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traits cl ass b on u s dice

Character Sheet Exert Yourself


1 2 1 – Pauper, 2 – Working Class
Gain 2 Fatigue for +1D

3 4 3 – Middle Class, 4 – Upper


Class 5 – Aristocrat OR Accept a Devils Bargain
Name
occupat ion teamw or k
r ea s on fatig ue Look
Offer Assistance
Study +1 Fatigue/-1 Goodwill. They gain
Administer At 5, you are Exhausted goal You are a Middle Class+, Christian,
+1D
Make a Form Resistance Roll A Respectable Englishman
Tinker when camping to avoid using all Straight, Cisgender White Man. Lead a Group Action
your actions Resting.
Observe notes & ru mou r s All Players roll. Take the Highest
Result. +1 Fatigue/-1 Goodwill per
Last Known Location
f or m dis quie t Fail/Critical Fail.

Rush Protect a Player


Found Lose 4 Disquiet
Take a Players Consequences for
Shatter At 5, you are having Nightmares
Make a Reason Resistance Roll Lost Gain 4 Disquiet them (Resist them as normal.) They
Pelt to Rest at Camp. gain full Goodwill with you. All other
players gain 4 Goodwill with you.
Creep
i njury r es i s tance
s p ir it
Debilitating Cannot act without Assistance Resist Setback
Commune treated During an Encounter, Spend 2
Compel Fortune to reduce a Setback.

Consult Severe -1D on all rolls Resist Consequence


treated treated Make a Resistance Roll, Gain 6
Cajole Fatigue minus the roll result.

possessions Slight -1 Effect where applicable Betrayal


brk use val description treated treated Push your Consequences onto a
Player or Companion (they may
Resist as normal.) They lose all
Goodwill with you. All other players
bonds & goodwill lose 4 Goodwill with you.

At 0, you are Hostile. At 3, you are Quarrelling. At 7, you are Cordial. At 9, you are Confidants. ca m pi ng ac tion s
Name Name Name Name Treat Rest
Console Craft
0-2 Load – Quicker & Quieter
3-4 Load – No Effect Reconcile Practice
5 Load – Slower & Louder Bond Bond Bond Bond
Cook Fortify
p rologue jou r n ey ac tions accor d s
Group Day 1
Players describe their evening,
Day 2
Players describe their day,
Day 3
Players recieve a message
Search
Search for rumours, supplies, or a
Pick one at the start of the
game. If you hit 0 Fortune,

Sheet including details of their


Backstory.
including details of their
Occupation.
concerning their Goal. The GM
tells them its Location.
location.

Spend +1 Time (up to 3)


cross out your Accord and pick
a new one.

Gain +1D per extra Time spent. Be a light in the dark


fortune General: What are you looking for?
What will you trade? Who goes?
We must help where we can
We must not kill
Specific: Where do you look? We must not be unwantonly cruel
Roll Fortune to make Journey
Actions. When your Fortune
hits 0, pick a new Accord (Gain Travel Do whatever it takes
1 Fortune). Travel across the map. We must take everything useful
We must stand and fight
Spend 1 Time per Hex moved on the We must get what we came for
map (up to 6).

General: How far do you move?


Keep to ourselves
Specific: What path do you take? We won't get involved
We can't afford more mouths to
Surveil feed
We must not attract attention
Hide and keep watch on a person or
location. The following are also terms in
any Accord.
Spend +1 Time (up to 3) Gain +1D per
extra Time spent. We recognise significant
The next Journey Action gains +1D contributions to the outcome
per Time spent Surveiling. We must keep the group together
We pay attention when our
General: What or who do you spy on? circumstances change significantly
Who goes?
Specific: Where do you hide? How do
you remain unseen?
b l am e & pr a i s e
At the end of an Encounter,
Camp if the terms of the Accord are
Make camp to rest & recuperate. significantly broken or upheld,
do the following:
Spend +1 Time (up to 6) Time spent
converts to Camping Actions. 1 Term Broken/Upheld
sp en ding f ortune General: How long do you camp for?
Specific: Where do you find a secluded
Blame/Praise 1 Player OR
Lose/Gain 1 Fortune.
Resist Setback spot?

Spend 1 Fortune to reduce


2+ Terms Broken/Upheld
a Setback at the start of an
Undertake Blame/Praise 2 Players OR
Encounter. Execute a plan not otherwise covered Lose/Gain 2 Fortune.
by the other journey actions.
Change Accord Spend 1 Time.
Terms Broken & Upheld
Spend 1 Fortune to change the Nothing happens.
Accord without crossing out General: What's your Plan? Who goes?
the current one. Specific: What's your approach?
c om pan ion Name Occupation compan ion Name Occupation

inj ury i nj u ry
Minor No Effect treated Minor No Effect treated

Severe -1D on all rolls treated goal Severe -1D on all rolls treated goal
Debilitating Needs Assistance treated Debilitating Needs Assistance treated

dis qu iet fatig ue p ossessions di squ i et fatigu e pos s es s ion s


brk use description brk use description

5 = Gain trait Exhausted 5 = Gain trait Agitated 5 = Gain trait Exhausted 5 = Gain trait Agitated

g ood w il l traits good w i l l tr a i ts


1 1
Bond 2 Bond 2

c om pan ion Name Occupation compan ion Name Occupation

inj ury i nj u ry
Minor No Effect treated Minor No Effect treated

Severe -1D on all rolls treated goal Severe -1D on all rolls treated goal
Debilitating Needs Assistance treated Debilitating Needs Assistance treated

dis qu iet fatig ue p ossessions di squ i et fatigu e pos s es s ion s


brk use description brk use description

5 = Gain trait Exhausted 5 = Gain trait Agitated 5 = Gain trait Exhausted 5 = Gain trait Agitated

g ood w il l traits good w i l l tr a i ts


1 1
Bond 2 Bond 2
p ossessions pos s es s ion s
Transport brk use description Transport brk use description

brk description effect brk description effect

Item Transport -+5 Load Item Transport -+5 Load


A wheelbarrow, a luggage cart, A wheelbarrow, a luggage cart,
a sledge a sledge

Slow Transport – +8 Load Slow Transport – +8 Load


Move +1 hex when Travelling. Move +1 hex when Travelling.
A horse drawn drey, buggy, or A horse drawn drey, buggy, or
dog cart dog cart

Fast Transport – +11 Load Fast Transport – +11 Load


Move +2 Hex when Move +2 Hex when
Travelling. Travelling.
(A motorcar, a 2 horse chaise or (A motorcar, a 2 horse chaise or
carriage) carriage)

p ossessions pos s es s ion s


Transport brk use description Transport brk use description

brk description effect brk description effect

Item Transport -+5 Load Item Transport -+5 Load


A wheelbarrow, a luggage cart, A wheelbarrow, a luggage cart,
a sledge a sledge

Slow Transport – +8 Load Slow Transport – +8 Load


Move +1 hex when Travelling. Move +1 hex when Travelling.
A horse drawn drey, buggy, or A horse drawn drey, buggy, or
dog cart dog cart

Fast Transport – +11 Load Fast Transport – +11 Load


Move +2 Hex when Move +2 Hex when
Travelling. Travelling.
(A motorcar, a 2 horse chaise or (A motorcar, a 2 horse chaise or
carriage) carriage)
Description shelter Sheet
h ide en t r ance
+1D to Surveil when at +1D to Camp when at the
the Shelter Shelter
Must be built first b u i l di ng a s helter
The Group may turn a camp into a Shelter by building the Entrance.
They may only have 1. The GM marks the location on the Map.
Rooms must be connected by a Fortified Shaft. Once a room is Fortified
and fully furnished, the effects get applied.

Bedroom Stores
Room Room A room for sleeping (for players or A storeroom for keeping supplies
companions.) Sleeps 2. in.
Write the possessions Write the possessions You may build up to 2 You may build up to 2
needed, and draw a clock needed, and draw a clock When Resting in the Quarters, Provides space for storing up to 5
lose 1 extra fatigue. possessions per storeroom.
Requires 2 items of bedding. Requires 2 items of shelving.

Kitchen Infirmary
Heat up food, or prepare more A dedicated room for treating
elaborate meals. Injuries.
You may only build 1 You may only build 1
Lose 1 extra fatigue when eating Treated injuries reduce 2 levels.
Room Room When Cooking, gain +1 Result. When Treating, gain +1 Result.
Requires 2 cookware, 2 cooking Requires 4 medical supplies & 1
utensils & 1 stove. item of bedding
Write the possessions Write the possessions
needed, and draw a clock needed, and draw a clock
Workshop Parlour
A dedicated room for crafting or A room for relaxing and
repairing items. unwinding.
You may only build 1 You may only build 1
When Crafting or Repairing, When Consoling or Reconciling,
gain +1 Result. gain +1 Result.
Requires 4 wood/metalworking Requires 2 chairs, 1 alcohol & 2
tools & 1 table. items for entertainment.

Room Room
s tor es s tor es
Write the possessions Write the possessions brk use val description brk use val description
needed, and draw a clock needed, and draw a clock

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