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  1. # Cheat SHeet
  2.  
  3. ##### Symbol Key
  4. <table>
  5. <thead>
  6. <tr>
  7. <th>Symbols</th>
  8. <th>Dice</th>
  9. </tr>
  10. </thead>
  11. <tbody>
  12. <tr>
  13. <td><span class="symbols">s</span> = Success</td>
  14. <td><span class="ability">d</span> Ability Dice</td>
  15. </tr>
  16. <tr>
  17. <td><span class="symbols">f</span> = Failure</td>
  18. <td><span class="difficulty">d</span> Difficulty Dice</td>
  19. </tr>
  20. <tr>
  21. <td><span class="symbols">a</span> = Advantage</td>
  22. <td><span class="boost">b</span> Boost Dice</td>
  23. </tr>
  24. <tr>
  25. <td><span class="symbols">h</span> = Threat</td>
  26. <td><span class="setback">b</span> Setback Dice</td>
  27. </tr>
  28. <tr>
  29. <td><span class="symbols">t</span> = Triumph</td>
  30. <td><span class="proficiency">c</span> Proficiency Dice</td>
  31. </tr>
  32. <tr>
  33. <td><span class="symbols">d</span> = Despair</td>
  34. <td><span class="challenge">c</span> Challenge Dice</td>
  35. </tr>
  36. </tbody>
  37. </table>
  38.  
  39. ### Dice Pool
  40.  
  41. To form a dice pool look at three things:
  42.  
  43. <ol>
  44. <li><strong>Base:</strong> Collect green <span class="ability">d</span> equal to the <strong>characteristic</strong>.
  45. <li><strong>Upgrade:</strong> Convert <span class="ability">d</span> to <span class="proficiency">c</span> according to the <strong>skill rank</strong><br/><em>Note: If your skill is higher than your characteristic, then use skill for the base and characteristic for the upgrade.</em>
  46. <li>Assemble <span class="difficulty">d</span> and <span class="challenge">c</span>.
  47. <li><strong>Modifiers:</strong> Add <span class="boost">b</span> and <span class="setback">b</span>.
  48. </ol>
  49.  
  50.  
  51.  
  52. ## Combat
  53.  
  54. ##### Weapon Stat Meaning (GCB. 90)
  55. <ul>
  56. <li><strong>Damage:</strong> Flat number means the weapon deals that damage. "+X" indicates the damage is the character's Brawn + X.<br/>Each success <span class="symbols">s</span> adds 1 damage ot the attack.
  57. <li><strong>Crit:</strong> The number indicates the number of <span class="symbols">a</span> required to cause a critical injury.
  58. <li><strong>Specials</strong> cause various effects, see chart on <strong>page 3</strong>. Some require <span class="symbols">a</span> to <span class="symbols">aaa</span> to activate.
  59. </uL>
  60.  
  61. ##### Attack Difficulties (GCB 102, 108)
  62. <table>
  63. <thead>
  64. <tr>
  65. <th>Range</th>
  66. <th>Difficulty</th>
  67. </tr>
  68. </thead>
  69. <tbody>
  70. <tr>
  71. <td>Melee</td>
  72. <td><span class="difficulty">dd</span></td>
  73. </tr>
  74. <tr>
  75. <td>Engaged</td>
  76. <td><span class="difficulty">dd</span> for one-handed<br/><span class="difficulty">ddd</span> for two-handed<br/>N/A for gunnery</td>
  77. </tr>
  78. <tr>
  79. <td>Short</td>
  80. <td><span class="difficulty">d</span></td>
  81. </tr>
  82. <tr>
  83. <td>Medium</td>
  84. <td><span class="difficulty">dd</span></td>
  85. </tr>
  86. <tr>
  87. <td>Long</td>
  88. <td><span class="difficulty">ddd</span></td>
  89. </tr>
  90. <tr>
  91. <td>Extreme</td>
  92. <td><span class="difficulty">dddd</span></td>
  93. </tr>
  94. <tr></tr>
  95. <tr class="subheader">
  96. <td colspan="2">Modifiers</td>
  97. </tr>
  98. <td>Engaged with ally</td>
  99. <td>Upgrade one <span class="difficulty">d</span> to <span class="challenge">c</span>. <br/>Hit ally on <span class="symbols">d</span>.</td>
  100. </tr>
  101. <tr>
  102. <td>Target prone</td>
  103. <td>Melee add <span class="boost">b</span>; Ranged add <span class="setback">b</span>.</td>
  104. </tr>
  105. <tr>
  106. <td>Aiming</td>
  107. <td>Add <span class="boost">b</span> (GCB 98)</td>
  108. </tr>
  109. <tr>
  110. <td>Target is guarded</td>
  111. <td>Add <span class="setback">b</span> (GCB 98)</td>
  112. </tr>
  113. <tr>
  114. <td style="text-align: left;">Engaged target made ranged attack</td>
  115. <td>Add <span class="boost">b</span> to next melee attack against them.</td>
  116. </tr>
  117. <tbody>
  118. </table>
  119.  
  120. \columnbreak
  121.  
  122. ##### Spending Advantage and Triumphs (GCB 104)
  123. Some simplified examples from chart.
  124.  
  125. <table>
  126. <thead>
  127. <tr>
  128. <th>Roll</th>
  129. <th>Result</th>
  130. </tr>
  131. </thead>
  132. <tbody>
  133. <tr>
  134. <td><span class="symbols">a</span> or <span class="symbols">t</span></td>
  135. <td>Recover 1 strain. Add <span class="boost">b</span> to next check by self or ally.</td>
  136. <tr>
  137. <tr>
  138. <td><span class="symbols">aa</span> or <span class="symbols">t</span></td>
  139. <td>Perform an immediate free maneuver (still max 2 per turn). Add <span class="setback">b</span> to next skill check by opponent.</td>
  140. <tr>
  141. <tr>
  142. <td><span class="symbols">aaa</span> or <span class="symbols">t</span></td>
  143. <td>Negate enemy defense. Ignore environment. Damage a target's gear/limbs. Gain +1 defense for 1 turn.</td>
  144. <tr>
  145. <tr>
  146. <td><span class="symbols">t</span></td>
  147. <td>Upgrade difficulty check of target's next check. Upgrade an ally's next check. Do something "vital".</td>
  148. <tr>
  149. <tr>
  150. <td><span class="symbols">tt</span></td>
  151. <td>Destroy a target's equipment or limb completely.</td>
  152. <tr>
  153. </tbody>
  154. </table>
  155.  
  156. ##### Maneuvers (GCB 98)
  157. Max of two maneuvers per turn. First is free, the second costs 2 strain, the exchange of an action (GCB 101), or may be performed after <span class="symbols">aa</span> is generated on an action.
  158.  
  159. <ul>
  160. <li><strong>Aim:</strong> Add <span class="boost">b</span> to next attack.
  161. <li style="text-align: left;"><strong>Target Limbs/Spot/Item:</strong> Add <span class="setback">bb</span>, or two consecutive maneuvers and <span class="setback">b</span>.
  162. <li><strong>Guard:</strong> Add <span class="setback">b</span> to own attacks; increase Melee Defense by 1.
  163. <li><strong>Assist:</strong> Add <span class="boost">b</span> to ally's next check.
  164. <li><strong>Interact</strong> with environment or gear.
  165. <li><strong>Mount</strong> or dismount.
  166. <li><strong>Move:</strong> One maneuver to move between Short and Medium. Two maneuvers for Medium to Long, or Long to Extreme. Stand from prone.
  167. <li><strong>Engage:</strong> One maneuver to engage a character. One maneuever to disengage an enemy (engaged to short).
  168. </ul>
  169.  
  170. \pagebreakNum
  171.  
  172. <h2>Health and Healing</h2>
  173.  
  174. <h5>Wounds, Strain, Crits (GCB 112)</h5>
  175.  
  176. <p>Similar to hit points, but you start at 0 and count up. Wounds in excess of <strong>Wound Treshold</strong> cause the character to be incapacitated. They immediately suffer one <strong>Critical Injury</strong>. Wounds should be tracked to twice the threshold.</p>
  177.  
  178. <p>A character who exceeds their <strong>Strain Threshold</strong> becomes incapacitated.</p>
  179.  
  180. <p>When receiving a critical injury, roll a d100 on the critical injury table. Add +10 to the roll for each existing critical injury.</p>
  181.  
  182. <h5>Healing Wounds (GCB 116)</h5>
  183. <ul>
  184. <li><strong>Natural Rest:</strong> One night of rest heals one wound.
  185. <li><strong>Medicine Check:</strong> A character may receive ONE Medicine check per encounter to heal wounds and strain. Difficulty is based on chart. On success a target heals wounds equal to success <span class="symbols">s</span> and strain equal to advantage <span class="symbols">a</span>.
  186. <ul>
  187. <li>Medicine check difficulty increases by 2 if done to self.
  188. Increase by one if done without tools.
  189. </uL
  190. <li><strong>Autohealer:</strong> Heal wounds
  191. according to specified item.
  192. </ul>
  193.  
  194. <h5>Healing Strain (GCB 117)</h5>
  195. <ul>
  196. <li><strong>Night's rest</strong> heals all strain.
  197. <li><strong>End of an encounter</strong> a character may make a simple Discipline or Cool check to recover strain equal to success <span class="symbols">s</span>.
  198. <li><strong>Medicine Check:</strong> As described under Healing Wounds, advantage <span class="symbols">a</span> generated on a Medicine check heal strain.
  199. </ul>
  200.  
  201. <h5>Healing Difficulty</h5>
  202. <table>
  203. <thead>
  204. <tr>
  205. <th>State of Patient</th>
  206. <th>Difficulty</th>
  207. </tr>
  208. </thead>
  209. <tbody>
  210. <tr>
  211. <td>Half or less of wound threshold</td>
  212. <td><span class="difficulty">d</span></td>
  213. </tr>
  214. <tr>
  215. <td>More than half of threshold</td>
  216. <td><span class="difficulty">dd</span></td>
  217. </tr>
  218. <tr>
  219. <td>Exceed threshold</td>
  220. <td><span class="difficulty">ddd</span></td>
  221. </tr>
  222. <tr>
  223. <td>Critical Injury</td>
  224. <td>See Critical Hit table</td>
  225. </tr>
  226. </table>
  227.  
  228. <h2>Social</h2>
  229.  
  230. <h5>Skill Checks (GCB 120)</h5>
  231. <p>These take an action in combat, in a social encounter they take variable times depending on the check. Perception may be instant but Negotiation requires... negotiating.
  232. <ul>
  233. <li><strong>Opposed Checks:</strong> Often using a skill, such as Charm, requires a
  234. difficulty set by the opponent's skill.
  235. <li><strong>Group Checks:</strong> Influencing a group is difficult. Check difficulty on a group: 2-5 people is Average <span class="difficulty">dd</span>, 6-15 Hard <span class="difficulty">ddd</span>, 16-50 Daunting <span class="difficulty">dddd</span>, 51+ Formidable <span class="difficulty">ddddd</span>.
  236. <li><strong>Inflict Strain:</strong> Inflict strain on an opponent to force them to capitulate. Half their Strain Threshold forces a compromise, exceeding it causes a capitulation. Success on a social check inflicts 1 strain plus 1 additional strain per success <span class="symbols">s</span> on the target; Failure results in 2 strain on the character making the check.
  237. </ul>
  238.  
  239. \columnbreak
  240.  
  241. <h5>Skill Opposites (GCB 55)</h5>
  242. <table>
  243. <thead>
  244. <tr>
  245. <th>Check Skill</th>
  246. <th>Opposing Skill</th>
  247. </tr>
  248. </thead>
  249. <tbody>
  250. <tr>
  251. <td>Coercion, Leadership</td>
  252. <td>Discipline</td>
  253. </tr>
  254. <tr>
  255. <td>Deception</td>
  256. <td>Vigilance</td>
  257. </tr>
  258. <tr>
  259. <td>Charm</td>
  260. <td>Cool</td>
  261. </tr>
  262. <tr>
  263. <td>Negotiation</td>
  264. <td>Negotiation</td>
  265. </tr>
  266. </table>
  267.  
  268. <h5>Spending Advantage & Triumphs (GCB 121)</h5>
  269. <table>
  270. <thead>
  271. <tr>
  272. <th>Roll</th>
  273. <th>Result</th>
  274. </tr>
  275. </thead>
  276. <tbody>
  277. <tr>
  278. <td><span class="symbols">a</span> or <span class="symbols">t</span></td>
  279. <td>Recover 1 strain. Add <span class="boost">b</span> to the next ally's check. Notice an important detail.</td>
  280. </tr>
  281. <tr>
  282. <td><span class="symbols">aa</span> or <span class="symbols">t</span></td>
  283. <td>Learn Strength/Flaw of the target. Add <span class="setback">b</span> to next check by target. Add <span class="boost">b</span> to any ally's or character's next check.</td>
  284. </tr>
  285. <tr>
  286. <td><span class="symbols">aaa</span> or <span class="symbols">t</span></td>
  287. <td>Learn Desire / Fear of the target. Conceal your goal. Learn the goal of your target (if there is one).</td>
  288. </tr>
  289. <tr>
  290. <td><span class="symbols">t</span></td>
  291. <td>Learn a motivation of any character. Upgrade difficulty of target's next check. Upgrade next check of self or ally. Do something vital to encounter.</td>
  292. </tr>
  293. </table>
  294.  
  295. \pagebreakNum
  296.  
  297. <h2>Item Qualities (GCB 86)</h2>
  298. Unless specified, active qualities require <span class="symbols">aa</span> to activate.
  299.  
  300. <p style="text-indent: 10px !important;"><strong>Accurate:</strong> Add <span class="boost">b</span> x level to checks made with the weapon.</p>
  301. <p style="text-indent: 10px !important;"><strong>Auto-Fire (Active):</strong> Character selects whether to use it before attack. If used, upgrade difficulty by <span class="difficulty">d</span>. Spend <span class="symbols">aa</span> to deal another attack to the target or any other target in range.</p>
  302. <p style="text-indent: 10px !important;"><strong>Blast (Active):</strong> Deals damage of Rating + <span class="symbols">s</span> to creatures Engaged with target. Characters can spend <span class="symbols">aaa</span> to still activate the blast effect on a miss.</p>
  303. <p style="text-indent: 10px !important;"><strong>Breach:</strong> Ignore 1 point of Vehicle Armor.</p>
  304. <p style="text-indent: 10px !important;"><strong>Burn (Active):</strong> Suffers weapons base damage for round specified. Victims may roll Coordination to put themselves out (<span class="difficulty">dd</span> hard ground, <span class="difficulty">d</span> on soft/wet).</p>
  305. <p style="text-indent: 10px !important;"><strong>Concussive (Active):</strong> Target is staggered for specified rounds.</p>
  306. <p style="text-indent: 10px !important;"><strong>Cumbersome:</strong> Must have Rating in Brawn or increase difficulty by <span class="difficulty">d</span> per point lacking.</p>
  307. <p style="text-indent: 10px !important;"><strong>Defensive/Deflection:</strong> Increase Melee/Ranged Defense.</p>
  308. <p style="text-indent: 10px !important;"><strong>Disorient (Active):</strong> Add <span class="setback">b</span> to opponents' checks for Rating in rounds.</p>
  309. <p style="text-indent: 10px !important;"><strong>Ensnare (Active):</strong> Target is immobilized for Rating in rounds. They can make a <span class="difficulty">ddd</span> Athletics check to bust out.</p>
  310. <p style="text-indent: 10px !important;"><strong>Guided (Active):</strong> May only trigger on miss. Make an Average <span class="difficulty">dd</span> check with <span class="ability">d</span> equal to Guided quality to see if it hits as an out-of-turn incidental. Requires <span class="symbols">aaa</span>.</p>
  311. <p style="text-indent: 10px !important;"><strong>Inaccurate:</strong> Add <span class="setback">b</span> x Rating to checks made with the weapon.</p>
  312. <p style="text-indent: 10px !important;"><strong>Inferior:</strong> Add <span class="symbols">h</span> to checks with the weapon.</p>
  313. <p style="text-indent: 10px !important;"><strong>Knockdown (Active):</strong> Target is knocked prone. Knockdown only takes <span class="symbols">a</span>, plus <span class="symbols">a</span> per target Silhouette above 1.</p>
  314. <p style="text-indent: 10px !important;"><strong>Limited Ammo:</strong> Need to reload (Maneuver) after the specified number of uses.</p>
  315. <p style="text-indent: 10px !important;"><strong>Linked (Active):</strong> Spend <span class="symbols">aa</span> to do additional hits with the weapon on same target.</p>
  316. <p style="text-indent: 10px !important;"><strong>Pierce:</strong> Pierces soak for number.</p>
  317. <p style="text-indent: 10px !important;"><strong>Prepare:</strong> Takes X maneuvers before use. Can be used unless something happens, then redo prepare.</p>
  318. <p style="text-indent: 10px !important;"><strong>Reinforce:</strong> Immune to Sunder, Pierce and Breach.</>
  319. <p style="text-indent: 10px !important;"><strong>Slow-Firing:</strong> Weapon can't be fired for specified rounds after use.</p>
  320. <p style="text-indent: 10px !important;"><strong>Stun (Active):</strong> Deals strain to target equal to stun rating.</p>
  321. <p style="text-indent: 10px !important;"><strong>Stun Damage:</strong> Weapon deals damage as strain.</p>
  322. <p style="text-indent: 10px !important;"><strong>Sunder (Active):</strong> If targeting an item can damage it. Takes a activate.</p>
  323. <p style="text-indent: 10px !important;"><strong>Superior:</strong> Add <span class="symbols">a</span> to checks with it.</p>
  324. <p style="text-indent: 10px !important;"><strong>Tractor:</strong> Vehicles won't move unless successful piloting check equal to beams rating.</p>
  325. <p style="text-indent: 10px !important;"><strong>Unwieldy:</strong> Weapon sucks unless agility is equal to rating.</p>
  326. <p style="text-indent: 10px !important;"><strong>Vicious:</strong> Add 10 x X to any critical hit rolls a target makes.</p>
  327.  
  328. <h2>Threat and Despair</h2>
  329. <p>The GM generally resolves reat effects. However, when a non-player character generates threats, you and your fellow players should suggest some creative ways to spend it! (GCB 12)</p>
  330.  
  331. <div class="wide">&nbsp;</div>
  332.  
  333. <h5>Combat (GCB 104)</h5>
  334. <table>
  335. <thead>
  336. <tr>
  337. <th>Roll</th>
  338. <th>Result</th>
  339. </tr>
  340. </thead>
  341. <tbody>
  342. <tr>
  343. <td><span class="symbols">h</span> or <span class="symbols">d</span></td>
  344. <td>Active character suffers 1 strain. Lose benefits of previous maneuver (e.g., guard).</td>
  345. </tr>
  346. <tr>
  347. <td><span class="symbols">hh</span> or <span class="symbols">d</span></td>
  348. <td>Opponent may immediately perform one maneuver as an incidental response. Add <span class="boost">b</span> to target's next check. Active character or ally suffers <span class="setback">b</span> on next action.</td>
  349. </tr>
  350. <tr>
  351. <td><span class="symbols">hhh</span> or <span class="symbols">d</span></td>
  352. <td>Active character falls prone. Active character grants significant combat advantage to enemy.</td>
  353. </tr>
  354. <tr>
  355. <td><span class="symbols">d</span></td>
  356. <td>Weapon runs out of ammo and cannot be used for rest of encounter. Upgrade difficulty of an ally's next check or next check of the active character. The tool or weapon being used is damaged.</td>
  357. </tr>
  358. </table>
  359.  
  360. <p>&nbsp;</p><p>&nbsp;</p>
  361.  
  362. <h5>Social (GCB 121)</h5>
  363. <table>
  364. <thead>
  365. <tr>
  366. <th>Roll</th>
  367. <th>Result</th>
  368. </tr>
  369. </thead>
  370. <tbody>
  371. <tr>
  372. <td><span class="symbols">h</span> or <span class="symbols">d</span></td>
  373. <td>Active character suffers 1 strain. Become distracted or sidetracked, results in narratively bad times.</td>
  374. </tr>
  375. <tr>
  376. <td><span class="symbols">hh</span> or <span class="symbols">d</span></td>
  377. <td>Accidentally reveal strength or flaw. Add <span class="boost">b</span> to target's next check. Active character or ally suffers <span class="setback">b</span> on next action.</td>
  378. </tr>
  379. <tr>
  380. <td><span class="symbols">hhh</span> or <span class="symbols">d</span></td>
  381. <td>Reveal a desire or fear. Accidentally reveal true goal of encounter.</td>
  382. </tr>
  383. <tr>
  384. <td><span class="symbols">d</span></td>
  385. <td>Reveals a motivation of their character. Learn a false motivation of target (active character believes it to be true). Upgrade difficulty of active or ally's next check. Embroiled in irrelevant events and cannot act during next round.</td>
  386. </tr>
  387. </table>
  388.  
  389. \pagebreakNum
  390.  
  391. <div class="wide">
  392. <h3>Critical Injury Table (GCB 115)</h3>
  393. <table style="table-layout: fixed; font-size: 110%;">
  394. <colgroup>
  395. <col style="-width: 7%;" />
  396. <col style="width: 13%;" />
  397. <col style="width: 80%;" />
  398. </colgroup>
  399. <thead>
  400. <tr>
  401. <th>D100</th>
  402. <th>Severity</th>
  403. <th>Result</th>
  404. </tr>
  405. </thead>
  406. <tbody>
  407. <tr>
  408. <td>01-05</td>
  409. <td>Easy (<span class="difficulty">d</span>)</td>
  410. <td><strong>Minor Nick:</strong> Target suffers 1 strain.</td>
  411. </tr>
  412. <tr>
  413. <td>06-10</td>
  414. <td>Easy (<span class="difficulty">d</span>)</td>
  415. <td><strong>Slowed Down:</strong> The target can only act during the last allied initiative slot on their next turn.</td>
  416. </tr>
  417. <tr>
  418. <td>11-15</td>
  419. <td>Easy (<span class="difficulty">d</span>)</td>
  420. <td><strong>Sudden Jolt:</strong> The target drops whatever is in hand.</td>
  421. </tr>
  422. <tr>
  423. <td>16-20</td>
  424. <td>Easy (<span class="difficulty">d</span>)</td>
  425. <td><strong>Distracted:</strong> The target cannot perform a free maneuver during their next turn.</td>
  426. </tr>
  427. <tr>
  428. <td>21-25</td>
  429. <td>Easy (<span class="difficulty">d</span>)</td>
  430. <td><strong>Off-Balance:</strong> Add <span class="setback">b</span> to the target’s next skill check.</td>
  431. </tr>
  432. <tr>
  433. <td>26-30</td>
  434. <td>Easy (<span class="difficulty">d</span>)</td>
  435. <td><strong>Discouraging Wound:</strong> Move one player pool Story Point to the Game Master pool (reverse if NPC).</td>
  436. </tr>
  437. <tr>
  438. <td>31-35</td>
  439. <td>Easy (<span class="difficulty">d</span>)</td>
  440. <td><strong>Stunned:</strong> The target is staggered until the end of their next turn.</td>
  441. </tr>
  442. <tr>
  443. <td>36-40</td>
  444. <td>Easy (<span class="difficulty">d</span>)</td>
  445. <td><strong>Stinger:</strong> Increase the difficulty of the target’s next check by one.</td>
  446. </tr>
  447. <tr>
  448. <td>41-45</td>
  449. <td>Average (<span class="difficulty">dd</span>)</td>
  450. <td><strong>Bowled Over:</strong> The target is knocked prone and suffers 1 strain.</td>
  451. </tr>
  452. <tr>
  453. <td>46-50</td>
  454. <td>Average (<span class="difficulty">dd</span>)</td>
  455. <td><strong>Head Ringer:</strong> The target increases the difficulty of all Intellect and Cunning checks by one until this Critical Injury is healed.</td>
  456. </tr>
  457. <tr>
  458. <td>51-55</td>
  459. <td>Average (<span class="difficulty">dd</span>)</td>
  460. <td><strong>Fearsome Wound:</strong> The target increases the difficulty of all Presence and Willpower checks by one until this Critical Injury is healed.</td>
  461. </tr>
  462. <tr>
  463. <td>56-60</td>
  464. <td>Average (<span class="difficulty">dd</span>)</td>
  465. <td><strong>Agonizing Wound:</strong> The target increases the difficulty of all Brawn and Agility checks by one until this Critical Injury is healed.</td>
  466. </tr>
  467. <tr>
  468. <td>61-65</td>
  469. <td>Average (<span class="difficulty">dd</span>)</td>
  470. <td><strong>Slightly Dazed:</strong> The target is disoriented until this Critical Injury is healed.</td>
  471. </tr>
  472. <tr>
  473. <td>66-70</td>
  474. <td>Average (<span class="difficulty">dd</span>)</td>
  475. <td><strong>Scattered Senses:</strong> The target removes all <span class="boost">b</span> from skill checks until this Critical Injury is healed.</td>
  476. </tr>
  477. <tr>
  478. <td>71-75</td>
  479. <td>Average (<span class="difficulty">dd</span>)</td>
  480. <td><strong>Hamstrung:</strong> The target loses their free maneuver until this Critical Injury is healed.</td>
  481. </tr>
  482. <tr>
  483. <td>76-80</td>
  484. <td>Average (<span class="difficulty">dd</span>)</td>
  485. <td><strong>Overpowered:</strong> The target leaves themself open, and the attacker may immediately attempt another attack against them as an incidental, using the exact same pool as the original attack.</td>
  486. </tr>
  487. <tr>
  488. <td>81-85</td>
  489. <td>Average (<span class="difficulty">dd</span>)</td>
  490. <td><strong>Winded:</strong> The target cannot voluntarily suffer strain to activate any abilities or gain additional maneuvers until this Critical Injury is healed.</td>
  491. </tr>
  492. <tr>
  493. <td>86-90</td>
  494. <td>Average (<span class="difficulty">dd</span>)</td>
  495. <td><strong>Compromised:</strong> Increase difficulty of all skill checks by one until this Critical Injury is healed.</td>
  496. </tr>
  497. <tr>
  498. <td>91-95</td>
  499. <td>Hard (<span class="difficulty">ddd</span>)</td>
  500. <td><strong>At the Brink:</strong> The target suffers 2 strain each time they perform an action until this Critical Injury is healed.</td>
  501. </tr>
  502. <tr>
  503. <td>96-100</td>
  504. <td>Hard (<span class="difficulty">ddd</span>)</td>
  505. <td><strong>Crippled:</strong> One of the target’s limbs (selected by the GM) is impaired until this Critical Injury is healed. Increase difficulty of all checks that require use of that limb by one.</td>
  506. </tr>
  507. <tr>
  508. <td>101-105</td>
  509. <td>Hard (<span class="difficulty">ddd</span>)</td>
  510. <td><strong>Maimed:</strong> One of the target’s limbs (selected by the GM) is permanently lost. Unless the target has a cybernetic or prosthetic replacement, the target cannot perform actions that would require the use of that limb. All other actions gain <span class="setback">b</span> until this Critical Injury is healed.</td>
  511. </tr>
  512. <tr>
  513. <td>106-110</td>
  514. <td>Hard (<span class="difficulty">ddd</span>)</td>
  515. <td><strong>Horrific Injury:</strong> Roll 1d10 to determine which of the target’s characteristics is affected: 1–3 for Brawn, 4–6 for
  516. Agility, 7 for Intellect, 8 for Cunning, 9 for Presence, 10 for Willpower. Until this Critical Injury is healed, treat
  517. that characteristic as one point lower.</td>
  518. </tr>
  519. <tr>
  520. <td>111-115</td>
  521. <td>Hard (<span class="difficulty">ddd</span>)</td>
  522. <td><strong>Temporarily Disabled:</strong> The target is immobilized until this Critical Injury is healed.</td>
  523. </tr>
  524. <tr>
  525. <td>116-120</td>
  526. <td>Hard (<span class="difficulty">ddd</span>)</td>
  527. <td><strong>Blinded:</strong> The target can no longer see. Upgrade the difficulty of all checks twice, and upgrade the difficulty of Perception and Vigilance checks three times, until this Critical Injury is healed.</td>
  528. </tr>
  529. <tr>
  530. <td>121-125</td>
  531. <td>Hard (<span class="difficulty">ddd</span>)</td>
  532. <td><strong>Knocked Senseless:</strong> The target is staggered until this Critical Injury is healed.</td>
  533. </tr>
  534. <tr>
  535. <td>126-130</td>
  536. <td>Daunting (<span class="difficulty">dddd</span>)</td>
  537. <td><strong>Gruesome Injury:</strong> Roll 1d10 to determine which of the target’s characteristics is affected: 1–3 for Brawn, 4–6 for Agility, 7 for Intellect, 8 for Cunning, 9 for Presence, 10 for Willpower. That characteristic is permanently reduced by one, to a minimum of 1.</td>
  538. </tr>
  539. <tr>
  540. <td>131-140</td>
  541. <td>Daunting (<span class="difficulty">dddd</span>)</td>
  542. <td><strong>Bleeding Out:</strong> Until this Critical Injury is healed, every round, the target suffers 1 wound and 1 strain at the beginning of their turn. For every 5 wounds they suffer beyond their wound threshold, they suffer one additional Critical Injury. Roll on the chart, suffering the injury (if they suffer this result a second time due to this, roll again).</td>
  543. </tr>
  544. <tr>
  545. <td>141-150</td>
  546. <td>Daunting (<span class="difficulty">dddd</span>)</td>
  547. <td><strong>The End Is Nigh:</strong> The target dies after the last Initiative slot during the next round unless this Critical Injury is healed.</td>
  548. </tr>
  549. <tr>
  550. <td>151 +</td>
  551. <td>&nbsp;&mdash;&nbsp;</td>
  552. <td><strong></strong></td>
  553. </tr>
  554. </tbody>
  555. </table>
  556.  
  557. </div>
  558.  
  559. <style>
  560.  
  561. /* Main */
  562. .phb { background-image: url('https://i.imgur.com/5s6VJkT.png'); text-align:justify; text-indent:0px;}
  563.  
  564. .phb p {
  565. font-size: 10pt;
  566. letter-spacing: 0.2px;
  567. line-height:1.2em;
  568. text-indent:0px !important;
  569. }
  570.  
  571. .phb wide {clear:both;}
  572. .phb ul {list-style: none;}
  573. .phb ul li::before {
  574. content: '•';
  575. color: #F69337;
  576. display: inline-block;
  577. width: 1em;
  578. margin-left: -1em;
  579. }
  580.  
  581.  
  582. /* Tables */
  583. .phb td, th {
  584. border: 1px solid gray;
  585. font-family: 'Minion Pro';
  586. }
  587. .phb table {overflow:auto;}
  588. .phb table tr:nth-child(odd) td { background-color: #E0F4FC;}
  589. .phb table thead th { color: white;
  590. background-color: #F69337;
  591. padding-top: 0.3em;
  592. padding-left: 0.5em;
  593. text-transform: uppercase;
  594. }
  595. .phb table tbody tr td { padding-left: 0.2em;}
  596. .phb table thead {display: table-row-group; }
  597. .phb table .subheader td {color:white;
  598. text-transform:uppercase;
  599. padding-top: 0.3em;
  600. padding-left: 0.5em;
  601. background-color: #2D4864;
  602. font-size:10pt;
  603. font-weight:bold;
  604. }
  605. .phb table strong {
  606. font-family: 'Minion Pro';
  607. }
  608.  
  609.  
  610.  
  611. /* Genesys Notes */
  612.  
  613. .phb .note
  614. {
  615. position:relative;
  616. color: white;
  617. background-color: #2D4864;
  618. border-radius: 0px 0px 30px 0px;
  619. padding: 10px 20px;
  620. font-family: 'Minion Pro';
  621. letter-spacing: 0.5px;
  622. }
  623.  
  624. .phb .note:before {
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  626. content:' ';
  627. border-style:solid;
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  632. left:4px;
  633. top:4px;
  634. right:4px;
  635. bottom:4px;
  636. border-image-slice:1;
  637. }
  638.  
  639. .phb .note h5 {color:white;}
  640. .phb .note td {color:black;}
  641. .phb .note table tr:nth-child(even) td { background-color: #ffffff;}
  642.  
  643.  
  644. /* Example Block */
  645.  
  646. .phb .example
  647. {
  648. position:relative;
  649. color: black;
  650. background: rgba(204, 203, 199, 0.4);
  651. border-radius: 0px 0px 30px 0px;
  652. padding: 14px 20px;
  653. }
  654.  
  655. /* Read-aloud */
  656.  
  657. .phb .read {
  658. display:block;
  659. font-family: 'Minion Pro';
  660. font-size:10pt;
  661. font-style: italic;
  662. color: rgb(230,0,0);
  663. border: 1px dotted rgb(230,0,0);
  664. border-radius:30px;
  665. padding:15px;
  666. position:relative;
  667. }
  668.  
  669. .phb .read:before {
  670. content:'';
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  672. display:block;
  673. border: 1px dotted rgb(230,0,0);
  674. border-radius:30px;
  675. left:2px;
  676. top:2px;
  677. right:2px;
  678. bottom:2px;
  679. }
  680.  
  681. /* Footer */
  682. .phb .pageNumber { color: #000000}
  683. .phb .footnote { color: #000000 }
  684.  
  685. .phb:nth-child(odd) .pageNumber { color: black;
  686. right: 40px;
  687. bottom: 52px;
  688. width: 50px;
  689. text-align: center;
  690. font-family: 'Bebas Neue';
  691. font-size:11pt;
  692. font-weight:bold;
  693. }
  694. .phb:nth-child(even) .pageNumber { color: black;
  695. left: 40px;
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  697. width: 50px;
  698. text-align: center;
  699. font-family: 'Bebas Neue';
  700. font-size:11pt;
  701. font-weight:bold;
  702. }
  703. .phb .footnote { color: black
  704. font-family: 'Bebas Neue'
  705. font-weight: bold
  706. vertical-align: center;
  707. padding-top:11px;
  708. }
  709. .phb:nth-child(even) .footnote {border-left:2px solid black;
  710. padding-left:6px;
  711. }
  712. .phb:nth-child(odd) .footnote {border-right:2px solid black;
  713. padding-right:6px;
  714. }
  715. .phb:after { background-image:url('none') }
  716.  
  717.  
  718.  
  719.  
  720. /* Fonts */
  721.  
  722. .phb h1,
  723. .phb h2,
  724. .phb h3,
  725. .phb h4,
  726. .phb h5 { letter-spacing: 0.6px;
  727. }
  728. .phb h1{
  729. font-family: 'Bebas Neue';
  730. color: #1ABEEF;
  731. font-weight:400;
  732. font-variant: uppercase;
  733. font-size:42pt;
  734. margin-bottom:30px;
  735. }
  736.  
  737. .phb h1 + p:first-letter {
  738. font-family: 'Minion Pro';
  739. color: #326DA1;
  740. font-size:32pt;
  741. line-height:90%;
  742. margin-bottom:-9px;
  743. }
  744.  
  745. .phb h2 {
  746. font-family: 'Bebas Neue';
  747. color: #1ABEEF;
  748. font-variant: small-caps;
  749. display:table;
  750. font-size:32pt;
  751. font-weight:300;
  752. column-span:all;
  753. }
  754.  
  755. .phb h2:after {
  756. content:'';
  757. border-bottom: 2px solid #CCCCCC;
  758. display: table;
  759. width:100%;
  760. margin-top:-5px;
  761. margin-left:20px;
  762.  
  763. }
  764.  
  765. .phb h2 + p:first-letter {
  766. font-family: 'Minion Pro';
  767. color: #326DA1;
  768. font-size:32pt;
  769. line-height:90%;
  770. margin-top:3px;
  771. float:left;
  772. margin-bottom:-9px;
  773. }
  774.  
  775. .phb h3 {
  776. font-family: 'Bebas Neue';
  777. color: #1ABEEF;
  778. font-variant: small-caps;
  779. font-size: 18pt;
  780. font-weight:1;
  781. border:none;
  782. }
  783.  
  784. .phb h4 {
  785. font-family: 'Bebas Neue';
  786. color: #ed9629;
  787. font-variant: small-caps;
  788. font-size: 16pt;
  789. text-align:center;
  790. }
  791.  
  792.  
  793. .phb h5 {
  794. font-family: 'Bebas Neue';
  795. color: #326DA1;
  796. font-weight: 1;
  797. font-variant: small-caps;
  798. font-size: 16pt;
  799.  
  800. }
  801.  
  802. .phb h6 {
  803. font-family: 'Bebas Neue';
  804. color: #ea702b;
  805. font-variant: small-caps;
  806. font-size: 16pt;
  807. display: table;
  808. border-bottom: 1px solid #ea702b;
  809. }
  810.  
  811.  
  812. .phb {
  813. font-family: 'Minion Pro';
  814. }
  815.  
  816.  
  817. /* Dice and Symbols */
  818.  
  819. @font-face {
  820. font-family: 'Genesys';
  821. src: local('Genesys');
  822. }
  823. .phb .symbols {
  824. font-family: Genesys;
  825. }
  826.  
  827. @font-face {
  828. font-family: 'Genesys1';
  829. src: local('EotE Symbol');
  830. }
  831. .phb .dice {
  832. font-family: Genesys1;
  833. }
  834.  
  835.  
  836. .phb .setback {
  837. font-family: Genesys1;
  838. color: black;
  839. text-shadow: -1px 0 #000000,0 1px #000000,1px 0 #000000,0 -1px #000000;
  840. }
  841.  
  842. .phb .note .setback, .phb .note .boost, .phb .note .challenge, .phb .note .proficiency, .phb .note .difficulty, .phb .note .ability {
  843. text-shadow: -1px 0 #ffffff,0 1px #ffffff,1px 0 #ffffff,0 -1px #ffffff;
  844. }
  845.  
  846. .phb .note td > .setback, .phb .note td > .boost, .phb .note td > .challenge, .phb .note td > .proficiency, .phb .note td > .difficulty, .phb .note td.ability {
  847. text-shadow: -1px 0 #000000,0 1px #000000,1px 0 #000000,0 -1px #000000;
  848. }
  849.  
  850. .phb .boost {
  851. font-family: Genesys1;
  852. color: #76CDDB;
  853. text-shadow: -1px 0 #000000,0 1px #000000,1px 0 #000000,0 -1px #000000;
  854. }
  855.  
  856. .phb .challenge {
  857. font-family: Genesys1;
  858. color: #751317;
  859. text-shadow: -1px 0 #000000,0 1px #000000,1px 0 #000000,0 -1px #000000;
  860. }
  861.  
  862. .phb .proficiency {
  863. font-family: Genesys1;
  864. color: #FEF035;
  865. text-shadow: -1px 0 #000000,0 1px #000000,1px 0 #000000,0 -1px #000000;
  866. }
  867.  
  868. .phb .difficulty {
  869. font-family: Genesys1;
  870. color: #52287E;
  871. text-shadow: -1px 0 #000000,0 1px #000000,1px 0 #000000,0 -1px #000000;
  872. }
  873.  
  874. .phb .ability {
  875. font-family: Genesys1;
  876. color: #46AC4E;
  877. text-shadow: -1px 0 #000000,0 1px #000000,1px 0 #000000,0 -1px #000000;
  878. }
  879.  
  880.  
  881. /* Archetypes */
  882.  
  883. .phb .archetype {
  884. background-image: url('https://i.imgur.com/wk1XTwj.png');
  885. height:62px;
  886. width:329px;
  887. background-size:100%;
  888. font-family: 'Bebas Neue';
  889. font-size:14pt;
  890.  
  891. }
  892.  
  893. .phb .archetype .bra {
  894. position:relative;
  895. left:23px;
  896. top:7px;
  897. }
  898.  
  899. .phb .archetype .agi {
  900. position:relative;
  901. left:70px;
  902. top:7px;
  903. }
  904. .phb .archetype .int {
  905. position:relative;
  906. left:114px;
  907. top:7px;
  908. }
  909.  
  910. .phb .archetype .cun {
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  912. left:157px;
  913. top:7px;
  914. }
  915. .phb .archetype .wil {
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  917. left:203px;
  918. top:7px;
  919. }
  920. .phb .archetype .pre {
  921. position:relative;
  922. left:246px;
  923. top:7px;
  924. }
  925. /* Adversaries */
  926.  
  927. .phb .adversary {
  928. background-image: url('https://i.imgur.com/0oPV7nm.png');
  929. height:96px;
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  931. background-position: -3px 0px;
  932. background-size:102%;
  933. font-family: 'Bebas Neue';
  934. font-size:14pt;
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  936.  
  937. .phb .adversary .bra {
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  940. top:6px;
  941. }
  942.  
  943. .phb .adversary .agi {
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  947. }
  948. .phb .adversary .int {
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  951. top:6px;
  952. }
  953.  
  954. .phb .adversary .cun {
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  957. top:6px;
  958. }
  959. .phb .adversary .wil {
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  962. top:6px;
  963. }
  964. .phb .adversary .pre {
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  967. top:6px;
  968. }
  969.  
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  973. top:62px;
  974. }
  975. .phb .adversary .wound {
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  978. top:62px;
  979. }
  980. .phb .adversary .strain {
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  985. .phb .adversary .mdef {
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  988. top:62px;
  989. }
  990. .phb .adversary .rdef {
  991. position:relative;
  992. left:181px;
  993. top:62px;
  994. }
  995.  
  996. /* Vehicles */
  997.  
  998. .phb .vehicle {
  999. background-image: url('https://i.imgur.com/JEgri2b.png');
  1000. height:86px;
  1001. width:359px;
  1002. background-size: 100%;
  1003. font-family: 'Bebas Neue';
  1004. font-size:14pt;
  1005. }
  1006.  
  1007.  
  1008. .phb .vehicle .sil {
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  1010. left:26px;
  1011. top:9px;
  1012. }
  1013.  
  1014. .phb .vehicle .speed {
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  1018. }
  1019. .phb .vehicle .hand {
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  1021. left:135px;
  1022. top:9px;
  1023. }
  1024.  
  1025. .phb .vehicle .armor {
  1026. position:relative;
  1027. left:187px;
  1028. top:14px;
  1029. }
  1030. .phb .vehicle .def {
  1031. position:relative;
  1032. left:270px;
  1033. top:14px;
  1034. }
  1035. .phb .vehicle .ht {
  1036. position:relative;
  1037. left:165px;
  1038. top:60px;
  1039. }
  1040.  
  1041. .phb .vehicle .ss {
  1042. position:relative;
  1043. left:239px;
  1044. top:60px;
  1045. }
  1046.  
  1047. /*Index*/
  1048.  
  1049. .phb .index-letter {
  1050. color:rgb(118,18,19);
  1051. font-size:24pt;font-weight:bold;
  1052. font-family:'Bebas Neue';
  1053. line-height:1.1em;
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  1055.  
  1056. .phb .index {
  1057. list-style:none;
  1058. padding:0;
  1059. overflow-x:hidden;
  1060. max-width:329px;
  1061. }
  1062.  
  1063. .phb .index li::before {
  1064. content: ''; }
  1065.  
  1066. .phb .index li {
  1067.  
  1068. display:flex;
  1069. }
  1070.  
  1071. .phb .index li span:first-child {
  1072. margin-right:0.2em;
  1073. order:1;
  1074. }
  1075.  
  1076. .phb .index li::after {
  1077. content: '';
  1078. border-bottom: 1px dotted;
  1079. flex-grow: 1;
  1080. order: 2;
  1081. position:relative;
  1082. top:-5px
  1083. }
  1084.  
  1085. .phb .index span + span {
  1086. order:3;
  1087. margin-left:0.2em;
  1088. }
  1089.  
  1090. .phb .non-blended {
  1091. padding:10px;
  1092. border-width:2px;
  1093. border-style:solid;
  1094. border-image:linear-gradient(135deg, rgba(230,0,0,1) 0%,rgba(230,0,0,0.01) 99%,rgba(230,0,0,0) 100%);
  1095. -moz-border-image:-moz-linear-gradient(-45deg, rgba(230,0,0,1) 0%, rgba(230,0,0,0.01) 99%, rgba(230,0,0,0) 100%); -webkit-border-image:-webkit-linear-gradient(-45deg, rgba(230,0,0,1) 0%,rgba(230,0,0,0.01) 99%,rgba(230,0,0,0) 100%);
  1096. border-image-slice: 1;
  1097. width:325px;
  1098. max-height:100%;
  1099. }
  1100.  
  1101.  
  1102. </style>
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