Cortex Plus Hackers Guide Cheat Sheets

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CORTEX PLUS
Cheat Sheets
Cortex Plus™, Cortex Classic™, Cortex Plus Creator Studio™, Cortex Plus Community Created Content™, Margaret Weis
Productions Ltd., as well as any and all product names and logos are trademarks owned or licensed to Margaret Weis
Productions. Any and all art, character depictions, written content (including but not limited to novels, short stories, comic
or graphic novels, or anthologies) and/or intellectual property contained within works by Margaret Weis individually or in
collaboration with others is protected under the copyright laws of the United States of America. Any reproduction or
unauthorized use is prohibited without the express written permission of Margaret Weis or Margaret Weis Productions
Ltd.
CORTEX PLUS
Cheat Sheets
The Cortex Plus Hacker’s Guide features three full roleplaying games worth of mechanics, Traits, and inspiration, creating
one of the most robust pieces of work out there! But that’s a lot of information to contain and a lot of ground to cover.
The Cortex Plus Cheat Sheets is here to help! The cheat sheets cover each of the flavors of Cortex Plus – ACTION
ROLEPLAYING, DRAMATIC ROLEPLAYING, and FANTASY HEROIC ROLEPLAYINGand will prove invaluable as a reference for planning,
hacking, and playing your Cortex Plus games!
The Cortex Plus Hacker’s Guide is required to use this product.
Credits
Written & Designed by Tim Bannock for neuronphaser.com
Cover Art by Patrick E. Pullen
Changelog
8/12/2016Version 1
Not for resale. Permission granted to print or photocopy this document for personal use only. Cortex Plus Hacker's Guide Cheat Sheets & Companion
2
HOW TO USE THE CHEAT SHEETS
Table of Contents
How to Use the Cheat Sheets
Action Roleplaying Cheat Sheets
Dramatic Roleplaying Cheat Sheets
Fantasy Heroic Roleplaying Cheat Sheets
Fantasy Heroic Dice Pool Assembler
Head Shot! Cheat Sheets
The Cortex Plus Cheat Sheets contain cheat sheets in
both landscape and portrait oriented versions for each of
the three flavors of Cortex Plus Action, Dramatic, and
Fantasy Heroic as well as a Dice Pool Assembler sheet
for Fantasy Heroic and cheat sheets for neuronphasers
Zombie Apocalypse Hack for Cortex Plus Action
Roleplaying, HEAD SHOT! This last one is a bonus that
shows how to remix the information on the Action Cheat
Sheets to better work for a hack that features alternate
and optional rules as core rules.
Overall, the idea is that these sheets provide you with
tools you can use to make things easier on yourself, with
“you” being:
The Game Master who’s about to prepare a new
Cortex Plus one-shot, series, or campaign.
The Game Master already running a game using
one of the flavors of Cortex Plus without too
many tweaks to the core rules of whatever flavor
they use, but need some additional reference
material to keep the details straight.
The Player (Agent, Lead, Hero) that wants a
better grasp of the rules at their fingertips, so
they can make better use of their Plot Points and
other traits.
These sheets won’t replace the Cortex Plus Hacker’s
Guide, and they aren’t meant to. They serve as a useful
handout for new and advanced players alike, providing
plenty of reminders as to the mechanics of your Cortex
Plus flavor of choice. Game Masters may not use GM
screens, but if you do, these make great inserts or pages
to tape or staple to your otherwise unused GM screen of
choice. Still don’t like a screen? That’s fine, just print
these pages out and put ‘em in your binder or notebook,
or staple them together, or make paper airplanes out of
them. Doesn’t really matter to us, as long as you find it
worthwhile!
The Cheat Sheets compile all of the pertinent “at the
table” rules you need to run a game smoothly, written in
a comprehensive-yet-shorthand manner. You couldn’t
create characters or advance characters with these cheat
sheets, but you can look up the myriad of ways to earn
and spend Plot Points during play, or the intricacies of
Trouble and Doom Pools when you’ve just had your
players roll a bunch of 1s on their dice, or even create
Fantasy Heroic monsters and challenges pretty much on
the fly.
As a reminder, we’ve included Cheat Sheets for the hack
HEAD SHOT! A Zombie Apocalypse Hack for Cortex Plus
Action Roleplaying. This is a great example of taking the
Action Roleplaying Cheat Sheet and reformatting it to
include a hack’s unique rule mechanics and other call-
outs. Extract what you can from the cheat sheets and
repurpose the information for your own hacks and
you’ve just streamlined any rule-referencing at the game
table!
A NOTE ON PAGE NUMBERING
Youll notice the Table of Contents doesnt include page
numbers. We’ve taken great pains to bookmark the PDF
version of this release accurately so that navigation is
easy, but we’ve kept the individual cheat sheets
numbered in a manner that best represents their unique
nature: all of the Action Roleplaying Cheat Sheet pages
refer only to that flavor. This way, you can print what you
want and only what you want, and the page numbering
that appears on the print-out isnt confusing.
If you see issues, errata, or potential improvements,
please stop by the product page on DriveThruRPG or our
website at neuronphaser.com and drop us a line! We
truly appreciate your support and feedback.
GAME ON!
Not for resale. Permission granted to print or photocopy this document for personal use only. Action Roleplaying Cheat Sheet
1
ACTION ROLEPLAYING CHEAT
SHEET
D
IFFICULTY
D
IE
(
P
.
117)
Average
D6
Hard
D8
Very Hard
D10
ATTRIBUTES (P. 121)
Agility
Alertness
Intelligence
Strength
Vitality
Willpower
ROLES (P. 122)
Brains
Face
Muscle
Sneak
Tech
B
UILDING A
D
ICE
P
OOL
(
P
.
117,
132)
1.
Attribute Die
2. Role Die
3. Distinction: D8 or D4+Earn 1 PP
4. Specialty
5. Signature Asset
6. Any applicable Assets
GM’s opposition may add:
Difficulty Die
Any applicable Complications
BASIC ACTION (P. 117)
1. The defender Sets the Stakes (GM’s roll Difficulty Die +
opposition’s Traits)
2. Acting character rolls their dice in an attempt to Raise the
Stakes.
3. Total = highest 2 dice added together.
4. Compare Totals of both rolls.
Success AKA Raise the Stakes:
You get what you want! Narrate your success.
Extraordinary Success:
You raise the stakes by 5+: You get what you want and you
may step up an Asset or lose a Complication.
Failure (or simply “Fail”):
You don’t get what you want, but you aren’t actually in deeper
trouble unless you get a Complication.
PLOT POINTS (P. 119)
Spending Plot Points:
Include another die in your total.
Activate a Talent.
Create an Asset D6 for the scene (spend another PP to
make it last the entire Mission).
[OPTIONAL] Activate a Flourish Die.
Earning Plot Points:
When the GM would spend a PP, he instead hands it to
the Agent he’s acting against.
Whenever the GM activates one of your Complications.
Whenever you use a Distinction at D4.
Callbacks (p. 132)
Make a reference to some previous Mission on your
record and gain the benefits of having spent a PP without
having to spend one!
You can only callback to any single, specific Mission once
per session.
C
OMPLICATIONS
&
O
PPORTUNITIES
(
P
.
118)
Player rolls a 1: Complication!
The GM can hand you a PP and creates a Complication D6
(this can be stepped up for each 1 the player rolled w/o
paying extra PP)
If a Complication is stepped up past D12, you’re out of the
Scene!
Player voluntarily takes a Complication
An Agent may voluntarily take (or step up an existing)
Complication to avoid a debilitating setback as a consequence
of a roll, such as if the result of the roll would strike them
down, capture them, or otherwise defeat them.
GM rolls a 1: Opportunity!
Any player can spend a PP to activate it, stepping an
existing Complication back by one step (for each 1 rolled
w/o needing to spend extra PP)
Opportunities may be used to activate certain Talents.
R
ECOVERY
(
P
.
118)
Temporary Complications last until the end fo the Scene.
Long-term Complications last until recovered.
Recovery Rolls
1.
Agent or Supporting Character rolls to treat.
2. GM sets the stakes with Complication Die + Difficulty Die.
3. Compare Totals:
Success = the Complication is removed.
Fail = Complication is stepped back by one; wait
for another Scene to attempt recovery again.
Complications on Recovery Rolls
A 1 on a Success creates a new, possibly related
Complication!
A 1 on a Fail steps up the existing Complication!
Not for resale. Permission granted to print or photocopy this document for personal use only. Action Roleplaying Cheat Sheet
2
TIMED ACTIONS (P. 137)
GM sets the number of Beats and the number and type of
Actions necessary to complete the Timed Action.
Roll a series of Basic Actions as normal:
Success = costs 1 Beat
Extraordinary Success = costs no Beats
Fail = costs 2 Beats
Completing the Timed Action:
If you have Beats remaining, success! If you have zero Beats
remaining but have completed all Basic Actions, you must
choose between a clean getaway or achieving your objective.
Running Out of Time:
If you don’t complete the necessary actions and have run out
of Beats, you don’t complete your objective, or are caught in
the act.
Buying Time:
In between each fo the necessary Basic Actions, another Agent
may take a Basic Action of their own to try to buy time:
Success = give back 1 Beat
Extraordinary Success = give back 2 Beats
Fail = this Agent may no longer help out with the Timed
Action
[OPTION]
F
LASHBACKS
(
P
.
138)
Establishment Flashback
1. Triggered by someone else or not?
2. Triggered: Spend a PP, describe the flashback, and gain an
Asset D6 for the rest of the Scene.
3. Not triggered: Spend a PP, describe the flashback and
make an appropriate roll. On a success, you get an Asset
D6 for the rest of the Scene.
Wrap-Up Flashback
1. The Team’s leader (Mastermind or Brains) initiates the
Wrap-Up Flashback as the final Scene of the Mission.
2. Every agent besides the leader frams an Establishment
Flashback and makes an appropriate roll (as if it were not
triggered by someone else) to Set the Stakes. If the leader
offers any advice in framing the scene, add his Brains die.
3. GM rolls to Raise the Stakes vs. each Agent in turn.
Success = flashback fails to help out and the Agent
describes why. Fail = flashback adds an Asset D6 to the
leader’s final roll.
4. Leader describes the coup de grace, and the opposition
(usually the main villain) makes an appropriate roll to Set
the Stakes. The leader attempts to Raise the Stakes and
gets to use any Assets created by the other Agents.
Success = game over for the villain!
Fail = the Team still triumphs, but the villain gets
away (not unscathed!)
NOTICE ACTIONS (P. 135)
1. Roll Alertness + Role vs. 2D6
2. Success = Gain an Asset D6 based on what you notice for
this Scene (spend a PP to bank it for a later Scene)
ROLE ACTIONS (P. 135)
1.
Agent sets the stakes with Role + Attribute
2. GM rolls opposition’s dice
3. If the GM fails to Raise the Stakes, the Agent gains an
Asset D6 for that Scene (spend a PP to bank it for a later
Scene)
[OPTION]
F
LOURISHES
(
P
.
119)
For Players:
Extraordinary Success: Bank a flourish die equal to the
Difficulty Die (or the highest rolling die in the opposing dice
pool if there was no Difficulty Die).
For GMs:
Extraordinary Success: Remove an Agent’s Flourish Die of
equal or lesser size to the Difficulty Die (or the highest rolling
die if there was no Difficulty Die).
Using Flourish Dice:
Spend a PP to roll a Flourish Die and add it to your Total.
If it rolls a 1, you get the PP back and either add the 1 to
your Total and get a Complication or leave your Total as-is
and hold onto the Flourish Die for later.
[OPTION]
C
ONTESTED
A
CTIONS
(
P
.
136)
Complications that come up in Contested Actions last until the
end of the Contested Action (or longer).
Results:
As soon as one side fails to Raise the Stakes, that side is
Taken Out for the rest of the Scene.
If you get an Extraordinary Success when Raising the
Stakes at any point, you may immediately Take Out your
opponent for the rest of the Scene.
Giving Ground:
You can voluntarily end the Contested Action at any point
before it is resolved by taking a Complication (or stepping up
an existing one) that lasts until the end of the Scene.
Ganging Up:
1. +1 die of the highest sized Trait per additional opponent
to the dice pool
2. Each time the opposition Raises the Stakes, remove a die
(or 2 on an Extraordinary Success)
3. Each removed die is a character that has been Taken Out
(thus, this works against Agents, too!)
Not for resale. Permission granted to print or photocopy this document for personal use only. Action Roleplaying Cheat Sheet
1
ACTION ROLEPLAYING
CHEAT SHEET
D
IFFICULTY
D
IE
(
P
.
117)
Average
D6
Hard
D8
Very Hard
D10
ATTRIBUTES (P. 121)
Agility
Alertness
Intelligence
Strength
Vitality
Willpower
ROLES (P. 122)
Brains
Face
Muscle
Sneak
Tech
B
UILDING A
D
ICE
P
OOL
(
P
.
117,
132)
1.
Attribute Die
2. Role Die
3. Distinction: D8 or D4+Earn 1 PP
4. Specialty
5. Signature Asset
6. Any applicable Assets
GM’s opposition may add:
Difficulty Die
Any applicable Complications
BASIC ACTION (P. 117)
1. The defender Sets the Stakes (GM’s roll Difficulty
Die + opposition’s Traits)
2. Acting character rolls their dice in an attempt to
Raise the Stakes.
3. Total = highest 2 dice added together.
4. Compare Totals of both rolls.
Success AKA Raise the Stakes:
You get what you want! Narrate your success.
Extraordinary Success:
You raise the stakes by 5+: You get what you want
and you may step up an Asset or lose a Complication.
Failure (or simply “Fail”):
You don’t get what you want, but you aren’t actually
in deeper trouble unless you get a Complication.
P
LOT
P
OINTS
(
P
.
119)
Spending Plot Points:
Include another die in your total.
Activate a Talent.
Create an Asset D6 for the scene (spend another
PP to make it last the entire Mission).
[OPTIONAL] Activate a Flourish Die.
Earning Plot Points:
When the GM would spend a PP, he instead
hands it to the Agent he’s acting against.
Whenever the GM activates one of your
Complications.
Whenever you use a Distinction at D4.
Callbacks (p. 132)
Make a reference to some previous Mission on
your record and gain the benefits of having spent
a PP without having to spend one!
You can only callback to any single, specific
Mission once per session.
TIMED ACTIONS (P. 137)
GM sets the number of Beats and the number
and type of Actions necessary to complete the
Timed Action.
Roll a series of Basic Actions as normal:
Success = costs 1 Beat
Extraordinary Success = costs no Beats
Fail = costs 2 Beats
Completing the Timed Action:
If you have Beats remaining, success! If you have zero
Beats remaining but have completed all Basic Actions,
you must choose between a clean getaway or
achieving your objective.
Running Out of Time:
If you don’t complete the necessary actions and have
run out of Beats, you don’t complete your objective,
or are caught in the act.
Buying Time:
In between each fo the necessary Basic Actions,
another Agent may take a Basic Action of their own to
try to buy time:
Success = give back 1 Beat
Extraordinary Success = give back 2 Beats
Fail = this Agent may no longer help out with the
Timed Action
N
OTICE
A
CTIONS
(
P
.
135)
1. Roll Alertness + Role vs. 2D6
2. Success = Gain an Asset D6 based on what you
notice for this Scene (spend a PP to bank it for a
later Scene)
R
OLE
A
CTIONS
(
P
.
135)
1. Agent sets the stakes with Role + Attribute
2. GM rolls opposition’s dice
3. If the GM fails to Raise the Stakes, the Agent
gains an Asset D6 for that Scene (spend a PP to
bank it for a later Scene)
Not for resale. Permission granted to print or photocopy this document for personal use only. Action Roleplaying Cheat Sheet
2
COMPLICATIONS & OPPORTUNITIES (P. 118)
Player rolls a 1: Complication!
The GM can hand you a PP and creates a
Complication D6 (this can be stepped up for each
1 the player rolled w/o paying extra PP)
If a Complication is stepped up past D12, you’re
out of the Scene!
Player voluntarily takes a Complication
An Agent may voluntarily take (or step up an existing)
Complication to avoid a debilitating setback as a
consequence of a roll, such as if the result of the roll
would strike them down, capture them, or otherwise
defeat them.
GM rolls a 1: Opportunity!
Any player can spend a PP to activate it, stepping
an existing Complication back by one step (for
each 1 rolled w/o needing to spend extra PP)
Opportunities may be used to activate certain
Talents.
RECOVERY (P. 118)
Temporary Complications last until the end fo the
Scene.
Long-term Complications last until recovered.
Recovery Rolls
1. Agent or Supporting Character rolls to treat.
2. GM sets the stakes with Complication Die +
Difficulty Die.
3. Compare Totals:
Success = the Complication is removed.
Fail = Complication is stepped back by
one; wait for another Scene to attempt
recovery again.
Complications on Recovery Rolls
A 1 on a Success creates a new, possibly related
Complication!
A 1 on a Fail steps up the existing Complication!
[OPTION] FLOURISHES (P. 119)
For Players:
Extraordinary Success
: Bank a flourish die equal to
the Difficulty Die (or the highest rolling die in the
opposing dice pool if there was no Difficulty Die).
For GMs:
Extraordinary Success: Remove an Agent’s Flourish
Die of equal or lesser size to the Difficulty Die (or the
highest rolling die if there was no Difficulty Die).
Using Flourish Dice:
Spend a PP to roll a Flourish Die and add it to
your Total.
If it rolls a 1, you get the PP back and either add
the 1 to your Total and get a Complication or
leave your Total as-is and hold onto the Flourish
Die for later.
[OPTION]
C
ONTESTED
A
CTIONS
(
P
.
136)
Complications that come up in Contested Actions last
until the end of the Contested Action (or longer).
Results:
As soon as one side fails to Raise the Stakes, that
side is Taken Out for the rest of the Scene.
If you get an Extraordinary Success when Raising
the Stakes at any point, you may immediately
Take Out your opponent for the rest of the Scene.
Giving Ground:
You can voluntarily end the Contested Action at any
point before it is resolved by taking a Complication
(or stepping up an existing one) that lasts until the
end of the Scene.
Ganging Up:
1. +1 die of the highest sized Trait per additional
opponent to the dice pool
2. Each time the opposition Raises the Stakes,
remove a die (or 2 on an Extraordinary Success)
3. Each removed die is a character that has been
Taken Out (thus, this works against Agents, too!)
[OPTION]
F
LASHBACKS
(
P
.
138)
Establishment Flashback
1. Triggered by someone else or not?
2. Triggered: Spend a PP, describe the flashback,
and gain an Asset D6 for the rest of the Scene.
3. Not triggered: Spend a PP, describe the flashback
and make an appropriate roll. On a success, you
get an Asset D6 for the rest of the Scene.
Wrap-Up Flashback
1.
The Team’s leader (Mastermind or Brains) initiates
the Wrap-Up Flashback as the final Scene of the
Mission.
2. Every agent besides the leader frams an
Establishment Flashback and makes an
appropriate roll (as if it were not triggered by
someone else) to Set the Stakes. If the leader
offers any advice in framing the scene, add his
Brains die.
3. GM rolls to Raise the Stakes vs. each Agent in
turn. Success = flashback fails to help out and the
Agent describes why. Fail = flashback adds an
Asset D6 to the leader’s final roll.
4. Leader describes the coup de grace, and the
opposition (usually the main villain) makes an
appropriate roll to Set the Stakes. The leader
attempts to Raise the Stakes and gets to use any
Assets created by the other Agents.
Success = game over for the villain!
Fail = the Team still triumphs, but the
villain gets away (not unscathed!)
Not for resale. Permission granted to print or photocopy this document for personal use only. Dramatic Roleplaying Cheat Sheet
1
DRAMATIC ROLEPLAYING
CHEAT SHEET
B
UILDING A
D
ICE
P
OOL
(
P
.
171)
1. Value + Relationship
2. One appropriate Distinction OR Ability
3. Any and all appropriate Minor Assets
4. 1 or 2 dice from an appropriate Resource (if you use the
dice in your total, they are no longer available for the rest
of the session)
E
STABLISH A
R
ELATIONSHIP
:
If you don’t have a Relationship that fits the situation, establish
one at D4 or spend a PP to make it D6.
TEST (P. 175)
A Test is a single roll between a Lead and the GM.
1. Player assembles dice pool for their Lead, GM rolls Trouble
plus relevant Minor Assets and Resources.
2. Roll dice, Player and GM take their two highest dice, add
them together, and get their Totals.
3. Compare the Totals: if the Lead beats the GM it is a
success, if not it is a failure.
Success = the Lead gets what he wants.
Fail = the Lead does not get what he wants.*
*Some Tests may inflict Stress if the GM says so. On a failure,
the GM rerolls the dice for Stress, inflicting the die rating of the
highest-rolling die on that reroll as the Stress.
C
ONTEST
(
P
.
176)
A Contest is a series of Actions and Reactions between two
opposing characters.
1. The person initiating the Contest declares what they want
and builds a dice pool.
2. The target may Give In immediately (at no PP cost) or
announce their response and build a dice pool in
opposition.
3. Roll dice, Action vs. Reaction take their two highest dice,
add them together, and get their Totals.
4. Compare Totals to see if the Action or Reaction is higher.
Action is higher: Reroll dice and inflict highest
rolling die as Stress, and the Contest ends. If you
succeed by 5+, you also have the option of
Stressing Out your opponent.
Reaction is higher: The tables have turned!
Initiating character may Give In (costing them a
PP) or react, building a dice pool to beat this
new, higher Total.
5. Repeat until someone Gives In, is Stressed Out, or can’t
beat the new Total. Loser takes Stress and Contest ends.
See Giving In at the End of Your Rope, Aiding, and
Interfering for additional permutations.
G
IVING
I
N AT THE END OF
Y
OUR
R
OPE
(
P
.
176):
You run out of PP during a Contest in which you otherwise have
the opportunity to Give In.
Choose one:
If you see it to the end of a Contest (taking Stress or
becoming Stressed Out) and had no PP to spend on
Giving In, you receive a PP once the Contest is over for
soldiering on.
You can Give In without spending a PP by stepping back a
Relationship or Value by one for the rest of the session (if
it’s a D4, it is now off the table until the next session).
A
IDING
(
P
.
177):
You wish to provide help on an ally’s dice roll.
1. Build your pool and roll as normal.
2. Take the highest rolling die and give it to the person
you’re aiding.
3. If the side you Aid loses, you also take equal Stress.
I
NTERFERING
(
P
.
177)
You want to come between two characters, ending a conflict.
1. Spend a PP to Interfere.
2. Both of the original characters in the Contest have the
option to spend a PP each and immediately ignore you,
ending the attempt to Interfere. If they don’t choose to do
this…
3. Build a dice pool and beat the current high-roller in the
Contest.
4. Compare your Total vs. the high-rollers Total:
You succeed: Contest immediately ends; there is
no Stress dealt and no need to Give In.
You fail: Each person in the Contest inflicts
Stress on you, and then continues their Contest
uninterrupted.
M
INOR
A
SSETS
(AKA
U
SEFUL
D
ETAIL
,
P
.
165)
1.
Spend a PP to create a Minor Asset D6
2. D8 if created using a Distinction trigger.
3. Lasts for the Scene.
T
ROUBLE
P
OOL
(
P
.
173)
Start: 2D6
S
PENDING
T
ROUBLE
D
ICE
:
Add a Trouble Die to any dice pool for a Contest. That die
is gone after the Contest is resolved.
Include an equally-sized die in the Contest or Test total.
Create an equally-sized Minor Asset.
Add an equally-sized Trait to a Feature’s character sheet.
Activate Distinction triggers or Ability SFX of a Feature.
GROWTH POOL (P. 179)
Add an equal-sized die to Growth when you…
Challenge a Value or Relationship.
Have another character relieve your Stress.
Not for resale. Permission granted to print or photocopy this document for personal use only. Dramatic Roleplaying Cheat Sheet
2
C
OMPLICATIONS
(
P
.
172)
Any 1s on a dice roll don’t count toward the total.
GMs can buy a player’s Complication by handing them a
PP.
Players can buy a GM’s Complication by spending a PP.
GM
A
CTIVATES A
C
OMPLICATION
:
Choose one:
Step up one die in the Trouble Pool
Add a new die to the Trouble Pool equal to the die that
came up as a 1
Put a Minor Asset D6 into play
If multiple 1s came up on a player’s roll, the GM may stack any
single effect w/o paying additional PP.
P
LAYER
A
CTIVATES A
C
OMPLICATION
:
Choose one:
Remove a die from the Trouble Pool equal to the size of
the die that rolled a 1 (or smaller)
Remove a GM-created Minor Asset from play
Players must spend a PP for each Complication rolled that they
wish to activate.
STRESS (P. 177)
Standard 5: Afraid, Angry, Exhausted, Injured, and
Insecure.
Opponents may add your Stress die to their dice pool
when appropriate.
DETERMINING STRESS:
1. The victor in a Test/Contest rerolls their dice pool,
inflicting appropriate Stress equal to the highest-rolling
die size.
2. If a character already has that type of Stress:
If new die size is bigger, step it up to that die
size.
If new die size is equal or less, step the Stress up
by one.
S
TRESSED
O
UT
(
P
.
178)
You’re out of the Scene if either of these occur:
Your Stress die is stepped up past D12.
Your Total is beat by 5+ during a Contest.
STRESS RECOVERY (P. 179)
Reduced by one step at the end of each session.
You may attempt Stress Relief on someone else.
STRESS RELIEF:
1. Test vs. all of the target’s Stress dice.
2. Compare Totals:
a. Success = Stress is eliminated, and the target
(Stressed character) receives a die equal to the
eliminated Stress die in their Growth Pool.
Fail = Stress stays the same.
P
LOT
P
OINTS
(
P
.
173)
EARNING PLOT POINTS:
Suffer a Complication.
Activate an Earn Distinction Trigger.
Shutdown an ability when you encounter its Limit.
Payback at the end of a Scene (when other Leads spend
PP against you, you get these PP at the end of the Scene).
S
PENDING
P
LOT
P
OINTS
:
Add dice from additional Traits to your dice pool.
Include more dice in your total.
Create a Minor Asset D6.
Create and define a Relationship D6 (it steps back to D4 at
the end of the Scene).
Activate Distinction triggers or Ability SFX.
Activate a GM Complication (see Player Activates a
Complication).
Call on another Lead’s Resource at D6 (such Resource dice
are spent if used in the total).
Give In during a Contest (this is free if you never picked up
dice for the Contest).
Interfere in a Contest, or ignore someone else’s
Interference (both parties in a Contest must spend a PP to
ignore Interference).
C
HALLENGING
D
RIVES
(
P
.
161)
1. Triple that Drive’s dice value (Example: a D8 becomes 3D8)
2. Add a die of that size to your Growth Pool (Example: a D8)
3. At the end of the Scene, step back the Drive by one for the
rest of the session (Example: D8 D6). Challenging a
Drive D4 takes it off the table for the rest of the session.
L
IMITS
(
P
.
164)
Triple the die of whatever Trait represents the Limit when
using it against the character.
Spend a PP to Shutdown an Ability when the Limit is
present (the victim may do this themselves in order to
avoid #1).
GEAR:
This Limit never gets triple dice against it, but can be
Shutdown if disabled, stolen, broken, or lost.
R
ESOURCES
(
P
.
165)
Aid: Determine your roll’s result, then add the Resource
dice. The number of dice added are expended form that
Resource until the next session (for all people with that
Resource!).
Buy Someone Else’s Resource: If you don’t have a
Resource on your sheet, spend a PP to access another
Lead’s Resource at D6. Dice are expended in the same way
as above.
Not for resale. Permission granted to print or photocopy this document for personal use only. Dramatic Roleplaying Cheat Sheet
1
DRAMATIC ROLEPLAYING
CHEAT SHEET
B
UILDING A
D
ICE
P
OOL
(
P
.
171)
1. Value + Relationship
2. One appropriate Distinction OR Ability
3. Any and all appropriate Minor Assets
4. 1 or 2 dice from an appropriate Resource (if you
use the dice in your total, they are no longer
available for the rest of the session)
ESTABLISH A RELATIONSHIP:
If you don’t have a Relationship that fits the situation,
establish one at D4 or spend a PP to make it D6.
COMPLICATIONS (P. 172)
Any 1s on a dice roll don’t count toward the total.
GMs can buy a player’s Complication by handing
them a PP.
Players can buy a GM’s Complication by spending
a PP.
GM
A
CTIVATES A
C
OMPLICATION
:
Choose one:
Step up one die in the Trouble Pool
Add a new die to the Trouble Pool equal to the
die that came up as a 1
Put a Minor Asset D6 into play
If multiple 1s came up on a player’s roll, the GM may
stack any single effect w/o paying additional PP.
P
LAYER
A
CTIVATES A
C
OMPLICATION
:
Choose one:
Remove a die from the Trouble Pool equal to the
size of the die that rolled a 1 (or smaller)
Remove a GM-created Minor Asset from play
Players must spend a PP for each Complication rolled
that they wish to activate.
TROUBLE POOL (P. 173)
Start: 2D6
SPENDING TROUBLE DICE:
Add a Trouble Die to any dice pool for a Contest.
That die is gone after the Contest is resolved.
Include an equally-sized die in the Contest or Test
total.
Create an equally-sized Minor Asset.
Add an equally-sized Trait to a Feature’s
character sheet.
Activate Distinction triggers or Ability SFX of a
Feature.
P
LOT
P
OINTS
(
P
.
173)
E
ARNING
P
LOT
P
OINTS
:
Suffer a Complication.
Activate an Earn Distinction Trigger.
Shutdown an ability when you encounter its Limit.
Payback at the end of a Scene (when other Leads
spend PP against you, you get these PP at the
end of the Scene).
S
PENDING
P
LOT
P
OINTS
:
Add dice from additional Traits to your dice pool.
Include more dice in your total.
Create a Minor Asset D6.
Create and define a Relationship D6 (it steps back
to D4 at the end of the Scene).
Activate Distinction triggers or Ability SFX.
Activate a GM Complication (see Player Activates
a Complication).
Call on another Lead’s Resource at D6 (such
Resource dice are spent if used in the total).
Give In during a Contest (this is free if you never
picked up dice for the Contest).
Interfere in a Contest, or ignore someone else’s
Interference (both parties in a Contest must
spend a PP to ignore Interference).
CHALLENGING DRIVES (P. 161)
1. Triple that Drive’s dice value (Example: a D8
becomes 3D8)
2. Add a die of that size to your Growth Pool
(Example: a D8)
3. At the end of the Scene, step back the Drive by
one for the rest of the session (Example: D8
D6). Challenging a Drive D4 takes it off the table
for the rest of the session.
G
ROWTH
P
OOL
(
P
.
179)
Add an equal-sized die to Growth when you…
Challenge a Value or Relationship.
Have another character relieve your Stress.
L
IMITS
(
P
.
164)
Triple the die of whatever Trait represents the
Limit when using it against the character.
Spend a PP to Shutdown an Ability when the
Limit is present (the victim may do this
themselves in order to avoid #1).
G
EAR
:
This Limit never gets triple dice against it, but can be
Shutdown if disabled, stolen, broken, or lost.
R
ESOURCES
(
P
.
165)
Aid: Determine your roll’s result, then add the
Resource dice. The number of dice added are
expended form that Resource until the next
session (for all people with that Resource!).
Buy Someone Else’s Resource: If you don’t have
a Resource on your sheet, spend a PP to access
another Lead’s Resource at D6. Dice are
expended in the same way as above.
M
INOR
A
SSETS
(AKA
U
SEFUL
D
ETAIL
,
P
.
165)
1.
Spend a PP to create a Minor Asset D6
2. D8 if created using a Distinction trigger.
3. Lasts for the Scene.
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2
CONTEST (P. 176)
A Contest is a series of Actions and Reactions between
two opposing characters.
1. The person initiating the Contest declares what
they want and builds a dice pool.
2. The target may Give In immediately (at no PP
cost) or announce their response and build a dice
pool in opposition.
3. Roll dice, Action vs. Reaction take their two
highest dice, add them together, and get their
Totals.
4. Compare Totals to see if the Action or Reaction is
higher.
Action is higher: Reroll dice and inflict
highest rolling die as Stress, and the
Contest ends. If you succeed by 5+, you
also have the option of Stressing Out
your opponent.
Reaction is higher: The tables have
turned! Initiating character may Give In
(costing them a PP) or react, building a
dice pool to beat this new, higher Total.
5. Repeat until someone Gives In, is Stressed Out, or
can’t beat the new Total. Loser takes Stress and
Contest ends.
See Giving In at the End of Your Rope, Aiding, and
Interfering for additional permutations.
S
TRESS
R
ECOVERY
(
P
.
179)
Reduced by one step at the end of each session.
You may attempt Stress Relief on someone else.
S
TRESS
R
ELIEF
:
1. Test vs. all of the target’s Stress dice.
2. Compare Totals:
Success = Stress is eliminated, and the
target (Stressed character) receives a die
equal to the eliminated Stress die in
their Growth Pool.
Fail = Stress stays the same.
TEST (P. 175)
A Test is a single roll between a Lead and the GM.
1. Player assembles dice pool for their Lead, GM
rolls Trouble plus relevant Minor Assets and
Resources.
2. Roll dice, Player and GM take their two highest
dice, add them together, and get their Totals.
3. Compare the Totals: if the Lead beats the GM it is
a success, if not it is a failure.
Success = the Lead gets what he wants.
Fail = the Lead does not get what he
wants.*
*Some Tests may inflict Stress if the GM says so. On a
failure, the GM rerolls the dice for Stress, inflicting the
die rating of the highest-rolling die on that reroll as
the Stress.
STRESS (P. 177)
Standard 5: Afraid, Angry, Exhausted, Injured, and
Insecure.
Opponents may add your Stress die to their dice
pool when appropriate.
DETERMINING STRESS:
1.
The victor in a Test/Contest rerolls their dice pool,
inflicting appropriate Stress equal to the highest-
rolling die size.
2. If a character already has that type of Stress:
If new die size is bigger, step it up to
that die size.
If new die size is equal or less, step the
Stress up by one.
S
TRESSED
O
UT
(
P
.
178)
You’re out of the Scene if either of these occur:
Your Stress die is stepped up past D12.
Your Total is beat by 5+ during a Contest.
G
IVING
I
N AT THE END OF
Y
OUR
R
OPE
(
P
.
176):
You run out of PP during a Contest in which you
otherwise have the opportunity to Give In.
Choose one:
If you see it to the end of a Contest (taking Stress
or becoming Stressed Out) and had no PP to
spend on Giving In, you receive a PP once the
Contest is over for soldiering on.
You can Give In without spending a PP by
stepping back a Relationship or Value by one for
the rest of the session (if it’s a D4, it is now off the
table until the next session).
A
IDING
(
P
.
177):
You wish to provide help on an ally’s dice roll.
1. Build your pool and roll as normal.
2. Take the highest rolling die and give it to the
person you’re aiding.
3. If the side you Aid loses, you also take equal
Stress.
INTERFERING (P. 177)
You want to come between two characters, ending a
conflict.
1. Spend a PP to Interfere.
2. Both of the original characters in the Contest
have the option to spend a PP each and
immediately ignore you, ending the attempt to
Interfere. If they don’t choose to do this…
3. Build a dice pool and beat the current high-roller
in the Contest.
4. Compare your Total vs. the high-rollers Total:
You succeed: Contest immediately ends;
there is no Stress dealt and no need to
Give In.
You fail: Each person in the Contest
inflicts Stress on you, and then continues
their Contest uninterrupted.
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1
FANTASY HEROIC ROLEPLAYING
CHEAT SHEET
C
ORE
M
ECHANIC
(
P
.
193)
1. Described what you want to do.
2. Assemble your dice pool and roll ‘em!
3. Set aside and ignore 1s (Opportunities).
4. Pick 2 remaining dice, add them to get your Total.
5. Pick 1 more remaining die as the Effect Die
If no dice remain, Effect Die is D4
6. Spend any PP to…
…inflict Stress
…inflict a Complication
…create an Asset
7. Opponent rolls reaction or GM rolls Doom Pool.
8. Compare rolls to get result:
Action is higher: Success!
Reaction is higher: Fail, and opposition may
Counterattack.
9. Opposing party may activate Opportunities:
GMs activate Player Opportunities to add dice to
the Doom Pool.
Players activate GM Opportunities for
stunts/resources in their next action or reaction
roll.
EXTRAORDINARY SUCCESS (P. 194)
If a total beats the opposition’s total by 5+, the Effect Die is
stepped up by one.
If it is stepped up past D12, you may add an additional Effect
Die from your unused dice for every difference in 5 in the total.
If you don’t have any more dice, you can add an additional D4
Effect Die if you want.
B
UILDING A
D
ICE
P
OOL
(
P
.
193)
Roll one applicable die from each of the Categories:
1. Distinction
2. Background Power Set
3. Class Power Set
4. Specialty
Add an applicable die from each of the following Traits:
Opponent’s Stress die
Opponent’s Complication die
A stunt, resource OR asset
MY CATEGORIES DONT FIT!
If you can’t justify using a die from one of your Categories, just
roll a D6, but you cannot use any other ability of that Category,
such as
SFX or Limits for Power Sets
Cannot earn PPs for Distinctions
No splitting of dice from Specialties
EARNING PLOT POINTS (P. 194)
Use a Distinction at a D4.
The GM activates your Opportunities to add dice to the
Doom Pool.
Invoking a limit from a Power Set that grants PP.
S
PENDING
P
LOT
P
OINTS
(
P
.
194)
B
EFORE YOU ROLL
Add an extra die from a category you’re already using.
Create a Stunt D8 based on one of your Power Sets or
Specialties (D6 if you can’t justify it).
Activate an SFX that requires PP.
AFTER YOU ROLL
Add another die to your total.
Add another Effect Die. Note that you can’t inflict Stress
on a target multiple times on the same roll.
Activate an SFX that requires PP.
Activate an opponent’s Opportunity to create a D10 Stunt
for your next roll (D8 if you can’t justify it as part of a
Power Set or Specialty).
Activate an opponent’s Opportunity to create a Resource
based on one of your Specialties which is stepped up and
lasts until the end of the current Scene.
If you make a successful reaction,you’re your opponent
rolled an Opportunity, you may counterattack.
D
URING
E
XPLORATION AND
S
OCIAL
S
CENES
Create Resources.
Extend the duration of a Resource or Asset.
C
OMPLICATIONS
(
P
.
195)
Opponents may use Complication die in rolls against you.
If Complication is stepped up past D12, you cannot act for
the rest of the Scene.
STUNTS (P. 195)
Based on Power Sets or Specialties.
Helps you for a single dice roll.
A
SSETS
(
P
.
195)
Created via an Effect Die as part of an action.
Last until the end of the Scene.
Spend a PP to make it last to the end of the next Scene.
R
ESOURCES
(
P
.
206)
Based on a Specialty.
Created during a Social or Exploration Scene.
Can be created during a combat by activating an
opponent’s Opportunity.
Spend a PP to create a Resource; it has the die rating of
the Specialty (Expert D6, Master D8).
Lasts until the end of the Scene.
Spend a PP to make it last to the end of the next Scene.
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2
COUNTERATTACK (P. 194)
If your reaction roll beats your opposition’s action, and they
rolled an Opportunity:
1. Spend a PP to activate your opponent’s Opportunity.
2. Use your Effect Die to…
Inflict Stress
Inflict a Complication
Create an Asset
P
OWER
S
ET
L
IMITS
(
P
.
198)
Limits turn a Power into a detriment, or cause it to Shutdown
completely.
Player may invoke a Limit to earn a PP.
GM may invoke a Limit by spending a Doom die.
Can be invoked at any time, even after rolling a Dice Pool.
S
PECIALTIES
(
P
.
205)
Expert D8, or split into 2D6.
Master D10, or split into 2D8 or 3D6.
SPECIALTY LIST
Acrobatics
Crafting
Diplomacy
Healing
Intimidation
Lore
Melee Combat
Merchantry
Mystic
Performance
Ranged Combat
Riding
Scouting
Skullduggery
S
TRESS
(
P
.
194)
Physical, Mental, and Social
Opponents may use Stress die in rolls against you.
If Stress is stepped up past D12, you are Stressed Out: you
cannot act for the rest of the Scene, and you gain the
appropriate type of Trauma D6 or step up existing Trauma
by one (Physical, Mental, Social).
If Trauma is stepped up past D12, you are out of the game
( killed, comatose, catatonic, etc.).
[OPTIONAL]:
S
LEEP
H
ERE
?
A
RE
Y
OU
C
RAZY
?
(
P
.
224)
Choose one option
:
A full rest resets the Dom Pool to what it was at the
beginning of the Quest.
A full rest allows Recovery from Trauma in the middle of a
session, rather than between Quests.
RECOVERY (P. 195)
Roll to recover your own or another’s Stress as an action during
Exploration or Social Scenes.
1. Assemble your dice pool; if recovering your own Stress,
you must include Stamina in your dice pool, and if
recovering another’s Stress, you must include Healing or a
similar Specialty.
2. The GM opposes with the Doom Pool plus the Stress die.
3. Compare results:
Effect Die is Stress die: the Stress is eliminated.
Effect Die is < Stress die: the Stress is stepped
back by one (or removed it is a D4).
Fail! No change and the GM may spend a Doom
die to step up the Stress, or inflict a related
Complication for the next Scene.
R
ECOVERING
T
RAUMA
Trauma steps back by one between Quests automatically. It
can otherwise only be affected by SFX and other specially
noted abilities.
T
ARGETING
T
RAITS
(
P
.
216)
You can target traits to reduce or remove them, such as Assets,
Complications, Gear, and Powers.
1. Roll vs. Doom Pool + Trait die (if the opposition is active,
replace Doom Pool with opposition’s Dice Pool and add
the Trait die).
2. Success!
Effect Die is Trait die: the Trait is removed from
play.
Effect Die is < Trait die: step back the Trait by
one.
HARDENED TRAITS
Some Traits are tougher to destroy at the GM’s discretion. In
those instances, if the Effect Die < Trait, nothing happens. If
the Effect Die ≥ Trait, step it back by one.
REPAIR OR STRENGTHEN
Repairing or reinforcing a Trait uses the same operation, but
on a success, if the Effect Die > Trait, replace the rating of the
Trait with the Effect Die. If the Effect Die is Trait, step the
Trait up by one. In either case, consider renaming it to reflect
the improvement.
S
HUTDOWN A
T
RAIT
If a destroyed Trait is on a character sheet (or “datafile”), it is
no longer useable for the rest of the Scene.
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3
EXPLORATION SCENES (P. 219)
Stress automatically steps back by one.
Each Hero can take one action:
Roll to recover yours or another’s Stress.
Make an Exploration-based Resource by spending a PP.
Roll to search for Magic Items, or to create an Asset.
Roll to explore.
ENVIRONMENTAL DISTINCTIONS
1 to 3 location-based Distinctions (D8/D4) usable by GM
to add to Doom Pool on any appropriate exploration rolls.
Use at D4 to help build the Doom Pool.
S
EARCH
R
OLL
(
P
.
211)
Roll to search for loot that creates an Exploration-based Asset,
and upgrade it to a magic item with XP.
1. Roll vs. Doom Pool + Environmental Distinctions
2. Success! Create an Asset out of found loot.
Spend XP to turn into a magic item (XP cost =
Asset die rating)
Spend PP to extend an Asset over multiple
Scenes in order to build up the XP to upgrade it.
EXPLORATION ROLL (P. 220)
A Hero must take the lead and make an Exploration roll to
resolve an Exploration Scene.
1. Roll vs. Doom Pool + Environmental Distinctions.
2. Result:
Success! The party progresses and the Effect Die
can be used to create an Asset for the next
Scene.
Fail! The party is setn to any Scene the GM
desires and the GM’s Effect Die can be used to
inflict Stress or a Complication or to add trouble
to a Scene.
S
OCIAL
S
CENES
(
P
.
224)
Stress automatically steps back by one.
Each Hero can take one action (unless it is a Social conflict, in
which case it works like a Combat Scene):
Roll to recover yours or another’s Stress.
Make a Social-based Resource by spending a PP.
Roll to recruit an ally Asset or Hireling.
S
OCIAL
C
ONFLICTS
Social conflict Scenes play out exactly like Combat Scenes, and
may include Scene Assets and Complications as well.
INITIATIVE FOR COMBAT SCENES (P. 222)
1. GM chooses who acts first based on the narrative.
2. After that character goes, the player or GM controlling
that character chooses who goes next.
3. Continue until everyone has gone once.
4. Last person to go may choose who starts the next round
(including themselves!).
The GM may spend Doom dice to interrupt the order at any
time! See Using Doom Dice.
COMBAT SCENES TRAITS (P. 222)
The GM may create any number of Scene Traits at the beginning
of combat, at any die value, for free.
SCENE ASSETS
Can be used by anyone when it makes sense.
If used in an action’s dice pool, the same Scene Trait
cannot be used in a reaction Dice Pool.
Can be targeted.
SCENE COMPLICATIONS
Specifically detrimental to the Heroes.
Cost dice from the Doom Pool to create once the Scene
begins. Costs a Doom die of equal size to the
Complication’s rating.
Can be targeted.
A
DDING
N
EW
T
HREATS
Threats are monsters, traps, tricks, and persistent Complications
that crop up in the midst of an existing Combat Scene
(sometimes Exploration or Social Scenes as well).
Method #1: Pre-planned Scenes explain how to add new
threats and at what cost to the GM in Doom dice.
Method #2: Spend a Doom die equal to the threat’s Level die.
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4
DOOM POOL (P. 217)
Starting: 2D6
Spending a D12 earns each affected Hero 1 XP for each D12
spent.
ADDING OR UPGRADING DOOM DICE
Hero Opportunities: Each Opportunity can be activated
by the GM. Hand over a PP per individual unique effect:
add a die to the Doom Pool or step up the lowest die in
the Doom Pool.
GMC Distinctions: When a GMC uses a Distinction D4,
add a D6 to Doo or step up the lowest die.
GMC Actions: A GMC may use an action to increase the
Doom Pool, adding their Effect Die to Doom (a Hero may
oppose this).
GMC Limits: Some Limits may add to or alter a Doom die.
T
HREATS ON THE
F
LY
(
P
.
233,
237)
M
INION
D4
: 1-2 Distinctions, 2-3 Powers that don’t
exceed D6 with 1-2 SFX and 1 Limit, 1-2 Expert Specialties.
STANDARD D6: 2 Distinctions, 3-4 Powers up to D8 with
1-3 SFX and 1 Limit, 1-2 Expert Specialties.
ELITE D8: 2-3 Distinctions, 4-5 Powers up to D10 with 2-
4 dangerous SFX and 1-2 Limits, 2-3 Specialties with one
at Master.
BOSS D10: 3 Distinctions, 5-7 Powers up to D12 with 3-4
SFX and 1-2 Limits, 3-5 Expert and Master Specialties.
EPIC D12: 3 Distinctions, 6-9 Powers at D12 and many
SFX with 1-2 Limits, many Specialties (which can break the
rules and go up to D12!).
M
OBS
(
P
.
235)
Typically 3DX to 6DX
Limit: Mob Cohesion. Defeat [THREAT NAME] Level dice
(with DX Stress) to reduce [THREAT NAME]. Each Level die
may be treated as a separate target for Area Attack SFX.
L
ARGE
S
CALE
T
HREATS OR
LST
S
(
P
.
235)
Typically 2DX to 6DX (X is usually Elite D8 or better).
Limit: Large Scale Threat. Defeat a [THREAT NAME] Level
die for each DX Stress Effect Die applied to [THREAT
NAME].
Optional SFX: Shake It Off. Remove one Level die from
[THREAT NAME] to remove a Complication rated D12 or
less affecting it.
USING DOOM DICE
B
EFORE ROLLING
:
Add one or more dice to a dice pool (cannot be used on
Reactions).
Activate a GM threat SFX that requires a Doom die.
A
FTER ROLLING
:
Add an extra die into the total. This costs a Doom die of
equal or greater size.
Add an extra Effect Die. This costs a Doom die of equal or
greater size.
Counterattack on a successful reaction, using the Effect
Die to inflict Stress or a Complication, or to create an
Asset. This costs any size Doom die.
Activate a GM threat SFX that requires a Doom die.
AT OTHER TIMES:
Split the party. Costs one Doom die per Hero to be split
off.
Interrupt the action order. Costs one Doom die of any size
(unless a Hero has Reflexes, in which cae the Doom die
has to be equal or greater than the Reflexes die rating).
Activate a Hero’s Limit, though the player may choose to
take a PP and Shutdown the power instead.
End a Scene, narrating as you choose. Costs 2D12.
Introduce a new threat to the Scene.
Add trouble to a Scene.
Add a Scene Complication to the Scene.
Recover Stress on a GMC during a Social Scene.
Make a Hero’s Complication persistent, lasting until they
deal with it. Costs a Doom die equal or less than the
Complication.
RECOVERY FOR MONSTERS & GMCS (P. 236)
Monsters and GMCs may only recover between Scenes, unless
they have an SFX that allows recovery during a Scene.
Stress: Remove it by spending a Doom die Stress die;
step it down if Doom Die < Stress die.
Trauma: Once all Stress is recovered, Trauma can be
stepped down by spending any sized Doom die.
Mobs & LSTs: Recover one Level die by spending a Doom
die Level die.
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1
FANTASY HEROIC ROLEPLAYING
CHEAT SHEET
C
ORE
M
ECHANIC
(
P
.
193)
1. Described what you want to do.
2. Assemble your dice pool and roll ‘em!
3. Set aside and ignore 1s (Opportunities).
4. Pick 2 remaining dice, add them to get your Total.
5. Pick 1 more remaining die as the Effect Die
If no dice remain, Effect Die is D4
6. Spend any PP to…
…inflict Stress
…inflict a Complication
…create an Asset
7. Opponent rolls reaction or GM rolls Doom Pool.
8. Compare rolls to get result:
Action is higher: Success!
Reaction is higher: Fail, and opposition
may Counterattack.
9. Opposing party may activate Opportunities:
GMs activate Player Opportunities to
add dice to the Doom Pool.
Players activate GM Opportunities for
stunts/resources in their next action or
reaction roll.
EXTRAORDINARY SUCCESS (P. 194)
If a total beats the opposition’s total by 5+, the Effect
Die is stepped up by one.
If it is stepped up past D12, you may add an
additional Effect Die from your unused dice for every
difference in 5 in the total. If you don’t have any more
dice, you can add an additional D4 Effect Die if you
want.
BUILDING A DICE POOL (P. 193)
Roll one applicable die from each of the Categories:
1. Distinction
2. Background Power Set
3. Class Power Set
4. Specialty
Add an applicable die from each of the following
Traits:
Opponent’s Stress die
Opponent’s Complication die
A stunt, resource OR asset
MY CATEGORIES DONT FIT!
If you can’t justify using a die from one of your
Categories, just roll a D6, but you cannot use any
other ability of that Category, such as
SFX or Limits for Power Sets
Cannot earn PPs for Distinctions
No splitting of dice from Specialties
S
TUNTS
(
P
.
195)
Based on Power Sets or Specialties.
Helps you for a single dice roll.
A
SSETS
(
P
.
195)
Created via an Effect Die as part of an action.
Last until the end of the Scene.
Spend a PP to make it last to the end of the next
Scene.
R
ESOURCES
(
P
.
206)
Based on a Specialty.
Created during a Social or Exploration Scene.
Can be created during a combat by activating an
opponent’s Opportunity.
Spend a PP to create a Resource; it has the die
rating of the Specialty (Expert D6, Master D8).
Lasts until the end of the Scene.
Spend a PP to make it last to the end of the next
Scene.
EARNING PLOT POINTS (P. 194)
Use a Distinction at a D4.
The GM activates your Opportunities to add dice
to the Doom Pool.
Invoking a limit from a Power Set that grants PP.
S
PENDING
P
LOT
P
OINTS
(
P
.
194)
B
EFORE YOU ROLL
Add an extra die from a category you’re already
using.
Create a Stunt D8 based on one of your Power
Sets or Specialties (D6 if you can’t justify it).
Activate an SFX that requires PP.
AFTER YOU ROLL
Add another die to your total.
Add another Effect Die. Note that you can’t inflict
Stress on a target multiple times on the same roll.
Activate an SFX that requires PP.
Activate an opponent’s Opportunity to create a
D10 Stunt for your next roll (D8 if you can’t justify
it as part of a Power Set or Specialty).
Activate an opponent’s Opportunity to create a
Resource based on one of your Specialties which
is stepped up and lasts until the end of the
current Scene.
If you make a successful reaction,you’re your
opponent rolled an Opportunity, you may
counterattack.
D
URING
E
XPLORATION AND
S
OCIAL
S
CENES
Create Resources.
Extend the duration of a Resource or Asset.
Not for resale. Permission granted to print or photocopy this document for personal use only. Fantasy Heroic Roleplaying Cheat Sheet
2
COUNTERATTACK (P. 194)
If your reaction roll beats your opposition’s action, and
they rolled an Opportunity:
1. Spend a PP to activate your opponent’s
Opportunity.
2. Use your Effect Die to…
Inflict Stress
Inflict a Complication
Create an Asset
C
OMPLICATIONS
(
P
.
195)
Opponents may use Complication die in rolls
against you.
If Complication is stepped up past D12, you
cannot act for the rest of the Scene.
P
OWER
S
ET
L
IMITS
(
P
.
198)
Limits turn a Power into a detriment, or cause it to
Shutdown completely.
Player may invoke a Limit to earn a PP.
GM may invoke a Limit by spending a Doom die.
Can be invoked at any time, even after rolling a
Dice Pool.
S
PECIALTIES
(
P
.
205)
Expert D8, or split into 2D6.
Master D10, or split into 2D8 or 3D6.
SPECIALTY LIST
Acrobatics
Crafting
Diplomacy
Healing
Intimidation
Lore
Melee Combat
Merchantry
Mystic
Performance
Ranged Combat
Riding
Scouting
Skullduggery
STRESS (P. 194)
Physical, Mental, and Social
Opponents may use Stress die in rolls against
you.
If Stress is stepped up past D12, you are Stressed
Out: you cannot act for the rest of the Scene, and
you gain the appropriate type of Trauma D6 or
step up existing Trauma by one (Physical, Mental,
Social).
If Trauma is stepped up past D12, you are out of
the game ( killed, comatose, catatonic, etc.).
R
ECOVERY
(
P
.
195)
Roll to recover your own or another’s Stress as an
action during Exploration or Social Scenes.
1. Assemble your dice pool; if recovering your own
Stress, you must include Stamina in your dice
pool, and if recovering another’s Stress, you must
include Healing or a similar Specialty.
2. The GM opposes with the Doom Pool plus the
Stress die.
3. Compare results:
Effect Die is Stress die: the Stress is
eliminated.
Effect Die is < Stress die: the Stress is
stepped back by one (or removed it is a
D4).
Fail! No change and the GM may spend
a Doom die to step up the Stress, or
inflict a related Complication for the
next Scene.
RECOVERING TRAUMA
Trauma steps back by one between Quests
automatically. It can otherwise only be affected by SFX
and other specially noted abilities.
TARGETING TRAITS (P. 216)
You can target traits to reduce or remove them, such as
Assets, Complications, Gear, and Powers.
1. Roll vs. Doom Pool + Trait die (if the opposition is
active, replace Doom Pool with opposition’s Dice
Pool and add the Trait die).
2. Success!
Effect Die is Trait die: the Trait is
removed from play.
Effect Die is < Trait die: step back the
Trait by one.
HARDENED TRAITS
Some Traits are tougher to destroy at the GM’s
discretion. In those instances, if the Effect Die < Trait,
nothing happens. If the Effect Die ≥ Trait, step it back
by one.
R
EPAIR OR
S
TRENGTHEN
Repairing or reinforcing a Trait uses the same
operation, but on a success, if the Effect Die > Trait,
replace the rating of the Trait with the Effect Die. If the
Effect Die is Trait, step the Trait up by one. In either
case, consider renaming it to reflect the improvement.
S
HUTDOWN A
T
RAIT
If a destroyed Trait is on a character sheet (or
“datafile”), it is no longer useable for the rest of the
Scene.
Not for resale. Permission granted to print or photocopy this document for personal use only. Fantasy Heroic Roleplaying Cheat Sheet
3
EXPLORATION SCENES (P. 219)
Stress automatically steps back by one.
Each Hero can take one action:
Roll to recover yours or another’s Stress.
Make an Exploration-based Resource by
spending a PP.
Roll to search for Magic Items, or to create an
Asset.
Roll to explore.
ENVIRONMENTAL DISTINCTIONS
1 to 3 location-based Distinctions (D8/D4) usable
by GM to add to Doom Pool on any appropriate
exploration rolls.
Use at D4 to help build the Doom Pool.
S
EARCH
R
OLL
(
P
.
211)
Roll to search for loot that creates an Exploration-based
Asset, and upgrade it to a magic item with XP.
1. Roll vs. Doom Pool + Environmental Distinctions
2. Success! Create an Asset out of found loot.
Spend XP to turn into a magic item (XP
cost = Asset die rating)
Spend PP to extend an Asset over
multiple Scenes in order to build up the
XP to upgrade it.
EXPLORATION ROLL (P. 220)
A Hero must take the lead and make an Exploration
roll to resolve an Exploration Scene.
1. Roll vs. Doom Pool + Environmental Distinctions.
2. Result:
Success! The party progresses and the
Effect Die can be used to create an Asset
for the next Scene.
Fail! The party is setn to any Scene the
GM desires and the GM’s Effect Die can
be used to inflict Stress or a
Complication or to add trouble to a
Scene.
INITIATIVE FOR COMBAT SCENES (P. 222)
1. GM chooses who acts first based on the narrative.
2. After that character goes, the player or GM
controlling that character chooses who goes next.
3. Continue until everyone has gone once.
4. Last person to go may choose who starts the next
round (including themselves!).
The GM may spend Doom dice to interrupt the order
at any time! See Using Doom Dice.
COMBAT SCENES TRAITS (P. 222)
The GM may create any number of Scene Traits at the
beginning of combat, at any die value, for free.
SCENE ASSETS
Can be used by anyone when it makes sense.
If used in an action’s dice pool, the same Scene
Trait cannot be used in a reaction Dice Pool.
Can be targeted.
SCENE COMPLICATIONS
Specifically detrimental to the Heroes.
Cost dice from the Doom Pool to create once the
Scene begins. Costs a Doom die of equal size to
the Complication’s rating.
Can be targeted.
A
DDING
N
EW
T
HREATS
Threats are monsters, traps, tricks, and persistent
Complications that crop up in the midst of an existing
Combat Scene (sometimes Exploration or Social Scenes
as well).
Method #1: Pre-planned Scenes explain how to add
new threats and at what cost to the GM in Doom dice.
Method #2: Spend a Doom die equal to the threat’s
Level die.
SOCIAL SCENES (P. 224)
Stress automatically steps back by one.
Each Hero can take one action (unless it is a Social
conflict, in which case it works like a Combat Scene):
Roll to recover yours or another’s Stress.
Make a Social-based Resource by spending a PP.
Roll to recruit an ally Asset or Hireling.
SOCIAL CONFLICTS
Social conflict Scenes play out exactly like Combat
Scenes, and may include Scene Assets and
Complications as well.
[OPTIONAL]:
S
LEEP
H
ERE
?
A
RE
Y
OU
C
RAZY
?
(
P
.
224)
Choose one option:
A full rest resets the Dom Pool to what it was at
the beginning of the Quest.
A full rest allows Recovery from Trauma in the
middle of a session, rather than between Quests.
Not for resale. Permission granted to print or photocopy this document for personal use only. Fantasy Heroic Roleplaying Cheat Sheet
4
DOOM POOL (P. 217)
Starting: 2D6
Spending a D12 earns each affected Hero 1 XP for
each D12 spent.
ADDING OR UPGRADING DOOM DICE
Hero Opportunities: Each Opportunity can be
activated by the GM. Hand over a PP per
individual unique effect: add a die to the Doom
Pool or step up the lowest die in the Doom Pool.
GMC Distinctions: When a GMC uses a
Distinction D4, add a D6 to Doo or step up the
lowest die.
GMC Actions: A GMC may use an action to
increase the Doom Pool, adding their Effect Die
to Doom (a Hero may oppose this).
GMC Limits: Some Limits may add to or alter a
Doom die.
RECOVERY FOR MONSTERS & GMCS (P. 236)
Monsters and GMCs may only recover between Scenes,
unless they have an SFX that allows recovery during a
Scene.
Stress: Remove it by spending a Doom die
Stress die; step it down if Doom Die < Stress die.
Trauma: Once all Stress is recovered, Trauma can
be stepped down by spending any sized Doom
die.
Mobs & LSTs: Recover one Level die by spending
a Doom die Level die.
USING DOOM DICE
B
EFORE ROLLING
:
Add one or more dice to a dice pool (cannot be
used on Reactions).
Activate a GM threat SFX that requires a Doom
die.
A
FTER ROLLING
:
Add an extra die into the total. This costs a Doom
die of equal or greater size.
Add an extra Effect Die. This costs a Doom die of
equal or greater size.
Counterattack on a successful reaction, using the
Effect Die to inflict Stress or a Complication, or to
create an Asset. This costs any size Doom die.
Activate a GM threat SFX that requires a Doom
die.
AT OTHER TIMES:
Split the party. Costs one Doom die per Hero to
be split off.
Interrupt the action order. Costs one Doom die of
any size (unless a Hero has Reflexes, in which cae
the Doom die has to be equal or greater than the
Reflexes die rating).
Activate a Hero’s Limit, though the player may
choose to take a PP and Shutdown the power
instead.
End a Scene, narrating as you choose. Costs
2D12.
Introduce a new threat to the Scene.
Add trouble to a Scene.
Add a Scene Complication to the Scene.
Recover Stress on a GMC during a Social Scene.
Make a Hero’s Complication persistent, lasting
until they deal with it. Costs a Doom die equal or
less than the Complication.
THREATS ON THE FLY (P. 233, 237)
M
INION
D4
: 1-2 Distinctions, 2-3 Powers that
don’t exceed D6 with 1-2 SFX and 1 Limit, 1-2
Expert Specialties.
STANDARD D6: 2 Distinctions, 3-4 Powers up to
D8 with 1-3 SFX and 1 Limit, 1-2 Expert
Specialties.
ELITE D8: 2-3 Distinctions, 4-5 Powers up to
D10 with 2-4 dangerous SFX and 1-2 Limits, 2-3
Specialties with one at Master.
BOSS D10: 3 Distinctions, 5-7 Powers up to D12
with 3-4 SFX and 1-2 Limits, 3-5 Expert and
Master Specialties.
EPIC D12: 3 Distinctions, 6-9 Powers at D12 and
many SFX with 1-2 Limits, many Specialties (which
can break the rules and go up to D12!).
MOBS (P. 235)
Typically 3DX to 6DX
Limit: Mob Cohesion. Defeat [THREAT NAME]
Level dice (with DX Stress) to reduce [THREAT
NAME]. Each Level die may be treated as a
separate target for Area Attack SFX.
LARGE SCALE THREATS OR LSTS (P. 235)
Typically 2DX to 6DX (X is usually Elite D8 or
better).
Limit: Large Scale Threat. Defeat a [THREAT
NAME] Level die for each DX Stress Effect Die
applied to [THREAT NAME].
Optional SFX: Shake It Off. Remove one Level
die from [THREAT NAME] to remove a
Complication rated D12 or less affecting it.
Not for resale. Permission granted to print or photocopy this document for personal use only. Fantasy Heroic Roleplaying Dice Asembler
1
D
ICE
P
OOL
ASSEMBLER
Distinction
D8 or D4 +1 Plot Point
Background Power
Set
Class Power Set
Specialty
Split Expert to 2D6,
Master to 2D8 or 3D6
Opponent’s Stress
Opponent’s
Complication
Stunt, Resource,
or Asset
SFX: Extra Dice
D
ICE
P
OOL
ASSEMBLER
Distinction
D8 or D4 +1 Plot Point
Background Power
Set
Class Power Set
Specialty
Split Expert to 2D6,
Master to 2D8 or 3D6
Opponent’s Stress
Opponent’s
Complication
Stunt, Resource,
or Asset
SFX: Extra Dice
D
ICE
P
OOL
ASSEMBLER
Distinction
D8 or D4 +1 Plot Point
Background Power
Set
Class Power Set
Specialty
Split Expert to 2D6,
Master to 2D8 or 3D6
Opponent’s Stress
Opponent’s
Complication
Stunt, Resource,
or Asset
SFX: Extra Dice
D
ICE
P
OOL
ASSEMBLER
Distinction
D8 or D4 +1 Plot Point
Background Power
Set
Class Power Set
Specialty
Split Expert to 2D6,
Master to 2D8 or 3D6
Opponent’s Stress
Opponent’s
Complication
Stunt, Resource,
or Asset
SFX: Extra Dice
D
ICE
P
OOL
ASSEMBLER
Distinction
D8 or D4 +1 Plot Point
Background Power
Set
Class Power Set
Specialty
Split Expert to 2D6,
Master to 2D8 or 3D6
Opponent’s Stress
Opponent’s
Complication
Stunt, Resource,
or Asset
SFX: Extra Dice
Not for resale. Permission granted to print or photocopy this document for personal use only. HEAD SHOT! Cheat Sheet
1
CPHG = CORTEX PLUS HACKERS GUIDE; HS = HEAD SHOT!
DIFFICULTY DIE (CPHG P. 117)
Average
D6
Hard
D8
Very Hard
D10
A
TTRIBUTES
(HS
P
.7)
Beguile
Bold
Brains
Brawn
Brisk
S
PECIALTIES
(HS
P
.7)
Drive
Fight
Fix
Focus
Influence
Know
Labor
Move
Notice
Operate
Perform
Shoot
Sneak
Throw
Treat
Trick
B
UILDING A
D
ICE
P
OOL
(
CPHG P. 117, 132
)
1. Attribute Die
2. Role Die
3. Distinction: D8 or D4+Earn 1 PP
4. Specialty
5. Signature Asset
6. Any applicable Assets
GM’s opposition may add:
Difficulty Die
Any applicable Complications
B
ASIC
A
CTION
(CPHG
P
.
117)
1.
The defender Sets the Stakes (GM’s roll Difficulty Die +
opposition’s Traits)
2. Acting character rolls their dice in an attempt to Raise
the Stakes.
3. Total = highest 2 dice added together.
4. Compare Totals of both rolls.
Success AKA Raise the Stakes:
You get what you want! Narrate your success.
Extraordinary Success:
You raise the stakes by 5+: You get what you want and you
may step up an Asset or lose a Complication.
Failure (or simply “Fail”):
You don’t get what you want, but you aren’t actually in
deeper trouble unless you get a Complication.
PLOT POINTS (CPHG P. 119)
Spending Plot Points:
Include another die in your total.
Activate a Talent.
Create an Asset D6 for the scene (spend another PP to
make it last the entire Mission).
[OPTIONAL] Activate a Flourish Die.
Earning Plot Points:
When the GM would spend a PP, he instead hands it to
the Survivor he’s acting against.
Whenever the GM activates one of your Complications.
Whenever you use a Distinction at D4.
Callbacks (p. 132)
Make a reference to some previous Mission on your
record and gain the benefits of having spent a PP
without having to spend one!
You can only callback to any single, specific Mission
once per session.
C
OMPLICATIONS
&
O
PPORTUNITIES
(CPHG
P
.
118)
Player rolls a 1: Complication!
The GM can hand you a PP and creates a Complication
D6 (this can be stepped up for each 1 the player rolled
w/o paying extra PP)
If a Complication is stepped up past D12, you’re out of
the Scene!
Player voluntarily takes a Complication
A Survivor may voluntarily take (or step up an existing)
Complication to avoid a debilitating setback as a
consequence of a roll, such as if the result of the roll would
strike them down, capture them, or otherwise defeat them.
GM rolls a 1: Opportunity!
Any player can spend a PP to activate it, stepping an
existing Complication back by one step (for each 1
rolled w/o needing to spend extra PP)
Opportunities may be used to activate certain Talents.
N
OTICE
A
CTIONS
(CPHG
P
.
135)
1. Roll Alertness + Role vs. 2D6
2. Success = Gain an Asset D6 based on what you notice
for this Scene (spend a PP to bank it for a later Scene)
R
OLE
A
CTIONS
(CPHG
P
.
135)
1. Survivor sets the stakes with Role + Attribute
2. GM rolls opposition’s dice
3. If the GM fails to Raise the Stakes, the Survivor gains an
Asset D6 for that Scene (spend a PP to bank it for a later
Scene)
Not for resale. Permission granted to print or photocopy this document for personal use only. HEAD SHOT! Cheat Sheet
2
C
ONTESTED
A
CTIONS
(CPHG
P
.
136,
HS
P
.
5)
Complications that come up in Contested Actions last until
the end of the Contested Action (or longer).
Results:
As soon as one side fails to Raise the Stakes, that side is
Taken Out for the rest of the Scene.
If you get an Extraordinary Success when Raising the
Stakes at any point, you may immediately Take Out your
opponent for the rest of the Scene.
Giving Ground:
You can voluntarily end the Contested Action at any point
before it is resolved by taking a Complication (or stepping
up an existing one) that lasts until the end of the Scene.
Ganging Up:
1.
+1 die of the highest sized Trait per additional
opponent to the dice pool
2. Each time the opposition Raises the Stakes, remove a
die (or 2 on an Extraordinary Success)
3. Each removed die is a character that has been Taken
Out (thus, this works against Survivors, too!)
T
IMED
A
CTIONS
(CPHG
P
.
137)
GM sets the number of Beats and the number and type
of Actions necessary to complete the Timed Action.
Roll a series of Basic Actions as normal:
Success = costs 1 Beat
Extraordinary Success = costs no Beats
Fail = costs 2 Beats
Completing the Timed Action:
If you have Beats remaining, success! If you have zero Beats
remaining but have completed all Basic Actions, you must
choose between a clean getaway or achieving your
objective.
Running Out of Time:
If you don’t complete the necessary actions and have run
out of Beats, you don’t complete your objective, or are
caught in the act.
Buying Time:
In between each fo the necessary Basic Actions, another
Survivor may take a Basic Action of their own to try to buy
time:
Success = give back 1 Beat
Extraordinary Success = give back 2 Beats
Fail = this Survivor may no longer help out with the
Timed Action
HEAD SHOT DICE (CPHG P. 119, HS P. 6)
For Players:
Extraordinary Success
: Bank a Head Shot die equal to the
Difficulty Die (or the highest rolling die in the opposing dice
pool if there was no Difficulty Die).
For GMs:
Extraordinary Success: Remove an Survivor’s Head Shot die
of equal or lesser size to the Difficulty Die (or the highest
rolling die if there was no Difficulty Die).
Using Flourish Dice:
Spend a PP to roll a Head Shot die and add it to your
Total.
If it rolls a 1, you get the PP back and either add the 1 to
your Total and get a Complication or leave your Total
as-is and hold onto the Head Shot die for later.
T
HE
V
IRAL
P
OOL
(HS
P
.
14)
S
TART
:
D4
Increasing the Viral Pool:
Step up the Viral Pool once per Scene (after the first).
If the Survivors use loud devices or carry out especially
loud actions, they may borrow a die from the Viral Pool
for their dice pool, but then must step up the die and
return it to the Viral Pool after their action.
If a zombie takes a successful action to moan (this can
be opposed by the Survivors), step up the Viral Pool
once per Scene.
Decreasing the Viral Pool:
If the Survivors take an action to remain invisible or
stealthy, step back the Viral Pool once per Scene.
If the party fortifies a safe haven for the duration of an
entire Scene, step back the Viral Pool.
Z
OMBIES
(HS
P
.
18)
C
RAWLERS
D6
S
HAMBLERS
D8
R
UNNERS
D10
B
EHEMOTH
:
D12
Not for resale. Permission granted to print or photocopy this document for personal use only. HEAD SHOT! Cheat Sheet
1
CPHG = CORTEX PLUS HACKERS GUIDE; HS = HEAD SHOT!
D
IFFICULTY
D
IE
(CPHG
P
.
117)
Average
D6
Hard
D8
Very Hard
D10
A
TTRIBUTES
(HS
P
.7)
Beguile
Bold
Brains
Brawn
Brisk
S
PECIALTIES
(HS
P
.7)
Drive
Fight
Fix
Focus
Influence
Know
Labor
Move
Notice
Operate
Perform
Shoot
Sneak
Throw
Treat
Trick
BUILDING A DICE POOL (CPHG P. 117, 132)
1. Attribute Die
2. Role Die
3. Distinction: D8 or D4+Earn 1 PP
4. Specialty
5. Signature Asset
6. Any applicable Assets
GM’s opposition may add:
Difficulty Die
Any applicable Complications
BASIC ACTION (CPHG P. 117)
1. The defender Sets the Stakes (GM’s roll Difficulty
Die + opposition’s Traits)
2. Acting character rolls their dice in an attempt to
Raise the Stakes.
3. Total = highest 2 dice added together.
4. Compare Totals of both rolls.
Success AKA Raise the Stakes:
You get what you want! Narrate your success.
Extraordinary Success:
You raise the stakes by 5+: You get what you want
and you may step up an Asset or lose a Complication.
Failure (or simply “Fail”):
You don’t get what you want, but you aren’t actually
in deeper trouble unless you get a Complication.
P
LOT
P
OINTS
(CPHG
P
.
119)
Spending Plot Points:
Include another die in your total.
Activate a Talent.
Create an Asset D6 for the scene (spend another
PP to make it last the entire Mission).
[OPTIONAL] Activate a Flourish Die.
Earning Plot Points:
When the GM would spend a PP, he instead
hands it to the Survivor he’s acting against.
Whenever the GM activates one of your
Complications.
Whenever you use a Distinction at D4.
Callbacks (p. 132)
Make a reference to some previous Mission on
your record and gain the benefits of having spent
a PP without having to spend one!
You can only callback to any single, specific
Mission once per session.
C
OMPLICATIONS
&
O
PPORTUNITIES
(CPHG
P
.
118)
Player rolls a 1: Complication!
The GM can hand you a PP and creates a
Complication D6 (this can be stepped up for each
1 the player rolled w/o paying extra PP)
If a Complication is stepped up past D12, you’re
out of the Scene!
Player voluntarily takes a Complication
A Survivor may voluntarily take (or step up an
existing) Complication to avoid a debilitating setback
as a consequence of a roll, such as if the result of the
roll would strike them down, capture them, or
otherwise defeat them.
GM rolls a 1: Opportunity!
Any player can spend a PP to activate it, stepping
an existing Complication back by one step (for
each 1 rolled w/o needing to spend extra PP)
Opportunities may be used to activate certain
Talents.
N
OTICE
A
CTIONS
(CPHG
P
.
135)
1. Roll Alertness + Role vs. 2D6
2. Success = Gain an Asset D6 based on what you
notice for this Scene (spend a PP to bank it for a
later Scene)
R
OLE
A
CTIONS
(CPHG
P
.
135)
1. Survivor sets the stakes with Role + Attribute
2. GM rolls opposition’s dice
3. If the GM fails to Raise the Stakes, the Survivor
gains an Asset D6 for that Scene (spend a PP to
bank it for a later Scene)
Not for resale. Permission granted to print or photocopy this document for personal use only. HEAD SHOT! Cheat Sheet
2
C
ONTESTED
A
CTIONS
(CPHG
P
.
136,
HS
P
.
5)
Complications that come up in Contested Actions last
until the end of the Contested Action (or longer).
Results:
As soon as one side fails to Raise the Stakes, that
side is Taken Out for the rest of the Scene.
If you get an Extraordinary Success when Raising
the Stakes at any point, you may immediately
Take Out your opponent for the rest of the Scene.
Giving Ground:
You can voluntarily end the Contested Action at any
point before it is resolved by taking a Complication
(or stepping up an existing one) that lasts until the
end of the Scene.
Ganging Up:
1.
+1 die of the highest sized Trait per additional
opponent to the dice pool
2. Each time the opposition Raises the Stakes,
remove a die (or 2 on an Extraordinary Success)
3. Each removed die is a character that has been
Taken Out (thus, this works against Survivors,
too!)
H
EAD
S
HOT
D
ICE
(CPHG
P
.
119,
HS
P
.
6)
For Players:
Extraordinary Success: Bank a Head Shot die equal
to the Difficulty Die (or the highest rolling die in the
opposing dice pool if there was no Difficulty Die).
For GMs:
Extraordinary Success: Remove an Survivor’s Head
Shot die of equal or lesser size to the Difficulty Die (or
the highest rolling die if there was no Difficulty Die).
Using Flourish Dice:
Spend a PP to roll a Head Shot die and add it to
your Total.
If it rolls a 1, you get the PP back and either add
the 1 to your Total and get a Complication or
leave your Total as-is and hold onto the Head
Shot die for later.
ZOMBIES (HS P. 18)
CRAWLERS D6
SHAMBLERS D8
RUNNERS D10
BEHEMOTH: D12
T
IMED
A
CTIONS
(CPHG
P
.
137)
GM sets the number of Beats and the number
and type of Actions necessary to complete the
Timed Action.
Roll a series of Basic Actions as normal:
Success = costs 1 Beat
Extraordinary Success = costs no Beats
Fail = costs 2 Beats
Completing the Timed Action:
If you have Beats remaining, success! If you have zero
Beats remaining but have completed all Basic Actions,
you must choose between a clean getaway or
achieving your objective.
Running Out of Time:
If you don’t complete the necessary actions and have
run out of Beats, you don’t complete your objective,
or are caught in the act.
Buying Time:
In between each fo the necessary Basic Actions,
another Survivor may take a Basic Action of their own
to try to buy time:
Success = give back 1 Beat
Extraordinary Success = give back 2 Beats
Fail = this Survivor may no longer help out with
the Timed Action
THE VIRAL POOL (HS P. 14)
S
TART
:
D4
Increasing the Viral Pool:
Step up the Viral Pool once per Scene (after the
first).
If the Survivors use loud devices or carry out
especially loud actions, they may borrow a die
from the Viral Pool for their dice pool, but then
must step up the die and return it to the Viral
Pool after their action.
If a zombie takes a successful action to moan
(this can be opposed by the Survivors), step up
the Viral Pool once per Scene.
Decreasing the Viral Pool:
If the Survivors take an action to remain invisible
or stealthy, step back the Viral Pool once per
Scene.
If the party fortifies a safe haven for the duration
of an entire Scene, step back the Viral Pool.
R
ECOVERY
(CPHG
P
.
118)
Temporary Complications last until the end fo the
Scene.
Long-term Complications last until recovered.
Recovery Rolls
1. Survivor or Supporting Character rolls to treat.
2. GM sets the stakes with Complication Die +
Difficulty Die.
3. Compare Totals:
Success = the Complication is removed.
Fail = Complication is stepped back by
one; wait for another Scene to attempt
recovery again.
Complications on Recovery Rolls
A 1 on a Success creates a new, possibly related
Complication!
A 1 on a Fail steps up the existing Complication!

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