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Combat Summary

- Roll simple Initiative, once for each side, per three-second turn.
- You must decide prior to either sides first roll, how many actions you wish to
allow for in that turn (one, two or three). So you can apply any modifier to the
rolls. (This is how you plan for a Dodge.)
- Roll equal to or less than the Goal Roll.
- Write down your roll.
- The number rolled equals the number of Successes rolled.
- Translate Successes into Victory Points (or Victory Dice) with the chart.
- Each Victory Point gained through a Complementary Skill Roll adds a positive
modifier of +1 to another rolls Goal Number.
- Modifiers to a Goal Roll are applied to the Goal Number. Positive (+1) are
good, Negative (-1) are bad.
- Effect Dice / Victory Dice: Rolled on d6s. 1-4 = success. Each success is either a
wound point or armor point.
- Victory Dice may be added to the Effect Dice for a weapon. You may pull your
punch and use as few as one Victory Die.
- Automatic Success and Failure: A natural 1 on the die roll is always a success.
A natural 19 (or 20) is always a failure.
- Excessive goal numbers, page 71, see chart for Goal Rolls over twenty.
- Contested Actions: subtract the lower number of Successes (not Victory Points)
from the higher. Before calculating Victory Points, or adding Victory Dice.
Victory Dice are calculated from VP chart with remainder of Successes after
subtraction.
- Dodge is a Contested Action. Best to allocate one action for a Dodge in advance
of rolling. If you hadnt allocated an action, you can Abort to Dodge (see p. 177).
The Dodge roll you make (Dex + Dodge) applies against all attacks that turn.
- Roll d6 for each armor point. Each success (1-4 on die) equals one armor point.
- Wound Points are applied to Vitality, less armor or other protection.
- Movement (p. 108) in combat: Move one meter per action, unless allocating one
action for running. In that case, move one meter per point of Vigor.
- Standing up takes two actions.
- Drawing a sword, or picking it up from the ground, takes one action.
Changes to Combat
- Use simple Initiative, one roll for each side, each three-second turn.
- Initiative for multiple actions: dont know the official rule, just do it all in the
same initiative for now.
- Skip most modifiers to Goal Rolls.
- Skip rules for Cover (for now).
- Skip Critical Successes (rolling the goal number exactly with the die) and Critical
Failures (rolling a 20 on the die) in combat. Try using Criticals for non-combat
special rules, like Urge, Hubris, Divine Intervention, Healing.
- Skip Accents.

Theurgy
-

A character may only learn powers equal to or less than his occult characteristic
(i.e., Theurgy).
Casting a Theurgy ritual takes one Turn (full three seconds). (Psychic powers take
one action, by comparison.) After its cast, it usually only takes an action to
enforce it (such as, asking a question).
If the casting roll fails, no Wyrd is spent.
If casting roll succeeds, write it down. Needed if victim tries to Contest it, if he
realizes hes a target. See pg. 140. Most people have no clue about occult powers
and dont suspect a thing (unless obvious).
Defense: Non-occultists defend with a Contested Roll using Ego or Faith
(whichever is higher), + Stoic Mind if they have it. Occultists may use Psi or
Theurgy, + Stoic Mind if they have it.
A victim who is forewarned may spend five minutes to Ready himself against
imminent attack. He makes a Wits + Focus Complementary Roll, and adds the
Victory Points to his Defense Roll.
Theurgists may not extend range and duration, or add more targets, by spending
Wyrd points as Psychics do. See pg 168, Group Rites. Range and / or number of
targets may be increased this way.
A ritual has one or more components. A ritual may be cast without its components
at a penalty of 3 to the Goal Number.
Vestments add bonuses, see page 157.
Stigma manifestation isnt necessarily connected to the actual use of the occult
powers.
Wyrd is regained through meditation or sleep (at least one hour), or certain events.
Fumbling a Theurgy Rite Roll (by rolling a natural 20), or a Theurgy
Characteristic Roll, may cause the Theurgist to gain Hubris. See pg.s 170-171.
The character must fail a Theurgy + Focus roll, or else gain Hubris.

Time
Turn = 3 seconds
Span = movie scene, same action
Act = resolution to major plot point / AWARD EXPERIENCE at the end of each Act, and
allow characters to spend it then
Drama = a story
Epic = a series of dramas
Money
1 Firebird = 2 Crests = 4 Wings = 8 Talons (local) = 8 House coins:
Mantises, Claws, Jumpgates, Sparklers (old Black Lions)

Religion
-

Name of the Religion: The Priesthood, The Orthodox, The Temple, The Celestial
Sun, The Celestial Flame, The Omegans (not The Church). It is stately,
mysterious, distant.
Name of the God: The Celestial Sun, The Celestial Flame (not Pancreator, God)
Clerics, Monks, Priests, Inquisitors (gender neutral) (no friars, nuns, deacons,
pastors, ministers, fathers, reverends, bishops, archbishops, hesychasts,
missionaries); Envoys are sent to new areas (not Missionaries, Calling,
Proselytizing)
Forms of Address: Rank Titles, Your Worship (not Father, Brother, Sister), Most
Holy (to the Patriarch)
Changes to Sects / Orders: Mendicant Monks (not Hesychasts), Templars /
Warrior Monks (not Brother Battle)
Jumpgate Sigil, other Sigils (no Jumpgate Cross)
Zebulon the Prophet, and his Followers (not Disciples, Saints)
Prophets, Holy Men / Women (not Disciples, Saints)
Temples and Worshipers (not Cathedrals, Churches, Congregation); Pilgrims
and Pilgrimages
Spheres (not Parishes)
Souls, Virtues / Good, Vices, Shadow, Corruption, Transgression, the Forbidden,
Evil; the Inquisition (not Sin)
Writings: The Omega Scrolls (not Bible, Gospel)
Empyreans (not Angels) and Demons. Empyreans and the Celestial Flame
reside in The Empyrean (not Heaven), where all good Worshipers go.
Ceremonies and Rituals (no services, mass, sermonizing, preaching)
No: proselytizing, calling, confession, rosaries, baptism, amen, world without end,
usury
Other Religions: False Religions (not Pagans, Heathens)
Priests and Worshipers of Other Religions: Heretics, Shamans, Witch-doctors (not
Pagans, Heathens)

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