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BASIC TIER INTERMEDIATE TIER ADVANCED TIER

My name is and I pledge my allegiance to the .


           character name                        allegiance       

I am a/an and have made my life as a/an .


    age      culture       identity                current profession        

I am of a/an stature, with a build.


            stature                           build              

I dress and have eyes, hair and .


       style             eyes            hair               mark       

CONFLICT
MY FLAW IS . . . MY BELIEF IS . . .
9 8 7 6 5 4 3 2 1 1 2 3 4 5 6 7 8 9

FLAW RANKS BELIEF RANKS

AFFLICTION HARDENDED DETERMINATION

PRIMARY ATTRIBUTES *Special Skill +10% Per Skill Rank


PERIL THRESHOLD DIFFICULTY RATING
COMBAT Martial Melee*
(Trivial +30%)
BONUS ADVANCES [CB] Martial Ranged* +6
Simple Melee
Simple Ranged +12 (Easy +20%)

BRAWN
+18
Athletics 3 + [WB] (Routine +10%)
BONUS ADVANCES [BB] Drive
Intimidate
Toughness PERIL CONDITION TRACK (Standard +/-0%)
UNHINDERED
Coordination Imperiled
AGILITY (Challenging -10%)
Pilot*
BONUS ADVANCES [AB]
Ride
Ignore 1 Skill Rank
Skulduggery Ignore 2 Skill Ranks (Hard -20%)
Stealth Ignore 3 Skill Ranks
INCAPACITATED! (Arduous -30%)
PERCEPTION Awareness
BONUS ADVANCES [PB] Eavesdrop
Scrutinize LANGUAGES
Survival*

Alchemy*
Counterfeit*
INTELLIGENCE Education
ARCHETYPE & PROFESSIONAL TRAITS
BONUS ADVANCES [IB] Folklore
Gamble
Heal
Navigation*
Warfare*

WILLPOWER Incantation*
BONUS ADVANCES [WB] Interrogation
Resolve
Tradecraft

Bargain
FELLOWSHIP Charm

BONUS ADVANCES [FB]


Disguise* QUIRK
Guile
Handle Animal
Leadership
Rumor
INITIATIVE MOVEMENT INJURIES

3 + [PB] 3 + [AB]

DAMAGE THRESHOLD
+6
+12
+18
DETERMINATION
+ [BB]
DAMAGE CONDITION TRACK
UNHARMED
Hurt
Moderately Wounded
(roll 1D6; suffer Injury on face ‘6’)
Seriously Wounded
(roll 2D6; suffer Injury on face ‘6’)
Grievously Wounded
(roll 3D6; suffer Injury on face ‘6’)
SLAIN!

SKILL ENCUMBRANCE
WEAPONS TO HIT HANDLING LOAD AMMO TYPE DISTANCE DAMAGE QUALITIES VALUE

TALENTS
ENCUMBRANCE LIMIT SPECIE

P S £
240P = 1£
3 + [BB] CURRENT OVERAGE 12P = 1S 20S = 1£

WARES & OTHER WEAPONS


# #
PROFESSION ABILITIES

CURRENT REWARD POINTS: TOTAL REWARD POINTS:

PROFESSION: TRAIT & QUIRK:

SKILL RANK BONUS ADVANCE


100 RP

SKILL RANK BONUS ADVANCE

SKILL RANK BONUS ADVANCE

SKILL RANK BONUS ADVANCE


BASIC TIER

SKILL RANK BONUS ADVANCE

SKILL RANK BONUS ADVANCE

SKILL RANK BONUS ADVANCE

SKILL RANK TALENT

SKILL RANK TALENT

SKILL RANK TALENT

PROFESSION: TRAIT & QUIRK:


200 RP

SKILL RANK BONUS ADVANCE

SKILL RANK BONUS ADVANCE


INTERMEDIATE TIER

SKILL RANK BONUS ADVANCE

SKILL RANK BONUS ADVANCE

SKILL RANK BONUS ADVANCE

SKILL RANK BONUS ADVANCE

SKILL RANK BONUS ADVANCE

SKILL RANK TALENT

SKILL RANK TALENT

SKILL RANK TALENT

PROFESSION: TRAIT & QUIRK:


ADVANCED TIER 300 RP

SKILL RANK BONUS ADVANCE

SKILL RANK BONUS ADVANCE

SKILL RANK BONUS ADVANCE

SKILL RANK BONUS ADVANCE

SKILL RANK BONUS ADVANCE

SKILL RANK BONUS ADVANCE

SKILL RANK BONUS ADVANCE

SKILL RANK TALENT

SKILL RANK TALENT

SKILL RANK TALENT

UNIQUE ABILITIES
WEAPON QUALITIES
LIGHTING
ACCURATE: This weapon ignores Difficulty Rating
K Perfect Light (no ambient penalties): daytime, penalties associated with Long and Extreme Distances.
in a direct source of light
K Fleeting Shadows (must flip the results to fail ACID: When dealing Damage, reference [PB] instead
vision-related Skill Tests; cannot give or gain of [CB]. After you deal Damage, the foe does not suffer
the benefits of Assist Dice): dawn, dusk or standard Injuries. Roll Chaos Dice as you normally
clear night skies would, but if any land on face ‘6,’ they cannot restore their
K Total Darkness (cannot be targeted unless Damage or Peril Condition Tracks until using Alkali as
Engaged; line of sight is broken): blinding a part of the healing practice. If you miss hitting a foe,
light, moonless night, pitch-black roll 1D6 Chaos Die. On face ‘1–5,’ it bounces harmlessly
elsewhere. On face ‘6,’ it bounces back to hit you.
OBSCUREMENT BACKSLASH: When attacking with this weapon, you
K Light Obscurement (cannot use Extreme gain an Assist Die.
Distances): mist, light rain or light snow
BLACKPOWDER: With this weapon, your Fury Dice
K Medium Obscurement (cannot use Extreme explode to deal additional Damage on a face ‘1’ or face
or Long Distances): fog, heavy rain or heavy ‘6.’ You cannot attack with a Blackpowder weapon while
snow Engaged unless it has the Pistol Quality, nor can you
K Heavy Obscurement (cannot use Extreme, Load this weapon while mounted, unless it has the
Long or Medium Distances): sleet, smoke or Carbine Quality. Finally, if you roll a Critical Failure
blizzard with this weapon, reference both the Critical Failure
effect of the Action In Combat you’re using and the
CONE, BURST &
Misfire table in Article 7: Combat Encounters.
EXPLOSION TEMPLATES
K Cone Template: Extends straight in a 16- BOMB: This weapon’s Damage and other effects
yard line from where you stand, 1 yard wide impact multiple combatants in a Burst Template. If you
at its starting point and 5 yards wide at its miss hitting a foe, roll 1D6 Chaos Die. On face ‘1–5,’
endpoint. You can aim weapons that reference it bounces harmlessly elsewhere. On face ‘6,’ it bounces
the Cone Template so that it can be used to hit back to hit you.
foes only. However, you will need to succeed
at an Awareness Test to not harm allies. BREAK: After dealing Damage, this weapon is
destroyed.
K Burst Template: Bursts outward in a circle
with a diameter of 6 yards in all directions. CARBINE: You can Load this weapon while mounted.
Select a point of origin within your line of This weapon’s Fury Dice does not explode to deal
sight and the Burst then takes effect. A Burst additional Damage at Long Distances, unless it has the
affects both allies and foes alike. The Historian Accurate Quality.
will determine who is affected.
COLD IRON: This weapon is considered to be magic.
K Explosion Template: Explodes outward When you deal Damage against Abyssal foes, they suffer
in a circle with a diameter of 10 yards in all
directions. Select a point of origin within your an equal amount of Peril. Critically Failing to hit with
line of sight and the Explosion then takes this weapon destroys the weapon.
effect. An Explosion affects both allies and CUMBERSOME: While carrying this weapon, you
foes alike. The Historian will determine who cannot Charge, Maneuver or Run.
is affected.
DEFENSIVE: When using this weapon to Defend
Hard barriers limit areas over which Templates
take effect. However, soft barriers such as bushes, against melee weapons, add +10% Base Chance.
trees and the like will not. The best rule of thumb DEVASTATING: When you inflict Injuries with this
to follow is that if the barrier totally prevents weapon, they are always treated as Grievous Injuries.
line of sight, it will limit the area of effect for the
Template, reshaping it to meet the constraints of FAST: Foes suffer a -10% Base Chance to Defend
the space available. As an example, a duck-foot against attacks you make with this weapon. When
pistol can be fired through a crate of bottles, but dealing Damage, reference [AB] instead of [CB].
not through a wooden palisade.
WEAPON QUALITIES

HOLY: This weapon is considered to be magic. It deals SKEWERING: When this weapon is held two-handed
2D10+2 Damage to threats classified as Abyssal or and you successfully hit a foe (but before Damage is
Supernatural. Exceptions may be made by the Historian. dealt), they must Resist using Resolve or be Disarmed.
It is otherwise treated as a magical improvised weapon. Whenever they Resist, they must flip the results to fail.
IMMOLATE: After you deal Damage with this weapon, SILENT: Whenever you are Hidden and make an
it is extinguished but the foe does not suffer standard Attack Action using this weapon, optionally spend 2 AP
Injuries. Roll Chaos Dice as you normally would, but if to make a Stealth Test to try hiding again as a Reaction.
any land on face ‘6,’ they are On Fire instead (see Article SILVER: This weapon is considered to be magic. When
8: Healing, Hazards & Horror). you deal Damage against Supernatural foes, they suffer
INACCURATE: This weapon cannot take advantage of an equal amount of Peril. Critically Failing to hit with
Long or Extreme Distances. this weapon destroys the weapon.
INFERIOR: When attacking with this weapon, you SLOW: Foes gain a +10% Base Chance to Defend
suffer a -5% Base Chance to hit. against attacks you make with this weapon.
PISTOL: You can make a Counterattack using this SMOKE: As this weapon lands, it emits smoke in
weapon, and can make Attack Actions with it while a Burst Template, creating Heavy Obscurement.
Engaged. In addition, this weapon’s Fury Dice do not Combatants inside cannot take advantage of Medium,
explode to deal additional Damage at Medium & Long Long or Extreme Distances. Additional modifiers may
Distances unless it has the Accurate Quality. be put in place if attackers attempt to hit combatants
PNEUMATIC: Whenever you Critically Fail to hit inside the smoke. It does not break the line of sight. The
with this weapon, you must reload it outside of combat smoke’s effects remain for 1D10+1 minutes unless the
with a gunsmith’s air pump. Historian determines heavy wind disperses it after one
minute.
POWERFUL: After you deal Damage, at your option,
automatically shove a foe away from you 1 yard. Their SOCKETED: This weapon is considered an improvised
movement does not provoke Counterattacks weapon unless attached to a two-handed weapon with
the Blackpowder Quality. It takes 1 AP to plug the
PUMMELING: This weapon can only inflict Moderate weapon into the barrel and must be removed before the
Injuries, and never causes a foe to Bleed. When dealing weapon can be fired.
Damage, reference [BB] instead of [CB].
STRANGLING: After hitting a foe with this weapon
PUNISHING: When dealing Damage with this (but before Damage is dealt), they must Resist using
weapon, optionally spend 1 AP to roll an additional Toughness or be caught in a Chokehold. Whenever they
1D6 Fury Die. Resist, they must flip the results to fail. If the weapon
REACH: When a foe Charges or Runs to Engage or also has the Sweeping Quality, choose which you want
disengage with you, make a Counterattack with this to use whenever you hit.
weapon. SUPERIOR: Add +5% Base Chance to hit with this
REPEATING (*): This weapon can be fired a number weapon.
of times equal to the value in parenthesis (e.g., 3) before SWEEPING: After hitting a foe with this weapon
needing to be Loaded again. Spend 2 AP to Load one (but before Damage is dealt), they must Resist using
ammunition. Coordination or be knocked Prone. Whenever they
RUINED: This weapon suffers -3 to Total Damage Resist, they must flip the results to fail.
until repaired. Repair costs 25% of retail value. If this THROWING: This weapon cannot take advantage of
weapon is already Ruined and is once again Ruined, it is Medium, Long or Extreme Distances.
destroyed instead.
VICIOUS: When determining if a foe is Injured with
this weapon, roll an additional 1D6 Chaos Die.
WEAK: This weapon cannot inflict Grievous Injuries.
ACTIONS IN COMBAT CHART
MOVEMENT
AP COST DESCRIPTION
ACTIONS
Charge 2 AP Charge at 2x Movement and add 1D6 Fury Die to Damage from a melee weapon.
Get Up 2 AP Stand up from Prone, mount a horse or embark in a vehicle.
Hustle 1 AP Hustle at 1x Movement. Invokes Counterattack if moving out of an Engagement.
Maneuver 2 AP Maneuver 3 yards out of an Engagement, avoiding all Counterattacks.
Run at 3x Movement, gain Low Cover. Invokes Counterattack if moving out of an
Run 3 AP
Engagement.
Gain +3, +6 or +9 Damage Threshold, depending on the cover type. Invokes
Take Cover 1 AP
Counterattack if moving out of an Engagement.

ATTACK ACTIONS AP COST DESCRIPTION

Cast Spell Varies Make an Incantation Test to use a Spell.


Ignore Low Cover for 2 AP, Medium Cover for 3 AP or High Cover for 4 AP.
Fire Through Cover Varies
Then make a Combat-based Test. The foe must Defend or suffer Damage.
Melee Attack 1 AP Make a Combat-based Test. The foe must Defend or suffer Damage.
Ranged Attack 1 AP Make a Combat-based Test. The foe must Defend or suffer Damage.
Declare to hit either arm, body, head or leg. The foe must Defend, or suffer Damage
Targeted Attack 2 AP
and one of four Combat Conditions.

ROUGH & TUMBLE AP COST DESCRIPTION

Make an Athletics or Guile Test. The foe must Resist Toughness or be Gutted.
Below The Belt 1 AP When Gutted, your foe must spend 1 additional AP for Movement Actions until
the end of combat.
Make an Athletics Test or Toughness Test. The foe must Resist Athletics or be
Chokehold 1 AP Choked. Suffer 1D10+[BB] Peril immediately and on your Turns when maintained,
until Resisted.
Make a Guile or Intimidate Test. The foe must Resist Awareness or be Disoriented.
Eye Gouge 1 AP While Disoriented, your foe must spend 1 additional AP for Reactions until the
end of combat.
Make an Athletics or Coordination Test. The foe must Resist Coordination or be
knocked Prone. While Prone, a foe drops to the ground until they Get Up. If they
Knockdown 1 AP
are Defenseless, they are also Unconscious. While Unconscious, they are asleep for
one hour and can be Slain! with any attack.
ACTIONS IN COMBAT

SPECIAL ACTIONS AP COST DESCRIPTION

When Engaged with an ally, perform one of the following Healing Practices: Apply
First Aid Varies Tourniquet, Bind Wounds, Kiss of Life, Inject Quicksilver, Inject Tincture, Use
Laudanum or Use Smelling Salts.
Load Varies Load a ranged weapon.
Load a ranged weapon, but can only take advantage of Short Distance and remain
Quickload 0 AP
Defenseless until the beginning of your next Turn.
1 or Spend 1 AP to gain +10% Base Chance or spend 2 AP to gain +20% Base Chance
Take Aim
2 AP to your next Attack Action or Rough & Tumble. Cannot Take Aim for Cast Spell.
Wait 0 AP Wait until later to spend your APs.
Declare to use either Hastened, Inspired or Intimidated; then make a relevant Skill
Words As Weapons 1 AP Test. Combatants cannot Resist and gain one of three Combat Conditions until
the end of combat.

REACTIONS AP COST DESCRIPTION

Assist Varies You can attempt to Assist an ally’s Skill Test.


Make a Combat-based Skill Test in specific situations, and one foe is Defenseless
Counterattack 0 AP
to this attack.
Defend 1 AP Make a Combat-based or Coordination Test to avoid Damage from attacks.
Resist 0 AP Resist the effects of Actions In Combat
Before or after a Difficulty Rating is called out, modify the Difficulty Rating by one,
Risk Backlash 1 AP
two or three positive steps, but suffer Conflict.

NOTES

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