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Convictor Drive Sheets Package
Convictor Drive Sheets Package
Convictor Drive Sheets Package
Illustration Notes
Character Sheet
Personal Data
PC Name Age Gender History Table Roll
Job Skills
All job skills start at Lv. 1. During character creation, divide 6 levels between them, with Lv. 4 the maximum possible at this time.
Mastered Mastered
Knowledge Lv. 1 Lv. 2 Lv. 3 Lv. 4 Lv. 5 Brawling Lv. 1 Lv. 2 Lv. 3 Lv. 4 Lv. 5
Mastered Mastered
Agility Lv. 1 Lv. 2 Lv. 3 Lv. 4 Lv. 5 Suppression Lv. 1 Lv. 2 Lv. 3 Lv. 4 Lv. 5
Mastered Mastered
Negotiation Lv. 1 Lv. 2 Lv. 3 Lv. 4 Lv. 5 Mechatronics Lv. 1 Lv. 2 Lv. 3 Lv. 4 Lv. 5
Convictor Data
MAT ENG
Part Classification Name Armor Armor
Reserves Type Cost Target Timing Effect
Head
Body
Arm
Leg
Totals HP 7
+ Modifier
= HP Tracker
Weapon Data
Atk
Name Type Element Load Range Cost
Attack Dice Timing Effect
Flashword Skill Rank Table Making a Standard Check
1. The check starts. The GM will announce
20 S+ the required number of successes.
As I Saw It 19 S 2. Explain what action you're taking and
18 S- which Job Skill you want to use.
Fail Roll +3D 3. If the GM agrees your method is reasonable, make your dice roll.
The PC undertaking the mission can roll additional dice equivalent to
your number of successes in the Recovery Check.
Getting it
Check ends * Each individual PC may make only 1 Recovery Check per
Done Later
Investigation Card.
If noone is making a recovery check,
skip right to Getting It Done Later. * Standby Skills can be used with Recovery Checks.
* Multiple PCs may make Recovery Checks during the same mission.
Convictor Drive
Activation Condition
Convictor Drive activates when a PC's HP drops to 0 or less.
Getting It Done Later
1. If after Recovery Checks the mission check still hasn't succeeded,
Players may, at any time, have their PC take 1d damage in order to the PC must Get It Done Later.
deliberately lower their HP and activate Convictor Drive.
2. The PC rolls 3 extra dice.
Adept
3. After rolling these dice, add 1 Delay Counter. The GM should keep
This interrupts any action currently taking place. You may track of these.
move up to 2 squares. You may then make an attack at
a cost of 0. This attack has a Critical Value of 7, and you 4. If the required number of successes still hasn't been met, continue
gain +4D to its attack dice. After rolling your attack dice, to Get It Done Later until it has.
you may change the value of one die of your choice to 10.
If any number of PCs have retreated from battle, for each PC who Shooter
has retreated, you may at this same time change the value of one This interrupts any action currently taking place. You may make
die of your choice to 11. an attack at a cost of 0. When choosing targets, ignore the range
of your chosen weapon. Add +3D to your attack dice for this
attack, and decrease the Critical Value by -5.
Runner
This interrupts any action currently taking place. You may move
to any square on the battlefield. You may then make an attack at a
Strength
cost of 0. You gain +3D to its attack dice. After rolling your attack This interrupts any action currently taking place. You may move
dice, you may change the value of two dice of your choice to 11. up to 1 square. You may then make an attack at a cost of 0. You
gain +6D to this attack's attack dice.
combat Sheet
Height Bonus
High Sky
Area 7 8 9
+ 1D
Midair
Area 4 5 6 +2D
+ 1D
Ground
Area 1 2 3
Reserves Tracker
Enemy
Initiative
Reserves
0 1 2 3 4 5 6 7 8 9
10 11 12 13 14 15 16 17 18 19
Enemy
Initiative
Starting Threat Weapon Attack Weapon
Position Level
Name HP Type Dice Element
Range MAT ENG Movement Initiative Behavior Flight Effects
7 Last Stand I
A random PC takes a -1 penalty to their II. Attacking
HP. The PC may declare that they are making an attack with a
weapon of their choice.
A random PC takes a -1 penalty to their
8 Last Stand II
HP. They should then roll the weapon's listed attack dice. They do
Two random PCs take a -1 penalty to damage to their target corresponding to the number of dice
9 Last Stand III
their HP. equal to or above the target's armor. Make sure that you use
the armor value matching the attack's element.
Roll 1D twice more and apply penalties
10 Despair
from this table as rolled. After performing both actions, the PC pays the cost of those
actions from their Reserves, and their turn ends. If there is
For each Delay Counter the PCs have, the GM rolls 1D and another PC with the same amount of Reserves as the previous
applies the indicated penalty from this table. PC started their turn with, it becomes that PC's turn next.
If the GM rolls a Delay Event that has already happened in this Once all PCs with a given Reserves number have taken their
combat, ignore that roll and do not apply the penalty again. turns, if there's an enemy with Initiative matching that
Reserves number, that enemy may take a turn.
If a penalty would cause a PC's maximum Reserves to
decrease below 7, set their maximum Reserves to 7 instead.
Standby Mode
Customizations
Active Mode
Customizations
Scenario Title
Opening Phase
Climax Phase
Ending
Summary for Game Masters
Overview Overview
Objective Objective
Overview Overview
Objective Objective
Intel Card Intel Card
Overview Overview
Overview Overview