

Character sheet for my MTG RPG
Thank you everyone for your input on my last post I figured perhaps posting the current concept for the games character sheet and what I have figured out for creation steps.
Race: The very first step is choosing a race. Your character's race gives you a magical incline, two traits, and a +2 and -1 to two stats (in the example it's +2 in acrobatics and -1 to willpower) your race also modifies your starting health and fortitude either increasing or decreasing. Currently their are six races to choose from (Human, Kor, Merfolk, Vampires, Goblins, and Elves.)
Home plane: A home plane gives you a choice between two magical inclines. And the option of one of five jumpstart packs. (One for each color.) The current planes I have decided for the core planes are Theros, Ixalan, tarkir, kamigawa, kaladesh (avishkar), or Zendikar
Class: your class gives you a magical incline, 6 skills to choose three from and gives you a specific second jumpstart pack. The current core classes are, Knight & Cleric for white, Wizard & Artificer for blue, Rogue & Warlock for black, Shaman & Berserker for red, lastly Druid & Ranger for green.
Background: Lastly for character building is your background this gives you a free feature, some starting equipment, and one more incline.
Strength: how well you can strain your body from physical labor, this is for carrying, pushing, or breaking something.
Acrobatics: how gracefully you can move, this is for Dodging, hiding etc.
Intelligence: How well you can remember things, this is for studying, crafting, or simply searching for food.
Willpower: how strong your mind is, this is to avoid mind control or falling to madness, it also works for trying to force your will on others weather by intimidating or persuading.
Fortitude: your fortitude is for how many creatures you can have summoned before it becomes a burden. For every non token creature you control above your fortitude threshold you lose 1 life at the start of your turn.
Colors. Lastly each character has two colors one that they choose and one from their class. Each color combination has three different inner conflicts to choose from. (Red white has freedom vs safety, flexibility vs structure, or impulse vs morality and in the example the player chose freedom vs safety) Your decks mana base is based on your inner scale. (In the example the player is at 7 so 70% of his lands have to be mountains and and 30% have to be plains.) Now whenever the player makes a drastic choice between removing safety nets to free people, or take away someone's freedom to keep them safe their scale will change accordingly.