QUATRE

Contingut pestanya quatre

Hidden rolls for the GM
Acrobatics
Acting
Animal Handling
Blades
Chalk Collecting
Cooking
Dancing
Dueling
Etiquette
Farmwork
Firearms
Hisotry
Hunting
Instruments
Medicine
Military Order
Mysticism
Needlework
Plant Identification
Poisons
Scrounging
Singing
Spellcasting
Sports
Street Savvy
Tinkering
Tongues
Thopter piloting
Wrestling
Cloud Empress - Roll20 Character Sheet by VJ Rolmasters
{{#title}}
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{{/title}} {{#subtitle}}
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{{#spellname}}
Spell: {{spellname}}
{{/spellname}} {{#crestname}}
Crest: {{crestname}}
{{/crestname}} {{#caracteristica}}
Difficulty: {{caracteristica}}
{{/caracteristica}} {{#rollResult}}
Result: {{rollResult}}
{{/rollResult}} {{#rollGreater() rollResult caracteristica}}
FAIL!
{{/rollGreater() rollResult caracteristica}} {{#^rollGreater() rollResult caracteristica}}
SUCCESS!
{{#Damage}}
DAMAGE:{{Damage}}
{{/Damage}} {{/^rollGreater() rollResult caracteristica}}
{{#title}}
{{title}}
{{/title}} {{#subtitle}}
{{subtitle}}
{{/subtitle}}
{{#caracteristica}}
Difficulty: {{caracteristica}}
{{/caracteristica}} {{#rollResult}}
Result: {{rollResult}}
{{/rollResult}}
{{#rollGreater() rollResult caracteristica}} FAIL! {{/rollGreater() rollResult caracteristica}} {{#^rollGreater() rollResult caracteristica}} SUCCESS! {{/^rollGreater() rollResult caracteristica}}
{{#title}}
{{title}}
{{/title}} {{#subtitle}}
{{subtitle}}
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{{#tiradados}}
Rolling: {{tiradados}}
{{/tiradados}} {{#rollResult}}
Result: {{rollResult}}
{{/rollResult}} {{#wound}}
Result: {{wound}}
{{/wound}} {{#rollTotal() wound 1}}
A wound that makes you drop what you are holding.
{{/rollTotal() wound 1}} {{#rollTotal() wound 2}}
A wound that knocks you on your ass. You may not act during the next round.
{{/rollTotal() wound 2}} {{#rollTotal() wound 3}}
A wound that you can ignore for now but you carry with you nonetheless. Reroll this Wound in 30 minutes.
{{/rollTotal() wound 3}} {{#rollTotal() wound 4}}
A wound that causes a change of heart. Reroll your Heart Stat (adding any relevant age adjustments).
{{/rollTotal() wound 4}} {{#rollTotal() wound 5}}
A wound that rattles your beliefs. Reroll your Mind Stat (adding any relevant age adjustments).
{{/rollTotal() wound 5}} {{#rollTotal() wound 6}}
A wound that slows you down. You move at half your normal movement speed until you receive medical treatment.
{{/rollTotal() wound 6}} {{#rollTotal() wound 7}}
A wound that makes you panic. Take 1 Stress and make a Panic Check.
{{/rollTotal() wound 7}} {{#rollTotal() wound 8}}
A wound that disturbs those who witness it. All nearby humans make a Panic Check.
{{/rollTotal() wound 8}} {{#rollTotal() wound 9}}
A wound that temporarily ends your adventure. You may no longer play this character until the next session.
{{/rollTotal() wound 9}} {{#rollTotal() wound 10}}
A wound that kills you. You may no longer play this character unless you become cursed.
{{/rollTotal() wound 10}} {{#curses}}
Result: {{curses}}
{{/curses}} {{#rollTotal() curses 1}}
Horns protrude from your forehead, causing strangers to distrust you.
{{/rollTotal() curses 1}} {{#rollTotal() curses 2}}
Your soul becomes entangled with a nearby object or person. Any harm inflicted upon it/them also causes you Damage.
{{/rollTotal() curses 2}} {{#rollTotal() curses 3}}
Your body grows young and revitalizes under the curse, causing you to appear much younger than you are. Lose 10 points from your Mind Stat. Gain 10 points to your Speed Stat.
{{/rollTotal() curses 3}} {{#rollTotal() curses 4}}
Your body ages and withers under the curse, causing you to appear much older than you are. Lose 10 points from your Strength Stat. You can no longer be a Magician.
{{/rollTotal() curses 4}} {{#rollTotal() curses 5}}
You permanently lose or can no longer gain what your heart most desires.
{{/rollTotal() curses 5}} {{#rollTotal() curses 6}}
You are changed into a chimera, half human–half animal (bird/ dog/serpent/cat/rat/wolf/ hamster/frog).
{{/rollTotal() curses 6}} {{#rollTotal() curses 7}}
Your soul detaches from your body and you become a Wanderling (pg. 27).
{{/rollTotal() curses 7}} {{#rollTotal() curses 8}}
You become a beast, compelled to attack those nearby until soft words are spoken into your ear.
{{/rollTotal() curses 8}} {{#rollTotal() curses 9}}
You gain an inhuman hunger. Take 1d10 Damage each day you do not drink blood or consume raw meat.
{{/rollTotal() curses 9}} {{#rollTotal() curses 10}}
You fall into an unnatural sleep and cannot wake up. You no longer play this character until a remedy can be found.
{{/rollTotal() curses 10}} {{#miscast}}
Result: {{miscast}}
{{/miscast}} {{#rollTotal() miscast 1}}
You are able to fix the mistake at the last minute.
{{/rollTotal() miscast 1}} {{#rollTotal() miscast 2}}
You are able to fix the mistake at the last minute.
{{/rollTotal() miscast 2}} {{#rollTotal() miscast 3}}
The effect hits twice as many targets.
{{/rollTotal() miscast 3}} {{#rollTotal() miscast 4}}
The effect’s potency is doubled.
{{/rollTotal() miscast 4}} {{#rollTotal() miscast 5}}
The intended effect does not occur. Instead, a random spell (pgs. 46–48) or crest (pgs. 43–44) effect hits the target.
{{/rollTotal() miscast 5}} {{#rollTotal() miscast 6}}
The effect occurs, but a random target is affected.
{{/rollTotal() miscast 6}} {{#rollTotal() miscast 7}}
The effect occurs, but it feels unnerving. Make a Panic Check.
{{/rollTotal() miscast 7}} {{#rollTotal() miscast 8}}
The effect occurs, but it hurts you. Take 1 Wound.
{{/rollTotal() miscast 8}} {{#rollTotal() miscast 9}}
The effect occurs, but it’s painful and disturbing to those around you. Take 1 Wound, and everyone who witnesses it takes 1 Stress and makes a Panic Check.
{{/rollTotal() miscast 9}} {{#rollTotal() miscast 10}}
The effect occurs, but it brings something unnatural with it. You become cursed; roll on the Curses table (pg. 53).
{{/rollTotal() miscast 10}}
{{#title}}
{{title}}
{{/title}} {{#subtitle}}
{{subtitle}}
{{/subtitle}}
{{#caracteristica}}
Difficulty: {{caracteristica}}
{{/caracteristica}} {{#rollResult}}
Result: {{rollResult}}
{{/rollResult}}
{{#rollGreater() rollResult caracteristica}} SUCCESS!
You have controled the situation.
{{/rollGreater() rollResult caracteristica}} {{#^rollGreater() rollResult caracteristica}} PANIC! {{#rollTotal() rollResult 1}}
Tongue tied. You cannot speak clearly for 1d10 min.
{{/rollTotal() rollResult 1}} {{#rollTotal() rollResult 2}}
Clingy. You can’t bear isolation. Take 1 Stress whenever you are alone until you can Rest.
{{/rollTotal() rollResult 2}} {{#rollTotal() rollResult 3}}
Cruel. You shout and blame those around you. Lose 1 Stress, but give everyone else in the traveling party 1 Stress each.
{{/rollTotal() rollResult 3}} {{#rollTotal() rollResult 4}}
Clumsy. Drop whatever you are holding. You make Checks and Saves related to balance and coordination with Disadvantage until you can Rest.
{{/rollTotal() rollResult 4}} {{#rollTotal() rollResult 5}}
Enraged. You charge forward recklessly and make Strength Checks at Disadvantage until you can Rest.
{{/rollTotal() rollResult 5}} {{#rollTotal() rollResult 6}}
Terrified. You attempt to flee. Leave the current room or location at all costs.
{{/rollTotal() rollResult 6}} {{#rollTotal() rollResult 7}}
Frozen. You become unresponsive. You can take no action for the next 2 rounds.
{{/rollTotal() rollResult 7}} {{#rollTotal() rollResult 8}}
Wounded. You are mentally, emotionally, or spiritually devastated. Take 1 Wound.
{{/rollTotal() rollResult 8}} {{#rollTotal() rollResult 9}}
Frenzied. You attack the nearest target (friend or foe) using your fists (1d5 Damage). Do not stop attacking until you are pulled away.
{{/rollTotal() rollResult 9}} {{#rollTotal() rollResult 10}}
Ruthless. You become hardened, cold, and ruthless. You may no longer play this character, though perhaps you will meet them again.
{{/rollTotal() rollResult 10}} {{/^rollGreater() rollResult caracteristica}}