Strength Requirement Not Met! (-2 Speed, Disadvantage on Atk/Checks/Saves)
Shield
Not Equipped
Helmet
Not Equipped
Notes
Core Attributes & Skills
Training Bonus+2
Check the box to apply your Training Bonus. Passives automatically calculate as 10 + Total (if capable).
Weapons & Attacks
Weapon
Att
Trn
Atk
Dmg
AP
Purchased Perks & Traits
Displays exact rank effects of your purchased perks.
Crafted Powers
Casting Stat:
Atk: +0DC: 10
Inventory & Encumbrance
Item Name
Wt(ea)
Count
Total Wt
Value
Total Wt:
0 lbs
Capacity:
150 lbs
Overburdened!
Origin Builder
1. Background2. Wealth & Feature
Step 1: Background & Competencies
Your origin grants you knowledge of the primary language of the setting. You may choose up to 4 additional Languages. For every language you don't choose, you can gain training in one Skill or Weapon Type of your choice instead. Note your choices below.
Lang
Skill
Wpn
Step 2: Wealth & Feature
This will instantly add the currency to your inventory.
Describe your unique social access, specialized knowledge, or shelter.
Spend ExperienceUnspent XP: 0
Spend XP to permanently upgrade your Core Attributes, Vitals, and Training capabilities.
Increase Core Attribute
Current Score: 5Cost: 25 XP
Increase Max HP (+1)
Limit: CON x 10. Cost: 1 XP per HP.
Increase Training Bonus (+1)
Current: +2
Train New Weapon Type
Auto-applies to every equipped weapon of that type.
Train New Skill
Current Trained: 0. Cost: 5 XP x skills already trained.
Train New Saving Throw
Current Trained: 0. Cost: 25 XP x saves already trained.
Train a Weapon Type
Ancestry & Genetics Builder
GP Used: 0/
1. Attributes2. Traits & Flaws3. Details4. Training
Step 1: Core Attributes
Has your GM sent you race files? Import them to choose a starting race below.
Choose a Starting Race
Selecting a race loads it as a starting point -- your own Base attribute allocation below is untouched, and any GP a race left unspent is still yours to customize as a subrace.
Set your starting base scores (Standard Array or Point Buy) and apply your Ancestry modifiers. (+1 costs 1 GP. -1 refunds 1 GP. Max +2/-2 per stat).
Step 2: Biology & Locomotion
Base 3. +1 Cost 1 GP. -1 Refunds 1 GP.
Step 3: Traits & Flaws
Select genetic traits. Flaws refund GP (Max 5 GP refunded by flaws). See APX Chapter 3 for full rules.
Traits (Costs GP)
Flaws (Refunds GP)
Step 4: Final Training
Choose 4 skills to train (4 + your INT modifier), and 2 Saving Throws to train.
Trained Skills (0/4)
Saving Throws (0/2)
Cannot exceed GP limit! Flaws can only refund max 5 GP.
Returning to the forge on a crafted weapon: Category, Weight Class, and Damage Type are locked (they define the item). You can still add or remove tiers, properties, and Elemental.
Step 1: Base Weapon
Every weapon begins as a standardized foundation. Choose its category, weight class, and physical damage type.
Category
Weight Class
Physical Damage Type
Step 2: Damage & Critical Multiplier
Invest Currency to upgrade lethality. Each tier is capped by your weapon's weight class.
Damage Dice
Critical Multiplier
Step 3: Modifications
Range Increment
Weapon Properties
Weight
2
Damage
2d4
Crit
x2
AP
2
Total Cost
25 Cu
Already Paid For
0 Cu
Cost Now
25 Cu
Craft These Upgrades
The Consumable Crafter
Chapter 8: Consumable Items
1. Targeting2. Range3. Area of Effect4. Damage/Healing5. Utility6. Duration7. Refunds/Charges
Step 1: Targeting and Delivery
How does the item's effect reach the target, and how do they resist it?
Step 2: Range
Step 3: Area of Effect
Step 4: Damage or Healing
Optional -- skip if this item neither damages nor heals.
Step 5: Utility
Step 6: Duration
Duration Modifiers
Step 7: Refunds, Charges & Flavor Text
Consumables always cost a flat 3 AP to use -- there is no AP-modification step.
XP Spent
0 / 30 XP
Weight
0 lb
Total Cost
0 Cu
The Power Crafter
Chapter 7: Power Crafter Perk
Free Power! This new Power rank grants you one Power for free -- no XP will be spent.
Charges per Full Rest:
Rolls a d6 at the start of its turn; recharges on a 5 or 6. It can also spend half the AP it costs to cast (minimum 1) to attempt an early recharge.
Unlimited Uses only applies to a Level 1 Power on a Tier 1-3 NPC, or a Level 2 Power on a Tier 4-5 NPC.
1. Targeting2. Range3. Area of Effect4. Damage/Healing5. Utility6. Duration7. AP Mods8. Refunds9. Flavor Text
Step 1: Targeting and Delivery
How does your power reach the target, and how do they resist it?
Step 2: Range
How far can you be from your target?
Step 3: Area of Effect
What area does your power cover? This also multiplies the cost of Damage Dice and Utility effects.
Step 4: Damage or Healing
Optional -- skip if your power neither damages nor heals. Max 12 dice per die step.
Step 5: Utility
Buffs, debuffs, summons, and everything else beyond raw damage. Entries marked "repeatable" stack additively.
Step 6: Duration
If your power only deals damage, Instant is usually all you need.
Duration Modifiers
Step 7: AP Modifications
Powers cost 4 AP by default. Spend XP to lower it, or take more AP to refund some.
Step 8: Refunds
Add restrictions and hindrances to refund XP and increase potency elsewhere.
Step 9: Flavor Text
Turn the mechanical build below into a description of what actually happens when you use this Power. Leave it blank to just save the mechanical summary instead.
Total XP Cost
0 XP
Power Level
Level 1
AP Cost
4 AP
Add Crafted Power
The Perk Forge
Filter:
Unspent XP: 0Core Perks require Attribute Score >= (Rank x 2). Purchasing a rank automatically applies its mechanical effects.
Delete Character?
This action cannot be undone. Type "DELETE" to confirm.
Select Perk Specialization
Choose how you want to apply this perk's rank.
Add Encyclopedia Field
Enter the specific field of study (e.g. Magic, Mutants, Technology).
Choose a Skill to Train
Choose a Saving Throw to Train
Choose a Power to Upgrade for Free
Select Bonus General Perk
Your genetic trait grants you one free General Perk.
Settings
How many actions back you can undo. Higher uses a bit more memory.
Alt Rule toggles will live here in a future update.