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CHARACTER

NAME

CLASS LEVEL
SOCIAL
CLASS CURRENT EXP EXP TO LEVEL

BACKGROUND
DEFENSE MOVE CHARGE RUN
ANCESTRY

SPEED LANGUAGES
HP MAX MP MAX

SPELL
VISION ARMOR PENALTY POWER PORTRAIT
WEAPON GROUPS
ACCURACY STRENGTH
Axes Group Light Blades Group
Arcane Blast Dueling Slings Climbing Intimidation Might Black Powder Group Polearms Group
Black Powder Grenades Driving Jumping Smithing Bludgeons Group Slings Group
Bows Light Blades Bows Group Spears Group
Brawling Staves Brawling Group Staves Group
WILLPOWER
Dueling Group
Courage Morale Heavy Blades Group
COMMUNICATION
Faith Self-Discipline Lances Group
Animal Handling Gambling Seduction
Bargaining Investigation WEAPON ATTACK DAMAGE FAVORITE STUNTS
Deception Leadership
Disguise Performance
Etiquette Persuasion

CONSTITUTION
Rowing Stamina Tolerance
Running Swimming

WEAPON ATTACK DAMAGE SHORT LONG RELOAD


DEXTERITY
Acrobatics Legerdemain Stealth
Calligraphy Lock Picking Traps
Crafting Riding
Initiative Sailing

FIGHTING
Axes Lances
Bludgeons Polearms CLASS ABILITIES AND SPECIAL FEATURES
Heavy Blades Spears

PERCEPTION
Empathy Seeing Touching
Hearing Smelling Tracking
Searching Tasting

INTELLIGENCE
Arcana Cartography Musical Lore
Cryptography Natural Lore
Cultural Lore Navigation
Engineering Religious Lore
Evaluation Research
Healing Thieves’ Lore
Heraldry Writing
Arcane Lore Historical Lore
Brewing Military Lore
TALENTS & SPECIALIZATIONS SPELLS

GOALS AND TIES EQUIPMENT AND SPECIAL ITEMS

PERSONAL DETAILS AND RELATIONSHIPS

WEALTH

CP SP GP
Spell Name Casting Time Target Number Resistance Test

Arcana Rank

Spell Type MP Cost

Spell Name Casting Time Target Number Resistance Test

Arcana Rank

Spell Type MP Cost

Spell Name Casting Time Target Number Resistance Test

Arcana Rank

Spell Type MP Cost

Spell Name Casting Time Target Number Resistance Test

Arcana Rank

Spell Type MP Cost

Spell Name Casting Time Target Number Resistance Test

Arcana Rank

Spell Type MP Cost

Spell Name Casting Time Target Number Resistance Test

Arcana Rank

Spell Type MP Cost

Spell Name Casting Time Target Number Resistance Test

Arcana Rank

Spell Type MP Cost

Spell Name Casting Time Target Number Resistance Test

Arcana Rank

Spell Type MP Cost

Spell Name Casting Time Target Number Resistance Test

Arcana Rank

Spell Type MP Cost


BASIC COMBAT STUNTS BASIC SPELL STUNTS
1-3 Boost: Gain a +1 bonus per SP spent on your first test next turn. 1-3 Powerful Casting: Increase Spell Power by 1 per SP spent.
1 Rapid Reload: Immediately reload as a free action. 2 Skillful Casting: Reduce magic point cost by 1.
1-3 Skirmish: Move yourself or target you attacked 2 yards per 1 SP. 2 Mighty Spell: One target takes extra 1D6 damage.
Stay Aware: Make a TN 11 Perception test (choose a focus). GM Lasting Spell: Non-instant spells duration is doubled. Encounter
1 3
either gives you info, or a +1 to next test before end of next turn. spells last 1D6 minutes instead.
Disarm: Make opposed attack roll. If you win, knock opponents 3 Magic Shield: Gain +2 Defense until beginning of your next turn.
2
weapon to the ground 1d6+Strength yards away.
Fast Casting: Cast another spell after this. Must be Major or Minor
4
Grab: Make opposed Accuracy (Brawling) tests. If you win, oppo- action casting time. Cannot generate SP.
2 nent cannot move out of reach. Minor action and opposed test to
Imposing Spell: You cannot be attacked unless attacker passes
maintain. 4
Willpower (Courage) test (TN = 10+ your Willpower).
2 Knock Prone: Make opposed attack roll. Impose Prone condition.
Split Spell: If spell is single target, target 1 more target within 6
4
2 Mighty Blow: Inflict extra 1D6 with attack. yards of original target.
Disrupt Magic: Make an Intelligence (Power Arcana) test vs Spell-
Pierce Armor: Targets Armor is halved (round down) vs your 5
2 power of effect on target. Success removes the effect.
attack.
Lethal Spell: One target takes an extra 2D6 damage, or all targets
Pin (Grabbed): If you have target in grab, they are now also 5
2 take extra 1D6 damage.
defenseless.

3 Defensive Stance: Gain +4 Defense until beginning of next turn. BASIC EXPLORATION STUNTS
1-3 Assist: Ally gets +1 to next test per SP spent.
3 Lightning Attack: Make a second attack.
Wariness: Gain a +1 bonus per SP on next test to avoid negative
1-3
Crushing Blow: Reduce targets Armor Rating by 2 or damage results from your actions.
4
shield. Efficiency: Your action takes half as much time or resources, or
2
gain a +2 to initiative. Cannot stack across multiple rounds.
4 Seize the Initiative: Your initiative is highest +1 now.
Insight: Gain a +1 bonus on next test that logically proceeds this
2
5 Lethal Blow: Inflict an extra 2D6 damage. one. If specialized knowledge is required, you muddle through.
Compensate: Ignore environmental penalties to future tests for
BASIC SOCIAL STUNTS 3
the encounter.
1-3 Impress: On next social test vs same target gain +1 per SP. Extra Information: Gain an additional piece of information related
3
1+ Read the Situation: Know Attitude of 1 target per SP. to your action.
Crowd Appeal: This social action affects 1 extra person per 2 SP as Cover Your Tracks: Your roll is now a TN to detect you even did
2+ 4
long as their Willpower is equal or less than your Communication the action.
Hidden Message: Send simple secret message to 1 person. A Ready for Action: If an action scene breaks out this encounter,
4
2 Communication (Empathy) test equal or greater than this actions you gain an extra minor action you use before anyone acts.
roll detects this. Swiftness: In action time, you don’t use up your action. In ad-
5
Taunt: Make a Communications (Deception) vs. target’s Willpower vanced or challenge tests, you didn’t use up this time increment.
(Self-Discipline). Target suffers -1 penalty to all opposed tests for Sabotage: Anyone trying to undo or duplicate your action makes a
2 5
the encounter. In combat its a -1 penalty to attack or cast on next test with a TN equal to your roll. You and GM decide the hazard.
turn.
Spot Tells: Targets next TN to lie to you is the higher of a standard CLASS AND OTHER STUNTS
3
TN, opposed roll, or this social roll.
3 Pay Attention: Gain an additional lead if on an investigation.
4 Sway: Shift target’s Attitude an additional step.
4 Inspire: Allies gain a +1 to tests until your next turn.
Manipulate: Target uses next major action to attack or leave your
5
presence, or something else you and GM determine.
Undermine: Target suffers -2 penalty to all tests except attack for
5
the encounter.

MAJOR ACTIONS MINOR ACTIONS


• All-Out Attack • Activate
• Charge • Aim
• Defend • Guard Up
• Full Speed • Move
• Heal • Prepare
• Melee Attack • Press the Attack
• Ranged Attack • Ready
• Run • Stand Fast
• Stunt Attack VARIABLE ACTIONS
• Cast a Spell/Use a Power
• Reload

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