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Rulebookp. 18

Adventurer Mat

Adventurers are the player characters of the game. Your adventurer mat displays everything that makes up your adventurerAdventurerEach character created by a player is an Adventurer. Each adventurer is a party member.Rulebook p. 90 and defines their capabilities. Each adventurer can be built differently over the course of a session or campaign.

Adventurer Mat Anatomy​

The numbers below match the diagram on pg. 18 of the rulebook.

  1. RaceRacesAn overview of the available races.Rulebook pp. 19, 24 Reference Sheet: Shows the innate ability and starting stats for the adventurer's race. The adventurer chip is placed here between battles.
  2. Attribute Rows: Each row has 2 circular attribute slots (1 at each end) and 6 square slots between them. Stats, skill line tokens, and skill dice are placed here (see Adventurer CreationAdventurer CreationEach player creates a unique adventurer at the outset of the first session of a campaign.Rulebook pp. 19, 26–27).
  3. SkillSkill LinesAn overview of the different Skill Lines available.Rulebook pp. 21–22 Reference Sheets: Describe the abilities for each skill line the adventurer is trainedTrainedAll skill dice that have been added to your character mat are considered to be trained. in.
  4. Cooldown TrackCooldown TrackDice are placed here as the adventurer exhausts their skill dice or gains fatigue and status effect dice. The Cooldown stat determines the number of dice that are removed from the track each turn.Rulebook pp. 23, 60: Dice are placed here as the adventurer exhausts their skill dice or gains fatigueFatigueThese dice are placed in your adventurer's cooldown track when they gain fatigue. There are 2 types of fatigue (light fatigue and overfatigue).Rulebook p. 23 and status effectStatus EffectsAn overview of the different status effects.Rulebook pp. 23, 67 dice.
  5. CooldownCooldownThe number of dice removed from your cooldown track during the Recovery step of each of your turns in battle.Rulebook p. 23 Stat: The number of dice removed from the cooldown track each turn. The adventurer's current Cooldown stat is marked by placing a peg in the slot equal to the stat.
  6. TenacityTenacityA resource tracked using the peg slots at the bottom right side of your adventurer mat. Accumulated tenacity remains until it is spent to trigger a class ability or reduced by another effect.Rulebook pp. 25, 89: Rolled tenacity results are tracked here with a peg as they are gained and spent to resolve class abilities.
  7. Battle FormsBattle FormsBattle form icons appear on skill lines, abilities, and weapon items. During an engage action, the adventurer's battle form limits the dice that can be rolled together and sets the adventurer's range.Rulebook pp. 22, 61: The current battle form is marked here by placing a peg next to its icon. Battle forms determine the dice that can be rolled and the items that can be used together in battle.
  8. Active SlotsActive SlotDice placed in active slots are referred to as active dice. An active die remains in its slot until you remove it as described in its skill line's reference sheet or at the end of battle.Rulebook p. 24: Dice placed here are active and have ongoing effects.
  9. Saved XPXP (Experience Points)The party's total gained XP is tracked by the XP dial. An adventurer's unspent saved XP is tracked on the Saved XP track on the adventurer mat.Rulebook pp. 12, 43: The adventurer's individual unspent XP is tracked here with a peg.
  10. ClassClassesYour adventurer's class adds special class abilities you can use, typically by spending a resource called tenacity that you accrue over the course of the game.Rulebook pp. 25, 31 Reference Sheet: Shows the adventurer's innate class and tenacity abilities, which can be resolved by spending tenacity.
  11. InventoryInventoryYour inventory cannot exceed 8 total cards. If it is full and you gain additional cards, you must choose which cards to keep and discard any excess cards.Rulebook p. 28 Ready Slots: The adventurer can have up to 4 ready item cards placed here. These are the only items they can use in battle.
  12. Inventory Pack Area: The adventurer can have up to 8 total items (including their ready items). Items not in ready slots are stacked and placed here on the race reference sheet. These items cannot be used in battle.