Scum and Villainy - No Disintegrations - The Ship
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
- ◇ Snatch’N’Grab
- When you use a deception, infiltration, or social plan to execute a kidnapping or extraction, add +1d to the engagement roll.
- ◇ Deadly
- Each crew member may add 1 action rating to command, scrap, or skulk (up to a max of 3).
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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