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Player Name
ClassCrusaderSpeciesElf - WinterLevel1Tier1
Character NameBelar
body d4reflex d8presence d8
Mind d6Sense d4Will d6
Crafting
brew (Sense)+
build (Mind)+
infuse (Pres)+
unmake (Will)+
Fighting
shoot (Reflex)+
strike (Body)+
2
throw (Body)+
Knowledge
nature (Will)+
civilization (Mind)+
arcane (Sense)+
spiritual (Mind)+
Social
deceive (Reflex)+
2
sway (Pres)+
2
intimidate (Pres)+
intuit (Pres)+
2
lead (Will)+
Utility
medicine (Mind)+
maneuver (Reflex)+
navigate (Sense)+
overpower (Body)+
1
perceive (Sense)+
endure (Will)+
prowl (Reflex)+
Other Equipment
Crown
Warriors of Old: Once per [Downtime] take an action to summon crusade spirits. Sustain as a phrase. Enemies within close range gain vulnerability or you & party members within close range gain resistance.
Righteous Retribution: You have advantage on your next check after a party member is hit by an enemy.
Lending Spirit: Once per [Round] as an OoTI you can put yourself OoP to add your Will to an ally’s Resistance Check after seeing the result.
Unrelenting: Each time you fill an injury category, gain +(Tier) bonus armor.
Sworn Enemy: Select a specific enemy (dragons, demons, followers of a specific pantheon, necromancy wizards, etc.) based on your order. Once per [Scene] you have advantage when making a fight, navigate or knowledge check about them.
Last Stand: Each time you fill an injury category take 1 action as an OoTI before rolling the critical.
Healing Touch: Once per [Downtime] you can touch an ally to remove all the injuries they received in the last scene.
Smite: Once per [Scene] as an incidental add your magic bonus to a fight check without spending a strain. Add a modifier relevant to your medium to the attack. This can be sustained like a phrase.
Conqueror’s Redemption: Once per [Rest] as you incapacitate an enemy make a social check vs Endure. On a success they fight alongside you till the end of the scene. They have 1+[Tier] Wounds.
Subclass Ability:
Name: Bonus +
WeaponConduitTool
Special:
Modifier(s):
Name: Bonus +
WeaponConduitTool
Special:
Modifier(s):
Name: Bonus +
WeaponConduitTool
Special:
Modifier(s):
Name: Bonus +
WeaponConduitTool
Special:
Modifier(s):
Name: Bonus +
WeaponConduitTool
Special:
Modifier(s):
Name: Bonus +
WeaponConduitTool
Special:
Modifier(s):
Strain
Worn Armor
Stays after being "used"
Temporary Armor
Removed after being "used"
Injuries
Minor
TN 5 to heal
Roll 2d4
w/ adv
Crit Check
Major
TN 9 to heal
Roll 2d8
w/ adv
Crit Check
Mortal
TN 13 to heal
Roll 2d12
w/ adv
Crit Check
Wants
Immediate
Long Term
Fears
Immediate
Long Term
Species
Elf - Winter
Subspecies
Trait #1
Long Lived: You have (1+tier) skill increases. Once per [Rest] you can choose to dream, sacrificing a rest action. Upon waking you remember a piece of an old life, and forget another. Move the skill increases.
Trait #2
Faeblood: You have vulnerability to poison damage. +Tier Strain Boxes.
Trait #3
The City of Frozen Towers: You gain 1 temporary armor that automatically refreshes after each rest. While it is up, once per [Scene] you have advantage on a magic check involving ice, water, or wind.
Descriptor 1
Descriptor 2
Descriptor 3
Descriptor 4
Descriptor 5
Titleat Tier 2:
Effects
Titleat Tier 2:
Effects
Titleat Tier 2:
Effects
  • Buy or Sell (Rare or Magical)
  • Heal
  • Infuse
  • Look for Quests
  • Make Money
  • Personal Phrase
  • Relax
  • Repair
  • Ritual
  • Status
  • Train (Advantage for class skills)
  • Long Term Project
2 actions per Rest
5 per Downtime
1 crown for adv before roll
2 crown for adv after roll
Difficulty
Rest:  4   7
Downtime:  1  4  7  10  13
Projects, Training & Rituals