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Beacon TTRPG Rules Overview Cheat Sheet (DRAFT) by

An overview of the Lancer-inspired fantasy TTRPG Beacon

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

Core Attributes

Bulk
Determines how tough and sturdy a character is. It affects HP and Recoveries
Agility
Determines how fast and evasive a character is. It affects Dodge and Speed
Mind
Determines how much mental strain a character can handle, and how well they can remember their training. It affects Stress Cap and Memory
Magic
Determines how magically adept a character is. It affects Aetheric Defense and MP
 

Additional Attributes

 
Determined by:
Applies to:
Scope
Primarily determined by a charac­ter's equipped job.
The maximum number of spaces a character can detect hidden charac­ters, attack with spells, and use certain abilities within
Armor
Determined by a charac­ter's equipped job, talents, equipment, and techni­ques.
Reduces incoming damage by an amount equal to its value. It does not affect Discord or Stress. Characters cannot have more than 4 Armor
Save Target
Primarily determined by a charac­ter's equipped job and their Grit score.
The target number characters have to meet or exceed when rolling a save against another character
Size
Ancestry
How many spaces a character takes up on a grid, how they interact with cover, and how much space or control a character exerts on the battle­field
HP
Primarily determined by a charac­ter's equipped job and their Bulk ability score.
Every character has a pool of hit points (HP). When they take damage, points are subtracted from this pool
- Wounds
 
When a character reaches 0 HP, they take a Wound and make a Wound roll. When they reach their Wound Cap (4), they are defeated
Dodge
Primarily determined by a charac­ter's equipped job and their Agility ability score.
Represents how hard attacks are to hit a character. To hit a target, the attack roll result must equal or exceed the target's Dodge
Speed
Primarily determined by a charac­ter's equipped job and their Agility ability score.
How fast a character can move. When taking a standard movement during their turn, a character can move a number of spaces equal to their Speed
Stress Cap
Primarily determined by a charac­ter's equipped job and their Mind ability score.
When a charac­ter's Stress exceeds their Stress Cap, they take Overstress and make an Overstress roll. When they reach their Overstress Cap (4), they are defeated
- Overstress
 
A special type of harm that characters can take, accumu­lated through mental and physical strain, like suffering psychic attacks or performing tiring combat maneuvers
Memory
Primarily determined by a charac­ter's equipped job and their Mind ability score.
Limits the maximum number of techniques a character can equip. The combined Memory cost of all equipped techniques cannot exceed the charac­ter’s Memory
A-Def
Primarily determined by a charac­ter's equipped job and their Magic ability score.
How hard a character is to hit with Aetheric attacks, which target the aether that makes up a being. These attacks must equal or exceed the target's A-Def to hit
Mana Points (MP)
Primarily determined by a charac­ter's equipped job and their Magic ability score.
Mana Points. A resource characters can spend to use certain abilities
Recoveries
Primarily determined by a charac­ter's equipped job and their Bulk ability score.
A resource characters can spend to recover HP and repair destroyed equipment and techniques