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Tactiquest - Quick Reference Sheet

The document outlines combat mechanics, including turn order, actions, and movement rules for players and enemies. It details various conditions, ailments, and the effects of verticality in combat, as well as the process for gaining experience points and managing resources during travel and resting. Additionally, it provides guidelines for resolving actions based on player skills and environmental factors.
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0% found this document useful (0 votes)
68 views2 pages

Tactiquest - Quick Reference Sheet

The document outlines combat mechanics, including turn order, actions, and movement rules for players and enemies. It details various conditions, ailments, and the effects of verticality in combat, as well as the process for gaining experience points and managing resources during travel and resting. Additionally, it provides guidelines for resolving actions based on player skills and environmental factors.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Turn order: Each PC picks aggressive or Verticality Grabs

cautious at the start of combat. Vertical distances are either short or tall. If grabber is target's size or larger:
Aggressive: Act before all enemies, 0 small Short fall: 3 dmg + Prone ◆ Target's speed is 1sq. Grabber's is halved.
actions on first turn Long fall: 6 dmg + Prone If target is larger than grabber:
Cautious: Act after all enemies, 2 small actions ◆ Target's speed is 1sq less. Grabber's is 0.
on first turn Attack modifiers:
◆ From short height: +1 dmg, +2sq range if ranged Either way...
Early foes act even before aggressive PCs. ◆ Against short height: -2sq range if ranged ◆ Grabber can end move at any time.
Late foes act even after cautious PCs. ◆ From tall height: +1 dmg, +4sq range if ranged ◆ Target can escape as a Move action.
◆ Against tall height: -4sq range if ranged, melee ◆ When one moves, both move.
Actions attacks can't reach without jumping
Each PC gains 1 Big & 1 Move action each turn.
They gain 0 or 2 small actions on turn 1 (depends Climbing: Status effects & other conditions
on turn order) & 1 small action on later turns. ◆ Up to short height: Part of movement; Blind:
◆ Area-effect abilities must be placed next to caster.
◆ Strike (Big): Deal weapon's damage. climber is left prone
◆ Non-area effects have touch range.
◆ Special move (Big + Small): Use weapon's ◆ Down from short height: Part of movement;
No Fall dmg unless forced Charm:
listed special move. ◆ Can't attack charmer.
◆ Stride (Move): Move up to Speed. ◆ Tall height: Normally can't climb either way
◆ Open to suggestion/negotiation.
◆ Hurry (Big or Small): Move up to half Speed. Climb skill:
Dazed:
◆ Shove (Small): Push 2sq or knock Prone. -No longer left Prone when climbing
◆ Half speed.
-If taken twice, climb tall heights as a Big action
◆ Grab (Small): Inflict Grabbed. ◆ No off-turn actions.
◆ Delay (Small): Remaining actions delayed to Jumping: Move action to Jump your jump ◆ No concentration.
any point before your next turn. distance, actions mid-jump can hit flying foes. Prone:
◆ Weapon Smash (Big + Small + Move): Make a Jump skill: ◆ Take +1 dmg from adjacent enemies.
Strike with double damage. Weapon breaks. -Jump is a short height ◆ Anyone can move thru/occupy your space.
Spellcasting: Spend actions of any type up to -If taken twice, can Jump as a small action ◆ 1sq Speed, no flying.
◆ Spend a Move action to get up & move 1sq.
cast time. Small/Move actions are worth 1; Big
action is worth 2.
Cover Tired:
◆ Creatures of target's size or larger provide half ◆ No Move action on your turn, but can still move
Movement cover. using other sources of movement.
◆ Taking any actions ends movement; can't split ◆ Ranged attacks have -2sq range for each Vulnerable:
your movement between actions. object/creature providing half cover to target. ◆ Take +2 dmg from all sources.
◆ Diagonal moves cost 2sq per 1 diagonal sq. ◆ Full cover prevents targeting entirely. Weak:
◆ Can move through allies but not end turn in ◆ Deal -2 dmg with all sources.
their square.
Displacement (i.e. forced movement)
◆ Push: Away from user. Slowed or Quickened:
◆ Can't move through enemies, or diagonally
◆ Pull: Towards user. ◆ Next movement subtracts or adds as many squares
between two enemies/obstructions. as Slow or Quicken.
◆ Slide: Any direction.
Stamina: 1 stamina = 1 extra small action. ◆ Collision dmg: If listed, triggers when target Ongoing damage:
collides with a creature or wall. Also damages ◆ Apply dmg on application and again at the end of
Gain stamina each fight equal to your empty
each of target's turns for rest of battle.
equip slots. creatures target is moved into.
Enemies in combat Ailments Towns, resting & supply
◆ Enemies each get one Big & one Move action. Some monsters & climates inflict Ailments. First aid:
They can use the Big actions listed in their stats Every Ailment lists a number of stages & ◆ Takes 1 minute, anyone can apply First Aid to
as well as any general Big actions. symptoms for each stage. themselves or an ally outside combat
◆ Each round the GM picks one enemy to use ◆ Regain 6 HP and gain 1 Strain
their Special action instead of any of the basic When resting, a PC can give up regained HP to
actions in their statblock. reduce an ailment by 1 stage. If they don't, or go Travel rests:
a night without resting, it progresses by 1 stage. ◆ A night's sleep, takes 1 Supply
XP & Advancement ◆ Regain ½ max HP & lose 1 strain
After combat, PCs gain XP equal to total Danger Travel & Encounters ◆ Casters regain ½ max mana
of monsters fought, split between the party. 3 Watches per day (1 for night), each Travel
action takes 1 Watch. Safe rests:
Each PC also gains XP equal to number of fights ◆ A night, day & night again in a safe place like
since last rest (including the one they just did). ◆ Travel. Move 1 hex. Each hex in a day past the
first two gives every PC 1 Strain. an inn; usually costs 2 silver per PC
Spend (Current Level × 20, + 40) XP during a Safe ◆ Explore adventure site. A session of ◆ Regain all HP & lose all strain
Rest to level up. adventuring in a dungeon, etc takes 1 Watch. ◆ Casters regain all mana
◆ Scout. Increase visibility by 1 hex. Supply:
Skills & Tasks ◆ Resource spent to take Travel rests
Action resolution: PCs taking actions not Each Watch while in the wilds, party has a 2-in-6
chance on a d6 of an encounter. Check the ◆ Restock in settlements, 2 silver per point; can't
covered by the rules are resolved by the GM restock there again for a week
based on these criteria: region's encounter table when one happens.
◆ Village: Max 3 supply per restock
◆ If the PC has no relevant skills, they're as good ◆ Town: Max 4 supply per restock
at the task as an untrained average person. Climates
Rough climates like mountains take twice as ◆ City: Max 6 supply per restock
◆ If the PC does have a relevant skill, they're as ◆ Capital: No per-week limit at all
good at the task as an expert. many Watches (and twice as many encounters) to
travel through.
GM rules one of three outcomes: Hazardous climates like swamps or frozen
◆ The PC succeeds unambiguously if they have wastelands can inflict ailments.
a relevant skill or gear.
◆ The PC can't accomplish the task. ◆ Road, plains, forest: No unique dangers.
◆ The PC could succeed if they met conditions ◆ Mountains: Rough climate.
necessary to accomplish the task (e.g. proper gear, ◆ Deserts: Sleeping without proper desert gear
recipe, expert knowledge etc) and will succeed if inflicts 1 stage of Desert Fever.
they obtain it. ◆ Tundra: Sleeping without proper winter gear
inflicts 1 stage of Chilled bones.
◆ Rough climate. Sleeping has a 2-in-6 chance
on a d6 to inflict 1 stage of Mirestench.

See rulebook for these ailments.

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