Alza, Nature's Conservator

Name: Alza, Nature’s Conservator

Sheet Version: v0.6

Description

A larger-set human with kind eyes, a shaved face, and glasses.

Alza is a known hero who adventures to keep his family and friends safe, as well as ensures that civilization’s use of nature is sustainable for future generations of people.

Skilled with the bow and arrow, as well as his bastard sword, Alza is a staunch ally to those in need and often a welcome face in more nature-laden towns.

He is often seen with his trained hawk and hound.

Abilities & Aspects

Proficiency Level (PL) Physical Health (HP) Metaphysical Health (MP) Will
3 8 4 4
Power Agility Fortitude Willpower Cunning Ego
3 5 4 4 1 2
Aspect Attribute Explanation
Strength Agility Advantage on any roll using this attribute.
Vulnerability Power Disadvantage on any roll using this attribute.
Defense Fortitude Attacks targeting this attribute do not suffer disadvantage.
Will Willpower Attacks targeting this attribute do not suffer disadvantage. You gain a pool of points equal to this attribute that you can choose to add to rolls, which recovers when you suitably rest and recover.

Path: Path of Athletics

Alza is a ranger skilled in the use of bow and sword.

Traits

  • Ranger
  • Leader
  • Perceptive
  • Adventurer

Traits are single word descriptors that describe what you are to the world. Choose 3 when you start.
Traits can represent but are not limited to: species, race, job, class, profession, reputation, personality, etc.
Any dice roll relevant to a trait allows that trait to grant advantage.

Traits can be naturally acquired or changed as your character experiences their life. For balance reasons, you should stick to one trait per proficiency level, but there’s no hard limit.

Flaws

  • Eyesight

When initially creating your character, you may gain a flaw to add an extra trait.

Flaws can be naturally acquired or changed as your character experiences their life. For balance reasons, you shouldn’t acquire more flaws than your proficiency level.

A flaw can be the same word as a trait.

Acquisitions

  • Longbow
  • Bastard sword
  • Mythril chain armor
  • Hawk
  • Hound
  • Ranger skills
    – forestry, tracking, nature knowledge, animal handling, etc
  • Magical connection to nature
    – Effect: Supernatural ability to know the full health and situation of a landscape, and interact with it. When bonded to a creature, he is able to communicate with it, and perceive through its senses.
    – Limit: Does not grant spellcasting.

Acquisitions are temporary or permanent things or effects that don’t come from who you are as a person.

Anything you have listed here means that your character has acquired them in some way due to inherent traits or experiences.

See also: FES: Acquisitions and Traumas

Traumas

Traumas are temporary or permanent afflictions that are hindering your character. See previous link for more info.