| 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 |
|---|---|---|---|---|