Skill Checks
What am I rolling/adding to it? Roll 1d20 + your pilot's Grit (half your LL rounded up). Also add the bonus from any one applicable pilot trigger (not required). Add or subtract any Accuracy or Difficulty as required.
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Target Number The target number for a skill check is always 10. A total of 9 or lower is a failure; a total of 20 or higher is a critical success. This can only be altered by adding Accuracy/Difficulty, or making it a Risky or Heroic check
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Difficulty/Accuracy If a check has 1 Difficulty, roll a d6 and subtract that from your total. If it has Accuracy, add the total instead. Difficulty and Accuracy cancel each other out at a rate of 1 to 1. If you have multiple sources of Accuracy or Difficulty after cancelling them out, then roll as many d6s as indicated and only use the highest result (ie. do not add mutiple d6s together)
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Risky Risky checks succeed on a 10+, but the character(s) still suffer complications unless the total of the roll is a 20+.
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Heroic Heroic checks only succeed on a 20+, and the character(s) involved suffer consequences on any result under 20
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Risky/Heroic+Difficult Risky and Heroic checks can also be made difficult at the GM's discretion
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Teamwork Allied players assisting with a roll provide +1 Accuracy (even if more than one character is helping). However, all characters involved suffer the consequences of a failure.
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Pushing it A failed roll cannot be retried unless circumstances have changed narratively, or you decide to Push It. A non-Risky roll becomes Risky when it's pushed. With GM permission, you can try to push a Risky roll, making it Heroic difficulty.
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Backgrounds You can invoke your background to give you Accuracy (or Difficulty) at your (or the GM's) discretion
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Consequences (chosen before the roll is made)
Harm Damage, injury, or physical harm. Usually 1–2 damage, but getting shot at close range could cause 3–4 damage and truly deadly harm might cause 6 damage or more.
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Time The action takes longer than usual.
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Resources Something must be used up, lost, or temporarily exhausted. Could be anything - running out of ammunition, losing a map, reputation, favors, etc.
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Collateral Collateral damage - could be unintended hard/injury to a bystander, ally, building, organization, etc.
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Position You're in a worse position - in the line of fire, in the bad graces of an important person, or caught out in the spotlight
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Effect The action is less effective than intended - snapping a twig while sneaking, wounding instead of killing a target, or disabling only certain (but not all) security systems.
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Down & Out - at 0 HP, roll 1d6
1 You're dead. RIP
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2-5 You're Down and Out and Stunned and stay at 0 HP. You're unconscious/bleeding out/unable to act. If you receive any more damage, you die. Alternatively, you can choose to die instead of becoming Down and Out.
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6 You barely manage to shrug it off - you return to 1hp
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Combat in Narrative Play
- NPCs don't make skill checks - instead, outcomes for both players and NPCs are determined by the success or failure of the player's roll
- Normal rules for skill checks apply
- Resolve combat narratively (abstract, cinematic)
- No initiative/turn tracking
- No attack rolls
- "Zoom Out" and resolve conflicts with just a few rolls
- Don't worry about tracking damage to NPCs
- For more complex sequences, use skill challenges:
--> different rolls can represent different sequences of the fight |
Pilot HP/Damage
Pilot HP Pilots have 6 HP + Grit (half their LL rounded up) + any bonuses from pilot equipment/armor
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Minor Damage 1–2 damage. Minor damage might be a result of being shot by small arms fire, stabbed, punched, or being hit by a flying rock.
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Major Damage 3–5 damage. Major damage might be dealt by assault and heavy weapons, long falls, toxic gas, or exposure to vacuum.
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Lethal Damage 6+ damage. Lethal damage is catastrophic – a pilot might receive it if a mech falls on them, they’re hit by a mech-scale weapon, or a grenade blows up under them.
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Recovery
If a character spends an hour resting with no strenuous activity, they regain half of their maximum HP. If they’re DOWN AND OUT, they recover and come back to consciousness. It takes at least 10 hours and a full repair to recover all HP. |
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