Quick Reference#
Core Loop#
- Dice: d20 core; d6/8/10/12 for damage & clocks.
- Turns: Action + Move + Minor + Reaction.
- Actions: Attack, Cast/Use Tech, Dash, Disengage, Aim, Overwatch, Grapple/Shove, Use/Interact.
- Cover: Light +1, Medium +2, Heavy +4 (no crits through Heavy).
- Targets: must be seen/sensed unless area/tech/Relic effects say otherwise.
- Damage: apply Soak first, then HP.
- Crits: Nat 20 = double dice or weapon crit effect.
Saves#
- Vigor: poison, disease, radiation, fatigue.
- Agility: blast, traps, falling, area effects.
- Insight: fear, illusions, confusion, hacking feedback.
- Charm: social pressure, demagoguery, charm.
- Fortune: relic flux, cosmic mishaps.
Light & Vision#
- No/Dim/Normal/Bright: penalties in Dim/No light unless you have sensors/night‑eyes.
Healing & Dying#
- 0 HP: Dying 1 + Wounded 1.
- Stabilize: Medicine DC 12.
- Short Rest: spend Hit Die.
- Long Rest: restore all, reduce Wounded by 1.