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# Cheat Sheet
**Page 1: Basic & Combat**
**[Page 2: Health and Social](#p2)**
**Page 3/4: [Item Specials](#p3)/[Crit Table](#p4)**
**[Page 5: Examples](#p5)**
##### Symbol Key
a =
Advantage
h =
Threat
f =
Failure
s =
Success
t =
Triumph
d =
Despair
b =
Setback Dice
b
= B =
Boost Dice
d
= d =
Difficulty Dice
d
= D =
Ability Dice
c
= c
=
Challenge Dice
c
= C =
Proficiency Dice
## Dice Pool To form a dice pool look at three things: 1. Collect green
d
to the **characteristic** 2. Upgrade
d
to
c
according to skill rank. *Note: If your skill is higher than your characteristic, then use skill for base and characteristic for upgrade.* 3. Assemble
d
and
c
4. Modifiers. Add
b
and
b
dice. **Example**: Kazuma would like to use the Perception skill, which is rank 2, to look around. Perception uses the Cunning characteristic, which is 3. He collects
ddd
from his Cunning and upgrades
dd
to
cc
due to his skill rank. The difficulty is set to
dd
so he rolls a pool of
cc
d
dd
### Combat
#### Weapon Stat Meaning - Damage: a flat number means the weapon deals that damage. A "+X" indicates the damage is the character's Brawn + X. Each success
s
adds 1 damage to the attack. - Crit: The number indicates the number of
a
required to cause a critical injury. - Specials cause various effects, see the [special chart.](#p3) Some require
a
to
aaa
to activate. #### Melee Attack Difficulties Melee attack in engaged range **base** difficulty is
dd
. All modifiers are placed on that base. #### Ranged Attack Difficulties | Range | Difficulty | |:--:|:--:| | Engaged |
dd
for Ranged (Light)
ddd
for Ranged (Heavy) | Short |
d
| | Medium |
dd
| | Long |
ddd
| | Extreme |
dddd
#### Modifiers - Ranged Target is Engaged range with an ally, upgrade one
d
to
c
- Target is **prone:** Melee add
b
; Ranged add
b
- Aiming add
b
to check - Target is guarded add
b
to check. - Target specific limbs/spot add
b
- Target has made a ranged attack while you are in engaged range, add
b
to next melee attack.
\columnbreak #### Spending Advantage & Triumphs Players spend advantage
a
and triumph
t
. Some **EXAMPLES** are below. Things can occur outside these with GM discretion. ##### Chart of Examples | Roll | Result | |:---:|:---:| |
a or t
| Recover 1 strain. Add
b
to next check by yourself or ally. |
aa or t
| Perform an immediate free maneuver (still max 2 per turn). Add
b
to next skill check by opponent. |
aaa or t
| Negate enemy defense. Ignore environment. Damage a target's gear/limbs. Gain +1 defense for 1 turn. |
t
| Upgrade difficulty of target's next check. Upgrade an ally's next check. Do something "vital". |
tt
| Destroy a target's equipment or limb completely. #### Maneuvers Only a max of two maneuvers can be done in a turn. The first is free, the second costs 2 strain or an action. - Aim: Add
b
to attacks. - Guard: Add
b
to attacks on the guarded target. - Assist: Add
b
to ally's next check. - Interact with environment or gear. - Mount or dismount. - Move: One maneuver to move between Engaged and Short range. Two maneuvers to/from Medium, Long, or Extreme incrementally. #### Actions - Exchange attack for maneuver (to save 2 strain). - Activate ability, attack, or skill check. \pagebreakNum ## Wounds, Strain, Crits They are like Health Points. **Exceeding Wound Threshold** causes the character to be knocked out/incapacitated. They immediately suffer one **Critical Injury**. Wounds should be tracked to **twice** the threshold. A player **Exceeding Strain Threshold** becomes incapacitated. When receiving a critical injury, roll a d100 on the **critical injury table**. Add +10 to the roll for each existing critical injury. #### Healing Wounds - **Natural Rest**: One night of rest heals one wound. - **Medicine Check**: A character may receive **ONE** Medicine check per encounter to heal wounds. Difficulty is based on the chart below. On success a target heals wounds equal to success
s
and strain equal to advantage
a
. - Medicine check difficulty increase by 2 if done to self. Increase by one if done without tools. - **Painkillers/Health Pots/Tonics/Drugs**: Heal wounds according to specified item. \columnbreak #### Healing Strain - **Night's rest** heals all strain. - **End of an encounter** a character may make a simple **Discipline or Cool** check to recover strain equal to success
s
. - **Medicine Check**: A character may receive **ONE** Medicine check per encounter to heal strain. Difficulty is based on the chart below. On success a target heals wounds equal to success
s
and strain equal to advantage
a
. #### Healing Critical Injury - **Week's Rest**: After a week of rest a character may attempt a **Resilience** check of difficulty according to the table. A success heals the injury, a fail does not. A triumph heals an additional injury. - **Medicine Check**: A character may attempt a medicine check equal to the crit's rating (table) once per week per critical injury. | State of Health | Difficulty | |:--:|:--:| | Half or less of wound threshold|
d
| More than half of threshold|
dd
|Exceed Threshold|
ddd
|Critical Injury| [Crit. Table](#p3)
### Social
Social encounters are too complex for some simple tables. Further, they may require heavy GM and player interaction and cooperative narrative play. Still, some key points are presented below. ##### Skill Checks These take an action in combat, in a social encounter they take variable times depending on the check. Perception may be instant but negotiation requires... negotiating. - **Opposed Checks**: Often using a skill, such as charm, requires a difficulty set by the opponents skill. Table of skills and their (usual) opposite is immediatley below. - **Group Checks** Influencing a group is difficult. Check difficulty on a group: 2-5 people is average, 6-15 hard, 16-50 daunting, 51+ formidable. - **Inflict Strain**: Inflict strain on an opponent to force them to capitulate. Half their threshold forces a compromise, exceeding it causes a capitulation. **Success** on a social check inflicts 1 strain plus 1 additional strain per success
s
on the target, **Failure** results in 2 strain on the character making the check. | Check SKill | Opposing Skill | |:---:|:---:| |Coercion, Leadership| Discipline | |Deception | Vigilance | |Charm| Cool |Negotiation| Negotiation \columnbreak #### Spending Advantage & Triumphs | Roll | Result | |:---:|:---:| |
a or t
| Recover 1 strain. Add
b
to an ally's next check. Notice an important detail. |
aa or t
| Learn strength/flaw of target. Add
b
to next skill check by target. Add
b
to an character's next check |
aaa or t
| Learn desire/fear of target. Conceal your goal. Learn the goal of your target (if there is one). |
t
| Learn a motivation of any character. Upgrade difficulty of target's next check. Upgrade next check of self or ally. Do something vital to encounter. \pagebreakNum ## Item Qualities Unless specified, active qualities require
aa
to activate. **Accurate**: Add
b
x level to checks made with the weapon. **Auto-Fire (Active)**: Character selects whether to use it before attack. If used, upgrade difficulty by
d
. Spend
aa
to deal another attack to the target or any other target in range. **Blast (Active)**: Deals damage of Blast rating +
s
to creatures in engaged range with target. Characters can spend
aaa
to still activate the blast effect on a miss. **Breach**: Ignore 1 point of vehicle armor (10 points of soak). **Burn (Active)**: Suffers weapons base damage for round specified. Victims may spend a Coordination check to put themselves out. Average
dd
on hard stuff, easy
d
on soft/wet stuff. **Concussive (Active)**: Activate to stagger target for specified rounds. **Cumbersome**: Must have specified Brawn or its hard to use. **Defensive/Deflection**: Add melee/ranged defense. **Disorient (Active)**: Add
b
to opponents checks depending for specified rounds. **Ensnare (Active)**: Target is immobilized for specified rounds. They can make a
ddd
Athletics check to bust out. **Guided (Active)**: If miss but triggered, make an
dd
check with
d
equal to guided quality to see if it hits as an out-of-turn incidental. Requires
aaa
**Inaccurate**: Add
b
x level to checks made with the weapon **Inferior**: Add
h
to checks with it. **Knockdown (Active)**: Target is knocked prone. Knockdown only takes
a
plus
a
per Silhouette above 1. **Limited Ammo**: Need to reload (maneuver) after the specified number of uses. **Linked (Active)** Spend
aa
to do additional hits with 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 after 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. \pagebreakNum
#### Critical Injury Table | 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 | | 96-100 |
ddd
| A limb is crippled (GM choice) until healed. Increase difficulty all checks with that limb by one | | 101-105 |
ddd
| One limb is (GM Choice) is permanently lost. WIthout a prosthetic they cannot perform actions requiring that limb. All other actions gain
b
until healed. | | 106-110 |
ddd
| Roll 1d10, result makes characteristic count 1 lower until healed, 1-3 Br, 4-6 Agi, 7 Int, 8 Cun, 9 Pr, 10 Wil | | 111-115 |
ddd
| Immobilized until healed | | 116-120 |
ddd
| Blind. Upgrade difficulty of all checks twice and upgrade difficulty of Perception and Vigilance checks three times until healed. | | 121-125 |
ddd
| Staggered until injury is healed | | 126-130 |
dddd
| Roll 1d10, result makes characteristic count 1 lower permanently, 1-3 Br, 4-6 Agi, 7 Int, 8 Cun, 9 Pr, 10 Wil | | 131-140 |
dddd
| Ever round target suffers 1 wound and 1 strain, every 5 wounds beyond their threshold they suffer another critical injury. If this injury, roll again. | | 141-150 |
dddd
| Die on last initiative slot during next round unless healed. | | 151+ | - | Death |
\pagebreakNum # Example Encounters! ## Combat Kazuma is a warrior with the characteristics: | Brawn | Agility | Intellect | Cunning | Willpower | Presence| |:---:|:---:|:---:|:---:|:---:|:---:| | 5 | 4 | 2 | 2 | 2 | 2 | **Skills**: Melee 2; Ranged (Light) 1 **Equipment**: | Name | Skill | Dam | Crit | Range | Encum | Price | Rarity | Special | |:----:|:---:|:----:|:---:|:----:|:---:|:----:|:---:|:----:|:---:| | Hatchet | Melee | +2 | 3 | Engaged | 2 | 100 | 2 | Pierce 1 | | Revolver | Ranged (Light) | 5 | 3 | Short | 1 | 250 | 4 | Auto-fire | #### Encounter! ### Ranged Kazuma has come across a giant armored worm! Uh oh! He takes out his revolver and fires at it. The worm is in short range and has a **ranged defense of 1** and a soak of 2. Kazuma's Agility characteristic gives him
dddd
and his Ranged (Light) skill upgrades 1 of them to
c
. As it is short range the difficulty base is easy (
d
) and the defense adds a
b
. Kazuma chooses to upgrade the difficulty by
d
in order to use auto-fire on his revolver. The dice pool is then:
c
ddd
dd
b
The roll produces
saa
. This means the worm is dealt 5 (revolver damage) + 1 (success) - 2 (soak) = 4 total damage. Kazuma uses his 2 advantage to activate Auto-Fire and it deals the base damage plus success for an additional 4 damage. Kazuma has dealt 8 total damage to the worm! ### Melee A worm has popped out of the ground directly in front of Kazuma, uh oh! He takes out his Hatchet and hacks at it! The worm is in engaged range and has a **melee defense of 1** and a soak of 2. Kazuma's Brawn characteristic gives him
ddddd
and his Melee skill changes
dd
to
cc
. As he is in melee range the base difficulty is average (
dd
). and the worm's melee defense adds a
b
. This makes the dice pool:
cc
ddd
dd
b
The roll produces
sst
. This means the worm is dealt 5 (base brawn) + 2 (hatchet) + 3 (success/triumph) - 2 (soak) = 8 total damage! Kazuma chooses to use his Triumph to upgrade the difficulty of the Worm's next check (changes
d
to
c
). \columnbreak ## Social Kazuma is trying to find out the location of a bounty he's hunting. He believes that a waitress at the local tavern knows his location, but he's unsure. After some back and forth he thinks she does know his location and begins questioning her on it. His first tactic is to charm her a bit so he contests his Charm skill against her Discipline skill. He has a charm of 2 with Presence of 2 and she has a Cool of 1 and a Willpower of 2. The check pool is then
cc
c
d
. You fail to charm the information out of her but the result gives
aaa
. You learn that she fears retribution from the bounty if you are to fail. Knowing this, you reassure her that you are more than capable of taking down such a low life insinuating you also *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. This is a Negotiation check and adds
bb
due assuaging her fears. The 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
dd
dd
bb
. This roll is a success and she tells you the man's location as you slide the coins across the table, a successful light interrogation.
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