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 Character Sheet Template: Vampires and Werewolves!

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TitanShadow12

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Posts : 334
Join date : 2013-09-07
Age : 21

PostSubject: Character Sheet Template: Vampires and Werewolves!   Fri Jul 31, 2015 2:20 am

Hey guys! Definitely a better story than Twilight, with hatred between two kings of the night, a mysterious power, and secrets and lies passed about in the sanctity of darkness! Fight at your own risk in daylight, for your foes shall be strong and you'll need all the power you can get!

If I feel like it I'll edit this template and let you guys know what to change.

*Name:(Surname optional)

*Race: (Vampire, Werebeast)

*Face Claim:(image of who your character looks like)

Class:(Pick gear. No magic. Class is really for naming purposes to make your role easy to identify.)

*Gender:

Age: (really not much of a limit, just no longer than 1 million years. Coz one billion is before the time when humans first appeared. If you make yourself super old you'll have more abilities but suffer from negative traits.)

Description:(for changing things in the face claim)(can affect first encounters with people)

*Backstory:(Info about past or personality)(older you are, more backstory you need)

Height:(optional, but recommended)

Weight:(optional, but recommended)

Gear:(Put things here that you would equip. I'll edit it for quality. 5 things max. Any weapon that isn't being wielded goes in inventory)

Inventory:(Put what you want in your inventory. I'll edit for quality. 5 slots, backpack adds additional slots once game begins)

*Transformation:( required for werebeasts)(The beast you choose to transform to every night. You can control your transformation somewhat, like legs only if your beast is fast or wings only if your beast has wings etc, be creative. Wisdom determines success of partial transformation)
Vampires can also transform but it counts as one of their abilities and the transformation is weaker than a werebeast, esp. at night.)

*Expertise:(vampires only)(Vampires have tight knit, powerful societies, where each individual plays a part)(Choose whether you specialize in human manipulation, transformation and vampiric abilities, or melee combat.)

Abilities:(Actives)(Uses stamina, which recovers with rest, food, drink, etc. Stamina also drains over time, but really slowly so don't worry too much, I'll let you know if your stamina is getting low. Basically if you keep yourself healthy you'll be a stronger fighter with access to your abilities. Drain stamina to zero and you pass out. Transforming takes stamina and drains it faster.)

Note: Age nets you more abilities on a logarithmic scale. 1yr=1 ability, 10yr = 2, 100 = 3, 1000 = 4, etc. However, age also gets you negative traits. On the other hand, for every negative trait you get you get an additional stat point to spend in WIS, INT, or CHR, and you can break the cap with these points. Your max STR, DEX, and CON reduce by 1 per negative trait)

Trait:(passives, make 3, you can choose to increase a stat by 2) (Also put negative traits according to age. You get one every log scale after 10 years. 100 = 1 neg trait, 1000 = 2, etc.)

Alignment:       Lawful Good       Neutral Good     Chaotic Good
                     Lawful Neutral    True Neutral      Chaotic Neutral
                     Lawful Evil         Neutral Evil       Chaotic Evil

Stats:(You get 76 points to spend in this area. You must have at least one point in each stat, and you don't have to use all of the points. Max you can put into one stat is 20, before age factors in. Additionally both races suffer reduced STR, DEX, and CON during the day. Also, you get extra stat points for each log scale starting at 100 to spend on WIS, INT, or CHR. Basically, you get one point per neg trait. You can break the cap using these free points, but only these points (e.g. 40,000 yrs old with 23 int).)

Strength
1 (–5): Morbidly weak, has significant trouble lifting own limbs
2-3 (–4): Needs help to stand, can be knocked over by strong breezes
4-5 (–3): Knocked off balance by swinging something dense
6-7 (–2): Difficulty pushing an object of their weight
8-9 (–1): Has trouble even lifting heavy objects
10-11 (0): Can literally pull their own weight
12-13 (1): Carries heavy objects for short distances
14-15 (2): Visibly toned, throws small objects for long distances
16-17 (3): Carries heavy objects with one arm
18-19 (4): Can break objects like wood with bare hands
20-21 (5): Able to out-wrestle a work animal or catch a falling person
22-23 (6): Can pull very heavy objects at appreciable speeds
24-25 (7): Pinnacle of brawn, able to out-lift several people

Dexterity
1 (–5): Barely mobile, probably significantly paralyzed
2-3 (–4): Incapable of moving without noticeable effort or pain
4-5 (–3): Visible paralysis or physical difficulty
6-7 (–2): Significant klutz or very slow to react
8-9 (–1): Somewhat slow, occasionally trips over own feet
10-11 (0): Capable of usually catching a small tossed object
12-13 (1): Able to often hit large targets
14-15 (2): Can catch or dodge a medium-speed surprise projectile
16-17 (3): Able to often hit small targets
18-19 (4): Light on feet, able to often hit small moving targets
20-21 (5): Graceful, able to flow from one action into another easily
22-23 (6): Very graceful, capable of dodging a number of thrown objects
24-25 (7): Moves like water, reacting to all situations with almost no effort

Constitution
1 (–5): Minimal immune system, body reacts violently to anything foreign
2-3 (–4): Frail, suffers frequent broken bones
4-5 (–3): Bruises very easily, knocked out by a light punch
6-7 (–2): Unusually prone to disease and infection
8-9 (–1): Easily winded, incapable of a full day’s hard labor
10-11 (0): Occasionally contracts mild sicknesses
12-13 (1): Can take a few hits before being knocked unconscious
14-15 (2): Able to labor for twelve hours most days
16-17 (3): Easily shrugs off most illnesses
18-19 (4): Able to stay awake for days on end
20-21 (5): Very difficult to wear down, almost never feels fatigue
22-23 (6): Never gets sick, even to the most virulent diseases
24-25 (7): Tireless paragon of physical endurance

Intelligence
1 (–5): Animalistic, no longer capable of logic or reason
2-3 (–4): Barely able to function, very limited speech and knowledge
4-5 (–3): Often resorts to charades to express thoughts
6-7 (–2): Often misuses and mispronounces words
8-9 (–1): Has trouble following trains of thought, forgets most unimportant things
10-11 (0): Knows what they need to know to get by
12-13 (1): Knows a bit more than is necessary, fairly logical
14-15 (2): Able to do math or solve logic puzzles mentally with reasonable accuracy
16-17 (3): Fairly intelligent, able to understand new tasks quickly
18-19 (4): Very intelligent, may invent new processes or uses for knowledge
20-21 (5): Highly knowledgeable, probably the smartest person many people know
22-23 (6): Able to make Holmesian leaps of logic
24-25 (7): Famous as a sage and genius

Wisdom
1 (–5): Seemingly incapable of thought, barely aware
2-3 (–4): Rarely notices important or prominent items, people, or occurrences
4-5 (–3): Seemingly incapable of forethought
6-7 (–2): Often fails to exert common sense
8-9 (–1): Forgets or opts not to consider options before taking action
10-11 (0): Makes reasoned decisions most of the time
12-13 (1): Able to tell when a person is upset
14-15 (2): Can get hunches about a situation that doesn’t feel right
16-17 (3): Reads people and situations fairly well
18-19 (4): Often used as a source of wisdom or decider of actions
20-21 (5): Reads people and situations very well, almost unconsciously
22-23 (6): Can tell minute differences among many situations
24-25 (7): Nearly prescient, able to reason far beyond logic

Charisma
1 (–5): Barely conscious, probably acts heavily autistic
2-3 (–4): Minimal independent thought, relies heavily on others to think instead
4-5 (–3): Has trouble thinking of others as people
6-7 (–2): Terribly reticent, uninteresting, or rude
8-9 (–1): Something of a bore or makes people mildly uncomfortable
10-11 (0): Capable of polite conversation
12-13 (1): Mildly interesting, knows what to say to the right people
14-15 (2): Interesting, knows what to say to most people
16-17 (3): Popular, receives greetings and conversations on the street
18-19 (4): Immediately likeable by many people, subject of favorable talk
20-21 (5): Life of the party, able to keep people entertained for hours
22-23 (6): Immediately likeable by almost everybody
24-25 (7): Renowned for wit, personality, and/or looks

*these are a must before you can post a "wip"
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