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

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(Special Abilities)
(Last-Chance-2)
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=== Crew / Ship Upgrades ===
 
=== Crew / Ship Upgrades ===
 
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; Auxiliary
 
; Auxiliary
 
: ◇ AI Module
 
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: ◇ Science Bay
 
: ◇ Science Bay
 
: ◇-◇ Shields
 
: ◇-◇ Shields
 
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; Training
 
; Training
 
: ◇ Insight
 
: ◇ Insight
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: ◇ Resolve
 
: ◇ Resolve
 
: ◇ Playbook
 
: ◇ Playbook
 
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; Ship Gear
 
; Ship Gear
 
: ◇ Holo-Emitters
 
: ◇ Holo-Emitters
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: ◇ Stasis Pods
 
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; Crew Gear
 
; Crew Gear
 
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: ◇ Survival Gear
 
: ◇ Survival Gear
 
: ◇ Workshop
 
: ◇ Workshop
 
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; Cerberus Upgrades
 
; Cerberus Upgrades
 
: ◇ Tracers
 
: ◇ Tracers
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: ◇-◇ Hard Knocks
 
: ◇-◇ Hard Knocks
 
: ◇-◇-◇ Smooth Criminals
 
: ◇-◇-◇ Smooth Criminals
 
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=== Crew XP ===
 
=== Crew XP ===
 
'''Experience: 0/8'''
 
'''Experience: 0/8'''

Revision as of 21:38, 13 January 2021

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Last-Chance-2

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

Systems

Comms: 2 / 4

◈ Long-Range Scanner
◇ Nexus Link

Engines: 2 / 3

◈ Jump Drive

Weapons: 1 / 3

◈ Grappling Hooks
◈ Particle Cannons

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