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Soth - Character Sheet

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Reputation: Name: Obligation:

Excellent ( 1 / day )
Clarity Average Occupation:
Seedy

Throughout the game In each scene Advice for Cultists


work with your cult to complete the 4 rituals and show how your cultist advances their plans Soth is a catandmouse story. You play an
summon Soth react to the Keepers situations / answer their insane cultist and your plans will fall apart, but
prevent your crimes from being detected questions don't make it easy for the Keeper to stop you
fulfill your obligations as a member of the respond to your fellow cultists' actions, and the
community actions of your neighbours
be a member of your community

Ability: Seize Initiative The Mask of Sanity: Table Talk


If you need to act before someone else, you can When you have a long or intimate talk with a If you give advice to another player when your
choose to add one point of Clarity to your score. noncultist, if you have 1 Clarity (or higher), choose cultists can't talk freely, the Keeper earns
one of the following actions to do during your Suspicion for each piece of advice.
This represents you pushing yourself and having a conversation. The action must be equal to or higher
mental breakthrough that allows you to triumph. than your Clarity score.

If multiple players want to seize the initiative: 1. Mention Soth or say something odd Dying
2. Hint at your superiority to the noncultist
cultists go before Investigators 3. Say something that flags to the people youre with You can take three points of injury before dying.
the cultist with the lowest Clarity (closest to that all is not well with you The fourth point kills you.
zero)goes first 4. Perform a single action that demonstrates all is not
If the cultists' Clarity scores are equal, these well with you To reduce from ...
players each roll a d6. Highest result wins. 5. Describe an aspect of Soth's glory or power ... 3 to 2 injuries requires two weeks of healing
6. Hint at the cults plans and care
7. Indirectly or subtly confess to a cultrelated crime ... 2 to 1 injuries requires 3 days of convalescence
Replace the Cult Leader 8. Menace the person youre with ... 1 to 0 injuries requires a short recovery period.

You can replace the current cult leader with a vote If you forget to do this, you still did something If your cultist dies, you get to play other members
or by murdering them. There's a maximum of one suspiciousyou just don't know what it is. The of the town, including the Investigators.`
vote per day. The cult leader can take an extra Keeper gains Suspicion equal to your Clarity.
point of injury (see 'Dying', on the right).
If your Clarity is higher than 8, choose 'Menace the

Summon a Servitor
person you're with'. 1 2 3
If you have the Tome of Soth, you can summon
and command a supernatural creature. A. Character Sheet
A

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