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CONDITIONS DIFFICULTY/ DIFFICULTY INCREASE

= 1 Damage
Dim light: +1
Low light: +2
= 2 Damage Darkness: +3
Lighting Bright light: -1 to +3
Bright light can make stealth-related tests harder or even blind
= No result characters, but can make searching for things easier.
Lower light conditions can also give bonuses to stealth-related tests
= No result
Distance Each range beyond Near imposes +1 to difficulty
Lack of proper equipment: +1
= 1 Damage + Effect Equipment
Using proper equipment: -1
Character does not understand the language spoken
= 1 Damage + Effect Language
or written: +1
Crowds: +1
Noise
Battles/ angry mobs: +2

Severe weather: +1
Weather
Extreme weather: +2 to +3
DANGER DAMAGE
Character does not trust you: +1
One floor fall 1
Social Character is of a rival faction: +1 - +3
Two floor fall 2 Character commits a social faux pas: +1 - +2

Three floor fall 3


Hard Martian sand / DIFFICULTY /
n/a TERRAIN
beach of small rocks DIFFICULTY INCREASE

Needle-like spines +1 City street or Martian sands 0

Cooling lava +2 The rocky wastes 1


Next to bubbling lava +4 Spires and mountainside 2
Into the caldera of an active volcano +10 Any terrain during a sandstorm 3

Weapon and Equipment Qualities


DISHONORABLE Players using weapons with Momentum to use on a test to keep
Dishonorable weapons impact the the Explosive quality can spend your position hidden, providing you
renown of the character. Using 1 Momentum to force a narrator haven’t already been spotted.
such a weapon can lead to serious character at a Near range to the blast
SHARP
consequences such as censure from to roll the same test.
For each effect rolled the weapon
allies, loss of rank, and sometimes
FEARSOME inflicts an additional 1 damage to the
imprisonment or death. Weapons
For each effect rolled the weapon Injury stress tracker. If the target does
that break the standard of Martian
inflicts an additional 1 damage to the not have this stress tracker, it simply
Honor usually have this quality.
Fear stress tracker. If the target does deals damage.
EXPLOSIVE not have this stress tracker, it simply
POISON
For each effect rolled the weapon deals damage.
If a weapon is coated in poison, such
inflicts an additional 1 damage to
PSYCHIC as the venom of a sith, it gains the
the Fear and Injury stress trackers. If
For each effect rolled the weapon Fearsome and Dishonorable qualities.
the target does not have these stress
inflicts an additional 1 damage to the If poison is slipped into food
trackers, each icon rolled deals 2
Confusion stress tracker. If the target or drink it does 2 £ of damage with
damage.
does not have this stress tracker, it the Fearsome quality. If a character
The narrator can spend 1 Threat
simply deals damage. is discovered to have used or is
to force any character at Near range to
caught using poison, they suffer the
the target to roll a (D2) test to evade QUIET
consequences of using a Dishonorable
the blast, or take 1 £ damage. When you use a weapon with the
weapon.
Quiet quality, you gain 1 bonus
LUCK POINT
MOMENTUM SPEND EFFECT EFFECT
SPEND
For each Momentum spend, roll an additional d20 for test. For 1 point of Luck a player
Create Opportunity
You must spend Momentum before you roll. Bonus d20 can add a bonus d20 that has
already rolled a 1.
For each 2 Momentum spent, increase difficulty of another
Create Obstacle character’s action by 1. Cannot increase difficulty more than A player may spend 1 Luck
Preform an
3 steps. point to gain one additional
Additional
Conflict action. This may
Spend 3 Momentum after defending in an opposed test Conflict Action
only be done once per turn.
to immediately take a Conflict action against the other
Counterstrike
character in an opposed test. You cannot Counterstrike a A player may spend 1 Luck
Counterstrike. Second Wind point to remove all stress
from 1 stress track.
Spend 1 Momentum to ask 1 simple question about a char-
Obtain Information For 1 Luck point a character
acter, situation, or scene. Narrator must answer truthfully.
Overcome a may ignore the effects of
Weakness all afflictions for a single
Make effect of success more dramatic or useful. Cost often
Increase Quality of Success Conflict action.
varies with type and amount increase.
A player may spend 1
Make effect of success affect more characters or a wider Luck point to introduce a
Increase Scope of Success area. Cost often varies depending on how much the scope fact or add a detail to the
increases. Influence the
current scene. If the detail is
Story
particularly important or gives
Reduce normal time needed to accomplish a task. Cost
Reduce Time Required a distinct advantage, more
varies based on circumstances and length of time reduced.
than one point may be needed.

MOMENTUM SPEND EFFECT


UPGRADE XP COST
After succeeding on an attack, but before you roll for
damage, you can spend Momentum to roll extra combat 5xp
Roll Extra Damage Add a talent
dice. Each point of Momentum spent provides 1 bonus per grade of talent
combat dice.

Three points of Momentum can send an enemy’s weapon Change a flaw 10xp
Send Their Weapon Flying flying to where an ally might get it. Two points might knock it per grade of talent
to your enemy’s feet.
Increase one of your
10xp
Every extra point of Momentum spent when fighting attributes a first time
Dispatch a Minion
minions will dispatch an additional minion.
Increase one of your
20xp
Spend 1 Momentum to move an additional range between attributes a second time
the character and a target if not hindered or blocked by
Increase one of your
another character or obstacle. 40xp*
Additional Movement attributes a third time
Spend 3 Momentum to move an additional range between
Add a piece of core 5xp
you and a target, ignoring any obstacles (characters in your
way can still attempt to stop you). equipment (hand held) Per Item

*Every additional increase doubles this cost.

ACTION TYPE DESCRIPTOR

The main focus in an action scene. Conflict actions are normally used to make attacks. Conflict actions normally
Conflict
require attribute tests and characters may only have one Conflict action per turn.

A Free action is used to accomplish a minor activity within a turn that does not warrant the use of a Conflict,
Free Spoken or Movement action, such as moving anywhere within Near range (as long as there is no obstruction to
your movement) or picking up an object. A Free action never involves an attribute test.

Movement A character takes this action during an action scene. A character can move to any point within away range.

With this action, a character can use simple speech that requires little to no effort. Spoken actions never include
Spoken
attribute tests.
ATTRIBUTE DESCRIPTOR

Used whenever a character wants to weaken another. Cunning is SIMPLE (D0) 0 Successes
Cunning
used for all attacks, insults, and thefts. AAOpening a slightly stuck door.
Comes into play whenever a character is at risk and movement is AAResearching a widely known subject.
Daring important. Daring covers movement, piloting, and defense actions
of all sorts. AAHitting a stationary ranged target
during rifle practice.
Used whenever a character seeks to understand or heal another.
Empathy Empathy is used to heal all types of afflictions and to understand AVERAGE (D1) 1 Success
what your senses might be telling you about a person. AAOvercoming a simple lock.

Might
Used to apply force to inanimate objects. AAResearching a specialist subject.
It is used outside of combat to lift, bend, and break items. AAShooting an enemy within a weapon's
Governs any attempt to lead, love, or entertain. It is used whenever range.
Passion
another character needs to be convinced to attempt an action. CHALLENGING (D2) 2 Successes

Reason
Supports any action that applies the mind or senses to work out AAOvercoming a complex lock.
a problem. AAResearching basic historical information.
AAShooting an enemy within a weapon's
range in bad light.
DAMAGE TYPE STRESS AFFLICTIONS RECOVER WITH
DAUNTING (D3) 3 Successes
Confusion Empathy or Reason Madness Empathy + Reason AAOvercoming a complex lock in a hurry.

Fear Daring or Passion Trauma Daring + Reason


AAResearching obscure information.
AAShooting an enemy at Far range in
Injury Cunning or Might Wounds Might + Reason poor light.
DIRE (D4) 4 Successes
AAOvercoming a complex lock in a hurry,
RANGE DESCRIPTOR without the proper tools.

The state of Immediate is when an object or character is within arm’s AAResearching historical information in a
Immediate length of the acting character. Immediate is something that the deserted ruin.
player can declare when the character is moving. AAShooting an enemy at Far range, in poor
Not immediately adjacent to but close enough to reach a target light and heavy rain.
Near fairly easily. Characters can shoot at, speak with, and generally EPIC (D5) 5 Successes
interact with anyone Near. AA Overcoming a complex lock in a hurry,
Away distances place a target apart from others. This includes places without the proper tools, and in the
Away that can only be reached by dramatic actions such as leaping and middle of a battle.
climbing. AAResearching historical information from
Reachable only by the most long-distance attacks or methods of the Time of Seas.
Far interaction. Most firearms have a range of Far, and this generally
covers the furthest a character can see.
AAShooting an enemy at Too Far range in
poor light and heavy rain.
Targets that are Too Far may be visible or otherwise detectable,
Too Far but they are beyond the ability to interact with physically.
Communication requires special technology.

FLIER PURPOSE MOMENTUM ADVANTAGE FLIER SIZE MOMENTUM ADVANTAGE

Lumbering vehicles are slow and steady craft


Cargo Cargo vehicles gain no Momentum advantage Lumbering
and offer no advantage in chase or combat.

Capable vehicles gain a 1 Momentum advantage


Civilian vehicles gain a 1 Momentum advantage Capable
Civilian when trying to avoid or engage Lumbering crafts.
against Cargo vessels.
Graceful craft gain a 1 Momentum advantage
Military vessels gain a 1 Momentum against in similar circumstances when engaging or
Military Civilian vessels and a 3 Momentum advantage Graceful
avoiding Capable craft or a 3 Momentum
against Cargo vessels. advantage against Lumbering vehicles.
TITLE DESCRIPTION
BARSOOMIAN DISTANCES
Jeddak/ Leader of a nation, horde, or city state. Akin to an
Jeddara emperor or king. MEASURE IMPERIAL METRIC
Leader of a city or settlement that is part of a greater Sofad 10 sofs 11.694 inches 0.2967 m
Jed
nation or horde. Akin to a lesser king, duke or baron.
Ad 10 sofads 9.7 feet 2.97 m
Prince/ Member of the royal or ruling family of a nation or
Princess city-state. Haad 200 ads 1,949.05 feet 594.07 m

Noble, equivalent to an Earth duke or baron. Part of Karad 100 haads 36.92 miles 59.407 m
Chieftain an influential family or faction. Often used by green
BARSOOMIAN TIME
Martians.
The Barsoomian day is slighty longer than an
Great leader within a city-state or nation. Also known as Earth day at 24 hours and 37minutes long.
Jedwar
lord-officer or marshal. Their day starts at the equivalent to our 6:00am,
Odwar A general or commander of an army or armada. and is divided into 10 equal parts. Each of these
is then again divided in 50 shorter parts, and so
A major, commands a battalion or a major warship on as explained below:
Teedwar
with escorts.
MEASURE EARTH EQUIVALENT
Dwar A captain of a ship, company, or similar group.
Tal .89 seconds
Lieutenant, commands a small group of soldiers or
Padwar Xat 200 tals 2 minutes, 57.7 seconds
serves under a dwar of a ship as an officer.

Than Lowest rank of navy or army. 2 hours, 28 minutes,


Zode 50 xats
4.8 seconds
Utan 100 warriors commanded by a dwar.
Padan 10 zodes 1 Barsoomian day
Dar 1,000 warriors.
Teean 67 padans 1 Barsoomian month
Umak 10,000 warriors commanded by an odwar.
Ord 10 teeans 1 Barsoomian year
Prince of the First Born. Unique title to First Born
Dator
nations.

Master/
Leader or high-ranking member of a guild.
Mistress
TOTAL
Guildsman/ RENOWN REPUTATION AND EFFECTS
Member of a guild, such as the assassin’s guild.
Guildswoman
Obscure and unknown, reduce all
0-9 difficulties to disguise yourself or
travel unrecognized by 1.
EFFECT COST
Known in some circles or regions.
Complication 2 Threat 10-20
No modifiers.
Danger 1 Threat per £ of damage.
Known in your city or immediate
Reinforcements, minion 1 Threat 21-35 region but generally unknown
Reinforcements, monster Threat equal to monsters menace rating. elsewhere.

Threat equal to the largest of the groups. Famous in your city or immediate
Dividing the Group 36-50 region and known to your
1 Threat per scene to maintain the split.
homeland’s neighbors and rivals.
Seize Initiative 1 Threat
Famous in your entire nation and
Villain Using Luck 3 Threat per Luck point. among its closest allies and enemies.
51-60
Narrator Character to Well-known in more remote lands
Win a Drawn 1 Threat with regular contact with these places.
Opposed Test Among the great heroes, jeddaks,
Narrator Forces and other champions of Barsoom.
Narrator must pay character 1 Luck point. 61-75
Character to Black Out Known across most of the planet, save
isolated enclaves and faraway lands.
Character must pay all remaining Luck
Character Voluntarily One of the most famous faces on
points. Character removes 1 affliction
Blacks Out Barsoom, like the great John Carter.
from all stress tracks in next scene.
76+ Likely a jed or jeddak with many
Player failing pays narrator 1 Threat and allies. Recognized by name or
Voluntary Failure
gains 1 Luck point. reputation everywhere on Barsoom.

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