Beruflich Dokumente
Kultur Dokumente
Die Basics
Boost (Light Blue) - signies fortune or preparation Setback (Black) - signies chaos and surprise Ability (Green) - signies ones natural ability Difculty (Purple) - signies the difculty of a situation Prociency (Yellow) - signies training and talent Challenge (Red) - signies substantial difculty Force (White)
Statistics
Wound Threshold how much physical damage a character can take. Exceeding the Wound Threshold means the character takes 1 critical injury. Critical Injury conditions that are alongside incapacitation. For every subsequent critical injury add +10 to the critical injury roll. Strain Threshold how much mental/psychological damage before a character is stunned. Defense adds Setback die equal to the defense rating for all combat checks against the character. Soak reduces incoming damage. Incoming Damage - Soak = Wounds
Checks
Skill Check (Equivalent to Combat Check)
! The larger value (between characteristic and skill) determines how many Ability dice (Green) you roll. The smaller value determines how many of those dice you convert to Prociency die (Yellow). Rolled with Difculty die (Purple) normally, but can be upgraded to Challenge die.
Opposed Check
! Utilizes the same formula as a Skill Check, but Opposed checks are checks that are being actively opposed. They include Challenge dies (Red), based on the stats of the opposition.
Competitive Check
! A skill check whose success depends on multiple people trying to accomplish the same goal. Uncanceled success determines who succeeds, triumph breaks ties, advantage/disadvantage provides story related signicance.
Assisted Check
! Requires an assisted maneuver in combat or structured encounters. 1. Skilled - Highest characteristics or skill ratings are used to determine dice pool. 2. Unskilled - adds a boost die.
Fear Check
! Typically once per encounter. Check Discipline or Cool (if prepared).
Experience
! Rewarded for creative story elements, following motivations, and completing various segments of a story. Average reward is 10 to 20, +5 to 10 for creativity and motivations.
Combat
1. Initiative - Vigilance or Cool (Cool is prepared) and Determine slots. 2. Turns - 1 maneuver, 1 action. Any reasonable amount of incidentals. 3. Rounds end when every actor takes a turn.
Spaceship/Vehicle Combat
Statistics
Handling - ship/vehicle responsiveness to pilot, adds boost or setback die depending on characteristic. Speed - Maximum speed. 0 is stationary. Silhouette - general size of the ship range from 0 to 10. On same scale as human as well. Defense - same, but localized on ships into defense zones. Armor - equivalent to soak Hull Trauma Threshold - Equivalent to Wound Threshold System Strain Threshold - Equivalent to Strain Threshold. Cannot be recovered by spending advantage. Customization Hard Points - number of spots available on ship/vehicle for customization and upgrades.
Equipment Qualities
Equipment and Weapon statistics.
Encumbrance (152) Rarity - how rare an item is availability is at the GMs discretion + rolling. (150 for commerce) Skill - the skill used when attacking with this weapon. Range - Maximum Range of Weapon. Base Damage - Damage before the net successes are added as additional points of damage. Critical Hit Rating - Advantage Required to Critically Hit with that weapon. Defense - number of setback die added to attackers pool Soak - Brawn + Item Modier. Hard Points - how many upgrades a weapon can have, how many mods an object can take. Mods are hard mechanics check. Fire Arc - on Ships the direction that a weapon can be red. Special Qualities - special attributes on a weapon. Notes: Armor Encumbrance is reduced by 3 when worn. Weapons are repaired with mechanics, but sophisticated weapons can also be repaired with computers.