Difference between revisions of "Scum and Villainy - No Disintegrations - The Ship"
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=== Special Abilities === | === Special Abilities === | ||
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; ◈ Licensed | ; ◈ Licensed | ||
: Take -2 heat on any legitimate bounty hunting job. Your ship can carry particle weapons, and your crew can carry and legally use heavy blasters in the pursuit of a target. | : Take -2 heat on any legitimate bounty hunting job. Your ship can carry particle weapons, and your crew can carry and legally use heavy blasters in the pursuit of a target. | ||
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; ◇ Light Touch | ; ◇ Light Touch | ||
: You gain potency when tailing a target, or when gathering info at a target’s previous location. | : You gain potency when tailing a target, or when gathering info at a target’s previous location. | ||
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; ◇ Snatch’N’Grab | ; ◇ Snatch’N’Grab | ||
: When you use a deception, infiltration, or social plan to execute a kidnapping or extraction, add +1d to the engagement roll. | : When you use a deception, infiltration, or social plan to execute a kidnapping or extraction, add +1d to the engagement roll. | ||
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; ◇ Play Both Sides | ; ◇ Play Both Sides | ||
: When you release a bounty target, make them a crew contact. | : When you release a bounty target, make them a crew contact. | ||
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; ◇ Deadly | ; ◇ Deadly | ||
: Each crew member may add 1 action rating to command, scrap, or skulk (up to a max of 3). | : Each crew member may add 1 action rating to command, scrap, or skulk (up to a max of 3). | ||
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; ◇ ◇ Veteran | ; ◇ ◇ Veteran | ||
: Choose a special ability from another source. | : Choose a special ability from another source. | ||
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=== Crew / Ship Upgrades === | === Crew / Ship Upgrades === |
Revision as of 21:35, 13 January 2021
Last-Chance-2
- Designation:
- Ship Size: Freighter
- Crew Reputation: Honorable
- Crew: 0 / 3
Systems
Comms: 2 / 4
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Engines: 2 / 3
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Weapons: 1 / 3
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Hull: 1 / 2 |
Special Abilities
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Crew / Ship Upgrades
- Auxiliary
- ◇ AI Module
- ◇ Armory
- ◈ Brig
- ◇ Galley
- ◇ Medical Bay
- ◇ Science Bay
- ◇-◇ Shields
- Training
- ◇ Insight
- ◈ Prowess
- ◇ Resolve
- ◇ Playbook
- Ship Gear
- ◇ Holo-Emitters
- ◇ Intruder Alarm
- ◇ Land Rover
- ◇ Power Reserves
- ◇ Shuttle
- ◇ Stasis Pods
- ◇ Vault
- Crew Gear
- ◇ Alien Pet
- ◇ Land Transport
- ◇ Recon Drone
- ◇ Survival Gear
- ◇ Workshop
- Cerberus Upgrades
- ◇ Tracers
- ◈ Stun Weapons
- ◇-◇ Personal Vehicles
- ◇-◇ Hard Knocks
- ◇-◇-◇ Smooth Criminals
Crew XP
Experience: 0/8
At the end of each session, for each item below, mark 1 xp (or 2 xp instead if that item occurred multiple times).
- You executed a successful extraction operation or capture of a bounty.
- You contended with challenges above your current station.
- You bolstered your crew’s reputation or developed a new one.
- You expressed the goals, drives, inner conflict, or essential nature of the crew