Dice Rolls
6 |
complete success. More than one 6 is a crit |
4 or 5 |
partial success, but there are consequences |
1-3 |
bad outcome |
If you have 0 dice for the roll (no skill, for ex.) roll 2d6 and drop the high die.
Create a dice pool = use a TRAIT, plus ship's CREW Quality
Roll your pool of dice and take the one highest die and compare it to this appropriate results table based on current Position
Effect
Effect |
Ticks from Clock |
Limited |
1 - partial or weak effect |
Standard |
2 - normal result |
Great |
3 - You hit it out of the park |
Things that alter the effect |
- Potentcy |
Good gear for ex, assessing target's weakness, pushing yourself |
- Quality / tier |
Effectiveness of tools, weapons, or other resources |
- Scale |
Number of enemies, size of area, scope of influence |
- Trade Position |
Raise the danger level (controlled to risky, risky to desperate, etc.) by your actions |
Resistance and Armor
You can always resist an effect, and immediately make a RESISTANCE ROLL (gm can't argue against) |
Roll on Insight, Prowess, or Resolve |
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Suffer SIX stress when you resist, but reduce STRESS loss by the highest die from the RESIST roll |
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You can only Resist a specific consequence once |
RESIST ROLL |
1die per attribute rating |
Armor |
Mark an armor box to avoid or reduce a consequence instead of rolling |
Death |
If you take a level 4 harm and don't resist, you die. If you need to record a level 3 harm, but there's no boxes left, you die or suffer a catastrophic effect |
Flashbacks and Clocks
Clocks |
You set the clock by how difficult the situation is |
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Tick off for positive effects |
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Negative things like being chased get their own cloc |
Flashbacks |
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GM sets the stress cost 0 = controlled, 1 = complex or unlikely, 2 or more = elaborate, requires special opportunities |
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After paying STRESS cost, determine what roll is needed to make the flashback work, usually an ACTION roll |
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Action Roll
1. State your goal |
2. Choose which Action Rating to use |
Choose what Action (aka skill) to use |
3. GM sets POSITION |
Controlled, Risky, or Desperate. By default, actions are RISKY |
4. GM sets EFFECT Level |
Limited, Standard, or Great |
Add BONUS Dice |
Assistance from ally = +1 die (they take 1 stress) , Push Yourself +1 Die, +2 Stress, or take a Devil's bargain |
Roll for it! |
Make an action roll when doing something dangerous or troublesome (or combat!). Results depend on position (controlled, risky, desperate)
Devil's Bargain - gm determines effect and price, then gives +1 Die to the pool
Consequences and Harm
Reduced effect |
Success with a cost (someone accepts your story, but still keeps an eye on you) |
Complication |
Problems arise |
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Never use a complication in a way that negates a successful roll |
Lost opportunity |
The situation changes. |
Worse position |
Controlled becomes risky, risky becomes desperate |
Harm |
Record harm on harm track. If a harm row is full, you must mark the next tier of harm. If the 3rd tier is full, you suffer a catastrophic effect (loss of limb for ex) |
Fortune Roll - used for more random situations
1d for each TRAIT rating |
1d per MAJOR advantage |
-1d per MAJOR disadvantate |
6 |
Full effect |
4 or 5 |
Partial success |
1-3 |
bad result, poor or little effect |
engagement roll
Take 1 die to start |
1 die for each major advantage |
-1 die for each major disadvantage |
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Take the best die |
6 |
controlled starting position |
4-5 |
risky starting position |
1-3 |
desperate |
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Action Roll - Controlled
6 |
success |
4 or 5 |
You hesitate. Withdraw and try something else. or take a MINOR consequence MINOR complication, REDUCED effect, or LESSER HARM. Position is now RISKY |
1-3 |
You fail somehow. Press on in a RISKY situation, or withdraw and try something else |
Action Roll - Risky
6 |
Success, and add a GAMBIT to your crew |
4-5 |
success with a price. Position is now DESPERATE |
1-3 |
It all goes bad. You suffer harm or a serious complication. Situation is Desperate. |
Action Roll - Desperate
6 |
Success |
4-5 |
Success with SERIOUS consequence or harm. |
1-3 |
Worst outcome. Severe HARM, complication occurs, or you lose this opportunity |
Gather Info Roll
Make an ACTION or FORTUNE roll |
Results depend on effect level |
Great |
Lots of detail! Can ask follow ups |
Standard |
Good details, can ask follow ups |
Limited |
Partial info, can ask follow ups |
Character Generation
1. Choose a playbook |
2. Read your starting ability |
Every PC class starts with one ability |
3. Choose one special ability from your sheet |
4. Choose Heritage |
5. Choose Background |
6. Assign 4 skill points (Action Dots) |
No rating can be higher than 2 dots |
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Increase one rating related to your Heritate |
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Increase one rating related to your Background |
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Spend two dots however you like |
7. Choose a friend and a rival |
8. Choose a vice |
9. Record Name, Alias, and Look |
10. Set Loadout |
Loadout
3 item slots |
Light load, you're not obviously packing |
5 items slots |
Normal load, you look like you're ready for something.... |
6 items slots |
You're obviously packing, and you're slowed by everything you could be carrying |
When creating a PC, you choose your loadout. Do Not actually select gear, just the loadout (light, normal, heavy). As you play, you select items from the available list, checking off their box and comparing it to your max loadout. Note that some items fill two checkboxes, and thus two slots of your loadout
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