Grey
Dialectical Hermeticist
You have 60XP to spend on Attributes.
Attributes start at 1.
2 costs 3XP
3 costs 6XP
4 costs 9XP.
Having an Attribute at 5 requires augmentation, as 5 represents a superhuman level of ability.
You have 60XP to spend on Skills.
Skills start at 0.
1 costs 2XP
2 costs 1XP
3 costs 2XP
At rank 4, choose a Focus. This is a specific area of expertise within the Skill - for example, Unarmed 3, Boxing 4 where Boxing is the Focus.
Rank 4 costs 3XP
Rank 5 costs 6XP
Rank 6, mastery, costs 9XP.
You may buy multiple Focuses - to continue the above example, Unarmed 3, Boxing 5, Jiu-jitsu 4 might be a viable if expensive purchase.
You start with three Advantages.
Familiarities are social advantages, giving you bonus dice when interacting with certain groups or in certain ways. Familiarity: Infiltrator might grant a bonus to Subterfuge when lying about your identity and Mingling when trying to blend in with a crowd of guards.
Knowledges are intellectual advantages, giving you a bonus dice on things like Investigation or Craft. Knowledge: CSI would provide a bonus to Investigation when dealing with a crime scene, for example.
Trainings represent physical training and practice. Training: Police Academy would provide bonuses to Ranged when shooting to wound, to Athletics in chasing suspects, and Unarmed for arresting, as an example.
Feel free to come up with your own, subject to my approval.
Template:
General Information
Name:
Background:
Appearance:
Attributes
Strength: 1
Dexterity: 1
Fitness: 1
Intellect: 1
Intuition: 1
Willpower: 1
Bearing: 1
Guile: 1
Composure: 1
Skills
Physical
Awareness:
Athletics:
Defence:
Melee:
Piloting:
Ranged:
Stealth:
Unarmed:
Mental
Academics:
Administration:
Applied Magical Theory:
Artisan:
Craft:
Investigation:
Interface:
Medicine:
Navigation:
Survival:
Social
Handling:
Empathy:
Language:
Mingling:
Perform:
Persuasion:
Subterfuge:
Advantages
Familiarity:
Knowledge:
Training:
Derived Stats
Offence: Melee = Dexterity + Melee Skill + any relevant Focus
Offence: Unarmed = Dexterity + Unarmed Skill + any relevant Focus
Offence: Ranged = Dexterity + Ranged Skill + any relevant Focus
Block: Dexterity + Defence Skill + relevant Focus
Dodge: Dexterity + Defence Skill + relevant Focus
Parry: Dexterity + Defence Skill + relevant Focus
Speed: Fitness + Athletics Skill
Soak: The lower of Strength or Fitness
Combat Pool: Dexterity + Speed
Magic Resist : Willpower + any modifiers from equipment, spells or augmentations
Health & Wounds
Health:
Condition:
Weaponry
Inventory
Attributes start at 1.
2 costs 3XP
3 costs 6XP
4 costs 9XP.
Having an Attribute at 5 requires augmentation, as 5 represents a superhuman level of ability.
You have 60XP to spend on Skills.
Skills start at 0.
1 costs 2XP
2 costs 1XP
3 costs 2XP
At rank 4, choose a Focus. This is a specific area of expertise within the Skill - for example, Unarmed 3, Boxing 4 where Boxing is the Focus.
Rank 4 costs 3XP
Rank 5 costs 6XP
Rank 6, mastery, costs 9XP.
You may buy multiple Focuses - to continue the above example, Unarmed 3, Boxing 5, Jiu-jitsu 4 might be a viable if expensive purchase.
You start with three Advantages.
Familiarities are social advantages, giving you bonus dice when interacting with certain groups or in certain ways. Familiarity: Infiltrator might grant a bonus to Subterfuge when lying about your identity and Mingling when trying to blend in with a crowd of guards.
Knowledges are intellectual advantages, giving you a bonus dice on things like Investigation or Craft. Knowledge: CSI would provide a bonus to Investigation when dealing with a crime scene, for example.
Trainings represent physical training and practice. Training: Police Academy would provide bonuses to Ranged when shooting to wound, to Athletics in chasing suspects, and Unarmed for arresting, as an example.
Feel free to come up with your own, subject to my approval.
Template:
General Information
Name:
Background:
Appearance:
Attributes
Strength: 1
Dexterity: 1
Fitness: 1
Intellect: 1
Intuition: 1
Willpower: 1
Bearing: 1
Guile: 1
Composure: 1
Skills
Physical
Awareness:
Athletics:
Defence:
Melee:
Piloting:
Ranged:
Stealth:
Unarmed:
Mental
Academics:
Administration:
Applied Magical Theory:
Artisan:
Craft:
Investigation:
Interface:
Medicine:
Navigation:
Survival:
Social
Handling:
Empathy:
Language:
Mingling:
Perform:
Persuasion:
Subterfuge:
Advantages
Familiarity:
Knowledge:
Training:
Derived Stats
Offence: Melee = Dexterity + Melee Skill + any relevant Focus
Offence: Unarmed = Dexterity + Unarmed Skill + any relevant Focus
Offence: Ranged = Dexterity + Ranged Skill + any relevant Focus
Block: Dexterity + Defence Skill + relevant Focus
Dodge: Dexterity + Defence Skill + relevant Focus
Parry: Dexterity + Defence Skill + relevant Focus
Speed: Fitness + Athletics Skill
Soak: The lower of Strength or Fitness
Combat Pool: Dexterity + Speed
Magic Resist : Willpower + any modifiers from equipment, spells or augmentations
Health & Wounds
Health:
Condition:
Weaponry
Inventory