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FL01 - Reference Sheet - Large (4x6in)

The document outlines rules for adventuring on maps, including resting once per chapter to recover resources. It describes actions characters can take on their turn like moving, interacting, and using items or abilities. Rules are provided for transitions between maps and for resolving skirmishes and encounters with other characters, ghosts, creatures, and afflictions through combat rounds and attacking.

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Mat Mc
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0% found this document useful (0 votes)
89 views8 pages

FL01 - Reference Sheet - Large (4x6in)

The document outlines rules for adventuring on maps, including resting once per chapter to recover resources. It describes actions characters can take on their turn like moving, interacting, and using items or abilities. Rules are provided for transitions between maps and for resolving skirmishes and encounters with other characters, ghosts, creatures, and afflictions through combat rounds and attacking.

Uploaded by

Mat Mc
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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ADVENTURING

S e e “A d v e n t u r i n g ” o n p a g e 2 2 .
Adventuring occurs during exploration of Adventure Maps during a story.
If an encounter occurs while adventuring, see the ENCOUNTERS reference sheet.
1. RESTING (ONCE PER CHAPTER)
Once per chapter, the Leader may decide to have the group rest. No other actions may be taken by any
character. This may be done while adventuring, as well as while traveling on the World Map. Resting
is not allowed during combat or between stories. All characters immediately recover 4 Vita, 4 Power
Points and 4 Ghost Points, up to their maximum amounts. Then the Leader rolls a d10. On a 1, 2 or 3,
the group must skirmish by rolling on the chapter’s skirmish table.
2. ACTIONS (PERFORM EACH ONCE PER TURN)
• Move – Move up to your Stride. You may stop moving to perform other actions, and continue.
• Interact/Search – Interact with a component on the map. You can only interact with
The only action that Ghost characters may make is to Move.

1-3: Receive 1d4 (SNARE) Damage.


one map feature per turn. If the map feature is a search chit, roll a d10:

4-7: Nothing occurs.


8-0: Draw one card from the Item deck.
• Activate an Item/Artifact, use Ability/Prayer/Ritual – Only one of
these actions is allowed per turn.
3. MAP/LEADERSHIP TRANSITION
When a map transition occurs, leadership transitions to the next character. A map transition may
occur in two ways:
• When the map’s goals instruct the players to move on to the next section of the story.
• If the map contains the Exit Zone and all characters (4 of 5 in a five character game) are within it,
the Leader may choose to initiate a map transition. If this occurs, any map events/effects (such
as damage received from a collapsing ceiling) are applied and then the players would move on
to the next section of the story. A map transition via the Exit Zone may not occur during combat
if defeating the foes is a primary goal.
SKIRMISHING
See “Skirmishes” on page 18.

1. Determine Strength: Determine 4. Creature’s Turn: First, the


the skirmish strength based on the number Controller rolls the creature’s attack dice
of characters by rolling the dice shown on (percentile) and applies any modifiers from
the left of the card. This is done for each the skirmish counter. This score is compared
creature engaged in the skirmish. On some to each character’s Defense. If it is equal to
occasions, modifiers may be applied to the or greater, they are hit. If skirmishing with
result. The skirmish counter may never start multiple creatures, they each get an attack

2. Place Skirmish Marker:


below 1. against all characters.
Those hit by the creatures would be
Place a marker on the skirmish counter affected by the skirmish power, plus any
representing the skirmish strength. applicable modifiers. Each character makes

5. Character’s Turn: All


Modifiers for the current strength level are their own rolls for damage and status effects.
listed above the counter. These modifiers

3. Attack or Defend: At the


apply to the creature, not characters. characters roll the attack dice (percentile)
simultaneously and add any Might bonuses
beginning of each round, all characters they have. If a character’s attack roll is equal
choose to ATTACK or DEFEND a specific to or greater than their target’s Defense
creature by placing their Attack/Defend score, they succeed in hitting. Keep track of

6. Reduce Counter: Reduce the


token next to their target with the the number of successful hits.
appropriate side showing. You may not

Attack: You may attack your target


change it once this is done. skirmish counter(s) by the number of
successful attacks made by the characters.

Defend: You may (but are not forced to)


creature during your turn. Each Devastating Strike reduces the counter

7. Repeat Steps: Repeat steps 3


by 2.
attack during your turn, but receive a +10
Defense and -10 Might until the beginning through 6 until the skirmish counter is at

8. Get Loot: All characters receive the


of your next turn. When ghost characters zero or until all the characters are defeated.
defend, they fade from sight and cannot
attack or be targeted. reward listed on the Skirmish card and can
If there are multiple skirmishing creatures perform a search for each unique creature.
(or afflicted characters, such as those that On a d10:10+, they find an Item. Characters
are LYCANTHROPIC), characters forced to skirmish with their allies do not
must choose who they will attack. yield an award.
ENCOUNTERS:
CHARACTERS & GHOSTS
See “Character Turn” on page 24

First Strike: Before combat can start, you must perform First Strike. Each group, characters and
foes, roll a d10. Whomever has the highest result goes first. On a tie, characters win First Strike. Characters
automatically lose when in Darkness. If an Affliction is present, foes get +1 to their roll.
The following actions may be taken once per round,
in any order (with exception of Equip/Trade):

1. Move: You may move up to your current 7. Equip/Trade (End of turn):

2. Act: An act can be any one of the following.


Stride value. A living character may trade Items with an
adjacent character and adjust which items
Ghost characters may only attack during this they have held in their hands. This can only be
phase may only use weapons/items with the performed at the very end of their turn after
SPECTRAL keyword. all other actions.
• Attack a foe with equipped weapons.
DEVASTATING
This ends any movement.
STRIKE & FAULT
• Devastating Strike: Occurs if your attack
Activate/exhaust an Item.
• Attempt to cast a Ritual or Prayer.
roll is a natural 100. You gain an extra Move, Act,

3. Interact: A character may interact with
Search (as when Adventuring).
or may recover all Power Points. Ghosts gain 1d6

Fault: Occurs if your attack roll is a natural 1.


Ghost Points.
one feature on the map, such as a Search

4. Companions / Summoned
token or skill check die.
This exhausts the weapon, making it unusable until

Allies: Use any Companion or summoned


repaired by a Tinker. Artifacts are exhausted for the
duration of the combat only. If a character has a

5. Use Consumable Items:


ally that has an attack capability.
fault when not using a weapon, then they may ACT
but cannot attack during their next turn. Ghosts
Living characters may use any number of
lose 1 Ghost Point.
consumable items that they have in their
TWO 1H WEAPONS
6. Ability / Ghost Powers: Living
possession, such as a Bandage.
If you have two 1 HAND weapons equipped, you
characters can use any of their Abilities during must choose which to attack with each round. Only
this phase. Some Abilities allow you to use the bonuses/effects of the chosen weapon apply to
them outside of your turn. Ghosts cannot use the attack. You may spend 1 Power Point to attack
most Abilities, but can use Ghost Powers in with the second weapon. Only the effects for this
the same way. secondary weapon are usable in the second attack.
ENC O U NT E R S :
C REAT UR ES & A FF L I CT I O NS
See the “Foe Turn” on page 25.

First Strike: Refer to the other side of this reference card for details.
Foes must make the following actions once per combat round, in the order presented below:

1. MOVE 2. TARGET CHARACTERS


Melee Foes: Will move towards the Melee Foes: If adjacent to more
closest character(s). If multiple characters are than one character, use a targeting

Ranged Foes: Choose the appropriate target


equal distance from them, use a targeting die die to determine its target.
to determine which character the foe attacks.
If characters are already adjacent to the melee die based on how many characters are in Sight.
enemy, they will not move unless told otherwise.
3. ATTACK
Melee foes have the following behaviors:
Roll the percentile dice (d10 & d00) and targeting
• Moves to avoid hazardous terrain/
die (chosen above). If result of percentile dice is
features, such as Flames, as long
greater than or equal to the target’s Defense, it is a
as they can reach a target.
successful hit. The white d10 represents its attack
• If all targets are unreachable without landing
power. Some enemies have more then one attack
on a hazardous space, they will do so, but will
per turn or other special instructions.
move to avoid it on future rounds if given an
opportunity. They will also choose the “least” DEVASTATING
STRIKE & FAULT
Ranged Foes: Will not move unless a Devastating Strike: Occurs if its attack
hazardous space if there is a choice.

character is adjacent to them. It moves away from roll is a natural 100. After they complete the first
characters up to their Stride, prior to attacking, attack, they make another attack against a random

Fault: Occurs if your attack roll is a natural 1.


with the following behaviors: character within their range/Sight.
• Moves as far as possible away from characters
They cannot attack their next turn, although they
while keeping as many characters within
Sight as possible. can still move. If they have remaining attacks
• Avoids any hazardous terrain or during the current round, they may still use them.
features, such as Flames. SPECIAL INSTRUCTIONS
• If all characters are out of their Sight, ranged Each foe includes special instructions that must be
attackers will move up to their Stride towards followed during combat. Make sure you read them
the characters until they have Sight to as before the encounter begins.
many as possible.
STATUSES – POSITIVE
See the “Statuses” on page 20.
BLESSED FORTIFIED
You have proven yourself Your internal fortitude has
virtuous and on the side of proven effective against the evil
the Light. Gain +5 Might and shrouding the land. Gain
ABSORPTION 1. +5 Defense and immunity to Infection.

BRAVE LUCKY
Your bravery transcends that of It seems that luck favors the
normal folk. Gain +1 NERVE foolish, and those who risk
and +1 Damage, allowing you much to achieve their goals.
to more easily purge the darkness from the Gain +1 TRICKERY and +1 to all search
world. rolls.
ETHEREAL PERCEPTIVE
You are balanced between this Your keen eyes do not miss
world and the next, granting much, even in this land
you ABSORPTION 2 blanketed in perpetual gloom.
vs. corporeal (non-ETHEREAL) foes and Receive +1 AWARENESS and ignore
SNARES. Full damage to ETHEREAL Darkness penalties.
foes. Ignore Stride penalties.

FAITHFUL RESPECTED
Your devout nature gives you You have proven your
the strength of will to prevail willingness to stand up for the
against those rallied against downtrodden of this land. Gain
you! Gain +1 FAITH and +1 OCCULT. +1 SPEECH and +1 TRICKERY.
*See The Wanted Condition.

FAVORED SWIFT
Your good deeds have made You are filled with a sense of
an impression on the powers urgency fueled by your desire
beyond the veil. You are granted to put a stop to the afflictions
+3 Max Vita and +1 to all skill checks. plaguing the land. Gain +1 Stride and
+5 Defense.
STATUSES – NEGATIVE
BLOODLUST LYCANTHROPIC
Resist: FAITH Resist: OCCULT
+2 Damage, -2 SPEECH, +1 Damage, +1 Stride. Receive
-2 FAITH and -3 Max Vita. half of coin awards. Receive
Allies receive -1 SPEECH due to your foul an extra attack during encounters (Bite/1d4
presence. Receive an extra attack in encounters damage). If a Moon icon appears, roll d10.
(Claws/1d4 damage). If killed, become a 1-9, skirmish with the group with a skirmish
Vampire, attack with your allies until you are counter of 1. On 0, become a Werewolf and
slain, then go to Limbo. skirmish to the death!
CURSED POSSESSED
Resist: OCCULT Resist: FAITH
You have been afflicted by Your possessed with a demonic
accursed misfortune. Your Max presence. While adventuring
Vita is reduced by 4 and you receive -1 to all and during combat, allies within AURA 1 of
skill checks. you lose 1 Vita at the start of each round.
DERANGED SICKENED
Resist: AWARENESS Resist: ECOLOGY
Your mental control has been A foul malaise has stricken you,
smashed, causing you to lose reducing your effectiveness
all focus. You cannot use Abilities that require in combat. In an encounter, roll damage dice
Power Points. You cannot use Prayers or Rituals. twice and take the worst result.

FRACTURED SPOOKED
Resist: TRICKERY Resist: NERVE
Your body has been broken, Your confidence has been
impeding your fight against shattered. Receive -5 Might
evil. Receive -10 Defense. You may only use one and -1 NERVE. Pass NERVE 5 at the end
HAND item slot. of any combat (one attempt each combat) to
remove this status.
IMMOBILIZED TRANSFORMED
Resist: TRICKERY Resist: OCCULT
The forces around you prohibit Your form has become
your movement. Receive unstable, morphing into
-10 Might. Pass ECOLOGY 5 at the start of strange mutations. You lose 1 HAND slot and
each round or your Stride becomes 0. This status cannot perform skill checks. If forced to make a
ends when combat is over. skill check, you automatically fail.
Town Services

OSTELINK WAYLIN'S POINT YOROTRUSK


1 service per visit 2 services per visit 3 services per visit

APOTHECARY GYPSY CARAVAN (CONT)


15 ˆˆVitriol: 5 ˆˆFortune:
coins Gain a Vitriol item token. coins Roll d10 once/visit:
1: You are CURSED.
15 ˆˆSpirit of Wine:
coins 2-5: -5 Defense for 1 Chapter.
Gain a Spirit of Wine item token.
6-9: +5 Defense for 1 Chapter.
10 ˆˆExpired Tonic: 0: You are FAVORED.
coins Gain a Expired Tonic item token.
INN
CHAPEL 5 ˆˆDrink:
5 ˆˆBlessing: coins +1 Damage and -5 Might for one
coins Gain +5 Defense to your next chapter. Once per visit.
combat. Does not stack. 30 ˆˆHire Militia:
5 ˆˆDonation: coins Draw a Militia companion card.
coins Gain +1 to your next skill check. 1-5 ˆˆGamble: Bet up to 5 coins
Once per visit. coins and roll a d10. 1-3: You lose; 4-7:
15 ˆˆFrankincense: Its a draw; 8-0: Double your bet. If
coins Gain a Liquid Frankincense you have a TRICKERY bonus,
item token. add +1 to this roll.
10 ˆˆHoly Water: 10 ˆˆSleep: Recover all Power
coins Gain a Holy Water item token. coins Points and gain 3 Vita. Once
30 ˆˆPurification: Rid yourself per visit.
lore of BLOODLUST CURSED
or POSSESSED statuses.
MARKET
ˆˆBarter: Draw one Item once per visit
GYPSY CARAVAN and purchase it if you wish. May sell Items
ˆˆBreath of Life: for half their cost.
Draw a Tarot card to return a character in 5 ˆˆTorch:
Limbo with full Vita and PP’s. coins Gain a Torch item token.
ˆˆEvil Be Gone:
ˆˆWooden Stake:
30
Cure LYCANTHROPY or
10
lore
TRANSFORMED statuses.
coins Gain a Wooden Stake item token.
PHYSICIAN TINKER
5 ˆˆBandages: 15 ˆˆArm Companion:
coins Gain a Bandage item token. Once coins Train a Militia Companion to
per visit. attack for 1 Damage during your

ˆˆBring out the Dead:


turn. You cannot train the same
20 Companion more than once.
coins Revive a ghost character back
to life with half their Vita and 15 ˆˆHone Weapon:
full Power Points. Cannot revive coins Gain +1 Damage to a weapon for
those in Limbo. one chapter.

15 ˆˆCure: Remove 10 ˆˆReinforce:


coins the FRACTURED, coins Gain a +2 Defense to a shield or
DERANGED or armor item for one chapter.
SICKENED status.
10 ˆˆRepair: Refresh a damaged
1 ˆˆStitches: coins shield or weapon.

ˆˆWood Shield (Item):


coin Restore 1 Vita for every
20
coin spent. coins Gain a Wooden Shield item
5 ˆˆTreat Infection: token.
coins Removes one Infection token.

OTHER LOCATIONS
STABLES
CHURCH OF THE
10 ˆˆCarriage: Hire a carriage CROSSROADS
ˆˆLearn Abilities: Purchase an
coins to gain +1 Stride on the World
Map for one chapter. Only applies
to the character purchasing it. Ability for 1 Ability Point for each Power
Point cost.
ˆˆMan’s Best Friend:
40 ˆˆPrayers: Purchase a
30
coins Draw a Animal Companion card.
coins random Prayer. Once per visit.
15 ˆˆTrain Animal:
coins Train an Animal Companion to STANDING STONES
attack for 1 Damage during your 100 ˆˆCleansing:
turn. You cannot train the same coins Remove a Tarot card from
Companion more than once. your possession.

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