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MORIKO’S LEGACY | TIER 3 |
Sanjaval Vagabond Medium explorer Speed 10; Maneuverability good (turn 1); Drift 1 |
DEFENSE AC 13; TL 13 (+ pilot’s ranks in Piloting) HP 55; DT —; CT 11 Shields light 60 (forward 15, port 15, starboard 15, aft 15) |
OFFENSE Attack (Forward) gyrolaser (1d8; short, broad arc) Attack (Port) light laser cannon (2d4; short) Attack (Starboard) light laser cannon (2d4; short) Attack (Aft) flak thrower (3d4; short, point [+8]) Attack (Turret) light particle beam (3d6; medium) |
STATISTICS Power Core Pulse Green (150 PCU); Drift Engine Signal Basic Systems basic mid-range sensors, crew quarters (good), extra light weapon mount (aft), mk 3 armor, mk 3 defenses, mk 1 duonode computer (tier 1, artificial personality upgrade) Expansion Bays cargo holds (2), escape pods, custom recreation suite (HAC/gym) |
CREW Modifiers +1 to any 2 checks per round, +2 Computers, +1 Piloting Complement 1 – 6 |
The Sanjaval Spaceflight Systems Vagabond-class multipurpose light transport/freighter is a versatile workhorse with a reputation for durability and reliability. In service for over 100 years, Vagabonds are still regularly used throughout the Pact Worlds as cargo haulers, smuggling ships, and exploratory survey vessels. While a crew of six is the standard complement for the Vagabond, the ship’s coordinated control interface and double redundancies on critical systems were designed to allow a single pilot to operate the vessel with little difficulty.
Utilizing the popular explorer frame, the Vagabond is equipped with a Pulse Green power core, high-grade Dakkar M10-E thrusters, and a Signal Basic Drift drive. Standard armament is a Gorkal broad-arc gyrolaser mounted forward, supplemented by two Reinbach light laser cannons port and starboard. In addition, a turret-mounted Arabani Arms light particle beam projector provides 360-degree offensive capability at intermediate range.
One of the Vagabond’s most popular features is its completely customizable modular expansion bays. Sanjaval Spaceflight Systems produces a variety of interchangeable service modules, from technomantic laboratories to deluxe guest cabins, all of which can be easily swapped out as needed at any basic spaceport in only a fraction of the time it takes to convert one expansion bay to another on other starships.
The Sunrise Maiden is a stock Vagabond. Captain Moriko Nash’s personal touches to the ship can be seen in the captain’s cabin and the vessel’s customized expansion bays, which include twin cargo holds, six escape pods, and a custom recreation suite incorporating both a gym and a holographic amusement chamber.
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Bridge
Gunnery Stations
Main Airlock
Crew Storage
Dorsal Turret
Crew Quarters
Crew Quarters
Lavatories
Recreation Suite
Escape Pods
Cargo Hold
Cargo Hold
Galley & Dining
Maintenance Access Point
Maintenance Access Point
Main Engineering
Maintenance Access Point
Auxiliary Airlock
Drift Engine
Power Core
COMPUTER | TIER 1 |
Model mk 1 duonode Hack DC 17 Upgrade artificial personality Skills Bluff +2, Diplomacy +2, Intimidate +2, Sense Motive +2 |
Expansion Bays
Cargo Hold (2)
Unconverted expansion bays count as cargo holds. A cargo hold can contain approximately 25 tons of goods, with no item being larger than Large.
Escape Pods
Escape pods give the crew of a severely damaged or destroyed starship a way to avoid imminent death. An escape pod fits one Medium or smaller creature and has enough supplies and life-support capacity for that creature to survive for 7 days. It is also fitted with a distress beacon that is easily identified by long-range scanners. An escape pod has heat shields that allow it to crash-land on a planet with an atmosphere, but no means of propulsion.
Custom Recreation Suite
A recreation suite includes entertainments that help the crew (or passengers) relax and blow off steam. This suite is a bespoke combination of a gym and a holographic amusement chamber (or HAC).
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Cargo Manifest
EXPLORATION BUGGY | LEVEL 1 |
Large land vehicle (5 ft. wide, 10 ft. long, 4 ft. high) Speed 15 ft., full 350 ft., 40 mph EAC 12; KAC 14; Cover partial cover HP 14 (7); Hardness 5 Attack (Collision) 4d4 B (DC 10) Modifiers +0 Piloting, -2 attack (-4 at full speed) Passengers 3 |
ITEM | VALUE | BULK |
Exploration buggy | 1,000 | 50 |
UPBs (2,000) | 2,000 | 2 |
Total: | 3,000 | 52 |
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Actions
Boost Shield Regeneration (1 minute)
DC 19 Engineering check
Success: You double the shield regeneration rate for 10 minutes. This counts as an engineer action for the purposes of critical damage penalties.
Repair Critical System Damage (10 minutes)
DC Varies Engineering check (see table)
Success: The system is no longer critically damaged and is restored to full functionality.
Repair Hull Damage (5 hours)
10 UPBs/HP repaired
Hull points may be restored provided that the starship is not moving and the crew has access to the ship’s exterior.
Special: A crew member who succeeds at a DC 19 Engineering check reduces either the time or cost of the repair by half. For every 10 by which the DC is exceeded, either the time or cost may be reduced by half again, to a minimum of 1 hour and/or 1 UPB/HP repaired. Any number of allies may use the aid another action to assist with this Engineering check. Failing the check increases the cost by 5 UPB/HP repaired.
Scan Planet
DC 15 Computers check
Success: You learn basic information about the composition and atmosphere of a planet or other celestial body you are currently orbiting. This counts as a science officer action for the purposes of applying the sensors’ modifier or critical damage penalties.
Actions
Non-Combat Actions
Moriko’s Legacy
Systems
Shields: Light 60
Regeneration Rate: 2 SP/minute
Power Core: Functional
No penalties to engineer actions
Sensors (Basic Mid-Range): Functional
(+2) to Computers checks
Systems
CRITICAL DAMAGE | REPAIR DC |
Glitching | 15 |
Malfunctioning | 20 |
Wrecked | 25 |
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Stunts
Drift Astrogation (10 minutes)
DC Varies Piloting check (see table)
Success: You plot a course to another star system.
Failure: You realize you have plotted a faulty course and must attempt again before the journey.
Failure by 10 or more: You aren’t aware that your calculations are erroneous. It takes longer than normal (+ 1d6 days) to reach your destination, and you may suffer additional consequences.
Special: This check is rolled in secret by the GM.
Actions
Astrogation
Moriko’s Legacy
Systems
Drift Engine: Signal Basic
No modification to Drift travel duration
Systems
FAMILIARITY WITH TARGET SYSTEM | ASTROGATION DC |
High (frequently visited or home system) | 10 |
Moderate (infrequently visited) | 15 |
Low (never visited) | 25 |
None (uncharted system) | 30 |
DESTINATION (VIA DRIFT) | TRAVEL DURATION | RISK OF ANOMALY |
Absalom Station | 1d6 days | 0% |
In-system | 1d6 days | 1% |
Near Space | 3d6 days | 10% |
The Vast | 5d6 days | 50% |
DESTINATION (VIA SPACE) | TRAVEL DURATION |
Point-to-point (planetside) | 1d4 hours |
Orbital transition | 1d2 hours |
Reach satellite | 1d8 hours |
In-system | 1d6+2 days |
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Status | Moriko’s Legacy |
Current: | Shields: 15 | 15 | 15 | 15 / 60 Hull: 55 / 55 Systems all functioning |
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Actions
Erratic Maneuvering (Open)
You grant a +1 circumstance bonus to the starship’s AC and TL against any opponent that performs the Flyby stunt this round.
Feign Disaster (Open)
You force the captain (or leading science officer, if no captain is present) of each enemy starship to make a DC 14 Computers check; on a failure they take a –2 penalty to the Scan and Lock On actions as well as any Piloting actions taken within 1 hex of your starship.
Special: This action may only be attempted once per combat encounter.
Range Finding (Open)
Select one crew member filling the gunner, pilot, or science officer role and grant them a +1 bonus to one attack roll or skill check pertaining to starship combat this round.
Ready Weapon System (Open)
Select one starship weapon. If that weapon is not fired this round, it gains a +1 bonus to damage rolls next round.
Actions
Open Crew Actions
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Captain’s Console
Actions
Demand (Any Phase)
DC 19 Intimidate check
Success: You grant a +4 bonus to one specific check. You must use this action before the associated check is rolled, and you can grant this bonus to an individual character only once per combat. You can’t make demands of yourself.
Encourage (Any Phase)
DC 15 Diplomacy check or DC 10 check to aid another
Success: This works like aid another, granting a +2 bonus to the check required by a crew action. You can’t encourage yourself.
Taunt (Any Phase | Push)
DC (15 + 1-½ x enemy tier) Intimidate or Bluff check
Success: Each enemy character acting during the selected phase takes a –2 penalty to all checks for 1d4 rounds; the penalty increases to –4 if the enemy’s check is made as part of a push action.
Special: Once used against an enemy starship, regardless of the outcome, taunt can’t be used against that starship again during the same combat.
Actions
Systems
Life Support System: Functional
No penalties to captain actions
Power Core: Functional
No penalties to crew actions
Systems
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Chief Mate’s Console
Actions
Hard Turn (Helm Phase | Push)
DC 14 Acrobatics or Athletics check
Success: The pilot can make one turn as if the maneuverability of the starship is one step better.
Failure by 10 or more: The maneuverability of the starship is one step worse for the rest of the round.
Maintenance Panel Access (Engineering Phase)
DC 14 Acrobatics or Athletics check
Success: An engineer who succeeds at the Divert action this phase can divert power to two different systems.
Failure by 10 or more: All engineer actions performed this round take a –2 penalty.
Manual Realignment (Helm Phase)
DC 14 Acrobatics or Athletics check
Success: A science officer who succeeds at the scan action treats their result as if it were 5 higher.
Failure by 10 or more: The scan action cannot be attempted this round.
Actions
Systems
Power Core: Functional
No penalties to crew actions
Systems
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Engineer’s Console (1 of 2)
Actions
Divert (Engineering Phase)
DC 14 Engineering check
Success: Select one of the following - increase the starship’s speed by 2 this round; grant a +2 bonus to all science officer crew actions this round; treat all starship weapon dice that roll a 1 this round as if they rolled a 2; restore 7 shield points.
Hold it Together (Engineering Phase)
DC 19 Engineering check
Success: Select one system; that system is treated as if its critical damage condition were two steps less severe for the rest of the round (wrecked becomes glitching, and a malfunctioning or glitching system functions as if it had taken no critical damage). This check isn’t modified by penalties from critical damage to the power core.
Actions
Moriko’s Legacy
Systems
Life Support System: Functional
Sensors: Functional
Weapons Arrays
Forward Array: Functional
Port Array: Functional
Starboard Array: Functional
Aft Array: Functional
Engines: Functional
Power Core: Functional
No penalty to engineer actions
Systems
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Actions (con’t)
Patch (Engineering Phase)
DC Varies Engineering check (see table)
Success: You can reduce the effects of a critical damage condition. The number of actions and the DC of the Engineering check required are shown in the table below. Multiple engineers can pool their actions in a single round to effect repairs more quickly, but each engineer must succeed at her Engineering check to contribute her action to the patch. The severity of the critical damage is unchanged, but it is treated as one step less severe for the remainder of the combat, until 1 hour has passed, or until the system takes critical damage again (which removes the patch and applies the new severity). This check is not modified by any critical damage to the core.
Special: The number of actions required can be reduced by 1 (to a minimum of 1 action) by increasing the DC by 5.
Actions (con’t)
Moriko’s Legacy
Engineer’s Console (2 of 2)
CRITICAL DAMAGE | ACTIONS TO PATCH | PATCH DC |
Glitching | 1 | 14 |
Malfunctioning | 2 | 19 |
Wrecked | 3 | 24 |
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Gunner’s Console (1 of 2)
Weapons
Forward
Gyrolaser
Damage 1d8
Range short (5 hexes)
Special broad arc
Port
Light Laser Cannon
Damage 2d4
Range short (5 hexes)
Starboard
Light Laser Cannon
Damage 2d4
Range short (5 hexes)
Aft
Flak Thrower
Damage 3d4
Range short (5 hexes)
Special point (+8)
Turret
Light Particle Beam
Damage 3d6
Range medium (10 hexes)
Weapons
Moriko’s Legacy
Actions
Shoot (Gunnery Phase)
You can fire one of your starship’s weapons. If you use a turret weapon, you can target a ship in any arc.
Fire at Will (Gunnery Phase | Push)
You can fire any two starship weapons, regardless of their arc. Each attack takes a –4 penalty.
Actions
Actions
Snap Shot (Gunnery Phase | Minor)
You can fire one of your starship’s weapons with a –2 penalty to the gunnery check.
Special: You can only take this action if no other gunner actions or minor actions are taken during the gunnery phase this round.
Minor Actions
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Weapon Properties
Broad Arc
A weapon with this special property can fire in an arc adjacent to the one in which it was installed with a –2 penalty. A broad arc weapon can fire at only one target at a time.
Point
A weapon with this special property can’t be fired against targets that are outside the first range increment. If a tracking weapon would hit a ship in an arc that contains a weapon with the point special property, the gunner of the targeted starship can attempt an immediate gunnery check with the point weapon against the incoming tracking projectile using the bonus listed in parentheses in the weapon’s Special entry (instead of her usual bonus to gunnery checks). The DC for this gunnery check is equal to 10 + the tracking weapon’s speed. If the attack hits, the tracking weapon is destroyed before it can damage the ship. A point weapon can be used to attempt only one such free gunnery check each round, but this usage potentially allows a point weapon to be fired twice in a single round.
Weapon Special Properties
Moriko’s Legacy
Gunner’s Console (2 of 2)
Systems
Weapons Arrays
Forward Array: Functional
No penalties to gunner actions
Port Array: Glitching (patched)
No penalties to gunner actions
Starboard Array: Functional
No penalties to gunner actions
Aft Array: Functional
No penalties to gunner actions
Power Core: Functional
No penalties to crew actions
Systems
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Magic Officer’s Console
Actions
Eldritch Shot (Engineering Phase | Push)
DC 14 Mysticism check
Success: Select a starship weapon. On its next attack, its range is treated as 5 hexes greater than normal.
Special: This action cannot be applied to weapons with the point special property.
Precognition (Engineering Phase)
DC 14 Mysticism check
Success: Grant the pilot a +2 circumstance bonus to their Piloting check to determine initiative during the helm phase.
Scrying (Engineering Phase)
DC (5 + 1-½ enemy tier + defensive countermeasures) Mysticism check
Success: As the science officer Scan action.
Actions
Systems
Power Core: Functional
No penalties to crew actions
Systems
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Actions
Fly (Helm Phase)
You move your starship up to its speed and can make any turns allowed by its maneuverability.
Maneuver (Helm Phase)
DC 19 Piloting check
Success: As the fly action, but you reduce your starship’s distance between turns by 1 (to a minimum of zero).
Stunt (Helm Phase | Push)
You attempt a stunt.
Actions
Pilot’s Console (1 of 4)
Moriko’s Legacy
Systems
Frame: Medium Explorer | Thrusters: M10
Good maneuverability (turn 1) | Speed 10
(+1) to Piloting checks
Engines: Functional
No penalties to pilot actions
Power Core: Functional
No penalties to crew actions
Systems
Actions
Glide (Helm Phase | Minor)
You move the starship at half its normal speed and the starship’s distance between turns increases by 2. You add your ranks in Piloting to the starship’s AC and TL for this round.
Special: You can only take this action if no other pilot actions or minor actions are taken during the helm phase this round.
Minor Actions
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Stunts
Back Off
DC 14 Piloting check
Success: The starship moves up to half its speed in the direction of the aft edge without changing facing. It can’t take any turns during this movement.
Failure: Your starship moves backward only 1 hex.
Failure by 5 or more: Your starship does not move at all and takes a –4 penalty to its AC and TL until the start of the next round.
Barrel Roll
DC 14 Piloting check
Success: The starship moves up to half its speed and flips along its central axis. For the next gunnery phase, the starship’s port shields and weapons function as if they were in the starboard firing arc and vice versa. The starship reverts to normal at the beginning of the next round.
Failure: Your starship moves half its speed but doesn’t roll.
Failure by 5 or more: Your starship moves half its speed, doesn’t roll, and takes a –4 penalty to its AC and TL until the start of the next round.
Stunts
Pilot’s Console (2 of 4)
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Stunts (con’t)
Evade
DC 14 Piloting check
Success: The starship moves up to its speed and can turn as normal, but it gains a +2 circumstance bonus to its AC and TL until the start of the next round.
Failure: Your starship moves as normal.
Failure by 5 or more: Your starship moves as normal, but it also takes a –2 penalty to its AC and TL until the start of the next round.
Flip and Burn
DC 19 Piloting check
Success: The ship moves forward up to half its speed (without turning) and rotates 180 degrees to face the aft edge at the end of the movement.
Failure: Your starship moves forward half its speed but doesn’t rotate.
Flyby
DC 19 Piloting check
Success: The ship moves as normal, but it can move through 1 hex occupied by an enemy starship without provoking a free attack. During the following gunnery phase, you can select one arc of your starship’s weapons to fire at the enemy vessel as if the vessel were in close range against any arc of the enemy ship.
Failure: Your starship moves as normal, but you follow the normal rules for attacking, and the movement provokes a free attack from that starship as normal.
Stunts (con’t)
Pilot’s Console (3 of 4)
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Stunts (con’t)
Slide
DC 14 Piloting check
Success: The starship moves up its speed in the direction of either the forward-port or forward-starboard edge without changing its facing.
Failure: Your starship moves forward up to half its speed and can’t make any turns.
Turn in Place
The starship does not move but instead can turn to face any direction.
Stunts (con’t)
Pilot’s Console (4 of 4)
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Actions
Balance (Helm Phase)
DC 14 Computers check
Success: You can shift Shield Points (SP) from the shield in one quadrant to the shield in another quadrant, including to depleted shields (after rebalancing, every shield must have at least 10% of the total current SP). Alternatively, you can add up the SP from all the remaining shields and evenly distribute them to all four quadrants, putting any excess SP in the forward quadrant.
Scan (Helm Phase)
DC (5 + 1-½ enemy tier + defensive countermeasures) Computers check
Success: You learn the first unknown piece of information on the following list. For every 5 by which you exceed the check, you learn another unknown piece of information. Subsequent checks reveal new pieces of information, continuing down this list.
Target System (Helm Phase | Push)
DC (5 + 1-½ enemy tier + defensive countermeasures) Computers check
Success: Choose one system (core, engines, life support, sensors, or weapons). The next attack made by your starship that hits the enemy ship scores a critical hit on a natural roll of 19 or 20. If that attack deals critical damage, it affects the chosen system. For any further critical damage resulting from the attack, determine which system is affected randomly as normal. Your starship’s sensors can target only one system on a specific enemy starship at a time, though this action can be used to concurrently target systems on multiple starships.
Actions
Science Officer’s Console
Moriko’s Legacy
Systems
Sensors (Basic Mid-Range): Functional
(+2) to Computers checks
Power Core: Functional
No penalties to crew actions
Systems
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Actions
Quick Rescan (Helm Phase | Minor)
DC (5 + 1-½ enemy tier + defensive countermeasures) Computers check
Success: If a science officer has successfully performed the Scan action in a previous round, you receive one updated piece of information (such as current Hull Points).
Special: You can only take this action if no other science officer actions or minor actions are taken during the helm phase this round.
Visual Identification (Helm Phase | Minor)
DC (10 + 1-½ enemy tier) Computers, Engineering, or Perception check
Success: You learn the first unknown piece of information on the following list. Subsequent checks reveal new pieces of information, continuing down this list.
Special: You can only take this action if no other science officer actions or minor actions are taken during the helm phase this round.
Minor Actions
Science Officer’s Console
Moriko’s Legacy