Character sheet is divided into 3. One can play SAKE by only filling out the 1 part found on the first three pages. The first page focuses on the PC’s Attributes, Skills, Abilities, equipment, etc.
Second part of the character sheet focuses on characteristics and roleplaying. These fields give depth to a PC otherwise composed of positive and negative numbers. It helps the player relate to their PC and the world that surrounds their PC.
A PC gains EXP at the end of each game session. For that, they must assess the events of the game session and their PC’s development and write it down in the Game Events system in part 2.
Third part of the character sheet is dedicated to sorcery; only those players who wish their PC to be a priest or sorcerer should fill these fields. Here you should write down character’s abilities in Otherworld and Spells.
Assigning Skill points
(Skill descriptions in the respective chapters)
(Descriptions in the Abilities chapter)
Creating a distinctive personality
Different cultures can consider the same personality trait differently. What is considered positive in one can be seen as negative in another even though they are transcultural. These examples of Personality Traits are divided into 3 groups; rather positive, neutral, or rather negative. They have been divided from Asteanic cultures’ standpoint and characterize this culture which has spread over the world’s oceans.
Personality traits gain you additional EXP in gameplay so consider how you’d play your personality to maximize EXP gain.
- Dedicated/ consistent
- Proud/ arrogant/ very confident
- Polite/ diplomatic
- Greedy/ jealous
- Caring/ understanding/ empathetic
- Selfish/ self-centred
- Loyal/ faithful
- Impulsive/ spontaneous/ unpredictable
- Passive/ insecure / indecisive
Once a player has assigned Attributes, Skills, Abilities and Personality Traits they should add a few finishing touches and start the game.
Speed + purchased Reflexes (5EXP for 1Reflex point – Armour penalty = Reflexes
Armour penalty for each type of armour can be found in the Armour chapter.
Reflexes + purchased Reflexes + Shield = Parrying.
Later when a player changes their armour or gains additional Speed they should also recalculate Parrying.
Go to Abilities chapter to find out how many metres per round a PC moves. This is affected by Armour. Light armour does not affect Movement Speed, medium armour deducts 4m from Movement Speed and heavy armour deducts 8m.
Willpower and Spell Resistance
Soul + purchased Willpower (5EXP for 1Willpower) = Willpower
Willpower + purchased Spell Resistance (3EXP for 1SP) + Amulet) = Spell Resistance
Amulets can be bought. Their prices and descriptions can be found in the Sorcery chapter.
Willpower + Spellpoints from Spells = Spellpoints
Info and prices in the Sorcery chapter.