TEXT: Effort
  Does not Req Hit or Success
  You may re-roll a single die from this Skill Roll.
  Strong Hit
  Result
  Requirements
  Level
  Resources
  4
  Gained Spare Time Points
  Max Unspent STP = 10
  Gain 2 STPs each Session
  Agility
  Speed
  Might
  Empathy
  Understanding
  Conviction
  Wealth (Und)
  -2/+1 +
  -2/+1 +
  -2/+1 +
  -2/+1 +
  -2/+1 +
  -2/+1 +
  -2/+1 +
  -2/+1 +
  -2/+1 +
  -2/+1 +
  -2/+1 +
  -2/+1 +
  -2/+1 +
  -2/+1 +
  -2/+1 +
  -2/+1 +
  Leadership (Con)
  Persuasion (Emp)
  Resolve (Con/Emp)
  Physical (Mig/Agi/Spe)
  Stealth (Agi/Spe)
  Underworld (Und)
  Commoners (Con)
  Impoverished (Emp)
  Nature (Und)
  Range
  Melee
  High Society (Und)
  Insight (Emp)
  Awareness (Und)
  Infernal (Emp)
  Production (Und)
  Total (18)
  Everyday Skills
  City Skills
  /Trained
  Untrained
  Total
  (0-5)
  Traits
  Traits
  Traits
  Traits
  Strigham
  Strigham
  Morholm
  Kenwick
  Traits
  Gained Knowledge
  Spent Knowledge
  Spent Spare Time Points
  Character Sheet
  1- Attribute
  4+ Attribute
  Study +
  Healing +
  Spare Time Rolls
  Corruption
  +
  Celestial (Con)
  Perk
  Complication
  Starting Value
  Knowledge
  Attributes
  Combat Skills
  Character Name
  Nature
  Do you think your soul is going up?
  Yes / No / Unsure
  Forbidden 
  Study
  Perks (+1 per 2 Levels)
  (+1 per 5 Levels)
  (+1 per 3 Sessions)
  Languages (Cost 2 Kn)
  Cultures (Cost 2 Kn)
  Complications (+1 per 3 Levels)
  Conditions
  Equipment Slots
  0 Slot Items
  1
  2
  3
  4
  5
  6
  1
  2
  3
  4
  5
  6
  Forbidden 
  Acquire 1
  Study Unit
  12t
  16t
  Forbidden
  Knowledge
  Madness
  1 +
  1 +
  
  Str Hit
  Result
  Requirements
  Random
  DMG
  Agility
  Speed
  Might
  Empathy
  Understanding
  Conviction
  +
  Critical Hit
  Build Momentum
  Once per Action, Hit, Not Splash.
  Does not Req Hit or Success.
  Deal your Weapons Crit Dmg (-Targets Armour) to a random (d6) Attribute. 
  Gain +1 Momentum point.
  Combat Order
  Und +
  Max Momentum Pts
  Con +
  Weapons
  +Hit
  Range
  Hit D6
  End Dmg
  Max Rng
  Crit Dmg
  Acquire
  Resources
  Hands
  Type 
  Stance
  Speed
  vs Fear
  Armour
  Direct
  Defence
  Endurance
  Splash
  Armour
  Recovery
  Acquire
  Resources
  Movement
  2
  3
  1
  5
  6
  4
  -2 Attribute = Death
  - Attribute = Bleeding
  Damage
  Combat Actions, 2 per Turn
  Move, Recover.
  Get Ready
  Move, Recover.
  Think
  Make a Skill Roll.
  Move, Attack.
  Hit: +Agility.
  End Dmg: +Might.
  Hit: +Agility.
  End Dmg: +Might.
  Momentum 1: +1 End & Crit Dmg.
  Momentum 1: Alter Crit Location by +/-1.
  Recovery: +Might -2.
  Momentum 1: Kill an additional Henchmen Body.
  Strike
  Move.
  Gain: +Agi Def vs the next 2 non-Fear Attacks.
  Momentum 1: +1 Cover Step.
  Dodge
  Attack.
  Unleash
  Speed: +2.
  +1 Momentum.
  Activate or Deactivate an item in your 2nd Hand.
  Speed: -2.
  Kill an adjacent Henchmen Body.
  Move.
  Rush
  Healing (1 Free Roll per balanced Combat)
  12t
  Heals all Allies within a ‘Emp x2’ splash area.
  Revive: Heal 1, 2 if mid-combat.
  14t
  Purify: Heal Emp x2.
  14t
  Brings a Tethered back to life.
  May not cast when you’re a Spectre or in Combat.
  Only Heals yourself.
  Rebirth: Heal their Emp x1.
  +1 Armour and Crit Dmg.
  You may Fly and are Incorporeal.
  Immune to Fear, and Bleeding.
  Fully Heal the Attribute that Killed you .
  Each Turn you take 1 Dmg to 2 Random (2d6) Attributes.
  Spectre Form
  Combat Sheet
  Defence +Emp vs Fear.
  Reduce all End Dmg by 2.
  Adjacent to Ally
  Defence +Und.
  Light Cover
  Defence +Und x2.
  Heavy Cover
  Defence +Und x3.
  Armour +1.
  Entrenched Cover
  Death Count
  
SOURCE: textdata/thevault/Fragged Empire/Fragged Aeternum - Character Sheets.pdf