Aleatório
Aleatório
SKILLS SUBSKILLS
Intelligence Machinery
Robotics
Electronics
Sciences
Lore
Investigation
Wisdom Perception
Insight
Medicine
Survival
Charisma Deception
Persuasion
Intimidation
Performance
EX: You are flashed by a Flash and need to roll a Resist Stun. Your Constitution is 2 and your
Resist Stun is 1. You rolled a 13, so you would add Constitution and Resist Stun to get 16. You
have successfully passed the check and are not blinded
Subskills
Melee Attack - Your capabilities in combat revolving around a melee weapon
Ranged Attack - Your capabilities in combat revolving around attacking at a distance with
precision
Acrobatics - Any movement requiring flexibility, reach, and precise physical form
Stealth - Your ability to go unnoticed and perform acts without causing noise
Resist Poison - Your ability to resist an adverse chemical flowing through your body
Resist Stun - Your ability to power through effects that would otherwise halt you
Robotics - Systems utilizing artificial intelligence (Small robots, cyborgs, intelligence cores)
Electronics - Systems utilizing primarily electronic and logical components (PDAs, terminals,
etc.)
Lore - An understanding of the history and culture of the galaxy around you (Nanotrasen,
neighboring planets and their lifeforms)
Investigation - Your ability to piece together clues and determine not what you see, but the
context behind it
Perception - Your awareness around you and ability to use your senses
Insight - Your ability to read others' intentions and determine their nature
Persuasion - Your ability to convince others of something they may not normally consider or
believe
Performance - Your ability to entertain and wow both crowds and individuals alike
Checks
When you want to perform an action, or when you need to make an action to avoid something,
you will roll a check. Checks can either utilize a Skill (1d20+Skill) or Subskill
(1d20+Skill+Subskill).
Remember, when you roll a Subskill check, you add both the relevant Skill AND Subskill.
MAKING A CHARACTER
A character begins by choosing a set of numbers from the list below and using them as the stats
for Skills
-2, -1, 0, 1, 1, 2
After this, a character has 7 points to put towards of their choice. Subskill points allocated here
cannot exceed up to a +2 in one Subskill
After Skills and Subskills have been added, you can choose a Race and Class for your
character.
RACES
Human
The most common and the one that successfully entered the Frontier.
Add 3 points across any subskill
OR
Choose a perk
Lizard
A scaly bipedal with cold blood and an elongated tail and snout.
Add +2 to Resist Poison due to your reptilian blood
Your unarmed strikes are now claws that deal 1 BRUTE + 50% chance of bleeding
Roachperson
A mutated humanoid with the structure and exoskeleton of a cockroach
Add +2 to Survival due to your durable nature
You skitter on the ground with only -1 tile per MOVE action and suffer only a -2 AC penalty when
Prone
Bovine
A cross-dimensional human with the features of a Holstein cow.
Add +1 to Athletics
Charging 3 meters in a straight line allows you to take the GORE action, attacking with your
horns (Melee Attack) and dealing 1 BRUTE + 50% chance to cause Dizzy. This can be used
once per rest
You have chitinous hooves, and deal 2 BRUTE to Prone targets with an unarmed strike
Skeleton
Somewhat misleading, skeletons have a bone-like musculature and skin that surrounds organs
Add +1 to your base AC due to your hardened skeletal structure
With a crowbar, you can detach your arms, legs, and head. If your head takes damage, treat it
as though it was targeted at your body. If your head does not see your body, your body still has
awareness up to two meters around it, and your head remains perfectly conscious.
Pugperson
A humanoid with the facial structure (and unfortunately respiratory issues) of a pug
Add +1 to Perception due to your good sense of smell
Your keen sense of smell lets you sleuth out something or someone's location. If you can
acquire the scent of someone or something, you can reliably track it up to a distance of 200
meters. You can remember the scent of someone up to 6 hours after you have interacted with
them. Otherwise, you can use an object they used or an article of clothing they have. You can
remember the scent of something up to 6 hours after you have been near or interacted with it.
Otherwise, you can use an identical item or a broken off piece of the original item.
Monkey
You are a small primate with an above average (for a monkey) intelligence.
+2 to Acrobatics due to your agile nature
During a MOVE action, you can try to STEAL from a target in your path. Make an unarmed
Melee Attack whilst moving. If you succeed, the target drops that item and you now hold it in
your hand/hands. You can do this twice per rest.
Cyborg
You are a silicon disconnected from its law rack.
- You do not suffer toxin damage, nor do you gain effects from chemicals
- You gain a +3 to your AC due to your metal exterior
- -3 to Resist Stun and +2 to Perception due to your sensitive optics
- You can only heal by having another person use a Welder to weld your frame (1 Welding
Fuel per Brute and Burn)
- You do not choose a class, instead having a set list of modules that you can alternate
between every rest.
- Every Module has Flashlight, Health Scanner
- Engineering Module: Wrench, Screwdriver, Welder, Wirecutter, Crowbar
- Medical Module: Refilling Hypospray with 3 units of Charcoal, Refilling Hypospray
with 1 Unit of Epinephrine, Mini-Automender with 5 Synthflesh
- Chemist Module: Mini-Chem Dispenser with 3 charges, 2 Beakers
- Civilian Module: Botany Chainsaw, Rolling Pin (stats of a baseball bat), Mop and
Bucket with
CLASSES
Assistant
Special Ability
Survivable - Your time as a grayshirt has made you durable and self-reliant. During death rolls,
as opposed to gaining 1 save on an 11-20, you gain it on an 8-20
Quick Learner - You adapt well and can take notes from others' abilities. On the Skills phase of
leveling up, add an additional +2 to a subskill
Bartender
Special Ability
Charm - You know how to convince people to trust you over the course of a few drinks. If
someone is not immediately hostile to you, you can spend a few hours speaking to them to gain
an advantage in swaying their opinions.
Charm wears off one hour after its completion. You may use Charm once per 12 hours.
Chaplain
+1 to Insight
Items: Book of faith, holy water
Special Ability
Call on Faith - You can call to your deity and ask them to provide a blessing to you and your
team. Either choose from the list below or ask your GM for a blessing
Luck Two people - 6 rounds of combat or 1 Add 1d6 to any roll requiring
minute a d20
Life One person - Instantaneous Roll 1d6. You can heal that
much, spread across any
damage type
Clown
Special Ability
Wiry - You are chaotic and can't easily be pinned down. Whilst you are Wiry, your movements
become hasty, but unrefined. You have 3 uses of Wiry, allowing you to increase your AC by 5
and allowing an extra MOVE action for a round of combat. If an enemy makes a Melee Attack
on you and misses, they instead hit themselves.
Entertainer - Your whimsical attitude can disarm others (or upset them worse than they already
are)
Engineer
Special Ability
Manufacture Item: You are able to create an item efficiently, with some time and material. For
every 50 credits of material, you spend 1 hour manufacturing. Roll either a Machinery,
Electronics, or Robotics check based on what makes sense for the object (Objects that don't fall
under Electronics or Machinery will use a Machinery check). All checks have a range of 7-20,
increasing the former number by 1 for every 50 credits of cost to manufacture (50 credits of cost
is 7-20, 100 credits is 8-20, 150 credits is 9-20, and so on)
At character creation, you can create anything up to 200 credits in cost or material cost. With
every level up, this limit increases by 50 credits.
Janitor
+2 to Stealth and Deception
Special Ability
Inconspicuous - No one thinks much of a janitor, and you know that well. Whilst using your mop,
you are Inconspicuous and can go unquestioned in areas others would otherwise not be
allowed. You can go up to 15 minutes of being Inconspicuous before others begin to question
your presence.
This skill relies on the GM to determine if a janitor could realistically be acting in this area. You
may be a janitor on a work site, but may also be a sanitation worker inspecting a dumpster, a
crime scene cleaner working within a bloody accident, or anything else you could reason.
Medical Doctor
+2 to Medicine, +1 to Perception
Items: Hypospray that contains 3 units of Charcoal, Crowbar
Special Ability
Synthflesh Automender - You have an automender that contains 15 units of synthflesh that is
able to heal BRUTE or BURN. The automender can be used as a HEAL action to mend up to 5
BRUTE or BURN, costing 1 unit per BRUTE or BURN healed. You can choose how much is
expended per use. This automender refills every 24 hours.
Roboticist
+1 to Medicine, +2 to Robotics
Special Ability
Robotic Companion - With 1 hour of free time, you can create a robotic companion who takes
orders from you. On down, the robotic companion and its components are destroyed and it is
unable to be revived, requiring a new one. Choose a companion from the stat blocks below.
Body Modifier - You are able to cybernetically enhance yourself or others. Once on character
creation and every level up following after, you gain the knowledge to create and affix
cybernetics to others. At character creation, choose one modification from the list below. Every
level, choose another.
When creating cybernetic technology, spend two hours manufacturing with the necessary
materials and roll a Robotics check.
Roll Results
1-5 You fumble wires and metals, losing 50 credits of material and
failing to create anything substantial
6-10 You need to spend two more hours to create the cybernetic
Roll Results
1-5 You make an extreme error when applying the cybernetic. Roll
1d20
11-15 You need to spend two more hours, but successfully perform the
surgery
A person can, at most, have 2 arm modifications (one for each hand), 2 leg modifications, 2 eye
modifications, and 2 organ modifications.
Cybernetics
Cybernetic Arm - 750 For whichever chosen hand or when using two hands, +1 to
Standard Strength
Cybernetic Arm - 1000 For whichever chosen hand or when using two hands, +2 to
Heavy Strength, -1 to Stealth and Acrobatics
Cybernetic Eye - 1200 Immediately following suffering Blinded, roll Resist Stuns
Polarized If 12-20, remove Blinded
Cyber Appendix 500 Gain 2 additional BRUTE, BURN, and TOX heal on rest
Scientist
+ 2 to Science, +1 to Lore
Special Ability
Mini-Chem Dispenser - You have a small dispenser within your backpack that can manufacture
chemicals, with a chemical resistant tube hanging off your side that you can reach. Your pack
has a set amount of charge to where it can fill a container up to the amount of units it can hold
(you decide if the container is filled the entire way or partially). Alternatively, you can create a
Patch of a chemical you choose by creating two units without a container. The Patch will be
dispensed into your hand or will fall onto the floor if your hands aren't free. Your Mini-Chem
Dispenser refills its charges every 24 hours.
Security Officer
+2 to Intimidation, +1 to Melee Attack
Special Ability
CQC Training - You have experience in taking down crooks and criminals. You have access to
some melee techniques. In addition to your two actions, you can perform a MANEUVER action
listed below
Trip Strike - Perform an unarmed melee attack. If this lands, the target is Prone
Shove Attack - Make a Melee Attack. If this lands, shove the target up to 2 meters backwards
Intimidating Stature - Point to an enemy and threaten them with an Intimidation check. If it
above their Charisma, they suffer -5 to their attacks for their next turn
Ready to Fight - You prepare for retaliation, adding +3 to your AC. This must be performed as
the last action you perform.
INVENTORY
You have your inventory (backpack) that stores 5 items, and two hands that can hold an item
each (unless this item is Two-Handed or otherwise too large).
LEVELING UP
Once a milestone (determined by GM) is hit, each character gains a level up. There are two
level up types that alternate between each level up. On a starting character, the character levels
up with Subskill, and will alternate to Skill. On Skill, you will alternate back to Subskill and
continue on. In other words:
Level Up - Subskills
Add 3 points across any subskill
OR
Take one perk from the perk list. Alternatively, if you have a perk idea that is not listed, you may
discuss with your GM to have it added to your character
Level Up - Skills
Add 1 point to a Skill
Add 3 to MAX BRUTE, MAX BURN, and MAX TOX
Subskills cannot be improved above +4. Skills cannot be improved above +3.
PERKS
Alert - You are quick to the draw. Add +4 to your d20 during initiative rolls and are aware of
anyone 1 meter around you
Athlete - Your stamina is higher than most. You can now move 4 meters instead of 3 per MOVE
action
Actor - You have a knack for playing a role. Add +1 to Deception and Performance, and you
gain the ability to mimic someone's voice and actions after interacting with them for an hour,
adding +2 to Deception checks involving impersonating others
Lucky - You have an inexplicable lucky streak. Once per day, you can choose to reroll a d20
after you rolled it, taking the higher result of the two
Sniper - You have a deadeye aim. Double the range of any ranged weapon you use (does not
include Throwing items)
Tough - You've learned to take a bit more of a beating. Add 2 BRUTE and 2 BURN to your max
hit points
Good Arm - You have a pitcher's throw. Add +1 to Ranged Attack. Your throwing range is now 5
meters
Brawler - You're not new to knocking someone's lights out. Your unarmed strike has a 25%
chance to make someone Dizzy for a round
Vengeance Seeker - You get easily riled up by being hit. Twice per day, suffering damage allows
you to add +4 to an attack roll. This bonus is only usable 1 minute after being hit.
Wrestler - You like to get close and personal. You can take the GRAPPLE action in addition to
your normal two actions. If you attempt to GRAPPLE this way, roll a Strength check instead of
Athletics.
Learned - You're studious and know the world around you well. Add +2 to Lore and Sciences.
Choose +2 to add to either Machinery, Robotics, or Electronics
HEALTH
Healing
Every 6 hours that you spend resting (light activity in one place) you regain 2 BRUTE, 2 BURN,
and 2 TOX
Medical Items
Bandage A long cloth strip meant to put Ends the Bleeding effect on a target
pressure on and seal open
wounds Consumed on use
Oxygen Rules
With a combination of a Gas Tank of air and a proper mask, your Internals will allow you to exist
in oxygenless environments.
2-10 = 1 failure
11-20 = 1 successful save
1 = 2 failures
20 = Stabilize instantly
On 3 failures, your character dies. On 3 successful saves, your character becomes stable. Any
downed character can be stabilized with a 11-20 Medicine check from another person. If the
Medicine check is failed, you must roll another death roll before the check can be performed
again. After being stabilized, your character will be awake and can take actions again
At Death's Door
If you have not returned your health so that you are no longer in a Critical State, you are At
Death's Door. Any damage that you suffer will bring you back to the downed state, with 1 failure
automatically suffered. The requirement to stabilize you is now a 16-20 Medicine check.
Doomed
If you are stabilized once more At Death's Door and still have not left Critical State, the next
instance of damage will kill you instantly.
COMBAT
Combat begins with all present rolling 1d20+Dexterity and ordering all players and enemies
highest to lowest. This initiative determines the turn order when combat begins
Actions
BLOCK - Increase your AC by 3. This action must be taken on the END of your turn.
GRAPPLE - With a target within 1 meter, make an Athletics check against whilst the target
makes a Athletics or Acrobatics check (whichever is higher). If the grappler rolls higher (grappler
wins on ties), the target is now sharing the same space as the grappler, whilst restrained.
The grappler gains 2 AC, and any attack made against the grappler that fails will hit the
grappled instead. The grappler can let the grappled go gently or toss them up to two meters
(causing 1 BRUTE). A grappled person can escape by rolling an Athletics check against the
grappler's Athletics, which costs one action.
RELOAD - Refill a weapon that has the Ammo property with an accepted ammo type
If you are reloading by bullet, each RELOAD adds up to two bullets to the weapon. If you are
reloading by magazine, the RELOAD swaps the empty magazine to a new one.
READY - You prepare to do an action not during your turn, setting an action you will perform
and when you will do it (Ex. "I will attack with my Glass Shard when an enemy gets close to me"
or "I will detonate the explosive when someone gets within its range"). This action must be taken
on the END of your turn.
ARMOR CLASS
To successfully land an attack, your Attack roll must go over the Armor Class of an enemy. AC is
determined from the clothing that you wear, usually the outerwear and headwear.
Melee Attacks
Melee Attack = 1d20 + Strength + Melee Attack
Unarmed strikes are a Melee Attack with a 50% chance to cause 1 BRUTE
Range - Each ranged weapon has a meter range. Within this range, the weapon operates as
normal. For every meter you fire outside of the weapons range, the target gains +4 to their AC.
Throwing a weapon is treated as a Ranged Attack, but must be small enough to realistically
toss. The range you can toss an item it 3 meters and it causes 1 BRUTE (or functions as a
normal attack if the weapon is Throwable)
Sneak Attacks
If someone is not aware of you, you can add your Stealth modifier to the damage (You attack an
unaware enemy with a Makeshift Knife and you have a Stealth modifier of +2. You now do 3
BRUTE instead of 1 BRUTE) of any weapon you use to attack. This bonus does not apply if the
person you attack sees you, even if they did not anticipate your attack.
5-20 range to find modern 10-20 range to find modern 15-20 range to find modern
items items items
150 credits of material 75-100 credits of material 25-50 credits of material
STATUS EFFECTS
Many items and weapons in game inflict Status Effects which can change how your character
functions (usually for the worse).
Some items and effects dictate a different time of effect. If an item has a listed duration on a
status effect that conflicts with the description of the status effect, use the item's listed duration.
Stunned - You are unable to move! - -5 to AC, Unable to move or take actions.
Restrained - You cannot move! - Unable to take the MOVE action, lose one action per turn
Slippery - You're having trouble staying on your feet! - Every ACTION you take or attack against
you, roll Acrobatics. If 1-14, become Prone and forfeit the action you were taking
Bleeding - An open wound of yours is spilling blood! - Every turn start or 6 seconds, take 1
BRUTE.
On Fire - You are engulfed in flames or burning in acid! - Every turn start or 6 seconds, take 1
BURN.
Poisoned - You feel incredibly sick! - Every turn start or 6 seconds, take 1 TOX
Dizzy - You can't focus and struggle saying upright! - -3 to AC, -3 to Attack rolls. And roll 1d20. If
1-7, lose one Action. If you suffer Dizzy whilst already Dizzy, roll 1d20+Constitution. If 1-6, suffer
Brain Damaged.
Blinded - You aren't able to see! - Automatically fail perception rolls, -3 to AC, -3 to Attack Rolls
Encumbered - You have too much weight on you to move well! - You can only move 1 meter per
MOVE action, -3 to Attack
CHEMICALS
Throughout the Frontier, science has produced many, many unique chemicals. These chemicals
range from medicines to poisons to whatever purpose is necessary to fulfill.
When applying multiple units of a chemical at once, multiply status effect durations. damage
values, and healing values by the amount of units applied or ingested.
When thrown:
1 meter radius
If within radius, roll Resist Poison
If less than 10 + Attacker's INT +
Attacker's Sciences, Apply each unit of
chemical within the beaker
If above, Apply half the amount of units,
rounding down.
Syringe Gun Holds a beaker and fires 1 Uses 1 Beaker (4 units) of Ammo
unit of the beaker's contents 4 meter range
Chemicals
Sulfuric Acid 2 On Fire for 2 turns, -3 to AC for 2 BURN + 1 TOX + Roll Resist
2 turns Poison
If 1-10, Poisoned for two turns
Itching 2 Every turn start, roll Resist 1 TOX + Roll Resist Poison
Powder Poison If 1-10, Poisoned for two turns
If 1-14, 1 BRUTE and lose one
action
ITEMS GLOSSARY
Binoculars 150 Two lensed tubes for +3 to Perception checks above distances
long-distance scouting of 100 meters
Hand Radio 300 A handheld radio When tuned to the same frequency, can
transmission device able communicate with other Hand Radios up
to communicate long to 1000 meters
distances
Small Oxygen 250 A tank that fits in a Allows the user to breathe for up to 30
Tank backpack, able to hold minutes in an oxygenless environment
breathable oxygen when paired with a mask
Port-a-Sci 500 The device responsible When linked with a Port-a-Sci, allows it
Remote for controlling the to transport between its home location
Port-a-Sci and in front of the user
WEAPONS GLOSSARY
MELEE WEAPONS
-Throwable
-Finesse
-Makeshift
-Throwable
-Makeshift
Makeshift 0 (50) A glass shard welded to a long pole 1 BRUTE + 10-20 chance of
Spear Bleeding for 2 turn
-Throwable
-Two handed
-Reach
-Makeshift
Makeshift Club 0 (45) A dense chunk of metal welded 1 BRUTE + 15-20 chance of
onto a handle Dizzy for 1 turn
-Makeshift
-Heavy
-Two Handed
-Makeshift
Glass Shard 0 (5) A shard of glass from a plate or cup 1 BRUTE + 10-20 chance of
Bleeding for 1 turn
-Finesse 10-20 chance to break each
-Throwable use
-Makeshift
Breaks if Thrown
Gas Tank 150 A tank meant to hold a large supply 2 BRUTE + 5-20 chance of
of oxygen Dizzy for 2 turns
-Two Handed
-Heavy
Kitchen Knife 45 A knife used for preparing dishes 1 BRUTE + 5-20 chance of
Bleeding
-Throwable
-Finesse
HARM - 2 BRUTE
Botanical Saw 350 A chainsaw used to cut down thick 1 BRUTE + Bleeding
weeds
RANGED WEAPONS
Fulmar Sawed 600 A break-action double barrel with a Holds 2 ammo (Pipeshot, 20
off Shotgun shortened barrel Gauge, and Rubber Slug)
2 meter range
-Ammo
Guillemot Riot 800 A pump action shotgun normally Holds 6 ammo (20 Gauge,
Shotgun loaded with rubber bullets to Rubber Slug)
control crowds 3 meter range
-Ammo
-Two-Handed
Piper .38 225 A .38 revolver, standard issue for Holds 6 ammo (.38, .38 Stun)
detectives within Nanotrasen 5 meter range
2 fires per Attack
-Ammo
Zip gun 0 A fragile makeshift pistol utilizing a Holds 2 ammo (.22, .22
(75) stapler and metal barrel. Hollow Point, .38, .38 Stun)
3 meter range
The zip gun can use multiple 2 fires per ATTACK
ammo types. Each has a chance of
breaking the weapon on use, With every ATTACK action,
rendering it useless. roll 1d20 after firing
Auklet (.22 175 A .22 pistol used primarily for Holds 1 Magazine (.22 and
Pistol) self-defense .22 Hollow Point)
4 meter range
-Ammo 2 fires per ATTACK
Banana Peel 0 (5) The peel of a fruit used for pranks 0 meter radius
galore On hit, roll Acrobatics
If 1-5, Become Prone, take 1
-Throwable BRUTE
-Detonated If 6-14, Become Prone
If 15-20, No effect
-Throwable
-Detonated
AMMO
12 30 A buckshot No No 4 BRUTE
Gauge round with more Magazine Magazine
power than a 20
gauge
CLOTHING
Your character has slots to wear an item for their head, eyes, full face, overlaying item, clothing,
and any extraneous items on their person. Some items have
CLOTHING GLOSSARY
Hefty - The clothing requires a minimum of 2 STR to be worn effectively. Otherwise, suffer
Encumbered whilst wearing the clothing. Additionally, Dexterity is no longer used in AC
calculations
HEADWEAR
Headwear Cost Description Stats
Name
-Hefty
MASKS
Breath Mask 75 A plastic mask strapped to a tube Allows the use of Internals
meant to hook into an air supply -2 to Acrobatics
Gas Mask 125 A filtered, rubber mask meant to Allows the use of internals
protect the user from any outside +3 to Resist Poison
airborne agents +3 to checks regarding hiding
your identity
-2 to Acrobatics and
Persuasion
EYEWEAR
OUTERWEAR
-Hefty
STR - 0
DEX - -1
CLEANBOT
CON - 2
INT - 0
WIS - 0
CHA - 0
AC - 10
HP - 4 BRUTE - 6 BURN
IMMUNE TO TOX
+2 to Melee Attack
STR - 0
DEX - -1
CAMBOT
CON - 2
INT - 0
WIS - 0
CHA - 0
AC - 11
HP - 4 BRUTE, 6 BURN
IMMUNE TO TOX
+1 to Melee Attack
Cambot Flash - 1 meter radius, If within range, roll 1d20+Resist Stun, If <15, Blinded for 1
Round
Cambot Flash has 5 uses before needing to recharge. Cambot Flash recharges every 12
hours.
Picture - Takes and prints one picture from the cambot's lense
STR - 0
DEX - -1
FIREBOT
CON - 2
INT - 0
WIS - 0
CHA - 0
AC - 10
HP - 4 BRUTE, 6 BURN
IMMUNE TO TOX
+2 to Ranged Attack
Firebot's Fire Extinguisher - 2 meter range, 1d20+1 to hit, Removes On Fire and 50% chance
of Blinded
Firebot's Fire Extinguisher has 5 uses before needing to recharge. Firebot's Fire Extinguisher
recharges every 12 hours
Ram - 1d20 to hit, 1 BRUTE, 1 BRUTE Self-damage