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EDH GM Screen Digital 4pg Jccibl
EDH GM Screen Digital 4pg Jccibl
EDH GM Screen Digital 4pg Jccibl
Resting
Short Rest
For at least one hour, spend Hit Dice to
recover HP
Long Rest
For at least 8 hours within a single 24 hour
period, recover full HP, half your Hit Dice
(rounded up).
Combat Defenses Wealth
INITIATIVE FORMULA Level Description
Personal armor 1 Working Poor
d20 + Dexterity modifier
STEP 1. ARMOR VALUE AV (GREATER OR 2 Lower middle class
ATTACK ROLL FORMULA
EQUAL TO) PENETRATION VALUE PV 3 Upper middle class
d20 + Ability Modifier + Proficiency Bonus Yes: Step 2
(conditional) 4 Wealthy
No: Armor can’t help 5 Super Rich
SAVING THROW FORMULA
STEP 2. ARMOR SAVING THROW 6 Billionaire
d20 + Ability Modifier + Proficiency Bonus
(conditional) DC = Half Damage of Attack (minimum 10 DC)
Success: 0 Damage
DEFAULT ABILITY MODIFIER BY
WEAPON TYPE Failure: Full Damage Skills
Ranged = Dexterity ARMOR SAVING THROW FORMULA Skill Name Ability Mod
Melee = Strength d20 + your armor’s Save Bonus + Proficiency Acrobatics Dex
Finesse = Strength or Dexterity Bonus (conditional) Arts and Crafts Wis
Thrown (Ranged) = Strength or Dexterity Poison Saving Throws
Athletics Str
DURING A ROUND, EACH COMBATANT CAN
Computers Int
Each poison will have a DC value. When a hero Deception Cha
Take a turn is poisoned they should note down the DC as Endurance Con
Take a reaction they may need to make multiple saving throws Insight Wis
DURING A TURN, EACH COMBATANT CAN against the poison. Saving throws against
Intimidation Cha
Move poison are Constitution saves by default.
Investigation Int
Take one action When a poison is delivered by a class talent
Mechanics Int
Take one bonus action or attack, it typically has a DC based on this
formula: 8 + archetype primary ability modifier Medicine Int
Perform free actions Natural Sciences Int
+ proficiency bonus
Dying When a poison from the equipment list is Perception Wis
purchased and used, it uses the DC listed in the Performance Cha
DEATH SAVES Persuasion Cha
poison table. There are three different types of
Successes = stabilized saving throws for poisons: Social Sciences Int
3 failures = death Security Int
Save Success means This save is made
Normal hit at 0 hp = 1 failure to avoid the poison has no when the poison is Sleight of Hand Dex
Critical hit at 0 hp = 2 failures effect administered Stealth Dex
Roll Result Save Success halves This save is made Streetwise Wis
20 Heal 1 point, regain consciousness for half the damage from prior to taking Survival Wis
10-19 1 success the poison damage Vehicles Dex
2-9 1 failure Save Success ends all This save is made
1 2 failures to end ongoing damage at the end of each
and condition round, or when Visibility
effects specified
Level Description Effect
Destroying objects Cover Good Good lighting None
PV vs AV Effect Half Cover = 16 Defense and clear vision
PV < AV None Three Quarters Cover = 20 Defense Poor Light fog, light Disadvantage on Wis
PV = AV Takes 10 minutes to destroy the smoke, blurry (Perception) checks
AV Cover Material Effect vision, dim based on sight
object (no effect in combat) 0 plate glass, cloth partitions none lighting Disadvantage on ranged
PV > AV Object is destroyed and/or 1 light interior walls, hollow stops most attacks beyond 5 feet
penetrated core doors, upholstered melee None Heavy fog Cannot see
Object Armor Value furniture, plywood furniture, weapons or smoke,
reinforced glass minimal to no
AV Materials 2 metal doors, exterior walls, stops light illumination
0 Normal glass, cloth, paper thick wooden table, bullet firearms
1 Thin wood, rubber, reinforced glass, thin proof glass, sheet metal, car
metal doors & walls, other people
2 Thick wood, thin metal, bullet proof glass 3 brick wall, sandbags, tree stops most
3 Brick walls, steel plates, light concrete trunk, light armor plating rifles and
4 Concrete walls, stone, heavy armor plating medium
5 Heavy stone or concrete, earthworks, firearms
modern tank armor 4 engine block, concrete wall, stops high
medium armor plating power
firearms
and light
explosives
5 earthworks, thick stone stops all
walls, heavy armor plating firearms
Vehicles
Vehicle Conditions Crashes Vehicle Damage
BLOWN TIRES CRASH CHECK STEPS TO DETERMINE DAMAGE
Crash Check, +2 levels of Loss of Control Dexterity (Vehicles) check + Vehicle’s The source of damage must have a PV higher
and Loss of Power Dexterity Modifier than the vehicle’s AV.
TOTALED CRASH DC Make a Vehicle Damage saving throw
Cannot move under its own power Conditions DC + Speed Modifier Success = Roll location for damage
Cannot be controlled Failure = Vehicle totaled
Driving Conditions
If moving, the vehicle crashes and comes VEHICLE DAMAGE SAVING THROW
to a full stop DC Conditions
D20 + Vehicle’s Constitution modifier
5 Perfect
Body Damage 10 Good Vehicle Damage (roll 1d6)
Level Effect 15 Poor Roll Part Effect
1 -2 on Vehicle damage saving throw 20 Terrible Damaged
2 Disadvantage on vehicle damage saving 25 Insane 1 Cargo Random cargo hit
throw 2 Body +1 level Body Damage
Crash Speed
3 The vehicle is Totaled 3 Control +1 level Loss of Control
Speed Mod Damage Safety 4 Power +1 level Loss of Power
Loss of Control Low -5 4d6 (PV +0) None 5 Tire Blown Tires
Level Effect Mid +0 8d6 (PV +1) 2d6 6 Passenger Random passenger hit
1 -2 on Vehicle’s Dexterity modifier High +5 12d6 (PV +1) 3d6
2 Disadvantage on rolls using vehicle’s Extreme +10 16d6 (PV +2) 4d6 Ramming with Vehicles
Dexterity modifier Air +0 Destruction Death Target Resolution
3 Vehicle risks a crash at the start of its Stationary Automatic
driver’s turn Vehicle Falling Speed
Object Success.
Vehicle Dexterity modifier cannot be Fall Distance Equivalent Speed Another Vehicle Dexterity (Vehicles) contest
higher than 0 10 - 50 ft Low speed if the target is aware of
60-100 ft Mid speed the attack
Loss Of Power
110 - 150 ft High speed Person or Automatic, but the target can
Level Effect 160+ ft Extreme speed Creature Dive for Cover if aware
1 -2 on Vehicle’s Strength modifier of the attack.
2 Disadvantage on rolls using vehicle’s Travel Speeds
Strength modifier Category Miles Per Hour Pushing Maneuver
3 Vehicle has no power, slowing one Low Under 30 DEXTERITY (VEHICLES) CONTEST
speed category each round. Vehicle Mid 30+ (LARGER VEHICLE HAS ADVANTAGE)
risks a crash High 50+ Pushing vehicle wins → target risks a crash
Extreme 80+ Pushing vehicle loses by 5+ → they risk a crash
Air Speed 250+ Pushing vehicle loses by 4 or less →
nothing happens
Chases
Steps Each Round of a Chase Special Chase Actions
Step 1: Determine Predator and Prey Announce the Complication for this round BRACE
Each team will track chase points Players make the checks called for in Gain advantage on the next challenge
Step 2: Announce the Chase DC the complication GAIN GROUND
Step 3: Roll for initiative Score chase points from the complication Engage in a contest with an opponent for
Players and NPCs take turns in initiative order chase points
Check to see if the chase is over
Conditions
BLINDED Whenever a victim becomes exhausted, they Attack rolls against the victim have advantage.
Fails all ability checks requiring sight gain one level of exhaustion. Any attack that hits the victim is a critical hit if
Suffers disadvantage on attack rolls Finishing a long rest reduces exhaustion by one the attacker is within 5 feet of the victim.
Attacks against the victim have advantage. level provided food and drink are available. PRONE
DEAFENED Level Effect Movement must be to stand up or crawl
Fails all ability checks requiring hearing 1 Disadvantage on ability checks Disadvantage on melee and thrown attack rolls
DISTRACTED 2 Speed halved Melee attack rolls against a prone target
Cannot take bonus actions or reactions 3 Disadvantage on attack rolls and have advantage.
Suffers disadvantage on Intelligence and saving throws RESTRAINED
Wisdom ability checks unless those checks are 4 Hit point maximum halved Speed becomes 0, and the victim can’t benefit
directed at the source of the distraction 5 Speed reduced to 0 from any bonus to their speed
ENCUMBERED
6 Death Attack rolls against the victim have advantage,
Speed halved INTOXICATED and the victim’s attack rolls have disadvantage.
Disadvantage on Dexterity saving throws Intoxication has multiple levels, each with a Disadvantage on Dexterity saving throws
Cannot use the Dash action cumulative effect.
SICKENED
FRIGHTENED Whenever a victim becomes intoxicated, a Disadvantage on all attack rolls and ability
Has disadvantage on ability checks and attack level of intoxication will be given. If the victim checks
rolls while the source of fear is within the line is already intoxicated and another effect is
STUNNED
of sight applied, the highest level applies.
Incapacitated, can’t move, and can speak only
Unless otherwise noted, a level of intoxication falteringly
GRAPPLED
will fall at a rate of 1 level every 2 hours
Speed becomes 0, and the victim can’t benefit Automatically fails Strength and Dexterity
of abstinence.
from any bonus to their speed saving throws
Level Effect
The condition ends if the grappler Attack rolls against the person have advantage.
1 Disadvantage on Dexterity, Wisdom
is incapacitated. UNCONSCIOUS
and Intelligence saving throws and
The condition ends if an effect removes the ability checks Incapacitated, can’t move or speak, and is
grappled creature from the reach of the 2 Half movement speed. Sick unaware of their surroundings
grappler or grappling effect. Drops whatever they are holding and falls prone
3 Unconscious
INCAPACITATED 4 Falls to 0 hp and must make death Automatically fails Strength and Dexterity
No actions, bonus actions, or reactions saving throws saving throws
EXHAUSTION PARALYZED Attack rolls against the victim have advantage.
Exhaustion has multiple levels, each with a Incapacitated and can’t move or speak Any attack that hits the victim is a critical hit if
cumulative effect. Automatically fails Strength and Dexterity saving the attacker is within 5 feet of the victim.
throws