Difference between revisions of "Scum and Villainy - No Disintegrations - The Ship"
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=== Systems === | === Systems === | ||
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'''Comms: 2 / 4''' | '''Comms: 2 / 4''' | ||
: ◈ Long-Range Scanner | : ◈ Long-Range Scanner | ||
: ◇ Nexus Link | : ◇ Nexus Link | ||
− | + | | | |
'''Engines: 2 / 3''' | '''Engines: 2 / 3''' | ||
: ◈ Jump Drive | : ◈ Jump Drive | ||
− | + | | | |
'''Weapons: 1 / 3''' | '''Weapons: 1 / 3''' | ||
: ◈ Grappling Hooks | : ◈ Grappling Hooks | ||
: ◈ Particle Cannons | : ◈ Particle Cannons | ||
− | + | | | |
'''Hull: 1 / 2''' | '''Hull: 1 / 2''' | ||
+ | |} | ||
=== Special Abilities === | === Special Abilities === |
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
|
Weapons: 1 / 3
|
Hull: 1 / 2 |
Special Abilities
- ◈ 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.
- ◇ On the Trail
- Your crew gains an extra downtime activity to work on long-term projects, or acquire assets to track bounties.
- ◇ Light Touch
- You gain potency when tailing a target, or when gathering info at a target’s previous location.
- ◇ Snatch’N’Grab
- When you use a deception, infiltration, or social plan to execute a kidnapping or extraction, add +1d to the engagement roll.
- ◇ Loaded for Bear
- Your crew can carry +1 load. They have distinctive and high-quality armor. When you wear armor, it counts as heavy armor (two uses).
- ◇ Play Both Sides
- When you release a bounty target, make them a crew contact.
- ◇ Deadly
- Each crew member may add 1 action rating to command, scrap, or skulk (up to a max of 3).
- ◇ ◇ Veteran
- Choose a special ability from another source.
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