| 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
|
|