Cadmus

3
Effort Primary or Vehicle System Skill, Does not Req Success, Not a Spare Time Roll You may re-roll a single die from this Skill Roll. Strong Hit Result Requirements Corp, Languages: Character Name Traits +1 per 3 Sessions, 1 Trait per Lv = = = Level Max Resources Max Influence Race Player 2+ + Lv +2 Lv +2 + = Fate Reflexes Movement Focus Intelligence Perception Strength Total (18) (0-5) Attributes Traits Personal Combat Skills x2 Small Arms Total = + Heavy Arms Tactical Exotic = + = + = + x2 Traits Vehicle System Skills x2 Command Total = + Engineering Operations Gunnery = + = + = + x2 Traits Equipment Slots Weapons & Misc Items, 1 slot per Weight 1) 6) 11) 3) 8) 13) Gauntlet 1) 4) 9) 14) Gauntlet 2) 5) 10) 15) 2) 7) 12) Outfit Utility Item Trade Goods Loot Weight 4 +1 Box Acquire +1 Box +4 Boxes 8t 14t Dangerous x2 Res x2 Res Illegal -2 Cargo Valuable +2t Variations 12 Boxs 16 Boxs 1 Res 2 Res Sell 16t 1 2 3 4 Cargo Space: Research Acquire +1 Unit 12t D Ws: Dedicated Workshop Ws: Workshop Wb: Workbench *Secret Knowledge or Minor Perk Unethical -4t +4t -1 Inf x2 Inf Difficult Variations 12 Units 16 Units 1 Inf 2 Inf Publish 14t Wb Ws Ws D Ws Workshop: Spare Time Roll + +1 Per Session Max 10 Unused Minor Perk Moderate Perk Major or Unique Perk Complication 20 15 5 10 Perks Complications Spare Time Points Current Inf Current Res 5 10 20 15 25 30 30 25 CHARACTER SHEET Wealth Total Untrained (-2) Trained (+1) Traits Toolkit Tool Box Workshop D Workshop Total Traits = + Leadership Culture Conversation Physical Resolve Awareness Survival Mechanics Electronics Programming Bio Tech Medicine Psychology Astronomy Planetoids = + = + = + = + = + = + = + = + = + = + = + = + = + = + = + Everyday Primary Skills x6 Professional

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Transcript of Cadmus

  • Effort Primary or Vehicle System Skill, Does not Req Success, Not a Spare Time Roll You may re-roll a single die from this Skill Roll.

    Strong Hit ResultRequirements

    Corp,Languages:Character Name

    Traits

    +1 per 3 Sessions, 1 Trait per Lv =

    =

    =

    Level

    Max Resources

    Max Influence

    RacePlayer

    2+

    +Lv +2

    Lv +2 +

    =Fate

    Reflexes

    Movement

    Focus

    Intell igence

    Perception

    StrengthTotal (18)(0-5)Attributes Traits

    Pers

    onal

    Com

    bat

    Skil

    ls x

    2

    Small ArmsTotal

    =+

    Heavy Arms

    Tactical

    Exot ic

    =+

    =+

    =+

    x2 Traits

    Vehi

    cle

    Syst

    em S

    kill

    s x2

    CommandTotal

    =+

    Engineering

    Operat ions

    Gunnery

    =+

    =+

    =+

    x2 Traits

    Equipment SlotsWeapons & Misc Items, 1 slot per Weight

    1 )

    6)

    1 1 )

    3)

    8)

    13)

    Gauntlet 1)

    4)

    9)

    14)

    Gauntlet 2)

    5)

    10)

    15)

    2)

    7)

    12)

    Outfit Utility Item

    Trade Goods

    LootWeight 4 +1 Box

    Acquire+1 Box+4 Boxes

    8t14t

    Dangerous x2 Resx2 ResIl legal-2 CargoValuable

    +2tVariations

    12 Boxs16 Boxs

    1 Res2 Res

    Sell 16t

    1 2 3 4Cargo Space:Research Acquire+1 Unit 12t

    D Ws: Dedicated WorkshopWs: WorkshopWb: Workbench

    *Secret Knowledge or Minor Perk

    Unethical -4t+4t

    -1 Infx2 InfDifficult

    Variations

    12 Units16 Units

    1 Inf2 Inf

    Publish 14t

    Wb Ws Ws D WsWorkshop:

    Spare Time Roll +

    +1 Per SessionMax 10 Unused

    Minor Perk Moderate Perk Major or Unique Perk Complication

    20

    155

    10

    Perks

    Complications

    Spare Time Points

    Current Inf

    Current Res5

    10 20

    15

    25

    30

    30

    25

    CHARACTER SHEET

    WealthTotalUntrained (-2)Trained (+1) Traits To

    olkit

    Tool

    Box

    Works

    hop

    D Wo

    rksho

    p

    Total Traits

    =+

    Leadership

    Culture

    Conversat ion

    Physical

    Resolve

    Awareness

    Survival

    Mechanics

    Electronics

    Programming

    Bio Tech

    Medicine

    Psychology

    Astronomy

    Planetoids

    =+

    =+

    =+

    =+

    =+

    =+

    =+

    =+

    =+

    =+

    =+

    =+

    =+

    =+

    =+

    Ever

    yday

    Prim

    ary

    Skil

    ls x

    6

    Prof

    essi

    onal

    TudorTypewriter*+2 Leadership Skill when Interrogating

    TudorTypewriter

    TudorTypewriter

  • OverburdenedEach point your Str is under items Weight

    Outfit Armour Defence

    + + +

    + ++++

    Endurance Frt Cover Slots Cost

    Cost

    Weight VariationCover

    Armour Defence Endurance Frt Cover Slots Weight VariationCoverUtility Item

    RandomDamage

    Endurance Damage & EffectsAtr ibute Damage& Spent Fate

    -Attr ibute = BleedingFate

    Ref

    Mov

    Foc

    Int

    Per

    Str

    -1 Fate = Avoid Death-5 Attr ibute = Death

    Outfit Utility Weapon

    StealthRequires Light Cover

    =Tac + Ref +

    Combat Order Int + =

    Defence-

    COMBAT SHEET

    1

    2

    3

    4

    5

    6 Splash ScatterScatters 1 space per missed Attack Roll in arandom (roll 1d6) direction.Weapons with Splash Keyword only.

    *

    vs Impair =Def+Str

    vs Psionic =Def+Foc

    vs Stealth*+#Allies (max: 10)

    =10+Per

    =Defence: 10+Re f

    +

    +

    +

    + +Cover =Outfit& Utility +

    vs Energy +

    vs Slow +

    at 0 Endurance -

    Armour: =

    Recovery =Foc +

    1 0 + ( S t r x 5 ) +Endurance:

    Immune to Critical Hits if you have Endurance.

    Reduce End Dmg from RoF 3+ Weapons by 2.

    You can not increase 0 Cover.

    You may Stealth.1) Light Cover, +2 Def

    2) Hard Cover, +4 Def

    3) Entrenched, +6 Def

    Cover Steps: +Fr

    ont

    Cove

    r

    Equi

    pmen

    t

    Hit (+Skill) Crit Dmg Range Clips Ammo Load RoF Weight CostType & VariationsWeapons

    Natural Weapons

    Mind

    Natural, No Variations or Modifications

    Natural, Small, Blunt, No Variations or Modifications

    +Int+Tactical - -

    - -

    - 0

    0

    0

    0

    1

    2 (+1d6)

    Analytical

    Melee, Impairment

    Auto

    Auto

    Focus Infinite

    Infinite+Exotic Str -1 Str -1Limbs

    Hit (+Skill) End Dmg Crit Dmg Range Clips Ammo Load RoF Weight Type & Variations Cost

    Cost

    Used ClipsUsed Ammunition

    Used ClipsUsed Ammunition

    Used ClipsUsed Ammunition

    End Dmg

    Strong Hit ResultRequirementsCritical Hit

    Critical Boost

    Attack, Hit, 1 use per RoF, No Splash Damage

    Attack, Does not Req Hit

    Deal your Weapons Critical Damage (-Targets Armour) to a random (roll a d6) Attribute.

    +1 Critical Damage for this Attack vs all Targets with 0 Endurnace.

    TudorTypewriter*Adjacent Allies gain +2 Def (Inspiration)

    TudorTypewriter(6)

    TudorTypewriter(3)

    TudorTypewriter

  • Make 1 System Roll per Turn (Successful System Rolls may not be rolled again), Highest CPU (or Sensors if Equal) First

    Targets Defence Free Critical Hit vs Target with 0 EnduranceAttack Roll Formula: 3d6 +Hit -2 per Rng Increment beyond 1stAttack costs 1 Ammunition per RoF used (minimum 1)

    Boost next Attack;Crit Attribute Location +/-1vs a Locked On Target.

    Open/Close Door: Cost 2 Movement to Change.

    0 Gravity: Each space costs 2 Movement.

    No Overburden Penalty.Hit -2

    Personal Combat Environment

    Grabbing Target: As with Grabbed Effect but may remove as a Free Action.

    May Move with Target if you have higher Str.Gain 1 Additional Action if you remove this Effect.

    Grabbed: 1 Action per Turn.

    Lost on Major Effect: Attack.Lost next Turn if 1st Action is not a successful Stealth.

    Stealthed: May not be Targeted while in Cover.

    Locked On: Enemies gain Hit: +Lock On vs you.

    Bleeding: 1 Attribute Dmg (no Armour) at the start of your Turn.

    Personal Combat Effects

    Cover X: Defence +XBonuses can never more than double base Cover.

    +Req: Toolbox, Only Heals Dmg dealt this Combat.

    Must be performed directly after a Combat.Maximum of 1 Paramedics Roll per 3 Characters.

    Healing may be applied to multiple Characters.

    Requires: Toolkit.May be performed during Combat.

    10

    12

    2x 12t

    2x 14t

    and a Minor Condition.Requires: Toolbox.

    First Aid; Stops Bleeding

    Paramedics; Heal any 3

    Extended Care; Heal all 1

    and a Major Condition.Requires: Workshop.

    Surgery; Heal one 8

    +

    +

    +

    Req: Workshop, Only Heals Dmg dealt this Combat.

    Must be performed directly after a Combat.May only be rolled once per available Workshop.

    12Quick Fix; Heal any 2 +

    14t + 12t +

    Healing

    and a Minor Condition (eg: Virus).Requires: Toolbox.

    2x 14tand a Major Condition (eg: Lost Wing).Requires: Workshop.

    Maintenance; Heal 1

    Rebuild; Heal one 8

    Change 1 Attribute, Wpn, Trait or new Spacecraft.Requires: Workshop.

    Change Out

    +

    Repair

    Engineering Operations Gunnery

    Skill Roll Skill Roll Skill Roll

    JumpCombat

    Patch Job

    Preparation 8-Crew

    Scandealt after your last Turn.Repair 1 Attribute Dmg that was

    Reload or Un Jam a Weapon.May Roll once per Weapon.

    Lead theTarget

    Volley vs Def

    vs Def

    Shield Dmg +1May Roll once per Weapon.

    Attack with a Battery.

    Attack Front Arc with a Battery.Range -1

    Attack with 2 Batteries.Hit -2

    May Roll once per Weapon.

    Attack with a Battery.Range +1

    14-Crew 14 -CPU

    14-CPU*

    vs DefSize 4+Bombard

    Bonuses from the same Action do not StackPick any 2 Actions Per Turn

    Move Move +2

    Hit +Per +Extra RoF DiceMove -2

    Hit +PerRange +Foc

    Range +StrHit +Ref

    Move

    Recover

    +1 Cover StepArmour vs Slow +1 (go Prone)

    Hit +Per +FocOn Hit: Debuff Targets nextAttack; Strong Hit -1

    Hit +Ref +StrOn Hit: Pick One Debuff vsTarget; Prone, Grab or Move 1

    Hit +Ref +StrOn Hit: Debuff Target; LooseGrabbing Target.

    Pick One: Draw Wpn, Reload,Un Jam, Set Up, Pull Down,Use Stim or Skill Roll (Medical).

    Hit +Per*May Attack in a 180 Arc inresponse to any Action.

    Move

    AttackDamage

    Move

    AttackDamage

    Move

    AttackDamage

    Move

    AttackDamage

    Move

    AttackDamage

    Damage

    DamageAttack*

    DamageAttack

    Hit +Ref +Extra RoF DiceMove -2

    MoveImpair

    Damage

    MoveImpair

    Impair

    Move +2 (Straight Line)Damage +1 (per 4 Movement)

    Stealth Vs Highest DefenceOn Hit: Cant be Targeted

    Range Actions Melee ActionsTactical Actions

    RecoverAttack On Hit: Boost next Attack;

    Crit Attribute Location +/-2

    Prep

    Take Cover

    Full Move StrikeSnap Shot

    Spray Fire

    Sighted Shot Block

    Charge

    Stealth

    Analyse Throw

    Overwatch Escape

    Impair

    if Spacecraft leaves Combat Area.*4 Success, +2 Success required

    Highest Velocity (or Size if Equal) First

    Skill Roll

    Command

    Manoeuvre

    Full Burn Alter Velocity = Eng.Turn 45o

    Alter Velocity = Eng -2.Turn 90o

    Size 1 or 2Strafe

    8

    14-Crew

    Size x4

    Turn 45o

    Hit +RoF

    Move

    Attack*Damage Pick One: *Attack, Draw Wpn, Reload, Set Up or Pull Down or

    make a Analyse, Stealth or Escape Attack Roll.Drone Action

    CrewDirect

    ControlDamage 12-Crew

    PowerDivert 14-Pow A System Roll gains Str Hit +1.Take 5 Shield Damage. vs DefDumb Fire

    Launch and Attackwith a Warhead.Destroy this Warhead atthe end of the Turn.

    Regen Shields.Remove 1 On Fire Effect.

    8-Crew

    vs Def

    SeekerTurn 45oMake a free System Rollfrom any System at -2 or Launch a Fighter.

    Launch a Warhead.This Warheads gains:Lock On +6.

    Add or remove 1 Target Lock Effect.Calibrate 12-CPU

    Enemies gain Hit: +Lock On vs you.

    1 Attribute Dmg (no Armour) at the start of your Turn.

    Object: Reduce Vel by 2, if not 1 or 2; take 1 Attribute Dmg (no Armour).Hit -2 if you Attack through an Object.

    Hit -2 if you Attack through Dust Cloud.

    Gravity Field: Gain +2 Velocity when you enter a Gravity Field.

    Atmosphere: 1 Engine Attribute Damage (no Armour) at the end of each Turn.2 Attribute Damage (no Armour) at the end of each 3rd Turn.-2 Hit and Range.

    May make a free Turn 45o towards the source of the Gravity Field.

    Spacecraft Environment

    On Fire:

    Boarded:At the start of your Opponents Turn they may make 1 May have up to 5 Boarded Effects applied to you.

    Boarding Party Attack against you.On a failed Attack Roll, remove 1 Boarded Effect.

    Locked On:

    Spacecraft Effects

    Personal Combat Actions

    Spacecraft Combat System Rolls

    Dust Cloud: Take Damage equal to your Velocity.

    Remove all Locked On Effects you have applied to your Opponents.May have additional GM defined effects.

    Remove any Locked On Effects on you.Nebula:

    Spacecraft: Other Spacecraft immediatly move into an adjacent space.

    Difficult Terrain: Each space costs 2 Movement.

    Prone:Cost 2 Movement to Change.+1 Cover Step

    Each space costs 2 Movement.

    Light Cover (Low Light) or Heavy Cover (Blind, Pitch Black) vs You.Limited Vision: Targets gain Cover:

    Suppressed: Maximum 1 Action this Turn.

    May Retro any Trait for a Implant Trait.

    Untitled

    Resources Bonus: Influence Bonus: Influence Max: 9Influence Group Trait: -Level: 7Resources Max: 9Race: LegionCharacter Name: Cadmus CinnaPlayer Name: TudorLanguages: Legion, Hand SignalsResources Trait: -Level Trait: -Strength Trait: Muscular ImplantsReflexes Trait: -Movement Trait: -Fate Trait: -Perception Trait: -Intelligence Trait: -Fate Bonus: Perks 1: Never requires Environmental Outfit or Equipment: ArcticPerks 2: Perks 3: Complications 1: Requires Environmental Outfit or Equipment: Temperate outside ArcticComplications 2: Complications 3: Spare Time Roll: -2Gauntlet 1: Gauntlet 2: Slot 5: Slot 10: -Slot 15: -Slot 4: Slot 9: -Slot 14: -Slot 3: Slot 8: -Slot 13: -Slot 2: Slot 7: -Slot 12: -Slot 1: Stim CocktailSlot 6: -Slot 11: -Slots Bonus: Slots Total: 9Research 1: Research 2: Research 3: Research 4: Research 5: Trade Goods 1: Trade Goods 2: Trade Goods 3: Trade Goods 4: Trade Goods 5: Primary Strong Hit Req 1: Primary Strong Hit Req 2: Primary Strong Hit Name 1: Primary Strong Hit Name 2: Primary Strong Hit Result 1: Primary Strong Hit Result 2: Small Arms Trained: Small Arms Total: -2Small Arms Bonus: -2Heavy Arms Trained: 1Heavy Arms Total: 2Heavy Arms Bonus: 1Tactical Trained: Tactical Total: -2Tactical Bonus: -2Exotic Trained: Exotic Total: 1Exotic Bonus: 1Operations Trained: Operations Total: -2Operations Bonus: -2Engineering Trained: Engineering Total: 1Engineering Bonus: 1Command Trained: Command Total: -2Command Bonus: -2Gunnery Trained: 2Gunnery Total: 3Gunnery Bonus: 1Wealth Trained: Wealth Total: -2Wealth Trait: -Wealth Bonus: -2Conversation Trained: Conversation Total: -2Conversation Trait: -Conversation Bonus: -2Leadership Trained: 1Leadership Total: 2Leadership Trait: InspirationLeadership Bonus: 1Culture Trained: Culture Total: -2Culture Trait: -Culture Bonus: -2Physical Trained: 2Physical Total: 3Physical Trait: Regular Work OutPhysical Bonus: 1Resolve Trained: 2Resolve Total: 3Resolve Trait: RelentlessResolve Bonus: 1Awareness Trained: 1Awareness Total: -1Awareness Trait: -Awareness Bonus: -2Survival Trained: 1Survival Total: -1Survival Trait: -Survival Bonus: -2Mechanics Trained: 1Mechanics Total: 2Mechanics Trait: -Mechanics Bonus: 1Electronics Trained: 1Electronics Total: -1Electronics Trait: -Electronics Bonus: -2Computers Trained: Computers Total: -2Computers Trait: -Computers Bonus: -2Bio Tech Trained: Bio Tech Total: -2Bio Tech Trait: -Bio Tech Bonus: -2Medicine Trained: Medicine Total: 1Medicine Trait: -Medicine Bonus: 1Psychology Trained: 1Psychology Total: 2Psychology Trait: Interrogation*Psychology Bonus: 1Astronomy Trained: Astronomy Total: -2Astronomy Trait: -Astronomy Bonus: -2Planetoids Trained: Planetoids Total: -2Planetoids Trait: -Planetoids Bonus: -2Strength Total: 4

    Reflexes Total: 3

    Movement Total: 3

    Perception Total: 3

    Intelligence Total: 2

    Fate Total: 2

    Combat Order Bonus: Combat Order Total: 2Overburden Total: 0Overburden Outfit Total: Overburden Utility Total: Overburden Weapon Total: Stealth Bonus: Stealth Total: 1Defence Bonus: 0Defence Total: 14Def vs Impair Bonus: 2Def vs Impair Total: 20Def vs Psionic Total: 17Def vs Psionic Bonus: Def vs Stealth Bonus: Cover Total: Armour Bonus: 2Armour Total: 4Armour vs Energy: Armour vs Slow: Armour vs Disruptor: 3Endurance Bonus: -5Endurance Total: 35Recovery Bonus: 8Recovery Total: 11Def vs Stealth Total: 13Outfit Name: Tactical ArmorOutfit Notes: Auto Med System (Use 1 Stim - Free Action, +1 Recovery); Environmental System (Temperate); Body Mounted Light, Translator (High Xi'on)Outfit Armour: 2Outfit Defence: Outfit Endurance: 10Outfit +Cover: Outfit Front Cover: Outfit Slots: 9Outfit Weight: 3Outfit Variation: Shield Nodes (Endurance +10)Outfit Cost: 3Utility Name: Tactical HeadsetUtility Notes: All Weapons Gain Lock on +1, Short Range CommsUtility Armour: Utility Defence: 1Utility Endurance: Utility +Cover: Utility Front Cover: Utility Slots: Utility Weight: 0Utility Variation: Utility Cost: Weapon 1 Name: Weapon 1 Notes 1: Personalized, Laser Sight, Shortened Clip, Advanced Modification (Burn), Extended Barrel, Works in Liquid, Jams on triple 1 or 2 (normally any triple), Lock On +1Weapon 1 Hit: 0Weapon 1 End Dmg: 9/11Weapon 1 Crit Dmg: 4Weapon 1 Range: 4/6Weapon 1 Clips: 4Weapon 1 Ammo: 16Weapon 1 Load: 2Weapon 1 Types & Variations: Self-PropelledWeapon 1 Cost: 5Weapon 1 RoF: 4(+3d6)Weapon 1 Weight: 4Weapon 1 Notes 2: Optional: (Set Up 1, Pull Down 1, +2 Rng and +2 End Dmg)Weapon 2 Name: Weapon 2 Notes 1: Weapon 2 Hit: Weapon 2 End Dmg: Weapon 2 Crit Dmg: Weapon 2 Range: Weapon 2 Clips: Weapon 2 Ammo: Weapon 2 Load: Weapon 2 Types & Variations: Weapon 2 Cost: Weapon 2 RoF: Weapon 2 Weight: Weapon 2 Notes 2: Weapon 3 Name: Weapon 3 Hit: Weapon 3 End Dmg: Weapon 3 Crit Dmg: Weapon 3 Range: Weapon 3 Clips: Weapon 3 Ammo: Weapon 3 Load: Weapon 3 RoF: Weapon 3 Weight: Weapon 3 Types & Variations: Weapon 3 Cost: Weapon 3 Notes 1: Weapon 3 Notes 2: Combat Strong Hit Req 1: Attack, Hit, Burn, within 1st Range Increment Combat Strong Hit Req 2: Attack, HitCombat Strong Hit Name 1: Melt ArmorCombat Strong Hit Name 2: InspireCombat Strong Hit Result 1: Reduce Target Character or Spacecrafts Armour by 1, until they have Downtime with a WorkbenchCombat Strong Hit Result 2: All Allies within sight gain a Recovery, Adjacent Allies gain +2 Defence (passive)First Aid Bonus: Ext Care Bonus: Surgery Bonus: Paramedics Bonus: Change Out Bonus: Quick Fix Bonus: Maintenence Bonus: Rebuild Bonus: 2: 25xStr: 2010: 105: 5Focus Total: 3

    Foucs Trait: -Small Arms Trait: -Heavy Arms Trait: Melt ArmourTactical Traits: -Exotic Traits: -Small Arms Trait 2: -Heavy Arms Trait 2: -Tactical Traits 2: -Exotic Traits 2: -Command Trait: -Engineering Trait: It Never Ends (+1 Patch Job, -2)Operations Trait: -Gunnery Trait: -Command Trait 2: -Engineering Trait 2: -Operations Trait 2: -Gunnery Trait 2: -