- Reset master to upstream/main (16,697 commits) - Overlay 2,271 local-only files (skills, tools, workspace, configs, apps) - Restore IDENTITY.md and USER.md templates - Build verified, gateway running, Discord working Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
143 lines
6.5 KiB
Markdown
143 lines
6.5 KiB
Markdown
# OPERATION VESALIUS — GM CHEAT SHEET
|
||
|
||
---
|
||
|
||
## SKILL CHECKS BY SCENE
|
||
|
||
| SCENE | CHECK | DIFFICULTY | CONSEQUENCE OF FAIL |
|
||
|-------|-------|------------|---------------------|
|
||
| **1: Boarding** | Silent Move | Challenging +0 | Alarm trip → +1 patrol S2 |
|
||
| **1: Boarding** | Tech-Use (suppress alarm) | Hard −10 | Alarm trip → +1 patrol S2 |
|
||
| **2: Labs** | Tech-Use (gene-lock) | Challenging +0 | — |
|
||
| **2: Labs** | Awareness (spot traps) | Ordinary +10 | 1d10 E splash (corrosive leak) |
|
||
| **3: Clone Vault** | Tech-Use (unlock matrix) ×3 | Challenging +0 | 1d10+5 E acid burst (Pen 4) |
|
||
| **4: Core Research** | Tech-Use (field unlock) ×3 | Hard −10 | Field holds; alternate sabotage route |
|
||
| **4: Core Research** | Demolitions (sequence) | Challenging +0 | Field holds; tech route mandatory |
|
||
| **5: Escape** | Agility (debris) | Challenging +0 | 1d10+4 I + lose 1 round |
|
||
| **5: Escape** | Strength (bulkhead) | Ordinary +10 | 1d10+4 I + lose 1 round |
|
||
| **5: Escape** | Athletics (floor gaps) | Challenging +0 | 1d10+4 I + lose 1 round |
|
||
| **6: Debrief** | Fellowship (report) | Ordinary +10 | +1 RP if inspiring |
|
||
|
||
---
|
||
|
||
## ENEMY STAT BLOCK (CONDENSED)
|
||
|
||
| NAME | WS | BS | S | TB | AG | W | AR | MAIN ATTACK | SPECIAL |
|
||
|------|----|----|---|----|----|----|----|----|---------|
|
||
| **Surgeon Acolyte** (S3) | 45 | 40 | 40 | 4 | 35 | 28 | 5 | Chainblade 1d10+6 R Pen2 Tearing | Fear(1), Unnat.Int(×2), Combat Master, tech drugs +10 WS |
|
||
| **Chaos Cultist** (mook ×6 S3) | 35 | 30 | 35 | 3 | 30 | 12 | 3 | Autogun 1d10+3 I Pen0 | Flak armor only |
|
||
| **Gland Hound** (×2 S2) | 40 | — | 40 | 4 | 50 | 18 | 2 | Bite 1d10+5 R Pen2 Toxic(1) | Quadruped, melee −10 to hit, Frenzy, Heightened Senses |
|
||
| **Chaos Spawn** (S4) | 45 | — | 50 | 5 | 35 | 40 | 4 | Claws 1d10+8 R Pen4; Tentacle 1d10+6 I Pen2 Concussive(1) | Fear(2), Multiple Arms, Unnat.Str(×2), Regen(2), teleports end R5 if Bile alive |
|
||
| **Thaddius Bile (avatar)** | TBD | TBD | TBD | TBD | TBD | TBD | TBD | TBD | **Timer: R5 teleport unless driven off** |
|
||
|
||
---
|
||
|
||
## DAMAGE REFERENCE (QUICK)
|
||
|
||
| HAZARD | DAMAGE | NOTES |
|
||
|--------|--------|-------|
|
||
| Acid Burst (unstable clone) | 1d10+5 E, Pen 4 | Triggered on Tech-Use fail S3 |
|
||
| Corrosive Leak (S2 trap) | 1d10 E | Awareness check to avoid |
|
||
| Escape Obstacle (fall/crush) | 1d10+4 I | Fail any Escape check = lose 1 round |
|
||
| Gland Hound Bite | 1d10+5 R, Pen 2, Toxic(1) | Melee attacks vs hound are −10 |
|
||
| Acolyte Chainblade | 1d10+6 R, Pen 2, Tearing | Combat Master talent applies |
|
||
| Spawn Claw | 1d10+8 R, Pen 4 | Unnatural Strength ×2 |
|
||
|
||
---
|
||
|
||
## TIMELINE & ROUND COUNTERS
|
||
|
||
| TRIGGER | ROUND | ACTION |
|
||
|---------|-------|--------|
|
||
| **Escape Start** | T+0 | 5-round countdown to ship collapse |
|
||
| **Bile Threat** | R1–R4 | Avatar engages; Spawn melee tank |
|
||
| **Bile Escape Check** | END R5 | Bile teleports away UNLESS team wins hard team Tech-Use challenge (5 success/3 fail) |
|
||
| **Spawn Berserk** | After Bile gone | +1 attack per round; regenerates 2 wounds/round |
|
||
| **Collapse** | R5 end | Entire vault implodes; escape becomes mandatory |
|
||
| **Escape Countdown** | 5, 4, 3, 2, 1 | Call aloud each round; final push at R1 |
|
||
|
||
---
|
||
|
||
## ALARM ESCALATION TRACKER
|
||
|
||
| LEVEL | TRIGGER | EFFECT |
|
||
|-------|---------|--------|
|
||
| **0: SILENT** | Starting state | No patrols active; stealth possible |
|
||
| **+1 ALERT** | Failed S1 Silent/Tech check | +1 patrol added to S2 labs |
|
||
| **+1 ALERT** | Failed S2 Tech/trap | Low red alarm LEDs pulse |
|
||
| **+2 HOT** | S3 begins (tanks crack) | Acolyte + cultists deploy; full combat |
|
||
| **+3 CRITICAL** | S4 starts | Bile avatar emerges; Spawn unstoppable |
|
||
| **+4 EMERGENCY** | S5 escape | Ship-wide sirens; 2–3 gene-mods harry retreat |
|
||
|
||
---
|
||
|
||
## XP & RP QUICK REFERENCE
|
||
|
||
| ACTION | BASE XP | BASE RP | CONDITION |
|
||
|--------|---------|---------|-----------|
|
||
| Stealth Boarding | +25 | +1 | If no alarm S1 |
|
||
| Lab Infiltration | +100 | +2 | If data extracted silently |
|
||
| Clone Chamber (kill Acolyte) | +150 | +2 | If prisoners saved |
|
||
| Core Research (secure/destroy Sample) | +200 | +3 | If Bile driven off without losses = +3; if lost team member = 0 |
|
||
| Escape (no deaths) | +50 | +1 | If no one left behind |
|
||
| Debrief (inspiring report) | +50 | +1 | If Fellowship check succeeds |
|
||
| **TOTAL BASELINE** | **+575** | **+10** | No bonuses; adjust for deaths/failures |
|
||
|
||
**Session 0 Recap:** 900 XP group ÷ 6 = 150 XP/player; 14 RP group = 2 RP each + 2 GM pool.
|
||
|
||
---
|
||
|
||
## DIFFICULTY DIALS (PRESET ONCE, USE ALWAYS)
|
||
|
||
| TEAM STYLE | ADJUSTMENT |
|
||
|------------|------------|
|
||
| **Stealthy** | Reduce patrols; alarms add +10 TN instead of spawning enemies |
|
||
| **Loud/Aggressive** | Immediate +1 patrol S2; +1 unstable clone trigger S3 |
|
||
| **Low-Gear/Rookie** | Change Hard (−10) to Challenging (+0); Spawn arrives 1 round later S4 |
|
||
| **Veteran/Optimized** | Add environmental hazards each scene; Bile teleports end R4 instead of R5 |
|
||
|
||
---
|
||
|
||
## ONE-PAGE REFERENCE: KEY BEATS
|
||
|
||
**Opening:** "Darkness carries weight. You breathe barely—but the Emperor's fire burns in your chest."
|
||
**S1 Key:** Single distant metal *klonk*; camera LED blinks.
|
||
**S2 Key:** Ruptured tissue-tube splats wall; tiny alarm LED wakes.
|
||
**S3 Key:** All cylinders flicker in sync… then ONE cracks.
|
||
**S4 Key:** Energy field pulses like a heartbeat.
|
||
**S5 Key:** Count down aloud: *5…4…3…2…1.*
|
||
|
||
**Bile Flavor Lines:**
|
||
*"So naive. You clutch truths you barely grasp."*
|
||
*"This is not the end—only a delay."*
|
||
*"Perfect. The idea steps out of its cage."*
|
||
|
||
---
|
||
|
||
## COMMON TEST SHORTHAND
|
||
|
||
| TEST | MODIFIER | COMMON USAGE |
|
||
|------|----------|--------------|
|
||
| Silent Move | +0 | S1 boarding, avoiding patrols |
|
||
| Tech-Use | −10 (Hard) / +0 (Challenging) | Dock alarm, field unlock, gene-lock |
|
||
| Awareness | +10 | Spot traps, notice ambush |
|
||
| Demolitions | +0 | Alternate S4 sabotage route |
|
||
| Agility | +0 | Debris avoidance S5 |
|
||
| Strength | +10 | Move bulkhead S5 |
|
||
| Athletics | +0 | Clear gaps S5 |
|
||
| Fellowship | +10 | Debrief / inspire report S6 |
|
||
|
||
---
|
||
|
||
## CRITICAL RULES AT A GLANCE
|
||
|
||
- **Escape Gauntlet:** 3 checkpoints (debris, bulkhead, floor gap); fail any = 1d10+4 I + lose 1 round; 5-round total timer
|
||
- **Acid Burst:** Triggers on S3 Tech-Use fail; 1d10+5 E Pen 4 to all in area
|
||
- **Gland Hound Melee:** −10 to hit them in close combat (high agility + dodge)
|
||
- **Spawn Regeneration:** 2 wounds/round unless Bile is driven away (then full berserk)
|
||
- **Bile Escape:** End of R5 (Core Research) UNLESS team wins group Tech-Use check (5 successes before 3 failures)
|
||
|
||
---
|
||
|
||
**FOR PRINTING:** Single A4 or letter page, 8pt/10pt font. Fold along "TIMELINE" if pocket-size preferred. Keep on table; reference aloud when needed.
|