EASY PLAY D20 β€” INTERACTIVE RULEBOOK & SHEET
SETTING:

EASY PLAY D20 - CHARACTER PLAY SHEET

CHARACTER NAME:
COMBAT ARCHETYPE:
DRIVE / MOTIVATION:
BACKGROUND:
LEVEL / XP: Level / XP:
LOOT / TAGS: Minor [ ] / Major [ ]

CORE ATTRIBUTES & 3-RESOURCE ENGINE (Min +1 / Absolute Max +4 EVER)

MIGHT
Brawn / Force / Endurance

MODIFIER: +[ ]

Force Pool: (Might Mod x 2) + L3
Current Force: [ ]
AGILITY
Reflexes / Speed / Finesse

MODIFIER: +[ ]

Reflex Pool: (Agility Mod x 2) + L5
Current Reflex: [ ]
WILL
Mind / Perception / Focus

MODIFIER: +[ ]

Resolute Pool: (Will Mod x 2) + L7 Upgrade
Current RP: [ ]

COMBAT ENGINE and DEFENSE

ARMOR SELECTION & TRADEOFFS

DERIVED VITAL STATS & DEFENSE
Max HP: [ ] (20 + Might Mod) | Current HP: [ ]

Primary Weapon: | Range: [ ] Paces
Base Dmg (Melee): [ ] | Base Dmg (Ranged): [ ] + Attr Mod: +[ ]
TOTAL FLAT DAMAGE: [ ]

EVADE MOD: [ ] (Roll 1d20 + Evade vs 14)
SPEED MOD: [ ] Paces (Base 3 + Armor, Min 1)
QUICK-REF SYSTEM CHECKS (UNIVERSAL THRESHOLD = 14)
β€’ The 14+ Rule: Any check, attack, or defense totaling 14+ after modifiers is a complete success. Anything under 14 is a failure. Always round fractions down (Min 1).
β€’ The Twin Die Engine (Advantage): Spend 1 Force (Overpower) for Advantage on Might checks/physical contests. Spend 1 Reflex (Dodge) for Advantage on Evasion or Agility checks. Spend 1 RP (Focus) for Advantage on Attack rolls or Will checks.
β€’ Universal Reflex Actions: Spend 1 Reflex Point for: Burst Step (+1 Pace) or Quick Stand (Stand from Prone free).
β€’ Action Phase (Attacking): Roll 1d20 + Weapon Attr vs 14 within range (Hard Max 8 Paces for Ranged Weapons). Success deals Flat Damage directly to HP.
β€’ Dying & Bleed Out (0 HP): Counter starts at Will Mod + 1 (Min 1 turn). Decrement by 1 at start of turn. Reaching 0 = permanent death. Ally spending Action Phase passes Will vs 14 to revive at 1 HP.
ACTION PHASE MANEUVERS (NON-ATTACK)
β€’ Active Guard: Raise Shield (forfeits Action AND Move Phase) to gain Advantage on all Evasion rolls until next turn.
β€’ Dash: Forfeit attack to move total Movement paces a second time.
β€’ Assist Ally: Grant an adjacent ally Advantage on their very next check or attack roll.
β€’ Hide / Sneak: Roll Agility vs 14 to gain physical Concealment (Enemies cannot target you with ranged attacks; attacking from Concealment grants Advantage and ends Concealment).
β€’ Interact / Weapon Swap: Pick lock, pull lever, or hand item. Drawing or swapping weapons from Active Slots is a Free Action once per turn during Move Phase. (Swapping from Passive Backpack costs 1 Action Phase).

ACTIVE INVENTORY (Max Slots = 4 + Might Mod | Ready Gear)

Active Slots hold worn armor, shield, weapons, and belt consumables (instant combat access). Stowed/backpack items belong in Passive Inventory (Notes Box; costs 1 Action Phase to retrieve in combat). Exceeding Active Slots forces Disadvantage on Evasion.

[ 1 ] Armor:
[ 5 ] Item/Pouch:
[ 2 ] Shield:
[ 6 ] Item/Pouch:
[ 3 ] Primary Weapon:
[ 7 ] Item/Pouch:
[ 4 ] Secondary/Tool:
[ 8 ] Item/Pouch:
PASSIVE INVENTORY (BACKPACK / STASH) & SESSION NOTES:
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EASY PLAY D20 - SYSTEM CORE and ARMORY

One participant acts as the Guide; all others play Adventurers. Requires a single 20-sided die (d20) per player and these core rules.

1. HEROIC GENESIS (CHARACTER CREATION)

Building an Adventurer requires four foundational steps:

  • Background and Drive: Select a former narrative trade and core personal motivation from the table below. These define your narrative contacts, personality, and roleplay identity (they provide story depth and never grant combat bonuses or skills).
  • Archetype & Talent Selection: Choose 1 Starting Combat Archetype on Page 3 (or pick 1 Passive and 1 Tier 1 Talent) to set your tactical abilities.
  • Attributes: Base score +1 in Might, Agility, Will. Allocate +2 points across these (Absolute Max +4 EVER).
  • Derived Vitals:
    • HP: 20 + Might Modifier
    • Force Pool: (Might Mod x 2) + L3 Upgrade
    • Reflex Pool: (Agility Mod x 2) + L5 Upgrade
    • Resolute RP: (Will Mod x 2) + L7 Upgrade
    • Movement: Base 3 Paces + Armor/Shield Mod (Floor = 1 Pace)

UNIVERSAL DRIVES & BACKGROUNDS (NARRATIVE ONLY)

d8Thematic Drive ChoiceThematic Background Choice

2. THE ACTION ENGINE (FLAT 14)

All risky tasks, skill checks, attack rolls, and evasions target a static Universal Baseline Threshold of 14.

THE 14+ RULE & ROUNDING: Any check, attack, or defense that totals 14 or higher after modifiers is a complete success. Anything under 14 is a failure. Always round fractions down to the nearest whole number (minimum 1 Pace/HP).
  • Resolution: Roll 1d20 + Attribute Modifier. Sum of 14+ succeeds.
  • Critical Hit (Nat 20): Overdrive Strikeβ€”add Attribute Mod to flat damage a second time.
  • Critical Failure (Nat 1): Automatic miss; you suffer Disadvantage on your very next Evasion roll.

3. COMBAT STRUCTURE and TURN FLOW

Rounds represent 6 seconds of simultaneous action. System is 100% Player-Facing: no out-of-turn reactions.

  • Dynamic Guide Initiative: The Guide rolls 1d20 (+ Tier Mod) to set the encounter's Initiative Target. Players roll 1d20 + Agility vs this target. Meet/beat = Fast Phase (before enemies); lower = Slow Phase (after enemies). Players win ties.
  • 1. Move Phase: Travel up to Movement speed in paces (Floor = 1 Pace). Swapping ready gear from Active Slots is a Free Action once per turn.
  • 2. Action Phase: Attack, use ability, drink potion, or execute a maneuver (1d20 + Attr vs 14). Searching passive backpack costs 1 Action Phase.
  • 3. Evasion Phase: When targeted on enemy turn, roll 1d20 + Armor Evasion Mod vs 14. 14+ = 0 damage. Fail = take enemy flat damage directly.
DEATH and STABILIZATION (0 HP)
At 0 HP you collapse Prone and become Unconscious.
β€’ Bleed Out Timer: Starts at Will Modifier + 1 (Min 1 turn). Decrement by 1 each turn. 0 = permanent death.
β€’ Stabilization: Adjacent ally spends Action Phase for Will check vs 14 to revive you at 1 HP.
β€’ Execution: Direct damage taken while at 0 HP causes instant permanent death.

4. CHARACTER LEVELING PROGRESSION

LvlXPPermanent Upgrades Unlocked (Max +4 Cap EVER)
10Base vitals, 1 Starting Archetype Passive & 1 Tier 1 Talent.
210+1 to any Attribute (Max +4 cap). Unlock 1 Tier 1 Talent.
320+3 Max HP & +1 Max Force (Flat increase). Unlock 1 Tier 1 Talent.
430+1 to any Attribute (Max +4 cap). Unlock 1 Tier 2 Talent.
540+1 Max Reflex (Flat pool increase). Unlock 1 Tier 2 Talent.
650+1 to any Attribute (Max +4 cap). Unlock 1 Tier 2 Talent.
760+1 Max RP (Flat pool increase). Unlock 1 Tier 3 Apex Talent.
870Unlock 1 Tier 3 Apex Talent (Max Level Cap).
CORE RULE CLARIFICATIONS
β€’ The Static 14 Target: Every check, attack, and defense targets a static baseline of 14. The target number never shiftsβ€”your attributes, situational bonuses, and gear modify your roll, not the difficulty. A total of 14 or higher is a complete success.
β€’ Spending Resource Pools: Spend 1 Force, 1 Reflex, or 1 Resolute Point (RP) before rolling to buy Advantage (2d20, keep high) on Might, Agility, or Will checks. Spent points only recover during a Short Breather or Rest.

ARMORY & GEAR SPECIFICATIONS

5. WEAPONS & FLAT DAMAGE

Formula: Base Dmg + Attr Mod = Total Flat Dmg

Weapon Style Base Range Hands Attr
Unarmed Strike11 Pace1 HandMight/Agility
Improvised Tool21 Pace1-2Might
Ranged/Thrown13 Paces1 HandAgility/Will
Ranged Weapon28 Max2 HandsWill
Light Melee31 Pace1 HandMight/Agility
Heavy Melee41 Pace2 HandsMight

6. ARMOR & INVENTORY CAPACITY

Active Capacity: 4 + Might Mod Slots | Over-Encumbered = Disadv

Armor Type Evade Speed Requirements / Rules
Unarmored+0+1 PaceMax mobility (4 Paces base).
Light Armor+1+0 PacesReq 1 Might/Agility. Disadv Stealth.
Medium Armor+2-1 PaceReq 2 Might. Disadv Stealth.
Heavy Armor+3-2 PacesReq 3 Might. Disadv Stealth (Min 1 Pace).
ShieldGuard-1 Pace1 Hand. Active Guard = Action + Move.
CORE RULES & ARMORY NOTES:
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UNIFIED PLAYBOOK & TALENT CODEX

1. STARTING ARCHETYPES (CHOOSE 1 AT LEVEL 1)

  • 1. THE WARDEN: Passive: Vanguard Guard (Req Shield) β€” End turn adjacent to ally to grant them Advantage on Evasion. Heavy Armor, Shield, Light Melee.
  • 2. THE BREAKER: Passive: Breacher β€” Never suffer movement penalties kicking doors, breaking barricades, or clearing rubble. Heavy Melee, Medium Armor, Tools.
  • 3. THE PROWLER: Passive: Twin Fangs (Req Dual-Wield) β€” Dual-wielding Light Melee adds +1 Flat Damage. Twin Light Melee, Light Armor, Throwing Daggers.
  • 4. THE MARKSMAN: Passive: Aimed Shot (Req Ranged) β€” Forfeit Move Phase for Advantage on Ranged attack vs 14. Ranged Weapon, Light Armor, Light Melee.
  • 5. THE SABOTEUR: Passive: Saboteur β€” Dismantle simple locks and traps outside combat in 1 min without rolling. Light Melee, Light Armor, Explosives.
  • 6. THE SURVIVALIST: Passive: Combat Medic β€” Stabilize adjacent dying ally (Will vs 14) on Move Phase. Ranged/Thrown, Light Armor, Medical Gear.

2. TIER 1 TALENTS (LEVELS 1–3: CORE TACTICS | PICK 1 PER LEVEL)

MIGHT / FORCE (1-COST):

  • Cleave [1 Force]: On Hit (Heavy Melee). Deal 2 flat damage to adjacent secondary enemy in 1 pace.
  • Drive Back [1 Force]: On Hit (Heavy Melee). Shove target 1 pace back (+2 crush damage if slammed into wall).
  • Concussive Blow [1 Force]: On Hit (Melee). Target passes Might vs 14 or becomes Dazed.
  • Brutal Force [1 Force]: On Hit (Melee). Add Might modifier to flat damage a second time on this attack.
  • Forage [1 Force]: Outside Combat. Gather clean rations to sustain squad for 1 day.

AGILITY / REFLEX (1-COST):

  • Backstab [1 Reflex]: On Hit (Light Melee). Behind engaged foe in 1 pace, gain Advantage on attack vs 14.
  • Rig Chokepoint [1 Reflex]: Action Phase. Set tripwire in adjacent space; first enemy entering has speed = 0.

AGILITY / REFLEX (CONTINUED):

  • Blinding Debris [1 Reflex]: Action Phase. Throw debris 3 paces (Agility vs 14); target has Disadvantage on next attack.
  • Drag to Safety [1 Reflex]: Move Phase. Grab unconscious/prone ally and drag full movement speed.

WILL / RESOLUTE RP (1-COST):

  • Structural Weakness [1 RP]: Action Phase. Will vs 14 in 3 paces; next ally hit on target deals +2 Flat Dmg.
  • Prowler’s Eye [1 RP]: Action Phase. Scan 3 paces with Advantage vs 14 for hidden traps/hazards.
  • Aggressive Rouse [1 RP]: Action Phase. Remove 1 condition (Dazed, Prone, Grappled) from adjacent ally.
  • Elevated Advantage [1 RP]: Move Phase. Scale to high ground rapidly to ignore target cover on next shot.

3. TIER 2 TALENTS (LEVELS 4–6: VETERAN MASTERY | PICK 1 PER LEVEL)

MIGHT / FORCE (2-COST):

  • Heave [2 Force]: Action Phase. Throw heavy object 2 paces; target Agility vs 14 or takes 4 Dmg and Prone.
  • Cripple Target [2 Force]: On Hit (Melee). Target grants Advantage on all player attacks/Evasions until it clears it.
  • Hamstring [2 Force]: On Hit (Melee). Permanently reduce target speed to 1 pace until treated.
  • Noxious Irritant [2 Force]: Action Phase. Throw vial 3 paces; enemies starting turn in 1 pace have Disadvantage.
  • Potent Stimulant [2 Force]: Action Phase. Ally gains 1 RP and +2 Dmg on next hit (takes 2 crash Dmg at end).

AGILITY / REFLEX (2-COST):

  • Iron Stance [2 Reflex]: Action Phase. Focus defense to auto-succeed on next Evasion before next turn.
  • Adrenaline Surge [2 Reflex]: Move Phase. Double total movement paces for this turn.
  • Nerve Strike [2 Reflex]: On Hit (Light/Unarmed). Target Might vs 14 or becomes Grappled (0 speed).
  • Shadow Strike [2 Reflex]: On Hit (Concealment). Strike with Advantage and deal +2 bonus Flat Damage.

AGILITY / REFLEX (CONTINUED):

  • Linebreaker [2 Reflex]: Move Phase. Move through enemy spaces, pushing 1 pace (wall slam = 2 Dmg).
  • Rig Trap [2 Reflex]: Action Phase. Rig object 3 paces (Agility vs 14) for 6 Dmg and knock Prone.
  • Sunder / Disarm [2 Reflex]: On Hit (Melee). Wrench weapon 2 paces away OR deal +3 bonus Flat Dmg.

WILL / RESOLUTE RP (2-COST & 3-COST):

  • Steel Stance [2 RP]: Action Phase. Cap incoming flat damage from all hits at 2 max until next turn.
  • Pinning Volley [2 RP]: Action Phase (Ranged). Blanket 2 paces in 8 paces; first foe inside is Pinned Down.
  • Pressure Dressing [2 RP]: Action Phase. Restore 3 HP to self/ally OR grant Advantage on next Evasion.
  • Funneling Fire [2 RP]: On Hit (Ranged). Force target to reposition 1 pace in direction of your choice.
  • Relentless Assault [3 RP]: Action Phase (Melee). Make 2nd attack on different adjacent foe in 1 pace.
  • Absolute Camouflage [3 RP]: Action Phase. In cover, enemies suffer Disadvantage on attacks vs you.
  • Piercing Strike [3 RP]: Action Phase (Ranged). Hit target in 8 paces & deal equal Dmg to foe directly behind.
  • Master of Ruin [3 RP]: Action Phase. Trigger collapse dealing 6 Dmg and blocking the corridor.
  • Field Surgery [3 RP]: Outside Combat (Breather). Restore ally HP equal to twice your Will modifier.

4. TIER 3 TALENTS (LEVELS 7–8: APEX FINISHERS | PICK 1 PER LEVEL)

  • Brawl Mastery [4 Force]: On Hit (1-Hand/Unarmed). Grab foe as cover (+Adv on Evade) OR pin beast to remove its Action Phase.
  • Lethal Strike [4 Force]: Action Phase (Light Melee). Strike unaware non-boss from behind in 1 pace to drop them to 0 HP.
  • Unstoppable Defiance [4 RP]: Reaction (at 0 HP). Spend 4 RP when reduced to 0 HP to remain standing at 1 HP.
  • Crash the Gates [4 RP]: Move Phase. Smash barrier to take immediate Action Phase with Adv vs surprised foes.
  • Perfect Aim [4 RP]: Action Phase (Ranged). Forfeit Move; fire in 8 paces with Adv, ignore cover, add Will Mod to Dmg.
  • Volatile Reaction [4 RP]: Action Phase. Detonate explosive dealing 8 Flat Dmg and Dazed in 2-pace radius.
  • Extreme Triage [4 RP]: Action Phase. Revive dying ally in 1 pace at 1 HP with a permanent scar/injury.
TALENT COMBOS & BUILD NOTES:
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THE GUIDE'S MANUAL

1. ADJUDICATING THRESHOLDS & SOCIAL CHECKS

All player actions target the static Universal Baseline Threshold of 14.

  • Grant Advantage: High ground, tactical surprise, or ideal tools.
  • Impose Disadvantage: Heavy strain, slick ice, or full cover.
  • Checks: Will vs 14 (Social), Agility vs 14 (Stealth), Might vs 14 (Force).
WHEN DOES THE GUIDE ROLL A D20?
1. Initiative Target: Roll 1d20 (+ Tier Mod) at combat start.
2. Morale Checks (Squad Break): Roll 1d20 vs 14 when an enemy squad loses 50% numbers or its Commander dies. Fail = enemies surrender or flee.
3. Boss Escalation (50% HP): At 50% Boss HP, roll 1d20: 1–10 (Reinforcements): 2 Tier 1 Minions spawn at map edge. 11–20 (Lair Hazard): Major Hazard (6 Flat Dmg) detonates in a 2-pace area.
4. Failing Forward: Roll 1d20 for narrative complication severity.

2. ENVIRONMENTAL HAZARDS & THREAT TIERS

β€’ Minor (3 Dmg) | Major (6 Dmg) | Lethal (10 Dmg)

Threat TierHPDmgMoveTier Trait
Tier 1: Minion3 HP2 Dmg3 PacesSwarm: Drops in 1 hit. Groups force Disadv.
Tier 2: Standard12 HP4 Dmg3 PacesStandard frontline combatant.
Tier 3: Elite25 HP6 Dmg4 PacesHard Target: Player attacks suffer Disadv.
Tier 4: Boss55 HP7 Dmg4 PacesFrenzy: 2 Actions/turn (roll Evade 2x).

3. MOB ROLES (PLUG-AND-PLAY)

Assign 1 role to any Tier above to stack its trait onto the enemy's base stats:

Mob ArchetypeTactical Trait (One-Liner Rule)
1. BruteHeavy Hitter: +2 Flat Dmg (-1 Movement Pace).
2. SniperDead Eye: Range 8 Paces (+2 Dmg vs target in open).
3. DisruptorCrowd Control: Hit forces Might check vs 14 or Dazed.
4. ProtectorIntercept: Takes flat damage for adjacent ally.
5. CommanderAura: Allies in 3 Paces +1 Pace & auto-succeed 1st Morale Check.
6. SwarmerSwarm: Drops in 1 hit (3 HP). Pairs force Disadv.

4. LEVEL SCALING & ENCOUNTER BUILDING

Scaling Brackets:

  • Lvl 1–2: Base Tier Stats.
  • Lvl 3–5: Standards/Elites +5 HP / +1 Dmg (Boss +15 HP). Minion +1 Dmg.
  • Lvl 6–8: Standards/Elites +15 HP / +2 Dmg (Boss +30 HP). Minion +2 Dmg.

Encounter Templates (Baseline 4 Players):

  • Light Skirmish: 4 Minions, 2 Standards. (1 Minor Tag)
  • Tactical Clash: 3 Minions, 2 Standards, 1 Elite. (1 Major Tag)
  • Heavy Assault: 4 Standards, 2 Elites. (2 Major Tags)
  • Apex Boss Fight: 5 Minions, 1 Boss. (2 Major Tags + 1 Enhancer)
  • Party Scaling: +/- 1 Standard enemy per player above/below 4.

5. TACTICAL CONDITIONS & REST

Status Conditions (Players & Enemies):

  • Prone: Halves movement speed (round down, min 1 Pace). All physical attacks and maneuver rolls suffer Disadvantage.
  • Dazed: Suffer Disadvantage on all rolls (attacks, checks, evasions) until end of next turn; movement speed is halved (min 1 Pace).
  • Grappled (Physical): Completely immobilized (Movement = 0). Must spend Action Phase and pass Might check vs 14 to break free.
  • Pinned Down (Suppressive): Trapped behind cover. Moving outside cover triggers automatic enemy flat damage. Spend Move Phase OR pass Agility/Will check vs 14 to clear.
  • Stunned: Completely incapacitated. Forfeits all Move and Action Phases on next turn (can still roll Evasion when attacked).

Rest & Recovery Mechanics:

  • Short Breather (10 min): Regain HP equal to (Might Mod x 2), Force equal to Might Mod, Reflex equal to Agility Mod, and RP equal to Will Mod.
  • Rough Sleep (Overnight in Wilds): Regain Half Max HP (round down); completely refuels Force, Reflex, and RP pools to max.
  • Sanctuary Rest (Town/Base): Full 100% restore of HP, Force, Reflex, and RP + clears all conditions. Cost: 1 Minor Tag per player.
RUNNING CHECKS & ADVANTAGE
β€’ When to Call for a Check: Never roll for routine, risk-free actions. If an Adventurer has the right background, proper tools, and plenty of time, they succeed automatically. Only call for a d20 roll when there is active danger, time pressure, or meaningful consequences on a failure.
β€’ Advantage & Disadvantage in Play: Advantage = 2d20 keep high; Disadvantage = 2d20 keep low. Multiple sources never stack extra dice (always 1d20 or 2d20). Having both cancels out to a single 1d20 roll.
THE GUIDE'S GOLDEN RULE: FAILING FORWARD
A roll under 14 never means nothing happened. Never say nothing happened! A failed check always pushes the narrative forward through Success at a Cost or Escalation (the player achieves the goal or moves the scene, but suffers a setback). The Guide rolls 1d20 for severity:
β€’ 1–10 (Minor Complication): Alarm/alert, lost time, social slip, or Minor Hazard (3 Flat Dmg).
β€’ 11–20 (Major Complication): Tool/weapon breaks (destroys 1 active item slot), enemy ambush, or Major Hazard (6 Flat Dmg + Prone).
ENCOUNTER & CAMPAIGN TRACKING NOTES:
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APPENDIX: DYNAMIC SETTING ADAPTATION

Easy Play D20 adapts instantly using active setting flavoring. All mechanics rely on static flat damage, uniform baseline thresholds, and abstract Loot Tags rather than complex currency math.

1. WEALTH, LOOT and NARRATIVE ECONOMY

Wealth is tracked using abstract Loot Tags divided into two categories:

  • Minor Loot Tags (Currency / Spending Money): Standard liquid wealth (coins, cred-sticks, scavenged cash). Uses: 1 Minor Tag/player = Sanctuary Rest (100% reset); 1 Minor Tag = Restock 1 consumable, buy basic gear, or pay low-level bribes.
  • Major Loot Tags (Special Assets / Rare Relics): Unique, highly valuable items (rare gems, dragon scales, ancient artifacts, prototype tech). Uses: Traded directly for primary weapons/armor, legendary gear, vehicle repairs, or major faction leverage.
Genre Minor Loot Tag Example Major Loot Tag Example
Fantasy Pouch of Silver, Bandit Bounty Dragon Scale, Ancient Relic
Cyberpunk Cred-Stick, Black Market Cash AI Core Chip, Prototype Cyberware
Sci-Fi Fuel Credits, Cargo Pass Alien Artifact, Pure Plasma Gem
Post-Apoc Bottlecap Pouch, Unspent Ammo Intact Pre-War Engine, Water Filter
Steampunk Brass Sovereign Coins, Aether Token Clockwork Core, Flawless Diamond
Space West Bounty Dollars, Saloon Poker Chips Stolen Hyper-Drive, Alien Skull Relic

2. ADAPTING THE THRESHOLD

The Guide can adjust the baseline threshold of 14 to set campaign tone:

  • Super-Heroic (Target 12): Easy success without spending RP. High action.
  • Survival Horror (Target 16): High failure rate. Forces players to burn RP constantly.

3. SETTING ARMORY RESKINS

Gear names automatically reskinned for Universal Rules:

  • Unarmored (+1 Pace): Civilian clothes (Fantasy), flight suit (Sci-Fi).
  • Light Armor (+1 Evade, Disadv Stealth): Leather jerkin (Fantasy), Kevlar vest (Modern).
  • Medium Armor (+2 Evade, Disadv Stealth): Chainmail (Fantasy), combat weave (Cyberpunk).
  • Heavy Armor (+3 Evade, Disadv Stealth): Plate mail (Fantasy), Exosuit (Sci-Fi).
  • Shield (Guard): Wooden shield (Fantasy), riot shield (Modern).
  • Light Melee (3 Dmg): Dagger (Fantasy), vibro-blade (Cyberpunk).
  • Heavy Melee (4 Dmg): Greataxe (Fantasy), power sword (Sci-Fi).
  • Ranged Weapon (2 Dmg, 8 Paces): Bow (Fantasy), plasma rifle (Sci-Fi).

4. CONSUMABLE & UTILITY LOOT

Using any consumable costs 1 Action Phase. Roll 1d20 for random loot drops:

d20 Roll Fantasy Sci-Fi / Cyber Post-Apoc Mechanical Effect
1–2 Healing Salve Hypo-Med Bandages Restores 5 HP OR clears 1 Condition.
3–4 Focus Elixir Neural Stim Chems/Pills Regains 1 Force, Reflex, or RP pool point.
5–6 Fire Oil Overcharge Cell Hollow-Point +2 Flat Damage on next successful hit.
7–8 Flash Powder EMP Grenade Pipe Bomb Throw 3 Paces: Target Agility vs 14 or Dazed.
9–10 Smoke Vial Holo-Screen Smoke Canister Creates 1-Pace cloud for Concealment.
11–12 Skeleton Key Bypass Chip Pry-Bar Advantage on 1 lock, hack, or forced entry.
13–14 Grapple Hook Grapnel Gun Rope Launcher Ignores vertical move cost up to 4 Paces.
15–16 True-Strike Dust Targeting Link Tracer Rounds Next attack completely ignores target cover.
17–18 Shield Patch Hard-Light Rig Scrap Plate +2 Evade vs next 1 incoming attack.
19–20 Hunter's Tag Tracker Dart Paint Marking All party attacks vs marked target gain Advantage.

5. MAGIC, PSIONICS and CYBERWARE

Spells/cybernetics use standard class features & weapon math in setting flavor:

  • Spells as Weapons: Ranged (8 Paces) = Firebolt. Heavy Melee (1 Pace) = Telekinetic crush.
  • Abilities as Magic: Concussive Blow = shockwave spell. Structural Weakness = acid vial.

6. VEHICLES, MOUNTS AND CHASES

  • Travel & Cover: A vehicle or mount carries the party together and provides mobile cover during combat.
  • Chases: The driver rolls Agility or Might vs 14 on their turn to close distance or break away. Passengers take their normal Move and Action Phases to fire weapons or use gear.
  • Crashes: If a vehicle is disabled or destroyed, occupants make an Agility check vs 14 to jump clear safely or take hazard damage and fall Prone.
GENRE & WORLD-BUILDING NOTES:
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