Don't be intimidated!
This is the Seeker's system character sheet, and it's jam packed with interesting details and systems.
Oddly, lets start from the bottom and work our way up.
These are the list of skills in the Seeker's system.
Each ROW corresponds to a skill type, while each COLUMN corresponds to a skill stat.
Each skill has a unique pattern around it, this is that skill's XP bar.
In the Seeker's system whenever you fail a skill check, OR, pass by more than 5x your current skill level, you get a point of XP into that skill. When you have more XP than your current level, you can level that skill up to it's next level!
Character progression in the Seekers' system corresponds directly to the skills you want to focus on.
There's also two spots for 'Unique' Skills, these can be whatever you want, as long as they suit, but there is also a list of recommended examples.
Unique skills may be used in special situations, or, if they apply when a normal skill could be used, they can be used with an Advantage.
Whenever you level up a skill, you get a point of XP into that STAT.
When making a roll, your skill value is your STAT + SKILL.
When making a skill check, the maximum bonus from equipment & spellcasting is 2x the skill's level.
Inspired by Legend of the Five Rings, the Skybound Approach system encourages players to explain how they are approaching a skill check, and is driven by their character as well as the stats they have been developing.
If a player isn't sure how to approach a skill check, they can always use direct, which will also act as an indicator of that character's relative power.
Stats combine with Bloodlines in Seekers to form Attributes. Each attribute is tied to a unique game mechanic.
In Seekers, HP represents the magic in your body that prevents you from suffering injuries, if you are out of HP you don't die, instead any further damage will always be a wound, and you will be at a far greater risk of permeant injury, or death.
Spell Points, or SP, represent the amount of energy that a character has for casting spells.
If you drop to 0 SP, you become exhausted and any additional checks you make are made with a disadvantage dice. (D6)
Speed represents how fast your character is to act and react. Additionally, Speed determines how much your character is able to Exert, by spending 2 SP to get +1 to the skill value of any roll, up to your SPD
Vitality is the threshold for damage that you take before incurring a wound.
When a character receives damage, they may suffer a wound. This depends on their HP and Vitality.
When a character takes damage, compare the damage to their Vitality (VIT).
In this System, you don't 'die' from being at 0 HP. Rather, being at 0 HP means you are out of mana to protect you from wounds. This means any damage will always result in a minor injury.
Damage taken that reduces a character below 0 HP is doubled for wound checking.
Recovery represents the character’s ability to regain their Mana and stamina.
To rest, one of the character's daily rests are used and they roll their total SP as dice, then recover the result plus their recovery.
Mind represents the number of spells a character can have memorised.
Luck represents how lucky a character is. At times, you may be asked to make a luck check, or may want to use Current Luck to re-roll dice.
LUK represents the amount of luck you recover when Recovering Luck as well as the maximum Current Luck you can have at the end of a session.
Current Luck can be spent to re-roll dice.
Magic represents the maximum amount of magic a character is capable of using to boost their spells.
Recently there is also a Inventory Sheet: