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Weapon, Blade

Scythe Range: 1 Neophyte’s Tome Relic

2 3 Move 1, Harm 1
Block 1
4 5 Move 1, Harm 2

6 Move 2, Harm 2 Move 1

Reave: Immediately reap any


enemy killed with Scythe.
Those components may be used Heal 1
with a spell you are currently
casting.

Summon Spell
Spectral Spell
Range: N/A
Skeleton Range: 1 Step
Move up to 3
Summon a Skeleton in
any empty adjacent
3 5 spaces. Every
enemy whose
space. Every round, space you move
Skeleton can Move 1,
4 6 Harm 1, at 0 or 1 range. into is Haunted.
Skeleton has 2 Health. Move to any
1 empty space on
the grid.

+2 Health +1 Harm Haunted: Enemy takes +1 Harm this


round. Next round, they cannot
and move.
+1 Health
Spell Spell
Spikes Range: 2 or 3 Leech Range: 2 or 3

2 3 Harm 1 3 5 Drain 2

4 5 Harm 2
6 Drain 3

6 Harm 3
Drain: Deal Harm equal to
Drain, and the heal that much.

+1 Harm or +1 Range

Increase Drain +1

Spell
Terror Range: 1 Explode Spell
Range: Any
Corpse
3 All enemies
within range Choose a corpse.
OR
deal 0 Harm It explodes,
4 6 this round.
3 6
dealing 2 Harm
to all Adjacent
enemies. Remove
corpse afterward.

Includes range 2 as well


+1 Harm Heal 1 for each
enemy killed
Health: 3 Human Health: 4 Monster
Cultist Range: 0 & 1 Ashborn Range: 0 & 1

1 3 Move 1, Harm 1 1 2 Move 1, Harm 1

Move 1, Harm 2 Move 2, Harm 1,


4 5 3 5 Burn

Move 2, Harm 2 Move 1, Harm 3,


6 6 Burn

Covet: Whenever Cultist deals Burn: Take 1 Harm the next


Harm to you, you must lose 1 round if you do not Move.
component.
Reap: Choose 1 Reap

Health: 3 Undead Health: 5 Demon


Gaunt Range: 1 Grin Range: 2 and 3

1 3 Move 1, Harm 2 1 6 Move 1, Harm 1

4 6 Move 2, Harm 4
Chaotic: Grin gains an
additional effect depending on
their roll:
1-2: Heal all enemies 1.
Rigor: Gaunt takes -1 Harm 3-4: All enemies gain +1 Harm
from any Weapon. this round.
5-6: Spells have no effect this
round.
Reap: Gain both
Reap: Choose 1
Kyrie Realm Sheet
Realm Clock

Clock 1 Clock 2 Clock 3

Mark Realm Clock when: When a Clock fills, check the


• Moving between Points Realm Clock section for the effects.
• Completing any action at a Point

Kyrie Vessel

Mark the Vessel when:


• Win a fight (repeatable)
• Learn the Horror’s name
• Reach Lore 2+
• Have 5+ components carried

Realm Items & Notes


Health: Stamina: Lore:
Blood: Body: Bone:

Spell 1 Spell 2

Weapon Relic
A1 B1 C1 D1 E1

A2 B2 C2 D2 E2

A3 B3 C3 D3 E3

A4 B4 C4 D4 E4

A5 B5 C5 D5 E5

Combat Steps

1. Determine enemy actions by roll 1d6 for each.


2. Move enemies and complete any non-Harm actions they have.
Enemies move based on range. Range 0 or 1 enemies will move towards
the Reaper. Range 2+ enemies will move further away.
3. Determine and Resolve Reaper actions. Roll 1d6 per Stamina. Assign
dice to weapons and/or spells. Complete all actions for Reaper during
this step, including dealing Harm.
4. Enemies deal Harm if able.
5. Reaper may reap components from any enemy bodies at range 1 at
the end of the round.

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