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Aleatório

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0% found this document useful (0 votes)
18 views34 pages

Aleatório

Uploaded by

Mink y
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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SKILLS

SKILLS SUBSKILLS

Strength Melee Attack


Athletics

Dexterity Ranged Attack


Acrobatics
Stealth

Constitution Resist Poison


Resist Stun

Intelligence Machinery
Robotics
Electronics
Sciences
Lore
Investigation

Wisdom Perception
Insight
Medicine
Survival

Charisma Deception
Persuasion
Intimidation
Performance

Skill checks are determined by 1d20 + Relevant Skill + Relevant Subskill

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

Athletics - Any action requiring feats of physical strength

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

Machinery - Systems utilizing primarily mechanical components (Guns, pods, etc.)

Robotics - Systems utilizing artificial intelligence (Small robots, cyborgs, intelligence cores)

Electronics - Systems utilizing primarily electronic and logical components (PDAs, terminals,
etc.)

Sciences - Anything that requires an understanding of the sciences (Artifacts, chemicals,


biology, plasma)

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

Medicine - Your ability to understand and treat wounds effectively

Survival - Your ability to successfully survive in an unfamiliar environment

Deception - Your capability to lie to someone's face

Persuasion - Your ability to convince others of something they may not normally consider or
believe

Intimidation - Your ability to threaten or coerce others to do something

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

3 points to add in any subskill

Items: 250 credits of your choice of items

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

+1 to Persuasion and Deception

Items: Sawn-off shotgun, 4 rubber slugs, 3 bottles of beer

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.

Roll 1d20+Persuasion when swaying someone to determine its effectiveness

1-4 You have made a slip up and have harmed


their trust in you. You cannot use this ability
on them and have a -2 in future interactions
involving charisma until one day has passed

5-9 You have improved their mood slightly, thus


allowing you to add +2 to charisma checks
towards them

10-17 You have successfully charmed them,


allowing you to add +3 to charisma checks
towards them

17-20 They are utterly trusting of you, allowing you


to add +3 to charisma checks towards them
and rerolling one failed roll. This reroll is
usable once every day.

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

Blessing of Target - Length Effect

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

Shielding One person - 3 rounds of combat or 30 Adds +3 to the AC of the


seconds target

Vengeance Self - Consumed on hit Any person who attacks you


suffers the same damage,
regardless of if the attack
succeeded

Sight Self - 6 rounds of combat or 1 minute Adds +5 to Perception and


immunity to Blinded
You can call upon two blessings before requiring 12 hours to refill your blessings

Clown

+2 to Acrobatics and Performance


-1 to Wisdom and Intelligence

Items: 2 Banana peels, Bike Horn

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.

Wiry uses reset after one day.

Entertainer - Your whimsical attitude can disarm others (or upset them worse than they already
are)

Out of combat, you can make a performance to captivate an audience. Roll a


1d20+Performance.

1-5 Your attempted spectacle does nothing to


attract crowds or lighten the spirits of anyone
around you

6-10 Anyone who was already around you is


distracted by your performance for up to 10
minutes.

11-15 You have impressed those around you. You


start making a small crowd (2d6 people,
assuming you are in an area to gather a
crowd) and distract people for up to 30
minutes. After this performance, add +3 to
any Charisma check towards any viewer for
up to an hour after.

16-20 You are a spectacle! You have a large crowd


around you (4d6 people, assuming you are in
an area to gather a crowd) and distract
people for up to an hour. After this
performance, add +5 to any Charisma check
towards any viewer for up to a day after.

Once per day

Engineer

+2 to Machinery and Electronics

Items: Choose 3 from (Wrench, Screwdriver, Welder, Wirecutter, Crowbar)

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

Items: Mop, Hand Bucket

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

Items - Surgical Kit, Scalpel

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.

Cleanbot - Mop and 150 credits of material


Firebot - Fire Extinguisher and 100 credits of material
Cambot - Camera and 150 credits of material

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

11-20 You create the enhancement without a hitch


Applying a cybernetic to a person requires a Medicine check and two hours with a Surgical Kit.

Roll Results

1-5 You make an extreme error when applying the cybernetic. Roll
1d20

If 1-10, Reduce the MAX BRUTE of your surgery patient by 2. This


can only be fixed by a professional Medical Doctor making a 15-20
Medicine Check. This check can be done only once every 24
hours.
If 11-20, Reduce the MAX TOX of your surgery patient by 3. This
can only be fixed by a professional Medical Doctor making a 15-20
Medicine Check. This check can be done only once every 24
hours.

6-10 You fumble a few procedures, roll again on this table.

11-15 You need to spend two more hours, but successfully perform the
surgery

16-20 You create the enhancement without a hitch

A person can, at most, have 2 arm modifications (one for each hand), 2 leg modifications, 2 eye
modifications, and 2 organ modifications.

Cybernetics

Enhancement Credits Bonuses

Cybernetic Arm - 750 For whichever chosen hand or when using two hands, +1 to
Standard Strength

Cybernetic Leg - 750 +1 to Dexterity


Standard

Cybernetic Arm - 1000 For whichever chosen hand or when using two hands, +2 to
Heavy Strength, -1 to Stealth and Acrobatics

Cybernetic Leg - 1500 Adds 1 meter to MOVE action, -1 Acrobatics


Treads

Cybernetic Eye - 5000 Holds 2 charges


Laser As an extra action, fire a Ranged Attack using one charge. If
landed, 2 BURN
Recharges every rest

Cybernetic Eye - 1200 +7 to Sciences checks involving determining what an


Spectroscopic unknown chemical is
Cybernetic Eye - 1200 +7 to Medicine checks involving determining the vitality and
ProDoc injuries of a target

Cybernetic Eye - 1200 Immediately following suffering Blinded, roll Resist Stuns
Polarized If 12-20, remove Blinded

Cyber Spleen 600 After Bleeding ends, heal 1 BRUTE

Cyber Appendix 500 Gain 2 additional BRUTE, BURN, and TOX heal on rest

Cyber Kidney 600 Before insertion, chose either Underclock or Overclock


Underclock - Increase duration of status effects in result of
chems by 1
Overclock - Reduce duration of status effects in result of
chems by 1

Scientist

+ 2 to Science, +1 to Lore

Items: 2 Beakers, High-Capacity Syringe Gun

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.

Level 1-3 Holds 7 charges


Tier 1 Chemical - 1 charge per unit
Tier 2 Chemical - 2 charge per unit

Level 4-6 Holds 12 charges


Tier 1 Chemical - 1 charge per unit
Tier 2 Chemical - 2 charge per unit
Tier 3 Chemical - 3 charge per unit

Level 7-10 Holds 15 charges


Tier 1 Chemical - 1 charge per unit
Tier 2 Chemical - 2 charge per unit
Tier 3 Chemical - 3 charge per unit
Tier 4 Chemical - 4 charge per unit
Tier 5 Chemical - 5 charge per unit

Security Officer
+2 to Intimidation, +1 to Melee Attack

Items: Baton, Flash, Handcuffs

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:

If your new level is Even, level up with Subskills


If your new level is Odd, level up with Skills

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)

Resilient - You have a tough structure. Add +1 to Constitution and +2 to AC

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

10 Brute - 10 Burn - 10 Tox

You will go down and begin death rolls when either


- One stat goes to 0
- Two or more stats go under 5

Healing
Every 6 hours that you spend resting (light activity in one place) you regain 2 BRUTE, 2 BURN,
and 2 TOX

Alternatively, you can use healing chemicals and items to recover.

Medical Items

Item Description Effect

Suture A needle and thread used to Roll 1d20+Medicine on a Bleeding target


close wounds on bodies 1-10 Ends the Bleeding effect.
11-20 Ends the Bleeding effect and heals
1 BRUTE

Bandage A long cloth strip meant to put Ends the Bleeding effect on a target
pressure on and seal open
wounds Consumed on use

Styptic Patch A chemical patch used for On use, heals 3 BRUTE


wounds
Consumed on use

S-S Patch A chemical patch used for On use, heals 3 BURN


burns
Consumed on use

Charcoal A quick-stick pen with a small On use, heals 3 TOX


Autoinjector dosage of charcoal for
sickness Consumed on use

Oxygen Rules

Spending 1 minute in a no-atmos environment or otherwise being unable to breathe causes


unconsciousness as though falling due to damage

With a combination of a Gas Tank of air and a proper mask, your Internals will allow you to exist
in oxygenless environments.

Being Downed and Critical State


Being downed puts you in a "Critical State", forcing you to become Prone and perform death
rolls. Death rolls are 1d20+Constitution and performed either per turn in combat or every 10
seconds

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

Two actions can be taken per turn

MOVE - Move up to three meters in any direction

ATTACK - Make either a melee or ranged attack roll

ACTION - Perform a non-attack action that could be done in 6 seconds

BLOCK - Increase your AC by 3. This action must be taken on the END of your turn.

STOW - Stow an item in your hand into your inventory

UNSTOW - Take an item out of your inventory into your hand

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.

Without any armors, AC is determined by 10 + Dexterity + Constitution


MAKING AN ATTACK
An attack utilizes a d20, adding modifiers as necessary

Melee Attacks
Melee Attack = 1d20 + Strength + Melee Attack

Unarmed strikes are a Melee Attack with a 50% chance to cause 1 BRUTE

Ranged Attacks and Throwing


Ranged Attack = 1d20 + Dexterity + Ranged Attack

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)

Weapon Effect Chances


Some weapons have effects that have a chance of being applied when a hit is landed. If a
weapon has an effect chance, it will be listed as a 1d20 range. When the hit is landed, roll that
d20 after applying the damage, and apply the effect if it is within the range.

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.

Getting Hit on Purpose


Some instances will come where you will make an Attack with the intention of benefiting
someone (ex. Putting out someone with a Fire Extinguisher or shooting a syringe gun full of
Methamphetamine). A target can choose to skip the AC check and be hit regardless. If the
target you need to hit is out of range, you must make an AC check regardless of if the target is
willing to be hit

SCAVENGING AND SHOPPING


Over the course of your journey, you may have to gather materials, make objects, or otherwise
replenish items you have used. This can be done either through finding a shop or vendor who
sells the items, or through scavenging.
Whilst scavenging for a specific item, materials, or credits, make a Survival Check. The GM
determines the range to determine what you find, but this chart can provide a possible scale for
about 4 hours of active searching and some complications. 150 credits of material takes up one
slot in inventory

DENSELY POPULATED OUTPOST OR SCATTERED LITTLE TO NO


AREA POPULATION

Ex. Lunaweald. Earth City. Ex. Battleground, Research Ex. Wilderness


Active Base of Operations Outpost

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

Concerns: Law enforcement, Concerns: Roaming Concerns: Wildlife, terrain


gangs, restricted areas scavengers hazards

STATUS EFFECTS

Many items and weapons in game inflict Status Effects which can change how your character
functions (usually for the worse).

There are two types of status effect duration:


- Time Based:
- During combat, time-based durations start on the moment they are afflicted.
Status effects with turn-start effects resolve at the start of the afflicted's turn
before their actions are taken.
- Outside of combat, time-based durations instead last in intervals of ten seconds
per each round suffered
- Sourced
- This effect is being caused by something or someone, and will end only once the
afflicted escapes the source. This most often shows in the form of gasses or
restraining items.

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.

Status Effects Glossary


Prone - You are lying on the ground - -5 to AC when suffering Attack within 2 meters. +2 to AC
when suffering Attack from 4 meters and beyond. Can only move 1 tile per MOVE action. Costs
1 action to STAND

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.

Hallucinating - Your reality isn't what it seems! - -5 to Perception, -2 to Attack rolls.

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.

Methods of Chemical Application

Item Description Effect

Syringe A needle used to inject a Holds 1 Unit of a chemical to inject


chemical into the bloodstream Melee Attack during combat

Hypospray A hi-tech injector with a high Holds 3 Units of a chemical, Injects up to


capacity 3 Units at once (user can choose)
Melee Attack during combat

Beaker A chemical beaker for Holds 4 units of a chemical


scientific purposes
Use on self to drink the contents and
-Thrown ingest all units of the chemical

Splash an adjacent target with a Melee


Attack. If successful, apply all units of the
chemical to a target

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.

On throw, roll 1d20


If 1-7, Beaker breaks into Glass Shard on
throw

Syringe Gun Holds a beaker and fires 1 Uses 1 Beaker (4 units) of Ammo
unit of the beaker's contents 4 meter range

-Ammo On hit, target ingests Chemical

Patch A chemical patch that applies Holds 2 units of a chemical


2 units of its contents On application, applies 2 units of a
chemical
Melee Attack during combat

Chemicals

Chemical Tier Topical Effect Ingest Effect

Nicotine 1 Nothing 10-20 of chance Poisoned for 2


turns

LSD 1 Nothing Causes Hallucinating for 3 turns

Glitter 1 Causes Blinded Poisoned for 1 turn


Charcoal 1 Nothing Heals 1 TOX for 2 turns

Oculine 1 Ends Blindness Nothing

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

Space Lube 2 Roll Acrobatics 1 TOX + Roll Resist Poison


If 1-12, Prone and Slippery for If 1-10, Poisoned for two turns
2 turns
If 13-20, Slippery for 1 turn

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

Black 2 For 3 turns, any hit suffered 2 TOX


Powder causes On Fire for 1 turn

Styptic 2 Ends Bleeding on first 1 TOX


Powder application
Heals 1 BRUTE for 2 turns

Silver 2 Heals 1 BURN for 2 turns 1 TOX


Sulfadiazine

Phlogiston 3 3 BURN and On Fire for 2 turns 3 BURN, 3 TOX

Crank 3 Nothing After first ingest and for 4 turns, Roll


1d20+Resist Stuns for every turn
start or immediately after suffering
Stunned or Dizzy: 10-20 chance of
ending Stunned and Dizzy
Poisoned for 2 turns

Salicylic Acid 3 Nothing After first ingest and for 3 turns,


Ends Dizzy
Heals 1 BRUTE for 3 turns

Neurotoxin 3 Nothing Every turn for 3 turns, roll Resist


Poison
If 1-15, Become Dizzy for 5 rounds.
If this result is rolled, do not
continue rolling

Cyanide 4 Nothing 3 TOX, 2 TOX every turn for 5 turns

Capulettium 4 Nothing Every turn for 3 turns, roll Resist


Poison
If 1-15, Become Paralyzed for 5
rounds. If this result is rolled, do not
continue rolling

Methamphet 5 Nothing Extra Action during combat for 4


amine turns
After first ingest and for 4 turns, Roll
1d20+Resist Stuns for every turn
start or immediately after suffering
Stunned or Dizzy: 5-20 chance of
ending Stunned and Dizzy
Poisoned for 4 turns

Strychnine 6 Nothing For 5 turns: Grants 2 Extra Action


during combat, +2 to Melee Attack,
Immune to Dizzy, Blinded, and
Stunned, Unable to go into Critical
State (continue fighting as normal)
After these 5 turns end, go into
Critical State regardless of damage

ITEMS GLOSSARY

Item Name Cost Description Stats

Flashlight 50 A directed light used in Negates negatives to Perception when in


darkness darkness and in hand

Binoculars 150 Two lensed tubes for +3 to Perception checks above distances
long-distance scouting of 100 meters

Portable 250 A portable metal Use a DEPLOY action to place the


Barricade barricade able to be barrier within the same space you
deployed quickly occupy. Anyone sharing the space with
the barrier gains +3 to AC.

Use the DEPLOY action within 1 meter


of the barricade to deconstruct and take
it.

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 2500 A device able to A Port-a-Sci must have a home location,


transport a person calibrated from within the inside of the
between a home location device.
and nearly wherever they
are in space With a linked Port-a-Sci remote, the
Port-a-Sci will teleport between in front of
the user and the home location,
alternating on each press.

The Port-a-Sci can hold one person at a


time. For each person inside of the
Port-a-Sci when it is transporting, roll
1d20

If 1-2, User suffers 4 BURN and 4 TOX

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

Finesse - The weapon is able to substitute DEX in STR


Charge - The weapon has a battery that must recharge
Two handed - The weapon must be held with two hands to be usable
Reach - The weapon is melee, but has a range of 2 meters
Throwable - This weapon maintains its full damage effects when thrown
Heavy - You must have 2 Strength or more to utilize the weapon
Makeshift - This weapon is ramshackle, and cannot be sold or bought in stores. A cost will still
be listed to represent the cost of the materials used to make them
Ammo - The weapon does not function normally without ammunition loaded
Fuel - This weapon has a liquid or gas that is expended to be functional
Detonated - This weapon must detonate to be used and will destroy the item on use. Unless
otherwise stated, the weapon detonates once it is used to attack. Detonated items do not
require a ranged attack, and can be detonated on any tile.

MELEE WEAPONS

Weapon Name Cost Description Stats


Makeshift Knife 0 (15) A glass shard welded to a small 1 BRUTE + 10-20 chance of
handle Bleeding for 1 turn

-Throwable
-Finesse
-Makeshift

Makeshift 0 (35) A long metal blade welded to a 1 BRUTE + 5-20 chance of


Machete small handle Bleeding for 3 turns

-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

Makeshift 0 (85) An absurdly heavy chunk of metal 2 BRUTE + 10-20 chance of


Heavy Club welded onto a handle Dizzy for 2 turns

-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

Bottle 30 Any sort of bottle for a beverage 1 BRUTE


On hit, 10-20 chance of
turning into Glass Shard
Breaks if Thrown

Book of Faith A tome regailing the history of a On hit, roll 1d20+Wisdom


religion If 1-10, 10-20 chance of Dizzy
for 1 turn
If 11-20, Heals 1 BRUTE and
1 BURN
Baseball Bat 100 A wooden baseball bat 1 BRUTE + 10-20 chance of
Dizzy for 3 turns
-Two handed

Crowbar 100 A metal crowbar 1 BRUTE


+2 to checks involving prying
-Two handed +1 to Machinery checks

Wrench 35 A large adjustable wrench 1 BRUTE


+2 to Machinery checks

Screwdriver 25 A flathead screwdriver 1 BRUTE + 15-20 chance of


Bleeding for 1 turn
-Finesse +2 to Electronics checks

Welder 100 A fuel-based welding tool Contains 20 units of Welding


Fuel
-Finesse (costs 1 Fuel) (Melee attack)
-Fuel 1 BURN
OR
(costs 3 Fuel) (Ranged
attack)
1 BURN + 75% chance of On
Fire
1 Fuel to get +1 to Machinery
Checks

Wirecutters 20 A pair of metal blades to pinch 1 BRUTE + 15-20 of Bleeding


together to cut wires for 1 turn
+2 to Electronics checks
-Finesse

Fire 275 A hefty metal container used to Contains 5 units of


Extinguisher contain firefighting foam extinguisher fluid
2 BRUTE + 5-20 chance of
-Two Handed Dizzy for 2 turns
-Heavy OR
-Fuel 2 meter range
Costs 1 unit of fluid
End On Fire effect and 10-20
chance of Blinded for 2 turns

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

Folding Chair 65 A metal chair meant to be folded 1 BRUTE


for easy transport OR
Choose a target within 2
-Two Handed meters. Roll Acrobatics
If >=Enemy AC, land adjacent
to enemy.
Inflict 2 BRUTE + Prone +
Dizzy for 1 turn
Self-inflicts Prone
If <Enemy AC, land next to
enemy
Self-inflicts Prone

Mop 50 A janitorial tool used to clean spills 1 BRUTE


OR (If wet)
-Two handed 1 BRUTE + Slippery for one
turn

Kitchen Knife 45 A knife used for preparing dishes 1 BRUTE + 5-20 chance of
Bleeding
-Throwable
-Finesse

Baton 500 A prodding device with a strong Contains 4 charges


handle and a stronger taser Choose intention
STUN (Costs one charge) -
-Charge On hit, roll Resist Stun
-Heavy (For HARM) 16-20 Stunned for 1 turn
1-15 Stunned for 2 turns

HARM - 2 BRUTE

Botanical Saw 350 A chainsaw used to cut down thick 1 BRUTE + Bleeding
weeds

RANGED WEAPONS

Weapon Name Cost Description Stats

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

Lighter 55 A device used to light cigarettes. Contains 10 units of welding


Can be tampered with to make a fuel
long-ranged puff of flame 2 meter range
2 Fuel Cost
-Fuel 1 BURN + 13-20 chance of
On Fire for 2 turns

Taser Gun 350 A standard issue long-distance Contains 5 charges


electrifying device 5 meter range
1 Charge
-Charge On hit, roll Resist Stun
-Two handed If 15-20, stunned for 1 Round
If 1-14, stunned for 2 Rounds

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

-Ammo If 1-3, the Zip Gun shatters


-Makeshift and becomes unusable

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

Slam Gun 0 A archaic welding of metal pipes to Holds 1 ammo (Pipeshot, 20


(100) create something that vaguely Gauge, 12 Gauge, Rubber
resembles a shotgun Slug)
2 meter range
-Ammo
-Two-Handed With every ATTACK action,
-Makeshift roll 1d20 after firing

If 1-3, the Slam Gun shatters


and becomes unusable
SPECIAL WEAPONS

Weapon Name Cost Description Stats

Cleaner 75 A device full of cleaning fluid to be 2 meter radius


Grenade detonated in the center of a room If within range: roll Acrobatics
full of filth If 1-14, become Slippery for 2
turns
-Throwable
-Detonated

Flashbang 275 A grenade that emits an extreme 3 meter radius


Grenade amount of light and a deafening If within range: roll Resist
noise Stun
If 1-17, become Stunned for 1
-Throwable turn and Blinded for 2 turns
-Detonated

Crowd 250 A grenade full of capsaicin, utilized 2 meter radius


Dispersal by security to disrupt riots Creates cloud of capsaicin
Grenade that lasts for 3 rounds
-Throwable If ending turn or starting turn
-Detonated in cloud, roll Resist Poison
If 6-13, become Stunned for 1
turn
If 1-5, become Stunned for 1
turn and Prone

Molotov 0 A cloth stuffed into a full liquor 2 meter radius


Cocktail (75) bottle, used as a makeshift Creates floor of burning
incendiary grenade alcohol that lasts for 2 rounds
If moving through, ending
-Throwable turn, or starting turn on floor,
-Detonated roll Acrobatics
-Makeshift If 1-14, 2 BURN and become
On Fire
If 15-20, 2 BURN

Flash 150 A self-defense or security tool full Contains 5 units of flash


of flash powder, designed to powder
disorient Melee Attack and 1 unit of
flash powder to hit
-Fuel Blinded for 1 Round
OR
1 meter range
Costs 1 unit of flash powder
If within range: roll
1d20+Resist Stun
If 1-14, Blinded for 1 Round

Supercell Flash 0 A flash with a battery soldered on Contains 5 units of flash


(250) for a one-time blast of heat and powder
light Melee Attack and 5 units of
flash powder to hit
-Fuel 1 BURN, On Fire, and
-Makeshift Stunned for 2 Rounds

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

Detonates only if a person


occupies its tile. Otherwise,
the Banana Peel will remain
on the ground.

Cream Pie 30 A large amount of whipped cream Blinded for 1 round


in a tin

-Throwable
-Detonated

AMMO

Ammo Cost Description Magazine Magazine Stats


Type Cost

Pipeshot 0 A hodgepodge No No 2 BRUTE


(15) of lighter fluid Magazine Magazine
and glass stuffed
into a small pipe
20 20 A small, self No No 3 BRUTE
Gauge defense shotgun Magazine Magazine
shell

12 30 A buckshot No No 4 BRUTE
Gauge round with more Magazine Magazine
power than a 20
gauge

Rubber 20 A rubber round No No 1 BRUTE + Dizzy for 2


Slug to be fired out of Magazine Magazine turns
a shotgun

.22 15 A small bullet to 4 50 1 BRUTE


be used in -Standard
magazine pistols 150
10 -
Extended

.22 45 A small, military 4 -Standar 50 2 BRUTE, ignores Armor


Hollow grade, armor
Point piercing bullet to 10 - 150
be used in Extended
magazine pistols

.38 25 A brass round 6 - Speed 150 3 BRUTE


used in revolvers Loader

.38 Stun 20 A non-lethal 6 - Speed 150 1 BRUTE


electrified Loader On hit, roll Resist Stun
alternative to .38 1-10 Stunned for 2 Rounds
10-20 Stunned for 1 Round

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

Riot Helmet 600 A kevlar helmet meant to help +2 to AC


bullets bounce and curve off of the +1 to Ranged Attack
head

-Hefty

Hard Hat 75 A construction helmet with a +1 to AC


flashlight attachment +1 to Perception

Fedora 325 A charming hat with a crown +1 to Persuasion and


embedded in the top Deception

MASKS

Mask Name Cost Description Stats

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

Clown Mask 50 The mask of performers dedicated +2 to Performance


to the art of hilarity +3 to checks regarding hiding
your identity

Masquerade 25 A party mask for masquerades, +2 to checks regarding hiding


Mask gatherings where all partygoers your identity
hide their face

EYEWEAR

Headwear Cost Description Stats


Name

Sunglasses 50 Tinted glasses that reduce +5 to AC and checks against


incoming UV sunlight Flashes
+1 to Persuasion
Tanning 50 Tinted glasses meant to protect +1 to Persuasion
Sunglasses eyes from UV light. Its use is
primarily relegated to tanning beds

Meson Goggles 350 Engineering goggles that help crew +1 to Perception


to work in dark areas and see the You are able to see the
basic structures of a building structure of anything up to 3
meters, even through
surfaces

OUTERWEAR

Outerwear Cost Description Stats


Name

Body Armor 1000 A kevlar vest designed to absorb +4 to AC


the impact of bullets

-Hefty

Makeshift 0 A hollowed out cyborg chest +2 to AC


Armor (250)

Lab Coat 60 A white coat designed to protect +2 to Lore and Sciences


against chemicals and

ROBOTIC COMPANION - STAT BLOCKS

STR - 0
DEX - -1
CLEANBOT
CON - 2
INT - 0
WIS - 0
CHA - 0

A cleaning bot that automatically cleans up


any station spill

AC - 10
HP - 4 BRUTE - 6 BURN
IMMUNE TO TOX

+2 to Melee Attack

Cleanbot Mop - 1d20+2 to hit, Slippery


Ram - 1d20+2 to hit, 1 BRUTE, 1 BRUTE Self damage

STR - 0
DEX - -1
CAMBOT
CON - 2
INT - 0
WIS - 0
CHA - 0

A tourist device used to take pictures


automatically

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.

Ram - 1d20+1 to hit, 1 BRUTE, 1 BRUTE Self damage

Picture - Takes and prints one picture from the cambot's lense

STR - 0
DEX - -1
FIREBOT
CON - 2
INT - 0
WIS - 0
CHA - 0

A safety bot that extinguishes fires

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

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