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FL01 - Character Booklets - (11x8.5in) (PNP) (Core) PDF
FL01 - Character Booklets - (11x8.5in) (PNP) (Core) PDF
LORE TREE
Lore AP Choice One Choice Two ARCANIST
100 +1 to Any Skill +2 Max Vita The Arcanist seeks hidden knowledge and
200 +1 Discard a Ritual to recover all Discard a Ritual to force a foe to lose mastery of the secrets of the universe. She
Power Points. their next turn. is a student of the ancient systems of
350 +1 Lose 5 Lore to gain 1 Power Point, Re-roll a missed skill check when numerology and chakric mysticism. As
once per chapter. reciting a Ritual, once per round. a collector of lost knowledge, she has
350 Lore: As a ghost, gain +5 Defense and +1 Max Ghost Points. found an old parchment torn from
500 NUMEROLOGIST: Add 1d4 to NUMEROLOGIST: Once per story, the pages of a much larger book
+1 known as the Necronomicon.
any die roll, once per chapter. a Companion may block one attack
SEEKER: +1 Damage with without sacrificing their life. 7KH$UFDQLVWVHHNVWRඳQG
melee weapons if your target SEEKER: +5 Might for each round the remainder of this
has an adjacent ally. you have consecutively attacked obscure text and explore
the same target, maximum +20. the other dimensions
650 +1 +1 Max Power Point +1 to Any Skill of which it speaks.
800 +1 +5 Might +5 Defense
CHOOSE A CHARACTER FOCUS
800 Lore: As a ghost, gain +5 Defense and +1 Max Ghost Points.
950 +1 Pass OCCULT 9 to cause an Occultist‘s Pass OCCULT 9 to cause an NUMEROLOGIST SEEKER
attack to be re-directed to a foe of Occultist to lose their next You have studied and learned The Seeker has two auras
your choice, once per encounter. turn, once per encounter. the lore of numbers and and can use them as long as
1100 +2 +1 to Any Skill +2 Max Vita their mystical meanings. she has at least one unspent
Power Point. These auras are
1250 +1 Max Power Point +1 Stride » Once per chapter, the represented by a double-sided
1250 Lore: As a ghost, gain +5 Defense and +1 Max Ghost Points. You may also retrain abilities. Numerologist can spend token with a light and dark side.
a Power Point to re-roll
1400 +1 NUMEROLOGIST: Recover 1 NUMEROLOGIST: You may re-roll any of her own die rolls. Once per combat (both
Power Point when you Defend any one attack roll, once per combat. encounters and skirmishes), the
during a skirmish and one extra SEEKER: The Light Aura acts as » Once per story, she may roll
Seeker may activate one of her
Power Point when resting. a light source and the Dark Aura two dice instead of one for any
auras. Each is AURA 1 and lasts
SEEKER: The Light Aura heals 1 Vita causes REDUCTION 1 to foes. roll she wishes in the game and
for 4 rounds.
per round and the Dark Aura deals take her choice of the higher
1 Damage to foes per round. or lower of the two values. » The Light aura is a circle
1550 +1 ABSORPTION 1 from When a SPIRIT creature is slain, of protection giving her
Occultist attacks. gain the ETHEREAL status ABSORPTION 1 and allies in
until the end of the chapter. the aura +5 Defense. This
1700 NUMEROLOGIST: You may does not stack with other
+2 Add +1 to your DMG Bonus.
absorption bonuses.
change the result of any one
die roll to the number of your
choice, once per story. » The Dark aura causes 1
Damage to all foes that move
SEEKER: Her auras increase
from AURA 1 to AURA 2. into the aura on their turn.
•••• •
INSIDE LEFT I NSI DE RIGH T
STARTING ABILITIES LOCATION EXTRAS
• Runic Dice • • Seek the Chakra •
Mythos Forbidden ALCHEMIST MARKET
ARCANIST ARCANIST 35 Heirophant Amulet (Item): 60 Reinforced Bodice (Item):
coin Discard any consumable Item coin +4 Defense, +2 to the number of
You sense the future to recover 2 Vita and allow an Items you can carry [Chest
ally to recover 1 Vita [Chest / Enhancement].
and your destiny. Use or Neck / Enhancement].
when you draw an Item Deal an additional
card. Draw two and +2 Damage on a 45 Robes of the Enchanter (Item):
50 Scarlet Cloak (Item):
successful melee hit. coin Reflect a ranged attack back at
then choose one to the foe once per story [Chest coin +1 TRICKERY [Chest or
Neck / Enhancement].
keep and one or Neck / Enhancement].
to discard.
APOTHECARY
50 Harpy Feather (Item): STABLES
1 1 coin You cannot be moved against
your will [Enhancement].
35 Familiar (Companion):
coin A cat Companion, which gives you
ACTIVE AB#FC01 ACTIVE AB#FC02 +1 Power Point and +1 AWARENESS.
GYPSY ENCAMPMENT
STARTING EQUIPMENT
Q 75 Changing your Fate:
coin Purchase one Tarot card of your
choice and remove it from the STANDING STONES
game (one time only). 50 One with the Universe:
50 Rabbit’s Foot (Item): EXHAUST coin Commune with the universe and
remove all your negative statuses.
coin for the story to gain the LUCKY
status for one map [Enhancement].
•••• •
INSIDE LEFT I NSI DE RIGH T
STARTING ABILITIES LOCATION EXTRAS
• Environmental Slaughter • • Keep it Coming •
Revenge Fierce
AVENGING MADMAN AVENGING MADMAN INN PHYSICIAN
n/a Drunk and Disorderly: Due 30 Cure Madness: The physician
When an adjacent to your sometimes uncontrollable coin gives you a drought containing
outbursts of rage, you must roll medicinal herbs that calm your
corporeal foe dies, a d10 whenever you visit an Inn. spirit. You are able to use ranged
tear a limb from its Ignore 1d4 Damage On a roll of 1 or 2, you have one weapons for the current chapter.
body and slam it into from an attack. Usable too many beverages and start a
1 1
ACTIVE AB#FC05 ACTIVE AB#FC06 n/a Fortitude: When you Drink TINKER
at the Inn, you do not suffer 50 Armguard Bracers (Item):
STARTING EQUIPMENT the –5 Might penalty. coin +3 Defense. EXHAUST to re-roll a
missed attack [Arms / Protective].
60 Satchel (Item): +4 to
• Bale Hook • coin the number of Items you can
45 High Boots (Item):
carry [Enhancement].
coin Ignore movement penalties
+5 Might. [Feet / Enhancement].
3
4
2
absorption. Attack roll > 90,
a different adjacent creature 50 Breastplate (Item):
is struck for 1d4 Damage [1
coin ABSORPTION 1 [Chest / Protective].
Hand / Melee Weaponry].
•A
Aspergillum
spergi
sp g llum
u •
FILLABLE. +5 Might. Ignores 65 Silver Dagger (Item): 1d4+2,
ETHEREAL absorption. 50 Censer (Item): EXHAUST to coin SILVER, THROWN RANGE 3
HOLY keyword required. coin force a creature to re-roll their attack [1 Hand / Melee Weaponry].
dice [1 Hand / Enhancement].
25 Skull Cap (Item):
1 10 50 Mitre (Item): +1 Power coin +3 Defense [Head / Protective].
HAND COINS
coin Point [Enhancement].
WEAPON IT#FC75
•• •••
BACK FRONT
LORE TREE
Lore AP Choice One Choice Two TELEPATH
100 +1 to Any Skill +2 Max Vita A talented mentalist who can
200 +1 Prevent one ranged foe from moving Prevent one ranged foe from access unique and powerful
during their turn, once per combat. targeting you, once per combat. psychic abilities. She has long
350 +1 +5 Might +5 Defense hidden her talents from
350 Lore: As a ghost, gain +5 Defense and +1 Max Ghost Points. family and friends, fearing
that she would be outcast as a
500 +1 CHANNELER: If you are the Leader CHANNELER: +1 Damage vs.
traveling Off-Road, draw two Spirits, and add +1 to any Skill freak. But after seeing visions
Off-Road cards and choose which challenge involving Spirits. in her mind’s eye, that of evil
to encounter, discarding the other. TELEKINETIC: Spend 3 Power Points spreading across the land,
TELEKINETIC: Adds the to avoid any Stride penalties and she realized that her gifts
THROWN keyword to any gain ABSORPTION 1 against Snares
melee weapon she uses. on the current Adventure Map.
could help in staunching
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650 +1 +1 Max Power Point +1 AWARENESS
800 +1 Add +1d4 to any die Move a Search token within sight
roll, once per story. on the map to a space adjacent
to you, once per chapter. CHOOSE A CHARACTER FOCUS
800 Lore: As a ghost, gain +5 Defense and +1 Max Ghost Points.
CHANNELER TELEKINETIC
950 +1 CHANNELER: Summon a Poltergeist CHANNELER: Once per chapter,
instead of a Restless Spirit. you may choose to not draw a Your connection to the spirit world You are strong in the manipulation
TELEKINETIC: When you Road Event while you are the has been strong since birth, and of matter and moving objects
are ETHEREAL, a swarm of Leader on the World Map. you often converse with the ghosts with your thoughts.
debris circles you, causing 1 TELEKINETIC: Trade with of those who have passed on.
Damage within AURA 1. one ally in sight. » You are fond of your ability to
» When an ally becomes a ghost, throw another being with the
1100 +2 +1 Max Power Point +5 Defense they gain +2 Ghost Points as force of your mind. Use one
1250 +1 to search rolls Ignore Snare damage from a long as you have at least 1 less Power Point when using
failed Search, once per chapter. Power Point when they die. the Psychokinesis ability.
1400 +1 Add +1 to your DMG Bonus. +5 Might » Once per story, you may spend » Receive +1 RANGE with
5 Power Points to summon THROWN weapons.
1250 Lore: As a ghost, gain +5 Defense and +1 Max Ghost Points. You may also retrain your Abilities.
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1550 +1 CHANNELER: During a “Choose CHANNELER: The cost to summon your side for one combat.
Your Path” moment, you may a Restless Spirit or Poltergeist is You must have an open
read the outcome of the first reduced to 3 Power Points. Companion slot to do this.
Story Moments referenced before TELEKINETIC: As long as you have at
making a choice, once per story. least 1 Power Point, you may choose
TELEKINETIC: Add +1 space one target to mentally attack for 2
to the Psychokinesis ability. Damage per round, once per combat.
1700 +2 +1 Max Power Point Add +1 to your DMG Bonus.
•••• •
INSIDE LEFT I NSI DE RIGH T
STARTING ABILITIES LOCATION EXTRAS
• Psychic Implosion • • Psychokinesis •
Psychic Psychic APOTHECARY MARKET
TELEPATH TELEPATH 50 Quartz Geodes (Item): Donate 30 Velvet Bodice (Item): +4
coin up to 3 Power Points to store in the coin Defense [Chest / Protective].
Crush the brain matter of PUSH 2 a target in Geodes. You may use these points
DIRH,QපLFWG'DPDJH any direction, causing as Ghost Points when you next
and force them to lose a
enter ghost form [Enhancement]. 50 Jeweled Tiara (Item):|
1d4 Damage. Anyone coin +2 Max Vita. Pass NERVE 5 at
turn on a d6:6+.
impacted by them 80 Crystalline Lens (Item): Add the end of a combat to remove
Ignores ABSORPTION. loses 1d4 Vita. You may coin +1 Damage and +2 Ammo to your the DERANGED status from
yourself [Head / Enhancement].
In a skirmish, drop a spend 3 Power Points Quartz Lantern [Enhancement].
WEAPON IT#FC90
•• •••
BACK FRONT
LORE TREE
Lore AP Choice One Choice Two
WITCH HUNTER
100 +1 to Any Skill +2 Max Vita The Witch Hunter is a fanatical bounty hunter who
adheres to a strict code of honor and is sworn to
200 +1 +1 Damage to Occultist’s. ABSORPTION 1 vs. Occultist’s. purge the world of evil. He is a
member of a sect of inquisitors that
350 +1 +1 Ammo with ranged weapons. +1 Damage with THROWN weapons. have hidden behind those in power for
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350 Lore: As a ghost, gain +5 Defense and +1 Max Ghost Points.
He is an accomplished huntsman
500 +1 BOUNTY HUNTER: Gain BOUNTY HUNTER: Increase your and tracker, using his skills as a
2 bounties at a time. bounty reward to 2d6 Coins. weapons specialist and marksman
INQUISITOR: Add +1 to INQUISITOR: Add +2 to a to hunt the creatures of the night.
your Inquisition rolls. Inquisition roll, once per chapter. The Witch Hunter is a decisive
and trained interrogator. With his
650 +1 +1 Max Power Point +1 Stride NQRZOHGJHRIWKH0DOOHXV0DOHඳFDUXP
800 +1 KHLQපLFWVKLVRZQEUDQGRIMXVWLFH
Place a Tracking token on any one +5 Defense
foe per combat. All ranged attacks
verse this target receive +5 Might. CHOOSE A CHARACTER FOCUS
800 Lore: As a ghost, gain +5 Defense and +1 Max Ghost Points. INQUISITOR BOUNTY HUNTER
950 +1 Add +1 to your DMG Bonus. Gain +2 to ranged damage. You are a master of interrogation At the beginning of each story,
and information gathering. You roll a d6 to determine your target
1100 +2 BOUNTY HUNTER: Also receive the BOUNTY HUNTER: Gain +5 may Interrogate a Mortal creature bounty. Each time you land a
coin award for your bounty if they Defense against your bounty. instead of killing them. If your killing blow against that creature
were killed while adjacent to you. INQUISITOR: If you roll a d6:6+ attack would kill the target, type, you gain 1d6 extra coins.
INQUISITOR: Add +1 to during an Inquisition, you gain an Item.
UROODGRQWKHHHFWLYHQHVV You may re–roll your bounty
your Inquisition rolls.
or your interrogation: every time you enter a new town.
1250 +5 Defense +5 Might
1. <RXUHRUWVKDYHNLOOHG
1250 Lore: As a ghost, gain +5 Defense and +1 Max Ghost Points. You may also retrain your Abilities. your target. Lose 1 Lore
for your brutality.
1400 +1 Gain +1 Item slot of your choice. +1 to Any Skill 2. Your target refuses to
2
1550 +1 +1 Max Power Point Receive two attacks with one
talk. Nothing happens. 6 1
ranged weapon the first round of 3. Your newfound knowledge allows Roll your
you to regain 1 Power Point.
combat. Cannot use the Tracker Bounty!
ability when doing this. 4. You convince them to reveal a
useful resource. Draw 1 Item card. 5 4 3
1700 +2 BOUNTY HUNTER: +5 Might and BOUNTY HUNTER: Choose 1 target
+1 Damage with ranged weapons. in combat and gain +1 Attack 5. You learn useful information that
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INQUISITOR: +5 Might and against them, once per story.
skirmish, if you are the Leader.
+1 Damage with Swords. INQUISITOR: Spend 1 Power Point
to negate Coven effects for non- 6. Gain +5 Might against the next
Affliction Occultist‘s for one round. $බ LFWLRQ1RWVWDFNDEOH
•••• •
INSIDE LEFT I NSI DE RIGH T
STARTING ABILITIES LOCATION EXTRAS
• In the Scope • • Tracker •
Hunt * Military Hunt CHAPEL INN
WITCH HUNTER WITCH HUNTER 45 Stole (Item): +1 FAITH 100 Writ of Capture (Item):
coin [Neck / Enhancement]. coin Your information gathering has
You have superior earned you valuable clues. Gain a
Gain +5 Might with skill at routing your 25 Blessed Bolts (Item): permanent +1 Damage against
ranged weapons enemies. Re-roll a coin Adds 3 Ammo with +5 Might Mortals. May only be purchased
to ranged weapons that uses once. Counts as an [Enhancement].
GXULQJWKHඳUVWURXQG missed ranged attack Ammo [Consumable].
of combat. Usable or recover one MARKET
during a skirmish. ammo. Usable 50 Weathered Cloak (Item):
during a skirmish. CHURCH OF THE coin +1 ECOLOGY and +2 Defense
[Back or neck / Protective].
CROSSROADS
1 1 free Faithful (Item): Once per story,
gain one Holy Water token for free. TINKER
60 Chain Link Helm (Item):
PASSIVE AB#FC11 ACTIVE AB#FC12
coin +4 Defense and +2 Vita
[Head / Protective].
STARTING EQUIPMENT
GYPSY ENCAMPMENT 70 Chain Vest (Item): +5 Defense
Suspicion: Your extreme distrust coin and ABSORPTION 1 against
of gypsies is easily detected when you ranged attacks [Chest / Protective].
visit their camp. Each visit, roll a d6:
120 Great Sword (Item):
1: You cannot contain yourself and end up
coin 1d6+1, FLANK 1, FOCUS 10.
insulting the gypsy elder. Become WANTED. EXHAUST to make a second attack
2: The children, sensing your discomfort, attempt [2 Hands / Melee Weaponry].
to lure you into a rage. They steal 10 Coins.
3–4: Nothing Happens. 100 Silver Crossbow (Item):
5: Nervously checking your surroundings, you coin 1d6+1, TRUE, SILVER,
• Crossbow • accidentally stumble and injure yourself for 1 Vita.
FOCUS 10 and 4 Ammo. [2
Hands / Ranged Weaponry]
You are given a Bandage token in sympathy.
45 High Boots (Item):
FOCUS 1. 6: Taking pity on you for your discomfort, a
coin Ignore movement penalties
young fortune teller. Gain +2 Power Points. [Feet / Enhancement].
60 Steel Shield (Item): +5
2 10 coin Defense. EXHAUST to ignore all
+1 HANDS COINS damage and effects from one
WEAPON IT#FC78 attack [1 Hand / Protective].
•• •••