This document provides a cheat sheet describing the effects that can result from using various skills in a roleplaying game. Each skill is listed along with potential outcomes from skill checks, ranging from beneficial "s" and "a" results to detrimental "t" and "y" results. Examples of skills covered include athletics, deception, mechanics, medicine, perception, piloting, and survival.
This document provides a cheat sheet describing the effects that can result from using various skills in a roleplaying game. Each skill is listed along with potential outcomes from skill checks, ranging from beneficial "s" and "a" results to detrimental "t" and "y" results. Examples of skills covered include athletics, deception, mechanics, medicine, perception, piloting, and survival.
This document provides a cheat sheet describing the effects that can result from using various skills in a roleplaying game. Each skill is listed along with potential outcomes from skill checks, ranging from beneficial "s" and "a" results to detrimental "t" and "y" results. Examples of skills covered include athletics, deception, mechanics, medicine, perception, piloting, and survival.
Astrogation (Intellect) Used for plotting hyperspace jumps. s = better location, less travel time, less calculation time a = less time, convenient stopovers x = fast calculation, much less travel time, valuable info like alternate route t = less accuracy, longer travel time, missing details y = drop out on collision course, damage hyperdrive, etc. Athletics (Brawn) Running, jumping, climbing, swimming, etc. s = less time or better distance a = b for allies or aa for an extra maneuver (max 2) x = Impressive results t = strain, fall prone, wounds, etc y = Critical Injury Charm (Presence) Persuasion, appeal to better nature, seduction, etc. s = support for more scenes a = affect nearby people x = target becomes a recurring minor ally t = affect less people or rub them wrong y = target becomes a recurring minor enemy Coercion (Willpower) Threaten, questioning a captive, torture. s = Inflict 1 strain for ss a = Affect others for aa x = Break the target's willpower to be subjugated ally t = Building resentment in the target y = Give away pertinent info accidentally Computers (Intellect) Slicing, hacking, etc. s = less time to do the job
a = uncover additional information
x = cover up well and add c to attempts to track the user t = Alert security systems and give leave evidence that grants b y = As t but character is trackable via data trail Cool (Presence) Resist Charm, Initiative when lying in wait/ready, social initiative s = Usually just to go first a = Get additional insight or helpful side info x = Recover 3 strain t = Miss vital details y = Lose 1 turn while overwhelmed (as being stunned) Coordination (Agility) Balance, escape bonds, crawl through a tight space, acrobatics, etc. s = Increase distance or decrease time. Each s = +25% distance, to a max of +100% a = Spend aa for a free maneuver (max 2) x = Impressive results/benefits t = Lose free maneuver for 1 round per t y = Take a wound or lose vital equipment Deception (Cunning) Mislead, distract, leave a false trail, lie, etc. s = Longer before the target realizes it was a lie a = Increase the value of good or make the target feel like he's getting a deal x = Future checks against the target are base difficulty, rather than opposed. t = Give away a little bit of the lie. y = Target spreads mistrust or tries to screw the character over Discipline (Willpower) Resist Fear, Leadership, Coercion, and Deception, and resist a too good to be true deal s = Usually opposed, but when unopposed, downgrade next die pool difficulty once a = Get additional insight or helpful side info x = Give b to allies' next checks. t = Lose resolve and take penalties y = Overwhelmed and may only take 1 maneuver next turn Leadership (Presence) Rally the fearful, sway a crowd, reassert loyalty s = Extend support for more scenes a = Affect bystanders x = The target may become a recurring follower or aide t = Orders take longer and are done poorly y = Undermine authority or worse, make a target a recurring thorn in the side Mechanics (Intellect) Fix something, build something, etc. s = Each s reduces the time taken by 10-20%
a = High quality repairs may even grant a b for a session
x = Add a single-use bonus function t = Shoddy repairs malfunction shortly thereafter. y = Break the object or damage related systems Medicine (Intellect) Heal someone s = Heal a single wound per s a = Eliminate a single strain per a x = Heal a critical wound or extra wounds t = Longer time or inflict shock/pain y = Unintentionally inflict additional wounds Negotiation (Presence) Buy something, work out a deal or treaty s = Each s adds 5% profit or increases the scope of the deal a = Concessions, boons, and perks x = The target may become a regular client or supplier who helps out t = Increase good cost or shorten contract. y = Get bad goods or get sabotaged/betrayed Perception (Cunning) Avoid surprise, oppose Skulduggery, notice stuff, scrutinize, etc s = Additional details a = Get other info associated with the target x = Get a b on future checks related to the target t = Miss vital details y = Assume something very wrong Piloting (Planetary or Space) (Agility) Fly a speeder or starship of some sort s = Gain insight or a way to tweak the vehicle a = Reveal a vulnerability in another vehicle x = Get a free maneuver t = tt gives the opponents a b y = Deal damage or strain to the vehicle Resilience (Brawn) Stay away, dehydration, hunger, heat, cold, poison, etc. s = Ignore the effects longer a = Reduce the difficulty of future checks x = Recover 3 strain t = Penalties on future checks y = Take a wound or Critical Injury Skulduggery (Cunning or Agility) Pick a lock, pick a pocket, sleight of hand, spot weak security, etc. Opposed by Perception s = Gain additional insight if unopposed
a = Spot another mark or a side benefit
x = Get an unexpected boon t = Get caught right after the act y = Leave evidence or get caught red handed Stealth (Agility) Hide, sneak, etc. Opposed by Perception. s = Aide allies in sneaking a = Reduce time, move faster, or find really good cover, or distract someone x = Distract a target for the whole scene so stealth is unnecessary t = Take longer (25%ish) or be hindered in some way y = Leave evidence behind Streetwise (Cunning) Gather information, innuendo, etc. s = Reduce time taken or funds expended a = Additional rumors and sources x = Earn a semi-permanent contact t = Misinformation y = Let important information slip, maybe to an adversary Survival (Cunning) Find food, shelter, track someone, estimate weather, handle animals, etc. s = Assist others or stockpile future goods a = Learn some important information x = Learn a vital clue or become fast friends with the animal t = Lose resources y = Take wounds, strain, or a Critical Injury Vigilance (Willpower) Initiative when prepared, prep work beforehand s = Usually for Initiative, but sometimes indicates extra preparation a = Note an important environmental factor x = A free maneuver during the first round of combat t = Miss something very important in the environment y = Get surprised and take only a maneuver on the first combat round Knowledge (Intellect) Recalling information about something s = Additional information a = Extra trivial information x = Relevant, advantageous information t = Miss a detail y = Get outright wrong information that is misleading