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Character Index

Name
Alias

Stock
Homeland

Age

Lifepaths

Belief 1 (F: P:

D:

| | | |

Beliefs

Belief 2 (F: P:

D:

Belief 3 (F: P:

D:

Belief Special (F: P: D:

| Instinct 2 (F: P: D: ) | Instinct 3 (F: P: D: ) | Instinct Special | (F: P: D: )


Instinct 1 (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:

___

Speed Multiplier: _____

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 ____

(Hesitation = 10 - Will exp)

Circles

___

tests for advancement ___ ___ Routine: ___ ___ Di cult: ___ ___ Challenge:

F P

Reputation Reputation Reputation A liation A liation A liation

Resources

___

Tax

tests for advancement ___ ___ Routine: ___ ___ Di cult: ___ ___ Challenge:

F P

Cash Funds/Property Loans/Debt

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 ___ ___

Artha and Epiphanies


Fate Open-end 6s

F
F P

Persona +1D per point

P
F

Deeds Double dice or reroll a failed dice

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

Total Artha Spent

Total Artha Spent

Total Artha Spent

Total Artha Spent

Skill

___________
F P D

Skill

___________
F P D

Skill

___________
F P D

Skill

___________
F P D

Total Artha Spent

Total Artha Spent

Total Artha Spent

Total Artha Spent

Skill

___________
F P D

Skill

___________
F P D

Skill

___________
F P D

Skill

___________
F P D

Total Artha Spent

Total Artha Spent

Total Artha Spent

Total Artha Spent

Skill

___________
F P D

Skill

___________
F P D

Skill

___________
F P D

Skill

___________
F P D

Total Artha Spent

Total Artha Spent

Total Artha Spent

Total Artha Spent

Skills Being Learned


Aptitude equals 10 minus Stat: Perception Aptitude ___ | Will Aptitude ___ | Agility Aptitude ___ | Speed Aptitude ___ | Power Aptitude ___ | Forte Aptitude ___ Skill Name Aptitude Tests toward Aptitude

Practice Log

Injury and Recovery


PHYSICAL TOLERANCES GRAYSCALE
Tolerance Coordinate Injury B1 B2 B3 B4 B5 B6 B7 B8 B9 B10 B11 B12 B13 B14 B15 B16

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.

Weapons and Armor


Weapons
Incidental 1/2 Mark (round up) Mark Power stat exponent + Weapon Power exponent. Superb 1.5x Mark (round down)

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
____ ____ ____ ____ ____ ____ ____

Range Dice: Optimal___ Extreme ___

| DOF: I___ M___ S___ ammunition | DOF: I___ M___ S___

VA

Range Dice: Optimal___ Extreme ___

Clumsy Weight
Stealthy: Speed: Agility: ____ ____ ____ Perception: ____

Relationships

Circles

Relationships
Named Circles

Enemy Circles

Gear, Possessions and Property

Notes, Spells and Other Miscellanea

Difculty of Test by Dice Rolled


Test for Adv.:

Tests Required for Advancement


type of test: Skill Exponent

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+

Routine 1 2 3 4 and and and and

Di cult (1 (1 (2 (2 3 3 4 4 5

Challenging or or or or and and and and and 1) 1) 1) 1) 1 2 2 3 3

1D Ob 1 2D Ob 1 3D Ob 1-2 4D Ob 1-2 5D Ob 1-3

Total Number of Dice Rolled

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

number of tests required

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

Obstacles for Recovery


Super cial Wounds Ob 1 Health Test Light Wounds Ob 2 Health Test Midi Wounds Ob 3 Health Test Severe Wounds Ob 4 Health Test Traumatic Wounds Ob 5 Health Test Mortal Wound Ob 6 Health Test
Obstacles for Treatment
Skill Tested: Type of Wound

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

Disposition and Character Knowledge


Disposition or knowledge common to the circle Disposition/knowledge di erent from member s of cir cle +1-2 Ob A speci c disposition or detailed/rare knowledge +3 Ob

Super cial Light Midi Severe Traumatic Mortal

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.

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