DFRPG-Reference-Sheets.pdf
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Te Ladder
+8
Skil Compeence
Mediocre (+0)
indicates a lack of either talent
or training.
Average (+1)
indicates a novice level of
training, or a high degree of talent with no
formal training.
Fair (+2)
and
Good (+3)
indicate journey-
man or “professional” capacity, or a nearly
inhuman degree of talent.
Great (+4)
and
Superb (+5)
indicate veteran
or masterful capacity, or the combination of
extreme talent and good training.
Fantastic (+6)
and above skirt the boundaries
of natural human capacity.
Skils & Trappings
Alertness:
Avoiding Surprise, Combat
Initiative, Passive Awareness
Athletics:
Climbing, Dodging, Falling,
Jumping, Sprinting, Other Physical
Actions
Burglary:
Casing, Iniltration, Lockpicking
Contacts:
Gathering Information, Getting
the Tip-Of, Knowing People, Rumors
Conviction
: Acts of Faith, Mental Fortitude
Craftsmanship:
Breaking, Building, Fixing
Deceit:
Cat and Mouse, Disguise,
Distraction and Misdirection, False Face
Forward, Falsehood and Deception
Discipline:
Concentration, Emotional
Control, Mental Defense
Driving:
Chases, One Hand on the Wheel,
Other Vehicles, Street Knowledge and
Navigation
Empathy:
Reading People, A Shoulder to
Cry On, Social Defense, Social Initiative
Endurance:
Long-Term Action, Physical
Fortitude
Fists:
Brawling, Close-Combat Defense
Guns:
Aiming, Gun Knowledge, Gunplay,
Other Projectile Weapons
Intimidation:
he Brush-Of,
Interrogation, Provocation, Social
Attacks, hreats
Investigation:
Eavesdropping, Examination,
Surveillance
Lore:
Arcane Research, Common Ritual,
Mystic Perception
Might:
Breaking hings, Exerting Force,
Lifting hings, Wrestling
Performance:
Art Appreciation,
Composition, Creative Communication,
Playing to an Audience
Presence:
Charisma, Command,
Reputation, Social Fortitude
Rapport:
Chit-Chat, Closing Down,
First Impressions, Opening Up, Social
Defense
Resources:
Buying hings, Equipment,
Lifestyle, Money Talks, Workspaces
Scholarship:
Answers, Computer Use,
Declaring Minor Details, Exposition
and Knowledge Dumping, Languages,
Medical Attention, Research and Lab
Work
Stealth:
Ambush, Hiding, Shadowing,
Skulking
Survival:
Animal Handling, Camoulage,
Riding, Scavenging, Tracking
Weapons:
Melee Combat, Melee
Defense, Distance Weaponry, Weapon
Knowledge
Legendary
+7
Epic
+6
Fantastic
+5
Superb
+4
Great
+3
Good
+2
Fair
+1
Average
0
Mediocre
–1
Poor
–2
Terrible
Roling
Efort
=
Skill
+
Roll.
Efect
=
Efort
–
Diiculty
,
measured in
shifts
.
Difficuly Guideins
A player will
nearly always succeed against a dii-
culty of 2 less than his character’s skill
without
needing to invoke any aspects.
A player will
usually succeed against a diiculty of
1 less than his character’s skill
, but might need
to invoke an aspect on occasion.
A player has
a relatively equal chance of succeeding
or needing to invoke an aspect against a dii-
culty equal to his character’s skill
.
A player will
usually need to invoke an aspect
to succeed against a diiculty of 1 higher than
his character’s skill
, but has a fair chance of
making the roll as well.
A player will
almost
always need to invoke an
aspect to succeed against a diiculty of 2 higher
than his character’s skill
.
Time
Incements
instant
a few moments
half a minute
a minute
a few minutes
15 minutes
half an hour
an hour
a few hours
an afternoon
a day
a few days
a week
a few weeks
a month
a few months
a season
half a year
a year
a few years
a decade
a generation
a mortal lifetime
several mortal
lifetimes
and so on
Deges of Succss
0 shifts = Minimal success:
he character pulled it of. It’s neither pretty
nor graceful, but it works.
1 shift = Notable success:
his is a clear success. he character’s result is
solid and reliable; while it may not be inspired,
it is absolutely workmanlike.
3 shifts = Signiicant success:
he success is noticeably well done and of ine
quality, very reliable, and so on. If you use the
optional spin rules (page 214), this level of success
and higher on a defense roll generates spin.
5+ shifts = Potent success:
Not only is the quality of the success remark-
able, it may have some unexpected, secondary
beneits, such as a deeper insight into a problem
at hand.
You want to make copies of these two pages for your personal use? Knock yourself out!
Runing Conficts (page 197)
Once a conflict begins, follow this regular
pattern.
1. Frame the scene.
2. Establish the groups in the conlict.
3. Establish initiative.
4. Begin the exchange.
a.
Confict Actions
Attack
: Roll against an opponent to try to inlict stress or conse-
quences on him directly (page 200).
Maneuver
: Roll against an opponent or against a ixed diiculty
to try to place an aspect on the opponent or the scene (page 207).
Block
: Roll to set up a preemptive defense against a speciied
future action; anyone committing that named action will have
to roll against the block to succeed (page 210).
Sprint
: Roll to change zones, with a higher roll allowing a greater
degree of movement (page 212).
Each character gets one basic action per turn, but under certain
circumstances your character can take a
supplemental action
and/or a
free action
in addition to that main action (see
page 213 for more details). Of course, in lieu of anything else, a
character may choose to just duck and cover:
Full Defense
: You can always choose to do nothing active in the
exchange at all; your character is assumed to be concentrating
entirely on defense. As such, any defense rolls you make to
avoid attacks or maneuvers are done at +2.
Take actions.
b.
Resolve actions.
c.
Repeat step 4, begin new exchange.
Using Aspects (page 98)
Invoke:
1 fate point to get a +2 or reroll
Compel:
GM pays 1 fate point to constrain
and complicate, or player pays 1 fate point
to say no thanks to that.
Tag:
A free invoke for a character that has
discovered or created an aspect.
Evction (page 249)
1. Determine the efect you want to achieve,
describing the element you want to use.
2. Describe the efect in terms of one of the
following basic conflict actions:
attack
,
block
,
maneuver
, or
counterspell
.
3. Decide how many shifts of power you want
to put into the spell. Take 1 mental stress,
plus 1 for each point of power greater than
your Conviction modiied by any power
bonuses from a focus item.
4. Roll Discipline to cast the spell, plus any
control bonus from a focus item. he dii-
culty is equal to the power of the spell.
his roll is also used for targeting if you’re
aiming it at a target. If you do not meet
or beat the diiculty to control, the margin
of failure turns into shifts of backlash (bad
things happening to you) or fallout (bad
things happening to everything else).
Stess d Consequencs (page 201)
Stress
=
Shifts
+
Weapon Rating
–
Armor Rating
Mild
consequences cancel out
2 stress
. hey last for one scene
after recovery starts. (Examples: Bruised Hand, Nasty
Shiner, Winded, Flustered, Distracted.)
Moderate
consequences cancel out
4 stress
. hey last until the
end of the next session after recovery starts. hink of things
that are bad enough to make you say, “Man, you really should
go take care of that/get some rest.” (Examples: Belly Slash,
Bad First Degree Burn, Twisted Ankle, Exhausted,
Drunk.)
Severe
consequences cancel out
6 stress
. hey last for the next
scenario (or two to three sessions, whichever is longer) after
recovery starts. hink of things that are bad enough to make
you say, “Man, you really need to go to the ER/get serious
help.” (Examples: Broken Leg, Bad Second-Degree
Burn, Crippling Shame, Trauma-Induced Phobia.)
Extreme
consequences cancel out 8 stress. hey’re permanent,
and they change an existing aspect on the character.
Thaumturgy (page 261)
1. Determine the desired spell
efect
which
will determine the
complexity
of the spell.
2. If complexity > Lore, prepare: make up the
deicit by invoking aspects, making declara-
tions, accepting or inlicting consequences,
or skipping scenes.
3. After prep, proceed as with Evocation steps
3 and 4. Repeat each exchange until total
power equals complexity.
Weapon Rting Guideins (page 202)
Small pocket weapons, knives, saps, and “belly
guns”
Weapon:1
Swords, baseball bats, batons, most pistols
Weapon:2
Two-handed weapons, oversized pistols
(Desert Eagle and company), riles and shot-
guns, most fully-automatic weapons
Weapon:3
“Battleield” weaponry, explosives
Weapon:4+
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DFRPG-Reference-Sheets.pdf
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Spellcasting-Sheet.pdf
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Hunger-Sheet.pdf
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