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RULES REFERENCE
ACTION ROLL
1d
for each
Action
rating
dot.
TEAMWORK
controlled
6:
You do it.
You act on your terms. You exploit a dominant advantage.
assist
lead a
group
protect
set up
ACTIONS
Take 1 stress to give another player
+1d.
You might also suffer
consequences from the roll. Only one person may assist a roll.
Lead a
group action.
Roll for each character who participates in the
group action. The best single roll counts as the action result, which
applies to every character that rolled.
Face danger
for a teammate. Step in to suffer a consequence in
their place. You may roll to resist as normal, if you wish.
Set up
another character with your action. If you achieve it, any
team members who follow up get
+1 effect
or
improved position.
+
+
+1d
if you have
Assistance.
+1d
if you
Push
yourself
-or- you accept a
Devil's
Bargain.
Critical:
You do it with
increased effect.
4/5:
You hesitate. Withdraw and try a different approach, or else do
it with a minor consequence: a minor
complication
occurs, you have
reduced effect,
you suffer
lesser harm,
you end up in a
risky
position.
1-3:
You falter. Press on by seizing a
risky
opportunity, or withdraw
and try a different approach.
risky
You go head to head. You act under fire. You take a chance.
Critical:
You do it with
increased effect.
6:
You do it.
4/5:
You do it, but there's a consequence: you suffer
harm,
a
complication
occurs, you have
reduced effect,
you end up in a
desperate
position.
1-3:
Things go badly. You suffer
harm,
a
complication
occurs, you
end up in a
desperate
position, you
lose this opportunity.
Each time you roll a desperate
action, mark a tick of
xp
for that
attribute.
Attune
to spirits and the ghost
field; channel electroplasmic energy;
perceive and communicate with ghosts;
understand spectrology.
Command
obedience with your force
of personality; intimidate or threaten;
lead an action with one of the crew's
gangs.
Consort
with connections from your
heritage, background, friends, or rivals
to gain access to resources, information,
people, or places.
Finesse
an item from someone's
pocket; employ subtle misdirection or
sleight-of-hand; handle a vehicle or a
mount.
Hunt
a target; gather information
about its location and movements;
attack with precision shooting from a
distance.
Prowl
about unseen and traverse
obstacles; climb, swim, run, jump, and
tumble. Ambush with close violence—a
backstab, throat cutting, black-jack, etc.
Skirmish
with an opponent in close
combat; assault or hold a position; brawl
and wrestle.
Study
a person, document, or item with
close scrutiny to gather information
and apply knowledge; gain a deeper
understanding; do research.
Survey
a location or situation to
understand what's going on; sense trouble
before it happens; gather information
about opportunities or exploits.
Sway
someone with charm, logic,
deception, disguise, or bluff; change
attitudes or behavior with manipulation
or seduction.
Tinker
with mechanisms to create,
modify, disable, or repair; disable a
trap, pick a lock, or crack a safe. Use the
ubiquitous clockwork and electroplasmic
devices around the city to your advantage.
Wreck
a place, item, or obstacle
with savage force or carefully applied
sabotage; breach defenses with force;
create distractions and chaos.
desperate
6:
You do it.
You overreach your capabilities. You're in serious trouble.
Critical:
You do it with
increased effect.
4/5:
You do it, but there's a consequence: you suffer
severe harm,
a
serious complication
occurs, you have
reduced effect.
1-3:
It's the worst outcome. You suffer
severe harm,
a
serious
complication
occurs, you
lose this opportunity
for action.
The GM sets the
consequences
according to the situation. You may suffer one, some, or all of the listed
consequences. You may attempt to
avoid or reduce a consequence with a resistance roll.
RESISTANCE ROLL
1d
for each
Attribute
dot.
You reduce or avoid the consequence and take
6 stress
minus your
highest die result.
When you roll a
critical
on resistance,
clear 1 stress.
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