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Cheat Sheet




ACTIONS

   
ATTRIBUTES
  • Physical basis, genetic predispositions, innate talent
  • Characters have between 1 and 6 Points in each Attribute
SKILLS
  • Inextricably linked to one Attribute, representing training and practice
  • Characters have between 0 and 6 Points in each Attribute
  • Characters choose between Focus or Primal, and Faith or Willpower
 
THE ACTION ROLL
  • When success is not guaranteed:
    • Action Number = Attribute + Skill +/- Modifiers
    • Action roll = [Action Number] D6
  • A die is a Success if it is greater than 4, and also a Trigger if it is a 6
  • Maximum number of dice = 12D, excess is converted to automatic Successes
    • If the Action Number is reduced to 0 or below, the Action fails automatically
  • Difficulty – Value usually set by the GM
  • Action rolls are notated as Attribute+Skill (Difficulty)
  • Success – When the number of Successes ≥ Difficulty
    • Failure – When the number of Successes < Difficulty[/il][il]Botch – A Failure with more 1s than Successes, leads to a harmful outcome
  • Difficulty Ratings:
    • 1 (Easy) | 2 (Average) | 4 (Hard) | 6 (Very Hard)
  • Triggers determine the quality of a roll if it succeeds
    • 1 (Solid) | 2 (Remarkable) | 3 (Excellent) | 4 (Brilliant)
  • Triggers can also lead to additional effects, and are not used up unless explicitly stated
  • Modifiers can affect dice (“+3D”), Successes (“-2S”), or Triggers (“+1T”)
  • Up to (3) Ego Points can be spent in extreme situations to gain up to +3D on a roll


SPECIAL SITUATIONS


CONFLICT ROLLS
  • When two opponents are directly competing with each other
  • Both roll, highest number of Successes wins, Triggers decide draws
  • If still tied and situation doesn’t allow draws, the acting character loses
  • Conflict between different Skills is possible
COMBINATION ROLLS
  • Not all Actions are covered by a single Skill
  • Two sequential rolls in order, each of which must succeed
  • If Combination succeeds, Triggers from both rolls are added together
COMPLEX ROLLS
  • Several consecutive Actions, or a single long one
  • Characters must accumulate Successes until they reach the required limit
  • Triggers count as additional Successes
COOPERATION
  • Cooperative Action rolls – Supporter makes the same roll with (+1) Difficulty
  • If success: Triggers become bonus dice for the supported character
  • Cooperative Complex Actions – Successes and Triggers accumulated from all participants
ENCUMBRANCE
  • Encumbrance penalty = -1D per total Encumbrance over BOD+Force
  • Subtracts from all Action Numbers


CONDITION


EGO
  • Represents mental reserves and ability to stay conscious
  • Ego Point max = INT+Focus or INS+Primal x2
SPORE INFESTATION
  • Defines the limit of Sepsis infestation before permanent damage begins
  • Spore max = PSY+Faith/Willpower x2
FLESH WOUNDS
  • A reserve of superficial damage which can be pushed through with no penalty
  • Flesh Wound max = BOD+Toughness x2
TRAUMA
  • The final step before death
  • Every Trauma lost = -1D to all Actions
  • Trauma max = BOD+PSY


REGENERATION


EGO REGENERATION
  • Every 24 hours = (+1) Ego Point
  • Comfortable rest = (+1) Ego Point
  • Acting in line with Concept = +1D Ego Points
  • Potentials can also lead to extra recovery
NATURAL RECOVERY
  • First recover Flesh Wounds, then Trauma
  • Flesh Wounds = (1) per day
  • Trauma = (1) per 10 days
HEALING FLESH WOUNDS
  • Immediately after injury: INT+Medicine(2)
  • Heals (1+Triggers) Flesh Wounds
HEALING TRAUMA
  • Surgery required, takes 12 hours and 4 days between attempts
  • INT+Medicine (Trauma), Heals (1+Triggers) Trauma
HEALING SPORE INFESTATION
  • No natural recovery possible
  • Antimycotics like EX or other herbal remedies required to reduce infestation


BATTLE


ONE COMBAT ROUND = 4 SECONDS
INITIATIVE
  • Spend up to (3) Ego Points, each adding +1D to the first Action roll and the Initiative roll
  • Roll PSY+Reaction, Initiative score = number of Successes
  • Gain a bonus Action for every (2) Triggers
  • Fighter with the highest Initiative score goes first, ties happen simultaneously
MOVEMENT
  • Walk – Maximum distance 2 meters, no Action penalties
  • Run – More than 2 meters, max distance = BOD+Athletics, penalty of -2D to Actions, (+1) to Passive Defense
GENERAL ACTIONS
  • Attack – Attack a target in range
  • Defense – Save an Action for Active Defense
  • Reload – Costs (1) Action in most cases
  • Switch Weapons – -2D for one Action
  • Other Actions – Any activity which takes a few seconds of concentration is an Action
ATTACKING
  • A character can Attack using the Combat Skills
    • Unarmed – BOD+Brawl
    • Melee – BOD+Melee
    • Ranged – AGI+Projectiles
  • Action Number = Attribute + Combat Skill +/- Modifiers
    • +/-D Weapon Handling and Distance (0D/-4D/-8D)
    • +1D per spent Ego if first Action
    • -2D if movement more than 2m
    • -1D per Encumbrance over BOD+Force
  • Environmental factors
    • -1D in poor visibility, light fog
    • -2D on a moonlit night
    • -4D in complete darkness
  • Influenced by Potentials and other modifiers
DEFENSE
  • Passive – Represents the Difficulty for an attacker to meet
    • Base value: (1)
    • Defender active and standing: (+1)
    • Partial cover: (+1)
    • Complete cover: (+4)
    • Defender moved more than 2m: (+1)
  • Active – Defender uses an Action, enters a Conflict with the attacker using the appropriate Skill
    • Used in response to another’s Action
    • AGI+Projectiles vs AGI+Mobility
    • BOD+Brawl/Melee vs BOD+Brawl/Melee or AGI+Mobility
  • In close combat, successful Active Defense with 3 Triggers injures the attacker
  • Mental – Counter mental influence with PSY+Faith/Willpower, no Action required
DAMAGE
  • Weapon Damage: “F”/X means BOD+Force/X
  • Damage: (Weapon Damage + Triggers + Potentials) - Armor rating of defender
  • Damage is first dealt to Flesh Wounds, then Trauma


DEATH A THOUSANDFOLD


EXPLOSIONS
  • Maximum damage at epicenter, then (-1) Damage per meter moving away
FIRE
  • Normal armor has no effect, and is set on fire if Damage = 2x Armor rating
    • Burning armor deals (3) Damage per round until put out
  • Fire resistant armor reduces Damage and can’t catch fire
STRANGLING
  • After successful BOD+Brawl attack: -2 Ego per Combat Round
    • To escape: Conflict with BOD+Brawl/Force
  • If Ego = , Dead after (3) Combat Rounds
DROWNING AND SUFFOCATING
  • Hold breath for a maximum of BOD+Stamina Rounds, 2x BOD+Stamina if not moving
  • Past maximum: Ego Damage every Round
    • Smoke, steam: (1) Ego Point
    • Toxic gases, Water: (4) Ego Points
  • If Ego = , Dead after (3) Combat Rounds
FALLING
  • (+2) Damage per meter after 2 meters, not reduced by armor
  • To avoid Damage: BOD+Athletics (Damage)
POISON AND DISEASE
  • To resist: BOD+Toughness (Potency of toxin)
  • Effects depend on poison/disease
THE RAZE
  • To resist: BOD+Toughness (Psychovore level), one roll per minute
  • Failure: (1) Trauma Damage, and (-1) permanent Toughness points
  • Only Duat fruit can heal after failure
SPORE INFESTATION
  • Spore infestation (1): Faint Mollusk reaction
  • 50% of maximum: Chakra blooms on chest
  • Spore infestation > Spore infestation max:
    • Roll PSY+Faith/Willpower (excess points)
    • Failure: (+1) permanent Spore infestation
  • If 50% or more of Spore infestation scale is permanent:
    • Character becomes a Leperos
  • Spore infestation causes cravings for Burn, and withdrawal symptoms

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