Rules Cheat Sheet
This page contains essential information required during a session. It can be considered the same as a physical GM screen.
Encounters
- The GM sets up a scene for the players.
- The players tell the GM what they want to do.
- The GM determines if a roll is required.
- The GM helps the player determine if their character’s abilities, items, or cyberware modify their roll.
- The player rolls their dice pool.
- The GM helps the player measure the roll’s success and act out the action with the players based on the success of the roll.
The results of a roll determine whether the intended action succeeds, not the outcome the player was expecting by performing said action.
Emotion and Logic (1d6)
Magic and Tech (1d8)
Emotion
Logic
Magic
Tech
The Dice Pool
Players can modify their intended action with:
- A single relevant feat or reaction,
- All relevant passives,
- All relevant statuses,
- A single relevant skill,
- Any amount of relevant items,
- Any amount of relevant cyberware, and
- A single piece of relevant Intel.
Measuring Success
- 0 Successes – Failure (Complications)
- 1 Success – Mixed Success (Drawbacks)
- 2 Successes – Complete Success
- 3+ Successes – Critical Success (Boons)
Complications
Drawbacks
Boons
Disposition
Injuries
- 5 Minor Injuries are equal to 1 Major Injury.
- 3 Major Injuries on a player character or NPC means they are dead.
- Any Minor Injury a player character or NPC is afflicted with after their 5th becomes a Major Injury.
- Removing even 1 Minor Injury when a player character or NPC has 5 removes a Major Injury as well.
- Gaining a Major Injury inflicts the Unstable status.
- Removing all Major Injuries also removes the Unstable status.
Other types of NPCs may be able to withstand more or less Injuries, usually related to their size. Larger NPCs may withstand more Injuries.
Machines
Statuses
- Unstable – Disadvantage while performing actions.
- Haywire – Disadvantage while performing actions.
Minor Statuses
- Dazed – Disadvantage while performing actions for 1 round.
- Infected – Disadvantage while performing physical actions.
- Inhibited – Unable to use magic for 1 round.
- Intoxicated – Get Drawbacks whenever you perform actions.
- Pinned – Unable to move.
- Prone – Unable to perform physical actions which require you to be standing.
- Taunted – Must target the originator whenever you perform actions for 1 round.
Major Statuses
- Confused – Attack everyone and everything nearby at random for 1 round.
- Controlled – Originator forces you to perform actions of their choosing for 1 round.
- Horrified – Disadvantage while performing actions. Must move away from the originator whenever you move.
- Pacified – Unable to perform hostile actions for 1 round.
- Periodic Damage – Take damage whenever you receive Drawbacks and Complications.
- Sleeping – Unable to perform most actions.
- Stasis – Unable to perform actions, cannot be interacted with, and immune to all damage for 1 round.
- Stunned – Unable to perform actions for 1 round.
Earning Experience
- Complications,
- Boons,
- As a reward for significant accomplishments, or
- A handful of abilities.
Spending Experience
- 12-14-16-18-20 XP to level up,
- 1 XP to Refuse Complications,
- 1 XP to re-roll, or
- 1 XP to Gain Intuition.
Legendary and Magic Levels
- +1 Level – Receive Drawbacks.
- +2 Levels – Roll with disadvantage and receive Drawbacks.
- +3 Levels – Roll an unmodified dice pool with disadvantage and receive Drawbacks.
- +4 Levels – Roll an unmodified dice pool with disadvantage and receive Complications.
- +5 Levels – Roll an unmodified dice pool with disadvantage and receive multiple Complications.
Magic
- Aura Magic – Controls essence, heals and enhances a body’s physical capabilities.
- Divine Magic – Damages and heals using searing holy light, and represents a connection to the Divine.
- Elemental Magic – Allows for matter manipulation.
- Primal Magic – Allows communication with, and the control of, flora and fauna.
- Psi Magic – Alters reality as dictated by the user.
- Spirit Magic – Controls essence and allows for communication with the dead.
Gain Intuition
Intel
Wealth Score
Players roll their wealth score die whenever their character gains or loses credits.
- If the player character is gaining credits, and the player rolls the maximum number on their wealth score, the player increases their wealth score by 1.
- If the player character is losing credits, and the player rolls a 1 on their wealth score, the player decreases their wealth score by 1.
Otherwise, their wealth score remains the same.
Player vs Player
Both players roll appropriate dice. Highest number of successes wins. Defender wins on ties. Attacker resolves roll as normal if they win. Attacker fails their roll and receives Complications if the defender wins. For a multi-target attack, attacker doesn’t get Complications unless they fail.
Player characters can never perform actions against other player characters with the intention of influencing their actions or decisions.
Controlled and confused player characters are treated as NPCs in all respects and so do not follow player versus player rules.
Advantage and Disadvantage
- Advantage – Roll twice and select the best result.
- Disadvantage – Roll twice and select the worst result.
Range
- Melee Range – 3 m (10 ft) diameter circle.
- 1 hex or square away.
- Nearby – 30 m (100 ft) away.
- Enormous Area – Area beyond perception but still limited in scope.
It’s possible to perform actions from afar.
- Must be able to perceive the target directly, or
- Must have the target’s true name and face in mind.
- For magical actions without range requirements, must roll an unmodified dice pool if the target isn’t nearby.
Character Movement
- Significant Distance – Reach a target nearby.
- Up to 30 m (100 ft).
- Up to 10 hexes or squares.
- Short Distance – Half of a significant distance.
- Up to 15 m (50 ft)
- Up to 5 hexes or squares.
Effective range of movement while crossing difficult terrain is halved. Effective range of physical movement while in low gravity is doubled. Movement in zero gravity is achieved by pushing off surfaces. Can scramble to move faster.
Crafting Skills
- Receive a relevant item or cyberware during downtime.
- +1d when crafting or repairing relevant items or cyberware.
Generally cannot craft legendary items or legendary cyberware.
Target Types
- Characters – Sapient and capable of communication.
- Allies or Player Characters – Characters controlled by players.
- Creatures – Non-sapient, usually monstrous or simple-minded entities.
- Machines – Androids, robots, starships, and similar.
- Cyborgs – Organic characters or creatures with machine parts.
- Spirit Remnants – Essence of an organic character or creature which remains after death.
In or Out of Combat
Being in combat is any encounter where hostile characters or creatures are attacking. Otherwise, player characters are considered to be out of combat.
Awareness
If an NPC knows the player character exists nearby they can perceive the player character, they are aware of them. If the NPC can’t be sure the player character exists and can’t perceive them, they are unaware of them. The same is true for a player character’s awareness of NPCs.
Default Actions
- Craft – Create or modify an item or cyberware.
- Drop Awareness – Make NPCs unaware.
- Gain Intuition – Pay 1 XP to gain Intuition.
- Heal – Remove an Injury from a target.
- Help – Add a die to a target’s dice pool.
- Loot – Acquire an item or cyberware from a corpse, container, or room.
- Magic Attack – Attack a target using magical capabilities.
- Melee Attack – Attack a melee target.
- Move – Move a short distance.
- Move in Difficult Terrain – Move a short distance across terrain which may make it difficult to move.
- Move in Low Gravity – Move a significant distance while in low gravity.
- Move in Zero Gravity – Push off a surface or an object to move.
- Ranged Attack – Attack a target from afar.
- Repair – Repair an item or cyberware.
- Scramble – Move a significant distance.
- Scramble in Difficult Terrain – Move a significant distance across terrain which may make it difficult to move.
- Swim – Move a short distance while submerged in liquid.
- Tech Attack – Cause harm to a target through the use of advanced technology.
Default Reactions
- Defend – Defend against a player character’s attack.
- Guard – Negate a non-magical attack.
- Protect – Take damage or negative statuses meant for someone or something else.
- Refuse Complications – Pay 1 XP to refuse Complications.
- Re-roll – Pay 1 XP to re-roll the dice pool.
Shields Vehicle System
- Attacks drain shields first.
- Cannot be disabled or downed.
- Function tied to the Shield Control vehicle system.
Hull Vehicle System
Shield Control Vehicle System
Vehicle Actions
Helm Control Vehicle System
- If disabled or downed, the vehicle can’t move.
- Most vehicle actions can be performed from the helm.
Vehicle Actions
Weapons Targeting Vehicle System
Vehicle Actions
Sensors Vehicle System
Vehicle Actions
Communications Vehicle System
Vehicle Actions
Engines Vehicle System
Vehicle Actions
Vehicle Statuses
- Disabled – Vehicle system is unusable.
- Favourable Position – Add a Tech die to player characters for vehicle-related actions.
- Full Power – Gives advantage to operators.
- System Down – Vehicle system is deactivated and unusable, and must be fully repaired.
- Vox Engines Ready – May perform the Vox Flight starship action.
Space Vehicle Movement and Range
For starships and shuttles during space vehicle encounters.
- Close Range – 5000 km (3000 mi) away.
- 1 hex or square away.
- Long Range – 100,000 km (60,000 mi) away.
- 10 hexes or squares away.
- Significant Distance for Starships – Reach a target at long range.
- Up to 100,000 km (60,000 mi).
- Up to 10 hexes or squares.
- Short Distance for Starships – Half of a significant distance for starships.
- Up to 50,000 km (30,000 mi).
- Up to 5 hexes or squares.
Surface Vehicle Movement
For shuttles, speeders, and ground vehicles during surface vehicle encounters.
- Significant Distance for Vehicles – Up to 300 m (1000 ft).
- Up to 100 hexes or squares.
- Short Distance for Vehicles – Half of a significant distance for vehicles.
- Up to 150 m (500 ft).
- Up to 50 hexes or squares.