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Battle Sheet v2

This document provides summaries of various difficulty modifiers, momentum and doom spends, reactions, conditions, and weapon qualities in a roleplaying game system. It lists numerous modifiers that can increase or decrease difficulty on rolls, ways to gain additional actions or resources, reactive abilities, harmful status effects, and special properties weapons can have. The summaries are concise yet provide the key details and mechanics for each entry in the provided game reference material.

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Laurent Bonneau
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0% found this document useful (0 votes)
23 views2 pages

Battle Sheet v2

This document provides summaries of various difficulty modifiers, momentum and doom spends, reactions, conditions, and weapon qualities in a roleplaying game system. It lists numerous modifiers that can increase or decrease difficulty on rolls, ways to gain additional actions or resources, reactive abilities, harmful status effects, and special properties weapons can have. The summaries are concise yet provide the key details and mechanics for each entry in the provided game reference material.

Uploaded by

Laurent Bonneau
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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FORTUNE Difficulty Modifiers CBR p97 Momentum and Doom Spends PG p126

Create Opp 1 I,R Add +d20 to roll (max 3)


Gain a d20 with a roll of 1 (two Auto Success) Minor Combinations Foreign Language Create Obst 2, I,R +1Dif. to Opponents Roll
Lighting Noise
Take a 2nd Standard Action Obtain Info 1 I,R Ask the DM a question about the scene
Difficult Terrain Poor Weather
Restore Stress to Full (Vigor or Resolve) Disruption/Distraction Random Motion Reduce Time var Reduce time to accomplish a task
Distance Social Factor Bonus Dmg 1 R Each adds +1 point of damage
Gain More Dice Equipment Unfamiliar/ Complex Break Guard 2 Attack or a Defend Reaction. The target loses Guard
Wound / Trauma
Called Shot 2 The character can choose the hit location
+1d20 Momentum Spent / Doom Added
Change Stance 1 Go prone or stand up
+1d20 Fortune ( Auto Roll 1) Fatigue and Despair Confidence 1 R Gain 1CD Morale Soak/Momentum up to 4CD
Resistance Test ( base D1)
+1d20 Resource (Tool Kits) Disarm 2 -3 Weapon knocked away (Reach): 2 for 1H, 3 for 2H
D1 after Eight hours for 1 recovery
Assistants provide Momentum with Success Penetration 1 R Ignores 2x Soak
Re-Roll Dmg 1 Re-roll any damage dice.
Second Wind 1 I, R Regain 1 Vigor or Resolve
Conditions PG p127 Second Target 2 Strike a 2nd target within Reach for half damage to 1st
Blind: 3CD Mental Dmg. Diff +2 Deaf: 3d Mental Dmg. Diff +2 Subdue 1 The attack gains Non-Lethal Quality
Swift Action 2 Gain a second Standard Action at +1D
Burning X: On fire for number of effects rolled. Take Hindered: Increased action cost to Move
Dual Wielding 1 Different type of attack (M/R) or dual off hand weapon +1D
1CD Dmg applied to physical and mental damage at
Poisoned: Various. See Staggered. Withdraw 1 Withdraw. Leave Reach without provoking Retaliation
the end of targets turn. Physical Dmg has the
Incendiary quality. REACTIONS PG p117
Staggered: Cost 1 Doom to perform Parry (Melee) or Acrobatics (Ranged) to turn the attack attempt into
Defend
Dazed: Increase Diff by +1 Standard Action. Reactions +1 Fortune point
+1 Doom Cum a Struggle
Parry attempt to turn the attack against an Ally into a Struggle,
Protect defender has D2 Test. Failed attempt, the attack hits original target,
Attack Foc TN Defend Foc TN +1 Doom Cum on a success defender is new target. Momentum gained applied to
Melee Parry Struggle
When an enemy attempts a non attack skill test within Reach, or
Vigor Retaliate
Range Acrobatics Resolve when an enemy attempts to move out of Reach without using the
Courage +1 Doom Cum Withdraw action. The Retaliate goes before the skill test

Armor Soak
Head
Soak (1-2)

Right Left
Arm Arm
(3-5) (6-8)

Body Shield
(9-14)

Right Left
Leg Leg
(15-17) (18-20)

= Wound/ Treated Wound Fatigue


Trauma Trauma Despair Version 2 Weapon Qualities (Players Guide 101-103)
Free Actions Weapon Qualities PG p101-103
The attack affects all targets within Reach and 1 additional target within Close per Effect.
Adjust Moving Within Close Range or in and out of Reach Area
Complications may mean Allies are affected.
Drop Item Releasing something held in the hand Backlash X Attacker takes X damage for each Effect, ignores Soak.
Drop Prone Laying down Blinding (P) Inflicts an Alternate Harm of the Blind Condition, lasting the Scene or until cleared.
Simple Task Small task or Skill at D0 test Cavalry X Adds X damage for each Effect when used with a Charge Action
Speak Simple Speech Fearsome X Adds X Mental damage for each Effect
Fragile Reduce damage rating by 1CD for each Effect.
Minor Actions Effect means target is unable to move or take any action except escape using Athletics or
Clear Ridding self or item from a condition Grappiling Acrobatics D(Effect). Target is -1D to target with Exploit action. The target may be released
as a Free Action.
Draw Item Draw item or weapon
Observation tests to detect the weapon when hidden are at DX, weapon may be
Movement Move within medium range Hidden X (P)
concealed after an attack for 2 Momentum (X=1 or 2) or 1 Momentum (X=3)
Regain Guard Stepping back to defend, requires a parry test Improvised (P) Effect result on damage die is ignored.
Target gains Burning Condition for Effect rounds, takes XCD physical + mental damage at
Stand Rise up Incendiary X
end of turn. Ignores Soak. Effects on damage increase duration.
Standard Actions PG p124-125 Intense(P) Inflicts +1 Harm
Assist Granting an ally an advantage Knockdown Knocks target prone on Effect, unless target pays 1 Doom for each Effect.
Inflicts Alternate Harm on target, if no other Alternate Harm is listed it is the Dazed
Attack Basic Attack Non-Lethal
condition.
Brace Steadying an unwieldly weapon for an attack Parrying (P) Reduces Doom cost of Defend or Protect reaction with Parry test by 1 Doom.
Exploit Observe foe to discover a weakness to exploit Target takes XCD damage at the start of each round/Effect. Can be avoided by paying
Persistent X
Doom/Effect. Can be cleared by Clear Action.
Pass Do nothing Piercing X Ignores X Soak for each Effect
Ready Holding an action to perform later Also Parry quality, can use Parry test to Defend against Ranged attacks. Grants +XCD
Shield X (P) Cover Soak against Melee and Ranged attacks with Guard. Can be sacrificed to avoid a
Recover Attempt to recover Vigor or Resolve Wound.
Skill Test Make a skill test Spread X For each Effect roll X additional hit locations, each location takes half damage.
Sprint Moving to any point in Long range Stun Inflicts Staggered Condition if Effects, unless target pays 1 Doom/Effect.
Subtle X (P) Observation tests to detect an attack with the weapon are at +XD.
Treatment Treat ally in Reach to regain Vigor or Resolve
Thrown (P) Can be used as a ranged weapon with (range) range.
Withdraw Withdraw to close range and avoid retaliate Unforgiving X If an Exploit was used first add Intense and Vicious X
Viscous X +X damage per Effect
Threaten Attacks ( vs. Discipline) CRB p125 Volley (P) Can use a Load to add +1d20 and +1CD to attack.
Display Skill Range DMG/Qual Req.
Command or Renown of 3+
A Mighty Name Close XCD Area
Discipline X= Renown
3Cd Area, Head of T or N killed.
Dead Man's Stare Melee Close
V1scous-1
3Cd Stun,
Minor action
The secret of steel has always carried
Flaming Brand Survival Close Large burning Object
Impossible Feat of
Athletics Medium
Viscous-1
5Cd Area, Stun
Perform grand feat of with it a mystery. You must learn its
Might
Knife to the Throat
Melee or
Reach
4Cd Stun,
Strength
Hold Foe at Knife riddle…
Stealth Viscous-1 Point
5Cd Area,
Sorcerous Might Sorcery Medium Cast a visible Spell
Intense
Melee or Slay 3+ Enemies
Stain the Soil Red Close Xd Area
Ranged x= num slain
Steely Glare Persuade Close 2Cd Stun None

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