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  • Gothic: Runeheim Character Form

    Please enter your character's info here for use in generating your sheet! After filling out this form, submit it and expect a staff ticket to arrive regarding your character sheet.
  • This sheet doesn't calculate all your experience, so you have to know what your build is going to look like in order to fill it out accurately. 

     

    Please also fill out the character survey here. 

    If you do not submit a background on this form, a submission form is located here. 

  • Ancestry

    Determine the identities of your parents. Who are they, or were they? What did they do, and what was it important that they pass on to you? Select their identities, their profession and their names. If raised in special circumstances, such as with guardians who were not your parents, describe that instead.Secondarily, choose a value that they instilled in you for conflict resolution – did your parent reason with you to teach you a better way, showing you the value of Persuasion, or did he force you to do as you were told with Intimidation? Did they show you how to get what you needed with bargains or seduction, or instead how to earn or trick your way into the trust of others? For the purposes of differentiating your choices, parental figures are here referred to as 'Guardians'; you may, but are not required to, model their influence on your character's life according to that term. For both guardian figures, choose one Non-Combat Skill that represents each one that they passed along to you. Choose one Social Skill that represents the style in which you were raised, or the example set before you. All three Skills must be different Skills.
  • Guardian Skills (Select 2)*
  • Select a Social Skill that encapsulates the conflict resolution and communication style in which you were raised. It may not be the same as any skill you selected above:

  • Social Upbringing Skill*
  • Culture

  • Character Culture:*
  • Gothic Skills

    The Throne’s heart and soul lives in Gotha alongside its glorious cathedrals and highly-trained armies of Templar. The Gothic people are strict and serious, especially with themselves, making every decision with the utmost care. Many leaders from all over the Throne are Gothic in heritage, and it is their steadfast determination, loyalty, and zealotry that has forged the Throne that unites all mankind.
  • Gothic Skills (Select 3)*
  • Capacionne Skills

    A rainy country to the far east of the Throne, Capacionne is bordered by mountains on two sides and is one of the two ways into the Throne. The armies of Capacionne are charged with protecting the border from any hostile incursions from Orc or Shariqyn. Their people love wine, poetry, horsemanship and the finer things in life.
  • Capacionne Skills (Select 3)*
  • Dunnick Skills

    The Dunnick are a people living on a group of islands in the south-west of the Throne. Theirs is a culture of much history and connection to their ancestry and ancient lore, but they are under the restrictive subjugation of the ruling class of Rogalia, to the north. Many Dunnick fight for their independence, for all Dunnick share a fierce pride for their heritage and bright, verdant country, where the water is always warm and the hills are always green.
  • Dunnick Skills (Select 3)*
  • Hestralian Skills

    The free-spirited and flamboyant Hestrali are a culture built on trade and wealth coupled with a love for adventure and new horizons. Their people are famous for being bold, brash, charismatic and daring, with a devil-may-care attitude. It is by courage that heroes are born, and the Hestrali mix it in liberal quantities with their fine wines and love for other cultures.
  • Hestralian Skills (Select 3)*
  • Rogalian Skills

    Rogalia is a land hardened by war. Constant civil conflicts are the norm in this region, due in part to its very dense population of nobility. The laws change from one mile to the next at times, and infighting has made Rogalia the only country in the Throne with no King, only a Parliament of Ruling Lords. The constant state of low-level strife in Rogalia, however, has created some of the most brilliant strategic minds the Throne has ever known to date, and the finest military commanders in the Throne come with regularity from Rogalian stock. Even the meanest peasant here knows how to fire a bow, and when. In a hard world, the Rogalians mean to be harder still.
  • Rogalian Skills (Select 3)*
  • Njordic Skills

    A relative to the Gothic of the south, the Njords are a cautious and pragmatic people, living day by day in the icy reaches of the northern most parts of the Throne’s reach. Only recently annexed through a treaty with the hero who briefly united the disparate clans, the Njords were heretofore infamous for their daring and cruel raids on their southern neighbors in the Throne. Not yet fully converted to the religion of Holy Benalus, many Njords still cling to the worship of their pantheon of pagan gods. In the farthest northern reaches, many Njords consider the Throne to be no different from any other invading clan, and still cling to the old ways of raiding and bloodshed. The rest have found peaceful relationships within the Throne, and live in service to its great ideals.
  • Njordic Skills (Select 3)*
  • Shariqyn Skills

    The Shariqyn are the one substantial human culture that is not part of the Throne. Their place is far to the deserts of the East, among the shifting sands of Sha’ra, a land of wonders and fabulous ancient magics. Tales of their land are the strangest in the Throne, and the people of The Throne think of their people as stranger still. Exotic of dress and distinct of culture, the Shariqyn stand out easily in the Throne, and though the two cultures are engaged in a bloody war, they are still welcome to travel the Throne and understand its people and ways. They are not considered citizens, and as such have fewer rights. They are a people that cling fervently to a strange religion all their own, worshiping water and purity with a priest caste of water mages, searching for their messiah. Many Shariqyn come to the Throne to trade, for they have goods that are rarely seen in the world, imported from their strange lands. Spices, elven-made silks, and even strange and dangerous magical objects come from the shifting sands of the East.
  • Shariqyn Skills (Select 3)*
  • Capacionne Home Location

  • Region of Capacionne
  • Berceau de Artere (Select 2)
  • Bouclair (Select 2)
  • Castellonia (Select 2)
  • Falaisa (Select 2)
  • Lorassaint (Select 2)
  • Sartois (Select 2)
  • Dunland Home Location

  • Clan
  • Highland Clans (Select 2)
  • Lowland Clans (Select 2)
  • Travellers (Select 2)
  • Gotha Home Location

  • Region of Gotha
  • Anfaldhal (Select 2)
  • Aretes (Select 2)
  • Bauheim (Select 2)
  • Brackel (Select 2)
  • Brezekstadt (Select 2)
  • Deventer (Select 2)
  • Fenristadt (Select 2)
  • Friseldr (Select 2)
  • Frozen Hearth (Select 2)
  • Fyndhal (Select 2)
  • Geheim (Select 2)
  • Holy Lethia (Select 2)
  • Hrafnvik (Select 2)
  • Kruviel (Select 2)
  • Laatzen (Select 2)
  • Lübeck (Select 2)
  • Lystadt (Select 2)
  • Morgstadt (Select 2)
  • Murten (Select 2)
  • Neu Ostrova (Select 2)
  • Nidavel (Select 2)
  • Nordligstadt (Select 2)
  • Rosenberg (Select 2)
  • Silbergeld (Select 2)
  • Skogenheim (Select 2)
  • Speyer (Select 2)
  • Stromburg (Select 2)
  • Todenstadt (Select 2)
  • Überhof (Select 2)
  • Verden (Select 2)
  • Verunheim (Select 2)
  • Vissvind (Select 2)
  • Woefeldt (Select 2)
  • Wolfenburg (Select 2)
  • Zeestadt (Select 2)
  • Zurückheim (Select 2)
  • Hestralia Home Location

  • Region of Hestralia
  • Carminia (Select 2)
  • Costa Luceste (Select 2)
  • Costa Nera (Select 2)
  • Durata (Select 2)
  • Etruvia (Select 2)
  • Le Sorelle (Select 2)
  • Montanara (Select 2)
  • Njordr Home Skills

  • Clans of Njordr
  • Bearhide Clan (Select 2)
  • Blood Eagles Clan (Select 2)
  • Frost Raven Clan (Select 2)
  • Greywolf Clan (Select 2)
  • Runespeaker Clan (Select 2)
  • Shadowhall Clan (Select 2)
  • Snow Lions Clan (Select 2)
  • Stonehearth Clan (Select 2)
  • White Eyes Clan (Select 2)
  • Rogalia Home Locations

  • Region of Rogalia
  • Adam’s Vigil (Select 2)
  • Arbory (Select 2)
  • Blackforge (Select 2)
  • Bradford (Select 2)
  • Caranthe (Select 2)
  • Cry Haven (Select 2)
  • Farthington (Select 2)
  • Gildwater (Select 2)
  • North Pass (Select 2)
  • Port Melandir (Select 2)
  • Port Valeria (Select 2)
  • Rockshire (Select 2)
  • Rodershire (Select 2)
  • Rookhaven (Select 2)
  • Ryker’s Gate (Select 2)
  • Seravia (Select 2)
  • Shadowvale (Select 2)
  • Stonesborough (Select 2)
  • Torchgutter (Select 2)
  • Sha'ra Home Locations

  • Region of Sha'ra
  • Alhind (Select 2)
  • Evren (Select 2)
  • Hura (Select 2)
  • Khonsur (Select 2)
  • Korma (Select 2)
  • Rakib (Select 2)
  • Shazaad (Select 2)
  • Social Class

  • Character Social Class*
  • Peasant Skills and Starting Equipment

    You were raised in the dark of the country, where there is more to fear than unjust lords and petty wars. Your story begins in a terrible place where winter kills just as brutally as any sword or poison. Survival must be eked out by hard work and faith that you will live to see the next harvest day.  Peasants make up the majority of people in the Throne, and must be broadly capable to survive the myriad challenges of rural life
  • Peasant Skills (Select 3)*
  • Dirt-Poor Peasant
  • Peasant Equipment (Select 3)
  • Merchant Skills and Starting Equipment

    Your life was that of a tradesman or expert in an urban center, matching the needs of neighbors and travelers to your crafts and contacts, or gainfully employed working in an established company or guild. Merchant’s sell their services and trades to others for coin, and then use that coin to serve their other needs and wants. City dwellers from all over the Throne, be they sweeping a shop or the master of international enterprise, are merchants. 
  • Merchant Skills (Select 3)*
  • Dirt-Poor Merchant
  • Merchant Equipment (Select 3)
  • Scum Skills and Starting Equipment

    You were born on the streets of a major city. The rare urban environments that dot the Throne tell the tale of your origin, where quick wits and quicker feet keep you out of trouble. You’ve lived on the rotten underbelly of major ports, slums, and back alleys. Scum are parasites to normal society, making their living by exploiting the rules that others live by. 
  • Scum Skills (Select 3)*
  • You may not take both Intimidate and Sincerity

  • Dirt-Poor Scum
  • Scum Equipment (Select 3)
  • Only one set of each Professional Tools may be taken

  • Gentry Skills and Starting Equipment

    You were born in the highest class of society and have either lived the life of a noble or the life of one of their entourage. Gentry life is not necessarily a life of opulence, but rather one of responsibility, order and duty. There are just as many dangers and knives in the dark in a royal court as there are in a rat infested alley. Knowing the game and the players has helped you, but steel is deadly regardless of the hand that wields it. Gentry life is defined by strict adherence to a powerful organization, and while at the pinnacles of society, have the fewest freedoms in their personal lives, expected to fight and die for their country and the family they serve.
  • Gentry Skills (Select 3)*
  • Dirt-Poor Gentry
  • Gentry Equipment (Select 3)
  • The Human Spirit: Faith and Devotion

    Your character’s Devotion is the single most important thing in her life. It is the powerful driving force that is both her greatest strength and her greatest weakness. Your character’s Devotion helps to define their goals and can give her incredible drive and capability, but when tragedy strikes her Devotion, it can be a crushing blow.A character's Devotion is always of a specific pre-defined category and directed towards a subject chosen by the player. A character devoted to building up the Church might have a Devotion of Order: The Benalian Church. For more information on Devotions and the mechanical conditions and rewards/failures attached to them, as well as the situations in which it becomes possible to attain Achievement XP through your Devotion, we recommend you check out https://www.gothiclarp.com/human-spirit/.
  • Faith Type*
  • Is your character Pragmatic or Spiritual? Does your character put your faith in themselves or their god?

  • Devotion Category*
  • Reveler's Trait

    The Reveler’s Trait – your character’s true nature as revealed through the clarifying power of alcohol. Even if they never become Intoxicated in game, choose what sort of drunk your character will turn out to be should it happen. The Reveler's Traits listed below apply to Beer specifically, and the one below your selection determines your Wine Reveler's Trait, which will be listed on your official character sheet!
  • Reveler's Trait*
  • Favored Attribute

    Choose one Attribute to raise one step to the first level to represent your character’s natural talent and predilection. You may also take as many Attributes at the -1 rank as you wish, each earning an additional 10 exp as a ‘flaw’ that can be bought off at equal value in game. Flaws are discussed in more detail in the Perks and Flaws section.If you do not have any levels in the locked Skill for your Favored Attribute (see the chart for details), take the first Rank of that Skill now. If you already have it because of an earlier step in Character Creation, the next time you purchase a new level of that Skill, you may do so for 2 less exp. If you have a Locked Skill from an earlier step in Character Creation and do not have the appropriate Attribute at Level 1, you may not spend xp to increase that skill until you have purchased the appropriate Attribute.The Locked Skill associated with each Attribute is denoted below as Attribute (Locked Skill)
  • Favored Attribute*
  • Name

    At this step, consider your character’s heart and soul, the name he carries with him, and all the infamy or fame he has gained comes with it. Your name is what you and others call you, but it is also your reputation. As you journey and make decisions, people will remember you for your deeds, and those deeds will be carried with you.
  • Spending Experience

    Every character begins with 10 Experience points to spend as they wish. You may spend these on skills or other abilities, or you may purchase Perks for the listed value. Flaws award experience points, and Traits neither cost or give experience points. After character creation, perks cost Achievement XP to take. Flaws also cost Achievement XP to remove. When purchasing Skills with experience points, the Skills Heavy Weapons, Finesse, Grit, Courage, Academics and Zeal are only able to be purchased with the required Attribute level, even if they were awarded earlier in the process as free ranks. If you wish to pick up Perks and Flaws, which is highly recommended, please see the Perks and Flaws page at this step in Character Creation.
  • Common Flaws

  • Flaws (Common)
  • You cannot take both Heavy Handed & Finesse Fighter

  • Honor Code?
  • Flaw Experience

    {flawExp}

    Remaining Experience

    {remainingExp}

  • Enemy

  • Beholden

  • Ward

  • Sick in the Head

  • Detachment (Head)

    Enter the Crippling Insanity you have gained from Detachment.
  • Haunted

    Enter details about your character's Haunted.
  • Cursed

    Enter details about your Curse.
  • Corpse in the Closet

    Enter details about your Corpse in the Closet.
  • Honor Code

  • Cultural Flaws

    These Flaws are specific to a character's Culture. You may take a flaw from outside of your culture for 3 times the flaws' value in glory.
  • Njord Clan Flaws
  • Cultural Flaws
  • Flaw Experience

    {flawExp}

    Remaining Experience

    {remainingExp}

  • Social Class Flaws

    These flaws are unique to your social class. Taking a flaw that is out-of-Social Class for your character costs 3 times the flaw's xp cost in Glory.
  • Social Class Flaws:
  • Flaw Experience

    {flawExp}

    Remaining Experience

    {remainingExp}

  • Debt

  • Common Perks

    These Perks may be taken by any character.
  • Perks (Common):
  • Perk Experience

    {perkExp}

    Remaining Experience

    {remainingExp}

  • Favored

    Choose a character(s) to be Favored by and the nature of the Bond towards you.
  • Boon

  • Well-Equipped

  • Professional

  • Unusual Perks

    These Perks can be taken by any character, but because of their scarcity in the setting, they require Glory to be spent alongside the Perk cost.
  • Unusual Perks:
  • Perk Experience

    {perkExp}

    Remaining Experience

    {remainingExp}

  • Heirloom Relic

    Heirloom Relics may have an effect chosen by you which will be approved by staff!
  • Social Class Perks

    These Perks are specific to your social class. Taking a Social Class perk that is out-of-class for your character costs 3 times the xp cost of the perk in Glory.
  • Social Caste Perks
  • Perk Experience

    {perkExp}

    Remaining Experience

    {remainingExp}

  • Leverage

  • Cultural Perks

    These perks are specific to a character's Culture. All out-of-Culture perks cost 3 times the xp cost of the perk in Glory.
  • Culture Perks
  • Njordr Clan Perks
  • Perk Experience

    {perkExp}

    Remaining Experience

    {remainingExp}

  • Organizational Membership Perks

    Membership in some organizations and the special training that they give their members and adherents require the purchase of a Character Perk. These can be purchased at a later time if membership into these groups is earned in game, and in this case they can be purchased for the Experience Points cost listed below without the Glory cost. Beginning a character concept that has already gone through recruitment and training means that these Perks are acquired during character creation, and this requires a corresponding amount of Glory to be spent to help ensure the quality and relative scarcity of these character types. Most of these require some level of commitment to a world organization which requires certain responsibilities of its members in exchange for the benefits that are granted, and this is represented by the Beholden flaw, which does not yield any experience points when conferred this way. You may still take the Beholden Flaw during character creation, but it represents a different duty than this, perhaps some above and beyond responsibility, or perhaps something completely unrelated to your affiliations.
  • Organization Memberships
  • Perk Experience

    {perkExp}

    Remaining Experience

    {remainingExp}

  • Traits

    Traits have both a positive and a negative element, and thus neither grant or cost experience.
  • Traits:
  • Background & Bonds

    Bonds are statements about the way your character feels emotionally about someone or something. Bonds are used in the Social System to both prevent you from acting against those feelings, and to provoke you into acting because of them. You may define up to 5 Bonds during Character Creation. This can be useful if your character already knows other characters, or you’ve done some coordination ahead of time to have backstory with others. If not, you can always establish them during play. Bonds always state how you feel (called the attachment) and what you’re going to do about it next (called the vector). Bonds are meant to be frequently updated and changed through roleplay. Examples: I respect Gunnar. I’ll seek out his advice about Morgan. I hate Morgan. I’ll make her pay for what she did to my father. I love my father Gregoire. I’m going to write a letter on his behalf to the town marshal to clear this up. I’m worried about Tasha. She is never around during Convocation anymore – I must see where she goes.
  • Free Spends

    Enter any spends you'd like to make with leftover xp here. Spend options include extra levels of skills, Studies, or Techniques. Please enter any info about character creation you want Staff to know that you didn't see covered previously here as well. Submit your form after filling out this page!
  • SKILLS
    Guardians: {guardianSkills}
    Social Upbringing: {socialUpbringing72}
    Culture: {gothicSkills}{capacionneSkills}{dunlandSkills}{hestraliaSkills}{rogaliaSkills}{njordrSkills}{sharaSkills}
    Home: {capacionneHome}{dunlandHome}{gothaHome}{hestraliaHome}{njordrHome}{rogaliaHome}{sharaHome}
    Caste: {characterSocials}

    Your Attribute: {favoredAttribute255}

  • Remaining XP
    {remainingExp}

  • Should be Empty: