Cheat Sheet
Page 1: Basic & Combat
Page 2: Health and Social
Page 3/4: Item Specials/Crit Table
Page 5: Examples
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:
- Collect green d to the characteristic
- 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.
- Assemble d and c
- 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 ccddd
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. 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.
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.
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.
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 |
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: cdddddb
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:ccdddddb
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).
Social