Weird Wizard Cheat Sheet V32
Weird Wizard Cheat Sheet V32
Large: When squeezing or Piercing: On a critical success, Special: The weapon has a special
Health (pg.27) Rest (pg. 32) Weapon Traits (pg. 57) mounted, automatically fail rolls. target is weakened until the end of
your next turn.
property written in it’s description.
If your health score drops below Resting allows you to heal Ammunition: Uses ammo. Light: When applying bonus Sharp: On a critical success, roll
your damage, you become damage and regain expended damage to this weapon, reduce die Precise: You roll to attack with 1 twice for damage and take the
Bludgeoning: On a critical success, by 1. (Minimum +1d6) boon. higher.
incapacitated. If your health resources. the target becomes vulnerable until
increases while you are the end of your next turn. Long: Reach +1 when choosing a Range: The range of your weapon in Thrown: The range of your weapon
If you have uninterrupted rest for target. yards. in yards, using Strength.
incapacitated, your damage Brutal: Reroll each d6 of damage
6 consecutive hours, you heal all
remains equal to your health. that comes up as a 1 once. Mis�ire: On a critical failure, the Reload: You must use an action to Versatile: If weilded in both hands,
Damage and regain Health equal
to one-tenth your maximum weapon mis�ires. Make a luck roll. load this weapon before you can deal an extra 1d6 damage.
Damage (pg. 28) Health score (round down). Some
of your other resources, might
Disarming: Ignore the bane
imposed on your roll when you use
it to disarm.
On a success, you only need to
reload the weapon before oyu can
attack again. On a failure, the
attack with it. You can use an action
or give up your movement (If 2+) to
Fixed: Attacks made using this
weapon ignore any effect that would
Damage describes injury from a load the weapon.
also be replenished after a rest. If weapon is ruined until repaired... enable it to deal extra damage or
harmful effect. Firearm: Takes 1 minute to load. Slashing: On a critical success, deal bonus damage.
you stop resting to use an action (pg. 57)
Injured: You are injured if your or reaction, the time you spent Cannot be �ired if it comes in contact an extra 1d6 damage.
Nimble: You can use Agility in place
damage total equals or exceeds resting up to that point is wasted with water. Takes 1 hour to clean. Slow: Only one attack per round.
of Strength when attacking.
half your Health score. Certain and you must start resting again
effects use this condition to put to gain any bene�it from doing so.
you at a disadvantage.
Rituals (pg. 52) Creatures Traits by one step, to a minimum of no
obscurement.
Fly The creature can �ly when it
moves.
Squeeze (# inches) The creature
can squeeze through openings of
Incapacitation & Death Performing a ritual takes 10 Special Senses (pg. 34) True Vision The creature needs no Hover The creature ignores any the indicated size.
When your damage total equals minutes, during which time you light to see and treats everything effect other than being Strider The creature reduces by 1
cannot move from your space. If Many creatures possess special
your Health score, you fall prone senses. The most common sensory within its line of sight as being unconscious that would cause it the number of yards of movement
and become incapacitated. Any interrupted you expend no illuminated. It perceives outlines to fall while �lying. it expends to move each yard
traits appear below.
damage taken in excess of that resources but must restart. around invisible creatures and across challenging terrain.
Awareness # The creature always Insubstantial The creature can
causing you to become objects in its line of sight. It also
move through or end its Swimmer The creature swims 1
incapacitated is lost. You are
unconscious for as long as you are Luck Rolls (pg. 27) perceives everything around it
within the listed number in yards.
This perception ignores the effects
sees through mundane and magical
disguises, perceives transformed
creatures in their normal forms,
movement inside a solid object.
While it is inside a solid object,
yard for each yard of movement it
expends; it ignores the effects of
incapacitated. A luck roll uses no attribute, so it’s the creature cannot be harmed swimming on its attribute rolls
of obscurement and lighting. and recognizes visual illusions for
Taking Damage while just a roll of a d20. Since you until the object is destroyed. The and on rolls against its defense;
Dark Vision The creature can see what they are.
Incapacitated: If you take never make a luck roll against a creature ignores the effects of and it makes rolls to swim with 1
out to a range of 3 yards when in
damage while Incapacitated you creature or object, the target is
always 10. no light at all. Movement Traits (pg. 44) wind and other kinds of
challenging terrain that can
boon.
instead lose Health equal to the Teleport # This creature can
Keen Hearing The creature hears Burrower The creature burrows 1 ordinarily affect �lying creatures.
damage taken. (Luck Ends) : If you are subject to expend its move to teleport to an
out to double the normal distances. yard into a solid surface of earth or
Ending Incapacitated: Any an effect that has the (luck ends) stone for every 2 yards of Mount The creature enables empty space that it can see within
healing at this point ends notation, you make a luck roll at Keen Scent The creature knows movement it expends. It leaves other creatures to ride upon it. the indicated number of yards.
Incapacitation. If you are the end of the round. the location of each living or dead behind a tunnel with a diameter
creature within 10 yards. Silent The creature can sneak 1 Water Walk The creature can
Incapacitated at the end of a On a success, the effect ends. equal to its Size – 1.
yard for each yard of movement it move across liquid surfaces as if
round in combat, you lose 1d6 Keen Vision The creature can see Climber The creature climbs 1 yard expends and rolls to sneak with 1 they were solid and treats them as
health and make a Luck Roll. On a On a failure, the effect persists twice as far as other creatures in
until the end of the next round, for each yard of movement it boon. challenging terrain.
success, you heal 1 damage. On a natural light and doubles the expends; it can climb across ceilings
failure, you remain incapacitated. then you repeat the roll to end the normal range of arti�icial light Slippery The creature’s moves do
and overhangs; it grants no boons
effect. sources. Finally, the creature on rolls to attack it; and it rolls to not enable other creatures to
reduces the degree of obscurement climb with 1 boon. make free attacks against it.
Stabilize: Tend to one incapacitated Called Shot: Aim for a speci�ic place on the bane on the next roll to attack you before - You and target fall prone, keep grab.
the prone af�liction.
creature in reach. Heal 1d6 damage. target’s body. Imposes 2 banes on attack next turn. - The target takes 1d6 damage, keep grab.
Swim: 1 yard of movement for 2 yards you roll. Impair an attribute of your choice on
Steal: Take something not held from a Lunging Attack: If you wield a one-handed - If both prone, maintain grab.
expend. You make rolls to attack with 1 success, or damage worn or carried object.
creature in reach. Agility vs Agility check. If or two-handed melee weapon, you can
bane and grant 1 boon on rolls to attack Escape: Escape grab with Strength or
hidden, 1 boon. On a Failure if the result is Surrounded Target: When you make a choose a target with +1 reach.
you. Agility roll vs Strength or Agility (You
less than targets intellect, they notice. melee attack against a target in reach of at Pressing Attack: If attack exceeds Target’s
least one ally, you roll with 1 boon. Does not choose). On 20+ you may use a reaction to
Agility +5, you impose 1 bane on the next attempt to grab the creature that grabbed
apply to a creature Size +2 or more than you. roll the target makes to attack before your
• Retrieve an item from your backpack or you.
Minor Activities (pg. 44) some other container you carry. Long-Range Shooting: Ranged attack up to
twice the range with 1 bane.
next turn.
You can perform minor activities chosen • Pick something up off the ground.
from the following options by expending 2 High Ground: When higher, roll with 1
yards of movement for each.
• Pull a lever or �lip a switch. boon. Other Combat Index Mounts & Vehicles:
Mounted Rules - pg. 43
Movement Complications:
pg. 45
• Draw or stow a weapon. Within Reach of an Enemy: Ranged attacks
• Open an unlocked door, a chest, or some Other sections that might be Obstacles & Terrain: Chases:
• Any other physical activity that involves while within reach of any enemies have 1 useful
other container in your reach. Terrain Effects - pg. 44 Chase Rules - pg. 52
movement and does not require an bane.
• Open an unlocked door, a chest, or some Combat: General Combat Falling: -1 Health per yard
attribute roll to perform or resist it. Obscurement: Roll with 1 bane while you
other container in your reach. Rules - pg. 41 pg. 44
or enemy is obscured.