This is an old revision of the document!
Quick Reference Guide
Use this guide to quickly check rules, dice rolls and stats during play. For complete rule descriptions, see the Full Rules page.
Contents:
Skill Test Reference Combat Rules Trait Map Humanity Spending Growth Points
Skill Test Reference
When making a Skill test:
- First, roll a number of D6 (six-sided dice) equal to your rank in the Skill you are using. (if you have 5 ranks, roll 5 dice)
- Each D6 result of 4 or 5 grants +1AP, while a 6 grants +2AP instead. Add up the results for your roll. (AP stands for Action Points - the more you get, the better you do)
- Next, find the matching Trait for the Skill you are using In the list below.
- Check your rank in that Trait. Add that many AP to your dice results. (3 ranks would give +3AP)
- This total is your score for the test.
Example: Steve is making a test to repair his vehicle. His rank in the Tinker Skill is 5, so he rolls 5 dice with the results 1, 3, 4, 5, 6. The results of 4 and 5 grant +1AP each and the perfect 6 gives +2AP for a total of +4AP. Steve now checks what Trait is used for the Tinker Skill and finds that it is Acuity. His Acuity Trait is rank 3, so he adds +3AP to his existing 4AP for a final result of 7AP for his Tinker test.
– speed in weapon stats is modifier on base speed from physique: full move = minor penalty, while hybrid move (with attack or defense) is greater speed penalty –