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 |
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- 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 |
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- 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 |
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- Spare time points = Level + 4 |
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- Starting Knowledge = 3 |
Sub-stats |
Equipment slots = STR + 6 |
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Grit re-rolls = GRIT |
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Defense = 10 + REF |
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Endurance = (10+(STR * 5)) |
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Armor - Based on Outfit you start with |
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Munitions = 3 |
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Recovery = GRIT |
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Combat Order = INT |
Buy Weapons (max 3) |
A Sidearm costs 1 Resource |
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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 |
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Influence is gained by trading Networking units. Influence, like Resources, is allocated, not spent. It's an amount of "slots available" |
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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 |
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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 |
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Roll of 6 = STRONG HIT |
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A GRIT re-roll point may be spent to re-roll ALL dice |
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Trained skills grant +1 Modifier, Untrained skills apply a -2 penalty |
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Toolboxes grant a +1 to the applicable skill (doesn't stack) |
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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. |
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Retries ALWAYS trigger an Unexpected Negative Consequence |
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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 |
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4 trade goods can be converted to 1 resource |
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Trade goods are typically an abstraction of looted gear or a reward |
Money |
Requires one equipment slot per 4 Goods. Requires 0 cargo space. |
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1 Money Trade Good can be spent to gain a +1 on a previously failed roll where wealth would have helped (stacks) |
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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 |
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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 |
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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 |
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Using ARCANE powers will increase the difficulty rating of the check by at least +2 |
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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 |
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Found items do not require an Acquisition roll |
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You gain 1 Spare Time Point at the start of every session |
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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 |
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Any item with a "t" in the Acquire Cost means you must make an Acquisition Roll to acquire it |
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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 |
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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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