Sunteți pe pagina 1din 2

Cheat Sheet Rolls:

Type Ring: Trait: Skill: Unskilled: Honor: Co-op: Cumulative: What to roll (Ring)K(Ring) (Trait)K(Trait) (Trait + Skill)K(Trait) (1)K(1), no raises or explodes (Honor)K(Honor); -10 honor points on fail Leader Skill Roll + sum of helper Skill Ranks Or Skill Roll + Leader Skill Rank Large TN and each Skill Roll reduces it, may have a minimum TN for failure

Cheat Sheet Rolls:


Type Ring: Trait: Skill: Unskilled: Honor: Co-op: Cumulative: What to roll (Ring)K(Ring) (Trait)K(Trait) (Trait + Skill)K(Trait) (1)K(1), no raises or explodes (Honor)K(Honor); -10 honor points on fail Leader Skill Roll + sum of helper Skill Ranks Or Skill Roll + Leader Skill Rank Large TN and each Skill Roll reduces it, may have a minimum TN for failure

Combat:
1. 2. 3. Declare Posture: a. Attack, Defense, Full Attack, Full Defense, Center Roll Initiative (Ref + Insight)K(Ref) Turns (highest first) a. Delay or take a Turn: i. 1 Complex Action+ Free Actions ii. 2 Simple Actions + Free Actions Resolve Reactions Declare Posture (lowest Initiative first); repeat 3-5 No bonuses +2K1 on Attack Rolls, Armor TN -10, +5 move +Defense Rank + Air Ring to TN +Defense / Reflexes Roll divided by 2 + TN

Combat:
6. Declare Posture: a. Attack, Defense, Full Attack, Full Defense, Center 7. Roll Initiative (Ref + Insight)K(Ref) 8. Turns (highest first) a. Delay or take a Turn: i. 1 Complex Action+ Free Actions ii. 2 Simple Actions + Free Actions 9. Resolve Reactions 10. Declare Posture (lowest Initiative first); repeat 3-5

4. 5.

Stances
Attack Full Attack Defense Full Defense

Stances
Attack Full Attack Defense Full Defense No bonuses +2K1 on Attack Rolls, Armor TN -10, +5 move +Defense Rank + Air Ring to TN +Defense / Reflexes Roll divided by 2 + TN

Combat Rolls
Actions Initiative: Attack: Cast a spell Unarmed: Grapple: Move: Notes and Rolls (Ref + Insight)K(Ref) Weapon Skill, Spell Cast, Skill Roll, other (Ring + Rank)K(Ring) Vs ( Mastery x5+5) (Str)K(2) (Jiujutsu / Agility) VS (TN Armor); Contested (Jiujutsu / Strength) to control Free: 5x Water; Simp: 10x Water; Comp: 20x Water

Combat Rolls
Actions Initiative: Attack: Cast a spell Unarmed: Grapple: Move: Notes and Rolls (Ref + Insight)K(Ref) Weapon Skill, Spell Cast, Skill Roll, other (Ring + Rank)K(Ring) Vs (Mastery x5+5) (Str)K(2) (Jiujutsu / Agility) VS (TN Armor); Contested (Jiujutsu / Strength) to control Free: 5x Water; Simp: 10x Water; Comp: 20x Water

Attack:
Attack Roll (Agl + Skill) K (Agl) Vs. TN to be hit (Ref + Skill) K (Ref) Vs TN to be hit and minus 1K0 for every 50 beyond range Melee Thrown and ranged

Attack:
Attack Roll (Agl + Skill) K (Agl) Vs. TN to be hit (Ref + Skill) K (Ref) Vs TN to be hit and minus 1K0 for every 50 beyond range Melee Thrown and ranged

Damage:
Damage Melee: Yumi: Roll (Str) + (Weapon DR) (Wpn Str) + (Weapon DR) Notes and Rolls Spellcraft (Importune) TN 15 +5xMastery level Spellcraft (Research) TN 10 +10x Mastery level Willpower Roll TN 10 or 5 + Wounds Willpower Roll TN 15 or 20 + Wounds Insight Rank/ Ring VS 15 + 5x Mastery level, Wounds per Mastery level, free raise on excess

Damage:
Damage Melee: Yumi: Roll (Str) + (Weapon DR) (Wpn Str) + (Weapon DR) Notes and Rolls Spellcraft (Importune) TN 15 +5xMastery level Spellcraft (Research) TN 10 +10x Mastery level Willpower Roll TN 10 or 5 + Wounds Willpower Roll TN 15 or 20 + Wounds Insight Rank/ Ring VS 15 + 5x Mastery level, Wounds per Mastery level, free raise on excess

Spells:
Task Importune Research Interrupted Concentration Maho

Spells:
Task Importune Research Interrupted Concentration Maho

Raises:
Raises increase (TN+5) for 1 effect; free raises decrease (TN-5) or give 1 effect. Effect Called Shot: Extra Attack: Feint: Disarm: Knockdown: Guard: Increase Dmg: Spell: Raise Limb(1), Appendage(2), Head(3); smaller (4) (5) Perform on First Attack Roll, 1x per round (2) (Excess of TN)/2 + Dmg (3) Contested Strength ; deals +2k1 Dmg (1-4) 1 raise per leg, Contested Strength roll (0) TN +10 of mark, TN -5 (1+) +1K0 per raise (1+) -1 Comp Action per raise

Raises:
Raises increase (TN+5) for 1 effect; free raises decrease (TN-5) or give 1 effect. Effect Called Shot: Extra Attack: Feint: Disarm: Knockdown: Guard: Increase Dmg: Spell: Raise Limb(1), Appendage(2), Head(3); smaller (4) (5) Perform on First Attack Roll, 1x per round (2) (Excess of TN)/2 + Dmg (3) Contested Strength ; deals +2k1 Dmg (1-4) 1 raise per leg, Contested Strength roll (0) TN +10 of mark, TN -5 (1+) +1K0 per raise (1+) -1 Comp Action per raise

Void Points:
Enhancement per point +1K1 to Skill, Trait, Ring, Spell Casting Roll, cant use on Dmg Temporarily increase a rank from 0 to 1, avoid unskilled rolls -10 to Wounds received from a single source of Damage +10 Armor TN, at beginning of a round Swap places with another in the Initiative order +10 Initiative for the skirmish, at the end of Reactions stage Activate special abilities where noted in the ability

Void Points:
Enhancement per point +1K1 to Skill, Trait, Ring, Spell Casting Roll, cant use on Dmg Temporarily increase a rank from 0 to 1, avoid unskilled rolls -10 to Wounds received from a single source of Damage +10 Armor TN, at beginning of a round Swap places with another in the Initiative order +10 Initiative for the skirmish, at the end of Reactions stage Activate special abilities where noted in the ability

TN Modifier and Conditions:


Modifier Blinded Effect -3K3 ranged, -1K1 melee Attacks, Base TN is Ref+5, Water -2; Move requires Athletics/Agility roll TN 20 or is knocked prone -3K0 to all Actions, only perform Defense and Full Defense Stances; Earth Ring Roll VS TN 20 during Reactions Stage, TN -5 per round No actions but break free, Strength Roll VS TN, opponents can grapple target for free No Void regeneration, +5 TN on Skill Rolls, Physical Traits, and Spell Casting. -2K1 Wounds for every Targets Stamina per day Like Fasting, but make Willpower TN 20 every 2 hours or fall asleep, cant take Full Attack Stance -5 Armor TN +1K0 Attack Rolls on lower targets -10 Armor TN VS melee, No Move Actions, can only take Attack or Defense Stances, -2K0 penalty to medium and small weapons, Simple Action to stand Armor TN of 5 + Armor, Earth Ring Roll VS TN 20 during Reactions Stage, No Move; lasts 1 round (Willpower Roll + Honor) VS TN 5 + (5x Fear Rank); -(Fear Rank)K0 on all Rolls Moderate: Water-1; Difficult: Water-2, -5/10 to Rolls Rnk 2 3 Insight 200 224 225 249 Rnk 4 5 Insight 250 274 275 299 Rnk 6 7

TN Modifier and Conditions:


Modifier Blinded Effect -3K3 ranged, -1K1 melee Attacks, Base TN is Ref+5, Water -2; Move requires Athletics/Agility roll TN 20 or is knocked prone -3K0 to all Actions, only perform Defense and Full Defense Stances; Earth Ring Roll VS TN 20 during Reactions Stage, TN -5 per round No actions but break free, Strength Roll VS TN, opponents can grapple target for free No Void regeneration, +5 TN on Skill Rolls, Physical Traits, and Spell Casting. -2K1 Wounds for every Targets Stamina per day Like Fasting, but make Willpower TN 20 every 2 hours or fall asleep, cant take Full Attack Stance -5 Armor TN +1K0 Attack Rolls on lower targets -10 Armor TN VS melee, No Move Actions, can only take Attack or Defense Stances, -2K0 penalty to medium and small weapons, Simple Action to stand Armor TN of 5 + Armor, Earth Ring Roll VS TN 20 during Reactions Stage, No Move; lasts 1 round (Willpower Roll + Honor) VS TN 5 + (5x Fear Rank); -(Fear Rank)K0 on all Rolls Moderate: Water-1; Difficult: Water-2, -5/10 to Rolls Rnk 2 3 Insight 200 224 225 249 Rnk 4 5 Insight 250 274 275 299 Rnk 6 7

Dazed

Dazed

Entangled Fasting

Entangled Fasting

Fatigued Grappled Elevation Prone

Fatigued Grappled Elevation Prone

Stunned Fear Terrain Insight 150 174 175 199

Stunned Fear Terrain Insight 150 174 175 199

Insight Points and Ranks:

Insight Points and Ranks:

Dice Conversion:
10K10 is max dice pool. For every roll above 10, 2 dice rolled converts to 1 kept dice. For every 1 kept dice over 10, 1 is converted to a +2 to the total of the roll. For example, 14K12 becomes 10K10+12.

Dice Conversion:
10K10 is max dice pool. For every roll above 10, 2 dice rolled converts to 1 kept dice. For every 1 kept dice over 10, 1 is converted to a +2 to the total of the roll. For example, 14K12 becomes 10K10+12.

S-ar putea să vă placă și