Copia de 3745-LoFiSciFiHorror
Copia de 3745-LoFiSciFiHorror
Copia de 3745-LoFiSciFiHorror
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• Rules based on 24XX CC BY Jason Tocci • Art CC BY Beeple (Mike Winkelmann)
training
There are skills in 3745 that a character can be trained in. Each skill has 3 levels of
training available. Each level of training raises the die one step on the die chain when
using it for a check. If not trained, a character rolls a d6 on checks as the default.
Feel free to add or subtract as needed as this is just a base list that details most com-
mon scenarios.
● Athletics - Strength related tasks, movement related tasks.
● Connections - Contacts on various civilized planets.
● Diplomacy - Social checks using charm, and guile
● Electronics - Fixing, hot wiring, building tech.
● Hacking - Hacking into computers and other tech.
● Hand to Hand - Fighting with melee weaponry or bare hands.
● Intimidation - Social checks using threats, or a show of strength
● Marksmanship - Ranged attacks.
● Mechanics - Fixing engines, working on ships/vehicles.
● Medicine - Stitching, bandaging, and condition removal.
● Navigation - Plotting warp jumps, reading maps
● Piloting - Driving vehicles and aircraft.
● Presence - Force of persona, and charisma.
● Reading People - Social manipulation, spotting lies.
● Science(Choose specific area) - Knowledge about chosen subset.
● Scouting - Spotting things and noticing ambushes or traps.
● Sleight of Hand - Small manual dexterous tasks.
● Stamina - Physical resistance.
● Stealth - Moving quietly and unseen.
advantage/disadvantage
In a situation where a character, NPC, or alien has a significant advantage, they roll the
related check with one die higher on the die chain. If this raises the die above a d12 on
the die chain, roll 2d12 for the check instead and keep the higher result. This is called
Advantage. If instead there is a significant disadvantage, they roll the check with one
die lower on the die chain. If this lowers the die below a d4 on the die chain, roll 2d4
for the check instead and keep the lower result. This is called Disadvantage.
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3745 : lo-fi sci-fi horror
names
Choose or roll(or don’t, you’re creative!) a Name and Call name from the below tables.
jobs
All characters choose one of five jobs in 3745. Gain Training as listed. Note starting
gear choices. The five jobs are:
● Soldier: Trained(Athletics or Stamina, Marksmanship or Hand to Hand, +2 more). Start
with 2 Weapons, Armor of choice, and Pain Pills.
● Engineer: Trained(Electronics or Hacking, Mechanics, +2 more). Start with Cybernetic
Diagnostic Scanner or Electronic Tool Set, Flashlight or Infrared Goggles, Radio
Jammer or Long-range Comms, and a Lockpick Set or Knife.
● Doctor: Trained(2x Science, Medicine, +1 more). Start with a Medscanner or Bioscan-
ner, Automed or Stimpack, a Scalpel, and 2 First Aid Kits.
● Pilot: Trained(Piloting, Navigation, Marksmanship, +1 more). Start with Vac Suit,
Lead Pistol, and Heads Up Display.
● Captain: Trained(Piloting or Navigation, Connections, Marksmanship, +1 more). Start
with Vac Suit, Lead Rifle, 2 Free Ship Upgrades
life-form
Humans should be the most common, but Androids make a fun addition to an otherwise all Hu-
man group, make sure you choose wisely!
● Humans: Very adaptable, choose 2 additional skills to be trained in (d8), choose 2
trained skills to bump training one level (d10), or bump one skill two levels (d12)
● Androids: Hardened synth(Acts as Defense 3, self repairing 1 Defense every 24
hours), Trained in Electronics, Disadvantage on Social checks.
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• Rules based on 24XX CC BY Jason Tocci • Art CC BY Beeple (Mike Winkelmann)
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3745 : lo-fi sci-fi horror
combat
In combat, all characters, NPCs, and aliens get to take one Move, on Action, and up to 2
free actions on their Turn during a Round. Turn order is determined by each side rolling
a d6.
● Move: The character is able to move anywhere within Near range
● Actions: These are typically a check. So attacking or any other check that makes
narrative sense.
● Free Actions: These include digging something out of your pack, drawing/sheathing a
weapon, and quick short sentences or statements.
All Armor types have a Defense value. This value is how many wounds the armor can absorb
before it is broken. After combat a Mechanics check can restore Defense to broken armor:
On 3-4 restore 1 Defense but the armor Defense value is permanently reduced by 1, and 5+
restore 2 Defense.
time
During encounters(typically combat) the GM will move the group into Rounds. Each Round is
approximately 10 seconds, and all involved get a Turn. Turn order is determined each
round by each side rolling a single d6. High Roll goes first. The order in which a side
acts is not set, and this allows for coordinated attacks on both sides.
hindered
In 3745 certain attacks and circumstances may impart the Hindered condition to your char-
acter. All checks are at Disadvantage until the condition is removed.
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• Rules based on 24XX CC BY Jason Tocci • Art CC BY Beeple (Mike Winkelmann)
resting
Every day in the game world characters need to take a minimum of 8 hours of downtime rest-
ing. This is mostly sleep, but also implies eating a meal, drinking some water, and blow-
ing off steam. Resting outside of a safe place allows an Stamina check for each charac-
ter. On a 3-4, the character can heal one wound. On a 5+ the character can heal two
wounds. Alternatively, a character can make a Stamina check to remove the Hindered condi-
tion in a similar manner. Resting in a safe place such as a ship, hotel, hospital, or at
home, with access to proper meals and a bed automatically heals two wounds, the Hindered
condition, or a combination of the two.
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3745 : lo-fi sci-fi horror
starting credits
Roll d100x10 for starting credits, and use the equipment tables(below) for gear prices to
purchase any further items. These are electronically assigned to cred sticks, which can be
combined into a single stick, or carried as multiple.
material tracking
Usage Die(Ud) is an abstract method of tracking usable resources such as ammo, grenades,
etc. If an item is listed with a Ud followed by a number, that is the current die size on
the die chain. When that resource is used, roll the listed die type - on a 1-2 the die
size is dropped one step on the die chain. If the die size is a d4, on a 1-2 the item is
depleted.
armor
Crew Suit: No Vac Capabilities
(Defense 2) 60
1200
Battle Dress: Full Vac
(Defense 6)
weapons
Common Melee: Sword, Machete, Knife, Brass Knuckles,
Baton, etc(1H) 20
Pistol, Lead 100
Rifle, Lead 150
Lead Ammo (20/ 2x Cost Rifle) 5
Blaster Pistol (2 Damage) 300
Blaster Rifle (2 Damage) 600
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• Rules based on 24XX CC BY Jason Tocci • Art CC BY Beeple (Mike Winkelmann)
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3745 : lo-fi sci-fi horror
the ship
Every crew has a ship, it’s the only way to get around this deadbeat galaxy. Of course it
has a name! Roll/Choose from below(or create your own) and name your crew’s baby.
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• Rules based on 24XX CC BY Jason Tocci • Art CC BY Beeple (Mike Winkelmann)
ship functions
All ships have the following basic functions. Upgrades can be pricey (Starting around
1000 credits, GM will advise) but there are a couple listed. Check with the GM on the
specifics.
COMMS: Upgrade with eavesdropper, jammer, tachyon burst (no lag in-system).
CRAFTS: Comes with an escape pod. Upgrade with fighter, shuttle (reentry-rated).
DRIVE: FTL jump and sublight speeds. Upgrade with longer jumps, faster speed, greater
agility.
EQUIPMENT: Vac suits for crew. Upgrade with armory, heavy loader, mining gear, tow cable.
HULL ARMOR: Break harmlessly for defense. Upgrade with reentry-rated, sun shielding.
SENSORS: Upgrade with deep-space, life-sign scan, planetary survey, tactical vessel scan.
WEAPONS: Deflector turrets. Upgrade with laser cutter, military-grade turret, torpedoes.
improving
After completing a series of adventures and surviving some harrowing circumstances, your
character will get stronger. Typically, this should be after a number of adventures de-
termined by the GM, but around 3-5 is a good number to start with, depending on the length
of your game. Choose from the following:
● Gain training in a new skill that was successfully used recently.
● Increase training in a known skill that was successfully used recently.
● Gain an extra wound(only able to be taken two times)
Any other increases in power should be narrative or gear based in nature, and should keep
the story moving forward. These include things like an upgraded ship, a group of mercs
that have heard of your deeds and now wish to work for you, ancient artifacts gifted from
the realms powerful, etc. Be creative, and don’t limit the game to mechanical benefits
only.
npcs
Aliens and non-player characters need the following information.
● Wounds: How many wounds before death.
● Attacks: List any attacks, special attacks, or abilities here. List the damage
done. List what die size the creature uses for each attack, but these are resolved
in a binary fashion though:
○ 1-4 Failure. It’s a miss and no damage done.
○ 5+ Success. It’s a hit, dealing the listed damage in the stat block.
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