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GMs Screen

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0% found this document useful (0 votes)
115 views2 pages

GMs Screen

Uploaded by

Leandro Moraes
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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Attributes CAN YOU ACHIEVE SKILL TEST SPENDING

SPIRIT
RECOVERING
SPIRIT
REST AND RECOVERY
GROWTH
Characters gain growth as follows. GROWTH SPENDS
PROCEDURE
ƒ Select one Attribute rated 10 or
Might: Physical strength and aptitude YOUR GOAL? Momentum Spends
ƒ Breather: A quick rest.
ƒ Increase Maximum Spirit higher, and increase it by +1, to a
Regain 2 Spirit.
ƒ Add a die: Buy up to three additional IN ACTION ƒ When a character achieves their by +1 = 1 growth maximum of 16 = 3 growth
Quickness: Speed and agility • Yes: you can achieve your goal without Gamemaster chooses which Attribute and “ Second Wind: Restore up to three lost Spirit. Cost: d20s before a Skill Test. Each d20 ƒ Break: At least half an hour rest.
archetype’s goal.
a problem which Skill are appropriate for the Test 1 Spirit = 1 Momentum ƒ Second Wind: See Momentum Spends ƒ Increase starting Supply Points ƒ Select one Archetype other than
Insight: Mental agility and memory Truths • No: you can’t achieve your goal
being attempted. 2 Spirit = 3 Momentum
costs 1 Spirit.
ƒ Adrenaline Rush: Add to Threat to
Regain 4 Spirit. ƒ When a character acts according to
their attitude (listed in temperament). by +1 = 1 growth the character’s initial one. The
3 Spirit = 6 Momentum. ƒ Re-roll a die: After rolling a Skill Test, ƒ Bed: At least a few hours rest, character becomes a member of
restore Spirit. Cost: ƒ Pick one character they do not have a
Resolve: Fortitude and strength of will • Easier: Reduces the Test’s difficulty,
or lets the action succeed without
• Maybe: you might be able to achieve
1. Gamemaster sets the Difficulty for the
Test.
“ Create Truth: Add, remove, or change facts about a scene. Cost: 2 spend 1 Spirit to re-roll a single d20.
1 Spirit = 1 Threat
probably with some sleep. ƒ When a character achieves their
ambitions. A character will have Bond with, and create a Bond (either
that Archetype. This requires an
their goal… Regain 6 Spirit. appropriate teacher = 3 growth.
a Test “ Ask a Question: Ask the gamemaster a question. Cost: 1 ƒ Avoid Injury: When you suffer an Injury 2 Spirit = 3 Threat short-term and long-term ambitions supportive or rival) = 2 growth
2. Player takes two d20s and may choose that can earn them growth.
or some negative consequence, you may 3 Spirit = 6 Threat
SKILLS
ƒ Select one additional Talent available
• Possible: Lets the character The first two answers are easy enough: the to purchase up to three additional “ Damage: Increase damage rating of an Injury you inflict. Cost 1. Different weapons also require rests ƒ Increase Tech Level by +1, to a
attempt the action at all spend Spirit to avoid that Injury, with ƒ When a character faces adversity or to the character’s Archetype(s) =
player states their intent, the gamemaster d20s.Once additional dice have been “ Reduce Time: Make an action take less time. Cost: 2 to halve the time. ƒ Drives: All player characters have a of certain lengths to recharge. maximum of 6 = 2 growth
Move: Getting where you need to be more serious injuries costing more Spirit the gamemaster spends 3 or more growth equal to number of Talents
• Harder: Increases the Test’s says “yes” or “no,” and play continues purchased, if any, player rolls their drive, which is represented in their Threat at once.
“ Follow-Up: After a Test, take another action out of order with +1 Difficulty to any to avoid. ƒ Select one Skill and increase it by +1, already known.
Fight: Skill in combat difficulty, or requires a Test when from there. dice pool. temperament. This drive allows them to
Test. Cost: 2 ƒ When a character becomes to a maximum of 6 = 2 growth
one wouldn’t normally be needed) regain Spirit. ƒ Add,change, or remove 1 Truth the
Sneak: Stealth and cunning 3. Each die that rolls equal to or less than exhausted or helps an exhausted ally
• Impossible: Prevents any The third answer is where Tests come ƒ Select one Attribute rated 9 or lower, character has. The character must still
the chosen Attribute scores a single recover.
Talk: Charisma and skill with words attempts to perform the action) into play. Because there’s doubt as to the and increase it by +1: 2 growth have at least 2 Truths = 3 growth.
success. Each die that rolls equal to or
outcome, a Test determines what happens. THREAT
Operate: Using machines and systems less than the chosen Skill is a Critical
Success (two successes) ACTION SCENES EXHAUSTION INJURY AND DEFEAT
Study: Learning and using knowledge Threat Adds Threat Spends
PLAYER ACTIONS GAMEMASTER ACTIONS When a character’s Spirit is reduced to 0, they become A character that cannot spend Spirit to avoid an Injury
Survive: Searching, foraging, first aid a. Each die that rolls in the exhausted. The player chooses 1 of the following types suffers that Injury. A character who suffers an Injury is
complication range causes ƒ Threatening Circumstances: Some ƒ Non-Player Character Spirit and Momentum: ƒ Attack: An attempt to break, hurt, Simple Actions: Actions marked with a Serious Actions: Actions marked with a of exhaustion. Add 1 to Threat if they do not choose defeated. A defeated character cannot take any further
a complication. environmental factors add Threat, at NPCs may use Threat in all the ways that or otherwise defeat an opponent. * cost the GM 1 Threat. * cost the GM 2 Threat. the Attribute associated with their temperament. The actions during the current scene
gamemaster’s discretion.
DIFFICULTY LEVELS b. If the number of successes matches
player characters use group Momentum or
their own Spirit.
ƒ Avoid Danger: An attempt to
ƒ An adversary takes an action (such ƒ An adversary uses an action, and
character shuts down the Attribute associated with the
chosen exhaustion. They automatically fail any Skill A defeated character can be roused by another character
DIFFICULTY DESCRIPTOR EXAMPLE or beats the Difficulty, the Test is ƒ Non-Player Character Momentum: avoid or resist some dangerous or Test using that Attribute. All Tests using the other three using a Difficulty 2 Skill Test. This allows the character
as an attack). automatically succeeds.
successful. NPCs may spend Momentum they ƒ Non-Player Character Threat Spends: When unfortunate action or event. Attributes have their Difficulties increased by +1. An to take actions again, though it doesn’t remove any
Opening a slightly stuck door generate to add to Threat, a player character would normally add 1 or ƒ Something or someone the PCs care ƒ A PC, or a friend or ally, suffers exhausted character cannot regain Spirit by spending Injuries they’ve suffered, restore any Spirit, or stop them
0 Simple Researching a widely known subject c. Each success beyond the Difficulty ƒ Confront Problem: An attempt to Momentum or adding to Threat.
adding one Threat for more points to Threat, an NPC performing about is vulnerable to danger. an Injury*. being exhausted.
Shooting a target at a shooting range at an ideal range for your weapon generates 1 Momentum. confront some obstacle, problem, or
every Momentum they that same action or making that same choice ƒ Weary characters shut down their Might Attribute.
challenge within the scene. ƒ One of the PCs, or a friend or ally, is ƒ A PC loses something valuable*. Otherwise, a character stops being defeated at the end of
Overcoming a simple lock Dice Pool = 2d20 base, max 5d20. spend. must spend an equivalent number of points ƒ Breathless characters shut down their
separated from the group*. the current scene.
1 Routine Researching a specialist subject of Threat. ƒ Define Truth: An attempt to alter ƒ An adversary uses an advantage or Quickness Attribute.

Shooting an enemy at an ideal range for your weapon some fact of the scene. ƒ An adversary reveals some hidden ability they’ve revealed.
ƒ Non-Player Character Complications: If an ƒ Confused characters shut down their Insight Attribute. Some NPCs can withstand multiple Injuries before
advantage or secret ability*.
Overcoming a complex lock ASSISTANCE NPC suffers a complication, the gamemaster ƒ A new adversary or peril appears ƒ Despairing characters shut down their
becoming defeated. They become defeated when they have
COMPLICATION COMPLICATIONS may buy off that complication by spending ƒ A new adversary or peril suddenly and then takes an action*. suffered their maximum number of Injuries.
2 Average Researching obscure information • Each assistant rolls 1d20. Resolve Attribute.
RANGE OCCUR ON…
Shooting an enemy at an ideal range for your weapon in poor light This cannot be increased. 1 Threat. is revealed*.
1 20
• Target is their Attribute ƒ Foreshadow some future danger.
QUICK STORY GENERATOR
Overcoming a complex lock in a hurry
ƒ Complication: The gamemaster can create a
and Skill, describing how 2 19, 20 negative Truth for 2 Threat.
3 Challenging Researching restricted information they are assisting ƒ A PC needs to make a difficult
Shooting an enemy at long range in poor light 3 18, 19, 20 ƒ Reinforcements: The gamemaster may bring choice, or to compromise. ROLL PLOT HOOK LOCATION OBSTACLES AND TWISTS NPCS AND OPPONENTS TEMPERAMENT OF NPCS
in additional NPCs during a scene. Normal
Overcoming a complex lock in a hurry, without the proper tools 4 17, 18, 19, 20 ƒ An existing peril gets worse Character is offered the chance
NPCs cost 1 Threat each. 1-4 Identify a traitor Old science facility Spears Benevolent
4 Difficult Researching classified information
Shooting an enemy at long range, in poor light and heavy rain
SUCCESS AT COST 5 16, 17, 18, 19, 20
in some way. to betray the group
ƒ Environmental Effects and Narrative Changes: 5-8 Repair a pre-War device A clearing full of fallen statues Ambushed by Thralls Akriti Herd Friendly
Gamemaster can allow any
The gamemaster may trigger or cause 9-12 Neutralise malfunctioning tech Battlezone frozen in time Characters are framed for a crime Nano-geist Indifferent
Overcoming a complex lock in a hurry, without the proper tools, in the middle of a battle failed Skill Test to
problems with the scene or environment by 13-16 Prevent or solve a feud Old luxury tower Characters are poisoned Everan Traders Unfriendly
5 Daunting Researching a subject where the facts have been lost to legend succeed by generating an
spending Threat. A small Waker (always
Shooting an enemy at extreme range in poor light and heavy rain automatic complication. 17-20 Map an area A farmhouse Another faction gets involved. Hostile
Hostile temperament)

Dreams and Machines is copyright © 2023 Modiphius Entertainment Ltd. All rights reserved.

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