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AMP Year One Cheat Sheet
AMP Year One Cheat Sheet
Two-Skill Check
Most checks are made by taking the value of two different
Skills, putting them together and then rolling 1d20 to get your
total check. For instance, Repairing a computer would require
Crafts (to show you are fixing it) and Technology (because of
Cheat Sheet
what you are fixing).
Boost
For every 5 the player rolls over the Difficulty, they gain an
Single-Skill Check additional bonus effect to the result. When used with Opposed
Sometimes only a single Skill affects the outcome. In this checks, the character receives a Boost for every 5 they roll over
case, the player receives x1.5 of the value for their Skill to per- their opponent’s check. For example, if the character rolls a 25
form the check. For instance, throwing a straight punch uses on a Moderate (20) Difficulty check, they gain 1 Boost. The fol-
the Fighting Skill only. If the characters had Fighting 4, they lowing are some of the standard Boost effects:
would actually roll 1d20 with a +6 bonus (4 x 1.5).
VV Additional Targets: When using a Skill on a single target,
their influence may spread to more targets with each Boost.
Difficulty VV Bonus Damage: In combat, each boost adds +1 damage to
The GM sets the difficulty based on how hard the task is to the character’s attack.
perform. Below are general guidelines: VV Bonus Info: They receive an extra item of interest above
Simple (10) Basic application of the skill with little what they were looking for.
to no fuss. VV Style: They pull off their tasks (such as Athletics jumps or
Moderate (20) Advanced applications of the skill that Performances) in a particularly flashy or stylistic manner,
often requires intimate knowledge of impressing more people with each Boost.
the subject. VV Streak Bonus: They receive a +2 bonus per Boost to a fol-
low-up task. For example, deciphering a clue so well that all
Tough (30) Complex skill applications that require
other clues are much easier to figure out.
more work than usual and usually in-
volve unique problems. VV Time Crunch: Boosting cuts a bit of time off of the task. For
instance, if fixing the car engine would normally take an
Legendary (40) Nearly impossible feats of skill that hour, they may cut off 10 minutes per Boost.
only a master could accomplish.
VV Non-Combat Action: Something outside of the fight. Avoid a sword Fighting + Speed
VV Retreat: Similar to a Move or Sprint/Rush Action, but takes Thanks for the weapon Fighting + Athletics
the character out of combat. Opponents with Speed 5+ Resist being distracted Fighting + Discipline
higher than the retreater can make a free close combat Ac- Avoid a Trap Perception + Speed
tion against the retreating character, but only inflict half
their normal damage. I’m your opponent Fortitude + Speed
Combat Order After a Gaming Session
Step One: Each player rolls Intuition + Speed + After a successful gaming session, the GM and players dis-
Initiative 1d20 to see who goes first. cuss the events of the evening and the GM distributes points
to worthy players. There are a few XP examples below, but
Step Two: The player decides how their charac- these don’t apply to every session. The average XP gained per
Choose Action ter will act. session at about 3 XP per player, depending on the length and
Step Three: If being targeted, the defending play- quality of the session and whether there were big moments
Choose Reaction er decides how they react. during play. The GM is also encouraged to create their own
Step Four: Both the attacker and defender criteria, as well, to fit the group’s play-style. Some GMs give an
Choose Skills choose which Skills they are using for XP to the player who brings snacks, for instance.
their check and roll their 1d20. VV 1 point – Showing up to Play: Every player who shows up to
Step Five: If an attack is successful, deal 2 + play receives 1 XP just for joining in the game and making
Dealing Weapon Damage + Boost Damage for it happen in the first place.
Damage Close Combat or Weapon Damage + VV 1 point - Loyalties: If the player used their character’s Loyal-
Boost Damage for Range. ties in interesting ways to affect the session, add drama or
give the group a way out of a problem, they should receive