Much easier to just take ’em all in at a glance. No system cheat sheet would be complete without a complete skill list, though: When I’m running a system for the first time, the biggest struggle is figuring out what the skills are so that I can call for the right skill checks. I kept trying to get the Skill List onto the first couple of pages, but it just wouldn’t fit. Incredibly useful when adjudicating actions. This collects all of the guidelines given for using skills and resolving skill checks (except for skill uses that are summarized elsewhere in the cheat sheet, like using Medicine to treat injuries). PAGES 9-10: Critical Injury and Vehicle Critical Hit tables. The exception are the damage and repair rules.) (For the most part, players can mostly focus on the first page, while the GM will need to more frequently reference the second.
#AGE OF REBELLION GM SCREEN HOW TO#
Took a lot of experimentation to figure out how to organize this information so that (a) it would all fit on two pages and (b) players could instinctively know where to look for something without a lot of practice. PAGES 7-8: All of the rules for Vehicle Combat. It’s the one you’ll want to swap out if you’re playing one of the other games (or supplement if you’re combining all of them together).
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This can be thought of largely as the Force and Destiny specific page. PAGE 5: All the disparate Force mechanics brought together in one place. This is an oft-referenced page and you’ll probably find yourself using it more than anything else in the cheat sheets. PAGE 4: This page has all of the effects you can purchase using advantage, triumph, threat, and despair for both personal combat and vehicle combat. (Players always want to know how they can get their hit points back.)
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You’ll want to include a brief coverage of the Medicine skill in your initial system briefing. PAGE 3: Advanced combat options and the Recovery rules. I also recommend discussing Aim and Taking Cover (without which, PCs are going to have a really rough time of it in combat). For the maneuvers listed in the middle column, you’ll also need to discuss Move. New players will need the left column and the right column. PAGE 2: The core of the combat mechanics. New players will need to know all of this. So those are all summarize here, along with the basic difficulty tables, and the core check mechanics. PAGE 1: Fantasy Flight’s Star Wars RPGs use a lot of symbols. The actual sequencing of the pages is mostly arbitrary (although topics are obviously grouped together if they require multiple pages): The organization of information onto each page of the cheat sheet is designed to be fairly intuitive.
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This consolidation of information eliminates book look-ups: Finding something in a half dozen or so pages is a much faster process than paging through hundreds of pages in the rulebook. But my goal with the cheat sheets is to summarize all of the rules for the game. Of course, I also keep at least one copy of the rulebook available, too. I keep a copy of the system cheat sheet behind my GM screen for quick reference and I also provide copies for all of my players. Over the next couple days I’ll also be posting a review of FFG’s Star Wars games and possibly a short scenario I designed for Force and Destiny. (Without the fonts, the Word file is just going to look really, really weird.) In order to make it easier to customize these sheets if you’re playing one of the other games, I’m also making the original Microsoft Word document available:įorce and Destiny – System Cheat Sheet (Word) I’m a fairly lazy fellow, though, so I’m not going to be making those adjustments for the other games.
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There are a few minor differences between the games, but they’re 99% identical and you should find that these cheat sheets prove valuable regardless of which system you’re running with only a few minor changes. Force and Destiny is the third game in a trilogy of Star Wars games that FFG has produced - the others being Edge of Empire and Age of Rebellion. This particular set of cheat sheets has been prepared for Fantasy Flight Games’ Star Wars: Force and Destiny roleplaying game. (For more information on the procedure I follow when prepping these cheat sheets, click here.) It’s a great way to get a grip on a new system and, of course, it also provides a valuable resource at the table for both the GM and the players. But for those who haven’t seen them before: These summarize all the rules for the game - from basic action resolution to advanced combat mechanics. I routinely prep these cheat sheets for RPGs that I run or play and share them here on the Alexandrian.