Skills and actions
A list of all skills in the game.
To make a skill check, the player rolls 2d6 and adds his character’s relevant skill level. If the total equals or exceeds the check’s difficulty number, the check is a success.
Roll 1d20 + attacker’s relevant Combat skill + attacker’s Attack Bonus.
If the total matches or beats the target’s AC, the attack hits. A natural roll of 1 misses and triggers a complication and a 20 always hits and grants positive fate.
Roll 1d20. If the result equals or exceeds your relevant save DC, you negate or mitigate the effect. For Physical Effect saves, you may expend hp to augment the roll. For every 2 hp spent, increase the save result by 1. The same can be done for Mental effect saves using Sanity. Luck saves can only be augmented by positive fate cards.
Any augmentation must be declared before the roll or else cost twice as much. For example, if a character spends 2 Sanity before a Mental effect save, they gain +1 to the proceeding roll. If they had rolled first then spent Sanity to increase the roll, it would cost them 4 Sanity to earn the +1 bonus.
PCs brought to 0 hp are mortally wounded. They can be stabilized and revived so long as they aren’t totally obliterated. Stabilized characters still have 0 hit points and are unconscious.
A player gains positive fate when they roll a natural 20 on an attack or saving throw, or draw the joker during initiative. When you gain positive fate, draw a card from the Universe deck and place it in front of you. Using positive fate is a free action.
Positive fate: Players can use this to enter the initiative a second time in a round at the card’s initiative order (they win ties) or use a numbered card to augment a single Attack, AC versus a single attack, or a Saving Throw. Face cards can be used to automatically succeed a saving throw, add 10 AC vs an attack, or +10 Attack. Aces count as a numbered 1 for these purposes.
Positive fate can be stored between sessions, but players cannot have more than one card at a time. If a player with the Lucky attribute starts a sessions with two positive fate cards stored from a previous session, they do not gain another.
Negative fate: Same as above, except the GM benefits instead. Negative fate is gained when hostile NPCs roll natural 20s, draw jokers, or if particularly negative events occur in the game. The GM can retain a number of negative fate cards equal to the number of players.
Whenever a PC hits a completely unguarded opponent, the victim must make an immediate saving throw versus Physical Effect at a penalty equal to the character’s combat skill. If the save is successful, the damage from the hit resolves as normal. If the save is unsuccessful, the victim is killed outright, or is rendered unconscious if the attack was nonlethal. Characters have advantage to hit completely unguarded opponents.
For purposes of a sudden takedown, a target is only “completely unguarded” if they are unaware of the attacker, not braced for combat and otherwise not on alert. It’s possible to take down a guard standing on post, or even one who is curiously investigating a strange noise, but not one who is rushing to the sound of a fight or alerted by some alarm. If the victim is watching his attacker a takedown is not possible even if launched from surprise. Using takedowns once combat has begun is also impractical. Once initiative is rolled, everyone involved is far too engaged in the roil of fighting to go down that easily.
It’s not uncommon for an entire group of PCs to need to sneak into some location. Granted a sufficient number of skill checks, it’s almost inevitable that somebody is going to botch one, and that can spoil the subterfuge for the whole party. To prevent the entire party’s success from hinging on the lowest common denominator, it can be assumed that the best sneaks in the party are helping the less gifted ones and choosing the routes least likely to give them trouble.
When using group stealth, a particular PC is chosen as the lead guide. On each stealth check, assuming that he makes his own check, he can negate one teammate’s failed check for each level of his Stealth skill. For example, if someone with Stealth 1 was leading a group of three PCs, he could negate one failed Stealth check among his comrade so long as he succeeds on his own roll.
Chases on foot
Foot chases are resolved with opposed Athletics skill checks between the pursuer and pursued. Participants gain +1 to their roll for every 10ft of movement they travel per move action, rounded down. They may require Physical Effect save checks to participate in extended events. Whoever wins is outmaneuvered the other and can attack.
- To trip or off-balance your opponent, make an opposed Athletics check as your attack action. If you succeed, they must succeed a save vs. Physical Effect. If they fail, the chase ends.
- The chase lasts 2d4 rounds, representing seconds, minutes, or even hours as appropriate. Opposed Athletics checks are made each round.
- Psychics with teleport can use their powers to gain advantage on the Athletics roll.
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