<Pick From The Permission List, Unless Your Class Uses Magic>
Health
<See the Health Section Below>
Physical
[] []
Mild
Moderate
Severe
Mental
[] []
Mild
Moderate
Severe
Skills
<See the Skills Section Below>
Specialist (+3)
One thing you're really good at.
Trained (+2)
Four things you're fairly good at.
Proficient (+1)
Three things you're just okay at.
Abilities
<Stunt 1>
Decided by class.
<Stunt 2>
Decided by class.
<Stunt 3>
Decided by class.
<Permission>
Pick from the Permissions List, unless decided by class.
Filled Out Character Sheet
Name:
Erick of Torms
High Concept:
A Good Man, But a Better Killer
Trouble:
Cursed With Madness
Class:
Barbarian [Battle/Cunning]
Permission:
Possession
Health
Physical
[] [] [] []
Mild
Moderate
Severe
Mental
[] []
Mild
Moderate
Severe
Skills
Specialist (+3)
Physique
Trained (+2)
Combat, Athletics, Reaction Time, Survival
Proficient (+1)
Notice, Mechanics, Stealth
Abilities
Menace
Roll Combat instead of Provoke for the purposes of intimidating targets.
Bloodlust
[Requires Menace] Clear the highest filled stress box (Physical or Mental) on your sheet upon taking out an enemy.
Indomitable
[Requries Bloodlust] Ignore the negative effects of minor injuries.
Possession
You are possessed by some otherworldly force. While helpful at times, it’s also bothersome. Supernatural attacks on your mind always fail.
Skills
Your class tells you what skills you get. Look for a table that looks like this:
Class
Primary Archetype
Secondary Archetype
Required Permission
Knight
Battle
Charm
None
Everything in your Primary Archetype starts at +2. Everything in your Secondary Archetype starts at +1. Use the below table to figure out what those are.
Then, choose your favorite Primary Archetype Skill and your favorite Secondary Archetype Skill. Boost them by one. See the filled out character sheet for an example.
Archetype
Skill Name
Description
Battle
Combat
Striking, shooting, and doing harm.
Reaction Time
Dodging attacks and traps. Acting before others.
Physique
Lifting, grappling, and enduring. Determines Physical Health.
Athletics
Running, climbing, jumping, and parkour.
Cunning
Stealth
Sneaking, sleight-of-hand, and avoiding attention.
Survival
Forestry, navigation, and working with animals.
Mechanics
Fixing, dismantling, and unlocking.
Notice
Picking up on first impressions. Passive awareness.
Thought
Medicine
Treating Physical injuries and identifying poisons.
Knowledge
Book learning, lore, science.
Will
Resisting, opposing, and staying in control. Determines Mental Health.
Investigate
Studying a target. Active awareness.
Charm
Persuasion
Diplomacy, bluffing, and logical arguments.
Provoke
Taunting, intimidating, and emotional arguments
Counsel
Treating mental injuries. Gaining trust.
Command
Leadership, ordering, and coordinating.
Health
Everyone gets two boxes. You get more boxes the higher your Physique and Will Skills are. You also get more boxes if you have the Stubborn II or Willful II stunts.
Physique Skill
Physical Boxes
Will Skill
Mental Boxes
0
[] []
0
[] []
+1 or +2
[] [] []
+1 or +2
[] [] []
+3 or +4
[] [] [] []
+3 or +4
[] [] [] []
You also have injury slots. If you have the Stubborn or Willful stunts (from your class), you have more injury slots.