| Character Generation
                        
                                                                                    
                                                                                            | Set your level to 1 |  
                                                                                            | Select a Species |  
                                                                                            | Spread 18 points across the 6 attributes | -  Attributes have a minimum of 0 and a maximum of 5 |  
                                                                                            |  | - An Attribute of 1 or less creates a -1 modifier to related skill checks. Attribute of 4 or higher grants a +1 to linked skill checks |  
                                                                                            | Select Your Skills |  
                                                                                            |  | - Choose 6 Primary, 2 Personal Combat, and 2 Spacecraft Combat skills |  
                                                                                            | Select 1 trait |  
                                                                                            | Select 1 Complication |  
                                                                                            | Starting Resources = Level + 2 |  
                                                                                            | Set Spare Time Points (t) and Knowledge |  
                                                                                            |  | - Spare time points = Level + 4 |  
                                                                                            |  | - Starting Knowledge = 3 |  
                                                                                            | Sub-stats | Equipment slots = STR + 6 |  
                                                                                            |  | Grit re-rolls = GRIT |  
                                                                                            |  | Defense = 10 + REF |  
                                                                                            |  | Endurance = (10+(STR * 5)) |  
                                                                                            |  | Armor - Based on Outfit you start with |  
                                                                                            |  | Munitions = 3 |  
                                                                                            |  | Recovery = GRIT |  
                                                                                            |  | Combat Order = INT |  
                                                                                            | Buy Weapons (max 3) | A Sidearm costs 1 Resource |  
                                                                                            |  | You may have 1 Companion |  
                                                                                            | Buy an Outfit | Pay associated Acquire and Resource Cost |  
                                                                                            | Buy a Utility | Pay associated Acquire and Resource Cost |  
                                                                                            | Optional: Purchase Miscellaneous Gear | Pay the Acquire Cost |  
                                                                                            | Write down free items | You get a Hand Comm, Flashlight, Bulky Toolbox, and Common Items for free |  
                                                                                            | Optional: Choose Starship with your group |  Page numbers for each step are on page 9 of the core rulebook References
                        
                                                                                    
                                                                                            | Traits | p. 31 |  
                                                                                            | Complications | pps. 32-36 |  
                                                                                            | Perks | p. 37 - gain one Perk for every 5 current Influence |  
                                                                                            | Resources and Influence | p 39. Resources limit what you can carry around. You can swap items to open resource slots |  
                                                                                            |  | Influence is gained by trading Networking units. Influence, like Resources, is allocated, not spent. It's an amount of "slots available" |  
                                                                                            |  | Influence cannot be shared, but can be lost if the group that gives it to you disavows you |  
                                                                                            | Acquisition Rolls and Spare Time Points | p. 40 |  |  | How to Make a Skill Roll
                        
                                                                                    
                                                                                            | GM sets Difficulty Rating |  
                                                                                            | PC describes their goal and approach along with skill choice and tools they will use | At GM's discretion, a +2 or -2 bonus or penalty may be applied if they think the approach is good/bad |  
                                                                                            | Roll 3d6 and add skill modifier |  
                                                                                            |  | Roll of 6 = STRONG HIT |  
                                                                                            |  | A GRIT re-roll point may be spent to re-roll ALL dice |  
                                                                                            |  | Trained skills grant +1 Modifier, Untrained skills apply a -2 penalty |  
                                                                                            |  | Toolboxes grant a +1 to the applicable skill (doesn't stack) |  
                                                                                            |  | Workshops grant a +1 bonus, which CAN stack with the Toolbox +1. As long as the PC has regular access to the workshop, they gain this bonus, they don't have to be AT the workshop when performing the skill check |  
                                                                                            | Unexpected Consequences | If you roll +4 or -4 compared the the difficulty rating, you trigger a special bonus/penalty determined by the GM. See p 16 for suggestions |  
                                                                                            | Helping another PC | PCs can help one another. The assisting PC must pass a skill check of 10 Difficulty, using an appropriate skill. If they succeed, they grant a +1 to the main PCs skill check |  
                                                                                            | Retrying | You may repeat the skill check if you fail, but you take a -2 penalty, cumulative for each attempt. This also applies to other PCs attempting to retry your failed skill check. |  
                                                                                            |  | Retries ALWAYS trigger an Unexpected Negative Consequence |  
                                                                                            |  | Retry rules to no apply to Acquisition rolls |  Trade Goods
                        
                                                                                    
                                                                                            | Obtaining a Trade Good | You may make a 12t Acquisition Roll to gain a Trade Good, assuming there is a suitable provider |  
                                                                                            |  | 4 trade goods can be converted to 1 resource |  
                                                                                            |  | Trade goods are typically an abstraction of looted gear or a reward |  
                                                                                            | Money | Requires one equipment slot per 4 Goods. Requires 0 cargo space. |  
                                                                                            |  | 1 Money Trade Good can be spent to gain a  +1 on a previously failed roll where wealth would have helped (stacks) |  |  | STRONG HITS - natural 6's on checks
                        
                                                                                    
                                                                                            | Common Strong Hit Options (everyone can access) | Effort: You may choose to re-roll a single die from the current roll |  
                                                                                            |  | Critical Hit: Can use once per attack. All damaged targets suffer your weapon's Critical Damage minus armor value directly to a randomly chosen ATTRIBUTE |  
                                                                                            |  | Critical Boost: +1 Critical Damage vs all damaged characters who are currently at 0 ENDURANCE (can stack) |  see p17 of the rulebook for additional details Difficulty Ratings
                        
                                                                                    
                                                                                            | Routine | No roll needed if you are trained in the skill |  
                                                                                            | Moderately difficult | Set Target Difficulty to 12 or 14 |  
                                                                                            | Very Difficult | 16 |  
                                                                                            | Extremely Difficult | 18+ |  ARCANE Rolls
                        
                                                                                    
                                                                                            | Any Skill or Acquisition roll may be turned into an ARCANE roll |  
                                                                                            |  | Using ARCANE powers will increase the difficulty rating of the check by at least +2 |  
                                                                                            |  | Failure always triggers a negative Unexpected Consequence |  see p. 23 for more details Acquisition Rolls and Spare Time Points
                        
                                                                                    
                                                                                            | Spare Time Points | Acquisition  point is lost even if Acquisition roll fails |  
                                                                                            |  | Found items do not require an Acquisition roll |  
                                                                                            |  | You gain 1 Spare Time Point at the start of every session |  
                                                                                            |  | At character creation, you may acquire any item or service with a cost of 14 time (t) or less, but it does cost an Acquisition point |  
                                                                                            | Acquisition Rolls | Spend a Spare Time Point to attempt |  
                                                                                            |  | Any item with a "t" in the Acquire Cost means you must make an Acquisition Roll to acquire it |  
                                                                                            |  | The difficulty of the Acquisition Roll is equal to the Acquire #  - ex Acquire 12t means spend one Acquisition point, and you must roll 12 or higher to get it |  
                                                                                            |  | The skill used in the roll is determined by the PCs approach (ex, using Wealth to simply buy something, Mechanics to build the item, etc. Awareness cannot be used) |  
                                                                                            | Helping on an Acquisition Rolls | Costs the helper a Spare Time point, too, and only grants a +1. |  
                                                                                            | Sharing Spare Time Pts | Can only be used for Heal or Repair Attribute Damage |  
                                                                                            | Found items | Have no cost in Spare Time Points nor do they need an Acquisition Roll. Knowledge costs do need to be paid |  | 
            
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