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YOUR CHARACTER

CHARACTER CREATION STARTING POINTS


In cinematic play characters come pregenerated, but in campaign When creating your character, distribute a total of 14 points across
play you must create one yourself by following these steps: your attributes, no less than 2 and no more than 4 to any attribute.
1. Choose your career. However, you may assign 5 to the key attribute for your career.
2. Distribute starting points on your attributes. You may also distribute a total of 10 points amongst your skills,
3. Distribute starting points on your skills. you can assign up to 3 points to each of the key skills for your
4. Choose a starting talent from your career. career and a single point to any other skills you choose.
3. Decide your name and appearance.
6. Decide your personal agenda. EXPERIENCE
7. Choose your buddy and rival. After each session, answer the following questions. You get one XP
8. Pick your signature item. for every "yes" (GM has final say on disagreements):
9. Pick your starting gear (2 items from the listed in your career). ▪ Did you participate in the game session?
10. Roll for starting cash (Relevant dice listed in your your career). ▪ Did you risk or sacrifice something for your personal agenda?
▪ Did you risk your life for your buddy PC?
▪ Did you challenge or stand up to your rival PC?
PERSONAL AGENDA & STORY POINTS
▪ Did you make a panic roll?
Each PC has its own separate agenda. After each act or session, ▪ Did you overcome a dangerous event, with or without violence?
if you took specific actions to further your personal agenda, you ▪ Did you make a significant discovery or revelation?
earn a story point. In cinematic play agendas are secret so this is ▪ Did you perform an extraordinary action of some kind?
decided by the GM alone. In campaign play the GM discusses it ▪ Did you earn any money?
openly with the group. You can have a maximum of 3 story points.
These can be spent to get an automatic [6] after a failed dice roll,
SPENDING XP: Between sessions, you can use your XP to improve
or even after a successful one in order to get an extra [6].
your skills and talents, or to learn new ones:
▪ Increasing a skill by one level costs 5 XP (5 is the maximum level).
BUDDIES & RIVALS ▪ Learning a new skill at level 1 costs 5 XP. It requires to either have
Your PC can have one buddy and one rival among the other PCs. used the skill successfully in the last session, or been instructed
These are important for the GM to create interesting situations. by a teacher (with that skill at least at level 1) for one full shift.
In cinematic play these are already decided for the pregenerated ▪ Learning a talent costs 5 XP. It also requires a day of practice
characters. In campaign play you must pick them yourself, and and a successful WITS roll (one attempt per day). If instructed by
after a game session, you are free to change them as you see fit. a teacher who has the talent, your roll succeeds automatically.

YOUR GEAR
SIGNATURE ITEM ENCUMBRANCE
Besides your normal gear, you also have a signature item. Which is normally a tiny You can carry a number of regular items equal to
useless item that only has sentimental value and identifies your character. Once per twice your STRENGTH without problem. Every 4
act/session, you can use signature item [SA] in some way to reduce your STRESS. supplies of food and water count as 1 item each.
CONSUMABLES HEAVY: Items designated as heavy count as
Lack of air, food, water or electric power can be a problem and even deadly. There is 2 regular items. Some can count as 3 or even 4.
no need to keep track of them at all times, but when the GM lets you know that they LIGHT: Items designated as light count as
are scarce, it’s time to start tracking them by making supply rolls. Usually they are half (½) a regular item, or even as a quarter (¼).
tracked individually, but sometimes the GM may decide to track them for the group
as a whole. When the supply reaches zero you suffer its conditions. TINY: Some items even smaller than light don't
affect your encumbrance. As a rule of thumb, if
SUPPLY ROLL: To track your supply for any consumable, at the regular intervals
the item can be hidden in a closed fist, it’s tiny.
listed in the table below, you must you must roll stress dice equal to the current
They still need to be listed in the character sheet.
supply level, up to a maximum of 6 dice. For each [1], the supply is decreased by 1.
▪ Air: Every turn, and after strenuous activities like combat or MOBILITY rolls. OVER-ENCUMBERED: You can carry twice your
▪ Water: Once a day, and after strenuous activities like combat or MOBILITY rolls. encumbrance limit temporarily (STRENGTH x4).
If doing this, you must roll MOBILITY to run [FA]
▪ Food: Once a day. or crawl [SA] during combat. Failure forces you
▪ Power: Situational, depending on the gear used. to either drop what you are carrying, or stay put.

TIME & SPACE


ZONES RANGE
Zones are indicated on the map. A zone is typically a room, a corridor or an area of ground. ▪ Engaged(E): Right next to you
Zone size varies from a few steps up to 25m. Borders between adjacent zones can be open ▪ Short(S): A few meters (Same zone)
or blocked (by a wall/bulkhead). Blocked borders can have a door/hatch (indicated in map)
allowing movement between zones. Open borders don’t block vision or movement. Blocked ▪ Medium(M): Up to 25m (Adjacent zone)
borders generally block LOS [Line of sight) even with a door/hatch in them (unless actively ▪ Long(L): Up to 100m approx. (4 zones)
standing by it and peeking through). Actions within a zone can be affected by its features: ▪ Extreme(X): Up to 1000m approx.
CLUTTERED: Filled with debris or obstacles. Must roll MOBILITY when moving into the zone. TIME
Failure means you get in but fall down. Must crawl [SA] or get up [FA] to continue moving. UNIT DURATION MAIN USE
DARK: The zone is dimly lit. Any OBSERVATION rolls in the zone get a -2 modification. ▪ Round 5-10 sec Combat
Ranged attacks into the zone also suffer a -2 modification, and can’t pass through the zone. ▪ Turn 5-10 min Stealth
CRAMPED: A crawlspace or narrow tunnel. You cannot run, only crawl [SA]. ▪ Shift 5-10 hours Recovery
You also cannot move or shoot past individuals standing in the way. ▪ Day 3-4 shifts Healing
SKILLS
Your character has 4 attributes that indicate your basic physical and mental capabilities, each rated on a scale from 1 to 5.
There are 12 skills in total. 3 skills are connected to each of the four attributes. Skills are measured in skill levels, from 0 to 5.
STRENGTH: Raw muscle power and brawn. EMPATHY: Personal charisma and ability to manipulate others.

HEAVY MACHINERY: Roll for this skill when you attempt to use, MANIPULATION: To try to convince someone, make an opposed
repair, jury-rig or break any kind of heavy machinery. roll for MANIPULATION (takes a liar to know a liar). On success,
your adversary must either attack you or do what you want, but
STAMINA: When your physical endurance is tested. Some specific they can still demand something reasonable in return (GM decides),
cases are surviving in the vacuum of space or resisting a disease. then is up to you to accept the agreement or not.

CLOSE COMBAT: When you attack someone in close combat. Each of the following factors gives your roll a +1 modification:
Specific rules are explained in the close combat section. ▪ You have more people on your side.
▪ What you ask for doesn’t cost your opponent anything.
AGILITY: Body control, speed, and motor skills. ▪ Your opponent has suffered damage.
MOBILITY: When you want to get out of a hazardous situations ▪ You have helped your opponent previously.
like a risky climb, a dangerous jump, etc... There are specific uses ▪ You present your case very well (determined by the GM).
for stealth mode or when attempting to retreat in close combat. Each of the following factors gives your roll a -1 modification:
▪ Your opponent has more people on their side.
PILOTING: When attempting difficult maneuvers at the helm of a ▪ You ask for something valuable or dangerous.
spacecraft. The skill can also be used to drive ground vehicles. ▪ Your opponent has nothing to gain by helping you.
▪ You are having trouble understanding each other.
RANGED COMBAT: When using ranged weapons to take down ▪ You are talking via radio or shouting at a distance.
enemies from a distance. Specifics in the ranged combat section.
WITS: Sensory perception and intelligence. COMMAND: When you want to calm someone with stop panic [SA],
use the pull rank talent or give orders [SA]. You can bark orders to
OBSERVATION: When you spot an unknown threat and want to another character (must be able to hear you, even if via a comms).
learn more about it. There are also specific uses for stealth mode. For every [6] you roll, they get a +1 modification to their roll when
COMTECH: When attempting to program, repair, decrypt or carrying out the order you gave.
manipulate any type of computer or communications technology. MEDICAL AID: When performing first aid [SA] either to get back up
SURVIVAL: When you’re in a hazardous planetside environment of a broken character, to save a life from a fatal injury, or just during
some kind and need to figure out a way to stay alive. the healing of a critical injury.

SKILL ROLL
1. If group roll (No combat) decide wich PC performs the roll (Most/least suited depending on action), the other PCs might help.
2. If the action needs opposed roll, the adversary (GM or another PC) will also roll and every one of their [6] will cancel one of yours.
3. Based on the SKILL necessary to perform the action, roll the right amount of base dice + stress dice: ▪ Trivial +3
▪ Simple +2
▪ Base dice = ATTRIBUTE + SKILL ± Modifications:
▪ Easy +1
▪ Stress dice = STRESS ▪ Difficulty: Based on the action's complexity. GM decides from ➞ ▪ Average 0
▪ Help: +1 for each person helping (Must make sense. Max 3). ▪ Demanding -1
▪ Hard -2
▪ Other factors: Gear, aiming, range, size, illumination...
▪ Formidable -3
4. If no [1] on stress dice you can push the roll: Allows you to reroll all the dice without a [6] (only once). Increases your STRESS.
5. If any [1] on stress dice you must make a panic roll immediately.
6. You succeeded if you have at least a [6] left. For every [6] over 1, you get to choose a stunt from the corresponding SKILL used:
H. MACHINERY (STRENGTH) MANIPULATION (EMPATHY) OBSERVATION (WITS) COMMON STUNTS *
▪ You do it quickly (½time). ▪ Get no demands in return. ▪ Know the answer to either: Assist: Give a [6] to another PC in
▪ You break it permanently. ▪ Get more than you asked for. - Is it coming for me? the same situation/trouble as you.
▪ You act quietly. ▪ Get help later in some way. - More of them close by? Next roll: Gain a +1 modification to
▪ Next roll* - How do I get in/past/away? a later skill roll relating to this one.
▪ I Got this* MOBILITY (AGILITY) - Is it useful for me? I got this: No need to roll for the
▪ Show off* ▪ Assist* - A relevant Yes/No question. very same challenge in the future.
STAMINA (STRENGTH) ▪ Next roll* COMTECH (WITS) Show off: Show off your skills or
▪ Assist! ▪ Show off* ▪ You do it quickly (½time). impress someone to "gain points".
▪ Next roll* PILOTING (AGILITY) ▪ Find extra info (GM choice). Knock down: Your opponent falls
▪ I got this* ▪ Next roll* ▪ Hide your tracks. to the ground or is pushed back.
▪ Show off* ▪ Show off* ▪ Next roll* Drop it: Enemy drops weapon or a
CLOSE COMBAT (STRENGTH) RANGED COMBAT (AGILITY) ▪ I Got this* (hand-held) object of your choice.
▪ Hold humanoid in a grapple. ▪ Pin down enemy (Panic roll). ▪ Show off* Outmaneuver: Trade initiative with
▪ More damage* ▪ More damage* SURVIVAL (WITS) opponent (Taking effect next turn).
▪ Knock down* ▪ Knock down* ▪ Assist* More damage: Inflict 1 extra DMG.
▪ Drop it* ▪ Drop it* ▪ Next roll* You can choose this stunt multiple
▪ Outmaneuver* ▪ Outmaneuver* ▪ Show off* times, if you roll several.
STRESS & PANIC
PANIC ROLL
When instructed to panic roll, roll a D6+STRESS on the panic table below. If you are already suffering from an effect (7+ on the table)
replace it by the the new one. However, if the new roll is lower, adjust your panic effect to one step more severe than the previous one.
6- Keeping it together No effect
7 Nervous twitch Increase your STRESS, and the STRESS of all friendly PCs in short range.
8 Tremble All skill rolls using AGILITY suffer a -2 modification until your panic stops.
9 Drop item Increase your STRESS and drop a weapon or other important item (GM decides).
10 Freeze [CA] Increase your STRESS and the STRESS of all friendly PCs in short range. Lose your next slow action.
11 Seek Cover [CA] Decrease your STRESS, but increase the STRESS of all friendly PCs in short range.
Must use next action to escape danger and find a safe spot for one round. Can retreat roll if necessary.
12 Scream [CA] Decrease your STRESS, but every friendly PC who "hears you" must panic roll. Lose your next slow action.
Flee [CA] Decrease your STRESS, but every friendly PC who "sees you" must panic roll. Must escape to a safe spot
13
and refuse to leave it. Won't attack or attempt any dangerous action in this state. No retreat roll allowed.
14 Berserk [CA] Must attack nearest person or creature, friendly or not. You won’t stop until you or the target is broken.
Every friendly PC who "witnesses you" must panic roll.
15+ Catatonic [CA] You collapse to the floor. Can't talk, move or do any action.
[CA] ➞ Cancel action, even if you rolled [6] STOPPING PANIC
STRESS LEVEL Some effects are immediate or last one round, but others (13+)
STRESS usually starts at zero. but during the course of a game remain in effect until one of the following happens:
there are lots of ways it will increase: ▪ One turn passes.
▪ Certain panic roll effects. ▪ You are broken.
▪ You push a roll. ▪ Stop Panic [SA]: Someone calms you by rolling COMMAND.
▪ You fire a burst of full auto fire. RELIEVING STRESS
▪ You suffer DAMAGE.
If a permanent mental trauma or condition is not preventing it,
▪ You go without sleep, food, or water.
you can relieve STRESS in multiple ways:
▪ You perform a coup de grâce.
▪ Certain panic roll effects.
▪ You or someone uses certain talents.
▪ Certain drugs.
▪ A member of your own crew attacks you.
▪ Interacting with your signature item.
▪ A person nearby is revealed to be an android.
▪ You rest for a turn without interruptions in a safe/secured area.
▪ Certain creatures, locations or events determined by the GM.
You cannot make skill rolls when resting.
PERMANENT MENTAL TRAUMA
If you rolled 13+ on a panic roll, you must roll EMPATHY after the session. On success, roll a D6 to decide which trauma you develop:
1 Phobia You become terrified by something related to what caused you to panic (GM decides). When within short range of the
object of your phobia, increase your STRESS. If you stay close to it for more than a single round, make a panic roll.
2 Alcoholism Must drink alcohol every shift, otherwise increase your STRESS and cannot relieve STRESS without drinking alcohol.
3 Nightmares Must roll EMPATHY when you sleep. On success increase your STRESS and cannot relieve STRESS for a full day.
4 Depression Must roll EMPATHY every day. If you fail, increase your STRESS and cannot relieve stress until the next day.
5 Drug use Must use a recreational drug every shift, otherwise increase your STRESS and cannot relieve STRESS without using.
6 Amnesia Your suffer from memory loss. Cannot recall who you or the other characters are. The effect should be roleplayed.

STEALTH
STEALTH MODE
Stealth is used to explore new locations. Is played in turns (individually or in group). You can move 2 zones per turn checking for active
or passive enemies and getting a superficial description. To examine something in detail the GM can ask you to stay 1 turn or more.
ACTIVE ENEMIES: They are actively stalking you and can't be spotted if they stay hidden without attacking, unless detected with a
motion tracker or if the GM deems it obvious that you spot them. They may also try to sneak attack upon you. If so, the GM informs
you and rolls the enemy's MOBILITY vs your OBSERVATION. If you fail, the enemy gets a free attack on you before starting combat.

PASSIVE ENEMIES: They are unaware of your presence and can be ambushed. When in same zone or LOS you ▪ Engaged -2
detect them automatically. In contraposition, if you don't "move quietly" they detect you automatically and start ▪ Short -1
combat. To "move quietly" you can attempt to sneak attack, or if you don't want to engage you can try to sneak ▪ Medium 0
past them by rolling MOBILITY (lowest if group) vs their OBSERVATION (highest if group). You get a modification ➞ ▪ Long +1
based on how close you move past them (Or a +2 modification if you pass behind an open door/hatch). ▪ Extreme +3
SNEAK ATTACK: Roll your MOBILITY vs the target's OBSERVATION. You get a modification based on how close you want to get. If you fail,
your opponent spots you at your starting distance and combat starts. If you succeed, you get a free slow/fast action before combat. The
target cannot block the sneak attack. Can only be done individually, by one attacker against one target.
AMBUSH: You wait hidden for the enemy. When the enemy comes close you perform a sneak attack, with a +2 modification, since you
are not the one moving. Can be carried out by a group and against a group of targets (lowest MOBILITY vs highest OBSERVATION).
MOTION TRACKERS: Can be used once per turn (must make power supply roll afterwards). It will detect any large "moving" objects
within long range (4 zones) indoors and extreme range outdoors. Detection doesn't mean you spotted it and can engage in combat.
To engage, you must have LOS or be in the same zone. The GM can ask for an OBSERVATION roll to spot small or hidden enemies.
COMBAT
DRAWING INITIATIVE SLOW & FAST ACTIONS
When combat starts, stealth is over so you act in rounds instead When it's your time to act in the round, you can perform one slow
of turns. All PC involved draw an initiative card and the GM draws action [SA] and one fast action [FA], or two fast actions. See the list
one for every NPC. They are numbered 1 to 10 and dictate in which of typical slow and fast actions below. How some of these work is
order you act. Place the cards in front of you for everyone to see. explained in detail in their respective sections.
When all the participants have acted once, a new round begins.
HELP: You can help another PC or NPC perform an action. While
FAST ACTIONS PREREQUISITE SKILL
in combat it costs you one action of the same kind (slow or fast).
▪ Run Not at engaged range - You have to state that you are helping someone before any dice
▪ Cross door/hatch Door/hatch in your path - are rolled (Helping others breaks the initiative order in the round).
▪ Get up/down You are prone/standing - SLOW ACTIONS PREREQUISITE SKILL
▪ Block attack [RFA] Attacked in close combat CLOSE COMBAT ▪ Crawl You are prone -
▪ Grapple attack Enemy grappled by you CLOSE COMBAT ▪ Climb ladder Ladder in your path MOBILITY
▪ Shove Enemy at engaged range CLOSE COMBAT ▪ Close combat attack You are standing CLOSE COMBAT
▪ Retreat Enemy at engaged range MOBILITY ▪ Throw weapon Thrown weapon RANGED COMBAT
▪ Draw weapon Weapon in question - ▪ Shoot firearm Firearm RANGED COMBAT
▪ Aim Ranged weapon - ▪ Reload Firearm -
▪ Overwatch Ranged weapon - ▪ First aid Broken/dying victim MEDICAL AID
▪ Seek Cover Cover in same zone - ▪ Stop panic Panicking character COMMAND
▪ Grab the wheel Vehicle - ▪ Give orders Character can hear you COMMAND
▪ Drive Vehicle PILOTING ▪ Persuade Opponent can hear you MANIPULATION
▪ Enter/exit Vehicle Vehicle - ▪ Use signature item Signature item -
▪ Pick/drop item Item in question - ▪ Put on space suit Space suit MOBILITY
▪ Use item Variable Variable ▪ Start engine Vehicle -
MOVEMENT RANGED COMBAT
RUN [FA]: You can move from one zone to a neighboring zone or SHOOT FIREARM /THROW WEAPON [SA]:
between short and engaged range from someone in the same If you are able to see your target and have a ▪ Aimed shot +2
zone as you. No roll required, unless it’s into a cluttered zone. ranged weapon in your hand (or something ▪ Engaged range ±3
CRAWL [SA]: If you are prone, you can only crawl. In a cramped to throw), you can make a ranged attack ▪ Short range 0
zone, crawling is the only movement possible. ▪ Medium range -1
FULL AUTO FIRE [SA]: Full auto guns work ▪ Long range -2
CROSS DOOR/HATCH [FA]: You can open unlocked doors or as ranged attacks with a few differences: ▪ Extreme range -3
hatches as fast action. A locked door or hatch can be broken ▪ You get a +2 modification to your roll.
▪ Increases your STRESS, before rolling. ▪ Large target +2
down. A typical metal door or hatch can take up to 10 damage. ▪ Small target -2
Some sturdy doors have an Armor Rating. If electronically ▪ You can distribute any additional [6] rolled
locked, you can also try to open them with a COMTECH roll. beyond the first to secondary targets ▪ Dim light -1
within short range of the primary target. ▪ Darkness -2
CLIMB LADDER [SA]: Sometimes you need to move to a zone
connected by a ladder, climbing will be a slow action. MODIFICATIONS: Range, size or illumination affect ranged attacks
as you can see in the table. For example at engaged range it can be
CLOSE COMBAT trivial if the opponent is unaware (+3) or formidable otherwise (-3).
CLOSE COMBAT ATTACK [SA]: At engaged range you can attack AIM [FA]: You can aim before a ranged attack for a +2 modification.
someone with bare hands or with a weapon, if you don't have one You lose the effect of the aim if you are hurt or do anything else.
in your hands you can draw it [FA]. You need to be standing, if not,
you must first get up [FA]. While prone, standing enemies get a OVERWATCH [FA]: If you have a ranged weapon and no enemies
+2 mod on close combat attacks against you. If you succeed at within engaged range. You can overwatch in a specified direction.
the CLOSE COMBAT roll, you deal the weapon's damage rating. This allows you to later make a ranged attack whenever you want
in the turn order, this attack is resolved before all other actions,
BLOCKING [RFA]: You can block close combat attacks by making Note that ranged attacks are a slow action, so you should save it.
a CLOSE COMBAT roll. If unarmed you can only block unarmed If both you and an enemy are in overwatch and choose to attack
humans. This action breaks initiative order and must be declared each other, then an opposed RANGED COMBAT roll determines
before attacker rolls. For each [6] rolled you can do the following: who goes first. The opposed roll does not count as an action.
▪ Decrease damage: Cancel a enemy [6]. Multiple times allowed. You keep your overwatch position as long as you do nothing but
▪ Counterattack: Deal your weapon's damage rating to attacker. a ranged attack in the chosen direction. You lose overwatch when:
▪ Disarm: Disarm your enemy. ▪ You perform any other action.
SHOVING [FA]: You can try to push away an enemy to short ▪ You are attacked in close combat.
range from you by making a CLOSE COMBAT roll (GM can ▪ You suffer damage.
modify the roll for certain enemies). Shoving can be blocked.
SEEK COVER [FA]: You can look for cover in ▪ Shrubbery 2
GRAPPLING [Stunt]: You and your opponent fall to the ground. the same zone as you. When you're hit by a ▪ Furniture 3
Opponent drops any weapon they were holding, and cannot move. ranged attack (after finding cover), cover has ▪ Door 4
They can only try to break free [SA] by succeeding at a CLOSE an armor rating that works just like armor, ▪ Inner bulkhead 5
COMBAT opposed roll. Until "release" you can only make grapple and can be combined by simply adding the ▪ Outer bulkhead 6
attacks [FA], which work as unblockable unarmed attacks. corresponding armor ratings. ▪ Armd bulkhead 7+
RETREAT [FA]: To move away from an active enemy at engaged AMMO: In addition to panic roll, if your roll a [1] on your stress dice
range, you must roll MOBILITY. If failed, you still move but the enemy when firing, means you emptied the magazine with the attack and
gets a free unblockable close combat attack against you. must reload [SA] to fire again. Keep track of the reloads you carry.
DAMAGE
HEALTH BROKEN
Your starting HEALTH is equal to your STRENGTH. When your HEALTH drops to zero you are broken and suffer a critical injury.
Talents can modify your maximum HEALTH total. If the injury isn't lethal you are still alive but can only crawl [SA]. You cannot
When suffering damage your HEALTH is reduced. perform any other actions or roll for any skills. You can't go below zero health
but further attacks that cause damage will cause additional critical injuries.
ARMOR: You can wear an armor suit to protect
yourself from harm. When you take damage from GETTING BACK UP: If you are broken someone can give you first aid [SA]. This is
an attack, roll a number of base dice equal to the done by rolling MEDICAL AID (Certain gear gives bonus dice). If successful, you
armor rating. Each [6] lowers the damage inflicted get back up, regaining HEALTH equal to the number of [6]. If no one is around to
by one. The armor roll does not count as an action. help, after a turn you recover one HEALTH point and get back up on your own.
RECOVERY: If you are not broken, you recover one COUP DE GRÂCE: A broken character is "defenseless". Unless you have the
HEALTH point per turn of rest. Critical injuries can Merciless talent, in order to finish off a human considered to be "defenseless",
still affect you after all your HEALTH is restored. you must increase your STRESS and fail an EMPATHY roll (without stress dice).
CRITICAL INJURY
When you suffer a critical injury (knocked down to zero HEALTH), roll a D66 on the critical injury tables below (or a D6 for synthetics).
If you roll a injury you are already suffering, shift the result down one step on the table, or even more if you also suffer from those injuries.
HEALING: You suffer the effects of a critical injury during the healing time indicated. A few effects are instantly gone, others remain
until succeeding at MEDICAL AID roll, and some are (or can become) permanent, but most effects last the amount of days indicated.
If someone tends to you daily during the healing process and succeeds at a MEDICAL AID roll, the remaining healing time is halved.
DEATH ROLL: Some critical injuries are fatal, this means that after the listed time you must roll STAMINA, but without stress dice or pushing.
Failure means you die. Success means you live, but must make another death roll when the listed amount of time has passed again.
SAVE A LIFE: Before failing the death roll, someone must succeed giving you first aid [SA]. Severe injuries have a negative modification (in
parenthesis) is applied. This is a separate roll from getting back up. If you get back up on your own, you can give yourself first aid [SA], but you
get a -2 modification to the roll. Each character can attempt to treat you only once (better medical equipment is needed to try again).
INJURY EFFECTS HEALING INJURY FATAL EFFECTS HEALING
11 Winded None. 44 Punctured lung 1 Day STAMINA -2. D6 days
12 Stunned None. MOBILITY -2.

13 Crippling pain Increase your STRESS. 45 Bleeding gut 1 Shift 1 DMG per MOBILITY or D6 days
14 Sprained ankle Can't run, only crawl. MED. AID CLOSE COMBAT roll.
MOBILITY -2. 46 Ruptured intestines 1 Shift Virulence 6 disease. 2D6 days
15 Blood in eyes RANGED COMBAT -2. MED. AID 51 Busted kidney 1 Day Can't run, only crawl. 2D6 days
OBSERVATION -2. MOBILITY -2.
16 Concussion MOBILITY -2. D6 days 51 Arm artery cut 1 Turn (-1) Can't use arm. D6 days
21 Severed ear OBSERVATION -2. D6 days 53 Leg artery cut 1 Turn (-1) Run becomes [SA]. D6 days
22 Broken toes Run becomes [SA]. D6 days 54 Severed arm 1 Shift (-1) Can't use arm. Permanent
23 Broken hand Can't use hand. D6 days 55 Severed leg 1 Shift (-1) Can't run, only crawl. Permanent
24 Knocked out teeth MANIPULATION -2. D6 days 56 Cracked spine No Paralyzed from neck 3D6 days
25 Impaled thigh Run becomes [SA]. D6 days down. (Permanent if no
MEDICAL AID in time).
26 Slashed shoulder Can't use arm. D6 days
31 Broken nose MANIPULATION -1. D6 days 61 Ruptured jugular 1 Round (-1) STAMINA -1. 2D6 days
OBSERVATION -1. 62 Ruptured aorta 1 Round (-2) STAMINA -2. 3D6 days
32 Crotch hit 1 DMG per MOBILITY or D6 days 63 Disemboweled Instant You die.
CLOSE COMBAT roll. 64 Crushed skull Instant You die.
33 Broken ribs CLOSE COMBAT -2. 2D6 days 65 Pierced head Instant You die.
MOBILITY -2. 66 Impaled heart Instant You die.
34 Gouged eye RANGED COMBAT -2. 2D6 days SYNTHETIC INJURY EFFECT
OBSERVATION -2. 1 Ruptured Fluid Pump The android loses its next slow action.
35 Busted kneecap Can't run, only crawl. 2D6 days 2 Destroyed Leg Servos The android stays prone and can only crawl.
36 Broken arm Can't use arm. 2D6 days 3 Destroyed Arm Servos The android can only use one-handed gear.
41 Broken leg Can't run, only crawl. 2D6 days 4 Head Dislocation All fast actions become slow actions.
42 Crushed foot Can't run, only crawl. 3D6 days 5 Severe Chassis Breach The android is completely immobilized.
43 Crushed elbow Can't use arm. 3D6 days 6 System Shutdown The android ceases to operate.

SYNTHETICS
ATTRIBUTES: Synthetic characters get a +3 bonus to two attributes after the 14 points (8 is the maximum level for these two attributes).
SKILLS & STRESS: Androids can't push rolls. They don't suffer STRESS, and they never make panic rolls.
REPAIRS: Androids don't heal. Instead, a shift of work and a COMTECH roll is required to repair all lost HEALTH and all critical injuries, as
long as the android hasn't suffered a system shutdown. They can repair themselves.
DEATH: They don't make death rolls and cannot die. After a system shutdown they can be reactivated to communicate with. This requires a
power source, a turn of work, and a COMTECH roll. They can be repaired (above) if “revived” this way but it will suffer a mental trauma.
RESOURCES: Synthetics don't need air, food, water, or sleep. They are immune to vacuum, cold, and disease.
OTHER HAZARDS
CONDITIONS PHYSICAL TRAUMAS
STARVING: After a day without enough food you start starving: FALLING: Falling on a hard surface does damage
▪ Stops one shift after eating something. equal to the meters of the fall divided by 2 (round
▪ Cannot recover HEALTH or relieve STRESS. down). In a controlled jump, roll MOBILITY and for
▪ Must roll STAMINA every day. If you fail, take 1 DMG and increase your STRESS. each [6] reduce the damage by one.
▪ If broken while starving, you must make a death roll every day (NO first aid). Armor can protect you.

DEHYDRATED: After a day without enough water you become dehydrated: EXPLOSIONS: For each person within short range
▪ Stops one shift after drinking something. of a blast, roll base dice equal to blast power, they
▪ Cannot recover HEALTH or relieve STRESS. suffer 1 DMG for every [6] rolled. Everyone at
▪ Every shift, you take 1 DMG and increase your STRESS. engaged range suffer 1 additional DMG.
▪ If broken while dehydrated, you must make a death roll every shift (NO first aid). Powerful charges, with a blast power of 7 or more,
EXHAUSTED: After a day without enough sleep (at least one shift each day) you can harm people even at medium range. The blast
become exhausted: power is then reduced by 6. If many people at
▪ Stops after sleeping for at least one shift. medium range, the GM can simplify this by rolling
▪ Cannot relieve STRESS. once and applying the result to everyone.
▪ Must roll STAMINA every day (GM decides when), with a penalty equal to the VACUUM
days spent without enough sleep. If you fail, you collapse and sleep for a shift.
If your ship suffers explosive decompression, or
FREEZING: In an environment without enough clothes or shelter you start freezing: if you are thrown into space out of an airlock, or
▪ Stops right after getting warm. for any other reason you find yourself without
▪ Cannot recover HEALTH or relieve STRESS. protection in a vacuum, you start suffocating.
▪ Must roll STAMINA either every day if above freezing, every shift if sub-zero Before failing the death roll, you should try to
or every turn if in space. If you fail, take 1 DMG and increase your STRESS. put on space suit [SA] if there is one nearby.
▪ If broken while freezing, you must make a death roll the next time you would need Doing this in a hurry requires a MOBILITY roll.
to roll for the cold.
EXPLOSIVE DECOMPRESSION: In a spacecraft,
CIRCUMSTANCES If you miss a shot in a room adjacent to the outer
bulkhead you inflict the weapon's damage rating
DROWNING: To swim counts as crawl [SA], When underwater you start drowning: to the bulkhead. When this happens, roll for the
▪ Stops when leaving underwater. armor rating of the bulkhead (typically 6). If the
▪ Must roll STAMINA every round. If you fail, take 1 DMG. Note that this roll is not an roll fails to stop the shot, the air in the room will
action and is made during your turn before you perform your actions. vent out into space in a turn, and the intense draft
▪ If broken while drowning, you must make a death roll every turn, will require everyone to make a STAMINA roll to
until you die or someone saves you with first aid [SA]. perform any action (the roll itself counts as a fast
action). Most ships will automatically seal off a
SUFFOCATING: If your air supply runs out you start suffocating:
breached compartment. Once the air is gone,
▪ Stops when entering a pressurized area.
anyone still in the vented compartment will
▪ Must roll STAMINA every turn or after every strenuous activity (CLOSE COMBAT
suffer the effects of vacuum.
or MOBILITY rolls). First roll is unmodified, the second gets a -1 , the third gets -2,
and so on. If you fail, you drop directly to zero HEALTH and must make a death roll
every round until you die or you enter a pressurized area.
RADIATION
BURNING: When exposed to fire you suffer a fire attack, roll base dice equal to the If exposed to dangerous levels of radiation, you gain
fire intensity (typically 8). For every [6] rolled, you suffer 1 DMG. Armor can protect rads that accumulate in your body. the area’s
you. If you take damage like this, you start burning: radiation level determines how often you get rads:
▪ Suffer another fire attack at the start of each new round. Fire intensity increases ▪ Weak radiation: 1 Rad per shift
by one each round. As soon as a fire attack fails, the fire goes out by itself. ▪ Strong radiation: 1 Rad per turn
▪ You, or a friend at engaged range, can try to put out fire [SA] by rolling MOBILITY. ▪ Extreme radiation: 1 Rad per round
▪ If broken while burning, you must make a death roll every round,
until you die or someone saves you with first aid [SA]. EFFECTS: Every time you gain a rad, you must roll
base dice equal to your accumulated rads. For every
DISEASE [6] in the roll, you take one point of damage. If you
are broken by radiation damage, you must make a
If exposed to a dangerous contagion or infection, you must make a sickness roll,
death roll each time you get another rad, until you
which is an opposed roll for STAMINA against the disease's virulence (typically 3,
are removed from the radiation hotspot. As long as
but can be much higher). If you fail the roll, you fall sick, which has several effects:
you remain inside a hotspot, you cannot recover
▪ Stops as soon as you succeed at a sickness roll.
HEALTH in any way.
▪ Cannot recover HEALTH.
▪ One shift after infection you suffer one point of damage.
RECOVERY: After you leave the irradiated area, you
▪ Must make another sickness roll at the start of each shift. Each failed roll means
heal one rad per shift.
you suffer another point of damage.
▪ If broken while sick, you must make a sickness roll after every shift, failure means PERMANENT RADIATION: There is a risk that the
death. radiation will permanently stay in your body. Every
time you are about to heal a rad, roll a stress die. On
MEDICAL AID: Someone can cares for you while sick, this person can roll your [1], the rad is not healed but instead becomes
sickness rolls instead of you. The healer rolls for MEDICAL AID against the permanent. Mark this by fully filling in the rad box on
virulence of the disease. your character sheet. Permanent radiation can
OTHER DISEASES: The sickness effects described above reflect a common but never be healed.
deadly disease. But there are many other diseases that can have unique effects
that the GM will explain to you.

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