TEXT: checklist compiled by watergoesred 
  Players’ Cheat Sheet 
  Before roll 
  No turn burn  
  Instinct (p107)  
  z Tell the GM when your instinct applies to the test at 
  hand. You’ll be allowed to make the test without 
  using up a turn. 
  Spell or prayer (p43)  
  z Casting a spell or performing a prayer takes little 
  time and doesn’t advance the turn marker.  
  Helping  
  Skill (p66)  
  z Describe how your character is helping. If the GM 
  says you have an appropriate skill or ability, give 
  +1D to your teammate’s roll. If you’re helping a 
  beginner, you may also help with Nature, Will or 
  Health. Spend a Check to record a pass/fail for the 
  Skill or Ability you helped with.  
  Wise (p66)  
  z Describe how the Wise is helping and give the other 
  player +1D. This insulates you from suffering 
  conditions if they fail. Don’t forget to log the use of 
  the Wise on your character sheet.  
  Nature (p133)  
  z Describe how your Nature helps. Give +1D if test is 
  associated with your Nature descriptors.  
  An Instinct test (p66)  
  z You can help on an Instinct test if you have a similar 
  Instinct or Nature descriptor that applies.  
  Earning checks  
  Traits (p22)  
  z Describe how the trait is hurting your chances (but 
  not in Town, Camp or player vs player). Take -1D 
  and earn 1 check. Give +2D to your opponent’s roll 
  or break a tie in your opponent’s favor, earn 2 
  checks.  
  z Checks allow you: in the Camp Phase to recover 
  from conditions and do things; in the Town phase to 
  gain experience from helping.  
  +D  
  Skill or ability, Beginner’s Luck or Nature (p26)  
  z Roll the appropriate ability or skill rating.  
  z If you lack the skill, you may roll with Beginner’s 
  Luck (1/2 dice for ability, wises, help, supplies and 
  gear; full dice from traits, persona, tapped nature, 
  fresh, etc.) or Nature (full dice). If acting against your 
  nature you may be taxed.  
  Gear (p37)  
  z Use gear that grants +1D or +1s to your result.  
  Supplies (p36)  
  z Spells, prayers and nearly any skills can benefit from 
  supplies. Each supply takes up one slot of inventory, 
  grants +1D to one roll and is expended after use.  
  Traits (p22)  
  z Describe how the trait is helping your chances. Once 
  per session, you can use each of your level 1 traits to 
  give yourself +1D on your roll. Higher level traits give 
  other benefits.  
  Persona (p110)  
  z Spend up to 3 persona points. Each adds +1D.  
  z Spend a persona point to +D equal to your current 
  Nature rating (except Resources or Circles tests). 
  Your Nature may be taxed if test outside Nature.  
  Condition: Fresh (p76)  
  z +1D to all tests. 
  Town Alignment (p100)  
  z +1D Circles tests if town alignment matches yours. 
  -D  
  Conditions (p76)  
  z Angry: Can’t use wises or beneficial traits. 
  z Afraid: Can’t help or use Beginner’s Luck. 
  z Injured: -1D to skills, Nature, Will and Health (not 
  recovery). Failed test involving physical harm allows 
  GM to apply dead condition.  
  z Sick: -1D to skills, Nature, Will and Health (not 
  recovery) can’t practice or learn. Failed test involving 
  sickness, disease, poison, madness or grief allows 
  GM to apply dead condition.  
  In a conflict  
  Hungry and Thirsty (p76)  
  z -1 to disposition to any conflict. 
  Might (p149)  
  z +1s per order greater than your opponent for all 
  actions in kill, capture and drive off conflicts.  
  Weapons of steel and wit (p40 & 179)  
  z Martial weapons and other weapons are listed with a 
  bonus or penalty for conflict actions.  
  z -1D to all action if unarmed in martial conflict.  
  z Outside of a conflict, a martial weapons counts as a 
  tool for Fighter tests and grants +1D to a test.  
  After roll  
  Fate (p110)  
  z Spend a fate point to roll new die for each 6 rolled.  
  Wise and Fate/Persona (p110)  
  z Describe how your Wise applies to the test. Spend a 
  fate point to reroll one scoundrel or spend a persona 
  point to reroll all scoundrels.  
  In conflict: Armor (p37)  
  z -1s to opponent’s successful or tied Attack or Feint in 
  kill, drive off and capture conflicts.  
  z Helmet: -1 s once, can combine with other armor. 
  z Leather: -1s once per fight on 4+ on d6. 
  z Chainmail: -1s, damaged/destroyed on 1–3 on d6. 
  z Plate: -1s, damaged/destroyed on 1–2 on d6. 
  Tie (p64)  
  z Use gear that grants +1s to your result. 
  z Use a trait to break a tie in your opponent’s favor. 
  z Spend a fate to roll on die for each six you rolled. 
  z Spend a fate to reroll one failed die related to wise. 
  z Spend persona to reroll failed dice related to wise. 
  z Make a tiebreaker roll. 
  Success (p65)  
  z Player should briefly describe successful action.  
  Advancement (p104)  
  z When you make a test, mark a pass or fail bubble 
  next to the skill or ability used. 
  
  checklist compiled by watergoesred 
  GM’s Cheat Sheet 
  Before roll 
  Good idea (p117)  
  z If you think the players have come up with a good 
  idea—a smart use of their gear, spells or even 
  bodies—then there is no need to roll the dice for test, 
  no need to spend a check and it doesn’t cost a turn. 
  Simply say to them, “That’s a good idea,” then 
  describe the effect of their action.  
  +Ob  
  Independent skill factors (p136)  
  z When you attempt to use a skill to overcome an 
  obstacle, the GM consults the skill description to 
  determine the obstacle rating. He chooses which 
  categories are applicable to the situation and pick a 
  factor from each appropriate category. The items in 
  each category are listed in order of difficulty.  
  Dimness/Darkness (p132) 
  z Characters near a light source but not covered by it 
  are in dim light. Those without light are in darkness. 
  Darkness and dim light counts as a factor in all tests 
  except riddling.  
  Condition: Exhausted (p76)  
  z +1 Ob all tests except Circles, Resources and 
  recovery. In a versus test, player suffers -1s to roll, 
  including the disposition roll for a conflict.  
  Condition: Angry (p76) 
  z At GM’s option, +1 Ob all tests or conflicts requiring 
  precision or social graces (except recovery). except 
  Circles, Resources and recovery. In a versus test, 
  player suffers -1s to roll.   
  After a conflict: Armor (p37)   
  z Wearing chain, plate or carrying a shield in a fight 
  adds +1 Ob for recovery from exhausted.  
  Gear (p34) 
  z +1 Ob if a character lacks adequate tools for a test.  
  Backpack (p35)   
  z +1 Ob for wearing a backpack in Fighter and 
  Dungeoneer tests. 
  Environment (Evil GM) factors (p132)   
  z Tight spaces, slippery footing, dangling from a rope, 
  extreme temperatures or improper attire (e.g., 
  fashion at court), etc.   
  Town Alignment (p100)  
  z +1 Ob Circles tests if town alignment opposite to 
  player’s.   
  In a conflict  
  Disposition (p149)  
  z If players are engaging a group of monsters, and 
  you’re using a listed conflict type for the monster, 
  add one to the conflict disposition for each helper.  
  z For an unlisted disposition, roll Nature plus 1D for 
  each helper. Add successes to monster’s base Nature.  
  Might (p149)  
  z +1s per order greater than players for all actions in 
  kill, capture and drive off conflicts.  
  Weapons (p150)  
  z Each monster has weapons it can use in conflicts that 
  grant a bonus or penalty for conflict actions.  
  z If a monster doesn’t have any listed weapons for a 
  particular type of conflict, they do not suffer -1D to 
  all actions for being unarmed in a conflict.  
  After roll  
  Advance turn marker (p60)  
  z Every fourth turn during the adventure phase, all 
  characters earn a condition. 
  z Candle: light for one for four turns. 
  z Torch: light for two for two turns. 
  z Lantern: light for three for three turns. 
  In conflict: Armor (p37)  
  z -1s to opponent’s successful or tied Attack or Feint in 
  kill, drive off and capture conflicts.  
  z Helmet: -1 s once, can combine with other armor. 
  z Leather: -1s once per fight on 4+ on d6. 
  z Chainmail: -1s, damaged/destroyed on 1–3 on d6. 
  z Plate: -1s, damaged/destroyed on 1–2 on d6. 
  Player failure (p65)  
  z GM decides Twist (new challenge to overcome) or 
  Condition (character succeeds, gains a condition). 
  z GM describes. 
  New info (p117)  
  z Regardless of success or failure, introduce a new 
  piece of info to the players after every test. Always 
  give information that leads to a new set of choices. 
  Thor’s tips for light use 
  Sharing the light  
  Light-bearer  
  z The bearer of light always benefits from full light.  
  Between turns  
  z You can shuffle around others in the light as it makes 
  sense between Turns. 
  Twist  
  z If a Twist forces a test, there's no reshuffling around 
  in the light. Whoever’s in light or not at the time of 
  the Twist remains so for that test. 
  Starting a fire in bad conditions 
  Monsters  
  z Confrontation with monsters is “bad conditions.” 
  Need a light? Test Survivalist to light one, if the GM 
  says you have time. +1D for a Tinderbox. 
  In a conflict  
  Declare at start of round  
  z In a conflict, declare who is benefitting from light at 
  the top of the round at the same time you declare 
  weapons for the round. It sticks until the top of the 
  next round.  
  Light-bearer knocked out  
  z If the light-bearer gets knocked out of a conflict, the 
  light is either snuffed or dropped. If dropped, the GM 
  can snuff at whim. 
  z A dropped Torch gives dim light for two. 
  z A downed Lantern gives dim light for three.   
  
SOURCE: textdata/thevault/Torchbearer/Reference Sheets/Torchbearer - Cheat-Sheet.pdf