Name Class MP maximum Communication Cunning Race Level Experience Speed = R + D - AP Armor Rating Defense = 1
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Name Class
MP
maximum
Communication
Cunning
Race Level
Experience
Speed
= R + D - AP
Armor Rating
Defense
= 10 + D + Sh
Armor Penalty
Gender Age
Player
Background
Armor Type
current
Constitution
Weapon
Dexterity
Magic
Perception
Strength
Willpower
Initiative 3d6+
Attack
Range
= A + F
d6+
= A + W
SR
LR
= A + F
d6+
= A + W
SR
LR
= A + F
d6+
= A + W
SR
LR
= A + F
d6+
= A + W
SR
LR
= A + F
d6+
= A + W
SR
LR
= A + F
d6+
= A + W
SR
LR
Talents & Class Powers
Languages
Damage
= D + F
Equipment
Concept, Goals, & Ties
Standard Stunts 1+
SKIRMISH:
1
RAPID RELOAD:
2
KNOCK PRONE:
2
DEFENSE STANCE:
2
DISARM:
2
MIGHTY BLOW:
2
PIERCE ARMOR:
3
LIGHTNING ATTACK:
4
DUAL STRIKE:
4
SEIZE THE INITIATIVE:
You can move yourself or the target of your attack 2 yards in any direction for each 1 SP you spend. You can immediately reload a missile weapon.
You knock your enemy prone. Any character making a melee attack against a prone foe gains +1 bonus on the attack roll. Your attack sets you up for defense. You gain a +2 bonus to Defense until the beginning of your next turn.
You attempt to disarm the target with your melee attack. You and your opponent must make an opposed attack roll. These attack rolls do not generate stunt points. If you win the test, you knock your enemy’s weapon 1d6 + Strength yards away in a direction you nominate. You inflict an extra 1d6 damage on your attack. You find a chink in your enemy’s armor. His armor rating is halved (rounded down) vs. this attack.
You can make a second attack against the same enemy or a different one within range and sight. You must have a loaded missile weapon to make a ranged attack. If you roll doubles on this attack roll, you do not get any more stunt points.
Your attack is so strong it affects two targets. First, pick a secondary target. He must be adjacent to you if you are using a melee weapon or within 6 yards of your primary target if you are using a missile weapon. Apply the test result of your original attack roll to the secondary target (in other words, you only make one attack roll and apply it to both opponents). If you hit the secondary target, inflict your normal damage on him. Your attack changes the tempo of the battle. You move to the top of the initiative order. This means you may get to take another turn before some of the combatants get to act again. You remain at the top of the order until someone else seizes the initiative.
Standard Spell Stunts 1+
PUISSANT CASTING:
Increase the Spellpower of your spell by 1 per stunt point spent, to a maximum of 3.
2
SKILLFUL CASTING:
Reduce the mana cost of the spell by 1. This can reduce the mana cost to 0.
2
MIGHTY SPELL:
Copper
3
MANA SHIELD: You use the residual mana of the spell casting to set up a temporary protective shield. You gain a +2 bonus to Defense until the