Character Creation

Its time to make your character
For now until the system has a more solid system this is the current system. Also Character sheets are below.

General Info
When writing a character name, class, race, gender, and age please keep in mind who all will be in your group.

Alignment works the same as Lawful vs Chaotic, and Good vs Evil. Faction is if you are in a group or organization.

Page 1: Front Page
Starting from the top and working down

Pic/Sprite

 * This is where you draw a picture of your character.

Name

 * This is where you put your Character name. (If you want to include your real name for your DM's convenience please put it at the bottom of Pic/Sprite. Please keep in mind that you may be playing a fictional race with a weird set of name suggestions.

Gender symbols

 * We added Boy and Girl. If you aren't either put it below or next to it. It's up to you. We encourage allowing you to express yourself but for the sake of not having a page of gender choices we put these 2 down but you can put whatever you want there. When it comes to Gender this won't affect things to much unless its a race with only one gender. (You can still be whatever gender you would like however biologically you will be that specified gender.)

Lv

 * This is your Level. In general you start at Level 1 I advise you either go with Roman numerals or tally marks. But, if you want to do numbers go right ahead and do that. I personally do Roman Numerals cause I think they look better but up to you.

Class

 * If your confused go here. Please keep in mind what you will be expected to do as that class. Also think about the kind of character you want to play.

Race

 * If your confused go here. When considering Race please keep in mind how the world around you will react to you, for example as a Jito you may be hunted, or as a Sojo you may be hated.

Age

 * This depends on what you want and your race. If your confused go to the link above. The Age only matters if it is significantly too low or too high for a specific race.

Dark Vision

 * Depends on your race. Refer to Race link.

Speed

 * Take your speed stat and multiply it by 3 (stop there for feet) and for squares divide that by 5.

HP

 * As of now (as this is likely to change) initial HP is determined by Def + Str Modifier = HP. Also for every 5 Def after 10 the character gets a one time +5 HP to their total HP.

Stats/Stat Number

 * You have 80 stat points to distribute across your 8 stats. You can put a minimum of 4 and maximum of 15 in each. After adding the numbers from your race and classes the minimum is 1 and the maximum is 19. If you don't fit within these qualifications adjust your stats accordingly.

Stat Modifiers

 * For those of you more like me you don't want to hear a long and complicated formula. Fret not I can explain in much simpler terms. For those of you familiar with it, it's the same style as D&D. For those of you not familiar let me explain with examples. This will be in the format of Stat Number = Stat Modifier
 * 1 = -5
 * 2 = -4
 * 3 = -4
 * 4 = -3
 * 5 = -3
 * 6 = -2
 * 7 = -2
 * 8 = -1
 * 9 = -1
 * 10 = 0
 * 11 = 0
 * 12 = +1
 * 13 = +1
 * 14 = +2
 * 15 = +2
 * 16 = +3
 * 17 = +3
 * 18 = +4
 * 19 = +4
 * Now what exactly are Stat Modifiers. Stat Modifiers are the numbers you add onto your rolls of saving throws and checks. If you are confused refer to your Character Sheets. If still confused ask your Dungeon Master.

Equipped Inventory

 * This is just a quick place for you to put your equipped weapons and gear so you don't have to go hunting through the other pages for the information.

Page 2: Full Inventory
Starting from the top and working down.

Big Random Box to the Right

 * That box there is for your inventory. I frequently get the question, *Hey, what's up with those Xs to the side there?* Those are so that you can quickly know how many of each item you have.
 * The characters starting Inventory is based on their class which has been added to each class page.

Carrying Capacity

 * Str*10 = Carrying Capacity. That is generally in pounds but let's say you were using metric because it is better overall then you can have that in Kilograms or whatever your DM says your going by.

Copper/Silver/Gold

 * Copper is the cheapest currency.
 * Silver is more expensive. 10 Copper = 1 Silver.
 * Gold is the most expensive currency. It is used by most people. 10 Silver = 1 Gold.

Orr

 * Orr is the main currency under ground. *Why shouldn't I use Gold under ground?* Well Gold is only worth half of its normal value, as they mine it. Above ground Orr is nearly worthless except to diverse merchants. Underground 2 Gold = 1 Orr. Above ground 3 Orr = 1 Gold.

Page 3: Spell Book
Starting from top to bottom.

Spell Name

 * This is where you put the name of your spells. What? Did you expect more. It's pretty straight forward. A frequent question I get is
 * *How many spells do I get?* Well, the answer is based on how much intelligence you have. At 13 you learn one spell. At 16 you learn a second. At 19 you learn a third. And at every number there after you get another.
 * *How many spells can I use?* Well, the answer is based on how much Wisdom you have. Before 13 you can cast 1 per long rest. At 13 you can cast 2 per long rest. At 16 you can cast 3 per long rest. At 19 you can cast per long rest. And at every number there after you can cast another.

Range

 * This is dependent on the spell but, most are about the user's speed. (Refer to Page 1)

Effect/Damage

 * So this is either what does it do or how much damage does it do? Does it put someone to sleep or deal 1d4 damage (examples).

Languages

 * On a page of spells why are languages included? Well, specific languages can allow a user to learn certain spell types. The list is below. Every race learns Common, and another language automatically. More languages can be learned through study or through getting an Intelligence of a factor of 5 after 10 (similar to Defense and HP)
 * Fire = Common, Draconic
 * Earth = Common, Dwarvish
 * Water = Common, Aquarian
 * Air = Common, Poulian
 * Nature = Common, Elvish
 * Light = Common, Overcommon
 * Dark = Common, Undercommon
 * Time = Ancient
 * Soul = Undead
 * Sound = Tenor
 * Transformation = Animal
 * Plasma = Corr
 * Poison = Plant
 * Curse = Abyssal
 * Bless = Celestial

Page 4: Abilities Page
Starting from Top to Bottom.

Abilities of Races and Classes

 * The name is misleading as there are ways to get abilities without being or getting specific races or classes. Like the Stat Powers. However, this is where you put their names.

Effect

 * What does it do?

Duration

 * How long does it last? / How long is the cool down?

Strengths and Weaknesses

 * A characters Strength and Weakness have to do with their personal Strength and their personal Weakness. If one is strong, the other needs to be strong. This way there are no perfect characters, or overly flawed characters. Please try to keep this serious. DMs out there please know that this could be a great use of role play for your players. Its up to you how you implement them. I have begun to have players make these abilities. DO NOT let your players do this. Players DO NOT do this. It is to much of a pain to have to deal with this, and making sure that everything is balanced.
 * Examples of Strengths: Courageous, Not phased by the sight of lava, At the sight of Vampires wants to go into a blood murdering spree.
 * Examples of Weaknesses: Basically any phobia (someone is going to find some phobia and prove me wrong), PTSD, overly Brave, at the sight of vampires wants to go into a blood murdering spree.

Page 5: Companion Page 1
Starting from the top to bottom.

Anything stated repeats to the other boxes unless specified otherwise.

Stats and Modifiers

 * The only difference between companions and players are the low limit is no longer 4 instead its 1. Modifiers are the same.

Name

 * Name your companion.

HP

 * Defense Number + Strength Modifier = HP (Same Defense thing)

Lv

 * Once again Level. However, this is more important. The Companion does not level up with you but instead the class they are linked to. Including their HP.

Class

 * What class are they linked to? aka What class did you get them from?

Speed

 * Take your speed stat and multiply it by 3 (stop there for feet) and for squares divide that by 5. (TOO MUCH MATH! XD)

Race

 * What kind of creature is it?

Age

 * How old is your creature?

Dark Vision

 * How far can your creature see in the dark?

Pic/Sprite

 * Draw a picture of it. (YAY MY CREATIVE SIDE!)

Page 6: Companion Page 2
This is gonna be a short one.

Languages

 * Most creatures only speak Animal however, many speak other languages.

Abilities/Attacks

 * I certainly hope I don't need to explain this one.
 * This is where you put your creatures' abilities and attacks. Scratches? Put it here. Breathes Fire? Put it here.

Page 7: Appearance Page
Here we go. Left to Right, Top to Bottom...this is gonna be a while.

Hair Color

 * What hair color? Some races have specific hair colors. Just watch out for those. If you have more questions consult your DM.

Eye Color

 * What eye color? Some races have specific eye colors. Just watch out for those. If you have more questions consult your DM.

Height

 * How tall is your character? Some races are taller. Try not to go above 9 feet, ya know so you aren't taller than the ceilings.

Facial Hair (M)

 * This is more common for Males hence the (M). What facial hair do you have? Do you have any?

Hair Style

 * What hair style do you have? Is it spiky and up? Or is it curly and folded back? I don't know, I'm asking you.

Shoulder Size

 * Are your shoulders wide? thin? Do you have specific inches? The specifics of this is up to you.

Skin Color

 * Are you a blue smurf? Or perhaps Grinch Green?

Weight

 * Answer this if you want. This is to get a more complete image of your character.

Facial Marks

 * Do you have any rad scars? tattoos? Anything else?

Hair Length

 * How long is your hair? Is it down to the ground? Is it buzz cut? Do you have no hair?!?!?

Bust Size (F)

 * Bet you never thought you'd find this on a character sheet. As this is generally more prominent with Females we added a F. Add whatever specifics you want.

Voice Pitch

 * This is for you to stay consistent in your voice of your character. Once again add whatever specifics you want.

Shirt Color/Pants Color

 * I'm not going into any more detail.

Shoe Type

 * What type of shoes do you wear? Crocs? Suede shoes?

Accessories

 * Are there any important accessories to your character? Do they have nose rings? Do they wear a special locket that belonged to their grandmother? I don't know you put it down.

Physical Appearance

 * Add what you want. This is for anything we missed else where.

Other Physical Feature

 * In case you ran out of space.

Pronouns or Orientation

 * This is so there is no confusion. These things can change just let your party know (if you want to).

Backstory

 * The characters backstory is based on what the player wants to write just check with your DM to make sure it fits within their lore as to not disrupt their system. This also determines starting Currency which is decided by your DM.

Page 8: DM Reference
The DM reference page is a page that is designed to ease the work of the DM. With this sheet it's not hard for the DM to update your sheet and keep track of your character. This sheet also keeps track of many things the other pages do not cover.

Carrying Capacity
Your carrying capacity is your Strength x10. Your carrying Capacity dictates how much weight a character than carry. You can use pounds or Kilograms. Ask your DM for more specifics.

Stats
This can allow your DM to not have to ask you about your stats and can quickly refer to the page.

Passive Perception
This can let the DM determine what you see and dont see without alerting you at all. It is 10 + (Wisdom Modifier) = Passive Perception.

Speed
Here you can put how far your character can move per turn. This way the DM doesn't need to ask you should it become relevant. Speed Number x3 is how many feet you can move per turn.

Initiative Modifier
This way the DM can quickly help you find it. This is your speed modifier.

Life Saving Throws
This is where you record your life saving throws. Remember your life and death saving throws use your luck modifier.

Death Saving Throws
This is where you record your death saving throws. Remember your life and death saving throws use your luck modifier.

Name, Race, Class, and Age
Please put these down. It can be very hard for your DM to keep track of these details.

DM Questions or Notes
This is where the DM can put down some of the great things you've done or questions the DM has encountered when DMing your character and doesn't want to interupt the game to ask.

Previous Friends or Allies
This is where the DM can record who was previously in your party, or a friend you made. Useful for later.

Gold/Silver/Copper
This is so the DM can keep track of how much money you have. That way they don't severely over charge you or something.

Rations
This is how much food you have on you.

Strength
Now this strength isn't like your stat. Instead this is much more like a personality strength. For example, maybe your character stays calm under pressure. This Strength can not affect your stats at all. Instead this is used for roleplay oppurtunites.

HP
This is a great place for the DM to keep track of your HP. This can be helpful when they are trying to scale enemies so they don't TPK.

Alignment
This is like alignment found in other games. With the Lawful Neutral or Chaotic, and Good Neutral or Evil.

Previous Enemies or Rivals
This can keep track of any enemies that the character has made. Maybe there was a mob member that the player killed and angered the mob. This is a good spot to mention that.

Item of the Past? If so what?
This is like family heirlooms, gifts from important people, or some other item from the character's past.

Orr
This is something that is likely not found in other tabletop RPG systems. Based on the fact in the underground communities Gold, Silver, and Copper are rampant. So they are only worth half of their normal value underground and the primary currency is Orr.

Rations (Water)
The Rations on the right side refer to waterskins and how many days a person has water for.

Weakness
This is much like the strength from before. The Weakness is a character's personal weakness. This can grow to be much more interesting than a character's strength. Many times character's may have a fear of an item, word, person or something else just as an example. Please try to keep the Weakness of around the same influence as the strength.

XP
Keeping track of XP here can allow the DM to accurately measure how far you are away from leveling up.

Passive Dodge
This is 10 + (Dexterity Modifier) = Passive Dodge. This replaces armor class. Enemies must roll that number or higher to hit the player.