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| Name | Reward | Description |
| Belief | 1 Fate | Driving the game forward with a Belief |
| Instinct | 1 Fate | Playing an Instinct that makes the character's life more difficult |
| Trait | 1 Fate | Playing a character Trait that sends the story in an interesting or unforeseen direction |
| Humor | 1 Fate | For an in-character game-stopper |
| Right Skill, Right time | 1 Fate | For having a skill to make the story go |
| Embodiment | 1 Persona | For really good or distinctive roleplaying |
| Moldbreaker | 1 Persona | For going beyond the bounds of the character |
| Workhorse | 1 Persona | For doing all the work in the scenario |
| MVP | 1 Persona | For being the crucial element of success |
| Personal Goals | 1 Persona | Revenge, triumph, seduction, victory |
| Greater Goals | 1 Deeds | Accomplishing goals bigger than you! |
| Beyond the Call | 1 Deeds | Helping, no matter the cost |
Die Traits |
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Call-On Traits |
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Stride
Mounted
Swimming
Flying
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| Name | Cost | Effect |
| Luck | 1 Fate | Open-end all 6s — or re-roll one traitor if the dice are already open-ended |
| Shrug it Off | 1 Fate | Temporarily remove a +1 Ob wound penalty / disadvantage |
| Boon | 1 Persona | +1D to a stat or skill test — up to a max +3D per test (counts as Artha dice) |
| Focus | 1 Persona | Counteract a time-based failure complication while working carefully (+1D) |
| Grit Your Teeth | 1 Persona | Temporarily remove -1D from a wound penalty (max once per wound) |
| Will to Live | 1 Persona | Allows player to test Health to recover from a Mortal Wound |
| Complication (Optional) | 1 Persona | Cheat death, or alter the consequences of a severely failed test |
| Divine Inspiration | 1 Deeds | Double the base dice of an ability before a test (counts as Artha dice) |
| Saving Grace | 1 Deeds | Re-roll all traitors for one test (may also be used on equipment dice and DoF) |
| Aristeia | 5F +3P +1D | Remove all wounds and negative die penalties while acomplishing a singular goal |
| Minor Epiphany | 5F +3P +1D | Temporarily shade-shift an ability for one scene — a fight, a goal, an argument, etc. |
| Major Epiphany | 20F +10P +3D | Permanently shade-shift the ability after accumulating this much Artha in it |
| Ob | Examples |
| Ob 1 | News of a realtive dying; observing weird, low-grade, supernatual effects |
| Ob 2 | Witnessing violence; being in the presence of a character with the 'Dreaded' trait; a heated sports event; witnessing childbirth |
| Ob 3 | Witnessing real bloodshed and gore; getting beaten up; being in a brawl or fist fight, or a riot; bearing a child |
| Ob 4 | Fighting in a duel to the death; participating in a joust; getting stabbed; shooting at someone; witnessing a friend or relative getting killed; surviving a natural disaster; encountering strange anthropomorphic creatures |
| Ob 5 | Participating in a pitched battle; getting shot at; stabbing someone to death; murder in cold blood; witnessing or participating in spirit activity or a summoning |
| Ob 6 | Getting mortally wounded (and surviving); living through starvation conditions |
| Ob 7 | Encountering intelligent / sapient non-humanoid monsters |
| Ob 8 | Sustained artillery barrages; encountering the living dead |
| Ob 9 | Being in the presence of angelic or demonic beings; witnessing or suffering under sorcerous, cataclysmic, destruction |
| Ob 10 | Being in the presence of the divine |
| Hesitation | Base |
| Mortal Wound | |
| Stature | |
| Reflexes | Bonus |
| Reputations | ||
| Affiliations | ||
| Property | |
| Funds | |
| Loans | |
| Debt | |
| Cash | |
| Dice (− Artha) | Routine | Difficult | Challenging | Dice | 1-3D | 4-6D | ≥ 7D | |
| 1D | Ob 1* | Ob 1* | Ob 2+ | Ob > D | C | C | C | |
| 2D | Ob 1 | Ob 2 | Ob 3+ | Ob = D | D | D | D | |
| 3D | Ob 1-2 | Ob 3 | Ob 4+ | Ob+1 = D | R | D | D | |
| 4D | Ob 1-2 | Ob 3-4 | Ob 5+ | Ob+2 = D | R | R | D | |
| 5D | Ob 1-3 | Ob 4-5 | Ob 6+ | Ob+3 ≤ D | R | R | R | |
| 6D | Ob 1-4 | Ob 5-6 | Ob 7+ | |||||
| 7D | Ob 1-4 | Ob 5-7 | Ob 8+ | |||||
| 8D | Ob 1-5 | Ob 6-8 | Ob 9+ | |||||
| 9D | Ob 1-6 | Ob 7-9 | Ob 10+ |
| ABILITY | Cycle | Routine | Difficult | Challenging |
| Academic | 6 months | 2 hours | 4 hours | 8 hours |
| Artisan | 1 year | 4 hours | 8 hours | 12 hours |
| Artist | 6 months | 3 hours | 6 hours | 12 hours |
| Craftsman | 1 year | 3 hours | 8 hours | 12 hours |
| Forester | 6 months | 3 hours | 6 hours | 12 hours |
| Martial | 1 month | 2 hours | 4 hours | 8 hours |
| Medicinal | 1 year | 4 hours | 8 hours | 12 hours |
| Military | 6 months | 2 hours | 4 hours | 8 hours |
| Musical | 1 month | 2 hours | 4 hours | 8 hours |
| Peasant | 3 months | 1 hour | 4 hours | 12 hours |
| Physical | 1 month | 2 hours | 4 hours | 8 hours |
| School of Thought | 6 months | 3 hours | 6 hours | 12 hours |
| Seafaring | 3 months | 2 hours | 4 hours | 8 hours |
| Social | 1 month | 2 hours | 4 hours | 8 hours |
| Sorcerous | 1 year | 5 hours | 10 hours | 15 hours |
| Special / Wise | 3 months | 3 hours | 6 hours | 12 hours |
| Will | 1 year | 4 hours | 8 hours | 16 hours |
| Perception | 6 months | 3 hours | 6 hours | 12 hours |
| Agility | 3 months | 2 hours | 4 hours | 8 hours |
| Speed | 3 months | 3 hours | 6 hours | 9 hours |
| Power | 1 month | 2 hours | 4 hours | 8 hours |
| Forte | 2 months | 4 hours | 8 hours | 16 hours |
| Steel | 2 months | 1 hour | 3 hours | 9 hours |
| Faith (Emotional Attribute) | 1 year | 5 hours | 10 hours | 20 hours |
| Tolerance | ||||||||||||||||
| Coordinate | ||||||||||||||||
| Injury |
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| Wound | Penalty |
| Bruised | — |
| Superficial | +1 Ob* |
| Light | -1D |
| Midi | -2D |
| Severe | -3D |
| Traumatic | -4D |
| Obstacle Penalties | Wound Dice | Injury Recovery | Complications | Misc. Penalty |
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| Clear the Cobwebs | Grit your Teeth |
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| Ob 2 Health Test and takes 2 actions in a Fight, | Ob 4 Health Test and takes 4 actions in a Fight, |
| (or) Costs 1 Fate but only takes 1 action. | (or) Costs 1 Persona but only takes 2 actions. |
| Removes a +1 Ob wound peanlty for the scene. | Reduces a wound penalty by 1D for the scene. |
| Armor | |||||||
| Location | Name / Type | Dice | Damage | Equipped | Clumsy Weight | Ob Penalty | Tax |
|---|---|---|---|---|---|---|---|
| Head | Perception & Observation: | ||||||
| Torso (+1D) | Health & Forte (Fatigue): | Right Arms | Agility: | ||||
| Left Arms | Throwing / Shooting: | / | |||||
| Right Legs | Speed: | ||||||
| Left Legs | Climbing / Swimming: | / | |||||
| Shield | Positioning: | ||||||
| Other | Stealthy: | ||||||
| All Other Tests: | |||||||
| Weapons | ||||||||
| Melee | I | M | S | Pow | Add | VA | WS | Length |
|---|---|---|---|---|---|---|---|---|
| Training Skills |
| Ranged | I | M | S | VA | Ammo. Type | Range (pcs) | Range Dice: Optimal / Extreme |
DoF Ranges: I / M / S |
|---|---|---|---|---|---|---|---|---|
| / | // | |||||||
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| 2. Lifepaths | Time | Lead | Res | Stats | Skill | Gen | Trait |
|---|---|---|---|---|---|---|---|
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| Totals: | MP |
| 3. Age | |||
|---|---|---|---|
| Time + Leads | Display Age | ||
| 4. Stats | |||
|---|---|---|---|
| Consult the Age Chart | |||
| Filter by Stock | |||
| Mental Age | |||
| Physical Age | |||
| Divide Mental Pool | |||
|---|---|---|---|
| M Pool | Bonus | ||
| Will | Perception | ||
| Divide Physical Pool | |||
| P Pool | Bonus | ||
| Power | Forte | ||
| Agility | Speed | ||
| / pts | Root | Req. | Open | Shade | * | Adv. | Exp. |
|---|---|---|---|---|---|---|---|
| 6. Traits/ | Req. | Cost | Type | |
|---|---|---|---|---|
| Character & Cosmetic Traits |
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| Die Traits |
| Call-On Traits |
| 7. Attributes | |||
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| Health | Health starts at the average of Will and Forte (). Health is then raised or lowered by answering the questions found on pg. 91 of BWG. |
Faith, Greed, Grief, and Hatred are a few examples of Emotional Attributes. The rules for factoring the exact exponent for each attribute are varied. See the appropriate chapters for the details of each. | |
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Steel
Hesitation: |
Steel starts at a base of 3 and is then raised or lowered by answering the questions found on pg. 91 of BWG. 5 "yes" answers may be spent for a Gray shade. | Some Emotional Attributes, such as Corruption, have taxable mechanics. Use this slot to account for them. | |
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Reflex
+ Bonus: |
Reflex is the average of Perception, Agility, and Speed rounded down. (Use the 'bonus' to account for mixed shade averages or special traits). |
MW
Tough Trait: |
Mortal Wound is the average of Power and Forte rounded down plus a base of (based on Stature). |
| 8. Resource Points/ rps | |||
|---|---|---|---|
| Gear, relationships, spells, etc. | Cost | Property, reputations, affiliations, etc. | Cost |
| Total A: | Total B: | ||
| 9. Resources and Circles Abilities | |
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Resources
Base: |
Your Base Resources exponent is calculated by taking the Total B — the sum of all resource points spent on the character's property, reputations, and affiliations (not relationships, spells, or gear) — and dividing by 15 (rounded downed). 5 Exp points may be spent for a Gray shade with the GM's permission.
Note: Property is specifically designated in the resource list (on pg. 205 for Humans). |
| Circles | Starting Circles is half the Will exponent rounded down (minimum 1). Increase by 1 Exp if 50 or more resource points were spent on property and relationships. The starting shade is the same as the Will shade. |
| 10. Physical Tolerances |
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| The first Superficial slot is placed at half your Forte rounded down plus 1 (). Mortal Wound is factored as an attribute in step 7. Place the other wound slots between these two poles with at most steps (half Forte, rounded up) from each previous tolerance. Mark these on the PTGS tab. |
| 11. Beliefs & Instincts |
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| This is the last major stage for character burning. Before you start playing, get together with your GM and discuss appropriate Beliefs and Instincts for the character and how to tie them into the situation at hand. It is even recommend to discuss them with the whole group. Write their finished forms in the Character Info. tab. |
| 12. Name! |
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| Name the character and you’re finished. |