<strong>Die Rolls:</strong><br/>You'll be rolling 1d81 whenever you test one of your skills.  The roll will add or subtract from your total according to the following table:<br/><br/>01 -4<br/>02-05 -3<br/>06-15 -2<br/>16-31 -1<br/>32-50 0<br/>52-66 +1<br/>69-76 +2<br/>77-80 +3<br/>81 +4<br/><br/>To roll, simply click on the "send a roll" button under my username, and set the number of sides on the die to 81.<br/><br/><strong>Invoking and tagging aspects:</strong><br/>When you roll, you may spend a Courage point to invoke one of your aspects, gaining a +2 bonus on the roll.  An aspect may only be invoked once per scene.  You may also "tag" one of your opponent's aspects that contributes to your success, like "poor judge of character" on a seduction roll.  This costs a Courage point and provides the same +2 bonus.<br/><br/><strong>Declaring Details:</strong><br/>Another use of Courage points is to declare the details of a scene.  Spending a Courage point enables you to change minor aspects of a scene, with GM approval.  Examples include adding an fallen building to a match, or adding a family crest with a sword in it to a tense standoff at a party.  This may only be done while establishing the details of a scene.<br/><br/><strong>Gaining Courage Points:</strong><br/>There are two ways to gain Courage points.  GM fiat, and compelling aspects.  The GM will periodically use your aspects to introduce conflicts into the story, or give your opponents +2 bonuses.  Whevever an aspect has been compelled in this way, you may refuse the Courage point to cancel the complication or bonus.<br/><br/><strong>Conflict Sequence:</strong><br/>A conflict has 3 phases:<br/><br/>1. Frame Scene<br/>2. Determine groupings<br/>3. Resolve Conflict<br/><br/>Framing the Scene:   At the start of combat, the GM declares if the scene has any aspects (such as smoky, asteroid field, suprise attack, ect.) and lays out what zones the conflict encompasses if it occurs over a broad area.  Unless supported by an aspect, only characters in the same zone can attack each other.<br/><br/>Groupings:  At the start of a conflict, all characters lacking the capacity for independent action should be grouped with a major character.  Characters leading a group can "attatch" one character in the group each turn at the start of their action.  Attatching an NPC grants a +1 bonus in all skills possesed by NPC, and the character with an attatched NPC can use the skills of the NPC in place of his own.  Additionally, attatched NPCs can take stress for the character.  A character may only have one attatched NPC at a time.  Ever. (This is also only applicable in non-Fight scenes)<br/><br/>Resolve Conflict: The conflict sequence begins.  Attackers roll skills against skills rolled by a defender.<br/><br/>The attacker wants...    So he uses...    And the defender can use...<br/>To physically harm           Fists                    Fists<br/>To physically harm           Guns                    Athletics<br/>To physically harm           Melee                   Melee or Fists<br/>To destroy planes            Guns                    Pilot<br/>To deceive                     Deceit                  Resolve or Empathy<br/>To scare                        Intimidation           Resolve<br/>To charm                       Rapport                Resolve or Deceit<br/>To force movement          Might                   Might<br/><br/>If the attacker wins, he inflicts stress on his opponent equal to his margin of success.  If the defender wins or ties, he gains "spin" equal to the margin of success -1  Spin may be used to add a bonus equal to the number of points of spin spent to an attack or defense.  Spin is good only against the opponent you got it against.  A character may only have 5 points of spin per opponent at a time.<br/><br/><br/><strong>Special Combat Options:</strong><br/><br/>Full Attack: A character who gives up defenses gains a +2 bonus on attacking.<br/><br/>Full Defense: A character who gives up attacks gains a +2 bonus on defense in combat.<br/><br/>Blocking: A character holding his action may roll defense for another character.  If his roll is higher than the attacker's, he prevents the attack.  If it is lower, the attack proceeds as normal and the original target rolls defense.<br/><br/>One shot left: A character may take a consequence at the end of his attack to gain a +3 bonus on the attack.<br/><br/><br/><strong>Character Creation:</strong><br/><br/><strong>Step 1: Aspects</strong><br/>The first and most important step to creating your character is to pick aspects.  Aspects are a collection of words or phrases that describe your character.  Things like "Crack Shot"  "Hot Blooded" "Delicate Hands" and "It's a trap!"  Aspects can also be negative things, like "Drunkard" "Brashly Overconfident" "Sadistic Bastard"  and "It's not my fault!"  Positive aspects enable you to use Courage points to gain bonuses on actions related to them.  Negative aspects, meanwhile, enable you to gain Courage points when they hinder you or provide roleplaying opportunities.  Therefore, a balance of positive and negative aspects is advisable.<br/><br/>Your character has 8 aspects, but you can leave up to 4 of them undefined and define them during play.<br/><br/><strong>Step 2: Skills</strong><br/>The next step, now that you know who your character is, is to decide what he or she is good at.  Your character has the following starting allotment of skills:  (the number by each skill indicates the base value of a check using that skill, and also how you can describe a check resulting in that number.  When you do something where there is an element of chance, you roll dice and, depending on the result, end up subtracting or adding up to three from or to the result)<br/><br/>1 skill at Great      (4)<br/>2 skills at Good     (3)<br/>3 skills at Fair       (2)<br/>4 skills at average (1)<br/><br/><strong>Skills:</strong>(combat skills in bold)<br/><br/><strong>Alertness</strong><br/>Art<br/><strong>Athletics</strong><br/>Contacts<br/>Deceit<br/>Empathy<br/>Endurance (Provides +2 health at good, +1 health at average)<br/><strong>Fists</strong><br/>Gambling<br/>Hacking (screwing with computers)<br/>Intimidation<br/>Leadership<br/>Medicine<br/><strong>Melee Weapons<br/>Might<br/>Pilot<br/>Projectiles</strong>(Guns, extensible arms, etc)<br/>Rapport<br/>Repair<br/>Resolve (Provides +2 composure at good, +1 composure at average)<br/>Resources (how much money you have access to)<br/>Sleight of Hand<br/>Stealth<br/><strong>Unarmed</strong><br/><br/><strong>Step 3: Composure and Health</strong><br/><br/>Composure reflects your ability to handle emotional and social setbacks, while health reflects your ability to survive in combat.  By default, you get five health boxes and five composure boxes, like so:<br/><br/>1  2  3  4  5<br/>[ ][ ][ ][ ][ ]<br/><br/>If your endurance or resolve is average or better, you get 6 health or composure boxes.<br/><br/>1  2  3  4  5  6<br/>[ ][ ][ ][ ][ ][ ]<br/><br/>If your endurance or resolve is good or better, you get 7 health or composure boxes.<br/><br/>1  2  3  4  5  6  7<br/>[ ][ ][ ][ ][ ][ ][ ]<br/><br/>In combat, a character rolls a combat skill (such as blasters) against an applicable skill rolled by the defender (such as pilot).  It the attacker gets a higher result, the difference is applied to the defender as stress.  The defender must place an X in a health box with a number equal or higher to the amount of stress he has taken.  If this health box is already filled, he or she must fill in the next highest health box.<br/><br/>If a defender cannot fill in a health box, or does not wish to, he can instead take a Consequence.  A consequence is a bad situation, like an injury, a state of depression, or a loss of reactor containment.  A character can suffer three consequences before being taken out.  The first consequence is a minor consequence.  The second consequence is a moderate consequence.  The third consequence is a major consequence.  If a character is suffering a major consequence and takes another consequence, the attacker may determine what happens to him or her.  The only way to avoid this is to spend all Courage points to narrate the fate of your character.  (with GM approval)<br/><br/><strong>Step 4: Perks</strong><br/>Your character gets three perks, special bonuses that help make him or her more interesting.  You may leave your perks undefined and define them during play, if you wish.<br/><br/>Bloody Mess: Whenever enemies are defeated by this character, they are defeated in a spectacular manner, falling off railings, falling on the self destruct switch, etc.<br/><br/>Companion: Gain an NPC with 4 stress boxes, 2 skills at good, 3 skills at fair, and 3 skill at average.  Can act independently as well as attaching like an ally can.  Good for representing astromech droids, wingmen, and background lovers.(NOTE: Unusuable during standard Fights)<br/><br/>Bakunetsu suru: Whenever a vehicle or object is destroyed by this character it explodes spectacularly, possibly causing collateral damage<br/><br/>Gadget: Your character has just the right tool(s) for the job.   This gadget counts as an aspect which may be changed at will  by spending a Courage point.  (Examples: Paperclip, high tensile strength wire)<br/><br/>Introspective: May remove a wound from the composure track once per scene by spending a Courage point.<br/><br/>Master of Disguise: May spend a Courage point to leave play, then re enter play  by revealing that an NPC was the character in disguise.<br/><br/>Core Lander: Your mech has a detachable, flight-capable cockpit and you may add 3 aspects to it.<br/><br/>Persistent: May remove a wound from the health track once per scene by spending a fate point.<br/><br/>Allies: Gain 3 NPCs with 4 stress boxes, 1 skill at good, 1 skill at fair, and 1 skill at average. Allies can "attach" to a character to provide a +1 bonus to any skill they are trained in and take stress for the attached character. Allies cannot act independently without spending a fate point.  The allies perk is good for representing squadron mates, fellow foot soldiers, flunkies, and general purpose redshirts. (NOTE: Unusuable during standard Fights)<br/><br/>Skill Flexibility:  You may substitute one skill for another.  (only applies to one pair of skills, both skills chosen at the time this perk is taken, e.g. piloting <-> blasters)<br/><br/>Unique Power: The special skill that makes your mech what it is. Takes 2 CP to enable. +3 to a single skill on the first turn, +2 on the second, +1 on the third, and can be maintained at +1 for the remainder of the scene at the cost of an additional 1 CP. (Example: Burning Gundam's Burning system is +3 to melee)<br/><br/>Veteran: May use a skill to add aspects; (usually bad ones) can add 1 additional aspect for every two points achieved on the roll beyond the first.  (applies to one skill)<br/><br/>Unstoppable: Can take an extra moderate consequence.  (May apply either to the health track or the composure track)<br/><br/>Hot Blooded: Increases One Shot Left bonus to +6, but disables Unstoppable after One Shot Left is used.<br/><br/><strong>Step 5: Courage Points</strong><br/>Your character receives 8 Courage points to start the game with.<br/><br/>A Courage point may be spent to power certain perks, or to use the effect of an aspect to gain a +2 bonus on a roll.  You may use any number of Courage points on a roll as long as you still have applicable aspects.  The aspects of other people can apply as well, so if you have the aspect "crack shot" and your opponent has the aspect "slow and overweight" you can spend 2 Courage points to get a +4 bonus on the roll.  An aspect can only be used in this way once per scene.<br/><br/><strong>Injury and Damage:</strong><br/>Whenever a defender suffers stress, the defender must place an X in a health box with a number equal or higher to the amount of stress he took.  If this health box is already filled, he or she must fill in the next highest health box.<br/><br/>If a defender cannot fill in a health box, or does not wish to, he can instead take a Consequence.  A consequence is a bad situation, like an injury, a state of depression, or a loss of reactor containment.  A character can suffer three consequences before being taken out.  The first consequence is a minor consequence.  The second consequence is a moderate consequence.  The third consequence is a major consequence.  If a character is suffering a major consequence and takes another consequence, the attacker may determine what happens to him or her.  The only way to avoid this is to spend all force points to narrate the fate of your character.  (with GM approval)<br/><br/>Alternatively, a defender who is taking a consequence may offer a concession, which causes the character to be instantly taken out, but get to narrate what happens to him or herself.  The attacker gets to choose whether or not to accept the concession.  If the concession was reasonable (in the eyes of the GM) the character takes a consequence instead, and gains a force point.  The attacker, meanwhile, loses a force point.