Basic Info

Player Name
Character Name
Nickname
Height
Weight
Race
k
After a short rest following an encounter, a character automatically regains a number of vitality points equal to his PHY. Characters who have suffered damage continue to recover over time. A character regains 1 vitality point each hour for the first three hours after being injured. After that he regains 1 Vitality point every six hours until he has regained all of his vitality points.
1 2 3 4 5 6

Archetype
Careers

Character Stats

PRIMARY & Secondary Stats

Maximum
Modifier
 
Maximum
Modifier
 
Maximum
Modifier
Maximum
Modifier
 
Maximum
Modifier
 
Maximum
Modifier
Maximum
Modifier
 
Maximum
Modifier
 
Maximum
Modifier

Derived Stats

Defense

Modify with 'Other Defenses' in the Combat Tab

Armor

Modify with 'Other Defenses' in the Combat Tab

Movement

Increasing the modifier by +1 will increase the distance by +6ft

Command Range

Increasing the modifier by +1 will increase the radius by +6ft

Control Area

Increasing the modifier by +1 will increase the distance by +12ft
ft
ft
ft
Shield?

Skills

Military Skills

Skill
Stat
Total
Stat Value
Skill Rating
Misc Modifier
Poise
Poise
Prowess
Prowess
Poise
Prowess
Poise
Poise
Poise
Prowess
Prowess
Prowess

Occupational Skills

Skill
Type
Stat
Total
Stat Value
Skill Rating
Other Modifiers
Intellect
Agility

Intellect
Intellect
Intellect
Intellect

Perception
Intellect
Agility
Agility

Poise
Intellect
Perception

Physique
Intellect
Agility
Intellect

Intellect
Intellect
Intellect
Intellect
Perception

Agility
Intellect
Agility

Agility
Agility
Perception

Perception
Perception
Strength
Intellect
Perception

Additional Skills

Roll
Name
Stat
Total
Stat Value
Skill Rating
Gear Modifier
Other Modifiers

Abilities

A
= selected

Racial Abilities

Bog Trogs

Unleashed, page 102
Amphibious – Bog trogs treat water as open terrain and gain concealment while in water. Amphibious characters never make Swimming skill rolls and can always advance their full SPD while swimming (p. 194). A bog trog can remain submerged indefinitely.
Blending – Bog trog skin pigmentation naturally changes to enable them to blend into their surroundings. Provided his body is mostly uncovered and he is not wearing armor, a bog trog gains boosted Sneak skill rolls.
Natatorial – If a bog trog goes twenty-four hours without being able to fully immerse himself in water, he suffers a –2 penalty on all skill rolls from discomfort and impaired respiration. This penalty is removed immediately if the bog trog immerses itself in water but returns if he leaves the water before spending at least fifteen minutes submerged. Periodic immersion at more frequent intervals prevents this penalty.

Dwarf

Core book, page 109
Load Bearing – Dwarf characters start the game with the Load Bearing ability (p. 164). This ability is in addition to any others the character gains from his starting career.
Connections (clan) – Dwarf characters begin with Connection (dwarven clan) (p. 169). This is in addition to any other connections the character starts with.

Farrow

Unleashed, page 103
Go to Ground – A farrow character starts the game with the Go to Ground ability. This ability is in addition to any others the character gains from his starting careers.
Disease Resistance – A farrow character starts the game with the Disease Resistance ability. This ability is in addition to any others the character gains from his starting careers.
Heightened Olfactory Senses – A farrow character gains boosted Detection and Tracking skill rolls in situations in which his heightened sense of smell can be applied.

Gatormen

Unleashed, page 104
Gatormen are medium-based characters.
Amphibious – Gatormen treat water as open terrain and gain concealment while within water. Amphibious characters never make Swimming skill rolls and can always advance their full SPD while swimming (p. 194). A gatorman can remain submerged for a number of turns equal to twice his Physique stat.
Bite – In addition to his normal attacks, a gatorman can make one unarmed melee attack with his jaws during each of his turns. This attack uses the Unarmed Combat skill and is POW 5.
Flesh of Steel – A gatorman character starts the game with the Flesh of Steel ability (p. 161). This ability is in addition to any others the character gains from his starting careers.
Gnawing Hunger – A gatorman must eat at least once every four waking hours. If a gatorman character goes more than four hours without eating, he suffers –1 to Willpower skill rolls until he eats again. Luckily gatormen are not picky eaters and will devour any meat they can chew and swallow.
Imitative Power – Gatormen often bedeck themselves in the trappings of rival races, believing such charms enable them to steal a portion of their enemies’ power. While wearing or holding at least one relic, tool, trinket, or piece of clothing that was once possessed by a member of another race, the gatorman character gains +1 on social rolls involving characters of that race.

Gobber

Core book, page 110
Deft – Whether or not they have the Skilled archetype, gobber characters start the game with the Deft archetype benefit (p. 117). This benefit is in addition to any other archetype benefits the character starts with.
Gobbers have a racial modifier of +1 DEF.
Gobbers cannot use great weapons or rifles.

Human

Core book, page 108
Distrusted – Humans are poorly trusted by the denizens of the wild. As a result, human characters suffer –1 on their non-Intimidation social rolls when dealing with characters of other races.
Exceptional Potential – Humans are extremely adaptable and talented individuals. Your character begins the game with your choice of +1 PHY, +1 AGL, or +1 INT. Add this bonus before spending Advancement Points. Note this bonus does not increase the character’s racial maximum, just the starting value.

Iosan

Core book, page 111
Iosan characters begin the game with an additional ability selected from one of their careers.

Nyss

Core book, page 112
Nyss with the Gifted archetype cannot have the Arcane Mechanik, Arcanist, Gun Mage, or Warcaster careers.
Reduce the cost of Nyss bows (p. 262) and Nyss claymores (p. 256) by 10 gc during character creation.
A Nyss character begins with the Specialization (Nyss bow) and Specialization (Nyss claymore) abilities.
Nyss gain +1 on Initiative and PER rolls.
Nyss gain +3 ARM against cold damage.
Nyss suffer –3 ARM against fire damage.

Ogrun

Core book, page 113
Huge Stature – An ogrun can wield a weapon in one hand that usually requires two hands to wield, but he suffers –2 on attack rolls with that weapon.

Pygmy Troll

Unleashed, page 107
Poison Resistance – A pyg character starts the game with the Poison Resistance ability. This ability is in addition to any others the character gains from his starting careers.
Spawn Whelps – If a pyg suffers a lost limb, he spawns a pyg whelp (see “Whelp Companion,” p. 169) that grows to full size in d6 rounds.
Troll Resilience – If a pyg suffers a lost eye or limb due to incapacitation (p. 217), he regenerates the eye or limb d6 + 3 days after fully recovering his vitality. A pyg that is grievously injured can sometimes self-stabilize. Every turn (or every five minutes out of combat) roll a d6. On a roll of 6, the character is stabilized. Pygs never suffer from slow recovery.
Tough – Whether or not they have the Mighty archetype, pyg characters start the game with the Tough archetype benefit (p. 111). This is in addition to any other archetype benefits selected for the character.

Tharn

Unleashed, page 108
Male Tharn are medium-based characters. Female Tharn are small-based characters.
Transformation – A Tharn is able to tap into his primal connection to the Devourer Wurm at will, transforming himself into a predatory beast. During his turn, a Tharn can either spend a full action to transform slowly or spend 1 feat point to transform immediately.

When a male Tharn transforms, he gains the Flesh of Steel ability, +1 STR, and boosted PHY rolls, but he rolls one less die on INT and non-Intimidation social rolls. Because they actually grow physically larger when they transform, male Tharn are very limited in the armor and clothing they can wear. Most male Tharn wear the leather armor developed by their people to easily accommodate the rapid changes to their bodies brought about by transformation. A Tharn wearing other types of armor must remove it before transforming or risk its destruction.

When a female Tharn transforms, she gains stealth (p. 219) and boosted AGL and PER rolls, but she rolls one less die on INT and non-Intimidation social rolls.

While in bestial form, a Tharn can only communicate through short, clipped sentences and guttural growls.

Tharn must transform and remain transformed during lunar conjunctions. When Calder and either of Caen’s other moons are full, the Tharn cannot restrain their inner beast. For the duration of the lunar conjunction, the Tharn cannot revert to their human form for any reason.

Trollkin

Core book, page 114
Trollkin with the Gifted archetype cannot have the Arcane Mechanik, Arcanist, or Warcaster careers.
Tough – Whether or not they have the Mighty archetype, trollkin characters start the game with the Tough archetype benefit (p. 116). This is in addition to any other archetype benefits selected for the character.
Feat: Revitalize – Whether or not they have the Mighty archetype, trollkin characters start the game with the Feat: Revitalize archetype benefit (p. 116). This is in addition to any other archetype benefits selected for the character.
Name
Book & Page Reference

Archetype Abilities

Cunning

Cunning characters possess a tactical genius and adaptability that gives them +1 on attack and damage rolls in combat. While in the command range of an Intellectual character, a friendly character listening to his orders also gains +1 on his attack and damage rolls. This bonus is non-cumulative, so a character can gain this bonus only from one Intellectual character at a time.

Battlefield Coordination

Unleashed, page 110
The character is a skilled battlefield commander. He is able to coordinate the movement and attacks of friendly forces to maximum effect. While in his command range, friendly characters do not suffer the firing into melee penalty for ranged attacks and spells and do not have a chance to hit friendly characters when they miss with ranged or magic attacks while firing into melee.

Flawless Timing

Unleashed, page 110
The character can spend 1 feat point to use this benefit during his turn. When he uses Flawless Timing, the character names an enemy. The next time that enemy directly hits him with an attack that encounter, the attack is instead considered to be a miss

Influence

Unleashed, page 110
The character can spend 1 feat point to double his command range for one round.

Prescient

Unleashed, page 110
The character can spend 1 feat point to win initiative automatically and take the first turn that combat. If two or more characters use this ability, they make initiative rolls to determine which of them goes first

Perfect Plot

Unleashed, page 110
The character is a flawless planner and allows nothing to escape his attention. Assuming he is able to oversee all aspects of his plan, scout out the related sites, and do his research in great detail, he is sure to succeed. Of course this degree of planning takes time and care, but perfection is not without its cost. The character must spend 1 feat point to use this ability. A character following this character’s plans gains an additional die on non-combat related rolls during the day in which the plan was enacted

Plan of Action

Unleashed, page 110
At the start of combat, the character can spend 1 feat point to use this benefit. During that combat, he and friendly characters who follow his plan gain +2 to their initiative rolls and +2 to their attack rolls during the first round of combat.

Quick Thinking

Unleashed, page 110
The character’s quick thinking enables him to act impossibly fast. Once per round, the character can spend 1 feat point to make one attack or quick action at the start of another character’s turn.

Genius

Unleashed, page 110
The character possesses an incredible aptitude for intellectual pursuits. The character’s INT rolls are boosted.

Hyper Perception

Unleashed, page 110
The character’s keen senses miss few details. The character’s PER rolls are boosted.

Savant

Unleashed, page 110
The character can attempt to use skills untrained that normally cannot be used untrained, but he suffers a –2 penalty to the skill roll.

Gifted

A character with the Gifted archetype starts the game with a tradition (Core, p. 228, or Unleashed, p. 110). There are three traditions: the will weaver, harnesser, and the focuser. If the character begins the game with the Warcaster career, he is a focuser; if the character begins the game with a Warlock career, he is a harnesser; otherwise, he is a will weaver.

Additional Study

Core book, page 115
The character delves further into the mysteries of the arcane and is rewarded with a spell from one of his career spell lists. This benefit can be taken multiple times, but a character still cannot exceed twice his INT in spells known.

Blood Boon

Core book, page 115
Blood Boon – When this character destroys a living character with a melee attack, instead of gaining a feat point he can immediately cast a spell with a cost of 3 or lower without spending fury points or generating fatigue. This benefit does not require the expenditure of a quick action.

Combat Caster

Core book, page 115
When this character makes a magic attack roll, he gains an additional die. Discard the lowest die of each roll.

Fast Caster

Core book, page 115
The character gains one extra quick action each activation that can be used only to cast a spell.

Dominator

Core book, page 115
The character can spend 1 feat point during his turn to double his control area for one round.

Powerful Caster

Core book, page 115
The character can spend 1 feat point when he casts a spell to increase the RNG (range) of the spell by twelve feet (2˝). Spells with a range

Quick Cast

Core book, page 115
The character can spend 1 feat point to immediately cast one upkeep spell at the start of combat before the first round. When casting a spell as a result of this benefit, the character is not required to pay the COST of the spell.

Strength of Will

Core book, page 115
After failing a fatigue roll, the character can spend 1 feat point to instead automatically succeed on the roll. This benefit can be taken only by characters with the will weaver tradition.

Magic Sensitivity

Core book, page 115
The character can automatically sense when another character casts a spell within fifty feet for each point of his ARC stat. Such characters can tune out this detection as background noise but are aware of particularly powerful magic. Additionally, a character with the focuser tradition can sense other focusers within their detection range.

Rune Reader

Core book, page 115
The character can identify any spell cast in his line of sight by reading the accompanying spell runes (see the “Runes and Formulae” sidebar, p. 228). He can also learn the type of magic cast (the spell list it came from) and the tradition of the character casting the spell.

Warding Circle

Core book, page 115
The character can spend fifteen minutes to create a circle of warding runes around a small room or campsite. The names of the characters he intends to keep safe within the circle are incorporated into the runes. When any other character enters the circle, all named characters are alerted. While in the circle, non-named characters lose incorporeal, and non-named undead and infernal characters suffer –2 on attack rolls

Intellectual

Intellectual characters possess a tactical genius and adaptability that gives them +1 on attack and damage rolls in combat. While in the command range of an Intellectual character, a friendly character listening to his orders also gains +1 on his attack and damage rolls. This bonus is non-cumulative, so a character can gain this bonus only from one Intellectual character at a time.

Battlefield Coordination

Core book, page 115
The character is a skilled battlefield commander. He is able to coordinate the movement and attacks of friendly forces to maximum effect. While in his command range, friendly characters do not suffer the firing into melee penalty for ranged attacks and spells and do not have a chance to hit friendly characters when they miss with ranged or magic attacks while firing into melee.

Flawless Timing

Core book, page 115
The character can spend 1 feat point to use this benefit during his turn. When he uses Flawless Timing, the character names an enemy. The next time that enemy directly hits him with an attack that encounter, the attack is instead considered to be a miss

Prescient

Core book, page 116
The character can spend 1 feat point to win initiative automatically and take the first turn that combat. If two or more characters use this ability, they make initiative rolls to determine which of them goes first

Perfect Plot

Core book, page 116
The character is a flawless planner and allows nothing to escape his attention. Assuming he is able to oversee all aspects of his plan, scout out the related sites, and do his research in great detail, he is sure to succeed. Of course this degree of planning takes time and care, but perfection is not without its cost. The character must spend 1 feat point to use this ability. A character following this character’s plans gains an additional die on non-combat related rolls during the day in which the plan was enacted

Plan of Action

Core book, page 116
At the start of combat, the character can spend 1 feat point to use this benefit. During that combat, he and friendly characters who follow his plan gain +2 to their initiative rolls and +2 to their attack rolls during the first round of combat.

Quick Thinking

Core book, page 116
The character’s quick thinking enables him to act impossibly fast. Once per round, the character can spend 1 feat point to make one attack or quick action at the start of another character’s turn.

Unconventional Warfare

Core book, page 116
The character is quick thinking enough to assess any situation, see every potential angle and outcome, and use the environment itself as a weapon. He can use his attacks to off-balance foes and send them careening off ledges or into nearby vats of molten metal, cause them to stumble over terrain features, hit their weak spots to knock them to the ground, or otherwise maneuver them into a position of weakness and jeopardy. The character must spend 1 feat point to use this ability and explain to the Game Master how he is turning the environment against his enemy. The Game Master then determines the likely effect of the character’s action or attack. Outcomes include a boosted damage roll (see p. 197), knockdown, push, slam, or a fall from a height

Genius

Core book, page 116
The character possesses an incredible aptitude for intellectual pursuits. The character’s INT rolls are boosted.

Hyper Perception

Core book, page 116
The character’s keen senses miss few details. The character’s PER rolls are boosted.

Photographic Memory

Core book, page 116
The character has a photographic memory and can recall every event in perfect detail. During play he can call upon his memory to ask the Game Master questions pertaining to anything he has seen or experienced.

Mighty

Mighty characters gain an additional die on their melee damage rolls.

Beat Back

Beat Back
Core book, page 116
When this character hits a target with a melee attack, he can immediately push his target 1˝ directly away. After the target is pushed, this character can advance up to 1˝

Back Swing

Core book, page 116
Once per turn, this character can spend 1 feat point to gain one additional melee attack.

Bounding Leap

Core book, page 116
The character is capable of preternatural feats of athleticism. Once during each of his turns in which the character does not run or charge, he can spend 1 feat point to pitch himself over the heads of his enemies into the heart of battle. When the character uses this benefit, place him anywhere within 5˝ of his current location.

Counter Charge

Core book, page 116
When an enemy advances and ends its movement within thirty-six feet (6˝) of this character and in his line of sight, this character can immediately spend 1 feat point to charge the enemy. The character cannot make a counter charge while engaged.

Invulnerable

Core book, page 116
The character can spend 1 feat point during his turn to gain +3 ARM for one round.

Revitalize

Core book, page 116
The character can spend 1 feat point during his turn to regain a number of vitality points equal to his PHY stat immediately. If a character suffers damage during his turn, the damage must be resolved before a character can use this feat. An incapacitated character cannot use Revitalize.

Shield Breaker

Core book, page 116
When this character hits a target that has a shield with a melee attack, the character can spend 1 feat point to use this benefit. When the character uses this benefit, after damage has been dealt the other character’s shield is completely destroyed as a result of the attack.

Vendetta

Core book, page 116
The character can spend 1 feat point during his turn to use this benefit. When this ability is used the character names one enemy. For the rest of the encounter, this character gains boosted attack rolls against that enemy. A character can use this benefit only once per encounter unless the original subject of his vendetta is destroyed, at which point the character can spend a feat point to use this benefit again.

Righteous Anger

Core book, page 116
When one or more characters who are friendly to this character are damaged by an enemy attack while in this character’s command range, this character gains +2 STR and ARM for one round.

Tough

Core book, page 116
The character is incredibly hardy. When this character is disabled, roll a d6. On a 5 or 6, the character heals 1 vitality point, is no longer disabled, and is knocked down.

Skilled

A Skilled character gains an additional attack during his Activation Phase if he chooses to attack that turn.

Ambidextrous

Core book, page 117
The character does not suffer the normal attack roll penalty with a second weapon while using the Two-Weapon Fighting ability.

Cagey

Core book, page 117
When this character becomes knocked down, he can immediately move up to twelve feet (2˝) and cannot be targeted by free strikes during this movement. This benefit has no effect while this character is mounted. While knocked down, this character is not automatically hit by melee attacks and his DEF is not reduced. The character can stand up during his turn without forfeiting his movement or action.

Deft

Core book, page 117
The character has nimble fingers and steady hands. The character gains boosted AGL rolls.

Defensive Strike

Core book, page 117
When an enemy advances into and ends its movement in this character’s melee range, this character can spend 1 feat point to immediately make one melee attack targeting it.

Disarm

Core book, page 117
After directly hitting an enemy with a non-spray, non-AOE (area of effect) ranged or melee attack, instead of making a damage roll, the character can spend 1 feat point to disarm his opponent. When this benefit is used, the enemy’s weapon, or any object in his hand, flies from his grasp. He suffers no damage from the attack.

Swashbuckler

Core book, page 117
Once during each of his turns, this character can spend 1 feat point to use Swashbuckler. The next time this character makes an attack with a hand weapon after using this benefit, his front arc extends to 360°, and he can make one melee attack against each enemy in his line of sight in his melee range. Regardless of the number of characters hit, Swashbuckler can trigger the Sidestep benefit only once (see below).

Untouchable

Core book, page 117
The character can spend 1 feat point during his turn to gain +3 DEF for one round.

Preternatural Awareness

Core book, page 117
The character’s uncanny perception keeps him constantly aware of his surroundings. The character gains boosted Initiative rolls. Additionally, enemies never gain back strike bonuses against this character.

Sidestep

Core book, page 117
When this character hits an enemy character with a melee weapon, he can advance up to 2˝ after the attack is resolved. This character cannot be targeted by free strikes during this movement.

Virtuoso

Core book, page 117
Choose a military skill. When making a non-AOE attack with a weapon that uses that skill, this character gains an additional die on his attack and damage rolls. Discard the lowest die of each roll. This benefit can be taken more than once, each time specifying a different military skill.
Name
Book & Page Reference

Career Abilities

Show
Name
Book & Page Reference

Adventuring Companies

Show
Name
Book & Page Reference

Magic

Fatigue
Roll

Fatgiue/Focus/Fury

     

Spells

Roll
Targeted Roll
Combat Caster
Spell
Cost
Range
Area of Effect?
POW
AoE
POW
Upkeep
Offensive?

Fell Calls

Roll
Targeted Roll
Fell Call
Range
Area of Effect?
POW
Offensive?

Rune Shots


Roll
Targeted
Roll
Weapon
Skill
Ammo
Effective
Range
Extreme
Range
RAT
POW
Weapon
POW
Accuracy Black Penny Brutal Detonator Earth Shaker Fire Beacon
Freeze Fire Heart Stopper Iron Rot Molten Shot Momentum Phantom Seeker
Shadow Fire Silencer Spell Cracker Spontaneous Combustion Thunderbolt Trick Shot

Roll
Targeted
Roll
Weapon
Skill
Ammo
Effective
Range
Extreme
Range
RAT
POW
Weapon
POW
Accuracy Black Penny Brutal Detonator Earth Shaker Fire Beacon
Freeze Fire Heart Stopper Iron Rot Molten Shot Momentum Phantom Seeker
Shadow Fire Silencer Spell Cracker Spontaneous Combustion Thunderbolt Trick Shot


Combat

Config

Location

Melee Weapons

Roll
Targeted
Roll
Weapon
Skill
MAT
Attack
Modifier
POW
Strength
Damage
Modifier
P + S
Virtuoso

Ranged Weapons

Roll
Targeted
Roll
Weapon
Skill
Ammo
Effective
Range
Extreme
Range
RAT
Attack
Modifier
POW
Weapon
POW
Damage
Modifier
Virtuoso

Artillery and Explosive Weapons

Roll
Targeted
Roll
Weapon
Artillery
Skill
Ammo
Effective
Range
Extreme
Range
RAT
Attack
Modifier
POW
Weapon
POW
Area of
Effect
Virtuoso

Armor

Worn Armor

Armor & Shield
Type
Armor & Shield
SPD Modifier
Armor & Shield
DEF Modifier
Armor & Shield
ARM Modifier

Armor

Armor
Type
SPD Modifier
DEF Modifier
ARM Modifier

Shield

Shield
SPD Modifier
DEF Modifier
ARM Modifier

Other Defenses

Name
SPD Modifier
DEF Modifier
ARM Modifier

Story

Connections

Name
Book & Page Reference

Religous Beliefs

Spoken Languages

Langauges
Book & Page Reference

Contacts

Name
Location

History

Character History
Recent History
Event
Date

Inventory

Wealth

Cygnar Coin

Amount
Coin
Metal
Value
Swan Gold 2 crowns (uncommon)
Crown Gold Trade Standard
Half-Crown Gold 5 shields (uncommon)
Shield Silver 10 shields equals 1 crown
Half-Shield Silver 5 farthings (uncommon)
Farthing Copper 10 Farthings equals 1 shield

Khador Coin

Amount
Coin
Metal
Value
Koltina Gold Trade Standard
Denescka Silver 10 denescka equals 1 koltina
Kuppek Copper 10 kuppek equals 1 denescka

Llael Coin

Amount
Coin
Metal
Value
Goldbust Gold Trade Standard
Keep Silver 10 keep equals 1 goldbust
Kettle Copper 10 kettle equals 1 keep

Ord Coin

Amount
Coin
Metal
Value
Royal Gold Trade Standard
Silverweight Silver 2 galleons
Galleon Silver 10 galleon equals 1 royal
Half-Galleon Silver 5 blackpennies
Blackpenny Copper 10 blackpennies equals 1 galleon

Protectorate of Menoth Coin

Amount
Coin
Metal
Value
Decastave Clay 10 staves
Stave Clay Trade Standard
Mark Clay 10 marks equals 1 staves
Kuppek Clay 10 trace equals 1 mark

Other Wealth

Item
Value
Location

Gear

Item
Reference
Location

Consumable

Consumable Item
Reference
Location

Purchases

Date
Description
Crowns +/-
Shields +/-
Farthings +/-
Location
Barter %

Advancement

Experince Points

Hero Level

XP Total
Character Advancement
Spent On
2 +2 occupational skills
4 +1 spell, ability, connection, or military skill
6 +1 stat
8 +2 occupational skills
10 +1 spell, ability, connection, or military skill
12 +1 archetype benefit
15 +1 stat
18 +2 occupational skills
21 +1 spell, ability, connection, or military skill
24 +1 stat
27 +2 occupational skills
30 +1 archetype benefit or +1 career and +2 occupational skills
33 +1 spell, ability, connection, or military skill
36 +1 stat
39 +2 occupational skills
42 +1 spell, ability, connection, or military skill
45 +1 stat

Veteran Level

XP Total
Character Advancement
Spent On
50 +1 archetype benefit
55 +2 occupational skills
60 +1 spell, ability, connection, or military skill
65 +1 stat
70 +2 occupational skills
75 +1 spell, ability, connection, or military skill
80 +1 archetype benefit or +1 career and +2 occupational skills
85 +1 stat
90 +2 occupational skills
95 +1 spell, ability, connection, or military skill

Epic Level

XP Total
Character Advancement
Spent On
100 +1 stat
105 +2 occupational skills
110 +1 archetype benefit or +1 career and +2 occupational skills
115 +1 spell, ability, connection, or military skill
120 +1 stat
125 +2 occupational skills
130 +1 spell, ability, connection, or military skill
135 +1 stat
140 +1 archetype benefit
145 +2 occupational skills
150 +1 spell, ability, connection, or military skill

Steamjack

'jack Description

Chassis
Cost
gold crowns
Height
feet
Weight
tons
Fuel Burn
pounds
Load Usage
pounds
Initial Service Date
AR
Original Chassis Design
AR
Stock Cortex
AR
Cortex
Cost
gold crowns
INT
PER
Gear and Upgrades
Upgrade or Gear Name Item Cost
gold crowns

Damage Grid

1 2 3 4 5 6

'jack Stat Block

Modify using the cortex block
Modify using the cortex block
DEF
ARM
Movement
Base
Modifier
Total
feet

Steamjack Attacks

Melee

Roll
Targeted
Roll
Weapon
MAT
Attack
Modifier
POW
Weapon
POW
Damage
Modifier

Ranged

Roll
Targeted
Roll
Weapon
Ammo
Effective
Range
Extreme
Range
RAT
Attack
Modifier
POW
Weapon
POW
Damage
Modifier
Area of Effect

Power Attacks

Roll
Targeted
Roll
Weapon
MAT
Attack
Modifier
POW
Weapon
POW
Damage
Modifier

NPC

NPC Stat Block

Spd
Str
MAT
RAT
DEF
ARM
Has Shield?
Willpower
Initiative
Detect
Sneak
Movement
Vitality
Base
Modifier
Total
feet

NPC Attacks

Melee Attacks

Roll
Targeted
Roll
Weapon
MAT
Attack Modifier
POW
Weapon POW
Damage Modifier

Ranged Attacks

Roll
Targeted Roll
Weapon
Ammo
Effective
Range
Extreme
Range
RAT
Attack
Modifier
POW
Weapon
POW
Damage
Modifier
Area of Effect

Special Abilities

Roll
Tgt
Roll
Ability
Attack
Rating
Att
Mod
Att
Total
Effect
Rating
Effect
Mod
Effect
Total
Range
AoE?
Off?

Skills

Important Skills

Roll
Skill
Total
Stat Value
Skill Rating
Modifier
{{#damage}} {{/damage}}
{{weapon}}
{{character}} attacks with {{weapon}} {{target-token_name}}
Strength{{strength}}
POW{{POW}}
Attack: {{attack}} vs. Defense {{target-def}}
Damage: {{damage}} vs. Armor {{target-armor}}
Location: {{location}}
Notes: {{notes}}
{{#damage}} {{/damage}}
{{weapon}}
{{character}} attacks with {{weapon}} {{target-token_name}}
Range{{range}} feet
Extreme Range{{extreme-range}} feet
Attack: {{attack}} vs. Defense {{target-def}}
Damage: {{damage}} vs. Armor {{target-armor}}
Location: {{location}}
Notes: {{notes}}
{{#damage}} {{/damage}}
{{weapon}}
{{character}} attacks with {{weapon}} {{target-token_name}}
Range{{range}} feet
Extreme Range{{extreme-range}} feet
AoE: {{aoe}}
Attack: {{attack}} vs. Defense {{target-def}}
Damage: {{damage}} vs. Armor {{target-armor}}
Location: {{location}}
Notes: {{notes}}
{{#damage}} {{/damage}}
{{spell}}
{{character}} casts {{spell}} {{target-token_name}}
Cost{{cost}}
Range{{range}}
Attack: {{attack}} vs. Defense {{target-def}}
Damage: {{damage}} vs. Armor {{target-armor}}
AoE: {{aoe}}
Location: {{location}}
Effect: {{notes}}
{{#damage}} {{/damage}}
{{fellcall}}
{{character}} croaks out {{fellcall}} {{target-token_name}}
Range{{range}}
Attack: {{attack}} vs. Defense {{target-def}}
Damage: {{damage}} vs. Armor {{target-armor}}
Location: {{location}}
Effect: {{notes}}
{{#damage}} {{/damage}}
{{weapon}}
{{character}} attacks with {{weapon}} {{target-token_name}}
Range{{range}} feet
Extreme Range{{extreme-range}} feet
Attack: {{attack}} vs. Defense {{target-def}}
Damage: {{damage}} vs. Armor {{target-armor}}
Location:{{location}}
Notes:{{notes}}
Effects:

{{Black_Penny}}

{{Detonator}}

{{Earth_Shaker}}

{{Fire_Beacon}}

{{Freeze_Fire}}

{{Heart_Stopper}}

{{Iron_Rot}}

{{Molten_Shot}}

{{Momentum}}

{{Phantom_Seeker}}

{{Shadow_Fire}}

{{Silencer}}

{{Spell_Cracker}}

{{Spontaneous_Combustion}}

{{Thunderbolt}}

{{Trick_Shot}}

{{Ability}}
{{Name}} uses/has {{Ability}}
Effect: {{Text}}