Skip to content

Crisis

A crisis requires a character to make some sort of a Skill roll. In a crisis time slows down and actions become more atomic.

Difficulty

Every task usually has a difficulty of 4. Sometimes, the GM may want to emphasize however, that a Task is a lot harder or easier than usually and adjust this value.

Not all tasks require a check. For example, finding some information inside books can be done without a skill check given enough time. A skill check could be used to reduce the time spent searching, or it could unearth additional information that might be helpful.

Difficulty Level Name Description
0 Trivial Everyday tasks.
1 Routine Tasks you do every few days, which can be done by almost everyone.
2 Simple Most people can do this without much effort.
3 Easy Even untrained people still can do these tasks sometimes.
4 Normal You need at least some training to complete these kind of tasks.
5 Demanding You either need gear or good training for these tasks.
8 Challenging You need a lot of training and good gear.
12 Hard You need to be a specialist for these tasks.
16 Very Hard You require help from others to achieve this.
20 Impossible A once in a lifetime achievement.

Difficulty

This is only a guideline about the difficulty level of certain tasks.

Difficulty Modifier

Certain circumstances modify the task’s difficulty positively or negatively. Multiple modifiers stack.

Modifier Name Description
+1 Asset Having the correct tools at hand.
-1 Unfavorable Circumstance E.g. climbing a cliff while it’s raining.

Stacking Modifiers

Even though modifiers stack, multiple assets of the same type do not stack, e.g. two climber’s gears.

Turns

Each character and creature in a crisis have one turn per round. The order in which they can act is determined by their turn order.

Once every character has acted, a new round begins.

Turn Order

Every character involved in a crisis has to roll for initiative. The character with the highest roll acts first.

If two or more player characters have rolled the same result the PCs can agree upon who acts first. If they cannot find an agreement, roll again. The characters retain their original roll, but the conflict is resolved. If a player character and an NPC tie, the player character acts first.

Turn Order

Mind ± Circumstance

[GM Tip] - NPC Turn Order

As a GM you can roll once for a group of NPCs, e.g. a pack of wolves. This simplifies the overhead you have in combat with multiple NPCs.

Surprise Round

If you attack an enemy who has not noticed you and is not combat ready, you gain an additional turn before actual combat starts.

Action Points

Every Action in a Crisis requires Action Points (AP).

Every character has a minimum of 0 AP and a maximum of 6 AP. At the start of each turn, including the beginning of a Crisis, the character recovers 4 AP.

Any AP over 6 are lost, while Actions that require more than the remaining AP are disabled until enough AP are accumulated.

An action always costs at least 1 AP, unless an action specifically says otherwise.

Actions in parallel

Not all Actions require your utmost attention. E.g. while reloading you can still give short commands to e.g. other party members. This is up to the GM however.

Attacks

An Attack roll is a Skill roll, using the weapon’s associated Skill and stats.

Making an Attack

Skill ± HIT ± Circumstance

RoF

Using a weapon with a higher RoF allows you to make multiple Attacks against the same or even different targets.

An RoF higher than 1 allows you to make optional, consecutive Attack rolls for the same or even different targets at the expense of 1 AP, and a cumulative -2 penalty on HIT, per extra Attack, unless otherwise noted by the weapon. You have to assign all Attacks to your targets first before you roll for them. Using a higher RoF also uses up more bullets (CAP).

Ranged Attacks

A ranged Attack roll is usually made with the Light Weapon Skill, and suffers penalties from RNG. The Difficulty Level to hit is a 4.

Melee Attacks

A Melee Attack roll is made with the Melee Skill. The Difficulty Level to hit is the target’s Parry value.

Area of Effect

Thrown weapons, e.g. grenades, require you to make an Athletics check. The roll otherwise is a normal Ranged Attack with a Difficulty Level of 4.

An Area of Effect weapon does not receive extra damage from Extras.

If you miss an Area of Effect Attack, roll a d8. The result of the d8 determines in which direction you missed. A 1 is being straight back at you, 5 away from you, and 2 through 8 counting clockwise around the target. You miss by a number of squares equal to the range increment of the throw.

Missing an AoE Attack and Hex Grids

With hexagonal grids you only have 6 adjacent fields. Use a d6 instead, and adjust the numbers accordingly.

Dodging

Dodging is a Contest between two opponents, whereas the dodger rolls an Athletics check and the attacker his respective weapon’s Skill.

Only Area of Effect Attacks can be dodged. Once per round you can try to dodge an incoming Area of Effect Attack. You have to choose to dodge before the attacker rolls his attack. Dodging is an Athletics roll.

If you win the contest you can move your character by 1 tile into any direction away from the AoE effect before you receive any damage or effect from it.

Cover

Cover provides penalties to the attacker for melee and ranged combat.

Cover is always relative to other targets. A character can be in total cover for an enemy, but in plain sight for another.

Cover provides a penalty for opponents. All rolls and Skill checks that rely on vision, such as attacking, suffer a penalty.

Modifier Condition
-2 Cover
-4 Heavy Cover
unhittable Total Cover

Positions and Cover

Being prone and facing an enemy straight on counts as being in heavy cover (only head and shoulders visible).

Cover and firearms

When hiding behind materials that are penetrable by bullets, or other projectiles, decrease your Cover by one step. E.g. total cover becomes heavy cover; while in light cover you count as not being behind cover at all.

Damage

If an Attack is successful, damage can be dealt to the target.

You deal your used weapon’s damage, but receive extra damage from the Attack roll. The amount of Extras on the attack roll is the amount of extra damage you deal.

If your damage would be reduced to 0 or lower because of defenses, such as damage reduction or dodging, you still deal 1 non-lethal damage to the target. Status Effects are not applied in this case.

Dealing Damage

Extras + DMG ± Circumstance

Attacking and Damaging

A character makes a Ranged Attack. His roll results in a 13. This nets him 2 Extras. Whatever weapon the attacker uses, he gains 2 extra damage.

Damage Reduction

If a target wears Armor, all damage you deal is reduced by the target’s DR. Damage that’s reduced by the Armor is dealt to the Armor’s Durability instead. If the Armor’s Durability reaches 0, it does not provide DR anymore.

Some weapons and Actions circumvent the Armor’s damage reduction, e.g. Armor-Piercing Ammunition.

Damage Reduction

A target wears an armor with a physical DR of 3, and a durability of 10. He receives 5 physical damage. The armor blocks 3 of the 5 incoming damage. The durability of armor is reduced to 7, and the target only receives 2 points of damage.

Non-lethal damage

Non-lethal damage is separate pool. If the non-lethal damage is higher than the target’s current Health, the character becomes incapacitated.

Wounds

Every point of damage you receive deals a wound. A wound can either be lethal or non-lethal.

Lethal

When a target would die from a lethal Attack, the attacker can decide whether or not to apply non-lethal force, knocking the target unconcious instead of killing it.

If a creature’s Health drops to 0, the creature is incapacitated and Dying. If the Health drops to -10, the creature immediately dies.

Attacks that deal more than 12 wounds in one hit also incapacitate the target.

Healing

The Medicine Skill can be used to treat wounds suffered within the last hour.

Wounds that are older than one hour have to heal naturally.

Healing A Character

A healer can aid a character’s natural healing progress. A wounded character trying to heal his own wounds suffers a -2 penalty for treating himself.

Without any healing aids, such as bandages etc., the healer suffers a -2 penalty to his roll. Having the right tools at hand via an Asset, the penalty is reduced to 0, rather than a +1 bonus. Multiple Assets can provide a bonus instead.

If the Medicine check was successful, the patient recovers from 1 wound, and an additional wound for each Extra.

Healing A Dying Character

If a healer was successful on his Medicine check for his patient, the patient is not dying anymore, but stays incapacitated for the next 10 rounds.

Healing Non-Lethal Damage

Non-lethal damage can be healed like lethal damage, but it’s twice as effective, meaning a succesful Medicine check heals 2 non-lethal wounds, and each Extra also heals 2 non-lethal damage.

Natural Healing

Every hour a non-lethal wound is healed automatically.

Every day a wounded or incapacitated character has to attempt a Body roll to heal 1 wound naturally. A critical failure on the Body roll causes an additional wound. On a failed check nothing happens.

The difficulty of Natural Healing is influenced by these conditions:

Modifier Condition
-2 Rough traveling
-2 No medical attention
-2 Poor environmental conditions, such as intense cold, heat, or rain
Medical attention from self
+1 Medical attention from a doctor
+2 Medical attention from a doctor in good condition, such as a hospital