Sei sulla pagina 1di 4

Basic Roleplaying Cheat Sheet

Skills and Actions


Skill/Characteristic Difficulty Modifiers Skill Rating Description
Difficulty Skill Modifier Characteristic Modifier Exp Check % Rating Description
Automatic no roll no roll no 05% or less Novice
Easy %x2 Characteristic x 10 no 06-25% Neophyte
Average no modifier Characteristic x 5 yes 26-50% Amateur
Difficult % x 1/2 Characteristic x 1/2 yes 51-75% Professional
Impossible no roll or 1% no roll or 1% yes 76-90% Expert
91% or higher Master

Circumstantial Action Modifiers Skill Success/Failure Degrees


Difficulty Modifier Success Range
Minor +/- 5-10% Critical Success 5 percent of rank
Moderate +/- 15-20% Special Success 20 percent of rank
Extreme +/- 25-30% Success less than rank
Failure over rank
Experience Check Fumble 5 % of top rank (96-00)
Roll d% and add your Experience Bonus. If you roll over the current % rank Example: A Skill of 45 would be a Critical Succss on a roll of
of the applicable skill, you passed the experience check and increase the 01-03, a Special Success on a roll of 4-9, a Success on a roll
current rating by 1d6 (although, 1d8 or 1d10 may also be used if of 10-45, a Failure on a roll of 46-97, and a Fumble on a roll
determined by the gamemaster). If the roll is under the current rating, no of 98-00
additional points are gained at this time.

Resistance Table
Used when direct competion between an active and passive force, whether it is a # (POT, Power Points, etc.) and/or Characteristics. See the
accompanying chart for details. The Formula for the Resistance Table is as follows: 50% + (active characteristic x 5%) - (passive characteristic x 5%) =
target % rating.

Cooperative Skill Use


Assistants roll their skill ratings. Every helper that succeeds adds +10% of their skill to the main coordinator's skill rating. Special and Critical Successes
grant +15% and +20% respectively at the Gamemaster's discretion. Failure equates to no bonus being granted to the main coordinator's skill rating. A
Fumble equals -10% being added to the main coordinator's skill rating. The maximum possible gain to the main coordinator's skill rating is his or her
current skill rating x 2.

Opposed Skill Rolls


Both competing sides roll skills. The highest degree of success wins. However, even if the loser of the contest succeeds in their skill roll, their success
will modify the winner's success by 1 degree lower (I.e., a Special Success will turn into a Normal success, a Normal Success will turn into a Failure,
etc.).

Combined Skill Rolls


Between the two skill ratings use the lower rating. A failure of the roll that still falls below the higher rating of the two skills is considered a partial
success.

Time
Turn = 5 minutes (25 combat rounds)
Combat Round = 12 seconds

MOV = # of units (3-10 meters per unit) of movement per combat round

Combat Round Movement x 25 = movement for turn


Turn Movement x 12 = movement for hour
Hourly Movement x 10 = movement for day
Hourly Movement x 24 = uninturrupted movement for a day

Terrain and Weather Movement Modifiers are located on page 181 of the
Basic Roleplaying Book
Combat
Combat Round Initiative Order is by DEX Rank or INT Rank (for Powers).
1) Statement Rank = Characteristic
2) Power Use
3) Actions Optional Initaitive Rule
4) Resolution Initiative = 1d10 + DEX or INT (depending on action). Order goes to highest result

Combat Actions Movement & Rank Modifiers in Combat


a) Move Move in Combat Round Dex Rank Modifier*
any one b) Attack 30 meters no action other than defense (parry or dodge)
c) Combat Action 6-15 meters 1/2 DEX Rank
16-29 meters 1/4 DEX Rank
a) Parry or Dodge 1-5 meters No modifier
any time during combat round b) Fight Defensively * These modifiers are cumulative with penalties for additional actions, movement
c) Speak modifiers being considered first
If a weapon allows for multiple attacks, each attack is at -5 DEX Ranks

Combat Summary Parry


Attack Roll Parry or Dodge 1) Can call a Parry at anytime before damage resolution
Roll Result
Success Success Attacker's blow is deflected or 2) Each additional Parry is made at a cumulative -30% to the skill rating. If
dodged below 1% no additional parrys possible.
Success Failure Defender is hit and may lose hit 3) Missile weapons can only be parried with a shield at the shield's base
points chance.
Fails no roll required Defender maintains guard, 4) Parrying a thrown weapon with a hand weapon is at 20% of the normal skill
does not need to roll (I.e., a Special Success and below).
Fumbles no roll required As per attacker's miss, plus 5) Parrys and Dodges cannot be combined unless in a completely defensive
attacker rolls on fumble table state. In this case, -30% cumulative are considered for both parrying and
dodging attempts.
Dodge
1) Can call a Dodge at anytime before damage resolution
2) Each additional dodge attempt is made at a cumulative -30% to the skill
rating. If below 1% no additional dodges are possible
3) Dodges and Parrys cannot be combined unless in a completely defensive
state. In this case, -30% cumulative are considered for both parrying and
dodging attempts.

Attack and Defense Matrix


Attack Roll Parry Roll Dodge Roll Result
Critical Critical Critical Defender parries or dodges damage, no other result
Critical Special Special Attack partially deflected or dodged and achieves a success. Attacker strikes defender and
rolls damage normally. Defender's armor value subtracted from damage. Parrying weapon or
shield takes 2 points of damage*
Critical Success Success Attack marginally deflected and achieves a special success. Attack does full damage plus
normal damage bonus and appropriate special result. Defender's armor value subtracted from
damage. Parrying weapon or shield takes 4 points of damage*
Critical Fumble Fumble Attack achieves a critical success. Attack does full damage plus normal damage bonus (or
attacker may choose a special success instead). Defender's armor value does not apply.
Defender rolls on the appropriate fumble table.
Special Critical Critical Defender parries or dodges attack; no other result. If attack is parried, attacking weapon takes
1 point of damage.*
Special Special Special Defender parries or dodges the attack, no other result
Special Success Success Attack partially parried or dodged and achieves a normal success. Defender's armor value
subtracted from damage. Parrying weapon or shield takes 2 points of damage*
Special Failure Failure Attack achieves a special success. Attack does full damage plus normal damage bonus and
appropriate special result. Defender's armor value subtracted from damage.
Special Fumble Fumble Attack achieves a special success. Attack does full damage plus normal damage bonus and
appropriate special result. Defender's armor value subtracted from damage. Defender rolls on
the appropriate fumble table.
Success Critical Critical Defender blocks or dodges damage; no other result. If parried in melee combat, attacker's
weapon takes 2 points of damage.*
Success Special Special Defender blocks or dodges damage; no other result. If parried in melee combat, attacker's
weapon takes 1 point of damage.*
Success Success Success Defender blocks or dodges damage, no other result
Success Failure Failure Attack strikes defender and rolls damage normally. Defender's armor value subtracted from
damage
Success Fumble Fumble Attack strikes defender and rolls damage normally. Defender's armor value subtracted from
damage. Defender rolls on the appropriate fumble table.
Failure - - No damage; no effect.
Fumble - - Attack misses completely and attacker rolls on the appropriate fumble table. Defender
unharmed.
* If the parrying weapon or shield is destroyed, the defender takes the remainder of the damage rolled (to a random hit location if that optional system is utilized).
If the attacking weapon is destroyed during a successful attack, damage is still inflicted on the defender but the weapon is broken at that moment.
Special Success Weapon Effects Missile Weapon Range Modifiers
Type Effect Range Modifier*
Bleeding 1 point of damage at the end of each round Within Dex/3 meters Easy
until bleeding is staunched Standard Range -
Crushing One step up on the damage bonus chart is Medium Range (standard x 2) Difficult
inflicted by that wound. The victim must make Long Range (standard x 4) 25% of skill
a Stamina roll or be stunned for 1d3 rounds. Target Moving Quickly -50%
No attacking is possible, and dodging attempts Vision Modifiers
can only be made with a successful Idea roll Light Shadows -10%
for each attempt. All attacks against a stunned Light Fog -25%
individual are at Easy.
Darkness Difficult
Partially Concealed Difficult
Entangle Prevents movement during current and next Prone within DEX in feet Difficult
combat round. Grapple effects of: Immobilize Weapon fixed on support +10%
Limb, Immobilize Target, Throw Target, * Using long-ranged goggles, scope, laser sight, or other like systems,
Knockdown Target, Disarm Target, Injure divide range modifiers by 1/2 if one combat round is spent aiming.
Target, and Strange Target (page 60 of the
Basic Roleplaying Book) can be used, as
appropriate by weapon type. On the round Armor AP subtracts a like amount of damage from
following the entangle, the target can attempt that inflicted by a successful attack. Some
an Agility roll or STR vs. STR resistance roll to armors will affect skill ratings.
free themselves. A successful Dodge or
Shields Parry against melee attacks with a shield
Wrestle roll negates a successful entangle.
are made with the Shield skill. Against
Critical Parry negates a critical entangle, but an
missile weapons, small or 1/2 shields are at
ordinary parry would have no effect.
15%, full shields at 30%, large shields are at
60%. When kneeling a faull shield has 60%,
Doubles the weapons normal damage, but not large shield 90%. Attacking with a shield is
Impale
damage bonus. For systems on removing the done at 1/2 the rating of the Shield skill.
weapon if stuck within the target, and healing, Consult page 206 of the Basic Roleplaying
consult pages 196 and 197 in the Basic book for details on directly attacking a
Roleplaying Book shield.

Knockback SIZ versus damage resistance roll. Damage is Healing Rate 1d3 per game week modified by medical
counted as prior to armor absorption. A Failure conditions described on page 208 of the
will knock the target back 1 meter per 5 Basic Roleplaying Book
damage. Particular knockback effects are
described on page 197 and 202 of the Basic
Roleplaying Book

Melee Hit Location Table


D20 roll Result Description
1-4 Right Leg Right leg from hip to foot
5-8 Left Leg Left leg from hip to foot
9-11 Abdomen Hip joint to bottom of ribs
12 Chest Ribs to neck and shoulders
13-15 Right Arm Entire right arm
16-18 Left Arm Entire left arm
19-20 Head Neck and head

Missile Fire Hit Location Table


D20 roll Result Desciption
1-3 Right Leg Right leg from hip to foot
4-6 Left Leg Left leg from hip to foot
7-10 Abdomen Hip joint to bottom of ribs
11-15 Chest Ribs to neck and shoulders
16-17 Right Arm Entire right arm
18-19 Left Arm Entire left arm
20 Head Neck and head
RESISTANCES TABLE
Active Characteristic
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40
1 50 55 60 65 70 75 80 85 90 95 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
2 45 50 55 60 65 70 75 80 85 90 95 - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
3 40 45 50 55 60 65 70 75 80 85 90 95 - - - - - - - - - - - - - - - - - - - - - -
4 35 40 45 50 55 60 65 70 75 80 85 90 95 - - - - - - - - - - - - - - - - - - - - -
Range of Automatic
5 30 35 40 45 50 55 60 65 70 75 80 85 90 95 - - - - - - - - - - - - - - - - - - -
Success
6 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 - - - - - - - - - - - - - - - - - - -
7 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 - - - - - - - - - - - - - - - - - -
8 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 - - - - - - - - - - - - - - - - - - - - - - -
9 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 - - - - - - - - - - - - - - - - - - - - - -
10 5 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 - - - - - - - - - - - - - - - - - - - - -
11 - 5 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 - - - - - - - - - - - - - - - - - - - -
12 - - 5 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 - - - - - - - - - - - - - - - - - - -
13 - - - 5 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 - - - - - - - - - - - - - - - - - -
14 - - - - 5 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 - - - - - - - - - - - - - - - - -
15 - - - - - 5 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 - - - - - - - - - - - - - - - -
16 - - - - - - 5 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 - - - - - - - - - - - - - - -
Passive Characteristic

17 - - - - - - - 5 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 - - - - - - - - - - - - - -
18 - - - - - - - - 5 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 - - - - - - - - - - - - -
19 - - - - - - - - - 5 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 - - - - - - - - - - - -
20 - - - - - - - - - - 5 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 - - - - - - - - - - -
21 - - - - - 5 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 - - - - - - - - - -
22 - - - - - - 5 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 - - - - - - - - -
Range of Automatic
23 - - - - - - - 5 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 - - - - - - - -
Failure
24 - - - - - - - - 5 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 - - - - - - -
25 - - - - - - - - - 5 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 - - - - - -
26 - - - - - - - - - - - - - - - - 5 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 - - - - -
27 - - - - - - - - - - - - - - - - - 5 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 - - - -
28 - - - - - - - - - - - - - - - - - - 5 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 - - -
29 - - - - - - - - - - - - - - - - - - - 5 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 - -
30 - - - - - - - - - - - - - - - - - - - - 5 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 -
31 - - - - - - - - - - - - - - - - - - - - - 5 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95
32 - - - - - - - - - - - - - - - - - - - - - - 5 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90
33 - - - - - - - - - - - - - - - - - - - - - - - 5 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85
34 - - - - - - - - - - - - - - - - - - - - - - - - 5 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80
35 - - - - - - - - - - - - - - - - - - - - - - - - - 5 10 15 20 25 30 35 40 45 50 55 60 65 70 75
36 - - - - - - - - - - - - - - - - - - - - - - - - - - 5 10 15 20 25 30 35 40 45 50 55 60 65 70
37 - - - - - - - - - - - - - - - - - - - - - - - - - - - 5 10 15 20 25 30 35 40 45 50 55 60 65
38 - - - - - - - - - - - - - - - - - - - - - - - - - - - - 5 10 15 20 25 30 35 40 45 50 55 60
39 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 5 10 15 20 25 30 35 40 45 50 55
40 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 5 10 15 20 25 30 35 40 45 50

For Success, roll 1d100 equal to or less than the indicated number

Potrebbero piacerti anche