[ +- ] Uncharted Worlds Template (using my own Klingon character, W'rutak or House Drum as an example)
Exchange Science Officer (Academic and Explorer Careers/Brutal Origin)
Race: Klingon
Description: Elderly, Brash, Severe.
Stats
Mettle: +1
Physique: 0
Influence: -1
Expertise: +2
Interface: +1
Workspace (integrated into ship)
Research: Sensors gather scientific readings. Laboratory, containment units, sample scanners, sealed storage.
Skills
Education: When you gain one or more Data Points about a subject, each ally that was present or involved also gain a Data Point about the subject.
Deduction: When you first witness a situation, you may ask one of the following questions, the GM will answer honestly.
Who of what...
- is most vulnerable in this situation?
- is most dangerous in this situation?
- caused this situation?
Toughness: You can suffer two injuries of each severity, rather than one.
Reconnaissance: When you make an Assessment of any aspect of a wilderness (animals, plants, weather, terrain, hazards, etc) you gain 3 Data Points about that subject on a 10+, and 1 Data Point about that subject on a 7-9.
Assets
Klingon uniform (Class 0, Cultural).
D'k tahg (Klingon dagger) (Class 1, Optimal Range: Melee, Defensive: Can parry, deflect and disarm).
Disruptor pistol (Class 2, Pistol: One handed ranged weapon, Optimal Ranges: Adjacent, Close. Destructive: Causes property damage, damages machinery and vehicles. Stabilized: No recoil, can be used in micro-gravity environments).
Research Kit (Class 1, Tolls to study and experiement out in the field. Specimen jars, hammer and chisel, scalpels, chemical analyser, data recorder, etc.).
Data Points
1 (demolished hospital on Nimbus III)
1 (Nibus III spaceport remains)
1 (terrorists' cobbles up ship)
1 (Drexler Station)
Injuries ([ ] unchecked, [/] checked, doubled for Toughness Skill)
Minor [ ] [ ]
Major [ ] [ ]
Severe [ ] [ ]
Critical [ ] [ ]
Fatal [ ]
Debts
3 Debts of social obligation (Klingon Empire)
1 Favor to call upon (Klingon Empire)
Advancement
Each session, all characters mark xp the first time... ([ ] unchecked, [/] checked)
[ ] ...a fascinating phenomenon is explained.
2 XP
Common Moves
Face Adversity (+Stat): When you overcome opposition or danger using...
...stealth, piloting, accuracy or discipline, Roll+Mettle
...knowledge, mechanics or first-aid, Roll+Expertise
...athletics, endurance, strength or health, Roll+Physique
...charm, diplomacy, bargaining or lies, Roll+Influence
...open computer systems and networks, Roll+Interface
, you overcome the opposition or danger, just as you described.
On a 7-9, the danger is overcome, but at a price; the GM will offer you a cost or a hard choice.
Assessment (+Stat): When you collect critical information about an important, dangerous or mysterious subject using...
...stealth, focus or cunning, Roll+Mettle
...research and experimentation, Roll+Expertise
...exploration, labor or strenuous activity, Roll+Physique
...informants, interviews or gossip, Roll+Influence
...the SectorNet or open networks, Roll+Interface
, you gain significant information about the subject, and earn a Data Point about it as well.
On a 7-9, the GM will reveal interesting, potentially useful information about the subject. Or they may ask you to do so.
On a 6-, the GM will reveal facts about the subject you probably wish were not true.
Get Involved (+Stat): When an ally makes a Move and you affect the result using...
...stealth, piloting, accuracy, or bravery, Roll+Mettle
...education, mechanics or first-aid, Roll+Expertise
...athletics, endurance, strength or health, Roll+Physique
...charm, diplomacy, bargaining or lies, Roll+Influence
...open computer systems and networks, Roll+Interface
Choose 1
- Turn a failure (6-) into a partial success (7-9)
- Turn a partial success (7-9) into a full success (10+)
- Turn a full success (10+) into a partial success (7-9)
- Turn a partial success (7-9) into a failure (6-)
, as above, but you incur a cost, complication or hard choice in order to get involved.
Stat Moves
Open Fire (+Mettle): When you engage enemy forces in long ranged, cover-to-cover firefights, describe your tactics, primary targets and Roll+Mettle.
, you win this engagement. Your target are dead, injured, incapacitated, retreating, pinned, surrendering, etc.
On a 7-9, as above, but the GM will choose 1 or more of the following consequences:
- You suffer harm during the exchange.
- The exchange causes undesirable collateral damage.
- The battle shifts, changing threats or adding new ones.
- The targets actually suffer a lesser fate (GM chooses).
Launch Assault (+Physique): When you engage enemy forces in chaotic close-quarters combat, describe your tactics and primary targets, then Roll+Physique.
On a 10+, you win this engagement. Your targets are dead, injured, incapacitated, retreating, pinned, surrendering, etc.
On a 7-9, as above, but the GM will choose 1 or more of the following consequences:
- You suffer harm during the exchange.
- The exchange causes undesirable collateral damage.
- The battle shifts, changing threats or adding new ones.
- The targets actually suffer a lesser fate (GM chooses).
Patch Up (+Expertise): When using appropriate medical supplies/tools to repair harm to people or machinery, Roll+Expertise.
On a 10+, choose 1 from the list below.
On a 7-9, choose 1, but you've reached the limit of what you can do; you cannot re-attempt to Patch Up the subject for now.
- Treat a single minor, major or severe injury/damage.
- Treat a malfunction or minor debility.
- Stabilize a major debility.
- Perform a medical/technical procedure.
Command (+Influence): When you issue a command to a group that is inclined to follow your orders, Roll+Influence.
On a 10+, they follow those orders to the best of their ability, though there may be cost in time, resources, or personnel.
On a 7-9, as above, but their disposition or effectiveness has been significantly impacted in some way. This crew will not accept a new Command until those issues have been dealt with.
Access (+Interface): When you spend several minutes accessing a locked, protected system or network with the appropriate tools, Roll+Interface.
On a 10+, credentials verified, access granted. The system is now open to Interface-based Moves.
On a 7-9, as above, but your breach is detected. The owners of the system will likely retaliate soon, either electronically, legally or physically.
Brace For Impact (+Armor): When you would suffer harm, the GM will tell you the Severity (Minor, Major, Critical or Fatal). Roll+Armor.
On a 13+, the severity is reduced by two levels.
On a 10-12, the severity is reduced by one level.
On a 7-9, you suffer an injury of that severity.
On a 6-, you also suffer debilities, incur cost/troubles, or suffer an injury of a greater severity, at the GM's discretion.
Enterprise Moves
Shields Up: When one of the starship sections would suffer damage from outside, the pilot rolls 2d6. If a character is at the shield station, they Roll instead, and add their +Interface.
, the severity of the damage is reduced by two.
On a 7-9, the severity of the damage is reduced by one.
On a 6-, shields down! The section suffers damage, and the shields need to be repaired or recharged before they can be used again.
Wild Jump: When you force your ship to make a Wild Jump, Roll 2d6.
On a 10+, the crew only suffers nausea, headaches and other minor effects. You reach a point within a week's travel of your destination, or choose from teh list below.
On a 7-9, the illness and hallucinations are pronounced. The GM chooses on from the list below:
- You find an uncharted world, ready for exploration.
- You find exploitable resources, there for the taking.
- You discover a scientifically-interesting phenomenon.
- You discover a wreckage or ruins of unknown origin.
- you find a new path to a well-known destination.
- You encounter a faction of culture that is new to you.
, the GM will describe the ugly, debilitating, terrifying consequences. It's full of starts.
Cramped Quarters: When you've been trapped in a cramped quarters with the same people for a significant amount of time (a leg of an interstellar journey, etc.), choose a character trapped here with you and roll 2d6.
On a 10+, describe how the two of you bonded over the past few days.
On a 7-9, reveal/discover the answer to their question about an aspect of yourself or your past.
On a 6-, describe what caused the newest hurt feelings or bad blood between you.
Acquisition (+Cargo): When you demand important services or assests from a market able to supply those demands. Roll+0. If you offer a cargo unit as part of the deal, Roll+ that cargo's Call.
On a 13+, the deal goes through; you get what you asked for.
On a 12-10, the deal goes through if the seller/market is amiably disposed toward the deal. Otherwise as 7-9.
On a 7-9, the deal will only go through if you accept a cost, a task or a lesser asset/service instead of what you asked for.
On a 6-, the deal will only go through if you call in a Favor.
Barter (+Cargo): When you exchange a foreign unit of cargo for local trade goods, Roll+ the Class of the cargo unit.
On a 13+, you attract the attention of a faction of individual with a unique item or service for trade.
On a 10-12, you get a higher Class cargo of local goods in exchange, to a max of Class 4.
On a 7-9, you get a higher Class cargo, to a max of Class 4, and the GM choose one flaw:
- The negotiations take many days to complete.
- The goods need special care (fragile, hazardous, etc).
- The goods are very odd, distasteful or bizarre.
- The provenance or legality of the goods is dubious.