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Scum and Villainy Cheat Sheet (DRAFT) by

Cheatsheet for the FitD scifi game

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

Dice Rolls

6
complete success. More than one 6 is a crit
4 or 5
partial success, but there are conseq­uences
1-3
bad outcome
If you have 0 dice for the roll (no skill, for ex.) roll 2d6 and drop the high die.

Create a dice pool = use a TRAIT, plus ship's CREW Quality

Roll your pool of dice and take the one highest die and compare it to this approp­riate results table based on current Position

Effect

Effect
Ticks from Clock
Limited
1 - partial or weak effect
Standard
2 - normal result
Great
3 - You hit it out of the park
Things that alter the effect
- Potentcy
Good gear for ex, assessing target's weakness, pushing yourself
- Quality / tier
Effect­iveness of tools, weapons, or other resources
- Scale
Number of enemies, size of area, scope of influence
- Trade Position
Raise the danger level (contr­olled to risky, risky to desperate, etc.) by your actions

Resistance and Armor

You can always resist an effect, and immedi­ately make a RESISTANCE ROLL (gm can't argue against)
Roll on Insight, Prowess, or Resolve
 
Suffer SIX stress when you resist, but reduce STRESS loss by the highest die from the RESIST roll
 
You can only Resist a specific conseq­uence once
RESIST ROLL
1die per attribute rating
Armor
Mark an armor box to avoid or reduce a conseq­uence instead of rolling
Death
If you take a level 4 harm and don't resist, you die. If you need to record a level 3 harm, but there's no boxes left, you die or suffer a catast­rophic effect

Flashbacks and Clocks

Clocks
You set the clock by how difficult the situation is
 
Tick off for positive effects
 
Negative things like being chased get their own cloc
Flashbacks
 
GM sets the stress cost 0 = contro­lled, 1 = complex or unlikely, 2 or more = elaborate, requires special opport­unities
 
After paying STRESS cost, determine what roll is needed to make the flashback work, usually an ACTION roll
 

Action Roll

1. State your goal
2. Choose which Action Rating to use
Choose what Action (aka skill) to use
3. GM sets POSITION
Contro­lled, Risky, or Desperate. By default, actions are RISKY
4. GM sets EFFECT Level
Limited, Standard, or Great
Add BONUS Dice
Assistance from ally = +1 die (they take 1 stress) , Push Yourself +1 Die, +2 Stress, or take a Devil's bargain
Roll for it!
Make an action roll when doing something dangerous or troubl­esome (or combat!). Results depend on position (contr­olled, risky, desperate)

Devil's Bargain - gm determines effect and price, then gives +1 Die to the pool

Conseq­uences and Harm

Reduced effect
Success with a cost (someone accepts your story, but still keeps an eye on you)
Compli­cation
Problems arise
 
Never use a compli­cation in a way that negates a successful roll
Lost opport­unity
The situation changes.
Worse position
Controlled becomes risky, risky becomes desperate
Harm
Record harm on harm track. If a harm row is full, you must mark the next tier of harm. If the 3rd tier is full, you suffer a catast­rophic effect (loss of limb for ex)

Fortune Roll - used for more random situations

1d for each TRAIT rating
1d per MAJOR advantage
-1d per MAJOR disadv­antate
6
Full effect
4 or 5
Partial success
1-3
bad result, poor or little effect

engagement roll

Take 1 die to start
1 die for each major advantage
-1 die for each major disadv­antage
 
Take the best die
6
controlled starting position
4-5
risky starting position
1-3
desperate
 

Action Roll - Controlled

6
success
4 or 5
You hesitate. Withdraw and try something else. or take a MINOR conseq­uence MINOR compli­cation, REDUCED effect, or LESSER HARM. Position is now RISKY
1-3
You fail somehow. Press on in a RISKY situation, or withdraw and try something else

Action Roll - Risky

6
Success, and add a GAMBIT to your crew
4-5
success with a price. Position is now DESPERATE
1-3
It all goes bad. You suffer harm or a serious compli­cation. Situation is Desperate.

Action Roll - Desperate

6
Success
4-5
Success with SERIOUS conseq­uence or harm.
1-3
Worst outcome. Severe HARM, compli­cation occurs, or you lose this opport­unity

Gather Info Roll

Make an ACTION or FORTUNE roll
Results depend on effect level
Great
Lots of detail! Can ask follow ups
Standard
Good details, can ask follow ups
Limited
Partial info, can ask follow ups

Character Generation

1. Choose a playbook
2. Read your starting ability
Every PC class starts with one ability
3. Choose one special ability from your sheet
4. Choose Heritage
5. Choose Background
6. Assign 4 skill points (Action Dots)
No rating can be higher than 2 dots
 
Increase one rating related to your Heritate
 
Increase one rating related to your Background
 
Spend two dots however you like
7. Choose a friend and a rival
8. Choose a vice
9. Record Name, Alias, and Look
10. Set Loadout

Loadout

3 item slots
Light load, you're not obviously packing
5 items slots
Normal load, you look like you're ready for someth­ing....
6 items slots
You're obviously packing, and you're slowed by everything you could be carrying
When creating a PC, you choose your loadout. Do Not actually select gear, just the loadout (light, normal, heavy). As you play, you select items from the available list, checking off their box and comparing it to your max loadout. Note that some items fill two checkb­oxes, and thus two slots of your loadout