Cheat Sheet
Exploration Skills
Throw 8+ Bonuses trait, adventuring skill, power/tools Penalties trait, adventuring skill, lack of tools, serious pressure (time, danger, combat), high complexity
Combat Skills
Throw 7+ +Combat Skill +Weapon for modern and futuristic weapons ±Situational compared to opponent (high ground, cover, etc.) –Parry For Brawling or Hand Weapons vs same –Armor/Shield traditional, ballistic, or high-energy/radiation armor or shield vs melee/thrown weapons
Damage
Base [Lower Die] Powers +1 Futuristic Weapons Radiation/Electromechanical +1 Disintegration/Nuclear +3 Quantum +1d6 Explosives (area of effect) Frag/Thermal 1d6 (+10 vs structures) High Explosives 2d6 (+20 vs structures) Future Tech 3d6 (+30 vs structures)
Saving Throws
Throw 8+ Bonus/Penalty trait, situational
Traits
- Strong Muscle and Brawn
- Tough Endurance, Hardiness, Stamina
- Agile Speed, Precision, Coordination
- Convincing Persuasion and Credibility
- Clever Quick Wits and Lateral Thinking
- Perceptive Attention, Insight, Vigilance
- Disciplined Focus, Composure, Resolve
Combat Skills
- Brawling smash, grapple, strike, wrestle, bite, claw
- Hand Weapons blades, maces, spears, polearms
- Marksmanship thrown, shot, and fired weapons
- Ancient-tech Weapons radiation and quantum weapons, high explosives
Adventuring Skills
- Bushcraft wilderness survival skills, tracking
- Athletics run, jump, climb, swim, throw, balance
- Stealth sneak, hide, breaking and entering
- Diplomacy savoir faire, negotiate, interrogate, trade, rumors
- Subterfuge lie, pickpocket, disguise, forgery
- Book Learning history, science, culture and arts
- Medicine first aid, tinctures & potions, poisons
- Science!
advanced tech/
magic
tools - Crafting making and fixing things, the vocations
- Scavenge strip, disassemble, search, appraise
Experience
Cost (XP) | Advancement |
---|---|
2 | +1 HP1 +Inventory Slot2 |
4 | +Mutation +Follower Slot3 |
6 | +Adventuring Skill +Combat Skill |
8 | +Trait4 |
1 To a maximum of 20 HP.
2 To a maximum of 20 Slots.
3 A Follower begins with 2 HP and one skill. If a Follower dies or departs, they are automatically replaced at the beginning of the following session. You may choose to have the +HP, +Slot, or +Skill advances improve one of your Followers rather than your primary character.
4 May only be selected twice.
Referee Tools
Reaction Rolls
- Armed and Hostile
- Panicked/Alarmed
- Cautious
- Indisposed (drink, injury, sleeping)
- Diplomatic (possibly treacherous)
- Friendly
Morale (Save vs Rout)
Throw when NPCs go, "Oh shit!"
Throw 7+ Bonus organized, fearless Penalty disorganized, leaderless
Automatically fail when NPCs go, "Oh fuck!"
Stephen Parkin, © 2020