Character
Stats
Skills
Effects
Positive
Negative
Conditions
Modifiers
Attack
Powers
Equipment
Backpack
Companions
Consumables
Rituals
Abilities
Exp
Town
Hello
!
Switch
HP:
+=
PP:
+=
Coin:
+=
Lore:
+=
Stats
Sum
Base
Item
Mod
Vita Max (HP)
Power Points (PP)
Might (ATK)
Damage (DMG)
Defense (Def)
Absorption (Abs)
Stride
Skills
Sum
Base
Item
Mod
Archeology
🎲
Awareness
🎲
Ecology
🎲
Faith
🎲
Nerve
🎲
Occult
🎲
Speech
🎲
Trickery
🎲
Search
🎲
Status Effects (Positive)
Blessed
+5 ATK, +1 Abs
Brave
+1 Nerve, +1 DMG
Ethereal
+2 Abs from corporeal
Faithful
+1 Faith, +1 Occult
Favored
+3 HP, +1 Skills
Fortified
+5 Def, No infections
Lucky
+1 Search, +1 Trickery
Perceptive
+1 Awareness, No darkness
Respected
+1 Speech, +1 Trickery
Swiftness
+1 Stride, +5 Def
Status Effects (Negative)
Bloodlust (Faith)
+2 DMG, -2 Speech/Faith, -3 (max) HP
Cursed (Occult)
-1 Skills, -4 (max) HP
Deranged (Awareness)
No PP abilities, No rituals/prayers
Fractured (Trickery)
-10 Def, Loose 1 hand
Immobilized (Trickery)
-10 ATK, Stride = 0
Lycanthropic (Occult)
+1 DMG, +1 Stride
Posessed (Faith)
+1 DMG to allies in aura 1
Sickened (Ecology)
disadvantage to DMG rolls
Spooked (Nerve)
-5 ATK, -1 Nerve
Transformed (Occult)
Loose 1 hand, Fail all skill checks (Skills = 0)
Conditions & Markers
Infections
(
)
Wanted
No Town Service
Red Marker
Green Marker
Blue Marker
Yellow Marker
Darkness
-5 ATK melee, -10 ATK ranged
Defending
-10 ATK, +10 Def
Rounds:
Aura, Map Effects & Equipment
R:
/
Eff:
R:
/
Eff:
R:
/
Eff:
R:
/
Eff:
R:
/
Eff:
R:
/
Eff:
R:
/
Eff:
R:
/
Eff:
R:
/
Eff:
R:
/
Eff:
R:
/
Eff:
R:
/
Eff:
R:
/
Eff:
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
Snare
OOF
Special Powers
Focus:
Light Aura (1)
Rounds:
1 Absorption, +5 Def in aura, 4 rounds
Equipment
Head:
Neck:
Chest:
Back:
Arms:
Waist:
Feet:
Right Hand:
Left Hand:
Right Ring:
Left Ring:
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
Town Services
Apothecary
15 C
Gain a Vitriol token
15 C
Gain a Spirit of Wine token
10 C
Gain an Expired Tonic token
Chapel
5 C
Blessing: Gain +5 Defense to your next combat. Does not stack.
5 C
Donation: Gain +1 to your next skill roll. Once per visit.
15 C
Gain a Liquid Frankincense token
10 C
Gain a Holy Water token
30 Lore
Purification: Rid yourself of BLOODLUST, CURSED or POSSESSED statuses.
Gypsy Encampment
Breath of Life:
Draw a Tarot card to return a character in Limbo with full Vita & Power points.
30 Lore
Evil Be Gone: Cure LYCANTHROPY or TRANSFORMED statuses.
5 C
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
5 C
Drink +1 Damage and -5 Might for one chapter. Once per visit.
30 C
Hire Militia Draw a Militia Companion card.
Gamble:
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.
10 C
Sleep Recover all Power Points and gain 3 vita. Once per visit
Rumor:
Receive one Rumor card, once per story, or any number between stories. A character may only have one Rumor at a time.
Market
Barter:
Draw one Item once per visit and purchase it if you wish. May sell items for half their cost.
5 C
Gain a Torch token
10 C
Gain a Wooden Stake token
Physician
5 C
Gain a Bandage token. Once per visit.
20 C
Bring out the Dead Revive a ghost character back to life with half their Vita and full Power Points. Cannot revive those in Limbo.
15 C
Cure: Remove the FRACTURED, DERANGED or SICKENED status.
1 C
Stitches: Restore 1 Vita for every coin spent.
5 C
Treat Infection: Removes one Infection token.
Stables
10 C
Carriage: Hire a carriage to gain +1 Stride on the World Map for one chapter. Only applies to the character purchasing it.
30 C
Man’s best friend: Draw an Animal Companion card.
15 C
Train an Animal Companion to attack for 1 damage during your turn. You cannot train the same Companion more than once.
Tinker
15 C
Train a Militia Companion to attack for 1 damage during your turn. You cannot train the same Companion more than once.
15 C
Hone Weapon: Gain +1 damage to a weapon for 1 chapter.
10 C
Reinforce: Gain +2 defense to a shield or armor Item for 1 chapter.
10 C
Repair: Refresh a damaged shield or weapon.
20 C
Gain a Wooden Shield token.
Tools
Dice roll:
Roll
Dice roll:
Roll
Save
Auto-Save
Import
Export
Next Turn