The Character Sheet
Below, find basic descriptions of the elements of the Character Sheet.

1) Name: Record the name you choose for your Player Character here.
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2) Character Trait and Despair: A special Trait that emerges from your philosophy and personality and a unique negative condition you incur when you reach 0 Will.
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3) Trait Slots: As your character progresses, they develop unique ways of interacting with the game world. Maybe they’re especially sneaky, or they know how to counterattack an enemy when they’re most vulnerable. Maybe they can squeeze more defensive value out of their armor than others. Or perhaps they’re simply optimistic. Traits are ongoing mechanical effects that reflect these developments in your character.
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4) Equipment: Areas for equipping your Weapon and Armor cards, as well as Accessories and Allies that provide you with new actions to take. When you gain a new Weapon, Armor, or Accessory, you may immediately move your currently equipped gear to your Inventory and equip the new gear.
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5) Inventory: It’s always helpful to travel prepared. You can store up to three miniature cards in your inventory, at the top right of your Character Sheet. These cards may be Items, Accessories, Weapons, or Armor. As you progress, you may find ways to increase your Inventory capacity. When you gain a card that would cause you to exceed your Inventory limit, you must immediately discard cards of your choosing from your Inventory until you are at or under your limit.
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6) Class Board: The Emptying grants a lucky few with unique abilities that defy what we knew about human potential. Bend the rules of time and space, collect and shape light with your hands, manipulate a piece of scrapmetal with your mind. These gifts--and the resources that power them--can be developed as you progress within a class and tracked on your Class Board, kept to the right of your Character Sheet.
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7) Vitality Track: Vitality (vitic) represents your physical endurance and wellbeing. It’s tracked here, and reduced when you take damage. If it is reduced to 0, you take an Injury and recover 1D6 Vitality. If it is reduced to 0 when you have an Injury, you cannot act until you are recovered by another PC or Ally.
8) Will Track: When skill and experience don’t cut it, sheer force of will might. Some Abilities are powered by Will (willic), but you can also spend it as a substitute for other resources. You may spend 2 Will at any time to gain an Attribute cube or black Action cube, or to immediately enact any of the Actions you would perform with an Attribute or Action cube. When Will reaches 0, you enter a state of Despair and cannot regain Will again by most normal means.
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9) Stealth Track: Sometimes hiding is your best defense. Sometimes it’s your best offense, too. When you hide, you gain Stealth (stealthtok), tracked here. You are considered Hidden from any Enemy whose Perception (perceptionic) value is lower than your Stealth value. You lose 1 Stealth when you complete a move of any distance, and you lose all of your Stealth when you perform any Action that targets an Enemy.
10) Attribute Pools: Your character's abilities are defined by three primary Attributes: Force, Tactics, and Intuition. Each of these Attributes has a resource cube associated with it (cuberedic, cubeblueic, cubeyellowic) that can be used to power different Abilities or spent on specific Actions (listed in the "Actions" side of each Attribute Pool). The more advanced you are in an Attribute, the more cubes you can store. Additionally, some gear and Abilities scale with the value of specific Attributes.
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When you begin a Stage, all of your Attribute cubes are Exhausted, meaning they are unavailable to spend. You can ready your Attribute cubes with Abilities, or by spending 2 Will.
11) Action Cubes: Every PC has three black cubes to spend on basic Actions (like moving) every turn. Unlike Attribute cubes, Action cubes refresh automatically at the start of your turn.
12) Ability Play Spaces: The lower-left, lower-right, and bottom edges of the Character Sheet are marked with spaces where you can play Ability cards. To play a section of an Ability card, you must mirror an arrow on the card with an arrow on the Character Sheet. You can choose not to play an Ability in a space to gain extra movement.