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Mistborn Cheat Sheets
Mistborn Cheat Sheets
1. All participants make a If facing two or more conditions, dice pool grows/ shrinks by no more than 1.
● Inflict 1 extra damage.
wits roll (+ Favourable examples:
● Eliminate one of the target’s Action of Defense Dice (from what remains after the attack).
●Successful ambush (generally with Wits vs. Wits Contest).
circumstance/power ● Gain a bonus Action Die in the following round.
●Character took last round to aim, brace, focus, or catch their breath.
advs.) to determine the ● Gain an insight/detail/hint about the Conflict or target.
●Character has the high ground or the sun at their back.
combat order. ● Add a dramatic flourish (e.g. leave a small scar / sever strap)
●Flanking or unseen by the target.
The same attack may be Nudged in the same way more than once.
2. On a character’s turn, With three or more Nudges you can spend them all to catch a Beat, immediately gaining another
Adverse examples:
action before anyone else can act. This does not grant more dice.
they may move and take ●Character distracted by a successful attack at least once this round.
an action (tactic). ●Character is also moving this round.
●Character’s senses are impaired (watery eyes, ringing ears, etc.)
3. When a character is first ●Ranged attack against partly obscured target.
attacked, they choose an ●Target is partly behind solid cover.
●Target is within Striking Range of one or more allies.
attribute/power to
represent their defense
for that round. They must
spend dice from the
defense dice pool each Range and Movement
time they are attacked.
The pool is replenished ●May normally take one step toward or away from any opponent during each Beat (adverse
after their turn. condition.
●May take two steps but not gain any Action or Defense Dice for the round.
Physical Burdens
- ¼ of current Health grants a Serious Burden.
- ½ of current Health grants a Grave Burden.
Reaching 0 health - especially in a violent manner- may grant a Grave or Mortal Burden.
Tactics
Form a dice pool form relevant attribute/power. Contest against target’s defense. Half defense dice pool this round.
Attack Successful attack deals 1 damage to target health, plus any bonuses, minus any armour etc.
● Aim to hit a particular spot. The Narrator and the player discuss the effect if the called shot hits, which may include damaging/destroying an item (e.g. a
misting vial), assigning a Serious Burden (like “Nicked by…”), or something else entirely.
Calling a Shot ● Shot is successful is contest is won with at least to Nudges. Whole attack fails otherwise.
● If contest is won with four or more Nudges, the called shot has a greater effect (e.g. shattering two vials, or inflicting a Grave Burden). Called Shots can not be
used to inflict a Mortal Burden.
● Wrestling a weapon, shield, or other item from target: With successful Physique vs. Physique, item falls to target’s feet.
Disarm ● With an additional two or more Nudges, the disarmer can also seize the item.
● Physique vs. Physique to grapple and pin target. Whilst grappled, target can only spend Action Dice only to break free (once per round), and cannot spend
Grapple Defense Dice until free.
● The Grappler may only take one step each round, and cannot perform other actions whilst grappling.
The Audience Using Nudges Circumstances
Your success depends on the audience’s reaction. If facing two or more conditions, dice pool grows/ shrinks by no more than 1.
●Who is a witness? The same attack may be Nudged in the same way more than once. FAVOURABLE EXAMPLES
●What are their starting opinions? ● Inflict 1 extra damage. ●Audience is predisposed to believe the character’s stance.
● Eliminate one of the target’s Action of Defense Dice (from what remains after the ●Character has proven trustworthy in the past.
●How might they respond to various strategies? attack). ●Character’s stance is well-reasoned or well-supported (e.g. by hard evidence).
● Gain a bonus Action Die in the following round. ●Character’s stance is appealing.
●Ardent supporters hard to sway but may be tricked/convinced. Less devoted advocates ● Gain an insight/detail/hint about the Conflict or target. ●Character’s stance is presented at the right time (e.g. a call for revolt shortly after a target in
easier but does not wound the target as dearly. Luring the uninitiated is always helpful but ● Add a dramatic flourish (e.g. leave a small scar / sever strap) power has persecuted a hero of the people).
long and arduous path to victory. ● With three or more Nudges you can spend them all to catch a Beat, immediately gaining ●Character’s stance is presented at the right place (e.g. at a monument to the audience’s beliefs).
another action before anyone else can act. This does not grant more dice.
● Reputation score represents their social footing across the whole of Scadrial, but you may ADVERSE EXAMPLES
want to introduce groups and individuals whose stances diverge, as this enriches the world
and makes it more believable and entertaining. ●Character has proven deceitful in the past.
●Character’s stance is ludicrous or farcical.
● The audiences reacts to Tools, Circumstances, and importantly, traits. ●Character’s stance is disagreeable.
●Character’s stance is presented at the wrong time (e.g. a call for revolt shortly after a target in
power has brutally killed a hero of the people to send a message to his or her followers).
●Character’s stance is presented at the wrong place (e.g. at a monument to the target’s
strength).
Social Burdens
Tactics
● Rumor mongering, blackmail, lies to shatter the rival’s standing through alienation, ridicule, and scorn. Charm or Wits vs. Influence.
Character ● Beneficial traits: “Good Listener” or “Inviting” (to learn what people are saying about the target). “Master Manipulator” or “Clever Liar” (to warp or exaggerate findings as desired. “Silver tongued” or “Smiling Devil” (to sell the slander).
Best secrets to reveal are those that sully the target’s good name in the eyes of as many supporters as possible. Strong Circumstances include the target making questionable mistakes or being caught in a lie, while admired allies and transparency support a
Assassination
●
target’s defense.
● Influence vs. Influence (possibly Charm or Wits when a campaign takes the high or low road).
● Winning a round earns valuable political capital or weakens the opponent’s place in the hierarchy, or both. Winning can oust or demote the opponent, and possibly claim the character a new office, rank or title as well.
Dirty ● Beneficial traits: “Insightful” or “Brilliant Strategist” (to craft a compelling platform or message). “Savvy Negotiator” or “Polished Speaker” (to deliver it). “Caustic” or Doomsayer” (to convince those in power that the opponent shouldn’t be).
Secrets should also speak to those in power — the people with the ability to determine who sits in each seat — and the very best Secrets show the opponent either can’t or won’t do what’s expected in a seat, or that he or she doesn’t share ideals with those in
Campaigning
●
charge.
● Audience is mandatory, making this a very social exchange despite its physical nature. Fought like combat. Physique is used, and damage is also applied to Reputation. The first character to 0 reputation loses.
Beneficial traits: “Skillful Swordsman” or “Burly Brawler”, and “Sneaky when Armed” or “Dirty Fighter” if the character’s willing to risk losing a point of Reputation if he or she is found out.
Honour Duels
●
● Secrets rarely contribute directly to an honor duel, though sometimes used to draw attention for the unveiling of a particularly juicy reveal.
Attribute Checks
- Target’s risk is slight (e.g. loss of irrelevant iterm or betraying an oft-violated principle).
- Target’s incentive is great (e.g. coveted prize or long-sought achievement).
- Character has previously delivered on promises made to the target.
Favourable - Character’s approach is novel and clever.
- Snap a wooden plank. - Character’s approach is careful and measured.
- Force open a stuck or broken door. - Character can back up any threats he or she makes (or so the target believes).
- Pull a stuck or wedged object loose. - Learn about Keep Hasting’s occupants and upcoming events. - Character has twice as much time as needed for planning and preparation.
- Jump from one rooftop to the next. - Follow visible tracks (eg snow or mud).
Untrained Untrained - Follow a well-worn trail through a forest.
- Climb a lamp-post/rope with no vertical surface/ a wall with
(Simple) adequate handholds (rocky wall/ ornamented wall).
(Simple) - Identify a particularly obvious trap, secret, coded message. - Target’s risk is great (e.g. loss of a loved one or betraying a cherished ideal).
1 - Clear a low-lying object (hedge or low wall). 1 - Forge/identify such a document (level of success determines how - Target’s incentive is slight (e.g. unexciting prize or immaterial achievement).
- Stay upright in a turbulent situation. good the forgery is). - Character has previously broken promises made to the target.
- Walk along a narrow ledge. - Spot a prominent landmark/structure in the far distance. Adverse - Character’s approach is uninspired or predictable.
- Shoot a target within range out of combat. - Character’s approach is reckless and rushed.
- Character’s threats, if any appear hollow to the target.
- Character has half as much time as needed for planning and preparation.
❖ With each loss, the loser may become more frustrated, a relevant Circumstance.
- Climb a wall with very few handholds. ❖ Blackmail is not a guaranteed success. The target may eventually refuse and accept the consequences, effectively ending the
Master - Walk across a tightrope. Master conversation.
(Very Hard) - Break through a wooden door reinforced with iron. (Very Hard) - Acquire a detailed floor plan of Keep Hasting. ❖ Equally, a target may yield long before their Willpower is gone.
- Topple a stone statue. - Identify a well-hidden trap. object, feature, or area. ❖ The target may not necessarily be aware of the instigators of their harassment.
4 4
- Pick an elaborate lock.
TYPE - Interrogation and Torture
- Interrogation used to attack the target’s Willpower: Wits vs Spirit
- Torture used to attack the target’s Willpower: Physique vs Spirit
❖ Each won round may elicit minor details and cracks in the target’s composure. If the Conflict is won, target can no longer
resist the demands and releases information or confesses as prescribed. A rare exception to the rule that every character
- Rip someone’s head off. maintains free will.
Legendary - Climb a slippery/sheer wall with little or no handholds. Legendary
❖ Target can launch counter-attacks: Usually with Spirit or Wits but sometimes with Charm (laughing off the instigator’s
(Nearly Impossible) - Break through a heavy, reinforced door (prison or armoury door). (Nearly Impossible) - Spot a nearly-invisible object or feature. efforts), or even Influence or Resources (offering the instigator something to rethink the Conflict). Equally, each round won
- Hold a door shut against a room filling with water. - Eavesdrop on a hushed conversation behind a heavy door.
5 5 by the target shows cracks in the instigator’s resolve, and if the target wins the Conflict, the instigator becomes disinterested
- Pick a masterwork lock/manacles. or disillusioned, or gives up for the time being.
❖ If word gets out about the heroes’ use of interrogation and torture, they may suffer Reputation damage.
BURDENS - Serious Grave Mortal
Physique Contests Influence Contests - Depression or withdrawal -Violent mood swings - Split personality
- Uncommon phobia (kandra or plants) -Common phobia (Terris people or metal) - Omnipresent phobia (skaa or ash)
- Arm wrestling: Physique vs Physique - Flashbacks -Delusions or dementia - Hallucinations
- Sneaking past a guard: Physique vs Wits - Trickery: Wits vs Wits - Fascination -Compulsion - Obsession
- Plant or steal an object form a target: Physique vs Wits - Determine if someone is lying: Wits vs Charm - Nightmares -Night terrors - Blackouts
- Intimidation: Physique or Charm vs Physique or Wits - Notice someone sneaking/hiding/pickpocketing: Wits vs Physique - Anxiety -Nausea - Paranoia
- Racing in a foot chase (Extended): Physique vs Physique - Temporary amnesia (a day or less) -Temporary amnesia (many days or longer)- Permanent amnesia
- Dramatic outbursts -Mania - Mute
Standing Checks
Resources Influence Spirit
Wealth, privilege, and capacity to muster financially-driven resources. Political power, contacts, and the ability to call in favours.
Assembling forces requires 6 or more Resource. Changing laws requires 6 or more dice. Fate, link to the metaphysical, and ability to survive against the odds.
- Gather a tiny crowd of onlookers (>25) - Request a limited/broad hint: “Is he acting strangely?” or “What is
- Affordable/common service: Reserve a private room, travel by horse, - No risk favour: Grant access to Skaa’s home; provide the names of Untrained the crowd’s general mood?”
Untrained employ a team of skaa labourers. Untrained Extras in a noble’s employ; offer information about rarely used trade (Simple) - Catch a negligible/believable lucky break: Mild inclement
- Assemble forces: A unit of 20 soldiers or 1 Extra. routes. 1 weather starts up or the colour of a lady’s dress is different than it
(Simple) - Bribe the predisposed: Act upholds current laws, supports the
(Simple) - Negligible/ simple change of law: Change definition of fraud or was.
1 Extra’s morals, or presents an opportunity for personal gain (e.g 1 trespassing; suspend a curfew; create a new trade ordinance.
getting back at a rival or lying to a mutual enemy). - Suppress insignificant/ house scale event: Death of a small-time
underworld figure or a change to an oft-ignored law.
● Completing a scheme or achieving a personal goal. ● Many Complications may be applied more than once. 5 Legendary
● If a character fulfills a Destiny, or overcomes a Tragedy, it might be appropriate EXAMPLES 5 dice 80% 68% 53% 37% 20%
to evolve it.
6 dice 91% 81% 66% 48% 26%
● Reduce time to pick lock by a Beat. (This is a special case, in that Nudges can’t ever reduce the time
needed to do something by less than one Beat.) 7 dice 97% 89% 78% 58% 33%
● Villain hunting Heroes through a manor intimidates her prey, promising dire consequence. Grants
bonus die especially if Wits or Spirit roll. 8 dice 99% 94% 84% 67% 40%
● Sail over merchant's stand, shoot a dazzling smile at the merchant’s handsome son, who then helps
you. 9 dice 99% 97% 90% 74% 46%
● Henchman kicks loose shingles away, so his troops can pass. Refreshes point of their willpower.
Villain might commend this. 10 dice 99% 98% 93% 80% 52%
● Same Nudge can be applied more than once if the situation supports it.
Beats
One “combat round” (in a Physical Conflict) 5 seconds
● Recover half of lost Health (rounded up) if sits the Breather out. Making a speech 10 minutes
● Recover half of lost Reputation or Willpower (rounded up) if sits the Breather out.
● Recover half of each spent Standing (rounded up) if sits Breather out. Aiding a wounded character 1 minute
● May store up to 10x Feruchemy rating in charges in any one metalmind. Debating a rival 30 minutes