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My Flaw Is - . - Conflict My Belief Is - . .: Character Name Allegiance
My Flaw Is - . - Conflict My Belief Is - . .: Character Name Allegiance
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
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
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
P S £
240P = 1£
3 + [BB] CURRENT OVERAGE 12P = 1S 20S = 1£
UNIQUE ABILITIES
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.
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.
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.
NOTES