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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: 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).
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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
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.
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.
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.
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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.
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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.
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.
Perception versus Stealth; add b to search for each encumbrance rating of item beyond 1.
Damage | Difficulty | Penalty to Use |
---|---|---|
Minor | d | Add b. |
Moderate | dd | Increase difficulty. |
Major | ddd | Unusuable. |
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Rarity | Difficulty |
---|---|
0–1 | — |
2–3 | d |
4–5 | dd |
6–7 | ddd |
8–9 | dddd |
10 | ddddd |
Rarity Modifier | Circumstances |
---|---|
-1 | Consumer-driven economy. Major metropolis. Trading hub. |
+1 | Rural. State-regulated economy. |
+2 | Frontier.Laws prohibiting ownership. |
+3 | Active war zone. |
+4 | Post-disaster wasteland. |