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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

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.