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Attribute
Primary Attributes
Score Ticks
World
Name: Player:
Str OOOOO
Personal Problem: Patron:
(Strength)
Skills Traits
WH Skill Name Score Ticks WH Skill Name Score Ticks Second Wind:
Spend 10AP to recover 2 MF and PF. This
o Animal
o Weaving ability can’t be use again until you rest for
OOOOO
OOOOO
Handling (Mind) at least 3 hours or spend a Fate.
o
o Weaving Fleet of Foot:
Athletics OOOOO
OOOOO
(Body) Increase Speed by one
o Close
o Weaving
Style (Iaijutsu 1):
OOOOO
OOOOO
Combat (Spirit) Spend 2 PF and 2 AP to make a Judgement
Weaving + Dexterity Test. Each success acts as a
o Influence OOOOO
o OOOOO
Dice Pool Bonus on your next Close
(Elemental) Combat Action. You may draw your
Craft: weapon as part of this Action.
o Investigate OOOOO
o OOOOO
Style (Iaijutsu 2):
Spend 2 PF to gain 2 extra damage on a
o Judgement OOOOO
o Knowledge: OOOOO
Close Combat Action (this damage ignores
armor). Until the start of your next round
all enemies targeting you with Close
o Larceny OOOOO
o OOOOO
Combat Attacks gain a +2 Dice pool
Bonus.
o Ranged
o
OOOOO
OOOOO
Combat
o Stealth OOOOO
o OOOOO
Acc: Accuracy, AR: Accurate Range, MR: Maximum Range, Dam: Damage, Crit: Critical Hit
Armor
Armor IR PR CN SR TP Traits
IR: Impact Reduction, PR: Piercing Reduction, CN: Crit Negation, SR: Speed Reduction, TP: Test Penalty
Gear Weaving
Lash Tolerance
𝐿𝐿𝐿𝐿𝐿𝐿𝐿𝐿𝐿𝐿𝐿𝐿 𝑜𝑜𝑜𝑜 𝑊𝑊𝑊𝑊𝑊𝑊𝑊𝑊 𝑜𝑜𝑜𝑜 𝑊𝑊𝑊𝑊𝑊𝑊𝑊𝑊𝑊𝑊𝑊𝑊𝑊𝑊 𝑀𝑀𝑀𝑀𝑀𝑀𝑀𝑀 𝐵𝐵𝐵𝐵𝐵𝐵𝐵𝐵 𝑆𝑆𝑆𝑆𝑆𝑆𝑆𝑆𝑆𝑆𝑆𝑆 𝐸𝐸𝐸𝐸𝐸𝐸𝐸𝐸𝐸𝐸𝐸𝐸𝐸𝐸𝐸𝐸𝐸𝐸
Combat Sheet
When performed on When performed off
Action Special
your initiative score your initiative score
Move 1 AP to move up to Spd 2 AP to move up to Spd If your Spd is <1 then it costs +1 AP to gain 1 movement
Standard Attack 6 AP 6 AP (Test -2)
Fast Attack 4 AP (Test -2) 4 AP (Test -3)
When wielding 2 weapons you can opt to attack with both weapons (each individually). Uses the
Double Attack [x] AP (Tests -3) [x] AP (Tests -3)
AP of the type of attack you’re making (Standard, Fast, Short Burst, Long Burst, etc).
Short Burst 6 AP (Test +2) 6 AP Uses up extra ammo (See weapon description)
Long Burst 8 AP (Test +2, Dam +1) 8 AP (Dam +1) Uses up extra ammo (See weapon description)
Weave (Innate) 6 AP 6 AP (Test-2)
Weave (Learned) 4 AP 4 AP (Test-2)
Costs +1 AP to move if you are an Innate Weaver while Concentrating; While Concentrating on a
Concentrate on
2 AP ~ Weave your Lash Tolerance is reduced by 1 (min 0); If you take damage while concentrating you
a Weave
must make a Weaving -2 Test for each active Weave or lose them (individually)
Reload (single) 1 AP 2 AP
Reload (box) 2 AP 3 AP
2 AP 3 AP
Aim/Focus
(Combat/Weaving test +1) (Combat/Weaving test +1)
Defend 2 AP 2 AP Requires a Close Combat Weapon
Contest 0 AP 0 AP
First Aid 8 AP 8 AP (Test -2)
Interact With
[x] [x] GM determines AP cost based on specific object and destired effect
an Object
You gain the benefits of the cover you are against and is lost as soon as you move (+1 on all non-
Take Cover 2 AP 3 AP
thrown/bow ranged attacks)
Kneel 1 AP 2 AP +1 on all non-thrown ranged attacks
+2 on all non-thrown/bow ranged attacks (enemies take penalty to make ranged attacks against
Hit the Ground 1 AP 1 AP
you but bonuses on melee attacks)
Get Up (from Kneel) 1 AP 2 AP
Get Up (from prone) 2 AP 3 AP
Draw/Stow Item 2 AP 3 AP
0 AP during other 0 AP during other
Shout to Someone actions or 1AP if done actions or 1AP if done
by itself by itself
AP spent to designate an action that you will take and the condition to trigger it. When Triggered
Ready an Action [x] AP [x+1] AP the action takes no penalty for being performed off of your initiative score and without having to
make a Reaction Test
AP spent to designate an area that you will be covering with a ranged weapon. Any enemies
acting in that area that doesn't "stay in cover" allows you to make a ranged attack targeting them
Set up Overwatch 2 AP 3 AP
without taking the "off your initiative" penalties and without having to make a Reaction Test.
Your overwatch ends if you Move or Defend.