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Lucifer
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Join date : 2013-09-01

PostSubject: 3.5 Character sheet template   Fri Sep 25, 2015 5:06 pm

IMPORTANT!! Manton Effect:The Manton Effect refers to a parahuman's inability to affect a living being though powers that effect living beings seem to be exempt. This effect prevents telekinetics from crushing someone's heart inside their chest or force field users from bisecting a person.

Setting: September 11, 2001. Players can start in a variety of locations but must be near the trade centers.

REMOVE ALL ABOVE LINE
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*Name:(Surname optional)

Alias:(Parahumans only)

Languages: English(+backstory if any)

*Face Claim:(image of who your character looks like)(Like this, but dont use that one)

Race:(Human/Parahuman)

Classifications:(You get nine points to spend here one point in a classification will give you a weak passive, however, you may put additional points into that passive to make it stronger))

Mover: A mover has the ability to transport themselves and/or others to other locations, by means of enhanced speed, teleportation, flight, vehicles or the like.
ex:1-lowering your own weight so you can jump higher
ex:4-Flight
ex:8-Moderate-High Telekinesis

Shaker: A Shaker can affect a broader area, asserting some degree of control over the battlefield.  May include gas, explosions, forcefields, and ambient or radiated effects. Most wide-area-effect, forcefield and spacetime manipulation powers fall under the Shaker classification.
ex:1-weak force fields
ex:4-forcefield bubble and shaped force fields
ex:8-Can bend, stretch, or compress space

Brute:A Brute classification typically indicates enhanced strength or durability, capes who are most dangerous in a melee and are typically very difficult to put down.  While the execution may remain fairly stable, the source of this power can vary.
ex:4-6 Superhuman strength and durability

Breaker:A breaker is those who have some ability to ‘break’ the natural laws of the universe as far as those laws apply to them. This is frequently a side effect of powers to prevent them from harming their owners. They typically have the ability to alter themselves to a different state in which they maintain different abilities.  Appends other powers, but only in this state.  Can also include general altered states.
ex:4-Transforms into a shadow state
ex:8-Becomes an inhuman monster when out of sight

Master:A cape whose powers let them control others or create minions (be they humans, parahumans, animals or specific objects). Can range from ability to control simple insects all the way up to superhuman/projections. Varies from area (touch to long distance), number of beings affected (one being to nearly infinite), simple commands to absolute control and across a spectrum of time lengths and programming (short durations vs. indefinitely or programmed commands).
ex:5- Can create and control cloth contructs.
ex:8-Voice allows command over humans

Tinker:Covers anyone with powers that give them an advanced grasp of science. Lets them make technology years ahead of its time. They can intuitively create or alter many devices beyond the usual restrictions of knowledge, resources and physics. Tinkers are less dangerous when removed from their gear, but should not be assumed to be harmless.  A typical tinker can artificially assume any number of other classifications, depending on speciality. Speciality should be appended to the classification in every case possible. Many Tinker devices cannot be maintained or used safely by anyone except the Tinker in question.
ex:2-Can create anything, but rate of failure increases if made already
ex:6-Bombs

Blaster:A cape with ranged, offensive attacks of some form.  Can include blasts, thrown or moved objects, grenades.  Not always damaging, but generally deleterious. Response varies greatly depending on the nature of the blaster.  At low levels, cover is highly recommended.  At higher levels, movement is a higher priority, and cover should be assumed to be useless.
ex:4-Create light grenades
ex:6-Pyrokinesis

Thinker: Possesses enhanced knowledge, skills and/or perceptions beyond any reasonable norm.  Includes clairvoyance, precognition, skill acquisition, enhanced hearing and enhanced sight. Thinker capes, all numbers assumed to be equal, take the highest priority in engagements.
ex:2-Superhuman multitasking
ex:6-Perfect memory, heightened cognitive speed and planning.

Striker: A cape with the ability to apply some effect by touch or at point-blank range. Has a power that applies on physical contact.  Often applies a changed state, like the breaker classification, but isn’t personal.  Melee range, including strength only without any durability, else it is classified as a Brute power. The striker classification could include certain Breaker effects as they were applied to things other than the cape themselves, but not always. Other strikers included those who used energy weapons, those who had certain kinds of superstrength that weren’t accompanied by durability and those with pyrokinesis or such that didn’t extend more than a foot around them.
ex:4-Touching an object gives telekinetic control.
ex:8-Can manipulate biology with a touch.

Changer: Can alter their form, appearance, and/or natural abilities through some manipulation of their bodies.  Does not include new powers beyond natural weapons, armor, or durability.
ex:1-Can transform into a ball of hard light
ex:4-Transforms into a giant wolf made of whirling metal
ex:8-Creates and projects a single solid image user controls from a remote distance that can have powers of their own

Stranger: Stranger powers predominantly lend themselves to infiltration.  Ability in question might bypass defenses, mislead, or help to avoid notice or otherwise affect a person's mind.
ex:2-Transforms into a lightweight largely-intangible "shadow form"
ex:4-Transforms into mist
ex:8-Fades out of awareness and memory while her power is active

*Gender:

Age: (Normal human aging is confusing)

Description:(for changing things in the face claim)

*Backstory:(Info about past or personality)(trigger event for parahumans, ie traumatic experience or some life changing event)(include starting location)

Height:(optional, but recommended)

Weight:(optional, but recommended)

Gear:(Put things here that you would equip. I'll edit it for quality. 7 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)

Power(s):(More that one depending on your classification point distribution. Powers must be related if more than one, and you get one power per classification if the points are above 2) Must be related, but if lore explains adequately I may allow for some unrelated powers.

Power drawbacks/tolls and power explanation(ie: what the power does):(you can have unrelated powers)

Alignment:

Lawful good: A Lawful Good character typically acts with compassion, and always with honor and a sense of duty. A Lawful Good nation would consist of a well-organized government that works for the benefit of its citizens

Neutral good: A Neutral Good character typically acts altruistically, without regard for or against Lawful precepts such as rules or tradition. A Neutral Good character has no problems with co-operating with lawful officials, but does not feel beholden to them. In the event that doing the right thing requires the bending or breaking of rules, they do not suffer the same inner conflict that a Lawful Good character would.

Chaotic good: A Chaotic Good character favors change for a greater good, disdains bureaucratic organizations that get in the way of social improvement, and places a high value on personal freedom, not only for oneself, but for others as well.

Lawful neutral: A Lawful Neutral character typically believes strongly in Lawful concepts such as honor, order, rules, and tradition, and often follows a personal code. A Lawful Neutral society would typically enforce strict laws to maintain social order, and place a high value on traditions and historical precedent. Examples of Lawful Neutral characters might include a soldier who always follows orders, a judge or enforcer that adheres mercilessly to the word of the law, and a disciplined monk.

True Neutral: A farmer whose primary overriding concern is to feed his family is of this alignment. Most animals, lacking the capacity for moral judgment, are of this alignment, since they are guided by instinct rather than conscious decision. Many roguish characters who play all sides to suit themselves are also of this alignment (such as a weapons merchant with no qualms selling his wares for profit to both sides in a war)

Chaotic neutral: A Chaotic Neutral character is an individualist who follows his or her own heart, and generally shirks rules and traditions. Although Chaotic Neutral characters promote the ideals of freedom, it is their own freedom that comes first; good and evil come second to their need to be free. Chaotic Neutrals are free-spirited and do not enjoy the unnecessary suffering of others. A Chaotic Neutral character does not have to be an aimless wanderer; it may have a specific goal in mind, but its methods of achieving that goal are often disorganized, unorthodox, or entirely unpredictable.

Lawful Evil: A Lawful Evil character sees a well-ordered system as being easier to exploit, and shows a combination of desirable and undesirable traits; while it usually obeys its superiors and keeps its word, it cares nothing for the rights and freedoms of other individuals and is not averse to twisting rules in its favor.

Neutral evil: A Neutral Evil character is typically selfish and has no qualms about turning on its allies-of-the-moment, and usually makes allies primarily to further its own goals.

Chaotic Evil: A Chaotic Evil character tends to have no respect for rules, other people's lives, or anything but its own desires, which are typically selfish and cruel.

Stats:(You get 70 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)Some classifications give stat bonuses, I will assign these.

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
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