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Second Edition (v2.

0)
Standard Character Sheet
v 1.0

Appearance To play, tell your character's story...


What is your character doing?
Character Name
How do they solve problems?
What's the impact they want to have?

When something might go wrong, roll Momentum


2d20 and use the lowest result Provoke an opponent's trait for +1.
(or roll with your Stand) for an action.
Before a Contest...
If the result is... Declare a stat, lose -1 .
11 or more, the action succeeds. If your opponent uses it, you succeed.
Tell the story of how it happened.
10 or less, it fails. Make a Fortune. Instead of an action...
Claim a Fortune to use later.
Willpower
After a failed Contest...
Spend two on... Roll a new action in a new Contest.
Ignoring Wounds If your opponent succeeds, lose 1 .

Spend one on... Before a roll...


Clash Contests Set to 0. Your next action gets +10.
Determination

Impulses Wounds
Mark a box for each point of damage taken.
Your character's surface qualities.
When a Wound is full, mark a condition.
Show off an Impulse to receive
a +3 bonus. Trait bonuses are limited to +2.
Go against an Impulse to receive
a -3 penalty. Cannot move unassisted
as part of an action.
To advance, mark a when that
Impulse gets you into trouble. Take 1 damage if a turn ends
without taking any damage.

Lose turn priority to anyone


without this effect.

Trusts
Loved ones, allies and friends.
Help a Trust to receive a +3 bonus.
Hurt a Trust to receive a -3 penalty.
To advance, mark the trust's when you
Goals Stored Ventures sacrifice something important for them.
What your character wants to do.

Work towards a Goal to receive


a +3 bonus.
Move away from a Goal to receive
a -3 penalty.

To advance, mark a to store a


Venture when a Goal is complete.
Erase the Goal from your sheet.
Determination
When someone...
Hurts your Trust
Blocks your Goal

You may spend 1 to


mark against them.
Ignore traits to add +3
to actions that directly
harm them.

Notes
Second Edition (v2.0)
Stand Sheet
v 1.0

Stand Name Appearance

To use your Stand, describe how it Rolling


aids your character in an action, or Once you have a Stat for an action...
acts instead of them. - Roll 1 - 3 dice, and use either the highest
or lowest single result, depending on the rank.
Using an ability isn't always an action. - Apply modifiers, like traits and Conditions.
You only have to roll if it would count
as an action anyway.

You may use a Stand's stats instead


of the basic roll. Pick the stat that's
most relevant to your action, and roll
dice based on the rank it has.
Stats
Destruction, or physical force.

Quick reactions or fast movement.


Once per encounter, while your
Momentum is low enough, you can
When you're aiming for a target. modify your abilities. The Momentum
required is based on your Potential.
A Any amount.
Taking hits without getting hurt.
B -1
C -2
Stands can act within a distance from D -3
their Users, based on their Range. E Cannot modify abilities.
A Unlimited. You may change the description of
your ability, and either the target or
B Long distance / 100m / A city block
effect. Permanently reduce your
C Mid distance / 40m / A building
Potential rank by one to keep it.
D Close distance / 10m / A room
E Within the User's reach. If you were featured in the last
You can move one distance as an action. interlude, you may permanently
reduce your Potential rank by two to
Abilities Notes gain a new ability.

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