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. |
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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. |
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