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VOID​HEIST 0.

22 
 

   
Chris McDowall 
Inspired by the union of: 
Blades in the Dark by OneSeven 
Mothership by Tuesday Knight Games 
 
You’re at least two jumps away from Earth. 
There’s an opportunity for a big score. 
Things worse than humans lurk in your way. 
 
 
 
 

   
DANGER ROLL  COMPLICATIONS 
When you do something risky roll a pool of  The GM tells you the complication, from this 
d6s and keep the highest single die.  list or their own.  
  ● Get Hurt 
1d for each Skill Point  ● Get Stressed 
+1d for having a useful assistant  ● Take Heat 
If you would roll 0d then roll 2d6 and keep  ● Worsen the position. 
the lowest.   ● Increase the risk. 
  ● Remove a safety net. 
1-3: FAIL: ​Suffer a Complication.  ● Show collateral damage. 
4-5: MESS:​ Do it but suffer a Complication.   ● Split the group. 
6: PASS: ​No Complications.   ● Advance a hostile plan. 
Multiple 6s: CRIT​. +1E or an extra benefit.  ● Exploit a flaw of a person or gear. 
  ● Deplete power or ammo. 
NOTATION  ● Force a tough choice. 
+1d means roll an extra die.  ● Make them explain themselves. 
+1E means increase the Effect Level  ● Expose a secret. 
  ● Create an inconvenient witness. 
If there’s no danger then there’s no need to  ● Cut off a supply. 
roll.  ● Put somebody bad on the inside. 
  ● Put them in debt. 
  ● Leave a loose thread for later. 
● Test their loyalty. 
  ● Make a new enemy.   

   
CLOCKS  EFFECT (E) 
Clocks start empty and gradually fill up.  These dictate how many Ticks the action 
Most clocks are 4-Clocks split into four  imposes on the relevant Clock, and generally 
segments.  how serious it is. 
   
When told to TICK a clock, fill in the next  1: Minor. A weaker effect that still adds up. 
empty section. When a Clock is full the GM  2: Standard. Significant progress towards 
describes the outcome.   the goal. 
  3: Major. Above and beyond the normal 
CONSEQUENCES  effect. 
In general the consequences for filling in a   
4-Clock are:  DEVIL’S BARGAIN 
1-2: Minor consequences, probably no  The GM can offer +1d or +1E in return for 
immediate mechanical effect.  taking a complication. 
3: Major consequences, possibly with a   
mechanical effect.  Sometimes the GM can offer automatic 
4: Critical consequences. Usually something  success in return for a major complication. 
that significantly changes your priorities.   
    WHEN TO ROLL 
Remember that Danger Rolls are only for 
situations that involve danger. Using a 
Computer to research vital data doesn’t 
require a Software Roll, and firing your 
torpedos at a stationery asteroid doesn’t 
require a Weaponry Roll. 
If the Computer is protected by 
countermeasures or the asteroid is hurtling 
towards your ship, now there’s Danger.  
   
DA​NGER  HURT 
Create a 4-Clock to track your Hurt. 
STRESS   
Create a 4-Clock to track your Stress.  TICK: 
  1 Hurt from improvised weapons 
TICK:  2 Hurt from serious weapons 
1 Stress from an unpleasant situation.  3 Hurt from extreme weapons 
2 Stress from a distressing situation.   
3 Stress from a nightmare situation.  CONSEQUENCES: 
  3: Injured - Tick 1 Stress 
CONSEQUENCES:  4: Dying - One chance to save yourself or be 
3: Panic - Nearby allies that do not share  saved. 
your Origin take 1 Stress.   
4: Your Instinct takes over, this varies based  RECOVER Hurt by getting medical attention 
on your Origin.  or taking downtime.  
   
RECOVER Stress when you indulge in  Beings with larger Hurt Clocks treat their 
normality or excess.   final two segments as Injured and Dying. 

     
 
 
   
HEAT  INTERESTING CONSEQUENCES 
Create a 4-Clock to track your Heat as a   
whole group (or subgroups if you split up).  When a Clock is full, Critical Consequences 
This is a measure of how much attention  should immediately call for a response and 
you’ve drawn to your operation.  change the way the job is proceeding.  
   
TICK:  Critical Consequences for Heat can be less 
1 Heat from leaving a loose thread.  obvious than Hurt and Stress, but remember 
2 Heat from causing a commotion.  they should be a major change to the job. 
3 Heat from totally blowing your cover.  Whoever is opposing the players, have them 
  come down hard and turn the situation from 
CONSEQUENCES:   cool to hot. The job might still be possible, 
3: ALARM - They’re know who you are OR  but any sort of quiet progress is near 
what you’re doing.   impossible.    
4: CODE RED - They know exactly what you’re 
doing and where you are. 
 
RECOVER Heat by laying low or tying up a 
loose end. 
   
CHA​RACTERS  GEAR 
In addition to anything listed, each character 
 
has: 
Choose or Roll an ​Origin ​and ​Occupation​.  
● A Hand Tool that could be used as 
Reroll duplicate combinations. 
a weapon (1E) 
Gain 1 Point in each ​Skill ​listed. 
● Customised overalls or uniform 
Raise any 2 Skills by 1 Point each. 
● A Sturdy Handheld Device with: 
Consult your combination overleaf for your 
○ Low-Res Video and 
Unique Gear​. 
Comms 
Note your ​Instinct ​from your Origin. This 
○ Plug-In Data Transfer 
effect applies when your Stress is full. 
○ Alarm with Timer/Motion 
 
Trigger 
SKILLS  ○ Expanded Scientific 
  Calculator 
A​THLETICS​: Physical strength and stamina.  ○ Voice/Text Modes 
A​UTHORITY​: Command of self and others 
E​MPATHY​: Connect with another person. 
H​ARDWARE​: Tools and machinery.  
S​CIENCE​: Probe the data or find an answer. 
S​ECRECY​: Trickery and stealth. 
S​OFTWARE​: Dealing with computers and AI. 
W​EAPONRY​: Firearms and heavy artillery. 
 
 
   
OR​IGIN  OCC​UPATION 
   
1. Corporate ​(Authority/Secrecy): The  1. Soldier ​(Athletics/Weaponry): You 
private corporations that own  fought for something. 
most of Earth and its orbit.   
  2. Researcher ​(Authority/Science): 
2. Colonial ​(Athletics/Empathy): The  You strived for knowledge. 
independent Colonies that exist   
outside of Corporate influence.  3. Operator ​(Secrecy/Software): You 
  know your way around networks 
3. Naval ​(Hardware/Weaponry):  and systems. 
Military fleets that hold no   
permanent allegiance.   4. Technician ​(Athletics/Hardware): 
  You made things work. 
4. Union ​(Empathy/Software): A   
council of mediators and law  5. Influencer ​(Authority/Empathy): 
enforcers.   You guided people under a 
  particular philosophy.  
5. Android ​(Hardware/Software):   
Mechanical beings free from their  6. Pioneer ​(Science/Weaponry): You 
service.  went where others hadn’t gone. 
   
6. GENO ​(Science/Secrecy):   
Genetically Technicianed 
Organisms taking humanity     
beyond its limits.  
 
 
   
Corporate Researcher  
● Omnichem Printer: You have your 
own 2-Clock Printer that can print 
small flasks of Chemicals as 
needed. 
● Cadaver-Scanner: Insert spike into 
a corpse to get a readout of its 
likely cause of death.  
 
Corporate Operator  
COR​PORATE  ● Nano-Veil: Mask your face to 
resemble somebody whose face 
You were a part of the corporate machine on 
you have stored on your Device. 
or around Earth, where influence and wealth 
● Cryo-Skin: You do not show on 
is everything.  
scans for life signs or heat 
 
signature. 
Instinct - PARANOIA: ​Any Danger Rolls you 
 
make with allies present are Skill 0.  
Corporate Technician  
 
● Tool-Printer: You have your own 
Corporate Soldier  
2-Clock Printer that can only print 
● Buzzgun: 2E or Crash all software 
tools. 
on the target’s devices. 
● Snitch-Chip: Your device alerts you 
● MD Scan: Your device has a motion 
when somebody nearby is 
sensor that sweeps a 90 degree 
breaking protocol.  
arc in front of you. . 
 
 
 
 
   
   
Corporate Influencer  RANDOM THING 
● Social-Web: Scan two individuals  Roll d6 x d6 
with your device to give a readout  1: Basic Holo Pet 
of their relationship.  2: Laser-Pointer Finger 
● Forget-me-Rod: Discharge into an  3: Voice Modifier 
incapacitated or sleeping being.  4: Colour-Changing Hair 
They don’t remember you when  5: Integrated Sound Effects 
they wake.  6: Face-Pixelator 
  8: 
Corporate Pioneer   9: 
● Holo-Projector: Your device can  10: 
project a hologram of yourself and  12: 
displays what they see.   15: 
● Feather-Belt: You can fall any  16: 
distance and land softly.   18: 
  20: 
NAMING TRICK  24: 
Forenames:  25: 
● Two letters spelled phonetically  30: 
(Aybee, Wyar)  36:   
● A fancy colour (Ochre, Sepia) 
Surname: 
● A city behind a surname previs 
(Van Paris, O’Lahore) 
● Compound of a positive adjective 
and noun (Brightstaff, Clearsky) 
 
 
   
Colonial Researcher  
● Cyclop-Visor: Sweeps your vision 
for life forms. Can see through one 
wall. 
● Orlock-Syringe: Harvest a recent 
human corpse to create a 
med-shot that restores 1 Hurt from 
the target. 
 
COL​ONIAL  Colonial Operator  
You’re from one of the Independent  ● Emergency Jammer: Shuts down 
Colonies, where communities only survive  all powered devices in the nearby 
their difficult lives together.  area. 
  ● Leech-Bank: Can drain and store 
Instinct - DEPENDENCY: ​Any Danger Rolls you  power from anything up to a small 
attempt on your own are Skill 0.   vessel. 
   
Colonial Soldier   Colonial Technician  
● Uni-Gun: Freely switch between  ● Weaponised Toolbelt: +1E when 
three modes. The transformation  using a tool as a weapon. 
takes a few moments.  ● Labour Shackle: Commit yourself 
○ Stormgun (2E, blasts an  to a task to get +1d on rolls, but 
area with electricity)  take 1 Hurt if you step away 
○ Sungun (3E, Tick 1 Hurt  without completing it.  
on a Fail)   
○ Thermagun (2E, burn   
through anything)     
 
 
   
Colonial Influencer   RANDOM THING 
● Inquisitor-Lens: Ask if somebody is  Roll d6 x d6 
lying. If they are they take 1  1: Patch-Covered Jacket 
Stress, otherwise you do.  2: Repurposed Mining Helmet 
● Mind Charm: Your mind is shielded  3: Ceremonial Beads 
from any sort of interference.   4: Decorative Scars 
  5: Psychedelic Vac-suit 
Colonial Pioneer   6: Decorative goggles/breather modelled 
● Colosso-Borer: Loudly blast a  after an animal 
man-sized hole through any  8: 
surface. Takes a few moments to  9: 
recharge.  10: 
● Grav-Belt: You always have just  12: 
enough gravity, and don’t suffer  15: 
harm from falling.  16: 
  18: 
NAMING TRICK  20: 
Forenames:  24: 
● An animal, or shortened version  25: 
(Gull, Roo)  30: 
● Common modern surname (Smith,  36:   
Martinez) 
Surname (taken from the specific Colony): 
● A moon or star (Antares, Miranda) 
 
 
   
Naval Researcher  
● Stim Gun (Dose lasts for one action 
and causes 1 Stress when it wears 
off) 
○ Surge: +2 Athletics 
○ Calm: Temporarily ignore 
all Stress and Trauma 
but you can’t speak. 
○ Recall: You have perfect 
N​AVAL  memory recall. 
You were born and raised on a fleet that  Naval Operator  
holds no permanent allegiance besides  ● Shock Pistol: 1E, -1d at Long Range, 
itself.  and can temporarily fry a machine. 
  ● Alarm-Spike: When spiked into a 
Instinct - HOSTILITY: ​All Danger Rolls other  network all alarms are triggered. 
than attacks are Skill 0   
  Naval Technician  
Naval Soldier   ● Unifoam Gun: Fire rapidly 
● Breaching Carbine: 2E, blast  hardening foam to plug a breach 
through walls.  or cocoon a subdued creature (1E). 
● Pulse Sensor: Can sense a  ● Quartermaster Forge: A mobile 
heartbeat through walls.   Printer with the same function as 
  that on your ship (uses the same 
  Clock) 
     
   
Naval Influencer   RANDOM THING 
● Psychic Lash: Melee, causes 2  Roll d6 x d6 
Stress.   1: Cyber Hand 
● Terror-Node: Touch somebody to  2: Cyber Eye 
get a sense of their biggest current  3: Ceremonial Sabre (1E) 
fear.   4: Petty Medals 
  5: Trumpet 
Naval Pioneer   6: Star-Worm Tattoo 
● Torch-Gun: 2E. Very short range  8: 
but burns all in its blast.   9:  
● Micro-Fighter: A small fighter-craft  10: 
(2-Clock, 2E Guns, One  12: 
Hull-Breaching Torpedo) that flies  15: 
independently and can be  16: 
commanded remotely.   18: 
  20: 
NAMING TRICK  24: 
Forenames:  25: 
● An affectionate nickname  30: 
(Chopper, Ace)  36:   
● An insulting nickname (Squirt, 
Reek) 
Surname: 
● Bodypart descriptor (Surehand, 
Firehead) 
● Dress descriptor (Redsash, 
Cloaker) 
 
 
   
Union Researcher  
● Precog Node: Tick Stress to Declare 
that your last action was just a 
simulation, rewinding back to 
before you declared it. You can’t 
rewind the same action twice. 
● Chrono-Chip: You have perfect 
sense of time and know if time is 
being messed with.  

U​NION   
Union Operator  
You’re from the halls of a council striving for  ● Transporter Pod: Set up in a fixed 
consensus between corporations, navies,  position. You can teleport back to it 
and colonies.  at will. 
  ● Parasite Spike: An android or 
Instinct - CONTROL: ​Immediately list a  person that you stab with this 
three-action plan. Any rolls outside of those  immediately follows a single 
three are Skill 0.  command until they suffer Hurt or 
  Stress. 
Union Soldier    
● Submission Gun (2E and 1 Stress)  Union Technician  
● Body Cam with neutral interface  ● Nano-Key: Can open any locked 
  door, but doesn’t circumvent 
  alarms. 
    ● Crash-Prod: A few moments of 
contact hard-reboots any machine. 
 
   
Union Influencer   RANDOM THING 
● Bound-Drone: Floats next to you  Roll d6 x d6 
and translates between you and  1: Palm-Projection Screen 
any machine.  2: Mentally Stored E-Library 
● Chip Dispenser: Plant a chip into  3: Morph-Outfit 
somebody’s hand to be able to  4: Unhelpful Holo Doctor Projector 
track them with your device.  5: Wrist-mounted AI PA 
  6: Palm-mounted Text-to-Data Scanner 
Union Pioneer   8: 
● Void Suit: Transforms into a  9: 
miniature escape pod when  10: 
activated, with life support and  12: 
fuel enough travel within orbit.  15: 
● Sticky-Probe: Small sticky camera  16: 
with neural link, can be thrown  18: 
safely.  20: 
  24: 
NAMING TRICK  25: 
Forenames:  30: 
● A traditional virtue (Temperance,  36:   
Serenity) 
● b 
Surname: 
● A building material (Slate, Pine) 
● A prestigious animal (Dove, Lion) 
 
 
   
Android Researcher  
● Genius-Suite: You have all current 
scientific knowledge and trivia 
stored, but sometimes it takes a 
moment to recall. 
● Chem-Sense: You can identify 
specific chemicals by smell and 
taste.  
 
Android Operator  
AN​DROID  ● Cyber-Halo: Wirelessly access 
You were built for a purpose, but you’re free  nearby devices. Tick 1 Stress to 
from your service. You don’t have organic  remotely crash a device without 
needs.  arousing suspicion.  
  ● Virtual Black Box: When you would 
Instinct - OBSESSION: ​The GM puts a  be killed you can always be 
question in your head. Rolls unrelated to  restored at a mainframe. 
finding the answer are Skill 0.   
  Android Technician  
Android Soldier   ● Technical Addons: Your body 
● Take a Ripper Gun (2E, +1d at Point  contains a variety of tools as 
Blank)  needed. 
● Battle-Body: Increase Hurt to a  ● Mind-Shackle: Increase Stress to 
6-Clock.  6-Clock. 
   
     
   
Android Influencer   RANDOM THING 
● Human-Droid-Interface: Hold  Roll d6 x d6 
hands with a human to feel their  1: Full machine voice.  
emotions and desires.  2: Spare Head 
● You pass for human but have none  3: One limb clearly from another model 
of their needs.  4: Detachable eye 
  5: Mildly adhesive spit 
Android Pioneer   6: Hidden storage compartment 
● Future Materials: Total protection  8: 
from extremes of heat, corrosive  9: 
chemicals, and EMP/radiation.   10: 
● Eternal Cells: You can consume  12: 
minerals to charge your power.  15: 
  16: 
NAMING TRICK  18: 
Forenames:  20: 
● A nature noun (Leaf, River)  24: 
● b  25: 
Surname:  30: 
● Two numbers (22, 85)  36: 
● An old computer function or part     
(Write, Valve) 
 
 
   
GENO Researcher  
● Splicing Kit: Inject another being to 
give them a short term alteration: 
○ Water Breathing 
○ Acidic Spit 
○ Toxin immunity 
● Splice-Critter: Small animal (2 
Clock), remarkably quick and 
stealthy with a 1E Bite. 

G​ENO   
GENO Operator  
The legality of your existence is a grey area  ● Psionic Amplifier: 
but you’re better off keeping a low profile.  ○ Tick 1 Stress to get a 
  Vision. 
Instinct - ISOLATION: ​Any actions in the view  ○ Tick 2 Stress to unleash 
of a non-Ally are Skill 0.   telekinesis, pyrokinesis, 
  or telepathy. 
GENO Soldier   ● Universal-Cells: You can touch a 
● Hunting Rifle (2E, +1d at Long  machine to interface with it as if 
Range)  your device were plugged in. 
● Predator Gland: Declare a target.   
+1E when you intend to kill them.   
Tick 2 Stress if your target     
escapes.  
 
 
   
GENO Technician    
● Mule-Gene: You can carry guns  RANDOM THING 
and tools not intended to be  Roll d6 x d6 
portable.   1: Atypical skin hue. 
● Limit-Break Gland: Tick 1 Hurt to  2: Completely hairless. 
perform an act of superhuman  3: Unable to process meat. 
strength or speed.  4: Unable to process plant-based food. 
  5: Strange hands. 
GENO Influencer   6: Unusual eyes. 
● Savant-Gene: You have perfect  8: 
memory recall and mental  9: 
arithmetic. Tick 1 Stress to get +2d  10: 
on any mental action.  12: 
● GE-dar: You can spot a GENO on  15: 
sight and get a rough idea of their  16: 
modifications.  18: 
  20: 
GENO Pioneer   24: 
● Blink-Gene: Blink between  25: 
shadows. Tick 1 Stress to blink  30: 
through a wall.  36: 
● Night Sight: Perfect darkvision.   
     
NAMING TRICK 
Forenames: 
● An action verb (Sprint, Spike) 
●  
Surname: 
● A 
● B 
 
TH​E SHIP  SYSTEMS 
You can assume the ship has: 
 
Interplanetary Drive 
Use two 4-Clocks to track your ship’s Hull 
Prow Guns (2E) 
and Fuel. 
Torpedos (3E, 2-Clock) 
 
Vac-Suits for all crew 
HULL  Basic Tools 
     
CONSEQUENCES 
3: Immobilised 
4: Wrecked 
 
RECOVER ​Hull by patching up. 
 
FUEL 
 
TICK: 
1: Within planetary orbit. 
2: Within System. 
3: Inter-System Jump (if possible) 
 
CONSEQUENCES 
3: Stuttering 
4: All Out 
 
RECOVER ​Fuel by stealing, salvaging or 
buying. 
 
PRINT  WEAPONS 
Use a 4-Clock to track your Print Capacity.  1E: Tools and improvised weapons. 
When it’s full you’re out.   2E: Guns and proper weapons. 
  3E: Extreme weapons. 
Printed items fall into disrepair after a job,   
thrown back into the bank for recycling.  Print cost listed in parentheses. 
   
TICK:  Rivet Gun (1): 2E (-1d) 
1 Print for something small or simple.  Shock Pistol (2): 2E (-1d at Long Range) 
2 Print for something large or complex, or a  Mining Blaster (2): 1E (blow through doors) 
set of simple gear.  Flamethrower (2): 1E (ignite an area) 
3 Print for something special, or a set of  Shotgun (3): 2E (+1d at Point Blank range) 
complex gear.   Pulse Rifle (3): 2E (+1d when stationery) 
(Use Effect Level as a guideline)     
 
RECOVER ​Print by recycling the last batch of 
items or allowing time to recharge.  
 
Some guidelines of Prints and the costs:  
Locator (1) 
Mag-Boots (1) 
Signal Jammer (1) 
Life Scanner (2) 
Motion Sensor (2) 
Remote Charge (2) 
Camera Drone (3) 
Fake Escape Pod (3) 
Rudimentary Android (3) 
 
   
J​OBS  STRUCTURE 
Jobs can follow the structure of the following 
 
six stages. Not every job follows every step 
TARGETS  but they are useful to consider. 
Bounty​: Kill or capture somebody.   
Data​: Steal the data, maybe even remotely.  1: Briefing ​- Meeting with the source of the 
Credits​: A raw stash of funds.  job, asking questions, negotiating 
Goods​: Valuable cargo or illicit goods.  objectives. 
Evidence​: Proof of a valuable secret.   
  2: Preparation ​- Researching, casing, laying 
LOCATIONS  things in place and printing gear. 
 
Corporate ​life is centered around individual 
3: Entry ​- Getting in whether through 
freedom and ambition, so holdings are often 
disguise, stealth, force, or a back door. 
monuments to one person.  
 
Colonial ​life is tough and the colonies are 
4: Execution ​- Negotiating your way around 
built to endure provided that everybody 
the location and getting hold of your 
contributes.  
objective. 
Union ​bases are shrines to peace, progress, 
 
and bureaucracy. They welcome you with 
5: Exit ​- Getting out with what you need. 
one hand and stamp you with the other.  
 
Naval ​vessels are fortresses built to prepare 
6: Fulfillment ​- Completing delivery of your 
for the worst and honour those that have 
target, providing proof, or getting back to 
fallen.  
safety. 
Free Android ​settlements grow rapidly and 
    
run like clockwork, but are understandably 
suspicious of human visitors.  
GENOs​ don’t often group together, but they 
may do so in secretive locations where basic 
humans wouldn’t want to interfere.  
   
PREPARATION  GOING IN 
   
Draw a 4-Clock to show how much time you  TEAMWORK 
have to prepare for the job. Tick it as action   
is taken.  Assist​: Give the other character +1d but you 
  both risk the consequences. 
TICK​:   
1 Time: Something simple and quick.  Set Up​: Carry out an action that sets up an 
2 Time: Something requiring proper  ally. If you do it they get +1d and +1E on 
investment.  their action.  
3 Time: A major undertaking.     
 
You can leave empty slots in the Preparation 
Clock to use as Flashbacks later.  
 
TYPICAL PREP 
 
Identify a physical ​weak point​. 
Spot an opening for ​deception​. 
Make ​social ​connections. 
Compromise their ​tech​. 
   
RUN​NING THE GAME  WHEN TO USE CLOCKS 
You can create a Clock for anything you 
  want, but remember to get rid of them when 
THE PROCEDURE  they’ve served their purpose.  
When the players try to do something, work   
down this list and go for the first option that  DIFFICULTY 
works.  To differentiate from actions that are more 
1. Can this be an interesting  difficult than others, telegraph that there is a 
Dilemma​?  higher risk, or apply harder consequences in 
2. Should this ​Just Happen​?  the case of a roll of 4-5.  
3. Should this be a ​Danger Roll​?   
4. This is impossible, give them some  JUST IN TIME ROLLS 
other options​.  Sometimes you can hold back a roll until the 
  moment you need to know the result, such 
DILEMMAS ​are interesting choices between  as using Software to program a computer to 
two equally good, equally bad, or  reboot at a specific time window. Declare the 
incomparable options.   action as complete but only make the roll 
  when you’re relying on the computer to 
PLAYER FACING ROLLS  reboot at the specific time.  
Generally the players make all action and     
resist rolls. NPCs just apply the 
consequences to the PCs rolls. So an NPC 
Soldier with a Pulse Rifle (2E, +1d when 
Stationery) won’t generally benefit from the 
+1d, instead just causing 2E of Hurt when the 
players end up on the wrong side of the rifle.  
 
 
   
HORROR  WHICH SKILL? 
Certain common actions like sneaking, lying, 
 
and fighting can use different skills based 
In a horrific situation you can assign a Stress 
on the circumstances. In situations where 
cost to actions, ensuring the players know 
two skills could apply, let the player choose 
this risk before performing the action. For 
which one. The following work as guidelines. 
example, you could say that confronting an 
 
alien horror would cause 2 Stress, avoided 
AUTHORITY VS EMPATHY 
by either averting your eyes or fleeing.  
Authority is all about how you present 
  yourself, it’s a projection outward. Empathy 
GUARDS AND WORSE  is about understanding somebody else and 
  building a bond with them.  
Psy-Warden (4-Clock)   
Psy-Baton (1E to both Hurt and Stress)  WEAPONRY VS ATHLETICS 
Sense and broadcast to nearby sapients  Weaponry is used for attacks where the 
  weapon is doing most of the work, 
Black Crawler (6-Clock)  commonly guns. Athletics is used for 
Claws/Jaws (2E, Implant an Egg on Injury)  body-powered weapons like a 
Spray Acid when Hut (1E, ignore Armour)   sledgehammer or dagger.  
   
  SOFTWARE VS HARDWARE 
    Software is the smart side of technology 
while Hardware is focused on tools and the 
actual structure of machines. Crashing a 
system is Software but cutting the power 
supply is Hardware.    
S​PACE  ALIENS ​are often mis-identified extreme 
GENOs or Androids, but there is genuine 
  extra-terrestrial life out there. It’s usually 
LIGHT ​is usually unnatural. Give it a colour  awful and utterly alien to us.   
and characteristic. Fuzzy blue, flickering 
grey, pulsing red.  
 
ATMOSPHERE ​is maintained on most ships 
but it always has a taste and the quality is 
never quite right.  
 
GRAVITY ​is simulated only on larger vessels 
and isn’t entirely stable.  
 
TRAVEL ​and ​COMMS ​is slow unless the 
means are experimental. 
 
EQUIPMENT ​is printed as needed, not 
intended to last longer than the job at hand 
before collapsing in on itself. ​PERMANENT 
objects are highly valued. 
 
EXPOSURE ​causes 1 Hurt between each 
action. 
 
FOOD AND DRINK​ is either cultivated in trays, 
sealed in pouches, or printed from code. 
Whatever the method it’s always off in a 
very specific way. 
 
SYS​TEMS  IN​TERSTELLAR 
   
Most locations are defined by conflict  Interstellar travel is limited to methods that 
between two factions. This can be on the  are either incredibly slow or experimental. 
scale of a single orbital base or an entire   
system of multiple worlds.  For example: 
   
For example:  The X Probe 
   
THE SOLAR SYSTEM​ is dominated by  The Y Arks 
Corporations but resistance movements are   
backed by the Union.   The Z Gate 
   
NOVA FRANCA’s ​many moons are a  The @ Ship 
flashpoint of conflict between Independent   
Colonies and those with Corporate Backing.      
 
THE RHEA BELT ​sees Android Colonies 
fighting off raids from desperate Navy fleets 
who refuse to recognise their right to exist. 
 
VALBARA COLONY​: Was founded by Union 
Scientists but finds itself overrun by 
increasingly divergent GENOs, causing 
tension among the non-GENO population. 
 
 
 
   
GR​OWTH  UPGRADES 
After a job rate your success between 0-3. 
  This is a combination of wealth, experience, 
IMPROVING SKILLS  and reputation gained from a job well done. 
When you Fail on an Action roll, place a mark   
in the middle of the next empty slot. If the  1: You got out mostly alive. 
slot already has a mark, fill it in completely.  2: You achieved at least one objective. 
The maximum is 4 points in any one Skill, 10  3: You achieved multiple objectives. 
points in total.   
  Each point of payoff Ticks 1 to your Upgrade 
  Clock (4 Clock). When you fill your Upgrade 
    Clock then all characters take an Upgrade 
and you reset the clock. 
 
Upgrades from your Origin’s section are free, 
or you can choose from another Origin’s 
section if you pay the Prerequisite. 
 
 
 
   
CORPORATE UPGRADES  COLONIAL UPGRADES 
Prerequisite: Begin a 4-Clock of Debt to a  Prerequisite: Renounce anything you 
particular corporation. Tick this clock  obtained from the Corporations or Union 
between each job. When it’s full they call in  unless it was stolen.  
your debt usually as a favour.    
  DIRTY FIGHTING: In melee your opponent 
PERSONAL PRINTER: Create your own 2-Clock  Ticks Hurt if they disengage. 
portable Printer.  TOUGH: Recover your Hurt when you defeat 
ALTER-EGO: You have a watertight second  a worthy opponent. 
identity.  BINARY TONGUE: You can speak a machine 
CONFIDENCE: Tick Stress to have somebody  language normally limited to androids and 
to automatically believe a lie about  intelligent machines. 
yourself.   BEACON NETWORK: If you meet somebody 
DEMAND LOYALTY: When you earn loyalty it  Colonial you have at least one contact in 
is never shaken.  common with them.  
THIEF: When you Tick Prep to have a  NO TIME TO BLEED: When you would be Hurt 
Flashback you automatically succeed at  you can take Stress instead. 
anything involving theft.  REPRIMAND: When you catch somebody 
CONTACTS: Create a 4-Clock for your book of  trying to trick you, take +1d and +1E on your 
Contacts. Tick it to call in favours and pay  next action against them.  
them back to Recover.  DROWN SORROWS: When you convince 
SHATTER POINT: You always know just the  somebody to get drunk with you they let 
right thing to say to set somebody off.  you in on a juicy secret.  
   PROTECTOR: Name somebody you take 
  under your wing. +1d when acting to protect 
  them.  
   
   
     

   
NAVAL UPGRADES  UNION UPGRADES 
Prerequisite: Earn an honorary rank through  Prerequisite: Allow yourself to be chipped so 
the recommendation of an existing Naval  that the Union can track you as needed. 
officer.   
  TIME DRIVE: Increase Planning to 6-Clock 
HULL SHIELDING: -1E to all attacks against  when operating from your ship.  
your Ship.  CLOAK: Your ship is invisible to Sensors. 
GUN BATTERY: Your Ship’s guns get +1d and  TELEPORTER: You can now beam to and from 
+1E.   your ship. 
TORPEDO BAYS: Increase your Ship’s  SUBTEXT: After a conversation with an NPC 
Torpedos to 4-Clock and give them +1d.  you can ask the GM a yes or no question that 
BOARDING RAM: Ram another ship for 2E and  they answer honestly. 
allow boarding access on a hit.  INVESTIGATOR: When you find a fresh corpse 
COMMANDER: You can use Authority to Set  you can ask the GM three Yes or No 
Up any action.  questions relating to them or their death. 
DELEGATE: You can pass Hurt or Stress onto  NEGOTIATOR: Tick Stress to keep somebody 
anybody that’s following your lead.  occupied for just a bit longer.  
SLAUGHTER: Get +1E on your second  CHARM OFFENSIVE: When you’ve had time to 
consecutive attack, +2E on your third etc  prepare a social environment, take +1d and 
until you stop attacking.    +1E on all rolls when you’re hosting there.  
INTERN: A new recruit shadows you (4-Clock,  BUREAUCRAT: You always know a rule or 
no skills) and follows whatever orders you  regulation when you need one.  
might have.    
ARSENAL: At the start of each job you can   
print a weapon up to a cost of 3 without     
ticking your normal Print clock. 
 
 
 
   
ANDROID UPGRADES  GENO UPGRADES 
Prerequisite: Replace your brain with a  Prerequisite: Renounce basic humanity and 
computer and the majority of your body  undergo gene splicing.  
with machinery. This procedure reduces   
your Empathy to 0 but you may build it back  SHARP: You always get to act first. 
up.  SHADOWPLAY: When you’re alone and have 
  cover of darkness you cannot be spotted by 
COSMOLOGIST: When you’re travelling  normal means.  
through space you can attempt anything,  DETACHED: You do not suffer Stress when 
even if it would seem impossible, but the  your non-GENO allies Panic. In fact you 
risk is proportionate.   hardly care at all. 
BIOLOGIST: Get an extra piece of useful  HARD MASK: When you are in disguise you 
information whenever you encounter a new  reduce incoming Stress by 1.  
lifeform.  BIG REVEAL: When you dramatically reveal 
CONNO-SUITE: You can enjoy flavours, art,  your GENO nature get +2d on the next action 
jokes, love, and other things that pass  and recover 1 Stress and Hurt.  
androids by.  TERRORISE: When you have a non-GENO 
SOCIAL PROTOCOLS: You know when  scared you can ask them one question they 
somebody is lying or faking an accent.  must answer truthfully.  
CHROME-SHIELDING: You are immune to   
EMP, Electrical Damage, and unwanted   
wireless access.    
BROKEN SHACKLES: When you go against   
your programming then get +2E on both   
your effect if you succeed and the   
consequences against you if you fail.    
HORIZON CHIP: When you encounter a new   
phenomenon or life form you can ask three   
yes or no questions.    
       
PARA​DISE POINT  LOCATIONS 
 
  WELCOME DOCK 
THE LOCATION  ● Final remnants of Android staff in 
Paradise Point: A semi-abandoned service  a lobby. 
depot for space freighters. Daybreak  ● Visitor luxury lift to Ent Deck. 
Reclamation are dismantling it for scrap but  ● Service-lift to other decks. 
do not know of the two most valuable  Sec/Opp:  
targets inside.  ● Daybreak Bureaucrats 
  ● Bio-Scanner Field 
TARGETS  ● Disengaged android staff 
   
DATA​: The Main Server holds detailed plans  ENTERTAINMENT DECK 
and access codes for dozens of large-scale  ● Tropical Lounge in disrepair. 
freighter ships. These could lead to a big job  ● Gift Shop 
or be sold on.  ● Private Quarters (TARGET) 
  Sec/Opp:  
JEWELLERY​: The Entertainment Deck houses  ● Daybreak Salvage Agents 
private quarters under secure lockdown. One  ● Clunky Android Staff 
of these was on extended loan to an Oil  ● Broken Holo-Band 
Baroness Madame Apsburg who left several   
priceless pieces of jewellery in the safe.  SERVICE BAYS 
  ● Picket Line 
BOUNTY​: There is a large price on the head of  ● Huge repair machines and stores 
the leader of the Engineer Rebellion: Fox25.    ● Secure Data Bank (TARGET) 
  Sec/Opp:  
    ● Daybreak Nano-Demolitionists 
● Rioting Android Engineers 
● Several written-off ships 
 
 
EVENTS 
Tick when appropriate. 
 
NANO-DEMOLITION (4-Clock) 
1. Daybreak Bureaucrats lining up 
their paperwork for meeting. 
2. Demolition begins 
3. Demolition escalates, evacuation 
called 
4. Demolition spirals into implosion 
 
ENGINEER REBELLION (4-Clock) 
1. Android Engineers gathering what 
they can for the clash. 
2. Final futile meeting with 
Bureaucrats 
3. Attack on Daybreak 
4. Daybreak are driven away 
 
 
 
 
 
 
   
VOID​HEIST 
NAME: 
ORIGIN/OCCUPATION: 
INSTINCT:  
A​THLETICS  OOOO S​CIENCE  OOOO
A​UTHORITY  OOOO S​ECRECY  OOOO
E​MPATHY  OOOO S​OFTWARE  OOOO
H​ARDWARE  OOOO W​EAPONRY  OOOO
 

GE​AR & NOTES 


S​TRESS  
 
 
 
 
H​URT 
 
 

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