Cheatham Character Sheet

Race

For All Attacks and Defense Rollups Use a 1d20.

Bonus Roll: Follow up with a 1d20 that can be used to boost any rolls that were less than desirable. Remember that you can drop one roll throughout the entire character sheet, but you may want to hold on to that until later.

Note: In every equation where it says “Bonus Roll” it means that the equation can have a portion or all of the bonus roll added into it. If it does not say Bonus Roll, then the player can not adjust the roll at all.

Attack

Male : Roll + 10 + Bonus Roll

Female: Roll + 8 + Bonus Roll

Magic Attack

Male : Roll + 35 + Bonus Roll

Female: Roll + 20 + Bonus Roll

Mental Attack

Male : Roll – 20 + Bonus Roll

Female: Roll – 25 + Bonus Roll

Energy Attack

Male : Roll + 5 + Bonus Roll

Female: Roll + 3 + Bonus Roll

Defense

Male : Roll + 12 + Bonus Roll

Female: Roll + 12 + Bonus Roll

Magic Defense

Male : Roll + 30 + Bonus Roll

Female: Roll + 30 + Bonus Roll

Mental Defense

Male : Roll – 25 + Bonus Roll

Female: Roll – 15 + Bonus Roll

Energy Defense

Male : Roll + 3 + Bonus Roll

Female: Roll + 7 + Bonus Roll

Character Interactions Section Use 1d20

Bonus Roll: Follow up with a 1d20 that can be used to boost any rolls that were less than desirable. Remember that you can drop one roll throughout the entire character sheet, but you may want to hold on to that until later.

Awareness (Aware)

Male : Roll + 25 + Bonus

Female: Roll + 15 + Bonus

Merchant

Male : Roll + 5 + Bonus

Female: Roll + 8 + Bonus

Agility

Male : Roll + 0 + Bonus

Female: Roll + 0 + Bonus

Diplomacy (Dipl.)

Male : Roll + 20 + Bonus

Female: Roll + 10 + Bonus

Leadership (Leader)

Male : Roll – 20 + Bonus

Female: Roll – 13 + Bonus

Discerning and Encountering Use 1d20

Bonus Roll: Follow up with a 1d20 that can be used to boost any rolls that were less than desirable. Remember that you can drop one roll throughout the entire character sheet, but you may want to hold on to that until later.

Lie

Male : Roll + 25 + Bonus

Female: Roll + 30 + Bonus

Stealth

Male : Roll + 25 + Bonus

Female: Roll + 20 + Bonus

Trap

Male : Roll + 8 + Bonus

Female: Roll + 8 + Bonus

Steal

Male : Roll + 15 + Bonus

Female: Roll + 18 + Bonus

Discern Lie (Disc. Lie)

Male : Roll + 8 + Bonus

Female: Roll + 7 + Bonus

Catch Spy

Male : Roll – 20 + Bonus

Female: Roll – 15 + Bonus

Detect Trap (Det. Trap)

Male : Roll + 5 + Bonus

Female: Roll + 3 + Bonus

Poison

Male : Roll – 26 + Bonus

Female: Roll – 21 + Bonus

Major Trauma Rolls Use 1d20

Bonus Roll: Follow up with a 1d20 that can be used to boost any rolls that were less than desirable. Remember that you can drop one roll throughout the entire character sheet, but you may want to hold on to that until later.

Persona

If the race of the character has a specific Persona, then starting from  that, roll a 1d10, with 5 being the Persona that is set. Go up if it is greater than 5 and down if less than five.
(1. Azure Impatharic          11. Non-Viable
2. Impatharic                       12. Unbiased
3. Non-Pareil                        13. Impartial
4 Generous                           14. Unemotional
5. Sympathetic                     15. Callous
6. Kind                                   16. Sociopathic
7. Warm                                 17. Psychopathic
8. Fair                                     18. Afreetious
9. Even Handed                     19. Tolmion
10. Open Minded                  20. Terra Tolmion)

Base Persona for Cheatham: Even Handed.

Male : Roll – 3

Female : Roll + 3

 

Luck

Luck is Rolled as a 1d20 divided by 2. Luck can not be above 15 pts. for the initial bonuses, thus anything beyond 15, even with bonuses, is 15 + (extra Divided by 20). So if you have 22 pts. then it will be 15 + (22 Divided by 20) = 16. (Always Round down.)

(Adjusting Luckis 4 pts. per every 1.)

Male : (Roll / 2) + 0  or if >15 then  (Roll/20)+15) [+ 0  + (Bonus Roll/4)] Rounded Down.

Female: (Roll / 2) – 0  or if >15 then  (Roll/20)+15) [+ 0 + (Bonus Roll/4)] Rounded Down.

Mutation Points. (Mut. Pts.)

Male : Roll + 15 + Bonus

Female: Roll + 10 + Bonus

Fear

(Adjusting Fear is 2 pts. per every 1.)

Male : Roll + 12 + Bonus Roll

Female: Roll + 15 + Bonus Roll

Shock

(Adjusting Shock is 2 pts. per every 1.)

Male : Roll + 6 + (Bonus Roll/2)

Female: Roll + 2 + (Bonus Roll/2)

Vitality Rolls Use 1d20 x 1d20 for these rolls.

Bonus Roll: Follow up with a 1d30 that can be used to boost any rolls that were less than desirable. Remember that you can drop one roll throughout the entire character sheet, but you may want to hold on to that until later.

Will Pts. are 1d20 x 1d20 + Racial Adjustments + Bonus Roll

Will Pts.

Male : Roll X Roll + 40 + Bonus Roll

Female: Roll X Roll + 30 + Bonus Roll

Life Pts. are 1d20 x 1d20 + Racial Adjustments + Bonus Roll

Life Pts.

Male : Roll X Roll + 0 + Bonus Roll

Female: Roll X Roll + 0 + Bonus Roll

Energy Pts. are 1d20 x 1d20 + Racial Adjustments + Bonus Roll

Energy Pts.

Male : Roll X Roll – 20 + Bonus Roll

Female: Roll X Roll – 15 + Bonus Roll

Magic Pts. are 1d20 x 1d20 + Racial Adjustments + Bonus Roll

Magic Pts.

Male : Roll X Roll + 25 + Bonus Roll

Female: Roll X Roll + 17 + Bonus Roll

Soulmere

(Adjusting Soulmere is 2 pts. per every 1.)

Soulmere is 1d20 x 1d20 + Racial Adjustments + (Bonus Roll/2)

Male : Roll X Roll + 30 + Bonus Roll

Female: Roll X Roll + 30 + Bonus Roll

Stamina

Stamina is 1d20 + 1d20 + (Life Divided by 20) + Racial Adjustments + Bonus Roll.

Male : Roll + Roll + (Life / 20) + 5 + Bonus Roll

Female: Roll + Roll + (Life / 20) + 8 + Bonus Roll

Imbue

Imbue is 1d20 + 1d20 + (Soulmere Divided by 20) + Racial Adjustments + Bonus Roll.

Male : Roll + Roll + (Soulmere / 20) – 20 + Bonus Roll

Female: Roll + Roll + (Soulmere / 20) + 10 + Bonus Roll

Initiative Uses 1d20 Flat.

There are no follow ups on Initiative and no adjustments of any kind. Whatever is rolled on the first die will determine the initiative of the character.

Subtract .5 point for every point from Non-Viable of persona that your character is. So if the character is Generous, then remove 7pts. from Initiative (Round Up).

No initiative can be below 1 or above 25 pts. Anything above 20 pts, however, means that the player will fight at the drop of a hat, with little to no cause and little to no reason for it.

Anyone with 5 or below initiative will have to be drawn into a fight rather than out and out starting one. (The persona of the opponent, however, can change this rule in that if the two personas clash then the player will attack when appropriate.)(See Persona.)

Initiative

Initiative is 1d20 Flat.

Male : Roll

Female: Roll

Movement and weight of Character

This one will have to be finished after everything else is completed. You will need the luck of the character as well as a few other things to complete it.

Note: Everything rounds down in this section. There are no dice to roll for it.

Weight of Character

This will be (Attack + Defense)/3.5

Place Weight of Character Here.

Mobility

Add 1 plus any abilities that may add to this. Then Add Luck/100.(Abilities will be stated if there are any. If not, then there will not be anything there.)

+ 0 + Luck/100(Round Down).

Response

2 + Any abilities + Luck /100. (Always Round Down.)(Abilities will be stated if there are any. If not, then there will not be anything there.)

+ 0 + Luck/100 (Round Down)

To Roll Understanding, use a 1d20. Then add Will Divided by 200. This will give the overall Understanding of the character. Remember this will effect much of what the character can and can not do.

Understanding (Understand)

Roll + (Will Pts. / 200) + X + Bonus Roll

Male : Roll + (Will / 200) + 0 + (Bonus Roll/2)

Female: Roll + (Will / 200) + 0 + (Bonus Roll/2)

 (Adjusting Understanding is 2 pts. per every 1.)

Racial Abilities and Disabilities

These are already selected and can not be changed. If creating a race, see the race charts of Abilities and Disabilities. There are sections. When gaining an ability, the player must look at the same section within the Disabilities and choose one of them as well. This will keep them even. Races can have up to 5 Abilities but will also gain the disabilities with them.

Abilities and Disabilities can be “overcome” using other Traits, abilities, etc. They just need to be found or bought in game to overcome them. No player may play a character without taking into consideration their disabilities.

Racial Abilities

Adapt
Open Languages
Terror

Racial Disabilities

Curse