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CharaCtEr CrEatIon

0. Choose Ship 7. Choose Your Vice actions


Your characters will probably be greatly influenced by which Pick your preferred type of vice (or two) and detail it with a
XXAttune to the Way to communicate with
ship you crew, so discuss the ship selection for your game first. short description. non-sentient species or robots; sense
1. Choose Playbook 8. Choose a Close Friend and a Rival unseen danger or killing intent; safely
Mark the one who is a close friend, long-time ally, family relation, handle Precursor artifacts or remnants.
Your playbook determines your character's role and reputation,
their special abilities, and how they advance. Multiple players can or lover (the upward-pointing triangle). Mark another who is XXCommand obedience with your force
choose the same one. a former friend turned rival, enemy, scorned lover, betrayed of personality; intimidate or threaten;
partner, etc (the downward-pointing triangle). lead an action with contractors or
2. Choose Starting and Special Ability passengers.
Playbooks begin with a starting ability marked. Choose one 9. Record Name, Alias, and Look XXConsort with connections from your
special ability as well. Note that starting abilities cannot be Names: Abra, Ahroon, Aria, Brell, Chendra, Cord, Del, Duncan, Ed, heritage, background, friends, or rivals
selected using Veteran (since they are not special abilities). Entex, Espa, Faykan, Faye, Finn, Fox, Gaius, Garm, Garrus, Genera, to gain access to resources, information,
Greeg, Gurney, Han, Hirak, Hondo, Ignor, Impera, Jaana, Jango, people, or places.
If you want to play an xeno whose gimmick is their inhuman Jerec, Jet, Jung, Kai, Kalo, Kahlee, Kasumi, Kirk, Kit, Kor, Lando, XXDoctor someone who's been injured;
physique or abilities - replace your starting ability with the Leto, Liara, Lotus, Marak, Mevakor, Mill, Mino, Miranda, Mordin, handle and identify substances; do science;
following: "Xeno: You may spend stress (0-3) to perform an Naimon, Needa, Oola, Orrin, Paul, Poe, Potak, Praxis, Quinton, comfort, support, or elicit sympathy.
inhuman feat only members of your species can do." Ramus, Rey, Rocco, Saldeed, Samara, Saren, Seklor, Spike, Thane,
Tilad, Yast, Yola, Victor, Wyndam, Xavier, Zaeed, Zokar XXHack computers, systems, and digital
3. Choose a Heritage locks; reprogram robots or drones; jam
Family Names: Acon, Apple, Bartok, Brell, Black, Clovis, Crynyd, surveillance and communications.
...and detail it with a note about your family life (for example: Curia, Drake, Dyson, Emari, Endua, Evazan, Farr, Feris, Gallia, Gree,
Spacer: Asteroid Miners). Add one point to an action that reflects Gyle, Hawking, Hex, Hill, Impera, Indigo, Intal, Ivanov, Jaana, Jor, XXHelm a ship, ship system, land vehicle,
your Heritage choice (max starting action rating is 2). Jusik, Kasur, Kedra, Kor, Kranax, Kritus, Kromyl, Kymnal, Lana, or beast; fire ship weaponry; plot a jump
Livia, Luo, Mahat, Marak, Natoth, Nagan, Naimon, Needa, Neumann, or in-system course.
4. Choose a Background Nur, Ortcutt, Pava, Pim, Quag, Ramus, Rudra, Ryle, Shrike, Sprek, XXRig together mechanical solutions;
...and detail it with your specific history (for example: Guilder: Suzuka, Tann, Tarkin, Tel, Thorn, Tilad, Ulmak, Ursis, Valorum, disable, modify, repair, or create
Apprentice Navigator). Add one point to an action that reflects Veers, Vosa, Wu, Wolffe, Wren, Yoneyama, Yueh, Yularen, Zan, Zer mechanisms; disable a trap, pick a lock,
your Background choice (max starting action rating is 2). Aliases: Ace, Agony, Apex, Athena, Badger, Bingo, Black, Bolt, or crack a safe; rig explosives.
Brakes, Carrot, Cash, Cosmo, Dash, Devil, Dipper, Echo, Eight, XXScrap with an opponent in blaster
5. Assign Action Dots Elbows, Falcon, Fireball, Flex, Game, Gargoyle, Gear, Gonzo, Guns, or physical combat; assault or hold
Assign 2 additional action points. No action may begin with a Hammer, Headhunter, Helo, Hex, Highball, Hyper, Intake, Iris, Iron, a position; brawl, fight with melee
rating higher than 2. After character creation, action ratings Juggler, Juice, Junior, Karma, Lasher, Legend, Link, Loco, Mooch, weapons, or wrestle.
may advance up to 3. Nails, Nemesis, Nova, Owl, Phoenix, Quirk, Raider, Razor, Rash,
Skulls, Snaps, Snitch, Stinger, Syndrome, Tank, Tax, Titan, Tread, XXScramble to a positon or away from
6. Items Carried Under, Vandal, Vapor, Wraith, X-ray, Yellow, Zen, Zenith, Zipper danger; lift, run, climb, jump, or swim;
You have access to all of the items on your character sheet. At Looks: Man, Woman, Ambiguous, Xeno traverse harsh environments.
the start of each mission, decide your character's load. During the XXSkulk about unseen; pick pockets;
mission, you may say that your character has an item by checking Ornate Headdress Suit & Vest Loose Silks employ subtle misdirection or sleight
the box by the item you want to use up to a number of items Long Coat Collared Shirt Tight Pants of hand.
equal to your chosen load. Your load determines your movement Hood & Veil Suspenders Bomber Jacket XXStudy a person, document, or item with
speed and conspicuousness: Short Cloak Intricate Rings Long Scarf close scrutiny to gather information
Knit Cap Skirt & Blouse Leathers and apply knowledge; gain a deeper
X
XLight (faster, less conspicuous, can blend in with citizens) Fancy makeup Wide Belt Stillsuit understanding; do research.
X
XNormal (a scoundrel ready for trouble) Slim Jacket Fitted Dress Hide & Furs
Hooded Cloak Flight Suit Worn Uniform XXSway someone with charm, logic,
X
XHeavy (slower, obviously an operative on a mission) deception, disguise or bluffing; change
Tall Boots Heavy Cloak Plain Tunic
Some items count as two items for load (they have two connected Work Boots Thick Duster Space Suit attitudes or behavior with manipulation
boxes). Items in italics don't count toward your load. Mask & Robe Soft Boots Glittering Jewelry or seduction.
INSIGHT

Scum&vILLAINY mEChanIC gearhead and


hacker






doctor
hack
rig
starting ability
study
name alias
Tinker: When you work on a clock with rig or hack, or when you study
a schematic, fill +1 segment. PROWESS
look
special abilities helm
heritage:imperialspacercolonist background:academiclaborcult
Bailing Wire and Twine: During downtime the repair action costs you scramble
m a n u fac t u r e d wa n de r e r xe n o guildermilitarynoblesyndicate 0 cred.
scrap
Construct Speaker: Machines speak to you when you study them.
skulk

The first time you roll a critical while fixing or building a particular
vice/purveyor: faithgamblingluxuryobligationpleasurestuporweird machine, you may add a simple modification to it (see Crafting).
resolve
coldhauntedobsessedparanoid
Junkyard Hunter: When you acquire parts or equipment during
stress trauma recklesssoftunstablevicious attune
downtime, you may either gain 2 assets, or gain +1 effect level on the roll.
harm ARMOR
Fixed: You may expend your special armor to resist a consequence command
3 need from machines breaking or being damaged, or to push yourself when consort
help HEAVY repairing or building a machine. sway
2 -1d SPECIAL
Hacker: You may expend your special armor to resist the
consequences of hacking, or to push yourself when hacking or BONUS DICE
cred stash gathering info electronically. push yourself (take
less
1 effect + 2 stress) -or- accept a

Mechanic's Heart: When you speak from your heart, your words
devil's bargain
recovery can reach even the most hardened criminal, and you gain potency.
Get treatment in downtime to fill your healing clock

Overclock: When you spend a gambit on a rig roll to repair or + assist (they take 1 stress)
upgrade, treat the system you worked on as 1 quality higher for the + spend a gambit
remainder of the job.
gambits
notes / projects
Analyst: When you hack a system, you may also ask a question about
the owner or location of the system as though you had rolled a 6 on Add a gambit to your
crew when you roll a 6 or
gather info. When you resist the consequences of hacking, roll +1d. + critical on a risky action
and you didn't spend a

Veteran: Choose a special ability from another source.

gambit on a bonus die.

colorful friends items (Italics don't count for load) load 3 light 5 normal
6 heavy


Slice, a junkyard owner Fine Hacking Rig Blaster Pistol
Nisa, a previous employer Fine Ship Repair Tools 2nd Blaster Pistol


Small Drone Melee Weapon

Stev, a gambler of ill repute Heavy Blaster
Vision Enhancing Goggles

Len, a black market dealer Spare Parts Detonator


Kenn, a family member Genius Pet (ex: a dog) Hacking Tools
teamwork planning & LOAD Gather info Repair Tools
Choose plan. Pick load. Provide detail: What's their intention? mark xp : playbook advancement
Lead a group action. Medkit
Assault plan: Point of attack. What might I suspect about Every time you roll a desperate action, mark xp in that action's attribute.
Spy Gear
Set up another character. Deception plan: Method. this? What can I prove? At the end of each session, for each item below, mark 1 xp (in your
Illicit Drugs
Infiltration plan: Entry point. What's the danger here? playbook or an attribute) or 2xp if that item occurred multiple times.
Protect a teammate. How can I find ? You addressed a tough challenge with technical skill or ingenuity.
Communicator
Mystic plan: Arcane power.
What's really going on here? You expressed your beliefs, drives, heritage, or background. Armor
Social plan: Social connection.
Assist another character. You struggled with issues from your vice or traumas during the session. Spacesuit
Transport plan: Locations / route. Ask about a detail for a plan.
INSIGHT

Scum&vILLAINY musClE badass with any


weapon






doctor
hack
rig
starting ability
study
name alias
Unstoppable: You can push yourself to do one of the following:
perform a feat of physical force that verges on the superhuman -
engage a small gang on equal footing in close combat.
PROWESS
look
special abilities helm
heritage:imperialspacercolonist background:academiclaborcult
Wrecking Crew: Your strength and ferocity are infamous. When scramble
m a n u fac t u r e d wa n de r e r xe n o guildermilitarynoblesyndicate striking in melee, you gain +1d. Whenever you spend a gambit in combat, scrap

you also gain potency on that action.
skulk
vice/purveyor: faithgamblingluxuryobligationpleasurestuporweird
Flesh Wound: If you're wounded at the beginning of downtime, mark
+3 segments on your healing clock. When you push yourself to ignore resolve
stress trauma
coldhauntedobsessedparanoid wound penalties you take only 1 stress (not 2).
recklesssoftunstablevicious attune
harm
Backup: An ally's push costs 1 stress on any action you set up or assist. command
ARMOR

3 need
Battleborn: You may expend your special armor to reduce harm consort
help HEAVY from an attack in combat, or to push yourself during a fight. sway
2 -1d SPECIAL
Ready for Anything: When being ambushed, you gain potency to all
BONUS DICE
actions during a flashback, and your first flashback costs 0 stress.
cred stash push yourself (take
less
1 effect
Predator: Take +1d to rolls against weakened or vulnerable targets. + 2 stress) -or- accept a

Whenever you gather information on a weakness or vulnerability, devil's bargain
recovery Get treatment in downtime to fill your healing clock the worst you can get is a 4-5 result.
+ assist (they take 1 stress)
Scary: You have an air of menace and danger obvious to even the

+ spend a gambit
most unobservant. You gain potency when trying to intimidate
someone. If done immediately after a show of force, also take +1d. gambits
notes / projects

Bodyguard: When you protect a crewmate, resist with +1d. When Add a gambit to your
crew when you roll a 6 or
you take harm, clear 1 stress.
+ critical on a risky action
and you didn't spend a

Veteran: Choose a special ability from another source.

gambit on a bonus die.

deadly friends items (Italics don't count for load) load 3 light 5 normal
6 heavy


Krieger, a fine blaster pistol Vera, a Fine Sniper Rifle Blaster Pistol
Zmei, a Fine Flamethrower 2nd Blaster Pistol

Shod, a weapons dealer
Sunder, a Fine Vibro-Blade Melee Weapon

Chon-zek, a bounty hunter Heavy Blaster
Zarathustra, Detonator Launcher

Yazu, a crooked cop Fine Martial Art Style Detonator

Aya, an assassin Mystic Ammunition Hacking Tools
teamwork planning & LOAD Gather info Repair Tools
Choose plan. Pick load. Provide detail: What's their intention? mark xp : playbook advancement
Lead a group action. Medkit
Assault plan: Point of attack. What might I suspect about Every time you roll a desperate action, mark xp in that action's attribute.
Spy Gear
Set up another character. Deception plan: Method. this? What can I prove? At the end of each session, for each item below, mark 1 xp (in your
Illicit Drugs
Infiltration plan: Entry point. What's the danger here? playbook or an attribute) or 2xp if that item occurred multiple times.
Protect a teammate. How can I find ? You addressed a tough challenge with force or threats.
Communicator
Mystic plan: Arcane power.
What's really going on here? You expressed your beliefs, drives, heritage, or background. Armor
Social plan: Social connection.
Assist another character. You struggled with issues from your vice or traumas during the session. Spacesuit
Transport plan: Locations / route. Ask about a detail for a plan.
INSIGHT

Scum&vILLAINY mystiC galactic


wanderer






doctor
hack
rig
starting ability
study
name alias
The Way: You can spend a gambit instead of paying any stress cost.
special abilities PROWESS
look
Kinetics: You can push yourself to do one of the following: use the Way
to throw a table-sized object with dangerous force - propel yourself helm
heritage:imperialspacercolonist background:academiclaborcult briefly with superhuman speed. scramble
m a n u fac t u r e d wa n de r e r xe n o guildermilitarynoblesyndicate
Psy Blade: You can focus Way energy into your melee weapon. While scrap
charged, the weapon can cut through non-shielded materials with ease,
and you gain potency on your attacks. skulk
vice/purveyor: faithgamblingluxuryobligationpleasurestuporweird
Center: You gain Meditation as a vice. When you indulge this vice clear
+1 stress and add Dark Visions as an overindulgence. resolve
coldhauntedobsessedparanoid
stress trauma recklesssoftunstablevicious
Way Shield: You can block blaster bolts with the Way (resist with attune
resolve). If you resist a blaster attack, you may spend 1 stress to
harm ARMOR redirect fire and make an attack of your own with it. command
3 need
Warded: You may expend your special armor to resist the consort
help HEAVY consequences of a Way attack or artifact use, or push yourself when
using mystic powers.
sway
2 -1d SPECIAL
Psy-Dancing: You may push yourself to cloud a target's mind and BONUS DICE
sway them in the face of contradictory evidence. You must do as I say.
cred stash I am the ambassador. Spend 1 stress for each additional feature: they push yourself (take
less
1 effect have only vague memories of the event it works on a small group. + 2 stress) -or- accept a

Visions: Spend 1 stress to remotely view a distant place or person tied
devil's bargain
recovery Get treatment in downtime to fill your healing clock to you in some intimate way. Spend 1 stress for each extra feature:
It lasts for a minute rather than a moment your target can also + assist (they take 1 stress)
see and hear you you may see something only familiar to you, not + spend a gambit
intimate.

Sundering: You may push yourself to attune to the Way and twist gambits
notes / projects it, causing psychic harm to anyone in the area who cannot withstand Add a gambit to your
your assault. You may spend 1 stress for each additional feature: it crew when you roll a 6 or
damages instead of stuns the area includes a few targets instead + critical on a risky action
of one you are not included in the effect. and you didn't spend a

Veteran: Choose a special ability from another source.
gambit on a bonus die.

weird friends items (Italics don't count for load) load 3 light 5 normal
6 heavy


Horux, a former teacher Fine Melee Weapon Blaster Pistol
Offerings 2nd Blaster Pistol

Hicks, a mystic goods supplier
Trappings of Religion Melee Weapon

Laxx, a xeno Heavy Blaster
Outdated Religious Outfit

Rye, an unrequited love Precursor Artifact Detonator

Blish, a fellow mystic Memento of Your Travels Hacking Tools
teamwork planning & LOAD Gather info Repair Tools
Choose plan. Pick load. Provide detail: What's their intention? mark xp : playbook advancement
Lead a group action. Medkit
Assault plan: Point of attack. What might I suspect about Every time you roll a desperate action, mark xp in that action's attribute.
Spy Gear
Set up another character. Deception plan: Method. this? What can I prove? At the end of each session, for each item below, mark 1 xp (in your
Illicit Drugs
Infiltration plan: Entry point. What's the danger here? playbook or an attribute) or 2xp if that item occurred multiple times.
Protect a teammate. How can I find ? You addressed a tough challenge with wisdom or the Way.
Communicator
Mystic plan: Arcane power.
What's really going on here? You expressed your beliefs, drives, heritage, or background. Armor
Social plan: Social connection.
Assist another character. You struggled with issues from your vice or traumas during the session. Spacesuit
Transport plan: Locations / route. Ask about a detail for a plan.
INSIGHT

Scum&vILLAINY Pilot
ship handling
wizard, addicted doctor
to danger hack
starting ability
rig
study
name call sign
Ace Pilot: You have potency on all speed-related rolls. When you roll
to resist the consequences of piloting, gain +1d. PROWESS
look
special abilities helm
heritage:imperialspacercolonist background:academiclaborcult
Keen Eye: You have sharp eyes and notice small details many might scramble
m a n u fac t u r e d wa n de r e r xe n o guildermilitarynoblesyndicate overlook. Gain +1d when firing ship guns or making trick shots. scrap

Side Job: You may spend a downtime activity in port doing odd jobs. skulk
vice/purveyor: faithgamblingluxuryobligationpleasurestuporweird Gain 1 cred. If there are rumors floating about, the GM will tell you
of them. resolve
coldhauntedobsessedparanoid
stress trauma recklesssoftunstablevicious
Exceed Specs: While onboard a ship you may damage a ship system
attune
you have access to in order to gain +1d or +1 effect to a roll.
harm ARMOR command

Leaf on the Wind: When you push yourself, you may spend +1 stress
3 need consort
help HEAVY (so 3 stress total) to gain both +1 effect and +1d instead of one or the
other.
sway
2 -1d SPECIAL

Hedonist: When you indulge your vice, you may adjust the dice BONUS DICE
cred stash
outcome by +/-2. An ally who joins you may do the same. push yourself (take
less
1 effect Commander: Whenever you lead a group action, gain +1 scale (for
+ 2 stress) -or- accept a

example: a small group counts as a medium group). If you lead a devil's bargain
recovery Get treatment in downtime to fill your healing clock group action in combat, you may count multiple 6's from different
+ assist (they take 1 stress)
rolls as a critical.
+ spend a gambit

Traveller: Youre comfortable around unusual cultures and xenos.
You gain potency when attempting to consort with or sway them. gambits
notes / projects

Punch It!: When you spend a gambit on a desperate roll, it counts as Add a gambit to your
crew when you roll a 6 or
risky instead.
+ critical on a risky action
and you didn't spend a

Veteran: Choose a special ability from another source.

gambit on a bonus die.

fast friends items (Italics don't count for load) load 3 light 5 normal
6 heavy


Yattu, a gang boss Fine Customized Spacesuit Blaster Pistol
Fine Small Urbot 2nd Blaster Pistol

Triv, a ship mechanic
Fine Mechanic's Kit Melee Weapon

Choss, a professional racer Heavy Blaster
Grappling Hook

Meris, a scoundrel Guild License Detonator

Maz, a former mentor Victory Cigars Hacking Tools
teamwork planning & LOAD Gather info Repair Tools
Choose plan. Pick load. Provide detail: What's their intention? mark xp : playbook advancement
Lead a group action. Medkit
Assault plan: Point of attack. What might I suspect about Every time you roll a desperate action, mark xp in that action's attribute.
Spy Gear
Set up another character. Deception plan: Method. this? What can I prove? At the end of each session, for each item below, mark 1 xp (in your
Illicit Drugs
Infiltration plan: Entry point. What's the danger here? playbook or an attribute) or 2xp if that item occurred multiple times.
Protect a teammate. How can I find ? You addressed a tough challenge with speed or flair.
Communicator
Mystic plan: Arcane power.
What's really going on here? You expressed your beliefs, drives, heritage, or background. Armor
Social plan: Social connection.
Assist another character. You struggled with issues from your vice or traumas during the session. Spacesuit
Transport plan: Locations / route. Ask about a detail for a plan.
INSIGHT

Scum&vILLAINY SCOUNDREL
scrappy survivor
with more luck doctor
than brains hack
starting ability
rig
study
name outlaw name
Serendipitous: Your crew starts with +1 gambit when the pool resets.
PROWESS
look
special abilities helm
heritage:imperialspacercolonist background:academiclaborcult
Never Tell Me the Odds: You also generate gambits on desperate scramble
m a n u fac t u r e d wa n de r e r xe n o guildermilitarynoblesyndicate rolls. You may also generate gambits even if you spent a gambit. scrap
I Know a Guy: When you first dock at a port after being away, pick one
skulk
vice/purveyor: faithgamblingluxuryobligationpleasurestuporweird and ask the the GM about a job: it's not deadly -- it pays well enough
-- it's not a rush job -- it comes from a faction you trust -- it targets resolve
coldhauntedobsessedparanoid an enemy you have. You may spend 1 cred per additional feature.
stress trauma recklesssoftunstablevicious attune

Tenacious: Penalties from harm are one level less severe (though
harm ARMOR level 4 harm is still fatal). command
3 need

Devil's Own Luck: You may expend your special armor to resist the
consort
help HEAVY
consequences of blaster fire, or to push yourself when talking your sway
2 -1d SPECIAL way out of or running from trouble.
BONUS DICE

Shoot First: When you attack from hiding or spring a trap, take +1d.
cred stash push yourself (take
less When there's a question about who acts first, the answer is you (two
1 effect + 2 stress) -or- accept a
characters with Shoot First act simultaneously).
devil's bargain
recovery Get treatment in downtime to fill your healing clock
Daredevil: When you make a desperate roll you may take +1d. If you
+ assist (they take 1 stress)
do so, do not mark xp in that action's attribute.
+ spend a gambit

Ask Questions Later: When you consort to gather info, you gain
potency and can in addition ask: Who might this benefit? gambits
notes / projects

When the Chips are Down: You gain a second use of special armor on Add a gambit to your
crew when you roll a 6 or
each job.
+ critical on a risky action
and you didn't spend a

Veteran: Choose a special ability from another source.

gambit on a bonus die.

"friends" items (Italics don't count for load) load 3 light 5 normal
6 heavy


Nyx, a moneylender Fine Sidearm (or Pair )
Blaster Pistol
Ora, an info broker Fine Coat
2nd Blaster Pistol


Loaded Dice, Trick Holocards
Melee Weapon

Jax, a ship mechanic Heavy Blaster
Forged Documents


Rin, a smuggler Mystic Ammunition Detonator


Battro, a bounty hunter Personal Memento
Hacking Tools
teamwork planning & LOAD Gather info Repair Tools
Choose plan. Pick load. Provide detail: What's their intention? mark xp : playbook advancement
Lead a group action. Medkit
Assault plan: Point of attack. What might I suspect about Every time you roll a desperate action, mark xp in that action's attribute.
Spy Gear
Set up another character. Deception plan: Method. this? What can I prove? At the end of each session, for each item below, mark 1 xp (in your
Illicit Drugs
Infiltration plan: Entry point. What's the danger here? playbook or an attribute) or 2xp if that item occurred multiple times.
Protect a teammate. How can I find ? You addressed a tough challenge with charm or audacity.
Communicator
Mystic plan: Arcane power.
What's really going on here? You expressed your beliefs, drives, heritage, or background. Armor
Social plan: Social connection.
Assist another character. You struggled with issues from your vice or traumas during the session. Spacesuit
Transport plan: Locations / route. Ask about a detail for a plan.
INSIGHT

Scum&vILLAINY SpEakEr
a well-spoken
respectable doctor
person hack
starting ability
rig
study
name alias
Air of Respectability: You get an extra downtime activity to acquire
assets or lay low. PROWESS
look
special abilities helm
heritage:imperialspacercolonist background:academiclaborcult
Favors Owed: During downtime, you get +1 d when you acquire assets scramble
m a n u fac t u r e d wa n de r e r xe n o guildermilitarynoblesyndicate or lay low. Any time you gather info take +1d. scrap

Player: You always know when someone is lying to you. skulk
vice/purveyor: faithgamblingluxuryobligationpleasurestuporweird

Infiltrator: You are not affected by quality or tier when you bypass resolve
coldhauntedobsessedparanoid security measures.
stress trauma recklesssoftunstablevicious attune
harm ARMOR
Subterfuge: You may expend your special armor to resist a command
3 need consequence of persuasion or suspicion. When you resist with insight, consort
help HEAVY gain +1d.
sway
2 -1d SPECIAL
Heart to Heart: When you provide meaningful insight or heartfelt
advice that a crewmate follows, you both clear 1 stress.
BONUS DICE
cred stash push yourself (take
less
1 effect Old Friends: Whenever you land in a new location, write down a
+ 2 stress) -or- accept a

friend you know there (see Influential Friends below). devil's bargain
recovery Get treatment in downtime to fill your healing clock

Disarming: Whenever you use a gambit while speaking, hostilities + assist (they take 1 stress)
and danger also pause while you speak. + spend a gambit


Purpose: You may expend your special armor to push yourself when gambits
notes / projects
outclassed by your opposition, or when under the effects of wounds. Add a gambit to your
When you resist with resolve, gain +1d. crew when you roll a 6 or
+ critical on a risky action
and you didn't spend a

Veteran: Choose a special ability from another source.

gambit on a bonus die.

influential friends items (Italics don't count for load) load 3 light 5 normal
6 heavy


Arryn, a noble Fine Clothes Blaster Pistol
Manda, a Guild member A Legitimate ID 2nd Blaster Pistol


Luxury Item Melee Weapon

Kerry, a doctor Heavy Blaster
Luxury Item

Je-zee, a diplomat Large Luxury Item Detonator


Memento of a Past Encounter Hacking Tools
teamwork planning & LOAD Gather info Repair Tools
Choose plan. Pick load. Provide detail: What's their intention? mark xp : playbook advancement
Lead a group action. Medkit
Assault plan: Point of attack. What might I suspect about Every time you roll a desperate action, mark xp in that action's attribute.
Spy Gear
Set up another character. Deception plan: Method. this? What can I prove? At the end of each session, for each item below, mark 1 xp (in your
Illicit Drugs
Infiltration plan: Entry point. What's the danger here? playbook or an attribute) or 2xp if that item occurred multiple times.
Protect a teammate. How can I find ? You addressed a tough challenge with deception or influence.
Communicator
Mystic plan: Arcane power.
What's really going on here? You expressed your beliefs, drives, heritage, or background. Armor
Social plan: Social connection.
Assist another character. You struggled with issues from your vice or traumas during the session. Spacesuit
Transport plan: Locations / route. Ask about a detail for a plan.
INSIGHT

Scum&vILLAINY stItCh
learned person
and wandering doctor
healer hack
starting ability
rig
study
name alias I'm a Doctor, Not a... : You can push yourself to roll your doctor rating

while performing a different action. Say which patient, research, or
posting taught you this trick. PROWESS
look
special abilities helm
heritage:imperialspacercolonist background:academiclaborcult
Physicker: You may study a malady or corpse, and gather info from scramble
m a n u fac t u r e d wa n de r e r xe n o guildermilitarynoblesyndicate a crime scene or corpse. Also, your crew gets +1d to recovery rolls. scrap

Patch: You may doctor someone during a job to allow them to ignore skulk
vice/purveyor: faithgamblingluxuryobligationpleasurestuporweird the effects of a harm penalty.
resolve

Welcome Anywhere: While wearing your medic garb, you are welcome
coldhauntedobsessedparanoid
stress trauma recklesssoftunstablevicious even in dangerous places. Gain +1d to consort and sway when offering attune
harm tending to anyone in need, or who has family or friends in need. command
ARMOR

3 need
Combat Medic: You may expend your special armor to resist any consort
help HEAVY consequence while tending to a patient. When you doctor someone
sway
in combat, clear 1 stress.
2 -1d SPECIAL

Under Pressure: Add a gambit to the pool whenever you or a crew BONUS DICE
cred stash member suffers level 2 or greater harm. push yourself (take
less
1 effect
Moral Compass: When you do the right thing at cost to yourself, + 2 stress) -or- accept a

mark xp (any category). devil's bargain
recovery Get treatment in downtime to fill your healing clock
Dr. Strange: Your research and fields of study are fringe, esoteric,
+ assist (they take 1 stress)
and focus on the mystical. You may always handle Precursor artifacts + spend a gambit
safely. When you study an artifact or doctor a strange substance you
may ask one: what could this do? -- why could this be dangerous? gambits
notes / projects

Book Learning: You speak a multitude of languages and are broadly Add a gambit to your
crew when you roll a 6 or
educated. Gain +1d when using study during a downtime activity.
+ critical on a risky action
and you didn't spend a

Veteran: Choose a special ability from another source.

gambit on a bonus die.

old friends items (Italics don't count for load) load 3 light 5 normal
6 heavy


Jackev, a drug dealer Fine Medkit Blaster Pistol
Alben, a former patient Fine Bedside Manner 2nd Blaster Pistol


Fine Clothing Melee Weapon

Ditha, a family member Heavy Blaster
Recognizeable Medic Garb

Juda, a doctor Candies and Treats Detonator


Lynie, a hospital admin Syringes and Applicators Hacking Tools
teamwork planning & LOAD Gather info Repair Tools
Choose plan. Pick load. Provide detail: What's their intention? mark xp : playbook advancement
Lead a group action. Medkit
Assault plan: Point of attack. What might I suspect about Every time you roll a desperate action, mark xp in that action's attribute.
Spy Gear
Set up another character. Deception plan: Method. this? What can I prove? At the end of each session, for each item below, mark 1 xp (in your
Illicit Drugs
Infiltration plan: Entry point. What's the danger here? playbook or an attribute) or 2xp if that item occurred multiple times.
Protect a teammate. How can I find ? You addressed a tough challenge with insight or compassion.
Communicator
Mystic plan: Arcane power.
What's really going on here? You expressed your beliefs, drives, heritage, or background. Armor
Social plan: Social connection.
Assist another character. You struggled with issues from your vice or traumas during the session. Spacesuit
Transport plan: Locations / route. Ask about a detail for a plan.
standard items mechanic items mystic items speaker items
Blaster Pistol: A pistol that shoot bolts of Fine Hacking Rig: Visualization goggles, Fine Melee Weapon: Antiquated weapon that Fine Clothes: Silk sarongs, suits, fine blue
hot plasma. Accurate only at close range. unpublished exploits, overclocked non- acts as an extension of your body. capes. Which ones did you wear this time?
Makes pew pew noises (mandatory). market chips, optical vampire taps. Offerings: A candle, oil lamp, flowers, food, Luxury Item: Fine brandies, small but
Heavy Blaster: Can do considerable damage Fine Ship Repair Tools: Power-assisted water, incense, pebbles from your journey. thoughtful gifts, spices and perfumes, fine
to vehicles and things like unshielded wrenches, a sonic drill, testing probes, Trappings of Religion: Scrolls, texts, icons, instruments, popular games, etc. Note:
doors. Has about a dozen shots. power calibrators, a rivet gun. cups and bowls, bells. comes in a few varied sizes.
Detonator: Extremely deadly explosive Small Drone: Small, remote-controlled, Outdated Religious Outfit: Robes, worn Memento of a Past Encounter: A distinctive
weapon that fits in the palm of your hand drone with cameras. May be able to carry cloaks, sandals, etc. piece of jewelry, a fine blade with a
and can be thrown. Takes care of those something light. house crest, a signet ring, a small statue.
Precursor Artifact: A small object made
shielded doors heavy blasters can't handle. Vision Enhancing Goggles: Eyewear with
Illegal. You shouldn't have this. No really. settings for thermal and ultraviolet, and
of ancient materials. Precursor tech. What
does it do?
stitch items
magnification levels in the thousands. Fine Medkit: Better stocked than the
Hacking Tools: Deck, splicing pliers, plugs Memento of Your Travels: A small statue,
and ports, keypad crackers, specialized Spare Parts: Usually for ship repairs and standard. Skin staples, diagnostic hand-
outdated currency, a lock of hair, a picture. scanners, synthflesh, bone stabilizers,
software, custom chips, rainbow electronics. Often forgotten in a pocket or
spray hypos, anti-venom (for dangerous
dictionaries, automated exploits. What tool belt. pilot items alien beasts), and a wider selection of
every growing hacker needs. Genius Pet: Incapable of speaking, but can Fine Customized Spacesuit: Sweet decals, drugs.
Repair Tools: Things you need to fix ship understand language and assist with basic emergency beacon, some thrust.
tasks. Likes you. Really cute. Anticipates Fine Bedside Manner: Charm that sets
engines, speeders, hovercars, and the like. patients at ease. Some stitches never
your actions. Fine Small Urbot: A small Urbot that supports
Also, tools to hot-splice consoles, and bother to bring this.
piloting and can carry a few items. Seems
tweak machinery. Hammers, a welder,
screwdrivers, wrenches, battery chargers, muscle items eerily sentient. What is its designation? Fine Clothing: A suit or outfit for fancy
dinner parties and high society.
spray-painters. Fine Mechanics Kit: Hand-held scanners, hull
Muscles are particular about their
patch kit, assortment of hand-tools Recognizeable Medic Garb: The common
Medkit: Blood for a few common races, weapons. If you have more than one
gauze, anti-radiation injector, laser scalpel, muscle playbook on the crew feel free to Grappling Hook: Small, but mechanized. red medic outfit bearing the official white
antiseptics, thread, painkillers, etc. instead fill in your own weapon names. Can pull you up. Fits in your belt. medic seal of the Hegemony. Recognizeable
Here are a few suggestions: from a distance.
Melee Weapon: Sharp. Blunt. Pointy. Stabby. Guild License: Legit pilot certification
Blink, Checkmate, Echo, Ender, Equalizer, (though it may not be yours). Will allow Candies and Treats: For those extra brave
Slicy. All different sizes. Some come with
lazer edges. Some vibrate... ooo. Batteries Ghost, Itchy, Malice, Mercy, Pride, Thorn, you passage through a jumpgate. customers.
included. Thunder, Tickle, Twitch, Whisper, Wynona. Syringes and Applicators: Syringes,
Victory Cigars: Enough to share with a few
Vera, a Fine Sniper Rifle: A full-bore auto-lock choice people. injectors, patch applicators. Many can be
Spy Gear: Disguises, voice modulators,
with customized trigger, double cartridge, palmed easily.
mini-cameras, thermal scanners, false
thorough gauge. Can fire mystic ammo.
thumbprints, and audio filters. scoundrel items item details
Zmei, a Fine Flamethrower: For those times
Illicit Drugs: What's your poison, space Fine Blaster Pistol/Matched Pair: Customised
cowboy? when you really need to heat things up. If you want to include advantages from
Settings for regular and extra crispy. or strange. Can fire mystic ammunition.
What do they fire? Where in your travels specific details of your itemsreach,
Communicator: Has a few bands, likely even speed, adaptability, etc.consider a devil's
Sunder, a Fine Vibro Blade: Cuts through did you get them?
a few encrypted. Works within one orbit. almost any material. Decorated blade. bargain that relates to a detail.
Armor: Unsubtle, full body stuff. Stops a Fine Coat: A heavy, but well-made and well-
Zarathustra, Detonator Launcher: Fires "You can take +1d here to command
few bolts. Will shrug off a knife without kept, coat. Distinctive and with a history.
detonators at high velocity. by flashing your detonator, but
noticing. Powered. Assists in movement. Loaded Dice/Trick Holocards: Gambling people will see it and go streaming
Fine Martial Arts Style: Your own custom
Spacesuit: Some radiation protection, accoutrements subtly altered to favor out into the streets in a panic."
blend of combat techniques, unique as a particular outcomes.
survival in toxic atmospheres, EVA. Half a fingerprint. "You can probably just empty both
day of oxygen (or whatever you breathe). Forged Documents: Reasonably well-made your clips and take +1d here, but you'll
Krieger, a Fine Blaster Pistol: Takes 1 load.
Mystic Ammunition: A large-caliber shell,
facsimiles of documents that would never be out of ammo if there's anyone left
As a friend or ally, this signature pistol can
designed to be fired from a specialized gun actually be given to someone like you. standing."
be used during downtime to threaten or
that releases mystic energies when it hits. intimidate. As an enemy, someone owns Personal Memento: A keepsake you cherish. A
Grants potency against mystic targets. and it's carrying a bullet for you. locket, small holo, music from your homeworld.
ship CreatIon
1. choose a ship type 2. choose a reputation future by earning xp.
Your ship type determines the jobs that you'll focus on, as Your crew has just formed and acquired a ship. Given this Just like picking your ship type, origin, and systems,
well as a selection of special abilities that support that kind group of characters and their previous escapades, what choosing a special ability is another chance to focus
of action. The ship type isn't meant to be restrictivethe initial reputation would you have among the factions the game down to a more specific range of possibilities.
Stardancer might sometimes engage in bounty hunting of the sector? Choose one of the following (or create Instead of playing a generic ship full of scoundrels, you
(like the Cerberus) or antagonize the Hegemony (like the your own): end up with the Stardancer and her crew of ambitious
Firedrake)but the core activity of the ship type is the most smugglers, who salvaged the ship after her previous
frequent way they earn cred and xp for advancement. Ambitious, Brutal, Daring, Honorable, crew went missing, and who stiffed the Dyrinek Gang
Professional, Savvy, Subtle, Strange. when they upgraded the hull and weapons of the
There are three different ships to choose from:
You earn xp when you bolster your ships reputation, ship, and who have "The Getaway" special ability -
XXStardancer: Illicit merchants, smugglers, and
blockade runners. Looking to do odd jobs, small so think of this as another cue to indicate what sorts demonstrating a knack for hiding and running from their
thefts, and find lost items. of action you want in the game. Will you be recklessly problems. That's a lot to work with, and it helps get the
ambitious, targeting higher Tier targets? Will you take game going in a strong direction from the very beginning.
XXCerberus: Bounty Hunters and extraction
specialists. Looking to find missing people or on daring jobs that others deem too risky? Are you
items, and claim prizes on those criminals the interested in the strange weirdness of the black? 5. assign upgrades
Hegemony (or others) consider important or
In addition to the upgrades that come pre-installed in
dangerous enough. 3. customize your ship your ship, you also, as a group, get to add two additional
XXFiredrake: Rebels and criminals. Hunted by the Each ship starts with preselected ship systems. You upgrades to your new ship. For example, you might pick
law and often beloved by the citizenry. Looking choose 2 additional ship systems to improve. Your
to do jobs that free the opressed, protect the
the Cerberus upgrade Stun Weapons as one of your
downtrodden, and fight the iron fist of the choices are engines, hull, comms, and weapons. You choices and also the Auxiliary module Armory as your
Hegemony. may instead improve crew quality but it'll cost your other choice.
crew 2 cred.
Like a character playbook, your ship type is also how An upgrade is a valuable asset or system module that
you're known in the underworld of Procyon. The criminal After you decide what you improve, the GM will tell you helps the crew in some way, such as an Afterburner
factions and the Hegemony think of you as smugglers or about a faction that helped you get those improvements. module or a Shuttle. (Each is described more fully on the
bounty hunters, etc., and will treat you accordingly. They did you a favor. How do you respond? following pages). Each ship has pre-selected upgrades
Choosing a ship type is a very important decision! It's a XXPay them off. Give them 1 cred in exchange for that are well-suited for that crew, such as the Galley for
way for the group to say, These are the sorts of jobs we a job well done. the Stardancer or the Brig for the Cerberus.
want to do. It organizes game play from doing crimes to XXOwe them one. Promise them youll return the After you assign your two upgrades, the GM will tell you
smuggling illegal Urbot partswhich helps the GM focus favor down the line when they ask and gain +1 about two factions impacted by your choices:
on the parts of the setting that matter most, rather than status with them. If you chose crew quality, you
having to juggle every possibility at once. The group should must take this option. XXOne faction helped you get an upgrade. You're
choose a ship type that everyone is excited about. As a XXStiff them. No need to pay a faction that on good terms. Did they broker a deal? Did
player, be vocal about your preferences. You're about to doesn't demand payment up front! Take -1 you run a job for them? Did you bail them
spend many hours doing this, so if you're feeling lukewarm status with that faction. out of trouble? They like you, and you get +1
about one of the options, speak up. status with them. At your option, spend 1 cred
Once you've chosen, grab the appropriate ship sheet for 4. select special ability to repay their kindness, and take +2 status
that crew type and record the following choices in ship with them instead.
Choose one of the special abilities listed on your ship. If
creation as you go. you can't decide which one to pick, go with the first one X
XThe other faction was screwed over when
Your ship begins with 2 cred in its hold (those represent on the listit's placed there as a good default choice. you got an upgrade. Did you steal the part
the remains of the crew's savings from adventures and It's important to pick a special ability that everyone is from them? Was it a specific individual's
the acquisition of the ship beforehand). excited about. You can get more special abilities in the ship? Was it illegal, and the Hegemony now
SHIP CREATION 2 of 3
hunts them? They don't like you, and you get crew upgrades Workshop: Plasma cutters, a nano-assembler, a stock
of metal and electrical components, a forge - anything
-2 status with them. At your option, spend 1
required to build, modify, or disassemble complex
cred to mollify them, and take -1 status with ship gear machines.
them instead - tell us how you smoothed Holo Emitters: For holoconferences and map imaging. The
things over. images dont usually hold up to close scrutiny but they
can be convincing for a short while. Includes sweet games
You'll be able get more upgrades in the future by earning and holovids.
xp or spending cred. Stasis Pods: State-of-the-art pods provide room for one
severely injured, deathly ill, or unconscious guest each. Does
not prevent dreams.
6. favorite contact
Intruder Alarm: A suite of sensors run throughout the
Take a look at your list of potential contacts on the ship, including proximity sensors, door codes, and panic
ship sheet. Although all the contacts are your friends buttons that can all trigger a loud klaxon and red security
lights.
and allies - one is closer to the crew than the others.
Choose one contact who is a close friend, long-time Land Rover: All-terrain vehicle used to carry heavy cargo
over land. High-powered winch, roll-bars, and Tough
ally, or partner in crime. The GM will tell you about two Mudder stickers come stock.
factions that are impacted by your choice: Power Reserves: Capacitors, batteries, and energy supplies
X
XOne faction is also friendly with this contact, that can power the ship independently of the engine.
Sufficient for a few hours of operation at minimal usage
and you get +1 status with them. or a few minutes of full power. Acts as armor against power
X
XOne faction is unfriendly with this contact, related mishaps.
and you get -1 status with them. Shuttle: A small space-craft capable of carrying a few
people from planet to orbit. Limited systems capacity -
treat any system as quality 0 vs actual ships. Can attach
7. update ship info to airlocks, but best stored in a landing bay if you don't
want stray asteroids/fire affecting it.
Calculate your upkeep costs and starting gambits.
Vault: Useful for securing valuables during space travel.
Gambits are shared and reset at the beginning of jobs.
Programmable lock allows for personalized security
Crew creation done - you're ready to fly! codes, one-time use codes, and access logs. Uses Hull
rating when contested.
crew advancement crew gear
When you mark 8 crew xp, clear the ticks and do two Alien Pet: Lovable rapscallion or loyal guardian, these
things. First, each crewmember gains stash equal to critters are usually more trouble than they're worth.
2 + crew quality. Second, your crew gains one of the Where did you get it?
following: Land Transport: Enough land-transportation for the
XX 2 Upgrades. Any two boxes, among modules entire crew. Tires or close-to-ground hover. These may
be motorized bikes, land-skimmers, or very small cars.
and crew/ship upgrades.
Recon Drone: A small drone for surveillance, mapping, and
XX 1 Special Ability. intelligence gathering. Can be given simple instructions.
XX 1 Crew Quality. Requires 4 times the new crew Search the mine for heat signatures. Uses Comms quality
quality in cred. when contested.
Survival Gear: Camping gear, rebreathers, climbing
XX 1 Ship Quality. Engines, hull, comms, or equipment, scuba gear. Everything an enterprising crew
weapons - modules sold separately. They're needs to survive on an inhospitable, but not uninhabitable,
purchased via upgrades/cred. rock. Stillsuits included.
ship systems ship modules hull comms
Ship systems are rated in a few broad A new module can be purchased when the Hull governs how tough a ship is. Hull Communication arrays, sensors, and
categories (hull, engines, comms, and crew advances. Doing so, though, requires modules are passive systems laid out scanners. These systems govern signal
weapons). Modules are upgrades for time in drydock. At creation you may select throughout the ship and often are necessary detection, transmission, and the quality
specific ship systems. Not every ship is modules as part of your crew upgrades. to even allow certain actions. As a note of a ship's computers.
designed to implement as many of each If this is too slow for your crew, run a job to small and medium size ships can land on Fake Transponder: Usable remotely, this
type of system/module. A luxury liner acquire a module, or purchase one (cost in planets, otherwise you need shuttles. system can broadcast a different ship's
would have a good hull, while a combat cred is 3 times that current system quality, Cargo Hold: Enough space on a ship to signal or play a powerful recording (or act
vessel would have better weapons. or 6 cred per box for an auxiliary module make a moderate (cred-earning) shipment. as a beacon) on command.
Modules already listed under a system on or crew/ship gear). Illegal modules require A cargo hold is evident when the ship is Long Range Scanner: Provides broad EM
the ship sheet are either designed to be answers about how you're acquiring them boarded, and no special precautions are
first before installing them aboard your ship. spectrum and gravimetric readings, giving
implemented, or are already on the ship taken to hide its contents. the crew advance warning up to a dozen
but damaged/unstocked. You cannot have more modules in a ship Crew Quarters: You can sleep anywhere, light-minutes away.
When ships are engaged, compare the system than you have quality in that but crew quarters are actually meant
system (although you can have fewer than Quantum Encryptor: Applies encryption to
quality of the respective systems. A ship for it. Crew quarters afford privacy and
the system quality). Auxiliary systems are communications and data storage. Grants
with quality 3 engines will reliably outrun comfort in a domain where such things are special armor against interception of digital
one with fewer in a dead heat (although exempt from this. luxuries. Also you don't have to share, and communications. Data on the ship is in a
pilots can make up the difference). you know the first mate snores. secure state until unlocked.
If your crew needs to compare their quality
auxiliary
Landing Bay: Airlocks, bay-doors, and take- Targeting Computer: Handles calculations
against a faction, consult the crew rating Complex systems with specialized purpose. off ramps to accomodate shuttles and and targeting for weapon systems without
on your ship sheet vs opposing faction tier. Not strictly required, but provide functions single-pilot small fighter craft. crew. Roll comms rating when firing.
the crew considers important. Often found
Since Scum and Villainy is space opera, Smuggling Compartments: Like a cargo
on larger ships. Nexus Link: A connection to the Hegemonic
ship and system quality is a critical factor
hold, (can carry a small shipment) but it System Network. Creative hacking allows
when comparing the capabilities of two AI module: Software connected to an Ur
won't show up on routine scans or visual for news updates, realtime message
ships (although scale will still influence AI core running throughout the ship. Can
inspections of the ship. At 3+ hull rating, transmissions, and possible tapping into a
effect). This means a tiny ship with high automate tasks or otherwise run the ship
quality hull and weapons could take on a has life support for smuggling people too. system-wide sensor grid. May allow others
on behalf of the crew. Snarky personality
much larger ship if they use set up actions, to hack into your ship from a distance.
module available for free.
and push for effect in order to overcome
Armory: A secure room holding the crew
engines
the scale difference.
weapons and armor. All crew weapons/ Power and propulsion systems of a
weapons
This is how tiny ships can take out even the armor are considered fine. ship. Not only make you go, but let you Self explanatory. Note that most non-
most powerful battlecruisers and battle- maneuver, power your ship, and travel military ships are not armed. Obvious
Brig: Space jail. Not meant for long term
stations. A good pilot and crew can make space in a few different ways. Ships at 0 weapons can land you in trouble.
incarceration.
all the difference even against powerful engine rating have minimal thrust. Grappling Hooks: Officially for latching
opponents. Just keep your ship in good Galley: A combined kitchen/serving area
Afterburners: Dumps raw fuel into the onto asteroids and netting cargo, it's an
shape. for meals. Greatly facilitates longer trips.
engines for a short burst of speed. May array of nets and grapples that can link
Includes fresh food storage.
treat engines as one higher rating for a two vessels. Legal.
costs Medical Bay: A clean room with medical roll, but it may damage them. Mining Drill: High power energy drill.
equipment. No hospital, but sufficient to
A ship has to pay upkeep fees every Cloaking Device: Doesn't necessarily render Vaporizes rock. Vicious close range
patch most injuries. Storage for drugs and
downtime or risk damage as parts wear the ship invisible to the eye, but masks the weapon easily modified to bore through
medical scanners. Add +1d to recovery rolls.
out. Repairing a system costs 1 cred and 1 heat and electrical signature of the ship, hulls. Legal.
downtime activity per level of damage (see Science Bay: Laboratory that can be used to making it very hard to detect or identify. Particle cannons: Pew! Pew! Often cross
repair downtime activity). analyze anomalies and Precursor artifacts. Super illegal. linked. Not legal without license.
Secure storage for things that may react
When a ship is hit by fire it reduces system Jump Drive: A special engine that can
oddly with the rest of the ship (or physics) . Missiles: Projectile with mounted drive.
rating by one for each level of damage (ex: 3 activate the Ur gates that connect systems. Not legal.
for a desperate action). Pilots or engineers Shields: Particle sinks and EM deflectors.
can reduce this with an appropriate Can be overwhelmed with focused fire. Gravitic Field Generator: Creates a large Coherence Cannon: Capital weapon. One
resistance roll. A good engineer can rig a Counts as armor aginst ship weapons and gravitic field extending ship to ship. Can shot only `till repaired/recharged on ships
system to act at full power despite damage energy discharge. Largely absorbs hand- be used to grapple or tow. Temperamental smaller than dreadnoughts. May fry
but this is always at least risky. blaster fire. and dangerous. Guild prototype. Not legal. systems. Deadly. Super not legal.
Scum&vILLAINY ship sheet stardancer illicit merchants
and blockade
runners

special abilities
CF-350 Series Scarab-class Freighter
designation crew reputation
The Getaway: You gain potency when you scramble or helm to avoid
colors/look capture or run a blockade. When doing a delivery job, take +1d to the
engagement roll.
CrEW ship size personal freighter corvette frigate dreadnought

Cargo Eye: Your crew gains +1 cred for smuggling or delivery jobs.
HuLL For each level of damage, mark a ship system. ENGINES Whenever you gather info you can always ask: what is most valuable
Each downtime you don't pay your ship's upkeep, roll a die here?
Smuggling Compartments for each consecutive downtime you haven't paid. Jump Drive
1-3 No worries.
Field Repairs: You gain potency when repairing your ship while in
Cargo Hold 4-5 Damage a system, but it's minor. A jury-rig can solve it. Afterburners
space. If you spend a gambit on a rig roll, you gain +2d (instead of +1d).
6+ A system is badly damaged and must be repaired.

Leverage: Your crew knows how to pull strings and cash in favors.
cred debt
When you lay low, instead of rolling you can take -1 status with a

faction at Helpful (+1) or better to reduce your wanted level by 1, and
set your heat to 0 in a system.

Just Passing Through: During payoff, take -1 heat. When your heat
is 4 or less, you get +1d to deceive people when you pass yourselves
off as ordinary citizens, and you still have 2 downtime activities even
if you're at War (-3) with any faction as they have trouble locating you.

Home Cooking: Your whole crew gains Home Cooking as a vice. Right
after a job, you may spend 1 cred and a downtime activities to cook
GAMBITS for everyone, allowing the whole crew present to make a vice roll.
reset to 2 gambits If anyone overindulges, a fight erupts, and everyone gains 1 stress
at the start of
every job after the vice roll. Requires a galley module.
Problem Solvers: Each PC may add 1 action rating to helm, rig, or

scramble (up to a max of 3).


Veteran: Choose a special ability from another source.

Comms upkeep WEApons crew/ship upgrades contacts


Auxiliary Ship Gear False Ship Papers T'kafa, a dockmaster
Fake Transponder

AI Module
Holo Emitters Dark Hyperspace Lane Maps Alor, a keen-eared barkeep
(systems + crew) / 4
Quantum Encryptor
Armory
Intruder Alarm
paid at the start of Smuggler's Rigging (1 carried item
every downtime Heani, a tugboat captain
Brig
Land Rover is concealed and has no weight)
Galley
Power Reserves Lucky Charm (+1 gambit) Rakka, a diplomat
skips shields Shields

Shuttle Thrillseekers (+1 stress) Citani, a reclusive info broker
Medical Bay
Stasis Pods crew xp
notes / projects Science Bay
Vault
At the end of each session, for each item below, mark 1 xp (or 2 xp
Training Crew Gear instead if that item occurred multiple times).
Insight
Alien
Pet You executed a successful transport or smuggling operation.
Prowess
Ground Vehicles
You contended with challenges above your current station.
Recon Drone
You bolstered your crew's reputation or develop a new one.
Resolve
Survival Gear
You expressed the goals, drives, inner conflict, or essential nature of the crew.
Personal
Workshop

Scum&vILLAINY ship sheet CERBERUS extraction
specialists and
bounty hunters

special abilities
R-29 Firebrand-type Patrol craft
designation crew reputation
Licensed: Take -2 heat on any legitimate bounty hunting job. Your ship
colors/look can carry particle weapons, and your crew can carry and legally use
heavy blasters in the pursuit of a target.
CrEW ship size personal freighter corvette frigate dreadnought

COMMS For each level of damage, mark a ship system. ENGINES


On The Trail: Your crew gains an extra downtime activity to work on
Each downtime you don't pay your ship's upkeep, roll a die
Long Range Scanner for each consecutive downtime you haven't paid. Jump Drive
long term projects that track bounties that have gone to ground.
1-3 No worries.
Nexus Link 4-5 Damage a system, but it's minor. A jury-rig can solve it.

Light Touch: You gain potency when tailing a target, or when gathering
6+ A system is badly damaged and must be repaired.

cred debt
info at a target's previous location.


Snatch'N'Grab: When you use a deception, infiltration, or social plan
to execute a kidnapping, add +1d to the engagement roll.


Loaded for Bear: Your crew can carry +1 load. They have distinctive
and high quality armor. When you wear armor, it counts as heavy
armor (2 uses).


Play Both Sides: When you release a bounty target, make them a
GAMBITS
crew contact and add +2 heat.
reset to 1 gambit
at the start of
every job
Deadly: Each crew member may add 1 action rating to command,

scrap, or skulk (up to a max of 3).



Veteran: Choose a special ability from another source.

WEAPONS upkeep HULL crew/ship upgrades contacts


Auxiliary Ship Gear Tracers Stacy Weathers, ace reporter


Grapplers AI Module
Holo Emitters
(systems + crew) / 4 Stun Weapons Arlox, an Ashen Knives pasha


Particle Cannons paid at the start of Armory
Intruder Alarm
every downtime Personal Vehicles Ishi, a weapons dealer

Brig
Land Rover
Galley
Power Reserves Hard Knocks (+1 gambit) Lix, a xeno tracker

skips shields
Shields
Shuttle Smooth Criminal (+1 stress) Jezri, a fixer

Medical Bay
Stasis Pods crew xp
notes / projects Science Bay
Vault
At the end of each session, for each item below, mark 1 xp (or 2 xp
Training Crew Gear instead if that item occurred multiple times).
Insight
Alien Pet
You executed a successful extraction operation or capture of a bounty.
Prowess Ground Vehicles
You contended with challenges above your current station.

Recon Drone
You bolstered your crew's reputation or develop a new one.
Resolve
Survival Gear
You expressed the goals, drives, inner conflict, or essential nature of the crew.
Personal
Workshop

Scum&vILLAINY ship sheet FIrEDrAkE rebels and
criminals

special abilities
Converted Khanjigar class Corvette
designation crew reputation
Old Hands: When you're at War (-3) with a Hegemony faction, all
colors/look crewmembers get +1d to vice rolls and still get 2 downtime activities,
instead of just 1.
CrEW ship size personal freighter corvette frigate dreadnought

COMMS For each level of damage, mark a ship system. WEAPONS


Forged in Fire: Your crew has been toughened by cruel experience.
Each downtime you don't pay your ship's upkeep, roll a die You each get +1d to all resistance rolls.
Targeting Computer for each consecutive downtime you haven't paid.
Particle Cannons
1-3 No worries.
Long Range Scanner 4-5 Damage a system, but it's minor. A jury-rig can solve it.
Coherence Cannon
Sympathisers: Your ideology is especially appealing. When you deal
Fake Transponder 6+ A system is badly damaged and must be repaired.
with a crew or faction, the GM will tell you who among them believes
cred debt
in your cause (one, a few, many, or all).


Natural Enemies: When you run a job against Hegemony factions,
take +1d to the engagement roll.


Spark of Rebellion: If you leave a calling card or a highly visible
symbol of resistance on your job, gain +2 heat. Your crew gaints +1d
to vice during the next downtime, and cannot overindulge.

GAMBITS
Just Cause: When your crew does the right thing at cost to
reset to 2 gambit themselves, you may mark a crew xp.
at the start of
every job
Hearts and Minds: Each crew member may add 1 action rating to

command, consort, or sway (up to a max of 3).




Veteran: Choose a special ability from another source.

ENGINES upkeep HULL crew/ship upgrades contacts


Auxiliary Ship Gear Black Market Contacts Garin, Guild weapons engineer

Jump Drive

Crew Quarters
(systems + crew) / 4 AI Module
Holo Emitters Secret Base Tyura, a legendary assassin

paid at the start of
Landing Bay Armory
Intruder Alarm
every downtime Way-Blessed (+1 gambit) Ada Black, popular performer

Brig
Land Rover
Galley
Power Reserves Popular Support Tiko Lux, a hotshot pilot

skips shields
Shields Shuttle
Driven (+1 trauma) Ibo-one, an ancient Cult mystic

Medical Bay
Stasis Pods crew xp
notes / projects Science Bay
Vault
At the end of each session, for each item below, mark 1 xp (or 2 xp
Training Crew Gear instead if that item occurred multiple times).
Insight
Alien Pet
You executed a successfu job that opposes Hegemonic dominance.
Prowess Ground Vehicles
You contended with challenges above your current station.

Recon Drone
You bolstered your crew's reputation or develop a new one.
Resolve
Survival Gear
You expressed the goals, drives, inner conflict, or essential nature of the crew.
Personal
Workshop

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