Liminal System Cheat Sheet

Nov 12, 2020 6:18 pm
CORE MECHANIC
Roll 2d6 + Skill + Mods vs. Challenge Level (CL)

❧ If the PC has no skill, +2 to CL.

❧ A player may spend Will (1 for 1) to add to a skill test after the roll.


CHALLENGE LEVELS

❧ Opposed = 8 + opponent’s skill

❧ Situational = 8 + 2 per complication


ASSISTANCE

❧ Roll a relevant skill test at a challenge level of 8.

❧ If you succeed, the person you are helping has a +2 bonus to their test.

❧ If you achieve a critical success, your help gives a +4 bonus.

❧ A task can only benefit from one assistant.


GROUP TESTS

To pass a group test, the group needs a number of successes equal to the number of players taking part. +2 to CL if the skill not ideal.

❧ Any player who rolls a successful skill test adds one success to the total.

❧ Any player who rolls a critical success adds two successes to the total.


CRITICAL SUCCESS

If your roll in a skill test succeeds by 5 or more, you have scored a critical success. The interpretation of your choice is up to the GM.

❖ A companion of yours succeeds in a related skill test without having to roll. This is a good choice when the group of PCs are all dealing with the same hazard.

❖ You gain extra information from the skill test. Often this will be because you were gathering information anyway, but you could also find something out incidentally by observing something while performing your main task.

❖ You accomplish what you were doing much more quickly than expected. Just how much more quickly depends on the situation.

❖ You look really cool doing the task and impress an NPC bystander or ally.

❖ You infuriate and distract a hostile NPC.

❖ You do the task subtly and/or covertly.


FAILURE

❖ The test fails and leads to trouble. You can try again when the trouble is fixed.

❖ The test still succeeds, but in the process the PC takes d6 damage.

❖ You succeed, but the task takes much longer than expected or attracts undue attention.

❖ PC fails, but they can’t try again unless matters somehow improve for them.


CRITICAL FAILURE

If the player rolls snake eyes and does not spend Will, the PC suffers and additional complication to their failure but you get to tick an experience box.


SOCIAL CHALLENGES

If a social challenge against an NPC succeeds, the GM has the choice of:

❧ Convince the NPC

❧ The NPC a -1 penalty (cumulative) to all actions which contradict the result of the skill test.

❧ An NPC can shake off a penalty at the expense of spending d6 points of Will. Or they could give in.

❧ When it comes to a skill test against a PC, they face the same choice: a penalty, loss of d6 Will, or going along with what is suggested.

Critical Success

❧ The usual rules apply. Alternatively, an NPC who stands up suffers a -2 penalty to actions going against the course of action.

The effect usually lasts until the end of a scene or a single round within a battle.


INITIATIVE

PCs and NPC allies roll an Awareness test opposing the enemy with the highest Awareness Skill. The CL is not increased even for a character with no skill.


ATTACKS

❧ Hand to hand: Melee Skill test vs opponent’s Melee or Athletics (whichever higher).

❧ Ranged: Shoot Skill test vs. opponent’s Athletics.


CRITICAL SUCCESS

❖ You do an extra d6 damage.

❖ In each round after this one, you act first in the combat, as if you won the initiative roll.

❖ You make yourself the next target of an enemy you name. This can be useful to protect a comrade.

❖ You disarm an opponent. A disarmed opponent must either draw a back-up weapon or spend a round retrieving their weapon unless they make a difficulty 12 Athletics test.


GOING DEFENSIVE AND ESCAPING COMBAT

If you do not take any other action and simply choose to defend yourself, make an Athletics skill test. On a successful roll, all damage against you is halved (round down) until your next action. On a critical success, choose one of the following:

❖ You’ve found perfect cover. No enemy can attack you this round.

❖ You retreat safely from the battlefield.

❖ You allow an ally to retreat safely from the battlefield.


ENVIRONMENTAL DAMAGE

d6..........Minor: a typical fall, a collision in a fairly slow moving vehicle, and exceptionally arduous exertion.

2d6........Major: fall from a great height, a collision in a fast moving vehicle, potentially lethal poison.

Some damage can be deemed non-lethal. It does not reduce a character below 0 Endurance, and a character does not need immediate first aid not to suffer more injury.


EFFECTS OF DAMAGE

Endurance > 0 .......Lightly injured

Endurance ≤ 0 .......Critically Injured, bleeding out

❖ Unconscious?

❖ Take 1d6 damage unless stabilized

❖ Any action costs 1 Will

Endurance ≤ -10 ....Dead


HEALING

Applying first aid after a character has suffered damage requires a Medicine skill test at challenge level 8. Add +2 to the challenge level if the character has no safe place to work, or lacks basic medical supplies. A successful skill test has the following effects:

❧ A character who has 0 Endurance or below is stabilized. They can be safely moved and will not suffer further damage from existing injuries.

❧ Any character recovers d6 Endurance.

A character still at zero Endurance or below after first aid requires hospital treatment and a week of recovery to heal to a state where they have 1 Endurance.


RUNNING OUT OF AND REGAINING WILL

If a character who has zero Will suffers further Will damage, they are unable to act for a number of combat rounds equal the Will damage taken.

Once per game session, you can engage your Drive to regain d6 Will. This does not take you above your usual maximum, but if the roll would take you above its usual maximum tick an experience box.

For each day of rest and relaxation away from investigating cases, you regain d6 Will.

Thread locked