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אןודשגכמןחשדנעןו/'קנעכןו'רקנע/'רקע

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

Tests

Simple Tests
Roll a d100 under skill (modified by diffic­ulty) to determine Success / Failure.
Dramatic Tests
Like a Simple Test, but the effect­iveness of the test is determined by SL. See Outcomes Table below.
Opposed Tests
Same as Dramatic Test, but with two parties making a test, comparing SL. The difference in SLs equals the final SL of the Opposed Test (+2 SL vs. -6 SL = 8 SL).
Extended Tests
Like Dramatic Test, but the SL scored from multiple rolls are added together to reach a specified target SL.Can be interr­upted and resumed with GM Discre­tion. (Optional) 0 SL results in +1/-1 depending on success / failure.
Assisting Tests
Each assisting character gives a +10 modifier to the test. Assisting characters must:
• Have at least 1 advance in the skill being tested.
• Be adjacent to the testing character.
• Number of assisting characters cannot exceed approp­riate Charac­ter­istic Bonus of the testing character.
SL
Skill 10s die - Rolled 10s die
Auto Success / Failure
01-05 Auto Success
96-100 Auto Fail

Turns & Rounds

In Combat, the exact timing of actions matters more, so time is organised into:
Turns: During a Round, each combatant has a Turn to perform an Action and a Move.
Rounds: Enough time for all characters to take their turns. Usually a few seconds in duration.
 

Combat Summary (pg. 156)

1. Determine Surprise: Opposed Stealth vs Perception Test, using lowest Stealth opposing all spotters. On Success, target group gain the Surprised Condition.
2. Determine Initiative by Charac­ter­istic.
3. Characters Take Turns: In Initiative order (highest to lowest), each combatant takes a Turn. 1 Move, 1 Action, + 1 free Action.
4. Round Ends: When all combatants have taken a turn.
5. Repeat Steps: Repeat steps 3 & 4 until combat is resolved.

Taking Your Turn
Move: On your turn, you can move around the battle­field. Difficult terrain will also require an Action to be traversed.
Action: Can be used to do anything, from swinging a sword to jumping from a rooftop. Your actions are only limited by your imagin­ation. They often require a Test to be made.
Free Action: Smaller, easier Actions not requiring checks, can be made for free. Shouting a warning, drawing your weapon, drinking a potion, etc.

Combat Movement (pg. 165)

Battle Mat: 2 yards = 1 square
In general, use walk speed to determine your speed in combat.
Yards = Move x2 (e.g. M 4=8 yards).
Running
Use Action to sprint/run in addition to your Move.
Distance equals: Run Movement + SL’s of Average (+20) Athletics Test.
(e.g. M of 4 and a roll of -2 SL would sprint an additional 14 yards(7 squares) for a total of 22 (11 squares)).
Charging
If not Engaged, Move can be used as a Charge up to 2x Movement.
If Charge distance > Movement, gain +10 for the first Melee Test of the Charge.
• Action for the Turn must be a Melee Test.
Engaging
You are Engaged when attacking or being attacked.
If you stop attacking and you are not attacked for a full round, you are no longer Engaged.
Diseng­aging
The following are options for Diseng­aging:
Use Advantage:
Spend 2 advantage for Flee from Harm.
Use Dodge:
Use Action to make an Opposed Dodge/­Melee Test against each opponent Engaged.
On Success, gain +1 Advantage and Move as normal.
On Failure, opponent gains +1 Advantage, if you move you're Fleeing.
Fleeing:
Voluntary or involu­ntary leaving combat.
• Opponent gains +1 Advantage.
• Opponent gets 1 free unopposed Melee Test with +20.
If hit, enact a Challe­nging (+0) Cool Test.
On Failure, gain Broken Condition, +1 per SL below 0 and Move as normal.
Fleeing:
Voluntary or involu­ntary leaving combat.
• Opponent gains +1 Advantage.
• Opponent gets 1 free unopposed Melee Test with +20.
If hit, enact a Challe­nging (+0) Cool Test.
On Failure, gain Broken Condition, +1 per SL below 0 and Move as normal.

Leaping & Falling

Leaping
Can leap without a test M/2 as a Move.
If has room for run up for at least M/2, can make Athletics Test (+20).
If doesn't have room, test is (+0).
Each +SL is an additional third yard.
+0 is just enough to reach an extra square.
-SL is no additional distance.

Falling
If intent­ional, test Athletics (+20). For every +SL, fall height is reduced by 1 yard. If reduced to 0, take no damage.
If not intent­ional, take 3 x yards fallen + 1d10 damage.
• Damage is reduced by your Toughness only.
• If Wounds > Toughness Bonus, gain Prone.