GM Screen -- party overview and initiative tracker.
Bleed Out Roll
Character has dropped to 0 HP.
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).
Select genetic traits. Flaws refund GP (Max 5 GP refunded by flaws). See APX Chapter 3 for full rules.
Your genetic trait grants you one free General Perk.
Reserved for your setting's most dangerous threats -- bosses and other legendary creatures.
Every weapon begins as a standardized foundation. Choose its category, weight class, and physical damage type.
Invest Currency to upgrade lethality. Each tier is capped by your weapon's weight class.
How does your power reach the target, and how do they resist it?
How far can you be from your target?
What area does your power cover? This also multiplies the cost of Damage Dice and Utility effects.
Optional -- skip if your power neither damages nor heals. Max 12 dice per die step.
Buffs, debuffs, summons, and everything else beyond raw damage. Entries marked "repeatable" stack additively.
If your power only deals damage, Instant is usually all you need.
Powers cost 4 AP by default. Spend XP to lower it, or take more AP to refund some.
Add restrictions and hindrances to refund XP and increase potency elsewhere.
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.
Choose how you want to apply this perk's rank.
Enter the specific field of study (e.g. Magic, Mutants, Technology).