Masters of creation character sheet Name: Race

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Maximum Health: Maximum Will:

PLAYER: Level:
Temporary Health: Temporary Will:

Maximum AR: Equipped Implement, Right Hand: Equipped Implement, Left Hand: Armor: Consumable Implements: Racial Modifiers: | Enhancement Skill Type
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Temporary AR: DMG: DMG:

Permanent Effect

Active/ Reactive Skills
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Will Cost

Skill Effect

Remaining Inventory

Descriptors Psyche: Very____________, Quite ____________, Somewhat __________ but Not ____________. Physique: Very____________, Quite ____________, Somewhat __________ but Not ____________. Persona: Very____________, Quite ____________, Somewhat __________ but Not ____________.

Unlearned Basic Skill List

Basic skills may ordinarily be used by any Character regardless of whether or not
they are learned. It can be a burden to sift through the entire skill list to find a basic skill to use and determine its effect. To alleviate this burden, please see the table below: Name Sneak Cost 3 will Effect You enter Sneak mode and are invisible for so long as you only move at half a pace per turn, do not come within a pace of an observer, and do not take any aggressive action. You cannot use Sneak while you are being observed. 3 will You may climb vertical surfaces, such as walls and cliffsides. Requires special equipment. You must reactivate Climb whenever you stop moving. 3 will You may hide small objects that could fit within the palm of your hand. You may only hide objects that are on your person or not being carried by another person. 3 will For five rounds, you have a 50% chance to detect hidden persons and traps adjacent to you. 3 will You may bind things with rope. The rope binding lasts for a number of hours equal to your roll on a six-sided die. 3 You can find food by investigating your surroundings. will/pace Roll a five or a six for each pace you move forward to find food within that pace. 3 will You can start a fire. 3 will Roll a four or better on a six-sided die to detect a trap within seven paces of you. 3 will Roll a four or better on a six-sided die to detect a hidden passage within seven paces of you.

Climb

Legerdemain

Wariness Rope Use

Find Food

Start Fire Detect Trap Detect Secret Passage

Make Explosives

3 will

Minor Construct

3 will

Fire Gun

3 will

Bind Wound

2 will

Disinfect

3 will

Respirator

3 will

Shield Block

3 will

Forward Bash Shield Toss

3 will 3 will

Slash

2 will

You create a bomb that may be lobbed at a target as a simple action. The bomb deals damage equal to your level after a number of turns equal to the amount rolled on a six-sided die. Construct. You create a construct with an AR of 10. The construct can be directed to move as a simple action on your turn. The construct can only move. It cannot use skills. You may fire a rifle, dealing damage equal to the bullets used. Requires an equipped rifle, gunpowder and bullets. You end bleeding effects on an adjacent target and restore an amount of health to the target equal to the number rolled on a single six-sided die. If you roll a five or greater on a six-sided die, you prevent the onset of any disease in the adjacent target due to infection of a clearly identifiable wound. The adjacent target is immune to air quality conditions for a number of rounds equal to your roll on a sixsided die. REACTIVE. You prevent an amount of damage that would be caused to you by a targeted strike skill by an amount equal to your roll on a six-sided die. Requires an equipped shield. You rush a target and knock the target back a pace, dealing one blunt weapon damage to the target. You throw your shield at a target up to three paces away – you lose the shield but deal blunt weapon damage to the target equal to the DMG rating of your shield. Requires an equipped shield. Deal edged weapon damage to an adjacent target equal to the DMG rating of your equipped edged weapon implement.

Downward Cut 3 will

Weapon Block

3 will

Crush

2 will.

Downward Slam

3 will.

Stunning Blow

3 will.

Pierce

2 will

Multi-Pierce

3 will

Shoot Arrow

3 will

Punch

2 will

Deal edged weapon damage to an adjacent target equal to the DMG rating of your equipped edged weapon implement. If you do damage in this way, the target loses one health per round to bleeding for a number of rounds equal to your roll on a six-sided die. REACTIVE. Prevent one damage that would be dealt to you by a targeted strike skill if you have an edged weapon implement equipped. Deal blunt weapon damage to an adjacent target equal to the DMG rating of your equipped blunt weapon implement. Deal blunt weapon damage to an adjacent target equal to the DMG rating of your equipped blunt weapon implement. If you do damage to an adjacent target in this manner, that target loses an amount of will equal to your roll on a six-sided die. Deal blunt weapon damage to an adjacent target equal to the DMG rating of your equipped blunt weapon implement. If you do damage to an adjacent target in this manner, that target is stunned for a number of turns equal to your roll on a six-sided die. Stunned targets cannot activate skills or move for the duration of the stun. Deal pointed weapon damage to an adjacent target equal to the DMG rating of your equipped pointed weapon implement. Deal pointed weapon damage to all adjacent targets equal to the DMG rating of your equipped pointed weapon implement. If you have a bow equipped, fire an arrow at a target up to seven paces away from you, dealing pointed weapon damage to that target equal to the DMG rating of the arrow fired. Deal unarmed damage to an adjacent target equal to the DMG rating of your Fist.

Hand Block Kick

3 will 3 will

Sprint Anticipate Maneuvers

3 will

Rally

Warm

Sparks

Boil Water Cool

Chill Breeze Frost

Charge

3 will, +1 will per pace after the first. 3 will You restore one will to yourself and your allies for a number of rounds equal to the number rolled on a sixsided die. 2 will Spell. Warm an object or deal heat damage to an adjacent target equal to the number you roll on a sixsided die. 3 will Spell. Create a dazzling display of sparks from a handful of gunpowder. Reduces the influence resistance of superstitious observers by an amount rolled on a six-sided die. Deals one point of heat damage to an adjacent target. 3 will Spell. Boil water, preventing water borne pathogens from spreading disease. 2 will Spell. Cool an object or deal cold damage to an adjacent target equal to the number you roll on a sixsided die. 3 will Spell. Cool an object at a distance, or reduce the intensity of a fire. 3 will Spell. Create a sheet of ice in front of you, creating slippery terrain for a number of paces equal to the number you roll on a six-sided die. 2 will Spell. Charge an object or deal electric damage to an adjacent target equal to the number you roll on a sixsided die.

Roll a five or greater on a six-sided die to prevent the strike skill of an adjacent target from having any effect. REACTIVE. Roll a five or greater on a six-sided die to deal unarmed damage to a skill-using adjacent target equal to the DMG rating of your Foot. Move one pace in addition to the pace you could ordinarily move on your turn. REACTIVE. Move with any adjacent target when that target moves, keeping it adjacent to you.

Sense Energy

3 will

Spell. You discern where a particular type of energy originates from. Spell. You release built up static energy, allowing you to come in contact with advanced engineering works without damaging them.

Static Transference

3 will

Explosive Runes

Spell. Draw a runic symbol on an object. When the object is struck with any degree of force greater than a gentle touch, the object explodes, dealing force damage to everything within a pace of it equal to the number you roll on a six-sided die. You roll an additional die’s worth of force damage for every four character levels beyond the first you have obtained at the time you enchant the object. Warding Runes 3 will Spell. Draw a runic symbol on an object. When you would be damaged, instead the damage is redirected to the object. Minor 3 will Spell. Animate a single object to undertake some Animation simple action. Eye Spy 1 health, Spell. Maintained. Create an animated floating eye 3 will, 1 monster that reports what it sees to you. You cannot will per move while maintaining this skill’s effect. round. Summon Fetch 1 health, Spell. Maintained. Create a small monstrosity that 3 will, 1 undertakes basic non-combat actions for you, like will per unlocking doors or delivering messages. round. Peasant’s Feast 1 health, Spell. Summon up a loaf of bread so that you don’t 3 will. starve to death.

3 will

Contest of Wills

3 will

REACTIVE. Spell. You may attempt to resist Mental skills or Influence rolls used against you. You roll two six-sided dice, your opponent rolls two six-sided dice and adds any positive influence modifiers the opponent may apply. If you roll a higher total number than the opponent, you resist the skill or influence roll. Spell. Confuse a target that isn’t hostile for a number of turns equal to your roll on a six-sided die. The confused target does nothing but ponder your display for the duration of Misdirect, but you can’t move without ending the effect.

Misdirect

3 will

Discern Intentions Adrenaline Rush

3 will

3 will

Enhance Strike Pressure

3 will 3 will

Improved Influence I Deceptive Bribery I

2 will 3 will

Spell. Roll a four or greater on a six-sided die to accurately discern the intentions of a target you are able to look in the eyes. REACTIVE. Spell. Roll a six-sided die if you would be affected by a targeted or strike skill. If the number you roll is greater than the damage dealt by the skill, you prevent all damage dealt by the skill and move one pace in any direction. Spell. Your next strike skill automatically results in a Critical Hit. Spell. For a number of round equal to your roll on a six-sided die, damage dealt by your Unarmed Targeted Strike skills deal double damage when absorbed by armor. Enhancement. Improves your Influence rolls by one. REACTIVE. Simple action. Improves your Influence roll by one at the cost of twenty silver coins if you were about to fail the roll.

Goodwill Ambassador

3 will

Create Elixir of Health Create Elixir of Will

3 will 3 will

You may observe a target to determine what type of gift to obtain for the target. If you provide the gift to the target, the target’s disposition towards you improves and your next Influence roll against the target will be improved by one. Create a health restoring potion using alchemical reagents. Create a will restoring potion using alchemical reagents. Create a poison that may be used to lace food or drink. Causes one health damage to the consumer for one to six rounds. Restore one to six AR on damaged armor, automatically restore broken weapons. Edged weapon has +1 DMG bonus for one to six rounds. Skin an animal corpse for its pelt.

Create Pest Kill 3 will Poison Repair 3 will Weapon/Armor Sharpen 3 will Skinning 3 will

Influence Table:

Resistance
1

Type of Target
A friendly party with good history with the influencer, who sees some benefit to the argument. A friendly party with good history with the influencer, who sees no benefit to the argument. A friendly party with little or no history with the influencer, who sees some benefit to the argument. A friendly party with good history with the influencer, who sees the argument as possibly detrimental. A friendly party with little or no history with the influencer, who sees no benefit to the argument. A friendly party with good history with the influencer, who sees the argument as certainly detrimental. A friendly party with little or no history with the influencer, who sees the argument as possibly detrimental. A friendly party with little or no history with the influencer, who sees the argument as certainly detrimental

2

3

4

5

6

7

8

9

10

A completely neutral party with good history with the influencer, who sees no benefit to the argument. A completely neutral party with no history with the influencer, who sees some benefit to the argument.

11

12

13

14

15

16

17

18

19

A completely neutral party with no history with the influencer, who sees no benefit to the argument. A completely neutral party with no history with the influencer, who sees the argument as possibly detrimental. A completely neutral party with no history with the influencer, who sees the argument as certainly detrimental. A hostile party with no history with the influencer, who sees some benefit to the argument. A hostile party with no history with the influencer, who sees no benefit to the argument. A hostile party with no history with the influencer, who sees the argument as possibly detrimental. A hostile party with no history with the influencer, who sees the argument as certainly detrimental. A hostile party with bad history with the influencer, who sees some benefit to the argument. A hostile party with bad history with the influencer, who sees no benefit to the argument.

20

A hostile party with bad history with the influencer, who sees the argument as possibly detrimental; any party to whom you suggest suicide or acts contrary to their nature (murder or exceptional charity, for example).