Character Sheet
1. Roll 6d10 four times and assign to each stat: Strength, Speed, Intellect, Combat. Your HP is 2x your Strength stat. (ADD GUILD DICE TUTORIAL HERE)
2. Pick your class.
3. Spend your free skill points. Trained skills cost 1. Expert skills cost 2. Master skills cost 3.
4. Set your inventory:
+5 Intellect, +5 Speed
A terrifying and exciting addition to any crew. They tend to unnerve other characters with their cold inhumanity.
Androids are trained in Linguistics, Computers and Mathematics by default. They start with +2 Skill Points to spend.
Androids are far less susceptible to Fear. However, fear Saves made in the presence of Androids are made at disadvantage.
Androids gain 1XP whenever they interface with a piece of alien technology or with a higher intelligence.
+5 Combat, +5 additional Combat per friendly Marine nearby.
Marines are here to shoot bugs and chew bubblegum. They’re handy in a fight, and good when grouped together.
Marines start with Military Training. They start with +3 Skill Points to spend.
Marines have good Armour ratings and strong bodies by default. But when a Marine panics, every friendly team member nearby must make a Fear save.
Marines gain 1XP whenever they kill an enemy.
+10 Intellect.
Scientists are doctors, researchers, or anyone who wants to cut open aliens (or infected crew members) with a scalpel.
Scientists start with two of the following skills: Computers, Archeology, Biology, Mathematics, Chemistry. They start with +3 Skill Points to spend.
Scientists have high Sanity, based on sound reasoning skills and logical thinking. However, when a Scientist fails a Sanity save, every friendly team member gains 1 stress.
» Scientists gain 1XP whenever they study aiece of alien technology or living organism.
+5 Strength, +5 Speed.
are the rough and tumble crew and workers out in space. Think Ripley from Aliens.
Teamsters start with Zero G training, Mechanical Repair, and Heavy Machinery. They start with +4 Skill Points to spend.
Teamsters are good all rounders. In tight spots Teamsters may reroll Panic effects, as they are not easily shaken by the horrors of space.
Teamsters gain 1XP whenever they discover a new area.
1. Roll 6d10 four times and assign to each stat: Strength, Speed, Intellect, Combat. Your HP is 2x your Strength stat. (ADD GUILD DICE TUTORIAL HERE)
2. Pick your class.
3. Spend your free skill points. Trained skills cost 1. Expert skills cost 2. Master skills cost 3.
4. Set your inventory:
Quick and effective? Pick a loadout set and roll 5d10 for your starting credits.
Fully customised? Roll 5d10, times by ten, for your starting credits and buy from the inventory list.
Fully customised? Roll 5d10, times by ten, for your starting credits and buy from the inventory list.
ANDROIDS //
+5 Intellect, +5 Speed
A terrifying and exciting addition to any crew. They tend to unnerve other characters with their cold inhumanity.
Androids are trained in Linguistics, Computers and Mathematics by default. They start with +2 Skill Points to spend.
Androids are far less susceptible to Fear. However, fear Saves made in the presence of Androids are made at disadvantage.
Androids gain 1XP whenever they interface with a piece of alien technology or with a higher intelligence.
MARINES //
+5 Combat, +5 additional Combat per friendly Marine nearby.
Marines are here to shoot bugs and chew bubblegum. They’re handy in a fight, and good when grouped together.
Marines start with Military Training. They start with +3 Skill Points to spend.
Marines have good Armour ratings and strong bodies by default. But when a Marine panics, every friendly team member nearby must make a Fear save.
Marines gain 1XP whenever they kill an enemy.
SCIENTISTS //
+10 Intellect.
Scientists are doctors, researchers, or anyone who wants to cut open aliens (or infected crew members) with a scalpel.
Scientists start with two of the following skills: Computers, Archeology, Biology, Mathematics, Chemistry. They start with +3 Skill Points to spend.
Scientists have high Sanity, based on sound reasoning skills and logical thinking. However, when a Scientist fails a Sanity save, every friendly team member gains 1 stress.
» Scientists gain 1XP whenever they study aiece of alien technology or living organism.
TEAMSTERS //
+5 Strength, +5 Speed.
are the rough and tumble crew and workers out in space. Think Ripley from Aliens.
Teamsters start with Zero G training, Mechanical Repair, and Heavy Machinery. They start with +4 Skill Points to spend.
Teamsters are good all rounders. In tight spots Teamsters may reroll Panic effects, as they are not easily shaken by the horrors of space.
Teamsters gain 1XP whenever they discover a new area.