Berserker
Other
Attribute
Primary Attributes
Score Ticks
World
Name: Player:
Str OOOOO
Personal Problem: Patron:
(Strength)
Dex OOOOO Secondary Attributes
(Dexterity)
Attribute Score Attribute Score Current
Con OOOOO
(Constitution) Reaction Physical Vitality
𝐷𝐷𝐷𝐷𝐷𝐷 + 𝑊𝑊𝑊𝑊𝑊𝑊 𝑆𝑆𝑆𝑆𝑆𝑆 + 𝐷𝐷𝐷𝐷𝐷𝐷 + 𝐶𝐶𝐶𝐶𝐶𝐶
Log OOOOO
(Logic) Speed Physical Fatigue
𝑆𝑆𝑆𝑆𝑆𝑆 + 𝐷𝐷𝐷𝐷𝐷𝐷
− 1 (𝑚𝑚𝑚𝑚𝑚𝑚𝑚) 𝑆𝑆𝑆𝑆𝑆𝑆 + 𝐷𝐷𝐷𝐷𝐷𝐷 + 𝐶𝐶𝐶𝐶𝐶𝐶
Wits OOOOO
2
Composure Mental Vitality
Will OOOOO
𝐶𝐶𝐶𝐶𝐶𝐶 + 𝑊𝑊𝑊𝑊𝑊𝑊𝑊𝑊 𝐿𝐿𝐿𝐿𝐿𝐿 + 𝑊𝑊𝑊𝑊𝑊𝑊𝑊𝑊 + 𝑊𝑊𝑊𝑊𝑊𝑊𝑊𝑊
(Willpower)
Current Fate Mental Fatigue
Fate OOOOO 𝐿𝐿𝐿𝐿𝐿𝐿 + 𝑊𝑊𝑊𝑊𝑊𝑊𝑊𝑊 + 𝑊𝑊𝑊𝑊𝑊𝑊𝑊𝑊
Skills Traits
WH Skill Name Score Ticks WH Skill Name Score Ticks Iron Body (2):
Increase your PV and PF by 1
o Animal
o Weaving
OOOOO
OOOOO
Handling (Mind) Style (Rage 1):
Weaving Spend PF to gain a bonus to Str (PF cost is
o Athletics OOOOO
o OOOOO
charged after the Rage ends).
(Body)
Close Weaving Style (Rage 2):
o OOOOO
o OOOOO
Spend 2 PF to reroll half of your Misses.
Combat (Spirit) This does not grant the GM Fate and you
Weaving can still use your Fate Reroll. All attacks
o Influence OOOOO
o OOOOO
against you gain a +2 Dice Pool Bonus
(Elemental) until the start of your next Round.
o Investigate
o Craft:
Style (Rage 3):
OOOOO
OOOOO
You can declare that you are entering Rage
when an Initiative Test is required. Doing
o Judgement OOOOO
o Knowledge: OOOOO
so grants you Inspired for the Initiative
Test and immediately grants you the
benefits of your Rage.
o Larceny OOOOO
o OOOOO
Style (Two-Hander 1):
Spend 2 PF and 6 AP to make an
o Medical OOOOO
o OOOOO
Overhand Strike. If the attack is successful
it ignores 2 IR.
o Perception OOOOO
o OOOOO
Style (Two-Hander 2):
When someone Enters your reach you may
Ranged spend 2 PF and 4 AP to make a special
o OOOOO
o OOOOO
attack that gains “(2 Successes) the target
Combat stops moving and loses all remaining AP.”
This attack still has all the typical penalties
o Stealth OOOOO
o OOOOO
if not Readied.
o Survival OOOOO
o OOOOO
o Tinkering OOOOO
o OOOOO
Equipment Sheet
Weapons
Weapon Acc AR MR Dam Crit Traits
Acc: Accuracy, AR: Accurate Range, MR: Maximum Range, Dam: Damage, Crit: Critical Hit
Armor
Armor IR PR CN SR TP Traits
IR: Impact Reduction, PR: Piercing Reduction, CN: Crit Negation, SR: Speed Reduction, TP: Test Penalty
Gear Weaving
Lash Tolerance
𝐿𝐿𝐿𝐿𝐿𝐿𝐿𝐿𝐿𝐿𝐿𝐿 𝑜𝑜𝑜𝑜 𝑊𝑊𝑊𝑊𝑊𝑊𝑊𝑊 𝑜𝑜𝑜𝑜 𝑊𝑊𝑊𝑊𝑊𝑊𝑊𝑊𝑊𝑊𝑊𝑊𝑊𝑊 𝑀𝑀𝑀𝑀𝑀𝑀𝑀𝑀 𝐵𝐵𝐵𝐵𝐵𝐵𝐵𝐵 𝑆𝑆𝑆𝑆𝑆𝑆𝑆𝑆𝑆𝑆𝑆𝑆 𝐸𝐸𝐸𝐸𝐸𝐸𝐸𝐸𝐸𝐸𝐸𝐸𝐸𝐸𝐸𝐸𝐸𝐸
Combat Sheet
When performed on When performed off
Action Special
your initiative score your initiative score
Move 1 AP to move up to Spd 2 AP to move up to Spd If your Spd is <1 then it costs +1 AP to gain 1 movement
Standard Attack 6 AP 6 AP (Test -2)
Fast Attack 4 AP (Test -2) 4 AP (Test -3)
When wielding 2 weapons you can opt to attack with both weapons (each individually). Uses the
Double Attack [x] AP (Tests -3) [x] AP (Tests -3)
AP of the type of attack you’re making (Standard, Fast, Short Burst, Long Burst, etc).
Short Burst 6 AP (Test +2) 6 AP Uses up extra ammo (See weapon description)
Long Burst 8 AP (Test +2, Dam +1) 8 AP (Dam +1) Uses up extra ammo (See weapon description)
Weave (Innate) 6 AP 6 AP (Test-2)
Weave (Learned) 4 AP 4 AP (Test-2)
Costs +1 AP to move if you are an Innate Weaver while Concentrating; While Concentrating on a
Concentrate on
2 AP ~ Weave your Lash Tolerance is reduced by 1 (min 0); If you take damage while concentrating you
a Weave
must make a Weaving -2 Test for each active Weave or lose them (individually)
Reload (single) 1 AP 2 AP
Reload (box) 2 AP 3 AP
2 AP 3 AP
Aim/Focus
(Combat/Weaving test +1) (Combat/Weaving test +1)
Defend 2 AP 2 AP Requires a Close Combat Weapon
Contest 0 AP 0 AP
First Aid 8 AP 8 AP (Test -2)
Interact With
[x] [x] GM determines AP cost based on specific object and destired effect
an Object
You gain the benefits of the cover you are against and is lost as soon as you move (+1 on all non-
Take Cover 2 AP 3 AP
thrown/bow ranged attacks)
Kneel 1 AP 2 AP +1 on all non-thrown ranged attacks
+2 on all non-thrown/bow ranged attacks (enemies take penalty to make ranged attacks against
Hit the Ground 1 AP 1 AP
you but bonuses on melee attacks)
Get Up (from Kneel) 1 AP 2 AP
Get Up (from prone) 2 AP 3 AP
Draw/Stow Item 2 AP 3 AP
0 AP during other 0 AP during other
Shout to Someone actions or 1AP if done actions or 1AP if done
by itself by itself
AP spent to designate an action that you will take and the condition to trigger it. When Triggered
Ready an Action [x] AP [x+1] AP the action takes no penalty for being performed off of your initiative score and without having to
make a Reaction Test
AP spent to designate an area that you will be covering with a ranged weapon. Any enemies
acting in that area that doesn't "stay in cover" allows you to make a ranged attack targeting them
Set up Overwatch 2 AP 3 AP
without taking the "off your initiative" penalties and without having to make a Reaction Test.
Your overwatch ends if you Move or Defend.
Circumstance Attack Modifier Hexes
Point Blank Range -2/0* 1
Short Range 0 6
Medium Range -1** 20
Long Range -2** 60
Extreme Range -4** 600
Prone +2 on non-bow/thrown Ranged Combat Tests
Kneeling +1 on all non-thrown Ranged Combat Tests
High Ground +1 to all Combat Tests
Offhand Attack -2 to all Combat Tests made with offhand
Target Unaware +2 to all Combat Tests and Target may not defend
Target Prone -2 to Ranged Combat and +2 to Close Combat Tests
Target in melee -1 ranged attacks
Ganging up +1 per extra person (max 3)
Target Stunned +2
Low Lght / Light Fog -1 to Ranged Combat Tests
Dark / -2 to Ranged Combat Tests and -1 to Close Combat
Moderate Fog Tests
Complete Darkness / -4 to Ranged Combat Tests, -2 to Close Combat
Heavy Fog Tests
*0 when using a Pistol or Thrown weapon
**Penalty doubled if outside Accurate Range