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Name: Concept: Setting: Rank: XP:
Race: Skin Tone: Hair Color: Eye Color:
PHYSICAL DESCRIPTION
Height:Weight:Handedness:Body Quirks:
CHARACTER PROFILE
AgilitySmarts
SpiritStrength
Vigor
d4 d6 d8 d10 d12
ATTRIBUTES DERIVED STATISTICS CHARACTER HEALTH
PaceParry
ToughnessCharisma
(6” AVERAGE)
(2+HALF FIGHTING)
(2+HALF VIGOR)
(0+EDGES/HINDRANCES)
BASE MODIFIERS
Wounds!Permanent Injuries
-1 -2 -3 -1 -2
SHAKEN: Damage more than Toughness. Half Pace move. Roll Spirit to recover.WOUND: Every raise causes a wound.KNOCKOUT BLOW: More than 3 wounds. Incapacitated. Consult table on page 70. BONUS DAMAGE: A raise on an Attack Roll adds +1d6 to damage.
Weapon Range ROF Damage Weight_____________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________
Armor Area Protected Protection Weight_____________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________
NONE (up to _____ pounds) -0LIGHT (up to _____ pounds) -1MED (up to _____ pounds) -2 (Penalty applies to all Agility & Strength rolls/skills)
COMBAT MANEUVERS
AIM +2, NO movement allowed
LIMB -2
HEAD -4, +4 Damage
SMALL TARGET -4
TINY -6
COVER, LIGHT -1
COVER, MEDIUM -2
COVER, HEAVY -4
DEFEND +2 Parry, no other actions, move=Pace
DISARM -2, Defender makes STR roll vs. Dmg. roll
THE DROP +4 Attack & Damage
GRAPPLING Opposed roll to grapple, Raise causes Shaken
GANG UP +1 to Attackers roll per added attacker up to +4
OBSTACLE If attack hits by concealment penalty, then obstacle acts as armor.
PRONE Med Cover, unless attacker within 3”
TOUCH ATTACK +2
TRICK Make opposed Agility or Smarts roll, if success, opponent is -2 for one action, with a raise, opponent is -2 Parry and Shaken.
TWO WEAPONS -2 attack, -2 for Off hand unless Ambidextrous
UNARMED DEFENDER Armed attackers get +2`
UNSTABLE PLATFORM -2 shooting (Riding check TN:5 will negate)
WILD ATTACK +2 Fighting, +2 Damage, -2 Parry til next action
WITHDRAW From close combat, adjacent foes get FREE attack.
KNOCKOUT BLOWS
Use when suffered 3 wounds, and take a 4th wound (or more). It is the number of Wounds inflicted on the blow that sends you past 3 that determines the effect.
1 Wound If already Incapacitated, then no additonal effect. If not Inc., then succeed at a Spirit roll to be SHAKEN, if failed then Incapacitated
2 Wounds Incapacitated, roll on Injury Table
3 Wounds Bleeding Out. Roll on Injury Table. Make Vigor roll at start of each combat round, failure means a Mortal Wound. A raise means Bleeding stops.
4 Wounds Mortal Wound. Roll on Injury table. Vigor roll each combat round. If not made then Death comes a calling! Healing must be made to stablize.
INJURY TABLE
ROLL WOUND
2 Unmentionables. Permanent injury and sterile.
3-4 Arm, arm is useless.
5-9 Guts. Roll 1d6.1-2: Broken, Agility drops 1 die type3-4: Battered, Vigor drops 1 die type5-6: Busted, Strength drops 1 die type
10 Leg. Pace reduced by 1, cannot sprint/run.
11-12 Head. Roll 1d61-2: Hideous Scar3-4: Blinded, gain Bad Eyes Hinderance.5: Brain Damage, reduce Smarts by 1 die type.6: Amnesia.
Character Sheet designed by [email protected], I incorporated some pieces from different sheets I’ve seen with some of my own ideas to make this 11”x17” double-sided sheet for my players.