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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.
DANGER 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.
CHARACTERS 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
ATHLETICS: Physical strength and stamina. ○ Voice/Text Modes
AUTHORITY: Command of self and others
EMPATHY: Connect with another person.
HARDWARE: Tools and machinery.
SCIENCE: Probe the data or find an answer.
SECRECY: Trickery and stealth.
SOFTWARE: Dealing with computers and AI.
WEAPONRY: Firearms and heavy artillery.
ORIGIN OCCUPATION
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
CORPORATE ● 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.
COLONIAL 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
NAVAL 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.
UNION
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
ANDROID ● 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.
GENO
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
THE 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)
JOBS 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.
RUNNING 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.
SPACE 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.
SYSTEMS INTERSTELLAR
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.
GROWTH 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.
PARADISE 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
VOIDHEIST
NAME:
ORIGIN/OCCUPATION:
INSTINCT:
ATHLETICS OOOO SCIENCE OOOO
AUTHORITY OOOO SECRECY OOOO
EMPATHY OOOO SOFTWARE OOOO
HARDWARE OOOO WEAPONRY OOOO