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Your Character Sheet Skill Checks

This sheet contains all the information you Name: henrik Whenever your character attempts an action
need to play the role of Henrik. Nature: pragmatic Among the highest-ranking that has some chance of failure, you to make
Attributes Background: artisan members of the Enclave, a skill check. The GM will tell you which
Your first five attributes represent your Path: apothecary apothecaries are skilled skill to use and the Difficulty of the check,
physicians and alchemists. 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).
21 30 31 28 3 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 32 28 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 17 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) 3 Alchemy: Once per day, spend 1 hour to make three by the result on the die you picked:
from the attack. Crafting (Intelligence) 2 5 phlogiston bombs (see below for a description of the 1: Catastrophic failure.
Endurance Deception (Cunning) 2 phlogiston bomb). 2 to 4: Failure.
This value is an abstract representation of Artisan: Reduce Difficulty of your Crafting checks by 1.
Drive/Ride (Dexterity) 3 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 4 Healer: When you use Medicine to treat the wounds of a 11 to 15: Success, with a complication.
Exhausted: increase the Difficulty of all your creature, that creature regains 3 extra Endurance points. 16 to 19: Success!
Focus (Willpower) 1 4
skill checks by 1.
When you lose your last point of Endurance, Forbidden Lore (Intelligence) 3 Equipment: 20: Extraordinary success!

you are on the Brink of Death: you fall to Fortitude (Might) 1 3


the ground and cannot perform any actions Handgun (Ranged; Quick; 9 Damage; CR 20) Equipment
Insight (Cunning) 1 2 This section lists your character’s gear and
but speak. If you would lose Endurance while
The handgun can shoot targets up to a short distance. weapons. Weapons use the following format:
on the Brink of Death, you instead suffer Intimidation (Willpower) 3
a lingering wound (the GM has info on Sword-Cane (Melee; Quick; 7 Damage; CR 20) • Name of the weapon;
Leadership (Willpower) 1 4 • Skill used to attack (Melee or Ranged);
this). When you suffer your fourth lingering
Medicine (Intelligence) 1 4 A sword concealed within a walking stick. • Speed of the attack (Quick or Slow);
wound, you die. Once per day, a character
can receive healing through a Difficulty 2 Phlogiston Bomb (Ranged; Quick; 10 D.; CR 19/20) • Damage of the attack;
Melee (Might) 1 3
Medicine check: if it is successful, the char- • Critical Rating (if the result of your
Natural Lore (Intelligence) 1 4 You can throw these bombs up to a short distance. If attack matches this number, the attack
acter regains Endurance points equal to his
or her Might bonus (this cannot bring your Perception (Intelligence) 3 you hit a target, all creatures adjacent to it take 5 damage also inflicts a lingering wound);
current Endurance above your maximum). from the fire (apply Armor). You have two bombs. • Description of the weapon, including its
Persuasion (Cunning) 2 4 range (short or long) and special rules,
Feats Ranged (Dexterity) 3 Heavy clothing, alchemy kit, travel kit, codex scrolls, a if any. Melee weapons always target
These are special benefits your character adjacent enemies. Firearms (such as the
receives thanks to his or her path; each feat’s Stealth (Dexterity) 3 horse, ammunition, and one use of golden nectar (drink handgun) must be reloaded as part of a
entry describes its use. Thievery (Dexterity) 3 it as part of a 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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