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

CheckTarget Number (TN)
Skill CheckSkill's Linked Aptitude + Ranks in Skill
Resist IntimidationWIL + SAV
Overcome FearWIL × 2
Resist Social ManipulationSAV + INT
Difficult RecallCOG × 3
Take a Chance, Stroke of LuckLuck × 10
Make A GuessINT × 3
Get a HintINT × 3
Solve a PuzzleCOG × 3
Feat of StrengthSOM + STR
Feat of EnduranceDUR + WIL
React QuicklyCOO×3
Catch SomethingCOO×3
Difficult use of LanguageINT×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.
  • 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
  • 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 LevelResult
Item cost is more than 1 less than wealthdon't deplete dot
Item cost is 1 less than wealth leveldeplete dot or barter; barter at +20
Item cost is the same as wealth leveldeplete dot or barter
Item cost is 1 higher than wealth leveldeplete dot or barter; barter at -20
Item cost is more than 1 greater than wealthcannot purchase
You are wealth level 0cannot purchase

Stats

AptitudeDescription
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 StatisticValue
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.