Attributes
body6
mind6
reflex6
sense6
presence6
will6
Skills
Crafting
brew(Sense)
build(Mind)
infuse(Pres)
unmake(Will)
Fighting
shoot(Reflex)
strike(Body)
throw(Body)
Knowledge
nature(Will)
civilization(Mind)
arcane(Sense)
spiritual(Mind)
Social
deceive(Reflex)
sway(Pres)
intimidate(Pres)
intuit(Pres)
lead(Will)
Utility
medicine(Mind)
maneuver(Reflex)
navigate(Sense)
overpower(Body)
perceive(Sense)
endure(Will)
prowl(Reflex)
Resources
Money0g
Status
Strain
0
Worn Armor
0
Temp Armor
0
Fate Tokens
0
Wounds
Minor Wounds
Major Wounds
Mortal Wounds
Character Abilities
Subclasses
The Survivalist (Endure) Active Rests: Gain a third [Rest] action when resting in the wilderness. This action is TN 8. The Survivalist is an expert at spending long stretches of time fending for themselves, often alone. They know how to take advantage of all that nature has to offer and how to keep themselves—and those around them—safe from the dangers it holds.
Descriptors
Helpful: Once per scene, when helping an ally, you add the result of your check to the ally's roll instead of potentially replacing it.
Race Abilities
KinYou can speak with plants.
RootedYou automatically heal 1 injury during a [Rest or Downtime] when resting outside. Checks made to heal you without magic related to your makeup are done with disadvantage.
CursedYou gain a weapon point. It has the Vampyric modifier. If you choose to invest more weapon points into this it increases as normal. You take 1 injury or 2 strain at the start of a [Rest] if you haven't activated this modifier since your last [Rest].
Class Abilities
Working RestsOnce per Rest, you can grant yourself and any party members that join you advantage on 1 rest action.
MacGuyverOnce per Scene, you can add a tool dice (½ your normal size) to a check you don't have equipment for.
Fluid FightingOnce per Scene, you can move, aim/focus, or hide as a free action.
Titles
Custom Abilities
No custom abilities.
Allies
No allies yet.