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Name Rico
EVERYDAY HEROES™ Class Charming Hero archetype Duelist
background Rico Profession Rico
PLAYER name
Level 6 Wealth 5 speed 30
Rico languages: English and Germany
STRENGTH save
Acrobatics dex ● +7
HIT DICE HIT POINTS Temp Death saves
-1
0 10 Arts and Crafts hp
wis
0 0 6d8 39/39 Success
Athletics str
DEXTERITY
Computers int +2 Spent 0 Damage 0
0 Fail
Deception cha +5
●
+4 18 +7
Endurance con +1 Proficiency
Bonus
Defense Initiative Passive
Insight wis -1 Perception
CONSTITUTION Intimidation
Investigation
cha
int
● +8
+2
+3 18 +5
+1 12 +1 Mechanics int +2
Genius Focus Influence
Medicine int +2 Inspiration
INTELLIGENCE Natural Sciences int +2
●
Survival wis -1
+5 20 +8 Vehicles dex +4
Weapon: Poignard Rounds 0 PV Attack Damage
Bonus & Damage Type
Properties Reload None 2
Proficiency Expertise Range 5 5
+7 2d6+4
Piercing
Finesse Range 5 5
7 2d8+4
Piercing
Range Ballistic
Body DMG
Blown Tires STR DEX CON
Loss of Control
Totaled
Loss of Power
TALENTS & feats Plans & Tricks
1) Trust Fund: +1 starting Wealth Level 1) Parry. When an opponent damages you with
a melee attack and you are wielding a melee
2) Pulling Strings. You know how to wheedle favors weapon, you can use your reaction and expend an
from others and gain advantage on Charisma influence die to reduce the damage you take by
checks to receive special privileges, such as the number you roll on your influence die + your
backstage access, tickets to a sold-out show, or a Charisma modifier.
meeting with a public official.
2) Riposte. When an opponent misses you with a
3) Precision (Level 1). While wielding a finesse melee attack, you can use your reaction and expend
weapon, you can roll one additional weapon damage one influence die to make a melee attack against
die when determining the damage for a melee attack. that opponent. If you hit, add the influence die roll
This does not apply to attacks you make as a result to the attack’s damage roll.
bonus action. In addition, while wielding a weapon
with the finesse property, your Defense bonus is 3) Disarming Strike. When you hit with a melee
increased by 1. attack, you can attempt to disarm your opponent.
Roll one influence die and add the result to the
4) Charm (Level 2).When you make a Charisma damage dealt. In addition, the target must make a
check, after rolling but before determining the result, Strength saving throw against your trick DC. On a
you can roll an influence die and add it to your result. failed save, the target drops one object of your
choice that they are holding. The object falls at their
5) En Garde (Level 3): You can add your Charisma feet.
modifier to your initiative rolls.
Carried equipment
4) Lunge. When you make a melee attack, you bulkcan
6) Advanced Combat Training (Level 5). Once
expend one influence die to make a lunge. If you
during your turn, when you take the Attack action,
hit,
you can make two attacks as part of that action.
roll the influence die twice and add the total result
to the attack’s damage. (You spend one die, but
7) You’re adept at melee combat and can protect
roll twice.)
yourself from close quarters combatants.
-If you are hit with a melee attack while wielding
a melee weapon you are proficient in, you
may use your reaction to add your proficiency
bonus to your defense against that attack,
potentially turning the hit into a miss.
-After taking the Disengage action, you can
make a single ranged attack as a bonus action.
EVERYDAY HEROES™
persona
HERO ID back
Motivations
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Ancestry
Quirks
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Role
name Biography
weight skin
height eyes
hair age
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pronouns
Notes
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Location
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Vehicle
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