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 B | How to: Character Sheet

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Pudd - generalthom
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B | How to: Character Sheet Empty
PostSubject: B | How to: Character Sheet   B | How to: Character Sheet I_icon_minitimeSat Dec 01, 2018 10:45 pm

Character Sheet - Hyperlink






^This is a hyperlink to the .pdf








Designing a character is simple in our minds.  But to truly benefit the campaign of a tabletop RPG character sheets are a must have.  This sheet will represent your character fully, from your stats and perks to your equipped items and current inventory.  This is your user interface for the entirety of the game, although a notebook for notes, information, etc. is also suggested.

















This post will help walk you through the process of how to fill out a character sheet from start to finish.




  • Step 1: Determine who your character is going to be.


This seems easy enough, but with many options for your race, sub-race/denomination and class this can be the most difficult part for many players.
There are many ways to start building your character, but I always recommend starting with your class.  

Identify how you want to play.  Talk with the other members of your campaign group to see what everyone else feels like playing.  Although this isn't necessary, it can save a lot of frustration from starting a campaign with too much offense or not enough.  

Once you have identified your class, look through the races and see if any fit your class build appropriately.  This can be reversed, if you would rather see what race appeals to you and then choose a class from that.

Then as you might assume, you need to name your character, give a brief overview of them, such as height and weight and then give an attempt at drawing your vision of your character.


  • Step 2: Identify and select perks from class and race selection


Once a you have a class selected, choose two class perks and record them on the character sheets.  With many class perks, there are passive stat buffs or passive interaction buffs as well as potential negative effects.  These need to be noted on the first page in the PERKS column and on the Passive Skills section on the second page.  
If the class perks are daily skills they should be recorded on the second page of the sheets in detail but also included (typically just the name) on the first page PERKS column as well.  Include any damage information, healing information, duration information or dice roll information in this section but paraphrase for space.  

The races all have a sub-group of some sort.  With each race and sub-group there are perks.  These perks range from passive stat changes or abilities to active skills that can be used in combat or exploration.  Any Racial perks should be treated like Class perks and should be denoted in the proper sections.

If any perks chosen include Carry Capacity increases or proficiency multipliers, include those at the bottom of the first page. 

Example: Call to Eder - Volfhund Skill - @ night, gain +3 strength and +3 agility for player turns.
Example: Cannibal - Furion Skill - feed on dead or incapacitated humanoids. 1d4 for Strength 1d4 for Agility and 1d4 for Perception buff.


  • Step 3: Roll your base stats


Now for what is truly tabletop RPG.  DICE!

Throughout a game there will be tons of dice rolling to represent randomization.  This is exactly what the computer or console does anytime you play a JRPG (or nearly any RPG) video game.  But there is more to the dice than that.

When rolling base stats there are many "acceptable" ways to do it, traditionally, but for the focus of this game we are suggesting one of two.  The traditional ROLLING for it and the standard score distributions. 

When rolling for stats it is difficult to mess up.  
For HP:
Each class is assigned a HPD or Health Point Dice.  Typically a d6, d8 or d10 but d12 classes exist.
There is no true rolling specifically for this stat.
When your Willpower (WP) stat is rolled, add this number to your dice and that is your total HP.  Example: d6 HPD + 14 WP = Total HP of 20

For all other stats:
One stat at a time you will literally roll for the score. You don't get to call redo anytime you don't like the scores.  The dice give what is meant to be.  The method of rolling for stats is as follows.  
Roll 4d6.  That is a standard d6 dice, 4 times.  Select the highest 3 values and add them together.  This is your base stat.
Is this nerve racking? Yes.  Could you roll a tank with a strength of 3.  Technically. But could you roll a character with a base for all stats maxed at 18? Technically also yes. If the fear of the unknown and things out of your control is too much, use the next method.

When standardizing for stats it is also difficult to mess up.
For HP:
Exactly like above.

For all other stats:
Use the standard score distributions and plug them into wherever you feel that they would fit best.  Use the base standard scores of 16, 14, 13, 12, 9, 7, and 6.
Done.



  • Step 4: Roll for currency



You may have noticed that each race has a starting currency dice roll.  Find this roll info and roll to determine starting currency.


  • Step 5: Identify choose and record Siels for your character



This could be done above in step 2, AND I suggest you know what Siels your character is able to be proficient with (ie. Furions with Fire, Yldirians with multiple types) before rolling your stats, but there are some Siels that require certain Siel level to use them, so it's best to choose after rolling your stats.

Magick usage, or Siels, in this universe is unique to many other RPGs.  You have a seemingly non-existent Mana, or MP, pool.  In this game, the amount of Siels you can use, is tied to your Siel stat.  This is kinda a double edged sword is some ways.  In battle, as you use Siels, your Siel stat decreases temporarily (can be recovered with potions, food, prayer or rest).  As your Siel stat decreases, you become more susceptible to damage from other Siels.

Example: Furions are strong warrior types, typically low Siel level (with a - modifier with race) but are able to use Fire Siel.  Fire Siel cost 2 SP to use.  A theoretical character has a Siel stat of 6 after all modifiers to the base stat.  This character can use this Siel 3 times before unable to use it again.  However, because of the nature of the Siel, this character now has a Siel stat of 0, which means they have no hope to deflect damage from Siels without any magical equipment to do so.

Remember to refer to the Race Breakdown sheet for Siel eligibility.

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