Attributes
Mod
A modifier that will be applied to your attribute.
All derived attributes draw their base from your
unmodified attributes. Therefore this MOD will
generally only affect direct attribute rolls and
skills rolls.
Pts
ST
Strength
10pts/level
Unmodified
DX
Dexterity
20pts/level
Unmodified:
IQ
Intelligence
20pts/level
Unmodified:
HT
Health
10pts/level
Unmodified:
Per
Perception
Based on Intelligence
5pts/level
Unmodified:
Vision
Visual Perception
Based on Perception
2pts/level
Unmodified:
Hearing
Audio Perception
Based on Perception
2pts/level
Unmodified:
Smell
Taste & Smell Perception
Based on Perception
2pts/level
Unmodified:
Touch
Touch Perception
Based on Perception
2pts/level
Unmodified:
Will
Willpower
Based on Intelligence
5pts/level
Unmodified:
Fear
Fear Check
Based on Willpower
2pts/level
Unmodified:
Speed
Basic Speed
Based on Health and Dexterity
5pts/0.25
Unmodified:
Move
Basic Move
Based on Basic Speed
5pts/level
Unmodified:
Lift
Basic Lift
Based on Strength
Unmodified:
Dodge
Dodge
Based on Basic Speed
Unmodified:
Thrust
Thrust Damage
See page 16 for the complete table.
StrengthThrust
11d6-6
21d6-6
31d6-5
41d6-5
51d6-4
61d6-4
71d6-3
81d6-3
91d6-2
101d6-2
111d6-1
121d6-1
131d6
StrengthThrust
141d6
151d6+1
161d6+1
171d6+2
181d6+2
192d6-1
202d6-1
212d6
222d6
232d6+1
242d6+1
252d6+2
262d6+2
Swing
Swing Damage
See page 16 for the complete table.
StrengthSwing
11d6-5
21d6-5
31d6-4
41d6-4
51d6-3
61d6-3
71d6-2
81d6-2
91d6-1
101d6
111d6+1
121d6+2
132d6-1
StrengthSwing
142d6
152d6+1
162d6+2
173d6-1
183d6
193d6+1
203d6+2
214d6-1
224d6
234d6+1
244d6+2
255d6-1
265d6
Stats
Pts
Value
Max HP
Hit Points
Based on Strength
2pts/level
Current HP
Current Hit Points
When you're hit points are low, you take penalties.
See Page 419.
Reeling
- Halve Move, Speed, and Dodge
Verge of Collapse
- Roll every turn @{VS} HT or fall unconscious.
- Your HT roll is at -1 for every 1xHP you are below 0.
- If you do nothing, and don't defend, you don't have to roll.
Verge of Death
- Roll once @{VS} HT to stay alive.
- If you fail by 1 or 2 you are mortally wounded, but not dead.
- Roll again every time you take injury that puts you below
another multiple of your max HP.
Death
- You are dead.
Total Destruction
- Your body has been destroyed beyond recognition or ressurection.
Max FP
Fatigue Points
Based on Health
3pts/level
Current FP
Current Fatigue Points
When you're fatigue points are low you take penalties.
See Page 426.
Tired
- Halve Move, ST, and Dodge
Verge of Collapse
- Further FP loss also comes off your HP.
- Roll against Will to do anything besides rest or talk.
- If you fail your Will roll, you fall unconscious.
- On a critical failure, roll @{VS} HT or suffer a heart attack.
Unconscious
- Immediately fall unconscious
- FP can't drop any lower, but you still lose HP.
- You regain consciousness at 0 FP
Max ER
Energy Reserve
Rules can vary depending on what
magic system you are using.
Current ER
Current Energy Reserve
Rules can vary.
Miscelleneous
Pts
Tech Level
This is the technology level that you character is familiar with.
It costs 5 points to raise this above or below the campaign"s
normal TL.
TL0Stone Age (Prehistory and later).
TL1Bronze Age (3500 B.C.+).
TL2Iron Age (1200 B.C.+).
TL3Medieval (600 A.D.+).
TL4Age of Sail (1450+).
TL5Industrial Revolution (1730+).
TL6Mechanized Age (1880+).
TL7Nuclear Age (1940+).
TL8Digital Age (1980+).
TL9Microtech Age (2025+?).
TL10Robotic Age (2070+?).
TL11Age of Exotic Matter.
TL12+Whatever the GM likes!
Appearance
Race
Gender
Size Modifier
Primary Hand
Point Summary
Attributes
Traits
Skills
Other
Total
Unspent
Lifting and Moving
Weight
Simple Lift
The weight the character can lift overhead
with one hand in one second.
One-Handed Lift
The weight the character can lift overhead
with one hand in two seconds.
Two-Handed Lift
The weight the character can lift overhead
with both hands in four seconds.
Shove & Knock Over
The weight of an object the character can
shove and knock over.
Running Shove & Knock Over
The weight of an object the character can
shove and knock over with a running start.
Carry On Back
The weight the character can carry slung
over his/her back.
Shift Slightly
The weight of an object that the character
can shift slightly on a floor.
Encumberance
Max Load
Move
Dodge
None (0)
Light (1)
Medium (2)
Heavy (3)
X-Heavy (4)
Current Load
Languages
Spoken
Written
Pts
Cultural Familiarities
Pts
Advantages
CR
Control Rating
6 or less2x
9 or less1.5x
12 or less1x
15 or less0.5x
Pts
Ref
Notes
Disadvantages
CR
Control Rating
6 or less2x
9 or less1.5x
12 or less1x
15 or less0.5x
Pts
Ref
Notes
Racial Traits
CR
Control Rating
6 or less2x
9 or less1.5x
12 or less1x
15 or less0.5x
Pts
Ref
Notes
Skills
TL
Level
Attr
Diff
Bonus
Pts
Ref
Notes
Techniques
Parent
Min
Max
Level
Cost
Bonus
Pts
Ref
Notes
Hit Location
Where
Penalty
DR
Skull
-7
Face
-5
Eyes
-9
Neck
-5
Arms
-2
Hands
-4
Torso
0
Vitals
-3
Groin
-3
Legs
-2
Feet
-4
Area
-
Active Defenses
Type
Info
F: this is a fencing weapon.
U: the weapon is unbalanced. You cannot use it to
parry if you've already attacked with it this turn
(and vice versa).
Skill
Dodge
Dodge
Dodge and Retreat
Dodge
Melee Attacks
Reach
The distance in yards that the weapon can reach.
C: this weapon can be used in close combat.
*: the weapon is awkward, and requires a Ready
maneuver to switch between different reaches.
Damage
Armour Divisor: A number in parenthesis after
the damage - eg. (2) - is an armour divisor.
Divide the target"s DR by this number.
ex: indicates the attack causes an explosion.
See page 269.
Type
Abbr Multiplier Name
cut x1.5Cutting
imp x2.0Impaling
cr x1.0Crushing
pi- x0.5Small Piercing
pi x1.0Piercing
pi+ x1.5Large Piercing
pi++x2.0Huge Piercing
aff -Affliction
burnx1.0Burning
cor x1.0Corrosion
fat x1.0Fatigue
tox x1.0Toxic
spec-Special
Skill
Notes
Ranged Attacks
Range
See page 269.
Acc
RoF
Rate of Fire
The maximum number of shots that can be fired in
one turn (by a regular person).
The minimum number of shots is 1.

!: minimum RoF is 1/4 of the maximum, rounded up.
mxn: fires the first number of shots, which each then split
into the second number (eg. shotguns)
Jet: shoots a continuous stream of fliud. See page 106.
Shots
The number of shots that can be fired before the weapon must be reloaded.
The parenthetical number indicates the number of 1 second ready maneuvers
required to reload the weapon.
T: the weapon is thrown. To "reload" it, pick it up.
i: you must load the shots individually. the listed time
is for each shot.
Bulk
Recoil
When firing at RoF 2+, every full multiple of Rcl
by which you make your attack roll means you score
one extra hit, to a maximum number of hits equal
to total shots fired. See page 373.
Damage
Type
Abbr Multiplier Name
cut x1.5Cutting
imp x2.0Impaling
cr x1.0Crushing
pi- x0.5Small Piercing
pi x1.0Piercing
pi+ x1.5Large Piercing
pi++x2.0Huge Piercing
aff -Affliction
burnx1.0Burning
cor x1.0Corrosion
fat x1.0Fatigue
tox x1.0Toxic
spec-Special
Skill
Notes
Quick Inventory
Possessions
On
Carried
Is the item being carried at the moment?
#
$
W
$+
W+
Notes
Total Value:
Total Weight:

No Modifier Prompt Rolls will be made immediately with no prompt.
Single Modifier Prompt Ask for a bonus or penalty to be added to dice rolls.
This will not affect damage rolls.

Extended Modifier Prompts Instead of a single modifier, rolls will ask for a series of modifiers,
to remind you about potential bonuses/penalties.
This will not affect damage rolls.


Public Rolls All players will be able to see
your skill level, roll and results.

Private Skill Levels Only the GM will be able to see
your skill level, but all players
will see the result.
This will not affect damage rolls.

Private Rolls Only the GM will see your skill
level and the result.
This will not affect damage rolls.