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Condition: EXHAUSTED
After one day without sufficient sleep (one SHIFT):
STRENGTH
Heavy • Gain a +1 modification to a later skill roll relating to this one.
Machinery • You got this. You don’t need to roll to overcome the exact same challenge in the future.
• You do it quickly, in half the time it would normally take.
• You break it permanently.
• You act quietly.
• You show off.
Close Combat • You inflict one more point of damage. You can choose this stunt multiple times.
• You outmanoeuvre your enemy and can trade initiative scores with them, taking effect next turn.
• You knock or pull a weapon or other object from your opponent.
• Your opponent is knocked to the ground.
• You hold your opponent in a grapple. They need to win an opposed CLOSE COMBAT roll to break.
AGILITY
Mobility • Give one Success to another PC in the same situation as you.
• Gain a +1 modification to a later skill roll relating to this one.
• You impress someone.
Ranged • You inflict one more point of damage. You can choose this stunt multiple times.
Combat • You pin down your enemy. They need to make an immediate Panic Roll.
• You position yourself and get to redraw your initiative score, taking effect next turn.
• Your target drops a weapon or another hand-held object. You choose which.
• Your opponent falls to the ground or is pushed back, for example through an airlock.
WITS DIFFICULTY
Observation • Is it coming for me?
• Are there more of them close by?
Trivial +3
How do I get in/past/away?
•
Simple +2
ComTech • Gain a +1 modification to a later skill roll relating to this one.
• You don’t need to roll to overcome the exact same challenge in the future. Easy +1
• You do it quickly, in half the time it would normally take.
• You get new or unexpected information (GM’s choice). Average 0
• You hide your tracks.
• You show off.
Demanding –1
Survival • Give one success to another PC in the same trouble as you. Hard –2
• Gain a +1 modification to a later skill roll relating to this one.
• You impress someone. Formidable –3
EMPATHY
Manipulation • Your opponent does what you want without demanding a favor in return.
(See Mod Tbl) • Your opponent does more than you ask for, but may still ask for a favor in return.
• Your opponent is impressed by you and will try to help you later on in some way.
Medical Aid • Recovery of PCs broken by health reduced to 0. Recover 1 point of health per success.
• Save a Life of a fallen character who has suffered a critical injury. A failed roll may kill patient.
Command • Stop panic: When another PC fails a Panic Roll you can make return them to their senses.
• Give Orders: In combat, as a slow action you can bark orders to another character. For every success , they
get a +1 modification to their roll when carrying out the order you gave.
• Officers: PCs with the Officer career and the Pull Rank talent can make PCs and NPCs to do as they say.
STEALTH MODE (Turns: OBSERVATION vs. Mobility) & COMBAT (Rounds: 1 Fast and 1 Slow or 2 Fast)
MEASURING TIME FAST ACTIONS
ACTION PREREQUISITE SKILL
UNIT DURATION PRIMARY Run (Zone to Zone / Short to Engaged) No enemy at Engaged range –
USE
Move through door/hatch – –
5-10
Round Combat Get up You are prone –
seconds
5–10 Draw weapon – –
Turn Stealth
minutes Block attack (Block/damage/disarm/6) Attacked in close combat Close Combat
5–10 Push Enemy at Engaged range Close Combat
Shift Recovery
hours
Grapple attack (success: both prone) You’ve grappled an opponent Close Combat
Retreat (Fail: Enemy gets free attack) Enemy at Engaged range Mobility
STEALTH Aim (+2 to ranged combat attack) Ranged weapon –
(OBSERVATION vs. MOBILITY)
2 zones / turn for cursory exploration Seek cover Cover in same zone –
Grab the wheel Vehicle –
MOBILITY
RANGE Drive Vehicle Piloting
ROLL
Short (same zone) –1 Use item Varies Varies