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AC! Single Pages Quick Reference Sheets V2

AC! Single Pages Quick Reference Sheets V2

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0% found this document useful (0 votes)
72 views

AC! Single Pages Quick Reference Sheets V2

AC! Single Pages Quick Reference Sheets V2

Uploaded by

Phil Hype
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Achtung!

Cthulhu Quick Reference Sheet

Without Focus
TN = 11

ATHLETICS 3 AGILITY 8
1 = 2 SUCCESSES 12 -19 = 0 SUCCESS
2 -11 = 1 SUCCESS 20 = COMPLICATION
SKILL ATTRIBUTE

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

NOTE: even with a skill of 0 a roll of 1 is still a critical (2 successes)

With Focus
TN = 11

ATHLETICS 3 (PT) AGILITY 8


1 = 2 SUCCESSES 12 -19 = 0 SUCCESS
2 -11 = 1 SUCCESS 20 = COMPLICATION
SKILL ATTRIBUTE

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

ATTEMPTING A TEST SKILL TESTS:


A test involves a single attribute + skill, a focus if one HOW TO IMPROVE THE ODDS
is applicable, and is made by rolling two or more d20s. Assist: You can roll a single 1d20, with a target number of
1. The GM chooses the appropriate attribute + skill as your own Attribute + Skill. Any successes are added to
the target number. the main agent’s test successes, provided the main agent
2. The GM then sets a difficulty between 0 and 5. scores at least 1.
3. The player rolls their dice pool (2d20 + up to three Momentum: You can buy up to 3 additional dice.
additional d20s bought by spending Momentum, Threat: Add to Threat to buy up to 3 additional dice.
adding to Threat, or using Fortune). Fortune: Declare one of your d20s as a 1 instead of rolling
4. Each die that rolls equal to or less than the target it, equal to two successes automatically.
number scores a single success. Talents: Some talents can grant bonus d20s in specific
e. With an applicable focus, each die rolling circumstances depending on context.
equal to or less than the skill used scores two
successes.
OPPOSED TESTS
f. Each result of a natural 1 scores two successes. Active Agent Succeeds, Reactive Agent Fails: The active
g. Each result of 20 causes a complication agent’s test is successful.
5. If the number of successes scored equals or exceeds Active Agent Fails, Reactive Agent Succeeds: Only the
the test’s difficulty, the test is passed. Any successes reactive agent’s test is resolved.
in excess of the difficulty generate Momentum. Both Agents Fail: The active agent fails, but the reactive
6. The GM describes the outcome. The player may spend agent gains no additional benefit.
Momentum to improve a successful test further. Both Agents Succeed: Compare the total Momentum
Effects of any complications are then applied. generated on each skill test. The higher Momentum wins,
but achieves their goal with one less Momentum for each
Momentum their opponent scored. The loser loses and
Challenge Dice Result cannot spend any Momentum. In the case of a tie, the
active agent wins, but loses all the Momentum generated.
D6 RESULT CHALLENGE DICE RESULT
1 1
COMMON MOMENTUM USES
Buy bonus d20s on your next skill test. The first costs 1
2 2
Momentum, the second 2, and the third 3.
3 0 Buy : Purchase extra damage dice, 1 per Momentum, max 3.
Create Truth for an agent or the target of an action at a
4 0
cost of 2 points of Momentum.
5 1, plus Effect Obtain Information for each point of Momentum spent,
ask the GM a question.
6 1, plus Effect
Reduce Time taken to complete a test.
Achtung! Cthulhu Quick Reference Sheet

HEALING UP
Major Actions
You are a hardy hero of the Secret War and unless
Roll 1d20 using your Attribute + Skill
defeated, will usually recover all stress at the beginning of
combination. Successes are added to the
Assist assisted agent, providing they score at least a new scene provided enough time has passed. If you want
1 success. to heal someone, make a Reason + Medicine test at
difficulty of your choosing. If you pass, you heal X worth
Attack Attack an enemy or object. See Making Attacks.
of stress where X = difficulty of the test.
Cast Spellcasters can cast a spell, but must have
a spell taken the Prepare minor action beforehand. MAKING ATTACKS
Take a Will + Resilience test at difficulty 2 to 1. Declare the Attack: Choose your target and weapon.
Catch remove stress equal to your Resilience score,
Breath 2. Make a Skill Test.
or remove a weapon effect.
a. Melee: Opposed Agility + Fighting tests by
Issue a command to another character under attacker and target, each with a difficulty of 1.
Command your control. b. Ranged: Coordination + Fighting, difficulty of 1.
Take an appropriate skill test with a difficulty c. Mental: Will + Academia, opposed by the
Create of 2, to give yourself an advantage or hinder
Truth target’s Will + Resilience, each with a difficulty of 1.
the enemy. 3. If the skill test succeeds, the attack inflicts stress:
Hit the dirt to increase the difficulty of a. Roll Challenge Dice ( ).
Go Prone incoming ranged attacks b. Subtract Cover and any resistance values.
Pass You can choose not to attempt a major action. c. Inflict Stress: Add any resultant stress to the
target’s stress track and check for injuries.
Choose a major action as a reaction to a
d. If the target won an opposed melee test, they may
trigger you define. If the triggering event
Ready does not occur before the next round, the inflict stress on you or move within Close range.
action is lost.
Make an Agility + Athletics test with a difficulty INJURY CONDITIONS
Rush of 2, to move anywhere up to Long range. You suffer an injury if:
Take a Coordination + Medicine test at ?You suffer 5 or more stress from a single attack or
Stabilise difficulty 2 to prevent a character from dying. hazard after reduction for resistance.
You may make a single skill test, at the GM’s ?Your stress track is filled. If you already have a full
Skill test discretion. stress track, you take further stress.
?If two or more of these conditions occur at the same
time, you may suffer multiple injuries.

Minor Actions CONFLICT MOMENTUM SPENDS


Aim Re-roll 1d20 when you make an attack this turn.
Bonus Challenge Dice: Each Momentum spent adds +1
Pick up an item within Reach, or draw an to the pool, before the rest are rolled. (Cost: 1)
Draw Item item you are carrying.
Confidence: You gain +1 Morale (max. 4) until the start
You can move to any point within Medium
Move of your next turn (Cost: 1).
range, and can stand, or drop prone.
Ready yourself to set up a major action. Disarm: If within Reach, one weapon held by your target
Prepare Spellcasting requires this minor action. falls to the ground. (Cost: 2 Momentum if the target’s
weapon is held in one hand, or 3 Momentum if held in
two hands.
Knockdown: Your target is knocked prone (Cost: 2).
Attribute Bonuses
Minor Action: You may attempt one additional minor
ATTRIBUTE RATING BONUS CHALLENGE DICE
action during your turn (Cost: 1).
8 or lower – Secondary Target: An additional target within Reach of
9 +1 the primary target is also affected by the attack, suffering
the full effects of the attack (Cost: 2).
10 or 11 +2
12 or 13 +3 FORTUNE
14 or 15 +4 You start with 3 Fortune and it lets you: automatically roll a
1; re-roll all d20 or dice in your pool; take an additional
16 or higher +5
major action; or introduce a new truth to a scene.

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