numenera cheat sheet final.pdf

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NUMENERA
SYSTEM CHEAT SHEET
Collated by Justin Alexander
http://www.thealexandrian.net
BASIC MECHANICS
Stats: Might, Speed, Intellect
Task: 1d20 vs. target number
DIFFICULTY/
NPC LEVEL
0
1
2
3
4
5
6
7
8
9
10
DESCRIPTION
Routine
Simple
Standard
Demanding
Difficult
Challenging
Intimidating
Formidable
Heroic
Immortal
Impossible
TARGET #
0
3
6
9
12
15
18
21
24
27
30
GUIDANCE
Anyone can do this basically every time
Most people can do this most of the time
Typical task requiring focus, but most people can usually do this
Requires full attention; most people have 50/50 chance to succeed
Trained people have a 50/50 chance to succeed
Even trained people often fail
Normal people almost never succeed
Impossible without skills or great effort
A task worthy of tales told for years afterward
A task worthy of legends that last for lifetimes
A task that normal humans couldn’t consider (but doesn’t break laws of physics)
MODIFYING TASKS
Asset: -1 difficulty step (2 asset maximum per task)
Inability: +1 difficulty step
Skill/Training: -1 difficulty step
Specialization: -2 difficulty step
Advantage: Adjust difficulty by 1 step in their favor
Disadvantage: Adjust difficulty by 1 step against their
favor
Effort: -1 difficulty step or +3 damage
Spend 3 points from stat pool
=
1 Effort
Each additional 2 points
=
+1 Effort
Edge: Reduce matching task’s
total
pool cost by Edge
1
17
18
19
20
SPECIAL ROLLS
suffer +2 damage or free GM intrusion
+1 damage
+2 damage
+3 damage or minor effect
+4 damage or major effect + no pool cost
(increase task difficulties by 1 step for 1 round)
Ignore armor
Strike specific body part
Knock back
Move past
Distract
(increase task difficulties by 1 step for encounter)
Knock down
Disarm
Stun
Impair
MINOR EFFECTS
INITIAL COST: Pool cost that must be paid just to
attempt the action.
OPPORTUNITY: Major or minor effect that allows PC
to attempt additional task to gain the effect.
RETRY: Must apply 1 level of effort
MAJOR EFFECTS
GM INTRUSION
2 XP to affected PC, who passes 1 XP to another PC
1 XP: Refuse the intrusion
Types: Bad luck, unknown/impending complications, opponent luck/skill, fumbles, partial success, increased difficulty
Examples: Force roll on automatic success, foe gains 5 health, NPC gains free attack, ally decides to flee/steal from them, equipment lost/damaged/dropped/malfunctions, lasting damage, ongoing damage
SPENDING XP
1 XP: Reroll any roll
(use better result)
2 XP: Short-Term Benefit
(Local/Limited Skill or Ability)
3 XP: Long-Term Benefit
(Familiarity +1, Contact, Home, Title/Job, Wealth, Artifact)
4 XP: Character Advancement
(gain one step towards next tier)
COMBAT
Initiative: Speed task. On success, act before NPCs. On failure, act after NPCs.
ATTACK
Melee Attack: Might or Speed task
Ranged Attack: Speed task
Special Abilities: Intellect task (usually)
On miss, ability or charge not expended.
DAMAGE
Damage: Damage rating - Armor
Unarmed/Light Weapon: 2 damage, -1 attack difficulty
Medium Weapon: 4 damage
Heavy Weapon 6 damage, requires 2 hands
Damage to PC: Subtract from stat pool (default Might).
Damage to NPC: Subtract from Health.
NPC Health Default
=
Level x 3
Ambient Damage: Not affected by armor.
Lasting Damage: GM intrusion, heal at 1 point per day of full rest / 3
days of regular activity
Permanent Damage: Special situation, never heals normally
DISTANCE / MOVEMENT
Immediate (10 ft.) = Part of another action
Short (50 ft.) = 1 action
Long (100 ft.) = Speed task, difficulty 4
LONG-TERM MOVEMENT
Walking (Road): 3 miles per hour, 20 miles per day
Walking (Overland): 2 miles per hour, 12 miles per day
(may require task check in special circumstances)
Rough Terrain: �½ long-term movement, +1 difficulty
Difficult Terrain: �½ round movement, 1/3 long-term
movement, +1 difficulty
Climbing: Difficult Terrain + Might task
Jumping: Might task, difficulty # feet jumped – 4
Riding: Speed x 2 + Speed task for maneuver
Sneaking: Speed test vs. NPC, -1 difficulty for half speed
Swimming: ¼ movement, +1 difficulty
Low Gravity: +1 difficulty
High Gravity: Difficult terrain
Zero Gravity: Might task, difficulty ¼ distance in feet
(continue moving �½ initial distance each round)
DEFEND
Speed task (usually)
Save: Second defense task after successful hit
vs. Immediate Movement Creature: -1 difficulty
vs. Long Movement Creature: +1 difficulty
MOVEMENT MODIFIERS
SURPRISE
Attacker: -2 difficulty steps
Defender: Cannot use effort / action abilities
AREA ATTACKS
PC Attacker: Roll against all targets in area.
PC Defenders: All roll against attack.
(see PC vs. PC in
Combat Options
)
RECOVERY ROLLS
1d6 + tier points, divided among stat pools
Recovery Roll
First recovery roll
Second recovery roll
Third recovery roll
Fourth recovery roll
Rest Time Needed
1 action
10 minutes
1 hour
10 hours
HEALING
Intellect task, difficulty # of points healed
DAMAGE TRACK
Hale
Impaired
Debilitated
Dead
0 stat pools
=
0
1 stat pool
=
0
2 stat pools
=
0
3 stat pools
=
0
No penalties
Effort costs 1 extra point per level. Rolls of 17+
only deal +1 damage. Ignore major/minor effects.
Cannot take any action other than to move/crawl
immediate distance. (If Speed is 0, cannot move.)
Dead
SPECIAL DAMAGE
Dazed: +1 difficulty on all tasks
Inability: +1 difficulty step in tasks of that type
Paralysis: Unable to move, cannot take physical actions
Stunned: Lose turn, defend at +1 difficulty
Weakness: Increase spend on matching task’s pool by Weakness
COMBAT ACTIONS
COVERING FIRE: On successful covering fire attack roll,
foe’s next attack suffers disadvantage.
DISTRACT: Foe’s attacks suffer disadvantage. (Multiple
distractions do not stack.)
DRAW THE ATTACK: Intellect task (optional), on success
NPC attacks you. (Prominent character suffers +1
difficulty on defense.)
GUARDING: Gain advantage on defense tasks. Can
attempt reactive Speed task (-1 difficulty) to prevent
characters from getting past or taking the action they’re
guarding against. (NPCs on guard force PCs to make
Speed task (+1 difficulty) to attempt the action.)
TAKE THE ATTACK: Speed task (optional), on success
attack automatically hits you for +1 damage.
WAIT: Select a trigger action and resolve your action
when the trigger occurs.
ATTACKING OBJECTS
Target Number = Health
Hard Objects (Stone): 1 Armor
Very Hard Objects (Metal): 2 Armor
Extremely Hard Objects (Diamond): 3 Armor
(being practiced in armor negates these costs)
MISCELLANEOUS ACTIONS
CHASE: Speed task
Long Chase
: Must succeed on number of Speed
tasks equal to NPC’s level. If PC has more failures
than successes, they fail the chase.
HELPING: Take an action to help another character.
If assisted character has less training, they gain the
benefit of the helper’s training/specialization. If
assisted character has equal or more training, they
gain +1 bonus.
Complementary Action
: Two characters
attempting different but complementary actions
both gain +2 bonus.
JUMPING
WEARING ARMOR
Might cost
per hour
1
2
3
Armor
Light
Medium
Heavy
Speed Pool
reduction
2
3
5
NPC vs. NPC
Roll for one of the NPCs
(usually whichever NPC is allied with the PCs)
Long Jump
: Might task, diffculty # feet jumped - 4
PC vs. PC
Both PCs roll, highest roll succeeds.
Advantages/Disadvantages: +/- 3 on die roll
Running immediate distance
=
asset
Running short distance
=
asset, difficulty �½ feet
jumped - 4
Vertical Jump
: Might task, difficulty # feet jumped
Running immediate distance
=
asset
MOVING HEAVY OBJECTS
Might task, difficulty +1 per 50 pounds to move
immediate distance. (If difficulty 0, they can move
short distance as an action.)
Examples
: Move on damage track, stat pool damage, repeated
damage over time, special damage types, unconsciousness,
disability, or strange effects (speaking in tongues, changes in skin
color, etc.).
CIRCUMSTANCES
HIGH AND LOW: If both melee and ranged attack
succeed on single opponent in same round, opponents
suffers +1 difficulty for next task.
THREE-ON-ONE: If three characters attack a single foe in
melee, they all gain +1 bonus on attack.
MULTIPLE ENEMIES / SWARM
4 creatures
=
1 creature of highest level + 1 level
(minimum +2 damage bonus)
POISON: Might defense, then special effect
BOSS PACKAGE
+10 health
+1 Armor
+3 points of damage
+1 level for attack/defense
TRADING DAMAGE FOR EFFECT
(add level of monster to damage reduction)
Damage
-1
-2
-3
-3
-3
-4
-7
-8
Effect
Hinder/Distract
Strike specific body part
Knock back
Move past
Strike held object
Knock down
Disarm
Stun
Notes
-1 difficulty for 1 round
Cancels guarding action
Use rules for attacking object
Drop one item held or carried
Lose turn, defend at +1 difficulty
MISCELLANEOUS RULES
CRAFTING
Intellect task, difficulty
=
common item level
Intellect task, difficulty
=
numenera level + 5
Materials: Item requires materials equal to its level and
all levels below it. (Level 3 item requires level 3 material,
level 2 material, and level 1 material.)
Training: Can be used to reduce the time or materials
required instead of the difficulty (at GM’s discretion).
Retry: Requires fresh supply of highest-level material.
Crafting Numenera: Requires XP expenditure for non-
common numenera items.
Difficulty
0
1
2
3
4
5
6
7
8
9
10
Craft
Something extremely simple,
like tying a rope or finding an
appropriately sized rock
Torch
Spear, simple shelter, furniture
Bow, door
Sword, chainmail vest
Common numenera item
(glowglobe, shaper key)
Numenera item
Numenera item
Numenera item
Numenera item
Numenera item
General Time to Build
A few minutes at
most
5 minutes
1 hour
1 day
1 to 2 days
1 week
1 year
Many years
Many years
Many years
Many years
MISC. TASK DIFFICULTIES
CLIMB (MIGHT)
2
3
4
5
6
8
10
RIDING (SPEED)
0
1
3
4
5
REMEMBER/
IDENTIFY/
UNDERSTAND
(INTELLECT)
0
1
3
5
7
10
SURFACE
Surface with lots of handholds
Stone wall or similar surface (few handholds)
Crumbling or slippery surface
Smooth stone wall or similar surface
Metal wall or similar surface
Smooth, horizontal surface / climber upside down
Glass wall or similar surface
MANEUVER
Riding
Staying on in battle / difficult situation
Staying on when you take damage
Mounting a moving steed
Coaxing a mount to move / jump twice as fast / far
OPTIONAL RULES
ACTING IN MELEE: Doing anything other than
fighting provokes immediate extra attack unless
character’s only action is to move.
MODIFYING SPECIAL ABILITES
Increase Range: 1 step per point spent.
Increase Duration: 1 step (1 minute to 10
minutes to 1 hour) per point spent; maximum
one increase.
Impossible task
(modifying to accomplish an effect
that has nothing to do with its description or intent)
Formidable task
(modifying to do something similar to
the description or intent, but changing its nature)
within the spirit and general idea of the ability)
Difficult task
(modifying an ability to do something
KNOWLEDGE
Common knowledge
Simple knowledge
Something a scholar probably knows
Something even a scholar might not know
Knowledge very few people possess
Completely lost knowledge
MODIFYING WEAPON RANGE
Short Range to Long Range: +2 difficulty
Long Range to 200 feet: +2 difficulty
Long Range to 500 feet: +4 difficulty
Long Range to 1000 feet: +6 difficulty
WEAPON DISTINCTIONS
Crushing: Ignore 1 point of Armor, -1 damage
vs. unarmored foes.
Reaching: -1 difficulty to attacks vs. opponents
without reach. +1 difficulty in close quarters.
Slashing: +1 damage vs. unarmored foes, -1
damage to armored foes.
Stabbing: Extra +1 damage on rolls of 17+. On
rolls of 5 or less, -1 damage.
HOUSE RULES
GRAPPLING: Might task to start or end grapple.
Physical actions are opportunity actions requiring
Might task to attempt. +1 difficulty to defend in
grapple.
NPC ALLIES
Gain effort pool equal to level x 3 per day.
Gain 1 recovery roll per day of 1d6 + level.
+1 bonus to die roll per difference in level.
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