TEXT: Name: 
  Parents:
  Stock:    
  Mentor:
  Class:   
  Friend:
  Age: 
  Enemy: 
  Home: 
  Level: 
  Raiment: 
  Alignment:
  Fate
  Current Total
  Total Spent
  �
  �
  Spend one point to reroll all 
  6s as new dice or use a wise.
  Persona
  Current Total
  Total Spent
  �
  �
  Spend one point to add 1D, 
  tap Nature or use a wise. You 
  may spend up to 3 points to 
  add up to 3D per roll.
  Skills
  Skill
  Rating
  Advancement
  BL
  Skill
  Rating
  Advancement
  BL
  Alchemist
  �
  P: ❍❍❍❍❍❍
  F: ❍❍❍❍❍
  W
  Orator
  �
  P: ❍❍❍❍❍❍
  F: ❍❍❍❍❍
  W
  Arcanist
  �
  P: ❍❍❍❍❍❍
  F: ❍❍❍❍❍
  W
  Pathﬁ nder
  �
  P: ❍❍❍❍❍❍
  F: ❍❍❍❍❍
  H
  Armorer
  �
  P: ❍❍❍❍❍❍
  F: ❍❍❍❍❍
  H
  Persuader
  �
  P: ❍❍❍❍❍❍
  F: ❍❍❍❍❍
  W
  Cartographer
  �
  P: ❍❍❍❍❍❍
  F: ❍❍❍❍❍
  W
  Rider
  �
  P: ❍❍❍❍❍❍
  F: ❍❍❍❍❍
  H
  Commander
  �
  P: ❍❍❍❍❍❍
  F: ❍❍❍❍❍
  W
  Ritualist
  �
  P: ❍❍❍❍❍❍
  F: ❍❍❍❍❍
  W
  Cook
  �
  P: ❍❍❍❍❍❍
  F: ❍❍❍❍❍
  W
  Scavenger
  �
  P: ❍❍❍❍❍❍
  F: ❍❍❍❍❍
  H
  Criminal
  �
  P: ❍❍❍❍❍❍
  F: ❍❍❍❍❍
  H
  Scholar
  �
  P: ❍❍❍❍❍❍
  F: ❍❍❍❍❍
  W
  Dungeoneer
  �
  P: ❍❍❍❍❍❍
  F: ❍❍❍❍❍
  H
  Scout
  �
  P: ❍❍❍❍❍❍
  F: ❍❍❍❍❍
  H
  Fighter
  �
  P: ❍❍❍❍❍❍
  F: ❍❍❍❍❍
  H
  Survivalist
  �
  P: ❍❍❍❍❍❍
  F: ❍❍❍❍❍
  H
  Haggler
  �
  P: ❍❍❍❍❍❍
  F: ❍❍❍❍❍
  W
  Theologian
  �
  P: ❍❍❍❍❍❍
  F: ❍❍❍❍❍
  W
  Healer
  �
  P: ❍❍❍❍❍❍
  F: ❍❍❍❍❍
  W
  �
  P: ❍❍❍❍❍❍
  F: ❍❍❍❍❍
  Hunter
  �
  P: ❍❍❍❍❍❍
  F: ❍❍❍❍❍
  H
  �
  P: ❍❍❍❍❍❍
  F: ❍❍❍❍❍
  Lore Master
  �
  P: ❍❍❍❍❍❍
  F: ❍❍❍❍❍
  W
  �
  P: ❍❍❍❍❍❍
  F: ❍❍❍❍❍
  Manipulator
  �
  P: ❍❍❍❍❍❍
  F: ❍❍❍❍❍
  W
  �
  P: ❍❍❍❍❍❍
  F: ❍❍❍❍❍
  Mentor
  �
  P: ❍❍❍❍❍❍
  F: ❍❍❍❍❍
  W
  �
  P: ❍❍❍❍❍❍
  F: ❍❍❍❍❍
  Abilities
  Raw Abilities
  Rating
  Advancement
  Town Abilities
  Rating
  Advancement
  Will
  �
  P: ❍❍❍❍❍❍
  F: ❍❍❍❍❍
  Resources
  �
  P: ❍❍❍❍❍❍❍❍❍
  F: ❍❍❍❍❍❍❍❍
  Health
  �
  P: ❍❍❍❍❍❍
  F: ❍❍❍❍❍
  Circles
  �
  P:  ❍❍❍❍❍❍❍❍❍
  F: ❍❍❍❍❍❍❍❍
  Nature 
  �
  P: ❍❍❍❍❍❍❍
  F: ❍❍❍❍❍❍
  Might 
  3
  Nature Descriptors:
  Conditions
  Fresh  
  �
  +1D to all tests until other condition.
  Hungry and Thirsty  �
  - 1 to disposition to any conﬂ ict.
  Angry (Ob 2 Will) 
  �
  Can’t use wises or beneﬁ cial traits.
  Afraid (Ob 3 Will) 
  �
  Can’t help or use Beginner’s Luck
  Exhausted (Ob 3 Health) �
  Factor in all tests except 
   Resources, Circles and recovery.
  Injured (Ob 4 Health) 
  �
  - 1D to skills, Nature, Will 
  and Health (but not recovery).
  Sick (Ob 3 Will) 
  �
  - 1D to skills, Nature, Will 
  and Health (but not recovery): 
  can’t practice, learn, advance.
  Dead 
  �
  May not use wises, test or help.
  Traits
  Trait name
  Trait level
  Beneﬁ cial uses
  Checks
  1 ❍+1D per session
  2 ❍+1D per roll
  3 ❍+1s on suc/tie roll
  ❍ Used this session
  — May be used on each roll.
  — Each appropriate test.
  ❍ ❍ ❍ ❍ 
  ❍ ❍ ❍ ❍
  1 ❍+1D per session
  2 ❍+1D per roll
  3 ❍+1s on suc/tie roll
  ❍ Used this session
  — May be used on each roll.
  — Each appropriate test.
  ❍ ❍ ❍ ❍ 
  ❍ ❍ ❍ ❍
  1 ❍+1D per session
  2 ❍+1D per roll
  3 ❍+1s on suc/tie roll
  ❍ Used this session
  — May be used on each roll.
  — Each appropriate test.
  ❍ ❍ ❍ ❍ 
  ❍ ❍ ❍ ❍
  1 ❍+1D per session
  2 ❍+1D per roll
  3 ❍+1s on suc/tie roll
  ❍ Used this session
  — May be used on each roll.
  — Each appropriate test.
  ❍ ❍ ❍ ❍ 
  ❍ ❍ ❍ ❍
  Earning Checks
  There are no free checks! 
  1: -1D to your ind. or versus test
  2: +2D to opponent’s versus test
  2:  Break versus test tie in 
   opponent’s favor
  Spending Checks
  1: One test during camp phase
  1: Earn advancement by helping
  P= Pass; successful tests
  F= Fail; failed tests.
  Advancement requires: Passed tests equal to the skill rank and failed tests equal to one 
  less than the rank. Learning a new skill requires: tests equal to untaxed Nature rank.
  © 2013 Luke Crane, Thor Olavsrud and Ben Morgan. Permission granted to make copies for personal use. 
  www.TorchbearerRPG.com
  Belief
  Goal
  Instinct
  Allies and Additional Enemies
  Playing a 
  Belief earns 
  a fate point
  Accomplishing 
  a Goal earns 
  a  persona point
  Using an Instinct to aid 
  yourself or the group 
  earns a fate point
  Wises
  A wise can be used once per test. A character can have up to four wises.
  Pass
  Fail
  Fate
  Pers
  Pass
  Fail
  Fate
  Pers
  Pass
  Fail
  Fate
  Pers
  Pass
  Fail
  Fate
  Pers
  FATIGUE AND RECOVERY FACTORS
  Each item counts as a factor to recover from exhaustion.
  ❍ Shield used
  ❍ Chain armor worn
  ❍ Plate armor worn
  ❍ Carrying a full large sack
  ❍ Casting spells
  ❍ Certain spell effects
  �  I Am Wise: +1D to any test related to your wise that is made by your friend, ally or creature. 
  You can grant this aid in place of help (and thus insulate yourself from conditions, but not twists).
  � Deeper Understanding: Spend a fate point and reroll any single failed die on a test related to your wise.
  � Of Course!: Spend a persona point and reroll all failed dice on a test related to your wise.
  �  Using Wises: Use a wise in four different ways (I Am Wise passed test, I Am Wise failed test, spend fate, 
  spend persona) and you can change the wise, or mark a Beginner’s Luck or skill advancement test. 
  
  Spell Name: 
  Mem:
  Spell Name: 
  Mem:
  Spell Name: 
  Mem:
  Spell Name: 
  Mem:
  Spell Name: 
  Mem:
  Spell Rules:
  Head
  Worn
  Neck
  Worn
  Feet
  Worn
  Torso
  Worn
  Worn
  Worn
  Hands
  Worn
  Worn
  Carried
  Carried
  Belt
  Pouch
  Weapon
  Skin
  Contents
  Full
  Large Sack
  Requires two hands to carry full 
  or one space when empty
  Small Sack
  Small Sack
  Inventory
  Camp
  Town
  Spell and Prayers
  Armor Rules
  �  Armor grants -1s against successful or tied Attack or Feint actions.
  � Armor beneﬁ ts kill, drive off and capture conﬂ icts only.
  �  Note Fatigue and Recovery  Factors for armor on reverse.
  Leather Armor: roll a D6. On a 4+, you reduce the thrust. On 1-3 your 
   opponent attacks unhindered, but your armor is not damaged. You may 
  use this effect once per ﬁ ght. Spears, bolts and arrows bypass effect.
  Helmet: After use, helmet is damaged or lost.
  Chain-type Armor: roll a D6: 1-3 Armor damaged and doesn’t provide further 
  beneﬁ t. On a 4+ the armor is still useable. 
  Plate Armor: roll a D6: On a 1-2, the armor is damaged or destroyed. On a 3+, 
  the armor is still useable. Against maces or warhammers, plate is still  serviceable 
  on a roll of 4+, and damaged on a 1-3. 
  Level
  Fate
  Persona
  Level Title and Beneﬁ t
  1
  0
  0
  2
  3
  3
  3
  7
  6
  4
  13
  9
  5
  19
  12
  6
  26
  15
  7
  32
  18
  8
  41
  21
  9
  51
  25
  10
  62
  30
  Leveling Up
  Gain the new ability indicated by 
  your class and level when you 
  return to town after an adventure 
  and have spent the required 
  amount of rewards.
  �  After ﬁ rst level, warriors, 
  dwarves and halﬂ ings choose 
  between two  options for each 
  level. Select one  option for the 
  character per level.
  �  After 1st level, elves choose 
  between an ability or a spell 
  each time they level up. Choose 
  at current level.
  �  Clerics and magicians gain new 
  spells for each level they attain.
  Level Requirements and Benefits
  Traveling Spell Book Your traveling spell book can hold up to ﬁ ve spell levels (ﬁ ve First Circle spells, or one Fifth Circle spell, or one  Second Circle spell and one Third Circle spell, etc.)
  Backpack Only
  Backpack/Satchel
  Backpack/Satchel
  Backpack/Satchel
  Backpack Only
  Backpack Only
  Backpack/Satchel
  Backpack: Torso/Worn 2. Factor 
  for Dungeoneer and Fighter.  
  Satchel: Torso/Worn 1
  Camp Procedure
  �  Find appropriate place to rest
  �  Use Survivalist skill to set up camp (optional 
  in adventure phase)
  �  Roll on Camp Events table
  �  Apply Camp Events result. If disaster, 
   return to adventure phase
  �  Strategize: discuss conditions, checks, light 
  sources and food
  �  To make a test in camp, spend a check: test 
  to recover, reequip, create scrolls, gather 
   supplies, but not adventure
  �  Each player spends a check. You cannot 
  spend two in a row
  � Checks may be shared (or tossed!)
  �  After checks are expended, start new 
   adventure phase at turn count 1
  Town Procedure
  �  Head to town
  � Spend remaining checks to recover
  �  Roll on Town Events table
  �  Apply Town Events result. If disaster, 
  return to adventure phase.
  � Level up (if rewards spent)
  �  Strategize: discuss conditions and 
  divide loot.
  �  Decide if you’re haggling  individually.
  �  Determine accomodations
  �  Make recovery tests according to 
   accomodations.
  �  Visit town locations: market, guild 
  hall, tavern, temple, etc. Take turns. 
  �  Find work: hire yourself out, dig for 
  leads, follow up rumors.
  �  Leave town: tally up lifestyle and 
  test  Resources against that obstacle.
  Lifestyle
  Rumors and Leads
  Tavern: Hear Rumor (1), Drink (1), Hire Help (1-3)
  Street: Free! Roll on events table.
  Stables: Recover (1), Hide out! (0)
  Flophouse: Recover (1), +1 additional recovery
  Inn: Recover (2), +1-2 additional recovery
  Hotel: Recover (3), +1-2 additional recovery
  Market: Buy (0), Sell (0)
  G uild Hall: Use Facilities (1), Hire Apprentice (1), 
  Find Work (1)
  Temple: Religious Services (0), Pray at Shrine (1)
  Other Activity: Haggle (1), Personal Business (1), 
  Dig for Leads (1), Do Research (1), Other (1)
  Memorizing Prayers
  Roll Theologian during camp or when leaving 
  town. Obstacle is 8 - Will (do not adjust Will 
  due to the injured or sick conditions). This 
  test does not require a check or increase the 
  difﬁ culty of maintaining your lifestyle.
  If successful choose the prayers you wish to 
  memorize. If failed, the GM can: give your 
  character a condition and allow you to 
  choose your prayers or choose the prayers 
  you are granted.
  Spell and Prayer Mental Inventory Slots
  First Circle
  Second Circle
  Third Circle
  Fourth Circle
  Fifth Circle
  
SOURCE: textdata/thevault/Torchbearer/Character Sheets/Torchbearer - Character Sheet.pdf