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ST DX IQ HT HP FP: Will Per

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Name: Brother Bob Concept: Holy

ST HP 12 Damage Resistance Character Creation (Heroic)


Cleric

DX
12
Will 14
Eyes Arms • Write down a Name and Concept (Ex., "Sir Bernam, Honorable Wandering Knight.")
Neck 4/2 Hands
IQ
4/2
12
Per 14 Skull 6/4 Legs • Choose one of the three options below to determine your four main attributes, filling in

HT FP 10
Face Feet
4/2
14
the blanks with "Strong" (ST), "Dextrous" (DX), "Sharp" (IQ), or "Tough" (HT):
Torso 4/2 Groin
2
10 "I am super _____ and really _____, but otherwise average." (One 15, one 13, two 10s)
Move: 5 Speed: 5.5 Sw/Thr: 1d+2/1d-1
4/2
"I am very _____ and very _____, but otherwise average." (Two 14s, two 10s)
"I am reasonably _____ and _____, and almost as _____ and _____." (Two 13s, two 11s)
Dodge: 9 Parry: 10 Block: -
• By default, HP = ST, Will and Per = IQ, and FP = HT (this may be adjusted in the next
Advantages Disadvantages step by an appropriate Advantage or Disadvantage).

• Write down two Advantages, helpful things that make you out of the ordinary.
Holy Power (+1 IQ for spells)

(Things like, “I am lucky, “I fear no man,” “Money is no object,” “The Dust Riders of
Combat Reflexes (+1 defenses)

Zargoth 7 owe me a favor,” etc.) Optionally, you may write down a third, but if you choose
to do this you must also write down one Disadvantage, something that sometimes makes
life harder for you (Like, “Missing left hand,” “Nervous around strangers,” etc.)
Skills
Name Level Name Level • Choose a wildcard Skill. This is a very broad catch-all you can roll against when none of
your other skills apply, and is often similar to your concept (so, things like “Knight!,” 
“Sailor!,” “Scientist!,” etc.). It is known at a level of DX-1 or IQ-1 (the GM will discuss with
Cleric! 13

you which makes the most sense to use.)


Heal Heavy Wounds 17 (costs 2 FP, +2d+3 HP)
Shield (DR 4) 17 (costs 2 FP/turn)

• Choose five non-wildcard Skills. These focus on more specific skills, things like “Pistol,”
Heal Light Wounds 16 (costs 1 FP, +1d HP)

“Climbing,” “Computer Hacking,” etc. You will know two at DX+2 or IQ+2, and three at
Cure Poison 16 (costs 2 FP, cures poison)

DX+1 or IQ+1 (again, with GM discussion.)


Mace 13

Hand Weapons/Attacks • Fill in the following secondary traits: Sw/Thr (see table, p. B16), Speed ([HT+DX]/4),
Weapon Skill Damage Reach Parry Move (Speed with no decimals), Dodge (3 + Move), Parry (3 + half of the combat skill
you parry with), and Block (3 +half your Shield skill, if you have one). Certain Advantages
or Disadvantages may adjust these traits.
Mace 13 2d+1 1 0U

• Finally, choose any Armor (B282-287), Weapons (B267-281), and Possessions (B288-
Ranged Weapons/Attacks 298) you have, filling in the appropriate Damage Resistance and stats.

Attempting an Action
Weapon Skill Damage Acc Range RoF Shots Bulk Rcl

Whenever attempting to use a Skill or to Dodge/Parry/Block, simply roll 3d6 against the
target number the GM gives you. A roll equal to or less than that number succeeds!
A roll of 3 or 4 is always a critical success, as is a 5 if your effective skill is 15+ and a 6 if
Possessions your effective skill is 16+.
A roll of 18 is always a critical failure, as is a 17 if your effective skill is 15 or less.
Mail Hauberk, Leggings, Sleeves
Mail Coif
Mace

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