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CHARACTER SHEET

Character Name Theodore Bolt (Agent)


Player Race Corporation
Languages: Corp,

Traits

Level +1 per 3 Sessions, 1 Trait per Lv = 4 -

10 20 30
Max Resources Lv +2 + 2 = 8 - Current Res 5 15 25
10 20 30
Max Influence Lv +2 + 2 = 8 - Current Inf 5 15 25
Minor Perk Moderate Perk Major or Unique Perk Complication

Attributes (0-5) Total (18) Traits

Strength 3 - Perks
Reflexes 2 -

Movement 3 -
Complications Prejudice from Kaltorans.

Focus 5 Focus Implant

Intelligence 2 -
Spare Time Points +1 Per Session
Max 10 Unused
Spare Time Roll +
Perception 3 -

Fate 2+ -1 = 1 - p
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Wo p
Wo Box
D ksho
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To kit

Trained (+1) Untrained (-2) Total Traits Total x2 Traits


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To

Wealth -2 + 1 = -1 - Small Arms 1 + = 1 Called Shot

Conversation 1 + = 1 - -
Personal Combat Skills x2

Leadership 1 + = 1 - Heavy Arms -2 + = -2 -


Everyday

Culture -2 + = -2 - -

Physical -2 + = -2 - Tactical -2 + 1 = -1 -

Resolve 1 + 1 = 2 - -

Awareness 1 + = 1 - Exotic 1 + = 1 -
Primary Skills x6

Survival -2 + = -2 - -

Total Traits Total x2 Traits


Mechanics 1 + 1 = 2 Tweak Command 1 + = 1 -

Electronics -2 + = -2 - -
Vehicle System Skills x2

Programming 1 + 1 = 2 - Engineering 1 + 1 = 2 -
Professional

Bio Tech -2 + = -2 - -

Medicine -2 + = -2 - Operations -2 + 1 = -1 -

Psychology -2 + = -2 - -

Astronomy -2 + = -2 - Gunnery -2 + = -2 -

Planetoids -2 + = -2 - -

Strong Hit Requirements Result


Effort Primary or Vehicle System Skill, Does not Req Success, Not a Spare Time Roll You may re-roll a single die from this Skill Roll.

Research Workshop: Wb Ws Ws D Ws Acquire Trade Goods Cargo Space: 1 2 3 4 Acquire


+1 Unit 12t +1 Box 8t
+4 Boxes 14t
Publish 14t
12 Units 1 Inf Loot
16 Units 2 Inf Weight 4 +1 Box

Variations Sell 16t


Unethical -4t -1 Inf 12 Boxs 1 Res
Difficult +4t x2 Inf 16 Boxs 2 Res
Wb: Workbench
Ws: Workshop Variations +2t
D Ws: Dedicated Workshop Dangerous x2 Res
*Secret Knowledge or Minor Perk Illegal x2 Res
Valuable -2 Cargo

Equipment Slots Outfit Utility Item 10 Gauntlet 1) Gauntlet 2)


Weapons & Misc Items, 1 slot per Weight

1) Ion Rifle 2) - 3) Machete 4) - 5) Programming Toolbox

6) - 7) Mechanical Toolbox 8) - 9) Conversation Toolbox 10) -

11) 12) 13) 14) 15)


COMBAT SHEET
Random
Damage
Atribute Damage Endurance Damage & Effects
Str 3 1 & Spent Fate Combat Order Int + = 2

Ref 2 2
Overburdened
Each point your Str is under items Weight
Mov 3 3
Outfit Utility Weapon - 0 Defence
Foc 5 4
Int 2 5 Stealth Tac + Ref + 2 = 3
Requires Light Cover

Per 3 6 Splash Scatter


Scatters 1 space per missed Attack Roll in a
Fate 1 -Attribute = Bleeding -5 Attribute = Death -1 Fate = Avoid Death random (roll 1d6) direction.
Weapons with Splash Keyword only.

Front Cover
Equipment
Defence: 10+Ref+ =
12
+Cover Cover Steps:
You can not increase 0 Cover.
+ Armour: Outfit + & Utility = 2 Endurance: 1 0 + ( S t r x 5 ) + = 35

vs Impair Def+Str + = 15 1) Light Cover, +2 Def vs Energy + Recovery Foc + = 5


You may Stealth.

vs Psionic Def+Foc + = 17 2) Hard Cover, +4 Def vs Slow +


Reduce End Dmg from RoF 3+ Weapons by 2.
*
vs Stealth 10+Per + = 13 3) Entrenched, +6 Def at 0 Endurance - 2
*+#Allies (max: 10) Immune to Critical Hits if you have Endurance.

Outfit Armour Defence Endurance Cover Frt Cover Slots Weight Variation Cost
Shielded Tactical Armour 2 + + 10 + 10 2 Shield Nodes 3

Shield. Modification: Body Mounted Light (Optional, Reduce Low Light Cover penalties by 2 Steps in Splash 3 of any area and against you.)

Utility Item Armour Defence Endurance Cover Frt Cover Slots Weight Variation Cost
Legion Ghost Cloak + + + + 1* + 1 1

Shield, Stealth +2, *Gain Light Cover (+2) or +1 Cover Step if you do not move for your Turn (you may Stealth)

Natural Weapons Hit (+Skill) End Dmg Crit Dmg Range Clips Ammo Load RoF Weight Type & Variations Cost
Mind +Int+Tactical - - Focus - Infinite 0 1 0 Analytical Auto

Natural, No Variations or Modifications Cost


Limbs +Exotic Str -1 Str -1 - - Infinite 0 2 (+1d6) 0 Melee, Impairment Auto

Natural, Small, Blunt, No Variations or Modifications

Weapons Hit (+Skill) End Dmg Crit Dmg Range Clips Ammo Load RoF Weight Type & Variations Cost
Ion Rifle +3 3 4 6 4 4 2 1* 2 Gun (Ion) 3

*Strong Hit (5-6) with all RoF 1 Attack Rolls, Energy, Lock On +2

Modifications: Personalised, Targeting Matrix, Advanced Ammo

Used Ammunition Used Clips

Machete +2 4 4 - - - 1 1 2* Melee (Composite) 1

*Only ever requires 1 Hand

Used Ammunition Used Clips

Used Ammunition Used Clips

Strong Hit Requirements Result


Critical Hit Attack, Hit, 1 use per RoF, No Splash Damage Deal your Weapons Critical Damage (-Targets Armour) to a random (roll a d6) Attribute.
Critical Boost Attack, Does not Req Hit +1 Critical Damage for this Attack vs all Targets with 0 Endurnace.
Tweak Attack, Hit, Non Infinite Clips or Ammo Gain +2 End Dmg on this Weapon for the remainder of the Combat.

Performing the same Action twice in 1 Turn, you gain Crit +1 for the second Action.
May add up to +/- 1 to determine what Attribute is Damaged with RoF 1 Critical Hit (normally just 1d6).
Repair Healing
Change Out 14t + Maintenance; Heal 1 12t + First Aid; Stops Bleeding 10 + Extended Care; Heal all 1 2x 12t +
Change 1 Attribute, Wpn, Trait or new Spacecraft. and a Minor Condition (eg: Virus). May be performed during Combat. and a Minor Condition.
Requires: Workshop. Requires: Toolbox. Requires: Toolkit. Requires: Toolbox.

Quick Fix; Heal any 2 12 + Rebuild; Heal one 8 2x 14t + Paramedics; Heal any 3 12 + Surgery; Heal one 8 2x 14t +
Req: Workshop, Only Heals Dmg dealt this Combat. and a Major Condition (eg: Lost Wing). Req: Toolbox, Only Heals Dmg dealt this Combat. and a Major Condition.
May only be rolled once per available Workshop. Requires: Workshop. Healing may be applied to multiple Characters. Requires: Workshop.
Must be performed directly after a Combat. Must be performed directly after a Combat. May Retro any Trait for a Implant Trait.
Maximum of 1 Paramedics Roll per 3 Characters.

Spacecraft Environment Personal Combat Environment


Atmosphere: 1 Engine Attribute Damage (no Armour) at the end of each Turn. 0 Gravity: Each space costs 2 Movement.
2 Attribute Damage (no Armour) at the end of each 3rd Turn. Hit -2
-2 Hit and Range. No Overburden Penalty.
Dust Cloud: Take Damage equal to your Velocity. Cover X: Defence +X
Hit -2 if you Attack through Dust Cloud. Bonuses can never more than double base Cover.
Gravity Field: Gain +2 Velocity when you enter a Gravity Field. Difficult Terrain: Each space costs 2 Movement.
May make a free Turn 45o towards the source of the Gravity Field.
Open/Close Door: Cost 2 Movement to Change.
Nebula: Remove any Locked On Effects on you.
Remove all Locked On Effects you have applied to your Opponents.
May have additional GM defined effects.
Personal Combat Effects
Object: Reduce Vel by 2, if not 1 or 2; take 1 Attribute Dmg (no Armour).
Hit -2 if you Attack through an Object. Bleeding: 1 Attribute Dmg (no Armour) at the start of your Turn.
Spacecraft: Other Spacecraft immediatly move into an adjacent space. Grabbing Target: As with Grabbed Effect but may remove as a Free Action.
Grabbed: 1 Action per Turn.
May Move with Target if you have higher Str.
Spacecraft Effects Gain 1 Additional Action if you remove this Effect.
Boarded: May have up to 5 Boarded Effects applied to you. Limited Vision: Targets gain Cover:
At the start of your Opponents Turn they may make 1 Light Cover (Low Light) or Heavy Cover (Blind, Pitch Black) vs You.
Boarding Party Attack against you. Locked On: Enemies gain Hit: +Lock On vs you.
On a failed Attack Roll, remove 1 Boarded Effect.
Prone: +1 Cover Step
Locked On: Enemies gain Hit: +Lock On vs you. Cost 2 Movement to Change.
On Fire: 1 Attribute Dmg (no Armour) at the start of your Turn. Each space costs 2 Movement.
Stealthed: May not be Targeted while in Cover.
Lost on Major Effect: Attack.
Attack Hit +RoF Lost next Turn if 1st Action is not a successful Stealth.
Drone Action *Damage Pick One: *Attack, Draw Wpn, Reload, Set Up or Pull Down or
Move make a Analyse, Stealth or Escape Attack Roll. Suppressed: Maximum 1 Action this Turn.

Personal Combat Actions


Pick any 2 Actions Per Turn Bonuses from the same Action do not Stack
Tactical Actions Range Actions Melee Actions

Attack Attack
Hit +Ref +Extra RoF Dice
Full Move Move Move +2 Snap Shot Damage Strike Damage
Move -2
Move Move

Attack Attack
+1 Cover Step Hit +Per +Extra RoF Dice Move +2 (Straight Line)
Take Cover Move
Armour vs Slow +1 (go Prone) Spray Fire Damage
Move -2 Charge Damage
Damage +1 (per 4 Movement)
Move Move

Pick One: Draw Wpn, Reload, Hit +Per +Foc


Attack Hit +Per
Prep Recover Un Jam, Set Up, Pull Down, Sighted Shot Damage Range +Foc Block Impair On Hit: Debuff Targets next
Use Stim or Skill Roll (Medical). Attack; Strong Hit -1

Attack Damage Hit +Ref +Str


Attack On Hit: Boost next Attack; Hit +Ref
Analyse Recover Crit Attribute Location +/-2 Throw Damage
Range +Str Impair Impair On Hit: Pick One Debuff vs
Move Move Target; Prone, Grab or Move 1

Hit +Per Damage Hit +Ref +Str


Vs Highest Defence Attack*
Stealth Stealth
On Hit: Cant be Targeted Overwatch Damage
*May Attack in a 180 Arc in Escape Impair On Hit: Debuff Target; Loose
response to any Action. Move Grabbing Target.

Spacecraft Combat System Rolls


Highest Velocity (or Size if Equal) First Make 1 System Roll per Turn (Successful System Rolls may not be rolled again), Highest CPU (or Sensors if Equal) First
Command Engineering Operations Gunnery
Skill Roll Skill Roll Skill Roll Skill Roll

Full Burn 8
Turn 45o Damage 12-Crew
Remove 1 On Fire Effect.
Calibrate 12-CPU
Add or remove 1
Preparation 8-Crew
Reload or Un Jam a Weapon.
Alter Velocity = Eng. Control Regen Shields. Target Lock Effect. May Roll once per Weapon.

Launch and Attack Attack with a Battery.


Manoeuvre Size x4 Turn 90o Divert 14-Pow
A System Roll gains Str Hit +1.
Dumb Fire vs Def with a Warhead.
Volley vs Def Shield Dmg +1
Alter Velocity = Eng -2. Power Take 5 Shield Damage. Destroy this Warhead at
May Roll once per Weapon.
the end of the Turn.
Turn 45o *4 Success, +2 Success required Launch a Warhead. Attack with a Battery.
Direct 14-Crew Make a free System Roll Combat 14-CPU* if Spacecraft leaves Combat Area. Seeker 8-Crew This Warheads gains: Lead the vs Def Range +1
Crew from any System at -2 Jump Lock On +6. Target May Roll once per Weapon.
or Launch a Fighter.
Turn 45o Boost next Attack;
Strafe vs Def Attack Front Arc with a Battery. Patch Job 14-Crew
Repair 1 Attribute Dmg that was
Scan 14 -CPU Crit Attribute Location +/-1 Bombard vs Def
Attack with 2 Batteries.
Size 1 or 2 dealt after your last Turn. Size 4+ Hit -2
Range -1 vs a Locked On Target.

Attack Roll Formula: 3d6 +Hit -2 per Rng Increment beyond 1st Targets Defence Free Critical Hit vs Target with 0 Endurance
Attack costs 1 Ammunition per RoF used (minimum 1)

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