Migration Profile EN Palestine - Cadmus, EUI Research Repository
Cadmus
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Transcript of Cadmus
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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: -