# Rules Text by Jason Tocci under a Creative Commons Attribution 4.0 license (CC BY 4.0) ## Play Players describe what their characters do. The GM advises when their action is impossible, demands a cost or extra steps, or presents a risk. Players can revise plans before committing so as to change goal/stakes. Only roll to avoid risk. ## Rolling Roll a skill die — d6 by default, higher with a relevant skill, or d4 if hindered by injury or circumstances. If helped by circumstances, roll an extra d6; if helped by an ally, they roll their skill die and share the risk. Take the highest die. - 1–2 Disaster. Suffer the full risk. GM decides if you succeed at all. If risking death, you die. - 3–4 Setback. A lesser consequence or partial success. If risking death, you’re injured. - 5+ Success. The higher the roll, the better. If success can’t get you what you want (you make the shot, but it’s bulletproof!), you’ll at least get useful info or set up an advantage. ## Load Carry as much as makes sense, but more than one bulky item may hinder you at times. ## Advancement After a job, each character increases a skill (none⮕d8⮕d10⮕d12) and gains d6 credits (₡). ## Defense Say how one of your items breaks to turn a hit into a brief hindrance. Broken gear is useless until repaired. ## Harm Injuries take time and/or medical attention to heal. If killed, make a new character to introduce ASAP. Favor inclusion over realism. ## GM Describe characters in terms of behaviors, risks, and obstacles, not skill dice. Lead the group in setting lines not to cross in play. Fast-forward, pause, or rewind/redo for pacing and safety; invite players to do likewise. Present dilemmas you don’t know how to solve. Move spotlight to give all time to shine. Test as needed for bad luck (e.g., run out of ammo, or into guards) — roll a die to check for (1– 2) trouble or (3–4) signs of it. Improvise rulings to cover gaps in rules; on a break, revise unsatisfactory rulings as a group. # Characters > // SRD design notes start with two slashes, like this. Other paragraphs are player/GM-facing text. > // Characters start with 6ish skill increases and/or credits’ in items, possibly combining “specialty” and “origin” (or “3 skill increases” as a stand-in). **► Choose your character’s specialty.** **FACE**: Skilled in Reading People (d8), Deception (d8). Take an extensive disguise wardrobe. **MUSCLE**: Skilled in Intimidation (d8) and either Hand-to-hand (d8) or Shooting (d8). Take a sword, firearm, or cyber-arm. **PSYCHIC**: Skilled in Telepathy (d8, sense surface thoughts), Telekinesis (d8, as strong as your arms), or pick one at d10. Take a bottle of PsychOut (amplify powers; addictive). **MEDIC**: Skilled in Medicine (d8), Electronics (d8). Take a medkit and cyber-surgery tools (bulky). **SNEAK**: Skilled in Climbing (d8), Stealth (d8). Take climbing gear and night vision goggles. **TECH**: Skilled in Hacking (d8), Electronics (d8). Take repair tools and a custom computer (bulky). **► Choose your character’s origin.** **ALIEN**: Invent 2 traits, like electric current, wings, natural camouflage, or six-limbed. **ANDROID**: You have an upgrade-ready cyber-body. Take synth skin (looks human) or a case (break harmlessly for defense). Increase 1 skill. **HUMAN**: Apply 3 skill increases (from no skill ⮕d8⮕d10⮕d12). You can take new skills and/or increase skills you already have. **► Choose or invent skills (if prompted by origin).** Climbing, Connections, Deception, Electronics, Engines, Explosives, Hacking, Hand-to-hand, Intimidation, Labor, Persuasion, Piloting, Running, Shooting, Spacewalking, Stealth, Tracking > // Characters who start with broader skills should start with fewer skills, or with less useful skills. # Gear > // If an item costs less than a new video game system, the only cost is the time it takes to get it. **► Take a comm (smartphone) and ₡2. Most items and upgrades cost ₡1 each. Ignore microcredit transactions like a knife or a meal.** **ARMOR**: Vest (break once for defense), battle armor (₡2, bulky, break up to 3×), hardsuit (₡3, bulky, break up to 3×, vacuum-rated, mag boots). **CYBERNETICS**: Cyber-ear (upgrade with echolocation, vocal stress detector), cyber-eye (upgrade with infrared, telescopic, x-ray), cyber-limb (upgrade with fast, strong, compartments, tool or weapon implant), cranial jack (upgrade with sensory data backup, skill increase), healing nanobots, toxin filter, voice mimic. **TOOLS**: Flamethrower (bulky), low-G jetpack, med scanner, mini drone, repair tools, survey pack (climbing gear, flare gun, tent; bulky). **WEAPONS**: Grenades (4, any of fragmentation, flashbang, smoke, EMP), pistol, rifle (bulky), shotgun (bulky), stun baton, tranq gun. **► Starships have basic versions of these functions; upgrades cost ₡10 each. In an emergency, players pick a function to do or help with.** **COMMS**: Upgrade with eavesdropper, jammer, tachyon burst (no lag in-system). **CRAFTS**: Comes with escape pod. Upgrade with fighter, shuttle (reentry-rated). **DRIVE**: FTL jump and sublight speeds. Upgrade with longer jumps, faster speed, greater agility. **EQUIPMENT**: Vac suits for crew. Upgrade with armory, heavy loader, mining gear, tow cable. **HULL ARMOR**: Break harmlessly for defense. Upgrade with reentry-rated, sun shielding. **SENSORS**: Upgrade with deep-space, life-sign scan, planetary survey, tactical vessel scan. **WEAPONS**: Deflector turrets. Upgrade with laser cutter, military-grade turret, torpedos. # Details > // Additional character and setting details often need to be customized for specific settings (especially when aliens and fashion are involved). Feel free to draw from these options, which should work in a range of sci-fi settings. ► Invent or roll for personal details. ## Surname