Name: What do they call you besides your title? We’re all friend here even if some people don’t act like it.
Title: What people will call you after your reputation spreads a bit. The more epic but simple, the better.
Gender: If your outward appearance is different from what it actually is, do make note of that. After all, it’s not an anime until a pervert accidentally flirts with a man.
Appearance: How you look. Be sure to include your usual outfit, because you’re pretty much never going to take it off.
Stats: The stuff that pulls out the marginal differences between characters. All stats start at 1 and increase your rolls at a one to one basis.
Will: This is your health and is calculated as 5+your willpower
Second Wind Will: Half of your total Will
Willpower: Gives bonuses to targeted attacks, and increases second wind health if it’s your highest stat.
Strength: Gives bonuses to reckless strikes and increases damage after a Second Wind if it’s your highest stat.
Dexterity: Gives bonuses to quick attacks and gives a second attack after a Second wind.
Intelligence: Increases team attack damage and gives a teleport after a Second wind.
Charisma: Increase the effectiveness of Convincing and allows for the stunning of any one target after a second wind.
Luck: Increases the effectiveness Shooting and Allows for a THIRD wind.
Class: Determines which of your stats starts where and what perks you can take.
Brawlers specialize in strength (+1 strength) using overwhelming force to defeat their enemies, but lack the willpower(-1) others have.
Artists Specialize in dexterity(+1) using huge amounts of blows to get through the defence of others but are less intelligent(-1).
Monks Have willpower(+1) on their side and use fast calculated moves to slow down foes alongside their inability to accept defeat to stay in the fight longer, but are not as damaging(-1) as their fellows.
Ninja attack using dirty tactics(+1 Intelligence) to surprise and demoralise their enemy, but are naturally slower to act(-1 Dexterity).
Charmers talk(+1 Charisma) their enemies down from attacking and are generally well liked. This makes them unlucky(-1 luck) because it makes them an obvious first choice for being attacked by heartless enemies.
Everymen are pretty much normal and use guns(+1 luck) unlike their companions who seem to have never moved past knives and swords and other pre-gunpowder weapons. Sadly, they are also natural targets for more charismatic people to lie about and make seem bad. (-1 Charisma)
Perks: Can only take perks from your class list and the general category.