Rounds = the duration the power gives ("until the end of the next Round" = 1; "for 2 Rounds" = 2). The Round it is applied doesn't count (Core p.88). Adding an effect you already have adds to its Rounds. Effects at 0 stay listed but no longer change your totals.
Last 10 rolls
Summoned Spirit Reference
Pick an Archetype above — its stat block at your current Character Level will show here.
Stats shown are for your current Character Level (min. 15 — Summon Archetype is an L15 power). Roll 1d6 for a random Archetype (1 Arcane, 2 Brawler, 3 Divine, 4 Psionic, 5 Sniper, 6 reroll twice and choose one), or summon a known Kami by True Name directly. Duration: CL+POWER Minutes or until reduced to 0 Health. Direct a Basic Attack as a Secondary Action, or a Monster Power as a Primary Action (POWER total Monster Power Usages). Only 1 Summon Power active at a time — using another ends this one immediately.
Summoned Creature Reference
Pick a summon above — its stat block at your current Character Level will show here.
Stat blocks as written in Druid.pdf pp.15-27, for the highest Character Level listed at or below yours (Plant Defender and Swarm Cloud from 7th, Plant Fighter and Deadly Swarm from 15th, Living Weather at 21st). Every copy of a multi-copy summon uses the same block. Direct a Basic Attack as a Secondary Action; a Monster Power as a Primary Action. Only 1 Summon Power active at a time — using another ends the first immediately.
Khimera Infusion Reference
Pick your prepared Infusion above — and, if you've spent the Primary Action to Imbue a second one, that too. Both effects apply to your Khimera's Attacks while active.
Prepared: choose 1 of your Khemister Powers when you regain Powers after a Full Rest — this stays active until you reprepare and choose differently. Imbued: as a Primary Action, add a second Power's Infuse effect on top of the first for your INT Rounds (Khemister.pdf p.2). Not shown here: Enhancement Master's separate Khimera Points/Boon system (p.4) — a different mechanic, not this choice.
Enhancement Master — Khimera Points Reference
Track your Current/Max Khimera Points in the Resource panel on the main sheet (auto-labeled "Khimera Pts"). This panel is just the tiered Boon-cost reference below.
Cost = tier's base cost × target multiplier (Personal/Melee ×1, Adjacent Sq./Wall/Line ×2, Adjacent Cube/Beam/Cube-on-Self/Wall-at-Range ×3, Cube at Range ×4), plus any special costs. Up to your INT Boons per Expendable Power usage. Full Khimera Points regained on Full Rest. L8: can make a Khemister Expendable's Attack portion Target Enemies only. L16: double an effect's base cost to add your CL Minutes to its Duration (or multiply Duration by the Khimera's DEX if that's already longer than its normal DEX-Minutes duration).
Save / Load this character
Your whole character — stats, powers, inventory, pet, notes, and open pages — is encoded in the code below. Save: copy it somewhere safe. Load: paste a code in and press Load.
⚑ Reminders — species, class and gear rules to remember at the table · prints on its own page
Species choices+1 to and +1 Defence: +1 Ancestor Spirit class +1 to +1 to lowest Defence:
Attributes
Base
Species
Level ⓘ
Total
Mod
Defences
Attribute ModsClassSpeciesProtectionProt.Total
0
▲ raised · ▼ lowered by an active Boon, Bane or effect (see ✦ Status)
Picks fill the next empty row (Extra Inventory once these are full). Type any other item straight into a row.
Weight is per item; Count × Weight is added to Carried on page 1 unless Location is Base or Companion. Default unit: kg. Catalog weights from the Core Rulebook equipment lists ("per SR" items use your Size Rating).
Item Name
Count
Weight
Location
Item Name
Count
Weight
Location
Components / Alchemist's Tracker
Alchemy reagents by zone (Alchemy document) and crafting materials. Custom components can be typed in. Amount takes a unit (g, kg, ml, L) or a count; Prepared and Potions work from your Alchemy Rank. Reagents per potion: Rank 1-2 one, 3-4 two, 5-6 three, 7 four.
Item
Description & Usage
Amount
Processed
Prepared
Per Potion
Potions
Location
Brew a potion
Magic Items & Special Materials
CharacterClass—Level—
Not standard starting gear. A character has one of these only for a reason the GM accepts:
their background, a visit to a merchant, a reward or find, or crafting it. There is no chart for
starting gear above 1st level; the GM decides what fits the story.
Wearing: one item in each slot and no more than your POWER items worn; held items and
tools are not limited this way. An item works once you have had a Full Rest with it in your
possession (Magic Items of Adventura p.1).
Components / Alchemist's Tracker
CharacterClass—Level—
Amount with its unit (g, kg, ml, L, or a count). Grams, kilograms and liquids count toward Carried (1 ml weighs 1 g, Kyle). Reagents don't expire; only brewed potions do, by the shelf life listed for their reagents (Kyle). Mass Loss on processing uses the processor's Alchemy Rank (Kyle). Reagents per potion by Alchemy Rank: Rank 1-2 one, 3-4 two, 5-6 three, 7 four (Alchemy document).
Advantage Caused Attack — melee basic attack. Triggered by movement through Attack Area, ranged attacks in melee, drinking a potion, picking up items, etc.
Cover: Light
−1 to attack rolls each direction.
Cover: Moderate
−3 to attack rolls each direction.
Cover: Total
Cannot attack or be attacked.
Boons
Boon
Effect
Clarity
+1 to all Defenses. You may reroll one Defense Roll each Round.
Empowered
+2 to all Defenses. Roll 2d20 and use the best result to Defend.
Invisible
Undetectable visually in the material realm or spirit world by aura, heat or sight. Detectable by other senses (hearing, smell, touch or Sonic Vision): they can roll Perception versus your Stealth, with the source of Invisibility's Power Rating as a Bonus. Attackers roll 2d20 and use the worst result. Add your Stealth Rank to Attack Rolls against those unaware of you. Making an Attack Roll or dealing Damage ends the effect.
Protected
Shielded from Attacks, though non-Attack effects such as Zones or Environmental Hazards can still harm you. You may use Powers or actions that don't involve Attack Rolls. Making an Attack Roll ends this effect.
Alert
+2 Dodge, +1 to Attack Rolls.
Confident
+2 Resolve, +1 to Attack Rolls. +1 Morale at the start of your Turn if Morale is 9 or less.
Determined
+Source's Primary Mod to Opposed Power Checks; roll 2d20 and use the best for Focus. No Focus Checks required on your own Turn. Immune to Morale penalties.
Emboldened
+2 Toughness, +1 to Attack Rolls.
Energized
+2 to all d20 Rolls. Also Swift.
Invigorated
+1 to all d20 Rolls. +1 sq. to all Movement Speeds.
Rejuvenated
Regain the Source's CL + POWER in Health at the start of your Turn.
Swift
+2 Initiative. Double all Speeds.
Sturdy
+2 Power bonus to Protection; gain the Source's Primary Attribute Modifier as Damage Resistance (stacks with other sources).
Banes & Status Effects
Bane
Effect
Blinded
-4 Dodge, -2 to Attack Rolls. When you move, roll Acrobatics vs. the Bane's Power Rating or Fall Prone. Targets outside your Attack Area have Moderate Cover against you. Cannot use Extended Distance on Ranged Attacks.
Dazzled
-2 Dodge, -1 to Attack Rolls.
Fatigued
-1 to all d20 Rolls. Cannot Exert or Sprint.
Exhausted
-2 to all d20 Rolls. Also Slowed. Cannot Exert or Sprint.
Frail
-2 Protection (minimum 0). All Damage Mitigation (Resistance, Reflection, Absorption) reduced by ½, rounding down.
Grabbed
Primary Action to escape: Acrobatics, Legerdemain or Wrestle vs. the enemy's Wrestle. -Source's Wrestle Rank to your Focus Checks. -1 Attack Rolls and Dodge. No Advantage Caused Attacks.
Held
As Grabbed, but -(Source's Rank +2) to Focus Checks and -3 Attack Rolls/Dodge.
Immobilized
Speeds become 0; cannot move via Powers or Items (still subject to Forced Movement/Gravity). -4 Initiative. Lose your Secondary Action.
Inaccurate
Roll 2d20 and use the worst result for Attack Rolls.
Paralyzed
No Defense Roll — use 1 as the d20 result. You lose Focus on any active Abilities or Powers. Cannot take Actions or Reactions.
Pinned
Full Round Action to escape: Acrobatics, Legerdemain or Wrestle vs. the enemy's Wrestle. -(Source's Rank +5) to Focus Checks. -6 Attack Rolls/Dodge. No Advantage Caused Attacks.
Poisoned
Take the Source's POWER in Damage at Start of Turn, ignoring Damage Mitigation.
Prone
No Advantage Caused Attacks. Adjacent enemies get +2 to Attack Rolls against you. Light Cover from Ranged enemies.
Sealed
You cannot use Powers, and suffer an additional ill effect (such as being unable to speak, or losing taste or smell). You may attempt a Focus check vs. the Bane's Power Rating to use a Power with Range: Personal.
Slowed
Movement Speeds and Movement from Powers and Items -50% (rounding up). -2 Initiative.
Stunned
-3 to all Defenses and Focus checks. Only a Primary or Secondary Action on your Turn, only Powers with Range: Personal, cannot make an ACA.
Unconscious
Cannot take actions. Can be woken by outside stimuli unless the source was an Environmental Hazard or you're also Bleeding. -14 Perception.
Bleeding
Damage starts as a d4 and advances one die size for each instance after the first, to a maximum of d20, each Round until you receive First Aid or Rally if Unconscious. If caused by an Attack or Power: ETN 7 + Power Rating + 3/Round. Ignores Damage Mitigation.
Controlled
You no longer count as an ally to your party for Powers, and must use your Basic Attacks against your former friends. At the end of each Round you take Damage, Resolve vs. the Bane's Power Rating; success means you spend the next Round recovering from it.
Unbalanced
-2 Toughness, -1 to Attack Rolls.
Nervous
-2 Resolve, -1 to Attack Rolls. Lose 1 Morale when first affected.
Terrified
-4 Resolve, -2 to Attack Rolls. Lose 2 Morale when first affected. If Morale is 4 or less, Resolve vs. the Bane's Power Rating; failure means you flee Combat until the Bane ends (if you cannot escape, take Total Defense each Round).
Disoriented
-1 to all Defenses and Focus checks. Can only use Powers with Range: Personal.
Murderous
You cannot tell friend from foe and attack the closest creature until it dies or you do. You will not endanger yourself unless it is the only way to attack the nearest creature.
Health Thresholds
State
Condition
Full Health
100% — 26% Max Health. Normal function.
Fatigued
25% — 1% of Max Health. −1 to all d20 rolls.
Unconscious
0 or below. Make Focus check each turn to Rally.
Death
Negative ½ Max Health. Final Chance Defence allowed.
Illumination
Level
Effect
Bright
Normal vision: Dazzled, −7 Perception, −1 Atk while in area. Double range for Regular Light then Low Light equal to source range.
Regular
Normal. Creates Low Light at ½ range.
Low Light
Normal/Bright vision: −7 Perception, −1 Atk. Low-Light vision: no penalty.
Darkness
−14 Perception, −3 Attack Rolls.
Table Trackers
Sources: Core Game Rulebook pp.31, 75–81, 101–102; class & species PDFs
CharacterClass—Level—
Constant Power Uses
Tick a box each time it is used; Full Rest unticks them.
Barding is for creatures that can't wield a Shield; it counts as a Shield Protection bonus and stacks with Natural Protection. Spd Pen applies to all movement except Swim, which loses twice as much (Core pp.38–40).
Named abilities your companion has access to, separate from its Basic Attacks. ★ Granted powers are known from 1st level; the rest of a Beast's list are the companion's own picks (separate from yours), available from their tier (1st / 7th / 15th / 21st). Automatic unlocks (a Warder's Blessing at 7th) open by themselves. Granted and automatic powers are filled in for you; pick the rest from the list as your companion reaches their level.
No Companion Powers on the sheet yet — pick them from the list above.
Damage Tables
CharacterClass—Level—
Fill in your expendable power slots — tables for powers you have chosen appear here automatically.
🔀 Random Character
Fills Species, Ecotype, Class, Attributes, Skills, Languages, and Powers.
Name, background/personality, and inventory are left alone.
Magical gear is off unless you choose it below; if on, it also fills Equipped Items and adds Inventory rows.
No magic items or special materials (the default).