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FTK Cheat Sheet (DRAFT) by

This is a draft cheat sheet. It is a work in progress and is not finished yet.

Common rules

note on modifiers:
+5 is the max a stat can reach.
If a stat would go beyond +5 for an opposed roll, start applying negative modifiers to your opponent.
+7 would mean +5 for you and a -2 modifier for your opponent. Note that -5 is the minimum a stat can reach as well.
Critical hits:
A score of a natural 20 for any roll should be considered a success, within reason.
If a natural 20 is rolled in combat, it deals double damage.
If a natural 20 is scored when defending in combat, a free counte­r-a­ttack is awarded if possible.
 

Standard Actions

Focus:
Skip your turn to get a +3 modifier on your next turn’s actions. (Not defensive actions)
Covering Fire:
explan­ation for how Covering Fire works
Blind Fire:
explan­ation for how Blind Fire works
Feint attack:
Low damage
Opponent must pass an opposed intell­igence check against your (attack? charisma?) or they canot defend.