Вы находитесь на странице: 1из 1

React to What the GM Describes Core Mechanic: Success

Say what you want your character to do. The GM The Action Roll Action roll equals or exceeds the CR
will tell you if you auto succeed, or if you need Roll 1d20 + attribute dice Fail & Progress / Success with a Twist
Player to roll to determine the outcome of your choice. all dice can explode Action roll is less than the CR
Major Actions Minor Actions
Quick Damaging Attack or Bane Attack
Melee – Within your reach Ranged Attacks in Melee
Damaging Attack You may take only 1 of each
type of Minor actions. Some

Reference Projectile – Weapon Range If enemy within melee See the table to the left.
reach, you have disadvantage examples are:
Step 1 Determine Disadvantage 1 for 1 extra range increment 1. Area attacks are ranged Bane Attack 1. Draw Weapon

Guide
Range Disadvantage 2 for 2 extra range increments attacks if the area doesn’t
See the table to the left.
Extraordinary – Based on Attribute Score have at least one space 2. Sheath Weapon
1-3 = 25’ 4-6 = 50’ 7-9 = 75’ adjacent to the attacker. Invoke a Boon 3. Retrieve Item Stored on Your
Exploding Dice If more than one target... 1. Determine Range Person
Any dice that roll the Melee – Disadvantage = total # of targets 4. Sustain a Boon
2. Determine Target(s) 5. Perception roll to observe
maximum value explode! You Ranged – Disadvantage = total # of targets (Max 5 within 25’ square)
can roll them again and add the Step 2 Determine
Target(s) Area – Disadvantage varies as follows: 3. Roll to Invoke surroundings
new total to your action roll as • Cube – Disadvantage 1 per 5’ of cube’s side. 4. Determine Power Level 6. Learning roll to recall useful
• Line – Disadvantage 1 per connected 5’x10’x10’ line (w x l x h) information
well. Continue rerolling dice • Cone – Disadvantage 1 per 5’ length of cone (width = length)
See info box below.
7. Open a door, chest, drawer,
until none of them explode. Assist an Ally etc.
Advantage X Weapon Attacks always target Guard. If you have an attribute score
Determine Extraordinary Attacks target the most logical defense. 8. Make an Opportunity Attack
Roll X extra attribute dice Step 3 Targeted Guard – Dodging or Deflecting of 1 or more in the attribute with Melee weapon when Enemy
where X is your advantage Defense Toughness – Bodily Health an ally is using, you can grant voluntarily moves from inside to
level. Discard the lowest X Resolve – Psyche or Will them Advantage 1 on their roll. outside of your reach
attribute dice. Explode the Attack & Bane Success = Matching the Target Defense Take an Extra Move Action 9. Other Minor Actions via GM
remaining dice as normal. Action Damage Dealt = Action Roll minus Defense (minimum 3 damage) See Move Actions discretion.
Roll &
Disadvantage X Step 4 Calculate Exceptional Success = 10+ over Defense Focused Actions
Roll X extra attribute dice • Inflict an appropriate Bane for the Attribute and/or Weapon Superior Action
Result • End one Sustained Boon by your Target Move Actions
where X is your disadvantage You can make an action roll with
Move Your Speed
level.Discard the highest X Attributes Calculations You have a default of 30’ of
Advantage 1.
attribute dice. Explode the movement, which can be broken Charge
remaining dice as normal. Score Total Avg CR
Cost Dice Boon CR Guard 10 + Agility + Might + Armor
+ Armor Bonus + Feats up. GM might inform you You can move up to twice your
For No Attribute Dice have a different default value. Speed and make one melee attack
Roll 2d20 and keep the highest 1 1 1d4 12 Toughness 10 + Fortitude + Will + Feats at disadvantage 1.
Take Special Movement
for Advantage or keep the 2 3 1d6 14 Resolve 10 + Presence + Will + Feats You can Climb or Swim at half Interrupt Actions
lowest for Disadvantage. You 3 6 1d8 16 Hit 10 + 2(Fortitude + Presence + Will)your Speed. You lose your major action
cannot gain greater than 1 Points + Feats You can make a Might roll to the next time your turn in the
advantage or disadvantage when 4 10 1d10 18 jump: initiative order comes up.
rolling with no Attribute Dice. 1 XP 3 Attribute Points & 1 Feat Point Defend
5 15 2d6 20 1. Long Jump – distance in feet
Every Roll Matters 3 XP 1 Level After a successful attack roll is
6 21 2d8 22 equal to the roll.
made against you or an ally, you
Every action roll should drive 7 28 2d10 24 Invoking a Boon 2. High Jump – distance in feet may roll Defend to replace your
the story in a new direction. Target(s) are same as Damaging or Bane Attacks. equal to half the roll. targeted defense. You may move
A failed roll should not 8 36 3d8 26 Your roll determines the Power Level you invoke
Resist Banes up to half your Speed.
let the story stagnate, nor 9 45 3d10 28 at (see “Attributes” table). Max Power Level Improvise
Roll 1d20 for each bane
should a failure be easily 10 - 4d8 30 is your Attribute Score invoking the boon. affecting you. On a roll of You may improvise a response to
negated by a successful roll Remember, on a failed roll, your GM might 10+ the bane is removed. the situation. These will generally
from another character. Cannot purchase a score of 10 still allow you to succeed with a twist. be non-offensive actions.

Вам также может понравиться