(Changes are auto-saved to this browser)

Myths of Wildkind

Attributes

VIGOR 

Max

Current
Strength • Toughness • Slots
REFLEX 

Max

Current
Agility • Speed • Initiative
WILL 

Max

Current
Magic • Bravery • Charisma
Current HP
Max HP
Armor
Deprived? Cannot heal HP/Stats if Encumbered or Starving. - Weapon Damage Unarmed 1d4, Crude 1d6, Field 1d8, Heavy 1d10, Huge or Expert 1d12.

Feats & Traits

Clan Ability

Magic & Spells

Base Cost: 1 WP.
+1 WP per: Effect, Range (Room), Dmg Upgrade (d8).
+2 WP per: Range (Far), Aura, Line/Wall, Dmg (d10).
Combat Casting: Requires Willpower Check.

Notes / Oracle / Solo

Inventory

Max Slots = Current Vigor (Mind the damage). Bulky = 2 Slots.

Petty Items (No Slot):

Actions

  • Attack: Auto-hit. Roll Dmg.
  • Smash: Vigor check. Deal d12 Dmg or Blast. Cost 1 WP.
  • Parry: Will check. Reduce Dmg by Wpn die. (1/round).
  • Strategy: Reflex check vs Vigor. Push/Hold/Help.

Recovery

  • Take a Breath: Turn action. Safe spot. Heal 1d6+Rep. (1/fight).
  • Simple Rest: Ration + Minutes. Heal Max HP + (Max Stat/2).
  • Full Rest: Safe place + Sleep. Heal 100%.

Damage

  • HP 0 -> Damage goes to Stats (Vigor/Reflex/Will).
  • Stat reaches 0 -> Defeated/Unconscious.
  • 2 Stats at 0 -> Dead.
  • Exert: Fail check? Take diff as Dmg to force success.