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Character Stats

There are many decisions to make when you are stat building: ability scores which affect the other values, what heritage aspects to choose, which traits to invest in, and much more. The following chapter presents an easy to follow guide to building your character by the numbers. It should however be noted that much of this is a guide to be used as needed.

Character Sheets Here!


Step by Step Guide to Character Building

The following is a step by step guide to building your character’s statistics. This is not organized by the character sheet, but rather from the most impactful statistics down to the details.


Step 1 ~ Ability Scores

Everyone has different abilities, defining strengths, weaknesses, inherent talents, and learned skills. In tabletop games the core of this variation begins with six different Ability Scores: Strength (might), Dexterity (quickness), Constitution (endurance), Intelligence (knowledge), Wisdom (sense), and Charisma (presence). These scores provide a starting distinction between your abilities.

Any of the methods in Dungeons and Dragons or Pathfinder, two popular systems, can just as easily be applied to this system. For further options, Ability Score Packages have been listed below. Any of the packages may be selected and the scores themselves are applied to the six Ability Scores, ignoring the given order. If you select Choice 1, the 18 can be for your Charisma.

Ability Score Packages
Choice 1181310101010
Choice 2161513101010
Choice 3161413121010
Choice 416141312128
Choice 517141212108
Choice 618141010108

Your Ability Score indicates a modifier. This modifier is the value which is applied to other character statistics. The modifier, which is equal to your Ability Score – 10 then rounded down to the nearest even number before being divided by 2, has less change than the Ability Score. For easier reference, the most common Abilities Scores and their modifiers are included in the table to the right.

The Ability Score and its modifier should be noted down in the appropriate spaces, Section 2 of the character sheet, as listed in Character Sheet.

Ability ScoreModifier
0 – 1–5
2 – 3–4
4 – 5–3
6 – 7–2
8 – 9–1
10 – 11+0
12 – 13+1
14 – 15+2
16-17+3
18-19+4
20-21+5
etc…

Step 2 ~ Heritage

Whether you are a travel-weary veteran of adventuring or a fresh-faced youth setting out for the first time, you have abilities that are an integral part of you. These are called Aspects, they represent both genetic abilities and culturally learn talents, and every character has them. You start out with a certain number of Heritage Points, as determined by the Game Master. You can spend them as you wish, however, you only receive these points once. Any decisions, once made, cannot be changed later.

The Heritage Section is broken into four chapters. Aspects, has a list of all Aspects that can be taken in any combination, making new ancestries, or reimagining old ones. The remaining three include the breakdowns of different aspects into groupings. Aspects by Subject provides several lists focusing on aspects that alter basic starting statistics, increase skill bonuses, build character defenses, and boost character offences. Aspects by Tags sorts aspects by their various tags, including latent and supernatural. Finally, Aspects by Themes cross lists aspects by shared concepts such as animal aspects, elemental aspects, and other worldly aspects.

As with all the traits, it is recommended to record your character’s aspects in the Traits and Aspects section of the character sheet. This is Section 8 of the character sheet, as listed in Character Sheet.

 Important

The following are the basic that every character starts with.

  • Hit Dice: d8
  • Speed: 30 feet
  • Vision: Standard
  • Size: Medium
  • Charm Score: 0
  • Life Expectancy: Average*
  • Tags: Humanoid

*An average life expectancy is the following:

  • Adulthood: begins between 16 and 20
  • Middle Age: begins between 38 and 46
  • Old Age: begins between 56 and 64
  • Venerable Age: begins between 70 and 74

These represent physical, emotional, and mental development but not societal views. Each society has different practices around age, particularly adulthood.

At each stage of life, there are alterations to your Ability Scores, reflective of this passing time.

  • Middle Age: -1 to Strength, Dexterity, and Constitution and a +1 to Intelligence, Wisdom, and Charisma
  • Old Age: -2 to Strength, Dexterity, and Constitution and a +2 to Intelligence, Wisdom, and Charisma
  • Venerable Age: -4 to Strength, Dexterity, and Constitution and a +4 to Intelligence, Wisdom, and Charisma

Step 3 ~ Traits

Traits represent specialized training developed over time and can affect everything from studied abilities to equipment training to social skills and beyond. When you begin the game, your Game Master will assign a certain number of Trait Points which can be spent to gain traits. As your Proficiency Score increases, you slowly accumulate Trait Points which can be spent or saved as you choose.

The Trait Section first provides an extensive list of the traits that you can purchase, ranging from 0 points to 7 points, in Traits. Then it presents selections of traits by their features for ease of character concepts. Traits by Subject provides several lists focusing on traits that alter basic starting statistics, increase skill bonuses, build character defenses, boost character offences, and deal with conditions. Traits by Major Abilities focuses on the most common traits as requirements, including Bardic Performance, Devout Follower, Favored Enemy and Favored Terrain, Ki Pool, Patron, Rage, and Sneak Attack. Traits by Tags sorts the traits by their tags from fortification, immunization, mobility, stance, style strike, and supernatural. Traits by Battle Roles organizes the traits into common encounter roles such as Mage, Skill Monkey, Skirmisher, Support, and Tank. Finally, Traits by Other Categories provides the additional categories of Elemental and Healing traits.

It should also be understood that your total Trait Points, both spent and unspent, indicate your Proficiency Score. You can find the equivalency table in Game Play. Unlike Heritage Points, Trait Points do not simply go to waste if left unspent. You slowly accumulate more and can spend them when you want to; including, if your Game Master allows it, during a game session.

Important

To translate this rules system to or from others: set the Proficiency Score equal to the Character Level from another system.

Like Aspects, any combination can be taken and should be recorded in the Traits and Aspects section of the character sheet, which is Section 8 of the character sheet, as listed in Character Sheet.


Step 4 ~ Equipment

After selecting Ability Scores, Aspects, and Traits, purchasing your equipment is next. You begin with a certain amount of money, as determined by your Game Master, which is used to buy armor, weapons, gear, and more from the Equipment Section. These should be written in the equipment section of your character sheet as shown in Section 10 of the character sheet, as listed in Character Sheet. For Game Masters, see Game Play for the wealth table by Proficiency Score.


Step 5 ~ Numbers and Details

This last step covers the remaining details. Ensure that you have written down your Ability Scores. Then, in any order, complete the following. Note, the steps below reference sections outlined in Chapter II, Character Sheet.

Section 2                                                                

Note your total Experience Points (XP), your total Trait Points, any unspent Trait Points, and your Proficiency Score.

Section 3                                                                

Fill in your Hit Points (HP), Hit Dice, and Armor Class (AC).

  • Total Hit Points: Full Hit Dice (the highest number on the Hit Die) for each point of your Proficiency Score + Constitution Modifier for each point of your Proficiency Score
  • Hit Dice is a d8, unless upgraded through the Health Boost Aspect. The ‘Current HP’ section is to record your immediate hit points as they increase and decrease with healing and damage.
  • Armor Class: 10 + Dexterity Modifier + Proficiency Score + Armor bonus (including Shield) as listed in the Equipment Section + any other bonuses. 

Important: If you are wearing armor you are not proficient in, by gaining proficiency through the Armor Proficiency Trait, then you lose your Proficiency Score to your AC.

Section 4                                                                

Record your saving throw bonuses.

  • Fortitude Save = Constitution Modifier.
  • Reflex Save = Dexterity Modifier.
  • Will Save = Wisdom Modifier.

If you took the Saving Proficiency Trait which is highly recommended, you add your Proficiency Score to the save you are proficient with. Each time you take the Saving Proficiency Trait, you become proficient in one save.

Section 5                                                                

Fill in your skill bonuses. Each skill has an Ability Score listed next to it in shorthand. That Ability’s Modifier is your skill bonus for that skill.

  • Strength = Str
  • Dexterity = Dex
  • Constitution = Con
  • Intelligence = Int
  • Wisdom = Wis
  • Charisma = Cha

This bonus is modified with any of the following:

  • If you are proficient in a skill, often from the Skill Proficiency Trait, you add your Proficiency Score to the bonus.
  • If you have an Insight bonus, record it here. Insight bonuses are often extra dice that can be rolled and added to the skill check.
  • If your Charm Score is not 0, add it to Deception, Diplomacy, and Perform. If it is not 0, the absolute value is added to Intimidation.

For more information about skills, see Skills.

Section 6                                                                

Add the bonuses and values for these miscellaneous scores. The following are the standard or basic values, however there are ways to increase them.

  • Initiative = Dexterity Modifier
  • Speed = 30 feet
  • Passive Perception = 10 + Perception bonus
  • Charm = 0

Your Speed is considered a Land Speed and is your only type of natural movement unless you gained another through an ability. Other common types of movement include Burrow Speed, Climb Speed, Fly Speed, and Swim Speed. Natural movement never requires checks unless the area has been altered. Using a type of movement you do not have, typically requires a skill check, such as Acrobatics or Athletics, and it takes you longer to move in such a way.

Your Charm can only be changed through the Charm Aspect.

Section 7                                                                

Record your most used attacks. This has space for the name of the Strike action, Attack Bonus, damage, and additional notes.

Attack Bonus: 

  • A Melee Strike has an Attack Bonus = Strength modifier
  • A Ranged Strike has an Attack Bonus = Dexterity modifier

A Melee Strike is a Strike action made with a weapon classified as melee in Weapons, while a Ranged Strike is a Strike action made with a weapon classified as ranged.

Attack Bonus is the value added to an Attack Roll. The Attack Roll is a 1d20 roll, which uses a single 20-sided die added to the Attack Bonus, made to successful complete a Strike action and deal damage.

If you are proficient with the weapon you are wielding for the Strike action, see the Weapon Proficiency Trait which is highly recommended, add your Proficiency Score to the Attack Bonus. There are also some melee weapons to which add your Dexterity Modifier instead of Strength for the Attack Bonus instead, see the finesse tag.

Damage: 

  • Damage is determined by rolling a number of dice with a certain number of sides.
  • Each weapon has set damage dice as listed in Weapons.
  • If you are wielding a melee weapon, then you add your Strength modifier. Only certain ranged weapons add your Strength modifier to the damage, see the propulsive tag.

Section 8                                                                

Record your Aspects and Traits.

Section 9                                                                

Record your languages, along with any conditions, immunities, resistances, and weaknesses.

Section 10                                                              

Record your equipment. Certain items take up slots on your character, such as Hands, Neck, or Wrists. The humanoid outline is surrounded with labeled boxes for each slot. For more see Equipment Rules.


FANTASY ONLY

Spellcasting

  • If you took the Spellcasting Trait pick yours spells from Spells, though make sure to select spells from your appropriate source. Whether you are a caster or not, it is highly recommended to fill out the three entries at the top:
    • Casting Ability. This is the ability your character associates with magic and must be selected from one of the following Ability Scores: Intelligence, Wisdom, or Charisma.
    • Spell Attack. This is the bonus you have for offensive magic you use and is equal to the modifier of your casting ability (see above). If you took the Magic Adapt Trait (highly recommended if you are a caster), then add your Proficiency Score to this bonus.
    • Spell DC. This is the DC (or difficulty class) used to determine if opponents successfully resist magic you cast (the higher your Spell DC the better). This is equal to 10 + your Spell Attack.

Finally, fill out the remaining sections of your character sheet with other details.