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


Combat Skills

Adventuring Skills

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

  1. Armed and Hostile
  2. Panicked/Alarmed
  3. Cautious
  4. Indisposed (drink, injury, sleeping)
  5. Diplomatic (possibly treacherous)
  6. 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