Brief Brief This page may be photocopied for personal use. Use it as a Initiative: Roll a combat, agility, or speed trait at the quick-reference sheet. beginning of a combat. Actions proceed each round from highest roller to lowest. Character Checklist Attack: Roll a combat, strength, agility, or similar trait. Compare it to the defenders roll. A non-combat trait Your character includes: can only be used for either attack or defense each Concept (who or what you are) round. You hit your opponent if you beat your oppo- Traits & Signs: One central trait and two side traits, one nents defense roll. of the preceding three traits is your superior trait; one Defense: Roll a combat, agility, or similar trait. A non- flaw; a sign for each trait (including the flaw). combat trait can only be used for either attack or Hit Points defense each round. You get one defense roll for each One Die in Your Experience Pool attack made against you. Motivation (why you do what you do) Damage: On a successful hit, subtract the defense roll Secret (the thing you dont want others to know) from the attack roll. Multiply the result by the weapons damage factor to calculate the damage done. Important Person in Your Past (someone who affected your life) Armor: The defender determines armor protection (usu- Drawing (draw your character, at least a rough sketch) ally 1 point for casual armor, or one or two dice for good armor). Subtract this protection value from Name, Background, Equipment, Finances, Etc. (be damage done to get damage taken. reasonable) Lost Hit Points: Subtract the damage that exceeds armor from the targets hit points. If the target is at half hit Mechanics points or below, they take a penalty die on further When you use a trait, you roll a number of dice equal to its actions. If at 0 hit points or below, the target is out of score (usually three dice, or four dice for your superior trait). the fight. If at a level of hit points equal to the nega- tive of their normal hit points (e.g. -21 for a character If you get a bonus die (by having some advantage), you with 21 hit points), they are purchasing agricultural roll an extra die along with your normal dice and then drop real estate. the lowest die out of the bunch. If you have to roll a penal- ty die (from having some disadvantage), roll an extra die Recovery: After a chance to rest and recuperate (maybe along with your normal ones, but drop out the highest one. half an hour), you recover half the hit points you lost. You compare your roll vs. that made by the GM, usu- After that, you recover only by rest or medical care. ally representing a GMCs traits. You succeed if you beat the GMs roll or the difficulty factor she assigns. Damage Factors Unarmed combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . X1 Sample Difficulty Factors Throwing knife . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . X1 Task Difficulty Factor or Dice to Roll Knives, lead pipes, throwing axe, etc. . . . . . . . . . . . . . . X2 Easy 4 1 Swords, axes, etc.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . X3 Moderate 7 2 Light handgun or SMG. . . . . . . . . . . . . . . . . . . . . . . . X3 Hard 11 3 Really Difficult 14 4 Medium handgun or SMG . . . . . . . . . . . . . . . . . . . . . X4 Near Impossible 18+ 5 or 6 Large handgun or SMG . . . . . . . . . . . . . . . . . . . . . . . X5 Light Rifle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . X6 Your Experience Pool Heavy Rifle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . X7 12-gauge shotgun. . . . . . . . . . . . . . . . . . . . . . . . . . . X10* You can use the die in your experience pool to improve Taser . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . X5** one roll per game session. Once you use the experience die, you cannot use it again in that session. The dice from *Divided by distance dice (see Weapon Ranges, p. 23) your experience pool act as a bonus dice. As you play, you **All damage from a taser is temporary. Record it sepa- can acquire more dice for your pool. rately; it all comes back when the character recovers.
1997 John A. Nephew. This page may be reproduced for personal use.