Zi’Dara
Contents

Part V · Appendices & Index

Appendix A: The Sheets

There are three sheets: one for each character, one the whole crew shares, and a faction board you can print as often as you need.

The character sheet

The character sheet is four A4 pages, printed double-sided, and you can fill it in on screen. The fronts are your character: lay them side by side and you’ve got You, Titles, Set actions and Kit in a row. The backs are the player reference, so the rules you need are a flip of the page away. Here’s what’s on each one.

Zi’Dara character sheet, page 1: You

  • Name · Pronouns · Player
  • Aspiration (d2 → d4 → d6 → d8 → d10 → d12 · past d12: a new archetype, with a Title you name for it, and a new Aspiration at d2)
  • Party Goal (d2 → d4 → d6 → d8 → d10 → d12 · past d12: the crew’s done it, and everyone writes a new thread)
  • Aura (now ___ · max ___ · full every scene, and 5 unless your sheet changes it)
  • Armour (full ___ · d2, and a size for each piece of plain armour)
  • Confidence (a row of dice from d2 to d12: ring the one you’re on, and move the ring as it swings · d6 at the start of every scene, a size up in clothes that fit it · d12 is fired up, d2 is shaken · back to d6 when the scene ends)
  • Stride (3 to start)
  • Resolve (a star for each Title, and one more or one fewer for the Resolve Boon or Burden: that’s your maximum · fill in the ones you’ve got)
  • Spend 1 Aura (bring something in, a friend’s permission through a thread too · keep a Catch quiet, or turn it your way · win a tie when you’re acting · what 1 Aura gets your archetype · a quick heal) · Get it back (every top face, unless your archetype’s +2 put it there · every time you let a Catch or real trouble bite · a great setup that doesn’t land, if the GM says so)
  • Spend 1 Resolve (an extra action this round · reroll a roll you just failed · go beyond · hold your ground when fear, lies or pressure get through · go at a threat when you’re shaken) · Get it back (1 at the end of every scene, and all of it after downtime · a Catch that bites in a big way · great roleplay, if the GM says so · straining a thread)
  • Hurt (three bars of three boxes, and room for extra bars · a line in each bar for its Catch, and your Confidence drops a size when you write one · a Scarred tick on every box · what a Blaze does)
  • Wound die (d6 → d8 → d10 → d12: ring the one you’re on, a size bigger for each Catch on your Hurt track · a heal has to beat it)
  • Bonds (6 · four thread lines on each · tick a thread when it’s strained, and cross it out when it snaps)
  • Conditions (4 · the die that placed it, with its size to ring)
  • Notes (a thread that won’t fit on its bond, and whatever your archetype’s holding, like a Shadow’s pool or a Shifter’s animal tags)

Page 2: Titles

  • Six Title cards: I and II to start, III to VI earned in play
  • On each card: the archetype, with its mechanic and what 1 Aura gets it, in a line · the Title, the name you give your archetype · six permission lines (three to start on I and II, one on a Title you earn later)
  • A Boon takes two permission lines on the Title that pays for it
  • Traits: two to start, in a box of their own (each with its type, Passive · Triggered · Invoked · Per scene · Per downtime · Used, and what it does)
  • Along the bottom: what a permission is (a doing word, and how, what or where), your archetype’s +2 for 1 Aura after you roll (+3 if you’ve taken it twice), and going beyond for 1 Resolve

Page 3: Set actions

  • Build a roll (the steps, from your set action to your archetype’s +2) · Your action (one a round, holding it, extra actions, combos, taking a breath)
  • Fight (melee and ranged) · Move (run, climb, jump and chase) · Sneak (unseen and unheard) · Study (look closely, know things) · Talk (charm, lies and threats)
  • Nine more rows for set actions of your own, like Locks or Ward
  • On each row: what’s on it · steps · die
  • Steps into dice (1 step is a d2, 6 is a d12, and 12 is two d12s)

Page 4: Kit

  • Equipment (3 · what you wear or wield, with a weapon’s properties · each piece of plain armour is a size of Armour)
  • Utility (3 · tools and things you use up · cross it off once it’s used)
  • Keepsake (1 · something that matters to your character)
  • Attunement (2 slots to start, on top of what you carry · on each: the thing · Awakened, Tempered or Perfected · the material that took it there · six permission lines · its Catch · its Burden · a Summoner’s summoning attunement writes its souls and their dice on those lines instead)
  • Bag (holds 10 · getting something out takes your action, and putting it away is free)

Title cards don’t have a Catch line. Your Catches live on your attuned things, on page 4, and in your Hurt bars, on page 1.

The player reference on the backs runs to four pages, each one behind the front it goes with:

  1. Making and growing a character, behind You: making a character, things that climb, downtime, bonds and threads, Boons and Burdens, Armour and how Confidence swings, and Hurt, Blaze, Scars, healing and the wound die.
  2. Archetypes, Aura and the round, behind Titles: the seventeen archetypes, a line each, what Aura and Resolve buy and how they come back, Catches, the round, your action, answering, letting it ride, the one defence roll, Defend, taking the hit, what it costs, and conditions.
  3. Rolling, behind Set actions: the steps ladder, set actions, building a roll, the roll, your dice and splits, and combos.
  4. Threats, moving and gear, behind Kit: how far, reading a threat, what a win does, Study, stakes and clocks, chases, weapon properties, what you carry, attunement and summoning.

The party sheet

Two A4 sheets, printed double-sided. The fronts are faction board tiles A and B, and the backs are the crew page and the downtime page. Lay the tiles side by side in the middle of the table, any edge to any edge. The whole thing’s explained in The Party Sheet.

Zi’Dara: Party Sheet · the crew page

  • The crew’s name
  • Power (d2 → d12)
  • Wealth (d2 → d12)
  • Reputations (one for every Goal done · a step on any crew roll it fits)
  • Crew tags (a step where it fits · what it does)
  • How it grows · Spending Wealth
  • The Goal (d2 → d4 → d6 → d8 → d10 → d12 → past d12: the crew grows)
  • Projects (what it is · what happens when it’s done · d2 → d12)
  • Aspirations (every player’s, d2 → d12)
  • Party resources (the big things the crew owns together)
  • People the crew relies on
  • Crew tags to pick from (all twelve, with what each one does)

The downtime page has the order a downtime runs in, how downtime rolls and ties work, the Standing ladder, the crew’s four moves on a faction, the faction turn with its d6, both tables for when a faction comes for the crew, and What has changed, a line for every agenda that happened.

The faction board and the Faction Sheet

Each tile has six seats, three down each side. A seat holds one faction: its name, Power and Wealth, two agendas (each a track from d2 up to d12), its tags, its face, its secret once the crew finds it, a few lines of notes, and a Standing ladder from Enemy to Ally. There are no lines printed between seats. Draw your own, from anything to anything, because the crew decides who’s tied to who.

The Faction Sheet is the same board on one A4 page, for tables that need more seats or a board of their own. Print as many as you like.

Zi’Dara: Faction seat

  • Faction
  • Power
  • Wealth
  • Agendas (two at most · each d2 → d12 → past d12: it happens)
  • Tags
  • Face
  • Secret
  • Standing (Enemy · Wary · Neutral · Friendly · Ally)