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Research Ship

Cedric Shock edited this page May 10, 2022 · 1 revision

Research Ship

When you spend a few days researching a topic, roll + Science to

  • Develop a cure for a disease
  • Invent a shield against a hazard

Your GM will describe the solution. On a 7-9 it has some drawback. The GM may ask you how you discovered the solution.

Beta Test - Anomaly (6)

Choose one type of cosmic anomaly

  • Radiation field
  • Black hole
  • ...

Your ship can create these

Beta test - Wormhole (6)

You can create a stable wormhole between two locations your ship has visited

Star Diving

When you fly too close to a hazard (a sun, a black hole, into a wormhole, into the radiation of a nebula, etc) roll + Science.

On a 7-9 your ship is unaffected, but something bad happens (GM).

On a 10+ your ship is unaffected and you take +1 forward investigating the anomaly.

Expiremental Weaponry

When you **reconfigure your weapons during combat, roll + Science.

On a 7-9 choose * * *

  • Don't take -1 ongoing with that weapon

On a 10+ choose 3

When you reconfigure your weapons out of combat, choose 3.

(new note: I like the trigger "when you test an experimental weapon" better)

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