PLAYER CHEAT SHEET
Oct 22, 2018 14:05:35 GMT -8
Post by ◊◊BLOODBEASTER◊◊ on Oct 22, 2018 14:05:35 GMT -8
This is just a simple breakdown of the moves to be used during play. Please see the full rules page for a more complete description of the moves. There will also be a copy of this in our roll20 room notes.
OUR ROLL 20 ROOM
(15+) You grit your teeth and stay the course without undue influence.
◊◊You become sad (−1 Stability)
◊◊You become scared (−1 Stability)
◊◊You become guilt-ridden (−1 Stability)
◊◊You become obsessed (+1 Relation to whatever caused the condition)
◊◊You become distracted (−2 in situations where the condition will limit you)
◊◊You will be haunted by the experience at a later time
••Rationalize
After any KiT roll involving the supernatural, roll +reason.
(15+) You invent a logical explanation for what you experienced. 'I'm having a stroke' etc. Regain any lost stability point from previous KiT roll.
(10–14) You come up with a reason, but it's unsatisfying somehow. If you think back on this event, it will bother you. Do not regain any lost stability points.
You can't come to terms with what you saw. Lose 1 stability point and you become obsessed with the incident until you solve its mystery.
••Endure Injury
◊◊Receive a critical wound, but may continue to act (if you already have a critical wound you may not choose this option again).
◊◊Die.
(−9) You were too slow to react or you made a bad judgment call. Perhaps you didn’t avoid any harm at all, or you ended up in an even worse spot than before. The GM makes a hard or soft move.
••Act under pressure
When you do something risky, under time pressure, or try to avoid danger, the GM will explain what the consequence of failure is and you roll +Coolness.
(−9) There are consequences, you make a mistake, or you’re exposed to the danger. The GM makes a hard or soft move.
••Engage in Combat
When you engage an able opponent in combat explain how and roll +Violence.
◊◊You do less damage than intended.
◊◊You lose something important.
◊◊You expend all your ammo.
◊◊You’re beset by a new threat.
(−9) Your attack didn’t go as anticipated. You might be subjected to bad luck, miss your target, or pay a high price for your assault. The GM makes a hard or soft move.
••Influence other
When you influence an NPC through negotiation, argument, or from a position of power roll +Charisma.
◊◊a complication will arise at a future time
◊◊she gives in for the moment, but will change her
mind and regret it later
••Read a person
(15+) Ask 2 questions.
◊◊How do you feel right now?
◊◊What are you about to do?
◊◊What do you wish I would do?
◊◊How could I get you to… ?
••Observe a situation
When you observe a situation roll +Perception. On a success you may ask the GM questions about the situation. When you act on the answers take +1 to your roll.
◊◊What here poses the biggest threat?
◊◊What can I use to my advantage?
◊◊What should I be on the lookout for?
◊◊What is being hidden from me?
◊◊What seems strange about this?
••Investigate
(15+) Ask 2 questions.
◊◊What is my gut feel about what I’m investigating?
◊◊Is there anything weird about what I’m investigating?
••Helping or hindering
(15+) You may modify the subsequent roll by +2/−2.
••See through the Illusion
(−9) The GM explains what you see and makes a hard or soft move.
OUR ROLL 20 ROOM
••Keep it Together
When you exercise self-control to keep from succumbing to stress, traumatic experiences, psychic influence, or supernatural forces, roll +Willpower.
(15+) You grit your teeth and stay the course without undue influence.
(10–14) The effort to resist instills a condition which remains with you until you have had time to recuperate.
Choose one:
◊◊You become angry (−1 Stability)◊◊You become sad (−1 Stability)
◊◊You become scared (−1 Stability)
◊◊You become guilt-ridden (−1 Stability)
◊◊You become obsessed (+1 Relation to whatever caused the condition)
◊◊You become distracted (−2 in situations where the condition will limit you)
◊◊You will be haunted by the experience at a later time
◊◊You get −1 in situations where this condition would be a hindrance to you.
(−9) The strain is too much for your mind to handle. The GM chooses your reaction:
◊◊Cower powerless in the threat’s presence, panic with no control of your actions
◊◊Suffer emotional trauma (−2 Stability)
◊◊Suffer life changing trauma (−4 Stability).
••Rationalize
After any KiT roll involving the supernatural, roll +reason.
(15+) You invent a logical explanation for what you experienced. 'I'm having a stroke' etc. Regain any lost stability point from previous KiT roll.
(10–14) You come up with a reason, but it's unsatisfying somehow. If you think back on this event, it will bother you. Do not regain any lost stability points.
You can't come to terms with what you saw. Lose 1 stability point and you become obsessed with the incident until you solve its mystery.
••Endure Injury
When enduring injury roll +Fortitude −Harm. If you are wearing armor, add its rating to the roll.
(15+) You ride out the pain and keep going.
(10–14) You are still standing but the GM picks one:
◊◊The injury throws you off balance
◊◊You lose something.◊◊You receive a serious wound.
(−9) The injury is overwhelming. You choose if you:
◊◊Are knocked out (the GM may also choose to give you a serious wound).◊◊Receive a critical wound, but may continue to act (if you already have a critical wound you may not choose this option again).
◊◊Die.
••Avoid Harm
When you dodge, parry, or block harm, roll +Reflexes.
(15+) You emerge completely unharmed.
(10–14) You avoid the worst of it, but the GM decides if you end up in a bad spot, lose something, or partially sustain harm.
(−9) You were too slow to react or you made a bad judgment call. Perhaps you didn’t avoid any harm at all, or you ended up in an even worse spot than before. The GM makes a hard or soft move.
••Act under pressure
When you do something risky, under time pressure, or try to avoid danger, the GM will explain what the consequence of failure is and you roll +Coolness.
(15+). You do it.
(10–14) You do it, but hesitate, is delayed, or must deal with a complication – the GM reveals an unexpected outcome, a high price, or a difficult choice.
(−9) There are consequences, you make a mistake, or you’re exposed to the danger. The GM makes a hard or soft move.
••Engage in Combat
When you engage an able opponent in combat explain how and roll +Violence.
(15+) You inflict damage to your opponent and avoid counterattacks.
(10–14) You inflict damage, but at a cost. The GM chooses one:
◊◊You’re subjected to a counterattack.◊◊You do less damage than intended.
◊◊You lose something important.
◊◊You expend all your ammo.
◊◊You’re beset by a new threat.
◊◊You’ll be in trouble later on.
(−9) Your attack didn’t go as anticipated. You might be subjected to bad luck, miss your target, or pay a high price for your assault. The GM makes a hard or soft move.
••Influence other
When you influence an NPC through negotiation, argument, or from a position of power roll +Charisma.
(15+) She does what you ask
(10–14) She does what you ask, but the GM chooses one:
◊◊she demands better compensation◊◊a complication will arise at a future time
◊◊she gives in for the moment, but will change her
mind and regret it later
(−9) Your attempt has unintended repercussions. The GM makes a hard or soft move. When you influence a player character roll +Charisma.
(15+) Both of the following:
(10–14) Choose one:
◊◊ She’s motivated to do what you ask, and gets +1 for her next roll if she does it◊◊ She’s worried what might happen if she doesn’t do what you ask, and gets −1 Stability if she doesn’t do it
(−9) The character gets +1 on her next roll against you. The GM makes a hard or soft move.
••Read a person
When you Read a Person roll +Intuition. On a success you may ask the GM/player questions about their character anytime during this scene while in conversation with their character.
(15+) Ask 2 questions.
(10–14) Ask 1 question.
(−9) You accidentally reveal your own intentions to the person you’re trying to read. Tell the GM/player what these intentions are. The GM makes a hard or soft move.
Questions:
◊◊Are you lying?◊◊How do you feel right now?
◊◊What are you about to do?
◊◊What do you wish I would do?
◊◊How could I get you to… ?
••Observe a situation
When you observe a situation roll +Perception. On a success you may ask the GM questions about the situation. When you act on the answers take +1 to your roll.
(15+) Ask 2 questions.
(10–14) Ask 1 question.
(−9) you get to ask a question anyway but you attract unwanted attention or expose yourself to danger. The GM makes a hard or soft move.
Questions:
◊◊What is my best way through this?◊◊What here poses the biggest threat?
◊◊What can I use to my advantage?
◊◊What should I be on the lookout for?
◊◊What is being hidden from me?
◊◊What seems strange about this?
••Investigate
When you investigate something roll +Reason. On a success you uncover all direct leads and may ask questions to get additional information.
(15+) Ask 2 questions.
(10–14) Ask 1 question, but the information comes with a cost determined by the GM: you need someone or something to get the answer, you expose yourself to danger, or you must expend time or resources.
(−9) You may ask one question anyway but you expose yourself to unexpected dangers or costs. The GM makes a hard or soft move.
Questions:
◊◊How can I find out more about what I’m investigating?◊◊What is my gut feel about what I’m investigating?
◊◊Is there anything weird about what I’m investigating?
••Helping or hindering
When you help or hinder another player character’s move, explain how before their roll and roll +attribute, where the attribute is the same as the other player is rolling.
(15+) You may modify the subsequent roll by +2/−2.
(10–14) You may modify the subsequent roll by +1/−1.
(−9) Your interference has unintended consequences.The GM makes a hard or soft move.
With the GM’s assent a player may make a case for a retroactive assist or hindrance after a roll is made, but in stressful situations this often results in a hard choice between two possible actions.
••See through the Illusion
When you suffer shock, injuries, or distort your perception through drugs or rituals roll +Soul to see through the Illusion.
(15+) You perceive things as they truly are.
(10–14 ) You see Reality, but you also affect the Illusion.
The GM chooses one:
◊◊Something senses you◊◊The Illusions tears
(−9) The GM explains what you see and makes a hard or soft move.