Name: Charlie the Chosen (he/him)
Sheet Version: v0.8
Description
A strange, small creature with ruddy-brown scales, blue eyes, and has a trail of fur from the tip of his tail to the top of his head. He’s already a fully grown kobold, but even then is still smaller than most. He wears baggier robes, within the folds of which is bound his actual spellbook.
After swearing a secret oath to a force he didn’t realize was a real thing, he is entangled in a web of fate, and most people in Kobold Town know that the prophecy involving him depicts him growing into a full-blooded dragon.
Path: Worldwise (Knowledge)
Your path grants you advantage on situations relevant to the path you choose.
Abilities & Aspects
Proficiency Level (PL) |
Physical Health (HP) |
Metaphysical Health (MP) |
Determination Pool |
3 |
6 |
10 |
6 |
Power |
Agility |
Fortitude |
Willpower |
Cunning |
Ego |
4 |
5 |
5 |
6 |
7 |
3 |
Aspect |
Attribute |
Explanation |
Strength |
Cunning |
Advantage on any roll using this attribute. |
Vulnerability |
Ego |
Disadvantage on any roll using this attribute. |
Defense |
Fortitude |
Attacks targeting this attribute do not suffer disadvantage. |
Determination |
Willpower |
Attacks targeting this attribute do not suffer disadvantage. You gain a pool of determination points equal to this attribute that you can choose to spend on rolls before rolling, which recovers when you suitably rest and recover. |
Traits
- Prophesied
- Magician
- Bookworm
- Weird
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
A flaw is a trait that grants disadvantage.
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
- Magic: Charlie knows a lot about magic, and even though he’s not the strongest magician yet, he still is quite capable. He is particularly good at spells at casting spells that empower allies or otherwise grant physical bonuses, but he does know how to cast basic charms, illusions, and can cast a mean fire bolt.
- Scroll-scribe: Charlie taught himself a lot of spells by learning how to copy spell scrolls and then experimenting with the scrolls to learn how to cast it.
- Prophecy-bound: Charlie has always been the runt, and his friends Duchess and Kobold have had to protect him a lot growing up from bullies. Before they had enough influence to stop it, Charlie swore an oath to the earth that he’d become a dragon and show up his bullies. What he didn’t realize is that The Elder Dragon beneath Kobold Town heard his pleas and spun magic to ensure his wish would come true some day, resulting in a prophecy his mother received from the dragon.
- Educated: Charlie spent a lot of time in the library, even before he found he had a penchant for magic. In general, if it’s something you can learn in Kobold Town’s libraries, it’s something that Charlie knows about.
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.
Want to create a character? Follow the instructions here.