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Cheat sheet

Score
00-03
04-06
07-09
10-12
13-15
16-18
19-21
22-24
25-27
28-30
31-33
34-36
37-39
40-42
43-45
46-48
49-51
52-54
55-57
58-60
61-63
64-66
67-69
70-72
73-75
76-78
79-81
82-84
85-87
88-90
91-93
94-96
97-99
100

Modifie
r
-03
-02
-01
0
+01
+02
+03
+04
+05
+06
+07
+08
+09
+10
+11
+12
+13
+14
+15
+16
+17
+18
+19
+20
+21
+22
+23
+24
+25
+26
+27
+28
+29
+30

Success / Failure Rolls:


01 on a D20 = D4+1 Bonus to a skill or +01 to ability score.
01 on a D100= D4+1 Bonus x10 to skills or +D4+1to ability score.
20 on a D20 = Botch/ Failure DMs choice result.
00 on a D100=
Botch/ Failure DMs choice result.
Roll under a skill score on a D20 and it goes up one.
Roll under a Skill score on a D100 and it goes up D4.
Roll under the current score of an Ability on a D100, it goes up one.
Fatigued: A failed CON score check may leave a player fatigued. The player
treats all of their Ability Scores as if they were 3 points lower. 12 hours of rest
are needed to recover from this condition.
Exhausted: If a player is fatigued and does not rest he needs to make a second
CON score check or become exhausted. The player treats all of their Ability
scores as if they are another 3 points lower. They then need 24 hours to rest to
recover to a fatigued state
Exsperance:
There are three ways for players to advance:
Play: Performing skill and combat skill checks helps the player advance.
Training Skills: One day of training will boost a skill 1+ D4 Points with an successful INT
score check on a D100. With a failed INT score check you still train D4 points per day of
training. Rolling a 01 on D100 = That skill splits at its current score
End Of Chapter: At the end of each Chapter of play each player receives 10 +1D10 skill
points to put in any known skill.
Initiative: Initiative goes by movement. For ties, use DEX and then CON scores
Called shot: When calling a shot the player states where the hit will be on a target. (IE: The
hand, a control knob, etc) To call a shot the player must make the Skill check by 10% of the
score. If successful the called shot does maximum damage.
Critical Hit: A roll of a 01 on a D20 = Double Damage of the attack. (Plus 1D4+1 to the
skill.) A 01 on a D100 = the extra attack with the same weapon, double the damage. (Plus
1D4+1 x10 to the skill.)

Off Hand Rule: Attacking with your off hand is an option in a combat skill. When doing so divide the skill in the
weapon and the damage from the weapon itself by .
Stun Maneuver: A player needs to declare a stun maneuver before rolling to hit its target, if target loses half
their total remaining HP in one action, they are stunned. The time stunned is 10 minutes plus total damage taken
minus targets CON modifier.
Throw Object: The distance of a thrown object in feet is the thrower's STR score minus the throwers STR Modifier.
Damage is normal for the object.
Free Action/ Full Action: A free action is an action that does not take your whole turn to do. A player can perform
two free actions at their turn. A full action is usually a Skill check or any ability that causes the player to spend EP.
The standard full action takes 6 seconds or one turn.
Fright Check: In the chance of a horrific event, the players may need to make a fright check. To succeed you must
roll under your WIS score. Success means the player shrugs it off and is unaffected.
A Failure means it was
overwhelming. Players get a 1D4 added to the encumbrance score for 24 hours. On a roll of 01 on a D100 the
player is unaffected by the sight of the horrific event from that point on and does not have to make a Fright check
for it in the future.
If a player gains encumbrance equal or greater than his STR score they cannot act, overwhelmed with fear.
They need to make a CON check to respond to the fear. Failure means that they do something involuntary. (IE Pee,
Vomit) When their encumbrance score is twice as much as their STR score they gain a derangement until cured.
Movement (MV): For each point in movement a player can move 1 yard in their turn. The standard movement for
a person is 10. A ten means they can move 10 yards in a single action. A player can attempt a skill check, an
ability score check or rolls below their MV so they can double their movement rate for that turn. Attacking while

moving one-half your movement is available to do without a skill check. To move your full movement and attack (or
double your movement) needs an ability score check on D100.
Swimming Movement: Movement while swimming is equal to their normal movement rate. For each point in
movement a player can move 1 yard in their turn. If a character does not have a swimming skill they can
dogpaddle by making a successful STR check. Dog paddling is at their normal movement rate. You may double
your movement speed by making a ability score check on 100 instead of a 20 sided die.
Lifting: Players can lift their STR Modifier in lbs times 100 with out a STR check. With a STR score check a player
can lift as if their STR modifier was one level higher. Lifting any amount over the maximum with a failed STR check
results in the player loosing their DEX modifiers to MV and dodge, plus they need to make a CON check or become
fatigued.
A 0 STR score gives a maximum load of 50lbs. A -1 STR modifier gives a maximum load of 40lbs. A -2 STR
modifier gives a maximum load of 30lbs. A -3 STR modifier gives a maximum load of 20 lbs. The maximum weight a
player can lift is two STR Modifiers above their current STR score. A character can generally push or drag up to 2x
their STR M.
Dodge Checks: A player can attempt a dodge verses to avoid being hit by an attack. The player can attempt the
dodge check on D100 or on D20. Any player attempting a dodge verses a combat skill does not lose their next
turn. (Dodge is a natural reaction to an attack.) If successful (Or a tie) the attack does no damage. Dodge score
goes up like an Ability score not a skill.
A defensive Skill check may be put in place of a dodge check. Replacement skills go up as any other skill
when used. But unlike dodge defensive skills can be trained in, dodge can not. Some instances during game play
will require a dodge check and defensive skills can not be used in place. Defensive skills can be rolled on a D20 or
a D100
Drinking: The first drink does not require a CON Score check on a D100 for normal drinks. A CON Score check
must be made for each drink after the first. Players get a +2 to the dice roll for each drink taken in the last 3 hours
including the first drink taken. Rolling above your CON Score means the player is drunk. If the player rolls below the
CON Score they are fine.
Once drunk, the player can continue to drink making a check for each drink taken. Once the plus to the
dice roll exceeds their CON Modifier they pass out for 2D6 hours. If a player becomes drunk they get an
accumulative -6 to all skill checks on a D20 and -12 on a D100. Each failed CON Score gives an additional -6 or
-12 to Skill checks. This condition lasts for 2+1D12 hours (CON Modifier) after drinking stops.
Prone: The character is on the ground. An attacker who is prone has a 4 penalty on combat Skill rolls and cannot
use a ranged weapon (except for a crossbow).
Shaken: -5 to all dice rolls.
Sickened: The character takes a 2 penalty on all combat skills, weapon damage rolls, skill checks, and ability
checks.
Nauseated: Movement only otherwise the player cannot take any action.
Panicked: A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well
as any other dangers it encounters, along a random path. It cant take any other actions. In addition, the creature
takes a 2 penalty on all skill checks, and ability checks. If cornered, a panicked creature cowers and does not
attack. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such
means if they are the only way to escape. Panicked is a more extreme state of fear than shaken or frightened.
Disabled: A character with 0 hit points, or one who has negative hit points but has become stable and conscious, is
disabled. A disabled character may take a single move action or standard action each round (but not both). She
moves at half speed. Taking move actions doesnt risk further injury, A disabled character with negative hit points
recovers hit points naturally.
Death: At 0 HP the player makes a CON score check. If successful he continues to function normally until he
reaches negative his CON score below 0, then he is dead. If he fails his CON score check he falls unconscious until
healed or he loses HP totaling greater then his CON score below 0.
Compulsion: . A compulsion overrides the subjects free will in some way or simply changes the way the subjects
mind works. A charm makes the subject a friend of the caster; a compulsion makes the subject obey the caster.
Regardless of whether a character is charmed or compelled, he wont volunteer information or tactics that his
master doesnt ask for.
Charmed Creatures: Charmed creatures do not automatically understand any new languages. Charmed
creatures are allowed a CHR check to resist a command. A charmed creature cannot be commanded to harm
themselves. If a charmed person is harmed by the person who charmed them, the charm is broken. Essentially, a
charmed character retains free will but makes choices according to a skewed view of the world.
Climbing: Players can climb 10 each turn. The first ten feet do not require a climb or DEX check. Each 10 after do.

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