Rules Quick-Reference

Following are a handful of rules that come up fairly often (a "system salad", if you will), collected for easy reference.

Bennies

Players start each session with three Bennies. More can be earned through Hindrances, as roleplaying awards, or when any player draws a Joker during combat (in which case all players receive a Benny).

Spend a Benny to:
  • Reroll a Trait: Reroll any Trait roll and keep the best total. Critical Failures cannot be rerolled.
  • Reroll Damage: Reroll a damage roll.
  • Recover from Shaken: Instantly recovers from Shaken status.
  • Draw a New Action Card: After all Action Cards are dealt, get a new Action Card and keep the one you like.
  • Regain Power Points: Instantly recover 5 Power Points.
  • Influence the Story: This one is entirely up to the Game Master, who may allow your character to spend a Benny to find an additional clue if you’re stuck, come up with some mundane but needed item, or push a nonplayer character into being a bit more agreeable.
  • Temporarily Gain a Combat Edge: This option is only available in campaigns using the High Adventure setting rule. Characters can spend a Benny to gain the one-time use of a Combat Edge. They have to meet the Rank and any Edge requirements as usual but can ignore Trait requirements. Multiple Bennies can be spent in one round for multiple Edges, either for different effects or in order to meet a needed requirement to gain another Edge.

Conviction

Special award earned for experiencing great victory or catastrophic misfortune.

Using Conviction:

  • Conviction can be spent to add a d6 to all a character's Trait and damage totals until the beginning of their next turn. This die can Ace, and its result is added to the final total.
  • Maintain Conviction from round to round by spending a Benny at the start of one's turn.

Encumbrance

Encumbered characters subtract 2 from Pace (minimum 1″), running rolls, Agility and all linked skills, and Vigor rolls made to resist Fatigue.

At three times the lifted weight or more, they can move at a Pace of 1 for a number of rounds equal to their Vigor. Every round thereafter they must succeed at a Vigor roll or take a level of Fatigue.

The maximum weight a character can lift or carry is four times the listed weight.

In certain settings (e.g. supers, Rifts), Super Strength rules apply for Strength over d12.

Normal Strength

Strength Load Limit Max Weight
d4 20 80
d6 40 160
d8 60 240
d10 80 320
d12 100 400
Each +1 +20 +80

Super Strength

Strength Load Limit Max Weight
d12+1 125 500
d12+2 250 1,000
d12+3 500 1 ton
d12+4 1,000 2 tons
d12+5 2,000 4 tons
d12+6 2 tons 8 tons
d12+7 4 tons 16 tons
d12+8 8 tons 32 tons
d12+9 16 tons 64 tons
d12+10 32 tons 128 tons
d12+11 64 tons 256 tons
d12+12 125 tons 500 tons
d12+13 250 tons 1K tons
d12+14 500 tons 2K tons
d12+15 1K tons 4K tons

Heavy Item Table

Example Weight Damage
Parking Meter 50 Str+d10
Large Rock 100 Str+d12
Boulder 200 Str+d12+1
Lamp Post 400 Str+d12+2
Large Tree* 1,000 Str+d12+3
Statue 1 ton Str+d12+4
Car 2 tons Str+d12+5
Truck 4 tons Str+d12+6
Armored Car 8 tons Str+d12+7
APC 16 tons Str+d12+8
*Items this heavy or more automatically
do Heavy Damage when used as a weapon.
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