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Stars
Rise
LaTorra & Koebel
What is this?
Getting Started
Settings
Each game of Black Stars Rise takes place in a setting,
which is made up of careers the players can choose from
and setups that the GM can use to launch a game. The
choice of setting and setup is up to the GM. This preview
contains one setting: Hinnom, TX.
Careers
A career describes what a player character does. Like
many people, a player character's abilities are largely
defined by what they do. A career provides values for the
three basic stats (Sharp, Steady, Tough), moves, lifestyle,
recovery, and advancement.
Each player chooses a career from the available
careers at the start of play. Every career not chosen
becomes an NPC (and potential replacement PC).
Setups
A setup serves to launch a game into motion. It provides
a general idea of the situation the PCs find themselves
in. Each setup has some choices for the GM to make, as
well as some decisions for the players to make.
Damage
The players will probably end up fighting something, or
themselves, sooner or later.
Weapons and their damage potential are measured
in dice. Light weapons are smaller or multi-purpose: a
pistol, a baseball bat, a crowbar, a knife. Light weapons
deal one dice of damage.
Heavy weapons are larger, tougher to conceal, and
sometimes illegal. Theyre clearly weapons: a rifle, a
sword, a pitchfork. Heavy weapons deal two dice of
damage.
Special weapons fit neither category. Sometimes
theyll do 3 or more dice of damage. Sometimes theyll
have +x damage.
When rolling damage, roll all the dice and take the
best one.
Armor
Some humans (and many stranger things) have armor.
Armor reduces damage. For humans, just about any
normal gear (bullet proof vest or the like) is 1 armor
at most, except maybe magical protection. The average
human has no armor.
NPC Damage
Each NPC has a Threshold. Damage below their threshold
is relatively minor, over the threshold is serious business.
When an NPC takes damage, subtract their armor
(if any). If any damage remains after armor, the NPC
takes a condition appropriate to the situation of the GMs
choosing. If the damage after armor is greater than the
NPCs threshold, they take one more condition for each
point over.
Conditions can be whatever makes sense. Sometimes a
condition will take an NPC out of the fight immediately.
A player taking advantage of one or more conditions
gets +1 to any rolls involved (its +1 no matter how many
conditions). An NPC with a number of conditions equal
or greater than their threshold is almost certainly dead,
though they may be dead before that (if they get the
dying condition and arent treated, for example).
Example: Sam shoots the mad cultist bearing down
on him. He rolls 4 damage. The cultist is a typical
human: 0 armor and threshold 3. Since some damage
gets past the armor, he takes a condition, and the GM
decides on Winged: blood spilling down a gash in his
forehead. The damage after armor is one greater than
his threshold, so he also gets Disoriented.
Player Damage
When a player character takes damage the GM will tell
them the worst it could be:
Breaks
Possibly more dangerous than physical harm are breaks.
A break is a mental mishapthink "break with reality"
or "breakdown." Breaks are printed by the GM. When a
move or the GM tells a player they gain a break, they
draw one from the top of the break deck.
The card will describe what happens. Some may be
instantaneous: some missing time, maybe. Others will
stick around, like compulsion or disorder.
Breaks that stick around may be cured with time and
treatment, as prescribed by the GM. Good luck with
that. Humans are complex piles of irrational and poorly
understood mental mechanisms.
Advancement
Most advancement will be descriptive: if the characters
somehow gain new training or position, they get the
matching move.
If a character achieves some considerably victory
(saving something they care for, getting to the bottom
of a mystery) you can give them an advancement. Each
advancement lets them choose one new move from any
GMing
Take a Risk
Take a Risk
Take a Risk
Take a Risk
Take a Risk
Take a Risk
Take a Risk
Take a Risk
Take a Risk
Take a Risk
Take a Risk
Take a Risk
Take a Risk
Take a Risk
Take a Risk
Take a Risk
Take a Risk
Take a Risk
Suffer Harm
Suffer Harm
Suffer Harm
Suffer Harm
Suffer Harm
Suffer Harm
Suffer Harm
Suffer Harm
Suffer Harm
Suffer Harm
Suffer Harm
Suffer Harm
Suffer Harm
Suffer Harm
Suffer Harm
Suffer Harm
Suffer Harm
Suffer Harm
Keep It Together
Keep It Together
Keep It Together
Keep It Together
Keep It Together
Keep It Together
Keep It Together
Keep It Together
Keep It Together
Keep It Together
Keep It Together
Keep It Together
Keep It Together
Keep It Together
Keep It Together
Keep It Together
Keep It Together
Keep It Together
Study
Study
Study
Study
Study
Study
Study
Study
Study
Study
Study
Study
Study
Study
Study
Study
Study
Study
Edward
Dr. Doolittle
Babel
Howling Fantods
Rabbit's Foot
Beethoven's 5th
Missing Time
Painless
Tongues
Prophecy
Doctor
Choose two:
FIT
Sharp
Steady
Recovery
When you receive appropriate medical
treatment (GM's call), recover Suffer Harm.
When you build a basic human relationship
with someone (their player's call), recover
one of Take a Risk, Keep it Together, or Study,
your choice.
Forensics
Medic
Family Doctor
Name
History
I saved _______'s life, they know they're in
good hands with me. They take +1 to Keep it
Together in your presence. Others you save
enjoy the same benefit.
_______ has shown an interest in my work
which I appreciate. They get +1 Sharp in your
presence. Others who study under you enjoy
the same benefit.
I trust _______ to hear me out when the work
is too much. They take +1 when aiding you.
Others you open up to enjoy the same benefit.
First Aid
Notes
Miracle Worker
Reporter
Choose two:
FIT
Sharp
Steady
Recovery
When you receive appropriate medical
treatment (GM's call), recover Suffer Harm.
When you build a basic human relationship
with someone (their player's call), recover
one of Take a Risk, Keep it Together, or Study,
your choice.
Tell
Muckraker
Name
History
I filed a story on _____ and it made them look
goodthey owe me. They take +1 to aid you.
Others you report on enjoy the same benefit.
_____ helped me out with a particularly tough
story, we worked well together. They take +1
to aid you. Others who help you investigate
enjoy the same benefit.
I always give _____ a copy of my notes, just
in case someone comes after me. They take
+1 to aid you. Others who keep your secrets
enjoy the same benefits.
Camera Man
Connected
Notes
Librarian
Choose two:
FIT
Sharp
Steady
Recovery
When you receive appropriate medical
treatment (GM's call), recover Suffer Harm.
When you build a basic human relationship
with someone (their player's call), recover
one of Take a Risk, Keep it Together, or Study,
your choice.
Everybody Reads
Special Collection
Grimoir
Name
History
_____ donated something unique to my
collection. You get +1 to aid them. Others who
give generously to the library enjoy the same
benefit.
I helped _____ find something they thought
was lost. You gain a +2 bonus (instead of
+1) when they aid you in Studying. Others
who help you solve a mystery gain the same
benefit.
_____ and I share a taste in literature, we
discuss our reads on a regular basis. When
you recover with them you recover two moves
instead of one. Others who talk books with
you enjoy the same benefit.
Notes
Bookworm
Detective
Choose two:
FIT
Sharp
Steady
Recovery
When you receive appropriate medical
treatment (GM's call), recover Suffer Harm.
When you build a basic human relationship
with someone (their player's call), recover
one of Take a Risk, Keep it Together, or Study,
your choice.
Gut Feeling
Connected
Brawler
Self-Medicating
Undercover
Name
History
They liked _____ for a crime, but I found the
real perp. They take +1 to aid you. Others
whom you save from the long arm of the law
enjoy the same benefit.
_____ was a victim of a crime, I got to the
bottom of it. Ask their player any one question,
they must answer truthfully. Anyone you
investigate gets the same treatment.
_____ and I drink at the same bar, we drown
our woes together and toast the good times.
When you share a night of drinking with
them you recover two moves. Others who
become you drinking buddies enjoy the same
benefit.
Notes
Professor
Choose two:
FIT
Sharp
Steady
Recovery
When you receive appropriate medical
treatment (GM's call), recover Suffer Harm.
When you build a basic human relationship
with someone (their player's call), recover
one of Take a Risk, Keep it Together, or Study,
your choice.
Research
Knowledgeable
Mentor
Renown
Mechanic
Choose two:
FIT
Sharp
Steady
Recovery
When you receive appropriate medical
treatment (GM's call), recover Suffer Harm.
When you build a basic human relationship
with someone (their player's call), recover
one of Take a Risk, Keep it Together, or Study,
your choice.
Fix-It
Thugs
Name
History
I taught _____ and found them a notable
student. They gain +1 Sharp when in your
presence. Others who study under you enjoy
the same benefit.
_____ has an active amateur interest in my
field, which I encourage. They take +1 to aid
you.
I speak with _____ on matters beyond my
field, a welcome distraction. When you
unwind with them you recover two moves
instead of one.
Notes
Name
History
_____ helped me get started in this business,
I owe them. Take +1 to aid them. Others who
invest in your business get the same benefit.
I fixed something for _____ when they really
needed it. They take +1 to aid you. Others who
you do a favor for enjoy the same benefit.
_____ and I go way back. You always know
when something is wrong with them no
matter what separates you.
Improvised
Notes
Priest
Choose two:
FIT
Sharp
Steady
Recovery
When you receive appropriate medical
treatment (GM's call), recover Suffer Harm.
When you build a basic human relationship
with someone (their player's call), recover
one of Take a Risk, Keep it Together, or Study,
your choice.
Rites
Reliquary
Name
History
_____ is a member of my flock. So long as they
attend regularly choose one of their breaks:
it's under control. Other members of your
congregation enjoy the same benefit.
_____ helps me in my duties. They take +1 to
aid you. Others who take an active role in
the church gain the same benefit.
When my faith falters I come to _____ for
understanding and advice. When acting on
their advice you take +1 forward.
Minister
Notes
Superstition
Artist
Choose two:
Notable
Insight
FIT
Sharp
Steady
Recovery
When you receive appropriate medical
treatment (GM's call), recover Suffer Harm.
When you build a basic human relationship
with someone (their player's call), recover
one of Take a Risk, Keep it Together, or Study,
your choice.
Empathy
Name
History
_____ has been the subject of my art before.
Ask their player any one question, they must
answer truthfully. Anyone else who sits for
your art gets the same treatment.
I owe _____ for helping me through some
hard times. Take +1 to aid them. Others who
come to your aid enjoy the same benefit.
_____ can pull me out of myself when I get
too involved in my work. When you build
a connection with them choose a break
it's now under control. Others who break
through your shell enjoy the same benefit.
Notes
Renovation
It was a good deal. Not too good to be
truenothing isbut a nice apartment at
a nice price as the building came out of a
long renovation. It sold out fast, all dozen
apartments. The complaints were small at
firststandard apartment stuffbut now
people are talking. Maybe theres something
more going on here.
Which complaints have been reported?
Small items tend to decay and crumble as
if theyd been left here for years
The clear yowl of sirens, but no source
Loud clunky footsteps from above, but no
ones there
Pets panicking around the middle of the
second floor hallway
Small leaks of a curious pale green liquid
Urgent knocks, like someone desperate to
get in, from below the first floor.
Phone calls with snippets of unintelligible
chanting
Unknown creatures glimpsed in stairways