Saved locally

Kids in Capes character sheet, page one

Character identity

Character

Utility Belt

Description

Mechanics

Adversity Tokens
3
Stress
0
Flaw
Strengths

Bonus Strength

Strength Rules

Choose Strengths or enter an age to see their rules and actions.

Stats

Choose d4, d6, d8, d10, d12, or d20 and enter a whole-number adjustment. Select a stat name to open its dice roller, or use Roll a die for a context-free roll.

Kids in Capes character sheet, page three

Physical details

Powers

Extracurriculars

Relationship Questions

Additional Notes

Kids in Capes Skill Tree, page four

Skill Tree prerequisite paths Starting Intermediate Advanced Final
Starts automatically when a legal Cape Stat is chosen. Locked Cape +1 to one of
your Cape
Stats
Requires Cape starting growth. Ability related to
Cape
Requires Starting Cape ability. Ability related to
Cape
Requires Starting Cape ability. Ability related to
Cape
Requires both intermediate Cape abilities. Ability related to
Cape
approaching
Capstone
Requires Advanced Cape ability and Power Die d10 and new use. Additional +1
on Power Die
Rolls, increase
Power Die to
d12 and
unlock
Capstone
Requires Cape starting growth. +2 to one of
your Cape Stats
Requires Cape Stat plus two. +3 to one of
your Cape Stats
Requires Cape Stat plus three. All Cape Stats
set to +3
Requires Power Die d6. +1 on Power Die
rolls
Starts automatically. Active Power First way to
use in combat
+d4
Requires Power starting growth. Increase Power
Die to d6
Requires Power Die d6. Increase Power
Die to d8
Requires Power Die d8 and Additional intermediate Power use. Increase Power
Die to d10 and
new way to use
Power
approaching
Capstone
Requires Power starting growth. Additional way to
use Power in
combat
Requires Additional starting Power use. Additional way to
use Power in
combat
Requires Additional starting Power use. Team Tactic
Requires First Team Tactic. Team Tactic

Stat Check

Roll Fight

Check Type
Action
Character effects