Raw Abilities | Rating | Advancement | Town Abilities | Rating | Advancement |
---|---|---|---|---|---|
Will | 4 |
P:
F: |
Resources | 2 |
P:
F: |
Health | 4 |
P:
F: |
Circles | 3 |
P:
F: |
Nature | 3 / 5 |
P:
F: |
Might | 3 | |
Nature Descriptors: Foraging, Climbing, Escaping |
Trait Name | Trait Level | Beneficial uses | Checks |
---|---|---|---|
Confident |
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 |
|
Scarred |
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 |
|
Dependable |
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 |
|
Cowardly |
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 |
|
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 |
1 | 2 |
Spend one point to reroll all 6s as new dice or use a wise |
|
Persona | |
Current Total | Total Spent |
3 | 2 |
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 |
Christmas-Wise | Pass | Fail | Fate | Pers | Money-Wise | Pass | Fail | Fate | Pers |
Savings-Wise | Pass | Fail | Fate | Pers | Bank-Wise | Pass | Fail | Fate | Pers |
Skill | Rating | Advancement | BL | Skill | Rating | Advancement | BL |
---|---|---|---|---|---|---|---|
Alchemist |
P:
F: |
W | Orator | 1 |
P:
F: |
W | |
Arcanist | 2 |
P:
F: |
W | Pathfinder | 2 |
P:
F: |
W |
Armorer | 2 |
P:
F: |
H | Persuader |
P:
F: |
H | |
Cartographer | 3 |
P:
F: |
W | Rider | 2 |
P:
F: |
W |
Commander | 2 |
P:
F: |
W | Ritualist | 4 |
P:
F: |
W |
Cook | 3 |
P:
F: |
W | Scavenger | 2 |
P:
F: |
W |
Criminal | 2 |
P:
F: |
H | Scholar | 3 |
P:
F: |
H |
Dungeoneer |
P:
F: |
H | Scout | 4 |
P:
F: |
H | |
Fighter | 2 |
P:
F: |
H | Survivalist | 2 |
P:
F: |
H |
Haggler | 2 |
P:
F: |
W | Theologian | 1 |
P:
F: |
W |
Healer | 2 |
P:
F: |
W | Tinker | 2 |
P:
F: |
W |
Hunter | 4 |
P:
F: |
H | Technician | 3 |
P:
F: |
H |
Lore Master | 1 |
P:
F: |
W |
P:
F: |
H | ||
Manipulator | 1 |
P:
F: |
W |
P:
F: |
H | ||
Mentor | 2 |
P:
F: |
W |
P:
F: |
H |
Head | |
---|---|
Worn | Helmet |
Neck | |
---|---|
Worn | Amulet |
Hands | |
---|---|
Worn | Sword |
Worn | Torch |
Carried | Axe |
Carried | Shield |
Torso | |
---|---|
Worn | Backpack |
Worn | Small Sack |
Worn | Small Sack |
Belt | ||
---|---|---|
Pouch | Dagger | |
Weapon | Rope | |
Skin | Contents | Full |
Wine |
Feet | |
---|---|
Worn | 0 |
Backpack/Satchel |
---|
Backpack: Torso/Worn 2. Factor for Dungeoneer and Fighter Satchel: Torso/Worn 1 |
Money |
Bottles |
Stuff |
More Stuff |
some more stuff |
even more stuff |
Small Sack |
---|
stuff |
stuff |
Large Sack |
---|
Requires two hands to carry ful or one space when empty |
Bigger stuff |
bigger stuff |
bigger stuff |
bigger stuff |
Small Sack |
---|
stuff |
stuff |
Spell Name: Eldritch Darts | |
Spell Rules: | Mem: |
Magic darts 2D6 |
Spell Name: Levitation | |
Spell Rules: | Mem: |
Fly - concentration / cast Ob 4 |
Spell and Prayer Mental Inventory Slots | |||
---|---|---|---|
First Circle | |||
Second Circle | |||
Third Circle | |||
Fourth Circle | |||
Fifth Circle |
Spell Name: Blessing of the Lord Avana | |
Spell Rules: | Mem: |
1D8 Health Restored when casted / concentration and blessing |
Spell Name: | |
Spell Rules: | Mem: |
Spell Name: | |
Spell Rules: | Mem: |
Level | Fate | Persona | Level Title and Benefit |
---|---|---|---|
1 | 0 | 0 | Adventurer |
2 | 3 | 3 | Wily |
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 Rumor of some money
|