Reference tables
TIME INCREMENTS
Instant
A few moments
Half 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
and so on
THE LADDER
+8 Legendary
+7 Epic
+6 Fantastic
+5 Superb
+4 Great
+3 Good
+2 Fair
+1 Average
0 Mediocre
-1 Poor
-2 Terrible
WHAT SKILLS CAN DO
Attack – Inflict Stress
Maneuver – Create a temporary Aspect
Declare – Create an Aspect or fact.
Assess - Discover an Aspect
Block – Prevent a specified future action
STRESS
Stress = Shifts + Weapon Rating - Armor
Combat: Now What?
1)Roll initiative:
Alertness for primarily Physical conflicts.
Empathy for primarily Social conflicts
Discipline for primarily Mental conflict
So you want to use a magical spell?
If Magic then consider this quick Evocation reminder:
1. Determine the effect.
2. Describe the effect as a basic action: attack, block,
maneuver, or counterspell.
3. Decide how many shifts of power you will use.
4. Roll Discipline with a difficulty equal to the desired
power.
5. Take Mental stress based on power of spell. (Power = Discipline = 1 stress)
6. Suffer backlash or fallout, if applicable.