https://raw.githubusercontent.com/lexibrown/roll20-character-sheets/master/Emberwind/images/emberwind-logo-color.png
y x
DISPLAY MODE
PC NPC
ROLL MODE
PUBLIC TO GM
MOD DISPLAY
HIDE SHOW
Character Card Version: Aspect Attribute None
Pre-gen characters:
1 Ring 2 Rings 3 Rings 4 Rings
Barrier/Defense Modifiers
Toughness
Resistance
Dodge
Willpower
0 Stack(s)
Normal Roll
CAP Modifiers
C:
Critical
A:
Accuracy
P:
Penetration
Damage Modifiers
Bonus
Dice
Reset All Mods
Name:
HP: /
Class:
Custom Class:
Subclass:
Tier:
Aspects:
OFFENSIVE
DEFENSIVE
UTILITY
Strength:
Intelligence:
Barrier Values
Toughness:
Resistance:
Skills
Dexterity:
Resilience:
Defense Values
Dodge:
Willpower:
Skills
CAP Check
Roll 1d20 when an Action targets at least 1 Foe. Must be equal or less tab CAP Values to succeed
C:
Critical
🠖
A:
Accuracy
🠖
P:
Penetration
Action Pool
Check 2 Boxes when using a Slow Action. Check 1 Box when using a Fast Action.
Name Type Target Range Effect Action Speed
MOVEMENT You cannot end your Movement in an Occupied Square.
Move
Move - Squares. Can move through friendly Combatants.
Slow
Shift
Move Square(s). Can move through friendly Combatants.
Fast
MANEUVER You cannot end your Maneuver in an Occupied Square.
y
Name:
Associated Skill
Speed
Description
BASIC ACTIONS
y
Melee
Slow
Name:
Target:
Range:
Damage: +
vs.
Description
y
Ranged
Slow
Name:
Target:
Range:
Damage: +
vs.
Description
CLASS ACTIONS
Trigger Limit: Sustain Limit: Amplify Limit:
y
Field
1d6 Damage PIERCING
AUTO-HIT 1d6 Damage PIERCING
Target(s) heal 1d6 HP
Amp. Effect: Trig. Condition: Trig. Effect: Sust. Effect:
Name:
Type:
Speed:
Target:
Range:
Field
CAP + Damage CAP Only Auto-hit Heal None
Custom [Melee Weapon Damage] [Ranged Weapon Damage]
Damage: +
vs. PIERCING
Healing: +
Amp. Effect:
Trig. Condition:
Trig. Effect:
Sust. Effect:
Description:
CLASS TIDE-TURNER ACTIONS
Max Tide-Turners: Tide-Tuners Used:
y
Field
1d6 Damage PIERCING
AUTO-HIT 1d6 Damage PIERCING
Target(s) heal 1d6 HP
Amp. Effect: Trig. Condition: Trig. Effect: Sust. Effect:
Name:
Type:
Speed:
Target:
Range:
Field
CAP + Damage CAP Only Auto-hit Heal None
Custom [Melee Weapon Damage] [Ranged Weapon Damage]
Damage: +
vs. PIERCING
Healing: +
Amp. Effect:
Trig. Condition:
Trig. Effect:
Sust. Effect:
Description:
YOUR TURN: 1. Restore Action Pool. 2. Select Sustains. 3. Use up to your Action Pool of Actions.
AT END OF COMBAT: Restore HP to Full and remove All Conditions.
INVENTORY
Melee
Ranged
Off-hand
Armour
Gold Zeniths
ITEMS
Item:
Effect:
Usable In: Combat Only Any Encounter
Action: Use:
KEEPSAKES
Keepsake:
Effect:
Usable In: Combat Only Any Encounter
Action: Use:
Keepsake:
Effect:
Usable In: Combat Only Any Encounter
Action: Use:
ANCHORS
DEADWEIGHTS
APPEARANCE
Gender
Age
Height
Build
Hair
Eyes
DESCRIPTION
HISTORY
CONDITIONS
Check off the box next to the Condition you are currently suffering from. If a max is specified, write the number of Stacks instead.
DAZE:
Hero: -4 Accuracy
Foe: Heroes have +4 Dodge
OFF-GUARD:
Hero: -2 Dodge
Foe: +2 Accuracy to Hero CAP Checks.
PRONE:
Hero: OFF-GUARD and cannot take Actions until they expend a Fast Action to remove PRONE.
Foe: OFF-GUARD and removes PRONE by skipping the first Action of their Action Chain.
SILENCE:
Hero: Cannot use Spell or Tide-Turner Actions. SILENCE is removed at the end of Hero’s next Turn.
Foe: Cannot use Special Ability Hexes. SILENCE is removed at the end of the Foe’s next Turn.
SLEEP:
Combatant cannot take Actions on their next Turn. SLEEP is removed when Combatant takes Damage or at the end of their next Turn. Actions that Target a Sleeping Combatant gain the AUTO-CRIT property against just that Combatant.
Max 5
POISON [PIERCING]:
Combatant takes 1d6 Damage per Stack at the start of their Turn.
Max 2
BURNING [PIERCING]:
Combatant takes 1d20 Damage per Stack at the start of their Turn.
FRAGILITY:
Actions targeting Combatant gain the PIERCING property. FRAGILITY is removed at the end of Combatant’s next Turn.
PARALYSIS:
Combatant takes only 1 Action during their next Turn. PARALYSIS is removed at the end of that Turn.
Max ∞
VULNERABILITY:
-1 to Barrier Values per Stack.
Max ∞
WEAKNESS:
-1 to Action Damage per Stack.
Max 2
CHILL:
-1 Action Point each Round.
QUICK GUIDE: HERO TURNS
STEP 1
STARTING YOUR TURN:
Each Hero Action has a speed. Each Turn, you have:
    • 2 Slow Actions, or
    • 1 Slow and 2 Fast Actions, or
    • 4 Fast Actions.
You may take any number of Free Actions.
STEP 2
SELECTING YOUR TARGETS:
Action Targeting: Actions can Target yourself, Other Heroes, Foes, and Squares. Actions that Target a Foe require a CAP Check.
Cover: You cannot Target a Combatant (or Square) with a Ranged Action if there is a Square of Cover between you and your Target.
Action Targeting: You may only Target Combatants within the Action Range.
STEP 3
RESOLVING YOUR ACTIONS:
CAP Check: Roll 1d20 to determine what happens.
C
If Roll result is ≤ your "C" Value, your Action is a Critical Hit: Hitting your Target, bypassing Barrier Values, and dealing Max Damage.
AUTO-CRIT:
An AUTO-CRIT does not require a CAP Check and is treated as a Critical Hit.
A
If Roll result is ≤ your "A" Value, your Action Hits your Target. Proceed to "P".
AUTO-HIT:
An AUTO-HIT skips the CAP Check and is treated as a Hit. AUTO-HIT Actions never penetrate Barrier Values.
P
If Roll result is ≤ your "P" Value, your Action bypasses Barrier Values.
PIERCING:
PIERCING ignores Barrier Values when dealing Damage.
STEP 4
DEALING DAMAGE:
If you Hit a Foe, roll the associated damage dice for the Action. Deal full Damage if you pass the Barrier Values. Otherwise, reduce Damage by the Foe’s corresponding Barrier Value.
OR
HEALING & FALLEN:
Healing a Hero does not require a CAP Check. Roll the associated healing dice for the Action. Add the Roll result to that Hero’s Current HP. Current HP cannot exceed Max HP. You cannot heal a FALLEN Target.
SPECIAL ACTIONS & RESOURCES
Trigger: Can be used out of Turn if its Condition is met. You must have enough unused Action Pool to expend. Unused Action Pool does not carry over to your next Turn.
Trigger Limit: The total amount of Trigger Actions you can use per Round.
Sustain: Actions may have a Sustained Effect that can be repeated on subsequent Turns. Choose which Effect(s) to sustain at the start of each Turn, then apply as indicated. Sustaining an Effect does not deplete your Action Pool.
Sustain Limit: The total amount of Effects you can Sustain per Round. Multiple copies of the same Effect count separately.
Amplify: Increase the power of an Action with:
    • An Amplify Effect that exists within that Action or
    • An Amplify Action, which can be taken during another Action to enhance its Effects.
Amplify Limit: The total amount of Amplify Effects and Amplify Actions you can use per Round.
Tide-Turners: Activated by expending a Tide-Turner Charge.
For more Quick guides, and a complete set of rules, please visit: https://www.emberwindgame.com
Name:
HP: /
Toughness:
Resistance:
Rank: Type: Size: Flow:
DEFAULT CHARACTERISTICS
Name Type Range Effect
BASIC ACTIONS
[Storyteller only] Actions per Turn:
y
vs
Field
Deal 1d10 Damage VS PIERCING
Name: vs. None
Type: Range: Field
Damage: +
vs. PIERCING
Description:
SPECIAL ABILITIES
y
vs
AUTO-HIT
Field
Deal 1d10 Damage VS PIERCING
Trig. Condition: Trig. Effect:
Name: vs. Auto-hit Skill None
vs. Skill: Type: Range: Field
Default Damage Trigger
Damage: +
vs. PIERCING
Trig. Condition:
Trig. Effect:
Description:
LEARNABLE SPECIAL ABILITIES
y
vs
AUTO-HIT
Field
Deal 1d10 Damage VS PIERCING
Trig. Condition: Trig. Effect:
Name: vs. Auto-hit Skill None
vs. Skill: Type: Range: Field
Default Damage Trigger
Damage: +
vs. PIERCING
Trig. Condition:
Trig. Effect:
Description:
OPTIONAL MODIFIERS
A
B
F
C
E
D
A
B
F
C
E
D
A
B
F
C
E
D
A
B
F
C
E
D