CONNECT
NotesWhen 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.
TRUST ME
NotesWhen 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.
PROVE YOUR WORTH
NotesWhen 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.
FORCE IS NECESSARY
Notes
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
CONFRONT
NotesWhen 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.
ASSIST
NotesWhen 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.
ASSESS A BEING
NotesTo 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?
INFLUENCE
NotesWhen 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.
SCAN A SITUATION
NotesWhen 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?
TEAMWORK
NotesWhen 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.
Minions - Blobs
NotesThe Unfamiliar
You have a number of small minions to help with engineering or scientific tasks and ship maintenance. They cannot be used in combat. Their assistance gives you or any single crewmate you designate a +1 for any moves that repair the ship, and they independently repair 1 ship damage box a day without any action from a crewmember. Gloop's minions are blobs of his body that he pulls off.
[_=The Unfamiliar]
[_=You have a number of small minions to help with engineering or scientific tasks and ship maintenance. They cannot be used in combat. Their assistance gives you or any single crewmate you designate a +1 for any moves that repair the ship, and they independently repair 1 ship damage box a day without any action from a crewmember. Gloop's minions are blobs of his body that he pulls off.]
Alien Form - Shapeshifting
NotesThe Unfamiliar
Gloop has the shapeshifting ability. Limit: Gloop's skin color doesn't change, only their shape. Drawback: assuming complex shapes is tiring - the more complex, the more it takes out of them.
[_=The Unfamiliar]
[_=Gloop has the shapeshifting ability. Limit: Gloop's skin color doesn't change, only their shape. Drawback: assuming complex shapes is tiring - the more complex, the more it takes out of them.]
Not Like You
NotesThe Unfamiliar
You can survive things that most of the other crew members cannot. When faced with a substance or environmental condition that is dangerous to the crew, roll +Body. Miss: Suffer same as everyone else. 7-9: the effect is much slower or less dangerous to you. Ignore the first Condition you'd mark because of the environment. 10+, you are completely immune.
[_=The Unfamiliar]
[_=You can survive things that most of the other crew members cannot. When faced with a substance or environmental condition that is dangerous to the crew, roll +Body. Miss: Suffer same as everyone else. 7-9: the effect is much slower or less dangerous to you. Ignore the first Condition you'd mark because of the environment. 10+, you are completely immune.]
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