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Identity & Traits
Level & Experience
1 Character Level
0 XP 10 XP = Level
Defenses
Attributes
Dexterity
Insight
Might
Willpower
Status Effects
Hit, Mind & Inventory Points
HP
MIG×5 + Level + Other
/
MP
WLP×5 + Level + Other
/
IP
6 + Other
/
Fabula Points
+1 FP if you have none at start of session.
+1 FP when a Villain makes an entrance.
+1 FP when you fumble a Check.
+2 FP if you surrender at zero HP.
Spend 1 FP to invoke a trait: reroll one or both dice.
Spend 1 FP to invoke a bond: add its strength to the result.
Spend 1 FP to alter the story.
Bonds
Equipment
Martial Armor
Martial Shields
Martial Melee
Martial Ranged
Accessory
Armor
Main Hand
Off-Hand
Backpack & Notes
Primary Classes (up to 3 levels each)
Other Classes (max 3 non-mastered)
Heroic Skills
Arcana & Spells
Name / NotesMP CostTargetsDuration
Rituals
Arcanism
Chimerism
Elementalism
Entropism
Ritualism
Spiritism
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