Professional Documents
Culture Documents
villainy
muscle........................................... 6 crafting.......................................35
drones..........................................36 Special Thanks: Mike, Nick, Dante, Dylan, Alice, Lou, and
mystic............................................ 7
ur-bots.........................................36 Christian - who put up with nonsense every Tuesday.
pilot............................................... 8
scoundrel..................................... 9 factions............................. 37-41
Mel and Jeff "Nunch" Johnston - without whom "Blasters
in the Dark" would not have existed to grow up and
procyon sector........ 25-30 Fonts: This document uses Metro by Jovanny Lemonad
system: rin.................................. 27 and Exo by Natanael Gama.
colorful friends items (Italics don't count for load) load 3 light 5 normal
6 heavy
Slice, a junkyard owner Fine Hacking Rig Blaster Pistol
Nisa, a previous employer Fine Ship Repair Tools 2nd Blaster Pistol
Small Drone Melee Weapon
Stev, a gambler of ill repute Heavy Blaster
Vision Enhancing Goggles
Len, a black market dealer Spare Parts Detonator
Kenn, a family member Genius Pet (ex: a dog) Hacking Tools
teamwork planning & LOAD Gather info Repair Tools
Choose plan. Pick load. Provide detail: What's their intention? mark xp : playbook advancement
Lead a group action. Medkit
Assault plan: Point of attack. What might I suspect about Every time you roll a desperate action, mark xp in that action's attribute.
Spy Gear
Set up another character. Deception plan: Method. this? What can I prove? At the end of each session, for each item below, mark 1 xp (in your
Illicit Drugs
Infiltration plan: Entry point. What's the danger here? playbook or an attribute) or 2xp if that item occurred multiple times.
Protect a teammate. How can I find ? You addressed a tough challenge with technical skill or ingenuity.
Communicator
Mystic plan: Arcane power.
What's really going on here? You expressed your beliefs, drives, heritage, or background. Armor
Social plan: Social connection.
Assist another character. You struggled with issues from your vice or traumas during the session. Spacesuit
Transport plan: Locations / route. Ask about a detail for a plan.
INSIGHT
3 need
Battleborn: You may expend your special armor to reduce harm consort
help HEAVY from an attack in combat, or to push yourself during a fight. sway
2 -1d SPECIAL
Ready for Anything: When being ambushed, you gain potency to all
BONUS DICE
actions during a flashback, and your first flashback costs 0 stress.
cred stash push yourself (take
less
1 effect
Predator: Take +1d to rolls against weakened or vulnerable targets. + 2 stress) -or- accept a
Whenever you gather information on a weakness or vulnerability, devil's bargain
recovery Get treatment in downtime to fill your healing clock the worst you can get is a 4-5 result.
+ assist (they take 1 stress)
Scary: You have an air of menace and danger obvious to even the
+ spend a gambit
most unobservant. You gain potency when trying to intimidate
someone. If done immediately after a show of force, also take +1d. gambits
notes / projects
Bodyguard: When you protect a crewmate, resist with +1d. When Add a gambit to your
crew when you roll a 6 or
you take harm, clear 1 stress.
+ critical on a risky action
and you didn't spend a
Veteran: Choose a special ability from another source.
gambit on a bonus die.
deadly friends items (Italics don't count for load) load 3 light 5 normal
6 heavy
Krieger, a fine blaster pistol Vera, a Fine Sniper Rifle Blaster Pistol
Zmei, a Fine Flamethrower 2nd Blaster Pistol
Shod, a weapons dealer
Sunder, a Fine Vibro-Blade Melee Weapon
Chon-zek, a bounty hunter Heavy Blaster
Zarathustra, Detonator Launcher
Yazu, a crooked cop Fine Martial Art Style Detonator
Aya, an assassin Mystic Ammunition Hacking Tools
teamwork planning & LOAD Gather info Repair Tools
Choose plan. Pick load. Provide detail: What's their intention? mark xp : playbook advancement
Lead a group action. Medkit
Assault plan: Point of attack. What might I suspect about Every time you roll a desperate action, mark xp in that action's attribute.
Spy Gear
Set up another character. Deception plan: Method. this? What can I prove? At the end of each session, for each item below, mark 1 xp (in your
Illicit Drugs
Infiltration plan: Entry point. What's the danger here? playbook or an attribute) or 2xp if that item occurred multiple times.
Protect a teammate. How can I find ? You addressed a tough challenge with force or threats.
Communicator
Mystic plan: Arcane power.
What's really going on here? You expressed your beliefs, drives, heritage, or background. Armor
Social plan: Social connection.
Assist another character. You struggled with issues from your vice or traumas during the session. Spacesuit
Transport plan: Locations / route. Ask about a detail for a plan.
INSIGHT
weird friends items (Italics don't count for load) load 3 light 5 normal
6 heavy
Horux, a former teacher Fine Melee Weapon Blaster Pistol
Offerings 2nd Blaster Pistol
Hicks, a mystic goods supplier
Trappings of Religion Melee Weapon
Laxx, a xeno Heavy Blaster
Outdated Religious Outfit
Rye, an unrequited love Precursor Artifact Detonator
Blish, a fellow mystic Memento of Your Travels Hacking Tools
teamwork planning & LOAD Gather info Repair Tools
Choose plan. Pick load. Provide detail: What's their intention? mark xp : playbook advancement
Lead a group action. Medkit
Assault plan: Point of attack. What might I suspect about Every time you roll a desperate action, mark xp in that action's attribute.
Spy Gear
Set up another character. Deception plan: Method. this? What can I prove? At the end of each session, for each item below, mark 1 xp (in your
Illicit Drugs
Infiltration plan: Entry point. What's the danger here? playbook or an attribute) or 2xp if that item occurred multiple times.
Protect a teammate. How can I find ? You addressed a tough challenge with wisdom or the Way.
Communicator
Mystic plan: Arcane power.
What's really going on here? You expressed your beliefs, drives, heritage, or background. Armor
Social plan: Social connection.
Assist another character. You struggled with issues from your vice or traumas during the session. Spacesuit
Transport plan: Locations / route. Ask about a detail for a plan.
INSIGHT
Scum&vILLAINY Pilot
ship handling
wizard, addicted doctor
to danger hack
starting ability
rig
study
name call sign
Ace Pilot: You have potency on all speed-related rolls. When you roll
to resist the consequences of piloting, gain +1d. PROWESS
look
special abilities helm
heritage:imperialspacercolonist background:academiclaborcult
Keen Eye: You have sharp eyes and notice small details many might scramble
m a n u fac t u r e d wa n de r e r xe n o guildermilitarynoblesyndicate overlook. Gain +1d when firing ship guns or making trick shots. scrap
Side Job: You may spend a downtime activity in port doing odd jobs. skulk
vice/purveyor: faithgamblingluxuryobligationpleasurestuporweird Gain 1 cred. If there are rumors floating about, the GM will tell you
of them. resolve
coldhauntedobsessedparanoid
stress trauma recklesssoftunstablevicious
Exceed Specs: While onboard a ship you may damage a ship system
attune
you have access to in order to gain +1d or +1 effect to a roll.
harm ARMOR command
Leaf on the Wind: When you push yourself, you may spend +1 stress
3 need consort
help HEAVY (so 3 stress total) to gain both +1 effect and +1d instead of one or the
other.
sway
2 -1d SPECIAL
Hedonist: When you indulge your vice, you may adjust the dice BONUS DICE
cred stash
outcome by +/-2. An ally who joins you may do the same. push yourself (take
less
1 effect Commander: Whenever you lead a group action, gain +1 scale (for
+ 2 stress) -or- accept a
example: a small group counts as a medium group). If you lead a devil's bargain
recovery Get treatment in downtime to fill your healing clock group action in combat, you may count multiple 6's from different
+ assist (they take 1 stress)
rolls as a critical.
+ spend a gambit
Traveller: Youre comfortable around unusual cultures and xenos.
You gain potency when attempting to consort with or sway them. gambits
notes / projects
Punch It!: When you spend a gambit on a desperate roll, it counts as Add a gambit to your
crew when you roll a 6 or
risky instead.
+ critical on a risky action
and you didn't spend a
Veteran: Choose a special ability from another source.
gambit on a bonus die.
fast friends items (Italics don't count for load) load 3 light 5 normal
6 heavy
Yattu, a gang boss Fine Customized Spacesuit Blaster Pistol
Fine Small Urbot 2nd Blaster Pistol
Triv, a ship mechanic
Fine Mechanic's Kit Melee Weapon
Choss, a professional racer Heavy Blaster
Grappling Hook
Meris, a scoundrel Guild License Detonator
Maz, a former mentor Victory Cigars Hacking Tools
teamwork planning & LOAD Gather info Repair Tools
Choose plan. Pick load. Provide detail: What's their intention? mark xp : playbook advancement
Lead a group action. Medkit
Assault plan: Point of attack. What might I suspect about Every time you roll a desperate action, mark xp in that action's attribute.
Spy Gear
Set up another character. Deception plan: Method. this? What can I prove? At the end of each session, for each item below, mark 1 xp (in your
Illicit Drugs
Infiltration plan: Entry point. What's the danger here? playbook or an attribute) or 2xp if that item occurred multiple times.
Protect a teammate. How can I find ? You addressed a tough challenge with speed or flair.
Communicator
Mystic plan: Arcane power.
What's really going on here? You expressed your beliefs, drives, heritage, or background. Armor
Social plan: Social connection.
Assist another character. You struggled with issues from your vice or traumas during the session. Spacesuit
Transport plan: Locations / route. Ask about a detail for a plan.
INSIGHT
Scum&vILLAINY SCOUNDREL
scrappy survivor
with more luck doctor
than brains hack
starting ability
rig
study
name outlaw name
Serendipitous: Your crew starts with +1 gambit when the pool resets.
PROWESS
look
special abilities helm
heritage:imperialspacercolonist background:academiclaborcult
Never Tell Me the Odds: You also generate gambits on desperate scramble
m a n u fac t u r e d wa n de r e r xe n o guildermilitarynoblesyndicate rolls. You may also generate gambits even if you spent a gambit. scrap
I Know a Guy: When you first dock at a port after being away, pick one
skulk
vice/purveyor: faithgamblingluxuryobligationpleasurestuporweird and ask the the GM about a job: it's not deadly -- it pays well enough
-- it's not a rush job -- it comes from a faction you trust -- it targets resolve
coldhauntedobsessedparanoid an enemy you have. You may spend 1 cred per additional feature.
stress trauma recklesssoftunstablevicious attune
Tenacious: Penalties from harm are one level less severe (though
harm ARMOR level 4 harm is still fatal). command
3 need
Devil's Own Luck: You may expend your special armor to resist the
consort
help HEAVY
consequences of blaster fire, or to push yourself when talking your sway
2 -1d SPECIAL way out of or running from trouble.
BONUS DICE
Shoot First: When you attack from hiding or spring a trap, take +1d.
cred stash push yourself (take
less When there's a question about who acts first, the answer is you (two
1 effect + 2 stress) -or- accept a
characters with Shoot First act simultaneously).
devil's bargain
recovery Get treatment in downtime to fill your healing clock
Daredevil: When you make a desperate roll you may take +1d. If you
+ assist (they take 1 stress)
do so, do not mark xp in that action's attribute.
+ spend a gambit
Ask Questions Later: When you consort to gather info, you gain
potency and can in addition ask: Who might this benefit? gambits
notes / projects
When the Chips are Down: You gain a second use of special armor on Add a gambit to your
crew when you roll a 6 or
each job.
+ critical on a risky action
and you didn't spend a
Veteran: Choose a special ability from another source.
gambit on a bonus die.
"friends" items (Italics don't count for load) load 3 light 5 normal
6 heavy
Nyx, a moneylender Fine Sidearm (or Pair )
Blaster Pistol
Ora, an info broker Fine Coat
2nd Blaster Pistol
Loaded Dice, Trick Holocards
Melee Weapon
Jax, a ship mechanic Heavy Blaster
Forged Documents
Rin, a smuggler Mystic Ammunition Detonator
Battro, a bounty hunter Personal Memento
Hacking Tools
teamwork planning & LOAD Gather info Repair Tools
Choose plan. Pick load. Provide detail: What's their intention? mark xp : playbook advancement
Lead a group action. Medkit
Assault plan: Point of attack. What might I suspect about Every time you roll a desperate action, mark xp in that action's attribute.
Spy Gear
Set up another character. Deception plan: Method. this? What can I prove? At the end of each session, for each item below, mark 1 xp (in your
Illicit Drugs
Infiltration plan: Entry point. What's the danger here? playbook or an attribute) or 2xp if that item occurred multiple times.
Protect a teammate. How can I find ? You addressed a tough challenge with charm or audacity.
Communicator
Mystic plan: Arcane power.
What's really going on here? You expressed your beliefs, drives, heritage, or background. Armor
Social plan: Social connection.
Assist another character. You struggled with issues from your vice or traumas during the session. Spacesuit
Transport plan: Locations / route. Ask about a detail for a plan.
INSIGHT
Scum&vILLAINY SpEakEr
a well-spoken
respectable doctor
person hack
starting ability
rig
study
name alias
Air of Respectability: You get an extra downtime activity to acquire
assets or lay low. PROWESS
look
special abilities helm
heritage:imperialspacercolonist background:academiclaborcult
Favors Owed: During downtime, you get +1 d when you acquire assets scramble
m a n u fac t u r e d wa n de r e r xe n o guildermilitarynoblesyndicate or lay low. Any time you gather info take +1d. scrap
Player: You always know when someone is lying to you. skulk
vice/purveyor: faithgamblingluxuryobligationpleasurestuporweird
Infiltrator: You are not affected by quality or tier when you bypass resolve
coldhauntedobsessedparanoid security measures.
stress trauma recklesssoftunstablevicious attune
harm ARMOR
Subterfuge: You may expend your special armor to resist a command
3 need consequence of persuasion or suspicion. When you resist with insight, consort
help HEAVY gain +1d.
sway
2 -1d SPECIAL
Heart to Heart: When you provide meaningful insight or heartfelt
advice that a crewmate follows, you both clear 1 stress.
BONUS DICE
cred stash push yourself (take
less
1 effect Old Friends: Whenever you land in a new location, write down a
+ 2 stress) -or- accept a
friend you know there (see Influential Friends below). devil's bargain
recovery Get treatment in downtime to fill your healing clock
Disarming: Whenever you use a gambit while speaking, hostilities + assist (they take 1 stress)
and danger also pause while you speak. + spend a gambit
Purpose: You may expend your special armor to push yourself when gambits
notes / projects
outclassed by your opposition, or when under the effects of wounds. Add a gambit to your
When you resist with resolve, gain +1d. crew when you roll a 6 or
+ critical on a risky action
and you didn't spend a
Veteran: Choose a special ability from another source.
gambit on a bonus die.
influential friends items (Italics don't count for load) load 3 light 5 normal
6 heavy
Arryn, a noble Fine Clothes Blaster Pistol
Manda, a Guild member A Legitimate ID 2nd Blaster Pistol
Luxury Item Melee Weapon
Kerry, a doctor Heavy Blaster
Luxury Item
Je-zee, a diplomat Large Luxury Item Detonator
Memento of a Past Encounter Hacking Tools
teamwork planning & LOAD Gather info Repair Tools
Choose plan. Pick load. Provide detail: What's their intention? mark xp : playbook advancement
Lead a group action. Medkit
Assault plan: Point of attack. What might I suspect about Every time you roll a desperate action, mark xp in that action's attribute.
Spy Gear
Set up another character. Deception plan: Method. this? What can I prove? At the end of each session, for each item below, mark 1 xp (in your
Illicit Drugs
Infiltration plan: Entry point. What's the danger here? playbook or an attribute) or 2xp if that item occurred multiple times.
Protect a teammate. How can I find ? You addressed a tough challenge with deception or influence.
Communicator
Mystic plan: Arcane power.
What's really going on here? You expressed your beliefs, drives, heritage, or background. Armor
Social plan: Social connection.
Assist another character. You struggled with issues from your vice or traumas during the session. Spacesuit
Transport plan: Locations / route. Ask about a detail for a plan.
INSIGHT
Scum&vILLAINY stItCh
learned person
and wandering doctor
healer hack
starting ability
rig
study
name alias I'm a Doctor, Not a... : You can push yourself to roll your doctor rating
while performing a different action. Say which patient, research, or
posting taught you this trick. PROWESS
look
special abilities helm
heritage:imperialspacercolonist background:academiclaborcult
Physicker: You may study a malady or corpse, and gather info from scramble
m a n u fac t u r e d wa n de r e r xe n o guildermilitarynoblesyndicate a crime scene or corpse. Also, your crew gets +1d to recovery rolls. scrap
Patch: You may doctor someone during a job to allow them to ignore skulk
vice/purveyor: faithgamblingluxuryobligationpleasurestuporweird the effects of a harm penalty.
resolve
Welcome Anywhere: While wearing your medic garb, you are welcome
coldhauntedobsessedparanoid
stress trauma recklesssoftunstablevicious even in dangerous places. Gain +1d to consort and sway when offering attune
harm tending to anyone in need, or who has family or friends in need. command
ARMOR
3 need
Combat Medic: You may expend your special armor to resist any consort
help HEAVY consequence while tending to a patient. When you doctor someone
sway
in combat, clear 1 stress.
2 -1d SPECIAL
Under Pressure: Add a gambit to the pool whenever you or a crew BONUS DICE
cred stash member suffers level 2 or greater harm. push yourself (take
less
1 effect
Moral Compass: When you do the right thing at cost to yourself, + 2 stress) -or- accept a
mark xp (any category). devil's bargain
recovery Get treatment in downtime to fill your healing clock
Dr. Strange: Your research and fields of study are fringe, esoteric,
+ assist (they take 1 stress)
and focus on the mystical. You may always handle Precursor artifacts + spend a gambit
safely. When you study an artifact or doctor a strange substance you
may ask one: what could this do? -- why could this be dangerous? gambits
notes / projects
Book Learning: You speak a multitude of languages and are broadly Add a gambit to your
crew when you roll a 6 or
educated. Gain +1d when using study during a downtime activity.
+ critical on a risky action
and you didn't spend a
Veteran: Choose a special ability from another source.
gambit on a bonus die.
old friends items (Italics don't count for load) load 3 light 5 normal
6 heavy
Jackev, a drug dealer Fine Medkit Blaster Pistol
Alben, a former patient Fine Bedside Manner 2nd Blaster Pistol
Fine Clothing Melee Weapon
Ditha, a family member Heavy Blaster
Recognizeable Medic Garb
Juda, a doctor Candies and Treats Detonator
Lynie, a hospital admin Syringes and Applicators Hacking Tools
teamwork planning & LOAD Gather info Repair Tools
Choose plan. Pick load. Provide detail: What's their intention? mark xp : playbook advancement
Lead a group action. Medkit
Assault plan: Point of attack. What might I suspect about Every time you roll a desperate action, mark xp in that action's attribute.
Spy Gear
Set up another character. Deception plan: Method. this? What can I prove? At the end of each session, for each item below, mark 1 xp (in your
Illicit Drugs
Infiltration plan: Entry point. What's the danger here? playbook or an attribute) or 2xp if that item occurred multiple times.
Protect a teammate. How can I find ? You addressed a tough challenge with insight or compassion.
Communicator
Mystic plan: Arcane power.
What's really going on here? You expressed your beliefs, drives, heritage, or background. Armor
Social plan: Social connection.
Assist another character. You struggled with issues from your vice or traumas during the session. Spacesuit
Transport plan: Locations / route. Ask about a detail for a plan.
standard items mechanic items mystic items speaker items
Blaster Pistol: A pistol that shoot bolts of Fine Hacking Rig: Visualization goggles, Fine Melee Weapon: Antiquated weapon that Fine Clothes: Silk sarongs, suits, fine blue
hot plasma. Accurate only at close range. unpublished exploits, overclocked non- acts as an extension of your body. capes. Which ones did you wear this time?
Makes pew pew noises (mandatory). market chips, optical vampire taps. Offerings: A candle, oil lamp, flowers, food, Luxury Item: Fine brandies, small but
Heavy Blaster: Can do considerable damage Fine Ship Repair Tools: Power-assisted water, incense, pebbles from your journey. thoughtful gifts, spices and perfumes, fine
to vehicles and things like unshielded wrenches, a sonic drill, testing probes, Trappings of Religion: Scrolls, texts, icons, instruments, popular games, etc. Note:
doors. Has about a dozen shots. power calibrators, a rivet gun. cups and bowls, bells. comes in a few varied sizes.
Detonator: Extremely deadly explosive Small Drone: Small, remote-controlled, Outdated Religious Outfit: Robes, worn Memento of a Past Encounter: A distinctive
weapon that fits in the palm of your hand drone with cameras. May be able to carry cloaks, sandals, etc. piece of jewelry, a fine blade with a
and can be thrown. Takes care of those something light. house crest, a signet ring, a small statue.
Precursor Artifact: A small object made
shielded doors heavy blasters can't handle. Vision Enhancing Goggles: Eyewear with
Illegal. You shouldn't have this. No really. settings for thermal and ultraviolet, and
of ancient materials. Precursor tech. What
does it do?
stitch items
magnification levels in the thousands. Fine Medkit: Better stocked than the
Hacking Tools: Deck, splicing pliers, plugs Memento of Your Travels: A small statue,
and ports, keypad crackers, specialized Spare Parts: Usually for ship repairs and standard. Skin staples, diagnostic hand-
outdated currency, a lock of hair, a picture. scanners, synthflesh, bone stabilizers,
software, custom chips, rainbow electronics. Often forgotten in a pocket or
spray hypos, anti-venom (for dangerous
dictionaries, automated exploits. What tool belt. pilot items alien beasts), and a wider selection of
every growing hacker needs. Genius Pet: Incapable of speaking, but can Fine Customized Spacesuit: Sweet decals, drugs.
Repair Tools: Things you need to fix ship understand language and assist with basic emergency beacon, some thrust.
tasks. Likes you. Really cute. Anticipates Fine Bedside Manner: Charm that sets
engines, speeders, hovercars, and the like. patients at ease. Some stitches never
your actions. Fine Small Urbot: A small Urbot that supports
Also, tools to hot-splice consoles, and bother to bring this.
piloting and can carry a few items. Seems
tweak machinery. Hammers, a welder,
screwdrivers, wrenches, battery chargers, muscle items eerily sentient. What is its designation? Fine Clothing: A suit or outfit for fancy
dinner parties and high society.
spray-painters. Fine Mechanics Kit: Hand-held scanners, hull
Muscles are particular about their
patch kit, assortment of hand-tools Recognizeable Medic Garb: The common
Medkit: Blood for a few common races, weapons. If you have more than one
gauze, anti-radiation injector, laser scalpel, muscle playbook on the crew feel free to Grappling Hook: Small, but mechanized. red medic outfit bearing the official white
antiseptics, thread, painkillers, etc. instead fill in your own weapon names. Can pull you up. Fits in your belt. medic seal of the Hegemony. Recognizeable
Here are a few suggestions: from a distance.
Melee Weapon: Sharp. Blunt. Pointy. Stabby. Guild License: Legit pilot certification
Blink, Checkmate, Echo, Ender, Equalizer, (though it may not be yours). Will allow Candies and Treats: For those extra brave
Slicy. All different sizes. Some come with
lazer edges. Some vibrate... ooo. Batteries Ghost, Itchy, Malice, Mercy, Pride, Thorn, you passage through a jumpgate. customers.
included. Thunder, Tickle, Twitch, Whisper, Wynona. Syringes and Applicators: Syringes,
Victory Cigars: Enough to share with a few
Vera, a Fine Sniper Rifle: A full-bore auto-lock choice people. injectors, patch applicators. Many can be
Spy Gear: Disguises, voice modulators,
with customized trigger, double cartridge, palmed easily.
mini-cameras, thermal scanners, false
thorough gauge. Can fire mystic ammo.
thumbprints, and audio filters. scoundrel items item details
Zmei, a Fine Flamethrower: For those times
Illicit Drugs: What's your poison, space Fine Blaster Pistol/Matched Pair: Customised
cowboy? when you really need to heat things up. If you want to include advantages from
Settings for regular and extra crispy. or strange. Can fire mystic ammunition.
What do they fire? Where in your travels specific details of your itemsreach,
Communicator: Has a few bands, likely even speed, adaptability, etc.consider a devil's
Sunder, a Fine Vibro Blade: Cuts through did you get them?
a few encrypted. Works within one orbit. almost any material. Decorated blade. bargain that relates to a detail.
Armor: Unsubtle, full body stuff. Stops a Fine Coat: A heavy, but well-made and well-
Zarathustra, Detonator Launcher: Fires "You can take +1d here to command
few bolts. Will shrug off a knife without kept, coat. Distinctive and with a history.
detonators at high velocity. by flashing your detonator, but
noticing. Powered. Assists in movement. Loaded Dice/Trick Holocards: Gambling people will see it and go streaming
Fine Martial Arts Style: Your own custom
Spacesuit: Some radiation protection, accoutrements subtly altered to favor out into the streets in a panic."
blend of combat techniques, unique as a particular outcomes.
survival in toxic atmospheres, EVA. Half a fingerprint. "You can probably just empty both
day of oxygen (or whatever you breathe). Forged Documents: Reasonably well-made your clips and take +1d here, but you'll
Krieger, a Fine Blaster Pistol: Takes 1 load.
Mystic Ammunition: A large-caliber shell,
facsimiles of documents that would never be out of ammo if there's anyone left
As a friend or ally, this signature pistol can
designed to be fired from a specialized gun actually be given to someone like you. standing."
be used during downtime to threaten or
that releases mystic energies when it hits. intimidate. As an enemy, someone owns Personal Memento: A keepsake you cherish. A
Grants potency against mystic targets. and it's carrying a bullet for you. locket, small holo, music from your homeworld.
ship CreatIon
1. choose a ship type 2. choose a reputation future by earning xp.
Your ship type determines the jobs that you'll focus on, as Your crew has just formed and acquired a ship. Given this Just like picking your ship type, origin, and systems,
well as a selection of special abilities that support that kind group of characters and their previous escapades, what choosing a special ability is another chance to focus
of action. The ship type isn't meant to be restrictivethe initial reputation would you have among the factions the game down to a more specific range of possibilities.
Stardancer might sometimes engage in bounty hunting of the sector? Choose one of the following (or create Instead of playing a generic ship full of scoundrels, you
(like the Cerberus) or antagonize the Hegemony (like the your own): end up with the Stardancer and her crew of ambitious
Firedrake)but the core activity of the ship type is the most smugglers, who salvaged the ship after her previous
frequent way they earn cred and xp for advancement. Ambitious, Brutal, Daring, Honorable, crew went missing, and who stiffed the Dyrinek Gang
Professional, Savvy, Subtle, Strange. when they upgraded the hull and weapons of the
There are three different ships to choose from:
You earn xp when you bolster your ships reputation, ship, and who have "The Getaway" special ability -
XXStardancer: Illicit merchants, smugglers, and
blockade runners. Looking to do odd jobs, small so think of this as another cue to indicate what sorts demonstrating a knack for hiding and running from their
thefts, and find lost items. of action you want in the game. Will you be recklessly problems. That's a lot to work with, and it helps get the
ambitious, targeting higher Tier targets? Will you take game going in a strong direction from the very beginning.
XXCerberus: Bounty Hunters and extraction
specialists. Looking to find missing people or on daring jobs that others deem too risky? Are you
items, and claim prizes on those criminals the interested in the strange weirdness of the black? 5. assign upgrades
Hegemony (or others) consider important or
In addition to the upgrades that come pre-installed in
dangerous enough. 3. customize your ship your ship, you also, as a group, get to add two additional
XXFiredrake: Rebels and criminals. Hunted by the Each ship starts with preselected ship systems. You upgrades to your new ship. For example, you might pick
law and often beloved by the citizenry. Looking choose 2 additional ship systems to improve. Your
to do jobs that free the opressed, protect the
the Cerberus upgrade Stun Weapons as one of your
downtrodden, and fight the iron fist of the choices are engines, hull, comms, and weapons. You choices and also the Auxiliary module Armory as your
Hegemony. may instead improve crew quality but it'll cost your other choice.
crew 2 cred.
Like a character playbook, your ship type is also how An upgrade is a valuable asset or system module that
you're known in the underworld of Procyon. The criminal After you decide what you improve, the GM will tell you helps the crew in some way, such as an Afterburner
factions and the Hegemony think of you as smugglers or about a faction that helped you get those improvements. module or a Shuttle. (Each is described more fully on the
bounty hunters, etc., and will treat you accordingly. They did you a favor. How do you respond? following pages). Each ship has pre-selected upgrades
Choosing a ship type is a very important decision! It's a XXPay them off. Give them 1 cred in exchange for that are well-suited for that crew, such as the Galley for
way for the group to say, These are the sorts of jobs we a job well done. the Stardancer or the Brig for the Cerberus.
want to do. It organizes game play from doing crimes to XXOwe them one. Promise them youll return the After you assign your two upgrades, the GM will tell you
smuggling illegal Urbot partswhich helps the GM focus favor down the line when they ask and gain +1 about two factions impacted by your choices:
on the parts of the setting that matter most, rather than status with them. If you chose crew quality, you
having to juggle every possibility at once. The group should must take this option. XXOne faction helped you get an upgrade. You're
choose a ship type that everyone is excited about. As a XXStiff them. No need to pay a faction that on good terms. Did they broker a deal? Did
player, be vocal about your preferences. You're about to doesn't demand payment up front! Take -1 you run a job for them? Did you bail them
spend many hours doing this, so if you're feeling lukewarm status with that faction. out of trouble? They like you, and you get +1
about one of the options, speak up. status with them. At your option, spend 1 cred
Once you've chosen, grab the appropriate ship sheet for 4. select special ability to repay their kindness, and take +2 status
that crew type and record the following choices in ship with them instead.
Choose one of the special abilities listed on your ship. If
creation as you go. you can't decide which one to pick, go with the first one X
XThe other faction was screwed over when
Your ship begins with 2 cred in its hold (those represent on the listit's placed there as a good default choice. you got an upgrade. Did you steal the part
the remains of the crew's savings from adventures and It's important to pick a special ability that everyone is from them? Was it a specific individual's
the acquisition of the ship beforehand). excited about. You can get more special abilities in the ship? Was it illegal, and the Hegemony now
SHIP CREATION 2 of 3
hunts them? They don't like you, and you get crew upgrades Workshop: Plasma cutters, a nano-assembler, a stock
of metal and electrical components, a forge - anything
-2 status with them. At your option, spend 1
required to build, modify, or disassemble complex
cred to mollify them, and take -1 status with ship gear machines.
them instead - tell us how you smoothed Holo Emitters: For holoconferences and map imaging. The
things over. images dont usually hold up to close scrutiny but they
can be convincing for a short while. Includes sweet games
You'll be able get more upgrades in the future by earning and holovids.
xp or spending cred. Stasis Pods: State-of-the-art pods provide room for one
severely injured, deathly ill, or unconscious guest each. Does
not prevent dreams.
6. favorite contact
Intruder Alarm: A suite of sensors run throughout the
Take a look at your list of potential contacts on the ship, including proximity sensors, door codes, and panic
ship sheet. Although all the contacts are your friends buttons that can all trigger a loud klaxon and red security
lights.
and allies - one is closer to the crew than the others.
Choose one contact who is a close friend, long-time Land Rover: All-terrain vehicle used to carry heavy cargo
over land. High-powered winch, roll-bars, and Tough
ally, or partner in crime. The GM will tell you about two Mudder stickers come stock.
factions that are impacted by your choice: Power Reserves: Capacitors, batteries, and energy supplies
X
XOne faction is also friendly with this contact, that can power the ship independently of the engine.
Sufficient for a few hours of operation at minimal usage
and you get +1 status with them. or a few minutes of full power. Acts as armor against power
X
XOne faction is unfriendly with this contact, related mishaps.
and you get -1 status with them. Shuttle: A small space-craft capable of carrying a few
people from planet to orbit. Limited systems capacity -
treat any system as quality 0 vs actual ships. Can attach
7. update ship info to airlocks, but best stored in a landing bay if you don't
want stray asteroids/fire affecting it.
Calculate your upkeep costs and starting gambits.
Vault: Useful for securing valuables during space travel.
Gambits are shared and reset at the beginning of jobs.
Programmable lock allows for personalized security
Crew creation done - you're ready to fly! codes, one-time use codes, and access logs. Uses Hull
rating when contested.
crew advancement crew gear
When you mark 8 crew xp, clear the ticks and do two Alien Pet: Lovable rapscallion or loyal guardian, these
things. First, each crewmember gains stash equal to critters are usually more trouble than they're worth.
2 + crew quality. Second, your crew gains one of the Where did you get it?
following: Land Transport: Enough land-transportation for the
XX 2 Upgrades. Any two boxes, among modules entire crew. Tires or close-to-ground hover. These may
be motorized bikes, land-skimmers, or very small cars.
and crew/ship upgrades.
Recon Drone: A small drone for surveillance, mapping, and
XX 1 Special Ability. intelligence gathering. Can be given simple instructions.
XX 1 Crew Quality. Requires 4 times the new crew Search the mine for heat signatures. Uses Comms quality
quality in cred. when contested.
Survival Gear: Camping gear, rebreathers, climbing
XX 1 Ship Quality. Engines, hull, comms, or equipment, scuba gear. Everything an enterprising crew
weapons - modules sold separately. They're needs to survive on an inhospitable, but not uninhabitable,
purchased via upgrades/cred. rock. Stillsuits included.
ship systems ship modules hull comms
Ship systems are rated in a few broad A new module can be purchased when the Hull governs how tough a ship is. Hull Communication arrays, sensors, and
categories (hull, engines, comms, and crew advances. Doing so, though, requires modules are passive systems laid out scanners. These systems govern signal
weapons). Modules are upgrades for time in drydock. At creation you may select throughout the ship and often are necessary detection, transmission, and the quality
specific ship systems. Not every ship is modules as part of your crew upgrades. to even allow certain actions. As a note of a ship's computers.
designed to implement as many of each If this is too slow for your crew, run a job to small and medium size ships can land on Fake Transponder: Usable remotely, this
type of system/module. A luxury liner acquire a module, or purchase one (cost in planets, otherwise you need shuttles. system can broadcast a different ship's
would have a good hull, while a combat cred is 3 times that current system quality, Cargo Hold: Enough space on a ship to signal or play a powerful recording (or act
vessel would have better weapons. or 6 cred per box for an auxiliary module make a moderate (cred-earning) shipment. as a beacon) on command.
Modules already listed under a system on or crew/ship gear). Illegal modules require A cargo hold is evident when the ship is Long Range Scanner: Provides broad EM
the ship sheet are either designed to be answers about how you're acquiring them boarded, and no special precautions are
first before installing them aboard your ship. spectrum and gravimetric readings, giving
implemented, or are already on the ship taken to hide its contents. the crew advance warning up to a dozen
but damaged/unstocked. You cannot have more modules in a ship Crew Quarters: You can sleep anywhere, light-minutes away.
When ships are engaged, compare the system than you have quality in that but crew quarters are actually meant
system (although you can have fewer than Quantum Encryptor: Applies encryption to
quality of the respective systems. A ship for it. Crew quarters afford privacy and
the system quality). Auxiliary systems are communications and data storage. Grants
with quality 3 engines will reliably outrun comfort in a domain where such things are special armor against interception of digital
one with fewer in a dead heat (although exempt from this. luxuries. Also you don't have to share, and communications. Data on the ship is in a
pilots can make up the difference). you know the first mate snores. secure state until unlocked.
If your crew needs to compare their quality
auxiliary
Landing Bay: Airlocks, bay-doors, and take- Targeting Computer: Handles calculations
against a faction, consult the crew rating Complex systems with specialized purpose. off ramps to accomodate shuttles and and targeting for weapon systems without
on your ship sheet vs opposing faction tier. Not strictly required, but provide functions single-pilot small fighter craft. crew. Roll comms rating when firing.
the crew considers important. Often found
Since Scum and Villainy is space opera, Smuggling Compartments: Like a cargo
on larger ships. Nexus Link: A connection to the Hegemonic
ship and system quality is a critical factor
hold, (can carry a small shipment) but it System Network. Creative hacking allows
when comparing the capabilities of two AI module: Software connected to an Ur
won't show up on routine scans or visual for news updates, realtime message
ships (although scale will still influence AI core running throughout the ship. Can
inspections of the ship. At 3+ hull rating, transmissions, and possible tapping into a
effect). This means a tiny ship with high automate tasks or otherwise run the ship
quality hull and weapons could take on a has life support for smuggling people too. system-wide sensor grid. May allow others
on behalf of the crew. Snarky personality
much larger ship if they use set up actions, to hack into your ship from a distance.
module available for free.
and push for effect in order to overcome
Armory: A secure room holding the crew
engines
the scale difference.
weapons and armor. All crew weapons/ Power and propulsion systems of a
weapons
This is how tiny ships can take out even the armor are considered fine. ship. Not only make you go, but let you Self explanatory. Note that most non-
most powerful battlecruisers and battle- maneuver, power your ship, and travel military ships are not armed. Obvious
Brig: Space jail. Not meant for long term
stations. A good pilot and crew can make space in a few different ways. Ships at 0 weapons can land you in trouble.
incarceration.
all the difference even against powerful engine rating have minimal thrust. Grappling Hooks: Officially for latching
opponents. Just keep your ship in good Galley: A combined kitchen/serving area
Afterburners: Dumps raw fuel into the onto asteroids and netting cargo, it's an
shape. for meals. Greatly facilitates longer trips.
engines for a short burst of speed. May array of nets and grapples that can link
Includes fresh food storage.
treat engines as one higher rating for a two vessels. Legal.
costs Medical Bay: A clean room with medical roll, but it may damage them. Mining Drill: High power energy drill.
equipment. No hospital, but sufficient to
A ship has to pay upkeep fees every Cloaking Device: Doesn't necessarily render Vaporizes rock. Vicious close range
patch most injuries. Storage for drugs and
downtime or risk damage as parts wear the ship invisible to the eye, but masks the weapon easily modified to bore through
medical scanners. Add +1d to recovery rolls.
out. Repairing a system costs 1 cred and 1 heat and electrical signature of the ship, hulls. Legal.
downtime activity per level of damage (see Science Bay: Laboratory that can be used to making it very hard to detect or identify. Particle cannons: Pew! Pew! Often cross
repair downtime activity). analyze anomalies and Precursor artifacts. Super illegal. linked. Not legal without license.
Secure storage for things that may react
When a ship is hit by fire it reduces system Jump Drive: A special engine that can
oddly with the rest of the ship (or physics) . Missiles: Projectile with mounted drive.
rating by one for each level of damage (ex: 3 activate the Ur gates that connect systems. Not legal.
for a desperate action). Pilots or engineers Shields: Particle sinks and EM deflectors.
can reduce this with an appropriate Can be overwhelmed with focused fire. Gravitic Field Generator: Creates a large Coherence Cannon: Capital weapon. One
resistance roll. A good engineer can rig a Counts as armor aginst ship weapons and gravitic field extending ship to ship. Can shot only `till repaired/recharged on ships
system to act at full power despite damage energy discharge. Largely absorbs hand- be used to grapple or tow. Temperamental smaller than dreadnoughts. May fry
but this is always at least risky. blaster fire. and dangerous. Guild prototype. Not legal. systems. Deadly. Super not legal.
Scum&vILLAINY ship sheet stardancer illicit merchants
and blockade
runners
special abilities
CF-350 Series Scarab-class Freighter
designation crew reputation
The Getaway: You gain potency when you scramble or helm to avoid
colors/look capture or run a blockade. When doing a delivery job, take +1d to the
engagement roll.
CrEW ship size personal freighter corvette frigate dreadnought
Cargo Eye: Your crew gains +1 cred for smuggling or delivery jobs.
HuLL For each level of damage, mark a ship system. ENGINES Whenever you gather info you can always ask: what is most valuable
Each downtime you don't pay your ship's upkeep, roll a die here?
Smuggling Compartments for each consecutive downtime you haven't paid. Jump Drive
1-3 No worries.
Field Repairs: You gain potency when repairing your ship while in
Cargo Hold 4-5 Damage a system, but it's minor. A jury-rig can solve it. Afterburners
space. If you spend a gambit on a rig roll, you gain +2d (instead of +1d).
6+ A system is badly damaged and must be repaired.
Leverage: Your crew knows how to pull strings and cash in favors.
cred debt
When you lay low, instead of rolling you can take -1 status with a
faction at Helpful (+1) or better to reduce your wanted level by 1, and
set your heat to 0 in a system.
Just Passing Through: During payoff, take -1 heat. When your heat
is 4 or less, you get +1d to deceive people when you pass yourselves
off as ordinary citizens, and you still have 2 downtime activities even
if you're at War (-3) with any faction as they have trouble locating you.
Home Cooking: Your whole crew gains Home Cooking as a vice. Right
after a job, you may spend 1 cred and a downtime activities to cook
GAMBITS for everyone, allowing the whole crew present to make a vice roll.
reset to 2 gambits If anyone overindulges, a fight erupts, and everyone gains 1 stress
at the start of
every job after the vice roll. Requires a galley module.
Problem Solvers: Each PC may add 1 action rating to helm, rig, or
scramble (up to a max of 3).
Veteran: Choose a special ability from another source.
False Ship Papers: A few well-forged or An ace pilot wants you to smuggle their custom, illegaly modified racing ship to the start
transferred documents, giving the crew ship jobs 2. line past Guild inspections.
and ship identities that are less wanted The Stardancer takes what jobs it can, both
in any given system. Often simplify gate legal and illegal. You can find and carry 3. A simple job, except the cargo isn't what they said it was, and it gets dangerous mid trip.
travel if the transponder and ship match. lost goods, and if your hull is good enough,
You have a couple sets even if you have to even smuggle people the Hegemony is
practice responding to a new name. Smuggle a Way creature to a planetside mystic. Just one problem, it has to be carried
looking for. Unfortunately, people just 4. inside one of the crew.
Dark Hyperspace Lane Maps: Routes through seem to keep blaming you for the actions
systems that aren't officially maintained. and value of your cargo. The nerve!
5. Smuggle an artifact out of an archeological dig.
Sometimes faster. Always less patrolled. Look for opportunities with a twist.
Often full of Way creatures, pirates, and Offer easy jobs with moral dilemmas, or
other scoundrels. You don't want to think hard jobs that help people, or cargo that 6. Run a Guild trade embargo to get a key scientist off the planet.
about the poor fools that died mapping multiple people want. Remember that this
them. ship isn't a bruiser. Violent faction like the 1. Transport of cargo requires a path through a pirate's booby-trapped and patrolled turf.
Smuggler's Rigging: Great way to sneak Scarlet Wolves are more likely to hire the
items webbed to yourself. Adds some crew to extract a member than they are
An exiled ex-pirate stashed a treasure on Baftoma and will split it with whoever can get
hands-free carry while working on the for murder (they have people for that). 2.
outside of the ship, and lets you smuggle them there past pirates and back.
Focus on escapades, tight flying, and
a blaster into a well-guarded meeting while standard space opera hyjinx. Always look
keeping the stylish cut of your coat. 3. A mystic needs a crew to explore a newly-formed Way line. Way beasties guaranteed.
for an opportunity for a run, chase, or high
Lucky Charm: Whether an artifact, or a energy adventure. A Sah'iir wishes to adopt xeno children as servants. They must be moved before they are
few mementos prominently displayed, For any job opportunity, consider how the 4.
sometimes luck is just believing. The crew registered with the Hegemony.
job may bypass blockades and inspections,
starts with +1 gambit every job. It costs 2 or smuggle goods and people. Think about Priority shipment from Indri to Amerath can only make it in time if you cut through the
upgrades to unlock instead just 1. 5.
travel time too. To add a twist, discover Belt of Fire.
Thrillseekers: Each PC gets +1 stress box what factions might be involved, or
(increase max to 10). It costs 3 upgrades add additional elements, roll on the job 6. A criminal gang needs to smuggle a message to a lifer in Isotropa Max Secure.
to unlock, not just 1. generator tables.
StartinG tHE GamE: StArDanCEr
starting situation How do you escape? Will you try to talk your way out of
this? Barricade the doors to buy time? Perhaps steal a few job i
Your crew of smugglers landed on Warren - the moon of Aleph getaway vehicles from some tough looking hover-bike riders
in the Rin system - hoping to make a few credits to refuel and The Banshee (the Pirate Queen leader
parked outside a dive bar nearby? of the Maelstrom) is looking for
refit your ship. The job sounded easy enough...
Create a 10-segment getaway clock. Make Warren busy, grimy, someone to steal a Nightspeaker mask
A small item (a gray stone box) was discovered on Rin Aleph and and exciting. Give the players plenty of things in the scene to jump and will pay you handsomely to get it
shipped to the moon by the Cobalt Syndicate. The full abilities over, have breakneck chases around, and blow up. The Cobalt done quietly.
of the item were unclear at the time, and it was stored in a Syndicate was planning to trade the box for leverage, and while
warehouse in the industrial district. XXWho has the mask currently? How
they're not expert marksmen or feared thieves, they're very
and why is it currently vulnerable?
What became clear is that everyone wants the item now known determined to get it back. The crew will figure out who to sell it
as the Aleph Key and moreover, folks are faster to kill for it to once you escape with some derring-do. XXWhat's the plan? Provide the detail.
than trade or negotiate. Powerful players are in motion, hunting XXEngagement roll. Cut to the action.
for the box and each hoping to get it for their own reasons, each the next scenes
one bringing overwhelming force to bear in order to posess it.
Downtime should be when the players decide what to do with
The crew is holding the box currently, poised to make a profit. the Precursor artifact. Ask them what their priorities are as
Can they stay alive and keep it long enough? Who will end up players and the crew. Perhaps they want to gather information job ii
with it? And can you get that landlock lifted from your ship? on possible buyers, or investigate the artifact itself. They may Governor Ritam al'Malklaith, through
We play to find out. also just keep the artifact and run, focusing on liberating their his guard captain Jerrem, is looking to
ship first. kidnap a member of the Maelstrom in
make characters and ship The next job will likely be convincing a faction to not simply kill order to find out where the pirates are
the crew and take what they want, but instead to actually cough holed up. He does need them alive...
Follow the procedures under Character and Ship Creation. Ask
some of these questions while you do it: up the creds and buy the artifact. Whoever the crew sells it to XXWhat is the pirate's vice, and where
will likely have enemies that need scoundrels to help them even do they satisfy it on Warren?
XXSo who's the captain of your ship? the score.
XXWhat's the plan? Provide the detail.
XXHow did you end up in this forsaken sector? And when did you Similarly, these enemies will likely be busy dealing with whatever
and the Hegemonic law part ways? the box is now used for, and may need the scoundrels to handle XXEngagement roll. Cut to the action.
XXDid you ever kill somebody? If so, when and how? their day-to-day business while they're busy.
XXWhat's your vice? What is it specifically? Why does it drive
and consume you? the campaign job iii
XXWho do you trust the most on the crew? Who do you trust the You can easily play out the consequences of the starting situation
Members of the Cult of the Sun
least? What's that about? Or will we find out in play? over several sessions. Who do the PCs sell the artifact to? What
have identified Commander Tallon's
ends do they use it for? Who holds a grudge because of it? Does
For a one-shot or faster start, you can forego crew creation. psychic and captured her. Tallon needs
someone want the crew to steal it back? Can they stay on-planet
someone with a ship to fetch her from
The PCs are a gang of smugglers with a ship locked down in port. long enough to avoid powerful angry factions and the law in order
a Hegemonic prison on Aleph.
to do more jobs?
the first scene Write down pressing questions to help keep the action focused:
XXWhat must you do to scrub the
record of her capture?
After they make characters and the crew, tell them this: What exactly will the Nightspeakers do when they complete
XXWhat's the plan? Provide the detail.
The doors to the warehouse blow open. From the darkness the Raiment?
blaster shots fly out. Pew! Pew! The job had gone smoothly. XXEngagement roll. Cut to the action.
If Tallon has a fully loyal Legion battle-fleet, who will fill the
A little ... too ... smoothly. Who could have predicted that vacuum when he leaves?
you'd walk into the handoff with your contact dead and two
factions already taking aim at each other ... and now they're What must Ritam al'Malklaith do to reverse his disgrace?
all looking at you. These questions may collect a clock or two, tracking the status
You're outnumbered, and your pursuers will be on you in of some developing circumstances. When a question is answered,
just a scant few moments. remove it and add a new one. They don't have to last forever.
Scum&vILLAINY ship sheet CERBERUS extraction
specialists and
bounty hunters
special abilities
R-29 Firebrand-type Patrol craft
designation crew reputation
Licensed: Take -2 heat on any legitimate bounty hunting job. Your ship
colors/look can carry particle weapons, and your crew can carry and legally use
heavy blasters in the pursuit of a target.
CrEW ship size personal freighter corvette frigate dreadnought
Loaded for Bear: Your crew can carry +1 load. They have distinctive
and high quality armor. When you wear armor, it counts as heavy
armor (2 uses).
Play Both Sides: When you release a bounty target, make them a
GAMBITS
crew contact and add +2 heat.
reset to 1 gambit
at the start of
every job
Deadly: Each crew member may add 1 action rating to command,
scrap, or skulk (up to a max of 3).
Veteran: Choose a special ability from another source.
special abilities
Converted Khanjigar class Corvette
designation crew reputation
Old Hands: When you're at War (-3) with a Hegemony faction, all
colors/look crewmembers get +1d to vice rolls and still get 2 downtime activities,
instead of just 1.
CrEW ship size personal freighter corvette frigate dreadnought
Spark of Rebellion: If you leave a calling card or a highly visible
symbol of resistance on your job, gain +2 heat. Your crew gaints +1d
to vice during the next downtime, and cannot overindulge.
GAMBITS
Just Cause: When your crew does the right thing at cost to
reset to 2 gambit themselves, you may mark a crew xp.
at the start of
every job
Hearts and Minds: Each crew member may add 1 action rating to
0 A Closet One or Two People A Few Moments Within Reach Poor Weak
1 A Small Room A Small Gang (3-6) A Few Minutes A Dozen Paces Adequate Moderate
2 A Large Room A Medium Gang (12) An Hour Blaster Range Good Strong
3 Several Rooms A Large Gang (20) A Few Hours A Block Away Excellent Serious
4 A Small Building A Huge Gang (40) A Day Several Blocks Away Superior Powerful
5 A Large Building A Massive Gang (80) Several Days A Few Kilometers Impeccable Overwhelming
6 A City Block A Colossal Gang (160) A Week Across Town Legendary Devastating
Allies: House Malklaith Situation: Known as "The Butcher", Tallon earned many commendations
on the battlefield, but after his command was sacrificed to make a Noble's
Enemies: Imperial Fleet, Church of Stellar Flame daughter in command look better, he swore to lead a coup to cleanse
Situation: Several Nightspeakers are on Warren sensing the presence of the Hegemonic military of favoritism and nepotism. Upon finding Lyara
a piece of the Raiment. Doraam has managed to convince the Governor (a child changed by contact with Precursor artifacts), he used her to vet
to host him as his personal mystic and advisor. officers and quietly place Legionnaires loyal to him in positions of power.
starting factions 2 of 2
notes/CloCks
CobaLt SyndICatE II ashEn KnIvEs III
Once a labor union, the Cobalt Syndicate has turned to smuggling Once lean and ready for battle, the Ashen Knives is a decadent
and extortion to carve out shipping lanes and have a real say. syndicate focused on drugs, gambling, and pleasures of the flesh.
Turf: The Pit, a mining quarry on Aleph (HQ). A major berth Turf: Drug dens. Gambling houses. A hidden and reinforced
and associated docks on Warren. bunker on Warren (HQ).
NPCs: Jax (leader, cold, killer, arrogant). Keve (captain, unify the NPCs: Pasha Qo'iin (sly, corpulent, sartorial, decadent). Knife control
augmented, defiant, enterprising). Sephua (Jax's sibling, labor Lirik (xeno, assassin, gambler, deadly, graceful). Oya (high- major
force planetary
thug, daring, envious, gambler). ranking, greedy, well-armed, leader). crimes in
Notable Assets: A fleet of private ships used for smuggling. Notable Assets: A crew of well-trained assassins, often with rin
Toughs and laborers on every plant who wear the cobalt a Precursor artifact or two up their sleeves. Heavy coffers.
stripe. Bribed judges. Crews of thugs.
Quirks: Every member wears a solid blue stripe along the side of their Quirks: Ashen Knives don't join the syndicate till they've taken a life. Being
outfit in some way, signifying their allegiance. A blue stripe on the walls promoted usually requires doing unsavory tasks.
of warehouses is a call to action.
Allies: The Maelstrom
Allies: The Maelstrom
Enemies: House Malklaith, Cobalt Syndicate,
Enemies: Guild of Engineers, Starsmiths, Yaru
Situation: The Ashen Knives hail from the tiny moon, Warren, and their
Situation: Jax has taken over official and unofficial shipping lanes between power there often eclipses that of House Malklaith, which only hasn't
Aleph and the core worlds. In doing so, he's angered a number of powerful become a point of contention since Governor Ritam's eye is cast towards
Guilder factions, and the secret wars between them are nearing a violent the Core. A recent alliance with the Maelstrom (fencing goods) has filled
outburst. Jax has been stockpiling weapons and vehicles for what he sees the Knives' coffers enough that they are contemplating stomping out
as an inevitable and bloody resolution. other small players and unifying Rin's underworld under their control.
resist ROLL The GM sets the consequences according to the situation. You may suffer one, some, or all of the listed
You reduce or avoid the consequence and take 6 consequences. You may attempt to avoid or reduce each consequence individually with a resistance roll.
1d per attribute dot. stress minus your highest die result. When you roll a critical on a resistance roll, clear 1 stress.
RULES REFERENCE PAYOFF, HEAT, ENTANGLEMENTS, downtime 2 of 3
payoff (1st) heat (2nd)
A job yields goodwill from the faction you XX2 cred: Minor job; enough to make it After a job or conflict, the crew takes heat Add +1 heat for: high profile or well-
did it for, and usually earns the ire of a to next week. in the system(s) the job took place. connected target, wanted in the system,
faction that lost out on it. If you keep it XX4 cred: Small job; enough to buy a bike. XX0 heat: Completely quiet; others blamed. or public use of artifacts.
completely quietno one knows you did XX6 cred: Standard job; decent loot; a Add +2 heat for: killing or massive property
ityou gain no faction decrease, and no XX1 heat: Smooth & quiet; low exposure.
small vehicle. damage, illegal weapons use.
heat (see heat on the right). XX2 heat: Contained; standard exposure.
XX8 cred: Major score; buy important ship Add +3 heat for: damaging a gate.
You also earn a cred reward based on the parts or a module. XX4 heat: Loud and chaotic; high exposure.
nature of the operation (see the list at XX10+ cred: A treasure trove; enough to Plus any additional heat from complications
right). XX6 heat: Wild; devastating exposure. or devil's bargains during the session.
buy a small ship of your own.
entanglements (3rd) downtime (4th)
After payoff/heat, roll an entanglement according to your wanted level in the system: When you're at liberty between jobs and find some respite from peril, you may pursue
two downtime activities. You also recover all of your armor uses. During downtime, you
WANTED 0 wanted 1 wanted 2 wanted 3 may take additional actions by spending 1 cred for each extra action.
1 Ship Trouble 1 Ship Trouble 1 Collectors 1 Ur Field For any downtime roll, add +1d to the roll if you get help from a friend or contact. After
the roll, you may increase the result level by one for each cred spent (by hiring assistance,
2 Unquiet Black 2 Unquiet Black 2 Impounded 2 Pirates!
paying a bribe, etc). A 1-3 result becomes a 4/5, a 4/5 becomes 6, a 6 becomes critical.
3 New "Friends" 3 Interrogation 3 Bounty Hunter 3 Out of Gas
Engage in your vice and roll dice equal to your lowest attribute. Clear
4/5 Cooperation 4/5 Reprisals 4/5 Interrogation 4/5 Arrest stress equal to the highest die result. If you clear more stress than you
VICE had marked, you overindulge (see below). If you don't or can't indulge
6 Roll on Wanted 1 6 Roll on Wanted 2 6 Roll on Wanted 3 6 Wanted Level 4
your vice during downtime, you take stress equal to your trauma.
Arrest: The system police send a detail to New "Friends": A neutral faction asks you to
arrest you. Pay them off (wanted level+3 do a job that is either extra dangerous, pays Overindulgence XXBender: Reduce your stash by 4 or take 2 loan.
cred), hand someone over for arrest little, or gathers more heat than usual (your You make a bad call due to XXBig Talk: Brag about your exploits. +2 heat.
(clears your heat), or try to evade capture. choice). Accept or lose a status with them. your vice in acquiring it
Bounty Hunter: An enemy faction hires a Out of Gas: A piece of your ship fails or while under its influence. XXLost: Play a different character till this one returns
bounty hunter. Fight, evade, or pay them catastrophically, damaging the system What did you do? from their bender.
off. If you have no faction with negative and rendering it inoperable until repaired.
status, avoid entanglements. Pirates! Pirates attempt to take over your Remove all level 1 harm. Roll ship's crew quality -1 or a crewmate's doctor ability.
ship by force. Outrun, fight, or cut a deal. RECOVER Advance your healing clock per level (1-3: one, 4/5: two, 6: three, crit: five).
Collectors: A collection agency claims part
of your ship. Pay them 2 cred, give them Reprisals: An enemy faction moves against
the components (remove a ship module), you or yours. Pay them 1 cred per Tier,
or make them leave another way. long term Work on a long term project, if you have the means. Roll an action and mark
allow them to mess with you, or fight back. PROJECT segments on the project clock per level (1-3: one, 4/5: two, 6: three, crit: five).
Cooperation: A +2 or +3 status faction asks Ship Trouble: A ship system acts up.
you for a favor/job. Agree to it or lose a Damage a system (the GM will tell you
status with them. If you don't have a +2/3 which). acquire Acquire temporary use of an asset. Roll crew quality. The result indicates the
faction status, you avoid entanglements. asset quality of the asset (1-3: poor, 4/5: standard, 6: fine, crit: exceptional).
Unquiet Black: An alien or Way creature
Impounded: Dock authorities impound finds its way on board. Acquire the services
your craft. Bribe dockworkers to lift the of a mystic or exterminator to destroy or REPAIR Spend 1 cred to repair one level of damage to a ship system.
lockdown with 2 cred, or steal your ship banish it, or deal with it yourself.
back. If you are not on a planet or station, Ur Field: The closest jumpgate calls to each
you avoid entanglements. Reduce the heat & wanted level of a system you're not in. Say how you get
of you in a language you cannot understand. LAY LOW the Hegemony off your back & roll an action. Mark segments on the wanted
Interrogation: System officers question a Resist with resolve or take level 1 harm reduction clock per level (1-3: one, 4/5: two, 6: three, crit: five). Also -2 heat.
PC/contact about the crew's crimes. Tell from the visions you cannot escape.
them what they want to know, resist with Wanted Level 4: The Governor sends a
resolve (PC) or roll fortune (contact) to Mark 1 xp for an attribute or your playbook (+1 xp if you have the appropriate
warship to capture your ship. Good luck! train crew training upgrade). You can train a given xp track only once per downtime.
avoid jail time, or post bail with 2 cred. Afterwards your wanted level drops by 1.
RULES REFERENCE Gm rEfErEnCE 3 of 3
GM Goals Family Names (continued): Mahat, Procyon System Notables
Play to find out what happens.
DEVIL'S BARGAINS Marak, Natoth, Nagan, Naimon, Ritam al'Malklaith: Noble system The Prime: Ancient Urbot fighting for
Bring the sector to life. XXReveal a valuable secret. Needa, Neumann, Nur, Ortcutt, Pava, Governor in disgrace. Likes Ur artifacts. the freedom of all sentient machines.
Convey the world honestly. Pim, Quag, Ramus, Rudra, Ryle, Shrike, Yast Jor: Engineer Guilder head. Doraam: Nightspeaker mystic. Along
XXSacrifice cred or an item. Sloane, Sprek, Suzuka, Tann, Tarkin, Tel, Overseeing mining operations. with Ismissa and the large Oin-rai, seeks
GM PRINCIPLES XXBetray a friend or loved one. Thorn, Tilad, Ulmak, Ursis, Valorum,
Banshee: Fierce space pirate Queen. a set of Ur artifacts called the Raiment.
Be a fan of the PCs. Veers, Vosa, Wu, Wolffe, Wren,
Alanna: Church head. Mystic. Zealous Illira: Counters Guild. Wears a golden
Hold on lightly. XXMake a dangerous promise. Yoneyama, Yueh, Yularen, Zan, Zer mask and breathes mysterious vapors.
Address the characters. in uprooting heresies.
XXAdd heat to the crew from Aliases: Ace, Agony, Apex, Athena, Zik One-eye: Most feared bounty hunter
Address the players. Jax: Cobalt Syndicate leader. Wants
Consider the risk. evidence or witnesses. Badger, Bingo, Black, Bolt, Brakes, Cash, to unite labor and get better working in the sector. Has two eyes.
Always follow the fiction. Cosmo, Crashdown, Dash, Devil, Dipper, conditions. Turning to crime. Zhin al'Yur: A young Noble Concordant
XXSuffer harm.
Make the world wondrous. Echo, Eight, Elbows, Falcon, Fireball, Knight seeking the Way of Light.
Pasha Qu'lin: Leader of the Ashen
Make space mysterious. Fish, Flex, Game, Gargoyle, Gear, Knives. Wants to control all syndicates. Del Pava: Head of xeno relations for
Cover it in big, clunky tech. Names: Abra, Ahroon, Aria, Brell, Gonzo, Guns, Hammer, Headhunter, the sector.
Chendra, Cord, Del, Duncan, Ed, Entex, Helo, Hex, Highball, Intake, Iris, Iron, Tallon: Commander of 51st Legion.
Wants to execute a military coup. Rocco Apple: Best shipwright.
GM ACTIONS Espa, Faykan, Faye, Finn, Fox, Gaius, Juggler, Juice, Junior, Karma, Kingston,
When things are getting Garm, Garrus, Genera, Greeg, Gurney, Lasher, Legend, Link, Loco, Mooch,
system: rin
started: Han, Hirak, Hondo, Ignor, Impera, Nails, Nemesis, Nova, Owl, Panther,
Aleph FLASHBACK COSTS
Jaana, Jango, Jerec, Jet, Jung, Kai, Kalo, Phoenix, Quirk, Raider, Razor, Skulls, Warren
XXWhat's your goal? Ashtari Cloud X stress for a normal action for
X0
Kahlee, Kasumi, Kirk, Kit, Kor, Kymnal, Snaps, Stinger, Tank, Tax, Titan, Tread, Outpost SB-176
XXWhat plan did you make? The Straylight
Lando, Leto, Liara, Loris, Lotus, Marak, Under, Vandal, Vapor, Wraith, X-ray, The Cove which you had easy opportunity.
(What's the detail?) Baftoma
Mevakor, Mill, Mino, Miranda, Mordin, Yellow, Zen, Zenith, Zipper
When things are underway:
system: holt X1X stress for a complex action or
Naimon, Needa, Oola, Orrin, Paul, Poe, Looks: Man, Woman, Ambiguous, Xeno Jerek's Junkyard
Mem unlikely opportunity.
XXHow do you do that? Potak, Praxis, Quinton, Ramus, Rey, Hantu Gate
(Which action do you use?) Rocco, Saldeed, Samara, Saren, Seklor, Sonhandra X + stress for an elaborate action
X2
Long Coat Loose Silks Trade Platform
XXWhat's your goal? (What's Spike, Thane, Tilad, Yast, Yola, Victor, Hood & Veil Tight Pants Vos Planet Omega which involved several special
the effect?) Wyndam, Xavier, Zaeed, Zokar Knit Cap Bomber Jacket system: iota opportunities or contingencies.
Hooded Cloak Long Scarf Shipyards
Cut to the moment of crisis. Family Names: Acon, Apple, Bartok, Lithios
Tall Boots Leathers Belt of Fire
Always telegraph trouble. Brell, Black, Clovis, Crynyd, Curia, Indri insight prowess resolve
Mask & Robe Flight Suit Wayline
State the consequences and ask. Damme, Drake, Dreyfus, Dyson, Emari, Suit & Vest Hide & Furs Amerath
Offer them a devil's bargain. Endua, Evazan, Farr, Feris, Gallia, Gree, ZX-1138 Doctor Helm Attune
Plain Tunic Uniform
Make/tick a progress clock. Gyle, Hawking, Hex, Hill, Impera, Indigo, Suspenders Flashy Hairstyle
system: brekk Hack Scramble Command
Think offscreen. Intal, Ivanov, Jaana, Jor, Jusik, Kasur, Shimaya Blackstarr
Skirt & Blouse Rebreather Rig Scrap Consort
Ripple actions through the sector. Kedra, Kelmar, Kor, Kranax, Kritus, Dendara
Fitted Dress Encounter Suit Nightfall
Kromyl, Kymnal, Lana, Livia, Luo Thick Duster Unique Jewelry
Bright Wind Study Skulk Sway
What do you do? Aketi Isotropa Max
these gadgets for 1 load. The gadgets you can bring When you are accepted as a petitioner of the Mendicants,
are listed below: you may offer your services at Mendicant hospices and will
XXPocket Spacesuit: A badge, bracelet, or amulet receive supplies required to help those in need. When you
that can generate life support in vacuum for have proven your dedication to the cause and an Emerald
an hour or so. May look like a force-field or Heart becomes available, you may have it implanted by a
actually expand into a suit that surrounds a Mendicant Physician.
person. Takes an hour or so to recharge. When you are implanted with an Emerald Heart, you suffer
XXRocket Boots: Some sort of thrust. May be a a trauma and gain the following special ability:
beam that propels you or actual small jets. Mendicant Physician: You cease to age, become
Often difficult to control. Generates small immune to diseases, no longer need to eat, and gain
jumps in atmo, but is very useful in vacuum. a free downtime activity for recovery.
Takes a few minutes to recharge.
The artifact does not come without drawbacks:
XXGravity Link: A small pyramid that, when it changes the user over time. Old (and ancient)
opened, generates a gravity well, drawing in Mendicants frequently disguise their changes or live
nearby objects up to the size of a person for a far from civilization.
few moments. Takes an hour or so to recharge.
You may also take the following special abilities as Veteran
XXBabel Rings: A set of two rings that scrambles all advances:
communication in an area the size of a building.
Aura of Peace: You may extend the biotic field of your
Works on writing, voice, and electronics. Takes
implant to someone in your care. Push yourself to
a day or so to recharge.
ease the burdens of another. They ignore all harm
XXZero Element Belt: A belt with a dial. When penalties until they are hurt again or two hours pass.
turned on, the user has neutral bouyancy
(floating as if in zero G). Only works on people. Biogenesis: Your implant allows you to share your
health with another. When you doctor someone, you
Never seems to run out. Often has trouble
may spend stress 1-for-1 to add extra segments to
turning off.
their recovery clock.
XXCold Cube: A cube inside a wooden container.
When placed on a non-wood surface, it devours
heat and snuffs out fire. Causes frostbite if
touched outside its box.
XXNull Space Pocket: A small dimensional pocket
you can fit your hand and wrist into, attached
to a fancy stone carving. You can hide a 1 load
item inside it.
XXMirror Dimension Coin: When looked through,
shows a small, common item. When smashed,
the item appears. No two have the same item.
XXUr-botic Pet: Adorable, small, eerily smart. Tiny
AI core that seems to have imprinted animal-
like behavior.
GM DOWNTIME
During downtimes and between games, the GM has
a responsibility to keep the world running. Without
old and new factions If specific NPCs interfere with a factions overall progress,
you can reduce the filled segments on the faction's clock;
independent action by the sector factions, the game feels You dont need to simulate every faction in the game each likewise, if theres some windfall of luck or the players
flat and static - the crew running the clock, and the world downtime. Usually, you can roll just for the ones that help out a faction, consider advancing the clock. Let the
only reacting. Each faction should be working on its plans interest you in the sector - the ones that the players have story influence the mechanics in the same way that the
despite the best efforts of the crew. To simulate this, we dealt with, or that were in the starting situation, or that you mechanics influence the story.
use faction clocks - clocks which determine when factions explicitly want to introduce. If the players engage with a
will succeed at their plans. new faction, you can usually start fresh with that faction.
If their starting goal doesnt make sense given where the
special cases
For example: the Nightspeakers search for the next piece
story is - update it! When players spend cred for extra downtime activities,
of the Raiment of Night. Between jobs, make a fortune
that money goes somewhere, sometimes into the pockets
roll using the factions Tier as the baseline, and let it guide Sometimes, you may decide a faction isnt relevant to
of a faction (the GM will decide when it's relevant). It can
the story youre telling. Its important to explain, if only your game anymore. Just stop rolling for them during
be good to think about how that money gets spent and if it
to yourself, the outcome of the roll. The Nightspeakers downtimes. Youre not locked into progressing and updating
had two segments to fill in, but only rolled one segment? might be relevant to the story. For instance, after a harsh
faction clocks for a faction that the story hardly ever
Figure out what went wrong for them. Did they crit on but well-paying job against the Ashen Knives, the crew is
includes. If they become relevant again, you can make a
their roll and complete their clock? What does that look flush with cash. They spend their downtimes recuperating,
few fortune rolls for them in a row, to indicate that theyve
like? Who helped them out? Take every opportunity to then but spend cred for extra downtime activities, laying low in
been working on stuff in the background.
showcase this in play, showing the effects of background another system, and another to improve the result to a crit.
actions on the world the players see and experience.
giving up a clock Those two cred are clearly going into bribes for someone to
smooth things over - maybe the Legion or House Malklaith.
tier and scope Sometimes a faction clock no longer makes sense (often
knowingly or unknowingly, crew actions will muck with
With this extra cash, you might add a die to those faction
rolls this downtime, or if its a lot of cash, maybe just add
Whatever the goal, the size of the faction clock is under faction goals). For example, maybe a faction wants to a bonus roll. If the characters are just spending money
your control. A standard clock is 8 segments, but easier catch and interrogate a rival faction leader, but then that locally - maybe to acquire an asset or work on a long term
or harder goals should be bigger or smaller. The scope of leader gets killed. In those cases, just create a new clock project - look at what factions might be around to benefit,
the action should also match up with the Tier of the faction. to replace the old one. Their priorities have shifted. There and decide how the influx of cash is going to help them.
A Tier 1 faction would never have a faction clock for: Bring can be a natural desire to give factions credit for having
down the Legion. This is impossible (and correspondingly,
too big a clock) for them. A Tier 5 faction would never have
completed some of the clock, but its better to just start
clean. If theres some small portion of the previous clock
using your prep
a faction clock of: Deal with a member of this low-Tier they could salvage/use for their new agenda, just represent The GM should take every opportunity to showcase the
gang. This would barely be on their radar. that with a smaller clock on their new goal. world and the actions of the factions. This shouldn't
For each goal, think about what it would take for the faction necessarily be secret information. Faction clocks often
to accomplish that goal and ask: is this something they faction vs npc clocks create job opportunities for the crew. Use it to detail and
explain crew entanglements after jobs. These downtimes
could put into motion or do they need to do something else
first? If its the latter, figure out how to break down the Factions aren't monolithic and unified. The crew may tie the world together. Showcase the story of the sector
action into reasonable goals, and make the first of those influence one of the factions NPCs, or that NPC may and let the faction actions make your game world breathe.
goals the faction clock. simply have competing interests to the larger faction
goals. Remember that a faction operates on a different
This is especially true of the goal: Increase in Tier, which scale than a single person. You may want to create some
crew curiosity
should never be an explicit goal. Instead, think about how clocks to represent those NPC interests. As an example, Once the effects of the faction actions are felt in the world,
the faction would improve its Tier, and then set goals that two Guild primarchs could be fighting over who is really in crews will inevitably want to find out what factions are
bring that about. control of the faction (represented by a tug-of-war clock) working on and what they can do about it. Getting someone
The Dyrinek Gang needs jump-capable ships to get off while the faction iteself is trying to take over some new to gab might be an acquire asset action if they don't have an
Warren and spread through the sector. Once they do this, business interest (represented by a faction clock). You in (or just a gather information using consort if they have
theyll be a higher Tier faction with more influence and can track/advance these NPC clocks in the same fashion an appropriate crew or personal contact). Well-hidden
members. Create a clock: Steal freighters from the Cobalt as faction clocks during downtime (assemble a pool of plans might require a long term project to discover the the
Syndicate - this sounds like a bigger deal than normal, so fortune dice, roll, interpret how the results reflect the agenda of a group (clock size determined by how secret
maybe make that one a ten segment clock. events, and change the clocks appropriately). this agenda is).