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CHEAT SHEET

Page 1: Basic & Combat


Page 2: Health and Social
DICE POOL
Page 3/4: Item Specials and reat/Crit Table To form a dice pool look at three things:
Page 5: Examples 1. Collect green d to the characteristic
2. Upgrade d to c according to skill rank.
SYMBOL KEY Note: If your skill is higher than your characteristic, then
Symbols DIce use skill for base and characteristic for upgrade.
a =Advantage b Setback Dice
3. Assemble d and c
4. Modifiers. Add b and b dice.
h = Threat b Boost Dice
f = Failure d Difficulty Dice Example: Kazuma would like to use the Perception
s = Success d Ability Dice skill, which is rank 2, to look around. Perception uses
the Cunning characteristic, which is 3.
t = Triumph c Challenge Dice He collects ddd from his Cunning and
d = Despair c Proficiency Dice upgrades dd to cc due to his skill rank. e
difficulty is set to dd so he rolls a pool of
ccddd

COMBAT
WEAPON STAT MEANING (P. 90) SPENDING ADVANTAGE & TRIUMPHS (P. 104)
Damage: flat number means the weapon deals that damage. "+X" Players spend advantage a and triumph t. Some EXAM-
indicates the damage is the character's Brawn + X. Each success PLES are below. ings can occur outside these with GM
s adds 1 damage to the attack. discretion.
Crit: e number indicates the number of a required to cause a
critical injury.
Roll Result
Specials cause various effects, see the special chart. Some require a or Recover 1 strain. Add b to next check by yourself
a to aaa to activate. t or ally.
aa Perform an immediate free maneuver (still max 2
ATTACK DIFFICULTIES (P. 102) or t per turn). Add b to next skill check by opponent.
Melee attack in engaged range base difficulty is dd. All
modifiers are placed on that base. Ranged attack is detailed aaa Negate enemy defense. Ignore environment.
below. or t Damage a target's gear/limbs. Gain +1 defense for
1 turn.
Range Difficulty t Upgrade difficulty of target's next check. Upgrade
Engaged dd for Ranged (Light) an ally's next check. Do something "vital".
ddd for Ranged (Heavy) tt Destroy a target's equipment or limb completely.
Short d
Medium dd MANEUVERS (P. 98)
Long ddd Max of two maneuvers per turn. First is free, the second
costs 2 strain or exchange an action (P. 101).
Extreme dddd
Aim: Add b to attacks.
MODIFIERS (P. 107) Target limbs/spot/item: add bb or 2 maneuvers & b
Guard: Add b to attacks on the guarded target.
Ranged Target is Engaged range with an ally, upgrade one d to Assist: Add b to ally's next check.
c. Hit ally on d. Interact with environment or gear.
Target is prone: Melee add b; Ranged add b Mount or dismount.
Aiming add b to check (P. 98) Move: One maneuver to move between Engaged and Short
Target is guarded add b to check. (P. 98) range. Incrementally: two maneuvers for Medium, Long, or
Target has made a ranged attack while you are in engaged range, Extreme.
add b to next melee attack.
Cheat Sheet 1
WOUNDS, STRAIN, CRITS (P. 112) HEALING STRAIN (P. 117)
Night's rest heals all strain.
End of an encounter a character may make a simple
ese are like Health Points. Exceeding Wound reshold Discipline or Cool check to recover strain equal to success s.
causes the character to be knocked out/incapacitated. ey Medicine Check: A character may receive ONE Medicine
immediately suffer one Critical Injury. Wounds should be check per encounter to heal wounds and strain. Difficulty is
tracked to twice the threshold. based on the chart below. On success a target heals wounds
A player Exceeding Strain reshold becomes equal to success s and strain equal to advantage a. Note that
incapacitated. this check is the same single allowed check for healing wounds.
When receiving a critical injury, roll a d100 on the critical (P. 116)
injury table. Add +10 to the roll for each existing critical
injury. HEALING CRITICAL INJURY (P. 116)
Week's Rest: Aer a week of rest a character may attempt a
HEALING WOUNDS (P. 116) Resilience check of difficulty according to the table. A success
Natural Rest: One night of rest heals one wound. heals the injury, a fail does not. A triumph heals an additional
Medicine Check: A character may receive ONE Medicine injury.
check per encounter to heal wounds and strain. Difficulty is Medicine Check: A character may attempt a medicine check
based on the chart below. On success a target heals wounds equal to the crit's rating (table) once per week per critical injury.
equal to success s and strain equal to advantage a. State of Health Difficulty
Medicine check difficulty increases by 2 if done to self.
Increase by one if done without tools. Half or less of wound threshold d
Painkillers/Health Pots/Tonics/Drugs: Heal wounds More than half of threshold dd
according to specified item.
Exceed Threshold ddd
Critical Injury Crit. Table

SOCIAL
NOTE SKILL OPPOSITES (P. 55)
Social encounters are too complex for some simple Check SKill Opposing Skill
tables. Further, they may require heavy GM and Coercion, Leadership Discipline
player interaction and cooperative narrative play.
Deception Vigilance
Still, some key points are presented below.
Charm Cool
Negotiation Negotiation

SKILL CHECKS (P. 120) SPENDING ADVANTAGE & TRIUMPHS (P. 121)
ese take an action in combat, in a social encounter they Roll Result
take variable times depending on the check. Perception may
be instant but negotiation requires... negotiating. a or Recover 1 strain. Add b to an ally's next check.
t Notice an important detail.
Opposed Checks: Oen using a skill, such as charm, requires a
aa Learn strength/flaw of target. Add b to next skill
difficulty set by the opponents skill. Table of skills and their
or t check by target. Add b to an character's next
(usual) opposite is immediatley below. check
Group Checks Influencing a group is difficult. Check difficulty
on a group: 2-5 people is average, 6-15 hard, 16-50 daunting, aaa Learn desire/fear of target. Conceal your goal.
51+ formidable. or t Learn the goal of your target (if there is one).
Inflict Strain: Inflict strain on an opponent to force them to t Learn a motivation of any character. Upgrade
capitulate. Half their threshold forces a compromise, exceeding difficulty of target's next check. Upgrade next
it causes a capitulation. Success on a social check inflicts 1 check of self or ally. Do something vital to
strain plus 1 additional strain per success s on the target, encounter.
Failure results in 2 strain on the character making the check.

2 Cheat Sheet
ITEM QUALITIES (P. 86) THREAT AND DESPAIR
Unless specified, active qualities require aa to activate. e GM generally resolves reat effects. However, when a
Accurate: Add b x level to checks made with the non-player character generates threats, you and your fellow
weapon. players should suggest some creative ways to spend it! (P.12)
Auto-Fire (Active): Character selects whether to use it
before attack. If used, upgrade difficulty by d. Spend aa COMBAT (P. 104)
to deal another attack to the target or any other target in Roll Result
range.
h or Active character suffers 1 strain. Lose benefits of a
Blast (Active): Deals damage of Blast rating + s to previous maneuver (e.g. guard)
d
creatures in engaged range with target. Characters can spend
aaa to still activate the blast effect on a miss. hh Opponent immediately may perform one fre
Breach: Ignore 1 point of vehicle armor (10 points of or d maneuver as an incidental in response. Add b to
soak). target's next check. Active or ally suffers bM on
Burn (Active): Suffers weapons base damage for round next action.
specified. Victims may spend a Coordination check to put hhh Reveal a desire or fear. Accidentally reveal true goal
themselves out. Average dd on hard stuff, easy d on or d of encounter.
so/wet stuff.
Concussive (Active): Activate to stagger target for d Weapon runs out of ammo and cannot be used for
rest of encounter. Upgrade difficulty of an ally's
specified rounds. next check or next check of the active character.
Cumbersome: Must have specified Brawn or its hard to The tool or weapon being used is damaged.
use.
Defensive/Deflection: Add melee/ranged defense.
Disorient (Active): Add b to opponents checks SOCIAL (P. 121
depending for specified rounds. Roll Result
Ensnare (Active): Target is immobilized for specified
h or Active suffers 1 strain. Become distracted or
rounds. ey can make a ddd Athletics check to bust out. sidetracked, results in narratively bad times.
d
Guided (Active): If miss but triggered, make an dd
check with d equal to guided quality to see if it hits as an hh Accidentally reveal strength or flaw. Add b to
out-of-turn incidental. Requires aaa or d target's next check. Active or ally suffers bM on
next action.
Inaccurate: Add b Setback Dice
x level to checks made with the weapon hhh Learn desire/fear of target. Conceal your goal.
Inferior: Add h to checks with it. or d Learn the goal of your target (if there is one).
Knockdown (Active): Target is knocked prone.
d Reveals a motivation of their character. Learn a
Knockdown only takes a plus a per Silhouette above 1. false motivation of target (active character
Limited Ammo: Need to reload (maneuver) aer the believes it to be true). Upgrade difficulty of active
specified number of uses. or ally's next check. Embroiled in irrelevant events
Linked (Active) Spend aa to do additional hits with and cannot act during next round.
the weapon on same target.
Pierce: Pierces soak for number.
Prepare: Takes X maneuvers before use. Can be used
unless something happens, then redo prepare.
Reinforce: Immune to Sunder, Pierce and Breach.
Slow-Firing: Weapon can't be fired for specified rounds
aer use.
Stun (Active): Deals strain to target equal to stun rating.
Stun Damage: Weapon deals damage as strain.
Sunder (Active): If targeting an item can damage it.
Takes a activate.
Superior: Add a to checks with it.
Tractor: Vehicles won't move unless successful piloting
check equal to beams rating.
Unwieldy: Weapon sucks unless agility is equal to rating.
Vicious: Add 10 x X to any critical hit rolls a target
makes.

Cheat Sheet 3
CRITICAL INJURY TABLE (P. 115)
D100 Severity Result
01-05 d Suffer 1 Strain
06-10 d Act on last initiative next turn
11-15 d Drop whatever is in their hand
16-20 d No free maneuver on next turn
21-25 d Add b to next skill check
26-30 d Move one player pool story point ot the game master pool (reverse if NPC)
31-35 d Staggered until next turn
36-40 d Increase difficulty of next check by one
41-45 dd Knocked prone and suffer 1 strain
46-50 dd Increase difficulty of all intellect and cunning checks by one until the injury is healed
51-55 dd Increase difficulty of all presence and willpower checks by one until this injury is healed
56-60 dd Increase difficulty of all brawn and agility checks by one until this injury is healed
61-65 dd Disoriented until healed
66-70 dd Remove all b until healed
71-75 dd Lose free maneuver until healed
76-80 dd Attacker may immediately make another attacked as an incidental using exact same pool as original attack
81-85 dd Cannot use strain for maneuvers or abilities
86-90 dd Increase difficulty of all checks by one until healed
91-95 ddd Suffer 2 strain each time an action is made until healed
96- ddd A limb is crippled (GM choice) until healed. Increase difficulty all checks with that limb by one
100
101- ddd One limb is (GM Choice) is permanently lost. WIthout a prosthetic they cannot perform actions requiring
105 that limb. All other actions gain b until healed.
106- ddd Roll 1d10, result makes characteristic count 1 lower until healed,
110 1-3 Br, 4-6 Agi, 7 Int, 8 Cun, 9 Pr, 10 Wil
111- ddd Immobilized until healed
115
116- ddd Blind. Upgrade difficulty of all checks twice and upgrade difficulty of Perception and Vigilance checks three
120 times until healed.
121- ddd Staggered until injury is healed
125
126- dddd Roll 1d10, result makes characteristic count 1 lower permanently,
130 1-3 Br, 4-6 Agi, 7 Int, 8 Cun, 9 Pr, 10 Wil
131- dddd Ever round target suffers 1 wound and 1 strain, every 5 wounds beyond their threshold they suffer another
140 critical injury. If this injury, roll again.
141- dddd Die on last initiative slot during next round unless healed.
150
151+ - Death

4 Cheat Sheet
EXAMPLE ENCOUNTERS!
COMBAT MELEE
A worm has popped out of the ground directly in
Kazuma is a warrior with the characteristics: front of Kazuma, uh oh! He takes out his Hatchet and
Brawn Agility Intellect Cunning Willpower Presence hacks at it!
e worm is in engaged range and has a melee
5 4 2 2 2 2 defense of 1 and a soak of 2. Kazuma's Brawn
characteristic gives him ddddd and his Melee
skill changes dd to cc.
Skills: Melee 2; Ranged (Light) 1 As he is in melee range the base difficulty is
Equipment:
average (dd). and the worm's melee defense adds a
Name Skill Dam Crit Range Encum Price Rarity Special b.
is makes the dice pool:ccdddddb
Hatchet Melee +2 3 Engaged 2 100 2 Pierce
1 e roll produces sst. is means the worm is
dealt 5 (base brawn) + 2 (hatchet) + 3
Revolver Ranged 5 3 Short 1 250 4 Auto- (success/triumph) - 2 (soak) = 8 total damage!
(Light) fire
Kazuma chooses to use his Triumph to upgrade
the difficulty of the Worm's next check (changes d
ENCOUNTER! to c).

RANGED
Kazuma has come across a giant armored worm! Uh SOCIAL
oh! He takes out his revolver and fires at it. Kazuma is trying to find out the location of a bounty he's
e worm is in short range and has a ranged hunting. He believes that a waitress at the local tavern knows
defense of 1 and a soak of 2. Kazuma's Agility his location, but he's unsure.
characteristic gives him dddd and his Ranged Aer some back and forth he thinks she does know his
(Light) skill upgrades 1 of them to c. location and begins questioning her on it.
As it is short range the difficulty base is easy (d) His first tactic is to charm her a bit so he contests his
and the defense adds a b. Charm skill against her Discipline skill. He has a charm of 2
Kazuma chooses to upgrade the difficulty by d in with Presence of 2 and she has a Cool of 1 and a Willpower
order to use auto-fire on his revolver. of 2.
e dice pool is then: cdddddb e check pool is thencccd.
e roll produces saa. is means the worm is You fail to charm the information out of her but the result
dealt 5 (revolver damage) + 1 (success) - 2 (soak) = 4 gives aaa. You learn that she fears retribution from the
total damage. Kazuma uses his 2 advantage to bounty if you are to fail.
activate Auto-Fire and it deals the base damage plus Knowing this, you reassure her that you are more than
success for an additional 4 damage. capable of taking down such a low life insinuating you also
Kazuma has dealt 8 total damage to the worm! know she knows his location. You ask the location again, this
time offering her some coin to stay at an Inn you know is
safe. is is a Negotiation check and adds bb due
assuaging her fears.
e new pool is your Negotiation skill, 0 in this case vs.
her Negotiation which is also 0. You both have a PR of 2.
So the new pool is ddddbb. is roll is a success
and she tells you the man's location as you slide the coins
across the table, a successful light interrogation.

Made in Homebrewery 5

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