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Veil Riders Character Sheet

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Macintosh21
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0% found this document useful (0 votes)
243 views6 pages

Veil Riders Character Sheet

Uploaded by

Macintosh21
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Veil Riders Character Sheet V1.

0
Player name : Gender : Age :
Character Name: Race :

Current
+ Arm
or Total
Racial
+ Env Traits
Movement
Max
Base DR

Health Points Defense Rating

Brawn Skills Proficiency Mod Tot Motivation


Thesp Warrior
Mot : Mot:

Jobs Traits
Cunning

Moxie

Brain Power

Melee
Arms Weapon Skill CQB
Grit
+ +

Ballistics

INTIATIVE ranged
Arms
Weapon Markma
Skill nship. Ballistic

+ + +

On Hand equipment & Quick Spells

Fatigue Dread
Languages
Rank & Role Background

Trooper Name Traits & Personality

Hair :
Skin :
Build :
Blood Type :
Origin :

Personal notes
Head
Current Injuries Armor and Attire

Body
R.Arm L.Arm

R.Leg L.Arm
Currency + Treasure
KG QS GP SP CP

Equipment in Pack

Spell book Reference


Head Current Injuries Armor and Attire

R.Arm Body L.Arm

R.Leg L.Arm
Currency + Treasure
KG QS GP SP CP

Equipment in Pack

Spell book Reference


AP Sheet : _____________________
Max AP : ________ AP REGEN : ______

AP Sheet : _____________________
Max AP : ________ AP REGEN : ______

AP Sheet : _____________________
Max AP : ________ AP REGEN : ______

AP Sheet : _____________________
Max AP : ________ AP REGEN : ______
Action Description Cost Note

Every creature, on its turn, is given a free movement that


costs no AP, and the distance is based on the race of the Free
Movement Trooper or
Any additional movement will cost 1AP per 5ft of 1AP/ 5ft
movement

To interact with a small object such as a potion, or


Interaction open 1AP
a door
Switch Changing from the weapon you are wielding to 1AP
Weapons another you have on your person.
A Trooper may dive for cover, even when not on your
Diving for turn.
cover. 3AP Max
range 5 ft
You must have the AP to do so and only dive 5ft in
the direction of your choice
Setting Up Either using tools or other means, you quickly set up adds DR at CC’s
a Firing a position to keep yourself in cover and make ready 2AP discretion
Position to attack enemies
Morale You may choose an ally and slap the morale back into 9AP Must be within
Check them, adding +5 to their Grit for a single round slapping range.

Any Rifle, Submachine Gun, LMG, MMG, or other


weapon can be mounted on cover, either by pressing
it against appropriate cover or using a bipod.
This will negate any loss in accuracy due to weapons
Mount weight, and another Trooper can assist you in
Weapon reloading. 2AP

If they help you reload, they can instead use their


own AP to reload the weapon even if its not their
turn. HMG’s must use either a vehicle or a fixed metal
mount
Any Trooper can assist another Trooper or friendly
entity with an action or check they may be taking
during their turn, whether that is in initiative order or
during role play
Assist 1AP.
When assisting another Trooper or entity, the
helping player may add up to half of their own
Trooper’s corresponding modifier to the helped
trooper
Throw Throwing small objects such as small rocks, bottles, 1AP.
Objects ect

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