Professional Documents
Culture Documents
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Rulebook
Preview
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somebody dies.
You may wait to read the Combat section until you are
asked to Encounter or Skirmish with an enemy. The first story
contains a tutorial that summarizes these sets.
12
Adventuring
14
Adventure Turn/Round
Phase 1 : Resting
Phase 2 : Character Actions
Phase 3 : Map/Leader Transition
Map Transitions
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Encounters
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Skirmishing
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Setup
Encounter Turn/Round
Character Turn
Character Movement
Attacking
Devastating Strike and Fault
Exhausting Items and Abilities
Dying in Combat
Ghosts in Combat
Creature Turn
Creature Movement
Creature Attacks
Auras
Special Instructions
Devastating Strike and Fault
General Rules
Missing a Turn
Sight
Darkness
Summoning
Throwing and Pushing
Winning A Combat
1. Determine Strength:
2. Place Marker:
3. Attack or Defend:
4. Creatures Turn:
5. Characters Turn:
6. Reduce Counter:
7. Repeat Steps:
8. Get Loot:
Chapters yet to be imported
Awards Chapter
On Death and Dying
Wrapping Up a Game
Components
FAQ
Credits
Printable Sheets
Status Reference
Index
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Game Setup
Ghost Actions
The Sleeping Vampire
Blocked Map Spaces
Snares
End of a Chapter
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Game Overview
Game Overview
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Contents
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according to type.
b. Remove the six (6) starting items from the Item deck
and twelve (12) starting abilities from the Ability
deck, designated by the character portraits.
c. Shuffle all decks, except Ability, and arrange Creature
and Affliction decks in alphabetical order.
Story
Journal
World Map
Off-Road
Events
Leader
Token
Starting
Rituals
Character
Journal
Mountain
Plains
Wasteland
Artifacts
Deck
Militia
Companions
Prayers
Deck
Tarot
Deck
Animal
Companions
Items
Deck
Skirmish
Card
Coins
Ability Points
II
Dusk
23
1d6 x 10
4, or Starting Abilities +1
III
Twilight
46
2d6 x 10
6, or Starting Abilities +3
IV
Twilight
69
2d6 x 10
9, or Starting Abilities +6
Midnight
92
3d6 x 10
VI
Midnight
116
3d6 x 10
Rituals
Deck
Starting
Abilities
Nerve 5
Dusk
Church of
the
Crossroads
90
Min
Difficulty
Start Location
Duration
Character
Card
Equipped
Items
ALL
CHARACTERS
Skill Checks
Character
Miniature
Abilities
Deck
Lore
Road
Events
Hills
Forest
Marsh
Artifacts
Reference
Sheet
Roads
Rivers
Area Borders
No Passage
Items
Item
Tokens
Status
Reference
Group
Marker
Story Difficulty
Story
If you decide to be
uncharitable, the
Leader must read
Story Moment 14.
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If you wish to add a new character to an existing campaign (example adding a 4th character to a group of three). Or you wish
to start fresh with new characters, but do not want to play from the beginning. Use these guidelines to provide characters what
they need, in addition to starting equipment.
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Game Setup
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Start
Zone
Search
Ostelink
to the caves of
Skirmish Tables
At the beginning of each chapter, there is a Skirmish Table.
There are times you will be asked to roll on this table, such
as if you encounter a creature while resting. Skirmishing is
another combat mechanic explained later.
1-4
Rabid Wolf
5-8
Highwayman
9-0
Night Stalker
Encounters
While exploring an adventure map, you may be asked to
battle creatures. Keep in mind you may still interact with Map
Features while in combat.
Attributes
Adventuring Phase
Story Closing
When you finally find and face the Affliction of the story,
you read the Story Closing section. This tells you the outcome
and awards for successfully defeating, or being defeated by
the Affliction.
Arcanist
Attributes
Vita
Power
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Skills
Archeology
+1
Might
Occult
+3
+2
Nerve
+1
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Stride Defense
Rituals
ENCOUNTER
For example, if a character has Might +5 , the they would roll their attack dice and add
+ 5.
#03
Nurians Hollow
Creatures Encountered
Skill Dice
Flesh Eating
Ghoul
2
For example, if a targets Defense is 35 and the attackers roll is 37 then it is a successful
hit. If the result of the attackers roll was 22, then it would be a miss since the result was
not greater than or equal to 35.
Starting Equipment
10
Vita Tracker
Special Ability
Resist the Change: You
have created powerful wards
against the dark magic
afflicting the land. You can
never be Transformed.
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Rolling Dice
Dice are used to attack your foes, perform skill checks,
resist statuses, cast rituals and more. Dice are denoted as
d[x}, where [x] specifies the number of sides. When you see
a notation such as 1d4, it means roll one four-sided die,
while 2d6 means roll two six-sided dice. A notation such
asd6:5+ means roll one six-sided die and the listed effect
occurs if you score a 5 or more.
There are two types of d10 dice, a single-digit and a double-digit (called a d00). Together,
they are called Percentile dice as they produce results from 1-100.
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Restless
Spirit
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WORLD MAP
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Search
Flesh Eating
Ghoul
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World Map
When a World Map dialog box appears, the group must
travel to and from specific locations on the world map in order
for the Story to progress. This does not mean that you have
to go directly there if you have other business to take care of,
such as stopping off at the Church of the Crossroads to learn
a new ability.
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Characters
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ATTENTION!
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General Gameplay
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You may see a dialog box with the title Attention! that
provides important information concerning the Story or map.
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Attention!
miniatures in the Start Zone, and then read the Goals and
Map Features. Goals explain what your objectives are while on
the map. Map Features are things the characters may interact
with, such as a search location.
The map shown here instructs players to place a Restless
Spirit and two Flesh Eating Ghouls on the map, a Skill Check
dice and three Search tokens. Many maps also have Exit
Zones when characters may transition to the next map.
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All skill checks are made by rolling a d10. Success is achieved if the value of your roll
equals or exceeds the target value listed on a challenge. For example, the Exorcist must
make a Faith 4 check. This means the character must roll one 10-sided die and add any
bonuses they may have. The result must be greater than or equal to 4. So if the Exorcist
rolls a 3 on a d10, and then adds his bonus (in this case, the Exorcist starts with a +2 Faith
bonus), the result is 3 + 2 = 5, which is a success. However, any time an unmodified skill
check result is 1, it is an automatic failure.
Avenging Madman
C H A R
A C T E R
Avenger
S ava g e
OR
At the start of a combat encounter,
choose one target creature. As long as
you do not change targets, you inflict
+2 damage against it.
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Focus your
Rage!
Hunt * Nature
Keywords
140 +1
128 +2
+5 Might OR +5 Defense.
116 +1
For example, lets say the Madman had 130 Lore and chose the +5 Might bonus. If he lost
+1hetowould
Anylose
Skill.
5 Lore, bringing him to 125 Lore,
his +5 Might bonus until he reached 125
Lore once more. He cannot choose to change his bonus to +5 Defense as he already made
that choice previously.
104 +1
92
+2
Abilities
80
+1 Power Point.
Each characters begins the game with two Abilities. These
are represented by the characters portrait at the bottom right
+1 Increase base damage to 2d4.
of the Ability card. An optional rule for experienced players
is to choose your own Abilities with a total cost of 3 Ability
Points. The cost+1
of an+1
ability
represented
Strideisin
combat. in the lower-left
of the card, within the Power Point icon.
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F O C U S
Natures Call
+1
+1
Deal an additional
+2 damage to one
Nature creature on a
successful hit.
Power Points
Needed to
Use
1
#38
Effects
may reroll
+1 Once per chapter, youActive
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Passive Ability
Ability a failed Nerve check.
[X], then that target takes [X] less damage for each
to Any Skill.
There are two types +1
of Abilities:
Statuses
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Skill Tree
Lore
Total
Character Growth
to
ANY ONE
CHARACTER
Speech 8
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Character Roles
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As an example, using the vampire attack above, the Witch Hunter is hit and must attempt
to resist the status. He rolls a d10 and receive a 5, which is not enough to resist. But he
gets to add his skill bonus to the roll. For Bloodlust, the related skill is Faith. The Witch
Hunter has a +1 Faith when this occurs, so his total resist roll is 5 + 1 = 6, which is
enough to avoid being affected by Bloodlust!
Lycanthropy
The Lycanthropic negative status can be gained in various
ways, the most common being an outcome of a fight with a
Werewolf. There are some positive and negative features of
this status, which is why it deserves special attention.
The Good: Characters gain +1 Damage and +1 Stride bonuses.
The Bad: Characters gain a Silver Allergy.
A silver allergy prevents a character from earning silver coins. This means that any coin
award that would normally be gained by a character would be lost.
Corrosion
Certain creature and story-related events can
cause a character to gain a Corrosion token. The
Corrosion token is numbered from 1 to 4. At the
start of every turn after you received it, you lose 1
Vita as an acidic substance burns you.
To be rid of it, you have two choices:
1. Let the Corrosion token do its work, damaging you for 4
rounds, for a total of 4 Vita.
2. Discard an Item to avoid damage. This can be done at any
time while you have the token, however, once a point of
Vita is lost, you cannot gain it back by discarding an Item.
Corrosive
For example, if you wait 2 turns and lose 2 Vita, you can discard an item to prevent the loss
of the remaining 2 Vita. However, you do not regain the 2 Vita already lost.
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At this point, the character finds the skill associated with Bloodlust by referencing their
character scratch pad or status reference sheet. Perform a d10 and the related skill bonus.
If the result is equal to or greater than the number shown, they do not gain the status.
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In this case, the character#18was bitten by a Vampire and is told they gain Bloodlust 6.
Before they receive this status, they have to attempt to resist its affects.
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+9
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Mission
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+7
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Companions
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Infections
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Terrain Symbols
Some off-road locations contain one of the following
terrain symbols, which are referenced on certain Off-Road
Event cards. See the Off-Road Events section for details.
Plains
Forest
Hills
Marsh
Wasteland Mountains
minimal accommodations.
Entering Towns
#1
Adventure Locations
You are directed to these locations, such as Elkra Pines and
Nurians Hollow, from within the Story Journal. This is where
you usually encounter the various Afflictions that plague the
land.
Locations
Road Events
When movement ends on the World Map and the group
is on a road space, they must draw a Road Event card. Road
events are evenly balanced to be positive, negative and a
mixture of both.
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When traveling from place to place, you will always end your
movement on the actual location space, be it a town, forest,
castle, etc. The following are the major locations that can be
found on the World Map:
Roads
Rivers
Area Borders
No Passage
Hills
Forest
Marsh
Mountain
Plains
Wasteland
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+1 Skill Checks
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variety of services.
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Towns
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Phase 1 : Resting
Once per chapter, the Leader may decide to have the group
rest. The Character Actions and Map/Leader Transition
phases are skipped. All characters recover 4 Vita, 4 Power
Points and 4 Ghost Points, up to their maximum amount.
Then roll a d10. On a 1, 2 or 3, the group must Skirmish by
rolling on the chapters Skirmish table.
Resting cannot occur during combat, and it can only be
done while on an adventure map. Story conditions will still
take place during this phase. For example, if the map is
experiencing a cave-in and characters are injured while on the
map, they will still receive injury while they rest.
Can not
move
diagonally
Due to
blocking
Terrain
Map Transitions
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Blocked Space
Ghost Actions
Ghost characters are just shadows of what they are in life.
Therefore, there are some significant restrictions placed upon
them while adventuring. Ghosts:
may not assume the Leader role.
may not initiate a Map Transition.
may not search or perform map skill checks, unless
specified in the story.
are not affected by snares or story/event-related
physical calamities.
are not affected by Stride penalties.
may ignore terrain inhibitors, water. This does not
include walls, doors, portcullises, etc.
can not affect map features, such as levers and other
mechanisms that require a physical presence.
can not use weapons or items unless otherwise
specified.
do not receive physical rewards, such items, artifacts,
rituals, etc., although they still receive coins and Lore.
Simply, the only character actions they can take is to Move,
use Ghost Powers, and participate in combat. Keep in mind
that Ghost characters still recover Ghost Points while resting,
they just cannot initiate a rest because they never assume the
Leader role.
Blocked Space
Blocked Space
8-0
Map/Leader
Transition
Blocked Space
Blocked Space
Blocked Space
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Character Actions
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Resting
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For example, the Telepath is the Leader while on the World Map and she enters Elkra
Pines on her move. She would not draw a Road/Off-Road Event card, but instead pass
Leadership to the next character. The new Leader would then read the Story Journal and
setup the first adventure map.
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Adventure Turn/Round
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When the story instructs you to place an adventure map, you enter the Adventuring phase. Most maps have a Start and Exit
Zone. Usually, the goal is to reach the Exit Zone to progress the story to its climax.
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Adventuring
#08
Snares
Snares represent an intentional trap,
natural disaster or unfortunate event.
Snares affect the character encountering
it and any other character within range
of them. The range is specified within the
description of the snare, i.e. Snare 2
or the snare icon. Snare 2 affects the
character encountering the snare and any other characters
within 2 spaces of him. If a number is not shown, it only
affects the person encountering it.
End of a Chapter
When the story reaches the end of a chapter, the following
actions should be completed before moving on to the next:
Un-exhaust all Items, unless they have special unexhaust instructions.
Discard all activated Items that have a duration effect
of a chapter.
Transition the Leader token to the next character.
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any movement.
b. Activate/exhaust an Item or Artifact.
c. Attempt to use a Prayer or Ritual.
Creatures &
Aictions
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Character Movement
A character may move through spaces occupied by other
characters, but not through spaces occupied by foes. A
character cannot stop their movement on an occupied space.
If a character moves into a space with water, they must
immediately stop. On their next turn, they may continue
through water at the rate of one space per turn, including
moving out of a water space. Those with the Ethereal Status,
ignore movement restrictions, such as this water restriction.
There may be other movement restrictions or effects within
the story instructions.
Attacking
All character attack rolls are made by
rolling a d10 and a d00 (the percentile
dice), which produce a result between
01-100. The character declares a target
to attack on his turn and then rolls both dice. Take the result
and add the characters Might modifiers (which includes
bonuses represented on their Character Card), and bonuses
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For example, the Arcanist attacks a Werewolf that she is adjacent to. She rolls the
percentile dice. The d10 shows an 8 and the d00 shows a 50, resulting in a 58. After
adding her weapons modifiers, which in this case is a +4 Might for the Stiletto, and her
own Might modifier, which is a +3, the final result is 65. The Defense of the Werewolf is
60, which results in a successful hit. The Arcanist then rolls damage, which is 1d4. She
rolls a 3 on the d4, which means that the Werewolf loses 3 Vita. The Controller records this
result on the Creature Vita Tracker.
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Characters Not in
Darkness & Ghost
Characters
Characters In
Darkness
Encounter Turn/Round
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Setup
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Character Turn
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Encounters
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Dying in Combat
If a character dies, they are removed from the adventure
map and then they rise up as a ghost in any free map space
Archeologist
that is accessible to characters. For example
they cannot
appear behind a closed door. Once placed, they can then take
any allowable actions.
If the Leader dies, combat order does not change even
though Leadership moves on to the next character.
Ghosts in Combat
Ghosts always act in turn phase 1 because they are not
affected by Darkness. They participate in combat and can be
targeted like any other character. The following actions can be
taken by ghost characters:
Ghosts Base
Damage
b.
Ghost Points act as Vita, so when a ghost is injured, it reduces its number of Ghost Points.
Once their Ghost Points are depleted, the Ghost is sent to Limbo. See the On Death and
Dying section for more details on Ghosts.
Targeting
Dice
Results
(Char 1 / Char 2/ / Char 5)
d4
1-2 / 3-4
d6
d4
1/2/3/4
d10
For example, use a d6 for 3 characters, making character one targeted on roll of 1-2,
character two on a 3-4 and character three on a 5-6.
MOVES THEIR
STRIDE
For example, if a Stregha starts her encounter turn adjacent to a character, she will move 4
squares away (Stride 4) so that she is as far from the group as possible.
10
0
Power Die
#07
18
# of Characters
For the attack, the Controller must roll the attack dice to obtain a number between 01-100
(with 00 and 0 resulting in 100). The example below should a 10 and a 0, resulting in a
10. If the result plus the creatures Might bonus is greater than or equal to the characters
Defense, it is a hit.
Creature Movement
For each of the creatures attacks, roll all the following dice
all at once:
The targeting die (see below)
The attack dice (percentile dice, meaning the d10 and
d00). The white d10 is the Power Die, which determines
a creatures attack power.
The targeting dice will determine which character is
targeted for attack. The recommend dice include:
1. Move:
a. MELEE enemies (denoted by the
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Creature Attacks
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Creature Turn
For example, if a Highwayman rolls a 74 (a 70 on the d00 and a 4 on the power die)
against the Arcanist whose defense is 55, then it is a hit. Consult the Creature Card to see
which of the Highwaymans attacks corresponds to the Power Die result (MIght bonuses
do not modify the result). In this case the result is 4 (the value of the Power DIe), the
Intimidating Glare attack.
If a creatures attack affects more than one character, the creature rolls once for its attack,
but the attack roll result is compared to each characters defense individually to see if it
qualifies to hit their respective Defense value.
In one single roll of 3 dice (Target Die, d10, d00) for each creature attack, you have
determined who is being hit with the Targeting Die and if the hit was successful with the
Attack Die and finally which type of attack the creature made with the Power Die.
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Special Instructions
Missing a Turn
Summoning
Sight
00
Two Stregha attack the group. We will assume that both created an aura to demonstrate
how auras work and can overlap. Based on the figure above, the Avenging Madman
moves into the aura of the green Stregha, so will lose 3 Vita each turn he starts in, reenters, or moves into this aura. The Archeologist is in range of two auras, meaning he will
lose 6 Vita each turn. If the Telepath moves into a space adjacent to one of the Stregha,
she will immediately lose 3 Vita. If she continues to move to another space adjacent to the
same Stregha, she will not lose additional Vita. If she enters the aura of another Stregha
during her move, she will lose an additional 3 Vita.
00
#02
Darkness
Terrain Tile: Earth Passage
#04
20
Target Dark
Oak
Ending
Location
In the example below, the creature can be thrown 2 spaces as the projected end location
is unoccupied. Both the target and the other creatures the target passes through loses 1d4
Vita as specified in the ability instructions.
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Auras
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General Rules
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Target
Does Not
Move
5 characters
SKIRMISH COUNTER
+2 Damage
+15 Might
The last example shows that all spaces in the path are occupied already, so the creature
does not move. However all three creatures lose 1d4 Vita because they are in the path of
the 2 space throw.
#06
+1 Damage
+10 Might
+8 Might
+8 Defense
#18
Winning A Combat
1. Determine Strength:
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2. Place Marker:
#06
3. Attack or Defend:
At the beginning of each round, all characters choose to
ATTACK or DEFEND by placing their Attack/Defend Token in
front of them with the appropriate side showing.
Attack: You may attack the creature
during your turn
Defend: You may attack during your
turn, but receive a +10 Defense and -10
Might until the beginning of your next
turn. When ghost characters defend,
they fade from sight and cannot attack
or be targeted.
If there are multiple skirmishing
Creatures (or afflicted characters, such as those with the
Lycanthropic or Possessed statuses), characters must
choose who they will attack.
5. Characters Turn:
All characters roll the attack dice (percentile)
simultaneously and add any Might bonuses they have. If a
characters attack roll is equal to or greater than the target
creatures Defense score, they succeed in hitting. Keep track
of the number of successful hits. Some opponents are
susceptible to attack via Skill checks instead of weapons.
If you choose to use a Skill check to reduce the Skirmish
counter, you cannot attack with weapons that turn.
6. Reduce Counter:
Reduce the Skirmish counter(s) by the number of
successful attacks made by the characters. Each Devastating
Strike reduces the counter by 2.
7. Repeat Steps:
Repeat steps 3 through 6 until the Skirmish Counter is at
zero or until all the characters are defeated.
8. Get Loot:
All characters receive the reward listed on the Skirmish card
and can perform a search for each creature type. On a d10:10+,
they find an Item. Characters forced to skirmish with their
allies do not yield an award.
During a Skirmish, the following should be considered:
Characters may use Items during this phase.
Abilities may be used, although only those that require
an attack roll can reduce the Skirmish Counter.
You cannot change equipped weapons during a
Skirmish.
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4
3-4 characters
to
Defense
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4. Creatures Turn:
First, the Leader rolls the creatures attack dice (percentile)
and applies any modifiers from the skirmish counter. This
score is compared to each characters Defense. If it is equal to
or greater, they are hit. If skirmishing with multiple creatures,
they each get an attack against the characters.
Those hit by the creatures would be affected by the
Skirmish power, plus any applicable modifiers. Each character
makes their own rolls for damage and status effects.
Skirmish!
Third
Dark Oak
bj
2 characters
Vampire
The next example shows that the projected end location is occupied (but the target still is
assumed to have bashed into it), so the target lands in the space before it. Both enemies
on the map still lose the 1d4 Vita.
ta
Skirmishing is a quick battle with enemies that does not use miniatures based tactical combat. A skirmish can take place
during any segment of an adventure and also when a character becomes lycanthropic and attacks his friends.
Ending
Location
Second
Dark Oak
su
Target
ec
t
n
te
ta
Be
co
Be
ll
ge
)
(A
Skirmishing
Second
Dark Oak
ge
)
ch
an
to
ta
ec
t
bj
su
Be
(A
ll
co
te
n
FAQ
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Who made what
Printable Sheets
Wrapping Up a Game
Status Reference
Components
Index
A
Absorption 9
Act 17
Active 9
Animal companions 11
Arcanist 7
Archeologist 7
Archeology 8
Attack 18, 23
Attacking 17
Auras 20
Avenging Madman 7
Awareness 8
Diseased 10
Dusk 5
Dying in Combat 18
Ecology 8
Encounters 16
End of a Chapter 15
Exhausting Items 18
Exorcist 7
F
Faith 8
Fault 17, 20
Map Transitions 14
MELEE 19
Midnight 5
Might 7
Militia companions 11
Missing a Turn 21
Mission companions 11
Move 14, 17, 18, 19
Skill Tree 8
Skirmishing 23
Sleeping Vampire 15
Snares 15
Special Instructions 20
Speech 8
Story instructions 21
Stride 7
Summoning 21
Narrator 8
Nerve 8
Targeting Dice 19
Telepath 7
Terrain Symbols 12
Their Path 8
Throwing and Pushing 21
Towns 13
Trickery 8
Twilight 5
Ghost Actions 15
Ghosts in Combat 18
Occult 8
Off-Road 12
Off-Road Events 12
Infections 10
Interact 14, 17
Passive 9
Power Points: 7
Vita 7
Character Actions 14
Character Movement 17
Coin 22
Companions 11
Controller 8
Corrosion 10
Creature Attacks 19, 21
Creature Movement 19
Damage 7
Darkness 21
Defend 23
Defense 7
Devastating Strike 17, 20
Leader 8
Leader Transition 14
Locations 12
Loot 22
Lore 22
Lycanthropy 11
24
RANGED 19
Reduction 9
Resting 14
Road Events 12
Road movement 12
Wanted 12
Waylin Point: 13
Winning A Combat 22
Witch Hunter 7
World Map 12
Search 14
Sight 21
Yorotrusk 13