(STR)
1/2
1/4
(FOR)
1/2
1/4
(AGI)
1/2
1/4
(INT)
1/2
1/4
(INS)
1/2
1/4
(CHA)
1/2
1/4
(FS)
1/2
1/4
(BS)
1/2
1/4
(STR)
(FOR)
(AGI)
(INT)
(INS)
(CHA)
(FS)
(BS)
-
P
S
T
M
Skills that are NOT PROFICIENT start as DISADVANTAGE and cannot have ADVANTAGE when rolled.
Threshold modifier prompt on every roll ?
(L)
Use Per Game.
( Luck./ 10 +3 for Faith.)
( Luck./ 10 +3 for Faith.)
Base Stat %.
Max.
Current.
Armor.
Max.
Current.
Armor Piece.
Armor Points.
CP
Build.
(STR + FOR)
DC
Health Points.
(BUILD / 5)
Max.
Current.
Initiative.
(AGI + LUCK) / 10
-5
-10
-15
Temp. Modifier:
(INS + LUCK) / 2
1/2
1/4
(STR + FORT) / 2
1/2
1/4
(INT + INS) / 2
1/2
1/4
(FOR + LUCK) / 2
1/2
1/4
Defense Actions.
Threshold.
1/2
1/4
Dodge.
(AGI + INS) / 2 +10 for Reflex.
(AGI + INS) / 2 +10 for Reflex.
Full Dodge.
(DODGE + 1/2 STR) Init -5
(DODGE + 1/2 STR) Init -5
Parry.
(Blades./Brawl./Clubs.)
(Blades./Brawl./Clubs.)
Riposte.
(Parry.+Attack.) Init -3
(Parry.+Attack.) Init -3
Weapon.
DC
Threshold.
1/2
1/4
Ammo.
Traits.
CP
Item.
Characteristic.
CP
Source.
Ability Name.
Effect.
Inferior CP.
CP
Superior CP.
CX
CP Costs.
Heal. = 1 per 4 HP.
Repair. = 1 per 4 CP.
Armor. = 3 per Armor pt.
Heal. = 1 per 4 HP.
Repair. = 1 per 4 CP.
Armor. = 3 per Armor pt.
Unnerved.
(Disadv. on rolls.)
(Disadv. on rolls.)
Shaken.
(-3 initiative.)
(-3 initiative.)
Insanity Condition.
Stage.
Infection.
1
Incubation.
2
Gestation.
3
Symptomatic.
4
Prodromal.
5
Acute.
6
Transform/Die.
1/4 FOR =
Starving.
1/2 FOR =
Emaciated.
FOR =
Dead.
Repair Skill.
P
Threshold.
1/2
1/4
Crafting.
Mechanics.
Science.
Medicine.
-1 initiative.,
Disadv. on Dodge.,
1/2 Move.
( 200 + Build.) CP
Current.
Y.?
Unused XP.
Total XP.