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Thousand Suns GM's Quick Reference (v1.3) : A: Using Skills
Thousand Suns GM's Quick Reference (v1.3) : A: Using Skills
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A: Using Skills
Roll 2d12.
If the roll is below the Skill Test Number it succeeds.
If the roll is above the Skill Test Number it fails.
Level of success or failure is equal to the difference between the Skill Test and
the dice roll.
Note: Unmodified 2 = critical success (or gain +2 Test Number bonus)
Unmodified 24 = critical failure (or gain –2 Test Number penalty)
Retries: Repeated attempts at the same task will reduce the Skill Test
Number by 1 for each subsequent attempt, but will cost more time!
Untrained: If a character attempts to use a Skill that they have no Skill levels
in and it is NOT listed as untrained (see Table 3); they gain an additional
penalty of –4. (e.g. Attempting a Medical Sciences-First Aid task with no skill
incurs a -4 penalty to the Skill Test Number.)
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B: Combat
1. Determine Initiative Rating
2. Actions
Attempting to do more than one Action per round incurs a –2 TN penalty to
every Action.
e.g. Attempting two Actions in one round incurs a –2 TN to both actions.
e.g. Attempting three Actions in one round incurs a –4 TN to all three actions.
Range Modifier
Point Blank +1
(within 3m)
Short +0
Medium -2
Long -4
5. Determine the Skills Test Number and any modifiers (see below Table 6),
then roll 2d12. If the result is less than the TN, you have hit!
Situation Modifier
Called shot (Target is size 10 cm to 1 m) -2
Called shot (Target is smaller than 10 cm) -4
Shooting weapon off-handed -2
Shooting while walking -1
Shooting while running -2
Shooting from a moving vehicle -2
Full cover (e.g. in between dense trees, from a building window) -3
Partial Cover (e.g. behind a tree, hiding in tall grass) -2
Prone -1
Immobilized +3
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Situation Modifier
Full darkness -3
Partial darkness -2
Weak light -1
Smoky/ hazy -1
Target is double the attacker’s size +1
Target is half attacker’s size -1
6. To calculate damage:
Type of Combat Damage
Firing ranged weapons (Weapon base damage x Shoot
Skill Rank) – Armour Value of
target
Hand-to-hand combat (0.5 x Attacker’s Unarmed Combat
Skill Rank) – Armour Value of
target
Armed combat (Weapon base damage x Melee
Combat Skill Rank) – Armour Value
of target
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C: Technology
Table 7a: Armour
Type Armour Value Weight Cost Notes
(AV) [in kg] [in$ols]
Flight Suit 10 1 120
Force Field, Personal* 5 - 1200 Duration 2 hours**
Force Field, Personal* 10 - 3500 Duration 2 hours**
Heavy Combat Armour 50 15 5000
Light Combat Armour 15 3 200
Medium Combat Armour 20 4 350
Militisto Armour 30 20 2000
Projectile Deflector* - - 500 Grants a +2 bonus
to Dodge Tests
against ranged
attacks. Melee
attacks are not
affected.
Steleco Suit 5 0.5 1200 +4 TN stealth
Skolto Armour 10 2 150 +2 TN stealth
Space Combat Armour 45 20 3000
Space Suit 35 20 2000
Survival Suit 5 1.5 650
*These items use the Universal Equipment Mods see Table 9b.
**Use of a power backpack will extend the duration to 8 hours.
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