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GENERAL PRINCIPLES while the defender defends with Will

and Stoisism. The person who roll’s Damage: When a character suffers
The Most Important Rule: Whenever highest is granted a success, if there damage, they must roll down the die
the rules are unclear: use common are multiple dice that rolled over the that represents their health equal to
sense and personal preference. Have opponent’s minimum, that means the the damage - sheilds.
fun. person gets multiple successes.
Required Materials per person: Two Cover: If the character is partially
sets of dice (d4, d6, d8, d10, d12, and COMBAT obscured by an object, the skill check
d20), one character sheet, one mini or Deployment: When combat starts, set required to hit them is higher
totem representing the player up player characters as depicted in the depending on how much of them is
character, and one token. scene proceeding it. viewable by the attacking player.
Making a Character: Distribute 2 Turn Order: Unless ambushed, (Doesn’t count if the attacking
D8’s and 1 D4 between the 7 traits, players start first. Starting with the character is touching the cover.)
Body, Speed, Mind, Will, Players, each character and enemy
Species/Race, Career, and Self, fill will have a turn activating. Players can >50%- (partial cover) +1 added to the
any blank spaces with D6’s. Choose choose in any order their characters difficulty to hit or character’s defense.
the character’s Species/Race and will activate, but must take turns with >80%- +2 (full cover) added to the
Career and fill in the associated gifts the DM activating enemy characters difficulty to hit or character’s defense.
and Skill Words associated. Then, until all characters are activated. 100%- Unable to hit., blocked LOS.
write 2 more Skill Words and choose 1 Actions: Each character is allowed to
gift that you feel will associate best do two actions per round. Once they Knocked Out: When a character’s
with the personality of the character. have done those two actions, an health die can no longer roll below 1,
When choosing skills, think of any Activation Token is placed next to the character is knocked out.
particular verbs or descriptors that them reminding the player they’ve had
would describe your character. their turn. Death: Each turn after being knocked
out, a player must roll their health die,
PLAYING THE GAME The available actions are. if they roll a 2 or a 1, they are dead.
Attack: Beating a skill check or a VS
Skill Checks: When a character wants check against an opponent, each
to accomplish a complicated or difficult success adding to the damage. Glossary
task, they will be asked to roll the dice Move: Move your character to an
associated with one Trait and one or adjacent Zone Melee- Can attack any enemy that's
more Skills. The player will roll these Defend: Temporarily add 2 shields. touching the base of the character.
dice, and if 1 rolls over the challenge Equip: Change weapons. Short- Can attack any enemy in the
number the DM sets, its a minor Special Action: Activate an ability same zone as long as they are in Line
success, any success above that is with the Special Action trait, or role Of Sight.
considered a ‘major’ success. play a specific event or stunt. Medium- Can attack any enemy in the
same or adjacent zone as long as they
Other players can choose to ASSIST a MOVEMENT are in Line Of Sight
roll, to do that, they either make the Each environment is separated into Long- Can attack an enemy in a zone
same roll, or a roll with similar Trait “Zones” around the size of a player’s at least 1 to 2 zones away, but not the
and Skill that more matches what the hand, or are different rooms. Moving same zone, as long as its within Line
character does. If the player rolls over within or between adjacent zones of Sight.
a 3 on any die, the player they are requires one movement. Any Line Of Sight (LOS)- Line of sight is
helping gets to roll one additional d8 environment that's considered ‘difficult’ obtained when an unobstructed line
will require two movements. can be drawn between the attacking
VS. Checks: When a player is doing a character and the enemy.
skill check against another player or ATTACKING- When attacking, make Stun- Anyone stunned for that round
NPC, they may do a Vs. Check. In a skill check against the enemy’s will only have one action available to
order to do a Vs. Check, the two difficulty or a VS check, if successful, them.
combatants must roll a Trait and Skill do damage equal to the power of the Drone- An object that can be
akin to the attack and defense. For weapon. Damage is calculated by controlled by its owner by using its
example, someone intimidating adding the number of successes and owner’s actions as if it were its own.
someone with Body and Agression, any additional effects on the weapon. Piercing- Ignores armor and cover
Spread- effects all enemies within the
weapon’s distance between a V made
by the player’s pointer and middle
finger from their character.
Vehicle- An item that a character can
enter and use their own actions to
control.
Advantage- on skill checks, add a D8
to ther roll
Disadvantage- on skill checks,
increase the challenge number, or give
the opponent one D8 to their roll.
Strong- When attacking, successes
count double.
Weak- When attacking, requires 2
successes to do 1 damage
Lucky- Always attacks with an
advantage.
Unlucky- Always attacks with
Disadvantage
Faulty- Only does WEAK attacks.
Reliable- Only does STRONG attacks.
Single Action- Requires 1 action to
reload before firing.
Compact- Doesn’t take up any
inventory space.
Concealable- Is unnoticed during
routine searches.
Single Handed- Requires one hand to
operate and use.
Dual Handed- Requires two hands to
operate.
AOE- (Area Of Effect), this means that
this attack or effect hits everything
within the specified area, usually the
entirety of a single zone, and doesn't
require Line Of Sight within the zone.
Dwindle Dice- A die that decreases in
size whenever a 1 is rolled.
DM GUIDE number of one card drawn from the a more segmented environment. The
Required Equipment:Rule Book, A monster’s difficulty deck. stage can also be split in half to create
Privacy Screen, a deck of cards, Special: Any ability or special rule that two pre-made environments to switch
Notecards, pencil, tokens, and applies to that particular monster. between.
totems/minis.
It’s important to remember that, in any Non-Combat Encounters- Various
Optional Equipment: D10s, separate combat scenario, the max HP of a encounters will not require combat,
deck of cards in a different color, fancy starting character is 41, but in the some will be trying to wiggle a lock
terrain. middle of a session is much less than open, another will be dancing at a ball,
that. So unless the player has shields, and one might be sneaking into a
SET UP: When setting up, create a normal player character can take 3 building. For these, a player will make
three custom decks, the Challenge to 5 direct attacks. a skill check Vs 10 plus anything
deck, and the Fate Deck. The provided by the Fate Deck.
Challenge deck only contains the 4’s, SETTING THE STAGE Characters can attempt multiple times,
5’s, 6’s, 7’s, 8’s, 9’s and both Jokers. The game uses zone style movement. but each attempt will slowly bring the
The Fate Deck uses the remaining Basically a freeform method for tactical character closer to full failure. This is
cards from the Easy Deck, specifically fighting, or even tower defense like an average, and potentially can be
all the Aces, 2’s, and face cards. encounters. A good rule of thumb is improved by other party members
Challenge Decks: These are that a zone is around the size of helping.
specifically used with monsters in someone’s open hand or an enclosed
combat scenarios, for completing skill room in more confined areas. Another In some cases, a Non-Combat
checks. great environment that can be used is Encounter has stakes, even if its more
Fate Deck: a special randomizer deck called “The Stage”, a round emotional or social. So in those
to add bonuses or hindrances to segmented board meant to abstract an cases, when a player fails particular
various skill checks. Face cards are 0, environment. In order to create a checks, have them directly take 3
while Red suits provide bonuses, black Stage, make a terrain piece with 3 damage.
suits are negatives rings, one 8”, one 12”, and one 14”.
SOCIAL ENCOUNTERS- Are like non
SKILL CHECK AVERAGES combat encounters but are more
dependant on the role play going in.
Rates of success based on beating the NPCs can have 3 dispositions towards
challenge number with entirely each character, Friendly, Indifferent,
unmodified stats. For a proper true and Hostile. This can be changed via
average, add 1 to each challenge to role play, but can only be shifted up or
compensate for a player character’s down one step. So it's impossible for
bonuses. an NPC to go from Hostile to Friendly
>8 = 61% - formality in one encounter. Afterwards, the
>9 = 46% - weak challenge character must complete a Skill Check
>10 = 32% - average challenge
>11 = 18% - proper challenge
Friend Neutral Foe
>12 - Serious Challenge
This sets up replicates that of a stage, F May Help Wont Hinder
and should be treated like that, with Help
MONSTERS the main focus of the encounter in the
Monsters have 5 main features. Suit, Spotlight. While the stage contains 1 Will Help May Help Wont Help
Difficulty, Health, Attacks, and Special. auxiliary terrain, smaller enemies, or 0
Suit: if the card the monster plays is of represent things like hallways or small
the same suit, it gains +1 proficiency. 1 Very Will Help May Help
side rooms. The Offwing is the very 4 Help
Health: Represented by hearts, each outer recesses of the encounter.
heart is 10 health points. ((D10s can Combat will rarely happen in the
be used to help track damage)) Offwing, but friends and foe can be WEAPONS
Attacks: a list of attacks or abilities the drawn onto the stage from the Offwing. Weapons are things that will determine
creature has. Unless otherwise Things like scatter terrain can help a character’s play style the most
specified, any damage = to the split the stage into separate zones for
GENERAL WEAPON STATS
-Hands, melee- 1 Power
-Improvised, melee, Weak- 2 power
-Compact Pistol, short range,
compact, concealable- 1 power
-Knife, melee- 2 power
-Pistol, medium range- 2 power
-Rifle, long range- 2 power
-Shotgun, medium range, spread,
distributed- 3 power
-Magnum, medium range-

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