Turn Checklists
If you are using the Dry Bones and Flesh levels of play, use the Checklist below instead:
Dry Bones Checklist
Flesh Turn Checklist
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As you Begin Your Turn:
- Enter or leave Defensive Stance
- (Ministering Spirit) End any Spiritual Effects you do not want to count toward this Turn
- (Minstrel) Choose what Song(s) you are singing this Cycle and how you are applying your SPP (only 1st Turn each Cycle)
During each Turn:
- Move
- Perform a Strike (can also Move 2" without using additional AP; can only Move 1" with a 2 AP Strike Maneuver)
- Manifest/Shift Weapon (can also attempt a Social Interaction and Rest or Move 1" without using additional AP)
- (Ministering Spirit) Use a Spiritual Effect or add another Target to an existing Spiritual Effect (can also Move 2" without using additional AP)
- Perceive information about a character or your surroundings (can Perceive twice each Turn without spending AP, then spend 1 AP per Interaction)
- Attempt a Social Interaction (can also Manifest/Shift Weapon and Rest or Move 1" without using additional AP)
- Rest (can also Manifest/Shift Weapon and attempt a Social Interaction without using additional AP)
- Eat/Drink
- Use an Item
- Stand Ready to do any of the above
- Carry Over Action Points to your next Turn with fewer than 7 AP (cannot exceed 7 Action Points per Turn)
- Use Attribute Perks or Inspiration Tokens
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Flesh Turn Checklist
As you Begin Your Turn:
- Enter or leave Defensive Stance
- (Ministering Spirit) End any Spiritual Effects you do not want to count toward this Turn
- (Minstrel) Choose what Song(s) you are singing this Cycle and how you are applying your SPP (only 1st Turn each Cycle)
During each Turn:
- Move
- Perform a Strike (can also Move 2" without using additional AP; can only Move 1" with a 2 AP Strike Maneuver)
- Manifest/Shift Weapon (can also attempt a Social Interaction or Move 1" without using additional AP)
- (Ministering Spirit) Use a Spiritual Effect or add another Target to an existing Spiritual Effect (can also Move 2" without using additional AP)
- Perceive information about a character or your surroundings (can Perceive twice each Turn without spending AP, then spend 1 AP per Interaction)
- Attempt a Social Interaction (can also Manifest/Shift Weapon or Move 1" without using additional AP)
- Eat/Drink
- Use an Item
- Stand Ready to do any of the above
- Carry Over Action Points to your next Turn with fewer than 7 AP (cannot exceed 7 Action Points per Turn)
- Use Attribute Perks or Inspiration Tokens
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Dry Bones Turn Checklist
As you Begin Your Turn:
- (Ministering Spirit) End any Spiritual Effects you do not want to count toward this Turn
- (Minstrel) Choose what Song you are singing this Cycle (only 1st Turn each Cycle)
During each Turn:
- Move
- Perform a Strike (can also Move 2" without using additional AP)
- Manifest/Shift Weapon (can also Move 1" without using additional AP)
- (Ministering Spirit) Use a Spiritual Effect (can also Move 2" without using additional AP)