(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 ?.
Use API for rolls (Requires Pro Account) ?.
Use API for rolls (Requires Pro Account) ?.
Luck Use Per Game.
( Luck./ 10 +3 +1 )
( Luck./ 10 +3 +1 )
Base Stat %.
Max.
Current.
Armor.
Max.
Current.
Armor Piece.
Armor Points.
CP
Build.
(STR + FOR)
+ 50
DC
Modifier.
Modifier.
Required Food.:
Unit(s).
Health Points.
(BUILD / 5)
Max.
Current.
(AGI + LUCK
+ INS
) / 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
Weapon.
Skill.
DC
Threshold.
1/2
1/4
Ammo.
Traits.
CP
Attack.
Parry.
Riposte.
Init -3
Init -3
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
+4
=
N/A (Collar)
=
Starving.
1/2 FOR
+8
=
N/A (Collar)
=
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.