Ratcatcher

Ratcatcher User Manual3

At the table

During a session, you mostly need two things: the trackers you change all the time, and the dice. Play keeps the first on one screen, and the dice panel is one tap away from anywhere.

Play

Play is where a character opens. Its cards hold what changes at the table, and the numbers you look up the most.

Play on an iPhone: a Wounds card with its counter and a Take a Hit button, then Fortune and Resolve with their counters, and Fate and Resilience.
Play, ready for a session.
  1. 1Current Wounds: tap − when you’re hit, + when you heal.
  2. 2Take a Hit… works out what a blow costs.
  3. 3Spend Fate… spends a point for good, after asking.
  4. 4The Session menu, for the end of a Round, of a fight or of a session.

Want a skill on Play? Pin it: swipe it to the right in Skills and tap Pin. Talents can be pinned too.

Taking a hit

Tap Take a Hit… and type the Damage. Pick the Hit Location, or type the attacker’s roll and the app finds it. Your Toughness Bonus and the Armour there are taken off, and Wounds Lost says what’s left. Tap Apply.

The Take a Hit sheet: Damage 9, the hit location, the Toughness Bonus and Armour Points, and the Wounds Lost.
Taking a hit: the sums are done for you.

Rounds and sessions

Under the cards is a bar for the moments of a session. On a narrow screen, it folds into a Session menu.

The End of Round sheet: a Conditions section with a counter for a Condition, and an Advantage section with an Advantage − 1 button.
The end of a Round, one step at a time.

Each of these can be undone with the Undo bar that shows for a few seconds afterwards.

The dice panel

Tap Dice in the toolbar to show the dice panel. On an iPhone it slides up from the bottom: pull it halfway, and you can still use the section behind it. On an iPad or a Mac it sits beside the sheet.

At the top, choose what to roll:

Every roll is kept under History until you close the character. Clear empties it.

Mac

On a Mac, press ⇧⌘R to show or hide the dice.

Rolling a Test

You rarely need to set a Test up by hand. Tap a Characteristic, a skill, a weapon, a spell or a prayer, and the dice panel opens with its target worked out.

The dice panel for a Characteristic Test: the target, a Roll button and an Enter Roll button, then the modifiers with a Difficulty picker.
A Test, ready to roll.
  1. 1What to roll: Test, Roll or Opposed.
  2. 2The Target. Tap it to see how it’s made up.
  3. 3Roll with the app’s dice.
  4. 4Enter Roll… to type what your own dice show.
  5. 5The Difficulty your GM gives.
  1. Pick the Difficulty your GM gave you. It starts on Challenging (+0).
  2. Switch on any line that applies. The app offers the talents and other bonuses that might count, switched off, so you decide.
  3. Add an Other Modifier if needed.
  4. Tap Roll.

Tap the Target to see how it’s made up, line by line.

The result

The panel shows the dice, Passed or Failed, and the Success Levels. A Critical or a Fumble is stamped across the result, and on a hit in combat, the hit location is shown too.

A passed Test: two dice showing 2 and 3, the word Passed, 23 against a target of 41, and +2 SL.
Passed, with 2 Success Levels.

Spending Fortune

After a failed Test, Reroll (1 Fortune) rolls again (or Enter Reroll… (1 Fortune), when you rolled your own dice). +1 SL (1 Fortune) adds a Success Level. Your Fortune goes down by one, on the sheet too.

A failed Test, 87 against 41, with the Enter Reroll (1 Fortune) and +1 SL (1 Fortune) buttons under it.
Fortune, spent from the result.

Using your own dice

Love the sound of real dice? Roll them, then tap Enter Roll…, type what they show, and tap Resolve. The app works out the rest exactly as if it had rolled.

Type 00 or 100 for a roll of 100.

It’s the same everywhere the app rolls: in Guided Creation and in the helpers, each roll field has a Roll button and takes a number you type.

Opposed Tests and plain rolls

In Opposed, your side can be your Latest Test, or a result you type. Their side can be typed, or rolled by the app against a target you give. Tap Compare, and the app says who wins, and by how much.

In Roll, tap d100, d10 or 2d10, or set up a Custom Roll with any number of dice and a modifier.

Little moments

A Critical gets stamped, a Fumble shakes, and spending Fate or Resilience has its own little burst. They last a second, never get in the way, and turn into a simple fade when Reduce Motion is on.

Still stuck, or does something work differently from what this says? Write to me.