around his home, this is a powerful blow to the head. It it hits, that target must roll Sta+1d10 and score equal or over Cho's strength or be killed. A failure indicated a KO.

[Warhammer = 3, Strength = 4] Wild Swing (TP - 20) - An all or nothing attack. Its purpose is to finish a target in one horrible blow. Counts as a critical cleave if it hits, with no penalty to hit. If the attack deals more than 1/2 of the targets remaining HP, it kills them outright, or incapacitates them. Reguardless if it succeeded or not Choark is phyically and mentally drained after its use and suffers penalty rolls (-6) until he has rested for a day, or spent a night in a hotel/inn/comfortable bed. Healing spells will not cure him from this as it is not a phyical injury, or will status removing spells.

[Warhammer =8] Muscle Flex (TP Cost = 8) Choarks muscles flex and tence with the blow of the Warhammer as it strikes, causing the damage it deals to increase dramatically. This Techiqur was aciqured through the heat of many combat rounds. (deals an upgrade to the attack one crit level if it hits. So Normal attack = X2. X3 if you win the roll by 15 or more, x4 for 30 or more x5 for 45 or more)

[Strength +9] Throw Fools (TP - 5) Choark picks up target and spin throws them (Choarks)Strength+1d20 meters - if they collide with any wall or solid object target gets (Choarks)Strength+2d20 damage and a 50% chance of being Dizzy. (Dizzy would give a -3/-3 AT/PA penalty for 1d3 rounds. ALSO, note that being chucked off a ledge would inflict falling damage)

[Warhammer=8] Sword Break (6TP) - Swinging attack made at a -4 penalty. If it hits, the targetted weapon is broken by the blow, and rendered useless. Magic weapons may be deemed unbreakable, and in which case they are smashed from the wielders hands (Jak's note: That's -4 overall. Not -4 on top of the -3 for a swing attack)

[Strength=4, Warhammer =4] Ball Break (TP 6) - An attack made at a male characters balls (-8 to hit). If strikes Target gets -8/-8 AT/PA for 1d3 rounds, 50-STA% chance of instant KO. (For extra fun has 30% chance of permentally breaking balls - no offspring allowed - RPers/GM's disgression)
[Inate] Mountain Man - Cho recieves +2 to all non combat rolls in mountain enviroments. In non mountainous areas, he has a -2 penalty.
<p><div style="text-align:center">Image </div>
<div style="text-align:center">Cowgirl fanboy - Barbarian Ninja - Expert Mouse Catcher - Holder of the Iron Glasses Of Doom!</div></p>Edited by: [url=http://pub30.ezboard.com/brpgww60462.showUserPublicProfile?gid=choark>Choark</A]&nbsp; Image at: 12/6/03 8:55 pm

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