Edges
Minor Edges
$StreetSmarts
Street Smarts
Edge
-2CP
Can only be done in Cities and Towns.
Petty Theft
Downtime
3
D
All:
+
3
D
Gold
1S: 2 Disgusting Food.
2S: 2 Disgusting Food + 1 Meal.
3S: 2 Meal.
+2
D
Gold wheneever Begging/Busking/Underworld (Job)/Street Preach.
Experience stealing and living on the street.
$StrongStomach
Strong Stomach
Edge
-2CP
+2
D
to eat Disgusting Food and Raw Meat.
+2
D
to Resist Illness when eating Mystery Food.
Dirty/Foul Water: Resist Illness with 1
D
Can eat foods that would make others gag.
$Cannibal
Cannibal
Edge
-2CP
Req: Must have Wilderness Background or Sociopath Aspect.
Ingore Dread effects when eating humanoid flesh.
You have an acquired taste for human flesh.
$GoodCook
Good Cook
Edge
-2CP
Use 1 Herb when characters are eating. They gain
+
2
D
Morale. (Must have access to Cooking tools and food while its being prepared.)
You have an acquired taste for good food.
$Rugged
Rugged
Edge
-2CP
+1
D
on
Str
/
Fort
/
Endr
Challenges
+2 Capacity.
You are tough and don't mind doing physical work.
$Tough
Tough
Edge
-2CP
+1
D
Resist Rot, +1
D
Resist Hemorrhage
You are tough and can take a hit, easier than most..
$DieHard
Die Hard
Edge
-2CP
+1
D
Dying Check
You aren't going down that easy
$IronWill
Iron Will
Edge
-2CP
+1
D
to resist Terror, Stress, and Dread.
You possess an unyielding mental fortitude
$Wanderer
Wanderer
Edge
-2CP
+1
D
Resist Travel Fatigue.
You are used to being on the road, moving about on long trips.
$Resilient
Resilient
Edge
-2CP
+1
D
to Remove Illness.
You just dont seem to get as sick as others.
$AlcholTolerance
Alcohol Tolerance
Edge
-2CP
+1
D
to Resist Fatigue when Drinking Alcohol
+1
D
Morale when Drinking Alcohol
You can drink more than your average man.
$BattleLust
Battle Lust
Edge
-2CP
Gain 2
D
- 5
D
will depending on Size of Battle.
Love to fight, the bigger the better.
$Unwavering
Unwavering
Edge
-2CP
+2 Max Moral.
+
2
D
Morale when doing a Feast.
$Peppy
Peppy
Edge
-2CP
Encourage
Free
Cha
+
1
D
1S: Ally within gains 1 Will.
Gain
+
1
D
Morale when doing a Feast.
+1 Max Moral.
You just love to see your team mates succeed.
$Grounded
Grounded
Edge
-2CP
Can get +1 Trauma card before Going insane
You are good at keeping a cool head, and can handle Trauma better than the average person.
$SteadyHands
Steady Hands
Edge
-2CP
+
1
D
to Surgery and, Disarm Trap. Any Challenge where having steady hands would matter.
+
1
D
resist Stress.
When underpressure, and it matters to have a delicate touch you are ready.
$BrightSoul
Bright Soul
Edge
-2CP
Gain
+
1
D
favor on Prayer (day).
+1 max morale.
The Gods can see you more easily than other mortals, your ethereal soul shines.
$AntiMagical
Antimagical
Edge
-2CP
DR1 to Magic Damage.
6 Only
on Beneficial Spells cast on you working.
Can’t use magic.
Magic is resistant to you, being partially repulsed.
$Traveled
Traveled
Edge
-1CP/-2CP
Gain +1 Language. (Can be taken multiple times.)
      Westron (-1CP)
      Southronn (-1CP)
      Eastronn (-1CP)
      Elven (-2CP)
      Dawrven (-2CP)
      Aquatic (-2CP)
      Monster Speak (-2CP)
You are tough and can take a hit, easier than most..
$Sociopath
Sociopath
Edge/Trauma
-2CP
Ignore Effects of First Kill on a Person, Cold Blooded Murder, Witness Something Terrible.
-1 Total Morale.
Acclimatize
%
You have no qualms about killing people in cold blood.
$Teacher
Teacher
Edge
-2CP
Pick a Stat, May Add 2
D
to another's Challenge that requires that Stat. (For non Ability Challenges you need to have that ability as well.)
You have a talent for guiding and helping others.
$Therapist
Supportive
Edge
-2CP
Therapy
Downtime
Cha
(you)
+
Spirit
(them)
Help character increase Trauma's Overcome.
May attempt challenges to help decrease or mitigate Character’s insanity/insane actions.
You are great at listing to others and helping them overcome Trauma.
$VerySmall
Diminutive
Edge
-2CP
Decrease Size: -5E
Human Only.
Max
Str 1
, Max
Fort 2
.
+1
S
to Stealth/Hide in small areas.
+2
D
to Resist Hunger. +1
D
to Resist Thirst.
-1 Capacity
Light (25E)
Optional Flavour
Goblin Blood
Ex: Grandfather was a Goblin.
Halfling
Ex: From a people who are small.
You are are under 5 feet tall.
$VeryTall
Lanky
Edge
-2CP
Human Only.
Hit Range counts as .
:
+
2
D
to Pace.
6 Only
to not be seen in certain Stealth/Hide Checks.
You have very long arms and legs.
$ElfBlood
Elf Blood
Edge
-2CP
Human only. Req 2 of:
Agl 2
/
Sense 2
/
Spirit 2
+
1
D
to
Sense
Challenges
+
1
D
to Resist Hunger, Thirst, and Sleep.
You have Elf Blood in you.
$DwarfBlood
Dwarf Blood
Edge
-2CP
Human only, Requires 2 of:
Str 2
/
Fort 2
/
Endr 2
.
Dim Light Vision 3 (Applies +3 Visibility in Low Light.)
+1 Capacity
You have Dwarf Blood in you.
Major Edges
$GuardianAngelDevil
Guardian Angel / Devil
Edge
-3CP
May use 2 Favor to have an Angel Demon Block 2
S
+
4
D
or Hit 2
S
+
4
D
once per Combat.
You have a Celestial Angel / Demon watching over you.
$GuardianSpirit
Guardian Spirit
Edge
-3CP
May use 2 Morale or gain 2 Stress to have a spirit block 2
S
+
3
D
once per Combat.
An Ansestor or other spirit is watching over you.
$Compartmentalized
Compartmentalized
Edge
-4CP
When reciving Stress / Dread may choose to store it on this card. Removed as normal with Morale.
Mental Vault
/2
+1 Max Moral.
You are good at keeping a cool head, taking longer for stress to get to you.
$OgreBlood
Ogre/Giant Blood
Edge
-4CP
Requires: Human,
Str 3
OR
Fort 3
6 Only
to Resist Hunger.
6 Only
to not be seen in certain Stealth/Hide Checks.
Hit Range counts as .
:
+
2
D
to Pace.
+2 Capacity
Can use/attack with a Large Weapon with one Arm.
Heavy 1 (Resist Push and similar by +1, 5E)
You have Ogre Blood in you. Are over 6 and half feet tall. (Cannot mix with Lanky Aspect.)
$CelestialBlood
Celestial/Demon Blood
Edge
-4CP
Req:
Cha 2
AND
Spirit 2
.
Blood of an Angel/Demon far back in the family line. May have one unorthodox feature (hair color, eye color, etc.)
+1 Max Moral.
+1 Max Favor Pray / Deeds.
Gain
+
1
D
favor on Prayer (day).
May use Favor for determination checks
May be considered a Celestial/Vile for some effects.
Learn Demonic / Celestial more easy costs 1AP.
You have Angel/Demon Blood deep in your ancestry.
$Dragonblood
Dragon Blood
Edge
-4CP
Req: Cannot have any 0 in any Stats. (Character Creation)
Blood of a dragon far back in the family line. May have one unorthodox feature (hair color, eye color, etc.)
DR1 Flame Damage.
+
2
D
to remove burning.
+
2
D
to Remove Illness.
+
2
D
to Resist Exposure.
+
1
D
to Dying / Expire Checks.
You have Dragon Blood deep in your ancestry.
$Frostblood
Frost Blood
Edge
-4CP
May have one unorthodox feature (hair color, eye color, etc.)
DR1 Ice/Water Damage.
+
2
D
to remove Frozen.
+
2
D
to Remove Terror, Stesss, Dread.
+
2
D
to Resist Exposure.
+
1
D
to Dying / Expire Checks.
You have Cold Blood deep in your ancestry.
$Stoneblood
Stone Blood
Edge
-4CP
May have one unorthodox feature (hair color, eye color, etc.)
DR1 Lightning/Electical Damage.
+
2
D
to remove Dazed.
+
2
D
to Remove Terror, Stesss, Dread.
Heavy 1 (Resist Push and similar by +1, 5E)
+
1
D
to Dying / Expire Checks.
You have strange Blood deep in your ancestry.
$Plagueblood
Plague Blood
Edge
-4CP
May have one unorthodox feature (hair color, eye color, etc.)
DR1 Acid Damage. Dmg from Acid attacks is treated like normal damage.
+
2
D
to Illness
May eat Disgusting food / Dirt/ Foul water without reciving illness.
+
1
D
to Dying / Expire Checks.
You have Cold Blood deep in your ancestry.
$AncestralWeapon
Ancestral Weapon
Edge
-2CP
May obtain a Weapon for 50% of Cost.
Gain Weapon that has been passed down from your family. May name weapon.
Penalties:
If weapon is lost: Gain 1
S
+7
D
Dread.
If selling weapon: Gain 3
S
+7
D
Dread.
If weapon is regained, lose all gained Dread.
An ancient weapon has been passed down to you.
Talents/Abilities
$Pirate
Pirate
Talent
Req: Fighter 1/Barbarian 1/Monk 1/Rogue 1 + Sailor
Pirate
+
1
D
to Defend Checks on a water crafts.
+
3
D
to Cannon Reload.
+
2
D
to Challenges involving moving around boat (ex: climbing rigging, swiging on riggging, jumping from boat to boat)
Ignore
6 Only
to Combat Checks while Swimming.
+
1
D
to Resist Exposure at Sea.
$Slayer
Slayer
Talent
Req: Fighter 2/Barbarian 2/Monk 2/Rogue 2 + 2 Advanced Classes
Slayer
+
3
D
to Climb Monsters
+
1
D
Whenever aiming for monster weak point
ArPen
+
2
D
against Large Monsters
+
1
D
to Defend Large Monsters
Sense
+
Int
+
2
D
1S: Gain extra valuables from killing large monster.
$ExoticAnimalTrainer
Exotic Animal Trainer
Class
Req: Dog Trainer 1 +
Cha 2
Class Requires Training on Progress Card.
May train large and dangerous animals such as Tigers, Wyverns, etc.
Train
At partial percent, the animal may follow you. At full may give simple commands.
Command Pet
Active
Cha
Pet does a commanded.
1S:
+
1
D
to a Pet's Check this Round.
Drawbacks
Adversities
$Pursued
Pursued
Drawback, Adversity
+1CP
-1 Max Morale
Examples:
Vengeful Cult - You disrupted a dark ritual, and now the cult wants your blood as retribution.
Elite Groups - You are the last witness to a royal scandal, and the king's elite guards are determined to silence you.
Bounty Hunters - A significant bounty is on your head for a crime you may or may not have committed, attracting various skilled hunters.
Scorned Lover - A powerful ex-lover feels betrayed and is using all their resources to find and confront you.
A powerful group or individual is relentlessly tracking you down. Their reasons may vary from revenge, capture, or something uniquely personal to you.
$Debt
Debt
Drawback, Adversity
+1CP
-1 Max Morale
You owe around 100G
Examples:
Criminal Syndicate - Your gambling habits caught up with you, and now the syndicate expects repayment, with no tolerance for delay.
Merchant - You funded an expedition with money from a wealthy merchant, but the mission failed, and they are demanding compensation.
Loan Shark - You borrowed money for a noble cause, but the interest rates are crippling, and the shark’s enforcers are breathing down your neck.
Arcane Collector - You took a loan from a eccentric collector, but now he demands payment in rare artifacts or your servitude.
You owe a significant amount of money to a dangerous or influential group. The debt collectors are relentless, and the interest is mounting.
$MarkedSoul
Marked Soul
Drawback, Adversity
+1CP
-1 Max Morale
You are unable to go against thier will, and may be punished with less Max Morale or Weakened for a time.
Examples:
Celestial Claim - A celestial being has marked your soul for its purity, demanding you act as a beacon of light in the world.
Demonic Pact - A demon owns your soul due to a deal made in desperation, calling in favors that endanger your morals and safety.
Arcane Curse - A powerful creature cursed you, binding your soul as punishment for a wrong you commited.
Ancient Ancestry - Your lineage has a history of dark deals, and your soul is the latest in a line of inherited the marks.
Your soul is claimed by a celestial or demonic entity. Most marks have some physical burn or scar left on the skin.
$Doppelganger
Doppelganger
Drawback, Adversity
+1CP
-1 Max Morale
Examples:
Criminal Doppelganger - Your doppelganger is committing crimes in your name, leading authorities to believe you are guilty.
Cursed Reflection - A curse caused your reflection to come to life, now wreaking havoc in your stead..
Shadow Shade - A shadowy entity takes your form to live out its own twisted version of your life.
Magical Mishap - A magical experiment went wrong, creating a double of you with its own agenda.
A mysterious figure who looks exactly like you is shadowing your every move. Their actions often lead to misunderstandings and trouble for you.
Slight Drawbacks
$Honorable
Honorable
Drawback
+1CP
Can’t apply Flank Bonus or target unaware foes without gaining Dread.
You are unwilling to use dirty tricks.
$Ungraceful
Ungraceful
Drawback
+1CP
6 Only
to Jump and Maneuver.
You are bad a jumping, and are more likely to stumble and fall when vaulting over obstacles.
$OneEye
One Eye
Drawback/Injury
+1CP
6 Only
to Sight Notice Challenges.
Drawback:
6 Only
to Aim/Strike/Block/Dodge Actions.
Adapt - Ignore Drawback
%
If both eyes are lost: trade in for Blind Aspect.
If chosen in Character Creation: Ignore Drawback (already adapted.)
You have lost vision in one eye.
$SeaSick
Sea Sick
Drawback
+1CP
Gain Two Sea Sickness Constitution Points whenever on a boat.
You have do very bad at sea.
$Reckless
Reckless
Drawback
+1CP
Resist 2 Stress w/
Spirit
whenever fleeing or cowering from danger.
You find yourself unwilling to back down from danger.
$PoorVision
Bad Vision
Drawback
+1CP
Without Glasses, Visibility 1. Can’t Read.
During Character Creation may get Glasses for 3G.
You have poor sight requiring glasses.
$Hideous
Hideous
Drawback
+1CP
Most people will not trust you and probably treat yo badly due to your noticably hideous/bizarre appearence.
-1
S
on Most Social Checks
You have a bizzarre/hideous body. Allows other malformed Aspects.
$BadBack
Bad Back
Drawback
+2CP
-2 Capacity
Execess carring weight hurts.
$CantSwim
Can't Swim
Drawback
+2CP
Can't do normal Swim actions. Can't Learn Athelete Swimmer
Air Loss
:
Don’t remove all Air Loss when Surfacing.
      Resist 2 Air Loss per Round w/
6 Only
:
Endr
+
1
D
.
          10 Air loss:
KO
. 20:
.
Struggle
Full: Swimming
Endr
:
2
D
1S: Move 1 Space. (Once)
1S: Remove 1
S
+
Spirit
Air Loss (if at surface.) 1S: May Catch Breath.
Learn to Swim
%
You are better at drowning than floating.
$Vegetarian
Vegetarian
Drawback
+2CP
Gain 1
S
+2
D
Stress whenever eating Meat.
You have a psychological block preventing you from harming nature.
$Allergies
Allergies
Drawback
+2CP
6 Only
to eat Disgusting Rummage or Raw Meat.
At the beginning of Combat out in Nature: Roll 2
D
. Gain that much Allergy Con Points until end of Combat.
You have a sensitive stomach.
$BadArm
Bad Arm
Drawback
+2CP
Cancel out a Arm Harm Point.
You have a fragile Arm.
$BadLimb
Bad Leg
Drawback
+2CP
Cancel out a Leg Wound Point.
You have a fragile leg.
$Insomnia
Insomnia
Drawback
+2CP
3 or more Mental Strain cannot remove Fatigue via Rest and cannot use Bed Rest.
You have trouble sleeping well.
$Delicate
Delicate
Drawback
+2CP
6 Only
to Resist Damage to Limbs over Critical.
+2
D
Eye Damage Check.
+1
D
Finger Damage Check .
Are delicate and take more sever damage. More likly to lose a finger or Eye or have broken/infected limbs.
$ArcaneFragility:
Arcane Fragility
Drawback
+2CP
+
3
D
bleed damage when taking magical damage.
You are extra sensitive to Magic. Its affects rip through your body causing lacerations.
$WaterReliance
Water Reliance
Drawback
+2CP
Character Requires 1 more Water than Normal.
Maybe you sweat more, or just get dehydrated easily, but you need to drink more than a normal person.
$Hobbled
Hobbled
Drawback
+2CP
-1 Pace
:
+1 Pace
6 Only
on Challenges that invole Mobility.
Your legs or spine are stunted and/or twisted.
$Fat
Fat
Drawback
+2CP
Increase Size: +5E
6 Only
Daily Hunger
Heavy 1 (Resist Push and similar by +1, 20E)
6 Only
to not be seen in certain Stealth/Hide Checks.
May Loose Weight by starving or by a tough exercise.
Lose Weight %
You are seriously overweight.
$Phobia
Phobia
Drawback/Trauma
+2CP
In Character Creation may take 2. 5
AP
per Phobia.
Phobia(s):
Common
Phobia
6 Only
, Gain 1
S
+
2
D
Dread.
Water, Heights/Flying, Insects, Narrow Spaces, Blood, Darkness, Fire, Magic/Technology, Germs
Rare
Phobia
6 Only
, Gain 1
S
+
4
D
Dread.
Spiders, Snakes,
You have a deep irrational fear of something.
$Alcoholic
Alcoholic
Drawback/Trauma
+2CP
Character Creation: Aspect is Active and and 5G worth of Alcohol.
Withdrawal Days
Days without Alcohol:
    0-1: No Effect.
    2-7: (A) in Con.
    8-13: (AA
+
2
D
A)
in Con.
    14-19: (A) in Con.
    20: Recovering, Can Become Inactive.
(A) Removal: 1 Morale: Remove 2
D
(A) Addiction .
    OR Mental Breakdown: May remove all (A).
Relapse: If Inactive, roll 1
D
for each Dread Gained. 1S: Active, you thirst for drink once more.
    If Active and Recovering jump to day 3.
You need a drink to get through the day.
$Addict
Addict
Drawback/Trauma
+3CP
Character Creation: Aspect is Active and gain Pipe and 5G worth of Drugs.
Withdrawal Days
Days without a Hard Drug:
    0-1: No Effect.
    2: Gain (A)(Addiction) Con Point.
    4-5: Gain (1
S
+
2
D
A)
in Con.
    6-9:: Gain (1
D
A)
in Con.
    10+: Remove (2
D
A)
in Con.
    At zero A: Recovering, Can Become Inactive
(A) Removal: 1 Morale: Remove 2
D
(A) Addiction .
    OR Mental Breakdown: May remove all (A).
Relapse: If Inactive, roll 1
D
for each Dread Gained. 1S: Active, you crave the sweet release, you have gone so long without.
    If Active and recovering, Jump to Day 4.
You self medicate with addictive substances.
Minor Drawbacks
$Overprotective:
Overprotective
Drawback
+4CP
Receive 1
S
+
2
D
stress if another (chosen) player character takes damage. (At end of combat). 1
S
+
4
D
if they take a Wound.
Best chosen through roleplay or shared background.
Gain a Trauma Card and, Resist 3
S
+
5
D
Dread w/
Spirit
if they die.
You are extra sensitive to Magic. Its affects rip through your body causing lacerations.
$Sickly
Sickly
Drawback
+4CP
Every Day Roll 2
D
. Gain that much Sick (Sk) Con Points until the end of Day.
You have a incurable sickness which causes general fatigue.
$LostHand
Lost Hand
Drawback/Injury
+4CP
Lost Hand:
6 Only
on all Aim/Attack Actions or similar with Off Arm.
Can't do most Hand Actions with this Arm.
(10G at Character Creation to get Hook Hand.)
Adapt - Ignore Drawback
%
If chosen in Character Creation: Already Adapted.
You've lost your hand.
$Coward
Coward
Drawback
+4CP
Begin Combat: Resist 2 Terror w/
Spirit
.
6 Only
to Resist Terror/Stress/Dread.
You are easily scared.
$LameLeg
Lame Leg
Drawback/Injury
+4CP
-2 Pace (from Standard Pace). Can use Cane/Crutch to walk better.
6 Only
on Challenges that invole Mobility.
May be able to find surgeon to correct problem. (See Medic: Surgeon.)
(3G at Character Creation to get Cane.)
One of your legs never quite healed right.
$Obese
Obese
Drawback
+4CP
Increase Size: +10E
6 Only
Daily Hunger
-1 Pace,
:
+1 Pace, Max
Agl
2,
Heavy 2 (Resist Push +2, 30E)
6 Only
when Resisting Travel Fatigue.
6 Only
to not be seen in certain Stealth/Hide Checks.
May Loose Weight by starving or by a tough exercise.
Lose Weight %
You are morbidly overweight.
$ExtremePhobia
Extreme Phobia
Drawback/Trauma
+4/5CP
Phobia(s):
15AP for Common (Water, Heights/Flying, Insects, Narrow Spaces, Blood, Darkness, Fire, Magic/Technology, Germs)
10AP for Rare (Spiders, Snakes, Other specific creatures/things)
Gain 2
S
+
6
D
Dread when around Phobia.
May only attempt Cower Action. Use Morale or Will to ignore for this Round.
Cower
Full
Spirit
+
1
D
1S: May Defend this Round.
1S: May move 1 Space.
2S: May attempt an Active Action.
You have a deep irrational fear of something.
Considerable Drawbacks
$LostArm
Lost Arm
Drawback/Injury
+6CP
Lost Main Arm:
6 Only
on all Aim/Attack Actions or similar with Off Arm.
Can't do Actions with this Arm. Cross out Body Area on Character Sheet.
Decrease Size: -1E
Adapt - Ignore Drawback
%
If chosen in Character Creation: Already Adapted.
You've lost an arm.
$LostLowerLeg
Lost Lower Leg
Drawback/Injury
+6CP
Can't Use Legs (Pace is Zero) need Crutch/Peg Leg to walk.
6 Only
on Challenges that invole Mobility.
Lose Leg Harm Point.
Decrease Size: -1E
(10G at Character Creation to get Peg Leg.)
You've lost a leg below the knee.
$Craven
Craven
Drawback
+6CP
Begin Combat: Resist 3 Terror w/
Spirit
.
6 Only
to Resist Terror/Stress/Dread.
Getting 1 Stress: Can't Act for 1
S
+3
D
Rounds. (Once per Combat)
Getting 2 Stress: Become Prone. Can't Act for 2
S
+4
D
Rounds. 3
D
Fall Dmg. (Once per Combat)
You are easily scared.
$Pacifist
Pacifist
Drawback
+6CP
Hurting Another Living Creature: 1
S
+1
D
Stress at end of Combat.
Hurting Another Living Person: 1
S
+2
D
Stress at end of Combat.
Killing a Living Creature: 1
S
+3
D
Stress and 1
S
+2
D
Dread at end of Combat.
Killing a Person: 3
S
+3
D
Dread at end of Combat.
Some actions while not direct still might trigger your Pacifist nature. Like holding an enemy down, while an Ally Stabs them or, Granting bonuses to Hit / Damage to an Ally, or Commanding minions etc.
You have a psychological block against harming living things.
$Hemophiliac
Hemophiliac
Drawback
+6CP
+5
D
Bleed Damage
Your blood clots slowly.
$Deathwish
Death Wish
Drawback
+6CP
6 Only
Dying & Mortal Wound Resist Checks
Major Drawbacks
$BloodyCough
Bloody Cough
Drawback
+8CP
Every Day Roll 4
D
. Gain that much Sick (Sk) Con Points until the end of Day.
You have a incurable sickness which causes caughing up blood.
$LostLegs
Lost Legs
Drawback/Injury
+4CP
Can't Use Legs (Pace is Zero) need Wheel Chair to move
Decrease Size: -2E
(10G at Character Creation to get Wheel Chair.)
You've lost most of your legs.
Stat Drawbacks
$Feeble
Feeble
Drawback
+1 Stat
Strength
is Zero. Aspect goes away if above 0.
Cancel out a 1 Harm Point in Both Arms.
Strength Based Attacks have a -1
S
penalty
You are exceptionally weak.
$Frail
Frail
Drawback
+1 Stat
Fort
is Zero. Aspect goes away if above 0.
Cancel out a Torso Harm Point.
-1 Capacity,
You can barely withstand damage.
$Anemic
Anemic
Drawback
+1 Stat
Endr
is Zero. Aspect goes away if above 0.
Remove a Weak Slot from Constitution.
You lose your breath very easily.
$Clumsy
Clumsy
Drawback
+1 Stat
Agl
is Zero. Aspect goes away if above 0.
When Failing Stealth: 2
D
0S: Catastrophic fail.
All Falls +1
D
Dmg.
Can't Resist Knockdown.
You sometimes trip over your own feet.
$Uncoordinated
Uncoordinated
Drawback
+1 Stat
Dex
is Zero. Aspect goes away if above 0.
When getting Hit/losing footing/being surprised: 2
D
0S: Drop Item.
Can't Resist Disarm.
6 Only
to Catch Items/ Hang and Climb Checks.
On a Missed Strike: 3
D
0S: Drop Weapon.
You randomly drop and buump into things.
$Oblivious
Oblivious
Drawback
+1 Stat
Sense
is Zero. Aspect goes away if above 0.
2
D
0S: No Active/Full Actions the First round of combat. No Movement unless already moving. (GM Discretion.)
You are often distracted and slow to react.
$Unlikable
Unlikable
Drawback
+1 Stat
Cha
is Zero. Aspect goes away if above 0.
At End of Day: You gain 2
D
Stress OR Ally gains 2
D
Stress OR You and Ally gain +1
D
Stress.
Feast:
6 Only
.
People just don't like you.
$Dense
Dense
Drawback
+1 Stat
Int
is 0. Aspect goes away if above 0.
Cannot use Determination
Dense Determination
Combat: / Will / Morale
Other:
1F
/ Morale
+
2
D
to a Check. (Once only)
Can’t Read.
Learn to Read
%
Your brain don't work so good.
$Irresolute
Irresolute
Drawback
+1 Stat
Spirit
is 0. Aspect goes away if above 0.
Max Will of 2, -1 Max Morale
Can't use Determination
Irresolution
Combat: / Will / Morale
Other:
1F
/ Morale
May roll as many times as you want per Check.
Reroll Check w/
6 Only
. Must replace Result.
OR:
+
1
D
to a Check.
You're unsure of yourself.
Dire Drawbacks
$TerminalIllness
Terminal Illness
Drawback
+10CP
+1
D
Terminal Illness (TI) Con Points per Day.
Use Medicine: -1 Terminal Illness.
There may be a way to cure this, but it will be difficult. (Work with GM.)
You have an incurable illness giving you a shorter lifespan.
$Blind
Blind
Drawback/Injury
+10CP
Sight Checks: Aim/Strike/Block/Dodge Actions. (+1 Stumble per Check)
Pace: +1 Stumble per space moving.
Stumble
Once Per Round
Resist Stumble
w/
Agl
+
Sense
0S: Action Fail, Knockdown occurs.
2S: May Sight Check w/
6 Only
4S: May Sight Check.
Adapt
%
Adapt: Need AP towards adapt.
      1. 25%:
+
1
D
to Stumble Checks.
      2. 50%:
+
2
D
to Stumble Checks.
      3. 75%:
+
1
S
to Stumble Checks.
      4. 100%:
+
1
S
+
2
D
to Stumble Checks.
      5. 100% + Monk1: Ignore Stumble.
      6. 100% + Monk3: Visiblity 3
Ailment
$Exhaustion
Exhaustion
Ailment
One Torso Harm and one Con Point is permanently filled.
Recuperation Each day with 3 or Less Con Points gain 1 Recuperation Point. When filled discard Ailment. /10
You have a incurable sickness which causes caughing up blood.
$Debilitated
Debilitated
Ailment
6 Only
on most Actions and may move max 1 Space.
Recuperation Each day with 3 or Less Con Points gain 1 Recuperation Point. When filled discard Ailment. /3
You have a incurable sickness which causes caughing up blood.
Trauma
$Phobia
Phobia
Drawback/Trauma
+2CP
In Character Creation may take 2. 5
AP
per Phobia.
Phobia(s):
Common
Phobia
6 Only
, Gain 1
S
+
2
D
Dread.
Water, Heights/Flying, Insects, Narrow Spaces, Blood, Darkness, Fire, Magic/Technology, Germs
Rare
Phobia
6 Only
, Gain 1
S
+
4
D
Dread.
Spiders, Snakes,
You have a deep irrational fear of something.
$ExtremePhobia
Extreme Phobia
Drawback/Trauma
+4/5CP
Phobia(s):
15AP for Common (Water, Heights/Flying, Insects, Narrow Spaces, Blood, Darkness, Fire, Magic/Technology, Germs)
10AP for Rare (Spiders, Snakes, Other specific creatures/things)
Gain 2
S
+
6
D
Dread when around Phobia.
May only attempt Cower Action. Use Morale or Will to ignore for this Round.
Cower
Full
Spirit
+
1
D
1S: May Defend this Round.
1S: May move 1 Space.
2S: May attempt an Active Action.
You have a deep irrational fear of something.
$Traumatized
Traumatized
Drawback/Trauma
+2CP
-2 Max Morale.
Gain 2
S
+
3
D
Stress when Reminded of Trauma.
You have been deeply scared. You'll never be the same again. Your eyes are just a little duller than before.
$Alcoholic
Alcoholic
Drawback/Trauma
+2CP
Character Creation: Aspect is Active and and 5G worth of Alcohol.
Withdrawal Days
Days without Alcohol:
    0-1: No Effect.
    2-7: (A) in Con.
    8-13: (AA
+
2
D
A)
in Con.
    14-19: (A) in Con.
    20: Recovering, Can Become Inactive.
(A) Removal: 1 Morale: Remove 2
D
(A) Addiction .
    OR Mental Breakdown: May remove all (A).
Relapse: If Inactive, roll 1
D
for each Dread Gained. 1S: Active, you thirst for drink once more.
    If Active and Recovering jump to day 3.
You need a drink to get through the day.
$Addict
Addict
Drawback/Trauma
+3CP
Character Creation: Aspect is Active and gain Pipe and 5G worth of Drugs.
Withdrawal Days
Days without a Hard Drug:
    0-1: No Effect.
    2: Gain (A)(Addiction) Con Point.
    4-5: Gain (1
S
+
2
D
A)
in Con.
    6-9:: Gain (1
D
A)
in Con.
    10+: Remove (2
D
A)
in Con.
    At zero A: Recovering, Can Become Inactive
(A) Removal: 1 Morale: Remove 2
D
(A) Addiction .
    OR Mental Breakdown: May remove all (A).
Relapse: If Inactive, roll 1
D
for each Dread Gained. 1S: Active, you crave the sweet release, you have gone so long without.
    If Active and recovering, Jump to Day 4.
You self medicate with addictive substances.
$LostEdge
Lost Edge
Trauma
Begin Combat: Resist 2 Terror w/
Spirit
.
6 Only
to Resist Terror/Stress/Dread.
Overcome Remove Trauma
%
You have lost your edge.
$Depression
Depression
Trauma
Max Morale is 1.
Overcome Remove Trauma
%
You wonder if maybe you should just give up.
$Apathy
Apathy
Trauma
GM choosen stat is one less while you have this Trauma.
If you have 0 in a stat gain a 0 Stat card.
Overcome Remove Trauma
%
You wonder if maybe you should just give up.
$SelfHarm
Self harm
Trauma
Gain 2
D
Stress per day.
Can't use morale to remove stress or Dread.
Can gain 1
S
+
4
D
Wound. Remove that much stress or 1
D
per wound Dread.
Overcome Remove Trauma
You wonder if maybe you should just give up.
$Overcompensation
Overcompensation
Trauma
Gain 1
S
+
2
D
Stress if any Action / Challenge you do has zero successes (After Determination)
Overcome Remove Trauma
%
You wonder if maybe you should just give up.
$Amnesia
Amnesia
Trauma
Lose Access to 1 Class Card and 1 Talent Card while this Trauma is in affect.
Overcome Remove Trauma
%
You wonder if maybe you should just give up.
$Nightmares
Nightmares
Trauma
When doing Rest (Day) Action: Resist 1 Stress w/
Spirit
+
1
D
.
Overcome Remove Trauma
%
You are haunted in your sleep.
$Shakes
Shakes
Trauma
6 Only
when Hitting, using Class actions, and using any other Checks that require fine Concentration (GM determined).
Doesn't Apply to dice rolled with Will/Morale.
Overcome Remove Trauma
%
There are times you just can't stop shaking.
$Sociopath
Sociopath
Edge/Trauma
-2CP
Ignore Effects of First Kill on a Person, Cold Blooded Murder, Witness Something Terrible.
-1 Total Morale.
Acclimatize
%
You have no qualms about killing people in cold blood.
Insanity
$Voices
Voices
Insanity
Mental Strain
/5
Beginning of Round: Roll 1
D
per Mental Strain Point.
2S: GM controls Character for Round.
3S: GM controls Character for Round. Attempt to Harm Self or Others.
Beginning of Day: Roll 1
D
per Mental Strain Point.
2S: GM controls Character for part of Day.
3S: GM controls Character for part of Day. May attempt to Harm Self or Others.
Sanity
Daily
+
1
D
Stress per Day.
Spirit
+
1
D
1S: +1 Recovery.
15 Recovery: Lose Insanity.
Recovery
/15
$The_Horror_Inside
The Horror Inside
Insanity
Mental Strain
/5
5 Mental Strain: Immediately attempt to Cut Out The Horror
Cut Out The
Horror
Full
10
D
Remove 1
S
+
5
D
Mental Strain.
Get 1 Wound per Success. May choose Body Area.
4S: Remove Insanity.
5S+: Mortal Wound. Remove Insanity.
Sanity
Daily
+
1
D
Stress per Day.
$Dispair
Dispair
Insanity
Mental Strain
/5
1 Mental Strain: +1 Apathy Con Point (Ap).
3 Mental Strain: Can't Eat.
5 Mental Strain: Can’t Drink. Can't Act. (No Day Actions, No Round Actions.)
Sanity
Daily
+
1
D
Stress per Day.
Spirit
+
1
D
1S: +1 Recovery.
15 Recovery: Lose Insanity.
Recovery
/15
$StaringIntoTheVoid
Staring Into The Void
Insanity
Mental Strain
/5
Beginning
of each
Round
1 Mental Strain:
Spirit
+
2
D
3 Mental Strain:
Spirit
+
1
D
5 Mental Strain:
Spirit
0S: Can't Act this Round.
Sanity
Daily
+
1
D
Stress per Day.
Spirit
+
1
D
1S: +1 Recovery.
15 Recovery: Lose Insanity.
Recovery
/15
$Seizures
Seizures
Insanity
Mental Strain
/5
1 Mental Strain: If rolling 4 ‘1s’ or all 1s on any Action Check have Seizure.
3 Mental Strain: If rolling 3 ‘1s’ or all 1s on any Action Check have Seizure.
5 Mental Strain: If rolling 2 ‘1s’ or all 1s on any Action Check have Seizure.
Seizure
Full
Become Prone. Cannot Act. Each Round roll 3
D
.
      0S: Collision 2
D
per Insanity Dmg.
      2S: End Seizure.
Sanity
Daily
+
1
D
Stress per Day.
Spirit
+
1
D
1S: +1 Recovery.
15 Recovery: Lose Insanity.
Recovery
/15
You have random, debilitating seizures.
$DelusionalParanoia
Delusional Paranoia
Insanity
Mental Strain
/5
Delusion
Daily/
When Getting
Mental Strain
2
D
per
Mental
Strain
1S: Someone is watching. Can’t Sleep today.
2S: The food is dangerous. Can’t Eat today.
3S: The water is dangerous. Can’t Drink today.
4S: A random ally is evil. Attempt to KO and capture them. WIll not stop until you are KOd/Killed.
Sanity
Daily
+
1
D
Stress per Day.
Spirit
+
1
D
1S: +1 Recovery.
15 Recovery: Lose Insanity.
Recovery
/15
$Damaged
Damaged
Insanity
Mental Strain
/5
Damage
Daily
Gain 1
D
Wound.
5 Mental Strain: Give yourself a Mortal Wound. Remove Mental Strain.
Sanity
Daily
+
1
D
Stress per Day.
Spirit
+
1
D
1S: +1 Recovery.
15 Recovery: Lose Insanity.
Recovery
/15
$NotMyHand
Not My Hand
Insanity
Mental Strain
/5
1 Mental Strain or more: Can’t use Off Hand.
3 Mental Strain or more: Hand is controlled by GM separately from the rest of your body. Will attempt to Attack you and Allies. May attempt to escape binding.
5 Mental Strain: GM controls you as long as Hand is still attached. You control your Main hand separately from the rest of your body.
Removing the Hand removes the Insanity Card.
Sanity
Daily
+
1
D
Stress per Day.
Spirit
+
1
D
1S: +1 Recovery.
15 Recovery: Lose Insanity.
Recovery
/15
$ForbiddenSight
Forbidden Sight
Insanity
Mental Strain
/5
+2
D
Sense
Challenges
Beginning of Round: Roll 1
D
per Mental Strain Point.
2S: Act as if seeing something not there.
3S: Act as if seeing something not there. Attempt to Harm Self/Others.
Blind Self
Full
Lose Insanity.
3
S
+
5
D
Wound to Head. Blind until Wounds Healed.
Sanity
Daily
+
1
D
Stress per Day.
Spirit
+
1
D
1S: +1 Recovery.
15 Recovery: Lose Insanity.
Recovery
/15
See amazing sights no mortal should see.
$MadGenius
Insane Invention
Insanity
Mental Strain
/5
Requires
Int 3
or more.
Invention
/10
Each Day w/o Working on the Invention gain 2
D
Distracted Con Point (Ds).
Work on the Device
Downtime
Int
1S: +1 Invention.
10 Invention: Create Item that causes an Epic Spell effect and activate it.
Sanity
Daily
+
1
D
Stress per Day.
$Masochist
Masochist
Insanity
Mental Strain
/5
Ignore effects of Harm 2.
Will/Moral can't remove Mental Strain.
Hurt Yourself
Full
Give yourself 2
D
/
3
D
/
5
D
Wound.
For each Wound reduce 1 Terror/Stress/Dread.
Sanity
Daily
+
1
D
Stress per Day.
Spirit
+
1
D
1S: +1 Recovery.
15 Recovery: Lose Insanity.
Recovery
/15
$MurderousIntent
Murderous Intent
Insanity
Attempt to kill random Ally. Do not stop until end of Day.
Ignore Harm 2 Effects.
After a Day has passed lose this card.
Injuries
$LostFingers
Lost Fingers
Injury
Can't take in Character Creation.
Lost Fingers:
6 Only
on all Aim/Attack Actions or similar with Off Arm.
Adapt - Ignore Drawback
%
You lost some digits on your hand.
$OneEye
One Eye
Drawback/Injury
+1CP
6 Only
to Sight Notice Challenges.
Drawback:
6 Only
to Aim/Strike/Block/Dodge Actions.
Adapt - Ignore Drawback
%
If both eyes are lost: trade in for Blind Aspect.
If chosen in Character Creation: Ignore Drawback (already adapted.)
You have lost vision in one eye.
$LostHand
Lost Hand
Drawback/Injury
+4CP
Lost Hand:
6 Only
on all Aim/Attack Actions or similar with Off Arm.
Can't do most Hand Actions with this Arm.
(10G at Character Creation to get Hook Hand.)
Adapt - Ignore Drawback
%
If chosen in Character Creation: Already Adapted.
You've lost your hand.
$LostArm
Lost Arm
Drawback/Injury
+6CP
Lost Main Arm:
6 Only
on all Aim/Attack Actions or similar with Off Arm.
Can't do Actions with this Arm. Cross out Body Area on Character Sheet.
Decrease Size: -1E
Adapt - Ignore Drawback
%
If chosen in Character Creation: Already Adapted.
You've lost an arm.
$LameLeg
Lame Leg
Drawback/Injury
+4CP
-2 Pace (from Standard Pace). Can use Cane/Crutch to walk better.
6 Only
on Challenges that invole Mobility.
May be able to find surgeon to correct problem. (See Medic: Surgeon.)
(3G at Character Creation to get Cane.)
One of your legs never quite healed right.
$LostLowerLeg
Lost Lower Leg
Drawback/Injury
+6CP
Can't Use Legs (Pace is Zero) need Crutch/Peg Leg to walk.
6 Only
on Challenges that invole Mobility.
Lose Leg Harm Point.
Decrease Size: -1E
(10G at Character Creation to get Peg Leg.)
You've lost a leg below the knee.
$LostLegs
Lost Legs
Drawback/Injury
+4CP
Can't Use Legs (Pace is Zero) need Wheel Chair to move
Decrease Size: -2E
(10G at Character Creation to get Wheel Chair.)
You've lost most of your legs.
$Blind
Blind
Drawback/Injury
+10CP
Sight Checks: Aim/Strike/Block/Dodge Actions. (+1 Stumble per Check)
Pace: +1 Stumble per space moving.
Stumble
Once Per Round
Resist Stumble
w/
Agl
+
Sense
0S: Action Fail, Knockdown occurs.
2S: May Sight Check w/
6 Only
4S: May Sight Check.
Adapt
%
Adapt: Need AP towards adapt.
      1. 25%:
+
1
D
to Stumble Checks.
      2. 50%:
+
2
D
to Stumble Checks.
      3. 75%:
+
1
S
to Stumble Checks.
      4. 100%:
+
1
S
+
2
D
to Stumble Checks.
      5. 100% + Monk1: Ignore Stumble.
      6. 100% + Monk3: Visiblity 3
Temporary Effects
$Plague
Plague
Sickness
Beginning of Day: Remove all Illness (Plague) and gain 3
S
+
8
D
Illness (Plague)
Recovery
/5
Recover
End of Day
Fort
+
1
D
1S: +1 Recovery.
5 Recovery: Lose Card.
Total Execution Time: 0.26590085029602 Seconds