FL01 - Reference Sheet - Large (4x6in)
FL01 - Reference Sheet - Large (4x6in)
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.
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):
4. Companions / Summoned
token or skill check die.
This exhausts the weapon, making it unusable until
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:
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
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
OTHER LOCATIONS
STABLES
CHURCH OF THE
10 Carriage: Hire a carriage CROSSROADS
Learn 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.
Man’s Best Friend:
40 Prayers: Purchase a
30
coins Draw a Animal Companion card.
coins random Prayer. Once per visit.
15 Train Animal:
coins Train an Animal Companion to STANDING STONES
attack for 1 Damage during your 100 Cleansing:
turn. You cannot train the same coins Remove a Tarot card from
Companion more than once. your possession.