Containing all relevant information to your character, your character sheet becomes the quick reference guide to their capabilities and possessions. The base sheet is a single double-sided sheet, with additional sheets necessary for things such as spell casting, pets and mounts, as well as optional more advanced item management and back-story pages.
Also known as ’stat’s, Attributes represent the physical and mental characteristics of a character. These will be originally determined by the race you select, and then modified by background characteristics selected during character creation. While temporary modifications are common, permanent bonuses and penalties are extremely rare.
‘Combat Values’ are slightly modified stats used for battle. These cover not only your characters prowess and defences, but also their fortitude and survivability . Each combat value is defined differently, and will change several times over the course of a campaign. Some are affected by talents, others by items and equipment; but together they build the model of what a character is capable of in combat.
Wounds – Gained from critical strikes made against your character, wounds represent life threatening injuries. As you accrue wounds, you’ll take a -1 penalty to each and every roll you make. Additionally, the wound penalty applies to your Dodge and your Speed. If a character sustains wounds equal to or greater than their CON, they fall Unconscious and begin to die. While dying, none of a character’s abilities will trigger. A tricky heal check (roll of 10 or higher) made by another character will stabilize a dying character. Additionally, any magical healing source that affects the dying creature will cause it to stabilize. If a character remains dying for a number of rounds equal to its CON without being stabilized, it dies.
Fortitude – Set by your CON and talents, fortitude is the measure of how much punishment you can take through physical trauma before blacking out. Your amount of fortitude is considered your ‘maximum fortitude, and damage you take counts against it. When a creature’s ‘current fortitude’ hits zero, they fall Unconscious.
Stamina – Set by your CON and talents, stamina is the measure of endurance you have for performing actions. Your amount of stamina is considered your ‘Maximum stamina,’ and taking actions often costs a certain amount of it. As you use stamina, you’ll eventually get low enough that you can’t pay for actions in combat, at which point you can exert yourself to keep on fighting. Doing so makes you Fatigued, and allows you to continue performing actions for free. Each action point you spend gives you an additional stack of fatigue; use too many, and you’ll become Exhausted.
Initiative – Initiative represents a creatures current state of readiness, and becomes the point at which they act in initiative order. This is determined at the beginning of any combat by rolling a d10 and adding any applicable modifiers, up to a maximum of that creature’s DEX. Once set this number remains in effect until the combat ends, and which point it goes away. During combat this value may change, resetting the creature’s place in initiative order.
Dodge – A combination of physical agility and combat awareness, your dodge is equal to your dexterity plus any applicable modifiers from talents or other sources. Attack rolls made against you are compared against this value to see if they hit.
Encumbrance – The result of the extra weight currently being carried, your encumbrance is set by the amount of weight you’re carrying [Need to finish accurate formula, realism is key for AoG. To be Completed
Armour – A representation of how thick your skin is, armour represents how difficult it is to get through your shell and into your soft fleshy bits in a meaningful way. Whenever any one source deals damage to you greater than your armour value in one instance, you may take additional effects. The most common among them is from critical hits in combat, and is in the equivalent of wounds. Normally this is equal to your CON, but it is increased by defensive garments and talents as well.
Mitigation – A representation of how tough you are (in a literal sense), mitigation is how much damage you prevent each time you would take damage. Each time you would take damage from a physical source, decrease it by your mitigation. Your mitigation is normally zero, but can be increased by garments, equipment, and talents.
Warding – The resistance your aura generates to incoming spell effects, warding your ability to ward off hostile spell effects. Any cast roll made against you that comes up under your warding value won’t affect you, unless you are aware of the incoming effect and allow it to.
Skills are various actions characters can perform in and out of combat. They are distilled into several ‘skill check’ types, and performed as needed based on the character’s capabilities. Talents and other factors will add to various types of checks, remember to tally all appropriate bonuses.