The DXD CRS
Sarna Len uses a Character Record Sheet [ CRS ] to record information specific to each character.
The "self-explanatory" sections are things like Name, Details, Background, History & Notes. See the Tabletop Simulator DXDCRS below for the preferred order of listing information within each of these sections.
The Attributes will be explained later below. Same with Calculated Values, Conditions, and Miscellaneous.
The Tabletop Simulator's CRS
The Attributes
The Universal Chart
Expand the image for the Tabletop Simulator version of the CRS to see that there are preferred notes orders for each section. To be exact, here is the information in order from top to bottom.
Name of the character. These should be its common name which is easily pronounceable for most of the players of the game. In English these could be as such as Jim, Jane, Nina, or Periwinkle. There is room for its formal "in-game universe" name on the second line.
Sarna Len does not take place on Earth and has its own sets of languages. There are generators for these name, but players with the help of the Game Master [ GM ] could create "back-formations".
For example, those names above could be Jim > Ghimsatuk, Jane > Zhanoriya, Nina > Nhingsha, and also Periwinkle > Przywnanka.
Details. There are four lines as follows;
Species AgeGroup age YY.mm
Environ > Culture > Society
Stock Gender
Height Weight
Character Level is from 1 to 12. There are three tiers or groupings.
Novice characters are 1 to 4. These do a lot of combat, exploration, learning about the game universe. This is where most magic items, spells, friend are made.
Seasoned characters are 5 to 8. These begin leading teams of novice characters and becoming allies for powerful and influential NPCs. Here's where they'll start affecting society directly.
Veteran characters are 9 to 12. These control guilds, organizations, kingdoms, or maybe entire regions. Wars are fought at this level, and the mysteries of the in-game universe become unraveled. Players should prefer to retire characters after level 10, and most NPCs at the kingdom or empire level are level 11 or 12.
Attributes. There are two parts of each of the attributes; the Attribute value and the DM. This uses the Universal Chart to determine relative values.
Values. Attribute values normally range from 4 to 13 for Human characters, with a 7 being average for most humans. Player-characters average around 10 because they are considered "movers and shakers" of the game-universe. See the screenshots at the left for more information on what each attribute does.
Every +3 value is double effectiveness as can be seen on the Universal Chart which forms the basis of the math within the Sarna Len game. A value of 19 is the highest possible "Earth Human" value is somebody like the most beautiful person is PRE 19, the strongest person is STR 19, and the smartest person is INT 19. Sarna Len is a fantasy world, and there are always exceptions. Conversely, scores of 1 or lower indicate a significant disadvantage or limitation. A character with POW 4 is weak-willed, a character with KNO 4 is uninformed, a character with REF 4 is clumsy and unaware.
DMs. Each Attribute creates a DM or Dice Modifier. It is +1 for every 2 value above 7, rounded up. The Attribute DM is added to the roll of 2 six-sided dice (average roll is 7) in order to match or exceed a TN or Target Number. The most common TNs used within in-game Tests are 7 (medium) and 10 (hard). So a higher DM is better.
Background block
Profession all characters have a single current profession. It will be what defines them, shapes their profile (the Attributes) and provides them skills, mentors, and an organization. Sarna Len has many ancient city-states which are governed by guilds and societies that recruit candidates and train them from childhood into Warriors, Wizards, Clerics, Knights, Sailors, Rangers, and even Thieves. Also included are the bulk of each society, the Academics, Service industries, and the Rabble. That last being a non-profession catch-all classification to represent persons outside of any system.
Settlement is whichever region, village, town, tribe, city, or metropolis that shaped the character. There are six major regions of the continent of Sondara which most characters will hail from. Boren, Paelon, Sarken, Stagin, Corom, and Quaghk. Although there are other kingdoms and empires, these are meant to be regions to be explored.
Religion. All characters can pick a Deity [ god ] for which they worship or are familiar with, or Agnostic or Atheist. In Sarna Len, Deities are physical, powerful, and ever present. Some Deities such as Thakhta are wrathful, others such as Everia and Marli love the sophonts or "intelligent, thinking species" of Sarna Len and try to shelter them. Many Deities are playful or petulant, or both. Clerics must have a Deity because all cleric characters are possible avatar embodiments of their watchful gods. Wizards despise Deities and know them as godclouds. Rangers usually worship or are familiar with Everia.
Personality. These are role-playing cues which are generated during character creation.
Notable Features. These are markings or signature features of characters generated during character creation.
History and Notes block
Allies. These are the start of a character's connections within society. Eventually a graph will be needed, but start with those named during character generation.
Tragedy. Another set of role-playing cues generated during character generation. Ties into Allies.
Skills. There is a printed page dedicated to this, but essentially list a skill by name followed by its skill level in the pattern Skill-# such as Swim-4 or Husbandry-2. Complex skills such as Lore or Service should identify the sub-skill either within parenthesis or after an angle bracket such as Deity 3 (Everia) or Deity 3 > Everia. Having a skill does not guarantee success in using it but does provide DM bonuses for its use. Some skills require toolkits like for surgery, picking locks, or riding a steed. Players are encouraged to pair skills with any situation they encounter to gain the DM advantages.
Spells. There is a printed page dedicated to this, but essentially list all spells. Every spell can be improved across 6 properties; DM, Duration, Zed, Damage, and Charges. The default is DM which provides bonuses for casting the spell. On the back of the Tabletop Simulator DXDCRS are fields to itemize improvements against those properties.
Equipment. All characters carry or own possessions many of which aide it in combat, spellcasting, or some sort of arbitration. Characters could purchase houses, wagons, paintings, or having numerous magic items and statues. The list can become very large and characters do not necessarily carry everything with them at all times. These sorts of itemizations should be made clear to all players within the game.
Armor. Any armors used by the character. These are quite heavy so identify if they are worn or not.
Weapons. Any weapons used by the character. These are quite bulky so identify if they are equipped or not. Maybe they are in a saddle pack on a steed?
Languages. Characters will know at least one if not many languages and each region and society will have their own languages, dialects, pidgins, and creoles. List them here as skills such as Common-3 or Qua-5.
NOTES anything else goes here. Notes can always be taken on the back of the print-outs. The Tabletop Simulator DXD has a section on the reverse of the DXDCRS just for this.
Calculated Values blocks
Index 7 is 50 scalar.
Let's compare Honri vs. Zoey for the Calculated Values.
Hitpoints. Represents zeal for battle and and superficial wounds. Hitpoints are lost when a characters receives Damage. When all Hitpoints are gone, a character becomes physically wounded and begins losing Bodypoints. A weapon used one-handed does 1D (a six-sided die) plus 3 plus STR DM, for an average of 7 to 10 Damage against Hitpoints. Both can be hurt within 3 to 4 successful hits against them.
Bodypoints. How much Damage a character may receive before it begins to fall unconscious and then die. Smaller characters such a children or halflings essentially are a great risk of dying if they ever get hit by anything. Honri is going to survive much longer than Zoey from Damage received. Hint for Zoey; don't get hit.
Recovery Rate. If a characters rests away from any visible danger, it gains back its Recovery Rate in Hitpoints every 10-seconds. Honri recovers easily. Zoey does not. Also used to recover Bodypoints, but much slower as it is per Week.
Endurance. How tired (Fatigue and Weariness) a character can become. Each multiple is a penalty of -1D. Fatigue comes from doing extreme physical activities such as Combat. Weariness occurs from using Recovery Rate, from hunger, thirst, lack of sleep, and from having too much Fatigue.
Resilience. How mentally unstable a character can get, as tracked by accumulated Stress. Each multiple is a penalty of -1D and will cause compulsory actions such as running away.
Resistance. How much radiation damage [ Rads ] a character get handle before dying. Each multiple is a penalty of -1D.
Bigger people have higher values. Magic causes Rads, and just being alive on Sarna Len with its crazy Deities, Wizards, and Clerics causing havoc to reality also causes Rads to be absorbed in what is known is PML or piconit metastasis level.
Next: A DXD Character