Each character gets one action per round to perform one task. Task difficulty is rated from 0 to 10, with higher numbers being more difficult. Characters have skills that allow them to reduce difficulty levels. Assets like tools or aid from others can reduce difficulty by one. Failed tasks may be retried with effort. Distance, positioning, armor, weapons, and surprise modify attack rolls and defense.
Each character gets one action per round to perform one task. Task difficulty is rated from 0 to 10, with higher numbers being more difficult. Characters have skills that allow them to reduce difficulty levels. Assets like tools or aid from others can reduce difficulty by one. Failed tasks may be retried with effort. Distance, positioning, armor, weapons, and surprise modify attack rolls and defense.
Each character gets one action per round to perform one task. Task difficulty is rated from 0 to 10, with higher numbers being more difficult. Characters have skills that allow them to reduce difficulty levels. Assets like tools or aid from others can reduce difficulty by one. Failed tasks may be retried with effort. Distance, positioning, armor, weapons, and surprise modify attack rolls and defense.
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