Post by Dander on Jun 17, 2018 3:24:08 GMT -5
For the DnD game, please post your character sheets here. Since they're not Canon on the RPG we shouldn't confuse them. It also allows you to quickly see. Here's some instructions on how to make it too. I'll include an example though I won't be playing a character. Most characters would be around 11 years old as that seems to be the age that people start their educations.
The Template. Copy and paste this.
Name:
Gender:
Gender:
Age:
About:
HP:
Ability Scores
STR:
DEX:
CON:
WIS:
INT:
CHA:
Skills
Acrobatics:
Animal Handling:
Arcana:
Athletics:
Deception:
Flying (on Broom):
Games:
History:
Insight:
Intimidation:
Investigation:
Medicine:
Nature:
Perception:
Performance:
Persuasion:
Sleight of Hand:
Stealth:
Survival:
HP:
Ability Scores
STR:
DEX:
CON:
WIS:
INT:
CHA:
Skills
Acrobatics:
Animal Handling:
Arcana:
Athletics:
Deception:
Flying (on Broom):
Games:
History:
Insight:
Intimidation:
Investigation:
Medicine:
Nature:
Perception:
Performance:
Persuasion:
Sleight of Hand:
Stealth:
Survival:
Step 1. Copy the template
Step 2. Determine your stats.
Your character has six different stats. They are:
Use your Dex modifier for:
Acrobatics:
Flying (on broom):
Sleight of Hand:
Stealth:
- Stength
Strength measures bodily power, might, athletic training, and the extent to which you can exert raw physical force. - Dexterity
Dexterity measures agility, reflexes, speed and balance. - Constitution
Constitution measures health, endurance, stamina, and vital force. - Intelligence
Intelligence measures mental acuity, accuracy of recall, analytical ability. - Wisdom
Wisdom reflects how attuned you are to the world around you and represents perceptiveness and intuition. - Charisma
Charisma measures your ability to interact effectively with others. It includes such factors as confidence and eloquence, and it can represent a charming or commanding personality.
You may assign the following numbers to your stats: First Year: 13, 12, 11, 10, 9, 8.
9-11 would be 'average'. 8- is below average, 12+ is above average. So a person with a 13 in Charisma would be considered attractive, somebody who is an 8 could be considered almost unattractive.
Each year level you get to increase a stat of your choice. (At the end of 1st and 2nd year you can choose two).
Alternatively you may wish to roll your stats. To do this you may achieve a higher stat in the array (For example, you might roll a 16 and have an int score comparable to Hermione), or you might roll a 6 and end up with a Neville score. If you wish to do this, go into discord and do six "/r 3d6" in the channel. They will be your stats.
Step 3. Add your stat modifiers
When you roll your dice, you may get to add (or subtract) your modifier. Your modifiers are as follows:
Stat: | 1 | 2-3 | 4-5 | 6-7 | 8-9 | 10-11 | 12-13 | 14-15 | 16-17 | 18-19 |
Modifier: | -5 | -4 | -3 | -2 | -1 | 0 | +1 | +2 | +3 | +4 |
Step 4. Determine your skills modifiers
These may be used when you want to perform an action in the game. For example, if you want to challenge another student to a game of wizard chess? You add your Games modifier to the roll. If you want to try and take something from a teacher's desk as you walk past? Roll for Sleight of Hand. If you roll badly and the teacher sees you and you want to convince them that you accidentally knocked it off? Roll Deception.
These modifiers all start at 0. They can increase or decrease depending on your main stats. Each skill is tied to a stat. The modifier of that stat is the same used for the skill. If you have a 14 in dex, your modifier would be +2. That means for all the skills of Stealth, Sleight of Hand, Flying and Acrobatics, you get a +2.
There are five where you can choose which modifier you use. Intimidation could be done physically through strength, or it could be done using your wits. Your knowledge of nature might be intuitive (wisdom), or it may be through study (intelligence).
These may be used when you want to perform an action in the game. For example, if you want to challenge another student to a game of wizard chess? You add your Games modifier to the roll. If you want to try and take something from a teacher's desk as you walk past? Roll for Sleight of Hand. If you roll badly and the teacher sees you and you want to convince them that you accidentally knocked it off? Roll Deception.
These modifiers all start at 0. They can increase or decrease depending on your main stats. Each skill is tied to a stat. The modifier of that stat is the same used for the skill. If you have a 14 in dex, your modifier would be +2. That means for all the skills of Stealth, Sleight of Hand, Flying and Acrobatics, you get a +2.
There are five where you can choose which modifier you use. Intimidation could be done physically through strength, or it could be done using your wits. Your knowledge of nature might be intuitive (wisdom), or it may be through study (intelligence).
Use your Dex modifier for:
Acrobatics:
Flying (on broom):
Sleight of Hand:
Stealth:
Use your Strength modifier for:
Athletics:
Athletics:
Use your Charisma modifier for:
Performance:
Persuasion:
Performance:
Persuasion:
Use your Intelligence modifier for:
Arcana:
History:
Arcana:
History:
Use your Wisdom
Animal Handling
Games
Insight
Perception
Survival
Animal Handling
Games
Insight
Perception
Survival
Choose which modifier to use for: (2 choices must be lower stat)
Intimidation: (str or wis)
Deception (cha or wis)
Investigation: (int or wis)
Nature: (int or wis)
Medicine: (int or wis)
Intimidation: (str or wis)
Deception (cha or wis)
Investigation: (int or wis)
Nature: (int or wis)
Medicine: (int or wis)
Step 5. Choose which skills you will be proficient in
Being proficient in a skill gives you a +2 bonus to that skill. (+3 once you hit your sixth year of education). First years can choose 4 skills to be proficient in.
So if you have a dexterity modifier of +1, and then you choose to become proficient in Flying (Broom), you get an extra +2 which gives you a +3 in broom flying.
Step 6. Determine your HP
First years health starts at 6 HP + your Con Modifier. So if you have a Con of 9, your HP would be 6-1 = 5 HP.
Step 7 (Optional). Choose a feat
A feat is something special or unique about your character that may give you a bonus. I am open to ideas about this! Just message me on discord on whatsapp me if you're interested in having a feat and I'll talk about it with you and what bonuses it may give your character. Examples of this may be Quarter-Veela like Fluer which would give you +1 Charisma. Perhaps one of your ancestors was a house-elf or a race we haven't yet met in Harry Potter such as an Orc? Perhaps your character has some other innate ability comparable to Parseltongues or Metamorphagi? Maybe it's some sort of interesting background I can use to tie your character into the story. Let me know If you can't think of anything then maybe it's something that happens later to your character (e.g. werewolf bite, animagus, or something completely different!)
I hope that all made sense If you have any questions just ask me! I could make an google sheets view if you find the maths behind modifiers and skills etc too confusing if people want