Quick reference for narrative mode (not mech-combat mode)
|
What am I rolling/adding to it?
Roll 1d20 + your pilot's Grit (half your LL rounded up). Also add the bonus from any one applicable pilot trigger (not required). Add or subtract any Accuracy or Difficulty as required.
|
|
Target Number
The target number for a skill check is always 10. A total of 9 or lower is a failure; a total of 20 or higher is a critical success.
This can only be altered by adding Accuracy/Difficulty, or making it a Risky or Heroic check |
|
Difficulty/Accuracy
If a check has 1 Difficulty, roll a d6 and subtract that from your total. If it has Accuracy, add the total instead. Difficulty and Accuracy cancel each other out at a rate of 1 to 1. If you have multiple sources of Accuracy or Difficulty after cancelling them out, then roll as many d6s as indicated and only use the highest result (ie. do not add mutiple d6s together)
|
|
Risky
Risky checks succeed on a 10+, but the character(s) still suffer complications unless the total of the roll is a 20+.
|
|
Heroic
Heroic checks only succeed on a 20+, and the character(s) involved suffer consequences on any result under 20
|
|
Risky/Heroic+Difficult
Risky and Heroic checks can also be made difficult at the GM's discretion
|
|
Teamwork
Allied players assisting with a roll provide +1 Accuracy (even if more than one character is helping). However, all characters involved suffer the consequences of a failure.
|
|
Pushing it
A failed roll cannot be retried unless circumstances have changed narratively, or you decide to Push It. A non-Risky roll becomes Risky when it's pushed. With GM permission, you can try to push a Risky roll, making it Heroic difficulty.
|
|
Backgrounds
You can invoke your background to give you Accuracy (or Difficulty) at your (or the GM's) discretion
|
|
Harm
Damage, injury, or physical harm. Usually 1–2 damage, but getting shot at close range could cause 3–4 damage and truly deadly harm might cause 6 damage or more.
|
|
Time
The action takes longer than usual.
|
|
Resources
Something must be used up, lost, or temporarily exhausted. Could be anything - running out of ammunition, losing a map, reputation, favors, etc.
|
|
Collateral
Collateral damage - could be unintended hard/injury to a bystander, ally, building, organization, etc.
|
|
Position
You're in a worse position - in the line of fire, in the bad graces of an important person, or caught out in the spotlight
|
|
Effect
The action is less effective than intended - snapping a twig while sneaking, wounding instead of killing a target, or disabling only certain (but not all) security systems.
|
|
1
You're dead. RIP
|
|
2-5
You're Down and Out and Stunned and stay at 0 HP. You're unconscious/bleeding out/unable to act. If you receive any more damage, you die. Alternatively, you can choose to die instead of becoming Down and Out.
|
|
6
You barely manage to shrug it off - you return to 1hp
|
|
Pilot HP
Pilots have 6 HP + Grit (half their LL rounded up) + any bonuses from pilot equipment/armor
|
|
Minor Damage
1–2 damage. Minor damage might be a result of being shot by small arms fire, stabbed, punched, or being hit by a flying rock.
|
|
Major Damage
3–5 damage. Major damage might be dealt by assault and heavy weapons, long falls, toxic gas, or exposure to vacuum.
|
|
Lethal Damage
6+ damage. Lethal damage is catastrophic – a pilot might receive it if a mech falls on them, they’re hit by a mech-scale weapon, or a grenade blows up under them.
|
No comments yet.
Cheatography n. The art of mapping complex subjects into clear, instantly navigable reference guides.