Professional Documents
Culture Documents
Henrik The Apothecary
Henrik The Apothecary
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!