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Actions: Each character gets NB: Assets

one action per round. Each can never


action performs one task. reduce a tasks
difficulty by
more than
two steps
TASK
DIFFICULTY
Difficulty Description Target # Guidance Skills
0 Routine 0 Anyone can do this
1 Simple 3 Most people can do this most of Practiced: You have some
the time experience with the item.
2 Standard 6 Requires focus but most people Trained: You decrease the
can do this difficulty level by one step.
3 Demanding 9 Requires full attention, most Specialized: You decrease the
people have a 50.50 chance difficulty level by two steps
4 Difficult 12 Trained people have a 50/50
chance to succeed
5 Challenging 15 Even trained people often fail Special Rolls (d20)
6 Intimidating 18 Normal people rarely succeed
Roll Effect Description
7 Formidable 21 Impossible without skills, assets
1 GM Intrusion Something occurs to make the characters
or great effort
life more difficult
8 Heroic 24 A task worthy of tales told for
17 Damage Bonus +1 damage if this was a damage attack roll
years afterward
18 Damage Bonus +2 damage if this was a damage attack roll
9 Immortal 27 A task worthy of legends that
last lifetimes 19 Minor Effect Slightly beneficial to the PC, non-damage
attack may be slightly faster or easier. IF a
10 Impossible 30 A task normal humans can’t do
damage attack may be +3 damage or other
(but don’t break laws of physics)
minor benefit (e.g. hit specific body part,
distract, knock back, move past etc). Gm
decides.
Effort: See character sheet
20 Major Effect Quite beneficial effect for the PC if non-
damamging roll, if damage attack may be
+4 or other major effect (e.g. knock down,
Disarm, Stun, Impair etc). GM decides.
Assets: Reduces a task’s difficulty
by one step
Include: Tools or
equipment Retrying Failed Tasks: Require at
Aid from least one level of effort if GM
another deems them possible at all.
character
Any Distance
circumstance
that benefits Immediate: 0 - 10 feet (3m) Can move this far as part
the attempt of an action
Short: 10 ft (3m) - 50 ft (15m) Can move this far as a
whole action (without (e.g. Invisible, Mist, hiding etc)
roll) Target is Moving: one step in
Long: 50 ft (15m) – 100 ft (30m) Can move this far as an defenders favor
action (with roll) Attacker is Moving: No mods
Other: Specified e.g. 500ft, 3 mile under own power, if riding or in
vehicle one step in favour of
defender unless attacker is
Attack Modifiers trained in riding or driving etc
Jostled (other movement e.g.
Point Blank Range: Use of a ship): One step in favor of
ranged attack within Immediate defender unless appropriate
range – attackers gets one step training
modifier in their favour.
Extreme Range: Targets at
weapons limit, attack roll Armor
modified one step in defenders
favour. Armor Damage Adjustment Spee
50% Cover: Attacks modified one d
step in defenders favour Effort
Total Cover: Cannot be attacked Addi
unless attack can penetrate tiona
barrier, then as per 50% cover l Cost
Prone Target: Melee – one step Light Armor 1 point 1
attackers favour, Range – one Medium Armor 2 points 2
step defenders favour Heavy Armor 3 points 3
Higher Ground: Person on higher
ground gets advantage, modified
by one step in their favor Weapon Damage
Surprise (Totally Unaware):
Attack modified by two steps in Weapon Damage
attackers favor Light Weapon 2
Surprise (Guarded): Attack Medium Weapon 4
modified by one step in attackers Heavy Weapon 6
favor
Dim Light: one step in defenders
favour *
Very Dim Light: two steps ins
defenders favour *
Darkness: four steps in defenders
favour or spend 1XP for a Lucky
Shot *
* Trained in Low light spotting
negated one step, specialized
negates two steps
* Treat other sight conditions as
per Dim, Very Dim & Darkness

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