Distribute up to 20 points, 0 to 10 per attribute. Strength adds melee damage (+1 per 4 points). Agility makes you harder to hit (-4% per point). Speed drives escape attempts. Dexterity feeds the initiative roll, sharpens your attacks (+3% to hit per point), and governs dodging. Strength governs blocking.
20 points remaining
Click a trait to add or remove it from the active character. Each trait's effect is listed beneath its name.
Singer & magic traits
Combat & profession skills
Assigned traits
Conditions
Conditions are applied automatically by spell effects and miscasts. Remove one here once it has been treated or healed.
▾ Applied conditions
Active Effects
Spell effects that persist across turns: DoT (damage), HoT (healing), buffs, and debuffs. These are applied automatically each round.
Weapons carried
Select a character on the Characters tab, then tick what they carry and what they know. A character can only strike with weapons equipped here and only cast spells learned here. Unarmed melee is always available and needs no weapon. New weapons are defined in GM tools.
Select a character first.
Melee
Ranged
Armour
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Shield
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Weapon editor
Add or remove weapons available to the whole cast. HP damage is applied on a strike. Damage type: slashing can open a bleed, blunt can daze, piercing is clean and ignores armour. Elements are negated by matching immunity. A weapon that requires reload holds one shot and must be reloaded as a full action before it can fire again.
Melee
Ranged
Spells learned
Select a character first.
Battle tracker
Create a battle, add fighters to each side, then start it. Mark each side as attacking, defending, or surprised to reflect how the fight began; this shifts to-hit chances both ways. Initiative is rolled fresh at the top of every round: a d10 plus Dexterity. The fighter whose turn it is shows their own choices on the card. Multiple battles can run at once.
Battle log
Concluded battles are recorded here.
No concluded battles yet.
FAINTED
Pick a spell and target, then Cast.
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GM tools
GM notes
Select a character to add notes.
Planetary influence
The sky is read from the RP Calendar automatically. Empowered schools get +1 free cast before miscast risk; weakened (faint) schools get -1. Five schools follow their planet's orbit. Flames follows the season, empowered through summer and at either solstice; Memories follows Ashr, empowered at the Full Moon and faint at the New Moon.