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FOG AURA 1 2PP to


CHANGE CHANGE No ROAD ONE ROAD
4 ROUND 2 remove
POSITION POSITION EVENT EVENT
STORY DARKNESS
COMBAT Needs LoS CHAPTER skipped
3 STORY

3
SUMMON Place ROLL Read the 1st
ANIMAL SAVE ANY Remove
ANIMAL SAVED here, story moment
COMPANION ROLL DARKNESS
COMPANION. remove when before
in play STORY STORY
STORY used choosing

DANCING Melee Att Prevent 1 This Foe


FAITH 10
BLADE 1D4 damage ranged foe This Foe can`t Control 1 attack for
in Chapel
from att. you ATTACK YOU target. 2dmg under
Gain PRAYER.
COMBAT Roll D6:4+ to COMBAT this turn COMBAT your control
CHAPTER
keep

Prevent 1
SUMMON AN DISCARD This Foe can`t Re-roll a Re-roll a
ranged foe Prayer
ITEM Item after MOVE this Failed FAITH Failed FAITH
from moving GAINED
COMBAT combat turn STORY
COMBAT

Place under
Prevent FAITH 9 FAITH 11 at
Prevent a foe Add 1D4 to
a foe 1D4 to any beginning of
summoning. any roll.
summoning roll. Lose a turn STORY to gain
CHAPTER STORY Loses a
COMBAT a PRAYER
turn

BAT SWARM Move FAITH 10 1D4 damage


BAT SWARM
ILLUSION adjacent to 1D4 dmg adj to all adjacent Faith check to
ILLUSION
12 VITA you. moved. Gain prayer
CHAPTER
D6:4+ STORY COMBAT

1
Non-affliction Search - FAITH 9
Non-affliction Search - Required to 1PP - RITE OF
mirror image Ignore SNARE Create HOLY
mirror image Ignore SNARE be NEXT to BANISHMENT
ROUNDS dmg WATER
CHAPTER damage water feature COMBAT
2 CHAPTER CHAPTER

Lose 6 VITA SUMMON Discard HOLY This non-


Recover Discard HOLY
to recover WATER MORTAL foe,
ALL PP WATER
ALL PP Recover 2D4 lose 1 VITA
STORY Recover 2D4
STORY CHAPTER per round

FLAME SUMMON In Chapel


TOKEN 1D4 VITA
Regain 1D4 SOLDIER
when visiting
VITA COMBAT
COMBAT The Chapel
STORY CHAPTER
Place the ACROBAT
Draw 2 OFF-
other on the Avoid SNARE EXTRA MELEE DO not add May move
ROAD, choose Avoid SNARE
top of the off- damage. ATT for 1D4 DMG 1D4
one. damage
road deck STORY COMBAT bonus ENCOUNTER
CHAPTER

SPOOKED 5
Gain +1ATT vs +1ATT vs this Bet on an die HIGH or LOW Requires a
to 1 MORTAL This FOE is
chosen target target roll. If correct, successful
foe SPOOKED
STORY CHAPTER extra turn attack
COMBAT

If killed, Re-roll Force


Gain ANIMAL it returns at 1 SEARCH Re-roll 1 a foe hitting Force a foe
check SOLDIER
COMPANION the start of SEARCH you to re-roll. re-roll
Once per COMBAT
STORY each story check. COMBAT
map

Gain ½ VITA.
UN-EXHAUST Add 1D4 to 1D4 to +3 Might
NATURE foe Limited to 1. UN-EXHAUST
a whip-type TRICKERY or TRICKERY or OR
companion Required foe a whip-type
weapon NERVE check. NERVE check +3 Defense
for 1 future killed by weapon
COMBAT STORY
combat SNARE

Re-roll 1st Choose one This n-Af


Re-roll 1st Only while occultist has ECOLOGY 5
failure w/ SKILL at the 1PP to negate
missed attack Outdoor or no coven Gain Wooden
chosen SKILL. beginning of COVEN effect
COMBAT on world map effect for 1 Stake
CHAPTER e/CHAPTER COMBAT
round CHAPTER

When
Yourself or Add +2 to an
Re-roll 1 SKILL CHEMICAL Add +2 to 1 entering a
Re-roll 1 SKILL adjacent ally. inquisition
check BOOST inquisition FOREST –
check Recover 1D6 roll
STORY CHAPTER. roll World Map
VITA CHAPTER

1
Attempt an ACT: PRIZED +5 MIGHT on
Attempt a +3dmg, +10M TRACKING a
check an ally ELIXIR range attacks WAR CRY
check an ally 4 -10DEF 2 FOE
failed. USE: BRUTE against this CHAPTER
failed. +1ATT COMBAT
STORY STORY FOE.
3

All foes
+1 attack +1 attack Characters
+2 on a +2 on a TOXIC receive a
against 1 against this SPOOKED roll
SPEECH check SPEECH check CHEMICAL CORROSIVE
target. target. to remove
STORY STORY token
STORY status

ARCHEOLOGY Re-roll a Re-roll 1PP: FREE +8 Might


If killed, Against a foe
10, stay alive SPEECH check SPEECH immediate OR
stay alive w/ that enter an
w/ 1 VITA CHAPTER check Melee ATT. +8 Defense
1 VITA adj. space
STORY COMBAT
This foe, for
Act: TRIP a Re-roll any 1 Re-roll any 1
its next turn
n-Af Foe attack roll attack roll
gain
COMBAT COMBAT
-10 DEF

One melee SPIRIT


Killed = gain ETHEREAL
RAZOR 1 or weapon gain
ETHEREAL Last until the
FOCUS 5 RAZOR 1 or
CHAPTER END of
COMBAT FOCUS 5
CHAPTER

Change the
Change a die result of any
1PP re-roll 1
1PP re-roll 1 roll to a value 1 die roll to
of her rolls
of her rolls of your choice your chosen
CHAPTER
STORY number

2 dice for Buy 1 ITEM


Choose one Buy 1 ITEM
any roll and for 80% of its
out of 2 dice for 80% its
choose one. listed value
roll listed value
STORY STORY

Lose 5 Lore Act: PUSH 3


Gain 1PP PUSH 3 your
to gain 1PP your target
target
CHAPTER COMBAT

This foe is
Add 1D4 to 1PP: GRAPPLE
Add 1D4 to immobilized +
any die roll adjacent foe
any die roll 1dmg per
CHAPTER COMBAT
round

Companion
Companion Focus your -1VITA if hits
may block 1
block 1 att. rage. Gain Add ½ of your
att. without
without dying VS this type: PP to your
dying
CHAPTER MIGHT
STORY

OCCULT 9 Redirect
Redirect Occultist Re-roll failed Re-roll failed
Occultist att. Attack to a NERVE check NERVE check
ENCOUNTER chosen foe CHAPTER

OCCULT 9
Gain +10M, +10M,
1 Occultist This Occultist
+1dmg, +1dmg, -0Def
lose his turn lose its next
-10Def LAST 1
ENCOUNTER turn
STORY COMBAT
Illusionist The front of ALL tokens is DARK BLUE, with a
colored border that correspond to a specific
Telepath character as showed on the table to the left.
Exorcist
The Front would say ENCOUNTER, STORY or
Woodsman COMBAT to indicate when these abilities
Archeologist refresh.

Scientist To help you have a quick glaze at your


Courtesan abilities, the borders would be:
 Continuous: for combat, encounter and
Witch chapter
Hunter  Dashes: for story

Slayer The back of the tokens is color coded as


Arcanist follow:
 BLACK- once per story
Butcher  GREY- once per chapter
Avenging  LIGHT GREY- once per
combat/encounter.
Madman

A guide to these tokens:

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