Character name: Player name: CONVICTION:
Strength x2 x3 x4 x5
Constitution x2 x3 x4 x5
Size x2 x3 x4 x5
Dexterity x2 x3 x4 x5
Willpower x2 x3 x4 x5
Intelligence x2 x3 x4 x5
Appearance x2 x3 x4 x5
Essence x2 x3 x4 x5
Sanity 99 98 97 96 95 94 93 92 91 90 89 88 87 86 85 84 83 82 81 80
79 78 77 76 75 74 73 72 71 70 69 68 67 66 65 64 63 62 61 60 Skill Fumble
59 58 57 56 55 54 53 52 51 50 49 48 47 46 45 44 43 42 41 40 01 to 09 90+
39 38 37 36 35 34 33 32 31 30 29 28 27 26 25 24 23 22 21 20 10 to 19 91+
19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 20 to 29 92+
Starting San = Willpower x 5, Max San = 99 - Arcana Score 30 to 39 93+
HP 25 24 23 22 21 MP 40 39 38 37 36 35 34 33 32 31 40 to 49 94+
20 19 18 17 16 30 29 28 27 26 25 24 23 22 21 50 to 59 95+
MP =
HP = (Con 15 14 13 12 11 Essence 20 19 18 17 16 15 14 13 12 11 60 to 69 96+
+ Size)/2
rounded up 10 9 8 7 6 10 9 8 7 6 5 4 3 2 1 70 to 79 97+
5 4 3 2 1 80 to 89 98+
Note: At 0 HP or 0 MP, you fall unconscious!! At negative 2 HP you are dead! (if all lethal damage) 90 to 98 99+
1500 initial points to spread, 9d6 for starting stats (base 9). 99+ 100
HELD WEAPONS (use damage bonus) [Note: May not parry with a flail, polearm or whip]
Axes (20) [Hand: d6, Large: d8] % Pole Arms (10) [d12] %
Axe Parry (05) % Swords (15) [Cane: d6, Reg: d8] %
Clubs/Brawling (40) [Sm: d6, Lg: d8] % Sword Parry (10) %
Clubs/Brawling block/parry (05) % Fast Draw Sword (00) %
Flail (10) (Block at -20) [d8] % Whip (10) [d3 or grapple] %
Knives (25) [Small: d4, Large: d4+2] % Shield Block (40) %
Knife parry (00) % %
Fast Draw Knife (00) % %
NATURAL WEAPONS (use damage bonus)
Block (fist parry) (25) % Head Butt (10) [d4] %
Catch (10) (For thrown things only) % Kick (25) [d4] %
Fist/Punch (50) [d3] % Martial Arts (00) [Add d4 of damage] %
Grapple (25) [special] % %
MISSILE WEAPONS (use half of damage bonus)
Blowpipe (10) [d3+poison] % Lasso (05) [grapple] %
Bola (05) [d4+grapple] % Net, thrown [grapple] %
Boomerang (05) [d6] % Shuriken/Throwing Star (10) [d4] %
Bow (10) [d8] % Sling (05) [d6] %
Crossbow (20) [d8] % Spear (15) [d8] %
Fast Draw arrow/bolt (00) % Throwing Axe (15) [d6] %
Throw (general - grenade/rock) (25) % Throwing Knife (15) [d4] %
FIREARMS
Pistol (20) % Fast Draw Slung Weapon (00) %
Fast Draw Pistol (00) % Rifle/Assault Rifle (25) %
Heavy Weapon (_____________) (00) % Shotgun (30) %
Heavy Weapon (_____________) (00) % Submachine Gun (15) %
Accounting (10) % Law (05) %
Acrobatics (10) % Library Use/Research (25) %
Acting (10) % Linguistics (00) %
Animal Handling & Training (_________) (05) % Listen (25) %
Anthropology (00) % Lip Reading (05) %
Appraisal (10) % Literature (00) %
Archaeology (00) % Lock Lore (00) %
Architecture (00) % Lockpicking, Mechanical (00) %
Art Lore (05) % Masonry/Stonework (10) %
Art (_______________________) (05) % Medicine (05) %
Astronomy (00) % Memory (20) %
Bargain (05) % Metalworking/Blacksmithing (10) %
Biology (00) % Natural History (10) %
Boating (___________________) (10) % Navigation: Land (10) %
Botany (00) % Navigation: Sea/Air (00) %
Bureaucracy (00) % Occult Lore (05) %
Business/Industry Lore (00) % Pharmacy (00) %
Carpentry/Woodcraft (10) % Philosophy (00) %
Cartography/Make, Read Map (05) % Physics/Adv. Mathmatics (00) %
Chemistry/Alchemy (00) % Pilot: (_________________) (00) %
Climbing (40) % Prestidigitation/Pick Pockets (00) %
Conceal/Camouflage/Holdout (15) % Psychoanalysis/Psychology (00) %
Contortions (10) % Religion (10) %
Cooking (20) % Repair, Mechanical (20) %
Counter Surveillance (05) % Ride (__________________) (05) %
Cryptography (00) % Ride (__________________) (05) %
Current Events (20) % Running: Long Distance (05) %
Dance (05) % Running: Sprinting (05) %
Demolitions (00) % Seduction (05) %
Disguise (05) % Singing (05) %
Drive (_____________) (20) % Sixth Sense/Danger Sense (05) %
Drive (_____________) (20) % Skiing (05) %
Empathy (05) % Signaling (05) %
Ettiquette (05) % Spot Hidden/Find (25) %
Evidence Analysis (05) % Feel (15) %
Fast Talk (05) % Smell/Taste (15) %
First Aid (30) % Spy Lore (00) %
Forensics (00) % Stealth (10) %
Gambling (00) % Streetwise (05) %
Geography (05) % Surveillance (05) %
Geology (00) % Survival (________________) (05) %
History (20) % Survival (________________) (05) %
Interrogation (00) % Swim (25) %
Intimidation (00) % Teaching (10) %
Jump (25) % Tracking (10) %
Jury Rig (05) % Trapping (05) %
% Zoology/Animal Lore (05) %
% %
% %
% %
WRITE IN SKILL SKILL WRITE IN SKILL SKILL
SANITY SHEET (Max loss from monsters is double regular loss; unique monsters are exempt)
CURRENT MAX CURRENT MAX
Cannibalism 20
Cold blooded killing 60
Gate 12
Gross out 12
Horrors of War 20
Human Gore 20
Torture 20
Total Sanity Lost
CASTING MAX SAN SPELL NOTES
SKILL % DURATION SAN LOSS
TIME LOSS
FAVOR CONTACT NAME/LOCATION/NOTES
Critical Chart
Skill Critical
01 to 09 None
10 to 19 01
Damage Bonus Chart 20 to 29 01-02
Str + Size Damage 30 to 39 01-03
13-16 -d4 40 to 49 01-04
17-24 0 50 to 59 01-05
25-32 +d4 60 to 69 01-06
33-40 +d6 70 to 79 01-07
41-48 +2d6 80 to 89 01-08
49-56 +3d6 90 to 99 01-09
100 01-10
FUTURISTIC
Astrogation (00) % Ship Tactics (00) %
Communications (05) % Ship Engineering (00) %
Pilot: OTV (00) % Starship Architecture (00 %
Pilot: Shuttle (00) % Survey (00) %
RCV Operations (00) % Survival: Space (00) %
Robotics (00) % Xeno-Biology (00) %
Sensors (00) % Zero-G-Ops (05) %
Service (15) % %
Astrogation - finding your way through (hyper)space.
Communications - use and maintain communication devices.
RCV Operations - control remotely commanded vehicles/weapons/rob
Robotics - a science.
Sensors - operate, diagnose and repair sensors.
Service - ability to serve as personal servant/maid, steward.
Ship Tactics - starship combat.
Ship Engineering - operate and maintain ship's engines.
Starship Architecture - design of starships
Survey - professionally chart territory
Xeno-Biology - a science.
Zero-G-Env - no problems at no gravity places.
Modern
Computer Use (General) (20) % Photography (40) %
Computer Use (Hacking) (20) % Safecracking (00) %
Cyber (00) % SCUBA (00) %
Electronic Lore/Repair (10) % Security Systems Lore (00) %
Gunsmithing (00) % %
Lockpicking (electronic) (00) % %
Operate Heavy Machinery (10) % %
Parachuting (00) % %
The 'Do It Yourself Home Insanity" kit.
d8
1 Fear of.
Darkness, night, thunder/lightening, sun, fog, moon, animals, items.
Heights, flying, confined spaces, beds, church, crossing bridges, vehicles, speed, graves.
Fear of foreigners, anything new, guns, bathing, water.
Paranoia.
2 Love of/Obsession over/Collection of
3 Hatred/intolerance of
4 Little rituals
Obsessive cleanliness, dirtiness..
Eating disorders (too much and too little).
Taking these will cause SIZ to go up or drop and CON to drop.
5 Physical change
Ticks, tremors, hair turns snow white, arm stops working, etc.
Sleep disorders such as narcolepsy, reverse sleep cycles, sleep walking
6 Freaky beliefs
You hear voices, see things that aren't there, flashbacks, shell shock, etc.
7 Addiction to
Drugs, alcohol, sex, etc. Note: These MUST be debilitating and be a real problem for them to
count. Just going and having sex once per session is not a debilitating insanity!
8 Sexual stuff
S&M, transvestite, etc. We're talking a bit over the top type stuff. Note that the GM may choose
to veto this if it makes the other players (or the GM) uncomfortable.
Remember, when making an insanity for your character, two rules apply. First, it must be a definite
disadvantage. Second, it must come up at least once per play session. If the insanity does not
manifest itself at least once per session, the GM will change it to something worse that will come up lots.
Unacceptable insanities for this campaign include, but are not limited to, homicidal mania, multiple
personality disorder, etc. These are either things the PC's do anyway or are overly disruptive to the
campaign. The GM has the right to veto any insanity they deem not severe enough or disruptive to the
campaign. Note that if the PC has something that becomes no longer a liability - for example if the PC
believes they are a vampire and then later they are actually turned into a vampire, a new insanity would
need to be generated. Amnesia is also disruptive.
It is a VERY GOOD IDEA to discuss insanities with your teammates prior to getting your heart set on them.
If your teammates deem them too disruptive, they may choose to boot your character out of the team, have
you shipped off to a mental hospital.
Remember, good insanities just screw your character - not the team, mission or campaign.
lem for them to
e GM may choose