Cheat Sheet

Symbol Key

s = Success

f = Failure

a = Advantage

h = Threat

t = Triumph

d = Despair

d = Ability

d = Difficulty

b = Boost

b = Setback

c = Proficiency

c = Challenge

Combat

Weapon Stats
  • Damage: A flat number means a weapon deals that much damage. A +X means that weapon does that much damage plus the wielder's Brawn. Each uncancelled s adds 1 damage to the attack.
  • Crit: The number of a you need to spend to cause a critical injury.
  • Special abilities vary in the amount of a they require to activate.
Attack Difficulties

Melee attack in engaged range has a base difficulty of dd. All modifiers are placed on that base.

Ranged Attack Difficulties
RangeDifficulty
Engageddd for light Ranged
ddd for heavy Ranged
Shortd
Mediumdd
Longddd
Extremedddd
Modifiers to Attack Rolls
  • Ranged Target is Engaged with an ally: Upgrade one d to c
  • Target is prone: Melee adds b; Ranged adds b
  • Aiming: Add b if one maneuver, bb if two.
  • Target is guarded: Add b to check.
  • Engaged target has made a ranged attack: Add b to next melee attack.
Maneuvers

Only a max of two maneuvers can be performed in a turn. The first is free, the second costs 2 strain or an action.

  • Aim: Add b to next attack. May be taken twice in a row.
  • Assist: Add b to an ally's next check. Explain how.
  • Concentrate: Maintain a concentratable spell.
  • Counterspell: All opponents within medium range upgrade teh difficulty of checks to cast spells until end of counterspeller's next turn.
  • Guard: Add b to the next attack against the target. You may guard yourself.
  • Interact with environment or gear.
  • Mount or dismount.
  • Move: One maneuver to move between Engaged and Short Range. Two maneuvers to move to or from Medium/Long/Extreme, each band requiring two maneuevers.
Actions
  • Activate an ability, attack, or skill check.
  • Exchange action for maneuver.

Status and Environmental Effects

  • Concealment: Adds b or b to rolls, depending on context.
    • +1: Mist, shadow, waist-high grass
    • +2: Fog, dusk, thick shoulder-high grass
    • +3: Heavy fog, thick choking smoke, night, dense underbrush
  • Cover: Ranged defense of 1, plus add b to checks like Perception against the character.
  • Difficult Terrain: 2x maneuvers to move into / through. Impassable requires a skill check.
  • Disoriented: A disoriented character adds b to all checks they make.
  • Immobilized: An immobilized character cannot perform maneuvers.
  • Staggered: A staggered character cannot perform actions (including downgrading them to maneuvers).

Wounds, Strain, and Critical Injuries

  • Exceeding one's Wound Threshold causes the character to be knocked out / incapacitated, and they immediately suffer one Critical Injury.
  • Exceeding one's Strain Threshold causes teh character to be incapacitated.
  • Roll on the Critical Injury Table when you suffer a Critical Injury. Add +10 to the roll for each critical injury you are already suffering from.
Healing Wounds
  • Natural Rest: One night of rest heals one wound.
  • Medicine Check: A character may receive ONE Medicine check per encounter to heal wounds. Difficulty is based on state of health. On a success, the target heals wounds equal to s and strain equal to a.
    • Medicine check difficulty is increased by 2 if a physician is healing themselves.
    • Medicine check difficulty is increased by 1 if a physician is healing without tools.
  • Autohealers: Heals n Wounds, where n is 5 minus the number of autohealers already used in the last 24 hours.
Healing Strain
  • Natural Rest: One night of rest heals all strain.
  • End of an Encounter: A character may make a Simple (-) Cool or Discipline check to recover strain equal to s.
  • See Medicine Check supra.
Healing Critical Injuries
  • Natural Rest: After one week of rest a character may attempt a Resilience check with a difficulty set by the Critical Injury table. A success heals the injury, a failure does not. A t heals an additional Critical Injury.
  • Medicine Check: A Medicine Check may be used once per week to heal a Critical Injury, using the difficulty on the Critical Injury table.
State of HealthDifficulty
Half or less of Wound Thresholdd
More than half of Wound Thresholddd
Wounds exceeding Thresholdddd
Critical InjurySee Critical Injury Table

 

Dice Tables

Spending a and t in Combat
CostResult Options
a or t

Recover 1 strain.

Add b to the next allied character's check.

Notice a single important detail about the ongoing scene, such as the location of a door's control panel or a weak point on an armored car.

Inflifct a Critical Injury with a successful attack that deals damage past soak (a cost may vary).

Activate an item quality (a cost may vary).

aa or t

Perform an immediate free maneuver. You still may not perform more than two maneuvers in a turn.

Add b to the targeted character's next skill check.

Add b to any allied allied character's next skill check, including your own.

aaa or t

Negate the targeted enemy's defense (such as defense gained from cover, equipment, or performing the guarded stance maneuver) until the end of the current round.

Ignore penalizing environmental effects such as inclement weather, zero gravity, or similar circumstances until the end of the active character's next turn.

When dealing damage to a target, have the attack disable the opponent or one piece of gear rather than dealing wounds or strain. This could include hobbling them temporarily with a shot to the leg, or disabling their radio. This should be agreed upon by the player and the GM, and the effects are up to the GM (although Table I.6-10: Critical Injury Result, on page 115, is a good resource to consult for possible effects). The effects should be temporary and not too excessive.

Gain +1 melee or ranged defense until the end of your character's turn.

Force the target to drop a melee or ranged weapon they are wielding.

t

Upgrade the difficulty of the targeted character's next check.

Upgrade the ability of any character's next check (including yours).

Do something vital, like shooting the controls to the nearby blast doors to seal them shut.

On an initiative check, perform an immediate free maneuver before combat even begins.

tt

When dealing damage to a target, have the attack destroy a piece of equipment the target is using, such as blowing up their assault rifle or slicing their sword in half.

Spending h and d in Combat
CostResult Options
h or d

You suffer 1 strain.

You lose the benefits of a prior maneuver (such as from taking cover or assuming a guarded stance) until you perform the maneuver again.

hh or d

An opponent may immediately perform one free maneuver as an incidental in response to your check.

Add b to the targeted character's next check.

You or an ally suffer b on your next action.

hhh or d

You fall prone.

You grant the enemy a significant advantage in the ongoing encounter, such as accidentally blasting the controls to a bridge were planning to use for your escape.

d

Your weapon immediately runs out of ammunition and may not be used for the remainder of the encounter.

Upgrade the difficulty of an allied character's next check or your next check.

The tool, Brawl, or Melee weapon you're using becomes damaged (see Core Book page 89).

Spending a and t in Social Encounters
CostResult Options
a or t

You recover 1 strain.

Add b to the next allied character's check.

Notice a single important detail in the encounter, such as an overly curious waiter or some drapes your character can stand behind to avoid being recognized.

aa or t

Learn the Strength or Flaw of the targeted character.

Add b to the targeted character's next check.

Add b to any allied character's next check, including yours.

aaa or t

Learn the Desire or Fear of the targeted character.

Successfully conceal your true goal in the encounter.

Learn the true goal of your target, if your target has one.

t

Learn any one Motivation of any character in the encounter (with the GM's approval).

Upgrade the difficulty of the targeted character's next check.

Upgrade the ability of any allied character's next check, including yours.

Do something vital to your goals for the scene, such as getting everyone's attention, or distracting all the guards so your character's friends have a chance to do something important.

Spending h and d in Social Encounters
CostResult Options
h or d

You suffer 1 strain.

You get distracted or sidetracked momentarily. This can result in your being unable to activate an ability that requires spending a maneuver on their next turn, or it may just result in their being dragged into a lengthy and boring conversation.

hh or d

You accidentally reveals your own Strength or Flaw.

Add b to the targeted character's next check.

You or an allied character suffer b on your next action.

hhh or d

You accidentally reveal your own Desire or Fear.

You accidentally reveal your true goal in the encounter.

d

You accidentally reveal a Motivation of one of your allies.

You learn one false Motivation of the target character (you believe it to be true).

Upgrade the difficulty of an allied character's next check or your next check.

You become so embroiled in irrelevant events in the encounter that you cannot do anything important during the next round.

Spending h and d on Magic Skill Checks
CostResult Options
h or d

The magical energies exhaust your character, and they suffer 2 strain or 1 wound (rolling player's choice).

Your character and all allied spellcasters in the encounter add b to any attempts to cast spells until the end of your next turn.

hh or d

The spell doesn't take effect until the start of the next round, or after a minute in narrative gameplay.

If you are using a magical item, it becomes damaged one step (see Table I.5–4: Repairing Gear, on page 89).

Until the end of the encounter, enemy spellcasters add b when casting a spell that targets you.

hhh or d

The spell is slightly more powerful than expected. One character of the GM's choice is targeted or otherwise affected by the spell as well.

All other spellcasters and creatures attuned to magical energies within a day's travel become aware of the character (and depending on their disposition, may be very interested in finding them and doing them harm).

d

You overexert yourself, or lose your magical connection and are unable to cast spells for the rest of the encounter or scene.

The GM picks the target of the character's spell. If the caster is an NPC, the controlling player picks the target of the spell instead.

dd

The character completely lose control of their magical energies, suffering one Critical Injury (at the GM's discretion, this may instead take the form of some of terrible or hilarious misfortune, such as temporarily being turned into a small woodland creature, being struck by lightning on a clear day, swapping bodies with someone else in the encounter for the remainder of the day, or summoning an avatar of divine or infernal wrath).

If the character is using a magical item, it is completely destroyed.

Magic

Penalties When Casting Spells
ConditionPenalty
The character does not have at least one free hand (wielded implements count as a free hand).+b
The character is unable to speak (gagged, silenced, or otherwise).+bb
The character is wearing heavy armor that might hamper their gestures (armor with +2 soak or more), or carrying as shield. This could also include other restrictive outfits, at GM's discretion.+b
The character is in circumstances that interfere with their ability to concentrate, such as trying to cast while swimming or hanging from a rope, being buffeted by a sandstorm, or casting a spell that doesn't target the person they're fighting in hand-to-hand combat.Upgrade the difficulty once (or more at your GM's discretion).

Vehicles

Silhouettes
SilhouetteExamples
0Halflings, Cats, Dogs
1Humans, Dwarves, Elves, Motorcycles, anything roughly human sized
2Horses, Bears, Trolls, Cars, Trucks, Small Aircraft
3Drakes, Giants, Semi-Trucks with Trailers, Small Skybarges, Starfighters
4Dragons, Gunboat and Corevette-sized Starships, Large Skybarges
5Frigate-sized Starships
6Destroyer-sized Starships
7Battleship-sized Starships, some Bulk-Freighter Starships
8Star Dreadnoughts, Full-sized Space Stations
Handling
HandlingExamples
-4Downhill sled, single-thruster rocket, train
-3Aircraft carrier, dogsled, three-masted heavy frigate, space battleship
-2Combat walker, heavy tank, passenger plane, sloop
-1Hang glider, horse-drawn cart, light tank, motorcycle
0Consumer car, jetpack, motorboat
+1Bicycle, hovercraft, trained horse
+2Fancy car, fighter jet
+3High-performance race car, snowmobile, stunt plane
+4Neural interface exoskeleton, V.I. poloting-assisted space superiority fighter
Vehicle Speeds
SpeedForced MoveOther Effects
00 range bands-
11 range bands-
22 range bands-
33 range bandsUpgrade the difficulty of all Piloting checks once. Add +20 to the result of any Critical Hit suffered as a result of a collision (see Collisions, on Core Rules page 222).
44 range bandsUpgrade the difficulty of combat checks targeting the vehicle once. Upgrade the difficulty of all Piloting checks twice. Add +40 to the result of any Critical Hit suffered as a result of a collision (see Collisions, on Core Rules page 222).

Vehicle Actions

Pilot Actions
NameTypeSilSpdDescription
Accelerate ManeuverAnyAnyThe pilot may increase the vehicle's current speed by one or more, to a maximum of the vehicle's maximum speed. The vehicle suffers a number of system strain equal to the amount its speed increased minus 1, to a minimum of 0.
Brace for ImpactManeuverAnyAnyOnce per round, the pilot may use this maneuver to adjust the vehicle's position to minimize incoming damage. Until the beginning of the pilot's next turn, whenever the vehicle is dealt damage, the pilot may have the vehicle suffer system strain up to its silhouette to reduce the damage it suffers by that amount, to a minimum of 0.

Additionally, until the beginning of the pilot's next turn, whenever the vehicle suffers a Critical Hit, the pilot may have the vehicle suffer system strain up to its silhouette to reduce the Critical Hit result by ten per point of strain it gains this way, to a minimum of 0. If the result is reduced to 0 this way, the Critical Hit is canceled.
DecelerateManeuverAny 1+The pilot may decrease the vehicle's current speed by one or more, to a minimum of 0. The vehicle suffers a number of system strain equal to the amount its speed decreased minus 1, to a minimum of 0.
EvadeManeuver0-43+Once per round, the pilot may perform this maneuver to dodge incoming fire. Until the beginning of the pilot's next turn, upgrade the difficulty of all attacks made against the vehicle and by characters in the vehicle.
RepositionManeuverAny1+ The pilot may move the vehicle one range band. This maneuver reflects minor repositioning to avoid obstacles, close or widen distance in a chase, or otherwise shift within the environment in small ways.
Dangerous DrivingActionAny1+The pilot attempts to control the vehicle as it takes a sharp turn, tries to coax the vehicle through a series of narrowly placed obstacles, or otherwise performs an improbable feat of operating prowess.

When performing the Dangerous Driving action, the character makes a Piloting check with a difficulty equal to the silhouette of the vehicle.
Gain the AdvantageAction1-44+To execute this action, the pilot chooses one enemy vehicle and makes a Driving or Piloting check, the difficulty of which is determined by the relative speeds of the vehicles involved in the attack (see the Speed Advantage Difficulty table). If the pilot succeeds, they gain the advantage.

While a pilot has the advantage, upgrade the ability of all combat checks made from the pilot's vehicle against the target vehicle twice, and upgrade the difficulty of all combat checks made by the target vehicle against the pilot's vehicle twice.
Speed Advantage
Difference in SpeedDifficulty
Initiating vehicle is traveling at the same speed as the target vehicleEasy (d)
Initiating vehicle's speed is one or more higher than target vehicleAverage (dd)
Initiating vehicle's speed is one lower than target vehicleHard (ddd)
Initiating vehicle's speed is two or more lower than target vehicleDaunting (dddd)
Crew Actions
NameSilSpdDescription
Blanket Barrage 5+0-3The gunner uses the ship's weapons to raise a curtain of fire around the ship, protecting it from smaller vehicles. Any smaller vehicle attempting an attack run will must brave a hurricane of heavy weaponry. This action also speeds up combat when your vehicle has lots of guns.

When performing the Blanket Barrage action, your character makes an Average (dd) Gunnery check and selects all weapons of a single type that share a firing arc. Those weapons count as firing that round. This action requires at least two weapons to use, and it cannot be used if there are not two weapons of a single type that share a firing arc. Until the end of their next turn, all vehicles of silhouette 4 or smaller upgrade the difficulty of any combat checks made against your character's vehicle once, plus one additional time per aa on the check. If their combat check generates hh, they suffer one automatic hit, which deals half the base damage (rounding up) of the type of weapon used in the Blanket Barrage action. If their combat check generates 󲊲, they suffer one automatic hit dealing the full base damage instead.
Concentrated Barage5+0-3The gunner directs the vehicle's fire to focus on a precise point on the opponent's hull. Focusing fire in this way has the potential to deal significant damage. This action also speeds up combat when your vehicle has lots of guns.

When performing the Concentrated Barrage action, the character selects all weapons of a single type (such as 24-pounder cannons aboard a seagoing craft, or railguns aboard a starship) that share a firing arc. This action requires at least two weapons to use, and it cannot be used if there are not two weapons of a single type that share a firing arc. Although the character is firing multiple weapons, the character makes a single combat check, as per the rules for the Perform a Combat Check with Vehicle Weapons action. If the attack succeeds, the character may spend a once to add damage equal to the number of weapons involved in the attack to one hit of the attack. The Concentrated Barrage action can only be used to target vehicles with a silhouette of 5 or higher.
Damage ControlAnyAnyWhen performing the Damage Control action, choose whether you want your character to repair system strain or hull trauma. Then, make a Mechanics check, with the difficulty determined by the Damage Control Difficulty table. If the check is successful, reduce the vehicle's system strain or hull trauma by one per uncanceled s.

Characters can use the Damage Control action to repair system strain multiple times during an encounter. However, only one Damage Control action can be made to repair hull trauma during an encounter—no matter how many characters are on the vehicle. In both cases, you decide whether your players' characters can use the Damage Control action, depending on the current situation (a fighter pilot probably couldn't climb out of their plane to patch their wing, after all).

Characters can also use this action to repair Critical Hits the vehicle is suffering from. The difficulty of repairing a Critical Hit is listed in the Severity column of the Critical Hit Result table. Checks to repair Critical Hits can be attempted multiple times, until the Critical Hit is repaired.
Perform a Combat Check with Vehicles WeaponsAnyAnyAttack with a ship's weapon. See Core Rules page 230.
Additional Vehicle ActionsAnyAnySee the Additional Vehicle Actions table.
Damage Control
Total System StrainTotal Hull TraumaDifficulty
System strain less than half of system strain thresholdHull trauma less than half of hull trauma thresholdEasy (d)
System strain equal to or greater than half of system strain thresholdHull trauma equal to or greater than half of hull trauma thresholdAverage (dd)
System strain exceeds system strain thresholdHull trauma exceeds hull trauma thresholdHard (ddd)
Additional Vehicle Actions
ActionSkill and DifficultyResults
Plot Course Average (dd) Piloting check or Hard(ddd) Perception checkThe crew member studies the terrain ahead and plots a course that should take the vehicle safely through it. On a successful check, each uncanceled #span.genesys s] reduces the b suffered for difficult terrain by one.
CopilotAverage (dd) Piloting or Hard(ddd) Perception checkThe crew member serves as the vehicle's copilot, managing systems and auxiliary equipment to allow the pilot to focus on flying or driving. On a successful check, each uncancelled s downgrades the difficulty of the pilot's next Piloting or Operating check once.
Jamming Average(dd) Computers checkThe crew member uses the vehicle's systems to jam the communications of enemy vehicles. On a successful check, the enemy must make an Average (dd) Computers check to use its own communication systems. The difficulty increases by one for each additional ss, and the jamming affects an additional target for each a spent.
Boost DefensesHard (ddd) Mechanics checkThe crew member reroutes power from other systems to boost the defensive systems of a vehicle. This only works if the vehicle already has a defense of 1 or greater. On a successful check, the vehicle suffers 1 system strain and increases its defense by one until the beginning of the character's next turn. Each additional s increases the duration by one round.
Manual RepairsHard(ddd) Athletics checkIn some cases, repairs can be as simple as welding a sturdy metal plate over a damaged system. If the character has the proper tools for the job, they can attempt to use the Damage Control action with Athletics rather than Mechanics. If successful, the character removes one point of hull trauma from the vehicle, plus one additional point for each additional ss. This follows the limitations of the Damage Control action, and thus may only be attempted once per encounter.
Fire DisciplineHard (ddd) Leadership or Discipline checkThe character forgoes fighting to analyze the opponents' tactics and direct their comrades in achieving greater accuracy with weapons fire. If the check is successful, the next crew member firing a weapon on the vehicle adds b to their check (plus an additional crew member for every additional ss). The character may also spend aaa to allow every hit from shipboard weapons to inflict 1 system strain on their target as well as regular damage until the beginning of the character's next turn, as the carefully timed shots pummel shields and overload systems.
Scan the EnemyHard(ddd) Perception checkThe character uses the vehicle's scanners to study the enemy. If successful, the character learns what weapons the targeted vehicle has, its modifications, and its system strain and hull trauma thresholds. The character can also spend aa to learn its current system strain and hull trauma levels.
Hack Enemy's SystemsHard(ddd) Computers checkThe character uses computers to attempt to disrupt the systems of an enemy vehicle. If successful, the character compromises the defenses of the target vehicle for one round per s (see the Vehicle Components sidebar, on Core Rules page 221). A t may be spent to compromise one enemy weapon of the character's choice, and aa may be spent to inflict 1 system strain on the target vehicle.
Interecept ProjectilesHard (ddd) Computers or Gunnery check or Average (dd) Vigilance checkThe character tracks incoming attacks and uses vehicle systems to disrupt guided projectiles such as missiles, or drops flares and chaff at an opportune moment. If the check is successful, any attacks against their vehicle using weapons with the Guided quality upgrade their difficulty once (plus an additional upgrade for every additional ss) until the start of the character's next turn.

Vehical Critical Hits

Vehicle Critical Hits
D100SeverityResult
01-18Easy (d)Rattled: The vehicle suffers 3 system strain, and its pilot and each occupant suffer 3 strain.
19-36Easy (d)Shrapnel Spray: Chunks of metal or wood are hurled at the occupants at deadly velocity. The pilot and occupants must each make a Hard (ddd) Resilience or Vigilance check or suffer 1 wound, plus 1 additional wound per f on the check; you may spend hhh or d from this check to inflict a Critical Injury on the character.
37-54Easy (d)Hull Damaged: The vehicle's hull is compromised (see Vehicle Components on Core Rules page 221).
55-63Average (dd)Navigation Damaged: The vehicle's navigation is compromised (see Vehicle Components on Core Rules page 221).
64-72Average (dd)Propulsion Damaged: The vehicle;s propulsion is compromised (see Vehicle Components on Core Rules page 221).
73-81Average (dd)Defenses Damaged: The vehicle's defenses are compromised (see Vehicle Components on Core Rules page 221).
82-108Hard (ddd)Weapons Damaged: One of the vehicle's weapons (attacker's choice) is compromised (see Vehicle Components on Core Rules page 221).
109-126Hard (ddd)Brakes Damaged: The vehicle's brakes are compromised (see Vehicle Components on Core Rules page 221).
127-138Daunting (dddd)All Systems Down: All of the vehicle's systems are compromised (see Vehicle Components on Core Rules page 221).
139-144Daunting (dddd)Fire!: The vehicle catches on fire. While the vehicle is on fire, each occupant suffers damage as discussed on page 111. A fire can be put out with a Hard (ddd) Cool or Athletics check (or multiple checks for big vehicles).
146-153Daunting (dddd)Breaking Up: The vehicle begins to come apart at its seams, disintegrating around the occupants. At the end of the following round, it is completely destroyed, and the surrounding environment is littered with debris. Anyone aboard the vehicle has one round to dive for the nearest door before they are lost.
154+-Vaporized: The vehicle is completely destroyed, consumed in a large and dramatic fireball. Nothing survives.

Trade

Rarity
RarityDifficultyExamples
0Simple (-)Pencil and paper
1Edible smartmatter
2Easy (d)Pocket knife, cooked meal
3Basic memescape interface
4Average (dd)Skycar, hoverbike
5Blaster pistol, deluxe memescape interface
6Hard (ddd)Commercial memescape node, commercial starship
7Construction explosives
8Daunting (dddd)Assault rifle
9Gunship
10Formidable (ddddd)Capital ship
Rarity Modifiers
Rarity ModifierCircumstances
-1Consumer driven economy
-1Major metropolitan area
-1Trading hub
+0Mid-sized metropolitan area
+0Civilized area
+1Rural or agrarian location
+1State-regulated economy (modifier may not apply to basic living staples)
+2Frontier location
+2Laws prohibiting ownership (modifier only applies to certain items, such as military weaponry or aircraft)
+3Active warzone
+4Post-disaster wasteland

When selling, a character makes a Negotiation check against the rarity. A success with 1 s allows the player to sell the item for 25% of its cost. With ss, 50%, and with sss it's 75%. Illegal goods use Streetwise instead.


Osmium and Osmium Universe are trademarked (TM) by Parker Harris Emerson. The Osmium Universe is Copyright 2018-2019 Parker Harris Emerson. Genesys and the Narrative Dice System Copyright 2017-2019 Fantasy Flight Games.