Character Generator & Tracker · Powered by the Epics & Epochs (E&E) System · v8.58.2
Character Roster
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⚡ Quickdraw Generator
Pick the destination; the generator makes only the forced moves — class ladder, prerequisite skills, feats, and attributes — and leaves every expressive choice unmade, flagged by the amber dots. A skeleton, not a build.
⚡ Bespoke Ladder (GM) — exact multi-class script, one pass
Comma-separated "Class N" steps in entry order. Uses the Scenario, Race and Name fields above. Every entry is validated at its own level with the real prerequisite checker; each gated class's minimum skills/feats are force-picked; everything expressive stays owed (amber dots) — a skeleton, not a build.
✦ Name and Establish Your Scenario: The Six Scales
Set the six dials that define your world's fundamental rules, name it, and save. Your scenario then appears alongside the built-in presets — on the Create page and in Quickdraw — and can be exported as a small file for your players to import.
Established Scenarios
🌍 Homebrew Forge — Name and Establish Your Feat
GM lane. Homebrew feats built here carry structured payloads the engine already understands — attribute adjustments and granted catalog feats — plus your description for the hover. Each feat sets its own price: free (a birthright — no slot, no budget) or costing a feat selection (an ad-hoc approved pick). Prerequisites are waived either way; anything beyond these payloads stays prose — the numbers remain the book's.
Choose the attribute:
Homebrew Librarygrants apply to the currently-selected hero
Forge a New Hero
⚠ Editing a character directly. Incremental Level Up is the canonical path for level progression and avoids inconsistencies; bulk editing here may introduce them. Edit remains fully versatile and is the right tool for GM adjustments, bug-hunting, and character cleanup — proceed with that intent.
⬟ Hero's Gift — Retcon
Current assignment: —. Changing this will record a GM exception and run a compliance scan to detect any prereq chains broken by the retcon.
I. Scenario Settings — The Six Scales
Awaiting…
Scenario Title:
Lock to enable race, class, and occupation choices below — or use sandbox to explore.
II. Identity
III. Ability Scores
Attribute Bumps — Level 4 / 8 / 12 / 16 / 20
Per HH p.879: at every 4th character level, choose one attribute to gain a permanent +1. These bumps are applied on top of base scores and racial modifiers; they don't count against your attribute-generation budget.
IV. Starting Occupation
Your character's life before adventure — grants class skills, skill picks, and feat options.
V. Character Class(es)
Add as many as you like — multiclassing is fully supported.
▾ ADD A CLASS
VI. Derived Statistics
HP Generation Mode
Hero: lower half of die rolled, upper half guaranteed (e.g., d8 becomes d4+4). Random: full die per level. Maximum: take the die value (no roll). The very first level always takes the max die regardless of mode.
T/ACtical Combat — Equipment AC Modifiers
Per HH p.347. Armor and Shield contribute to Total AC. Natural AC adds to Critical-confirmation tier and also grants +5 HP and +1 natural hardness per point. Same-type natural-armor sources don't stack — best wins.
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Ability Scores
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Combat Statistics
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Saving Throws
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Class Level Breakdown
Progression
Race & Class Features
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Languages & Allegiances
Notes & Backstory
▸ Magic / Imbued Item Body Slots
— reference only; equip from the ⚒ Gear tab
Slot
Affinity / Equipped
⚗
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Class skills cost 1 pt/rank (max level+4). Cross-class skills cost 2 pts/rank. Craft, Knowledge, Perform, and Profession each represent families of specific sub-skills.
HH 145
Show:
Skill
Key
Mod
Ranks
Misc
Total
★
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All characters start with 1 Heritage feat + 1 feat of choice. Human characters get +1 additional feat. Hero class characters receive a Hero's Gift (extra Talent or feat from Hero's feat list). Additional feats gained at 3rd level and every 3 levels thereafter.
Add a Feat
Browse the full feat catalog with live prereq validation, or add a custom feat your GM has approved.
Known Feats
⚒
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Mastercraft cap & gadget Tech Scale gates follow the scenario's Tech Scale.
▸ ⓘ How This Page Works
— click to expand
The top of the page is your ledger and combat dashboard. Wealth tracks your funds — every item added below is either 💰 Purchased (deducted at the market-adjusted DC) or 🎁 Acquired free. Equipped — Held & Worn shows what is where on your body right now (hands, armor, and a two-handed weapon's claim on the off hand), and Equipped Weapons — Attack & Damage is the live dashboard: attack and damage lines computed from your stats, proficiencies, mastercraft and enchantments, with alternate modes (autofire, flurry, Rapid Shot…) alongside. Magic / Imbued Item Body Slots maps the body-slot affinities — enchanted items land in their natural slot as you add them.
Below that sit the inventories: Enchanted & Imbued Items (browse the full catalogue), Weapons, Armor & Shields, and Tools & Skill Kits — add from the pickers, then Equip/Unequip on each row; ✎ renames an item, ✨ opens the mastercraft/enchant builder, 💱 sells it at another market's prices. (Owning a tool kit is enough to use it — no equipping needed.) At the bottom is the motor pool — Vehicles, Mecha (samples, or 🏗 custom builds), and Starships (🚀 commissioned through the shipyard). They are bought here but operated on the 🕹 Vehicles tab, which appears once you own something pilotable.
Wealth
Equipped — Held & Worn
Slot
Item
Equipped Weapons — Attack & Damage
Weapon
Attack
Damage
Damage Type
Alt. Modes
▸ Magic / Imbued Item Body Slots GG 222— click to expand
Ring (×2) and Imbued Tattoo (×20, temporary) slots are author rulings beyond the GM's Guide table. Add items from the catalogue below — they land in their natural slot.
Slot
Affinity / Equipped
Inventory — Weapons
Inventory — Armor & Shields
Tools & Skill Kits (owned)
Owning a kit is sufficient to use it — no equip needed. Skills marked ⚒ in the Skills tab may suffer up to -4 without the matching kit; ⚒✓ means a satisfying kit is owned.
Inventory — Enchanted & Imbued Items
Inventory — Vehicles
Purchases here register ownership; operation lives on the 🕹 Vehicles tab (it appears once something pilotable is owned). Restriction ratings (Lic/Res/Mil) are black-market purchase-DC modifiers — shown in the tooltip, applied by GM ruling.
Inventory — Mecha
Sample units ship with their standard packages (the listed DC); custom builds pick frame size, superstructure, and armor type per FF pp.630-631, then outfit slot by slot on the 🕹 Vehicles tab. All mecha are Military (+3) restricted when armed.
Inventory — Starships
Commission via the shipyard: 23 subtypes from Launch to Dreadnought (FF pp.664-683). Base DC includes hull + trained crew; engines, armor, weapons, and systems price separately by their DC formulas as you fit her out on the 🕹 Vehicles tab.
🕹
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One vehicle may be piloted at a time — the Sheet's combat dashboard reflects it. Vehicle T/AC is 10 − size for touch, + half hardness (rounded up) for total; the pilot's own modifiers are not included. Maneuver class modifies Drive/Pilot/Ride/Balance checks (penalties also apply to Initiative). Damage: hits apply hardness first; at 0 HP the vehicle is disabled, and past 1.5× max HP it cannot be repaired (salvage only). Repair: 1 hour, Repair DC 20, 2d6 HP restored (mechanical tool kit & workshop). HH 313GMG 473
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▸ ⓘ How This Page Works
— click to expand
This page serves two tabs over one surface — Arcane / Divine Spells and Psionic / Super Powers — each showing its own side of your repertoire. The header carries your pool chips: power points and effective level (EAL/EDL for spells, EPL for powers, ESL for a super-mutant) per pool, with per-class breakdowns. Known Spells & Powers is the repertoire itself — the Cast/Manifest button spends PP from the right pool and opens the cast-options dialog (augmentation steppers, metamagic and Power feats, Overchannel and kin where they apply); the numbers land in the blue resolution panel, which stays up until you dismiss it.
Prepared casters (Wizard, Cleric, Ranger) get the Prepared Spells panel: PP are committed at dawn when memorizing and casting a prepared spell is then free — the Tracker's ☀ Fully Rested re-memorizes for the new day. Below, the ⌕ catalogue toggle opens the full corpus with search and filters ("castable by this character" respects your lists, levels, and discipline gates — ⚠ entries are GM-confirm advisories). Super-mutants also see their MP-purchased powers and the momentary-focus flow on the Powers side.
Known spells & powers are your repertoire — per-day preparation for prep casters (Wizard, Cleric, Ranger) is tracked at the table, not here. Domain spell access and Psion discipline restrictions are advisory (⚠) — confirm with your GM. HH 385
Known Spells & Powers
Browse the Catalogue
☣
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Drawbacks earn Mutation Points; Advantages and attribute mutations spend them. Spent may never exceed earned — the remainder stays banked (and can buy super-powers on the Powers tab, or super-talents, if you have the Supernatural Mutation feat). Every 10 MP earned adds +1 Mutant level (+1 ECL). HH 410
Your Mutations & MP Ledger
Browse Advantages & Drawbacks (65 entries)
✧
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Hero classes grant Talents at 1st, 3rd, 5th, 7th, and 9th level of that class — up to five total per class taken to max level. Multi-Talented adds a cross-class slot. Each Hero class has multiple Talent Trees; some trees have internal prerequisites between Talents. Super-Talents and Apex Super-Talents are different: they consume NO Talent selection — meeting the prerequisites (including the Supernatural Mutation feat) and spending the banked MP is their whole price.
Talent Budget
Add a Talent
Browse the talent catalog with live prereq validation. Only your Hero class trees are shown by default; if you have Multi-Talented, you can browse other classes' trees as well.
Owned Talents
Talent Catalog
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▸ ⓘ How This Page Works
— click to expand
The panels track play-time resources. Hit Points heal and damage by amount, with ⚙ HP Mode for generation modes and re-rolls — HP recovery is always manual, because resting conditions can limit it. Action Points spend here and reset only at level-up, never on rest; Fate Point controls appear for Hero-classed characters in Heroic 5+ scenarios. Power Point Recovery's ☀ Fully Rested starts the new day: every PP pool refills, prepared lists re-memorize, per-diem class abilities restore (weekly abilities keep their count) — and it deliberately touches neither HP nor AP.
Experience Points: + Award, − Spend (mastercraft, item creation, and XP-cost spells or powers — the floor rule stops you spending below your current level), and ⬆ Level Up. Conditions toggles the common states with the full list behind More…, and shows the active mechanical effects beneath. Armor Integrity and Per-Diem Abilities panels appear only when you have something to track. At the bottom, Action History is the structured AP/FP audit trail, and the Session Journal is your free-text story log.
Hit Points
HP Generation Mode
Action Points
Power Point Recovery
Refills all power point pools, re-memorizes prepared lists, and restores daily class-ability uses for the new day (per-week abilities keep their count). HP recovery is handled manually above; AP only return on level-up.
Experience Points
Conditions
Action HistoryAP / FP audit trail
Session Journalfree-text story notes
Feat Browser
⬆ Level Up
⚠ Scenario Rules Change
Confirm
⚒ Enchant / Imbue
📜 Confirm Scenario — Six Scales
Before this character is committed to the
roster, please confirm the Six Scales
of the scenario they're entering. These six axes determine what magic,
psionics, super-powers, divine intervention, technology, and heroic
potential exist in your campaign world.
Heads up:
Once you save, the Six Scales become part of this character's record.
Changing any of them later will be treated as a setting-level event
(emergence of magic, technological revolution, etc.) and will require
an explicit GM-acknowledged confirmation.