Character
Abilities (0)
Values 0 to 4, max. 13 points total. Each character has 4 specialties, granting a re-roll of any non-successful dice when checks fall into these specialties.
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Engineering: Fields of Expertise (0)
Values 0 to 8. When creating a character a player may decide to trade 1 ability point into 10 points of FoE (with GM permission even 2 for 20).
After rolling a check, distribute successes among reliability and power/range, granting 1 point of quality level.
Vital Status
Mental Stress
When the GM asks for a stress check, an amount of dice are rolled. The results are marked off in the mental stress box. If the same result is marked twice, this results in a temporary loss of control.
When boxes 1-2 and 3-4 are marked both, the character feels uneasy, if 5 gets marked as well, adrenaline takes over: +1d to Body checks, -1d to everything else. If the 6 is added as well, modifications are +2/-2d.
When no longer exposed to the stress (after 1 hours of rest) the player can roll 4d. Each success removes one mental stress box, beginning with the highest number
Long-Term Traumas
When all the mental stress boxes are marked, add one trauma point. At the end of each game session, roll 1d for each trauma point. Count the non-successes, ignore any 5 and count the 6 as double success. For each success resolve one failure. The number of remaining failures is the severity of the long-term trauma the characters gets.
Combat
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Weapons
Weapon | Type | Damage |
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Vitality
Taking damage means injuries. Damage rolls need to be marked off here. The highest unmarked number in vitality determines the maximum dice number a character can roll, because injuries affect concentration and physical activity.
Incapitation
For each even number in a damage roll, mark off an incapitation box. If all incapitation boxes are marked off, the character can no longer participate in the combat. In other words: You are knocked out, immobilized, overpowered etc.