Core Mechanics
When to Roll
The task is difficult, dangerous or both.
When opposed by someone
When the test is simple, but the level of success is important.
Test
d10 Dice Pool = Arena + Approach + Mods
Target Number = 8
Dice => Target Number = 1 Success
"10"s = Rerolls
Dice Pool Test vs Target Number
Successes vs Difficulty
Results
Botch = 0 Successes + “1”
Fail = Successes < DR
Success = Successes = DR
Extra Successes = Successes > DR
Difficulty / Threat Level
1 Easy
2 Normal
3 Hard
4 Extreme
5 Epic
Success
Successes vs Difficulty
Static Difficulty Rating (DR)
Climbing a wall
--Enemies Defense
Opposed Roll
Foot Chase
Game of Chess
Modifiers (+/- 1 to 3 Dice)
Situational
Teamwork/Opposed Group
Talents
Conditions
Willpower
Spend 1 point (select 1)
Roll an extra 3d10
Add 1 Defense
Avoid defeat
Avoid an injury
Other cool stuff
Regain 1 WP per nights rest
Character Creation
Anchors
Name
Species
Culture
Role or Profession
Description
Attributes (1-5)
Arena
Mental, Physical, Social
Approach
Force, Finesse, Resilience
Assign Arrays
Array #1 (5, 3, 1)
Array #2 (4, 3, 2)
Specialties (select 4)
Adds 1d10 if related
Talents (select 3)
Adds 3d10 if test
Adds +1 if static
Other cool stuff
Other
Defense ( 1 + Bonus + Talent – Armor )
Bonus = Physical + Finesse /3 (RDDN)
Soak ( 0 + Talent + Armor)
Stress 8
Health 3
Willpower 3
Health - Armor - Weapons
Stress
5 stress (based on size) = injury
Stress while at max stress = injury
1 complication per injury
3 Injury = defeated or taken out
Injury while defeated = dying
Armor (Soak)
0 None
1 Light
2 Heavy
Weapons (Damage)
1 Light (fist, knife)
2 Medium (sword, pistol, bow, crossbow)
3 Heavy (shotgun, rifle, smg, great axe)
Movement & Range Bands
Range Band
Close (Close Combat)
Near (Ranged Combat or Move)
Far (Ranged Combat or Double Move)
Out of Range (Nope)
Comments