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Player Name
ClassWarriorSpeciesHuman - Of the VillageLevel1Tier2
Character NameChad
body d10reflex d6presence d6
Mind d4Sense d2Will d8
Crafting
brew (Sense)+
build (Mind)+
infuse (Pres)+
unmake (Will)+
Fighting
shoot (Reflex)+
strike (Body)+
2
throw (Body)+
Knowledge
nature (Will)+
civilization (Mind)+
arcane (Sense)+
spiritual (Mind)+
Social
deceive (Reflex)+
sway (Pres)+
intimidate (Pres)+
1
intuit (Pres)+
lead (Will)+
1
Utility
medicine (Mind)+
maneuver (Reflex)+
1
navigate (Sense)+
overpower (Body)+
2
perceive (Sense)+
endure (Will)+
1
prowl (Reflex)+
Other Equipment
Crown
800
Dig Deep: Once per Downtime you can take 4 actions on a turn during an action scene.
Matter over Mind: Once per Rest before making a roll, replace one of the dice with either your Reflex or Body.
Flexible Fighting: Once per Scene you can activate (Tier) modifiers on a weapon without spending a strain.
Practical Magic: Once per Rest you can add your magic die to a weapon attack without spending a strain. Take the higher.
Weapon Master: Once per Downtime add a weapon dice (equal to ½ normal weapon dice) to all fight checks without spending a strain until the end of the scene. If you spend a strain, you add your normal weapon dice instead.
Adaptive Defense: Once per Scene after failing a defense check, make a different type of defensive check against the initial attack check.
Adaptive Offense: Once per Scene after failing an attack check, make a different type of attack check against the initial defense check.
Challenge: Once per Rest make an Intimidate vs MD. On a success, the target has disadvantage on any targets other than you until the end of the scene or if you move out of medium range.
Protective Attack: When you bind an enemy, it triggers if they attack someone other than you.
Subclass: The Berserker(Endure)
Frenzied Assault: Once per Rest, take 1–3 strain as an incidental, regain an equal amount in bonus armor. Add as many modifiers as you sacrificed injury boxes to your fighting until the end of the scene. May activate 1 modifier per round without taking a strain. This state ends at the end of a round where you neither attacked an enemy nor took an injury. You lose the bonus armor when the state ends.
A warrior of single passion and purpose, the Berserker—through perhaps some concoction or simply internal rage—is able to push their body to ignore pain in order to inflict it on their enemies.
Name: Woodcutter's axeBonus + 6
WeaponConduitTool
Special: Adv on attacks to trees and werewolves. cleave to tier enemies when incapacitating. costs 1 strain after each use
Modifier(s):
Name: Frightening armorBonus + 4
WeaponConduitTool
Special: Advantage on Intimidation Checks. Abjured to be magic resistant
Modifier(s):
Name: flying bandanaBonus + 4
WeaponConduitTool
Special: 1 strain to fly for the scene
Modifier(s):
Name: Bonus +
WeaponConduitTool
Special:
Modifier(s):
Name: Bonus +
WeaponConduitTool
Special:
Modifier(s):
Name: Bonus +
WeaponConduitTool
Special:
Modifier(s):
Strain
Worn Armor
Stays after being "used"
Temporary Armor
Removed after being "used"
Injuries
Minor
TN 5 to heal
Roll 2d4
w/ adv
Crit Check
Major
TN 9 to heal
Roll 2d8
w/ adv
Crit Check
Mortal
TN 13 to heal
Roll 2d12
w/ adv
Crit Check
Wants
Immediate
Long Term
Fears
Immediate
Long Term
Species
Human - Of the Village
Subspecies
Trait #1
Adaptable: Select a trait from another species/subspecies that doesn't change your anatomy. Cannot be taken as a mixed species trait.
Trait #2
Hardworking: Once per [rest], you can take a strain to reroll a check, even if you normally couldn't reattempt. Make this new check with advantage.
Trait #3
Neighborly: Once per [Scene] when you help a party member on a check, you roll with advantage.
Descriptor 1
Defensive
Descriptor 2
Fearless
Descriptor 3
Descriptor 4
Descriptor 5
Titleat Tier 2:
Effects
Titleat Tier 2:
Effects
Titleat Tier 2:
Effects
  • Buy or Sell (Rare or Magical)
  • Heal
  • Infuse
  • Look for Quests
  • Make Money
  • Personal Phrase
  • Relax
  • Repair
  • Ritual
  • Status
  • Train (Advantage for class skills)
  • Long Term Project
2 actions per Rest
5 per Downtime
1 crown for adv before roll
2 crown for adv after roll
Difficulty
Rest:  4   7
Downtime:  1  4  7  10  13
Projects, Training & Rituals