Who You Are
Name:
Stock:
Class:
Age:
Home:
Parents:
Mentor:
Friend:
Enemy:
Level:
Raiment:
What You Fight For
Belief
Uphold your belief in your actions and earn a fate point
Creed
Uphold your belief in your actions and earn a fate point
Goal
Accomplish a goal to earn a persona point
Instinct
Use an instinct to aid the group and earn a fate point
Traits
Trait name
Trait level
Beneficial uses
Checks
1 +1D per session
2 +1D twice per session
3 +1s on suc/tie roll
All appropriate tests
1 +1D per session
2 +1D twice per session
3 +1s on suc/tie roll
All appropriate tests
1 +1D per session
2 +1D twice per session
3 +1s on suc/tie roll
All appropriate tests
1 +1D per session
2 +1D twice per session
3 +1s on suc/tie roll
All appropriate tests
Fate
Current Fate — Total Spent
Spend one point to reroll all 6s as new dice, use a wise or learn from help.
Persona
Current Persona — Total Spent
Spend one point to add 1D, tap nature, or use a wise. You may spend up to three points to add up to 3D per roll.
Conditions
Condition
Recovery
Fresh
+1D all tests until other condition.
Hungry and Thirsty
-1S to disposition to any conflict.
Angry
Will Ob 2
No wises or beneficial traits.
Afraid
Will Ob 3
No help or use Beginner's Luck.
Exhausted
Health Ob 3
-1S to disposition to any conflict; may not use instinct for free.
Injured
Health Ob 4
-1D to skills, Nature, Will, and Health (but not recovery).
Sick
Will Ob 3
-1D to skills, Nature, Will, and Health (but not recovery); cannot practice, learn, or advance.
Dead
May not test, help, or use wises.
Earning Checks
1: -1D to your ind. or versus test
2: +2D to opponent's versus test
2: Break versus test tie in opponent's favor
Spending Checks
1: One test or conflict during camp phase
1: Recover when entering town
Abilities
Raw Abilities
Rating
Advancement
Will
P:
F:
Health
P:
F:
Nature
/
P:
F:
Town Abilities
Rating
Advancement
Resources
P:
F:
Circles
P:
F:
Precedence
Might
Nature Descriptors:
Skills
Skill
Rating
Advancement
BL
Alchemist
P:
F:
BL:
W
Arcanist
P:
F:
BL:
W
Armorer
P:
F:
BL:
H
Cartographer
P:
F:
BL:
W
Commander
P:
F:
BL:
W
Cook
P:
F:
BL:
W
Criminal
P:
F:
BL:
H
Dungeoneer
P:
F:
BL:
H
Fighter
P:
F:
BL:
H
Haggler
P:
F:
BL:
W
Healer
P:
F:
BL:
W
Hunter
P:
F:
BL:
H
Laborer
P:
F:
BL:
H
Lore Master
P:
F:
BL:
W
Manipulator
P:
F:
BL:
W
Mentor
P:
F:
BL:
W
Orator
P:
F:
BL:
W
Skill
Rating
Advancement
BL
Pathfinder
P:
F:
BL:
H
Peasant
P:
F:
BL:
H
Persuader
P:
F:
BL:
W
Rider
P:
F:
BL:
H
Ritualist
P:
F:
BL:
W
Sapper
P:
F:
BL:
H
Scavenger
P:
F:
BL:
H
Scholar
P:
F:
BL:
W
Scout
P:
F:
BL:
W
Survivalist
P:
F:
BL:
H
Theologian
P:
F:
BL:
W
P:
F:
BL:
P:
F:
BL:
P:
F:
BL:
P:
F:
BL:
P:
F:
BL:
Wises
Pass
Fail
Fate
Persona
Pass
Fail
Fate
Persona
Pass
Fail
Fate
Persona
Pass
Fail
Fate
Persona
Inventory
Head
Worn
Damaged
Hands
Worn
Damaged
Worn
Damaged
Carried
Damaged
Carried
Damaged
Neck
Worn
Damaged
Belt
1
Damaged
2
Damaged
3
Damaged
Belt items: belt 1, pack 1, or weapon 1. Bundled pack items must be kept in a purse or pouch.
Pocket
Trinkets
Damaged
Torso
Worn
Satchel
Worn
Backpack
Worn
Backpack
Worn
Damaged
Worn
Damaged
Worn
Damaged
Feet
Worn
Damaged
No bag
Satchel
Backpack
No bag
Satchel
Backpack
Satchel: torso/worn 1
Backpack: torse/worn 2. Factor for Dungeoneer and Fighter.
Carried
Dropped
Lost
1
Damaged
2
Damaged
3
Damaged
1
Damaged
2
Damaged
3
Damaged
4
Damaged
5
Damaged
6
Damaged
Small Sack
Large Sack
Cache
Small sack
Large sack
Cache
Requires two hands to carry or pack 1 when empty.
Stashed in camp, in your home, or at your mom's house.
Carried
Dropped
Lost
1
Damaged
2
Damaged
3
Damaged
4
Damaged
5
Damaged
6
Damaged
7
Damaged
8
Damaged
9
Damaged
10
Damaged
11
Damaged
12
Damaged
Notes
Relics
Urdr
Burden
Relic
Inventory
Invocation/Patron/Circle
Arcane Spells
Memory Palace
Spell
Ob
known
spell book
mem.
cast
scroll
supplies
Allies & Enemies
Name
Location
Status
Notes
Level Requirements & Benefits
Level
F
P
Level Benefits
1
0
0
+1D to Resources in your home town.
2
3
3
3
7
6
+1D to Circles in your home town.
4
14
12
5
22
20
6
31
30
7
41
42
8
52
56
9
64
72
10
78
98
  Roll
Roll Type
Against ObVersus diceAdded to
The Grind
(DH pg. 55; SG pg. 39, 48)
turn(s) of the grind
Instinct is not free when exhausted (+1 Ob)
P:
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P:
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/
P:
F:
P:
F:
P:
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F:
BL:
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BL:
Beginner's Luck & Nature
(DH pg. 59, 66)
Afraid: cannot use beginner's luck
Health
P:
F:
Will
P:
F:
Nature
/
P:
F:
Trait
(DH pg. 79)
Angry: cannot use beneficial traits
Trait name
Trait level
Beneficial uses
Checks
1 +1D per session
2 +1D twice per session
3 +1s on suc/tie roll
All appropriate tests
1 +1D per session
2 +1D twice per session
3 +1s on suc/tie roll
All appropriate tests
1 +1D per session
2 +1D twice per session
3 +1s on suc/tie roll
All appropriate tests
1 +1D per session
2 +1D twice per session
3 +1s on suc/tie roll
All appropriate tests
Persona
(DH pg. 67; SG pg. 88)
Current Persona — Total Spent
Persona spent (+1D)
Channel Nature
Nature
/
Help & aid
(DH pg. 65, 73; SG pg. 37)
Help
(Ability, skill, or nature; not afraid)
Instinct can only be helped by nature, instinct, or wise.
Synergy(DH pg. 87)
Aid(DH pg. 77)
Additional dice
Gear, supplies, focus, materials, or sacramentals
other dice
other successes
Conditions
(SG pg. 46)
+1D for fresh
-1D for injured
-1D for sick
-1S for anyone Hungry & Thirsty
-1S for anyone Exhausted
Rolling
D
  vs
Ob
  vs  
D
  added to  
After rolling
(DH pg. 77; SG pg. 87, 88)
Angry: cannot use wises
Deeper Understanding
Current Fate — Total Spent
Fate
Gaining Wisdom
Fate
Gaining Wisdom
Fate
Gaining Wisdom
Fate
Gaining Wisdom
Luck
Current Fate — Total Spent
six(es)
Of Course!
Current Persona — Total Spent
Persona
Gaining Wisdom
failed dice
Persona
Gaining Wisdom
failed dice
Persona
Gaining Wisdom
failed dice
Persona
Gaining Wisdom
failed dice
Advancement
  • Mark pass or fail
  • Sick: do not log tests
  • Tax Nature (if applicable)
  • Gaining Wisdom(DH pg. 78)
  • Advance the grind
  • Mark Synergy
  • Mark Aid
  • Success or failure
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Deeper Understanding
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Of Course {{numDice}}
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{{grindTurns}} turn(s) of the grind
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vs
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