TEXT: PLAYER CHEAT SHEET 
  Dice Rolls 
  ● d10 roll a ten-sided die for a result within 1 and 
  10. 
  ● d100 roll two ten-sided dice, one for the tens and 
  one for the units: “00” stands for 100.  
  Roll Types 
  ● Skill Rolls - When a character is trying to 
  accomplish a task of some kind. 
  ● Save Rolls - To resist the effects of Spells, 
  Poisons and other hazards. 
  ● Attack Rolls - To assault another character or 
  creature with a weapon or a Spell. 
  ● Spell Casting Rolls - Are used to determine the 
  effectiveness of Spells. 
  ● Unmodified Rolls - No other modifiers are 
  applied to the d100 roll; read only the result 
  showing off on the dice. 
  ● Open Ended Rolls - If the d100 ends up within 
  96-100, roll again and add the result to the 
  former. If the d100 ends up within 01-05, roll 
  again and subtract the result instead. 
  Drive 
  Drive is a measure of how strongly a character is 
  motivated. Drive value ranges from 0 to 5. 
  Characters start the game with 1 Drive. 
  Increasing Drive 
  When a character puts himself into danger, in a 
  challenge, in a bad light, or pulls the story in a 
  new direction following his Passions, he gets to 
  increase his Drive score by one - up to 5. 
  Spending Drive Points 
  A character can spend one or more Drive Points 
  to: 
  ● Re-roll a failed Skill or Save Roll with a special 
  +10 bonus to the re-roll.  
  ● Re-roll a suffered Critical Strike lowering its 
  severity level by one.  
  A character can spend five Drive Points at once 
  to: 
  ● Consider the result of any open-ended roll as a 
  natural 100 after rolling. 
  ● Treat a Critical Strike as Slaying after the 
  Attack Roll is made. 
  ● Ignore all penalties to actions for a scene. 
  ● Double the Area of Effect, Targets, Range, 
  Duration or Base Damage of one own Spell 
  before it being cast. 
  Skill Rolls 
  When an action does not automatically succeed, a 
  character may be called by the GM for a Skill 
  Roll. Roll a d100 open-ended, add the relevant 
  Skill bonus, and consult the Action Resolution 
  Table. 
  Difficulty 
  When a Skill Roll is called, the GM must 
  determine 
  how difficult the task that is being attempted is, 
  choosing a Difficulty for it. 
  Taking the Time 
  When there’s no hurry a character can Take his 
  Time to get a special +20 bonus to his Skill roll. 
  This implies using from twice as much to up to ten 
  times the time normally needed to perform an 
  action. 
  Helping 
  When characters team up one of them will be lead 
  and the will act as helpers. Helpers make a Skill 
  Roll based on the action they are performing.  
  ● On a Success, any helper will grant a +10 bonus 
  to the lead character’s roll.  
  ● On an Outstanding Success they’ll grant a +20. 
  ● On a Partial Success the helper will grant a +10 
  bonus, but will suffer a complication. 
  ● On a Failure, the helper will grant no bonus. 
  ● On a Critical Failure the helper gets in trouble 
  without granting any bonus. 
  If the lead character’s Skill Roll fails, helpers share 
  the consequences of the failure, in addition to any 
  cost or complication. Only Skill Rolls can benefit 
  from the helping rules: Attack, Spell Casting, and 
  Save Rolls can never be helped. 
  Tools 
  If a character does not have the necessary tools to 
  accomplish a specific task, he gets a -10 to -30 
  penalty to his Skill roll - or he may not be able to 
  roll for it at all. 
  Conflicting Actions 
  Conflicting Actions is when two or more 
  characters race for mutual exclusive goals. 
  ● Each character rolling a Critical Failure fails. 
  ● Any other results are compared: the higher 
  wins. 
  ● Conflicting actions can have Difficulties. 
  Save Rolls 
  ● Toughness Save Rolls (TSR) represents a 
  character’s resistance to physical threats. TSR 
  Bonus = Fortitude +5 * Character level, + other 
  modifiers. 
  ● Willpower Save Rolls (WSR) represent a 
  character’s chance to resist effects influencing 
  mind and soul. WSR Bonus = Wisdom +5 * 
  Character level, + other modifiers. 
  Resolving Save Rolls 
  ● Make an Open Ended roll and add relevant SR 
  Bonus. 
  ● If result is higher than Difficulty, the SR is 
  successful. 
  ● Difficulty of a SR is 50 plus 5* Attack Level of 
  the effect the character is trying to resist. 
  Combat 
  Tactical Round 
  A Round is a short time interval during which a 
  series of tactical actions take place during Combat. 
  Tactical Round Sequence 
  The Tactical Round Sequence (TRS) is used to 
  determine the order of actions during the Round. 
  1. Assessment Phase 
  Roll Perception to Assess if needed. 
  2. Action Declaration Phase 
  Declare Actions and Targets for the current Round. 
  3. Move & Maneuver Phase 
  Move up to full Move Rate, or double Move Rate 
  if sprinting. Perform Move Skill Rolls. 
  4. Spell Phase A 
  Cast prepared or Instant spells. 
  5. Ranged Phase A 
  Loaded missile and thrown weapons Attacks are 
  resolved. 
  6. Melee Phase 
  Melee Attacks are resolved in reverse order of 
  weapon length (longer weapons goes first): 
  ● Longest Weapons 
  ● Long Weapons 
  ● Short Weapons 
  ● Hand Weapons 
  7. Ranged Phase B 
  Other missile weapons Attacks that weren’t fired 
  in Ranged Phase A are resolved. 
  8. Spell Phase B 
  Cast unprepared or Improvised spells. 
  9. Other Actions Phase 
  All other Actions take place. 
  Types of Actions 
  ● Full Actions: Making a melee or ranged attack, 
  Casting a spell Moving, at Full Move speed. 
  ● Half Actions: Reading an item or drawing a 
  weapon, Knocking and arrow and taking aim, 
  Moving to engage a foe in melee. 
  ● Free Actions: Talking/Singing/Chanting, 
  Making an Assess Roll, Declare Actions 
  Combining Actions in each round: 
  ● One Full Round Action and one Free Action 
  ● One Full Round Action and one Half Action, 
  each at -20. 
  ● Two Half Actions with no penalty and a Free 
  Action 
  Special Duration Actions: 
  ●Readied Actions can be released anytime. 
  ●Multi-Round Actions last more than a single 
  round. 
  Attacking 
  Attack Roll = 1d100 (Open-Ended) + CMB + 
  Modifiers - Target’s DEF; result is cross-referenced 
  with the appropriate Attack Table. 
  Parrying 
  Parry = Subtract any amount of CMB and shift it 
  to DEF. See special rules for weapon vs. weapon 
  cases. 
  Critical Strikes 
  Critical Strikes (or Criticals) are blows that may 
  result in extra damage. 
  ● Superficial (Sup) Criticals have no modifier. 
  ● Light (Lig) Critical Strikes are modified by +10. 
  ● Moderate (Mod) Criticals are modified by +20. 
  ● Grievous (Gri) Criticals are modified by +30. 
  ● Lethal (Let) Criticals are modified by +50. 
  Weapon Fumbles 
  When rolling the Clumsy Range of his weapon, 
  the character misses and with on the Weapons 
  Fumbles Table. 
  Conditions 
  Different conditions can stack with each other, 
  conditions with the same name does not stack. 
  Prone 
  A Prone character is knocked off his feet to the 
  ground and either spends time to stand up or 
  fights from the ground. 
  Surprised 
  A Surprised character can not Attack and can only 
  take Half or Free Actions. He can not Parry or use 
  Shield bonus. Attacks against a Surprised 
  character also get a +20 bonus. 
  Stunned 
  A Stunned character cannot take Full Actions but 
  can Parry with half CMB. Attacks against Stunned 
  characters get a +20 bonus. Characters becomes 
  unstunned at the end of each round if they didn’t 
  get Stunned during that same round. 
  
  Wounded 
  Wounded characters may suffer various penalties 
  to their actions such as being Bruised or Bleeding.  
  Incapacitated 
  Incapacitated characters cannot take actions and 
  defend. Attacks against them always inflict 
  maximum damage and the attacker gets to choose 
  the Critical Strike result without having to roll. 
  Held 
  A Held character can only move 1/10 of his move 
  rate, can not sprint, suffers a -30 penalty to CMB 
  and DEF, and all attacks against him gets a +30 
  bonus. 
  Flanking 
  A character attacking from the side gets a +15 
  bonus to his CMB against the target. Any shield 
  can only be used against attacks coming from 
  front or shield side. 
  On Rear 
  A character attacking from Rear gets a +30 bonus 
  to his CMS against said target. The target can not 
  use a Shield to defend. 
  Encumbered 
  Encumbered character can suffer various penalties 
  to their actions according to the level of 
  encumbrance they’re burdening. 
  Weary 
  Weary characters move at half their normal Speed, 
  cannot take Half Actions, and cannot recover HPs 
  or heal from Bleeding and Injuries until this 
  Condition is removed. 
  Bruised  
  A Bruised character has lost half or more of his 
  Total HPs. He suffers a -20 penalty to all his action 
  and attack rolls. 
  Bleeding 
  A Bleeding character loses a certain number of 
  HPs each round, until the Bleeding is stopped. 
  Bleeding characters cannot recover HPs until their 
  wound is treated and blood loss is healed. 
  Dying 
  A Dying character will die in a given number of 
  rounds if this Condition is not removed.  
  Damage & Healing 
  Injuries 
  ● Injuries inflicting up  to a -20 penalty are called 
  Minor Injuries. 
  ● Injuries imposing a penalty from -21 to -50 are 
  considered Serious Injuries. 
  ● All Injuries inflicting a penalty over -50 are 
  called Crippling Injuries. 
  ● Each Injury must be recorded and healed 
  separately. 
  Healing Injuries 
  Minor Injuries will heal by themselves in 3 days 
  of rest. Other Injuries require a Healer skill roll to 
  start healing. A Serious Injury will turn into a 
  Minor Injury in 10 days of rest after treated. 
  Crippling Injuries will become Serious after 20 
  days if treated. 
  Resting 
  Characters recover one tenth of their Total HPs 
  (rounded down) every hour of rest. 
  Poison and Disease 
  Poisons and Diseases have an Attack Level, 
  against make a Toughness Save Roll, and a 
  description stating their effects. 
  A Healer roll allows poisoned or diseased 
  characters to make a new SR to recover. Antidotes, 
  Spells and some Healing Herbs can also contrast 
  or heal the effects. 
  Movement and Traveling 
  Encumbrance 
  Encumbrance is measured in 5 Encumbrance 
  Levels: 
  ● Unencumbered (UE): The character  has no 
  penalties 
  ● Lightly Encumbered (LE): The character suffers 
  -10 to Attacks and Moving Actions. 
  ● Encumbered (EN):  The character suffers -20 to 
  Attacks and Moving Actions. 
  ● Heavily Encumbered (HE):  The character 
  suffers -30 to Attacks and Moving Actions. 
  ● Over Encumbered (OE):  The character moves 
  at ¼ normal Move Rate and can not run, can not 
  attack, can not add his SWI stat to their Defense. 
  Wealth 
  Wealth Level 
  A character’s WL represents his Wealth and social 
  status; it ranges from 0 to 5. 
  Buying Goods 
  To see if a character can afford buying goods and 
  services first determine the Fare of the good and 
  then refer to the WL vs Fare Table. 
  Character Advancement 
  Levels and Progression 
  Characters will start at Level 1 with 10 XPs and 
  will progress through ten Levels. 
  From level 1 to 5, characters will level up every 10 
  XPs gained. Starting with level 6, they will need 20 
  XPs to reach a new level. 
  Gaining Experience Points 
  XPs are awarded at the end of each session. Each 
  character gains 1XP for each point in the General 
  & Vocation-specific Experience lists the group 
  agrees that happened at least once during the 
  session. 
  Leveling Up 
  When a character hits the amount of XPs needed 
  he progresses to the next Level. He gains DPs to 
  spend on his Skills according to his Vocation as 
  detailed in the Character Advancement Table. 
  Magic & Spells 
  Spell Lores 
  ● The ability to cast magic is represented by 
  special skills called Spell Lores.  
  ● Each Spell Lore is a single skill, which must be 
  developed separately.  
  ● Spell are organized in Weaves from 1 to 10 
  representing their intrinsic power level. 
  ● Each rank developed by a character in a Spell 
  Lore gives him the ability to cast spells up to the 
  corresponding Weave. 
  Magic Points 
  To cast a Spell, the character must spend a number 
  of MPs equal to the Weave of the Spell.  
  Recovering Magic Points 
  MPs are recovered by resting: a full night’s (8 
  hours) sleep replenishes the character’s MPs to the 
  maximum value. 
  Casting Spells 
  A character may attempt to cast any Spell he 
  knows, provided that he has enough MPs and the 
  Weave of the Spell isn’t higher than the character’s 
  Level. 
  Casting Time 
  Most Spells take a single action to cast but a 
  character may Concentrate on a Spell as a Full 
  Action. Each round spent grants a +10 bonus to 
  the Spell Casting Roll, up to a maximum of +40. 
  Improvised Spells 
  It’s possible but risky to cast spells without 
  Concentration. Spells cast this way are called 
  Improvised Spells, and impose a special penalty of 
  -10 to the Spell Casting Roll. 
  Instantaneous Spells 
  Spells marked as Instantaneous gain no benefit 
  from Concentration, but can be Improvised 
  without incurring in the normal -10 penalty. 
  Spell Casting in Armor 
  Armor Movement Penalty (modified as usual by 
  the wearer’s Armor Skill Bonus) is also applied to 
  all Spell Casting Rolls. 
  Spell Casting Roll 
  ● To successfully cast a Spell, make an Open 
  Ended roll on the Spell Casting Table, adding 
  the caster’s Bonus for the Spell Lore used, plus 
  modifiers. 
  ● A modified roll of 25 or less is a Critical Spell 
  Failure and the player must roll again on the 
  Critical Spell Failure Table. 
  ● A roll of 26 or more means the Spell was 
  successfully cast and its effects apply. 
  ● If the Spell required a Save Roll, the Result 
  column on the Spell Casting Table shows the 
  modifier applied to the target’s SR. 
  Bolt and Area Spells 
  Bolt and Area Spells use the Bolt Spells Attack 
  Table and the Area Spells Attack Table, instead of 
  the Spell Casting Table. 
  Spell Warping 
  Some Spells may be Warped casting them as a 
  higher Weave Spell. The final Weave of the Spell is 
  equal to the basic Weave plus the Warping Option 
  chosen. The MP cost of the Spell changes 
  accordingly. 
  Magical Resonance 
  Each time a character rolls a double on the dice 
  (i.e.: 11, 22, 33) of his Spell Casting Roll, the GM 
  may make a roll on the Magical Resonance Table.
  
SOURCE: textdata/thevault/Against the Darkmaster/Against the Darkmaster Player Cheat Sheet v2.pdf