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Played by:

ATTRIBUTES

Inherent Ability

CONSTANT
sheer size, number of heavy things you can
carry, physical intimidation factor

Tricky or
Sneaky Stuff
trickery, sneakiness, Penalty
doing stuff that others
are trying to prevent Heavy Armor (-2)
V. Heavy Armor (-5)

PER ARENA
courage, facing your fears and attempting Only use if Fighter Talent
dangerous stuff without hesitation

Glancing blow
devotion and intensity, catch-all saving throw,
shrugging off magic and other wiles
Been nicked, a few bruises

Wind knocked out, panting


social aptitude, ability to inspire or
AFTER A REST

encourage people to see things your way


Taken a nasty hit, bleeding

Messed up and hurting, making


some dangerous mistakes
alertness and perception, reflexes,
“reading between the lines” Roll a d10 and consult the
rules to see if you are Knocked
Out or Bleeding Out

Primary Weapon Equipment

Favored Arena (+2 bonus)

Other Weapons Every weapon after your first


two counts as a Heavy item.

Armor
& other Goodies

Armor Type Check boxes if using


Light Shield (1) or
Heavy Shield (both)

Basic Game

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