View Source

Cheat SHeet

Symbol Key
Symbols Dice
s = Success d Ability Dice
f = Failure d Difficulty Dice
a = Advantage b Boost Dice
h = Threat b Setback Dice
t = Triumph c Proficiency Dice
d = Despair c Challenge Dice

 

Dice Pool

To form a dice pool look at three things:

  1. Base: Collect green d equal to the characteristic.
  2. Upgrade: Convert d to c according to the skill rank
    Note: If your skill is higher than your characteristic, then use skill for the base and characteristic for the upgrade.
  3. Assemble d and c.
  4. Modifiers: Add b and b.

Combat

Weapon Stat Meaning (GCB. 90)
  • Damage: Flat number means the weapon deals that damage. "+X" indicates the damage is the character's Brawn + X.
    Each success s adds 1 damage ot the attack.
  • Crit: The number indicates the number of a required to cause a critical injury.
  • Specials cause various effects, see chart on page 3. Some require a to aaa to activate.
Attack Difficulties (GCB 102, 108)
Range Difficulty
Melee dd
Engaged dd for one-handed
ddd for two-handed
N/A for gunnery
Short d
Medium dd
Long ddd
Extreme dddd
Modifiers
Engaged with ally Upgrade one d to c.
Hit ally on d.
Target prone Melee add b; Ranged add b.
Aiming Add b (GCB 98)
Target is guarded Add b (GCB 98)
Engaged target made ranged attack Add b to next melee attack against them.
 
Spending Advantage and Triumphs (GCB 104)

Some simplified examples from chart.

Roll Result
a or t Recover 1 strain. Add b to next check by self 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 check of target's next check. Upgrade an ally's next check. Do something "vital".
tt Destroy a target's equipment or limb completely.
Maneuvers (GCB 98)

Max of two maneuvers per turn. First is free, the second costs 2 strain, the exchange of an action (GCB 101), or may be performed after aa is generated on an action.

  • Aim: Add b to next attack.
  • Target Limbs/Spot/Item: Add bb, or two consecutive maneuvers and b.
  • Guard: Add b to own attacks; increase Melee Defense by 1.
  • Assist: Add b to ally's next check.
  • Interact with environment or gear.
  • Mount or dismount.
  • Move: One maneuver to move between Short and Medium. Two maneuvers for Medium to Long, or Long to Extreme. Stand from prone.
  • Engage: One maneuver to engage a character. One maneuever to disengage an enemy (engaged to short).

Health and Healing

Wounds, Strain, Crits (GCB 112)

Similar to hit points, but you start at 0 and count up. Wounds in excess of Wound Treshold cause the character to be incapacitated. They immediately suffer one Critical Injury. Wounds should be tracked to twice the threshold.

A character who exceeds their 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 (GCB 116)
  • Natural Rest: One night of rest heals one wound.
  • Medicine Check: A character may receive ONE Medicine check per encounter to heal wounds and strain. Difficulty is based on chart. On success a target heals wounds equal to success s and strain equal to advantage a.
    • Medicine check difficulty increases by 2 if done to self. Increase by one if done without tools.
  • Autohealer: Heals 5 wounds (minus number of autohealers previously taken that day).
Healing Strain (GCB 117)
  • 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: As described under Healing Wounds, advantage a generated on a Medicine check heal strain.
Healing Difficulty
State of Patient Difficulty
Half or less of wound threshold d
More than half of threshold dd
Exceed threshold ddd
Critical Injury See Critical Hit table

Social

Skill Checks (GCB 120)

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 opponent's skill.
  • Group Checks: Influencing a group is difficult. Check difficulty on a group: 2-5 people is Average dd, 6-15 Hard ddd, 16-50 Daunting dddd, 51+ Formidable ddddd.
  • Inflict Strain: Inflict strain on an opponent to force them to capitulate. Half their Strain 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.
 
Skill Opposites (GCB 55)
Check Skill Opposing Skill
Coercion, Leadership Discipline
Deception Vigilance
Charm Cool
Negotiation Negotiation
Spending Advantage & Triumphs (GCB 121)
Roll Result
a or t Recover 1 strain. Add b to the next ally's check. Notice an important detail.
aa or t Learn Strength/Flaw of the target. Add b to next check by target. Add b to any ally's or character's next check.
aaa or t Learn Desire / Fear of the 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.

Critical Injury Table (GCB 115)

D100 Severity Result
01-05 Easy (d) Minor Nick: Target suffers 1 strain.
06-10 Easy (d) Slowed Down: The target can only act during the last allied initiative slot on their next turn.
11-15 Easy (d) Sudden Jolt: The target drops whatever is in hand.
16-20 Easy (d) Distracted: The target cannot perform a free maneuver during their next turn.
21-25 Easy (d) Off-Balance: Add b to the target’s next skill check.
26-30 Easy (d) Discouraging Wound: Move one player pool Story Point to the Game Master pool (reverse if NPC).
31-35 Easy (d) Stunned: The target is staggered until the end of their next turn.
36-40 Easy (d) Stinger: Increase the difficulty of the target’s next check by one.
41-45 Average (dd) Bowled Over: The target is knocked prone and suffers 1 strain.
46-50 Average (dd) Head Ringer: The target increases the difficulty of all Intellect and Cunning checks by one until this Critical Injury is healed.
51-55 Average (dd) Fearsome Wound: The target increases the difficulty of all Presence and Willpower checks by one until this Critical Injury is healed.
56-60 Average (dd) Agonizing Wound: The target increases the difficulty of all Brawn and Agility checks by one until this Critical Injury is healed.
61-65 Average (dd) Slightly Dazed: The target is disoriented until this Critical Injury is healed.
66-70 Average (dd) Scattered Senses: The target removes all b from skill checks until this Critical Injury is healed.
71-75 Average (dd) Hamstrung: The target loses their free maneuver until this Critical Injury is healed.
76-80 Average (dd) Overpowered: The target leaves themself open, and the attacker may immediately attempt another attack against them as an incidental, using the exact same pool as the original attack.
81-85 Average (dd) Winded: The target cannot voluntarily suffer strain to activate any abilities or gain additional maneuvers until this Critical Injury is healed.
86-90 Average (dd) Compromised: Increase difficulty of all skill checks by one until this Critical Injury is healed.
91-95 Hard (ddd) At the Brink: The target suffers 2 strain each time they perform an action until this Critical Injury is healed.
96-100 Hard (ddd) Crippled: One of the target’s limbs (selected by the GM) is impaired until this Critical Injury is healed. Increase difficulty of all checks that require use of that limb by one.
101-105 Hard (ddd) Maimed: One of the target’s limbs (selected by the GM) is permanently lost. Unless the target has a cybernetic or prosthetic replacement, the target cannot perform actions that would require the use of that limb. All other actions gain b until this Critical Injury is healed.
106-110 Hard (ddd) Horrific Injury: Roll 1d10 to determine which of the target’s characteristics is affected: 1–3 for Brawn, 4–6 for Agility, 7 for Intellect, 8 for Cunning, 9 for Presence, 10 for Willpower. Until this Critical Injury is healed, treat that characteristic as one point lower.
111-115 Hard (ddd) Temporarily Disabled: The target is immobilized until this Critical Injury is healed.
116-120 Hard (ddd) Blinded: The target can no longer see. Upgrade the difficulty of all checks twice, and upgrade the difficulty of Perception and Vigilance checks three times, until this Critical Injury is healed.
121-125 Hard (ddd) Knocked Senseless: The target is staggered until this Critical Injury is healed.
126-130 Daunting (dddd) Gruesome Injury: Roll 1d10 to determine which of the target’s characteristics is affected: 1–3 for Brawn, 4–6 for Agility, 7 for Intellect, 8 for Cunning, 9 for Presence, 10 for Willpower. That characteristic is permanently reduced by one, to a minimum of 1.
131-140 Daunting (dddd) Bleeding Out: Until this Critical Injury is healed, every round, the target suffers 1 wound and 1 strain at the beginning of their turn. For every 5 wounds they suffer beyond their wound threshold, they suffer one additional Critical Injury. Roll on the chart, suffering the injury (if they suffer this result a second time due to this, roll again).
141-150 Daunting (dddd) The End Is Nigh: The target dies after the last Initiative slot during the next round unless this Critical Injury is healed.
151 +  — 

Threat and Despair

The GM generally resolves reat effects. However, when a non-player character generates threats, you and your fellow players should suggest some creative ways to spend it! (GCB 12)

 
Combat (GCB 104)
Roll Result
h or d Active character suffers 1 strain. Lose benefits of previous maneuver (e.g., guard).
hh or d Opponent may immediately perform one maneuver as an incidental response. Add b to target's next check. Active character or ally suffers b on next action.
hhh or d Active character falls prone. Active character grants significant combat advantage to enemy.
d Weapon runs out of ammo and cannot be used for rest of encounter. Upgrade difficulty of an ally's next check or next check of the active character. The tool or weapon being used is damaged.
Social (GCB 121)
Roll Result
h or d Active character suffers 1 strain. Become distracted or sidetracked, results in narratively bad times.
hh or d Accidentally reveal strength or flaw. Add b to target's next check. Active character or ally suffers b on next action.
hhh or d Reveal a desire or fear. Accidentally reveal true goal of encounter.
d Reveals a motivation of their character. Learn a false motivation of target (active character believes it to be true). Upgrade difficulty of active or ally's next check. Embroiled in irrelevant events and cannot act during next round.

Skills and Story Points

DifficultyDiceScope
SimpleBasic and routine.
EasydPoses little challenge, but something could go wrong.
AverageddSuccess expected, but failure is not surprising.
HarddddProfessional fails as often as they succeed.
DauntingddddPushes professional to their limits.
FormidabledddddNigh impossible.
ImpossibleWith GM permission, spend Story Point to tackle as Formiddable.
 

Upgrading / Downgrading

Upgrade all d into c, then add d and upgrade to c so on and so forth. (Same for Difficulty / Challenge dice.)

Downgrade c and c to d and d, do not remove dice.

Competitive / Assistance Checks

Competitive: Highest number of s wins, tiebreaker is t followed by a.

Assistance: If skilled, 2 people combine higher of Characteristic / Skill. If unskilled, add 1 b per person helping (within reason).

Using Story Points

  • Upgrade dice by 1. (Only 1 per player)
  • Upgrade opponent’s difficulty by 1.
  • Use special ability / talent.
  • Introduce new fiction.

Skill Descriptions

Social Skills

  Charm (PRE): Persuade to do a favor, appeal to someone’s better nature, flirt and seduce, make themselves look good, performs in front of an audience.
    Countered By: Cool

  Coercion (WIL): Issuing a threat, questions or interrogates prisoners, uses torture.
    Countered By: Discipline

  Deception (CUN): Telling lies, misleads people, wears a disguise.
    Countered By: Vigilance

  Leadership (PRE): Rally allies from fear, convince a crowd, lead troops.
    Countered By: Discipline

  Negotiation (PRE): Haggle over purchases, sell goods, broker a political agreement.
    Countered By: Negotiation

Magic Skills

  Blue (INT): Kinetics. Force fields and magic bolts, fire and lightning and ice.

  Purple (CUN): Fae magic. Deception and illusion and enchantment.

  Red (WILL): Blood magic. Bio-manipulation, healing, mutation, poison and corruption.

Knowledge Skills

  Science (INT): Physics, chemistry, biology. The deeper ramifications of magic.

  Travel (INT): Area and cultural knowledge.

  Forbidden (INT): Anything a well-traveled scientist wouldn't know. Classified knowledge, criminal knowledge, occult lore.

Combat Skills

  Brawl (BRA): Fight with bare hands or brass knuckles, pin, grapple, hold someone, martial arts.

  Gunnery (AGI): Shoot larger weapons, vehicle mounted and heavy emplacements.

  Melee (BRA): Fight with a sword or other similar weapon, duels.

  Ranged - Energy (AGI): Shoot with a blaster weapon, one-handed or two.

  Ranged - Projectile (AGI): Shoot with a bullet weapon, one-handed or two.

 
General Skills

  Athletics (BRA): Climb up or down a structure, swim, jumping, run for extended time.

  Computers (INT): Pick electronic lock, crack encryption, hack database, remote pilot.

  Cool (PRE): Aware initiative, lay a trap or ambush, stay calm in social situations, refrain from foolishness during tense situation, keep their nerve, card games with bluffing, luck, and gambling.

  Coordination (AGI): Swing across on a rope, walk narrow surfaces, squeeze into tiny spaces, land safely, escape physical restraints.

  Discipline (WIL): Confront something terrifying and not flee, keep sanity, heal strain after encounter, meditate.

  Driving (AGI): Bring vehicle to safe stop, keep up speed during dangerous driving, catch up with someone, swerve to avoid accident.

  Mechanics (INT): Repair something damaged, identify required parts and tools for a job, design new device, sabotage, build or modify item, install implants.

  Medicine (INT): Heal wounds, counteract or administer poison, cure disease, create new drug, complex medical procedures.

  Navigation (INT): Read a map, set a course for a system, make sense of starchart, plot course under stress.

  Operating (INT): Operate a ship, pilot a zeppling, orbital slingshot, dock a spaceship.

  Perception (CUN): Search a scene for clues. Study the landscape for threats, conduct surveillance, look for minute details.

  Piloting (AGI): Land an airplane, outmaneuver in a dogfight, land small craft.

  Resilience (BRA): Go without sleeping, fight off toxin, endure hostile environment, recover from critical injury without medical attention.

  Riding (AGI): Flee on mounts, jousting, catch up to enemies, calm panicked mount.

  Skullduggery (CUN): Pick someone’s pocket, pick a lock or set physical traps, study security system, distract an opponent through guile or feints.

  Stealth (AGI): Hide, tail someone unnoticed, infiltrate a compound, move quietly.

  Streetwise (CUN): Look for black markets, understand slang, approach criminals as one of them, navigate unfamiliar city, track and hunt in a city.

  Survival (CUN): Find food and water, notice severe weather, follow a crude map, calm a wild animal, hunt in wilderness.

  Vigilance (WIL): Ambush initiative, catch lies, notice important details without looking.

Gear

Item Qualities (GCB 86)
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 Rating + s to creatures Engaged with target. Characters can spend aaa to still activate the blast effect on a miss.

Breach: Ignore 1 point of Vehicle Armor.

Burn (Active): Suffers weapons base damage for round specified. Victims may roll Coordination to put themselves out (dd hard ground, d on soft/wet).

Concussive (Active): Target is staggered for specified rounds.

Cumbersome: Must have Rating in Brawn or increase difficulty by d per point lacking.

Defensive/Deflection: Increase Melee/Ranged Defense.

Disorient (Active): Add b to opponents' checks for Rating in rounds.

Ensnare (Active): Target is immobilized for Rating in rounds. They can make a ddd Athletics check to bust out.

Guided (Active): May only trigger on miss. Make an Average 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 Rating to checks made with the weapon.

Inferior: Add h to checks with the weapon.

Knockdown (Active): Target is knocked prone. Knockdown only takes a, plus a per target 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.

Encumbrance (GCB 84)

Threshold: 5+Brawn.

Over the Threshold: 1 b per point over threshold to all Agility and Brawn checks.

Encumbrance >= Brawn: No free maneuver each turn.

Lifting and Carrying: Athletics check with Difficulty equal to amount of points over Threshold you would go. With help, add each helpers Brawn score to threshold.

Concealment

Perception versus Stealth; add b to search for each encumbrance rating of item beyond 1.

Repair
DamageDifficultyPenalty to Use
Minor d Add b.
Moderate dd Increase difficulty.
Major ddd Unusuable.
 
RarityDifficulty
0–1
2–3d
4–5dd
6–7ddd
8–9dddd
10ddddd
Rarity ModifierCircumstances
-1Consumer-driven economy.
Major metropolis.
Trading hub.
+1Rural.
State-regulated economy.
+2Frontier.
Laws prohibiting ownership.
+3Active war zone.
+4Post-disaster wasteland.

Environment, etc.