Character Sheet
Character sheet.
Name: Aurora
Age: 16
HP: 26/26.
Wounds: none.
Armor: 1.
Mental armor: 1.
Social armor: 1.
Soul armor: 1.
Horkos: 8/8 (5/9 to horokos 9).
Attributes.
Body (second tier)- 5 (10) (60/96 to body 6).
Mind (second tier)- 5 (10).
Will (second tier)- 3 (6) (6/64 to will 4).
Heart (second tier)- 8. (16).
Skills.
Negotiation- adept 4
-Go high- as a noble, you are rich, richer than ninety percent of the empire so what if it cost you twice as much to get what you want you still go it, you may choose to double your rolled successes in a negotiation challenge in exchange of doubling the base and minimum "price".
Equitique- adept 5.
-Customs of the sun- your home, the empire of the sun, is host to a diverse range of cultures and subcultures, each one boasting of centuries of traditions and customs and you have learned many of them, when rolling an equitique check against someone whose culturally form the empire of the sun roll with advantage (roll twice and keep the higher result)
Sense motive- adept 5.
Fellowship- adept 4.
-Comradery- there is nothing quite like the bonds you crate between friends and it is of upmost importance to maintain them, how good is it that the knowledge gained form those bonds can be used to do so. when performing a fallow ship challenge against a target your already possess a positive relationship with add dice deepening on how positive your bond Is.
Composure- adept 3.
Stewardship- adept 2
Foot work- adept 1.
-Closing distance- you cannot win if you cannot hit, and you cannot hit if you cant reach your opponent, your foot work has been extensively trained to help you in closing with your enemy and ensuring you do not leave your grasp. When attempting to close the distance with an enemy or in pursuit, roll with advantage.
Great Axe - novice 5.
Strategy- adept 2.
Athleticism- novice 5 (5/45 to adapt 1).
Awareness- novice 3.
Meditation- novice 1 (6/8 to next level).
Oaths (1/1).
Total Oath rank: 5.
The First Oath (Oath rank 5).
You have sworn to perform a heavy exercise session for the current you (Body 5-tier 2) (Mind 5-tier 2) every two weeks and in return you may tap into the power of this oath (oath rank/2) times a month to multiply your mind attribute by oath rank for a single challenge.
Equipment"
Bracelets of heavy thoughts (T2)- The wearer of this treasure will feel as if they are heavier, they have been enchanted to only work when the wearer intends to train their body. Effect: 20% of body XP gained by training is also gained by will.
Earrings of unseen conversation (T3)- the wearer of this erring may send and receive small telepathic messages from and to other wearers of the set, the user may only send 3 massages every hour but may receive an unlimited amount. The cooldown may be negated with the use of 1 Horkos.
Minor dryad parts (low quality)- can be sold or used for alchemy.
Five elemental retribution talisman (T5)- should your HP reach 0 or upon activation this talisman would heal you to half of your Max HP, as well as strike the aggressor with an elemental attack equivalent to will 60 with a master skill. If the aggressor posses a weakness to one of the five basic elements (wood, fire, earth, metal or water) this blow will be equivalent to will 80 with a skill of grandmaster. This talisman will burn itself upon use.
Thrice refined phoenix feather pillow(T9999+)(T3) - using this pillow grants a good night sleep in all circumstances, additionally its very, very comfortable.
A great axe- damage- 3x body+ 1/2 successes. Traits: sharp, two handed, unwieldy (-3 dice), reach.
Name: Aurora
Age: 16
HP: 26/26.
Wounds: none.
Armor: 1.
Mental armor: 1.
Social armor: 1.
Soul armor: 1.
Horkos: 8/8 (5/9 to horokos 9).
Attributes.
Body (second tier)- 5 (10) (60/96 to body 6).
Mind (second tier)- 5 (10).
Will (second tier)- 3 (6) (6/64 to will 4).
Heart (second tier)- 8. (16).
The four attributes represent the four pillars of one's existence and they represent the number of dice rolled (d10) when facing a challenge.
Attributes range from 1-10 (although they can go over 10 in some cases) and when they reach 10 you can attempt a breakthrough to refine your attribute and rise up a tier while resetting the attribute to 1 (although there are ways to prevent that). The attribute score is then multiplied by its tier and that is the final score used.
Body is used for physical challenges.
Mind is used for mantal ones.
Heart is used for social ones.
And will is used both for challenges of the soul and may for time to time add itself to other challenges in addition to their governing attribute.
HP is the number of health you've got, if this hits zero you're likely dead (unless someone can swiftly save you or you some treasure or technique) the formula for HP is (body x2 + will) there is also a wound mechanic but we'll get to how that works when you actually get injured.
Armor reduces the damage received from each attack; it can come form many forms but the base is physical armor which reduces the damage from physical attacks, it can come from many things either treasures, oaths, refinements or even actual armor but you get a base of (attribute tier -1) so with all of your attributes being in the second tier you passively have 1 armor in everything.
Then we have Horkos (which is Greek for oath -if you have a better name do tell-) this is the energy you're going to use to both strength yourself and use techniques, the base amount you receive is equal to your total oath rank (between all of your oaths) and whatever you manage to cultivate.
Attributes range from 1-10 (although they can go over 10 in some cases) and when they reach 10 you can attempt a breakthrough to refine your attribute and rise up a tier while resetting the attribute to 1 (although there are ways to prevent that). The attribute score is then multiplied by its tier and that is the final score used.
Body is used for physical challenges.
Mind is used for mantal ones.
Heart is used for social ones.
And will is used both for challenges of the soul and may for time to time add itself to other challenges in addition to their governing attribute.
HP is the number of health you've got, if this hits zero you're likely dead (unless someone can swiftly save you or you some treasure or technique) the formula for HP is (body x2 + will) there is also a wound mechanic but we'll get to how that works when you actually get injured.
Armor reduces the damage received from each attack; it can come form many forms but the base is physical armor which reduces the damage from physical attacks, it can come from many things either treasures, oaths, refinements or even actual armor but you get a base of (attribute tier -1) so with all of your attributes being in the second tier you passively have 1 armor in everything.
Then we have Horkos (which is Greek for oath -if you have a better name do tell-) this is the energy you're going to use to both strength yourself and use techniques, the base amount you receive is equal to your total oath rank (between all of your oaths) and whatever you manage to cultivate.
Skills.
Negotiation- adept 4
-Go high- as a noble, you are rich, richer than ninety percent of the empire so what if it cost you twice as much to get what you want you still go it, you may choose to double your rolled successes in a negotiation challenge in exchange of doubling the base and minimum "price".
Equitique- adept 5.
-Customs of the sun- your home, the empire of the sun, is host to a diverse range of cultures and subcultures, each one boasting of centuries of traditions and customs and you have learned many of them, when rolling an equitique check against someone whose culturally form the empire of the sun roll with advantage (roll twice and keep the higher result)
Sense motive- adept 5.
Fellowship- adept 4.
-Comradery- there is nothing quite like the bonds you crate between friends and it is of upmost importance to maintain them, how good is it that the knowledge gained form those bonds can be used to do so. when performing a fallow ship challenge against a target your already possess a positive relationship with add dice deepening on how positive your bond Is.
Composure- adept 3.
Stewardship- adept 2
Foot work- adept 1.
-Closing distance- you cannot win if you cannot hit, and you cannot hit if you cant reach your opponent, your foot work has been extensively trained to help you in closing with your enemy and ensuring you do not leave your grasp. When attempting to close the distance with an enemy or in pursuit, roll with advantage.
Great Axe - novice 5.
Strategy- adept 2.
Athleticism- novice 5 (5/45 to adapt 1).
Awareness- novice 3.
Meditation- novice 1 (6/8 to next level).
Skills possesses five ranks, novice-adept-expert-master-grandmaster in addition every rank possess five sub ranks going form 1-5.
Skills represent the things you know to do and how good you are at them, for every rank in a skill you have your successes threshold is lowered by 1 so a novice would gain a success when rolling a 8 or above (in a d10) while a grand master would gain one if he rolled a 4 or above, and if you don't have the skill, you only gain a success at an 8 or above.
Additionally, every rank also gives a talent which can give various benefits (your own talents are going to be voted on in the first few updates).
A sub rank will only give a reroll for a single failed dice (although there are things that can change that) improving consistency.
Skills represent the things you know to do and how good you are at them, for every rank in a skill you have your successes threshold is lowered by 1 so a novice would gain a success when rolling a 8 or above (in a d10) while a grand master would gain one if he rolled a 4 or above, and if you don't have the skill, you only gain a success at an 8 or above.
Additionally, every rank also gives a talent which can give various benefits (your own talents are going to be voted on in the first few updates).
A sub rank will only give a reroll for a single failed dice (although there are things that can change that) improving consistency.
Oaths (1/1).
Total Oath rank: 5.
The First Oath (Oath rank 5).
You have sworn to perform a heavy exercise session for the current you (Body 5-tier 2) (Mind 5-tier 2) every two weeks and in return you may tap into the power of this oath (oath rank/2) times a month to multiply your mind attribute by oath rank for a single challenge.
Equipment"
Bracelets of heavy thoughts (T2)- The wearer of this treasure will feel as if they are heavier, they have been enchanted to only work when the wearer intends to train their body. Effect: 20% of body XP gained by training is also gained by will.
Earrings of unseen conversation (T3)- the wearer of this erring may send and receive small telepathic messages from and to other wearers of the set, the user may only send 3 massages every hour but may receive an unlimited amount. The cooldown may be negated with the use of 1 Horkos.
Minor dryad parts (low quality)- can be sold or used for alchemy.
Five elemental retribution talisman (T5)- should your HP reach 0 or upon activation this talisman would heal you to half of your Max HP, as well as strike the aggressor with an elemental attack equivalent to will 60 with a master skill. If the aggressor posses a weakness to one of the five basic elements (wood, fire, earth, metal or water) this blow will be equivalent to will 80 with a skill of grandmaster. This talisman will burn itself upon use.
Thrice refined phoenix feather pillow
A great axe- damage- 3x body+ 1/2 successes. Traits: sharp, two handed, unwieldy (-3 dice), reach.
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