Now that you’ve got your Stats, Skills, and Equipment picked out for your character, you can apply the finishing touches and by filling in the character sheet.
A few pieces of character data will change over time. Any such numbers are stored in “tracks” where you write tally marks for each point associated with that value.
The Wounds Sustained track is an area of your character sheet where you may record the total amount of wound damage your character has taken since the last handicap. You may use tally marks or some kind of counter token to record this value since it fluctuates so rapidly.
As you adventure, you’re going to pick up little lessons on how to not die. This is represented in Experience Points (or XP) that you record on the character sheet. For each XP your character is rewarded with, write a tally mark on the character sheet on the appropriate track.
Your XP can be used to purchase Stat and Skill levels as well as other benefits during Character Advancement (ref Character Advancement).
After spending XP in Character Advancement, record the XP spent on your character sheet next to the tally marks for stored XP (assuming you still have any XP stored). This helps serve as a general measure of your character’s overall awesomeness.
Your character has a series of Scores derived from the core Stats and Equipment your character is using. These scores are as follows:
Evasion indicates how quick your character’s reflexes are and how well your character will avoid vulnerable positions or places that are hard to flee from if threats come in. It’s most often used in combat to determine how hard it is for enemies to hit you.
Your character’s Evasion score is equal to the effective Awareness + 4
In the most concrete terms, Virtue is your character’s ability to resist the temptations and manipulations of demons. Everyone can agree on that much but people have wildly different opinions about how to become virtuous. Some say that benevolent acts and compassion earn it, others believe that adherence to a code of conduct is what matters.
There are two values associated with Virtue:
You accrue Virtue points at the end of the session when you and the GM both agree that your character had done something uncharacteristically virtuous. This is deliberately subjective. It requires you and the GM to build a model for what your character thinks of as virtue. It’s actually okay to be inconsistent or change over time. Your character could have a coherent ethical system to live by but it’s not necessary.
If you ever accrue as many Virtue points as your Level, wipe out the virtue points and set your level one point higher.
You immediately lose virtue points whenever your character lies, cheats, steals, uses violence for anything other than self defense or deliberately aids or gives comfort to an infernal entity. Because more virtuous people hold themselves to a higher standard, the number of points you lose for these deeds is equal to your Virtue Level. On matters of Virtue loss, the GM is the soul arbiter.
Your Virtue points can never be a negative number. If anything would drop your accrued points below zero, drop your Virtue level one point and set your Accrued Points to one less than the new level’s value.
Whenever a demonic character tries to manipulate you, the demonic character will have to roll against a difficulty equal to four more than your current Virtue level to succeed.
Vitality indicates your character’s ability to stay active in even in intense, tiring situations. It’s most notable as the means of determining how many Turns your character can take during a single Round of Combat (see Combat Rounds).
Your character’s Vitality score is equal to the number of available stack numbers for your character’s Resolve.
As your character gets beaten around by the rigors of adventuring, you’ll accumulate Wounds (see Wound Damage). If you suffer a certain number of Wounds, they become more dangerous and translate into Handicaps (ref Handicaps).
The number of wounds you can sustain before suffering handicaps is equal to four times the number of Endurance Stack Numbers your character has available.
Your character sheet is divided into regions where different kinds of character data goes. At this point in Character Creation, each point of data should already be known to you.
Each of the core stats has a box where you write its level. To the right of the box is a series of “trays” that are for recording the stat’s Stack Numbers.
Stack Numbers are a sequence of numbers derived from your stat’s level. The numbers in the sequence are every odd number that leads up to the stat’s level followed by the stat’s level.
The following chart shows the stack numbers associated with various stat levels.
Level | Stack Numbers |
1 | 1 |
2 | 1,2 |
3 | 1,3 |
4 | 1,3,4 |
5 | 1,3,5 |
6 | 1,3,5,6 |
7 | 1,3,5,7 |
For each skill that your character has at level 1 or higher, write that skill’s name in its own row, then write the level of that skill in the tray to the right of the name.
If your character is wearing armor, write the armor’s name (light, medium or heavy) on the indicated line, followed by the armor’s rating number in parenthesis like so:
Write your weapon’s name on the indicated line. Write the First Intention Damage rating of your weapon in the first box in that area and the Second Intention Damage Rating in the second box in that area. Write the weapon’s ability in the empty space beneath that.
Throughout the game, you will be “marking” numbers to indicate that they can’t be used. If you Burn Essence (ref Burning Essence) or suffer a Handicap (ref Handicaps), circle that number to indicate that it has been Marked as unavailable.
On the back of your character sheet, there is space to record the names of any characters that are your friends and enemies. Each of these is a series of rows where you can write names and friend/enemy levels as numbers.
Whenever you do something that earns a character’s respect, write down that character’s name on a row of the Friends column and start with the friendship level of one. As that character grows to trust and admire you more, that friendship level increases.
Similarly, whenever you do something to earn a character’s ire, write the name down in the Enemies field and begin with an enmity level of one or more if you’d done something particularly egregious (in that character’s opinion). As that character grows to disdain you, the enmity level increases.
If you ever earn enmity from somebody on your friends column, you lose all friendship from that character and gain at least one point of enmity. But if you do something that would earn Friendship, enmity only reduces by one point at a time unless you do something particularly remarkable (entirely subjective to that character’s opinion).
If you ever take advantage of the friendship in non-harmful but possibly selfish ways, you are at risk of losing points of Friendship commensurate to that.
Whenever you do something that impresses others and will get them talking about you (in a good or bad way), the GM will tell you to write it down on the Accomplishments column of your character sheet. This is a helpful reminder that you are building a reputation and people are going to hear about it.
Whenever your character is traveling, you’ll need to keep track of the length of the journey and how well supplied you are while on that journey. There are fields on the back of your character sheet where you can place tokens that represent each of the three pieces of travel data; Legs Traveled, Setbacks and Supply.
Legs Traveled shows how much progress you’ve made toward your ultimate destination (if you have one) or generally how long you’ve been on the road (if you have no specific destination in mind).
Setbacks shows how much time has been spent traveling that wasn’t progressing towards your goal. This represents detours, time spent recovering from illness or injuries, and other things that don’t get you any closer to where you want to be.