Difference between revisions of "Scum and Villainy - No Disintegrations - The Ship"

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(Special Abilities)
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; ◇ On the Trail
 
; ◇ On the Trail
: Your crew gains an extra downtime activity to work on
+
: Your crew gains an extra downtime activity to work on long-term projects, or acquire assets to track bounties.
long-term projects, or acquire assets to track bounties.
 
  
 
; ◇ Light Touch
 
; ◇ Light Touch
: You gain potency when tailing a target, or when gathering
+
: You gain potency when tailing a target, or when gathering info at a target’s previous location.
info at a target’s previous location.
 
  
 
; ◇ Snatch’N’Grab
 
; ◇ Snatch’N’Grab
: When you use a deception, infiltration, or social plan
+
: When you use a deception, infiltration, or social plan to execute a kidnapping or extraction, add +1d to the engagement roll.
to execute a kidnapping or extraction, add +1d to the engagement roll.
 
  
 
; ◇ Loaded for Bear
 
; ◇ Loaded for Bear
: Your crew can carry +1 load. They have distinctive
+
: Your crew can carry +1 load. They have distinctive and high-quality armor. When you wear armor, it counts as heavy armor (two uses).
and high-quality armor. When you wear armor, it counts as heavy
 
armor (two uses).
 
  
 
; ◇ Play Both Sides
 
; ◇ Play Both Sides
: When you release a bounty target, make them a
+
: When you release a bounty target, make them a crew contact.
crew contact.
 
  
 
; ◇ Deadly
 
; ◇ Deadly
: Each crew member may add 1 action rating to command,
+
: Each crew member may add 1 action rating to command, scrap, or skulk (up to a max of 3).
scrap, or skulk (up to a max of 3).
 
  
 
; ◇ ◇ Veteran
 
; ◇ ◇ Veteran

Revision as of 19:46, 31 December 2020

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Last-Chance-2

Designation:
Ship Size: Freighter
Crew Reputation:
Crew: 0 / 3

Systems

Comms: 2 / 4

◈ Long-Range Scanner
◇ Nexus Link

Engines: 1 / 3

◈ Jump Drive

Weapons: 1 / 3

◈ Grappling Hooks
◇ Particle Cannons

Hull: 0 / 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