Raw Abilities | Rating | Advancement | Town Abilities | Rating | Advancement |
---|---|---|---|---|---|
Will |
P:
F: |
Resources |
P:
F: |
||
Health |
P:
F: |
Circles |
P:
F: |
||
Nature | / |
P:
F: |
Might | ||
Nature Descriptors: |
Trait Name | Trait Level | Beneficial uses | Checks |
---|---|---|---|
1
+1D per session 2 +2D per session 3 +1s to relevant roll |
Used this session — May be used twice a session — Each appropriate test |
|
|
1
+1D per session 2 +2D per session 3 +1s to relevant roll |
Used this session — May be used twice a session — Each appropriate test |
|
|
1
+1D per session 2 +2D per session 3 +1s to relevant roll |
Used this session — May be used twice a session — Each appropriate test |
|
|
1
+1D per session 2 +2D per session 3 +1s to relevant roll |
Used this session — May be used twice a session — Each appropriate test |
|
Fate | |
---|---|
Current Total | Total Spent |
Spend one point to reroll all 6s as new dice or use a wise |
|
Persona | |
Current Total | Total Spent |
Spend one point to add 1D, tap Nature or use a wise. You may spend up to 3 points to add up to 3D per roll. |
|
Conditions | |
Fresh | |
+1D to all tests until other condition | |
Hungry and Thirsty | |
-1 to disposition to any conflict | |
Angry (Ob 2 Will) | |
Can’t use wises or beneficial traits. | |
Afraid (Ob 3 Will) | |
Can’t help or use Beginner’s Luck | |
Exhausted (Ob 3 Health) | |
Factor in all tests except Resources, Circles and recovery |
|
Injured (Ob 4 Health) | |
-1D to skills, Nature, Will and Health (but not recovery) |
|
Sick (Ob 3 Will) | |
-1D to skills, Nature, Will and Health (but not recovery): can’t practice, learn, advance. |
|
Dead | |
May not use wises, test or help. | |
Earning Checks | |
1: -1D to your ind. or versus test 2: +2D to opponent’s versus test 2: Break versus test tie in opponent’s favor |
|
Spending Checks | |
(1) One test during camp phase/Player Turn (2) Recovery during GM's turn (3) Elevate trait's level by one for remainder of session (2/4) Recharge a used Level 1 or 2 trait during Player's session |
Stuff Wise | Pass | Fail | Fate | Pers | Pass | Fail | Fate | Pers | |
Pass | Fail | Fate | Pers | Pass | Fail | Fate | Pers |
Skill | Rating | Advancement | BL | Skill | Rating | Advancement | BL |
---|---|---|---|---|---|---|---|
Alchemist |
P:
F: |
W | Orator |
P:
F: |
W | ||
Arcanist |
P:
F: |
W | Pathfinder |
P:
F: |
W | ||
Armorer |
P:
F: |
H | Persuader |
P:
F: |
H | ||
Cartographer |
P:
F: |
W | Rider |
P:
F: |
W | ||
Commander |
P:
F: |
W | Ritualist |
P:
F: |
W | ||
Cook |
P:
F: |
W | Scavenger |
P:
F: |
W | ||
Criminal |
P:
F: |
H | Scholar |
P:
F: |
H | ||
Dungeoneer |
P:
F: |
H | Scout |
P:
F: |
H | ||
Fighter |
P:
F: |
H | Survivalist |
P:
F: |
H | ||
Haggler |
P:
F: |
W | Theologian |
P:
F: |
W | ||
Healer |
P:
F: |
W |
P:
F: |
W | |||
Hunter |
P:
F: |
H |
P:
F: |
H | |||
Lore Master |
P:
F: |
W |
P:
F: |
H | |||
Manipulator |
P:
F: |
W |
P:
F: |
H | |||
Mentor |
P:
F: |
W |
P:
F: |
H |
Head | |
---|---|
Worn |
Neck | |
---|---|
Worn |
Hands | |
---|---|
Worn | |
Worn | Sword |
Carried | |
Carried |
Torso | |
---|---|
Worn | |
Worn | |
Worn |
Belt | ||
---|---|---|
Pouch | ||
Weapon | ||
Skin | Contents | Full |
Feet | |
---|---|
Worn |
Backpack/Satchel |
---|
Backpack: Torso/Worn 2. Factor for Dungeoneer and Fighter Satchel: Torso/Worn 1 |
Small Sack |
---|
Large Sack |
---|
Requires two hands to carry ful or one space when empty |
Small Sack |
---|
Spell Name: | |
Spell Rules: | Mem: |
Spell Name: | |
Spell Rules: | Mem: |
Spell and Prayer Mental Inventory Slots | |||
---|---|---|---|
First Circle | |||
Second Circle | |||
Third Circle | |||
Fourth Circle | |||
Fifth Circle |
Spell Name: | |
Spell Rules: | Mem: |
Spell Name: | |
Spell Rules: | Mem: |
Spell Name: | |
Spell Rules: | Mem: |
Level | Fate | O/S | Persona | O/S | Level Title and Benefit |
---|---|---|---|---|---|
1 | 0 | - | 0 | - | |
2 | 3 | - | 3 | - | |
3 | 7 | - | 6 | - | |
4 | 13 | - | 9 | - | |
5 | 19 | - | 12 | - | |
6 | 26 | - | 15 | - | |
7 | 32 | - | 18 | - | |
8 | 41 | - | 21 | - | |
9 | 51 | - | 25 | - | |
10 | 62 | - | 30 | - |
Camp Procedure | |
---|---|
|
|
Lifestyle | Town Procedure |
---|---|
Tavern: Hear Rumor (1), Drink (1), Hire Help (1-3) Street: Free! Roll on events table. Stables: Recover (1), Hide out! Flophouse: Recover (1), +1 additional recovery Inn: Recover (2), +1-2 additional recovery Hotel: Recover (3), +1-2 additional recovery Market: Buy( 0 ), Sell( 0 ) Guild Hall: Use Facilities (1), Hire Apprentice (1), Find Work (1) Temple: Religious Services , Pray at Shrine (1) Other Activity: Haggle (1), Personal Business (1), Dig for Leads (1), Do Research (1), Other (1) |
|
Rumors and Leads |
Relation | Name | Profession/Rank | Player Skill | Age | Hometown | Description |
---|---|---|---|---|---|---|
Parent (I) | ||||||
Parent (II) | ||||||
S. Artisan | ||||||
Mentor |
Age | Hometown | Fur | Cloak | Raiment |
---|---|---|---|---|