ROLLING THE DICE
When you attempt something risky, sum 2d6 and add one of your attribute
scores, based on the action youre taking. (the gm will tell you some of the
possible consequences before you roll, so you can decide if its worth the risk or
if you want to revise your action.)
A total of 6 or less is a miss; things dont go well and the risk turns out badly. A
total of 7-9 is a partial success; you do it, but theres some cost, compromise,
retribution, harm, etc. A total of 10 or more is a full success; you do it without
complications. and a total of 12 or more is a critical success; you do it perfectly
to some extra benefit or advantage.
ATTRIBUTES: Roll 2d6 for each. On a 6- the value is 0. On a 7-9 the value is
+1. On a 10 or 11, the value is +2. On a 12, the value is +3.
Your attributes are Strength, Dexterity, Constitution, Intelligence, Wisdom
and Charisma
CHOOSE YOUR BACKGROUND: Choose a background and mark the
skills it grants you. If you prefer, choose two skills and mark them, then name
your custom Background.
Marking represents knowledge, influence and understanding. Your character
has had training and understands these fields of study or practice.
Astrogation Division
Skills: Navigation, Tech
Bandit
Skills: Stealth, Survival
Biotech Division
Skills: Tech, Medic
Comms Division
Skills: Computers,
Culture
Criminal
Skills: Manipulation,
Survival
Deck Crew
Skills: Athletics, Tech
Engineering Division
Skills: Awareness, Tech
Nobility
Skills: Culture,
Manipulation
Gunnery Division
Skills: Computer,
Awareness
Peasant
Skills: Business,
Survival
Low-Tech World
Skills: Awareness,
Survival
Pilots Academy
Skills: Piloting,
Awareness
Politics
Skills: Awareness,
Manipulation
Priesthood
Skills: Business,
Manipulation
Research Division
Skills: Tech, Awareness
Security Crew
Skills: Stealth,
Awareness
Armed Forces
Skills: Athletics, Tactics
Technician
Skills: Tech, Computers
Nobility
Skills: Culture,
Manipulation
Awareness
Peasant
Skills: Business,
Survival
Survival
Pilots Academy
Skills: Piloting,
Awareness
Politics
Skills: Awareness,
Manipulation
Priesthood
Skills: Business,
Manipulation
Research Division
Skills: Tech, Awareness
Security Crew
Skills: Stealth,
Awareness
Armed Forces
Skills: Athletics, Tactics
Technician
Skills: Tech, Computers
CHOOSE YOUR CLASS: You are either an Expert, a Psychic or a Warrior.
Choose one and note your Traits.
Experts are people who know how to get things done. Repair techs, scientists,
con men, starship pilots, master thieves, medics, and all other concepts that
revolve around a great deal of talent in a professional skill are best represented
by an Expert. They have an uncanny knack for pulling off near-impossible feats
of expertise in their chosen fields.
Experts begin play with any two traits.
Psychics are capable of remarkable feats of mental prowess, from reading
minds to levitating objects to influencing the flow of future events.
Psychics begin play with any one trait. Only Psychics can learn psionic powers.
Warriors business is fighting. While everyone is capable of self defence, the
Warrior is best equipped to join the fray, causing the largest amount of havoc in
the least amount of time.
Warriors begin play with three of the following four traits; Combat Training, Hardy,
Killer and Tough.
CHOOSE A TRAINING PACKAGE: This represents your characters life
prior to when we meet them in play. It is where you learned the tricks of your
trade. Select one and mark the skill you gain, or name your own, and mark any
one skill.
EXPERT
Bounty Hunter
Skill: Stealth
Criminal
Skill: Business
Explorer
Skill: Navigation
Frontier Settler
Skills: Survival
Starship Pilot
Skills: Pilot
Scientist
Skills: Tech
PSYCHIC
Academy Graduate
Skills: Survival
Healer
Skills: Medic
Military Psychic
Skills: Tactics
Psi-Hunter
Skills: Stealth
Psychic Researcher
Skills: Business
Tribal Priest
Skills: Manipulation
Assassin
Skills: Stealth
Field Medic
Skills: Medic
Commando
Skills: Tactics
Engineer Corps
Skills: Tech
Infantry
Skills: Survival
Mercenary
Skills: Business
WARRIOR
You have 1 Hit Die (d6) + extra hit dice equal to your CON. Roll all your hit
dice and keep a number equal to your level to determine your HP. (If you are a
Warrior, always roll an extra die.) When you rest and consume a meal, you may
re-roll your HP. If you are attended by someone with the Medic skill or
appropriate Biopsionics, roll an extra hit die.
You have 400 + (1d6 x 100) credits. Use them to buy any equipment you
might need from the equipment section on page XX. You may choose any gear
Tech Level 4 or lower. This equipment may be gear that your character has
bought with his or her savings, or it may be the fruits of past service, plunder, or
theft.
If you are an Expert or Warrior, choose your homeworld and name and then
chill out while the Psychics finish up.
If you are a Psychic, you have psi points equal to 1+ your CHA or WIS
(whichever you prefer). Select one primary discipline and mark it at level one.
Choose a secondary discipline and mark it at level 0. See page XX for more
information about psychic disciplines, power points and the like. Choose your
homeworld and name. Thank the non-psychics for their patience and get ready to
play.
SKILLS: if you have an applicable skill, you cant miss. a roll of 6 or less counts
as a partial success, but with a bigger compromise or complication than a 7-9
result.
Not having a skill probably doesnt mean you cant do that thing at all, but that
youre particularly adept at it. Certain applications of skills (astronavigation,
intensive computer reprogramming, etc.) might require special equipment or
understanding before you can dive in. Alternately, attempting something you
have no skill at might represent a significant increase to the dangers of failure.
The GM will tell you when this is the case.
Athletics
Awareness
Business
Computers
Manipulation
Medic
Navigation
Piloting
Stealth
Piloting
Stealth
Survival
Tech
Tactics
TRAITS:
Backstab (Attacking from concealment grants +3 damage)
Chemist (you can synthesize drugs and chemicals from basic materials, given
time)
Combat Training (+1 damage and remove the awkward tag from worn armour)
Connected (take +1 forward when attempting to make a new connection)
Cultured (you are familiar with the details and customs of many cultures)
Friendly (people find you inherently trustworthy and likeable until you prove
them wrong)
Hacker (youre adept at finding back-doors and flaws in computer security
systems)
Hardy (+6 HP)
Hot-Shot (you can pilot any vehicle made with just a few minutes of study)
Killer (+2 melee damage)
Lucky (Once per hour, add +2 to the Die of Fate before it is rolled)
Fluke (Once per day, turn a miss into a partial success)
Reflexes (you always act first and can react suddenly when surprised)
Skilled (choose two more skills)
Tech-head (you can attempt to assemble or disassemble jury-rigged gadgets)
Tough (+1 Armour)
Voyageur (youre never lost, not really)
Wild Talent (choose one first-level psionic power, you may use it once per day)
THE DIE OF FATE
Sometimes the GM will roll the die of fate to see how the situation is
established. low numbers are ill-fortune, high numbers are good fortune (or at
least not misery). the die of fate might be rolled to establish the weather,
indicate a random npcs general attitude, or to determine if a wandering monster
appears. the gm may also roll the die of fate if the pcs take some action for
which sheer chance is the only factor in the outcome. In this case, a PCs LUCK
score is added to the die of fate.
DAMAGE
When youre attacked, chances are youll be taking damage. Damage represents
your character being cut, bruised, burned and beaten, Its your physical supply
of living well-being diminishing. When you reach 0 hp you are dead.
Additionally, being wounded is going to cause you additional trouble - if youve
got a broken arm, its going to be a lot harder to pilot your starfighter, isnt it?
Spaceships have hp, too, and can be damaged in the same way. Successful hits
will diminish the hp total of a ship, wrecking the hull and damaging systems.
Like a person, if a system on a ship is damaged, it might not work right until it
has a chance to get some technical attention.
If you shoot a spaceship with a pistol, its not going to do much to it. Same goes
for the opposite, if you get hit by a ship-grade plasma cannon and dont get out
of the way in time, youre probably a cloud of particles. Some games try to make
this mechanical distinction by giving ships or vehicles a different grade of
damage, or pile on the dice for larger weapons. We leave it to the discretion of
your group - remember, fiction first!
EXPERIENCE
<COMING SOON>