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:
- Base: Collect green d equal to the characteristic.
- 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. - Assemble d and c.
- 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
Difficulty | Dice | Scope |
---|---|---|
Simple | — | Basic and routine. |
Easy | d | Poses little challenge, but something could go wrong. |
Average | dd | Success expected, but failure is not surprising. |
Hard | ddd | Professional fails as often as they succeed. |
Daunting | dddd | Pushes professional to their limits. |
Formidable | ddddd | Nigh impossible. |
Impossible | — | With GM permission, spend Story Point to tackle as Formiddable. |