View Source

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:

  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 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

Social

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.

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

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

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 thencccd.

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 ddddbb. 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.

[Made in Homebrewery](https://homebrewery.naturalcrit.com/)