You are on page 1of 4

CHARACTER SHEET

Character Name Jason Thrift Player Robert Race Kaltoran Languages: Corp,
Kaltoran

Traits

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

10 20 30
Max Resources Lv +2 + = 3 - Current Res 5 15 25
10 20 30
Max Influence Lv +2 + = 3 - Current Inf 5 15 25
Minor Perk Moderate Perk Major or Unique Perk Complication

Attributes (0-5) Total (18) Traits

Strength 3 - Perks
Reflexes 3 -

Movement 3 -
Complications Prejudice from Corporation
If you roll triples on a Fate re-roll, you may immediately gain a Minor Psychological Co

Focus 1 -

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

Fate 2+ 1 = 3 - p
ho
Wo p
Wo Box
D ksho
rks
To kit

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


ol
ol
r
To

Wealth -2 + -1 = -3 - Small Arms 1 + 1 = 2 -

Conversation -2 + = -2 - -
Personal Combat Skills x2

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


Everyday

Culture -2 + = -2 - -

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

Resolve 1 + = 1 - -

Awareness 1 + 1 = 2 - Exotic -2 + = -2 -
Primary Skills x6

Survival -2 + = -2 - -

Total Traits Total x2 Traits


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

Electronics 1 + = 1 - -
Vehicle System Skills x2

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

Bio Tech 1 + = 1 - -

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

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 Boxes 1 Res
Difficult +4t x2 Inf 16 Boxes 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 0 Gauntlet 1) Gauntlet 2)


Weapons & Misc Items, 1 slot per Weight

1) 2) 3) 4) 5)

6) 7) 8) 9) 10)

11) 12) 13) 14) 15)


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

Ref 3 2
Overburdened
Each point your Str is under items Weight
Mov 3 3
Outfit Utility Weapon - 0 Defence
Foc 1 4
Int 3 5 Stealth Tac + Ref + = 4
Requires Light Cover

Per 3 6 Splash Scatter


Scatters 1 space per missed Attack Roll in a
Fate 3 -Attribute = Bleeding -5 Attribute = Death -1 Fate = Avoid Death random (roll 1d6) direction.
Weapons with ‘Splash’ Keyword only.

Front Cover
Equipment
Defence: 10+Ref+ =
13
+Cover Cover Steps:
You can not increase 0 Cover.
+ Armour: Outfit + & Utility = 0 Endurance: 1 0 + ( S t r x 5 ) + = 25

vs Impair Def+Str + = 16 1) Light Cover, +2 Def vs Energy + Recovery Foc + = 1


You may Stealth.

vs Psionic Def+Foc + = 14 2) Heavy Cover, +4 Def vs Slow +


Reduce End Dmg from RoF 3+ Weapons by 2.
*
vs Stealth 10+Per + 2 = 15 3) Entrenched, +6 Def at 0 Endurance -
*+#Allies (max: 10) Immune to Critical Hits if you have Endurance.

Outfit Armour Defence Endurance Cover Frt Cover Slots Weight Variation Cost
+ + +

Utility Item Armour Defence Endurance Cover Frt Cover Slots Weight Variation Cost
+ + + + +

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 -2 - - 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

Used Ammunition Used Clips

Used Ammunition Used Clips

Drone / Companion,

Defence: Armour: Movement: Slots: Bodies:

Used Ammunition Used Clips

Strong Hit Requirements Result


Critical Hit Damage, Hit, 1 use per RoF, No Splash Damage Deal your Weapons Critical Damage (-Targets Armour) to a random (roll a d6) Attribute.
Critical Boost Damage, Does not Req Hit +1 Critical Damage for this Attack vs all Targets with 0 Endurnace.
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 or Minor 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. Zero Gravity: Moving one 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.
Difficult Terrain: Moving one space costs 2 Movement.
Gravity Field: Gain +2 Velocity when you enter a Gravity Field.
Open/Close Door: Cost 2 Movement to Change.
May make a free Rotate of 45o towards the source of the Gravity Field.
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). Bleeding: 1 Attribute Dmg (no Armour) at the start of your Turn.
Hit -2 if you Attack through an Object. Grabbing Target: As with Grabbed Effect but may remove as a Free Action.
Spacecraft: Other Spacecraft immediatly move into an adjacent space. Grabbed: 1 Action per Turn.
May Move with Target if you have higher Str.
Gain 1 Additional Action if you remove this Effect.
Spacecraft Effects Limited Vision: Targets gain Cover versus you:
Light Cover (Low Light) or Heavy Cover (Blind, Pitch Black) vs You.
Boarded: May have up to 5 Boarded Effects applied to you.
At the start of your Opponent’s Turn they may make 1 Locked On: Enemies gain Hit: +Lock On vs you.
Boarding Party Attack against you.
On a failed Attack Roll, remove 1 Boarded Effect.
Prone: +1 Cover Step
Cost 2 Movement to Change.
Locked On: Enemies gain Hit: +Lock On vs you. Moving one space costs 2 Movement while Prone.
On Fire: 1 Attribute Dmg (no Armour) at the start of your Turn. Stealthed: May not be Targeted while in Cover.
Lost on Major Effect: Attack.
Lost next Turn if 1st Action is not a successful Stealth Action.
Attack Hit +RoF
Drone Action *Damage Pick One: *Attack, Draw Wpn, Reload, Set Up or Pull Down or Suppressed: Maximum 1 Action this Turn.
Move make a Analyse, Stealth or Escape Attack Roll.

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: Cannot 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
Remove 1 On Fire Effect.
Full Burn 8
Rotate 45o Damage 12-Crew Regen Shields. Calibrate 12-CPU
Add or remove 1
Preparation 8-Crew
Reload or Un Jam a Weapon.
Alter Velocity = Eng. Control Armour vs Boarding +1
Locked On Effect. May Roll Once per Weapon.

Launch and Attack Attack with a Battery.


Manoeuvre Size x4 Rotate 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.
Rotate 45o *4 Success, +2 Success required Launch a Warhead. Attack with a Battery.
Direct 14-Crew Armour vs Boarding +1 Combat 14-CPU* if Spacecraft leaves Combat Area. Seeker 8-Crew This Warheads gains: Lead the vs Def Range +1
Crew Make System Roll at -2 Jump Lock On +6. Target May Roll Once per Weapon.
or Launch a Fighter.
Rotate 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)
Spacecraft SHEET
-
Ship Name Build Influence Cost: Tra i t s ( 5 I n f Ea c h ) + Wea p o n s + 1 0 =

Random
Attributes (0-5) Total (18) Traits (5 Inf) Damage
Attribute Damage Shield Damage & Effects
Hull -

Engines -

Crew -

Power -

CPU -

Sensors -
-Attribute = On Fire -5 Attribute = Destruction
Size 3+ 3 - All Command Crew -1 Fate = Avoid Death

Cargo 2 Secret Cargo Wpn Slots 3 Max Velocity Resupply 6


Days till Food/Fuel run low

Defence: 12-Size+Eng+ = 9 Armour: 3+ = 3 Shield: 10+(Pow x Size) + = 10 Boarded


vs Ordinance Def + = 9 vs Boarding 0+ = 0 Regen Pow + = 0

vs Boarding 10+Size+Crew + = 13 at 0 Shields -1

Innate Weapons Hit (+Skill) Shield Dmg Crit Dmg Range Clips Ammo Load RoF Mount Type & Variations Cost
Boarding Party +Crew - 1* - - - - 1 - Boarding Auto

No Variations or Modifications, *Treat Target as if it had no Shields or Armour


Ordnance
Weapons Hit (+Skill) Shield Dmg Crit Dmg Range Clips Ammo Load RoF Mount Type & Variations Cost

Used Ammunition

Used Ammunition

Ordnance,

Defence: Armour: Movement: Bodies:

Destroyed Bodies Launched Bodies

Strong Hit Requirements Result


Critical Hit Damage, Hit, 1 use per RoF, No Splash Damage Deal your Weapons Critical Damage (-Targets Armour) to a random (roll a d6) Attribute.
Critical Boost Damage, Does not Req Hit +1 Critical Damage for this Attack vs all Targets with 0 Shields.
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.

Space Craft Layout Workshop, Labs, Cargo & Notes Spacecraft Perks: Size + =

+5 Shields (Size 1-2) Ejection Seats (Size 1-2)


+1 Cargo Comm System
+2 Resupply Life Support
Deep Space SOS Beacon Jump Drive
Escape Pods (Size 3-5) Docking Clamp (Size 2-5)
Shuttle (Size 4-5) Airlock (Size 2-5)
Brig (Size 3-5) Corridors (Size 3-5)
Armoury Small Rooms (Size 3-5)
Additional Rooms (Size 3-5) Large Rooms (Size 5)

You might also like