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Name:
Scrooge
Parents:
unknown
Stock:
human
Mentor:
unknown
Class:
Wizard
Friend:
none
Age:
56
Enemy:
everyone
Home:
London
Level:
5
Raiment:
some
Alignment:
Evil
Belief:
Playing a
Belief earns a fate point
money is everything
Goal:
Accomplishing
a Goal earns a persona point
take everyone's money
Instinct:
Using an Instinct to aid
yourself or the group earns a fate point
money, money, money, money
Allies and Additional Enemies:
everyone and noone
Abilities
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
Traits
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

TORCH
BEARER
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
Wises
A wise can be used once per test. A character can have up to four wises.
Christmas-Wise Pass Fail Fate Pers Money-Wise Pass Fail Fate Pers
Savings-Wise Pass Fail Fate Pers Bank-Wise Pass Fail Fate Pers
    • I Am Wise: +1D to any test related to your wise that is made by your friend, ally or creature. You can grant this aid in place of help (and thus insulate yourself from conditions, but not twists).
    • Deeper Understanding: Spend a fate point and reroll any single failed die on a test related to your wise
    • Of Course!: Spend a persona point and reroll all failed dice on a test related to your wise.
    • Using Wises: Use a wise in four different ways (I Am Wise passed test, I Am Wise failed test, spend fate, spend persona) and you can change the wise, or mark a Beginner’s Luck or skill advancement test.
Skills
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
Inventory
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

Armor Rules

  • Armor grants -1s against successful or tied Attack or Feint actions.
  • Armor benefits kill, drive off and capture conflicts only.
  • Note Fatigue and Recovery Factors for armor on reverse
Leather Armor: roll a D6. On a 4+, you reduce the thrust. On 1-3 your opponent attacks unhindered, but your armor is not damaged. You may use this effect once per fight. Spears, bolts and arrows bypass effect
Helmet: After use, helmet is damaged or lost.
Chain-type Armor: roll a D6: 1-3 Armor damaged and doesn’t provide further benefit. On a 4+ the armor is still useable
Plate Armor: roll a D6: On a 1-2, the armor is damaged or destroyed. On a 3+, the armor is still useable. Against maces or warhammers, plate is still serviceable on a roll of 4+, and damaged on a 1-3
Travelling Spell Book
Your traveling spell book can hold up to five spell levels (five First Circle spells, or one Fifth Circle spell, or one Second Circle spell and one Third Circle spell, etc.)

Memorizing Prayers

Roll Theologian during camp or when leaving town. Obstacle is 8 - Will (do not adjust Will due to the injured or sick conditions). This test does not require a check or increase the difficulty of maintaining your lifestyle. If successful choose the prayers you wish to memorize. If failed, the GM can: give your character a condition and allow you to choose your prayers or choose the prayers you are granted.
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 Requirements and Benefits
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
Leveling Up
Gain the new ability indicated by your class and level when you return to town after an adventure and have spent the required amount of rewards.
    • After first level, warriors, dwarves and halflings choose between two options for each level. Select one option for the character per level.
    • After 1st level, elves choose between an ability or a spell each time they level up. Choose at current level.
    • Clerics and magicians gain new spells for each level they attain.
Camp
Camp Procedure
  • Find appropriate place to rest
  • Use Survivalist skill to set up camp (optional in adventure phase)
  • Roll on Camp Events table
  • Apply Camp Events result. If disaster, return to adventure phase
  • Strategize: discuss conditions, checks, light sources and food
  • To make a test in camp, spend a check: test to recover, reequip, create scrolls, gather supplies, but not adventure
  • Each player spends a check. You cannot spend two in a row
  • Checks may be shared (or tossed!)
  • After checks are expended, start new adventure phase at turn count 1
Town
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)
  • Head to town
  • Spend remaining checks to recover
  • Roll on Town Events table
  • Apply Town Events result. If disaster, return to adventure phase.
  • Level up (if rewards spent)
  • Strategize: discuss conditions and divide loot.
  • Decide if you’re haggling individually
  • Determine accomodations
  • Make recovery tests according to accomodations.
  • Visit town locations: market, guild hall, tavern, temple, etc. Take turns.
  • Find work: hire yourself out, dig for leads, follow up rumors.
  • Leave town: tally up lifestyle and test Resources against that obstacle.

Rumors and Leads

Rumor of some money

Created by

sunrunner4kr.

System

Torchbearer

Link/Embed