ForeSight — GM Cheat Sheet

The One Rule

Success Chance = Score × Ease Factor. Roll D100 ≤ SC to succeed.

EF ladder: 0 — ¼ — ½ — 1 — 2 — 3 … 15. (0 = impossible, 15 = automatic.) Add all modifiers, then apply.

A +1 EF is worth your whole Score in the sweet spot (Score 15: EF 5→6 = 75%→90%), ~half at the ¼/½ rungs. Keep modifiers small.

Rule of thumb: +5 trivial · +3 very easy · +1 easy · 0 average · −1 hard · −3 very hard · −5 extreme · −7 near-impossible. (Just remember +5 easy / −5 hard.)

Quality Ratings

Roll vs SC QR
≤ SC/10 QR1
≤ SC/4 QR2
≤ SC/2 QR3
≤ SC QR4
> SC QR7 (fail)
> SC & a multiple of 10 QR10 (botch)

Caps: a 100 is never better than QR7; a 99 never better than QR4.

Yield %: QR1 100 · QR2 80 · QR3 50 · QR4 25 (failures yield as QR4). Read one column only: Yield (how much) · Time (QR4 ≈ 200% of estimate) · PM = 4 − QR. Never penalize the same choice twice (pay the EF up front, the success includes it).

Open-Ended Resolution

Damage

Damage = Yield × (DC ÷ 2) ⟶ wound levels. (Large/tough target: ÷ Damage Scale.)

DC anchors: inhumanly-strong fist 4 · 9mm pistol 8 · 7.62 rifle 11. Types: M melee · I impact · B beam. Pn weapon pierces n DC of armor; armor A absorbs 1 damage. Hit location: roll D10, or call the shot for an up-front EF penalty (covers cover, too).

Combat (sequence)

  1. Awareness → Initiative. Surprised → Startled → Alert → Ready → Lying-in-wait; modify for big factors (can't see = bad). Sets the roll.
  2. Declare best → worst Init (ties by Score): each chooses Act or Wait. Waiting persists across rounds — the unaware get no declaration turn 1 (ambush!).
  3. React / pre-empt: a waiter reacting may go just after — or pre-empt (Coordination roll modified by Initiative QR, ties by Init Score) to go just before. Nobody is ever certain they act first.
  4. Your turn: one Primary + one Secondary action (no AP budget; throughput = skill & body).
  5. Reactions (parry/dodge/flinch/cover): unlimited, cumulative −2 each.

Round ≈ 3–5 s (longer for vehicles). Spread attacks — a hurt/stunned foe is far less dangerous than a dead-or-healthy one.

Wounds, Stun & Exhaustion

Wound level 0→8(dead); −(level) to everything. New damage adds on. Pain Resistance (EN or WP) on a hit → shrug / Shaken (−2, one action) / Stunned (only recover-from-stun; QR1 clears, QR10 KO). Convalescence: roll EN/WP at the level's interval (Light daily, Med 5d, Heavy 20d, Critical+ every 30 min/5 min/min) — success drops a level, QR10 raises; worst-level penalty until healed/treated.

Exhaustion (fatigue, mana, etc.): hard exertion → EN/WP check, fail = +1 level. Full penalty to its own domain, half to all else, tracks stack (round half up). Clears by rest, one level at a time — depth 1 = breather, 2 = long break, 3 = sleep, 4 = near-coma, 5+ = intervention. 4+ converts to wounds.

Power pools (Mana/Piety/Spirit): gather roll → success = free · marginal/fail = +1 exhaustion · QR10 = fizzle + exhaustion. Push it: take a level for a one-off +4.