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Weird Wizard Cheat Sheet V32

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0% found this document useful (0 votes)
1K views2 pages

Weird Wizard Cheat Sheet V32

Uploaded by

binhccchinh
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Shadow of the Weird Wizard Cheat Sheet - General, Traits, & Afflictions

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.

Afflictions (pg. 29) when your controller does and it


decides what you do.
Held: Your speed drops to 0, and
creatures rolling against your Agility
have an automatic success.
Poisoned: -1d6 health at the end of
each round. You make attribute rolls
with 1 bane, and grant 1 boon on
Stunned: You cannot use actions or
reactions. Your speed drops to 0.
Rolls against you are granted 2
uses an action to hurt or wake you.
A loud noise might remove the
af�liction with a luck roll.
Blinded: You treat all creatures and Cursed: You make luck rolls with 1
rolls against you. boons, and you make attribute rolls
objects as if they were invisible and bane. Impaired: The attribute affected by Vulnerable: +1 Boon on rolls to
with 2 banes.
must guess the target’s location the impaired condition rolls with 1 Prone: You cannot use reactions. attack you or against your
Deafened: You cannot hear. You
using your other senses, usually 3 bane, and rolls against it have 1 Grant 1 boon on rolls made to attack Unconscious: You cannot use attributes.
cannot make use of reactions that
Banes. You cannot make use of boon. you with melee weapons, and 1 actions or reactions. Your speed
rely on hearing and are not subject Weakened: You make Strength and
reactions that rely on sight. Your bane on rolls made to attack you drops to 0. Rolls against you are
to effects that depend on hearing. On Fire: 1d6 damage at the end of Agility rolls with 1 bane, and grant 1
speed is halved. with ranged weapons. You may use granted 3 boons, and you make
each round until �ire is extinguished, boon on rolls against your Strength
Frightened: You make attribute your movement to crawl or stand attribute rolls with 3 banes.
Confused: You cannot use reactions normally through a successful luck and Agility. Your speed is halved and
rolls with 1 bane and you grant 1 up.
and you make Intellect and Will rolls roll. You may be able to use an Asleep: If you are unconscious you cannot bene�it from increases to
boon on attribute rolls against you Slowed: Your speed drops to 2 if
with 1 Bane. action to overcome the �lames, with because you are sleeping, you stop your speed.
while you see the source of your higher, and you cannot bene�it from
+1 boon if prone. being unconscious when a creature
Controlled: You take your turn fear. increases to speed.
Shadow of the Weird Wizard Cheat Sheet - Combat
Combat Movement (pg. 41) Actions in Combat (pg. 26) Throw: Throw object up to 10 yards, or 5 if
it requires two hands. Aerodynamic objects
travel up to three times as far.
Invisible: If you can’t see the target but
know roughly where it is, roll with 3 banes. Unarmed Attacks (pg. 50)
Climb: 1 yard of movement for 2 yards you Attack: You use a weapon or an unarmed Cover: Partial cover - 1 bane to attack / 1 Unarmed Strike: Choose one creature and
expend. You grant 1 boon on rolls against strike to attack a target. To toss an object to another creature, make boon to defend. make a Strength roll with 1 bane against the
your defense and agility while you climb. an Agility roll. On a success, the creature target’s Defense. On a success, the target
Crawl: 1 yard of movement for 2 yards you
Cast a Spell: You cast a spell you have
learned or read from an inscription or an
can Catch (Reaction).o On a failure it lands
in a space within a few yards of the target.
Bonus Damage (pg. 49) takes 1d6 damage, or 1 damage if it is larger
than you.
expend. object that contains the spell. Applied once per round on a successful
Use a Talent or Trait: Use a talent or trait Shove: Shove a creature away from you.
attack.
Prone: You can expend 1 yard of Defend: Until the end of your next time, that requires an action Choose one creature whose Size is no more
movement to drop to the surface on which the �irst time any creature succeeds on a Multiple Attacks: Must have +2d6 Bonus than 2 larger. Strength roll against their
Use an Item: You use an item that you
you are standing. You become prone. roll to attack you, make a luck roll. On a wield. Damage. For every 2d6 bonus damage Strength. If you have a shield, roll with 1
success, you turn the creatures success into expended you can make another attack as boon, and 1 boon if you moved 5 yards
Fly: You move 2 yards for every yard of Do Something Else: The activities
a failure. part of the same action, but each must be previously. On a success, you push the target
movement you expend. described above represent the most against a different target. a number of yards equal to your Strength
Disarm: Choose a creature of your Size or common actions in combat, but they are
Jump: Expend 2 yards of movement to modi�ier (minimum 1). If the target is larger,
smaller when you attack it. You roll with 1 not exhaustive. Wielding Two Weapons: You can attack
jump or leap. You can jump up to a number it moves half the distance (minimum 0)
bane if melee, 2 banes if improvised, or 3 with either weapon in your hand. If one of
of inches equal to your height in feet, twice instead. On a 20+, the target falls prone.
this number if running. You can double
your jump height with a successful Agility
banes if a ranged attack.
On a success, deal no damage, the target
makes an Agility roll. For every 2 bonus
Reactions (pg. 28) the weapons can be wielded in an off-hand
grip you attack using your main-hand
weapon, and add the damage dice for the
Trip: Choose a creature who is no more
than 2 larger. Agility roll against the target’s
roll. Catch: When a tossed object moves into
damage dice assigned to this attack, you your reach, make an Agility roll. If the object weapon in your off-hand as extra damage choice of Strength or Agility. If you have a
Leap: You can leap a distance equal to half impose 1 bane on that roll. On failure, the for the attack. shield, roll with 1 boon. On a success, the
is a weapon, roll with 1 bane.
your height, or your full height if your are target drops one object it holds in it’s they fall prone. On a 20+, the target’s Speed
running. You can double your leap distance
with a Strength roll.
hands. You can use a reaction to catch the
object.
Cover Ally: When an enemy attacks an ally
within your reach, you can switch the Attack Options (pg. 30) drops to 0 for the round.
Grab: Choose a creature who is no more
enemy’s target from the ally to yourself. You may make extra maneuvers at the
Mount & Dismount: You can expend 3 End a Magical Effect: You end a magical than 1 larger than you. Strength or Agility
yards of movement to mount a friendly Dodge: When attacked, or something rolls expense of your weapons damage, if you roll against the target's Agility. You succeed
effect you created.
against your Agility, impose 1 bane on the meet your requirements. The weapon’s automatically against a held creature. On a
creature with the mount trait within reach.
Find: You search within 5 yards for a roll or roll with 1 boon. damage does not contribute to the damage success, the target becomes held by you
Retreat: You can move out of reach of an hidden creature, object, or other feature. dealt by the attack, only Bonus Damage.
Free Attack: Attack an enemy that willingly until the end of your next turn. The effect
enemy to prevent them from making a free ends if you become confused, controlled,
Help: Grant one creature within 5 yards a moves out of your reach without retreating. Disrupting Attack: If attack exceeds
attack against you. For each yard you stunned, unconscious, or move without
boon. Target’s will +5, grant 1 boon on next roll to
would move, expend 1 extra yard of Take the Initiative: If you’re aware of your attack it before next turn. dragging.
movement. You cannot stop in reach of Hide: Make an agility roll when out of enemies at the start of a round, take your
another enemy. sight. turn immediately before they take theirs. Driving Attack: If wielding a one or two You can use an action to continue an active
handed weapon or shield, and attack grab until the end of your next turn
Sneak: For every 2 yards of movement you Hinder: Give a creature within 5 yards of Heavy armor and some effects limit when
you can Take the Initiative exceeds Target’s Strength +5, push them up Drag: Strength vs Strength. On success, you
expend, you sneak 1 yard and make no you one bane. to 5 yards.
more sound than a whisper during your move as normal and the target moves with
Overcome: Attempt to overcome an Withstand: When a creature rolls against
movement. Feinting Attack: If wielding a one handed you. On a failure, moving ends the drag.
af�liction without a permanent duration. your Strength, or you resist a harmful effect
If you wear heavy armor or are attempting or off handed weapon, and attack exceeds Wrestle: Strength or Agility vs Strength or
Roll relevant attribute, or (Luck Ends) if with Strength, impose 1 bane on the roll or
to move across a noisy surface the sage Target’s Intellect +5, you gain the Slippery Agility (Target’s choice) of grabbed creature.
applicable. roll with 1 boon.
may require you to make an agility roll. movement trait until the end of your turn. On a success, choose one:
Stand Up: If you are prone, you can expend
4 yards of movement to stand up, ending
Run: Triple your speed score until the end
of your turn. Combat Circumstances (pg. 29) Guarded Attack: If you have a shield and
get a success on your attack roll, impose 1
- The target falls prone, grab ends.

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.

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