Ascendancy - Character Sheets
Ascendancy - Character Sheets
2) ⚅ ⚅ X
N A ME (P RONOUNS) ROLL RESULTS // HIGHEST DIE
1: FAILURE AT A COST
2: FAILURE
ID. 1 ID.2 3: FAILURE WITH AN ADVANTAGE
4: SUCCESS AT A COST
5: SUCCESS
CORE 6: SUCCESS WITH AN ADVANTAGE
STRESS
YOU MAY TAK E D3/D6/D8
STRESS TO PUSH YOURSELF R E S I S TA N C E TITLE
BOD Y ▱▱▱▱▱▱▱▱▱▱ / ▱▱▱▱
AUGME N T ▱ ▱ ▱ ▱ ▱ ▱ ▱ ▱ ▱ ▱ / ▱ ▱ ▱ ▱
EXPECTATIONS WEIGHT
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HOP E ▱▱▱▱▱▱▱▱▱▱ / ▱▱▱▱
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HE AT ▱▱▱▱▱▱▱▱▱▱ / ▱▱▱▱
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SKILLS + S P E C I A LT I E S
▱ F IGH T / ▱▱▱▱
▱ L E A RN / ▱▱▱▱
▱ RIG
ADVANCES X
▱ COMMUNICAT E
ADVANCE W HEN YOU HAV E A
▱ S T E A LT H
RE ALIZ ATION ABOUT YOURSELF
▱ MO V E
▱ OP E R AT E
▱ IN T E RFACE
DOMAINS + S P E C I A LT I E S
▱ UP L IF T
▱ E NGINE E RING
▱ DIGI TA L
▱ MOONCORE
▱ CORP OR AT ION
▱ RE V OL U T ION
▱ SH A DO W
CONTACTS
▱
▱
SHIFTS X
▱ 2-4 STRESS: M I N O R S H I F T . ............ - 3 S T R E S S
5-8 STRESS: M O D E R AT E S H I F T. ....... - 5 S T R E S S
BELIEFS ACT ON YOUR BELIEFS TO
RESTORE D3/D6/D8 STRESS
9+ STRESS: S E V E R E S H I F T. ........... -7 S T R E S S
GEAR X
THE CITY SEES YOU AS A GUN ---- PEOPLE NEED HELP ------ THINGS ARE GOING TO CHANGE ---------
THEY WILL NOT BREAK YOU ------- YOU ARE INCREDIBLE ------- YOU ARE NOT ALONE-----------------
GAME REFERENCE X
GROUP STRESS TRACKER RE SIS TA NCE
GM Principles Domains
• Push, don’t break UPLIFT: Uplift tech, history, and culture.
• Reject logic, embrace the abstract ENGINEERING: Machines and the people who make them.
• Find the real stakes in a fight DIGITAL: AI, software, digital spaces, and those who make them.
• Find beauty in the city MOONCORE: The streets and people of the city itself.
• Villains are structural, not individual CORPORATION: The systems and people of corporate groups.
• Let them be incredible REVOLUTION: Revolutionary groups, tech, and people.
• Let things change SHADOW: The shadier sides of the city.
• Talk to the table
• Plan scenarios, not solutions Stresses
BODY: Physical damage.
Rolling AUGMENT: Psychic stress and augment damage.
Roll 1d6 base. Only take each of the following once: HOPE: Morale and ability to keep fighting.
+1d6 for having an applicable Skill. HEAT: How much attention you’re drawing.
+1d6 for having an applicable Domain.
+1d6 for having an applicable Specialty. Group-Wide Stresses
+1d6 for having an outside source of Mastery. FACTION: The city moving in the background.
+1d6 for each person assisting you on a roll, RESOURCE: How many resources you have at your disposal.
if they have an applicable Skill or Domain.
Subtract 1d6 for each level of Difficulty on the action, Damage Levels
at a max of 2 Difficulty. If it would bring your pool below 1,
subtract the difficulty from the die result instead. 1 Stress - A normal person, unarmed.
1d3 (1d6/2, rounded up) - Knives, batons, improvised weapons.
Rolling Results 1d6 - Swords, pistols.
1 - Failure at a Cost 1d8 - Laser swords, railguns, sniper rifles.
2 - Failure
3 - Failure with an Advantage Resistance Levels
4 - Success at a Cost 1 Resistance - Heavy leather, a psychic ward.
5 - Success 2 Resistance - A bulletproof vest.
6 - Success with an Advantage 3 Resistance - Riot gear, personal mechsuit.
4 Resistance - A full-body hard light shield, living metal nanosuit.
Skills
FIGHT: Engage in combat. Shifts
LEARN: Find information, regardless of method. When players take Stress, roll 1d10. If the number rolled is
less than the amount of Stress in that tracker, take a Shift.
RIG: Build, destroy, or modify something. Level of Shift changes with amount of Stress.
COMMUNICATE: Use words to convince, captivate, and lie. 2-4 - Minor Shift, heals 3 Stress.
STEALTH: Sneak, assassinate, or steal. 5-8 - Moderate Shift, heals 5 Stress.
MOVE: Maneuver through physical space. 9-10 - Severe Shift, heals 7 Stress.
OPERATE: Manipulate physical machines.
INTERFACE: Manipulate digital machines.