Your Character Sheet
All the at-a-glance details you need to know about your character, from their strengths and weaknesses to their personality and moral leanings, are recorded on your Character Sheet.
Your Character Sheet is organized in such a way as to contain related information together in sections. Towards the top, you'll find space to enter in your character's name, race, and other details about their identity and appearance. In the center and bottom of the sheet, you'll find your various Stats. Stats are a numerical way of describing your character's various strengths and weaknesses. Any time you attempt to do something of dramatic significance or take a chance on something that could possibly go sideways, you'll use your Stats to help resolve how the situation plays out. Nearly every creature you'll encounter on your adventures has their own set of Stats (usually known only to the GM) and, just like you, they are both empowered and limited by them. You can learn more about your character's various Stats below. You can find out more about how to create a character in the Character section. |
Your CHARACTER SHEET contains all your Stats and other relevant information about your character.
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BASIC Stats
BRAWNSamson, Hercules, The Hulk, Conan the Barbarian, Kratos
Strength, agility, endurance, and general athleticism. Brawn is a measure of how much power your muscles can exert, the sharpness of your reflexes, and how powerful and coordinated your movements are.
Action Survival Smash the Problem |
awarenessSherlock Holmes, Daredevil, Predator, Geralt of Rivia
Perceptiveness, empathy, alertness, and the ability to assimilate stimuli from the senses into useful data. Awareness allows a hero to discern everything about their environment before making a decision.
Investigation Exploration Identify the Problem |
skillLegolas, Robin Hood, Batman, Indiana Jones, Ezio Auditore
Mental and physical dexterity, talent, and the ability to creatively apply yourself to solving a problem. Skilled heroes have many tools at their disposal and always seem prepared to handle anything.
Problem-Solving Jack of all Trades Outplay the Problem |
intellectArtemis Fowl, Odysseus, Tony Stark, Hermione Granger
IQ, understanding, and mental aptitude. Intellect reflects your ability to learn, retain, and recall information. It is a measure of memory, reasoning power, and the ability to puzzle through various obstacles.
Gather Intel Use Knowledge Study the Problem |
CHARISMATyrion Lannister, King Arthur, Captain America, James Bond
Courage, luck, willpower, spirit, and personality. Charisma is a measure of how bold and likable you are as well as the strength of your personal fate. Where strength may fail, relationships and resolve will win out.
Socialize Role-Play Get Help with Problem |
Features
Features describe the special parts of your character; the physical, mental, and social attributes that give them strength, the collection of experiences that inform their decisions, and the little quirks that make them unique. Whenever a Feat is rolled, players can connect their most relevant Features to the roll, gaining an extra 1d6 for each Feature that could reasonably contribute towards the success of the task at hand.
Features are intentionally broad and open to interpretation. For example, one could reason that Wandering Warrior would be helpful both when sizing up an opponent and when navigating a perilous wilderness. It might be reaching, however, to tie the skills of a Wandering Warrior to a terse negotiation (though you might be able to make a case). Ultimately, the GM is the final arbiter as to whether or not a Feature (and its attendant bonus) are related or unrelated to a particular Feat.
Features are intentionally broad and open to interpretation. For example, one could reason that Wandering Warrior would be helpful both when sizing up an opponent and when navigating a perilous wilderness. It might be reaching, however, to tie the skills of a Wandering Warrior to a terse negotiation (though you might be able to make a case). Ultimately, the GM is the final arbiter as to whether or not a Feature (and its attendant bonus) are related or unrelated to a particular Feat.
Scores
Hit Points: A measure of how much damage you can take before injury and death (see the Health & Wellbeing status for more information). You can recover lost Hit Points by spending Resolve during a Short Rest. You also recover all lost Hit Points after a Full Rest.
Endurance: Temporary Hit Points. When you would lose Hit Points, lose Endurance first before losing HP. You don't start with any Endurance, but can gain Endurance from special abilities and equipment. You lose all Endurance at the end of the Scene you gained it in. Existing Endurance doesn't accumulate with new Endurance; if you have 2 Endurance and would receive 5 Endurance, you now have 5 Endurance, not 7.
Resolve: A measure of your mental and physical resilience. Your Resolve is a pool of dice (all start as a d6). You can roll Resolve to recover HP equal to what you rolled when you take a Short Rest or are treated medically. Once you roll a Resolve dice, it is spent and can't be rolled again until you finish a Full Rest.
Focus: Reserves of mental energy, your will to hone your desires into tangible action. Focus is the fuel for many special abilities and the more Focus you have, the more special things you can do during a Scene. You recover all Focus at the end of a Short Rest.
Destiny: Storytelling currency which players may use to take the reins of the narrative from the GM for a moment. The more significant the alterations to the story, the more Destiny is required (see the section on Destiny for more information).
Endurance: Temporary Hit Points. When you would lose Hit Points, lose Endurance first before losing HP. You don't start with any Endurance, but can gain Endurance from special abilities and equipment. You lose all Endurance at the end of the Scene you gained it in. Existing Endurance doesn't accumulate with new Endurance; if you have 2 Endurance and would receive 5 Endurance, you now have 5 Endurance, not 7.
Resolve: A measure of your mental and physical resilience. Your Resolve is a pool of dice (all start as a d6). You can roll Resolve to recover HP equal to what you rolled when you take a Short Rest or are treated medically. Once you roll a Resolve dice, it is spent and can't be rolled again until you finish a Full Rest.
Focus: Reserves of mental energy, your will to hone your desires into tangible action. Focus is the fuel for many special abilities and the more Focus you have, the more special things you can do during a Scene. You recover all Focus at the end of a Short Rest.
Destiny: Storytelling currency which players may use to take the reins of the narrative from the GM for a moment. The more significant the alterations to the story, the more Destiny is required (see the section on Destiny for more information).
ATTACK & DEFENSE
Melee: Your skill with hand-to-hand combat, using close-range weapons to damage enemies that are adjacent to you. Melee weapons deal the most damage but put you at the most risk on the front lines of battle.
Ranged: Your aim with long range weapons like bows, firearms, and thrown weapons. While ranged weapons may not do as much damage as melee weapons, they allow you to fight away from the fray of the battle.
Spellcraft: Your ability to cast spells and channel your vital essence into magical attacks using a Focal like a wand, staff, or tome. For those able to wield magic, Spellcraft is just as useful outside combat as in it.
Damage: The force with which your weapon strikes. When you make an attack, every Bump that gets through will inflict this amount of damage to your target's Hit Points.
Defense: Your ability to block, dodge, resist, or otherwise protect yourself from incoming harm. Most of the time when you are targeted by an attack (and are aware of it and able to defend yourself), you will roll Defense in response. Both your armor and your awareness of your surroundings play a part in how effective your defense is.
Save: Willpower, resilience, and tenacity. When you need to resist mental trauma or attacks of a magical nature, you'll roll Save. When you're affected by a negative status condition, you might be able to end the condition with a successful Save, made during your turn. The Difficulty to end a condition is 5 + the Level of the creature or effect it originated from.
Resistance (Res): Your ability to reduce certain types of incoming damage. For each point of damage Resistance you have, you can reduce the total amount of incoming damage of that type by 1d6.
Example: Kit is going to take 30 Physical Damage, but has 3 Physical Damage Resistance. He rolls 3d6 (4, 2, 5; total of 11) and reduces the incoming damage to 19.
Vulnerability (Vul): Your weakness to a certain types of damage. For each point of damage Vulnerability you have, you increase the total amount of incoming damage of that type by 1d6.
Example: Kit is going to take 30 Physical damage and he has 3 Physical Damage Vulnerability. He rolls 3d6 (4, 2, 5; total of 11) and takes 41 Physical Damage in total.
Ranged: Your aim with long range weapons like bows, firearms, and thrown weapons. While ranged weapons may not do as much damage as melee weapons, they allow you to fight away from the fray of the battle.
Spellcraft: Your ability to cast spells and channel your vital essence into magical attacks using a Focal like a wand, staff, or tome. For those able to wield magic, Spellcraft is just as useful outside combat as in it.
Damage: The force with which your weapon strikes. When you make an attack, every Bump that gets through will inflict this amount of damage to your target's Hit Points.
Defense: Your ability to block, dodge, resist, or otherwise protect yourself from incoming harm. Most of the time when you are targeted by an attack (and are aware of it and able to defend yourself), you will roll Defense in response. Both your armor and your awareness of your surroundings play a part in how effective your defense is.
Save: Willpower, resilience, and tenacity. When you need to resist mental trauma or attacks of a magical nature, you'll roll Save. When you're affected by a negative status condition, you might be able to end the condition with a successful Save, made during your turn. The Difficulty to end a condition is 5 + the Level of the creature or effect it originated from.
Resistance (Res): Your ability to reduce certain types of incoming damage. For each point of damage Resistance you have, you can reduce the total amount of incoming damage of that type by 1d6.
Example: Kit is going to take 30 Physical Damage, but has 3 Physical Damage Resistance. He rolls 3d6 (4, 2, 5; total of 11) and reduces the incoming damage to 19.
Vulnerability (Vul): Your weakness to a certain types of damage. For each point of damage Vulnerability you have, you increase the total amount of incoming damage of that type by 1d6.
Example: Kit is going to take 30 Physical damage and he has 3 Physical Damage Vulnerability. He rolls 3d6 (4, 2, 5; total of 11) and takes 41 Physical Damage in total.
Other Stats
Actions: The number of things you can do during your turn. Actions encompass your speed, coordination, and decisive ability to act quickly and effectively. If you have a lot of Actions, it simply means you're able to get a lot done in a short span of time.
Speed: How quickly you can move from point A to point B. You can move a number of meters equal to your Speed for every Action you spend moving. Speed also helps determine the order of Initiative when combat starts. Every combatant rolls 1d20 and adds their Speed, taking turns in order from highest roll to lowest roll.
Attunement: The depth of your spirit, the power which you are able to invest in magical items to awaken their power. Without Attunement, most of the magical items you find are little more than interesting curios. The more powerful a magical item is, the more Attunement you're required to commit in order to use it. Thus, the number and power of magical items you can equip is limited by your Attunement.
Carry: How much weight in gear, gold, and other treasures you are able to lug around at once. Every item you carry has a weight (given in Stones). For every point of Carry you have, draw a box on your character sheet and for every Stone of weight you're carrying, tick a box.
Speed: How quickly you can move from point A to point B. You can move a number of meters equal to your Speed for every Action you spend moving. Speed also helps determine the order of Initiative when combat starts. Every combatant rolls 1d20 and adds their Speed, taking turns in order from highest roll to lowest roll.
Attunement: The depth of your spirit, the power which you are able to invest in magical items to awaken their power. Without Attunement, most of the magical items you find are little more than interesting curios. The more powerful a magical item is, the more Attunement you're required to commit in order to use it. Thus, the number and power of magical items you can equip is limited by your Attunement.
Carry: How much weight in gear, gold, and other treasures you are able to lug around at once. Every item you carry has a weight (given in Stones). For every point of Carry you have, draw a box on your character sheet and for every Stone of weight you're carrying, tick a box.