+1 Dice to pool for any roll
Re-Roll any roll
Spend as a Willpower, or gain (energy) = 1 x Potency
+4 Action Points
+1 Dot to a power, +2 to a Stat, or +3 to a (Skill, Path, Willpower)
When you spend a Style you gain 1xp
Action Points (AP)
1st movement takes 1ap
1st Action (dodge, attack, etc) takes 1ap
Subsequent actions cost an amount of AP equal to it’s to action (i.e. 2nd = 2ap, 3rd = 3ap, etc.)
Penalty to dice pool applies before you take the action
Refresh AP = lowest appropriate stat.
Defense is applicable to anything you can actively defend against
Subtracts from total successes rolled
You have a Static Soak Value to all damage, equals half your stat + misc. Round up.
Physical = (Stamina + Armor Rating) + Fortitude
Right under your armor E: (for everything), and B: (for bullets), and A: (aggravated), but your aggravated
Virtues / Vices (i.e. Aspects)
Play Unsafe! Do not make the most logical decision, they Storyteller should penalize you for this every time, and
reward you when you do not.
What do Aspects Do?
There are a number of ways that aspects come into being, and a number of ways they can be used during conflict
(whether that’s just a skill check during regular role-play or a specific roll in a combat sequence).
Any time you roll the dice, you could bring Aspects into play.
You can invoke one of your own Aspects after you roll the dice. You narrate how the Aspect affects the roll and,
assuming everyone at the table nods assent and says that’s cool, you can add +2 dice to your roll or re-roll. You pay
a (style or willpower) point immediately.
You can tag an Aspect on something else that’s relevant to the roll after you roll the dice. That could be an Aspect
on your opponent, an ally, on a scene or any other Aspect that’s relevant and not on your character. Take +2 dice
on your roll or re-roll. You pay a (style or willpower) point immediately.
You may only tag one Aspect on each related scope per roll:
one Opponent Aspect
value is a modifier from stats like Fortitude
one Character Aspect
one Scene Aspect (if one exists)
one Ally’s Aspect
You can compel an Aspect on your opponent before you roll the dice. In this case you offer your opponent a deal
related to his Aspect: he can take the deal and one of your (style or willpower) points or deny the deal and give
you a (style or willpower) point. Outside of a combat sequence the deal can be quite free-form and it is a
negotiation between players and not between characters. You might offer the Referee a deal relating to an NPC, a
deal relating to an ally or most commonly a deal offered by the Referee to a character’s player. During a combat
sequence the effects of a compel are far more constrained (and dealt with in detail in the appropriate section).
Players can put an Aspect on a character or scene with a Maneuver. Which is a simple skill check made against a
difficulty set by the GM that applies an Aspect to a scene.
Get compelled!!! You have these Aspects written on your sheet, let them get in your way! And get rewarded for it.
Ways to Earn Style!
Get your aspects compelled!
Break ties in opponents favor
Remove three dice from a roll
Do stupid stuff that your character would do