Here we have another one of my system cheat sheets, this time for a game that I was Lead Developer for. Like my other cheat sheets, this one summarizes all the rules for the game — from basic action resolution to advanced combat options to the nuanced gear options of the Human Sphere. 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. (For more information on the procedure I follow when prepping these cheat sheets, click here.)
Infinity is a game of epic science fiction, mixing together transplanetary empires, alien invasions, existential threats, cusping transhumanism, and rich historical allusion into a kitchen sink of thrilling science fiction. The Wilderness of Mirrors scenario meta-structure will create wildly memorable gaming experiences, while the triple battlefield of Warfare, Infowar, and Psywar is implemented using a set of unified core mechanics which strips away the mechanical complexity so often found in cyberpunk-inspired systems.
I’m more than a little biased, but I think you should check it out.
HOW I USE THEM
As I’ve described in the past, I keep a copy of the system cheat sheet behind my GM screen for quick reference and also provide copies for all of the players. Of course, I also keep at least one copy of the rulebook available, too. But my goal with the cheat sheets is to consolidate information and eliminate book look-ups: Finding something in a couple of pages is a much faster process than paging through hundreds of pages in the rulebook.
The organization of information onto each page of the cheat sheet should, hopefully, be fairly intuitive. The division of pages is mostly arbitrary.
PAGE 1: CORE MECHANICS. As a 2d20 game, the core mechanics of Infinity revolve around skill tests, but (perhaps even more importantly) the concept of Momentum & Heat. Infinity Points are also summarized here for easy reference.
PAGE 2: ACTION SCENES. This page summarizes the core mechanical chassis on which all Action Scenes in Infinity are built.
PAGE 3-6: TRIPLE BATTLEFIELD. These pages detail the rules for Warfare, Infowar, and Psywar.
PAGE 7: ACTION SCENE MOMENTUM & NPC PROGRAM TEMPLATES. These two things don’t really have anything to do with each other, but the Action Scene Momentum page had enough space left over that I could put the NPC Program Templates on it, and those are too useful not to have at your fingertips during play. (They provide a a couple dozen hacking devices that you can give NPCs, allowing you to quickly customize hackers without needing to build a custom deck list every time.)
PAGE 8-9: VEHICLES, STEALTH, BASIC INTERACTIONS. Wrap up of some additional rules that flesh out the core engine of the game.
PAGE 10-14: GEAR. Based on playtesting with these sheets, the gear section was significantly expanded. Like a lot of science fiction games, Infinity has a need to cover a lot of different types of gear. We’ve kept those systems as streamlined as possible, but there are still specialized rules that are pulled out here for easy reference. Of equal importance are the Qualities cheat sheets, which chew up a lot of space but are really useful to keeping things moving in actual play.
PAGE 15: ADVERSARIES. They key info for running NPCs. This wouldn’t take up so much room, but the specialized rules for Fireteams (which make running large engagements much easier) and the full list of common special abilities (included for reasons similar to the gear qualities based on actual playtesting with the sheets).
A SIMPLER SET
These cheat sheets are sufficiently expansive that it would be very time consuming to review them in their entirety. If you’re looking for a quick introduction to the system for new players, here’s what I recommend:
- Page 1: Core Mechanics. (You can skip the specific details of how you, as the GM, can spend Heat. But the players need to understand how to flexibly use Momentum.)
- Page 2-5: The Triple Battlefield. Covering Warfare, Infowar, and Psywar does carry a heavier load than systems that only handle one of them.
- Page 7: Action Scene Momentum. (Emphasize that these are examples. The 2d20 System is nice if you run it as a RAW-above-all bundle of crunch, but Infinity really sings when you embrace the system’s potential for player improvisation.)
- Page 10: Lifestyles & Acquisitions. (It’s not a bad idea to take a look at the Lifestyle descriptions in the core rulebook, starting on p. 388. It’s a fairly short section, but it really encapsulates what it feels like to live in the Human Sphere, and that perspective can be really useful for players trying to create and get into their character’s heads.)
- Page 14: Remotes. (You can skip most of the other gear rules and bring them in as they come up in play, but I think the pervasive domotics and ability to take action at a distance through a variety of remotes is something that players really need to grok about the setting.)
Of course, you’ll also want to do a quick introduction of the setting. This can prove challenging because there’s A LOT of stuff going on in the Human Sphere. Standard advice about focusing only on the stuff that’s immediately relevant to your first 2-3 scenarios still applies here. But take a specific look at the “Human Sphere” sidebar on p. 8 (specifically designed to introduce all the planets) and the “Factions of the Future” sidebar on p. 27 (which introduces all the factions). Between those two, you’ll get a pretty good overview for the setting. The “Life in the Human Sphere” chapter (p. 140-145) is also something you might consider excerpting and giving to the players to read before your first session.
MAKING A GM SCREEN
These cheat sheets can also be used in conjunction with a modular, landscape-oriented GM screen (like the ones you can buy here or here).
Personally, I use a four-panel screen and use reverse-duplex printing in order to create sheets that I can tape together and “flip up” to reveal additional information behind them.