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Common Dice Pools

Roll: Close Combat + Might


Roll (lowest): Athletics + Cunning
Empathy + Dexterity • Determine ambush
• Roll initiative Enhancements
Ambush
Roll: Athletics + Dexterity
vs: Integrity + Cunning
Result: ambushed character gains complication (no Roll: Aim + Dexterity
action turn 1) level = ambusher’s net successes
• Choose your action(s)
Enhancements
Cause 1 injury condition Cause 1 injury condition
to target. X=soft armor to target. Brutal: -1 cost
Combat Actions Roll: Athletics + Dexterity

Target is knocked prone Target’s defense = 1 Enhancements

Target gains the Target’s movement is


paralyzed status (cannot reduced by X (successes = complication level)
Roll: Larceny + Dexterity
move or act)

(roll only if enemy at close range)


Enhancements

Target suffer +1 diff to Target drops an item Roll: Command + Presence


ranged attacks held in their hand • Determine your dice pool.
• Use the smallest dice pool if making multiple actions
Enhancements
• Ask the GM for the roll difficulty
+X enhancement to Target gains the • If you roll at least 1 success, add any enhancements
your or chosen ally’s paralyzed status (cannot
next attack vs target move or act) • If you have more successes than difficulty it is successful
Roll: Larceny + Manipulation

Enhancements
Spending Successes
Target gains a level X
complication (gain 1 Gain +2 enhancement to Roll: Composure, Resolve or Stamina
injury condition) to next this attack but weapon
attack
will need to reload
Roll: as above x2
Defense Stunts
• Roll the first time you are attacked each turn
• Spend successes on defensive stunts Enhancements
Gain +X Dodge Use utilize cover action • Defense for turn = 1 + Dodge (see stunts)

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