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Your Character Sheet Skill Checks

This sheet contains all the information you Name: CORINNA Whenever your character attempts an action
need to play the role of Corinna. Nature: cautious Occultists carry the frightening that has some chance of failure, you to make
Attributes Background: priest gift of shaping, the supernatural a skill check. The GM will tell you which
Your first five attributes represent your Path: occultist art of harnessing the power of skill to use and the Difficulty of the check,
the Vile Gods through Marks. 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).
24 21 33 30 2 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
32 25 26 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 19 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) 2 -3: Roll four d20s and keep the lowest.

Whenever you would take damage, subtract Common Lore (Intelligence) 1 4 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) 2 Mark Discovery: You know three Marks and can use the by the result on the die you picked:
from the attack. Crafting (Intelligence) 1 4 Shape action to harness their power with a Focus check. 1: Catastrophic failure.
Endurance Deception (Cunning) 1 4 • Barbed Spiral (Quick; Focus check Difficulty 2): Ghostly 2 to 4: Failure.
This value is an abstract representation of brambles inflict 6 damage to a creature you can see within
Drive/Ride (Dexterity) 2 short distance. Inflicts a lingering wound on a result of 20. 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) 2 5 • Brazier of Hope (Slow; Focus check Difficulty 2): You can 11 to 15: Success, with a complication.
Exhausted: increase the Difficulty of all your extinguish or light a candle, torch or bonfire within short 16 to 19: Success!
Focus (Willpower) 2 5
skill checks by 1. distance. Allies (including you) within short distance of
20: Extraordinary success!
When you lose your last point of Endurance, Forbidden Lore (Intelligence) 2 5 the otherwordly green flames created by this Mark reduce
you are on the Brink of Death: you fall to Fortitude (Might) 1 3 the Difficulty of Focus checks made to resist fear by 1.
the ground and cannot perform any actions • Sixth Wheel (Quick; Focus check Difficulty 1): An ally Equipment
Insight (Cunning) 1 4 you can see within short distance is filled with energy. The 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 next time that ally uses the Maneuver action, he or she weapons. Weapons use the following format:
a lingering wound (the GM has info on can move to a point within long distance instead of short. • Name of the weapon;
Leadership (Willpower) 3 Once he or she does so, Sixth Wheel expires. • Skill used to attack (Melee or Ranged);
this). When you suffer your fourth lingering
wound, you die. Once per day, a character Medicine (Intelligence) 1 4 Tireless: Increase your Endurance by 2 (included).
• Speed of the attack (Quick or Slow);
can receive healing through a Difficulty 2 • Damage of the attack;
Melee (Might) 2
Medicine check: if it is successful, the char- Equipment: • Critical Rating (if the result of your
acter regains Endurance points equal to his
Natural Lore (Intelligence) 1 4 attack matches this number, the attack
or her Might bonus (this cannot bring your Perception (Intelligence) 1 4 also inflicts a lingering wound);
Silver Dagger (Melee; Quick; 5 Damage; CR 20)
current Endurance above your maximum). • Description of the weapon, including its
Persuasion (Cunning) 1 4 A small silver dagger traditionally carried by occultists. range (short or long) and special rules,
Feats Ranged (Dexterity) 2 if any. Melee weapons always target
These are special benefits your character Robe, travel kit, codex scrolls, stargazer scrolls, a horse,
adjacent enemies. Firearms (such as the
receives thanks to his or her path; each feat’s Stealth (Dexterity) 1 3 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) 2 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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