Forge

source
art attribution

BASIC DETAILS
Full Name:
Position:
Gender:
Nationality:
Date of Birth/Age:
Place of Residence:

PHYSICAL DETAILS
Hair:
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Height:
Build:
Handedness:

PERSONAL DETAILS
Relationship Status:
School Club:
Electives:
Best Subject:
Worst Subject:
Likes:
Dislikes:
Favourite Weather:
Favourite Spots:

Notes from Roy

Notes from Dinah

Notes from Hideki

Notes from Sachiko

Main Sheet

Main Details

Basics

Primary Arcana Magician
Secondary Arcana 1 Temperance
Secondary Arcana 2 Tower
Aptitudes Agility, Intelligence, Ballistic, Offense, Resolve, Knowledge, Finesse
Experience 7000
Evoker Rank 4
Major Persona Iron Man
Magic Score Intelligence
Last Updated Week 18

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Scores

Name Value Bonus Modifiers
Melee 45 4 Level 2
Ballistic 65 6 Level 3, 10 (LOTO 2)
Strength 40 4 5 (LOTO 1)
Toughness 30 3 5 (LOTO 1)
Agility 55 5 Level 3
Intelligence 60 6 Level 3
Perception 25 2
Willpower 40 4 5 (LOTO 1)
Fellowship 25 2
Realisation 36 3

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Vitals

Light Wounds 3
Heavy Wounds 1
Deadly Wounds 1
Fate Points 2
Power 3
Stress

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Traits

Trait Subname Effect

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Exemplary

Exemplary Base Effect Rank 4 Improvement Rank 7 Improvement Rank 10 Improvement
Bright Potential Once per day, you may use a power belonging to an equipped Minor Persona. Bright Potential may now be used once per encounter. The Power is Yours: Your Confidants may take a single aptitude they know and permanently change it to one of the aptitudes you possess. You may do the same, but swapping one of your aptitudes for one belonging to a Confidant with an S-Link rank of 7 or higher. This swap does not need to happen the second you hit Evoker Rank 7- it may be done at any time. Bright Potential may now be used twice per encounter.

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Aspects

Clever Man

  • Forge values thinking, clever planning and accurate information. He excels at acting on such things, but can falter if he is caught off-guard.

Subversive

  • Forge isn't easily intimidated by authority, and almost reflexively seeks to undermine or discourage it.

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Injuries

Injury Effect Cause Incident

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Skills

Skill Name Score Focus One (level 1) Focus Two (level 2) Focus Three (level 3) Focus Four (from talent) Focus Five (from talent) Temporary+Extra Focus
Melee Skill Melee One Handed
Ballistic Skill Ballistic Basic Heavy Basic
Athletics Strength Running
Endurance Toughness Physical Ailments
Acrobatics Agility Dodge Dodge
Operation Agility
Subterfuge Agility
Academics Intelligence Physical Science
Logic Intelligence
Medicine Intelligence
Technology Intelligence Engineering Engineering
Awareness Perception
Survival Perception
Fortitude Willpower Mental Ailments
Authority Fellowship
Inquiry Fellowship
Linguist Fellowship Japanese English
Manipulation Fellowship
Trade You Decide! Forging

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Talents

Skill Talents

Name Subname Effect
Tier Three

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Melee Talents

Name Subname Effect
Tier One
Tier Two
Tier Three

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Ballistic Talents

Name Subname Effect
Tier One
Sharpshooter Focused Attacks with Basic Weapons double the weapon's range.
Suppressive Fire When making a Ballistic attack benefitting from the Burst Quality, any targets that fail to evade your attack count as being in Difficult Terrain (1) until the start of your next turn. If they run and fail their difficult terrain test, instead of falling Prone they suffer 1 standard hit from your weapon.
Tier Two
Bulletmaster Once per Round, you may reroll an attack test made with a Ballistic weapon and take the preferred result.
Pink Mist Whenever you strike an enemy's weak spot with a Basic Weapon's Focused Attack, instead of incurring an extra wound, your attack becomes a Savage Attack.
Devastator Whenever you deal two or more wounds with a Ballistic attack, you inflict one extra.
Hawkeye You suffer one less Disadvantage with Ballistic Called Attacks.
Spotter As an action, you may designate one ally. You may now calculate range Advantages (Short range, Point Blank, etc) as though you were firing from their location instead of your own.
Tier Three
Rifle Jockey When making a Ballistic attack that benefits from the Burst, Accurate or Keen qualities, you add +2 DoS.

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Physical Talents

Name Subname Effect
Tier One
Tier Two
Tier Three

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Mental Talents

Name Subname Effect
Tier One
Tier Two
Tier Three

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Interaction Talents

Name Subname Effect
Tier One
Tier Two
Tier Three

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Equipment

Metaweapons

Name Class Range Dam. Qualities
Power Gloves Crushing 1m SB+1 Armour Breaker, Handworn
Repulsor Bursts Assault Rifle 20m +5 Burst (3), Ammo (9), Handworn

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Meta Armour

Name AP Body AP Legs AP Arms AP Head Qualities
Powered Armour 6 6 6 6 Unnatural Strength (1), Barrier (2)

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Upgrades

Realisation 20: Armour now grants Unnatural Strength (1)
Free Upgrade from Westernesse: Armour now has Barrier (2).

Consumables

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Tools and Other

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Major Persona

Name Iron Man
Arcana Magician
Wounds 5 Light, 2 Heavy, 1 Deadly
Elemental Resistances Resist (Melee, Missile), Weak (Elec)
Spells Action/Effect Description
Freila MSB+4 Nuclear Damage Standard Attack that deals the above damage. Gains Technical Hits on targets with Physical ailments.
Rakukaja +3 Defense Single target spell that increases their Defense by +3. This is neither Toughness or Armour. Cancels Rakunda.
Tarukaja +3 Damage Single target spell that improves all damage the target deals by +3. Cancels Tarunda.
Ghost Mallet Stuns enemy Single target spell; if you win the above test, the enemy is Stunned.
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Arts Action/Effect Description
Tight Spitter Any Assault Rifle, 6. The attack gains the Keen Quality.
Scatter Bomb Any Launcher, 7. Surge Only. This attack only hits enemies. Any enemies hit by this attack must make a Toughness or Endurance test. On a failure, they are pushed directly away from the centre of the blast a number of metres of your choosing each up to your BB, and are knocked prone. Allies may make free attacks on enemies forced out of melee by this.
Positron Cannon Focused Cannon, 11. Surge Only. The attack ignores Cover. It destroys the Barrier Quality.
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Passives Action/Effect Description
Enhance Stunning - Enemies you hit with the Stunning ailment take two Disadvantages to their resistance test.
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Knacks Subname Effect
Orientate This knack has two uses. Firstly, you can use the knack to touch an item, object, place or person. You can then use the knack later to determine in which direction that thing is relative to you, visible as a red line with infinite range. You may only have one focus at a time, and can cancel the focus as a free action. If you have not designated a focus, then using this knack simply points to north, like a compass (you can also use the compass purpose whenever you please, focus or no).
Ward You ward a space against unwanted intrusion. The space, which may be no larger than 5 cubic metres, then becomes warded: Any creature larger than Size 2 must pass a Willpower test to enter the warded area, and on a failure, may not try again for another hour. When setting up a ward, you can designate creatures that may pass freely. Finally, you may maintain MC wards at once.
Traits Subname Effect
Armoured 2 You gain AP on all areas equal to X. Stacks with worn armour.
Flight 2 This creature is capable of flying. Its flight speed is calculated by adding X to AB.
Unnatural Score Intelligence, 2 This creature is especially gifted in one or more of its abilities. It may be a powerful creation, or someone with incredible ability. Select one Score. It increases this Score's Bonus by X. You can spend a point of Unnatural Score to gain Advantage on a test of the same score, or reroll a test already rolled, with the Unnatural Score disappearing after the test; this recovers after a day of rest. Note: Unnatural Toughness will affect the Character's wounds. These wounds don't change even if their Unnatural Toughness points are spent.
Unnatural Score Strength, 2 This creature is especially gifted in one or more of its abilities. It may be a powerful creation, or someone with incredible ability. Select one Score. It increases this Score's Bonus by X. You can spend a point of Unnatural Score to gain Advantage on a test of the same score, or reroll a test already rolled, with the Unnatural Score disappearing after the test; this recovers after a day of rest. Note: Unnatural Toughness will affect the Character's wounds. These wounds don't change even if their Unnatural Toughness points are spent.

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Progression Chart

Evoker Rank 2:

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  • Wounds:

Evoker Rank 3:

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Evoker Rank 4:

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Evoker Rank 5:

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Evoker Rank 6:

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Evoker Rank 7:

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Evoker Rank 8:

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Evoker Rank 9:

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Evoker Rank 10:

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Starting Abilities

Starting Aptitudes

Magician: Agility, Intelligence, Offense
Temperance: Knowledge, Resolve
Tower: Ballistics, Finesse

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Starting Talents

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Starting Skills

Technology (Engineering)
Melee (One Handed)
Athletics (Running)
Fortitude (Mental Ailments)
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