

Character Sheet
Name: This is the name of your character. (Add your irl name is parentheses in case you misplace your sheet so whoever finds it knows how cool you are)
HP: All Players have 99 Hit Points.
Stress: An increase in your Stress will give a Tier handicap to Rolls.
Species: What species are you? (There are no humans, there are no half this, half that. Just be something- your species may affect you differently based on the region you are adventuring in) Refer to the Species section for options.
Job: Please identify what you “do”. (This is your class or profession… Knight? Sorcerer? Archer?) Refer to the Jobs section for options
Distance: This is how many 2m squares you can move as an action. Typically this is 4, increased with certain magic or trainings
Appearance: How do you appear to others? (You may prefer a particular haircut, or lost all your teeth in a battle. Much like your Species, your appearance may affect how others behave around you)
Path: Rebel, Archivist, Protector. Refer to the Path section for options
Pet: Your GM may allow you a pet, certain Jobs may have skills with animals.
Bond: Where are you bonded to for Resurrection? Refer to the Bond section for options.
For Stats: 1 point may be given to two separate stats, the other 2 stats stay empty. If you intend to have the ability to cast magic, 1 point must be placed in Magic. Characters with no point in Magic have 0 magic ability and cannot cast. Characters with 2 stats selected may gain up to 9 more additional bonuses, either through abilities or items. The max a character may gain as a bonus from their items or abilities is 10 points. A True Wizard with level 9 Magic abilities has their initial 1 point plus 9 more points that add to a 10 point bonus on rolls involving magic. A Fighter with a point in Physical and a point in Charisma could use abilities and item equipment to max out with a plus 10 bonus to their attack rolls from Physical and a plus 10 bonus to Charisma on charm related rolls. That same character cannot cast magic and cannot gain bonuses from items to their Mental. Please refer to the Stats section for more info.
Physical: (Str/Dex)
Mental: (Wis/Int)
Charisma: (Cha)
Magic:
Attack: (The total bonus modifier to add to your Attack rolls. by weapon. Phys Bonus plus Weapon Bonus plus Abilities and other bonuses. +9 in Attack max.) Ex. 1Phys+1AbilityBonus+1 from a +1 Sword=+3 to add to Attack rolls.
Defense: (The total defense modifier to add to your Defense rolls. Phys Bonus plus Armor/Shield plus Abilities and other bonuses. +9 in Defense max.)
Movement: 4 spaces (2m per space)
2)
Character Page: shows outfit, accessories, armor. Max of 10 pieces of worn gear, included jewelry/accessories. Armor/Gear bonuses do not stack. Only one Armor/Gear ability can be active at any time. This includes Item abilities like a magic scroll…you would need to turn your focus from your Armor/Gear ability and onto the scroll… during which time your Armor/Gear ability is not active.
Abilities: What Abilities were you Trained in with your Job.
Biome: What Environments you have expertise in.
Background: Your Personal story.
Items: You may carry up to 10 Items. Various small pieces that take up small space and can fit in a pouch can be in the same slot (salt, pepper, spices, and a fork,knife,and spoon). * Spell components are also 10 to a slot.
Purse: You may carry up to 100 Guildr (each 100 past that takes up one of your 10 Items slots.)
Chest: 100 items can be saved in your Treasure Chest.
Bank: Unlimited Guildr can be saved in the Bank.
