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Cheat Sheet
Cheat Sheet
• 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
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.
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.
Minor Add .
Moderate Increase difficulty.
Major Unusuable.