Hello !Switch

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Stats

SumBaseItemMod
Vita Max (HP)
Power Points (PP)
Might (ATK)
Damage (DMG)
Defense (Def)
Absorption (Abs)
Stride

Skills

SumBaseItemMod
Archeology
Awareness
Ecology
Faith
Nerve
Occult
Speech
Trickery
Search

Status Effects (Positive)

+5 ATK, +1 Abs
+1 Nerve, +1 DMG
+2 Abs from corporeal
+1 Faith, +1 Occult
+3 HP, +1 Skills
+5 Def, No infections
+1 Search, +1 Trickery
+1 Awareness, No darkness
+1 Speech, +1 Trickery
+1 Stride, +5 Def

Status Effects (Negative)

+2 DMG, -2 Speech/Faith, -3 (max) HP
-1 Skills, -4 (max) HP
No PP abilities, No rituals/prayers
-10 Def, Loose 1 hand
-10 ATK, Stride = 0
+1 DMG, +1 Stride
+1 DMG to allies in aura 1
disadvantage to DMG rolls
-5 ATK, -1 Nerve
Loose 1 hand, Fail all skill checks (Skills = 0)

Conditions & Markers

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No Town Service
-5 ATK melee, -10 ATK ranged
-10 ATK, +10 Def
Rounds:

Aura, Map Effects & Equipment

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Weapon, Attack

ammo Attack (+ ATK, + DMG)
ammo Attack (+ ATK, + DMG)
ammo Attack (+ ATK, + DMG)
ammo Attack (+ ATK, + DMG)
ammo Attack (+ ATK, + DMG)
ammo Attack (+ ATK, + DMG)
Fist (+ ATK, + DMG) Attack

Damage received

ATK, DMG OOF

Special Powers

Focus:

Rounds:
1 Absorption, +5 Def in aura, 4 rounds

Equipment

Backpack

Companions

Consumables

Vitriol token (thrown 1d6, push 2) Spirit of Wine token (+10 might for 4 rounds) Expired Tonic token (+6 HP) Liquid Frankincense token (fill or throw 1d6) Holy Water token (fill or heal 2d6) Torch token (?) Wooden Stake token (?) Bandage token (+4 HP)

Prayers/Rituals

Abilities

AP: used:

Gained Expertise

Apothecary
Gain a Vitriol token
Gain a Spirit of Wine token
Gain an Expired Tonic token
Chapel
Blessing: Gain +5 Defense to your next combat. Does not stack.
Donation: Gain +1 to your next skill roll. Once per visit.
Gain a Liquid Frankincense token
Gain a Holy Water token
Purification: Rid yourself of BLOODLUST, CURSED or POSSESSED statuses.
Gypsy Encampment
Draw a Tarot card to return a character in Limbo with full Vita & Power points.
Evil Be Gone: Cure LYCANTHROPY or TRANSFORMED statuses.
Fortune D10 once/visit: ➢ 1: You are CURSED. ➢ 2-5: -5 Defense for 1 chapter. ➢ 6-9: +5 Defense for 1 chap ➢ 0: You are FAVORED.
Inn
Drink +1 Damage and -5 Might for one chapter. Once per visit.
Hire Militia Draw a Militia Companion card.
1-5 C Once per visit. Bet up to 5 coins and roll a d10, if you have a TRICKERY bonus, add +1 to this roll: ➢ 1-3: You lose ➢ 4-7: It’s a draw ➢ 8-0: Double your bet.
Sleep Recover all Power Points and gain 3 vita. Once per visit
Receive one Rumor card, once per story, or any number between stories. A character may only have one Rumor at a time.
Market
Draw one Item once per visit and purchase it if you wish. May sell items for half their cost.
Gain a Torch token
Gain a Wooden Stake token
Physician
Gain a Bandage token. Once per visit.
Bring out the Dead Revive a ghost character back to life with half their Vita and full Power Points. Cannot revive those in Limbo.
Cure: Remove the FRACTURED, DERANGED or SICKENED status.
Stitches: Restore 1 Vita for every coin spent.
Treat Infection: Removes one Infection token.
Stables
Carriage: Hire a carriage to gain +1 Stride on the World Map for one chapter. Only applies to the character purchasing it.
Man’s best friend: Draw an Animal Companion card.
Train an Animal Companion to attack for 1 damage during your turn. You cannot train the same Companion more than once.
Tinker
Train a Militia Companion to attack for 1 damage during your turn. You cannot train the same Companion more than once.
Hone Weapon: Gain +1 damage to a weapon for 1 chapter.
Reinforce: Gain +2 defense to a shield or armor Item for 1 chapter.
Repair: Refresh a damaged shield or weapon.
Gain a Wooden Shield token.

Tools

Roll

Roll


© Szikra István