Character Creation

"The creation of life is a beautiful thing. A new pawn in our cosmic game of chess."

Getting Started

You're going to need a printed version of the sheet at the bottom of the page. Fill out all the information at the top (Name, Race, etc.) and mark the character as level 0, with 0/100 EXP. Choose your race and class, your race has base stats for everything, and your class will provide bonuses and equipment. After that, you have 5 stat points to put into anything.


There are nine stats in three categories:

Body, with Strength, Speed, and Vitality; Mind, with Intellect, wisdom, and Marksmanship; and Spirit, with Charisma, Talent, and Awareness.

  • Strength aids you in lifting/moving things, and will allow you to carry heavier (or more) things! It is a character's main way of dealing damage without weapons.
  • Speed is a combination of top speed and dexterity, allowing you to pull off some crazy moves, dodge unlikely attacks, or attempt to negate fall damage.
  • Vitality is your will to live, your physical resilience, and unarmed strikes and other small weapons are benefited by it.
  • Intellect is how smart you are, book-wise, and will help you cast spells from tomes and scrolls. Intelligent characters have a lot going for them, but to really take advantage of a high intelligence you will want some skills to use it on!
  • Wisdom also affects your smarts, but street-wise, characters with high wisdom will find magic comes to them without struggle, and languages are easy to learn. Remember though, if you use Wisdom to gain skills, you will want Intellect to use those skills.
  • Marksmanship is your ability with guns and bows, and can help you pierce through armor with spears, rapiers, and other stabbing weapons. Throwing weapons like darts and javelins may require strength to go very far, but you won't hit anything in particular without Marksmanship!
  • Charisma is your ability to be around other people without looking like a fool. It will help you with convincing characters, befriending animals, and catching mounts. Characters without Charisma may be considered outcasts by society, have difficulty speaking, or even simply be unable to speak around other people.
  • Talent is your ability to play instruments, sail boats, and perform other creative and specialized actions. Musical spells and many finesse weapons and attacks are powered by talent, as well as crafting weapons and armor.
  • Finally, Awareness is your ability to notice discrete details, and detect creatures and spells. Having a low awareness will make it difficult to catch stray insults in a crowded place, or find a lost ring. No one dodged a bullet by reacting to it, they were always Aware of their surroundings and found cover.

Character Building Notes


  • You get a rank for each set of 5 in a stat. (One rank between 5-9, two from 10-14, etc.)
    • This means it is cheaper power-wise to buy stats up to multiples of 5, but there are other things such as prerequisites that don't line up with this rule.
  • Stats are limited to 0-25

Stat Pools

  • Your HP is mostly determined by your character's bulk. Bulk is a measurement of size, mostly, and the range for HP is listed under each races webpage.
  • Your MP and EP are simalarly tied to your race, although class can have an effect as well. For the most part, the individual pages will tell you to add a certain amount to your max, nothing too complex.

What do the stats do?

You know what each stat affects, but how does it affect that part of the game world?

Whenever you roll for something, be it an attack or a sneaky-beaky stealth roll, you roll 3 dice. This gives you a nice bell curve, with an average roll of 19.5 and a spread of about ±7. As your stat goes up, you start receiving ranks, which translate directly to bonus dice. If you have a 5 in strength, you roll 4 dice, pushing your average roll up to 24 and tightening your spread to about ±6. As your ranks, and by extension bonus dice, go up, so too do your rolls and your consistency.


Defense Capability

  • You'll notice 18 boxes by the 9 stat hexes. For each upper box, add 17 plus half the stat rounded down, this becomes your dodging/defending capabilities for that stat (DC). For each lower box, add one for each set of five in the stat, this is your rank for that stat.


  • You'll notice 18 boxes by the 9 stat hexes. For each upper box, add 17 plus half the stat rounded down, this becomes your dodging/defending capabilities for that stat (DC). For each lower box, add one for each set of five in the stat, this is your rank for that stat.

Character Creation Help

Stat points

You have 5 stat points to spend that aren't tied to your race or class. Spend them wisely to benefit your character, vitality is always a good option!

Race base stats/Class bonuses

Read the Race or Class pages and stick the bonuses on your sheet. Races have 18 base stat points, and classes grant 10 bonus stat points. Your starting items are als`o determined by your class.


A Skill is a specific task or action that your character is skilled in that other characters might not be . Skills are leveled up using "Skill Points" which are earned by leveling up.

  • Introducing a skill costs one point.
  • Upgrading a skill costs points equal to the level number
    • Upgrading from level 2 to level 3 costs 3 points.
    • Introducing a skill and leveling it up to level 3 all at once costs 6 points.

Characters are only allowed to learn skills for items (or actions) they have had experience with. This isn't strict at all, but let's be honest, a swordsman has little need for skills in wands.


A trait is an extra rule that only applies to (or is applied by) the character it is attached to. They can be positive or negative. Traits may be passive effects or reaction effects, but they may never be activated effects. Traits are most commonly seen granted from your race, but demigods often give out traits for their followers.

  • "This character cannot be stunned while on the ground."
  • "This character is immune to the effects of alcohol."
  • "This character receives double effect from everything. (Damage, potions, ranks, etc.)"
  • "This character may not use magic."
  • "This character's Strength may never exceed 15."

Advanced Skills

There are actually two different kinds of skills in Heliabound, which reflect the difficulty of the task they represent.

Some actions are assumed to be simple to perform, such as using a weapon. In D&D, this distinction was made with simple weapons and martial weapons. In Heliabound, the distinction spreads to all tasks, although most is left to DM discretion, in the form of advanced skills.

While skills start at level 1, representing a simple task that a character has gotten better at, advanced skills start at level 0. Introducing an advanced skill costs 2 skill points, but leveling it up costs the usual amount.

If a character tries to perform an action that requires an advanced skill, they must either have the skill or roll without using bonus dice. If the advanced skill is present, the character receives bonus dice as usual, including from extra levels on the advanced skill.

Traits footnote

While a comprehensive list of traits can never be written, due to the free-form nature of traits, the traits you can find on the race and deity pages will be very helpful in writing traits for yourself or your players.

Traits are hard to balance, it's impossible to tell how useful any trait will be without playtesting it, and even balanced traits can be overpowered if the campaign is centered around one element that the trait happens to get around.

With that in mind, it may be better for your players if you let them know traits will be edited if they become too powerful (or too weak), to keep the game interesting and fair.

Happy gaming!

Basic Stat Sheet

Extra room for inventory and traits

Card sheets to print and cut out!

Move sheet (It is often easier to use lined paper)