Character Sheets & Creation Outline (2022)

Character Sheets

Here are the character sheets (downloadable version below) that you will need to start your adventure in the world of Fred Perry's Gold Digger! You may need to scale the size down since the copies I have made have had the tops cut off of the second and third pages. Character sheets are in-progress and the errors noted in the Character Sheets Sections area will be addressed in the next character sheet update which will come later in the week.

Character Sheets & Creation Outline (1)

Character Sheet Page 1

Character Sheets & Creation Outline (2)

Character Sheet Page 2

Character Sheets & Creation Outline (3)

Character Sheet Page 3

character_sheets.zip

Download File

Character Sheet sections

To get things started, there is a block of blank spaces at the top of the first character sheet. What are these for? Some are more self-descriptive than others.
-Character: This is where you put your character's name.
-Player: This is where you put your real-life name.
-Race: Your character's race.
-Size: The size of your character.
-Gender: Your character's gender.
-Height: Your character's height.
-Weight: Your character's weight.
-Hair: Your character's hair color(s).
-Eyes: Your character's eye color(s).
-Skin: An adjective you would use to describe the color of your character's skin tone based on their race and it's variability of color combinations.
-Age: Your character's age.
-Alignment: This is supposed to say "Personality" and will be changed in the next Character Sheet update, but it is a description of your character's personality.
-Deity: Your character's preferred deity or religion or faith of some kind, if they have one.
-Background Occupation: What your character does for a living.
​-Languages: The languages your character speaks.

Your character sheet, page 1:
​-Description: The block in which you recorded your character's descriptive information.
-Ability Score: The section to the left under the Description where you record your character's ability scores; there are two blank "optional" ability score sections.
-Hit Points: Attached to the Class Recorder, this is where you keep track of your characters Hit Points (HP).
-"Class" Recorder: This is where you record the training your character has via their Class Feats.
-Skills: To the right under the Class Recorder, this is where you keep track of your character's skill points.
-There is a blank spot between the Skills list and the Ability scores list where you can record miscellaneous information and extra slots for Feats.
-Feats & Features: Below the Ability scores list, this is where you record your Class feats, Racial abilities, and other information.
-Armor & Shield: Below the Feats section, this is where you record your armor and shield stats.
-Weapons & Attacks: Below the Armor & Shield section, this is where you record your weapons and natural weapons stats.
-Miscellaneous character stats: This is where you record your unspent Experience, Initiative bonus, types of Movement Speed, Damage Reduction, Action Points, and Resistances; Spell Resist will be removed as it is redundant because of the S. Def (Special Defense) stat which is meant to replace Spell Resist.

Your character sheet, page 2:
-Equipment: Taking up the entire left side of the page and the section above Magic Items, this is where you keep track of the items your character possesses.
-Magic Items: In the middle of the page, this is where you record your character's magical items.
-Notes: Below Magic Items, this is where you keep track of miscellaneous information pertaining to your character's items.
-Special Abilities: Located at the top right of the page, this is where you keep track of special abilities, and their information, that your character receives from their items.
-Loads & Lift: Below Special Abilities, this is where you keep track of your character's actual strength.
-Wealth: Below Loads & Lift, this is where you keep track of your character's overall wealth and treasure collection.
-Bags & Containers: Below Wealth, this is where you record the types of bags and containers your character uses to transport their belongings.
-Worn Equipment: Located in the bottom right of the page, this is where you keep track of the equipment your character is currently wearing.

Your character sheet, page 3:
-Spells & Powers: Taking up the vast majority of the page, this is where you record your character's magical spells and abilities and their miscellaneous information.
-Familiar & Companion: Located in the top right corner of the page, this is where you keep track of your character's pets and companions who do not, or cannot, have their own character sheets.

Ability Scores

Determine Ability Scores:
AllAbilityScores start at 32, to which Racial Modifiers are added and subtracted, respectively. At character creation, Ability Points may be re-allocated betweenAbilities (you may choose to make one starting ability 30 and add the 2 extra points to another ability to make it 34, etc.).Scores are calculated for Hit Points (HP), Mind (MIN), Strength (STR), Speed (SPD), Accuracy (ACC), Evasion (EVA).

(Video) CREATING CHARACTER ARCS 101 | Stop Making Character Sheets and Do This Instead!

Score =Modifier

100 (1M*) =17
96-99 =16
92-95 =15
88-91 =14
84-87 =13
80-83 =12
76-79 =11
72-75 =10
68-71 =9
64-67 =8
60-63 =7
55-59 =6
52-54 =5
48-51 =4
44-47 =3
40-43 =2
36-39 =1
32-35 =0
28-31 =-1
24-27 =-2
20-23 =-3
16-19 =-4
12-15 =-5

  • M = Megapoint; 1M = 100 Ability Points

​-Ability Points cost 1,500xp after character creation before first limit cap and doubles with each Evolution Feat.
-0-48 = 1,500xp
-49-61 = 3,000xp
-62-74 = 6,000xp
-etc.

​-Wisdom (WIS) is equal to MIN at character creation.
-Some Ability Points have limits that reflect the limits of the particular race and/or physical form of the player-character, but may be surpassed with Evolution Feats.
--->Generally: Physical skills cap at 48 until one acquires the next level of Evolution Feat. OnlySTR, HP, EVA, SPD have caps.
-MIN, ACC, WIS, MP (Mana Points), and PSI (Psionics) have no cap
-S. Atk (Special Attack), S. Def (Special Defense), ATK (Attack) and DEF (Defense) are limited by arms/armor, items, magic, and feats; and have no cap, but cannot be otherwise buffed; you cannot purchase Ability Points for those scores.

Choose Race, Magic, & Feats

Choose Race here.

IF YOU'RE CHARACTER IS GOING TO USE MAGIC, choose Magic here.

Choose Feats here.

Skills, Wealth, Mechanics, Description/Personality, etc.

Determine Mechanical Details:
-Fortitude: Strength mod + Hit Points mod
-Reflex: Evasion mod + Speed mod
-Will: Wisdom mod + Mind mod
-Initiative = Mind mod + Speed mod + bonuses from Skills, Feats, Abilities, and Magical Items

Speed is determined by looking at the SPD score. For every Mod Point (4 Ability Points), a characters's speed is increased by 3.5 squares (17.5 ft) for conventional play mats. The base speed for a character with a starting SPD score of 32-35 (0 Mod) is 6 squares (30 ft./round in other systems). So, a character who advances their SPD to 36 would have 9.5 squares of movement speed (37.5 ft./round).

Allocate Skill Ranks:
Characters start with their MIN mod x3 skill ranks, to be allocated as they see fit.

Skill ranks cost 500xp plus an additional 500xp every 10 ranks:
-1-10 = 500xp
-11-20 = 1,000xp
-21-30 = 1,500xp
-etc.

Skill ranks are tallied up in the Skills section of the character sheet and then added to a d20 roll to determine the outcome of a situation when a skill needs to be used. Generally, feats provide Ability Point and Skill bonuses, and characters may use their experience to purchase Skill ranks. However, physical skills, such as Acrobatics and Climb, start with ranks equal to a character's STR (Strength) modifier. Mental skills, such as Computer Use and Repair, start with ranks equal to a character's MIN (Mind) modifier. Magical skills, such as Spellcraft and Use Magic Device, start with ranks equal to a character's WIS (Wisdom) modifier. Perception only applies to normal sight or enhanced sight, not magical sight. Below is a table to help DM's determine the difficulty check (DC, the number a player needs to meet or exceed in order to successfully make a skill check) for a skill use:
-It's a given = DC 0
-Very Easy = DC 5
-Easy = DC 10
-Average = DC 15
-Tough = DC 20
-Challenging = DC 25
-Formidable = DC 30
-Heroic = DC 35
-Legendary = DC 40
-Paragon = DC 60
-That's just plain crazy = DC 100

(Video) A Better DnD Character Sheet

Description & Personality:
Self-explanatory, but it must be noted that certain races (found here) will effect what a character's description and personality will be like.Restrictions may apply to backstories and personal histories as well, like how Ooshoosh giants come from Ooshoosh Island on Earth and cannot be found elsewhere because they lack the technological or magical sophistication that would allow them to travel beyond their island home. Likewise, the Earth's ether couldn't support the magical beings at the time, so they all migrated to Jade and the Retreat, meaning that there are no more of the Jade races on Earth for the most part. These restrictions are up to the DM/GM's discretion in the end. If the DM/GM will allow it, you can be a Jade race character starting on Earth, or an Ooshoosh not starting on Ooshoosh Island because you found a way off or someone found the Island and took you from it.

​-Character Traits:
Optional bonuses awarded at character creation, each character is allowed two Traits. Traits are minor bonuses. For reference, visit the Pathfinder website here.

​-Character Flaws:
Optional bonuses awarded at character creation, each character is allowed two Traits, though taking a Flaw, or Drawback, grants the character another Trait, though characters are limited to one Flaw. Flaws make for deeper, more interesting characters, but is by no means necessary for playing the game. Flaws can be found here on the Pathfinder site.

Get Equipped:
-Jade Realm players start with 250gp.
-Earth Realm start with $4,114.
-Use starting wealth (wealth dependent on character origin) to buy equipment (found here).
Earth Realm characters start with a weird amount of money because Fred Perry's Gold Digger starts in an alternate version of 1993 and the starting wealth for an Earth Realm character would have been $2,500, but unless the player has access to the prices of equipment from 1993, inflation from 1993 to 2015 was applied. Therefore, $4,114.27 in 2015 is equal to $2,500 in 1993, meaning with the new amount the player can purchase the same amount of equipment as they could have in 1993. This does not affect the time in which characters may find themselves. If players want to play in Earth circa 2015, the amount is unchanged because that is only the equivalent to what the same amount would have gotten you 23 years ago. Players do not have to start in 1993.

Along those same lines, in 1993 the price of gold was $400, which was a well-rounded number that wouldn't require too much calculating if you wanted to bring gold to Earth from Jade or vice versa. And, for that reason, it will stay that way. But if you try to abuse the system by bringing tons of copper from Jade to sell on Earth so you can buy tons of silver and gold to be made into Jade currency, or even just to sell for Earth currency, that's not going to happen. This part of the game works on the honor system, so please try to just play the game, NOT the economy. You'll get more money faster by defeating enemies or by being self-employed in an area that would pay well. And the exchange rates may change, but $400 per ounce of gold helps keep players from abusing the system, especially considering the price of gold in 2015 is almost $1,200 per ounce, dwarfing silver and copper by comparison. With the exchange rate the way it is now, it actually takes 100 silver to equal 1 gold on Jade and Earth, in terms of value with the current system. The only way to get around this system is selling 4 copper to buy 1 silver on Earth. But, that also means that 1 silver on Earth will only get you 4 copper, when on Jade you need 100 copper to make 1 silver. You would be making tons of money on Earth (please don't because that makes things harder for the DM/GM), but losing money on Jade.

-Currency Exchange Rates:
---1gp = $400 USD (per ounce)
---1sp = $4 USD (per ounce)
---1cp = $1 USD (per ounce)

Carrying Capacity:


Carrying capacity uses a character's strength (STR) to calculate how much they can carry, which will, if used, factor into what a character can be equipped with at character creation and throughout the campaign. Below is a table of carrying capacities by STR score. Counterpart to carrying capacity is lift, push, and pull. A character can lift x2 their maximum Medium Load, but lose 90% of their movement speed and EVA, they lose their SPD modifier to their DEF, and moving is a full-round action. Characters can push/pull x5 their maximum Medium Load. Over smooth surfaces, a character can push/pull x10 their maximum Medium Load, and over rough surfaces a character can push/pull x2.5 their maximum Medium Load.

STR

-----

Light Load

-----

Medium Load

-----

Heavy Load

--3 3 lbs. or less 4–6 lbs. 7–10 lbs.
--6 6 lbs. or less 7–13 lbs. 14–20 lbs.
--9 10 lbs. or less 11–20 lbs. 21–30 lbs.
--12 13 lbs. or less 14–26 lbs. 27–40 lbs.
--15 16 lbs. or less 17–33 lbs. 34–50 lbs.
--18 20 lbs. or less 21–40 lbs. 41–60 lbs.
--21 23 lbs. or less 24–46 lbs. 47–70 lbs.
--24 26 lbs. or less 27–53 lbs. 54–80 lbs.
--27 30 lbs. or less 31–60 lbs. 61–90 lbs.
--30 33 lbs. or less 34–66 lbs. 67–100 lbs.
--33 38 lbs. or less 39–76 lbs. 77–115 lbs.
--36 43 lbs. or less 44–86 lbs. 87–130 lbs.
--39 50 lbs. or less 51–100 lbs. 101–150 lbs.
--42 58 lbs. or less 59–116 lbs. 117–175 lbs.
--45 66 lbs. or less 67–133 lbs. 134–200 lbs.
--48 76 lbs. or less 77–153 lbs. 154–230 lbs.
--51 86 lbs. or less 87–173 lbs. 174–260 lbs.
--54 100 lbs. or less 101–200 lbs. 201–300 lbs.
--57 116 lbs. or less 117–233 lbs. 234–350 lbs.
--60 133 lbs. or less 134–266 lbs. 267–400 lbs.
--63 153 lbs. or less 154–306 lbs. 307–460 lbs.
--66 173 lbs. or less 174–346 lbs. 347–520 lbs.
--69 200 lbs. or less 201–400 lbs. 401–600 lbs.
--72 233 lbs. or less 234–466 lbs. 467–700 lbs.
--75 266 lbs. or less 267–533 lbs. 534–800 lbs.
--78 306 lbs. or less 307–613 lbs. 614–920 lbs.
--81 346 lbs. or less 347–693 lbs. 694–1,040 lbs.
--84 400 lbs. or less 401–800 lbs. 801–1,200 lbs.
--87 466 lbs. or less 467–933 lbs. 934–1,400 lbs.
--90 506 lbs. or less 533--1,066 lbs. 1,067--1,600 lbs.
--93 572 lbs. or less 599--1,199 lbs. 1,200--1,800 lbs.
--96 638 lbs. or less 665--1,332 lbs. 1,333--2,000 lbs.
--99 704 lbs. or less 731--1,465 lbs. 1,466--2,200 lbs.
--1M 770 lbs. or less 797--1,598 lbs. 1,599--2,400 lbs.
--+3 +66 lbs. (or less) +66-- +133 lbs. +133 -- +200 lbs.

Carrying Capacity by size:


Carrying capacity for different sizes are still based on STR, but vary by size and relative strength. Below is a table of carrying capacities by size modifiers.
-Minuscule/Microscopic/Miniature: x1/64
-Fine: x1/8
-Diminutive: x1/4
-Tiny: x1/2
-Small: x3/4
-Medium: x1
-Large: x2
-Huge: x4
-Giant: x8
-Gargantuan: x16
-Colossal: x64

Carrying Capacity for Quadrupeds by size:


Quadrupeds are normally able to carry more than bipeds, and the table below reflects this. Dragons do not count as quadrupeds.
-Minuscule/Microscopic/Miniature: x1/32
-Fine: x1/4
-Diminutive: x1/2
-Tiny: x3/4
-Small: x1
-Medium: x1.5
-Large: x3
-Huge: x6
-Giant: x9
-Gargantuan: x24
-Colossal: x72

Over-encumbrance:


-Carrying capacity > Medium Load = 80% movement speed, run x4, EVA -10
-Carrying capacity > Heavy Load = 60% movement speed, run x3, EVA -20

Making a Character After Initial Character Creation:
Sometimes you won't make it in time to make a character before a campaign begins, in which case, and this is subject to change and/or up to the DM's discretion, the newcomer will be granted the same number and type of feats (not the exact same feats, however) of the character in the group with the least number of feats, and the same amount of money/gold of the character with the most treasure in the group.

(Video) D&D 5E Character Creation Guide

Combat

Combat involves the Accuracy (ACC) and Evasion (EVA) stats, as well as a character's Attacks (ATK), Special Attacks (S. Atk), Defenses (DEF), and Special Defenses (S. Def). In combat, you roll a d20 by the attacker AND the defender. Add the ACC mod to the attacking roll and the EVA mod to the defending roll to see if the attack hits or misses. If the attack hits, the weapon or attack damage is added to another d20 roll by the attacker, while the defense of the defender is subtracted from the result of the attacker's roll. The remainder is subtracted from the health of the defender. Attacks cannot deal negative damage, though the difference between ATK and DEF may be a negative number, meaning the attack damage is reduced due to armor or other factors.The rolling of die is generally reserved for ranged weapons, attacks involving multiple projectiles, and miss chance (subject to change). Certain feats, spells, or other character/weapon enhancements can be used to boost weapon damage as well as defense.
Combat is structured this way so that the attacker uses their accuracy to hit the defender, while the defender uses their evasion to dodge the attack. If it is dodged, there is no damage, unless otherwise noted in an item or spell description. If the attack hits, the attack score represents the attacker's strength, speed, attack damage, and their combat expertise; while the defense score represent's the defender's speed, evasion, defenses, and combat expertise. An attack can hit, but armor may reduce or negate damage. In which case, you get bigger or pointier stick. Or maybe one that glows. The ATK score is the STR mod + SPD mod + MIN mod + weapon damage and is tallied up in the ATK pseudo stat below the character's main stats on the character sheet. This number, plus a d20 roll determines damage dealt. The DEF score is the SPD mod + EVA mod + MIN mod + armor rating and is tallied up in the DEF pseudo stat. On the magical side, the S. Def and S. Atk stats are calculated using the MIN mod + WIS mod and adding the magic/ability's defense power when using S. Def and the magic/ability's attack power when using S. Atk.

Optional Features

Karma:
Karma is an optional stat that is maintained by the DM with the consent of the players. Karma functions like real life Karma. The stat is tracked by the DM so that the characters may be aware that there is Karma, but like real people will have no way of knowing exactly how much Karma they have. Players may choose to track their own Karma, but the DM needs to be kept up to date on the stat level and will decide how much Karma an action is worth. Karma allows the DM to affect the characters and their actions in ways that benefit the progression of the story. This may include hindering the character (bad Karma) and helping the character (good Karma). This system allows the DM to DIRECTLY INFLUENCE the characters, an action they normally cannot do. Karma is different from Luck. Luck increases/decreases a character's odds of successfully performing an action, while Karma allows the DM to reward characters for good actions and punish them for bad actions. This is why consent is needed between the DM and players.
Karma works on a scale that has limits set by the DM and all characters start at 0 at character creation. Bad deeds and actions are worth more negative points than good actions are worth good points, meaning that a character must work hard to maintain good Karma and that slipping into bad Karma is all too easy if a character isn't careful. Again, the DM decides how much an action is worth and is in charge of distributing Karmic Justice. Evil characters will have bad Karma, which is usually what prevents villains' evil plans from succeeding. This is because evil characters are more likely to hurt others with their actions. “Good” and “evil” are subjective terms, meaning that evil characters do what they feel is right. This means that for evil actions that do not directly harm someone, they may gain good Karma. This is how villains' evil schemes get as far as they do before they get shut down. Evil characters will always be at a slight disadvantage when it comes to using the optional Karma system, but that only means that evil characters are more of a challenge to play and their success will be more rewarding. Characters who use the Karma system will tend to be more superstitious than other characters. Even more so if Luck is involved.

​​Luck:
Luck is a general bonus to all of your rolls, character interactions, etc. Luck can go either way, being good or bad. Bad luck can generally be caused by curses (black cats, spilling salt, actual bad luck curses, etc.), but can also be taken at character creation to give a character stat buffs symbolizing a life lived with struggling with bad luck. Good luck comes from charms (clovers, horseshoes, etc.), but can also be taken at character creation with a significant debuff to stats, indicating a character who has relied more on their luck in life than their own skills and abilities. A character's luckiness and unluckiness may be increased or decreased through actions, magics, and items. Characters who use the Luck system will tend to be more superstitious than other characters. More so when Karma is involved. Luck adds points to die roll results to either hurt or harm the results. This system may be handled by the DM, but can be maintained by the player, unlike Karma.Luck is an optional stat that ranges from -10 to +10, and characters start at 0, depending on how much and what type of Luck the player's character gathers throughout their travels. It is applied to skill and ability rolls, including character and NPC interactions. This stat is fluid unless a character starts with one of the three Luck feats. If a character starts with one of those feats, their Luck stat is set permanently, but will have drastic effects on the character.

Love:
​ Love is a powerful thing. Two characters need to become connected in a romantic way in order to receive the buffsand debuffsassociated with love. When fighting alongside the one you love, you gain defense bonuses when they have higher HP than you, and attack bonuses when they have lower HP than you. A character in love also gains situational bonuses at the discretion of the DM/GM. Conversely, characters receive debuffs when away from their significant other and will more often than not need to make arbitrary concentration checks so as not to be distracted by their love.

-Buffs:
-Partner has higher HP = +2 DEF
-Partner has lower HP = +2 ATK/-2 DEF
-Situational Buff Examples:
---> Strength checks = +4 STR
---> Speed checks = +4 SPD
---> Skill checks = +5 Skill Points (+5% success rate)

-Debuffs:
-In combat without partner = -2 DEF/-2 ATK
-Situational Debuff Examples:
---> Concentration checks =whenevera character would be most likely to be distracted by their partner
---> -5 to any checks from loneliness/depression when away from partner

Faith:

​ Faith is having a cause and fighting for it, be it a deity or an ideology. Faith gives buffs, debuffs, goals or purpose, and access to spellcasting for non-magical characters depending on their faith. Goals and purpose drive a character and their actions. Perhaps they are on a mission for their king or country or deity; or perhaps they are just meant to do what they feel needs to be done. As for spellcasting, non-magical characters have a total MP equal to their MIN modifier and can only cast very limited versions of spells, usually non-lethal. Characters may be granted extra MP or miracles from their deity, if they worship one. In this system, Christianity, Islam, and Judaism are allowed, but they have increased penalties and grant no magical abilities, bonus MP, or miracles, though practitioners can still use their limited MP to cast Faith Healing, a minor healing spell.

-Buffs:
- +2 ATK/S. Atk
- +2 DEF/S. Def
- -4 MIN (-8 for the religions listed above)
- -4 WIS(-8 for the religions listed above)

(Video) A Crap Guide to D&D [5th Edition] - Character Sheet
Relationships:

Relationships are an important part of roleplaying, but due to the complexity is optional and not recommended for new players or DM's. Building a relationship can give players/characters advantages and boons, whether the relationship is good or bad.What makes this system complex is the fact that a character can form a relationship with any NPC they encounter, which means a player could ask a random NPC out on a date or pick a fight with a random NPC, though these situations/relationships will normally never progress. If you choose to use this optional system, make sure you record the names of the NPC's and their relationship level. NPC's who are part of a character's backstory will have the appropriate relationship status/level, but the number of relationship points for a new NPC will be equal to a d20 roll after officially initiating the relationship. In rareoccurrences, NPC's may suddenly change their own relationship status due to an event or other situation thecharacters may or may not be aware of.

Relationships Point Levels:

-5 or lower = Association
-6-11 = Friend/Competitor
-12-30 = Besties/Enemies
-31 or higher = Love/Hate

Association: Acquaintances, in that you know each other, either on good terms or bad terms.

Friend/Competitor: You know each other, either as friends or enemies. The first timeyou gain this Relationship Level with an NPC, your party gains 500xp. The first time you hit this level with an NPC in a campaign, your party gains another 500xp.

Besties/Enemies: You have strong ties to the NPC, either as best friends or worst enemies. As long as the NPC is alive and/or active, the player/character gets a +2 on allskill checks involving the NPC in question. The first timeyou gain this Relationship Level with an NPC, your party gains 1,500xp. The first time you hit this level with an NPC in a campaign, your party gains another 1,500xp.

Love (Platonic or otherwise)/Hate: You and the NPC are devoted and/or or actively opposed to each other. The first timeyou gain this Relationship Level with an NPC, your party gains 3,000xp. The first time you hit this level with an NPC in a campaign, your party gains another 3,000xp.

Cultivating Relationships:

-Relationships pertaining to one's backstory receive 6 points.
-Companionship: A player can choose to spend experience points to increase the relationship points between their character and one NPC per experience purchase. Associate level relationships cost 500xp per point to increase the level and this cost increases by 500xp per relationship level. This simulates spending time and effort working on a relationship.
-Gifts/Insults: Gifts and insults vary in their effectiveness depending on the tastes of the NPC. Consult with your DM to get recommendations for gifts/insults. Interacting with NPC's on a regular and in-depth basis can also allow for the discovery of likes and dislikes.Gifts and insults cost 500xp (and the appropriate amount of money/gold) to create or put effort into. Gifts can be just about anything.Remember, it's the thought that counts. It is up to DM discretion how many relationship points a gift/insult costs, though a good standard is 2 points per 500xp & money/gold. The DM may add or subtract points from the skill check depending on the situation. The DC for the check is the same as the number of relationship points/levels a character has with the NPC. A success increases the relationship by 1 point. If you exceed by 10 or more, it's 2 points. Failing, depending on the situation could mean 0 points or negative points.
-Special Events: Certain events can alter relationship point levels, like saving a friend's life or humiliating an enemy. Your DM will inform you when these events occur. Situations such as these could provide anywhere between 1 and 5 relationship points, but a particularly powerful event can increase/decrease it by up to 10 points.
-Reversing Relationships: Insulting/befriending an NPC can change relationships for the better or worse depending on how you use these opportunities. When a shift is initiated in the opposite direction of previous relationship progression, it cuts the total relationship points/levels of that relationship in half. A Diplomacycheck at DC 10 higher than a regular check is necessary to reverse a relationship when it reaches the turning point. If you fail by less than 10, the relationship remains unchanged, but you may reduce your relationship level with that NPC by 1 point (simulating a weakening of your relationship). If you fail by more than 10, nothing changes.

Contacts:
Contacts can be made to gather information, supplies, or help, depending on how reliable a contact is. Contact info can be found here.

Followers:
​ Followers are people with nothing better to do than follow a character around. Or because you pay them to. These can be hired thugs, bounty hunters, bodyguards, or even worshipers, fans, an army of skeletons you've created, and any other people you would expect to follow you around. Followers are related to Renown, but you do not necessarily need Renown in order to gain a following. You can invent your own religion and spread it to gain followers, hire out people to follow you, or your Renown can make you someone people adore enough to drop everything and follow. Followers generally will be low-level NPCs that can only take basic orders and, later in the course of the game, will run more often than not from strong enemies, unless the pay is good. Sometimes, however, a new character sheet may be used for a special follower. These may be sidekicks to Superheroes, partners in crime for Villains, or perhaps a particularly strong individual who has sworn a debt of some kind to you and will not be easily swayed in battle or hardship. There are more examples, of course.

Covenants & Factions & Research and Development (Subject to change):

FAQs

What should be included in a character sheet? ›

The name of your character and a short, written description of the character's personality. This should be no longer than a short paragraph, but should give us a quick explanation of the character's role in your story.

What are the three things you should take into consideration when creating a character? ›

12 Aspects To Consider During Character Development
  • 1) Most Important onstage relationship. ...
  • 2) Most Important offstage relationship. ...
  • 3) Strengths. ...
  • 4) Weaknesses. ...
  • 5) Universal traits. ...
  • 6) Unique traits. ...
  • 7) Most important values. ...
  • 8) Least important values.
11 Nov 2014

How do you write character creation? ›

Follow these character development tips when you sit down to write:
  1. Establish a character's motivations and goals. ...
  2. Choose a voice. ...
  3. Do a slow reveal. ...
  4. Create conflict. ...
  5. Give important characters a backstory. ...
  6. Describe a character's personality in familiar terms. ...
  7. Paint a physical picture of your characters.
26 Aug 2021

What are the 4 types of outline? ›

Four Types of Outlining - article
  • Classical Outlining. A classical outline includes Roman numerals, letters, and numbers for headings and subheadings. ...
  • Summary Outlining. In a summary outline, the writer estimates the number of chapters in their manuscript. ...
  • Index Card Outlining. ...
  • Clustering.

What are the 5 ways to build character? ›

Five Ways to Build Your Character
  1. Be Humble. Humility is the beginning of wisdom. ...
  2. Live out your principles and values. ...
  3. Be intentional. ...
  4. Practice self discipline. ...
  5. Be accountable.

What is the purpose of a character sheet? ›

A character sheet is a record of a player character in a role-playing game, including whatever details, notes, game statistics, and background information a player would need during a play session.

What are the 4 main types of characters? ›

Grouped in this way by character development, character types include the dynamic character, the round character, the static character, the stock character, and the symbolic character. 1.

What are the 7 types of characters? ›

The 7 Types of Characters In Stories and Literature
  • Protagonist. Every story has a protagonist, even if there's only one character throughout the entire book. ...
  • Antagonist. Where there's a protagonist, an antagonist must follow. ...
  • Deuteragonist. ...
  • Tertiary Characters. ...
  • Romantic Interest. ...
  • Confidant. ...
  • Foil.
29 Jun 2021

What should you avoid when creating a character? ›

Creating Characters: 5 Mistakes to Avoid
  • Mistake #1: All characters talk the same. ...
  • Mistake #2: All characters think alike. ...
  • Mistake #3: Characters are mere caricatures that lack real depth. ...
  • Mistake #4: Characters are flat and uninspiring. ...
  • Mistake #5: Failure to react keeps your characters out of emotional reach.
25 Jun 2015

What makes an effective character design? ›

Silhouette, palette, and exaggeration are three fundamental components of good character design. While there are plenty of details a character designer must consider, these three elements are often at the core of what makes a character design memorable or completely forgettable.

What is the most important factor of character formation? ›

1. Parental Influence. A child's personality development depends on how their parents behave with them, the allowances they give the child, the atmosphere that they create at home, and even the way they behave with others.

Why is creating character important? ›

A good character helps you develop a winning personality. In other words, a good character is the backbone of a magnetic personality which attracts other people. One needs to be honest at work. You need to develop a sense of loyalty and attachment towards your organization.

What are the keys to creating a character? ›

Steps to Character Development
  • Introduce him early, by name.
  • Give readers a look at him.
  • Give him a backstory.
  • Make sure he's human, vulnerable, and flawed.
  • But also give him classic, potentially heroic qualities.
  • Emphasize his inner life as well as his surface problems.
  • Draw upon your own experience in Character Development.
3 Jun 2020

What are the steps in creating or drawing a character? ›

The step-by-step character design process
  1. Develop a concept. Create a character profile. ...
  2. Do your research. Research the target audience. ...
  3. Choose the best tools for your project.
  4. Start with thumbnails (a lot of them) Work small and fast. ...
  5. Finalize your sketch. ...
  6. Render your character design. ...
  7. Add the finishing touches.

What is outline give example? ›

An outline presents a picture of the main ideas and the subsidiary ideas of a subject. Some typical uses of outlining might be an essay, a term paper, a book review, or a speech. For any of these, an outline will show a basic overview and important details.

How do you write an outline example? ›

How do I write an outline?
  1. Identify your topic or thesis statement.
  2. Decide what points you would like to discuss during your paper.
  3. Put your points in logical, numerical order so that each point connects back to your main point.
  4. Write possible transitions between paragraphs.

What are the 5 steps to writing an outline? ›

5 Steps to Create the Perfect Outline
  1. Choose Your Topic and Establish Your Purpose. A lot of writers struggle to define the initial focus for their paper. ...
  2. Create A List Of Main Ideas. This is the brainstorming part of the writing process. ...
  3. Organize Your Main Ideas. ...
  4. Flush Out Your Main Points. ...
  5. Review and Adjust.

What are the 7 principles of good character? ›

My research indicates that there are seven skills most associated with the 7 Habits: responsibility, helpfulness, ambitiousness, self-control, respect, independence, and politeness. Responsibility, ambitiousness, self-control, independence, and respect reflect an individual's competence.

What are the 7 pillars of good character? ›

honor and are guided by the Seven Pillars of Character: Caring, Courage, Citizenship, Respect, Responsibility, Honesty, and Fairness.

What makes a strong character? ›

People with strong character: show compassion, are honest and fair, display self-discipline in setting and meeting goals, make good judgments, show respect to others, show courage in standing up for beliefs, have a strong sense of responsibility, are good citizens who are concerned for their community, maintain self- ...

What is a character sheet called? ›

In visual arts, a model sheet, also known as a character board, character sheet, character study or simply a study, is a document used to help standardize the appearance, poses, and gestures of a character in arts such as animation, comics, and video games.

What is a character design sheet called? ›

Character design sheets — also known as model sheets, character studies or simply 'studies' — provide an important reference point for animation and design teams. Using a model sheet, the original designer can provide exact visual specifications of a character to other animators.

Are character sheets useful? ›

Character sheets are only as useful as you find them them, but there are some things that are less useful. Often those long sheets have a lot of questions that are either very specific but add nothing to the character or they have questions that don't even qualify for the character.

What are the 5 characteristics of a character? ›

Many actions that the protagonist takes, the decisions that he or she makes, are the result of the following character traits.
  • Curiosity. ...
  • Self-preservation. ...
  • Duty. ...
  • Empathy. ...
  • Leadership.

What is character and example? ›

countable noun [usually adjective NOUN] You use character to say what kind of person someone is. For example, if you say that someone is a strange character, you mean they are strange. It's that kind of courage and determination that makes him such a remarkable character.

What are the 8 special characters? ›

A special character is a character that is not an alphabetic or numeric character. Punctuation marks and other symbols are examples of special characters. Unlike alphanumeric characters, special characters may have multiple uses.

What are character roles? ›

Character role refers to the part that one plays in the story. As you probably know, the most important role in any story is the protagonist (which we'll discuss below). This means all other roles stem from their relationship to the protagonist.

How do you introduce the main character in a story? ›

Here is some writing advice to help you introduce your characters as effectively as possible:
  1. Don't get bogged down in physical appearance. ...
  2. Give your character a memorable character trait. ...
  3. Start with backstory when appropriate. ...
  4. Introduce a character through action. ...
  5. Introduce the main character as soon as possible.
23 Aug 2021

What is a well developed character? ›

What is a Well-Developed Character? A well-developed character needs a full backstory, personality traits reflective of it, realistic actions and emotions, along with being highly relatable to the average reader and as complex as a real person.

What four basic methods are used to develop characters? ›

The five methods are physical description, action, inner thoughts, reactions, and speech.

How do you write a strong character? ›

How to Write Strong Characters
  1. Give your characters something to care about. This is the easiest one, but I often see stories where characters do things for no apparent reason. ...
  2. Create a threat. This doubles up as a way to create a plot when you don't have one. ...
  3. Give them a unique skill. ...
  4. Make them flawed. ...
  5. Make them grow.
24 Jan 2020

How can I improve my character design skills? ›

6 Character Design Tips
  1. Know your target audience. The project's demographic will help determine the simplicity or complexity of the character design. ...
  2. Practice world-building. ...
  3. Understand shape language. ...
  4. Explore the character's personality. ...
  5. Experiment with color. ...
  6. Keep it simple.
19 Jul 2021

What skills do you need for character design? ›

Skills required to become a character designer
  • Strong drawing skills, with a specialization in character design.
  • Ability to draw in a variety of styles.
  • Knowledge of anatomy and zoology, costuming, physical settings, and history-related references associated with a character.

How can I improve my character design? ›

Learn how Skillshare Originals teacher Jazza gets started with his iconic character designs.
  1. Use references. ...
  2. Start loose. ...
  3. Use simple shapes. ...
  4. Apply S-curves and C-curves. ...
  5. Use as few lines as possible. ...
  6. Don't be afraid to exaggerate. ...
  7. Check anatomy with a skeleton sketch. ...
  8. Pay attention to the eyes.
5 Mar 2021

Which is the most effective method of character formation? ›

According to Confucius, musical training is the most effective method for molding the moral character of man and keeping society in order.

What is good character formation? ›

To be of good character means that one's habits, actions, and emotional responses all are united and directed toward the moral and the good. In this, public actions cannot be separated from private actions. Both sets of actions affect one's character.

What is the most important character quality? ›

Dependability: A dependable character makes a good leader, giving others someone reliable they can trust. A good character is someone who is always there to support the important people in their life, and doesn't break their promises. They show up for their friends and family, and are always there when they're needed.

Why is character an important quality? ›

Character defines who we are. So when we judge someone else, we often judge them based on character. For example, when someone always seems to do the right thing, we classify him/her as a person of high ethical standards. Likewise, when someone is constantly negative, we consider him/her to have a pessimistic view.

Why character is the most important? ›

Why is Character Important? Character is arguably the most important thing in life because it determines how we think, which then determines how we speak and act, which then determines the results we get in life. If we want to have a good, happy, and successful life, we need to build our character.

How can I develop my character and attitude? ›

8 Ways to Improve Your Attitude
  1. Always act with a purpose. ...
  2. Stretch yourself past your limits every day. ...
  3. Take action without expecting results. ...
  4. Use setbacks to improve your skills. ...
  5. Seek out those who share your positive attitude. ...
  6. Don't take yourself so seriously. ...
  7. Forgive the limitations of others.
26 Aug 2013

How do you start drawing a character for beginners? ›

  1. Character Drawing: 10 Beginner Tips To Take It To The Next Level. Great characters make great stories. ...
  2. Know Your Character's Story. ...
  3. Use Other Character Drawings As References. ...
  4. Give The Pencil The Power. ...
  5. Divide Your Character Into 3 Different Sections. ...
  6. Mix And Match Your Shapes. ...
  7. Try The Silhouette Test. ...
  8. Show All Their Sides.

What are the 7 guidelines in writing an outline? ›

  • Craft your premise.
  • Roughly sketch scene ideas.
  • Interview your characters.
  • Explore your settings.
  • Write your complete outline.
  • Condense your outline.
  • Put your outline into action.

What are the 5 characteristics or features of a good character analysis? ›

The 6 Essential Traits of Good Character, According to Jim Rohn
  • Integrity. Integrity is a good catchword that is similar to character but provides us with a different way of looking at the ideas of character. ...
  • Honesty. ...
  • Loyalty. ...
  • Self-sacrifice. ...
  • Accountability. ...
  • Self-control.
18 Oct 2022

How do you structure a character? ›

  1. Establish the character's story goals and motivations.
  2. Give the character an external and internal conflict.
  3. Make sure the character has strengths and flaws.
  4. Decide whether the character is static or dynamic.
  5. Give the character a past.
  6. Develop the character's physical characteristics.
20 Dec 2019

How do you start a good character essay? ›

An ideal introduction starts with a quotation, a statement, or a question that relates to the character in question. The significance of the introductory statement may not be clear to the reader at the early stages of the paper, but should be clear as the essay progresses into the body.

What is a good outline look like? ›

Basic outline form

The main ideas take Roman numerals (I, II, ...) and should be in all-caps. Sub-points under each main idea take capital letters (A, B, ...) and are indented. Sub-points under the capital letters, if any, take Arabic numerals (1, 2, ...) and are further indented.

What are the 3 basic parts of an outline? ›

Outlines should consist of three parts: the title, the purpose statement (focus or thesis), and the body of the outline.

What is a character outline? ›

A character profile is a detailed outline of your character, much like a regular outline for the plot. It goes into detail on various aspects of a character, including but not limited to: Their basic appearance and personality. Their backstory. Their motivations.

What is a good character design? ›

Silhouette, palette, and exaggeration are three fundamental components of good character design. While there are plenty of details a character designer must consider, these three elements are often at the core of what makes a character design memorable or completely forgettable.

How do I introduce my character? ›

Here is some writing advice to help you introduce your characters as effectively as possible:
  1. Don't get bogged down in physical appearance. ...
  2. Give your character a memorable character trait. ...
  3. Start with backstory when appropriate. ...
  4. Introduce a character through action. ...
  5. Introduce the main character as soon as possible.
23 Aug 2021

How do you introduce a character in a sentence? ›

You can use other character's impressions to introduce your character. Make their reputation precede them. For example, before we meet Sherlock Holmes for the first time, we hear Stamford describe him and his habits to Dr Watson. “Young Stamford looked rather strangely at me over his wine glass.

What is good character short answer? ›

A person with “good character” acts, thinks, and feels in a way that matches some commonly accepted “good” traits, like being honest, respectful, responsible, caring, fair. Good traits may also be called good values or good morals.

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3. Making a Character Sheet with CLIP STUDIO! | SPEEDPAINT
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4. Using Foundry VTT without a System and PDF Character Sheets
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5. Creating Character Sheets for AFMBE in Fantasy Grounds
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6. Dungeons and Dragons 101: The 5E Character Sheet
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