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System Quick Reference Sheet

Skill Checks The Combat Sequence


Roll 2d6 and add the character’s most relevant attribute modi- Combat is divided into rounds of six seconds. Every participant
fier and skill. Sometimes more than one skill might apply; the gets a turn, and then the sequence starts over again.
PC can choose which to roll. If the roll is equal or higher than First, every participant rolls initiative, rolling 1d8 plus
the check difficulty, the PC succeeds. If less, then they either fail their Dexterity modifier, if they have one. Participants act in
outright, attain only partial success, or suffer an unanticipated order, highest to lowest, with PCs winning ties with NPCs.
turn of events at the GM’s discretion. On their turn, a combatant can take one Main Action, one
For opposed skill checks, both participants roll and the Move, and as many On Turn actions as is plausible. A combat-
higher roll wins. For NPCs, assume they have a +0 bonus unless ant can take Instant actions at any time, even when it’s not their
the activity is one they’d reasonably be good at. In that case, they turn, or even if dice have already been rolled.
can apply their listed skill bonus to the check.
Acting In Combat
Skill Check Difficulties You can use a Main Action to attack an enemy, disengage from
6 A relatively simple task that is still more than the PC a melee, use a skill, reload a gun, produce a Stowed item, take a
would usually be expected to manage in their regular second Move action, or do anything else you could accomplish
background. Anything easier than this isn’t worth a in six seconds.
skill check. You can use a Move action to stand up from prone, club
up a ranged weapon, or move 10 meters. Your movement is
8 A significant challenge to a competent professional half that if you’re climbing, swimming, or otherwise navigating
that they’d still succeed at more often than not. rough terrain. You can’t split a Move action around your Main
10 Something too difficult to be expected of anyone but Action. You have to move all at once. If you move away from a
a skilled expert, and even they might fail. melee combatant without spending a Main Action to disengage
12 Only a true master could expect to carry this off with from the fray, all adjacent melee attackers get a free attack at you.
any degree of reliability. You can use an On Turn action to fall prone, say something,
drop an object, or do anything else that’s very simple to do and
14+ Only a true master has any chance of achieving this at takes almost no time or attention.
all, and even they will probably fail. You can use an Instant action at any time to trigger certain
special powers. You can also use it to make a Snap Attack with
Saving Throws a weapon or go totally defensive, though both of the latter will
To make a saving throw, a victim­rolls 1d20 and tries to equal cost you your Main Action for the round, and can’t be done if
or exceed their relevant saving throw score. Target Physical you’ve already used your Main Action.
saves for poisons, diseases, and exhaustion, Evasion saves for
diving for cover or leaping back from peril, and Mental saves Hitting in Combat
for resisting psychic powers. NPCs have a saving throw score To hit a target, the attacker rolls 1d20 and adds their attack
of 15 minus half their hit dice, rounded down. bonus, the relevant combat skill, and the attribute modifier
relevant to their weapon. Weapons with more than one listed
Injury and Healing attribute allow the PC to use either. If the PC lacks the relevant
A target reduced to zero hit points by a lethal attack is mortally combat skill entirely, they take a -2 penalty to hit. If the roll is
wounded. One dropped by non-lethal assaults is unconscious. equal or greater than the target’s Armor Class, the attack is a hit.
Dying victims can take no actions and will die soon with- On a hit, the attacker rolls the weapon’s damage and adds
out help. Allies can attempt an Int/Heal or Dex/Heal skill check their relevant attribute modifier. The target takes that many
as a Main Action to stabilize the victim. With no medical tools, hit points of damage.
the difficulty is 10 plus the rounds since they went down. With On a miss, a weapon that inflicts Shock damage might still
a medkit, it’s difficulty 8 plus the time, and using a Lazarus patch hurt the target. If the weapon’s Shock can harm the target’s
makes it difficulty 6 plus the time. Failed checks can be attempt- Armor Class, the target takes the weapon’s Shock damage even
ed again, but a victim will die after the sixth round. on a miss. This damage is increased by the wielder’s relevant
Stabilized characters regain 1 hit point after ten minutes attribute modifier and any other damage bonuses. A weapon
and can act normally, but any further damage kills them instant- never does less damage than its Shock would do on a miss.
ly. This fragility ends after they regain more hit points, either
through rest, stims, or biopsionic healing. Morale in Combat
Stabilized PCs take at least a week to start recovering hit To make a morale check, NPCs roll 2d6. If equal or less than
points normally. Those who have merely been hurt but not their morale score, they keep fighting. Otherwise, they flee,
mortally wounded regain their level in lost hit points after every withdraw, or surrender. NPCs check morale after their first
night’s peaceful rest. casualty and after half are down. PCs never check morale.

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