
December 25 - Character Reference Status Template
For the longest time, I played and thoroughly enjoyed various soulsborne games like Dark Souls Trilogy and Elden Ring, and games like Fallout 4. Due to the desire of making my own world, one of which would be like an isekai fantasy world. And besides making a map, race details, enemy monsters/bosses, and characters. This is a Character Reference Status, be something like a screen. In the coming days, there will be some made that has my characters in them, possibly the 1st one will be posted tomorrow.
For now, the basic explanation. The normal details of the character: Name, Race, Gender, Height, and Weight are easy to understand for character details. But the other four categories are different, more akin to soulsborne leveling system.
Soul Runes are both the world’s currency, and are stored inside a person’s body and they could focus on pushing it out in the form of coins for currency, or hold hands with a maiden for them to take the amount ad convert them into strength. The starting cost is 200 Soul-Runes, but each level cost is increase by +25 more soul-runes.
Then the detail about Job-Classes. Currently for starting job-classes, there are: Cleric, Jester, Hunter, Mage, Tamer, Warrior, and Wretch. Each type of job-class gives the starting amount in VIG, MND, DUR, MUS, DEX, KNO, and FAI, as well as starting weapons, garments, and items.
HP is the Health Measurement and it’s affected by Vigor. MP is the Mental/Mana Measurement and it’s affected by Mind. And SP is the Stamina Measurement and it’s affected by Durability. These measurements will also be affected by Race, as obviously a level 1 human and a level 1 dragon would have different measurements of HP.
Now to the Attributes. When leveling up, the character chooses one of these seven: Vigor, Mind, Durability, Muscles, Dexterity, Knowledge, and Faith. When the attribute increases by +1, the certain category connected to them would somewhat increase as well. Here are the details below:
VIGOR = Each point in Vigor increases HP by +5 points (Ex: HP: 300 + Attribute Point: 1 (5) = 305. HP: 300 + Attribute Point: 60 (300) = 600). This also affect resistances to fire, poison, & acid. Every 10 attribute-points in Vigor will increase PERCEPTION by 1-Rank.
MIND = Each point in Mind increases MP by +5 points (ex: MP: 200 + Attribute Point: 1 (5) = 205. MP: 200 + Attribute Point: 60 (300) = 500). This also affect resistances to Sleep, Madness, & Mind Control. Every 10 attribute-points in Mind will increase CHARISMA by 1-Rank.
DURABILITY = Each point in Durability increases SP by +5 points (ex: SP: 100 + Attribute Point: 1 (5) = 105. SP: 100 + Attribute Point: 60 (300) = 400). This also affect resistances to Frost, Hemorrhage, & Physical Damage. Every 10 attribute-points in Durability will increase ENDURANCE by 1-Rank.
MUSCLES = Each point in Muscles increase Physical Damage output by 5% per level. This also affect Inventory Capacity by +1 items per level (Ex: Inventory Space: 0/100 + Attribute Point: 1 (5) = 0/110). Every 10 attribute-points in Muscles will increase STRENGTH by 1-Rank.
DEXTERITY = Each point in Dexterity increases agility movement and reflex like dodging by 5%. This also affect Reduce Casting Time for Spells/Incantations, & Fall Damage Resistance. Every 10 attribute-points in Dexterity will increase AGILITY by 1-Rank.
KNOWLEDGE = Each point in Knowledge increases Magical Damage output by 5% per level. This also affect Magic Damage Resistance. Every 10 attribute-points in Knowledge will increase INTELLIGENCE by 1-Rank.
FAITH = Each point in Faith increases Mental Defense by 5%, thus strengthening your mind against various threats like slave curses & brainwashing. This also affect Holy/Curse/Death Resistance. Every 10 attribute-points in Faith will increase LUCK by 1-Rank.
Now after explanation of attributes, it’s now time to shift attention to S.P.E.C.I.A.L., and each-&-every time a person raises their level to 5, 10, 15, and so on and so fourth, every 5-levels, the person gains 1-Perk-Point. And they can use said perk-point to select the available ranks in the charts of each category as to gain a new ability or improve any abilities they have.
Now the effects of each SPECIAL:
STRENGTH = Each rank increases the number of Soul-Runes earned from battle, x10%-per rank (Ex: STR-1 = 5% SR Bonus. STR-10 = 100%)
PERCEPTION = The ability to see, hear, taste and notice unusual things. Each rank increases the level of perception such as easily detecting poison in air/water/food by your senses.
ENDURANCE = Each Rank increases all Body Resistances (Poison, Fire, Acid, Disease, Viruses) by 10% per rank. If reach rank-10 in Endurance, essentially gain immunity to most of these things, not all.
CHARISMA = Each Rank increases your ability to convince others in dialogue to listen to you, which any successful deals will net you +25% more Soul-Runes per Charisma rank.
INTELLIGENCE = Each rank increases the number of Soul-Runes earned from crafting/building, x10%-per rank (Ex: INT-1 = 5% SR Bonus. INT-10 = 100% SR Bonus).
AGILITY = Each rank measures your level of movement, able to run farther and faster without losing to much SP while doing, even doing dodges and parkour techniques will become easier.
LUCK = Each rank increases the lucky percentage for Item Discovery and the higher your luck, the higher your technique ‘Steal’ would be beneficial, as well as blocking thieves from stealing what you have if your luck is higher than theirs if they perform ‘Steal’.
Now comes the last four meters which are as of below, which these mostly represent what the character feels like, what they enjoy. If a person is Beta, the central-squares are filled in. If they’re an Alpha, then most of the square’s n the left is filled in…same thing if any of them are Omega types.
The first three are rather generic, but the 4th one is rather important, for it CAN change over time depending on the character’s karma meter.
Well, that’s it so far, and this is merely a Reference Status Template for my Characters while I continue to work on developing my own soulsborne world idea.
This Character Reference Status Template was made by me:
Josephiroth
For now, the basic explanation. The normal details of the character: Name, Race, Gender, Height, and Weight are easy to understand for character details. But the other four categories are different, more akin to soulsborne leveling system.
Soul Runes are both the world’s currency, and are stored inside a person’s body and they could focus on pushing it out in the form of coins for currency, or hold hands with a maiden for them to take the amount ad convert them into strength. The starting cost is 200 Soul-Runes, but each level cost is increase by +25 more soul-runes.
Then the detail about Job-Classes. Currently for starting job-classes, there are: Cleric, Jester, Hunter, Mage, Tamer, Warrior, and Wretch. Each type of job-class gives the starting amount in VIG, MND, DUR, MUS, DEX, KNO, and FAI, as well as starting weapons, garments, and items.
HP is the Health Measurement and it’s affected by Vigor. MP is the Mental/Mana Measurement and it’s affected by Mind. And SP is the Stamina Measurement and it’s affected by Durability. These measurements will also be affected by Race, as obviously a level 1 human and a level 1 dragon would have different measurements of HP.
Now to the Attributes. When leveling up, the character chooses one of these seven: Vigor, Mind, Durability, Muscles, Dexterity, Knowledge, and Faith. When the attribute increases by +1, the certain category connected to them would somewhat increase as well. Here are the details below:
VIGOR = Each point in Vigor increases HP by +5 points (Ex: HP: 300 + Attribute Point: 1 (5) = 305. HP: 300 + Attribute Point: 60 (300) = 600). This also affect resistances to fire, poison, & acid. Every 10 attribute-points in Vigor will increase PERCEPTION by 1-Rank.
MIND = Each point in Mind increases MP by +5 points (ex: MP: 200 + Attribute Point: 1 (5) = 205. MP: 200 + Attribute Point: 60 (300) = 500). This also affect resistances to Sleep, Madness, & Mind Control. Every 10 attribute-points in Mind will increase CHARISMA by 1-Rank.
DURABILITY = Each point in Durability increases SP by +5 points (ex: SP: 100 + Attribute Point: 1 (5) = 105. SP: 100 + Attribute Point: 60 (300) = 400). This also affect resistances to Frost, Hemorrhage, & Physical Damage. Every 10 attribute-points in Durability will increase ENDURANCE by 1-Rank.
MUSCLES = Each point in Muscles increase Physical Damage output by 5% per level. This also affect Inventory Capacity by +1 items per level (Ex: Inventory Space: 0/100 + Attribute Point: 1 (5) = 0/110). Every 10 attribute-points in Muscles will increase STRENGTH by 1-Rank.
DEXTERITY = Each point in Dexterity increases agility movement and reflex like dodging by 5%. This also affect Reduce Casting Time for Spells/Incantations, & Fall Damage Resistance. Every 10 attribute-points in Dexterity will increase AGILITY by 1-Rank.
KNOWLEDGE = Each point in Knowledge increases Magical Damage output by 5% per level. This also affect Magic Damage Resistance. Every 10 attribute-points in Knowledge will increase INTELLIGENCE by 1-Rank.
FAITH = Each point in Faith increases Mental Defense by 5%, thus strengthening your mind against various threats like slave curses & brainwashing. This also affect Holy/Curse/Death Resistance. Every 10 attribute-points in Faith will increase LUCK by 1-Rank.
Now after explanation of attributes, it’s now time to shift attention to S.P.E.C.I.A.L., and each-&-every time a person raises their level to 5, 10, 15, and so on and so fourth, every 5-levels, the person gains 1-Perk-Point. And they can use said perk-point to select the available ranks in the charts of each category as to gain a new ability or improve any abilities they have.
Now the effects of each SPECIAL:
STRENGTH = Each rank increases the number of Soul-Runes earned from battle, x10%-per rank (Ex: STR-1 = 5% SR Bonus. STR-10 = 100%)
PERCEPTION = The ability to see, hear, taste and notice unusual things. Each rank increases the level of perception such as easily detecting poison in air/water/food by your senses.
ENDURANCE = Each Rank increases all Body Resistances (Poison, Fire, Acid, Disease, Viruses) by 10% per rank. If reach rank-10 in Endurance, essentially gain immunity to most of these things, not all.
CHARISMA = Each Rank increases your ability to convince others in dialogue to listen to you, which any successful deals will net you +25% more Soul-Runes per Charisma rank.
INTELLIGENCE = Each rank increases the number of Soul-Runes earned from crafting/building, x10%-per rank (Ex: INT-1 = 5% SR Bonus. INT-10 = 100% SR Bonus).
AGILITY = Each rank measures your level of movement, able to run farther and faster without losing to much SP while doing, even doing dodges and parkour techniques will become easier.
LUCK = Each rank increases the lucky percentage for Item Discovery and the higher your luck, the higher your technique ‘Steal’ would be beneficial, as well as blocking thieves from stealing what you have if your luck is higher than theirs if they perform ‘Steal’.
Now comes the last four meters which are as of below, which these mostly represent what the character feels like, what they enjoy. If a person is Beta, the central-squares are filled in. If they’re an Alpha, then most of the square’s n the left is filled in…same thing if any of them are Omega types.
The first three are rather generic, but the 4th one is rather important, for it CAN change over time depending on the character’s karma meter.
Well, that’s it so far, and this is merely a Reference Status Template for my Characters while I continue to work on developing my own soulsborne world idea.
This Character Reference Status Template was made by me:

Category Artwork (Digital) / Fantasy
Species Unspecified / Any
Size 1600 x 1200px
File Size 1.47 MB
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