Fuller1004's char Lugnir

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Fuller1004's char Lugnir

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Post by fuller1004 »

HI ALL PLEASE TELL ME WHAT YOU THINK SO FAR


DW CHARACTER SHEET 4.0

<<> Player Info <>>
IRC Nick: Fuller1004
Real Name (Optional): Jon
Time Zone (GMT Modifier): Greenwich Mean Time (GMT): 0



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<<> Character Information <>>

-= Basics =-

Name: Lugnir – Means snake/serpent. Also goes by the name Shadow strike
Race: Wood Elf
Height: 5’9’’
Weight: 70kg
Appearance: Short/Long dark brown hair which flows down to the shoulders. Often tied back into a ponytail to keep it out the way of his bow and arrows. He carries two daggers at either side of his hip. He is normally in dark green and brown attire, which helps him keep the shadows as his friend.
Eye Color: Bright blue
Hair Color: Dark brown hair which is shoulder length often sitting in a ponytail
Notable Features: Tribal Tattoo sitting on his left arm, it begins at his elbow flowing up to his neck.

-= Personality =-

Favorite Food: Being an elf, he has lived off of nature for most of his life\ making him very handy with herb lore, foraging and living off of the world around him.
Likes: The tranquillity and peace of the forest of his homeland Shadow Glade( as it is known in the human tongue). He has had a lot of battle practice and enjoys the rush of sneaking behind in enemy territory in an attempt to acquire knowledge for his people and to assassinate those nessacry
Dislikes: The smell of rotten flesh and gnomes due to the endless wars with them in the last quarter.
Favorite Color: Green and brown.
Fears: The giant spiders of the mountain, being held captive..

-= Background =-

History:
In the centre of the land in which Lugnir lives within, is mainly a green, hilly lan,d filled with vast forests and rolling hills. Towards the perimeter of this green land, the ground rises steeply into a massive mountain range, which encompasses the whole land except for a small gap at the north and the south, so as to think two great horse shoe shaped mountain ranges are closing in on the forest land within. There are two main cities within the land these mountain ranges encompass(which is called The green bowl in the human tongue, these are called Lithnir, an Elven city which is buried deep within the thick forest Walithnir. This is the city in which Lugnir was rasied within the orphanage. The other main city is the mixed race city of Anir, bases next to the fast flowing Anir River which flows out of the northern section of the mountain range into a large lake towards the bottom of the green bowl.
Currently not much is known about the land outside of the Mountain range encompassing the Green Bowl, but what is known is that the weather gets extremely hot north of the mountains, and the majority of the land there is a vast desert which eventually leads to the sea. The land to the east and west of the mountains is similar to the land within the Green Bowl, leading the Black Jungle South of the mountains.
The Elven city of Lithnir, is full of big houses which mainly reside within the tall Oaknir trees. Some small huts are located on the ground, these are all adjacent to the tall tree, with Elven silk ladders climbing high up into the trees to the community and residential areas. Small farm areas are found on the outskirts of the City as Elves all mainly live off of the land not much of the Wood is affected by their stay.
The mixes race city of Anir, is surrounded by lots of farm land, as the land is perfect for the growth of crops due to the City being adjacent to the Anir River. All of the buildings are no higher than two stories; they are mainly made out of stone and wood. Most of the inhabitant’s spare time is spent with in the taverns within the city.

Brought up in an elven orphanage and having no known family, Lugnir had to learn to survive or die. He learnt to be deceptive and cunning in order to get by his first part of child hood. He used his soft and charming voice to entice others to do as he wished.
As this appeared to be working for him and he was now in his elven teens, he left the orphanage and took to a life of crime. The shadow was now his new found friend, mostly coming out at night, in the busy mixed race city that he now lived. He began by pick pocketing and stealing small things from shops to make his living.
Within the dark streets of this city that Lugnir now called home, he began to make a name for himself joining a small thieves guild by his mid-teens. Gaining up in ranks very quickly, using his keen eye-sight and hearing to assist him in his missions he began to do very well for himself. For protection he always carried a short bow and quiver of arrows with him, loosing arrows at guards likely to be in his way. He also carried to small daggers at either side of his belt.
Towards the end of his teens, Lugnir was caught on a mission, in a near-by Human city. He was trying to assassinate the state ruler, he was imprisoned. The guards who looked after his cell were ordered to take him to execution the following week after his arrest. Fortunatly for Lugnir he escaped, pick locking his way out of his cell, freeing himself, he darted for the shadows, swiftly taking out the two guards who were guarding his cell before the alarm could even be raised.
In the past 3 years since his escape he has been living a druids life, sheltered within the trees of his original homeland. He has been reading up on the ancient history and lore of his people and the surrounding races as well as the magic’s that has been practiced in his land by his race and many others.
A description of the events that shaped and molded your character's life before they enter the universe of DW. This should include family, influencing factors, special events, or circumstances that helped shape the character as an individual or had some impact on their psyche or person.


ONCE A CHARACTER'S HISTORY IS SET IN STONE, IT CAN NOT CHANGE IN-GAME WITHOUT THE EXPLICIT PERMISSION OF THE GAME MASTERS.

Notable Accomplishments: Lugnir was the youngest ever Elf to join the thieves guild, quickly working his way up the ranks, until his unfortunate capture, whilst trying to assassinate the king
Training (If any): A brief list of the things that your character has received impromptu or formal education/training on. This will more than likely change with gameplay.

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<<> Statistics <>>
500 Experience Points to distribute
A character's pool of Experience Points. This must be kept updated at all times.

Vital Statistics

Vital statistics represent the very core of the character. This is where ALL EXPERIENCE POINTS will be placed.

Physical

Health: _____ Health represents a character's body. This will affect their senses, their perception of the world around them, and their overall physical health. This is the statistic that all Honed Perception Skills and Hit Points are derived from.
A standard, fit human being will have a stat of 30. A stat of less than 10 indicates a character who is terminally ill and typically bed-ridden with an ailment. A statistic of 0 indicates a permanent coma ('Knocked Out' status).
Hit Points: _______ / _____ HP (Health * 40) Hit points represent a character's capacity for abuse. All damage that is accrued to the character's body will be taken out of Hit Points.
A character is considered to be 'Critical' when their Current Hit Points drops below 25% of its Maximum Hit Points, and a character is considered to be 'Knocked Out' when their Current Hit Points is lowered to 0 or less. A character is considered 'dead' when their Current Hit Points drops below negative its Maximum Hit Points. Example: A character with 4000 Max HP is 'dead' when their HP reaches -4000.

Dexterity: _____ Dexterity represents a character's flexibility, ease of movement, control over their bodies, and agility. The dexterity stat is used in many skills and situations, and allows a character to do many different things with their bodies, ranging from attacking physically to the precise motions of connecting wires to a microchip.
A normal, fit human being will have a Dexterity stat of 50. A statistic of 10 represents a character with a disability, such as paraplegia, severe scoliosis, etc., that reduces their ability to control their bodies. A statistic of 0 represents a paraplegic character, paralyzed from the collar-down.
Style Points: _____ StP (Dexterity * 4) Style Points are used to purchase special/custom physical abilities that a character possesses. These are either standardized or individual techniques that a character uses in or out of battle that sets them apart from others.

Strength: _____ Strength represents the force that a character's physical body can exert on the world around it. This includes both pushing and pulling force, as well as the body's resistance TO force exerted on it, such as gravity or weight.
A standard, fit human has a Strength stat of 50. A statistic of 10 represents a character who has a disability that inhibits their muscular function, such as muscular dystrophy, or atrophy. A statistic of 0 represents a character who is unable to resist the push of gravity on their person, and isn't even able to push the air out of their lungs to breathe.
Inventory Slots: ____ (+1 Slot for every 10 Strength) Inventory Slots represent a character's ability to carry items or equipment on their body. Item Slots are taken up by equipment or items that do not fit into the character's Equipment Slots. More on this later.
Base Physical Damage: _____ (+1 Bonus for every 10 Strength * 30) This represents the character's ability to cause effect on the world by the sheer force of their muscles (pushing, pulling, swinging, kicking, etc.). As indicated, this is the base value used to determine modified damage amounts (weapons, martial arts, etc.)
Maximum Carry Weight: _____ (+1 Bonus for every 10 Strength * 40) lbs (pounds) This represents a character's ability to carry things that are not assigned item slots. Boxes, bodies, or cargo are a few examples of what this would be used for.

Endurance: _____ Endurance represents a character's body's resistance to physical harm, as well as the body's ability to push itself to the brink of and even into harming itself to achieve a purpose. Although this can be maintained by a character who trains to enhance this specifically, typically a character will enhance their body's protection from harm with physical armor, such as a bulletproof vest or chainmail. However, armor will not enhance -- and may even hinder -- a character's ability to perform exhausting tasks that challenge the character's endurance directly.
A standard, fit human will have a statistic of 50. A stat of 10 represents a character who is exceptionally fragile and may bruise with light touches. GM's may ask that the character roll after being attacked to see if bones are broken or soft tissue is torn. A stat of 0 would mean that your character clings to existance and any outside alteration would be devastating to thier health, including but not limited to tempature changes, extreme weather and physical contact.
Defense (Damage Absorb): _________ ((+1 Bonus for every 10 Endurance) + (Armor Bonus) * 40) This value represents numerically the amount of damage that your character can take from the outside world. This is also commonly referred to as 'soak.' This value will be taken from physical damage accrued to your character, then the result after subtraction is taken from your character's Hit Points.

Mental:

Intelligence: _____ This represents a character's cognitive and logical thought processes, as well as their problem solving and application skills. Inteligence is a very required statistic and more often than not will be the focus of your Experience Points for a while, as this is required to have Skills listed below.
A standard, fit human will have a statistic of 50. A stat of less than 10 represents a character with a learning, developmental, or cognitive disability, such as Down's syndrome or autism. A stat of 0 represents a character with no 'sentient' brain activity, and will act on sheer instinct without problem solving capabilities.
Magic Points: _______ / _______ MP (Intelligence * 5) This value, also referred to as 'Mana Points', represents a character's capacity to cast magic or use psionic abilities. All spells and abilities require a certain amount of Magic Points, and each cast/use will deduct that amount from a character's pool of MP. When that character's pool of MP can no longer meet the demands of the cast, the character is unable to cast that spell or use that technique. MP is recovered with 8 hours of dedicated rest/sleep or special items. MP is not 'regenerated' over time, even if it is not used in a period of eight hours.
Skill Points: ____ SkP (Intelligence * 4) This value represents a character's capacity for knowledge, whether it be application or theory. All Skills cost these Skill Points to purchase, and a character not exceed this amount when buying Skills.

Magic Affinity: ______ This represents a character's connection to the outside world on a higher level than physical, whether it be through magic or psionics. This statistic allows a character to bend spiritual or psionic energy into use, whether it be a powerful blast of a gentle healing technique.
A standard, fit human has a statistic of 30. A stat of 10 represents a character who has very little knowledge of understanding of the arcane or psionic abilities, and will be typically stuck in either awe of it or dismiss it entirely. A stat of 0 represents a character who has no grasp on the paranormal, and will most likely deny anything they see or hear about it.
Spell Points: _____ SpP (Magic Affinity * 4) This value represents a character's ability to possess and memorize magical spells or psionic techniques. Each spell and technique requires a certain amount of Spell Points to possess, and a character cannot exceed this value with spells.
Magic/Psionic Level: _______ (+1 Magic Level per 5 levels of Arcane Arts/Psionic Mastery Skills) This value represents the maximum potency of magic spells or psionic abilities that a character may learn and possess. As you can see, this value is determined not by a character's statistic, but by the level they possess in their magic discipline or their psionic genre.

Spirit: _____ This represents a character's spiritual presence on the outside world or that of the supernatural. This statistic also represents a character's creative and abstract thought processes, as well as the strength of the character's actual soul. Spirit affects magical/psionic influence (damage) as well as crafting or performing skills.
A standard, fit human has a statistic of 30. A statistic of 10 represents a character who is artistically and spiritually challenged, and who has very little impact on the world in a nonphysical way. A stat of 0 represents a character who does not exist past their phyiscal bodies, and literally lacks an imagination.
Base Magic Damage: _______ ( ((Spirit +1/10) + (Arcane Arts/Psionic Mastery Skill Level)) * 30 ) This represents the character's ability to cause effect on the world by the sheer force of their spiritual energy. As indicated, this is the base value used to determine modified damage amounts (spells, psionic abilities, etc.)

Willpower: _____ This represents a character's ability to resist the force of higher-level power on their physical and spiritual presence, as well as the character's ability to force their desires on the world around them. This is used in defending against magical or psionic influences on a person's body, as well as influencing other characters in various ways, such as intimidation or persuasion.
A standard, fit human has a stat of 30. A stat of 10 represents a character unable to think for themselves or resist manipulation at almost any level. A stat of 0 represents a character who can't resist following a slight breeze, and will literally turn on a dime at a gentle word, and will follow any direct order nearly to the death.
Magic/Psionic Damage Soak: _______ (+1 Bonus for every 10 Willpower * 40) This value represents numerically the amount of damage that your character can take from the supernatural world. This is also commonly referred to as 'soak.' This value will be taken from magical/psionic damage accrued to your character, then the result after subtraction is taken from your character's Hit Points.

Luck: _____ This wildcard statistic represents a character's fate-based divine standing. While sometimes referred to as karmic, a character's Luck stat determines how often the universe smiles down on the character, or how often something's raining down that's not water on it.
Luck Points: ____ LP (+1 Luck Point for every 50 Luck) Luck Points are literally 're-do's for characters. Each point allows a character to reroll ONE dice roll per day that is NOT a botch.
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<<> Skills <>>

Skills represent a character's knowledge or ability to perform general actions with proficiency. The amount of the character's ability is expressed by a 'Level' value, and each level costs a specific amount of Skill Points to purchase. While a character may be considered at a higher level in their original setting, when a character is introduced to the DW universe, it is considered to be on the scale listed below, as it has an entire new universe to be relatively compared to.

Along with general skills, there is space for what are called 'Advanced Skills.' Advanced Skills are specific, specialized skills that are acquired by the study of the general skill that they are listed under. Advanced Skills must be listed in the Skill List under their corresponding General Skill, as well as have the actual listing of the Advanced Skill in the Advanced Skill section. This makes it easy to keep up with point costs as well as localizing the description of the Advanced Skill to the character sheet for efficiency.

___/___ Skill Points (Current/Maximum) This value, derived from the Intelligence statistic, represents a character's Current pool of Skill Points -- that is, the ones that have been used to purchase Skills below -- and the character's maximum amount of SKill Points. This is read as "X of Y Skill Points".

0: Untrained | 5: Hobbyist | 10: Novice/Beginner | 15: Dedicated Student | 20: Educated/Trained | 25: Professional | 30: Advanced | 35: Specialist | 40: Expert | 45: Adept/Prodigy | 50: Master

Athletic Skills
<skill> <level> <points>
Athletic Skills are skills that a character possesses that represents their knowledge or talent in using their body as a whole. Examples: Running, Jumping, Rolling, Reaction, Move Slowly, Balance.

Honed Perception Skills
<skill> <level> <points>
Honed Perception Skills represent a character's ability to recognize the world around them with the five natural senses of the body. These are represented by the Spot (Sight), Listen (Hearing), Taste, Touch, and Smell skills.

Minor Skills
<skill> <level> <points>
Minor Skills represent a character's talents in a variety of smaller subjects. This is the most varied Skill genre, and includes things such as Computer Use, Lockpicking, Search, Gather Information, Hide, Bluff, and Diplomacy.

Combat Skills
<skill> <level> <points>
Combat Skills represent a charcter's ability to engage the physical world in conflict. This is represented by the multitude of Weapons Proficiency skills, as well as Martial Arts and Sneak Attack.

Magic Skills
<skill> <level> <points>
Magic Skills represent a character's ability to engage the physical and supernaturla world in conflict. This is represented by the multitude of Arcane Disciplines and Psionic Majors.

Knowledge Skills
<skill> <level> <points>
Knowledge Skills represent a character's theory knowledge rather than actual ability. The Knowledge Skills are required in order to perform some higher-level application skills, and are used to gain or reflect abstract knowledge about a subject. Examples include Knowledge: Biology, Knowledge: Arcane Science, Knowledge: Engineering, Knowledge: Architecture, Knowledge: Demolitions, Knowledge: Medicine, Knowledge: Law, Knowledge: World History, Knowledge: Zoology, and Knowledge: Mathematics.

Vehicle Skills
<skill> <level> <points>
The Vehicle Skills represent a character's ability to navigate a creature or mechanized construct, as well as engage it in conflict. Vehicles can come in all shapes, sizes, and types, and if a character is proficient in multiple types of vehicles, they must be listed. Examples include Vehicle Operation: Small Automobile, Vehicle Operation: Starfighter, Vehicle Operation: Mechanized Infantry, Vehicle Operation: Dreadnaught, Vehicle Operation: Naval Battleship, Vehicle Operation: Small Boat, and Vehicle Operation: Heavy Armor.

Survival Skills
<skill> <level> <points>
The Survival Skills represent a character's ability to sustain themselves and keep control in varying environments or situations. These allow a character to protect themselves, be intuitive with the environment/situation, and assists them in staying safe and alive in these trying times. Some examples include Survival: Forest, Survival: Jungle, Survival: Hostage Situation, and Ambush.

Crafting Skills
<skill> <level> <points>
The Crafting Skills represent a character's ability to create things using their abstract imagination as well as their knowledge in their particular subject. Often, this is where the Knowledge Skills are required. Some examples include Craft: Medicine, Craft: Mechanical, Craft: Electronics, Craft: Architecture, and Craft: Literature.

-= Advanced Skills =-

Advanced Skills are specific, specialized skills that are acquired by the study of the general skill that they are listed under. Advanced Skills come in different types and each requires a specific level of the General Skill to acquire, and some require more than one General Skill, and others even require other Advanced Skills to purchase. These are extremely specialized skills that represent a peak of a character's knowledge in this, and allows them to express a certain extensive ability. To express this, Advanced Skills are purchased when a character reaches a specific level, and is only purchased with a lump sum of Skill Points, rather than paying for it by level.

Some examples include

RUNNING
Cross Country Running
Olympic Running

REACTION
Block
Counter Strike
Quick-Draw
Advanced Block
Aggressive Block
Combo Counter
Parry
Flash Draw

KNOWLEDGE: PHYSICS
Dimensional Physics

KNOWLEDGE: ENGINEERING
Nanotechology

INTIMIDATE
Blackmail
Terror

DIPLOMACY
Legal Mediation
Business Diplomacy
International Diplomacy

SURVIVAL: FOREST, SURVIVAL: ARCTIC, SURVIVAL: JUNGLE, SURVIVAL: DESERT
Nature Survival
Natural Instinct

CRAFT
Craft Wonderous Item

CRAFT: BIOLOGY
Craft ‘Golem’
Craft Homunculus

CRAFT: ARCHITECTURE
Craft Structure
Craft Advanced Structure

CRAFT: ENGINEERING
Craft Vehicle
Craft Capital Ship

CRAFT: ELECTRONICS
Craft Medical Technology
Craft Nanotechnology
Craft Dimensional Technology

SNEAK ATTACK
Steal
Pick Pocket
Mug
Back Stab
Assassin's Touch

As you can see, the Advanced Skills offer a great variety of specialization that assist in defining a character Skillwise.

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<<> Abilities <>>

Abilities are even more specialized and even individual things that characters are able to do in or out of battle. This is where characters record their specialized combat attacks, their individual talents in a Skill/Advanced Skill, and where magical spells and psionic abilities are recorded. Style Points and Spell Points resemble Skill Points used to purchase Advanced Skills -- that is, you pay one lump sum of Style or Spell Points once a character has reached a specific level in the associated skill to purchase the Ability.

-= Physical (Style Points) =-
___/___ Style Points (Current/Maximum) This value, derived from the Dexterity statistic, represents a character's current pool of Style Points -- that is, the ones that have been used to purchase Skills below -- and the character's maximum amount of Style Points. This is read as "X of Y Style Points".

A character's full listing of Physical Abilities will be kept here, as well as their full entries as created by the Game Masters when the Ability is approved.


-= Magical/Psionic (Spell Points) =-
___/___ Spell Points (Current/Maximum) This value, derived from the Magic Affinity statistic, represents a character's current pool of Spell Points -- that is, the ones that have been used to purchase Skills below -- and the character's maximum amount of Spell Points. This is read as "X of Y Spell Points".

A character's full listing of Magical Abilities and Spells will be kept here, as well as their full entries as created by the Game Masters when the Ability is approved, or the Spell Listing as stated by the Magic lists.

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<<> Feats <>>

Feats are specialized abilities that mundane people cannot dream of obtaining. These unique feats make it possible for the characters to do things that ordinary folk think of as super human abilities. These assist in game play to make a character better, stronger, faster, more magical etc than regular people can ever attain in their life times.

Feats are categorized first into 3 groups. Those sections are the following:

* General Feats = For any character, able to be purchased by anyone. Most feats are general and anyone can take them as ways to assist in advancing skills and statistics.

* Specific Feats = For specific unique types of beings that it would make sense for them to have. Specific Feats are designed for beings such as androids, psionics capable, magical beings, etc. These are abilities that basically if your character is not the type of character the ability would be meant for, you cannot purchase it.

* Individualized Feats = meant for only one specific character. This implies that the feat cannot be taken by another character unless the character specifically it is meant more is able to teach it to another person who has the capacity to learn it.

Under the three types of feats there are categories which will be explained now.

Statistic Improvements
Stat Improvements change the way your statistics are -calculated-. By default, your HP is Health * 40. With a feat, you can make it * 60. These feats have special restrictions on them, which are described in their Feat listing.

Ability Feats

These generally are feats designed to give your character an innate ability. These are usually designed for characters with Specific or Individized Feats.

Character Feats

These are feats that are the most dynamic and signature to very specified beings or are often also Individualized Feats. One type of attack/defense is Limit Breaks or Trance which falls in the General Feats catagory as anyone can purchase them and they are specific to that character only though. Most character feats can be purchased more than once to improve their success and damages.

Rare Feats

Rare Feats fall under Individualized or Specialized Feats only. Rare Feats are the most drastic of feats. These offer huge benefits at the cost of some penalty. Its up to you to determine if the trade off between the power and the cost is worth it, but be warned. Feats are permenant, and it is incredibly difficult to circumvent the negative effect.

(* denotes feats possessed at Character Creation)

* Feat 1 (Free)-

* Feat 2 (100 XP)-

* Feat 3 (200 XP)-

* Feat 4 (300 XP)-

* Feat 5 (400 XP)-

* Feat 6 (500 XP)-


Feat 7 (600 XP)-
Feat 8 (700 XP)-
Feat 9 (800 XP)-
Feat 10 (900XP)-
Feat 11(1000XP)-
Feat 12(1200XP)-
Feat 13(1400XP)-
Feat 14(1500XP)-
Feat 15(1600XP)-
Feat 16(1800XP)-
Feat 17(2000XP)-
Feat 18(2200XP)-
Feat 19(2400XP)-
Feat 20(2500XP)-
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<<> Weapons/Items <>>

This is where a brief list of the character's possessions and equipment/items are kept. This section is mostly for Slot allotments, and does not require full item listings.

-= Equipment Slots =-

Equipment Slots are places on a character's person where they can carry specific items. These are limited to what is listed, and each has a specific function. Items that are in Equipment Slots do not take up Item Slots, regardless of their size.

Weapon: A character's main weapon. Example: longsword, staff, nunchaku, rifle, gloves.
CB-OSP: This stands for Cyber Bakuroth - Operational Status Panel. This is used by characters who participate in the DW original mini-game Cyber Bakuroth.
Side Arm: A character's secondary weapon. Example: knife, dagger, pistol, baton, taser, spray. This is typically restricted to a 1- or 2-slot weapon.
Armor: A character's physical protection from harm. Example: Bulletproof vest, chainmail, platemail, cloak, gauntlets, etc.
Pendant: An accessory slot, such as a necklace, medallion, or similar item.
Ring 1: An accessory slot, fitting a ring or similar small object.
Ring 2: An accessory slot, fitting a ring or similar small object.

-= Item Slots =-

Item Slots are where items that do not fit into the Equipment Slots are kept. All equipment, items, and weapons are given an Item Slot size, and if a character does not have sufficient Item Slots to carry all the equipment they want, they must pick and choose what to use when. There are, however, pieces of equipment that do offer more Item Slots, such as backpacks, belts, and bags.

Slot 1:
Slot 2:
Slot 3:
etc.

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<<> Inventory <>>

This is where a character's equipment and items will be kept track of. This section must contain full listings of all items that have effect in the game, whether it be a roll modifier, a damage, or a special effect that goes past a mundane use.

_______________________________________________________________________

<<> Special Notes <>>

This is where a character's special conditions or other important information that does not have a place on the sheet are listed, if applicable. If not, this area is to be just left blank.
fuller1004
Posts: 2
Joined: September 26th, 2011, 10:40 pm

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