Rules Reference

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RULES REFERENCE

ACTION ROLL TEAMWORK


Take 1 stress to give another player +1d. You might also suffer
1d for each Action rating controlled assist consequences from the roll. Only one person may assist a roll.
dot. You act on your terms. You exploit a dominant advantage.
Critical: You do it with increased effect.
+ +1d if you have Lead a group action. Roll for each character who participates in the
Assistance. 6: You do it. lead a group action. The best single roll counts as the action result, which
4/5: You hesitate. Withdraw and try a different approach, or else do group applies to every character that rolled.
+ +1d if you Push yourself it with a minor consequence: a minor complication occurs, you have
-or- you accept a Devil's reduced effect, you suffer lesser harm, you end up in a risky position.
Bargain. 1-3: You falter. Press on by seizing a risky opportunity, or withdraw Face danger for a teammate. Step in to suffer a consequence in
and try a different approach.
protect their place. You may roll to resist as normal, if you wish.

Set up another character with your action. If you achieve it, any
set up
risky team members who follow up get +1 effect or improved position.
You go head to head. You act under fire. You take a chance.
Critical: You do it with increased effect.
ACTIONS
6: You do it.
 Attune to spirits and the ghost  Skirmish with an opponent in close
4/5: You do it, but there's a consequence: you suffer harm, a
field; channel electroplasmic energy; combat; assault or hold a position; brawl
complication occurs, you have reduced effect, you end up in a
perceive and communicate with ghosts; and wrestle.
desperate position.
understand spectrology.
1-3: Things go badly. You suffer harm, a complication occurs, you  Study a person, document, or item with
end up in a desperate position, you lose this opportunity.  Command obedience with your force close scrutiny to gather information
of personality; intimidate or threaten; and apply knowledge; gain a deeper
lead an action with one of the crew's understanding; do research.
gangs.
Each time you roll a desperate  Survey a location or situation to
action, mark a tick of xp for that desperate  Consort with connections from your understand what's going on; sense trouble
You overreach your capabilities. You're in serious trouble.
attribute. heritage, background, friends, or rivals before it happens; gather information
Critical: You do it with increased effect. to gain access to resources, information, about opportunities or exploits.
6: You do it. people, or places.  Sway someone with charm, logic,
4/5: You do it, but there's a consequence: you suffer severe harm, a  Finesse an item from someone's deception, disguise, or bluff; change
serious complication occurs, you have reduced effect. pocket; employ subtle misdirection or attitudes or behavior with manipulation
1-3: It's the worst outcome. You suffer severe harm, a serious sleight-of-hand; handle a vehicle or a or seduction.
complication occurs, you lose this opportunity for action. mount.
 Tinker with mechanisms to create,
 Hunt a target; gather information modify, disable, or repair; disable a
about its location and movements; trap, pick a lock, or crack a safe. Use the
The GM sets the consequences according to the situation. You may suffer one, some, or all of the listed
attack with precision shooting from a ubiquitous clockwork and electroplasmic
consequences. You may attempt to avoid or reduce a consequence with a resistance roll. distance. devices around the city to your advantage.
RESISTANCE ROLL  Prowl about unseen and traverse  Wreck a place, item, or obstacle
obstacles; climb, swim, run, jump, and with savage force or carefully applied
1d for each Attribute You reduce or avoid the consequence and take 6 stress minus your tumble. Ambush with close violence—a sabotage; breach defenses with force;
dot. highest die result. When you roll a critical on resistance, clear 1 stress. backstab, throat cutting, black-jack, etc. create distractions and chaos.

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