spaceships in space

Cheat Sheet

Abilities and tests

  • Moves: Dodge, dance, kickflip, leg it
    • (flexes & defense)
  • Smarts: Spot, outwit, flirt, use magicks
    • (magicks & ranged attacks)
  • Muscles: Dunk, wreck, wrestle, throw
    • (carrying & melee attacks)
  • Guts: Resist poison, punches, fear, and humiliation
    • (hitpoints & resistances)

Tests

Roll d20+ability equal to or greater than CH to succeed.
Creatures don't add any ability, only roll an unmodified d20 against the CH.

Power Through

On a failed active roll (not a fumble, not a defence or resistance), a PC may ask to power through. If GM accepts, the PC suffers a consequence, then succeeds on the roll automatically.

Melee attack: nearby enemies attack the PC, then PC rolls damage against their target

Challenge

  • 6: incredibly simple
  • 8: routine
  • 10: pretty simple
  • 12: normal
  • 14: difficult
  • 16: really hard
  • 18: should not be possible

Flexes - Use a flex to...

  • Deal mamximum damage with one attack
  • Reroll a dice roll (yours or someone else's)
  • Lower damage dealt to you by d6
  • Neutralise a crit or fumble into a success or fail
  • Boost a success or fail into a crit or fumble
  • +4 to your next test

Adventuring

Reaction (2d6)

  • 2-3: Attack on sight
  • 4-6: Hate your guts
  • 7-8: Don't care
  • 9-10: Chilling
  • 11-12: Want to hang out

Morale (2d6)

If you roll over the creature's Morale, d6

  • 1-3: Flees
  • 4-6: Surrenders

Roll Morale if

  • The leader gets whooped
  • Half the group gets whooped
  • Lone enemy has 1/3 HP left

Rest

Take a breather, restore:

  • d2 flexes
  • d2 magicks
  • d4 hitpoints

Call it a day, consume:

  • Mutants and dirtlings: water and snacks
  • Robots: a battery
  • Cyborgs: water and either snacks or a battery
    then restore:
  • d4 flexes
  • d4 magicks
  • d8 hitpoints
  • -d2 whooped

Lifeform bonuses:

  • Mutants snack for d4 hitpoints
  • Dirtlings hydrate for -1 whooped
  • Robots recharge d2 flexes and d2 magicks
  • Cyborgs snack or recharge

Magicks / scrolls

Cast magick

Hold the scroll in hand, spend a magick point and make a CH12 Smarts test.
Failure means the magick doesn't work, take d2 HP damage and become dizzy for an hour.
Fumbles or failures while dizzy: Roll on the magickal mishaps table.

Combat

Initiative (d6)

  • 1-3: Enemies begin
  • 4-6: Players begin
    Individual: Moves + d6

Fighting

  • Melee attack: CH12 Muscles
  • Ranged attack: CH12 Smarts
  • Defence: CH12 Moves

Crit (natural 20)

Attack: Double damage, armour reduced one tier
Defence: Gain a free attack

Fumble (natural 1)

Attack: Enemy gains a free attack
Defence: Take double damage, armour reduced one tier

Whooped (0HP)

Gain a whooped point
Roll as many d6s as your whooped level, take the lowest:

  • 6-4: Return next round with d4 HP
  • 3-2: Down for d4 rounds, return with d4 HP
  • 1: Roll on the Sick Scars table, return with d4 HP
  • Multiple 1s: Absolutely Dunked On