Gearing Up
Start with
- personal communication device (petty, un-intrusive, no slot)
- 7x MREs (1 slot)
- a bundle of glow sticks (1 slot).
Also start with 2 undefined skills, which are defined (permanently) during gameplay.
With your role chosen or generated, roll every die (1d4, 1d6, 1d8, 1d100, 1d12, 1d20) to gear up your diver.
- d4: Talent
- d6: Starting Guard and starting gear pack (Use the number you chose if you used the Snake Draft Option)
- d8: 1 bonus gear
- d100 credits (currency)
- d12: Starting skills and bonus to stat
- d20: 1 bonus skill
Bonus Gear (d8)
- Flashlight (d6, 4 settings: candle, torch beam, blinding, strobe)
- Oxygen Tank (6 Oxygen)
- Laser Shield (+1 Armor)
- Signal Jammer
- 3x EMP grenades (d10 blast to electronics)
- 3x Frag grenades (d10 blast)
- 3x Flashbangs (d10 blast nonlethal)
- 3x Smoke grenades
Extra Skill (d20)
- Cooking
- Driving
- Art (Specify Media)
- Music (Specify Instrument)
- Knots
- Jury Rigging
- Economics
- Plumbing
- Coding
- Demolition
- Hydroponics
- Space Law
- Corporate History
- Optics
- Cryptography
- Psychoanalysis
- Forensics
- Climatology
- Astrogation
- Genetics
Roles
Heavy
Skills and Stat Bonus (d12)
d12 | Skill 1 | Skill 2 | +1 to |
---|---|---|---|
1 | Intimidation | Weapon Repair | Guard |
2 | Intimidation | Weapon Repair | Strength |
3 | Intimidation | Military Training | Guard |
4 | Intimidation | Military Training | Strength |
5 | Intimidation | Wrestling | Guard |
6 | Intimidation | Wrestling | Strength |
7 | Weapon Repair | Military Training | Guard |
8 | Weapon Repair | Military Training | Strength |
9 | Weapon Repair | Wrestling | Guard |
10 | Weapon Repair | Wrestling | Strength |
11 | Military Training | Wrestling | Guard |
12 | Military Training | Wrestling | Strength |
Talent (d4)
- Butcher: When you kill an enemy with a melee weapon, you can make another attack at another nearby enemy.
- Bloodlust: Regain 1d3 Guard when you kill or critically damage an enemy
- Intimidating: When the opposing side must make a morale save, you may impose a difficulty floor of 1d6 per fatigue taken
- Bodyguard: Once per round, you can take the damage inflicted on an ally by an enemy or an effect in their place. Make a Strength save. On a success, you suffer half damage
Starting Guard and Gear (d6)
You start with:
- Combat knife (d6)
- Modded Armored Vac Suit (1 Armor, bulky, 6 Oxygen)
Plus equipment based on your max rolled GD (Guard). If your highest save is below 10 you may choose another item from this list.
- PKD Revolver (1d8), Faraday Cage Suit Mod, One Random Augment
- Assault Rifle (1d8, bulky), AI Assistant Suit Mod
- Phased Microwave Array (1d8, nonlethal setting), Spotlight Suit Mod
- Flamethrower (1d8 blast, bulky), Motion Tracker Suit Mod, Fire Extinguisher (d6)
- Machine Gun (1d8 blast, bulky), Loudspeaker Suit Mod
- Barracuda Tactical Shotgun (1d6 blast, 1d10 point-blank, bulky), Thermal Vision Suit Mod
Wrench
Skill and Stat Bonus (d12)
d12 | Skill 1 | Skill 2 | +1 to Stat Bonus |
---|---|---|---|
1 | Zero-G | Engineering | Strength |
2 | Zero-G | Engineering | Dexterity |
3 | Zero-G | Salvaging | Strength |
4 | Zero-G | Salvaging | Dexterity |
5 | Zero-G | Piloting | Strength |
6 | Zero-G | Piloting | Dexterity |
7 | Engineering | Salvaging | Strength |
8 | Engineering | Salvaging | Dexterity |
9 | Engineering | Piloting | Strength |
10 | Engineering | Piloting | Dexterity |
11 | Salvaging | Piloting | Strength |
12 | Salvaging | Piloting | Dexterity |
Talents (d4)
- Glue and Staples: Get broken equipment to work with a plausible explanation and 1d4 Dexterity per minute. It’s destroyed, or left inoperable, when you stop
- Pack Rat: Gain 4 extra burden slots
- Uncanny Knack: Once per day, you may choose to succeed on a saving throw that you have failed, regardless of the context
- Deactivator: You can take fatigue to disable something mechanical instantly and safely
Starting Guard and Gear (d6)
You start with:
- All-purpose Toolbox (bulky)
- Vac Suit (6 Oxygen)
Plus equipment based on your Max GD. If your highest Ability is below 10 you may choose another item from this list.
- Plastiform Pistol (1d8, jams on 8, invisible), One Random Augment
- Cutting Torch (1d8), Metalweave Coat (1 Armor, opaque to scans), 3x Universal Epoxy
- Multipurpose Plasma Cutter (1d8), 3x Demo Charge (1d10 blast), Remote Detonator
- Plasma Blaster (d8 blast, bulky), Universal Solvent, 3x Thermite Flare
- Rigging Gun (1d8, bulky, retractable harpoon), 3x Timed Mining Charge
- Pry-bar (d6), Bio-Plastic Spray
Sawbones
Skills and Stat Bonus (d12)
d12 | Skill 1 | Skill 2 | +1 to Stat Bonus |
---|---|---|---|
1 | First Aid | Surgery | Guard |
2 | First Aid | Surgery | Control |
3 | First Aid | Pathology | Guard |
4 | First Aid | Pathology | Control |
5 | First Aid | Mechanical Repair | Guard |
6 | First Aid | Mechanical Repair | Control |
7 | Surgery | Pathology | Guard |
8 | Surgery | Pathology | Control |
9 | Surgery | Mechanical Repair | Guard |
10 | Surgery | Mechanical Repair | Control |
11 | Pathology | Mechanical Repair | Guard |
12 | Pathology | Mechanical Repair | Control |
Talents (d4)
- Soothing Word: Once per day, end an ally’s panic with a reassuring word
- Blood, Sweat, and Tears: Heal 1d6 to any ability but become deprived. This cannot be done while deprived
- Steady Hand: While you are treating or caring for someone, you do not panic even if you were already panicking. If you were panicking, you stop
- Heart Seeker: When you spend time observing an enemy, you gain knowledge of a weakness. You may share this knowledge. The first time this enemy is attacked, the attack is enhanced
Starting Guard and Gear (d6)
You start with:
- First Aid Kit
- 3x Nano Healbot Syringe (+d6 Strength up to max)
- 3x Stim Syringe (Ignore critical damage and panic saves for 2d6 rounds; Control save to avoid passing out for 1d6 hours)
- Vac Suit (6 Oxygen)
Plus equipment based on your Max GD. If your highest Ability is below 10 you may choose another item from this list.
- Syringe Gun (1d6 or loaded syringe), One Random Augmentation
- Antique Revolver (d6), Reviver Serum (1 use; revives someone who has died within 1 minute of their death, all save stats restore to at least 1)
- Laser Pistol (d6, overheats on 6), Operating Bubble (x3 uses, can take 10 damage before shattering, fits 3 people)
- Cauterizing Blowtorch (d6), Fire Extinguisher (d6)
- Respirator, Reinforced Med Jacket (1 Armor)
- Titanium Mace (d8), 3x Anti-toxin Syringe
Labcoat
Skills and Stat Bonus (d12)
d12 | Skill 1 | Skill 2 | +1 to Stat Bonus |
---|---|---|---|
1 | Biology | Chemistry | Control |
2 | Biology | Chemistry | Dexterity |
3 | Biology | Physics | Control |
4 | Biology | Physics | Dexterity |
5 | Biology | Hacking | Control |
6 | Biology | Hacking | Dexterity |
7 | Chemistry | Physics | Control |
8 | Chemistry | Physics | Dexterity |
9 | Chemistry | Hacking | Control |
10 | Chemistry | Hacking | Dexterity |
11 | Physics | Hacking | Control |
12 | Physics | Hacking | Dexterity |
Talents (d4)
Pick 1 to start:
- Single-Minded: While you are doing something related to your skills, you do not panic even if you were already panicking. If you were panicking, you stop
- Enhanced Gadget: When the opposing side must make a save against something you’ve devised, you impose a difficulty floor of 1d6 per fatigue taken
- Experimenter: Once per day, when performing an experiment, if you would need to make a save, you can choose to succeed
- Well-Studied: When you must make a save, you can take a Fatigue to roll whichever save you want
Starting Guard and Gear (d6)
You start with:
- Omni-Scanner
- Vac Suit (6 Oxygen)
Plus equipment based on your Max GD. If your highest Ability is below 10 you may choose another item from this list.
- Resonance Emitter (1d6 nonlethal, disorienting on a Control save fail), Override Cartridge (Plugs into computer systems to force root access; single use, obvious), One Random Augmentation
- Shock Dart Pistol (1d8, nonlethal), Nanobot Shield Swarm (+1 Armor)
- Robot Pet (3 GD, 1d6 attack, STR 5), Bio Dissection and Analysis Kit, Liquid Nitrogen Canister
- Laser Pistol (1d6, overheats on 6), Magnetic Boots
- Laser Wristwatch (1d6), Hornet Drone (transmits video footage up to 200 feet)
- Thermal Goggles, 3x Jars of 190 Proof Alcohol, Vintage Rocket Shaped Lighter, Heat Shield (+1 Armor)
Synth
Skills and Stat Bonus (d12)
d12 | Skill 1 | Skill 2 | +1 to Stat Bonus |
---|---|---|---|
1 | Linguistics | Mathematics | Strength |
2 | Linguistics | Mathematics | Control |
3 | Linguistics | Computers | Strength |
4 | Linguistics | Computers | Control |
5 | Linguistics | Cybernetics | Strength |
6 | Linguistics | Cybernetics | Control |
7 | Mathematics | Computers | Strength |
8 | Mathematics | Computers | Control |
9 | Mathematics | Cybernetics | Strength |
10 | Mathematics | Cybernetics | Control |
11 | Computers | Cybernetics | Strength |
12 | Computers | Cybernetics | Control |
Talents
- Synthetic: You do not need oxygen. Your burden slots with Augmentations can also store Fatigue.
If you choose a talent as an advancement, choose any talent from any other role.
Starting Guard and Gear (d6)
You start with Access Jack Augmentation (Interface with any computer. Charge to remotely interface in line of sight.)
Plus equipment based on your Max GD. If your highest Ability is below 10 you may choose another item from this list.
- Laser Sword (1d8), Personal Shield Augmentation, One Random Augmentation
- Gyrojet Pistol (1d8), Holo-Projector Augmentation
- Mining Laser (1d10, bulky, one turn charge), Extra Arms Augmentation
- Welding Torch (1d8), Welding Fuel Tank (d6 bludgeon, d10 blast if ignited), Miniature Gravitational Field Augment
- Arc Projector (1d6 blast), Fabricator Augmentation
- Neuronic Whip (1d8, Nonlethal), Hacking Interface Augmentation
Skulk
Skills and Stat Bonus (d12)
d12 | Skill 1 | Skill 2 | +1 to Stat Bonus |
---|---|---|---|
1 | Scavenging | Tracking | Guard |
2 | Scavenging | Tracking | Dexterity |
3 | Scavenging | Larceny | Guard |
4 | Scavenging | Larceny | Dexterity |
5 | Scavenging | Hotwiring | Guard |
6 | Scavenging | Hotwiring | Dexterity |
7 | Tracking | Larceny | Guard |
8 | Tracking | Larceny | Dexterity |
9 | Tracking | Hotwiring | Guard |
10 | Tracking | Hotwiring | Dexterity |
11 | Larceny | Hotwiring | Guard |
12 | Larceny | Hotwiring | Dexterity |
Talents (d4)
Pick 1 to start:
- Evasion: At the cost of 1 fatigue, you may evade damage from an attack with the blast property
- Flanking: You inflict +1 damage per adjacent ally to a maximum of +3
- Escape Artist: Once per day, you can instantly escape from any binds or a grapple.
- Precise: Reroll any of your damage dice that roll a 1
Starting Guard and Gear (d6)
You start with:
- Omni-Scanner
- Vac Suit (6 Oxygen)
Plus equipment based on your Max GD. If your highest Ability is below 10 you may choose another item from this list.
- Laser Sniper Rifle (d10, bypasses Guard when from an advantageous position), One Random Augmentation
- Shock Dart Pistol (1d8, nonlethal), 3x Tracker Tags, Tracker Wristwatch
- Laser Pistol (1d6, overheats on 6), Laser Blade (1d8, melts metal), Thermal Goggles
- Antique Revolver (1d6), Reinforced duster (1 Armor)
- Laser Knife (1d6, heating), Monofilament Wire, Grapple Hook, Auto-Ascender
- Pipe Wrench (1d6), Lockpick set
Augmentations
Augments take up a burden slot. Charging an augment takes up a burden slot (a charge, similar to a fatigue). Synths can put fatigues (but not charges) into their augment slots.
Access Jack: Plug into and interface with any computer. Charge to remotely interface in line of sight. Special Augmentation which all Synths start with.
- Active-Camo: Invisible while still. Charge to retain effect while in motion.
- Advanced Aural Suite: Analyze audio to detect falsehoods, navigate by sonar, or mimic voices. Charge to release a disorienting sonic blast.
- Arm Blades: 1d8 damage each, concealed until unfolded.
- Arm Cannon: 1d8 damage. Charge for 1d8 blast.
- Bloodstream Nanobots: Naturally restore 1 point of STR every six hours. Charge to immediately restore 1d3 STR.
- Combat Reflexes: If it’s unclear who acts first, it’s you. Charge to gain an extra action in combat.
- Densified Musculature: Ignore the bulky tag (bulky items take only one slot and one hand to hold). Charge to perform a feat of superhuman strength.
- Detachable Hands: Hands are attached by retractable wire. Charge to launch them.
- EM Scanner: Sense active electronics in your vicinity. Charge to briefly jam them.
- Extra Arms: You have two more arms grafted on.
- Fabricator: Print small, plastic objects. Eat plastic to refill. Charge to eat and print with other materials.
- Gecko Splice: Your hands and feet can grip any surface, even through gloves and shoes. Charge to launch your tongue for d10 damage that sticks on Direct Damage.
- Holo-Projector: Disguise yourself. Charge to create a fleeting hologram up to 40ft away.
- Hyperspectral Vision: See everything from far infrared through extreme UV. Practically you can see heat sources and in low light. Charge to see through non-metallic surfaces.
- Personal Shield: +1 Armor. Charge to extend effect to nearby allies for one minute.
- Personal Tractor Field: Attract or repel small objects. Charge to affect larger objects.
- Power Fists: 1d6 unarmed damage for each fist. Charge for 1d10 punch that breaks through obstacles.
- Smuggling Compartment: Hide a single non-bulky item from visual inspection and scan. Charge to analyze an enclosed item.
- Spring Legs: Land from any distance without harm. Charge to launch yourself into the air.
- Synthetic Adrenal Boosters: If you have an empty burden Slot gain Fatigue instead of being incapacitated when taking Critical Damage. Charge to restore 1d6 GD in combat.
Advancement
With a new level, the character may either
- Take a new undefined skill, or
- Select a talent from their role