Key Character Sheet
- Name: The character's linguistic identity.
- Player: The character's guardian angel.
- Affinity: Which of the game's eight Elements (Earth, Ice, Water, Wind, Fire, Thunder, Poison, Plant) best describes the character's personality. This will determine the Support Bonuses that the character gives to their friends, but has nothing to do with the Elements that they use to attack (if any). The player and the Maestro should jointly decide on the Affinity for a player character, so as to prevent the player from choosing based on support bonuses instead of the character's personality.
- Level: A measurement of the character's hardiness in battle and progression in the game, ranging from 0 to 55. When a character's level increases by 1, they can increase either HP, VP, or MP by 5. Additionally, every 5 levels, they learn a new special attack. These restrictions, and others explained below, only apply to player characters, whereas enemies, bosses, and even NPCs are free to have whatever stats the Maestro cares to dream up, and because of this, such characters often won't have a level indicated on their sheets, since it wouldn't actually do anything for them anyway. If they do have one, it's probably because I built their stats based on the player character restrictions, but the actual level is still mostly cosmetic on them.
- XP (Experience Points): A measurement of how close the character is to leveling up, ranging from 0 to 19. When it reaches 20 or higher, it loops around from 0 again, and the character's Level (from the above field) increases by 1. For every level up, a player character receives 1 less XP from every type of enemy, but player characters always receive 19 XP from boss battles. A character may not receive more than 20 XP from one battle, even if it was worth more, and therefore may not level up more than once from the same battle. If a player character fights and defeats a character whose sheet indicates a level rather than an XP reward (such as a special NPC, or even another player character), the XP received will either be equal to the opponent's level minus the player's level, or else the fight will be treated like a boss battle and the players will receive 19 XP.
The current HP, VP, MP, and Status Condition of the character since the
game was last played. These are only listed for player characters and recurring bosses, and are
only placed here above the maximum stats given below so that I don't have to scroll down to see
Also listed here will be the character's blood alcohol level, which has a minimum value of 0.00 and a maximum of 1.00. Each day, every time the character uses an alcoholic item, a number dependent on the item is added to their blood alcohol level; whenever they sleep for the night, their blood alcohol level resets to 0.00. If at any point the level reaches a value of 0.08 or higher, the character becomes drunk for the remainder of the day, and will be hung over upon awakening the next day. If a drunk character continues to consume alcohol and the level reaches 0.20 or higher, they will attain alcohol poisoning in addition to drunkenness, but this will still wear off after a night of sleep. If the level reaches 1.00, the character dies (HP is set to 0), and if revived from this by any means other than sleeping for the night, the level will be set to 0.99. A character's alcohol tolerance is equal to 9 minus their Weight (with a minimum result of 1); this tolerance number is multiplied by the alcohol content of the item to determine how much the consumer's blood alcohol level increases. (Alcohol content will usually be in multiples of 0.01.)
If the character is a laguz or has a similar shapeshifting ability, or any other ability that needs its own meter, the meter value(s) will be noted beneath the blood alcohol level.
If the character is currently addicted to a substance, then at the end of the current stats will be listed the substance to which they are addicted, the level of the addiction (which ranges from 1 to 15), the number of addictive items that the character has consumed that day over the number required by the addiction (this minimum will range from 1 to 8), and the number of days that the character has gone cold turkey (the number required to break the addiction will be equal to the addiction's level).
As in Fire Emblem, these indicate a character's proficiency with a particular type of weapon, and a character must have a higher Weapon Level in order to wield better weapons. However, Weapon Levels only apply to melee weapons, not projectile or magic weapons (with the exception of Bows, which are projectile weapons that use a Weapon Level like melee weapons). All characters have at least the minimum Weapon Level of E in every type of weapon, but player characters are allowed to begin with one of their Weapon Levels at D. Each type of melee weapon has a Weapon Level that increases from E to A as the character uses that type of weapon. If all Weapon Levels are at E, "n/a" will be written here to indicate that no Weapon Levels exceed the minimum; if any are above E, they will be indicated, followed by "Other: E" to indicate that all weapons not listed are at E-level. For player characters, following the weapon level will be a fraction showing how many use points the character has in that Weapon Level over how many are necessary to reach the next level.
Here should be listed the characters with whom this character has built support, the support level with each character, and the number of support points acquired toward the next level as a fraction over the number necessary. "n/a" will be written if the character has not built any support with anyone, but "n/a" will also be written after a character's name but followed with a fraction of support points if the two characters have earned some support points but have not yet made it to C-level. Player characters normally start with no support levels, but if two player characters (or a player character and a non-player character) are connected through their backstories, they may start with a support level of some kind; pairs of non-player characters may have support levels with one another, but do not earn support points in-game. If a support level has just been broken, "(broken)" will be written after the lower level.
The items that the character is currently carrying. One player character can carry up to 10, and the 10 slots will be listed here, even if they are empty.
- Armor: The suit of armor that the character is currently wearing. Any additional suits are stored in the previous inventory until worn, and only the one currently worn offers its protection and/or other effects. A character is only capable of wearing armor that has a Weight equal to or less than their Strength field stat.
- Quiver: If the character uses a Bow-type weapon, then they will need to become familiar with the additional complication of carrying around a Quiver in which to hold arrows. For any character who's not using a Quiver, this section is left off of the character sheet completely, and even when a character uses a Quiver, this section is left off if the character has a Bow equipped or if both the Bow and the Quiver are unequipped. When this section is present, it indicates the size of the Quiver (i.e. how many arrows it can hold, which will make the section label look something like "40-Quiver" or "20-Quiver") and how many arrows of what types are currently occupying those slots. When a character has both a Bow and a Quiver equipped, this information is instead listed after the Bow's name down in the weapon inventory section, and when the Quiver is unequipped, it is similarly listed after the Quiver in the regular item inventory section above. So even for a Bow user, you'll only actually see this "Quiver" section if the character's Quiver is left equipped while the Bow is unequipped. All of this is basically only done to indicate that a currently equipped Quiver does not take up a slot in the item inventory, just like the currently worn suit of armor doesn't. But without a Quiver, each individual arrow takes up an item slot.
- Money: The players might run into various kinds of money in the game, so here should be listed the types of currency that they have on them and the respective amounts. There is no limit to how much money a character can carry around at once, and because of this, collectibles such as Star Pieces can be treated as currency in order to allow players to carry more than 10 of them.
Arpeggio's combat system is based on Paper Mario's, which was built around simplification of traditional RPG mechanics. As such, things like speed, accuracy, and critical hits have been completely eliminated, although Arpeggio does add a few more stats to Paper Mario's set, creating some conceptual variety to allow for a wider range of character types. Leveling up only increases HP and FP-type stats; offense and defense stats are increased at specific points in the game determined by the Maestro, making them comparable to Mario finding a new Hammer or pair of Boots, or to one of his partners receiving an upgrade.
- HP (Vim Points): The character's ability to withstand enemy attacks and survive; all player characters begin with 10 HP, and can increase the number by increments of 5 per level up, until it reaches the maximum of 100. Damage dealt to the character is subtracted from their current HP, so up in the Current Stats section, their HP will be given as a fraction over the current maximum (which is different from the maximum maximum of 100). If a character's current HP reaches 0, the character becomes unconscious (anything below 0 resets up to 0), but it is possible to revive the "dead" character with certain items or abilities. The player characters only receive a Game Over if all of them are reduced to 0 HP and therefore none of them can revive the others.
- VP (Vigor Points): The character's ability to perform special attacks, including psychic attacks but excluding magical spells. Ranges from 5 to 100 for player characters. In character creation, the player chooses whether to start with 10 VP and 5 MP, or 5 VP and 10 MP.
- MP (Magic Points): Like VP, but used only for magical attacks. For player characters, ranges from 5 to 100 and starts at either 5 or 10.
- Attack Power: The power of the character's physical attacks in battle, including the basic attack (the only attack that can be performed when the character is out of VP and MP). The basic attack deals damage equal to Attack Power exactly, while special attacks and/or weapons will deal a modification of the stat. Common damage modifiers are +2 (or + another small number), x2 (which would be like using the Hammer in Paper Mario and nailing the action command), x2 +2 (comparable to Power Jump or Power Smash), x2 +4 (a little stronger), and x4 (not really comparable to Paper Mario, so only used for uber-powerful attacks and weapons). Sometimes the modifier will only be x1, dealing the same amount of damage as a basic attack, but the attack might hit more than once in the same turn (like Mario's Jump). For player characters, Attack Power will always start at a value of 1, and can only be increased up to a maximum of 3. These increases do not occur through leveling up as with HP, VP, and MP, but rather are dictated by the Maestro based on the pace of the game.
- Magic Power: A separate offensive power stat used for magical special attacks (a.k.a., spells). Attack Power has no effect on the potency of spells, and Magic Power has no effect on physical attacks. Like Attack, Magic starts at 1 for player characters, but it has a slightly higher maximum of 4.
- Defense Power: The character's natural resistance against harm from enemy attacks. This includes both physical attacks and magic spells, so Attack Power and Magic Power both work against Defense Power, but does not include psychic attacks, which operate separately. When a character takes physical or magical damage, their Defense is subtracted from the damage done, which can even result in taking 0 damage. For player characters, Defense ranges from 0 to 9, and throughout the game can only be increased by the same specially planned events as other offense/defense stats; however, unlike with the others, players have more flexibility with their starting Defense value at character creation: it can be 0, or they can trade in one or more of their three starting special attacks (explained below) for 1 point of Defense each. Therefore, at most, a player character may start with a Defense Power of 3.
- Brain Power: Functions as both the offense and defense value for psychic attacks, but has no effect on physical or magical attacks. So a character performing a psychic attack uses their Brain Power as the attack stat going in, and the character on whom the attack is being used then uses their Brain Power in place of Defense Power to reduce the attack's damage. For player characters, Brain begins at 1 like Attack and Magic, but can be increased up to a maximum of 5. However, characters who are insane will have a negative number as their Brain Power value, and so for insane player characters, the stat instead ranges from -1 down to -5, with the possibility of permanent base decreases as rewards instead of increases. Technically, player characters can use permanent Brain increases or decreases to change from being sane to insane or vice versa (with a value of 0 generally being a sane character), and even go back and forth between the two, but this is fairly impractical and will somewhat waste these rare rewards, resulting in overall less potent stats compared to their teammates.
Field stats are completely separate from battle stats, and a character's power in battle has no effect on their performance in the field and vice versa. Unlike combat stats, which increase throughout the game either by way of leveling up or receiving special permanent increases, field stats never change. (This is true for player characters, NPCs, and enemies, although a boss may have different field stats if rematched with a different sheet). For any kind of character, each field stat ranges from 1 to 9, with absolutely no exceptions. As a result of both of these rules, it is possible for a player character to begin the game with one or more field stats maxed out at 9, which can allow a player to feel more powerful despite being stuck with an Attack of 1. That said, for a player to determine the field stats of their character, they are given 30 points to spend among the six stats: Strength, Hand-Eye, Platform, Knowledge, Clever, and Charisma. Due to the 1 to 9 scale, each stat must have at least 1 point put into it, but can have no more than 9. The Weight field stat is separate from this system: it still ranges from 1 to 9, but no points are spent on it, because a higher Weight is not necessarily better (nor worse), so in that case the player just picks the number. However, characters may also have a "unique field ability," indicated as the "Unique" stat; this "stat" does not have a numerical value, but rather gives a description of the ability (explained further below). If a player wants their character to have a Unique ability, then they must spend 6 of their 30 field stat points on this, and so a character without a Unique ability gets to spend those points on the normal stats and have a slightly higher total among their values. A single character cannot have more than one Unique field ability, and for those who don't have one, "n/a" is written.
- Strength: The character's physical strength in the field, irrespective of battle damage. This can be used to push or lift heavy field objects, break down doors, carry the character through strong wind, or clash with an opposing character's Strength in an arm-wrestling match or the like. Strength does have one indirect effect on battle: a character is incapable of wearing a suit of armor that has a higher Weight stat than their Strength.
- Hand-Eye: The character's motor skills, used in the field for things like aiming a thrown object, building or repairing things (or taking them apart), picking locks or pockets, or playing video games.
- Platform: Tied to Arpeggio's Mario-based roots, this field stat represents a character's "platforming" ability, which is to say, their ability to get across terrain such as bottomless pits, tall cliffs, platforms floating independently in midair, and so on. Most characters use their Platform stat by simply jumping or climbing, but it also covers the ability to fly or teleport, with flying characters or teleporters often having the stat maxed out at 9. Platform is the field stat that is most relevant in battle: when a non-flying character attacks a flying character, melee attacks (though not projectiles) will miss if the ground-bound character's Platform stat is lower than the flying target's. Platform is also used in the calculation for determining how much damage a character takes from a Long Fall.
- Knowledge: The character's retention of education and trivia. A player whose character has high Knowledge might be provided with information by the Maestro to represent the character knowing this information, and it might be anything from details about the game setting to the stats of enemies or the effects of items.
- Clever: Rather than simply knowing things with Knowledge, Clever is used to process that information intelligently, which might result in the character making connections between pieces of information in order to solve a mystery. Clever can also be used for things like spotting a partially concealed object, noticing small details about another character's behavior, or coming up with an alternative use for a field object. Again, some of this may have to be given to a player by the Maestro, in order to represent the character being more clever than the person playing them.
- Charisma: The character's social skills, which mechanically are mainly used to convince other characters of lies or half-truths in order to manipulate them in the user's favor. Manipulation always depends partially on role-playing, so a character with a Charisma of 9 cannot just give commands to people they don't know and get perfect results, but a higher value in the stat makes small mistakes more likely to be glossed over. Charisma is also used defensively against manipulation, so trying to manipulate someone with higher Charisma than you will usually not work, as the other character will be sly enough to pick up on your deception.
- Unique: A description of the character's Unique field ability if they have one, or "n/a" if they don't. For player characters, buying a Unique ability costs 6 of their 30 field stat points, but the stat does not have a value of 6, or any exact value; it is essentially maxed at 9, since the idea is that it's an ability unique to one character, so there will never be anyone else to match it against, and it's probably the character's specialty. Because no one else is supposed to be able to replicate a Unique ability, it should be something that isn't covered by the other field stats, for example: the ability to breath fire (or another Element), being able to swim and/or breathe underwater, the ability to survive in the vacuum of space, the ability to run at supersonic speeds, the ability to slip through tiny cracks, having a heightened sense like X-ray vision or echolocation (or an unusual sense like electroreception), the ability to read minds, having a beautiful singing voice, being fluent in another language, etc. Some of these abilities may sound like attacks, and a character may have one or more special attacks based on their Unique field ability, but the ability itself is still a field power, and does not automatically give the character any extra options in battle. Furthermore, a single character can never have more than one Unique field ability (with the exception of Unique abilities temporarily granted to a character by items, armor, vehicles, or such things, which generally would not override the user's natural Unique ability).
- Weight: A general idea, on the field stat sliding scale of 1 to 9, of how much the character weighs. Player characters do not spend any of their 30 field stat points on Weight because, unlike the other field stats, a higher Weight is not automatically better. A character attempting to lift and carry another character must have a Strength stat equal to or greater than the lifted character's Weight stat, and Weight might be used to activate floor buttons as part of a field puzzle or to resist being blown around by strong wind. On the other hand, lightweight characters might be able to ride gusts of wind to new and exciting locations. Weight is used in the calculations for two special mechanics: alcohol tolerance and Long Fall damage. A character's alcohol tolerance is equal to 9 minus their Weight value, but with a minimum result of 1; this tolerance value is then multiplied by the alcohol content of an alcoholic item when that item is consumed, meaning that characters with a lower Weight value will get drunk off of fewer alcoholic beverages, and thus have a weaker tolerance. The opposite is true with Long Fall damage: the formula is (Weight + 10) - (Platform + Defense Power), meaning that heavier characters will take more damage.
- AP: Only used for player characters, this stands for "Attack Points," not to be confused with Attack Power. Players can spend 1 AP to give their character one new special attack, so it serves to limit the total number of special attacks known by player characters, whereas other characters can have as many or as few of them as the Maestro wants. AP will be written as a fraction, showing the number of still unused points over the maximum amount currently available, and so it mainly serves to remind the Maestro when a player still needs to come up with another special attack for their character. Player characters begin with 3 AP, and earn 1 more every 5 level ups (at Level 5, Level 10, and so on). However, at initial character creation, the first 3 points of AP can, instead of being spent on special attacks, be spent on points of Defense Power, allowing the character to start out with a Defense stat higher than 0, but at the cost of having fewer total special attacks than other player characters. After this, AP earned through leveling up cannot be spent on Defense Power, only on special attacks.
- Basic Attack: A short description of the character's unarmed basic attack, which will inflict damage equal to their Attack Power stat, and does not cost any VP or MP to use. If the character has a weapon (and the necessary Weapon Level to use that weapon), then they can use this to perform an armed basic attack, which will still not cost any VP or MP; depending on what the weapon is, the armed attack might inflict more damage than a normal unarmed one, it might inflict the same amount of damage but strike multiple times per turn, it might add Elemental properties or Status effects to the attack, or it might not do anything different than an unarmed basic attack. Some weapons base their damage on Magic Power or Brain Power instead of Attack Power, but without a weapon, there is no such thing as a basic attack for Magic or Brain. Players are allowed to conceptually vary their basic attacks, for example, say that their character punches one time but kicks another time, but this will not have any effect on damage dealt.
A list of the weapons, if any, currently carried by the character. One character can carry up to 4, and the slots will be listed as with the item inventory slots. Depending on the weapon, it may be used for a no-cost melee attack and/or in conjunction with special attacks that require VP, or it may not use the character's stats at all. Note that whichever weapon the character last used is moved to the top of the list and is cosidered to be their "equipped" weapon, like in Fire Emblem, so it is the weapon used for Weapon Triangle purposes, if the Weapon Triangle is relevant. If the player performs an unarmed physical attack, then any equipped weapons automatically become un-equipped, and if the player performs a psychic attack, they can choose to whether to unequip an equipped weapon or leave it equipped (in the rare event of an armed psychic attack, the relevant weapon must be equipped). Magical attacks require a magic weapon of some kind to be equipped, so if a magical attack is used, a magical weapon of the user's choice is equipped. If a character uses the Defend, Do Nothing, or Run Away commands, they can equip a weapon of their choice or leave everything unequipped, for defensive purposes agaisnt the Weapon Triangle. "(E)" will be written next to an equipped weapon for clarification (particularly since a weapon may occupy the first slot without being equipped).
A list of the special attacks that the character is currently capable of
executing, noting for each the information on damage, VP cost, Status Conditions inflicted,
necessary weaponry, etc. Please note that an "attack" may be a healing ability or other such
non-offensive maneuver; anything more complicated than an armed basic attack should go here. In
Paper Mario terms, special attacks are most comparable to the attacks granted to Mario by some
Badges, such as Power Jump, Quake Hammer, Fire Drive, etc. In the same vein, they should always
cost some VP to use, unless it's something like Tattle.
Where almost any weapon can be used for an armed basic attack, in order for a weapon to be used in conjunction with a special attack, the special attack in question must be designed for this. In further restriction, special attacks may only be designed for one particular weapon subtype, such as Swords, Axes, or Lances; a special attack designed for a sword cannot be performed with a lance, although it can be performed with even the most obscure Sword-type weapon, such as a baseball bat. Nonetheless, utilization of a stronger weapon within a subtype will usually increase the damage of a special attack performed with that weapon; this is accomplished by the special attack's power involving a variable called Weapon Base Attack Power, or WBAP. Therefore, when a character increases their Weapon Level and acquires a matching high-level weapon, the character's armed special attacks will deal more damage without having a higher VP cost. On the other hand, if the necessary weapon is stolen or the character suffers from the Status Problem Disarmed, these advantages are temporarily lost, and in most cases the weapon-based special attack cannot be executed at all until the weapon is reacquired, giving some incentive for players to create unarmed special attacks. Usually, armed special attacks are only designed for melee weapons, but on rare occasions you might see one for a projectile weapon; magic weapons never get armed special attacks because they are already used to perform magical attacks (see below).
Whereas the special attacks listed in the previous section are of the default "physical" type, here we continue the list with a separate section for all of the psychic attacks that the character knows. These differ from physical special attacks in that they're powered by the Brain Power stat instead of Attack Power, but they are still fueled from the same pool of VP. Psychic attacks will almost always cost at least some VP to perform and are almost never performed with a weapon, and all psychic attacks become temporarily disabled when a character gets Psyched Out. As a tradition carried over from Hegel's RPGs predating Arpeggio, the default psychic attacks are taken from the Mother/Earthbound series, and may be used by many common enemies despite them not being from that series; player characters can also learn these attacks, or they may make up their own psychic abilities.
Magical attacks, a.k.a. spells, are also given their own separate section in the special attack list. These are powered by the Magic Power stat, and no longer draw from VP, instead getting their own private pool of MP. In order to cast any spell, a character must have some kind of magic weapon equipped, but any magic weapon allows the character to cast all of their known spells, and what kind of magic weapon it is has no effect on how the spells turn out. Spellcasting is disabled under the Status Problem Silence, although Silenced characters can still equip magic weapons and perform armed basic attacks with them (the opposite is true under Disarming, where a magic weapon can't be used for an armed basic attack, but can still be equipped in order to cast spells). The default magical attack list is based on Fire Emblem, and player characters can learn those spells if they don't want to make up their own.
This lists the character's relationship to the eight different Elements present in the game system.
The modifier for a given Element is limited to certain predefined options: the "--" that you see
below indicates that the character is neutral to that Element, meaning such attacks just deal
their normal amount of damage to the character unmodified. To create Elemental weaknesses and
resistances, there are four common modifiers: a normal weakness is a "+2", meaning simply that
attacks of that Element will deal +2 damage to the character (before applying defenses); a normal
resistance, similarly, is "-2", reducing damage taken slightly, possibly to 0. A second-tier
weakness, referred to as a "super-weakness," is a "+5", and works the same way as the others.
However, the second tier of resistance is a full immunity, written as "x0", and this makes the
character take no damage whatsoever from attacks of that Element.
Player characters can be neutral to all eight Elements, or, if they want to create a resistance, they must "pay" for it by creating a corresponding weakness. So if a player wants their character to have a -2 resistance to Fire, then they might give them a +2 weakness to Ice (but please note that these combinations don't have to "make sense;" players can pick whichever Elements they want without any conceptual reasoning). Similarly, a super-weakness can be taken in order to acquire an immunity, but alternately, an immunity can be bought with two regular weaknesses, or a super-weakness can be exchanged for two regular resistances. Non-player characters do not have this restriction, and so their modifiers may not balance out, with some potentially being weak or resistant to all Elements. However, in rare cases, a Maestro may agree to grant a player character an additional Elemental resistance in exchange for an unrelated impairment, or to give them an extra weakness to balance out an unrelated special attribute or ability. Either way, Elemental Modifiers are determined at character creation and can never change later in the game, much like field stats.
There exist rarer Elemental Modifiers that are not typically given to player characters, but again options can be discussed with the Maestro. These third tiers of weakness and resistance are referred to as "Instant Death" (written as "XX"), which does what it sounds like and makes attacks of that Element kill the character regardless of any damage numbers, and "absorption," which makes attacks of that Element heal the character instead of damaging them. Absorption is indicated as a modifier of either "HP", "VP", or "MP", showing which stat is to be healed by absorbed attacks; only one of the three can be chosen. The amount of HP, VP, or MP to be healed in this case is calculated as the amount of damage that the attack would have done if the character had a "--" modifier, so things like Defense Power and armor will reduce the amount healed.
For certain effects that aren't full-on attacks, Elemental Modifiers are halved. For example, if a character is Electrified, they will shock anyone who touches them for 1 Thunder-type damage; in this case, a character who has a +2 weakness to Thunder and gets shocked will take a total of 2 damage, which is the normal 1 plus half of the +2, so +1. Because we round down, this means that +5 is cut all the way down to +2, for a total damage of 3. When the damage is only 1, a resistance of -2 is ignored instead of halved, so the character still takes 1 damage, but an immunity holds and prevents any damage. Instant Death would still be Instant Death, and absorption would absorb the 1 point. Other effects that follow these rules include damage from touching characters who are Made of an Element, damage from Elemental Status Problems such as Poisoning and Burns, and passive damage taken once per turn during certain weather conditions.
- Earth --
- Ice --
- Water --
- Wind --
- Fire --
- Thunder --
- Poison --
- Plant --
The non-mathematical, role-playing-related details of the character. These are important, because they will determine the character's behavior, but there's not much that I need to explain. For non-player characters, Technicalities will be reduced to one section labeled "Information."
- Appearance: A description of the physical appearance of the character. This can include alternate outfits for when the character uses a Fire Flower or suchlike.
- Personality: A description of the character's personality.
- Backstory: A summary of the character's past. If it's important to the game that some details remain a mystery to other players, then you probably shouldn't put those in here.
- Trivia: Any other relevant or interesting information about the character. You don't have to put anything here if you already covered everything.
This section only appears when a character has a special attribute that doesn't quite fit into any of the previous fields, and so for a character who has no such things, this section is left off of the sheet completely. Common things that go here are noting whether or not a character is capable of flying or burrowing, whether they're Spiky or Made of an Element, whether they count as a particular classification of creature that might take extra damage from certain weapons, etc. Naturally, if a player has come up with something entirely unlike anything that you can find on this site, then it would probably need to be explained in this section. So basically, when the traditional character sheet has failed you, you'll stick any leftovers here, organized however you please.