Professional Documents
Culture Documents
Player: Concept:
Campaign: Description:
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Stealth Notice __________ Vigor
__________ __________ 4 6 8 10 12
__________
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__________ __________ __________ Starting: Attributes 5; Skills 12
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Starting: gained by Hindrance points and racial abilities Starting: 4 points between Major and Minor Hindrances
2: _________________________________________
Fat i g u e : —1 —2 Incapacitated
3: _________________________________________
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4: ________________________________________
Parry
Seasoned
7: ________________________________________
2+½ Fighting
Sa
8: ________________________________________
Weapons Toughness
Veteran
9: ________________________________________
Weapon Damage
10: ________________________________________ Base Armour
Total
11: ________________________________________
Weapon Damage
14: ________________________________________
Weapon Damage
2, 6, 10, 14, 18, 22, 26, 30, 34, 38, 42
17: ________________________________________
3, 7, 11, 15, 19, 23, 27, 31, 35, 39, 43
18: ________________________________________ 4, 8, 12, 16, 20, 24, 28, 32, 36, 40, 44
How to use: find the Target Number. For each number to the right
Notes (Range, AP, etc.) the result surpasses, get 1 raise (ex: roll 14 on TN 4. Got 2 raises)
Arcane Skill: 8 ARMOR PIERCING (+1 to +3): Each Power Point spent grants the power AP 2, to a maximum of AP 6.
Powers Modifiers
__________ 4 6 8 10 12
8 FATIGUE (+2): May be attached to any power that causes damage or is resisted by the target. If she’s
Total affected by the power in any way, she also suffers Fatigue. This cannot cause Incapacitation.
8 GLOW/SHROUD (+1): Glow creates soft light in a SBT centered on the target. Subtracts 2 from her Stealth
Power Points: totals and negates 1 point of Illumination penalties for those attacking the glowing character. Shroud
dims and slightly obscures the target so that attacks against her suffer a −1 penalty and she adds +1 to
Remaining
her Stealth rolls.
8 HEAVY WEAPON (+2): The attack counts as a Heavy Weapon.
Arcane Background: __________ 8 HINDER/HURRY (+1): Hinder lowers the target’s base Pace by 2 until the power expires. Hurry increases it by 2.
8 LINGERING DAMAGE (+2): On the victim’s next turn, he suffers the power’s base damage minus one die
type (one additional turn only). If the base damage is already a d4 die type, it loses a die instead.
Notes:
8 RANGE (+1/+2): Double the power’s listed Range for 1 point, or triple it for +2 Power Points. May not be
used on powers with a Range of Touch or Cone Template.
8 SELECTIVE (+1): The caster can choose which targets in a power’s area of effect are affected.
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Power Cost Range Duration Power Cost Range Duration Power Cost Range Duration
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Effect / Modifiers Effect / Modifiers Effect / Modifiers
Power
Trapping / Limitation
Effect / Modifiers
Cost Range
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Duration Power
Trapping / Limitation
Effect / Modifiers
Cost Range Duration Power
Trapping / Limitation
Cost Range Duration
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Effect / Modifiers
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Power Cost Range Duration Power Cost Range Duration Power Cost Range Duration
Power Cost Range Duration Power Cost Range Duration Power Cost Range Duration