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Player Name
ClassWarriorSpeciesDragonspawnLevel4Tier1
Character NameTron
body d10reflex d4presence d8
Mind d6Sense d2Will d6
Crafting
brew (Sense)+
1
build (Mind)+
infuse (Pres)+
unmake (Will)+
Fighting
shoot (Reflex)+
strike (Body)+
2
throw (Body)+
Knowledge
nature (Will)+
1
civilization (Mind)+
arcane (Sense)+
2
spiritual (Mind)+
Social
deceive (Reflex)+
sway (Pres)+
intimidate (Pres)+
2
intuit (Pres)+
lead (Will)+
Utility
medicine (Mind)+
maneuver (Reflex)+
navigate (Sense)+
overpower (Body)+
1
perceive (Sense)+
endure (Will)+
prowl (Reflex)+
Other Equipment
Crown
9
Dig Deep: Once per Downtime you can take 4 actions on a turn during an action scene.
Matter over Mind: Once per Rest before making a roll, replace one of the dice with either your Reflex or Body.
Flexible Fighting: Once per Scene you can activate (Tier) modifiers on a weapon without spending a strain.
Practical Magic: Once per Rest you can add your magic die to a weapon attack without spending a strain. Take the higher.
Weapon Master: Once per Downtime add a weapon dice (equal to ½ normal weapon dice) to all fight checks without spending a strain until the end of the scene. If you spend a strain, you add your normal weapon dice instead.
Adaptive Defense: Once per Scene after failing a defense check, make a different type of defensive check against the initial attack check.
Adaptive Offense: Once per Scene after failing an attack check, make a different type of attack check against the initial defense check.
Challenge: Once per Rest make an Intimidate vs MD. On a success, the target has disadvantage on any targets other than you until the end of the scene or if you move out of medium range.
Protective Attack: When you bind an enemy, it triggers if they attack someone other than you.
Subclass: The Knight(Sway)
Trained & Conditioned: Treat armor as 1 category lighter for drawbacks. You don’t have disadvantage to grapple or shove actions when your hands are full.
The Knight is not just an expert in riding and fighting, they are an ideal of an honorable warrior saving and protecting those in need. Even though not all who bear the title live up to the ideal, a heavily armored hero riding in to rescue the weak is a powerful and lasting image.
Subclass: The Berserker(Endure)
Frenzied Assault: Once per Rest, take 1–3 strain as an incidental, regain an equal amount in bonus armor. Add as many modifiers as you sacrificed injury boxes to your fighting until the end of the scene. May activate 1 modifier per round without taking a strain. This state ends at the end of a round where you neither attacked an enemy nor took an injury. You lose the bonus armor when the state ends.
A warrior of single passion and purpose, the Berserker—through perhaps some concoction or simply internal rage—is able to push their body to ignore pain in order to inflict it on their enemies.
Name: Bonus +
WeaponConduitTool
Special:
Modifier(s):
Name: Bonus +
WeaponConduitTool
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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
Vengeance
Long Term
Peace
Fears
Immediate
Love
Long Term
Death
Species
Dragonspawn
Subspecies
Trait #1
Draconic Ancestry: You have few or many obvious signs of your draconian bloodline — scaled skin in full or patches, reptilian eyes, perhaps even wings. +1 Endure and Intimidate, -1 to Deceive.
Trait #2
Fragile Flyer or Firebladder: Fragile Flyer: You can fly with leather wings and -1 Injury Box. OR Firebladder: Take a strain to make a shoot or throw check with fire as your medium, using yourself as a conduit. Bonus depends on Tier (+1, +3, +5).
Trait #3
Scaled or Grey: Scaled: Count as wearing heavy armor with the drawbacks of medium armor. Spend 1 crown to fully repair it during rest or downtime as a free action. OR Grey: [+1] for Prowl & Arcane.
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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