Raw Abilities | Rating | Advancement | Town Abilities | Rating | Advancement |
---|---|---|---|---|---|
Will | 600 |
P:
F: |
Resources | 400 |
P:
F: |
Health | 210 |
P:
F: |
Circles | 200 |
P:
F: |
Nature | 72 / 500 |
P:
F: |
Might | 300 | |
Nature Descriptors: |
Trait Name | Trait Level | Beneficial uses | Checks |
---|---|---|---|
Mysterious |
1
+1D per session 2 +1D per roll 3 +1s on suc/tie roll |
Used this session — May be used on each roll — Each appropriate test |
|
Strong |
1
+1D per session 2 +1D per roll 3 +1s on suc/tie roll |
Used this session — May be used on each roll — Each appropriate test |
|
Wise |
1
+1D per session 2 +1D per roll 3 +1s on suc/tie roll |
Used this session — May be used on each roll — Each appropriate test |
|
Distrustful |
1
+1D per session 2 +1D per roll 3 +1s on suc/tie roll |
Used this session — May be used on each roll — Each appropriate test |
|
Fate | |
---|---|
Current Total | Total Spent |
10 | |
Spend one point to reroll all 6s as new dice or use a wise |
|
Persona | |
Current Total | Total Spent |
10 | |
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 | |
There are no free 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 1: Earn advancement by helping |
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 | 500 |
P:
F: |
W | Orator |
P:
F: |
W | |
Arcanist | 700 |
P:
F: |
W | Pathfinder |
P:
F: |
W | |
Armorer | 400 |
P:
F: |
H | Persuader |
P:
F: |
H | |
Cartographer | 200 |
P:
F: |
W | Rider |
P:
F: |
W | |
Commander | 435 |
P:
F: |
W | Ritualist |
P:
F: |
W | |
Cook | 100 |
P:
F: |
W | Scavenger |
P:
F: |
W | |
Criminal | 78 |
P:
F: |
H | Scholar | 335 |
P:
F: |
H |
Dungeoneer | 400 |
P:
F: |
H | Scout | 77 |
P:
F: |
H |
Fighter | 1000 |
P:
F: |
H | Survivalist | 500 |
P:
F: |
H |
Haggler | 400 |
P:
F: |
W | Theologian | 600 |
P:
F: |
W |
Healer | 400 |
P:
F: |
W |
P:
F: |
W | ||
Hunter | 205 |
P:
F: |
H |
P:
F: |
H | ||
Lore Master | 500 |
P:
F: |
W |
P:
F: |
H | ||
Manipulator | 131 |
P:
F:
|
W |
P:
F: |
H | ||
Mentor | 200 |
P:
F: |
W |
P:
F: |
H |
Head | |
---|---|
Worn |
Neck | |
---|---|
Worn |
Hands | |
---|---|
Worn | |
Worn | |
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 | Persona | 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 |