Game Master
GM screen
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Key terms
- Trait Check
- A roll with a Trait: 2d12 plus the Trait MOD, plus EXP when you are Adept. Beat the Threshold to succeed.
- Advantage
- Roll twice and keep the better result. Disadvantage is the same, keeping the worse.
- Disadvantage
- Roll twice and keep the worse result.
- Threshold
- The number a Trait Check has to reach: 5 Novice, 10 Easy, 15 Standard, 20 Challenging, 25 Tough, 30 Expert.
- Guard
- How hard your Persona is to hurt. Armor adds to it.
- Vitality
- Your Persona's health. At 0 they are Down.
- Stamina
- How much your Persona can push before they tire.
- Initiative
- The roll that sets turn order when a fight starts. It has its own formula and Trait, set per table.
- Chance
- Charges you can spend to succeed after failing a Trait Check. You have as many as your EXP. Using one costs a Complication. A Light Rest gives back 1, a Full Rest gives back all.
- Complication
- A hindrance that makes later actions harder, brought on when Chance is used. A higher Threshold later, an extra Foe, an injury or a price rise are all examples. The Game Master decides it.
- Light Rest
- A short rest. Gives back 1 Chance charge and heals Trivial injuries.
- Full Rest
- A long rest. Gives back all your Chance charges and heals Trivial injuries. Harmful injuries need 3 Full Rests in a row.
Effects
| Effect | What it does | When | Stacks |
|---|---|---|---|
| Ambushed | Your enemy gains 1 Round to prepare. They can’t deal damage. | Immediate (1 Round) | No |
| Bleeding | Direct Vitality loss, bypasses Guard. | Start of turn (damage) | 5×EXP |
| Blind | Lose Vision Range. Sight-based rolls auto-fail. | Immediate | No |
| Burning | Targets Guard. Once Guard is gone, damage is taken from Vitality. | Start of turn (damage) | 10×EXP |
| Collapsed | On the ground. Motion rolls with Stagger. Melee attacks against you have Prowess. 1 SP to stand up, otherwise Break. | Immediate | No |
| Dazed | Lose Stamina equal to EXP. Lasts until the end of your next turn. | Immediate | No |
| Deaf | Lose Audio Range. Sound-based rolls auto-fail. | Immediate | No |
| Encumbered | For every 10 points over Load Capacity, Motion is reduced by 10 ft. A Trivial injury for every hour. | Immediate | No |
| Exposed | Vulnerable to a chosen damage type. Take additional damage (Level × 2). | Immediate (damage) | EXP/2 |
| Fatigued | Reduce damage done by Level × 2. | Immediate | No |
| Fortified | Resistant to a chosen damage type. Reduce damage taken (Level × 2). | Immediate | EXP/2 |
| Frozen | For every 5 charges, reduce maximum Motion by 5 ft. | Immediate | 10×EXP |
| Hidden | Unseen. Can’t be targeted directly. Sneak checks by you have Prowess; Track checks to find you have Stagger. | Immediate | No |
| Injured | Gain a Trivial, Harmful or Grave injury. | Immediate | No |
| Invisible | Can’t be seen, even in Vision Range. Can’t be directly targeted. | Immediate | No |
| Irradiated | Maximum Guard reduced. Targets within a 10 ft radius at the start of your turn take the same damage halved (min 1). | Immediate | 5×EXP |
| Mute | Lose the ability to speak. | Immediate | No |
| Panicked | Retreat as far as possible from the perceived threat, by the shortest path that avoids the most known damage. | Start of turn | No |
| Pinned | Grappled or restrained. Take the Break action to counter. | Immediate | No |
| Poisoned | For every 5 charges, reduce damage dealt by 1. | Immediate | 10×EXP |
| Scentless | Lose Scent Range. Scent-based rolls auto-fail. | Immediate | No |
| Shocked | Maximum Vitality reduced. Targets within a 10 ft radius at the start of your turn take the same damage halved (min 1). | Start of turn (damage) | 5×EXP |
| Slowed | Stamina Point cost is doubled. | Immediate | No |
| Unconscious | Reached 0 Vitality. Unable to act or move. Can be revived with the Heal action. | Immediate | No |
Threat per Foe
- Minion0.5
- Soldier1
- Brute2
- Specialist2
- Leader3
- Boss5
Threat levels
- Low. Little to no danger. No specialised Equipment or Abilities needed.
- Moderate. Some threats and hazards. Basic Equipment or Abilities are required.
- High. Noticeable threats and hazards. Intermediate Equipment or Abilities are required.
- Deadly. Many threats and hazards. Specialist Equipment or Abilities are required.
The nine Traits
- Agility. Speed, balance and reflexes.
- Control. Precision and discipline.
- Insight. Reading people and situations.
- Might. Raw strength.
- Resist. Taking the hit and staying up.
- Sneak. Moving unseen.
- Study. Knowledge and research.
- Tinker. Building, fixing, breaking in.
- Track. Following trails, finding targets.
