Sheet Settings

When rolling attacks with the sheet in PC mode, ask for a bonus to the roll each time.
When rolling attacks with the sheet in Ship mode, ask for a bonus to the roll each time.
When rolling attacks with the sheet in NPC mode, ask for a bonus to the roll each time.
When rolling for NPCs, whisper results to the GM instead of broadcasting directly to everyone.
Choice of panic table to use when rolling panic effect.

Name
Rank/Title

NPC STATS
COMBAT
HITS
/
Loyalty
INSTINCS
HP POOL
/
LOYALTY ROLL

COMBAT
SPECIAL
Name Class
Level XP / Rank/Title

STRESS RESOLVE HEALTH /
CREDITS

STATS SAVES
STRENGTH SANITY
SPEED FEAR
INTELLECT BODY
COMBAT ARMOR
TOTAL BASE MOD TOTAL MOD

SKILLS
Trained Skills cost 1 point. Expert skills cost 2 points. Master skills cost 3 points. To take an Expert or Master skill you must first take one of its prerequisite skills.
TRAINED +10% EXPERT +15% MASTER +20%
LINGUISTICS PSYCHOLOGY SOPHONTOLOGY
BIOLOGY GENETICS XENOBIOLOGY
FIRST AID PATHOLOGY SURGERY
HYDROPONICS BOTANY
GEOLOGY PLANETOLOGY
ZERO-G ASTEROID MINING
SCAVENGING JURY RIGGING CYBERNETICS
HEAVY MACHINERY ENGINEERING ROBOTICS
COMPUTERS HACKING ARTIFICIAL INTELLIGANCE
MECHANICAL REPAIR VEHICLE SPECIALIZATION COMMAND
DRIVING
PILOTING ASTROGATION HYPERSPACE
MATHEMATICS PHYSICS
ART
ARCHAEOLOGY MYSTICISM XENOESOTERICISM
THEOLOGY TACTICS
MILITARY TRAINING GUNNERY
RIMWISE FIREARMS WEAPON SPECIALIZATION
ATHLETICS CLOSE-QUARTERS COMBAT
CHEMISTRY EXPLOSIVES
Unspent Skill Points:
Class Starting Skills:

COMBAT
/
EQUIPMENT


General Equipment

Eqipped Armor Bonus


Other Equipment


Name
Class
Type

SHIP STATS
1. PRIMARY MODULES

Life Support
Life support keeps the human crew alive. Each point of life support can support up to 10 humans. For every point below the required minimum, anyone not wearing a vaccsuit must make a Body Save every hour or take 1d10 damage. This includes those in cryochambers as well, but does not include androids. Many ships include 2-3 times the required amount of life support in case of extra passengers or damage to the system.
Command
The command module is the cockpit, command center, or bridge of a ship. For every 4 officer positions, one command module is required. Officers can be captains, first mates, navigation officers, communications officers, and is largely up to the Warden and the players to decide.
Armor
Armor plating protects the ship from small metoerites, space dust and debris, as well as, if need be, attacks from other vessels. Every point of armor costs 3 hull, and grants the ship +10% Armor Save (Max 80).
2. SECONDARY MODULES

Jump Drives
Jump drives enable the ship to travel through hyperspace. Every point of Jump Drive increases the ship’s jump capability by 1 (Max 9). The first drive costs 1 hull, the second costs 2, the third costs 3, etc.

Computer
The ship’s computer is a powerful artificial intelligence that helps with astrogation, combat, and a number of other autonomous tasks. A ship’s Intellect is equal to the number of computer modules x10 +30%. It’s Combat is equal to the number of computer modules x10 +10%. A computer module is required for each jump drive. Additionally, each computer module equipped allows the computer to take more actions during combat.

Galley
Galleys contain a kitchen, restrooms, and a common area on a ship. Any ships making trips longer than 1 day must have 1 galley for every 2 life support modules or else the crew must take Body Saves once/day. Failure means 2d10 damage and1d10 Stress. Galleys must be re-stocked once a month and extra stores take up 1 Cargo.

Weapon Mounts
For every weapon your ship has you must have 1 mount for it. You can find the list of ship weapons in the Player’s Survival Guide on page 30.

Medical Bay
Medical bays allow scientists, doctors, and other researchers to heal crew members and perform various procedures (biopsies, autopsies, surgery). Each connected medbay on the ship grants +5% to the Intellect of the Scientists or Androids using them. Medical bays also grant advantage on Body Saves made for healing.

Cryochamber
Cryochambers allow humans to sleep during long trips, particularly through hyperspace. Androids do not require them. Each point of hull spent on cryochambers accomodates up to 4 cryosleep pods. Individuals who don’t go into cryosleep during hyperspace jumps often have strange and terrifying experiences.
Living Quarters
Generally, if a ship is to travel through normal space for at least a week, then living quarters or “staterooms” are provided for each of the ship’s officers, or other important crew members.
Barracks
The same as living quarters, except they are non-private and house up to twelve crew members. Like living quarters, they are not-essential rooms, but ships that need them, but don’t have them, give their crew +1 Stress per journey or month of travel.
Cargo Hold
Cargo holds are essentially 20x20m rooms used for storage. Each cargo hold can hold up to 10 cargo units (each cargo is roughly the size of a large pallet). Cargo holds can also be used for any other basic room not provided for on this list (brigs, secret compartments, mining equipment, training facilities, hangars, armories, etc.).
Science Lab
Similar to the medical bay, the science lab allows for detailed research. Each connected science lab grants +5% Intellect to Scientists and Androids using them to conduct research or experiments. Additionally, they can be designated as repair shops and used by Teamsters to repair electronics, machines, or even Androids.

3. BASE HULL
4. TOTAL HULL

Thrusters
Without thrusters, the ship cannot move. Every thruster module equipped increases the speed of the ship by +10% (to a maximum of 80). Additionally, thrusters cost an extra 1 hull for every 10 base hull.
Engine
Without the engine, the entire ship ceases to operate and becomes a ruin. You must have 1 engine module for every jump drive, plus 1 for every 4 thrusters, plus 1 for every 20 points of base hull.

Fuel
The engine needs fuel to run on. Every jump requires double the fuel of the jump (Jump 2 = 4 fuel) and thrusters burn 1unit of fuel per day. The engine requires at least 3 fuel for every point of engine plus any extra fuel capacity you want to add. More fuel can be stored in Cargo Holds at 1 Fuel per 10 Cargo.
Frame
Frame covers the miscellaneous parts of a ship, docking gear, airlocks, ventillation, corridors, comms relays, everything else a ship generally uses. Frame is 1 point per 10 points of base hull.

ARMOR
COMBAT
INTELLECT
SPEED
HULL

FUEL
GALLEY

CARGO
Cargo Capacity (Units):
CREW

COMBAT
/



{{weapon}}{{#rollGreater() bonus 0}} +{{bonus}}%{{/rollGreater() bonus 0}}{{#rollLess() bonus 0}} {{bonus}}%{{/rollLess() bonus 0}}
{{rolltens}}{{rollones}}
Roll Value
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Target Value
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Damage
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Special
{{/special}} {{#rollTotal() rolltens rollones}} {{#crit}}
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Critical
{{/crit}} {{/rollTotal() rolltens rollones}} {{/rollLess() rolltens targettens}} {{#rollTotal() rolltens targettens}} {{#^rollLess() targetones rollones}}
{{damage}}
Damage
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Special
{{/special}} {{#rollTotal() rolltens rollones}} {{#crit}}
{{crit}}
Critical
{{/crit}} {{/rollTotal() rolltens rollones}} {{/^rollLess() targetones rollones}} {{/rollTotal() rolltens targettens}}
{{charname}}
{{skill}} {{#title-strength}}Strength Check{{/title-strength}} {{#title-speed}}Speed Check{{/title-speed}} {{#title-intellect}}Intellect Check{{/title-intellect}} {{#title-combat}}Combat Check{{/title-combat}} {{#title-sanity}}Sanity Save{{/title-sanity}} {{#title-fear}}Fear Save{{/title-fear}} {{#title-body}}Body Save{{/title-body}} {{#title-armor}}Armor Save{{/title-armor}}
{{tensdie}}{{onesdie}}
Roll Value
{{statvaluetens}}{{statvalueones}}
Target Value
{{#rollTotal() tensdie onesdie}}CRITICAL{{/rollTotal() tensdie onesdie}} {{#rollLess() tensdie statvaluetens}}SUCCESS{{/rollLess() tensdie statvaluetens}} {{#rollTotal() tensdie statvaluetens}}{{#rollTotal() onesdie statvalueones}}SUCCESS{{/rollTotal() onesdie statvalueones}}{{/rollTotal() tensdie statvaluetens}} {{#rollTotal() tensdie statvaluetens}}{{#rollLess() onesdie statvalueones}}SUCCESS{{/rollLess() onesdie statvalueones}}{{/rollTotal() tensdie statvaluetens}} {{#rollTotal() tensdie statvaluetens}}{{#rollGreater() onesdie statvalueones}}FAILURE{{/rollGreater() onesdie statvalueones}}{{/rollTotal() tensdie statvaluetens}} {{#rollGreater() tensdie statvaluetens}}FAILURE{{/rollGreater() tensdie statvaluetens}}
{{#save}}{{#rollTotal() tensdie statvaluetens}} {{#rollGreater() onesdie statvalueones}}
Gain 1 stress.
{{/rollGreater() onesdie statvalueones}} {{/rollTotal() tensdie statvaluetens}}{{/save}} {{#save}}{{#rollGreater() tensdie statvaluetens}}
Gain 1 stress.
{{/rollGreater() tensdie statvaluetens}}{{/save}}
{{charname}}
{{title}}
{{#allprops() title charname smalltext}}
{{value}}
{{key}}
{{/allprops() title charname smalltext}} {{#smalltext}}
{{smalltext}}
{{/smalltext}}
{{charname}}
Panic Check
{{stressdice}}
Roll Value
{{currentstress}}
Current Stress
{{#rollLess() stressdice currentstress}}FAILURE
Roll on Panic Table.{{/rollLess() stressdice currentstress}} {{#rollTotal() stressdice currentstress}}FAILURE
Roll on Panic Table.{{/rollTotal() stressdice currentstress}} {{#rollGreater() stressdice currentstress}}SUCCESS
Relieve one stress.{{/rollGreater() stressdice currentstress}}
{{charname}}
Panic Table
{{panicdice}}
Roll Value
{{#rollLess() panicdice 2}}
No effect
{{charname}} did not panic.
{{/rollLess() panicdice 2}} {{#rollGreater() panicdice 1}}{{#rollLess() panicdice 4}}
Laser Focus
Advantage on all rolls for the next 1d10 hours.
{{/rollLess() panicdice 4}}{{/rollGreater() panicdice 1}} {{#rollGreater() panicdice 3}}{{#rollLess() panicdice 6}}
Major Adrenaline Rush
Advantage on all rolls for the next 3d10 minutes.
{{/rollLess() panicdice 6}}{{/rollGreater() panicdice 3}} {{#rollGreater() panicdice 5}}{{#rollLess() panicdice 8}}
Minor Adrenaline Rush
Advantage on all rolls for the next 1d10 minutes.
{{/rollLess() panicdice 8}}{{/rollGreater() panicdice 5}} {{#rollGreater() panicdice 7}}{{#rollLess() panicdice 10}}
Anxious
Gain 1 stress.
{{/rollLess() panicdice 10}}{{/rollGreater() panicdice 7}} {{#rollGreater() panicdice 9}}{{#rollLess() panicdice 12}}
Nervous Twitch
Gain 2 stress. The nearest crew member also gains 1 Stress
{{/rollLess() panicdice 12}}{{/rollGreater() panicdice 9}} {{#rollGreater() panicdice 11}}{{#rollLess() panicdice 14}}
Cowardice
Gain 1 stress. For the next 1d10 hours, you must make a Fear save to engage in combat or else flee.
{{/rollLess() panicdice 14}}{{/rollGreater() panicdice 11}} {{#rollGreater() panicdice 13}}{{#rollLess() panicdice 16}}
Hallucinations
For the next 2d10 hours (determined secretly), you have trouble distinguishing between reality and fantasy.
{{/rollLess() panicdice 16}}{{/rollGreater() panicdice 13}} {{#rollGreater() panicdice 15}}{{#rollLess() panicdice 18}}
Crippling Fear
Gain a new permanent phobia. Whenever you encounter this phobia make a Fear save at Disadvantage or gain 1d10 stress.
{{/rollLess() panicdice 18}}{{/rollGreater() panicdice 15}} {{#rollGreater() panicdice 17}}{{#rollLess() panicdice 20}}
Overwhelmed
Gain 1d10 stress.
{{/rollLess() panicdice 20}}{{/rollGreater() panicdice 17}} {{#rollGreater() panicdice 19}}{{#rollLess() panicdice 22}}
Rattled
Let out a blood-curdling scream. Disadvantage on all rolls for 2d10 minutes.
{{/rollLess() panicdice 22}}{{/rollGreater() panicdice 19}} {{#rollTotal() panicdice 22}}
Paranoid
For the next 1d10 days, whenever a character joins your group (even if they only left for a short period of time), make a Fear save or gain 1 stress.
{{/rollTotal() panicdice 22}} {{#rollTotal() panicdice 23}}
Death Drive
For the next Xd10 (where X=Stress) days whenever you encounter a stranger or known enemy, you must make a Sanity save or else immediately attack them.
{{/rollTotal() panicdice 23}} {{#rollTotal() panicdice 24}}
Catatonic
Become unresponsive and unmoving for Xd10 (where X=Stress) minutes.
{{/rollTotal() panicdice 24}} {{#rollTotal() panicdice 25}}
Broken
For the next Xd10 (where X=Stress) days make a Panic roll whenever a nearby crew member fails a save.
{{/rollTotal() panicdice 25}} {{#rollTotal() panicdice 26}}
Psychotic
Immediately attack the closest crew member until you do at least 2d10 damage. If there is no crew member nearby, you attack the environment.
{{/rollTotal() panicdice 26}} {{#rollTotal() panicdice 27}}
Compounding Problems
Roll for two more panic effects.
{{/rollTotal() panicdice 27}} {{#rollTotal() panicdice 28}}
Descent into Madness
Gain 2 new phobias. Your Stress cannot be relieved below 5.
{{/rollTotal() panicdice 28}} {{#rollTotal() panicdice 29}}
Psychological Collapse
You become permanently, irreparably insane. Your character is now played by the Warden.
{{/rollTotal() panicdice 29}} {{#rollGreater() panicdice 29}}
Heart Attack
Instant death.
{{/rollGreater() panicdice 29}}
{{charname}}
Panic Table
{{panicdice}}
Roll Value
{{#rollLess() panicdice 2}}
No effect
{{charname}} did not panic.
{{/rollLess() panicdice 2}} {{#rollGreater() panicdice 1}}{{#rollLess() panicdice 4}}
State the Odds
of any event, Advantage on party rolls for 1hr.
{{/rollLess() panicdice 4}}{{/rollGreater() panicdice 1}} {{#rollGreater() panicdice 3}}{{#rollLess() panicdice 6}}
Explains the Etymology of Words
Knowledge checks have Advantage for 1hr.
{{/rollLess() panicdice 6}}{{/rollGreater() panicdice 3}} {{#rollGreater() panicdice 5}}{{#rollLess() panicdice 8}}
Organizes Objects Into Geometric Patterns
Everyone else gains 1 Stress.
{{/rollLess() panicdice 8}}{{/rollGreater() panicdice 5}} {{#rollGreater() panicdice 7}}{{#rollLess() panicdice 10}}
Inventories Particles of Dust by Grade
Cannot engage in other tasks, everyone else gains 2 Stress.
{{/rollLess() panicdice 10}}{{/rollGreater() panicdice 7}} {{#rollGreater() panicdice 9}}{{#rollLess() panicdice 12}}
Intermittently Emits Shrieks Like a Fax Machine Under Duress
Lapses into morse code, cannot communicate or sneak. Everyone else gains 2 stress.
{{/rollLess() panicdice 12}}{{/rollGreater() panicdice 9}} {{#rollGreater() panicdice 11}}{{#rollLess() panicdice 14}}
Incorrectly States Odds
Insists impossible tasks are trivial, trivial tasks are impossible for the next 2d10 hours. Distracting. Anyone attempting a complex task must make a Fear save or gain 1d10 Stress.
{{/rollLess() panicdice 14}}{{/rollGreater() panicdice 11}} {{#rollGreater() panicdice 13}}{{#rollLess() panicdice 16}}
Repetitive Twitchy Motions
Your manual tasks have Disadvantage, everyone else gains 2 Stress.
{{/rollLess() panicdice 16}}{{/rollGreater() panicdice 13}} {{#rollGreater() panicdice 15}}{{#rollLess() panicdice 18}}
Loses Any Expressiveness
Discusses the irrationality of phobias, seeks to trigger them.
{{/rollLess() panicdice 18}}{{/rollGreater() panicdice 15}} {{#rollGreater() panicdice 17}}{{#rollLess() panicdice 20}}
Unreasonable Adherence to the Present Course of Action
Take 1d10 damage from repetitive motion injury. Everyone else makes Fear save or gains 1d10/2 Stress.
{{/rollLess() panicdice 20}}{{/rollGreater() panicdice 17}} {{#rollGreater() panicdice 19}}{{#rollLess() panicdice 22}}
Becomes Nihilistically Worshipful of the Source of Danger
Everyone has Disadvantage on rolls against it. Everyone else takes a fear save when failing to act against danger or gains a Phobia.
{{/rollLess() panicdice 22}}{{/rollGreater() panicdice 19}} {{#rollTotal() panicdice 22}}
Killswitch Engaged
Go berserk, will not withdraw from combat regardless of situation, will not adhere to tactics
{{/rollTotal() panicdice 22}} {{#rollTotal() panicdice 23}}
Turing Test Failure
Have difficulty expressing humanity. Party members make a Fear Save of gain 1 Stress when you show up.
{{/rollTotal() panicdice 23}} {{#rollTotal() panicdice 24}}
System Overload
Slump Catatonic in a failed reboot cycle for 1d10 hours.
{{/rollTotal() panicdice 24}} {{#rollTotal() panicdice 25}}
Fried Logic Core
Frenzied nonsensical behaviour. Everyone else makes a Panic save.
{{/rollTotal() panicdice 25}} {{#rollTotal() panicdice 26}}
Damage to Threat Assesment
Betray party member at the next opportunity, believe you are aiding the crew. All stress gained is increased by 1d10 for the next 1d10 hours.
{{/rollTotal() panicdice 26}} {{#rollTotal() panicdice 27}}
Compound Data Corruption
Roll Twice
{{/rollTotal() panicdice 27}} {{#rollTotal() panicdice 28}}
Firmware malfunction
Roll 1d10 on this table, behaviour is permanent.
{{/rollTotal() panicdice 28}} {{#rollTotal() panicdice 29}}
Data Corruption
Warden takes over character permanently, nightmarish malfunctions.
{{/rollTotal() panicdice 29}} {{#rollGreater() panicdice 29}}
Slagged
Geigeresque-Scanners Head Explosion, everyone present gains a Phobia and 1d10/2 Stress (Fear Save).
{{/rollGreater() panicdice 29}}
{{charname}}
Ship Critical
{{critdice}}
Roll Value
{{#rollLess() critdice 10}}
Cargo destroyed
1d10 units of cargo are dstroyed.
{{/rollLess() critdice 10}} {{#rollGreater() critdice 9}}{{#rollLess() critdice 15}}
Life Support System
Reduce Life Support modules by 1.
{{/rollLess() critdice 15}}{{/rollGreater() critdice 9}} {{#rollGreater() critdice 14}}{{#rollLess() critdice 20}}
Massive Hull Damage
Ship takes x2 Hull Damage. Crew makes Body Saves or takes 1d10 Damage.
{{/rollLess() critdice 20}}{{/rollGreater() critdice 14}} {{#rollGreater() critdice 19}}{{#rollLess() critdice 25}}
Armor Breach
Ship receives Disadvantage on Armor Saves until repaired.
{{/rollLess() critdice 25}}{{/rollGreater() critdice 19}} {{#rollGreater() critdice 24}}{{#rollLess() critdice 31}}
Data Storage Wiped
All navigation and research data contained on the ship has been destroyed. The crew no longer knows where they are in space.
{{/rollLess() critdice 31}}{{/rollGreater() critdice 24}} {{#rollGreater() critdice 29}}{{#rollLess() critdice 35}}
Thrusters
Reduce Thrusters by 1.
{{/rollLess() critdice 35}}{{/rollGreater() critdice 29}} {{#rollGreater() critdice 34}}{{#rollLess() critdice 40}}
Random Stateroom
Random stateroom or other non-essential room destroyed. Body Save for those in the room to escape or be destroyed.
{{/rollLess() critdice 40}}{{/rollGreater() critdice 34}} {{#rollGreater() critdice 39}}{{#rollLess() critdice 45}}
Random Weapon Disabled
Weapon cannot fire or function until repaired.
{{/rollLess() critdice 45}}{{/rollGreater() critdice 39}} {{#rollGreater() critdice 44}}{{#rollLess() critdice 50}}
Jump Drive
Reduce Jump Drive by 1.
{{/rollLess() critdice 50}}{{/rollGreater() critdice 44}} {{#rollGreater() critdice 49}}{{#rollLess() critdice 55}}
Engines
Reduce Engine by 1.
{{/rollLess() critdice 55}}{{/rollGreater() critdice 49}} {{#rollGreater() critdice 54}}{{#rollLess() critdice 60}}
System Overload.
Computer and Jump drives cease to work for 1d10 rounds unless repaired. -10% to Combat.
{{/rollLess() critdice 60}}{{/rollGreater() critdice 54}} {{#rollGreater() critdice 59}}{{#rollLess() critdice 65}}
Artificial Gravity
The artificial gravity in the ship ceases to work and everyone/everything starts floating. Body Saves or take 1d10 damage from the jolt.
{{/rollLess() critdice 65}}{{/rollGreater() critdice 59}} {{#rollGreater() critdice 64}}{{#rollLess() critdice 70}}
EMP
All systems shut down for 1 round. Androids shut off and can't be rebooted.
{{/rollLess() critdice 70}}{{/rollGreater() critdice 64}} {{#rollGreater() critdice 69}}{{#rollLess() critdice 75}}
Cryosleep Chamber
1d10 cryosleep chambers destroyed.
{{/rollLess() critdice 75}}{{/rollGreater() critdice 69}} {{#rollGreater() critdice 74}}{{#rollLess() critdice 80}}
Hull Breach
Ship begins to depressurize (starting in random room) unless airlocks can be secured. Vacuum suits required for all affected areas and Body Save at Disadvantage to avoid being sucked out of the ship if you are in the vicinity of the breach.
{{/rollLess() critdice 80}}{{/rollGreater() critdice 74}} {{#rollGreater() critdice 79}}{{#rollLess() critdice 85}}
Navigation Controls
Ship cannot change direction without Repair Check.
{{/rollLess() critdice 85}}{{/rollGreater() critdice 79}} {{#rollGreater() critdice 84}}{{#rollLess() critdice 90}}
Internal Fire
Starts in random room, spreads on room per turn. Destroyes room in 1d10 turns.
{{/rollLess() critdice 90}}{{/rollGreater() critdice 84}} {{#rollGreater() critdice 89}}{{#rollLess() critdice 95}}
Systems Reboot.
Entire ship ceases to function for 1d10 turns.
{{/rollLess() critdice 95}}{{/rollGreater() critdice 89}} {{#rollGreater() critdice 94}}{{#rollLess() critdice 99}}
Cockpit or Bridge Destroyed
Body Saves to escape the room before it's destroyed.
{{/rollLess() critdice 99}}{{/rollGreater() critdice 94}} {{#rollTotal() critdice 99}}
Fuel Line
Ship destroyed in 1d10 turns.
{{/rollTotal() critdice 99}}
{{shipname}}