Player: Concept: Nationality: Hair Color: Skin Color: Archery Athletics Awareness Dodge Integrity Martial Arts Melee Resistance Thrown War

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1 ATTRIBUTES PHYSICAL SOCIAL MENTAL SOCIAL MENTAL Strength Stamina Dexterity Charisma Appearance Manipulation Perception Wits Intelligence ABILITIES VIRTUES WILLPOWER BACKGROUNDS CLARITY Compassion Conviction Temperance Valor CHARM SLOTS CHARM SLOTS CLARITY ATTRIBUTES PHYSICAL ABILITIES VIRTUES WILLPOWER BACKGROUNDS Craft Larceny Linguistics Performance Presence Ride Sail Socialize Stealth Survival LABOR WARFARE SPECIALTIES Archery Athletics Awareness Dodge Integrity Martial Arts Melee Resistance Thrown War Bureaucracy Investigation Lore Occult Medicine LEARNING LABOR WARFARE LEARNING SPECIALTIES General Dedicated ESSENCE MOTES Personal Peripheral Committed ANIMA Overdrive ESSENCE MOTES ANIMA Player: Concept: Nationality: Hair Color: Skin Color: Age: Height: Eye Color: Gender: Weight: EXPERIENCE SPENT TOTAL Name: Caste: Circle: Motivation: ALCHEMICAL EXPERIENCE ALCHEMICAL Total Available

2 Inst. CHARMS Charm Name Cost Commit Type Duration 1st 2nd 3rd 4th 5th 6th Transpuissant (Att.) Upgrade Clockwork (Att.) Perf. Nodes 1m/die 2m/suc 0-5m -- 3m -- 0m 0m 1m 1m 1m 1m 1m 1m 1m 1m Pemanent Simple Permanent Permanent 1 Scene Permanent Effect Page Adds up to (Attribute) bonus dice to a roll. AL:119 Adds up to (Attribute/2) successes to a roll. AL:119 Allows a re-roll. Activation depends on location. AL:120 Perm. increases (Attribute) current and max rating. AL:120 Temporarily increases (Attribute) rating by 1. AL:120 Abilities increase to max when linked to (Attribute). AL:121 Specialty dice are successes when used with (Attribute). AL:121 Automatic (dice pool)/2 successes instead of rolling. AL:121 1st 2nd 3rd 4th 5th 6th Strength Dexterity Stamina Charisma Manipulation Appearance Perception Intelligence Wits Transpussant Upgrade AUGMENTATIONS Clockwork Perfection Nodes 4th (ATTRIBUTE) AUGMENTATION Strength Dextertiy Stamina Charisma Manipulation Appearance Perception Intelligence Wits

3 PROTOCOLS PROTOCOLS Protocol Name Protocol Effect Cost Target Page Man-Machine Protocols God-Machine Protocols SUBCOMMANDS SUBCOMMANDS Charm Subcommand Effect Page 6th (ATTRIBUTE) AUGMENTATION 6th (ATTRIBUTE) AUGMENTATION Attribute Inst. Ability Attribute Inst. Ability

4 ACCURACY Write in Dexterity + the relevant Skill for base Accuracy Archery Martial Arts Melee Thrown COMBAT DAMAGE Write in Strength + relevant bonuses for base Damage Strength Magic Bonus Other Bonus Total Walk: Dash: MOVEMENT Vertical Jump: Horizontal Jump: Weapon Speed Accuracy Damage Defense Rate Range Tags Total MOD Total MOD Total MOD Total PDV Total Clinch Kick Punch I HEALTH Dying: STRAIN-RESISTANT CHASSIS MODIFICATION Installation cost: 1m for first two; 0m for rest HEALING Bashing: 1 per 3 hours Lethal: -0: 6 hours; -1: 2 days; -2: 4 days; -4 & Incap: 1 week CURRENT HEALING RATE Bashing: Lethal: -0: -1: -2: -4 & Incap: B +3B +0B DEFENSE VALUES Dodge DV Natural Bonus Penalty Total Parry DV Natural Bonus Penalty Total (Dexterity + Dodge + Essence) / 2 (Dexterity + combat Ability + weapon bonus) / 2 PENALTIES MOBILITY Armor Other Total CURRENT PENALTY Each box equals -1 internal penalty C, N, P N N TAG KEY 2: Two-handed B: Bow type C: Clinch enhancer D: Disarming F: Flame type L: Lance type M: Martial Arts N: Natural O: Overwhelming P: Piercing R: Reach S: Single shot T: Thrown SOAK B L A HARDNESS Natural: Armor: Mobility: Fatigue: TEMPORARY BONUS Active Active Active Stamina Stamina/2 JOIN BATTLE Wits + Awareness B L COMMON ACTIONS Activating Charm/Power/Combo (Varies/Varies) Aim (3/-1) Attack (Speed of Weapon/-1) Blockade Movement* (5/-1) Dash (3/-2) Defend Other* (5/-1) Flurry (Speed of slowest action/combined Penalty) Guard (3/None) *Found in Scroll of Errata Inactive (5/Special) Move (0/None) Misc. Actions (5/Varies) -Join Battle (-0 DV) -Coordinated Attacks (Special, p. 144) -Drawing & Readying Weapons (-1 DV) -Rising from Prone (-1 DV) -Jumping (-1 DV) KNOCKBACK & STUNNING KNOCKBACK THRESHOLD Stamina Resistance Bonus Total If raw damage is more than threshold, roll (Stamina or Dexterity) + (Resistance or Athletics) against a difficulty of 2 or suffer Knockdown or Knockback. STUNNING THRESHOLD Stamina Bonus Total If actual damage suffered is more than threshold, roll Stamina + Resistance against a difficulty equal to (damage - Stamina) or suffer a Stun.

5 CHARISMA Write in your Charisma MOTIVATION INTIMACIES MANIPULATION Write in your Manipulation FAMILIAR SOCIAL COMBAT Weapon Speed Honest Deceitful Rate H Defence D Defence Total MOD Total MOD Total Total Base Total Base Total Presence 4 2 Performance 6 1 Investigation 5 2 Charisma Manipulation CONTACTS Contact 1: Contact 2: Contact 3: Contact 4: Contact 5: BACKING Organization JOIN DEBATE Wits + Awareness MENTOR ALLIES Name Mental Dodge DV (Willpower + Integrity + Essence) / 2 Natural: Bonus: Penalty: Information LANGUAGES Name: Type: Strength: Dexterity: Stamina: HEALTH Charisma: Manip.: Appear.: 0 Perception: Intel.: Wits: -1 Soak: B: L: A: Speed Accuracy Damage Rate WILLPOWER -2-4 Incap. CLASS Autochthonic Abilities: Notes:

6 ARTIFACTS ARTIFACTS Name Name EIDOLON EIDOLON REGAINING ESSENCE ELEMENTAL CORES ELEMENTAL CORES REGAINING ESSENCE Patropoli Relaxed At Ease Normal: : : : +4/h +8/h Times (Essence) while in vats OTHER BACKGROUNDS OTHER BACKGROUNDS Effects Power Power Description Hearthstone

7 Array Name: Charms: Effect: Description: Array Name: Charms: Effect: Description: Array Name: Charms: Effect: Description: Array Name: Charms: Effect: Description:

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