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DM Notes Never Going Home

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0% found this document useful (0 votes)
27 views2 pages

DM Notes Never Going Home

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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RESUME:

Success: Cards:
For each 1d6, a 5+ Is a success • Spades: Knowledge. Learning, growing,
overcoming suffering.
Skill Rolls: • Clubs: Things. Overcoming obstacles, action,
-Roll [Skill Name]: TN # adventure.
-Player roll # Dice equal to its [Skill Name] • Hearts: Relationships. Emotion or connection.
-If has at least as much success as TN #, the • Diamonds Self. Ambition or hopes
action success • Jokers: A joker is considered wild and
functions as one non-joker card each time it is
Challenge: played or revealed.
-Challenge [skill name(s)]: TN# -After a joker is played or revealed for any
-All players roll # Dice equal to its [Skill Name] reason, reshuffle the deck, including the joker.
-If players have, adding results, at least as • The Journey:
much success as TN#, the challenge is a success Players must contribute at least one card to
-Failure of a Challenge can has a penalty each Journey made by the Unit. If they do not
have any cards, they put one in from the deck
Casting a Whisper: towards the Journey without looking at it.
• Choose Whisper and any augments. • Healing:
• Spend any spell requirements (discard a card, In Combat: Cards can be spent on a one-to-one
take a damage). basis to negate damage done to your character.
• Roll for success. Out of Combat: A card can be burned at any
• Make additional sacrifices (some Paths only). time to heal any one attribute one point.
• If successful, apply effects. • Character Growth:
At the end of a Mission, characters can spend
Skill manipulation: sets of cards to increase their attributes and
A character’s score (rank) in a skill’s governing skills. The number of cards needed is one more
attribute dictates how many times a skill roll than the number of the new rank in the skill or
can be manipulated. attribute. For example, buying a fourth pip in
+One: A card may be spent during a skill roll to Brawn requires discarding 5 cards.
add a +One effect of the player’s choice to the
roll. Corruption:
Certain instances will cause a player to “draw
-Before Roll: for Corruption” or “take a chance of
•Temporarily gain an untrained skill (Not count Corruption.”
as a dice) • Whisper effect
•Add a die to the roll • Adversary ability
• Mission Incident
-After roll
• Using the black joker
•Add a pip to a die (ex: change a 4 to a 5). • Character advancement (Whispers ranks 3, 4,
•Reroll any number of dice. Keep the result and 5)
(once per skill roll).
RESUME:

Combat:
Initiative Order
• Initiative Order is determined by the highest-ranking card (Ace high). Each player may show (not
discard) a card for consideration.
• Tied players may choose to show another card. Highest wins.
• If a character has no hand, they may reveal a card from the deck. They do not put this card into
their hand, and it is discarded after determining Initiative.
• Winner of the Initiative determines who goes first.
• After each action, the character who just acted determines who goes next.
• The last character to act in a round chooses who begins the next round, but they may not choose
themselves.
•On each character’s turn they make one action: an attack, a skill roll, or a Whisper. They may also
move before or after they act.
Defense
The rank of the targeted attribute is the Target Number for any attack, as normal, the TN must be
equaled or surpassed for the attack to succeed. All attacks target Brawn by default, but some
abilities and Whispers target other attributes.
Armor
TN # for attacks is Brawn or Armor, whichever is higher at the moment. Attacks targeting other
attributes are not affected by Armor.
Damage
By weapon or Whisper.
Weapons Damage Ability
Mele
Fist <3 Brawn 0 damage +1 damage (2)
Fist 3-7 Brawn 1 damage +1 damage (2)
Fist >3 Bran 2 damage +1 damage (2)
Knife 1 damage +1 damage (2)
Club 1 damage +1 damage (2), Stun (3)
Sword/Pick 1 damage +1 damage (2), Assault (3)
Axe/Pick 1 damage +1 damage (2), Wreck (3)
Staff 1 damage +1 damage (2), Flurry (3)
Firearms
Pistol 2 damage Critical (3)
Rifle 2 damage Critical (3), Aim (1)
Machinegun 2 damage Critical (3), Spray (2)
Explosives
Grenade 1 damage +1 damage (1), Fragmentation (3)
Weapon Ability
Aim Reroll the damage die from the Critical ability
Assault Ignore armor on the next attack against the target
Critical Roll 1d6 for damage instead
Flurry Immediately make another attack, can chose new target
Fragmentation Deals damage to 1d6 targets
Spray +1 Target
Stun Must act last in initiative

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