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PRONOUNS: THEY/THEM
4 HIT POINTS & MIND POINTS 5 INITIATIVE & DEFENSES
1 ATTRIBUTES & STATUS EFFECTS MAX CURRENT
INITIATIVE MODIFIER: -2
DEXTERITYO d6 SLOW HP 45
ENRAGED
DEFENSE: 9
INSIGHT O d10 DAZED
MP 60 MAGIC DEFENSE: 12
MIGHT O d8 WEAK
POISONED
WILLPOWER O d8 SHAKEN 5 EQUIPMENT
PRONOUNS: SHE/HER
4 HIT POINTS & MIND POINTS 5 INITIATIVE & DEFENSES
1 ATTRIBUTES & STATUS EFFECTS MAX CURRENT
INITIATIVE MODIFIER: -2
DEXTERITYO d10 SLOW HP 50
ENRAGED
DEFENSE: 11
INSIGHT O d6 DAZED
MP 50 MAGIC DEFENSE: 8
MIGHT O d8 WEAK
POISONED
WILLPOWER O d8 SHAKEN 5 EQUIPMENT
PRONOUNS: HE/HIM
4 HIT POINTS & MIND POINTS 5 INITIATIVE & DEFENSES
1 ATTRIBUTES & STATUS EFFECTS MAX CURRENT
INITIATIVE MODIFIER: -1
DEXTERITYO d10 SLOW HP 40
ENRAGED
DEFENSE: 13
INSIGHT O d8 DAZED
MP 45 MAGIC DEFENSE: 11
MIGHT O d6 WEAK
POISONED
WILLPOWER O d8 SHAKEN 5 EQUIPMENT
PRONOUNS: SHE/HER
4 HIT POINTS & MIND POINTS 5 INITIATIVE & DEFENSES
1 ATTRIBUTES & STATUS EFFECTS MAX CURRENT
INITIATIVE MODIFIER: -3
DEXTERITYO d8 SLOW HP 70
ENRAGED
DEFENSE: 11
INSIGHT O d6 DAZED
MP 45 MAGIC DEFENSE: 7
MIGHT O d10 WEAK
POISONED
WILLPOWER O d8 SHAKEN 5 EQUIPMENT
IP 6 8
Gain 1 Fabula Point when you roll a fumble and PROTECT
whenever instructed by the scenario. 7
Remedy (3 IP): One creature recovers 50 HP. When another creature becomes the target of an attack,
spell, or other danger, you may take their place (any INVENTORY
GLOSSARY Spend Inventory Points to create and use a remedy,
Elixir (3 IP): One creature recovers 50 MP. Checks that are part of the danger, such as Accuracy
elixir, or tonic (on yourself or someone else).
l HR (High Roll): The highest of the two numbers shown Checks or Magic Checks, will be performed against you
by the dice in a Check. Tonic (2 IP): One creature recovers from one instead of the original target; you may declare the use OBJECTIVE
l Fumble: A Check where both dice rolled a 1. status effect. of this Skill before or after the Checks have been made). Attempt to make progress towards a goal in the
If the danger already affected you, it affects you twice scene; it will require Checks or a Clock.
l Critical Success: A Check where both dice rolled the
same number, and that number is 6 or higher (double (resolve both instances separately); you also cannot pro- STUDY
tect multiple creatures from the same danger. Make an【INS + INS】Check to examine a creature.
6, double 7, double 8, double 9, double 10, etc.).
6 ZENIT
l Die Size: The number of faces on a die. Ranked from If you use this Skill during a conflict, you cannot use it 10+: reveals Species, maximum HP, maximum MP.
minimum to maximum: d6, d8, d10, d12. Starting zenit: 120 again until the start of your next turn. 13+: also reveals Traits, Attributes, Defense, Magic
Defense, Vulnerabilities, Resistances.
l Vulnerability: HP loss is doubled.
16+: also reveals attacks and spells.
l Resistance: HP loss is halved (round down).
Mehmet Hamza Ulutaş (Order #36553644)