SELECT THE SHEET TYPE

CHARACTER

ROLE / TITLE

HEALTH

/

SPIRIT

SUPPLY

WEALTH

LOAD

EXPERIENCE

SPENT

EDGE

MAX

HEART

MAX

IRON

MAX

SHADOW

MAX

WITS

MAX

Ancestry

Age

Sex

Speed

Resilience

Max Load

Appearance

Alignment

 MISSES 

NOTES


 VOWS 

 MOTIVATIONS 

You spurn an organization or community for ideological reasons.

Layer 1: When you speak in public, or show how to act, against the group you contemn.

Layer 2: When you act against the group you contemn.

Layer 3: When you put yourself at risk, or sacrifice something important, for acting against the group you contemn.

Buyoff: When the group you contemn either cease to exist, or you support it.

You thrive for the thrills of combat.

Layer 1: When you engage in combat.

Layer 2: When you defeat someone in combat.

Layer 3: When you defeat someone more powerful than you in combat.

Buyoff: When you diffuse a violent situation or willingly pass up an opportunity to enter in battle.

You thrive for making use of your wealth and time to make you, or others, feel good.

Layer 1: When you spent your wealth or valuable time to raise your spirit.

Layer 2: When you spent your wealth or valuable time to raise other's spirit.

Layer 3: When you postpone or decline a duty in order to spent wealth or valuable time to raise spirit, your or someone else's

Buyoff: When you refuse, or argue against, using your valuable time to raise spirit, yours orsomeone else's

You are looking to stand out as an exemplar leader.

Layer 1: When you act according to the fact that you are in command.

Layer 2: When you issue an order to someone, get them to follow it, and it pays off favorably.

Layer 3: When you issue an order to a group, get them to follow it, and it pays off favorably.

Buyoff: When you willingly abdicate your leading position.

Your real identity is something you are looking to cover from certain individuals.

Layer 1: When you make preparations to cover your identity.

Layer 2: When you cover your identity in a situation that demands it or be revealed.

Layer 3: When you cover your identity by convincing others despite suspicious.

Buyoff: When you willingly reveal your identity to whom you were not interested in revealing it, or they get to know it by other means.

Your past is something you are looking to cover from certain individuals.

Layer 1: When you make preparations to cover your past.

Layer 2: When you cover your past in a situation that demands it to be revealed.

Layer 3: When you cover your past by convincing others despite suspicious.

Buyoff: When you willingly reveal your past to whom you were not interested in revealing it, or they get to know it by other means.

You thrive to discover forgotten lore and uncovering secrets.

Layer 1: When you show what needs to be done to discover an important new fact, lost piece of information or item.

Layer 2: When you discover an important new fact, lost piece of information or item.

Layer 3: When you put yourself at risk, or sacrifice something important, for discovering an important new fact, lost piece of information or item.

Buyoff: When you willingly pass up an opportunity to learn something important or get a forgotten item.

You procure rightfulness and make sure law is fulfilled whenever is up to you.

Layer 1: When you act to uphold the law.

Layer 2: When you act to prevent a crime committed by someone else.

Layer 3: When you put yourself at risk, or sacrifice something important, by acting to uphold the law or to prevent a crime committed by someone else.

Buyoff: When you break a law or allow someone to do it.

You are looking to obtain power, whether it is prestige or a position.

Layer 1: When you get a new ability.

Layer 2: When you learn a new ability, get authority, or earn a boon from someone important.

Layer 3: When you put yourself at risk, or sacrifice something important, in order to learn a new ability, get authority or earn a boon from someone important.

Buyoff: When you willingly take a decision that makes eschew gain power, lose authority or lower your position.

You are looking to make yourself a name.

Layer 1: When you do something to impress someone else.

Layer 2: When you get prestige or take credit for an action, whenever you have done it or not.

Layer 3: When you put yourself at risk, or sacrifice something important, by doing something to impress someone, or as consequence for taking credit for an action, whenever you have done it or not.

Buyoff: When you refuse taking credit for an accomplishment, or allow someone else to claim credit for something you accomplished.

You are always in the look for valuable goods.

Layer 1: When you find wealth.

Layer 2: When you make a deal, or leverage a circumstance that favors you in wealth.

Layer 3: When you double your wealth or take more than that the double.

Buyoff: When you willingly give away from your wealth, or reject a payment or reward.

You feel inclined to help those in need.

Layer 1: When you help who cannot help themselves.

Layer 2: When you put yourself in danger, or sacrifice something important, for helping someone else.

Layer 3: When you take someone in disfavorable circumstances and change their life to where they can help themselves.

Buyoff: When you willingly ignore a request for help or the fact that someone evidently needs it.

You thrive on making negotiations.

Layer 1: When you get into an agreement, make a contract or offer a favor in exchange for something.

Layer 2: When you fulfill an agreement, a contract or get something in exchange for making a favor.

Layer 3: When you put yourself at risk, or sacrifice something important, in order to fulfill an agreement, a contract or making a favor in exchange for something.

Buyoff: When you turn down a chance to negotiate or pass up a deal that favors you.

You have someone you are friend kindred to, for which you are strongly interested in keeping close.

Layer 1: When you act to leverage your affinity with your friend or kindred.

Layer 2: When you must make an important decision that is influenced by your friend or kindred.

Layer 3: When put yourself at risk, or sacrifice something important, by being loyal to your friend or kindred.

Buyoff: When your relationship with your friend or kindred is severed, or you do something that show that it is no longer a priority to you.

You thrive for preserving nature.

Layer 1: When you act to preserve nature.

Layer 2: When you prevent someone else from causing damage to a natural element.

Layer 3: When put yourself at risk by preventing someone else from causing damage to a natural element or by offering aid to an element of nature.

Buyoff: When you cause damage to a natural element, willingly or not, or allow someone to do it.

You are looking to prove yourself worthy.

Layer 1: When you take on a difficult challenge.

Layer 2: When you succeed at a challenging obstacle to accomplish a goal.

Layer 3: When you miss on a significantly risky task, but rise and try again.

Buyoff: When you willingly pass up an opportunity to test yourself, decline a challenge or give up on one.

You procure bravery and make sure it is present whenever is up to you.

Layer 1: When you act despite a terrifying obstacle.

Layer 2: When you instill confidence in someone else, and it pays off favorably.

Layer 3: When your words or deeds fill others with courage, and it pays off favorably.

Buyoff: When you allow fear to overcome, or give up on an important task, because it would be too dangerous to proceed.

You procure that your sense of fairness comes to fruition whenever is up to you.

Layer 1: When you successfully settle a conflict that results in a just outcome.

Layer 2: When you successfully settle a conflict in the presence of someone that differs from your sense of fairness.

Layer 3: When you bring justice to someone who deserved it.

Buyoff: When you commit to a morally questionable act, allow someone who deserves to be judged to avoid it or stand mute before injustice.

You abhor violence.

Layer 1: When you act to show the importance of procuring peace.

Layer 2: When you diffuse a violent situation or prevent someone from recurring to violence.

Layer 3: When you refuse, or avoid, hurting someone else in a situation that demands it from you, because you, or someone else, was at risk.

Buyoff: When you willingly recur to violence or allow someone else to do it.

You procure the truth to come out and uphold it whenever is up to you.

Layer 1: When you induce the truth coming out in a charged situation.

Layer 2: When you uphold the truth despise of opposition.

Layer 3: When you put yourself at risk, or sacrifice something important, by upholding the truth.

Buyoff: When you lie, or avoid the truth to come up.

You despise structures that supports formal authorities among individuals.

Layer 1: When you disobey an authority.

Layer 2: When you act against an authority.

Layer 3: When you put yourself at risk, or sacrifice something important, for acting against an authority.

Buyoff: When you acknowledge, support, or become, an authority; or accept a favor from one.

You are working towards gaining back trust and fixing previous wrongs.

Layer 1: When you act to leverage a fix towards your reputation.

Layer 2: When you prove yourself to someone who has doubts or thinks poorly of you.

Layer 3: When you put yourself at risk, or sacrifice something important, by acting to prove yourself to someone who has doubts or thinks poorly of you.

Buyoff: When you have cleared your reputation or give up on your redeeming path.

You are looking to provide security and protection to an individual at all cost.

Layer 1: When you prevent your ward from doing something that would put them at risk.

Layer 2: When you put yourself at risk, or sacrifice something important, by protecting your ward.

Layer 3: When you rescue your ward from potential harm.

Buyoff: When you ward dies or your act as if protecting this person is not your priority, or is not your duty.

You like using your intelligence to enrich your interactions and solve problems.

Layer 1: When you come up with a clever plan or point out something no one knew.

Layer 2: When you point out something no one knew and it pays off favorably.

Layer 3: When a plan previously elaborated by you pays off favorably.

Buyoff: When you refuse to share knowledge, practical or not, or refuse to provide your insight when others demand it.

You are thriving on personal pain and martyrdom.

Layer 1: When you suffer physical or mental damage.

Layer 2: When you suffer physical or mental damage and your next move shows that you are not fleeing from the source of suffering.

Layer 3: When you get wounded or shaken.

Buyoff: When you willingly flee from a source of physical or mental damage.

You avoid at all cost situations that put you in danger.

Layer 1: When you act to show the importance of avoiding perilous situations.

Layer 2: When you avoid a perilous situation.

Layer 3: When you flee from a source of physical or mental damage.

Buyoff: When you leap into danger with no hesitation.

You are looking to retrieve information from your past.

Layer 1: When you get into a moment with the potential to give you something from your past.

Layer 2: When you learn or discover something from your past.

Layer 3: When you put yourself at risk, or sacrifice something important, for the sake of learning or discovering something from your past.

Buyoff: When you have uncovered all you needed to know from your past, or have let it go.

You have a strong conviction that guides you and you want to give testimony of it to others.

Layer 1: When you explain or defend your belief to someone else.

Layer 2: When you convince someone else to your belief.

Layer 3: When you put yourself at risk, or sacrifice something important, by upholding your belief.

Buyoff: When you renounce your belief, talk against it or show that share it is no longer important to you.

You believe yourself to be the cut above the common people.

Layer 1: When you demonstrate superiority by refusing to stoop to the level of the ones you think are below you.

Layer 2: When you, and the ones with you, get a benefit from your showcase of nobility.

Layer 3: When your noble traits overcome a problem.

Buyoff: When you show that you have got over yourself by denying any noble trait by act or words.

You are in a personal journey to wander.

Layer 1: When you undertake a travel.

Layer 2: When you reach your destination after travelling.

Layer 3: When you meet a place new to you.

Buyoff: When you establish a settlement for you to reside, or when you willingly pass up the opportunity to meet a new place to you.

 BONDS 

NAME:

LOCATION:

DESCRIPTORS:

NOTES

 WEAPON PROFICIENCIES 

axes
when you strike, clash, or battle, add +1.
when you inflict harm, add +1.
when you inflict harm, you may reroll.

polearms
when you strike, clash, or battle, add +1.
when you inflict harm, add +1.
when you inflict harm, you may reroll.

swords
when you strike, clash, or battle, add +1.
when you inflict harm, add +1.
when you inflict harm, you may reroll.

thrown weapons
when you strike, clash, or battle, add +1.
when you inflict harm, add +1.
when you inflict harm, you may reroll.

whips & chains
when you strike, clash, or battle, add +1.
when you inflict harm, add +1.
when you inflict harm, you may reroll.

blunt weapons
when you strike, clash, or battle, add +1.
when you inflict harm, add +1.
when you inflict harm, you may reroll.

projectile weapons
when you strike, clash, or battle, add +1.
when you inflict harm, add +1.
when you inflict harm, you may reroll.

stabbing weapons
when you strike, clash, or battle, add +1.
when you inflict harm, add +1.
when you inflict harm, you may reroll.

unarmed
when you strike, clash, or battle, add +1.
when you inflict harm, add +1.
when you inflict harm, you may reroll.

 CONDITIONS 

 CARDS 

CONDITION
AMNESIAC

You have forgotten your abilities.

  • Take two asset cards and pair them with this condition. You can't use them. If severity 2 or below is marked, unpair one asset card.

Reduce your severity by 1...

  • When you Sojourn, and score a strong hit.

Clear this condition...

  • When you Take a Downtime.
CONDITION
AMOK

You suffer outbursts of violent and homicidal rages directed at anyone near you.

  • When you Inflict Harm, add +X.
  • When you make a move and score a strong hit, roll an additional 1d8. If you roll as your heart or above, you give up to your behavior and Strike the nearest target, whether they are an ally, companion, foe or else

Reduce your severity by 1...

  • When you Inflict Harm.
CONDITION
ATTACHED

You became obsessively attached to an object, type of object or person, and don't function properly without this

  • When you make a move while being more than 30 ft. away from the object or person, subtract -1.

Reduce your severity by 1...

  • When you make a move by being more than a 30 ft. away from the object, or person, and score a strong hit.
CONDITION
BLINDED

You are suffering from vision loss.

  • When you make a move involving this impairment (if such move is possible with this condition),subtract -1.
  • When you make a physical move against this foe involving this impairment, add +1.

Clear this condition...

  • When you Make Camp and choose to recuperate or Sojourn and choose to mend.
  • When you score a miss or as appropriate to the situation.
CONDITION
COMPULSED

You feel uncontrollably compelled to perform certain action, over and over (such as washing hands; touching things; praying; counting coins; touching a doorway at left, right and top before passing through it; constantly checking to see if your projectile weapon is loaded; eat something strange, dirt, slime, or offal; and so on).

  • When you have the opportunity to perform your compulsive action, roll an additional 1d8. If you roll as your heart or above, you feel the uncontrollable urge to perform your compulsive action. If you don't, Endure Stress (1 stress).

Reduce your severity by 1...

  • When you Hearten and score a strong hit.
  • When you Sojourn and choose to cheer.
CONDITION
CORRUPTED

Your experiences have left you emotionally scarred. You are at the threshold of losing yourself to darkness.

  • Reduce your maximum momentum by 1.
  • You struggle with a compulsion, quirk, or fear. Take a condition that can be taken from the Manifest Insanity tables (not amok nor amnesiac) and permanently pair it with this one; it cannot be cleared.
CONDITION
CURSED

Your faced death and returned with a soul-bond quest.

  • Reduce your max momentum by 1.
  • You have walked the lands beyond death. Take a condition that can be taken from the Manifest Insanity tables and pair it with this one; it is cleared once you are no longer cursed.

Clear this condition...

  • When you Fulfill Your Vow bond to this condition.
CONDITION
DAZED

You are unable to act or react properly.

  • When you make a move, subtract -1.
  • When you make a move against this foe involving their impairment, add +1.

Clear this condition...

  • When make a move and score strong hit.
  • When you Make Camp or Sojourn and score a hit.
  • When you make a move and score a miss, or as appropriate to the situation.
CONDITION
DEAFENED

You are suffering from hearing loss.

  • When you make a move relying on hearing (if such move is possible with this condition), subtract -X.
  • When you make a physical move against this foe involving this impairment, add +X.

Reduce your severity by 1...

  • When you Secure an Advantage by taking a breather in moderate ambience and score a strong hit.
  • When you score a miss or as appropriate to the situation.

Clear this condition...

  • When you Make Camp and choose to recuperate or Sojourn and choose to mend.
  • As appropriate to the circumstances.
CONDITION
DYING

Your life is running out.

  • If you don't Heal within an hour or two, Face Death

Clear this condition...

  • When someone else makes the Heal move on you and scores a hit.
CONDITION
ENCUMBERED

You are carrying excessive or cumbersome weight

  • Reduce the speed by -5 ft. (1 unit).
  • When you make a move, cancel your action die (without additions) when it matches your maximum load and up to 12.
  • When you make a physical move against this foe, add +2.

Clear this condition...

  • When you have a total of weight up to your maximum load or below
  • As appropriate to the circumstances.
CONDITION
HALLUCINATING

You tend to sense what is not there.

  • When you make a move, roll an additional 1d8. If you roll as your wits or above, you sense a hallucination; Endure Stress (X stress).
  • When you make a move and score a strong hit, this foe suffers -1 morale.

Reduce your severity by 1...

  • When you Hearten and score a strong hit.
  • When you Sojourn and choose to cheer.
  • When you score a miss.
CONDITION
HYPERTHERMIC

Your body is dangerously overheated.

  • When you make a move and fail to score a strong hit, Endure Harm (as per the severity). This is in addition to the move outcome.
  • When you make a move against this foe, and score a hit, they suffer -health as per the severity.

Clear this condition...

  • When you make a move while staying in an environment below 104º F/40º C, and score a strong hit.
  • When this foe stays in an environment below 104º F/40º C while you score a weak hit or miss.
CONDITION
HYPOTHERMIC

Your body is dangerously overcold.

  • When you make a move and fail to score a strong hit, Endure Harm (as per the severity). This is in addition to the move outcome
  • When you make a move against this foe, and score a hit, they suffer -health as per the severity.

Clear this condition...

  • When you make a move while staying in an environment above 40º F/4º C, and score a strong hit.
  • When this foe stays in an environment above 40º F/40º C while you score a weak hit or miss.
CONDITION
MAIMED

You have suffered a wound which causes you ongoing physical challenges.

  • Reduce your maximum momentum by 1.
  • You have a permanent injury that impacts your approach when facing physical challenges.
  • When you make a move +iron or +edge involving this impairment (if such move is possible with this condition), subtract -1.
  • When you make a physical move against this foe involving this impairment, add +1.
CONDITION
MUTE

You lost the ability to communicate via speech.

  • When you make a move relying on your speech, subtract -2.
  • When you make a move against this foe involving this impairment, add +2.

Clear this condition...

  • When you make a move relying on your speech and score a strong hit
  • When you score a miss or as appropriate to the situation.
CONDITION
PALSIED

Your mobility is constrained.

  • On severity 1, reduce the speed by -5 ft (1 unit).
  • On severity 2, reduce the speed to 0 ft.
  • When you make a physical move, subtract -X.
  • When you make a physical move against this foe, add +X.

Clear this condition...

  • On severity 1, when you Heal, Make Camp and choose to recuperate, or Sojourn and choose to mend.
  • On severity 1, as appropriate to the situation.
  • On 2, by getting free.
CONDITION
PHOBIAC

You persistently fear a particular object or situation (if possible, the source of mental shock). You might realize that the fear is excessive and irrational, but it is disturbing enough for you that your mind rejects it.

  • When you approach the object of the phobia, roll 1d8. If you roll as your heart or above, Endure Stress (1 stress).
  • When this foe approaches the object of the phobia roll 1d20. If you roll as the creature's standard morale or above, they suffer -1 morale.

Clear this condition...

  • When you Endure Stress because of this phobia, and score a strong hit, reduce your severity by 1.
  • When this foe approaches the object of the phobia, and you roll 1d20 scoring below the creatures standard morale, creature's standard morale reduce the severity by 1.
CONDITION
POISONED

A toxin corrodes your body.

  • When you roll up to X on your action die, Endure Harm (XP harm).
  • When you roll on your action die as per X (1=12, 2=11-12, 3=10-12, 4=9-12), this foe suffers -X health.

Reduce your severity by 1...

  • When you Heal with an antivenom.
  • As appropriate to the situation.

Clear this condition...

  • When you Sojourn and choose to mend.
  • As appropriate to the situation.
CONDITION
REELED

You are fighting to stay conscious.

  • Reduce your speed by -5 ft. (1 unit).
  • When you make a move +iron, subtract -1.
  • If you engage in any vigorous activity (such as running or fighting) before taking a breather for a few minutes, roll on the Endure Harm table (before resolving the other move).

Clear this condition...

  • When you, or someone else, makes the Heal move on you and scores a hit.
CONDITION
SHAKEN

You are despairing, distraught or frightened.

  • Reduce your maximum momentum by 1.
  • You cannot increase spirit.
  • When you make a move +heart, subtract -1.
  • Reduce this foe's morale by 2d4+2.

Clear this condition...

  • When you Sojourn and choose to cheer.
  • When you Hearten and score a hit.
  • When you Endure Stress, roll on the table, and roll 81 or above
CONDITION
STARVED

Your body lacks enough energy to sustain itself.

  • When you make a move, subtract -1.
  • When you make a move and fail to score a strong hit, Endure Harm (on a weak hit, 1P harm; on a miss, 2P harm). This is in addition to the move outcome.
  • When you make a physical move against this foe, add +1.

Clear this condition...

  • When you Make Camp or Sojourn and score a hit.
  • As appropriate to the situation.
CONDITION
STUPEFIED

You are deprived of sensitive cognition and acuity.

  • When you make a move +shadow or +wits, subtract -1.
  • When you make a move against this foe, add +1.
  • When this Foe Inflicts Harm, subtract -1.

Clear this condition...

  • When you Sojourn and choose to cheer or Make Camp and choose to focus.
  • When you score a miss or as appropriate to the situation.
CONDITION
SUFFOCATED

You are deprived of air or unable to breathe.

  • When you make a move and fail to score a strong hit, Endure Harm (1d4P harm). This is in addition to the move outcome.
  • When you make a move and score a hit, this foe suffers -1d4P harm).

Clear this condition...

  • When you Face Danger or Secure an Advantage by taking a breather, and score a hit
  • When you score a miss or as appropriate to the situation.
CONDITION
TORMENTED

You faced desolation and undertook a quest to prevent a dire future.

  • Reduce your maximum momentum by 1.
  • You suffered visions of your greatest fears.
  • Take another condition (one that can be taken from the Manifest Insanity tables) and pair it with this one; it is cleared once you are no longer tormented.
  • Reduce this foe's morale by 3d4+6.

Clear this condition...

  • When you Fulfill Your Vow bond to this condition
CONDITION
UNCONSCIOUS

You are incapacitated and out of action.

  • If you are vulnerable to a foe not inclined to show mercy, Face Death.

Clear this condition...

  • If left alone, you come back to your senses in an hour or two.
CONDITION
UNPREPARED

You are lacking the most basic provisions for a journey.

  • Reduce your max momentum by 1.
  • You cannot increase supply.

Clear this condition...

  • When you Sojourn and choose to equip.
CONDITION
UNSTEADY

Your psychomotor abilities are impaired.

  • When you make a move +edge, subtract -X, where X is the character marked state.
  • When you make a physical move against this foe, add +X.

Clear this condition...

  • When you Sojourn and choose to cheer or Make Camp and choose to relax.
  • When you Face Danger or Secure an Advantage by recovering your steadiness and score a strong hit
  • When you score a miss or as appropriate to the situation.
CONDITION
WEAKENED

Your energies are drained.

  • When you make a move +iron, subtract -X
  • When you Inflict Harm, subtract -X.
  • When you make a physical move against this foe, add +X.
  • When this Foe Inflicts Harm, subtract -X.

Clear this condition...

  • When you Sojourn and choose to mend, or Make Camp and choose to recuperate
  • As appropriate to the situation.
CONDITION
WOUNDED

You are severely injured and need treatment to recover.

  • Reduce your maximum momentum by 1.
  • You cannot increase health.

Clear this condition...

  • When you Sojourn and choose to mend.
  • When you Heal and score a hit

WEAPONS

TYPE

HARM

ASPECTS

WEIGHT

ARMOR

TYPE

CLASS

PROTECTION

ENDURE HARM ADDITION

WEIGHT

SHIELDS

TYPE

HARM

FACE DANGER/CLASH ADDITION

WEIGHT

ADDONS

TYPE

EFFECT

PROVISIONS

ITEM

EFFECT

USES

 ASSETS 

Name:
Your cat takes down its prey.
Eager: When your cat chases down big game, you may Resupply with +edge (instead of +wits). If you do, take +1 supply or +1 momentum on a strong hit.
Inescapable: When you Enter the Fray or Strike by sending your cat to attack, roll +edge. On a hit, take +2 momentum
Protective: When you Make Camp, your cat is alert to trouble. If you or an ally choose to relax, take +1 spirit. If you focus, take +1 momentum.
0
+ 1
+ 2
+ 3
+ 4
Name:
Your spider uncovers secrets.
Discreet: When you Secure an Advantage by sending your spider to scout a place, add +1 and take +1 momentum on a hit.
Soul-Piercing: You may Face Danger +shadow by sending your spider to secretly study someone. On a hit, the spider returns to reveal the target’s deepest fears through a reflection in its glassy eyes. Use this to Gather Information and reroll any dice.
Ensnaring: When your spider sets a trap, add +1 as you Enter the Fray +shadow. On a strong hit, also inflict 2 harm.
0
+ 1
+ 2
+ 3
+ 4
Name:
Your hawk can aid you while it is aloft.
Far-seeing: When you Undertake a Journey, or when you Resupply by hunting for small game, add +1.
Fierce: When you Secure an Advantage +edge using your hawk to harass and distract your foes, add +1 and take +1 momentum on a hit.
Vigilant: When you Face Danger +wits to detect an approaching threat, or when you Enter the Fray +wits against an ambush, add +2.
0
+ 1
+ 2
+ 3
Name:
You and your horse ride as one.
Swift: When you Face Danger +edge using your horse’s speed and grace, or when you Undertake a Journey, add +1.
Fearless: When you Enter the Fray orSecure an Advantage +heart by charging into combat, add +1 and take +1 momentum on a hit.
Mighty: When you Strike or Clash at close range while mounted, add +1 and inflict +1 harm on a hit.
0
+ 1
+ 2
+ 3
+ 4
+ 5
Name:
Your hound is your steadfast companion.
Sharp: When you Gather Information using your hound’s keen senses to track your quarry or investigate a scene, add +1 and take +1 momentum on a hit.
Ferocious: When you Strike or Clash alongside your hound and score a hit, inflict +1 harm or take +1 momentum.
Loyal: When you Endure Stress in the company of your hound, add +1.
0
+ 1
+ 2
+ 3
+ 4
Name:
Your friend stands by you.
Skilled: When you make a move outside of combat aided by your companion’s expertise, add +1.
Expertise:
Shield-Kin: When you Clash or Battle alongside your companion, or when you Face Danger against an attack by standing together, add +1.
Bonded: Once you mark a bond with your companion, add +1 when you Face Desolation in their presence.
0
+ 1
+ 2
+ 3
+ 4
Name:
Your mammoth walks a resolute path.
Lumbering: When your mammoth travels with you as you Undertake a Journey, you may add +2 but suffer -1 momentum (decide before rolling)
Beast of burden: When you make a move which requires you to roll +supply, you may instead roll +your mammoth’s health.
Overpowering: When you Strike or Clash by riding your mammoth against a pack of foes, add +1 and inflict +1 harm on a hit.
0
+ 1
+ 2
+ 3
+ 4
+ 5
Name:
Your owl soars through the darkness.
Nocturnal: If you Resupply at night by sending your owl to hunt, take +2 momentum on a hit. When you Enter the Fray +wits against an ambush in darkness, add +1 and take +1 momentum on a hit.
Sage: When you leverage your owl’s secret knowledge to perform a ritual, add +1 or take +1 momentum on a hit (decide before rolling).
Embodying: When you Face Death, take your owl’s health as +momentum before you roll.
0
+ 1
+ 2
+ 3
Name:
Your raven heeds your call.
Sly: When you Secure an Advantage or Face Danger +shadow using your raven to perform trickery (such as creating a distraction or stealing a small object) add +1 and take +1 momentum on a hit.
Knowing: When you Face Death, add +2 and take +1 momentum on a hit.
Diligent: When your raven carries messages for you, you may Secure an Advantage, Gather Information, orCompel from a distance.
0
+ 1
+ 2
Name:
Your wyvern won’t devour you. For now.
Insatiable: When you Undertake a Journey and score a hit, you may suffer -1 supply in exchange for +2 momentum.
Indomitable: When you make the Companion Endure Harm move for your wyvern, add +2 and take +1 momentum on a hit.
Savage: When you Strike by commanding your wyvern to attack, roll +heart. Your wyvern inflicts 3 harm on a hit.
0
+ 1
+ 2
+ 3
+ 4
+ 5
When you create an elixir, choose an effect: Deftness (edge), audacity (heart), vigor (iron), slyness (shadow), or clarity (wits). Then, suffer -1 supply and roll +wits. On a strong hit, you create a single dose. The character who consumes the elixir must Face Danger +iron and score a hit, after which they add +1 when making a move with the related stat until their health, spirit, or momentum fall below +1. On a weak hit, as above, but suffer an additional -1 supply to create it.
As above, and you may choose two effects for a single dose, or create two doses of the same effect.
When you prepare an elixir, add +1 and take +1 momentum on a hit.
When you make a move to pacify, calm, control, aid, or fend off an animal (or an animal or beast companion), add +1 and take +1 momentum on a hit.
You may add or upgrade an animal or beast companion asset for 1 fewer experience. Once you mark all their abilities, you may Forge a Bond with them and take an automatic strong hit. When you do, mark a bond twice and take 1 experience.
Once per fight, when you leverage your animal or beast companion to make a move, reroll any dice. On a hit, take +1 momentum.
Name:
Once you mark a bond with a leader or faction...
When you Swear an Iron Vow to serve your leader or faction on a mission, you may reroll any dice. When you Fulfill Your Vow and mark experience, take +1 experience.
When you Sojourn or Make Camp in the company of your banner-kin, add +1 and take +1 momentum on a hit
When you Enter the Fray bearing your banner, add +1 and take +1 momentum on a hit. When you burn momentum while carrying your banner in combat, take +1 momentum after you reset.
Once you become maimed...
You focus your energies: Reduce your edge or iron by 1 and add +2 to wits or heart, or +1 to each (to a maximum of +4).
You overcome your limitations: Reduce your maximum health by 1. Maimed no longer counts as a debility, and does not reduce your maximum momentum or reset value. When you Endure Stress +heart, take +1 momentum on a strong hit.
You have stared down death before: When you are at 0 health and Endure Harm, you may roll +wits or +heart (instead of +health or +iron). If you do, take +1 momentum on a hit.
Name:
Once you mark a bond with a kin-blade, a sentient weapon imbued with the spirit of your ancestor...
When you Enter the Fray or Draw the Circle while wielding your kin-blade, add +1 and take +1 momentum on a hit.
When you Gather Information by listening to the whispers of your kinblade, add +1 and take +2 momentum on a hit. Then,Endure Stress (2 stress).
When you Strike with your kin-blade to inflict savage harm (decide before rolling), add +1 and inflict +2 harm on a hit. Then, Endure Stress (2 stress).
When you make a move which gives you an add for sharing a bond, add +1 more.
When you completely fill a box on your bonds progress track, envision what your relationships have taught you. Then, take 1 experience and +2 momentum.
When you make a move in a crucial moment and score amiss, you may cling to thoughts of your bond-kin for courage or encouragement. If you do, reroll any dice. On anothermiss, in addition to the outcome of the move, you must mark shaken or corrupted. If both debilities are already marked, Face Desolation .
When you Secure an Advantage +edge by dancing for an audience, add +1 and take +2 momentum on a hit. On a strong hit, also add +2 (one time only) if you make a move to interact with someone in the audience.
When you Face Danger +edge in a fight by nimbly avoiding your foe’s attacks, add +1 and take +1 momentum on a hit.
When you or an ally make a progress move and roll a hit, you may perform a dance to commemorate the event. If you do, roll +edge. On astrong hit, you and each of your allies may take +2 momentum and +1 spirit. On aweak hit, you take +1 momentum or +1 spirit, but your allies are unmoved.
God's Name:
Stat:
When you say your daily prayers, you may Secure an Advantage by asking your god to grant a blessing. If you do, roll +your god’s stat. On a hit, take +2 momentum.
When you Swear an Iron Vow to serve your god on a divine quest, you may roll +your god’s stat and reroll any dice. When youFulfill Your Vow and mark experience, take +1 experience.
When you Sojourn, and spread the word of your god, you may roll +your god’s stat. If you do, take +1 momentum on a hit.
Title/Lineage:
When you Sojourn and score a weak hit ormiss, you may claim the rights of hospitality warranted by your title or lineage. If you do, roll all dice again and add +1. On a miss, you are refused, and your presumption causes significant new trouble.
When you exert your title or lineage toCompel, add +1 and take +1 momentum on a hit.
When you forgo your title or lineage and Forge a Bond as an equal, or when you Swear an Iron Vow to serve someone of a lower station, add +1 and take +1 momentum or +1 spirit on a hit.
When you Swear an Iron Vow to someone under the promise of payment, add +1 and give the quest a special mark. When you successfully Fulfill Your Vow to them, take +wealth equal to the rank of the quest. If you leverage wealth when making a move where resources are a factor, add +wealth and suffer -1 wealth.
When in a community or trading, you may suffer -1 wealth and take +2 supply.
When you Resupply by scavenging or looting, and score a strong hit with a match, you may envision finding an object of value. If you do, take +1 supply (instead of +2) and +1 wealth.
0
+ 1
+ 2
+ 3
+ 4
+ 5
When you attempt to Heal using herbal remedies, and you have at least +1 supply, you may choose one (decide before rolling).
  • Add +2.
  • On a hit, take or give an additional +1 health.
When you Heal a companion, ally, or other character, and score a hit, take +1 spirit or +1 momentum.
When you Make Camp and choose the option to partake, you can create a restorative meal. If you do, you and your companions take +1 health. Any allies who choose to partake also take +1 health, and do not suffer -supply.
When you Turn the Tide, envision how your vows give you strength in this moment. Then, when you make your move, add +2 (instead of +1) and take +1 momentum on a hit.
When you Secure an Advantage orCompel by telling a hard truth, add +1 and take +1 momentum on a hit. On a weak hit ormiss, envision how this truth complicates your current situation.
When you Fulfill Your Vow and score a miss, you may reroll one challenge die. If you score a miss again, reduce your maximum spirit by 1. You may recover this lost spirit when you next Fulfill Your Vow and score a strong hit.
When you Check your Gear, you may roll +wits (instead of +supply). If you do, envision how you make do with a clever solution, and take +1 momentum on a hit.
When you Secure an Advantage or Face Danger by cobbling together an ad hoc tool or apparatus, add +1 and take +1 momentum on a hit. After you roll, you may also suffer -1 supply and add +1 more.
When you throw caution to the wind and make an impulsive move in a risky situation, you may add +2. If you do, take +1 momentum on a strong hit, but count a weak hit as a miss.
When you make a move to breach, traverse, or hide within an area held by an enemy force, add +1 and take +1 momentum on a hit.
When you Gather Information within an enemy area to discover their positions, plans, or methods, or when you Secure an Advantage within that area through observation, you may roll +shadow (instead of +wits). If you do, take +1 momentum on a hit.
When you Resupply within an enemy area by scavenging or looting, you may roll +shadow (instead of +wits). If you do, take +1 momentum or +1 supply on a hit.
When you Aid Your Ally, add +1 and take +1 momentum on a hit. This is in addition to the benefits taken by your ally.
When an ally makes the Endure Stress move in your company, they add +1 and you take +1 momentum on a hit.
When you stand with your ally as they make a progress move, envision how you support them. Then, roll one challenge die. On a 1-9, your ally may replace one of their challenge dice with yours. On a 10, envision how you inadvertently undermine their action; your ally must replace their lowest challenge die with yours.
Once you mark a bond with elves, and are gifted a mask of precious elderwood...
Choose your mask’s material.
  • Thunderwood: Edge / Health
  • Bloodwood: Iron / Health
  • Ghostwood: Shadow / Spirit
  • Whisperwood: Wits / Spirit
When you wear the mask and make a move which uses its stat, add +1. If you roll a 1 on your action die, suffer -1 to the associated track (in addition to any other outcome of the move).
As above, and you may instead add +2 and suffer -2 (decide before rolling).
When you Face Death or Face Desolation while wearing the mask, you may roll +its stat (instead of +heart).
Once you Forsake a Vow...
This asset counts as a debility. One time only, when you Swear an Iron Vow to redeem yourself (extreme or greater), give that vow a special mark. When you Reach a Milestone on the marked vow, take +2 momentum.
When you Secure an Advantage orCompel by reaffirming your commitment to your marked vow, add +1 and take +1 momentum on a hit.
When you Fulfill Your Vow on your marked quest and score a hit, you find redemption and automatically activate this ability at no cost. You may then improve one of your stats by +1 and discard this asset.
When your supply is reduced to 0, suffer any remaining -supply as -momentum. Then, roll +wits. On a strong hit, you manage to scrape by and take +1 supply. On a weak hit, you may suffer -2 momentum in exchange for +1 supply. On a miss, you are Out of Supply
When you Sojourn, you may reroll any dice. If you do (decide before your first roll), your needs are few, but your isolation sets you apart from others. A strong hit counts as a weak hit.
When you Reach Your Destination and roll astrong hit, you recall or recognize something helpful about this place. Envision what it is, and take +2 momentum.
When you establish a false identity, roll +shadow. On astrong hit, you may add +2 when you make moves using this identity to deceive or influence others. If you roll a 1 on your action die when using your false identity, someone doubts you. Make appropriate moves to reassure them or prevent them from revealing the truth. On a weak hit, as above, but add +1 (instead of +2).
As above, and you may roll +shadow (instead of +heart) when you Sojourn under your false identity. If you do, take +1 momentum on a hit.
When you Secure an Advantage by revealing your true identity in a dramatic moment, reroll any dice.
Once you Face Death and return to the world of the living...
When you are at 0 health, and Endure Harm orFace Death, add +1. If you then burn momentum to improve your result, envision what bond or vow binds you to this world, and take +2 momentum after you reset.
When you make a move to investigate, oppose, or interact with a horror, spirit, or other undead being, add +1.
When you bring death to your foe to End the Fight, you may burn momentum to cancel one (not both) of the challenge dice if your momentum is greater than the value of that die. If you do, Endure Stress (2 stress).
If you are with your horse companion...
When you Heal your horse, or when you Face Danger to calm or encourage it, add +1 and take +1 momentum on a hit.
When you Undertake a Journey, you may push your horse harder and add +1 (after rolling). If you do, make the Companion Endure Harm move (1 harm).
When you Secure an Advantage +wits by sizing up a perilous situation from the saddle, you are one with your horse’s instincts. Add +1 and take +1 momentum on a hit.
Once you Fulfill Your Vow (formidable or greater) in service to an elder mystic, and Forge a Bond to train with them...
When you Secure an Advantage to ready yourself for a ritual, envision how you prepare. Then, add +1 and take +1 momentum on a hit.
When you perform a ritual, you may suffer -1 supply and add +1 (decide before rolling).
When you tattoo the essence of a new ritual onto your skin, envision the mark you create. You may then purchase and upgrade that ritual asset for 1 fewer experience.
Once you become corrupted...
You harden your heart: Reduce your heart stat by 1 and add up to +2 to shadow (to a maximum of +4).
You are attuned to the realms of shadow: When you perform a ritual, add +1.
You know the sly ways of death: When you Face Death, you may roll +shadow (instead of +heart). You may also suffer -1 momentum and add +1 (decide before rolling).
When you Face Danger or Gather Information to identify or detect mystic forces, add +1 and take +1 momentum on a hit.
When you Compel, Forge a Bond, orTest Your Bond with a fellow mystic or mystical being, add +1 and take +1 momentum on a hit.
When you Secure an Advantage by studying someone or something in a charged situation, add +1 and take +1 momentum on a hit. When you also pierce the veil to explore deeper truths (decide before rolling), you may reroll any dice. If you do, count a weak hit as a miss.
When you Gather Information by tracking a beast or horror, or when you Secure an Advantage by readying yourself for a fight against them, add +1 and take +1 momentum on a hit.
When you Swear an Iron Vow to slay a beast or horror, you may reroll any dice. When you Fulfill Your Vow and mark experience, take +1 experience.
When you slay a beast or horror (at least formidable), you may take a trophy and choose one.
  • Power a ritual: When you or an ally make a ritual move, reroll any dice (one time only).
  • Prove your worth: When you Sojourn, reroll any dice (one time only).
You are haunted by someone whose death you caused through your actions or failures. When you consult with their spirit to Secure an Advantage or Gather Information, add +1 and take +2 momentum on a hit. On a weak hit, also Endure Stress (1 stress).
When you Face Death guided by the spirit, add +1. On a strong hit, envision what you learn and take 1 experience.
One time only, when you successfully Fulfill Your Vow (formidable or greater) in service to the spirit, choose one.
  • Let them go: Take 2 experience for each marked ability and discard this asset.
  • Deepen your connection: Add +1 more when you leverage this asset.
When you Secure an Advantage,Compel, or Forge a Bond by sharing an inspiring or enlightening song, poem, or tale, envision the story you tell. Then, add +1 and take +1 momentum on a hit.
When you Make Camp and choose the option to relax, you may share a story with your allies or compose a new story if alone. If you do, envision the story you tell and take +1 spirit or +1 momentum. Any allies who choose to relax in your company may also take +1 spirit or +1 momentum.
When you Sojourn within a community with which you share a bond, add +2 (instead of +1).
When you Face Danger, Secure an Advantage, or Compel by lying, bluffing, stealing, or cheating, add +1.
When you Gather Information by investigating a devious scheme, you may roll +shadow (instead of +wits). If you do, take +2 momentum on a hit.
When you Forge a Bond for a relationship founded on a lie, choose one.
  • Keep your secret: Roll +shadow (instead of +heart).
  • Reveal the truth: Roll +heart. On a strong hit, mark a bond twice and take 1 experience. A weak hit counts as a miss.
When you burn momentum to improve your result in combat, envision how your hard-won fighting experience gives you the upper hand. Then, take +1 momentum after you reset, and add +1 when you make your next move. Once per fight, you also take initaitive when burning momentum to improve a miss to a weak hit.
When you Swear an Iron Vow to someone who fought beside you, or Forge a Bond with them, add +2 and take +2 momentum on a hit.
When you Resupply by looting the dead on a field of Battle, add +1 and take +1 momentum on a hit.
When you Face Danger, Gather Information, or Secure an Advantage related to your knowledge of watercraft, water travel, or aquatic environments or creatures, add +1 and take +1 momentum on a hit.
When you Undertake a Journey by boat or ship, add +1. On a strong hit, also choose one.
  • The wind is at your back: Mark progress twice.
  • Find safe anchor: Make Camp now and reroll any dice.
  • Reap the bounty: Resupply now and reroll any dice.
When you Enter the Fray aboard a boat or ship, reroll any dice.
When you Undertake a Journey, take +1 momentum on a strong hit. If you burn momentum to improve your result, also take +1 momentum after you reset
When you Secure an Advantage or Gather Information by carefully surveying the landscape or scouting ahead, add +1 and take +1 momentum on a hit.
When you Swear an Iron Vow to safely guide someone on a perilous journey, you may reroll any dice. When you Fulfill Your Vow and mark experience, take +1 experience.
Once you Fulfill Your Vow (formidable or greater) in service to a seasoned warrior, and Forge a Bond to train with them...
When you Secure an Advantage by sizing up your foe in a fight, or in a charged situation which may lead to a fight, add +1 and take +1 momentum on a hit.
When you study or train in a new weapon or technique, you may obtain and upgrade that combat talent for 1 fewer experience.
When you Turn the Tide with a sudden change of weapon or technique, and your next move is a Strike, you may add +1 and inflict +2 harm on a strong hit.
When you Face Danger, Secure an Advantage, or Gather Information using your knowledge of tracking, woodcraft, or woodland creatures, add +1.
When you Face Danger or Secure an Advantage by hiding or sneaking in the woodlands, add +1 and take +1 momentum on a hit.
When you Make Camp in the woodlands, you may roll +wits (instead of +supply). If you do, you and your allies may each choose 1 more option on a hit.
Specialty:
When you Secure an Advantage by crafting a useful item using your specialty, or when you Face Danger to create or repair an item in a perilous situation, add +1 and take +1 momentum on a hit
As above, and you may suffer -1 supply (after you roll) to add an additional +1
When you give the item you create as a gift to commemorate an important event or relationship, you may (one time only) reroll any dice when you Compel, Forge a Bond, or Test Your Bond .
If you wield a bow...
When you Secure an Advantage by taking a moment to aim, choose your approach and add +1.
  • Trust your instincts: Roll +wits, and take +2 momentum on a strong hit.
  • Line up your shot: Roll +edge, and take +1 momentum on a hit.
Once per fight, when you Strikeor Clash, you may take extra shots and suffer -1 supply (decide before rolling). When you do, reroll any dice. On a hit, inflict +2 harm and take +1 momentum.
When you Resupplyby hunting, add +1 and take +1 momentum on a hit.
If you are clad only in animal pelts...
When you Secure an Advantage orCompel by embodying your wild nature, add +1 and take +1 momentum on a hit.
When you Strike or Clash by unleashing your rage (decide before rolling), inflict +1 harm on a hit. Then, choose one.
  • Push yourself: Endure Harm (1 harm).
  • Lose yourself: Endure Stress(1 stress).
When you Endure Harmin a fight, and your health is above 0, you may let the pain inflame your wildness (decide before rolling). If you then score a strong hit and choose to embrace the pain, take +momentum equal to your remaining health. A weak hit counts as a miss.
If you are unarmed or fighting with a non-deadly weapon...
When you Secure an Advantage +iron by engaging in close-quarters brawling (such as punching, tripping, or grappling), add +1. If you score a hit, you may also inflict 1 harm.
When you use an unarmed attack or simple weapon to Strike with deadly intent, add +2 and inflict 2 harm on a hit (instead of 1). On a weak hit or miss, suffer -1 momentum (in addition to any other outcome of the move).
When you Face Danger or Clash against a brawling attack, add +1 and take +1 momentum on a hit.
If you wield a dagger or knife...
When you are in position to Strike at an unsuspecting foe, choose one (before rolling).
  • Add +2 and take +1 momentum on a hit.
  • Inflict +2 harm on a hit.
When you Compel someone at the point of your blade, or when you rely on your blade to Face Danger, add +1.
Once per fight, when you Secure an Advantage +shadow by performing a feint or misdirection, reroll any dice and take +1 momentum on a hit.
If you wield a bladed weapon in each hand...
When you Strike or Clash, you may add +2. If you do (decide before rolling), inflict +1 harm on a strong hit and count a weak hit as a miss.
Once per fight, when you Secure an Advantage +edge by making a bold display of your combat prowess, you may reroll any dice.
When you Draw the Circle, choose one (before rolling).
  • Add +2.
  • Take +2 momentum on a hit.
When you Secure an Advantage by crafting arrows of fine quality, add +1. Then, take +1 supply or +1 momentum on a hit.
When you Resupply by recovering or gathering arrows after a Battle, add +2.
When you craft a single arrow designated for a specific foe, envision the process and materials, and roll +wits. On a strong hit, take both. On a weak hit, choose one.
  • Seeker: When a shooter uses the arrow to Strike orClash against this foe, reroll any dice (one time only).
  • Ravager: When a shooter uses the arrow to inflict harm against this foe, inflict +1d6 harm (one time only).
If you wear armor...
When you equip or adjust your armor, choose one.
  • Lightly armored: When you Endure Harm in a fight, add +1 and take +1 momentum on a hit.
  • Geared for war: Mark encumbered. When you Endure Harm in a fight, add +2 and take +1 momentum on a hit.
When you Clash while you are geared for war, add +1.
When you Compel in a situation where strength of arms is a factor, add +2.
Lightly Armored
Geared for War
If you wield a staff...
In your hands, a humble staff is a deadly weapon (2 harm). When you instead use it as a simple weapon (1 harm), you may Strike or Clash +edge (instead of iron). If you do, add +1 and take +1 momentum on a hit.
When you Secure an Advantage +edge using your staff to disarm, trip, shove, or stun your foe, add +1 and take +1 momentum on a hit.
When you Undertake a Journey and score astrong hit, or if you accompany an ally who scores a strong hit on that move, your staff provides support and comfort in your travels; take +1 momentum.
If you wield a shield...
When you Face Danger using your shield as cover, add +1. When you Clash in close quarters, take +1 momentum on a strong hit.
When you paint your shield with a meaningful symbol, envision what you create. Then, if you Endure Stress as you face off against a fearsome foe, add +1 and take +1 momentum on a hit.
When forced to Endure Harm in a fight, you may instead sacrifice your shield and ignore all harm. If you do, the shield is destroyed. Once per fight, you also take initiative when you sacrifice your shield to avoid harm.
If you wield a spear...
When you Face Danger by holding a foe at bay using your spear’s reach, roll +iron or +edge. If you score a hit, you may...
  • Iron: Strike (if you have initiative) or Clash now, and add +1.
  • Edge: Take +1 momentum.
When you Strike in close combat, you may attempt to drive your spear home (decide before rolling). If you do, add +1 and inflict +2 harm on a hit. If you score a hit and the fight continues, Face Danger +iron to recover your spear.
When you Secure an Advantage by bracing your spear against a charging foe, add +1 and take +1 momentum on a hit.
If you wield a sling...
When launched from a sling, a simple stone inflicts deadly harm (2 harm). When you Enter the Fray by barraging your foe with sling-bullets, inflict harm on a strong hit.
When you Strike by launching stones at an advancing foe, you may choose one (before rolling).
  • Hold them back: Retain initiative on a weak hit, but inflict only 1 harm.
  • Hit them hard: Inflict +1 harm on a hit, but suffer -1 momentum.
When you Secure an Advantage by preparing stones of a special quality or material, add +1. Then, take +1 momentum or +1 supply on a hit.
If you wield an axe...
When you Strike or Clash in close quarters, you may suffer -1 momentum and inflict +1 harm on a hit (decide before rolling).
When you have your axe in hand, and use the promise of violence to Compel or Secure an Advantage, add +1 and take +1 momentum on a hit.
When you make a tribute to a fallen foe (formidable or greater) by carving a rune in the haft of your axe, roll +heart. On a strong hit, inflict +1d6 harm (one time only) when you Strike or Clash . On aweak hit, as above, but this death weighs on you; Endure Stress (2 stress).
If you wield a sword...
When you Strike or Clash and burn momentum to improve your result, inflict +2 harm. If the fight continues, add +1 on your next move.
When you Clash and score a strong hit, you may add +1 if you immediately follow with a Strike.
When you Swear an Iron Vow by kneeling and grasping your sword’s blade, add +1 and take +1 momentum on a hit. If you let the edge draw blood from your hands, Endure Harm (1 harm) in exchange for an additional +1 momentum on a hit.
If you wield a mighty hammer...
When you Face Danger, Secure an Advantage, or Compel by hitting or breaking an inanimate object, add +1 and take +1 momentum on a hit.
When you Strike a foe to knock them back, stun them, or put them off balance, inflict 1 harm (instead of 2) and take +2 momentum on a hit. On a strong hit, you also create an opening and add +1 on your next move.
When you Turn the Tide, you may Strike with all the fury and power you can muster. If you do (decide before rolling), you may reroll any dice and inflict +2 harm on a strong hit, but count a weak hit as a miss.
When you summon a flock of crows and ask a single question, roll +wits. On a strong hit, you interpret their calls as a helpful omen. Envision the response (Ask the Oracle if unsure) and take +2 momentum. On aweak hit, the crows ignore your question and offer a clue to an unrelated problem or opportunity in this area. Envision what you learn (Ask the Oracle if unsure), and take +1 momentum.
As above, and the crows will also help guide you on the proper path. On a hit, add +1 on the next segment when you Undertake a Journey.
When you perform this ritual, add +1 and take +1 momentum on a hit.
When you create a simulacrum, roll +heart. On a strong hit, your creation is given unnatural life. If it aids you as you make a move to assault or overcome an obstacle through strength, add +2. It has 3 health and suffers harm as appropriate, but is not a companion and may not be healed. At 0 health, it is dead. On a weak hit, as above, but if you roll a 1 on your action die when aided by your creation, you must Face Danger +heart to keep it from turning on you (as a formidable foe).
Your simulacrum has 6 health.
When you perform this ritual, add +1 and take +1 momentum on a hit.
0
+ 1
+ 2
+ 3
+ 4
+ 5
+ 6
When you wear an animal pelt and dance in moonlight, roll +wits. On a strong hit, you or an ally may wear the pelt and add +1 when making moves with the related stat (wolf-edge; bear-iron; deer-heart; fox-shadow; boar-wits). If the wearer rolls a 1 on their action die while making a move using the pelt, the magic is spent. On a weak hit, as above, but the wilds call as you dance; Endure Stress (2 stress).
As above, and you may instead perform this ritual wearing the pelt of a beast. If you do, name the related stat and add +2 (instead of +1).
When you perform this ritual, add +1 and take +1 momentum on a hit.
When you surround the remains of a recently deceased intelligent creature with lit candles, and summon its spirit, roll +heart. Add +1 if you share a bond. On a strong hit, the spirit appears and you may converse for a few minutes. Make moves as appropriate (add +1). On a weak hit, as above, but the spirit also delivers troubling news unrelated to your purpose. Envision what it tells you (Ask the Oracle if unsure) and Endure Stress (1 stress).
As above, and you may also commune with the long-dead.
When you perform this ritual, add +1 and take +1 momentum on a hit.
When you take a drop of blood from a willing subject (not yourself) and cast the rune-carved stones, roll +heart. On a strong hit, you may read the runes to Gather Information about the subject and people close to them, including insight you and the subject have no knowledge of. If you do, add +1. On a weak hit, as above, but the answers are revealed only with extra time and focus; suffer -2 momentum.
As above, and your divination can also reveal information about the subject’s future.
When you perform this ritual, add +1 and take +1 momentum on a hit.
When you consume the mystical essence of your surroundings, roll +wits. On a strong hit, add the value of your action die to your essence track (max 6). You may then Secure an Advantage or Face Danger +essence to create minor mystical effects or illusions. If you do, suffer -1 essence and take +1 momentum on a hit. On a weak hit, as above, but capturing these energies is harrowing; Endure Stress (2 stress).
You may Compel +essence (and suffer -1 essence) through a show of power.
When you perform this ritual, add +1 and take +1 essence on a hit.
0
+ 1
+ 2
+ 3
+ 4
+ 5
+ 6
When you hold a weapon and sing a keen for those it has killed, roll +heart. On a strong hit, the wielder inflicts +1 harm when theyStrike or Clash . If they roll a 1 on their action die when making a move to inflict harm, the magic is spent. On a weak hit, as above, but the voices of those who were slain join in your song; Endure Stress (2 stress).
As above, and the wielder may also (one time only) add +1 and take +2 momentum on a hit when they Draw the Circle, Enter the Fray, or Battle .
When you perform this ritual, add +1 and take +1 momentum on a hit.
When you mark your hands or weapon with an intricate blood rune, roll +iron. On a strong hit, the rune thirsts for fresh blood. One time only, when you make a move to inflict harm, reroll any dice and inflict +2 harm on a hit. Then, for each point of harm inflicted, take +1 and allocate it as +health or +momentum. On a weak hit, as above, but this asset counts as a debility until the rune’s thirst is quenched.
As above, and you may also touch an ally or companion and let them take +1 health or momentum for each unallocated point.
When you perform this ritual, add +1 and take +1 momentum on a hit.
When you focus on a source of light and capture its essence, roll +wits. On a strong hit, set your light track to +6. On a weak hit, make it +3. Then, when you make a move to overcome or navigate darkness, you may add +2 and suffer -1 light.
You may use your light toStrike or Clash against a dark-dwelling foe. Choose the amount of light to unleash, and roll +light (instead of +iron or +edge). Suffer -light equal to that amount. On a hit, your harm is 1+your unleashed light.
When you perform this ritual, add +1 and take +1 momentum on a hit.
0
+ 1
+ 2
+ 3
+ 4
+ 5
+ 6
When you look into flames to study a remote person or location, roll +shadow. You or someone with you must have knowledge of the target. On a strong hit, you may Gather Information through observation using +shadow or +wits. On a weak hit, as above, but the flames are hungry; choose one to sacrifice.
  • Your blood: Endure Harm (2 harm).
  • Something precious: Endure Stress (2 stress).
  • Provisions: Suffer -2 supply.
As above, and you may instead study a past event.
When you perform this ritual, add +1 and take +1 momentum on a hit.
When you cloak yourself with the gossamer veil of the shadow realms, roll +shadow. On a strong hit, take +1 momentum. Then, reroll any dice (one time only) when you make a move by ambushing, hiding, or sneaking. On aweak hit, as above, but the shadows try to lead you astray. You must first Face Danger to find your way.
As above, and you may also travel along the hidden paths of the shadow realms to Undertake a Journey using +shadow (instead of +wits). If you do, Endure Stress (1 stress) and mark progress twice on a strong hit.
When you perform this ritual, add +1 and take +1 momentum on a hit.
When you speak a person’s name three times to the wind, roll +wits. On a strong hit, the wind whispers of this person’s need. Envision what you hear (Ask the Oracle if unsure). If you use this information or fulfill this need when you Compel them, you may reroll any dice (one time only). On a weak hit, as above, but this person’s need creates a troubling dilemma or complication; Endure Stress (1 stress).
As above, and if you roll a strong hit when you Compel, you may also reroll any dice (one time only) when you Gather Information from this person.
When you perform this ritual, add +1 and take +1 momentum on a hit.
When you fashion a charm, envision it and name the specific person or creature it protects against. Then roll +wits. On astrong hit, when the wearer opposes the target through a move, add +2. If a 1 is rolled on the action die while making a move using the charm, the magic is spent. On aweak hit, as above, but the wearer adds +1 when making a move (instead of +2).
As above, and you may instead fashion a charm which aids the wearer against all supernatural threats, such as mystic rituals or horrors.
When you perform this ritual, add +1 and take +1 momentum on a hit.
When you commune with the spirits of a place, roll +heart. If you share a bond with someone there, add +1. On a strong hit, you are tethered. When you Undertake a Journey to return, you may roll +spirit or +heart (instead of +wits), and take +1 momentum on a hit. When you Reach Your Destination, take +2 momentum on a strong hit. The tether is lost if you perform this ritual elsewhere, or when you Face Desolation . On aweak hit, as above, but the spirits reveal a disturbing aspect of the place; Endure Stress (2 stress).
As above, and you may also reroll any dice when you Sojourn in the tethered place.
When you perform this ritual, add +1 and take +1 momentum on a hit.
When you hold a totem of your animal or beast companion and focus on it, roll +heart. On a strong hit, you are bound together. Add +1 and take +1 momentum on a hit when you use a companion ability. If you roll a 1 on your action die when using a companion ability, the magic is spent. On a weak hit, as above, but creating this connection is unsettling; Endure Stress (1 stress).
As above, and you may also perceive the world through your companion’s senses while you make moves aided by them (even when you are apart).
When you perform this ritual, add +1 and take +1 momentum on a hit.
When you paint yourself in blood and ash, roll +wits. On a strong hit, you may add +2 and take +1 momentum on a hit when you Secure an Advantage or Compel using fear or intimidation. If you roll a 1 on your action die when making a move aided by your visage, the magic is spent. On aweak hit, as above, but the blood must be your own; Endure Harm (2 harm).
As above, and you may also add +1 when you Strike, Clash, or Battle .
When you perform this ritual, add +1 and take +1 momentum on a hit.
When you walk a wide circle, sprinkling the ground with salt, roll +wits. On a strong hit, choose two. On a weak hit, chose one.
  • When a foe first crosses the boundary, take +1 momentum.
  • When you first inflict harm against a foe within the boundary, inflict +1 harm.
  • Your ward is ‘likely’ (Ask the Oracle) to trap a foe within the boundary.
As above, and improve the effect of your ward (+2 momentum, +2 harm, and ‘almost certain’).
When you perform this ritual, add +1 and take +1 momentum on a hit.
Builder View
Titles
Ability One
Ability Two
Ability Three
Tracks
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 EFFORT LEVELS 

ADVENTURE MOVES (♣)

FACE DANGER
SECURE AN ADVANTAGE
GATHER INFORMATION
UNDERTAKE A JOURNEY

COMBAT MOVES (♠)

ENTER THE FRAY
STRIKE
CLASH
BATTLE

RECOVERY MOVES (♥)

HEAL
HEARTEN
PATCH EQUIPMENT
RESUPPLY
MAKE CAMP

QUEST AND ASSET MOVES (♦)

SWEAR AN IRON VOW
ASSET MOVES

DELVE MOVES (♣)

DELVE THE DEPTHS
CHECK YOUR GEAR
ESCAPE THE DEPTHS

SUFFER MOVES (♠)

ENDURE HARM
ENDURE STRESS
FACE DEATH
FACE DESOLATION

RELATIONSHIP MOVES (♥)

COMPEL
SOJOURN
DRAW THE CIRCLE
FORGE A BOND
TEST YOUR BOND

COMPANION MOVES (♥)

ORDER CONDITIONAL COMPANION
STRENGHTEN LOYALTY
TAKE CONDITIONAL COMPANION
TEST THEIR LOYALTY

 MOVES 

FATE MOVES

SUFFER MOVES

DELVE MOVES

ADVENTURE MOVES

COMBAT MOVES

RECOVERY MOVES

QUEST MOVES

RELATIONSHIP MOVES

COMPANION MOVES

FATE MOVES

SUFFER MOVES

DELVE MOVES

ADVENTURE MOVES

COMBAT MOVES

RECOVERY MOVES

QUEST MOVES

RELATIONSHIP MOVES

COMPANION MOVES

Advance

When you focus on your skills, receive training, find inspiration, gain a companion, or one of these does the former, grows stronger, sharpen its senses or learns a new trick, you may...

Oathkeeper

  • Upgrade a stat for 8 experience.
  • Reduce any stat by 1 and add +1 to any other for 2 experience.
  • Upgrade a weapon proficiency for 2 experience.
  • Upgrade an effort level for 1 experience.
  • Acquire a companion asset for asset health+2 in experience.
  • Acquire an asset for 3 experience.
  • Upgrade an asset for 2 experience.

Humanoid Companion

  • Upgrade a stat for 6 experience.
  • Reduce any stat by 1 and add +1 to any other for 1 experience.
  • Upgrade the asset for 2 experience.
  • Upgrade a weapon proficiency for 2 experience.
  • Upgrade the asset for 2 experience.

Non-humanoid Companion

  • Upgrade a stat for 6 experience.
  • Reduce any stat by 1 and add +1 to any other for 1 experience.
  • Increase its protection for its next level in experience.
  • Increase its Face Danger/Clash addition for 4 experience.
  • Make piercing 1 harm for one of its attacks for its next piercing harm level in experience (maximum is 3 piercing harm per attack).
  • Upgrade an attack proficiency for 1 experience.
  • Add a secondary attack for its asset health in experience.
  • Upgrade the asset for 2 experience.
Aid Your Ally

When you Secure an Advantage in direct support of an ally, and score a hit, they (instead of you) can take the benefits of the move.

Ask the Oracle

When you seek to resolve questions, discover details in the world, determine how other characters respond, or trigger encounters or events, you may…

  • Draw a conclusion: Decide the answer based on the most interesting and obvious result.
  • Ask a yes/no question: Decide the odds of a ‘yes’, and roll on the table below to check the answer.
  • Pick two: Envision two options. Rate one as ‘likely’, and roll on the table below to see if it is true. If not, it is the other.
  • Spark an idea: Brainstorm or use a random prompt.
11 or greater Almost Certain
26 or greaterLikely
51 or greater50/50
76 or greaterUnlikely
91 or greater Small Chance
Battle

When you fight a battle, and it happens in a blur, envision your objective and roll. If you primarily fight…

  • At range, or using speed and your surroundings to your advantage: Roll +edge.
  • Depending on your courage and others: Roll +heart.
  • In close to overpower your opponents: Roll +iron.
  • Using trickery to befuddle your opponents: Roll +shadow.
  • Using careful tactics to outsmart your opponents: Roll +wits.

On a strong hit, you achieve your objective with a hard-won victory. Choose one of the weak hit options of the End the Fight move.

On a weak hit, you achieve your objective, but not without a significant cost. Choose two of the weak hit options of the End the Fight move.

On a miss, you are defeated and the objective is lost to you. Pay the Price.

Burn Momentum

When you make a move, and have positive momentum, you may set your momentum to your reset value and cancel any challenge dice that are less than your current momentum value.

Check Your Gear

When you check to see if you have a specific helpful item, and you have at least +1 supply, roll +supply.

On a strong hit, you have it. Take +2 momentum.

On a weak hit, you have it, but your resources are diminished. Take +2 momentum and suffer -1 supply.

On a miss, you don’t have it and the situation grows more perilous. Pay the Price.

Clash

When your foe has initiative and you fight back, determine if you are hitting your foe’s protection or breaking their defense rating. If your foe’s protection is 0 or you are doing the latter, fix one challenge die as per your foe’s defense rating. Then, envision the contending. If you…

  • Fight in close quarters: Roll +iron.
  • Exchange a volley at range, shoot at an advancing foe, or fight with a precise weapon: Roll +edge.

If you are using two light weapons, add +the harm of one of them to this move.

On a strong hit, Inflict Harm and choose one. You have the initiative.

  • You get in position: Take +2 momentum.
  • You find an opening: Inflict +1 harm.

On a weak hit, choose one.

  • Inflict Harm and Pay the Price. Your foe has initiative.
  • Take the initiative if you used a shield.

If you used a shield or attacked at ranged, also choose one.

  • You are overwhelmed: Suffer -2 momentum.
  • Your shield loses durability: Reduce its Face Danger/Clash addition by 1.
  • You wasted ammo: Suffer -1 supply.
  • The thrown weapon you used is lost or destroyed.

On a miss, you are outmatched. As above, but you don't Inflict Harm. Your foe has the initiative.

Companion Becomes Unconditional

When your conditional companion is determined to follow you, envision how they express their resolution to stand by your side unconditionally. Then, acquire a companion asset to represent them in exchange for the asset health+1 experience. Erase the goal and drives fields from their companion sheet. You no longer use their loyalty track.

Compel

When you persuade someone to do something, envision your approach and roll. If you...

  • Charm, pacify, barter, or convince: Roll +heart (add +2 if you share a bond).
  • Threaten or incite: Roll +iron.
  • Lie or swindle: Roll +shadow.
  • Flaunting or boasting: Roll +wealth or +supply.

On a strong hit, they’ll do what you want or share what they know. Take +2 momentum. If you use this exchange to Gather Information, make that move now and add +2.

On a weak hit, as above, but they ask something of you in return; envision what they want. If you are making this move to persuade a conditional companion, suffer -1 loyalty instead.

On a miss, they refuse or make a demand which costs you greatly. Pay the Price; if you are making this move by interacting with a conditional companion, suffer -1 loyalty instead.

Conditional Companion Abandons

When your conditional companion has fulfilled their goal or is no longer willing to follow you, they will leave you at the next opportunity.

Conditional Companion Acts

When a conditional companion is in position to make a move according to their drives, motivations or the fulfillment of their goal, they do so without suffering -loyalty. Make the move by rolling +their stat.

Delve the Depths

When you traverse an area within a perilous site, envision your surroundings. Then, consider your approach. If you navigate this area…

  • With haste: Roll +edge.
  • With stealth or trickery: Roll +shadow.
  • With observation, intuition, or expertise: Roll +wits.

On a strong hit, you delve deeper. Mark progress and Find an Opportunity.

On a weak hit, roll on the following table according to your stat.

On a miss, Reveal a Danger.

Edge
Shadow
Wits
Weak Hit Result
1-45 (45%)
1-30 (30%)
1-40 (40%)
Mark progress and Reveal a Danger.
46-65 (20%)
31-65 (35%)
41-55 (15%)
Mark progress.
66-75 (10%)
66-90 (25%)
56-80 (25%)
Choose one: Mark progress or Find an Opportunity.
76-80 (5%)
91-99 (9%)
81-99 (19%)
Take both: Mark progress and Find an Opportunity.
81-100 (20%)
100 (1%)
100 (1%)
Mark progress twice and Reveal a Danger.
Discover a Site

When you resolve to enter a perilous site in pursuit of an objective, choose the theme and domain which best represent its nature, and give it a rank.

  • Troublesome site: 3 progress per area.
  • Dangerous site: 2 progress per area.
  • Formidable site: 1 progress per area.
  • Extreme site: 2 ticks per area.
  • Epic site: 1 tick per area.

If you are returning to a previously explored site, roll both challenge dice, take the lowest value, and clear that number of progress boxes.

Then, Delve the Depths to explore this place.

Draw the Circle

When you challenge someone to a formal duel, or accept a challenge, roll +heart. If you share a bond with this community, add +2.

On a strong hit, take +2 momentum. You may also choose any boasts and take +2 momentum for each.

On a weak hit, you may choose up to two boasts in exchange for +2 momentum for each.

  • Grant first strike: Your foe has initiative.
  • Bare yourself: Take no benefit of armor or shield.
  • Hold no iron: Take no benefit of weapons.
  • Bloody yourself: Endure Harm (1d3P harm) with no addition.
  • To the death: This fight must end with death.

On a miss, you begin the duel at a disadvantage. Pay the Price.

End the Fight

Progress Move

When your foe’s health is below 10 for harm suffered, you may resolve the outcome of this fight. If you do, roll the challenge dice and compare to your progress.

On a strong hit, this foe is no longer in the fight. They are killed, out of action, flee, or surrender as appropriate to the situation and your intent.

On a weak hit, as above, but you must also choose one.

  • It’s worse than you thought: Endure Harm with no armor addition.
  • You are overcome: Endure Stress.
  • You harvest the spoils of the battle: Take a condition.
  • You suffer collateral damage: Something of value is lost or broken (suffer -supply or -wealth), or someone important must pay the cost.
  • A new danger or foe appears, or an existing danger worsens: Suffer
-2 momentum.
  • Others won’t forget or you are marked for vengeance: Suffer -3 momentum.
  • An objective falls out of reach: Forsake Your Vow.

On a miss, choose one.

  • Your foe has not given up; set their health to 50% of their maximum, rounding down. Then, Pay the Price.
  • You have lost this fight.
Endure Harm

When you face physical damage, subtract your armor’s protection to the harm and suffer -health equal to the remaining harm. If your health is reduced 0, suffer -momentum equal to any remaining -health.

Then roll +iron.

On a strong hit, you stand firm. If your health is suffering harm, choose one.

  • Shake it off: If your health is greater than 0, suffer up to -2 momentum in exchange for the same amount of +health.
  • Embrace the pain: Take +2 momentum.

On a weak hit, you press on. If you wear armor which values are not at its minimum (0), choose one.

  • It loses coverage: Reduce its Endure Harm addition by 1.
  • It loses resistance: Suffer -1 to its protection.
  • You stumble: Suffer -2 momentum.

On a miss, also suffer -1 momentum. If you wear an armor which values are not at its minimum (0), choose as above. If you are at 0 health, you must take the wounded or maimed condition (if currently not taken) or roll on the following table.


1-10 (10%)The harm is mortal. Face Death.
11-20 (10%)Take the dying condition.
21-35 (15%)Take the unconscious condition.
36-50 (15%)Take the reeled condition.
51-100 (50%)You are battered but still standing.
Endure Stress

When you face mental shock or despair, suffer -spirit equal to your foe’s rank or as appropriate to the situation. If your spirit is reduced to 0, suffer -momentum equal to any remaining -spirit.

Then, roll +spirit or +heart, whichever is higher.

On a strong hit, choose one.

  • Shake it off: If your spirit is greater than 0, suffer -1 momentum in exchange for +1 spirit
  • Embrace the darkness: Take +2 momentum

On a weak hit, you press on.

On a miss, also suffer -1 momentum. If you are at 0 spirit, take the shaken or corrupted condition (if currently not taken) or roll on the following table.


1-10 (10%)You are overwhelmed. Face Desolation.
11-25 (15%)You give up. Forsake Your Vow (if possible, one relevant to your current crisis). If this is a companion, Test Their Loyalty.
26-50 (25%)You give in to a fear or compulsion, and act against your better instincts. Manifest Insanity.
51-80 (30%)You persevere.
81-85 (5%)You get a moment of clarity in the eye of the storm. If you have the shaken condition card, discard it. Take +4 spirit and +8 momentum. Then, add +2 to your next move.
86-90 (5%)You get virtuous in the face of chaos. If you have the shaken condition card, discard it. Then, take +4 spirit and draw up to your maximum of resilience cards.
91-95 (5%)Your body harvest vigor. If you have the shaken condition card, discard it. Then, take +4 spirit and +1d12 health.
96-100 (5%)Your spirit shines brightest against a backdrop of desolation. If you have the shaken condition card, discard it. Then, take +8 spirit.
Enter the Fray

When you enter in combat, determine who is in control. If you are...

  • Reacting: Roll +edge.
  • Facing off: Roll +heart.
  • Charging: Roll +iron.
  • Ambushing: Roll +shadow.
  • Ambushed: Roll +wits.

On a strong hit, take +4 momentum. You have initiative.

On a weak hit, choose one.

  • Bolster your position: Take +4 momentum. Your foe has initiative.
  • Prepare to act: Take initiative.

On a miss, combat begins with you at a disadvantage. Pay the Price. Your foe has initiative.

Escape the Depths

When you flee or withdraw from a site, consider the situation and your approach. If you...

  • Find the fastest way out: Roll +edge.
  • Steel yourself against the horrors of this place: Roll +heart.
  • Fight your way out: Roll +iron.
  • Keep out of sight: Roll +shadow.
  • Retrace your steps or locate an alternate path: Roll +wits.

On a strong hit, you make your way safely out of the site. Take +2 momentum.

On a weak hit, you find your way out, but this place exacts its price. Choose one.

  • You are weary or wounded: Endure Harm with no armor addition (as per the site’s rank, piercing).
  • The experience leaves you shaken: Endure Stress (as per the site’s rank).
  • Your body or mind are marked. Take a condition.
  • You are delayed, and it costs you. Suffer -momentum as per the site’s rank.
  • You face a new complication as you emerge from the depths. Suffer -1 momentum.
  • A denizen plots their revenge. Suffer -3 momentum.

On a miss, a dire threat or imposing obstacle stands in your way. Reveal a Danger. If you survive, you may make your escape.

Face a Setback

When your momentum is at its minimum (-6), make a move if your action die matches your negative momentum, you must cancel your action die.

If you suffer additional -momentum, choose one.

  • Exchange each additional -momentum for any combination of -health, -spirit, -supply, -wealth or -companion’s loyalty as appropriate to the circumstances.
  • Envision an event or discovery which undermines your progress in a current quest, journey or fight. Then, for each additional -momentum, clear 1 unit of progress on that track per its rank (troublesome=clear 3 progress; dangerous=clear 2 progress; formidable=clear 1 progress; extreme=clear 2 ticks; epic=clear 1 tick).
Face Danger

When you attempt something risky or react to an imminent threat, envision your action and roll. If you act...

  • With speed, agility, or precision: Roll +edge.
  • With charm, loyalty, or courage: Roll +heart.
  • With aggressive action, forceful defense, strength, or endurance: Roll +iron.
  • With deception, stealth, or trickery: Roll +shadow.
  • With expertise, insight, or observation: Roll +wits.

On a strong hit, you are successful. Take +2 momentum.

On a weak hit, you succeed, but face a troublesome cost. Choose one.

  • You are delayed, lose advantage, or face a new danger: Suffer -1 momentum (-2 if you used a shield).
  • Your shield loses durability: Reduce its Face Danger/Clash addition by 1.
  • You are tired or hurt: Endure Harm (1d3P harm).
  • You are dispirited or afraid: Endure Stress (1 stress).
  • You sacrifice resources: Suffer -1 supply or -1 wealth.
  • You get a negative condition: Take a condition.

On a miss, you fail, or your progress is undermined by a dramatic and costly turn of events. Pay the Price. If you are in combat.

Face Death

When you are brought to the brink of death, roll +heart.

On a strong hit, death rejects you.

On a weak hit, choose one.

  • You die, but not before making a noble sacrifice. Envision your final moments.
  • Death desires something of you in exchange for your life. Envision what it wants, and Swear an Iron Vow (formidable or extreme) to complete that quest. If you fail to score a hit when you Swear an Iron Vow, or refuse the quest, you are dead. Otherwise, you return to the mortal world and are now cursed. You may only clear the cursed condition by completing the quest.

On a miss, you are dead.

Face Desolation

When you are brought to the brink of desolation, roll +heart.

On a strong hit, you resist and press on.

On a weak hit, choose one.

  • Your spirit or sanity breaks, but not before you make a noble sacrifice. Envision your final moments.
  • You see a vision of a dreaded event coming to pass. Envision that dark future, and Swear an Iron Vow (formidable or extreme) to prevent it. If you fail to score a hit when you Swear an Iron Vow, or refuse the quest, you are lost. Otherwise, you return to your senses and are now tormented. You may only clear the tormented condition by completing the quest.

On a miss, you succumb to despair or horror and are lost.

Find an Opportunity

When you encounter a helpful situation or feature within a travel waypoint or a site, roll to determine what kind of opportunity you encounter.

1-55 (25%)Favorable Area.
56-80 (35%)Benign Character Encounter.
81-100 (40%)Item Finding
1-11(11%)The travel took shorter than expected. Take +1 momentum.
12-20 (9%)Elements of this area can be used to leverage your travel. If you Undertake a Journey, you may reroll any dice.
21-28 (8%)There is a path that seems to lead towards your destination. If you follow it, add +2 when you Undertake a Journey.
29-35 (7%)The travel has cleared your mind. If you Hearten, reroll any dice.
36-42 (7%)This seems to be an ideal place to find a moment of peace. If you Hearten, add +2.
43-49 (7%)This seems to be an ideal place to bolster your reserves. If you Resupply, add +2.
50-55 (6%)This seems to be a place safe enough to rest and recover for several hours. If you Make Camp, add +2.
56-61 (6%)You find a healthy settlement. If you Sojourn, add +1.
62-66 (5%)This area offers a captivating ambience or comfortable environment. If you Hearten, take +1 spirit on a hit.
67-71 (5%)This area offers enough to bolster your reserves if you dedicate enough to it. If you Resupply and score hit, you may suffer -1 momentum in exchange for +1 supply.
72-76 (5%)This waypoint offers more than needed for a modest rest. If you Make Camp, and score a hit, you may choose an extra option.
77-80 (4%)You seem to be closer to your destination than expected. Mark an additional progress in your journey track.
81-83 (3%)This area offers just what you need to camp. If you Make Camp, you may reroll any dice.
84-86 (3%)You reach this waypoint just at an opportune time to bolster your reserves. If you Resupply now, you may reroll any dice.
87-88 (2%)There is a hidden passage that could be a shortcut. If you Reach Your Destination, you may reroll any dice.
89-96 (8%)You reach a location of interest related to one of your quests or that might lead to one. Take +2 momentum.
97-98 (2%)Choose one result from this table.
99-100 (2%)Roll twice more on this table. Both results occur.
1-16 (16%)You encounter a traveler or denizen who might provide you guide in exchange for something of value. If you agree, suffer -1 wealth or -2 supply (your choice) in exchange for adding +3 next time you Undertake a Journey for this travel.
17-30 (14%)You encounter a traveler or denizen willing to provide you guide and supply. If he does, add +1 next time you Undertake a Journey for this travel and take +1 supply.
31-38 (8%)You encounter a traveler or denizen who might provide you health care in exchange for something of value. If you agree, suffer -1 wealth or -2 supply (your choice) in exchange for making the Hearten move now and add +3.
39-46 (8%)You encounter a traveler or denizen who might rise your spirit in exchange for something of value. If you agree, suffer -1 wealth or -2 supply (your choice) in exchange for making the Heal move now and add +3.
47-53 (7%)You encounter a traveler or denizen willing to rise your spirit. If he does, Hearten now and add +2.
54-60 (7%)You encounter a traveler or denizen willing to give you first aid. If he does, Heal now and add +2.
61-70 (10%)You encounter a provision trader.
71-75 (5%)You encounter an equipment trader.
76-79 (4%)You encounter a traveler or denizen with the potential of being a conditional companion with the goal of serving as hireling and the drive of getting wealth. If you Take a Conditional Companion, add +1.
80-83 (4%)You encounter a traveler or denizen with the potential of being a conditional companion. Take +1 momentum.
84-86 (3%)You encounter one or more travelers or denizens in need for help and with the means to reward you.
87-95 (9%)You encounter one or more characters related to one of you quests or that might lead to one. Take +2 momentum.
96-98 (3%)Roll twice more on this table. Use one result.
99-100 (2%)Choose one result from this table.
1-14 (14%)You find resources that bolster your reserves. Take +1 supply.
15-26 (12%)You find resources that bolster your reserves. Take +2 supply.
27-35 (9%)You find some valuable goods. Take +2 wealth.
36-42 (7%)You find some valuable goods. Take +2 wealth.
43-47 (5%)You find a consumable item of your choice or as appropriate to the circumstances.
48-51 (4%)You find two consumable items of your choice or as appropriate to the circumstances.
52-56 (5%)You find a weapon of cost d4 wealth cost or less of your choice as appropriate to the circumstances.
57-59 (3%)You find a weapon of cost d6 wealth or less of your choice as appropriate to the circumstances.
60-61 (2%)You find a weapon of cost d8+1 wealth or less of your choice as appropriate to the circumstances.
62-64 (3%)You find a shield of cost d4+1 wealth or less of your choice as appropriate to the circumstances.
65-66 (2%)You find a shield of cost d6+1 wealth or less of your choice as appropriate to the circumstances.
67-69 (3%)You find an armor of cost 1d4+3 wealth or less of your choice or as appropriate to the circumstances.
70-71 (2%)You find an armor of cost 1d6+3 wealth or less of your choice as appropriate to the circumstances.
72 (1%)You find an armor of cost 2d4+2 wealth or less of your choice as appropriate to the circumstances.
73-80 (8%)You find an addon of your choice or as appropriate to the circumstances.
81-89 (9%)You find an item of interest related to one of your quests or that might lead to one. Take +2 momentum.
90-100 (11%)Roll twice more on this table. Both results occur.
Foe Inflicts Harm

When you face harm from a foe, roll their combat move harm and Endure Harm with the resulting score.

Forge a Bond

When you spend significant time with a person or community, stand together to face hardships, or make sacrifices for their cause, you can attempt to create a bond. When you do, roll +heart. If you make this move after you successfully Fulfill Your Vow to their benefit, you may reroll any dice.

On a strong hit, make note of the bond, mark a tick on your bond progress track, and choose one.

  • Take +2 spirit.
  • Take +4 momentum.

On a weak hit, they ask something more of you first. Envision what it is, do it (or Swear an Iron Vow), and mark the bond. If you refuse or fail, Pay the Price.

On a miss, they reject you. Pay the Price.

Forsake Your Vow

When you renounce your quest, betray your promise, or the goal is lost to you, clear the vow and Endure Stress. You suffer -spirit equal to the rank of your quest (troublesome=1; dangerous=2; formidable=3; extreme=4; epic=5).

If the vow was made to a person or community with whom you share a bond, Test Your Bond when you next meet.

Fulfill Your Vow

Progress Move

When you achieve what you believe to be the fulfillment of your vow, roll the challenge dice and compare to your progress.

On a strong hit, your quest is complete. Mark experience (troublesome=1; dangerous=2; formidable=3; extreme=4; epic=5).

On a weak hit, there is more to be done or you realize the truth of your quest. Envision what you discover. Then, mark experience (troublesome=0; dangerous=1; formidable=2; extreme=3; epic=4). You may Swear an Iron Vow to set things right. If you do, add +1.

If you are fulfilling your vow in service of someone with the means, inclination, or obligation, to reward you materially, take +wealth. On a strong hit, take +wealth equal to the rank of the vow+2. On a weak hit, take +wealth equal to the rank of vow+1. If you are being rewarded with an item, its cost must be the same as the amount of wealth.

On a miss, your quest is undone. Envision what happens, and choose one.

  • You recommit: Clear all but one filled progress, and raise the quest’s rank by one (if not already epic).
  • You give up: Forsake Your Vow.
Gather Information

When you search an area, ask questions, conduct an investigation, or follow a track, roll +wits. If you act within a community or ask questions of a person with whom you share a bond, add +2.

On a strong hit, you discover something helpful and specific. The path you must follow or action you must take to make progress is made clear. Envision what you learn, and take +4 momentum.

On a weak hit, you discover something helpful, but the information complicates your quest or a new danger is introduced. Envision what you discover, and take +2 momentum.

On a miss, your investigation unearths a dire threat or reveals an unwelcome truth that undermines your quest. Pay the Price.

Heal

When you receive care or treat an injury or ailment, envision the situation and roll. If you…

  • Receive treatment from someone (not an ally or companion): Roll +iron.
  • Mend your own wounds: Roll +iron or +wits, whichever is lower.
  • Provide care: Roll +wits.

On a strong hit, your care is helpful. If you (or the ally under your care) have the palsied, wounded, reeled or dying conditions, you may clear them. Then, take or give up to +4 health.

If you are making this move using an antivenom, clear the poisoned condition instead of the stated above.

On a weak hit, as above, but you must suffer -2 supply or -2 momentum (your choice).

On a miss, the aid is ineffective. Pay the Price.

Hearten

When you speak encouraging words, or find a moment of peace, to help you, or someone else, to recover from stress or emotional trauma, roll +heart.

On a strong hit, your heartening is helpful. If you (or the ally under your care) have the shaken condition, you may clear them; you may also reduce the severity of a compulsed and hallucinating conditions by 1. Then, take or give up to +3 spirit.

On a weak hit, as above, but you must suffer -2 momentum and don’t reduce the severity of any condition.

On a miss, your aid is ineffective. Pay the Price.

Inflict Harm

When you deal physical damage, roll your weapon’s harm. If you are hitting your foe’s protection and not breaking their defense rating, subtract your foe’s protection from each roll. Your foe suffers -health with the resulting score.

Learn from Faults

When you spend time taking lessons from your failures and hardships, and your misses track is +6 or greater, roll the challenge dice and compare to your misses.

On a strong hit, your failures have paid off significantly for your personal growth. Take 3 experience and clear all progress. Then, choose one.

  • Rectify your ways: Reduce any stat by 1 and add +1 to any other.
  • Abandon a course: Discard a single asset card (not a companion) and take 2 experience for each marked ability.
  • Commit to a new goal: Swear an Iron Vow now, add +2 and take +2 momentum on a hit You may reroll.
  • Strengthen your willpower: Take +6 momentum.

On a weak hit, you learn from your missteps. Take 2 experience and clear all progress.

On a miss, you learn very little. Take 1 experience and clear all progress.

Locate Your Objective

When your exploration of a site comes to an end, roll the challenge dice and compare to your progress.

On a strong hit, you locate your objective and the situation favors you. Choose one.

  • Make another move now (not a progress move), and add +2.
  • Take +2 momentum.

On a weak hit, you locate your objective but face an unforeseen hazard or complication. Envision what you find.

On a miss, your objective falls out of reach, you have been misled about the nature of your objective, or you discover that this site holds unexpected depths. If you continue your exploration, clear all but one filled progress and raise the site’s rank by one (if not already epic).

Make an Effort

When you make a move demanding more of yourself and have the required effort level, you may suffer -momentum in exchange for the same amount of your move effort level to addition to your roll.

Make Camp

When you rest and recover for several hours in the wild, roll +supply.

On a strong hit, if you have the dazed or starved conditions, you may clear them. Then, you and your allies may each choose two.

On a weak hit, as above, but you and your allies may choose one instead.

  • Recuperate: Take +25% of your maximum health. If you have the blinded, deafened or weakened conditions, you may clear them.
  • Partake: Suffer -3 supply and take +25% of maximum health for you and any companions. If you or your companion you are partaking with has the conditions of in the above option, you may clear them.
  • Relax: Take +2 spirit. If you have the unsteady condition, you may clear it.
  • Focus: Take +3 momentum. If you have the stupefied condition, you may clear it.
  • Prepare: When you break camp, add +2 if you Undertake a Journey.

On a miss, you take no comfort. Pay the Price.

Manifest Insanity

When you fail to struggle against a mental shock, make the most obvious negative outcome happen from the following tables, or roll on them to determine what kind of insanity you manifest.

1-70 (70%)Short-term Insanity
71-100 (30%)Long-term Insanity
1-28 (28%)You get scared, and your next move should imply to flee as far as possible from the source of the fear or danger.
29-51 (23%)Your spirit is overwhelmed. Take the dazed condition.
52-69 (18%)You show hysteric and emotional outburst by screaming, laughing, crying. Every other ally and companion must Endure Stress (1d2 stress) as a result.
70-87 (18%)You begin babbling, coherently (logorrhoea) or incoherently. Your words show abuse, fear, hopelessness, irrationality or selfishness. Every other ally and companion must Endure Stress (1d3 stress) as a result.
88-95 (8%)You Inflict Harm on yourself.
96-100 (5%)You faint. Take the unconscious condition.
1-15 (15%)Take the phobiac (severity 4) condition.
16-29 (14%)Take the attached (severity 4) condition.
30-36 (7%)Take the hallucinating (severity 2) condition.
37-53 (17%)Take the compulsed (severity 4) condition.
54-57 (4%)You start suffering psychosomatic deafness. Take the deafened (severity +1) condition.
58-60 (3%)You start suffering psychosomatic blindness. Take the blind (severity +1) condition.
61-73 (13%)Take the mute condition.
74-85 (12%)You retreat into your mind, in a stupor state, assuming fetal position if not immediate danger is around, oblivious to events around you. Take the dazed, mute, shaken and unsteady (shaky) conditions.
86-93 (8%)You become catatonic. Take the dazed, mute and numb (severity +1) conditions.
94-98 (5%)Take the amok (severity 3) condition. Then, Clash the nearest target, whether they are an ally, companion, foe or else.
99-00 (2%)Take the amnesiac (severity 5) condition.
Not Assist Conditional Companion

When a conditional companion suffers the consequence of one of your moves and you don’t come to their aid, suffer -1 to their loyalty.

Order Conditional Companion

When you ask a conditional companion to act for something not akin to their drives, motivations or the fulfillment of their goal, or if the conditional companion is a hireling, roll +loyalty. If you share a bond, you may reroll any dice.

On a strong hit, your Conditional Companion Acts, but suffer -1 to their loyalty.

On a weak hit, your Conditional Companion Acts, but not without whimper. Suffer -2 to their loyalty.

On a miss, your conditional companion refuses to follow your request. Suffer -2 to their loyalty.

Out of Supply

When your supply is exhausted (reduced to 0), take the unprepared condition. If you suffer additional -supply while unprepared, you must exchange each additional -supply for any combination of -health, -spirit, -wealth, -companion’s loyalty or -momentum as appropriate to the circumstances.

Patch Equipment

When you attempt to amend an armor or shield, envision how provisions from your gear help you patch the piece of equipment and suffer -2 supply. Then, roll +wits.

On a strong hit, your amendment is efficient. Choose one.

  • Rise by 1 your armor’s protection.
  • Rise by 1 your armor’s Endure Harm addition.
  • Rise by 1 your shield’s Face Danger/Clash addition.

On a weak hit, as above, but the patch work takes longer than expected or demand extra resources. Suffer -2 momentum.

On a miss, your craft is ineffective. Pay the Price.

Pay the Price

When you suffer the outcome of a move, mark a tick on your miss track; if it is a progress move, mark two; on a match, mark the double. Then, draw a resilience card and choose one.

  • Make the most obvious negative outcome happen.
  • Envision two negative outcomes. Rate one as ‘likely’, and Ask the Oracle using the yes/no table. On a ‘yes’, make that outcome happen. Otherwise, make it the other.
  • Roll on the following table. If you have difficulty interpreting the result to fit the current situation, roll again.
1-2 (2%)Roll again and apply that result but make it worse. If you roll this result yet again, think of something dreadful that changes the course of your quest and make it happen.
3-5 (3%)A person or community you trusted loses faith in you, or acts against you.
6-8 (3%)A person or community you care about is exposed to danger.
9-15 (7%)You are separated from something or someone.
16-22 (7%)Your action has an unintended effect.
23-29 (7%)Something of value is lost or destroyed.
30-36 (7%)The current situation worsens.
37-43 (7%)A new danger or foe is revealed.
44-52 (9%)It causes a delay or puts you at a disadvantage.
53-61 (9%)It is harmful.
62-70 (9%)It is stressful.
71-77 (7%)It is wasteful.
78-84 (7%)You got a negative condition.
85-89 (5%)A surprising development complicates your quest.
90-94 (5%)It forces you to act against your best intentions.
95-99 (5%)A friend, companion, or ally is put in harm’s way (or you are, if alone).
100 (1%)Roll twice more on this table. Both results occur. If they are the same result, make it worse.
Reach a Milestone

When you make significant progress in your quest by overcoming a critical obstacle, completing a perilous journey, solving a complex mystery, defeating a powerful threat, gaining vital support, or acquiring a crucial item, you may mark progress.

  • Troublesome quest: Mark 3 progress.
  • Dangerous quest: Mark 2 progress.
  • Formidable quest: Mark 1 progress.
  • Extreme quest: Mark 2 ticks.
  • Epic quest: Mark 1 tick.
Reach Your Destination

Progress Move

When your journey comes to an end, roll the challenge dice and compare to your progress. Momentum is ignored on this roll.

On a strong hit, the situation at your destination favors you. Choose one.

  • Make another move now (not a progress move), and add +2.
  • Take +2 momentum.

On a weak hit, you arrive but face an unforeseen hazard or complication. Envision what you find, and take +1 momentum.

On a miss, you have gone hopelessly astray, your objective is lost to you, or you were misled about your destination. If your journey continues, clear all but one filled progress, and raise the journey’s rank by one (if not already epic).

Resupply

When you hunt, forage or scavenge, roll +wits.

On a strong hit, you bolster your resources. If you have the unprepared condition, you may clear it. Then, take up to +3 supply and +1d2-1 wealth.

On a weak hit, take up to +2 supply, but suffer -1 momentum for each.

On a hit, if you are looting the dead, envision what you loot according to the dead’s wearing, gear or nature and take +wealth according to its rank. If the rank is...

  • Troublesome: Take +1d2-1
  • Dangerous: Take +1d2 wealth.
  • Formidable: Take +1d3 wealth.
  • Extreme: Take +1d4 wealth.
  • Epic: Take +1d6 wealth.

On a miss, you find nothing helpful or your assumptions betray you. Pay the Price.

Reveal a Danger

When you are undertaking a journey and are waylaid by a perilous event, or delving the depths of a site and find yourself in a risky situation, make the most obvious negative outcome happen from the following tables, or roll on them to determine what kind of danger you encounter.

1-25 (25%)Worsening of the Situation
26-60 (35%)Unfavorable Road
61-100 (40%)Hostile Character Encounter
1-13 (13%)A portion of an edible resource got spoiled or lost. Suffer -1 supply. If your supply is 0, reroll on this table.
14-24 (11%)The travel is taking longer than expected. Suffer -1 momentum.
25-34 (10%)The trip was tough and left you tired. Endure Harm (1d4P harm).
35-42 (8%)The travel has drained your energies. Endure Harm (1d4P harm) and take the weakened (severity +1) condition.
43-50 (8%)The travel has left you stressed or mentally fatigued. Endure Stress (1d2 stress).
51-57 (7%)A friend or companion starts arguing for previous acts or complaining about the rough travel. Suffer -1d3 to their loyalty. If you don't have a companion, reroll on this table.
58-64 (7%)You realize you lost some valuable goods on the way. Suffer -2 wealth. If your wealth is reduced to 0, suffer -momentum to any remaining -wealth.
65-71 (7%)You realize too late that the supply container is broken and has a leak. Suffer -2 supply.
72-77 (6%)You realize you lost one of your valuable items on the way. Suffer -1 wealth. If your wealth is 0, reroll on this table.
78-83 (6%)You realize that one of the items you thought to be valuable, is actually not, or not worthy in its current state. Suffer -1 wealth and -1 momentum. If your wealth is an its minimum (0), reroll on this table.
84-89 (6%)You make a discovery that complicates one of your quests. Suffer -2 momentum.
90-94 (5%)A piece of equipment loses durability. Reduce any of your armor’s or shield’s values by 1. If you have no armor or shield item, reroll on this table.
95-97 (3%)You start suffering from muscle cramp, sprain or strain. Endure Harm (1d4P harm) and take the palsied (severity 1) condition.
98-99 (2%)You realize that one of your conditional companions is no longer by your side. Suffer -1 momentum. If you don't have a conditional companion, reroll on this table.
100 (1%)Roll twice more on this table. Both results occur. If they are the same result, double its effect.
1-13 (13%)The terrain or the weather plays against you, hindering you. Subtract -1 to your next move. Take the hyperthermic or hypothermic condition if appropriate.
14-25 (12%)An environmental hazard forces you to pass through this area in a precarious manner. If you make a move to resolve this danger, subtract -1.
26-35 (10%)Whether it is human made or a fortuity of nature, you, or someone with you, is victim of a trap. If you make a move of resolve this danger, subtract -1.
36-44 (9%)You suffer some bruises on the way. Endure Harm (1d4 harm).
45-52 (8%)You consumed some resources, and this road lacks sources to replenish from. Suffer -1 supply. If you Resupply, count a strong hit as a weak hit, and a weak hit as a miss.
53-60 (8%)The travel has been mentally grueling. Endure Stress (1 stress). If you Hearten, count a strong hit as a weak hit, and a weak hit as a miss.
61-68 (8%)You have not reached your waypoint yet, and this stop is too precarious to rest safely. If you Make Camp, count a strong hit as a weak hit, and a weak hit as a miss.
69-75 (7%)The path is broken and there doesn't seem to be a lead to follow it. Subtract -1 next time you Undertake a Journey for this travel.
76-81 (6%)An obstacle is blocking the path you intend to follow. Subtract -1 for your next move to resolve the obstacle or suffer -2 momentum causing a delay on your travel.
82-86 (5%)The path has a disturbing ambience or you find the horrible fate of a victim of this place. Endure Stress (1d4 stress).
87-90 (4%)The environment undermines the path or the weather is disorienting, and you find difficult to recognize the track. Subtract -2 next time you Undertake a Journey for this travel.
91-94 (4%)Whether it was something you ate or something in the surroundings, you are now ill. Endure Harm (1d4P harm) and take the poisoned (severity +1) condition.
95-97 (3%)Whether it was something you ate or something in the surroundings, you got poisoned. Take the poisoned (severity +2) condition.
98-99 (2%)You realized you have been following the wrong path, and trickery leads have left you astray. Clear 1d2 progress boxes in the journey track. Next time you Undertake a Journey, you don’t mark progress if you score a hit.
100 (1%)Roll twice more on this table. Both results occur. If they are the same result, double its effect.
1-13 (13%)You converge with one or multiple travelers or denizens in this area, facing off.
14-26 (13%)One or multiple unaware travelers or denizens are guarding this area, either laid in wait, patrolling or working.
27-39 (13%)You're ambushed, or attacked without warning.
40-51 (12%)Your presence has caught the attention of one or multiple travelers or denizens in the area.
52-63 (12%)Your arrival to this area has been expected.
64-75 (12%)You sense one or multiple presences lurking or stalking.
76-85 (10%)One or multiple unaware travelers or denizens are blocking or undermining the path in some way.
86-93 (8%)You find one or multiple travelers or denizens in unfavorable circumstances.
94-98 (5%)You find one or multiple travelers or denizens’ pets or underlings.
99-100 (2%)Roll twice more on this table, and use one result.
Secure an Advantage

When you assess a situation, make preparations, or attempt to gain leverage, envision your action and roll. If you act...

  • With speed, agility, or precision: Roll +edge.
  • With charm, loyalty, or courage: Roll +heart.
  • With aggressive action, forceful defense, strength, or endurance: Roll +iron.
  • With deception, stealth, or trickery: Roll +shadow.
  • With expertise, insight, or observation: Roll +wits.
  • On a strong hit, you gain advantage. Choose one.

  • Take control: Make another move now (not a progress move), and add +2.
  • Prepare to act: Take +4 momentum.
  • On a weak hit, your advantage is short-lived. Take +2 momentum.

    On a miss, you fail or your assumptions betray you. Pay the Price.

    Show Resilience

    When you make a move, and have in a hand a resilience card with the corresponding suit of the move, these beings…

    • Spades (♠): Combat and suffer moves.
    • Clubs (♣): Adventure and Delve moves.
    • Hearts (♥): Relationship, companion and recovery moves.
    • Diamonds (♦): Quest and asset moves.

    You may…

    • Ready yourself to not make previous missteps: Play the resilience card before rolling.
    • Instantly recover from a misstep: Play the resilience card after rolling, but suffer -2 momentum.

    Then, modify the roll as per the value of the card right before reshuffling back into the deck.

    • Ace: You may reroll any dice. Take +4 momentum.
    • K: Score a strong hit, or Inflict Harm once more and make it piercing.
    • Q: Count a miss as a weak hit, and a weak hit as a strong hit; or Inflict Harm once more.
    • J: Score a weak hit, or make the harm piercing.
    • 2-10: Add this amount to the roll.
    Sojourn

    When you spend time in a community, roll +heart. If you share a bond, add +2.

    On strong hit, clear a starved condition; then, you and your allies may each choose two from within the categories below. On a weak hit, choose one. If you share a bond, choose one more.

    On a hit, you and your allies may each reduce the severity of the amnesiac condition by 1, or clear the dazed condition. Then, you and your allies may each focus on one of your chosen recover actions and roll +heart again. If you share a bond, add +2. On a strong hit, take the double for that action. On a weak hit, take +2 more. On a miss, it goes badly and you lose all benefits for that action.

    Clear a Condition

    • Mend: Clear a blinded, deafened, palsied, poisoned, weakened and wounded condition. Then, take 25% of your maximum health.
    • Cheer: Reduce the severity of a compulsed and hallucinating condition by 1, and clear a shaken, stupefied and unsteady condition. Then, take +2 spirit.
    • Equip: Clear an unprepared condition. Then, take +2 supply.

    Recover

    • Recuperate: Take +50% of maximum health for yourself and any companions.
    • Consort: Take +4 spirit.
    • Stock: Take +4 supply.
    • Plan: Take +4 momentum.

    Cohabitate

    • Tune in to the bruits: Envision how you listen for rumors or acquire information from the community. Then, Gather Information, and add +4.
    • Provide aid: Envision what this community needs, or what trouble it is facing. If you chose to help, Swear an Iron Vow and add +2.

    On a miss, you find no help here. Pay the Price.

    Strengthen Their Loyalty

    When you dedicate yourself to spend a significant time with your companion, envision that moment and roll +heart. If your companion is a hireling, roll +wealth instead. If you share a bond, you may reroll any dice.

    On a strong hit, your conditional companion feels more akin with your company. Give +your heart+2 to their loyalty. If the conditional companion is a hireling, also suffer -1 wealth. If you use this exchange to Forge a Bond, make that move now and add +2.

    On a weak hit, as above, but you must also choose one.

    • It was emotionally demanding: Endure Stress (1 stress).
    • It was resource demanding: Suffer -1 supply.
    • It was time consuming: Suffer -2 momentum.

    On a miss, the moment doesn’t go as expected. Pay the Price.

    Strike

    When you have initiative and attack with the intent to inflict harm, determine if you are hitting your foe’s protection or breaking their defense rating. If you are foe’s protection is 0 or you are doing the latter, fix one challenge die as per your foe’s defense rating. Then, envision your approach. If you're making this move repeatedly, but with another offensive maneuver, add +1. If you…

    • Attack in close quarters: Roll +iron.
    • Attack at range or with a precise weapon: Roll +edge.
    • Attack an unaware target, or without warning, at close range: Roll +shadow.

    On a strong hit, Inflict Harm and add +1. You retain the initiative.

    On a weak hit, Inflict Harm and lose the initiative. If you are attacking at range, choose one.

    • Your attack winged: Roll twice and use the lowest result.
    • You wasted ammo: Suffer -1 supply.
    • Your thrown weapon is lost or destroyed.
    • You attract unexpected attention: Suffer -1 momentum.

    If you are attacking a foe that is unaware and score a hit, envision you strike. On a strong hit, you go undetected; when you Inflict Harm, you may suffer -1 momentum and choose two. On a weak hit, you hit your target, but not without getting spotted; when you Inflict Harm, you may suffer -1 momentum and chose one; then, Enter the Fray.

    • You strike fiercely: Inflict +1d4 harm.
    • You strike on a weak spot: Your harm is penetrating.
    • You find the best way to strike: You may reroll any dice.

    On a miss, your foe has initiative.

    Swear an Iron Vow

    When you swear upon iron to complete a quest, write your vow and give the quest a rank. Then, roll +heart. If you make this vow to a person or community with whom you share a bond, add +2.

    On a strong hit, you are emboldened and it is clear what you must do next. Take +2 momentum.

    On a weak hit, you are determined but begin your quest with more questions than answers. Take +1 momentum, and envision what you do to find a path forward.

    On a miss, you face a significant obstacle before you can begin your quest. Envision what stands in your way, and choose one.

    • You press on: Suffer -2 momentum, and do what you must to overcome this obstacle.
    • You give up: Forsake Your Vow.
    Take a Downtime

    When you spend weeks or months recuperating in a safe place and have at least 1 experience, suffer -1 experience in exchange of the following.

    • Clear your conditions (not corrupted nor maimed).
    • Set your tracks to their maximum.
    • Reset your momentum.
    • Take +2d4+2 wealth.
    Take Conditional Companion

    When you meet a character with the same objective as you, or that is willing to follow you in exchange of getting paid, you may attempt to convince them to join your quest. If you do, roll +heart; if the character is a hireling, roll +wealth instead. If you share a bond, you may reroll any dice.

    On a strong hit, the character joins you as a conditional companion. Fill their companion sheet, setting their loyalty track as your heart+2 (maximum is 10). If the companion is a hireling, suffer -2 wealth.

    On a weak hit, as above, but they ask something of you in return; envision what they want.

    On a miss, the character refuses to join you or make a demand that cost you greatly. Pay the Price.

    Take on Overload

    When you have more weight than your maximum load, take the encumbered condition.

    Test their Loyalty

    When your conditional companion’s loyalty is at its minimum (0), you can attempt to convince them to stay by your side. If you do, roll +heart. If the companion is a hireling, roll +wealth instead. Add +2 if you share a bond. If their goal is lost to you, count this move as a miss.

    On a strong hit, your companion stands by your side. Give +you heart+1 to their loyalty. Take +1 momentum.

    On a weak hit, as above, but they ask something in return. Choose one.

    • Provisions: Suffer -2 supply.
    • A valuable item: Dicard an equipment or consumable item, or suffer -1 wealth.
    • A promise: Envision what they ask of you that need to be resolved besides their current goal, and Swear an Iron Vow to do it.

    On a miss, or if you have no interest in them to follow you, the Conditional Companion Abandons you. If you share a bond with them, also Test Your Bond.

    Test Your Bond

    When your bond is tested through conflict, betrayal, or circumstance, roll +heart.

    On a strong hit, this test has strengthened your bond. Choose one.

    • Take +2 spirit.
    • Take +4 momentum.

    On a weak hit, your bond is fragile and you must prove your loyalty. Envision what they ask of you, and do it (or Swear an Iron Vow). If you refuse or fail, clear the bond and Pay the Price.

    On a miss, or if you have no interest in maintaining this relationship, clear the bond and Pay the Price.

    Trade

    When you meet someone that offers you an item or service in exchange for wealth, suffer -wealth as the cost of the item or service.

    If you are acquiring supply, suffer -1 wealth in exchange for +2 supply.

    If you are making this move to obtain wealth in exchange for supply or an item (that is not a consumable item), take +1 wealth per -2 supply, or +wealth as per the weight of the item in exchange for losing it.

    Turn the Tide

    Once per fight, when you risk it all, you may steal initiative from your foe to make a move (not a progress move). When you do, add +2 and take +2 momentum on a hit.

    If you fail to score a hit on that move, you must suffer a dire outcome. Pay the Price.

    Undertake a Journey

    When you travel across hazardous or unfamiliar lands, set the rank of your journey.

    • Troublesome journey: 3 progress per waypoint.
    • Dangerous journey: 2 progress per waypoint.
    • Formidable journey: 1 progress per waypoint.
    • Extreme journey: 2 ticks per waypoint.
    • Epic journey: 1 tick per waypoint.

    Then, for each segment of your journey, roll +wits. If you are setting off from a community with which you share a bond, add +2 to your initial roll.

    If you are making this move for the fourth time, without having done the Make Camp move or Sojourn move, take a condition as appropriate to the circumstances.

    On a strong hit, choose one.

    • You make good use of your resources: Mark progress and take +2 momentum.
    • You move with scrutiny: Mark progress and Find an Opportunity.
    • You move at speed: Mark progress twice and take +1 momentum, but suffer -1 supply.

    On a weak hit, choose one.

    • You go as expected: Mark progress, but suffer -1 supply.
    • You move with precaution: Mark progress and Find an Opportunity, but suffer -1 supply and -2 momentum.
    • You move at speed, but with a cost: Mark progress twice and take +1 momentum, but suffer -2 supply and Reveal a Danger.
    • You explore: Find an Opportunity, but suffer -1 momentum.

    On a miss, you have gone hopelessly astray, your objective is lost to you, or you were misled about your destination. If your journey continues, clear all but one filled progress, and raise the journey's rank by one (if not already epic).

    Write Your Epilogue

    Progress Move

    When you retire from your life as an Oathkeeper, envision two things: What you hope for, and what you fear. Then, roll the challenge dice and compare to your bonds.

    On a strong hit, things come to pass as you hoped.

    On a weak hit, your life takes an unexpected turn, but not necessarily for the worse. You find yourself spending your days with someone or in a place you did not foresee. Envision it.

    On a miss, your fears are realized.

     PROGRESS 


     ORACLES 

    Reveal A Danger
    Find An Opportunity
    Manifest Insanity
    Category
    1-25 (25%)Worsening of the Situation
    26-60 (35%)Unfavorable Road
    61-100 (40%)Hostile Character Encounter
    Worsening of the Situation
    1-13 (13%)A portion of an edible resource got spoiled or lost. Suffer -1 supply. If your supply is 0, reroll on this table.
    14-24 (11%)The travel is taking longer than expected. Suffer -1 momentum.
    25-34 (10%)The trip was tough and left you tired. Endure Harm (1d4P harm).
    35-42 (8%)The travel has drained your energies. Endure Harm (1d4P harm) and take the weakened (severity +1) condition.
    43-50 (8%)The travel has left you stressed or mentally fatigued. Endure Stress (1d2 stress).
    51-57 (7%)A friend or companion starts arguing for previous acts or complaining about the rough travel. Suffer -1d3 to their loyalty. If you don't have a companion, reroll on this table.
    58-64 (7%)You realize you lost some valuable goods on the way. Suffer -2 wealth. If your wealth is reduced to 0, suffer -momentum to any remaining -wealth.
    65-71 (7%)You realize too late that the supply container is broken and has a leak. Suffer -2 supply.
    72-77 (6%)You realize you lost one of your valuable items on the way. Suffer -1 wealth. If your wealth is 0, reroll on this table.
    78-83 (6%)You realize that one of the items you thought to be valuable, is actually not, or not worthy in its current state. Suffer -1 wealth and -1 momentum. If your wealth is an its minimum (0), reroll on this table.
    84-89 (6%)You make a discovery that complicates one of your quests. Suffer -2 momentum.
    90-94 (5%)A piece of equipment loses durability. Reduce any of your armor’s or shield’s values by 1. If you have no armor or shield item, reroll on this table.
    95-97 (3%)You start suffering from muscle cramp, sprain or strain. Endure Harm (1d4P harm) and take the palsied (severity 1) condition.
    98-99 (2%)You realize that one of your conditional companions is no longer by your side. Suffer -1 momentum. If you don't have a conditional companion, reroll on this table.
    100 (1%)Roll twice more on this table. Both results occur. If they are the same result, double its effect.
    Unfavorable Road
    1-13 (13%)The terrain or the weather plays against you, hindering you. Subtract -1 to your next move. Take the hyperthermic or hypothermic condition if appropriate.
    14-25 (12%)An environmental hazard forces you to pass through this area in a precarious manner. If you make a move to resolve this danger, subtract -1.
    26-35 (10%)Whether it is human made or a fortuity of nature, you, or someone with you, is victim of a trap. If you make a move of resolve this danger, subtract -1.
    36-44 (9%)You suffer some bruises on the way. Endure Harm (1d4 harm).
    45-52 (8%)You consumed some resources, and this road lacks sources to replenish from. Suffer -1 supply. If you Resupply, count a strong hit as a weak hit, and a weak hit as a miss.
    53-60 (8%)The travel has been mentally grueling. Endure Stress (1 stress). If you Hearten, count a strong hit as a weak hit, and a weak hit as a miss.
    61-68 (8%)You have not reached your waypoint yet, and this stop is too precarious to rest safely. If you Make Camp, count a strong hit as a weak hit, and a weak hit as a miss.
    69-75 (7%)The path is broken and there doesn't seem to be a lead to follow it. Subtract -1 next time you Undertake a Journey for this travel.
    76-81 (6%)An obstacle is blocking the path you intend to follow. Subtract -1 for your next move to resolve the obstacle or suffer -2 momentum causing a delay on your travel.
    82-86 (5%)The path has a disturbing ambience or you find the horrible fate of a victim of this place. Endure Stress (1d4 stress).
    87-90 (4%)The environment undermines the path or the weather is disorienting, and you find difficult to recognize the track. Subtract -2 next time you Undertake a Journey for this travel.
    91-94 (4%)Whether it was something you ate or something in the surroundings, you are now ill. Endure Harm (1d4P harm) and take the poisoned (severity +1) condition.
    95-97 (3%)Whether it was something you ate or something in the surroundings, you got poisoned. Take the poisoned (severity +2) condition.
    98-99 (2%)You realized you have been following the wrong path, and trickery leads have left you astray. Clear 1d2 progress boxes in the journey track. Next time you Undertake a Journey, you don’t mark progress if you score a hit.
    100 (1%)Roll twice more on this table. Both results occur. If they are the same result, double its effect.
    Hostile Character Encounter
    1-13 (13%)You converge with one or multiple travelers or denizens in this area, facing off.
    14-26 (13%)One or multiple unaware travelers or denizens are guarding this area, either laid in wait, patrolling or working.
    27-39 (13%)You're ambushed, or attacked without warning.
    40-51 (12%)Your presence has caught the attention of one or multiple travelers or denizens in the area.
    52-63 (12%)Your arrival to this area has been expected.
    64-75 (12%)You sense one or multiple presences lurking or stalking.
    76-85 (10%)One or multiple unaware travelers or denizens are blocking or undermining the path in some way.
    86-93 (8%)You find one or multiple travelers or denizens in unfavorable circumstances.
    94-98 (5%)You find one or multiple travelers or denizens’ pets or underlings.
    99-100 (2%)Roll twice more on this table, and use one result.
    Category
    1-55 (25%)Favorable Area.
    56-80 (35%)Benign Character Encounter.
    81-100 (40%)Item Finding
    Favorable Area
    1-11(11%)The travel took shorter than expected. Take +1 momentum.
    12-20 (9%)Elements of this area can be used to leverage your travel. If you Undertake a Journey, you may reroll any dice.
    21-28 (8%)There is a path that seems to lead towards your destination. If you follow it, add +2 when you Undertake a Journey.
    29-35 (7%)The travel has cleared your mind. If you Hearten, reroll any dice.
    36-42 (7%)This seems to be an ideal place to find a moment of peace. If you Hearten, add +2.
    43-49 (7%)This seems to be an ideal place to bolster your reserves. If you Resupply, add +2.
    50-55 (6%)This seems to be a place safe enough to rest and recover for several hours. If you Make Camp, add +2.
    56-61 (6%)You find a healthy settlement. If you Sojourn, add +1.
    62-66 (5%)This area offers a captivating ambience or comfortable environment. If you Hearten, take +1 spirit on a hit.
    67-71 (5%)This area offers enough to bolster your reserves if you dedicate enough to it. If you Resupply and score hit, you may suffer -1 momentum in exchange for +1 supply.
    72-76 (5%)This waypoint offers more than needed for a modest rest. If you Make Camp, and score a hit, you may choose an extra option.
    77-80 (4%)You seem to be closer to your destination than expected. Mark an additional progress in your journey track.
    81-83 (3%)This area offers just what you need to camp. If you Make Camp, you may reroll any dice.
    84-86 (3%)You reach this waypoint just at an opportune time to bolster your reserves. If you Resupply now, you may reroll any dice.
    87-88 (2%)There is a hidden passage that could be a shortcut. If you Reach Your Destination, you may reroll any dice.
    89-96 (8%)You reach a location of interest related to one of your quests or that might lead to one. Take +2 momentum.
    97-98 (2%)Choose one result from this table.
    99-100 (2%)Roll twice more on this table. Both results occur.
    Benign Character Encounter
    1-16 (16%)You encounter a traveler or denizen who might provide you guide in exchange for something of value. If you agree, suffer -1 wealth or -2 supply (your choice) in exchange for adding +3 next time you Undertake a Journey for this travel.
    17-30 (14%)You encounter a traveler or denizen willing to provide you guide and supply. If he does, add +1 next time you Undertake a Journey for this travel and take +1 supply.
    31-38 (8%)You encounter a traveler or denizen who might provide you health care in exchange for something of value. If you agree, suffer -1 wealth or -2 supply (your choice) in exchange for making the Hearten move now and add +3.
    39-46 (8%)You encounter a traveler or denizen who might rise your spirit in exchange for something of value. If you agree, suffer -1 wealth or -2 supply (your choice) in exchange for making the Heal move now and add +3.
    47-53 (7%)You encounter a traveler or denizen willing to rise your spirit. If he does, Hearten now and add +2.
    54-60 (7%)You encounter a traveler or denizen willing to give you first aid. If he does, Heal now and add +2.
    61-70 (10%)You encounter a provision trader.
    71-75 (5%)You encounter an equipment trader.
    76-79 (4%)You encounter a traveler or denizen with the potential of being a conditional companion with the goal of serving as hireling and the drive of getting wealth. If you Take a Conditional Companion, add +1.
    80-83 (4%)You encounter a traveler or denizen with the potential of being a conditional companion. Take +1 momentum.
    84-86 (3%)You encounter one or more travelers or denizens in need for help and with the means to reward you.
    87-95 (9%)You encounter one or more characters related to one of you quests or that might lead to one. Take +2 momentum.
    96-98 (3%)Roll twice more on this table. Use one result.
    99-100 (2%)Choose one result from this table.
    Item Finding
    1-14 (14%)You find resources that bolster your reserves. Take +1 supply.
    15-26 (12%)You find resources that bolster your reserves. Take +2 supply.
    27-35 (9%)You find some valuable goods. Take +2 wealth.
    36-42 (7%)You find some valuable goods. Take +2 wealth.
    43-47 (5%)You find a consumable item of your choice or as appropriate to the circumstances.
    48-51 (4%)You find two consumable items of your choice or as appropriate to the circumstances.
    52-56 (5%)You find a weapon of cost d4 wealth cost or less of your choice as appropriate to the circumstances.
    57-59 (3%)You find a weapon of cost d6 wealth or less of your choice as appropriate to the circumstances.
    60-61 (2%)You find a weapon of cost d8+1 wealth or less of your choice as appropriate to the circumstances.
    62-64 (3%)You find a shield of cost d4+1 wealth or less of your choice as appropriate to the circumstances.
    65-66 (2%)You find a shield of cost d6+1 wealth or less of your choice as appropriate to the circumstances.
    67-69 (3%)You find an armor of cost 1d4+3 wealth or less of your choice or as appropriate to the circumstances.
    70-71 (2%)You find an armor of cost 1d6+3 wealth or less of your choice as appropriate to the circumstances.
    72 (1%)You find an armor of cost 2d4+2 wealth or less of your choice as appropriate to the circumstances.
    73-80 (8%)You find an addon of your choice or as appropriate to the circumstances.
    81-89 (9%)You find an item of interest related to one of your quests or that might lead to one. Take +2 momentum.
    90-100 (11%)Roll twice more on this table. Both results occur.
    Category
    1-70 (70%)Short-term Insanity
    71-100 (30%)Long-term Insanity
    Short-term
    1-28 (28%)You get scared, and your next move should imply to flee as far as possible from the source of the fear or danger.
    29-51 (23%)Your spirit is overwhelmed. Take the dazed condition.
    52-69 (18%)You show hysteric and emotional outburst by screaming, laughing, crying. Every other ally and companion must Endure Stress (1d2 stress) as a result.
    70-87 (18%)You begin babbling, coherently (logorrhoea) or incoherently. Your words show abuse, fear, hopelessness, irrationality or selfishness. Every other ally and companion must Endure Stress (1d3 stress) as a result.
    88-95 (8%)You Inflict Harm on yourself.
    96-100 (5%)You faint. Take the unconscious condition.
    Long-term
    1-15 (15%)Take the phobiac (severity 4) condition.
    16-29 (14%)Take the attached (severity 4) condition.
    30-36 (7%)Take the hallucinating (severity 2) condition.
    37-53 (17%)Take the compulsed (severity 4) condition.
    54-57 (4%)You start suffering psychosomatic deafness. Take the deafened (severity +1) condition.
    58-60 (3%)You start suffering psychosomatic blindness. Take the blind (severity +1) condition.
    61-73 (13%)Take the mute condition.
    74-85 (12%)You retreat into your mind, in a stupor state, assuming fetal position if not immediate danger is around, oblivious to events around you. Take the dazed, mute, shaken and unsteady (shaky) conditions.
    86-93 (8%)You become catatonic. Take the dazed, mute and numb (severity +1) conditions.
    94-98 (5%)Take the amok (severity 3) condition. Then, Clash the nearest target, whether they are an ally, companion, foe or else.
    99-00 (2%)Take the amnesiac (severity 5) condition.
    Plot
    Locations
    Character
    Character Names
    Moves
    ACTION
    1Scheme
    2Clash
    3Weaken
    4Initiate
    5Create
    6Swear
    7Avenge
    8Guard
    9Defeat
    10Control
    11Break
    12Risk
    13Surrender
    14Inspect
    15Raid
    16Evade
    17Assault
    18Deflect
    19Threaten
    20Attack
    21Leave
    22Preserve
    23Manipulate
    24Remove
    25Eliminate
    26Withdraw
    27Abandon
    28Investigate
    29Hold
    30Focus
    31Uncover
    32Breach
    33Aid
    34Uphold
    35Falter
    36Suppress
    37Hunt
    38Share
    39Destroy
    40Avoid
    41Reject
    42Demand
    43Explore
    44Bolster
    45Seize
    46Mourn
    47Reveal
    48Gather
    49Defy
    50Transform
    51Persevere
    52Serve
    53Begin
    54Move
    55Coordinate
    56Resist
    57Await
    58Impress
    59Take
    60Oppose
    61Capture
    62Overwhelm
    63Challenge
    64Acquire
    65Protect
    66Finish
    67Strengthen
    68Restore
    69Advance
    70Command
    71Refuse
    72Find
    73Deliver
    74Hide
    75Fortify
    76Betray
    77Secure
    78Arrive
    79Affect
    80Change
    81Defend
    82Debate
    83Support
    84Follow
    85Construct
    86Locate
    87Endure
    88Release
    89Lose
    90Reduce
    91Escalate
    92Distract
    93Journey
    94Escort
    95Learn
    96Communicate
    97Depart
    98Search
    99Charge
    100Summon
    THEME
    1Risk
    2Ability
    3Price
    4Ally
    5Battle
    6Safety
    7Survival
    8Weapon
    9Wound
    10Shelter
    11Leader
    12Fear
    13Time
    14Duty
    15Secret
    16Innocence
    17Renown
    18Direction
    19Death
    20Honor
    21Labor
    22Solution
    23Tool
    24Balance
    25Love
    26Barrier
    27Creation
    28Decay
    29Trade
    30Bond
    31Hope
    32Superstition
    33Peace
    34Deception
    35History
    36World
    37Vow
    38Protection
    39Nature
    40Opinion
    41Burden
    42Vengeance
    43Opportunity
    44Faction
    45Danger
    46Corruption
    47Freedom
    48Debt
    49Hate
    50Possession
    51Stranger
    52Passage
    53Land
    54Creature
    55Disease
    56Advantage
    57Blood
    58Language
    59Rumor
    60Weakness
    61Greed
    62Family
    63Resource
    64Structure
    65Dream
    66Community
    67War
    68Portent
    69Prize
    70Destiny
    71Momentum
    72Power
    73Memory
    74Ruin
    75Mysticism
    76Rival
    77Problem
    78Idea
    79Revenge
    80Health
    81Fellowship
    82Enemy
    83Religion
    84Spirit
    85Fame
    86Desolation
    87Strength
    88Knowledge
    89Truth
    90Quest
    91Pride
    92Loss
    93Law
    94Path
    95Warning
    96Relationship
    97Wealth
    98Home
    99Strategy
    100Supply
    COMBAT ACTION
    1-3 Compel a surrender.
    4-6Coordinate with allies.
    7-9 Gather reinforcements.
    10-13Seize something or someone.
    14-17Provoke a reckless response.
    18-21Intimidate or frighten.
    22-25Reveal a surprising truth.
    26-29Shift focus to someone or something else.
    30-33Destroy something, or render it useless.
    34-39 Take a decisive action.
    40-45Reinforce defenses.
    46-52Ready an action.
    53-60 Use the terrain to gain advantage.
    61-68Leverage the advantage of a weapon or ability.
    69-78Create an opportunity.
    79-89Attack with precision.
    90-99Attack with power.
    100 Take a completely unexpected action.
    SETTLEMENT TROUBLE
    1-2Outsiders rejected
    3-4Dangerous discovery
    5-6Dreadful omens
    7-8Natural disaster
    9-10 Old wounds reopened
    11-12Important object is lost
    13-14Someone is captured
    15-16Mysterious phenomenon
    17-18Revolt against a leader
    19-20Vengeful outcast
    21-22Rival settlement
    23-24Nature strikes back
    25-26Someone is missing
    27-28Production halts
    29-30Mysterious murders
    31-32 Debt comes due
    33-34Unjust leadership
    35-36Disastrous accident
    37-38 In league with the enemy
    39-40Raiders prey on the weak
    41-42Cursed past
    43-44 An innocent is accused
    45-46Corrupted by dark magic
    47-48Isolated by brutal weather
    49-50Provisions are scarce
    51-52Sickness run amok
    53-54Allies become enemies
    55-56Attack is imminent
    57-58 Lost caravan
    59-60 Dark secret revealed
    61-62Urgent expedition
    63-64 A leader falls
    65-66Families in conflict
    67-68Incompetent leadership
    69-70Reckless warmongering
    71-72Beast on the hunt
    73-74Betrayed from within
    75-76Broken truce
    77-78Wrathful haunt
    79-80Conflict with firstborn
    81-82Trade route blocked
    83-84 In the crossfire
    85-86Stranger causes discord
    87-88Important event threatened
    89-90Dangerous tradition
    91-100 Roll twice
    MAJOR PLOT TWIST
    1-5 It was all a diversion.
    6-10 A dark secret is revealed.
    11-15 A trap is sprung.
    16-20 An assumption is revealed to be false.
    21-25 A secret alliance is revealed.
    26-30 Your actions benefit an enemy.
    31-35Someone returns unexpectedly.
    36-40 A more dangerous foe is revealed.
    41-45 You and an enemy share a common goal.
    46-50 A true identity is revealed.
    51-55 You are betrayed by someone who was trusted.
    56-60 You are too late.
    61-65 The true enemy is revealed.
    66-70 The enemy gains new allies.
    71-75 A new danger appears.
    76-80Someone or something goes missing.
    81-85 The truth of a relationship is revealed.
    86-90 Two seemingly unrelated situations are shown to be connected.
    91-95Unexpected powers or abilities are revealed.
    96-100 Roll twice more on this table. Both results occur. If they are the same result, make it more dramatic.
    MYSTIC BACKLASH
    1-4 Your ritual has the opposite effect.
    5-8 You are sapped of strength.
    9-12 Your friend, ally, or companion is adversely affected.
    13-16 You destroy an important object.
    17-20 You inadvertently summon a horror.
    21-24 You collapse, and drift into a troubled sleep.
    25-28 You undergo a physical torment which leaves its mark upon you.
    29-32 You hear ghostly voices whispering of dark portents.
    33-36 You are lost in shadow, and find yourself in another place without memory of how you got there.
    37-40 You alert someone or something to your presence.
    41-44 You are not yourself, and act against a friend, ally, or companion.
    45-48 You affect or damage your surroundings, causing a disturbance or potential harm.
    49-52 You waste resources.
    53-56 You suffer the loss of a sense for several hours.
    57-60 You lose your connection to magic for a day or so, and cannot perform rituals.
    61-64 Your ritual affects the target in an unexpected and problematic way.
    65-68 Your ritual reveals a surprising and troubling truth.
    69-72 You are tempted by dark powers.
    73-76 You see a troubling vision of your future.
    77-80 You can't perform this ritual again until you acquire an important component.
    81-84 You develop a strange fear or compulsion.
    85-88 Your ritual causes creatures to exhibit strange or aggressive behavior.
    89-92 You are tormented by an apparition from your past.
    93-96 You are wracked with sudden sickness.
    97-100 Roll twice more on this table. Both results occur. If they are the same result, make it worse.
    CHALLENGE RANK
    1-20Troublesome
    21-55Dangerous
    56-80Formidable
    81-93Extreme
    94-100Epic
    REGION
    1-12Barrier Islands
    13-24Ragged Coast
    25-34 Deep Wilds
    35-46Flooded Lands
    47-60Havens
    61-72Hinterlands
    73-84Tempest Hills
    85-94Veiled Mountains
    95-99Shattered Wastes
    100Elsewhere
    LOCATION
    1Hideout
    2Ruin
    3Mine
    4Waste
    5 Mystical Site
    6Path
    7Outpost
    8Wall
    9Battlefield
    10Hovel
    11Spring
    12Lair
    13Fort
    14Bridge
    15Camp
    16Cairn/Grave
    17-18Caravan
    19-20Waterfall
    21-22Cave
    23-24Swamp
    25-26Fen
    27-28Ravine
    29-30Road
    31-32Tree
    33-34Pond
    35-36Fields
    37-38Marsh
    39-40Steading
    41-42Rapids
    43-44Pass
    45-46Trail
    47-48Glade
    49-50Plain
    51-52Ridge
    53-54Cliff
    55-56Grove
    57-58Village
    59-60Moor
    61-62Thicket
    63-64River Ford
    65-66Valley
    67-68Bay/Fjord
    69-70Foothills
    71-72Lake
    73-75River
    76-79Forest
    80-83Coast
    84-88Hill
    89-93Mountain
    94-99Woods
    100Anomaly
    COASTAL WATERS LOCATION
    1Fleet
    2Sargassum
    3Flotsam
    4 Mystical Site
    5Lair
    6-10Wreck
    11-15Harbor
    16-23Ship
    24-30Rocks
    31-38Fjord
    39-46Estuary
    47-54Cove
    55-62Bay
    63-70Ice
    71-85Island
    86-99 Open Water
    100Anomaly
    LOCATION DESCRIPTOR
    1-2High
    3-4Remote
    5-6Exposed
    7-8Small
    9-10Broken
    11-12Diverse
    13-14Rough
    15-16Dark
    17-18Shadowy
    19-20Contested
    21-22Grim
    23-24Wild
    25-26Fertile
    27-28Blocked
    29-30Ancient
    31-32Perilous
    33-34Hidden
    35-36Occupied
    37-38Rich
    39-40Big
    41-42Savage
    43-44Defended
    45-46Withered
    47-48Mystical
    49-50Inaccessible
    51-52Protected
    53-54Abandoned
    55-56Wide
    57-58Foul
    59-60Dead
    61-62Ruined
    63-64Barren
    65-66Cold
    67-68Blighted
    69-70Low
    71-72Beautiful
    73-74Abundant
    75-76Lush
    77-78Flooded
    79-80Empty
    81-82Strange
    83-84Corrupted
    85-86Peaceful
    87-88Forgotten
    89-90Expansive
    91-92Settled
    93-94Dense
    95-96Civilized
    97-98Desolate
    99-100Isolated
    SETTLEMENT NAME
    01-15 A feature of the landscape. Envision what it is. What makes it unusual or distinctive?
    16-30 A manmade edifice. What is it? Why is it important to this settlement’s history?
    31-45 A creature. Why have the people of this settlement chosen this creature as their totem? How is it represented in art or rituals?
    46-60 A historical event. What happened here? What place or practice commemorates this event?
    61-75 A word in an Old World language. What culture is represented by this word? What does it translate to?
    76-90 A season or environmental aspect. What influence does the weather have on this settlement?
    91-100Something Else....
    QUICK SETTLEMENT NAME
    PREFIX
    1-4Bleak
    5-8Green
    9-12Wolf
    13-16Raven
    17-20Gray
    21-24Red
    25-28Axe
    29-32Great
    33-36Wood
    37-40Low
    41-44White
    45-48Storm
    49-52Black
    53-56Mourn
    57-60New
    61-64Stone
    65-68Grim
    69-72Lost
    73-76High
    77-80Rock
    81-84Shield
    85-88Sword
    89-92Frost
    93-96Thorn
    97-100Long
    SUFFIX
    1-4-moor
    5-8-ford
    9-12-crag
    13-16-watch
    17-20-hope
    21-24-wood
    25-28-ridge
    29-32-stone
    33-36-haven
    37-40-fall(s)
    41-44-river
    45-48-field
    49-52-hill
    53-56-bridge
    57-60-mark
    61-64-cairn
    65-68-land
    69-72-hall
    73-76-mount
    77-80-rock
    81-84-brook
    85-88-barrow
    89-92-stead
    93-96-home
    97-100-wick
    CHARACTER ROLE
    1-2Criminal
    3-4Healer
    5-6Bandit
    7-9Guide
    10-12Performer
    13-15Miner
    16-18Mercenary
    19-21Outcast
    22-24Vagrant
    25-27Forester
    28-30Traveler
    31-33Mystic
    34-36Priest
    37-39Sailor
    40-42Pilgrim
    43-45Thief
    46-48Adventurer
    49-51Forager
    52-54Leader
    55-58Guard
    59-62Artisan
    63-66Scout
    67-70Herder
    71-74Fisher
    75-79Warrior
    80-84Hunter
    85-89Raider
    90-94Trader
    95-99Farmer
    100 Unusual role
    CHARACTER GOAL
    1-3 Obtain an object
    4-6 Make an agreement
    7-9 Build a relationship
    10-12Undermine a relationship
    13-15 Seek a truth
    16-18 Pay a debt
    19-21Refute a falsehood
    22-24 Harm a rival
    25-27 Cure an ill
    28-30 Find a person
    31-33 Find a home
    34-36Seize power
    37-39Restore a relationship
    40-42Create an item
    43-45Travel to a place
    46-48Secure provisions
    49-51Rebel against power
    52-54Collect a debt
    55-57Protect a secret
    58-60Spread faith
    61-63Enrich themselves
    64-66Protect a person
    67-69Protect the status quo
    70-72Advance status
    73-75Defend a place
    76-78Avenge a wrong
    79-81Fulfill a duty
    82-84 Gain knowledge
    85-87Prove worthiness
    88-90 Find redemption
    91-92Escape from something
    93-95Resolve a dispute
    96-100 Roll twice
    CHARACTER DESCRIPTOR
    1Stoic
    2Attractive
    3Passive
    4Aloof
    5Affectionate
    6Generous
    7Smug
    8Armed
    9Clever
    10Brave
    11Ugly
    12Sociable
    13Doomed
    14Connected
    15Bold
    16Jealous
    17Angry
    18Active
    19Suspicious
    20Hostile
    21Hardhearted
    22Successful
    23Talented
    24Experienced
    25Deceitful
    26Ambitious
    27Aggressive
    28Conceited
    29Proud
    30Stern
    31Dependent
    32Wary
    33Strong
    34Insightful
    35Dangerous
    36Quirky
    37Cheery
    38Disfigured
    39Intolerant
    40Skilled
    41Stingy
    42Timid
    43Insensitive
    44Wild
    45Bitter
    46Cunning
    47Remorseful
    48Kind
    49Charming
    50Oblivious
    51Critical
    52Cautious
    53Resourceful
    54Weary
    55Wounded
    56Anxious
    57Powerful
    58Athletic
    59Driven
    60Cruel
    61Quiet
    62Honest
    63Infamous
    64Dying
    65Reclusive
    66Artistic
    67Disabled
    68Confused
    69Manipulative
    70Relaxed
    71Stealthy
    72Confident
    73Weak
    74Friendly
    75Wise
    76Influential
    77Young
    78Adventurous
    79Oppressed
    80Vengeful
    81Cooperative
    82Armored
    83Apathetic
    84Determined
    85Loyal
    86Sick
    87Religious
    88Selfish
    89Old
    90Fervent
    91Violent
    92Agreeable
    93Hot-tempered
    94Stubborn
    95Incompetent
    96Greedy
    97Cowardly
    98Obsessed
    99Careless
    100Ironsworn
    IRONLANDER NAMES
    1Solana
    2Keelan
    3Cadigan
    4Sola
    5Kodroth
    6Kione
    7Katja
    8Tio
    9Artiga
    10Eos
    11Bastien
    12Elli
    13Maura
    14Haleema
    15Abella
    16Morter
    17Wulan
    18Mai
    19Farina
    20Pearce
    21Wynne
    22Haf
    23Aeddon
    24Khinara
    25Milla
    26Nakata
    27Kynan
    28Kiah
    29Jaggar
    30Beca
    31Ikram
    32Melia
    33Sidan
    34Deshi
    35Tessa
    36Sibila
    37Morien
    38Mona
    39Padma
    40Avella
    41Naila
    42Lio
    43Cera
    44Ithela
    45Zhan
    46Kaivan
    47Valeri
    48Hirsham
    49Pemba
    50Edda
    51Lestara
    52Lago
    53Elstan
    54Saskia
    55Kabeera
    56Caldas
    57Nisus
    58Serene
    59Chenda
    60Themon
    61Erin
    62Alban
    63Parcell
    64Jelma
    65Willa
    66Nadira
    67Gwen
    68Amara
    69Masias
    70Kanno
    71Razeena
    72Mira
    73Perella
    74Myrick
    75Qamar
    76Kormak
    77Zura
    78Zanita
    79Brynn
    80Tegan
    81Pendry
    82Quinn
    83Fanir
    84Glain
    85Emelyn
    86Kendi
    87Althus
    88Leela
    89Ishana
    90Flint
    91Delkash
    92Nia
    93Nan
    94Keeara
    95Katania
    96Morell
    97Temir
    98Bas
    99Sabine
    100Tallus
    101Segura
    102Gethin
    103Bataar
    104Basira
    105Joa
    106Glynn
    107Toran
    108Arasen
    109Kuron
    110Griff
    111Owena
    112Adda
    113Euros
    114Kova
    115Kara
    116Morgan
    117Nanda
    118Tamara
    119Asha
    120Delos
    121Torgan
    122Makari
    123Selva
    124Kimura
    125Rhian
    126Tristan
    127Siorra
    128Sayer
    129Cortina
    130Vesna
    131Kataka
    132Keyshia
    133Mila
    134Lili
    135Vigo
    136Sadia
    137Malik
    138Dag
    139Kuno
    140Reva
    141Kai
    142Kalina
    143Jihan
    144Hennion
    145Abram
    146Aida
    147Myrtle
    148Nekun
    149Menna
    150Tahir
    151Sarria
    152Nakura
    153Akiya
    154Talan
    155Mattick
    156Okoth
    157Khulan
    158Verena
    159Beltran
    160Del
    161Ranna
    162Alina
    163Muna
    164Mura
    165Torrens
    166Yuda
    167Nazmi
    168Ghalen
    169Sarda
    170Shona
    171Kalidas
    172Wena
    173Sendra
    174Kori
    175Setara
    176Lucia
    177Maya
    178Reema
    179Yorath
    180Rhoddri
    181Shekhar
    182Servan
    183Reese
    184Kenrick
    185Indirra
    186Giliana
    187Jebran
    188Kotama
    189Fara
    190Katrin
    191Namba
    192Lona
    193Taylah
    194Kato
    195Esra
    196Eleri
    197Irsia
    198Kayu
    199Bevan
    200Chandra
    ELF NAMES
    1-2Arsula
    3-4Naidita
    5-6Belesunna
    7-8Vidarna
    9-10Ninsunu
    11-12Balathu
    13-14Dorosi
    15-16Gezera
    17-18Zursan
    19-20Seleeku
    21-22Utamara
    23-24Nebakay
    25-26Dismashk
    27-28Mitunu
    29-30Atani
    31-32Kinzura
    33-34Sumula
    35-36Ukames
    37-38Ahmeshki
    39-40Ilsit
    41-42Mayatanay
    43-44Etana
    45-46Gamanna
    47-48Nessana
    49-50Uralar
    51-52Tishetu
    53-54Leucia
    55-56Sutahe
    57-58Dotani
    59-60Uktannu
    61-62Retenay
    63-64Kendalanu
    65-66Tahuta
    67-68Mattissa
    69-70Anatu
    71-72Aralu
    73-74Arakhi
    75-76Ibrahem
    77-78Sinosu
    79-80Jemshida
    81-82Visapni
    83-84Hullata
    85-86Sidura
    87-88Kerihu
    89-90Ereshki
    91-92Cybela
    93-94Anunna
    95-96Otani
    97-98Ditani
    99-100Faraza
    GIANT NAMES
    1-4Chony
    5-8Banda
    9-12Jochu
    13-16Kira
    17-20Khatir
    21-24Chaidu
    25-28Atan
    29-32Buandu
    33-36Javyn
    37-40Khashin
    41-44Bayara
    45-48Temura
    49-52Kidha
    53-56Kathos
    57-60Tanua
    61-64Bashtu
    65-68Jaran
    69-72Othos
    73-76Khutan
    77-80Otaan
    81-84Martu
    85-88Baku
    89-92Tuban
    93-96Qudan
    97-100Denua
    VAROU NAMES
    1-4Vata
    5-8Zora
    9-12Jasna
    13-16Charna
    17-20Tana
    21-24Soveen
    25-28Radka
    29-32Zlata
    33-36Leesla
    37-40Byna
    41-44Meeka
    45-48Iskra
    49-52Jarek
    53-56Darva
    57-60Neda
    61-64Keha
    65-68Zhivka
    69-72Kvata
    73-76Staysa
    77-80Evka
    81-84Vuksha
    85-88Muko
    89-92Dreko
    93-96Aleko
    97-100Vojan
    TROLL NAMES
    1-4Rattle
    5-8Scratch
    9-12Wallow
    13-16Groak
    17-20Gimble
    21-24Scar
    25-28Cratch
    29-32Creech
    33-36Shush
    37-40Glush
    41-44Slar
    45-48Gnash
    49-52Stoad
    53-56Grig
    57-60Bleat
    61-64Chortle
    65-68Cluck
    69-72Slith
    73-76Mongo
    77-80Creak
    81-84Burble
    85-88Vrusk
    89-92Snuffle
    93-96Leech
    97-100Herk
    PAY THE PRICE
    1-2 Roll again and apply that result but make it worse. If you roll this result yet again, think of something dreadful that changes the course of your quest (Ask the Oracle if unsure) and make it happen.
    3-5 A person or community you trusted loses faith in you, or acts against you.
    6-9 A person or community you care about is exposed to danger.
    10-16 You are separated from something or someone.
    17-23 Your action has an unintended effect.
    24-32Something of value is lost or destroyed.
    33-41 The current situation worsens.
    42-50 A new danger or foe is revealed.
    51-59 It causes a delay or puts you at a disadvantage.
    60-68 It is harmful.
    69-77 It is stressful.
    78-85 A surprising development complicates your quest.
    86-90 It wastes resources.
    91-94 It forces you to act against your best intentions.
    95-98 A friend, companion, or ally is put in harm’s way (or you are, if alone)
    99-100 Roll twice more on this table. Both results occur. If they are the same result, make it worse.
    ASK THE ORACLE
    11 or greater Almost Certain
    26 or greaterLikely
    51 or greater50/50
    76 or greaterUnlikely
    91 or greater Small Chance
    ENDURE HARM
    1-10 (10%)The harm is mortal. Face Death.
    11-20 (10%)Take the dying condition.
    21-35 (15%)Take the unconscious condition.
    36-50 (15%)Take the reeled condition.
    51-100 (50%)You are battered but still standing.
    ENDURE STRESS
    1-10 (10%)You are overwhelmed. Face Desolation.
    11-25 (15%)You give up. Forsake Your Vow (if possible, one relevant to your current crisis). If this is a companion, Test Their Loyalty.
    26-50 (25%)You give in to a fear or compulsion, and act against your better instincts. Manifest Insanity.
    51-80 (30%)You persevere.
    81-85 (5%)You get a moment of clarity in the eye of the storm. If you have the shaken condition card, discard it. Take +4 spirit and +8 momentum. Then, add +2 to your next move.
    86-90 (5%)You get virtuous in the face of chaos. If you have the shaken condition card, discard it. Then, take +4 spirit and draw up to your maximum of resilience cards.
    91-95 (5%)Your body harvest vigor. If you have the shaken condition card, discard it. Then, take +4 spirit and +1d12 health.
    96-100 (5%)Your spirit shines brightest against a backdrop of desolation. If you have the shaken condition card, discard it. Then, take +8 spirit.
    Feature
    Site Name
    Site Nature
    Character
    Monstrosity
    Trap
    Combat Event
    Threat
    Feature: Aspect
    1-2Blocked
    3-4Crafted
    5-6Ancient
    7-8Sunken
    9-10Trapped
    11-12Secret
    13-14Toxic
    15-16Ruined
    17-18Defended
    19-20Decaying
    21-22Marked
    23-24Guarded
    25-26Inaccessible
    27-28Foreboding
    29-30Veiled
    31-32Deep
    33-34Depleted
    35-36Foul
    37-38Elevated
    39-40Moving
    41-42Unnatural
    43-44Active
    45-46Confined
    47-48Fortified
    49-50Collapsed
    51-52Isolated
    53-54Destroyed
    55-56Open
    57-58Sacred
    59-60Flooded
    61-62Complex
    63-64Abundant
    65-66Hidden
    67-68Expansive
    69-70Mysterious
    71-72Unstable
    73-74Fragile
    75-76Broken
    77-78Ensnaring
    79-80Pillaged
    81-82Sealed
    83-84Makeshift
    85-86Treacherous
    87-88Natural
    89-90Dead
    91-92Unusual
    93-94Abandoned
    95-96Deadly
    97-98Forgotten
    99-100Mystical
    Feature: Focus
    1-2Attack
    3-4Threshold
    5-6Boundary
    7-8Alarm
    9-10Exit
    11-12Passage
    13-14Crossing
    15-16Trigger
    17-18Trap
    19-20Hideaway
    21-22Nature
    23-24Sign
    25-26Refuge
    27-28Valuables
    29-30Breach
    31-32Route
    33-34Location
    35-36Trail
    37-38Supply
    39-40History
    41-42Prisoner
    43-44Habitation
    45-46Debris
    47-48 Creature
    49-50Lair
    51-52Person
    53-54Enclosure
    55-56Remains
    57-58Water
    59-60Message
    61-62Darkness
    63-64Opening
    65-66Weapon
    67-68Entry
    69-70Illumination
    71-72Obstacle
    73-74Craft
    75-76Container
    77-78Information
    79-80Grave
    81-82Equipment
    83-84Shelter
    85-86Denizen
    87-88 Environment
    89-90Material
    91-92Resource
    93-94Corruption
    95-96Death
    97-98Function
    99-100Power
    Site Name: Format
    1-25[Description] [Place]
    26-50[Place] of [Detail]
    51-70[Place] of [Description] [Detail]
    71-80[Place] of [Namesake's] [Detail]
    81-85[Namesake's] [Place]
    86-95[Description] [Place] of [Namesake]
    96-100[Place] of [Namesake]
    Site Name: Description
    1-2Deep
    3-4Tainted
    5-6Grey
    7-8Forgotten
    9-10Flooded
    11-12Forbidden
    13-14Barren
    15-16Lost
    17-18Cursed
    19-20Fell
    21-22Sunken
    23-24Nightmare
    25-26Infernal
    27-28Dark
    29-30Bloodstained
    31-32Haunted
    33-34White
    35-36Shrouded
    37-38Wasted
    39-40Grim
    41-42Endless
    43-44Crumbling
    45-46Undying
    47-48Bloodied
    49-50Forsaken
    51-52Silent
    53-54Blighted
    55-56Iron
    57-58Frozen
    59-60Abyssal
    61-62Crimson
    63-64Silver
    65-66Desecrated
    67-68Ashen
    69-70Elder
    71-72Scorched
    73-74Unknown
    75-76Scarred
    77-78Broken
    79-80Chaotic
    81-82Black
    83-84Hidden
    85-86Sundered
    87-88Shattered
    89-90Dreaded
    91-92Secret
    93-94High
    95-96Sacred
    97-98Fallen
    99-100Ruined
    Site Name: Detail
    1-2Blight
    3-4Strife
    5-6Nightfall
    7-8Fury
    9-10Terror
    11-12Truth
    13-14Spring
    15-16Sanctuary
    17-18Bone
    19-20Specters
    21-22Daybreak
    23-24Doom
    25-26Treachery
    27-28Blood
    29-30War
    31-32Torment
    33-34Iron
    35-36Silence
    37-38Mist
    39-40Isolation
    41-42Runes
    43-44Rot
    45-46Corruption
    47-48Prophecy
    49-50Fate
    51-52Twilight
    53-54Power
    55-56Darkness
    57-58Gloom
    59-60Storms
    61-62Hope
    63-64Lament
    65-66Frost
    67-68Souls
    69-70Winter
    71-72Sadness
    73-74Desolation
    75-76Bane
    77-78Lies
    79-80Ash
    81-82Banishment
    83-84Shadow
    85-86Madness
    87-88Stone
    89-90Secrets
    91-92Despair
    93-94Blades
    95-96Dread
    97-98Light
    99-100Wrath
    Site Name: Namesake
    1-2Breckon
    3-4Issara
    5-6Milenna
    7-8Thorval
    9-10Khulan
    11-12Aurvang
    13-14Kalida
    15-16Keeara
    17-18Andor
    19-20Zakaria
    21-22Willa
    23-24Etana
    25-26Valgard
    27-28Kenrick
    29-30Wyland
    31-32Sidura
    33-34Svala
    35-36Kajir
    37-38Saiven
    39-40Callwen
    41-42Zhan
    43-44Solana
    45-46Ildar
    47-48Keelan
    49-50Thrain
    51-52Kynan
    53-54Jadina
    55-56Radek
    57-58Wulan
    59-60Garion
    61-62Eysa
    63-64Kolor
    65-66Katarra
    67-68Dain
    69-70Farina
    71-72Yala
    73-74Kodroth
    75-76Morien
    77-78Akida
    79-80Haldorr
    81-82Nyrad
    83-84Edda
    85-86Jorund
    87-88Morraine
    89-90Lindar
    91-92Sithra
    93-94Torgan
    95-96Arnorr
    97-98Thyri
    99-100Erisia
    Site Name: Place
    1-6Barrow
    7-18Cavern
    19-28Frozen Cavern
    29-32Icereach
    33-38Mine
    39-48Pass
    49-58Ruin
    59-68Sea Cave
    69-78Shadowfen
    79-83Stronghold
    84-95Tanglewood
    96-100Underkeep
    Site Nature: Theme
    1-11Ancient
    12-23Corrupted
    24-35Fortified
    36-48Hallowed
    49-61Haunted
    62-74Infested
    75-87Ravaged
    88-100Wild
    Site Nature: Domain
    1-6Barrow
    7-18Cavern
    19-28Frozen Cavern
    29-32Icereach
    33-38Mine
    39-48Pass
    49-58Ruin
    59-68Sea Cave
    69-78Shadowfen
    79-83Stronghold
    84-95Tanglewood
    96-100Underkeep
    Character: Disposition
    1-6Helpful
    7-13Friendly
    14-20Cooperative
    21-28Curious
    29-36Indifferent
    37-47Suspicious
    48-57Wanting
    58-67Desperate
    68-76Demanding
    77-85Unfriendly
    86-93Threatening
    94-100Hostile
    Character: Activity
    1-2Guarding
    3-4Preserving
    5-6Constructing
    7-8Mending
    9-10Assisting
    11-12Securing
    13-14Learning
    15-16Sneaking
    17-18Fleeing
    19-20Sacrificing
    21-22Creating
    23-24Luring
    25-26Hunting
    27-28Seizing
    29-30Bargaining
    31-32Mimicking
    33-34Tricking
    35-36Tracking
    37-38Escorting
    39-40Hiding
    41-42Raiding
    43-44Socializing
    45-46Exploring
    47-48Journeying
    49-50Supporting
    51-52Avoiding
    53-54Disabling
    55-56Leading
    57-58Assaulting
    59-60Ensnaring
    61-62Defending
    63-64Recovering
    65-66Patrolling
    67-68Resting
    69-70Distracting
    71-72Leaving
    73-74Fighting
    75-76Ambushing
    77-78Controlling
    79-80Observing
    81-82Gathering
    83-84Suffering
    85-86Threatening
    87-88Searching
    89-90Destroying
    91-92Restoring
    93-94Consuming
    95-96Removing
    97-98Inspecting
    99-100Summoning
    Monstrosity: Size
    1-5Tiny (rodent-sized)
    6-30Small (hound-sized)
    31-65Medium (person-sized)
    66-94Large (giant-sized)
    95-99Huge (whale-sized)
    100Titanic (incomprehensible)
    Monstrosity: Primary Form
    1-15Beast / mammal
    16-25Humanoid
    26-31Bird
    32-37Spider
    38-43Snake
    44-49Worm / slug
    50-55Lizard
    56-61Insect
    62-66Amorphous
    67-69Crustacean
    70-71Fish
    72-73Octopoid
    74-75Amphibian
    76-77Plant
    78Incorporeal
    79Mineral
    80Elemental
    81-100Hybrid (roll twice)
    Monstrosity: Characteristics
    1-5Extra limbs
    6-10Fangs / rows of sharp teeth
    11-15Claws / talons
    16-20Strange color / markings
    21-25Horns / tusks
    26-30Oversized mouth
    31-35Spikes / spines
    36-40Tail
    41-45Multi-segmented body
    46-50Wings
    51-54Stinger / barbs
    55-58Many-eyed
    59-62Distinctive sound
    63-66Tentacles / tendrils
    67-69Mandibles / pincers
    70-72Luminescent
    73-75Antennae / sensory organs
    76-78Proboscis / inner jaw
    79-81Exoskeleton / shell
    82-84Bony protuberances
    85-87Corrupted flesh
    88-90Semi-transparent
    91-93Scarred / injured
    94-95Egg sac / carried offspring
    96-97Rotting / skeletal
    98Mummified / desiccated
    99Multi-headed
    100Etched with mystic runes
    Monstrosity: Abilities
    1-4Keen senses
    5-8Intimidating vocalization
    9-12Climber
    13-16Intelligent
    17-20Swift
    21-24Powerful bite
    25-28Stealthy / ambusher
    29-32Horrid visage
    33-36Strong
    37-40Camouflaged
    41-43Flier / glider
    44-46Poisonous
    47-49Semiaquatic / swimmer
    50-52Grappler / entangler
    53-55Leaper
    56-58Crusher / constrictor
    59-61Armored
    62-64Burrower
    65-67Noxious smell
    68-69Trap-setter
    70-71Parasitic
    72-73Vibration sense
    74-75Breath weapon / toxic spew
    76-77Mimicry
    78-79Shapeshifting
    80-81Control lesser creatures
    82-83Echolocation
    84-85Electric shock
    86-87Acidic
    88-89Symbiotic
    90-91Shoot projectiles
    92Paralyzing
    93Immune to iron
    94Feels no pain
    95Enact rituals
    96Create illusions
    97Mind control / telepathy
    98Move between realities
    99Wield weapons
    100Control elements
    Trap: Event
    1-4Block
    5-8Create
    9-12Break
    13-16Puncture
    17-20Entangle
    21-24Enclose
    25-28Ambush
    29-32Snare
    33-36Change
    37-40Imitate
    41-44Crush
    45-48Drop
    49-52Conceal
    53-56Lure
    57-60Release
    61-64Obscure
    65-68Cut
    69-72Smother
    73-76Collapse
    77-80Summon
    81-84Move
    85-88Surprise
    89-92Divert
    93-96Attack
    97-100Trigger
    Trap: Component
    1-4Pit
    5-8Water
    9-12Fire
    13-16Projectile
    17-20Passage
    21-24Fall
    25-28Debris
    29-32Fear
    33-36Alarm
    37-40Trigger
    41-44Cold
    45-48Weapon
    49-52Darkness
    53-56Decay
    57-60Path
    61-64Stone
    65-68Terrain
    69-72Poison
    73-76Barrier
    77-80Overhead
    81-84Magic
    85-88Toxin
    89-92Earth
    93-96Light
    97-100Denizen
    Combat Event: Method
    1-2Defy
    3-4Break
    5-6Trick
    7-8Evade
    9-10Protect
    11-12Overwhelm
    13-14Persevere
    15-16Assist
    17-18Await
    19-20Abort
    21-22Block
    23-24Collide
    25-26Focus
    27-28Advance
    29-30Breach
    31-32Endure
    33-34Assault
    35-36Charge
    37-38Escalate
    39-40Sunder
    41-42Shatter
    43-44Aim
    45-46Stagger
    47-48Counter
    49-50Seize
    51-52Impact
    53-54Entangle
    55-56Hold
    57-58Deflect
    59-60Drop
    61-62Lose
    63-64Sweep
    65-66Secure
    67-68Cover
    69-70Withdraw
    71-72Clash
    73-74Amplify
    75-76Batter
    77-78Feint
    79-80Shove
    81-82Embed
    83-84Affect
    85-86Probe
    87-88Force
    89-90Intensify
    91-92Distract
    93-94Challenge
    95-96Brawl
    97-98Coordinate
    99-100Overrun
    Combat Event: Target
    1-2Control
    3-4Defense
    5-6Limbs
    7-8Focus
    9-10Advantage
    11-12Range
    13-14Stress
    15-16Sense
    17-18Weakness
    19-20Opening
    21-22Fear
    23-24Instinct
    25-26Footing
    27-28Maneuver
    29-30Reach
    31-32Harm
    33-34Finesse
    35-36Weapon
    37-38Environment
    39-40Technique
    41-42Surprise
    43-44Pride
    45-46Wound
    47-48Precision
    49-50Ally
    51-52Ground
    53-54Courage
    55-56Companion
    57-58Object
    59-60Momentum
    61-62Speed
    63-64Strength
    65-66Supply
    67-68Terrain
    69-70Armor
    71-72Skill
    73-74Body
    75-76Protection
    77-78Resolve
    79-80Ferocity
    81-82Shield
    83-84Ammo
    85-86Anger
    87-88Opportunity
    89-90Balance
    91-92Position
    93-94Barrier
    95-96Strategy
    97-98Grasp
    99-100Power
    Threat: Category
    1-10Burgeoning Conflict
    11-20Cursed Site
    21-30Environmental Calamity
    31-40Malignant Plague
    41-50Rampaging Creature
    51-60Ravaging Horde
    61-70Scheming Leader
    71-80Power-Hungry Mystic
    81-90Zealous Cult
    91-100Roll Twice
    Threat: Burgeoning Conflict
    1-10Allow warmongers to gain influence
    11-20Break a treaty
    21-30Force a hasty decision
    31-40Deepen suspicions
    41-50Trigger a confrontation
    51-60Subvert a potential accord
    61-70Isolate the antagonists
    71-80Draw new battle lines
    81-90Reveal an unexpected aspect of the dispute
    91-100 Introduce a new person or faction to complicate the situation
    Threat: Cursed Site
    1-10Unleash a creature or being
    11-20Lure the unwary into its depths
    21-30Offer promises of power
    31-40Reveal a new aspect of its cursed history
    41-50Expand its malignancy to surrounding lands
    51-60Leave its mark on an inhabitant or visitor
    61-70Reveal hidden depths
    71-80Ensnare an important person or object
    81-90Corrupt the environment
    91-100Transform its nature
    Threat: Environmental Calamity
    1-10Devastate a place
    11-20Block a path
    21-30Threaten a community with imminent destruction
    31-40Manifest unexpected effects
    41-50Expand in scope or intensity
    51-60Allow someone to take advantage
    61-70Deprive of resources
    71-80Isolate an important person or community
    81-90Force refugees into hostile lands
    91-100Disrupt natural ecosystems
    Threat: Malignant Plague
    1-10Manifest new symptoms or effects
    11-20Infect someone important
    21-30Expand to new territory or communities
    31-40Allow someone to take advantage
    41-50Allow someone to take the blame
    51-60Create panic or disorder
    61-70Force a horrible decision
    71-80Lure into complacency
    81-90Reveal the root of the sickness
    91-100Undermine a potential cure
    Threat: Rampaging Creature
    1-10Reveal a new aspect of its nature or abilities
    11-20Expand its territory
    21-30Make a sudden and brutal attack
    31-40Control or influence lesser creatures
    41-50Create confusion or strife
    51-60Leave foreboding signs
    61-70Lure the unwary
    71-80Imperil an event
    81-90Assert control over a location
    91-100Threaten resources
    Threat: Ravaging Horde
    1-10Overrun defenses
    11-20Gather resources
    21-30Attack a location
    31-40Expand forces
    41-50Appoint or reveal a leader
    51-60Send forth a champion
    61-70Create a diversion
    71-80Undermine an opposing force from within
    81-90Cut off supplies or reinforcements
    91-100Employ a new weapon
    Threat: Scheming Leader
    1-10Defeat an enemy
    11-20Form a new alliance
    21-30Usurp or undermine another leader
    31-40Force the loyalty of a community or important person
    41-50Enact a new law or tradition
    51-60Rescind an old law or tradition
    61-70Reveal a true intention
    71-80Unravel an existing alliance
    81-90Incite conflict
    91-100Use an unexpected capability or asset
    Threat: Power-Hungry Mystic
    1-10Gain hidden knowledge
    11-20Assault an enemy with magic
    21-30Despoil a place through magic
    31-40Forge a bond with ancient forces
    41-50Create magical wards or protections
    51-60Obtain a powerful artifact
    61-70Tempt with power or secrets
    71-80Recruit a follower or ally
    81-90Sacrifice something in exchange for greater power
    91-100Use magic to trick or deceive
    Threat: Zealous Cult
    1-10Overtake a faction or community
    11-20Unlock secrets to greater power
    21-30Establish false credibility
    31-40Appoint or reveal a leader
    41-50Lure new members or establish alliances
    51-60Subvert opposition through devious schemes
    61-70Attack opposition directly
    71-80Spread the word of its doctrine
    81-90Reveal a dire prophecy
    91-100Reveal its true nature or goal

     SITES 

    Site Name:

    Objective:

    Theme:

    Domain:

     DENIZENS 

    Very Common 01-27

    Common 28-41

    Common 42-55

    Common 56-69

    Uncommon 70-75

    Uncommon 76-81

    Uncommon 82-87

    Uncommon 88-93

    Rare 94-95

    Rare 96-97

    Rare 98-99

    Unforeseen 100

    When the outcome of a move prompts an encounter with a denizen, you may:

    >

    Choose or introduce a denizen based on the situation and what you know of this place.

    or

    Roll on the matrix to generate a random encounter. If the field is blank, add a new denizen.

    or

    Identify a denizen as ‘likely’ to appear, and Ask the Oracle. If the answer is “no,” roll on the matrix.

    or

    Pick two denizens, rate one as ‘likely’, and Ask the Oracle to determine which you encounter.

     NOTES 

    Theme

    This place holds the secrets of a bygone age.

    Features

    1-4Evidence of lost knowledge
    5-8Inscrutable relics
    9-12Ancient artistry or craft
    13-16Preserved corpses or fossils
    17-20Visions of this place in another time

    Dangers

    1-5Ancient trap
    6-10Hazardous architecture or terrain
    11-12Blocked or broken path
    13-14Denizen protects an ancient secret
    15-16Denizen reveres an ancient power
    17-18Living relics of a lost age
    19-20Ancient evil resurgent
    21-22Dire warnings of a long-buried danger
    23-24Ancient disease or contamination
    25-26Artifact of terrible meaning or power
    27-28Disturbing evidence of ancient wrongs
    29-30Others seek power or knowledge

    This place is tainted by dark magic.

    Features

    1-4Mystic focus or conduit
    5-8Strange environmental disturbances
    9-12Mystic runes or markings
    13-16Blight or decay
    17-20Evidence of a foul ritual

    Dangers

    1-5Denizen spawned from dark magic
    6-10Denizen controls dark magic
    11-12Denizen corrupted by dark magic
    13-14Corruption marks you
    15-16Innocents held in thrall
    17-18Revelations of a terrible truth
    19-20Mystic trap or trigger
    21-22Mystic barrier or ward
    23-24Illusions lead you astray
    25-26Dark ritual in progress
    27-28Lingering effects of a dark ritual
    29-30Dread harbingers of a greater magic

    Foes defend this place against intruders.

    Features

    1-4Camp or quarters
    5-8Guarded location
    9-12Storage or repository
    13-16Work or training area
    17-20Command center or leadership

    Dangers

    1-5Denizen patrols the area
    6-10Denizen on guard
    11-12Denizen ready to sound the alarm
    13-14Denizen sets an ambush
    15-16Denizen lures you into a trap
    17-18Denizens converge on this area
    19-20Pets or underlings
    21-22Unexpected alliance revealed
    23-24Nefarious plans revealed
    25-26Unexpected leader revealed
    27-28Trap
    29-30Alarm trigger

    The faithful worship here.

    Features

    1-4Temple or altar
    5-8Offerings or atonements
    9-12Religious relic or idol
    13-16Consecrated ground
    17-20Dwellings or gathering place

    Dangers

    1-5Denizen defends their sanctum
    6-10Denizen enacts the will of their god
    11-12Denizen seeks martyrdom
    13-14Secret of the faith is revealed
    15-16Greater purpose is revealed
    17-18Unexpected disciples are revealed
    19-20Divine manifestations
    21-22Aspect of the faith beguiles you
    23-24Unexpected leader is revealed
    25-26Embodiment of a god or myth
    27-28Protective ward or barrier
    29-30Prophecies reveal a dark fate

    Restless spirits are bound to this place.

    Features

    1-4Tomb or burial site
    5-8Blood was spilled here
    9-12Unnatural mists or darkness
    13-16Messages from beyond the grave
    17-20Apparitions of a person or event

    Dangers

    1-5Denizen haunts this area
    6-10Unsettling sounds or foreboding signs
    11-12Denizen attacks without warning
    13-14Denizen makes a costly demand
    15-16Denizen seizes your body or mind
    17-18Denizen taunts or lures you
    19-20A disturbing truth is revealed
    21-22Frightening visions
    23-24The environment is used against you
    25-26Trickery leads you astray
    27-28True nature of this place is revealed
    29-30Sudden, shocking manifestation

    Foul creatures dwell here.

    Features

    1-4Inhabited nest
    5-8Abandoned nest
    9-12Ravaged terrain or architecture
    13-16Remains or carrion
    17-20Hoarded food

    Dangers

    1-5Denizens swarm and attack
    6-10Toxic or sickening environment
    11-12Denizen stalks you
    13-14Denizen takes or destroys something
    15-16Denizen reveals surprising cleverness
    17-18Denizen guided by a greater threat
    19-20Denizen blocks the path
    21-22Denizen funnels you down a new path
    23-24Denizen undermines the path
    25-26Denizen lays in wait
    27-28Trap or snare
    29-30Victim’s horrible fate is revealed

    Time, disaster, or strife have taken their toll.

    Features

    1-4Path of destruction
    5-8Abandoned or ruined dwelling
    9-12Untouched or preserved area
    13-16Traces of what was lost
    17-20Ill-fated victims

    Dangers

    1-5Precarious architecture or terrain
    6-10Imminent collapse or destruction
    11-12Path undermined
    13-14Blocked or broken path
    15-16Vestiges of a destructive force
    17-18Unexpected environmental threat
    19-20Echoes of a troubling past
    21-22Signs of a horrible fate
    23-24Denizen seeks retribution
    25-26Denizen leverages the environment
    27-28Denizen restores what was lost
    29-30Ravages return anew

    Nature prevails in this place.

    Features

    1-4Denizen’s lair
    5-8Territorial markings
    9-12Impressive flora or fauna
    13-16Hunting ground or watering hole
    17-20Remains or carrion

    Dangers

    1-5Denizen hunts
    6-10Denizen strikes without warning
    11-12Denizen leverages the environment
    13-14Denizen wields unexpected abilities
    15-16Denizen guided by a greater threat
    17-18Denizen protects something
    19-20Hazardous terrain
    21-22Weather or environmental threat
    23-24Benign aspect becomes a threat
    25-26Overzealous hunter
    27-28Disturbing evidence of a victim’s fate
    29-30Ill-fated victim in danger

    Domain

    The dead are enshrined here.

    Features

    21-43Burial chambers
    44-56Maze of narrow passages
    57-64Shrine
    65-68Stately vault
    69-72Offerings to the dead
    73-76Statuary or tapestries
    77-80Remains of a grave robber
    81-84Mass grave
    85-88Exhumed corpses
    89-98Something unusual or unexpected
    99You transition into a new theme
    100You transition into a new domain

    Dangers

    31-33Denizen guards this area
    34-36Trap
    37-39Death makes its presence known
    40-42Crumbling architecture
    43-45Grave goods with hidden dangers

    A place of stone and darkness.

    Features

    21-43Twisting passages
    44-56Cramped caves
    57-64Vast chamber
    65-68Subterranean waterway
    69-72Cave pool
    73-76Natural bridge
    77-80Towering stone formations
    81-84Natural illumination
    85-88Dark pit
    89-98Something unusual or unexpected
    99You transition into a new theme
    100You transition into a new domain

    Dangers

    31-33Denizen lairs here
    34-36Cave-in
    37-39Flooding
    40-42Perilous climb or descent
    43-45Fissure or sinkhole

    A place of deep caves and enduring cold.

    Features

    21-43Maze of icy tunnels
    44-56Glistening cave
    57-64Vast chamber
    65-68Frigid waterway
    69-72Icy pools
    73-76Magnificent ice formations
    77-80Frozen waterfall
    81-84Deep crevasses
    85-88Discovery locked in the ice
    89-98Something unusual or unexpected
    99You transition into a new theme
    100You transition into a new domain

    Dangers

    31-33Denizen lairs here
    34-36Fracturing ice
    37-39Crumbling chasm
    40-42Bitter chill
    43-45Disorienting reflections

    A frigid landscape formed of frozen seas.

    Features

    21-43Plains of ice and snow
    44-56Seawater channel
    57-64Icy highlands
    65-68Crevasse
    69-72Ice floes
    73-76Ship trapped in ice
    77-80Animal herd or habitat
    81-84Frozen carcass
    85-88Camp or outpost
    89-98Something unusual or unexpected
    99You transition into a new theme
    100You transition into a new domain

    Dangers

    31-33Denizen hunts
    34-36Fragile ice above watery depths
    37-39Perilous climb or descent
    40-42Avalanche or icefall
    43-45Foul weather

    Tunnels dug greedily and deep.

    Features

    21-43Cramped tunnels
    44-56Mine works
    57-64Excavated chamber
    65-68Mineshaft
    69-72Collapsed tunnel
    73-76Cluttered storage
    77-80Housing or common areas
    81-84Flooded chamber
    85-88Unearthed secret
    89-98Something unusual or unexpected
    99You transition into a new theme
    100You transition into a new domain

    Dangers

    31-33Cave-in
    34-36Flooding
    37-39Unstable platforms or architecture
    40-42Hazardous gas pocket
    43-45Weakened terrain

    Treacherous paths over high mountains.

    Features

    21-43Winding mountain path
    44-56Snowfield or glacial rocks
    57-64River gorge
    65-68Crashing waterfall
    69-72Highland lake
    73-76Forgotten cairn
    77-80Bridge
    81-84Overlook
    85-88Camp or outpost
    89-98Something unusual or unexpected
    99You transition into a new theme
    100You transition into a new domain

    Dangers

    31-33Denizen lairs here
    34-36Denizen hunts
    37-39Perilous climb or descent
    40-42Avalanche or rockslide
    43-45Foul weather

    The crumbling legacy of a dead civilization.

    Features

    21-43Crumbling corridors and chambers
    44-56Collapsed architecture
    57-64Rubble-choked hall
    65-68Courtyard
    69-72Archive or library
    73-76Broken statuary or fading murals
    77-80Preserved vault
    81-84Temple to forgotten gods
    85-88Mausoleum
    89-98Something unusual or unexpected
    99You transition into a new theme
    100You transition into a new domain

    Dangers

    31-33Ancient mechanism or trap
    34-36Collapsing wall or ceiling
    37-39Blocked or broken passage
    40-42Unstable floor above a new danger
    43-45Ancient secrets best left buried

    Stone passages carved by ocean waves.

    Features

    21-43Watery tunnels
    44-56Eroded chamber
    57-64Flooded chamber
    65-68Vast chamber
    69-72Dry passages
    73-76Freshwater inlet
    77-80Rocky island
    81-84Waterborne debris
    85-88Shipwreck or boat
    89-98Something unusual or unexpected
    99You transition into a new theme
    100You transition into a new domain

    Dangers

    31-33Denizen strikes without warning
    34-36Denizen lurks below
    37-39Flooding
    40-42Rushing current
    43-45Claustrophobic squeeze

    A primeval marsh, cloaked in mist.

    Features

    21-43Narrow path through a fetid bog
    44-56Stagnant waterway
    57-64Flooded thicket
    65-68Island of dry land
    69-72Submerged discovery
    73-76Preserved corpses
    77-80Overgrown structure
    81-84Tall reeds
    85-88Camp or outpost
    89-98Something unusual or unexpected
    99You transition into a new theme
    100You transition into a new domain

    Dangers

    31-33Denizen hunts
    34-36Deep water blocks the path
    37-39Toxic environment
    40-42Concealing or disorienting mist
    43-45Hidden quagmire

    A fortress secured against trespassers.

    Features

    21-43Connecting passageways
    44-56Barracks or common quarters
    57-64Large hall
    65-68Workshop or library
    69-72Command center or leadership
    73-76Ladder or stairwell
    77-80Storage
    81-84Kitchen or larder
    85-88Courtyard
    89-98Something unusual or unexpected
    99You transition into a new theme
    100You transition into a new domain

    Dangers

    31-33Blocked or guarded path
    34-36Caught in the open
    37-39Chokepoint
    40-42Trap
    43-45Alarm trigger

    A perilous forest of eternal shadow.

    Features

    21-43Dense thicket
    44-56Overgrown path
    57-64Waterway
    65-68Clearing
    69-72Elder tree
    73-76Brambles
    77-80Overgrown structure
    81-84Rocky outcrop
    85-88Camp or outpost
    89-98Something unusual or unexpected
    99You transition into a new theme
    100You transition into a new domain

    Dangers

    31-33Denizen hunts
    34-36Denizen lairs here
    37-39Trap or snare
    40-42Path leads you astray
    43-45Entangling plant life

    An age-old subterranean dungeon.

    Features

    21-43Carved passages
    44-56Hall or chamber
    57-64Stairs into the depths
    65-68Grand doorway or entrance
    69-72Tomb or catacombs
    73-76Rough-hewn cave
    77-80Foundry or workshop
    81-84Shrine or temple
    85-88Imposing architecture or artistry
    89-98Something unusual or unexpected
    99You transition into a new theme
    100You transition into a new domain

    Dangers

    31-33Ancient mechanism or trap
    34-36Crumbling architecture
    37-39Blocked or broken passage
    40-42Artifact with a hidden danger
    43-45Denizen lurks in darkness

     SETTINGS 

    {{header}}
    {{#custom-oracle}}
    {{custom-oracle}}
    {{/custom-oracle}} {{#revealADangerCategory}}
    {{revealADangerCategory}}
    {{#rollBetween() revealADangerCategory 1 25}} Worsening of the Situation {{/rollBetween() revealADangerCategory 1 25}} {{#rollBetween() revealADangerCategory 26 60}} Unfavorable Road {{/rollBetween() revealADangerCategory 26 60}} {{#rollBetween() revealADangerCategory 61 100}} Hostile Character Encounter {{/rollBetween() revealADangerCategory 61 100}}
    {{/revealADangerCategory}} {{#revealADangerSituation}}
    {{revealADangerSituation}}
    {{#rollBetween() revealADangerSituation 1 13}} A portion of an edible resource got spoiled or lost. Suffer -1 supply. If your supply is 0, reroll on this table. {{/rollBetween() revealADangerSituation 1 13}} {{#rollBetween() revealADangerSituation 14 24}} The travel is taking longer than expected. Suffer -1 momentum. {{/rollBetween() revealADangerSituation 14 24}} {{#rollBetween() revealADangerSituation 25 34}} The trip was tough and left you tired. Endure Harm (1d4P harm). {{/rollBetween() revealADangerSituation 25 34}} {{#rollBetween() revealADangerSituation 35 42}} The travel has drained your energies. Endure Harm (1d4P harm) and take the weakened (severity +1) condition. {{/rollBetween() revealADangerSituation 35 42}} {{#rollBetween() revealADangerSituation 43 50}} The travel has left you stressed or mentally fatigued. Endure Stress (1d2 stress). {{/rollBetween() revealADangerSituation 43 50}} {{#rollBetween() revealADangerSituation 51 57}} A friend or companion starts arguing for previous acts or complaining about the rough travel. Suffer -1d3 to their loyalty. If you don't have a companion, reroll on this table. {{/rollBetween() revealADangerSituation 51 57}} {{#rollBetween() revealADangerSituation 58 64}} You realize you lost some valuable goods on the way. Suffer -2 wealth. If your wealth is reduced to 0, suffer -momentum to any remaining -wealth. {{/rollBetween() revealADangerSituation 58 64}} {{#rollBetween() revealADangerSituation 65 71}} You realize too late that the supply container is broken and has a leak. Suffer -2 supply. {{/rollBetween() revealADangerSituation 65 71}} {{#rollBetween() revealADangerSituation 72 77}} You realize you lost one of your valuable items on the way. Suffer -1 wealth. If your wealth is 0, reroll on this table. {{/rollBetween() revealADangerSituation 72 77}} {{#rollBetween() revealADangerSituation 78 83}} You realize that one of the items you thought to be valuable, is actually not, or not worthy in its current state. Suffer -1 wealth and -1 momentum. If your wealth is an its minimum (0), reroll on this table. {{/rollBetween() revealADangerSituation 78 83}} {{#rollBetween() revealADangerSituation 84 89}} You make a discovery that complicates one of your quests. Suffer -2 momentum. {{/rollBetween() revealADangerSituation 84 89}} {{#rollBetween() revealADangerSituation 90 94}} A piece of equipment loses durability. Reduce any of your armor’s or shield’s values by 1. If you have no armor or shield item, reroll on this table. {{/rollBetween() revealADangerSituation 90 94}} {{#rollBetween() revealADangerSituation 95 97}} You start suffering from muscle cramp, sprain or strain. Endure Harm (1d4P harm) and take the palsied (severity 1) condition. {{/rollBetween() revealADangerSituation 95 97}} {{#rollBetween() revealADangerSituation 98 99}} You realize that one of your conditional companions is no longer by your side. Suffer -1 momentum. If you don't have a conditional companion, reroll on this table. {{/rollBetween() revealADangerSituation 98 99}} {{#rollTotal() revealADangerSituation 100}} Roll twice more on this table. Both results occur. If they are the same result, double its effect. {{/rollTotal() revealADangerSituation 100}}
    {{/revealADangerSituation}} {{#revealADangerRoad}}
    {{revealADangerRoad}}
    {{#rollBetween() revealADangerRoad 1 13}} The terrain or the weather plays against you, hindering you. Subtract -1 to your next move. Take the hyperthermic or hypothermic condition if appropriate. {{/rollBetween() revealADangerRoad 1 13}} {{#rollBetween() revealADangerRoad 14 25}} An environmental hazard forces you to pass through this area in a precarious manner. If you make a move to resolve this danger, subtract -1. {{/rollBetween() revealADangerRoad 14 25}} {{#rollBetween() revealADangerRoad 26 35}} Whether it is human made or a fortuity of nature, you, or someone with you, is victim of a trap. If you make a move of resolve this danger, subtract -1. {{/rollBetween() revealADangerRoad 26 35}} {{#rollBetween() revealADangerRoad 36 44}} You suffer some bruises on the way. Endure Harm (1d4 harm). {{/rollBetween() revealADangerRoad 36 44}} {{#rollBetween() revealADangerRoad 45 52}} You consumed some resources, and this road lacks sources to replenish from. Suffer -1 supply. If you Resupply, count a strong hit as a weak hit, and a weak hit as a miss. {{/rollBetween() revealADangerRoad 45 52}} {{#rollBetween() revealADangerRoad 53 60}} The travel has been mentally grueling. Endure Stress (1 stress). If you Hearten, count a strong hit as a weak hit, and a weak hit as a miss. {{/rollBetween() revealADangerRoad 53 60}} {{#rollBetween() revealADangerRoad 61 68}} You have not reached your waypoint yet, and this stop is too precarious to rest safely. If you Make Camp, count a strong hit as a weak hit, and a weak hit as a miss. {{/rollBetween() revealADangerRoad 61 68}} {{#rollBetween() revealADangerRoad 69 75}} The path is broken and there doesn't seem to be a lead to follow it. Subtract -1 next time you Undertake a Journey for this travel. {{/rollBetween() revealADangerRoad 69 75}} {{#rollBetween() revealADangerRoad 76 81}} An obstacle is blocking the path you intend to follow. Subtract -1 for your next move to resolve the obstacle or suffer -2 momentum causing a delay on your travel. {{/rollBetween() revealADangerRoad 76 81}} {{#rollBetween() revealADangerRoad 82 86}} The path has a disturbing ambience or you find the horrible fate of a victim of this place. Endure Stress (1d4 stress). {{/rollBetween() revealADangerRoad 82 86}} {{#rollBetween() revealADangerRoad 87 90}} The environment undermines the path or the weather is disorienting, and you find difficult to recognize the track. Subtract -2 next time you Undertake a Journey for this travel. {{/rollBetween() revealADangerRoad 87 90}} {{#rollBetween() revealADangerRoad 91 94}} Whether it was something you ate or something in the surroundings, you are now ill. Endure Harm (1d4P harm) and take the poisoned (severity +1) condition. {{/rollBetween() revealADangerRoad 91 94}} {{#rollBetween() revealADangerRoad 95 97}} Whether it was something you ate or something in the surroundings, you got poisoned. Take the poisoned (severity +2) condition. {{/rollBetween() revealADangerRoad 95 97}} {{#rollBetween() revealADangerRoad 98 99}} You realized you have been following the wrong path, and trickery leads have left you astray. Clear 1d2 progress boxes in the journey track. Next time you Undertake a Journey, you don’t mark progress if you score a hit. {{/rollBetween() revealADangerRoad 98 99}} {{#rollTotal() revealADangerRoad 100}} Roll twice more on this table. Both results occur. If they are the same result, double its effect. {{/rollTotal() revealADangerRoad 100}}
    {{/revealADangerRoad}} {{#revealADangerEncounter}}
    {{revealADangerEncounter}}
    {{#rollBetween() revealADangerEncounter 1 13}} You converge with one or multiple travelers or denizens in this area, facing off. {{/rollBetween() revealADangerEncounter 1 13}} {{#rollBetween() revealADangerEncounter 14 26}} One or multiple unaware travelers or denizens are guarding this area, either laid in wait, patrolling or working. {{/rollBetween() revealADangerEncounter 14 26}} {{#rollBetween() revealADangerEncounter 27 39}} You're ambushed, or attacked without warning. {{/rollBetween() revealADangerEncounter 27 39}} {{#rollBetween() revealADangerEncounter 40 51}} Your presence has caught the attention of one or multiple travelers or denizens in the area. {{/rollBetween() revealADangerEncounter 40 51}} {{#rollBetween() revealADangerEncounter 52 63}} Your arrival to this area has been expected. {{/rollBetween() revealADangerEncounter 52 63}} {{#rollBetween() revealADangerEncounter 64 75}} You sense one or multiple presences lurking or stalking. {{/rollBetween() revealADangerEncounter 64 75}} {{#rollBetween() revealADangerEncounter 76 85}} One or multiple unaware travelers or denizens are blocking or undermining the path in some way. {{/rollBetween() revealADangerEncounter 76 85}} {{#rollBetween() revealADangerEncounter 86 93}} You find one or multiple travelers or denizens in unfavorable circumstances. {{/rollBetween() revealADangerEncounter 86 93}} {{#rollBetween() revealADangerEncounter 94 98}} You find one or multiple travelers or denizens’ pets or underlings. {{/rollBetween() revealADangerEncounter 94 98}} {{#rollBetween() revealADangerEncounter 99 100}} Roll twice more on this table, and use one result. {{/rollBetween() revealADangerEncounter 99 100}}
    {{/revealADangerEncounter}} {{#findAnOpportunityCategory}}
    {{findAnOpportunityCategory}}
    {{#rollBetween() findAnOpportunityCategory 1 55}} Favorable Area. {{/rollBetween() findAnOpportunityCategory 1 55}} {{#rollBetween() findAnOpportunityCategory 56 80}} Benign Character Encounter. {{/rollBetween() findAnOpportunityCategory 56 80}} {{#rollBetween() findAnOpportunityCategory 81 100}} Item Finding {{/rollBetween() findAnOpportunityCategory 81 100}}
    {{/findAnOpportunityCategory}} {{#findAnOpportunityArea}}
    {{findAnOpportunityArea}}
    {{#rollBetween() findAnOpportunityArea 1 11}} The travel took shorter than expected. Take +1 momentum. {{/rollBetween() findAnOpportunityArea 1 11}} {{#rollBetween() findAnOpportunityArea 12 20}} Elements of this area can be used to leverage your travel. If you Undertake a Journey, you may reroll any dice. {{/rollBetween() findAnOpportunityArea 12 20}} {{#rollBetween() findAnOpportunityArea 21 28}} There is a path that seems to lead towards your destination. If you follow it, add +2 when you Undertake a Journey. {{/rollBetween() findAnOpportunityArea 21 28}} {{#rollBetween() findAnOpportunityArea 29 35}} The travel has cleared your mind. If you Hearten, reroll any dice. {{/rollBetween() findAnOpportunityArea 29 35}} {{#rollBetween() findAnOpportunityArea 36 42}} This seems to be an ideal place to find a moment of peace. If you Hearten, add +2. {{/rollBetween() findAnOpportunityArea 36 42}} {{#rollBetween() findAnOpportunityArea 43 49}} This seems to be an ideal place to bolster your reserves. If you Resupply, add +2. {{/rollBetween() findAnOpportunityArea 43 49}} {{#rollBetween() findAnOpportunityArea 50 55}} This seems to be a place safe enough to rest and recover for several hours. If you Make Camp, add +2. {{/rollBetween() findAnOpportunityArea 50 55}} {{#rollBetween() findAnOpportunityArea 56 61}} You find a healthy settlement. If you Sojourn, add +1. {{/rollBetween() findAnOpportunityArea 56 61}} {{#rollBetween() findAnOpportunityArea 62 66}} This area offers a captivating ambience or comfortable environment. If you Hearten, take +1 spirit on a hit. {{/rollBetween() findAnOpportunityArea 62 66}} {{#rollBetween() findAnOpportunityArea 67 71}} This area offers enough to bolster your reserves if you dedicate enough to it. If you Resupply and score hit, you may suffer -1 momentum in exchange for +1 supply. {{/rollBetween() findAnOpportunityArea 67 71}} {{#rollBetween() findAnOpportunityArea 72 76}} This waypoint offers more than needed for a modest rest. If you Make Camp, and score a hit, you may choose an extra option. {{/rollBetween() findAnOpportunityArea 72 76}} {{#rollBetween() findAnOpportunityArea 77 80}} You seem to be closer to your destination than expected. Mark an additional progress in your journey track. {{/rollBetween() findAnOpportunityArea 77 80}} {{#rollBetween() findAnOpportunityArea 81 83}} This area offers just what you need to camp. If you Make Camp, you may reroll any dice. {{/rollBetween() findAnOpportunityArea 81 83}} {{#rollBetween() findAnOpportunityArea 84 86}} You reach this waypoint just at an opportune time to bolster your reserves. If you Resupply now, you may reroll any dice. {{/rollBetween() findAnOpportunityArea 84 86}} {{#rollBetween() findAnOpportunityArea 87 88}} There is a hidden passage that could be a shortcut. If you Reach Your Destination, you may reroll any dice. {{/rollBetween() findAnOpportunityArea 87 88}} {{#rollBetween() findAnOpportunityArea 89 96}} You reach a location of interest related to one of your quests or that might lead to one. Take +2 momentum. {{/rollBetween() findAnOpportunityArea 89 96}} {{#rollBetween() findAnOpportunityArea 97 98}} Choose one result from this table. {{/rollBetween() findAnOpportunityArea 97 98}} {{#rollBetween() findAnOpportunityArea 99 100}} Roll twice more on this table. Both results occur. {{/rollBetween() findAnOpportunityArea 99 100}}
    {{/findAnOpportunityArea}} {{#findAnOpportunityCharacter}}
    {{findAnOpportunityCharacter}}
    {{#rollBetween() findAnOpportunityCharacter 1 16}} You encounter a traveler or denizen who might provide you guide in exchange for something of value. If you agree, suffer -1 wealth or -2 supply (your choice) in exchange for adding +3 next time you Undertake a Journey for this travel. {{/rollBetween() findAnOpportunityCharacter 1 16}} {{#rollBetween() findAnOpportunityCharacter 17 30}} You encounter a traveler or denizen willing to provide you guide and supply. If he does, add +1 next time you Undertake a Journey for this travel and take +1 supply. {{/rollBetween() findAnOpportunityCharacter 17 30}} {{#rollBetween() findAnOpportunityCharacter 31 38}} You encounter a traveler or denizen who might provide you health care in exchange for something of value. If you agree, suffer -1 wealth or -2 supply (your choice) in exchange for making the Hearten move now and add +3. {{/rollBetween() findAnOpportunityCharacter 31 38}} {{#rollBetween() findAnOpportunityCharacter 39 46}} You encounter a traveler or denizen who might rise your spirit in exchange for something of value. If you agree, suffer -1 wealth or -2 supply (your choice) in exchange for making the Heal move now and add +3. {{/rollBetween() findAnOpportunityCharacter 39 46}} {{#rollBetween() findAnOpportunityCharacter 47 53}} You encounter a traveler or denizen willing to rise your spirit. If he does, Hearten now and add +2. {{/rollBetween() findAnOpportunityCharacter 47 53}} {{#rollBetween() findAnOpportunityCharacter 54 60}} You encounter a traveler or denizen willing to give you first aid. If he does, Heal now and add +2. {{/rollBetween() findAnOpportunityCharacter 54 60}} {{#rollBetween() findAnOpportunityCharacter 61 70}} You encounter a provision trader. {{/rollBetween() findAnOpportunityCharacter 61 70}} {{#rollBetween() findAnOpportunityCharacter 71 75}} You encounter an equipment trader. {{/rollBetween() findAnOpportunityCharacter 71 75}} {{#rollBetween() findAnOpportunityCharacter 76 79}} You encounter a traveler or denizen with the potential of being a conditional companion with the goal of serving as hireling and the drive of getting wealth. If you Take a Conditional Companion, add +1. {{/rollBetween() findAnOpportunityCharacter 76 79}} {{#rollBetween() findAnOpportunityCharacter 80 83}} You encounter a traveler or denizen with the potential of being a conditional companion. Take +1 momentum. {{/rollBetween() findAnOpportunityCharacter 80 83}} {{#rollBetween() findAnOpportunityCharacter 84 86}} You encounter one or more travelers or denizens in need for help and with the means to reward you. {{/rollBetween() findAnOpportunityCharacter 84 86}} {{#rollBetween() findAnOpportunityCharacter 87 95}} You encounter one or more characters related to one of you quests or that might lead to one. Take +2 momentum. {{/rollBetween() findAnOpportunityCharacter 87 95}} {{#rollBetween() findAnOpportunityCharacter 96 98}} Roll twice more on this table. Use one result. {{/rollBetween() findAnOpportunityCharacter 96 98}} {{#rollBetween() findAnOpportunityCharacter 99 100}} Choose one result from this table. {{/rollBetween() findAnOpportunityCharacter 99 100}}
    {{/findAnOpportunityCharacter}} {{#findAnOpportunityItem}}
    {{findAnOpportunityItem}}
    {{#rollBetween() findAnOpportunityItem 1 14}} You find resources that bolster your reserves. Take +1 supply. {{/rollBetween() findAnOpportunityItem 1 14}} {{#rollBetween() findAnOpportunityItem 15 26}} You find resources that bolster your reserves. Take +2 supply. {{/rollBetween() findAnOpportunityItem 15 26}} {{#rollBetween() findAnOpportunityItem 27 35}} You find some valuable goods. Take +2 wealth. {{/rollBetween() findAnOpportunityItem 27 35}} {{#rollBetween() findAnOpportunityItem 36 42}} You find some valuable goods. Take +2 wealth. {{/rollBetween() findAnOpportunityItem 36 42}} {{#rollBetween() findAnOpportunityItem 43 47}} You find a consumable item of your choice or as appropriate to the circumstances. {{/rollBetween() findAnOpportunityItem 43 47}} {{#rollBetween() findAnOpportunityItem 48 51}} You find two consumable items of your choice or as appropriate to the circumstances. {{/rollBetween() findAnOpportunityItem 48 51}} {{#rollBetween() findAnOpportunityItem 52 56}} You find a weapon of cost d4 wealth cost or less of your choice as appropriate to the circumstances. {{/rollBetween() findAnOpportunityItem 52 56}} {{#rollBetween() findAnOpportunityItem 57 59}} You find a weapon of cost d6 wealth or less of your choice as appropriate to the circumstances. {{/rollBetween() findAnOpportunityItem 57 59}} {{#rollBetween() findAnOpportunityItem 60 61}} You find a weapon of cost d8+1 wealth or less of your choice as appropriate to the circumstances. {{/rollBetween() findAnOpportunityItem 60 61}} {{#rollBetween() findAnOpportunityItem 62 64}} You find a shield of cost d4+1 wealth or less of your choice as appropriate to the circumstances. {{/rollBetween() findAnOpportunityItem 62 64}} {{#rollBetween() findAnOpportunityItem 65 66}} You find a shield of cost d6+1 wealth or less of your choice as appropriate to the circumstances. {{/rollBetween() findAnOpportunityItem 65 66}} {{#rollBetween() findAnOpportunityItem 67 69}} You find an armor of cost 1d4+3 wealth or less of your choice or as appropriate to the circumstances. {{/rollBetween() findAnOpportunityItem 67 69}} {{#rollBetween() findAnOpportunityItem 70 71}} You find an armor of cost 1d6+3 wealth or less of your choice as appropriate to the circumstances. {{/rollBetween() findAnOpportunityItem 70 71}} {{#rollTotal() findAnOpportunityItem 72}} You find an armor of cost 2d4+2 wealth or less of your choice as appropriate to the circumstances. {{/rollTotal() findAnOpportunityItem 72}} {{#rollBetween() findAnOpportunityItem 73 80}} You find an addon of your choice or as appropriate to the circumstances. {{/rollBetween() findAnOpportunityItem 73 80}} {{#rollBetween() findAnOpportunityItem 81 89}} You find an item of interest related to one of your quests or that might lead to one. Take +2 momentum. {{/rollBetween() findAnOpportunityItem 81 89}} {{#rollBetween() findAnOpportunityItem 90 100}} Roll twice more on this table. Both results occur. {{/rollBetween() findAnOpportunityItem 90 100}}
    {{/findAnOpportunityItem}} {{#ManifestInsanityCategory}}
    {{ManifestInsanityCategory}}
    {{#rollBetween() ManifestInsanityCategory 1 70}} Short-term Insanity {{/rollBetween() ManifestInsanityCategory 1 70}} {{#rollBetween() ManifestInsanityCategory 71 100}} Long-term Insanity {{/rollBetween() ManifestInsanityCategory 71 100}}
    {{/ManifestInsanityCategory}} {{#ManifestInsanityShort}}
    {{ManifestInsanityShort}}
    {{#rollBetween() ManifestInsanityShort 1 28}} You get scared, and your next move should imply to flee as far as possible from the source of the fear or danger. {{/rollBetween() ManifestInsanityShort 1 28}} {{#rollBetween() ManifestInsanityShort 29 51}} Your spirit is overwhelmed. Take the dazed condition. {{/rollBetween() ManifestInsanityShort 29 51}} {{#rollBetween() ManifestInsanityShort 52 69}} You show hysteric and emotional outburst by screaming, laughing, crying. Every other ally and companion must Endure Stress (1d2 stress) as a result. {{/rollBetween() ManifestInsanityShort 52 69}} {{#rollBetween() ManifestInsanityShort 70 87}} You begin babbling, coherently (logorrhoea) or incoherently. Your words show abuse, fear, hopelessness, irrationality or selfishness. Every other ally and companion must Endure Stress (1d3 stress) as a result. {{/rollBetween() ManifestInsanityShort 70 87}} {{#rollBetween() ManifestInsanityShort 88 95}} You Inflict Harm on yourself. {{/rollBetween() ManifestInsanityShort 88 95}} {{#rollBetween() ManifestInsanityShort 96 100}} You faint. Take the unconscious condition. {{/rollBetween() ManifestInsanityShort 96 100}}
    {{/ManifestInsanityShort}} {{#ManifestInsanityLong}}
    {{ManifestInsanityLong}}
    {{#rollBetween() ManifestInsanityLong 1 15}} Take the phobiac (severity 4) condition. {{/rollBetween() ManifestInsanityLong 1 15}} {{#rollBetween() ManifestInsanityLong 16 29}} Take the attached (severity 4) condition. {{/rollBetween() ManifestInsanityLong 16 29}} {{#rollBetween() ManifestInsanityLong 30 36}} Take the hallucinating (severity 2) condition. {{/rollBetween() ManifestInsanityLong 30 36}} {{#rollBetween() ManifestInsanityLong 37 53}} Take the compulsed (severity 4) condition. {{/rollBetween() ManifestInsanityLong 37 53}} {{#rollBetween() ManifestInsanityLong 54 57}} You start suffering psychosomatic deafness. Take the deafened (severity +1) condition. {{/rollBetween() ManifestInsanityLong 54 57}} {{#rollBetween() ManifestInsanityLong 58 60}} You start suffering psychosomatic blindness. Take the blind (severity +1) condition. {{/rollBetween() ManifestInsanityLong 58 60}} {{#rollBetween() ManifestInsanityLong 61 73}} Take the mute condition. {{/rollBetween() ManifestInsanityLong 61 73}} {{#rollBetween() ManifestInsanityLong 74 85}} You retreat into your mind, in a stupor state, assuming fetal position if not immediate danger is around, oblivious to events around you. Take the dazed, mute, shaken and unsteady (shaky) conditions. {{/rollBetween() ManifestInsanityLong 74 85}} {{#rollBetween() ManifestInsanityLong 86 93}} You become catatonic. Take the dazed, mute and numb (severity +1) conditions. {{/rollBetween() ManifestInsanityLong 86 93}} {{#rollBetween() ManifestInsanityLong 94 98}} Take the amok (severity 3) condition. Then, Clash the nearest target, whether they are an ally, companion, foe or else. {{/rollBetween() ManifestInsanityLong 94 98}} {{#rollBetween() ManifestInsanityLong 99 00}} Take the amnesiac (severity 5) condition. {{/rollBetween() ManifestInsanityLong 99 00}}
    {{/ManifestInsanityLong}}
    {{header}}
    {{#custom-oracle}}
    {{custom-oracle}}
    {{/custom-oracle}} {{#action}}
    {{action}}
    {{#rollTotal() action 1}}Scheme{{/rollTotal() action 1}} {{#rollTotal() action 2}}Clash{{/rollTotal() action 2}} {{#rollTotal() action 3}}Weaken{{/rollTotal() action 3}} {{#rollTotal() action 4}}Initiate{{/rollTotal() action 4}} {{#rollTotal() action 5}}Create{{/rollTotal() action 5}} {{#rollTotal() action 6}}Swear{{/rollTotal() action 6}} {{#rollTotal() action 7}}Avenge{{/rollTotal() action 7}} {{#rollTotal() action 8}}Guard{{/rollTotal() action 8}} {{#rollTotal() action 9}}Defeat{{/rollTotal() action 9}} {{#rollTotal() action 10}}Control{{/rollTotal() action 10}} {{#rollTotal() action 11}}Break{{/rollTotal() action 11}} {{#rollTotal() action 12}}Risk{{/rollTotal() action 12}} {{#rollTotal() action 13}}Surrender{{/rollTotal() action 13}} {{#rollTotal() action 14}}Inspect{{/rollTotal() action 14}} {{#rollTotal() action 15}}Raid{{/rollTotal() action 15}} {{#rollTotal() action 16}}Evade{{/rollTotal() action 16}} {{#rollTotal() action 17}}Assault{{/rollTotal() action 17}} {{#rollTotal() action 18}}Deflect{{/rollTotal() action 18}} {{#rollTotal() action 19}}Threaten{{/rollTotal() action 19}} {{#rollTotal() action 20}}Attack{{/rollTotal() action 20}} {{#rollTotal() action 21}}Leave{{/rollTotal() action 21}} {{#rollTotal() action 22}}Preserve{{/rollTotal() action 22}} {{#rollTotal() action 23}}Manipulate{{/rollTotal() action 23}} {{#rollTotal() action 24}}Remove{{/rollTotal() action 24}} {{#rollTotal() action 25}}Eliminate{{/rollTotal() action 25}} {{#rollTotal() action 26}}Withdraw{{/rollTotal() action 26}} {{#rollTotal() action 27}}Abandon{{/rollTotal() action 27}} {{#rollTotal() action 28}}Investigate{{/rollTotal() action 28}} {{#rollTotal() action 29}}Hold{{/rollTotal() action 29}} {{#rollTotal() action 30}}Focus{{/rollTotal() action 30}} {{#rollTotal() action 31}}Uncover{{/rollTotal() action 31}} {{#rollTotal() action 32}}Breach{{/rollTotal() action 32}} {{#rollTotal() action 33}}Aid{{/rollTotal() action 33}} {{#rollTotal() action 34}}Uphold{{/rollTotal() action 34}} {{#rollTotal() action 35}}Falter{{/rollTotal() action 35}} {{#rollTotal() action 36}}Suppress{{/rollTotal() action 36}} {{#rollTotal() action 37}}Hunt{{/rollTotal() action 37}} {{#rollTotal() action 38}}Share{{/rollTotal() action 38}} {{#rollTotal() action 39}}Destroy{{/rollTotal() action 39}} {{#rollTotal() action 40}}Avoid{{/rollTotal() action 40}} {{#rollTotal() action 41}}Reject{{/rollTotal() action 41}} {{#rollTotal() action 42}}Demand{{/rollTotal() action 42}} {{#rollTotal() action 43}}Explore{{/rollTotal() action 43}} {{#rollTotal() action 44}}Bolster{{/rollTotal() action 44}} {{#rollTotal() action 45}}Seize{{/rollTotal() action 45}} {{#rollTotal() action 46}}Mourn{{/rollTotal() action 46}} {{#rollTotal() action 47}}Reveal{{/rollTotal() action 47}} {{#rollTotal() action 48}}Gather{{/rollTotal() action 48}} {{#rollTotal() action 49}}Defy{{/rollTotal() action 49}} {{#rollTotal() action 50}}Transform{{/rollTotal() action 50}} {{#rollTotal() action 51}}Persevere{{/rollTotal() action 51}} {{#rollTotal() action 52}}Serve{{/rollTotal() action 52}} {{#rollTotal() action 53}}Begin{{/rollTotal() action 53}} {{#rollTotal() action 54}}Move{{/rollTotal() action 54}} {{#rollTotal() action 55}}Coordinate{{/rollTotal() action 55}} {{#rollTotal() action 56}}Resist{{/rollTotal() action 56}} {{#rollTotal() action 57}}Await{{/rollTotal() action 57}} {{#rollTotal() action 58}}Impress{{/rollTotal() action 58}} {{#rollTotal() action 59}}Take{{/rollTotal() action 59}} {{#rollTotal() action 60}}Oppose{{/rollTotal() action 60}} {{#rollTotal() action 61}}Capture{{/rollTotal() action 61}} {{#rollTotal() action 62}}Overwhelm{{/rollTotal() action 62}} {{#rollTotal() action 63}}Challenge{{/rollTotal() action 63}} {{#rollTotal() action 64}}Acquire{{/rollTotal() action 64}} {{#rollTotal() action 65}}Protect{{/rollTotal() action 65}} {{#rollTotal() action 66}}Finish{{/rollTotal() action 66}} {{#rollTotal() action 67}}Strengthen{{/rollTotal() action 67}} {{#rollTotal() action 68}}Restore{{/rollTotal() action 68}} {{#rollTotal() action 69}}Advance{{/rollTotal() action 69}} {{#rollTotal() action 70}}Command{{/rollTotal() action 70}} {{#rollTotal() action 71}}Refuse{{/rollTotal() action 71}} {{#rollTotal() action 72}}Find{{/rollTotal() action 72}} {{#rollTotal() action 73}}Deliver{{/rollTotal() action 73}} {{#rollTotal() action 74}}Hide{{/rollTotal() action 74}} {{#rollTotal() action 75}}Fortify{{/rollTotal() action 75}} {{#rollTotal() action 76}}Betray{{/rollTotal() action 76}} {{#rollTotal() action 77}}Secure{{/rollTotal() action 77}} {{#rollTotal() action 78}}Arrive{{/rollTotal() action 78}} {{#rollTotal() action 79}}Affect{{/rollTotal() action 79}} {{#rollTotal() action 80}}Change{{/rollTotal() action 80}} {{#rollTotal() action 81}}Defend{{/rollTotal() action 81}} {{#rollTotal() action 82}}Debate{{/rollTotal() action 82}} {{#rollTotal() action 83}}Support{{/rollTotal() action 83}} {{#rollTotal() action 84}}Follow{{/rollTotal() action 84}} {{#rollTotal() action 85}}Construct{{/rollTotal() action 85}} {{#rollTotal() action 86}}Locate{{/rollTotal() action 86}} {{#rollTotal() action 87}}Endure{{/rollTotal() action 87}} {{#rollTotal() action 88}}Release{{/rollTotal() action 88}} {{#rollTotal() action 89}}Lose{{/rollTotal() action 89}} {{#rollTotal() action 90}}Reduce{{/rollTotal() action 90}} {{#rollTotal() action 91}}Escalate{{/rollTotal() action 91}} {{#rollTotal() action 92}}Distract{{/rollTotal() action 92}} {{#rollTotal() action 93}}Journey{{/rollTotal() action 93}} {{#rollTotal() action 94}}Escort{{/rollTotal() action 94}} {{#rollTotal() action 95}}Learn{{/rollTotal() action 95}} {{#rollTotal() action 96}}Communicate{{/rollTotal() action 96}} {{#rollTotal() action 97}}Depart{{/rollTotal() action 97}} {{#rollTotal() action 98}}Search{{/rollTotal() action 98}} {{#rollTotal() action 99}}Charge{{/rollTotal() action 99}} {{#rollTotal() action 100}}Summon{{/rollTotal() action 100}}
    {{/action}} {{#theme}}
    {{theme}}
    {{#rollTotal() theme 1}}Risk{{/rollTotal() theme 1}} {{#rollTotal() theme 2}}Ability{{/rollTotal() theme 2}} {{#rollTotal() theme 3}}Price{{/rollTotal() theme 3}} {{#rollTotal() theme 4}}Ally{{/rollTotal() theme 4}} {{#rollTotal() theme 5}}Battle{{/rollTotal() theme 5}} {{#rollTotal() theme 6}}Safety{{/rollTotal() theme 6}} {{#rollTotal() theme 7}}Survival{{/rollTotal() theme 7}} {{#rollTotal() theme 8}}Weapon{{/rollTotal() theme 8}} {{#rollTotal() theme 9}}Wound{{/rollTotal() theme 9}} {{#rollTotal() theme 10}}Shelter{{/rollTotal() theme 10}} {{#rollTotal() theme 11}}Leader{{/rollTotal() theme 11}} {{#rollTotal() theme 12}}Fear{{/rollTotal() theme 12}} {{#rollTotal() theme 13}}Time{{/rollTotal() theme 13}} {{#rollTotal() theme 14}}Duty{{/rollTotal() theme 14}} {{#rollTotal() theme 15}}Secret{{/rollTotal() theme 15}} {{#rollTotal() theme 16}}Innocence{{/rollTotal() theme 16}} {{#rollTotal() theme 17}}Renown{{/rollTotal() theme 17}} {{#rollTotal() theme 18}}Direction{{/rollTotal() theme 18}} {{#rollTotal() theme 19}}Death{{/rollTotal() theme 19}} {{#rollTotal() theme 20}}Honor{{/rollTotal() theme 20}} {{#rollTotal() theme 21}}Labor{{/rollTotal() theme 21}} {{#rollTotal() theme 22}}Solution{{/rollTotal() theme 22}} {{#rollTotal() theme 23}}Tool{{/rollTotal() theme 23}} {{#rollTotal() theme 24}}Balance{{/rollTotal() theme 24}} {{#rollTotal() theme 25}}Love{{/rollTotal() theme 25}} {{#rollTotal() theme 26}}Barrier{{/rollTotal() theme 26}} {{#rollTotal() theme 27}}Creation{{/rollTotal() theme 27}} {{#rollTotal() theme 28}}Decay{{/rollTotal() theme 28}} {{#rollTotal() theme 29}}Trade{{/rollTotal() theme 29}} {{#rollTotal() theme 30}}Bond{{/rollTotal() theme 30}} {{#rollTotal() theme 31}}Hope{{/rollTotal() theme 31}} {{#rollTotal() theme 32}}Superstition{{/rollTotal() theme 32}} {{#rollTotal() theme 33}}Peace{{/rollTotal() theme 33}} {{#rollTotal() theme 34}}Deception{{/rollTotal() theme 34}} {{#rollTotal() theme 35}}History{{/rollTotal() theme 35}} {{#rollTotal() theme 36}}World{{/rollTotal() theme 36}} {{#rollTotal() theme 37}}Vow{{/rollTotal() theme 37}} {{#rollTotal() theme 38}}Protection{{/rollTotal() theme 38}} {{#rollTotal() theme 39}}Nature{{/rollTotal() theme 39}} {{#rollTotal() theme 40}}Opinion{{/rollTotal() theme 40}} {{#rollTotal() theme 41}}Burden{{/rollTotal() theme 41}} {{#rollTotal() theme 42}}Vengeance{{/rollTotal() theme 42}} {{#rollTotal() theme 43}}Opportunity{{/rollTotal() theme 43}} {{#rollTotal() theme 44}}Faction{{/rollTotal() theme 44}} {{#rollTotal() theme 45}}Danger{{/rollTotal() theme 45}} {{#rollTotal() theme 46}}Corruption{{/rollTotal() theme 46}} {{#rollTotal() theme 47}}Freedom{{/rollTotal() theme 47}} {{#rollTotal() theme 48}}Debt{{/rollTotal() theme 48}} {{#rollTotal() theme 49}}Hate{{/rollTotal() theme 49}} {{#rollTotal() theme 50}}Possession{{/rollTotal() theme 50}} {{#rollTotal() theme 51}}Stranger{{/rollTotal() theme 51}} {{#rollTotal() theme 52}}Passage{{/rollTotal() theme 52}} {{#rollTotal() theme 53}}Land{{/rollTotal() theme 53}} {{#rollTotal() theme 54}}Creature{{/rollTotal() theme 54}} {{#rollTotal() theme 55}}Disease{{/rollTotal() theme 55}} {{#rollTotal() theme 56}}Advantage{{/rollTotal() theme 56}} {{#rollTotal() theme 57}}Blood{{/rollTotal() theme 57}} {{#rollTotal() theme 58}}Language{{/rollTotal() theme 58}} {{#rollTotal() theme 59}}Rumor{{/rollTotal() theme 59}} {{#rollTotal() theme 60}}Weakness{{/rollTotal() theme 60}} {{#rollTotal() theme 61}}Greed{{/rollTotal() theme 61}} {{#rollTotal() theme 62}}Family{{/rollTotal() theme 62}} {{#rollTotal() theme 63}}Resource{{/rollTotal() theme 63}} {{#rollTotal() theme 64}}Structure{{/rollTotal() theme 64}} {{#rollTotal() theme 65}}Dream{{/rollTotal() theme 65}} {{#rollTotal() theme 66}}Community{{/rollTotal() theme 66}} {{#rollTotal() theme 67}}War{{/rollTotal() theme 67}} {{#rollTotal() theme 68}}Portent{{/rollTotal() theme 68}} {{#rollTotal() theme 69}}Prize{{/rollTotal() theme 69}} {{#rollTotal() theme 70}}Destiny{{/rollTotal() theme 70}} {{#rollTotal() theme 71}}Momentum{{/rollTotal() theme 71}} {{#rollTotal() theme 72}}Power{{/rollTotal() theme 72}} {{#rollTotal() theme 73}}Memory{{/rollTotal() theme 73}} {{#rollTotal() theme 74}}Ruin{{/rollTotal() theme 74}} {{#rollTotal() theme 75}}Mysticism{{/rollTotal() theme 75}} {{#rollTotal() theme 76}}Rival{{/rollTotal() theme 76}} {{#rollTotal() theme 77}}Problem{{/rollTotal() theme 77}} {{#rollTotal() theme 78}}Idea{{/rollTotal() theme 78}} {{#rollTotal() theme 79}}Revenge{{/rollTotal() theme 79}} {{#rollTotal() theme 80}}Health{{/rollTotal() theme 80}} {{#rollTotal() theme 81}}Fellowship{{/rollTotal() theme 81}} {{#rollTotal() theme 82}}Enemy{{/rollTotal() theme 82}} {{#rollTotal() theme 83}}Religion{{/rollTotal() theme 83}} {{#rollTotal() theme 84}}Spirit{{/rollTotal() theme 84}} {{#rollTotal() theme 85}}Fame{{/rollTotal() theme 85}} {{#rollTotal() theme 86}}Desolation{{/rollTotal() theme 86}} {{#rollTotal() theme 87}}Strength{{/rollTotal() theme 87}} {{#rollTotal() theme 88}}Knowledge{{/rollTotal() theme 88}} {{#rollTotal() theme 89}}Truth{{/rollTotal() theme 89}} {{#rollTotal() theme 90}}Quest{{/rollTotal() theme 90}} {{#rollTotal() theme 91}}Pride{{/rollTotal() theme 91}} {{#rollTotal() theme 92}}Loss{{/rollTotal() theme 92}} {{#rollTotal() theme 93}}Law{{/rollTotal() theme 93}} {{#rollTotal() theme 94}}Path{{/rollTotal() theme 94}} {{#rollTotal() theme 95}}Warning{{/rollTotal() theme 95}} {{#rollTotal() theme 96}}Relationship{{/rollTotal() theme 96}} {{#rollTotal() theme 97}}Wealth{{/rollTotal() theme 97}} {{#rollTotal() theme 98}}Home{{/rollTotal() theme 98}} {{#rollTotal() theme 99}}Strategy{{/rollTotal() theme 99}} {{#rollTotal() theme 100}}Supply{{/rollTotal() theme 100}}
    {{/theme}} {{#region}}
    {{region}}
    {{#rollBetween() region 1 12}}Barrier Islands{{/rollBetween() region 1 12}} {{#rollBetween() region 13 24}}Ragged Coast{{/rollBetween() region 13 24}} {{#rollBetween() region 25 34}}Deep Wilds{{/rollBetween() region 25 34}} {{#rollBetween() region 35 46}}Flooded Lands{{/rollBetween() region 35 46}} {{#rollBetween() region 47 60}}Havens{{/rollBetween() region 47 60}} {{#rollBetween() region 61 72}}Hinterlands{{/rollBetween() region 61 72}} {{#rollBetween() region 73 84}}Tempest Hills{{/rollBetween() region 73 84}} {{#rollBetween() region 85 94}}Veiled Mountains{{/rollBetween() region 85 94}} {{#rollBetween() region 95 99}}Shattered Wastes{{/rollBetween() region 95 99}} {{#rollTotal() region 100}}Elsewhere{{/rollTotal() region 100}}
    {{/region}} {{#location}}
    {{location}}
    {{#rollTotal() location 1}}Hideout{{/rollTotal() location 1}} {{#rollTotal() location 2}}Ruin{{/rollTotal() location 2}} {{#rollTotal() location 3}}Mine{{/rollTotal() location 3}} {{#rollTotal() location 4}}Waste{{/rollTotal() location 4}} {{#rollTotal() location 5}}Mystical Site{{/rollTotal() location 5}} {{#rollTotal() location 6}}Path{{/rollTotal() location 6}} {{#rollTotal() location 7}}Outpost{{/rollTotal() location 7}} {{#rollTotal() location 8}}Wall{{/rollTotal() location 8}} {{#rollTotal() location 9}}Battlefield{{/rollTotal() location 9}} {{#rollTotal() location 10}}Hovel{{/rollTotal() location 10}} {{#rollTotal() location 11}}Spring{{/rollTotal() location 11}} {{#rollTotal() location 12}}Lair{{/rollTotal() location 12}} {{#rollTotal() location 13}}Fort{{/rollTotal() location 13}} {{#rollTotal() location 14}}Bridge{{/rollTotal() location 14}} {{#rollTotal() location 15}}Camp{{/rollTotal() location 15}} {{#rollTotal() location 16 }}Cairn/Grave{{/rollTotal() location 16 }} {{#rollBetween() location 17 18 }}Caravan{{/rollBetween() location 17 18 }} {{#rollBetween() location 19 20 }}Waterfall{{/rollBetween() location 19 20 }} {{#rollBetween() location 21 22 }}Cave{{/rollBetween() location 21 22 }} {{#rollBetween() location 23 24 }}Swamp{{/rollBetween() location 23 24 }} {{#rollBetween() location 25 26 }}Fen{{/rollBetween() location 25 26 }} {{#rollBetween() location 27 28 }}Ravine{{/rollBetween() location 27 28 }} {{#rollBetween() location 29 30 }}Road{{/rollBetween() location 29 30 }} {{#rollBetween() location 31 32 }}Tree{{/rollBetween() location 31 32 }} {{#rollBetween() location 33 34 }}Pond{{/rollBetween() location 33 34 }} {{#rollBetween() location 35 36 }}Fields{{/rollBetween() location 35 36 }} {{#rollBetween() location 37 38 }}Marsh{{/rollBetween() location 37 38 }} {{#rollBetween() location 39 40 }}Steading{{/rollBetween() location 39 40 }} {{#rollBetween() location 41 42 }}Rapids{{/rollBetween() location 41 42 }} {{#rollBetween() location 43 44 }}Pass{{/rollBetween() location 43 44 }} {{#rollBetween() location 45 46 }}Trail{{/rollBetween() location 45 46 }} {{#rollBetween() location 47 48 }}Glade{{/rollBetween() location 47 48 }} {{#rollBetween() location 49 50 }}Plain{{/rollBetween() location 49 50 }} {{#rollBetween() location 51 52 }}Ridge{{/rollBetween() location 51 52 }} {{#rollBetween() location 53 54 }}Cliff{{/rollBetween() location 53 54 }} {{#rollBetween() location 55 56 }}Grove{{/rollBetween() location 55 56 }} {{#rollBetween() location 57 58 }}Village{{/rollBetween() location 57 58 }} {{#rollBetween() location 59 60 }}Moor{{/rollBetween() location 59 60 }} {{#rollBetween() location 61 62 }}Thicket{{/rollBetween() location 61 62 }} {{#rollBetween() location 63 64 }}River Ford{{/rollBetween() location 63 64 }} {{#rollBetween() location 65 66 }}Valley{{/rollBetween() location 65 66 }} {{#rollBetween() location 67 68 }}Bay/Fjord{{/rollBetween() location 67 68 }} {{#rollBetween() location 69 70 }}Foothills{{/rollBetween() location 69 70 }} {{#rollBetween() location 71 72 }}Lake{{/rollBetween() location 71 72 }} {{#rollBetween() location 73 75 }}River{{/rollBetween() location 73 75 }} {{#rollBetween() location 76 79 }}Forest{{/rollBetween() location 76 79 }} {{#rollBetween() location 80 83 }}Coast{{/rollBetween() location 80 83 }} {{#rollBetween() location 84 88 }}Hill{{/rollBetween() location 84 88 }} {{#rollBetween() location 89 93 }}Mountain{{/rollBetween() location 89 93 }} {{#rollBetween() location 94 99 }}Woods{{/rollBetween() location 94 99 }} {{#rollTotal() location 100}}Anomaly{{/rollTotal() location 100}}
    {{/location}} {{#coastalWatersLocation}}
    {{coastalWatersLocation}}
    {{#rollTotal() coastalWatersLocation 1}}Fleet{{/rollTotal() coastalWatersLocation 1}} {{#rollTotal() coastalWatersLocation 2}}Sargassum{{/rollTotal() coastalWatersLocation 2}} {{#rollTotal() coastalWatersLocation 3}}Flotsam{{/rollTotal() coastalWatersLocation 3}} {{#rollTotal() coastalWatersLocation 4}}Mystical Site{{/rollTotal() coastalWatersLocation 4}} {{#rollTotal() coastalWatersLocation 5}}Lair{{/rollTotal() coastalWatersLocation 5}} {{#rollBetween() coastalWatersLocation 6 10}}Wreck{{/rollBetween() coastalWatersLocation 6 10}} {{#rollBetween() coastalWatersLocation 11 15}}Harbor{{/rollBetween() coastalWatersLocation 11 15}} {{#rollBetween() coastalWatersLocation 16 23}}Ship{{/rollBetween() coastalWatersLocation 16 23}} {{#rollBetween() coastalWatersLocation 24 30}}Rocks{{/rollBetween() coastalWatersLocation 24 30}} {{#rollBetween() coastalWatersLocation 31 38}}Fjord{{/rollBetween() coastalWatersLocation 31 38}} {{#rollBetween() coastalWatersLocation 39 46}}Estuary{{/rollBetween() coastalWatersLocation 39 46}} {{#rollBetween() coastalWatersLocation 47 54}}Cove{{/rollBetween() coastalWatersLocation 47 54}} {{#rollBetween() coastalWatersLocation 55 62}}Bay{{/rollBetween() coastalWatersLocation 55 62}} {{#rollBetween() coastalWatersLocation 63 70}}Ice{{/rollBetween() coastalWatersLocation 63 70}} {{#rollBetween() coastalWatersLocation 71 85}}Island{{/rollBetween() coastalWatersLocation 71 85}} {{#rollBetween() coastalWatersLocation 86 99}}Open Water{{/rollBetween() coastalWatersLocation 86 99}} {{#rollTotal() coastalWatersLocation 100}}Anomaly{{/rollTotal() coastalWatersLocation 100}}
    {{/coastalWatersLocation}} {{#locationDescriptor}}
    {{locationDescriptor}}
    {{#rollBetween() locationDescriptor 1 2}}High {{/rollBetween() locationDescriptor 1 2}} {{#rollBetween() locationDescriptor 3 4}}Remote {{/rollBetween() locationDescriptor 3 4}} {{#rollBetween() locationDescriptor 5 6}}Exposed {{/rollBetween() locationDescriptor 5 6}} {{#rollBetween() locationDescriptor 7 8}}Small {{/rollBetween() locationDescriptor 7 8}} {{#rollBetween() locationDescriptor 9 10}}Broken {{/rollBetween() locationDescriptor 9 10}} {{#rollBetween() locationDescriptor 11 12}}Diverse {{/rollBetween() locationDescriptor 11 12}} {{#rollBetween() locationDescriptor 13 14}}Rough {{/rollBetween() locationDescriptor 13 14}} {{#rollBetween() locationDescriptor 15 16}}Dark {{/rollBetween() locationDescriptor 15 16}} {{#rollBetween() locationDescriptor 17 18}}Shadowy {{/rollBetween() locationDescriptor 17 18}} {{#rollBetween() locationDescriptor 19 20}}Contested {{/rollBetween() locationDescriptor 19 20}} {{#rollBetween() locationDescriptor 21 22}}Grim {{/rollBetween() locationDescriptor 21 22}} {{#rollBetween() locationDescriptor 23 24}}Wild {{/rollBetween() locationDescriptor 23 24}} {{#rollBetween() locationDescriptor 25 26}}Fertile {{/rollBetween() locationDescriptor 25 26}} {{#rollBetween() locationDescriptor 27 28}}Blocked {{/rollBetween() locationDescriptor 27 28}} {{#rollBetween() locationDescriptor 29 30}}Ancient {{/rollBetween() locationDescriptor 29 30}} {{#rollBetween() locationDescriptor 31 32}}Perilous {{/rollBetween() locationDescriptor 31 32}} {{#rollBetween() locationDescriptor 33 34}}Hidden{{/rollBetween() locationDescriptor 33 34}} {{#rollBetween() locationDescriptor 35 36}}Occupied {{/rollBetween() locationDescriptor 35 36}} {{#rollBetween() locationDescriptor 37 38}}Rich {{/rollBetween() locationDescriptor 37 38}} {{#rollBetween() locationDescriptor 39 40}}Big {{/rollBetween() locationDescriptor 39 40}} {{#rollBetween() locationDescriptor 41 42}}Savage {{/rollBetween() locationDescriptor 41 42}} {{#rollBetween() locationDescriptor 43 44}}Defended {{/rollBetween() locationDescriptor 43 44}} {{#rollBetween() locationDescriptor 45 46}}Withered {{/rollBetween() locationDescriptor 45 46}} {{#rollBetween() locationDescriptor 47 48}}Mystical {{/rollBetween() locationDescriptor 47 48}} {{#rollBetween() locationDescriptor 49 50}}Inaccessible {{/rollBetween() locationDescriptor 49 50}} {{#rollBetween() locationDescriptor 51 52}}Protected {{/rollBetween() locationDescriptor 51 52}} {{#rollBetween() locationDescriptor 53 54}}Abandoned {{/rollBetween() locationDescriptor 53 54}} {{#rollBetween() locationDescriptor 55 56}}Wide {{/rollBetween() locationDescriptor 55 56}} {{#rollBetween() locationDescriptor 57 58}}Foul {{/rollBetween() locationDescriptor 57 58}} {{#rollBetween() locationDescriptor 59 60}}Dead {{/rollBetween() locationDescriptor 59 60}} {{#rollBetween() locationDescriptor 61 62}}Ruined {{/rollBetween() locationDescriptor 61 62}} {{#rollBetween() locationDescriptor 63 64}}Barren {{/rollBetween() locationDescriptor 63 64}} {{#rollBetween() locationDescriptor 65 66}}Cold {{/rollBetween() locationDescriptor 65 66}} {{#rollBetween() locationDescriptor 67 68}}Blighted{{/rollBetween() locationDescriptor 67 68}} {{#rollBetween() locationDescriptor 69 70}}Low {{/rollBetween() locationDescriptor 69 70}} {{#rollBetween() locationDescriptor 71 72}}Beautiful {{/rollBetween() locationDescriptor 71 72}} {{#rollBetween() locationDescriptor 73 74}}Abundant {{/rollBetween() locationDescriptor 73 74}} {{#rollBetween() locationDescriptor 75 76}}Lush {{/rollBetween() locationDescriptor 75 76}} {{#rollBetween() locationDescriptor 77 78}}Flooded {{/rollBetween() locationDescriptor 77 78}} {{#rollBetween() locationDescriptor 79 80}}Empty {{/rollBetween() locationDescriptor 79 80}} {{#rollBetween() locationDescriptor 81 82}}Strange {{/rollBetween() locationDescriptor 81 82}} {{#rollBetween() locationDescriptor 83 84}}Corrupted {{/rollBetween() locationDescriptor 83 84}} {{#rollBetween() locationDescriptor 85 86}}Peaceful {{/rollBetween() locationDescriptor 85 86}} {{#rollBetween() locationDescriptor 87 88}}Forgotten {{/rollBetween() locationDescriptor 87 88}} {{#rollBetween() locationDescriptor 89 90}}Expansive {{/rollBetween() locationDescriptor 89 90}} {{#rollBetween() locationDescriptor 91 92}}Settled {{/rollBetween() locationDescriptor 91 92}} {{#rollBetween() locationDescriptor 93 94}}Dense {{/rollBetween() locationDescriptor 93 94}} {{#rollBetween() locationDescriptor 95 96}}Civilized {{/rollBetween() locationDescriptor 95 96}} {{#rollBetween() locationDescriptor 97 98}}Desolate {{/rollBetween() locationDescriptor 97 98}} {{#rollBetween() locationDescriptor 99 100}}Isolated{{/rollBetween() locationDescriptor 99 100}}
    {{/locationDescriptor}} {{#settlementName}}
    {{settlementName}}
    {{#rollBetween() settlementName 01 15}}A feature of the landscape. Envision what it is. What makes it unusual or distinctive?{{/rollBetween() settlementName 01 15}} {{#rollBetween() settlementName 16 30}}A manmade edifice. What is it? Why is it important to this settlement’s history?{{/rollBetween() settlementName 16 30}} {{#rollBetween() settlementName 31 45}} A creature. Why have the people of this settlement chosen this creature as their totem? How is it represented in art or rituals?{{/rollBetween() settlementName 31 45}} {{#rollBetween() settlementName 46 60}}A historical event. What happened here? What place or practice commemorates this event?{{/rollBetween() settlementName 46 60}} {{#rollBetween() settlementName 61 75}} A word in an Old World language. What culture is represented by this word? What does it translate to?{{/rollBetween() settlementName 61 75}} {{#rollBetween() settlementName 76 90}}A season or environmental aspect. What influence does the weather have on this settlement?{{/rollBetween() settlementName 76 90}} {{#rollBetween() settlementName 91 100}}Something Else....{{/rollBetween() settlementName 91 100}}
    {{/settlementName}} {{#quickSettlementName}}
    {{quickSettlementNamePrefix}}{{quickSettlementNameSuffix}}
    {{#rollBetween() quickSettlementNamePrefix 1 4}}Bleak{{/rollBetween() quickSettlementNamePrefix 1 4}} {{#rollBetween() quickSettlementNamePrefix 5 8}}Green{{/rollBetween() quickSettlementNamePrefix 5 8}} {{#rollBetween() quickSettlementNamePrefix 9 12}}Wolf{{/rollBetween() quickSettlementNamePrefix 9 12}} {{#rollBetween() quickSettlementNamePrefix 13 16}}Raven{{/rollBetween() quickSettlementNamePrefix 13 16}} {{#rollBetween() quickSettlementNamePrefix 17 20}}Gray{{/rollBetween() quickSettlementNamePrefix 17 20}} {{#rollBetween() quickSettlementNamePrefix 21 24}}Red{{/rollBetween() quickSettlementNamePrefix 21 24}} {{#rollBetween() quickSettlementNamePrefix 25 28}}Axe{{/rollBetween() quickSettlementNamePrefix 25 28}} {{#rollBetween() quickSettlementNamePrefix 29 32}}Great{{/rollBetween() quickSettlementNamePrefix 29 32}} {{#rollBetween() quickSettlementNamePrefix 33 36}}Wood{{/rollBetween() quickSettlementNamePrefix 33 36}} {{#rollBetween() quickSettlementNamePrefix 37 40}}Low{{/rollBetween() quickSettlementNamePrefix 37 40}} {{#rollBetween() quickSettlementNamePrefix 41 44}}White{{/rollBetween() quickSettlementNamePrefix 41 44}} {{#rollBetween() quickSettlementNamePrefix 45 48}}Storm{{/rollBetween() quickSettlementNamePrefix 45 48}} {{#rollBetween() quickSettlementNamePrefix 49 52}}Black{{/rollBetween() quickSettlementNamePrefix 49 52}} {{#rollBetween() quickSettlementNamePrefix 53 56}}Mourn{{/rollBetween() quickSettlementNamePrefix 53 56}} {{#rollBetween() quickSettlementNamePrefix 57 60}}New{{/rollBetween() quickSettlementNamePrefix 57 60}} {{#rollBetween() quickSettlementNamePrefix 61 64}}Stone{{/rollBetween() quickSettlementNamePrefix 61 64}} {{#rollBetween() quickSettlementNamePrefix 65 68}}Grim{{/rollBetween() quickSettlementNamePrefix 65 68}} {{#rollBetween() quickSettlementNamePrefix 69 72}}Lost{{/rollBetween() quickSettlementNamePrefix 69 72}} {{#rollBetween() quickSettlementNamePrefix 73 76}}High{{/rollBetween() quickSettlementNamePrefix 73 76}} {{#rollBetween() quickSettlementNamePrefix 77 80}}Rock{{/rollBetween() quickSettlementNamePrefix 77 80}} {{#rollBetween() quickSettlementNamePrefix 81 84}}Shield{{/rollBetween() quickSettlementNamePrefix 81 84}} {{#rollBetween() quickSettlementNamePrefix 85 88}}Sword{{/rollBetween() quickSettlementNamePrefix 85 88}} {{#rollBetween() quickSettlementNamePrefix 89 92}}Frost{{/rollBetween() quickSettlementNamePrefix 89 92}} {{#rollBetween() quickSettlementNamePrefix 93 96}}Thorn{{/rollBetween() quickSettlementNamePrefix 93 96}} {{#rollBetween() quickSettlementNamePrefix 97 100}}Long{{/rollBetween() quickSettlementNamePrefix 97 100}} {{#rollBetween() quickSettlementNameSuffix 1 4}}moor{{/rollBetween() quickSettlementNameSuffix 1 4}} {{#rollBetween() quickSettlementNameSuffix 5 8}}ford{{/rollBetween() quickSettlementNameSuffix 5 8}} {{#rollBetween() quickSettlementNameSuffix 9 12}}crag{{/rollBetween() quickSettlementNameSuffix 9 12}} {{#rollBetween() quickSettlementNameSuffix 13 16}}watch{{/rollBetween() quickSettlementNameSuffix 13 16}} {{#rollBetween() quickSettlementNameSuffix 17 20}}hope{{/rollBetween() quickSettlementNameSuffix 17 20}} {{#rollBetween() quickSettlementNameSuffix 21 24}}wood{{/rollBetween() quickSettlementNameSuffix 21 24}} {{#rollBetween() quickSettlementNameSuffix 25 28}}ridge{{/rollBetween() quickSettlementNameSuffix 25 28}} {{#rollBetween() quickSettlementNameSuffix 29 32}}stone{{/rollBetween() quickSettlementNameSuffix 29 32}} {{#rollBetween() quickSettlementNameSuffix 33 36}}haven{{/rollBetween() quickSettlementNameSuffix 33 36}} {{#rollBetween() quickSettlementNameSuffix 37 40}}fall(s){{/rollBetween() quickSettlementNameSuffix 37 40}} {{#rollBetween() quickSettlementNameSuffix 41 44}}river{{/rollBetween() quickSettlementNameSuffix 41 44}} {{#rollBetween() quickSettlementNameSuffix 45 48}}field{{/rollBetween() quickSettlementNameSuffix 45 48}} {{#rollBetween() quickSettlementNameSuffix 49 52}}hill{{/rollBetween() quickSettlementNameSuffix 49 52}} {{#rollBetween() quickSettlementNameSuffix 53 56}}bridge{{/rollBetween() quickSettlementNameSuffix 53 56}} {{#rollBetween() quickSettlementNameSuffix 57 60}}mark{{/rollBetween() quickSettlementNameSuffix 57 60}} {{#rollBetween() quickSettlementNameSuffix 61 64}}cairn{{/rollBetween() quickSettlementNameSuffix 61 64}} {{#rollBetween() quickSettlementNameSuffix 65 68}}land{{/rollBetween() quickSettlementNameSuffix 65 68}} {{#rollBetween() quickSettlementNameSuffix 69 72}}hall{{/rollBetween() quickSettlementNameSuffix 69 72}} {{#rollBetween() quickSettlementNameSuffix 73 76}}mount{{/rollBetween() quickSettlementNameSuffix 73 76}} {{#rollBetween() quickSettlementNameSuffix 77 80}}rock{{/rollBetween() quickSettlementNameSuffix 77 80}} {{#rollBetween() quickSettlementNameSuffix 81 84}}brook{{/rollBetween() quickSettlementNameSuffix 81 84}} {{#rollBetween() quickSettlementNameSuffix 85 88}}barrow{{/rollBetween() quickSettlementNameSuffix 85 88}} {{#rollBetween() quickSettlementNameSuffix 89 92}}stead{{/rollBetween() quickSettlementNameSuffix 89 92}} {{#rollBetween() quickSettlementNameSuffix 93 96}}home{{/rollBetween() quickSettlementNameSuffix 93 96}} {{#rollBetween() quickSettlementNameSuffix 97 100}}wick{{/rollBetween() quickSettlementNameSuffix 97 100}}
    {{/quickSettlementName}} {{#settlementTrouble}}
    {{settlementTrouble}}
    {{#rollBetween() settlementTrouble 1 2}}Outsiders rejected{{/rollBetween() settlementTrouble 1 2}} {{#rollBetween() settlementTrouble 3 4}}Dangerous discovery{{/rollBetween() settlementTrouble 3 4}} {{#rollBetween() settlementTrouble 5 6}}Dreadful omens{{/rollBetween() settlementTrouble 5 6}} {{#rollBetween() settlementTrouble 7 8}}Natural disaster{{/rollBetween() settlementTrouble 7 8}} {{#rollBetween() settlementTrouble 9 10}}Old wounds reopened{{/rollBetween() settlementTrouble 9 10}} {{#rollBetween() settlementTrouble 11 12}}Important object is lost{{/rollBetween() settlementTrouble 11 12}} {{#rollBetween() settlementTrouble 13 14}}Someone is captured{{/rollBetween() settlementTrouble 13 14}} {{#rollBetween() settlementTrouble 15 16}}Mysterious phenomenon{{/rollBetween() settlementTrouble 15 16}} {{#rollBetween() settlementTrouble 17 18}}Revolt against a leader{{/rollBetween() settlementTrouble 17 18}} {{#rollBetween() settlementTrouble 19 20}}Vengeful outcast{{/rollBetween() settlementTrouble 19 20}} {{#rollBetween() settlementTrouble 21 22}}Rival settlement{{/rollBetween() settlementTrouble 21 22}} {{#rollBetween() settlementTrouble 23 24}}Nature strikes back{{/rollBetween() settlementTrouble 23 24}} {{#rollBetween() settlementTrouble 25 26}}Someone is missing{{/rollBetween() settlementTrouble 25 26}} {{#rollBetween() settlementTrouble 27 28}}Production halts{{/rollBetween() settlementTrouble 27 28}} {{#rollBetween() settlementTrouble 29 30}}Mysterious murders{{/rollBetween() settlementTrouble 29 30}} {{#rollBetween() settlementTrouble 31 32}}Debt comes due{{/rollBetween() settlementTrouble 31 32}} {{#rollBetween() settlementTrouble 33 34}}Unjust leadership{{/rollBetween() settlementTrouble 33 34}} {{#rollBetween() settlementTrouble 35 36}}Disastrous accident{{/rollBetween() settlementTrouble 35 36}} {{#rollBetween() settlementTrouble 37 38}}In league with the enemy{{/rollBetween() settlementTrouble 37 38}} {{#rollBetween() settlementTrouble 39 40}}Raiders prey on the weak{{/rollBetween() settlementTrouble 39 40}} {{#rollBetween() settlementTrouble 41 42}}Cursed past{{/rollBetween() settlementTrouble 41 42}} {{#rollBetween() settlementTrouble 43 44}}An innocent is accused{{/rollBetween() settlementTrouble 43 44}} {{#rollBetween() settlementTrouble 45 46}}Corrupted by dark magic{{/rollBetween() settlementTrouble 45 46}} {{#rollBetween() settlementTrouble 47 48}}Isolated by brutal weather{{/rollBetween() settlementTrouble 47 48}} {{#rollBetween() settlementTrouble 49 50}}Provisions are scarce{{/rollBetween() settlementTrouble 49 50}} {{#rollBetween() settlementTrouble 51 52}}Sickness run amok{{/rollBetween() settlementTrouble 51 52}} {{#rollBetween() settlementTrouble 53 54}}Allies become enemies{{/rollBetween() settlementTrouble 53 54}} {{#rollBetween() settlementTrouble 55 56}}Attack is imminent{{/rollBetween() settlementTrouble 55 56}} {{#rollBetween() settlementTrouble 57 58}}Lost caravan{{/rollBetween() settlementTrouble 57 58}} {{#rollBetween() settlementTrouble 59 60}}Dark secret revealed{{/rollBetween() settlementTrouble 59 60}} {{#rollBetween() settlementTrouble 61 62}}Urgent expedition{{/rollBetween() settlementTrouble 61 62}} {{#rollBetween() settlementTrouble 63 64}}A leader falls{{/rollBetween() settlementTrouble 63 64}} {{#rollBetween() settlementTrouble 65 66}}Families in conflict{{/rollBetween() settlementTrouble 65 66}} {{#rollBetween() settlementTrouble 67 68}}Incompetent leadership{{/rollBetween() settlementTrouble 67 68}} {{#rollBetween() settlementTrouble 69 70}}Reckless warmongering{{/rollBetween() settlementTrouble 69 70}} {{#rollBetween() settlementTrouble 71 72}}Beast on the hunt{{/rollBetween() settlementTrouble 71 72}} {{#rollBetween() settlementTrouble 73 74}}Betrayed from within{{/rollBetween() settlementTrouble 73 74}} {{#rollBetween() settlementTrouble 75 76}}Broken truce{{/rollBetween() settlementTrouble 75 76}} {{#rollBetween() settlementTrouble 77 78}}Wrathful haunt{{/rollBetween() settlementTrouble 77 78}} {{#rollBetween() settlementTrouble 79 80}}Conflict with firstborn{{/rollBetween() settlementTrouble 79 80}} {{#rollBetween() settlementTrouble 81 82}}Trade route blocked{{/rollBetween() settlementTrouble 81 82}} {{#rollBetween() settlementTrouble 83 84}}In the crossfire{{/rollBetween() settlementTrouble 83 84}} {{#rollBetween() settlementTrouble 85 86}}Stranger causes discord{{/rollBetween() settlementTrouble 85 86}} {{#rollBetween() settlementTrouble 87 88}}Important event threatened{{/rollBetween() settlementTrouble 87 88}} {{#rollBetween() settlementTrouble 89 90}}Dangerous tradition{{/rollBetween() settlementTrouble 89 90}} {{#rollBetween() settlementTrouble 91 100}}Roll twice{{/rollBetween() settlementTrouble 91 100}}
    {{/settlementTrouble}} {{#characterRole}}
    {{characterRole}}
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    {{/ironlanderNames}} {{#elfNames}}
    {{elfNames}}
    {{#rollBetween() elfNames 1 2}}Arsula{{/rollBetween() elfNames 1 2}} {{#rollBetween() elfNames 3 4}}Naidita{{/rollBetween() elfNames 3 4}} {{#rollBetween() elfNames 5 6}}Belesunna{{/rollBetween() elfNames 5 6}} {{#rollBetween() elfNames 7 8}}Vidarna{{/rollBetween() elfNames 7 8}} {{#rollBetween() elfNames 9 10}}Ninsunu{{/rollBetween() elfNames 9 10}} {{#rollBetween() elfNames 11 12}}Balathu{{/rollBetween() elfNames 11 12}} {{#rollBetween() elfNames 13 14}}Dorosi{{/rollBetween() elfNames 13 14}} {{#rollBetween() elfNames 15 16}}Gezera{{/rollBetween() elfNames 15 16}} {{#rollBetween() elfNames 17 18}}Zursan{{/rollBetween() elfNames 17 18}} {{#rollBetween() elfNames 19 20}}Seleeku{{/rollBetween() elfNames 19 20}} {{#rollBetween() elfNames 21 22}}Utamara{{/rollBetween() elfNames 21 22}} {{#rollBetween() elfNames 23 24}}Nebakay{{/rollBetween() elfNames 23 24}} {{#rollBetween() elfNames 25 26}}Dismashk{{/rollBetween() elfNames 25 26}} {{#rollBetween() elfNames 27 28}}Mitunu{{/rollBetween() elfNames 27 28}} {{#rollBetween() elfNames 29 30}}Atani{{/rollBetween() elfNames 29 30}} {{#rollBetween() elfNames 31 32}}Kinzura{{/rollBetween() elfNames 31 32}} {{#rollBetween() elfNames 33 34}}Sumula{{/rollBetween() elfNames 33 34}} {{#rollBetween() elfNames 35 36}}Ukames{{/rollBetween() elfNames 35 36}} {{#rollBetween() elfNames 37 38}}Ahmeshki{{/rollBetween() elfNames 37 38}} {{#rollBetween() elfNames 39 40}}Ilsit{{/rollBetween() elfNames 39 40}} {{#rollBetween() elfNames 41 42}}Mayatanay{{/rollBetween() elfNames 41 42}} {{#rollBetween() elfNames 43 44}}Etana{{/rollBetween() elfNames 43 44}} {{#rollBetween() elfNames 45 46}}Gamanna{{/rollBetween() elfNames 45 46}} {{#rollBetween() elfNames 47 48}}Nessana{{/rollBetween() elfNames 47 48}} {{#rollBetween() elfNames 49 50}}Uralar{{/rollBetween() elfNames 49 50}} {{#rollBetween() elfNames 51 52}}Tishetu{{/rollBetween() elfNames 51 52}} {{#rollBetween() elfNames 53 54}}Leucia{{/rollBetween() elfNames 53 54}} {{#rollBetween() elfNames 55 56}}Sutahe{{/rollBetween() elfNames 55 56}} {{#rollBetween() elfNames 57 58}}Dotani{{/rollBetween() elfNames 57 58}} {{#rollBetween() elfNames 59 60}}Uktannu{{/rollBetween() elfNames 59 60}} {{#rollBetween() elfNames 61 62}}Retenay{{/rollBetween() elfNames 61 62}} {{#rollBetween() elfNames 63 64}}Kendalanu{{/rollBetween() elfNames 63 64}} {{#rollBetween() elfNames 65 66}}Tahuta{{/rollBetween() elfNames 65 66}} {{#rollBetween() elfNames 67 68}}Mattissa{{/rollBetween() elfNames 67 68}} {{#rollBetween() elfNames 69 70}}Anatu{{/rollBetween() elfNames 69 70}} {{#rollBetween() elfNames 71 72}}Aralu{{/rollBetween() elfNames 71 72}} {{#rollBetween() elfNames 73 74}}Arakhi{{/rollBetween() elfNames 73 74}} {{#rollBetween() elfNames 75 76}}Ibrahem{{/rollBetween() elfNames 75 76}} {{#rollBetween() elfNames 77 78}}Sinosu{{/rollBetween() elfNames 77 78}} {{#rollBetween() elfNames 79 80}}Jemshida{{/rollBetween() elfNames 79 80}} {{#rollBetween() elfNames 81 82}}Visapni{{/rollBetween() elfNames 81 82}} {{#rollBetween() elfNames 83 84}}Hullata{{/rollBetween() elfNames 83 84}} {{#rollBetween() elfNames 85 86}}Sidura{{/rollBetween() elfNames 85 86}} {{#rollBetween() elfNames 87 88}}Kerihu{{/rollBetween() elfNames 87 88}} {{#rollBetween() elfNames 89 90}}Ereshki{{/rollBetween() elfNames 89 90}} {{#rollBetween() elfNames 91 92}}Cybela{{/rollBetween() elfNames 91 92}} {{#rollBetween() elfNames 93 94}}Anunna{{/rollBetween() elfNames 93 94}} {{#rollBetween() elfNames 95 96}}Otani{{/rollBetween() elfNames 95 96}} {{#rollBetween() elfNames 97 98}}Ditani{{/rollBetween() elfNames 97 98}} {{#rollBetween() elfNames 99 100}}Faraza{{/rollBetween() elfNames 99 100}}
    {{/elfNames}} {{#giantNames}}
    {{giantNames}}
    {{#rollBetween() giantNames 1 4}}Chony{{/rollBetween() giantNames 1 4}} {{#rollBetween() giantNames 5 8}}Banda{{/rollBetween() giantNames 5 8}} {{#rollBetween() giantNames 9 12}}Jochu{{/rollBetween() giantNames 9 12}} {{#rollBetween() giantNames 13 16}}Kira{{/rollBetween() giantNames 13 16}} {{#rollBetween() giantNames 17 20}}Khatir{{/rollBetween() giantNames 17 20}} {{#rollBetween() giantNames 21 24}}Chaidu{{/rollBetween() giantNames 21 24}} {{#rollBetween() giantNames 25 28}}Atan{{/rollBetween() giantNames 25 28}} {{#rollBetween() giantNames 29 32}}Buandu{{/rollBetween() giantNames 29 32}} {{#rollBetween() giantNames 33 36}}Javyn{{/rollBetween() giantNames 33 36}} {{#rollBetween() giantNames 37 40}}Khashin{{/rollBetween() giantNames 37 40}} {{#rollBetween() giantNames 41 44}}Bayara{{/rollBetween() giantNames 41 44}} {{#rollBetween() giantNames 45 48}}Temura{{/rollBetween() giantNames 45 48}} {{#rollBetween() giantNames 49 52}}Kidha{{/rollBetween() giantNames 49 52}} {{#rollBetween() giantNames 53 56}}Kathos{{/rollBetween() giantNames 53 56}} {{#rollBetween() giantNames 57 60}}Tanua{{/rollBetween() giantNames 57 60}} {{#rollBetween() giantNames 61 64}}Bashtu{{/rollBetween() giantNames 61 64}} {{#rollBetween() giantNames 65 68}}Jaran{{/rollBetween() giantNames 65 68}} {{#rollBetween() giantNames 69 72}}Othos{{/rollBetween() giantNames 69 72}} {{#rollBetween() giantNames 73 76}}Khutan{{/rollBetween() giantNames 73 76}} {{#rollBetween() giantNames 77 80}}Otaan{{/rollBetween() giantNames 77 80}} {{#rollBetween() giantNames 81 84}}Martu{{/rollBetween() giantNames 81 84}} {{#rollBetween() giantNames 85 88}}Baku{{/rollBetween() giantNames 85 88}} {{#rollBetween() giantNames 89 92}}Tuban{{/rollBetween() giantNames 89 92}} {{#rollBetween() giantNames 93 96}}Qudan{{/rollBetween() giantNames 93 96}} {{#rollBetween() giantNames 97 100}}Denua{{/rollBetween() giantNames 97 100}}
    {{/giantNames}} {{#varouNames}}
    {{varouNames}}
    {{#rollBetween() varouNames 1 4}}Vata{{/rollBetween() varouNames 1 4}} {{#rollBetween() varouNames 5 8}}Zora{{/rollBetween() varouNames 5 8}} {{#rollBetween() varouNames 9 12}}Jasna{{/rollBetween() varouNames 9 12}} {{#rollBetween() varouNames 13 16}}Charna{{/rollBetween() varouNames 13 16}} {{#rollBetween() varouNames 17 20}}Tana{{/rollBetween() varouNames 17 20}} {{#rollBetween() varouNames 21 24}}Soveen{{/rollBetween() varouNames 21 24}} {{#rollBetween() varouNames 25 28}}Radka{{/rollBetween() varouNames 25 28}} {{#rollBetween() varouNames 29 32}}Zlata{{/rollBetween() varouNames 29 32}} {{#rollBetween() varouNames 33 36}}Leesla{{/rollBetween() varouNames 33 36}} {{#rollBetween() varouNames 37 40}}Byna{{/rollBetween() varouNames 37 40}} {{#rollBetween() varouNames 41 44}}Meeka{{/rollBetween() varouNames 41 44}} {{#rollBetween() varouNames 45 48}}Iskra{{/rollBetween() varouNames 45 48}} {{#rollBetween() varouNames 49 52}}Jarek{{/rollBetween() varouNames 49 52}} {{#rollBetween() varouNames 53 56}}Darva{{/rollBetween() varouNames 53 56}} {{#rollBetween() varouNames 57 60}}Neda{{/rollBetween() varouNames 57 60}} {{#rollBetween() varouNames 61 64}}Keha{{/rollBetween() varouNames 61 64}} {{#rollBetween() varouNames 65 68}}Zhivka{{/rollBetween() varouNames 65 68}} {{#rollBetween() varouNames 69 72}}Kvata{{/rollBetween() varouNames 69 72}} {{#rollBetween() varouNames 73 76}}Staysa{{/rollBetween() varouNames 73 76}} {{#rollBetween() varouNames 77 80}}Evka{{/rollBetween() varouNames 77 80}} {{#rollBetween() varouNames 81 84}}Vuksha{{/rollBetween() varouNames 81 84}} {{#rollBetween() varouNames 85 88}}Muko{{/rollBetween() varouNames 85 88}} {{#rollBetween() varouNames 89 92}}Dreko{{/rollBetween() varouNames 89 92}} {{#rollBetween() varouNames 93 96}}Aleko{{/rollBetween() varouNames 93 96}} {{#rollBetween() varouNames 97 100}}Vojan{{/rollBetween() varouNames 97 100}}
    {{/varouNames}} {{#trollNames}}
    {{trollNames}}
    {{#rollBetween() trollNames 1 4}}Rattle{{/rollBetween() trollNames 1 4}} {{#rollBetween() trollNames 5 8}}Scratch{{/rollBetween() trollNames 5 8}} {{#rollBetween() trollNames 9 12}}Wallow{{/rollBetween() trollNames 9 12}} {{#rollBetween() trollNames 13 16}}Groak{{/rollBetween() trollNames 13 16}} {{#rollBetween() trollNames 17 20}}Gimble{{/rollBetween() trollNames 17 20}} {{#rollBetween() trollNames 21 24}}Scar{{/rollBetween() trollNames 21 24}} {{#rollBetween() trollNames 25 28}}Cratch{{/rollBetween() trollNames 25 28}} {{#rollBetween() trollNames 29 32}}Creech{{/rollBetween() trollNames 29 32}} {{#rollBetween() trollNames 33 36}}Shush{{/rollBetween() trollNames 33 36}} {{#rollBetween() trollNames 37 40}}Glush{{/rollBetween() trollNames 37 40}} {{#rollBetween() trollNames 41 44}}Slar{{/rollBetween() trollNames 41 44}} {{#rollBetween() trollNames 45 48}}Gnash{{/rollBetween() trollNames 45 48}} {{#rollBetween() trollNames 49 52}}Stoad{{/rollBetween() trollNames 49 52}} {{#rollBetween() trollNames 53 56}}Grig{{/rollBetween() trollNames 53 56}} {{#rollBetween() trollNames 57 60}}Bleat{{/rollBetween() trollNames 57 60}} {{#rollBetween() trollNames 61 64}}Chortle{{/rollBetween() trollNames 61 64}} {{#rollBetween() trollNames 65 68}}Cluck{{/rollBetween() trollNames 65 68}} {{#rollBetween() trollNames 69 72}}Slith{{/rollBetween() trollNames 69 72}} {{#rollBetween() trollNames 73 76}}Mongo{{/rollBetween() trollNames 73 76}} {{#rollBetween() trollNames 77 80}}Creak{{/rollBetween() trollNames 77 80}} {{#rollBetween() trollNames 81 84}}Burble{{/rollBetween() trollNames 81 84}} {{#rollBetween() trollNames 85 88}}Vrusk{{/rollBetween() trollNames 85 88}} {{#rollBetween() trollNames 89 92}}Snuffle{{/rollBetween() trollNames 89 92}} {{#rollBetween() trollNames 93 96}}Leech{{/rollBetween() trollNames 93 96}} {{#rollBetween() trollNames 97 100}}Herk{{/rollBetween() trollNames 97 100}}
    {{/trollNames}} {{#combatAction}}
    {{combatAction}}
    {{#rollBetween() combatAction 1 3}}Compel a surrender.{{/rollBetween() combatAction 1 3}} {{#rollBetween() combatAction 4 6}}Coordinate with allies.{{/rollBetween() combatAction 4 6}} {{#rollBetween() combatAction 7 9}}Gather reinforcements{{/rollBetween() combatAction 7 9}} {{#rollBetween() combatAction 10 13}}Seize something or someone{{/rollBetween() combatAction 10 13}} {{#rollBetween() combatAction 14 17}}Provoke a reckless response{{/rollBetween() combatAction 14 17}} {{#rollBetween() combatAction 18 21}}Intimidate or frighten{{/rollBetween() combatAction 18 21}} {{#rollBetween() combatAction 22 25}}Reveal a surprising truth.{{/rollBetween() combatAction 22 25}} {{#rollBetween() combatAction 26 29}}Shift focus to someone or something else.{{/rollBetween() combatAction 26 29}} {{#rollBetween() combatAction 30 33}}Destroy something, or render it useless.{{/rollBetween() combatAction 30 33}} {{#rollBetween() combatAction 34 39}}Take a decisive action.{{/rollBetween() combatAction 34 39}} {{#rollBetween() combatAction 40 45}}Reinforce defenses.{{/rollBetween() combatAction 40 45}} {{#rollBetween() combatAction 46 52}}Ready an action.{{/rollBetween() combatAction 46 52}} {{#rollBetween() combatAction 53 60}}Use the terrain to gain advantage. {{/rollBetween() combatAction 53 60}} {{#rollBetween() combatAction 61 68}}Leverage the advantage of a weapon or ability.{{/rollBetween() combatAction 61 68}} {{#rollBetween() combatAction 69 78}}Create an opportunity.{{/rollBetween() combatAction 69 78}} {{#rollBetween() combatAction 79 89}}Attack with precision. {{/rollBetween() combatAction 79 89}} {{#rollBetween() combatAction 90 99}}Attack with power.{{/rollBetween() combatAction 90 99}} {{#rollTotal() combatAction 100}}Take a completely unexpected action.{{/rollTotal() combatAction 100}}
    {{/combatAction}} {{#mysticBacklash}}
    {{mysticBacklash}}
    {{#rollBetween() mysticBacklash 1 4}}Your ritual has the opposite affect.{{/rollBetween() mysticBacklash 1 4}} {{#rollBetween() mysticBacklash 5 8}}You are sapped of strength.{{/rollBetween() mysticBacklash 5 8}} {{#rollBetween() mysticBacklash 9 12}}Your friend, ally, or companion is adversely affected.{{/rollBetween() mysticBacklash 9 12}} {{#rollBetween() mysticBacklash 13 16}}You destroy an important object.{{/rollBetween() mysticBacklash 13 16}} {{#rollBetween() mysticBacklash 17 20}}You inadvertently summon a horror.{{/rollBetween() mysticBacklash 17 20}} {{#rollBetween() mysticBacklash 21 24}}You collapse, and drift into a troubled sleep.{{/rollBetween() mysticBacklash 21 24}} {{#rollBetween() mysticBacklash 25 28}}You undergo a physical torment which leaves its mark upon you.{{/rollBetween() mysticBacklash 25 28}} {{#rollBetween() mysticBacklash 29 32}}You hear ghostly voices whispering of dark portents.{{/rollBetween() mysticBacklash 29 32}} {{#rollBetween() mysticBacklash 33 36}} You are lost in shadow, and find yourself in another place without memory of how you got there.{{/rollBetween() mysticBacklash 33 36}} {{#rollBetween() mysticBacklash 37 40}}You alert someone or something to your presence.{{/rollBetween() mysticBacklash 37 40}} {{#rollBetween() mysticBacklash 41 44}}You are not yourself, and act against a friend, ally, or companion.{{/rollBetween() mysticBacklash 41 44}} {{#rollBetween() mysticBacklash 45 48}}You affect or damage your surroundings, causing a disturbance or potential harm.{{/rollBetween() mysticBacklash 45 48}} {{#rollBetween() mysticBacklash 49 52}}You waste resources.{{/rollBetween() mysticBacklash 49 52}} {{#rollBetween() mysticBacklash 53 56}}You suffer the loss of a sense for several hours.{{/rollBetween() mysticBacklash 53 56}} {{#rollBetween() mysticBacklash 57 60}}You lose your connection to magic for a day or so, and cannot perform rituals.{{/rollBetween() mysticBacklash 57 60}} {{#rollBetween() mysticBacklash 61 64}}Your ritual affects the target in an unexpected and problematic way.{{/rollBetween() mysticBacklash 61 64}} {{#rollBetween() mysticBacklash 65 68}}Your ritual reveals a surprising and troubling truth.{{/rollBetween() mysticBacklash 65 68}} {{#rollBetween() mysticBacklash 69 72}}You are tempted by dark powers.{{/rollBetween() mysticBacklash 69 72}} {{#rollBetween() mysticBacklash 73 76}}You see a troubling vision of your future.{{/rollBetween() mysticBacklash 73 76}} {{#rollBetween() mysticBacklash 77 80}}You can't perform this ritual again until you acquire an important component.{{/rollBetween() mysticBacklash 77 80}} {{#rollBetween() mysticBacklash 81 84}}You develop a strange fear or compulsion.{{/rollBetween() mysticBacklash 81 84}} {{#rollBetween() mysticBacklash 85 88}}Your ritual causes creatures to exhibit strange or aggressive behavior.{{/rollBetween() mysticBacklash 85 88}} {{#rollBetween() mysticBacklash 89 92}}You are tormented by an apparition from your past.{{/rollBetween() mysticBacklash 89 92}} {{#rollBetween() mysticBacklash 93 96}}You are wracked with sudden sickness.{{/rollBetween() mysticBacklash 93 96}} {{#rollBetween() mysticBacklash 97 100}} Roll twice more on this table. Both results occur. If they are the same result, make it worse{{/rollBetween() mysticBacklash 97 100}}
    {{/mysticBacklash}} {{#majorPlotTwist}}
    {{majorPlotTwist}}
    {{#rollBetween() majorPlotTwist 1 5}}It was all a diversion.{{/rollBetween() majorPlotTwist 1 5}} {{#rollBetween() majorPlotTwist 6 10}}A dark secret is revealed.{{/rollBetween() majorPlotTwist 6 10}} {{#rollBetween() majorPlotTwist 11 15}}A trap is sprung.{{/rollBetween() majorPlotTwist 11 15}} {{#rollBetween() majorPlotTwist 16 20}}An assumption is revealed to be false.{{/rollBetween() majorPlotTwist 16 20}} {{#rollBetween() majorPlotTwist 21 25}}A secret alliance is revealed.{{/rollBetween() majorPlotTwist 21 25}} {{#rollBetween() majorPlotTwist 26 30}}Your actions benefit an enemy.{{/rollBetween() majorPlotTwist 26 30}} {{#rollBetween() majorPlotTwist 31 35}}Someone returns unexpectedly.{{/rollBetween() majorPlotTwist 31 35}} {{#rollBetween() majorPlotTwist 36 40}}A more dangerous foe is revealed.{{/rollBetween() majorPlotTwist 36 40}} {{#rollBetween() majorPlotTwist 41 45}}You and an enemy share a common goal.{{/rollBetween() majorPlotTwist 41 45}} {{#rollBetween() majorPlotTwist 46 50}}A true identity is revealed.{{/rollBetween() majorPlotTwist 46 50}} {{#rollBetween() majorPlotTwist 51 55}}You are betrayed by someone who was trusted.{{/rollBetween() majorPlotTwist 51 55}} {{#rollBetween() majorPlotTwist 56 60}}You are too late.{{/rollBetween() majorPlotTwist 56 60}} {{#rollBetween() majorPlotTwist 61 65}}The true enemy is revealed.{{/rollBetween() majorPlotTwist 61 65}} {{#rollBetween() majorPlotTwist 66 70}}The enemy gains new allies.{{/rollBetween() majorPlotTwist 66 70}} {{#rollBetween() majorPlotTwist 71 75}}A new danger appears.{{/rollBetween() majorPlotTwist 71 75}} {{#rollBetween() majorPlotTwist 76 80}}Someone or something goes missing.{{/rollBetween() majorPlotTwist 76 80}} {{#rollBetween() majorPlotTwist 81 85}}The truth of a relationship is revealed.{{/rollBetween() majorPlotTwist 81 85}} {{#rollBetween() majorPlotTwist 86 90}}Two seemingly unrelated situations are shown to be connected.{{/rollBetween() majorPlotTwist 86 90}} {{#rollBetween() majorPlotTwist 91 95}}Unexpected powers or abilities are revealed.{{/rollBetween() majorPlotTwist 91 95}} {{#rollBetween() majorPlotTwist 96 100}} Roll twice more on this table. Both results occur. If they are the same result, make it more dramatic.{{/rollBetween() majorPlotTwist 96 100}}
    {{/majorPlotTwist}} {{#challengeRank}}
    {{challengeRank}}
    {{#rollBetween() challengeRank 1 20}}Troublesome{{/rollBetween() challengeRank 1 20}} {{#rollBetween() challengeRank 21 55}}Dangerous{{/rollBetween() challengeRank 21 55}} {{#rollBetween() challengeRank 56 80}}Formidable{{/rollBetween() challengeRank 56 80}} {{#rollBetween() challengeRank 81 93}}Extreme{{/rollBetween() challengeRank 81 93}} {{#rollBetween() challengeRank 94 100}}Epic{{/rollBetween() challengeRank 94 100}}
    {{/challengeRank}} {{#almostCertain}} {{#rollBetween() almostCertain 11 100}}
    {{almostCertain}}
    Yes
    {{#rollTotal() almostCertain 11}}
    An extreme result or twist has occurred.
    {{/rollTotal() almostCertain 11}} {{/rollBetween() almostCertain 11 100}} {{#^rollBetween() almostCertain 11 100}}
    {{almostCertain}}
    No
    {{/^rollBetween() almostCertain 11 100}} {{/almostCertain}} {{#likely}} {{#rollBetween() likely 26 100}}
    {{likely}}
    Yes
    {{#rollTotal() likely 26}}
    An extreme result or twist has occurred.
    {{/rollTotal() likely 26}} {{/rollBetween() likely 26 100}} {{#^rollBetween() likely 26 100}}
    {{likely}}
    No
    {{/^rollBetween() likely 26 100}} {{/likely}} {{#fiftyFifty}} {{#rollBetween() fiftyFifty 51 100}}
    {{fiftyFifty}}
    Yes
    {{#rollTotal() fiftyFifty 51}}
    An extreme result or twist has occurred.
    {{/rollTotal() fiftyFifty 51}} {{/rollBetween() fiftyFifty 51 100}} {{#^rollBetween() fiftyFifty 51 100}}
    {{fiftyFifty}}
    No
    {{/^rollBetween() fiftyFifty 51 100}} {{/fiftyFifty}} {{#unlikely}} {{#rollBetween() unlikely 76 100}}
    {{unlikely}}
    Yes
    {{#rollTotal() unlikely 76}}
    An extreme result or twist has occurred.
    {{/rollTotal() unlikely 76}} {{/rollBetween() unlikely 76 100}} {{#^rollBetween() unlikely 76 100}}
    {{unlikely}}
    No
    {{/^rollBetween() unlikely 76 100}} {{/unlikely}} {{#smallChance}} {{#rollBetween() smallChance 91 100}}
    {{smallChance}}
    Yes
    {{#rollTotal() smallChance 91}}
    An extreme result or twist has occurred.
    {{/rollTotal() smallChance 91}} {{/rollBetween() smallChance 91 100}} {{#^rollBetween() smallChance 91 100}}
    {{smallChance}}
    No
    {{/^rollBetween() smallChance 91 100}} {{/smallChance}} {{#payThePrice}}
    {{payThePrice}}
    {{#rollBetween() payThePrice 1 2}}Roll again and apply that result but make it worse. If you roll this result yet again, think of something dreadful that changes the course of your quest and make it happen.{{/rollBetween() payThePrice 1 2}} {{#rollBetween() payThePrice 3 5}}A person or community you trusted loses faith in you, or acts against you.{{/rollBetween() payThePrice 3 5}} {{#rollBetween() payThePrice 6 8}}A person or community you care about is exposed to danger.{{/rollBetween() payThePrice 6 8}} {{#rollBetween() payThePrice 9 15}}You are separated from something or someone.{{/rollBetween() payThePrice 9 15}} {{#rollBetween() payThePrice 16 22}}Your action has an unintended effect.{{/rollBetween() payThePrice 16 22}} {{#rollBetween() payThePrice 23 29}}Something of value is lost or destroyed.{{/rollBetween() payThePrice 23 29}} {{#rollBetween() payThePrice 30 36}}The current situation worsens{{/rollBetween() payThePrice 30 36}} {{#rollBetween() payThePrice 37 43}}A new danger or foe is revealed.{{/rollBetween() payThePrice 37 43}} {{#rollBetween() payThePrice 44 52}}It causes a delay or puts you at a disadvantage.{{/rollBetween() payThePrice 44 52}} {{#rollBetween() payThePrice 53 61}}It is harmful.{{/rollBetween() payThePrice 53 61}} {{#rollBetween() payThePrice 62 70}}It is stressful.{{/rollBetween() payThePrice 62 70}} {{#rollBetween() payThePrice 71 77}}It is wasteful.{{/rollBetween() payThePrice 71 77}} {{#rollBetween() payThePrice 78 84}}You got a negative condition.{{/rollBetween() payThePrice 78 84}} {{#rollBetween() payThePrice 85 89}}A surprising development complicates your quest.{{/rollBetween() payThePrice 85 89}} {{#rollBetween() payThePrice 90 94}}It forces you to act against your best intentions.{{/rollBetween() payThePrice 90 94}} {{#rollBetween() payThePrice 95 99}}A friend, companion, or ally is put in harm’s way (or you are, if alone).{{/rollBetween() payThePrice 95 99}} {{#rollTotal() payThePrice 100}}Roll twice more on this table. Both results occur. If they are the same result, make it worse.{{/rollTotal() payThePrice 100}}
    {{/payThePrice}} {{#endureHarm}}
    {{endureHarm}}
    {{#rollBetween() endureHarm 1 10}}The harm is mortal. Face Death.{{/rollBetween() endureHarm 1 10}} {{#rollBetween() endureHarm 11 20}}You are dying. You need to Heal within an hour or two, or Face Death.{{/rollBetween() endureHarm 11 20}} {{#rollBetween() endureHarm 21 35}} You are unconscious and out of action. If left alone, you come back to your senses in an hour or two. If you are vulnerable to a foe not inclined to show mercy, Face Death.{{/rollBetween() endureHarm 21 35}} {{#rollBetween() endureHarm 36 50}} You are reeling and fighting to stay conscious. If you engage in any vigorous activity (such as running or fighting) before taking a breather for a few minutes, roll on this table again (before resolving the other move).{{/rollBetween() endureHarm 36 50}} {{#rollBetween() endureHarm 51 100}}You are battered but still standing.{{/rollBetween() endureHarm 51 100}}
    {{/endureHarm}} {{#endureStress}}
    {{endureStress}}
    {{#rollBetween() endureStress 1 10}}You are overwhelmed. Face Desolation.{{/rollBetween() endureStress 1 10}} {{#rollBetween() endureStress 11 25}}You give up. Forsake Your Vow (if possible, one relevant to your current crisis). If this is a companion, Test Their Loyalty.{{/rollBetween() endureStress 11 25}} {{#rollBetween() endureStress 26 50}}You give in to a fear or compulsion, and act against your better instincts. Manifest Insanity.{{/rollBetween() endureStress 26 50}} {{#rollBetween() endureStress 51 80}}You persevere.{{/rollBetween() endureStress 51 80}} {{#rollBetween() endureStress 81 85}}You get a moment of clarity in the eye of the storm. If you have the shaken condition card, discard it. Take +4 spirit and +8 momentum. Then, add +2 to your next move.{{/rollBetween() endureStress 81 85}} {{#rollBetween() endureStress 86 90}}You get virtuous in the face of chaos. If you have the shaken condition card, discard it. Then, take +4 spirit and draw up to your maximum of resilience cards.{{/rollBetween() endureStress 86 90}} {{#rollBetween() endureStress 91 95}}Your body harvest vigor. If you have the shaken condition card, discard it. Then, take +4 spirit and +1d12 health.{{/rollBetween() endureStress 91 95}} {{#rollBetween() endureStress 96 100}}Your spirit shines brightest against a backdrop of desolation. If you have the shaken condition card, discard it. Then, take +8 spirit.{{/rollBetween() endureStress 96 100}}
    {{/endureStress}}
    {{header}}
    {{#featureAspect}}
    {{featureAspect}}
    {{#rollBetween() featureAspect 1 2}} Blocked {{/rollBetween() featureAspect 1 2}} {{#rollBetween() featureAspect 3 4}} Crafted {{/rollBetween() featureAspect 3 4}} {{#rollBetween() featureAspect 5 6}} Ancient {{/rollBetween() featureAspect 5 6}} {{#rollBetween() featureAspect 7 8}} Sunken {{/rollBetween() featureAspect 7 8}} {{#rollBetween() featureAspect 9 10}} Trapped {{/rollBetween() featureAspect 9 10}} {{#rollBetween() featureAspect 11 12}} Secret {{/rollBetween() featureAspect 11 12}} {{#rollBetween() featureAspect 13 14}} Toxic {{/rollBetween() featureAspect 13 14}} {{#rollBetween() featureAspect 15 16}} Ruined {{/rollBetween() featureAspect 15 16}} {{#rollBetween() featureAspect 17 18}} Defended {{/rollBetween() featureAspect 17 18}} {{#rollBetween() featureAspect 19 20}} Decaying {{/rollBetween() featureAspect 19 20}} {{#rollBetween() featureAspect 21 22}} Marked {{/rollBetween() featureAspect 21 22}} {{#rollBetween() featureAspect 23 24}} Guarded {{/rollBetween() featureAspect 23 24}} {{#rollBetween() featureAspect 25 26}} Inaccessible {{/rollBetween() featureAspect 25 26}} {{#rollBetween() featureAspect 27 28}} Foreboding {{/rollBetween() featureAspect 27 28}} {{#rollBetween() featureAspect 29 30}} Veiled {{/rollBetween() featureAspect 29 30}} {{#rollBetween() featureAspect 31 32}} Deep {{/rollBetween() featureAspect 31 32}} {{#rollBetween() featureAspect 33 34}} Depleted {{/rollBetween() featureAspect 33 34}} {{#rollBetween() featureAspect 35 36}} Foul {{/rollBetween() featureAspect 35 36}} {{#rollBetween() featureAspect 37 38}} Elevated {{/rollBetween() featureAspect 37 38}} {{#rollBetween() featureAspect 39 40}} Moving {{/rollBetween() featureAspect 39 40}} {{#rollBetween() featureAspect 41 42}} Unnatural {{/rollBetween() featureAspect 41 42}} {{#rollBetween() featureAspect 43 44}} Active {{/rollBetween() featureAspect 43 44}} {{#rollBetween() featureAspect 45 46}} Confined {{/rollBetween() featureAspect 45 46}} {{#rollBetween() featureAspect 47 48}} Fortified {{/rollBetween() featureAspect 47 48}} {{#rollBetween() featureAspect 49 50}} Collapsed {{/rollBetween() featureAspect 49 50}} {{#rollBetween() featureAspect 51 52}} Isolated {{/rollBetween() featureAspect 51 52}} {{#rollBetween() featureAspect 53 54}} Destroyed {{/rollBetween() featureAspect 53 54}} {{#rollBetween() featureAspect 55 56}} Open {{/rollBetween() featureAspect 55 56}} {{#rollBetween() featureAspect 57 58}} Sacred {{/rollBetween() featureAspect 57 58}} {{#rollBetween() featureAspect 59 60}} Flooded {{/rollBetween() featureAspect 59 60}} {{#rollBetween() featureAspect 61 62}} Complex {{/rollBetween() featureAspect 61 62}} {{#rollBetween() featureAspect 63 64}} Abundant {{/rollBetween() featureAspect 63 64}} {{#rollBetween() featureAspect 65 66}} Hidden {{/rollBetween() featureAspect 65 66}} {{#rollBetween() featureAspect 67 68}} Expansive {{/rollBetween() featureAspect 67 68}} {{#rollBetween() featureAspect 69 70}} Mysterious {{/rollBetween() featureAspect 69 70}} {{#rollBetween() featureAspect 71 72}} Unstable {{/rollBetween() featureAspect 71 72}} {{#rollBetween() featureAspect 73 74}} Fragile {{/rollBetween() featureAspect 73 74}} {{#rollBetween() featureAspect 75 76}} Broken {{/rollBetween() featureAspect 75 76}} {{#rollBetween() featureAspect 77 78}} Ensnaring {{/rollBetween() featureAspect 77 78}} {{#rollBetween() featureAspect 79 80}} Pillaged {{/rollBetween() featureAspect 79 80}} {{#rollBetween() featureAspect 81 82}} Sealed {{/rollBetween() featureAspect 81 82}} {{#rollBetween() featureAspect 83 84}} Makeshift {{/rollBetween() featureAspect 83 84}} {{#rollBetween() featureAspect 85 86}} Treacherous {{/rollBetween() featureAspect 85 86}} {{#rollBetween() featureAspect 87 88}} Natural {{/rollBetween() featureAspect 87 88}} {{#rollBetween() featureAspect 89 90}} Dead {{/rollBetween() featureAspect 89 90}} {{#rollBetween() featureAspect 91 92}} Unusual {{/rollBetween() featureAspect 91 92}} {{#rollBetween() featureAspect 93 94}} Abandoned {{/rollBetween() featureAspect 93 94}} {{#rollBetween() featureAspect 95 96}} Deadly {{/rollBetween() featureAspect 95 96}} {{#rollBetween() featureAspect 97 98}} Forgotten {{/rollBetween() featureAspect 97 98}} {{#rollBetween() featureAspect 99 100}} Mystical {{/rollBetween() featureAspect 99 100}}
    {{/featureAspect}} {{#featureFocus}}
    {{featureFocus}}
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    {{/featureFocus}} {{#siteNameFormat}}
    {{siteNameFormat}}
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    {{/siteNameFormat}} {{#siteNameDesc}}
    {{siteNameDesc}}
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    {{/siteNameDesc}} {{#siteNameDetail}}
    {{siteNameDetail}}
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    {{/siteNameDetail}} {{#siteNameNamesake}}
    {{siteNameNamesake}}
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    {{/siteNameNamesake}} {{#siteNamePlace}}
    {{siteNamePlace}}
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    {{/siteNamePlace}} {{#siteNatureTheme}}
    {{siteNatureTheme}}
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    {{/siteNatureTheme}} {{#siteNatureDomain}}
    {{siteNatureDomain}}
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    {{/siteNatureDomain}} {{#characterDisposition}}
    {{characterDisposition}}
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    {{/characterDisposition}} {{#characterActivity}}
    {{characterActivity}}
    {{#rollBetween() characterActivity 1 2}} Guarding {{/rollBetween() characterActivity 1 2}} {{#rollBetween() characterActivity 3 4}} Preserving {{/rollBetween() characterActivity 3 4}} {{#rollBetween() characterActivity 5 6}} Constructing {{/rollBetween() characterActivity 5 6}} {{#rollBetween() characterActivity 7 8}} Mending {{/rollBetween() characterActivity 7 8}} {{#rollBetween() characterActivity 9 10}} Assisting {{/rollBetween() characterActivity 9 10}} {{#rollBetween() characterActivity 11 12}} Securing {{/rollBetween() characterActivity 11 12}} {{#rollBetween() characterActivity 13 14}} Learning {{/rollBetween() characterActivity 13 14}} {{#rollBetween() characterActivity 15 16}} Sneaking {{/rollBetween() characterActivity 15 16}} {{#rollBetween() characterActivity 17 18}} Fleeing {{/rollBetween() characterActivity 17 18}} {{#rollBetween() characterActivity 19 20}} Sacrificing {{/rollBetween() characterActivity 19 20}} {{#rollBetween() characterActivity 21 22}} Creating {{/rollBetween() characterActivity 21 22}} {{#rollBetween() characterActivity 23 24}} Luring {{/rollBetween() characterActivity 23 24}} {{#rollBetween() characterActivity 25 26}} Hunting {{/rollBetween() characterActivity 25 26}} {{#rollBetween() characterActivity 27 28}} Seizing {{/rollBetween() characterActivity 27 28}} {{#rollBetween() characterActivity 29 30}} Bargaining {{/rollBetween() characterActivity 29 30}} {{#rollBetween() characterActivity 31 32}} Mimicking {{/rollBetween() characterActivity 31 32}} {{#rollBetween() characterActivity 33 34}} Tricking {{/rollBetween() characterActivity 33 34}} {{#rollBetween() characterActivity 35 36}} Tracking {{/rollBetween() characterActivity 35 36}} {{#rollBetween() characterActivity 37 38}} Escorting {{/rollBetween() characterActivity 37 38}} {{#rollBetween() characterActivity 39 40}} Hiding {{/rollBetween() characterActivity 39 40}} {{#rollBetween() characterActivity 41 42}} Raiding {{/rollBetween() characterActivity 41 42}} {{#rollBetween() characterActivity 43 44}} Socializing {{/rollBetween() characterActivity 43 44}} {{#rollBetween() characterActivity 45 46}} Exploring {{/rollBetween() characterActivity 45 46}} {{#rollBetween() characterActivity 47 48}} Journeying {{/rollBetween() characterActivity 47 48}} {{#rollBetween() characterActivity 49 50}} Supporting {{/rollBetween() characterActivity 49 50}} {{#rollBetween() characterActivity 51 52}} Avoiding {{/rollBetween() characterActivity 51 52}} {{#rollBetween() characterActivity 53 54}} Disabling {{/rollBetween() characterActivity 53 54}} {{#rollBetween() characterActivity 55 56}} Leading {{/rollBetween() characterActivity 55 56}} {{#rollBetween() characterActivity 57 58}} Assaulting {{/rollBetween() characterActivity 57 58}} {{#rollBetween() characterActivity 59 60}} Ensnaring {{/rollBetween() characterActivity 59 60}} {{#rollBetween() characterActivity 61 62}} Defending {{/rollBetween() characterActivity 61 62}} {{#rollBetween() characterActivity 63 64}} Recovering {{/rollBetween() characterActivity 63 64}} {{#rollBetween() characterActivity 65 66}} Patrolling {{/rollBetween() characterActivity 65 66}} {{#rollBetween() characterActivity 67 68}} Resting {{/rollBetween() characterActivity 67 68}} {{#rollBetween() characterActivity 69 70}} Distracting {{/rollBetween() characterActivity 69 70}} {{#rollBetween() characterActivity 71 72}} Leaving {{/rollBetween() characterActivity 71 72}} {{#rollBetween() characterActivity 73 74}} Fighting {{/rollBetween() characterActivity 73 74}} {{#rollBetween() characterActivity 75 76}} Ambushing {{/rollBetween() characterActivity 75 76}} {{#rollBetween() characterActivity 77 78}} Controlling {{/rollBetween() characterActivity 77 78}} {{#rollBetween() characterActivity 79 80}} Observing {{/rollBetween() characterActivity 79 80}} {{#rollBetween() characterActivity 81 82}} Gathering {{/rollBetween() characterActivity 81 82}} {{#rollBetween() characterActivity 83 84}} Suffering {{/rollBetween() characterActivity 83 84}} {{#rollBetween() characterActivity 85 86}} Threatening {{/rollBetween() characterActivity 85 86}} {{#rollBetween() characterActivity 87 88}} Searching {{/rollBetween() characterActivity 87 88}} {{#rollBetween() characterActivity 89 90}} Destroying {{/rollBetween() characterActivity 89 90}} {{#rollBetween() characterActivity 91 92}} Restoring {{/rollBetween() characterActivity 91 92}} {{#rollBetween() characterActivity 93 94}} Consuming {{/rollBetween() characterActivity 93 94}} {{#rollBetween() characterActivity 95 96}} Removing {{/rollBetween() characterActivity 95 96}} {{#rollBetween() characterActivity 97 98}} Inspecting {{/rollBetween() characterActivity 97 98}} {{#rollBetween() characterActivity 99 100}} Summoning {{/rollBetween() characterActivity 99 100}}
    {{/characterActivity}} {{#monstrositySize}}
    {{monstrositySize}}
    {{#rollBetween() monstrositySize 1 5}} Tiny (rodent-sized) {{/rollBetween() monstrositySize 1 5}} {{#rollBetween() monstrositySize 6 30}} Small (hound-sized) {{/rollBetween() monstrositySize 6 30}} {{#rollBetween() monstrositySize 31 65}} Medium (person-sized) {{/rollBetween() monstrositySize 31 65}} {{#rollBetween() monstrositySize 66 94}} Large (giant-sized) {{/rollBetween() monstrositySize 66 94}} {{#rollBetween() monstrositySize 95 99}} Huge (whale-sized) {{/rollBetween() monstrositySize 95 99}} {{#rollTotal() monstrositySize 100}} Titanic (incomprehensible) {{/rollTotal() monstrositySize 100}}
    {{/monstrositySize}} {{#monstrosityPrimaryForm}}
    {{monstrosityPrimaryForm}}
    {{#rollBetween() monstrosityPrimaryForm 1 15}} Beast / mammal {{/rollBetween() monstrosityPrimaryForm 1 15}} {{#rollBetween() monstrosityPrimaryForm 16 25}} Humanoid {{/rollBetween() monstrosityPrimaryForm 16 25}} {{#rollBetween() monstrosityPrimaryForm 26 31}} Bird {{/rollBetween() monstrosityPrimaryForm 26 31}} {{#rollBetween() monstrosityPrimaryForm 32 37}} Spider {{/rollBetween() monstrosityPrimaryForm 32 37}} {{#rollBetween() monstrosityPrimaryForm 38 43}} Snake {{/rollBetween() monstrosityPrimaryForm 38 43}} {{#rollBetween() monstrosityPrimaryForm 44 49}} Worm / slug {{/rollBetween() monstrosityPrimaryForm 44 49}} {{#rollBetween() monstrosityPrimaryForm 50 55}} Lizard {{/rollBetween() monstrosityPrimaryForm 50 55}} {{#rollBetween() monstrosityPrimaryForm 56 61}} Insect {{/rollBetween() monstrosityPrimaryForm 56 61}} {{#rollBetween() monstrosityPrimaryForm 62 66}} Amorphous {{/rollBetween() monstrosityPrimaryForm 62 66}} {{#rollBetween() monstrosityPrimaryForm 67 69}} Crustacean {{/rollBetween() monstrosityPrimaryForm 67 69}} {{#rollBetween() monstrosityPrimaryForm 70 71}} Fish {{/rollBetween() monstrosityPrimaryForm 70 71}} {{#rollBetween() monstrosityPrimaryForm 72 73}} Octopoid {{/rollBetween() monstrosityPrimaryForm 72 73}} {{#rollBetween() monstrosityPrimaryForm 74 75}} Amphibian {{/rollBetween() monstrosityPrimaryForm 74 75}} {{#rollBetween() monstrosityPrimaryForm 76 77}} Plant {{/rollBetween() monstrosityPrimaryForm 76 77}} {{#rollTotal() monstrosityPrimaryForm 78}} Incorporeal {{/rollTotal() monstrosityPrimaryForm 78}} {{#rollTotal() monstrosityPrimaryForm 79}} Mineral {{/rollTotal() monstrosityPrimaryForm 79}} {{#rollTotal() monstrosityPrimaryForm 80}} Elementa {{/rollTotal() monstrosityPrimaryForm 80}} {{#rollBetween() monstrosityPrimaryForm 81 100}} Hybrid (roll twice) {{/rollBetween() monstrosityPrimaryForm 81 100}}
    {{/monstrosityPrimaryForm}} {{#monstrosityCharacteristics}}
    {{monstrosityCharacteristics}}
    {{#rollBetween() monstrosityCharacteristics 1 5}} Extra limbs {{/rollBetween() monstrosityCharacteristics 1 5}} {{#rollBetween() monstrosityCharacteristics 6 10}} Fangs / rows of sharp teeth {{/rollBetween() monstrosityCharacteristics 6 10}} {{#rollBetween() monstrosityCharacteristics 11 15}} Claws / talons {{/rollBetween() monstrosityCharacteristics 11 15}} {{#rollBetween() monstrosityCharacteristics 16 20}} Strange color / markings {{/rollBetween() monstrosityCharacteristics 16 20}} {{#rollBetween() monstrosityCharacteristics 21 25}} Horns / tusks {{/rollBetween() monstrosityCharacteristics 21 25}} {{#rollBetween() monstrosityCharacteristics 26 30}} Oversized mouth {{/rollBetween() monstrosityCharacteristics 26 30}} {{#rollBetween() monstrosityCharacteristics 31 35}} Spikes / spines {{/rollBetween() monstrosityCharacteristics 31 35}} {{#rollBetween() monstrosityCharacteristics 36 40}} Tail {{/rollBetween() monstrosityCharacteristics 36 40}} {{#rollBetween() monstrosityCharacteristics 41 45}} Multi-segmented body {{/rollBetween() monstrosityCharacteristics 41 45}} {{#rollBetween() monstrosityCharacteristics 46 50}} Wings {{/rollBetween() monstrosityCharacteristics 46 50}} {{#rollBetween() monstrosityCharacteristics 51 54}} Stinger / barbs {{/rollBetween() monstrosityCharacteristics 51 54}} {{#rollBetween() monstrosityCharacteristics 55 58}} Many-eyed {{/rollBetween() monstrosityCharacteristics 55 58}} {{#rollBetween() monstrosityCharacteristics 59 62}} Distinctive sound {{/rollBetween() monstrosityCharacteristics 59 62}} {{#rollBetween() monstrosityCharacteristics 63 66}} Tentacles / tendrils {{/rollBetween() monstrosityCharacteristics 63 66}} {{#rollBetween() monstrosityCharacteristics 67 69}} Mandibles / pincers {{/rollBetween() monstrosityCharacteristics 67 69}} {{#rollBetween() monstrosityCharacteristics 70 72}} Luminescent {{/rollBetween() monstrosityCharacteristics 70 72}} {{#rollBetween() monstrosityCharacteristics 73 75}} Antennae / sensory organs {{/rollBetween() monstrosityCharacteristics 73 75}} {{#rollBetween() monstrosityCharacteristics 76 78}} Proboscis / inner jaw {{/rollBetween() monstrosityCharacteristics 76 78}} {{#rollBetween() monstrosityCharacteristics 79 81}} Exoskeleton / shell {{/rollBetween() monstrosityCharacteristics 79 81}} {{#rollBetween() monstrosityCharacteristics 82 84}} Bony protuberances {{/rollBetween() monstrosityCharacteristics 82 84}} {{#rollBetween() monstrosityCharacteristics 85 87}} Corrupted flesh {{/rollBetween() monstrosityCharacteristics 85 87}} {{#rollBetween() monstrosityCharacteristics 88 90}} Semi-transparent {{/rollBetween() monstrosityCharacteristics 88 90}} {{#rollBetween() monstrosityCharacteristics 91 93}} Scarred / injured {{/rollBetween() monstrosityCharacteristics 91 93}} {{#rollBetween() monstrosityCharacteristics 94 95}} Egg sac / carried offspring {{/rollBetween() monstrosityCharacteristics 94 95}} {{#rollBetween() monstrosityCharacteristics 96 97}} Rotting / skeletal {{/rollBetween() monstrosityCharacteristics 96 97}} {{#rollTotal() monstrosityCharacteristics 98}} Mummified / desiccated {{/rollTotal() monstrosityCharacteristics 98}} {{#rollTotal() monstrosityCharacteristics 99}} Multi-headed {{/rollTotal() monstrosityCharacteristics 99}} {{#rollTotal() monstrosityCharacteristics 100}} Etched with mystic runes {{/rollTotal() monstrosityCharacteristics 100}}
    {{/monstrosityCharacteristics}} {{#monstrosityAbilities}}
    {{monstrosityAbilities}}
    {{#rollBetween() monstrosityAbilities 1 4}} Keen senses {{/rollBetween() monstrosityAbilities 1 4}} {{#rollBetween() monstrosityAbilities 5 8}} Intimidating vocalization {{/rollBetween() monstrosityAbilities 5 8}} {{#rollBetween() monstrosityAbilities 9 12}} Climber {{/rollBetween() monstrosityAbilities 9 12}} {{#rollBetween() monstrosityAbilities 13 16}} Intelligent {{/rollBetween() monstrosityAbilities 13 16}} {{#rollBetween() monstrosityAbilities 17 20}} Swift {{/rollBetween() monstrosityAbilities 17 20}} {{#rollBetween() monstrosityAbilities 21 24}} Powerful bite {{/rollBetween() monstrosityAbilities 21 24}} {{#rollBetween() monstrosityAbilities 25 28}} Stealthy / ambusher {{/rollBetween() monstrosityAbilities 25 28}} {{#rollBetween() monstrosityAbilities 29 32}} Horrid visage {{/rollBetween() monstrosityAbilities 29 32}} {{#rollBetween() monstrosityAbilities 33 36}} Strong {{/rollBetween() monstrosityAbilities 33 36}} {{#rollBetween() monstrosityAbilities 37 40}} Camouflaged {{/rollBetween() monstrosityAbilities 37 40}} {{#rollBetween() monstrosityAbilities 41 43}} Flier / glider {{/rollBetween() monstrosityAbilities 41 43}} {{#rollBetween() monstrosityAbilities 44 46}} Poisonous {{/rollBetween() monstrosityAbilities 44 46}} {{#rollBetween() monstrosityAbilities 47 49}} Semiaquatic / swimmer {{/rollBetween() monstrosityAbilities 47 49}} {{#rollBetween() monstrosityAbilities 50 52}} Grappler / entangler {{/rollBetween() monstrosityAbilities 50 52}} {{#rollBetween() monstrosityAbilities 53 55}} Leaper {{/rollBetween() monstrosityAbilities 53 55}} {{#rollBetween() monstrosityAbilities 56 58}} Crusher / constrictor {{/rollBetween() monstrosityAbilities 56 58}} {{#rollBetween() monstrosityAbilities 59 61}} Armored {{/rollBetween() monstrosityAbilities 59 61}} {{#rollBetween() monstrosityAbilities 62 64}} Burrower {{/rollBetween() monstrosityAbilities 62 64}} {{#rollBetween() monstrosityAbilities 65 67}} Noxious smell {{/rollBetween() monstrosityAbilities 65 67}} {{#rollBetween() monstrosityAbilities 68 69}} Trap-setter {{/rollBetween() monstrosityAbilities 68 69}} {{#rollBetween() monstrosityAbilities 70 71}} Parasitic {{/rollBetween() monstrosityAbilities 70 71}} {{#rollBetween() monstrosityAbilities 72 73}} Vibration sense {{/rollBetween() monstrosityAbilities 72 73}} {{#rollBetween() monstrosityAbilities 74 75}} Breath weapon / toxic spew {{/rollBetween() monstrosityAbilities 74 75}} {{#rollBetween() monstrosityAbilities 76 77}} Mimicry {{/rollBetween() monstrosityAbilities 76 77}} {{#rollBetween() monstrosityAbilities 78 79}} Shapeshifting {{/rollBetween() monstrosityAbilities 78 79}} {{#rollBetween() monstrosityAbilities 80 81}} Control lesser creatures {{/rollBetween() monstrosityAbilities 80 81}} {{#rollBetween() monstrosityAbilities 82 83}} Echolocation {{/rollBetween() monstrosityAbilities 82 83}} {{#rollBetween() monstrosityAbilities 84 85}} Electric shock {{/rollBetween() monstrosityAbilities 84 85}} {{#rollBetween() monstrosityAbilities 86 87}} Acidic {{/rollBetween() monstrosityAbilities 86 87}} {{#rollBetween() monstrosityAbilities 88 89}} Symbiotic {{/rollBetween() monstrosityAbilities 88 89}} {{#rollBetween() monstrosityAbilities 90 91}} Shoot projectiles {{/rollBetween() monstrosityAbilities 90 91}} {{#rollTotal() monstrosityAbilities 92}} Paralyzing {{/rollTotal() monstrosityAbilities 92}} {{#rollTotal() monstrosityAbilities 93}} Immune to iron {{/rollTotal() monstrosityAbilities 93}} {{#rollTotal() monstrosityAbilities 94}} Feels no pain {{/rollTotal() monstrosityAbilities 94}} {{#rollTotal() monstrosityAbilities 95}} Enact rituals {{/rollTotal() monstrosityAbilities 95}} {{#rollTotal() monstrosityAbilities 96}} Create illusions {{/rollTotal() monstrosityAbilities 96}} {{#rollTotal() monstrosityAbilities 97}} Mind control / telepathy {{/rollTotal() monstrosityAbilities 97}} {{#rollTotal() monstrosityAbilities 98}} Move between realities {{/rollTotal() monstrosityAbilities 98}} {{#rollTotal() monstrosityAbilities 99}} Wield weapons {{/rollTotal() monstrosityAbilities 99}} {{#rollTotal() monstrosityAbilities 100}} Control elements {{/rollTotal() monstrosityAbilities 100}}
    {{/monstrosityAbilities}} {{#trapEvent}}
    {{trapEvent}}
    {{#rollBetween() trapEvent 1 4}} Block {{/rollBetween() trapEvent 1 4}} {{#rollBetween() trapEvent 5 8}} Create {{/rollBetween() trapEvent 5 8}} {{#rollBetween() trapEvent 9 12}} Break {{/rollBetween() trapEvent 9 12}} {{#rollBetween() trapEvent 13 16}} Puncture {{/rollBetween() trapEvent 13 16}} {{#rollBetween() trapEvent 17 20}} Entangle {{/rollBetween() trapEvent 17 20}} {{#rollBetween() trapEvent 21 24}} Enclose {{/rollBetween() trapEvent 21 24}} {{#rollBetween() trapEvent 25 28}} Ambush {{/rollBetween() trapEvent 25 28}} {{#rollBetween() trapEvent 29 32}} Snare {{/rollBetween() trapEvent 29 32}} {{#rollBetween() trapEvent 33 36}} Change {{/rollBetween() trapEvent 33 36}} {{#rollBetween() trapEvent 37 40}} Imitate {{/rollBetween() trapEvent 37 40}} {{#rollBetween() trapEvent 41 44}} Crush {{/rollBetween() trapEvent 41 44}} {{#rollBetween() trapEvent 45 48}} Drop {{/rollBetween() trapEvent 45 48}} {{#rollBetween() trapEvent 49 52}} Conceal {{/rollBetween() trapEvent 49 52}} {{#rollBetween() trapEvent 53 56}} Lure {{/rollBetween() trapEvent 53 56}} {{#rollBetween() trapEvent 57 60}} Release {{/rollBetween() trapEvent 57 60}} {{#rollBetween() trapEvent 61 64}} Obscure {{/rollBetween() trapEvent 61 64}} {{#rollBetween() trapEvent 65 68}} Cut {{/rollBetween() trapEvent 65 68}} {{#rollBetween() trapEvent 69 72}} Smother {{/rollBetween() trapEvent 69 72}} {{#rollBetween() trapEvent 73 76}} Collapse {{/rollBetween() trapEvent 73 76}} {{#rollBetween() trapEvent 77 80}} Summon {{/rollBetween() trapEvent 77 80}} {{#rollBetween() trapEvent 81 84}} Move {{/rollBetween() trapEvent 81 84}} {{#rollBetween() trapEvent 85 88}} Surprise {{/rollBetween() trapEvent 85 88}} {{#rollBetween() trapEvent 89 92}} Divert {{/rollBetween() trapEvent 89 92}} {{#rollBetween() trapEvent 93 96}} Attack {{/rollBetween() trapEvent 93 96}} {{#rollBetween() trapEvent 97 100}} Trigger {{/rollBetween() trapEvent 97 100}}
    {{/trapEvent}} {{#trapComponent}}
    {{trapComponent}}
    {{#rollBetween() trapComponent 1 4}} Pit {{/rollBetween() trapComponent 1 4}} {{#rollBetween() trapComponent 5 8}} Water {{/rollBetween() trapComponent 5 8}} {{#rollBetween() trapComponent 9 12}} Fire {{/rollBetween() trapComponent 9 12}} {{#rollBetween() trapComponent 13 16}} Projectile {{/rollBetween() trapComponent 13 16}} {{#rollBetween() trapComponent 17 20}} Passage {{/rollBetween() trapComponent 17 20}} {{#rollBetween() trapComponent 21 24}} Fall {{/rollBetween() trapComponent 21 24}} {{#rollBetween() trapComponent 25 28}} Debris {{/rollBetween() trapComponent 25 28}} {{#rollBetween() trapComponent 29 32}} Fear {{/rollBetween() trapComponent 29 32}} {{#rollBetween() trapComponent 33 36}} Alarm {{/rollBetween() trapComponent 33 36}} {{#rollBetween() trapComponent 37 40}} Trigger {{/rollBetween() trapComponent 37 40}} {{#rollBetween() trapComponent 41 44}} Cold {{/rollBetween() trapComponent 41 44}} {{#rollBetween() trapComponent 45 48}} Weapon {{/rollBetween() trapComponent 45 48}} {{#rollBetween() trapComponent 49 52}} Darkness {{/rollBetween() trapComponent 49 52}} {{#rollBetween() trapComponent 53 56}} Decay {{/rollBetween() trapComponent 53 56}} {{#rollBetween() trapComponent 57 60}} Path {{/rollBetween() trapComponent 57 60}} {{#rollBetween() trapComponent 61 64}} Stone {{/rollBetween() trapComponent 61 64}} {{#rollBetween() trapComponent 65 68}} Terrain {{/rollBetween() trapComponent 65 68}} {{#rollBetween() trapComponent 69 72}} Poison {{/rollBetween() trapComponent 69 72}} {{#rollBetween() trapComponent 73 76}} Barrier {{/rollBetween() trapComponent 73 76}} {{#rollBetween() trapComponent 77 80}} Overhead {{/rollBetween() trapComponent 77 80}} {{#rollBetween() trapComponent 81 84}} Magic {{/rollBetween() trapComponent 81 84}} {{#rollBetween() trapComponent 85 88}} Toxin {{/rollBetween() trapComponent 85 88}} {{#rollBetween() trapComponent 89 92}} Earth {{/rollBetween() trapComponent 89 92}} {{#rollBetween() trapComponent 93 96}} Light {{/rollBetween() trapComponent 93 96}} {{#rollBetween() trapComponent 97 100}} Denizen {{/rollBetween() trapComponent 97 100}}
    {{/trapComponent}} {{#combatEventMethod}}
    {{combatEventMethod}}
    {{#rollBetween() combatEventMethod 1 2}} Defy {{/rollBetween() combatEventMethod 1 2}} {{#rollBetween() combatEventMethod 3 4}} Break {{/rollBetween() combatEventMethod 3 4}} {{#rollBetween() combatEventMethod 5 6}} Trick {{/rollBetween() combatEventMethod 5 6}} {{#rollBetween() combatEventMethod 7 8}} Evade {{/rollBetween() combatEventMethod 7 8}} {{#rollBetween() combatEventMethod 9 10}} Protect {{/rollBetween() combatEventMethod 9 10}} {{#rollBetween() combatEventMethod 11 12}} Overwhelm {{/rollBetween() combatEventMethod 11 12}} {{#rollBetween() combatEventMethod 13 14}} Persevere {{/rollBetween() combatEventMethod 13 14}} {{#rollBetween() combatEventMethod 15 16}} Assist {{/rollBetween() combatEventMethod 15 16}} {{#rollBetween() combatEventMethod 17 18}} Await {{/rollBetween() combatEventMethod 17 18}} {{#rollBetween() combatEventMethod 19 20}} Abort {{/rollBetween() combatEventMethod 19 20}} {{#rollBetween() combatEventMethod 21 22}} Block {{/rollBetween() combatEventMethod 21 22}} {{#rollBetween() combatEventMethod 23 24}} Collide {{/rollBetween() combatEventMethod 23 24}} {{#rollBetween() combatEventMethod 25 26}} Focus {{/rollBetween() combatEventMethod 25 26}} {{#rollBetween() combatEventMethod 27 28}} Advance {{/rollBetween() combatEventMethod 27 28}} {{#rollBetween() combatEventMethod 29 30}} Breach {{/rollBetween() combatEventMethod 29 30}} {{#rollBetween() combatEventMethod 31 32}} Endure {{/rollBetween() combatEventMethod 31 32}} {{#rollBetween() combatEventMethod 33 34}} Assault {{/rollBetween() combatEventMethod 33 34}} {{#rollBetween() combatEventMethod 35 36}} Charge {{/rollBetween() combatEventMethod 35 36}} {{#rollBetween() combatEventMethod 37 38}} Escalate {{/rollBetween() combatEventMethod 37 38}} {{#rollBetween() combatEventMethod 39 40}} Sunder {{/rollBetween() combatEventMethod 39 40}} {{#rollBetween() combatEventMethod 41 42}} Shatter {{/rollBetween() combatEventMethod 41 42}} {{#rollBetween() combatEventMethod 43 44}} Aim {{/rollBetween() combatEventMethod 43 44}} {{#rollBetween() combatEventMethod 45 46}} Stagger {{/rollBetween() combatEventMethod 45 46}} {{#rollBetween() combatEventMethod 47 48}} Counter {{/rollBetween() combatEventMethod 47 48}} {{#rollBetween() combatEventMethod 49 50}} Seize {{/rollBetween() combatEventMethod 49 50}} {{#rollBetween() combatEventMethod 51 52}} Impact {{/rollBetween() combatEventMethod 51 52}} {{#rollBetween() combatEventMethod 53 54}} Entangle {{/rollBetween() combatEventMethod 53 54}} {{#rollBetween() combatEventMethod 55 56}} Hold {{/rollBetween() combatEventMethod 55 56}} {{#rollBetween() combatEventMethod 57 58}} Deflect {{/rollBetween() combatEventMethod 57 58}} {{#rollBetween() combatEventMethod 59 60}} Drop {{/rollBetween() combatEventMethod 59 60}} {{#rollBetween() combatEventMethod 61 62}} Lose {{/rollBetween() combatEventMethod 61 62}} {{#rollBetween() combatEventMethod 63 64}} Sweep {{/rollBetween() combatEventMethod 63 64}} {{#rollBetween() combatEventMethod 65 66}} Secure {{/rollBetween() combatEventMethod 65 66}} {{#rollBetween() combatEventMethod 67 68}} Cover {{/rollBetween() combatEventMethod 67 68}} {{#rollBetween() combatEventMethod 69 70}} Withdraw {{/rollBetween() combatEventMethod 69 70}} {{#rollBetween() combatEventMethod 71 72}} Clash {{/rollBetween() combatEventMethod 71 72}} {{#rollBetween() combatEventMethod 73 74}} Amplify {{/rollBetween() combatEventMethod 73 74}} {{#rollBetween() combatEventMethod 75 76}} Batter {{/rollBetween() combatEventMethod 75 76}} {{#rollBetween() combatEventMethod 77 78}} Feint {{/rollBetween() combatEventMethod 77 78}} {{#rollBetween() combatEventMethod 79 80}} Shove {{/rollBetween() combatEventMethod 79 80}} {{#rollBetween() combatEventMethod 81 82}} Embed {{/rollBetween() combatEventMethod 81 82}} {{#rollBetween() combatEventMethod 83 84}} Affect {{/rollBetween() combatEventMethod 83 84}} {{#rollBetween() combatEventMethod 85 86}} Probe {{/rollBetween() combatEventMethod 85 86}} {{#rollBetween() combatEventMethod 87 88}} Force {{/rollBetween() combatEventMethod 87 88}} {{#rollBetween() combatEventMethod 89 90}} Intensify {{/rollBetween() combatEventMethod 89 90}} {{#rollBetween() combatEventMethod 91 92}} Distract {{/rollBetween() combatEventMethod 91 92}} {{#rollBetween() combatEventMethod 93 94}} Challenge {{/rollBetween() combatEventMethod 93 94}} {{#rollBetween() combatEventMethod 95 96}} Brawl {{/rollBetween() combatEventMethod 95 96}} {{#rollBetween() combatEventMethod 97 98}} Coordinate {{/rollBetween() combatEventMethod 97 98}} {{#rollBetween() combatEventMethod 99 100}} Overrun {{/rollBetween() combatEventMethod 99 100}}
    {{/combatEventMethod}} {{#combatEventTarget}}
    {{combatEventTarget}}
    {{#rollBetween() combatEventTarget 1 2}} Control {{/rollBetween() combatEventTarget 1 2}} {{#rollBetween() combatEventTarget 3 4}} Defense {{/rollBetween() combatEventTarget 3 4}} {{#rollBetween() combatEventTarget 5 6}} Limbs {{/rollBetween() combatEventTarget 5 6}} {{#rollBetween() combatEventTarget 7 8}} Focus {{/rollBetween() combatEventTarget 7 8}} {{#rollBetween() combatEventTarget 9 10}} Advantage {{/rollBetween() combatEventTarget 9 10}} {{#rollBetween() combatEventTarget 11 12}} Range {{/rollBetween() combatEventTarget 11 12}} {{#rollBetween() combatEventTarget 13 14}} Stress {{/rollBetween() combatEventTarget 13 14}} {{#rollBetween() combatEventTarget 15 16}} Sense {{/rollBetween() combatEventTarget 15 16}} {{#rollBetween() combatEventTarget 17 18}} Weakness {{/rollBetween() combatEventTarget 17 18}} {{#rollBetween() combatEventTarget 19 20}} Opening {{/rollBetween() combatEventTarget 19 20}} {{#rollBetween() combatEventTarget 21 22}} Fear {{/rollBetween() combatEventTarget 21 22}} {{#rollBetween() combatEventTarget 23 24}} Instinct {{/rollBetween() combatEventTarget 23 24}} {{#rollBetween() combatEventTarget 25 26}} Footing {{/rollBetween() combatEventTarget 25 26}} {{#rollBetween() combatEventTarget 27 28}} Maneuver {{/rollBetween() combatEventTarget 27 28}} {{#rollBetween() combatEventTarget 29 30}} Reach {{/rollBetween() combatEventTarget 29 30}} {{#rollBetween() combatEventTarget 31 32}} Harm {{/rollBetween() combatEventTarget 31 32}} {{#rollBetween() combatEventTarget 33 34}} Finesse {{/rollBetween() combatEventTarget 33 34}} {{#rollBetween() combatEventTarget 35 36}} Weapon {{/rollBetween() combatEventTarget 35 36}} {{#rollBetween() combatEventTarget 37 38}} Environment {{/rollBetween() combatEventTarget 37 38}} {{#rollBetween() combatEventTarget 39 40}} Technique {{/rollBetween() combatEventTarget 39 40}} {{#rollBetween() combatEventTarget 41 42}} Surprise {{/rollBetween() combatEventTarget 41 42}} {{#rollBetween() combatEventTarget 43 44}} Pride {{/rollBetween() combatEventTarget 43 44}} {{#rollBetween() combatEventTarget 45 46}} Wound {{/rollBetween() combatEventTarget 45 46}} {{#rollBetween() combatEventTarget 47 48}} Precision {{/rollBetween() combatEventTarget 47 48}} {{#rollBetween() combatEventTarget 49 50}} Ally {{/rollBetween() combatEventTarget 49 50}} {{#rollBetween() combatEventTarget 51 52}} Ground {{/rollBetween() combatEventTarget 51 52}} {{#rollBetween() combatEventTarget 53 54}} Courage {{/rollBetween() combatEventTarget 53 54}} {{#rollBetween() combatEventTarget 55 56}} Companion {{/rollBetween() combatEventTarget 55 56}} {{#rollBetween() combatEventTarget 57 58}} Object {{/rollBetween() combatEventTarget 57 58}} {{#rollBetween() combatEventTarget 59 60}} Momentum {{/rollBetween() combatEventTarget 59 60}} {{#rollBetween() combatEventTarget 61 62}} Speed {{/rollBetween() combatEventTarget 61 62}} {{#rollBetween() combatEventTarget 63 64}} Strength {{/rollBetween() combatEventTarget 63 64}} {{#rollBetween() combatEventTarget 65 66}} Supply {{/rollBetween() combatEventTarget 65 66}} {{#rollBetween() combatEventTarget 67 68}} Terrain {{/rollBetween() combatEventTarget 67 68}} {{#rollBetween() combatEventTarget 69 70}} Armor {{/rollBetween() combatEventTarget 69 70}} {{#rollBetween() combatEventTarget 71 72}} Skill {{/rollBetween() combatEventTarget 71 72}} {{#rollBetween() combatEventTarget 73 74}} Body {{/rollBetween() combatEventTarget 73 74}} {{#rollBetween() combatEventTarget 75 76}} Protection {{/rollBetween() combatEventTarget 75 76}} {{#rollBetween() combatEventTarget 77 78}} Resolve {{/rollBetween() combatEventTarget 77 78}} {{#rollBetween() combatEventTarget 79 80}} Ferocity {{/rollBetween() combatEventTarget 79 80}} {{#rollBetween() combatEventTarget 81 82}} Shield {{/rollBetween() combatEventTarget 81 82}} {{#rollBetween() combatEventTarget 83 84}} Ammo {{/rollBetween() combatEventTarget 83 84}} {{#rollBetween() combatEventTarget 85 86}} Anger {{/rollBetween() combatEventTarget 85 86}} {{#rollBetween() combatEventTarget 87 88}} Opportunity {{/rollBetween() combatEventTarget 87 88}} {{#rollBetween() combatEventTarget 89 90}} Balance {{/rollBetween() combatEventTarget 89 90}} {{#rollBetween() combatEventTarget 91 92}} Position {{/rollBetween() combatEventTarget 91 92}} {{#rollBetween() combatEventTarget 93 94}} Barrier {{/rollBetween() combatEventTarget 93 94}} {{#rollBetween() combatEventTarget 95 96}} Strategy {{/rollBetween() combatEventTarget 95 96}} {{#rollBetween() combatEventTarget 97 98}} Grasp {{/rollBetween() combatEventTarget 97 98}} {{#rollBetween() combatEventTarget 99 100}} Power {{/rollBetween() combatEventTarget 99 100}}
    {{/combatEventTarget}} {{#threatCategory}}
    {{threatCategory}}
    {{#rollBetween() threatCategory 1 10}} Burgeoning Conflict {{/rollBetween() threatCategory 1 10}} {{#rollBetween() threatCategory 11 20}} Cursed Site {{/rollBetween() threatCategory 11 20}} {{#rollBetween() threatCategory 21 30}} Environmental Calamity {{/rollBetween() threatCategory 21 30}} {{#rollBetween() threatCategory 31 40}} Malignant Plague {{/rollBetween() threatCategory 31 40}} {{#rollBetween() threatCategory 41 50}} Rampaging Creature {{/rollBetween() threatCategory 41 50}} {{#rollBetween() threatCategory 51 60}} Ravaging Horde {{/rollBetween() threatCategory 51 60}} {{#rollBetween() threatCategory 61 70}} Scheming Leader {{/rollBetween() threatCategory 61 70}} {{#rollBetween() threatCategory 71 80}} Power-Hungry Mystic {{/rollBetween() threatCategory 71 80}} {{#rollBetween() threatCategory 81 90}} Zealous Cult {{/rollBetween() threatCategory 81 90}} {{#rollBetween() threatCategory 91 100}} Roll Twice {{/rollBetween() threatCategory 91 100}}
    {{/threatCategory}} {{#threatBurgeoningConflict}}
    {{threatBurgeoningConflict}}
    {{#rollBetween() threatBurgeoningConflict 1 10}} Allow warmongers to gain influence {{/rollBetween() threatBurgeoningConflict 1 10}} {{#rollBetween() threatBurgeoningConflict 11 20}} Break a treaty {{/rollBetween() threatBurgeoningConflict 11 20}} {{#rollBetween() threatBurgeoningConflict 21 30}} Force a hasty decision {{/rollBetween() threatBurgeoningConflict 21 30}} {{#rollBetween() threatBurgeoningConflict 31 40}} Deepen suspicions {{/rollBetween() threatBurgeoningConflict 31 40}} {{#rollBetween() threatBurgeoningConflict 41 50}} Trigger a confrontation {{/rollBetween() threatBurgeoningConflict 41 50}} {{#rollBetween() threatBurgeoningConflict 51 60}} Subvert a potential accord {{/rollBetween() threatBurgeoningConflict 51 60}} {{#rollBetween() threatBurgeoningConflict 61 70}} Isolate the antagonists {{/rollBetween() threatBurgeoningConflict 61 70}} {{#rollBetween() threatBurgeoningConflict 71 80}} Draw new battle lines {{/rollBetween() threatBurgeoningConflict 71 80}} {{#rollBetween() threatBurgeoningConflict 81 90}} Reveal an unexpected aspect of the dispute {{/rollBetween() threatBurgeoningConflict 81 90}} {{#rollBetween() threatBurgeoningConflict 91 100}} Introduce a new person or faction to complicate the situation {{/rollBetween() threatBurgeoningConflict 91 100}}
    {{/threatBurgeoningConflict}} {{#threatCursedSite}}
    {{threatCursedSite}}
    {{#rollBetween() threatCursedSite 1 10}} Unleash a creature or being {{/rollBetween() threatCursedSite 1 10}} {{#rollBetween() threatCursedSite 11 20}} Lure the unwary into its depths {{/rollBetween() threatCursedSite 11 20}} {{#rollBetween() threatCursedSite 21 30}} Offer promises of power {{/rollBetween() threatCursedSite 21 30}} {{#rollBetween() threatCursedSite 31 40}} Reveal a new aspect of its cursed history {{/rollBetween() threatCursedSite 31 40}} {{#rollBetween() threatCursedSite 41 50}} Expand its malignancy to surrounding lands {{/rollBetween() threatCursedSite 41 50}} {{#rollBetween() threatCursedSite 51 60}} Leave its mark on an inhabitant or visitor {{/rollBetween() threatCursedSite 51 60}} {{#rollBetween() threatCursedSite 61 70}} Reveal hidden depths {{/rollBetween() threatCursedSite 61 70}} {{#rollBetween() threatCursedSite 71 80}} Ensnare an important person or object {{/rollBetween() threatCursedSite 71 80}} {{#rollBetween() threatCursedSite 81 90}} Corrupt the environment {{/rollBetween() threatCursedSite 81 90}} {{#rollBetween() threatCursedSite 91 100}} Transform its nature {{/rollBetween() threatCursedSite 91 100}}
    {{/threatCursedSite}} {{#threatEnvironmentalCalamity}}
    {{threatEnvironmentalCalamity}}
    {{#rollBetween() threatEnvironmentalCalamity 1 10}} Devastate a place {{/rollBetween() threatEnvironmentalCalamity 1 10}} {{#rollBetween() threatEnvironmentalCalamity 11 20}} Block a path {{/rollBetween() threatEnvironmentalCalamity 11 20}} {{#rollBetween() threatEnvironmentalCalamity 21 30}} Threaten a community with imminent destruction {{/rollBetween() threatEnvironmentalCalamity 21 30}} {{#rollBetween() threatEnvironmentalCalamity 31 40}} Manifest unexpected effects {{/rollBetween() threatEnvironmentalCalamity 31 40}} {{#rollBetween() threatEnvironmentalCalamity 41 50}} Expand in scope or intensity {{/rollBetween() threatEnvironmentalCalamity 41 50}} {{#rollBetween() threatEnvironmentalCalamity 51 60}} Allow someone to take advantage {{/rollBetween() threatEnvironmentalCalamity 51 60}} {{#rollBetween() threatEnvironmentalCalamity 61 70}} Deprive of resources {{/rollBetween() threatEnvironmentalCalamity 61 70}} {{#rollBetween() threatEnvironmentalCalamity 71 80}} Isolate an important person or community {{/rollBetween() threatEnvironmentalCalamity 71 80}} {{#rollBetween() threatEnvironmentalCalamity 81 90}} Force refugees into hostile lands {{/rollBetween() threatEnvironmentalCalamity 81 90}} {{#rollBetween() threatEnvironmentalCalamity 91 100}} Disrupt natural ecosystems {{/rollBetween() threatEnvironmentalCalamity 91 100}}
    {{/threatEnvironmentalCalamity}} {{#threatMalignantPlague}}
    {{threatMalignantPlague}}
    {{#rollBetween() threatMalignantPlague 1 10}} Manifest new symptoms or effects {{/rollBetween() threatMalignantPlague 1 10}} {{#rollBetween() threatMalignantPlague 11 20}} Infect someone important {{/rollBetween() threatMalignantPlague 11 20}} {{#rollBetween() threatMalignantPlague 21 30}} Expand to new territory or communities {{/rollBetween() threatMalignantPlague 21 30}} {{#rollBetween() threatMalignantPlague 31 40}} Allow someone to take advantage {{/rollBetween() threatMalignantPlague 31 40}} {{#rollBetween() threatMalignantPlague 41 50}} Allow someone to take the blame {{/rollBetween() threatMalignantPlague 41 50}} {{#rollBetween() threatMalignantPlague 51 60}} Create panic or disorder {{/rollBetween() threatMalignantPlague 51 60}} {{#rollBetween() threatMalignantPlague 61 70}} Force a horrible decision {{/rollBetween() threatMalignantPlague 61 70}} {{#rollBetween() threatMalignantPlague 71 80}} Lure into complacency {{/rollBetween() threatMalignantPlague 71 80}} {{#rollBetween() threatMalignantPlague 81 90}} Reveal the root of the sickness {{/rollBetween() threatMalignantPlague 81 90}} {{#rollBetween() threatMalignantPlague 91 100}} Undermine a potential cure {{/rollBetween() threatMalignantPlague 91 100}}
    {{/threatMalignantPlague}} {{#threatRampagingCreature}}
    {{threatRampagingCreature}}
    {{#rollBetween() threatRampagingCreature 1 10}} Reveal a new aspect of its nature or abilities {{/rollBetween() threatRampagingCreature 1 10}} {{#rollBetween() threatRampagingCreature 11 20}} Expand its territory {{/rollBetween() threatRampagingCreature 11 20}} {{#rollBetween() threatRampagingCreature 21 30}} Make a sudden and brutal attack {{/rollBetween() threatRampagingCreature 21 30}} {{#rollBetween() threatRampagingCreature 31 40}} Control or influence lesser creatures {{/rollBetween() threatRampagingCreature 31 40}} {{#rollBetween() threatRampagingCreature 41 50}} Create confusion or strife {{/rollBetween() threatRampagingCreature 41 50}} {{#rollBetween() threatRampagingCreature 51 60}} Leave foreboding signs {{/rollBetween() threatRampagingCreature 51 60}} {{#rollBetween() threatRampagingCreature 61 70}} Lure the unwary {{/rollBetween() threatRampagingCreature 61 70}} {{#rollBetween() threatRampagingCreature 71 80}} Imperil an event {{/rollBetween() threatRampagingCreature 71 80}} {{#rollBetween() threatRampagingCreature 81 90}} Assert control over a location {{/rollBetween() threatRampagingCreature 81 90}} {{#rollBetween() threatRampagingCreature 91 100}} Threaten resources {{/rollBetween() threatRampagingCreature 91 100}}
    {{/threatRampagingCreature}} {{#threatRavagingHorde}}
    {{threatRavagingHorde}}
    {{#rollBetween() threatRavagingHorde 1 10}} Overrun defenses {{/rollBetween() threatRavagingHorde 1 10}} {{#rollBetween() threatRavagingHorde 11 20}} Gather resources {{/rollBetween() threatRavagingHorde 11 20}} {{#rollBetween() threatRavagingHorde 21 30}} Attack a location {{/rollBetween() threatRavagingHorde 21 30}} {{#rollBetween() threatRavagingHorde 31 40}} Expand forces {{/rollBetween() threatRavagingHorde 31 40}} {{#rollBetween() threatRavagingHorde 41 50}} Appoint or reveal a leader {{/rollBetween() threatRavagingHorde 41 50}} {{#rollBetween() threatRavagingHorde 51 60}} Send forth a champion {{/rollBetween() threatRavagingHorde 51 60}} {{#rollBetween() threatRavagingHorde 61 70}} Create a diversion {{/rollBetween() threatRavagingHorde 61 70}} {{#rollBetween() threatRavagingHorde 71 80}} Undermine an opposing force from within {{/rollBetween() threatRavagingHorde 71 80}} {{#rollBetween() threatRavagingHorde 81 90}} Cut off supplies or reinforcements {{/rollBetween() threatRavagingHorde 81 90}} {{#rollBetween() threatRavagingHorde 91 100}} Employ a new weapon {{/rollBetween() threatRavagingHorde 91 100}}
    {{/threatRavagingHorde}} {{#threatSchemingLeader}}
    {{threatSchemingLeader}}
    {{#rollBetween() threatSchemingLeader 1 10}} Defeat an enemy {{/rollBetween() threatSchemingLeader 1 10}} {{#rollBetween() threatSchemingLeader 11 20}} Form a new alliance {{/rollBetween() threatSchemingLeader 11 20}} {{#rollBetween() threatSchemingLeader 21 30}} Usurp or undermine another leader {{/rollBetween() threatSchemingLeader 21 30}} {{#rollBetween() threatSchemingLeader 31 40}} Force the loyalty of a community or important person {{/rollBetween() threatSchemingLeader 31 40}} {{#rollBetween() threatSchemingLeader 41 50}} Enact a new law or tradition {{/rollBetween() threatSchemingLeader 41 50}} {{#rollBetween() threatSchemingLeader 51 60}} Rescind an old law or tradition {{/rollBetween() threatSchemingLeader 51 60}} {{#rollBetween() threatSchemingLeader 61 70}} Reveal a true intention {{/rollBetween() threatSchemingLeader 61 70}} {{#rollBetween() threatSchemingLeader 71 80}} Unravel an existing alliance {{/rollBetween() threatSchemingLeader 71 80}} {{#rollBetween() threatSchemingLeader 81 90}} Incite conflict {{/rollBetween() threatSchemingLeader 81 90}} {{#rollBetween() threatSchemingLeader 91 100}} Use an unexpected capability or asset {{/rollBetween() threatSchemingLeader 91 100}}
    {{/threatSchemingLeader}} {{#threatPowerHungryMystic}}
    {{threatPowerHungryMystic}}
    {{#rollBetween() threatPowerHungryMystic 1 10}} Gain hidden knowledge {{/rollBetween() threatPowerHungryMystic 1 10}} {{#rollBetween() threatPowerHungryMystic 11 20}} Assault an enemy with magic {{/rollBetween() threatPowerHungryMystic 11 20}} {{#rollBetween() threatPowerHungryMystic 21 30}} Despoil a place through magic {{/rollBetween() threatPowerHungryMystic 21 30}} {{#rollBetween() threatPowerHungryMystic 31 40}} Forge a bond with ancient forces {{/rollBetween() threatPowerHungryMystic 31 40}} {{#rollBetween() threatPowerHungryMystic 41 50}} Create magical wards or protections {{/rollBetween() threatPowerHungryMystic 41 50}} {{#rollBetween() threatPowerHungryMystic 51 60}} Obtain a powerful artifact {{/rollBetween() threatPowerHungryMystic 51 60}} {{#rollBetween() threatPowerHungryMystic 61 70}} Tempt with power or secrets {{/rollBetween() threatPowerHungryMystic 61 70}} {{#rollBetween() threatPowerHungryMystic 71 80}} Recruit a follower or ally {{/rollBetween() threatPowerHungryMystic 71 80}} {{#rollBetween() threatPowerHungryMystic 81 90}} Sacrifice something in exchange for greater power {{/rollBetween() threatPowerHungryMystic 81 90}} {{#rollBetween() threatPowerHungryMystic 91 100}} Use magic to trick or deceive {{/rollBetween() threatPowerHungryMystic 91 100}}
    {{/threatPowerHungryMystic}} {{#threatZealousCult}}
    {{threatZealousCult}}
    {{#rollBetween() threatZealousCult 1 10}} Overtake a faction or community {{/rollBetween() threatZealousCult 1 10}} {{#rollBetween() threatZealousCult 11 20}} Unlock secrets to greater power {{/rollBetween() threatZealousCult 11 20}} {{#rollBetween() threatZealousCult 21 30}} Establish false credibility {{/rollBetween() threatZealousCult 21 30}} {{#rollBetween() threatZealousCult 31 40}} Appoint or reveal a leader {{/rollBetween() threatZealousCult 31 40}} {{#rollBetween() threatZealousCult 41 50}} Lure new members or establish alliances {{/rollBetween() threatZealousCult 41 50}} {{#rollBetween() threatZealousCult 51 60}} Subvert opposition through devious schemes {{/rollBetween() threatZealousCult 51 60}} {{#rollBetween() threatZealousCult 61 70}} Attack opposition directly {{/rollBetween() threatZealousCult 61 70}} {{#rollBetween() threatZealousCult 71 80}} Spread the word of its doctrine {{/rollBetween() threatZealousCult 71 80}} {{#rollBetween() threatZealousCult 81 90}} Reveal a dire prophecy {{/rollBetween() threatZealousCult 81 90}} {{#rollBetween() threatZealousCult 91 100}} Reveal its true nature or goal {{/rollBetween() threatZealousCult 91 100}}
    {{/threatZealousCult}}
    {{#action}}
    {{header}}
    {{name}}
    {{#rollTotal() encumbered 1}} {{#rollBetween() action loadEncMin loadEncMax}}
    Previous Action Score:
    {{action}}
    Encumbered: Action die cancelled for being greater than or matching max load.
    Stat + Add:
    {{stat}} + {{add}}
    New Action Score:
    {{modifiers}}
    Challenge Dice:
    {{challenge1}} {{challenge2}}
    {{#rollGreater() modifiers challenge1}} {{#rollTotal() challenge1 challenge2}}
    OPPORTUNITY
    {{/rollTotal() challenge1 challenge2}} {{#^rollTotal() challenge1 challenge2}} {{#rollGreater() modifiers challenge2}}
    STRONG HIT
    {{/rollGreater() modifiers challenge2}} {{#^rollGreater() modifiers challenge2}}
    WEAK HIT
    {{#rollGreater() momentum challenge2}}
    Momentum:
    {{momentum}}
    Burn Momentum: Strong Hit
    {{/rollGreater() momentum challenge2}} {{/^rollGreater() modifiers challenge2}} {{/^rollTotal() challenge1 challenge2}} {{/rollGreater() modifiers challenge1}} {{#^rollGreater() modifiers challenge1}} {{#rollTotal() challenge1 challenge2}}
    COMPLICATION
    {{#rollGreater() momentum challenge1}}
    Momentum:
    {{momentum}}
    Burn Momentum: Strong Hit
    {{/rollGreater() momentum challenge1}} {{/rollTotal() challenge1 challenge2}} {{#^rollTotal() challenge1 challenge2}} {{#rollGreater() modifiers challenge2}}
    WEAK HIT
    {{#rollGreater() momentum challenge1}}
    Momentum:
    {{momentum}}
    Burn Momentum: Strong Hit
    {{/rollGreater() momentum challenge1}} {{/rollGreater() modifiers challenge2}} {{#^rollGreater() modifiers challenge2}}
    MISS
    {{#rollGreater() momentum challenge1}} {{#rollGreater() momentum challenge2}}
    Momentum:
    {{momentum}}
    Burn Momentum: Strong Hit
    {{/rollGreater() momentum challenge2}} {{#^rollGreater() momentum challenge2}}
    Momentum:
    {{momentum}}
    Burn Momentum: Weak Hit
    {{/^rollGreater() momentum challenge2}} {{/rollGreater() momentum challenge1}} {{#^rollGreater() momentum challenge1}} {{#rollGreater() momentum challenge2}}
    Momentum:
    {{momentum}}
    Burn Momentum: Weak Hit
    {{/rollGreater() momentum challenge2}} {{/^rollGreater() momentum challenge1}} {{/^rollGreater() modifiers challenge2}} {{/^rollTotal() challenge1 challenge2}} {{/^rollGreater() modifiers challenge1}}{{/rollBetween() action loadEncMin loadEncMax}} {{#^rollBetween() action loadEncMin loadEncMax}} {{#rollLess() momentum 0}}{{#rollTotal() momentum -1}} {{#rollTotal() action negate1}}
    Previous Action Score:
    {{action}}
    Action die cancelled for matching negative momentum.
    Stat + Add:
    {{stat}} + {{add}}
    New Action Score:
    {{modifiers}}
    Challenge Dice:
    {{challenge1}} {{challenge2}}
    {{#rollGreater() modifiers challenge1}} {{#rollTotal() challenge1 challenge2}}
    OPPORTUNITY
    {{/rollTotal() challenge1 challenge2}} {{#^rollTotal() challenge1 challenge2}} {{#rollGreater() modifiers challenge2}}
    STRONG HIT
    {{/rollGreater() modifiers challenge2}} {{#^rollGreater() modifiers challenge2}}
    WEAK HIT
    {{/^rollGreater() modifiers challenge2}} {{/^rollTotal() challenge1 challenge2}} {{/rollGreater() modifiers challenge1}} {{#^rollGreater() modifiers challenge1}} {{#rollTotal() challenge1 challenge2}}
    COMPLICATION
    {{/rollTotal() challenge1 challenge2}} {{#^rollTotal() challenge1 challenge2}} {{#rollGreater() modifiers challenge2}}
    WEAK HIT
    {{/rollGreater() modifiers challenge2}} {{#^rollGreater() modifiers challenge2}}
    MISS
    {{/^rollGreater() modifiers challenge2}} {{/^rollTotal() challenge1 challenge2}} {{/^rollGreater() modifiers challenge1}}{{/rollTotal() action negate1}} {{#^rollTotal() action negate1}} {{#rollTotal() action negate2}}
    Previous Action Score:
    {{action}}
    Action die cancelled for matching negative momentum.
    Stat + Add:
    {{stat}} + {{add}}
    New Action Score:
    {{modifiers}}
    Challenge Dice:
    {{challenge1}} {{challenge2}}
    {{#rollGreater() modifiers challenge1}} {{#rollTotal() challenge1 challenge2}}
    OPPORTUNITY
    {{/rollTotal() challenge1 challenge2}} {{#^rollTotal() challenge1 challenge2}} {{#rollGreater() modifiers challenge2}}
    STRONG HIT
    {{/rollGreater() modifiers challenge2}} {{#^rollGreater() modifiers challenge2}}
    WEAK HIT
    {{/^rollGreater() modifiers challenge2}} {{/^rollTotal() challenge1 challenge2}} {{/rollGreater() modifiers challenge1}} {{#^rollGreater() modifiers challenge1}} {{#rollTotal() challenge1 challenge2}}
    COMPLICATION
    {{/rollTotal() challenge1 challenge2}} {{#^rollTotal() challenge1 challenge2}} {{#rollGreater() modifiers challenge2}}
    WEAK HIT
    {{/rollGreater() modifiers challenge2}} {{#^rollGreater() modifiers challenge2}}
    MISS
    {{/^rollGreater() modifiers challenge2}} {{/^rollTotal() challenge1 challenge2}} {{/^rollGreater() modifiers challenge1}}{{/rollTotal() action negate2}} {{#^rollTotal() action negate2}}
    Action Score:
    {{action}}
    Challenge Dice:
    {{challenge1}} {{challenge2}}
    {{#rollGreater() action challenge1}} {{#rollTotal() challenge1 challenge2}}
    OPPORTUNITY
    {{/rollTotal() challenge1 challenge2}} {{#^rollTotal() challenge1 challenge2}} {{#rollGreater() action challenge2}}
    STRONG HIT
    {{/rollGreater() action challenge2}} {{#^rollGreater() action challenge2}}
    WEAK HIT
    {{/^rollGreater() action challenge2}} {{/^rollTotal() challenge1 challenge2}} {{/rollGreater() action challenge1}} {{#^rollGreater() action challenge1}} {{#rollTotal() challenge1 challenge2}}
    COMPLICATION
    {{/rollTotal() challenge1 challenge2}} {{#^rollTotal() challenge1 challenge2}} {{#rollGreater() action challenge2}}
    WEAK HIT
    {{/rollGreater() action challenge2}} {{#^rollGreater() action challenge2}}
    MISS
    {{/^rollGreater() action challenge2}} {{/^rollTotal() challenge1 challenge2}} {{/^rollGreater() action challenge1}}{{/^rollTotal() action negate2}} {{/^rollTotal() action negate1}} {{/rollTotal() momentum -1}}{{#rollTotal() momentum -2}} {{#rollTotal() action negate3}}
    Previous Action Score:
    {{action}}
    Action die cancelled for matching negative momentum.
    Stat + Add:
    {{stat}} + {{add}}
    New Action Score:
    {{modifiers}}
    Challenge Dice:
    {{challenge1}} {{challenge2}}
    {{#rollGreater() modifiers challenge1}} {{#rollTotal() challenge1 challenge2}}
    OPPORTUNITY
    {{/rollTotal() challenge1 challenge2}} {{#^rollTotal() challenge1 challenge2}} {{#rollGreater() modifiers challenge2}}
    STRONG HIT
    {{/rollGreater() modifiers challenge2}} {{#^rollGreater() modifiers challenge2}}
    WEAK HIT
    {{/^rollGreater() modifiers challenge2}} {{/^rollTotal() challenge1 challenge2}} {{/rollGreater() modifiers challenge1}} {{#^rollGreater() modifiers challenge1}} {{#rollTotal() challenge1 challenge2}}
    COMPLICATION
    {{/rollTotal() challenge1 challenge2}} {{#^rollTotal() challenge1 challenge2}} {{#rollGreater() modifiers challenge2}}
    WEAK HIT
    {{/rollGreater() modifiers challenge2}} {{#^rollGreater() modifiers challenge2}}
    MISS
    {{/^rollGreater() modifiers challenge2}} {{/^rollTotal() challenge1 challenge2}} {{/^rollGreater() modifiers challenge1}}{{/rollTotal() action negate3}} {{#^rollTotal() action negate3}} {{#rollTotal() action negate4}}
    Previous Action Score:
    {{action}}
    Action die cancelled for matching negative momentum.
    Stat + Add:
    {{stat}} + {{add}}
    New Action Score:
    {{modifiers}}
    Challenge Dice:
    {{challenge1}} {{challenge2}}
    {{#rollGreater() modifiers challenge1}} {{#rollTotal() challenge1 challenge2}}
    OPPORTUNITY
    {{/rollTotal() challenge1 challenge2}} {{#^rollTotal() challenge1 challenge2}} {{#rollGreater() modifiers challenge2}}
    STRONG HIT
    {{/rollGreater() modifiers challenge2}} {{#^rollGreater() modifiers challenge2}}
    WEAK HIT
    {{/^rollGreater() modifiers challenge2}} {{/^rollTotal() challenge1 challenge2}} {{/rollGreater() modifiers challenge1}} {{#^rollGreater() modifiers challenge1}} {{#rollTotal() challenge1 challenge2}}
    COMPLICATION
    {{/rollTotal() challenge1 challenge2}} {{#^rollTotal() challenge1 challenge2}} {{#rollGreater() modifiers challenge2}}
    WEAK HIT
    {{/rollGreater() modifiers challenge2}} {{#^rollGreater() modifiers challenge2}}
    MISS
    {{/^rollGreater() modifiers challenge2}} {{/^rollTotal() challenge1 challenge2}} {{/^rollGreater() modifiers challenge1}}{{/rollTotal() action negate4}} {{#^rollTotal() action negate4}}
    Action Score:
    {{action}}
    Challenge Dice:
    {{challenge1}} {{challenge2}}
    {{#rollGreater() action challenge1}} {{#rollTotal() challenge1 challenge2}}
    OPPORTUNITY
    {{/rollTotal() challenge1 challenge2}} {{#^rollTotal() challenge1 challenge2}} {{#rollGreater() action challenge2}}
    STRONG HIT
    {{/rollGreater() action challenge2}} {{#^rollGreater() action challenge2}}
    WEAK HIT
    {{/^rollGreater() action challenge2}} {{/^rollTotal() challenge1 challenge2}} {{/rollGreater() action challenge1}} {{#^rollGreater() action challenge1}} {{#rollTotal() challenge1 challenge2}}
    COMPLICATION
    {{/rollTotal() challenge1 challenge2}} {{#^rollTotal() challenge1 challenge2}} {{#rollGreater() action challenge2}}
    WEAK HIT
    {{/rollGreater() action challenge2}} {{#^rollGreater() action challenge2}}
    MISS
    {{/^rollGreater() action challenge2}} {{/^rollTotal() challenge1 challenge2}} {{/^rollGreater() action challenge1}}{{/^rollTotal() action negate4}} {{/^rollTotal() action negate3}} {{/rollTotal() momentum -2}}{{#rollTotal() momentum -3}} {{#rollTotal() action negate5}}
    Previous Action Score:
    {{action}}
    Action die cancelled for matching negative momentum.
    Stat + Add:
    {{stat}} + {{add}}
    New Action Score:
    {{modifiers}}
    Challenge Dice:
    {{challenge1}} {{challenge2}}
    {{#rollGreater() modifiers challenge1}} {{#rollTotal() challenge1 challenge2}}
    OPPORTUNITY
    {{/rollTotal() challenge1 challenge2}} {{#^rollTotal() challenge1 challenge2}} {{#rollGreater() modifiers challenge2}}
    STRONG HIT
    {{/rollGreater() modifiers challenge2}} {{#^rollGreater() modifiers challenge2}}
    WEAK HIT
    {{/^rollGreater() modifiers challenge2}} {{/^rollTotal() challenge1 challenge2}} {{/rollGreater() modifiers challenge1}} {{#^rollGreater() modifiers challenge1}} {{#rollTotal() challenge1 challenge2}}
    COMPLICATION
    {{/rollTotal() challenge1 challenge2}} {{#^rollTotal() challenge1 challenge2}} {{#rollGreater() modifiers challenge2}}
    WEAK HIT
    {{/rollGreater() modifiers challenge2}} {{#^rollGreater() modifiers challenge2}}
    MISS
    {{/^rollGreater() modifiers challenge2}} {{/^rollTotal() challenge1 challenge2}} {{/^rollGreater() modifiers challenge1}}{{/rollTotal() action negate5}} {{#^rollTotal() action negate5}} {{#rollTotal() action negate6}}
    Previous Action Score:
    {{action}}
    Action die cancelled for matching negative momentum.
    Stat + Add:
    {{stat}} + {{add}}
    New Action Score:
    {{modifiers}}
    Challenge Dice:
    {{challenge1}} {{challenge2}}
    {{#rollGreater() modifiers challenge1}} {{#rollTotal() challenge1 challenge2}}
    OPPORTUNITY
    {{/rollTotal() challenge1 challenge2}} {{#^rollTotal() challenge1 challenge2}} {{#rollGreater() modifiers challenge2}}
    STRONG HIT
    {{/rollGreater() modifiers challenge2}} {{#^rollGreater() modifiers challenge2}}
    WEAK HIT
    {{/^rollGreater() modifiers challenge2}} {{/^rollTotal() challenge1 challenge2}} {{/rollGreater() modifiers challenge1}} {{#^rollGreater() modifiers challenge1}} {{#rollTotal() challenge1 challenge2}}
    COMPLICATION
    {{/rollTotal() challenge1 challenge2}} {{#^rollTotal() challenge1 challenge2}} {{#rollGreater() modifiers challenge2}}
    WEAK HIT
    {{/rollGreater() modifiers challenge2}} {{#^rollGreater() modifiers challenge2}}
    MISS
    {{/^rollGreater() modifiers challenge2}} {{/^rollTotal() challenge1 challenge2}} {{/^rollGreater() modifiers challenge1}}{{/rollTotal() action negate6}} {{#^rollTotal() action negate6}}
    Action Score:
    {{action}}
    Challenge Dice:
    {{challenge1}} {{challenge2}}
    {{#rollGreater() action challenge1}} {{#rollTotal() challenge1 challenge2}}
    OPPORTUNITY
    {{/rollTotal() challenge1 challenge2}} {{#^rollTotal() challenge1 challenge2}} {{#rollGreater() action challenge2}}
    STRONG HIT
    {{/rollGreater() action challenge2}} {{#^rollGreater() action challenge2}}
    WEAK HIT
    {{/^rollGreater() action challenge2}} {{/^rollTotal() challenge1 challenge2}} {{/rollGreater() action challenge1}} {{#^rollGreater() action challenge1}} {{#rollTotal() challenge1 challenge2}}
    COMPLICATION
    {{/rollTotal() challenge1 challenge2}} {{#^rollTotal() challenge1 challenge2}} {{#rollGreater() action challenge2}}
    WEAK HIT
    {{/rollGreater() action challenge2}} {{#^rollGreater() action challenge2}}
    MISS
    {{/^rollGreater() action challenge2}} {{/^rollTotal() challenge1 challenge2}} {{/^rollGreater() action challenge1}}{{/^rollTotal() action negate6}} {{/^rollTotal() action negate5}} {{/rollTotal() momentum -3}}{{#rollTotal() momentum -4}} {{#rollTotal() action negate7}}
    Previous Action Score:
    {{action}}
    Action die cancelled for matching negative momentum.
    Stat + Add:
    {{stat}} + {{add}}
    New Action Score:
    {{modifiers}}
    Challenge Dice:
    {{challenge1}} {{challenge2}}
    {{#rollGreater() modifiers challenge1}} {{#rollTotal() challenge1 challenge2}}
    OPPORTUNITY
    {{/rollTotal() challenge1 challenge2}} {{#^rollTotal() challenge1 challenge2}} {{#rollGreater() modifiers challenge2}}
    STRONG HIT
    {{/rollGreater() modifiers challenge2}} {{#^rollGreater() modifiers challenge2}}
    WEAK HIT
    {{/^rollGreater() modifiers challenge2}} {{/^rollTotal() challenge1 challenge2}} {{/rollGreater() modifiers challenge1}} {{#^rollGreater() modifiers challenge1}} {{#rollTotal() challenge1 challenge2}}
    COMPLICATION
    {{/rollTotal() challenge1 challenge2}} {{#^rollTotal() challenge1 challenge2}} {{#rollGreater() modifiers challenge2}}
    WEAK HIT
    {{/rollGreater() modifiers challenge2}} {{#^rollGreater() modifiers challenge2}}
    MISS
    {{/^rollGreater() modifiers challenge2}} {{/^rollTotal() challenge1 challenge2}} {{/^rollGreater() modifiers challenge1}}{{/rollTotal() action negate7}} {{#^rollTotal() action negate7}} {{#rollTotal() action negate8}}
    Previous Action Score:
    {{action}}
    Action die cancelled for matching negative momentum.
    Stat + Add:
    {{stat}} + {{add}}
    New Action Score:
    {{modifiers}}
    Challenge Dice:
    {{challenge1}} {{challenge2}}
    {{#rollGreater() modifiers challenge1}} {{#rollTotal() challenge1 challenge2}}
    OPPORTUNITY
    {{/rollTotal() challenge1 challenge2}} {{#^rollTotal() challenge1 challenge2}} {{#rollGreater() modifiers challenge2}}
    STRONG HIT
    {{/rollGreater() modifiers challenge2}} {{#^rollGreater() modifiers challenge2}}
    WEAK HIT
    {{/^rollGreater() modifiers challenge2}} {{/^rollTotal() challenge1 challenge2}} {{/rollGreater() modifiers challenge1}} {{#^rollGreater() modifiers challenge1}} {{#rollTotal() challenge1 challenge2}}
    COMPLICATION
    {{/rollTotal() challenge1 challenge2}} {{#^rollTotal() challenge1 challenge2}} {{#rollGreater() modifiers challenge2}}
    WEAK HIT
    {{/rollGreater() modifiers challenge2}} {{#^rollGreater() modifiers challenge2}}
    MISS
    {{/^rollGreater() modifiers challenge2}} {{/^rollTotal() challenge1 challenge2}} {{/^rollGreater() modifiers challenge1}}{{/rollTotal() action negate8}} {{#^rollTotal() action negate8}}
    Action Score:
    {{action}}
    Challenge Dice:
    {{challenge1}} {{challenge2}}
    {{#rollGreater() action challenge1}} {{#rollTotal() challenge1 challenge2}}
    OPPORTUNITY
    {{/rollTotal() challenge1 challenge2}} {{#^rollTotal() challenge1 challenge2}} {{#rollGreater() action challenge2}}
    STRONG HIT
    {{/rollGreater() action challenge2}} {{#^rollGreater() action challenge2}}
    WEAK HIT
    {{/^rollGreater() action challenge2}} {{/^rollTotal() challenge1 challenge2}} {{/rollGreater() action challenge1}} {{#^rollGreater() action challenge1}} {{#rollTotal() challenge1 challenge2}}
    COMPLICATION
    {{/rollTotal() challenge1 challenge2}} {{#^rollTotal() challenge1 challenge2}} {{#rollGreater() action challenge2}}
    WEAK HIT
    {{/rollGreater() action challenge2}} {{#^rollGreater() action challenge2}}
    MISS
    {{/^rollGreater() action challenge2}} {{/^rollTotal() challenge1 challenge2}} {{/^rollGreater() action challenge1}}{{/^rollTotal() action negate8}} {{/^rollTotal() action negate7}} {{/rollTotal() momentum -4}}{{#rollTotal() momentum -5}} {{#rollTotal() action negate9}}
    Previous Action Score:
    {{action}}
    Action die cancelled for matching negative momentum.
    Stat + Add:
    {{stat}} + {{add}}
    New Action Score:
    {{modifiers}}
    Challenge Dice:
    {{challenge1}} {{challenge2}}
    {{#rollGreater() modifiers challenge1}} {{#rollTotal() challenge1 challenge2}}
    OPPORTUNITY
    {{/rollTotal() challenge1 challenge2}} {{#^rollTotal() challenge1 challenge2}} {{#rollGreater() modifiers challenge2}}
    STRONG HIT
    {{/rollGreater() modifiers challenge2}} {{#^rollGreater() modifiers challenge2}}
    WEAK HIT
    {{/^rollGreater() modifiers challenge2}} {{/^rollTotal() challenge1 challenge2}} {{/rollGreater() modifiers challenge1}} {{#^rollGreater() modifiers challenge1}} {{#rollTotal() challenge1 challenge2}}
    COMPLICATION
    {{/rollTotal() challenge1 challenge2}} {{#^rollTotal() challenge1 challenge2}} {{#rollGreater() modifiers challenge2}}
    WEAK HIT
    {{/rollGreater() modifiers challenge2}} {{#^rollGreater() modifiers challenge2}}
    MISS
    {{/^rollGreater() modifiers challenge2}} {{/^rollTotal() challenge1 challenge2}} {{/^rollGreater() modifiers challenge1}}{{/rollTotal() action negate9}} {{#^rollTotal() action negate9}} {{#rollTotal() action negate10}}
    Previous Action Score:
    {{action}}
    Action die cancelled for matching negative momentum.
    Stat + Add:
    {{stat}} + {{add}}
    New Action Score:
    {{modifiers}}
    Challenge Dice:
    {{challenge1}} {{challenge2}}
    {{#rollGreater() modifiers challenge1}} {{#rollTotal() challenge1 challenge2}}
    OPPORTUNITY
    {{/rollTotal() challenge1 challenge2}} {{#^rollTotal() challenge1 challenge2}} {{#rollGreater() modifiers challenge2}}
    STRONG HIT
    {{/rollGreater() modifiers challenge2}} {{#^rollGreater() modifiers challenge2}}
    WEAK HIT
    {{/^rollGreater() modifiers challenge2}} {{/^rollTotal() challenge1 challenge2}} {{/rollGreater() modifiers challenge1}} {{#^rollGreater() modifiers challenge1}} {{#rollTotal() challenge1 challenge2}}
    COMPLICATION
    {{/rollTotal() challenge1 challenge2}} {{#^rollTotal() challenge1 challenge2}} {{#rollGreater() modifiers challenge2}}
    WEAK HIT
    {{/rollGreater() modifiers challenge2}} {{#^rollGreater() modifiers challenge2}}
    MISS
    {{/^rollGreater() modifiers challenge2}} {{/^rollTotal() challenge1 challenge2}} {{/^rollGreater() modifiers challenge1}}{{/rollTotal() action negate10}} {{#^rollTotal() action negate10}}
    Action Score:
    {{action}}
    Challenge Dice:
    {{challenge1}} {{challenge2}}
    {{#rollGreater() action challenge1}} {{#rollTotal() challenge1 challenge2}}
    OPPORTUNITY
    {{/rollTotal() challenge1 challenge2}} {{#^rollTotal() challenge1 challenge2}} {{#rollGreater() action challenge2}}
    STRONG HIT
    {{/rollGreater() action challenge2}} {{#^rollGreater() action challenge2}}
    WEAK HIT
    {{/^rollGreater() action challenge2}} {{/^rollTotal() challenge1 challenge2}} {{/rollGreater() action challenge1}} {{#^rollGreater() action challenge1}} {{#rollTotal() challenge1 challenge2}}
    COMPLICATION
    {{/rollTotal() challenge1 challenge2}} {{#^rollTotal() challenge1 challenge2}} {{#rollGreater() action challenge2}}
    WEAK HIT
    {{/rollGreater() action challenge2}} {{#^rollGreater() action challenge2}}
    MISS
    {{/^rollGreater() action challenge2}} {{/^rollTotal() challenge1 challenge2}} {{/^rollGreater() action challenge1}}{{/^rollTotal() action negate10}} {{/^rollTotal() action negate9}} {{/rollTotal() momentum -5}}{{#rollTotal() momentum -6}} {{#rollTotal() action negate11}}
    Previous Action Score:
    {{action}}
    Action die cancelled for matching negative momentum.
    Stat + Add:
    {{stat}} + {{add}}
    New Action Score:
    {{modifiers}}
    Challenge Dice:
    {{challenge1}} {{challenge2}}
    {{#rollGreater() modifiers challenge1}} {{#rollTotal() challenge1 challenge2}}
    OPPORTUNITY
    {{/rollTotal() challenge1 challenge2}} {{#^rollTotal() challenge1 challenge2}} {{#rollGreater() modifiers challenge2}}
    STRONG HIT
    {{/rollGreater() modifiers challenge2}} {{#^rollGreater() modifiers challenge2}}
    WEAK HIT
    {{/^rollGreater() modifiers challenge2}} {{/^rollTotal() challenge1 challenge2}} {{/rollGreater() modifiers challenge1}} {{#^rollGreater() modifiers challenge1}} {{#rollTotal() challenge1 challenge2}}
    COMPLICATION
    {{/rollTotal() challenge1 challenge2}} {{#^rollTotal() challenge1 challenge2}} {{#rollGreater() modifiers challenge2}}
    WEAK HIT
    {{/rollGreater() modifiers challenge2}} {{#^rollGreater() modifiers challenge2}}
    MISS
    {{/^rollGreater() modifiers challenge2}} {{/^rollTotal() challenge1 challenge2}} {{/^rollGreater() modifiers challenge1}}{{/rollTotal() action negate11}} {{#^rollTotal() action negate11}} {{#rollTotal() action negate12}}
    Previous Action Score:
    {{action}}
    Action die cancelled for matching negative momentum.
    Stat + Add:
    {{stat}} + {{add}}
    New Action Score:
    {{modifiers}}
    Challenge Dice:
    {{challenge1}} {{challenge2}}
    {{#rollGreater() modifiers challenge1}} {{#rollTotal() challenge1 challenge2}}
    OPPORTUNITY
    {{/rollTotal() challenge1 challenge2}} {{#^rollTotal() challenge1 challenge2}} {{#rollGreater() modifiers challenge2}}
    STRONG HIT
    {{/rollGreater() modifiers challenge2}} {{#^rollGreater() modifiers challenge2}}
    WEAK HIT
    {{/^rollGreater() modifiers challenge2}} {{/^rollTotal() challenge1 challenge2}} {{/rollGreater() modifiers challenge1}} {{#^rollGreater() modifiers challenge1}} {{#rollTotal() challenge1 challenge2}}
    COMPLICATION
    {{/rollTotal() challenge1 challenge2}} {{#^rollTotal() challenge1 challenge2}} {{#rollGreater() modifiers challenge2}}
    WEAK HIT
    {{/rollGreater() modifiers challenge2}} {{#^rollGreater() modifiers challenge2}}
    MISS
    {{/^rollGreater() modifiers challenge2}} {{/^rollTotal() challenge1 challenge2}} {{/^rollGreater() modifiers challenge1}}{{/rollTotal() action negate12}} {{#^rollTotal() action negate12}}
    Action Score:
    {{action}}
    Challenge Dice:
    {{challenge1}} {{challenge2}}
    {{#rollGreater() action challenge1}} {{#rollTotal() challenge1 challenge2}}
    OPPORTUNITY
    {{/rollTotal() challenge1 challenge2}} {{#^rollTotal() challenge1 challenge2}} {{#rollGreater() action challenge2}}
    STRONG HIT
    {{/rollGreater() action challenge2}} {{#^rollGreater() action challenge2}}
    WEAK HIT
    {{/^rollGreater() action challenge2}} {{/^rollTotal() challenge1 challenge2}} {{/rollGreater() action challenge1}} {{#^rollGreater() action challenge1}} {{#rollTotal() challenge1 challenge2}}
    COMPLICATION
    {{/rollTotal() challenge1 challenge2}} {{#^rollTotal() challenge1 challenge2}} {{#rollGreater() action challenge2}}
    WEAK HIT
    {{/rollGreater() action challenge2}} {{#^rollGreater() action challenge2}}
    MISS
    {{/^rollGreater() action challenge2}} {{/^rollTotal() challenge1 challenge2}} {{/^rollGreater() action challenge1}}{{/^rollTotal() action negate12}} {{/^rollTotal() action negate11}} {{/rollTotal() momentum -6}}{{/rollLess() momentum 0}} {{#^rollLess() momentum 0}}
    Action Score:
    {{action}}
    Challenge Dice:
    {{challenge1}} {{challenge2}}
    {{#rollGreater() action challenge1}} {{#rollTotal() challenge1 challenge2}}
    OPPORTUNITY
    {{/rollTotal() challenge1 challenge2}} {{#^rollTotal() challenge1 challenge2}} {{#rollGreater() action challenge2}}
    STRONG HIT
    {{/rollGreater() action challenge2}} {{#^rollGreater() action challenge2}}
    WEAK HIT
    {{#rollGreater() momentum challenge2}}
    Momentum:
    {{momentum}}
    Burn Momentum: Strong Hit
    {{/rollGreater() momentum challenge2}} {{/^rollGreater() action challenge2}} {{/^rollTotal() challenge1 challenge2}} {{/rollGreater() action challenge1}} {{#^rollGreater() action challenge1}} {{#rollTotal() challenge1 challenge2}}
    COMPLICATION
    {{#rollGreater() momentum challenge1}}
    Momentum:
    {{momentum}}
    Burn Momentum: Strong Hit
    {{/rollGreater() momentum challenge1}} {{/rollTotal() challenge1 challenge2}} {{#^rollTotal() challenge1 challenge2}} {{#rollGreater() action challenge2}}
    WEAK HIT
    {{#rollGreater() momentum challenge1}}
    Momentum:
    {{momentum}}
    Burn Momentum: Strong Hit
    {{/rollGreater() momentum challenge1}} {{/rollGreater() action challenge2}} {{#^rollGreater() action challenge2}}
    MISS
    {{#rollGreater() momentum challenge1}} {{#rollGreater() momentum challenge2}}
    Momentum:
    {{momentum}}
    Burn Momentum: Strong Hit
    {{/rollGreater() momentum challenge2}} {{#^rollGreater() momentum challenge2}}
    Momentum:
    {{momentum}}
    Burn Momentum: Weak Hit
    {{/^rollGreater() momentum challenge2}} {{/rollGreater() momentum challenge1}} {{#^rollGreater() momentum challenge1}} {{#rollGreater() momentum challenge2}}
    Momentum:
    {{momentum}}
    Burn Momentum: Weak Hit
    {{/rollGreater() momentum challenge2}} {{/^rollGreater() momentum challenge1}} {{/^rollGreater() action challenge2}} {{/^rollTotal() challenge1 challenge2}} {{/^rollGreater() action challenge1}}{{/^rollLess() momentum 0}} {{/^rollBetween() action loadEncMin loadEncMax}} {{/rollTotal() encumbered 1}} {{#^rollTotal() encumbered 1}} {{#rollLess() momentum 0}}{{#rollTotal() momentum -1}} {{#rollTotal() action negate1}}
    Previous Action Score:
    {{action}}
    Action die cancelled for matching negative momentum.
    Stat + Add:
    {{stat}} + {{add}}
    New Action Score:
    {{modifiers}}
    Challenge Dice:
    {{challenge1}} {{challenge2}}
    {{#rollGreater() modifiers challenge1}} {{#rollTotal() challenge1 challenge2}}
    OPPORTUNITY
    {{/rollTotal() challenge1 challenge2}} {{#^rollTotal() challenge1 challenge2}} {{#rollGreater() modifiers challenge2}}
    STRONG HIT
    {{/rollGreater() modifiers challenge2}} {{#^rollGreater() modifiers challenge2}}
    WEAK HIT
    {{/^rollGreater() modifiers challenge2}} {{/^rollTotal() challenge1 challenge2}} {{/rollGreater() modifiers challenge1}} {{#^rollGreater() modifiers challenge1}} {{#rollTotal() challenge1 challenge2}}
    COMPLICATION
    {{/rollTotal() challenge1 challenge2}} {{#^rollTotal() challenge1 challenge2}} {{#rollGreater() modifiers challenge2}}
    WEAK HIT
    {{/rollGreater() modifiers challenge2}} {{#^rollGreater() modifiers challenge2}}
    MISS
    {{/^rollGreater() modifiers challenge2}} {{/^rollTotal() challenge1 challenge2}} {{/^rollGreater() modifiers challenge1}}{{/rollTotal() action negate1}} {{#^rollTotal() action negate1}} {{#rollTotal() action negate2}}
    Previous Action Score:
    {{action}}
    Action die cancelled for matching negative momentum.
    Stat + Add:
    {{stat}} + {{add}}
    New Action Score:
    {{modifiers}}
    Challenge Dice:
    {{challenge1}} {{challenge2}}
    {{#rollGreater() modifiers challenge1}} {{#rollTotal() challenge1 challenge2}}
    OPPORTUNITY
    {{/rollTotal() challenge1 challenge2}} {{#^rollTotal() challenge1 challenge2}} {{#rollGreater() modifiers challenge2}}
    STRONG HIT
    {{/rollGreater() modifiers challenge2}} {{#^rollGreater() modifiers challenge2}}
    WEAK HIT
    {{/^rollGreater() modifiers challenge2}} {{/^rollTotal() challenge1 challenge2}} {{/rollGreater() modifiers challenge1}} {{#^rollGreater() modifiers challenge1}} {{#rollTotal() challenge1 challenge2}}
    COMPLICATION
    {{/rollTotal() challenge1 challenge2}} {{#^rollTotal() challenge1 challenge2}} {{#rollGreater() modifiers challenge2}}
    WEAK HIT
    {{/rollGreater() modifiers challenge2}} {{#^rollGreater() modifiers challenge2}}
    MISS
    {{/^rollGreater() modifiers challenge2}} {{/^rollTotal() challenge1 challenge2}} {{/^rollGreater() modifiers challenge1}}{{/rollTotal() action negate2}} {{#^rollTotal() action negate2}}
    Action Score:
    {{action}}
    Challenge Dice:
    {{challenge1}} {{challenge2}}
    {{#rollGreater() action challenge1}} {{#rollTotal() challenge1 challenge2}}
    OPPORTUNITY
    {{/rollTotal() challenge1 challenge2}} {{#^rollTotal() challenge1 challenge2}} {{#rollGreater() action challenge2}}
    STRONG HIT
    {{/rollGreater() action challenge2}} {{#^rollGreater() action challenge2}}
    WEAK HIT
    {{/^rollGreater() action challenge2}} {{/^rollTotal() challenge1 challenge2}} {{/rollGreater() action challenge1}} {{#^rollGreater() action challenge1}} {{#rollTotal() challenge1 challenge2}}
    COMPLICATION
    {{/rollTotal() challenge1 challenge2}} {{#^rollTotal() challenge1 challenge2}} {{#rollGreater() action challenge2}}
    WEAK HIT
    {{/rollGreater() action challenge2}} {{#^rollGreater() action challenge2}}
    MISS
    {{/^rollGreater() action challenge2}} {{/^rollTotal() challenge1 challenge2}} {{/^rollGreater() action challenge1}}{{/^rollTotal() action negate2}} {{/^rollTotal() action negate1}} {{/rollTotal() momentum -1}}{{#rollTotal() momentum -2}} {{#rollTotal() action negate3}}
    Previous Action Score:
    {{action}}
    Action die cancelled for matching negative momentum.
    Stat + Add:
    {{stat}} + {{add}}
    New Action Score:
    {{modifiers}}
    Challenge Dice:
    {{challenge1}} {{challenge2}}
    {{#rollGreater() modifiers challenge1}} {{#rollTotal() challenge1 challenge2}}
    OPPORTUNITY
    {{/rollTotal() challenge1 challenge2}} {{#^rollTotal() challenge1 challenge2}} {{#rollGreater() modifiers challenge2}}
    STRONG HIT
    {{/rollGreater() modifiers challenge2}} {{#^rollGreater() modifiers challenge2}}
    WEAK HIT
    {{/^rollGreater() modifiers challenge2}} {{/^rollTotal() challenge1 challenge2}} {{/rollGreater() modifiers challenge1}} {{#^rollGreater() modifiers challenge1}} {{#rollTotal() challenge1 challenge2}}
    COMPLICATION
    {{/rollTotal() challenge1 challenge2}} {{#^rollTotal() challenge1 challenge2}} {{#rollGreater() modifiers challenge2}}
    WEAK HIT
    {{/rollGreater() modifiers challenge2}} {{#^rollGreater() modifiers challenge2}}
    MISS
    {{/^rollGreater() modifiers challenge2}} {{/^rollTotal() challenge1 challenge2}} {{/^rollGreater() modifiers challenge1}}{{/rollTotal() action negate3}} {{#^rollTotal() action negate3}} {{#rollTotal() action negate4}}
    Previous Action Score:
    {{action}}
    Action die cancelled for matching negative momentum.
    Stat + Add:
    {{stat}} + {{add}}
    New Action Score:
    {{modifiers}}
    Challenge Dice:
    {{challenge1}} {{challenge2}}
    {{#rollGreater() modifiers challenge1}} {{#rollTotal() challenge1 challenge2}}
    OPPORTUNITY
    {{/rollTotal() challenge1 challenge2}} {{#^rollTotal() challenge1 challenge2}} {{#rollGreater() modifiers challenge2}}
    STRONG HIT
    {{/rollGreater() modifiers challenge2}} {{#^rollGreater() modifiers challenge2}}
    WEAK HIT
    {{/^rollGreater() modifiers challenge2}} {{/^rollTotal() challenge1 challenge2}} {{/rollGreater() modifiers challenge1}} {{#^rollGreater() modifiers challenge1}} {{#rollTotal() challenge1 challenge2}}
    COMPLICATION
    {{/rollTotal() challenge1 challenge2}} {{#^rollTotal() challenge1 challenge2}} {{#rollGreater() modifiers challenge2}}
    WEAK HIT
    {{/rollGreater() modifiers challenge2}} {{#^rollGreater() modifiers challenge2}}
    MISS
    {{/^rollGreater() modifiers challenge2}} {{/^rollTotal() challenge1 challenge2}} {{/^rollGreater() modifiers challenge1}}{{/rollTotal() action negate4}} {{#^rollTotal() action negate4}}
    Action Score:
    {{action}}
    Challenge Dice:
    {{challenge1}} {{challenge2}}
    {{#rollGreater() action challenge1}} {{#rollTotal() challenge1 challenge2}}
    OPPORTUNITY
    {{/rollTotal() challenge1 challenge2}} {{#^rollTotal() challenge1 challenge2}} {{#rollGreater() action challenge2}}
    STRONG HIT
    {{/rollGreater() action challenge2}} {{#^rollGreater() action challenge2}}
    WEAK HIT
    {{/^rollGreater() action challenge2}} {{/^rollTotal() challenge1 challenge2}} {{/rollGreater() action challenge1}} {{#^rollGreater() action challenge1}} {{#rollTotal() challenge1 challenge2}}
    COMPLICATION
    {{/rollTotal() challenge1 challenge2}} {{#^rollTotal() challenge1 challenge2}} {{#rollGreater() action challenge2}}
    WEAK HIT
    {{/rollGreater() action challenge2}} {{#^rollGreater() action challenge2}}
    MISS
    {{/^rollGreater() action challenge2}} {{/^rollTotal() challenge1 challenge2}} {{/^rollGreater() action challenge1}}{{/^rollTotal() action negate4}} {{/^rollTotal() action negate3}} {{/rollTotal() momentum -2}}{{#rollTotal() momentum -3}} {{#rollTotal() action negate5}}
    Previous Action Score:
    {{action}}
    Action die cancelled for matching negative momentum.
    Stat + Add:
    {{stat}} + {{add}}
    New Action Score:
    {{modifiers}}
    Challenge Dice:
    {{challenge1}} {{challenge2}}
    {{#rollGreater() modifiers challenge1}} {{#rollTotal() challenge1 challenge2}}
    OPPORTUNITY
    {{/rollTotal() challenge1 challenge2}} {{#^rollTotal() challenge1 challenge2}} {{#rollGreater() modifiers challenge2}}
    STRONG HIT
    {{/rollGreater() modifiers challenge2}} {{#^rollGreater() modifiers challenge2}}
    WEAK HIT
    {{/^rollGreater() modifiers challenge2}} {{/^rollTotal() challenge1 challenge2}} {{/rollGreater() modifiers challenge1}} {{#^rollGreater() modifiers challenge1}} {{#rollTotal() challenge1 challenge2}}
    COMPLICATION
    {{/rollTotal() challenge1 challenge2}} {{#^rollTotal() challenge1 challenge2}} {{#rollGreater() modifiers challenge2}}
    WEAK HIT
    {{/rollGreater() modifiers challenge2}} {{#^rollGreater() modifiers challenge2}}
    MISS
    {{/^rollGreater() modifiers challenge2}} {{/^rollTotal() challenge1 challenge2}} {{/^rollGreater() modifiers challenge1}}{{/rollTotal() action negate5}} {{#^rollTotal() action negate5}} {{#rollTotal() action negate6}}
    Previous Action Score:
    {{action}}
    Action die cancelled for matching negative momentum.
    Stat + Add:
    {{stat}} + {{add}}
    New Action Score:
    {{modifiers}}
    Challenge Dice:
    {{challenge1}} {{challenge2}}
    {{#rollGreater() modifiers challenge1}} {{#rollTotal() challenge1 challenge2}}
    OPPORTUNITY
    {{/rollTotal() challenge1 challenge2}} {{#^rollTotal() challenge1 challenge2}} {{#rollGreater() modifiers challenge2}}
    STRONG HIT
    {{/rollGreater() modifiers challenge2}} {{#^rollGreater() modifiers challenge2}}
    WEAK HIT
    {{/^rollGreater() modifiers challenge2}} {{/^rollTotal() challenge1 challenge2}} {{/rollGreater() modifiers challenge1}} {{#^rollGreater() modifiers challenge1}} {{#rollTotal() challenge1 challenge2}}
    COMPLICATION
    {{/rollTotal() challenge1 challenge2}} {{#^rollTotal() challenge1 challenge2}} {{#rollGreater() modifiers challenge2}}
    WEAK HIT
    {{/rollGreater() modifiers challenge2}} {{#^rollGreater() modifiers challenge2}}
    MISS
    {{/^rollGreater() modifiers challenge2}} {{/^rollTotal() challenge1 challenge2}} {{/^rollGreater() modifiers challenge1}}{{/rollTotal() action negate6}} {{#^rollTotal() action negate6}}
    Action Score:
    {{action}}
    Challenge Dice:
    {{challenge1}} {{challenge2}}
    {{#rollGreater() action challenge1}} {{#rollTotal() challenge1 challenge2}}
    OPPORTUNITY
    {{/rollTotal() challenge1 challenge2}} {{#^rollTotal() challenge1 challenge2}} {{#rollGreater() action challenge2}}
    STRONG HIT
    {{/rollGreater() action challenge2}} {{#^rollGreater() action challenge2}}
    WEAK HIT
    {{/^rollGreater() action challenge2}} {{/^rollTotal() challenge1 challenge2}} {{/rollGreater() action challenge1}} {{#^rollGreater() action challenge1}} {{#rollTotal() challenge1 challenge2}}
    COMPLICATION
    {{/rollTotal() challenge1 challenge2}} {{#^rollTotal() challenge1 challenge2}} {{#rollGreater() action challenge2}}
    WEAK HIT
    {{/rollGreater() action challenge2}} {{#^rollGreater() action challenge2}}
    MISS
    {{/^rollGreater() action challenge2}} {{/^rollTotal() challenge1 challenge2}} {{/^rollGreater() action challenge1}}{{/^rollTotal() action negate6}} {{/^rollTotal() action negate5}} {{/rollTotal() momentum -3}}{{#rollTotal() momentum -4}} {{#rollTotal() action negate7}}
    Previous Action Score:
    {{action}}
    Action die cancelled for matching negative momentum.
    Stat + Add:
    {{stat}} + {{add}}
    New Action Score:
    {{modifiers}}
    Challenge Dice:
    {{challenge1}} {{challenge2}}
    {{#rollGreater() modifiers challenge1}} {{#rollTotal() challenge1 challenge2}}
    OPPORTUNITY
    {{/rollTotal() challenge1 challenge2}} {{#^rollTotal() challenge1 challenge2}} {{#rollGreater() modifiers challenge2}}
    STRONG HIT
    {{/rollGreater() modifiers challenge2}} {{#^rollGreater() modifiers challenge2}}
    WEAK HIT
    {{/^rollGreater() modifiers challenge2}} {{/^rollTotal() challenge1 challenge2}} {{/rollGreater() modifiers challenge1}} {{#^rollGreater() modifiers challenge1}} {{#rollTotal() challenge1 challenge2}}
    COMPLICATION
    {{/rollTotal() challenge1 challenge2}} {{#^rollTotal() challenge1 challenge2}} {{#rollGreater() modifiers challenge2}}
    WEAK HIT
    {{/rollGreater() modifiers challenge2}} {{#^rollGreater() modifiers challenge2}}
    MISS
    {{/^rollGreater() modifiers challenge2}} {{/^rollTotal() challenge1 challenge2}} {{/^rollGreater() modifiers challenge1}}{{/rollTotal() action negate7}} {{#^rollTotal() action negate7}} {{#rollTotal() action negate8}}
    Previous Action Score:
    {{action}}
    Action die cancelled for matching negative momentum.
    Stat + Add:
    {{stat}} + {{add}}
    New Action Score:
    {{modifiers}}
    Challenge Dice:
    {{challenge1}} {{challenge2}}
    {{#rollGreater() modifiers challenge1}} {{#rollTotal() challenge1 challenge2}}
    OPPORTUNITY
    {{/rollTotal() challenge1 challenge2}} {{#^rollTotal() challenge1 challenge2}} {{#rollGreater() modifiers challenge2}}
    STRONG HIT
    {{/rollGreater() modifiers challenge2}} {{#^rollGreater() modifiers challenge2}}
    WEAK HIT
    {{/^rollGreater() modifiers challenge2}} {{/^rollTotal() challenge1 challenge2}} {{/rollGreater() modifiers challenge1}} {{#^rollGreater() modifiers challenge1}} {{#rollTotal() challenge1 challenge2}}
    COMPLICATION
    {{/rollTotal() challenge1 challenge2}} {{#^rollTotal() challenge1 challenge2}} {{#rollGreater() modifiers challenge2}}
    WEAK HIT
    {{/rollGreater() modifiers challenge2}} {{#^rollGreater() modifiers challenge2}}
    MISS
    {{/^rollGreater() modifiers challenge2}} {{/^rollTotal() challenge1 challenge2}} {{/^rollGreater() modifiers challenge1}}{{/rollTotal() action negate8}} {{#^rollTotal() action negate8}}
    Action Score:
    {{action}}
    Challenge Dice:
    {{challenge1}} {{challenge2}}
    {{#rollGreater() action challenge1}} {{#rollTotal() challenge1 challenge2}}
    OPPORTUNITY
    {{/rollTotal() challenge1 challenge2}} {{#^rollTotal() challenge1 challenge2}} {{#rollGreater() action challenge2}}
    STRONG HIT
    {{/rollGreater() action challenge2}} {{#^rollGreater() action challenge2}}
    WEAK HIT
    {{/^rollGreater() action challenge2}} {{/^rollTotal() challenge1 challenge2}} {{/rollGreater() action challenge1}} {{#^rollGreater() action challenge1}} {{#rollTotal() challenge1 challenge2}}
    COMPLICATION
    {{/rollTotal() challenge1 challenge2}} {{#^rollTotal() challenge1 challenge2}} {{#rollGreater() action challenge2}}
    WEAK HIT
    {{/rollGreater() action challenge2}} {{#^rollGreater() action challenge2}}
    MISS
    {{/^rollGreater() action challenge2}} {{/^rollTotal() challenge1 challenge2}} {{/^rollGreater() action challenge1}}{{/^rollTotal() action negate8}} {{/^rollTotal() action negate7}} {{/rollTotal() momentum -4}}{{#rollTotal() momentum -5}} {{#rollTotal() action negate9}}
    Previous Action Score:
    {{action}}
    Action die cancelled for matching negative momentum.
    Stat + Add:
    {{stat}} + {{add}}
    New Action Score:
    {{modifiers}}
    Challenge Dice:
    {{challenge1}} {{challenge2}}
    {{#rollGreater() modifiers challenge1}} {{#rollTotal() challenge1 challenge2}}
    OPPORTUNITY
    {{/rollTotal() challenge1 challenge2}} {{#^rollTotal() challenge1 challenge2}} {{#rollGreater() modifiers challenge2}}
    STRONG HIT
    {{/rollGreater() modifiers challenge2}} {{#^rollGreater() modifiers challenge2}}
    WEAK HIT
    {{/^rollGreater() modifiers challenge2}} {{/^rollTotal() challenge1 challenge2}} {{/rollGreater() modifiers challenge1}} {{#^rollGreater() modifiers challenge1}} {{#rollTotal() challenge1 challenge2}}
    COMPLICATION
    {{/rollTotal() challenge1 challenge2}} {{#^rollTotal() challenge1 challenge2}} {{#rollGreater() modifiers challenge2}}
    WEAK HIT
    {{/rollGreater() modifiers challenge2}} {{#^rollGreater() modifiers challenge2}}
    MISS
    {{/^rollGreater() modifiers challenge2}} {{/^rollTotal() challenge1 challenge2}} {{/^rollGreater() modifiers challenge1}}{{/rollTotal() action negate9}} {{#^rollTotal() action negate9}} {{#rollTotal() action negate10}}
    Previous Action Score:
    {{action}}
    Action die cancelled for matching negative momentum.
    Stat + Add:
    {{stat}} + {{add}}
    New Action Score:
    {{modifiers}}
    Challenge Dice:
    {{challenge1}} {{challenge2}}
    {{#rollGreater() modifiers challenge1}} {{#rollTotal() challenge1 challenge2}}
    OPPORTUNITY
    {{/rollTotal() challenge1 challenge2}} {{#^rollTotal() challenge1 challenge2}} {{#rollGreater() modifiers challenge2}}
    STRONG HIT
    {{/rollGreater() modifiers challenge2}} {{#^rollGreater() modifiers challenge2}}
    WEAK HIT
    {{/^rollGreater() modifiers challenge2}} {{/^rollTotal() challenge1 challenge2}} {{/rollGreater() modifiers challenge1}} {{#^rollGreater() modifiers challenge1}} {{#rollTotal() challenge1 challenge2}}
    COMPLICATION
    {{/rollTotal() challenge1 challenge2}} {{#^rollTotal() challenge1 challenge2}} {{#rollGreater() modifiers challenge2}}
    WEAK HIT
    {{/rollGreater() modifiers challenge2}} {{#^rollGreater() modifiers challenge2}}
    MISS
    {{/^rollGreater() modifiers challenge2}} {{/^rollTotal() challenge1 challenge2}} {{/^rollGreater() modifiers challenge1}}{{/rollTotal() action negate10}} {{#^rollTotal() action negate10}}
    Action Score:
    {{action}}
    Challenge Dice:
    {{challenge1}} {{challenge2}}
    {{#rollGreater() action challenge1}} {{#rollTotal() challenge1 challenge2}}
    OPPORTUNITY
    {{/rollTotal() challenge1 challenge2}} {{#^rollTotal() challenge1 challenge2}} {{#rollGreater() action challenge2}}
    STRONG HIT
    {{/rollGreater() action challenge2}} {{#^rollGreater() action challenge2}}
    WEAK HIT
    {{/^rollGreater() action challenge2}} {{/^rollTotal() challenge1 challenge2}} {{/rollGreater() action challenge1}} {{#^rollGreater() action challenge1}} {{#rollTotal() challenge1 challenge2}}
    COMPLICATION
    {{/rollTotal() challenge1 challenge2}} {{#^rollTotal() challenge1 challenge2}} {{#rollGreater() action challenge2}}
    WEAK HIT
    {{/rollGreater() action challenge2}} {{#^rollGreater() action challenge2}}
    MISS
    {{/^rollGreater() action challenge2}} {{/^rollTotal() challenge1 challenge2}} {{/^rollGreater() action challenge1}}{{/^rollTotal() action negate10}} {{/^rollTotal() action negate9}} {{/rollTotal() momentum -5}}{{#rollTotal() momentum -6}} {{#rollTotal() action negate11}}
    Previous Action Score:
    {{action}}
    Action die cancelled for matching negative momentum.
    Stat + Add:
    {{stat}} + {{add}}
    New Action Score:
    {{modifiers}}
    Challenge Dice:
    {{challenge1}} {{challenge2}}
    {{#rollGreater() modifiers challenge1}} {{#rollTotal() challenge1 challenge2}}
    OPPORTUNITY
    {{/rollTotal() challenge1 challenge2}} {{#^rollTotal() challenge1 challenge2}} {{#rollGreater() modifiers challenge2}}
    STRONG HIT
    {{/rollGreater() modifiers challenge2}} {{#^rollGreater() modifiers challenge2}}
    WEAK HIT
    {{/^rollGreater() modifiers challenge2}} {{/^rollTotal() challenge1 challenge2}} {{/rollGreater() modifiers challenge1}} {{#^rollGreater() modifiers challenge1}} {{#rollTotal() challenge1 challenge2}}
    COMPLICATION
    {{/rollTotal() challenge1 challenge2}} {{#^rollTotal() challenge1 challenge2}} {{#rollGreater() modifiers challenge2}}
    WEAK HIT
    {{/rollGreater() modifiers challenge2}} {{#^rollGreater() modifiers challenge2}}
    MISS
    {{/^rollGreater() modifiers challenge2}} {{/^rollTotal() challenge1 challenge2}} {{/^rollGreater() modifiers challenge1}}{{/rollTotal() action negate11}} {{#^rollTotal() action negate11}} {{#rollTotal() action negate12}}
    Previous Action Score:
    {{action}}
    Action die cancelled for matching negative momentum.
    Stat + Add:
    {{stat}} + {{add}}
    New Action Score:
    {{modifiers}}
    Challenge Dice:
    {{challenge1}} {{challenge2}}
    {{#rollGreater() modifiers challenge1}} {{#rollTotal() challenge1 challenge2}}
    OPPORTUNITY
    {{/rollTotal() challenge1 challenge2}} {{#^rollTotal() challenge1 challenge2}} {{#rollGreater() modifiers challenge2}}
    STRONG HIT
    {{/rollGreater() modifiers challenge2}} {{#^rollGreater() modifiers challenge2}}
    WEAK HIT
    {{/^rollGreater() modifiers challenge2}} {{/^rollTotal() challenge1 challenge2}} {{/rollGreater() modifiers challenge1}} {{#^rollGreater() modifiers challenge1}} {{#rollTotal() challenge1 challenge2}}
    COMPLICATION
    {{/rollTotal() challenge1 challenge2}} {{#^rollTotal() challenge1 challenge2}} {{#rollGreater() modifiers challenge2}}
    WEAK HIT
    {{/rollGreater() modifiers challenge2}} {{#^rollGreater() modifiers challenge2}}
    MISS
    {{/^rollGreater() modifiers challenge2}} {{/^rollTotal() challenge1 challenge2}} {{/^rollGreater() modifiers challenge1}}{{/rollTotal() action negate12}} {{#^rollTotal() action negate12}}
    Action Score:
    {{action}}
    Challenge Dice:
    {{challenge1}} {{challenge2}}
    {{#rollGreater() action challenge1}} {{#rollTotal() challenge1 challenge2}}
    OPPORTUNITY
    {{/rollTotal() challenge1 challenge2}} {{#^rollTotal() challenge1 challenge2}} {{#rollGreater() action challenge2}}
    STRONG HIT
    {{/rollGreater() action challenge2}} {{#^rollGreater() action challenge2}}
    WEAK HIT
    {{/^rollGreater() action challenge2}} {{/^rollTotal() challenge1 challenge2}} {{/rollGreater() action challenge1}} {{#^rollGreater() action challenge1}} {{#rollTotal() challenge1 challenge2}}
    COMPLICATION
    {{/rollTotal() challenge1 challenge2}} {{#^rollTotal() challenge1 challenge2}} {{#rollGreater() action challenge2}}
    WEAK HIT
    {{/rollGreater() action challenge2}} {{#^rollGreater() action challenge2}}
    MISS
    {{/^rollGreater() action challenge2}} {{/^rollTotal() challenge1 challenge2}} {{/^rollGreater() action challenge1}}{{/^rollTotal() action negate12}} {{/^rollTotal() action negate11}} {{/rollTotal() momentum -6}}{{/rollLess() momentum 0}} {{#^rollLess() momentum 0}}
    Action Score:
    {{action}}
    Challenge Dice:
    {{challenge1}} {{challenge2}}
    {{#rollGreater() action challenge1}} {{#rollTotal() challenge1 challenge2}}
    OPPORTUNITY
    {{/rollTotal() challenge1 challenge2}} {{#^rollTotal() challenge1 challenge2}} {{#rollGreater() action challenge2}}
    STRONG HIT
    {{/rollGreater() action challenge2}} {{#^rollGreater() action challenge2}}
    WEAK HIT
    {{#rollGreater() momentum challenge2}}
    Momentum:
    {{momentum}}
    Burn Momentum: Strong Hit
    {{/rollGreater() momentum challenge2}} {{/^rollGreater() action challenge2}} {{/^rollTotal() challenge1 challenge2}} {{/rollGreater() action challenge1}} {{#^rollGreater() action challenge1}} {{#rollTotal() challenge1 challenge2}}
    COMPLICATION
    {{#rollGreater() momentum challenge1}}
    Momentum:
    {{momentum}}
    Burn Momentum: Strong Hit
    {{/rollGreater() momentum challenge1}} {{/rollTotal() challenge1 challenge2}} {{#^rollTotal() challenge1 challenge2}} {{#rollGreater() action challenge2}}
    WEAK HIT
    {{#rollGreater() momentum challenge1}}
    Momentum:
    {{momentum}}
    Burn Momentum: Strong Hit
    {{/rollGreater() momentum challenge1}} {{/rollGreater() action challenge2}} {{#^rollGreater() action challenge2}}
    MISS
    {{#rollGreater() momentum challenge1}} {{#rollGreater() momentum challenge2}}
    Momentum:
    {{momentum}}
    Burn Momentum: Strong Hit
    {{/rollGreater() momentum challenge2}} {{#^rollGreater() momentum challenge2}}
    Momentum:
    {{momentum}}
    Burn Momentum: Weak Hit
    {{/^rollGreater() momentum challenge2}} {{/rollGreater() momentum challenge1}} {{#^rollGreater() momentum challenge1}} {{#rollGreater() momentum challenge2}}
    Momentum:
    {{momentum}}
    Burn Momentum: Weak Hit
    {{/rollGreater() momentum challenge2}} {{/^rollGreater() momentum challenge1}} {{/^rollGreater() action challenge2}} {{/^rollTotal() challenge1 challenge2}} {{/^rollGreater() action challenge1}}{{/^rollLess() momentum 0}} {{/^rollTotal() encumbered 1}} {{/action}} {{#custom}} {{#header}}
    {{header}}
    {{/header}}
    {{name}}
    {{#allprops() custom name header}}
    {{key}}
    {{value}}
    {{/allprops() custom name header}} {{/custom}}
    {{#progress}}
    {{header}}
    {{progress_name}}
    {{progress_type}} Progress:
    {{progress}}
    Challenge Dice:
    {{challenge1}} {{challenge2}}
    {{#rollGreater() progress challenge1}} {{#rollTotal() challenge1 challenge2}}
    OPPORTUNITY
    {{/rollTotal() challenge1 challenge2}} {{#^rollTotal() challenge1 challenge2}} {{#rollGreater() progress challenge2}}
    STRONG HIT
    {{/rollGreater() progress challenge2}} {{#^rollGreater() progress challenge2}}
    WEAK HIT
    {{/^rollGreater() progress challenge2}} {{/^rollTotal() challenge1 challenge2}} {{/rollGreater() progress challenge1}} {{#^rollGreater() progress challenge1}} {{#rollTotal() challenge1 challenge2}}
    COMPLICATION
    {{/rollTotal() challenge1 challenge2}} {{#^rollTotal() challenge1 challenge2}} {{#rollGreater() progress challenge2}}
    WEAK HIT
    {{/rollGreater() progress challenge2}} {{#^rollGreater() progress challenge2}}
    MISS
    {{/^rollGreater() progress challenge2}} {{/^rollTotal() challenge1 challenge2}} {{/^rollGreater() progress challenge1}} {{/progress}}