Attributes
BaseSpeciesLevel ⓘ TotalMod
Defences
sq(s)
Health
Movement
TypeSpeed (sq)
— Damage Mitigation —
TypeValue
-Player Portrait-
Weapon name
Weapon name
Age
Weight
Height
Personality · Morality · Motivations
Weapon name
Weapon name
Reminders
Character Level ATT Mod + Rank + CL + d20 vs TN
Protection Penalty affects: Run ×1 · Swim ×1 · Stealth ×1 · Jump ×1 · Fly ×2 · Climb ×2 · Acrobatics ×2
Physical ATT Mod + Rank + CL = Total
ModRankCLTotal
Social ATT Mod + Rank + CL = Total
ModRankCLTotal
Languages
LanguageRank LanguageRank
Knowledge
Skill NameAttrModRankCLTotal
Skill NameAttrModRankCLTotal
Character Class Level
— Powers: Constants —
Constants
Character Class Level
— Powers: Expendables —
Expendables

— Powers (continued) —

Character: Class: Level:
Constants
Expendables
Character Level
sq.
Kg
sq.
Kg
Total Protection Value
Armour + Shield + Power
0
↑ Auto-updates Toughness & Dodge on page 1

Wealth

Encumbrance

Kg
Kg
Kg
Kg
↑ Auto-calculated from STR & Species

Equipped Items

Weapon Proficiencies & Specializations

What each rank grants
Proficient (rank 1): trained and able to wield, no bonus yet.
Specialist (rank 2): +1 Accuracy with the weapon, and its properties now apply to Powers that use it.
Master (rank 3): +2 Accuracy; doubles the weapon's property bonuses.
Grandmaster (rank 4): +3 Accuracy; reroll 1's for weapon damage; +1 extra die of damage on Basic Attacks.
Can't rank up the same weapon twice in a row — alternate to a different one first.
Character Level

Inventory

Weight is per item, not a running total. Default unit: kg.
Item NameCount WeightLocation
Item NameCount WeightLocation

Components / Alchemist's Tracker

Character:
Weight is per item, not a running total. Default unit: kg.
ItemDescription & Usage Raw WeightPrepared Weight QtyProcessedLocation
Inventory
Item NameCount WeightLocation
Item NameCount WeightLocation

Backstory

Campaign Notes

Lore & World Notes

Species Reference

Character:

Combat Reference

Source: Adventura Realms Players Handbook

Action Types

TypeDescription & Examples
PrimaryActive direct maneuver. Basic Attack, Charge, Disarm, Demoralize, Feint, Shove, Use Power, First Aid, Trip, Sunder, Withdraw, Rush, Goad, Reloading Portable Arbalest.
SecondaryMove your speed, Drink potion, Defense Stance, Open/Close door*, Stow/Retrieve item*, Reload Crossbow, Stand from Prone, Acrobatic Maneuver, Analyze Tactics, Toss Item, Spur Mount.
Full RoundUses both Primary & Secondary. Complete Defense, Readying, Sprint.
NonactionNegligible effort. Shout warning, speak, drop held item, choose to Fall Prone. GM may allow others.
Demi-Move*Combined with normal movement at a cost of squares. Open/Close door, Stow/Retrieve item, Hand-Off, Pick up item.
ReactionUsed in response to a triggering event. Costs the specified action type shown in [Brackets].

Attack & Defence

RuleEffect
Natural 1 (Atk)Automatic Miss. Skip defence roll.
Natural 20 (Atk)Critical Hit. Skip defence roll. Maximum Damage. Flat damage adds CL again.
Basic AttackDefender chooses Dodge or Toughness.
Power AttackPower specifies which Defence is used.
ACAAdvantage 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: TotalCannot attack or be attacked.

Boons

BoonEffect
Clarity+1 all Defences. Reroll one Defence Roll per round.
Empowered+2 all Defences. Roll 2d20 keep best for each Defence.
InvisibleCannot be detected visually. Attackers roll 2d20 use worst. Add Stealth rank to attacks vs unaware targets. Ends on attack.
ProtectedAdds Protection Value to Toughness. See armour rules.
AlertCannot be Surprised. Roll 2d20 best for Initiative.
Confident+1 all Defences.
DeterminedImmune to Frightened, Nervous, Terrified. +1 to attack rolls.
Emboldened+1 Attack Rolls.
Energized+2 to all Defences. Immune to Fatigued & Exhausted.
Invigorated+1 to all Attack Rolls and Initiative.
RejuvenatedRegain Health each Round at start of your turn (source specifies amount).
Swift+2 sq to all Movement Speeds.
SturdyGain Protection value equal to source's POWER.

Banes & Status Effects

BaneEffect
Blinded−4 Dodge, −2 Attack. Targets outside Attack Area have Moderate Cover. Must make Acrobatics or Fall Prone when moving.
Dazzled−2 Dodge, −1 Attack Rolls. Vision hindered.
Demoralized−1 to all D20 rolls for a duration. From Intimidate/Demoralize action.
Fatigued−1 all D20 rolls. Cannot Exert or Sprint. Also applied at 1–25% Max Health.
Exhausted−2 all D20 rolls. Slowed. Cannot Exert or Sprint.
FrailAll DR/Absorption/Reflection halved. Protection Value −2 (min 0).
GrabbedFirst stage of Wrestling. Restricted movement.
Held−3 Attack & Dodge. No ACAs. Escape as Primary (Acrobatics/Legerdemain/Wrestle).
ImmobilizedMovement = 0. −4 Initiative. Lose Secondary Action. Still subject to Forced Movement.
InaccurateRoll 2d20 use worst for Attack Rolls.
ParalyzedAuto 1 on Defence. Lose Focus on all active Powers. No Actions or Reactions.
Pinned−6 Attack & Dodge. No ACAs. Escape Full Round (Acrobatics/Legerdemain/Wrestle).
PoisonedTake Source's Power in Damage at start of turn. Ignores all DR. Ultra-Poisoned = Power + CL.
ProneNo ACAs. Adjacent enemies +2 to attacks. Light Cover vs Ranged. Stand = Secondary Action.
SealedCannot use Powers. May attempt Focus check (TN = Power Rating) to use Personal-range Powers.
SlowedMovement Speeds −50% (round up). Initiative −2.
Stunned−3 all Defences & Focus. Only Primary OR Secondary on turn. Powers: Personal only. No ACAs.
UnconsciousNo Actions. At turn end: Focus check (d20+CL+Primary Mod) vs TN 10+1 per 7 pts below 0 Health to Rally.
BleedingStarts d4, escalates d4→d6→d8→d10→d12→d20 per failure. Ignores all DR. Cured by First Aid or Rally.
ControlledFight for the enemy. No longer an ally for power purposes.
Unbalanced−2 to all Defence rolls.
Nervous−1 Attack & Dodge. −1 d20 rolls (cumulative with Demoralized).
Terrified−2 Attack, Dodge, Resolve. Must move away from source each turn.
Disoriented−1 Attack Rolls. Move at ½ speed (round up). −1 Initiative.
MurderousRoll 2d20 best for Attack Rolls. Roll 2d20 worst for Defence rolls.

Health Thresholds

StateCondition
Full Health100% — 26% Max Health. Normal function.
Fatigued25% — 1% of Max Health. −1 to all d20 rolls.
Unconscious0 or below. Make Focus check each turn to Rally.
DeathNegative ½ Max Health. Final Chance Defence allowed.

Illumination

LevelEffect
BrightNormal vision: Dazzled, −7 Perception, −1 Atk while in area. Double range for Regular Light then Low Light equal to source range.
RegularNormal. Creates Low Light at ½ range.
Low LightNormal/Bright vision: −7 Perception, −1 Atk. Low-Light vision: no penalty.
Darkness−14 Perception, −3 Attack Rolls.

Relationships & Factions

Character:

People & Relationships

Factions & Organizations


Attributes
Array: 14 · 13 · 12 · 11 · 10 · 9
BaseSpeciesLevel TotalMod
CHACharisma
CONConstitution
DEXDexterity
STRStrength
INTInteligence
WISWisdom
Defences
Dodge DEX
+ INT
+
+
=
Prot.
Pen.
Resolve CHA
+ WIS
+
+
=
Toughness CON
+ STR
+
+
+
=
Prot.
Value
sq(s)
Barding / Natural Protection
Special Features
Health
Movement
TypeSpeed (sq)
— Damage Mitigation —
TypeValue
HP Reference & Boosts
Base +/Lvl
Boost 7th 15th 21st Accuracy Defence
Partner Power Ups
Level Boosts
Skills ATT Mod + Rank + CL
Skill Mod Rank Total

Basic Attacks
Basic Attack 1
Lvl
Target(s)
Range
Damage
Atk vs
Effect
Basic Attack 2
Lvl
Target(s)
Range
Damage
Atk vs
Effect
Basic Attack 3
Lvl
Target(s)
Range
Damage
Atk vs
Effect
Basic Attack 4
Lvl
Target(s)
Range
Damage
Atk vs
Effect

Inventory Carried by the Pet
For a mount's saddlebags, a Khimera's storage capacity, or anything else your companion carries or stores for you.
Item NameCount WeightNotes

Companion Powers
Named abilities your companion has access to, separate from its Basic Attacks — filled in as your companion's own source lists them, by the tier (Granted / 7th / 15th / 21st) each becomes available.

Damage Tables

Character:

Fill in your expendable power slots — tables for powers you have chosen appear here automatically.