Base Attributes




Combat Attributes

= 2Base HP: 2 + Half Level + Toughness + Body Armor: HP + Other
= 6Base Speed: 6 + Agility × 2 + Other
= Accuracy + Other
= Discipline + Other

Status

Hit Points  / 
Armor Points  / 
Shield Points  / 
Focus Points  / 

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Combat


Attacks





Grenade Attack


Abilities

Will Attack






Usable Items


Usable Abilities

Ammo Tracker

 / 
: reloads

Concealment Tracker

Dodge Roller

Condition Tracker

Cooldown Tracker t

Charges Tracker }

Abilities


Active Abilities



 ?Usable Ability
This ability appears as an Ability in Usable tab of the Combat panel.
 ?Attack
This ability appears as a Attack on the Combat panel.



 ?Area of Effect
This ability appears as an Area of Effect on the Combat panel.


 ?Will Attack
This ability appears as a Will Attack on the Combat panel.

Passive Abilities



Equipment


Type:  

Primary Weapon

Special Equipment






Secondary Weapon





Body Armor



 ?Pockets:
A single item can be equipped in each pocket. Utility can hold Utility Items or Grenades.

Pockets





Headgear


Equipped Items

New Item













Responsibilities










Skill Action





Money


Inventory

Proficiencies


Z-mail Address  ?Z-mail Address
Your character's personal address for Nexus messages. Formatted like: "my_zmail_addres.zmail"

Languages

Fluent


Conversational

Notes

Settings

General Sheet Options




Combat Tab Options






Game Master Options

Game Master's Toolkit


Attacks





aim    crit

Area of Effect Attacks


Will Attacks





will   crit

Abilities


Items


Dodge

 
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Will:
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Enemy Unit Selector

Unit Display Options




Enemy Units





Attacks








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Will Attacks











Abilities




















Items








{{#enemy}}
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{{^label}} Attack: {{/label}} {{#label}} {{label}} {{/label}} {{name}}
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{{/ammo}} {{#rollGreater() aim 0}} {{#rollGreater() crit 0}}
CRITICAL HIT! {{crit}} {{aim}}
Critical Damage: {{critdmg}}
{{/rollGreater() crit 0}} {{#rollTotal() crit 0}}
HIT! {{crit}} {{aim}}
Damage: {{damage}}
{{/rollTotal() crit 0}} {{/rollGreater() aim 0}} {{#rollTotal() aim 0}}
MISS! {{crit}} {{aim}}
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{{/name}} {{/panic}} {{#rollGreater() aim 0}} {{#rollGreater() resist 0}} {{#panic}}
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{{/panic}} {{resist}} {{crit}} {{aim}}RESISTED!
{{/rollGreater() resist 0}} {{#rollTotal() resist 0}} {{#rollGreater() crit 0}}
{{resist}} {{crit}} {{aim}}SUCCESS +
CRITICAL EFFECT!
{{/rollGreater() crit 0}} {{#rollTotal() crit 0}} {{#panic}}
PANIC! {{resist}} {{crit}} {{aim}}
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SUCCESS! {{resist}} {{crit}} {{aim}}
{{/panic}} {{/rollTotal() crit 0}} {{/rollTotal() resist 0}} {{#notes}}
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{{name}} Action
Using {{responsibility}}
{{#rollGreater() aim 0}} {{#rollGreater() crit 0}}
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{{/rollGreater() crit 0}} {{#rollTotal() crit 0}}
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{{/rollTotal() crit 0}} {{/rollGreater() aim 0}} {{#rollTotal() aim 0}}
FAILED! {{crit}} {{aim}}
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FAILED! {{dodge}}
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{{/rollGreater() crit4 0}} {{#rollTotal() crit4 0}}
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{{/rollTotal() crit4 0}} {{/rollGreater() targetsroll 3}} {{#rollGreater() targetsroll 4}} {{#rollGreater() crit5 0}}
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{{#enemy}}
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Charactermancer

Welcome to Zafir! This wizard will guide you through the process of creating your character! If you click "Cancel" above, it will take you right back to the character sheet without applying any data.

Click the "Start ]" button below to get started!

Class

Your character’s Class defines their abilities in battle. It broadly represents the types of skills and experience they have gained in their lives that allow them to be proficient on the battlefield. In Zafir, newly created characters begin as one of three starting classes: Recruit, Novice, or Seeker.

Optionally, choose a starting class at random.


Recruit

Recruits are the starting soldier class.

They use guns, equipment, and specialized training to be effective on the battlefield. They rarely use magic or spirits.

Recruits can eventually specialize into soldier classes with expertise in close-combat fighting, explosives, long-range sharpshooting, or dabble in support magic. At level 2 they can become one of the following base classes, Trencher, Sapper, Arcanist, or Sharpshooter.

Novice

Novices are the starting mage class. A mage is the term in Zafir for anyone that uses magic.

More specialized mage classes invoke the magical powers of the gods to wreak havoc on the battlefield.

Novices can eventually become full mages with a vast array of magical abilities to choose from, or a powerful arcane monk that specializes in magically-augmented hand-to-hand combat. Novices become the Adept base class.

Seeker

Seekers are the starting spiritist class. The worlds of the spirits overlap our own and the Spiritists use their strange science to contact those worlds.

Spiritists interact with spirits and daeva to influence the minds of their enemies and cause them harm.

Seekers can eventually choose to specialize in speaking with the spirits of the dead and convincing them to aid them and their allies on the battlefield, or in summoning and controlling daeva to unleash destruction upon their enemies. Seekers become the Acolyte base class.

Origin

Our pasts always inform our present. Your origin may have a part in what you look like, but only your actions can determine your future.

Start by choosing which sapient species your character belongs to or rolling for a random species.

Optionally, choose a starting species at random.

Feel free to be as detailed or as vague with your origin as you like. It could include your age, appearance, height, coloration, birthplace, city of residence, citizenship, religion, former occupations, family, social status, deepest fear, secret desire, or any combination thereof.


Insaan

The insaan of Zafir are identical to the humans of Earth. They are the most populous species in Zafir, but also the most fractious, versatile, and contentious. Vast empires, tiny tribes, and numerous nations of insaan people exist across all the landmasses of Zafir.


Hinn

The hinn trace their lineage back for thousands of years to a people beloved by the gods and created from pure ethereal substance...or so they claim. These folk appear similar to the insaan but tend to be slightly smaller in stature and have large, pointed ears and narrow features. The hinn are wary and distrustful towards the other sapient species, but must often bury their own pride to work alongside them as the hinn have but one formal nation of their own and often integrate into the societies of primarily insaan nations.


Ath'enki

The ath’enki were completely unknown to the surface dwellers until 22 years ago, at the outbreak of what would become known as the Blue War. Tall, thin, wiry, and pale, the ath’enki can appear alien to those not used to seeing them. They have pupil-less varicolor eyes, two sharp tusks protruding upwards from their lower jaws, and skin that is a seemingly unnatural pale color ranging from cyan to blue to purple.


Rhuthari

A proud and upright folk, the leonine rhuthari form a massive nation of interconnected, semi-nomadic tribes. Standing a full head above most insaan with broad shoulders and a lion’s facial features, the rhuthari are imposing figures. They care deeply about justice and what is right. Some rhuthari have violated the strict codes of one of the Great Tribes and are currently living as Exiles.


Dyn-Errad

The dyn are a species of short, fox-like sapients. All dyn have a fox-like face with bright eyes, bodies covered in fur, and short tails.

The dyn-errad have reddish-brown fur and golden eyes. They can be found anywhere in the world, mingling with the other sapients, and are generally well-regarded or at least tolerated.

Dyn-Essat

The dyn are a species of short, fox-like sapients. All dyn have a fox-like face with bright eyes, bodies covered in fur, and short tails.

The agrarian dyn-essat rarely travel away from their home island of Essat. The dyn-essat have completely white fur and blue or gold eyes.


Jaan (Aquatic)

The semi-aquatic jaan live peaceful lives on the coasts of their island nation far from conflict. These lizard-like people are tall and broad with long tails but have a hunched over posture when walking on land. Despite their adaptations for island life and peaceful nature, they are fierce warriors on land when given proper training.

Jaan (Arboreal)

The arboreal jaan live peaceful lives in the boughs of their tree-cities in their rainforest, far from conflict. These lizard-like people are short and wiry with prehensile tails but have a hunched over posture when walking on the ground.

Pronouns

Sex, gender, and gender expression are intensely personal in both our real world and on Zafir. All the GM and the other players really need to know is how to address your character, so choose some pronouns to use and write them in on your character sheet. Common pronouns for people in Zafir are they/them, she/her, and he/him.



Or roll for random pronouns.

Name

Give your character a name. It can be anything, but your friends would probably prefer that they can pronounce it. Some suggestions based on your species are listed in the column to the right.

Or roll for a random name based on your species.

Insaan Names

Insaan are named like the humans of the real-world, they have a name given to them by their parents and a family name, which they share with their family. Given names are often gender specific, but can be gender neutral. When choosing a name for a character with an insaan background, feel free to use any name you desire. Insaan names are extremely varied and may be similar to names from any Earth language or society.

Hinn Given Names

Hinn use names similarly to insaan, with both given and family names. Names for hinn can be similar to the insaan in the region in which they are born, or they can be based on ancient Etherian words and names.

Ath'enki Names

The ath’enki language Batarak includes an apostrophe in many words to denote an implication of subtextual meaning, similar to how it denotes missing letters in contractions in English on Earth. It also favors fricative sounds like V, Z, SH, and TH and hard consonants such as G, T, and K combined with vowels. Names follow a similar form. Like the insaan, ath’enki have a given name and a family name.

Rhuthari Names

Rhuthari generally have two names, a chosen name and a tribal name. All members of one tribe share the tribal name, which has a prefix “al-” which means “of”. When a rhuthari comes of age, they choose for themselves a name they find appropriate or desirable. Savanna rhuthari have chosen names similar to African or Middle Eastern people of Earth, while islander rhuthari tend to have names that sound like Indonesian and Polynesian names. Before they choose their own names, children are simply referred to as “child of so-and-so.”

Dyn Names

Dyn exclusively use single-syllable given names, but often have three of four familial names tracing their heritage back a few generations. The family names of any one dyn are simply the given names of their ancestors: one name of their parents, their grandparents, their great-grandparents, etc. It’s uncommon to have five or more family names, and it’s considered somewhat pretentious to use that many. Insaan often mistakenly combine all the familial names into a single last name when creating records of dyn associates. Littermates are often given names that rhyme with each other. Dynish names don’t carry gender connotation.

Jaan Names

Jaan usually have one name, and that name can be quite complex to insaan ears. The mothers of a child give them their name on the dawn of the 6th day after they are born, traditionally arguing about what the name should be, and who it should honor. Compromises are made, and the name tends to become long by the 6th day.


Insaan Given Names

Masculine given names: Atandwa, Aziz, Chen, Farid, Frederick, George, Jonathan, Marcus, Nico, Nozumo, Remi, Solomon, Yousef.

Feminine given names: Gertrude, Jennifer, Kira, Koichi, Layla, Nadine, Naima, Yasmine, Ziyi.

Neutral given names: Aki, Alex, Bevan, Cam, Hunter, Kieran, Nicky, Rei, Scout, Sky, Zaza.

Insaan Family Names

Family names: Akosh, Al-Kwarismi, Amedda, Baker, Gurira, Hernandez, Higge, Holstead, Nyongo, Petrunich, Pin, Shao, Smith, Sunkett, Takashi, Trewella, Vanater, Zulu.

Hinn Given Names

Masculine given names: Elleran, Makatosh, Malon, Omar, Relanor, Kevin.

Feminine given names: Aleria, Fareena, Gelleneth, Nadia, Octavia, Tela.

Neutral given names: Aramani, Auden, Janus, Hadli, Katana, Reinn.

Hinn Family Names

Family names: Use insaan family names or: Aenwyn, Alavara, Elandor, Elion, Elpharae, Haera, Halanaestra, Ilmadia, Myrdin, Nephinae, Orivaris, Saphielle, Thaola, Umeleth, Vaeri, Xilren, Zestari, Zilyana.

Ath'enki Given Names

Masculine given names: Agiz’ja, Dakka, Ha’rakan, Kagan’a, Kathaxo, Koshtuko, Li’vogorak, L’uriz, Ntuuk’uguk, Tannakka, Zivik.

Feminine given names: Azoza, Bann’ika, Chabat, Ch’koda, Eshozi, Inkathu, Kruthani, Mimi’rik, Rizo, Tishek, Toz’ak’amak.

Neutral given names: B’hak, Gonka, Lazgak, Marzuk, Vet’kag, Za’kath.

Ath'enki Family Names

Family names: Aggoganon, Ghazat, Harztarni, Inzego’no’gorek, K’tuj, Lashtal, Merk’ikot, Mol’vixo, N’guchat, Oh, Ong’kud, Thal’nuut’ong, Uzak, Vasht, Vox, Vromdak, Zagnatz, Zarod, Zetrok.

Rhuthari Chosen Names

Masculine chosen names: Barmasai, Fetu, Lo-ikerra, Palueiite, Rangi, Tamati.

Feminine chosen names: Akinyi, Asoese, La-ei, Lanuola, Makena, Tueila.

Neutral chosen names: Ainalani, Aputi, Kerubo, Kioko, Laki, Nataana.

Rhuthari Tribal Names

Tribal names: al-Arana, al-Devi, al-Juma, al-Kama, al-Kaukai, al-Kikuyu, al-Kimani, al-Kura, al-Maina, al-Mwangi, al-Njeri, al-Odhiambo, al-Omondi, al-Ora, al-Palakiko, al-Shah, al-Turi, al-Ashi (Exiles).

Dynish Names

Dynish names: Ash, Bekke, Bo, Bru, Chik, Clank, Cronk, Darn, Denn, Djit, Etch, Forp, Gage, Jai, Jax, Kye, Mack, Mark, Mim, Mok, Perl, Poe, Poz, Quin, Star, Stim, Til, Tiz, Viv, Wren, Xed, Zee, Zilch.

Jaan Names

Agoranamchanigaragara “Gara”, Farudammangeringthoriadishmalchannagath “Chi-chi”, Ishinsherishawankalatisheevarundi “Ishi”, Lalamomoannanciama “Lala”, Maltinoragbarinthia “Malta”, Torrakamundabaruthadaring “Rakamunda”

Equipment

Each character starts with a set of gear that will get them through their first mission. Choose one of two starting primary weapons and one of three starting secondary weapons. Novices and Seekers can choose an arcane focus (spell focus) or spiritual resonator (idiophone), respectively, instead of a primary weapon. Every character starts with the same body armor: a ballistic vest.



Range: Med, Aim Dice: 0, Crit Dice: 0
Damage: d3 + 2, Crit Dmg: +2, Ammo: 4
Lightweight: +2 Speed

Range: Med, Aim Dice: 0, Crit Dice: 0
Damage: d3 + 2, Crit Dmg: +2, Ammo: 4

Effect: Once per mission, reduce a magic ability’s cooldown by 1.
(Uses Primary Weapon Slot)

Effect: +1 Will when making Will Attacks.
(Uses Primary Weapon Slot)


Range: Adj, Aim Dice: +2, Crit Dice: 0
Damage: d3, Crit Dmg: +1

Range: Short, Aim Dice: +1, Crit Dice: 0
Damage: 2, Crit Dmg: +1, Ammo:

Range: Short, Aim Dice: 0, Crit Dice: 0
Damage: 3, Crit Dmg: +1, Ammo:

Starting Item

Recruits start with one of two utility items: a frag grenade or a medkit.



Range: Short, Radius: 1.5, Crit Dice: 0
Damage: d2 + 2, Crit Dmg: +1, Breaking: 1
Effect: Destroys Cover.

Effect: Heal self or target adjacent unit for 4 HP.

Starting Ability

Novices start with the Ignite ability.



Activation: >|, Range: Short
Cooldown: 3, Charges: 2
Effect: Target unit in range and in line of sight gains Burning.

Starting Ability

Seekers start with the Terrorize ability.



Activation: >, Range: Medium
Cooldown: 2, Charges: 2
Effect: Target a Living unit in range and in line of sight and make a Will Attack against it.
On Success: target unit gains Panic.
On Resist: target unit gains Disoriented.

Inventory

Money

Each character starts with 2d6 + 20 riyals. Roll your starting money now by clicking the button below, or entering the value you rolled by hand.


Inventory Items

Choose any number of the suggested useful items that feel appropriate for your character (or randomly generate a few trinkets).


Suggestions:

  • Bag, backpack, or rucksack
  • Two sets of common clothing
  • Rifle cleaning & maintenance kit
  • Canteen
  • Mess kit (metal plate, fork & spoon)
  • Small folding knife
  • Toolkit (screwdriver, hammer, wrench, pliers, file, fasteners)
  • Auranite-powered flashlight, or hooded nethane lantern
  • Tinderbox & chemical matches, or artifact fire-starter
  • 15 meters of rope
  • Musical instrument
  • Journal & pencil
  • Deck of royal hokm cards
  • Personal keepsake (jewelry, photograph, etc.)
  • Tobacco or qunubu cigarettes

Responsibilities

Responsibilities describe your character’s skill in non-combat situations.

Your character starts at Expert skill level in one responsibility and gains 3 points in that responsibility. They also start at Basic skill level with the duties of two other responsibilities and gain 1 point in each of those. Your character starts with zero points in the rest of the responsibilities.










Acquisition:
Clever. Finds stuff, buys stuff, or steals stuff. Negotiates a good price. Knows the value of things. Completely 100% trustworthy, probably.

Arcana:
Knows secrets, themselves, and a little bit of everything else. Identifies monsters and magic. Understands the layers of the cosmos. Strong willed. Reads a lot of old books.

Engineering:
Smart, intuitive. Understands machines. Fixes stuff, makes stuff, upgrades stuff. Has a lot of tools you’ve never heard of.

Entertainment:
Fun! Tells stories, sings songs, brightens spirits. Likes to laugh. Knows how to talk to people, understands them.

Leadership:
Respected, loved, or feared. Gives orders, commands. Knows how to talk to people, public relations, roots in the community. Convinces others to act.

Medicine:
Steady hands, keeps their tools sharp, cleans things. Keeps people alive, keeps people healthy. Knows about drugs.

Navigation:
Good memory, reads a lot, book smart. Reads maps. Can fly airships and drive autocars. Probably won’t get lost.

Security:
Street smart, reads a room. Enforces order, keeps the peace, causes a ruckus. Likes guns; knows about guns, bullets, and bombs; keeps their guns ready. Will punch folk.

Spirituality:
Has a big heart, but knows how to guard it. Helps others think, feel, and know their own hearts. Knows about gods, religions, and rituals. Knows about spirits, daeva, love, and loss.

Sustenance:
Dependable, confident. Grows food, buys food, cooks food. Keeps people healthy. Knows about plants, animals, soil, and seasons.

Languages

Every character can communicate using language. For any language, your character can either be fluent, meaning they speak the language well with a wide vocabulary; conversational, meaning they speak the language well enough to get by in daily life but lack an extended vocabulary; or not at all, in which they do not understand that language at all.

You may choose to start with one of the following sets of language capabilities:

  • 1 Fluent Language
  • 3 Conversational Languages

Or

  • 2 Fluent Languages

Fluent


Conversational

Akkor:
Jaan common language.

Kikkir:
Arboreal jaan dialect of Akkor.

Batarak:
Ath’enki common language.

Gabat’ura:
Ath’enki religious/ultra-formal dialect of Batarak (sometimes called Zephyrian).

Daevic:
The language of daevas.

Daulite:
Daul regional language, insaan.

Dynish:
Dyn common language.

Etherian:
Ancient hinn language (archaic, most modern hinn speak Everan or Sultain).

Everan:
Common surface world language, mainly insaan, Delardian Federation official language.

Morrillian:
Morril regional dialect of Everan, insaan.

UZS (Universal Zafiri Sign):
The official sign language of Zafir, adopted worldwide in 919 MA3.

Jaxton (Jack’s Tongue):
Secret code/cant of the Disciples of Jack (usually in Everan).

Rhuthari:
Rhuthari common language.

Sultain:
Sultain Imperium official language.

Old Sultain:
Ancient Sultain language, still used for religious purposes (archaic).