Hero Name: (<---)
Archetype: (Think class. Can actually be anything.)
Level: 1
Player: (Forum Name)
Physical Description: (Huh!)
Bio: (Since there's really no world yet, there's really no reason to put anything here...but, I'd be impressed if you did.)
~Choose one of these stat blocks, then assign each number to one of the below attributes. All attributes begin at 0 otherwise. Cross check with bane/boon list linked below, to see what sort of abilities you will have to play with.
Specialized Hero
5, 4, 3, 2, 2, 2
Well-rounded Hero
4, 4, 3, 3, 3, 1, 1
Jack of All Trades
3, 3, 3, 3, 3, 2, 2, 2, 1~
Attributes
Physical
Agility=0
Dodge attacks, move with stealth, perform acrobatics, shoot a bow, pick a pocket
Fortitude=0
Wear heavy armor, resist poison, shrug off pain, exert yourself physically
Might=0
Swing a maul, jump over a chasm, break down a door, wrestle a foe to submission
Social
Deception=0
Tell a lie, bluff at cards, disguise yourself, spread rumors, swindle a sucker
Presence=0
Give a speech, sing a song, inspire an army, exert your force of personality, have luck smile upon you
Persuasion=0
Negotiate a deal, convince someone, haggle a good price, pry information
Mental
Learning=0
Recall facts about history, arcane magic, the natural world, etc.
Logic=0
Solve riddles, decipher a code, improvise a tool, understand the enemy’s strategy, find a loophole
Perception=0
Sense ulterior motives, track someone, catch a gut feeling, spot a hidden foe, find a secret door
Will=0
Maintain your resolve, overcome adversity, resist torture, stay awake on watch, stave off insanity
Supernatural
Abjuration=0
Protect from damage, break enchantments, dispel magic, bind demons
Alteration=0
Change shape, alter molecular structures, transmute one material into another
Creation=0
Channeling higher powers for healing, creation, resurrection, divine might, etc.
Divination=0
See the future, read minds or auras, detect magic or evil, scry, communicate with extraplanar entities
Enchantment=0
Control the minds of others, dominate wills, speak telepathically, instill supernatural fear
Energy=0
Create and control the elements–fire, cold, electricity, etc.
Entropy=0
Disintegrate matter, kill with a word, create undead, sicken others
Illusion=0
Create illusory figments, deceive the senses, cloak with invisibility
Movement=0
Teleport, Fly, Hasten, Slow
Defenses
Toughness = Fortitude + 10
Evasion = Agility + 10
Resolve = Presence + Will + 10
Hit Points = 2 x (Fortitude + Presence + Will) + 10
Feats
http://www.openlegendrpg.com/featsFeat Points Remaining: 6
1.
2.
3.
4.
5.
6.
Race and Bonus
~Choose one race and one racial ability. Feel free to trim down this section to whatever you choose, you don't need to list everything.~
CELESTIAL
Springing from usually loving unions between angelic beings and mortals, you are a Celestial, a combination of both worlds-a celestial can be of any sentient race. Your body will usually take an idealized, beautiful form of their species upon reaching maturity, something others find easy to look upon with awe and envy. Many Celestials like yourself are driven toward goodness, and fully accept their gifts-but, just as many resent the divine impulses that sometimes drive against your own free will.
~Pure-hearted: Any good-aligned creature you encounter is friendly toward you by default rather than neutral. Circumstances can alter this, but even if rumors or actions you’ve taken would influence a good creature negatively, it remains one step friendlier than it otherwise would have been.
~Divine Insight: Drawing on a supernatural connection to a deity or angelic being, you gain otherworldly insight. Once per day, you can choose a topic relevant to the story. The GM shares some information about that topic which might be useful. If you’ve just failed a Learning attribute roll and use this ability, the GM decides whether to give you information related to that roll or to give you knowledge that is completely unrelated.
~Trustworthy. Once per day, you can choose to inspire trust in another character via your good-hearted nature. That character believes that you have their best interest in mind and seeks your advice on something that is troubling them, sharing a secret that they would not normally share with a stranger.
~Divine Intervention. As an offspring of a divine being, you are defended by your parent. Once per day, when you are subject to a Finishing Blow while your hit points are below 1, you automatically heal to a hit point total of 1.
INFERNAL
Daemons also form 'unions' with mortals-if such a contract is forced or coerced, the resulting being is always a monster...however, if the Daemon overcomes their natural tendency toward evil, and truly redeems themselves through the love of another, the being that results is an Infernal-half daemon, half mortal, with the freedom to choose their own place in the world-though the temptation toward evil is always a shadow upon their souls.
~Dark-hearted: Any evil-aligned intelligent creature you encounter is passively neutral toward you by default rather than hostile. This may not last long in most circumstances-they will often try to force you to submit to their will. If you disobey them, or as as soon as an evil being feels they are stronger than you or in a position of power, they may choose to attack.
~Infernal Insight: Drawing on a supernatural connection to a daemonic force, you gain otherworldly insight. Once per day, you can choose a topic relevant to the story. The GM shares some information about that topic which might be useful. If you’ve just failed a Learning attribute roll and use this ability, the GM decides whether to give you information related to that roll or to give you knowledge that is completely unrelated.
~Fearsome: Once per day, you can choose to inspire great fear in another character via your darkhearted nature. That character is instantly terrified of you, convinced you've come from the depths of their worst nightmares. They are likely to be cowed into submission when defeated, though such a state only lasts until they can successfully flee-or they feel they can kill you, using whatever powers are at their disposal.
~Infernal Intervention. As the offspring of an Daemonic being, you are defended by your parent. Once per day, when you are subject to a Finishing Blow while your hit points are below 1, you automatically heal to a hit point total of 1.
DRAGONBLOOD
Young Dragonkind often have a fleeting curiosity with the mortal world-they typically take humanoid form, and it is from chance unions such as these the Dragonblooded are born. These beings can be of any race, and typically combine some of the traits of both of their parents-it is not as easy to tell as other half-bloods, however, as most of their power is sealed within them.
~Legendary Bloodline. Having dragon’s blood, you command the respect of those who practice the Arcane arts. You are assumed to have knowledge and a destiny for greatness in the Arcane arts, and others treat you with deference. This influence could guarantee your placement within an Arcane College, grant you an apprenticeship with a famous Archmage, or cause a magic-user who does not know you well to follow a prescribed course of action based on your advice if the question is one of Arcane knowledge.
~Dragonspeak. Like the great wyrms of your ancestry, you have practiced the ways of sneaking hidden charms and subliminal messages within everyday conversation. Once per day, when you converse with an intelligent creature for at least five minutes, you will learn one useful secret of the GM’s choosing about the creature.
FEYTOUCHED
When the Fey Courts visit the world for their games, Feytouched are a consequence. Unlike some half-bloods, Feytouched are not always born of a fey and a mortal union-some are created, when a young mortal is affected by strong wild, chaotic magics. In such a case, the person they were changes forever. A Feytouched often resembles their parent mortal race outwardly, though they may be marked by strange changes, such as oddly colored eyes, horns, hooves, or even the parts of insects-like wings and antennae. There are enough variations that no two feytouched is entirely the same, though they do share the general traits of their immortal parent, sometimes.
~Whisperer of the Wild. Once per day, you can ask a single “yes” or “no” question of a plant or animal within earshot. The plant or animal automatically trusts you at least enough to answer the question truthfully. You receive the answer by way of an inner sense, and so this ability cannot be used for further two-way communication.
~Fey Aura. Your fey blood gives you a compelling quality that can affect even the coldest of hearts. Once per game session, you can leverage your fey aura to turn an enemies mood in a certain way. Note that such magic is subtle, like a chisel, and can't be used in the fashion of a battlehammer-you cannot convince someone to commit obvious suicide, or otherwise force them to do something entirely out of their character.
Innocence: You radiate an aura of childlike, pure innocence. The enemy might choose to help you out of pity, look the other way when you’ve done something illegal, forgive a debt you could never pay, or vouch in your favor before the authorities.
Friendship: You radiate a nimbus of camaraderie and trust. A chosen target usually views you as a good friend, and is willing to help you if it's reasonable.
Romance: If the target would otherwise be attracted to you, that feeling is amplified to what they feel is true love. They will do almost anything for you not against their nature, but such a strong emotion can be difficult to control.
Wrath: You compel a great and terrible anger in your target. It is difficult to control this rage once unleashed, so you have better have a good target in mind.
~I don't really need to describe the rest of these species.
)~
DWARF
~Warrior’s Code. As a veteran warrior, you command respect even from foes. Once per day, you can use this ability to cause an enemy or group of enemies to extend special concessions or favorable treatment toward you via an unspoken warrior’s code. The GM decides what these concessions look like. For example, your enemies might choose to trust you to come quietly and not shackle you, or overlook an insult that would have otherwise have been cause for bloodshed.
~Stone Sense. While underground you may fail to find what you’re looking for, but you can never be truly lost. You can always find your way back to the entrance through which you entered.
~Dwarven Resilience. Once per day, you can automatically succeed a Fortitude action roll of Difficulty Level equal or less than your Fortitude score.
ELF
~Elven Senses. Your keen senses allow you to notice details that others typically miss. Once per day, you can use this ability to notice something out of the ordinary. For example, you might spot a hidden passage behind a bookcase, a trace of blood under the fingernails of another character, or a wig that is not quite convincing. If you use this ability after failing a Perception roll, the GM decides whether you notice the initial target of your roll or a different detail.
~Sylvan Ally. Creatures of nature can sense your deep respect for the natural order. Wild animals give you a wide berth, Druids give you the benefit of a doubt by assuming that you do not have destructive intentions, and you can typically gain an audience with the chief of a small local tribe by virtue of your race’s reputation for defending nature.
HALF-ORC
~Orcish Shakedown. While others might convince with a silver tongue, you speak the universal language of fear. Once per day, if you make a show of physical force, you can use your Might attribute for a Persuasion roll. If your Persuasion score is already equal to or greater than your Might score, you get Advantage 1 on the roll.
~Orcish Scent. Your sense of smell is similar to that of a wild beast. As a focus action, you can discern the number and relative location of living creatures within 60’. With an additional focus action you can lock onto a particular scent and maintain its relative location as long as it remains within 60’.
HALFING
~Halfling Luck. Once per day, in a moment of need, you can call on luck shine to upon you. The GM decides what form this luck takes. For example, an attack that was meant for you might target an ally instead, you may discover a secret passage to escape from a rolling boulder, or a town guardsman decides to overlook your crime because you happen to have grown up on the same street.
~Halfling Courage. You have a brave heart for such a small person. Once per day, as a free action you can cancel the effects of any bane relating to fear or a penalty associated with negative morale.
HUMAN
~Human Nobility. Being of high birth, you are treated as a benefactor by the lower classes. They will trust and help you in the hopes of being rewarded for their efforts. You are also treated as a peer by lesser nobles and can typically request an audience with them. In addition, representatives of the law generally assume you to be beyond reproach unless they are presented with compelling evidence to the contrary.
~Human Learning. You have a knack for picking up new skills. Once per day, provided you are not under pressure from an inordinately tight deadline, you can automatically succeed at a non-attack action roll that relates to some craft, trade, skill, or similar work provided it is Difficulty Level 2 or less.
ANY RACE
~Racial Adaptability. You can choose to mimic the effect of any other racial ability, one you choose when taking this trait. You must provide at least a basic explanation why you can do this.
Equipment
http://www.openlegendrpg.com/core-rules/04-wealth-equipment~Choose one!~
Warriors Kit: Maul, Hatchet, Large Shield, Longbow, Battle Axe, Adventurers Pack
Rangers Kit: Longbow, Dagger, Longsword, Chainshirt, Adventurers Pack
Ascetics Kit: Shortbow, Quarterstaff, Hatchet, Leather Armor, Choice of Any kit OR +1 starting wealth
Paladin Kit: Warhammer, Short bow, Great Sword, Large Shield, Scale Mail, Adventurers Pack
Wizard Kit: Crossbow, Quarterstaff, Dagger, Leather Armor, Mage Pack
Assassin Kit: 5xDaggers, Shortbow, Hand Crossbow, Leather Armor, Rogue Pack
Cleric Kit: Flail, Scaleshirt, Large Shield, Short Bow, Healers Pack
Druid Kit: Quarterstaff, Dagger, longbow, Scale Shirt, Healers Pack
Bard Kit: Longsword, Longbow, Dagger, Leather Armor, Adventurers Pack
Boons and Banes
~whatever ones you've unlocked are listed here. I can fill this in if you don't want to-they're based on the attributes you picked.~
http://www.openlegendrpg.com/baneshttp://www.openlegendrpg.com/boonsI'll likely have to clean this sheet up once you've made all your choices. Feel free to trim down all the fluff, tho, it's mnostly provided for your benefit.