AC! Single Pages Quick Reference Sheets V2
AC! Single Pages Quick Reference Sheets V2
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
With Focus
TN = 11
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
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.