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Mothership Warden's Screen

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100% found this document useful (2 votes)
1K views4 pages

Mothership Warden's Screen

Uploaded by

Danas
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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WOUNDS DAMAGE TACTICAL CONSIDERATIONS

BLUNT FIRE & GORE & DMG DESCRIPTION D100 SITUATION


D10 SEVERITY BLEEDING GUNSHOT
FORCE EXPLOSIVES MASSIVE
00-07 HIGH GROUND: One side is located higher above the
00 Flesh Wound Knocked down. Drop held item. Grazed. Knocked down. Hair burnt. 1d5 Stress. Vomit. [-] next action. 1 DMG Foam Gun, general wear and tear. other.
Winded. [-] until you Lots of blood. Those Awesome scar. Awesome scar. 08-15 KINETIC POTENTIAL: Explosive objects or terrain.
01 Bleeding +1. Crowbar, Flare Gun, Nail Gun, Scalpel,
catch your breath. Close gain 1 Stress. +1 Minimum Stress. +1 Minimum Stress. 1d5 DMG
Stun Baton, Tranq Pistol. 16-23 BREACH: One side is entrenched in an easily defensible
Sprained Ankle. Blood in eyes. All Singed. position.
02 Broken rib. Digit mangled.
Speed Checks at [-]. rolls at [-] until clean. [-] on next action. Hand Welder, Revolver (+1), Rigging
Minor Injury 1d10 DMG 24-31 TAKE & HOLD: Capture and defend an objective.
Concussion. [-] on Laceration. Gun (initial hit).
03 Fractured extremity. Shrapnel/large burn. Eyes gouged out.
mental tasks. Bleeding +1. 32-40 ESCALATION RISK: The longer it takes, the worse it gets.
Boarding Axe, Flamethrower, Rigging
Leg or foot broken. Major cut. Internal bleeding. Extensive burns. Ripped off flesh. 2d10 DMG 41-49 AMBUSH: If one side is surprised, the encounter ends
04 Gun (when removed), SMG.
[-] on Speed Checks. Bleeding +2. Bleeding +2. -1d10 Strength. -1d10 Strength. quickly.
Arm or hand broken. Fingers/toes severed. Lodged bullet. Major Burn. Paralyzed waist Frag Grenade, Pulse Rifle, Vibechete 50-56 STEALTH MISSION: Don’t get noticed by the enemy.
05 3d10 DMG
[-] manual tasks. Bleeding +3. Surgery required. -2d10 Body Save. down. (AA).
Major Injury
Snapped collarbone. Hand/foot severed. Gunshot wound to Skin grafts required. Limb severed. 57-65 COLLATERAL DAMAGE: Innocent victims in the area.
06 Combat Shotgun, GPMG, Smart Rifle
[-] on Strength Checks. Bleeding +4. the neck. -2d10 Body Save. Bleeding +5. 4d10 DMG
(AA). 66-75 DANGER ZONE: Environment is dangerous, potentially
Back broken. Limb severed. Major blood loss. Limb on fire. 2d10 Impaled. lethally.
07 Lethal Injury [-] on all rolls. Bleeding +5. Bleeding +4. Damage per round. Bleeding +6.
(Death Save 1d100 DMG Laser Cutter. 76-85 KEY OBJECTIVE: It ends as soon as the objective is
1d10 rounds) Skull fracture. Major artery cut. Sucking chest wound. Body on fire. 3d10 Guts spooled on floor. achieved.
08 [-] on all rolls. Bleeding +6. Bleeding +5. Damage per round. Bleeding +7.
86-94 PURSUIT & EVADE: Stop the enemy from reaching a
Throat slit or Engulfed in Head explodes. Powerful explosives, falling, and other location.
Fatal Injury Spine or neck broken. Headshot. 1 Wound deadly attacks. Ignores and destroys
09 heart pierced. fiery explosion. No Death Save.
(Death Save) Death Save. Death Save. armor. 95-99 RULES OF ENGAGEMENT: One side must be non-lethal.
Death Save. Death Save. You have died.

MEDICAL TREATMENTS SURVIVAL


TREATMENT COST DESCRIPTION Atmosphere (Toxic): 1d10 DMG / round. Body Save for half. Ignore if wearing a rebreather, or personal oxygen supply.
Artificial Wellness Counselor 150cr 1 hour session (max 1 per week) restores 1 Sanity Save. 1% chance you gain a random Condition. Atmosphere (Corrosive): 1 DMG / round (mild) to 10 DMG / round (extreme). Ignore if wearing sufficient Armor.
24 hour surgical treatment removes 1 Condition. 1% chance of total amnesia. [-] on Intellect Checks, Bleeding: DMG / round until Bleeding stopped. Ignores AP and DR.
Cognitive Defragmentation 100kcr
Sanity Saves, and Fear Saves for 4 weeks.
Cryosickness: [-] for 1 week after cryosleep. Cured with Stimpak.
Deep Tissue Nanogel Massage 24kcr 1 hour session (max 1 per week) reduces Minimum Stress by 1. [-] on all actions for 24 hours.
Exhaustion: Body Save every hour after 12 hrs without rest or you take 1 DMG and 1 Stress. After 24 hrs of exhaustion,
4 hour virtual treatment restores either 1d10 Combat or 1d10 Fear Save. 1% chance the character is [-] until you rest for 8 hrs.
Immersive Slicksim Therapy 1kcr
stuck in the immersion for 1d10 days and loses 1d5 Sanity Save.
Food & Water: After 24 hrs without food, [-]. When water is scare, [-]. You can survive for 3 weeks without food, 3 days without water.
Medpod 6kcr Week long treatment (spent in the pod) restores 1 Wound. Does not restore lost limbs/digits.
Oxygen: 15 sec without O2 before fall unconscious. After unconscious, you can survive 1d5 min before dying.
8 hour surgical treatment. Restores either 2d10 Speed, 2d10 Strength, 2d10 Body Save, or all Wounds.
Pseudoflesh Injection 18kcr Radiation (Level 1 - Trace): Normal everyday radiation, cosmic rays. No damage. Possible long-term side effects.
At [-] on all rolls for 2 weeks, plus an additional 4 weeks of convalescent recovery required.
8 hour surgical treatment restores either Intellect, Sanity Save, or Fear Save to their maximum, or Radiation (Level 2 - Acute): Unshielded reactors/Warp Cores. Reduce all Stats and Saves by 1 every round.
Psychosurgery 28kcr
reduces Minimum Stress to 2. At [-] on all rolls for 4 weeks. Radiation (Level 3 - Lethal): Atomic weapons, handling Warp Cores. Every round: Body Save or lethal dose (death in 1d5 days).
Stimpak Overdose: Roll 1d10. If you roll less than the number of Stimpaks you’ve taken in the past 24 hrs, make a Death Save.
ARMOR & COVER DEATH
AP DESCRIPTION D10 RESULT RANGE
1 Standard Crew Attire, clothing. You are unconscious. Wake in 2d10 min.
00 RANGE DISTANCE REFERENCE
3 Vaccsuit. -1d5 Maximum Health.
Hazard Suit. Insignificant Cover: Wood furniture, doors, 01- ADJACENT Less than 1m/3 ft. It can touch you.
5 You are unconscious and dying. Death in 1d5 rounds.
body shields. 02
CLOSE RANGE ~5-10m/15-30 ft. It can get to you.
7 Standard Battle Dress. 03- You are comatose. Only extreme measures can revive you.
04 LONG RANGE
10 Advanced Battle Dress. Light Cover: Trees, bulkhead, ~11-100m/31-300 ft. You can shoot it.
metal furniture. 05-
You have died. Roll up a new character. EXTREME RANGE
20 Heavy Cover: Airlock doors, cement beams. 09 ~101m+/300+ ft. You can hear them scream.
PANIC PANIC CHECKS LEADS
D20 PANIC EFFECT Critical fails on Stat Checks or Saves. Watching other
01 ADRENALINE RUSH. [+] for 2d10 min. -1d5 Stress. crewmembers die. When more than 1 crewmember Panics at EVIDENCE EXAMPLES
the same time. Ship Critical Fails (everyone on board makes
02 NERVOUS. +1 Stress. a Panic Check). Encountering strange/horrifying entities for Personal notes, messages, journals, deckplans, maps, astronavigation data, corporate memos,
03 JUMPY. +1 Stress. All Close crewmembers: +2 Stress. the first time. When all hope is lost and death feels certain. DOCUMENTARY
blueprints, scientific research, security footage, financial records, redacted reports, correspondence.
04 OVERWHELMED. [-] for 1d10 min. +1 Minimum Stress. Whenever the player wants.
Blood samples, fingerprints, footprints, trails, broken machinery, archaeological finds, geological data,
05 COWARD (Condition): Fear Save to engage in violence or flee. PHYSICAL
crashed spacecraft, ruins, crime scenes, forensic evidence, living organisms, contained samples.
FAILURE
FRIGHTENED (Condition): Fear Save [-] or gain 1d5 Stress
06
when encountering your fear. ACTION SUCCEEDS, BUT COSTS Recorded interviews, eye witness testimony, rumors, descriptions, interrogation, hearsay, personal
MORE TIME/RESOURCES. TESTIMONIAL logs. Remember: eye witness testimony is highly unreliable and interview subjects can be deceptive
07 NIGHTMARES (Condition): [-] on Rest Saves.
ACTION SUCCEEDS, BUT CAUSES HARM. or uncooperative.
08 LOSS OF CONFIDENCE (Condition): Lose one Skill’s bonus.
09 DEFLATED (Condition): +1 Stress when Close ally fails a Save. ACTION SUCCEEDS, BUT LEAVES THE PLAYER
AT A TACTICAL DISADVANTAGE. PUZZLE COMPONENTS
10 DOOMED (Condition): Critical Successes are Critical Failures.
ACTION FAILS AND THE SITUATION D100 TYPE DESCRIPTION
SUSPICIOUS. For the next week, make a Fear Save whenever GETS MUCH WORSE.
11
someone joins/re-joins your group (even if they just left). 00-04 ALARM If solved incorrectly sets off an alarm, alerting nearby enemies.
HAUNTED (Condition): Something starts visiting you at night. QUICK STATS 05-09 CONNECT THE DOTS Connect a series of “dots” using some kind of item (e.g. wires, light, water, blood, etc.).
12 In your dreams. Out of the corner of your eye. And soon it will
start making demands. STAT VALUE DESCRIPTION 10-13 CONSTRUCTION Construct an item using pieces that they are given, or must find or provide.
DEATH WISH. For 24 hours, whenever you encounter a 1 Small animals, weak people. 14-17 DILEMMA Choose between the lesser of two evils or the greater of two goods.
13 stranger or known enemy, make a Sanity Save or
immediately attack. 2 Average human. 18-21 EGG CARRY Safely deliver a delicate or vulnerable item or organism (e.g., the “egg”) to a certain location.
WOUNDS
PROPHETIC VISION. Intense hallucinations or visions of an 3 Tough, veteran, normal horror. 22-25 FIND THE CLUE Search for one or more objects (which then lead to more Questions, Puzzles, or Answers).
14
impending terror or horrific event. +2 Stress.
4+ Large creature, apex predator. 26-29 GUARDIAN Defeat, appease, or otherwise bypass a guardian who denies access to a location or item.
CATATONIC. Become unresponsive and unmoving for 2d10
15
minutes. -1d10 Stress. 30-34 HAZARDOUS PATH Route is blocked by danger which must be avoided, circumnavigated, or defeated to continue.
(1) Average human. Weak creature.
RAGE. [+] on all Damage rolls for the next 1d10 hours. 35-38 ILLUSION Contains an element that appears to be one thing but is actually another.
16 (2-10) Guards, animals, tough person.
All crewmembers gain 1 Stress.
HEALTH 39-42 LABYRINTH Forces players to navigate a maze or complicated path.
17 SPIRALING (Condition): Panic Checks at [-]. (11-20) Very strong person, normal horror.
18 COMPOUNDING PROBLEMS. Roll twice. +1 Minimum Stress. 43-47 LOCK & KEY Collect an item (the key) and use it on the lock in order to gain access to the lock’s contents.
(21+) Hard to kill creature.
HEART ATTACK/SHORT CIRCUIT (ANDROIDS). 48-51 MISSING PART Locate a missing item in order for the puzzle to work properly.
19
-1 Maximum Wounds. [-] for 1d10 hours. +1 Minimum Stress. 00-30 Average human. 52-56 MUNDANE OBSTACLE A real-world problem (e.g. a broken elevator, a collapsed pylon, etc.).
20 RETIRE. Roll up a new character to play.
COMBAT 31-60 Combat trained. 57-60 OUTSIDE-THE-BOX No obvious solution, so players must bring outside resources to bear in order to solve it.

STATS & SAVES 61+ Killing machine. 61-64 PATTERN RECOGNITION Requires the players to notice repeated symbols or other repeated information.
STAT/SAVE WHEN TO USE 00-30 Average human. 65-69 REMOTE SWITCH Activate a switch in another location to bypass the obstacle in their current location.
SANITY SAVE Rationalization, order from chaos. 70-73 RIDDLE Requires recitation of a coded phrase or password.
INSTINCT 31-60 Crafty, thinking being.
FEAR SAVE Level-headedness, emotional reactions. 74-78 RISING TIDE Danger which escalates naturally, forcing the players to solve it quickly or be harmed.
61+ Highly intelligent.
79-82 SACRIFICE Requires the players to sacrifice something of great value to them in order to solve it.
BODY SAVE Resist hunger, disease, foreign organisms. 0 Unarmored.
83-86 SEQUENCE Complete a certain number of steps in a specific order to solve the puzzle.
STRENGTH Lifting, carrying, holding, pushing, pulling, jumping. 1-3 Basic clothing, thick fur/skin.
87-90 TEAMWORK Multiple players must do something at the same time in order to solve the puzzle.
SPEED Running, working quickly, reaction time, dodging. ARMOR
4-7 Plating/shell/basic armor. 91-93 TIMELOCK Solve the puzzle in a certain amount of time or fail (or otherwise re-start their attempt).
POINTS
INTELLECT Recalling your training and experience under duress. 8-10 Hard plating/heavy armor. 94-96 TRAP The puzzle punishes players for failed attempts to solve it.
COMBAT Fighting for your life. 11+ Weaponry required. 97-99 TRIAL AND ERROR Players must experiment with several ingredients (e.g., switches, chemicals, etc.) to solve the puzzle.
MEGADAMAGE SHIP STATS SPACE TRAVEL COSTS
MDMG EFFECT Safely maneuvering and accelerating in space. LANDING COST
THRUSTERS
Similar to a character’s Speed Stat.
00 ALL SYSTEMS NORMAL. 5x5. Ready to ride. Shuttle Passenger Seating 250cr
Targeting and attacking other spacecraft in ship-to-ship combat.
BATTLE Cargo Space +1kcr
Similar to a character’s Combat Stat.
01 EMERGENCY FUEL LEAK. Every time you spend fuel, you spend 1 more. A catchall stat, like Instinct, which governs your ship’s sensors, INTERPLANETARY TRAVEL COST
SYSTEMS
computers, maintenance, and other subsystems.
J0C-0 Passenger Liner
1kcr
02 WEAPONS OFFLINE. Cannot make Weapons Checks. Steerage Deck (cryopod only)
FUEL COSTS Second Class (public bunking, cryopod) 2.5kcr
NAVIGATION OFFLINE. Cannot make Thruster Checks. 10% chance all FUEL TYPE COST FUEL TYPE COST
03 First Class (private cabin, cryopod) 10kcr
navigation data wiped.
Class-I Fuel 1kcr Class-V Fuel 100kcr Cargo Space +5kcr
FIRE ON DECK. Fire spreads throughout the ship, creating a toxic
atmosphere (due to smoke inhalation) and a highly corrosive atmosphere Class-II Fuel 2kcr Warp Core 1mcr Hangar Space +250kcr
04
(10 DMG/round) for locations on fire (see Toxic & Corrosive Atmospheres, Class-III Fuel 5kcr Run Thrusters 1 Fuel/mo. To distant planet x2
Player’s Survival Guide pg. 32.1 for details).
Class-IV Fuel 50kcr Hyperspace Jump 1 Warp Core To edge of system x4
HULL BREACH. All aboard make a Body Save or take 1 Wound (Explosion). INTERSTELLAR TRAVEL COST
05
On a critical fail, get violently sucked into space. DISTRESS SIGNALS
J1C-III Jumpliner
LIFE SUPPORT SYSTEMS OFFLINE. Oxygen limited to 1d10 multiplied 2kcr
D10 RESPONSE TIME Steerage Deck (cryopod only)
06 by the maximum crew capacity (see Oxygen, Player’s Survival Guide
pg. 33.1 for details). 00 2D10 WEEKS. One of the lucky ones. Second Class (private cabin, cryopod) 5kcr
2D10 MONTHS. Note to self: Remember to review Company policy on First Class (private suite, cryopod) 20kcr
07 RADIATION LEAK. Radiation level increases every 2d10 min. 01-02
backpay in the event of a cryo-emergency.
Cargo Space +20kcr
03-04 2D10 YEARS. Body Save or -1d5 to all Stats and Saves.
Hangar Space +500kcr
08 DEAD IN THE WATER. All systems offline, emergency power. 05 2D10 DECADES. Body Save [-] or -1d10 to all Stats and Saves.
Jump-2 Ticket +10kcr
06-09 NEVER. The ship floats endlessly in space.
09+ ABANDON SHIP! Ship is destroyed in 1d10 minutes. Jump-3 Ticket +30kcr

BANKRUPTCY
PORTS
SHIP RANGE & DISTANCE SAVE CONSEQUENCE
D10 CLASS SHORE LEAVE STRESS CONVERTED
You eke out a small profit. Choose one:
CONTACT FIRING DETECTION Purchase 1 Major Upgrade for the ship. 00 X-Class. Criminals, pirates. 1d100x10kcr 2d10 [+]
EVASION ATTEMPT 3 Fuel. 2 Fuel. 1 Fuel. CRITICAL SUCCESS Repair 1d5 Major Repairs.
01-05 C-Class. Remote outposts. 2d10x100cr 1d5
Pay each crewmember 1d5x100kcr.
HAILING LATENCY None. Seconds. Minutes to hours. Raise your Bankruptcy Save by 1d10. B-Class. Industrial shipyards,
06-07 2d10x1kcr 1d10
Damage, lifeform Transponder, class, Vessel’s size, location, You scrape by. Choose one: marine bases.
SCANNERS SHOW Purchase 1 Minor Upgrade for the ship.
presence, visual. and weapons. and trajectory. SUCCESS A-Class. Metropolises, trade
Purchase 1 Minor Repair for the ship. 08 2d10x10kcr 2d10
SHIP COMBAT Boarding. All weapons. Railgun only. Pay each crewmember 2d10 months of Salary. centers, major hubs.
Raise your Bankruptcy Save by 1d5.
Planet to close Planet to moon, Planet to distant S-Class. Luxury resorts, restricted
TRAVEL DISTANCE 09 2d10x100kcr All
orbit. station, asteroid field. planet. FAILURE You are 1d10mcr in debt to ruthless lenders. corpo-worlds.
TRAVEL TIME Minutes. Hours to days. Weeks to months. The company goes bankrupt and owes a massive debt to the
CRITICAL FAILURE
worst people imaginable. REPAIRS AND MAINTENANCE
SHIP COMBAT PROCEDURE ITEM DESCRIPTION
SHIP CLASS
STARTING CONDITION 1d5+1 Repairs from Maintenance Issue Table.
PHASE WHAT HAPPENS
CLASS DESCRIPTION EXAMPLE Annual Systems Check. Failure: Roll on Maintenance
Ships Evade, Pursue, or Maintain Course. Bid Fuel. ROUTINE MAINTENANCE
MOVEMENT 0 Small vessels. Shuttles, fighters, dropships. Issue Table.
Winner gets [+] on Thrusters Check, winner makes progress.
I Light commercial. Raider, executive transport. MINOR REPAIRS 2d10 days to repair. Can be done in flight.
All ships within Firing Range make a Weapons Check:
ATTACK Critical Failure: +2 MDMG, Failure: +1 MDMG, II Medium commercial. Freighter, Patrol Craft. Can take months to a year. Must be done in Port.
Success: Deal MDMG, Critical Success: x2 MDMG. MAJOR REPAIRS
III Heavy commercial Salvage Cutter, Jumpliner. Each point of Hull or MDMG is a separate Major Repair.
MORALE If enemies roll 1d10 under their MDMG: negotiate surrender.
IV Light military. Corvette.
UPGRADES Must be installed in X, B, or A-Class Port.
AFTER BATTLE REPORT If ship took MDMG, Systems Check. Failure: Maintenance Table. V Medium military. Exploration vessel, troopship.
PLANETS SETTLEMENT LOCALE PRICE TIERS
D10 SURFACE SIZE/GRAVITY ATMOSPHERE CLIMATE D100 GEOLOGICAL FEATURE RANGE NOTABLE ITEMS
00 Liquid Giant (Crushing Gravity) Corrosive Hellish 00-04 CATENA (crater chain)
01 Liquid Giant (Crushing Gravity) Corrosive Hot 1cr’s Cheap meals.
05-08 CHAOS (broken terrain)
02 Liquid Mini-Giant (Heavy Gravity) Toxic Hot 09-12 COLLIS (small hill)
10cr’s Cheap equipment. Standard ammunition, meals.
03 Terrestrial Mini-Giant (Heavy Gravity) Toxic Balmy 13-16 CRATER (impact valley)
04 Terrestrial Mini-Giant (Heavy Gravity) Thin Temperate 17-20 DORSUM (ridge) 100cr’s Cheap contractors, weapons. Standard drugs, equipment.
05 Terrestrial Earth-Sized Planet (Normal Gravity) Thin Heavenly 21-24 ERUPTIVE CENTER (volcano)
06 Terrestrial Earth-Sized Planet (Normal Gravity) Terraformed Rainy 25-28 FOSSA (trough) Cheap medical treatment, ship fuel. Standard armor, contractors, weapons, space travel.
1kcr’s
07 Terrestrial Dwarf Planet (Light Gravity) Terraformed Turbulent Premium drugs, equipment.
29-32 LABES (landslide)
08 Gas Dwarf Planet (Light Gravity) Terraformed Cold Standard cybermods/slickware, medical treatment, skill training. Premium armor, contractors,
33-35 LABYRINTHUS (complex of intersecting valleys/ridges) 10kcr’s
space travel, weapons.
09 Gas Dwarf Planet (Light Gravity) Pristine Freezing
36-39 LACUS (“lake” or small plain)
40-43 LANDING SITE 100kcr’s Standard commercial mechs, organic animals, ship upgrades. Premium medical treatment, ship fuel.
POPULATION CONTROL FACTION
44-47 MARE (“sea” on a moon)
D10 NUMBER OF PEOPLE D10 FACTION 1mcr’s Cheap retirement. Standard chartered vessels, armored vehicles.
48-51 MENSA (mesa)
00 A single person. 52-56 MONS (mountain)
00 Religious Group 10mcr’s Cheap spacecraft. Premium ship upgrades.
57-60 MONTES (mountain range)
01-02 A small handful of people.
61-65 PATERA (irregular crater) 100mcr’s Standard spacecraft. Premium retirement.
01-05 Corporation
03-04 A few dozen people. 66-69 PLANITIA (low plain)
70-73 PLANUM (high plain/plateau) 1bcr’s Cheap space stations. Premium spacecraft.
05-06 Roughly a hundred people. 06-07 Government 74-77 RUPES (cliff/scarp)
78-81 RIMA (fissure) 1tcr Standard space stations.
07 A few hundred people.
08 Union 82-85 SAXUM (boulder)
08 Roughly a thousand people. 86-89 TERRA (extensive land mass) CONTRACTORS

90-94 THOLUS (small mountain) SALARY OCCUPATION


09 Criminal Organization
09 Overpopulated. 0kcr—1kcr Desperate people, criminals, Chaplain, Void Urchins.
95-99 UNDAE (field of dunes)
1kcr—3kcr Blue Collar Workers: Asteroid Miner, Bodyguard, Marine (Grunts), Pioneers, Teamsters
CONTRACT WORK
3kcr—6kcr Corporate White Collar, Androids, Pilots, Scientists, Survival Guides, Therapists, Marine (Officers).
D10 DEPARTMENT 6kcr—12kcr Professionals, Ship Captains, Doctors, Engineers.

00-01 PRODUCTION & MANUFACTURE: Asteroid mining, derelict salvage and scrap, strikebreaking, terraformer installation, and android troubleshooting. 12kcr—24kcr Top-of-the-line professional specialists, Corporate Fixers, Surgeons.

Beyond these bands are special case contractors.


02-03 SHIPPING & HANDLING: Freight, VIP escort, scrap hauling, prisoner transport, sensitive materials handling, passenger transport, and contraband smuggling.
PAY
RESEARCH & DEVELOPMENT: Sample and specimen collection, planetary survey, field testing, competitor sabotage, containment breach, archaeological dig,
04-05 500cr/month for every Trained Skill.
and corporate espionage.
SALARY 1,000cr/month for every Expert Skill.
06-07 RISK MANAGEMENT: Sweep & clear, liquidation, asset protection, quarantine enforcement, bounty hunting, distress signal response, and system patrol. 2,000cr/month for every Master Skill.
1x total pay: Normal job (no Hazard Pay).
08 HUMAN RESOURCES: Missing persons, suspicious death, communication breakdown, troubleshooting, AI negotiation, and settlement evacuation. 2-3x total pay: Dangerous work.
HAZARD PAY
4x total pay: Deadly work.
5x total pay: Suicide mission.
09 MERGERS & ACQUISITIONS: Asset recovery, salvage retention, personnel recruitment, first contact protocol, repossession, and piracy.
JUMP PAY 1,000cr bonus for each Jump through hyperspace.

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