Quick Reference
Note: the quick-ref may get out of sync with the actual rules text. If that happens, the actual rules text applies. (The rules text is "governing," the quick-ref isn't.)
The Rules 0
- When rounding, always round down.
- Everything stacks unless it specifically says it doesn’t.
Checks
- Basics
- Roll D%; succeed if less-than-or-equal-to the target number, fail otherwise.
- Margin-of-Success (MoS): number on die, if successful.
- Margin-of-Failure (MoF): number - target, if failed.
- Special results
- Exceptional Success (or Failure) if MoS (or MoF) is 30 or more.
- Critical Success (or Failure) if roll is a double (like 22 or 33).
Common Checks
Check | Target Number (TN) |
---|---|
Skill Check | Skill's Linked Aptitude + Ranks in Skill |
Resist Intimidation | WIL + SAV |
Overcome Fear | WIL × 2 |
Resist Social Manipulation | SAV + INT |
Difficult Recall | COG × 3 |
Take a Chance, Stroke of Luck | Luck × 10 |
Make A Guess | INT × 3 |
Get a Hint | INT × 3 |
Solve a Puzzle | COG × 3 |
Feat of Strength | SOM + STR |
Feat of Endurance | DUR + WIL |
React Quickly | COO×3 |
Catch Something | COO×3 |
Difficult use of Language | INT×3 |
Modifiers
- Being assisted: +10 per character assisting,
- maximum +30 for 3 characters assisting.
- Assisting characters must have 10 Ranks in a useful skill (but it doesn't have to be the same skill).
- Related Skill:
- 10-24 Ranks: +10
- 25-39 Ranks: +20
- 40+ Ranks: +30
- You may only use one related skill.
- Specialization:
- Character receives +10 when Specialization applies;
- there is no penalty when Specialization does not apply
- Difficulty Modifiers:
- Run from Very Easy (+30) to Very Hard (-30)
- Taking your Time and Rushing:
- only applies to Task Actions and Jobs
- Taking your Time: for every +50% increase in timeframe, +10 to the check (up to +150% time for +30)
- Rushing: for every -25% reduction in timeframe, -10 to the check (up to -75% for -30)
- Passive Tests: -20
- Missing proficiency for proficiency skill: -20
Basic Proficiency
- A character with 10 or more ranks in a skill has basic proficiency in that skill.
Combat
- Movement:
- Using a movement mode is a Quick Action.
- moving at your full rate imposes a -10 penalty to physical actions until your next turn.
- Stunts vary (can be Quick or Standard Actions, with different effects),
- but require Athletics checks.
- Charges:
- declared before you move, move up to Full movement.
- Take -10 penalty to physical actions.
- If you can build up speed (i.e. you move >2m), +DB DV on physical melee attacks
- Unusual Movement:
- Like crawling, climbing, or swimming for humanoids.
- also varies (like a stunt) but doesn't require a check.
- Using a movement mode is a Quick Action.
- Attack: opposed check, your Attack Skill versus the opponent's Defense Skill.
- Exceptional Success: +5 DV
- Exceptional Success, MoS over 60: +5 more DV (+10 DV total)
- Critical Success: take max for all dice
- Ranged Attacks:
- modifiers:
- short: no modifier
- medium: -10
- long: -20
- extreme: -30
- Base ranges for throwing things:
- short: up to 5 meters
- medium: up to 15m
- long: up to 30m
- extreme: up to 45m
- adjust for weight, aerodynamics of object
- modifiers:
- Touch-Only and Indicate-Only Attacks
- Touch Only Attacks: either COO+SOM+SOM or Unarmed Combat (no proficiency required)
- Indicate-Only Attacks: either 3×COO or Ranged Weapons (no proficiency required)
- Defender gets -20, attacker gets +20
- Multiple Weapons
- Multiple attacks with multiple weapons: -10 penalty ("flat" penalty, not per additional weapon)
- Multiple targets with multiple attacks: -10 penalty ("flat" penalty, not per additional target)
- Attack using your off-hand: -10 penalty if weapon has Off-Hand tag, -20 penalty if it does not.
- Unarmed Attacks:
- Base damage: 1d10+DB DV with no AP
- If you don't have basic proficiency,
- you don't threaten adjacent opponents when unarmed,
- and can't defend with Unarmed Combat.
- If you have basic proficiency,
- you do threaten adjacent opponents,
- against armed opponents: -10 penalty when attacking, -20 when defending
Items, Crafting and Wealth
Crafting time-frame: at the GM's discretion, with the following guidelines:
- Trivial Item: two hour Task Action per batch
- Minor Item: two hour Task Action
- Moderate Item: 1 shift Job
- Major Item: 20 shift Job
- Extreme Item: 150 shift Job
When bartering:
Item Cost vs. Wealth Level | Result |
---|---|
Item cost is more than 1 less than wealth | don't deplete dot |
Item cost is 1 less than wealth level | deplete dot or barter; barter at +20 |
Item cost is the same as wealth level | deplete dot or barter |
Item cost is 1 higher than wealth level | deplete dot or barter; barter at -20 |
Item cost is more than 1 greater than wealth | cannot purchase |
You are wealth level 0 | cannot purchase |
Stats
Aptitude | Description |
---|---|
Cognition (COG) | Your character's ability to learn, reason, and plan. |
Coordination (COO) | Your character's balance, dexterity, pose, and reflexes. |
Intuition (INT) | Your character's instinct, facility with "unwritten rules", and ability to pick up on subconscious queues. |
Savvy (SAV) | Your character's social acumen; their ability to convince, deceive, cajole, and calm people. |
Somatics (SOM) | Your character's ability to manage their body; the mental half of strength. |
Willpower (WIL) | Your character's discipline, self-control, and mental durability. |
Derived Statistic | Value |
---|---|
Wound Threshold (WT) | DUR ÷ 5 |
Death Rating (DR) | DUR × 2 |
Lucidity (LUC) | WIL × 2 |
Trauma Threshold (TT) | LUC ÷ 5 |
Insanity Rating (IR) | LUC × 2 |
(Combat) Initiative Score (INIT) | (INT + COO) ÷ 5 |
Damage Bonus (DB) | (SOM + STR) ÷ 10 |
Carrying Capacity (CC) | STR ÷ 5 |
Some limits always apply. Characters may not have:
- You can never have more than 70 ranks in a skill.
- You can never have an aptitude higher than 40 (any excess is wasted).
- You can never have more than 10 Luck.
- You can never have more than 50 DUR or STR.