PLAYER'S CHEATSHEET
General
HealingRest
Each full night of rest = heals 1 Wound and all Strain.Each full week of rest = Resilience check to recover from 1 Critical Injury. Failure heals 1 Wound instead. Can spend t if successful to heal +1 Critical Injury.
Medicine
(Once per Session) May make a Medicine check to heal. If Type: Robotic, use Mechanics instead.Effect | Difficulty |
---|---|
Target's Wounds are below ½ WT | d |
Target's Wounds are above ½ WT | dd |
Target's Wounds are above total WT | ddd |
Target is self (ignore if Type: Robotic) | +dd |
No appropriate tools | +bb |
Falling
Distance | Effect (minus Soak) |
---|---|
Short
(Coordination dd) |
+10 Damage, +10 Strain
(s = -1 Wound suffered, a = -1 Strain suffered) |
Medium | +30 Damage, +20 Strain |
Long | Maximum Wounds, Critical Injury +50, +30 Strain |
Extreme | Maximum Wounds, Critical Injury +75, +40 Strain |
Concealment
Type | Effect |
---|---|
Mist, dim light, high grass | +b |
Fog, thick grass, darkness, foliage | +bb |
Heavy fog, thick smoke, dense foliage | +bbb |
Holding Breath
Number of Rounds = Brawn + Resilience skill level, then...Suffocating
+3 Strain per Round. Once Incapacitated, +1 Critical Injury per Round.Vacuum
+3 Wounds per Round, Once Incapacitated, +1 Critical Injury per Round.Terrain
Difficult Terrain: x2 Manoeuvers to move.Impassible Terrain: Special equipment required.
Gravity
Affects Brawn (not Resilience) & Coordination checks.If gravity is stronger/heavier than normal: +b (1 to 3)
If gravity is weaker/lighter than normal: +b (1 to 3)
Zero-gravity: No change to checks, x2 Manoeuvers to move.
Fires, Acids, Corrosive Atmospheres
Example | Wounds per Round |
---|---|
Campfires, mildly caustic substances, ash-filled air. | 1-2 |
Flammable liquids, industrial acids, chemically-contaminated air | 3-5 |
Welding torches, weaponised acids, ammonia, chlorinated air | 6-9 |
Lava, blast furnaces, air filled with unbreathable gases | 10+ |
- Use Cool if you know a fight is coming. Use Vigilance if you are surprised.
- The number of s & a determines the initiative slots for each team. Players fill in the initiative slots as they go - a character may only use 1 slot per Round.
- t = Free Manoeuver just before initiative begins.
- Surprise: If ambushing, each ambushing character picks a target and makes a Stealth (or similar) vs Vigilance (or similar) check. If successful, they make a free Attack before combat starts.
If the target is so much as wary of them, it is a Cool v Vigilance initiative check.
Description | Difficulty | Trauma example | Trauma effect |
---|---|---|---|
Startled | d | Obsession | Extra expenditure options
|
Afraid | dd | Phobia | Character gains an additional Fear Motivation. |
Very Afraid | ddd | Delusion | Extra expenditure options
|
Mortally Afraid | dddd | Neurosis | Whenever this character suffers Strain, they suffer +1 Strain. |
Utterly Terrified | ddddd | Broken Mind | This Character's ST is halved (round up). |
Suggested Fear check expenditure
Not a restrictive list, more of a list of suggestions and to show the relative power levels of a, h, t & d.
s | f | |
---|---|---|
s/f | Steady Nerves | Aversion: Disorientated +1, Strain +1 |
a | Stand With Me!: Allies within Medium Range receive +b to this Fear check. | Brave Face: Suffer -1 Strain from check. |
h | Adrenaline Rush: +b to next check but suffer +3 Strain. | Flee!: This character must spend all available Manoeuvers trying to escape the cause of the Fear. |
hhhhh/d | - | Gain a Trauma |
t/d | t: Fearless!: Automatically succeed Fear checks from this source (except if source is a Fear) for the rest of this Encounter. tt: Closure: (If source is a Fear of this character, and Fear check is less Difficulty than the Fear Motivation) This Fear is removed | d Absolute Terror: This character is Immobilised+Staggered until they pass the check. |
Encumbrance is important in this game! Players should track it themselves.
- Apparel (when worn) has its Encumbrance reduced by 3.
- For each point over the Encumbrance Threshold, +b to all checks except Knowledge & Piloting.
- If a character is overencumbered equal to or greater than their Brawn, no free Manoeuver.
Personal Combat & Social Encounters
At the end of combat, make a Cool check without Difficulty to recover Strain!Maneouvers
Movement
Each distance, except Engaged, is roughly double the size of the next smaller size..Distance | Move steps |
Description |
---|---|---|
Engaged to Short
Short to Engaged |
1 |
Close enough to reach out and touch.
Able to whisper discreetly. |
Short to Medium
Medium to Long |
1 |
Unskilled gunmen can easily hit a target with any weapon. Almost point-blank range.
Can talk easily without raised voices. |
Medium to Long
Long to Medium |
2 |
Maximum range for most pistols. Average gunfight range.
Shout to be heard. |
Long to Extreme
Extreme to Long |
2 |
Long Range: Maximum range for most rifles.
Yell loudly to be heard, sometimes understood. Extreme Range: Sniper rifle and vehicle weaponry. Can barely hear if yelling. |
(Max Def = 4)Cover: +1 rDef. If especially large cover (ask GM), +2 rDef or even +Soak. Sometimes cover only protects from some directions.
Prone: Stand up (from seated or prone) or move to prone. If prone, outgoing Ranged (Light), Ranged (Heavy) and Gunnery combat checks receive +b and Melee or Brawn receive +b. Incoming are the opposite.
Aim
Can be used with Brawl, Melee, Ranged (Light), Ranged (Heavy) or Gunnery - not M/T/CMNormal Aim: +b to next combat check. +bb if 2 consecutive Maneouvers spent aiming.
Called Shot: +bb to next combat check, but targets a specific item/location. -b if 2 consecutive Maneouvers spent aiming.
Aim is broken if this character: Moves, takes Damage above Soak.
Guarded Stance
+1 mDef, +b to this character's combat checks. Lasts until start of next Turn.Assist
If character providing assist has no Ranks in that Skill, +b. If they do, Upgrade equal to Skill.Manage Equipment
Pick up/equip item, withdraw item from storage, put into storage, swap equipped item for one in storage (Incidental to drop an item).Other
Interact with environment, mount/dismount vehicle (including turrets)Staggered: Cannot perform Actions until condition removed.
Immobilised: Cannot perform Manoeuvers until condition removed.
Disorientated: +b to all checks. Additional Disorientations add duration, up to 5.
Immobilised: Cannot perform Manoeuvers until condition removed.
Disorientated: +b to all checks. Additional Disorientations add duration, up to 5.
Improvised Weapons
(Improvised Weapons)
Anything that can be picked up and swung at the enemy, plus a few odds and ends.
Name | Skill | DAM | CRT | RNG | En | Price | Rarity | HP | Special |
---|---|---|---|---|---|---|---|---|---|
Improvised (Small) | M | Bwn+1+h | 5 | E | 1 | N/A | 0 | 0 | Limited Ammo 2; Destroyed with hh; Quiet (Q); Fragile |
Improvised (Medium) | M | Bwn+2+h | 5 | E | 3 | N/A | 0 | 0 | Limited Ammo 5; Destroyed with hh; Quiet (Q); Two-handed; Versatile; Fragile |
Improvised (Large) | M | Bwn+3+h | 5 | E | 4 | N/A | 0 | 0 | Destroyed with hh; Quiet (Q); Cumbersome 3; Two-handed; Fragile |
Welder | M | 5 | 3 | E | 4 | $100 | 3 | 0 | d = Crit on wielder; Breach 1; Decay 1; High Maintenance; Limited Ammo 3; Cumbersome 3; Factory; Fragile |
Fire Extinguiser If using as a Melee weapon, see 'Improvised (medium)' | R:L | 0 | - | E | 3 | $100 | 2 | 0 | Blinding; Reach; Autofire; Blast 0; Burn 1; Two-handed; Lead; Magical; Limited Ammo 1; Fragile; Factory |
Industrial CircSaw | M | Bwn+1 | 2 (min 50) | E | 4 | $100 | 3 | 0 | d = Crit on wielder; Inaccurate 2; Pierce 2; aaa = Decay (Coordination Barbed 2; Two-handed; High Maintainence; Fragile; Cumbersome 2; Unwieldy 2; Factory |
Action: Combat Check
Attack (a.k.a. "combat check")
Usually an Action to attack, but there are some exceptions.
Attack type & Range |
Difficulty |
---|---|
Engaged Range
If wielding a Ranged (Heavy) weapon If wielding a Gunnery weapon |
dd
+d Can't attack |
Short Range | d |
Medium Range | dd |
Long Range | ddd |
Extreme Range | dddd |
Strategic Range | ddddd |
If 2+ Sizes larger | -d per size until (-) |
If 2+ Sizes smaller | +d per size |
Ally is in Engaged Range of target | Upgrade Difficulty once |
After making a R:L, R:H or Gunnery check | Target receives +b to Melee or Brawl combat checks targeting this character. |
|
+b |
Magic-unique |
Difficulty |
No free hand | +b |
Unable to speak | +b |
Heavy armour, a physical shield, restrictive outfits. | +b |
Target protected by Forcefield. | +b |
Circumstances that interfere with focus. | Upgrade Difficulty |
Tech-unique |
Difficulty |
Casting a Macro or Program against an organic target wearing no personal technology. | +b |
Target protected by Barrier | +b |
Circumstances that interfere with electronic devices. | Upgrade Difficulty |
If the target is a Nemesis, they suffer a Critical Injury and are incapacitated.
Criticals: (Remember to make the Crit roll at the end of the Turn!) If an Attack deals Wounds, can spend t or a to inflict a Critical Injury. Only 1 Critical Injury per Turn (triggering extra Crits = +10 to the roll).
Minions and Rivals are insta-killed, Nemesis roll on chart and put +10 to their own modifier (adds up over Sessions). Decrease this by healing Critical Injuries.
Minions and Rivals are insta-killed, Nemesis roll on chart and put +10 to their own modifier (adds up over Sessions). Decrease this by healing Critical Injuries.
Dual+ Wielding:
- Identify Characteristic & Skill used with each weapon. Use the lower of each.
- Identify potential Difficulty if attacking individually with each weapon. Use the harder Difficulty, +d.
If using two different weapons, +b - Declare primary weapon, and roll check. s = primary weapon hits, spend aa/t to hit with second, third, etc... weapon.
Guide to Social Encounters
- Note down the amount remaining between your current Strain and Strain Threshold. This is the Strain Threshold you have available during the Social Encounter.
- At start of Encounter: Declare your Goal to the GM. This does not mean that the target knows the Goal.
- (Optional) Compromise: If an opposing leader (or PC) exceeds half of their Strain Threshold, they can offer a compromise - usually meeting both Goals halfway. This is not a skill check.
- Capitulation: If all the opposing creatures have more Strain than their Strain Threshold, the Goal is achieved.
- Return your Strain and Strain Threshold to the levels noted down before the Social Encounter.
Social Attacks
Action: Use social skill checks modified with the table below (in place of attacking with a weapon).Action (Discern Motivations): Perception vs Cool (Once per Target, as a rough guide limited to Twice per Encounter).
Success: Learn a target's Motivation Facet.
Failure: +2 Strain
- Success: +1 Strain on target, and +1 Strain per uncancelled s
- Failure: +2 Strain to self
Motivation Facet | Effect |
---|---|
Aligning with target's Strength or Flaw | +b |
Aligning with target's Desire or Fear | +bb |
Conflicting against target's Strength or Flaw | +b |
Conflicting against target's Desire or Fear | +bb |
Expenditure Tables
PC Motivation facetsPC Motivation Facets
Character | Religion | Desire | Fear | Strength | Weakness |
---|---|---|---|---|---|
Tyrfing | The Cycle | Complete understanding of The Cycle | Asphyxiation in the Void | Determined | Women |
Zanderbey Crows | Yaraesa | Family | Swarm returning | Goal orientated | Rejection |
Julakesh | Damoritosh | Righting wrongs done as part of the Veskarium | Caught by Veskarium | Moral | Poor judge of character |
Suggested Combat Encounter expenditure
Not a restrictive list, more of a list of suggestions and to show the relative power levels of a, h, t & d.
Cost | Options |
---|---|
a |
|
aa |
|
aaa |
|
t |
|
tt |
|
h |
|
hh |
|
hhh |
|
d |
|
Suggested Social Encounter expenditure
Not a restrictive list, more of a list of suggestions and to show the relative power levels of a, h, t & d.
Cost | Options |
---|---|
a |
|
aa |
|
aaa |
|
t |
|
h |
|
hh |
|
hhh |
|
d |
|
Additional suggested Magic expenditure
Not a restrictive list, more of a list of suggestions and to show the relative power levels of a, h, t & d.
Cost | Options |
---|---|
h |
|
hh |
|
hhh |
|
d |
|
dd |
|
Additional suggested Tech expenditure
Not a restrictive list, more of a list of suggestions and to show the relative power levels of a, h, t & d.
Cost | Options |
---|---|
h |
|
hh |
|
hhh |
|
d |
|
Vehicle Combat
Guide to Vehicle CombatSteps
- Initiative as normal
- Characters take Turns
- (Vehicles do not move according to speed and direction)
Collisions
- Choose an appropriate facing according to the direction of the hit.
- If a collision is reduced to 0 or below, the Crit is nullified.
- Particularly large vehicles might be able to ignore collisions with very small vehicles. However, larger vehicles tend to have a harder time avoiding larger asteroids or terrain features.
Minor Collision: Critical Hit, reduced by Defence * 10.
Major Collision: Critical Hit, reduced by Defence * 5.
Chase speed = Current Speed - Target Speed
If your distance does not exactly meet up with the measurements here, you overshoot your target by the difference.
If your distance does not exactly meet up with the measurements here, you overshoot your target by the difference.
Speed | Effects |
---|---|
1 |
|
2 |
|
3-4 |
|
5-6 |
|
Requirements | Name | Type | Effect |
---|---|---|---|
Pilot | Fly | Manoeuver | Move your vehicle one Range Band according to the speed table. |
Pilot | Accelerate
Decelerate |
Manoeuver | Increase or decrease your current speed by 1. |
Pilot; Speed & Silhouette equal/greater than target. | Escort | Action | May declare a non-hostile vehicle to be ‘escorted’ until the end of the pilot’s next Turn. Ships cannot be escorting and escorted at the same time.
Upgrade the first attack made against the escorted vehicle (+b per rank of Piloting). The attacker may spend aa or t to hit the escorting ship (if the escorting ship is in range, and the weapon doesn't have the Limited quality). |
Pilot; Silhouette 4 or less | Punch It | Action | Suffer System Strain equal to (Silhouette minus Current Speed), but immediately accelerate to maximum Speed. |
Pilot; Silhouette 4 or less | Full Stop | Action | Suffer System Strain equal to Current Speed to instantly reduce Speed to 0. |
Pilot; Silhouette 4 or less | Evasive Maneuvers | Manoeuver | Upgrade the Difficulty of attacks against this vehicle once, but Upgrade the Difficulty of attacks made from this vehicle once. |
Pilot; Silhouette 4 or less | Stay on Target | Manoeuver | Downgrade the Difficulty of attacks made from this vehicle, but also Downgrade the Difficulty of attacks targeting this vehicle. |
Pilot; Silhouette 4 or less; Speed 1+ | Gain the Advantage | Action | Complicated! See "Gain the Advantage" dropdown |
Requirements | Name | Type | Effect |
---|---|---|---|
Copilot | Plot Course | Action | Navigation dd, Piloting ddd or Perception ddd check.
Spend s to -b for flying through hazards. |
Copilot | Copiloting | Action | Piloting dd check.
Spend s to -d (minimum d) the Pilot's next Piloting check. |
Requirements | Name | Type | Effect |
---|---|---|---|
Computer; within sensor range | Target Lock | Manoeuver | Computers dd
Success = Ignore sensor range penalty for attacking, and the penalty to the Guided quality. |
Computer; target within sensor range | Jamming | Action | Computers dd check.
Success = Target can't use their communication systems. Computers dd (Action) to cancel Jamming. Spend s to +d cancel Jamming. Spend a to affect +1 Vehicle within range. |
Communications systems; Language Dependent | Controlled Fire | Action | Leadership ddd, or (requires 1+ ranks) Combat Mastery dd check.
Success = Next crew member to fire from this vehicle receives +b. Spend ss to affect +1 crew member. Spend aaa to deal +1 Strain/SS per hit per affected crew member. |
Computer, within sensor range | Scan Target | Manoeuver | Perception ddd check.
Success = Learn the base stats of the target vehicle, including number and consciousness levels of occupants, and a summary of cargo. Suffer +dd to scan for hidden occupants or cargo. Spend aa to learn current HT and SS. If target is beyond sensor range, information is reduced:
|
Computer, within sensor range | Electronic Warfare | Action | Computers ddd check.
Success = Reduce target's defence (if shield, or electronic) in 1 defence zone by 1. Lasts until the start of this character's next Turn. Spend aa to +1 System Strain. Spend t to disable weapons equal to ranks in Computers until the start of next Round. |
Computer; missiles within sensor range | Spoof Missiles | Manoeuver | Computers dd check.
Success = +d to weapons with the Guided quality. Lasts until start of next Round. |
Name | Type | Effect |
---|---|---|
Manual Repairs | Action | (Once per Encounter) Athletics ddd.
-1HT, provided it was acquired during this Encounter. Spend s to -1 additional -1HT. |
Damage Control | Action | Mechanics check. d if below half HT.
dd if above half HT. ddd if above HT. Spend s to -1 SS. |
Requirements | Name | Type | Effect |
---|---|---|---|
Attack | Action | Standard attack, usually with Gunnery skill. Difficulty is set by table below. | |
Aim | Manoeuver | See normal combat | |
Silhouette 5+; Speed 3 or less | Blanket Barrage | Action | Select all weapons of a single type and single fire arc. They will count as firing this Turn. Minimum 3 weapons. Make a Gunnery dd check.
Success = Silhouette 2 or less vehicles Upgrade the Difficulty of combat checks against this vehicle once. Lasts until the start of next Round. Spend aa to Upgrade the Difficulty again. Spend hh on affected vehicles' Piloting checks to hit with half base damage of weapons used. Spend d as above, but for full damage. |
Silhouette 5+; Speed 3 or less | Concentrated Barrage | Action | Choose a target Silhouette 5+. Select all weapons of a single type and single fire arc. They will count as firing this Turn. Minimum 3 weapons. Make a Gunnery combat check as normal.
Success = hit as normal. Spend a to hit again equal to number of weapons used. |
Missiles within attack range | Manoeuver | Missile Flak | Vigilance ddd check.
Success = +d to weapons with the Guided quality. Lasts until start of next Round. |
Silhouette Difference | Close & Short Range | Medium Range | Long & Extreme Range |
---|---|---|---|
4+ | d | d | d |
3 | d | d | d |
2 | d | dd | d |
1 | dd | dd | d |
0 | dd | dd | d |
-1 | dd | ddd | dddd |
-2 | ddd | dddd | ddddd |
-3 | dddd | ddddd | Impossible |
-4 | ddddd | Impossible | Impossible |
-5 or less | Impossible | Impossible | Impossible |
Additional Modifiers
- Target is travelling at Speed 4+ and has 1+ Maneuverability rating: +b
- Target is travelling at Speed 4+, at Close RNG and at Speed 3 or less: +d
- Target is travelling at Speed 4+ and attacking weapon is rated for Medium+ Range: +d
- Per Range Band outside of sensor RNG: +d
GM notes
Useful Links
Silhouette Examples
1d4 , 4=T, 3-4=!T
Silhouette Examples
With people (Silhouette 1) as a base, each Silhouette is double the size of the one before it. Sil 2 is double the size of Sil 1, and Sil 3 is double the size of Sil 2. Sil 0 is anything smaller than Sil 1.
Sil | Example | |
---|---|---|
0 | Gnomes, Halflings, cats, dogs | |
1 | ||
Most people, bikes | ||
2 | ||
Most riding animals, most power armour, large everyday beings (e.g. Dragonborn), most small vehicles |
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