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Your Character Sheet Skill Checks

This sheet contains all the information you Name: ethgar Whenever your character attempts an action
need to play the role of Ethgar. Nature: Resolute A guardian’s fighting that has some chance of failure, you to make
Attributes Background: soldier prowess is directed at a skill check. The GM will tell you which
Your first five attributes represent your Path: guardian tirelessly protecting allies. skill to use and the Difficulty of the check,
which can range from 1 (Easy) to 5 (Epic).
character’s aptitude for certain activities.
To perform the check:
Resources represents your general wealth.
Attributes and Attribute Bonus: • Subtract the check’s Difficulty from
Prestige measures your rank in the Enclave. Armor your character’s Proficiency in the skill;
The tens digit of each attribute is known as
• The resulting number determines how
the attribute bonus. Attribute bonuses influ- Might Dexterity Intelligence Cunning
ence your proficiency with skills (see below).
33 30 26 21 5/6 many twenty-sided dice (d20) you roll
and which one you keep:
Skills and Proficiencies 4 or higher: Roll five d20s, keep highest.
There are 21 skills in the game. They define Willpower Resources Prestige 3: Roll four d20s and keep the highest.
your character’s abilities within a particular
30 27 24 Endurance 2: Roll three d20s and keep the highest.
field of expertise: ranks in a skill represent
the time he or she spent practicing it. Each 20 1: Roll two d20s and keep the highest.
skill is tied to an attribute; the sum of that 0: Roll one d20 and... keep it.
Skills and Proficiencies: Current:

5 or less: Exhausted
attribute’s bonus and your ranks determines
-1: Roll two d20s and keep the lowest.

0: Brink of Death
your Proficiency with it. Proficiency is used
during skill checks (see right column). Skill (Attribute) Ranks Proficiency -2: Roll three d20s and keep the lowest.

Armor Athletics (Might) 1 4 -3: Roll four d20s and keep the lowest.

Whenever you would take damage, subtract Common Lore (Intelligence) 1 3 Feats: -4 or lower: Roll five d20s, keep lowest.
your Armor from it. The resulting number • The outcome of the check is determined
is the amount of Endurance points you lose Coordination (Dexterity) 3 Armor Expertise: Your Armor increases by 1(included). by the result on the die you picked:
from the attack. Crafting (Intelligence) 1 3 1: Catastrophic failure.
Living Shield: In combat, your Armor counts as 1 point
Endurance Deception (Cunning) 2 higher for each enemy adjacent to you. 2 to 4: Failure.
This value is an abstract representation of
Drive/Ride (Dexterity) 1 3 Selfless Defender: When you use the Avoid action in 5 to 10: Failure, with minor progress.
your health and resolve; your “vital energy”.
When your Endurance is 5 or lower, you are Enclave Lore (Intelligence) 1 3 combat, you can choose to cancel the next attack against 11 to 15: Success, with a complication.
Exhausted: increase the Difficulty of all your an ally adjacent to you instead of canceling the next 16 to 19: Success!
Focus (Willpower) 1 4
skill checks by 1. attack against you. 20: Extraordinary success!
When you lose your last point of Endurance, Forbidden Lore (Intelligence) 2
Tireless: Increase your Endurance by 2 (included).
you are on the Brink of Death: you fall to Fortitude (Might) 2 5
Equipment
the ground and cannot perform any actions
Insight (Cunning) 1 3 Equipment: This section lists your character’s gear and
but speak. If you would lose Endurance while
on the Brink of Death, you instead suffer Intimidation (Willpower) 3 weapons. Weapons use the following format:
Shield • Name of the weapon;
a lingering wound (the GM has info on Leadership (Willpower) 1 4
this). When you suffer your fourth lingering While you are wielding a shield, your Armor is increased • Skill used to attack (Melee or Ranged);
wound, you die. Once per day, a character Medicine (Intelligence) 2 by 1 (hence the 5/6 notation in “Armor”, above). • Speed of the attack (Quick or Slow);
can receive healing through a Difficulty 2 • Damage of the attack;
Melee (Might) 1 4 Sword (Melee; Quick; 8 Damage; CR 20)
Medicine check: if it is successful, the char- • Critical Rating (if the result of your
acter regains Endurance points equal to his
Natural Lore (Intelligence) 2 You can use your shield while wielding the sword. attack matches this number, the attack
or her Might bonus (this cannot bring your Perception (Intelligence) 2 4 also inflicts a lingering wound);
Zweihander (Melee; Slow; 12 Damage; CR 19/20) • Description of the weapon, including its
current Endurance above your maximum). Persuasion (Cunning) 2
The zweihander requires two hands (no shield). range (short or long) and special rules,
Feats Ranged (Dexterity) 1 4 if any. Melee weapons always target
These are special benefits your character Brigandine, first aid kit, travel kit, codex scrolls, a adjacent enemies. Firearms (such as the
receives thanks to his or her path; each feat’s Stealth (Dexterity) 3 horse, and one use of golden nectar (drink it as part of a handgun) must be reloaded as part of a
entry describes its use. Thievery (Dexterity) 3 Maneuver to regain 5 Endurance). Maneuver once they shoot.
Permission to photocopy or print granted for personal use only. Copyright 2015 Rooster Games
Leonardo Casadei (order #22561936)

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