⚑ Reminders — species, class and gear rules to remember at the table · prints on its own page


Attributes
BaseSpeciesLevel ⓘ TotalMod
Defences
0
Health
Movement
TypeSpeed (sq)
— Damage Mitigation —
TypeValue
-Player Portrait-
Weapon name
Weapon name
Appearance & Description
Age
Weight
Height
Description
Weapon name
Weapon name
Personality · Morality · Motivations
Character Class— Level— Species, class and gear rules to remember at the table
Reminders
Character Class— Level— ATT Mod + Rank + CL + d20 vs TN
Protection Penalty — included in totals: Acrobatics ×2 · Fly ×2 · Stealth ×2 · Swim ×2 · Burrow ×1 · Climb ×1 · Jump ×1 · Run ×1
Physical ATT Mod + Rank + CL = Total
ModRankCLTotal
Social ATT Mod + Rank + CL = Total
ModRankCLTotal
Languages
LanguageRank LanguageRank
Knowledge
Skill NameAttrModRankCLTotal
Skill NameAttrModRankCLTotal
Character Class— Level—
— Powers: Constants —
Constants
Character Class— Level—
— Powers: Expendables —
Expendables

— Powers (continued) —

Character Class Level
Constants
Expendables
Character Class— Level—
sq.
Kg
sq.
Kg
Total Protection Value
Armour + Shield + Power
0
↑ Auto-updates Toughness & Dodge on page 1

Wealth

—

Encumbrance

SR
SR
Kg
Kg
Kg
Kg
↑ Auto-calculated from STR & Species

Equipped Items

Weapon Proficiencies & Specializations

What each rank grants
Proficient (rank 1): trained and able to wield, no bonus yet.
Specialist (rank 2): +1 Accuracy with the weapon, and its properties now apply to Powers that use it.
Master (rank 3): +2 Accuracy; doubles the weapon's property bonuses.
Grandmaster (rank 4): +3 Accuracy; reroll 1's for weapon damage; +1 extra die of damage on Basic Attacks.
Can't rank up the same weapon twice in a row — alternate to a different one first.
Character Class— Level—

Inventory

Picks fill the next empty row (Extra Inventory once these are full). Type any other item straight into a row.
Weight is per item; Count × Weight is added to Carried on page 1 unless Location is Base or Companion. Default unit: kg. Catalog weights from the Core Rulebook equipment lists ("per SR" items use your Size Rating).
Item NameCount WeightLocation
Item NameCount WeightLocation

Components / Alchemist's Tracker

Alchemy reagents by zone (Alchemy document) and crafting materials. Custom components can be typed in. Amount takes a unit (g, kg, ml, L) or a count; Prepared and Potions work from your Alchemy Rank. Reagents per potion: Rank 1-2 one, 3-4 two, 5-6 three, 7 four.
ItemDescription & Usage Amount Processed Prepared Per Potion Potions Location
Brew a potion

Magic Items & Special Materials

Character Class— Level—
Not standard starting gear. A character has one of these only for a reason the GM accepts: their background, a visit to a merchant, a reward or find, or crafting it. There is no chart for starting gear above 1st level; the GM decides what fits the story. Wearing: one item in each slot and no more than your POWER items worn; held items and tools are not limited this way. An item works once you have had a Full Rest with it in your possession (Magic Items of Adventura p.1).

Components / Alchemist's Tracker

Character Class— Level—
Amount with its unit (g, kg, ml, L, or a count). Grams, kilograms and liquids count toward Carried (1 ml weighs 1 g, Kyle). Reagents don't expire; only brewed potions do, by the shelf life listed for their reagents (Kyle). Mass Loss on processing uses the processor's Alchemy Rank (Kyle). Reagents per potion by Alchemy Rank: Rank 1-2 one, 3-4 two, 5-6 three, 7 four (Alchemy document).
ItemDescription & Usage Amount Processed Prepared Per Potion Potions Location

Extra Inventory

Character Class— Level—
Item NameCount WeightLocation
Item NameCount WeightLocation

Extended Notes

Character Class— Level—

Backstory

Campaign Notes

Lore & World Notes

Species Reference

Character Class— Level—

Combat Reference

Source: Core Game Rulebook pp.60–97
Character Class— Level—

Action Types

TypeDescription & Examples
PrimaryActive direct maneuver. Basic Attack, Charge, Disarm, Demoralize, Feint, Shove, Use Power, First Aid, Trip, Sunder, Withdraw, Rush, Goad, Reloading Portable Arbalest.
SecondaryMove your speed, Drink potion, Defense Stance, Open/Close door*, Stow/Retrieve item*, Reload Crossbow, Stand from Prone, Acrobatic Maneuver, Analyze Tactics, Toss Item, Spur Mount.
Full RoundUses both Primary & Secondary. Complete Defense, Readying, Sprint.
NonactionNegligible effort. Shout warning, speak, drop held item, choose to Fall Prone. GM may allow others.
Demi-Move*Combined with normal movement at a cost of squares. Open/Close door, Stow/Retrieve item, Hand-Off, Pick up item.
ReactionUsed in response to a triggering event. Costs the specified action type shown in [Brackets].

Attack & Defence

RuleEffect
Natural 1 (Atk)Automatic Miss. Skip defence roll.
Natural 20 (Atk)Critical Hit. Skip defence roll. Maximum Damage. Flat damage adds CL again.
Basic AttackDefender chooses Dodge or Toughness.
Power AttackPower specifies which Defence is used.
ACAAdvantage Caused Attack — melee basic attack. Triggered by movement through Attack Area, ranged attacks in melee, drinking a potion, picking up items, etc.
Cover: Light−1 to attack rolls each direction.
Cover: Moderate−3 to attack rolls each direction.
Cover: TotalCannot attack or be attacked.

Boons

BoonEffect
Clarity+1 to all Defenses. You may reroll one Defense Roll each Round.
Empowered+2 to all Defenses. Roll 2d20 and use the best result to Defend.
InvisibleUndetectable visually in the material realm or spirit world by aura, heat or sight. Detectable by other senses (hearing, smell, touch or Sonic Vision): they can roll Perception versus your Stealth, with the source of Invisibility's Power Rating as a Bonus. Attackers roll 2d20 and use the worst result. Add your Stealth Rank to Attack Rolls against those unaware of you. Making an Attack Roll or dealing Damage ends the effect.
ProtectedShielded from Attacks, though non-Attack effects such as Zones or Environmental Hazards can still harm you. You may use Powers or actions that don't involve Attack Rolls. Making an Attack Roll ends this effect.
Alert+2 Dodge, +1 to Attack Rolls.
Confident+2 Resolve, +1 to Attack Rolls. +1 Morale at the start of your Turn if Morale is 9 or less.
Determined+Source's Primary Mod to Opposed Power Checks; roll 2d20 and use the best for Focus. No Focus Checks required on your own Turn. Immune to Morale penalties.
Emboldened+2 Toughness, +1 to Attack Rolls.
Energized+2 to all d20 Rolls. Also Swift.
Invigorated+1 to all d20 Rolls. +1 sq. to all Movement Speeds.
RejuvenatedRegain the Source's CL + POWER in Health at the start of your Turn.
Swift+2 Initiative. Double all Speeds.
Sturdy+2 Power bonus to Protection; gain the Source's Primary Attribute Modifier as Damage Resistance (stacks with other sources).

Banes & Status Effects

BaneEffect
Blinded-4 Dodge, -2 to Attack Rolls. When you move, roll Acrobatics vs. the Bane's Power Rating or Fall Prone. Targets outside your Attack Area have Moderate Cover against you. Cannot use Extended Distance on Ranged Attacks.
Dazzled-2 Dodge, -1 to Attack Rolls.
Fatigued-1 to all d20 Rolls. Cannot Exert or Sprint.
Exhausted-2 to all d20 Rolls. Also Slowed. Cannot Exert or Sprint.
Frail-2 Protection (minimum 0). All Damage Mitigation (Resistance, Reflection, Absorption) reduced by ½, rounding down.
GrabbedPrimary Action to escape: Acrobatics, Legerdemain or Wrestle vs. the enemy's Wrestle. -Source's Wrestle Rank to your Focus Checks. -1 Attack Rolls and Dodge. No Advantage Caused Attacks.
HeldAs Grabbed, but -(Source's Rank +2) to Focus Checks and -3 Attack Rolls/Dodge.
ImmobilizedSpeeds become 0; cannot move via Powers or Items (still subject to Forced Movement/Gravity). -4 Initiative. Lose your Secondary Action.
InaccurateRoll 2d20 and use the worst result for Attack Rolls.
ParalyzedNo Defense Roll — use 1 as the d20 result. You lose Focus on any active Abilities or Powers. Cannot take Actions or Reactions.
PinnedFull Round Action to escape: Acrobatics, Legerdemain or Wrestle vs. the enemy's Wrestle. -(Source's Rank +5) to Focus Checks. -6 Attack Rolls/Dodge. No Advantage Caused Attacks.
PoisonedTake the Source's POWER in Damage at Start of Turn, ignoring Damage Mitigation.
ProneNo Advantage Caused Attacks. Adjacent enemies get +2 to Attack Rolls against you. Light Cover from Ranged enemies.
SealedYou cannot use Powers, and suffer an additional ill effect (such as being unable to speak, or losing taste or smell). You may attempt a Focus check vs. the Bane's Power Rating to use a Power with Range: Personal.
SlowedMovement Speeds and Movement from Powers and Items -50% (rounding up). -2 Initiative.
Stunned-3 to all Defenses and Focus checks. Only a Primary or Secondary Action on your Turn, only Powers with Range: Personal, cannot make an ACA.
UnconsciousCannot take actions. Can be woken by outside stimuli unless the source was an Environmental Hazard or you're also Bleeding. -14 Perception.
BleedingDamage starts as a d4 and advances one die size for each instance after the first, to a maximum of d20, each Round until you receive First Aid or Rally if Unconscious. If caused by an Attack or Power: ETN 7 + Power Rating + 3/Round. Ignores Damage Mitigation.
ControlledYou no longer count as an ally to your party for Powers, and must use your Basic Attacks against your former friends. At the end of each Round you take Damage, Resolve vs. the Bane's Power Rating; success means you spend the next Round recovering from it.
Unbalanced-2 Toughness, -1 to Attack Rolls.
Nervous-2 Resolve, -1 to Attack Rolls. Lose 1 Morale when first affected.
Terrified-4 Resolve, -2 to Attack Rolls. Lose 2 Morale when first affected. If Morale is 4 or less, Resolve vs. the Bane's Power Rating; failure means you flee Combat until the Bane ends (if you cannot escape, take Total Defense each Round).
Disoriented-1 to all Defenses and Focus checks. Can only use Powers with Range: Personal.
MurderousYou cannot tell friend from foe and attack the closest creature until it dies or you do. You will not endanger yourself unless it is the only way to attack the nearest creature.

Health Thresholds

StateCondition
Full Health100% — 26% Max Health. Normal function.
Fatigued25% — 1% of Max Health. −1 to all d20 rolls.
Unconscious0 or below. Make Focus check each turn to Rally.
DeathNegative ½ Max Health. Final Chance Defence allowed.

Illumination

LevelEffect
BrightNormal vision: Dazzled, −7 Perception, −1 Atk while in area. Double range for Regular Light then Low Light equal to source range.
RegularNormal. Creates Low Light at ½ range.
Low LightNormal/Bright vision: −7 Perception, −1 Atk. Low-Light vision: no penalty.
Darkness−14 Perception, −3 Attack Rolls.

Table Trackers

Sources: Core Game Rulebook pp.31, 75–81, 101–102; class & species PDFs
Character Class— Level—

Survival & Environmental Hazards

First Aid & Rest

Relationships & Factions

Character Class— Level—

People & Relationships

Factions & Organizations


Attributes
Array: 14 · 13 · 12 · 11 · 10 · 9
BaseSpeciesLevel TotalMod
CHACharisma —
CONConstitution —
DEXDexterity —
STRStrength —
INTIntelligence —
WISWisdom —
Defences
Dodge DEX
+ INT
+
+
−
=
—
Prot.
Pen.
Resolve CHA
+ WIS
+
+
−
=
—
Toughness CON
+ STR
+
+
+
=
—
Prot.
Value
sq(s)
Barding / Natural Protection
—
Barding is for creatures that can't wield a Shield; it counts as a Shield Protection bonus and stacks with Natural Protection. Spd Pen applies to all movement except Swim, which loses twice as much (Core pp.38–40).
Special Features
Health
Movement
TypeSpeed (sq)
— Damage Mitigation —
TypeValue
HP Reference & Boosts
Base +/Lvl
Boost 7th 15th 21st Accuracy Defence
Partner Power Ups
Level Boosts
Skills ATT Mod + Rank + CL
Skill Mod Rank Total

Basic Attacks
Basic Attack 1
Lvl
Target(s)
Range
Damage
Atk vs
Effect
Basic Attack 2
Lvl
Target(s)
Range
Damage
Atk vs
Effect
Basic Attack 3
Lvl
Target(s)
Range
Damage
Atk vs
Effect
Basic Attack 4
Lvl
Target(s)
Range
Damage
Atk vs
Effect

Inventory Carried by the Pet
For a mount's saddlebags, a Khimera's storage capacity, or anything else your companion carries or stores for you.
Item NameCount WeightNotes

Companion Powers
Named abilities your companion has access to, separate from its Basic Attacks. ★ Granted powers are known from 1st level; the rest of a Beast's list are the companion's own picks (separate from yours), available from their tier (1st / 7th / 15th / 21st). Automatic unlocks (a Warder's Blessing at 7th) open by themselves. Granted and automatic powers are filled in for you; pick the rest from the list as your companion reaches their level.

Damage Tables

Character Class— Level—

Fill in your expendable power slots — tables for powers you have chosen appear here automatically.