Dice Favorite Use Marks Skills Marks Species Career Academics Brawling Climbing* Craft Deceit Digging 2 Dodge* d6 Endurance* d8 Gossip 1 Inquiry d4 Jumping* Leadership Melee Combat 1 Negotiation d4 2 Observation d6 d8 Presence 3 Ranged Combat d8 Riding 1 Searching d4 Stealth* d8 1 Supernatural d4 d6 Swimming* d6 Tactics 1 Throwing d4 Vehicles 1 Weather Sense d4 d6 (Marks:One=d4,Two=d6,Three=d8,Four=d10,Five=d12,Six=d12,d4,etc.) * Encumbered skill (affected by encumbrance) Gifts Effect Page X Refresh? Personality: Earnest X for bonus d12 66 Respite Language: Calabrese Speak common 55 – – Local Knowledge: Triskellian bonus d12 for local stuff 58 – – Combat Save X to negate Dying or Dead 63 Respite Flight Extra action usable for flight; flying Stunts 66 Battle Luck Get two extra rolls on one die 65 Chapter Prehensile Feet Use feet as extra hands, extra save vs failed Climb 68 – – Dead Reckoning Bonus d12 for land navigation 54 – – Hiking Bonus d12 for long-distance travel 51 – – Resolve Add Will dice to Soak 78 – – Ambidexterity All hands are main hands 71 – – Fusileer's Trappings Start with sniper gear, exhaust to replace if lost 61 Session Way of Changes Exhaust to ready fate magic spell 510¥ Chapter Stunt to Reason/Scare/Taunt/Trick with bonus d12 510¥ – – Money: Orichalks: (=1/12Ð) Denarii: 8 (=1Ð) Quincunx: (=3Ð) Aureals: (=24Ð) Experience: Spend 4 to buy +1 Skill Mark. Spend 10 to buy a new Gift. Notes: Ambidexterity Gift makes your Prehensile Feet as good as main hands, so Fusil-Feet are go! This build is a Scout first, fate magician second. We can reverse it if desired! Fusileer's Trappings provides a fusil and two pistols. Grenades will probably need to be bought on a per-job basis. Alba's LifePath	Name: Alba Species Die Career Die Albatross d6 Scout d8 Detail Description Detail Description Habitat Shore Age Senses Spot Gender ♀ Diet Omnivore Height Weapons Beak Weight Claws Eyes Cycle Day Pelt Distinguishing Characteristics Traits Trait Die Body d4 Speed d8 Mind d6 Will d6 Personal Motto: You Make Your OWN Luck Goals (up to three) a b Prove that Albatross does not mean bad luck Battle Initiative: d8,d6 (Speed & Mind Dice) Movement Pace Calc Speed Stride 1 1 Dash Max Speed, +1 if Body>Speed 8 Sprint Speed die d8 Run Max Body + Max Speed + Dash 16 Flying Stride Stride+3 4 Flying Dash Dash 8 Flying Sprint Speed and Weather Sense d8,d6,d4 Flying Run Max Body + Max Flying Sprint + Flying Dash + 12 42 Attacks Attack Dice Effect Fusil 2d8 +3 Slaying, Spark d10 Pistol 2d8 +2 Slaying, Spark d10 Sling 2d8 +0 Shortsword d4 +1 Impaling Dagger d4 +1 Beak d6,d4 +1 Impaling Claws d6,d4 +1 Critical Defense Defense Calc Dice Dodge Speed + Dodge d8,d6 Parry Body + Melee d4 Counter Body + Melee d4 Soak Body + Will + Armor d6,d4 Armor: Damage & Other Status Cause Status Effects X any hit Reeling penalty d8; no Counters 1 hit Hurt +1 damage 2 hits Afraid cannot attack or rally 3 hits Injured +1 damage 4 hits Dying get first aid! 5 hits Dead beyond mortal help 6 hits Overkilled allies become Afraid Knockdown disadvantaged, cant retreat Burdened Dash is zero, limit of d8 to Action Skills Over-Burdened Burdened, cant run, disadvantaged Unconscious helpless Sick Reeling causes Knockdown Healing Quota: