Character Name: The name of your character. The name is a choice made by the player or GM.
Player Name: The name of the person playing the character.
Class: The class of the character. The class is a choice made by the player or GM.
Race: The race of the character. The race is a choice made by the player or GM.
Level: The level of the character. This level starts at one and increases as the character gains experience.
Looks: The looks of the character. This is a number determined by rolling 4d6 and adding the top three dice.
Abilties keep track of certain characteristics of the character, such as strength and charisma. Sometimes, a player must pass an Ability Check in order to complete certain tasks. When a player performs an Ability Check, they add their Ability Modifer to their roll.
Rolls: There are six abilities and, therefore, six spots to put Ability Rolls. The player rolls 4d6 and adds the top three dice to get one possible roll. These is repeated until the player has seven possible rolls to choose from. Then, the player discards one possible roll so that there are six remaining If the player is unsatisified, they may subtract two points from one of the six remaining rolls and add it to another (this may only be done once). Once complete, the player decides which abilities to put each roll into.
Race: The player puts any bonuses or penalties that come with their race. If there are none, they put nothing.
Extra: If the player has some item or bonus that changes their abilities, they will put them here.
Score: This is the the combination of Rolls, Race, and Extra.
Modifier: The actual Ability Modifer goes in the smaller boxes on the left. These are calcuated by subracting ten from the score and dividing the result by two.
Hit points or HP is basically the vitality or health of the character. When the hit points of a character reach zero, they fall unconcious. When the hit points of a character reach negative ten, they die. The amount of hit points a charcter has is determined by their class.
Total Hit Points: This space holds the maximum hit points a character can have. A character cannot be healed beyond this number. This number increases as the level of the character increases.
Current Hit Points: This space holds the current hit points of a character. When a character is damaged, this number goes down. When a character is healed, this number goes up.
Experience is a number representing how much the character has gone through. This number determines what level the character is. Experience starts at zero and gradually grows as characters complete quests and defeat enemies.
Saving throws are numbers that the character adds to certain checks. How high a saving throw is, is determined by the characters class, level and ability modifiers. On the right, the Class Defaults for saving throws are combined with a particular ability modifer. The result is kept on the leftmost blank in the Saving Throws section. These three numbers are the Fortitude Bonus, the Reflex Bonus, and the Will Bonus.
Fortitude: The character's capacity to remain strong and stable-minded in physical adversity. This is affected by the character's constitution.
Reflex: The character's capacity to respond to something swiftly and efficiently. This is affected by the character's reflex.
Will: The character's capacity to remain strong and stable-minded in mental adversity. This is affected by the character's wisdom.
Dodge & Parry ClassEdit
Dodge Class and Parry Class refer to the character's ability to defend themselves. It is an essential part of Combat.
Dodge Class: Dodge class determines how well a character can dodge attacks. It is calculated by doing the following:
- Taking ten
- Subtracting the character's Dexterity Modifier
- Subtracting the character's Armor Defense Bonus
- Subtracting the characters Shield Defense Bonus
Parry Class: Parry class determines how well a character can block attacks. It is calculated by doing the following:
- Taking ten
- Subtracting the character's Strength Modifier
- Subtracting the character's Armor Defense Bonus
- Subtracting the character's Shield Defense Bonus
Armor & ShieldsEdit
This is where the player keeps track of what armor and shields they have equipped or in supply.
Armour/Shield Name: Some items have special titles and some players choose to name their items. Some items even have personalities with names of their own.
Defense Bonus: This number refers to how well the armor or shield defends against enemy attacks.
Maximum DEX Bonus: This number refers to the maximum Dexterity Bonus allowed while the armor or shield is equipped. Some armor and shields are heavy and will limit movement. If the character has a higher dexterity bonus than this number, and has the armor/shield equiped, then the Maximum DEX Bonus will act as the new modifier until the armor/shield is unequipped. This can change the character's Dodge/Parry Class, Reflex bonus, skills and other important aspects of the character.
This is where the player keeps track of the weapons they have equipped or in supply.
Weapon: What type of weapon the character has.
Weapon Name: Some items have special titles and some players choose to name their items. Some items even have personalities with names of their own.
Weapon Grade: What Grade is the weapon?
Type: A weapon has two specifications that corresond to type:
- Whether the weapon is One handed or Two handed. A weapon that can be wielded in one hand is notated by the letters 'OH' and a weapon that must be wielded in two hands is notated by the letters 'TH'.
- Whether or not the Weapon is Light. A weapon that is light is notated by the addition '-L'. This way, a one-handed, light weapon is notated as 'OH-L' and a two-handed, light weapon is notated as 'TH-L'.
Damage: How much base damage does the weapon deal when used?
Extra Info: Many weapons have special features which are worth taking note. This space allows for some thoughts on each weapon.
Skills keep track of the specializations of each character. These affect the character's performance during Skill Checks.
Skill Bonus (SB): The final number that is added to a player's Skill Check Roll. It is the total of the Skill Points Invested plus the corresponding modifer. If a skill is Class Optimal, and the character is not in the specified class, this number is divided by two before calculation.
Skill Points Invested (SPI): The number of points the player has invested in a certain skill. This number cannot be greater than the character's level plus three. If a skill is Class Specialized, and the character is not in the specified class, the player cannot invest in that skill.
Haki is a mysterious power that is found in every living being in the world.
Total Haki: This space holds the maximum haki a character can have. This number is equal to the character's total Health.
Current Haki: This space holds the current haki of a character. When a character uses haki, this number goes down. When a character regains haki, this number goes up.
THAC0 & Damage BonusEdit
THAC0 and Damage Bonuses are essentail parts of Combat. They improve as the character levels up.
THAC0: Determines the accuracy of a character during their attacks.
Damage Bonus: This determines the base amount of damage dealt during attacks.
Feats are the special abilities a character has. They take the character beyond the normal and give them, otherwise, extreme powers.
Proficiencies determine what the character is used to fighting with. While being proficiant in an object doesn't provide any bonuses, there are penalties for using a weapon the character is not proficiant in.
This is where the player can keep track of the character's inventory.