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Remember, a clock tracks progress. A clock is like a hyperspace nav- readout. Use clocks when a situation is complex and you need to track something over time—otherwise, resolve the result of an action with a single roll. Examples of progress clocks follow.

These are some of many ways to use clocks, but feel free to come up with new ones! In this case, when a complication occurs, the GM ticks one, two, or three segments on the clock, depending on the consequence level. When the clock is full, the danger comes to fruition—the guards hunt down the intruders, activate an alarm, release the killer drones, etc. If both clocks complete at the same time, the PCs get to their. You can also use racing clocks for environmental hazards.

Once the guards are alerted and working to trap the PCs, any following actions would lead to them becoming trapped. As always, the method of action is up to the players and the details of the fiction at hand. If the countdown runs out, the mission is scrubbed or changes—the target escapes, the household wakes up for the day, etc. Such a clock can be ticked as a consequence, or if the PCs take actions that eat up too much time. Some events will tick the clock up and some will tick it down. If it empties completely, the workers are satisfied with their lot—at least for now.

Once it fills, the revolution begins. A tug-of-war clock is also perfect for an ongoing turf war between two factions. A basic long-term project like jury-rigging up a new feature for a device is eight segments. Truly long-term projects like creating a new stardrive can be two, three, or even four clocks, representing all the phases of development, testing, and manufacturing. Add or subtract clocks depending on the details of the situation and complexity of the project.

Take a look at Crafting on page for some ideas on this. Long-term projects are the default tool to deal with any unusual player goal, including things that change elements of the mechanics or the setting. For example, by default, trauma is permanent. It will be a long and dangerous task to set up everything needed to begin and work on a project like this, but almost anything can be attempted as long as the group is interested and it seems feasible to everyone.

Discuss known faction projects that they might aid or interfere with, and also consider how a PC operation might affect the NPC clocks, whether the players intended it or not. You can find more information on faction clocks and how the PCs may discover and affect them in Faction Clocks, page She makes an 8-clock because on a sprawling estate with alert many staff on retainer, a few suspicious events can easily be overlooked.

The fairly well-trained guards are not especially wary. Racing at Bright Wind The crew enter an illegal space race in the Brekk system, in an attempt to impress the Echo Wave Riders pc yast and earn their trust for an elite crew jor smuggling job requiring fancy flying. The GM makes one clock for the crew and another for Yast. As PCs take actions and suffer consequences, the GM ticks the clocks to show the progress of each side. This is good! Coming to consensus about what difficulties look like establishes the tone and style of your Scum and Villainy series.

To make an action roll, we go through six steps. The player states their goal for the action. The player chooses the action rating. The GM sets the position for the roll. The GM sets the effect level for the action. Add bonus dice. The player rolls the dice and we judge the result.

It never hurts to be clear and avoid any confusion. Okay, what do want to get out of this? If you want to roll your scrap action, then get in a fight. If you want to roll your command action, then order someone around. If you want to hurt someone, you might scrap with them or use doctor to poison them. If you want to scare an enemy, you might command them through terrifying presence or sway them with tough lies.

The position represents how dangerous or troublesome the action might be. To choose a position, the GM looks at the profiles for the positions below and picks one that most closely matches the situation at hand. A very dangerous maneuver. By default, an action roll is risky. If the situation seems more dangerous, make it desperate. If it seems less dangerous, make it controlled. Negotiate with your GM over the position you find yourself in and what you might do to improve it.

One of his buddies could step in or maybe someone will find a Cobalt Syndicate enforcer to deal with you. You could make it controlled if you wait until the guy is alone.

Talking about the position will help establish the fictional situation much more clearly and set the tone of the game. Essentially, the effect level tells us how much this action can accomplish—will it have limited, standard, or great effect? Effect level is explained in detail in the next section, starting on page Seems like consorting would be a lot better for that. For one bonus die, you can get assistance from a teammate. For a third bonus die, you can spend a gambit. A gambit is a limited resource shared by your whole crew, and earned by taking a few risks.

For more about gambits, take a look at page Common bargains include: XXCollateral damage, unintended harm. The bargain occurs regardless of the outcome of the roll. You pay the price and get the bonus die. I like it! Someone here is a member of your old platoon—the one you left for dead.

One of the mystics becomes obsessed with you. Your Guild friend is going to be miffed when she hears! You can always just push yourself for that bonus die instead. See possible outcomes, by position, on the next page. The action roll does a lot of work for you. It tells you how well the character performs and how serious the consequences are. Usually, the action just fails completely, but sometimes it might make sense or be more interesting for the action to have some effect even on a result.

Hayley rigs up a neural interface to mine a defunct AI core she found in the ruins of an Ur temple. The roll is a The GM could say Hayley fails to tap the AI core and the backlash from the desperate failure manifests as level 3 mental harm. Hayley was confronted with a horrific intelligence, mind-to- mind, right? Hayley touches the incomprehensible memories of that ancient entity and the long-dormant madness within overwhelms her. The worse your position, the worse the consequences are.

The GM can inflict one or more of these, depending on the circumstances of the action roll. Consequences are explained in detail on page PCs have the ability to avoid or reduce the severity of consequences by resisting them. See page 35 for details about resistance. When you narrate the action after the roll, the GM and player collaborate together to say what happens on-screen. How do you vault to the other ship? What do you say to the Legionnaire to convince her?

The GM will tell you the results of your actions. The single roll tells us how those actions interact and which consequences result. On a 6, the PC wins and has their effect. You exploit a major advantage.

Press on by roll seizing a risky opportunity, or withdraw and try a different approach. You act under fire. You take a chance. Add a gambit to your crew as above. You suffer harm, a complication occurs, you end up in a desperate position, you lose this opportunity.

You suffer severe harm, a complication occurs, you lose this opportunity. Make an action roll when the character performs a dangerous or troublesome action. This governs the The players and GM consequences of the roll. The GM has final say over what happens and inflicts consequences as called for by the position and the result of the roll. But how many actions does it take to achieve a goal? That depends on the effect level of your actions. The GM judges the effect level using the profiles below.

Which one best matches the action at hand—limited, standard, or great? You achieve a partial or weak effect. Then, if needed, assess three factors that may modify the effect level: potency, scale, and quality. If the PC has an advantage in a given factor, consider a higher effect level. If they have a disadvantage, consider a reduced effect level.

A high-end Guild device may be a potent safe-cracker. A thief will be more potent skulking in the dark. Hayley is picking the lock to a Malklaith warehouse.

Malklaith is Tier III. Hayley is outclassed in quality, so her effect on the lock will be limited. Larger scale can be an advantage or disadvantage depending on the situation. In battle, more people are better. When infiltrating, more people are a hindrance. When considering factors, effect level might be reduced below limited, resulting in zero effect—or increased beyond great, resulting in an extreme effect. For a master table of factor examples, see Magnitude on page Aleera wants to shoot down a gunship harassing them with her fine blaster pistol, Krieger.

I rolled a crit! Great effect! But this is also codified in the effect factors. The ship is dominant in quality, scale, and potency. This concept is useful when assessing other very tough but achievable situations. This is where effect factors can help make sense of the situation.

If the ship is dominant in quality, scale, and potency, then the PCs can try to understand the factors and take actions to address them. Is there a weakness in the armor of the ship? They can use that to remove its potency and seize that advantage for themselves. What scale is it? They need a bigger gun. And so on. Once the level is set, though, you can always offer the trade-off to the player if it makes sense in the situation.

The scale of the hanger is a factor here, so your effect will be limited. Okay, what if I just go as fast as I can. Can I get all the way across if I make a desperate roll? Leaving it as simply a number of clock segments will keep the story static, whereas explaining the new situation allows the players a way forward into new actions and subsequent rolls.

Look at the questions for the effect level as a guide for the kinds of things to explain. It might be limited, standard, or great effect, resulting in a number of possible new situations. The guard may be skeptical but willing to hear you out limited , wave you through without questioning standard , or clear you through all the checkpoints in the area great , depending on the factors in the story so far.

The GM creates a clock for the creature, then there are several action rolls to resolve the fight, each ticking the clock according to effect level risking consequences from the outcome of each. For the latter, use a.

You grapple the mercenary. Do you break his neck in a swift wrenching motion? Do you daze him in a single jab? Can that be changed? By understanding the effect of their actions, the group will have a sense of how many actions and consequences will achieve their goals. Sometimes a black eye is all you need to prove your point. Maybe nothing short of death will do.

After each roll, the players have a clear picture of what has happened and can make decisions about what to do next. Consequences are the companion to effects. See page 32 for details on consequences and how they impact the player characters. The ability to set position and effect as independent variables gives you nine combinations to choose from, to help you convey a wide array of fictional circumstances.

For example, if a character is facing off alone against a small group, the situation might be: XXShe fights the group straight up, rushing into their midst, punching and hacking away in a wild scrap.

She takes a shot against one of them. There are five types see list. The worse position GM determines the consequences, following harm from the fiction and the tone established by the group.

The GM might tick a clock for the complication instead. Or maybe the GM creates a new clock for Legion suspicion at the checkpoint and ticks it.

Fill one tick on a clock for a minor complication or two ticks for a standard complication. Fill three ticks on a clock for a serious complication.

You had an opportunity to achieve your goal with this action, but it slipped away. To try again, you need a new approach—usually a new form of action or a change in circumstances. Maybe you tried to scrap with your bounty target to trap her on the balcony, but she evades your maneuver and leaps out of reach to another balcony. Perhaps you make the leap across to the next balcony, only to end up dangling by your. You can try again, re-rolling at the new, worse position. This is a good consequence to choose to show escalating action.

A situation might go from controlled, to risky, to desperate as the action plays out and the PC gets deeper and deeper in trouble. HARM This consequence represents a long-lasting debility or death. When you suffer harm, record the specific injury on your character sheet equal to the level of harm you suffer.

If you suffer lesser harm, record it in the bottom row. If you suffer moderate harm, write it in the middle row. If you suffer severe harm, record it in the top row. See examples of harm and the harm tracker on the next page.

Your character suffers the penalty indicated at the end of the row if any harm recorded in that row applies to the situation at hand. If you need to mark a harm level but the row is already filled, the harm moves up to the next available row. If you run out of spaces on the top row and need to mark harm there, your character suffers a catastrophic, permanent consequence loss of a limb, sudden death, etc. Harm is removed through the recover downtime action see page , but it can also fictionally vanish.

When applying unusual harm to the crew, let them know how they can remove it. This can be a way to showcase powerful opponents without killing the crew. If they suffer another level 1 harm, it will become level 2 since both level 1 slots are filled.

If they suffer another level 3 harm, it will move up to level 4—Fatal. Make a resistance roll to see how much stress your character suffers as a result of their resistance. The GM chooses the attribute, based on the nature of consequence: XXinsight: Consequences from deception or understanding.

If you get a critical result, you also clear 1 stress. Since the position was desperate, the GM inflicts severe harm modified by any other factors. Juan decides to resist the harm instead. The GM says he can reduce the harm by one level if he resists it. Each consequence can only be resisted one time. The GM also has the option to rule that your character completely avoids the consequence. When you resist, the GM says that you avoid that consequence completely: you keep hold of your weapon.

For a more daring game, most consequences will be avoided. For a grittier game, most consequences will only be reduced with resistance. As a general note, we suggest that you reduce consequences by two levels. Especially foolish or dangerous actions will still have daring consequences, but risky and controlled actions can often benefit characters at only a small stress cost.

This seems to hit a daring space opera vibe, but may not be appropriate for grittier games. The GM may also threaten several consequences at once, then the player may choose which ones to resist and make rolls for each.

Level 2 harm and you lose the opportunity to catch her for the moment. Suffer 6 minus the highest die result stress. All of your armor is restored when you choose your load for the next job. When your character dies, you can create a new scoundrel to play. Discuss with your table what might be the best way to proceed. House Malklaith and the Starsmiths are fighting over control of a small planetoid near Vet rumored to contain Ur artifacts.

How does that turn out? The GM makes a fortune roll for each. Malklaith gets a good result, but the Starsmiths get limited effect. When an outcome is uncertain, but no other roll applies to the situation at hand. With limited time, Griffen starts pulling drives randomly, hoping she gets at least something of value for the trouble. How valuable? Is the drive corrupted in the process? Who knows? The GM makes a fortune roll to see how it turns out. When you make a fortune roll you may assess any trait rating to determine the dice pool of the roll.

XXWhen a faction takes an action with uncertain outcome, you might use their Tier rating to make a fortune roll. XXWhen a Way power or artifact manifests with uncertain results, you might use its magnitude for a fortune roll. XXWhen a PC gathers information, you might make a fortune roll using their action rating to determine the amount and quality of the info they get. If no trait applies, roll 1d for sheer luck or create a dice pool from one to four based on the situation at hand.

If two parties are directly opposed, make a fortune roll for each side to see how they do, then assess the outcome of the situation by comparing their performance levels. The fortune roll is also a good tool to help the GM manage all the moving parts of the world. Sometimes a quick roll is enough to answer a question or inspire an idea for what might happen next.

How does it turn out? Does either side dominate? Are both made vulnerable by the. Make a few fortune rolls to find out. XXA strange sickness plagues the industrial world of Indri. How has the outbreak affected the populace? The GM assigns a magnitude to the plague and makes a fortune roll to judge its spread.

XXThe Muscle stakes out a good spot and makes a sniper shot against a gang leader entering his office. The controlled scrap roll is a success, but is great effect enough to instantly kill a grizzled gang leader? Instead of making a progress clock for the target, the GM decides to make a fortune roll to see if he survives the attack.

He has only hours to live unless his gang can get him to a doctor in time. How quickly will they get enough evidence to result in a warrant? One player asks if the captain will surrender to spare the rest of her crew. How coldhearted is this Cultist? If so, maybe one of the PCs can roll to consort, sway, or command her to stand down. By default, the GM tells the players what their characters perceive, suspect, and intuit.

The players have a tool at their disposal to more fully investigate their world. When you want to know something specific about the world, your character can gather information. The GM will ask you how your character gathers the info or how they learned it in the past.

Each attempt to gather information takes time. Some example questions are on the bottom of the character sheet. The GM always answers honestly, but with a level of detail according to the level of effect. For example, you might have to scramble to a good rock outcropping first and then study the Janus Syndicate goons during the handoff.

For instance, you might want to discover the network of dark hyperlane smuggling routes in the system. In these cases, the GM will tell you to start a long-term project that you work on during downtime.

You track the investigation project using a progress clock. Once the clock is filled, you have the evidence you need to ask several questions about the subject of your investigation as if you had great effect. The make an action roll information is complete and follow-up questions or a fortune roll.

Clarifying and a level of detail follow-up questions are possible. More information gathering will be needed to get all the answers.

Have any powerful mystics been here? How can I find the Ur artifact that speaks to me in my dreams? What should I be worried about? XXYou might command a local Guilder to tell you about the secret meetings held in the factory at night. Is he part of this secret group? XXYoumight consort with a well-connected friend to learn the secrets of an enemy or rival. What do they intend to do?

What might I suspect about their motives? Where does the package end up? Who signed for the delivery? XXYoumight study an Ur artifact to discover a mystic secret. How can I power this device? XXOr you might study a person to read their intentions and feelings. What are they really feeling? How could I get them to trust me?

XXYou might examine a plague as a doctor. Where did this disease come from? How can I cure it? XXOr youmight doctor a wounded pirate when you ally with their gang. Are they going to betray us? What do they really want? XXYou might sway a powerful Noble at a party to divulge his plans.

How can I convince him I might be a good partner in those plans? XXOr you might sway his bodyguard to confide in you about recent events. Where has he been lately? A fair number of these struggles have been on Outpost SB, a fairly important shipping nexus and prime turf for finding smuggling jobs.

So good to see you. The Cobalt dockhands look at each other in confusion and then anger. Being surrounded sounds like a bad idea. He takes 2 stress and avoids the complication. The Syndicate still outnumbers them, but the crew will have somewhere to go if this gets ugly. Juan and Rachel discuss some options for how to get the Cobalt Syndicate to back down.

Perhaps brandishing some heavy weaponry would deter them from closing in. But Alice playing Hayley Griffen, the Mechanic is still onboard the ship.

Drop the weapons and get lost. I think this is command… which I have zero dice in. No time like the present! Alice rolls and gets a 6! The Cobalt Syndicate are looking for ways to get into it with your crew. Maybe you fire a few shots into some unimportant crates and they all scatter? No additional heat needed, just flavor. Would you have given Aman a controlled position? Do you think she needed great effect for that result, or was standard enough already? How would you judge it at your table?

Mechanically, the rules for PC vs. PC action are the same for PC vs. NPC action. You still use action, resistance, fortune rolls, effects, and consequences. These resolve into new situations that may require more rolls. There are guidelines you should follow when PCs start to battle it out.

XXHalt play for a bit. Usually the answer is clear from the situation—one player is acting while the other is reacting. XXDecide how to resolve the conflict. If you want to go down a different road, speak up! XXAsk about the situation to establish how things will resolve. Once you decide on the resolution method, follow through with that method and stick to the outcomes. Rather than argue with the process, use the outs the system already gives you—bad results can be resisted, armor is often an option, and the future remains open to new courses of action.

There are no specific player vs. When the PCs fight, the players are still collaborating and making judgments about what happens, like any other event. Conflicts between players are outside the scope of the game; no roll or mechanic can resolve a dispute between people. Talk with your friends and resolve any interpersonal conflicts that come up so PC vs. Most forms of currency these days are backed by Counters Guild technologies or by Guild interests.

Numerous physical currencies exist but most exchange these denominations through the Counters Guild into standard Hegemonic credit. A weekly income for a small business. A set of luxury clothes. A case full of hard currency. A small safe full of rare metals and valuables. A rare artifact. More than 4 cred is an impractical amount to keep unnoticed by the Guild. You must spend the excess or put it in your stash see below.

A crew can also store 4 cred in their ship, by default. Any cred beyond their limit must be spent as soon as possible typically before the next job or be distributed among the crew members.

Spend 1 cred to increase the result level of a downtime activity roll. Spend cred to avoid certain crew entanglements see page Spend cred when you advance your crew quality see page Your stash tracker is on your character sheet. You end up in the gutter, awash in vice and misery. A tiny hovel that you can call your own. A simple home or apartment, with some small comforts. You might operate a bar or small business. A well-appointed home or apartment, claiming a few luxuries. You might operate a medium business.

Ray Aman, Captain of the Faraday, is dressed to impress his sometime-rival Rhin, a fellow smuggler. The idea of space exploration to further the frontiers of mankind is noble, but let's not kid ourselves — it's really all about furthering the profit margins. Download or read online Scum and Villainy written by Esdevium Games, published by Unknown which was released on.

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Difficulty Beginner Intermediate Advanced. Explore Documents. Scum and Villainy. Uploaded by Vivien. Did you find this document useful? Is this content inappropriate? Report this Document. Flag for inappropriate content. Related titles. Carousel Previous Carousel Next. Jump to Page. Search inside document. Wee a4 fain. Spine My Pai. Fasues Ambush Those that leave, hamever, do so because they have been exiled. Additionally, Blood Carvers fee! Personality: On Bato fine, Blood Carvers are fiercely loyal to thelr bes and tbl lesders.

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