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Blade Runner Cheat Sheet

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BLADE RUNNER CHEAT SHEET

SKILLS AND ABILITIES OPPOSED ROLLS


4 Abilities: Strength, Agility, Both participants roll and the one
Intelligence, Empathy with more successes wins. No effect
on a tie. Opponents do not always
13 Skills, 12 tied to an Ability roll for the same Skill.

Close Combat (Strength) ADVANTAGE/DISADVANTAGE


Force (Strength)
Advantage: Add third die to roll,
Stamina (Strength)
same as lower die (Skill or Abili-
Firearms (Agility)
ty)
Mobility (Agility)
Stealth (Agility)
Disadvantage: Remove lower die,
Medical Aid (Intelligence)
rolling one die
Observation (Intelligence)
Tech (Intelligence)
HELPING
Connections (Empathy)
Manipulation (Empathy) Fellow PC can contribute their
Insight (Empathy) Skill die to a roll. Must make
Driving (Vehicle’s Maneuverability) sense in situation and helper must
be physically present.
Each Skill and Ability ranked
A to D - determines die size COMBAT ZONES
Combat areas are divided into
A D12
zones:
B 10
Engaged - right next to you
C D8
Short - same zone as you
D D6
Medium - in adjacent zone
Long - up to four zones away
When rolling a Skill, roll Skill Extreme - further but still in area
die and relevant Ability die.
6+: Success INITIATIVE
10+: 2 Successes
2+ successes: Critical Success Everyone involved draws cards.
Turns taken from lowest to highest
result. Surprise attack/ambush au-
PUSHING ROLLS tomatically grants the 1 card.

Can reroll any dice that are not 1. TURNS


However, for each 1 rolled take 1
point damage (Strength & Agility A move and an action. Action is
skill rolls) or 1 stress (Intelli- usually a Skill roll (attacking,
gence & Empathy skill rolls). first aid, etc.) and move going be-
tween zones.
Replicants can push twice and al- Free actions include shouting a few
ways take stress instead of damage. words, standing up, dropping prone.
BLADE RUNNER CHEAT SHEET
CLOSE COMBAT STRESS
Opposed Close Combat roll. Winner Caused by pushing rolls, going 3 or
hits and uses weapon damage die. more shifts without downtime, or
stressful situations. Roll Insight
Two or more succeses than enemy is in stressful situations, each suc-
critical hit, causing critical in- cess removing 1 potential stress.
jury.
Broken by stress at zero Resolve.
If you leave engaged range with
enemy or move past an active enemy Heal stress through another PC suc-
within the same zone, roll Mobility ceeding a Manipulation roll or re-
to avoid enemy gaining free attack. cover one point of lost Resolve
after a shift has passed.
RANGED COMBAT
Roll Firearms (including for ranged
VEHICLES
attacks with throwing weapons). Driver makes move before passen-
gers- most rolls replaced with
Two or more successes a critical Driving rolls.
hit.
Passengers can fire vehicle weapons
Careful aim: spend an action to get (if present) or ranged weapons with
advantage next turn. disadvantage.

Automatic advantage firing on large CHASES


targets, disadvantage on small tar-
Pursuer and Prey choose a maneuver
gets.
before the GM prsents an obstacle.
Manuevers are resolved with prey
DAMAGE first. If range goes past extreme,
Broken at zero Health (can’t go chase is over.
negative). Cannot take any meaning-
ful actions. Maneuvers: Pursue/Flee, Hide,
Block, Cut Off, Stand and Shoot,
Someone can perform First Aid or Other.
heal one point automatically after
one shift has passed. If broken and POINTS
critically injured, two successful
Promotion: awarded for job well
First Aid rolls required.
done or deducted for misconduct.
Can be spent on new specialities or
Critical injuries can kill and re-
requesting specialized LAPD gear.
quire Stamina roll. Any damage tak-
Humanity: awarded for acts of com-
en while broken is an automatic
passion or humanity, used to in-
critical injury.
crease skill levels.
Chinyen: currency for non-mundance
purchases

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