5.0 QUICK GUIDE¶
| STAT CHECKS | SAVES | PANIC CHECKS |
|---|---|---|
| Roll 1d100 under your Strength, Speed, Smarts, or Savvy to accomplish the task. If you fail, gain 1 Stress. A roll of 90–99 is always a failure; 00 is always a success. | Roll 1d100 under your Sanity, Fear, or Body to avoid danger, otherwise, fail and gain 1 Stress. A roll of 90–99 is always a failure; 00 is always a success. | When the worst has happened, to avoid Panicking, roll 1d20, aiming for greater than your character's current Stress. Rolling less than/equal to your Stress fails. Roll on Panic Table. |
| SKILLS | ADVANTAGE/DISADVANTAGE | CRITICALS |
| If a character has a Skill relevant to the task at hand, you can add its Skill Bonus to the Stat before rolling a Stat Check. Trained Skills: +10, Expert Skills: +15, Master Skills: +20 | If a character has a situational Advantage [+], roll the dice twice and take the best result. If a character has a situational Disadvantage [-], roll the dice twice and take the worst result. | Whenever you roll doubles on 1d100 (22, 77, etc.), it's Critical! On a Critical Success, something very good happens. On a Critical Failure, something bad happens, and you must make a Panic Check. |
| DAMAGE & WOUNDS | ARMOR & COVER | DEATH |
| Whenever a character takes Damage, reduce Health by that amount. If your Health is reduced to 0, gain 1 Wound and roll on the Wounds Table. | Ignore any Damage less than the AP of your Armor + Cover. Any Damage greater than that value of your AP reduces it by 1 and carries over. When it reaches 0 AP, the Armor or Cover is destroyed. | Whenever your character takes Wounds equal to their Maximum Wounds, make a Death Save. Roll 1d10 & cover it; only reveal the result when someone checks out your character's vitals. |
| RANGE | ||
| ADJACENT: It can touch you. | CLOSE: It can get to you. LONG: It can shoot you. |
EXTREME: It can hear you scream. |
♥ It's a big, scary galaxy out there. Just do your best and try to have fun before your untimely demise. ♥