The Player's Handbook, which contains stat descriptions and skills, can be found in
here.Name: Your "real" name, if any
Battle Name: Your transformation name. Usually this is a descriptor and a noun, such as Radiant Tiger or Strawberry Sledge.
Physical Description: What you look like, independent of your equipment.
Mental Description: What you're like mentally, socially, and emotionally.
Equipment Description: What your clothing and equipment tends to look like. Remember that less advanced classes tend to look simpler than those who have promoted. Also bear your Theme in mind.
Class: One of the trainee classes listed in the book.
HP X (X%)
Str X (X%)
Def X (X%)
Skl X (X%)
Spd X (X%)
Mag X (X%)
Res X (X%)
Luk X (X%)
CON X
AID X
MOV X
Your starting stats are those of your trainee class, plus four points distributed to any stats save MOV, with no more than 2 points in any one stat. You may also spend points to lower CON rather than raise it, if you so choose; remember that this will lower AID and may make it harder to use heavier, more advanced weapons.
You have 330% to divide amongst your Growth Rates. Every time you level up, each stat has a chance equal to its Growth Rate of increasing by 1 point. Remember that if you choose a Cost Skill, you have only 300% to spend on Growth.
Inventory
-Slim Sword (Thrust E), RNG 1, MT 3, WT 2, CR 10, Hit 100
-Slim Lance (Pierce E), RNG 1, MT 4, WT 5, CR 10, Hit 85
-Hatchet (Thrown E), RNG 1-2, MT 4, WT 5, CR 5, Hit 85
-Training Bow (Recurve E), RNG 2, MT 3, WT 5, CR 5, Hit 90
-Fire (Fire E), RNG 1-2, MT 4, WT 7, CR 0, Hit 90
-Heal (Heal E), RNG 1, MT 10, WT 4, CR -, Hit -
If you start off with a weapon at all, it should be one of the above. Simply delete all entries other than yours. Players do not start with any other equipment.
[Weapon Name]
AT: [Weapon MT + Str or Mag, depending on weapon type]
Hit: [Weapon Hit + 2x Skill + 1/2 Luck]
AS: [Speed - [Weapon Weight - [CON + Prof Bonus]]]; Remember that negative results are counted as 0 and that E Proficiency is 0
Eva: [2x AS + Luck]
CR: [1/2 Skill + Weapon CR]
DG: [Luck]
The above is your standard attack block; fill it in with your current weapon and stats.
Character Skill: Chosen from the list, or negotiated with the GM
Personal Skill: Customizable, but may require GM approval
Personal Fault: Customizable, but may require GM approval
Please include the text of all skills for clarity.
Affinity: Affinity does not follow standard FEF rules. Rather, your Affinity is any concept you have a strong connection to, be it Fire, Protection, Learning, Peace, Dragons, Chocolate, or Roads. The exact effects of Affinity are unknown to you at this time.
Theme: A single thing that defines the motif of your equipment and skills fairly well. Animals, plants, and elements are all common choices. Theme is largely cosmetic, but may allow or prohibit certain options unless you can find a way around them. A snail-themed warrior might find it difficult to justify a speed-based skill, for instance, though probably not impossible.