Character Sheet Info
Corporeal Form
ATTRIBUTES
Vita: Life force, if zero, character becomes a Ghost.
Defense: Foes have to roll D100 equal or more to get a successful hit.
Might: Add this number to D100 Attack Roll.
DMG Bonus: Extra dmg inflicted on a successful hit with a weapon.
Power Points: Points to spend using Abilities.
Stride: Number of road segments the group can move on the World Map if character is the Leader or spaces he/she can move on "Combat Map".
SKILLS
Number represent bonuses for Skill Check (D10 roll) against displayed skill, here Faith, Nerve and Occult.
Starting equipment: Characters starts with this.
Mystic Knowledge: The Ability for the character to use either "Ritual" or "Prayer" cards. If none is specified they may not use either.
Special Ability: Each character has an unique special Ability.
Keywords: The character is limited to using only Ability Cards which match the listed Keywords .
Ghost Form
ATTRIBUTES
Ghost Points: Amount of power points that can be used when activating Ghost Powers.
Defense: Foes have to roll D100 equal or more to get a successful hit.
Might: Add this number to D100 Attack Roll.
DMG Bonus: Extra dmg inflicted on a successful hit with a weapon.
Stride: Number of road segments the group can move on the World Map if character is the Leader or spaces he/she can move on "Combat Map".
Special Status
Ghosts have ETHERAL status = ABSORPTION 2 vs corporeal foes and Snares. Full dmg to ETHERAL foes. Ignore Stride penalties ex move through foes.
GHOST POWER COSTS
Powers can be Ranged (two arrows) or Melee (crossed swords) and require Ghost Points to be spent when using these powers.
Once all Ghost Points have been expended or lost, the ghost character is temporarily removed from the game and the standee/miniature are confied to Limbo