Documenti di Didattica
Documenti di Professioni
Documenti di Cultura
Name
Alias
Stock
Homeland
Age
Lifepaths
Belief 1 (F: P:
D:
| | | |
Beliefs
Belief 2 (F: P:
D:
Belief 3 (F: P:
D:
Instincts
Traits
Character Trai ts D i e Trai ts C al l -O n Trai ts
Stats
Will
___
tests for advancement ___ ___ Di cult: ___ ___ Challenge:
F P F
Power
D
___ Di cult: ___ Challenge:
___
___ ___
F P F
___ ___
Agility
D
___ Di cult: ___ Challenge:
___
___ ___
F P F
___ ___
Perception
___ Di cult: ___ Challenge:
___
___ ___
Forte
D
___ Di cult: ___ Challenge:
___
Speed
D
___ Di cult: ___ Challenge:
___
Attributes
Health
___
________
F P F P D
___ Routine: ___ Di cult: ___ Challenge:
___
___ ___ ___
Re exes
F P F
___ ___ ___
___
tests for advancement ___ ___ Routine: ___ ___ Di cult: ___ ___ Challenge:
Average of Per, Agl, Spd. Round down. Re exes advances as the stats do.
Steel
___ Routine: ___ Di cult: ___ Challenge:
___
___ ___ ___
________
D
___ Routine: ___ Di cult: ___ Challenge:
___
Mortal Wound
___
Average of Power and Forte (plus 6), round down. MWadvances as the stats do.
Hesitation ____
Circles
___
tests for advancement ___ ___ Routine: ___ ___ Di cult: ___ ___ Challenge:
F P
Resources
___
Tax
tests for advancement ___ ___ Routine: ___ ___ Di cult: ___ ___ Challenge:
F P
Skills
___
R D C R D R D R D R D R D R D R D R D R D R D C R D C R D R D R D R D R D R D R D R D R D R D R D C R D C
___
R D C R D R D R D R D R D R D R D R D R D R D C R D C R D R D R D R D R D R D R D R D R D R D R D C R D C
___ C ___ C ___ C ___ C ___ C ___ C ___ C ___ C ___ C ___ ___
___ C ___ C ___ C ___ C ___ C ___ C ___ C ___ C ___ C ___ ___
___ C ___ C ___ C ___ C ___ C ___ C ___ C ___ C ___ C ___ C ___ ___
___ C ___ C ___ C ___ C ___ C ___ C ___ C ___ C ___ C ___ C ___ ___
F
F P
P
F
D
Skill
Epiphany (permanent shade shift) 3 Deeds points, 10 Persona points and 20 Fate points
Skill
___________
D
Skill
___________
P D
___________
F P D
Skill
___________
F P D
Skill
___________
F P D
Skill
___________
F P D
Skill
___________
F P D
Skill
___________
F P D
Skill
___________
F P D
Skill
___________
F P D
Skill
___________
F P D
Skill
___________
F P D
Skill
___________
F P D
Skill
___________
F P D
Skill
___________
F P D
Skill
___________
F P D
Practice Log
Wound
Supercial Light Midi Severe Traumatic Mortal
Penalty
+1 Ob/2, -1D/3* -1D -2D -3D -4D Incapacitated
Obstacle Penalties
Wounded Dice
Injury Recovery
Injury Recovery
Injury Recovery
* The rst Supercial wound gives a +1 Ob penalty. The second does not give another +1 Ob. If a third Super cial wound is su ered, the obstacle penalty is replaced with a -1D penalty.
MELEE Bare- st
Add
VA WS
Length
Shortest
Missile Weapons
Armor
ammunition
VA
Dice
Location
Head Torso Right Arm Left Arm Right Leg Left Leg Shield
Type
____ ____ ____ ____ ____ ____ ____
VA
Clumsy Weight
Stealthy: Speed: Agility: ____ ____ ____ Perception: ____
Relationships
Circles
Relationships
Named Circles
Enemy Circles
Routine
Difcult
Ob 1 Ob 2 Ob 3 Ob 3-4 Ob 4-5 Ob 5-6 Ob 5-7 Ob 6-8 Ob 7-9 Ob 8-10 Ob 9-11 Ob 10-12 Ob 11-13 Ob 12-14 Ob 13-15 Ob 14-16 Ob 15-17 Ob 16-18 Ob 17-19 Ob 18-20
Challenging
Ob 2+ Ob 3+ Ob 4+ Ob 5+ Ob 6+ Ob 7+ Ob 8+ Ob 9+ Ob 10+ Ob 11+ Ob 12+ Ob 13+ Ob 14+ Ob 15+ Ob 16+ Ob 17+ Ob 18+ Ob 19+ Ob 20+ Ob 21+
Di cult (1 (1 (2 (2 3 3 4 4 5
6D Ob 1-4 7D Ob 1-4 8D Ob 1-5 9D Ob 1-6 10D Ob 1-7 11D Ob 1-8 12D Ob 1-9 13D Ob 1-10 14D Ob 1-11 15D Ob 1-12 16D Ob 1-13 17D Ob 1-14 18D Ob 1-15 19D Ob 1-16 20D
Ob 1-17
1 2 3 4 5 6 7 8 9
Note: Skills , Health and Steel of exponent 4 and lower require routine tests to advance. Skills of exponent 5 and higher and all stats and Faith require both di cult and challenging requirements to be lled in order to advance.
Occupation
Circles
+2 Ob
Broad occupation/profession, an occupation common to your circle Uncommon occupation, an occupation uncommon to your circle Speci c occupation, an occupation completely outside of or unavailable to your circle
Obstacle of Test
+3 Ob
Station
S ame stati on/ r ank Higher or lower rank by one iteration L owest stati on/ r ank H i ghest stati on/ r ank
+1 Ob +2 O b +3 O b
Place
Anywhere in the region or GM decides S omewher e l ocal In a speci c place or player decides +1 O b +3 Ob
Per/Agi
2 4 8
Field Dressing
1 2 4
obstacle
Herbalism
1 2 4 5 6 10
Surgery
1 2 3 4 5 7
Time
Eventually or GM decides Soon (sometime this game session) Now or player decides +1 Ob +3 Ob
Note:Bloodletting and Apothecary use the Field Dressing obstacles, Song of Soothin g uses Herbalism, and Khirur gy uses Sur gery.