CONRAD’S FANTASY CHARACTER SHEET	
Character’s Name: 	
Character’s Level:	“Make Rolls” Remaining:	Multiple Attempt Bonus:	
Total Magic Points:  	Remaining Magic Points: 	Defensive Modifier:	
Titles Held: Footman, Bumpkin, Street Urchin, Student	

TRAITS	
BOLD	CLEVERNESS	ENERGETIC	MAGICAL	METHODICAL	RUGGED	

SKILLS:	
PHYSICAL & COMBAT SKILLS (no Traits Restrictions) (Note: * = Responsive Phase Only)	
Acrobat	Battle Cry +1	Battle Hard 	Berserk	
Brawl	Climb	Clobber	Concentration*	
Distractions/Feigns	Equestrian	Endure Hardship	Escape	
Foul Blow	Hero’s Great Weapon	Iron Grip	Irregular Blow	
Leveraged Attack	Mastery of Shield*	Quick Blows*	Ranged	
Ranged Power Blow	Ranged Precision Hit	Run Forever	Speed and Guile*	
Stabby Stab	Strength of Limb	Swim	Warrior’s Sidearm	
Wrist Speed				
DEFENSIVE SKILLS(no Traits Restrictions) (Note: * = Responsive Phase Only)	
Avoid Blow	Block*	Defensive Stance *	Dodge/Leap	
Divide Their Forces	Exploit Weakness	Saber Parry	Trained Defense*	
Unkillable*	Zig-Zag			
GIFTED SKILLS (requires Trait MAGICAL)	
Act Sorrowful	Animal Empathy	Beg	Calm Animal	
Contort	Fake Death	Glutton Food	Grimace	
Guesses and Hunches	Keen Hearing	Luck	Magic Immunity	
Memorize	Owl’s Eyes	Resist Intoxicants	Rougish Charm	
Sense Danger	Spirit Protector	Tunnel Sense		
PRACTICED & PATIENT SKILLS (requires trait METHODICAl)	
Build & Use Gadgets	Con, Lie,& Bribe	Hide & Spy	Manipulate Gears & Such	
Pick Pockets	Plans and Strategy	Set or Find Traps	Sit Still (long periods)	
Sleight of Hand	Sneak and Move			
LEARNED SKILLS (requires Trait CLEVERNESS)	
Create and use Poisons	Decode Maps/Ciphers	Disguise and Act	Estimate Value	
Find Hidden Things	Gambling Talents	Language	Language	
Litigation	Mechanical Devices	Navigator	Non-Subtle Persuasion	
Slave Taskmaster	Tracking	Write/Forge		

TASK RESOLUTION (2d8)	
	SUCCESS	MIXED	FAIL	MISHAP	
SIMPLE	9+	8-7	6-3	2 or less	
DIFFICULT	11+	10-8	7-4	3 or less	
TASKING	13+	12-10	9-6	5 or less	
LIMIT	15+	14-13	12-8	7 or less	

WOUNDS CHART	
BRUISE/CUT	BLEEDER	VICIOUS	SPIRIT	
Character Base	Character Base	Character Base	Character Base	
Player	Player	Player	Player	
Ruggedness	Ruggedness	Ruggedness	Energetic	
Man-At-Arms	Veteran	Hero	Bold	
Cut-Purse	Sheriff	Warlord	Enchanter	
Thief	Warrior	Master of Steel	Wizard	
Mutilator	Mutilator	Conqueror	Mutilator	
Heinous One	Heinous One	Heinous One	Heinous One	
Overflows to:	
Bleeder	Vicious	Slain	Unconscious	

CHARACTER NOTES/BIO/DESCRIPTION	
Description/Biography:	
Attitudes to Magic:	
Notes:	

IGNOBLES	0	1	2	3	4	5	6	7	8	
Adventure (Travel, Exotic Places, Danger, Intrigue)										
Bard’s Tale (Fame, Triumph, Notoriety)										
Battle (Military Engagements and Strategy)										
Crafty Deeds (Cunning Execution of Skills or Intrigue)										
Desired Fulfilled (Profit, Revenge, Power, Goals)										
Exercising Prudence (Forethought, Plans and Precautions)										
Personal Growth (Leadership, Comradeship, Political Authority)										
Heroics (Boldness, Courage, Audacity)										
Magical Events (Acquisition, Exposure, Use)										

IGNOBLES 0
•	
•		

•	Adventure Log/Notes:
•	Begin your tale.	

LAWS OF MAGIC	MAGIC POINT EXPENDITURE	
Law I: Force flows through fixed channels in only one direction. Natural forces are fixed and unyielding.
Law II: Everything has a fixed identity - a blend of the four Elements. Elements can not change state or balance. (Flesh is composed of Elements, although Physicians call them “humours.”
Law III: Everything has a Spirit which gives it it’s identity.
Law IV: The planes of existence are distinct and separate. They do not overlap, meet or cross.
Law V: Each mind is controlled by its own Spirit - a force outside of nature.
Law VI: Some things can never be understood. What has happened, happened, and cannot be changed.	DEGREE	SUCCCESS	MIXED	FAIL	MISHAP	
	Simple	0	0	0	1	
	Difficult	0	0	1	2	
	Tasking	0	1	2	4	
	Limit	1	2	4	8	
	NOTES: On a MIXED result the desired violation occurs, but the caster suffers a (Referee Adjudicated) Side Effect.

On a MISHAP result, the caster rolls on the Major Mishap table for the relevant Law(s) (Referee Adjudicated) for catastrophic results.	

	DEFENSIVE BONUS		MULTIPLE ATTEMPT BONUS	
PLAYER LVL	ENERGETIC & CLEVER	ENERGETIC OR CLEVER	NEITHER		ENERGETIC & METHODICAL	ENERGETIC OR METHODICAL	NEITHER	
0	1	0	0		1	1	1	
1	2	1	0		2	1	1	
2	3	2	1		2	2	1	
3	3	2	1		2	2	1	
4	4	3	2		3	2	2	
5	4	3	2		3	2	2	
6	5	4	3		3	3	2	
7	6	5	3		4	3	3	
8+	8	6	4		4	4	3	

CHARACTER GENERATION TABLES	
STARTING CHARACTER TRAITS (d8)	
BOLD	CLEVERNESS	
1 - No others	1 - no others	
2-4 - plus any one Trait	2 - plus Bold and Energetic	
5 - plus Energetic and any other Trait	3 - plus Bold and Magical	
6 - plus Energetic, Rugged and any other Trait	4 - plus Bold and Methodical	
7 - plus Cleverness, Energetic, Ruggedness and any other Trait	5 - plus Bold and Ruggedness	
8 - all six Traits	6 - plus Energetic and Magical	
	7 - plus Energetic and Methodical	
	8 - Plus Energetic and Ruggedness	
ENERGETIC	MAGICAL	
1-4 - no others	1-4 no others	
5-6 plus any one Trait	5-8 plus Cleverness and Methodical	
7 - plus any two Traits	OR plus Bold, Energetic and Ruggedness	
8 - plus any three Traits		
METHODICAL	RUGGEDNESS	
1-3 - no other Traits	1 - no others	
4-6 - Plus any other Trait	2-7 - plus any other Trait	
7-8 - plus any two other Traits	8 - plus any two other Traits	
STARTING TITLE (Choose one)	
Footman - Lowest soldier in the army, perhaps the backbone of the Great Leader he serves

(take three Physical & Combat skills)	Bumpkin - Dirt Farmer, or former farmer who realized freedom is found with a sword, not a shovel, and a horse is for battle, not pulling a plow.

(take two Gifted, & Physical/Combat skills)	
Street Urchin - an Artful Dodger, living on the street and making his own rules.

(take two Gifted & two Practiced/Patient skills)	Student - Dutiful servent of a skilled and stern teacher.

(take two Learned skills and 2 Magic Points)	
ADDITIONAL SKILLS	
(Conrad House Rule for his Campaign) Add four Physical Skills	

EDITOR’S NOTES (DELETE THIS TABLE)	
This sheet was designed for use in Epic Table, but can also be used in a word processing app or printed for reference. 

The layout is intended to be modular, and each table can be shifted around as an individual sees fit, or deleted. (For example a Character who will never use magic might delete the Laws of Magic and Magic Point Expenditure Table). 

At the bottom of the sheet are the character creation tables. With the Multiple Attempt and Defensive Bonus tables on the sheet a Player shouldn’t need to open (or own!) the rules to create a character. Pick a Trait, roll a die, choose a Progression Path Title, pick some Skills and go to town.

Mike is using this directly inside Epic Table and relies on changing the color of text. Initial Trait is GOLDEN, other Traits are GREEN. Chosen Skills are GREEN (there is space for the +1-+4 modifiers). A Character who does not have the associated trait can change the relevant wounds on the wound chart to GREY. As the Character gains Levels or Traits, relevant wounds can be changed to BLACK.

I use RED to mark off wounds, or note Skills/Traits temporarily lost through mishap or card event. The four initial Titles are already filled in. Delete the ones you ain’t.

This “Blank” File has been set to read only. DO a “Save As” to save your PC - Or save a new Blank without extraneous stuff - like these notes.