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Esoteric Enterprises Cheat Sheet by

Notes for playing Esoteric Enterprises

Damage - Flesh & Grit

Grit
Damage first reduces grit.
 
At zero Grit, you take Flesh Damage
 
By taking a full round rest (no move or actions) you restore all Grit
 
Surprise attacks, ambushes, and traps bypass Grit and effect Flesh
 
Critical hits (nat 20s) ignore Grit and deliver damage straight to Flesh
Flesh
If Flesh is zero, you take Horrible Wounds
 
You only restore Flesh by sleeping, gaining 1 Pt per night
 
All Flesh may be restored with a Medicine skill roll, but you only get all your Flesh back on a successful roll and a good night's sleep
Wounds
Horrible Wounds happen when you're reduced to 0 Flesh, or take damage after being reduced to zero Flesh
 
Roll on the approp­riate Wounds table: Ballis­tics, Ripping, Bludge­oning, Burns, Shocks, and Toxins
 
Some wounds require hospitals or a doctor's care to restore

Ammunition

Weapons that use Ammo run out of ammo when you roll a 1 on a d20 combat roll. You immedi­ately burn a Reload to keep using the weapon.

Grimoires

Occultists may begin the game with Grimoires as part of their starting gear. These contain spells that the Occultist may copy to their spellbook. This offers them extra spells to use in their available slots, it does not give them extra slots.

Mystic Spellc­asting

Have a specific set of spells granted to them by their patron, cannot choose others
Roll on CHARM skill to succeed at casting
If it fails, the player must roll on the "­­Fickle Whims Of The Divine­­" table
Experi­­mental Magic: Mystics can attempt to cast spells experi­­me­n­t­ally, just like Occult­­ists, modifying the spell's effects in various ways. A failed Save vs Magic roll forces the player to roll on the "What Has Your Hubris Wrough­­t" table
Grant Blessings: Mystics can grant others the ability to cast a spell from their list. This requires a CHARM roll. Whether it succeeds or fails, Mystic must accept the results of a roll on the Cost of Holiness table
 

Initiative

Leader of each side rolls a 1d6 + DEX. Winning side goes first.

Combat Maneuvers

 
Requir­ement
Effect
Go for the kill
N/A
-2 on your attack roll, -2 to your AC until your next turn, +2 Damage to target on a hit
Fight Defens­ively
N/A
+2 to your AC for one round, -2 on your attack roll for the round
Fight Recklessly
Melee Combat Only
+2 to your Attack roll, -2 to your AC for a round
Taunt
Successful Charm roll
Next ally that attacks your chosen target does Flesh damage (ignores target's Grit)
Aim
Ranged only, Spend a full turn aiming (no move or actions)
+4 on your attack, -2 to your AC for the round spent aiming
Cover Fire
Ranged semi-a­uto­matic or automatic weapon, do nothing on your turn
For the round, if anyone makes themself vulner­able, you get a free shot at them. Can use this on up to as many targets equal to your level

Occultist Spellc­asting

At level 1, they have one spell prepared per day. Cast always succeeds, but then it is spent. Costs one action to cast.
They can also cast directly from their spellbook as a ritual (no slot needed) but it takes an entire combat round of doing nothing else to read and cast. Any interr­­uption requires them to start over.
Experi­­em­ental casting: You may modify the effects of a spell when casting it. Save vs Magic. Failure = roll on "What Has Your Hubris Wrough­­t"
 

Ranges

Thrown
30 feet
Short
100 feet
Long
300 feet

Cover

Soft Cover
Doesn't completely block you, can be shot through or around
+3 to target's AC
Hard Cover
Complete body coverage or hard to shoot through
+6 to target's AC

Resource Levels

PCs start with a Resource level of 1, which may at the start be lower or higher based on background and other bonuses.
When you want to buy something special or rare, you first make a Contacts skill roll. On a successful roll, then roll 1d10. If you roll < or = to your Resource level, you get the item. If you fail, you cannot reroll this session, the item is not available

Skills

Athletics
Covers activities like climbing, swimming, jumping, running, wrestling, and throwing things.
Charm
Persua­sion, trickery, and force of person­ality.
Contacts
How well-c­onn­ected the character is to the city’s criminal and occult elements
Driving
This skill covers piloting vehicles, including cars, vans, motorc­ycles, boats, and helico­pters.
Forensics
Used when scruti­nizing an area or item for clues. It can be used to follow footpr­ints, determine the cause of death, and analyze other minute clues.
Medicine
Used to heal damage to flesh points. It can also be used to perform surgery, treat diseases, identify drugs and toxins, and treat unusual injuries
Perception
This skill covers a charac­ter's attent­iveness to their surrou­ndings
Stealth
It covers activities like hiding, sneaking, and moving silently
Technology
Covers a charac­ter's ability to interact with machinery, electr­onics, and other techno­logy.
Transl­ation
his skill covers a charac­ter's ability to understand and commun­icate in different languages. All characters begin play knowing at least one language. It is also used for deciph­ering codes and magical writing such as spells in a spellbook.
Vandalism
Used when a character is trying to destroy or damage property. It covers activities like breaking down doors, smashing windows, and setting fires
       
 

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