health 4 spirit 4 supply 2 momentum 2 ASSETS Category Path Name Firebrand You wield fiery energy. When you rest and meditate to gather this energy, roll +spirit. On a strong hit, take up to +3 fire. On a weak hit, take +2. On a miss, take +2 fire but Endure Harm (-2). Your max fire is +5. When you make moves aided by this energy to attack or overcome obstacles, add +2 and suffer -1 fire. When you Endure Harm and score a strong hit with a match, you may instead ignore the harm and take +fire equal to the amount of harm faced (+1, +2, or +3). When you have at least +3 fire, you may Gain Ground or Strike by unleashing hell. If you do, take an automatic strong hit and mark progress. Then, set your fire to 0. FIRE 012345 Category Path Name Swashbuckler When you make a move with outrageous style, and do not roll a 1 on your action die, you may reroll that die. If you burn momentum to improve your result on this move, roll your action die again; on a 5 or 6, do not reset momentum. When you Enter the Fray in personal combat, or when an ongoing fight transitions to personal combat, you may envision up to three useful aspects of your surroundings. Take +1 momentum for each. Then, when you make a daring or unexpected move incorporating one of those aspects (once per aspect), add +1. When you React Under Fire in close quarters by parrying, and score a strong hit, you counter or turn your foe’s attack against them; mark progress. Category Companion Name Monkey NAME Your monkey companion finds its own trouble. Once per situation, when you score a miss, you may suffer the cost by envisioning the monkey causing mischief or getting into danger. If you do, roll +its health. On a strong hit, the monkey unwittingly turns the situation in your favor; take +2 momentum. On a weak hit, it provides a distraction or mild boon; take +1 momentum. On a miss, it faces its own cost or makes the situation worse. When you make a move by sending the monkey to complete a task involving theft, infiltration, or sabotage, roll +its health. On a hit, take +1 momentum. When you Resupply by asking the monkey to search or scavenge, add +1. OUT OF ACTION HEALTH 0123 NOTES Rowe - Session 0 TRACKS IN-PROGRESS Dataview: No results to show for table query. Dataview: No results to show for table query. BONDS Dataview: No results to show for table query. IMPACTS Misfortunes Wounded Shaken Unprepared Lasting Effects Permanently Harmed Traumatized Burdens Doomed Tormented Indebted Current Vehicle Battered Cursed LEGACIES Quests 0 Bonds 0 Discoveries 0 TRACKS COMPLETED Dataview: No results to show for table query. Dataview: No results to show for table query.
Category Path Name Firebrand You wield fiery energy. When you rest and meditate to gather this energy, roll +spirit. On a strong hit, take up to +3 fire. On a weak hit, take +2. On a miss, take +2 fire but Endure Harm (-2). Your max fire is +5. When you make moves aided by this energy to attack or overcome obstacles, add +2 and suffer -1 fire. When you Endure Harm and score a strong hit with a match, you may instead ignore the harm and take +fire equal to the amount of harm faced (+1, +2, or +3). When you have at least +3 fire, you may Gain Ground or Strike by unleashing hell. If you do, take an automatic strong hit and mark progress. Then, set your fire to 0. FIRE 012345
Category Path Name Swashbuckler When you make a move with outrageous style, and do not roll a 1 on your action die, you may reroll that die. If you burn momentum to improve your result on this move, roll your action die again; on a 5 or 6, do not reset momentum. When you Enter the Fray in personal combat, or when an ongoing fight transitions to personal combat, you may envision up to three useful aspects of your surroundings. Take +1 momentum for each. Then, when you make a daring or unexpected move incorporating one of those aspects (once per aspect), add +1. When you React Under Fire in close quarters by parrying, and score a strong hit, you counter or turn your foe’s attack against them; mark progress.
Category Companion Name Monkey NAME Your monkey companion finds its own trouble. Once per situation, when you score a miss, you may suffer the cost by envisioning the monkey causing mischief or getting into danger. If you do, roll +its health. On a strong hit, the monkey unwittingly turns the situation in your favor; take +2 momentum. On a weak hit, it provides a distraction or mild boon; take +1 momentum. On a miss, it faces its own cost or makes the situation worse. When you make a move by sending the monkey to complete a task involving theft, infiltration, or sabotage, roll +its health. On a hit, take +1 momentum. When you Resupply by asking the monkey to search or scavenge, add +1. OUT OF ACTION HEALTH 0123