Weird Frontiers Title with tentacle



Name
Zero Level Bedlamite Calavera Gambler Gunslinger Hellbilly Luchador Mountebank Mystic Monk Occultist Revelator Sin-eater Tommyknocker
Class HD  XP Level

Occupation Speed
Title
Birth Augur / Lucky Sign

Damned Righteous

+1d +3  +2   +1  Line +1   +2   +3  +1d
 Boons Hexes Initiative
STRENGTH
mod max
AGILITY
mod max
STAMINA
mod max
PERSONALITY
mod max
LUCK
mod max
INTELLIGENCE
mod max


Primary ActionSecondary Action

Wondrous Cntrps Mundane Cntrps Gear Check Max Lvl Derangement Magical Gloom Mojo Die Alcohol Toler. Non-violent Crime Deadeye Die Crit Range Ballad Die Lucha Die Fame Battle Hardened (Unarmed Dmg) Known Formulae Max Form. Level Max Active Form. Brew Check Fire Bomb Dmg Acid Bomb Dmg Adhesive Poultice Healing Chi Die Living Weapon Spell Check # Known Max Level Familiar Fall From Grace

1st 2nd 3rd 4th 5th --------Miracles-------- Ferryman's Coin Charges (Max=level) Strength of the Grave Tough as Nails
Crossed Guns Silhouette
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   /
  
Ref


Fort


Will
Lucky Roll

Melee Bonus
Ranged Bonus
Crit Die
Fumble Die
WEAPONS
Name Type Range Damage

Sig 
NameArea Range Duration Damage

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SHEET INSTRUCTIONS

– Blue fields are for you to enter information
– Grey fields are auto-calculated information; you cannot edit them
         – Clicking this button allows you to reorder or delete Weapons or Spells
Actions – All characters have a Primary Action Die. At higher levels you get a Secondary Action Die.
– The "P" button next to a weapon or spell means using your primary action die
– The "S" button next to a weapon or spell means using your secondary action die (if any)
Attributes – Six main attributes (Strength, Agility, etc.) define your character
– Each attribute has a "max" field representing the normal value (when not modified by situational factors)
– The large field is the current value; it may have been raised by magic or lowered by spellburn
– The "mod" field represents a modifier (automatically applied to related rolls done from this sheet)
– The "T" button uses a d20 for trained skills; the "U" button uses a d10 for untrained
Birth Augur – You apply your luck modifier (positive or negative) to this type of roll
– This is not automatically added to sheet rolls and should be put into the Situational Modifier box
Boons – You begin a session with 0 boons and gain a boon whenever you roll a natural 20 on a d20 "attempt" roll.
– This includes attack rolls, saving throws, spell checks, rolling a 1 on a Luck check, etc
– Normal DCC rules for critical hits using other size dice apply (e.g. 20 or 24 on a d24 = boon)
– Spend a boon 1) for a reroll (except natural 1's/fumbles), 2) to gain +1d / -1d on one roll for you or ally, 3) gain +1d / -1d on both attack and damage for yourself, or 4) to negate a hex
Class – Each combination of class and level has associated attack and saving throw bonuses
– Selecting "0 Level" will set level to 0; changing from "0 Level" to anything else will set level to 1
– A class specific set of fields is located in the the lower left corner of the sheet
Grit – Representing your character's ability to withstand fear, this is expressed as "current / maximum"
– The maximum is the average of Stamina & Personality
– The button rolls a grit check (will save); failure means losing points from current total
– Reaching 0 grit means going mad and rolling on the Madness Table and losing a point off max grit
– If you modify Personality or Stamina, max grit will auto calculate; be sure to track permanent losses
Hexes – You begin a session with 0 hexes and gain a hex whenever you roll a natural 1 on an "attempt" roll.
– Each hex gives you a +1d on fumble rolls (automatically calculated)
– Each hex add 1 to the DC of Grit checks (tell the Judge when rolling)
– Each hex gives you a -1d on interaction rolls with NPCs
– Each hex gives you +10% on Madness Chart rolls
Hit Points – Representing your character's health, these are expressed as "current / maximum".
Initiative – Use the "20" button for 1 handed attacks and the "16" button for 2 handed
– Certain classes (Luchador, Tommyknocker) have additional rules about initiative dice
– Results are sent to Roll20's initiative tracker
Modifier – When making rolls from this sheet, you will be asked for a "Situational Modifier"
– Do NOT enter things like normal attribute/class/level bonuses; they are already included
– DO enter things like spellburn, luck burned before a roll, or anything the GM indicates
– DO enter very specific class benefits (e.g. lucky roll, Calaveras' double save mod vs undead)
– Enter a minus sign for negative values but NOT a plus sign for positive values
Powers & Weapons – Add an entry for each power/spell/weapon/etc. you may use
– The "P" button uses your primary action die
– The "S" button uses your secondary action die
– Class magic/attack bonuses and attribute bonuses (e.g. Spell Check) are included automatically
– Classes' special die (e.g. Lucha Die, Chi Die) will be rolled but must be added to attack roll
{{character}}
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Ability Score: {{score}}
Modifier: {{modifier}} {{#extra}}
{{extra}} {{/extra}} {{#rollWasCrit() roll}}
Critical: Boon! {{/rollWasCrit() roll}} {{#rollWasFumble() roll}}
Fumble: Hex! {{/rollWasFumble() roll}}
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{{save}} Save
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Modifier: {{modifier}} {{#extra}}
{{extra}} {{/extra}} {{#rollWasCrit() roll}}
Critical: Boon! {{/rollWasCrit() roll}} {{#rollWasFumble() roll}}
Fumble: Hex! {{/rollWasFumble() roll}}
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Modifier (included): {{modifier}}
Damage: {{damage}} {{#rollGreater() hasextra 0}}
{{extra}} {{/rollGreater() hasextra 0}} {{#rollWasCrit() roll}}
Critical ({{critdie}}): {{critroll}} & Boon! {{/rollWasCrit() roll}} {{#rollWasFumble() roll}}
Fumble ({{fumbledie}}): {{fumbleroll}} & Hex! {{/rollWasFumble() roll}}
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{{power}}
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Modifier: {{modifier}}
Damage: {{damage}} {{#rollWasCrit() roll}}
Critical: Boon! {{/rollWasCrit() roll}} {{#rollWasFumble() roll}}
Fumble: Hex! {{/rollWasFumble() roll}}
Notes: {{notes}}
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Initiative
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Modifier: {{modifier}}
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