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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

Sanity

Character Points

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 Tinker Skill test to repair his vehicle.

  • His rank in Tinker is 5, so he rolls 5 dice with the results 1, 3, 4, 5, 6.
  • The results of 4 and 5 grant +1AP each while the 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 dice result of 4AP for a final total of 7AP.
  • His final score for the Tinker Skill test is 7AP.


Full Skills and Traits List

SKILL TRAIT
Bio Lore T1
Chem Lore T2
Mech Lore
Tech Lore
Trade
Strategy

Character Points

Character Points (or CP) are awarded to your Character as you play games. These points can then be spent to improve your Character in various ways including ranking up Skills, unlocking new Skills and enhancing Traits among many, many other options. Below is a general guideline for awarding CP along with a full list of spending options.

CP cost Benefit
1 CP +1 Skill rank
2 CP Basic Aug
3 CP -
4 CP Standard Aug
5 CP -
6 CP Advanced Aug