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Apts | S | I | T | E
Two 100 xp 250 xp 500 xp 750 xp
One 250 xp 500 xp 750 xp 1000 xp
Zero 500 xp 750 xp 1000 xp 2500 xp
CHARACTERISTIC APTITUDES:
The first list are your characteristics, both lists are aptitudes you can have for
them.
E.g: having either Agility OR Finesse aptitude will cost 250 xp for the first
upgrade to your Agility stat.
Having both will reduce the cost to 100 xp.
Apts | K | T | E | V
Two 100 xp 200 xp 300 xp 400 xp
One 200 xp 400 xp 600 xp 800 xp
Zero 300 xp 600 xp 900 xp 1200 xp
SKILL APTITUDES:
TALENT ADVANCES:
TALENT LIST:
EXAMPLE NAMES:
If you want to roll for handedness, roll 1d10. 1-9 is right-handed, 10 is left-
handed.
To be ambidextrous, you must buy the talent for it.
DEMEANOUR LIST:
TRAITS:
SIZE CHART:
CHARACTER SHEET:
NAME:
AGE:
HEIGHT:
WEIGHT:
FACTION:
ROLE: Medic
DEMEANOUR:
HANDEDNESS:
+++STATISTICS+++ (S/I/T/E)
WEAPON SKILL:
BALLISTIC SKILL:
STRENGTH:
TOUGHNESS:
AGILITY:
INTELLIGENCE:
PERCEPTION:
WILLPOWER:
FELLOWSHIP:
PSY RATING: 0
WOUNDS: :
FATIQUE: 0
INSANITY: 0
CORRUPTION: 0
FATE POINTS:
Experience Spent: 0
Experience Total: 600
+++STATUS+++
[Healthy]
+++APTITUDES+++
+++SKILLS+++ (K/T/E/V)
Acrobatics
Athletics
Awareness
Charm
Command
Commerce
Common Lore
Deceive
Dodge
Forbidden Lore
Inquiry
Interrogation
Intimidate
Linguistics
Logic
Medicae
Navigate
Operate
Parry
Psniscience
Scholastic Lore
Scrutiny
Security
Sleight of Hand
Stealth
Survival
Tech Use
Trade
+++WEAPONS+++
+++ARMOUR+++
+++TACTICAL EQUIPMENT+++
+++COMPANION+++