Adventure Sheet
StatsThis book gives you your Skill, Stamina and Luck as the story goes, rather than by dice at the outset, so enter them here yourself as it tells you. Every other roll is yours to make too.
Crew
Ship & Luck
Planets
Combat
Resources
Journal & Dice
User Guide
This interactive Adventure Sheet replaces the pencil-and-paper sheet at the front of your Fighting Fantasy gamebook. It keeps track of your hero, rolls the dice, runs your battles and saves your progress as you go.
One sheet per book
Choose your gamebook from the Book menu at the top. Every sheet is tailored to the rules of that individual book, so it only shows what that adventure needs. Boxes the book doesn't use are hidden, and extra scores or rules are added where the book has them. Gold and Provisions start at zero on every sheet, so set them to whatever your book gives you at the start of the adventure.
Some examples of book-specific features:
- Extra scores such as Magic, Fear, Honour, Willpower or Rating, rolled or set as the book describes.
- Spell lists with a Cast button that counts down how many of each spell you have left. Where a spell restores Skill, Stamina or Luck, casting it applies the effect for you.
- Tick-box trackers such as a Time Sheet, which fills in order one box at a time, or a Special Skills list, which in some books limits how many you may choose.
- Special rules built into combat, such as a signature weapon that kills outright on a double 6.
- Pop-up reminders telling you which paragraph to turn to when a score or tracker reaches a key point, for example when your Honour reaches zero.
- A few books use a system of their own and replace the sheet completely. Starship Traveller, for instance, gives you a crew of seven, a ship with Weapons Strength and Shields, and separate hand-to-hand, phaser and ship-to-ship combat.
The sheet also changes its skin to suit the book. Most are a parchment scroll. The science fiction books, Starship Traveller, Space Assassin, Rings of Kether, Robot Commando, Rebel Planet and Star Strider, switch to a ship's console, in dark blues and cyan except for Star Strider, which takes the black and bright yellow of its own cover, Sky Lord takes the garish yellow and red of its own cover, Freeway Fighter is cracked asphalt, bare steel and hazard stripes, Appointment with F.E.A.R. is drawn as a comic page in halftone dots, Seas of Blood and Bloodbones are a weathered sea chart with rope at its edges, and Demons of the Deep is sunlit water over a sandy sea floor. Everything works exactly the same whichever skin you are looking at.
Each book keeps its own separate character, so you can switch between books without losing your place in any of them.
Creating your hero
Press Roll New Character to roll Skill, Stamina and Luck (plus any extra scores the book uses) with that book's dice. On Starship Traveller the same button reads Roll Crew & Ship and rolls the whole crew, the ship and Luck. Your Initial and Current scores are filled in for you. Type your hero's name in the Name box. If you would rather roll real dice, you can type your scores in yourself.
Your scores
Each score has an Initial value and a Current value. Use the ▲ and ▼ buttons, or type a number, to change them as the book tells you. A Current score can never go above its Initial value, as the rules require.
Test your Luck rolls two dice for you. If the total is equal to or less than your current Luck you are Lucky. Your Luck is then reduced by 1 automatically, whatever the result. In books that use Luck in a fight this button is held back while a battle is running, because the combat panel offers the test at the right moment instead.
Test your Skill rolls two dice against your current Skill. Roll your Skill or under and you have succeeded. The crucial difference from Testing your Luck is that it costs you nothing: your Skill is untouched either way. The button is on every book as a convenience, but the test itself is only called for where a book's own rules describe it, so use it when a paragraph asks you to and leave it alone otherwise.
Test your Willpower appears in Beneath Nightmare Castle, where Willpower is a second score of its own rolled on one die plus 6. It is tested exactly as Luck is, two dice equal to or under your current score, and a point comes off whatever the outcome. The catch is that once your Willpower is below 6 a failed test costs you your sanity and ends the adventure, so the sheet watches for that and tells you when it happens.
Resources
- Weapon: name your weapon and set any Attack Strength bonus or penalty it gives. This is added to every battle automatically.
- Equipment and Treasure: add items one at a time and remove them when they are used or lost.
- Gold and Provisions: adjust with the + and − buttons. Eat one restores 4 Stamina (never above your Initial Stamina) and uses up a provision. You cannot eat during a fight.
- Magic Potion (where the book offers one): choose Skill, Strength or Fortune at the start, then press Drink when you need it. It restores the score for you and can only be used once.
- Healing Potion (Crypt of the Sorcerer): five doses to begin with, each worth 4 Stamina and never above your Initial score. It works like provisions, so you cannot drink during a fight, and you can add a dose with the + button if you find more.
Battles
In the Encounter box, enter your enemy's name, Skill and Stamina, then press Fight Attack Round. For each round the sheet:
- rolls two dice for each side and works out both Attack Strengths, including your weapon bonus;
- deducts 2 Stamina from whoever loses the round (nothing happens on a draw);
- offers you the chance to Test Luck after a wound, and adjusts the damage for you (Lucky: 4 damage to the enemy, or only 1 to you; Unlucky: only 1 to the enemy, or 3 to you). Books whose own rules do not use Luck in a fight, such as Space Assassin and Seas of Blood, never show this offer, and your Luck is left for the tests the book itself calls for;
- announces victory or defeat when a Stamina score reaches zero.
Fighting more than one at once
When the book sets several opponents on you together, put the one you mean to attack in the Encounter box and add the rest with Add opponent for multiple combat. Each gets a row of its own, with its name, Skill and Stamina and its own pair of dice.
- Every Attack Round, each of the others throws for its own Attack Strength and it is compared with yours. Every one that beats you wounds you for 2 Stamina, taken off both your Stamina box and the battle readout at once.
- You parry the ones you match or beat, so they cost you nothing, and none of them can be wounded in return: your blow goes to the opponent in the Encounter box, and only that one loses Stamina.
- Beat the one you are fighting and the sheet asks which of the rest you turn on. Choose one and it moves into the Encounter box and the fight carries straight on, or end the fight there if the book says the others break off.
- Five books are left out of this, because their own rules have you fight each opponent in turn rather than all at once: The Citadel of Chaos, House of Hell, Space Assassin, Chasms of Malice and Sky Lord.
Other combat tools:
- Temporary modifier: apply a bonus or penalty to your or your enemy's Attack Strength, for the whole fight or a set number of rounds, when the book tells you to.
- Escape: flee the fight at a cost of 2 Stamina, if the book allows it.
- Mark as defeated: record a win that happened some other way, such as a spell, a trap or the story itself. You'll be asked to write a short reason.
- Battle Record: keeps a line for every enemy you've faced and how each fight ended, and sits at the foot of the sheet. It covers every kind of fight a book has, so a gunfight in Space Assassin or a large-scale battle in Seas of Blood appears in the same list as your hand-to-hand fights, counted in its own rounds and its own score.
Books with a system of their own
A few books work so differently that they replace the sheet completely. Everything above about heroes, resources and the Encounter box belongs to the standard system and does not apply to them.
Starship Traveller puts you in command of a starship instead of a lone adventurer:
- Crew: a Captain, Science, Medical, Engineering and Security Officers, and two Security Guards, each with their own Skill and Stamina. The three officers marked * automatically fight at 3 points below their Skill, in both hand-to-hand and phaser combat.
- Ship: Weapons Strength and Shields, with a repair button for spaceports. You need to roll under Weapons Strength to score a hit, and once a ship's Shields reach zero the next hit destroys it.
- Planets: tick who beams down before you land. Leave planet restores Stamina to the whole crew: 2 points with your original Medical Officer, 1 with a promoted replacement, and none at all if the post is empty.
- Losing a crew member: Mark lost crosses someone off, and Stamina reaching zero does it automatically. Promote assistant then fills the post at Skill minus 2 with freshly rolled Stamina. Assistants may never beam down. If the Captain dies, the mission is over.
- Three kinds of combat, each with its own panel: hand-to-hand, fought in simultaneous rounds at 2 Stamina a wound with no Luck tests, with buttons for the spare alien and for an extra attacker when two gang up on one; phaser, set to stun or kill with a modifier for target size or movement; and ship-to-ship, where the two ships fire in turn (a banner shows whose shot is next and the round number) and damage is 2, 4 or 6 points depending on the target's Shields and the double 6 rule.
Space Assassin keeps the usual hero and the usual hand-to-hand combat, but adds a layer of hardware:
- Armour sits beside your other scores. When a shot hits you, two dice are rolled: equal to or under your Armour and it is stopped, over and the blast wounds you. Either way the test costs 1 Armour point.
- Arms and armour are bought with points rolled on one die. A lash or a blaster must come first, then grenades, gravity bombs or extra Armour at half a point each.
- Energizer Tablets replace provisions. Each one restores 5 Stamina, never above your Initial score, and you start with four.
- Gunfire has its own panel: two dice under your Skill to hit, damage of 2 for a lash, one die for a blaster or grenade and 1 unarmed, then return fire against your armour. A round is the two shots, yours and theirs, so pressing Fire again after the opponents have shot back simply opens the next round. Each gunfight is added to the Battle Record when it ends.
- You may carry only five items, weapons aside, and the equipment box keeps count.
Sword of the Samurai gives you Honour and one Special Skill, chosen at the start and kept for the whole adventure:
- Kyujutsu issues the bow and twelve arrows, three of each type, and the quiver keeps count. Pick an arrow and press Fire: two dice under your Skill hits, and the damage comes off whoever is in the combat panel (willow-leaf 2, bowel-raker 3, armour-piercer 2, humming bulb 1). The arrow is spent either way.
- Iaijutsu is applied on round 1 of every fight: you hit automatically for 3 Stamina whatever the enemy's Skill, and it does not strike back that round.
- Karumijutsu has nothing to work out, as the book tells you when you may leap.
- Ni-to-Kenjutsu watches your two dice. Roll 9 or more and a Second attack button appears: your enemy cannot damage you in it, and a second 9 never earns a third attack.
- Honour starts at 3. Reaching zero brings up the instruction to turn to 99.
Freeway Fighter puts you behind the wheel of a Dodge Interceptor, with three ways to fight:
- The Interceptor has its own box, with Firepower rolled on one die plus 6 and Armour on two dice plus 24, four rockets, three canisters of iron spikes, two of oil, two spare wheels, and space for fuel and modifications. Your own Stamina is two dice plus 24, and the Med-Kit holds ten packs worth 4 Stamina each, which cannot be used during a fight.
- Hand Fighting is a knockout rather than a fight to the death. A bare-handed punch costs 1 Stamina, a hand-held weapon costs whatever the book rules, which you set in the panel, and the first to lose 6 Stamina is knocked out. Losing 6 ends it for you but does not kill you, while reaching zero Stamina does.
- Shooting uses the same Attack Strengths but rolls one die for the damage of every hit, shown under the scoreboard as it is rolled, and runs until a Stamina score reaches zero. Both live in the same panel, chosen at the top.
- Vehicle Combat has its own panel, where Attack Strength comes from Firepower instead of Skill and a hit rolls one die off the other vehicle's Armour. At zero Armour a car is destroyed and its driver killed, yours included. A rocket may be launched before any Attack Round: the hit is automatic and destroys any target, and the rocket is deleted.
- The book gives no Luck procedure for these fights, so none of the three panels offers a Luck test. Test your Luck in the stats box when the book asks you to.
Rings of Kether makes you a Narcotics Investigator with a scout craft of your own, and fights on three footings:
- Alongside Skill, Stamina and Luck the stats row carries your craft's Shields, rolled on a single die, and its Weapons Strength, one die plus 6. The Armoury holds two Smart Missiles, and you begin with four Pep Pills worth 6 Stamina each and 5,000 kopecks. Unlike the other books' remedies, a Pep Pill may be taken at any time, a fight included, because the book says so.
- Blaster Combat is roll-under rather than Attack Strength. You roll two dice and hit by rolling under your Skill, taking 4 Stamina off the one you are aiming at. Add every opponent to the panel and choose your target with the radio button: whoever is still alive then fires back together, each rolling under its own Skill for 4 off your Stamina, and only the one you chose can be wounded.
- Ship-to-Ship Combat works the same way with Weapons Strength in place of Skill, and a hit takes 1 Shield rather than 4 Stamina. Add every enemy vessel, pick which one your phasers fire at, and choose a ship for a Smart Missile if you want one: the missile destroys its target outright at the start of the round, before that ship can shoot back, and is then spent. Anything hit while its Shields already stand at zero is destroyed, your own craft included, and losing your craft kills you.
- Hand-to-Hand Combat is the familiar Fighting Fantasy system in the shared panel, with wounds of 2 Stamina. The book prints no Luck step for any of the three, so none of the panels offers a Luck test.
Appointment with F.E.A.R. makes you the Silver Crusader, and the sheet carries the whole of Titan City's paperwork:
- The Super Power box holds the four powers. Roll your character first, then choose a power and press the button under it to commit. Until you do, the rest of the sheet is closed: no fighting, no Test your Luck, and no clues. Committing opens it up, reveals that power's clue references and its own controls, and fixes the choice for the adventure, so resetting the sheet is the only way to take a different power. Three of the four leave your rolled Skill alone; Super Strength replaces it with the automatic 13 the book grants, and says so when you commit. Hero Points may fall below zero, since killing a criminal costs you one. Whichever you pick, the box prints that power's own pair of clue references, and Psi-Powers and Energy Blast each get a button that deducts the 2 Stamina a use costs.
- Energy Blast aims by rolling two dice against your Skill: equal to or under and the bolt hits, which on a human target is an automatic stun rather than a wound. Over your Skill and it misses, so the battle is fought the ordinary way or the text tells you what happens.
- Battles use the shared panel with the usual 2-point wounds and Luck, but you may not take a life. A villain reduced to 1 or 2 Stamina is semi-conscious and gives himself up, which ends the fight and goes into the Battle Record as a surrender. Reducing one to zero kills him: the sheet says so, docks a Hero Point automatically, and records the reason.
- Hero Points have their own counter and the Clues box sits under the adventure log. The Silver Crusader carries nothing, so the sheet shows no equipment and no weapon, and the Name box is filled in for you.
Rebel Planet sends you to Arcadion as an undercover agent, and fights in the shared combat panel with one addition:
- Your laser sword is already in the Weapon box, and it is only a weapon: it carries no rule of its own. Your pack is the anti-grav pack, which holds six items and no more, and SAROS starts you with 2,000 credits. A Code Clues box sits under the adventure log for the pieces of the code as you find them. There are no provisions, since rest and food have to be bought along the way.
- A selector at the top of the combat panel chooses Armed or Unarmed. Armed is the ordinary system, 2 Stamina a wound. Unarmed adds the sudden death rule: whenever your Attack Strength is the higher, one extra die is rolled beside the scoreboard. A 1 to 5 wounds for 2 as usual, and a 6 finds a pressure point that ends the fight on the spot, whatever Stamina your opponent had left.
- That rule is yours alone unless the book says the opponent is as skilled in unarmed combat as you are. Set Opponent as skilled as you to Yes when it does, and the same die is rolled whenever it beats you: on a 6 you are killed or left unconscious, the fight ends, and the book tells you which at the next reference.
- Luck works the usual way in battle, so the panel offers the test. There is no Escape in this adventure, so the sheet gives you no Escape button.
Sky Lord gives you a fourth score and a second kind of battle, and its sheet is a console rather than a scroll:
- Rating is your proficiency at the controls, rolled on one die: 1 to 3 gives a Rating of 3, and 4 to 6 gives 4. It decides who shoots first in a clash and nothing else.
- Personal Combat is the ordinary system, two dice plus Skill and 2 Stamina a wound, and you may Test Luck after a wound as usual.
- Combat-Weapon Clashes have their own panel and are not simultaneous. The higher Rating shoots first, and an equal Rating gives the enemy the first shot. One die is rolled against the firing craft's Lasers and a hit takes 2 Shields off the other craft. The book prints the first shot as a hit on equal to or under the Lasers, and the reply as a hit only on strictly under, so the sheet keeps the two apart. A craft destroyed by the first shot never returns fire, and Luck is never tested in a clash.
- Win a clash and Reinstate my Shields puts your craft back to the Shields it had when the clash began, because the energy banks regenerate. If the craft you beat outranked you, the same button raises your Rating by 1.
- You fly the Starspray, already filled in with its 4 lasers and 12 shield pods. Your vehicles keeps a garage of up to six craft, each remembering its own Shields, so a damaged skybike is still damaged when you come back to it. Describe a craft in the boxes below and press Save to add it, then Fly this to take it up.
- Provision Tablets replace provisions: ten to start, 4 Stamina each, never above your Initial Stamina and not during a fight. You also begin with 10 Credits and 10 Oxygen Supply Points, which the book spends for you as the story goes.
Creature of Havoc replaces the Encounter box with a combat panel built for packs, because you are a monster yourself:
- Everyone in the fight goes in a list, each with their own Skill and Stamina, and you choose with the button beside a name which one you are attacking in the coming round.
- A double on your two dice is a death-dealing blow: your chosen opponent dies on the spot and the round is not resolved at all, so nobody touches you that round.
- Being wounded costs you 1 Stamina rather than 2, and a successful Test Luck shrugs it off entirely, taking the wound to nothing. An unlucky test costs you 1 more.
- The rest of the pack is measured against the same Attack Strength you just rolled. Everyone who beats it lands a blow for 1 Stamina, so a bad round against three opponents costs 3. You can still wound nobody but the one you chose.
- The whole fight goes into the Battle Record as one line, naming everyone in it.
Midnight Rogue sends you out as a thief, so what you carry and what you were taught both matter:
- Equipment becomes your Backpack, which never holds more than six items and counts them for you. Your Provisions and your potion are fixed in the first two spaces, reading from their own boxes, so four spaces are free. Drinking the potion empties the bottle and frees its space. Your sword, clothing and money are not backpack items.
- Special Skills is a list of the seven taught at the Thieves' Guild, and you tick three. Once three are ticked the rest lock, so untick one to swap it, and a new character chooses again.
Battleblade Warrior runs on the standard system, with one limit worth knowing: your pack holds no more than four Provisions at a time, so Add one refuses a fifth and says so. Each one restores 4 Stamina as usual, and you may eat only one at a time. Its printed sheet has a Special Items box beside your Equipment and no Gold box, so neither does this one.
Armies of Death is the one book where you are not alone: you command an army, and some fights are settled army against army:
- Your Army is the Soldiers box from the printed sheet. You set out with 100 Warriors, 50 Dwarfs, 50 Elves and 20 Knights, and the sheet starts you with them. Add any race that joins you along the way, adjust a unit with its −5 and +5 buttons, and Restore the army you set out with puts it back if you want to begin again.
- Skirmish Battle is the panel for army against army. Name the enemy force and give its strength, and the sheet compares the two armies for you and shows whether your situation is Superior, Even or Inferior. Each round throws one die against the printed Skirmish Battle Results Table and takes the losses off whichever side the table names, always in blocks of five.
- When your own soldiers fall and more than one race is engaged, you choose which of them, exactly as page 12 allows: the sheet offers a button for each race and you take the losses five at a time. Where there is no choice to make, because only one race is left or the whole army is going, it is done for you.
- Fight on until one army is wiped out. Beat the enemy force and the field is yours; lose your own and you perish with it, and the Battle Record notes the skirmish either way, counted in rounds and soldiers lost.
- You do not start with Provisions in this book, so the sheet has no Provisions box, and only one weapon can be used at a time: two Magic Swords do not give you two Skill bonuses.
Vault of the Vampire sends you into Count Heydrich's castle with a fourth score of a kind no other book has:
- Faith is rolled on one die plus 3, so it begins between 4 and 9, and it is the one score on any sheet that may be raised above its Initial figure. Skill, Stamina and Luck are all held down to theirs, but Faith is not, so relics of Good and hard-won victories can carry it higher. Bear in mind that a high Faith cuts both ways: evil creatures fear your valour, but they are also more likely to notice you.
- Afflictions has a box of its own, for the curses and other sinister things that may beset you. Write them in when you incur them and clear them out again if you are brave, wise and lucky enough to be rid of them.
- Spells also has its own box, though you are no mage: you are a brave warrior, and the rare magic item is the only spell you are likely to cast.
- The printed sheet carries no Gold box, so neither does this one, and your Treasure and Items of Equipment Carried are there instead. You set out in leather armour with a sword and a shield, a backpack, and a lantern to light your way. Your Provisions box notes the ten meals you start with.
- Facing several enemies, page 11 has you fight them together or one after the other as the paragraph directs, so the multiple combat panel is here for when they come at you at once: add the others and each one throws against you every round while you strike at the one you choose.
Fangs of Fury is a race against time, and the sheet keeps the clock for you:
- The Citadel Walls are the fourteen Zamarran Walls of Defence, drawn here as the printed sheet draws them. Ostragoth the Grim's armies are breaking through them one by one on their way to the twelve Wizards in the Citadel, and the Bracelet on your wrist glows as each one falls. Click a Wall to haul down King Elidor's white flag and run up the black standard of the Alliance, or use Another Wall has been breached to blacken the next one in order. Click a Wall again if you flew its flag in error. When all fourteen fly the black standard your time has run out and the Bracelet kills you where you stand.
- Cubes has the two sections the printed sheet has. The four Black Cubes you are given at the outset are already in the upper section, and the lower one is a free space for whatever the book has you set down there.
- Gems counts your jewels by type, since Star Crystals, Blue Gems and Yellow Gems are not worth the same, with a line for any other kind you come by. Your Gold Coins box notes the 10 you set out with; Zamarran coins are small, so you may carry as many as you can find. There is no Treasure box, because the printed sheet keeps Gems and Cubes instead.
- Clues & Objects Found is the box of that name from the printed sheet, beside your ordinary Journal.
- Your one bottle is chosen in the usual way from Skill, Strength and Fortune, and holds a single measure. Provisions run to ten meals at 4 Stamina each. Facing several creatures, page 11 leaves it to the paragraph you are on: usually you fight them one after the other, but when it sends them at you together the multiple combat panel is here for it, so add the others and each one throws against you every round while you strike at the one you choose.
Dead of Night makes you a Templar demon-stalker, and gives you a fourth score to watch:
- Evil sits beside Skill, Stamina and Luck. No dice are rolled for it: you always begin at zero, and unlike every other score it only ever rises and is never held down to its Initial level. Raise it with its ▲ button whenever the book says to, and keep it as low as you can. Test your Evil throws two dice and reports the total against your score; the book decides what that means, since the rules say the paragraph calling for the test gives its own instructions.
- Talents lists the seven you trained in. You choose three to begin with, and the list does not lock at three, because the book may grant you a further Talent as you play: tick it when it does. Remember that Dark Veil was learnt from the study of Demons, so using it raises your Evil, and Heal works only on others except in the greatest peril.
- Holy Water holds the three vials you set out with, and Nightbane, your sword of finest steel, is already in the Weapon box. You wear no armour. Your 10 Gold Pieces, your silver Cross and anything else you keep go in Gold Pieces and Equipment, since this book has no Treasure box.
- This is one of the books that does use the multiple combat rule: when several enemies come at you at once, each makes its own attack every round while you strike at the one you choose, so the Add opponent button is here.
Night Dragon starts you as a seasoned adventurer, and gives you two scores and a clock to watch:
- Two Points to Spend sits under your scores. You are experienced, so once you have rolled, you have two points to put into Skill +1, Luck +1 or Stamina +2. Each may be taken only once, so you cannot put both into Skill, and neither Skill nor Luck may go above 12, which the sheet enforces. Take them back undoes the lot if you change your mind.
- Honour begins at zero and measures your readiness to help others and to keep your word. Chances to raise it are few, and behaving badly loses it, so unusually among the scores on any of these sheets, Honour here may go below zero, and the sheet lets it.
- Nemesis also begins at zero, and climbs as your enemies learn of you. The higher it goes the harder they try to strike you down, and the more readily their enemies help you.
- Time Track is the race you are running: zero at the start, added to when a paragraph says so, and the higher it climbs the harder your final task will be.
- Fighting more than one creature works differently in this book, so the multiple combat panel does too. Everyone throws, you included, and only the single highest Attack Strength lands a blow. If yours is highest you choose which of them to strike; if one of theirs is highest, that one wounds you and the others do nothing; and if two of them are level at the top, nobody lands anything at all. The round log names who came out highest.
- Spend 1 Luck on a roll is beside Test your Luck, for the times the book offers to improve a roll for a point of Luck, which you must decide before you throw. Provisions run to twelve and no more, you set out with a sword, leather armour, a shield and a lantern, and your gold is 2 dice plus 3. Poisoned weapons do damage on top of the usual 2 points, and herbal antidotes answer only the poison, never the wound.
Island of the Undead puts you ashore with almost nothing, and gives you a fourth score:
- Presence is your force of personality and your will to survive. It is rolled unlike anything else here: one die, halved and rounded up, plus 4, so it always begins between 5 and 7. It is the one score besides Faith that may be raised above its Initial figure, and the sheet holds it to the ceiling of 12 that page 15 sets. A high Presence impresses the people and creatures you meet, but it also draws the attention of things that hate the living.
- Sword & Shield holds the two things you come ashore without, and both cost you until you find them. With no shield you fight 1 point below your Skill. With only your knife, every blow you land throws a die: a 5 or 6 and it goes in cleanly for the usual 2 points, a 1 to 4 and it only scores for 1. The round log shows that die each time. Tick the sword when you find one and it writes itself into the Weapon box.
- Provisions run to twelve meals at 4 Stamina each, and you may never carry more than twelve, so the sheet refuses a thirteenth. Your Treasure box takes Gold Pieces and valuables alike, since the printed sheet has no separate Gold box, and it is worth keeping your empty potion bottles: they come in handy as containers.
- Facing several creatures, page 10 leaves it to the paragraph, so the multiple combat panel is here for when they come at you together.
Siege of Sardath arms you with a bow as well as a sword, and puts you on a clock:
- Bow & Arrows is Sorrel's bow and the quiver, which never holds more than 6 arrows. Fire an arrow throws two dice against your current Skill: roll your Skill or under and the arrow strikes for 2 Stamina, taken straight off the enemy in the Encounter panel. A miss can still be retrieved: Test your Luck for the shot appears, and a Lucky throw turns the arrow in the air and puts it in after all. An Unlucky one snaps the bow-string, and the sheet will not let you fire again until your opponent is dead, when Restring the bow appears. Fire only as many arrows as the paragraph allows: the sheet counts them, but the book sets the limit.
- Bundles of Herbs is your Herb Lore, and takes the place of Provisions in this book: you set out with five, and each one restores up to 4 Stamina, never above your Initial score.
- Day of the Week is the Allansian week: Stormsday, Moonsday, Fireday, Earthday, Windsday, Seaday and Highday. Tick each day as it dawns and the days run in order, so only the next one can be ticked. Your adventure begins in the middle of Highday night, which is why the first day you tick is Stormsday, if you make it through to the morning.
- You set out with 15 Gold Pieces, light leather armour, your Council Signet Ring and a sword forged by the Dwarven smiths of Sardath. Lose that sword and you fight 2 points below your Attack Strength until you find another weapon, which the Weapon box will hold for you.
- Facing several opponents, page 14 has them all attack while you strike at one of your choosing, which is exactly what the multiple combat panel does.
The Crimson Tide is the one book where you start as a child, and its sheet works differently for it:
- The scores are rolled low, because a peasant child of thirteen is no warrior: Skill is one die with nothing added, Stamina two dice, and only Luck is the usual one die plus 6. Ferocity is one die plus half your Stamina, rounded up, and the sheet works it out from the Stamina it has just rolled for you.
- Skill, Stamina and Luck are labelled Permanent and Temporary here, as the printed sheet labels them, rather than Initial and Current. Combat always comes off Temporary Stamina, and Provisions never carry it above the Permanent figure. Your Skill is the exception to the sheet's usual rule: it is free to climb past its Permanent figure, because until you are eighteen you are still growing into it.
- Ferocity is your thirst for vengeance, useful in a fight but hard to control. It rises and falls as the book directs, and if it reaches zero the sheet stops you: note the paragraph you are on and turn at once to paragraph 200.
- Age starts at 13 and changes only when a paragraph says so. Age increases does the whole rule in one click: say how many years have passed, and it adds them, takes 2 Ferocity and returns your Temporary Stamina to its Permanent value, since time is a great healer. Note that the two things that follow happen once for the increase, not once for each year of it, so a jump of three years costs the same 2 Ferocity as a jump of one. Your Age only ever goes up, and stops at 18: the box will not take a smaller figure, nor carry you past eighteen. From eighteen the box reminds you that Skill and Permanent Stamina can rise no further, and that only a special weapon will raise your Skill after that.
- Money is the sheet's own name for its coin box, and your Equipment List starts with nothing but the clothes you stand up in and a wooden sword, which is already in the Weapon box. Provisions begin at none and are acquired as you go.
Tower of Destruction sends you north to the Ice Palace, and two things are counted on the way:
- Honour sits beside Skill, Stamina and Luck. No dice are rolled for it: your Initial Honour is 6. It is your sense of decency, fairness and justice, with a further meaning in this book of respect for the dead, and it rises and falls with the deeds you do and the selfish ones you refuse. A high Honour has its advantages, but there are moments when you must behave selfishly to get something you need, so you are treading a line. Unlike Sword of the Samurai, reaching zero here is not an event in itself, so the sheet does not interrupt you.
- Time Elapsed counts the days between setting out and reaching the Palace. Every time you stop for the night to sleep a day has passed, so Stopped for the night adds one. Time matters only in that first part of the adventure.
- Crossbow holds the bolts you may come by along the way. Fire a bolt takes one off and tells you how many are left, and with none left the sheet reminds you that the crossbow is no weapon at all until you find more.
- Provisions run to ten meals at 4 Stamina each, and you may never carry more than ten at a time, so the sheet refuses an eleventh. A meal you are told to eat costs a Provision and restores nothing, and with none left it costs 2 Stamina instead.
- You set out with a sword, a shield and leather armour trimmed with furs, and a backpack holding a thick fur blanket and a lantern. There is no Gold box and no Treasure box on the printed sheet, so what you find goes in the Equipment List.
Spectral Stalkers hunts you across the Spheres, and the sheet keeps the hunt for you:
- Trail sits beside Skill, Stamina and Luck. No dice are rolled for it: your Initial Trail is 0, and it rises whenever the book tells you to add a point, which it does when you linger somewhere long enough to leave a wake of psychic energy behind you. Test your Trail Score throws three dice, and the comparison runs the opposite way to Luck: roll your Trail score or more and you are still undetected, roll under it and the Spectral Stalkers have found you, and the sheet says so. Since the book usually has you add a point and test at once, Add 1, then test does both in one click. At Trail 0 three dice cannot fall short, so the danger is entirely of your own making: the longer you linger, the likelier they are to run you down.
- Potions & Magical Items has a box of its own, as on the printed sheet, and your Equipment box is renamed Other Objects and Equipment to match it. There is no Treasure box, because the printed sheet has none, and the usual three bottles are not offered here: this book's potions are whatever you find, written in.
- You set out with your trusty sword, a full purse and Provisions for only two meals, so the Provisions box says as much. A meal restores up to 4 Stamina as usual, and there are times when you will have to eat simply to avoid losing Stamina rather than to regain it.
- Facing several opponents, page 9 leaves it to the paragraph: sometimes they count as one, sometimes you fight them in turn, and sometimes they all attack while you strike back at one of them. That last case is what the multiple combat panel is for.
Black Vein Prophecy is the plainest sheet here, and deliberately so. Its printed Adventure Sheet carries only Skill, Stamina, Luck, Treasure, Provisions Remaining, an Equipment List and Notes, and that is exactly what you get. There is no Roll New Character button, because this book hands you your scores as the story goes rather than by dice at the outset: type them into the Initial and Current boxes as it tells you, and make every other roll yourself with the Spare Dice. Battles, Luck, Provisions and the multiple combat panel all work in the usual way.
Master of Chaos starts you with nothing whatever, so the sheet keeps track of what that costs you:
- Equipment, under the Weapon box, holds the four things page 15 turns into hard numbers: leather armour, a shield, a sword and a backpack. You begin with none of them, and tick each one as you buy it. Until you have both armour and a shield you are an easy target, so the sheet fights you at 2 points below your Skill and says so in the Encounter panel and the round log. Until you have a sword you fight with your fists, for 1 point of damage instead of 2: a Lucky blow doubles that to 2 rather than 4, and an Unlucky one glances off for no damage at all.
- The backpack decides your food. Without one you may carry no more than 4 meals; with one, up to 12. Put the pack down again and anything over four is left behind. Each meal restores 4 Stamina as usual.
- Notoriety sits beside Skill, Stamina and Luck. No dice are rolled for it: you arrive in Ashkyos anonymous, on zero, and it rises whenever the militia or the public notice you. Reach 8 and the sheet tells you that you may not stay in the town any longer. The longer you can stay, the more money you can make and the better equipped you set out, so it is worth keeping low.
- Skills are the six you may have learnt: Acute Hearing, Animal Wisdom, Blindsight, Climbing, Move Silently and Tracking. Pick any three, and the rest lock, since page 16 allows no more than three. Do not confuse them with your Skill score, which is your fighting prowess.
- Gold Pieces counts the coin you have made in Ashkyos, Treasure holds the valuables you come by, and Other Possessions is the list of everything else you pick up. There is no potion in this book, because the printed sheet has none.
- Facing several creatures, page 10 leaves it to the paragraph: sometimes all together, sometimes each in turn, so the multiple combat panel is here for when they come at you at once.
Daggers of Darkness sends you into Kazan with poison already in your veins:
- Poison Units is the outline figure from the printed sheet, drawn here so you can click it. When the book tells you to mark off a Poison unit, click an area to shade it. The first may go anywhere; after that the poison spreads, so each new area must touch one already shaded, and the ones it could creep into next are tinted to show you. Mark off 1 and Mark off 3 let it find its own way when the book asks for several at once. Shade the whole figure and your adventure is over: the poison has completed its fell task.
- Medallions lists the six regions of Kazan. Tick each Medallion you win, and every one you hold lets you walk away from three lost fights. The button restores your Stamina to 4 and records the fight as won, then takes 1 Skill, 1 Luck and 3 Poison units as the price, exactly as page 16 sets out. The count beside it shows how many uses you have left.
- Abilities has a box of its own, as on the printed sheet, and there is no Treasure box because the book has none. Your Gold Coins box notes that one of your six is sewn into your boot as a lucky piece and is not to be spent unless the book says so.
- Facing several creatures, this book has you fight each one in turn, so it carries no multiple combat: use the Encounter box once for each of them.
Chasms of Malice sends you into the Bazouk-haunted chasms with a cat goddess at your side:
- Tabasha the Bazouk aids you nine times in all, and the panel marks each call off in order. One of those calls restores an Initial score: choose Skill or Luck before you set off, since she grants it only once. Skill restores your Skill to its Initial level; Luck restores your Luck and raises that Initial by 1 point. The choice locks once she has granted it, and neither favour may be asked for during a battle.
- One-Strike Combat is for a high ledge or a rope bridge, where there is no room for a full fight. Two dice are thrown for each side and no Skill is added at all. The higher throw knocks the other off to their doom, and equal throws are thrown again. It is settled in a single winning throw, so it goes into the Battle Record with no rounds.
- The Seven Khuddam of Orghuz are listed on the sheet: Geshrak, Gurskut, Friankara, Barkek, Griffkek, Churka and Kahhrac. Tick each one off as you beat it in combat.
- Provisions start at five meals, each worth 4 Stamina. A Fuel box records what you find for cooking, and when the book tells you the meal was cooked, a second button adds the further 2 Stamina.
- Your notes are split the way the printed sheet splits them, with a Spells box and a Cyphers box beside the ordinary Journal. Battles and Luck work in the usual way, and the sheet has no Gold box, because the printed one has none.
Robot Commando lets you pilot the robots you find, so it carries a garage and a second fighting system:
- Your Robots notes down every robot you come across, up to six, each with its Armour, its Speed, its Combat Bonus and a line for its special abilities and the reference you found it at. You may pilot only one at a time, so Pilot this moves you into another and Leave it puts you back on foot. A robot has Armour in place of Stamina, and a Combat Bonus may be negative, since some robots are badly suited to fighting.
- Robot Combat is used whenever you are fighting in your robot, or the enemy has Skill, Armour and Speed rather than Skill and Stamina. Both sides roll two dice and add their Skill, with your Combat Bonus on your side and 1 more Attack Strength for whichever is the faster. The higher total takes 2 Armour off the other.
- Losing a robot is not dying. At zero Armour your robot is destroyed and you are put back on foot, but your own Stamina is untouched unless the book says otherwise, and you may carry on in another robot.
- Escape from a robot battle is offered only when your robot is faster than the foe, as the rules require, and it costs 2 Armour as you go.
- Luck works the usual way in both kinds of fight, taking an extra 2 or restoring 1 against Armour rather than Stamina when you are in a robot.
- Fights on foot still use the Enemy Encounter panel above, where your weapon bonus applies. A robot's Combat Bonus applies only in Robot Combat, which is why a fine sword is no use once you are at the controls. Your Possessions begin as your sword and five Medikits, each worth 1 Stamina and usable only after a battle.
Star Strider sends you to Gromulus against the clock, so the sheet carries a fourth score and a mission timer:
- Fear is your Fear Factor, rolled on one die plus 6. Test your Fear Factor works exactly as a Luck test, two dice equal to or under the score and your nerve holds, but the score never changes all mission, so nothing is deducted for the test. Fail one and the book may take points off your Skill and Stamina.
- Time starts at 48 units and counts down. Take units off with the buttons as the book tells you to, and at zero the sheet warns you that the Gromulans have the defence codes and the mission is lost.
- This opponent is an Android is a tick box in the Encounter panel. While it is ticked, throwing a double 6 on your own two dice at any time in the fight finds the weak spot and de-activates the Android on the spot, whatever Stamina it had left. The tick clears itself when you move on to the next opponent.
- Physical Task rolls one die and adds your current Stamina, for jumping, leaping, swimming and the like. It shows you the total to note down and leaves your real Stamina alone, as the book insists. Special encounters such as aerial combat work the same way: note them in your Journal rather than on your real scores.
- The printed combat sequence never calls for a Luck test and gives no way of escaping a fight, so the panel offers neither. Test your Luck is still there for the tests the book itself asks for.
- Oxygen holds twenty units and will not go above that however you top it up. Spend them when the book tells you to.
- The printed Adventure Sheet carries Time, Clues, Oxygen and your four scores, and no Gold, Provisions or Equipment, so neither does this one. You are armed with the Catchman.
Phantoms of Fear makes you a Wood Elf shaman, so you carry a fourth score and a foot in another world:
- Power is rolled on two dice plus 6 and sits beside your other scores. It is what you spend on spells and what carries you through a dream. Alone among your scores it may rise above its Initial value, so the sheet lets it, while Skill, Stamina and Luck are held to theirs as usual.
- Spells & Dreaming holds the six spells a shaman knows: Protect, Illusion, Weaken, Levitation, Finding and Fire. Each casting costs 1 Power, and the Cast buttons lock when your Power runs out. Casting Weaken during a fight takes the 4 Stamina off your opponent for you; the rest are resolved from the book, and each lasts no more than a quarter of an hour.
- Awake or asleep is the switch at the top of that panel. Spells can be cast only in the real world, so the whole list locks while you are dreaming. Set it back to awake when you wake up.
- Dream battles run in the ordinary Encounter box, but losing one is not a death. At zero Stamina the sheet tells you that a dream cannot really kill you, and reminds you that it may cost you Power instead. Win one and it says your Power may rise. The book names the amount in each case; the sheet does not guess it.
- The printed Adventure Sheet has no Gold box, and the combat rules give no way of escaping a fight, so neither appears here.
Seas of Blood puts a ship and a crew under your command, so the sheet carries two fighting systems side by side:
- Crew Strike and Crew Strength sit below your own scores. Strike is how hard your crew hit, Strength is the manning level aboard the Banshee. Strength can be recovered but never above its Initial score, and at zero you and your crew are wiped out.
- Large-scale battles have their own panel, used whenever the book says your crew must fight or gives the enemy Strike and Strength instead of Skill and Stamina. Both sides roll two dice and add their Strike, and the higher total takes 2 points off the other side's Strength.
- Escape from a large-scale battle is offered only in a round in which your crew inflicted damage, and only when the book allows it. It costs 2 Crew Strength.
- The Log counts your days at sea. Resting adds a day and restores 1 Stamina, never above your Initial score, which is the only way to heal outside the book's own instructions. The longer you rest, the slower you reach your destination.
- Booty records the slaves and plunder you take. The book starts you with 20 Gold Pieces, so enter those in the Gold box when you set out.
- Your own fights against single creatures still use the ordinary combat panel above, and both kinds of fight are added to the Battle Record.
Journal and dice
Use the Notes box for paragraph numbers, clues, passwords, codewords and anything else you want to remember. The Spare Dice roll one or two dice for any other roll the book asks for.
What is automated, and what is not
The sheet does this for you:
- Rolls starting scores using the correct dice for the book.
- Stops Current scores rising above their Initial values.
- Rolls Test your Luck and takes off the point of Luck.
- Runs combat: dice, Attack Strength, weapon bonus, modifiers and damage, and Luck in battle in the books whose rules use it.
- Eats provisions and drinks potions with the right effect.
- Applies the book's special rules that are built into its sheet, and shows pop-ups when a tracker or score reaches a key point.
- Saves your progress automatically after every change.
You still do this yourself:
- Read the book and follow its paragraphs. The sheet does not know where you are in the story.
- Change scores when the text tells you to, for example losing 2 Stamina to a trap or gaining 1 Luck, using ▲ and ▼.
- Add and remove equipment, treasure and gold as you find, use or spend them.
- Add bonuses to Skill, Luck or other scores that come from items. Only the weapon's Attack Strength bonus is applied automatically.
- Handle unusual combat rules from a particular paragraph (such as fighting two enemies at once), using the modifier panel or the ▲ and ▼ buttons.
- Tick trackers and check boxes when the book tells you to.
- Test your Luck outside combat only when the book asks you to.
- In Starship Traveller, decide who fights whom when the sides are uneven. The sheet dices for which crew member the spare alien attacks and resolves the extra attack for you, but the pairings are your choice.
Saving, backups and settings
Your progress is saved automatically in this browser on this device, separately for each book, and the sheet remembers which book you last used. Open ⚙ Settings for more options:
- Sound: turn the dice and battle sound effects on or off.
- Export: download your current sheet as a file, as a backup or to move it to another device.
- Import: load a sheet you exported earlier. It opens in the book it came from.
- Save now: save straight away (it already saves as you go).
- Reset sheet: clear this book's character and battle record to start again. Your other books are not affected.
The Go to tab on the right-hand edge of the screen jumps straight to any section of the sheet. Its list follows the book, so entries such as Gunfire or Large-Scale Battle appear only where that book has them.
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