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= Success Ability Dice To form a dice pool look at three things:

= Failure Difficulty Dice 1. Base: Collect green equal to the characteristic.


= Advantage Boost Dice 2. Upgrade: Convert to according to the skill rank
Note: If your skill is higher than your characteristic, then use
= Threat Setback Dice skill for the base and characteristic for the upgrade.
3. Assemble and .
= Triumph Proficiency Dice
4. Modifiers: Add and .
= Despair Challenge Dice

• Damage: Flat number means the weapon deals that damage. Some simplified examples from chart.
"+X" indicates the damage is the character's Brawn + X.
Each success adds 1 damage ot the attack.
• Crit: The number indicates the number of required to cause Recover 1 strain. Add to next check by self or
a critical injury. or
ally.
• Specials cause various effects, see chart on page 3. Some
require to to activate. Perform an immediate free maneuver (still max 2
or

Melee
for one-handed
Engaged for two-handed
N/A for gunnery
Short
Medium
Long
Extreme
MODIFIERS
Upgrade one to .
Engaged with ally
Hit ally on .
Target prone Melee add ; Ranged add .
Aiming Add (GCB 98)
Target is guarded Add (GCB 98)
Engaged target made Add to next melee attack
ranged attack against them.
Increase by one if done without tools.
• Autohealer: Heals 5 wounds (minus number of autohealers
Similar to hit points, but you start at 0 and count up. previously taken that day).
Wounds in excess of Wound Treshold cause the character
to be incapacitated. They immediately suffer one Critical
Injury. Wounds should be tracked to twice the threshold.
• Night's rest heals all strain.
A character who exceeds their Strain Threshold becomes • End of an encounter a character may make a simple
incapacitated. Discipline or Cool check to recover strain equal to success .
• Medicine Check: As described under Healing Wounds,
When receiving a critical injury, roll a d100 on the critical advantage generated on a Medicine check heal strain.
injury table. Add +10 to the roll for each existing critical
injury.

• Natural Rest: One night of rest heals one wound. Half or less of wound threshold
• Medicine Check: A character may receive ONE Medicine
check per encounter to heal wounds and strain. Difficulty is More than half of threshold
based on chart. On success a target heals wounds equal to Exceed threshold
success and strain equal to advantage .
• Medicine check difficulty increases by 2 if done to self.
Critical Injury See Critical Hit table

These take an action in combat, in a social encounter they


take variable times depending on the check. Perception
may be instant but Negotiation requires... negotiating.
• Opposed Checks: Often using a skill, such as Charm, requires
a difficulty set by the opponent's skill.
• Group Checks: Influencing a group is difficult. Check
difficulty on a group: 2-5 people is Average , 6-15 Hard
, 16-50 Daunting , 51+ Formidable
.
• Inflict Strain: Inflict strain on an opponent to force them to
capitulate. Half their Strain Threshold forces a compromise,
exceeding it causes a capitulation. Success on a social check
inflicts 1 strain plus 1 additional strain per success on the
target; Failure results in 2 strain on the character making the
check.
01-05 Easy ( ) Minor Nick: Target suffers 1 strain.
06-10 Easy ( ) Slowed Down: The target can only act during the last allied initiative slot on their next turn.
11-15 Easy ( ) Sudden Jolt: The target drops whatever is in hand.
16-20 Easy ( ) Distracted: The target cannot perform a free maneuver during their next turn.
21-25 Easy ( ) Off-Balance: Add to the target’s next skill check.
26-30 Easy ( ) Discouraging Wound: Move one player pool Story Point to the Game Master pool (reverse if NPC).
31-35 Easy ( ) Stunned: The target is staggered until the end of their next turn.
36-40 Easy ( ) Stinger: Increase the difficulty of the target’s next check by one.
41-45 Average ( ) Bowled Over: The target is knocked prone and suffers 1 strain.
Head Ringer: The target increases the difficulty of all Intellect and Cunning checks by one until this
46-50 Average ( )
Critical Injury is healed.
Fearsome Wound: The target increases the difficulty of all Presence and Willpower checks by one until
51-55 Average ( )
this Critical Injury is healed.
Agonizing Wound: The target increases the difficulty of all Brawn and Agility checks by one until this
56-60 Average ( )
Critical Injury is healed.
61-65 Average ( ) Slightly Dazed: The target is disoriented until this Critical Injury is healed.
66-70 Average ( ) Scattered Senses: The target removes all from skill checks until this Critical Injury is healed.
71-75 Average ( ) Hamstrung: The target loses their free maneuver until this Critical Injury is healed.
Overpowered: The target leaves themself open, and the attacker may immediately attempt another
76-80 Average ( )
attack against them as an incidental, using the exact same pool as the original attack.
Winded: The target cannot voluntarily suffer strain to activate any abilities or gain additional
81-85 Average ( )
maneuvers until this Critical Injury is healed.
86-90 Average ( ) Compromised: Increase difficulty of all skill checks by one until this Critical Injury is healed.
At the Brink: The target suffers 2 strain each time they perform an action until this Critical Injury is
91-95 Hard ( )
healed.
Crippled: One of the target’s limbs (selected by the GM) is impaired until this Critical Injury is healed.
96-100 Hard ( )
Increase difficulty of all checks that require use of that limb by one.
Maimed: One of the target’s limbs (selected by the GM) is permanently lost. Unless the target has a
101-105 Hard ( ) cybernetic or prosthetic replacement, the target cannot perform actions that would require the use of that
limb. All other actions gain until this Critical Injury is healed.
Horrific Injury: Roll 1d10 to determine which of the target’s characteristics is affected: 1–3 for Brawn,
106-110 Hard ( ) 4–6 for Agility, 7 for Intellect, 8 for Cunning, 9 for Presence, 10 for Willpower. Until this Critical Injury
is healed, treat that characteristic as one point lower.
111-115 Hard ( ) Temporarily Disabled: The target is immobilized until this Critical Injury is healed.
Blinded: The target can no longer see. Upgrade the difficulty of all checks twice, and upgrade the
116-120 Hard ( )
difficulty of Perception and Vigilance checks three times, until this Critical Injury is healed.
121-125 Hard ( ) Knocked Senseless: The target is staggered until this Critical Injury is healed.
Gruesome Injury: Roll 1d10 to determine which of the target’s characteristics is affected: 1–3 for
Daunting
126-130 Brawn, 4–6 for Agility, 7 for Intellect, 8 for Cunning, 9 for Presence, 10 for Willpower. That
( )
characteristic is permanently reduced by one, to a minimum of 1.
Bleeding Out: Until this Critical Injury is healed, every round, the target suffers 1 wound and 1 strain at
Daunting the beginning of their turn. For every 5 wounds they suffer beyond their wound threshold, they suffer
131-140
( ) one additional Critical Injury. Roll on the chart, suffering the injury (if they suffer this result a second
time due to this, roll again).
Daunting The End Is Nigh: The target dies after the last Initiative slot during the next round unless this Critical
141-150
( ) Injury is healed.
151 + —
T he GM generally resolves reat effects. However,
when a non-player character generates threats, you
and your fellow players should suggest some creative ways
to spend it! (GCB 12)

Active character suffers 1 strain. Lose benefits of Active character suffers 1 strain. Become
or
previous maneuver (e.g., guard). or distracted or sidetracked, results in narratively bad
times.
Opponent may immediately perform one
or maneuver as an incidental response. Add to Accidentally reveal strength or flaw. Add to
or
target's next check. Active character or ally suffers target's next check. Active character or ally suffers
on next action. on next action.
Active character falls prone. Active character Reveal a desire or fear. Accidentally reveal true
or grants significant combat advantage to enemy. or goal of encounter.
Weapon runs out of ammo and cannot be used for Reveals a motivation of their character. Learn a
rest of encounter. Upgrade difficulty of an ally's false motivation of target (active character believes
next check or next check of the active character. it to be true). Upgrade difficulty of active or ally's
The tool or weapon being used is damaged. next check. Embroiled in irrelevant events and
cannot act during next round.

Simple — Basic and routine.


Poses little challenge, but
Easy
something could go wrong.
Success expected, but failure is
Average
not surprising.
Professional fails as often as
Hard
they succeed.
Pushes professional to their
Daunting
limits.
Formidable Nigh impossible.
With GM permission, spend
Impossible — Story Point to tackle as
Formiddable.
Charm (PRE): Persuade to do a favor, appeal to Athletics (BRA): Climb up or down a structure, swim,
someone’s better nature, flirt and seduce, make themselves jumping, run for extended time.
look good, performs in front of an audience. Computers (INT): Pick electronic lock, crack
C B :C encryption, hack database, remote pilot.
Coercion (WIL): Issuing a threat, questions or Cool (PRE): Aware initiative, lay a trap or ambush, stay
interrogates prisoners, uses torture. calm in social situations, refrain from foolishness during
C B :D tense situation, keep their nerve, card games with bluffing,
Deception (CUN): Telling lies, misleads people, wears a luck, and gambling.
disguise. Coordination (AGI): Swing across on a rope, walk
C B :V narrow surfaces, squeeze into tiny spaces, land safely,
Leadership (PRE): Rally allies from fear, convince a escape physical restraints.
crowd, lead troops. Discipline (WIL): Confront something terrifying and
C B :D not flee, keep sanity, heal strain after encounter, meditate.
Negotiation (PRE): Haggle over purchases, sell goods, Driving (AGI): Bring vehicle to safe stop, keep up speed
broker a political agreement. during dangerous driving, catch up with someone, swerve
C B :N to avoid accident.
Mechanics (INT): Repair something damaged, identify
required parts and tools for a job, design new device,
Blue (INT): Kinetics. Force fields and magic bolts, fire sabotage, build or modify item, install implants.
Medicine (INT): Heal wounds, counteract or administer
and lightning and ice.
poison, cure disease, create new drug, complex medical
Purple (CUN): Fae magic. Deception and illusion and
procedures.
enchantment.
Navigation (INT): Read a map, set a course for a
Red (WILL): Blood magic. Bio-manipulation, healing,
system, make sense of starchart, plot course under stress.
mutation, poison and corruption.
Operating (INT): Operate a ship, pilot a zeppling,
orbital slingshot, dock a spaceship.

Science (INT): Physics, chemistry, biology. The deeper


ramifications of magic.
Travel (INT): Area and cultural knowledge.
Forbidden (INT): Anything a well-traveled scientist
wouldn't know. Classified knowledge, criminal knowledge,
occult lore.

Brawl (BRA): Fight with bare hands or brass knuckles,


pin, grapple, hold someone, martial arts.
Gunnery (AGI): Shoot larger weapons, vehicle mounted
and heavy emplacements.
Melee (BRA): Fight with a sword or other similar
weapon, duels.
Ranged - Energy (AGI): Shoot with a blaster weapon,
one-handed or two.
Ranged - Projectile (AGI): Shoot with a bullet weapon,
one-handed or two.
if it hits as an out-of-turn incidental. Requires .
Inaccurate: Add x Rating to checks made with the
Unless specified, active qualities require to activate. weapon.
Accurate: Add x level to checks made with the Inferior: Add to checks with the weapon.
weapon. Knockdown (Active): Target is knocked prone.
Auto-Fire (Active): Character selects whether to use it Knockdown only takes , plus per target Silhouette
before attack. If used, upgrade difficulty by . Spend above 1.
to deal another attack to the target or any other target Limited Ammo: Need to reload (Maneuver) after the
in range. specified number of uses.
Blast (Active): Deals damage of Rating + to Linked (Active): Spend to do additional hits with
creatures Engaged with target. Characters can spend the weapon on same target.
to still activate the blast effect on a miss. Pierce: Pierces soak for number.
Breach: Ignore 1 point of Vehicle Armor. Prepare: Takes X maneuvers before use. Can be used
Burn (Active): Suffers weapons base damage for round unless something happens, then redo prepare.
specified. Victims may roll Coordination to put themselves Reinforce: Immune to Sunder, Pierce and Breach.
out ( hard ground, on soft/wet). Slow-Firing: Weapon can't be fired for specified rounds
Concussive (Active): Target is staggered for specified after use.
rounds. Stun (Active): Deals strain to target equal to stun rating.
Cumbersome: Must have Rating in Brawn or increase Stun Damage: Weapon deals damage as strain.
difficulty by per point lacking. Sunder (Active): If targeting an item can damage it.
Defensive/Deflection: Increase Melee/Ranged Defense. Takes a activate.
Disorient (Active): Add to opponents' checks for Superior: Add to checks with it.
Rating in rounds. Tractor: Vehicles won't move unless successful piloting
Ensnare (Active): Target is immobilized for Rating in check equal to beams rating.
rounds. They can make a Athletics check to bust Unwieldy: Weapon sucks unless agility is equal to
out. rating.
Guided (Active): May only trigger on miss. Make an Vicious: Add 10 x X to any critical hit rolls a target
Average check with equal to Guided quality to see

Threshold: 5+Brawn.
Over the Threshold: 1 per point over threshold to all
Agility and Brawn checks.
Encumbrance >= Brawn: No free maneuver each turn.
Lifting and Carrying: Athletics check with Difficulty
equal to amount of points over Threshold you would go.
With help, add each helpers Brawn score to threshold.

Perception versus Stealth; add to search for each


encumbrance rating of item beyond 1.

Minor Add .
Moderate Increase difficulty.
Major Unusuable.

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