can take tags from playbook or add your own (can put full detail in BIO below)
[color=";display:block;margin-bottom:-50px"][table]
[b]PLAYBOOK:[/b] | [_=playbook]
[b]PLAYBOOK TAG LINE:[/b] | [_=playbook tagline]
[b]CHARACTER NAME:[/b] | [_=character name]
[b]CHARACTER PRONOUNS:[/b] | [_=character pronouns]
[b]SPECIES:[/b] | [_=species]
[b]AGE:[/b] | [_=age]
[b]LOOK:[/b] | [_=can take tags from playbook or add your own (can put full detail in BIO below)]
[/table]
[/color]
BACKGROUND
BACKGROUND TITLE: | background STAT +1: | stat you get plus one for SPECIALTY 1: | 1st specialty SPECIALTY 2: | 2nd specialty SPECIALTY 3: | 3rd specialty
[b]BACKGROUND TITLE:[/b] | [_=background]
[b]STAT +1:[/b] | [_=stat you get plus one for]
[b]SPECIALTY 1:[/b] | [_=1st specialty]
[b]SPECIALTY 2:[/b] | [_=2nd specialty]
[b]SPECIALTY 3:[/b] | [_=3rd specialty]
Select and mark one every time you fill the experience bar.
Available initial advances
Take a Specialty from your background
Take another move from vour playbook
Add +1 to a stat (max +2)
Mark two Investments for the ship
Available after 5 advances
Take Specialty from your background
Clear a permanent Condition
Mark three Investments for the ship
Take another move from your playbook
Available after 10 advances
Take a move from another playbook
Remove a Seeing Red trigger
Mark four Investments for the ship
Take a Specialty from another background
Choose another Ship Customization
Reset your Stellar Move
Available after 15 advances
Mark an Upgrade for the ship
Take any Specialty from the master list
Take a move from any playbook
Change Playbooks
Add Idolized as a sevent Trust level (Max 6 Trust)
[b]Select and mark one every time you fill the experience bar.[/b]
[i]Available initial advances[/i]
[_advancement_marker=0/2]Take a Specialty from your background
[_advancement_marker=0/2]Take another move from vour playbook
[_advancement_marker=0/1]Add +1 to a stat (max +2)
[_advancement_marker=0/2]Mark two Investments for the ship
[i]Available after 5 advances[/i]
[_advancement_marker=0/1]Take Specialty from your background
[_advancement_marker=0/1]Clear a permanent Condition
[_advancement_marker=0/1]Mark three Investments for the ship
[_advancement_marker=0/1]Take another move from your playbook
[i]Available after 10 advances[/i]
[_advancement_marker=0/1]Take a move from another playbook
[_advancement_marker=0/1]Remove a [b]Seeing Red[/b] trigger
[_advancement_marker=0/1]Mark four Investments for the ship
[_advancement_marker=0/1]Take a Specialty from another background
[_advancement_marker=0/1]Choose another Ship Customization
[_advancement_marker=0/1]Reset your Stellar Move
[i]Available after 15 advances[/i]
[_advancement_marker=0/1]Mark an Upgrade for the ship
[_advancement_marker=0/1]Take any Specialty from the master list
[_advancement_marker=0/1]Take a move from any playbook
[_advancement_marker=0/1]Change Playbooks
[_advancement_marker=0/1]Add Idolized as a sevent Trust level (Max 6 Trust)
EXPERIENCE
Mark an Advance each time you fill up the experience bar.
Every 5 Advances add a bubble to the bar
Current bar length=current_bar_length
[i]Mark an Advance each time you fill up the experience bar.
Every 5 Advances add a bubble to the bar[/i]
Current bar length=[_=current_bar_length]
[_=0/8]
SEEING RED
When one of these triggers occurs:
*Trigger 1
*Trigger 2
*Trigger 3
*Trust moves to level 0/Distrusted
You must instantly choose between:
*Using either the Confront or Connect basic move
*Mark two Conditions to represent your internalised feelings
[table]
[b]When one of these triggers occurs:[/b]
*[_Trigger 1]
*[_Trigger 2]
*[_Trigger 3]
*Trust moves to level 0/Distrusted
[b]You must instantly choose between:[/b]
*Using either the Confront or Connect basic move
*Mark two Conditions to represent your internalised feelings
[/table]
When you make a positive personal connection with a crewmate, including providing treatment, roll and add +1 for every true statement:
• You are taking responsibility or apologizing
• You use details from their life to establish rapport
• You are giving them something they want
• You are being vulnerable with them
• You are Trusted or higher
On a 7+, they hear you. If they are receptive, both of you clear a condition and describe why you feel better. If they aren't receptive, you both describe what you learned and mark XP.
On a 10+, you earn +1 Trust or clear a condition in addition to the other results.
When you [b]make a positive personal connection with a crewmate, including providing treatment[/b], roll and add +1 for every true statement:
• You are taking responsibility or apologizing
• You use details from their life to establish rapport
• You are giving them something they want
• You are being vulnerable with them
• You are Trusted or higher
On a 7+, they hear you. If they are receptive, both of you clear a condition and describe why you feel better. If they aren't receptive, you both describe what you learned and mark XP.
On a 10+, you earn +1 Trust or clear a condition in addition to the other results.
When you step up and take the lead in an important narrative moment with one or more crewmates, explain your plan and roll 2d6. Wager up to 3 Trust and add +1 Tor each.
On a 7+, the present crewmates describe what they think and if they will follow your lead.
• Majority Yes: get your Trust back plus one more and everyone clears a condition. On 10+, earn additional 1+ Trust. Team Work is triggered if your plan involves actions by three or more crew mates.
• Majority No: you lose your wagered Trust, mark a Condition and XP. Everyone else involved marks XP. On a 10+, earn 2 extra XP.
On a 6-, something went wrong when you presented your plan. What was it? Mark a Condition and XP.
When you [b]step up and take the lead in an important narrative moment with one or more crewmates[/b], explain your plan and roll 2d6. Wager up to 3 Trust and add +1 Tor each.
[b]On a 7+[/b], the present crewmates describe what they think and if they will follow your lead.
• [b]Majority Yes[/b]: get your Trust back plus one more and everyone clears a condition. On 10+, earn additional 1+ Trust. [b]Team Work[/b] is triggered if your plan involves actions by three or more crew mates.
• [b]Majority No[/b]: you lose your wagered Trust, mark a Condition and XP. Everyone else involved marks XP. On a 10+, earn 2 extra XP.
[b]On a 6-[/b], something went wrong when you presented your plan. What was it? Mark a Condition and XP.
When you take action in a high pressure situation, describe your desired outxome and roll +Courage
10+ you do it without difficulty and you give Advantage to a crew mate, describe what you do and how it benefits the other PC. On a 13+, earn +1 Trust.
7-9 you succeed but with some difficulty.
• You are injured or emotionally shaken, describe how and mark a Condition.
• You put a crewmate in a bad position. Describe how and their next roll is with Disadvantage.
• You damage or destroy something important on the ship. Describe it and mark 1 Ship damage box.
When you take action in a high pressure situation, describe your desired outxome and roll +Courage
10+ you do it without difficulty and you give Advantage to a crew mate, describe what you do and how it benefits the other PC. On a 13+, earn +1 Trust.
7-9 you succeed but with some difficulty.
• You are injured or emotionally shaken, describe how and mark a Condition.
• You put a crewmate in a bad position. Describe how and their next roll is with Disadvantage.
• You damage or destroy something important on the ship. Describe it and mark 1 Ship damage box.
When inflicting harm on an opponent, describe your attack and roll +Body. Burn 1 Trust if you attack a crewmate
10+ You succeed. Your opponent is seriously shaken or injured (2 Conditions) and you are unharmed.
7-9 Your attack causes some harm or confusion to your opponent (1 Condition). Chose one:
• You are shaken or injured, mark 1 Condition
• You give your opponent an advantage
• You lose or damage something important
• Your actions put a crewmate in danger
• A new danger or foe is revealed
Under 6, you are shaken or injured, mark 2 Conditions
When inflicting harm on an opponent, describe your attack and roll +Body. Burn 1 Trust if you attack a crewmate
10+ You succeed. Your opponent is seriously shaken or injured (2 Conditions) and you are unharmed.
7-9 Your attack causes some harm or confusion to your opponent (1 Condition). Chose one:
• You are shaken or injured, mark 1 Condition
• You give your opponent an advantage
• You lose or damage something important
• Your actions put a crewmate in danger
• A new danger or foe is revealed
Under 6, you are shaken or injured, mark 2 Conditions
When you confront a crewmate about something that displeases you, choose one desired outcome and wager 1 Trust for each additional outcome you want.
• They admit you were right.
• They admit fault.
• They apologize to you and/or someone else.
• They commit to a specific task or action.
Describe how you initiate the confrontation and roleplay or collaboratively narrate what happens. Your crewmate chooses which, if any, desired outcomes are met.
• Both of you clear a Condition for each desired outcome that was met. Wagered Trust is returned.
• Both mark a Condition and XP for each desired outcome that was not met. Wagered Trust is lost.
• If all desired outcomes are met, you both earn +1 Trust in addition to other results.
When you [b]confront a crewmate about something that displeases you[/b], choose one desired outcome and wager 1 Trust for each additional outcome you want.
• They admit you were right.
• They admit fault.
• They apologize to you and/or someone else.
• They commit to a specific task or action.
Describe how you initiate the confrontation and roleplay or collaboratively narrate what happens. Your crewmate chooses which, if any, desired outcomes are met.
• Both of you clear a Condition for each desired outcome that was met. Wagered Trust is returned.
• Both mark a Condition and XP for each desired outcome that was not met. Wagered Trust is lost.
• If all desired outcomes are met, you both earn +1 Trust in addition to other results.
When a crewmate performs (rolls) badly, you can offer help. If they accept, wager 1 Trust and describe how you help, roll 1d6.That result replaces the lowest die in their original roll, regardless of if it makes it better or worse. If it helps, you keep your trust and earn +1 more, if it doesn't, you lose your wagered Trust. Either way you are caught up in the results of the original move that your crewmate rolled.
When a [b]crewmate performs (rolls) badly, you can offer help[/b]. If they accept, wager 1 Trust and describe how you help, roll 1d6.That result replaces the lowest die in their original roll, regardless of if it makes it better or worse. If it helps, you keep your trust and earn +1 more, if it doesn't, you lose your wagered Trust. Either way you are caught up in the results of the original move that your crewmate rolled.
To deduce what a being is feeling or thinking, roll +Heart. On a 10+ ask three questions, 7-9 ask one. Take +1 on your next roll where you are acting on the information you get.
• What are they feeling? (PCs name 2 Conditions)
• What do they want?
• How could Iget them to ___?
• What are they hiding?
• What do I learn about their culture?
To deduce what a being is feeling or thinking, roll +Heart. On a 10+ ask three questions, 7-9 ask one. Take +1 on your next roll where you are acting on the information you get.
• What are they feeling? (PCs name 2 Conditions)
• What do they want?
• How could Iget them to ___?
• What are they hiding?
• What do I learn about their culture?
When you influence or manipulate an NPC to do what you want, describe your approach and roll +Savvy. On a 10+ they will do what you want, on a 7-9 they will only do it for a price and you mark a condition.
When you [b]influence or manipulate an NPC to do what you want[/b], describe your approach and roll +Savvy. On a 10+ they will do what you want, on a 7-9 they will only do it for a price and you mark a condition.
When you gather data about the current scene, roll +Brains. On a l0+ ask three questions, 7-9 ask one. Take +1 on your next roll where you are acting on the information you get
• What here is useful to me?
• How does this work?
• What here presents an imminent danger?
• What understanding does this give me?
• What's the best way in/out/through/around?
When you [b]gather data about the current scene[/b], roll +Brains. On a l0+ ask three questions, 7-9 ask one. Take +1 on your next roll where you are acting on the information you get
• What here is useful to me?
• How does this work?
• What here presents an imminent danger?
• What understanding does this give me?
• What's the best way in/out/through/around?
When a PC gets 3 or more crewmates to create a plan where each of them contributes to accomplish something important:
Each of those crewmates adds as much Trust as they wish to a pool
That pool may be spent by any of them during the event to
• Add +1 to a roll, before or after it's made
• Clear 1 Condition
• Add something that helps the crew to the carry out the narrative
Each crewmate uses the appropriate moves to accomplish their assigned tasks for the plan
If the crew succeeds, each crewmember can clear a condition or mark XP for each Trust they added to the pool.
When you suggest a Teamwork that succeeeds, the remaining Trust stays in a pool that can be drawn on by any PC until the end of the session or until it runs out.
[b]When a PC gets 3 or more crewmates to create a plan[/b] where each of them contributes to accomplish something important:
Each of those crewmates adds as much Trust as they wish to a pool
That pool may be spent by any of them during the event to
• Add +1 to a roll, before or after it's made
• Clear 1 Condition
• Add something that helps the crew to the carry out the narrative
Each crewmate uses the appropriate moves to accomplish their assigned tasks for the plan
If the crew succeeds, each crewmember can clear a condition or mark XP for each Trust they added to the pool.
When you suggest a Teamwork that succeeeds, the remaining Trust stays in a pool that can be drawn on by any PC until the end of the session or until it runs out.
STELLAR MOVE
Can only be used ONCE by this character - not once per session, once per campaign - it can only be used ONCE.
[i]Can only be used ONCE by this character - not once per session, once per campaign - it can only be used ONCE.[/i]
Fill in with the name of other PCs during character creation. That PC gets the + or - Trust. playbook_specific_connection_statement1 playbook_specific_connection_statement2 playbook_specific_connection_statement3
Fill in with the name of other PCs during character creation. That PC gets the + or - Trust.
[_playbook_specific_connection_statement1]
[_playbook_specific_connection_statement2]
[_playbook_specific_connection_statement3]
NOTES
Space for you to make your own notes here
[i]Space for you to make your own notes here[/i]
[_=]
[_=]
[_=]
[_=]
CHARACTER DETAIL AND BIO
Space for you to make your own character notes here
[i]Space for you to make your own character notes here[/i]
[color=";display:block;margin-bottom:-50px"][table]
[b]PLAYBOOK:[/b] | [_=playbook]
[b]PLAYBOOK TAG LINE:[/b] | [_=playbook tagline]
[b]CHARACTER NAME:[/b] | [_=character name]
[b]CHARACTER PRONOUNS:[/b] | [_=character pronouns]
[b]SPECIES:[/b] | [_=species]
[b]AGE:[/b] | [_=age]
[b]LOOK:[/b] | [_=can take tags from playbook or add your own (can put full detail in BIO below)]
[/table]
[/color]
[color=";display:block;margin-bottom:-50px"][table]
[b]PLAYBOOK:[/b] | [_=playbook]
[b]PLAYBOOK TAG LINE:[/b] | [_=playbook tagline]
[b]CHARACTER NAME:[/b] | [_=character name]
[b]CHARACTER PRONOUNS:[/b] | [_=character pronouns]
[b]SPECIES:[/b] | [_=species]
[b]AGE:[/b] | [_=age]
[b]LOOK:[/b] | [_=can take tags from playbook or add your own (can put full detail in BIO below)]
[/table]
[/color]
BACKGROUND
[b]BACKGROUND TITLE:[/b] | [_=background]
[b]STAT +1:[/b] | [_=stat you get plus one for]
[b]SPECIALTY 1:[/b] | [_=1st specialty]
[b]SPECIALTY 2:[/b] | [_=2nd specialty]
[b]SPECIALTY 3:[/b] | [_=3rd specialty]
[b]BACKGROUND TITLE:[/b] | [_=background]
[b]STAT +1:[/b] | [_=stat you get plus one for]
[b]SPECIALTY 1:[/b] | [_=1st specialty]
[b]SPECIALTY 2:[/b] | [_=2nd specialty]
[b]SPECIALTY 3:[/b] | [_=3rd specialty]
[b]Select and mark one every time you fill the experience bar.[/b]
[i]Available initial advances[/i]
[_advancement_marker=0/2]Take a Specialty from your background
[_advancement_marker=0/2]Take another move from vour playbook
[_advancement_marker=0/1]Add +1 to a stat (max +2)
[_advancement_marker=0/2]Mark two Investments for the ship
[i]Available after 5 advances[/i]
[_advancement_marker=0/1]Take Specialty from your background
[_advancement_marker=0/1]Clear a permanent Condition
[_advancement_marker=0/1]Mark three Investments for the ship
[_advancement_marker=0/1]Take another move from your playbook
[i]Available after 10 advances[/i]
[_advancement_marker=0/1]Take a move from another playbook
[_advancement_marker=0/1]Remove a [b]Seeing Red[/b] trigger
[_advancement_marker=0/1]Mark four Investments for the ship
[_advancement_marker=0/1]Take a Specialty from another background
[_advancement_marker=0/1]Choose another Ship Customization
[_advancement_marker=0/1]Reset your Stellar Move
[i]Available after 15 advances[/i]
[_advancement_marker=0/1]Mark an Upgrade for the ship
[_advancement_marker=0/1]Take any Specialty from the master list
[_advancement_marker=0/1]Take a move from any playbook
[_advancement_marker=0/1]Change Playbooks
[_advancement_marker=0/1]Add Idolized as a sevent Trust level (Max 6 Trust)
[b]Select and mark one every time you fill the experience bar.[/b]
[i]Available initial advances[/i]
[_advancement_marker=0/2]Take a Specialty from your background
[_advancement_marker=0/2]Take another move from vour playbook
[_advancement_marker=0/1]Add +1 to a stat (max +2)
[_advancement_marker=0/2]Mark two Investments for the ship
[i]Available after 5 advances[/i]
[_advancement_marker=0/1]Take Specialty from your background
[_advancement_marker=0/1]Clear a permanent Condition
[_advancement_marker=0/1]Mark three Investments for the ship
[_advancement_marker=0/1]Take another move from your playbook
[i]Available after 10 advances[/i]
[_advancement_marker=0/1]Take a move from another playbook
[_advancement_marker=0/1]Remove a [b]Seeing Red[/b] trigger
[_advancement_marker=0/1]Mark four Investments for the ship
[_advancement_marker=0/1]Take a Specialty from another background
[_advancement_marker=0/1]Choose another Ship Customization
[_advancement_marker=0/1]Reset your Stellar Move
[i]Available after 15 advances[/i]
[_advancement_marker=0/1]Mark an Upgrade for the ship
[_advancement_marker=0/1]Take any Specialty from the master list
[_advancement_marker=0/1]Take a move from any playbook
[_advancement_marker=0/1]Change Playbooks
[_advancement_marker=0/1]Add Idolized as a sevent Trust level (Max 6 Trust)
[/col]
[col]
EXPERIENCE
[i]Mark an Advance each time you fill up the experience bar.
Every 5 Advances add a bubble to the bar[/i]
Current bar length=[_=current_bar_length]
[_=0/8]
[i]Mark an Advance each time you fill up the experience bar.
Every 5 Advances add a bubble to the bar[/i]
Current bar length=[_=current_bar_length]
[_=0/8]
SEEING RED
[table]
[b]When one of these triggers occurs:[/b]
*[_Trigger 1]
*[_Trigger 2]
*[_Trigger 3]
*Trust moves to level 0/Distrusted
[b]You must instantly choose between:[/b]
*Using either the Confront or Connect basic move
*Mark two Conditions to represent your internalised feelings
[/table]
[table]
[b]When one of these triggers occurs:[/b]
*[_Trigger 1]
*[_Trigger 2]
*[_Trigger 3]
*Trust moves to level 0/Distrusted
[b]You must instantly choose between:[/b]
*Using either the Confront or Connect basic move
*Mark two Conditions to represent your internalised feelings
[/table]
When you [b]make a positive personal connection with a crewmate, including providing treatment[/b], roll and add +1 for every true statement:
• You are taking responsibility or apologizing
• You use details from their life to establish rapport
• You are giving them something they want
• You are being vulnerable with them
• You are Trusted or higher
On a 7+, they hear you. If they are receptive, both of you clear a condition and describe why you feel better. If they aren't receptive, you both describe what you learned and mark XP.
On a 10+, you earn +1 Trust or clear a condition in addition to the other results.
When you [b]make a positive personal connection with a crewmate, including providing treatment[/b], roll and add +1 for every true statement:
• You are taking responsibility or apologizing
• You use details from their life to establish rapport
• You are giving them something they want
• You are being vulnerable with them
• You are Trusted or higher
On a 7+, they hear you. If they are receptive, both of you clear a condition and describe why you feel better. If they aren't receptive, you both describe what you learned and mark XP.
On a 10+, you earn +1 Trust or clear a condition in addition to the other results.
When you [b]step up and take the lead in an important narrative moment with one or more crewmates[/b], explain your plan and roll 2d6. Wager up to 3 Trust and add +1 Tor each.
[b]On a 7+[/b], the present crewmates describe what they think and if they will follow your lead.
• [b]Majority Yes[/b]: get your Trust back plus one more and everyone clears a condition. On 10+, earn additional 1+ Trust. [b]Team Work[/b] is triggered if your plan involves actions by three or more crew mates.
• [b]Majority No[/b]: you lose your wagered Trust, mark a Condition and XP. Everyone else involved marks XP. On a 10+, earn 2 extra XP.
[b]On a 6-[/b], something went wrong when you presented your plan. What was it? Mark a Condition and XP.
When you [b]step up and take the lead in an important narrative moment with one or more crewmates[/b], explain your plan and roll 2d6. Wager up to 3 Trust and add +1 Tor each.
[b]On a 7+[/b], the present crewmates describe what they think and if they will follow your lead.
• [b]Majority Yes[/b]: get your Trust back plus one more and everyone clears a condition. On 10+, earn additional 1+ Trust. [b]Team Work[/b] is triggered if your plan involves actions by three or more crew mates.
• [b]Majority No[/b]: you lose your wagered Trust, mark a Condition and XP. Everyone else involved marks XP. On a 10+, earn 2 extra XP.
[b]On a 6-[/b], something went wrong when you presented your plan. What was it? Mark a Condition and XP.
When you take action in a high pressure situation, describe your desired outxome and roll +Courage
10+ you do it without difficulty and you give Advantage to a crew mate, describe what you do and how it benefits the other PC. On a 13+, earn +1 Trust.
7-9 you succeed but with some difficulty.
• You are injured or emotionally shaken, describe how and mark a Condition.
• You put a crewmate in a bad position. Describe how and their next roll is with Disadvantage.
• You damage or destroy something important on the ship. Describe it and mark 1 Ship damage box.
When you take action in a high pressure situation, describe your desired outxome and roll +Courage
10+ you do it without difficulty and you give Advantage to a crew mate, describe what you do and how it benefits the other PC. On a 13+, earn +1 Trust.
7-9 you succeed but with some difficulty.
• You are injured or emotionally shaken, describe how and mark a Condition.
• You put a crewmate in a bad position. Describe how and their next roll is with Disadvantage.
• You damage or destroy something important on the ship. Describe it and mark 1 Ship damage box.
When inflicting harm on an opponent, describe your attack and roll +Body. Burn 1 Trust if you attack a crewmate
10+ You succeed. Your opponent is seriously shaken or injured (2 Conditions) and you are unharmed.
7-9 Your attack causes some harm or confusion to your opponent (1 Condition). Chose one:
• You are shaken or injured, mark 1 Condition
• You give your opponent an advantage
• You lose or damage something important
• Your actions put a crewmate in danger
• A new danger or foe is revealed
Under 6, you are shaken or injured, mark 2 Conditions
When inflicting harm on an opponent, describe your attack and roll +Body. Burn 1 Trust if you attack a crewmate
10+ You succeed. Your opponent is seriously shaken or injured (2 Conditions) and you are unharmed.
7-9 Your attack causes some harm or confusion to your opponent (1 Condition). Chose one:
• You are shaken or injured, mark 1 Condition
• You give your opponent an advantage
• You lose or damage something important
• Your actions put a crewmate in danger
• A new danger or foe is revealed
Under 6, you are shaken or injured, mark 2 Conditions
When you [b]confront a crewmate about something that displeases you[/b], choose one desired outcome and wager 1 Trust for each additional outcome you want.
• They admit you were right.
• They admit fault.
• They apologize to you and/or someone else.
• They commit to a specific task or action.
Describe how you initiate the confrontation and roleplay or collaboratively narrate what happens. Your crewmate chooses which, if any, desired outcomes are met.
• Both of you clear a Condition for each desired outcome that was met. Wagered Trust is returned.
• Both mark a Condition and XP for each desired outcome that was not met. Wagered Trust is lost.
• If all desired outcomes are met, you both earn +1 Trust in addition to other results.
When you [b]confront a crewmate about something that displeases you[/b], choose one desired outcome and wager 1 Trust for each additional outcome you want.
• They admit you were right.
• They admit fault.
• They apologize to you and/or someone else.
• They commit to a specific task or action.
Describe how you initiate the confrontation and roleplay or collaboratively narrate what happens. Your crewmate chooses which, if any, desired outcomes are met.
• Both of you clear a Condition for each desired outcome that was met. Wagered Trust is returned.
• Both mark a Condition and XP for each desired outcome that was not met. Wagered Trust is lost.
• If all desired outcomes are met, you both earn +1 Trust in addition to other results.
When a [b]crewmate performs (rolls) badly, you can offer help[/b]. If they accept, wager 1 Trust and describe how you help, roll 1d6.That result replaces the lowest die in their original roll, regardless of if it makes it better or worse. If it helps, you keep your trust and earn +1 more, if it doesn't, you lose your wagered Trust. Either way you are caught up in the results of the original move that your crewmate rolled.
When a [b]crewmate performs (rolls) badly, you can offer help[/b]. If they accept, wager 1 Trust and describe how you help, roll 1d6.That result replaces the lowest die in their original roll, regardless of if it makes it better or worse. If it helps, you keep your trust and earn +1 more, if it doesn't, you lose your wagered Trust. Either way you are caught up in the results of the original move that your crewmate rolled.
To deduce what a being is feeling or thinking, roll +Heart. On a 10+ ask three questions, 7-9 ask one. Take +1 on your next roll where you are acting on the information you get.
• What are they feeling? (PCs name 2 Conditions)
• What do they want?
• How could Iget them to ___?
• What are they hiding?
• What do I learn about their culture?
To deduce what a being is feeling or thinking, roll +Heart. On a 10+ ask three questions, 7-9 ask one. Take +1 on your next roll where you are acting on the information you get.
• What are they feeling? (PCs name 2 Conditions)
• What do they want?
• How could Iget them to ___?
• What are they hiding?
• What do I learn about their culture?
When you [b]influence or manipulate an NPC to do what you want[/b], describe your approach and roll +Savvy. On a 10+ they will do what you want, on a 7-9 they will only do it for a price and you mark a condition.
When you [b]influence or manipulate an NPC to do what you want[/b], describe your approach and roll +Savvy. On a 10+ they will do what you want, on a 7-9 they will only do it for a price and you mark a condition.
When you [b]gather data about the current scene[/b], roll +Brains. On a l0+ ask three questions, 7-9 ask one. Take +1 on your next roll where you are acting on the information you get
• What here is useful to me?
• How does this work?
• What here presents an imminent danger?
• What understanding does this give me?
• What's the best way in/out/through/around?
When you [b]gather data about the current scene[/b], roll +Brains. On a l0+ ask three questions, 7-9 ask one. Take +1 on your next roll where you are acting on the information you get
• What here is useful to me?
• How does this work?
• What here presents an imminent danger?
• What understanding does this give me?
• What's the best way in/out/through/around?
[b]When a PC gets 3 or more crewmates to create a plan[/b] where each of them contributes to accomplish something important:
Each of those crewmates adds as much Trust as they wish to a pool
That pool may be spent by any of them during the event to
• Add +1 to a roll, before or after it's made
• Clear 1 Condition
• Add something that helps the crew to the carry out the narrative
Each crewmate uses the appropriate moves to accomplish their assigned tasks for the plan
If the crew succeeds, each crewmember can clear a condition or mark XP for each Trust they added to the pool.
When you suggest a Teamwork that succeeeds, the remaining Trust stays in a pool that can be drawn on by any PC until the end of the session or until it runs out.
[b]When a PC gets 3 or more crewmates to create a plan[/b] where each of them contributes to accomplish something important:
Each of those crewmates adds as much Trust as they wish to a pool
That pool may be spent by any of them during the event to
• Add +1 to a roll, before or after it's made
• Clear 1 Condition
• Add something that helps the crew to the carry out the narrative
Each crewmate uses the appropriate moves to accomplish their assigned tasks for the plan
If the crew succeeds, each crewmember can clear a condition or mark XP for each Trust they added to the pool.
When you suggest a Teamwork that succeeeds, the remaining Trust stays in a pool that can be drawn on by any PC until the end of the session or until it runs out.
STELLAR MOVE
[i]Can only be used ONCE by this character - not once per session, once per campaign - it can only be used ONCE.[/i]
[i]Can only be used ONCE by this character - not once per session, once per campaign - it can only be used ONCE.[/i]
Fill in with the name of other PCs during character creation. That PC gets the + or - Trust.
[_playbook_specific_connection_statement1]
[_playbook_specific_connection_statement2]
[_playbook_specific_connection_statement3]
Fill in with the name of other PCs during character creation. That PC gets the + or - Trust.
[_playbook_specific_connection_statement1]
[_playbook_specific_connection_statement2]
[_playbook_specific_connection_statement3]
NOTES
[i]Space for you to make your own notes here[/i]
[_=]
[_=]
[_=]
[_=]
[i]Space for you to make your own notes here[/i]
[_=]
[_=]
[_=]
[_=]
CHARACTER DETAIL AND BIO
[i]Space for you to make your own character notes here[/i]
[_=]
[_=]
[_=]
[i]Space for you to make your own character notes here[/i]
can take tags from playbook or add your own (can put full detail in BIO below)
[color=";display:block;margin-bottom:-50px"][table]
[b]PLAYBOOK:[/b] | [_=playbook]
[b]PLAYBOOK TAG LINE:[/b] | [_=playbook tagline]
[b]CHARACTER NAME:[/b] | [_=character name]
[b]CHARACTER PRONOUNS:[/b] | [_=character pronouns]
[b]SPECIES:[/b] | [_=species]
[b]AGE:[/b] | [_=age]
[b]LOOK:[/b] | [_=can take tags from playbook or add your own (can put full detail in BIO below)]
[/table]
[/color]
BACKGROUND
BACKGROUND TITLE: | background STAT +1: | stat you get plus one for SPECIALTY 1: | 1st specialty SPECIALTY 2: | 2nd specialty SPECIALTY 3: | 3rd specialty
[b]BACKGROUND TITLE:[/b] | [_=background]
[b]STAT +1:[/b] | [_=stat you get plus one for]
[b]SPECIALTY 1:[/b] | [_=1st specialty]
[b]SPECIALTY 2:[/b] | [_=2nd specialty]
[b]SPECIALTY 3:[/b] | [_=3rd specialty]
Select and mark one every time you fill the experience bar.
Available initial advances
Take a Specialty from your background
Take another move from vour playbook
Add +1 to a stat (max +2)
Mark two Investments for the ship
Available after 5 advances
Take Specialty from your background
Clear a permanent Condition
Mark three Investments for the ship
Take another move from your playbook
Available after 10 advances
Take a move from another playbook
Remove a Seeing Red trigger
Mark four Investments for the ship
Take a Specialty from another background
Choose another Ship Customization
Reset your Stellar Move
Available after 15 advances
Mark an Upgrade for the ship
Take any Specialty from the master list
Take a move from any playbook
Change Playbooks
Add Idolized as a sevent Trust level (Max 6 Trust)
[b]Select and mark one every time you fill the experience bar.[/b]
[i]Available initial advances[/i]
[_advancement_marker=0/2]Take a Specialty from your background
[_advancement_marker=0/2]Take another move from vour playbook
[_advancement_marker=0/1]Add +1 to a stat (max +2)
[_advancement_marker=0/2]Mark two Investments for the ship
[i]Available after 5 advances[/i]
[_advancement_marker=0/1]Take Specialty from your background
[_advancement_marker=0/1]Clear a permanent Condition
[_advancement_marker=0/1]Mark three Investments for the ship
[_advancement_marker=0/1]Take another move from your playbook
[i]Available after 10 advances[/i]
[_advancement_marker=0/1]Take a move from another playbook
[_advancement_marker=0/1]Remove a [b]Seeing Red[/b] trigger
[_advancement_marker=0/1]Mark four Investments for the ship
[_advancement_marker=0/1]Take a Specialty from another background
[_advancement_marker=0/1]Choose another Ship Customization
[_advancement_marker=0/1]Reset your Stellar Move
[i]Available after 15 advances[/i]
[_advancement_marker=0/1]Mark an Upgrade for the ship
[_advancement_marker=0/1]Take any Specialty from the master list
[_advancement_marker=0/1]Take a move from any playbook
[_advancement_marker=0/1]Change Playbooks
[_advancement_marker=0/1]Add Idolized as a sevent Trust level (Max 6 Trust)
EXPERIENCE
Mark an Advance each time you fill up the experience bar.
Every 5 Advances add a bubble to the bar
Current bar length=current_bar_length
[i]Mark an Advance each time you fill up the experience bar.
Every 5 Advances add a bubble to the bar[/i]
Current bar length=[_=current_bar_length]
[_=0/8]
SEEING RED
When one of these triggers occurs:
*Trigger 1
*Trigger 2
*Trigger 3
*Trust moves to level 0/Distrusted
You must instantly choose between:
*Using either the Confront or Connect basic move
*Mark two Conditions to represent your internalised feelings
[table]
[b]When one of these triggers occurs:[/b]
*[_Trigger 1]
*[_Trigger 2]
*[_Trigger 3]
*Trust moves to level 0/Distrusted
[b]You must instantly choose between:[/b]
*Using either the Confront or Connect basic move
*Mark two Conditions to represent your internalised feelings
[/table]
When you make a positive personal connection with a crewmate, including providing treatment, roll and add +1 for every true statement:
• You are taking responsibility or apologizing
• You use details from their life to establish rapport
• You are giving them something they want
• You are being vulnerable with them
• You are Trusted or higher
On a 7+, they hear you. If they are receptive, both of you clear a condition and describe why you feel better. If they aren't receptive, you both describe what you learned and mark XP.
On a 10+, you earn +1 Trust or clear a condition in addition to the other results.
When you [b]make a positive personal connection with a crewmate, including providing treatment[/b], roll and add +1 for every true statement:
• You are taking responsibility or apologizing
• You use details from their life to establish rapport
• You are giving them something they want
• You are being vulnerable with them
• You are Trusted or higher
On a 7+, they hear you. If they are receptive, both of you clear a condition and describe why you feel better. If they aren't receptive, you both describe what you learned and mark XP.
On a 10+, you earn +1 Trust or clear a condition in addition to the other results.
When you step up and take the lead in an important narrative moment with one or more crewmates, explain your plan and roll 2d6. Wager up to 3 Trust and add +1 Tor each.
On a 7+, the present crewmates describe what they think and if they will follow your lead.
• Majority Yes: get your Trust back plus one more and everyone clears a condition. On 10+, earn additional 1+ Trust. Team Work is triggered if your plan involves actions by three or more crew mates.
• Majority No: you lose your wagered Trust, mark a Condition and XP. Everyone else involved marks XP. On a 10+, earn 2 extra XP.
On a 6-, something went wrong when you presented your plan. What was it? Mark a Condition and XP.
When you [b]step up and take the lead in an important narrative moment with one or more crewmates[/b], explain your plan and roll 2d6. Wager up to 3 Trust and add +1 Tor each.
[b]On a 7+[/b], the present crewmates describe what they think and if they will follow your lead.
• [b]Majority Yes[/b]: get your Trust back plus one more and everyone clears a condition. On 10+, earn additional 1+ Trust. [b]Team Work[/b] is triggered if your plan involves actions by three or more crew mates.
• [b]Majority No[/b]: you lose your wagered Trust, mark a Condition and XP. Everyone else involved marks XP. On a 10+, earn 2 extra XP.
[b]On a 6-[/b], something went wrong when you presented your plan. What was it? Mark a Condition and XP.
When you take action in a high pressure situation, describe your desired outxome and roll +Courage
10+ you do it without difficulty and you give Advantage to a crew mate, describe what you do and how it benefits the other PC. On a 13+, earn +1 Trust.
7-9 you succeed but with some difficulty.
• You are injured or emotionally shaken, describe how and mark a Condition.
• You put a crewmate in a bad position. Describe how and their next roll is with Disadvantage.
• You damage or destroy something important on the ship. Describe it and mark 1 Ship damage box.
When you take action in a high pressure situation, describe your desired outxome and roll +Courage
10+ you do it without difficulty and you give Advantage to a crew mate, describe what you do and how it benefits the other PC. On a 13+, earn +1 Trust.
7-9 you succeed but with some difficulty.
• You are injured or emotionally shaken, describe how and mark a Condition.
• You put a crewmate in a bad position. Describe how and their next roll is with Disadvantage.
• You damage or destroy something important on the ship. Describe it and mark 1 Ship damage box.
When inflicting harm on an opponent, describe your attack and roll +Body. Burn 1 Trust if you attack a crewmate
10+ You succeed. Your opponent is seriously shaken or injured (2 Conditions) and you are unharmed.
7-9 Your attack causes some harm or confusion to your opponent (1 Condition). Chose one:
• You are shaken or injured, mark 1 Condition
• You give your opponent an advantage
• You lose or damage something important
• Your actions put a crewmate in danger
• A new danger or foe is revealed
Under 6, you are shaken or injured, mark 2 Conditions
When inflicting harm on an opponent, describe your attack and roll +Body. Burn 1 Trust if you attack a crewmate
10+ You succeed. Your opponent is seriously shaken or injured (2 Conditions) and you are unharmed.
7-9 Your attack causes some harm or confusion to your opponent (1 Condition). Chose one:
• You are shaken or injured, mark 1 Condition
• You give your opponent an advantage
• You lose or damage something important
• Your actions put a crewmate in danger
• A new danger or foe is revealed
Under 6, you are shaken or injured, mark 2 Conditions
When you confront a crewmate about something that displeases you, choose one desired outcome and wager 1 Trust for each additional outcome you want.
• They admit you were right.
• They admit fault.
• They apologize to you and/or someone else.
• They commit to a specific task or action.
Describe how you initiate the confrontation and roleplay or collaboratively narrate what happens. Your crewmate chooses which, if any, desired outcomes are met.
• Both of you clear a Condition for each desired outcome that was met. Wagered Trust is returned.
• Both mark a Condition and XP for each desired outcome that was not met. Wagered Trust is lost.
• If all desired outcomes are met, you both earn +1 Trust in addition to other results.
When you [b]confront a crewmate about something that displeases you[/b], choose one desired outcome and wager 1 Trust for each additional outcome you want.
• They admit you were right.
• They admit fault.
• They apologize to you and/or someone else.
• They commit to a specific task or action.
Describe how you initiate the confrontation and roleplay or collaboratively narrate what happens. Your crewmate chooses which, if any, desired outcomes are met.
• Both of you clear a Condition for each desired outcome that was met. Wagered Trust is returned.
• Both mark a Condition and XP for each desired outcome that was not met. Wagered Trust is lost.
• If all desired outcomes are met, you both earn +1 Trust in addition to other results.
When a crewmate performs (rolls) badly, you can offer help. If they accept, wager 1 Trust and describe how you help, roll 1d6.That result replaces the lowest die in their original roll, regardless of if it makes it better or worse. If it helps, you keep your trust and earn +1 more, if it doesn't, you lose your wagered Trust. Either way you are caught up in the results of the original move that your crewmate rolled.
When a [b]crewmate performs (rolls) badly, you can offer help[/b]. If they accept, wager 1 Trust and describe how you help, roll 1d6.That result replaces the lowest die in their original roll, regardless of if it makes it better or worse. If it helps, you keep your trust and earn +1 more, if it doesn't, you lose your wagered Trust. Either way you are caught up in the results of the original move that your crewmate rolled.
To deduce what a being is feeling or thinking, roll +Heart. On a 10+ ask three questions, 7-9 ask one. Take +1 on your next roll where you are acting on the information you get.
• What are they feeling? (PCs name 2 Conditions)
• What do they want?
• How could Iget them to ___?
• What are they hiding?
• What do I learn about their culture?
To deduce what a being is feeling or thinking, roll +Heart. On a 10+ ask three questions, 7-9 ask one. Take +1 on your next roll where you are acting on the information you get.
• What are they feeling? (PCs name 2 Conditions)
• What do they want?
• How could Iget them to ___?
• What are they hiding?
• What do I learn about their culture?
When you influence or manipulate an NPC to do what you want, describe your approach and roll +Savvy. On a 10+ they will do what you want, on a 7-9 they will only do it for a price and you mark a condition.
When you [b]influence or manipulate an NPC to do what you want[/b], describe your approach and roll +Savvy. On a 10+ they will do what you want, on a 7-9 they will only do it for a price and you mark a condition.
When you gather data about the current scene, roll +Brains. On a l0+ ask three questions, 7-9 ask one. Take +1 on your next roll where you are acting on the information you get
• What here is useful to me?
• How does this work?
• What here presents an imminent danger?
• What understanding does this give me?
• What's the best way in/out/through/around?
When you [b]gather data about the current scene[/b], roll +Brains. On a l0+ ask three questions, 7-9 ask one. Take +1 on your next roll where you are acting on the information you get
• What here is useful to me?
• How does this work?
• What here presents an imminent danger?
• What understanding does this give me?
• What's the best way in/out/through/around?
When a PC gets 3 or more crewmates to create a plan where each of them contributes to accomplish something important:
Each of those crewmates adds as much Trust as they wish to a pool
That pool may be spent by any of them during the event to
• Add +1 to a roll, before or after it's made
• Clear 1 Condition
• Add something that helps the crew to the carry out the narrative
Each crewmate uses the appropriate moves to accomplish their assigned tasks for the plan
If the crew succeeds, each crewmember can clear a condition or mark XP for each Trust they added to the pool.
When you suggest a Teamwork that succeeeds, the remaining Trust stays in a pool that can be drawn on by any PC until the end of the session or until it runs out.
[b]When a PC gets 3 or more crewmates to create a plan[/b] where each of them contributes to accomplish something important:
Each of those crewmates adds as much Trust as they wish to a pool
That pool may be spent by any of them during the event to
• Add +1 to a roll, before or after it's made
• Clear 1 Condition
• Add something that helps the crew to the carry out the narrative
Each crewmate uses the appropriate moves to accomplish their assigned tasks for the plan
If the crew succeeds, each crewmember can clear a condition or mark XP for each Trust they added to the pool.
When you suggest a Teamwork that succeeeds, the remaining Trust stays in a pool that can be drawn on by any PC until the end of the session or until it runs out.
STELLAR MOVE
Can only be used ONCE by this character - not once per session, once per campaign - it can only be used ONCE.
[i]Can only be used ONCE by this character - not once per session, once per campaign - it can only be used ONCE.[/i]
Fill in with the name of other PCs during character creation. That PC gets the + or - Trust. playbook_specific_connection_statement1 playbook_specific_connection_statement2 playbook_specific_connection_statement3
Fill in with the name of other PCs during character creation. That PC gets the + or - Trust.
[_playbook_specific_connection_statement1]
[_playbook_specific_connection_statement2]
[_playbook_specific_connection_statement3]
NOTES
Space for you to make your own notes here
[i]Space for you to make your own notes here[/i]
[_=]
[_=]
[_=]
[_=]
CHARACTER DETAIL AND BIO
Space for you to make your own character notes here
[i]Space for you to make your own character notes here[/i]
[_=]
[_=]
[_=]
[img]https://img.itch.zone/aW1nLzEzNzQ0MzgxLmpwZw==/original/1KLyWG.jpg[/img]
[abilities=STATS AND CONDITIONS]
[table="rolls"]
Stat name | Initial Value | Value Modifiers | Current Value | Conditions
[b]BODY:[/b] | [_body=0] | [_0] | [_0] | [_condition_body_a=condition name] [_=0/1] [_condition_body_b=condition name] [_=0/1]
[b]BRAINS:[/b] | [_brains=0] | [_0] | [_0] | [_condition_brains_a=condition name] [_=0/1] [_condition_brains_b=condition name] [_=0/1]
[b]COURAGE:[/b] | [_courage=0] | [_0] | [_0] | [_condition_courage_a=condition name] [_=0/1] [_condition_courage_b=condition name] [_=0/1]
[b]HEART:[/b] | [_heart=0] | [_0] | [_0] | [_condition_heart_a=condition name] [_=0/1] [_condition_heart_b=condition name] [_=0/1]
[b]SAVVY:[/b] | [_savvy=0] | [_0] | [_0] | [_condition_savvy_a=condition name] [_=0/1] [_condition_savvy_b=condition name] [_=0/1]
[/table][/abilities]
[2column]
[col]
[abilities=BASIC INFO]
[color=";display:block;margin-bottom:-50px"][table]
[b]PLAYBOOK:[/b] | [_=playbook]
[b]PLAYBOOK TAG LINE:[/b] | [_=playbook tagline]
[b]CHARACTER NAME:[/b] | [_=character name]
[b]CHARACTER PRONOUNS:[/b] | [_=character pronouns]
[b]SPECIES:[/b] | [_=species]
[b]AGE:[/b] | [_=age]
[b]LOOK:[/b] | [_=can take tags from playbook or add your own (can put full detail in BIO below)]
[/table]
[/color][/abilities]
[abilities=BACKGROUND]
[b]BACKGROUND TITLE:[/b] | [_=background]
[b]STAT +1:[/b] | [_=stat you get plus one for]
[b]SPECIALTY 1:[/b] | [_=1st specialty]
[b]SPECIALTY 2:[/b] | [_=2nd specialty]
[b]SPECIALTY 3:[/b] | [_=3rd specialty]
[/abilities]
[abilities=TRUST]
[_esteemed=0/1][b]5 Esteemed[/b]
[_respected=0/1][b]4 Respected[/b]
[_trusted=0/1][b]3 Trusted[/b]
[_doubted=0/1][b]2 Doubted[/b]
[_suspected=0/1][b]1 Suspected[/b]
[_distrusted=0/1][b]0 Distrusted[/b] (instantly triggers Seeing Red)
[/abilities]
[abilities=PERSONAL DIRECTIVE]
Edited for each session - a session-specific goal about interaction with another specific PC.
[_=personal directive]
[/abilities]
[abilities=BACKSTORY]
[_your playbooks specific backstory prompt]
[_=your answer to your specific backstrory prompt]
[/abilities]
[abilities=SHIP CUSTOMIZATION]
Choose one from this list during character creation
#[_=Customization1] [_customization_marker=0/1]
[_=Description1]
#[_Customization2] [_customization_marker=0/1]
[_Description2]
#[_Customization3] [_customization_marker=0/1]
[_Description3]
[/abilities]
[abilities=ADVANCEMENT]
[b]Select and mark one every time you fill the experience bar.[/b]
[i]Available initial advances[/i]
[_advancement_marker=0/2]Take a Specialty from your background
[_advancement_marker=0/2]Take another move from vour playbook
[_advancement_marker=0/1]Add +1 to a stat (max +2)
[_advancement_marker=0/2]Mark two Investments for the ship
[i]Available after 5 advances[/i]
[_advancement_marker=0/1]Take Specialty from your background
[_advancement_marker=0/1]Clear a permanent Condition
[_advancement_marker=0/1]Mark three Investments for the ship
[_advancement_marker=0/1]Take another move from your playbook
[i]Available after 10 advances[/i]
[_advancement_marker=0/1]Take a move from another playbook
[_advancement_marker=0/1]Remove a [b]Seeing Red[/b] trigger
[_advancement_marker=0/1]Mark four Investments for the ship
[_advancement_marker=0/1]Take a Specialty from another background
[_advancement_marker=0/1]Choose another Ship Customization
[_advancement_marker=0/1]Reset your Stellar Move
[i]Available after 15 advances[/i]
[_advancement_marker=0/1]Mark an Upgrade for the ship
[_advancement_marker=0/1]Take any Specialty from the master list
[_advancement_marker=0/1]Take a move from any playbook
[_advancement_marker=0/1]Change Playbooks
[_advancement_marker=0/1]Add Idolized as a sevent Trust level (Max 6 Trust)
[/abilities]
[/col]
[col]
[abilities=EXPERIENCE]
[i]Mark an Advance each time you fill up the experience bar.
Every 5 Advances add a bubble to the bar[/i]
Current bar length=[_=current_bar_length]
[_=0/8]
[/abilities]
[abilities=SEEING RED]
[table]
[b]When one of these triggers occurs:[/b]
*[_Trigger 1]
*[_Trigger 2]
*[_Trigger 3]
*Trust moves to level 0/Distrusted
[b]You must instantly choose between:[/b]
*Using either the Confront or Connect basic move
*Mark two Conditions to represent your internalised feelings
[/table]
[/abilities]
[abilities=BASIC MOVES]
# CONNECT
When you [b]make a positive personal connection with a crewmate, including providing treatment[/b], roll and add +1 for every true statement:
• You are taking responsibility or apologizing
• You use details from their life to establish rapport
• You are giving them something they want
• You are being vulnerable with them
• You are Trusted or higher
On a 7+, they hear you. If they are receptive, both of you clear a condition and describe why you feel better. If they aren't receptive, you both describe what you learned and mark XP.
On a 10+, you earn +1 Trust or clear a condition in addition to the other results.
# TRUST ME
When you [b]step up and take the lead in an important narrative moment with one or more crewmates[/b], explain your plan and roll 2d6. Wager up to 3 Trust and add +1 Tor each.
[b]On a 7+[/b], the present crewmates describe what they think and if they will follow your lead.
• [b]Majority Yes[/b]: get your Trust back plus one more and everyone clears a condition. On 10+, earn additional 1+ Trust. [b]Team Work[/b] is triggered if your plan involves actions by three or more crew mates.
• [b]Majority No[/b]: you lose your wagered Trust, mark a Condition and XP. Everyone else involved marks XP. On a 10+, earn 2 extra XP.
[b]On a 6-[/b], something went wrong when you presented your plan. What was it? Mark a Condition and XP.
# PROVE YOUR WORTH
When you take action in a high pressure situation, describe your desired outxome and roll +Courage
10+ you do it without difficulty and you give Advantage to a crew mate, describe what you do and how it benefits the other PC. On a 13+, earn +1 Trust.
7-9 you succeed but with some difficulty.
• You are injured or emotionally shaken, describe how and mark a Condition.
• You put a crewmate in a bad position. Describe how and their next roll is with Disadvantage.
• You damage or destroy something important on the ship. Describe it and mark 1 Ship damage box.
# FORCE IS NECESSARY
When inflicting harm on an opponent, describe your attack and roll +Body. Burn 1 Trust if you attack a crewmate
10+ You succeed. Your opponent is seriously shaken or injured (2 Conditions) and you are unharmed.
7-9 Your attack causes some harm or confusion to your opponent (1 Condition). Chose one:
• You are shaken or injured, mark 1 Condition
• You give your opponent an advantage
• You lose or damage something important
• Your actions put a crewmate in danger
• A new danger or foe is revealed
Under 6, you are shaken or injured, mark 2 Conditions
# CONFRONT
When you [b]confront a crewmate about something that displeases you[/b], choose one desired outcome and wager 1 Trust for each additional outcome you want.
• They admit you were right.
• They admit fault.
• They apologize to you and/or someone else.
• They commit to a specific task or action.
Describe how you initiate the confrontation and roleplay or collaboratively narrate what happens. Your crewmate chooses which, if any, desired outcomes are met.
• Both of you clear a Condition for each desired outcome that was met. Wagered Trust is returned.
• Both mark a Condition and XP for each desired outcome that was not met. Wagered Trust is lost.
• If all desired outcomes are met, you both earn +1 Trust in addition to other results.
# ASSIST
When a [b]crewmate performs (rolls) badly, you can offer help[/b]. If they accept, wager 1 Trust and describe how you help, roll 1d6.That result replaces the lowest die in their original roll, regardless of if it makes it better or worse. If it helps, you keep your trust and earn +1 more, if it doesn't, you lose your wagered Trust. Either way you are caught up in the results of the original move that your crewmate rolled.
# ASSESS A BEING
To deduce what a being is feeling or thinking, roll +Heart. On a 10+ ask three questions, 7-9 ask one. Take +1 on your next roll where you are acting on the information you get.
• What are they feeling? (PCs name 2 Conditions)
• What do they want?
• How could Iget them to ___?
• What are they hiding?
• What do I learn about their culture?
# INFLUENCE
When you [b]influence or manipulate an NPC to do what you want[/b], describe your approach and roll +Savvy. On a 10+ they will do what you want, on a 7-9 they will only do it for a price and you mark a condition.
# SCAN A SITUATION
When you [b]gather data about the current scene[/b], roll +Brains. On a l0+ ask three questions, 7-9 ask one. Take +1 on your next roll where you are acting on the information you get
• What here is useful to me?
• How does this work?
• What here presents an imminent danger?
• What understanding does this give me?
• What's the best way in/out/through/around?
# TEAMWORK
[b]When a PC gets 3 or more crewmates to create a plan[/b] where each of them contributes to accomplish something important:
Each of those crewmates adds as much Trust as they wish to a pool
That pool may be spent by any of them during the event to
• Add +1 to a roll, before or after it's made
• Clear 1 Condition
• Add something that helps the crew to the carry out the narrative
Each crewmate uses the appropriate moves to accomplish their assigned tasks for the plan
If the crew succeeds, each crewmember can clear a condition or mark XP for each Trust they added to the pool.
When you suggest a Teamwork that succeeeds, the remaining Trust stays in a pool that can be drawn on by any PC until the end of the session or until it runs out.
[/abilities]
[abilities=STELLAR MOVE]
[i]Can only be used ONCE by this character - not once per session, once per campaign - it can only be used ONCE.[/i]
#[_=Stellar_move_name]
[_=Stellar_move_description]
[/abilities]
[abilities=PLAYBOOK MOVES]
#[_=Playbook_move_name_1]
[_=Playbook_name_move_is_from_1]
[_=Playbook_move_description_1]
#[_=Playbook_move_name_2]
[_=Playbook_name_move_is_from_2]
[_=Playbook_move_description_2]
#[_=Playbook_move_name_3]
[_=Playbook_name_move_is_from_3]
[_=Playbook_move_description_3]
#[_=Playbook_move_name_4]
[_=Playbook_name_move_is_from_4]
[_=Playbook_move_description_4]
#[_=Playbook_move_name_5]
[_=Playbook_name_move_is_from_5]
[_=Playbook_move_description_5]
[/abilities]
[abilities=CONNECTIONS]
Fill in with the name of other PCs during character creation. That PC gets the + or - Trust.
[_playbook_specific_connection_statement1]
[_playbook_specific_connection_statement2]
[_playbook_specific_connection_statement3]
[/abilities]
[abilities=NOTES]
[i]Space for you to make your own notes here[/i]
[_=]
[_=]
[_=]
[_=]
[/abilities]
[abilities=CHARACTER DETAIL AND BIO]
[i]Space for you to make your own character notes here[/i]
[_=]
[_=]
[_=]
[/abilities]
[/col]
[/2column]
The latest technology and everything starts out working!
Drawback
It is clearly identified and doesn't blend in.
Huge Transport designed as a colony, military or cruise ship
Benefit
Lots of space and supplies
Drawback
It's huge. Needs upkeep and doesn't blend in.
Light Freighter that most people would barely call a ship
Benefit
It is nondescript and escapes notice.
Drawback
It needs frequent repairs and refueling.
Living Being that allows us to live inside or on top of them
Benefit
It is intelligent and can assist the crew.
Drawback
It has a mind of its own.
Solar Steam or Sail Vessel like those from another era
Benefit
Faster than most vessels of its size.
Drawback
Sometimes we can't recharge or catch the wind
[i]What is the overall vibe of your ship?[/i]
[_0/1][b]High Tech Starship[/b] with advanced abilities
[table]
Benefit|The latest technology and everything starts out working!
Drawback|It is clearly identified and doesn't blend in.
[/table]
[_0/1][b]Huge Transport[/b] designed as a colony, military or cruise ship
[table]
Benefit|Lots of space and supplies
Drawback|It's huge. Needs upkeep and doesn't blend in.
[/table]
[_0/1][b]Light Freighter[/b] that most people would barely call a ship
[table]
Benefit|It is nondescript and escapes notice.
Drawback|It needs frequent repairs and refueling.
[/table]
[_0/1][b]Living Being[/b] that allows us to live inside or on top of them
[table]
Benefit|It is intelligent and can assist the crew.
Drawback|It has a mind of its own.
[/table]
[_0/1][b]Solar Steam or Sail Vessel[/b] like those from another era
[table]
Benefit|Faster than most vessels of its size.
Drawback|Sometimes we can't recharge or catch the wind
[/table]
PROPULSION
Pick one of these or make up your own.
Faster than light travel technology that relies on a single power source.
• What is that power source? add power source
Fuel-Powered Engine not fancy but we get where we're going but have to keep it fueled.
• What is the fuel type? add fuel type
Jump points in fixed locations allow access to worm holes or other high-speed travel.
Magic, or something so incomprehensible it seems like magic.
• Describe this power and where it comes from. description of the power
Solar Winds or Galactic Ley Lines that we ride through space
some other propulsion system
• details of this propulsion system
[i]Pick one of these or make up your own.[/i]
[_0/1][b]Faster than light travel[/b] technology that relies on a single power source.
• What is that power source? [_add power source]
[_0/1][b]Fuel-Powered Engine[/b] not fancy but we get where we're going but have to keep it fueled.
• What is the fuel type? [_add fuel type]
[_0/1][b]Jump points[/b] in fixed locations allow access to worm holes or other high-speed travel.
[_0/1][b]Magic[/b], or something so incomprehensible it seems like magic.
• Describe this power and where it comes from. [_description of the power]
[_0/1][b]Solar Winds[/b] or [b]Galactic Ley Lines[/b] that we ride through space
[_0/1][b][_some other propulsion system][/b]
• [_details of this propulsion system]
DEFENSES
Pick one or make up your own
Energy Shields/Force Field
Armored Hull (Metal, scales, shell, etc)
Flairs or Decoys
No Defenses
[i]Pick one or make up your own[/i]
[_0/1]Energy Shields/Force Field
[_0/1]Armored Hull (Metal, scales, shell, etc)
[_0/1]Flairs or Decoys
[_0/1]No Defenses
WEAPONS
Pick one or make up your own
Energy Weapons
Projectiles
Ramming or Collision Elements
No Weapons
[i]Pick one or make up your own[/i]
[_0/1]Energy Weapons
[_0/1]Projectiles
[_0/1]Ramming or Collision Elements
[_0/1]No Weapons
SYSTEMS
The current state of your ships' abilities. Start with 2 damage boxes for each system. Add more through Upgrades, max 4 Boxes. Roll 1d6 to randomly select damaged sections.It all boxes are filled, that system is inoperable and can't be used
Communications
Defense
Life Support
Propulsion
Navigation
Weapons
[i]The current state of your ships' abilities. Start with 2 damage boxes for each system. Add more through Upgrades, max 4 Boxes. Roll 1d6 to randomly select damaged sections.[/i] [b]It all boxes are filled, that system is inoperable and can't be used[/b]
[_0/2]Communications
[_0/2]Defense
[_0/2]Life Support
[_0/2]Propulsion
[_0/2]Navigation
[_0/2]Weapons
SUMMARY
Short overview of key features of the ship __ __ __
[i]Short overview of key features of the ship[/i]
[___]
[___]
[___]
CAPTAIN
No Captain NPC Captain (see mechanics in rulebook) PC Captain Name/details of Captain names and details
[_0/1][b]No Captain[/b]
[_0/1][b]NPC Captain[/b] (see mechanics in rulebook)
[_0/1][b]PC Captain[/b]
[b]Name/details of Captain[/b]
[_names and details]
CREW SIZE
Small Only the PCs Medium Additional NPC crew (2-9) Large A full ship of 10-20 NPCs Huge A massive ship with 20-100 NPCs
Names/details of key NPCs: names and details
[_0/1][b]Small[/b] Only the PCs
[_0/1][b]Medium[/b] Additional NPC crew (2-9)
[_0/1][b]Large[/b] A full ship of 10-20 NPCs
[_0/1][b]Huge[/b] A massive ship with 20-100 NPCs
Names/details of key NPCs:
[_names and details]
AREAS
Select what you have on your ship so the crew knows where scenes can happen
Armory
Bridge
Cockpit number of airlocks
Brig
Security
Cargo Hold
Hangar Bay
Crew Quarters
Officer Quarters
Passenger Quarters
Conference Room
Engine Room
Engineering
Galley
Mess Hall
Infirmary
Other describe other areas
Playbook Customizations On character creation, and as a level-up option, you get to add further areas to the shp PlaybookCustomization1 PlaybookCustomization2 PlaybookCustomization3 PlaybookCustomization4 PlaybookCustomization5
[i]Select what you have on your ship so the crew knows where scenes can happen[/i]
[_0/1] Armory
[_0/1] Bridge
[_0/1] Cockpit
[_number of] airlocks
[_0/1] Brig
[_0/1] Security
[_0/1] Cargo Hold
[_0/1] Hangar Bay
[_0/1] Crew Quarters
[_0/1] Officer Quarters
[_0/1] Passenger Quarters
[_0/1] Conference Room
[_0/1] Engine Room
[_0/1] Engineering
[_0/1] Galley
[_0/1] Mess Hall
[_0/1] Infirmary
[_0/1] Other [_describe other areas]
[b]Playbook Customizations[/b]
[i]On character creation, and as a level-up option, you get to add further areas to the shp[/i]
[_PlaybookCustomization1]
[_PlaybookCustomization2]
[_PlaybookCustomization3]
[_PlaybookCustomization4]
[_PlaybookCustomization5]
INVESTMENTS & UPGRADES
Investment
Mark an Investment:
- when you complete a mission or job
- with Character Advancements
- as Moves specify
Burn an Investment to repair one System instantly
Choose one Upgrade each time the Investment bar fills up.
Create narrative descriptions of how upgrades happen and how they change the ship's look and personality
Initially-available Upgrades
Add a new Area to the Ship
Add a Ship Customization from an unused Playbook
Upgrade Communications (+1 Damage box)
Upgrade Defenses (+1 Damage box)
Upgrade Life Support (+1 Damage box)
Upgrade Propulsion (+1 Damage box)
Upgrade Navigation (+1 Damage box)
Upgrade Weapons (+1 Damage box)
Upgrades accessible after 5 Upgrades already been earned
Add Defense type (+1 Box to Defense & Life Support)
Add a Weapons type (+1 Box to Weapons & Propulsion)
Boost Electronics (+1 Box Communications & Navigation)
Choose an additional Benefit from another ship Model
Remove the ship's Drawback
+1 to all Journey rolls
[b]Investment[/b][_0/5]
[b]Mark an Investment[/b]:
- when you complete a mission or job
- with Character Advancements
- as Moves specify
[b]Burn an Investment[/b] to repair one System instantly
Choose one Upgrade each time the Investment bar fills up.
Create narrative descriptions of how upgrades happen and how they change the ship's look and personality
[i]Initially-available Upgrades[/i]
[_0/1] Add a new Area to the Ship
[_0/1] Add a Ship Customization from an unused Playbook
[_0/1] Upgrade Communications (+1 Damage box)
[_0/1] Upgrade Defenses (+1 Damage box)
[_0/1] Upgrade Life Support (+1 Damage box)
[_0/1] Upgrade Propulsion (+1 Damage box)
[_0/1] Upgrade Navigation (+1 Damage box)
[_0/1] Upgrade Weapons (+1 Damage box)
[i]Upgrades accessible after 5 Upgrades already been earned[/i]
[_0/1] Add Defense type (+1 Box to Defense & Life Support)
[_0/1] Add a Weapons type (+1 Box to Weapons & Propulsion)
[_0/1] Boost Electronics (+1 Box Communications & Navigation)
[_0/1] Choose an additional Benefit from another ship Model
[_0/1] Remove the ship's Drawback
[_0/1] +1 to all Journey rolls
NOTES
Any extra notes you want to add about the ship __ __ __
[i]Any extra notes you want to add about the ship[/i]
[___]
[___]
[___]
[i]What is the overall vibe of your ship?[/i]
[_0/1][b]High Tech Starship[/b] with advanced abilities
[table]
Benefit|The latest technology and everything starts out working!
Drawback|It is clearly identified and doesn't blend in.
[/table]
[_0/1][b]Huge Transport[/b] designed as a colony, military or cruise ship
[table]
Benefit|Lots of space and supplies
Drawback|It's huge. Needs upkeep and doesn't blend in.
[/table]
[_0/1][b]Light Freighter[/b] that most people would barely call a ship
[table]
Benefit|It is nondescript and escapes notice.
Drawback|It needs frequent repairs and refueling.
[/table]
[_0/1][b]Living Being[/b] that allows us to live inside or on top of them
[table]
Benefit|It is intelligent and can assist the crew.
Drawback|It has a mind of its own.
[/table]
[_0/1][b]Solar Steam or Sail Vessel[/b] like those from another era
[table]
Benefit|Faster than most vessels of its size.
Drawback|Sometimes we can't recharge or catch the wind
[/table]
[i]What is the overall vibe of your ship?[/i]
[_0/1][b]High Tech Starship[/b] with advanced abilities
[table]
Benefit|The latest technology and everything starts out working!
Drawback|It is clearly identified and doesn't blend in.
[/table]
[_0/1][b]Huge Transport[/b] designed as a colony, military or cruise ship
[table]
Benefit|Lots of space and supplies
Drawback|It's huge. Needs upkeep and doesn't blend in.
[/table]
[_0/1][b]Light Freighter[/b] that most people would barely call a ship
[table]
Benefit|It is nondescript and escapes notice.
Drawback|It needs frequent repairs and refueling.
[/table]
[_0/1][b]Living Being[/b] that allows us to live inside or on top of them
[table]
Benefit|It is intelligent and can assist the crew.
Drawback|It has a mind of its own.
[/table]
[_0/1][b]Solar Steam or Sail Vessel[/b] like those from another era
[table]
Benefit|Faster than most vessels of its size.
Drawback|Sometimes we can't recharge or catch the wind
[/table]
PROPULSION
[i]Pick one of these or make up your own.[/i]
[_0/1][b]Faster than light travel[/b] technology that relies on a single power source.
• What is that power source? [_add power source]
[_0/1][b]Fuel-Powered Engine[/b] not fancy but we get where we're going but have to keep it fueled.
• What is the fuel type? [_add fuel type]
[_0/1][b]Jump points[/b] in fixed locations allow access to worm holes or other high-speed travel.
[_0/1][b]Magic[/b], or something so incomprehensible it seems like magic.
• Describe this power and where it comes from. [_description of the power]
[_0/1][b]Solar Winds[/b] or [b]Galactic Ley Lines[/b] that we ride through space
[_0/1][b][_some other propulsion system][/b]
• [_details of this propulsion system]
[i]Pick one of these or make up your own.[/i]
[_0/1][b]Faster than light travel[/b] technology that relies on a single power source.
• What is that power source? [_add power source]
[_0/1][b]Fuel-Powered Engine[/b] not fancy but we get where we're going but have to keep it fueled.
• What is the fuel type? [_add fuel type]
[_0/1][b]Jump points[/b] in fixed locations allow access to worm holes or other high-speed travel.
[_0/1][b]Magic[/b], or something so incomprehensible it seems like magic.
• Describe this power and where it comes from. [_description of the power]
[_0/1][b]Solar Winds[/b] or [b]Galactic Ley Lines[/b] that we ride through space
[_0/1][b][_some other propulsion system][/b]
• [_details of this propulsion system]
DEFENSES
[i]Pick one or make up your own[/i]
[_0/1]Energy Shields/Force Field
[_0/1]Armored Hull (Metal, scales, shell, etc)
[_0/1]Flairs or Decoys
[_0/1]No Defenses
[i]Pick one or make up your own[/i]
[_0/1]Energy Shields/Force Field
[_0/1]Armored Hull (Metal, scales, shell, etc)
[_0/1]Flairs or Decoys
[_0/1]No Defenses
WEAPONS
[i]Pick one or make up your own[/i]
[_0/1]Energy Weapons
[_0/1]Projectiles
[_0/1]Ramming or Collision Elements
[_0/1]No Weapons
[i]Pick one or make up your own[/i]
[_0/1]Energy Weapons
[_0/1]Projectiles
[_0/1]Ramming or Collision Elements
[_0/1]No Weapons
SYSTEMS
[i]The current state of your ships' abilities. Start with 2 damage boxes for each system. Add more through Upgrades, max 4 Boxes. Roll 1d6 to randomly select damaged sections.[/i] [b]It all boxes are filled, that system is inoperable and can't be used[/b]
[_0/2]Communications
[_0/2]Defense
[_0/2]Life Support
[_0/2]Propulsion
[_0/2]Navigation
[_0/2]Weapons
[i]The current state of your ships' abilities. Start with 2 damage boxes for each system. Add more through Upgrades, max 4 Boxes. Roll 1d6 to randomly select damaged sections.[/i] [b]It all boxes are filled, that system is inoperable and can't be used[/b]
[_0/2]Communications
[_0/2]Defense
[_0/2]Life Support
[_0/2]Propulsion
[_0/2]Navigation
[_0/2]Weapons
[/col]
[col]
SUMMARY
[i]Short overview of key features of the ship[/i]
[___]
[___]
[___]
[i]Short overview of key features of the ship[/i]
[___]
[___]
[___]
CAPTAIN
[_0/1][b]No Captain[/b]
[_0/1][b]NPC Captain[/b] (see mechanics in rulebook)
[_0/1][b]PC Captain[/b]
[b]Name/details of Captain[/b]
[_names and details]
[_0/1][b]No Captain[/b]
[_0/1][b]NPC Captain[/b] (see mechanics in rulebook)
[_0/1][b]PC Captain[/b]
[b]Name/details of Captain[/b]
[_names and details]
CREW SIZE
[_0/1][b]Small[/b] Only the PCs
[_0/1][b]Medium[/b] Additional NPC crew (2-9)
[_0/1][b]Large[/b] A full ship of 10-20 NPCs
[_0/1][b]Huge[/b] A massive ship with 20-100 NPCs
Names/details of key NPCs:
[_names and details]
[_0/1][b]Small[/b] Only the PCs
[_0/1][b]Medium[/b] Additional NPC crew (2-9)
[_0/1][b]Large[/b] A full ship of 10-20 NPCs
[_0/1][b]Huge[/b] A massive ship with 20-100 NPCs
Names/details of key NPCs:
[_names and details]
AREAS
[i]Select what you have on your ship so the crew knows where scenes can happen[/i]
[_0/1] Armory
[_0/1] Bridge
[_0/1] Cockpit
[_number of] airlocks
[_0/1] Brig
[_0/1] Security
[_0/1] Cargo Hold
[_0/1] Hangar Bay
[_0/1] Crew Quarters
[_0/1] Officer Quarters
[_0/1] Passenger Quarters
[_0/1] Conference Room
[_0/1] Engine Room
[_0/1] Engineering
[_0/1] Galley
[_0/1] Mess Hall
[_0/1] Infirmary
[_0/1] Other [_describe other areas]
[b]Playbook Customizations[/b]
[i]On character creation, and as a level-up option, you get to add further areas to the shp[/i]
[_PlaybookCustomization1]
[_PlaybookCustomization2]
[_PlaybookCustomization3]
[_PlaybookCustomization4]
[_PlaybookCustomization5]
[i]Select what you have on your ship so the crew knows where scenes can happen[/i]
[_0/1] Armory
[_0/1] Bridge
[_0/1] Cockpit
[_number of] airlocks
[_0/1] Brig
[_0/1] Security
[_0/1] Cargo Hold
[_0/1] Hangar Bay
[_0/1] Crew Quarters
[_0/1] Officer Quarters
[_0/1] Passenger Quarters
[_0/1] Conference Room
[_0/1] Engine Room
[_0/1] Engineering
[_0/1] Galley
[_0/1] Mess Hall
[_0/1] Infirmary
[_0/1] Other [_describe other areas]
[b]Playbook Customizations[/b]
[i]On character creation, and as a level-up option, you get to add further areas to the shp[/i]
[_PlaybookCustomization1]
[_PlaybookCustomization2]
[_PlaybookCustomization3]
[_PlaybookCustomization4]
[_PlaybookCustomization5]
INVESTMENTS & UPGRADES
[b]Investment[/b][_0/5]
[b]Mark an Investment[/b]:
- when you complete a mission or job
- with Character Advancements
- as Moves specify
[b]Burn an Investment[/b] to repair one System instantly
Choose one Upgrade each time the Investment bar fills up.
Create narrative descriptions of how upgrades happen and how they change the ship's look and personality
[i]Initially-available Upgrades[/i]
[_0/1] Add a new Area to the Ship
[_0/1] Add a Ship Customization from an unused Playbook
[_0/1] Upgrade Communications (+1 Damage box)
[_0/1] Upgrade Defenses (+1 Damage box)
[_0/1] Upgrade Life Support (+1 Damage box)
[_0/1] Upgrade Propulsion (+1 Damage box)
[_0/1] Upgrade Navigation (+1 Damage box)
[_0/1] Upgrade Weapons (+1 Damage box)
[i]Upgrades accessible after 5 Upgrades already been earned[/i]
[_0/1] Add Defense type (+1 Box to Defense & Life Support)
[_0/1] Add a Weapons type (+1 Box to Weapons & Propulsion)
[_0/1] Boost Electronics (+1 Box Communications & Navigation)
[_0/1] Choose an additional Benefit from another ship Model
[_0/1] Remove the ship's Drawback
[_0/1] +1 to all Journey rolls
[b]Investment[/b][_0/5]
[b]Mark an Investment[/b]:
- when you complete a mission or job
- with Character Advancements
- as Moves specify
[b]Burn an Investment[/b] to repair one System instantly
Choose one Upgrade each time the Investment bar fills up.
Create narrative descriptions of how upgrades happen and how they change the ship's look and personality
[i]Initially-available Upgrades[/i]
[_0/1] Add a new Area to the Ship
[_0/1] Add a Ship Customization from an unused Playbook
[_0/1] Upgrade Communications (+1 Damage box)
[_0/1] Upgrade Defenses (+1 Damage box)
[_0/1] Upgrade Life Support (+1 Damage box)
[_0/1] Upgrade Propulsion (+1 Damage box)
[_0/1] Upgrade Navigation (+1 Damage box)
[_0/1] Upgrade Weapons (+1 Damage box)
[i]Upgrades accessible after 5 Upgrades already been earned[/i]
[_0/1] Add Defense type (+1 Box to Defense & Life Support)
[_0/1] Add a Weapons type (+1 Box to Weapons & Propulsion)
[_0/1] Boost Electronics (+1 Box Communications & Navigation)
[_0/1] Choose an additional Benefit from another ship Model
[_0/1] Remove the ship's Drawback
[_0/1] +1 to all Journey rolls
NOTES
[i]Any extra notes you want to add about the ship[/i]
[___]
[___]
[___]
[i]Any extra notes you want to add about the ship[/i]
[___]
[___]
[___]
[/col]
[/2column]
[ +- ] Starscape Ship V1.0
Create character
SHIP MODEL
What is the overall vibe of your ship?
High Tech Starship with advanced abilities
Benefit
The latest technology and everything starts out working!
Drawback
It is clearly identified and doesn't blend in.
Huge Transport designed as a colony, military or cruise ship
Benefit
Lots of space and supplies
Drawback
It's huge. Needs upkeep and doesn't blend in.
Light Freighter that most people would barely call a ship
Benefit
It is nondescript and escapes notice.
Drawback
It needs frequent repairs and refueling.
Living Being that allows us to live inside or on top of them
Benefit
It is intelligent and can assist the crew.
Drawback
It has a mind of its own.
Solar Steam or Sail Vessel like those from another era
Benefit
Faster than most vessels of its size.
Drawback
Sometimes we can't recharge or catch the wind
[i]What is the overall vibe of your ship?[/i]
[_0/1][b]High Tech Starship[/b] with advanced abilities
[table]
Benefit|The latest technology and everything starts out working!
Drawback|It is clearly identified and doesn't blend in.
[/table]
[_0/1][b]Huge Transport[/b] designed as a colony, military or cruise ship
[table]
Benefit|Lots of space and supplies
Drawback|It's huge. Needs upkeep and doesn't blend in.
[/table]
[_0/1][b]Light Freighter[/b] that most people would barely call a ship
[table]
Benefit|It is nondescript and escapes notice.
Drawback|It needs frequent repairs and refueling.
[/table]
[_0/1][b]Living Being[/b] that allows us to live inside or on top of them
[table]
Benefit|It is intelligent and can assist the crew.
Drawback|It has a mind of its own.
[/table]
[_0/1][b]Solar Steam or Sail Vessel[/b] like those from another era
[table]
Benefit|Faster than most vessels of its size.
Drawback|Sometimes we can't recharge or catch the wind
[/table]
PROPULSION
Pick one of these or make up your own.
Faster than light travel technology that relies on a single power source.
• What is that power source? add power source
Fuel-Powered Engine not fancy but we get where we're going but have to keep it fueled.
• What is the fuel type? add fuel type
Jump points in fixed locations allow access to worm holes or other high-speed travel.
Magic, or something so incomprehensible it seems like magic.
• Describe this power and where it comes from. description of the power
Solar Winds or Galactic Ley Lines that we ride through space
some other propulsion system
• details of this propulsion system
[i]Pick one of these or make up your own.[/i]
[_0/1][b]Faster than light travel[/b] technology that relies on a single power source.
• What is that power source? [_add power source]
[_0/1][b]Fuel-Powered Engine[/b] not fancy but we get where we're going but have to keep it fueled.
• What is the fuel type? [_add fuel type]
[_0/1][b]Jump points[/b] in fixed locations allow access to worm holes or other high-speed travel.
[_0/1][b]Magic[/b], or something so incomprehensible it seems like magic.
• Describe this power and where it comes from. [_description of the power]
[_0/1][b]Solar Winds[/b] or [b]Galactic Ley Lines[/b] that we ride through space
[_0/1][b][_some other propulsion system][/b]
• [_details of this propulsion system]
DEFENSES
Pick one or make up your own
Energy Shields/Force Field
Armored Hull (Metal, scales, shell, etc)
Flairs or Decoys
No Defenses
[i]Pick one or make up your own[/i]
[_0/1]Energy Shields/Force Field
[_0/1]Armored Hull (Metal, scales, shell, etc)
[_0/1]Flairs or Decoys
[_0/1]No Defenses
WEAPONS
Pick one or make up your own
Energy Weapons
Projectiles
Ramming or Collision Elements
No Weapons
[i]Pick one or make up your own[/i]
[_0/1]Energy Weapons
[_0/1]Projectiles
[_0/1]Ramming or Collision Elements
[_0/1]No Weapons
SYSTEMS
The current state of your ships' abilities. Start with 2 damage boxes for each system. Add more through Upgrades, max 4 Boxes. Roll 1d6 to randomly select damaged sections.It all boxes are filled, that system is inoperable and can't be used
Communications
Defense
Life Support
Propulsion
Navigation
Weapons
[i]The current state of your ships' abilities. Start with 2 damage boxes for each system. Add more through Upgrades, max 4 Boxes. Roll 1d6 to randomly select damaged sections.[/i] [b]It all boxes are filled, that system is inoperable and can't be used[/b]
[_0/2]Communications
[_0/2]Defense
[_0/2]Life Support
[_0/2]Propulsion
[_0/2]Navigation
[_0/2]Weapons
SUMMARY
Short overview of key features of the ship __ __ __
[i]Short overview of key features of the ship[/i]
[___]
[___]
[___]
CAPTAIN
No Captain NPC Captain (see mechanics in rulebook) PC Captain Name/details of Captain names and details
[_0/1][b]No Captain[/b]
[_0/1][b]NPC Captain[/b] (see mechanics in rulebook)
[_0/1][b]PC Captain[/b]
[b]Name/details of Captain[/b]
[_names and details]
CREW SIZE
Small Only the PCs Medium Additional NPC crew (2-9) Large A full ship of 10-20 NPCs Huge A massive ship with 20-100 NPCs
Names/details of key NPCs: names and details
[_0/1][b]Small[/b] Only the PCs
[_0/1][b]Medium[/b] Additional NPC crew (2-9)
[_0/1][b]Large[/b] A full ship of 10-20 NPCs
[_0/1][b]Huge[/b] A massive ship with 20-100 NPCs
Names/details of key NPCs:
[_names and details]
AREAS
Select what you have on your ship so the crew knows where scenes can happen
Armory
Bridge
Cockpit number of airlocks
Brig
Security
Cargo Hold
Hangar Bay
Crew Quarters
Officer Quarters
Passenger Quarters
Conference Room
Engine Room
Engineering
Galley
Mess Hall
Infirmary
Other describe other areas
Playbook Customizations On character creation, and as a level-up option, you get to add further areas to the shp PlaybookCustomization1 PlaybookCustomization2 PlaybookCustomization3 PlaybookCustomization4 PlaybookCustomization5
[i]Select what you have on your ship so the crew knows where scenes can happen[/i]
[_0/1] Armory
[_0/1] Bridge
[_0/1] Cockpit
[_number of] airlocks
[_0/1] Brig
[_0/1] Security
[_0/1] Cargo Hold
[_0/1] Hangar Bay
[_0/1] Crew Quarters
[_0/1] Officer Quarters
[_0/1] Passenger Quarters
[_0/1] Conference Room
[_0/1] Engine Room
[_0/1] Engineering
[_0/1] Galley
[_0/1] Mess Hall
[_0/1] Infirmary
[_0/1] Other [_describe other areas]
[b]Playbook Customizations[/b]
[i]On character creation, and as a level-up option, you get to add further areas to the shp[/i]
[_PlaybookCustomization1]
[_PlaybookCustomization2]
[_PlaybookCustomization3]
[_PlaybookCustomization4]
[_PlaybookCustomization5]
INVESTMENTS & UPGRADES
Investment
Mark an Investment:
- when you complete a mission or job
- with Character Advancements
- as Moves specify
Burn an Investment to repair one System instantly
Choose one Upgrade each time the Investment bar fills up.
Create narrative descriptions of how upgrades happen and how they change the ship's look and personality
Initially-available Upgrades
Add a new Area to the Ship
Add a Ship Customization from an unused Playbook
Upgrade Communications (+1 Damage box)
Upgrade Defenses (+1 Damage box)
Upgrade Life Support (+1 Damage box)
Upgrade Propulsion (+1 Damage box)
Upgrade Navigation (+1 Damage box)
Upgrade Weapons (+1 Damage box)
Upgrades accessible after 5 Upgrades already been earned
Add Defense type (+1 Box to Defense & Life Support)
Add a Weapons type (+1 Box to Weapons & Propulsion)
Boost Electronics (+1 Box Communications & Navigation)
Choose an additional Benefit from another ship Model
Remove the ship's Drawback
+1 to all Journey rolls
[b]Investment[/b][_0/5]
[b]Mark an Investment[/b]:
- when you complete a mission or job
- with Character Advancements
- as Moves specify
[b]Burn an Investment[/b] to repair one System instantly
Choose one Upgrade each time the Investment bar fills up.
Create narrative descriptions of how upgrades happen and how they change the ship's look and personality
[i]Initially-available Upgrades[/i]
[_0/1] Add a new Area to the Ship
[_0/1] Add a Ship Customization from an unused Playbook
[_0/1] Upgrade Communications (+1 Damage box)
[_0/1] Upgrade Defenses (+1 Damage box)
[_0/1] Upgrade Life Support (+1 Damage box)
[_0/1] Upgrade Propulsion (+1 Damage box)
[_0/1] Upgrade Navigation (+1 Damage box)
[_0/1] Upgrade Weapons (+1 Damage box)
[i]Upgrades accessible after 5 Upgrades already been earned[/i]
[_0/1] Add Defense type (+1 Box to Defense & Life Support)
[_0/1] Add a Weapons type (+1 Box to Weapons & Propulsion)
[_0/1] Boost Electronics (+1 Box Communications & Navigation)
[_0/1] Choose an additional Benefit from another ship Model
[_0/1] Remove the ship's Drawback
[_0/1] +1 to all Journey rolls
NOTES
Any extra notes you want to add about the ship __ __ __
[i]Any extra notes you want to add about the ship[/i]
[___]
[___]
[___]
[img]https://img.itch.zone/aW1nLzEzNzQ0MzgxLmpwZw==/original/1KLyWG.jpg[/img]
[2column]
[col]
[abilities=SHIP MODEL]
[i]What is the overall vibe of your ship?[/i]
[_0/1][b]High Tech Starship[/b] with advanced abilities
[table]
Benefit|The latest technology and everything starts out working!
Drawback|It is clearly identified and doesn't blend in.
[/table]
[_0/1][b]Huge Transport[/b] designed as a colony, military or cruise ship
[table]
Benefit|Lots of space and supplies
Drawback|It's huge. Needs upkeep and doesn't blend in.
[/table]
[_0/1][b]Light Freighter[/b] that most people would barely call a ship
[table]
Benefit|It is nondescript and escapes notice.
Drawback|It needs frequent repairs and refueling.
[/table]
[_0/1][b]Living Being[/b] that allows us to live inside or on top of them
[table]
Benefit|It is intelligent and can assist the crew.
Drawback|It has a mind of its own.
[/table]
[_0/1][b]Solar Steam or Sail Vessel[/b] like those from another era
[table]
Benefit|Faster than most vessels of its size.
Drawback|Sometimes we can't recharge or catch the wind
[/table]
[/abilities]
[abilities=PROPULSION]
[i]Pick one of these or make up your own.[/i]
[_0/1][b]Faster than light travel[/b] technology that relies on a single power source.
• What is that power source? [_add power source]
[_0/1][b]Fuel-Powered Engine[/b] not fancy but we get where we're going but have to keep it fueled.
• What is the fuel type? [_add fuel type]
[_0/1][b]Jump points[/b] in fixed locations allow access to worm holes or other high-speed travel.
[_0/1][b]Magic[/b], or something so incomprehensible it seems like magic.
• Describe this power and where it comes from. [_description of the power]
[_0/1][b]Solar Winds[/b] or [b]Galactic Ley Lines[/b] that we ride through space
[_0/1][b][_some other propulsion system][/b]
• [_details of this propulsion system]
[/abilities]
[abilities=DEFENSES]
[i]Pick one or make up your own[/i]
[_0/1]Energy Shields/Force Field
[_0/1]Armored Hull (Metal, scales, shell, etc)
[_0/1]Flairs or Decoys
[_0/1]No Defenses
[/abilities]
[abilities=WEAPONS]
[i]Pick one or make up your own[/i]
[_0/1]Energy Weapons
[_0/1]Projectiles
[_0/1]Ramming or Collision Elements
[_0/1]No Weapons
[/abilities]
[abilities=SYSTEMS]
[i]The current state of your ships' abilities. Start with 2 damage boxes for each system. Add more through Upgrades, max 4 Boxes. Roll 1d6 to randomly select damaged sections.[/i] [b]It all boxes are filled, that system is inoperable and can't be used[/b]
[_0/2]Communications
[_0/2]Defense
[_0/2]Life Support
[_0/2]Propulsion
[_0/2]Navigation
[_0/2]Weapons
[/abilities]
[/col]
[col]
[abilities=SUMMARY]
[i]Short overview of key features of the ship[/i]
[___]
[___]
[___]
[/abilities]
[abilities=CAPTAIN]
[_0/1][b]No Captain[/b]
[_0/1][b]NPC Captain[/b] (see mechanics in rulebook)
[_0/1][b]PC Captain[/b]
[b]Name/details of Captain[/b]
[_names and details]
[/abilities]
[abilities=CREW SIZE]
[_0/1][b]Small[/b] Only the PCs
[_0/1][b]Medium[/b] Additional NPC crew (2-9)
[_0/1][b]Large[/b] A full ship of 10-20 NPCs
[_0/1][b]Huge[/b] A massive ship with 20-100 NPCs
Names/details of key NPCs:
[_names and details]
[/abilities]
[abilities=AREAS]
[i]Select what you have on your ship so the crew knows where scenes can happen[/i]
[_0/1] Armory
[_0/1] Bridge
[_0/1] Cockpit
[_number of] airlocks
[_0/1] Brig
[_0/1] Security
[_0/1] Cargo Hold
[_0/1] Hangar Bay
[_0/1] Crew Quarters
[_0/1] Officer Quarters
[_0/1] Passenger Quarters
[_0/1] Conference Room
[_0/1] Engine Room
[_0/1] Engineering
[_0/1] Galley
[_0/1] Mess Hall
[_0/1] Infirmary
[_0/1] Other [_describe other areas]
[b]Playbook Customizations[/b]
[i]On character creation, and as a level-up option, you get to add further areas to the shp[/i]
[_PlaybookCustomization1]
[_PlaybookCustomization2]
[_PlaybookCustomization3]
[_PlaybookCustomization4]
[_PlaybookCustomization5]
[/abilities]
[abilities=INVESTMENTS & UPGRADES]
[b]Investment[/b][_0/5]
[b]Mark an Investment[/b]:
- when you complete a mission or job
- with Character Advancements
- as Moves specify
[b]Burn an Investment[/b] to repair one System instantly
Choose one Upgrade each time the Investment bar fills up.
Create narrative descriptions of how upgrades happen and how they change the ship's look and personality
[i]Initially-available Upgrades[/i]
[_0/1] Add a new Area to the Ship
[_0/1] Add a Ship Customization from an unused Playbook
[_0/1] Upgrade Communications (+1 Damage box)
[_0/1] Upgrade Defenses (+1 Damage box)
[_0/1] Upgrade Life Support (+1 Damage box)
[_0/1] Upgrade Propulsion (+1 Damage box)
[_0/1] Upgrade Navigation (+1 Damage box)
[_0/1] Upgrade Weapons (+1 Damage box)
[i]Upgrades accessible after 5 Upgrades already been earned[/i]
[_0/1] Add Defense type (+1 Box to Defense & Life Support)
[_0/1] Add a Weapons type (+1 Box to Weapons & Propulsion)
[_0/1] Boost Electronics (+1 Box Communications & Navigation)
[_0/1] Choose an additional Benefit from another ship Model
[_0/1] Remove the ship's Drawback
[_0/1] +1 to all Journey rolls
[/abilities]
[abilities=NOTES]
[i]Any extra notes you want to add about the ship[/i]
[___]
[___]
[___]
[/abilities]
[/col]
[/2column]
An attempt at Slugblaster sheets, with the Crew sheet's map replaced with a Portal log.
[ +- ] Slugblaster_Chill
CHILL
NAME
LOOK
FAMILY
BOND
VIBES
STICKERS/ETC
GEAR
YOUR BOARD
YOUR RAYGUN (ALT: PROTECTIVE GEAR)
your phone
spacetime amp
something you found on your way here
multiverse maps
a pet
a small drone
grappling hook
hacking tools
repair tools
pro camera gear
ATTITUDE
Sit back, relax, and get +1d6 to all your actions. Things just tend to work out. (This puppy can’t be shared with teammates. They’re too busy to enjoy it, anyways.)
BOOST
∞
TRAITS
Quirk. For some weird reason, you are good at...
If this would help you with an action, you can mark 1 trouble to upgrade a 1-3 result into a 4/5 result.
Steezey. Mark 1 style anytime you roll doubles. You look cool without even knowing it.
Umm...Guys? You accidentally notice the stuff everyone else didn’t, like hidden panels, perfect skate spots, looming monsters, etc.
Button Masher. Mark 1 turbo to use a locked mod for the length of one action—or 2 turbo if the mod is from another device. Potential problems are worse.
Lucky. Once per run, dumb luck helps you. A tree falls on a monster, lasers miss as you tie your shoes, you unknowingly give someone a perfect gift, etc.
Personal Growth. A trait from another personality. How are you changing? Who are you learning from?
BEATS Trait Beats-
Just Vibin' (2s)
Origin Story (3s)
Sharpened (4s)
Chill Arc-
Caught in a Plot (1s)
Serendipity (2s)
In Too Deep (4t)
Somehow Works Out (3s)
Family Arc-
Trouble At Home (2t)
Final Warning (3t)
Last Straw (4t)
Somehow Works Out (4s)
Crew Beats-
- Opportunity (2s)
- Challenge (5t)
- Fight (5t)
- Make Up (5s)
Other Beats-
- Being Good (1s)
- You Earned It (5s)
- Take an L (5t)
- Into the Lab (1s)
- Portal Discovery (2s)
STYLE
+1 after runs where you show ease or flow.
TROUBLE
LEGACY
DOOM
SLAMS
[color="white;background-color:#000000;display: block;padding: 0.2rem;"][b]CHILL[/b][/color]
[3column]
[col]
[_=]
[size=75][b]NAME[/b][/size]
[_=]
[size=75][b]LOOK[/b][/size]
[_=]
[size=75][b]FAMILY[/b][/size]
[_=]
[size=75][b]BOND[/b][/size]
[_=]
[size=75][b]VIBES[/b][/size]
[_=]
[size=75][b]STICKERS/ETC[/b][/size]
[size=120][b]GEAR[/b][/size]
[_=]
[b][size=75]YOUR BOARD[/size][/b]
[_=]
[b][size=75]YOUR RAYGUN (ALT: PROTECTIVE GEAR)[/size][/b]
[table]
[_=1/1] your phone | [_=0/1] spacetime amp
[_=1/1] something you found on your way here | [_=0/1] multiverse maps
[_=0/1] a pet | [_=0/1] a small drone
[_=0/1] grappling hook | [_=0/1] hacking tools
| [_=0/1] repair tools
| [_=0/1] pro camera gear
[/table]
[_=]
[_=]
[/col]
[col]
[b][size=120]ATTITUDE[/size][/b]
Sit back, relax, and get +1d6 to all your actions. Things just tend to work out. (This puppy can’t be shared with teammates. They’re too busy to enjoy it, anyways.)
[b]BOOST[/b]
∞
[b][size=120]TRAITS[/size][/b]
[_=0/1][b]Quirk.[/b] For some weird reason, you are good at...
[_=]
If this would help you with an action, you can mark 1 trouble to upgrade a 1-3 result into a 4/5 result.
[_=0/1][b]Steezey.[/b] Mark 1 style anytime you roll doubles. You look cool without even knowing it.
[_=0/1][b]Umm...Guys?[/b] You accidentally notice the stuff everyone else didn’t, like hidden panels, perfect skate spots, looming monsters, etc.
[_=0/1][b]Button Masher.[/b] Mark 1 turbo to use a locked mod for the length of one action—or 2 turbo if the mod is from another device. Potential problems are worse.
[_=0/1][b]Lucky.[/b] Once per run, dumb luck helps you. A tree falls on a monster, lasers miss as you tie your shoes, you unknowingly give someone a perfect gift, etc. [_=0/1]
[_=0/1][b]Personal Growth.[/b] A trait from another personality. How are you changing? Who are you learning from?
[_=]
[_=]
[/col]
[col]
[b][size=120]BEATS[/size][/b]
[b]Trait Beats-[/b]
[_=0/1]Just Vibin' (2s)
[_=0/1]Origin Story (3s)
[_=0/1]Sharpened (4s)
[b]Chill Arc-[/b]
[_=0/1]Caught in a Plot (1s)
[_=0/1]Serendipity (2s)
[_=0/1]In Too Deep (4t)
[_=0/1]Somehow Works Out (3s)
[b]Family Arc-[/b]
[_=0/1]Trouble At Home (2t)
[_=0/1]Final Warning (3t)
[_=0/1]Last Straw (4t)
[_=0/1]Somehow Works Out (4s)
[b]Angst Arc-[/b]
[_=0/1]Angst (2t)
[_=0/1]Struggling (3t)
[_=0/1]Darkness (4t)
[_=0/1]Catharsis (4s)
[b]Crew Beats-[/b]
- Opportunity (2s)
- Challenge (5t)
- Fight (5t)
- Make Up (5s)
[b]Other Beats-[/b]
- Being Good (1s)
- You Earned It (5s)
- Take an L (5t)
- Into the Lab (1s)
- Portal Discovery (2s)
[b][size=120]STYLE[/size][/b]
[_=0/8]
[size=75]+1 after runs where you show ease or flow.[/size]
[b][size=120]TROUBLE[/size][/b]
[_=0/8]
[/col]
[/3column]
[3column]
[col]
[b][size=120]LEGACY[/size][/b]
[_=]
[_=]
[_=]
[_=]
[_=]
[_=]
[_=]
[/col]
[col]
[b][size=120]DOOM[/size][/b]
[_=]
[_=]
[_=]
[_=]
[/col]
[col]
[b][size=120]SLAMS[/size][/b]
[_=]
[_=]
[/col]
[/3column]
[ +- ] Slugblaster_Grit
GRIT
NAME
LOOK
FAMILY
BOND
VIBES
STICKERS/ETC
GEAR
YOUR BOARD
YOUR RAYGUN (ALT: PROTECTIVE GEAR)
your phone
spacetime amp
something everyone else forgot
multiverse maps
backup portaling device
a small drone
grappling hook
hacking tools
repair tools
pro camera gear
ATTITUDE
Describe how your grit helps your action, then boost or kick as needed. Also, refill 1 attitude whenever you fail any action. When the going gets tough, ya know?
BOOST
BOOST
BOOST
KICK
TRAITS
Skill. You've spent hours and hours practicing...
If this would help you with an action, you can mark 1 trouble to upgrade a 1-3 result into a 4/5 result.
Patient. When you reveal how you’ve been waiting to act, get +1d6 or +1 kick on your action.
Sacrifice Your Body. Take a slam (exhausted, strained, etc.) to get +2d6 to your action. This slam can’t be noped or avoided in any way. You gotta actually take it, kid.
Diligent. You can reroll In the Lab. Also clear +1 trouble when Being Good once per downtime.
Walk It Off. You gain 1 extra slam box. Mark 1 style every time you take a slam.
Personal Growth. A trait from another personality. How are you changing? Who are you learning from?
BEATS Trait Beats-
Grinding (2s)
Origin Story (3s)
Sharpened (4s)
Grit Arc-
A Goal (1s)
Set Backs (2s)
Quitting (4t)
Perseverance (3s)
Family Arc-
Trouble At Home (2t)
Final Warning (3t)
Last Straw (4t)
Somehow Works Out (4s)
Crew Beats-
- Opportunity (2s)
- Challenge (5t)
- Fight (5t)
- Make Up (5s)
Other Beats-
- Being Good (1s)
- You Earned It (5s)
- Take an L (5t)
- Into the Lab (1s)
- Portal Discovery (2s)
STYLE
+1 after runs where you show toughness or focus.
TROUBLE
LEGACY
DOOM
SLAMS
(Walk It Off)
[color="white;background-color:#000000;display: block;padding: 0.2rem;"][b]GRIT[/b][/color]
[3column]
[col]
[_=]
[size=75][b]NAME[/b][/size]
[_=]
[size=75][b]LOOK[/b][/size]
[_=]
[size=75][b]FAMILY[/b][/size]
[_=]
[size=75][b]BOND[/b][/size]
[_=]
[size=75][b]VIBES[/b][/size]
[_=]
[size=75][b]STICKERS/ETC[/b][/size]
[size=120][b]GEAR[/b][/size]
[_=]
[b][size=75]YOUR BOARD[/size][/b]
[_=]
[b][size=75]YOUR RAYGUN (ALT: PROTECTIVE GEAR)[/size][/b]
[table]
[_=1/1] your phone | [_=0/1] spacetime amp
[_=1/1] something everyone else forgot | [_=0/1] multiverse maps
[_=0/1] backup portaling device | [_=0/1] a small drone
[_=0/1] grappling hook | [_=0/1] hacking tools
| [_=0/1] repair tools
| [_=0/1] pro camera gear
[/table]
[_=]
[_=]
[/col]
[col]
[b][size=120]ATTITUDE[/size][/b]
Describe how your grit helps your action, then boost or kick as needed. Also, refill 1 attitude whenever you fail any action. When the going gets tough, ya know?
[table]
[b]BOOST[/b]|[b]BOOST[/b]|[b]BOOST[/b]|[b]KICK[/b]
[_=0/1]|[_=0/1]|[_=0/1]|[_=0/1]
[/table]
[b][size=120]TRAITS[/size][/b]
[_=0/1][b]Skill.[/b] You've spent hours and hours practicing...
[_=]
If this would help you with an action, you can mark 1 trouble to upgrade a 1-3 result into a 4/5 result.
[_=0/1][b]Patient.[/b] When you reveal how you’ve been waiting to act, get +1d6 or +1 kick on your action.
[_=0/1][b]Sacrifice Your Body.[/b] Take a slam (exhausted, strained, etc.) to get +2d6 to your action. This slam can’t be noped or avoided in any way. You gotta actually take it, kid.
[_=0/1][b]Diligent.[/b] You can reroll In the Lab. Also clear +1 trouble when Being Good once per downtime.
[_=0/1][b]Walk It Off.[/b] You gain 1 extra slam box. Mark 1 style every time you take a slam.
[_=0/1][b]Personal Growth.[/b] A trait from another personality. How are you changing? Who are you learning from?
[_=]
[_=]
[/col]
[col]
[b][size=120]BEATS[/size][/b]
[b]Trait Beats-[/b]
[_=0/1]Grinding (2s)
[_=0/1]Origin Story (3s)
[_=0/1]Sharpened (4s)
[b]Grit Arc-[/b]
[_=0/1]A Goal (1s)
[_=0/1]Set Backs (2s)
[_=0/1]Quitting (4t)
[_=0/1]Perseverance (3s)
[b]Family Arc-[/b]
[_=0/1]Trouble At Home (2t)
[_=0/1]Final Warning (3t)
[_=0/1]Last Straw (4t)
[_=0/1]Somehow Works Out (4s)
[b]Angst Arc-[/b]
[_=0/1]Angst (2t)
[_=0/1]Struggling (3t)
[_=0/1]Darkness (4t)
[_=0/1]Catharsis (4s)
[b]Crew Beats-[/b]
- Opportunity (2s)
- Challenge (5t)
- Fight (5t)
- Make Up (5s)
[b]Other Beats-[/b]
- Being Good (1s)
- You Earned It (5s)
- Take an L (5t)
- Into the Lab (1s)
- Portal Discovery (2s)
[b][size=120]STYLE[/size][/b]
[_=0/8]
[size=75]+1 after runs where you show toughness or focus.[/size]
[b][size=120]TROUBLE[/size][/b]
[_=0/8]
[/col]
[/3column]
[3column]
[col]
[b][size=120]LEGACY[/size][/b]
[_=]
[_=]
[_=]
[_=]
[_=]
[_=]
[_=]
[/col]
[col]
[b][size=120]DOOM[/size][/b]
[_=]
[_=]
[_=]
[_=]
[/col]
[col]
[b][size=120]SLAMS[/size][/b]
[_=]
[_=]
[_=] [size=75](Walk It Off)[/size]
[/col]
[/3column]
[ +- ] Slugblaster_Guts
GUTS
NAME
LOOK
FAMILY
BOND
VIBES
STICKERS/ETC
GEAR
YOUR BOARD
YOUR RAYGUN (ALT: PROTECTIVE GEAR)
your phone
spacetime amp
something you're not supposed to have
multiverse maps
portable speaker
a small drone
grappling hook
hacking tools
repair tools
pro camera gear
ATTITUDE
Describe how your guts help your action, then boost or kick as needed. Also, refill 1 attitude whenever you attempt a trick, even if you fail. Feel the rush?
BOOST
KICK
KICK
KICK
TRAITS
Raw Talent. You've always just been amazing at...
If this would help you with an action, you can mark 1 trouble to upgrade a 1-3 result into a 4/5 result.
Show Off. You get +1d6 when you do a trick. You just can’t help it, the spotlight loves you.
Snake. If there is any question about who goes first, it’s you.
Double Dare. Instead of taking a dare, you can mark 2 trouble for +2d6 or +2 kick to an action roll.
Walking Disaster. You don’t just flirt with disaster, you’re dating it. You get +1d6 on disaster rolls, and can choose to take a disaster for a willing teammate. If you do, mark 2 style.
Personal Growth. A trait from another personality. How are you changing? Who are you learning from?
BEATS Trait Beats-
Swagger (2s)
Origin Story (3s)
Sharpened (4s)
Guts Arc-
Spotlight (3s)
Star Power (2s)
Going Solo (4t)
The I in Team (1s)
Family Arc-
Trouble At Home (2t)
Final Warning (3t)
Last Straw (4t)
Somehow Works Out (4s)
Crew Beats-
- Opportunity (2s)
- Challenge (5t)
- Fight (5t)
- Make Up (5s)
Other Beats-
- Being Good (1s)
- You Earned It (5s)
- Take an L (5t)
- Into the Lab (1s)
- Portal Discovery (2s)
STYLE
+1 after runs where you show boldness or risk-taking.
TROUBLE
LEGACY
DOOM
SLAMS
[color="white;background-color:#000000;display: block;padding: 0.2rem;"][b]GUTS[/b][/color]
[3column]
[col]
[_=]
[size=75][b]NAME[/b][/size]
[_=]
[size=75][b]LOOK[/b][/size]
[_=]
[size=75][b]FAMILY[/b][/size]
[_=]
[size=75][b]BOND[/b][/size]
[_=]
[size=75][b]VIBES[/b][/size]
[_=]
[size=75][b]STICKERS/ETC[/b][/size]
[size=120][b]GEAR[/b][/size]
[_=]
[b][size=75]YOUR BOARD[/size][/b]
[_=]
[b][size=75]YOUR RAYGUN (ALT: PROTECTIVE GEAR)[/size][/b]
[table]
[_=1/1] your phone | [_=0/1] spacetime amp
[_=1/1] something you're not supposed to have | [_=0/1] multiverse maps
[_=0/1] portable speaker | [_=0/1] a small drone
[_=0/1] grappling hook | [_=0/1] hacking tools
| [_=0/1] repair tools
| [_=0/1] pro camera gear
[/table]
[_=]
[_=]
[/col]
[col]
[b][size=120]ATTITUDE[/size][/b]
Describe how your guts help your action, then boost or kick as needed. Also, refill 1 attitude whenever you attempt a trick, even if you fail. Feel the rush?
[table]
[b]BOOST[/b]|[b]KICK[/b]|[b]KICK[/b]|[b]KICK[/b]
[_=0/1]|[_=0/1]|[_=0/1]|[_=0/1]
[/table]
[b][size=120]TRAITS[/size][/b]
[_=0/1][b]Raw Talent.[/b] You've always just been amazing at...
[_=]
If this would help you with an action, you can mark 1 trouble to upgrade a 1-3 result into a 4/5 result.
[_=0/1][b]Show Off.[/b] You get +1d6 when you do a trick. You just can’t help it, the spotlight loves you.
[_=0/1][b]Snake.[/b] If there is any question about who goes first, it’s you.
[_=0/1][b]Double Dare.[/b] Instead of taking a dare, you can mark 2 trouble for +2d6 or +2 kick to an action roll.
[_=0/1][b]Walking Disaster.[/b] You don’t just flirt with disaster, you’re dating it. You get +1d6 on disaster rolls, and can choose to take a disaster for a willing teammate. If you do, mark 2 style.
[_=0/1][b]Personal Growth.[/b] A trait from another personality. How are you changing? Who are you learning from?
[_=]
[_=]
[/col]
[col]
[b][size=120]BEATS[/size][/b]
[b]Trait Beats-[/b]
[_=0/1]Swagger (2s)
[_=0/1]Origin Story (3s)
[_=0/1]Sharpened (4s)
[b]Guts Arc-[/b]
[_=0/1]Spotlight (3s)
[_=0/1]Star Power (2s)
[_=0/1]Going Solo (4t)
[_=0/1]The I in Team (1s)
[b]Family Arc-[/b]
[_=0/1]Trouble At Home (2t)
[_=0/1]Final Warning (3t)
[_=0/1]Last Straw (4t)
[_=0/1]Somehow Works Out (4s)
[b]Angst Arc-[/b]
[_=0/1]Angst (2t)
[_=0/1]Struggling (3t)
[_=0/1]Darkness (4t)
[_=0/1]Catharsis (4s)
[b]Crew Beats-[/b]
- Opportunity (2s)
- Challenge (5t)
- Fight (5t)
- Make Up (5s)
[b]Other Beats-[/b]
- Being Good (1s)
- You Earned It (5s)
- Take an L (5t)
- Into the Lab (1s)
- Portal Discovery (2s)
[b][size=120]STYLE[/size][/b]
[_=0/8]
[size=75]+1 after runs where you show boldness or risk-taking.[/size]
[/col]
[b][size=120]TROUBLE[/size][/b]
[_=0/8]
[/3column]
[3column]
[col]
[b][size=120]LEGACY[/size][/b]
[_=]
[_=]
[_=]
[_=]
[_=]
[_=]
[_=]
[/col]
[col]
[b][size=120]DOOM[/size][/b]
[_=]
[_=]
[_=]
[_=]
[/col]
[col]
[b][size=120]SLAMS[/size][/b]
[_=]
[_=]
[/col]
[/3column]
[ +- ] Slugblaster_Heart
HEART
NAME
LOOK
FAMILY
BOND
VIBES
STICKERS/ETC
GEAR
YOUR BOARD
YOUR RAYGUN (ALT: PROTECTIVE GEAR)
your phone
spacetime amp
something from someone special
multiverse maps
an important pamphlet
a small drone
grappling hook
hacking tools
repair tools
pro camera gear
ATTITUDE
Describe how your heart helps your action, then boost or kick as needed. Also, anytime you (or a teammate you’re helping) succeed on any action, refill 1 attitude
BOOST
KICK
KICK
TRAITS
Passion. You care a lot about...
If this would help you with an action, you can mark 1 trouble to upgrade a 1-3 result into a 4/5 result.
Team Player. Mark 1 style whenever you take (or nope) a slam for someone else.
Pep Talk. Once per run, refill 3 hype or clear a slam for a teammate. What do they need to hear the most right now?
Middle Finger. Once per run, automatically get a 6 on any action, no roll required. Add up to 2 kick, baby. Nothing can stand in your way.
Intuition. You can always tell who likes/dislikes who, what someone really wants, and if someone’s vibes are off.
Personal Growth. A trait from another personality. How are you changing? Who are you learning from?
BEATS Trait Beats-
Devotion (2s)
Origin Story (3s)
Sharpened (4s)
Guts Arc-
Dalliance (2s)
Catching Feelings (1s)
Us or Them (4t)
Love Conquers All (3s)
Family Arc-
Trouble At Home (2t)
Final Warning (3t)
Last Straw (4t)
Somehow Works Out (4s)
Crew Beats-
- Opportunity (2s)
- Challenge (5t)
- Fight (5t)
- Make Up (5s)
Other Beats-
- Being Good (1s)
- You Earned It (5s)
- Take an L (5t)
- Into the Lab (1s)
- Portal Discovery (2s)
STYLE
+1 after runs where you show passion or empathy.
TROUBLE
LEGACY
DOOM
SLAMS
[color="white;background-color:#000000;display: block;padding: 0.2rem;"][b]HEART[/b][/color]
[3column]
[col]
[_=]
[size=75][b]NAME[/b][/size]
[_=]
[size=75][b]LOOK[/b][/size]
[_=]
[size=75][b]FAMILY[/b][/size]
[_=]
[size=75][b]BOND[/b][/size]
[_=]
[size=75][b]VIBES[/b][/size]
[_=]
[size=75][b]STICKERS/ETC[/b][/size]
[size=120][b]GEAR[/b][/size]
[_=]
[b][size=75]YOUR BOARD[/size][/b]
[_=]
[b][size=75]YOUR RAYGUN (ALT: PROTECTIVE GEAR)[/size][/b]
[table]
[_=1/1] your phone | [_=0/1] spacetime amp
[_=1/1] something from someone special | [_=0/1] multiverse maps
[_=0/1] an important pamphlet | [_=0/1] a small drone
[_=0/1] grappling hook | [_=0/1] hacking tools
| [_=0/1] repair tools
| [_=0/1] pro camera gear
[/table]
[_=]
[_=]
[/col]
[col]
[b][size=120]ATTITUDE[/size][/b]
Describe how your heart helps your action, then boost or kick as needed. Also, anytime you (or a teammate you’re helping) succeed on any action, refill 1 attitude
[table]
[b]BOOST[/b]|[b]KICK[/b]|[b]KICK[/b]
[_=0/1]|[_=0/1]|[_=0/1]
[/table]
[b][size=120]TRAITS[/size][/b]
[_=0/1][b]Passion.[/b] You care a lot about...
[_=]
If this would help you with an action, you can mark 1 trouble to upgrade a 1-3 result into a 4/5 result.
[_=0/1][b]Team Player.[/b] Mark 1 style whenever you take (or nope) a slam for someone else.
[_=0/1][b]Pep Talk.[/b] Once per run, refill 3 hype or clear a slam for a teammate. What do they need to hear the most right now?
[_=0/1][b]Middle Finger.[/b] Once per run, automatically get a 6 on any action, no roll required. Add up to 2 kick, baby. Nothing can stand in your way. [_=0/1]
[_=0/1][b]Intuition.[/b] You can always tell who likes/dislikes who, what someone really wants, and if someone’s vibes are off.
[_=0/1][b]Personal Growth.[/b] A trait from another personality. How are you changing? Who are you learning from?
[_=]
[_=]
[/col]
[col]
[b][size=120]BEATS[/size][/b]
[b]Trait Beats-[/b]
[_=0/1]Devotion (2s)
[_=0/1]Origin Story (3s)
[_=0/1]Sharpened (4s)
[b]Guts Arc-[/b]
[_=0/1]Dalliance (2s)
[_=0/1]Catching Feelings (1s)
[_=0/1]Us or Them (4t)
[_=0/1]Love Conquers All (3s)
[b]Family Arc-[/b]
[_=0/1]Trouble At Home (2t)
[_=0/1]Final Warning (3t)
[_=0/1]Last Straw (4t)
[_=0/1]Somehow Works Out (4s)
[b]Angst Arc-[/b]
[_=0/1]Angst (2t)
[_=0/1]Struggling (3t)
[_=0/1]Darkness (4t)
[_=0/1]Catharsis (4s)
[b]Crew Beats-[/b]
- Opportunity (2s)
- Challenge (5t)
- Fight (5t)
- Make Up (5s)
[b]Other Beats-[/b]
- Being Good (1s)
- You Earned It (5s)
- Take an L (5t)
- Into the Lab (1s)
- Portal Discovery (2s)
[b][size=120]STYLE[/size][/b]
[_=0/8]
[size=75]+1 after runs where you show passion or empathy.[/size]
[b][size=120]TROUBLE[/size][/b]
[_=0/8]
[/col]
[/3column]
[3column]
[col]
[b][size=120]LEGACY[/size][/b]
[_=]
[_=]
[_=]
[_=]
[_=]
[_=]
[_=]
[/col]
[col]
[b][size=120]DOOM[/size][/b]
[_=]
[_=]
[_=]
[_=]
[/col]
[col]
[b][size=120]SLAMS[/size][/b]
[_=]
[_=]
[/col]
[/3column]
[ +- ] Slugblaster_Smarts
SMARTS
NAME
LOOK
FAMILY
BOND
VIBES
STICKERS/ETC
GEAR
YOUR BOARD
YOUR RAYGUN (ALT: PROTECTIVE GEAR)
your phone
spacetime amp
a work-in-progress
multiverse maps
a vital screenshot or image file
a small drone
grappling hook
hacking tools
repair tools
pro camera gear
ATTITUDE
Describe how your smarts help your action, then boost or kick as needed. If you fail, refill any attitude you just spent. You learn from failure.
BOOST
BOOST
KICK
KICK
TRAITS
Know-How. You know everything about...
If this would help you with an action, you can mark 1 trouble to upgrade a 1-3 result into a 4/5 result.
Lateral Thinking. When you try a trick with a creative approach, mark 1 style even on failed roll.
Technobabble. Twice per run, explain something technical with jargon or a fun metaphor for 1 style and +1d6 to a roll.
Power User. Gain a secondary signature of your choosing. It shares the turbo pool of your primary one and has space for one mod (sold seperately).
Actually Reads the Manual. You can break mods down into components and install new mods on the fly. It takes either an action roll or a few minutes
Personal Growth. A trait from another personality. How are you changing? Who are you learning from?
BEATS Trait Beats-
Research (2s)
Origin Story (3s)
Sharpened (4s)
Crew Beats-
- Opportunity (2s)
- Challenge (5t)
- Fight (5t)
- Make Up (5s)
Other Beats-
- Being Good (1s)
- You Earned It (5s)
- Take an L (5t)
- Into the Lab (1s)
- Portal Discovery (2s)
STYLE
+1 after runs where you show curiosity or creativity.
TROUBLE
LEGACY
DOOM
SLAMS
[color="white;background-color:#000000;display: block;padding: 0.2rem;"][b]SMARTS[/b][/color]
[3column]
[col]
[_=]
[size=75][b]NAME[/b][/size]
[_=]
[size=75][b]LOOK[/b][/size]
[_=]
[size=75][b]FAMILY[/b][/size]
[_=]
[size=75][b]BOND[/b][/size]
[_=]
[size=75][b]VIBES[/b][/size]
[_=]
[size=75][b]STICKERS/ETC[/b][/size]
[size=120][b]GEAR[/b][/size]
[_=]
[b][size=75]YOUR BOARD[/size][/b]
[_=]
[b][size=75]YOUR RAYGUN (ALT: PROTECTIVE GEAR)[/size][/b]
[table]
[_=1/1] your phone | [_=0/1] spacetime amp
[_=1/1] a work-in-progress | [_=0/1] multiverse maps
[_=0/1] a vital screenshot or image file | [_=0/1] a small drone
[_=0/1] grappling hook | [_=0/1] hacking tools
| [_=0/1] repair tools
| [_=0/1] pro camera gear
[/table]
[_=]
[_=]
[/col]
[col]
[b][size=120]ATTITUDE[/size][/b]
Describe how your smarts help your action, then boost or kick as needed. If you fail, refill any attitude you just spent. You learn from failure.
[table]
[b]BOOST[/b]|[b]BOOST[/b]|[b]KICK[/b]|[b]KICK[/b]
[_=0/1]|[_=0/1]|[_=0/1]|[_=0/1]
[/table]
[b][size=120]TRAITS[/size][/b]
[_=0/1][b]Know-How.[/b] You know everything about...
[_=]
If this would help you with an action, you can mark 1 trouble to upgrade a 1-3 result into a 4/5 result.
[_=0/1][b]Lateral Thinking.[/b] When you try a trick with a creative approach, mark 1 style even on failed roll.
[_=0/1][b]Technobabble.[/b] Twice per run, explain something technical with jargon or a fun metaphor for 1 style and +1d6 to a roll. [_=0/2]
[_=0/1][b]Power User.[/b] Gain a secondary signature of your choosing. It shares the turbo pool of your primary one and has space for one mod (sold seperately).
[_=0/1][b]Actually Reads the Manual.[/b] You can break mods down into components and install new mods on the fly. It takes either an action roll or a few minutes
[_=0/1][b]Personal Growth.[/b] A trait from another personality. How are you changing? Who are you learning from?
[_=]
[_=]
[/col]
[col]
[b][size=120]BEATS[/size][/b]
[b]Trait Beats-[/b]
[_=0/1]Research (2s)
[_=0/1]Origin Story (3s)
[_=0/1]Sharpened (4s)
[b]Guts Arc-[/b]
[_=0/1]Inspiration (1s)
[_=0/1]Results (2s)
[_=0/1]Unexpected Cons (4t)
[_=0/1]Full Realization (3s)
[b]Family Arc-[/b]
[_=0/1]Trouble At Home (2t)
[_=0/1]Final Warning (3t)
[_=0/1]Last Straw (4t)
[_=0/1]Somehow Works Out (4s)
[b]Angst Arc-[/b]
[_=0/1]Angst (2t)
[_=0/1]Struggling (3t)
[_=0/1]Darkness (4t)
[_=0/1]Catharsis (4s)
[b]Crew Beats-[/b]
- Opportunity (2s)
- Challenge (5t)
- Fight (5t)
- Make Up (5s)
[b]Other Beats-[/b]
- Being Good (1s)
- You Earned It (5s)
- Take an L (5t)
- Into the Lab (1s)
- Portal Discovery (2s)
[b][size=120]STYLE[/size][/b]
[_=0/8]
[size=75]+1 after runs where you show curiosity or creativity.[/size]
[b][size=120]TROUBLE[/size][/b]
[_=0/8]
[/col]
[/3column]
[3column]
[col]
[b][size=120]LEGACY[/size][/b]
[_=]
[_=]
[_=]
[_=]
[_=]
[_=]
[_=]
[/col]
[col]
[b][size=120]DOOM[/size][/b]
[_=]
[_=]
[_=]
[_=]
[/col]
[col]
[b][size=120]SLAMS[/size][/b]
[_=]
[_=]
[/col]
[/3column]
[ +- ] Slugblaster_Signature
SIGNATURE
TURBO
BOOST
BOOST
LOCKED
KICK
KICK
LOCKED
SPARE COMPONENTS
LENSES
COILS
DISCS
GEMS
UNIVERSAL MODS
Power Cell
Turbo gains 1 kick
Stabilizer
Turbo gets 1 boost
Kickbashed. Buy a mod from another device.
[ +- ] Gravity Blaster
Oh, gravity. Thinks it’s so tough, but even an entire planet’s worth can’t beat the static field generated by a balloon rubbed on your little sister’s head. But you gotta love an underdog, and with enough concentrators, exciters, and dilators you can still get this one to bark.
FUNCTION
Roll to damage things at a distance with a blast of crushing force (or pummel stuff with non-lethal grav torrents)
Endurance Engine (1 Coil, 1 Gem). Roll to coarsely lift, push, and pull things at a distance, with the accuracy and power of a tractor.
Agility Pin (1 Lens, 1 Disc). Roll to manipulate things at a distance with the accuracy and power of two human hands.
Impulse Rig (1 Lens, 1 Coil). Roll to launch yourself high in the air, use your beam like a grappling hook, or give yourself a burst of speed.
Gravity Spasm (1 Lens, 1 Gem). Mark 1 turbo to avoid a physical slam by creating a brief, invisible force field.
Gravity Inverter ((2 Coils, 1 Lens, 1 Gem). Roll to temporarily modify the gravity of a room-sized or smaller area you target with your gravity beam. Choose whether the gravity there is increased, decreased, reversed, pointing sideways, etc. Roll each time you want to change it.
[ +- ] Hardlight Board
Create a board made of solid, stable light with this wrist-mounted device. Out of the box, it’s basically just a standard hoverboard you can use as a nightlight, but a good programmer can unlock its true photonic potential. Hold onto your waveforms!
FUNCTION
Go fast over solid terrain on a hoverboard made from crystallized light. Make your board non-exist and re-exist at will.
LOOK
purple city, blue sunset, loud stars, white heat, pink ice, teal god, neon black, something else
MODS
Photon Vent (1 Coil, 1 Gem). Roll to create trails of semi-permanent, slightly brittle hardlight behind you, which float in space until they fade.
Energy Lattice (1 Lens, 1 Coil). Roll to reform your board into custom shapes, including tools, hand weapons, and other useful objects of a similar size.
Photon Exciter (1 Lens, 1 Coil). Roll to damage things you grind, slide, ollie over, or just smack with your board.
Flicker Switch (1 Lens, 1 Gem). Avoid a physical slam by marking 1 turbo. You blink out of existence for a second. What’s it feel like?
Matter Photonizer (2 Coils, 1 Lens, 1 Gem). Mark 2 turbo to turn yourself (and your gear) into pure light. The rest of the world pauses. You can’t affect the paused world, but you can observe and move around in it. Time starts again after about an hour, or once you’ve moved 100 total feet.
[ +- ] Hyperoptic Visor
Why have your face glued to your phone when you can have your phone glued to your face? Visors, goggles, and other hands-free consoles are popular among nerds, videographers, and anyone who needs to text while eating a footlong sub.
FUNCTION
Use an advanced HUD to access information, capture pictures and video, send texts, play Ruby Rush, and do everything else you could with a phone.
Realmware Lens (1 Lens, 1 Disc). Roll to see energy fields, invisible entities, and in-depth biometrics. Also acts as a spacetime ampimeter (page 64).
Omniscience Aperture (1 Lens, 1 Coil). You can see through walls, into objects, and all around you. Also, mark 1 turbo to avoid dodgeable slams.
Spacetime Periscope (1 Lens, 1 Coil). Roll to press up against the spacetime membrane and spy on a neighbouring universe.
Powered Crunk Filter (1 Disc, 1 Gem). Mark +1 style when you successfully use a trick to take a dope picture or video.
Adv. Neural Imaging (2 Lenses, 1 Coil, 1 Disc). You can roll to see and record a subject’s active surface thoughts. It’s obvious you’re doing it, but adding kick allows you to do it secretly and/or zoom into deeper thoughts and memories. Use caution.
[ +- ] Kinetic Deck
Inertial sweepers and momentum cells have been standard in hoverboards for years, allowing higher top speeds for classic kick-push decks. Only recently have slugblasters discovered that a little ballast-modification can break the laws of hoverboard physics completely.
FUNCTION
Go fast over solid terrain. Make your board super heavy at will, either as an effective attack or to protect it from theft.
LOOK
MODS
Proximity Lock (2 Discs). Your deck returns to you, if possible. May require a roll if the path isn’t clear or it faces resistance.
Stasis Anchor (1 Coil, 1 Gem. Make your deck completely immovable, floating frozen in space, until you deactivate it.
Density Pedal (1 Coil, 1 Gem). Roll to increase or decrease your own mass dramatically. Make your body lighter than air, make your fist heavier than uranium, and don’t let anyone push you around.
Inertial Vortex (1 Coil, 1 Disc). Roll to subtract momentum from a room-sized area around you, slowing nearby enemies and objects. Alternatively, mark 1 turbo to avoid a slam from kinetic attacks.
Dimensional Ballast (2 Coils, 1 Gem, 1 Disc). Roll to decrease your mass drastically by temporarily shedding some of your dimensions! Turn 2D and hide against a wall, or briefly exist outside time! Try adding a dimension even. Why not? You do you.
[ +- ] Negafriction Sword
Negafriction is just what it sounds like: complete nonsense. Normally, friction converts kinetic energy into heat, causing objects to slow down and get warmer. But negafriction swords speed up and get cooler. Just like you!
FUNCTION
Roll to slice, dice, chop, and stab things (or non-lethally smack them with the kinetically-charged sheath).
Slip Rattle (1 Coil, 1 Disc). Roll to teleport in-universe by slicing spacetime. If you can’t see your destination, potential problems are worse.
Field Projector (1 Lens, 1 Coil). Roll to temporarily remove the surface friction from a room-sized area near you.
Ref Coating (1 Lens, 1 Gem). Avoid slams from lasers and other electromagnetic energy by marking 1 turbo, redirecting the attack wherever you wish.
Negafriction Wake (1 Disc, 1 Gem). Roll to boost your speed as your sword accelerates through matter (even air) and pulls you along.
Subdimensional Edge (2 gems, 1 lens, 1 coil). You can roll to temporarily slice entire dimensions off of a target, turning a 3D object 2D, for example, or removing someone from the timestream. The target re-coheres after a minute or two. It’s not pleasant, but mostly harmless.
[ +- ] Photonic Jacket
Metamaterial clothing has been working hard to keep kids’ atoms intact since slugblasting started, but Miper’s Billy Blazer® and similar photonic jackets have taken the scene by storm. Blend into the scenery, stand out from the crowd, and stay alive more to thrive more.
FUNCTION
Display colours, images, and patterns on the fabric’s surface. Also, nope slams from lasers and other electromagnetic energy for only 1 trouble.
Flash Patterns (1 Lens, 1 Disc). Roll to blind, daze, confuse, entrance, or cause seizures in targets that can see your jacket.
Ambiance Panel (1 Gem, 1 Coil). Freely program non-realistic, translucent graphics within ten feet of you, or roll to create a more convincing illusion. Preparation and/or image data may be required.
Photo Bypass (1 Coil, 1 Lens). Roll to fold normal light around you and blend in with your surroundings. Remember to put your hood up!
Hardlight Upscaling (1 Lens, 1 Disc). Roll to temporarily augment your jacket with useful hardlight ornaments such as glowing tentacles, giant polygonal fists or briefly serviceable wings.
Concept Prism (2 Lenses, 1 Gem, 1 Disc). Mark 1 turbo. You temporarily split into 3d6 colourful instances of yourself. They are difficult to control, but tend to act like you would and stay nearby.
[ +- ] Powered Armor
3D-printed armour, repurposed exoskeletons, and Slipmarket battle suits didn’t hit the scene until fairly recently, but their modular frameworks make them perfect for creative slugblasters looking to do something bespoke and original.
FUNCTION
Nope slams from falls, crushing, hits, and other kinetic damage for only 1 trouble. Don and doff fast via an automated process.
Heavy-Duty Servos (1 Coil, 1 Gem). Roll to lift or carry very heavy things, slowly crush things in your hands, or jump great distances.
Weapons System (1 Lens, 1 Gem). Roll to attack, at a distance or in melee, lethally or non-lethally, with either attack-speed blows or other weapons you design. What are they?
Mobility Boosters (1 Coil, 1 Disc). Roll to go fast over solid terrain, via jet propulsion, mechanized leg engines, etc. Room for 1 passenger.
Ablatine Plates (1 Lens, 1 Disc). Avoid one slam from physical damage. Resets during your next In the Lab beat. (Can’t stack with 3d-Printed Ablatine.)
Omega Engine (2 coils, 2 gems). Mark 2 turbo. Your armour transforms for a few minutes, getting bigger, brighter, or cooler in some way. You get +1 kick on all related actions and can roll to create a powerful, room-sized force field which requires focused concentration.
[ +- ] Reality Cannon
If you shine light through a kramshon crystal, you see a brand new colour. If you fire a high-powered beam of coherent photons through a kramshon crystal, you can scramble reality itself. And guess what! Most things, including monsters, are made of reality! Have fun!
FUNCTION
Roll to scramble things with a powerful reality beam (either destructive and permanent, or unpleasant and temporary).
Parameter Dial (2 Discs). Roll to temporarily shift or calibrate minor features of a target, like colour, texture, volume, odor, temperature, etc.
Exponent Coil (1 Coil, 1 Gem). Roll to temporarily create 2d6 alternate versions of a subject or object. They appear nearby. One is usually evil.
Subjectivity Diode (1 Lens, 1 Gem). Create a temporary illusionary reality for a specific target. The effect happens within their senses.
Matter Lens (1 Lens, 1 Disc). Roll to create large amounts of soft, amorphous matter, which coheres into random objects and terrain with time. Specific, complex, or immediate forms may require kick.
Concept Inverter (2 Gems, 2 Discs). Roll to invert a target’s adjective—something "dry" might turn "wet," for example. You choose. Adjectives are relative to yourself (i.e., an elephant is "big"). As always, substantial or dramatic results ("living" to "dead," etc.) may require kick or multiple rolls.
[ +- ] Riftninja Sneakers
Riftninja sneakers are branded as performance-wear for pro-level capture-the-flag athletes, hoping to distance themselves from their core market of graffiti artists, vandals, thieves, and kids trying to sneak out of the house.
FUNCTION
Use astral phasing to become slightly not here, ghostly and ethereal, which can help you sneak around.
Hyperphaser (1 Lens, 1 Gem). You can roll to phase through walls and other matter.
Anti-Negafriction Outsoles (1 Gem, 1 Disc). You can run up walls, hang from ceilings, etc. Complex or risky maneuvers may require a roll, as usual.
Powered Midsoles (1 Coil, 1 Gem). Run, jump, and slide super fast, easily keeping up with hoverboards.
Reaction Switch (1 Coil, 1 Disc). Mark 1 turbo to avoid a physical slam by turning ghostly just before it hits.
Plane Haunt (2 Lenses, 2 Gems). Spend 1 turbo to create a extra version of yourself. You share resources and can roll to swap minds. Ends after a few hours or whenever one of you takes a slam and disintegrates horribly (that slam lingers with the remaining "you" as concept shock). Also, mark 1 turbo to clear 2 trouble. There was a you covering at home this whole time.
[ +- ] Robotic Companion
Loners, geniuses, and kids with too much love to give all inevitably create signature devices capable of feeling things. Is it a hovering companion drone, a lumbering utility mech, an inflatable personal healthcare assistant, or something else?
FUNCTION
As smart and loyal as a dog. Can follow closely, lift and carry things you could, communicate vaguely, and you can roll to have it do simple tasks, like fetch.
Weapons (1 Coil, 1 Gem). Roll to have your robot attack, at a distance or in melee, lethally or non-lethally, with weapons you’ve designed. What are they?
Mobility Boosters (1 Lens, 1 Disc). Roll to have your robot go really fast. Can carry a passenger or two. Ditch the hoverboard and hop on.
Heavy-Duty Servos (1 Coil, 1 Gem). Roll to have your robot lift or carry very heavy things, slowly crush things in its hands, or jump great distances.
Guardian Mode (1 Lens, 1 Gem). Mark 1 turbo to have your robot protect you or a nearby teammate from a physical slam.
Neural Network (4 discs). Your robot now has the intelligence, communication skills, and common sense of a human child, and grows smarter and more independent each day. Mark 1 legacy. They grow up so fast.
[ +- ] Skipmode Runners
Skip boring. Skip average. Skip to the good part with Skipmode runners. The commercial shows a kid fast-forwarding through his homework, but everyone knew it was just clever marketing for a fairly average modular shoe. Until sluggers got ahold of them...
FUNCTION
Use your powered midsoles to run, jump, and slide super fast, easily keeping up with hoverboards.
Anti-Negafriction Outsoles (1 Gem, 1 Disc). You can run up walls, hang from ceilings, etc. Complex or risky manoeuvres may require a roll, as usual.
Energy Tenser (1 Coil, 1 Disc). With a running start, roll to teleport in-universe. If you can’t see your destination, potential problems are worse.
Temporal Scrubber (1 Lens, 1 Gem). Reveal you’ve been fast-forwarding through most of this snooze fest. Refill 1 hype. Mark 1 trouble and try not to think about all you’ve missed by not being present. Being constantly stoked is not the same as living
Chrono Clip (1 Disc, 1 Gem). Mark 1 turbo to avoid a physical slam by skipping a few seconds into the future. Others think you disappeared briefly.
Causality Hoop (2 Gems, 1 Lens, 1 Coil). Mark 2 turbo to rewind time a few seconds and retry an action, warn someone of a slam, change tactics, etc. (Due to, uh, temporal rippling, game resources like boost, trouble, etc. still stay as they are, however.)
[ +- ] Voidwear Backpack
The back-breaking sport of shoulder-hoarding was transformed by Miper’s iconic, ubiquitous Voidwear® backpack, which uses [stolen] proprietary shipping technology to allow you to carry the contents of your bedroom in a simple 1-pocket cinch.
FUNCTION
Store any amount of objects smaller than a person in your bag’s pocket dimension. Roll to see if you happen to have a specific everyday item in there.
Astral Intake (1 Coil, 1 Disc). Mark 1 turbo and roll to pull a unique, specialized, or implausible item from the multiverse, like antitoxin, an alien lifeform, or almost the exact keycard you need.
Omni-Siphon (1 Coil, 1 Gem). Roll to vent a cocktail of energy from the multiverse. Use it as a makeshift weapon, jump pack, or charging station.
Chaos Vent (1 Coil, 1 Disc). Mark 1 turbo. Turn your bag into a one-way portal to a randomly selected world. The bag goes with you.
Collapsible Panels (1 Coil). You can fold your bag into itself, leaving only a single zipper tab in your hand, which can be used to reopen the bag.
Reversible Zipper (2 Coils, 1 Gem, 1 Disc). Roll to turn your bag inside out. You and everyone and everything in a room-sized area are now floating inside your bag, surrounded by all your junk. Outside observers simply see a bag lying on the ground.
[color="white;background-color:#000000;display: block;padding: 0.2rem;"][b]SIGNATURE[/b][/color]
[2column]
[col]
[b][size=120]TURBO[/size][/b]
[table]
[b]BOOST[/b]|[b]BOOST[/b]|[b]LOCKED[/b]|[b]KICK[/b]|[b]KICK[/b]|[b]LOCKED[/b]
[_=0/1]|[_=0/1]|[_=0/1]|[_=0/1]|[_=0/1]|[_=0/1]
[/table]
[/col]
[col]
[b][size=120]SPARE COMPONENTS[/size][/b]
[table]
LENSES|COILS
[_=0/1][_=0/1][_=0/1]|[_=0/1][_=0/1][_=0/1]
DISCS|GEMS
[_=0/1][_=0/1][_=0/1]|[_=0/1][_=0/1][_=0/1]
[/table]
[/col]
[/2column]
[b][size=120]UNIVERSAL MODS[/size][/b]
[2column]
[col]
[_=0/1] [b]Power Cell[/b]
Turbo gains 1 kick
[_=0/1] [b]Stabilizer[/b]
Turbo gets 1 boost
[/col]
[col]
[_=0/1] [b]Kickbashed.[/b] Buy a mod from another device.
[_=]
[_=]
[/col]
[/2column]
[spoiler="Gravity Blaster"]
[2column]
[col]
Oh, gravity. Thinks it’s so tough, but even an entire planet’s worth can’t beat the static field generated by a balloon rubbed on your little sister’s head. But you gotta love an underdog, and with enough concentrators, exciters, and dilators you can still get this one to bark.
[b][size=120]FUNCTION[/size][/b]
Roll to damage things at a distance with a blast of crushing force (or pummel stuff with non-lethal grav torrents)
[b][size=120]LOOK[/size][/b]
gauntlet, glove, carbine, pistol, cannon, powerpack, orb, wand, visor, something else
[/col]
[col]
[b][size=120]MODS[/size][/b]
[_=0/1][b]Endurance Engine (1 Coil, 1 Gem).[/b] Roll to coarsely lift, push, and pull things at a distance, with the accuracy and power of a tractor.
[_=0/1][b]Agility Pin (1 Lens, 1 Disc). [/b]Roll to manipulate things at a distance with the accuracy and power of two human hands.
[_=0/1][b]Impulse Rig (1 Lens, 1 Coil). [/b]Roll to launch yourself high in the air, use your beam like a grappling hook, or give yourself a burst of speed.
[_=0/1][b]Gravity Spasm (1 Lens, 1 Gem). [/b]Mark 1 turbo to avoid a physical slam by creating a brief, invisible force field.
[_=0/1][b]Gravity Inverter ((2 Coils, 1 Lens, 1 Gem). [/b]Roll to temporarily modify the gravity of a room-sized or smaller area you target with your gravity beam. Choose whether the gravity there is increased, decreased, reversed, pointing sideways, etc. Roll each time you want to change it.
[/col]
[/2column]
[/spoiler]
[spoiler="Hardlight Board"]
[2column]
[col]
Create a board made of solid, stable light with this wrist-mounted device. Out of the box, it’s basically just a standard hoverboard you can use as a nightlight, but a good programmer can unlock its true photonic potential. Hold onto your waveforms!
[b][size=120]FUNCTION[/size][/b]
Go fast over solid terrain on a hoverboard made from crystallized light. Make your board non-exist and re-exist at will.
[b][size=120]LOOK[/size][/b]
purple city, blue sunset, loud stars, white heat, pink ice, teal god, neon black, something else
[/col]
[col]
[b][size=120]MODS[/size][/b]
[_=0/1][b]Photon Vent (1 Coil, 1 Gem). [/b]Roll to create trails of semi-permanent, slightly brittle hardlight behind you, which float in space until they fade.
[_=0/1][b]Energy Lattice (1 Lens, 1 Coil).[/b] Roll to reform your board into custom shapes, including tools, hand weapons, and other useful objects of a similar size.
[_=0/1][b]Photon Exciter (1 Lens, 1 Coil). [/b]Roll to damage things you grind, slide, ollie over, or just smack with your board.
[_=0/1][b]Flicker Switch (1 Lens, 1 Gem).[/b] Avoid a physical slam by marking 1 turbo. You blink out of existence for a second. What’s it feel like?
[_=0/1][b]Matter Photonizer (2 Coils, 1 Lens, 1 Gem).[/b] Mark 2 turbo to turn yourself (and your gear) into pure light. The rest of the world pauses. You can’t affect the paused world, but you can observe and move around in it. Time starts again after about an hour, or once you’ve moved 100 total feet.
[/col]
[/2column]
[/spoiler]
[spoiler="Hyperoptic Visor"]
[2column]
[col]
Why have your face glued to your phone when you can have your phone glued to your face? Visors, goggles, and other hands-free consoles are popular among nerds, videographers, and anyone who needs to text while eating a footlong sub.
[b][size=120]FUNCTION[/size][/b]
Use an advanced HUD to access information, capture pictures and video, send texts, play Ruby Rush, and do everything else you could with a phone.
[b][size=120]LOOK[/size][/b]
goggles, visor, shades, glasses, eyepiece, mask, helmet, contact lenses, something else
[/col]
[col]
[b][size=120]MODS[/size][/b]
[_=0/1][b]Realmware Lens (1 Lens, 1 Disc). [/b]Roll to see energy fields, invisible entities, and in-depth biometrics. Also acts as a spacetime ampimeter (page 64).
[_=0/1][b]Omniscience Aperture (1 Lens, 1 Coil). [/b]You can see through walls, into objects, and all around you. Also, mark 1 turbo to avoid dodgeable slams.
[_=0/1][b]Spacetime Periscope (1 Lens, 1 Coil). [/b] Roll to press up against the spacetime membrane and spy on a neighbouring universe.
[_=0/1][b]Powered Crunk Filter (1 Disc, 1 Gem).[/b] Mark +1 style when you successfully use a trick to take a dope picture or video.
[_=0/1][b]Adv. Neural Imaging (2 Lenses, 1 Coil, 1 Disc).[/b] You can roll to see and record a subject’s active surface thoughts. It’s obvious you’re doing it, but adding kick allows you to do it secretly and/or zoom into deeper thoughts and memories. Use caution.
[/col]
[/2column]
[/spoiler]
[spoiler="Kinetic Deck"]
[2column]
[col]
Inertial sweepers and momentum cells have been standard in hoverboards for years, allowing higher top speeds for classic kick-push decks. Only recently have slugblasters discovered that a little ballast-modification can break the laws of hoverboard physics completely.
[b][size=120]FUNCTION[/size][/b]
Go fast over solid terrain. Make your board super heavy at will, either as an effective attack or to protect it from theft.
[b][size=120]LOOK[/size][/b]
[_=]
[_=]
[/col]
[col]
[b][size=120]MODS[/size][/b]
[_=0/1][b]Proximity Lock (2 Discs). [/b]Your deck returns to you, if possible. May require a roll if the path isn’t clear or it faces resistance.
[_=0/1][b]Stasis Anchor (1 Coil, 1 Gem. [/b]Make your deck completely immovable, floating frozen in space, until you deactivate it.
[_=0/1][b]Density Pedal (1 Coil, 1 Gem). [/b]Roll to increase or decrease your own mass dramatically. Make your body lighter than air, make your fist heavier than uranium, and don’t let anyone push you around.
[_=0/1][b]Inertial Vortex (1 Coil, 1 Disc). [/b]Roll to subtract momentum from a room-sized area around you, slowing nearby enemies and objects. Alternatively, mark 1 turbo to avoid a slam from kinetic attacks.
[_=0/1][b]Dimensional Ballast (2 Coils, 1 Gem, 1 Disc). [/b]Roll to decrease your mass drastically by temporarily shedding some of your dimensions! Turn 2D and hide against a wall, or briefly exist outside time! Try adding a dimension even. Why not? You do you.
[/col]
[/2column]
[/spoiler]
[spoiler="Negafriction Sword"]
[2column]
[col]
Negafriction is just what it sounds like: complete nonsense. Normally, friction converts kinetic energy into heat, causing objects to slow down and get warmer. But negafriction swords speed up and get cooler. Just like you!
[b][size=120]FUNCTION[/size][/b]
Roll to slice, dice, chop, and stab things (or non-lethally smack them with the kinetically-charged sheath).
[b][size=120]LOOK[/size][/b]
ancient, futuristic, hardlight, carbon fibre, katana, scimitar, modern, longsword, something else
[/col]
[col]
[b][size=120]MODS[/size][/b]
[_=0/1][b]Slip Rattle (1 Coil, 1 Disc). [/b]Roll to teleport in-universe by slicing spacetime. If you can’t see your destination, potential problems are worse.
[_=0/1][b]Field Projector (1 Lens, 1 Coil). [/b]Roll to temporarily remove the surface friction from a room-sized area near you.
[_=0/1][b]Ref Coating (1 Lens, 1 Gem). [/b] Avoid slams from lasers and other electromagnetic energy by marking 1 turbo, redirecting the attack wherever you wish.
[_=0/1][b]Negafriction Wake (1 Disc, 1 Gem). [/b]Roll to boost your speed as your sword accelerates through matter (even air) and pulls you along.
[_=0/1][b]Subdimensional Edge (2 gems, 1 lens, 1 coil). [/b] You can roll to temporarily slice entire dimensions off of a target, turning a 3D object 2D, for example, or removing someone from the timestream. The target re-coheres after a minute or two. It’s not pleasant, but mostly harmless.
[/col]
[/2column]
[/spoiler]
[spoiler="Photonic Jacket"]
[2column]
[col]
Metamaterial clothing has been working hard to keep kids’ atoms intact since slugblasting started, but Miper’s Billy Blazer® and similar photonic jackets have taken the scene by storm. Blend into the scenery, stand out from the crowd, and stay alive more to thrive more.
[b][size=120]FUNCTION[/size][/b]
Display colours, images, and patterns on the fabric’s surface. Also, nope slams from lasers and other electromagnetic energy for only 1 trouble.
[b][size=120]LOOK[/size][/b]
blazer, bomber, denim, leather, hoodie, trench, coveralls, windbreaker, raincoat, something else
[/col]
[col]
[b][size=120]MODS[/size][/b]
[_=0/1][b]Flash Patterns (1 Lens, 1 Disc).[/b] Roll to blind, daze, confuse, entrance, or cause seizures in targets that can see your jacket.
[_=0/1][b]Ambiance Panel (1 Gem, 1 Coil).[/b] Freely program non-realistic, translucent graphics within ten feet of you, or roll to create a more convincing illusion. Preparation and/or image data may be required.
[_=0/1][b]Photo Bypass (1 Coil, 1 Lens).[/b] Roll to fold normal light around you and blend in with your surroundings. Remember to put your hood up!
[_=0/1][b]Hardlight Upscaling (1 Lens, 1 Disc).[/b] Roll to temporarily augment your jacket with useful hardlight ornaments such as glowing tentacles, giant polygonal fists or briefly serviceable wings.
[_=0/1][b]Concept Prism (2 Lenses, 1 Gem, 1 Disc).[/b] Mark 1 turbo. You temporarily split into 3d6 colourful instances of yourself. They are difficult to control, but tend to act like you would and stay nearby.
[/col]
[/2column]
[/spoiler]
[spoiler="Powered Armor"]
[2column]
[col]
3D-printed armour, repurposed exoskeletons, and Slipmarket battle suits didn’t hit the scene until fairly recently, but their modular frameworks make them perfect for creative slugblasters looking to do something bespoke and original.
[b][size=120]FUNCTION[/size][/b]
Nope slams from falls, crushing, hits, and other kinetic damage for only 1 trouble. Don and doff fast via an automated process.
[b][size=120]LOOK[/size][/b]
flashy, utilitarian, combat jacket, skinsuit, hardsuit, post-motocross, mining exo, something else
[/col]
[col]
[b][size=120]MODS[/size][/b]
[_=0/1][b]Heavy-Duty Servos (1 Coil, 1 Gem). [/b]Roll to lift or carry very heavy things, slowly crush things in your hands, or jump great distances.
[_=0/1][b]Weapons System (1 Lens, 1 Gem).[/b] Roll to attack, at a distance or in melee, lethally or non-lethally, with either attack-speed blows or other weapons you design. What are they?
[_=0/1][b]Mobility Boosters (1 Coil, 1 Disc). [/b]Roll to go fast over solid terrain, via jet propulsion, mechanized leg engines, etc. Room for 1 passenger.
[_=0/1][b]Ablatine Plates (1 Lens, 1 Disc).[/b] Avoid one slam from physical damage. Resets during your next In the Lab beat. (Can’t stack with 3d-Printed Ablatine.)
[_=0/1][b]Omega Engine (2 coils, 2 gems). [/b] Mark 2 turbo. Your armour transforms for a few minutes, getting bigger, brighter, or cooler in some way. You get +1 kick on all related actions and can roll to create a powerful, room-sized force field which requires focused concentration.
[/col]
[/2column]
[/spoiler]
[spoiler="Reality Cannon"]
[2column]
[col]
If you shine light through a kramshon crystal, you see a brand new colour. If you fire a high-powered beam of coherent photons through a kramshon crystal, you can scramble reality itself. And guess what! Most things, including monsters, are made of reality! Have fun!
[b][size=120]FUNCTION[/size][/b]
Roll to scramble things with a powerful reality beam (either destructive and permanent, or unpleasant and temporary).
[b][size=120]LOOK[/size][/b]
gauntlet, glove, carbine, pistol, cannon, visor, powerpack, orb, wand, something else
[/col]
[col]
[b][size=120]MODS[/size][/b]
[_=0/1][b]Parameter Dial (2 Discs).[/b] Roll to temporarily shift or calibrate minor features of a target, like colour, texture, volume, odor, temperature, etc.
[_=0/1][b]Exponent Coil (1 Coil, 1 Gem).[/b] Roll to temporarily create 2d6 alternate versions of a subject or object. They appear nearby. One is usually evil.
[_=0/1][b]Subjectivity Diode (1 Lens, 1 Gem).[/b] Create a temporary illusionary reality for a specific target. The effect happens within their senses.
[_=0/1][b]Matter Lens (1 Lens, 1 Disc).[/b] Roll to create large amounts of soft, amorphous matter, which coheres into random objects and terrain with time. Specific, complex, or immediate forms may require kick.
[_=0/1][b]Concept Inverter (2 Gems, 2 Discs).[/b] Roll to invert a target’s adjective—something "dry" might turn "wet," for example. You choose. Adjectives are relative to yourself (i.e., an elephant is "big"). As always, substantial or dramatic results ("living" to "dead," etc.) may require kick or multiple rolls.
[/col]
[/2column]
[/spoiler]
[spoiler="Riftninja Sneakers"]
[2column]
[col]
Riftninja sneakers are branded as performance-wear for pro-level capture-the-flag athletes, hoping to distance themselves from their core market of graffiti artists, vandals, thieves, and kids trying to sneak out of the house.
[b][size=120]FUNCTION[/size][/b]
Use astral phasing to become slightly not here, ghostly and ethereal, which can help you sneak around.
[b][size=120]LOOK[/size][/b]
hi-tops, low-tops, mids, slip ons, boots, flats, platforms, laserblades, hikers, something else
[/col]
[col]
[b][size=120]MODS[/size][/b]
[_=0/1][b]Hyperphaser (1 Lens, 1 Gem).[/b] You can roll to phase through walls and other matter.
[_=0/1][b]Anti-Negafriction Outsoles (1 Gem, 1 Disc).[/b] You can run up walls, hang from ceilings, etc. Complex or risky maneuvers may require a roll, as usual.
[_=0/1][b]Powered Midsoles (1 Coil, 1 Gem).[/b] Run, jump, and slide super fast, easily keeping up with hoverboards.
[_=0/1][b]Reaction Switch (1 Coil, 1 Disc). [/b]Mark 1 turbo to avoid a physical slam by turning ghostly just before it hits.
[_=0/1][b]Plane Haunt (2 Lenses, 2 Gems). [/b]Spend 1 turbo to create a extra version of yourself. You share resources and can roll to swap minds. Ends after a few hours or whenever one of you takes a slam and disintegrates horribly (that slam lingers with the remaining "you" as concept shock). Also, mark 1 turbo to clear 2 trouble. There was a you covering at home this whole time.
[/col]
[/2column]
[/spoiler]
[spoiler="Robotic Companion"]
[2column]
[col]
Loners, geniuses, and kids with too much love to give all inevitably create signature devices capable of feeling things. Is it a hovering companion drone, a lumbering utility mech, an inflatable personal healthcare assistant, or something else?
[b][size=120]FUNCTION[/size][/b]
As smart and loyal as a dog. Can follow closely, lift and carry things you could, communicate vaguely, and you can roll to have it do simple tasks, like fetch.
[b][size=120]LOOK[/size][/b]
android, mech, drone, quadruped, biped, rolling, hovering, metal, plastic, something else
[/col]
[col]
[b][size=120]MODS[/size][/b]
[_=0/1][b]Weapons (1 Coil, 1 Gem). [/b]Roll to have your robot attack, at a distance or in melee, lethally or non-lethally, with weapons you’ve designed. What are they?
[_=0/1][b]Mobility Boosters (1 Lens, 1 Disc).[/b] Roll to have your robot go really fast. Can carry a passenger or two. Ditch the hoverboard and hop on.
[_=0/1][b]Heavy-Duty Servos (1 Coil, 1 Gem). [/b]Roll to have your robot lift or carry very heavy things, slowly crush things in its hands, or jump great distances.
[_=0/1][b]Guardian Mode (1 Lens, 1 Gem).[/b] Mark 1 turbo to have your robot protect you or a nearby teammate from a physical slam.
[_=0/1][b]Neural Network (4 discs). [/b]Your robot now has the intelligence, communication skills, and common sense of a human child, and grows smarter and more independent each day. Mark 1 legacy. They grow up so fast.
[/col]
[/2column]
[/spoiler]
[spoiler="Skipmode Runners"]
[2column]
[col]
Skip boring. Skip average. Skip to the good part with Skipmode runners. The commercial shows a kid fast-forwarding through his homework, but everyone knew it was just clever marketing for a fairly average modular shoe. Until sluggers got ahold of them...
[b][size=120]FUNCTION[/size][/b]
Use your powered midsoles to run, jump, and slide super fast, easily keeping up with hoverboards.
[b][size=120]LOOK[/size][/b]
hi-tops, low-tops, mids, slip-ons, boots, flats, platforms, laserblades, hikers, something else
[/col]
[col]
[b][size=120]MODS[/size][/b]
[_=0/1][b]Anti-Negafriction Outsoles (1 Gem, 1 Disc).[/b] You can run up walls, hang from ceilings, etc. Complex or risky manoeuvres may require a roll, as usual.
[_=0/1][b]Energy Tenser (1 Coil, 1 Disc). [/b]With a running start, roll to teleport in-universe. If you can’t see your destination, potential problems are worse.
[_=0/1][b]Temporal Scrubber (1 Lens, 1 Gem).[/b] Reveal you’ve been fast-forwarding through most of this snooze fest. Refill 1 hype. Mark 1 trouble and try not to think about all you’ve missed by not being present. Being constantly stoked is not the same as living
[_=0/1][b]Chrono Clip (1 Disc, 1 Gem). [/b]Mark 1 turbo to avoid a physical slam by skipping a few seconds into the future. Others think you disappeared briefly.
[_=0/1][b]Causality Hoop (2 Gems, 1 Lens, 1 Coil). [/b]Mark 2 turbo to rewind time a few seconds and retry an action, warn someone of a slam, change tactics, etc. (Due to, uh, temporal rippling, game resources like boost, trouble, etc. still stay as they are, however.)
[/col]
[/2column]
[/spoiler]
[spoiler="Voidwear Backpack"]
[2column]
[col]
The back-breaking sport of shoulder-hoarding was transformed by Miper’s iconic, ubiquitous Voidwear® backpack, which uses [stolen] proprietary shipping technology to allow you to carry the contents of your bedroom in a simple 1-pocket cinch.
[b][size=120]FUNCTION[/size][/b]
Store any amount of objects smaller than a person in your bag’s pocket dimension. Roll to see if you happen to have a specific everyday item in there.
[b][size=120]LOOK[/size][/b]
nylon, canvas, denim, leather, plastic, hardlight, mirage-weave, satchel, something else
[/col]
[col]
[b][size=120]MODS[/size][/b]
[_=0/1][b]Astral Intake (1 Coil, 1 Disc).[/b] Mark 1 turbo and roll to pull a unique, specialized, or implausible item from the multiverse, like antitoxin, an alien lifeform, or almost the exact keycard you need.
[_=0/1][b]Omni-Siphon (1 Coil, 1 Gem).[/b] Roll to vent a cocktail of energy from the multiverse. Use it as a makeshift weapon, jump pack, or charging station.
[_=0/1][b]Chaos Vent (1 Coil, 1 Disc).[/b] Mark 1 turbo. Turn your bag into a one-way portal to a randomly selected world. The bag goes with you.
[_=0/1][b]Collapsible Panels (1 Coil). [/b]You can fold your bag into itself, leaving only a single zipper tab in your hand, which can be used to reopen the bag.
[_=0/1][b]Reversible Zipper (2 Coils, 1 Gem, 1 Disc).[/b] Roll to turn your bag inside out. You and everyone and everything in a room-sized area are now floating inside your bag, surrounded by all your junk. Outside observers simply see a bag lying on the ground.
[/col]
[/2column]
[/spoiler]
Carbon Grey. Uses the Magnetic D6, a variant of the Open D6 system.
[ +- ] Carbon Grey
Carbon Grey Character Registration Form
Name:(Placeholder)
Archetype:(Placeholder)
Age:(Placeholder)
Height:(Placeholder)
Build:(Placeholder)
Personality:(Placeholder)
Quote:(Placeholder)
Connection To Other Characters:(Placeholder)
Persona Obligations:(Placeholder) Quirks:(Placeholder) Remarkable Abilities:(Placeholder)ARM:00 SRP Defenses
Surprised:00
Readied:00
Psyche:00
StunnedCan't take any Basic actions for rest of combat round WoundedAs Stunned, STR (Stamina) DN 15 or fall prone, -1D to all rolls IncapacitatedFalls prone and unconscious, can't take any action Mortally WoundedAs Incapacitated, roll 2D at end of every rounds, if result lower than # of rounds Mortally Wounded, die Fatigue:Cumulative -1D on all actions until removed. If equals or above STR, Mortally wounded Diseases And Mental Trauma:(none)
DEXterity
0D+0
PERception
0D+0
Acrobatics
0D+0
Evaluate
0D+0
Melee
0D+0
Gambling
0D+0
Reflex
0D+0
Instinct
0D+0
Ride
0D+0
Investigate
0D+0
Sleight of Hand
0D+0
Marksmanship
0D+0
Stealth
0D+0
Streetwise
0D+0
KNOwledge
0D+0
STRength
0D+0
Espionage
0D+0
Brawl
0D+0
Medical
0D+0
Climb/Jump
0D+0
Scholar
0D+0
Lifting
0D+0
Sciences
0D+0
Stamina
0D+0
Survival
0D+0
Swimming
0D+0
Technical
0D+0
Throwing
0D+0
MEChanical
0D+0
WILlpower
0D+0
Demolitions
0D+0
Bargain
0D+0
Drive
0D+0
Charm
0D+0
Engineer
0D+0
Command
0D+0
Gunner
0D+0
Con
0D+0
Pilot
0D+0
Grit
0D+0
Repair/Disable
0D+0
Intimidation
0D+0
Continuity Flux Skills
MANipulate:0D+0
DIVine:0D+0
TRAnsmogrify:0D+0
Merits/Demerits
Hero Points:00
Corruption Points:00
Skill Points:00
Memento:(Placeholder)Weapons, Armor & Gear:(Placeholder) Marks:(Placeholder) Carying Capacity:00/00 (above x1 but less than x2: -1D skill rolls, above x2 but less than x3: -2D on all skill rolls, above x3: cannot take actions and defenses -1)
CHARACTER INFO Name:? Background:? Class:? Level:1 XP:0 Credits:0
ATRIBUTES
Ability
Score
Bonus
STR
10
DEX
10
CON
10
INT
10
WIS
10
CHR
10
SKILLS
Skill
Level
Roll
?
1
2d6+1
HEALTH
Attribute
Value
HP Max
?
HP Current
?
System Strain
0
COMBAT
Attribute
Value
AC
10
Attack Bonus
0
Enc Ready
? /
Enc Stowed
? /
Movement speed
10 meters ( squares)
SAVES
Save
Value
Roll
Physical
1d20 DC
Evasion
1d20 DC
Mental
1d20 DC
GEAR
Item
Cost
Encumberance
Tech Level
Ready?
Backpack
50
0
4
Stowed
Compad
100
0
4
Ready
ARMOR
Type
Armor Class
Cost
Enc
TL
Secure Clothing
13
300
1
4
MELEE WEAPONS
Weapon
ToHit
Damage
Shock
Cost
Enc
TL
Ready?
RANGED WEAPONS
Ranged
ToHit
Damage
Range
Cost
Magazine
Enc
TL
Ready?
FOCUS
PSYCHIC ABILITIES
GOAL
Every character should have a goal from the very start. This might be something as simple as:
- "Become wealthy beyond my fondest dreams of avarice"; or
- "Be known as the greatest pilot in the sector"; or
- "Help people in need", etc.
Every character should have a goal from the very start. This might be something as simple as:
- "Become wealthy beyond my fondest dreams of avarice"; or
- "Be known as the greatest pilot in the sector"; or
- "Help people in need", etc.