Darkest Dungeon 2 - v1.02 Character Sheet
Darkest Dungeon 2 - v1.02 Character Sheet
Hero:
Parents:
Darkest Abilities
Mentor:
Age: Friend: Dungeon Raw Abilities
Will
Rating Advancement
P O O O O O
Town Abilities
Resources
Rating Advancement
P O O O O O
II
F O O O O O F O O O O O
Home: Enemy: P O O O O O P O O O O O
Health F O O O O O
Circles F O O O O O
Looks: Level: P O O O O O
Base Conditions Upgraded Conditions Nature / F O O O O O
Might
Atonement Hopeful Blessed
Nature Descriptors:
+1D for the next GM Phase. Cursed,
+1D to all tests until other condition
Discard. Blessed, Stress 0.
Hungry and Thirsty → Starving
Skills
-1 to disposition in any conflict The Grind +1 stress.
Playing your Atonement earns a fate point Skill Rating Advancement RA Skill Rating Advancement RA
Angry (Ob2 Will) → Furious P O O O O O P O O O O O
Goal Will tests* +1 stress. Recovery of this F O O O O O F O O O O O
Can't use wises or beneficial traits
Angry+1 ob. P O O O O O P O O O O O
Afraid (Ob3 Will) → Horrified F O O O O O F O O O O O
Getting helping with test, +1 stress. P O O O O O P O O O O O
Can't help or use Beginner's Luck
Accomplishing a Goal earns a persona point Recovery of this Afraid+1 ob. F O O O O O F O O O O O
Exhausted (Ob3 Health) → Emptied P O O O O O P O O O O O
Instinct Cannot use instinct for free. -1 to Health tests* +1 stress. Recovery +1 ob. F O O O O O F O O O O O
disposition in any conflict +1 Stress at conflict start. P O O O O O P O O O O O
Injured (Ob4 Health) → Infected F O O O O O F O O O O O
-1D to skills, Nature, Will and Health All tests* +1 stress. Cannot use Gritting P O O O O O P O O O O O
Using an Instinct to aid the group earns a fate point tests (but not recovery) Your Teeth. Conflict start +1 Stress. F O O O O O F O O O O O
Sick (Ob3 Will) → Festering P O O O O O P O O O O O
Darkest Secret All tests*+1 stress. Cannot use Sweating F O O O O O F O O O O O
-1D to skills, Nature, Will and Health It Out. Conflict start +1 Stress.
tests (but not recovery)
P O O O O O P O O O O O
Cursed F O O O O O F O O O O O
Dead P O O O O O P O O O O O
Factor in all tests for the Next GM Phase.
Darkest Secret unlocks a memory, gain a fate point. May not use wises, test or help F O O O O O F O O O O O
Blessed, discard. Cursed, To The Brink.
P O O O O O P O O O O O
Strength S S S Flashbacks F F F * Does not count Recovery or Conflict tests. F O O O O O F O O O O O
Weakness W W W F F F
Fate P O O O O O P O O O O O
Strength: Turn failed dice into a 6 Weakness: Lose on your own terms (before roll is made) Current Total Total Spent F O O O O O F O O O O O
Stress Meter
P O O O O O P O O O O O
F O O O O O F O O O O O
Gain Stress: Gain a Condition, Fail rolls, use scrolls. Reduce Stress: Visit towns, Recover Base Conditions, Pep Talk/Encourge P O O O O O P O O O O O
Spend one point to reroll all 6s as new
dice, learn though synergy or use a wise F O O O O O F O O O O O
1 2 3 4 5 6 7 8 9 Brink or learn from help. P O O O O O P O O O O O
On The Brink: Roll Resolve, additonal stress taxes nature. If current nature falls to 0, have a meltdown. F O O O O O F O O O O O
Persona
Traits, Virtues and Afflictions Current Total Total Spent
Advancement requires: Passed tests equal to the skill rank and failed tests equal to
Trait name Trait Level Beneficial uses Checks P= Pass; successful tests
one less than the rank.
1 ❍+1D per session ❍ Used this session O O O Spend one point to add 1D, tap Nature or F= Fail; failed tests Learning a new skill requires: Tests equal to untaxed Nature rank.
2 ❍+1D twice per session ❍❍ Used this session O O O use a wise. You may spend up to 3 points
3 ❍+1s on suc/tie roll — Each appropriate test. to add up to 3D per roll.
1 ❍+1D per session ❍ Used this session O O O
Wises
2 ❍+1D twice per session ❍❍ Used this session
Glimmers of Hope
O O O A wise can be used once per test. A character can have up to four wises.
3 ❍+1s on suc/tie roll — Each appropriate test. Current Total Total Spent
Pass Fail Fate Pers Pass Fail Fate Pers
1 ❍+1D per session ❍ Used this session O O O
2 ❍+1D twice per session ❍❍ Used this session O O O Pass Fail Fate Pers Pass Fail Fate Pers
3 ❍+1s on suc/tie roll — Each appropriate test. Spend one point during camp/town
phase, Increase The Flame tracker by 1
1 ❍+1D per session ❍ Used this session O O O ● I Am Wise: +1D to any test related to your wise that is made by your friend, ally or creature.
Stage or during a Camp phase give Pep
2 ❍+1D twice per session ❍❍ Used this session O O O Talk or Encourage to reduce stress. You can grant this aid in place of help (and thus insulate yourself from conditons, but not twists).
3 ❍+1s on suc/tie roll — Each appropriate test. Pep Talk: Speech, Tale, Song. Roll Orator. ● Deeper Understanding: Spend a fate point and reroll any single failed die on a test related to your wise.
Reduce stress equality to all heroes by MOS. ● Of Course!: Spend a persona point and reroll all failed dice on a test related to your wise.
Encourage: Bonding, Joke, False Hope, Roll ● Using Wises: Use a wise in four different ways (I Am Wise passed test, I Am Wise failed test, spend fate,
Earning Checks: 1: -1D to your ind. or versus test; 2: +2D to opponent's versus test; 2: Break versus test tie in
Persuader or Manulator, reduce stress by MOS
opponent's favour. Spending Checks: 1: Allows Camping, One test during camp/town phase. spend persona) and you can change the wise, or mark a Beginner's Luck or skill advancement test.
to a hero.
Head Torso Satchel (worn 1) Camp Procedure Town Procedure
Find appropriate place to rest To make a test in camp, spend a check: test to recover, reequip, Enter Town - Roll Events
create powders, gather supplies, but not adventure. Spend a
Worn Worn Use Survivalist skill to set up camp (optional in adventure Reduce stress to 5, if able.
Glimmer of Hope: to refuel the flame, reduce stress of a group or a
phase) party member Spend remaining checks
Roll on Camp Events table Each player spends a check. You cannot spend two in a row Change Hope Tracker
Worn Apply Camp Events result. If disaster, return to adventure Checks may be shared (or otherwise they are tossed!) Dispose of spoiled food
Neck phase. Level up (if rewards spent)
After checks are expended, start new advanture. Set The Flame
Tracker to be at the start of the current stage Gain a new Quirk
Strategize: discuss conditions, checks, and food
Worn Worn Haggle: Check Haggle Table
Strategize: Discuss conditions and share
Visiting Town loot as needed
Feet Pocket
Quirk 1 Quirk 2
Worn Charms
Quirk 3 Quirk 4
Special Effects: Level Requirements and Benefits
Ongoing Effect 1 0 0 0
2 3 3 1
Eldtrich Spellbook & Prayers 1st: 2nd: 3rd: 4th: 5th:
3 7 6 2
4 14 12 4
5 22 20 7
6 31 30 11
Spell / Prayer List 7 41 42 16
8 52 56 23
9 64 72 31
10 78 98 40