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CHARACTER SHEET :

3 4 CHARACTER HEALTH STATS :


Character Name : 3 Your Soak score reduces incoming damage and can
prevent wounds. Your Soak score is equal to the sum
Species : of your Brawn and the Soak value of your armor.
CHARACTER SHEET Career :
Your character sheet provides all the information 5 6 4 Wounds represent physical damage to your body. If
1 your Wounds exceeds your Wound Threshold, you are
you need to play the game. It also provides a CHARACTERISTICS knocked out and suffer a Critical Injury. Wounds can
place to write down your current status,
weapons, armor, and equipment.
0 0 be recovered by the Medicine skill and Health Elixirs.

Strain represents exhaustion, mental trauma, and


2 5 being stunned. You may voluntarily suffer 2 strain to
CHARACTERISTICS AND SKILLS : COMBAT SKILLS
perform an extra maneuver on your turn. Strain
SKILLS RAN DICE POOL comes and goes more quickly than wounds. If your
1 Your characteristics are used to calculate many game K
values but are rarely used directly. Whenever you Strain ever exceeds your Strain Threshold, you pass
Brawl (BR) out.
attempt a task that might fail, you make a skill check.
The dice you roll for the check are called your dice pool, Melee – Light (BR)
and are based on your rank in that skill and your Your Melee/Ranged Defense Ratings represent the
2
Melee – Heavy (BR) 6 added difficulty to hit your character by either a
characteristic. If you roll more than , you GENERAL SKILLS Ranged (AG)
succeed. melee or ranged weapon in combat. Anytime an
SKILLS RAN DICE POOL Wandcraft (CUN) Adversary targets your character with any attack, you
2 K
These skills are those that are available to your get to add a number of Setback dice to their pool
Alchemy (INT) WEAPONS equal to your rating based on whether it is either a
characters for this game, and each one is tied to one of
the characteristics listed above, as shown by the Arcana (INT) WEAPON SKILL RANGE DAMAGE
DICE Melee or Ranged attack.
POOL
bracketed abbreviation at the end of the skills name. Artifice (INT)
Athletics (BR) THE PLAYER’S TURN :
SYMBOLS AND DICE : Charm (PR)
On each turn, you can perform 1 action and 1 Maneuver,
Success symbols are cancelled by Failure symbols; in any order.
Coercion (WIL)
if there are any Success symbols left, the check is a An Action may include :
success. Cool (PR) • Perform an Attack
Coordination (AG) • Use a skill
Triumph symbols count as Success symbols and
may also be spent to trigger a powerful positive Deception (CUN)
• Exchange your 1 Action for an additional Maneuver
consequence.
Discipline (WIL)
SPECIES ABILITY
A Maneuver may include :
Advantage symbols indicate a positive side effect or Divine (WIL) • Move
consequence, even on a failed check. They can cancel and
are cancelled by Threat symbols. Knowledge (INT) • Aim
Leadership (PR) • Take Cover
Failure symbols can cancel Success symbols. If • Ready or Stow a weapon or item
there are enough Failure symbols to cancel out all the Mechanics (INT)
• Interact with your environment
Success symbols, the check is a failure. Medicine (INT) GEAR AND EQUIPMENT • Engage or Disengage
Despair symbols count as Failure symbols (they Negotiation (PR) • Stand up
ITEM EFFECTS
cancel Success Symbols) and may also be spent to Perception (CUN)
trigger a powerful negative consequence. You can suffer 2 strain to perform a second maneuver.
Primal (CUN)
You cannot perform more than 2 maneuvers on your turn.
Threat symbols indicate a negative side effect or Resilience (BR)
consequence, even on a successful check. They cancel
You can also perform any number of incidental actions.
and are canceled by Advantage symbols. Riding (AG)

Skullduggery (CUN) An Incidental Action may include :


Stealth (AG)
• Drop an item, or let go of someone.
• Say something.
Streetwise (CUN)
• Look around.
Ability Proficiency Difficulty Challenge Boost Setback Survival (CUN) • Gesture.
Vigilance (WIL) • Make minor movement.

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