Mirran Watchtower
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Character Sheet Template/ Stat Info

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Character Sheet Template/ Stat Info Empty Character Sheet Template/ Stat Info

Post  Jacob, The Cool One Sun Dec 09, 2012 4:03 pm

Name:
Gender:
Faction:
Training:
Country of Origin:

Class:
Level: 1

Stats
Strength: 1
Defense: 1
Hp: 100
Stamina: 100
Melee skill: 1
Marksman skill: 1
Crafting: 1
Speed: 1
Explosives skill: 1
Medicine: 1
Science: 1
Luck: 1

Points Given: 5
Points Spent:

Inventory
Special Item:
Starter Item 1:
Starter Item 2:
Starting Weapon:

Character Picture:
Bio:

Combat

Turn Order
Highest speed
2nd Highest
etc

Turn
Misc Action (Reload, heal, move, etc)
Combat Action (Shoot, hit, throw, etc)
Ending Action (weapon change, equipment change, etc)

NPCs move 3 meters (1 point of range) each turn

All shots/hits have a 100% chance of hitting their target

The target in question (or teamates in said targets team) can perform an intervention action, to weaken or prevent the damage in some way

Water: 3 days
Food: 21 days
Sleep: 7 days
Air: 2 min (2 turns)

Time
1 action is 12 seconds
5 actions is a minute
2880 actions is an hour
69,120 actions is a day
483,840 actions is a week
2,419,200 actions is a month
25,759,680 actions is a year

Addiction
All drugs can become addictions, you become addicted to a drug after using it 4 times in one day
In all fights after, if you have not had the drug that day you will suffer from withdrawl

Levels of Withdrawl (Stacks)
Minor Withdrawl: -1 Speed
Withdrawl: -1 Speed, -1 Strength
Major Withdrawl: -1 Speed, -1 Strength, When performing a combat action, roll a 10d, if it lands on an odd number, the attack misses
Total Withdrawl: Can not fight

Addiction CAN can be cured by an NPC or player with max medicine, or with a rare drug called Addict-Away

Survival

Levels of Dehydration
1-2: -1 speed
3: Death

Levels of Starvation
1-5: -1 speed
6-10: -1 speed, -1 strength
11-15: -1 speed, -1 strength, misc and end actions are taken by vomitting
16-20: Can't fight
21: Death

Levels of Sleep Deprevation
1-2 days: -1 speed
3-5 days: Hallucinations (decided by DM)
6: Extreme Hallucinations
7: Death

Crits
Whenever you attack, roll a 20d, if you hit a 1,2,3,4,5,6,7, or 8, you make a crit
if you have bonuses (X2 chance of crit) you roll again if the crit wasnt already made
Ex. Rolls 20d, 10, has a bonus of X3 chance of crit, may roll 3 more times
Crits deal your original damage x 2
Same rules apply to head shots only it 1,2,3, or 4 and it deals X3 damage

Skill Trees
Skill trees are a way to make your character more fit to your playstyle
There are 4 tiers (1st=1 passive skill, 2nd=2 passive, 2 abilities, 3rd tier 3 passive, 4th tier 4 passive, 2 abilities)
Each tier can only have half of it mastered (excluding tier 1 that only has 1 thing to master)
The things you dont master can not go above 2 (except with boosts from items)

Medicine 1: Can use basic medicine
Medicine 2: Can use advance medicine
Medicine 3: Can cure minor diseases
Medicine 4: Can cure major diseases
Medicine 5: Effects of medicine are doubled, can cure addiction, can perform minor surgeries (only Machines can perform major surgeries)



Science 1: gets tools to safe test food (dm decides if food and water is safe or not but this guy can test it to make sure)
Science 2: gets tools to safe test water
Science 3: can make batteries (automatically gets blue print to make batteries)
Science 4: can make a generator
Science 5: can fix machines and invents new fuel that is more efficient

Strength 1: can carry 100 lbs, +1 melee damage.
Strength 2: can carry 150 lbs and use two handed weapons.
Strength 3: can carry 200 lbs and gets +1 more melee damage.
Strength 4: Can carry 250 lbs and use very large weapons.
Strength 5: Can carry 300 lbs and gets +2 more melee damage

Explosives 1: can use simple explosives
Explosives 2: can craft simple explosives
Explosives 3: can use slightly more advanced explosives
Explosives 4: can craft slightly more advanced explosives
Explosives 5: can use and craft any explosives (no nukes)

Speed 1: No Change
Speed 2: Can do a misc action and a fighting action (You take your turn first against people with 1 or lower speed)
Speed 3: Bolt Action weapons don’t take up a misc action (You take your turn first against people with 2 or lower speed)
Speed 4: Can do two misc actions and a fighting action (You take your turn first against people with 3 or lower speed)
Speed 5: Healing doesn’t take up a misc action (You take your turn first against people with 4 or lower speed)

Defense 1: normal damage from all sources
Defense 2: -1 melee damage
Defense 3: -2 melee damage, -1 fall damage
Defense 4: -3 melee, -2 fall, -1 bullet damage
Defense 5 -4 melee damage, -3 fall, -2 bullet, -1 explosion damage

Hp Cap: 200 (1 point gives 10 HP)

Melee 1: +1 Melee Damage (All Stack)
Melee 2: +3 Melee Damage
Melee 3: +6 Melee Damage
Melee 4: +9 Melee Damage
Melee 5: +12 Melee Damage

Crafting 1: Can craft simple items
Crafting 2: Can craft simple weapons and complex items
Crafting 3: Can craft ammunitions and complex weapons
Crafting 4: Can craft simple firearms and special ammunitions
Crafting 5: Can craft anything (No explosives, within reason)

Luck 1: 1x Chance of a critical hit
Luck 2: 2x Chance of a critical hit
Luck 3: 3x Chance of a critical hit
Luck 4: 4x Chance of a critical hit
Luck 5: 5x Chance of a critical hit

Marksman 1: +1 bullet damage
Marksman 2: +2 bullet damage, 2x multiplier for headshot
Marksman 3: +3 Bullet damage, +1 pellet per shotgun shell
Marksman 4: +4 Bullet damage, +2 pellets per shotgun shell.
Marksman 5: +5 bullet damage, +3 pellets per shotgun shell, 3x multiplier for headshots, can carry and use two one handed guns. one in each hand.



Country of Origin
America: +1 Crafting, +1 Luck
Russia: +10 HP, +1 Defense
Germany: +1 Marksman, +1 Crafting
Ireland: +1 Luck, +1 Melee
Israel: Israel: +1 luck, +1 crafting
UK: +1 Crafting, +1 Speed
Poland: +10 HP, +1 Melee
Bangladesh: +1 Melee, +1 Marksman
India: +1 Crafting, +1 Melee
Italy: +1 Marksman, +1 Crafting
Singapore: +1 melee, +10 HP
Sri Lanka: +10 Hp, +1 Defense
France: +1 Defense, +1 marksman


Training
Survivor: +1 Crafting, +10 HP Geiger Counter: Detects Radiation
Spetznaz: +1 Melee, +1 Defense Ballistic Knife: Shoots a knife (Range 2, 10 base damage)
Secret Services: +1 Melee, +1 Marksman Bulletproof Vest: Immune to bullet damage in the chest
IDF: +1 Melee, +1 Explosives Krav-Maga: A martial art (Range 0, 12 base damage, may use it at any time, no weapon switch required)
IRA: +1 Explosives, +1 Crafting Tool Pouch of Duct Tape, Bolts, and Glue: Kind of obvious
Bandits: +1 Crafting, +1 Defense Bear Traps: Deals 15 damage to who ever steps on it, roll a 10d, if it lands on an 2,6, or 8, it takes off the foot
SAS: +1 Marksman, +1 Luck Tomahawk: Melee/Throwing weapon (Range 1, 15 base damage)
GSG9: +1 Marksman, +1 Speed Tear Gas: Skips afflicted players next 2 turns (throwable to a range of 2)
Navy Seals: +1 Marksman, Able to withstand low temperatures Oxygen Tank with Mask: Allows you to breath in oxygen
Army Rangers: +1 Marksman, +1 Explosives E-Tools: A spade used to dig out trenches and as a melee weapon (Range 0 10 Base Damage)
Green Barets: +1 Melee, +1 Defense Soft Sole Boots: Makes equipped player silent
GROM: +1 Marksman, +1 Strength, Parachute: Can jump from high heights and live
SWADS: +1 Crafting, Require 1 less item for crafting anything, High Tech Metal Detector: Allows you to find metal easily
MARCOS: +2 Defense, Flying Squirrel Suit: Allows for you to jump from high heights with easier mobility
COMSUBIN: +1 Speed, +1 Defense, Scuba-Gear: Used for swimming in water (keeps out toxins)
CDO FN: +1 Speed, Always takes turn before others with same speed, Radar: Shows enemies that are out of sight
SLAF Regiment Special Force: +1 Defense, +1 Speed, Bomb Diffusing Kit: Allows to diffuse bombs easier
UKSF: +1 Defense, +1 Crafting, Radio: Allows long range communications
KSK: +1 Marksman, +1 Damage for all marksman attacks
GIGN: +1 Defense, +1 Marksman, Attack Dog: A seperate "Player" with the following stats: 3 melee, 2 strength, 100 HP, 3 speed

Factions

Factions don't affect stats but they do affect how the game is played, and where you begin in the game

Survivors-Begin in a place in the wasteland (In america) and are aligned with really anyone you choose (Neutral)
Bandits-Begin in a bandit camp (In america) and are aligned with the bandit gang of your choosing (Evil)
UNW (United Nations of the World)-Begin in a bunker (In america) and are aligned with the attempt at government in the wasteland ("Good")

The Unavailable Faction

This faction exists but is not able to be joined, you may be able to help this faction but never be a part of it
Shadow Phoenix-The terrorist cell that caused the world to be in a post-apocalyptic state

You may change factions at any time (with good reasons)
Jacob, The Cool One
Jacob, The Cool One

Posts : 132
Join date : 2012-12-01
Age : 26

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