STTH Condensed Rules
STTH Condensed Rules
STTH Condensed Rules
THE DICE
When your character wants to do something, the GM will tell you to roll a certain number of dice to see if you generate enough hits to
succeed in the task. To determine your dice pool:
● Look at the number listed in your base attributes. Your Hero attributes (Speed, Power, and Dexterity) and your Mental
attributes (Intellect and Charisma) rating tell you at a glance how gifted a character is in a particular arena.
● Look at your skills to see how many filled-in boxes, or “ranks,” in that skill you have. Take the bigger number and gather that
many Hit Dice, and then replace a number of those dice with Trick Dice equal to the smaller number.
● The GM will set a difficulty level between 0-4. A 1 Difficulty means you only need to roll one success to achieve your goal.
THE SKILLS
Say you wanted to hop across a series of floating platforms. You could Another player wants to try the same thing. He has a Speed rating of 4,
use your Acrobat skill, which is tied to your Speed rating. with two ranks marked off on his Acrobat skill. This means that two of his
You have a rating of 3, so you grab three Hit Dice. four hit Dice are replaced with Trick Dice.
You have no ranks in your Acrobat skill, so the check is not upgraded
with Trick Dice. He rolls 2d6s and 2d10s:
The gaps are a bit wide, and the platforms are moving, so the GM says
that the check will have 2 Difficulty. That means you will need at least two [3][5](2)(5)
hits to make it across.
🙂
He gets three hits and, with the 5 on his Trick Die, performs a Trick,
You roll 3d6s: gaining 5 Rings. He hops across the platforms with style!
[4][3][5]
Opposing Rolls
Both sides roll their skill, and whoever rolled the most hits accomplishes what they wanted.
● A character attempts to convince a character to help them using Persuade. The target resists with Resolve to see through
the flattery.
● A character tries to trick another character with Deceive. The targeted character sees through the attempt with Perceive.
● A character tries to intimidate a target with Resolve. The target resists with Resolve. They look inward for their own
personal strength and try to stand their ground.
Like any other check, the active character’s roll might be modified by Advantage or Disadvantage, adding or subtracting Hit Dice
from a target's pool depending on if they have Advantage/Disadvantage.
● If a Deceive attempt contains significant misinformation that the target might know is false, they might roll Knowledge to
catch on to the act.
● When a character rolls a Sneak check, they are rolling against an opposed Perceive check.
● In combat, an attack is rolled against a target’s Dodge. Dodge determines how many Hit Dice are rolled as a defensive roll
opposing an enemy's attack roll
Assisting
If it is possible, the character with the best dice pool in the situation (i.e., the one with the most ranks) makes the check, upgrading an
additional dice per helping character.
Attacks
Based on the ability being used and the number of hits the recipient achieved during their opposed Dodge roll.
Attacker and defender hits cancel each other out and damage is dealt based on remaining hits, or else the attack fails.
The first successful hit inflicts the Damage, with each hit after contributing +1 damage or activating a status effect. See the example:
You roll a Spin Attack roll Opponent rolls a Dodge roll ● Melee attacks can only be on enemies that are adjacent
( 1 ) [5 ] [6 ] [2 ] [ 6 ] [1 ] to the character within one Height of the character’s
position.
Your first hit is canceled out by the opponent's successful hit, ● The character’s attack range distance is the number of
however the second hit lands, inflicting the attack's Damage of 3. squares equal to their Dexterity rating.
Movement
Each character may move up to their maximum Movement range as their allotted Move phase. The movement ranges are:
Range Description
Anything roughly 0-10 feet from the character, represented as an adjacent square. Even relatively slow
Melee characters can run and leap within this range without exerting themselves too much. This is the range that
Spin and Melee attacks work in.
Extends roughly 20 feet from the character. (2 Squares) Characters with a Speed rating of 1- 2 or higher may
Short move up to this distance during their Move phase.
x2 the size of short range (40 ft). A character with a Speed rating of 3 or higher may move up to this distance
Medium on their Move phase. (4 Squares)
x4 the size of short range (80 ft). A character with a Speed rating of 4-5 or higher may move up to this
Long distance during their Move phase. (8 Squares)
x8 the size of short range (160 ft). A character with a Speed rating of 6 or higher may move up to this range
Far on their Move phase. (16 Squares)
Rings
● Rings are golden bands of unknown origin that can be found throughout Zones or gained when performing
Tricks during skill checks using Trick Dice. When a player loses their Rings during combat, they take Critical
Damage (a "crit") and mark off a box in their Crits on their character sheet
○ The Crit section is reset at the end of every encounter.
○ Outside of combat, a player may lose some or all their Rings after rolling a Slip or Critical Failure on a
skill check.
● One Ring Rule - Rings protect players from being KO’d when running out of HP, so always have one on hand!
● Spilled Rings will be harder to recover with each crit. The number of Rings recoverable is reduced by half with
each crit until the fourth crit in which only one Ring is recoverable.
KOs
● A KO occurs when a character has reached 0 HP and can sustain no more crits.
● When a teammate has been KO’d, they save their initiative slot, but are unable to perform any Action, Move, or
Interact phases. They wait for an ally to give them at least one Ring that they can use to heal themselves on
their turn next round.
○ To heal a teammate, a character must move onto an adjacent square next to said character and revive
them by spending an Interact to give them Rings or rolling a Knowledge check to heal HP directly, with
1 HP healed per hit.
Status Effects
● The effects listed on the player cheat sheet may come into play as the result of a particular attack or from
environmental hazards.
● Unless noted, these modifiers do not stack. They do not become more intense if they are inflicted on a target
multiple times. See the character cheat sheet for the list of possible effects
Money
● Mobiums - The universal currency of Sonic's World. These can be spent to buy items, gear, and any other good
or service available to buy.
● Rings are worth 10 Mobiums each and can be converted into cash at Star Posts, which could pop up anywhere
in a Zone. See character cheat sheet for list of items found in zones and combat, and p.32-35 for the full list of
items and gear.
Trick Points and Tag Team Attacks (p.38)
Once per round during combat, allied characters can spend Trick Points to use powerful special moves called Tag-Team Attacks.
During one of these attacks, two characters act at once, combining their powers to perform a singular, super-charged attack that may
include special status effects or modifiers. If both characters involved in the attack are within one square of each other and the acting
character is within their attack's range of the specified target, that PC spends the points to instigate the attack. There are 3 types:
More powerful and straightforward than a 5-point. Tricks, Slips, and Critical Success/Failure are still
Players utilize their abilities in tandem to their adjudicated by the results of the individual player's
fullest potential and the attack roll results of both checks rather than as a combined pool. A 5 rolled by
10 players are combined into one powerful attack. one player cannot be combined with a 5 from the other
Hits generated from each player count towards player to generate a Trick, and so on.
canceling out enemy Dodge results and dealing
damage and triggering status effects.
Team Blast
● When one of each Type uses this move together (Speed, Power, Fly) unleashing a series of devastating attacks
that hit every enemy on the Battle Grid in a single turn.
● Can be triggered when the players are in a fight together regardless of their positions and can be initiated by
any member of the group during the Action phase of their turn.
● One character of each Type must pool their Trick Points together to fulfill the 45-point requirement, and all
players involved spend their turn to participate. As with Tag-Team Attacks, all players roll simultaneously but do
not combine their results together, instead resolving each individual check according to the instructions on the
character sheet before stacking the results together to determine damage and other effects.
● Team Blasts do not factor Tricks and Slips into their results, as benefits such as dealing critical damage and
gaining items are already factored into the results tables.
● The name of the attack and the effects are determined by stringing together the title and individual player
actions listed on each character sheet, so mixing and matching different characters will produce different
attacks. This attack has the potential to obliterate a group of Henchman or Sub-Bosses, and at the very least
severely damage a Boss.
Haha made you look at a big picture of Sonic