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Players Quick Reference

Core Mechanic:

2d6 + Attribute + Skill [+Trait][+2 expert]


-4 if completely unskilled / +2 per helper / +2 for taking double time -1 per difference for primitive tech / -2 per difference for advanced tech

Action Order::

Talkers > Movers > Doers > Fighters


ACTIVITY TYPICAL USAGE TYPICAL RESIST

Story Points
Im stumped - get a hint about something We only get one shot - roll an extra 2d6 That was close - Improve a check result. Can spend more, but improve to no more than a minimal success. Just a scratch - At quiet moments, recover half of ability losses Like this, doctor? - copy a skilled person under instruction Hang on, I have an idea! - a wild idea works (variable cost) Whats that? - a plot twist! (variable cost) Story points must be roleplayed. With good roleplaying story points can be pooled or given to others (have a cup of tea). Example of variable costs: [1] you remember your PDA [3] a goon falls in love with you [5] a squad of soldiers arrives. [7] a spaceship turns up [9] you absorb the heart of the TARDIS [11] Here ends the campaign

Punch/Kick Shooting Argue Seduce Martial Arts

Strength + Fighting Coordination + Marksman Resolve + Convince Presence + Convince Coordination + Fighting

Strength + Fighting Awareness + Coordination Resolve + Convince Resolve + Ingenuity Strength + Fighting

ROLL Success

RESULT

EFFECT - DID YOU SUCCEED?

9+ 4-8 0-3
Failure

Fantastic Good Success

Yes - and something unexpected happened as a result of great success. Damage x 1.5 Yes, you've managed to do what you planned. Normal Damage Yes, but something may not have gone as well as hoped. Damage x .5

1-3 4-8 9+

Failure Bad Disaster

No, but it could have been much worse. Failed, but may gain a boon. Damage x 0.5 No, you've failed at the task. Normal Damage No, and something else has gone wrong. May be consequences. Damage x 1.5

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