Slot 1
Character name
Player
Core Rulebook · Character Sheet (Multi-Type)
Character portrait
Portrait
click to upload
Concept
Campaign
No occupation selected
Select an occupation to see starting items and actions.
Recommended stats
Survivability
Vigor
d6
Survivability
Fortitude
d6
Combat
Might
d6
Combat
Expertise
d6
Tactics
Wit
d6
Tactics
Insight
d6
Sociability
Intuition
d6
Sociability
Charm
d6
Train stat
Training type
Points needed per rank: Deficient→Average: 3 · Average→Capable: 5 · Capable→Proficient: 8 · Proficient→Expert: 12 · Expert→Master: 18 · Master+: 25 each
Point pools
Click buttons to toggle. Mix and match types freely.
No types selected — ordinary person
Magic weight
Weight: 0 / 10
Weight Training 0 pts
5 pts per pip · 10 pips max
Restrictions & backlash are tracked per system below
Backlash die d10
0 restr
d10
1 restr
d8
2 restr
d6
3 restr
d4
4+ restr
none
Great Systems
Mind's eye stage — determines psionic energy pool
Close
Pool: 4
Focus
Pool: 8
Reach
Pool: 12
Beyond
Pool: 16
Mind's Eye Training 0 pts
Select a stage above to set current level
Psionic abilities
Ethical escalation notes
Passive abilities (baseline)
Psi smoke appearance
Meta ability definition
Fatigue cost notes
Meta abilities
Stat boosts
Boost slots 1
Select an occupation above to see its starting traits.
Add traits earned through play — skills learned, contacts made, transformations, reputations.
Trait name
Source / origin
Mechanical effect (optional)
☠ Poison
Each tick of poison deals wounds equal to the poison level. Higher levels are increasingly lethal.
— inactive —
Level1
Level 1 → 1 wound per tick
◉ Blinded
Character cannot perceive targets visually. Ranged attacks fail; melee at severe disadvantage.
— inactive —
Severity
Source / notes
◈ Hypnotized
Character is under compulsion. Actions may be directed by another. Psion-induced or environmental.
— inactive —
Compulsion depth
Compelled behavior / source
Wounds0 / 0
Wound pool — total injury capacity (Vigor)
Healthy
Bruised
Hurt
Wounded
Critical
Down
Fortitude buffer — hits before wounding
Vigor threshold — wound pool ÷ 2
Vigor tier → wound pool · Fortitude tier → buffer hits
Wound location / notes
Fatigue0 / 0
Vigor tier → fatigue capacity
Quick breather
Removes 1 fatigue
Short rest
Removes 3 fatigue
Long rest
Removes 6 fatigue
Slumber
Removes all fatigue
Click an item to expand details
Inactive — normal scene
Survive until
Extract
Prevent
Expose
Escape
Protect
Incapacitate
Negotiate