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CHARACTER CREATION

TRAITS and Skills

Traits are Agility, Smarts, Spirit, Strength and Vigor

All skills start at d4-2

Assign a d4, d6, d6, d6, d8 For Traits SKILLS

Players get 5 Skills at d4, and 5 skills at d6 (skills cannot exceed Trait) CALCULATE DERIVED STATS Get Edges and Hindrances.

One free EDGE HINDRANCES May take a maximum of…

1 Major Hindrance and 2 Minor Hindrances

No disability Hindrances. Major Hindrances = 2 Points Minor Hindrances = 1 point ADVANCEMENT

2CP

Step up Trait (once per Tier)

One Edge

2 Super Power Points (only for Racial)

Step up skill (if going above Trait)

1CP

Step up one Skill (if equal or less than Trait)

Double starting money

Gain Proficiency in culture/technology/language (Free Proficiency in homeworld)

PURCHASE GEAR

Each PC starts with the equivalent of $500.00 (often modified by edges) x10 if using Creds (Interface Zero) Maximum of D8 for ANY TRAIT or SKILL

PLANET

CULTURAL QUIRK

POLITICAL FIGURE

SCIENCE QUIRK

MAJOR TRADE

CHARCTER BACKGROUND

CHARACTER DISASTER

RELATIONS

TESTS Basic test – roll die over Target Number. Target Number = 4 +/- modifiers. Aces – If the player rolls the highest number on a die (6 on a S6, 12 on a D12, etc.) player rolls that die again and adds that to total. Raise – Every 4 points over Target Number is a Raise. Unskilled – If PC is unskilled his Skill roll for that skill is at –2. Opposed Rolls – First player rolls. His roll becomes other player’s Target Number. Bennies – Players get 3 Bennies at start of the game. They’re for re-rolls and other things. Wild Die – Wild Die is a D6 rolled along with normal die. Player chooses highest result (but Snakeyes fail). Can Ace and Raise on the Wild Die. COMBAT Initiative – Players get one card per turn and act according to the deck, Ace to Deuce (in case of ties the order is Spade, Heart, Diamond, Club). If the player gets a Joker He can act when he wants (even in another round – he just hangs on to the card next deal). Plus, Jokers give the PC +2 on Tests and +2 to Damage. Hold – PC can hold his action. If a new round comes up before then, he holds his card. Shaken damage cancels Holds. Surprise – Surprising PCs start on Hold, Surprised PCs make a Notice rolls (or Smarts if PC doesn’t have that Skill). Those who make the roll are dealt

a card.

Melee Attack – Target Number is opponent’s Parry, Raises add 1D6 to result.

Ranged Attack – Target Number is 4 with range modifiers:

Short 0 ; Medium -2 ; Long -4 Damage – Roll damage as listed for weapon (Unarmed = Strength). No Wild Die or Bennies. If total is over target’s Toughness target Shaken. You can Ace. Raises add +1D6 to total per Raise Damage Effects – 3 Effects: Shaken, Wounded and Incapacitated. Shaken Make immediate Spirit roll. Success

= Not Shaken but may only do Free Actions; Raise = Not Shaken and may

move normally; Failure = Still Shaken, may only do Free Action. May use Bennies. Wounded All Wild Cards have 3 Wounds. Damage Raises do Wounds. Each wound is –1 to Pace and all Trait Tests. May use Bennies. Incapacitated Character down, must make Vigor roll:

1 or Less – Character dies. Fail – Roll on Injury Table – Effect permanent and character is Bleeding Out.

Success – Roll on Injury Table. Injury gone when healed. Raise – Roll on Injury Table. In jury gone in 24 hours. Bleeding Out – Character makes Vigor roll immediately and every round they have until they are Stabilized. This happens before cards are dealt. Success – Roll again every round until Stabilized. Raise – Stabilizes. No more rolls. Fail – Character dies. If other characters make Healing rolls, character stabilizes – no more rolls. Soak Roll – Character can spend a Benny on a Soak Roll (Vigor check) to regain 1 Wound. Raises take away +1 Wound per Raise. If all the wounds are Soaked it removes any Shaken condition. Bennies Every Benny spent goes in the bowl or it gets the hose. Each counts as 1xp for the party. Earn Bennies by creating drama and doing something fun at the table.

NAME DIE [+/-] AGILITY D name ] CULTURAL PROFICIENCIES [ : Burglary D Wild Die
NAME
DIE
[+/-]
AGILITY
D
name
]
CULTURAL PROFICIENCIES [
:
Burglary
D
Wild Die (D
)/ Bennies Per Session (
) / Bennies Last Session ( W / B )
Drive/Boat
D
HINDRANCES
Pilot
D
Ranged ATK
D
Stealth
D
SMARTS D
Bio-Chem
D
EDGES
Engineering
D
Hacking
D
History
D
Investigation
D
Medicine
D
Nature/Ride/Track D
Notice
D
Politics
D
Tactics
D
SPIRIT
D
WEAPONS and ARMOR
POWER
D
Name
Damage Clip Range RoF
Notes
Bluff
D
Contacts
D
Empathy
D
Guts
D
Intimidation
D
Persuasion
D
Streetwise
D
STRENGTH
D
Athletics
D
Melee ATK
D
VIGOR
D
DAMAGE
-1
-2
-3
INC
-2
-1
FATIGUE
Fragmentation
D
Damage = Toughness (x+3) = Shaken; Free action Spirit check to undo Shaken (penalty applies)

DERIVED STATS

 

Ammo/Psi

TOUGHNESS

 

TAP

#

#

#

2+Vigor/2+Armor

Tendril Access Processor



PARRY

 

FIREWALL

 



2+Fighting/2+Shield

4+Misc



PACE 6 + Misc

 

ACTIVE

 



MEMORY

4+Misc



   

NEURAL

 





CHARISMA

TOUGHNESS

2+Corrupt/2+Mis

RESOLVE

2+Guts/2+Misc

 

PSI

 



RANGE

Max Smart+Misc



STREET

     



CRED



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GEAR / NOTES

 

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LV

PURCHASE

NOVICE: Max STAT or SKILL d8, Super 4CP

NOVICE: Max STAT or SKILL d8, Super 4CP

2

3

4

5

Stat Increase

SEASONED: Max STAT or SKILL d10, Super 6CP

SEASONED: Max STAT or SKILL d10, Super 6CP

6

7

8

9

10

Stat Increase

VETERAN: Max STAT or SKILL d12, Super 8CP

11

12

13

14

15

Stat Increase

HEROIC: Max STAT or Skill d12+1, Super 10CP

16

17

18

19

20

Stat Increase

LEGENDARY: Max STAT or SKILL d12+2, Super 12CP

LEGENDARY: Max STAT or SKILL d12+2, Super 12CP

21

22

23

24

25

Stat Increase

XP | TOTAL

SPELLS and PSI Powers Magic Type Magic Skill Name Total Spell Points Name Rank Cost
SPELLS and PSI Powers
Magic Type
Magic Skill Name
Total Spell Points
Name
Rank
Cost
Range
Duration
Notes

AUGS and CYBERWARE

   

NOTES

 
   

 

 

 

   

 

 

 

   

 

 

 

   

 

 

 

   

 

 

 

   

 

 

 

   

 

 

 

 

TOTAL=

 

Light

Medium

Heavy

Max

Current Load

INCOME

Wealth Spent

DEBT

         

-X

     

Permanent Injuries

Permanent Injuries

Stealth Rules

Modifiers

INCAPACITATION

ATTACK MANUEVERS

● Guards are either inac ve or ac ve

Crawling

+2

Wild Cards are Incapacitated if they suffer more than three wounds. When a Wild Card becomes Incapacitated, make an immediate Vigor roll:

Total of 1 or Less: The character dies.

Failure: Roll on the Injury Table. The Injury is permanent and the victim is Bleeding Out.

 

● Success avoids inac ve guards; Failure makes guards ac ve.

● Ac ve guards make No ce rolls to oppose the Stealth Roll. Failure means guards spot the character.

● Last 6 feet requires opposed check.

● Move 5x Pace outside combat per Stealth Check. In groups, use lowest Pace.

Running

Dim light

Darkness

Pitch darkness

Light cover

-2

+1

+2

+4

+1

Aim +2 Shooting/Throwing if character does not move

Area Effect Attacks Targets under template suffer damage, treat cover as armor; missed attack rolls cause 1d6” deviation for thrown weapons, 1d10” for launched weapons; x1 for

Short, x2 for Medium, x3 for Long

Breaking Things See Obstacle Toughness Table; Parry 2; No bonus damage or Aces Called Shots Limb –2; Head –4, +4 damage; Small target –4; Tiny target –6

● In combat, once check per round.

Medium cover

+2

Success: Roll on the Injury Table. The Injury

Cover Light –1; Medium –2; Heavy –4; Nearly Total -6;

Heavy cover

+4

TRACKING MODIFIERS

FIRE DAMAGE

goes away when all wounds are healed.

Raise: Roll on the Injury Table. The Injury goes away in 24 hours, or when all wounds are healed

Darkness Dim –1; Dark –2, targets are not visible beyond 10”

Pitch Darkness Targets must be detected to be attacked at –4

Defend +2 Parry; character may take no other actions

Tracking more than 5 individuals Recent snow Mud Dusty area Raining Tracking in poor light Tracks are more than one day old Target attempted to hide tracks

+2

+4

+2

+1

-4

-2

-2

-2

Description Burning Weapon “Spot fire,” such as a burning arm or leg Flamethrower Lava

DMG

+2

1d10

2d10

3d10

 

Disarm –2 attack; defender makes Str roll vs. damage or drops weapon Double Tap/3 Rd Burst +1 attack and damage/+2 attack and damage The Drop +4 attack and damage Finishing Move Instant kill to helpless foe with lethal weapon

BLEEDING OUT

Make a Vigor roll at the start of each round before Action Cards are dealt:

Raise: The victim stabilizes and no further rolls are required.

Success: The victim must roll again next round,

Firing Into Melee See Innocent Bystanders

Full Defense Fighting roll at+2 replaces Parry if higher

Ganging Up +1 Fighting per additional attacker; maximum of +4

TEST of WILLS

or every minute thereafter if not in combat .

Grappling Opposed Fighting roll to grapple. Raise=opponent Shaken; Defender makes

opposed Strength or Agility to break free (any other action made at –4);

Attacker can make opposed Str or Agility to cause damage Non-Lethal: -1 to attack when using a lethal weapon, damage as normal, no injuries Improvised Weapons Small Weapons: Range 3/6/12, Damage Str+d4, RoF 1, Min Str d4, –1 attack and Parry Medium Weapons: Range 2/4/8, Damage Str+d6, RoF 1, Min Str d6, –1 Attack and Parry Large Weapons: Range 1/2/4, Damage Str+d8, Min Str d8, –1 attack and

CLIMBING MODS

Intimidate

Taunt

opposed by Spirit opposed by Smarts

Failure: The character dies from blood loss. For nonlethal damage, he’s rendered unconscious for 1d6 hours.

Antique or medieval climbing equipment Modern climbing equipment Scarce or thin handholds Wet or slippery surface

+2

+4

-2

-2

Success

Raise

+2 to next action vs target Target also Shaken

SHAKEN

Fail

On their action, a Shaken character must attempt

INITIATIVE

Parry Innocent Bystanders Missed Shooting or Throwing roll of 1 (1 or 2 with shotguns or auto- fire) hits random adjacent target

Obstacles If attack hits by the concealment penalty, the obstacle acts as Armor Off-Hand Attack –2 to Fighting/Shooting with off-hand

ARMOR BONUS / TOUGHNESS

to recover, as Free Action, from being Shaken by making a Spirit roll:

OBJECT

ARMOR

Roll d20: Low goes first. Edges decrease die size, or increase reaction. Roll 4 : Go whenever and Interrupt others actions.

Glass, leather Plate glass window, shield Modern interior wall, sheet metal Oak door, thick sheet metal

+1

+2

+3

+4

+6

Failure: Character remains Shaken. He can only perform free actions.

Success: Character is no longer Shaken,

Prone As Medium cover; prone defenders are –2 Fighting, –2 Parry Push Bash: Push the target 1” for every success and raise on the Strength roll Shield Bash: As above but causes Strength damage, +1 for a small shield, +2 for a medium shield, and +3 for a large shield Knock Prone: The defender is knocked prone Ranged Weapons in Close Combat Pistols only; Target Number is defender’s Parry Rapid Attack Make up to 3 Fighting attacks at –4; or fire up to 6 shots from a semiauto- matic weapon or revolver at –4 penalty to each die; -2 Parry Suppressive Fire With successful Shooting roll, targets in Med Burst Template make a Spirit roll or are Shaken; roll of 1 are hit for normal damage Touch Attack +2 Fighting Tricks Describe action; make opposed Agility or Smarts roll; oppo- nent is –2 Parry until next action; with a raise, foe is –2 Parry and Shaken Two Weapons –2 attack; additional –2 for off-hand if not Ambidextrous Unarmed Defender Armed attackers gain +2 Fighting Unstable Platform –2 Shooting from a moving vehicle or animal Wild Attack +2 Fighting; +2 damage; –2 Parry until next action Withdraw from Melee Adjacent foes get one free attack at retreating character

MOVEMENT

• Raise: The character may step up their Wild Die

Roll 8: As above and +2 to all actions Interrupt – opposed Agility roll, tie means simultaneous Action.

Cinder block wall Brick wall Stone wall, bulletproof glass Light Door Heavy Door Lock Handcuffs Knife, Sword Rope Small Shield Medium Shield Large Shield

+8

+10

8 Surprise – attackers on hold, Others

10 make Notice roll or no action.

8

INTERLUDES

Spades: Victory

After Story: Benny or Adventure Card

12 Clubs: Tragedy

10

4

8 Hearts: Love

10 Diamonds: Desire

12

ENCUMBRANCE

ADVANCEMENT

A character can carry 5x his Strength die type in pounds without incurring any penalties. This is your Load Limit. Carrying too much weight inflicts a –1 penalty for every additional multiple of your Load Limit. The penalty applies to all Agility and Strength totals, as well as skills linked to either of those two

• Gain a new Edge.

• Increase a skill that is equal to or

greater than its linked attribute by one die type.

• Increase two skills that are lower than their linked attributes by one die type each.

INJURY TABLE

Roll 2d6

2 Unmentionables: If the injury is permanent,

reproduction is out of the question without

miracle surgery or magic.

3-4 Arm: Roll left or right arm randomly; it’s

unusable like the One Arm Hindrance.

5-9 Guts: Your hero catches one somewhere

between the crotch and the chin. Roll 1d6:

1-2 Broken: Agility reduced a die type (min d4).

3-4 Battered: Vigor reduced a die type Min d4).

5-6 Busted: Strength reduced a die type (min d4).

10 Leg: Gain the Lame Hindrance (or the One Leg Hindrance if already Lame).

11-12 Head: A grievous injury to the head. Roll

1d6:

1-2 Hideous Scar: Your hero now has the Ugly Hindrance.

attributes. Characters cannot regularly carry weight that

• Buy a new skill at d4.

3-4 Blinded: An eye is damaged. Gain the One Eye

Crawling: May crawl 2” per turn. This counts as being prone.

inflicts a penalty of more than –3. They may be able to lift greater weights (up to a –4 penalty) for a few short steps at the discretion of the GM, however.

Increase one attribute by a die type, but only once per rank. Different rules apply for Legendary characters.

Hindrance (or the Blind Hindrance if he only had one good eye). 5-6 Brain Damage: Massive trauma to the head. Smarts reduced one die type (min d4).

FEAR TABLE

Crouching: A character may move at half Pace. He may run while crouched. Ranged attacks suffer a –1 penalty.

Going Prone: A character may fall prone at any time during his action. Getting up costs 2” of movement. Difficult Ground: Difficult ground such as mud, steep hills, or snow, slows characters down. Count each inch as two inches. Jumping: 1” horizontally from a dead stop; 2” with a “run and go.”

 

RANGE MODS

1d20* Effect 1-4 Adrenaline Surge: +2 to Trait and dmg rolls on next action.

5-8 Shaken: The character is Shaken. 9-12 Panicked: The character immediately moves his full Paceplus running die away from the danger and is Shaken. 13-16 Minor Phobia: The character gains a Minor Phobia Hindrance somehow associated with the trauma. 17-18 Major Phobia: Hero gains a Major Phobia Hindrance. 19-20 The Mark of Fear: The hero is Shaken and also suffers some cosmetic physical alteration. Charisma reduced by 1. 21+ Heart Attack: Hero becomes Incapacitated and must make a Vigor roll at –2. If successful, he’s Shaken and can’t attempt to recover for 1d4 rounds. If he fails, he dies in 2d6 rounds. A Healing roll at –4 saves the victim’s life, but he remains Incapacitated. *Add the creature’s Fear penalty as a positive

Short ( - ),

Med –2,

Long –4

A successful Strength roll grants one extra inch of distance. OVERLAND

½ slowest Pace in MPH. Subtract modifier, minimum ½ mile.

Easy – 0 mph Plains, road Average – 1 mph Rocky desert, light forest, low hills

Hard – 2 mph Steep hills, sand, medium forest Difficult – 3 mph Mountains, heavy forest, marsh

SUPER POWERS

FLAWS and MODIFIERS

Contingent (–1/–2): The power only works when another is activated (–1), or successful

(–2).

Device (–1/–2): The power is an item. –1 if it’s worn, –2 if it’s hand-held. Limitation (–1/–2): The ability is limited in some way. –1 for Minor Limitation, –2 for Major. Projectile (+1): A Touch Attack power is triggered by a successful, specific ranged attack. Range (+2): A Touch Attack may be used at a range of 12” with a successful attack roll. Requires Activation (–1): The power isn’t the user’s natural state and must be activated as a free action. Slow To Activate (–1): The power requires a full action to engage. Switchable (+2): Switches between different powers or power sets.

POWERS

Absorption (2): Soak damage via Power Type. Energy/Matter Master (+5), Reflection (+4), Transference (+2). Ageless (1): The character doesn’t age. Very Old (+1). Altered Form (3): The character’s body can change into a different substance. Grapple (+1), Reach (+1/Level), Replenish (+3), Viscous (+1) Animal Control (2/Level): Controls animals. Animal Companion (Special), Summon able (+4), Super Powers (Variable), Telepathic Link (+1). Aquatic (2): Cannot drown, +2 to Swimming rolls, Pace equals Swimming skill. Armor (1/Level): +2 Armor. Hardy (+3), Heavy Armor (+4), Partial Protection (–1/–2). Attack, Melee (2/Level): Close combat attack. Armor Piercing (+1), Focus (+3), Heavy Weapon (+1), Lethal (–1), Multiple Attacks (+2), One Arm (–1), Reach (+1), Stackable (+2). Attack, Ranged (2/Level): Distance attack. Area Effect (+2/+4), Armor Piercing (+1), Cone (0/+1), Enhanced Damage (+4), Focus (+3), Heavy Weapon (+1), Lethal (–1), Range (+2/+4), Rate of Fire (+3/Shot), Requires Material (–1/–2). Awareness (+3/+5): ignore obscurement/ Gang Up modifiers. Broadcast (2): Tap into and manipulate media. Manipulation (+2/+4), One Channel (–1), Range (+1).

Burrowing (2): Tunnel at half Pace. Pace

(+1).

Chameleon (3): Imitate another being. Inanimate Object (+3), Voice (+2). Construct (8): +2 to recover from being Shaken; doesn’t breathe; immune to disease and poison; ignores one level of wound penalties. Copycat (1/Level): Mimic other Traits and powers. Range (+2), Devices (+2), Duration (+3), Magician (+2), Nemesis (+1), Overly Accurate (–2), Uncontrolled (–2), Versatility

(+1/+2).

Damage Field (3/Level): A damaging aura, by Power Type. Armor Piercing (+1), Heavy Weapon (+1), Medium Template (+3), Selective (+2). Danger Sense (2): Notice roll to detect hidden dangers, start ambushes on Hold. Decay (4): Destroy material or cause wounds. Midas Touch (–2), Rapid Decay (+2), Strong (+1). Deflection (1/Level): –1 to be hit by ranged attacks per level. Protector (+1/+2). Doesn’t Breathe (2): The hero has no need to breathe. Doesn’t Eat (1): The hero does not need to eat. Doesn’t Sleep (1/2): The hero does not need to sleep. Duplication (3/Level): The character can copy herself. No Tell (+1), Promotion (+2). Earthquake (2): Creates an earthquake. Depth (+3), Earth shake (+3), Trigger (+1). Energy Control (5): Manipulates energy, by Power Type. Area Effect (+2), Master (+5), Range (+2), Selective (+2). Ensnare (3): Entangle or entrap foes. Area Effect (+2/+4), Very Strong (+2). Explode (2/Level): Detonates around the hero. Fatigue (–2), Heavy Weapon (+1), Large Template (+1). Extra Actions (3/Level): An additional action per round per level. Fast Action (+2). Extra Limbs (3/Level): Extra limbs, granting extra actions. Reach (+1). Fear (3): Cause Fear tests. Scary (–2), Terror

(+2).

Fearless (2): Immune to Fear tests. Flight (2–20): The hero can fly and is harder to hit at higher levels. Climb (+1/Level). Force Control (2/Level): Manipulate raw force, make force fields. Area Effect (+2), Force Field (+3), Heavy Weapon (+1), Range

(+2).

Gifted (2): Ignore –2 penalty when making unskilled rolls.

Growth (3/Level): Increases Size, Strength, and Toughness by 1 per level. Big Fists (+1/ +2), Fast Growth (+2), Long Stride (+2), Monster (–2). Healing (5): Heals wounds. Cure (+3), Refresh (+3/+5), Restoration (+2), Resurrection (+8). Heightened Senses (1/Level): Improved sense or perception. Spatial Sense (+2). Illusion (2/Level): Creates visual and auditory images. Film Quality (+1), Obscurement (+2/+4), System Shock (+2), Targeted (–1). Immune to Poison / Disease (1 Each): The character cannot be poisoned or infected. Infection (3): Strikes target with fast-acting disease. Carrier (–1), Contagious (+2), Strong

(+1).

Intangibility (5): The character can turn ethereal. Phase (+5), Permanent (–2), Reflexive Control (+2), Tag Along (+2). Interface (2): The hero can tap into electronic devices. Code Breaker (+1). Invent (2/Level): Mimic other powers by invention. On the Fly (+3). Invisibility (4/Level): The hero is invisible. Permanent (–2), Personal (–2), Projection

(+4/+6)

Jinx (2): Opponents suffer misfortune. Improved Jinx (+2). Leaping (1–5): The hero can jump great distances or heights. Bounce (+1), Death From Above (+1). Malfunction (3): Causes devices to stop working. Area Effect (+2). Matter Control (2/Level): Manipulate matter, by Power Type. Constructs (+3), Master (+5), Range (+2), Requires Material (–2). Mind Control (5): Manipulate others. Memory Alteration (+2/+4). Multiple Minds

(+2).

Mind Reading (3): Read others’ thoughts. Memory Mastery (+3). Minions (2/Level): The character has allies under his control. Summon able (+4), Super Powers (Varies). Negation (4): Nullify super powers. Full Spectrum (+5), Leach (+5). Paralysis (3): Renders foes immobile. Strong

(+1).

Parry (1/Level): Increases Parry. Deflect (+4), Protector (+1/+2). Poison (3): Poison foes with a touch. Knockout (+3), Lethal (+5), Strong (+1). Possession (8): Take over a target’s body. Memories (+2).

Regeneration (2/Level): Regenerate wounds. Recovery (+1), Regrowth (+2). Resistance (1/5/10): Increasing damage resistance versus particular Power Type. Shape Change (Variable): Take on the form of an animal or creature. Speech (+2), Swarms (+2/+4). Shrink (4): Reduce Size. Density (+1), Microscopic (+4), Quick Change (+1), Tiny

(+4).

Sidekick (5): The hero has a loyal and super powered companion. Speak Language (1): The hero can speak any language. Written Word (+1). Speed (Variable): The character can move at super speed. Blinding Reflexes (+2), Catch and Throw (+2), Pummel (+1), Surface Tension (+1), Vibrate (+5), Whirlwind (+2). Storm (3): Summons a storm. Downpour (+1), Gale Force (+1), Lightning Strike (+3). Stun (2): Temporarily Incapacitates foes. Area Effect (+2/+4), Selective (+2). Super Attribute (2/Step): Increase an attribute a die type (+1 after d12). Not Today

(+2).

Super Edge (2/Level): Grants a Combat Edge. Super Skill (1/Step): Increase a skill a die type (+1 after d12). Super Sorcery (2/Level): Grants any other power via spell craft. Swinging (2): Allows movement via swinging. Strong Line (+1). Telekinesis (2/Level): Moves objects with the hero’s mind. Focus (+3), Heavy Weapon (+1), Range (+2). Telepathy (2): Contact others via thought. Broadcast (+1/+3), Mind Rider (+3), Switchboard (+2). Teleport (3): Disappear and reappear elsewhere. Range (+2/+4), Rapid Teleport (+3), Teleport Other (+5), Traverse (+3). Toughness (1/Level): Increases Toughness. Hardy (+3). Uncanny Reflexes (4/8): –2 or –4 to hit the character. Blinding Reflexes (+2). Undead: +2 Toughness; +2 to recover from Shaken; doesn’t breathe; immune to disease & poison; no additional damage from called shots; ignore 1 level of wound penalties; –2 Cha. Wall Walker (1): The hero can walk on horizontal or inverted surfaces. Whirlwind (2): Creates a small cyclone to disrupt foes. Large Template (+2), Twister

(+2).

VEHICLE ID:

CONCEPT:

CHASIS/HULL:

GEAR and WEAPONS

Name

MODS

COST

DERIVED STATS TOUGHNESS / MAX MODS BASE / ARMOR ACCELERATION USED MODS TOP SPEED CREW
DERIVED STATS
TOUGHNESS
/
MAX MODS
BASE / ARMOR
ACCELERATION
USED MODS
TOP SPEED
CREW
CLIMB
DEFLECTOR
FTL
SIZE

DAMAGE

-1

-2

-3 WRECKED

-3

-3 WRECKED

WRECKED

-3 WRECKED
-3 WRECKED
-3 WRECKED
-3 WRECKED
-3 WRECKED
-3 WRECKED

Damage = Toughness (x+3) = Shaken; Free action Spirit check to undo Shaken (penalty applies)

POWER

POWER
POWER
POWER
POWER
POWER
NOTES

NOTES

NOTES
NOTES
Name Damage RATE Range RoF MODS COST ABCD ABCD ABCD ABCD ABCD COST Gear: Weapons:
Name
Damage RATE
Range
RoF MODS COST
ABCD
ABCD
ABCD
ABCD
ABCD
COST
Gear:
Weapons:
Ship:
Upkeep:
ABCD

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ENERGY

1 per Day

Known Path

TN = 2 X Sectors Jumped / Energy = 1/2 Size X Sectors

Uncharted

TN= 4 X Sectors Jumped / Energy= Size X Sectors

MODIFIERS

Black Hole +2 TN

1 Day per Sector

1d6 Minutes to Chart

Failure = Try again 2d6 minutes + Dramatic Failure (Drive Repair –2)

Spend Size in Energy to reduce 1 day

COST

1k x Size = 1 Energy 100 x Crew = 1 Day Provision 10% x TOTAL Cost X Wounds = Repair 50k x 1 Month = Per Crew

COMBAT

Starships can fire on 10 or lower target in initiative at –2 Boarding: Opposed Roll Failure 1d6 x Targets Size +2 if target is 2 sizes Great, or –2 if 2 smaller Large/Huge max 2 wounds, Giant max 1 wound Roll 1 Critical Hit per wound above max by size Suffer size x 1d6 damage in chase disaster

CRITICAL HIT (Roll 2d6)

2 Armor Loss: Reduce toughness by 2.

3 Engine: The engine or engine system is hit. Acceleration is halved (round

down). This does not affect deceleration. Engines are typically volatile, spilling radiation or heat into the rest of the ship. The crew has 2d6 rounds to make a Repair roll at –2 (ignore any other wounds the ship has suffered for this roll). This doesn’t fix the engine, but keeps it from exploding, wrecking the ship and likely killing everyone aboard.

4 FTL System: The ship’s FTL drive is damaged and must be repaired before

it can jump into hyperspace. This requires 1d4 rounds per Repair roll at –2 for each hit it’s taken, to a maximum of –6. This might be a good Dramatic

Task depending on the situation and whether or not the player characters are directly involved.

5 Haywire Systems: Critical command links have been damaged or

disordered by the hit. Until resolved, the ship starts each round at -2 Command Points. Multiple such Crises can stack this penalty, crippling a ship until the Crises are resolved.

6 Thrusters: The ship’s thrusters have been hit. Piloting rolls are made at –2

until the critical hit is repaired (max of –4). Further hits mean the vessel can

no longer maneuver and drifts in the last direction it was going until repairs are made.

7 Hull: The vehicle suffers a hit in the body with no special effects. OR Cargo Loss: If not resolved by end of next round 10% x wounds cargo is lost.

8 Crew: The blast causes a Hull hit (as above) and affects a number of crew

members determined by the size of the target ship as well. Reroll damage from the attack, subtracting the vehicle’s Armor from the damage, and apply it to 1 Crew Member for a Small Ship, 1d6 for a Medium, 2d6 for a Large, 3d6 for a Huge, 4d6 for a Giant, and 5d6 for a Gargantuan vessels or larger. OR Energy Reserves: Reduce Energy by rolled damage total.

9 System Damage: One of the ship’s systems has been cooked by the hit.

The GM randomly picks a weapon, fitting, or engine; that system is disabled

as if hit with a targeted shot.

10 Target Decalibration: The gunnery computers are hopelessly confused

and cannot lock the ship’s weaponry on a target until this Crisis is resolved.

OR Weapon: A random weapon is destroyed and may no longer be used. If there is no weapon, this is a Hull hit instead.

11 VIP Imperiled: Shipboard damage threatens a random PC or important

NPC. That victim take 1d8 damage per wound the ship suffered in the

attack. 12 Wrecked: The ship begins to explode or fall apart. It is Wrecked

BRIDGE ACTIONS Escape Combat (4 CP): Roll an opposed Pilot skill check plus your ship’s Climb and +1 per/5 Acc difference against the fastest opponent’s skill check plus their ship’s Climb and Acc difference. On a win, all enemy ships gain one point of Escape. If an enemy ship gets three points, after three uses of this maneuver, your ship gets away from that ship and is no longer in combat with it. Evasive Maneuvers (2 CP): Roll Pilot to add +2 to Tough per success, until start of next round Pursue Target (3 CP): Opposed Pilot skill check plus Climb and +1 per/5 Acc difference against the target ship’s skill check plus Climb and +1 per/5 Acc difference. On a win, gain 1 Initiative per/raise. Gain Advantage (1 CP): Cash in an remaining CP for Initiative Cards in next round.

CAPTAIN ACTIONS Into the Fire (0 CP): Accept a Crew Lost Crisis and gain your 1/2 Tactics plus one in Command Points. You may do this at most once per round.

Keep It Together (1 CP): Nullify a successful enemy hit and roll a Crisis instead. You can use this action in Instant response to an enemy hit but you may only use

it once per round.

Support Department (0 CP): Choose a department. One action that department takes will require 2 fewer Command Points. You can do this once per round.

COMMS ACTIONS Crash Systems (2 CP): Roll an opposed Hacking check against a targeted ship. On

a success, it starts its next turn with a Command Point penalty equal to your

Program skill. Defeat ECM (2 CP): Roll an opposed Hack against a targeted ship. On a success, any attacks this round by your ship against the target get a bonus of +2 and +1 per raise. Sensor Ghost (2 CP): Roll Hack against 1/2 your ships size for –2 and –2 per raise

as a penalty against targeting until the next turn. Usable once per round at most.

ENGINEERING ACTIONS Boost Engines (2 CP): Roll Engineering, increase acceleration by 5 per success until the start of the ship’s next turn. Damage Control (3 CP): Roll Engineering minus penalties, repair 1 wound per success hulls. Each attempt of this action after the first in a fight increases its difficulty by a cumulative +1. Emergency Repairs (3 CP): Roll Engineering. On a success, a disabled system is repaired temporarily. Destroyed systems cannot be fixed this way.

GUNNERY ACTIONS

Fire All Guns (3 CP): Gunners fire all weapons mounted on the ship, designating targets as they wish. Fire One Weapon (1 CP): A gunner fires a single ship’s weapon of their choice. Target Systems (1 CP): A Fire One Weapon action you take this round may target

a ship’s weapons, engine, or fittings the GM decides are vulnerable.

Such targeted attacks take -4 to hit. On a hit, do half damage. If damage gets

through the system is disabled, Disabled systems hit again are destroyed. You may take this action more than once to aim additional shots you may fire.

GENERAL ACTIONS All these general actions are exclusive; if you take one of these actions you can do nothing else in the round, either before or after you take the action. Above and Beyond (0 CP): Push yourself to help the ship or its crew. Pick a skill and explain how you’re using it to help the ship. If the GM agrees, each success generates 1CP. And give +1 to Initiative Cards. Failure is –1CP. Deal With a Crisis (0 CP): Explain what you are doing to solve a Crisis and roll the relevant skill check. The difficulty is usually –2, plus or minus 2 depending on the situation and the effectiveness of your action. On a success, the Crisis is resolved. You may also use this action to aid another PC in resolving a Crisis, +1 per success, or to take one scene’s worth of other actions around the ship. Do Your Duty (0 CP): The ship gains 1 Command Point. PCs who head more than one department can act only in one of them; the rest automatically take this action. If invoked by a PC, they must name some plausible act the PC is doing to be useful, and can’t do the same act two rounds in a row.

COMMAND POINTS

COMMAND POINTS NOTES

NOTES