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Player Name
ClassRogueSpeciesStrongarm HalflingLevel1Tier1
Character NameToris
body d4reflex d6presence d2
Mind d8Sense d6Will d10
Crafting
brew (Sense)+
build (Mind)+
infuse (Pres)+
unmake (Will)+
Fighting
shoot (Reflex)+
2
strike (Body)+
1
throw (Body)+
2
Knowledge
nature (Will)+
civilization (Mind)+
arcane (Sense)+
2
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)+
2
prowl (Reflex)+
Other Equipment
Crown
5
Working in Tandem: Once per Downtime spend a token during an action scene to give you & all party members advantage on mundane, non-fight checks made until the end of the scene.
Cover-up: Once per Rest after critically failing a check you can reroll with a different skill. Explain how.
Where it Hurts: Once per turn if a target is vulnerable to your attacks, they take 2 additional injuries every time they take an injury, instead of just 1.
Loosen Them Up: An enemy is treated as out of position after you critically hit against them.
Deceptive Maneuver: Once per Rest you can use Deception in place of another skill. Explain how.
Unseen Killer: Once per turn after incapacitating an enemy you can make a hide check as an incidental.
Grease the Wheels: Once per Scene you can spend a crown in place of a strain. Explain how.
Expert Assistance: Once per Scene when you help a party member, combine your result with theirs.
Two-headed Candle: You can take 2 downtime actions on (Tier) slots. But both actions made during that slot are made at disadvantage.
Subclass: The Assassin(Brew)
Unseen Strike: Once per [Scene] after hitting with an attack you can attempt to hide as an incidental.
Assassins wait in silence for their moment to strike—fast, clean, and unseen. Their kills are whispers in the dark, their escapes ghostlike.
Name: Bonus +
WeaponConduitTool
Special:
Modifier(s):
Name: Bonus +
WeaponConduitTool
Special:
Modifier(s):
Name: Bonus +
WeaponConduitTool
Special:
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
Strongarm Halfling
Subspecies
Trait #1
Small: +2 to spread across Prowl & Maneuver (+1 to both or +2 to one). -1 to overpower.
Trait #2
Harder they Fall: Once per [scene] after making a fight check, add [1d6] per size they're larger than you to the result. This can cause you to succeed on a check you initially failed.
Trait #3
Scrappy: When grappled you have advantage to fight checks made against the being grappling you. In addition you have advantage on checks made to escape certain traps, nets, manacles and other equipment directly restraining you. Doesn't count against things like jail cells or pits.
Descriptor 1
Stalwart
Descriptor 2
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