Character Generation
Attributes |
Spend 18 dice across the seven attribs |
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Minimum for each attrib is 1D, max is 5D |
Skills |
Spend seven dice on SKILLS. The max dice you can apply to a skill is 3D |
Move |
Base of 10 M per round |
Body Points |
AKA "HP" - if using this instead of Wounds, roll your STR dice and add the result to 20 |
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Wounds - if using this, |
Strength Damage |
Drop the pips from your STR or Lift score, then divide the remaining die code by 2, round up. This is your STR Damage die code |
Base Funds |
3D |
Character Points |
Start with 5 |
Fate Points |
Start with One |
Advantages |
Cost one creation die per rank of the Advantage See Page 17 |
Disadvantage |
You gain one creation die per rank of the disadvantage. See page 27 |
Alien Species |
See Page 42 for species packages |
Cybernetics |
At character creation you can take an augmentation which essentially reflects an Advantage, and costs as many dice at creation. You can also take them later with specific costs. See p45 |
Combat
Initiative |
Method 1: Whoever is making the most significant actions gets to go first |
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Method 2: Roll on Perception, go in that order |
Actions |
One action (move, attack, etc.) per round |
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For each additional action over the first one in the same round, you take a cumulative 1D penalty for the round. Ex. You move and shoot, both of those actions are at a 1D penalty. Another round, you move, shoot, then shoot again - every action that round is a 2D penalty |
Waiting |
Players may wait, but it costs one action |
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Character Improvement (spending Character Points)
Cost to gain one pip in a NEW skill |
Cost per pip = the number of dice of the matching attribute. Ex. You have 3D in knowledge, and want to add a pip in Languages. The pip will code 3 points |
Cost to improve an EXISTING skill |
Cost per pip = the number of dice you have in that skill. Ex. You have 4D+2 in Dodge. To gain another pip, it will be 4 character pts |
Typical Difficulty Numbers/Ratings
Very Easy |
1-5 |
Easy |
6-10 |
Moderate |
11-15 |
Difficult |
16-20 |
Very Difficult |
21-25 |
Heroic |
26-30 |
Legendary |
31+ |
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Rolling Dice
Wild Die |
One of the dice from your pool should always be a different color, as it's your Wild Die (ex, you have 3D in fighting, so you roll 2d plus your third die will be a different color and be the wild die) |
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If your wild die is a 6, it explodes and can be re-rolled until a 6 no longer comes up |
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If your wild die is a 1,the GM may choose to negate your highest die roll in the pool, or keep all the dice but introduce a new challenge or complication |
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If you only have 1 die available to roll, that die is a wild die |
Spending Character pts to boost the roll |
You may buy a bonus Wild Die by spending a Character Point |
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Spent CP can be re-earned at the GM's discretion for doing cool stuff |
Spending Fate Points on the Roll |
Player may spend a Fate Point to double the base dice (attrib and skill, but not wild dice, weapon bonus dice, etc) they roll |
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Fate Points recover VERY slowly, based on the character's moral code, personality, etc. These are NOT Bennies like in Savage Worlds, they take quite a bit to regenerate. |
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