| A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z | AA | AB | AC | AD | AE | AF | AG | AH | AI | AJ | AK | AL | AM | AN | AO | AP | AQ | AR | AS | AT | AU | AV | AW | |
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2 | Character | Conduit | Might | Agility | Reason | Intuition | Presence | Wither | S | ||||||||||||||||||||||||||||||||||||||||
3 | 2 | -1 | 1 | 2 | 1 | A bolt of holy energy saps the life from a foe. | |||||||||||||||||||||||||||||||||||||||||||
4 | Keywords: | Magic, Ranged, Strike, Action | |||||||||||||||||||||||||||||||||||||||||||||||
5 | Distance: | Ranged 10 | Target: | One creature or object | |||||||||||||||||||||||||||||||||||||||||||||
6 | Ancestry | Dwarf | Stamina | Max: | 24 | Immunities/Weaknesses | Power Roll + Intuition: 2d10 + 2 ✦ 11 or lower: 5 holy damage; P < 0, the target takes a bane on their next power roll ★ 12-16: 7 holy damage; P < 1, the target takes a bane on their next power roll ✸ 17+: 10 holy damage; P < 2, the target takes a bane on their next power roll | ||||||||||||||||||||||||||||||||||||||||||
7 | Possessed of a strength that belies their size, dwarves have flesh infused with stone—a silico-organic hybrid making them physically denser than other humanoids. They enjoy a reputation in Orden as savvy engineers and technologists thanks to the lore they inherited from their elder siblings, the long-extinct steel dwarves. | Winded: | 12 | ||||||||||||||||||||||||||||||||||||||||||||||
8 | Dying: | 0 | |||||||||||||||||||||||||||||||||||||||||||||||
9 | Temp: | Dead: | -12 | ||||||||||||||||||||||||||||||||||||||||||||||
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11 | Career | Sailor | Recoveries | Surges | |||||||||||||||||||||||||||||||||||||||||||||
12 | Incident: It was in the middle of a pirate raid (whether you were part of it or targeted by it) that you realized you no longer yearned for a sailor’s life. You used the chaos of the moment to slip away unnoticed. | Max: | 8 | 1 = +2 Damage | |||||||||||||||||||||||||||||||||||||||||||||
13 | 1 = +8 Stamina | 2 = +1 Potency | |||||||||||||||||||||||||||||||||||||||||||||||
14 | Healing Grace | M | |||||||||||||||||||||||||||||||||||||||||||||||
15 | Piety | 1d3 piety at the start of your turn 2 piety the 1st time in an encounter a creature within 10 regains Stamina 2 piety the 1st time in an encounter a creature within 10 deals 11+ damage | Victories | Your divine energy restores the righteous. | |||||||||||||||||||||||||||||||||||||||||||||
16 | Kit | Prayer and Ward | Keywords: | Magic, Ranged, Maneuver | |||||||||||||||||||||||||||||||||||||||||||||
17 | Prayer of Destruction, Quickness Ward | Distance: | Ranged 10 | Target: | Self or one ally | ||||||||||||||||||||||||||||||||||||||||||||
18 | Effect: The target can spend a Recovery. Spend 1+ Piety: For each piety spent, choose one of the following enhancements: • You can target one additional ally within distance. • You can end one effect on a target that is ended by a saving throw or that ends at the end of their turn. • A prone target can stand up. • A target can spend 1 additional Recovery. | ||||||||||||||||||||||||||||||||||||||||||||||||
19 | Size | Speed | Disengage | Stability | Level | ||||||||||||||||||||||||||||||||||||||||||||
20 | Class Features | Domains: Life, War | 1M | 5 | 1 | 1 | 1 | ||||||||||||||||||||||||||||||||||||||||||
21 | Prayer: You can gain more piety by praying to the gods—but beware! Doing so can easily draw their ire, as the gods hate to be annoyed. When you roll to gain 1d3 piety at the start of your turn, you can pray to gain the following additional effects (no action required): • If the roll is a 1, you gain 1 additional piety but anger the gods! You take psychic damage equal to 1d6 + your level, which can’t be reduced in any way. • If the roll is a 2, you gain 1 additional piety. • If the roll is a 3, you gain 2 additional piety and can activate a domain effect of your choice (see below). Domain effects: • Life: Choose yourself or one ally within 10 squares of you. The targets can spend a Recovery, can end any effects on them that are ended by a saving throw or that end at the end of their turn, or can stand up if they are prone. Alternatively, you and one ally within 10 squares of you gain temporary Stamina equal to 5 × your Intuition score • War: Three allies of your choice within 10 squares of you, including yourself, gain two surges. | ||||||||||||||||||||||||||||||||||||||||||||||||
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23 | Skills | Culture, Drive, Endurance, Heal, Navigate, Swim, Flirt, Read Person | |||||||||||||||||||||||||||||||||||||||||||||||
24 | +2 | ||||||||||||||||||||||||||||||||||||||||||||||||
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26 | Word of Judgement | T | |||||||||||||||||||||||||||||||||||||||||||||||
27 | Turn | Conditions | Your holy word saps an attacking enemy’s strength. | ||||||||||||||||||||||||||||||||||||||||||||||
28 | Movement: | Maneuvers: | Bleeding | Keywords: | Magic, Ranged, Triggered | ||||||||||||||||||||||||||||||||||||||||||||
29 | Advance | Aid Attack | Dazed | Distance: | Ranged 10 | Target: | One ally | ||||||||||||||||||||||||||||||||||||||||||
30 | Disengage | Catch Breath | Frightened | Trigger: The target takes damage from an ability that requires a power roll. Effect: The power roll gains a bane against the target. Spend 1 Piety: The power roll gains a double bane against the target. | |||||||||||||||||||||||||||||||||||||||||||||
31 | Actions: | Grab/Escape | Grabbed | ||||||||||||||||||||||||||||||||||||||||||||||
32 | Charge | Hide/Search | Prone | ||||||||||||||||||||||||||||||||||||||||||||||
33 | Defend | Knockback | Restrained | ||||||||||||||||||||||||||||||||||||||||||||||
34 | Free Strike | Make/Assist Test | Slowed | ||||||||||||||||||||||||||||||||||||||||||||||
35 | Heal | Stand Up | Taunted | ||||||||||||||||||||||||||||||||||||||||||||||
36 | Move or Maneuver | Use Consumable | Weakened | ||||||||||||||||||||||||||||||||||||||||||||||
37 | The Character Sheet Toolkit is an independent product published under the DRAW STEEL Creator License and is not affiliated with MCDM Productions, LLC. DRAW STEEL © 2024 MCDM Productions, LLC. | ||||||||||||||||||||||||||||||||||||||||||||||||
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39 | Ray of Wrath | A | Drain | S | Call The Thunder Down | 3 | |||||||||||||||||||||||||||||||||||||||||||
40 | You unleash a blast of holy light upon your foe. | You drain the energy from your target and revitalize yourself or an ally. | You ask your saint for thunder and your prayer is answered. | ||||||||||||||||||||||||||||||||||||||||||||||
41 | Keywords: | Magic, Ranged, Free Strike, Action | Keywords: | Magic, Melee, Strike, Action | Keywords: | Area, Magic, Ranged, Action | |||||||||||||||||||||||||||||||||||||||||||
42 | Distance: | Ranged 10 | Target: | One creature or object | Distance: | Melee 1 | Target: | One creature | Distance: | 3 cubes within 10 | Target: | Each enemy in the area | |||||||||||||||||||||||||||||||||||||
43 | Power Roll + Intuition: 2d10 + 2 ✦ 11 or lower: 4 damage 12-16: 6 damage 17+: 8 damage Effect: You can have this ability deal holy damage. | Power Roll + Intuition: 2d10 + 2 ✦ 11 or lower: 4 corruption damage ★ 12-16: 7 corruption damage ✸ 17+: 9 corruption damage Effect: You or one ally within distance can spend a Recovery. | Power Roll + Intuition: 2d10 + 2 ✦ 11 or lower: 2 sonic damage; push 1 ★ 12-16: 3 sonic damage; push 2 ✸ 17+: 5 sonic damage; push 3 Effect: You can push each willing ally in the area. This forced movement ignores any ally’s stability. | ||||||||||||||||||||||||||||||||||||||||||||||
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51 | Corruption's Curse | 5 | Runic Carving (Dwarf) | M | Melee Weapon Free Strike | F | |||||||||||||||||||||||||||||||||||||||||||
52 | Cursed by you, your enemy takes more damage from your allies. | Keywords: | Charge, Melee, Strike, Weapon, Free Triggered | ||||||||||||||||||||||||||||||||||||||||||||||
53 | Keywords: | Magic, Ranged, Strike, Action | You can carve a magic rune onto your skin. The rune you carve determines the benefit you receive. You can change or remove this rune with 10 minutes of work while not engaged in combat. • Detection: Pick a specific type of creature, such as “goblins” or “humans” or an object, such as “magic swords” or “potions.” Your rune glows softly when you are within 20 squares of a chosen creature or object, regardless of line of effect. You can change the type of creature as a maneuver. • Light: Your skin sheds light for 10 squares. You can turn this on and off as a maneuver. • Voice: As a maneuver, you can communicate telepathically with another willing creature you have met before whose name you name, who can speak and understand a language you know, and is within 1 mile of you. You and the creature can respond to one another as if having a normal conversation. You can change the person you communicate with by changing the rune. | Distance: | Melee 1 | Target: | 1 Creature or Object | ||||||||||||||||||||||||||||||||||||||||||
54 | Distance: | Ranged 10 | Target: | One creature or object | Power Roll + M or A: 2d10+2 | ✦ ≤ 11: 4 damage ★ 12–16: 7 damage ✸ ≥ 17: 9 damage | |||||||||||||||||||||||||||||||||||||||||||
55 | Power Roll + Intuition: 2d10 + 2 ✦ 11 or lower: 5 corruption damage; M < 0, damage weakness 5 (save ends) ★ 12-16: 8 corruption damage; M < 1, damage weakness 5 (save ends) ✸ 17+: 11 corruption damage; M < 2, damage weakness 5 (save ends) | ||||||||||||||||||||||||||||||||||||||||||||||||
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57 | Ranged Weapon Free Strike | F | |||||||||||||||||||||||||||||||||||||||||||||||
58 | Keywords: | Ranged, Strike, Weapon, Free Triggered | |||||||||||||||||||||||||||||||||||||||||||||||
59 | Distance: | Ranged 5 | Target: | 1 Creature or Object | |||||||||||||||||||||||||||||||||||||||||||||
60 | Power Roll + M or A: 2d10+2 | ✦ ≤ 11: 4 damage ★ 12–16: 6 damage ✸ ≥ 17: 8 damage | |||||||||||||||||||||||||||||||||||||||||||||||
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63 | Basics | Rolls and Modifiers | Turn | ||||||||||||||||||||||||||||||||||||||||||||||
64 | Character Sheet: • Stamina: The character's hit points • Immunity: Subtract the value when taking that damage type • Recoveries: Heals 1/3 of your Stamina • Surges: Increase damage and Potencies (see Rolls and Modifiers) • Heroic Resource: Some abilities and effects cost your resource • Victories: Number of Heroic Resources at the beginning of combat • Disengage: How much you can Shift when Disengaging (see Turn) • Stability: Subtract the value from any forced movement • Skill: +2 on the corresponding Tests (see Rolls and Modifiers) Combat: • Turn: You have an Action, a Maneuver and Movement • Triggers: You also have 1 Triggered Action per round (see Turn) • Critical: Natural 19s and 20s give you an extra Action in combat • End of Turn (EoT): Effect lasts until the end of the target's next turn • Save Ends: Roll 1d10 at the end of your turn; the effect ends on a 6+ | Power Roll (PR): 2d10 + Characteristic. The result can fall into one of 3 tiers: ✦ ≤ 11 / ★ 12–16 / ✸ ≥ 17 Edge: +2 on a PR (e.g.: flanking, elevation). Double Edge increases the result by one tier Bane: -2 on a PR (e.g.: cover). Double Bane reduces the result by one tier Potency: Effects that only apply if the target has a characteristic lower than the Potency value, e.g. M < 1 Surge: When you deal damage with a PR, you can spend up to 3 Surges to increase the damage by 2 for each Surge; this only applies to 1 creature affected by the ability. When you target a creature with a Potency ability, you can spend 2 Surges to increase its Potency by 1; this increase applies to only 1 creature | Actions: • Charge: Move in a straight line and make a Free Strike • Defend: PR against you has Double Bane • Heal: 1 ally can use a Recovery or make a Save Maneuvers: • Stand Up: You or 1 adjacent ally is no longer Prone • Catch Breath: You use a Recovery. Cannot be Dying Triggers: • A Free Triggered Action does not count as your 1 Trigger per round • Opportunity Attack (Free): Make a Free Strike against A creature that leaves your reach without Shifting (see below) Movements: • Movement marked as a Shift doesn't cause Opportunity Attacks • Advance: You move your speed in squares | ||||||||||||||||||||||||||||||||||||||||||||||
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74 | The Character Sheet Toolkit is an independent product published under the DRAW STEEL Creator License and is not affiliated with MCDM Productions, LLC. DRAW STEEL © 2024 MCDM Productions, LLC. | ||||||||||||||||||||||||||||||||||||||||||||||||
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76 | Character | Elementalist | Might | Agility | Reason | Intuition | Presence | Viscous Fire | S | ||||||||||||||||||||||||||||||||||||||||
77 | 0 | 1 | 2 | 2 | 0 | A jet of heavy fire erupts with elemental fury where it strikes. | |||||||||||||||||||||||||||||||||||||||||||
78 | Keywords: | Fire, Magic, Ranged, Strike | |||||||||||||||||||||||||||||||||||||||||||||||
79 | Distance: | Ranged 10 | Target: | One creature or object | |||||||||||||||||||||||||||||||||||||||||||||
80 | Ancestry | Human | Stamina | Max: | 18 | Immunities/Weaknesses | Power Roll + Reason: 2d10 + 2 ✦ 11 or lower: 6 fire damage; push 2 ★ 12–16: 9 fire damage; push 3 ✸ 17+: 11 fire damage; push 4 | ||||||||||||||||||||||||||||||||||||||||||
81 | “Humans,” the dwarf said with a combination of exasperation and awe. “Their only virtue seems to be believing in impossible things.” | Winded: | 9 | Immunities: Acid 2, Cold 2, Corruption 2, Fire 2, Lightning 2 | |||||||||||||||||||||||||||||||||||||||||||||
82 | Dying: | 0 | |||||||||||||||||||||||||||||||||||||||||||||||
83 | Temp: | Dead: | -9 | ||||||||||||||||||||||||||||||||||||||||||||||
84 | |||||||||||||||||||||||||||||||||||||||||||||||||
85 | Career | Mage's Apprentice | Recoveries | Surges | |||||||||||||||||||||||||||||||||||||||||||||
86 | Incident: While practicing a spell, your inexperience caused the magic to backfire and your memories were wiped, leaving you with only fragments of who you once were. Determined to recall your past, you now dedicate yourself to helping others. | Max: | 10 | 1 = +2 Damage | |||||||||||||||||||||||||||||||||||||||||||||
87 | 1 = +6 Stamina | 2 = +1 Potency | |||||||||||||||||||||||||||||||||||||||||||||||
88 | Practical Magic | M | |||||||||||||||||||||||||||||||||||||||||||||||
89 | Essence | 2 essence at the start of your turn 1 essence the first time each round you or a creature within 10 takes damage that isn’t untyped or holy | Victories | Your mastery of elemental power lets you customize your conjurations. | |||||||||||||||||||||||||||||||||||||||||||||
90 | Kit | Enchantment and Ward | Keywords: | Magic, Ranged, Maneuver | |||||||||||||||||||||||||||||||||||||||||||||
91 | Enchantment of Destruction, Ward of Excellent Protection | Distance: | Self, see below | Target: | Self | ||||||||||||||||||||||||||||||||||||||||||||
92 | Effect: Choose one of the following effects: • You use the Knockback maneuver, but its distance becomes the range of your Hurl Element ability, and you use Reason instead of Might for the power roll. • You choose a creature within the distance of your Hurl Element ability and deal damage equal to your Reason score to them. The damage type can be acid, cold, corruption, fire, lightning, poison, or sonic. • You teleport up to a number of squares equal to your Reason score. | ||||||||||||||||||||||||||||||||||||||||||||||||
93 | Size | Speed | Disengage | Stability | Level | ||||||||||||||||||||||||||||||||||||||||||||
94 | Class Features | Specialization: Fire | 1M | 5 | 1 | 0 | 1 | ||||||||||||||||||||||||||||||||||||||||||
95 | Persistence: Whenever you use a persistent ability, you decide whether you want to maintain it and start doing so immediately after you first use the ability. If you maintain a persistent ability in combat, you reduce the amount of essence you earn at the start of your turn by an amount equal to the ability’s persistent value, which enables the ability’s persistent effect. All your active persistent abilities end when combat ends. You can’t maintain any abilities that would make you earn a negative amount of essence at the start of your turn or have a negative amount of essence outside of combat. You can stop maintaining an ability at any time (no action required). If you maintain the same ability on several targets and the effect includes a power roll, you make that roll once and apply the same effect to all targets. A creature can’t be affected by multiple instances of a persistent ability. If you take damage equal 5 × your Reason score in one turn, you stop maintaining any persistent abilities. | ||||||||||||||||||||||||||||||||||||||||||||||||
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97 | Skills | Empathize, Conceal Objects, Eavesdrop, Culture, History, Magic, Religion, Society, Timescape | |||||||||||||||||||||||||||||||||||||||||||||||
98 | +2 | ||||||||||||||||||||||||||||||||||||||||||||||||
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100 | Explosive Assistance | T | |||||||||||||||||||||||||||||||||||||||||||||||