Concept:
Age/Hgt/Wgt: Appearance:
Life Points: Life Points measure how much damage you can take before passing out or dying. When your character is punched, stabbed, or shot, the damage comes out of your total Life Points. If your damage is equal or greater than your Life Points, you’re out of the action. Calculate your total by adding the die types of your Vitality + Willpower Attributes. For example, a character with a d8 Vitality and a d6 Willpower has 14 Life Points. Step State: Attribute Penalty: When you've taken half or more of your total LifePoints in Wounds, you suffer a -2 step penalty on all Attributes
Attributes
Agility represents quickness and physical coordination. A high Agility could mean your character can twirl two pistols and leap on the back of a moving horse without screwing up either action. A low score might well mean you have four left feet—two on the ends of your legs and two at the ends of your arms.
Strength tells you just how strong your character is. A high Strength means you can kick down doors, win arm wrestling contests, or break someone's jaw with a good right hook. Low scores mean you have trouble carrying your own luggage.
Vitality is a measure of toughness and general health. High Vitality characters avoid catching the flu, can drink their buddies under the table, and run from the law without getting winded. Crew with low Vitality should stay away from people with colds and never drink the local water
Alertness represents intuition and observation. A character with a high score might hear the stealthy footsteps of an Alliance Operative sneaking up on the group, notice an important clue caught in the bushes, or know the instant a fellow is lying. Someone with a low Alertness doesn’t notice that his fly is unzipped.
Intelligence is smarts—plain and simple. Crew with high Intelligence are bright and inventive, able to think their way through complex situations, or solve puzzles that would confound lesser persons. Those with low scores might have trouble understanding big words or experience difficulty remembering complicated plans.
Willpower is about determination and force of personality. A high score means a character can resist intimidation (and even torture), can convince a person to do his bidding, and can push on even when his body is about to give up. Those with low Willpower might be easily fooled, back down at a threat, or take the easy way out.
Derived Traits
Initiative: Agility + Alertness. Tells you who goes first in a given situation. Do you draw first or does your enemy have the drop on you? You’ll make Initiative rolls during combat and other hairy situations where time is a major factor. When the GM asks for an “Initiative Roll,” you roll your Agility + Alertness dice and tell the GM the result. Higher is better. Especially when a Reaver is rushing at you with a machete
Agility + Alertness
Long Haul: Strength + Vitality. Made when trying to perform an extended feat of strength that has to be maintained more than a few seconds, such as carrying a heavy load up a hill.
Strength + Vitality
Burst of Strength: Strength + Strength. Made to see if you can perform a brief feat of physical strength, such as shoving a heavy object out of the way
Strength + Strength
Memorize: Intelligence + Alertness. Used to commit important information to memory.
Intelligence + Alertness
Endurance: Vitality + Willpower. Rolled when you’re taken more Wounds than Life Points to see if you stay alive.
Vitality + Willpower
Recall: Intelligence + Willpower. A check to remember an important event or fact.
Intelligence + Willpower
Out of Harm: Agility + Alertness. Made when reacting to sudden danger, such as diving away from a grenade that lands at your feet
Agility + Alertness
Resist: Vitality + Vitality. Made to resist environmental hazards, diseases, alcohol, and toxins
Vitality + Vitality
Plot Points Plot Points are a way for major characters in the game to add a little drama to the story. Plot Points can be used to improve the odds for important actions, prevent someone from getting killed or badly injured, or even used to alter the story.
Reduce Damage +1 Step per Point / +1 LP after
Add to Rolls +1 Step per Point / +1 to roll after
Utilize Assets See Asset description, 1-6 Points
Affect Plot GM discretion, can use 1-12 Points
Plot points above 6 are converted to Advancement points at the end of each session.
Advancement Points Advancement Points represent the accumulation of experience and are the building blocks for improvement.
Die Skill cost Attribute cost
d2 2
d4 4
d6 6 24
d8 8 32
d10 10 40
d12 12 48
d12 + d2 14 56
d12 + d4 16 64
Earned Used Unused
       
Skills Skill Levels
Die Proficiency Comment
d2 Incompetent “That ain’t the ‘on’ button, is it?”
d4 Novice “Don’t pull the trigger, squeeze it.”
d6 Competent “Believe I know this dance. Shall we?”
d8 Expert “I can reprogram this trash bin to go wherever we want.”
d10 Professional “The dermal mender will keep that ear on fine. Just don’t fiddle with it!”
d12 Master “A Crazy Ivan? Right now? Okay.”
d12+ Supreme “You’re holding eights, low queen, jack, and ace. Your eyes gave it away.”
Roll Difficulties
Action Ordinary Success Extraordinary Success Complex Task
Easy 3 10 15
Average 7 14 35
Hard 11 18 55
Formidable 15 22 75
Heroic 19 26 95
Incredible 23 30 115
Ridiculous 27 34 135
Impossible 31 38 155
Animal Handling: You can make friends with any animal using this Skill. Caring for, feeding, riding, teaching the animal tricks, “whispering” to the animal—all things you learned growing up on a farm or ranch. Well, city kids can learn it, too, if they’ve got the heart for it. Specialties: animal training, riding, veterinary, zoology.
Examples
Easy: Teach small domestic animals (cat, dog) simple tricks (come, beg, roll over); herd livestock (cattle, sheep); ride a pony at a trot; identify basic breed of a common animal (collie, greyhound, husky, Manx, Siamese).
Average: Teach domestic animals moderate commands (attack, guard, hunt, fetch); ride a horse at full gallop; drive teams of creatures, train tamed beasts or those born in captivity; diagnose common animal ailments and administer proper treatments; recall important creature facts and habits.
Hard: Teach domestic animals specific, complex commands (swim to the opposite side, leap and grab the sardine on the pole); ride through dense forest on horseback; ride an unconventional creature (camel, warthog) at top speed, approach a wild beast (wolf, mountain lion) without being afraid; determine and treat serious bestial ailments and injuries.
Formidable: Teach tamed beasts complex commands; calm a pack of wolves; train domestic animals to do extreme tricks (count to ten, acrobatics); charge over dangerous terrain (quicksand, swamp) on horseback; perform intricate veterinary surgery with proper aftercare; identify behavior pattern of rare species.
Heroic: Perform experimental (or radical) veterinary surgery or treatments; tame a rare species of animal; jump a 50-foot chasm on horseback.
Incredible: Calm a cattle stampede on command.
Ridiculous: Successfully perform emergency surgery on a genetically altered or mutated animal.
Impossible: Take the lead in the Prime Minister’s Derby riding a sick, blind mule with three legs.
Medical Expertise: You know what they say: “there are always places to see, people to break”. And when folk do break, you’ll be there to put ‘em back together with your bag of modern medical wonders. You can slap an aid-strip on a scratch and tell them to take two aspirins in the morning without this Skill, but anything more serious requires medical school, internships, residency, and knowing when to holler “clear!” Specialties: dentistry, forensics, general practice, genetics, internal medicine, neurology, pharmaceuticals, physiology, psychiatry, rehabilitation, surgery, toxicology, veterinary medicine.
Examples
Easy: Give physical exam; use basic medical instruments (defibrillator, x-ray); administer treatment for common ailments and injuries (fever, broken ankle); perform CPR and handle minor emergencies (concussion, minor burns).
Average: Diagnose unusual ailments and injuries; recognize uncommon medicines and medical practices; use complex clinical instruments (CT scanner, respirator); handle most emergency injuries (bullet wounds, compound fractures, deep lacerations); graft a man’s ear back on with a dermal mender; create a time-delayed drug dose.
Hard: Diagnose complex injuries and diseases; identify rare medicines; use specialized instruments (Neural Imager, Blood Gas Imager); treat lethal emergencies (bleeding out, toxic shock); reattach a limb.
Formidable: Treat unexpected, life-threatening complications; recall obscure medical theories and therapies; prescribe experimental treatment to alleviate “incurable” diseases; perform organ transplant and other intricate surgeries.
Heroic: Perform a radical procedure to stave off fatal injury or disease; perform open-heart surgery without adequate equipment or benefit of a proper medical facility.
Incredible: Perform intricate micro-surgery with improvised equipment.
Ridiculous: Restore a patient who has been clinically dead for almost half an hour.
Impossible: Cure a terminal disease with a radical, experimental remedy (curing lung cancer with a peanut-butter based treatment).
Artistry: You make artsy pretties that folks admire. Since aesthetic tastes vary quite a bit in the ‘Verse, assume that the work is created to suit a target group or audience. (Your painting of the blue-faced woman with three heads and six arms is not likely to sell in the souvenir shop on Jiangyin, even though the art critics on Sihnon rave about it). Specialties: appraisal, cooking, forgery, game designing, painting, photography, poetry, sculpting, writing.
Examples
Easy: Basic sketches and course projects for community college art classes; imitate a familiar yet simple signature; estimate worth of common art pieces; write a story for local writer’s group.
Average: Produce marketable artwork (illustrations, comic books); elaborate on history and style of major art movements (surrealism, cubism); detect amateur forgeries of masterpieces; write a typical grant proposal, self-publish a novel.
Hard: Create gallery/exhibition-worthy artwork; authenticate obscure art; forge popular masterpieces (Mona Lisa, statue of David); falsify common documents (drivers licenses, diploma); estimate worth of a good private collection; photograph objects and scenes with excellent artistic detail; write an enticing grant proposal or business plan; sell work to major publisher.
Formidable: Create critically acclaimed, universally recognizable original artwork; forge masterpieces of any style; photograph objects and scenes with perfect artistic detail; estimate worth of a historical collection; write novel that hits the best-seller lists; counterfeit official documents and files (state seal; identcard).
Heroic: Produce an instant classic; estimate exact worth of a national collection; photograph minute detail of a secured compound with an ordinary camera.
Incredible: Create a priceless masterpiece; create four-course gourmet meal using only basic ingredients and spices.
Ridiculous: Construct a long-form poem with perfect rhythm and meter on the first attempt; create a meal fit for royalty with only a few ingredients and only one available cooking method.
Impossible: Sculpt a perfect replica of an individual from only rough description; write a novel that tops the best-seller’s lists for ten years running.
Melee Weapons: Perhaps you swing a blade faster than the other guy can draw his gun. This Skill allows you to use weapons other than guns effectively in a fight. Note that actions taken against other characters are usually opposed rolls, so some of the examples might vary in actual use. Specialties: clubs, knives, melee weaponsmithing, nunchaku, pole arms, swords, whips.
Examples
Easy: Know how to grip a rapier; use a butterfly knife; flail a pair of nunchaku slowly and without cracking your own skull; crack a whip impressively.
Average: Spank a novice fencer in the butt cheek with the flat of the blade; twirl open a butterfly knife; bat away an under-hand pitch; hit a slow moving target with a whip; gauge an opponent’s Skill level with a given weapon.
Hard: Disarm a proficient fencer; deflect a quick, aimed strike; perform stunts and tricks (slice off the suspenders holding up an opponent’s pants); feint; snuff out candle flame with a whip; identify exotic weapons; analyze opponent’s fighting style with a given weapon.
Formidable: Disarm an excellent fencer; cut fruits tossed into the air into even pieces; hit a fly with a whip.
Heroic: Deflect arrows or crossbow bolts using your sword; strike a target with amazing precision; detect the weakness in a master fencer’s style; disarm/trip multiple opponents with a whip.
Incredible: Block attacks coming from behind or from an unseen opponent.
Ridiculous: Deflect a bullet with a hand-held weapon.
Impossible: Cut off a section of a spaceship hull using a bowie knife.
Athletics: Whenever you are moving, most likely you’re, using athletics. This Skill allows you to run, jump, throw, climb, swim, and play sports. Specialties: climbing, contortion, dodge, juggling, jumping, gymnastics, parachuting, parasailing, pole vaulting, riding, running, swimming, weight lifting. (Note: An individual sport can be its own Specialty, such as baseball or soccer.)
Examples
Easy: Complete a 50-yard dash; jump a kneehigh hurdle; dive out of the way of a slow moving vehicle.
Average: Put ball through a 10’-high basket from close distance; complete a 100-yard dash; hurdle a chest-high fence; perform common acrobatics (somersault, handstand); balance on a narrow beam or ledge; swing across a hall on the chandelier; juggle 3 to 5 small, uniform objects; dive clear of a moving vehicle (21-60 mph speed).
Hard: Lift twice your body weight; juggle up to 5 palm-sized objects or 3 larger ones; perform complex acrobatics; land safely after a 15’ fall; walk a tightrope; jump from one galloping horse to another; avoid a fast moving vehicle (61-120 mph speed).
Formidable: Jump off a 10-story building and survive the fall; dodge busy intersection traffic; bound over a 10’-tall wall; walk a tightrope in windy conditions; juggle multiple large and dangerous objects (knives, chain saws); complete a marathon or triathlon.
Heroic: Parasail upside down while holding the rope in your teeth; land safely after a 50’ fall; walk a tightrope strung between two slow moving vehicles; juggle multiple large and dangerous objects blindfolded.
Incredible: score a hole-in-one; swim upstream against a raging current; rush head-on through a cattle stampede without a scratch.
Ridiculous: Jury-rig a malfunctioning parachute while in free-fall; pole vault from a rooftop across the street into a small open window two stories up; lift ten times your body weight in a military press.
Impossible: Free-climb a treacherous mountain while in handcuffs; bowl a perfect game without looking at the pins.
Perception: This Skill helps you pick up on subtleties in your surroundings. You notice little things such as the tiny crack on the marble floor that less attentive folk could easily miss. Can’t slip a gnat past you, if you get really good at it. Naturally, you can’t take certain Specialties that rely on a particular sense if you are partially or fully disabled in that sense—awfully hard to justify takin’ “sight” when you’re blind, for instance–although a blind person might take this Skill in hearing. Note that Skill use against other characters is opposed, so some of the following examples could vary in actual play. Specialties: deduction, empathy, gambling, hearing, intuition, investigation, read lips, search, sight, smell, tactics, taste, tracking.
Examples
Easy: Solve low-grade vidshow mysteries; spot a roadside billboard; eavesdrop on a conversation at the next table; know when a little kid is lying to you; follow footprints in light snow; detect a gas leak by smell.
Average: Collect fingerprints and gather other evidence; read the numbers on a license plate of a fast car; see someone hiding behind a bush; follow a muddy track.
Hard: Spot inconspicuous clues; surmise a culprit’s physical and mental stats (height, weight, gender, hair color, level of education, etc.) from available evidence; sense a hidden emotion; solve a well-written mystery novel before final chapter; determine the best places for an ambush; trace faint or fading chemical scent.
Formidable: See through the deceits of a trained Companion; discern well-concealed emotions; decipher whispers in the next room through a closed door.
Heroic: Detect the lies of a master Companion; spot the tip of a handkerchief sticking out of a man’s pocket in a large crowd; react instinctively to a battlefield maneuver.
Incredible: Determine someone’s background and occupation from a cursory analysis of visible evidence (stains on a shirt, callus on a thumb, etc.); smell a burning circuit from the other side of the ship.
Ridiculous: Run through a hedge maze without taking a single wrong turn.
Impossible: See the tell-tale flash from a sniper’s scope just before the shot is fired.
Covert: Sneaky maneuvers, usually illegal. You can use this Skill to move silently, hide, blow a safe, or pick someone’s pocket. Specialties: camouflage, disable devices, forgery, infiltration, open locks, sabotage, sleight of hand, stealth, streetwise, surveillance.
Examples
Easy: Hot wire civic ground transports; move silently without waking up a sleeping person; pick a drunk’s pocket; hide in full cover (behind boulder, large furniture, huge machinery).
Average: Pick common locks; deactivate normal home security systems; hide with partial cover (shadow, shrub, big crate); pick normal folks’ pockets; disable a mid-size transport ship.
Hard: Open professional locks; defeat sophisticated, museum-level security systems; hide with limited cover (laundry bin, under table).
Formidable: Disable state-of-the-art security systems; decipher multipad combinations; sneak into a maximum security prison unnoticed; disable an Alliance cruiser.
Heroic: Crack the code to open Alliance treasury vault.
Incredible: Steal a priceless masterpiece from a Core-world art gallery.
Ridiculous: Single-handedly take over an Alliance destroyer.
Impossible: Break into a bank vault using only a butter knife.
Performance: You can hum a few notes, dance a few steps, or otherwise impress an audience with this Skill. Maybe you’re even good enough to make a living. As with Artistry, your performance should fit a target audience. (Your rendition of the quartet from Rigoletto will not garner much applause in the local Whitefall saloon. In fact, it might get you lynched!) Note: con artists, fugitives, and other folk who want or need to pass themselves off as someone else will need to take this Skill. Specialties: acting, dancing, costuming, keyboard instruments, impersonation, mimicry, oratory, percussion instruments, singing, stringed instruments, wind instruments.
Examples
Easy: Star in primary school stage plays; sing backup at the Abbey choir; strum basic guitar chords.
Average: Perform amateur productions and minstrel shows; sing lead vocal for a local band; win high school talent contests; write original songs; mask surface emotions.
Hard: Understudy in a professional production; write a film score or long orchestral piece; dance to an unfamiliar number; emulate popular characters and recognizable voices on cue; disguise yourself as someone far older or younger than yourself.
Formidable: Headline a grand musical in a prestigious Core-world theater; receive critical acclaim for your performance in a major stage production; create a dead-on impression of any character; depict any emotion regardless of true feelings; disguise yourself as someone of a different racial background.
Heroic: Perfectly imitate the performance of an award-winning singer or actor; effectively disguise yourself as a member of the opposite sex; pretend to be a native of a remote location (such as the Triumph Settlement), though you’ve never been there.
Incredible: Portray perfectly two or more completely opposite personas in an instant; compose a classic symphony of true depth and beauty.
Ridiculous: Disguise yourself well enough to fool a member of your target’s own family.
Impossible: Shatter spaceship porthole glass by blowing the perfect note on your flute.
Craft: Involves creating or altering items, often for commercial purposes—anything from the cheap china in a Jiangyn tourist trap to the million-credit remodeling of a mansion on Bellerophon. You must roll a Skill check to see how close you come to making a craft to the desired specifications. Note that most projects require complex Skill checks (see Chapter Two: Traits and Skills). Specialties: architecture, blacksmithing, carpentry, cooking, leatherworking, metalworking, pottery, sewing.
Examples
Easy: Create a souvenir rain-stick or quilt; renovate a room in a modest house; tan leather; create a makeshift hammer.
Average: Make fresh bao; renovate a standard building; temper and forge steel; customize the exterior design of a sourcebox or datapad.
Hard: Forge a quality tool or weapon; cook a delicious four-course meal; rebuild a large structure; streamline a rifle or car; hand stitch a circus tent; create a hovering chandelier.
Formidable: Construct full medieval plate mail; rebuild a complex structure; improve the design of a starship or military installation; make or fix advanced tools or armor; build hazardous environment vehicles.
Heroic: Create/repair exotic tools, armor, and weapons; replicate a Ming-dynasty vase using only standard clay, a potter’s wheel, and a few basic paints.
Incredible: Create innovative tools, armor, and weapons; bake a great-tasting chocolate cake using only protein packs; build a functional flying ambulance using only spare parts found in a junk yard.
Ridiculous: Create a meal that impresses a food critic using only canned vegetables and protein packs; forge a perfectly balanced katana using only a wobbly hammer and engine heat.
Impossible: Repair a faulty terraforming station without a schematic; draw reliable blueprints for the ‘Verse’s tallest skyscraper in half an hour.
Pilot: If it flies—either in atmo or out in the black— you’re able to make the craft perform. In addition to simply flying, the Skill also covers charting a course, maintenance, and basic troubleshooting—though any serious problem is covered by Mechanical Engineering. You need a Skill roll to control the craft under adverse conditions, evade pursuit, or perform difficult maneuvers. A Botch roll does not mean you’ve instantly crashed your craft—but it certainly means you’ve made the ride a helluva lot more interesting! Specialties: aerial navigation, astrogation, astronomy, astrophysics, space survival. (Note that specific types of craft are also Specialties. Examples include: gunships, hang gliders, helicopters, large cruisers, mid-bulk transports, patrol vessels, rocket shuttles, ultra-light aircraft, and short-range shuttles.)
Examples
Easy: Takeoff/land a good craft under normal conditions (fair to shiny weather, state-of-the-art port) with excellent instructions; set a short, simple course; switch autopilot on or off.
Average: Fly a functional craft through moderate conditions (fog, sensor static, turbulence), takeoff/ land under typical condition (regular airfield, competent tower staff); plot a long, unusual course (one that avoids Alliance patrols, as an example); recognize specialized air and space vessels (Alliance gunship, medical ship).
Hard: Fly through harsh environment (deluge, dense asteroid cluster, high turbulence); takeoff/ land under crappy conditions (low visibility, under-serviced strip, incompetent tower staff); attempt an unusual maneuver (evasion, loop, maintaining altitude in howling wind); control craft under adverse conditions (ship damage, stellar electromagnetic phenomenon).
Formidable: Fly through very hazardous environment (electrical/ice storm, blizzard, restricted airspace) with a damaged craft; takeoff/ land under extreme conditions (no visibility, short field, low fuel); attempting risky maneuver (rabbit through asteroid cluster at high speed, hard banks through canyon, multiple loops); perform a highly unconventional maneuver (“Crazy Ivan”).
Heroic: Fly through a dangerous environment (ion cloud, tornado, relentless enemy air pursuit, flak); takeoff/land with critical malfunction (blown engine, stuck landing gear, out of fuel); attempting suicidal maneuver (hard banks while flying upside down, last-second vertical pull-up); maintain control of vessel while going to hard-burn in atmo.
Incredible: Navigate in atmo using only stellar constellations and magnetic compass to reach a precise destination halfway around the world; glide a powered-down ship from 6,000 miles away to successfully dock with a skyplex.
Ridiculous: Fly in atmo to a distant uncharted island without the aid of any navigational instrument; perform a “slingshot” maneuver using a planet’s gravity with no computer calculations.
Impossible: Intercept a space yacht leaving atmo at escape velocity with a hang glider; outrun an Alliance cruiser in a short-range shuttle.
Discipline: Usually obtained through some sort of training, such as that gained in the military or when learning martial arts—though the Discipline can be selftaught or learned through other circumstances. This Skill set allows you to resist interrogation, focus on the job at hand in the face of distraction, or scare the hell out of someone else. Specialties: concentration, interrogation, intimidation, leadership, mental resistance, morale.
Examples
Easy: Study an interesting book in a quiet, welllit room; scare off an annoying child; question a cooperative witness.
Average: Keep fresh recruits in line after they only went through one day of training; memorize medical jargon with a full day to practice; resist spilling the beans under the threat of violence.
Hard: Interrogate a hardened mercenary; memorize a stream of numbers while in the middle of a noisy party; lead a group of green recruits into battle the first time.
Formidable: Crack jokes while being tortured; stare down a ruthless bounty hunter; keep up troops’ spirits in the face of overwhelming defeat.
Heroic: Stop a weaker friend from breaking under torture; lead troops in a charge against overwhelming enemy fire; memorize enemy positions with only a second to look.
Incredible: Intimidate a gang of thugs who have weapons trained on you; resist torture even when you have already died and been revived; perform complicated problem-solving while playing Russian roulette.
Ridiculous: Maintain morale on a corpse-laden battlefield after your side has surrendered to the enemy; memorize a full page of binary code with bombs exploding all around you; successfully frighten a hardened mercenary who fears neither death nor pain.
Impossible: Convince a group of unarmed farmers to charge marauding Reavers; refuse to go along with an enemy’s plan after he has just kicked your friend through a jet intake; pick a set of handcuff locks while falling from a 30-story building.
Planetary Vehicles: Your ability to drive, operate, and maintain vehicles used planetside—on the ground, on or under water. Most folks are capable of driving a car, steering a boat, or riding a horse, but when things get a mite tricky, you’ll need to roll the dice to see how well you perform. Note that basic maintenance for vehicles is covered under this Skill. Serious repairs must be performed by those with Mechanical Engineering. Specialties: aquatic navigation, cars, canoes, equestrian, ground vehicle repair, horse-drawn conveyances, hovercraft, industrial vehicles, land navigation, large ground transports, military combat vehicles, powerboats, sailing, scooters, scuba diving, skiffs, submarines, yachts.
Examples
Easy: Take the vehicle for a spin around town up to speed limit; parallel parking; fix a flat tire or broken rudder; use global positioning systems to find the shortest route.
Average: Control the transport at high speed (hard turn at 50% max speed) under difficult conditions (slick ground, hard rain, fog) or through rough 64 terrain (trees, gravel, choppy water); attempt tricks (sideswipe another vehicle); repair minor mechanical problems (replace timing belt, reconnect brakes, change lube).
Hard: Perform high-speed stunts (fast 90-degree turn, reverse); control the vehicle under adverse conditions (hail, snow); compensate for significant mechanical problems (failing breaks, reduced turning capability).
Formidable: Execute cinematic stunts (bootleg, ramp jump, drive in reverse through highway traffic; drive on two wheels); control the vehicle under hazardous conditions (pitch darkness, ice-coated roads, oil slick); compensate for major mechanical problems (flat tires, near-frozen steering).
Heroic: Perform daredevil stunts (drive off an overpass into traffic); drive vehicle into open hangar on a transport ship; compensate for disabling mechanical problems (missing wheels, acceleration jammed to full); steer a boat through a typhoon.
Incredible: Drive a car through a massive earthquake or meteor storm; coax a vehicle into exceeding its normal abilities; drive in reverse at top speed over unusual terrain while using only the rearview mirror; scuba dive to record depth.
Ridiculous: Drive a car through traffic blindfolded while relying only on audio cues from a passenger; roll a vehicle at high speed to place it in perfect position so that you can then drive off in it; jump a cumbersome vehicle (such as a bus) over ramp or bridge.
Impossible: Stop on a dime while careening down a steep slope covered in ice without benefit of the brakes; keep leaky raft from capsizing during a hurricane.
Guns: Anyone might be able to squeeze a trigger, but that’s not the same thing as actually knowing how to shoot. The ‘Verse is a dangerous place, and it’s best not to strap on iron unless you have the know-how needed to use it. Specialties: assault rifles, energy weapons, grenade launchers, gunsmithing, machine guns, pistols, rifles, shotguns.
Examples
Easy: Recognize ammo for different kinds of guns; hit an unaware, stationary target (broad side of a barn, man with his back to you) at close range; find the safety on an unfamiliar weapon.
Average: Identify special ammo (armor piercing, “smart” bullets, etc.); hit a smallish, stationary target (garden gnome) at close range; clear a jammed weapon.
Hard: Adjust the sight or make small modifications to a weapon; hit a small, stationary target (such as a Blue Sun Cola can) at close range; reload an unfamiliar weapon quickly under stressful conditions.
Formidable: Shoot a tiny, stationary target (the button of a coat) at close range; make significant modifications to a weapon (collapsible components, adding laser targeting).
Heroic: Shoot a miniscule, stationary target (a sideways poker card) at close range; make major changes to a weapon (adapting it to fire specialized ammunition), shoot at the guy who is holding your friend hostage and hit him dead square in the center of the forehead.
Incredible: Hit a person behind a closed door while aiming through the keyhole.
Ridiculous: Set the gun to autofire and stitch a fellow’s outline without one bullet hitting him.
Impossible: Hit a buzzing bee several blocks away in the left eye.
Ranged Weapons: Any weapon that can be thrown or shot and is not a gun falls under this Skill. You make a Skill roll when trying to hit a target from a distance with a ranged weapon. There are places in the ‘Verse where they still fire arrows from a bow or toss javelins at wild animals. Both are a whole lot quieter than a rifle and just as deadly between the eyes. Specialties: blowguns, bows, crossbows, darts, grenade, javelin, ranged weaponsmithing, slings, throwing axes, throwing knives.
Examples
Easy: Match ideal ammunition to the right kind of weapon; hit a large, stationary target (such as the broad side of a barn) at close range; keep a bow pulled and aimed for a short length of time.
Average: Hit a medium, stationary target (such as a person standing still) at close range; make small modifications (tauter bow string, sharper arrow tips); identify origins and models of common ranged weapons.
Hard: Arm explosive or poisoned tips properly; hit a small, stationary target (such as a Blue Sun Cola can) at close range; recognize exotic ranged weapons (atatl, boomerang) and historical ones (Chief Shiny Oak’s throwing knife); create new ranged weapons (razor-edged playing cards).
Formidable: Create mastercraft bows and arrows; hit a tiny, stationary target (the button of a coat) at close range); make significant improvement to a ranged weapon (infrared targeting, homing arrows).
Heroic: Shoot two arrows at different targets in the same shot; hit a miniscule target (a sideways poker card) at close range.
Incredible: Cut the ropes from around a man’s neck on the gallows with one knife throw.
Ridiculous: Sling a rock into a moving airship’s jet intake from 100 yards away.
Impossible: Split an arrow with another arrow fired from 300 yards away.
Heavy Weapons: This Skill makes it possible for you to bring the biggest gun to a fight—and use it! Some weapons require a crew of two or more to operate (see Chapter Five: Keep Flyin’ for rules on Cooperative Skill use). Specialties: artillery, catapults, demolitions, forward observer, mounted guns, repair heavy weapons, rocket launchers, ship’s cannons, siege weapons.
Examples
Easy: Hit the broad side of an Alliance cruiser 50 yards away; set and time simple explosives (a few sticks of dynamite).
Average: Hit a slow moving vehicle; gauge and set charges for routine demolitions (single building/ vehicle); make small modifications to heavy weapons or a ship’s guns.
Hard: Hit a vehicle moving at fast speed; rig or disarm uncommon explosives; make considerable modifications to mounted weapons.
Formidable: Hit a vehicle moving at very fast speed; create or disable intricate explosive devices; make major alternations to mounted weapons.
Heroic: Hit a space ship retreating at hard-burn speed; neutralize a “tamper-proof ” explosive device.
Incredible: Drill another ship right in the cockpit/ engine room/specific vital part.
Ridiculous: Split a tiny gap between space cruisers to hit a nimble gunship.
Impossible: Launch shells to hit several distant, fast moving targets simultaneously.
Scientific Expertise: You either got plenty of schooling or you were very well taught by your own self. This Skill measures your knowledge in the scientific fields, with each Specialty indicating a deeper understanding of that subject. Anyone who made it through the basic school years can recognize fundamental facts and theories without this Skill, but has no chance understanding concepts that are more complicated. Note the Specialties below represent major areas of study (earth sciences include chemistry, geology, as an example). Specialties: earth sciences, historical sciences, life sciences, mathematical sciences.
Examples
Easy: Know who runs what renowned research institutions; relate the Theory of Evolution; reenact famous experiments and discoveries; repeat common scientific formulae.
Average: Remember names of the foremost authorities on certain subjects and know where to find them; translate complex scientific jargon into common words; identify and operate advanced laboratory equipment.
Hard: Recall obscure discoveries and the parties responsible; explain the Theory of Relativity in detail and get it right; identify and operate specialized laboratory equipment; create complex chemical compounds in an inadequate facility; calculate advanced equations; teach advanced university classes.
Formidable: Recollect suppressed discoveries and who made them; produce complex chemical compounds in a makeshift facility; find and correct flaws in a popularly accepted equation.
Heroic: Go through a religious text and annotate scientific explanations for every inconsistency or miracle; synthesize a specific chemical compound using only household cleaners as base components.
Incredible: Re-create an unusual natural phenomenon (such as ball lightning) using only basic materials found in the galley.
Ridiculous: Use mathematical probability to predict the winning numbers for a planetary lottery.
Impossible: Calculate the precise location of Earth-That-Was using only a grammar-school history book and a crude telescope.
Influence: Sometimes words are more powerful than a gun. This Skill can help you win friends and influence people, or if the situation demands, sweet-talk them into giving you what you need. (Note: Most uses of Influence can be opposed by the target’s Attributes or Skills, so the examples below may not always apply.) Specialties: administration, barter, bureaucracy, conversation, counseling, interrogation, intimidation, leadership, marketing, persuasion, politics, seduction, streetwise.
Examples
Easy: Bluff landlubber yokels into thinking you’ll blow a crater in their backwater moon when your transport ship has no guns; grease the right palms of local underworld or government; intimidate a child; seduce someone who’s already smothering you in kisses.
Average: Administrate daily business for a small business or town; promote products from a major manufacturer; negotiate shuttle rentals; bribe crime boss or state official you once crossed; fool townsfolk into doing something they’re not opposed to doing; book passengers on your ship; dig up the latest scuttlebutt on a high-ranking government official; intimidate a non-violent person.
Hard: Run daily business for a large corporation, province, or large colony; negotiate a large purchase (property, vehicle); convince someone to do you a big favor; intimidate a stubborn individual; seduce an honorable person who is in a committed relationship.
Formidable: Handle an administrative crisis for a government or corporation; keep two bloodthirsty rivals from killing each other; work deceptive, but iron-clad fine print into a contract; try to seduce a trained Companion.
Heroic: Hornswoggle wealthy passengers into paying outrageous fares for standard passage on your fei oo vessel; convince two bloodthirsty rivals to kiss and make up; intimidate a hardened war veteran or mercenary; seduce a religious figure who has taken a vow of celibacy.
Incredible: Convince a peaceable person to risk his life for someone else’s cause; win over a hostile crowd with a short, impromptu speech; find a tiny loophole that gets you out of an otherwise rocksolid contract.
Ridiculous: Convince a terrified, unarmed person to stand and fight oncoming Reavers; change the popular opinion of an entire planet with a short statement.
Impossible: Intimidate a Reaver; convince a village full of zealous hill-folk not to burn your crazy sister as a witch.
Survival: You never know when you’re going to find yourself stranded buck-naked in the desert or drifting all by your lonesome in space. Whenever you find yourself in such a situation, you roll a Skill check to see how well you handle it. Specialties: aerial survival, aquatic survival, general navigation, land survival, nature, space survival, specific environment (e.g., zero-G) or condition survival (e.g., heat, cold, toxic), tracking, trapping.
Examples
Easy: Build a campfire; recognize prominent star constellations; forage for food and water supplies on camp ground.
Average: Start fire with tindersticks; hunt deer or other common wild game; identify signs of creatures living nearby; perform minor first aid; find water supply in most environments; identify poisonous plants; set snares for squirrels and similar small animals.
Hard: Hunt boar and other ferocious wild game; survive quicksand or flash flood; find food and water supplies in bad weather; bandage a serious wound; apply a tourniquet correctly; treat frostbite and other harsh environmental hazards; adapt to temperature changes in a desert; set traps for panthers or other large beasts.
Formidable: Hunt polar bears on a glacier; evade killer sharks in an ocean; treat hypothermia and other lethal environmental hazards; neutralize deadly venoms; adapt to an unpredicted, drastic climate/ temperature shift.
Heroic: Find food, water, and shelter in barren environment; locate trails on backwater planets you’ve only heard stories about.
Incredible: Survive for an extended period on the open ocean with no food or drinkable water.
Ridiculous: Track a jackrabbit through thick forest in a hurricane.
Impossible: Drift though deep space with low air reserves and no heat source—and live.
Knowledge: Some folk can tell you how many dimples are on a golf ball. Others know how to wash protein stains off a red flannel shirt. This Skill gives you a broad general knowledge of everything and detailed knowledge for each Specialty you take. Note that there is a difference between applied knowledge and “book learning.” You can’t have both. For instance, you can’t have “Gunsmithing” because that’s a Specialization of Gun Combat and counts as applied knowledge. (You might have once read a book on guns, but that doesn’t mean you know how to manufacture a gun.) Specialties: appraisal, cultures, history, law, literature, philosophy, religion, sports.
Examples
Easy: Recognize names of important Alliance Parliament senators; know common information about major worlds like Londinum and locate them on a system map; remember facts that are in primary school textbooks.
Average: Recognize names of local celebrities/ legendary figures, and recount their deeds; know the origins and history of major artifacts or antiques; recall rules and etiquettes of culture in detail; quote popular scripture passages out of a major religious text (“The Lord is my shepherd…”); recall facts found in high-school textbooks.
Hard: Know the origins and recent past of minor artifacts/antiques; estimate the worth of a silk tapestry made in Sihnon; find Bathgate Abbey; recount the starting lineup for a champion sports team; remember information found in a college textbook (such as Mudder’s Milk being similar to ancient Egypt’s “liquid bread”).
Formidable: Understand what the badges and sashes indicate for the nobility of Persephone; recall specific passages from scholarly papers written by distinguished professors.
Heroic: Recognize the betrothal/marriage ritual of a backwater settlement; remember the names of individual soldiers in a large army regiment.
Incredible: Recall facts of an absurd Earth-ThatWas fad (such as pet rocks or disco music); recite verbatim entire books of religious scripture.
Ridiculous: Remember obscure figures from history with no context to work from; recite a long string of unrelated numbers in proper sequence.
Impossible: Recite all the dialogue of a childhood vidshow seen only once; recall exact survey statistics from a fifteen-year-long terraforming project.
Technical Engineering: With this Skill you can use machines that run on complicated electronics and computerized components, as well as engage in computer hacking and programming. You can wave-order deliveries and open programs without this Skill, though anything more complicated, and you’ll be staring at a screenful of error logs. Specialties: communications systems, computer programming, hacking, create/alter technical devices, demolitions, electronics, technical repair, technical security systems.
Examples
Easy: Repair a simple short-range wave comm; identify and fix standard electric and electronic devices; hook up a large computer network.
Average: Build a decent short-range wave comm; identify and operate advanced electric and electronic devices; override standard computer encryptions; reprogram a service drone or machine; repair moderate automated system damage; break into an unprotected computer system; pipe out comm static on all frequencies.
Hard: Build a functional long-range wave comm or a listening bug; identify and operate specialized electric and electronic devices; override security gate or airlock codes; repair heavy automated system damage; reconfigure a large computer network; identify hidden code embedded in a wave broadcast; implement advanced technical modifications such as photoelectric cells; hack into a small company’s computer system.
Formidable: Build advanced technical devices; identify and operate innovative electric and electronic systems; override encryptions and codes of important government or corporate facilities; repair severe automated system damage; reconfigure a world-wide computer network; implement original technical modification; hack into a well-protected corporate security system.
Heroic: Build a sophisticated technical device from improvised components; override the encryptions of a Blue Sun secret file; repair a totally fried system with scavenged parts during battle; deactivate an assassin droid in combat using a remote.
Incredible: Hack into a government or military computer system; re-program a robot to fulfill a function it was not designed for.
Ridiculous: Send an overriding vid broadcast to every receiver in the system; track an encrypted wave message back to its origin terminal.
Impossible: Hack into an Alliance cruiser’s controls and control it remotely.
Linguist: Talking won’t do any good if no one understands what you’re saying. Just about everybody in the ‘Verse speaks English and Chinese (to one degree or another). The Linguist general Skill covers basic familiarity with various languages, though its use won’t grant you fluency—meaning you won’t be able to follow a fast moving conversation in another language. Specialties represent familiarity or training with a specific non-native tongue. Note that you are automatically fluent in any language that is a part of your background. Specialties: Arabic, Armenian, French, German, Hindu, Japanese, Latin, Portuguese, Russian, Tagalog, Swahili, Swedish, etc.
Examples
Easy: Essential words and phrases for a seasoned traveler (“Food?” “Where restroom?” “How much?” “No!”); basic grammar; simple everyday greetings.
Average: Basic conversation (“How is the weather?” “What is your wife’s name?”); interpret basic ideas of a literature or film; identity one language from another in a similar group (Danish from Norwegian, Turkish from Hungarian).
Hard: Fluent conversation (“You must give me that Neptune Colony recipe for the Crescent Sea Oyster Graparon!”); translate foreign literature or verbal communication in detail; identify one dialect from another in the same language (Cantonese from Taiwanese; Titan Colony from Newbury Port).
Formidable: Native conversation, including expressions and colloquialisms; translate old, historical version of a modern language (Medieval English); interpret basic meaning of text recorded in an ancient language (Latin, Hieroglyphics).
Heroic: Comprehend full meaning of philosophical, religious, or scientific treatises written in an ancient language.
Incredible: Translate incomplete text written in a forgotten ancient dialect.
Ridiculous: Summarize complete work of Shakespeare in Greek, Chinese, and Apache simultaneously.
Impossible: Swear up a storm in Babylonian.
Unarmed Combat: They say never hit a man with a closed fist, but it is—on occasion—necessary. And sometimes nothing brings more satisfaction to one’s soul than delivering a good old-fashioned punch to the jaw. For those who relish those occasions, this is the skill to use, whether it’s a knee to the groin, kick to the shin, hook to the chin, chop to the throat or gouge to the eye. Note that while Unarmed Combat doesn’t involve the use of weapons, this and the Brawling specialty can allow you to use weapons of opportunity (beer bottles, etc.). Specialties: boxing, brawling, judo, karate, kung fu, savate, wrestling.
Examples
Easy: Land a sucker punch; hit a head butt (“no one ever expects a head butt!”); kick to the groin; twist an arm; gouge eyes; elbow to the gut.
Average: Identify major martial art styles and techniques; hold average ranking (up to but not including black belt) in martial arts; fight for prize money in local contests, hold your own in a bar fight.
Hard: Analyze opponent’s fighting style, judging whether or not he’s a better fighter; recognize exotic martial arts; black belt in martial arts; fight for prize money in Core world casinos, know specialized kicks and punches that can quickly disable an opponent.
Formidable: Break five thick boards with one strike; know specialized techniques that can quickly and silently kill an opponent; win a major boxing championship; hold a third-degree black belt or higher; disarm, disable, or kill an attacking, armed opponent.
Heroic: Break five cinder blocks with one strike; pick up Jayne and toss him out a window.
Incredible: Take on twenty Reavers unarmed and by yourself.
Ridiculous: Knock out a horse with a punch to the jaw.
Impossible: Kick a hole in the metal door of an Alliance cruiser using your bare foot.
Mechanical Engineering: You know what they say: “there are always places to see, things to break.” And with this Skill, you’ll be there to fix ‘em, so long as the things have nuts and bolts and don’t run on fancy computers. You can handle very simple tasks such as changing a light bulb or tightening a screw without this Skill, but you’ll need it to deal with more complicated workings. Specialties: create mechanical devices, machinery maintenance, mechanical repairs, fix mechanical security systems, plumbing.
Examples
Easy: Set up pulleys, conveyors, axles, and other simple machines effectively; identify problems and make simple repairs to standard mechanical devices.
Average: Build an irrigation system; operate more complex mechanical devices such as a drill-press or laser-welder; disable standard machines and gadgets; fix moderate mechanical system damage; make standard modifications (install a vacuum pump system in an old engine).
Hard: Construct a Core ambulance from scrapheap parts; operate/disable complex mechanical devices such as a catalytic cracking unit in an oil refinery; repair severe mechanical system damage; create a non-standard use of existing machines (such as setting up a Crazy Ivan maneuver).
Formidable: Reverse-engineer a mechanical innovation; boost the performance of a mechanical device (such as giving a short speed-boost to a Firefly Class transport ship).
Heroic: Go beyond double the performance limit of a mechanical system for a brief period of time; implement permanent, significant mechanical upgrades to a ship when you have limited resources.
Incredible: Repair catastrophic mechanical damage with scavenged parts; improvise a sophisticated mechanical device from spare parts; identify nonworking components on a ship while you are recovering from a gun-shot wound that nearly killed you.
Ridiculous: Keep a mechanical system running despite a serious problem or damaged part (such as a burnt-out catalyzer); improvise a sophisticated mechanical device using non-standard components (such as chewing gum, tin foil, and a magnifying glass).
Impossible: Re-start a fusion engine cold before a plummeting ship hits the ground.
Skill Specialties
Assets
Specialization (if applicable):

Complications
Specialization (if applicable):

Currency
€ In Bank:
€ On Hand:
Platinum:
Gold:
Silver:
€ 1 ~ 2.5 Platinum ~ 5 Gold ~ 250 Silver (~$25)
Combat Actions
Free Actions Talk, Walk, Innate Defense, Reactions
Movements Walk (0 acts), Hustle (1 acts), Run (2 acts)
(call or react) Defense Block, Dodge, Take Cover
Attack Aim, Call Shot, Disarm, Feint, Grapple
All-Out Def. / Atk. if all actions defend / attack
Multiple Actions for all actions per extra act
Equipment Held Equipment & Weapons:

Stored Equipment & Weapons:
Equipped Hand-to-Hand Weapons Damage
Unarmed d
Name Damage Weight
d
Equipped Ranged Weapons Name Damage Range ROF Mag Weight
d
Equipped Explosives Name Damage Range Weight
d
Equipped Armor Name Rating     Penalties
Agility   Alert.
Weight
Effects: 
Notes
Description
History
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