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Lancer Narrative Mode Cheat Sheet by

Quick reference for narrative mode (not mech-combat mode)

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.
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
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)
Risky
Risky checks succeed on a 10+, but the charac­ter(s) still suffer compli­cations unless the total of the roll is a 20+.
Heroic
Heroic checks only succeed on a 20+, and the charac­ter(s) involved suffer conseq­uences on any result under 20
Risky/­Her­oic­+Di­fficult
Risky and Heroic checks can also be made difficult at the GM's discretion
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.
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.
Backgr­ounds
You can invoke your background to give you Accuracy (or Difficulty) at your (or the GM's) discretion
 

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.
Time
The action takes longer than usual.
Resources
Something must be used up, lost, or tempor­arily exhausted. Could be anything - running out of ammuni­tion, losing a map, reputa­tion, favors, etc.
Collateral
Collateral damage - could be unintended hard/i­njury to a bystander, ally, building, organi­zation, etc.
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
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.

Down & Out - at 0 HP, roll 1d6

1
You're dead. RIP
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.
6
You barely manage to shrug it off - you return to 1hp
 

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
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.
Major Damage
3–5 damage. Major damage might be dealt by assault and heavy weapons, long falls, toxic gas, or exposure to vacuum.
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.

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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