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FAGE 2E - V4H - Character Sheet Fillable v.0.7
FAGE 2E - V4H - Character Sheet Fillable v.0.7
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
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
WEALTH
CP SP GP
Spell Name Casting Time Target Number Resistance Test
Arcana Rank
Arcana Rank
Arcana Rank
Arcana Rank
Arcana Rank
Arcana Rank
Arcana Rank
Arcana Rank
Arcana Rank
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.