Fill this out.
Name: This is the name of you personally. Hats may take many vessels and use their names, but this is their true name. If you don't fill this in, I'll just use your profile name.
Description: What kind of hat are you? The more durable the hat, the less magical power. Extremely durable "hats" like steel helmets are off limits entirely. These are good resources, but you can feel free to look for something else.
http://en.wikipedia.org/wiki/Hat http://wiki.teamfortress.com/wiki/HatsMagic School: What type of spells do you specialize in? The broader the range of spells, the weaker they are on average.
Stats: All hats provide small stat bonuses to their vessels. Its not out of selflessness, but more that dead bodies are generally less useful than live ones. Keep in mind that those you can ensnare are weaker than most, and would have penalties without your guidance.
Assign 6 points. A stat can have 0 points in it. Maximum initial bonus is 4. This game uses a d10 by the way, in case that helps you decide. 2 in a stat nullifies any default penalties.
Strength:
Endurance:
Dexterity:
Power: Power increases the casting ability of your vessel.
Items: Bodies start with 100 points' worth of items.
Wand: It's a magic stick to help you cast. Cost: 10
Charged Wand: Comes pre-charged with a spell of choice, but is useless after a single use. Cost varies Based on spell.
Staff: Aids spellcasting, and is good for hitting people too! Cost: 20
Knife: Useful for stabbing people, or throwing. Cost: 10
Sword: Even better than a knife, and is good for slashing too. Cost: 40
Mace: Heavy bludgeoning instrument. Cost: 40
Spear: Its a knife on a stick. Stabs people best of all things. Cost: 40
Bow: Long range weapon. Cost: 40
Arrows: Used in bow. Cost: 5 each. Reusable most of the time.
Flintlock Pistol: Long range weapon. Requires much less skill than a bow, but is slower to fire and reload. Cost: 70
Lead Bullets: Used in flintlock pistol. Cost: 5 each. Not reusable.
Wood Armor: Provides minor protection, but weighs you down. Better hope no one who wants to kill you knows fireball. Cost: 20
Copper Armor: More protective than wood, and less flammable. Weighs more though. Cost: 40
Shield: Good for helping you not die. Cost: 30
Hat strap: Tied tight below the chin to help keep you attached to your body. Looks kind of silly honestly. Cost: 20.
Generic Health Potion: Heals slightly. Cost: 20