Player Characters

Eilibh Haerelion

Session Overview:

Darling... the Theater Lives for me

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Character Core

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Dusk - Module 1: Character Core (v3.3)

Ancestry


Class & Level

Tiers: 1-4 Local • 5-10 Regional • 11-16 Realm • 17-20 Legend

Size (applies once at Level 1)

  • Tiny / Small: −2 HP
  • Medium: +0 HP
  • Large: +4 HP
  • Huge: +6 HP

Choose at Level 1; it locks when you advance to Level 2+.

This modifier is an additive constant to your HP Max (not per-level). It’s stored at size.category and size.hp_bonus.


Ability Scores (Standard Array)

Assign each of 15, 14, 13, 12, 10, 8 exactly once. Racial/Sub-race ASIs auto-apply. Cap 18 at creation.

-

Languages

Each character knows their race's language + 1 additional choice.


Derived Statistics

HP 0/0
0 / 0
/
AP 4
AC 10
Speed 30 ft
Initiative +0
Mana Max 0
Mana Notes

AC = Base (10 + DEX) + Gear + Perks + Racial (and Mage Armor if applicable). AP base 4.


Perk Planner - -

Pick 1 perk per level from your Role's Tier. Max 4 picks per tier. No duplicates within a tier.

Effects Applied:

    Rest & Recovery

    Short: heal to ½ max HP (ceil) if below + restore AP. Long: restore HP/AP to max.

    Core ready.

    Dusk — Module 1: Character Core (v3.4)

    Ancestry


    Class & Level

    Tiers: 1–4 Local • 5–10 Regional • 11–16 Realm • 17–20 Legend

    Size

    HP mod: 0

    Size can change from spells/items. HP Max updates immediately.


    Ability Scores (Standard Array)

    Assign each of 15, 14, 13, 12, 10, 8 exactly once. Racial/Sub-race ASIs auto-apply. Cap 18 at creation.

    -

    Languages

    Each character knows their race's language + 1 additional choice.


    Spell Schools

    Primary School

    Primary only. No additional schools.

    Pick 0 additional.


    Derived Statistics

    HP 0/0
    0 / 0
    /
    AP 4
    AC 10
    Speed 30 ft
    Initiative +0
    Mana Max 0
    Mana Notes

    AC = Base (10 + DEX) + Gear + Perks + Racial (and Mage Armor when applicable). AP base 4. HP includes Size modifier.


    Perk Planner — -

    Pick 1 perk per level from your Role's Tier. Max 4 picks per tier. No duplicates within a tier.

    Effects Applied:

      Rest & Recovery

      Short: heal to ½ max HP (ceil) if below + restore AP. Long: restore HP/AP to max.

      Core ready.

      Currency

      Currency

      Balance 0 sp
      = 0 gp, 0 sp

      1 gp = 10 sp. All prices are listed in silver (sp) unless otherwise noted.

      Kits and Sundries

      Kits and Sundries

      You may have one Primary kit and one Secondary kit (half quantities). A Travel Pack (rope, bedroll, torches, waterskin, tinderbox) is included.

      Inventory Items

      Arms & Armor

      Gear & Inventory

      Loadout Summary

      Detected Role: Equipped Armor AC: +0 Equipped Shield AC: +0 Other AC: +0 Total Equip AC: +0

      Equip rules: 1 Armor • 1 Shield • 1 Focus • up to 2 Jewelry (must be unique). Focus & Components can be focus-capable.

      Inventory

      No items yet. Add from Catalog or create a custom item.

      Add from Catalog

      Create Custom Item

      Ready.

      Racial Traits & Skills

      Race:
      Sub-race:

      Computed Effects (shared)

      These are saved to effects.racial. Other modules can merge them into AC / Speed / Initiative / Senses / Resistances, and display the notes for conditional benefits.

      Level:
      INT mod:
      Tier Cap:
      Spent: 0
      Total: 0
      Remaining: 0

      1 bubble = 10%. Points buy only the blue bubbles. Attribute & racial/background bonuses are free but cannot exceed the Tier cap and may be suppressed until you reach the next Tier.

      Conditions

      Conditions, Status Effects & Afflictions

      Toggle conditions as they apply. Use the Start/End of Turn buttons to auto-tick Bleeding/Burning. Effects stack unless noted.

      Active
      Mechanical Summary
      Quick

      Magic & Spellcasting

      Magic Browser

      Schools & Config

      Half-Casters: up to 2 schools • Full Mages: up to 3 • Others: primary only.

      Filters

      Only spells you can cast with your current MP capacity (floored) are listed.

      Spells

      Create / Add Spell

      Adding a spell saves it to this browser (stored locally) and associates it with the chosen school.

      Death & injury

      Status
      DP Actions
      Outcomes
      Death at 10+ DP DP: 0 Alive
      Healing to 1+ HP resets DP to 0 and clears Stable.
      Lingering Injuries

      Triggers: reduced to 0 HP by crit, massive damage, or failed stabilize (per GM). Mark injuries recovered when healed by time/treatment/magic.

      Brain Damage (Mind Strain)
      State: Clear
      Symptoms

      Long Rest with Calm Recovery reduces MS by 1. Specialized care or magic can remove more (adjust MS manually).

      AC
      from Module 1
      AP
      /
      MP
      /
      HP
      /
      SP
      0
      = 0 gp, 0 sp