General notes
This page explain the character sheet, section by section, so you can fill it out with confidence! If you have any questions, or want any help or support at all, please reach out to us on staff!
An indented item indicated that the above item is a prerequisite: ie. you must obtain Dodge before you may obtain Improved Dodge.
Each ☐ represents one skill point. Skill points are gained as you level up: the skill point tracker may be used to count off the skill points you have used, and track how many you have remaining. A level 1 character is allotted 6, and each subsequent level grants 2 more. Skill points may be “saved up:” you do not have to spend all of them immediately, but it is usually a good idea to spend as many as you have unless there is one thing in particular you’re saving up for.
This page explain the character sheet, section by section, so you can fill it out with confidence! If you have any questions, or want any help or support at all, please reach out to us on staff!
Sections
Species
What type of mortal are you? A Human, a Baryte, an Elf, a semi-mortal, something else?
Inborn
Mark this if your blood is imbued with magic and is a color other than red, and you therefore can cast inborn magic: generally only semi-mortals/pact-bloods should mark this.
Heart’s Desire
What does your character want? Why are they adventuring? What could they be tempted with? (for more on this, see Creating a Character)
Mana
The amount of magic your character can cast before resting. If you marked “inborn,” you get the first two mana for free, and can fill in the two circles next to each (☐) while leaving the two (☐) boxes blank. Otherwise, mark off a ☐ to spend a skill point and buy a mana, then fill in the neighboring circle. The total filled in circles equals your total mana pool, ie. the total mana you have when well-rested.
Attuned Items
The magic items you have attuned to. If the magic item is an Arcane Focus, mark the Focus 〇 at the end of the box.
Prepared Spells
The spells you have prepared and can cast. You may only place a spell in a slot that has no empty ☐: more slots may thus be bought with skill points. If you marked “inborn,” you may place a spell in an open slot and mark it as “innate.” Innate spells may not be prepared and changed like other prepared spells. Normal prepared spells are taken from a spell list and may be swapped out at will while at a Tavern. Spell lists are gained either from one of the Sources of Magic (Devotion Ritual or Pact of Power) or from one’s personal spellbook via the Read Magic skill and discovery of scrolls while adventuring.
Skills
Fortitude
Health +1: Increases a player’s hit points, one HP per level.
Fighting Maneuvers
A player may have no more than 3 fighting maneuvers!
Blinding Strike: Once before resting, a player may throw a spell bag at a target and call “Blind 3 seconds” to inflict Blind (for 3 seconds).
Hamstring: Once before resting, when attacking with a melee weapon, a player may replace a damage call with “Hamstring” to inflict Hamstring (target may not move their feet until healed)
Shield Bash: Player may attack with a shield, calling “1 blunt.”
Heavy Hitter: Increases damage call of player’s melee weapon attacks by one (usually to “2”)
Disarming Strike: Once before resting, a player may replace a damage call with “Disarm” to force target to drop a weapon.
Sneak attack: Player’s melee weapon attacks against targets with Sleeping, Confused, Blinded, or Paralyzed are increased to 5.
Dodge: Once before resting, player may call “dodge” immediately following a successful attack to negate its effects.
Improved Dodge: [Prerequisite: Dodge] Dodge may be used twice before resting.
Evasion: Player may catch a spell bag in order to completely negate its effects.
Snaring shot: Once before resting, when attacking with a ranged weapon, a player may replace a damage call with “Hamstring” to inflict Hamstring (target may not move their feet until healed)
Barbed arrows: Increases damage call of player’s ranged weapon attacks by one (usually to “2”)
Medical Skills
Diagnose: Player may touch a target (while out of combat) and find out target’s current health, lost limbs, and status effects.
Autopsy: [Prerequisite: Diagnose] Player may touch a corpse and discover how it died.
First Aid: Allows a player to stabilize a target who is Bleeding Out: requires a relevant prop (bandage, tourniquet, etc) and 1 minute of role-play, uninterrupted.
Field Surgery: [Prerequisite: First Aid] Allows a player to stabilize and heal the limbs of a target who is Bleeding Out and/or has a lost limb: requires a relevant prop (bandage, tourniquet, etc) and 1 minute of role-play, uninterrupted.
Herbalism: Player may harvest potion ingredients from various plants and fungi (using a special scroll, received during check-in).
Magic Skills
Read Magic: Allows player to understand Aetheric, the language of Magic, and thus read and cast scrolls, write in a spellbook, and cast magic through their own intelligence.
Economical casting: When a spell bag the player throws misses, the mana cost of that spell is not spent.
Sources of Magic
A player may no more than one of these.
Devotion Ritual: Player has devoted themselves to a Deity and undergone various rites and vows, and for their piety are given a spell list from which they may prepare spells while resting. A specific deity must be specified.
Pact of Power: Player has struck a deal with an otherworldly entity in exchange for power, in the form of a spell list they may prepare spells from while resting. A specific entity must be specified.
Crafting Skills
Crafting skills are obtainable in two ways. While a player may use skill points to buy these skills in the same method as other skill acquisition, if they create 10 items using a lower level of skill in the same field, they will automatically gain skill, no skill points required. Though complicated works are difficult to craft, there are various creations one might make that require no specialized skill. Completed crafts are tracked with the “crafts completed” circles; each marked circle must be initialled by a staff member to be valid. Crafting an item usually requires a recipe or blueprint, which may either be found, or developed in conjunction with a staff member.
Alchemy: The study of potions, poisons, tinctures, and elixirs. Higher skill allows a player to create more complex potions with more rare ingredients.
Forging: Crafting with wood, metal, and stone to create weapons and wearables. Higher skill allows a player to imbue items with magical effects, use more complex materials, or create more intricate items.