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100% found this document useful (5 votes)
2K views370 pages

Scum

Uploaded by

Pietro Raffaeli
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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sCum AND

vILLAINy

A FORGED IN THE D A RK ROLEPL AY ING G A ME


STR A S A CIMO V IC & JOHN LEBOEUF -LIT TLE
Unwise deals. Blaster fights.
High adventure among the stars.
Welcome to the world of
Scum and Villainy.
Scum and Villainy is a Forged in the Dark game about a spaceship
crew trying to make ends meet under the iron-fisted rule of the
Galactic Hegemony.
Work with the members of your crew to thrive despite powerful
criminal syndicates, warring noble families, dangerous aliens, and
strange mystics. Explore the ruins of lost civilizations for fun and
profit. Can your motley crew hold it together long enough to strike
it big and insure your fame across the sector?
Scum and Villainy is a stand-alone RPG based on the Forged in the
Dark game engine. In this book, you’ll find:
 A clear gameplay structure that puts the focus on the criminal
undertakings of the crew. A session of play consists of a job
followed by recovery, downtime projects, and advancement.
 Ship “character sheets” that allow for XP spends, upgrades,
and leveling up alongside your characters.
 Crew advancement opportunities to reflect the change from a
ragtag group barely flying in the black to a reputed crew that
has built a name across the sector.
 Forged in the Dark tools to help keep the focus on the action
of the job rather than the extensive planning needed to make
it happen.
 Character and ship types to help create a unique and interesting
crew at light speed.

May your ship fly true, and


may your blasters never jam.

EHP0040 • ISBN 978-1-61317-153-0 • $35.00 US


www.evilhat.com • @EvilHatOfficial
facebook.com/EvilHatProductions
sCum
AND

vILLAINy

i
An Evil Hat Productions Publication
www.evilhat.com • feedback@evilhat.com
@EvilHatOfficial on Twitter
facebook.com/EvilHatProductions

In association with Off Guard Games


www.offguardgames.com • worldnamer@offguardgames.com
@OffGuardGames on Twitter

Scum And Villainy


A Forged in the Dark Game
Copyright © 2018 Off Guard Games
All rights reserved.

First published in 2018 by Evil Hat Productions, LLC.


10125 Colesville Rd #318, Silver Spring MD 20901

Evil Hat Productions and the Evil Hat logo are trademarks owned
by Evil Hat Productions, LLC. All rights reserved.

Hardcover ISBN: 978-1-61317-153-0


Evil Hat product number: EHP0040

Printed in the USA

No part of this publication may be reproduced, stored in a


retrieval system, or transmitted in any form or by any means,
electronic, mechanical, photocopying, recording, or otherwise,
without the prior express permission of the publisher.

That said, if you’re doing it for personal use, go right ahead. For
those working at a copy shop, this means the person standing
at your counter can make copies of this thing. This is “express
permission.” Carry on.

ii
CREDITS
JOHN L E BOEUF-LITTLE
• Art Director • Bounty Hunter • Game Designer •

STRAS ACIMOVIC
• Game Designer • Layout • Graphic Design • Space Scoundrel •

KAREN TWELVES
• Lead Editor • Galactic Wayfinder •

BRYANT STONE
• Quickstart Editor • Obsessed Urboticist •

RITA TATUM
• Indexer •

BRETT BARKLEY
TOMASSO RENIERI
JUAN OCHOA
MICHAELA D E SACCO
TAZIO BETTIN
• Artists •

PUBLISHING
SEAN NITTNER
• Project Manager • Intergalactic Negotiator • Stardancer Pilot •

CARRIE HARRIS
• Marketing Manager •

FRED HICKS
• President of Evil Hat • Planetary Overmind •

CHRIS HANRAHAN
• Business Development •

Based on Blades in the Dark by John Harper

Visit the website for character sheets and other game materials
www.offguardgames.com/scumandvillainy

iii
THANKS
This game would not be possible without the Blades in the Dark G+
community, the original Beta community, plus all the folks playing
Scum and Villainy during development and giving feedback and
critique.

Originators: No amount of thanks warrants the help John Harper and


Sean Nittner provided. We are infinitely grateful for your time, patience,
mentoring, championing, and help.

Layout: I wouldn’t have had the courage to even try learning layout
without the 4am conversations with Brennen Reece at Metatopia. He
taught me that sometimes you have to change words for layout. Also
heartfelt thanks to John Harper, who kept correcting my sheets. And
Sean Nittner, who suggested books late one night, and was always
willing to lend eyeballs for all my attempts.

Special Thanks: Mel and Jeff “Nunch” Johnston—without whom


“Blasters in the Dark” would not have existed to grow up and become
this game, and who encouraged us to give the pitch even when I was
unsure.

The Original Playtesters: Jeff, Heather, Phil, and Ed—who jumped into
games without hesitation, and who remain the best folks to playtest
with. Without them I wouldn’t have been nearly as involved in Blades.

The Best Tuesday Night Crew: Mike, Nick, Dante, Dylan, Alice, Lou,
and Christian—who put up with nonsense every Tuesday.

The Tablenauts: Ali Acampora, Andi Claire, Andrew Lee Swan, Art
Martinez-Tebbel, Jack De Quidt, Janine Hawkins, Keith J Carberry, and
the amazing Austin Walker—thanks for showing everyone how to
boldly go and really make this game their own.

Many Thanks for the Additional Proofing: Ammar Ijaz, Aske Lindved,
Ben Liepis, Blaine Flowers, Brock McCord, Bryan Lotz, Chris Whetstone,
Council Caller, Dave Weinstein, David Barrena, Declan Feeney, Heavenly
Evan, Matt Hill, Neil Smith, Roe Portal, Scott Wheelock

ACKNOWLEDGEMENTS
Appendix N: We list media inspirations on page 4. For game inspirations
just check out the Blades in the Dark list. ^_~
Typefaces: Exo and Exo 2 by Natanael Gama. Metro by Jovanny Lemonad.
The book was produced using the Adobe Creative Suite.

iv
CONTENTS
THE BASICS 1 PC vs. PC .............................. 46
The Game ........................................1 CRED & STASH ....................48
The Setting .....................................1
The Players ................................... 2 ADVANCEMENT.................. 50
The Characters ............................ 2 PC Advancement .......................50
The Ship.......................................... 3 Crew Advancement .................. 51
The Game Master........................ 3 Switching Ships or
Playing a Session ........................ 3 Changing Playbooks.................52
Touchstones .................................4
What You Need to Play ..............4 CHARACTERS 55
It’s Your Game ............................... 5 CHARACTER CREATION .... 56
THE CORE SYSTEM ..............6 Creation Summary ....................63
This is a Roleplaying Game ...... 6 Actions ......................................... 64
Judgment Calls............................. 6 Standard Items ..........................66
Rolling the Dice ............................ 7 MECHANIC .......................... 69
Mechanic Abilities .....................70
THE GAME ..............................9
Mechanic Items .........................72
ACTIONS & ATTRIBUTES ....10
MUSCLE ................................75
STRESS & TRAUMA.............12 Muscle Abilities .........................76
Muscle Items ..............................78
PROGRESS CLOCKS.............14
Progress Clocks in Play ............17 MYSTIC .................................81
Mystic Abilities ......................... 82
ACTION ROLL .......................18 Mystic Items .............................. 84
Action Roll Summary .............. 24
PILOT.................................... 87
EFFECT ................................. 26 Pilot Abilities.............................. 88
Setting Position & Effect ........ 30 Pilot Items .................................. 90
CONSEQUENCES & HARM .. 32 SCOUNDREL........................ 93
RESISTANCE & ARMOR ..... 35 Scoundrel Abilities ................... 94
Armor ............................................37 Scoundrel Items.........................96
Death .............................................37 SPEAKER ............................. 99
FORTUNE ROLL .................. 38 Speaker Abilities ......................100
Speaker Items ..........................102
GATHERING
STITCH ............................... 105
INFORMATION ....................40
Stitch Abilities ..........................106
EXAMPLE OF PLAY ............. 43 Stitch Items 108

v
SHIPS & ENTANGLEMENTS........... 180
CREWS 111 DOWNTIME
CREW CREATION .............. 112 ACTIVITIES ........................ 184
Creation Summary ...................116 Acquire Assets .........................185
Crafting.......................................185
CREW UPGRADES ............. 116
Indulge Vice ...............................186
SHIP MODULES ................. 118 Lay Low ......................................186
Auxiliary Modules ................... 118 Long-Term Project ..................186
Hull Modules..............................119 Recover.......................................187
Engine Modules ........................119 Repair ..........................................188
Comms Modules......................120
Train.............................................188
Weapon Modules ....................120
VICE .................................... 190
GAMBITS ............................ 121
DEBT....................................192
STARDANCER ....................122
Stardancer Jobs .......................126 NPC & FACTION
Starting Position......................128 DOWNTIME .......................195
CERBERUS......................... 130
Cerberus Jobs ...........................134 HOW TO PLAY 197
Starting Position......................136 ACTIONS IN PLAY............. 207
FIREDRAKE ....................... 138 Attune ........................................208
Firedrake Jobs ..........................142 Command ..................................210
Starting Position..................... 144 Consort .......................................212
Doctor .........................................214
Hack .............................................216
THE JOB 147 Helm ............................................218
PLANNING Rig ............................................... 220
& ENGAGEMENT .............. 148 Scramble ................................... 222
Engagement Roll .....................150 Scrap .......................................... 224
Flashbacks ................................156 Skulk ........................................... 226
Study .......................................... 228
TEAMWORK ........................158
Sway ........................................... 230
USING SHIPS
PLAYERS:
& SYSTEMS......................... 161
BEST PRACTICES ............. 233
EXAMPLE JOB ................... 164
RUNNING
DOWNTIME 175 THE GAME 239
PAYOFF & UPKEEP ............176 GM ACTIONS .....................240
HEAT....................................178 GM PRINCIPLES .................246
GM BEST PRACTICES........248

vi
GM BAD HABITS................ 252 FACTIONS ...........................317
STARTING THE GAME ....... 256 JOBS ...................................338
INTO THE BLACK..............260
CHANGING
SCIENCE & THE GAME 343
THE STRANGE 267 Expanding the Scope ............344
Tweaking What’s There........ 345
PRECURSORS ...................268 Making Something New .......346
THE WAY ........................... 272 ADVANCED ABILITIES &
SCIENCE............................. 276 PERMISSIONS ..................348
Guild Members........................348
MAGNITUDE ..................... 278
Memish Mystics ..................... 350
Magnitude Reference ...........280 Nightspeakers ......................... 350
CRAFTING .........................282 Mendicants ............................... 351
Drones .......................................286 Scavengers................................ 351
Urbots ........................................288
INDEX .................................354
THE PROCYON
SECTOR 291
PROCYON SYSTEMS .......292
XENOS IN PLAY ................296
SYSTEM: RIN ....................300
Warren ........................................301
SB-176 ........................................ 302
The Cove.................................... 303
SYSTEM: HOLT .................304
Mem............................................ 305
Sonhandra ................................ 306
Vos .............................................. 307
SYSTEM: IOTA ..................308
Amerath .................................... 309
Indri..............................................310
Lithios ..........................................311
SYSTEM: BREKK ...............312
Aketi.............................................313
Nightfall .....................................314
Shimaya...................................... 315

vii
CHAPTER 1
THE BASICS

THE GAME
Scum and Villainy is a game powered by Blades in the Dark about
the crew of a spaceship, trying to keep flying and make ends meet
while under the iron-fisted rule of the Galactic Hegemony. There are
heists, chases, escapes, unwise deals, blaster fights, deceptions,
betrayals, victories, and high adventure among the stars.
We play to find out if our spaceship crew can thrive amidst the
teeming threats of powerful criminal syndicates, warring noble
families, dangerous aliens, strange mystics, ruins of lost civilizations,
and each crew member’s own foibles and vices.

THE SETTING
The year is 1261 since the founding of the Galactic Hegemonic Alliance.
The Hegemony united the warring factions of the galaxy out of
the Dark Age that preceded it. Near the center of the galaxy lies
the seat of the Hegemon, who rules with the Grand Council—a
consortium of powerful families, greedy merchant Guilds that
control entire categories of technology, and the heads of powerful
state-sanctioned Cults.
The Procyon sector, however, is too many jumps away from the
Core to matter to those important players. There are a few well-
mapped Hyperspace lanes, four systems, and jumpgates to more
and less fortunate parts of known space. This far out, there is less
of a Hegemonic presence, and local powers include pirate queens,
criminal syndicates, and legitimate corporate interests.

1
The worlds here are peppered with ruins of the Ur—an ancient
civilization officially referred to as the Precursors—and mystics
claim the flow of the Galactic Way lines are strong in the sector.
Humans and aliens live and work side by side in common interest
against both Hegemonic rule and the organized criminals that prey
on the weak.

THE PLAYERS
Each player portrays a daring, conflicted space-opera adventurer
who reaches boldly beyond their current safety and means. The
players work together to bring life to their ship and their crew,
and—with the oversight of the game master (GM)—decide as a
group on the tone and style of the game, from swashbuckling space
adventures to gritty crime.
The players take responsibility as co-authors of the game with
the GM and make judgment calls about the mechanics, dice, and
consequences of actions.
1 // THE BASICS

THE CHARACTERS
Your crew will attempt to develop their enterprise from a ragtag
group barely flying in the black to a serious and reputed ship that
has built a name for itself, leaving their own unique mark on the
sector in the process.
You do this by taking risky jobs (both legal and illegal), planning
your own escapades, forging alliances, outsmarting your enemies,
and trying to stay one step ahead of the Hegemony. You’ll upgrade
your ship, gain the respect of the factions you help, and suffer the
ire of the factions you get in the way of.
There are several character types to choose from:

X MECHANICS are gearheads X SCOUNDRELS are scrappy and


and hackers. lucky survivors.
X MUSCLES are dangerous and X SPEAKERS are respectable
intimidating fighters. people on the take.
X MYSTICS are galactic wanderers X STITCHES are spacefaring
in touch with the Way. healers and scientists.
X PILOTS are ship-handling
wizards and danger addicts.
You can have a mix of character types in your crew, or play a crew
that is all of one type. It’s up to you.

2
THE SHIP
In addition to creating characters, you’ll also pick which ship they
fly in. The ship gets its own sheet, just like a character.
Your ship type determines the jobs that you’ll focus on, as well as a
selection of special abilities that support that kind of action. There
are three different ships to choose from:
X STARDANCER: Illicit merchants, smugglers, and blockade runners.

X CERBERUS: Bounty hunters and extraction specialists.

X FIREDRAKE: Labeled as criminals, these rebels fight the Hegemony.

This isn’t meant to be restrictive—the Stardancer might sometimes


engage in bounty hunting (like the Cerberus) or antagonize the
Hegemony (like the Firedrake)—but the core activity of the ship
type is the most frequent way that crew earns CRED and xp for
advancement.

THE GAME MASTER

OVERVIEW // 1
The GM establishes a dynamic world around the characters,
especially the law-abiding civilian world and the shadowy criminal
underworld. They play all the non-player characters (NPCs) in the
world by giving each one a concrete desire and preferred method
of action.
The GM helps organize the conversation of the game so it’s pointed
toward the interesting elements of play. The GM isn’t in charge of the
story and doesn’t have to plan events ahead of time. They present
interesting opportunities to the players, then follow the chain of
actions and consequences wherever they lead.

PLAYING A SESSION
A session of Scum and Villainy is like an episode of a TV show. There
are one or two main events, plus some side-story elements, which
all fit into an ongoing series. A session of play can last anywhere
from two to six hours, depending on the group.
During a session, the crew chooses a job to accomplish and makes
dice rolls to jump into the action of the job. The player characters
(PCs) take actions, suffer consequences, and finish the operation
(succeed or fail). Then the crew has downtime to recover, pursue
side projects, and indulge their vices. The players then look for
new opportunities or create their own, and play to find out what
happens next.

3
A single session might be one job and the following downtime,
plus some free play. As you become more familiar with the game,
you might pack more into a single session, doing several jobs in an
extended evening of play.
A campaign may be the culmination of a dozen sessions or so, as
your crew aligns with a faction and throws your weight behind their
agenda, prompting a long-term shift in the sector. You might take
a break at that point and before starting up a new campaign and a
new chapter in the story, possibly with an entirely different set of
characters and new starting situation.

TOUCHSTONES
Here are some media touchstones you can use when pitching the
game, which players might be familiar with.
MOVIES: Guardians of the Galaxy by James Gunn. Serenity by Joss
Whedon. Star Wars by George Lucas.
TV: Cowboy Bebop by Keiko Mogumoto. Firefly by Joss Whedon.
1 // THE BASICS

Killjoys by Michelle Lovretta. Lost Universe by Hajime Kanzaka.


Blake’s 7 by Terry Nation. Outlaw Star by Takehito Iho.
THEME SONG: Ain’t No Rest for the Wicked by Cage the Elephant.

WHAT YOU NEED TO PLAY


XTwo to four players and one game master.

X A handful of six-sided dice (at least six).

X Printedcharacter and ship sheets, reference sheets, and planet


sheets. (http://offguardgames.com/scumandvillainy)
XThis book, for reference.

X Blank paper, index cards, and other materials for note-taking.

4
IT’S YOUR GAME
This game is about exciting space adventures with scoundrels in a
science-fiction world with fantastical elements. Before you get too
far into actually playing the game, you should have a talk with your
table about what sort of themes you’d like to see in play. Not every
game is for every group of players, and you need your potential
crew to buy into the conceit of the game.
Some of this is indirectly decided by what sorts of characters you
make and what type of ship you select. For example, if you want
themes of rebellion, maybe pick up the Firedrake. But you should be
talking through your decisions so that everyone is on the same page
about what you’re trying to do. If someone is uncomfortable with
a direction, negotiate with each other to ensure everyone has fun.
There will be questions that come up in your story for which this text
has no answer. Where did the Ur go? How does the Way function?
These are questions you should answer through play. For your world,
the answer may be different than someone else’s, and that’s okay.

OVERVIEW // 1
The things not expressly stated in this book are yours to create, and
we look forward to hearing the answers your group comes up with.

5
THE CORE SYSTEM
THIS IS A ROLEPLAYING GAME
Playing Scum and Villainy is a collaborative discussion between
the GM and the players in which narrative uncertainty is resolved
with dice. The GM presents the world to the players, and the players
determine their character’s actions within that context. Everyone
works together to make sure the game is played fairly and correctly.
The outcomes of the dice rolls dictate changes to the story, which
leads to new situations, actions, and eventually more dice rolls.
Importantly, this isn’t a story with an outcome that we know about
in advance. Maybe our heroes will succeed or maybe they won’t. The
mechanics will tell us what happens and we will decide what to do
next. In this way, the direction of the story will take unpredictable
turns and reach exciting conclusions that we could have never
predicted.

JUDGMENT CALLS
1 // THE BASICS

Each kind of decision has a particular set of people in charge of


resolving it.
When you play, you’ll make several key judgment calls. Everyone
contributes, but either the players or the GM gets final say for each:
X Which actions are a reasonable solution to a problem? Must we
SCRAMBLE across the tarmac past the Legion or could we quietly
SKULK our way around the crates here? The players as a whole
have final say.
X How dangerous is a given action in this circumstance, and also how
effective will it be? How risky is this? Can this person be SWAYED
very little or a whole lot? The GM has final say.
X What consequences are inflicted to manifest the dangers in a given
circumstance? Do you break your leg falling from the hovercar?
Do the House Malklaith guards merely become suspicious or do
they already have you trapped? The GM has final say.
X Does this situation call for a dice roll—if so, which one? Is your
character in a position to make an action roll or must they first
make a resistance roll to gain initiative? The GM has final say.
X Which events in the story match up with the xp triggers for
character and crew advancement? Did you express your character’s
beliefs, drives, heritage, or background? The players have final say.

6
The decisions you make can set the tone of your game between
realistic and fantastical, and between action and drama. These
choices say what Scum and Villainy is for you and your group. There
aren’t wrong answers here! Make the world one you want to play in!

ROLLING THE DICE


Scum and Villainy uses six-sided dice. You roll several at once and
read the single highest result.
X Ifthe highest die is a 6, it’s a full success—things go well. If
you roll more than one 6, it’s a critical success—you gain some
additional advantage.
X If the highest die is a 4/5, that’s a partial success—you do what
you were trying to do, but there are consequences—trouble, harm,
reduced effect, etc.
X If the highest die is 1-3, it’s a bad outcome. Things go poorly. You
likely don’t achieve your goal and you suffer complications, too.
If you ever need to roll but you have zero (or negative) dice, roll two

OVERVIEW // 1
dice and take the single lowest result. You can’t roll a critical when
you have zero dice.
All the dice systems in the game are expressions of this basic format.
When you’re first learning the game, you can always “collapse” back
down to a simple roll to judge how things go. This will let you keep
the game moving; you can look up the exact rule later when you
have time.
Even with sizable dice pools, the most common result will be 4/5—
partial success. You’ll tend to succeed, but at a cost. Life out in
the fringe of space is rough and tumble, and the die mechanic will
continue to push towards complications. Don’t shy away from these!
While it can be tempting to try at all costs to avoid partial successes,
it will make for a much more enjoyable story if you embrace the
middle road.
To create a dice pool for a roll, you’ll use a trait (like your SCRAMBLE
or your PROWESS, your ship’s crew quality, or the wealth of the
system you’re in) and take dice equal to its rating. You’ll usually end
up with one to four dice.
Even one die is pretty good—a 50% chance of some sort of success.
The most common traits you’ll use are your action ratings. A player
might roll dice for their SCRAP action rating when they fight an enemy,
for example.

7
There are five types of rolls that you’ll use most often in the game:
X ACTION ROLL. When a PC attempts an action that’s dangerous or
troublesome, you make an action roll to find out how it goes.
Action rolls and their effects and consequences drive most of the
game. See page 18.
X DOWNTIME ROLL. When the PCs are at their leisure after a job, they
can perform downtime activities in relative safety. You make
downtime rolls to see how much they get done. See page 184.
X ENGAGEMENT ROLL. The engagement roll is made at the beginning
of each job. It helps jump past the planning, and showcases what
position the PCs are in when the twists and complications of the
job hit them. See page 150.
X FORTUNE ROLL. The GM can make a fortune roll to disclaim decision
making and leave something up to chance. How loyal is an NPC?
How much does the bounty hunter find out? How valuable is the
information on those Guild drives? See page 38.
X RESISTANCE ROLL. A player can
1 // THE BASICS

make a resistance roll when their


character suffers a consequence they don’t like. The roll tells us
how much stress their character suffers to reduce the severity
of a consequence. When you resist that “Broken Leg” harm, you
take some stress and now it’s only a “Sprained Ankle” instead.
See page 35.

8
THE GAME STRUCTURE
Scum and Villainy has a play structure of three parts. By default, the
game is in free play—characters talk to each other, they go places,
they do things, they make rolls as needed.
When the group is ready, they choose a target for their next criminal
operation, then choose a type of plan to employ. This triggers the
engagement roll (which establishes the situation as the operation
starts), and the game shifts into the job phase. See page 150 for
more details.
During the job, the PCs engage the target—they make rolls,
overcome obstacles, call for flashbacks, and complete the operation
(successfully or not). When the job is finished (or abandoned), the
game shifts into the downtime phase.
During downtime, the GM engages the systems for payoff, HEAT,
and entanglements, to determine all the fallout from the job. Then
the PCs each get their downtime activities, such as indulging their

OVERVIEW // 1
vice to remove stress or working on a long-term project (see page
184 for details on downtime). When all the downtime activities are
complete, the game returns to free play and the cycle starts over
again.
Each phase works towards a different goal. Free play is, for example,
very fluid. Time can move very quickly, with several weeks passing
in a few moments of play. Characters often split up to do things on
their own or work their own personal projects. But the job phase is
more concrete and focused. Play becomes about finishing the job,
and watching as the crew overcomes each successive obstacle
and challenge. After they finish the job, play shifts into downtime
and the focus of play moves to the consequences of the characters’
actions and resulting changes in the world.
The phases are a conceptual model to help you organize the game—
they’re not meant to be rigid structures. Think of the phases as a
menu of options to fit whatever it is you’re trying to accomplish
in play. During a job, players can use flashbacks to situations that
they had set up, effectively backtracking into free play, if need be.
And almost any concrete action in free play might signal the start
of a job. But remembering these phases can help keep play pointed
at the right ideas.

9
ACTIONS & ATTRIBUTES
ACTION RATINGS
There are 12 actions in the game that PCs use to ATTUNE
overcome obstacles (see list on page 64).
COMMAND
Each action has a rating (from zero to 3) that tells you
how many dice to roll when you perform that action. CONSORT
Action ratings don’t just represent skill or training—
DOCTOR
you’re free to describe how your character performs
that action based on the type of person they are. HACK
Maybe your character is good at COMMAND because
they have a scary stillness to them, while another HELM
character barks orders and intimidates people with RIG
their military bearing.
SCRAMBLE
You choose which action to use to overcome an
obstacle. Actions that are poorly suited to the situation SCRAP
may be less effective and may put the character in
1 // THE BASICS

more danger, but they can still be attempted. Usually, SKULK


when you perform an action, you’ll make an action STUDY
roll to see how it turns out.
SWAY
ACTION ROLL
You make an action roll when your character does something
potentially dangerous or troublesome. The possible results of the
action roll depend on your character’s position. There are three
positions: controlled, risky, and desperate. If you’re in a controlled
position, the possible consequences are less serious. If you’re in
a desperate position, the consequences can be severe. If you’re
somewhere in-between, it’s risky—usually considered the “default”
position for most actions.

ATTRIBUTE RATINGS
There are three attributes in the game system that INSIGHT
the player characters use to resist bad consequences:
INSIGHT, PROWESS, and RESOLVE. Each attribute has a PROWESS
rating (from zero to 3) that tells you how many dice
to roll when using that attribute. RESOLVE

If there’s no danger or trouble at hand, don’t make an action roll.


You might instead make a fortune roll (see page 38), a downtime
roll (page 184), or the GM will simply say yes, and you accomplish
your goal.

10
The rating for each attribute is equal to the number of dots in the
first column under that attribute (see the examples below). The
more well-rounded your character is with a particular set of actions,
the better their attribute rating.
RESISTANCE ROLL
Each attribute resists a different type of danger. If you get stabbed,
for example, you resist physical harm with your PROWESS rating.
Resistance rolls always succeed—you diminish or deflect the bad
result—but the better your roll, the less stress it costs to reduce or
avoid the danger.
When the enemy has a big advantage, you’ll need to make a
resistance roll before you can take your own action. For example,
when you fight the master assassin sent by the Ashen Knives, she
disarms you before you can strike. You need to make a resistance
roll to keep hold of your weapon if you want to attack her.
The GM judges the threat level of the enemies and uses these
“preemptive” resistance rolls as needed to reflect the capabilities

OVERVIEW // 1
of especially dangerous foes.

EXAMPLE ACTION & ATTRIBUTE


RATINGS
INSIGHT
  doctor This character has a DOCTOR action rating
  hack of 2. Their INSIGHT attribute rating is 1
  rig (The first column of dots).
  study

PROWESS

  helm They also have SCRAMBLE 1 and SCRAP 2.


  scramble Their PROWESS attribute is 2.
  scrap
  skulk

resolve

  attune Finally they have ATTUNE 1, CONSORT


  command 2 and SWAY 1. Their RESOLVE attribute
  consort rating is 3.
  sway

11
STRESS & TRAUMA
STRESS
Player characters in Scum and Villainy have a special reserve of
fortitude and luck called stress. When they suffer a consequence
that they don’t want to accept, they can take stress instead. The
result of the resistance roll (see page 35) determines how much
stress it costs to avoid a bad outcome.
During a shootout, Alice’s character, Hayley, gets shot in the
chest. Alice rolls her PROWESS rating to resist, and gets a 2. It
costs 6 stress, minus 2 (the result of the resistance roll) to
resist the consequences. Alice marks off 4 stress and describes
how Hayley survives.
The GM rules that the harm is reduced by the resistance roll,
but not avoided entirely. Hayley suffers level 2 harm “Chest
Wound” instead of level 3 harm “Punctured Lung.”
1 // THE BASICS

PUSHING YOURSELF
You can use stress to push yourself for greater performance. For
each bonus you choose below, take 2 stress (each can be chosen
once for a given action):
X Add +1d to your roll. (See Action Roll, page 18.)

X Add +1 level to your effect. (See Effect, page 26.)

XTake action when you’re incapacitated. (See Consequences &


Harm, page 32.)
Being able to push yourself is one of the key techniques of the game.
Since even a single die gives you a 50/50 chance of success, being
able to push yourself means you almost always have a chance of
pulling off whatever stunt you’re trying to pull. Characters in Scum
and Villainy have a knack for pulling themselves out of the fire.
It’s important to remember you have this option! It can be easy to
dismiss the actions for which you have zero dots, on the basis that
you’d have to take the worst of two dice. But if you have the stress
available, you can boost your roll with an extra die and at least have
even odds of succeeding.
TRAUMA
When a PC marks their last stress box, they suffer a level of trauma.
When you take trauma, circle one of your trauma conditions like
Cold, Reckless, Unstable, etc. They’re all described on the next page.

12
When you suffer trauma, you’re taken out of action. You’re left for
dead or otherwise dropped out of the current conflict, only to come
back later, shaken and drained. When you return, you have 0 stress
and your vice has been satisfied for the next downtime (see Vice,
page 190).
Trauma conditions are permanent. Your character acquires the
new personality quirk indicated by the condition, and can earn xp
by using it to cause trouble. When you mark your fourth trauma
condition, your character cannot continue as a starfaring scoundrel.
You must retire them to a different life. (See Stash & Retirement,
page 49.)
TRAUMA CONDITIONS
X COLD: You’re not moved by emotional appeals or social bonds.

X HAUNTED: You’re often lost in reverie, reliving past horrors, seeing


things from your past or that others may not see.

STRESS & TRAUMA // 1


X OBSESSED: You’re enthralled by one thing: an activity, a person, a
goal, an ideology.
X PARANOID: You imagine danger everywhere; you can’t trust others.

X RECKLESS: You have little regard for your own safety, best interests,
or well-being.
X SOFT: You lose your edge; you become sentimental, passive, gentle.

X UNSTABLE: Your emotional state is volatile. You can instantly rage,


fall into despair, act impulsively, or freeze up.
X VICIOUS:You seek out opportunities to hurt people, even for no
good reason.
You can play your trauma conditions as much or as little as you like.
They can totally transform your character’s persona or have only a
small impact—it’s up to you. If you do play them strongly, though,
allowing a trauma condition to complicate your character’s life, you
earn xp for it. (See Advancement, page 50.)

13
PROGRESS CLOCKS
A progress clock is a circle divided into segments (see
right). Draw a progress clock to track ongoing effort
against an obstacle or the approaching trouble.
Sneaking into a guarded hanger? Make a clock
to track the patrolling dock police alert level.
When the PCs suffer consequences from partial
successes or missed rolls, fill in segments until
the alarm is raised.
Generally, the more complex the problem, the more
segments in the progress clock. A basic obstacle is a
4-segment clock. A daunting obstacle is an 8-segment clock.
More difficult problems may have as high as 12 segments.
The effect level of an action should guide how segments on a clock
are ticked (see Effect, page 26). Sometimes circumstances change to
radically alter the fiction. Adjust clocks so that the progress measures
1 // THE BASICS

the effect the PCs are having.


Don’t create clocks with fewer than four segments. If a situation is
simple enough for one action to complete, you don’t need a clock. Use
the effect level and position to determine how the action resolves.
When you create a clock, make it about the obstacle, not the method.
Clocks for an infiltration should be “Exterior Patrols” and “Perimeter
Door,” not “Sneak Past the Guards” or “Hack the Perimeter Door.” The
patrols and the door are the obstacles—the PCs can overcome them
in multiple ways.
Complex threats can be broken into several “layers,” each with its own
clock. For example, the Governor’s mansion might have “Perimeter
Security,” “Automated Defenses,” and “Vault Security” clocks. The
crew would have to cut through all three to breach the Governor’s
personal safe and access the Ur artifact collection within.
Remember, a clock tracks progress. A clock is like a hyperspace nav-
readout. It shows you where you are—it doesn’t get you there.
SIMPLE OBSTACLES
Not every obstacle requires a clock. Use clocks when a situation is
complex and you need to track something over time—otherwise,
resolve the result of an action with a single roll.
Examples of progress clocks follow. These are some of many ways
to use clocks, but feel free to come up with new ones!

14
DANGER CLOCKS
The GM can use a clock to represent a progressive danger, like the
growing suspicion during a seduction, the proximity of pursuers in a
chase, or the alert of a system being hacked or guard patrols being
bypassed. In this case, when a complication occurs, the GM ticks one,
two, or three segments on the clock, depending on the consequence
level. When the clock is full, the danger comes to fruition—the guards
hunt down the intruders, activate an alarm, release the killer drones,
etc. (See Consequences & Harm, page 32.)
RACING CLOCKS
Create two opposed clocks to represent a chase. The PCs might have
a progress clock called “Escape” while the House Malklaith guards
have a clock called “Cornered.” If the PCs finish their clock before the
guards fill theirs, they get away. Otherwise, they’re cornered and can’t
flee. If both clocks complete at the same time, the PCs get to their

PROGRESS CLOCKS // 1
ship and are safely hidden on board, but the guards are outside and
have control of the spaceport!
You can also use racing clocks for environmental hazards. Maybe
the PCs are trying to complete the “Search” clock to find an ancient
star map on a derelict ship before the GM fills the “Engine Overload”
clock and the vessel explodes.
LINKED CLOCKS
You can make a clock that unlocks another clock once it’s filled. For
example, the GM might make a linked clock called “Trapped” after an
“Alert” clocks fills up. Once the guards are alerted and working to trap
the PCs, any following actions would lead to them becoming trapped.
When you fight a veteran soldier, she might have a clock for her
“Defense” and then a linked clock for “Vulnerable.” Once you overcome
the “Defense” clock, you can attempt to overcome the “Vulnerable”
clock and defeat her. You might affect the “Defense” clock with
violence in a gunfight, or lower her defense with deception. As always,
the method of action is up to the players and the details of the fiction
at hand.
MISSION CLOCKS
The GM can make a clock for a time-sensitive mission, to represent
the window of opportunity you have to complete it. If the countdown
runs out, the mission is scrubbed or changes—the target escapes, the
household wakes up for the day, etc. Such a clock can be ticked as
a consequence, or if the PCs take actions that eat up too much time.

15
TUG-OF-WAR CLOCKS
You can make a clock that can be filled and emptied by events, to
represent a back-and-forth situation. You might make a “Revolution!”
clock that indicates when the Cobalt Syndicate laborers riot over their
poor treatment and working conditions on Aleph. Some events will
tick the clock up and some will tick it down. If it empties completely,
the workers are satisfied with their lot—at least for now. Once it
fills, the revolution begins. A tug-of-war clock is also perfect for an
ongoing turf war between two factions.
LONG-TERM PROJECT
Some projects will take a long time. A basic long-term project (like
jury-rigging up a new feature for a device) is eight segments. Truly
long-term projects (like creating a new stardrive) can be two, three, or
even four clocks, representing all the phases of development, testing,
and manufacturing. Add or subtract clocks depending on the details
of the situation and complexity of the project. Take a look at Crafting
on page 282 for some ideas on this.
1 // THE BASICS

Long-term projects are the default tool to deal with any unusual player
goal, including things that change elements of the mechanics or the
setting. For example, by default, trauma is permanent. But maybe a
player wants to work on a project where they lock away traumatic
memories and rehabilitate themselves by visiting a powerful psychic
xeno mystic—reducing a character’s trauma but perhaps losing some
cherished memories in the process. It will be a long and dangerous
task to set up everything needed to begin and work on a project like
this, but almost anything can be attempted as long as the group is
interested and it seems feasible to everyone.
FACTION CLOCKS
Each faction has a long-term goal (see the faction write-ups, starting
on page 320). When the PCs have downtime (page 184), the GM ticks
forward the faction clocks that they’re interested in. In this way, the
world around the PCs is dynamic and things happen that they’re not
directly connected to, changing the overall situation in the Procyon
sector and creating new opportunities and challenges.
The PCs may also directly affect NPC faction clocks, based on the
missions and jobs they pull off. Discuss known faction projects that
they might aid or interfere with, and also consider how a PC operation
might affect the NPC clocks, whether the players intended it or not.
You can find more information on faction clocks and how the PCs may
discover and affect them in Faction Clocks, page 260.

16
PROGRESS CLOCKS IN PLAY
Infiltrating Malklaith’s Mansion
The crew are infiltrating Governor Malklaith’s
mansion to erase records of their Ashen Knives
employers. The GM makes a progress clock for
the alert level of Malklaith’s staff. She makes
an 8-clock because on a sprawling estate with ALERT
many staff on retainer, a few suspicious events can easily be
overlooked. During the operation, Ray rolls to SKULK past some
guards and rolls a 4/5. She gets past, but the complication is
two ticks on the “Alert” clock. The fairly well-trained guards
are not especially wary. Later, when Hayley rolls a 1-3 on a
desperate action to RIG the door into Malklaith’s bedroom, the
GM fills three segments—the Governor’s bodyguards are Tier
III professionals and are experts at spotting trouble.

PROGRESS CLOCKS // 1
This proceeds until the job is complete or the clock ticks over—
in the latter case, the estate alarms go off and guards come
rushing down the corridors.
Racing at Bright Wind
The crew enter an illegal space race
in the Brekk system, in an attempt
to impress the Echo Wave Riders PC YAST
and earn their trust for an elite CREW JOR
smuggling job requiring fancy flying.
The GM decides the other front-runner is the famed Yast Jor of
the Guild of Engineers. The GM makes one clock for the crew and
another for Yast. As PCs take actions and suffer consequences,
the GM ticks the clocks to show the progress of each side. When
one side’s clock is filled, they’ve reached the finish line.

17
17
ACTION ROLL
When a player character does something challenging, we make an
action roll to see how it turns out. An action is challenging if there’s
an obstacle to the PC’s goal that’s dangerous or troublesome in
some way. We don’t make an action roll unless the PC is put to the
test. If their action is something that we’d expect them to simply
accomplish, then we don’t make an action roll.
Each game group will have their own ideas about what
“challenging” means. This is good! Coming to consensus about
what difficulties look like establishes the tone and style of
your Scum and Villainy series.
To make an action roll, we go through six steps. In play, they flow
together somewhat, but let’s break each one down here for clarity:

1. The player states their goal for the action.


2. The player chooses the action rating.
1 // THE BASICS

3. The GM sets the position for the roll.


4. The GM sets the effect level for the action.
5. Add bonus dice.
6. The player rolls the dice and we judge the result.

1. THE PLAYER STATES THEIR GOAL


Your goal is the concrete outcome your character will achieve when
they overcome the obstacle at hand. Usually the character’s goal
is pretty obvious in context, but it’s the GM’s job to ask and clarify
the goal when necessary. It never hurts to be clear and avoid any
confusion.
You’re punching him in the face, right? Okay, what do want
to get out of this? Do you want to take him out, or just rough
him up so he’ll do what you want?

2. THE PLAYER CHOOSES THE ACTION RATING


The player chooses which action rating to roll, following from what
their character is doing on-screen. If you want to roll your SCRAP
action, then get in a fight. If you want to roll your COMMAND action,
then order someone around. You can’t roll a given action rating
unless your character is presently performing that particular action
in the fiction.

18
Some actions overlap and the same end result can come via several
methods. If you want to hurt someone, you might SCRAP with them
or use DOCTOR to poison them. If you want to scare an enemy, you
might COMMAND them through terrifying presence or SWAY them with
tough lies. Which action to perform is the player’s choice.

3. THE GM SETS THE POSITION


Once the player chooses their action, the GM sets the position for
the roll. The position represents how dangerous or troublesome
the action might be. There are three positions: controlled, risky,
and desperate. To choose a position, the GM looks at the profiles
for the positions below and picks one that most closely matches
the situation at hand.
POSITIONS

You’re set up for success. You’re


CONTROLLED exploiting a dominant advantage.

ACTION ROLL // 1
You go head-to-head. You’re acting
RISKY under duress. You’re taking a chance.

You’re overreaching. You’re in real


DESPERATE trouble. A very dangerous maneuver.

By default, an action roll is risky. You wouldn’t be rolling if there


weren’t any risk involved. If the situation seems more dangerous,
make it desperate. If it seems less dangerous, make it controlled.
Negotiate with your GM over the position you find yourself in and
what you might do to improve it. Sometimes the position is risky
for reasons that aren’t clear until you ask questions.
“It’s risky? It seems like this dockworker isn’t a real threat to
me, given that I’m strapped and a dyed-in-the-wool pirate.
Shouldn’t this be controlled?”
“No, the danger isn’t the dockworker, but that you’re roughing
this guy up in public. One of his buddies could step in or maybe
someone will find a Cobalt Syndicate enforcer to deal with you.
You could make it controlled if you wait until the guy is alone.”
The GM gets final say over the position of the roll, but should explain
and clarify so no one is caught by surprise. Talking about the position
will help establish the fictional situation much more clearly and set
the tone of the game.

19
4. THE GM SETS THE EFFECT LEVEL
The GM assesses the likely effect level of this action, given the
factors of the situation. Essentially, the effect level tells us how
much this action can accomplish—will it have limited, standard, or
great effect? Effect level is explained in detail in the next section,
starting on page 26.
The GM’s choices for effect level and position can be strongly
influenced by the player’s choice of action rating. If a player wants
to try to make a new friend by SCRAPPING with someone, maybe that’s
possible, but the GM wouldn’t be out of line to say it’s a desperate
roll and probably limited effect. Seems like CONSORTING would be a
lot better for that. Players are always free to choose the action they
perform, but that doesn’t mean all actions are equally risky or potent.

5. ADD BONUS DICE


You can normally get three bonus dice for your action roll (some
special abilities might give you additional bonus dice).
1 // THE BASICS

For one bonus die, you can get assistance from a teammate. They
take 1 stress, say how they help you, and give you +1d.
For another bonus die, you can either push yourself (take 2 stress)
or you can accept a Devil’s Bargain (you can’t get dice for both, it’s
one or the other). Note though that pushing gives you the option of
taking +1 effect. You can push for effect and accept a Devil’s Bargain
for an additional die on your roll.
For a third bonus die, you can spend a gambit. A gambit is a limited
resource shared by your whole crew, and earned by taking a few
risks. For more about gambits, take a look at page 121.

20
THE DEVIL’S BARGAIN
PCs in Scum and Villainy are heedless adventurers who often shoot
first and ask questions later—they don’t always act in their own best
interests. To reflect this, the GM or any other player can offer you
a bonus die to accept a Devil’s Bargain. Common bargains include:
X Collateral damage, unintended harm.

X Sacrifice CRED or an item.

X Betray a friend or loved one.

X Offend or anger a faction.

X Start and/or tick a troublesome clock.

X Add HEAT to the crew from evidence or witnesses.

X Suffer harm.

The bargain occurs regardless of the outcome of the roll. You pay
the price and get the bonus die. Don’t force it if there’s no interesting
bargain in a situation. Sometimes there’s not one, and that’s okay.

ACTION ROLL // 1
“These pirates aren’t the most trustworthy scum, so if we leave
them alone with the cash, there’s a good chance they’ll bolt
with it while we’re on the other ship. I’m gonna get all up in
their faces and COMMAND them to keep their dirty hands off.”
“Ooh, I have a Devil’s Bargain. You can take +1d but they don’t
take well to the threats. I’ll start a new 4-clock called ‘Pirate
Revenge’ and tick it three times. Push them around again and
you’re going to have a second group to fight.”
“Nice. I like it! Maybe I’ll try to untick some of that clock in
downtime…”
Some players like to inject something new in the story with Devil’s
Bargains, or use them to focus on a character’s backstory or nature.
Someone here is a member of your old platoon—the one you
left for dead.
One of the mystics becomes obsessed with you.
The crates you’re stealing have clear Guild markings. Your
Guild friend is going to be miffed when she hears!
A Devil’s Bargain is always a choice. If you don’t like one, reject it
(or suggest how to alter it so you might consider taking it). You can
always just push yourself for that bonus die instead.
If needed, the GM has final say over what Devil’s Bargains are valid.

21
6. ROLL THE DICE AND JUDGE THE RESULT
Once the goal, action rating, position, and effect have been
established, add any bonus dice and roll the dice pool to determine
the outcome. (See possible outcomes, by position, on the next page.)
The action roll does a lot of work for you. It tells you how well the
character performs and how serious the consequences are. They
might succeed at their action with no consequences (on a 6), or
succeed but suffer consequences (4/5) or it might all go wrong (1-3).
On a 1-3, it’s up to the GM to decide if the PC’s action has any effect
or if it even happens at all. Usually, the action just fails completely,
but sometimes it might make sense or be more interesting for the
action to have some effect even on a 1-3 result.
Hayley RIGS up a neural interface to mine a defunct AI core
she found in the ruins of an Ur temple. The roll is a 1-3. The
GM could say Hayley fails to tap the AI core and the backlash
from the desperate failure manifests as level 3 mental harm.
But it would be more interesting if the equipment worked and
1 // THE BASICS

Hayley was confronted with a horrific intelligence, mind-to-


mind, right? Hayley touches the incomprehensible memories
of that ancient entity and the long-dormant madness within
overwhelms her. She suffers level 3 mental harm, sure, but
also gets a new 6-clock, “Get Rid of These Corrupted Memories.”
Each 4/5 and 1-3 outcome lists suggested consequences for the
action. The worse your position, the worse the consequences are. The
GM can inflict one or more of these, depending on the circumstances
of the action roll. Consequences are explained in detail on page 32.
PCs have the ability to avoid or reduce the severity of consequences
by resisting them. See page 35 for details about resistance.
When you narrate the action after the roll, the GM and player
collaborate together to say what happens on-screen. How do you
vault to the other ship? What do you say to the Legionnaire to convince
her? When you face the Nightspeaker in single combat, what’s your
fighting style like? The GM will tell you the results of your actions.
DOUBLE-DUTY ROLLS
Since NPCs don’t roll for their actions, an action roll does double
duty. It resolves the action of the PC as well as any NPCs that are
involved. The single roll tells us how those actions interact and
which consequences result. On a 6, the PC wins and has their effect.
On a 4/5, it’s a mix—both the PC and the NPC have their effect. On a
1-3, the NPC wins and has their effect as a consequence on the PC.

22
aCTION ROLL
 1d for each controlled
action rating dot You act on your terms. You exploit a major
advantage.
+ +1d if you push CRITICAL: You do it with increased effect.
yourself (you
take 2 stress) 6: You do it.
— or — 4/5: You hesitate. Withdraw and try a different
if you accept a approach, or else do it with a minor consequence:
devil’s bargain a minor complication occurs, you have reduced
effect, you suffer lesser harm, you end up in a
+ +1d if you spend risky position.
a gambit (can
only spend 1 per 1-3: You’re blocked or you falter. Press on by
roll) seizing a risky opportunity, or withdraw and try
a different approach.
+ +1d if another
crew member
assisted you risky

ACTION ROLL // 1
You go head-to-head. You act under fire. You
take a chance.
CRITICAL: You do it with increased effect and add
a gambit if you haven’t spent one on this roll.
6: You do it. Add a gambit to your crew as above.
4/5: You do it but, there’s a consequence: you
suffer harm, a complication occurs, you have
reduced effect, you end up in a desperate position.
1-3: Things go badly. You suffer harm, a
complication occurs, you end up in a desperate
position, you lose this opportunity.

desperate
You overreach your capabilities. You’re in
serious trouble.
CRITICAL: You do it with increased effect.
6: You do it.
4/5: You do it, but there’s a consequence: you suffer
severe harm, a serious complication occurs.
1-3: It’s the worst outcome. You suffer severe
harm, a complication occurs, you lose this
opportunity.

23
ACTION ROLL SUMMARY
A player or GM calls for a roll. Make an action roll when the character
performs a dangerous or troublesome action.

1 4
The player states the The GM sets the effect
outcome they want level of the action. The
to achieve when they choice of position and
overcome the obstacle in the effect is influenced strongly by
fiction (it’s good to be clear). the player’s choice of action.

2 5
The player chooses the Add up to three bonus
action rating to roll. dice. 1) Assistance from
Choose the action that a teammate. 2) Push
matches what the character is yourself (take 2 stress) or
doing in the fiction. accept a Devil’s Bargain. 3) Use
a gambit from the crew.

3
The GM establishes

6
the position of the roll Roll the dice pool and
(controlled, risky, or judge the outcome.
1 // THE BASICS

desperate). This governs the The players and GM


consequences of the roll. narrate the action together.
The GM has final say over
what happens and inflicts
consequences as called for by
the position and the result of
the roll.

24
25
action roll // 1
EFFECT
In Scum and Villainy, you achieve goals by taking actions and facing
consequences. But how many actions does it take to achieve a goal?
That depends on the effect level of your actions. The GM judges
the effect level using the profiles below. Which one best matches
the action at hand—limited, standard, or great? Each effect level
indicates the questions that should be answered for that effect, as
well as how many segments to tick if you’re using a progress clock.
EFFECTS TICKS

You achieve a partial or weak effect.


LIMITED How is your impact diminished? 1
You achieve what we would expect
STANDARD as “normal” with the action. 2
You achieve more than usual. How
GREAT 3
1 // THE BASICS

does the extra effort manifest?

ASSESSING FACTORS
To assess effect level, first start with your gut feeling, given this
situation. Then, if needed, assess three factors that may modify
the effect level: potency, scale, and quality. If the PC has an
advantage in a given factor, consider a higher effect level. If they
have a disadvantage, consider a reduced effect level.
POTENCY
This factor considers particular weaknesses, taking extra time or a
bigger risk (page 28), or the influence of strange powers. A high-end
Guild device may be a potent safe-cracker. An Ur artifact may be
potent against a Nightspeaker’s charms. A thief will be more potent
SKULKING in the dark.

QUALITY / TIER
Quality represents the effectiveness of tools, weapons, or other
resources, usually summarized by crew quality or faction Tier. Fine
items count as +1 bonus in quality, stacking with Tier/crew quality.
Hayley is picking the lock to a Malklaith warehouse. Her crew
quality is I and she has fine lockpicks—she’s at Tier II. Malklaith
is Tier III. Hayley is outclassed in quality, so her effect on the
lock will be limited.

26
SCALE
Scale represents the number of opponents, size of an area covered,
scope of influence, etc. Larger scale can be an advantage or
disadvantage depending on the situation. In battle, more people
are better. When infiltrating, more people are a hindrance.
When considering factors, effect level might be reduced below
limited, resulting in zero effect—or increased beyond great, resulting
in an extreme effect.
If a PC special ability gives “+1 effect,” it comes into play after the
GM has assessed the effect level. For example, if you ended up with
zero effect, the +1 effect bonus from your Pilot’s Exceed Specs ability
would bump them up to limited effect.
Also, remember that a PC can push themselves (take 2 stress) to get
+1 effect on their action. (See Stress & Trauma, page 12.)
For a master table of factor examples, see Magnitude on page 278.
Every factor won’t always apply to every situation. You don’t have
to do an exact accounting every time, either. Use the factors to help
you make a stronger judgment call—don’t feel beholden to them.

EFFECT // 1
DOMINANT FACTORS
If one effect factor overshadows the others, the side with that
advantage dominates the situation. It doesn’t matter if you have
a fine vibro-blade and extra effect if you try to fight 20 people at
once. Their scale dominates the battle and you’re left with very
limited effect, or no effect at all. The same principle applies to
“impossible” actions.
Aleera wants to shoot down a gunship harassing them with
her fine blaster pistol, Krieger. She says, “I take Krieger and
I SCRAP with the ship, shooting out the engines. Ha! I rolled a
crit! Great effect!”
Obviously, this isn’t possible. A person can’t shoot down a
gunship with a blaster. We know it’s inherently silly, like
jumping over the moon. But this is also codified in the effect
factors. The ship is dominant in quality, scale, and potency.
Unless those factors are countered somehow, Aleera’s effect
level is zero before she starts. No matter what she rolls for
her action, she’ll have no effect. This concept is useful when
assessing other very tough (but achievable) situations.

27
But this situation isn’t entirely hopeless. This is where effect
factors can help make sense of the situation. If the ship is
dominant in quality, scale, and potency, then the PCs can try
to understand the factors and take actions to address them. Is
there a weakness in the armor of the ship? They can use that to
remove its potency (and seize that advantage for themselves).
What scale is it? They need a bigger gun. And so on.
Effect factors are a way to codify the situation into a few key factors
so it’s easier to talk about what needs to change in order to have
the desired effect.
TRADING POSITION FOR EFFECT
After factors are considered and the GM has announced the effect
level, a player might want to trade position for effect, or vice versa.
For instance, if they’re going to make a risky roll with standard effect
(the most common scenario, generally), they might instead want
to push their luck and make a desperate roll but with great effect.
This kind of trade-off isn’t included in the effect factors because it’s
1 // THE BASICS

not an element the GM should assess when setting the effect level.
Once the level is set, though, you can always offer the trade-off to
the player if it makes sense in the situation.
“I SKULK across the hanger and vault over the cargo crates,
hiding in the shadows by the Hegemony ship and the forklifts.”
“I don’t think you can make it across in one quick dash. The scale
of the hanger is a factor here, so your effect will be limited.
Let’s say you can get halfway across with this action, then
you’ll have to SKULK through the other half of the space (and
the rest of the guards there) to reach the other side.”
“I didn’t realize it was that far. Hmmm. Okay, what if I just
go as fast as I can. Can I get all the way across if I make a
desperate roll?”
“Yep, sounds good to me!”
EFFECTS IN THE FICTION
After the action roll, make sure to explain what the achieved effect
looks like in the fiction. Leaving it as simply a number of clock
segments will keep the story static, whereas explaining the new
situation allows the players a way forward into new actions and
subsequent rolls. Look at the questions for the effect level as a
guide for the kinds of things to explain.

28
Actions can be simple (resolved entirely in one roll) or complex
(resolved by filling up a clock).
If the player says, “I lie to the guard and tell him I’m there
on official business,” that could be a simple action. It might
be limited, standard, or great effect, resulting in a number
of possible new situations. The guard may be skeptical
but willing to hear you out (limited), wave you through
without questioning (standard), or clear you through all the
checkpoints in the area (great), depending on the factors in
the story so far.
If the player says, “I’m fighting this exotic beast with the
knife I have tucked in my boot,” that might be a complex
obstacle. The GM creates a clock for the creature, then there
are several action rolls to resolve the fight, each ticking the
clock according to effect level (risking consequences from
the outcome of each).
There’s no rule for what is a simple action and what is complex. As
a guide, think about whether you’d want to see this taken up a few

EFFECT // 1
beats, or whether it’s just a tense moment. For the latter, use a
simple obstacle, and for the former, use a complex one.
WHY WE DO THIS
The biggest reason for setting effect is to set expectations about
the result of a roll and the situation at hand.
You grapple the mercenary. Do you break his neck in a swift
wrenching motion? Do you daze him in a single jab? What
goes into the effect that you’re having? Can that be changed?
Establishing effect and describing how it looks in the story shows
players what they’re accomplishing and what might go wrong. By
understanding the effect of their actions, the group will have a sense
of how many actions (and consequences) will achieve their goals.
Sometimes a black eye is all you need to prove your point. Maybe
nothing short of death will do. After each roll, the players have a
clear picture of what has happened and can make decisions about
what to do next.
CONSEQUENCES
PCs affect the world around them. When a PC suffers an effect
from an enemy or a dangerous situation, it’s called a consequence.
Consequences are the companion to effects. See page 32 for details
on consequences and how they impact the player characters.

29
SETTING POSITION &
EFFECT
The GM sets position and effect for an action roll after the player
says what they’re doing and chooses an action. Usually, risky/
standard is the default, modified by the action being used, the
strength of the opposition, and any applicable effect factors.
When you first start learning the game, you might cautiously step
through the process with some deliberation, but after a bit of
practice, you’ll be able to set position and effect with a quick “gut
feeling” that can then be tweaked if a PC has a particular ability, item,
or some other element to consider as a special case.
If anyone is unclear why something is set at a specific position/effect
(“Wait why is this desperate?”), feel free to drop back to stepping
through the process individually. Frequently there just happens to
be a factor someone hasn’t anticipated or remembered (or they
envisioned the scenario and threats differently).
1 // THE BASICS

The ability to set position and effect as independent variables gives


you nine combinations to choose from, to help you convey a wide
array of fictional circumstances.
For example, if a character is facing off alone against a small group,
the situation might be:
X She fights the group straight up, rushing into their midst, punching
and hacking away in a wild SCRAP. In this case, being threatened
by the larger force lowers her position to indicate greater risk, and
the scale of the group reduces her effect (Desperate / Limited).
X She fights the group from a choke point, like a narrow alleyway
where their numbers can’t overwhelm her at once. She’s not
threatened by several foes all at once, so her risk is similar to a
one-on-one fight, but there are still a lot of enemies to deal with,
so her effect is reduced (Risky / Limited).
X She doesn’t bother to fight the group directly, instead trying to
SCRAMBLE her way past them and escape. She’s still under threat
from many enemy attacks, so her position is worse, but if the
ground is open and the group can’t easily corral her, then her effect
for escaping isn’t reduced (Desperate / Standard).
X If she was trying to leave without focusing on a fight, and she had
some immediate means of getting away (like leaping onto a nearby
hovercar), then while the enemy numbers still make her position
worse, her effect might even be increased (Desperate / Great)!

30
XThe group isn’t aware of her yet—she’s set up in a sniper position
on a nearby roof. She takes a shot against one of them. Their
greater numbers aren’t a factor, so her effect isn’t reduced, and
she’s not in any immediate danger (Controlled / Great). Maybe
instead she wants to fire off a salvo of suppressing fire against
the whole group, in which case their scale applies (Controlled /
Limited). If the group is on guard for potential trouble, her position
is more dangerous (Risky / Great). If the group is alerted to a sniper,
then the effect may be reduced further, as they scatter and take
cover (Risky / Limited). If the group is able to muster covering fire
while they fall back to a safe position, then things are even worse
for our scoundrel (Desperate / Limited). If she happens to have
brought the heavy ammo her weapons dealer conatact sold her,
we’d see the effect change again as such rounds easily penetrate
the cover (Desperate / Standard).

POSITION & effect // 1

31
CONSEQUENCES & HARM
Enemy actions, bad circumstances, or the REDUCED EFFECT
outcome of a roll can inflict consequences on a
COMPLICATION
PC. There are five types (see list).
LOST OPPORTUNITY
A given circumstance might result in one or more
consequences, depending on the situation. The WORSE POSITION
GM determines the consequences, following HARM
from the fiction and the tone established by
the group.
REDUCED EFFECT
This consequence represents impaired performance. The PC’s action
isn’t as effective as anticipated. You hit him, but it’s only a flesh
wound. She accepts the forged invitation, but she’ll keep her eye
on you throughout the night. You’re able to scale the wall, but it’s
slow going—you’re only halfway up. This consequence essentially
reduces the effect level of the PC’s action by one after all other
1 // THE BASICS

factors are accounted for.


COMPLICATION
This consequence represents trouble, mounting danger, or a new
threat. The GM might introduce an immediate problem that results
from the action: the room catches fire, you’re disarmed, the crew
takes +1 HEAT from witnesses, you lose status with a faction, the
target evades you and now it’s a chase, reinforcements arrive, etc.
The GM might tick a clock for the complication instead. Maybe there’s
a clock for the alert level of the guards at the spaceport. Or maybe
the GM creates a new clock for Legion suspicion at the checkpoint
and ticks it. Fill one tick on a clock for a minor complication or two
ticks for a standard complication.
A serious complication is more severe: the room catches fire and
falling ceiling beams block the door, your weapon is broken, the crew
suffers +2 HEAT, your target escapes out of sight, reinforcements
surround and trap you, etc. Fill three ticks on a clock for a serious
complication.
Don’t inflict a complication that negates a successful roll. If a PC
tries to corner an enemy and gets a 4/5, don’t say that the enemy
escapes. The player’s roll succeeded, so the enemy is cornered,
but maybe the PC has to wrestle them into position and during the
scuffle the enemy grabs the PC’s gun.

32
LOST OPPORTUNITY
This consequence represents shifting circumstances. You had an
opportunity to achieve your goal with this action, but it slipped
away. To try again, you need a new approach—usually a new form
of action or a change in circumstances. Maybe you tried to SCRAP
with your bounty target to trap her on the balcony, but she evades
your maneuver and leaps out of reach to another balcony. If you
want to get to her now you’ll have to try another way—maybe by
SCRAMBLING across the gap yourself.

WORSE POSITION
This consequence represents losing control of the situation—the
action carries you into a more dangerous position. Perhaps you make
the leap across to the next balcony, only to end up dangling by your

CONSEQUENCES & HARM // 1


fingertips. You haven’t failed, but you haven’t succeeded yet, either.
You can try again, re-rolling at the new, worse position. This is a
good consequence to choose to show escalating action. A situation
might go from controlled, to risky, to desperate as the action plays
out and the PC gets deeper and deeper in trouble.
HARM
This consequence represents a long-lasting debility (or death).
When you suffer harm, record the specific injury on your character
sheet equal to the level of harm you suffer. If you suffer lesser harm,
record it in the bottom row. If you suffer moderate harm, write it
in the middle row. If you suffer severe harm, record it in the top
row. See examples of harm and the harm tracker on the next page.
Your character suffers the penalty indicated at the end of the row
if any harm recorded in that row applies to the situation at hand.
So, if you have “Tired” harm in the bottom row, you’ll suffer reduced
effect when you try to run away from the Legion guards. When
you’re impaired by harm in the top row (severe harm, level 3), your
character is incapacitated and can’t do anything unless you have
help from someone else or push yourself to perform the action.
If you need to mark a harm level but the row is already filled, the harm
moves up to the next available row. So, if you suffered moderate
harm (level 2) but had no empty spaces in the second row, you’d
have to record severe harm (level 3), instead. If you run out of spaces
on the top row and need to mark harm there, your character suffers
a catastrophic, permanent consequence (loss of a limb, sudden
death, etc., depending on the circumstances).

33
NON-PHYSICAL HARM
Harm doesn’t just have to be broken ribs and knife wounds. “Snubbed”
harm can happen at a fancy Governor’s dinner party. If you ATTUNE
poorly to an artifact, you might get level 2 harm “Screaming Voices in
Your Mind.” It applies -1d (as per level 2 harm) whenever you’re taking
an action that having screaming voices in your head might affect.
Harm is removed through the recover downtime action (see page
187), but it can also fictionally vanish. When applying unusual harm
to the crew, let them know how they can remove it. If you’re unsure,
for example when dealing with those screaming voices, discuss with
your table what sort of long-term project might remove it.
This can be a way to showcase powerful opponents without killing the
crew. A tough bounty hunter might punch you in the gut, leaving you
with level 3 harm “Can’t Breathe.” The harm clears after 10 minutes
of rest, but leaves you unable to do much for the rest of the scene.

HARM EXAMPLE
1 // THE BASICS

HARM

Shattered Right Leg


need
3 help

2 -1d

Burned Grazed
less
1 effect

This character has three harm: a “Shattered Right Leg” (level 3) plus
“Burned” and “Grazed” (level 1). If they suffer another level 1 harm, it
will become level 2 (since both level 1 slots are filled). If they suffer
another level 3 harm, it will move up to level 4—Fatal.

HARM EXAMPLES
FATAL (4): Spaced, Drowned, Shot through the Heart
SEVERE (3): Impaled, Broken Leg, Shot in Chest, Crushed Rib, Terrified
MODERATE (2): Exhausted, Deep Cut, Concussion, Panicked, Seduced
LESSER (1): Bruised, Drained, Distracted, Scared, Sprained, Confused

Harm like “Drained” or “Exhausted” can be a good fallback


consequence if there’s nothing else threatening a PC (like when
they spend all night going over those safe schematics, looking for
any weaknesses before they raid a Counters Guild vault).

34
RESISTANCE & ARMOR
When your PC suffers a consequence that you don’t like, you can
choose to resist it. Just tell the GM, “No, I don’t think so. I’m resisting
that.” Resistance is always automatically effective—the GM says if
the consequence is reduced in severity or if you avoid it entirely. Make
a resistance roll to see how much stress your character suffers as
a result of their resistance.
You make the roll using one of your character’s attributes (INSIGHT,
PROWESS, or RESOLVE). The GM chooses the attribute, based on the
nature of consequence:
X INSIGHT: Consequences from deception or understanding.

X PROWESS: Consequences from physical strain or injury.

X RESOLVE: Consequences from mental strain or willpower.

RESISTANCE & ARMOR // 1


Your character suffers 6 stress when they resist, minus the highest
die result from the resistance roll. So, if you rolled a 4, you’d suffer
2 stress. If you rolled a 6, you’d suffer 0 stress. If you get a critical
result, you also clear 1 stress.
Juan’s character Captain Aman is in a desperate shootout with
several Cobalt Syndicate thugs when one of them lands a
blaster shot. Since the position was desperate, the GM inflicts
severe harm (modified by any other factors). She tells Juan to
record level 3 harm “Sucking Chest Wound” on Aman’s sheet.
Juan decides to resist the harm instead. The GM says he can
reduce the harm by one level if he resists it. Juan rolls 3d for
Aman’s PROWESS attribute and gets a 5. Aman takes 1 stress
and the harm is reduced to level 2, “Scorched Ribs.”
Usually, a resistance roll reduces severity of a consequence. If
you’re going to suffer fatal harm, for example, a resistance roll would
reduce the harm to severe, instead. Or if you got a complication
when you were sneaking into the manor house, and the GM was
going to mark three ticks on the “Alert” clock, she’d only mark two
(or maybe one) if you resisted the complication.
Each consequence can only be resisted one time.
The GM also has the option to rule that your character completely
avoids the consequence. For instance, maybe you’re in a sword fight
and the consequence is getting disarmed. When you resist, the GM
says that you avoid that consequence completely: you keep hold
of your weapon.

35
By adjusting which consequences are reduced vs. which are
avoided, the GM establishes the overall tone of your game. For a
more daring game, most consequences will be avoided. For a grittier
game, most consequences will only be reduced with resistance. As
a general note, we suggest that you reduce consequences by two
levels. Especially foolish or dangerous actions will still have daring
consequences, but risky and controlled actions can often benefit
characters at only a small stress cost. This seems to hit a daring
space opera vibe, but may not be appropriate for grittier games.
The GM may also threaten several consequences at once, then the
player may choose which ones to resist (and make rolls for each).
“She hits you with a stun baton and then leaps off the balcony.
Level 2 harm and you lose the opportunity to catch her for
the moment.”
“I’ll resist losing the opportunity by grappling her as she attacks.
She can shock me, but I don’t want to let her escape.”
Once you decide to resist a consequence and roll, you suffer the
1 // THE BASICS

stress indicated. You can’t roll first and see how much stress you’ll
take, then decide whether or not to resist.

RESISTANCE ROLL
 1d for each You reduce or completely avoid the effects of
ATTRIBUTE the consequences (GM chooses).
rating.
Suffer 6 minus the highest die result stress.
CRITICAL: Clear 1 stress.

36
ARMOR
If you have a type of armor that applies to the situation, you can
mark an armor box to reduce or avoid a consequence, instead of
rolling to resist.
Aman is taking level 2 harm “Scorched Ribs,” and the fight
isn’t even over yet, so Juan decides to use Aman’s armor
to reduce the harm. He marks the armor box and the harm
becomes level 1, “Winged.” If Aman had an ability that gave him
additional armor, such as the Cerberus’s crew ability Loaded
For Bear, he could mark a second armor box and reduce the
harm again, to zero.
When an armor box is marked, it can’t be used again until it’s restored.
All of your armor is restored when you choose your load for the
next job.

RESISTANCE & ARMOR // 1


DEATH
There are a couple of ways for a PC to die:
X If they suffer level 4fatal harm and they don’t resist it, they die.
Sometimes this is a choice a player wants to make, because they
feel like it wouldn’t make sense for the character to survive or it
seems right for their character to die here.
X If they need to record harm at level 3 and it’s already filled, they
suffer a catastrophic consequence, which might mean sudden
death (depending on the circumstances).
When your character dies, you can create a new scoundrel to play.
Maybe you “promote” one of the NPC allies to a PC, or create a
brand-new character who joins the crew.
Scum and Villainy characters are fairly competent and viable from
the get-go, but if you’re portraying an NPC you may want to take
different starting actions or abilities to reflect their current state
in the fiction. Discuss with your table what might be the best way
to proceed.

37
FORTUNE ROLL
The fortune roll is a tool the GM can use to disclaim decision making.
You use a fortune roll in two different ways:
When you need to make a determination about a situation the
PCs aren’t directly involved in and don’t want to simply decide
the outcome.
House Malklaith and the Starsmiths are fighting over control
of a small planetoid near Vet rumored to contain Ur artifacts.
How does that turn out? The GM makes a fortune roll for each.
Malklaith gets a good result, but the Starsmiths get limited
effect. The GM decides that Malklaith takes over the asteroid,
and the Starsmiths have stopped supplying the Governor’s
ships in protest.
When an outcome is uncertain, but no other roll applies to the
situation at hand.
While Hayley Griffen is attempting to find some data she
1 // THE BASICS

can sell in a Legion outpost, guards begin breaking down


the door to the room. With limited time, Griffen starts pulling
drives randomly, hoping she gets at least something of value
for the trouble. How valuable? Is the drive corrupted in the
process? Who knows? The GM makes a fortune roll to see
how it turns out.
When you make a fortune roll you may assess any trait rating to
determine the dice pool of the roll.
X When a faction takes an action with uncertain outcome, you might
use their Tier rating to make a fortune roll.
X When something happens aboard the players’ ship, use the
appropriate system quality rating for the roll.
X When a Way power or artifact manifests with uncertain results,
you might use its magnitude for a fortune roll.
X When a PC gathers information, you might make a fortune roll
using their action rating to determine the amount and quality of
the info they get.
If no trait applies, roll 1d for sheer luck or create a dice pool (from
one to four) based on the situation at hand. If two parties are
directly opposed, make a fortune roll for each side to see how they
do, then assess the outcome of the situation by comparing their
performance levels.

38
FORTUNE ROLL
 1d for each TRAIT CRITICAL: Exceptional result / Great, extreme
rating effect.

+ 1d per MAJOR 6: Good result / Standard, full effect.


ADVANTAGE
4/5: Mixed result / Limited, partial effect.
- 1d per MAJOR 1-3: Bad result / Poor, little effect.
DISADVANTAGE

The fortune roll is also a good tool to help the GM manage all the
moving parts of the world. Sometimes a quick roll is enough to
answer a question or inspire an idea for what might happen next.
Other examples of fortune rolls:
XThe PCs instigate a war between two factions. How does it turn
out? Does either side dominate? Are both made vulnerable by the

FORTUNE ROLL // 1
conflict? Make a few fortune rolls to find out.
X A strange sickness plagues the industrial world of Indri. How has
the outbreak affected the populace? The GM assigns a magnitude
to the plague and makes a fortune roll to judge its spread.
XThe Muscle stakes out a good spot and makes a sniper shot against
a gang leader entering his office. The controlled SCRAP roll is a
success, but is great effect enough to instantly kill a grizzled gang
leader? Instead of making a progress clock for the target, the GM
decides to make a fortune roll to see if he survives the attack. The
roll is a 4/5: it’s a mortal wound. He has only hours to live unless
his gang can get him to a doctor in time.
XThe Legion have been tracking the PCs’ crew of smugglers for a
while now. How quickly will they get enough evidence to result
in a warrant? The crew’s WANTED LEVEL in their current system
counts as a major advantage for the Legion.
XThe PCs face off in a fight with a Nightspeaker captain and her
crew. The battle goes in the PCs’ favor, and many crew members
are killed. One player asks if the captain will surrender to spare
the rest of her crew. The GM isn’t sure. How coldhearted is this
Cultist? She’s seen things in the void that would still the heart of
lesser women—is there anything human left inside her? The GM
makes a 2d fortune roll for “human feelings” to see if a spark of
compassion remains in her heart. If so, maybe one of the PCs can
roll to CONSORT, SWAY, or COMMAND her to stand down.

39
GATHERING INFORMATION
The flow of information from the GM to the players about the fictional
world is very important in a roleplaying game. By default, the GM
tells the players what their characters perceive, suspect, and intuit.
But there’s just too much going on to say everything—it would take
forever, and be boring, too. The players have a tool at their disposal
to more fully investigate their world.
When you want to know something specific about the world, your
character can gather information. The GM will ask you how your
character gathers the info (or how they learned it in the past).
If it’s common knowledge, the GM will simply answer your questions.
If there’s an obstacle to the discovery of the answer, an action
roll is called for—set the position based on the obstacle. If it’s not
common knowledge but there’s no obstacle, a simple fortune roll
determines the quality of the information you gather.
Each attempt to gather information takes time. If the situation
1 // THE BASICS

allows, you can try again if you don’t initially get all the info that
you want. But often, the opportunity is fleeting, and you’ll only get
one chance to roll for that particular question.
Some example questions are on the bottom of the character sheet.
The GM always answers honestly, but with a level of detail according
to the level of effect.
The most common gather information actions are STUDYING the
situation to reveal or anticipate what’s going on, or HACKING a system
for secrets and intelligence.
Sometimes, you’ll have to maneuver yourself into position before you
can gather information. For example, you might have to SCRAMBLE
to a good rock outcropping first and then STUDY the Janus Syndicate
goons during the handoff.
INVESTIGATION
Some questions are too complex to answer immediately with a single
gather information roll. For instance, you might want to discover
the network of dark hyperlane smuggling routes in the system. In
these cases, the GM will tell you to start a long-term project that
you work on during downtime.
You track the investigation project using a progress clock. Once
the clock is filled, you have the evidence you need to ask several
questions about the subject of your investigation as if you had
great effect.

40
GATHER INFORMATION
Ask a question and GREAT : You get exceptional details. The
make an action roll information is complete and follow-up questions
or a fortune roll. may expand into related areas or reveal more
The GM answers than you hoped for.
honestly with STANDARD: You get good details. Clarifying and
a level of detail follow-up questions are possible.
depending on the
LIMITED : You get incomplete or partial
effect level. information. More information gathering will
be needed to get all the answers.

EXAMPLES AND QUESTIONS

GATHERING INFORMATION // 1
X You might ATTUNE to see echoes of recent Way activity. Have any
powerful mystics been here? How can I find the Ur artifact that
speaks to me in my dreams? What should I be worried about?
X You
might COMMAND a local Guilder to tell you about the secret
meetings held in the factory at night. What’s really going on here?
What’s he really feeling about this? Is he part of this secret group?
X Youmight CONSORT with a well-connected friend to learn the
secrets of an enemy or rival. What do they intend to do? What
might I suspect about their motives?
X You
might SKULK across the city, following a courier to discover
who’s receiving prototypes from a high-level Guild engineer. Where
does the package end up? Who signed for the delivery?
X Youmight STUDY an Ur artifact to discover a mystic secret. How
can I power this device? Will anyone sense if it’s activated?
X Or you might STUDY a person to read their intentions and feelings.
What are they really feeling? How could I get them to trust me?
X You might examine a plague as a DOCTOR. Where did this disease
come from? How can I cure it?
X Or youmight DOCTOR a wounded pirate when you ally with their
gang. Are they going to betray us? What do they really want?
X You
might SWAY a powerful Noble at a party to divulge his plans.
How can I convince him I might be a good partner in those plans?
X Or you
might SWAY his bodyguard to confide in you about recent
events. Where has he been lately? Who’s he been meeting with?

41
42
EXAMPLE OF PLAY
PROFESSIONAL DISCOURTESY
The Cobalt Syndicate has been butting heads with the crew of the
Faraday ever since that deal on Rin went south. A fair number of
these struggles have been on Outpost SB-176, a fairly important
shipping nexus and prime turf for finding smuggling jobs.
After returning from a job, the crew finds their friend T’kala nervously
pacing at their berth. She greets the crew with an anxious smile
and a welcoming hand, but the prominent Cobalt stripe, indicating
membership in the Syndicate, can’t be missed. “Sorry to do this to you
friends, but you may have heard about the recent dock acquisitions.
There’s a matter of a new fee you’ll have to pay…” In the background,
loitering in close distance, are several dockhands/gang members
ready to respond.

EXAMPLE OF PLAY // 1
Captain Aman smiles and makes pleasantries. “T’kala! So good to
see you. We aren’t prepared to make any donations just yet. I’m sure
we can send something along at some point to your office. We’ve
known each other long enough, so that should be sufficient, no?”
Sounds like a SWAY roll, and Juan (Aman’s player) goes with this. The
GM reveals that T’kala is being leaned on by her new bosses, and
they’ve sent a watchful crew to ensure T’kala puts the screws to
the PCs. She can’t just walk away with empty promises—this is a
risky roll with limited effect.
Juan gets 3d for Aman’s SWAY rating, plus 1d for an assist from Aleera
Suhn, the crew’s Muscle and all-around intimidating presence. Suhn’s
player Rachel describes walking up behind the aging dockmaster
and looming over her shoulder while Aman is all smiles. Juan rolls
4d and gets 4/5—partial success.
Aman convinces T’kala that deferring the discussion to a more
appropriate time is the best course of action. The GM describes
T’kala’s reactions: “Nervously, she swallows and nods, backing away
and going on about regulations and forms that need to be filed. The
Cobalt dockhands look at each other in confusion and then anger.”
It was a partial success, so Aman also suffers a consequence. Harm
isn’t really appropriate (yet). A simple complication makes sense
though, and the GM says that while T’kala is satisfied, the gang
members sent here to ensure the crew paid their dues will not
be. “The gang picks up rebar and pipes lying around the place and
surrounds the crew,” the GM says.

43
SHOWDOWN AT THE DOCKS
Juan wants to resist the consequence of the last roll. Being
surrounded sounds like a bad idea. Since there’s no gunfire yet, Aman
simply moves back to the catwalk before the gang can surround them.
Juan rolls 2d for Aman’s PROWESS attribute and gets a 4. He takes 2
stress and avoids the complication. The Syndicate still outnumbers
them, but the crew will have somewhere to go if this gets ugly.
Juan and Rachel discuss some options for how to get the Cobalt
Syndicate to back down. Perhaps brandishing some heavy weaponry
would deter them from closing in. But Alice (playing Hayley Griffen,
the Mechanic) is still onboard the ship. “I blare over the ship’s PA
while angling the ship’s guns at them. ‘Not a chance, scumbags.
Drop the weapons and get lost.’”
So what action is this? Alice considers it and says, “Well, I’m trying
to force them to leave. I’m technically using ship weapons, which
would be HELM, but I’m not going to miss at this distance, and I’d
rather not even fire. I think this is COMMAND… which I have zero dice in.
1 // THE BASICS

No time like the present!” Rachel volunteers to take a stress to give


Alice a die from the assist—Suhn is quite imposing herself. Rachel
asks for a Devil’s Bargain, and the GM has one—no matter how this
turns out, T’kala is going to catch hell for this. “Never loved that
woman anyway,” Rachel says as she picks up a second die. There’s
also a gambit left in the crew’s pool, and Rachel opts to add that
to her roll, for three dice.
The GM says it’s a desperate roll because lighting up the dock
with ship weapons would definitely cause the crew a ton of other
problems, and the Syndicate knows that. Alice rolls and gets a 6!
She smiles confidently and says, “Yeah! That’s what I thought!” But
is this enough to make them back down? They’re certainly not going
to press forward into the maw of particle cannons, but are they just
going to leave?
The GM says, “I think you’d get them to back off, but I don’t think
they’d leave the dock entirely. The Cobalt Syndicate are looking
for ways to get into it with your crew. They’ll probably move to a
safe distance and wait you out, even setting up shifts if they have
to. You’ll still have to figure out how to get that smuggled cargo of
yours into the station proper.”
“Yeah, that makes sense, but hold on,” Alice says. “I can push myself
for extra effect, right? If Hayley takes 2 stress for +1 effect, to make
it great effect, is that enough to clear us a path to our contact?”

44
“Oh, wow, yeah, that would do it. Normally you would push for effect
before your roll, but since we didn’t really talk about what standard
effect was up front, I’d be fine with you pushing now. Maybe you fire
a few shots into some unimportant crates and they all scatter? No
additional HEAT needed, just flavor. A few crates explode dramatically,
Cobalt thugs go running, and that’s the end of things.”
QUESTIONS TO CONSIDER
X Could T’kala’s relationship with the crew (as a crew contact) have
made the situation easier or more complicated than it already was?
Would you have given Aman a controlled position? Or should the
situation have been desperate because of the obvious leverage
the Syndicate had over T’kala, and the crew owing her as a friend?
X What about Griffen’s effect level? Do you think she needed great
effect for that result, or was standard enough already? How would
you judge it at your table?

45
PC VS. PC
It’s common for two or more PCs to come into conflict. Mechanically,
the rules for PC vs. PC action are the same for PC vs. NPC action. You
still use action, resistance, fortune rolls, effects, and consequences.
These resolve into new situations that may require more rolls. But
though it’s mechanically straightforward, it’s not exactly the same.
There are guidelines you should follow when PCs start to battle it out.
X Halt play for a bit. When two PCs conflict, it’s like two writers
arguing over the direction of the story they’re working on. You
don’t need to rush to roll dice. Instead, pause what you’re doing
and figure out how things should proceed. “Who acts first” is
sometimes a sticking point for players, especially when blasters
are drawn. Usually the answer is clear from the situation—one
player is acting while the other is reacting. When it’s not, you can
make fortune rolls to see who gets the drop on whom—have each
player make an action roll and compare the results.
X Decide how to resolve the conflict. Determine what’s at stake, what
1 // THE BASICS

actions need to be rolled, and what outcomes might occur from


those actions. If you want to go down a different road, speak up!
This is why pausing play is important—it gives you the moment
to really consider what’s going to happen. If you can’t agree on
how to resolve the conflict, you’re at an impasse.
X Ask about the situation to establish how things will resolve. You
might ask, “Can your character be SWAYED into going along with my
plan?” or “Are you all up in my character’s face or are we shouting
from across the room?” or even “Is your character out for blood
here, or is this about your appearance to the rest of the crew?”
X Live with the results. Once you decide on the resolution method,
follow through with that method and stick to the outcomes. Rather
than argue with the process, use the outs the system already gives
you—bad results can be resisted, armor is often an option, and
the future remains open to new courses of action.
There are no specific player vs. player mechanics. When the PCs
fight, the players are still collaborating and making judgments about
what happens, like any other event. Conflicts between players are
outside the scope of the game; no roll or mechanic can resolve a
dispute between people. Talk with your friends and resolve any
interpersonal conflicts that come up so PC vs. PC conflicts can just
be about the story you’re telling.

46
47
CRED & STASH
CRED
We use CRED as an abstract measure of cash and liquid assets.
Most forms of currency these days are backed by Counters Guild
technologies or by Guild interests. Numerous physical currencies
exist but most exchange these denominations through the Counters
Guild into standard Hegemonic credit. These creds are carried on
devices provided by the Guild, colloquially called “sticks.”
The few nominal credits or bills PCs use in their daily lives are not
tracked. If a character wants to toss a few creds around to achieve
a small goal (bribe a doorman), use the PC’s lifestyle quality for a
fortune roll (see STASH on the next page).
MONETARY VALUES
1 CRED: A stick full of credits. A month’s wages.
2 CRED: A fine weapon. A weekly income for a small business. A fine
1 // THE BASICS

piece of art. A set of luxury clothes.


3 CRED: An exquisite jewel. A case full of hard currency.
4 CRED: A good monthly take for a small business. A small safe full
of rare metals and valuables. A rare artifact.
6 CRED: Liquidating a significant asset—a hovercar, a small house.
8 CRED: A treasure trove.
10 CRED: A small personal ship.
More than 4 CRED is an impractical amount to keep unnoticed by
the Guild. You must spend the excess or put it in your STASH (see
below). A crew can also store 4 CRED in their ship, by default. Any
CRED beyond their limit must be spent as soon as possible (typically
before the next job) or be distributed among the crew members.
CRED USE
Spend 1 CRED to get an additional activity during downtime (see
page 184).
Spend 1 CRED to increase the result level of a downtime activity roll.
Spend CRED to avoid certain crew entanglements (see page 180).
Put CRED in your character’s STASH (1-for-1) to improve their lifestyle
and circumstances when they retire (see the next page).
Spend CRED when you advance your crew quality (see page 51).

48
STASH & RETIREMENT
When you mark your character’s final Trauma and they retire, the
amount of CRED they’ve managed to stash away determines their
fate. Your STASH tracker is on your character sheet.
STASH 0-10: Poor soul. You end up in the gutter, awash in vice and
misery.
STASH 11-20: Meager. A tiny hovel that you can call your own.
STASH 21-39: Modest. A simple home or apartment, with some small
comforts. You might operate a bar or small business.
STASH 40: Fine. A well-appointed home or apartment, claiming a
few luxuries. You might operate a medium business.
In addition, each full row of STASH (10 CRED) indicates the quality
level of the character’s lifestyle, from zero (street life) to 4 (luxury).
Ray Aman, Captain of the Faraday, is dressed to impress his
sometime-rival Rhin, a fellow smuggler. Aman flouts his

CRED & STASH // 1


newfound wealth from several successful jobs as he crows
in the bar about how a smuggler like Rhin will never have
as fine a coat as his. But Aman is just a criminal with a ship,
so how impressive a coat is it, really? The GM can call for a
fortune roll using Aman’s lifestyle as the dice pool to find out
how elegant the coat really is.
Aleera Suhn is the wrong sort of trouble for the bouncer at an
elite Nightfall dance club. Tired of cracking skulls to get what
she wants, she offers to bribe the guard to get past the door.
The GM decides that there isn’t a substantial risk—this is just
about whether Aleera can afford to get in. The GM asks for
a fortune roll using Aleera’s lifestyle rating to see if she has
enough CRED to bribe the bouncer.
REMOVING CRED FROM YOUR STASH
If you want to pull CRED out of your STASH, you may do so, at a cost.
Your character sells off some of their assets and investments in
order to get some quick cash. For every 2 STASH removed, you get
1 CRED in cash.

49
ADVANCEMENT
PC ADVANCEMENT
Each player keeps track of the experience points (xp) that their
character earns.
During the game session, mark xp:
X When you make a desperate action roll. Mark 1 xp in the attribute
for the action you rolled. For example, if you roll a desperate SCRAP
action, mark xp in PROWESS. When you roll for a group action that’s
desperate, also mark xp.
At the end of the session, review the xp triggers on your sheet. For
each one, mark 1 xp (playbook or attribute) if it happened at all, or
mark 2 xp if it happened a lot during the session. The xp triggers are:
X Your playbook-specific xp trigger. For example, the Muscle’s is:
Address a challenge with force or threats. To “address a challenge,”
your character should attempt to overcome a tough obstacle or
danger. It doesn’t matter if the action is successful or not. You
1 // THE BASICS

get xp either way.


X Youexpressed your beliefs, drives, heritage, or background.
Your character’s beliefs and drives are yours to define, session to
session. Feel free to tell the group about them when you mark xp.
X You struggled with issues from your vice or traumas. Mark xp
for this if your vice tempted you to some bad action or if a trauma
condition caused you trouble. Simply indulging your vice doesn’t
count as struggling with it (unless you overindulge).
You may mark end-of-session xp on any attribute xp track or your
playbook xp track.
Rachel is playing a Muscle. At the end of the session she
reviews her xp triggers and tells the group how much xp she’s
getting. She rolled two desperate SCRAP actions during the
session, so she marks 2 xp on her PROWESS xp track.
She addressed several challenges with force or threats, so
she marks 2 xp. She expressed her Colonist heritage many
times while dealing with the Cobalt Syndicate, so she marks
another 2 xp. She also showcased her character’s beliefs,
but 2 xp is the maximum for that category, so she can’t earn
more for that. She didn’t struggle with her vice or traumas this
session, so no xp there. She explains her choices to her table
and lets them know that she got 4 xp at the end of the session.

50
When you fill an xp track, clear all the marks and take an advance.
When you take an advance from your playbook track, you may choose
a new special ability. When you take an advance from an attribute,
you may add an additional action rating to one of the actions under
that attribute (up to a max of 3).
Rachel decides to put it all in her PROWESS xp track. This fills
the track, so she adds a new dot to SCRAP.
You can also earn xp by training during downtime. When you train
(see page 188), mark xp in one of your attributes or playbook tracks.
A given xp track can be trained only once per downtime phase.
CREW ADVANCEMENT
At the end of the session, review the crew xp triggers and mark 1
crew xp for each item that occurred during the session. If an item
occurred multiple times or in a major way, mark 2 crew xp for it. The
crew xp triggers are:

ADVANCEMENT // 1
X Your crew-specific xp trigger. For example, the Stardancer’s is:
Execute a successful transport or smuggling operation. If the crew
successfully completed a job that matches this trigger, mark xp.
X Contend with challenges above your current station. If you
tangled with factions of higher Tier than your crew quality, or
simply opposition more dangerous than your crew, mark xp for this.
If you have any questions about this, the GM can help you decide.
X Bolster your crew’s reputation or develop a new one. Review
your crew’s reputation. Did you do anything to promote it in play
this session? Also mark xp if you developed a new reputation for
the crew.
X Express the goals, drives, inner conflict, or essential nature of
the crew. This one is very broad! Essentially, did anything happen
that highlighted the specific elements that make your crew unique?
When you fill your crew advancement tracker, clear the marks
and take a crew advance.
You have many choices when advancing your ship and crew. An
advance may be an additional crew special ability, two ship
upgrades (any two boxes amongst ship modules, or crew/ship
upgrades), one ship quality (comms, engines, hull, or weapons—up
to the listed maximum on your ship), or one crew quality. Advancing
crew quality also has a CRED cost equal to four times the new crew
quality (so 8 CRED if you’re going to crew quality 2). Fund this from
character and ship CRED, or converting STASH.

51
For example, when the Cerberus earns an advance, they could
take a new crew special ability, like Deadly. Or they could
mark two upgrades, like Medical Bay and Particle Cannons (if
they have an adequate weapons rating). Or they could gain a
hull quality (if their current hull quality is less than 2) Or they
could upgrade their crew quality (up to 3, with appropriate
CRED costs each time).
Say how you’ve obtained these upgrades or abilities. Where did
they come from? How does it become a new part of life on the ship?
PROFITS
Every time the crew advances, each PC gets STASH equal to the crew
quality+2, to represent profits generated by the crew.
SWITCHING SHIPS OR CHANGING
PLAYBOOKS
You might want to change your character to a different playbook
(such as a Mystic becoming a Muscle) or the group may decide a
1 // THE BASICS

different ship matches their playstyle better (such as the Stardancer


crew taking over the Firedrake).
If the PC or ship was created a few sessions ago, but it’s later realized
that a different playbook is more appropriate, just recreate the
character or ship with a different sheet, keeping the same number
of advancements. No harm done.
If, however, this change in playbooks represents a growth of the
character, transfer the action ratings of the PC. You can keep some
special abilities already earned through Veteran advances, and the
PC’s starting ability is replaced with the new playbook’s starting
ability.
Similarly for a crew, when transferring ships you might be able
to bring over certain upgrades (a bounty hunter’s cache of stun
weapons for example) and abilities. A crew might also keep some
of their contacts or unique crew upgrades—assess each one to see
if it makes sense to keep it with the new crew type. Discuss this at
the table and decide what makes sense to carry over.
ADVANCING THE CAMPAIGN
Campaigns of Scum and Villainy are not intended to run indefinitely,
taking roughly a dozen to twenty sessions to complete (depending
on your crew). End-of-campaign expectations are described on page
264, and how to create tie-ins for future games.

52
GOING BEYOND PLAYBOOKS
A playbook describes a broad archetype of a space-opera adventurer,
but doesn’t cover the details of rituals, practices, prestige and rites
that may come about from joining certain factions, or practicing
certain Mystic beliefs.
In addition to the special abilities available to your playbook and the
ability to take special abilities from other playbooks, you can also
take advanced abilities and permissions. These represent training
unique to a special group in Procyon, from the Memish mystics who
study their own form of the Way, to the daring escapades of the
explorers that brave Ur-sites for artifacts, to elite members of the
Hegemony such as members of the various guilds.
Some examples are provided on page 348, but you should work
with your table to detail and customize those that may become
important in your game.

ADVANCEMENT // 1

53
CHAPTER 2
CHARACTERS

The uncaring Hegemon rules from an artifact throne amongst a den


of vipers known as the Houses. Little attention is paid to Procyon,
which leaves you to fight a battle for existence amongst Cults,
corrupt Governors, scheming Syndicates, and the ancient Ur ruins.
Any move you make is going to make waves.

CHARACTERS
Every player character in Scum and Villainy is a daring outlaw,
following their destiny out on the galactic fringe. All of them are
familiar with the feats represented by the actions of the game.
They’re all able to SCRAP with enemies, SKULK in the dark, ATTUNE to
the Way, CONSORT with contacts, and so on.
Because of the way the dice system works, every character can roll
at least 3d for any action in the game (+1d from pushing or a Devil’s
Bargain, a +1d assist from a teammate, and +1d from a gambit). A
roll of 3d is fantastic—an 87% chance of success. The “zero rating”
actions on your character sheet aren’t things your character can’t
do, but actions for which you’re likely to burn stress and rely on
teamwork. When your crew has your back and you set your mind
to it, you can attempt almost anything.
Of course, you’ll also have particular talents. You may want to be
able to bend the Way to your will and observe things far beyond your
senses, or perhaps you want to be the best pilot in the sector. In this
chapter, you’ll learn how to create your own unique character and
choose the abilities that suit the style of play you prefer.

55
CHARACTER CREATION
CHOOSE A PLAYBOOK
Your playbook contains all the specific rules needed to play a certain
character type in Scum and Villainy. There are seven basic playbooks.
By choosing a playbook, you’re determining which type of crew
member your character is. The playbooks are:

Play a Mechanic if you want to make new devices,


MECHANIC keep your ship in good shape, or hack systems.

Muscles are good at winning fights. Play a


MUSCLE Muscle if you want to be unstoppable in combat.

Mystics are good at dealing with the Way. Play


MYSTIC one if you want to use artifacts and weird powers.
2 // CHARACTERS

Play a Pilot if you want to be a daredevil at the


PILOTS wheel and widely traveled.

Scoundrels love getting into and out of trouble.


SCOUNDREL Play a Scoundrel if you want to press your luck.

Play a Speaker if you want to be the respectable


SPEAKER one and use connections to get your way.

Play a Stitch to deal with science, patch people


STITCH up, and be the crew’s moral compass.

Each playbook is a set of special abilities (which give your character


ways to break the rules) and xp triggers (which determine how
they earn experience points for character advancement). Each
playbook also has a starting ability unique to them. No playbook
has a monopoly on their focus—a Muscle could be amazing at HELM,
or a Mystic might be excellent at SCRAP.
By selecting a playbook, you select a set of initial action ratings and
special abilities that will be easiest for you to access. You determine
your character’s essential nature, and both your skills and nature
can evolve over time.
Your playbook also describes how others in the sector view you.
When Syndicates plan a job, they think in terms of crews that have
a “pilot,” “mechanic,” and “muscle.”

56
If someone solves their problems with the Way, they’re often called a
“mystic.” If they present a respectable face and have deep connections,
they’re called a “speaker.” Your playbook is also a reputation.
Each playbook is detailed in this section, starting on page 69.
Once you’ve chosen your playbook, follow the steps below to
complete your character.

CHOOSE A STARTING ABILITY


Playbooks begin with their starting ability marked. Each playbook
has a starting ability that only members of that playbook get. This
helps define your role on the crew and how factions in the sector
view you. Note that starting abilities cannot be chosen via the
Veteran special ability.

CHARACTER CREATION // 2
If you want to play a xeno (a member of an alien species) with a
decidedly exceptional physique or abilities, you can replace your
playbook starting ability with the following:
Xeno: You may spend stress (0-2) to perform an inhuman feat
only members of your species can do.
See page 296 for more information on playing a xeno. If you choose
to go with the Xeno ability, now might be a good time to discuss
with your table what some common traits of your people can be.
When playing a xeno, you still have the special abilities and starting
action dots on your playbook.

CHOOSE A SPECIAL ABILITY


Each playbook also has a list of special abilities. Choose one special
ability for your character.
If you can’t decide which one to pick, go with the first one on the
list—it’s placed there as a good default choice. If you’re familiar with
the other playbooks, you can start with a Veteran advance if you
like. Each character can have up to three Veteran advances (which
can be earned through play).

SPECIAL ARMOR
Some special abilities refer to your special armor. Each character
sheet has three boxes to track usage of armor (armor, heavy, and
special). If you have abilities that use your special armor, tick the
special box when you activate one of them. If you don’t have any
such special abilities, then you can’t use that armor box.

57
CHOOSE A HERITAGE
Your character’s heritage describes their upbringing or family. Pick
a heritage and decide if you’re native to Procyon or from elsewhere
in the Hegemony. When you choose a heritage, mark it on the list
on your playbook, then write a detail about your family life on the
line above. For example, you might choose IMPERIAL heritage, and
then write Once powerful Core-world Nobles, now destitute. Or you
might choose COLONIST heritage and write Dathalak farmers from
closer to the Core. Each heritage is described briefly below.
XThose with IMPERIAL heritage hail from Warren or the Core worlds.
You were brought up educated in ways of the Hegemony, through
a Guild vocational education, Cult teachings, or Noble family tutors.
X If you’d rather be more at home on a creaking ship, you could be
from a SPACER family. Ice miners, station mechanics, and most
merchants are born, grow old, and die in space—and may or may
not view your terrestrial ventures with suspicion.
2 // CHARACTERS

XThe exact opposite are COLONIST families. Farmers, miners, and


terraformers form the backbone of the Hegemony. Fighting for a
living on the borders of planets, these folks deal with alien beasts
and odd Precursor ruins more than most.
X MANUFACTURED “families” are fundamentally controlled in some
way by the Guilds—for example, a Yaru clone who’s escaped from
a facility or a Urbot that’s avoided routine memory wipes. You may
often have to hide your origin and independence.
X If you want to be without a planet to call home, you could be from
a WANDERER heritage. A small but notable portion of the Hegemony
move from planet to planet, as opportunities emerge and galactic
economic cycles shift. Or just follow where the Way takes you.
X XENO families are as diverse as the countless kinds of xenos in the
galaxy. You were raised in a non-human culture. Xenos struggle
to find acceptance in the Hegemony, and many of their practices
are seen as strange or unusual.
CHOOSE A BACKGROUND
Your heritage covers how you were raised, but your background
covers what you’ve been doing before you joined the crew. Pick
a background option from the list on your playbook, then write a
detail about it specific to your character. For example, you could
choose LABOR, and then write Gas miner on Aleph. Or you might
choose SYNDICATE and write Former assassin for the Ashen Knives.

58
Backgrounds are briefly detailed below:
X ACADEMIC: A professor, student, researcher, or other knowledge-
driven vocation.
X LABOR :A factory worker, driver, dockhand, miner, or other
tradesperson. The majority of the Hegemony is of this background.
X CULT: Part of a Cult, officially sanctioned or not. A holy warrior,
priest, or religious devotee.
X GUILDER: Involved in the of machinations of a Guild, such as a ship
designer, financial analyst, or logistics officer.
X MILITARY: A Hegemonic soldier, mercenary, intelligence operative,
strategist, training instructor, etc.
X NOBLE: Living the life of luxury, such as a dilettante, someone

CHARACTER CREATION // 2
caught up in House politics, etc.
X SYNDICATE: Part of an organized criminal gang, from the lowest
lookout to ousted former crime lord.

ASSIGN FOUR ACTION DOTS


Each playbook begins with one action at level 2, and one at level
1. You get to add four more ratings, to bring you to a total of seven
dots assigned. During character creation, no action rating may be
higher than 2 (unless a special ability tells you otherwise). Brief
descriptions of all the actions follow, on pages 64 and 65.
Assign your action ratings like this:
X Increase by one any action that you feel reflects your character’s
heritage.
X Increase by one any action that you feel reflects your character’s
background.
X Increase two more actions anywhere you like (max rating 2).

CHOOSE ONE FRIEND AND ONE RIVAL


Each playbook has several NPC friends. It’s important to note that
you know all these people well. Choose one from the list who is a
close relationship (a good friend, a lover, a family relation, or similar).
Mark the up-pointing triangle next to their name.
Then pick another NPC on the list who is now your rival or enemy.
They may have been a friend once. Mark the downward-pointing
triangle next to their name.

59
CHOOSE YOUR VICE
Fighting the odds of the galaxy is stressful. Each crew member has
a way to blow off stress, described by their vice. Choose one or two
from the list below, and write in specific details. For example, you
might choose pleasure, then write Rare delicacies from distant
planets. Ask your table if you get stuck on what kinds of vice might
be fitting with the story and your character.
X FAITH:
You’re part of a Cult, or observe specific ceremonies at
regular intervals.
X GAMBLING: You crave games of chance, or bet on sporting events,
etc.
X LUXURY: You seek the high life with expensive, ostentatious displays
of wealth.
X OBLIGATION: You’re devoted to a family, cause, organization, charity,
etc.
2 // CHARACTERS

X PLEASURE: You seek hedonistic gratification from lovers, food,


drink, drugs, art, etc.
X STUPOR: You dull the senses with drug abuse, excessive drinking,
fighting to exhaustion, etc.
X WEIRD:
You perform strange experiments, explore the Way,
commune with Ur artifacts, and so on.
When picking a vice, bear in mind that it’s something you do to
blow off steam, but it can also land you in trouble. How much your
vice consumes you and how much it drives your character to bad
decisions is up to you, but the more it does so the more xp you’ll
earn. Discuss this with your GM—not every player may want their
demons to rear their heads every session.
RECORD YOUR NAME, ALIAS, & LOOK
Choose a name for your character from the sample list or create
your own.
Many hotshots, muscles, and the like pick up monikers that the
underworld of the Procyon sector knows them by. If you use an alias
or nickname as part of your identity with the crew, note that as well.
Describe your character’s look (some examples are provided on
page 62).

60
REVIEW YOUR DETAILS
Look at the xp triggers for your playbook (like “Earn xp when you
address a challenge with deception or influence,” for example) and
the special items available to a character of your type (like the
Pilot’s Urbot, for example). You begin with access to all of the items
on your sheet, so don’t worry about picking specific things—you’ll
decide what your character is carrying later on, when you’re on the
job (see Loadout, below).
That’s it! Your character is ready for play. When you start the first
session, the GM will ask you some questions about who you are,
your outlook, or some past events. If you don’t know the answers,
make some up! Or ask the other players for ideas.

LOADOUT

CHARACTER CREATION // 2
You have access to all of the items on your character sheet. For each
job, decide what your character’s load will be.
X 1-3 LOAD: LIGHT. You’re faster, less conspicuous; you blend in with
ordinary folk.
X 4-5 LOAD: NORMAL. You look like you’re ready for trouble.

X 6-8 LOAD: HEAVY. You’re slower. You look like a scoundrel on a


mission and ready for trouble. Nobody will mistake you for anything
other than what you are.
Your chosen load determines how many items you can carry. Items
in italics count for zero load and can be taken freely with any loadout.
Some larger items (like Heavy Blasters) require you to mark two
boxes (2 load) in order to have them on hand. They’re marked on
the sheets with multiple boxes with a connected line between them.
You don’t have to decide what items you’re taking on the job at the
start of it. You’re playing smart capable scoundrels who think ahead,
and bring the kinds of items they’ll need. During the operation, you
can fill in any box on your items list to have that item available—up
to the maximum load you have chosen.
Review your personal items and the standard item descriptions
on page 66.

61
NAMES
Abra, Aria, Chendra, Cord, Del, Duncan, Ed, Entex, Espa, Faykan, Faye,
Finn, Fox, Gaius, Garm, Garrus, Genera, Greeg, Gurney, Han, Hirak,
Hondo, Ignor, Jaana, Jango, Jerec, Jet, Jung, Kai, Kalo, Kahlee, Kasumi,
Kirk, Kit, Lando, Leto, Liara, Lotus, Mevakor, Mill, Mino, Miranda,
Mordin, Naimon, Needa, Oola, Orrin, Paul, Poe, Potak, Praxis, Quinton,
Rey, Rocco, Saldeed, Samara, Saren, Seklor, Spike, Thane, Yast, Yola,
Victor, Wyndam, Xavier, Zaeed, Zokar
FAMILY NAMES
Acon, Apple, Bartok, Black, Brell, Clovis, Crynyd, Curia, Doona, Drake,
Dyson, Emari, Endua, Evazan, Farr, Feris, Gallia, Gree, Gyle, Hawking,
Hex, Hill, Impera, Indigo, Intal, Ivanov, Jor, Jusik, Kasur, Kedra, Kor,
Kranax, Kritus, Kromyl, Kymnal, Lana, Livia, Luo, Mahat, Marak,
Natoth, Nagan, Neumann, Nur, Ortcutt, Pava, Pim, Quag, Ramus,
Rudra, Ryle, Shrike, Sprek, Suzuka, Tann, Tarkin, Tel, Thorn, Tilad,
Ulmak, Ursis, Valorum, Veers, Vosa, Wu, Wolffe, Wren, Yoneyama,
2 // CHARACTERS

Yueh, Yularen, Zan, Zer


ALIAS NAMES
Ace, Agony, Apex, Athena, Badger, Bingo, Black, Bolt, Brakes, Carrot,
Cash, Cosmo, Dash, Devil, Dipper, Echo, Eight, Elbows, Falcon, Fireball,
Flex, Game, Gargoyle, Gear, Gonzo, Guns, Hammer, Headhunter,
Helo, Hex, Highball, Hyper, Intake, Iris, Iron, Juggler, Juice, Junior,
Karma, Lasher, Legend, Link, Loco, Mooch, Nails, Nemesis, Nova, Owl,
Phoenix, Quirk, Raider, Razor, Rash, Skulls, Snaps, Snitch, Stinger,
Syndrome, Tank, Tax, Titan, Tread, Under, Vandal, Vapor, Wraith,
X-Ray, Yellow, Zen, Zenith, Zipper
LOOKS
Man, Woman, Ambiguous, Xeno. Note that these looks are about
presentation rather than a statement of identity.
Ornate Headdress Suit and Vest Loose Silks
Long Coat Collared Shirt Tight Pants
Hood and Veil Suspenders Bomber Jacket
Short Cloak Intricate Rings Long Scarf
Knit Cap Skirt and Blouse Leathers
Fancy Makeup Wide Belt Stillsuit
Slim Jacket Fitted Dress Hides and Furs
Hooded Cloak Flight Suit Worn Uniform
Work Boots Heavy Cloak Space Suit
Mask and Robe Thick Duster Glittering Jewelry

62
CHARACTER CREATION
SUMMARY

1 6
Choose a playbook. Your Assign four additional
playbook represents your action ratings. No action
character’s reputation in the may begin with a rating
crew, their starting and special higher than 2 during character
abilities, and how they advance. creation. (After creation, action
ratings may advance up to 3.)

2
Choose a starting ability.

7
All playbooks have a Choose a close friend and
unique starting ability. You a rival. Mark one who is
may choose instead to start with a close friend, ally, family
the Xeno ability. member, or lover (the upward-
pointing triangle). Mark one

CHARACTER CREATION // 2
Choose a special ability. who is a rival, enemy, scorned
If you can’t decide, choose lover, betrayed partner, etc. (the
the first ability on the list. downward-pointing triangle).
It’s placed there as a good first

8
option. Choose your vice. Pick
your preferred vice or two

4
Choose a heritage. Detail and detail it with a short
your choice with a note description.
about your family life. For

9
example, Spacer: Ice miners, Record your name, alias,
now mostly in Holt. and look. Choose a name,
an alias (if you have one),

5
Choose a background. and write a bit about your look.
Detail your choice with Examples are provided on the
your specific history. For preceding page.
example, Cult: Church of Stellar
Flame initiate.

63
ACTIONS
When you ATTUNE to the Way, you open your mind to the galactic
energies underlying all of existence.
You might communicate with a non-sentient species or robot.
You could safely handle Precursor artifacts or remnants that
tap directly into the Way. You might sense unseen danger, or
killing intent (though STUDY might be better).
When you COMMAND, you compel obedience with your force of
personality.
You might intimidate or threaten to get what you want. You
might lead an action with NPCs. You might order people to do
what you want (though SWAY might be better).
When you CONSORT, you socialize with friends and contacts.
You might gain access to resources, information, people, or
places. You might make a good impression or win someone
over with your charm and style. You might make new friends or
2 // CHARACTERS

connect with your heritage or background. You could try to direct


your friends with social pressure (but COMMAND might be better).
When you DOCTOR, you attend to the needs of another by lending
aid and comfort, or you look scientifically at the world.
You might treat someone’s injuries. You might analyze a
substance’s composition to learn how it functions. You might
comfort someone in distress (but CONSORT might be better).
When you HACK, you breach the security systems of computers or
override their controls.
You might access a data console to find a captive being held
somewhere on the station. You might scramble a drone’s
control systems to keep it from firing on you. You might override
a door’s controls to get it to open (though RIG might be better).
When you HELM, you pilot a vehicle or use vehicle weapons.
You might plot a jump through a dark hyperspace lane. You
might dive through a canyon to escape a chasing ship. You
might fire quad-lasers at hostile pirates. You might reroute
power on the ship to weather fire (though RIG may be better).
When you RIG mechanisms, you alter how an existing mechanism
works or create a new one.
You might disable a trap. You might repair a damaged ship
system. You might crack a safe. You might overdrive an engine.
You might program a bomb to detonate later. You might force
a door open (though HACK might be better).

64
When you SCRAMBLE, you lift, climb, jump, run, or swim, usually either
away from or into danger.
You might vault over a turnstile while escaping authorities. You
might climb up the side of a cliff to approach a secret base.
You might dodge blaster fire as you cross the hanger to get
to your ship. You might chase after a mark you’re following
(though SKULK might be better).
When you SCRAP, you engage in pitched combat with the intent to
harm or neutralize your opposition.
You might brawl or wrestle with your foe. You might use a
melee weapon. You might storm a barricade or hold a position
in battle. You might lay down blaster fire. If you’re using a
vehicle or ship weapon, you should use HELM instead.
When you SKULK, you move stealthily or without being noticed.

CHARACTER CREATION // 2
You might sneak past security or hide in the shadows. You
might lift a cred-stick off a mark. You might sneak up behind
someone to attack them by surprise (but SCRAP might be
better). You could try to climb up the side of a building (but
SCRAMBLE might be better).
When you STUDY, you scrutinize details and interpret evidence.
You might gather information from documents, newspapers,
and books. You might do research on an esoteric topic. You
might closely analyze a person to detect lies or true feelings.
You could deduce a person’s intention to kill you (but ATTUNE
might be better).
When you SWAY, you influence someone with guile, charm, or logic.
You might outright lie to someone’s face. You might persuade a
sucker to believe you. You might argue the facts with an officer.
You could try to trick people into affection or obedience (but
CONSORT or COMMAND might be better).
Many actions overlap with others, which is by design. As a player, you
get to choose which action you roll by saying what your character
does. Can you try to SKULK behind someone during a fight? Sure!
The GM tells you the position and effect level of your action in this
circumstance. As it says, SCRAP might be better (less risky or more
effective), depending on the situation at hand. (Sometimes it might
be the other way around.)
For a complete description of each action, with examples, see pages
208-231.

65
STANDARD ITEMS
This is common gear that anyone aboard a ship could have access to.
For example, though any character may have a blaster of their own
they prefer, there are places to grab spare armaments whenever
you’re on board. If you’re on your ship for any length of time, you
can replace any standard items that broke or malfunctioned during
a mission, and reset your load and equipment.
Armor: Really unsubtle, full Illicit Drugs: What’s your poison,
body stuff. Stops a few bolts. space cowboy? For personal use,
Will shrug off a knife without catching a dangerous bounty, or
noticing. Powered. Assists in entertainment while traveling
movement. between planets.
Blaster Pistol: Shoots bolts of Medkit: Blood for a few
hot plasma. Accurate only at common races, gauze, anti-
close range. Makes “pew pew” radiation injector, laser scalpel,
noises (mandatory). Comes in a antiseptics, thread, painkillers.
2 // CHARACTERS

variety of shapes. How do you Melee Weapon: Sharp. Blunt.


customize yours? Pointy. Stabby. Slicy. All different
Communicator: Has a few bands, sizes. Some come with laser
likely even a few encrypted. edges. Some vibrate…ooh.
Works only when within orbit. Batteries included.
Detonator: Extremely deadly Repair Tools: Things you need
explosive weapon. Fits in the to fix ship engines, speeders,
palm of your hand and can be hovercars, and the like. Tools to
thrown. Takes care of those hot-splice consoles and tweak
shielded doors that heavy machinery. Hammers, a welder,
blasters can’t handle. Illegal. You screwdrivers, wrenches, battery
shouldn’t have this. No, really. chargers, spray-painters.
Hacking Tools: Deck, splicing Spacesuit: Some radiation
pliers, plugs and ports, keypad protection, survival in toxic
crackers, specialized software, atmospheres, EVA. Half a day of
custom-modified chips, rainbow oxygen (or other gas, liquid, or
dictionaries, automated exploits. substance you breathe).
What every growing hacker needs. Spy Gear: Disguises, voice
Heavy Blaster: Can do some modulators, mini-cameras,
considerable damage to vehicles thermal scanners, false
and things like unshielded doors. thumbprints, and audio filters.
Has about a dozen shots. Will
do serious and messy harm to
people. Illegal.

66
THE DEVIL’S IN THE DETAILS
If you want to include advantages from specific details of your
items—reach, speed, adaptability, etc.—consider a Devil’s Bargain
that relates to a detail. Usually these bargains are suggested by the
GM, but any player can suggest them! If both you and the GM agree,
then you can take the extra die.
“Can I take +1d here to COMMAND by flashing my detonator?
People will see it and go streaming out into the streets in a
panic.”
“I’ll empty both clips if it’ll get me +1d, but then I’ll be out of
ammo. Hopefully there won’t be anyone left standing!”
Also, consider how this item affects your position and/or effect. If
you’re unarmed and you wrestle a Syndicate thug who’s wielding
a blaster, your position is probably desperate. If that thug tries to
rush you when you have your blaster out, your position is probably
controlled.
Assess the details that you’re interested in when considering position
and effect.

67
MECHANIC
A gearhead and hacker
Whether it’s fixing up the ship’s engines or constructing a specialized
safecracker to break into a Hegemonic vault, a mechanic is an
invaluable asset on most jobs. You might be the mousy one who
has all the fancy toys, or more hands-on, lugging your gear to the
job. Or you might prefer to literally make friends and specialize in
Urbotic creation. When something breaks, you’re the one to call.
When you play a Mechanic, you earn xp when you address
challenges with technical skill or ingenuity. Always look at the
devices around you and be prepared to make them do what you
want them to.
Did you make your own drone? How’d you learn your technical skills?
Where’d you find your pet and what is it? Are you unassuming, fading
into a crowd, or hard to miss, covered in tattoos?

STARTING ACTIONS COLORFUL FRIENDs

   rig Slice, a junkyard owner. What


parts do they save for you?
   study Or did you boost something of
theirs?
STARTING BUILDS Nisa, a previous employer. A
If you want some guidance when captain or a business owner?
you assign your four starting Did it end well?
action dots and special ability,
use one of these templates. Stev, a gambler of ill repute. Are
you long-standing friends? Did
S H I P M E C H A N I C . Hack +2, you cheat at their table?
Scramble +1, Sway +1. Fixed.
Len, a black market dealer. Do
COMPUTER WHIZ . Hack +2, they get you the parts no one
Skulk +1, Sway +1. Hacker. else can? Did you fail to deliver
BOT BUILDER. Hack +1, Scramble +1, something you promised?
Attune +2. Construct Whisperer. Kenn, a family member. Are they
SHIP OWNER. Helm +2, Scrap +1, also a mechanic? Were you both
Command +1. Junkyard Hunter. vying for a parent’s attentions?

69
STARTING ABILITY
TINKER
When you work on a clock with RIG or HACK, or when you STUDY a
schematic, fill +1 segment.
You get this bonus segment regardless of whether this is a
downtime action or not. This means that bypassing security on
a job or doing an emergency patch while escaping a chasing
ship is easier for you than others.

SPECIAL ABILITIES
BAILING WIRE AND MECH-TAPE
You get an extra downtime activity to repair, and the repair activity
costs you 0 CRED.
The repair downtime activity usually takes 1 CRED to perform.
With this ability, you can take the activity at no CRED cost. The
free repairs can’t be “saved up.” You get one per downtime.
2 // CHARACTERS

CONSTRUCT WHISPERER
Machines speak to you when you STUDY them. The first time you roll
a critical while fixing or building a particular machine, you may add
a simple modification to it (see Crafting, page 282).
How do machines whisper their secrets to you? Is it intuitive?
Do you feel what they feel? You do not gain the modification
if you improve the result with CRED.
JUNKYARD HUNTER
When you acquire parts or equipment during downtime, you may
either gain two assets or one asset at +1 quality.
Your junkyard contacts can get what you need refurbished or
on special offer. If you gain two assets, they both have the
same quality as your roll.
HACKER
You may expend your special armor to resist the consequences
of HACKING, or to push yourself when HACKING or gathering info
electronically.
When you use this ability, tick the special armor box on your
playbook sheet. If you use this ability to push yourself, you
get one of the benefits (+1d, +1 effect, act despite severe harm)
but you don’t take 2 stress. Your special armor is restored
when you select your load at the start of a job.

70
FIXED
You may expend your special armor to resist a consequence from
machines breaking or being damaged, or to push yourself when
repairing or building a machine.
When you use this ability, tick the special armor box on your
playbook sheet. Machines can include your ship, so you can use
this as special armor for your ship if you are onboard dealing
with the damage. If you use this ability to push yourself, you
get one of the benefits (+1d, +1 effect, act despite severe harm)
but you don’t take 2 stress. Your special armor is restored
when you select your load at the start of a job.
MECHANIC’S HEART
When you speak from your heart, your words can reach even the
most hardened criminal, and you gain potency.
This ability works in all situations without restriction. As long

PLAYBOOK: MECHANIC
as you speak genuinely and sincerely, your words will be heard.
OVERCLOCK
When you spend a gambit on a RIG roll to repair or upgrade, treat the
system you worked on as 1 quality higher for the remainder of the job.
You may make a RIG roll during a job to simply to get more out
of a system, but such temporary boosts are only situational
and need to be backed out the next time you hit drydock.
You can overclock systems that aren’t ships, enhancing the
system’s quality.
ANALYST
When you HACK a system, you may also ask a question about the
owner or location of the system as though you had rolled a 6 on
gather info. When you resist the consequences of HACKING, roll +1d.
Regardless of the purpose for which you are HACKING, you learn
something about the systems you’re manipulating. If you were
gathering information, you may roll to learn a second thing,
or you can simply accept the 6 for what you wanted to know.

71
MECHANIC ITEMS
Mechanics have tools, ship parts, and their latest inventions
around or on them. Although they can dress like anyone else, many
mechanics prefer looks that are tough to tear, have plenty of places
to stash a tool or two, and are easy to crawl through a ship duct in.
X Finehacking rig. Visualization goggles, unpublished exploits,
overclocked non-market chips, optical vampire taps. Hacking is
as much about hardware as it is about software. Who maintains
your gear? Do you write your own programs or does someone
hook you up with the latest? Any decorations on your kit? [1 LOAD]
X Fine ship repair tools. Power-assisted wrenches, a sonic drill,
testing probes, power calibrators, a rivet gun. Is this a set of items,
or did you pick them up piecemeal? [2 LOAD]
X Small drone. Small, remote-controlled drone with cameras. May
be able to carry something light. Did you make this or buy it? Does
it fly, slither, or crawl? What nickname did you give it? Do you have
2 // CHARACTERS

several drones on the ship, or just a bunch of chassis and repair


bits you use to repair one drone? [0 LOAD]
X Vision-enhancing goggles. Eyewear with settings for thermal
and ultraviolet, and magnification levels in the thousands. Even
tints when required. What do they look like? [1 LOAD]
X Spare parts. Usually for ship repairs and electronics. Often
forgotten in a pocket or tool belt. Although it’s usually nothing
overly expensive, you end up carrying parts you’re working on and
pieces for fixing ships. If you ever need a wire, solder, or a piece of
tape, you have it on hand. Anything rare or more complex might
take a lifestyle roll (see page 49) to have on you. [1 LOAD]
X Genius pet. Incapable of speaking, but can understand language
and assist with basic tasks. Likes you. Really cute. Anticipates
your actions. Is it something familiar (like a dog or a cat) or a
small alien creature? What is its name? Who did you get it from
(legally or illegally)? [0 LOAD]

72
PLAYING A MECHANIC
Playing a Mechanic is foremost about your relationship with the ship.
No one else will have the same ability to keep it flying, and when
something breaks, all eyes will be on you. Look for opportunities to
bring up what you’ve personally modified on the ship. Where do you
get parts when the ship needs something repaired?
How did you become a mechanic? Were you mentored by one of your
friends? Were you once a Guild trainee? Why did you leave and join
the crew? Do you approach fixing the ship as a stop-gap solution,
where you’re simply trying to find a patch until the next thing breaks,
or is it a matter of pride that something never fails twice?
Familiarize yourself with the crafting system. The ability for you to
make new devices is very powerful, and the starting Tinker ability
gives you an advantage that no one else will be able to match. Ask
the rest of the crew what devices you might be able to create and

PLAYBOOK: MECHANIC
get them to chip in for their development, either in extra downtimes
to speed up design or with extra CRED to pay for assembly.
Action-wise, you may want to pick up SKULK if you tend to lurk in the
background, or ATTUNE if you expect to be working on Ur machines
or Urbots. If you also serve as the crew’s foremost computer and
system expert, you’ll want to stack some HACK.
Veteran ability-wise, the Speaker’s Old Friends ability can play up
your connections among crafters and hackers. If you want to go full
mad scientist, look at the Stitch’s Dr. Strange ability.
XENO MECHANICS
Every species has Mechanics, so when playing a xeno, consider how
that xenotype relates to machines. Some xenos have an unusual
relationship with technology (particularly Ur-based technology),
such as the Sah’iir, while others use unusual materials, like the Mem.
Does your species have an unusual adaptation for working on
machines? Are they small and fit into ventilation ducts easily? Also
consider how your xeno adaptations might reflect sides of you that
aren’t directly relating to machines.
How does your xeno heritage fit into the story? Have the Guilds
excluded your character from certain opportunities because you
aren’t human? Or have your people been embraced, perhaps because
of an adaptation that the Hegemony could utilize?

73
MUSCLE
A dangerous and intimidating fighter
Most crews have one. The Procyon sector isn’t a safe place, and when
negotiations and slick words fail, it’s time for blasters, ship cannons,
and close, swift violence. You are the crew’s ability to apply force.
Your presence dissuades drawn weapons and your strength ends
violent conversations. You can be a protector, enforcer, boarder, or
quiet threat on the back burner. But you cannot be ignored.
When you play a Muscle, you earn xp when you address challenges
with force or threats. Make sure everyone knows that violence
and intimidation are always options, and you stand ready to deliver.
When things fall apart, show them how it’s done.
Do you have a personal code that you follow? Times you won’t apply
violence no matter the cost? What caused you to throw your lot in
with the crew and not seek employment as a soldier?

STARTING ACTIONS DEADLY FRIENDs

   scrap Krieger, a blaster pistol. Is this


your favorite sidearm? Or is a
   command rival carrying it to use on you?
Shod, a weapons dealer. A
STARTING BUILDS mentor or former partner who
If you want some guidance when cashed out? Someone you owe?
you assign your four starting
Chon-zek, a bounty hunter.
action dots and special ability,
use one of these templates. Former partner? Or a competitor
from the same background?
GLADIATOR. Scramble +1, Skulk +1,
Command +1. Wrecking Crew. Yazu, a crooked cop. Family to
cover up your tracks, or someone
PROTECTOR. Doctor +1, Study +2, who still hunts you for getting
Scramble +1. Bodyguard. them in trouble?
MYSTIC HUNTER . Attune +2, Aya, an assassin. An old lover
Helm +1, Scramble +1. Battleborn. still fond of you? A heart
ACTION HERO. Rig +1, Helm +1, spurned? Or are you the target
Scramble +2. Flesh Wound. that got away?

75
STARTING ABILITY
UNSTOPPABLE
You can push yourself to do one of the following: perform a feat
of physical force that verges on the superhuman—engage a small
gang on equal footing in close combat.
When you push yourself to activate this ability, you still get
one of the normal benefits of pushing yourself (+1d, +1 effect,
etc.) in addition to the special ability.
A superhuman feat is one a regular person could not do
unassisted, such as tearing apart metal handcuffs. If you
engage a small gang on equal footing, you have equal scale.

SPECIAL ABILITIES
WRECKING CREW
Your strength and ferocity are infamous. When striking in melee,
you gain +1d. Whenever you spend a gambit in combat, you also
2 // CHARACTERS

gain +1 effect on that action.


Whether you are a master of a martial arts, or raised by
mystics to fight with antique weapons, your martial prowess
in close combat is legendary (and may attract those that wish
to learn from or challenge you).
If you spend a gambit in combat, take +1 effect on that action.
This can hit a single opponent harder or offset penalties from
scale or quality. This also stacks with the +1d from the gambit
and the +1d from the core Wrecking Crew ability.
BACKUP
An ally’s push costs 1 stress (not 2) on any action you set up or assist.
The set up and assist actions (see page 158) still grant their
bonus dice or effect as usual.
BATTLEBORN
You may expend your special armor to reduce harm from an attack
in combat, or to push yourself during a fight.
When you use this ability, tick the special armor box on your
sheet. “Reducing harm” means reducing the harm one level.
If you use this ability to push yourself, you get one of the
benefits (+1d, +1 effect, act despite severe harm) but don’t
take 2 stress. Your special armor is restored when you select
your load at the start of a job.

76
BODYGUARD
When you protect a crewmate, resist with +1d. When you take
harm, clear 1 stress.
The protect teamwork maneuver (see page 158) lets you face
a consequence for a teammate.
FLESH WOUND
If you’re wounded at the beginning of downtime, mark +3 segments
on your healing clock. When you push yourself to ignore wound
penalties, it takes only 1 stress (not 2).
Whether naturally tough or augmented in some way, wounds
don’t keep you down. See Recover on page 187 for more
information.
PREDATOR
Take +1d to rolls against weakened or vulnerable targets. Whenever
you gather information on a weakness or vulnerability, the worst

PLAYBOOK: MUSCLE
you can get is a 4/5 result.
You know how to leverage fear, pain, and vulnerability to get
your way. When trying to suss out such things in a person, you
usually come up with something, even if the information isn’t
immediately useful or is incomplete. Someone in a vulnerable
state might be drugged, trusting, badly wounded, or frightened.
READY FOR ANYTHING
When being ambushed, you gain potency to all actions during a
flashback, and your first flashback costs 0 stress.
You always expect ambushes and prepare for them. Flash
back to such preparation when an ambush happens. If your
preparation requires action rolls, you gain potency on them.
SCARY
You have an air of menace and danger obvious to even the most
unobservant. You gain potency when trying to intimidate someone.
If done immediately after a show of force, also take +1d.
You instill fear in those around you, particularly when you get
violent. How they react depends on them. Some will flee from
you, some will be impressed, some will get violent in return.
The GM judges the response of a given NPC.
Intimidation is usually handled with a COMMAND roll, and your
efforts to do so are more successful if you show you mean
business.

77
MUSCLE ITEMS
Muscles are particular about their weapons. If you have more than
one Muscle in the crew, feel free to fill in your own weapon names.
Here are a few suggestions:
Blink, Checkmate, Echo, Ender, Equalizer, Ghost, Itchy, Malice, Mercy,
Pride, Thorn, Thunder, Tickle, Twitch, Whisper, Wynona.
X Krieger,a fine blaster pistol. As a friend or ally, this signature
pistol can be used during downtime to threaten or intimidate.
As an enemy, someone else owns it and it’s carrying a bullet for
you. You know this gun intimately—from where or why? [1 LOAD]
X Vera, a fine sniper rifle. A full-bore auto-lock with customized
trigger, double cartridge, thorough gauge. It can fire mystic
ammunition. Did you customize this yourself, special order it,
take it off a body, or is it a gift from someone? [2 LOAD]
X Zmei, a fine flamethrower. For those times when you really need
to heat things up. Settings for regular and extra crispy. Not easy
2 // CHARACTERS

to hide. Attacks cover the area of a small room (and leave distinct
scorch marks that may result in additional HEAT). Complications
when getting shot may include the fuel tanks rupturing. What
sweet decals or marks does it have? [2 LOAD]
X Sunder,a fine vibro-blade. Cuts through almost any material.
Decorated. Knife or dueling blade. What design is etched on the
blade? Did you claim it, or rightfully earn it? [1 LOAD]
X Zarathustra, a detonator launcher. Fires detonators at high
velocity. Detonators are illegal, so this generates HEAT when fired.
Can be used to target/damage vehicles and structures. Not subtle.
Batteries included, but detonators marked separately. [2 LOAD]
X Finemartial arts style. Your own custom blend of combat
techniques, unique as a fingerprint. Where and with whom did
you first train? What is your style called? Have you had any
pupils? [0 LOAD]
X Mystic ammunition. A large-caliber shell, designed to be fired
from a specialized gun that releases mystic energies when it hits.
Grants potency against mystic targets. Who makes your mystic
bullets? Why are they potent against Way energies? [0 LOAD]

78
PLAYING A MUSCLE
Your command of violence is both a blessing and a curse. Your
relationship with conflict puts you in harm’s way more often than
your crewmates; it’s not uncommon for a Muscle to be nursing an
injury even at the start of a job. This is, of course, offset by your
general physical dominance.
Think about your style of fighting. Are you a brute with rippling
muscles and a fearsome reputation? Or perhaps part of a monastic
order that trains with the Way? Do you train for zero-G combat? Are
you just an unyielding wall, protecting your crew from all comers?
These tell a story about who you are and how you came to be known
for your ability to fight, and can be reflected in Muscle ability choices.
Whatever the reason, you’re part of the crew, there’s no doubt that
you’re going to be their go-to for when a fight breaks out. Play that
up. Consider if you’re also the person training the crew for the day
when you might not be there to bail them out. Equally important is

PLAYBOOK: MUSCLE
how you feel about the violence you wreak. You might be excited
for each opportunity to cut loose or you might dread each fight for
what you might have to do.
For actions, you may want to pick up HELM, if you want to shoot
ship weapons, or STUDY, if you’re looking to read your opponents
before engaging. You can sense killing intent with ATTUNE, or deal
with Precursor or Way elements threatening your crew.
For Veteran abilities, take the Mystic’s Psy-Blade or Kinetics if you’re
looking to be a mystical fighter. For a leadership role, look at the
Pilot’s Commander. And if you are looking to stand strong against
all threats, keep an eye on the Scoundrel’s Tenacious ability.

XENO MUSCLES
From Worf to D’Argo to Chewbacca, aliens mighty in a fight have
been a staple of the space opera genre. The Muscle’s starting ability
is significant, but many xenos have strength far beyond that of a
normal human. Some may have more limbs, or adaptations for harsh
environments. Consider how your xeno heritage might make you a
more useful Muscle, and talk with your table about how you want
to use your Xeno ability.
Equally interesting are the limitations that your xeno lineage has.
These limitations can be ways for you to help your crew generate
gambits, or even just add flavor to the story. Does your species hate
hot environments, including the forest world of Aketi? What does
the Hegemony think of your people?

79
MYSTIC
A galactic wanderer in touch with the Way
While your powers make you a force to be reckoned with in Procyon,
far more important is your ability to understand and deal with the
Way and all things tied to it. From handling Ur artifacts to calming
strange creatures in the dead of space, a Mystic makes life on the
rim substantially safer.
When you play a Mystic, you earn xp when you address challenges
with wisdom or the Way. This will naturally push you towards
the unknown and inexplicable. When things get weird, that’s your
moment to find answers.
How did you come by your understanding of the Way? Does your
path have any special creed or curious practices? How long have
you been traveling?

STARTING ACTIONS WEIRD FRIENDs

   attune Horux, a former teacher. Do you


go to them for advice even now?
   scramble Or do they feel you’ve misused
their teachings?
STARTING BUILDS Hicks, a mystic goods supplier.
If you want some guidance when A reliable supplier of Vosian
you assign your four starting crystals, or a callous opportunist
action dots and special ability, preying on your faith?
use one of these templates.
Laxx, a xeno. Unusual friend or
WANDERING WARRIOR. Study +1, a dangerous foe? Way sensitive,
Scrap +2, Command +1. Psy-Blade. or your “normal” friend?
MYSTIC HEALER . Doctor +2, Rye, an unrequited love. Was it
Study +1, Consort +1. Visions. your training and customs that
WAY G H O S T . Scramble +1, got between you?
Skulk +2, Sway +1. Kinetics. Blish, a fellow mystic. Walking
MENTALIST. Skulk +1, Consort +1, the same path or with wildly
Sway +2. Psy-Dancing. different beliefs about the Way?

81
STARTING ABILITY
THE WAY
You can spend a gambit instead of paying any stress cost.
Any time you need to spend stress, you may spend a gambit
instead. This includes resistances and push costs. For abilities
that have a variable cost, such as Sundering, those additional
costs are all part of the same activation, so the push and all
additional features together only costs one gambit.

SPECIAL ABILITIES
KINETICS
You can push yourself to do one of the following: use the Way to
throw a table-sized object with dangerous force—propel yourself
briefly with superhuman speed.
Dangerous force means fast enough to severely injure a
normal person. Superhuman speed means fast enough that
2 // CHARACTERS

you’re barely more than a blur. Your reach is about the size of
a large room. Yes, people can count as objects.
PSY-BLADE
You can focus Way energy into your melee weapon. While charged,
the weapon can cut through non-shielded materials with ease, and
you gain potency on your melee attacks.
Heavy metal plates are non-shielded, so you can cut through
most doors without trouble. Shielded constructs are rare, but
they offer enough protection that this attack would lose its
potency. You cannot infuse your fists with Way energy (or
gloves, brass knuckles, etc.).
CENTER
You gain Meditation as a vice. When you indulge this vice, clear +1
stress and add Dark Visions as a possible overindulgence.
Contemplation of the universe is not without its perils. When
you choose Dark Visions as an overindulgence, the Way shows
you a loved one, contact, or friend in great danger.
WAY SHIELD
You can block blaster bolts with the Way (resist with RESOLVE). If you
resist a blaster attack, you may spend 1 stress to redirect fire and
make an attack of your own with it.
Resisting blasters in this way usually reduces the harm to zero.

82
WARDED
You may expend your special armor to resist the consequences of
a Way attack or artifact use, or push yourself when using mystic
powers.
When you use this ability, tick the special armor box on your
playbook sheet. If you use this ability to push yourself, you
get one of the benefits (+1d, +1 effect, act despite severe harm)
but you don’t take 2 stress. Your special armor is restored
when you select your load at the start of a job.
PSY-DANCING
You may push yourself to cloud a target’s mind and SWAY them in
the face of contradictory evidence. “You must do as I say. I am the
ambassador.” Spend 1 stress for each additional feature: they have
only vague memories of the event—it works on a small group.
Such confusions do not persist indefinitely, though those
with vague memories will often fill in the missing details

PLAYBOOK: MYSTIC
with assumptions. “I must’ve checked her badge. I always do.”
VISIONS
Spend 1 stress to remotely view a distant place or person tied to you
in some intimate way. Spend 1 stress for each extra feature: it lasts
for a minute rather than a moment—your target can also see and
hear you—you may see something only familiar to you, not intimate.
Spending a gambit with your starting ability (“the Way”)
covers all costs. When your target can also see and hear
you, you are both within the same “area,” for the purposes
of other abilities.
SUNDERING
You may push yourself to ATTUNE to the Way and twist it, causing
psychic harm to anyone in the area vulnerable to your assault. You
may spend 1 stress for each additional feature: it damages instead
of stuns—you and anyone you choose get +2d to resist the effects.
You warp the Way within you, and by extension warp the Way
in others—a risky proposition at best. Sundering cannot harm
inanimate objects. When causing harm, the symptoms can
include short-term seizures and ruptured blood vessels. Those
specially trained to resist psychic attacks or are somehow
shielded may reduce your effect.

83
MYSTIC ITEMS
Mystics often have complex rituals and customs concerning the
Way, and hence tend to carry more gear tied more to their practices.
Many of their belongings are tied to their training or the price they
pay for their dedication to it.
X Fine melee weapon. Antiquated weapon that acts as an extension
of your body. In the age of blasters, swords and polearms are
quaint remnants of culture and custom for the most part. But Way
powers seem to interact stubbornly with advanced technology.
Each mystic order keeps anachronistic items, and uses them in
different ways. Do you have such a weapon? If so, what training
have you had with it, and how do you use it? [2 LOAD]
X Offerings. A candle, oil lamp, flowers, food, water, incense, pebbles
from your journey. Were they gifts, left at a shrine for any mystic
to take as they wander, or given in return for a job? [0 LOAD]
X Trappings of religion. Scrolls, texts, icons, cups and bowls, bells.
2 // CHARACTERS

What sacred objects does your particular order of mystics bear?


How easily recognizable would this be? [1 LOAD]
X Outdated religious outfit. Robes, worn cloaks, sandals, etc.
Participants and practitioners of popular and sanctioned
Hegemonic Cults often bear well-known insignia of modern
manufacture. Was yours passed down? Never replaced? Hand
crafted? [1 LOAD]
X Memento of your travels. A small statue, outdated currency, a lock
of hair, a picture. Who gave this to you, and why do you cherish it?
Is it a reminder of a good or bad memory? [0 LOAD]
X Precursor artifact. A small object made of ancient materials.
Precursor tech. Was this given to you by the mystics that trained
you, found as a child, or something you’ve picked up on your
travels? What does it do? Discuss its powers, costs, and side
effects with your table (for more on Precursor artifacts, see page
268). [1 LOAD]

84
PLAYING A MYSTIC
Many kinds of Mystics wander the sector. Since there are numerous
conflicting theories about the Way, mystic orders spring up around
strong opinions about how the universe works. Think about how
you access and perceive the Way and the forces you control. Do you
connect to Way lines that crisscross the galaxy? Or use a focus of
ancient symbols and embedded Ur artifacts?
How did you learn the techniques and secrets that have unlocked
your access to the Way? Some Mystics are changed by exposure
to Ur artifacts or Way creatures. Others train for years in secluded
monasteries, or in Hegemony-sponsored Cults.
Your crew will rely on you to be their interpreter of the Way. When your
crew comes across strange disturbances, filter your explanations
through your theories about the Way. Look for experiences that
challenge your beliefs of how the Way acts, and grapple with your
new understandings. These obstacles bring life to the unusual.

PLAYBOOK: MYSTIC
Remember that while there might be wild and fantastical things
in Precursor ruins, the Hegemony also uses Ur artifacts in some
everyday things (like Urbots and jump drives).
For actions, if you intend to be a Mystic fighter, you’ll want to pick
up SCRAP, or SWAY and CONSORT for those looking to go the more
mental route.
Good Veteran abilities to consider might be The Pilot’s Traveler ability
for wandering Mystics, or Muscle abilities for Psy-Blade-wielding
Mystic warriors.
XENO MYSTICS
The sector is rife with species that are uniquely attuned to the Way.
Some claim ancestry to the Ur, while others claim evolution on a
Way-ridden planet. Regardless, as a xeno Mystic, you’re giving up
a key starting ability, and should consider how it influences your
development as a Mystic. Work with your GM and table to define
special abilities and permissions for the specific mystic tradition
of your people. For example, look at the Memish mystical abilities
on page 350.
Because the Way is carefully controlled, the Hegemony is leery of
species with a greater than normal command of the Way. Entire xeno
populations have been eradicated for Way manipulation the Cults
deemed heretical. Are you a last remnant of one of these species?
Is your very existence a crime?

85
PILOT
A ship-handling wizard and danger addict
You are the crew’s speed demon and “get out of trouble” card. When
the chips are down and the Legion is on your tail, there’s nobody
else they’d rather turn to. There’s no vehicle you can’t overdrive, no
canyon on an alien planet you can’t navigate through. You might
be a hot-rodding show-off or calm and cool behind the helm. You
might take desperate risks or thrive when the chips are down. But
you’re always ahead of the pack.
When you play a Pilot, you earn xp when you address challenges
with speed or flair. If it drives, punch the gas. If it flies, see if you
can do a barrel roll. It’s your show.
How’d you get so good with ships? What’s the most risky stunt
you’ve pulled off—and who knows about it? How did you get an
Urbot? Are you fearless, or just very, very good?

STARTING ACTIONS FAST FRIENDs

   helm Yattu, a gang boss. Did you use


to fly for them? Did you leave
   rig them in the lurch on a job?
Triv, a ship mechanic. Have they
STARTING BUILDS always helped you with your
If you want some guidance when ship? Did you “forget” to pay
you assign your four starting them for a big upgrade?
action dots and special ability,
use one of these templates. Choss, a professional racer. Do
you have hot tips for each other?
GLORY HOUND . Scramble +2, Or are you always striving to
Scrap +1, Sway +1. Exceed Specs. outdo each other?
THRILLSEEKER . Scramble +2, Meris, a scoundrel. Have you
Command +1, Sway +1. Punch it! been on jobs together? Have
CAPTAIN. Scrap +1, Command +2, they double-crossed you before?
Consort +1. Commander. Mav, a former mentor. What
GUNSLINGER. Study +1, Scrap +2, tricks did they teach you? Are
Command +1. Keen Eye. they now jealous of your skill?

87
STARTING ABILITY
ACE PILOT
You have potency on all speed-related rolls. When you roll to resist
the consequences of piloting, gain +1d.
Your potency might be balanced out by their better quality
(if their ship engines are better than yours, for instance).
Remember that the consequences of piloting are not always
ship damage but can often be resisted just the same.

SPECIAL ABILITIES
KEEN EYE
You have sharp eyes and notice small details many might overlook.
Gain +1d when firing ship guns or making trick shots.
This can be used as a basis for resistance rolls to act first.
“No, I want to act before him—I would’ve seen him reaching
for the gun.” Also, trick shots can be performed with almost
2 // CHARACTERS

any kind of ranged weapon, not just ship weapons.


SIDE JOB
You may spend a downtime activity in port doing odd jobs. Gain 1
CRED. If there are rumors floating about, the GM will tell you of them.
There may not be any rumors floating about, but the GM should
treat this as a gather information roll, where you roll a 6 to
learn about whatever is in the news and gossip at that port.
EXCEED SPECS
While onboard a ship, you may damage a ship system you have
access to in order to gain +1d or +1 effect to a roll.
Overload a system for a short-term boost. The system’s
quality is still the same for the one roll you’re boosting. After
the roll, the system fries out and the quality is reduced.
LEAF ON THE WIND
When you push yourself, you may spend +1 stress (3 stress total)
to gain both +1 effect and +1d instead of one or the other.
Normally it takes two separate pushes (4 stress total) to
achieve the same effect. This can be used on any roll.

88
HEDONIST
When you indulge your vice, you may adjust the dice outcome by
+/-2. An ally who joins you may do the same.
Any ally must join you in whatever vice you’re indulging (or
you can indulge via a crew ability, such as the Stardancer’s
Home Cooking). You can adjust the outcome by less than 2, or
not adjust it at all. You can also recover more than 6 stress
on a vice roll this way.
COMMANDER
Whenever you lead a group action, gain +1 scale (for example, a
small group counts as a medium group). If you lead a group action in
combat, you may count multiple 6s from different rolls as a critical.
A group action is one where multiple PCs perform the same
action and roll their respective pools for those actions (see
Lead a Group Action, page 158). If you already have scale on
your opponent, you gain an additional scale (and therefore

PLAYBOOK: PILOT
level of effect). If two or more players roll a 6, then the result
of the roll for everyone is a crit. You must still suffer stress
costs from any participant whose result is a 1-3.
TRAVELER
You’re comfortable around unusual cultures and xenos. You gain
potency when attempting to CONSORT with or SWAY them.
While any character can have had some experience with
specific xeno cultures, this ability represents a wide swath
of experience and understanding. Whether you come across
as deeply respectful or you just know what buttons to push,
you are more effective than would be expected.
PUNCH IT!
When you spend a gambit on a desperate roll, it counts as risky
instead.
Because you spent a gambit on the roll, even though it counts
as risky, the roll may not itself generate a gambit (unless you
have another ability that says it can). You still gain the +1d to
the roll for the gambit, but the position of the roll should be
adjusted, as should the consequences. Bear in mind that this
can be used on any roll (not just piloting ones).

89
PILOT ITEMS
Things every pilot needs when flying, having adventures when not
flying, and when celebrating success for all of the above.
X Finecustomized spacesuit. Sweet decals, emergency beacon,
some thrust. Will keep you alive in space or when your cockpit gets
shot. Lets you move about a bit and maybe even extends jumps
in atmosphere. What patches or custom artwork do you have on
yours, and what does it mean? [2 LOAD]
X Fine small Urbot. A small Urbot that supports piloting and can
carry a few items. Seems eerily sentient. Urbots are supposed to
be wiped about once a year. How long has it been since you’ve
taken yours in to the Guild of Engineers for such a procedure? What
is its designation and what personality quirks does it have? What
does its chassis look like, and how does it help you pilot? [2 LOAD]
X Fine mechanics kit. Hand-held scanners, hull patch kit, assortment
of hand tools. Everything you need to patch a vehicle and get it
2 // CHARACTERS

flying again. What tool did you just pick up? Which one did you
customize? [1 LOAD]
X Grappling hook. Small, but mechanized. Can pull you up. Fits in
your belt. Makes you look dashing when you swing to the rescue.
When did it last break? [1 LOAD]
X Guild license. Legit pilot certification (though it may not be yours).
Will allow you passage through a jumpgate. How did you get
yours? [1 LOAD]
X Victory cigars. Enough to share with a few choice people. What’s
the point of pulling off amazing stunts if you can’t celebrate? No
guarantee the rest of your crew will appreciate the smell, or won’t
turn up the air filters. Where do you get these, and how many do
you have left? How rare are they? [0 LOAD]

90
PLAYING A PILOT
Those who spend their lives driving ships across the vast expanses
of space, running from pirates and Hegemony forces alike, have
a need for speed. You have a unique ability to push into and past
danger, relying on your skill and your ship to come through in the
end. Whereas the Mechanic may be what keeps the ship in shape,
you’re what gives the ship purpose. More than a few Hegemony
holo-vids have been about a hotshot pilot and their ship.
As the Pilot, you’ll be of central focus when the ship needs to be
maneuvered on the job. But HELM is not confined to ships alone. A
dirt bike, hovercar, even an alien beast being ridden can be HELMED
just as well. Whatever your getaway vehicle, HELM has you covered.
Where did you pick up your piloting skills? Did you fight for the Legion
but ran into trouble with the law? Have you grown up amongst racers
and always loved the spotlight? Perhaps you quit a respectable
job hauling ice for a bit more excitement. Remember to bring those
influences into your descriptions of piloting. Talk about the crisp

PLAYBOOK: PILOT
military maneuvers you use to shake a pirate or the way you vent
storage in order to correct a hard burn.
While HELM handles most piloting actions, consider how you might
move fast in other ways. Perhaps SCRAMBLE when you’re on foot,
and SWAY for fast-talking.
For Veteran abilities, consider picking up the Mechanic’s Fixed ability
to keep your ship safe in fights. For total speed-demons, look at the
Scoundrel’s Daredevil ability.
XENO PILOTS
Xeno Pilots are usually associated with xeno ships. If you pursue
the option, ask your GM about modifications that you might be able
to make to your ship, or unusual upgrades your people might have
access to. When developing your people, think of ways their piloting
might be affected by having uncommon senses (perhaps they can
see gravity or other spectrums), or unique ways of interfacing (such
as direct neural connections).
Also think about how those adaptations may make it difficult for you
in other contexts. If you have electrical impulses that manifest when
you manipulate a device, perhaps you’re not one to have around
sensitive computer arrays. At the GM’s discretion, such limitations
may grant you the gambits you’ll need for your inevitable daring
escapes (see Xenos in Play, page 296).

91
SCOUNDREL
A scrappy and lucky survivor
Neither the most reputable nor the one to choose the safe route,
you’re a smooth-talking criminal and luck is just one of your many
skills. You might be a charming rogue out for themselves. You might
be the convict on the run who always has a trick up their sleeve.
But while it’s true that anyone in Procyon can get into trouble, you
always get into the very best kind.
When you play a Scoundrel, you earn xp when you address
challenges with charm or audacity. Ramp up the daring and be
quick on the draw with a catchy one-liner. You shine brightest when
the situation is just about to get ugly.
Who was the last person you cheated out of their due? Are you loyal
to this crew, or are they just a means to an end? How many times
have you been left for dead?

STARTING ACTIONS “FRIENDs”

   sway Nyx, a moneylender. Are you a


favorite client? Or a deadbeat
   skulk with a debt?
Ora, an info broker. Always
STARTING BUILDS coming to you with juicy tip?
If you want some guidance when
Jal, a ship mechanic. Have they
you assign your four starting
always helped you with your
action dots and special ability,
use one of these templates. ship? Or is the ship theirs, and
they want their due?
CAPTAIN. Helm +2, Scramble +2.
Never Tell Me the Odds. Rhin, a smuggler. A trustworthy
source that passes on tips? A
RELIC HUNTER. Doctor +1, Study +1, rogue that came up in the ranks
Attune +2. Daredevil. with you? Or a rival in your line
EX-DETECTIVE. Doctor +1, Study +1, of work?
Consort +2. Ask Questions Later. Battro, a bounty hunter. Have
VETERAN OF CORE WARS. Helm +1, they let you go before? Are they
Scramble +1 Scrap +2. Tenacious. looking for you now?

93
STARTING ABILITY
SERENDIPITOUS
Your crew starts with +1 gambit when the pool resets.
This increases the crew’s starting gambits on a job. You’re
just plain luckier than other people.

SPECIAL ABILITIES
NEVER TELL ME THE ODDS
You generate gambits on desperate rolls. You may also generate
gambits even if you spent a gambit.
Normally you only generate gambits on risky rolls for which
you have not spent a gambit. Your ability to “stretch” gambits,
regenerating them on rolls you have already spent them on,
gives you the ability to put yourself in situations others might
not even want to consider.
2 // CHARACTERS

I KNOW A GUY
When you first dock at a port after being away, pick one and ask
the GM about a job: it’s not deadly—it pays well enough—it’s not a
rush job—it comes from a faction you trust—it targets an enemy
you have. You may spend 1 CRED per additional feature.
Though you keep an ear to the ground, sufficient time has to
pass for new jobs to crop up at a port (usually a downtime
or two). The GM will tell you how you hear about the work; it
might be a publicly available bounty or something a contact
reaches out about.
TENACIOUS
Penalties from harm are one level less severe (though level 4 harm
is still fatal).
When harm penalties are applied to action rolls, treat them
as one level less than you’d expect, so level 1 harm is ignored,
and level 3 harm is -1d. Level 4 harm, also called lethal harm,
is still lethal unless you can use armor or a resistance roll
to reduce it first.
WHEN THE CHIPS ARE DOWN
You gain a second use of special armor between each downtime.
This allows you to use a second special armor OR use the
same special armor twice.

94
DEVIL’S OWN LUCK
You may expend your special armor to resist the consequences of
blaster fire, or to push yourself when talking your way out of (or
running from) trouble.
When you use this ability, tick the special armor box on your
playbook sheet. Blaster fire can extend to pistols and being
shot in any way, and running from trouble can be via spaceship
as much as your feet. If you use this ability to push yourself,
you get one of the benefits (+1d, +1 effect, act despite severe
harm) but you don’t take 2 stress. Your special armor is
restored when you select your load at the start of a job.
DAREDEVIL
When you make a desperate roll, you may take +1d. If you do so, do
not mark xp in that action’s attribute.
You need to make the decision before your roll. You may only

PLAYBOOK: SCOUNDREL
take this extra die if the final position of the roll is desperate, so
if you use a setup to change the position to risky, for example,
you may not take the extra die.
SHOOT FIRST
When you attack from hiding or spring a trap, take +1d. When there’s
a question about who acts first, the answer is you (two characters
with Shoot First act simultaneously).
To attack from hiding, your target must be unaware of you.
If you’re springing a trap, your target must be unaware of
the trap.
ASK QUESTIONS LATER
When you CONSORT to gather info, you gain +1 effect and can in
addition ask: Who might this benefit?
When you ask your own question, you learn the answer to that,
as well as to the question “who might this benefit?” Since you
gain potency, the worst a normal gather information roll can
produce would be standard results.

95
SCOUNDREL ITEMS
Always gotta look good, and be ready for action. Scoundrels come
with things to get them in trouble, and get them out—while looking
good doing it.
X Fine blaster pistol (or matching pair). Customized or strange. Can
fire mystic ammunition. What do they fire? Where in your travels
did you get them? Did you name them? [1 OR 2 LOAD]
X Fine coat. A heavy but well-made and well-kept coat. Distinctive
and with a history. Where did you get this coat? Was it a gift, an
impulse purchase, or something you won in a bet? Is it decorated
with any insignia or logos? Make sure it’s got a memorable look
or color. [1 LOAD]
X Loaded dice or trick holo-cards. Gambling accoutrements subtly
altered to favor particular outcomes. Luck is one of your many
skills. Sometimes it just needs a little help though. When’s the
last time these got you into trouble? [0 LOAD]
2 // CHARACTERS

X Forged documents. Reasonably well-made facsimiles of


documents that would never actually be given to someone like
you. Who made these for you? Do you still owe someone for them?
Or did you steal them from someone? [0 LOAD]
X Mystic ammunition. A large-caliber shell, designed to be fired
from a specialized gun, which releases mystic energies when it hits.
Grants potency against mystic targets. Who makes your mystic
bullets? Why are they potent against Way energies? [0 LOAD]
X Personal memento. A keepsake you cherish. A locket, small
holo, music from your homeworld. For someone so tied to the
spaceways, what about this memento makes it so important?
Who does it remind you of? Why do you still hold onto it? [0 LOAD]

96
PLAYING A SCOUNDREL
Scoundrels are one of the most versatile playbooks in Scum and
Villainy—your innate luck and daring can give you a chance to shine
in many situations. Learn when to push your luck and when to let
things ride. Be a risk-taker, but consider the kinds of risks you’ll
take and why. Are you always willing to put it on the line for a larger
payout? Do you carry a grudge over slights long past?
Strong characterization goes a long way for the Scoundrel. Describe
your character’s attitude, their look, and how they walk into a room.
Make them big and bold and let everyone have to deal with them. Do
you have something to prove? Is your sense of importance earned
or bravado? Are you smooth and friendly or brash and rough?
Desperate actions earn xp and play into many of your abilities. Don’t
shy away from them! Rely on armors (special and gear), resistance
rolls, and your crew to mitigate the worst of it. A broad ability base

PLAYBOOK: SCOUNDREL
helps with resistances and getting away with bad decisions.
For actions, focus on active skills—RIG, SCRAP, even COMMAND. SKULK
will let you play a familiar pickpocket and card shark. The ship
captain stereotype leans on HELM. A good scoundrel is always in
the thick of it acting with a hare-brained plan, rather than reacting.
Veteran abilities flesh out a concept. The Mystic’s Psy-Blades and
most Muscle’s abilities make for tough rogues. Smooth-talking
Scoundrels might look at the Speaker’s Disarming ability. Rogues
with hearts of gold should look at the Stitch’s Moral Compass or the
Mechanic’s Heart. And captains and crew leaders should look at the
Pilot’s Commander and the Muscle’s Backup ability.
XENO SCOUNDRELS
Scoundrels are often audience-inserts, representing an “ordinary
person.” A xeno Scoundrel is an exercise in humanizing the Other and
making the unusual characters of Procyon approachable. Think about
your culture and people when making your xeno. Do your stodgy
people accept your disregard for the rules? Are they welcomed
in Hegemonic society or are they on the fringe of acceptability
themselves? Are they from Procyon or elsewhere in the galaxy?
As for your abilities, almost every species has Scoundrels. Think
about what sorts of things might be fun or dramatic that you want
your character to do. Think about ways you can get in trouble, and
ask your GM to work with you to create a xeno that has abilities
that put you in those sorts of situations. Make your xeno abilities
flashy and memorable.

97
SPEAKER
A respectable person on the take
Leave the blatant crimes to the rest of the crew. Your forte is the
sophistication of polite society and the connections you leverage
to get ahead of your next job before you even start. You open doors
that might stay closed to the crew, and know just how to talk to
powerful people. When things go south, you have a plan or a friend
who might help. And afterwards, you know who can smooth things
out and keep things under wraps.
When you play a Speaker, you earn xp when you address
challenges with deception or influence. You’re at your best talking
and setting up your teammates. Use the teamwork maneuvers and
flashbacks to highlight your connections, foresight, and planning.
Why did you turn to a life of crime? What walk of life did you come
from? How much do you still keep in touch with it?

STARTING ACTIONS INFLUENTIAL FRIENDS

   consort Arryn, a Noble. An old friend


or relative? Or someone you
   command overstepped your bounds with?
Manda, a Guild member. Do you
STARTING BUILDS get the inside scoop? Or did you
If you want some guidance when steal Guild secrets?
you assign your four starting
Kerry, a doctor. Do they always
action dots and special ability,
use one of these templates. treat you? Or did you break their
heart?
S M O O T H TA L KE R . Study +1,
Command +1, Sway +2. Subterfuge. Je-zee, a diplomat. Were you
from allied factions, or of
SHIP OWNER. Helm +2, Skulk +1, opposing goals?
Sway +1. Favors Owed.
. Write in someone from
SPY. Hack +1, Skulk +2, Sway +1. your past when so inspired. If
Infiltrator. you gain the ability Old Friends,
COUNSELOR. Doctor +2, Study +1, extend this list whenever you
Scramble +1. Heart to Heart. land in a new place.

99
STARTING ABILITY
AIR OF RESPECTABILITY
You get an extra downtime activity to acquire assets or lay low.
Your connections give you a continuous stream of material
and people that you can use to smooth things over after your
escapades.

SPECIAL ABILITIES
FAVORS OWED
During downtime, you get +1d when you acquire assets or lay low.
Any time you gather info, take +1d.
Using your authority, connections, or inside information, you
get better information and access to better resources.
PLAYER
You always know when someone is lying to you.
2 // CHARACTERS

This ability works in all situations without restriction. It is very


powerful, but also a bit of a curse. You see though every lie,
even the kind ones.
INFILTRATOR
You are not affected by quality or Tier when you bypass security
measures.
This ability lets you contend with higher-Tier enemies on equal
footing. When you’re HACKING an electronic security system,
picking a lock, or sneaking past elite guards, your effect level
is never reduced due to superior Tier or quality level of your
opposition.
SUBTERFUGE
You may expend your special armor to resist a consequence of
persuasion or suspicion. When you resist with INSIGHT, gain +1d.
When you use this ability, tick the special armor box on your
playbook sheet. Folks doubting your lies, stories, cover, etc.,
all count for the purpose of suspicion or persuasion. Your
special armor is restored when you select your load at the
start of a job.

100
HEART TO HEART
When you provide meaningful insight or heartfelt advice that a
crewmate follows, you both clear 1 stress.
Meaningful advice taken can mean changing someone’s usual
course of action, having them take a difficult action that costs
them, or causing them to reconsider their choices. If there’s
a question about what constitutes meaningful or heartfelt,
discuss it as a group and decide together.
OLD FRIENDS
Whenever you land in a new location, write down a friend you know
there (under Influential Friends on your playbook sheet).
As with your starting Influential Friends, you may extend your
list of friends the first time you land in a new location.
DISARMING
Whenever you use a gambit while speaking, hostilities and danger

PLAYBOOK: SPEAKER
also pause while you speak.
You still gain +1d for whatever roll you need to make to explain
yourself, likely CONSORT, SWAY, or COMMAND.
PURPOSE
You may expend your special armor to push yourself when outclassed
by your opposition, or when under the effects of wounds. When you
resist with RESOLVE, gain +1d.
When you use this ability, tick the special armor box on your
playbook sheet. Being outclassed may be through quality,
power, or scale. Being under the effect of wounds means
acting with a harm penalty, though you may use this push
to ignore the harm penalty (as per pushing yourself). If you
use this ability to push yourself, you get one of the benefits
(+1d, +1 effect, act despite severe harm) but you don’t take 2
stress. Your special armor is restored when you select your
load at the start of a job.

101
SPEAKER ITEMS
Speakers always have a bit of the good stuff stashed away in their
room. Sometimes they’re gifts from someone—or for someone.
Others may be remnants of their past life. Speakers have a wide
array of items they can bring to bear for the job. And if they’re a
little classy, all the better.
X Fine clothes. Silk sarongs, suits, fine blue capes. You stand out and
are always dressed for the occasion. Nobody will mistake these
for a disguise. Which outfit is your favorite? [1 LOAD]
X Legitimate ID. A properly encoded Hegemonic ID indicating your
legitimate station in the Hegemony. Who will notice when you
use this? [0 LOAD]
X Luxury item. Fine brandies, small but thoughtful gifts, spices and
perfumes, fine instruments, popular games, etc. These can come
in varied sizes. Each time you bring one of these on the job, explain
what it is and why it’s luxurious. [0, 1, OR 2 LOAD]
2 // CHARACTERS

X Memento of a past encounter. A distinctive piece of jewelry, a


fine blade with a House crest, a signet ring, a small statue. Who
are these from, and why do you hold onto them? [0 LOAD]

102
PLAYING A SPEAKER
A good Speaker relies on timing, context, and connections. It’s not just
what you can do, but who you know. You’re best in social situations
because you have wider access to society and influencers. It can also
be fun to keep your past a mystery from the other PCs and reveal
it through the people you meet and how you interact with them.
A Speaker’s friends are defined more by who they are than what they
do—Guild members, diplomats, etc. This leaves the question of how
you know them and the relationship you have with them very open.
Collectively, they can get you almost anything you need. Hold off
before you define your fifth friend until an opportune moment in
the story. Even better if that friend is an established NPC, like the
Pirate Queen or Governor Malklaith himself!
The Speaker has the widest variety of items in terms of gear. Their
luxury items are often more form than function, but out in Procyon
they can mean a lot to those you share them with. Defining these

PLAYBOOK: SPEAKER
items on a job is not a flashback, provided they fit into the category
of luxury item, so look for opportunities to work them into the story.
For actions, take STUDY if you want to read the people you’re meeting,
or SKULK and HACK if you like leveraging connections to get on the
inside and influence the job from the shadows.
For Veteran abilities, consider the Stitch’s Book Learning to reflect
a high society upbringing. The Mechanic’s Hacker ability will help
those infiltrators that like going into well-guarded places. And the
Mystic’s Psy-Dancing can help those Speakers looking for a little
extra push when words alone don’t work.
XENO SPEAKERS
Aside from diplomants, xeno Speakers are somewhat unusual in the
Hegemony. Amongst the Syndicates, xenos are far more accepted,
and in some, even preferred.
Space adventure has plenty of examples of natural empaths, species
with advanced cognitive functions, or even protocol robots that serve
as Speakers for their crew. When considering your xeno heritage,
think about how your species communicates and work with your GM
to figure out how those styles of communication might manifest in
play. Talk to your table about what they expect the limits of these
abilities might be—one table may be completely comfortable with
telepathy, while that may be too magical for another.

103
STITCH
A spacefaring healer or scientist
Respected across the sector, the ability to heal is one of the most
valuable out on the edge of Hegemonic space. Properly trained
physicians are, if not welcomed, at least treated well. For crews
that tend to take a few injuries, a Stitch capable of knitting bones
and patching blaster burns is always a welcome addition.
When you play a Stitch, you earn xp when you address challenges
with insight or compassion. Make sure you see the whole picture
and help keep your crew safe and sound. When things get out of hand,
they’ll need you. When they lose their way, guide them. Remember
that not all wounds are physical.
What research interests you? What do you charge for your services?
How did you learn your trade?

STARTING ACTIONS OLD FRIENDS

   doctor Jackev, a drug dealer. Legitimate


hookup or feeding a vice? Or did
   study you cut into their profits?
Alben, a former patient. What
STARTING BUILDS did you treat them for? How can
If you want some guidance when they help you now?
you assign your four starting
Ditha, a family member. Are they
action dots and special ability,
use one of these templates. supportive of your work? Or are
they trying to get you to come
WANDERING HEALER. Consort +2, home?
Sway +2. Welcome Anywhere.
Juda, a doctor. Do they still help
MAD SCIENTIST . Scramble +1, you? Or was this an old rival who
Attune +2, Sway +1. Dr. Strange. wants you punished for unlawful
ACTION MEDIC . Scramble +1, practice of medicine?
Scrap +2, Sway +1. Combat Lynie, a hospital admin. An old
Medic. boss? Did they get in trouble for
RESEARCHER. Study +1, Skulk +1, something you did?
Sway +2. Book Learning.

105
STARTING ABILITY
I’M A DOCTOR, NOT A…
You can push yourself to roll your DOCTOR rating while performing
a different action. Say which patient, research, or posting taught
you this trick.
Each time you use this ability we learn a little bit more
about your past. Consider introducing your contacts in these
discoveries, if appropriate.

SPECIAL ABILITIES
PHYSICKER
You may STUDY a malady, wounds, or corpse, and gather info from
a crime scene. Also, your crew gets +1d to recovery rolls.
This ability often represents formal training, giving you a
way to forensically understand a corpse or scientifically
deconstruct a malady. The bonus to recovery for your crew
2 // CHARACTERS

only applies if you help treat wounds or injuries at any point


during the recovery.
PATCH
You may DOCTOR someone during a job to allow them to ignore the
effects of a harm penalty.
A successful roll lasts for the job. While your patient may
ignore the effects of the harm penalty, it does not remove
the penalty; there are still fewer boxes for additional wounds.
WELCOME ANYWHERE
While wearing your medic garb, you are welcome even in dangerous
places. Gain +1d to CONSORT and SWAY when offering to tend to
anyone in need.
When you choose to be, you’re recognizable as a medic, and
of value to those living the hard life of Procyon.
UNDER PRESSURE
Add a gambit to the pool whenever you or a crew member suffers
level 2 or greater harm.
In order to gain the gambit, the resulting applied consequence
must be level 2 or greater—if it is resisted or reduced below
that level, you do not gain the gambit.

106
COMBAT MEDIC
You may expend your special armor to resist any consequence
while tending to a patient. When you DOCTOR someone in combat,
clear 1 stress.
When you use this ability, tick the special armor box on your
playbook sheet. When you resist consequences, they can be
for yourself, as a result of one of your rolls, or to protect the
patient. Your special armor is restored when you select your
load at the start of a job.
MORAL COMPASS
When you do the right thing at cost to yourself, mark xp (any
category).
The cost to yourself must be real, though it need not be
devastating. Losing a meaningful opportunity, experiencing
a setback with a project, or getting into a heated argument
with a friend could all count.

PLAYBOOK: STITCH
DR. STRANGE
Your research and fields of study are fringe, esoteric, and focus on
the mystical. You may always handle Precursor artifacts safely.
When you STUDY an artifact or DOCTOR a strange substance, you
may ask one: what could this do?—why could this be dangerous?
Normally it takes an ATTUNE roll to handle a Precursor artifact
safely. When you ask your questions, this may be in addition to
whatever else you were doing with the artifact or substance.
Treat this like a gather information roll where you rolled a 6.
BOOK LEARNING
You speak a multitude of languages and are broadly educated. Gain
+1d when using STUDY during a downtime activity.
Communication is almost never an issue for you. Additionally,
you have a background in almost every academic subject that
might come up, and can use gather information checks to find
out what you might have learned in those studies.

107
STITCH ITEMS
A Stitch’s items are less about the garb and more about the things
you bring with you to any given situation.
X Finemedkit. Better stocked than the standard. Skin staples,
diagnostic hand scanners, synthflesh, bone stabilizers, spray
hypos, antivenom (for dangerous alien beasts), and a wider
selection of drugs. Are there any distinctive markings on your
medkit? [2 LOAD]
X Finebedside manner. Charm that sets patients at ease. Some
Stitches never bother to bring this. Do you know how to relate to
many people? Do you share a lot of anecdotes? Do you project a
demeanor of confident skill? [0 LOAD]
X Fine clothing. A suit or outfit for fancy dinner parties and high
society. Is this an artifact of your past, or something you’ve picked
up for when you need to secure funding for your doctoring work?
[1 LOAD]
2 // CHARACTERS

X Recognizable medic garb. The common red medic outfit bearing


the official white medic seal of the Hegemony. Recognizable from a
distance. What are the rules about how medics should be treated
in combat? Do medical personnel have legal obligations while
so-dressed? [0 LOAD]
X Candies and treats. For those extra brave customers. Do you
indulge in them as well? Have you ever disguised a sedative as
one to subdue someone? [1 LOAD]
X Syringes and applicators. Syringes, injectors, patch applicators.
Many can be palmed easily. Sometimes having drugs on hand also
means having to subtly administer them. Are any of these not for
medical purposes? [0 LOAD]

108
PLAYING A STITCH
When making a Stitch, think about what drives you to tend to this
particular crew. Do you care deeply for this crew of scoundrels, or is
this a way to keep one step ahead of the law? Equally important is
what kind of person you are—are your patients always safe in your
care? Would you refuse to help someone you think is a bad person?
Stitches can have varied backgrounds. Some are former university-
trained field medics who may have fallen on hard times. Others
are folks that learned through necessity. Some might be scientists
whose line of research is not condoned by the Hegemony.
Your starting ability deserves some attention. With it, you can do two
things at the same time. You can substitute your DOCTOR rating for
any other ability for a push, but more importantly, you get to have
a cool moment where you talk about a former patient, posting, or
research project that lends you the knowledge you need.
For actions, consider SWAY and CONSORT, if you’re a friendly sort or

PLAYBOOK: STITCH
still have connections in high society. If you used to be a combat
medic, PROWESS actions are good.
For Veteran abilities, look at the Speaker’s Heart-to-Heart if you’re
a caretaker, while the Muscle’s Bodyguard ability allows you to
keep the people in your care alive even in the worst of conditions.
Although Stitches are usually on board to tend to wounds, some are
pure scientists. Consider starting with Dr. Strange or Book Learning
in that case. Many Mechanic abilities might also fit. Also RIG and HACK
might be useful to these types, as well as the crafting rules on page
282 for your gadgets and newfangled inventions.
XENO STITCHES
There are numerous species with a knack for medical science and
enhanced senses that render a medical scanner unnecessary. Think
about how you might approach healing differently than a human
doctor. Perhaps you’re unused to species with a single heart. Or find
it annoying that others can’t just regenerate limbs like your people
can. Embrace and celebrate the differences.
Regardless of the species, most physicians are at least superficially
well treated in Procyon; you’re less likely to have problems than other
xenos. That said, if you really want to build bridges between species,
consider picking up the Welcome Anywhere ability. It will allow you
to have a real conversation about society and change in Procyon.

109
CHAPTER 3
SHIPS & CREWS

THE STAR OF THE SHOW


One common trope of the sci-fi space adventure genre is that the
ship is as much a character as any of the crew. This is the same
case in Scum and Villainy. What binds your crew together is the
ship they travel on. It’s the place they rest, fight, and escape from
villains and society. In fact, it’s completely possible to play through
enough successive personnel changes so that only the ship remains
the same.
There are a lot of questions to answer when you set up your ship,
but the most important questions have to do with what kind of
story you want to tell. The choices you make during this phase will
go the furthest towards determining what themes and conflicts
you’ll see in your game.
In this chapter, you’ll learn about the various ships in the game and
how to create a crew that you’re excited to tell stories about.

111
CREW CREATION
CHOOSE A SHIP
Your ship type determines the jobs that you’ll focus on, as well as a
selection of special abilities and upgrades that support that kind of
action. The ship type isn’t meant to be restrictive—the Stardancer
might sometimes engage in bounty hunting (like the Cerberus) or
antagonize the Hegemony (like the Firedrake)—but the core activity
of the ship type is the most frequent way your crew earns CRED and
xp for advancement.
There are three different ships to choose from:

Smugglers and blockade runners. Looking to do


STARDANCER odd jobs, small thefts, and find lost items.

Extraction specialists. Looking to find missing


CERBERUS
3 // SHIPS & CREWS

people or items and claim bounties.

Rebels and criminals. Looking to protect the


FIREDRAKE downtrodden and fight the Hegemony.

Like a character playbook, your ship type is also how you’re known in
the underworld of Procyon. The criminal factions and the Hegemony
think of you as “smugglers,” “bounty hunters,” or “filthy rebels,” and
will treat you accordingly.
Choosing a ship type is a very important decision! It’s a way for the
group to say, “These are the sorts of jobs we want to do.” It organizes
gameplay from “doing crimes” to “smuggling illegal Urbot parts” or
“helping free the Mem”—which helps the GM focus on the parts of
the setting that matter most to your game, rather than having to
juggle every possibility at once.
The group should choose a ship type that everyone is excited about.
As a player, be vocal about your preferences. You’re about to invest
many hours in this game, so if you’re feeling lukewarm about one
of the options, speak up.
Once you’ve chosen, grab the appropriate ship sheet for that crew
type and record the following choices in ship creation as you go.
Your ship begins with 2 CRED in its hold (those represent the remains
of the crew’s savings from adventures and the acquisition of the
ship beforehand). You will likely use them up during crew creation.

112
CHOOSE A REPUTATION
Your crew has just formed and acquired a ship. AMBITIOUS
Given this group of characters and their previous
BRUTAL
escapades, what initial reputation would you have
among the factions of the sector? Choose one from DARING
the list on the right (or create your own).
HONORABLE
You earn xp when you bolster your ship’s reputation,
so think of this as another cue to indicate what PROFESSIONAL
sorts of action you want in the game. Will you be
recklessly ambitious, targeting higher Tiers? Will SAVVY
you take on daring jobs that others deem too risky? STRANGE
Are you interested in the strange weirdness of the
black? Or are you professional in all dealings? SUBTLE

CUSTOMIZE YOUR SHIP


Each ship starts with several preselected ship systems that reflect
its focus. For example, the Stardancer starts with a bigger hull to

CREW CREATION
help carry cargo (legal and illegal).
You choose two additional ship systems to improve. Your choices
are between engines, hull, comms, and weapons.
You may instead choose to improve crew quality, but it’ll cost your
crew 2 CRED and you will owe the folks that helped you improve it.
A higher crew quality refers to the quality of gear and equipment
of the crew. You’re able to take on more powerful factions on equal
footing, and can therefore handle harder jobs more easily. Not to
mention, your crew will just have nicer stuff!
After you decide what you want to improve, the GM will tell you
about a faction that helped you get those improvements. They did
you a favor. How did your crew respond?
X Pay them off. Give them 1 CRED in exchange for a job well done.
No strings attached, nothing owed.
X Owe them one. Promise them you’ll return the favor down the line
when they ask and gain +1 status with them. If you chose crew
quality, you must take this option.
X Stiff them. No need to pay a faction that doesn’t demand payment
up front! Take -1 status with that faction.

113
CHOOSE A SPECIAL ABILITY
Choose one of the special abilities listed on your ship. If you can’t
decide which one to pick, go with the first one on the list—it’s placed
there as a good default choice. It’s important to pick a special ability
that everyone is excited about. You can get more special abilities in
the future by earning crew xp.
Just like picking your ship type, origin, and systems, choosing a
special ability is another chance to focus the game. Instead of
playing a generic ship crewed by scoundrels, you end up with the
Stardancer and her crew of ambitious smugglers, who salvaged the
ship after her previous crew went missing. They stiffed the Dyrinek
Gang when they upgraded the hull and weapons of the ship and are
known for their Getaway ability—showcasing a knack for running
from their problems. That’s a lot to work with, and it helps get the
game going in a strong direction from the very beginning!
ASSIGN UPGRADES
3 // SHIPS & CREWS

In addition to the upgrades each ship comes with, you as a group


get to add two additional upgrades. For example, you might pick the
Cerberus’s Stun Weapons upgrade, and also the Auxiliary Armory
module. Thats a crew that loves their weapons!
An upgrade is a valuable asset or system module that helps the crew
in some way, such as an Afterburner module or a Shuttle. Each ship
starts with preselected upgrades that are well suited for that crew,
such as the Galley for the Stardancer or the Brig for the Cerberus.
After you assign your two upgrades, the GM will tell you about two
factions impacted by your choices:
X One faction helped you get an upgrade. You’re on good terms. Did
they broker a deal? Did you run a job for them? Did you bail them
out of trouble? They like you, and you get +1 status with them.
At your option, spend 1 CRED to repay their kindness, and take +2
status with them instead.
XThe other faction was screwed over when you got an upgrade. Did
you steal the part from them? Was it a specific individual’s ship?
Was it illegal, and the Hegemony now hunts them? They don’t like
you, and you get -2 status with them. At your option, the crew
can spend 1 CRED to mollify them, and take -1 status with them
instead—tell us how you smoothed things over.
You’ll be able get more upgrades in the future by earning xp or
spending CRED.

114
Here are some example upgrades you can get for your ship:
X TRAINING UPGRADE. Your crew could start with Training: Prowess
in the form of a gym on your ship.
X CREW GEAR. You could start with some ground vehicles, like
hoverbikes, for all your crew.
X SHIP UPGRADES. You could start with a med bay to patch you up
after your first job.
X SHIP MODULE. If the system has room for one. For example on the
Cerberus you could start with a targeting computer.
X CREW/SHIP SPECIFIC UPGRADES. The Firedrake’s crew could start
with a secret base.
CHOOSE A FAVORITE CONTACT
Take a look at your list of potential contacts on the ship sheet.
Although all the contacts are your friends and allies, one is closer
to the crew than the others.

CREW CREATION
Choose one contact who is a close friend, long-time ally, or partner
in crime. The GM will tell you about two factions that are impacted
by your choice:
X One faction is also friendly with this contact, and you get +1 status
with them. Perhaps they are an informant, retired member of the
faction, or just have friends among them.
X One faction is unfriendly with this contact, and you get -1 status
with them. There might be old slights, current grievances, or even
materials held against the contact that they are keen to reclaim.
UPDATE YOUR SHIP INFO
A ship has to pay upkeep fees every downtime or risk damage as
parts wear out. To calculate your upkeep costs, add your crew quality
to all system quality ratings and divide by four, rounding down. Most
ships will have an upkeep of 2 to start.
Your ship creation is done—you’re ready to fly!

115
CREW CREATION SUMMARY

1 5
Choose your ship. Your ship Assign upgrades. Add
represents the types of jobs two upgrades to your ship.
the crew is looking for, and These can be crew or ship
general crew capabilities. All upgrades (see below and right
crews start with 2 CRED (which or the individual ship sections)
may be spent during crew or ship modules if you have the
creation). prerequisite systems (see the
next few pages). Adjust factions.

2
Choose a reputation. What

6
reputation has this crew Choose a favorite contact.
garnered with the different You’re friends with all the
factions of the sector? contacts on your ship, but
you’ve worked with one more

3
Customize your ship. Add closely than others. They come
two systems to the ship, or with strings—allies and enemies
improve crew quality. Pick
3 // SHIPS & CREWS

tied to their past, who attach


how you dealt with the faction those feelings now to the crew.
that helped you do so.

7
Update your ship info.

4
Choose a special ability. Update some basic ship
Pick a special ability that information (gambits that
your crew has as a whole. refresh every job, and calculate
If you can’t decide which one you upkeep).
like the best, pick the first one.

CREW UPGRADES
CREW TRAINING
If you have a Training upgrade, you earn 2 xp (instead of 1) when you
train a given xp track during downtime (INSIGHT, PROWESS, RESOLVE,
or Playbook xp). This upgrade essentially helps you advance more
quickly. See Advancement, page 50.
If you have Insight Training, when you train INSIGHT during
downtime, you mark 2 xp on the INSIGHT track (instead of
just 1). If you have Playbook Training, you mark 2 xp on your
playbook xp track when you train.

116
SHIP UPGRADES Vault: Very useful for securing
valuables during space travel.
Holo-Emitters: Used for holo-
Programmable lock allows for
conferences and flashy displays. personalized security codes,
The images don’t usually hold up one-time use codes, and access
to close scrutiny but they can logs. Uses hull rating when
be convincing for a short while. contested.
Includes sweet games and vids.
Intruder Alarm: A full suite of CREW GEAR
sensors about the ship, including Alien Pet: Lovable rapscallion
motion sensors, door codes, and or loyal guardian, these critters
panic buttons that can trigger a are usually more trouble than
klaxon and flashing red lights if they’re worth. Where did you
something is out of place. get it?
Land Rover: An armored all- Land Transport: Enough land
terrain vehicle for carrying heavy transportation for the entire
cargo and folks overland. High- crew. Tires or close-to-ground
powered winch and decorative hover. These may be motorized

CREW CREATION
stickers come standard. bikes, land-skimmers, boats, or
very small cars.
Power Reserves: Batteries and
energy supplies that can power Recon Drone: A small drone
the ship independently of the for surveillance, mapping, and
engine. Sufficient for a few hours intelligence gathering in space
and in atmo. Can be given simple
of operation at minimal usage or
instructions. “Search the mine
a few minutes of full power. Acts
for heat signatures.” Uses
as armor against power-related
comms quality when contested.
mishaps on the ship.
Survival Gear: Camping gear,
Shuttle: A small spacecraft
rebreathers, climbing equipment,
capable of carrying a few people
scuba gear. Everything an
from planet to orbit. Limited enterprising crew needs to
systems capacity—treat any survive on an inhospitable, but
system as quality zero vs. actual not uninhabitable, rock. Stillsuits
ships. Can attach to airlocks, but included.
best stored in a landing bay if
you don’t want stray asteroids Workshop: Plasma cutters, a
nano-assembler, a stock of
or particle cannon fire hitting it.
metal and electrical components,
Stasis Pods: State-of-the-art a forge—anything required to
pods provide room for one build, modify, or disassemble
severely injured, deathly ill, or complex machines, weapons,
unconscious guest each. Does and tools. Adds +1 quality to
not prevent dreams. craft rolls.

117
SHIP MODULES
A new module can be purchased when the crew advances. Doing
so, though, requires time in drydock. At creation you may select
modules as part of your crew upgrades.
If this process is too slow for your crew, run a job to acquire a module,
or purchase one (cost in CRED is three times that current system
quality, or 6 CRED per box for an auxiliary module or crew/ship gear).
Illegal modules require answers about how you’re acquiring them
first before installing them aboard your ship.
You cannot have more modules in a ship system than you have
quality in that system (although you can have fewer than the system
quality). Auxiliary systems are exempt from this (you can have all
the auxiliary modules on your ship).

AUXILIARY MODULES
3 // SHIPS & CREWS

Complex systems with specialized purpose. Not strictly required


on any ship, but provide functions the crew considers important.
Many of these are included on larger ships.

AI Module: Software connected Medical Bay: A clean room with


to an Ur AI core, with fiber-optic medical equipment. Not a real
filaments running throughout hospital, but sufficient to patch
the ship. Can automate tasks or most injuries. Storage for drugs
otherwise run the ship on behalf and medical scanners. Add +1d
of the crew. Snarky personality to all crew recovery rolls.
module available for free. Science Bay: Laboratory that can
Armory: A secure room holding be used to analyze anomalies
the crew weapons and armor. and Precursor artifacts. Secure
All crew weapons and armor storage for things that may react
are considered to be fine if not oddly with the rest of the ship
already so. (or physics).
Brig: Space jail. Not meant for Shields: Particle sinks and EM
long-term incarceration. Will deflectors. Can be overwhelmed
prevent most attempts to with focused fire. Counts as
escape. armor against ship weapons and
Galley: A combined kitchen and energy discharge. Completely
serving area for meals. Greatly absorbs blaster fire. Costs two
facilitates longer trips. Includes upgrades instead of just one.
fresh food storage.

118
HULL MODULES
Hull governs how tough a ship is. Hull modules are passive systems
laid out throughout the ship and often are necessary to even allow
certain actions. Note: Personal and freighter-sized ships can land
on planets, otherwise you need shuttles.
Cargo Hold: Enough space Landing Bay: Airlocks, bay-
on a ship to carry a moderate doors, and takeoff ramps to
( CRED -earning) shipment. A accommodate shuttles and
cargo hold is evident when the single-pilot small fighter craft
ship is boarded, and no special for both land and space takeoff.
precautions are taken to hide its Smuggling Compartments: Like
contents. a cargo hold (can carry a small
Crew Quarters: You can sleep shipment), but it won’t show
anywhere, but crew quarters up on routine scans or visual
are actually meant for it. Crew inspections of the ship. At 3+
quarters afford privacy and hull rating, it has life support
comfort in a domain where for smuggling people too.

SHIP MODULES
such things are luxuries. Also
you don’t have to share, and you
know the first mate snores.

ENGINE MODULES
Engine systems are those that not only make you go, but let you
maneuver, power your ship, and travel space in a few different ways.
Power storage and backups generally fall under engines. Ships at
zero engine rating have minimal thrust.
Afterburners: Dumps raw fuel Gravitic Field Generator: Creates
into the engines for a short burst a large gravitic field extending
of speed. May treat engines as ship to ship. Can be used to
one higher rating for a roll, but grapple or tow. Temperamental
it may damage them. and dangerous. Guild prototype
Cloaking Device: Doesn’t only. Not legal.
necessarily render the ship Jump Drive: A special engine that
invisible to the eye, but masks can activate the Ur gates that
the heat and electrical signature connect systems and translate
of the ship, making it very hard to ships into hyperspace lanes.
detect or identify. Super illegal.

119
COMMS MODULES
Communication arrays, sensors, and scanners. These systems
govern signal detection, transmission, and the quality of a ship’s
computers. No comms means the crew will mostly get news and
jobs when they dock at stations and on planets.
Fake Transponder: Broadcasts Quantum Encryptor: Encrypts
a different ship’s signal or plays comms and data storage. Grants
a powerful recording of sensor armor against interception of
echoes (or acts as a beacon). digital communications. Data
Usable remotely. on the ship is stored in a secure
Long-Range Scanner: Provides state until unlocked.
a variety of EM spectrum and Targeting Computer: Handles
gravimetric readings, giving the calculations and targeting for
crew advance warning up to a weapon systems without an
dozen light-minutes away. actual crew member doing so.
Roll comms rating when firing.
3 // SHIPS & CREWS

Nexus Link: A connection to the


Hegemonic System Network.
Allows for news updates, real-
time intra-system messages,
and tapping into system-wide
sensor grids. Insecure.

WEAPON MODULES
Self explanatory. Note that most non-military ships in the Hegemony
are not armed. Obvious weapons can land you in trouble, though
powered down and hidden armaments may be regularly overlooked.

Coherence Cannon: A capital Mining Drill: Vicious, close-


weapon. One shot only until range, high-power energy drill.
repaired or recharged on ships Vaporizes rock. Easily modified
smaller than dreadnoughts. May to bore through hulls. Legal.
fry systems. Incredibly deadly. Missiles: Projectile with
Super not legal. mounted drive. Not legal.
Grappling Hooks: Officially for Particle Cannons: Pew! Pew!
latching onto asteroids and Usually fixed in one direction
netting cargo, it’s an array of on personal vessels. Often
nets, grappling lines, and arms cross linked. Not legal without
that can tie together two vessels a license.
for towing or boarding. Legal.

120
GAMBITS
Gambits are a resource that represents the accumulation of good
luck, weird circumstances, and fate that befalls heroes of the genre,
and the opportunities that can be seized when a crew takes chances.
It is a crew resource, usable by any member, much like crew CRED.
Any crew member can spend a gambit during an action roll to add
+1d, and only one gambit may be spent this way.
You gain new gambits in two ways. At the beginning of every job, you
reset the number of gambits the crew has to the starting gambits
value. For the Stardancer or Firedrake, this is 2. For the Cerberus, this
is 1—though this can be increased with crew upgrades. This ensures
that every job the crew attempts comes with a certain amount of
fortune following the crew.
In addition, every time you roll a 6 or critical result on a risky action
that you have not spent a gambit on, your crew gains another gambit.
With gambits, a crew can attempt even the most dangerous stunts
and have good odds of success; eventually, however, their luck
runs out, and they have to rely on their wits and skill for hard-won
victories.

121
STARDANCER
Illicit merchants, smugglers, and blockade
runners
This freighter has seen some miles, but with a loving engineer
and some illegal modifications, it’s become a fast little ship that’s
equipped to get places it’s not supposed to and carry things it
shouldn’t. False ship papers or a fake transponder will make transit
much easier, and converting some cargo space back into crew
quarters will make the ship much more comfortable on long hauls.
When you play the crew of the Stardancer, you earn xp when you
3 // SHIPS & CREWS

execute a successful transport or smuggling operation. Keep your


eyes peeled for odd jobs, small thefts, and recovering lost items.
What kind of contraband do you usually carry, and what will you
not transport?

SHIP QUALITIES CREW CONTACTS


STARTING SYSTEMS T’kala, a dockmaster. Did he help
X CREW QUALITY (0/3). you get your ship?

X ENGINES (1/4). Installed: Jump Alor, a keen-eared barkeep. A


Drive. Available: Afterburners. good source of jobs, and a good
source of drinks. What do you
X HULL (2/4). Installed: Cargo bring him from your travels?
Hold, Smuggling
Compartments. Heani, a tugboat captain. How
often do you pass each other in
X COMMS (0/3). Installed: None.
the black? When did they bring
Available: Fake Transponder, you back to safety?
Quantum Encryptor.
Rakka, a diplomat. Which faction
X WEAPONS (0/2) . Installed: do they represent? How did you
None. befriend someone so influential?
STARTING UPGRADES Citani, a reclusive info broker.
X Auxiliary: Galley. Who’s their boss when they’re
X Training: Insight.
not with the crew? What type of
info do they commonly broker?

122
STARTING SHIP QUALITIES
CF-350 Series Scarab-class Freighter
SIZE: Freighter (Medium, can land on planets)
STARTING GAMBITS: 2

STARDANCER CREW/SHIP UPGRADES


False Ship Papers: Every Smuggler’s Rigging: Webbing
smuggler needs a few well- or fake skin used to hold small
forged documents, giving the items close to the body, and a

SHIP: STARDANCER
crew and ship identities that are great way to sneak them past
less wanted in any given system. security. Adds some hands-free
These papers often simplify gate carry room while working on the
travel if the transponder and outside of the ship, and lets you
ship match. You have a couple smuggle a blaster into a well-
different sets you can swap guarded meeting while keeping
between, even if you do have the stylish cut of your coat. You
to practice responding to a new can only carry/hide one item of
name at every checkpoint. May a max of 1 load this way.
make following and tracking you Lucky Charm: Whether an Ur
more difficult by enemy factions. artifact or a few mementos
Dark Hyperspace Lane Maps: prominently displayed on the
These are routes through bridge, sometimes luck is just
systems that aren’t officially about believing in something.
maintained. Sometimes they The crew starts with +1 gambit
are faster. They are always less every job. It costs two upgrades
to unlock this instead of the
patrolled. Often they are full of
usual one.
Way creatures, pirates, and other
scoundrels. The ride is never Thrillseekers: Each PC gets +1
as smooth as it is along the stress box (increase stress max
Starsmith-maintained routes. to 10). It costs three upgrades to
You don’t want to think too hard unlock, not just one.
about the poor fools that died or
got lost forever mapping these
routes.

123
STARDANCER SPECIAL ABILITIES
THE GETAWAY
You gain potency when you SCRAMBLE or HELM to avoid capture or run
a blockade. When doing a delivery job, take +1d to the engagement
roll.
Sometimes escape is the better part of valor. This ability
works for anyone on the crew whether they’re on the ship or
not. A delivery can include any job where taking cargo (legal,
illegal, or a person) between two locations is the primary goal.
CARGO EYE
Your crew earns +1 CRED for smuggling or delivery jobs. Whenever
you gather info you can always ask, “What is most valuable here?”
The extra CRED is gained during payoff beyond what the job
pays. You can ask the question whenever it’s applicable.
3 // SHIPS & CREWS

FIELD REPAIRS
You gain potency when repairing your ship while in space. If you
spend a gambit on a RIG roll, you gain +2d (instead of +1d).
The potency may fictionally let you do repairs others can’t—for
example, temporarily fixing a ship injury that usually requires
drydock. The extra dice from the gambit apply to any RIG roll,
not just repairs.
LEVERAGE
Your crew knows how to pull strings and cash in favors. When you
lay low, instead of rolling you can take -1 status with a faction at
Helpful (+1) or better to reduce your WANTED LEVEL by 1, and set your
HEAT to 0 in a system.
You can cash in faction changes you gained from the current
job. You don’t have to clear the system you did the job in—the
faction will help cover your tracks regardless.
JUST PASSING THROUGH
During payoff, take -1 HEAT from the job. When your HEAT is 4 or
less, you get +1d to deceive people when you pass yourselves off as
ordinary citizens, and you still have two downtime activities even if
you’re at War (-3) with any faction, as they have trouble locating you.
Use the HEAT of the system you’re in at the start of downtime to
determine the number of activities each crew member gets. If,
during downtime, the crew passes through a system in which
they have high HEAT, enemy factions might find them anyway.

124
HOME COOKING
Your whole crew gains Home Cooking as a vice. Right after a job,
you may spend 1 CRED and a downtime activity to cook for everyone,
allowing the whole crew present to make a vice roll. If anyone
overindulges, a fight erupts, and everyone gains 1 stress after the
vice roll. Requires a galley module.
The crew can split who spends the activity and who pays the
CRED. The stress at the end is applied after all results (this
includes tinkering with maximum stress gain or loss via the
Pilot’s Hedonist ability). You each gain 1 stress total (not 1 per
overindulgence).
PROBLEM SOLVERS
Each PC may add 1 action rating to HELM, RIG, or SCRAMBLE (up to a
max of 3).
Each player may choose the action they prefer (you don’t all
have to choose the same one). If you take this ability during

SHIP: STARDANCER
initial character and crew creation, it supersedes the normal
starting limit for action ratings.

125
STARDANCER JOBS
The Stardancer takes what jobs it can, both legal and illegal. You can
find and carry lost goods, and—if your hull is good enough—smuggle
people the Hegemony is looking for. Unfortunately, people keep
blaming you for the actions and value of your cargo. The nerve!
GMs: Look for opportunities with a twist. Offer easy jobs with moral
dilemmas, or hard jobs that help people, or cargo that multiple
people want. Remember that this ship isn’t a bruiser. Violent factions
like the Scarlet Wolves are more likely to hire the crew to extract a
member than they are to kill someone (they have people for that).
Focus on escapades, tight flying, and standard space opera hijinks.
Always look for an opportunity for a run, chase, or high-energy
adventure.
For any job opportunity, consider how the job may bypass blockades
and inspections, or smuggle goods and people. Think about travel
3 // SHIPS & CREWS

time too. To add a twist, discover what factions might be involved,


or to add additional elements, roll on the job generator tables (see
Jobs, page 338).

SAMPLE JOBS
XThe Banshee (the Pirate Queen leader of the Maelstrom) is looking
for someone to steal a Nightspeaker mask and will pay you
handsomely to get it done quietly. Who has the mask currently?
How and why is it vulnerable? Who else wants it? What’s the crew
plan for this job? Make an engagement roll and cut to the action.
XA scientist wishes to hire a crew to get them off Warren, past
the Guild patrols looking for them and to the next system over
where they’ll be safe. What research does the Guild not want
them to reveal? Which faction will hide them once they’re off-
world? What’s the crew’s plan to steal this person away from
Guild scrutiny? Make an engagement roll and cut to the action.
X A plague has broken out among the workers on Indri. A Mendicant
priest on Amerath wants to tend to them, but the Church of Stellar
flame is looking for them, and has hired the Legion to assist. Which
other faction hired bounty hunters to attack this priest? How have
their religious practices changed them? What’s the crew’s plan
to get them past the Legion checkpoints? Make an engagement
roll and cut to the action.

126
STARDANCER: LUCRATIVE OPPORTUNITIES
A faction war needs a delivery of weapons and supplies past
1
the enemy line.

2 A fugitive will pay to be smuggled into the next system.

A Cult wants you to move their Chosen One past a Church/


3
Legion checkpoint.
Living cargo needs to be transported, but is hard to contain
4
and pin down once loose.
A client wants you to move a package for two weeks straight.
5
No stopping. No peeking.
Transporting the goods is easy, but can you convince a
6
socialite to give you the job?
Someone wants you to accept a job for a faction, but give
1
them the goods instead.

SHIP: STARDANCER
An ace pilot wants you to smuggle their custom, illegally
2
modified racing ship to the start line past Guild inspections.
A simple job, except the cargo isn’t what they said it was, and
3
it gets dangerous mid-trip.
Smuggle a Way creature to a planetside mystic. Just one
4
problem—it has to be carried inside one of the crew.

5 Smuggle an artifact out of an archaeological dig.

6 Run a Guild trade embargo to get a key scientist off the planet.

Transport of cargo requires a path through a pirate’s booby-


1
trapped and patrolled turf.
An exiled ex-pirate stashed a treasure on Baftoma and will
2
split it with whoever can get them there past pirates and back.
A mystic needs a crew to explore a newly formed Way line.
3
Way beasties guaranteed.
A Sah’iir wishes to adopt xeno children as servants. They must
4
be moved before they are registered with the Hegemony.
Priority shipment from Indri to Amerath can only make it in
5
time if you cut through the Belt of Fire.
A criminal gang needs to smuggle a message to a lifer in
6
Isotropa Max Secure.

127
STARTING POSITION
THE SITUATION
Your crew of smugglers was hired by Citani (your crew’s reclusive
info broker friend) to deliver a small, well-sealed box to the moon
of Warren for a very particular client who didn’t want to reveal their
identity. The job sounded easy enough…
The delivery should have been easy CRED, except that your contact
is dead, you might take the rap for it, and several powerful factions
are more likely to kill than negotiate for the object you’re holding.
The crew is holding the Aleph Key (the artifact inside the box). Can
they stay alive and keep it long enough to make a profit? Who will
end up with it? And can you get that landlock lifted from your ship?
We play to find out.
MAKING IT YOURS
3 // SHIPS & CREWS

Customize the starting position below to suit your own crew. What
does the Aleph Key do? It should be something big (perhaps a key
component to making or opening jumpgates, or a powerful program
that can HACK Guild systems). Think about what you want your story
to be about, and how gaining such a thing might impact the sector.
During crew creation, you chose some factions the crew rubbed
the wrong way. See if any of them could be interested in the Key.
Perhaps a crew member’s rival might be involved. Making the story
personal adds immediacy and ties the players’ choices directly into
the narrative.
THE FIRST SCENE
Tell the table this:
The drop-off is a bar near the ground of Warren, meaning
the air outside is thick with smog, and the patrons are of the
rougher sort. Your contact is in the private booth in the back.
Just one problem…
As you sit down to conclude the deal, you see that your contact
is dead, and covered in fresh blood. Adding to your woes, there
are House Malklaith guards drinking at the bar, and some
well-geared folks eyeing the booth. This is not the best place
to pick a fight, and you’ll be cornered in just a few moments.
How do you escape? Will you try to talk your way out of this?
Slip out the back? Perhaps steal a few getaway vehicles from
some tough-looking hoverbike riders parked outside?

128
Create a 10-segment getaway clock. As the Stardancer crew makes
progress towards escaping, advance this clock. If NPC factions close
in on them, cut them off, or slow them down, you can remove ticks
accordingly. The job ends when the crew gets away or is caught.
Make Warren busy, grimy, and exciting. Give the players plenty of
things in the scene to jump over, have breakneck chases around,
and blow up. Several factions are after the box, and any crimes
will alert the House Malklaith guards (the local gendarmes). Very
likely a faction of any power will have locked down the crew’s ship
in port too.

THE NEXT SCENES


Downtime should be when the players decide what to do with the
Key. Ask them what their priorities are as players and the crew.
Perhaps they want to gather information on possible buyers, or
investigate the artifact itself. They may also just keep the artifact
and run, focusing on liberating their ship and getting far away from

SHIP: STARDANCER
Warren first.
The next job will likely be convincing a faction to not simply kill the
crew and take what they want, but instead to actually cough up the
creds and buy the artifact. Whoever the crew sells it to will likely
have enemies that may then need some space scoundrels to help
them even the score.
THE CAMPAIGN
You can easily play out the consequences of the starting situation
over several sessions. Who do the PCs sell the artifact to? What
does the client use it for? Who holds a grudge because of it? Does
someone want the crew to steal it back? Can they stay on-planet
long enough to avoid powerful angry factions and the law in order
to do more jobs?
Write down pressing questions to help keep the action focused:
Why does House Malklaith want the Aleph Key?
Your contact was hired by the original client: How close are
they to tracking down the crew and the key?
How does the Church of Stellar Flame deal with the sale of
high-value artifacts?
These questions may result in a clock or two to track the status of
developing circumstances. When a question is answered, remove the
clock and add a new one as needed. Clocks don’t have to last forever.

129
CERBERUS
Bounty hunters and extraction specialists
The Cerberus was once a well-armed patrol craft, but while it’s
been repurposed in its new life, it still has the sleek lines, limited
crew, and cargo space of a predator. Good comms are important for
finding your targets and following them (hopefully at range) before
moving in for a grapple and boarding. A nexus link is crucial for fast
messages and getting a jump on bounties.
When you play the crew of the Cerberus, you earn xp when you
execute a successful extraction or capture of a bounty. Bounties
can be official—posted or sanctioned by the Hegemony—but many
3 // SHIPS & CREWS

Syndicates hire your ilk on the side.


Do you pride yourself on always bringing your quarry back alive?
Who was the bounty that got away?

SHIP QUALITIES CREW CONTACTS


STARTING SYSTEMS Stacey Weathers, ace reporter.
X CREW QUALITY (0/3). Has all sorts of hot leads, but
what does she ask for in return?
X COMMS (2/4). Installed: Long-
Range Scanner. Available: Arlox, an Ashen Knives Pasha.
Nexus Link. Once an assassin, now Syndicate
leader. Do you also hunt illegal
X ENGINES (1/4). Installed: Jump
bounties for them?
Drive.
Ishi, a weapons dealer. Bounties
X HULL (0/2). Installed: None. come armed, and Ishi evens the
X WEAPONS (1/3) . Installed: field. Do they tune your ship?
Grappler Arm. Available: Lix, a xeno tracker. Is he a xeno
Particle Cannons. with a trait for tracking people,
STARTING UPGRADES or someone that hunts xenos?
X Auxiliary: Brig. Jezri, a fixer. Whatever you need,
Jezri has. Info, gear, jobs, friends,
X Training: Prowess.
and enemies. Did Jezri help you
get your ship or license?

130
STARTING SHIP QUALITIES
R-29 Firebrand-type Patrol Craft
SIZE: Freighter (Medium, can land on planets)
STARTING GAMBITS: 1 (You use might more than luck)

CERBERUS CREW/SHIP UPGRADES


Tracers: A wide array of ways Personal Vehicles: Your crew
to track your targets. Includes has a few (perhaps one per crew
tiny bugs that can be hidden on member) sleek single-seater
clothes with a suave pat on the craft that can fold up tight

SHIP: CERBERUS
back, beacons that can attach enough to fit into a reasonable
to hulls, and even transmission parking space. Limited fuel, but
cloners for comms. Legality can break atmo. Can carry basic
varies (often by the importance weapons, though they can’t
of the target), but a license seriously damage anything
makes it all legal. freighter-sized or larger. You
may want a landing bay on your
Stun Weapons: A wide variety
ship. It costs two upgrades to
of weapons for capturing and
unlock this instead of the usual
securing prisoners without
one.
(serious) harm. Includes, but is
not limited to: Hard Knocks: Sometimes luck
is just hard-earned experience.
X Restraints. [0 LOAD]
Your crew starts each job with +1
X Stun batons. [1 LOAD] gambit. It costs two upgrades to
X Stun settings on blasters. Not
unlock this instead of the usual
the heavy kind. [1 LOAD] one.
Smooth Criminals: Sometimes
X Stun grenades. Replaces
legality is only a question of who
detonator on the sheet. [1 LOAD]
has the gun. Each crew member
X Knockout drugs. May not work gains +1 stress box (total 10). It
on some xenos. [0 LOAD] costs three upgrades to unlock
Not required to bring on jobs, this instead of the usual one.
but useful if you want to claim
bounties. Generally legal.

131
CERBERUS SPECIAL ABILITIES
LICENSED
Take -2 HEAT on any legitimate bounty hunting job. Your ship can
carry particle weapons, and your crew can carry and legally use
heavy blasters in the pursuit of a target.
This also means that you carry bounty hunting licenses.
Sometimes this can be leveraged to explain being places
you generally shouldn’t be, and carry weapons when others
may be stripped of them. Law cooperation varies from planet
to planet.
ON THE TRAIL
Your crew gains one extra downtime activity to work on long-term
projects, or acquire assets to track bounties.
Sometimes you know the bounty, but not where they’re hiding.
Depending on your contacts and leverage, more than a simple
3 // SHIPS & CREWS

gather info check might be required. Anyone in the crew may


use up this downtime action and make the appropriate roll.
LIGHT TOUCH
You gain potency when tailing a target, or when gathering info at
a target’s previous location.
Previous locations can include places they’ve stayed, crime
scenes, favorite bars, and the like. It can also be used for
tracking if you’re hot on the trail.
SNATCH’N’GRAB
When you use a deception, infiltration, or social plan to execute a
kidnapping or extraction, add +1d to the engagement roll.
Your crew’s focus is on getting a priority target out safely,
and doing so without raising alarms. Any mission where you
have to remove a target under watch by their guards applies
to this ability.
LOADED FOR BEAR
Your crew can carry +1 load. They have distinctive and high-quality
armor. When you wear armor, it counts as heavy armor (two uses).
Each crew member’s load maximums are increased (so light
load becomes 1-4, medium 5-6, and heavy 7-9). Who crafted
such distinctive armor (and who might recognize its make)?
Heavy armor allows you to also tick the second (heavy) armor
box on your sheet to reduce appropriate damage.

132
PLAY BOTH SIDES
When you release a bounty target, make them a crew contact.
While you may not receive payout from the factions hiring
you, many bounties have a few creds saved up they’re willing
to trade for freedom. More lucrative though are the jobs or
hot tips they might have. Add the target as a crew contact,
though bear in mind they may someday get captured by other
bounty hunters (and may pay for a rescue by your crew). Not
every bounty hunter captures their targets, so the GM will (or
won’t) adjust faction status as fictionally required at the end
of such a job.
DEADLY
Each PC may add 1 action rating to COMMAND, SCRAP, or SKULK (up
to a max of 3).
Each player may choose the action they prefer (you don’t all
have to choose the same one). If you take this ability during
initial character and crew creation, it supersedes the normal

SHIP: CERBERUS
starting limit for action ratings.

133
CERBERUS JOBS
The Cerberus is a mercenary ship willing to make CRED bringing in
those who others place a bounty on—but always remember that
targets are people too. Bounties aren’t always placed for wrongdoing
so much as for inconveniencing the wrong faction.
GMs: Always ask why someone was willing to get a price on their
head, and showcase what their purpose and goals are even when
they’re in the ship’s brig. Ask the crew if they’re willing to turn them
in at the end of the day.
Bounties are hard to track. The GM can tell you if you need to CONSORT
with the right people to gather info, find a clue to their location
(acquire asset), or finish a long-term project to discover where
they’ve gone to ground.
For any job opportunity, consider who applied the bounty, who else
may want it, and who the target wants to get away from. To add a
3 // SHIPS & CREWS

twist, discover what factions might be involved, or add additional


elements, roll on the job generator tables (see Jobs, page 338).

SAMPLE JOBS
X A thief has stolen a well-guarded piece of jewelry from Glimmer.
The Guild wants it found—and kept hush-hush. Who is protecting
this thief from the usual Guild channels? What other things have
they stolen? Make a clock for finding the thief and tick it whenever
the crew finds a clue or makes a roll that directly leads them to
the thief. What’s the crew’s plan for catching this ghost? Make
an engagement roll and cut to the action.
X Nightspeaker Doraam’s protégé Rax left before completing training.
Doraam wants you to find and deliver them to a Nightspeaker ship
in the black. Who would a scared apprentice run to on Warren
and why would they abandon their training? What is the crew’s
plan to capture the poor soul? Make an engagement roll and cut
to the action.
X Members of the Church of Stellar Flame have identified Commander
Tallon’s psychic, and want you to capture her and deliver her to
the Way of Light (a battle cruiser). She’s scheduled to transport
to the surface of Aleph to interrogate someone in a lonely prison
in the toxic atmosphere of the planet. What’s the crew’s plan to
intercept and capture the psychic? Do they know she’s psychic?
Make an engagement roll and cut to the action.

134
CERBERUS: TARGETED OPPORTUNITIES
A Syndicate courier ran with his package. Nab him before he
1
sells it to another Syndicate.
A Noble’s servant (with secrets) is running. Fight any others
2
who want to claim the bounty.
Someone stole the Starsmith’s prototype vessel. Hunt them
3
down.
A Legionnaire defector has been missing for years, but a
4
rumor of their location surfaces.
The child of a diplomat was kidnapped in transit. Spring them
5
from pirates.

6 A bounty is placed on a dangerous Way creature on Aketi.

A large prison breakout happens on Isotropa Max Secure.


1
Gotta catch them all.

SHIP: CERBERUS
A Scarlet Wolf assassin just inexplicably killed a large number
2
of people. Get them.
A large bounty is out for someone who just blew up a chunk
3
of a jumpgate. The person blamed claims they didn’t do it.
Find a lost researcher for the Guild (whether they want to
4
come back or not).
Mendicants are hiding a former pirate. Fetch them for the
5
Vignerons.
Extract a Guild member from the local Guild headquarters.
6
Good luck.
Catch a Noble’s escaped pet and deal with it on the transport
1
back.
A Syndicate leader wants to make an example of a gambler
2
not making good on some large debts. No disintegrations.
A fugitive has gone to ground on an inhospitable planet or
3
region of space.
A Cobalt Syndicate rabble-rouser is being hidden by his
4
people.
Retrieve an item from a vessel captured by pirates. (Crew
5
rescue optional.)
A hacker has taken over some satellites. Disable their hacking
6
and capture them.

135
STARTING POSITION
THE SITUATION
Your crew of bounty hunters was hired by Arlox (your crew’s Ashen
Knives Pasha friend) to capture Cho-Tyrek, a badass Syndicate
muscle who apparently left a job unfinished. And the Ashen Knives
don’t like leaving jobs unfinished.
Tracking a Syndicate muscle who doesn’t want to be found is no
easy feat, but you know where he’s laying low. In the process you’ve
found out that the Ashen Knives aren’t the only people who are
looking for Cho. Several other factions are offering bounties for
him and what he holds.
Will the crew catch Cho? Can they keep others from getting him
first? What will they do with the childlike Urbot he has with him?
Will Arlox be understanding if they let him go? We play to find out.
MAKING IT YOURS
3 // SHIPS & CREWS

Customize the starting position below to suit your own crew. Cho-
Tyrek has an extremely unusual Urbot with him. Why is she special?
What can she do, or what does she imply about Urbots that the Guild
(or others) may not want disseminated? Does the Conclave want to
free her as an individual with free will?
During crew creation, you chose some factions the crew rubbed
the wrong way. See if any of them could be interested in the Urbot.
Perhaps a crew member’s rival is racing the crew to the prize?
Making the story personal adds immediacy and ties the players’
choices directly into the narrative.
THE FIRST SCENE
Tell the group this:
You’re in the hallway of the second floor of a run-down hotel
that the neon sign out front proclaims as “Paradise.” It’s cost
some CRED—and a few twisted arms in two systems—to get
Cho’s location, but you’ve tracked him to Warren, and that
sweet prize money is about to be yours. As you prepare to kick
the door to Cho’s room down, you hear the roar of a hoverbike
engine starting up in an alley behind the hotel.
Heavy blaster fire begins ripping through the hallway,
shredding the plaster and moving quickly towards where
you’re standing. It’s Cho-Tyrek on a souped-up hoverbike, a
tiny figure clutched to his back. What do you do?

136
This might be a good place to introduce resistance rolls (to avoid
the heavy blaster fire) or flashbacks (to showcase how parts of the
crew may be someplace else).
Create an 10-segment chase clock and put two ticks on it to represent
the crew’s actions in finding Cho’s hideout. Actions bringing the crew
closer to Cho-Tyrek increase the chase clock and delays decrease it.
If the clock fully empties, Cho escapes. Make the streets of Warren
busy, neon-lit, and full of things to dodge, weave, and even crash
into. Tyrek will absolutely shoot to kill if it looks like he can’t get
away, but once the clock fills, he’ll surrender—providing the crew
agrees to take care of his charge. The crew can decide what to do
with him at that point.

THE NEXT SCENES


The players should decide what to do with Tyrek during downtime.
He’s on the run with a small Urbot named Ara-ini, housed in a frame
reminiscent of a small child. Cho’s assassin’s code will not let him

SHIP: CERBERUS
harm children—he’s become convinced Ara-ini counts.
The next job will likely be either turning Cho over to the Ashen Knives
on Indri, or trying to smuggle Ara-ini to a representative of Conclave
01, who was to meet Cho on Baftoma. There are other factions who
want one or the other—the Guild is a prominent possibility—and
who will likely send someone to crash the party. Ask the crew their
plan and make an engagement roll.
The crew may decide to let Cho-Tyrek go after they hear his story.
Add him as a crew contact and offer the crew some of his CRED and
potential jobs (roll on the jobs table, page 338).
THE CAMPAIGN
You can easily play out the consequences of the starting situation
over several sessions. What do the PCs do with Ara-ini? Who is
upset with them for their choices? Does someone want the crew
to steal the Urbot back?
Write down pressing questions to help keep the action focused:
What can Ara-ini do that other Urbots cannot?
How are Ara-ini’s original owners planning to deal with the
crew?
These questions may result in a clock or two to track the status of
developing circumstances. When a question is answered, remove the
clock and add a new one as needed. Clocks don’t have to last forever.

137
FIREDRAKE
Rebels and Hegemonic criminals
The Firedrake is a corvette, and thus a larger ship that isn’t meant to
land on planets. It usually uses a shuttle to ferry the crew planetside
and back. It’s a bruiser with enough firepower to make most people
think twice about taking it on. You may want to acquire a Fake
Transponder as soon as possible (particularly once your WANTED
LEVEL rises, or when you’re at War with Hegemonic factions), or you
may find passing between systems a hassle.
When you play the crew of the Firedrake, you earn xp when you
execute a successful job that opposes Hegemonic dominance.
3 // SHIPS & CREWS

Helping rebels, oppressed peoples, or just making the Hegemony


look like fools all fit the bill here.
How will you get the word out about your cause? Where is your usual
berth? Who are your allies and who do you consider “real” criminals?

SHIP QUALITIES CREW CONTACTS


STARTING SYSTEMS Garin, a Guild weapons engineer.
X CREW QUALITY (0/3). Does his conscience not let him
do all the Guild demands? Did
X COMMS (0/4). Installed: None.
he help you acquire your ship?
Available: Targeting Computer,
Fake Transponder. Tyura, a legendary assassin. How
did you earn her loyalty? What is
X ENGINES (1/3). Installed: Jump
her beef with the Hegemony?
Drive.
X HULL (1/2). Installed: Crew Ada Black, a famous performer.
Quarters. Available: Landing Darling of the sector. Perhaps
Bay. her tours can be good covers to
sneak into blockaded areas?
X WEAPONS (1/3) . Installed:
Particle Cannons. Available: Tiko Lux, a hotshot pilot. The
Coherence Cannon. best, but kicked out of the Legion.
A getaway driver for you?
STARTING UPGRADES
Ibo-one, an ancient Cult mystic.
X Auxiliary: Shields.
Perhaps a guide into dangerous
X Ship Gear: Shuttle. Ur ruins where you could hide?

138
STARTING SHIP QUALITIES
Converted Khanjigar-class Corvette
SIZE: Corvette (Large, can’t land on planets)
STARTING GAMBITS: 2

FIREDRAKE CREW/SHIP UPGRADES


Black Market Contacts: Able to Popular Support: It takes work
get you all the modules (even to win hearts and minds, but your
illegal ones) your ship needs, cause has supporters among
even when you’re WANTED . the common folk. When you

SHIP: FIREDRAKE
Resourceful. Mobile. Illegal approach a planet or a station,
modules (as usual) may require ask the GM who there might be
you to run a job to acquire them. a sympathizer. This may make
Your contact may know where to escapes—and simply walking
find them, and give you a leg up, around while WANTED—much
but it’s up to you to get things easier. It costs three upgrades
that just aren’t available at any to unlock this instead of the
price (prototypes, rare devices, usual one.
and incredibly illegal things like Way Blessed: Some people are
coherence cannons). just plain lucky. The common
Secret Base: Could be inside folk think this is some sort of
ancient Ur ruins on a planet. sign. Don’t look too much into it.
Maybe buildings inside a You start with +1 gambit at the
massive asteroid. Possibly start of every job. It costs two
an old and forgotten station, upgrades to unlock this instead
of the usual one.
long abandoned but now
repurposed. You have found Driven: Each PC gets +1 trauma
and commissioned a hiding spot box. This can bring a PC with
away from the baleful gaze of 4 trauma back into play if you
the Hegemony where you and wish. It costs three upgrades to
your allies can meet, hide, lick unlock this instead of the usual
your wounds, and plan your one.
jobs, all without the Hegemony
finding out. It’s secret…for now.

139
FIREDRAKE SPECIAL ABILITIES
OLD HANDS
When you’re at War (-3) with a Hegemony faction, all crew members
get +1d to vice rolls and still get two downtime activities instead
of just one.
You may choose not to roll the extra die for vice, if you wish.
FORGED IN FIRE
Your crew has been toughened by cruel experience. You each get
+1d to all resistance rolls.
This ability applies to all the PCs in the crew.
SYMPATHIZERS
Your ideology is especially appealing. When you deal with a crew or
faction, the GM will tell you who among them believes in your cause
(one, a few, many, or all).
3 // SHIPS & CREWS

If the GM is unsure of the answer, they can make a fortune roll


using the crew’s quality, perhaps modified by their standing
with a faction. Factions are not monolithic and while the
faction as a whole (and certain individuals within it) may
despise the PCs, some of their members may still have
rebellious leanings. Note that the answer to the question of
believers is always at least one.
NATURAL ENEMIES
When you run a job against Hegemony factions, take +1d to the
engagement roll.
This applies to any job where your primary target is one of
the factions in the Hegemony column (see page 316) such as
the Guilds, Cults, or House Malklaith. If the job inconveniences
a faction but doesn’t involve their members, the bonus does
not apply.
SPARK OF REBELLION
If you leave a calling card or a highly visible symbol of resistance on
your job, gain +2 HEAT. Your crew gains +1d to vice during the next
downtime, and cannot overindulge.
When you take this ability, discuss what the symbol of your
rebellion is. When you leave behind your calling card, it should
be prominent or sure to be found (preferably by more than
just the Hegemony).

140
JUST CAUSE
When your crew does the right thing at cost to themselves, you
may mark a crew xp.
The cost to your crew must be real, though it need not be
devastating. Losing an meaningful opportunity, experiencing
a setback with a project, or angering a powerful faction could
all count.
HEARTS & MINDS
Each crew member may add 1 action rating to COMMAND, CONSORT,
or SWAY (up to a max of 3).
Each player may choose the action they prefer (you don’t all
have to choose the same one). If you take this ability during
initial character and crew creation, it supersedes the normal
starting limit for action ratings.

SHIP: FIREDRAKE

141
FIREDRAKE JOBS
The Firedrake has a long and complex path ahead of it. The Hegemony
seems omnipresent, and its grasp on the sector is choking.
GMs: Whenever you make a job, ask who is being oppressed,
overlooked, or belittled. Give the crew a chance to even the odds
or help the underdog.
Failing that, resources and opportunities are rare for people dead set
against the law, and friends are uncommon. Threaten their supply
lines, showcase a lack of resources, and offer difficult opportunities
to rectify the problem. Friends may ask them to even the odds if they
fall into trouble for being affiliated with the crew.
Always showcase how the missions affect public perception. The
view the Hegemonic News Network presents may also be different
from the whispers and rumors among the populace.
For any job opportunity, consider how the job may oppose Hegemonic
3 // SHIPS & CREWS

dominance, acquire allies, or gain recognition and standing in the


eyes of the citizens. To add a twist, discover what factions might
be involved, or add additional elements, roll on the job generator
tables (see Jobs, page 338).

SAMPLE JOBS
XThe Cobalt Syndicate is looking for a crew to acquire a prototype
Starsmiths Guild ship. This is no ordinary vessel, as it’s being built
on a hunk of rock away from the usual hyperspace lanes. What is
so special about this ship that makes the Cobalt Syndicate want it?
Who is guarding this site? How do you plan to get away? What is
the crew’s plan for getting aboard the site? Make an engagement
roll and cut to the action.
X Victor Kromyl, Governor of Mem, treats the native population
somewhat poorly. The Vigilance has judged him harshly and
is looking for someone with the muscle to help him pay. What
punishment would satisfy their desire for vengeance? What’s
the crew’s plan to get into the Governor’s palace? Make an
engagement roll and cut to the action.
XThe Banshee will pay top CRED for someone to capture a Guild
engineer who doesn’t go off-world very often. The xeno is said to
be one of the Hegemony’s foremost experts on jumpgates, and he’s
taking a much-needed vacation aboard a luxury vessel on a tour of
the Indri system. What’s the crew’s plan to intercept and capture
the engineer? Make an engagement roll and cut to the action.

142
FIREDRAKE: REBELLIOUS OPPORTUNITIES
The Legion is holding an ally in a facility surrounded by toxic
1
waters on Aleph.
The Hegemony has troops in place to keep local xenos in line.
2
Run a blockade to get them supplies.
A local faction found your staging base and is using it, but
3
you need it for an upcoming job.
A Hegemonic bureaucrat with incriminating info wants to
4
defect, but needs help getting out.
Recruit a hotshot pilot who knows a secret route for your
5
next job.
Important sympathizers have clandestine information to
6
hand off at a fancy party.

1 A Hegemonic defector is on the run with blueprints and plans.

SHIP: FIREDRAKE
You hear of an Ur artifact that might help your fight. Just one
2
problem—it’s got weird effects and Way creatures guarding it.
Capture the plans for a new prototype Guild weapon from a
3
secure data depot.

4 Raid a Guild convoy for much-needed supplies.

5 Disable some ground support for a strike against the Legion.

A Cult needs you to fend off the Church of Stellar Flame so


6
their Chosen One can escape to safety.
A key Noble or dignitary is visiting the sector. Assassinate
1
or kidnap them.
The Memish are rebelling. Can you shut off the gate so the
2
Hegemony doesn’t send battleships to pacify them?
A bounty hunter has a rebel leader. Stop them and get the
3
leader back.

4 Help a terraforming settlement the Hegemony has abandoned.

A rebel leader has been released from prison. He may have key
5
information from the inside, but it’s almost certainly a trap.
A rebel ship is damaged and hiding. They need you to escort
6
them to safety.

143
STARTING POSITION
THE SITUATION
Your crew was framed and caught for crimes that—for once—you
have not committed. They’ve sent you all to the nastiest prison in
the sector—Isotropa Max Secure. Whether you knew each other
already, or made friends in the scant few days here, you’ve forged
an alliance, and a plan.
One of you has a ship held in impound—called the Firedrake—until
the Starsmiths can pick it up. The Hegemony techs have secured
it, but you have hidden security overrides and ignition codes if you
can get onboard. It’s just the chance you need to get out before the
Hegemony factions figure out which crimes you actually committed.
Tonight is the night you spring your plan into action. It’s simple: get
free, get your stuff, get the ship, get out of dodge. Mayhem, profit,
and rebellion are optional.
3 // SHIPS & CREWS

Can you recruit any other prisoners? Will you get out quietly or are
you going to make the Hegemonic News Network? And how will you
get the ship out of impound? We play to find out.
MAKING IT YOURS
Customize the starting position below to suit your own crew.
Is there an allied faction with someone in lockup you can bring
along? Are there enemies that might use the chaos to strike at your
crew? Is a crew member’s ally or friend in the secure wing? Making
the story personal adds immediacy and ties the players’ choices
directly into the narrative.
THE FIRST SCENE
Tell the table this:
You’re in the mess on a normal day, eating food, stretching
your legs, getting into fights while the guards watch… But you
know that today’s the day. There’s a blare of alarms followed
by silence. Darkness falls, and it will be a few minutes before
anything but emergency lights turn on. In the commotion, a
few cell doors spring open. Your gear is in a safe, past a grate
and down the hall.
The guards are confused, trying to find their way without
lights. The drones that back them up are the real problem.
How do you get past them both and deal with the door leading
to your stuff?

144
The Hegemony is clean and efficient, but they’re understaffed tonight
and unprepared for a breakout. Direct engagement with blasters
is completely possible, but so is SCRAMBLING through darkened
corridors, RIGGING secure doors, and HACKING terminals for drone
control and valuable information. Freeing all the prisoners in the
compound will also make a scene, which could be useful. Certainly
some powerful Syndicate members are imprisoned here, and willing
to pay to get out.
Agree to any makeshift gear the crew comes up with, and ask them
to choose their load once they get to their stuff. Then suggest they
get to the ship and get out. Feel free to flash back to how the crew
gathered whatever tools and allies they have on hand.
The job ends when the crew is free of the prison.

THE NEXT SCENES


Downtime should be when the players decide what to do with their
ship. Ask what their priorities are as players and as a crew. They may

SHIP: FIREDRAKE
have fallout to deal with over how they escaped from the facility, or
they may want to look into who flagged their names in the first place.
Perhaps prisoners that escaped in the chaos feel like they owe the
crew a favor and offer them a job. Or a faction that saw how the
crew stuck it to the man wants to be allies, in the hopes that the
crew will rebel again on their behalf.
THE CAMPAIGN
You can easily play out the consequences of the starting situation
over several sessions. Who is blamed for your escape, and how long
will they hunt you to make it right? Will the Hegemony ever realize
exactly who they held in their hands and lost? What bounty hunter
is hired to chase you down?
Write down pressing questions to help keep the action focused:
Who is blamed for the escape and how will they seek to even
the score?
How does the Hegemony deal with sparks of rebellion?
Do your previous allies still trust you, knowing that you were
locked up and almost miraculously got away?
These questions may result in a clock or two to track the status of
developing circumstances. When a question is answered, remove the
clock and add a new one as needed. Clocks don’t have to last forever.

145
CHAPTER 4
THE JOB

Smuggling contraband, exploring ancient ruins, making illicit deals,


piracy in open space—these are the staples of those living on the
fringes of the Hegemony, and looking after themselves.
In Scum and Villainy, we play to find out if a fledgling crew of
characters can prosper in the Procyon sector—and that prosperity
depends upon their endeavors, which we call jobs.
A job is a single operation with a particular goal: steal from a Noble’s
private vault, kidnap a ship designer, smuggle a strange artifact into
a city, etc. Usually, a job will fall into one of two categories:
X A criminal activity, determined by your ship type. A bounty hunting
job, a smuggling gig, etc.
X A special mission or goal determined by the players (like getting
a rare component to upgrade your ship, or finding a Way artifact
your Mystic is looking for, or forging an alliance with a faction).
A job can be long and involved or short and sweet. There might be
lots of rolls and trouble, or just a few actions to resolve it. Play to
find out what happens! A job doesn’t need to fill one session of play
every time. Let it be however long it needs to be.
The PCs can set up a new job by choosing a target (for example,
by picking one from the faction list or planetary descriptions), by
approaching a potential client and asking for work, or by being
contacted by an NPC who needs to hire a crew for a job.
A job consists of a few key elements, detailed in this chapter:
planning and engagement, flashbacks, and teamwork.

147
PLANNING & ENGAGEMENT
Your crew spends time planning each job. They stand in the ship’s
galley and review flickering holo-displays of terrain, look at stolen
schematics, whisper plots and schemes while pointing to makeshift
figurines placed on haphazardly sketched notes, bicker about the
best approach, lament the dangers ahead, and lust after the CRED
they know is waiting at the end of the job.
But you, the players, don’t have to do the nitty-gritty planning.
The characters take care of that, offscreen. All you have to do
is choose what type of plan the characters have already made.
There’s no need to sweat all the little details and try to cover every
eventuality ahead of time, because the engagement roll (detailed on
page 150) ultimately determines how much trouble you’re in when
the plan is put in motion. No plan is ever perfect. You can’t account
for everything. This system assumes that there’s always some
unknown factors and trouble—major or minor—in every operation.
Why play out an operation if everything goes smoothly? You just
have to make the best of it.
4 // THE JOB

There are six different plans, each with a missing detail you need to
provide (see the list below). To plan a job, simply choose the plan
and supply the detail. Then the GM will cut to the action as the early
moments of the operation unfold.

Do violence to a target.
ASSAULT Detail: The point of attack.

Lure, trick, or manipulate.


DECEPTION Detail: The method of deception.

Trespass unseen.
INFILTRATION Detail: The point of infiltration.

Engage mystic, Way, or Ur power.


MYSTIC Detail: Arcane power.

Negotiate, bargain, or persuade.


SOCIAL Detail: The social connection.

Carry cargo or people through danger.


TRANSPORT Detail: The route and means.

148
THE DETAIL
When you choose a plan, provide the key detail, like the point of
attack, social connection, etc. If you don’t know the detail, you can
gather information and ask questions in order to discover it.
The main reason for this is to give the GM a jumping-off point for
your plan. If you want to infiltrate the Governor’s mansion, that’s
fine, but tell the GM the point of entry, so that they know how to set
that first scene. If you’re planning on deceiving someone, tell the
GM what the deception is.
The detail is also an opportunity to bring in your contacts. Could
your friend the dockmaster give you a good route for smuggling
these Yaru clones? Perhaps your friend the assassin can give you
a hint on a good point of attack for your assault? If necessary, roll
a gather information check to establish what you know and move
on to the job.
ITEM LOADOUTS
After the plan and detail are in place, each player chooses their
character’s load. This indicates how much stuff they’re carrying on
the operation. They don’t have to select individual items—just the
maximum amount they’ll have access to during the action. Armor is
also refreshed—uncheck any armor boxes that are marked.
GAMBITS
Each ship comes with a starting gambit total (modified by upgrades
and special abilities). This is the time you reset the gambits to their
maximum value. We usually represent this with a distinct set of
dice of a different color placed on the ship sheet or somewhere
everyone can reach easily (but you can just as easily use marks on
the ship sheet).

149
ENGAGEMENT ROLL
Once the players choose a plan and provide its detail, the GM cuts
to the action—describing the scene as the crew engages their first
obstacle. How is this established? The way the GM describes the
starting situation impacts how complicated the operation turns out
to be. Rather than expecting the GM to simply “get it right” each time,
we use a dice roll instead. This is the engagement roll.
The engagement roll is a fortune roll, starting with 1d for sheer
luck. Modify the dice pool for major advantages or disadvantages.
MAJOR ADVANTAGES / DISADVANTAGES
X Isthis operation particularly bold or daring? Take +1d. Is this
operation overly complex or contingent on many factors? Take -1d.
X Does the plan’s detail expose a vulnerability of the target or hit
them where they’re weakest? Take +1d. Is the target strongest
against this approach, or do they have particular defenses or
special preparations? Take -1d.
X Can any of your friends or contacts provide aid or insight for this
4 // THE JOB

operation? Take +1d. Are any enemies or rivals interfering in the


operation? Take -1d.
X Are there any other elements that you want to consider? Maybe a
lower-Tier target will give you +1d. Maybe a higher-Tier target will
give you -1d. Maybe there’s a situation in the system that makes
the operation more or less tricky.
The engagement roll assumes the PCs are approaching the target
as intelligently as they can, given the plan and detail they provided.
We don’t need to play out probing maneuvers, special precautions,
or other ponderous non-action. The engagement roll covers it all.
The PCs are already in action, facing the first obstacle—on top of the
spaceship, cutting the hull, busting into the bounty’s hotel room, etc.
Don’t make the engagement roll and then describe the PCs
approaching the target. The engagement roll resolves the approach.
Cut to the action resulting from that initial approach—to the first
serious obstacle in their path.
The first obstacle of the ship is getting in. The engagement
roll puts the crew outside an airlock as the PCs carefully cut
into the ship they’re infiltrating.
The PCs have kicked down the door and swarmed into the front
room of the former hit man’s hotel room, weapons flashing,
with the target diving out the back window.

150
ENGAGEMENT ROLL
 1d for sheer luck CRITICAL: Exceptional result. You’ve already
overcome the first obstacle and you’re in a
controlled position for what’s next.
+ 1d per MAJOR
ADVANTAGE 6: Good result. You’re in a controlled position
when the action starts.
- 1d per MAJOR
DISADVANTAGE 4/5: Mixed result. You’re in a risky position when
the action starts.
1-3: Bad result. You’re in a desperate position
when the action starts.

If the players want a special preparation or clever setup, they can


use flashbacks during the job. This takes some getting used to.
Players may balk, worried that you’re skipping over important things
they want to do. But jumping straight to the action is much more

ENGAGEMENT ROLL
effective once you get used to it. When they see the situation they’re
in, their “planning” in flashbacks will be focused and useful, rather
than speculations on circumstances that might not even happen.
OUTCOMES
The outcome of the engagement roll determines the position for the
PCs’ initial actions when we cut to the job in progress. A 1-3 means
a desperate position. A 4/5 is a risky position. A 6 is a controlled
position. A critical carries the action past the initial obstacle, deeper
into the action of the job.
No matter how outmatched you are, a desperate position is the
worst that can result from the plan + detail + engagement process.
Planning matters, but doesn’t call for lots of nitpicking. If you’re
reckless and take your chances, you can’t get too badly burned.
Plus, you might want those desperate rolls to generate more xp for
the PCs, to help bootstrap starting characters into advancement.
After the roll, use the details of the target to paint a picture of the
PCs’ position. How might the Banshee’s ruthless pirates present a
desperate position for thieves? How might a dangerous ex-hitman
present a risky threat to assaulting thugs? Use this to show how
the PCs’ enemies are dangerous and capable—don’t characterize
a bad roll as a failure by the PCs, or they won’t trust the technique
in the future. Sure, things start out desperate against the pirates,
but you’re just the type of characters who are daring enough to take
them on. Let’s get to it.

151
HOW LONG DOES IT LAST?
The engagement roll determines the starting position for the PCs’
actions. How long does that hold? Does the situation stay desperate?
No. Once the initial actions have been resolved, you follow the normal
process for establishing position for the rest of the rolls during the
job. The engagement roll is a quick shorthand to kick things off and
get the action started—it doesn’t have any impact after that.
ENGAGEMENT EXAMPLES
BREAKING INTO THE BANSHEE’S FLAGSHIP
The crew of the Stardancer has a plan and detail that doesn’t
give any modifiers in this case. (The Banshee isn’t particularly
weak or strong against an infiltration.) The crew does have
help from T’kala, a dockmaster who can give them the tip-off
about the camouflaged ship when it comes into port. This
gives them 2d to roll and they get a 3. It’s a desperate position
to start. Oh my!
4 // THE JOB

The GM considers how to pose a desperate threat to the


would-be thieves, and goes for something straightforward:
the airlock door the crew is attempting to cut through is
rigged with explosives against wayward boarding parties. The
pirates didn’t bother disarming it since they weren’t expecting
to use external airlocks at a calm port like this.
“So, who’s RIGGING this door? This is desperate, so the
consequence will obviously be detonating the explosives.
And that’s sure to get someone’s attention. Maybe this should
be a group action…”
In this example, the GM skips past the approach of getting on
the hull. She already knew that the PCs were sneaking out in
spacesuits via a maintenance shaft (that was the detail for
their plan) so she cut to the first actual obstacle: the rigged
door.
This skips over finding the best airlock, probing for holes in
the security of the base and the ship, finding the spot to try
cutting and jumps straight to the action. The players can’t
“back out” and try a different airlock—the engagement roll has
placed them here. If they want to have prepared something
against a bomb, it’s just a flashback away.

152
Capturing the Former Assassin
The crew of the Cerberus has been looking for a former
hit woman hiding from her previous employers. They want to
get right to the action, so they choose an assault plan, which is
definitely something the assassin is prepared for. The Speaker
decides to grease the wheels by CONSORTING with the manager
of the hotel and finding out when the target goes to sleep. The
point of attack is the front door, but timing when she goes to
bed is a vulnerability, so the crew rolls 1d (1d base, -1d for the
enemy’s strength against this plan, +1d for the vulnerability).
They roll and get a 5—a risky position to start.
What does that situation look like? Again, the GM goes with
the obvious—a risky position means a head-to-head contest,
and what’s more iconic than a straight-up blaster fight. The
door crashes off its hinges, the assassin moves with years of
experience, pulls a gun from under a pillow, and lays down a

ENGAGEMENT ROLL
bunch of fire while diving out a window.
The GM makes clocks to track the assassin’s escape, plus
another one for the eventual local law response to the fight,
and jumps to the crew making risky SCRAP rolls to close with
the target while being fired upon.
Negotiating with Governor Malklaith
The crew of the Firedrake is looking to offload a troublesome
Ur artifact. They know the Governor collects them, and will
overlook the crew’s questionable record for such a prize.
The crew’s decided on a social plan, by casually meeting the
Governor at a diplomatic party held for a visiting Noble House.
They start with 1d, for sheer luck. The detail of their plan is
good, exposing a vulnerability (his penchant for artifacts),
for +1d. Also, the crew happens to be friends with Je-zee, a
diplomat invited to this shindig—this gives them another +1d.
They roll a crit.
The GM thinks about how the PCs might slip past the first
potential obstacle and end up in a controlled position against
Governor Malklaith. There’s an easy choice: Malklaith has
many vying for his attention, but the PCs time their approach
just as the Governor has been trapped by his least favorite
dignitary. Making excuses that he simply must greet the PCs,
Malklaith extricates himself from the unwelcome fellow, and
hopes the crew has more interesting reasons for being here.

153
LINKED PLANS
Sometimes an operation seems to call for a couple of plans linked
together. A common scenario is a team that wants a two-pronged
approach. “You create a diversion at the bar, and when they send
thugs over there, we’ll break into their warehouse.” There are two
ways to handle this:
1. The diversion is a setup action that a team member performs
as part of the plan. A successful setup action can improve
position for teammates (possibly offsetting a bad engagement
roll) or give increased effect. An unsuccessful setup might
cause trouble for the second part of the plan—an easy
consequence is to give the engagement roll -1d. If it makes
sense, the team member who performed the setup can drift
back into the main operation and join the team later so they
don’t have to sit out and wait.
2. The diversion is its own plan, engagement, and operation,
whose outcome creates the opportunity for a future plan. Use
this option when the first part of the plan is required for the
4 // THE JOB

next part to happen at all. For example, you might execute a


stealth plan to steal vault codes from a Legion 51 base, then
later use those codes in an infiltration plan to steal a prototype
weapon. In this case, you go into downtime (and payoff, HEAT,
etc.) after the first part of the plan, as normal.
Either approach is fine. It’s usually a question of interest. Is the
linked plan interesting enough on its own to play out moment by
moment? Is it required for the second plan to make sense? If so,
make it a separate operation. If not, just use a setup action.
.

154
155
FLASHBACKS
The rules don’t distinguish between actions performed in the present
and those performed in the past. When a job is underway, you can
invoke a flashback to take an action in the past that impacts your
current situation.
The GM sets a stress cost when you activate a flashback action.
X 0 STRESS: An ordinary action for which you had easy opportunity.
The Muscle CONSORTED with her friend to agree to arrive at the dice
game ahead of time and suddenly spring out as a surprise ally.
X 1 STRESS: A complex action or unlikely opportunity. The Scoundrel
SKULKED his pistols into a hiding spot under the card table to be
on hand after the pat down at the front door.
X 2 (OR MORE) STRESS: An elaborate action that involved special
opportunities or contingencies. The Speaker has already met
the former owner of the property and learned who its architect
was—an architect that can be compelled to reveal the location
of the hidden vault.
4 // THE JOB

After the stress cost is paid, a flashback action is handled like any
other action. Sometimes it entails an action roll, because there’s
danger or trouble involved. Sometimes a flashback entails a fortune
roll, because we need to find out how well it went (or much, or long,
etc.). Sometimes a flashback won’t require a roll at all.
If a flashback involves a downtime activity, pay 1 CRED for it instead
of stress (see page 184 for details about downtime).
One of the best uses for a flashback is when the engagement roll
goes badly. After the GM describes the trouble you’re in, call for a
flashback to a special preparation you made, “just in case” something
went wrong. This way, your “flashback planning” will be focused on
the problems that do happen, not the problems that might happen.
LIMITS OF FLASHBACKS
A flashback isn’t time travel. It can’t “undo” something that just
occurred. For instance, if a Legionnaire confronts you about recent
contraband smuggled into port when you’re at the Governor’s party,
you can’t call for a flashback to assassinate her the night before.
She’s here now, questioning you—that’s established in the fiction. But
you could call for a flashback to show you intentionally tipped her off
so she would confront you at the party—and use that opportunity
to impress the Governor with your aplomb and fearlessness.

156
FLASHBACK EXAMPLES
“I want to have a flashback to earlier that night, where I snuck
into the garage and planted a smoke grenade to trigger the fire
alarm, creating a distraction for us to sneak out the painting.”
“Ha! Nice. Okay, that’s seems a bit tricky, planting an explosive
and timing it to go off. 1 stress.”
“Should I roll SKULK to sneak in and plant it?”
“Yeah, there are alarms on the garage, so depending on your
roll, it may cost a little more. This is a risky position.”
“And… I rolled a 4.”
“Well, you snuck in and planted the grenade. But they’ll get a
partial print off the device when this is all over. We’ll increase
the HEAT you get for this job by one.”

“The engagement roll is a 3. A desperate position! Okay, you’ve
snuck into the Governor’s mansion, when the lights flicker on

FLASHBACKS
and you hear talk in the corridor. There’s a late-night meeting
between the Governor and Shim, the judge in Malklaith’s
pocket. They and their bodyguards are down the hall and
about to enter the room you’re hiding in. What do you do?”
“Hang on, I want to have a flashback… but I’m drawing a blank.
Does anyone have ideas?”
“What if you CONSORTED with your diplomat friend yesterday
and they let slip that this meeting was going to happen, so
we arranged to have a delivery brought to cover our entrance.”
“That’s pretty involved though, I’d guess 2 stress for that?”
“Sounds good. But let’s do the CONSORT roll and see if your
diplomat is going to ask any favors of you. And we’ll need a
fortune roll to see how much time it buys you.”
“Hopefully he likes crateloads of fish from Mem!”
GIVING UP ON A JOB
When you give up on a job, you go into downtime. Follow the phases
for downtime presented in the next chapter. You’ll usually have
zero payoff, since you didn’t accomplish anything (though if your
employer could be SWAYED or you managed to grab something to
sell of appropriate value, the story may be different). You’ll still face
HEAT and entanglements as usual.

157
TEAMWORK
CREW TEAMWORK ACTIONS
When the crew of PCs works together, the characters have access
to four special teamwork maneuvers. They’re listed at the bottom of
the character playbook sheets to help remind the players of them.
The four maneuvers are:
X Assist another PC who is rolling an action.

X Lead a group action.

X Set up a character who will follow through on your action.

X Protect a teammate.

ASSIST
When you assist another player who’s rolling, describe what your
character does to help. Take 1 stress and give them +1d to their roll.
You might also suffer any consequences that occur because of the
roll, depending on the circumstances. Only one character may assist
4 // THE JOB

a given roll. If you really want to help and someone else is already
assisting, consider performing a setup action instead.
A character may assist a group action, but only if they aren’t taking
part in it directly. You decide which character in the group action
gets the bonus die.
LEAD A GROUP ACTION
When you lead a group action, you coordinate multiple members of
the team to tackle a problem together. Describe how your character
leads the team in a coordinated effort. Do you bark orders, give
subtle hand signals, or provide charismatic inspiration?
Each PC who’s involved makes an action roll (using the same action)
and the team counts the single best result as the overall effort
for everyone who rolled. However, the character leading the group
action takes 1 stress for each PC that rolled 1-3 as their best result.
This is how you do the “We all sneak into the building” scene.
Everyone who wants to sneak in rolls their SKULK action, and
the best result counts for the whole team. The leader suffers
stress for everyone who does poorly. It’s tough covering for
the stragglers.
The group action result covers everyone who rolled. If you don’t roll,
your character doesn’t get the effects of the action.

158
Your character doesn’t have to be especially skilled at the action
at hand in order to lead a group action. This maneuver is about
leadership, not necessarily about ability.
You can also lead a group of NPCs (if you have say a squad of pirates
at your command, or need to corral some passengers). Roll COMMAND
if you direct their efforts, or roll the appropriate action rating if
you participate alongside them. The cohort rolls its quality level.
Unless there’s a specific named character, a group of contractors
or passengers should all be handled with one quality roll (you don’t
need to roll for each individually).
Since only the top result counts, a risky group action (where no
one spent a gambit) that counts a 6 for everyone and generates
one gambit regardless of how many 6s were rolled. If you have a
Scoundrel with the Never Tell Me The Odds ability, the ability applies
only if they’re leading the group action.
SETUP
When you perform a setup action, you have an indirect effect on an
obstacle. If your action has its intended result, any member of the

TEAMWORK
team who follows through on your maneuver gets +1 effect level
or improved position for their roll. You choose the benefit, based
on the nature of your setup action.
This is how you do the “I’ll create a distraction” scene. You roll
SWAY to distract a guard with your charms, then any teammate
who follows through with a SKULK action to sneak past him
can get improved position. It’s less risky since you’re drawing
the guard’s attention away.
This is a good way to contribute to an operation when you don’t
have a good rating in the action at hand. A clever setup action lets
you help the team indirectly. Multiple follow-up actions may take
advantage of your setup (including someone leading a group action)
as long as it makes sense in the fiction.
Since a setup action can increase the effect of follow-up actions,
it’s also useful when the team is facing tough opposition that has
advantages in quality, scale, and/or potency. Even if the PCs are
reduced to zero effect due to disadvantages in a situation, the setup
action provides a bonus that allows for limited effect.
The PCs are helpless against a heavily armored Guild vehicle
immune to blasters. Aleera uses SCRAP as a setup action to jam
a detonator between armor plates and blow one off, giving
follow-up actions +1 effect—going from zero to limited effect.

159
PROTECT
You step in to face a consequence that one of your teammates
would otherwise face. You suffer it instead of them. You may roll
to resist it as normal. Describe how you intervene.
This is how you do the “I’ll dive in front of the bullet” move. You cover
for a teammate, suffering any harm or consequences that still linger
after you’ve rolled to resist. It hurts, costs stress, and may leave
you in a bad spot. But hey, you’re a hero.
Sha-sihara the Speaker isn’t having much success talking the
crew’s way out of the handcuffs the House Malklaith guard put
them in. She tries a risky SWAY roll to add a bit of seduction to
her tone, and it goes poorly. Rogan, the group’s Mystic, sees
the angry, gauntleted backhand coming from a mile away and
steps in, looking to take the blow. Dwayne (Rogan’s player)
rolls PROWESS to resist, suffering 2 stress.
The GM rules that the sudden motion and catching the blow
on his shoulder rather than in the temple is enough for Rogan
to not take any harm. Rogan takes the blow to his shoulder
4 // THE JOB

with a heavy grunt, and holds the guardsman’s eye. Sha-


sihara is unscathed.
DO WE HAVE TO USE TEAMWORK?
Teamwork maneuvers are options, not requirements. Each character
can still perform solo actions as normal during an operation. If your
character can’t communicate or somehow coordinate with the rest
of the team, you can’t use or benefit from any teamwork maneuvers.

160
USING SHIPS & SYSTEMS
What’s a space adventure without a trusty ship to pull you through
when things get bad? Leveraging ship systems is a key part of jobs
and dealing with problems an individual couldn’t handle. They help
with everything from scanning a jungle for a bounty you’re tracking,
fighting your way past a blockade, to shaking off pursuers.
POSITION AND EFFECT
As with any other roll, the GM should establish the position before
the roll.
Leto is piloting the ship to get away from a Legion corvette
by hurtling through an asteroid field. The Legion has quality
on the Stardancer, putting the crew in a tough situation.
Leto is pulling off a desperate maneuver—even minor errors could

USING SHIPS & SYSTEMS


lead to heavy ship damage. (He’s likely relying on his Ace Pilot ability
to pull him through.) If Leto weren’t intentionally diving into an
asteroid field, the position might be only risky.
When you fight with another ship, consider which ship systems are
relevant to the action. If you’re trying to outrun a 51st Legion patrol
craft, engine quality is the most relevant. Compare your engine’s
quality to the enemy ship’s Tier. If their Tier is higher, then they have
quality; if yours is higher, quality (extra effect) goes to you.
Also consider whether the ships differ in size. Sometimes an action
will favor the smaller ship, though often the side with the larger ship
has scale on their opponent. Size is a flaw in the above scenario,
so Leto’s crew has scale advantage—a smaller ship can navigate
around the asteroids more easily.
Finally, consider if any modules might come into play for the roll.
Some modules can negate the need for a roll altogether, while others
might provide a perfect answer to a tough situation. In the cases
where the system directly addresses a major problem, the person
rolling should also have potency for their action.
Leto’s ship has scale because they are smaller. In addition,
they’ve bought Sensor Jammers, which make the little freighter
difficult to track among heavy metal asteroids. The Legion can
only use their eyes. The GM rules that this grants potency to
Leto and his crew. Leto has the ability Ace Pilot, which grants
potency to all speed-related rolls, but potency doesn’t stack,
so he’s still at “greater effect.” This means that even on a 4/5,
the crew is getting away.

161
DAMAGE
When the ship takes damage, it works similarly to how a character
would take harm. On the ship sheet, each system has two trackers.
The top one tracks the system’s quality, and you mark the bottom to
indicate damage. Since quality itself doesn’t reduce, you may want
to fill it in with pen to make it easier to erase damage when repaired.
Leto rolls a 4 on his piloting roll. His crew gets away, but
Leto has to dive between two asteroids to do it, and ends up
colliding with one. His ship takes severe damage (three levels).
Leto declares that it’s going to the hull. Those crew quarters
may not be airtight tonight.
Each level of harm damages one quality in a system. Lesser harm is
one damage, regular harm is two damage, and severe harm is three
damage. Harm to the ship can be resisted. Shields and special armor
may apply as appropriate.
Leto resists the damage, firing HuLL
afterburners to squeeze through
faster, so it’s not as bad as it looks. He rolls (with +1d, from
4 // THE JOB

his Ace Pilot ability) and gets a 6, taking 0 stress! The damage
to the ship is reduced by one level, to two levels of damage.
Leto marks the shields they installed from the last job as well,
and skates by with only some minor hull breaches.
When your ship is damaged, that damage can also render a
module inoperable as an additional consequence. So a hit engine
might set the jump drive inoperable (or on fire). Players can RIG A
SOLUTION temporarily. These modules are fully repaired when the
corresponding damage to the system is repaired.
USING SYSTEM’S QUALITY
When you use a module outside of a ship-to-ship context, consider
if there should be a roll. If the crew has long-range scanners and
they’re surveying a pirate encampment, it’s unlikely to be a contest.
For something like this, use the appropriate quality as a gather
information roll. You can also use a system’s quality in fortune
rolls. Does the fake transponder fool the jumpgate officials? Roll
comms quality to find out! How long does the hull hold against
the pirates that are cutting through it? Roll hull quality to find
out! These rolls are best when the system itself is doing the work,
rather than a player. If you’re firing on another ship, roll HELM, not
weapons quality. If you’re hacking into their targeting computers,
roll HACK, not comms quality.

162
163
EXAMPLE JOB
For the purposes of this example, Ray and his crew of smugglers
here’s the crew and players we’ll have heard from Citani, their info
be following on the job: broker, that the Ashen Knives
X Captain Ray Aman: Scoundrel. have a large amount of Memish
Good at HELM , SWAY , and psychedelics to be shipped past
SCRAP . Owner of the good Hegemonic patrols and system
ship Faraday. Notable ability: gates to a warehouse on Warren.
Never Tell Me the Odds. Player: The crew takes stock of the
Juan situation. The Ashen Knives are
X First Mate Aleera Suhn: at +1 (Friendly) with a job under
Muscle. Green-skinned and their belt. Pulling this one off
hair made of fire, she’s a calm- means making an ally. Moreover,
under-pressure badass that they really dislike the Legion,
gets the crew out of scraps and are at -2 status with them
the Scoundrel lands them in. already. Everyone agrees this is
Notable ability: Veteran Pilot: a job they want to pursue.
Keen Eye. Player: Rachel
4 // THE JOB

THE PLAN
X Hayley Griffen: Mechanic.
White haired, with bold tattoos Natalie, the GM, asks the
on her face and upper body, question that kicks off every job
Hayley is the reason the ship in Scum and Villainy: “Okay, so
still runs, although the captain what’s the plan?”
doesn’t pay upkeeps enough The players look at the list of
for her taste. Notable ability: plans on their character sheets
Fixed. Player: Alice and quickly choose one. “I vote
X Rogan So’Hayan: Swarthy for deception,” says Rachel.
human Mystic with a
“Yeah,” says Juan, “Seems like the
predilection for strong drink
way to get through those gates
and solving problems with
without raising any suspicion.”
his Psy-Blade. Good at SCRAP,
The other players agree.
ATTUNE, and SCRAMBLE. Notable
Abilities: Psy-Blade, In Balance. The GM asks for the detail for
Player: Dwayne the plan: “So, what’s the method
And of course no crew would be you’re using to deceive them?”
complete without their ship: “Well,” says Alice, “Hayley has
X The Faraday: Crew 1, Engines forged ship manifests before.
2, Hull 2, Weapons 1. Gambits: We’ll alter our records before
3 (Ship 2+1 Scoundrel: we take off. If no one physically
Serendipitous) comes aboard, we should be fine.”
Everyone agrees.

164
“Cool,” Natalie says, “That’s “Yes, 1d to start,” Natalie says,
the plan you came up with “Then you get advantage or
over drinks with Citani. Now disadvantage dice. What’s the
you’re coming up on the Legion first one?”
checkpoint before you enter the “‘Is this operation particularly
jumpgate between Holt and Rin.” bold or daring?’” Alice reads
“Is it busy here?” Juan asks. “If we aloud. “Hmmm. Smugglers
need to hightail it, it’d be helpful smuggling stuff through a
to have some other ships in the jumpgate is pretty standard. I
area to fly around.” don’t think it’s especially bold.”
Natalie is unsure, so she makes “Yeah,” Juan says, “That’s what I
a fortune roll. She thinks about was thinking. You shouldn’t get
how to assemble the pool. a die for that.”
Most of the ships between the “Okay, then the next question is
systems are probably carrying ‘Does the plan’s detail expose a
trade goods, people, and cargo. vulnerability of the target or hit
She decides to use the average them where they’re weakest?’”
wealth rating of the Holt system Alice says.

EXAMPLE JOB
planets for her fortune pool. She “Uh… I’m starting to wonder
rolls two dice, and gets a 4/5. about this plan,” Rachel says.
“There’s only a few bigger ships
here, but a decent amount of “It’s definitely not where they’re
freighters. Not exactly enough weakest,” Natalie says. “In fact,
they have all sorts of scanners
to fully hide behind all the way
near the jumpgate. So you get a
to the gate.”
disadvantage for that. -1d.”
“They looked bigger on radar,”
“Ah ha,” says Alice. “What about
Juan quips.
this, though? ‘Can any of your
ENGAGEMENT ROLL friends or contacts provide aid
or insight for this operation?’ We
“Time for the engagement roll!”
already know that one! Citani
Natalie says with enthusiasm.
scoped out this job in the first
“Let’s see how bad things are
place.”
when we zoom in on the action.”
“Oh that’s true,” Dwayne says.
“I have that page open in the
“Can we say that Citani gave us
book,” Alice says. “We start with
some information we could use?
1d for sheer luck.” Maybe like the frequency of the
“Well it’s better than nothing,” scans so we can do something
says Dwayne. to fake them?”
“Hah! We’ll probably need it,” Alice “Yeah, totally,” says Natalie. “Take
says. +1d for Citani’s information.”

165
“Okay,” says Alice, “Are there “I assume you’re being friendly
any other elements we want and everything though, yeah?
to consider? Our crew quality Trying to set the guy at ease
is lower than their Tier. Would while he goes through his
that be a disadvantage?” routine?”
“Yeah, so -1d for that,” Rachel “Yes. The less he’s looking at
says. “I think that’s zero dice.” readouts and the more he’s
talking to me, the better.”
“Actually,” Natalie says, “There’s
something going on that makes “Great. You’re slowly moving up,
things a bit easier for you. You but the Legionnaire, Lieutenant
wouldn’t know about it, but it Rath, complains about your
definitely counts. Take another shields interfering with his
+1d.” scans. He asks you to drop them
so he can get a better sweep of
“Ominous, but I’ll take it,” Dwayne
the ship. How do you want to
says.
handle that?” Natalie says.
“Heh. Alright, so we have 1d to roll
“Can I convince him it’s not worth
then,” Alice says. “I’ll go ahead
the time? I’ll talk about how
and do it.” Alice rolls and gets
4 // THE JOB

these routine searches never


a 4.
turn up anything and I’m sorry
THE CHECKPOINT he has to waste his time with
it, and maybe make an excuse
“A 4… Okay, so that’s a risky
about how the shield generator’s
position to start with. Well,
been acting up. I think that’d be
that’s pretty easy to describe. I
CONSORT?” Juan asks.
know what’s risky about getting
through a Legion checkpoint,” “CONSORT or SWAY, your choice.
Natalie says, grinning. “So Before you roll, I’m going to start
you’ve been in queue for a few two clocks. One will be for you
minutes, when your comms getting clearance (a 6-clock) and
light up. A Legion vehicle, tiny another will be for you raising
by comparison to your ship, pulls the suspicion of Legion.” Natalie
up beside you and asks for your says. “It’s risky in either case.
identification. You send your And I think it’s limited effect, to
documents over, among them be honest. The Legion aren’t
your ship manifest, and they known for breaking protocol
scan your ship. Juan, is Ray at because they like you.”
the helm?” “Well, I have 2 CONSORT. Is there a
“Yeah,” says Juan. “I’m definitely Devil’s Bargain here?” Juan asks.
at the helm of the ship, ready “The Legionnaire probably
to punch it as soon as anything logs the report. I can tick the
goes south.” suspicion clock?” Natalie offers.

166
“Sounds good. That should be BORDER PATROL
enough,” Juan says, rolling the “The Legionnaire and his
dice. “Looks like I rolled a 5.” partner dock at the cargo hold.
“Well, you get one tick on the Are the ‘goods’ in your secret
‘Clearance’ clock—standard compartments?” Natalie asks.
effect would’ve been two—but “Yeah, do we need to roll SKULK
this is limited. And one of your or something to hide the cargo?”
complications will be raised Rachel asks.
suspicion. The Legionnaire
“Yup,” Natalie says, “But I think
gives you some witty banter
we’ll roll your hull quality
and says that his boss is a real
instead. This feels like it’s less
hardcase. He suggests that he
about your ability to hide them,
just come aboard and do a visual
and more about if their scanners
inspection if you can’t drop your
can pick them up.”
shields. The ‘Suspicion’ clock’s
now at two.” Natalie says. “Do “Okay. Is this an action roll?”
you tell him to come aboard?” Rachel asks.
“Sure. Whatever gets him off our “Nah, it’s just a fortune roll. Two

EXAMPLE JOB
back. He can dock his shuttle at dice, right? Looks like a 1 and a 2.”
the cargo bay, and we’ll meet “Ouch,” Dwayne says, “Should’ve
him down there.” Juan says. remembered to close the door to
“Aleera should be there, in case that compartment.”
things go south. Maybe Rogan “I think it’s a scanner they have.
as well.” You’re professional smugglers,
“Rogan might be drinking. Can I so you wouldn’t exactly leave
be in the hold, but like, clearly things like that. After quick
intoxicated?” Dwayne asks. introductions, the Legionnaires
pull out hand-held devices that
“Oh nice,” Juan says. “We can have
look Guild-made. Black, sleek,
a whole scene where the captain
neon lights. Where’s Hayley
has words with you after the job.”
when all this is going on?“
“Yeah, that’s fine. If you want to
“In the engine room, of course.”
take level 1 harm ‘Intoxicated,’
Alice says. “Can I resist this in
you can take vice xp at the end.”
some way? Maybe I can ramp
Natalie says.
up the shield generator to create
“No problem,” Dwayne says, some interference?”
writing down the harm.
“Sure. That sounds like an
“Aleera just gives Rogan this INSIGHT resist to me. Foresight,
look of disdain as she takes a right? Consequences from
strategic position, Krieger (her understanding. Does that sound
blaster) on her hip.” Rachel says. right to you?” Natalie asks.

167
“Sure, and I have three dice in Let’s look at three possible
that. Let’s see. 6! It costs no outcomes of this roll: 1-3, 4/5,
stress!” Alice says. and a critical.
“Great. The Legionnaire glares at THE 1-3 RESULT
the device. ‘I really need you to
turn that shield off, Captain.’ he “Argh, I got a 3! On five dice! I feel
says to Ray. What do you do?” betrayed.” Rachel says.

“Hold up,” Rachel says. “Are they Natalie grins evilly. “So, you grab
distracted? Can Aleera get the the one Legionnaire but before
you can really grapple with him,
drop on them?”
he hits a button on his armor
“Here we go,” Juan says grinning. and the whole thing lights up
“Sure. You want to knock out two with electricity. It burns into your
Legionnaires? It’s going to be hands and your whole body is
difficult.” Natalie says. wracked with convulsions. Take
level 3 harm ‘Electric Burns’ and
“Well, my starting ability is
I’m going to tick three ticks on
Unstoppable, so if I push myself
the suspicion clock. The other
I can engage a small gang on
4 // THE JOB

guard starts calling for help on


equal footing. If I do that, what
his communicator. Ray, what do
would my position and effect
you do?”
be?” Rachel asks.
“To SCRAP with them? Let’s see. THE 4/5 RESULT
They’re well trained, and armed, “A 5 is good, right?” Rachel asks
but you’d have scale on them. I’d hesitantly.
say even footing, but it could be
“Mostly,” says Natalie. “You
desperate, since I think you want
completely surprise the first
to knock them out before they
Legionnaire, slamming his head
can radio in to their commander.”
into the ground with a crack. The
“Okay. I’m marking 2 stress for partner draws his gun, and you
that. I still get the bonus die from tackle him and knock him out,
pushing, right? And I’m going to but not before he plants two
spend a gambit to gain an extra blaster bolts into your chest.
die, so I should have four dice.” Take level 3 harm ‘Blasted.’”
“Five. Ray is distracting them. I’m “So I knocked out both?” Rachel
going to mark a stress for the asks.
assist.” says Juan. “Yep. On a desperate action,
“And I’m just going to go ahead you do it, but also suffer the
and mark xp in PROWESS for consequences—in this case
Aleera, since this is a desperate harm. You got both of them out of
roll after all.” commission before they radio in.”

168
THE CRITICAL RESULT “I toggle ship comms,” Rachel
says, “and say, ‘Look alive,
“HA! Take that, Legionnaires!
everybody, we might have
Double 6s!” Rachel crows. The
company,’ and bring up our tail
rest of the table claps, grinning.
on the screens and show it to
“Nice!” Natalie says. “You the Captain.”
come down hard on the one
“Hmm. Can I get Aleera to get on
Legionnaire, sending him to the
the guns?” Juan says. “I don’t
floor, and leap up on the other,
want to show our hand just yet.
who’s gawking as it all happens.
I’m going to try and ‘fly casual’
Apparently, training slips a little
and lose them, but it just might
when you’re on a cushy gate job.
come to that.” Rachel nods, and
You avoid consequences and get
Juan asks Natalie, “Can I just
an additional benefit. Let’s see…
outrun them?”
I think you get their security ID.
With that, you can try to open Natalie looks at her prep. “By
the airlock on their ship or send the markings, this ship is one of
clearance orders to the gate.” Draxler’s Raiders, looking for a
quick snatch and grab. They’ve

EXAMPLE JOB
“Perfect!” Rachel and Juan say at
been intercepting transmissions
the same time.
about suspicious ships and have
“Did I miss the show?” Dwayne figured out you’re carrying
slurs for his character. something they can sell.”
For the purpose of this example, “Oh, was that what the bonus
let’s imagine that the critical engagement die was for?” Alice
success result happened and asks.
carry on from there.
“Yep,” Natalie responds. “They’ve
CHEAP SHOTS been creating a bunch of
Discarding the two clocks she distractions elsewhere in the
had as no longer necessary, Legion’s computer systems.
Natalie looks at Juan and says, Since they’re Tier III, and your
“Okay, so, a little later, Ray and engine’s system quality is 2,
Aleera are at their stations right? their ship definitely has the
Aleera, you notice as you’re advantage. But it’ll come down
moving forward in the jumpgate to rolls, I think.”
queue that there’s some odd “Okay,” Juan says, “Let’s see if
traffic behind you. One specific they can keep up. I’m going to call
ship is trying to keep things low down to the engine room, and
profile, but they’re skipping tell Hayley to give me everything
queue positions and closing the she’s got. When she signals, I’m
distance between themselves going to punch it hard, and bolt
and you. What do you do?” for the gate.”

169
“Going into the gate out of order Natalie marks down two ticks
can be a big deal,” says Natalie. on the “Getaway” clock. “You
She makes a 6-clock for a punch the engines, but they do
getaway to track the crew’s too. You dance along the skin of a
escape. corvette and hide between ships,
Juan laughs and shrugs. “Guess but they have a higher top speed.
we’ll get some HEAT. Better than When you hit a space between
being boarded. I’m going to push ships for a few hundred yards,
our engines hard and make for they cut loose with particle
the gate! What’s my position?” cannons. Their matter streams
shred into your ship, and start
“How are you going about this. tearing it to pieces, cutting a
Are you just making a straight wide hole through your hull and
run?” venting your cargo into space.”
“Nah,” says Juan, “I think I key “Holy crap! Those jerks!” Alice
up the maneuvering thrusters, says.
and dive between two passing
cargo freighters, and soon as “Wait up,” Juan says. “First, we
I’m covered by the bulk of one, I have shields. They can’t take
4 // THE JOB

punch heavy burn.” the full barrage, but that should


reduce the damage. And when
“Sounds a little desperate to me,” the red alarms go off, I’m going
says Natalie. “You’re ducking and to spin the ship to present a
weaving through traffic, and at thinner profile and avoid the
high speeds to boot.” worst of their fire.”
“I’m spending a stress to assist!” “Alright. Mark your shields as
yells Alice. “I’ll bypass the engine being used. That’ll bring the
limiters to give us a little extra damage to two levels. I take it
kick.” you’re resisting to bring it to
“Okay. I have HELM 2, and I think one? That would be a PROWESS
I’m going to use this last gambit. resistance.”
Is there a Devil’s Bargain to be “Sounds good. I have two dice, so
had?” Juan asks. let’s see how it works out.” Juan
“The Legion can get a good scan says. “Another 5. That’ll be one
of you as you go tearing by. Extra more stress. But at least they’re
HEAT?” Natalie offers. only hitting one ship system.”
“Nah. I don’t want to get too much The crew talk for a minute about
HEAT in the Holt system. We need where to assign the harm. “Put
to come back this way soon. I’ll it in the engines,” Alice says.
just push myself. That’s 2 stress, “I’m right there and can RIG
and five dice total. Ugh, my best something if I have to.” Everyone
die is a 5.” nods in agreement.

170
“Okay,” says Natalie. “It looks you in a vacuum’ situation.”
just might get away with it, when “This is physical so…PROWESS?”
the particle cannons shred your asks Alice. Natalie nods. “Another
number three engine. And as you 6! Zero stress. I’m resisting like
were running hot, the feedback a champ today. Okay, before I
flushes right into the engine fiddle with the jump drive, I
room.” She looks at their ship snag the gas mask I wear when
sheet at the engine modules. cleaning the engine exhaust, and
“Your jump drive shuts down an oxygen tank for the welding
hard, and a fire breaks out in the torch. I RIG something to help
engine room.” me breathe for at least a few
“I got this!” says Alice. “Flash minutes till I can get the drive
back to about a week ago when back online.”
I was working on the engines “Sounds risky,” says Natalie. “If
while we had some time off you take too long, you might
planetside—I added a bypass pass out.”
lever so that I can reboot the
“I’ll take that chance, and push
drives quickly if I need to. The
myself,” says Alice. “I have a RIG

EXAMPLE JOB
jump drive may be off-line right
of 3, so with the push that’s four
now, but I think I can get it back
dice. 1, 1, 2… and another 6! I do
up before we hit the gate and
it! Also, since that was risky, I
actually need it.”
generate a gambit for the crew.”
Natalie smiles. “Sounds like a 1
stress flashback. What are you THE GETAWAY
doing about that giant fire in “Nice job!” Natalie says. “Ray,
your engine room? The safety Aleera, what are you folks doing
doors are closing to keep it from while this life and death struggle
roaring through the rest of the is going on in the engine room?
ship. Are you getting out?” Your dashboard still says the
“Nope,” says Alice confidently. jump drive is off-line.”
“I’m going to open the ports in “I’m going to look for the biggest
the engine compartment and ship I can,” says Juan, “and try
vent the oxygen into space. That to run along it, as close to the
should kill the fire. Hopefully I surface as I dare. When we
don’t get sucked out with it.” crest the tip, Aleera, give them
“Well that’s a bold plan! Give me everything you have with the
a resistance roll to hang onto guns, and I’ll do some fancy
something, and to keep enough flying.”
of your breath in. You’ll take “So the two of you are working
harm afterwards though if you together? Is this a group action
don’t fix the whole ‘can’t breathe HELM?”

171
“No,” says Rachel. “I think I’m just “Covering that much distance
trying to make sure we can get when your engines aren’t at 100
away more easily. I’m not trying percent is probably desperate.
to disable their ship, just blast You cool with that?” Natalie asks.
enough plasma in their faces so “’Desperate’ is my middle name,”
that they’re blinded. Then we Juan says, wiggling his eyebrows.
can run while they’re distracted. “I’m going to push again, and grab
I’m going to set up Ray with my a gambit we have… double 6s! I
shots for increased effect.” generate a gambit even though I
“I see. That works too.” Natalie spent one, because I have Never
says. “So what action are you Tell Me The Odds as a Scoundrel
using for that?” special ability.”
“I’m rolling HELM. I only have one The crit plus the setup means
die, but I’m going to push for a Natalie marks the remaining
second die, and I have the Keen ticks on the getaway clock. It’s
Eye ability so I get another die full!
when firing ship guns. And I’ll “The blinded Draxler’s Raiders
grab that gambit Hayley earned fire a few shots but miss badly.
4 // THE JOB

us. So four dice total. Not bad. They hit some nearby vessels,
What’s my position?” Rachel and the Legionnaires turn on
asks. their lights and come onto the
“Controlled. It’s pretty easy to scene. That’s not going to end
keep them from closing too well for them.” She turns back to
quickly when you have particle Alice. “So. How’s the jump drive
cannons to fire at them.” says as we hit the gate?”
Natalie. Alice picks up her RIG dice again.
Rachel rolls. “I got a 6!” “What’s my position?”
“Your ship surges past the frigate “Desperate. You’re trying to
that Ray’s flying on top of. Your restart a jump drive using an
guns fire a barrage the moment untested bypass while sucking
they come into the crosshairs, air through a makeshift mask.”
plasma lighting up their shields “Another 6! The jump drive is
a bright blue as they divert and online right as we hit the gate.”
take evasive actions.”
“By the skin of your teeth!”
Juan stands up out of his chair. Natalie says. “Nice!”
“Yes! Okay! I’m straight-lining
directly for that jumpgate. I
have +1 effect from Aleera. This
should do it. Everything we got!
Here we go crew! Let’s finish this
chase off!”

172
QUESTIONS TO CONSIDER
X How would a different engagement roll result change the job?
On a 1-3, the crew would start in a desperate position. Would you
start with a scan gone wrong, or skip straight to the Legionnaires
boarding the ship? What if they had gotten a 6 or a critical? How
would you handle it?
X When Aleera jumped the Legionnaires, on the 1-3 and 4/5
results, how would things have gone if the PCs had resisted the
consequences? Do you think those consequences were appropriate,
given that the Legion obviously had Guild hardware? How would
you increase or decrease the severity of consequences if the
opponent was different?
XThe critical result on the SCRAP roll really made things a lot simpler,
didn’t it? The crew could have been fighting it out with the Legion,
but instead they just slipped on through to the second problem of
Draxler’s Raiders. What do you think of skipping past obstacles
like this?

EXAMPLE JOB
X What did you think of the positions in the last few rolls of the job?
Would you have made it easier for Hayley to RIG the drives back
online, or did you like the grittier feeling of things being on a knife’s
edge? Did you think that 1 stress was enough for her flashback for
the bypass or would you have had it cost 2?

173
CHAPTER 5
DOWNTIME

After finishing a job (succeed or fail), the crew regroups, recovers, and
prepares for the next job. This phase of the game is called downtime.
Downtime fulfills two purposes in Scum and Villainy:
X It’sa break for the players. During the job, the PCs are always
under threat, dealing with obstacles in a high-energy sequence.
Downtime offers a reprieve—a chance to focus on quieter parts of
the story as well as explore personal aspects of their characters.
XThe new phase of the game signals a shift in mechanics. In
downtime, we grab a different toolbox and resolve downtime on
its own terms, then shift back the more action-focused phases
of the game afterwards.
Downtime is divided into four parts, which are resolved in order:
1. PAYOFF AND UPKEEP. The crew receives their rewards from a
successful job and does routine maintenance on their ship.
2. HEAT. The crew attracts suspicion and attention from the law and
the powers that be in the system as a result of their last job. Note:
HEAT is tracked separately for each system.

3. ENTANGLEMENTS. The crew faces trouble from the rival factions,


the law, and the forces in the system.
4. DOWNTIME ACTIVITIES. The PCs indulge their vices to remove stress,
work on long-term projects, recover from injuries, etc.
After the downtime activities are resolved, the game returns to
free play, and the group can move toward their next job.

175
PAYOFF & UPKEEP
PAYOFF
After a job, the PCs take stock of their income from the operation. A
successful job generates CRED.
The crew earns CRED based on the nature of the operation and/or
any valuables they seized:
X 2 CRED: A minor job; enough to make it to next week.
X 4 CRED: A small job; enough to buy a hoverbike.
X 6 CRED: A standard job; enough for a small vehicle or a ship module.
X 8 CRED: A major job; enough to buy important ship parts.
X 10+ CRED: A treasure trove; enough to buy a small ship of your own.

Record the CRED on the crew sheet, or divvy it up among the crew
members as you see fit.
You can set the scene and play out a meeting with a client or patron
who’s paying the crew if there’s something interesting to explore
5 // DOWNTIME

there. If not, just gloss over it and move onto HEAT.


GM, definitely don’t screw around with the players when it comes
to the payoff. Don’t say that the client lied and there’s no reward.
Or that the meeting for the payment is actually a trap. These types
of things are staples of crime fiction, but the PCs have enough
problems coming at them from every direction already. When it
comes to getting paid, just give them what they earned.
The job they pulled also affects the crew’s relationship with other
factions (see page 264).
UPKEEP
Ship parts wear out, there are fuel and repair costs, and minor
patch jobs to handle scrapes and dents from flying through space.
Each downtime right after payoff, decide if you pay for ship upkeep.
Upkeep for a ship is calculated as follows (rounded down):
upkeep = (system quality + crew quality) / 4
The crew of the Faraday just finished a lucrative job. After
being paid 8 CRED, they upkeep their ship. The Faraday has 5 in
system quality (engines 2, hull 2, and weapons 1) and a crew
quality of 1. Their upkeep is therefore 1 (6 divided by 4, rounded
down). The captain pays for the upkeep and divides the rest
of the CRED, giving 1 to each crew member (four of them) and
leaves 3 CRED in the ship treasury (marked on the ship’s sheet).

176
SKIPPED UPKEEP ROLL
 1d for each 6+: A system is badly damaged. You can repair it
consecutive time with a downtime activity next time you’re in port.
you’ve skipped
paying upkeep.
4/5: A system malfunctions but it’s minor. You
can RIG a solution in the field.
1-3: No worries. The wear and tear is minor and
won’t affect performance on the next job.

Sometimes you don’t have the funds (or just don’t want to spend
the funds) to upkeep your ship. In that case roll dice equal to the
number of upkeeps you’ve skipped (if this is your first, you’re at 1d).
OUTCOMES
The roll doesn’t guarantee your ship falls apart. If you roll a 1-3
result, the wear and tear is minor and can be paid for during the next

PAYOFF & UPKEEP


upkeep. If you roll a 4/5 result, a system blows but an engineer can
put together a stopgap solution with just a RIG roll (maybe you have
a replacement part on hand). If you roll a 6 or a crit, there will be a
significant hit to your ship (as if your ship took a point of damage)
as a piece goes critical and affects a whole system.
The outcome of the upkeep roll is known, but doesn’t occur
immediately. So if you roll a 6+ you may not realize that a critical
part has worn through (otherwise you probably would have repaired
and replaced it as part of your upkeep). The problems that occur
during these rolls tend to appear when you need a part the most.
If you’re trying to run a Legion blockade with some illegal goods
next job, your jump drive might fail. Perhaps a part might fail when
you’re floating alone in space long after a job. Whatever the trouble,
it’s not immediately apparent, but the GM should make sure that it
crops up during the next job that utilizes the ship.
Having been chased off their last job by well-armed Guild
guards, the crew of the Faraday gets 0 CRED for not completing
the job and is a little tight on capital. Ray decides to not pay
upkeep and the crew rolls a die. They roll a 4/5. Natalie, their
GM, makes a note that their shields have a problem with power,
and the next time they’re shot they might find out. The crew
looks at her, grinning with trepidation, but moves on to HEAT.
If you need some CRED fast, you may consider going into debt (see
page 192).

177
HEAT
Procyon is full of prying eyes and informants. Anything you do might
be witnessed, and there’s always evidence left behind. To reflect this,
your crew acquires HEAT as they commit crimes. This represents the
amount of pressure the local system police and law authorities can
bring down on your character.
After a job or conflict with an opponent, your crew takes HEAT
according to how the job played out:
X 0 HEAT: Completely quiet; others are blamed.

X 1 HEAT: Smooth and quiet; low exposure.

X 2 HEAT: Contained; standard exposure.

X 4 HEAT: Loud and chaotic; high exposure.

X 6 HEAT: Wild; devastating exposure.

There are also actions that garner additional HEAT and attention
from the law. Add the following:
5 // DOWNTIME

X+1 HEAT: High-profile or well-connected target. Public use of


artifacts.
X+2 HEAT: Killing of Hegemonic citizens (whether the crew did the
killing or not—bodies draw attention). Massive property damage.
Illegal weapons use.
X+3 HEAT: Damaging a hyperspace lane or system gate.

You mark HEAT on the system sheet the job was performed in. Each
system tracks HEAT separately.
If a job spans multiple systems, place the HEAT on the system in
which the majority of the illegal activity happened. If it was loud
and chaotic across multiple systems, discuss the situation with
your table. You may have picked up illegal cargo in Rin but fought
a freighter in Iota. In that case, maybe you put the HEAT in Iota, as
that’s where the most “noise” of the job happened, or divide the
HEAT between both sectors.
GMs: Whenever possible, don’t duplicate HEAT (if you moved illegal
goods from Rin through Iota to Brekk, all three systems should not
get HEAT) unless major public events happened on each leg of the job.

heat WAntEd
Marking 2 HEAT on the HEAT tracker. When the tracker is full, mark
a WANTED LEVEL and clear all the HEAT.

178
WANTED LEVEL
When your HEAT level reaches 8 in a system, you gain a WANTED LEVEL
and clear your HEAT (any excess HEAT “rolls over,” so if your HEAT was
7 and you took 4 HEAT, you’d reset with 3 HEAT marked).
The higher your WANTED LEVEL, the more serious the response when
law enforcement takes action against you (they’ll send a force of
higher quality and scale).
Also, your WANTED LEVEL contributes to the severity of the
entanglements that your crew faces after a job. See page 180 for
details.
CLEARING HEAT & WANTED LEVELS
Running on the bad side of the law eventually catches up with you.
To clear HEAT and WANTED LEVELS, your crew can lay low in a different
system. See page 186 for more details.

179
ENTANGLEMENTS
Your characters and crew didn’t just spring into existence tonight.
You have a complex history of favors, commitments, debts, and
promises that got you where you are today. To reflect this, after each
job, you roll dice to find out which entanglement comes calling. An
entanglement might be a rival crew looking to throw their weight
around (and demand some CRED), a system police officer making a
case against your crew (but ready for a bribe), or even the attention
of a strange Way creature.
After payoff and HEAT are determined, the GM generates an
entanglement for the crew using the lists below. Find the column
that matches the crew’s current WANTED LEVEL. Then roll a die to
select which sort of entanglement manifests.

WANTED 0 wanted 1 Use the column for


the WANTED LEVEL
1 Ship Trouble 1 Ship Trouble
of the system the
2 Unquiet Black 2 Unquiet Black ship is in at the end
5 // DOWNTIME

3 New “Friends” 3 Interrogation of the job. If you roll


a 6, roll on the next
4/5 Cooperation 4/5 Reprisals
chart (sometimes
6 Roll on Wanted 1 6 Roll on Wanted 2 blowback is harsh).

Some groups like WANTED 2 wanted 3


to roll “in the open”
1 Collectors 1 Ur Field
so everyone knows
what’s about to hit 2 Impounded 2 Pirates!
them. Others let the 3 Bounty Hunter 3 Out of Gas
GM roll “in secret”
4/5 Interrogation 4/5 Arrest
so it’s a surprise.
Either way is fine. 6 Roll on Wanted 3 6 Wanted Level 4

Entanglements manifest fully before the PCs have a chance to


avoid them. When an entanglement comes into play, describe the
situation after the entanglement has manifested. The PCs deal
with it from that point—they can’t intercept it and defuse it before
it happens. The purpose of the mechanic is to abstract the complex
stuff happening in the sector and the background of the crew’s lives.
As the GM, keep an eye out to bring in friends, rivals, old enemies,
and the plots of the sector in general via entanglements.
Entanglements are the cost of doing business in the underworld—a
good crew learns to roll with the punches and pick their battles.

180
The entanglements are detailed on the following pages. Each has
a list of potential ways for the PCs to resolve them. If you want the
entanglement to be a momentary problem for the crew, stick to
the suggested methods to resolve it, and move on to the next part
of downtime. If you want to dive in and explore the entanglement
in detail, set the scene and play out the event in full, following the
actions and consequences where they lead.
ARREST
A detective presents a case file of evidence to a judge, to begin
prosecution of your crew. The system police send a detail to arrest
you (a gang at least equal in scale to your WANTED LEVEL or a ship
of that Tier). Pay them off with CRED equal to your WANTED LEVEL +3,
hand someone over for arrest (this clears your HEAT and WANTED
LEVEL in the system), or try to evade capture.
A hail comes over the comms as a police cruiser translates
out of a hyperlane. “This is Captain Lineal of the Indri System

ENTANGLEMENTS
Police. Shut down your engines and prepare to be boarded.” At
the same time, a second encrypted channel is opened. “This
doesn’t have to get ugly. Here’s the routing number to my
private account.” There’s a palpable tension in the air as the
cruiser seems to wait for your decision.
BOUNTY HUNTER
An enemy faction hires a bounty hunter. Fight, evade, or pay them off.
If you have no faction with negative status, you avoid entanglements
right now.
Bounty hunters are strong fighters, with armor, drones, and
weapons that grant them potency in combat. Base their Tier
on the hiring faction and how angry they are. Pay them off
with 3 CRED.
COLLECTORS
A collection agency claims part of your ship. Pay them 2 CRED, give
them the components (remove a ship module), or make them leave
another way.
COOPERATION
A faction you have +2 or +3 status with asks you for a “favor.” Agree
to it or lose a status with them. If you don’t have a +2 or +3 faction
status, you avoid entanglements right now.
The GM should look at the faction’s goals for job prompts.

181
IMPOUNDED
Dock authorities impound your craft. Bribe dockworkers to lift the
lockdown with 2 CRED, or steal your ship back. If you are not on a
planet or station, you avoid entanglements right now.
INTERROGATION
System officers round up one of the PCs to question them about
the crew’s crimes. How did they manage to capture you? Either pay
them off with 2 CRED, or they sweat it out of you (level 2 harm) AND
you tell them what they want to know (+2 HEAT). You can resist each
of those consequences separately.
Some players really hate it when their character gets captured!
Just tell them that this is completely normal for a criminal in
Procyon. You spend time in and out of jail, getting questioned
and harassed by the law. It’s not the end of the world. But now
that you’re here in the interrogation room, what kind of person
are you? Do you talk? Do you stand up to them? Do you make
a deal? Playing out an escape can also be fun!
5 // DOWNTIME

NEW “FRIENDS”
A neutral faction asks you to do a job that is either extra dangerous,
pays little, or gathers more HEAT than usual (GM’s choice). Accept
or lose a status with them.
The GM should look at their faction goals for job prompts.
OUT OF GAS
A piece of your ship fails catastrophically, damaging the system and
rendering it inoperable until repaired. If you didn’t use your ship at
all on the last job, you avoid entanglements right now.
This entanglement can happen while in flight between planets
or systems, or on the way to or from a job. This failure means
the whole system (for example, engines) can’t be used. Who
do you call for help and what will it cost you?
PIRATES!
Pirates attempt to take over your ship by force. Outrun, fight, or cut
a deal. If you didn’t use your ship at all on the last job, you avoid
entanglements right now.
This entanglement can happen while in flight between planets
or systems, or on the way to or from a job.

182
REPRISALS
An enemy faction moves against you or yours. Pay them 1 CRED
per Tier, allow them to mess with you, or fight back. If you have no
faction with negative status, you avoid entanglements right now.
SHIP TROUBLE
A ship system acts up. Damage a system (the GM will tell you which).
You may repair the system as normal, though you have to deal
with the consequences of the damage at the time it occurs.
This entanglement can happen while in flight between planets
or systems, or on the way to or from a job.
UNQUIET BLACK
An alien or Way creature finds its way on board. Acquire the services
of a mystic or exterminator to destroy or banish it, or deal with it
yourself.
Treat the magnitude (see page 278) of the Way creature as

ENTANGLEMENTS
equal to the crew’s WANTED LEVEL in the system. Parasites,
cargo you weren’t told was alive, strange creatures hiding in
unmapped lanes, and bizarre physics effects from using your
jump drives way past capacity can all apply here.
UR FIELD
The closest jumpgate calls to each of you in a language you cannot
understand. Resist with RESOLVE or take level 1 harm from the visions
you cannot escape.
What you choose to do with the visions is up to you. They end
after you leave the system or the next downtime—whichever
comes first.
WANTED LEVEL 4: WARSHIP
The Governor sends a Legion or Malklaith warship to capture your
ship. When you hit WANTED LEVEL 4 in a system, the Governor’s
personal guard is sent out to bring you to justice, and you will have
to find a way to get away. You cannot bribe them, and fighting them
would be foolhardy. In any case, if you survive the encounter, your
WANTED LEVEL drops by 1—resources for your pursuit aren’t infinite.
Generally the ship will be a well-armed frigate with a few
personal fighters. You may want to consider repainting or
modifying your ship, or getting fake papers and transponders
to help shake similar experiences off your tail.

183
DOWNTIME ACTIVITIES
Between jobs, your crew spends time at their ACQUIRE ASSET
liberty, attending to personal needs and side
CRAFT
projects. These are called downtime activities.
During a downtime phase, each PC has time for INDULGE VICE
two downtime activities. When you’re at War
LAY LOW
with a faction, each PC has time for only one.
LONG-TERM PROJECT
You may choose to do the same activity more
than once, and the crew may do these in any RECOVER
order. You can only attempt actions that you’re
REPAIR
in a position to accomplish. If an activity hinges
on another action, resolve that action first. TRAIN
A PC can make time for more than two activities, at a cost. Each
additional activity costs 1 CRED. This reflects the time and resource
drain while you’re “off the clock” and not earning from a job. When
you complete a new job, you reset and get two “free” activities again.
5 // DOWNTIME

Activities on the downtime list are limited; normal actions are not.
During downtime, you can still go places, do things, make action
rolls, gather information, talk with other characters, etc. In other
words, only activities that are on the list are limited.
For any downtime activity, you may spend CRED after the roll to
improve the result level. Increase the result level by one for each
CRED spent. So, a 1-3 result becomes a 4/5, a 4/5 result becomes
a 6, and a 6 becomes a critical. If the action requires a roll and you
can involve a contact on your sheet or the ship sheet, take +1d.
Frequently players will want to decide on what job they’re about to
do next, so they can prepare for it by acquiring assets, and gathering
information. Didn’t think of the right thing to bring on a job? You
can flash back to a downtime activity by paying a CRED as normal.
GM: If a player can’t decide which downtime activity to pick, offer
them a long-term project idea. You know what the player is
interested in and what they like. Suggest a project that will head in
a fun direction for them. Suggest they look into what their rivals or
factions they’re interested in are up to.
“Remember that strange song you heard when you opened the
drive core before you passed out? Yeah, do you want to get
to the bottom of that? Okay, start a long-term project—six
segments—called ‘Songs in the Way.’ What action do you use
to work on that?”

184
ACQUIRE ASSETS
Gain temporary use of an asset:
X A contractor (an expert or gang). They show up with reasonable
gear equivalent to their Tier.
X A ground vehicle or legal ship module.

X One special item, or a set of common items for the whole crew.

X A service. Transport from a smuggler or driver, use of a warehouse


for temporary storage, legal representation, etc.
“Temporary use” is one significant period of usage that makes sense
for the asset—typically the duration of one job. An asset may also
be acquired for “standby” use in the future. You might hire a gang to
guard your ship, for example, and they’ll stick around until after the
first serious battle, or until a week goes by and they lose interest.
To acquire the asset, roll crew quality. The result indicates the

DOWNTIME ACTIVITIES
quality of the asset you get, using the crew’s quality as the base.
1-3: Quality -1, 4/5: Equal, 6: Quality +1, critical: Quality +2.
The GM may set a minimum quality level to acquire a particular asset.
For example, if you want to get 51st Legion uniforms and badges,
you’d need to acquire a Tier III asset. A lower result won’t do.
If you acquire the same asset again in the future, you get +1d to
your roll.
If you want to acquire an asset permanently, you can either gain it as
a crew upgrade (using the rules for crew advancement, page 51) or
work on it as a long-term project to set up a permanent acquisition.
Rogan So’Hayan keeps running into the worst the Way has to
offer, and decides to acquire some Mystic Ammunition from
a pirate bullet maker. When he acquires Mystic Ammunition
again, he does so at +1d. The bullet maker knows a good
customer and saves the good stuff when he can.
After it proves invaluable, Rogan decides to add it to his gear
permanently. After talking with the GM, his player starts an
8-segment long-term project: “Gather Ur-metal Stash to Craft
Bullets From.” He can work on it by CONSORTING or SWAYING his
mystic goods supplier or rolling his lifestyle level to represent
small bits of Ur-metal picked up on the black market.
CRAFTING
Build an item you’ve studied the schematics for. For more details,
see Crafting, page 282.

185
INDULGE VICE
You engage in your vice and clear stress. For more details, see Vice,
page 190.
LAY LOW
If you want to reduce your crew’s HEAT and WANTED LEVEL in a system,
start by hiding in another system. Say what your character does to
reduce crew HEAT while hiding and roll an appropriate action. Maybe
you CONSORT with your friend the diplomat and she arranges for a
few incriminating Legion reports to vanish. Or you COMMAND some
criminal allies to rough up sector cops on the trail.
Reduce HEAT in the system by 2. If you are WANTED, add segments
to the WANTED reduction clock (on the appropriate system sheet)
according to your roll: 1-3: one, 4/5: two, 6: three, critical: five. If
the WANTED reduction clock fills, reduce your WANTED LEVEL in that
system by one and clear the clock.
LONG-TERM PROJECT
5 // DOWNTIME

When working on a long-term project (either brand new, or already


existing), describe what your character does to advance the project
clock and roll an action. Mark segments on the clock according to
your result: 1-3: one segment, 4/5: two, 6: three, critical: five.
A long-term project can cover a wide variety of activities, like doing
research into an Ur artifact, investigating a crime, establishing
someone’s trust, courting a new friend or contact, changing your
character’s vice, and so on. You can even do them in sequence.
Sometimes you have to finish one project to enable another.
Based on the goal of the project, the GM will tell you the clock(s) to
create and suggest a method by which you might make progress.
On the last job, Aman opened the airlock on a Nightspeaker
ship and blew Oin-rai into space. But now Oin has been
sighted causing havoc on Indri, shouting for Aman’s head.
How is this possible? This is beyond the scope of a simple
gather information roll, so Aman starts a long-term project to
investigate this mystery. The GM says it will be an 8-segment
clock. Aman spends a downtime activity CONSORTING with
mystics on the matter. The player rolls Aman’s CONSORT action
and gets a 4: two segments on the project clock.
In order to work on a project, you might first have to achieve the
means to pursue it—which can be a project in itself. For example,
you might want to make friends with a member of the Sah’iir, but
you have no connection to them. You could first work on a project
to CONSORT in their circles so you have the opportunity to meet one
of them. Once that’s accomplished, you could start a new project
186 to form a friendly relationship.
RECOVER
When you recover, you seek treatment and heal your harm. You might
visit a doctor who can stitch your wounds. Roll (crew quality-1) to
see how available and effective the doctor you can hire is.
A crew member can roll their DOCTOR action instead, if they tend to
your wounds (the healer doesn’t take the recover action—healing is
mostly rest). You can treat yourself but it will cost 1 stress to do so.
When you’ve received treatment from the recover healing clock 
action, clear all level 1 harm. If you have harm
remaining, advance your healing clock (on your
character sheet, just below your harm tracker) according to your
recovery roll (crew quality or DOCTOR action): 1-3: one, 4/5: two,
6: three, critical: five segments. Even with the best roll, healing
wounds takes time. Remember to add +1d to your roll if you enlist
a crew contact to help.

DOWNTIME ACTIVITIES
When your healing clock is filled, remove all harm. If you suffer
further harm before you finish healing, reset your healing clock.
On the last job, Captain Xandra Starblaze took some cuts (level
1 harm), a blaster burn (level 2 harm), and a broken hand (level
2 harm). She gets treatment (recover downtime activity) from
Doctor X’thul. She rolls crew quality-1 to recover (a single die),
and gets a 4. She removes the cut (level 1 harm) and advances
her healing clock two segments. She has the special ability
Flesh Wound, so she marks three more segments, putting her
at five. Xandra’s player may spend one more CRED to improve
the outcome and clear all wounds, or she can take another
downtime activity to recover again and finish off the clock.
The Stitch has a special ability called Patch—they can DOCTOR
someone to temporarily relieve the effects of harm. With a successful
action, the treated PC ignores their current harm penalties for the day.
If your character becomes lost when overindulging their vice, they
leave play for a while (a few weeks of in-game time, or more). When
they return, they have healed any harm they had. You may voluntarily
choose for your character to become lost—maybe you want to play
a different PC while this one recovers, or you’ll miss a few sessions,
so it’s a good time for your character to disappear for a while.

187
REPAIR
When you repair, you take the time to buy the appropriate parts
and oversee major fixes to the ship. If you want to repair a crossed
wire or a sparking oscillator, you just need a RIG roll. These kinds of
repairs fix battle damage and bring back systems from the brink.
When you take the repair action, spend 1 CRED and clear one damage
on a ship system. The Mechanic’s Bailing Wire and Twine ability
allows you to do some of the work yourself, and use junk found on
the cheap to fix up your ship, removing the need for the CRED to be
spent and making repairs faster and cheaper.
TRAIN
When you spend time in training, mark 1 xp on the xp track for an
attribute or playbook advancement. Take a moment to tell everyone
what this training looks like, or what you’re doing to sharpen these
specific skills.
If you have the appropriate crew Training upgrade unlocked, mark
5 // DOWNTIME

+1 xp (so 2 xp total). See Crew Upgrades, page 116. You can train a
given xp track only once per downtime.

188
189
VICE
STRESS RELIEF
Your characters are a special lot. They defy the powers that be and
wrestle with factions who frequently have significant resources.
They push themselves further than ordinary people are willing to
go—but this comes at a cost. Their life is one of constant stress. To
blow off steam, they inevitably turn to their vices—which can be
self-care but often end up affecting the crew’s lives when they get
out of hand.
A character’s vice is a deep part of who they are and pursuing it
usually makes trouble for them. But with this indulgence comes
a needed stress relief and ability to again face the overwhelming
odds in their daring life.
INDULGING YOUR VICE
When you indulge your vice, you clear some stress from your
character’s stress track. Explain how your character indulges their
5 // DOWNTIME

vice. This indulgence takes time, so it can only be done when the crew
has downtime. Alternately, you may choose to have your character
voluntarily “lost in their vice” during a game session, allowing them
to indulge off-camera while you play a different PC. A gang member,
friend, someone on board the ship at the time, or a contact of the
crew might be a good alternate character to play, thus fleshing out
the landscape of PCs.
You roll to find out how much stress relief your character receives.
A vice roll is like a resistance roll in reverse—rather than gaining
stress, you clear it. The effectiveness of your indulgence depends
upon your character’s worst attribute rating. It’s their weakest
quality (INSIGHT, PROWESS, or RESOLVE) that is most in thrall to vice.
Make an attribute roll using your character’s lowest attribute rating
(if there’s a tie, that’s fine—simply use that rating). Clear stress equal
to the highest die result.
Captain Xandra Starblaze keeps getting into trouble, and
her stress is at 8. Her vices are stupor and gambling and she
knows just the casino to drink and dice her troubles away. Her
player describes going to the casino, ordering some booze,
and playing a complex xeno gambling game. She rolls her
lowest attribute (INSIGHT at 2 dice) and gets a 3 and a 5. She
clears 5 stress, leaving her with 3 at the start of the next job.

190
VICE ROLL

1d per LOWEST Clear stress equal to your highest die result.
If you clear more stress levels than you had
ATTRIBUTE
marked, you overindulge. If you do not or cannot
RATING
indulge your vice during downtime, you take
stress equal to your trauma.

OVERINDULGENCE
If your vice roll clears more stress than you had marked, you
overindulge. A vice is not a reliable, controllable habit. It’s a risk—
and one that can drive your character to act against their own best
interests.
When you overindulge, you make a bad call because of your vice—in
acquiring it or while under its influence. To bring the effect of this
bad decision into the game, select an overindulgence from the list:
X Rash Action. Reduce your STASH by 4 or if you can’t (or won’t), the
crew takes 2 debt.
X Big Talk. Brag about your exploits. The crew gains +2 HEAT in the

VICE
current system.
X Lost. Your character vanishes for a few weeks. Play a different
character until this one returns from their bender. When your
character returns, they’ve also healed any harm they had.
IGNORING YOUR VICE
If you do not or cannot indulge your vice during a downtime phase,
you take stress equal to your trauma. If you don’t have any trauma,
you’re free to ignore your vice. It doesn’t have a hold over you (yet).
ROLEPLAYING & XP
Your character’s vice tells us what kind of person they are. This
obsession impacts motivations, goals, and behavior. When your vice
causes troubles, or when you overindulge, you earn xp at the end of
the session. The cost to yourself must be real, though it doesn’t have
to be devastating. Losing a meaningful opportunity, experiencing
a setback with a project, or getting into a heated argument with a
friend could all count.
Talk to your GM about problems your vice may cause you. Remember
that you can roleplay as much or as little of your vice as you choose
and it need not be a constant presence in the game for you.

191
DEBT
Down on your luck? Blown regulator and no CRED to fix it? Need
a little extra scratch to buy that fancy new module? Loans from
the Counters Guild are great financial tools that allow upstanding
citizens to bridge the gap in their cash flow.
You are not an upstanding citizen. Welcome to the world of loan
sharks, pawnbrokers, and back-alley moneymongers.
GETTING JUICED
Gaining CRED beyond what’s in your hold requires finding a lender.
This is an acquire asset action where the result of the roll determines
the max amount you can scrounge up:
X Poor (1-3): Up to 2 CRED.

X Standard (4/5): Up to 4 CRED.

X Fine (6): Up to 6 CRED.

X Exceptional (crit): Up to 8 CRED.


5 // DOWNTIME

You can take out fewer than max CRED. All modifiers for acquire
asset and downtime activities apply, so you can get extra dice for
involving a fixer or moneylender friend, using special abilities that
affect downtime activities, or spending CRED to improve your result.
Dax Thrungi, the Pilot of the Tryphon, hasn’t paid upkeep and
needs to get out of the system before the cops hunt her down over
some unpleasantness during the last job. Not having enough CRED,
she goes looking for someone to borrow the needed money from.
Dax needs to make sure that the loan is good enough to
float her until her next job, so she taps Choss—her friend,
the professional racer. She knows Choss has come up with
cutting-edge parts when he was down on his luck so he might
put her in touch with the right kind of people. After talking
to him, and impressing upon him her need and urgency, her
player makes an acquire asset roll.
She assembles her dice pool. The Tryphon has a crew rating
of 1, and Dax gets an extra die for leveraging a friend or
contact during downtime, for a total of two dice. She rolls
a 5—a standard result—which means she can borrow up
to 4 CRED. Choss puts Dax in touch with some Ashen Knives
moneylenders. They seem nice enough for now, but she knows
they’ll be waiting in Iota for her to repay her debts.

192
Dax chooses to borrow 2 CRED, and marks 2 debt on the
Tryphon’s sheet. She spends the first to pay her upkeep, and
the second for another acquire asset action to pick up some
fake papers. She needs to get through the gate even if the cops
are looking for a ship like hers. She’ll take care of repainting
the hull on the way.
The GM should ask questions and use the answers to invent a
character that holds this debt. Create a clock to represent the
urgency of how soon the debt will need to be repaid, with an 8-clock
being standard. Every downtime, form a fortune pool from the debt
amount on the ship and roll to advance this clock. When the clock
is full, the lender makes trouble for the crew, such as hiring local
muscle to collect what money they can. This may not square the
debt, but it will reset the repayment clock.
Debt is paid off at the rate of 2 CRED to 1 debt. Loan sharks are not
known for their generosity and fair rates. No crew can carry more
than 8 debt at a time. When you’re in that deep, word gets around
and nobody will touch you.
CLEVER TRICKS
During a job, a Devil’s Bargain might increase your debt clock. It’s

DEBT
very possible that blowback or HEAT from your current job might
make your creditor more anxious about getting paid before the cops
put you outside their reach.
Similarly, you may be able to reduce the clock by working on a long-
term project to help alleviate fears and make partial payments that
build goodwill with your creditor.
Your crew might be able to negotiate with your creditor to do a job
in lieu of some (or all) of your loan being paid off. Discuss the exact
details with your table.
Overindulging in your vice can affect your debt rating. If you don’t
have a loan and you select the Lost overindulgence, the GM should
let you know who financed your ill-timed binge. If you already hold
debt, you just get in deeper. Either way, trouble comes knocking
sooner rather than later.

193
DOWNTIME ACTIVITIES IN PLAY
The crew of the Faraday had a rough job that’s left their ship
in tatters and the law itching to have them pass back through
the Indri system (WANTED 1).
Alice (who plays Hayley, a Mechanic) elects to fix the ship.
Rachel (who plays first mate Aleera) decides to do what she
can to calm the problem with the system cops.
Alice spends the free repair downtime activity she gets from
Hayley’s Bailing Wire and Twine ability to repair the engines,
and takes 3 CRED from the ship to fix the remaining damage.
The ability also makes the repair action not cost CRED, or this
would be a lot more expensive, and the crew would need to
do jobs on-world if they wanted to keep repairing the ship
over time. She uses a free downtime action to indulge in her
pleasure vice, buying a giant feast in the most expensive
restaurant on Nightfall to celebrate a repair job well done.
She rolls her lowest attribute—PROWESS—at 1 die, and clears
5 // DOWNTIME

the result—4 stress. She has one free downtime activity left
to do. It may be time to start on a new schematic!
Aleera spends some time at the local pilots bars to CONSORT
with smuggler captains and crews. She gets them to report
her ship being seen in the Rin system and elsewhere, throwing
the Indri cops off their trail. She rolls her CONSORT and gets a
6! She marks three segments on the “Indri Wanted” clock, and
lowers the HEAT in the system by 2. She still has one activity
left to do.

Rogan wants to discover how the pieces of the Raiment of
Night all relate to each other. He talks to his GM and they
agree that this is a 10-clock long-term project called “Learn
Nightspeaker Secrets.” The next downtime he has to spare, he
works on it by ATTUNING to the piece he currently possesses.
He rolls a 6 and marks three segments on the project clock.

Hayley is working on replacing her Small Drone, which she
jammed in a door so she could squeeze through while on the
run. She already has the schematic so she just crafts another
one, rolling her RIG. She unfortunately rolls a 1. In order to
replace her aerial companion, she will need to spend 1 CRED
to bump up the result to equal her crew quality.

194
NPC & FACTION DOWNTIME
NPCs and factions do things when the PCs have downtime. The GM
advances their faction clocks and chooses a downtime action or two
for each faction that they’re interested in at the moment.
If you want to do it immediately, you might want to call for a short
break in the game, otherwise it’s okay to do it between games—as
long as you take the time to do so for each downtime the PCs have.
It’s important to do this because it makes the sector feel more
alive and real. Remember as PCs move about their downtimes to
incorporate some of these actions into news reports they might
see, rumors they might gather from friends and folks they indulge
their vice with, and jobs they may be offered.
The details on how to do this are in Faction Clocks, page 260.

195
CHAPTER 6
HOW TO PLAY

FICTION-FIRST GAMING
Unlike a board game, there’s no procedure that tells you what to
do in a roleplaying game like Scum and Villainy. There isn’t an
order of turns and a clear subset of steps to choose from (such as
placing tiles or paying for workers) with a win condition to prompt
an optimal path.
You choose what you want to see in the story and attempt to make it
happen, describing the fiction of the scene and what your character
does and engaging with rules as you go to determine outcomes. The
term for this style of play is fiction-first gaming.
In a military board game, if you decide to produce troops, you engage
with the mechanics. Story comes as an afterthought—a creative
process that enriches the mechanical choices of the game. “The
Territories of the East will never be denied our rightful place in the
Four Nations!” you might proclaim loudly while picking up the dice
for your move. But the decision about what to do was rightfully
mechanics first. Story may emerge through play, or you may flavor
your action, or you may forgo it completely. The fiction is a byproduct.
Not so in fiction-first gaming. You say what your character does in
the scene you and your group at the table are collectively weaving.
You engage with the fiction first, describe the narrative, and then
apply rules (like action rolls) if they’re called for and appropriate.
Your choices are only constrained by the fictional context in which
you make those choices. Often you’re not even sure what mechanics
to engage with until you examine the fictional context you’re in.

197
For example, here are several mechanics in Scum and Villainy that
could be used if you try to open a lockbox. To understand which
mechanic to use, we have to first establish the fiction.
If you’re in downtime, there’s no real risk to take your time, so you
can just open the lockbox. If the goods inside would be destroyed
by some failsafe mechanism, maybe you have to spend a few weeks
cracking it slowly and safely. This uses the long-term project
mechanic. Or if you don’t want to wait, instead you acquire an asset
of a master safecracker. It might cost a few CRED to get someone
good enough, but it’ll be quick and safe.
On the other hand, if you’re on a job and the Governor’s guards are
about to burst into the office with their high-powered Guild weapons
and stun grenades, and you have seconds to get the goods out of
the safe, this is a different story. You might have to quickly HACK the
lock mechanism. Perhaps you STUDY the room and try to deduce a
passcode the Governor might have, or—if you’re got him tied up in
the room—just COMMAND him to tell you.
6 // HOW TO PLAY

There are countless approaches one could take, constrained only by


the circumstances of the story. Once you establish what’s going on
in the fiction, determining which mechanic to engage with is usually
straightforward. If you attempt to reverse that process, play can
become confused or flat. Likewise, if play gets confusing, it often
helps to re-examine what was going on in the fiction.
Don’t try to force any particular rule on the fiction. Sticking with
a fiction-first approach ensures that everything happening in the
fiction stems from something in the narrative, and makes players
more invested in the story.
Scum and Villainy has a lot of tools. Without a fictional context,
however, these tools are inert. Use the tools that suit what you’re
trying to do as established by the fiction. This process of matching
the tool to the job requires judgment and opinions about what pieces
of the toolkit are provided by the game.
As your group gains familiarity with the rules, you’ll have opinions
about which tools are best for which circumstances. This is a really
good thing! The process of determining which tools to use and
why can be thoroughly creative and satisfying. It’s up to you and
your group to learn the tools the game provides and decide how
to best take advantage of them. As you do so, you’ll establish a set
of precedents and a style of gameplay that is uniquely your own.

198
TRIGGERING THE ACTION ROLL
Play at the table looks a lot like a group conversation—you narrate
actions, speak for your character, make wisecracks, speculate about
what is going on, but that’s all just talking.
At some point, the conversation switches. It’s still a conversation,
but now it’s about the rules themselves and engaging with them
correctly. This shift in topic is the GM’s responsibility to manage,
but anyone can call attention to it. For actions, you should call for
a roll when any of these happen:
X A player character attempts a challenging action that might be
dangerous, opposed, or troublesome.
X A player character leads or gives orders to an NPC or NPC group
that faces something dangerous or troublesome.

TRIGGERING ACTION ROLLS


X Someone grabs the dice and gets excited about making a roll.

The GM should interrogate the player’s approach, which determines


which action rating they’ll use. It’s also important to clarify the
position the player is in, and the effect level they’ll have.
“I need to get into that warehouse to recover our stolen
shipment.”
“Okay, how are you doing that?”
“I’m going to SKULK in, past the night patrol.”
“Alright. That sounds risky. The night patrol is there to
specifically catch people like you. It’s at limited effect—there’s
perimeter security and locks on the warehouse doors. You’ll
only get to outside the warehouse with that effect. Unless
you want to flash back to getting the door codes in advance?”
Anyone at the table can contribute—clarifying, suggesting alternative
positions and effect levels, or even new approaches that might be
more or less dangerous. Once everyone is satisfied, you shift into
the mechanical resolution, picking up dice and rolling them.
Don’t just roll without going through the process of setting a
meaningful position and effect.
If a player wants to take someone out with a single blaster shot (pew
pew!), how easy or dangerous is that? Is the position controlled?
Risky? Desperate? What is the player rolling risking? Taking a
moment to get everything contextualized makes outcomes feel
natural, and the fiction make sense. Clarity before the roll helps
avoid asking “now what?” at the consequences.

199
Baked into the action roll is the assumption that things are never
completely safe. Situations can change, some things can’t be
foreseen. There’s always a risk of things like harm, consequences,
HEAT, or making an enemy. Players still get stuff done. The 4/5 result
is often enough to accomplish a goal, but there’s a cost.
Is the enemy returning fire? Are both combatants going for a single
lethal blow? Then the position is probably desperate. On a 4/5, the
player does it, yeah, but with serious consequences! They inflict a
mortal wound, and receive one in return.
For some, receiving a deadly wound doesn’t feel like “success.” But
in Scum and Villainy, an action roll covers the whole exchange. It
resolves both the PC’s action and that of the enemy. That enemy
is trying to do something too, and a “partial success” means they
managed to do about as much.
If less immediate consequences are appropriate, the GM can use a
clock. Instead of being seen on a 4/5 SKULK roll, start an “Alert” clock.
This technique allows you to maintain the tension longer. Explain the
6 // HOW TO PLAY

fictional consequences when you adjust these clocks. Does the guard
say “Something’s fishy. Stay alert!” over the comms after spotting a
moving shadow but not finding the character immediately?
Scum and Villainy involves struggles—nothing comes for free.
Crews have to carve out their victories amidst scary factions not
keen on sharing. The PCs have resources (such as stress or armor)
to mitigate consequences. The players have to make hard choices
about what’s worth resisting with limited stress pools, and when to
take a hit for a crewmate, accept a tough Devil’s Bargain, and so on.
Teamwork is a great tool for stretching out resources and can change
position, improve effect, improve your odds, or spread harm around.
When it comes to positions, ask what the PC is risking and figure
out what position that implies. If they’re about to take lethal harm,
the position is probably desperate. Describe the NPCs mid-action,
about to do something to the PC before the roll, to highlight risks.
“You dive from the balcony, knife in hand, and your bounty
target brings up his blaster, firing as you drop onto him.
Desperate position, great effect.”
Experiment with these dials—position, effect, consequences. As a
GM, avoid unilateral decisions—ask the group what they think. Is
this desperate? Should it be limited effect or a one-and-done deal?
By reaching out to the group, you develop buy-in to how the game
goes and establish what works for your group.

200
WHY WE DO THIS
We could just talk everything out instead of involving dice, but as
people, we tend to build consensus. This is a good thing! It helps
establish rapport, set expectations, and create a shared narrative.
But we don’t want to know what’s going to happen before characters
go into danger; we want to be surprised, driven to bigger risks, or
inspired into new approaches by unexpected setbacks.
The roll introduces the unexpected. It tells us the costs of our choices.
It interjects new problems and difficulties, and asks us to rise to the
new challenges together. We play using dice because we welcome
this opportunity to be surprised, betrayed, and challenged by them.
When the action mechanic is triggered, we become authors just for
a moment while we set position, define the threats, and determine
the possible outcomes. Then author mode switches off and everyone
gets to be the audience, holding their breath, waiting to see exactly
how it all works out as the dice fall.

201
HOW TO CHOOSE AN ACTION
An action roll is typically called for when the character is in motion,
facing an uncertain outcome due to difficulty or obstacle.
Whatever they do within the fiction will determine the action rating
they roll. A player is free to revise their character’s action in order to
use a different rating, as long as the character performs that new
action in the fiction.
Hayley Griffen needs to land a shuttle that’s been shot up
by pirates and is rapidly falling towards the ground. The GM
asks her how she does that and Hayley’s player says she’ll
jump on the console and take the controls. She’s describing
a HELM action, so that’s what she’ll roll.
Hayley’s player may change her mind and say, “Oh, I’m not any good
at HELM! I want to land the ship with RIG instead. What if I’m pulling
on wires to control the ship?” Nope. What you do in the fiction
(piloting) determines what you roll (HELM). Hayley can attempt to
6 // HOW TO PLAY

RIG something—perhaps she can fix the failed engines before she
crashes, making the piloting trivial—but helming a vehicle is, well,
HELM.
Sometimes, several different actions can apply to a given situation.
This is fine! The player can choose the action they want to perform
and the GM will set the position of the roll accordingly.
Captain Xandra knows her old friend Rhin, a smuggler, is
covering something up. What action should she roll to get
information out of him? She can perhaps SWAY him, reminding
him of their long friendship and why he owes her better
than lies. Or she can COMMAND him to answer by reminding
him of what she does to those that betray her. The GM says
that a SWAY roll here is controlled but limited effect. Rhin is
hiding facts for a reason, and it might take more than a few
fond memories to win him over, but there isn’t much risk.
The COMMAND roll is risky and standard effect. It’ll get the
answers Xandra needs, but it’s likely to make that friendship
complicated and messy.
What Xandra chooses to say in the end can change what action is
rolled, and even the position and effect. Xandra’s player ultimately
makes the choice about how she will approach the situation at hand.
You can find details on each action, how to use them, and how some
positions may play out for them, starting on page 208.

202
THE PURPOSE OF DANGER & STRESS
It can, at first, seem like the players are bulletproof—there are so
many ways to reduce or avoid consequences, it may feel like the
NPCs or threats do nothing. This is okay! The PCs have the odds
stacked against them. Resistance and the stress system give them
a special ability to survive when they otherwise shouldn’t. This gives
players hope of achieving their long-term goals.
The purpose of threatening harm is not always to inflict it, but to
describe it. It shows us what could happen in the fiction. Those
threats shape the story as much as any character’s actions, even
if they’re avoided.
“The malevolent AI takes over the ship’s computers!”

DANGER, STRESS & THREATS


“You hear ribs break as his pneumatic fist slams into your side.”
“You can almost see her heart break as she realizes you’re lying.”
Giving voice to these horrible possibilities makes the world feel
dangerous, visceral, and real. Then the player gets to roll resistance
and say, “No way. It’s not that bad. I’ll take whatever the stress cost
is instead.” It’s empowering. It’s the moment a character stands in
defiance against an unfair world and says, “Not today.”
You should describe harmful outcomes with gusto, but not be hung
up on actually inflicting them. Instead of saying “You take level 3
harm,” you describe how the blaster bolt blisters the armor of a
character and sears through their body, cauterizing a hole through
their lung. The harm becomes manifest in that description. Once
revealed, the player actually cares about resisting it. “Oh, heck no.
I’ll mark armor instead.” But the only way they know whether to
risk the stress cost or spend a limited resource is if you describe
the outcome. Each cycle of threat and resistance requires a new
fictional outcome, leading to new, interesting places in the story.

NPC THREAT LEVELS


The severity of the consequences for an action is relative to the
threat level of the opposition. Weaker opponents have weaker levels
of consequences on a standard outcome.
For instance, if the players are facing an NPC you’ve described as
a xeno bouncer for the local dive bar, the consequence of getting
into a tussle with him might be getting punched in the face, or being
wrestled to the ground. Perhaps you get shocked by a hidden taser
he keeps for the extra rowdy clients.

203
The same situation is different if you’re facing Nox, one of the fiercest
Ashen Knives assassins. The expected consequence for getting in
a tussle with them is an ebon blade stabbed with clinical precision
into the PC’s heart.
Because there are no stats or action ratings for NPCs, it is through
the severity of their consequences, combined with the position and
effect of the PC’s action roll, that their difference in threat and Tier
is made real.
A dangerous NPC can take the initiative. Describe what the NPC is
about to accomplish, then ask the character what they do.
“The moneylender’s bodyguard is just outside his doors. He
hears you coming, and turns, and you see him snap up two
blasters, aimed straight at you. What do you do?”
The PC’s actions—and resulting action roll—will tell us how effective
the NPC was. An action roll serves double duty, resolving both PC
and NPC actions at the same time.
6 // HOW TO PLAY

If the NPC is a true master of that moment, tell the players what the
NPC has already done, then ask if they want to resist it.
“You kick open the door, and you see the moneylender cringing
by the fireplace. Next to him however is a man with a wolf
eating a star tattooed on his neck, who you recognize as
Theron Red—one of the fiercest bounty hunters the Scarlet
Wolves have to offer. He’s standing up and kicking a sofa
between you to block your sight, and heavy blaster fire comes
tearing through it and the doorway as he wastes no time.
Would you like to resist the damage?”
This applies to resistance rolls as well. The stun from the taser
on the bouncer can be completely ignored by resisting the harm
or using applicable armor to avoid it. The blasts from Theron Red
might not kill you, but they’ll leave marks even if your armor takes
the brunt of the hit.
Your aptitude with this will evolve and grow over time as you play.
Talk to the group about it as you go. Does your table want a more
deadly kind of game? Then the PCs and NPCs should threaten
lethal harm frequently. Do you want a more action-adventure feel?
Describe less dire consequences, and let resistances reduce more.
You don’t have to decide this all at once. Be flexible and allow your
group to grow into whatever they’re most excited about. As you
play, you’ll establish examples and precedents that will establish
your tone and genre expectations.

204
THERE’S ALWAYS A CONSEQUENCE
No matter the outcome, every roll changes the situation and fiction.
There’s no such thing as a “nothing happens” result from a roll. How
does this work?
“Failure” results for action rolls (1-3) are not simply “misses.” The
character’s attempt has a tangible outcome. Something happens
that changes the situation. On a controlled failure, the character
spots a flaw in the approach, and can decide to withdraw or push
their luck with a risky action. On a risky failure, the character suffers
a consequence that presents some kind of trouble. Things get
worse. On a desperate failure, the threat dominates and makes the
situation much worse.
The characters are affected, the consequences linger, and the fiction
is in a new place at the end of every roll. When you reach for the

CONSEQUENCES & FAILURE


dice, something interesting should happen (good or bad).
INTRODUCING RULES AS NEEDED
If you only use the core of action rolls and forget all the extra details
or special cases, the system will continue to function just fine. The
game is better when you use all the tools, but it won’t come crashing
down if you don’t.
If you want to ease into the mechanics, make everything risky action
rolls with standard effect. Don’t worry with effect factors right away.
Explain resistance rolls when something bad happens to a PC they
want to resist. When the group starts asking about teamwork and
helping each other, bring in the teamwork maneuvers. When they go
up against tougher opponents who are meant to be very dangerous,
bring in effect factors. You don’t have to explain everything up front.
The game is meant to be flexible, allowing players to revise their
approaches, inject flashbacks, and to get the whole table to discuss
things as they come up. The same goes for the story. Don’t feel like
you have to get everything perfect every time. If you say something
and then realize later that it was wrong, just revise it. No big deal.
“I told you that Oya was seen at the spaceport, but that was
all wrong. It was supposed to be Iraam.”
“Oh! Well that changes things. Okay, got it.”
If you’re not sure what to do, keep it simple. Go with the obvious
thing. Add mechanics when you’re comfortable. Forgive each other’s
mistakes. Fly casual.

205
SETTING PRECEDENTS
The PCs and NPCs are in the same world—what’s true for one is
true for the other. If you establish that a PC’s detonators can be
detected with a special hand-held device, that fact becomes true
for an NPC’s detonators as well. If a skilled NPC can instantly kill
an unsuspecting victim, then the PCs can too.
Judgment calls or new details about the game world become
available to everyone as a new tool in play. Precedents don’t have
to be permanent—feel free to revise them as you go along. But when
you revise them, it still cuts both ways—for PCs and NPCs alike.
ABSTRACTION VS. DETAILS
Scum and Villainy usually relies on specific fictional details in
order to work. For example, it becomes important to understand
exactly how a jump drive is constructed if a character decides to
overload one and blow up an enemy ship. It’s a small detail, but the
description of the drive’s operation and assembly contributes directly
6 // HOW TO PLAY

to understanding which position to roll for the action, the factors


that go into effect, and the consequences of failure. Fleshing out
the details of the world makes the story flow easily and the game
system function better.
At other times, abstraction is preferred or necessary. For example,
the players wonder how the Cobalt Syndicate have fared during
a recent plague in Rin. Are they weak and vulnerable now? The
GM could create or try to remember all the minute details about
the Cobalt Syndicate that might affect their situation during the
outbreak, or she could simply use the abstraction of the faction’s
Tier rating to make a quick fortune roll and see how it went for them.
If no specific details have been established in play to indicate the
Syndicate’s resistance to plague, then abstraction is a useful tool.
If details are already present in the fiction or the game prep, using
an abstraction may be unreasonable. For example, we may know
for a fact that the Syndicate was one of the groups who created
the plague, and they took special precautions against it (including
moving important assets and leadership out of the area). In this
case, the catch-all of “Tier rating” might not be as useful. Maybe
with that kind of prep it’s obvious that the Syndicate has fared very
well, so the GM just says so because of the already established facts.
Or perhaps there’s still some risk, so the GM makes a 6d fortune
roll for “plague preparedness” (they’re really rather well prepared)
rather than just their Tier.

206
The same goes for the quality of items, assets, and defensive
measures. Since House Malklaith is Tier III, does that mean that every
single lock on every single door in every part of Malklaith’s holdings
is a “Tier III lock”? No. The Tier rating is an abstraction indicating the
quality of stuff House Malklaith is likely to have “on average.” A lock
on a janitorial closet is probably just a cheap lock. The lock to the
artifact storage vault is probably fine or even exceptional (making
it even higher quality than Tier III). When we think about the overall
quality of the House, it’s “Tier III.”
Tier rating can be used for lots of things. But when there are specific
details in play, those details establish what’s actually true. You
don’t have to perfectly conform to the abstraction in every case.
The abstractions—Tier, CRED, STASH, quality, engagement rolls—are
abstract so that gameplay can focus on what’s most important: the
choices, actions, and consequences of the player characters. Action
rolls are where the core of the system lies. Don’t feel beholden to
abstractions when you have specific fictional details to work with.
ACTIONS IN PLAY

ABSTRACTION
On the following pages, the 12 actions are detailed and fleshed out
with examples of positions and consequences.

207
ATTUNE
When you ATTUNE to the Way, you open your mind to the galactic
energies flowing throughout existence. You might communicate with
a non-sentient species or robot. You could safely handle Precursor
artifacts or remnants that tap directly into the Way. You might sense
unseen danger, or killing intent (though STUDY might be better).
GM QUESTIONS
X How do you open your mind to the Way? What does that look like?

X What energy are you ATTUNING to? What do you hope the energy
will do?
X Does anything about you change when you ATTUNE?

The Way is a force that all manner of people theorize about. While
everyday people are familiar with the idea of the Way, most believe
it either to be a natural force trumped up by the Cults or a residual
effect of the Ur Precursors and their physics-defying machines. Only
6 // HOW TO PLAY

those who are exposed to the Way tend to develop a connection.


That doesn’t keep anyone from being attacked by creatures that can
partially phase through matter or from suffering the strange and
difficult to treat symptoms that come from mishandling Ur artifacts.
Being in touch with the Way gives one options where such things
are concerned. Over time, that connection can be honed.
Any PC can ATTUNE. It’s not a rare supernatural gift, or tied to specific
bloodlines. The Way is always there for those with the willingness
to push their awareness. Mystics can (and sometimes must) ATTUNE
as the action for many of their strange powers, such as Sundering
or Kinetics. Without access to the Way, these powers can’t manifest.
The Cults regulate artifacts and mystic power use, declaring anything
that changes people both dangerous and forbidden. Be aware that
manifesting such powers may put you under a spotlight. Some
people will see you as blessed and ask for aid, while others will
turn you in to Hegemonic Cults and the System Police for being a
threat or menace.

208
EXAMPLES
CONTROLLED
I ATTUNE to the Way to sense what is influencing me to speak
only the truth with this Ashen Knives Pasha.
4/5 REDUCED EFFECT: You sense the influence of an Ur artifact,
somewhere on the Pasha’s person, but you can’t identify exactly
what it is. Is it that ornate necklace with the strange gem, or the
mechanical looking ring?
4/5 RISKY POSITION: Recognizing that her ring is exerting its effect on
you, the Pasha turns to you and says, “Now then. We were discussing
whether you had anything to do with the robbery last night.” You can
see the her bodyguard’s hands resting on the ebon knives sheathed
at his hips. What do you do?
RISKY
I ATTUNE to the Ur mechanism that is locking the door to the

ACTIONS: ATTUNE
ruins, to allow us to proceed inward.
4/5 REDUCED EFFECT: You feel something there and trigger it. There’s
a grinding and a crunch as the doors begin to shudder open, but halt.
Your command went through, but there’s something broken in the
opening mechanism that’s stopping them from opening further. But
you might be able to pry them open.
4/5 HARM: The doors slam open as some power source in the Ur
ruins activates. The sudden power surge burns through your mind
and body as you sink to your knees. Take level 2 harm “Way-burned.”
DESPERATE
As these Kyraxxian razor hounds are about to bear down on
me, I’ll ATTUNE to them so they can understand me before I
COMMAND them to stop.
4/5 SERIOUS COMPLICATION: You reach their minds through the Way.
The hounds will understand you and you have a few moments before
they’re on top of you, but lights come on in the nearby guardhouse
and the alarm starts to blare. What do you do?
1-3 SEVERE HARM: The lead hound leaps as you speak at it and tears
at your throat. Through the Way you sense its loyalty to its master,
and its rage at you as an invader. You’re knocked down and pinned
by the hounds, and also suffer level 3 harm “Crushed Throat.” You
can resist either or both of these.

209
COMMAND
When you COMMAND, you compel obedience with your force of
personality. You might intimidate or threaten to get what you want.
You may lead an action with NPCs. You might order people to do
what you want (though SWAY might be better).
GM QUESTIONS
X Who do you COMMAND? How do you do it—what’s your leverage
here?
X What do you hope they’ll do?

X How far are you willing to push it?

When you COMMAND someone, you don’t care about what they
want. You tell them what to do and expect them to do it—out of
fear, respect, or some other motivating factor (this is your leverage
over them). If you’re trying to get along with someone and work
together, CONSORT can be better. When you COMMAND a friend or
6 // HOW TO PLAY

contact, they may feel angry and disrespected, so your position


will probably be worse. Common consequences of COMMAND can
include clocks started for disobedience or reprisals, and breaking
apart friendships and alliances.
You can lead a group of people by giving orders with COMMAND,
or sending a group of NPCs to do something according to your
instructions. Handle it as a “group action” teamwork maneuver with
you rolling COMMAND and the group of NPCs rolling their quality.
You might be able to COMMAND another PC. Ask the player if their
character has reason to follow your orders—fear, trust, respect,
etc. If they do, then your action can force them to comply. If they
don’t, then your action can only disrupt them somehow. You might
frighten them with intimidation (inflicting harm), cause them to
hesitate at a crucial moment, make them look weak in front of
others, etc. Remember, COMMAND isn’t mind control, but it is an
intense interaction. The other player will judge if their character
can be ordered around or not.

210
EXAMPLES
CONTROLLED
As the doorman tries to stop me, I give him an icy glare and
straighten my coat with my ship insignia on it so he remembers
exactly who I am.
4/5 RISKY POSITION: The bodyguard takes one look at you and flexes
his enormously and obviously well-kept body. “I don’t care who you
are. Get in line.” Are you going to get into it with him or back off?
4/5 REDUCED EFFECT: The doorman holds up a hand and says
respectfully. “I’m sorry sir. But if I let you go in without scanning
for weapons, it’s my job on the line.” If you go in, you’ll be doing it
without a blaster. That okay?
RISKY
I shout at the officer firing at us that we’re licensed bounty

ACTIONS: COMMAND
hunters and that we need to go after our target!
4/5 REDUCED EFFECT: The cops stop firing for a moment but keep
their guns trained on you. “Nobody move! Give us your registration
number and we’ll call it in!” This may take a moment. Do you wait
for them to run your ID?
4/5 HARM: A blaster bolt clips you as you stand up and shout at
the officers. They immediately stop shooting when you identify
yourselves, but you take level 2 harm “Shot” in the process. Do you
want to resist that?
DESPERATE
I hold up a switch, and tell Oin-rai it’s not his day. I COMMAND
him to take his fanatics and go or I’ll blow this whole ship to
pieces.
4/5 SERIOUS COMPLICATION : Oin-rai holds up a hand and his
Nightspeakers freeze. “This isn’t over,” he pronounces, as they
back off. Let’s make a clock, called “Oin-rai Exacts Revenge” with
four segments, and start with three of those filled in. Crossing a
mystic of this power should not be done lightly.
1-3 SEVERE HARM: The marks on Oin-Rai’s mask glow violet for a split
second, and he’s suddenly next to you. His Psy-Blade is just a blur
as he severs the arm holding the detonator at the elbow. Take level
4 harm “Disarmed” (Oin-rai is potent) and you lose the detonator.
Do you want to resist either of these?

211
CONSORT
When you CONSORT, you socialize with friends and contacts. You
might gain access to resources, information, people, or places.
You might make a good impression or win someone over with your
charm and style. You might make new friends or connect with your
heritage or background. You could try to direct your friends with
social pressure (but COMMAND might be better).
GM QUESTIONS
X Who do you CONSORT with? Where do you meet? What do you
talk about?
X What do you hope to achieve?

X Why might they do this for you?

When you CONSORT with someone, you care about what the other
person thinks and feels and in turn they care about what you want
(at least a tiny bit). You’re being a charming, open, socially adroit
6 // HOW TO PLAY

person. You can CONSORT with people you already know, or try to “fit
in” in a new situation so you make a good impression.
To CONSORT, you need an environment that isn’t totally hostile. You
might CONSORT with the Legionnaires doing a routine sweep of
ships in the area (a desperate situation, to be sure), but it’s usually
hopeless to CONSORT with the assassin sent to murder you. When
you CONSORT with people related to your background or heritage,
you can expect a better position and/or increased effect.
You might be forced to CONSORT in an unfamiliar situation in order
to create an opportunity for another action. For instance, if you
want to talk to Governor Malklaith at a party, you’ll have to at least
try to CONSORT with the other guests to make your way his table.
COMMANDING or SWAYING are options, sure, but expect a rather sudden
escalation of trouble if things go badly.

212
EXAMPLES
CONTROLLED
Alor bartends for the underground pit fights and has definitely
overheard a few choice comments. Does she know of any
jobs we could pull?
4/5 REDUCED EFFECT: She’s been keeping her eye on the fights here
and thinks she has an angle about how to rob the safe when the
fight’s in progress. Just one problem: another fight isn’t scheduled
for a week. You’ll have to set one up.
1-3 RISKY POSITION: You notice the guards near the door whispering
agitatedly. Alor leans in, “The owner here’s worse than the Governor,
and I have a new gig lined up on Indri. I’ve managed to stash a chunk
of the betting money. You get me out safe, and I’ll cut you in for half.
Did you bring your blasters?”
RISKY

ACTIONS: CONSORT
I walk into the Cobalt Syndicate bar, and try to convince all
the boys that I’m just a tough dockhand like them, worthy of
being shown to the boss and not a scummy bounty hunter
worth spacing.
4/5 HARM: You do it, but in order to prove you’re one of the ‘hands
you get roped into a drinking contest. Take level 2 harm “Trashed.”
Which is when they decide it’d be a grand idea to introduce you to
your target—the local Cobalt Syndicate organizer.
1-3 DESPERATE POSITION: You’re drinking till closing, and things are
going well, when one of the dockhands knocks over their glass. As
you reach to pick it up one of them recognizes the tattoo on your
arm. “Wait a minute, you’re not a dockhand! You’re that bounty
hunter!” Now there are six very angry, very large Cobalt Syndicate
thugs reaching for any weapon at hand. What do you do?
DESPERATE
I know they’re an illegal Cult, but can I talk to some of the
people here and figure out which are Nightspeakers?
4/5 SERIOUS COMPLICATION: You blend in long enough to spot some
subtle hand gestures being used by some of the guests, including a
few important dignitaries. You politely engage a few in conversation,
when you realize that all the “normal” guests are gone, and the party
has quietly become a Nightspeaker only meeting. They all take out
their ritual masks. What do you do?

213
DOCTOR
When you DOCTOR, you attend to the needs of another by lending aid
and comfort, or you look scientifically at the world. You might treat
someone’s injuries. You might analyze a substance’s composition
to learn how it functions. You might comfort someone in distress
(but CONSORT might be better).
GM QUESTIONS
X How do you attend to the patient in your care? What tools might
be required to do so?
X What do you want their treatment to do?

X What information are you hoping to discover? What tools can you
apply to the problem?
When you DOCTOR someone, you can tend to both physical and
emotional wounds. You take responsibility for your patient’s well-
being, and seeing to their physical and psychological needs.
6 // HOW TO PLAY

You can DOCTOR someone to connect with them and ease their fears.
It can be more appropriate to CONSORT when the relationship is
equal, or SWAY if you’re trying to manipulate them or lie to them,
but DOCTORING is appropriate for giving advice and easing concerns.
To DOCTOR, you need to establish some level of control over your
subject. You can DOCTOR a patient in a med bay, or analyze a compound
with a chemical analyzer. You can try to DOCTOR someone to help
them shake off the effects of Way influences (though COMMAND or
ATTUNE may be more appropriate). When you DOCTOR with the perfect
tools, you can expect a better position and/or increased effect.
You can DOCTOR someone to forcibly administer drugs or handle a
hostile patient. In these situations, the subject must be vulnerable in
some way. For instance, you may need to SKULK up to a pirate before
injecting them with a knock-out drug, or pin a hallucinating patient
with SCRAP before giving them an antidote. Be mindful: DOCTORING
an unwilling patient can ruin relationships permanently.

214
EXAMPLES
CONTROLLED
I want to figure out where our bounty has gone. You mentioned
there were boot prints in the hall. Can I get a soil sample?
4/5 REDUCED EFFECT: The dirt sample is common, though you do find
traces of minerals found in a sizable cave system north of the city.
You’ll have to search the area to find which specific cave it is though.
4/5 LESSER HARM: As you’re gathering the soil, your skin begins to
blister. Take level 1 harm “Chemical Burns.” On the plus side, there’s
only one place near town that has soil that burns like that. Your
target has been hiding in the old factory dumping ground!
RISKY
We’ll never make it to the ship with Suhn clutching her leg
like that. I’m going to DOCTOR her up with some combat meds
that’ll let her ignore the break and snap a field splint on her leg.

ACTIONS: DOCTOR
4/5 HARM: The leg feels great but Suhn is barely aware of your
presence as you put the splint on. She takes level 2 harm “Drugged.”
You might have to COMMAND her to get her to move.
4/5 REDUCED EFFECT: You go to your medkit, but find out that your
painkillers would have a bad reaction with her particular xenotype.
You splint her leg up, but if you want to make it back to your ship
in any sort of reasonable time, you’ll need to haul her out of here
with a SCRAMBLE roll, or she can make a RESOLVE resist to just suck
up the pain while she hobbles.
DESPERATE
Two trained guards against a Stitch? I guess it’s lucky we’re
in my lab. I smash a few vials of chemicals against the wall
to create a cloud that’ll incapacitate them.
4/5 SEVERE HARM: You throw two vials up, and a purple fog billows
out. The guard fires and misses you. But you forgot this mixture
was very volatile. There’s a sizable explosion. The guards are out
cold, but you’re thrown into the opposing wall, shattering your ribs.
Care to resist?
4/5 SEVERE COMPLICATION: You throw two vials up, and a purple fog
billows out. It fills the room. You hear the guards slump to the floor.
Clutching a wet rag to your nose you run to the door, but the room
quickly gets fuzzy. You’re knocked out too! Do you want to resist?

215
HACK
When you HACK, you breach the security systems of computers or
override their controls. You might access a data console to find a
captive being held somewhere on the station. You might scramble
a drone’s control systems to keep it from firing on you. You might
override a door’s controls to get it to open (though RIG might be
better).
GM QUESTIONS
X How do you gain access to the software?

X What do you want the system to do now?

X What tools are you using?

When you HACK something, you access software and override the
decision-making components of an electronic system. This means
you need a vector—a way to deliver your malicious code. You can’t
HACK a blade, Precursor temple door, or blaster because there’s
6 // HOW TO PLAY

no code present to plug into. It also means you’ll have to have a


way to access the systems ports and interfaces. With all these
limitations you’d think HACK would be the least preferred action for
solving problems, but most electronic systems in the Hegemony
are designed to be updated and are susceptible. If not, you should
be using RIG instead.
The higher the Tech rating of a planet (see The Procyon Sector,
page 291) the more likely things that can be HACKED are common
or available. A safe on a Tech 1 planet might be a heavy steel affair,
with mechanical locking components, while those on a Tech 3 planet
probably have scanners and biometric readers. Car doors, locks and
lockers, security systems and such all become more automated and
thus prone to HACKING, including wirelessly.
To HACK, you need a hacking rig to write the code and some way
to deploy that code. Security is always being updated, so you can
assume that an exploit that works in one place does not work
everywhere. However, you can buy exploits—using an acquire asset
downtime activity to pick up a custom hack will grant potency.
Consequences from HACKING tend to be complications rather than
physical harm. Systems may raise alerts. Attempts could take extra time.
Unexpected parts of the system might be affected. Additional HEAT is
frequent, as code signatures are of particular interest to the Hegemony.
Urbots (despite their drone-like appearance) are not designed to be
HACKED. They require a combination of RIG and ATTUNE to affect.

216
EXAMPLES
CONTROLLED
I want to HACK into Malklaith’s personal journal from his desk
and see if I can get the data I need.
4/5 REDUCED EFFECT: You gain access to the system, but there’s a
biometric component that can’t be bypassed via software. You’ll
need Malklaith’s fingerprint, or some way to RIG the circuit closed.
4/5 RISKY POSITION : You get in and the data starts copying
painstakingly slowly. How much does the Governor write in his
journal? As it’s wrapping up you hear a knock on the door. “Uh, sir?”
asks a guard voice. “Our system is acting up and showing you in
two places, I just wanted to check and see if everything is okay.”
What do you do?
1-3 WITHDRAW OR PRESS ON, SEIZING A RISKY OPPORTUNITY: This has
tough security, and to crack it you’ll have to use some crude but
effective methods. If you fry the safeguards on the terminal, you’ll get

ACTIONS: HACK
the file but it will cause power fluctuations and alarms throughout
the mansion. Want to chance it?
RISKY
I access the brig’s cell controls and plug in my hacking rig. “I’ll
have you out in a second!” I say.
4/5 COMPLICATION: The lock is simple but its security robust. Your
software cracks it open, but as the force field lowers, the lights turn
red and klaxons sound. You hear the sound of shouting and booted
feet from down the hall. What do you do?
4/5 DESPERATE POSITION: You spring the rest of the crew, but the
comms squawks to life. “Hey who’s there? I don’t show a prisoner
transfer record for today. Name and rank, soldier.” Do you talk to
him, or let the chips fall where they may?
DESPERATE
We’ve gotta shut down that turret firing on us. Can I plug into
the wall and HACK it from here?
4/5 SEVERE HARM: No time to finesse, you reboot the turret system.
You’re almost at your ship when the turret’s lights cycle and it spins
up. Fast reboot on that new software update! A bolt only clips
you, but it’s a huge turret. You make it to the ship with your side
smoldering. Take level 3 harm “Blasted.” Want to resist?

217
HELM
When you HELM, you pilot a vehicle or use vehicle weapons. You
might plot a jump through a dark hyperspace lane. You might dive
through a canyon to escape a chasing ship. You might fire quad-
lasers at hostile pirates. You might reroute power on the ship to
weather fire (though RIG may be better).
GM QUESTIONS
X How do you control your vehicle? How do you know how it’ll
respond?
X Where do you want to end up?

X How often have you used one of these?

When you HELM a ship or vehicle, your guidance determines where


the craft goes. In open space, there’s not a lot of meaningful choice.
But in dense aircar traffic on a planet, dodging asteroids while
escaping pursuing Hegemony forces, or riding solar winds in a race
6 // HOW TO PLAY

across the system, the ability to HELM is critical.


You can HELM any sort of vehicle (like boats!), including animals
trained for riding. Rolling ATTUNE or SWAY may work better for those
though.
You can also use HELM to fire vehicle weapons, such as those
commonly found on starships. Most of these weapons are at least
computer assisted, and require familiarity with the weapon system
more than quick reflexes or keen eyes. For weapons that are simply
mounted on top of a vehicle, you might consider SCRAP instead.
Spaceships are designed to enter and exit hyperspace lanes; in
general, ordinary piloting does not require a roll. One does not
need to chart jumps along well-established gates and Starsmith-
maintained lanes.
An enterprising pilot might want to enter or exit a hyperspace lane
in the middle, without the benefit of the Guild’s buoys. Charting
an unassisted and unexpected jump into and out of these lanes is
usually a desperate position.
Equally unruly are the so-called dark hyperspace lanes—lanes which
are uncharted and have no Guild buoys for route auto-correction.
Travel along them offers plenty of opportunities for HELM rolls when
encountering pirates, Way creatures, and the simple dangers of
unexpected gravity waves and lane shifts.

218
EXAMPLES
CONTROLLED
I want to make a few quick turns and dodge around bigger
vehicles in traffic to shake off our tail.
4/5 MINOR COMPLICATION: You manage to shake them, but a few of
the red lights you narrowly cut have some traffic cameras. Your
crew’s WANTED, right? Add one HEAT.
4/5 REDUCED EFFECT: You put a number of vehicles in between you
and the tail but they seem to be following you at that distance. You
spot an aerial drone following above, keeping you in sight. What
do you do?
RISKY
When the pirates shift power to the matter-cannons to fire,
I’m gonna go to hard burn and loop up and over to land behind
them. I want to make sure they don’t have an angle to fire on

ACTIONS: HELM
us anymore.
4/5 HARM AND COMPLICATION: You hit hard burn and begin your flip.
Matter-streams pepper your ship’s back half before you out-angle
the pirates. The damage mixed with the heavy burn is too much.
Your ship takes two damage, and an engine fire breaks out. Want
to resist either of these?
4/5 REDUCED EFFECT: They stop firing almost immediately, diverting
power to their engines to keep up with you. You zag when they zig,
but they’re circling to catch up. You don’t have a safe position, but
you’re ahead of them for now. What do you do?
DESPERATE
Okay, so both we and the Legion cruiser jumped at the same
time, and I don’t want to deal with an armed ship on our tail
when we come back out. So let’s do something stupid. I’m
going to breach the lane wall, and dump out into realspace
wherever we are along the route.
4/5 SERIOUS COMPLICATION: You kill your jump drive and manage to
navigate your return to realpace. As you hit reverse thrust and bleed
the colors of hyperspace off your hull, you realize you’re hurtling
directly into giant piles of space rock and debris, and you have no
idea where you are. Let’s give you a 6-clock of “Lost in Space.” Now
what exactly are you planning to do about those rocks?

219
RIG
When you RIG mechanisms, you alter how an existing mechanism
works or create a new one. You might disable a trap. You might repair
a damaged ship system. You might crack a safe. You might overdrive
an engine. You might program a bomb to detonate later. You might
force a door open (though HACK might be better).
GM QUESTIONS
X What do you RIG with? What tools are usually required?

X What are you trying to make it do?

X What do you hope to accomplish?

When you RIG, you take apart a device, wire up new connections, add
hydraulics, and replace parts. It covers the mechanical and physical
parts of a device. You RIG to rewire electrical systems, but you HACK
to alter software. When a device is damaged, you usually use RIG to
work around the problem, or repair it.
6 // HOW TO PLAY

Use RIG to physically make a device do what it’s supposed to, but
outside of expected parameters. You can hot-wire systems and force
them to run when they should be shut down, or shut down when
they’re supposed to be running. You might overdrive an engine, or
push all the power in your blaster out in one big burst.
You can also use RIG to disable or destroy a device, causing it to
malfunction or simply make it impossible to fix. Planting explosives
is done with RIG, though tossing them as weapons in combat might
be SCRAP. You can also RIG a bomb or other planted explosive to be
detonated remotely. Almost all traps are RIGGED into place.
In order to RIG, you need physical access to something, and at least a
plausible facsimile of the tools required. You might be able to short
a circuit with a hairpin instead of a wire, but you can’t cut through
a wall without a saw, beam weapon, or explosives of some sort.
Consequences of RIG vary, from additional parts frying, fires and
shocks causing harm, or complications from security systems and
additional time or tools required.
Often long-term projects in downtime use RIG. If you can get access
to the right materials and put in the effort, RIG can be used to make
almost any physical device you might want, though you may need
to STUDY a schematic first (see Crafting, page 282). Just as common
is using RIG to fix gear that gets broken while on a job.

220
EXAMPLES
CONTROLLED
We have to catch up to them. I’m going to hot-wire this
hovercar so we can make it across town in time.
4/5 MINOR COMPLICATION: You manage to get in, but the steering wheel
is locked in place. You have to do some unkind things to the steering
column to free it up. It’s going to be rough to steer, and it’ll be pretty
obvious to anyone looking up close that the vehicle is stolen.
1-3 WITHDRAW OR PRESS ON, SEIZING A RISKY OPPORTUNITY: You pry up
the control panel of the hovercar and pull out the ignition wires, when
you realize this car has a security system. You can try to bypass it,
but if you don’t, the security system may disable the car—or it might
alert the local authorities.
RISKY
I override the clamps securing our ship from leaving. I cut into
the side of it and start cutting through the wires till it pops free.

ACTIONS: RIG
4/5 COMPLICATION: The first clamp is a real beast to figure out. You
have to cut power and wrench it apart manually. You run from clamp
to clamp. As you finish wrenching the last, the hangar doors open
and you see some guards spill in. What do you do?
4/5 DESPERATE POSITION: As you force the dock clamps open, you trip
the dock venting procedure. The ship is free, but all the air is being
sucked out into space! You duck as a crate goes flying by. How do
you get back to the ship?
DESPERATE
So rather than run, I’ll disarm the booby trap detonators before
the time runs out. It’s nice that you trap your treasure, space
pirates, but that sweet plunder will be mine!
4/5 SERIOUS HARM: There are multiple bombs here. You get one. You
get the second. Third. You’re down to the last one when time ticks
down. 4… 3… 2… You throw the explosive… KABOOM! The explosion
throws you and the treasure around. The trap is disarmed, and you’re
half-covered in pirate treasure, and all it cost you was one level 3
harm “Broken Ribs.”
4/5 SERIOUS COMPLICATION: You did it! The last detonator deactivates.
There’s no earth-shattering kaboom! The failsafe however goes off.
The several-ton rock door behind you grinds shut. What do you do?

221
SCRAMBLE
When you SCRAMBLE, you lift, climb, jump, run, or swim, usually
either away from or into danger. You might vault over a turnstile
while escaping authorities. You might climb up the side of a cliff to
approach a secret base. You might dodge blaster fire as you cross
the hanger to get to your ship. You might chase after a mark you’re
following (though SKULK may be better).
You can also use SCRAMBLE to move across difficult terrain. Perhaps
you want to push through the jungle of Aketi with decent speed or
without being attacked by some sort of beast, trek through the desert
on Shimaya without suffering dehydration or alerting sandworms,
or bounce from asteroid to asteroid in your spacesuit to reach the
Precursor ruin hidden inside one of them.

GM QUESTIONS
X How fast are you trying to move?
6 // HOW TO PLAY

X Where do you want to end up?

X How are you avoiding missteps or pitfalls?

When you SCRAMBLE, you’re trading finesse for efficiency. You chase
or evade, usually at a decent speed. If you’re attempting to do so
without making a scene, you may need to SKULK instead. If you are
doing so on a vehicle, that’s HELM.
You can use SCRAMBLE as a group action, when the entire group
is running away from the problems they’ve just caused. When
you consider the scene, imagine what that action scene looks like.
Perhaps there’s blaster fire raining down on them from across the
courtyard. Perhaps all of them are scaling down a tower to the
drydock below. All SCRAMBLING has an element of action or danger
to it.
When a SCRAMBLE roll goes badly, it’s almost never because the
action fails outright. There may be unexpected complications, or
trouble you didn’t see due to your speed. Let the action progress
before demonstrating how it gets derailed. Push to the last possible
moment to inject failure into the scene and SCRAMBLING will feel
punchy and tense.

222
EXAMPLES
CONTROLLED
I want to climb up side of the building, so I can drop in and
listen in on their meeting from the rafters.
4/5 MINOR COMPLICATION: You make it up and through the skylights,
but you realize the rafters don’t provide much cover. The door to
the room is opening. Do you want to hide someplace else?
4/5 REDUCED EFFECT: You get the roof with time to spare, only to find
the skylight’s locked. Perhaps you can RIG the latch from out here?
RISKY
Time to get out of here. I’m going to run across the hanger and
onto our ship while they’re firing at us, dashing from crate to
crate to block their shots.
4/5 HARM: You make a mad dash for the ship. A few of the crates

ACTIONS: SCRAMBLE
you hide behind get shot through. A concrete wall lets you catch
your breath for a moment. You’re almost to the ship, and you dive
for a box before you look up and see the “Warning: Contents May
Be Explosive” sign on it. The explosion knocks both you and your
opponents down. Take level 2 harm “Deaf and Concussed” as you
manage to find your feet and make it to the ship.
4/5 COMPLICATIONS: You make it to the ship! They don’t stop shooting
as you board. The shots bounce off your hull and hit a fuel tank.
There’s an ominous whistling coming out of it. There’s enough fuel
in there to do some serious damage to you and the ship. Who’s at
the helm?
DESPERATE
I jump out of the hovercar as it explodes, looking to land on
the rooftop below.
4/5 SEVERE HARM: You make it out and are halfway to the roof when
the hovercar explodes. Take level 3 harm “Battered and Broken” as
you bounce across the roof. Do you want to resist or use armor?
1-3 SERIOUS COMPLICATION: The explosion of the car throws off your
landing, and you find yourself falling down several stories, with the
hoverbike gang that shot up your car circling above. Want to resist
and maybe grab a window or a passing car at a lower level before
you plummet to your demise?

223
SCRAP
When you SCRAP, you engage in pitched combat with the intent to
harm or neutralize your opposition. You might brawl or wrestle with
your foe. You might use a melee weapon. You might storm a barricade
or hold a position in battle. You might lay down blaster fire. If you’re
using a vehicle or ship weapon, you should use HELM instead.
GM QUESTIONS
X How do you SCRAP? What weapons are you using?

X How lethal are you trying to be?

X What do you hope to achieve?

When you SCRAP with someone, it’s a fight. You’re attacking and
defending, whether you’re using fists, martial arts, blades, or
blasters. You can SCRAP to start a fight, to survive a fight, and to
end a fight—but it’s always a fight. Regardless of whether you get
the drop on your target or get into a shoot-out with a whole crew
6 // HOW TO PLAY

of people, you turn to SCRAP, though the position may differ.


If you use fighting as a feint to distract, you might choose to SWAY
instead. If you’re sneaking up on someone and want to take them
out before the fight starts, you should use SKULK instead. If you’re
placing explosives to bring a building down, you should look to RIG.
Generally, the consequences you suffer when you SCRAP come from
the enemy. The more dangerous they are, the worse your position—
and the more dire those consequences will be. More often than not,
when you SCRAP you’re risking harm as your consequence.
If you find yourself in a fight and you want to do something besides
SCRAP, you might face a consequence first—which you can accept
or resist (or maybe have a teammate to face for you). Just because
you really want to SWAY someone doesn’t mean they stop punching
you so you can talk to them. If you’ve got vibro-blades locked with
someone, you may have to SCRAP to get free before you can SCRAMBLE
away (or take a wound as you bolt, and maybe use armor or resist it).
If you fight alongside your cohorts in battle, you SCRAP. If you direct
them but you’re not engaged yourself, you COMMAND them.

224
EXAMPLES
CONTROLLED
Now that I have him pinned, I want to shift my hold so it’s
around his neck and choke him out. I want to get some
answers from this jerk later.
4/5 MINOR COMPLICATION: Yep. You choke him out. As you’re picking
him up to drag him back to your ship, you feel something hard on a
chain under his shirt. Opening it, you see a System officer’s badge.
Whoops. Corrupt or not, this guy wasn’t the crook you thought he
was. So what do you want to do with the unconscious cop?
1-3 WITHDRAW OR PRESS ON, SEIZING A RISKY OPPORTUNITY: GM: “As you
wrestle with him, he gets his knife free and starts swinging behind
himself wildly. Want to keep going with a risky action?”
PLAYER: “No, I’ll withdraw and try a different way. I want to knee him
in the back as he starts to stab, and stand over him and blast him
with my stun gun. That’s still controlled, yeah?”

ACTIONS: SCRAP
GM: “Well, that seems like you’re still SCRAPPING though. If you want
to keep it up, it’ll be risky.”
PLAYER: “Ah, okay, gotcha. Okay then, that’s fine. Let’s go risky.”

RISKY
When the guard reaches for me, I want to put him in a wrist
lock and push him up against the wall.
4/5 REDUCED EFFECT: You grab his wrist, but he twirls with your
twist, going for a kick. You have his hand but he’s not pinned. What
do you do?
DESPERATE
He might be some badass bounty hunter that caught me
drinking, but I’m not gonna just roll over. I’m gonna pick up this
chair, smash it, and grab two legs for impromptu weapons.
COME AT ME, BOUNTY HUNTER!
4/5 SEVERE HARM: You smash the chair and grab the legs. He pulls
out a long blade, and as you clash, you catch a nasty cut along your
arm. You ring his skull pretty hard and dent his helmet. Let me start
a 6-clock for this guy and tick two. He’s pretty tough! You take level
2 harm “Sliced-up Arm.” Also did I mention his poison? It’s what
he uses to incapacitate his bounties. How do you want to resist or
deal with that?

225
SKULK
When you SKULK, you move stealthily or without being noticed. You
might sneak past security or hide in the shadows. You might lift a
cred-stick off a mark. You might sneak up behind someone to attack
them by surprise (but SCRAP might be better). You could try to climb
up the side of a building (but SCRAMBLE might be better).
GM QUESTIONS
X How do you SKULK? How do you conceal your actions?

X Whose notice are you trying to avoid?

X Where do you want to end up?

When you SKULK, you conceal your movements and intentions. The
environment can play a large effect on your position. More secluded,
shadowy environments can be much more controlled to move in.
But SKULKING is more than just “sneaking around”—it’s also sleight
of hand or other misdirections. For general athletic ability (running,
6 // HOW TO PLAY

climbing, jumping, swimming, etc.), you should use SCRAMBLE.


You might use this movement to ambush an enemy. If an enemy
can be taken out with a single clear blow, then SKULK can be used
in place of SCRAP. For powerful or well-armored targets, you might
SKULK to set up an attack (improved position). You can also use SKULK
to create an opportunity that wouldn’t otherwise be possible. For
example the Pasha’s guards wouldn’t talk openly around a stranger,
but a successful SKULK roll may let you STUDY them and overhear
their gossip to gather info about the faction and locale.
When a SKULK roll goes awry, it doesn’t always end catastrophically.
Instead of a character immediately being discovered as a
consequence, you can start a clock like “Discovered” or “Alert” and
tick a segment or two. Guards might investigate something they
think they saw, but they don’t sound the klaxons and lock everything
down at the first sign of a flitting shadow. Unless the opposition
is ready and alert, the clever scoundrel has a bit of leeway before
they’re out in the open, fighting for their lives.

226
EXAMPLES
CONTROLLED
I sneak up behind the guard and put him into a choke hold,
real quiet-like.
4/5 REDUCED EFFECT: His knees buckle, but he pulls hard on your
arm, creating space to breathe. He kicks against the wall and tries
to wrestle out of your hold. He hasn’t had a chance to yell, but you
don’t have him under control. What do you do?
4/5 RISKY POSITION: You pull off the choke hold and drag your target
into the shadows with you. That’s when his radio crackles to life.
“Rico, report in,” an anonymous guard says on the other end of the
comms. “Rico?” What do you do?
RISKY
I move through the crowd, following the bounty hunter,
blending in with people going about their day.

ACTIONS: SKULK
4/5 COMPLICATION AND REDUCED EFFECT: You follow the bounty hunter
down into an alley, where he’s meeting with a shadowy agent. You
can’t tell exactly what faction is on the other side without going into
the alley and possibly getting spotted. Things seem to be getting
tense and you hear the hunter bellow out “I did the job, now pay up!”
as he draws his blaster. What do you do?
1-3 DESPERATE POSITION: You almost catch him as he makes a fast right.
You come around the alleyway and realize he’s gone. That’s when
you hear the low whistle. You see him hanging from a grappling line
above you, heavy blaster pointed at you. What do you do?
DESPERATE
Well it’s not like I have a choice. As the Dyrineks are moving
towards me I’ll try to creep along the wall, sticking to the
shadows until I can turn the corner.
4/5 SEVERE HARM: You make it most of the way there, when one of
them spots you right as you turn. “Oy!” she yells, and heavy blaster
fire tears through the wall. One gets lucky, slamming into your back.
Take level 3 harm “Blastered.” But you get away at least.
1-3 SEVERE HARM: No dice. They spot you before you’re even halfway
there. The whole gang saturates the area where you’re standing with
fire. Take level 4 harm as you’re shot to pieces under the blistering
barrage. I assume you want to resist?

227
STUDY
When you STUDY, you scrutinize details and interpret evidence.
You might gather information from documents, newsfeeds, and
books. You might do research on an esoteric topic. You could try
to examine events to understand a pressing situation. You might
closely analyze a person to detect lies or true feelings (but CONSORT
might be better). You could deduce a person’s intention to kill you
(but ATTUNE might be better).
GM QUESTIONS
X What details do you scrutinize? What kinds of things are you
looking for?
X What do you hope to understand?

When you STUDY, you concentrate on small details—expressions,


tone of voice, innuendo, tiny clues—to find what’s hidden, determine
facts, corroborate evidence, and guide your decisions.
6 // HOW TO PLAY

You can use STUDY to “read a person”—this is a gather information


roll to judge whether or not they’re lying, what they really want, what
their intentions are, etc. (See the list of questions you might ask on
the bottom of your character sheet.) When you STUDY someone in
this way, you can ask the GM questions while you interact with them
if you want, so you might wait until they say something fishy, and
then ask the GM, “Are they telling the truth?” If you want to know
if someone plans to attack, you might instead want to ATTUNE to
sense killing intent.
You can also STUDY a situation or a place. Finding clues, finding
out who’s in charge, figuring out why the gang you’ve worked with
before is acting fishy might all fall under a STUDY roll, assuming the
information is there to find.
When you have all the data available to you, but you need to make
sense of it, STUDY is the appropriate action. Occasionally, it may
be questionable if you have all the right data. For instance, you
may need to ATTUNE to sense the weird Way energies at a house
before you can STUDY their pattern, or you may need to HACK into
the mansion’s security system before you can STUDY the guards’
patrol schedule.
Research of all kinds (often a long-term project) uses STUDY. Want to
find out who has an interesting Ur artifact collection and inadequate
security? Want to know where the Memish rebellion hangs out?
Virtually any fact can be discovered through STUDY.

228
EXAMPLES
CONTROLLED
I’m going to size up this beat cop. Is she really going to shoot
me if I just bolt? Is there an opening here for me to escape?
4/5 MINOR COMPLICATION: Her hands shake as she holds up the gun,
and you get the sense that she’s never shot anyone before. In fact,
the safety is still on. But she radios in for backup. What do you do?
1-3 WITHDRAW OR PRESS ON, SEIZING A RISKY OPPORTUNITY: Your eyes
lock and she frowns, fingering her gun. If you want to keep STUDYING
her, it’s going to be risky. Want to try it?
RISKY
I’m going to watch the guard patrols on camera and try to
time our safe drilling for when they’re far enough away that
they can’t hear.
4/5 COMPLICATION: There’s a perfect time when one of the guards

ACTIONS: STUDY
brings in cake for his birthday and many of the guards stop in to
grab a treat. It takes a bit of time before you get the opening, so
I’m going to add two segments to this “Building Locks Down” clock.
4/5 REDUCED EFFECT: You find the best time to drill, but it’s not much
of a window. You’ll have to crack the safe in the five minutes between
shifts. How do you get through a foot of metal that quickly?
DESPERATE
That suit of power armor has to have some sort of weakness
somewhere. I keep my head down against the crates and try
to pull up a schematic to STUDY if there’s anything I can do
before he shreds me to pieces.
4/5 SEVERE HARM AND SERIOUS COMPLICATION: The pirate laughs and
charges in, knocking those crates on top of you. They’re seriously
heavy. Take level 3 harm “Crushed.” You hear his laugh through the
suit’s mic as he reaches down and picks you up, the mechanical hand
easily encircling your torso. That’s when you spot it—the exposed
power cables running to the hands…
1-3 SEVERE HARM: It takes you less than 10 seconds to bring up
the schematic, but before you can do much else, the armored suit
charges, smashing apart the crates. The pirate quickly lifts one
armored arm and uses the flamethrower. Take level 3 harm “Extra
Crispy.” Do you want to resist?

229
SWAY
When you SWAY, you influence someone with guile, charm, or logic.
You might outright lie to someone’s face. You might persuade a
sucker to believe you. You might argue the facts with an officer. You
could try to trick people into affection or obedience (but CONSORT or
COMMAND might be better).

GM QUESTIONS
X Who do you SWAY? What kind of leverage do you have here?

X What do you hope they’ll do?

X Are you lying?

When you SWAY someone, you aren’t invested in their thoughts


or feelings. You’re manipulating them—either with charm, lies, or
arguments that can’t be easily dismissed. You’re trying to get them
to do what you want, whether or not they want or need it. You can
SWAY a friend or contact—they’re probably vulnerable to you—but
6 // HOW TO PLAY

the risks are higher if they figure out what you’re doing to them; it
might be a desperate thing to try.
Additionally, SWAYING someone isn’t mind control. You need some
reason for the target to listen to you. That could just be because
you’re charming or desirable, or it might be good evidence and
solid reasoning that backs up your story. Which approach works
best depends on the target and circumstance. What works on one
person might not on another. If you don’t have any leverage, you
can try fear or intimidation with COMMAND, or genuine connection
with CONSORT or DOCTOR.
It’s not possible to use SWAY when the target won’t listen to you.
No amount of fast talk will convince the pirates whose ship you
boarded that you fell in through an airlock by accident. If you need
to convince someone that you’re someone you’re not for a moment,
look at the Mystic’s Psy-Dancing ability.
You might be able to SWAY another character. Ask the player if they
have some reason they could be SWAYED by you—perhaps you’re
the captain and it’s your ship, or they owe you a favor. If you don’t
have anything, you won’t be able to convince them.

230
EXAMPLES
CONTROLLED
“Look, we helped you out on that last gig for almost no profit.
I’m just saying you need to look the other way on this one.
You owe us.”
4/5 MINOR COMPLICATION: “Okay fine. But you know they’ll grill both
of us about what happened after this, and our stories better match.
The Knives don’t mess around. Give me your word.”
4/5 MINOR COMPLICATION: “Tsk. That’s not an even trade. I know the
Ashen Knives have a job that needs to be done now. You do it next,
like right away, and we’ll both come out ahead. Deal?”
1-3 RISKY POSITION: “You want us to look the other way? Fine. But
you’re making trouble for us and that costs. Get back in there and
scrub any signs that can lead back to you. Otherwise this might end
differently.” He puts a hand on his blaster.

ACTIONS: SWAY
RISKY
Of course I’m scheduled for this delivery. Didn’t you get the
updated manifest? Look, the boss will have both our heads
if I don’t get this package inside.
4/5 COMPLICATION: “No problem. Go right to bay 3 and get the cargo
unloaded. Jax and his crew are in there already waiting for the refit.”
4/5 REDUCED EFFECT: “Okay friend, I totally get bosses like that. I just
need to open up the van and check what’s inside, then you can go.”
How do you hide your companions in the back?
1-3 COMPLICATION: The guard looks at the paperwork, confused, and
flustered. He calls it in. Let’s make a 4-clock, “Alarms Raised,” and
tick it twice. He looks up and says, “They’re saying there’s no delivery
scheduled.” What do you do?
DESPERATE
Look, we’re just regular spice merchants, trading to the sector
planets. There’s no need to go through all this trouble.
4/5 SERIOUS COMPLICATION: “Yeah, we heard. Prepare to be boarded.
The lieutenant is coming over to discuss our…‘import fees.’”
1-3 SEVERE COMPLICATION: “And I’m a Sah’iir cousin. Spice merchants
don’t read particle cannons and afterburners on our scanners, and
don’t even try to tell us it’s just for pirates. Now power down and
prepare to be boarded.”

231
232
PLAYERS:
BEST PRACTICES
EMBRACE LIFE ON THE RIM
Out here on the edge of the galaxy, life is harder. The sector is
unloved by the Hegemony, pawned onto a House outcast. The
criminal factions control large portions of commerce. And no matter
how far or fast you run, your past will always catch up to you in the
form of HEAT, entanglements, or “friends” calling in favors.
This is a very different world than the one you’re used to walking in,
and we follow the story of characters scratching out an existence
against all odds. We experience that story vicariously, but at a
distance. We advocate for our characters and we look forward to

PLAYERS: BEST PRACTICES


their triumphs, but just the same, we look forward to their challenges
and setbacks. We’re not here to keep these characters safe, or to
have the best possible outcome for each of them all the time. Instead,
we’re here to see what life on the rim does to them and to watch
them fight for their place in the sector.
Don’t struggle to keep your character safe or static. Let them chase
their dreams, even to ruin. We get to see them risk everything to get
what they want. And if we’re lucky, we get to watch them succeed.

CHASE DANGER AND ACTION


You’re not playing a regular citizen of the Hegemony. Most people
are happy with a mediocre existence—a stooge to a Guild or House
or a factory worker, living just within their means, despite the
obviously rigged system that benefits those at the top. Not you.
You’re a dashing, ambitious, and daring criminal looking to take a
chance on a life of adventure.
Push yourself into danger! That’s where the action is, and the risk
is always worth it. Nothing in the game will happen without some
sort of risk, so just accept that this is the life you’ve chosen and
don’t pull your punches looking for false safety. There are plenty
of mechanics to bail you out when things inevitably go wrong, from
resistances, to armor, to teammates pulling you out of the fire.
Aim towards things that would make a cool story, and don’t worry
about how to plan around every contingency. It takes a certain kind
of inner calm to let go of control, but when you do, you’ll get to
experience surprises and thrilling escapades. They are opportunities
to showcase why these characters are awesome.

233
Rolling a 4/5 on an action means you get consequences, yes, but
it also means you succeed, at least in part, in doing what you were
trying to do. Most actions end up with at least one consequence,
but with just two dice you can have a 75% chance of succeeding at
what you’re doing. So go for it!
Don’t shy away from a roll simply because you might get
consequences! Dealing with consequences as they come up is a
big chunk of the fun of the game, so welcome the opportunity to
shine through the adversity.
DESCRIBE THE ACTION FAITHFULLY
When you choose an action to roll, you have a lot of latitude. With
the permission to choose comes a responsibility to choose the
action that matches what your character does and not the rating
you’d simply like to roll.
For example, when you roll SCRAMBLE, it’s because you’re scrambling
to or away from something. When you HELM, it’s because you’re
6 // HOW TO PLAY

piloting a ship. If your Muscle is showing off a sweet blaster to


impress a fellow bounty hunter, they use CONSORT, not SCRAP to
impress them. The things you do have to match the action you roll.
Of course, you can do a setup with STUDY to learn what kinds of
guns the bounty hunter would be impressed by (thereby increasing
your effect or position). But when you get to the part where you’re
showing off your blaster, roll your CONSORT action.
Again, don’t be afraid of rolling small die pools. Even a single die
gives you a 50% chance of having a positive effect. When you really
need the extra dice, there are gambits, assists, and Devil’s Bargains
to help you out.
ADVOCATE FOR THE STORY YOU
WANT
You get to inject the themes and style into the game that you’d like
to see. It’s not just on the GM to determine them for you. The game
is about collaboration and discussion. Advocate for the elements
you’d like to see. You’ll spend a number of hours playing the game,
and what you want to see should be part of it.
Maybe you want to showcase how dangerous blaster fire can be,
so you accept harm when it happens to your character. Or you want
to highlight the Hegemony’s treatment of the lower class, so you
choose a vice that puts you into contact with their hard lives. Flag
these choices so your table knows what you’re interested in.

234
USE YOUR STRESS
Stress is a feature unique to PCs. Stress represents the ability of your
characters to push through circumstances that would be untenable
to most people. Don’t be afraid to spend stress.
Maybe you have zero dice for an action, but you push yourself for 2
stress, and a teammate assists you for 1 stress, and suddenly you
have 75% odds of success. Or maybe a nasty complication comes
down and you resist it, spending stress in the process. Stress is
how you fight a rigged system that wants to keep you down. And
how you get away with stupid ideas by mitigating the consequences.
IT’S OKAY TO GO WITH THE FUN IDEA
When you’re choosing your plan, pick the one that sounds fun to
you, even if a boring approach has mechanical advantages. You’re

PLAYERS: BEST PRACTICES


playing this game to have a good time, so push for plans that are
interesting and exciting, even if they aren’t the wisest option. This
extends past just plans. If something fits with the story and promises
a fun time, go with it, even if it’s a risky idea. The worst thing to
be is disinterested. As previously mentioned, armor, stress, and
teamwork can bail you out of most tight jams.
START FRESH, ADD DETAIL IN PLAY
Your character begins as a few sketchy ideas about their past. You
come from a spacer or colonial family. You used to be an academic,
or maybe part of a Cult. You’re from Warren. You use lies and damn
lies to SWAY people to your causes, and when that doesn’t work, you
know how to SKULK around to get what you want. At the beginning,
that’s about all we know.
But every session is a chance to learn more about who your character
is—to learn their beliefs and drives, to learn what forces in their
background pushed them into the life, to learn how their heritage
shapes who they are today. We fill in these details through play.
Are you the kind of person to double-cross your employer? Are you
going to scrap the job to save the kid?
And it’s explicitly expected that you wait to make those decisions
until you’re in the moment. Start with the vague idea of your character
and create the details on-screen. You may have a notion about where
your character comes from, but maybe you discover in play that you
were once a serious contender for a major position in the Church of
Stellar Flame. You’re never beholden to an earlier idea, just to the
things that are actually said at the table.

235
PLAN ON THE FLY
When’s the last time you saw a movie where a bunch of scientists
sat down and just talked about their plan to go to the moon for
most of the film? It’s not something that plays well in any medium.
The reason is that planning usually means preparing for a lot of
little details that frequently never come up. You may consider half
a dozen approaches and spend hours of time at the table trying to
protect yourselves from things that will never become problems,
only to encounter issues you never expected to see.
Instead, cut to the action and use flashbacks or downtime activities
to “plan” for the contingencies you need. Your engagement roll goes
south and suddenly there’s a brand new top-of-the-line security
system in between you and the prisoner you’re busting out. If only
you’d done more planning! Don’t panic, and just call for a flashback.
“I want to flash back to the prior evening where Hayley is
carousing with some local gearheads, one of whom is the
6 // HOW TO PLAY

engineer who installed the new defense system. I’d like to use
a setup action with CONSORT to get us improved effect. Maybe
there’s something he mentioned about the way they installed
it that lets us break in easier than we’d expect.”
Instead of planning for every contingency and using a ton of time to
scout ahead and take all the surprise out of the scene, we address
the problems as they come up. You wait to see what you should have
planned for, and then flash back to the way in which you’d prepared
for this specific problem. Stress lets you buy your way out of the
drudgery of examining all the possible ways things go wrong, and
into the awesome way you get around the problem.
Now, your flashback can’t undo the roll itself. There’s still a new
security system, and you’re still in a worse position. But it can give
you the tools you need to overcome that situation—recontextualizing
that problem and showcasing your skills. All it takes is a little bit of
stress and a good idea and you can mitigate the worst of a bad roll.
Sometimes you can get away with nebulous “planning” as a
downtime project. Maybe you want to hit a Counters Guild vault,
but you know that they’re a tough target—you’re unlikely to get many
engagement dice. You ask to work on a downtime project to make
them vulnerable to a particular approach. If you don’t know what
that approach is, gather some information, talk to some contacts,
and maybe do a project to figure out what they’re vulnerable to first.
There are many ways to get what you want.

236
Sometimes different members of the crew can work on the same
clock. If you’ve ever seen heist movies where the entire gang does a
montage setting up a job, this is a really close parallel. Each member
of the crew can work on some part of the preparations and you don’t
have to debate the merits and flaws of each approach. Or it can be
the big score your character has been working on for a while now.

PLAYERS: BEST PRACTICES

237
CHAPTER 7
RUNNING
THE GAME

If you’ve run other roleplaying games before, you might find that
running this game is a bit different—mainly in the distribution of
authority in the game. Particularly, players have a lot of say over
how the rules are applied.
This chapter breaks the GM job down into several key areas to help
demystify it a bit. First, we’ll cover Goals, then Actions, Principles,
Best Practices, and Bad Habits to avoid.
GM GOALS
When you run the game, try to accomplish these goals:
X Play to find out what happens. Don’t steer the game toward
certain outcomes or events. Be curious!
X Convey the fictional world honestly. When it’s time to say what
happens, or what’s in the world around the PCs, “look around” the
vision of Procyon in your head and say what you see. Don’t play
favorites. Make the world seem real, not contrived.
X Bring Procyon to life. Give each location a specific feeling (crowded,
cold, wet, dim, etc.). Give each NPC a name, detail, and a preferred
method of problem solving (threats, bargaining, violence, charm,
etc.). Give each action context—the shoot-out is on a neon-lit
street with hovercars as the only cover, the Pasha’s lair is a high-
end club with elegant harp music playing, the Cobalt Syndicate’s
representative smells of cheap cigarettes and mining fumes.
To achieve your goals, use GM Actions guided by your GM Principles
(detailed on the following pages).

239
GM ACTIONS
In the same way that player characters Ask Questions
have actions they can use to get things Provide Opportunities &
done in the game, so do you have a Follow Their Lead
set of GM actions. When you need to
contribute to the story and you are Cut to the Action
unsure of what to do, look at this list Telegraph Trouble
of actions and pick one. Before it Strikes
ASK QUESTIONS Follow Through
Always ask questions. The majority Initiate an Action with an
of your work as a GM is to ask NPC
questions and build on the answers. Tell Them the
Sometimes the answers come from Consequences & Ask
the dice, sometimes they come from a
7 // RUNNING THE GAME

Tick a Clock
player, but in any case, simply asking
the question primes the pump for Offer a Devil’s Bargain
interesting play. Think Offscreen
X Ask establishing questions to paint the details for the scene and
action. Who’s kicking down the door? Where is Hayley when the
Legionnaires board? Do you direct that question to the interpreter
or to the Sah’iir or to the xeno themselves? Is everyone sneaking
into the warehouse together, or are you taking different routes?
X Ask evocative questions to provide an opportunity for players
to express their characters. Are you actually lying here, or do you
believe what you’re saying? Can you really bring yourself to turn
in someone just like you? How do you react to seeing yourself
on the news? How do you feel about having to give the prize up?
X Askleading questions to highlight what you’re thinking about.
Do you think you can con the sector’s biggest con man? Does
anyone want to ATTUNE to see if this group of people approaching
has killing intent? If you override the regulators, the engine might
burn out if you burn too hot, right?
X Ask trivial questions to fill the Procyon Sector with color. Have
you ever ridden a Lithian pony-dog? Do you miss your home? Did
your family use an Urbot around the house or work?
X Ask the players for help when you’re uncertain or stuck. What’s
a good Devil’s Bargain here? That seems like lethal harm, would
you all agree? This could be desperate or just risky—what do
you think?

240
PROVIDE OPPORTUNITIES &
FOLLOW THEIR LEAD
As a GM, you need to provide opportunities but still follow the
player’s lead.
Providing opportunities is easy: Procyon is a setting specifically
designed with the daring space adventurer in mind. Step in and
describe an opportunity when the PCs look for one, rolling or picking
from the jobs tables (see Jobs, page 338) as you please, adding your
unique ideas about the sector and its factions, guided by your goals
and principles.
Not all opportunities are equal. Sometimes you get the choice job—
an ideal match for your crew and skills, with good pay. Other times
it’s slim pickings—a tough target or meager profit. There’s always
some sort of opportunity to be found. Most of the time, this comes
directly out of the story itself. Look at which factions or NPCs have
come up in the fiction. Who’s at risk? Who needs something done?
During downtime between jobs, PCs can gather information to set
things up. If the players don’t have an idea for a job, that’s a perfect

GM ACTIONS
time to come up with a new opportunity. Ask them questions about
how they look for new work, and have them make a few action rolls
to see what comes up.
Each opportunity you present to the players should have a minimum
set of components for the players to understand how they might
work the job. It might not be a good opportunity, but it should be
actionable. The PCs should learn that “The Cobalt Syndicate is
looking to steal a large freighter from the Turner Society,” not “The
Cobalt Syndicate is looking for help.” Depending on how the crew
learns of the opportunity, you can provide more detail or develop
the details. “The Turner Society is moving Vosian crystals from a
secret port. Maybe you can hook up a buyer for the crystals on top
of getting paid for the ship, or your Mystic could find a use for them.”
An opportunity consists of:
X A target. The Turner Society.

X A location. A hidden port on the Outpost SB-176 lower decks.

XA situation. The Turner Society has a large shipment of raw


crystals from Vos coming into the station this week, where they
get used in illegal tech or mystic rituals.
X One obvious vector for a plan. Cobalt Syndicate members are able
to set you up with worker clearances to get you into the Outpost’s
lower decks. You’ll have to sneak past the mercenaries yourself.

241
Better information from contacts or gathered information (or other
means) may include:
X Connected factions and what they need or want. Those Vosian
crystals were stolen, and the Guild has a nasty bounty hunter
looking for them.
X A not-so-obvious vector for a plan. It would be possible to pose
as high-end buyers, which would get you into the secure facility
instead of starting action on Guild turf.
X Interesting secrets, a link to an alternate opportunity. Vosian
crystals in that quantity resonate strongly with the Way. The Guild
of Engineers would take it as a personal favor if you return them,
and shut down the port that’s operating right under their noses.
See the Ships & Crews chapter (page 111) for tables of targeted
opportunities for each type of ship. Or you can roll on the jobs tables
7 // RUNNING THE GAME

(see Jobs, page 338) for something less specific and flavor it for
your crew and factions.
Offering opportunities allows you to give the players a chance to
act. Your players have showed up for an evening of skulduggery and
space adventures, and the system of jobs and opportunities gives
you the base material you need to tell that story. The players will
always look to the GM to hear “the word on the street.” Yes, it flows
from the narrative you’ve woven together so far, and leverages the
events that have already occurred, but at its core, job generation is
a gameplay mechanic.
This allows you to keep the pump primed with interesting adventures
and jobs, while letting the players drive the action. If the PCs have
the inclination and resources to really dig into an opportunity, they
can get a ton of extra information and set themselves up for smooth
sailing. At the least, they can get a better engagement roll. If they
don’t have those resources to spend, or they have too many other
things to focus on, that’s okay too. They still have the minimum
requirements for a fun evening.
Instead of providing an opportunity you’ve rolled up or gathered
from the faction’s downtime, you can follow the crew’s lead. Similar
to providing your own job, listen to what the players have spotted
and ask questions until you’ve properly developed the idea. They
may have a target in mind, or have seen a situation they want to
capitalize on and simply need a few more details. Ask questions until
those details are clear, then ask if they want to investigate further
(at their own risk) or jump straight to the engagement. Revenge,
rumored treasure, and grudges are all great hooks from players.

242
CUT TO THE ACTION
When they say, “We should break into the Nightspeaker’s ship,” that’s
your cue. Say, “That sounds like an Infiltration plan, yeah? What’s
your point of entry?” Then, when they give you the detail, you say,
“Alright, so you’re in spacesuits on the hull outside the airlock. The
pinpoints of starlight seem faint. You begin to cut through the hull.
Let’s make the engagement roll.” And suddenly, you’re in the job.
This might be too quick for some groups, so you don’t always have
to jump this quickly into the action, but try to aim towards this point.
But there are ample tools for dealing with problems traditionally
dealt with via planning; flashbacks can cover a lot of ground, as
can resistance rolls. That planning time is better spent having fun
space adventures.
In the same way, whenever you cut to another scene, cut to the
meat of that scene, where the action happens. If you’re describing
a meeting, cut straight to the moment in the meeting where the
characters get to business, instead of deciding on how the characters
get to the warehouse. Momentum is key. You can always address

GM ACTIONS
questions that come up as they need to be answered.
TELEGRAPH TROUBLE
BEFORE IT STRIKES
When you describe action, show the threat that’s present, then ask
them what they do. Strong characterization and clear description
will make it easy to deliver consequences that players care about.
Your scanner readouts show their portside guns warming
up as she pulls in above your ship. The comms crackle to life:
“License and registration, Cerberus.” How do you respond?
The Nightspeaker’s hand whips back and draws her blade, its
edge igniting with Way energy. The lights above you flicker
and buzz, and that sword whips down, cutting the bar cleanly
in two. As you stumble backwards, she comes up for another
swing, looking to take off an arm. What do you do?
Your target makes you across the room. His eyes wide, he tips
over a table—bottles and patrons scattering everywhere—as
he darts for the kitchen. What do you do?
The system’s countermeasures blare red on your hacking rig
as you override the data locks. A computerized voice chimes,
“This system is property of the Guild of Engineers”—is that an
AI? How do you proceed?

243
Contrast those with these vague versions:
You have to deal with a Legion patrol boat before you go
through the gate. How do you do that?
He’s really scared of you. What do you do?
You want to break into their system? You can roll HACK for that.
Without telegraphing the trouble and obstacles and giving context
to the action, the outcomes can feel undefined. You might feel like
you’re creating something out of the blue when they roll a 1-3 or
a 4/5. If you strongly imply the consequences before the action
roll though, it becomes obvious what the consequences should be
(they board your ship, she shoots you, he escapes, you trigger an
alarm)—because they follow directly from the fiction described.
FOLLOW THROUGH
Once you’ve telegraphed your threat, follow through with that threat
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when it hits. There are several tools for players to use to soften
the blow for themselves. They might make an action roll to react
in time. They might make a resistance roll to mitigate the damage.
Give your fiction teeth.
She doesn’t have enough proof to arrest you right this second,
but the Legionnaire flags your credentials as suspicious before
sending you through the gate. Take +2 HEAT.
The psy-blade cuts upward, deep into your arm, that hum of
killing Way energy shattering the bone. Your whole left side
goes numb with pain. Take level 3 harm.
He makes it through the kitchen out into the alley crowded
with people waiting to get into the nightclub. “Hey, watch out!”
you hear from somewhere deep in the crowd.
Your console starts smoking as you squash the alarms and
countermeasures, and you hear the AI speak to itself. “That’s
not supposed to happen. Filing incident report…” I’m ticking
the “Alert” clock.
This same idea applies to whole factions. If they’re able to do
something without anything getting in their way, they can just do
it. Go ahead and say, “Governor Malklaith knows you’re behind the
thefts. He puts out a warrant for your arrest in every system. Add
one WANTED LEVEL to each system sheet. You find out while you’re
carousing at Lock Luna and it comes on over the news holo-projected
on the ceiling. Two system cops in uniform are drinking at the bar,
and start eyeing the crowd. What do you do?”

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INITIATE ACTION WITH AN NPC
This is similar to the previous GM action, just more specific. Your
NPCs can initiate action on their own, instead of having to wait for
the PCs to act first. More dangerous NPCs will act first more often.
“With her gun trained on you, she’s taking no chances. As she
backs away, she pulls the trigger. You take a blaster bolt to
the thigh—enough to prevent you from following.”
“Tsk. I can’t just let her get away. Can’t I dodge or something?”
“Sure. You can resist with PROWESS if you want to. If you do,
you’ll dodge the bolt completely.”
This is a very effective technique, but it can be overused. Save it for
NPCs who are real masters at something, or for particularly dire
situations when the NPCs have a serious advantage.
TELL THEM THE
CONSEQUENCES & ASK
This Pasha needs the data, but if you push for more pay, you’ll
definitely ruffle feathers. Want to roll and see what happens,

GM ACTIONS
or do you want to accept the deal offered?
The room is ablaze with fire. You can run in and grab the
artifact, but you’re definitely going to get burnt. Still willing
to do it?
TICK A CLOCK
Keep a piece of paper or stack of index cards handy to draw new
clocks on. Ticking a clock allows you to draw out an extended
sequence, such as with infiltrations, as well as tracking long-term
attitudes, such as with sudden but inevitable betrayals.
OFFER A DEVIL’S BARGAIN
Consider what complications or dubious choices characters can
make that you want to see on-screen and offer them dice for making
those things happen. If you can’t think of one, you can always rely
on extra HEAT—forensic science is really amazing in space.
THINK OFFSCREEN
Consider what might be happening elsewhere and whether it has
an impact to what’s going on right now. Is there a pesky investigator
who could turn up at the worst time? Have you angered a bounty
hunter faction by taking the good jobs? Whatever it is, bringing in
offscreen problems can make the world feel more organic and rich.

245
GM PRINCIPLES
When you pursue your goals and choose actions, use your principles
to guide your decision making.
X Be a fan of the PCs. Present the world honestly—things really are
stacked against them—but don’t make yourself the enemy of the
PCs. They have enemies enough. Be interested in the characters
and excited about their victories.
X Always follow the fiction. The game’s starting situation will put
things in motion. Ask how the characters react and see what
happens next. NPCs react according to their goals and methods.
Events snowball. You don’t need to “manage” the game. Action,
reaction, and consequences will drive everything.
X Make the world wondrous. Procyon is full of colors, aliens, planets,
and things no one has seen before. Make it awesome.
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X Make space mysterious. The sector has undiscovered planets,


dark hyperspace lanes, and strange Way creatures never before
encountered. Not everything is neatly known. Weave mysteries in.
X Cover it in big, clunky tech. Hegemonic tech is obvious and
ubiquitous. It’s less flawless white walls and more heavy breakers.
X Address the characters. Ask, “Aman, where do you go to find a
lead on the Syndicate?” not “Juan, where does Aman go?” This
puts Aman front and center—his preferences, desires, and style.
Aman comes to life as a character.
X Address the players. “Juan, how do you want to handle this?
Should we do a whole scene or just make a roll real quick?” This
puts Juan front and center—his preferences, desires, and style. He
can consider what he wants, rather than what the character wants.
X Consider the risk. Think about the dangers inherent in what the
crew does. A risky roll is the default. When they’re building on
successes, they might make controlled rolls. When they have to
improvise or are clearly outmatched, they’re probably making
desperate rolls. Go with your gut. Call the positions as you see
them, but be open to revision.
X Hold on lightly. Rewind, revise, and reconsider events as needed.
This is not a “no-take-backs” kind of game. You can always say,
“Actually, no, on second thought, they really don’t have good
security at the back, so let’s do away with the clock.” This can be
a hard principle to internalize but being flexible enough to revisit
the situation with a new perspective can really improve the game.

246
247
GM BEST PRACTICES
Play to find out and encourage others to do the same. Instead
of making something specific happen, ask questions about what
might happen. Will the players stand up for Urbots? Can Hayley
keep engines on fire running? Can the crew get back on Malklaith’s
good side? Don’t make up your mind about these questions—let the
players surprise you.
Uphold the integrity of the game. It’s on you to portray the world
as it is, not to contrive events or set up particular outcomes. The
players should trust that when you tell them things they don’t know
about the world, there’s no secret agenda behind your words.
Get everyone’s input. This game is a structured conversation,
and you should always be pushing to include everyone in that
conversation. Ask questions and prompt ideas. Discuss your thoughts
7 // RUNNING THE GAME

with the players and keep unilateral decisions to a minimum.


Find your own interest in the game. Your game is a chance to watch
the sci-fi show you always wanted. Be that show’s biggest fan!
When you want to know something about the characters, ask the
players. “Are you really going to leave him on that rock with nothing
but his spacesuit? Or are you bluffing?” These questions will give
you insight into what the characters want, how they’re trying to get
it, and when and what to roll to make that happen.
Be a fan of the characters and help the players pursue their
characters’ goals. Ask them what they want and point out
opportunities they might have to pursue those goals. Work with
them to create opportunities. Help them with the system to get the
most out of the risks they’re taking.
Bring up character feelings and thoughts. Talking about a scene and
living that scene are two different experiences, and only focusing
on the tiny fraction of concrete events will make the game feel flat.
Share with the characters things they might suspect or think. Ask
them if they want to gather information and dig deeper.
Portray the NPCs fully. Even if they aren’t the main characters, the
NPCs have interests, capabilities, or opinions of their own. Don’t let
them get pushed around! When the PCs want to go head-to-head
with an NPC, remind them of the NPC’s capabilities. “Tallon’s a
dyed-in-the-wool military man. I don’t know if you can really just
COMMAND him to drop it. What’s your leverage?” When the PCs have
NPC allies, make sure those allies take actions to help their friends
out, and come to the PCs with info and troubles.

248
Ask the players what they want. Find out what the crew is trying
to accomplish in general. Who do they think are their friends, and
who do they hold a grudge against? Ask players in the moment:
What do they want out of this action? If you know their goals, you
can have a conversation about opportunities, actions, and effects.
Sometimes, clarifying what the player wants is enough to highlight
the correct approach, or make it clear what sorts of opportunities
they’re looking for. It can also make clear what actions they might
perform and what consequences might come from those actions. Get
the players to do the heavy lifting of determining where to go next.
Cut to the action. Once you get the players to tell you what they want
and how they’re going to get it, cut to the action and use dice rolls
to move things along. It’s okay to try big things! If they want to kill
Governor Malklaith, and then they go and somehow do it, despite the
poor odds and considerable dangers? Good for them! It’s done. He
doesn’t mysteriously escape. Keep the action and the story moving.

GM BEST PRACTICES
Separate possible ideas from facts. Everything in your head that
hasn’t entered the story is in a nebulous state of potential. Those
ideas may be true, or they might never come to pass, depending
on how the story evolves from the players’ actions. For example,
when the PCs raid a bounty hunter dive, you may have ideas of
what might happen:
X Front of the Bar (Barflies? Folks smoking? Neon sign?)

X Back Alley (Hoverbikes, maybe a small personal flyer?)

X Attached Warehouse (Back entrance? Stairs? Guards?)

X Bounty Hunters (How well armed and armored?)

X Gun Room (Do you have to check weapons?)

X Make-Shift Prison (Dingy? A few bounties glaring, or pleading?)

X Security (Alarms? Nearby cops? Reinforcements?)

When they decide they’re kicking down the front door, you can think
about the possible ideas in your head and add more details when
you need them, like deciding if the bar is empty or not.
As the characters proceed with their plan, reach for these possible
ideas and make them fact by describing them in the scene. Once
you do, the players have something to wrestle with, obstacles to
overcome, and opportunities to leverage. Until you put them in the
story, you should think of them as just possible ideas, not facts
waiting to be discovered. Take them or leave them as the fiction
needs. It’s also okay to weave in player expectations and descriptions.

249
The feel of the game should be jumping from one cool cinematic
beat to another—a sequence of events edited for awesome. Let
the dice dictate where trouble comes up. When it does, draw from
your pool of ideas to carry you forward into the fiction. Use clocks
to track progress and introduce an appropriate number of the ideas
you have, when you need them. You may have a thought about what
the layout or details of the complex are like in your head, but treat
it like a menu to order off of, rather than a to-do list.
Gloss over or dig into details to focus on the interesting parts. Each
roll occupies the same amount of screen time on a show but might
cover more than that in terms of actual time in the story. For instance,
a climactic battle between your crew and a mystic that you’ve been
chasing might take many rolls because we want to experience the
payout of that work. We want to see more of the characters rising to
the challenge and kicking butt. On the other hand, the search could
take one or two rolls, even though it takes weeks to put together
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where the mystic has been hiding out.


Effect levels and progress clocks are another version of this idea.
If an obstacle really deserves multiple actions to overcome or is
especially tough, make a clock and tick it using the effect system.
Each roll will change the story in some way. Since each roll has
possible consequences and risks, the bigger an effect they can make
on their target, the fewer consequences they’ll suffer.
But not every action deserves a clock. You can resolve an entire day
of STUDYING base plans for a weakness into a single roll, to match
how much screen time we really want to spend on it. Let your interest
as a table be your guide for when to dive into the nitty-gritty and
when to gloss over the tedious details.
Turn it into fiction. A lot of the game requires you to apply mechanical
results, either to the players as consequences, or via their actions,
or because of the results of fortune rolls. Each time, remember to
bring those results into the story. When they HACK the terminal,
what does it look like? When the character botches a SKULK roll,
what goes wrong? How does a faction’s actions during downtime
change the story for the players?
Write it down. Whether you use index cards, a notebook, or some
more advanced system, write down important things that come up
and draw attention to them. If there are a bunch of jobs on index
cards, the crew can easily see what they might do next. If you need
to remember a detail about a contact, what better way than to look
at a list of NPCs?

250
When in doubt, explosions. Remember that Scum and Villainy is
fundamentally about adventures in space and a crew of unlikely
protagonists getting into trouble. If the story stalls out, push towards
thrilling action and daring escapades. Make it exciting!

251
GM BAD HABITS
DON’T CALL FOR A SPECIFIC ACTION
If you’ve GMed other games, you may find yourself calling for specific
rolls. You might say, “You’ll need to SWAY him to get by,” or “Cracking
this lock is a RIG roll.” Resist this impulse.
Try to instead ask the player how they accomplish their goal. “How
are you going to get by this guard?” or “The door’s locked. What are
you going to do about that?” The player decides what action to use.
Then you tell them the position and effect level that you see in this
situation, using that action—as well as why you think that.
“I want to steal his keycard.”
“Okay. But how do you do that?”
“I…SWAY him?”
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“Sure, but what’s your character doing? What would we


actually see ‘on-screen’?”
“Oh, right. Aman comes up to him dressed like another guard,
asks him about the game last night, then while he’s talking,
grabs it out of his pocket where he can’t see?”
“Okay, I get it. I think that’s risky, limited effect. If you actually
use your SKULK, I’d think that would be standard effect.”
Maybe you would make a different decision in the scenario above
(desperate position and zero effect, maybe, if you think SWAY is
all wrong for pickpocketing). That’s fine! Your game of Scum and
Villainy is your own. And even when you say “desperate position,
zero effect,” the player can still figure out a way to make it work.
They can push themselves for more effect, get a teammate to set
them up for a better position and assist them, or tell you how they
see the risk and possible effect. They can even change their mind
and take a different action or approach.
You want to give the player a chance to describe their action—to
give their roll context and give everyone a clear idea about how
things might go. You may have to discuss whether what they’re
describing is really that action (talking to someone is not RIGGING
something) but encouraging that description first and having the
player match their skill to that description goes a long way towards
avoiding arguments at a table.

252
DON’T MAKE PCS LOOK INCOMPETENT
When a player rolls a 1-3 on an action, things don’t work out for the
character, but not because the character was incompetent. Even if
the character has a zero in the action they’re attempting, failures
should be framed as “if only this hadn’t gone wrong” or “what you
didn’t realize.”
You roll out from under the table, blaster raised, firing towards
the bounty hunter, but she’s already moving. She flips up a
table and blocks your fire just long enough to duck into the
alley.
When the character fails, talk about how things went wrong.
“Oh, maybe something in the ship’s control systems gives out
when you make that turn?”
“We didn’t pay upkeep, so maybe something burns out?”
“Okay! There’s a shudder and something under one of the
panels starts to smoke.”

GM BAD HABITS
Or you might bring up their traumas or vice in some way.
You remember when that Ur artifact got in your head and
how you’re haunted now? Yeah, you’re about to pick up this
artifact, and the resonance solidifies into a single voice telling
you to stop.
DON’T OVERCOMPLICATE THINGS
If you’re describing the fiction before the roll, consequences will
usually be obvious, because the action has been established clearly.
Sometimes you’ll draw a blank though. Not every consequence
has to be a pulse-pounding problem. Some can just be extra HEAT,
or ticking a related clock. If all else fails, you can inflict harm like
“Exhausted.” Go with what’s obvious and ask the players for ideas
if you feel stuck.
DON’T LET PLANNING DRAG ON
Because so much can go wrong, it can be easy to get carried away
planning for all contingencies. The system is designed to skip over
those steps and jump straight into the action. Don’t linger prepping
for things that may or may not happen. Get to the engagement roll
and start doing actions. Use flashbacks and resistances to backfill
what you really need to talk about.

253
DON’T HOLD BACK ON WHAT THEY EARN
Once the players do all the work of getting into position, making a
roll, and determining their effect, let them have the success they’ve
earned. Don’t pull out gotchas like “It was a clone all along!” Even if
you feel like the crew got off easy this time, let them have that small
respite. It won’t be long before they’re in over their heads again. All
this goes just the same for secrets. If the players find something
out, tell them straight how things are; don’t let them “find out” lies.
DON’T SAY NO UNLESS YOU HAVE TO
Sometimes you have to say no. Just because a character wants
to teleport from planet to planet doesn’t mean they can roll their
ATTUNE to do so. You have to convey the world as it is, honestly and
without bias. But just saying no halts the conversation, and there
are often better ways to answer.
7 // RUNNING THE GAME

So, you want to HACK into the Guild’s high-security mainframe?


That sounds desperate, with limited effect. But I have a Devil’s
Bargain for you—regardless of how it goes, they’re going to
start a case file on you. I’ll just make this “Identity Discovered”
clock as a 6-clock, and tick it once.
Instead, you might propose that the action has zero effect as a
baseline.
“I want to SCRAP with the guy in the power armor.”
“Okay. It’s desperate and you’ll have zero effect.”
“I’m gonna push myself to get limited effect, then.”
Same thing with fancy locks, or improbable space maneuvers. You
can set zero effect as the baseline for a given action—instead of
saying no—and the players can modify the effect from there by
pushing themselves or using teamwork.
Or you can tell them to start the first phase of a long-term project
clock.
You want to learn how to move a hyperspace route? Sounds
difficult. Start an 8-clock for the first phase: “Find an Expert
with the Appropriate Technical and Mystical Background.”
DON’T ALLOW ONE ROLL TO NEGATE
ANOTHER
When a PC makes an action roll, they often experience a consequence
from their action, and can often roll to resist the worst of those
outcomes. But you don’t want to roll twice for the same thing.

254
Aleera Suhn is in a desperate knife fight with a guard, atop a
catwalk over a pit of Aketi octopumas (they have eight eyes
and eight paws, very scary). The guard drives her towards
one edge, and there’s a real risk of falling to the angry maws
below. Suhn’s player makes a SCRAP roll to see how the attack
goes and rolls badly. Suhn is forced over the catwalk edge!
Suhn can roll to reduce the damage from the fall, but she can’t undo
being pushed off the catwalk. She could, however, flash back to
having acquired Grand Phereniki pheromones (a natural predator
of the octapumas).
Because the player rolled, Suhn suffers the consequence in some
way. This is not about mechanical effects as much as fictional ones.
The story has to change. If you inflict level 3 harm on a character,
but their resistance gives a great reason that the damage would be
completely prevented, feel free to adjust the harm. If Suhn throws
out a grappling hook as she falls off the catwalk and that allows
her to swing past the floor of the pit with no harm, then that’s an
exciting turn of events.

GM BAD HABITS
This can get a little confused when you push actively—when you
describe an NPC acting first, there’s no roll, and you can push really
hard. “The sharpshooter plants two blaster shots directly into your
chest before you can close the distance; take level 4 harm!” In this
case, since there’s been no roll, a resistance roll can interrupt this
fiction. Perhaps the PC drops under the shots with a PROWESS resist,
and doesn’t get clipped at all. That’s fine. Just don’t allow a roll to
prevent the result of a previous roll.
DON’T GET CAUGHT UP IN MINUTIA
Skip over the drudgery of the characters’ lives. When the players say,
“Let’s go to the Cove and ask Banshee what she knows,” you could
talk about how the pirates there search them and their ship, making
action rolls at each step to SWAY, CONSORT, and SKULK. Eventually they
get their audience with the Pirate Queen. Or you can cut straight to
the heart of it, describing all of that in passing. “It takes a few hours,
one bar fight, and suffering through a bunch of searches, but they
finally let you in to see Banshee.”
If the players want to step in or inject something in that description,
that’s fine. “Wait, I want to RIG up some security measures on the
ship so they don’t find my stash of artifacts” is totally okay. Ask them
how they want to resolve their action, then move on to the next thing.

255
STARTING THE GAME
PREPARING FOR THE FIRST SESSION
During the first session, the group will choose a ship type, create their
characters, and embark on their first job. You might be able to finish
the first job in the first session, but you might not, depending on how
quickly the crew and characters come together. Either way is fine.
To prepare, read over character and crew creation. You’ll help
everyone walk through those steps and answer their questions as
you go. Make sure everyone is comfortable with the decisions that
are being made in this step. It’s easier to change things now than
it will ever be later.
Skim through the factions of Procyon (starting on page 320) and pick
three or four that catch your eye. During crew creation, the players
will ask you about factions connected to their crew, so it’s good to
7 // RUNNING THE GAME

have some interesting ones in mind. Also look at the starting jobs for
the ship you select, as there are three factions possibly tied to each.
It can sometimes help to get in the mood by reading or watching
a touchstone of the genre (see page 4). Whether it’s a favorite TV
show, an action-packed movie, a book, or comic. Prime your mind
with sci-fi space adventure.
Finally, print out the game sheets (available at http://offguardgames.
com/scumandvillainy). You’ll want at least two of each playbook
(in case two people choose the same one) and one of each crew
type. Also print the rules reference sheets, the GM sheets, and the
Procyon system sheets.
SETTING EXPECTATIONS
After everyone is together and you’re ready to play, you’ll want to
kick things off with a punchy description of what’s to come. This is
true even if everyone is already on the same page—this just helps
signal the shift into getting set up.
“You’re all daring outlaws seeking your fortunes in the fringes
of Hegemonic space. Let’s make some characters and form a
crew! Here are the playbooks. They’re the different types of
crew members you can play. Let me go over them briefly…”
Provide enough context to let the players understand their decisions,
but don’t drown them in details. If they ask questions, that’s good!
But you don’t need to explain all the rules at once—teach them as
they come up during play. Don’t spend too much time on Procyon
and its history. Keep everything as simple as possible.

256
While they’re looking over playbooks and ships, talk about their
role as players in the game and set expectations for what you’re
going to do together as a game group. Among the many things that
might come up are:
X Are we going for a romp or is this a serious, gritty story?

X How mysterious is the Way? Is it vanishingly rare and scary, or is


it uncommon, but well-enough known?
X How common are Ur artifacts? Are they frequently traded on black
markets or are they more tightly controlled, falling mostly into
private collections?
X Urbots are considered property of the Guild. What is the popular
opinion on the matter?
When these questions come up, feel free to come up with answers
that suit your table and their playstyle.

STARTING THE GAME


CREATING CHARACTERS & SHIP
Follow the procedures on page 56 and page 112. Ask the players
some of these questions while they do it:
X Why did you become an outlaw?

X You both have the same background. Did you know each other
before this crew was founded?
X Have you ever been locked up? Why? Are any of your friends still
behind bars?
X When was the last time you used your blaster? Why?

X How did youjoin this crew? Did another member vouch for you?
Were you a founding member?
X Who do you trust the most on the crew? Who do you trust the
least? What’s that about? Or will we find out in play?
XThe two of you have the same heritage. Do you want to be relatives?
Do you know each other’s families?
X Has [faction] ever tried to recruit you? What happened?

X What’s your vice? How do you usually satisfy it?

You don’t need to know every detail about the characters before
you start—play to find out most of them—but everyone should be
excited about this group of characters. If someone seems frustrated
or disinterested, talk about how to change things so they’re more
involved. Buy-in now is important.

257
If a player gets stuck and can’t make a decision, go into more detail
on a rule or aspect of the setting. Some players really want to
know all the possibilities before they can make a choice. Reassure
them by saying that their choices aren’t set in stone; if they don’t
like something about the character or crew after the first couple
sessions, they can change it to something else.
During ship creation, the players will ask you about a few factions—
who helped them improve their ship, who helped with later upgrades,
and who’s connected to their contact. Use the factions from the
starting situation of the ship your group picked (see Crew Creation,
page 112) to better tie the group into the action.
INTRODUCE CHARACTERS & CREW
Go around the table and have everyone introduce their character.
They should say their name or alias, their playbook, look, heritage,
background, and starting and special ability. Ask them about their
7 // RUNNING THE GAME

vice. Ask them who their best friend and rival are. Feel free to follow
up with questions, like “Why is Flint your rival?” or “How did you
end up being a bounty hunter?” But leave space for the answer to
be “Let’s find out in play.”
Do the same thing with the ship. Ask the players to remind you what
they picked for their special ability and upgrades.
THE STARTING SITUATION
After the characters and crew are introduced, throw the PCs into
the starting situation and start the game in earnest.
A starting situation is the beginning of a job appropriate for that ship,
along with some factions in tension circling the crew. Feel free to
change up the factions involved to match your crew’s backstories
or interests. If you don’t like the starting situations, you can create
your own.
First, create a job that characterizes the kinds of jobs that ship will
tend towards. The Stardancer is a smuggling ship, and they need
to get off-world with an artifact they’ve acquired without being
caught. Then add some factions to the mix that underscore the
kinds of groups the crew is likely to face off against. For instance,
the Firedrake’s jobs are against various Hegemony factions.
The purpose of the starting situation is to start the first job with
a bang. The players immediately have a goal and a direction, and
they’re on an exciting job right away, instead of having to meet in a
bar and talk about forming a crew. This is the pilot episode. Have fun!

258
THE FIRST SCENE
Read the description of the starting position. This almost always
starts in the middle of some action as though they had started a
job and gotten a risky result on the engagement roll. Players may
want to ask questions about how they got into this situation, and
you should feel free to let them tell you who tipped them off about
the job, or flash back to previous things that had been set up.
Play out the sequence and keep the action moving. Make this an
opportunity to paint a picture of the world of Scum and Villainy.
Ask them how they respond to each new change in the story.
THE NEXT SCENES
After you’ve gotten through the meat of the job, run through payoff
and entanglements. For the starting positions, the payoffs can be
modest—4 or 6 CRED. But usually they involve more choice about
who to get paid by, such as with the Stardancer crew needing to
decide on what to do with the artifact they end up with.
Use downtime to press the issues that come up in the starting
position. Maybe the crew feels like they’ve made an enemy, or they
see a new opportunity that came up during the starting position.
It’s fine if they want to pursue these options straightaway. If not,
however, there are always the three jobs on the right they can
move on to next. If you’re making your own situation, use the ship’s
suggested opportunities or the job creation chart to make up a
few. Keep the players looking forward, with options so the game
doesn’t stall out.

259
INTO THE BLACK
Out of the box, Scum and Villainy produces a cycle of play. From
the job, to entanglements, to downtime, on to new opportunities.
Whatever the initial situation may have been, characters will have
their own agendas, the crew will have its own loyalties, and the
pursuit of these goals will drive the story forward. The game requires
very little of you between sessions, except to think about the NPCs
and factions and identify what they want and how they try to get
those things. Part of the fun for players is to play in a world that
feels alive and real to them. Let’s talk about how you breathe life
into your game.
FACTION CLOCKS
TIER AND SCOPE
7 // RUNNING THE GAME

Each faction has a faction clock associated with it. Every downtime,
you determine how far they progress on their clocks. Usually this
involves a fortune roll, using the Tier of the faction as your pool.
Whatever the goal, the size of the faction clock is under your control.
A standard clock is eight segments, but easier or harder goals should
be fewer or more segments.
The scope of the action should also match up with the Tier of the
faction. A Tier I faction would never have a faction clock for: Bring
down the Legion. This is impossible for them—it’s too big a clock.
A Tier V faction would never have a faction clock of: Deal with an
individual member of this small-time gang. This would barely be
on their radar.
For each goal, think about what it would take for the faction to
accomplish that goal and ask: is this something they could put into
motion or do they need to do something else first? If it’s the latter,
figure out how to break down the action into reasonable goals, and
make the first of those goals the faction clock. This is especially true
of the goal: Increase in Tier. Don’t make this an explicit goal. Instead,
think about how the faction would improve its Tier, and then set
goals that bring that about fictionally (fiction first).
The Dyrinek Gang needs jump-capable ships to get off Warren and
spread through the sector. Once they do this, they’ll be a higher-Tier
faction with more influence and members. Create a clock, “Steal
Freighters from the Cobalt Syndicate.” This sounds like a bigger deal
than normal for the Dyrineks, who are a small-time crew on Warren,
so maybe make that one a 10-segment clock.

260
When you make their fortune roll, mark segments on the faction
clock according to your result: 1-3: one segment, 4/5: two, 6: three,
critical: five. Interpret the events to give fiction to the outcomes.
If a faction only needed two ticks to complete their goal, but they
only managed one, what went wrong for them? Was another faction
interfering with their result? Is there internal strife?
When the crew completes a job that would meaningfully impact
a faction, consider adjusting the faction’s clock up or down. If the
job was impactful, but run-of-the-mill, add or remove one tick. If
the job cleared a major obstacle, maybe add or remove two ticks.
If the players affect a faction, but not to the extent required to
adjust the clock, consider adjusting the faction’s pool up or down
a die before rolling.
OLD AND NEW FACTIONS
You don’t need to simulate every faction in the game each downtime.
Usually, you can roll just for the ones that interest you in the sector
at that time—ones the players have dealt with, or that were in

INTO THE BLACK


the fiction recently, or that you explicitly want to introduce. If the
players engage with a new faction, you can usually start fresh with
that faction. If their starting goal doesn’t make sense for where the
story is, update it!
Sometimes, you may decide a faction isn’t relevant to your game
anymore. Just stop rolling for them during downtimes. You’re not
locked into progressing and updating faction clocks for a faction
that the story hardly ever includes. If they become relevant again,
you can make a few fortune rolls for them in a row, to indicate that
they’ve been working on stuff in the background.
GIVING UP A CLOCK
Sometimes a faction clock no longer makes sense. Knowingly or
unknowingly, crew actions will often get tangled with faction goals.
For example, a faction wants to catch and interrogate a rival faction
leader, but the PCs get into a tangle with that leader and off him
during a job. In those cases, just create a new clock to replace the old
one. Ask: What’s next on their docket now that this plan is scuttled?
Their priorities have shifted. There can be a natural desire to give
factions credit for having completed some of the clock, but it’s better
to just start clean. If there’s some small portion of the previous clock
they could salvage for their new agenda, just represent that with a
smaller clock on their new goal.

261
FACTION VS. NPC CLOCKS
Factions aren’t monolithic and unified. The crew may influence one of
the faction’s NPCs, or that NPC may simply have competing interests
to the larger faction goals. Remember that a faction operates on a
different scale than a single person. You can create some clocks to
represent those NPC interests. Two Guild primarchs might be fighting
over who is really in control of the faction (represented by a tug-of-
war clock) while the faction itself is trying to take over some new
business interest (represented by a faction clock). You can advance
these NPC clocks in the same fashion as faction clocks during
downtime—assemble a pool of fortune dice, roll, interpret how
the results reflect the events, and change the clocks appropriately.
If specific NPCs interfere with a faction’s overall progress, you can
reduce the filled segments on the faction’s clock; likewise, if there’s
some windfall of luck or the players help out a faction, advance the
7 // RUNNING THE GAME

clock. Let the story influence the mechanics in the same way that
the mechanics influence the story.
SPECIAL CASES
When players spend CRED for extra downtime activities, that money
goes somewhere; sometimes into the pockets of a faction. It can be
good to think about how that money gets spent and if it might be
relevant to the story. For instance, after a harsh but well-paying job
against the Ashen Knives, the crew is flush with cash. They spend
their downtimes recuperating, but spend CRED for an extra downtime
activity to lay low in another system, and another to improve the
result to a crit.
Those 2 CRED are clearly going into bribes for someone to smooth
things over—maybe the Legion or House Malklaith. With this extra
cash, you might add a die to those faction rolls this downtime, or if
it’s a lot of cash, maybe just add a bonus to the roll. If the characters
are just spending money locally—to acquire an asset or work on a
long-term project—look at what factions might be around to benefit,
and decide how the influx of cash is going to help them.
USING YOUR PREP
The GM should take every opportunity to showcase the world and
the actions of the factions (though obviously not secret information).
Faction clocks create job opportunities. Use faction activities to detail
and explain crew entanglements. Show news in the bar while they
vice. These downtimes tie the world together. Showcase the story
of the sector and let the faction actions make your world breathe.

262
CREW CURIOSITY
Once the effects of the faction actions are felt in the world, crews will
inevitably want to find out what factions are working on and what
they can do about it. Getting someone to spill might be an acquire
asset roll if they don’t have an in (or just a gather information
using CONSORT if they have an appropriate crew or personal contact).
Well-hidden plans might require a long-term project to discover
the agenda of a group (the clock’s size determined by how secret
this agenda is).
FACTION STATUS
The crew tracks its status with each faction using a faction sheet.
Status moves up or down when the players complete jobs. Those
benefited by the jobs usually grant improved relationships, while
those that are hurt have their status adjusted downward.
The factions in Procyon are easy to anger, but slow to befriend. It
takes steady work to improve faction status past 1. A crew must do
as many jobs benefiting a faction as the status they want to move
to, before the status improves. That is, if the crew is at status 1 with
a faction and wants to go to status 2, they must do two jobs that
benefit that faction first.

263
When a crew has a positive status with a faction, consider how that
gets reflected in the story. Does the faction reach out with a job the
crew might want? Does the faction deal with a problem the crew is
having? Likewise, if the crew has a negative status with a faction,
how do they come after the players?
WAR
After enough negative actions, eventually a faction has had enough
of a crew and will focus its efforts on dealing with them. A faction
has far more resources than a crew does, so this may not affect the
faction’s clock unless the response warranted is exceptional (often
they’ll send a single member or hire an investigative crew or bounty
hunters). You can, in many ways, treat this like debt—create a clock
for the faction’s reprisal and roll every downtime. When the clock
fills up, create some trouble for the players and reset the clock.
Do this until the crew makes amends or the situation changes. Be
7 // RUNNING THE GAME

mindful of crew special abilities that make them difficult to find or


reduce HEAT. This will often reduce or completely negate the roll.
There are many ways players can solve this situation. A long-term
project (or with the right contact, a CONSORT) might get you a meeting
with movers and shakers, and you can play out peace negotiations
as a job. Making things right might involve doing a couple jobs for
a faction, probably at a significant discount (or for free).
The largest factions are not like single individuals—they’re not all
equally focused or familiar with the crew. Jobs to delete or scramble
information in data banks can throw large factions off the trail.
If all else fails, helping one of their enemies or boosting their rivals
can give them significantly different priorities.
FINAL CAMPAIGN MISSIONS
When a crew ingratiates itself with a faction, earning a +3 status,
that faction treats the crew as trusted allies. Each faction wants to
change the sector in some way—Malklaith wants to gain access to
some bizarre Ur technology and force his way back into the House’s
good graces, while Conclave 01 want to liberate the Urbots in the
sector. Whatever it is, it’s a big plan that will change the face of
Procyon, and one that the faction needs help with.
At this point, offer the players three jobs in sequence that build up to
a climactic finish, the key mission that will determine the outcome
for the sector. When you complete the key mission, the shape of
Procyon is irrevocably changed, and our time with the crew is over.

264
EPILOGUES
Finding out where the characters end up after the events of the key
mission can be deeply rewarding. Each player should play through
the final epilogue of their crew member. These scenes might be a
few days after the key mission, or several years later. Have them
show us where the character ends up, what they end up doing with
their lives, or who they end up becoming. If there are any notable
plot arcs or questions the group wants to resolve, now is the time to
discuss what happens with them. These characters could become
notable NPCs (possibly within factions in Procyon), or possibly
disappear into rumor and folklore.
If you want to keep playing, you should advance time and make
new characters. If it feels right for someone to keep playing their
character, consider remaking that character to suit their new place
in life, as a starting character, possibly with a new playbook. Playing
a single character or ship with all their advancements through
multiple campaigns is beyond the scope of this game.

INTO THE BLACK

265
CHAPTER 8
SCIENCE &
THE STRANGE

It’s usually easy to determine how difficult or dangerous an action


will be. Is jumping across a rooftop risky or controlled? Is crossing
swords a desperate action for someone that’s mastered the weapon?
The equation becomes a little more complex when we drift away
from things we’re familiar with. How dangerous is this Way creature
the Pasha has as a pet? Is it complex to fix a jump drive?
Space operas (and science fiction in general) often have elements
that are unfamiliar or unusual to us. Whether it’s faster-than-light
travel, mystic powers tied to some fundamental constant of the
universe, or bizarre phenomena both scientific and mysterious,
communicating and using those elements requires a few tools.
The ubiquitousness of sci-fi elements defines a setting, and your
table should probably discuss the details of the genre of your game.
Scum and Villainy assumes certain defaults, but there is a lot of
room to make it your own:
X Technology. The Hegemony keeps powerful and complex
technologies (like nanotech) away from the populace, and reserved
for the Guild members. How common is advanced tech? Does it
vary from planet to planet?
X Precursors. Are there ruins framed in every shot? Does every thug
have an artifact arm or are artifacts carefully regulated and rare?
X Mystics. Some say since the first gate jump, everyone’s been able
to ATTUNE. How common are Way powers? Are mystic healers as
common as doctors? Are mystics rare except in certain enclaves?
How often do people see a Way power used in their daily lives?

267
PRECURSORS
The Ur (as the Precursors are called) are an ancient civilization
shrouded in mystery. Though little is known about them, their
presence is felt throughout the Hegemony and modern society is
built on the discoveries from this lost culture. Archaeologists are
unsure what they looked like because some Ur sites are built for
beings the size of giants, while others are built for those only a few
feet in size. Their language has millions of unique sigils, the meanings
of which are hotly debated. There are conflicting theories as to why
the Ur disappeared, but the bones of their civilization fuel studies
and advancements throughout the Hegemony.
LEGACY
8 // SCIENCE & THE STRANGE

There are many pieces of Ur relics that are used on a daily basis. The
jumpgate system and the jump drives that activate it are Precursor
tech. Ruins of Ur cities litter moons and planets. Studies of their
remnants have inspired many exploration missions. Over time many
sites have been dismantled and stored away by the Hegemony,
but any new unlooted finds (a piece of a ship stuck in an asteroid
or hidden in a nebula, or a temple deep inside a planet) create a
flurry of interest.
Children learn about the Ur, religions focus on them, and their
technology affects travel. Many xenos claim that their system or
planet was one of the first or last touched by the Ur. Mystic Cults
have sprung up over a single Precursor location or artifact, and
many branches of science deal with insights learned from a specific
remnant.
ARTIFACTS
Remnants of still-functional Ur tech are called artifacts. The Ur,
with their superior understanding of the universe, built wonders
and marvels, but these were created so long ago that most have
strange and unpredictable side effects in the present day.
Some pieces of Ur tech are very common. The AI cores in Urbots
can be found in many broken shells and frames in the Precursor
ruins. The Starsmiths produce jump drives, but they are human-
made devices that, at their core, use an artifact to open gates and
allow ships to travel down hyperspace lanes. Common Ur tech is
usually regulated by the Hegemonic Cults and Guilds, each holding
the rights to the technology, and deciding what should be allowed
into the common populace and what is too dangerous.

268
Most Ur tech is poorly understood, and usually has strange
interactions with physics. Such objects are often extremely difficult
to damage or destroy. Most artifacts tend to have few moving
parts, and function for reasons nobody can explain. Artifacts can do
almost anything, from producing a contained blade of solid plasma,
to becoming a fixed point in space that cannot be moved for a set
period of time, to frivolous things such as simply boiling all eggs
nearby, or changing objects from one color to another.
Most artifacts also have strange side effects that range from
the benign (freezing a person for a few minutes in time, making
someone’s hair grow rapidly, changing eye-color temporarily)
to the severe (slowly phasing a person until they vanish, making
someone incredibly unlucky, causing someone to de-evolve, creating
gravitic disturbances). Scientists theorize that these side effects
are breakdowns of the artifacts over the ages—that at one time the
artifacts worked flawlessly, but eons have worn them down. Such
side effects are called jinxes or glitches. Although it’s not a hard
rule, the more of an effect an artifact has on the world, the more
likely it has a significant glitch.

PRECURSORS
The Hegemony requires folks to turn in any artifact they find. The
Cults claim that the artifacts corrupt those that hold them, and
the Guilds teach that they are physically dangerous. The Cults and
the Guilds are supposed to examine each artifact, store the most
pernicious, and return the benign to the finder with a seal proving
right of ownership. More often than not, they keep powerful artifacts
for themselves, and return few, creating a thriving black market
for artifacts in most systems. Most gang bosses and unsavory
characters will have one or two artifacts that give them an edge,
and many Nobles and rich folk will have an artifact on display (often
with a prominent Guild or Cult seal).

269
ARTIFACTS IN PLAY
When introducing an artifact into the game, the GM should take the
time to answer the following questions:
X What does it do? Describe what the artifact does. Does it produce
a blade of hot plasma? Does it shift a gate’s destination? Does it
affect a Mystic’s ATTUNEMENT to the Way?
X What are the requirements? These are the conditions for
activating the artifact. If you do not meet the requirement, the
artifact simply won’t function, regardless of ATTUNE rolls or other
factors. Does someone have to bond to it? Does it require a specific
place or confluence of stars in order to activate? Does it need to
be implanted inside you?
X What are the glitches? Most artifacts have a side effect. These
8 // SCIENCE & THE STRANGE

can be avoided if you ATTUNE to the artifact or resist (possibly


partially, possibly fully) with RESOLVE. Will old wounds open on
your body? Will you not be able to see in color for a few hours?
For the next few days, will you only be able to speak in shrieks
every time the jumpgate in your system opens?
X How common is it? Some Precursor artifacts are incredibly rare—
often one-of-a-kind items, or part of only a handful ever discovered.
Others (like AI cores or jump drives) are incredibly common and
well understood. For rare or unique artifacts, specialists are
required to STUDY and understand them (you could locate one as
a long-term project).
Note: The Mystic playbook starts with an artifact in their possession.
In that instance, the GM should ask the player to answer the first
and fourth questions, but provide the associated requirements and
glitches. Discuss with your table the types of uses for its power, and
also its limitations.
Handling artifacts without appropriate containment or care causes
their glitches to manifest or affect the person and the surrounding
area even if the artifact doesn’t activate and do what it was supposed
to. You can ATTUNE to an artifact to handle it safely, or use protective
gear (such as in a science lab on a ship).
Common artifacts (like Urbot cores) don’t generally have glitches.
When dealing with hybrid technologies (like AI cores and jump
drives), you can manipulate the human components with RIG or
HACK, but more complex procedures (like quickly removing a core
without resetting or damaging it) often also requires an ATTUNE roll.

270
ARTIFACT EXAMPLES
LIGHTBLADE THE HEART
Effect: Generates a four-foot Effect: When a Mystic uses
blade of colored plasma. Sundering they are never
Requires: Song-cut focusing included in the effect, and may
crystal. Glimmer is a good place always choose to make it do
to find one. damage instead of just stunning.

Glitch: Over time the crystal will Requires: Implantation in the


crack and must be replaced. user’s chest, replacing their
actual heart.
Look: A small metal tube.
Glitch: Over time your body will
Commonality: Some mystic warp. You may grow a third eye,
groups (like the Vigilance) bear horns, etc. Note the Church of
them as a mark of their order. Stellar Flame hunts people with

ARTIFACTS IN PLAY
ANZANI KEY marks like this.
Effect: Shifts a gate’s exit to Look: A black wireframe
the Duha system, which can’t dodecahedron, holding an
be accessed otherwise. undying blue flame.
Requires: A year to recharge. Commonality: Many are
rumored to be found in the
Glitch: Activates upon nearing
infested temples of Omega.
any gate.
Look: A small blue stone cube. VOID GATE
Commonality: Unique (so far). Effect: Allows a ship to make
system jumps without a gate.
CLOAK OF NIGHT
Requires: Someone permanently
Effect: Walk through solid matter. fused to the artifact to interpret
Requires: The wearer has to instructions and coordinates.
hold their breath while phasing. Glitch: Everyone not asleep
Exhaling early can kill you. during the jump goes mad.
Glitch: You will fade from reality Look: A massive (hovercar-sized)
(becoming ghostly) as you use it. set of crystals, inset into a huge
Look: Rectangular black cloth metal ring.
that reflects no light. Commonality: Six found. The
Commonality: Unique (so far). Voidbreaker, the Hegemon’s
Part of the Raiment of Night. personal vessel, has one.

271
THE WAY
“What is the Way?” is a question scientists, mystics, and historians
have tackled for centuries. Some things are widely known: It exists. It
interacts with gravity and energy. It often changes physics constants
where it flows most strongly. Guilds often detect Way-touched
places by monitoring these forces and sensing fluxes (this is how
they maintain the Hyperspace lane beacons).
Everyone knows of creatures that live partially in (or emerge from)
the Way—more commonly found near artifacts and Precursor sites.
Mystics agree the Way flows stronger in some places and weaker
in others. The biggest of these flows are called Galactic Way lines,
which tend to create smaller flows or bend the direction of Way-
paths and naturally occurring Way lines in a system.
8 // SCIENCE & THE STRANGE

The Precursors had a deep and involved understanding of the Way.


The rest is divided into countless theories, beliefs, and wild guesses.
Ask any mystic or Guild member and they’ll tell you their own
theories. The Way is sacred—or it’s tainted and twists those that
use it. It’s generated by a machine at the center of the galaxy—or it
flows from other dimensions. Everyone has their own theory, but
nobody has hard answers.
HEGEMONIC CULTS
The Hegemony takes the stance that Precursor artifacts and Ur sites
are dangerous and should be left to those who will take the burden
(and responsibility) from the weary shoulders of the average citizen.
The two groups that do this most widely are the Guilds and the Cults.
The Guilds generally don’t deal in mysticism. Their control is related
to specific artifacts and technologies derived from them. For example
the Engineers control and reprogram Urbot AI cores, while the
Starsmiths forge jump drives and maintain the gates.
The Hegemonic Cults are approved religious and mystical structures,
spread widely through the Hegemony. It’s trendy for Nobles to have
a Confessor from one of the approved Cults, and representatives
from several advise the Hegemon on spiritual matters. They regulate
which mystics are allowed to exist. The Cults wield political power
not unlike the Guilds and Nobles, and similarly squabble amongst
each other. Ultimately, their power is derived from the Hegemon,
who decides which Cults are approved—an authority often used
for political gain. The Seekers only became a true Hegemonic Cult
because one of their members is the mother of the current Hegemon.

272
Farther from the Core, Cult power becomes less dominant. Xenos
have mystics of their own. Certain Cults may have strongholds in
some systems (with many faithful) but little presence in others.
The Church of Stellar Flame claims that all people have a holy
Light inside them, darkened by exposure to Ur sites and artifacts.
They accuse mystics of dimming this Light and have a branch of
Inquisitors dedicated to rooting out sources of such corruption.
They’re generally seen as zealots, and might have been removed
as an official Cult long ago, except that the militant orders within
the Church (with their powerful and complex battle armors) have
been useful tools for past Hegemons.
Near the Core, one might find the Vault Keepers, who hollow out
planets to store artifacts deemed too powerful to be used.
Farther out in the distant sector, one might come across the
Mendicants, who once tended to the sick and wounded throughout
the Hegemony, but were branded heretics by the Stellar Flame and
purged during the last Hegemon’s ascension. Or perhaps the Cult
of the Seekers, who look to find new and unexplored places, open
locked gates, and believe with incredible intensity that all places

THE WAY
should be visited and explored, and to go to an unknown place is
a sacred rite.
MYSTICS
“Mystic” is a catch-all for members of various groups that espouse
particular philosophies about the Way. Many have sacred sites
(often near Precursor ruins) and artifacts that members carry or
inherit. There are hundreds of mystic groups and their requirements
for membership are equally varied. Some only have a handful of
adherents, whereas others are so powerful that members are only
talked about in hushed tones. The farther from the Core you go, the
more brazen they are about showcasing their garb and powers.
Mystics often wander, looking for sites and Ur artifacts for their
group. Ones that settle or build shrines often trade wisdom, cleanse
houses of Way creatures, and provide guidance to locals. Because
of the prevalence of artifacts among Syndicates and the Nobility,
those in power often hire a mystic to “handle” such issues their
rivals might bring to bear. It’s not unusual for a Syndicate or faction
leader to have a mystic at their beck and call.

273
ATTUNE EXAMPLES
X Sha-sihara the Speaker (who trains with her ship’s Mystic) has
been waiting in the Governor’s mansion when she notices a
serving-drone carrying refreshments. She ATTUNES to it, stops
it, and turns up the charm in response to its upset whistles and
chirps, asking it to take her through the drone entrance to meet
the Governor.
X Rogan’s crew has smuggled a Guild scientist to some Suneaters
on Indri. They’re about to cash in when the Urbot by the Suneaters
twitches, grabs a gun, and opens fire. “Not so fast!” says Rogan’s
player. “I can sense killing intent by ATTUNING to the Way. Flash
back to a few seconds earlier where I frown, look around, and yell
8 // SCIENCE & THE STRANGE

‘Look out!’ before the robot fires.” “Cool, sounds like a 0 stress
flashback since you folks are a bit nervous about this handoff in
the first place. It’s a risky roll, where the risk is you paint yourself
as the first target for that killer Urbot when you yell.”
X Negotiating with an Ashen Knives Pasha, Sha-sihara realizes
she spoke words she didn’t intend to. She disguises her surprise
by sipping on some Shimayan sun wine, and ATTUNES to the Way,
looking for the danger. She sees Way-warping around the Pasha’s
ring—he has an artifact that forces both parties to say nothing
but the truth. She STUDIES it, gathering info, and realizes that it
doesn’t prevent omission or false implication. The negotiations
just got interesting. She sets her glass down and continues the
negotiations.
XThe crew of the Starbreaker is on the fifth moon of Nightfall,
following a map to an Ur artifact that might sell well on the black
market. A giant pair of doors blocks the way, with no obvious
opening mechanism. U’tu, their Mystic, ATTUNES to the Way,
becoming one with the doors. He safely activates the Precursor
mechanism in the doors and opens them for his crew.
X Sha-sihara is stealthily leading her crew onto the Governor’s
grounds for a job, but the Governor’s prized Kyraxxian razor
hounds are roaming the gardens! She steps forward, ATTUNING
to them and smiles, putting her COMMAND to good use. Because
they’re well-trained, and naturally predatory, she uses the ATTUNE
roll effectively as a setup action and COMMANDS at a much better
position now that they can understand her.

274
ATTUNE EXAMPLES
X U’tufinds translucent blue beetles the crew picked up while
crossing through an uncharted Way line trying to burrow into the
jump drive. Oh my! He ATTUNES to them, hoping he can convince
them of a tastier snack somewhere not on the ship.
X Captain Xandra meets with some Scarlet Wolf assassins. “Do
you have it?” they ask. “It’s on my ship,” she says. She looks at her
Mystic, U’tu. U’tu ATTUNES to the Way and checks the Wolves for
killing intent—they’re not carrying any the moment! U’tu nods at
his captain. This isn’t a trap—for once.
X Sha-sihara has talked her way into some box seats overlooking
a local fighting ring. Somewhere in that crowd are four assassins
coming for the panicked Ashen Knives bookie who hired her crew
to protect him. She could STUDY the crowd (though it might be
desperate to pick out hidden assassins). Instead, she ATTUNES
to the Way, looking for people bent on murder. They stand out
brightly from the rest of the crowd, and she tells her Muscle over

THE WAY
the comms who to look for.
XThe Faraday’s poorly upkept engine malfunctions as the ship jumps
into the Hyperspace lane and dumps them out in parts unknown.
The Pilot avoids hitting any asteroids on the way out, but they end
up in unmapped space, weeks from the nearest lane, and supplies
are low. Rogan ATTUNES to the Way, looking for any Galactic Way
lines. There is a rumor that exceptional pilots can ride them like
Hyperspace lanes. It’s a desperate position but it gives them a
chance. Now if only Hayley can get the jump drive back online…
X Roganis chasing Sarnak, a Nightspeaker, in the jungles of Aketi.
Rogan ATTUNES to the jungle, communing with the trees to feel the
passage of the dark mystic. He crits, and also asks the jungle to
warn him of predators hiding amidst the foliage.
XThe crew of the Starbreaker is in a bit of a pickle. The bounty hunter
that has them pinned in a Shimayan desert canyon seems to have
a light shield—an artifact that absorbs blaster fire—and using
detonators would bring the canyon walls down. U’tu rushes out
and attempts to ATTUNE to the already active artifact and wrestle
control away from the bounty hunter. It’s desperate and limited
effect. The bounty hunter will likely land some deadly shots before
U’tu succeeds, but his crew will be free to act!

275
SCIENCE
Technology around the Hegemony varies wildly. On wealthier planets,
personal fliers will be parked alongside wheeled vehicles and
hovercars, while on poorly terraformed planets or planets with
hostile environments, folks often hitch up or ride pack animals.
Advanced science is not uncommon, but accessibility becomes much
harder on planets that don’t sport as much wealth, tech, or easy
access to ships passing through the gates. Systems without Guild
strongholds are often even more technologically impoverished.
Truly advanced stuff (complex cybernetics, nanotech, and the like) is
very rare, and under stringent control by the Guilds, who often dole
it out carefully as symbols of alliance, prestige, and for immense
sums of wealth. Patents on entire branches of technology are what
8 // SCIENCE & THE STRANGE

keep the Guilds in power, and they are used carefully to enforce their
status in the Hegemony.
GUILDS
The Guilds (like the Cults) are granted their purviews by the Hegemon.
They maintain their power by hoarding technology and keeping the
secrets of its maintenance and construction. Each Guild has a series
of patents or categories of technology that ensure their continued
existence.
The Starsmiths are a Guild of ship engineers. Their power comes
from having repeatedly been able to produce and control the supply
of jump drives. Many drives found on scoundrel or pirate vessels
are retrofitted from older ships or derelicts, and maintained by ex-
Starsmiths or those that left the Guild for CRED or political reasons.
Though they’re best known for their ship designs, the Starsmiths
also maintain the Hyperspace lane beacons, and the majority of
their money and power comes from profits generated by stations
between the lanes. Since they build and maintain the Legion fleet,
and said fleet is responsible for patrolling and protecting the lanes,
the two have been staunch allies for some time.
The Guild of Engineers’ main control is over Urbots. Although many
recognize them by the strange gadgets and mechanical limbs their
more prominent members might sport, their core patents are for
mining among asteroids and inhospitable planets—feats often
accomplished through the use of drones and Urbots. Most raw
resources delivered to the Core are supplied (and taxed by) the
Guild of Engineers.

276
The Counters Guild is responsible for all legal banking in the
Hegemony. Most Cults and Guilds pay in scrip that can be turned in
to the Counters for cred. The downside of this is that they frequently
notice large sums being moved, leading most scoundrels and
lowlifes to manage large credit expenditures on the side. The
Counters made their fortune by owning patents to terraforming
engines, though rumor has it they can’t produce any more, and simply
ferry the existing ones carefully to any new systems found. Although
not always friendly to scoundrels and the scum of the Procyon
sector, the Counters will build large repositories to store goods (even
dangerous goods), no questions asked. If you can meet their price,
these repositories (often built in space or in remote locations) are
some of the safest ways to hold anything from treasures to illegal
goods and artifacts. Plundering such a trove has been the dream
of many a pirate and scoundrel, but the few that have succeeded
have witnessed the kind of assassins and bounty hunters a Guild
that literally controls money can hire.
The Makers Guild is more commonly known as the Yaru. Originally
the term “Yaru” was used to identify the clones that they force-grow
and train, but has become common parlance for the Guild and all the

SCIENCE
people in it. The Yaru are incredibly secretive, and unlike the other
Guilds, nobody can study to test or apprentice into their numbers
(like they can with other Guilds), whose fixed count is set by the
Hegemon. When the last Hegemon ascended, the Yaru sided with
a competitor, and consequently their numbers have been severely
reduced, leading to far less power and prestige. The Guild holds
patents on force-growing clones (made in batches and identified
by sigils encoded on their foreheads), who are used for menial labor
and to fill out low-grade troop counts when needed. Sometimes
special batches of designer clones are made as servants for wealthy
and influential individuals. The Yaru also provide modified plants
for agriculture on partially terraformed worlds.

277
MAGNITUDE
Way creatures, space station generators, and mystical forces have
many effects and power levels. To help the GM judge these forces
consistently, the magnitude table is provided (see Magnitude,
page 280).
Magnitude measures the quality level of a Way creature or Ur device,
or the various aspects of its abilities, such as area, scale, duration,
range, or force. Whenever you need to assemble a fortune roll
pool for something like this, use the magnitude scale as a guideline
relative to the examples given on the table. If it’s not obvious or
certain how much effect something might have, it might be a good
spot for a magnitude-based fortune roll as well.
A generator on the space station the crew is visiting blows.
8 // SCIENCE & THE STRANGE

How much or how little effect does it have? What dire straights
is the crew in?
First, interrogate the fiction. Let’s say the space station has
five separate reactors, so a reactor blowing is expected to
probably take a fifth of the station out with it.
The GM makes a fortune roll using 4d (5d for force, equivalent
to a ship with good weapons blasting away at a station
section, and -1d because of bulkheads and secondary systems
designed to stop exactly this).
On a 1-3, the explosion has little effect. Damage is contained,
though severe near the reactor, with survivors even in
damaged areas.
On a 4/5, the explosion has reduced effect. There are holes
out to space, but the station maintains orbit. The section the
reactor blew in is badly damaged, with few—if any—survivors.
On a 6, full effect. A fifth of the station is gone. Orbit is wildly
affected. Multiple secondary systems are off-line.
On a crit, there’s probably a cascade failure. Multiple other
sections take heavy damage, most station crew and visitors
take heavy losses, and there are only hours before critical
failure reaches the remaining sections.
You can add levels of magnitude together to describe a combination
of different effects, or focus on one key feature for the magnitude
assessment. You also don’t always need to account for all factors.
Ask if there is one component that’s dominant in the situation, or
if you really want to model all the different aspects in the effect.

278
You can also reduce or increase the magnitude by 1 if something
that isn’t on one of these axes is relevant to the decision. Use your
best judgment.
A Mystic holds a stone ring that’s a Precursor artifact. Until
now, he’s ATTUNED to it to make person-sized rifts in order to
make short-range shifts and jumps at the cost of a few stress.
His ship is being pursued, and particle cannons are firing on
them. Hoping to save the crew, he tries to ATTUNE to the artifact
to warp the ship out of enemy fire.
The GM first considers if this is possible at all, and then what
it would cost. This is a much more significant effect, so the GM
adds the magnitude levels of range 5 and area 4 to determine
an appropriate cost. Such an awesome display of force will
cost 9 stress! The GM offers a compromise: powering up the
artifact can be done over a few minutes, and will cost one less
stress, but the ship will have to weather those few minutes
of fire. It’s not like they have a lot of options here!
The Mystic begins to channel, while the pilot starts evasive

MAGNITUDE
maneuvers.
The magnitude table (page 280) is provided as a tool to help the
GM make judgment calls. It’s not meant to be a rigid construction
or mathematical formula to replace those judgment calls. Use the
levels as a guideline for setting a magnitude number that seems
appropriate to you.
The table can also be used as a guide to quality level when a PC
acquires an asset or crafts a device or drone (see Crafting, page 282).
The crew of the Faraday needs to get their hands on some
explosives. Part of their plan involves damaging an unmanned
Starsmith observation post (after they get what they need)
as a diversion. This needs something bigger than detonators,
so the GM consults the magnitude chart and decides that the
force of a plasma cutter applied in the right spots should bring
the thing down. He lets Aleera know that the explosives she
needs to acquire are a quality 4 asset.
With crew quality 1, she would only roll a single die, so she
contacts her friend—the weapons dealer—for an extra +1d,
and rolls a 6 (lucky!) on two dice. She needs to spend 2 CRED
to get explosives good enough to blow the station, so she
pulls that out of the ship vault. This job’s payout better be as
good as Captain Aman promised it would be!

279
MAGNITUDE

AREA SIZE DURATION

0 Closet One or Two People A Few Moments

1 Small Room Small Gang (3-6) A Few Minutes

2 Large Room Medium Gang (12) An Hour


8 // SCIENCE & THE STRANGE

3 Several Rooms Large Gang (20) A Few Hours

4 Small Building Huge Gang (40) A Day

5 Large Building Massive Gang (80) Several Days

6 City Block Colossal Gang (160) A Week

QUALITY/TIER RANGE FORCE

0 Poor Within Reach Weak

1 Adequate A Dozen Paces Moderate

2 Good Large Room Strong

3 Excellent Several Rooms Serious

4 Superior A Few Blocks Powerful

5 Impeccable A Few Kilometers Overwhelming

6 Legendary Across Town Devastating

280
FORCE EXAMPLES
X FORCE 0 EXAMPLES: A firm shove, a candle flame, a breeze, a tiny
spark, a rattling table, a pungent aroma.
X FORCE 1 EXAMPLES: A solid punch, a bright flashlight, a shock from
an electrical outlet, a noisy room.
X FORCE 2 EXAMPLES: A powerful blow, a searing brand, an electrical
shock from a live wire.
X FORCE 3 EXAMPLES: A crushing blow, a grenade, a raging fire, an
electrical surge, the wake of a jet engine.
X FORCE 4 EXAMPLES: A plasma cutter, a bomb, a tornado, electrocution,
a dangerous magnetic field.
X FORCE 5 EXAMPLES: A ship’s guns, a massive fire, a lightning strike,
an earthquake, the wake of a jump drive.
X FORCE 6 EXAMPLES: A capital ship weapon, molten lava, a tsunami,
a cosmic maelstrom, a huge asteroid impact.

MAGNITUDE
QUALITY EXAMPLES
X QUALITY 0 EXAMPLES: A rusty knife, worn and tattered clothing, a
rickety shack on the street.
X QUALITY1 EXAMPLES: A combat knife, regular clothes, cheap food
or drugs, a coffin-sized room in a cheap motel.
X QUALITY2 EXAMPLES: A regular sidearm, respectable clothing, an
apartment, an exotic pet, a low-level bodyguard.
X QUALITY 3 EXAMPLES: A land vehicle, a military rifle, stylish clothing,
a small house, a mercenary soldier, designer drugs.
X QUALITY 4 EXAMPLES: A personal racing ship, a townhouse, a common
Way creature, a Suneater scientist, insider faction information.
X QUALITY 5 EXAMPLES: A small spaceship, a prototype Guild device,
Noble clothing, Vosian crystals.
X QUALITY 6 EXAMPLES: A mansion, a cybernetic implant, a large
spaceship, powerful Ur artifacts, a dangerous Way creature.

281
CRAFTING
CRAFTING
During downtime, a PC can craft if they have access to the required
materials and tools. This includes making drones and building or
modifying devices.
To craft something you must know its schematic. Some items (like
common gear) may have schematics that are easy to find. Discuss
with your GM if you know it already, can acquire it, or if it requires
a job to get your hands on (dangerous goods fall into this category).
Complex, new, or unique items require you to design a schematic
from scratch.
ASSEMBLY
8 // SCIENCE & THE STRANGE

To craft a device you have a schematic for, spend one downtime


activity to make a RIG (hardware) or HACK (software) roll to determine
the quality level of the item you produce. The base quality level is
equal to your crew quality, modified by the result of the roll.
The GM sets a minimum quality level that must be achieved to craft
the item, based on the magnitude of the effect(s) it produces. Use
magnitude as a guideline for setting the quality level—it may be
higher or lower at the GM’s discretion to better describe the nature
of the project. An item may be crafted at higher quality if the player
wishes to attempt it—giving it a quality boost similar to a fine item
(or higher).
You may spend CRED 1-for-1 to increase the final quality level result
of your roll (this can raise quality level beyond crew quality +2 and
can be spent after you see the results of your crafting roll).

CRAFTING ROLL

1d per RIG action CRITICAL: Quality of the crafted/modified item
rating is equal to crew quality +2.

+1 quality per 6: Quality of the crafted/modified item is equal


CRED spent to crew quality +1.
4/5: Quality of the crafted/modified item is
 +1 quality for equal to crew quality.
ship workshop
upgrade 1-3: Quality of the crafted/modified item is equal
to crew quality -1.

282
DESIGN
To design a schematic for a device, you need to STUDY it as a long-
term project. Most designs will require an 8-segment progress clock
to invent and learn. The player and the GM answer questions about
the invention to define what it will do in play and what is required
to create it (see below). The player records these answers in their
notes for future reference.
CREATION QUESTIONS
1. GM asks: What type of device is it and what does it do? Player
answers.
2. Player asks: What’s the minimum quality level of this item?
GM answers according to the magnitude of the effects the item
produces.
3. GM asks: What complexity did you have to overcome that keeps
this design from being widely used? Player answers.
4. Player asks: What drawbacks does this item have, if any? The
GM answers by choosing one or more from the drawbacks list,

CRAFTING
or by saying there are none.
Once you’ve invented a formula or design, you can craft it by using
a downtime activity (see Assembly, left). No one else can craft this
invention unless they learn your design as a long-term project. If
you acquire a formula or design invented by someone else, you may
STUDY it as a long-term project (though it should be much shorter
than inventing it yourself). Common devices don’t require special
schematics to learn. Anyone may attempt to craft them by using
commonly available instructions.

283
MODIFYING AN ITEM
Adding a feature or additional function to a device is simpler than
creating something new. You don’t need to invent a special formula
or plan. Make a crafting roll to modify an item (the baseline quality
of an item that you modify is equal to your crew quality, as usual).
The GM may take scale into account when setting the quality.
X A simple, useful modification requires crew quality +1. Adding
a belt winch that can rapidly pull you up from a grappling hook.
Adding a noise suppressor to a blaster.
X A significant modification requires crew quality +2. Wiring in a
remote-fire component to your blaster rifle. Modifying your ship’s
shuttle to go under the seas of Mem.
XA strange or Way modification requires at least crew quality
8 // SCIENCE & THE STRANGE

+3. Modifying sensor goggles to detect Way creatures. Wiring an


artifact into your ship systems.
Modified items, like special devices, may have drawbacks.

DRAWBACKS
A device or modification may have one or more drawbacks, chosen
by the GM. You may add drawbacks to reduce the overall required
minimum quality, or to match fictional expectations (if you’re making
stun grenades, they’re consumable items).
X COMPLEX: You’ll have to create it in multiple stages; the GM will
tell you how many. One downtime activity and crafting roll is
needed per stage.
X CONSPICUOUS: This creation doesn’t go unnoticed. Take +1 HEAT if
it’s used any number of times on an operation.
X CONSUMABLE: This creation has a limited number of uses (all
grenades must have this drawback, usually one use). A single
crafting may make a few consumable items at once, but they’re
each consumed when used.
X RARE: This creation requires a rare item or material when it is
crafted. You have to acquire or buy it (spend CRED) first.
X UNRELIABLE: When you use the item, make a fortune roll (using its
quality) to see how well it performs.
X VOLATILE: The item produces a dangerous or troublesome side effect
for the user, specified by the GM. The side effect is a consequence,
and may be resisted.

284
CRAFTING EXAMPLE
Hayley the Mechanic has been accompanying the crew on
infiltrations, and after one too many locked doors, wants to make
a device for breaking through digital door security. Hayley’s player,
Alice, tells her GM, Natalie, that she wants to craft a hacking device.
First, Hayley will need to invent the design. Natalie and Alice
go through the creation questions.
Natalie asks, “What type of device is it and what does it do?”
Alice answers, “I want an arm device with sweet holo-displays
that lets me HACK doors without unscrewing all the plates. I
need to be able to do that stuff while running for my life.”
Alice next asks, “So, what’s the minimum quality level of this item?”
Natalie answers, “If it overrides doors in a few moments, let’s call
that quality 5. It will work on Tier IV or lower doors. If you want it to
work on Tier V doors, that will be tougher.” Alice agrees and nods.
Natalie then asks, “What complexity did you have to overcome
that keeps this design from being widely used?” Alice thinks
about this a moment and says, “Obviously the device needs

CRAFTING
to cross a bit of an air gap, and that sort of bypass requires
special Vosian crystals tuned to precise frequencies—the
holo-displays let me tune them for the specific door.”
Alice asks, “What drawbacks does this item have, if any?”
Natalie immediately answers, “Of course it has the rare
drawback—you need to source a few highly-regulated black
Vosian crystals. It’s also conspicuous. Doing this HACK leaves
a ripple effect on the surface of the digital display you’re
touching as the resonance alters the matter slightly. You’ll
take one extra HEAT on jobs where you use the device.”
Now that the design is settled, Hayley spends a few downtime
activities on an 8-segment long-term project to STUDY the
design and learn how to build it.
Once she’s mastered the design, Hayley builds the device
by spending one downtime activity. Alice rolls RIG and gets
a 6—enough to build an item with quality equal to Hayley’s
crew quality +1. Hayley’s crew is rating 1, so that’s quality
level 2—not enough for the quality level 5 hacking armband.
To make up the difference, Hayley spends 3 CRED. Pricey, but
Alice thinks it’s worth it for an upcoming job. She marks the
CRED from the ship’s vault and the new tool is ready to go.

285
DRONES
Drones are machines that take direction from an authorized user.
They may be programmed or directly controlled. They don’t have
intelligence and cannot make decisions about their actions. Drones
are common, but not ubiquitous in society, and are found more often
in warehouses, factories, and spaceports. They handle repetitive,
menial tasks such as delivering mail and removing trash.
Creating a drone uses the same system as any other device, but has
two magnitudes that only apply to drones. Both should be consulted
when creating a drone.

DRONE MAGNITUDES
8 // SCIENCE & THE STRANGE

MOBILITY CHASSIS

0 Stationary Exposed

1 Slow Walk Plastic

2 Wheeled/Treaded/Hover Metal

3 Fast and Nimble Legs Reinforced

4 Fast Flight Powered

5 Slow Space Worthy Hegemonic

6 Fast Space Worthy Guild Prototype

286
DRONE CREATION EXAMPLE
Hayley the Mechanic has had a decent amount of success
pilfering safes recently, and with extra CRED burning a hole in
her pocket, has decided to make a robotic sentry for patrolling
corridors and watching her back on jobs. Hayley’s player, Alice,
tells the GM that she wants to craft a drone.
Like any device, Hayley will need to invent the design. The GM
and Alice go through the creation questions.
Natalie, the GM, starts by asking, “What type of device is it and
what does it do?” Alice answers, “I want to make a drone that
I can station at corridors to alert me when it sees someone
coming. It also needs to return to me, and it would be nice if I
could use it to scout ahead. It should be lightweight and flying.”
Alice asks, “What’s the minimum quality level of this item?”
Natalie answers, “You could probably get by with a slow flight
plastic drone (2+1 for quality 3), since it has no weapons, and
no real software other than motion detection. Are you sure you
don’t just want to modify a different drone? It doesn’t sound
like you’re changing much.” Alice shrugs, “I want to be able

DRONES
to replace them or make new ones even if I’m not at a planet
that has drones for sale. So I’d like to know the schematic.”
Natalie nods and then asks, “What complexity did you have
to overcome that keeps this design from being widely used?”
Alice answers, “Guild sensors are stingy with feedback, and
wear out constantly. The recognition algorithm has to be
retuned constantly so it’s not alerting me about flies and rats.”
Alice asks, “What drawbacks does this item have, if any?”
Natalie answers, “Not much, aside from being a little makeshift
and low budget—if it takes damage it may break entirely.”
Now that the design is settled, Hayley spends a few downtime
activities on an 8-segment long-term project to STUDY the
design and learn how to build it.
Once she’s learned the design, Hayley builds the drone by
spending a downtime activity. Alice rolls RIG and gets a 4/5,
which is enough to build an item with quality equal to Hayley’s
crew rating. Hayley’s crew rating is 1 so she’ll have to spend
2 CRED to meet the minimum requirements. Hayley spends
the money from her personal funds and the drone is ready
for scouting and flight. She paints it black with gold stripes
and names it Nemoy.

287
URBOTS
Urbots are drones with sentience. Unlike drones, they can perceive
the world, have a personality, and make decisions about how to
act. Urbots wish to be useful to their users, often acting without
instruction.
The Guild of Engineers owns the patent on Urbots. They require
all Urbot owners to bring in their Urbots once a year for core
maintenance. However, between the availability of Guild outposts
and many Urbots being on far-traveling ships, this doesn’t always
happen. During the tune-up the Guild wipes the AI core, resetting
most of the memories and personality and restarting the Urbot from
scratch. Urbots that aren’t regularly wiped develop personalities,
new skills, and even start making decisions for themselves (which
8 // SCIENCE & THE STRANGE

the Guild insists are glitches). Urbots who don’t use their cores for
a long time will power down and go dormant, losing many if not all
of their memories, reactivating with only their base instincts and
directives.
To build an Urbot you need to have a drone body to attach the
Precursor AI core to. The core will then grow filaments throughout
the body (which takes longer for larger bodies).
Most AI cores will require a 8-segment RIG clock to mount to an
existing drone. Over the course of the long-term project, the player
and the GM will answer questions about it. (Answer one question
every time you fill two segments of the clock.) The player records
these answers in their notes.
If the player wishes to preserve the memories or personality of
their Urbot, they need to make an ATTUNE roll whenever removing
or placing the AI core.
URBOT CREATION
X GM asks: How did you attach the AI core to the drone, and what
made it difficult? Player answers.
X Player asks:What side effects of handling the core are there?
Does construction require any rare materials? GM answers. Rare
materials should be reserved for unusual cores.
X Player asks: What unique physical characteristic does the Urbot
have after assembly? GM answers.
X GM asks: What personality quirk did the Urbot inherit that you’ve
been unwilling or unable to remove? Player answers.

288
URBOT CREATION EXAMPLE
Hayley the Mechanic has recently found an Urbot AI core at an
old Precursor ruin, and decides to give her little Nemoy drone
more of a mind. Since she already has the drone, she simply
needs to mount the core onto the (admittedly flimsy) frame.
The GM, Natalie, and Hayley’s player, Alice, go through the
creation questions.
Natalie asks, “How did you attach the AI core to the drone, and
what made it difficult?” Alice thinks a moment and answers,
“The Ur core was substantially more heavy than the plastic
body, necessitating upgrading the flight engines to account
for the extra weight.”
Alice then asks, “What side effects of handling the core are
there? Does construction require any rare materials?” Natalie
answers, “The core itself is ice cold to the touch, and you burn
yourself a few times on its unnaturally cold exterior. Take
level 1 harm ‘Freezer Burn.’”
Alice asks, “What unique physical characteristic does the Urbot
have after assembly?” Natalie answers, “That cold seems to

URBOTS
radiate outward from the Urbot now—the temperature of a
room goes down a few degrees whenever it is present.”
Natalie asks, “What personality quirk did the Urbot inherit that
you’ve been unwilling or unable to remove?” Alice answers,
“The Urbot has an almost put-upon air, as if every command
given it were an imposition.”
Since Hayley didn’t make an ATTUNE roll when she plucked the
core out at the ruin, she isn’t too worried about preserving the
memories and personality in it (and she and her crew may
have shot its previous body so it might be good it doesn’t
remember that).

289
CHAPTER 9
THE PROCYON
SECTOR

WELCOME TO PROCYON
Sectors in the Hegemony are slices of the galaxy, each controlled by
a Noble House overseeing the harvesting of resources and expansion
in the area on behalf of the Hegemon. Originally belonging to House
Nim-Amar, the sector has changed hands a number of times, finally
falling to House Malklaith after the last Hegemon ascended.
Procyon is a relatively small sector of known space, hosting gates
to only four systems (although many say that if the Hantu gate were
ever to be open and stable, it would create another boom era for
the sector and whichever House was holding it at the time). When
Malklaith was promised a sector for their help in the Ascension wars,
the “gift” of Procyon was actually an insult. Already mined out, with
few directions left for expansion, and too many jumps from the
Core, this sector is a washed-out backwater at best. Consequently,
people assigned here are sent largely as punishment, or (continuing
the Hegemonic tradition) as a way to keep a promise of a posting
without giving up something cherished.
The sector is a burgeoning place for Syndicates, mystics, and other
folks that live on the fringes. Too far and too small to have the strong
arm of the Hegemony truly clutched around its throat, Procyon is
also a hotbed of corruption, peppered with strange temples and Ur
remnants that haven’t been picked completely clean. It provides
homes for those that may be fleeing the burning light of civilization
that emanates from the Core, and opportunities for folks that thrive
in the black.

291
PROCYON SYSTEMS
RIN
A three-gate system, with the only path deeper into the Hegemony.
Rin is largely prized for its natural resources, many of which (like
Baftoma) have already been plundered. This is also why it contains
powerful pirate and Syndicate factions that prey on the goods and
money flowing towards the Core. Rin has more prominence than
expected since it contains the Guild head and (for tactical reasons)
the Malklaith Governor’s seat on Warren. The lack of arable ground
and inhabitable planets also means that it doesn’t sport a massive
population, which is why the cultural center is in the (even more)
distant Brekk system.
HOLT
9 // THE PROCYON SECTOR

Holt is a strange place, where the least of its mysteries is the large,
never-opened Hantu gate that may lead to further systems. The
Rin-Holt gate had to be forced open, but only wild theories exist as
to why the Precursors may have wanted it shut in the first place.
It has xenos unhappy about the yoke of the Hegemony, crime and
pirate strongholds, and one of the richest (and most fiercely guarded)
Guild mining planets. In a sector known for its ragtag populace, Holt
is the biggest hotbed of scum and villainy.
IOTA
A twin star system, Iota is a mixed bag. Though many people only
pass through it on the way to Brekk, Iota is the industrial production
house that transforms many of the resources of Rin and Iota into
usable goods for the rest of the sector and the Hegemony. The
sector Starsmith shipyards are here, meaning that Iota usually has
a significant Legion presence. Amerath is a popular vacation spot
for well-off folks, seeming a bit rustic and rural with “charming”
ruins, while also sporting enough control and tech to support luxury.
BREKK
The cultural capitol of Procyon. If you’re looking to file paperwork,
strike deals, and otherwise mingle with the elite of the sector,
you’ll find many of them on the neon-lit streets of Nightfall. And if
you’re looking to do research, there’s no better place to stop than
Khalud Academy on Shimaya. Brekk also sports an untamed, largely
unexplored jungle world that can hide those fleeing the law, and
entice the rich on hunts for dangerous beasts.

292
LIFE IN THE HEGEMONY
TRAVEL
Most ships are designed for in-system flight. The majority of them
cruise or haul goods with some form of human-built conventional
engines. Ships with jump drives are not exactly uncommon, but
more pricey and regulated (think cars and planes in the modern
day, respectively). Jump drives are complex and regulated by the
Starsmiths Guild (whose members are very tight-lipped about where
they get them). Only engineers certified by the Guild are officially
allowed to fix them, though Guild dropouts and even further removed
students are often employed on the sly.
With conventional engines it takes several months to reach the
edges of any system. Often it’s far cheaper to ship goods via this
slow but reliable system.

THE PROCYON SECTOR


The Starsmiths Guild and some Seeker Cult members map and
maintain Hyperspace lanes. Ships with jump drives can enter these
lanes, usually via large rings near the endpoints, though hotshot
pilots and good engineers working together can do it anywhere
along the path. From the outside, a ship in a lane looks like a shooting
star. These lanes aren’t direct lines everywhere, so often you must
catch a path heading towards your destination and exit midway.
Ships then travel conventionally to the next entry point. Traveling
across a system may require two dozen such stops.
Stations in these oases between lanes are common. Lane travel
often cuts planet-to-planet travel down to days, and a journey to
the system Gate to only a week. Often such between-lane stations
have engines of their own, since lanes drift, and it behooves builders
to move rest stops to compensate. They are also frequent targets
of pirate raids and stops for Legion patrols.
Rumors persist of dark lanes, unmapped by the Guild, used by
pirates, smugglers, and mystics. However, without clear demarcation,
it’s unclear where they start and end, making them dangerous to
traverse.
The jumpgates are the only way to travel the vast gulfs between
systems. Giant rings that are able to transmit even huge battleships,
they stand fixed in space, uncaring about the rotations of the planets
in the system. Folks often plan trips when their planet is closer to
the gates, cutting down travel time and fees. Each jumpgate is a
huge ring made of unknown material, with strange faces and forms
carved throughout it.

293
COMMUNICATION
Most settled systems have an ansible network, which can transmit
in-system communications instantly. Also, unlike conventional
comms, ansibles can communicate to the other side of a gate
while it’s open. The Sah’iir are tight-lipped as to how exactly they
managed that.
Communication between systems is slower. Often a courier ship is
parked at the edge of a gate, traversing across once a day to deliver
messages. Hence, live conferences between systems are rare, and
news from several jumps away can take some time to disseminate.
THE LAW
Legal matters in the sector are usually handled planet by planet. In
general, planets that have a higher population and wealth have their
9 // THE PROCYON SECTOR

own local law enforcement agencies, which answer to the planetary


Governor. System Police are called in to oversee intersystem and
interplanetary crimes and criminals. These system cops usually wear
the colors of the House they function under the auspices of (hence
in Procyon the police wear the green and black of House Malklaith).
The Legion and their battle cruisers are military, and swear fealty to
the Hegemon, but answer to the Noble House that rules the system.
They can be called in to handle matters that require extra force or
have proven too complex for the System Police to handle.
Large-scale action from the Core tends to be slow. Part of Malklaith’s
job as the steward of the sector is first to appear like everything is
in order, lest another Noble House be granted control of the sector.
This means that high-level response by either the House head or
the Hegemony itself is often slow and uncertain.
THE HEGEMONY
The Hegemony is a distant source of law and power. The Hegemon
rules from their seat amidst the black holes near the center of the
galaxy. The Hegemon’s greatest task is keeping power divided
between factions such that they always squabble over it, and don’t
unify to seat a new Hegemon.
The galaxy is carved into sectors, put under the stewardship of
seven Noble Houses. Technology and science are the domain of
the approved Hegemonic Guilds (such as the Guild of Engineers).
Mysteries and the arcane fall to the approved Hegemonic Cults
(such as the Church of Stellar Flame). Each of these guard their
domains jealously.

294
Still, for every rule there is an exception. There are a number of
planets that pay a tithe to the Hegemony and self-govern without
belonging to any specific House. There are a number of ship repair
shops that have mechanics with expired Guild Licenses. There are
plenty of mystic groups that walk freely through the streets of
every world, and are popular figures of romance and mystery in
the entertainment industry—even though they’re not part of any
official Hegemonic Cult.
THE PEOPLE
The Hegemony is predominantly made up of humans. Whomever
the Precursors were, they tended to create system gates to places
that host planets or moons that conform to human specifications (at
least one in the Goldilocks zone, with atmosphere and temperatures
that were inside earth-like specs, or that the Guilds could terraform
to spec).

THE PROCYON SECTOR


Consequently, humans have spread far and wide, multiplying and
taking over the galaxy. While there are xenos of many shapes and
colors, the ones that are most frequently found are those that can
breathe human atmospheres, function in near-1G gravity, and are
about the size of humans. For reasons nobody is sure of (although
many blame the Ur), a number of human-appearing aliens (bilateral
symmetry, twin-legged) are the most common, though many have
modifications suited to their homeworlds (more eyes, extra arms,
gills, different colors, etc.).
That’s not to say you won’t find 10-foot-tall, reptile-scaled Norsicans
at the docks moving crates with their prodigious strength, or the
occasional three-foot, furry Wrinlian engineer using their six limbs
to perform delicate adjustments inside the wiring of a Guild starbase.

295
XENOS IN PLAY
If a player chooses the Xeno starting ability at creation, take the
time to discuss their people and flesh out what sorts of things to
expect their xeno abilities to do. Some guidelines are as follows:
X 0 STRESS: These are either constant abilities or adaptations that
don’t affect the game significantly. Breathing water. Seeing in the
UV spectrum. Having a prehensile tail, multiple eyes, or four arms
that work independantly. A heightened sense of smell.
X 1 STRESS: These are abilities that aren’t constant, and require
exertion or concentration to pull off. Good candidates are using 0
stress xeno abilities outside of their normal parameters, or pushing
them to their limits. A desert xeno pushing their heat immunity
to dive into an engine fire without taking damage. An underwater
9 // THE PROCYON SECTOR

xeno using sonar to try and sense guards down a metal corridor.
An animalistic xeno running faster than their prey, or leaping
through the branches of a jungle planet.
X 2 STRESS: These abilities tend to be things that humans couldn’t
even attempt. If this only enables you to take an action and a roll
is still required, take +1d or +1 effect to it (player’s choice). Ripping
chains apart through sheer strength. Breathing fire or generating
a sleep venom under your claws. A deep-sea xeno using their
incredible lung capacity to temporarily ignore the knock-out gas
being pumped into the room.
OPTIONAL RULE: Any significant weakness that can take you out of a
scene or cause great trouble for you (level 2 or 3 harm equivalent)
will also generate a gambit for your crew when it comes up in game.
This is a good way to simulate certain extreme allergies, issues
with atmosphere, and severe social problems or prejudices. Heat
sickness. Calcium deprivation that causes you to hunt your crew.
Not going offship or into key areas of a planet without a disguise.

296
XENO EXAMPLE: MEMISH
The planet Mem is in the Holt system, and consequently the Memish
are not an unfamiliar sight in the Procyon sector.
Although they’re generally humanoid, the Memish have pitch-black
eyes, and skin that comes in various shades of blue, purple, and
green. Instead of hair they have tentacles. The Memish are able to
survive at extreme depths, and navigate waters with virtually no
light available.
They’re known for organizing in complex, extended family groups,
and practicing their religion away from the light of the Holt star. It
involves ritual carving of their scaled hides and imbuing the carvings
with carefully tended bioluminescent deep-sea plant life.
Here are some things you might expect a Memish to be able to do:
X 0 STRESS: Breathe water. Hear really low sound waves. Swim
incredibly quickly.

XENOS IN PLAY
X 1 STRESS: Sense the flow of electricity nearby (a sense developed
to hunt prey in the deeps). This ability might cost 0 stress if
you and your target are both underwater. Use your deep-water
muscles to lift a thug one-handed. Extend rending claws capable
of filleting sharkskin.
X 2 STRESS: Navigate flawlessly in pitch blackness. Survive in space
unharmed for a short while. ATTUNE to the Way to sense gravitic
disturbances (common on Mem) and the relative mystic ability
of anyone nearby.
OPTIONAL RULE: When you are acting in significantly warm climates,
take level 2 or level 3 harm (based on how hot or dry it is) called
“Memish Weakness” and add a gambit to your crew’s gambit pool.
This harm can be removed by being immersed in water for 24 hours.
A recovery downtime activity with water available will remove this
in addition to any segments filled.

297
NIGHTFALL
BREKK

SHIMAYA

AMERATH
AKETI

LITHIOS
?
IOTA

INDRI
MEM

VOS

HOLT
SONHANDRA

THE COVE

BAFTOMA SB-176
VET

WARREN RIN

ALEPH

298
SYSTEM: RIN SYSTEM: IOTA
GATES: 3. Rin—Ecliptis (a path GATES: 2. Iota—Rin. Iota—Brekk.
towards the Core). Rin—Holt PLANETS: 3.
(unstable gate). Rin—Iota.
X AMERATH: Guild garden planet
PLANETS: 3. with a Mendicant temple in the
X ALEPH : Greenish-blue, gas- ruins. Moons: Gap—shattered
covered toxic planet. Moons: moon that rings the planet.
Warren, Hock, and Batter. X INDRI: Manufacturing planet.
X VET : Gas giant with rings. Thick clouds. Surface is either
Moons: None. Space Station: cities or toxic industrial
SB-176. wastelands. Moons: None.
X BAFTOMA : Mined-out husk. Consumed for materials. Space
Rocks from mining form a Station: Orbital warehouses.
small asteroid belt on its orbit. X LITHIOS: Ice Planet. Hosts a

MAJOR PORTS: 3. Warren (Moon


Yaru creche. Moons: None.

PROCYON OVERVIEW
of Aleph, Governor’s seat). SB- MAJOR PORTS: 4. Reeves (Indri).
176 (Vet, Guild of Engineers Solitude Colony (Lithios). Rost
controlled). The Cove (Pirate (Amerath, Guild). Station CM-5
base inside the Aleph Cloud). (Starsmith Yards).

SYSTEM: HOLT SYSTEM: BREKK


GATES: 2. Holt—Rin (unstable GATES: 1. Brekk—Iota.
gate). Holt—Hantu (unopened). PLANETS: 3.
PLANETS: 3. X AKETI : A massive, largely
X SONHANDRA : Tidally locked. unexplored jungle planet
Moons: Reigos and Diam. Both that resists taming. Moons:
tiny and can’t be landed on. Suhk, Enro, Awk. None with
X MEM: Ocean Planet. Moons: atmosphere.
Frozen moon of Yuura. X NIGHTFALL : Civilized planet
X VOS: Crystalline planet called mostly covered in cities.
“Glimmer.” Moons: None. Space Moons: 13. Space Station:
Station: IA-23. Must dock here Obelisk. Controlled by 51st
and shuttle planetside. Legion.
X SHIMAYA: Desert world. Moons:
MAJOR PORTS: 3. Spaceport Keyan
(Artificial island chain near the Hawk and Mouse. None with
government palace on Mem). atmosphere.
IA-23 (Guild of Engineers). Ugar MAJOR PORTS : 3. Ersia City
(Low-key spaceport near Ugar (Shimaya). Yaw port (Nightfall).
on Sonhandra). Base Camp One (Aketi).

299
SYSTEM: RIN

SYSTEM OVERVIEW
The entry point to the Procyon sector, Rin was colonized a little
over a hundred years ago by House Nim-Amar. It has never been an
important sector, so Malklaith’s never invested more than a minimum
of resources in its development. Instead, it’s used to train young
House members, or as an assignment to punish those who fail the
House. Galactic law is more present here than the rest of the sector,
as this is the seat of the sector’s administration and contains gates
to three systems, including a path towards the rest of the Hegemony.
NOTABLE PLACES
ALEPH: Between the poisonous THE STRAYLIGHT: The latest fad,
gases and tectonic instability, the Straylight is an upscale club
Aleph would be a planet to avoid and cocktail bar where elites can
if it weren’t for its mineral stores. wine and dine. It usually orbits
Most of the wealth dug from the Aleph, though it can move to
planet is taxed heavily by the other planets and moons in the
Governor, leading to frequent system. Its owner, Chance, runs
unrest with the miners. a tight establishment, but things
ASHTARI CLOUD : An ancient
can sometimes get out of hand.
damaged remnant of a massive BAFTOMA “THE HUSK”: Resource
Ur ship lies in space, generating exploitation by the Hegemony
an in-system nebula. Within it, is comprehensive, and planets
normal propulsion is minimal incapable of sustaining life are
and nav systems dodgy. The stripped to the core. Baftoma
Maelstrom pirates figured out was once such a planet—now
how to navigate the cloud, and only scaffolding of rock remains,
made their base of operations its broken form only used by
within its protective shroud. folks hiding or dodging pursuit.

300
300
WARREN

Warren is one of the moons WEALTH   


of Aleph and the home to an
ecumenopolis—a city spanning CRIME/SYNDICATE   
the entire surface of the moon. TECH LEVEL   
It’s the capitol for the system,
and the system Governor Ritam
WEIRD   
al’Malklaith makes his residence
here. On Warren, you can find NOTABLES
anything you need—for a
RITAM AL’MALKLAITH: Governor
price. Its high-rises are full of
of the Rin system, in disgrace
legitimate business dealings,
within House Malklaith. He seeks
and its streets far less so.
to improve his position in the
RULE : Warren is a wretched House by acquiring illegal Ur
hive of villainy, yet also the artifacts. (callous, ambitious,
Hegemonic seat of power in strange)
the system. You can take +1d to LIARA URIA: Owner and operator
acquire assets here, if you also of the Lock Luna, the most
accept +2 HEAT. infamous bar in the undercity.
(cunning, unforgiving, popular)
SCENE: A bustling street market
ROCCO APPLE : Ship designer
with neon signs promising
foods of all kinds in several extraordinaire. Only makes one
languages. Hovercars streaming of each ship designed. (artistic,
between towering buildings. The brilliant, aloof)
bass beat of a basement club PASHA QU’OLIN: Once a feared
playing the latest mix; patrons assassin among the Knives,
stumbling onto the street, now a Syndicate leader. Loves
singing. Socialites attending a good food and pit fights. (sly,
gala at the Governor’s mansion. corpulent, sartorial, decadent)

301
SB-176

You don’t need a planet in order WEALTH   


to mine. Or at least, you don’t
need ground. This combination CRIME/SYNDICATE   
“mining” platform and space TECH LEVEL   
colony is responsible for
extracting resources from Vet,
WEIRD   
the gas planet below. The mining
rigs in the skies below—mostly NOTABLES
manned by Urbots—send their
YAST JOR: Guilder head of the
goods to this central hub. Most
outpost. Jor is known for getting
of those are packaged and fired
things done, even if it means
towards the Rin-Ecliptis gate.
bending the rules. A thrill-seeker,
RULE : Engagement rolls on he keeps a Guild-enhanced
SB-176 itself are always at -1d racing ship for rare days off.
due to ever-present station (commanding, shrewd, bold)
monitoring. Any jobs run against KASUMI ORTCUTT: A mystic who
Guilders here are considered to claims to hear the voice of Vet,
be on hostile turf. the gas giant the platform is
mining. Trades information,
SCENE: Cold clacking of footsteps
including esoterica on the Ur.
on the brilliantly clean main
(passionate, strange, religious)
concourse. Whispers of politicos
taking tea at a parlor. Children ESPA “BOLT” WU: Labor organizer
running down halls, laughing. for the Guild miners. Rabble-
The hum of generators in the rouser beloved by the workers.
darkened side passages leading Has been incarcerated numerous
to the lower levels. Dingy times for crimes both real and
workers shouting in the cramped fabricated. (popular, dissident,
quarters of the mining rigs. ambitious)

302
302
THE COVE

The Maelstrom pirates have WEALTH   


made a station out of derelict
freighters, cargo containers, and CRIME/SYNDICATE   
stolen scrap metal. They call this TECH LEVEL   
home “the Cove.” Enterprising
individuals can discover where
WEIRD   
it is located if they have the
tenacity or contacts—though it NOTABLES
moves about within the Ashtari
PIRATE QUEEN ALANDA “THE BANSHEE”
Cloud. Only the best friends of
RYLE : A larger-than-life figure
pirates might be granted storm
with a hatred for the Hegemony.
drives to better navigate with.
Tough and violent, she enforces a
RULE: Conflicts at the Cove are pirate code on those who would
rampant, but by Banshee’s follow her. Once stranded her
decree no murder is allowed. first lieutenant on a barren world
Those needing to settle blood for mutiny. (proud, demanding,
feuds resort to kidnapping and honorable)
killing folks outside the Cloud. PRAXIS IVANOV: Merchant always
willing to make a deal. His
SCENE : Quick bets taken on
tentacles are tattooed with the
an open brawl between two
story of his several-hundred-
captains over slights. Blue-
year life. (xeno, experienced,
white sparks of maintenance
shrewd, loves to barter)
workers welding on a new ship.
Fresh water misting over rows KAI QUAG: Mid-level Cobalt boss.
of hydroponics. A station-wide Arranges protection for Cobalt
broadcast of the Banshee’s smuggling runs and meets with
latest conquest, followed by potential clients at the Cove.
cheers throughout the halls. (cautious, charming, confident)

303
303
SYSTEM: HOLT

SYSTEM OVERVIEW
Holt was the second Procyon system to be colonized, though the
Rin-Holt gate was troublesome to stabilize. Hegemonic scientists
eventually found a series of Ur keys in the system that forced the
gate to consistently lead to Holt. The gate remains temperamental,
however, and has been known to open on its own. No ships have come
through during these spontaneous openings—so far. The Holt system
star burns white, though it is far older than stars of this type should
be, which Hegemonic scientists attribute to ancient Ur manipulation.
NOTABLE PLACES
JEREC’S JUNKYARD: A free-floating TRADE PLATFORM AUTO #4: The
mass of ships and parts, Guild set up an automated
connected via magnetism and platform for selling fuel, covered
cabling. If you’re looking for in defensive systems to deter
equipment on the cheap, the theft. Because of this, some
Junkyard is your place, though parties conduct negotiations
it will likely be missing a piece or here to discourage escalation.
unreliable. Jerec also buys, but is Nobody knows what happened
a canny haggler. to the first three platforms.
HANTU GATE : The Hegemony PLANET OMEGA : Three survey
has never been able to activate crews and one military
this jumpgate. Compared to expedition vanished before the
other jumpgates it seems to Legion quarantined this planet.
be missing a few small but key It’s overrun by a deadly life form
pieces. It has been speculated that nests withing Ur ruins and
that the Ur locked the gate and can resist nukes from orbit. The
hid the keys somewhere, though Hegemony considers it hostile,
it’s anyone’s guess as to why. but insignificant to its plans.

304
304
MEM

This ocean planet was colonized WEALTH   


by the Hegemony for almost a
hundred years before aquatic CRIME/SYNDICATE   
xenos made themselves TECH LEVEL   
(and their planetary claims)
known. Hegemonic forces
WEIRD   
broke the Memish military and
incorporated them into the NOTABLES
Hegemony. Exploration of Mem
VICTOR KROMYL : Planetary
has proven difficult because of
Governor. Seeks proof of Memish
the free-standing gravity wells
rebellion after a few subordinates
deep beneath the waves.
vanished. Always with his Legion
RULE : The deeps are littered bodyguard. (vigilant, meticulous,
with Ur sites and strange glows. paranoid)
When in the deeps, using ATTUNE ESPA NUR: Memish labor boss.
for long-term projects grants His scars are packed with deep-
+1d. Low rolls may attract ocean bioluminescence. Reports
dangerous Way attention. to Kromyl on seditious behavior,
but hides his knowledge of
SCENE: Hegemonic officials in
Memish occultism. (xeno,
sashes, talking with Memish
ambitious, cunning, treacherous)
labor bosses. See-through spires
rising from the underwater WYNDAM TARU ZAHN : Biology
government palace to open-air researcher seeking a connection
pavilions. Tourists embarking on between the Mem and other
submersibles to take in the local planetary life, with little success.
sea life. Scientists in exo-suits Gathering an exploration of the
on deep-sea missions while the ancient Mem city of Bok-Dar.
Memish watch from the waters. (wealthy, brilliant, passionate)

305
305
SONHANDRA

This planet is tidally locked—the WEALTH   


same side of the planet faces the
star at all times. The day side is CRIME/SYNDICATE   
blistering. Oddly, all light sources TECH LEVEL   
extinguish about a kilometer
into the night side. Most of the
WEIRD   
settlements are in the twilight
border zone, including the NOTABLES
capital of Ugar. Known for its
DEL HEX: Outlaw gunslinger. Has
lax policies regulating trade, it’s
some obvious cybernetics from
become a choice destination for
his Guild days. Wanted in several
smugglers and fences alike.
systems. Runs a vibro-weapon
RULE: Everything is available fighting ring deep in the day side.
on Sonhandra for a price. You (ruthless, fast, cautious)
can always take +1d to acquire ABRA DRAKE: Fixer for hire and
assets, but on a 1-3 roll the asset auctioneer. If she can’t get it or
also comes with strings (even if sell it, she knows someone who
you boost the result with CRED). can. (connected, confident, bold)

SCENE: Perpetual twilight amid ZEED “TANK” MARAK: Mercenary


paved streets and concrete turned Nyct farmer. Knows
buildings. Howling of frequent where and how to hide ships
wind storms between the two on the night side. (gambler,
regions. Masked and cloaked commanding, experienced)
strangers congregating around OSHA: Nyct-smoking, grizzled
a steel warehouse before an ex-Legionnaire. Runs the Three
auction begins. Row after row Suns, a gambling den and the
of ships parked in the open dirt biggest local dive. (deadly,
on the outskirts of Ugar. retired, steely)

306
306
VOS

Known throughout Procyon WEALTH   


by its nickname “Glimmer,” the
surface of this enormous planet CRIME/SYNDICATE   
is made of carbon compounds TECH LEVEL   
such as graphite and diamond.
At night, the largest crystal
WEIRD   
formations glow with unearthly
light—a property many of the NOTABLES
crystals retain after being cut.
MOREK AND RA-NA: Most-feared
One must dock at Guild station
bounty hunter in Procyon. Ra-na,
IA-23 in orbit and shuttle down
his AI partner, helms his artifact
to do business on the surface.
ship and runs ops on his hunts via
RULE: Vosian crystals are prized the strange armor he wears. On
by Guilds and mystics alike. Vos retainer to hunt any who loot Vos.
is full of money, but also closely (ruthless, vigilant, commanding)
monitored by the Guild. When IMPERA EVAZAN: High-ranking
you do a job on Vos, you earn +1 G u i l d l o g i s t i c s o f f i c e r,
CRED and +1 HEAT. responsible for crystal mining.
Privy to much of the Guild’s
SCENE: Well-armed, permanent
supply structure. (popular,
blockade in space, with ships
demanding, shrewd)
waiting for clearance. Smooth
walls of dense carbon brick, YOLA SPREKK : Jeweler known
windows looking out onto for using the unique properties
the black surface. Diamond- of Vos crystals. Her creations
scarred and sooty-faced miners, may be the most artful pieces in
drinking with shaking hands by Procyon. A Sprekk piece can open
their bulky sonic cutters. Pristine doors in the most elite circles.
shops of the visitor settlement. (artistic, charming, proud)

307
307
SYSTEM: IOTA

SYSTEM OVERVIEW
The planets in Iota orbit a pair of stars—a yellow sun (Iota-1) and
a brown dwarf (Iota-2). By the time the Hegemony arrived, there
were two asteroid belts, one of which still has a large portion of
a shattered planet remaining in its midst. Although both the belts
were clearly planets once upon a time, nobody is sure what sort of
calamity shattered them. As is their wont, the Guilds didn’t look a gift
horse in the mouth—they set up the Iota shipyards, which service
many ships in the sector using metals from the belts.
NOTABLE PLACES
SHIPYARDS: While the primary WAY LINE: The Iota gates produce
yard is run by Starsmiths, many a region between them where
smaller, licensed hubs work on engines have more thrust, akin
repairs and ship refits. These to “winds” of a planet. The path
stations are full of bored spacers is hard to find and switches
looking for any distraction from direction. Pilots in the know use
the wait. Starsmiths sometimes this to gain an advantage on rush
hire foolhardy pilots for deliveries (or daring escapes).
prototype tests. ZX-1138: A long-period comet
BELT OF FIRE : The region of has recently diverged from its
superheated plasma currents course, taking it much closer to
between the Iota binary stars. Indri. Reasons for the course
Spacers spin yarns about the Old change are unclear, but locals
Dragon—a vast space creature have requested the Governor
living there. While the name is investigate. Mystics claim that
whimsical, the Hegemony issued this has shifted the system
a Quarantine order for the area Way lines, making the Way
after several ships disappeared. sometimes act unpredictably.

308
308
AMERATH

With a lush biome, this planet WEALTH   


has become well known for
pharmaceuticals research and CRIME/SYNDICATE   
manufacturing. Many regions TECH LEVEL   
of the planet are well tended,
and due to the comprehensive
WEIRD   
attentions of the Guild, the
garden city of Rost is in perennial NOTABLES
bloom. Warm, gentle rains come
YON LIRAK: High-end drug dealer.
frequently. The deep forests hide
Runs a factory in Rost that never
some pirate lairs and Mendicant
shuts down, producing synthetic
temples amid overgrown ruins.
narcotics for several major
RULE : While it’s ruined and species. (experienced, ruthless,
unsanctified, the Mendicants unforgiving)
keep their temple and their ARA BLAZE: Once a star athlete,
mystics tend to any and all that now a preeminent pit fighter in
request aid. Take +1d when you the underground fight clubs. Ara
recover in their care. has tried every performance-
enhancing drug offered to her,
SCENE: Massive, person-sized
and it has changed her. (ruthless,
flowers blooming along a vine-
unforgiving, engineered)
supported path through the
trees. The sweet smell of honey UYEN AL’VORRON: Famous Noble
in the air. Scientists having lunch duelist from the religious House
at treetop cafés while reviewing Vorron. Seeking to cultivate a
project schedules. Sick pilgrims plant for the new vineyard he’s
praying for a cure while waiting planning to grow on a moon
to travel to the old Mendicant near the Core. (armed, deadly,
temple deep in the forests. observant)

309
309
INDRI

Over 25 percent of all goods WEALTH   


manufactured in the Procyon
Sector come from this incredibly CRIME/SYNDICATE   
industrialized planet. Thick, TECH LEVEL   
rust-colored clouds create
dusk even during the day. From
WEIRD   
the warehouse-surrounded
spaceport of Reves, one can NOTABLES
view the impressive skyline of
PIRO LOCKE: Owns a number of
smokestacks and flames from
discreet, well-guarded storage
gas burn-offs. Travel without
spaces in orbit, and has a strict
protective gear is not advised.
no-questions policy. If it’s illegal,
R U L E : The factories have it’s certainly stored by Locke.
caused massive air pollution; (honorable, wealthy, confident)
anyone spending any amount ZO O YUN TA RI: Xeno weapons
of time outside without proper dealer known for prototypes and
equipment or xeno abilities specialty armaments. Recently
gains level 2 harm “Indri Lung.” acquired an Ur ship weapon
and plans to auction it under
SCENE: Hovercar traffic reflecting
the cover of a storm. (xeno,
adverts on buildings. Gas-
connected, cautious, meticulous)
masked pedestrians walking
hurriedly down metal sidewalks PASHA “THE ROC” LENSARR: Local
with umbrellas treated to head Ashen Knife. Known for
prevent acid rain damage. a brutal approach to criminal
Slow-moving containers being organization. Wears custom-
shuttled to warehouses. Storm tailored suits that allow his
clouds with multi-hued lightning wings to unfurl as needed. (xeno,
rolling in. fierce, ruthless, demanding)

310
LITHIOS

Ancient ice palaces dot the WEALTH   


surface of this frozen planet, but
the race to which they belong CRIME/SYNDICATE   
has long since passed. Entry to TECH LEVEL   
the palaces has been restricted
after a string of mysterious
WEIRD   
explorer deaths. Orbital mirrors
shine like artificial suns, keeping NOTABLES
a few larger settlements warm
ASHA MUNZEN: Ex-lover of the
and powering large mining
Governor, ice climber, mystic,
rigs for extracting water and
and explorer of the ice palaces
liquefied gases.
and gas caves. Only returns
RULE: When you explore the ice with visions, never artifacts.
palaces of Lithios, you must Attempting to find the “First
make a RESOLVE resist if you don’t Message.” (mystic, ambitious, fit)
want to heed the echoes urging REN LARANA : Xenobiologist
you to wander into the frozen attempting to revive an ancient
wastes alone. xeno found frozen but alive in
the ice, despite Hegemonic law
SCENE: A purple and green aurora
forbidding it. Currently trying to
shining over the freezing cold
sneak the xeno off-world. (bold,
sky. Ice explorers whispering
brilliant, confident)
about the Yaru creche. Heated
vapors escaping around Solitude RAF URICH: Ice pirate, currently
Colony. Colonists in full parkas, stranded on planet. Used his
riding large, many-eyed canids. ship weapons to cut a berth
Farmers pulling gas-eels and in the ice. Has been hiding out,
ice-mushroom wine crates in stealing parts to repair his ship.
sail-sporting snow skimmers. (experienced, cautious, shrewd)

311
311
SYSTEM: BREKK

SYSTEM OVERVIEW
Considered by many to be more civilized than the rest of Procyon, this
system is home to many finer aspects of the Hegemony—education,
art, and culture. Wealth and culture means the Legion presence is
strong in the sector. However, there are many odd, non-Starsmith-
maintained hyperspace lanes that bend strangely, making long loops
perpendicular to planetary orbits. Pilots map these so-called “dark
lanes,” making it easy to hide and dodge patrols if one is willing to
take one’s time.
NOTABLE PLACES
BLACKSTARR: The vast and largely BRIGHT WIND: A large gas cloud
empty Nightspeaker ship where ejected by the star, now used
initiates train for their first year. as racing grounds by the Echo
The ship is unlit and moves Wave Riders. Despite it being
routinely to prevent discovery. both lethal and illegal, racers
It does not often receive visitors, from all over the sector compete
but exceptions are made for for cred and fame. Invitations
those that have a favorable to the races are exclusive and
relationship to the Cult. require qualifying in equally
DENDARA: An ancient temple on
hazardous conditions.
Nightfall’s fifth moon, Todav. ISOTROPA MAX SECURE: Orbiting
Some say it’s an Ur temple, near the star, Isotropa is the
others that it’s the remains of a most notorious prison in Procyon.
forgotten mystic Cult. Its derelict Wardens broker audiences with
corridors are tough to tour due to prisoners and grant commutations
the moon’s lack of atmosphere for the powerful and wealthy.
and the glitching effect it has on They report to Malklaith but the
drives and electronics. prison largely runs itself.

312
AKETI

This verdant jungle world WEALTH   


would be more settled, were
it not for the incredibly hostile CRIME/SYNDICATE   
natural life. Between rapidly TECH LEVEL   
spreading carnivorous plants,
seasonally rampaging beasts,
WEIRD   
and hyper-aggressive fish, only
a few distinct types visit Aketi— NOTABLES
researchers, poachers, and
RAZOR: A hunter mounting an
criminals hiding from the law.
expedition to catch the deadly
The planet is labeled a Malklaith
Grand Phereniki for a rich client.
“nature preserve.”
(callous, experienced, gambler)
RULE: Nobody comes here who ZOKAR PAVA: Lost Legionnaire
doesn’t have to. The planet dealing in military-grade
hates you, and jobs are hard to weapons. (cautious, meticulous,
find. Even bounty hunters pass dissident)
it by. When you lay low on Aketi,
INTAL BREL: Psy-blade-wielding
take +1d.
Concordiat Knight. Travels with a
SCENE: Heavily armed guards
nine-foot-tall xeno, an ex-priest,
patrolling the tall walls of Base and an Urbot. Recently lost a
Camp One, nervously eyeing party member and hopes to
the jungle. Research crews replace them. (religious, vigilant,
packing for their next expedition honorable)
across from poachers doing the ASHA RAVANN: Base Camp One
same. A smuggler discussing commander. Instituted a wall-
arrangements with a client in mounted flamethrower measure
a tent while a personal barista that’s kept the jungle at bay.
makes them drinks. (tired, jaded, relentless)

313
NIGHTFALL

Named for frequent eclipses WEALTH   


caused by the planet’s 13 moons.
Their erratic movements make CRIME/SYNDICATE   
night only predictable by TECH LEVEL   
computer. The city of Yaw is
nestled where night and day
WEIRD   
last between 2 and 12 hours
each. It bustles with economic NOTABLES
activity and is a frequent
SAREN GALIA: Data broker and
destination for tourists and
bookie. When you can’t pay your
traders. Known for its haute
debts, you become her informant.
cuisine and theater.
(paranoid, fast, connected)
RULE : Nightfall is the center LOTUS: Fashionista and taste-
of culture in the system, and maker, dressed in elaborate
everything is mostly about who costumes. Secretly a high-
you know. When you acquire powered fixer. Has been known
assets, roll with CONSORT to take charity cases when the
instead of crew quality. cause appeals to her. (popular,
passionate, meticulous)
SCENE: High-rises lighting up
JET WOLFFE: Scarlet Wolf Assassin.
block by block as the city goes
from day to night in the span Can be hired at a price, but only
of minutes. A rowdy night club takes off-world jobs. Travels
spilling dancers clad in black, with a large, blue-skinned alien
glow-accented outfits onto a animal of unknown origin. (aloof,
sun-lit street. The blue glow of confident, unforgiving)
a public data kiosk projecting SOL BRIGHTON: Best lawyer in
tomorrow’s night schedule and the sector. (cunning, connected,
market changes. expensive)

314
SHIMAYA

This desert planet is ravaged


WEALTH   
by electrical storms that
occasionally clear colored CRIME/SYNDICATE   
sand off mineral deposits TECH LEVEL   
essential to space travel, or
turn it to glass, giving a view WEIRD   
to the ruins beneath. Teams
race to capitalize on these NOTABLES
events. There is a substantial
HONDO SUZUKA : HNN reporter
civilian population, including the
seeking evidence of conspiracy at
sector’s preeminent educational
Khalud Academy, where several
institution, Khalud Academy.
top students have vanished.
RULE: Although only students (ambitious, vigilant, charming)
and professors are technically ED URSIS: Guild Engineer that
allowed to use the Khalud works on the orbital array and
Academy archives, any STUDY the electrostatic generators it
rolls while using them take +1d. powers to keep the storms away
from the capital. Collects colored
SCENE : Professors walking glass statues. (dedicated,
down the marble paths of brilliant, overworked)
the Academy. A market street
MIRANDA KASUR: Minerals trader
with insistent vendors selling
sandworm kebabs to hungry with a load of stolen goods
miners. Excavators packing she needs to move. In hiding
furiously onto sand-skiffs, ready after her first deal went wrong.
to take advantage of a storm- (scared, cunning, proud)
cleared deposit. The storm alert SAHAR: Strange-suited mystic
blaring citywide. that lives in the desert. (odd,
blue-eyed, ancient)

315
FACTIONS OF PROCYON

HEGEMONY TIER WEIRDNESS TIER

Guild of Engineers v Sah’iir Iv


Church of Stellar Flame Iv Suneaters Iv
Counters Guild Iv The Agony III
Starless Veil Iv Ashtari Cult III
51st Legion III Vignerons III
House Malklaith III Ghosts II
Isotropa Max Secure III Mendicants II
9 // THE PROCYON SECTOR

Starsmiths Guild III Nightspeakers II


Cult of the Seekers II Acolytes of Brashkadesh I
Hegemonic News Network II Conclave 01 I
Yaru (Makers Guild) II Vigilance I
Concordiat Knights I
CRIMINAL TIER
NOTE : You can always add Lost Legion Iv
factions if needed. If your crew
is interested in the plight of Scarlet Wolves Iv
the Memish, add the Memish Vorex Iv
Rebellion as a faction. Pick
a category. Is their uprising Ashen Knives III
religious or justified anger at Borniko Syndicate III
the Hegemony? (Weirdness or
Criminal, respectively.) How Draxler’s Raiders III
powerful are they? Strong
The Maelstrom III
locally or weak on a few planets?
Tier I. Strong in one system or Echo Wave Riders II
weak in a few? Tier II. Strong in a
Janus Syndicate II
few systems or weak throughout
Procyon? Tier III. Tier IV is strong Turner Society II
in multiple systems, and Tier
Cobalt Syndicate I
V has reach and dominance
beyond that in some way. Give Dyrinek Gang I
them a goal now, and detail the
Wreckers I
rest as needed in play.

316
FACTIONS
The Factions of Procyon Sector are detailed below:

51ST LEGION: Hegemonic military COBALT SYNDICATE : Organized


that represents the law labor union dabbling in a little
anywhere off-planet. crime to fund their demands for
ACOLYTES OF BRASHKADESH :
a better life. Usually display a
blue stripe somewhere on their
A collective that eschews
clothes.
individuality. Initiates adopt the
same garb and the same name, CONCLAVE 01: Independent,
in the pursuit of perfection at sentient Urbots led by an ancient
any cost. Urbot known as the Prime.
Working to control the mining
THE AGONY: Cult of humans who
sites and gain control over
infect themselves with Way
Precursor AI modules required to
creatures to access the universe
generate true sentient machines.
in unsettling ways. Named after
the pain most endure for their CONCORDIAT KNIGHTS : Often
abilities. accompanied by a motley crew
of adventurers, these dozen or

FACTIONS
A S H E N K N I V E S : Dangerous
so colorful characters have the
criminal Syndicate known for Hegemonic Churches’ blessing
their control of gambling and to pursue a quest for something
assassination in the sector. called the Light of the World.
ASHTARI CULT: A Cult of Precursor COUNTERS GUILD: Officials who
worshipers claiming Ur descent. maintain the galactic currency
They carry vials of gases from network and build shadow
the Ashtari Cloud, which they repositories in any system the
inhale to connect to their Guild has a presence in, storing
presumed ancestors. mysterious items and securing
BORNIKO SYNDICATE: A tightly knit auctions and commerce.
group of thieves who steal high- CULT OF THE SEEKERS: Wandering
end technological supplies. Man, mystics studying artifacts and
the Guild hates these guys. seeking new places. Members
CHURCH OF STELLAR FLAME: One include the Hegemon’s mother.
of the official Hegemonic Cults. They want to open the Hantu
Religious zealots with only a few gate.
powerful members. Stretched DRAXLER ’ S RAIDERS : Fierce
thin, they’re using their power individualistic pirates who
and influence to seek out and specialize in disabling ships
eradicate dangerous artifacts before boarding. Mostly found
and mystic activity in the sector. in Iota and Brekk.

317
DYRINEK GANG : Mostly young, ISOTROPA MAX SECURE: The most
disenfranchised xenos who notorious prison system in the
have turned to crime and found Procyon sector, housing the
strength and solidarity with worst of the worst. Brokers
each other. Based on Warren audiences with its population
grants commutations for those
but looking to expand wherever
with power and wealth.
there are other like-minded folks.
JANUS SYNDICATE : Weapons
ECHO WAVE RIDERS: Pilots. Many
dealers that specialize in ship
organize illegal races. Many take weapons, headed up by the
dangerous jobs for pay, and a ruthless Viktor Bax, who insists
few test dangerous new engine/ on doing the first deal with every
flight technologies for the Guild. client in person.
They wear a pin that shows how LOST LEGION : Formerly the
9 // THE PROCYON SECTOR

many races they’ve won. Hegemon’s personal guard,


GHOSTS: Scientists who, due to they rebelled when the current
a mishap, live exo-suited in a Hegemon rose to power. They
seek to see the Hegemon
half-phased state. The Church of
dethroned and have been guns
Stellar Flame offers a significant
for hire ever since the schism.
bounty on them and their ghost
THE MAELSTROM: Rowdy space
ship, the Skeleton Key—dead
pirates living in a nebula that’s
or destroyed (but certainly not
difficult to navigate. Often clash
alive).
with the Legion.
GUILD OF ENGINEERS : One of
MENDICANTS : Originally the
the Hegemonic High Guilds, Church of the Emerald Heart,
responsible for resource their organization was politically
acquisition, cybernetics, AI, tech destroyed. Now they wander the
advancement, and research. stars as traveling physicians and
Often have the best toys. healers.
HEGEMONIC NEWS NETWORK : NIGHTSPEAKERS : Mystics with
Those who control the media dark proclivities bent on finding
control the mind. Often use this a set of dangerous Precursor
artifacts.
as leverage over other factions.
Spies. SAH’IIR: Tall, ebon-skinned xenos
who travel with blindfolded
HOUSE MALKLAITH: A powerful
servants that speak for them.
Noble House of the Hegemony, Gave the Hegemony their ansible
ostensibly owns the sector. network. Have creepy black-
Represented by the Governor, metal ships. Very rich and work
who lives on Warren. as merchant families.

318
SCARLET WOLVES: Although they VIGNERONS : A small handful
often hire themselves out as of immortality seekers using
bounty hunters, the Scarlet artifact tech implants and
Wolves are a renowned group chemicals distilled from the
of assassins. Each bears a living; several of them have been
distinctive tattoo of a wolf around for hundreds of years.
holding a star in its mouth. Most were powerful before their
transformation, though they
STARLESS VEIL : Hegemonic
now conceal their true identities.
counterintelligence and
spies. Currently at odds with VOREX : The most successful
House Malklaith. They seek to information broker to ever live.
undermine the Governor in order Can access any terminal in the
to make a case for change in system—though no one can
House control. explain how. Frantically seeking
her sister, who the Counters
STARSMITHS GUILD : Maintain
Guild took hostage.
the jumpgates and hyperspace
lanes, and build ships. All ships WRECKERS : Scavengers and
in Hegemonic space must be thieves with a few brilliant
certified and registered with hackers, who incite factions to

FACTIONS
the Starsmiths Guild—but forged fight so that they may pick the
papers are all too common. battlefields clean later.
SUNEATERS: Ur-archaeologists YARU (MAKERS GUILD): Guild that
and scientists obsessed with force-grows clones for labor.
recreating jumpgate technology. Clones are short-lived, have
Looking to extinguish a star in a symbol on their foreheads,
pursuit of their goals. and are supposedly only barely
sentient. Folks are distinctly
TURNER SOCIETY: A Holt-based uncomfortable around the
Syndicate running drug dens clones.
masquerading as society houses.
Their drugs are cooked with rare
Aketi animal parts and Vosian
crystals—which they sometimes
have trouble sourcing.
VIGILANCE : Warrior mystics
bearing artifact blades, who
seek to enforce an ancient
code of justice on any they find
wanting.

319
51st LEGION III
A faction of the Hegemonic military, preparing a coup.
TURF: The Scorpio (dreadnought, HQ). Naval yards throughout
the sector. Outposts at government and public installations
and trade lanes.
cleanse
NPCS: Tallon “the Butcher” (commander, disciplined, imposing, legion of
vicious). Liyara (lieutenant, psychic, changed, eerie, loyal). anyone
disloyal
Thrace (ace pilot, reckless, gambler, loyal). Wick (spy, xeno,
unreadable, mysterious, loyal).
NOTABLE ASSETS: A legion of the Hegemonic Guard. The Scorpio
(dreadnought). An illegal psychic.
QUIRKS: There are oddly few xenos among the Legion.
ALLIES: House Malklaith, Starsmiths Guild
9 // THE PROCYON SECTOR

ENEMIES: Ashen Knives, Church of Stellar Flame, Lost Legion, The Maelstrom
SITUATION: Tallon earned many commendations on the battlefield, but swore
to cleanse the Hegemonic military of nepotism when his command was
sacrificed to a Noble’s daughter. He uses his secretly psychic lieutenant
Liyara to vet officers and quietly place Legionnaires loyal to him in positions
of power.

ACOLYTES OF BRASHKADESH I
Eschewing individuality, all initiates adopt the same garb and
the name “Ashkad,” in the pursuit of perfection at any cost.
TURF: A large number of meditation rooms throughout Indri.
NPCS: Ashkad (charismatic, passionate, idealistic). Ashkad
convert
(ambitious, underhanded, muscled). Ashkad (mystic, devout, an entire
artistic). Ashkad (technician, skilled, liar, wealthy). factory
to their
NOTABLE ASSETS: An Ur artifact that all the Acolytes have religion
attuned to, called the Pillar of Truth.
QUIRKS : Attuning to the Pillar allows the Acolytes to
communicate with each other and invoke the skills and
memories of other Acolytes, who can act through them.
ALLIES: Mendicants
ENEMIES: Ashen Knives, Guild of Engineers
SITUATION: The Acolytes are ready to begin the next phase of growing
their following, but the Pillar requires massive reserves of energy to keep
attuning to more people. They plan to indoctrinate an entire power plant’s
workforce, so they can repurpose the plant to power the Pillar of Truth.

320
THE AGONY III
Human Cultists infecting themselves with Way creatures. Named
for the pain most endure for their usual abilities.
TURF: A platform orbiting Planet Omega (HQ). Secret chantries
on Mem, Sonhandra, and Lithios.
move
NPCS: Lexal (mystic, addicted, power-hungry, winged). Iritha planet
(mystic, many-limbed, glowing, powerful, potent). Noro omega
towards
(mystic, calculating, enrapturing, elongated). mem
NOTABLE ASSETS: Potent mystic powers. A menagerie of
undocumented Way creatures. A laboratory for producing
Way-infused drugs.
QUIRKS: Each member of the Agony is changed in some highly visible way,
either with extra limbs, semi-spectral forms, or many new mouths and eyes.
ALLIES: Dyrinek Gang, The Maelstrom
ENEMIES: Church of Stellar Flame, House Malklaith
SITUATION: Having harvested horrors from Omega’s surface, the Agony have
a plan to develop the living planet. By activating sites on the surface they
intend to move it within reach of Mem, feeding the oceans to Omega and

FACTIONS
starting a new era of its evolution.

ashEn KnIvEs III


Once lean and battle ready, the Ashen Knives are a decadent
Syndicate focused on drugs, gambling, and pleasures of the flesh.
TURF: Drug dens. Gambling houses. A hidden and reinforced
bunker on Warren (HQ).
control
NPCS: Pasha Qo’iin (sly, corpulent, sartorial, decadent). Knife major
Lirik (assassin, xeno, gambler, deadly, graceful). Oya (high planetary
crimes in
ranking, greedy, well armed, natural leader). rin
NOTABLE ASSETS: A crew of well-trained assassins, often with
a Precursor artifact or two up their sleeves. Heavy coffers.
Bribed judges. Crews of thugs.
QUIRKS: To join the Syndicate, Knives must take a life. Being promoted
requires doing unsavory tasks. Their regional leaders are titled “Pashas.”
ALLIES: The Maelstrom
ENEMIES: Cobalt Syndicate, House Malklaith
SITUATION: The Ashen Knives’ power on Warren often eclipses that of House
Malklaith. This hasn’t become a problem yet, since the Governor is more
focused on the Core. A recent alliance with the Maelstrom (fencing goods)
has filled the Knives’ coffers, and now their sights are set on expanding.

321
ashTARI CULT III
Precursor worshipers claiming Ur descent. They inhale gases
from the Ashtari Cloud to connect to their presumed ancestors.
TURF: An undocumented Ur ruin on Lithios. A moon base on a
Nightfall moon (HQ).
align the
NPCS: Urmak Theon (compassionate, educated, well spoken). moons of
Urmak Lesh (artificer, ex-Guilder, researcher). Urley Fean nightfall
(Noble, cautious, hidden, influential). Rokono Maex (captain,
scavenger, coarse, nonbeliever, stoic).
NOTABLE ASSETS: A bevy of Ur artifacts. Stockpile of Ashtari gas.
QUIRKS: Each member of the Cult wears a small vial of Ashtari gas to allow
them to “commune” with their “Ur past.” These visions of lives eons ago
have unearthed previously unknown ruins.
ALLIES: Ghosts, Mendicants
9 // THE PROCYON SECTOR

ENEMIES: Church of Stellar Flame


SITUATION: Visions granted when inhaling Ashtari gas in sacred places about
the sector indicate that Ur sites on the various moons of Nightfall can be
used to control the planetoids. The visions are unclear as to what will
happen when the moons are aligned, but that’s not going to stop the Cult.

BORNIKO SYNDICATE III


A tightly knit group of thieves who steal high-end technological
supplies.
TURF: A former Counters Guild shadow repository that the
Syndicate managed to erase from the Guild ledgers.
steal
NPCS: Ria “Keycard” (wizard-class hacker, ambitious, daring). governor
Nals E (Urboticist, gearhead, muscled). MaxiMillions malklaith’s
(arrogant, expert infiltrator, gorgeous). Pip (mystic, xeno, rings
small, unsettling).
NOTABLE ASSETS: An entire vault of Guild technology.
QUIRKS: Joining the Borniko Syndicate involves pulling off a
heist that impresses the leadership.
ALLIES: Conclave 01, Echo Wave Riders, Wreckers
ENEMIES: Counters Guild, Guild of Engineers, Starsmiths Guild
SITUATION: The Borniko have been working on bigger and bigger heists,
making numerous enemies and allies along the way. Their jobs often have
folks from other factions playing different roles. They focus on Hegemony
targets and are looking to find a way into House Malklaith’s private holdings
for a big heist, power in the sector be damned.

322
Church of Stellar Flame Iv
A religious group with Hegemonic backing, believing that many
Precursor artifacts and mystic practices are dangerous.
TURF: The Way of Light, a battle cruiser orbiting incredibly
close to a star (HQ).
root out
NPCS: Alaana (Noble, high priestess, mystic, driven, ex- heretics
heretic). Battle Sister Diana (battle-scarred, exo-suited, and
dangerous
unstoppable). Iraam the Kind (inquisitor, plain, quiet, cruel). elements
NOTABLE ASSETS: Handfuls of zealots willing to die for the
cause. An imperial seal letting them do pretty much whatever
they want. A powerful battle cruiser.
QUIRKS: Each member is branded with a mark of the Church. It’s referred to as
the Kiss of Light. Faithful pray by bathing in as much light as they can bear.
ALLIES: Dyrinek Gang, The Maelstrom
ENEMIES: Guild of Engineers, Starsmiths, Yaru
SITUATION: Alaana has few but elite resources in the sector. This far out,
the Church does not have widespread followers to report happenings, so
Alaana has to rely on her attuned prayers and instincts to guide her. The

FACTIONS
Church is focusing on finding key targets rather than widespread action.

CoBaLt SyndICatE I
Once a labor union, the Cobalt Syndicate has turned to smuggling
and extortion to carve out shipping lanes and have a real say.
TURF: The Pit, a mining quarry on Aleph (HQ). A major berth
and associated docks on Warren.
unify the
NPCS: Jax (leader, cold, killer, arrogant). Keve (captain, labor
augmented, defiant, enterprising). Sephua (Jax’s sibling, force
thug, daring, envious, gambler).
NOTABLE ASSETS: A fleet of private ships used for smuggling.
Toughs and laborers on almost every planet and station who
wear the Cobalt stripe.
QUIRKS: Every member wears a solid blue stripe somewhere on their clothing.
A blue stripe on the walls of docks and warehouses is a call to action.
ALLIES: Dyrinek Gang, The Maelstrom
ENEMIES: Ashen Knives, Guild of Engineers, Starsmiths, Yaru
SITUATION: Jax has taken over shipping lanes between Aleph and the Core
worlds. He’s angered a number of powerful Guild factions and the secret
wars between them are nearing a violent outburst. Jax has been stockpiling
weapons and vehicles for what he sees as an inevitable and bloody fight.

323
CONCLAVE 01 I
Independent, sentient Urbots led by the Prime, seeking free will
and independence for all Urbots.
TURF: Secret bases on Baftoma and the Indri Wastelands (HQ).
NPCS: The Prime (ancient, powerful, mysterious, wise). Bar-
take
Hazuk (gardener, huge, kind). Delta-7 (architect, weapons control
platform, massive). Sp-d3r (hacker, infiltrator, cloaked, tiny). of iota
factory
NOTABLE ASSETS: Deep understanding of Urbots and Ur tech. A
supply of dormant AI cores. Rana-Daiyu, a powerful spaceship
controlled by three sister Urbot cores. A network of Urbot
spies posing as everyday servants about the sector.
QUIRKS: All members of the Conclave are currently Urbots of varied shapes
and sizes.
ALLIES: Concordiat Knights, The Maelstrom (who have an Urbot captain), Sah’iir
9 // THE PROCYON SECTOR

ENEMIES: 51st Legion, Guild of Engineers


SITUATION: The Prime wants to found an Urbot homeland, but he needs
numbers to do so. Having spent years freeing cores, he must manufacture
bodies for them and grow them safely. He hopes to take over abandoned
factories on Iota and start doing so secretly.

CONCORDIAT KNIGHTS I
Fourth and fifth children, these young Nobles have taken an
oath sanctified by the Hegemon to seek the Light of the World.
TURF: None. Knights travel on private vessels. The Grail (a bar
on Sonhandra) is where they leave messages for each other.
find first
NPCS: Nicols al’Nim-Amar (leader, glib, hopeful). Vnipe ur site on
al’Vorron (priestess, renowned, bejeweled). Junrai (explorer, their map
death wish, restless). Intal Brel (religious, vigilant, honorable).
NOTABLE ASSETS: A map of Procyon from before the Hegemony.
Exploration ships. Significant personal power and funds.
QUIRKS: Each Knight is as distinct as they can be from each other. This tight-
knit group is comprised of unique, colorful characters.
ALLIES: Mendicants, Vigilance
ENEMIES: Acolytes of Brashkadesh
SITUATION: A retrieved message about a powerful artifact that could
terraform previously dead worlds ignited a fervor in a number of Hegemonic
youths. Taking an oath blessed by the Hegemon to find it, they’re looking all
over the Galaxy. Nicols recently found a marked map of Procyon predating
the Hegemony and the Knights seek to unravel its mystery.

324
COUNTERS GUILD Iv
Maintains the galactic currency network and shadow
repositories in each system.
TURF: Numerous shadow repositories that store mysterious
items in high-tech vaults. A currency exchange on Warren built
on the Hegemonic ansible network (HQ). disrupt
guild of
NPCS: Torx Verron (chief executive, calculating, ruthless, engineers’
mining
expansionary). Rintar Ix (operations head, conniving, jealous, operation
sly). Broq Vsigh (repository head, honorable, meticulous).
NOTABLE ASSETS : Shadow vaults unknown even to the
Hegemon. An ansible network relay. Vast wealth.
QUIRKS: Counters Guild members sign a contract for cycles of labor at a time
and are paid up-front. Any breach of that contract can be punished harshly.
ALLIES: Sah’iir, Scarlet Wolves, Starless Veil
ENEMIES: Borniko Syndicate, Guild of Engineers, Vorex
SITUATION: Torx is playing Guild politics. He hopes to show that the Guild of
Engineers has too much to handle, and the Counters should handle sales
of their raw materials and lab resupplies in Procyon. He’s spent vast sums

FACTIONS
on this, betting he’ll get it back once the Counters take over.

CULT OF THE SEEKERS II


Wandering mystics studying artifacts and exploring, looking to
open the Hantu gate. Members include the Hegemon’s mother.
TURF: Small island with a research station on Mem (HQ), near
the Hantu gate. A dig site in the desert on Shimaya.
find
NPCS: Lasaya al’Nim-Amar (Noble, mystic, brilliant, obsessed). missing
Yor Brah-Rahim (explorer, hot-tempered, stressed). Qulocct hantu
gate keys
(Memish, researcher, sharp, obsequious).
NOTABLE ASSETS: Extensive Guild schematics of other gates.
Hegemonic sanction to retrieve artifacts. A large stockpile
of artifacts.
QUIRKS: Many of the Cult are young ex-Legionnaires that have been
personally drafted by the Hegemon’s mother and inspired by the cause.
ALLIES: Hegemonic News Network, Starsmiths Guild
ENEMIES: Church of Stellar Flame, Ghosts
SITUATION: The Seekers believe they have a holy imperative to expand
the Hegemony to the farthest reaches of space. Having found a lead on
Shimaya, they’ve set up a dig site that promises to unearth at least some
of the missing pieces of the Hantu gate.

325
DRAXLER’S RAIDERS III
Violent pirates who disable ships before boarding, ransoming
crew and cargo alike.
TURF: Abandoned mining station in an Iota asteroid belt (HQ).
NPCS: Draxler (leader, killer, vengeful). Wudu “Starhawk” pull off
(captain, loyal, vicious, wary). Samara “She Wolf” Red jailbreak
(captain, enforcer, cold, physical). at
isotropa
NOTABLE ASSETS: Mining ships retrofitted with grapplers. Heat max
secure
shields for surviving in the Ring of Fire. Draxler’s cloaking
corvette, the Manta. Power armor for boarding. Prisoners for
ransom. Caches of goods stolen from raided ships.
QUIRKS: Almost all members of Draxler’s Raiders are wanted for crimes.
ALLIES: Janus Syndicate, Lost Legion
9 // THE PROCYON SECTOR

ENEMIES: 51st Legion, Isotropa Max Secure, The Maelstrom, Vigilance


SITUATION: Draxler has made a lot of waves since taking over the Raiders.
The crew has a decidedly anarchist views. A few bad fights with the 51st
have landed a number of Raiders captains in Isotropa Max Secure, and
they have set their eyes on eliminating the supermax prison from Procyon
altogether, killing two birds with one stone.

DYRINEK GANG I
Mostly young, disenfranchised xenos who have turned to crime
and found strength and solidarity with each other.
TURF: Lost Paradise, a club with an attached warehouse where
the gang does its business (HQ).
take
NPCS: Dyrinek (xeno, revolutionary, proud). Burn (Memish over hnn
mystic, xeno, fast, overconfident, untrained). Radds (human, broadcast
on
hacker, smart). Myrk (xeno, gun enthusiast, hothead). warren
NOTABLE ASSETS: A collection of high-end hoverbikes used to
cruise through their territory. A few minor artifacts some of
the leaders have attached to themselves.
QUIRKS: When a new member joins the gang, they all go out on a drunken
tear across the city, leaving a swath of wreckage in their wake.
ALLIES: Cobalt Syndicate
ENEMIES: Hegemonic News Network, House Malklaith
SITUATION: The gang has had its run-ins with System police and the HNN
paints them as lowlifes with no future. Dyrinek wants to send a message
that they won’t be so easily dismissed, and plans to take over the airwaves
to broadcast the gang’s punk ideology. All they need is the opportunity.

326
ECHO WAVE RIDERS II
Pilots that organize illegal races, take mercenary work, or test
dangerous new engine/flight technologies for the Guilds.
TURF: A secluded hanger on Nightfall (HQ). A near permanent
presence at Bright Wind in Brekk.
organize
NPCS: Garge Ztar (risk-taker, ambitious, charismatic). Elen system-
(engineer, analytical, race-winner). Inofra (stunt pilot, wide race
in brekk
compassionate, veteran). Dom (ex-Starsmith, mechanic,
genius, family man, lives to race).
NOTABLE ASSETS: A host of ships of their own, and access to
far more. Substantial mechanical facilities on Nightfall.
QUIRKS: Echo Wave Riders don’t respect those who don’t know how to pilot
their own ship, and settle all scores with races.
ALLIES: Borniko Syndicate, Starsmiths Guild
ENEMIES: Wreckers
SITUATION: The Riders are left alone by authorities if their races are kept
far enough from civilization—and claiming Bright Wind takes care of that.
They plan to put on an epic race among system pilots for prestige and cash

FACTIONS
prizes, starting and ending in the plasma cloud. Buy-in will be expensive.

GHOSTS II
Scientists that live exo-suited in a half-phased state. The Church
of Stellar Flame offers a bounty on them and their ghost ship.
TURF: The Skeleton Key, a half-phased corvette (HQ). A secret
research facility on Lithios.
hire
NPCS: Nils Boyer (physicist, brilliant, remorseful). Roy Stanz memish
(biologist, bitter, driven). Eegon Mark (engineer, genius, suit to make
bomb for
designer). Pol Venker (engineer, self-indulgent, cavalier). holt gate
NOTABLE ASSETS: A corvette that can travel along Way lines.
The ability to phase on top of people, possessing them, though
the body dies a few days later.
QUIRKS: Before the mishap, the Ghosts were scientists. All are intelligent and
educated. They phase out of reality if too long outside their suits (or people).
ALLIES: Ashtari Cult, Suneaters
ENEMIES: Church of Stellar Flame, Cult of the Seekers
SITUATION: A mishap with the Holt gate phased the Ghosts. Upon their return,
they possessed those that boarded. The Hegemony has been hunting them since.
Recently their exo-suits have allowed them to act without harming others. They
theorize that destroying the Holt gate will restore them to their original forms.

327
GUILD OF ENGINEERS v
One of the Hegemonic High Guilds, responsible for resource
acquisition, cybernetics, AI, tech advancement, and research.
TURF: SB-176 (HQ). Mining concerns in every system in Procyon.
Advanced research facilities in Rin, Iota, and Brekk.
convert
NPCS: Avalon Riat (chief executive, cybernetic spider legs, trade
megalomaniac). Thiel Kharrat (operations head, brutal, platform
into a way
connected, influential). Oevers Star (head researcher, genius, siphon
reclusive, overworked). Yast Jor (commanding, shrewd, bold).
NOTABLE ASSETS: Technology even the Hegemon is unaware
of, stored in the Grand Archive. Secret research laboratories.
QUIRKS: Many high-ranking Guild members sport custom cybernetics.
ALLIES: 51st Legion, Isotropa Max Secure
9 // THE PROCYON SECTOR

ENEMIES: Borniko Syndicate, Cobalt Syndicate, Conclave 01, Counters Guild


SITUATION: Decadent and powerful, the Guild of Engineers are beyond the
ability of the Governor to police. The Guild is exploiting this, using this remote
sector to perform experiments banned by the Cults and the Hegemon. Their
current project involves converting Way energy into a highly unstable but
physical compound.

HEGEMONIC NEWS NETWORK II


Those who control the media control the mind. Often use this
as leverage over other factions.
TURF: HNN Corporate Offices on Warren (HQ). Field offices
on every planet.
find
NPCS: Cinszo (owner, ambitious, greedy, untrustworthy). black-
Rinsama Kay (chief editor, cynical, demanding, stickler). mail on
governor
Ooxoo (xeno, press pool manager, curious). Stacy Weathers malklaith
(ace reporter, trained spy, always grinning, nose for trouble).
NOTABLE ASSETS : Sector-wide communications. Many
independent journalists feeding them news.
QUIRKS: The bulk of the HNN’s workforce are contractors, selling HNN stories
they find. Many reporters are also trained spies.
ALLIES: Starless Veil
ENEMIES: Dyrinek Gang, Mendicants
SITUATION: The HNN is effectively the private intelligence agency of Cinszo.
The director leverages information coming into the network to blackmail and
influence the powerful in the sector. Cinszo has had a taste of the high-life
and is looking to find a way into a Noble House, by marriage or appointment.

328
HOUSE MALKLAITH III
Far from the Hegemon, at the center of the Galaxy, a disgraced
fifth son of the House holds a small seat on a local moon.
TURF: Malklaith owns the sector, but the Governor rarely leaves
Warren. His people can be found in major positions in every
system of the sector. acquire
aleph
NPCS: Governor Ritam al’Malklaith (Noble, intense, obsessed, key
well-spoken). Jerrem (guard captain, tactical, scarred, loyal).
Shim (judge, corrupt, greedy, ambitious).
NOTABLE ASSETS: Procyon sector taxes, generating vast coffers.
A growing collection of Precursor artifacts.
QUIRKS: Governor Malklaith wears a number of strange rings of Precursor
origin—their powers are not fully known, even to him.
ALLIES: 51st Legion, Nightspeakers, Turner Society
ENEMIES: The Agony, Ashen Knives, Lost Legion, The Maelstrom
SITUATION: Disgraced after a famous duel, Governor Malklaith is convinced the
way to regain his rightful place is by gathering Precursor secrets (Nightspeaker
Doraam whispers this in his ear regularly). He hopes this will give him the edge

FACTIONS
in the cloak and dagger world of imperial politics; this pursuit is highly illegal.

ISOTROPA MAX SECURE III


A notorious prison in Procyon, housing the worst offenders.
Brokers commutations for those with power and wealth.
TURF: Isotropa Max Secure in Brekk (HQ).
NPCS : Bafma F’rozz (warden, haughty, confident,
get more
wealthy). Kreel (guard captain, muscled, angry). Dr. Xhu prisoners
(psychotherapist, corrupt, gambler). (repeat)

NOTABLE ASSETS: The biggest supermax prison in Procyon. An


organized file of dirt on anyone they do business with.
QUIRKS: The staff of Isotropa are all corrupt and will take
bribes for almost anything.
ALLIES: Guild of Engineers
ENEMIES: Draxler’s Raiders
SITUATION: Between the Warden’s excessive spending habits, Dr. Xhu’s
gambling problem, and Kreel’s “educating” the prisoners, Isotropa always
needs more funds and bodies. The prison spends a lot of time lobbying local
planetary Governors to increase sentencing or acquiring “special guests”
from factions, and just as much time looking for bribes.

329
JANUS SYNDICATE II
Weapons dealers specializing in ship weapons, headed up by
the ruthless Viktor Bax.
TURF: Weapons camp on Sonhandra (HQ). A sizable operation
at Aketi’s Base Camp One.
acquire
NPCS: Viktor Bax (ambitious, charming, distrustful, ruthless). source
Baruk (xeno, bodyguard, huge). Wendel (nervous, technical, for
capital
loyal). Faye Null (unmarked Yaru, pilot, adventurous, foolhardy). weapons
NOTABLE ASSETS: A large stockpile of weapons, particularly
ship weapons. Several small but well-armed ships. A map of
the current dark hyperspace lanes.
QUIRKS: Viktor Bax insists on meeting every client the Syndicate does
business with in person.
ALLIES: Draxler’s Raiders
9 // THE PROCYON SECTOR

ENEMIES: Vigilance
SITUATION: Viktor wants to grow beyond the outposts the Syndicate currently
runs to a sector-wide affair. As part of his plan to scale up, he’s looking to
poach the Legion for some capital weapons. Viktor’s currently digging up
dirt on Tallon and secret Legion projects in the sector.

LOST LEGION Iv
Formerly the Hegemon’s personal guard, but rebelled when the
current Hegemon rose to power. Now they work as guns for hire.
TURF: Ascension (dreadnought, HQ). A host of berths in the
Iota Shipyards staffed with loyalists.
capture
NPCS: Commander Eterin (disciplined, veteran, inspiring). alaana
Captain Rowan (tough, stoic, unhesitating). Lt. Yon (ace pilot, of the
stellar
bitter, just). Her Excellency, the One True Hegemon (elite, flame
royal, resplendent). Haya (royal guard, potent, unstoppable).
NOTABLE ASSETS: A dreadnought. Hegemony access codes
for many things in the sector. Many highly trained soldiers.
QUIRKS: All Legionnaires have been branded as traitors. Many bear the tattoo
of a phoenix (the last Hegemon’s sigil, now a sign of rebirth).
ALLIES: Draxler’s Raiders, Mendicants, Yaru
ENEMIES: Most Hegemony Factions
SITUATION: The 1st Legion—the Hegemon’s private guard—rebelled when
the current Hegemon ascended. They protect a young girl, heir to the last
Hegemon, whom they hope to reinstate. They plan to capture the head of
the Church of Stellar Flame and convince her to bless the girl as required.

330
the MAELSTROM III
A band of ferocious space pirates hiding among a mysterious
nebula and around Baftoma.
TURF: The Nightbreaker (capital ship, HQ). The Cove (made of
lashed-together ships). The Ashtari Cloud.
seize
NPCS: Alanda “the Banshee” Ryle (Pirate Queen, beautiful, control
mirthful, risk-taker). Yorgar “Thorn” (captain, quiet, calculating, of a
jumpgate
deadly). Hunter Black (captain, ex-Noble, daring, space savvy).
NOTABLE ASSETS: The Nightbreaker (a capital ship with a
jumpgate inside it). Storm drives (engines capable of
navigating the Ashtari Cloud). A fleet of pirate ships.
QUIRKS: The pirates lash together old or damaged ships to make the Cove. The
Cove is the size of a planetoid, rotating near the center of the Ashtari Cloud.
ALLIES: Ashen Knives, Cobalt Syndicate, Nightspeakers
ENEMIES: 51st Legion, Draxler’s Raiders, The Guilds, House Malklaith
SITUATION: The Maelstrom raids shipping lanes and sells goods via the
Ashen Knives. Alanda is scheming to find a way to jump systems with her
entire crew by taking over a jumpgate, preferably without incurring full-

FACTIONS
scale Hegemonic retribution.

MENDICANTS II
Originally the Church of the Emerald Heart, they were politically
destroyed, and now wander the stars as traveling healers.
TURF: The Temple on Amerath (HQ).
NPCS: Ammon (physician, compassionate, changed). Kambree
find new
(researcher, cheerful, organized). Kairi (xeno, physician, emerald
somber). Tar Hawkson (mystic, ancient, changed, powerful). hearts

NOTABLE ASSETS: A small but dedicated crew of Mendicant


physicians capable of healing with science and Way powers
alike. An ancient and powerful Mendicant mystic.
QUIRKS: Mendicant physicians implant themselves with Ur
artifacts (Emerald Hearts), which change them but also let them heal others.
ALLIES: Concordiat Knights, Lost Legion, The Maelstrom
ENEMIES: Church of Stellar Flame, Hegemonic News Network
SITUATION: An ancient Mendicant once healed a dying Stellar Flame abbot,
who proclaimed them an abomination. In the last Hegemonic Ascension, the
Church traded battle might for the right to wipe out most of the Mendicants.
Many Emerald Hearts were lost; the Mendicants now seek a cache of them
rumored to be hidden deep beneath the ruined ancient temples of Amerath.

331
NIGHTSPEAKERS II
Mystics with dark proclivities bent on seeking a set of dangerous
Precursor artifacts.
TURF: Blackstarr, a dreadnought hidden in the Brekk system (HQ).
NPCS: Doraam (masked, mysterious, driven). Oin-rai (fighter,
quietly
physical, huge, brutal). Ismissa (robed, unarmed, mystically gain
potent). All count as small gangs in battle. aleph
key
NOTABLE ASSETS: Mystical powers such as the Night Voice,
which strips an area of the Way and creates darkness and
gravitational effects. A dreadnought.
QUIRKS: Nightspeakers have pitch-black eyes and resonating voices after
training in the Night Voice. Most wear masks. Some say they speak to voices
from beyond the stars.
9 // THE PROCYON SECTOR

ALLIES: House Malklaith


ENEMIES: 51st Legion, Church of Stellar Flame
SITUATION: Though few, each member is a potent mystic. They hire themselves
out to powerful individuals while searching for a set of Precursor artifacts
called the Raiment of Night. Doraam has become the Governor’s personal
mystic and advisor after sensing a piece of the Raiment—the Aleph key.

SAH’IIR Iv
Tall, fully robed xenos who travel with blindfolded servants
that speak for them. Gave the Hegemony the ansible network.
TURF: The Sah’iir Embassy, purchased recently on Warren (HQ).
Workstations at every ansible network point.
find the
NPCS: Ren 3-Meti (matriarch, xeno, cunning, commanding). ur
Iisoo 7-Chim (trader, explorer, xeno, humanitarian). Wi 13-Meti ansible
(Ren’s clutchmate, xeno, ambitious, underhanded, marked).
NOTABLE ASSETS: A fleet of black metal merchant ships. Private
ansible networks. Extensive funds from trading.
QUIRKS: The Sah’iir communicate via special hosts they control, called
Echoes. Each may have up to a dozen of such Echoes. It’s said they sense
who is suitable to be their Echo, regardless of distance.
ALLIES: Counters Guild
ENEMIES: Guild of Engineers, Suneaters
SITUATION: The Sah’iir have earned their place by being too important to the
Hegemony to get rid of. While not technically a Guild, they guard the secrets
of ansibles as if they were one. They have detected a signal from Procyon
when a Precursor ansible was activated and have come to investigate.

332
SCARLET WOLVES Iv
Although they often hire themselves out as bounty hunters, the
Scarlet Wolves are a renowned group of assassins.
TURF: The Killroom, a high-end safe house on Warren (HQ).
Holdouts on most planets.
murder
NPCS : Rik “Old Wolf” Urus (leader, dangerous, retired, top guild
cunning). Hara “Mamba” M’brozz (sniper, killer, thrill-seeker). engineers
Jet “Shark” Wolffe (aloof, confident, unforgiving).
NOTABLE ASSETS: A large armory of the very best weapons.
An actual huge wolf genetically engineered by the Yaru as
payment. (Rik keeps it. They feed it others who don’t pay.)
QUIRKS: Each member of the Wolves bears a distinctive tattoo of a wolf
holding a star in its mouth.
ALLIES: None. With the Wolves it’s strictly business.
ENEMIES: Starless Veil, Vignerons
SITUATION: The Scarlet Wolves are contract killers specializing in hard
targets. They have a reputation for delivering, minimizing collateral, and
never taking bribes. They’ve taken a large contract from the Counters Guild to

FACTIONS
kill a number of the Guild of Engineers’ heads, but need time to set up the hit.

STARLESS VEIL Iv
Spies and Hegemonic counterintelligence, seeking to undermine
the Governor to make a case for change in House control.
TURF: The Veil holds no turf except the occasional safe house
or place to reload and rearm on missions.
cause
NPCS: Joina Starlight (leader, analyst, tactician, charming). civil
Agent Phasic (infiltrator, engineer, risk-taker). Agent N’Paya unrest on
warren
Wayline (diplomat, connected, collector).
NOTABLE ASSETS: A network of spies. High-tech gadgets. A few
ships with cloaking devices.
QUIRKS: All members of the Veil have had advanced mental training to resist
interrogation and Way powers.
ALLIES: Dyrinek Gang, The Maelstrom
ENEMIES: Guild of Engineers, Starsmiths, Yaru
SITUATION: The Veil serves the Hegemony itself, even above the Hegemon.
When power struggles from the Core spill out into the rim, the Veil follows.
Their eyes are locked on the Guilds and Malklaith’s inability to control
them, so they’ve been carefully trying to engineer his downfall without
destabilizing the sector, hoping a different House will have more luck.

333
STARSMITHS GUILD III
Maintains the Hyperspace lane beacons, jump drives, and
jumpgates that make possible the intragalactic Hegemony.
TURF: Iota Shipyards (HQ). All major spaceports.
NPCS: Dorae White (chief executive, industrious, trustworthy
find
workaholic). Kir M’rikk’lik (technical officer, xeno, gadgeteer, another
experimenter). Nash (operations chief, gruff, overworked). key for
tuning
Rip Onister (gate expert, curious, shy, reclusive). rin-holt
NOTABLE ASSETS: Jump drives for use in new ships. A shipyard.
Hyperspace lane beacons and charts. Trading stations on
every route.
QUIRKS: All ships in Hegemonic space, by law, must be registered, certified,
and maintained by the Starsmiths Guild. False papers abound, though.
ALLIES: Cult of the Seekers, Echo Wave Riders
9 // THE PROCYON SECTOR

ENEMIES: Borniko Syndicate, Cobalt Syndicate


SITUATION: When the Rin-Holt gate was first opened, several Ur artifacts
were used to stabilize the connection. The Guild has speculated the gate
can go to a second system if another key could be found to retune the gate.
The Guild is searching every Ur site they get access to for such a device.

SUNEATERS Iv
Ur-archaeologists obsessed with recreating jumpgate technology.
Currently looking to extinguish a star in pursuit of their larger goals.
TURF: An Ur ruin on Lithios (HQ). Several Nightfall-based
warehouses.
devour
NPCS : Elil (astrophysicist, fanatic, brilliant). Ruba iota-2
(archaeologist, mystic, seer). Racel (engineer, loyal, and store
energy
conflicted). Rygar Z’tann (mystic, guard, gravity bender).
NOTABLE ASSETS: A few well-armed, unmarked ships. Armed
troops. Mystics painfully trained to Way-bend gravity. Parts
to build a jumpgate with activated Ur beacon. Solar siphon.
QUIRKS: Suneaters spend most of their days handling Ur artifacts and have
all learned how to handle them safely.
ALLIES: Ghosts
ENEMIES: Sah’iir
SITUATION: Many are ex-Guilders or mystics, who have poured decades of
money and study into their cause. If successful in their mission to mine Iota-2
for energy, the Hegemon would instantly grant the Suneaters Guild status,
even if everyone in Iota perishes. The Suneaters consider it worth the risk.

334
TURNER SOCIETY II
Syndicate-run drug dens masquerading as society houses. Their
drugs are cooked with Aketi animal parts and Vosian crystals.
TURF: The Jewel, a society house on Mem (HQ). Wildside, a
society house on Sonhandra. The Mirror Maze, an upscale
club on Warren. find new
hunting
NPCS: Madam Gourdan (administrator, charming, connected). grounds
on aketi
Pytric (chemist, callous, reclusive). Vallis (minor Noble,
addicted, wealthy). Chorrguth (xeno, hunter, surly).
NOTABLE ASSETS: Vosian crystals and Aketi animals used to
produce Haze. Several society houses. An intrasystem shuttle.
QUIRKS: Membership into the society is both exclusive and expensive, and
considered a mark of taste amongst high society.
ALLIES: House Malklaith
ENEMIES: Vigilance
SITUATION: Focusing on the upper echelon of Procyon, the Society has traded
the typical complications of running drugs for new problems. Their unique
drug requires Vosian crystals and Aketi animals, and with the Vigilance

FACTIONS
harassing their production, they struggle to keep up with demand.

VIGILANCE I
Warrior mystics that seek to enforce an ancient code of justice
on those they find wanting.
TURF: The First Temple on Aketi (HQ).
NPCS : Quai-Rosh (elder, mystic, judgmental). Aayli
burn
Spacerunner (elder, stoic, warrior). Ulek Spacedancer down
(apprentice, rash, friendly). base camp
one
NOTABLE ASSETS: Hidden forest temple. Temple archives going
back to the early days of the Hegemony. Mystic tools. A handful
of powerful mystic warriors.
QUIRKS: Each member is trained by one elder mentor. Becoming a Vigilance
member means receiving an artifact blade as a mark of your progress.
ALLIES: Concordiat Knights
ENEMIES: Draxler’s Raiders, Janus Syndicate, Nightspeakers, Turner Society
SITUATION: Though the Hegemony colonized the sector a hundred years
ago, Vigilance was founded thousands of years ago. The current members
are all human, since the original practitioners were wiped out when Nim-
Amar pacified Procyon. They have judged the gunrunners and drug makers
of Aketi unworthy.

335
VIGNERONS III
Pursuers of immortality via tech implants and chemical formulas
distilled from the living. Several have been around for centuries.
TURF: Anodyne, a pleasure den on Amerath (HQ). Rust, an
auction house on Sonhandra.
abduct
NPCS: Asphodel (general, flawless, calculating, ravenous). and
Nehemiah (warrior, ancient, brutal, huge, fast). Morwenna convert
(mystic, selective, enthralling). elite
warriors
NOTABLE ASSETS: A few sophisticated frigates. Centuries of
experience. A small stockpile of life-extension fluid. Gain
potency for a while after taking the substance.
QUIRKS: Because the genetic material harvested from their kills must be
suitable for the recipient, Vignerons only hunt human targets.
ALLIES: The Agony
9 // THE PROCYON SECTOR

ENEMIES: Church of Stellar Flame, Vigilance


SITUATION: The Vignerons distill life essence from living victims and use it to
extend their own lives. With this technology, their founders have lived for
hundreds of years. Owing to its highly illegal nature, the Vignerons operate in
secret, augmenting themselves and manipulating people behind the scenes.
They wish to grow, converting a number of superior bodies to their cause.

VOREX Iv
The most successful information broker to ever live. Can access
any terminal in the sector—though no one can explain how.
TURF: An automated HNN satellite orbiting Warren (HQ).
NPCS: Vorex (wizard-class hacker, stressed, careful, self-
figure
modified). A-0M (maintenance Urbot, cheerful, non-verbal). out who
Tock (security Urbot, protective, staticky, well armed). has her
sister
NOTABLE ASSETS: An artifact AI core designed to interface with
a living being, allowing temporary connection to computers
in the same system. A massive information network. Dirt on
pretty much everyone in the sector.
QUIRKS: Few have met Vorex in person; most talk to her through a random
terminal or Urbot-delivered message.
ALLIES: None. Vorex is mercenary, but she will help Conclave 01 on the cheap.
ENEMIES: Counters Guild
SITUATION: Vorex has been an information broker for years. Using an Ur
artifact, she’s developed a massive network for buying and selling information.
The Counters Guild kidnapped her sister to make Vorex access the Guild of
Engineers’ network. Vorex seeks to free her sister without tipping her hand.

336
WRECKERS I
Scavengers, thieves, and hackers who incite factions to fight so
that they may pick the battlefields clean later.
TURF: Makeshift base inside a derelict ship near Baftoma (HQ).
NPCS: Bobby-O (wizard-class hacker, arrogant, trickster).
repair
Meshkilarn (mechanic, muscled, grimy). Qord (xeno, thief, the
delicate, one-handed). derelict-8

NOTABLE ASSETS: A series of fake transponders, booby traps,


and mock ships used to lure in unsuspecting marks. The
Derelict-8, a derelict frigate they found after a battle between
Draxler’s Raiders and the Legion.
QUIRKS: Wreckers pick members from folks already fleeing from someone or
hiding in Baftoma. They often trade air and water as a means of scoping folks out.
ALLIES: Borniko Syndicate
ENEMIES: Draxler’s Raiders, Echo Wave Riders
SITUATION: The crew has hit several targets in the system by sowing
confusion between the Rin factions, and cleaning up after pirates. Their
goal is to salvage enough to repair their current home, the ship they call the

FACTIONS
Derelict-8. To do that, many more ships are going to need to be destroyed.

YARU II
Also known as the Makers Guild, they grow clones for menial
labor that are supposedly short-lived and only barely sentient.
TURF: Sanctioned Yaru creche on Lithios (HQ). Secret research
facility on Amerath.
breed
NPCS: Foler Atherton (biologist, concealed). Bal Yn (geneticist, clone
haughty). Rech (savant, cold). All unmarked progenitor clones. soldiers
for lost
NOTABLE ASSETS: Cloning facilities. Clones placed in several legion
important households and facilities, which report back.
Powerful capacity for genetic manipulation.
QUIRKS: The Makers Guild doesn’t accept new members. The progenitors have
self-perfected and are frozen; only so many are allowed to be active at once.
The Yaru (as the clones are called) make many people in their presence uneasy.
ALLIES: Lost Legion
ENEMIES: Cobalt Syndicate
SITUATION: When the Hegemon ascended, the Yaru sided with a competitor,
and their numbers, strictly regulated by the Hegemon, have been severely
reduced. Unsatisfied, they have thrown in with the Lost Legion, and are
secretly working to restore the previous Hegemon to power.

337
JOBS Tables for generating crew job opportunities.

CLIENT / TARGET WORK


CIVILIAN COVERT
1 Academic or Scholar 1 Stalking or Surveillance
2 Laborer or Professional 2 Sabotage or Arson
3 Courier or Spacer 3 Poison or “Accident”
4 Shop or Business Owner 4 Steal or Replace
5 Artist or Writer 5 Lift or Plant
6 Doctor or Mechanic 6 Impersonate or Trick
SYNDICATE VIOLENCE
9 // THE PROCYON SECTOR

1 Drug Dealer or Supplier 1 Assassinate


2 Mercenary or Thug 2 Liberate or Ransom
3 Fence or Gambler 3 Terrorize or Escort
4 Spy or Info Broker 4 Destroy or Deface
5 Smuggler or Thief 5 Raid or Defend
6 Pirate 6 Rob or Strong-arm
HEGEMONIC UNDERWORLD
1 Executive or Diplomat 1 Escort or Guard
2 Accountant or Pilot 2 Smuggle or Courier
3 Saboteur or Refugee 3 Blackmail or Discredit
4 Cop or Detective 4 Con or Espionage
5 Agent or Scientist 5 Locate or Hide
6 Judge or Governor 6 Negotiate or Threaten
ESOTERIC OTHER
1 Artifact or Way Line 1 Infect or Cure
2 Occult Collector 2 Broadcast or Record
3 Wormhole or Beacon 3 Capture or Tag
4 Xeno or AI 4 Explore or Move
5 Renegade Urbot 5 Turn On or Off
6 Mystic or Cultist 6 Hack or Download

338
Roll a handful of dice and use the results to guide your choices.

TWIST OR COMPLICATION

1 An element is a cover for a Hegemonic Cult.

2 A mystic or visions have alerted your target ahead of time.

3 Someone on the job isn’t who they say they are.

4 The location is guarded or watched by Hegemonic forces.

5 This job furthers a mystic or xeno group’s agenda.

6 This job furthers a Guild’s agenda.

1 The target is a front or member of a criminal group.

2 The job is on a dangerous gang’s turf.

JOBS
3 The job is a trap laid by your enemies.

4 The job is a test for another job.

5 The job furthers pirate goals and agendas.

6 The job is being closely watched by a wealthy patron.

1 The job has a strong Precursor or Way line presence.

2 The job is in the middle of actively contested turf.

3 The job is not planetside, or easy to get to.

4 The location moves (it’s not where you expect it to be).

5 The job aids a rebellious cause.

6 The job directly affects the Governor.

339
CONNECTED TO… THE JOB IS IN…
1 PC Friend 1 Rin
2 PC Rival 2 Holt
3 PC Heritage NPC 3 Iota
4 CREW Contact 4 Brekk
5 PLANET Notable 5 Same Planet
6 FACTION Notable NPC 6 Several Systems Away

…AND FACTIONS

1-1 51st Legion 4-1 House Malklaith


9 // THE PROCYON SECTOR

1-2 Acolytes of Brashkadesh 4-2 Isotropa Max Secure

1-3 The Agony 4-3 Janus Syndicate

1-4 Ashen Knives 4-4 Lost Legion

1-5 Ashtari Cult 4-5 The Maelstrom

1-6 Borniko Syndicate 4-6 Mendicants

2-1 Church of Stellar Flame 5-1 Nightspeakers

2-2 Cobalt Syndicate 5-2 Sah’iir

2-3 Conclave 01 5-3 Scarlet Wolves

2-4 Concordiat Knights 5-4 Starless Veil

2-5 Counters Guild 5-5 Starsmiths Guild

2-6 Cult of the Seekers 5-6 Suneaters

3-1 Draxler’s Raiders 6-1 Turner Society

3-2 Dyrinek Gang 6-2 Vigilance

3-3 Echo Wave Riders 6-3 Vignerons

3-4 Ghosts 6-4 Vorex

3-5 Guild of Engineers 6-5 Wreckers

3-6 Hegemonic News Network 6-6 Yaru (Makers Guild)

340
JOB GENERATION EXAMPLE
Natalie ran a one-shot of Scum and Villainy for some friends,
who went on a bounty hunting adventure on the Cerberus.
She’s got nothing specific planned for a second session, and
the players don’t have any leads to follow up on, so she picks
up a handful of dice and consults the job chart.
The dice come up 1, 4, 5, 4, 4, 2, 6, 3, 4 and 6 (in that order).
She first wants to know the factions involved, so she checks the first
four dice. 1 and 4 is the Ashen Knives, and 5 and 4 is the Starless
Veil. An odd and unexpected combination. Why would Hegemonic
counterintelligence care about a backwater criminal Syndicate?
She looks at the Client/Target chart next. Knowing the job is likely
coming from the Knives, she discards the 3 to select “Syndicate”
as the target and looks at the next die. It’s a 4—Spy or Info Broker.
Things are getting interesting. She uses the next two dice for a
complication. A 2 and a 6 (1/2 being the first section of twists, the
6 being read as the result). A Guild is involved somehow. She looks
at the “Job is in” chart next—3 means Iota. So the Ashen Knives
want to hire a crew of bounty hunters to handle a problem with
the Starless Veil in Iota.

JOBS
She glances at the crew and sees that they have an Ashen Knives
Pasha as a crew contact. That’s a good source for the job, so she
doesn’t roll for who it’s connected to. She checks the Iota system
information. He’ll be doing a favor for the local Iota Pasha, the Roc.
Indri is an industrial planet. If the Roc is hitting or stealing Guild
shipments, he might have gotten lucky and either gotten close
or stolen some prototypes intended for the Hegemony. That’s
the sort of thing the Veil would send an agent out to handle.
So if the Roc has someone in his entourage who he suspects
is leaking info (because Guild goods vanished), he’d hire
outside help to handle the problem. This is the sort of thing
bounty hunters would be good at—investigation, capture, and
bringing someone back alive. The Roc wants to deal with the
perpetrator himself, of course.
That sounds like a fun job! Natalie makes some notes about
the factions involved and checks the player sheets to see if
any other friends or rivals might have information on the spy.
She makes a short list of gadgets this Space 007 might have
and decides that the spy is posing as a serving lady at the
Roc’s club. She wonders how the crew will approach the job.
She discards the rest of her dice and is ready for the game.

341
CHAPTER 10
CHANGING
THE GAME

In reading this book, you may be tempted to add to the game, or


change how parts of the game work, or adapt the game to other
genres. The world of Scum and Villainy is wide open for new content,
new ideas, and even new rules. This shouldn’t be a surprise—Scum
and Villainy is a hack of an excellent game by John Harper called
Blades in the Dark, and is very literally a result of this kind of
adaptation. This chapter covers what we see as some of the critical
design elements to help you add more to the game.
Of course, the most important piece of advice we can give when
modifying the game is for you to experiment with your ideas. When
you first start out, you won’t know what you don’t know. Every piece
in this game was the product of multiple rounds of trial and error.
Each trial led to a better understanding of what we wanted and
how to make that happen. Design and play, because a game only
becomes real at the table. The play will show you what you want
and let you experiment.
And just as a table collaborates during play to talk through the fiction,
it helps to talk your designs over with other people. Sometimes this
is your gaming group. Sometimes it’s one of the many communities
online. The G+ group for Blades in the Dark has been endlessly
valuable to us and thousands of others.
Likewise, the site bladesinthedark.com has links to Blades in the
Dark materials, and also several other community sites and other
“Forged in the Dark” games that may inspire or give you tools to
further revise your designs.

343
EXPANDING THE SCOPE
Here’s a breakdown of the various benefits that are granted in
the core game of Scum and Villainy. You can repurpose these for
something new.
SPECIAL ABILITIES
X Permission to do something that normal people can’t do (example:
Speaker’s Player ability). Permission to apply an action in a way
that you normally couldn’t (example: Mechanic’s Analyst ability).
X+1d to a roll in a specific circumstance.
X+1 effect in a specific circumstance.
X Push yourself to activate a special talent or Way effect.
XTake variable stress to activate a Way talent. Take additional stress
10 // CHANGING THE GAME

to activate optional features (example: Mystic’s Psy-Dancing).


X Grant special armor in a specific circumstance.
X Suffer reduced harm or take a lesser penalty from harm.

SHIP ABILITIES
X Permission to do something special (example: Stardancer’s Leverage).
X Give +1d to a crew member in a specific circumstance.
X Give the crew +1 starting gambits or each crew +1 max stress.
X Free load for certain items.
X Potency in specific circumstances.
X An addition to your ship or crew (example: Firedrake’s Secret Base).
X Ship modules.
X Permission to do something special (example: Jump Drive).
X Special armor in specific circumstances (example: Quantum
Encryptor).
X Regular armor (example: Shields).
X Enhanced system quality with specific caveats (example: Afterburners).
X+1d to an action roll in a specific circumstance (example: Med Bay).
X Critical facilities (example: Brig).
X Ship-generated activities (example: targeting with a Targeting
Computer).
For some examples of other ways to expand the scope for PCs, see
Advanced Abilities & Permissions, page 348.

344
TWEAKING WHAT’S THERE
You might modify a mechanic that’s already there to tweak the game
in one direction or another. For instance, maybe you want gambits
to be more about teamwork than individual luck:
TEAMWORK GAMBITS
If a teammate assists you, you may generate a gambit on
desperate rolls. When someone leads a group action, if
multiple 6s are rolled, you gain two gambits instead of one.
With this tweak, the players have a more reliable way to generate
gambits, as long as they’re willing to work together.
Or maybe you want gambits to cost something instead of being
free boosts:

TWEAKING WHAT’S THERE


HALF-PUSH GAMBITS
Whenever you spend a gambit, spend a stress as well.
With Half-Push gambits, the PCs become much more average—
they’re not able to rely on their daring luck to bail them out of the
problems they cause.
Speaking of more average PCs…
EARLY CAREER
When you create your character, you have only one of your
special playbook items, not all of them. Choose the one that
you begin with. All of the other special playbook items must
be unlocked by advancing your character. Each time you
advance your playbook, you may choose two special items
that you now have access to (they do not have to be from
your playbook). If you want items not available on any book,
discuss it with your table.
If you want to make an even more action-adventure setting, where
the crew members are less lovable space scoundrels and more
classic ‘80s action movie heroes, consider the following:
ACTION HERO!
When you resist harm, reduce it by a minimum of two levels.
If you resist consequences, you avoid them entirely unless
facing someone with potency, or who is at least three Tiers
higher.

345
MAKING SOMETHING NEW
You might create an original mechanic in order to add a new feature
to the game or highlight something that has become a regular
feature of your crew’s adventures:
TRUST ISSUES
To benefit from teamwork maneuvers, you must trust the
teammate who’s helping you. Name the teammates you trust
after you pick your load for the job. You can force any character
who trusts you to perform the protect action on your behalf
(they suffer a consequence instead of you).
Or maybe you want to push the game out into new spaces—a
different setting, a different premise, or a different focus for play.
Maybe you want to take a military focus on space opera, and have
10 // CHANGING THE GAME

rank be a mechanical feature of the game:


RANKS
Each character now has a rank rating that goes from zero
(private) to 4 (captain). When COMMANDING a soldier in action,
you gain +1d if your rank is above your target (or targets).
If you’re more than two ranks above them, you also gain
potency.
Expect to see rank pulled frequently, and issues of the chain of
command becoming much more salient. You may also consider
making a military ship for the crew and explore this mechanic further.
Also consider some fleet rules. Perhaps something like the following:
FLEET
A fleet is a unit of ships under your command. By default they
are all corvettes. When in action, their quality is equal to your
COMMAND. Detail a commander (specify a few traits) for each
fleet. Choose one of the following for the fleet: Battleships:
they are frigates—Gunships: they roll +1d when attacking—
Veteran: they have one armor for damage.
If a fleet is harmed, it is Weakened (reduced effect), then
Damaged (-1d on all rolls), then Broken (destroyed). If a
member of your crew repairs the fleet at an appropriate
station, the fleet removes two levels of damage.
You may want to design captains and commanders for each fleet,
and even add rules for building new ones.

346
Maybe you want to play a game set just on the gritty streets of Warren.
Or something a little more near future? Consider the following:
CYBERED
Implanting someone with cybernetics is a desperate DOCTOR
action. Consequences involve adaptation failure, harm that
must be rehabilitated, and persistent malfunctions. When
you’re successfully augmented, gain the Cybernetic ability.
CYBERNETIC
Spend stress (0-2) to perform a feat only someone with your
augmentation could do. Discuss the details with your table.
So you could have something like this:
Blitz, a xeno punk on the streets of Warren, wants a new
cyberarm. His player discusses it with his table and they

MAKING SOMETHING NEW


agree on the following: For 0 stress he can crush cans, or have
vibro-blades pop out of his knuckles. At 1 stress he can punch
through walls. For 2 stress he can fire a beam from his palm,
but it might break the arm unless he resists the consequences.
Now to find someone willing to stitch it onto him…
If you want a setting that’s a bit darker and less hopeful than Scum
and Villainy, you can describe the long isolation of travel:
COSTS OF SPACE TRAVEL
Whenever you make the long journey to another planet, take
level 1 harm “Alone in the Black.” This may be resisted as usual.
Add +1d to the resistance for each of the following: crew
quarters, holo-emitters, nexus link, galley. Take -1d for each
system you have to cross to get to your destination.
Or maybe you want to make Fuel an abstraction that the players
can make use of:
FUEL
Spend one fuel for each jump to hyperspace you make or
each gate you pass through. If you do not have enough fuel,
you cannot make the jump. Your ship may store up to twice
its engine rating in fuel. When you upkeep your ship, pay one
extra CRED to replenish your fuel.
This opens up the opportunity for consequences to require spending
extra fuel, and makes jobs that involve many jumps a bit more
interesting.

347
ADVANCED ABILITIES
& PERMISSIONS
Here are a few advanced abilities and permissions for characters
to acquire through the events of play. You might create your own
for your Scum and Villainy series, focused on the elements that are
important in your game. Before you can acquire the abilities, there
are fictional requirements. It will be up to your table to discuss and
discover in play how to fulfill those requirements.
These abilities are a good way to flesh out and detail the world, and
answer some questions. What are the Nightspeakers really like?
What sets them apart from other Cults? What does it truly mean
to be a Guild member?
GUILD MEMBERS
10 // CHANGING THE GAME

When you pass the Guild exams and pay the admission fees, you
become a licensed Guild apprentice and receive permission to take
on Guild contracts. You also gain the Adept ability of your Guild (this
does not count as a Veteran special ability. Simply mark it down).
When you have proven your trustworthiness and technical acumen,
you achieve the rank of Journeyman. You receive permission to learn
the secrets of the Guild and may take the Master special ability of
your Guild as a Veteran advance.
STARSMITHS GUILD
[Adept] Badged: As a licensed member of the Starsmiths Guild, you
can dock your ship and receive routine maintenance (upkeep) free
while parked at an official port (you do not pay upkeep at Hegemony
ports). You may furthermore certify ships and ship modifications
as being space-worthy and legal.
[Master] Drive Schematics: You gain access to Starsmith engine
designs and materials and can upgrade your ship engines using a
long-term project. This clock has six segments, plus two per current
rating. You are legally allowed to open and work on any jump drive.
Hayley (the Mechanic of the Faraday) achieves the title of
Master Starsmith. She attempts to redesign and tune the
Faraday’s engines. The Faraday has quality 2 engines, and
she’s trying to push them to quality 3. This becomes a 10-clock
long-term project that requires time in a Starsmith drydock. At
the end of the project, the Faraday will have quality 3 engines.

348
GUILD OF ENGINEERS
X [ADEPT] TOOLS AND TECHNIQUES: You gain access to the Grand Archive,
an encrypted and regularly updated trove of mechanical designs
and scientific papers. A well-guarded copy exists in each system
in which the Guild has a strong presence. When you STUDY the
Archive to design a new schematic, you get +1 effect. You also
create devices at one Tier higher than usual.
X [MASTER] PERSONAL UPGRADE: Cybernetics are restricted to Guild
Masters and select (often powerful) Hegemonic clients, licensed
to have such things. You have had one or two parts of your body
cyberized. Discuss with your table what enhancements this
upgrade offers you. You may perform superhuman feats using
your cybernetic part by spending an appropriate (0-2) stress cost.
Yun Halrath has recently achieved the rank of Master Engineer.

ABILITIES & PERMISSIONS


As part of his status, he chooses to go under the knife and
get a very stylish mechanical arm. Of course, as with many
Guild items, it’s not simply a decorative status feature, so the
player, the GM, and the table discuss what the arm does. They
establish a few common uses and costs for the arm. Although
Yun will be able to use it to do other things, these baseline
abilities will set guides for any future additional abilities.
0 stress: Rip a door off its hinges.
1 stress: Fire the hand as a grappling hook and use motors
inside the arm to ascend.
2 stress: Deflect blaster bolts.

349
MEMISH MYSTICS
When you scar your body with the holy words of the Prophet Ruum,
embed within the wounds the holy seaweed, pray at the holy site of
Nur-thulama, and are accepted as a true member of the Mem, you
open your mind to the Memish secrets of the Way. You gain access
to the following special abilities as Veteran advances:
X THE WAY OF SEEMING: You can push yourself to do one of the
following: turn invisible to eyes, ears, and the Way—create illusions
that look, sound, and feel real.
When you push yourself to activate this ability, you also get
one of the normal benefits of pushing yourself (+1d, +1 effect,
etc.). Perhaps to SWAY someone that the illusion is real.
X THE WAY OF DEPTHS: You can push yourself to do one of the
following: manipulate shadows as if they were solid matter,
10 // CHANGING THE GAME

creating weapons, tools, or terrifying shapes—step into a shadow


and emerge from another nearby shadow.
When you push yourself to activate this ability, you still get
one of the normal benefits of pushing yourself (+1d, +1 effect,
etc.) in addition to the special ability. Although you may still
need to make RIG or SCRAP rolls using the tools or weapons
created by this ability, all shadow items count as fine items.
NIGHTSPEAKERS
When you achieve the rank of Initiate, you receive permission to
attend the secret rituals of the Cult. When you make the appropriate
sacrifices to the Cult, master the secret rituals, and bond to your
provided mask, you become an Adept. You learn the true purpose of
the Raiment of Night and are tasked with retrieving the pieces. You
may also take the following special abilities as Veteran advances:
X THE NIGHT VOICE: You can push yourself to strip an area of the Way for
a few minutes. Doing so creates darkness, strange gravitational effects,
and disables access to the Way for everyone, including you (abilities,
artifacts, and any tech that relies on the Way will stop working).
When you push yourself to activate this ability, you still get
one of the normal benefits of pushing yourself (+1d, +1 effect,
etc.) in addition to the special ability.
X BOUND IN DARKNESS: You may use teamwork maneuvers with any
Nightspeaker that has bonded to their mask, regardless of the distance
separating you. Also, take 1 stress for your whispered message to be
heard by everyone wearing a Nightspeaker mask (Nightspeaker or no).

350
MENDICANTS
When you are accepted as a petitioner of the Mendicants, you
may offer your services at Mendicant hospices and will receive
supplies required to help those in need. When you have proven your
dedication to the cause and an Emerald Heart becomes available,
you may have it implanted by a Mendicant physician.
When you are implanted with an Emerald Heart, you suffer a trauma
and gain the following special ability:
X MENDICANT PHYSICIAN: You cease to age, become immune to
diseases, no longer need to eat, and gain a free downtime activity
for recovery.
The artifact does not come without drawbacks: it changes the user
over time. Old (and ancient) Mendicants frequently disguise their
changes or live far from civilization, since such changes are seen

ABILITIES & PERMISSIONS


as anathema by the Church of Stellar Flame.
You may also take the following special abilities as Veteran advances:
X AURA OF PEACE: You may extend the biotic field of your implant
to someone in your care. Push yourself to ease the burdens of
another. They ignore all harm penalties until they are hurt again
or two hours pass.
X BIOGENESIS: Your implant allows you to share your health with
another. When you DOCTOR someone, you may spend stress 1-for-1
to add extra segments to their recovery clock.
SCAVENGERS
Scavengers are less of an organized group, and more of a well-
known group of scoundrels and explorers willing to go where the
Hegemony forbids, and risk life and limb to return with treasures.
When you lead a successful expedition to a promising Ur site and
scavenge it for all it’s worth, you gain notoriety in the underworld
as a ruin explorer. You may also take the following special abilities
as Veteran advances:
X MORE LUCK THAN SENSE: You may expend your special armor to
resist the consequence of traps or Ur artifacts, or to push yourself
when running, jumping, or wildly trying to escape danger.

351
X GADGETS: You have assembled a collection of small, common,
usually-stable Ur gadgets. Each mission, you may bring up to
three of these gadgets for 1 load.
X Babel Rings: A set of two rings that scramble all
communication in an area the size of a building. Works on
writing, voice, and electronics. Takes a day or so to recharge.
X Cold Cube: A cube inside a wooden container. When placed
on a non-wood surface, it devours heat and snuffs out fire.
Causes frostbite if touched outside its box.
X Gravity Link: A small pyramid that, when opened, generates
a gravity well, drawing in nearby objects up to the size of a
person for a few moments. Takes an hour or so to recharge.
X Mirror Dimension Coin: When looked through, it shows a
small, common item. When smashed, the item appears. No
10 // CHANGING THE GAME

two have the same item.


X Null Space Pocket: A small dimensional pocket you can fit
your hand and wrist into, attached to a fancy stone carving.
You can hide a 1 load item inside it.
X Pocket Spacesuit: A badge, bracelet, or amulet that can
generate life support in a vacuum for an hour or so. May look
like a force field or actually expand into a suit that surrounds
a person. Takes an hour or so to recharge.
X Rocket Boots: Some sort of thrust. Maybe a beam that
propels you or actual small jets. Often difficult to control.
Generates small jumps in atmo, but is very useful in vacuum.
Takes a few minutes to recharge.
X Urbotic Pet: Adorable, small, eerily smart. The tiny AI core
seems to have imprinted animal-like behavior.
X Zero Element Belt: A belt with a dial. When turned on, the
user has neutral buoyancy (floating as if in zero-g). Only
works on people. Never seems to run out. Often has trouble
turning off.
These items are generally stable and safe to use, but may manifest
consequences, particularly if damaged (at the GM’s discretion). If
you lose your items, you may undertake a job or long-term project
at a Precursor dig site to replace them or find new ones.

352
ABILITIES & PERMISSIONS

… See you around, Space Scoundrels.

353
INDEX
A
Abstraction, 206-207 Artifacts, 268-269
Acolytes of Brashkadesh, examples of, 271
317, 320 in play, 270
Acquire assets, 185 Precursors and, 268-269
Action rating, 7, 8, 10, 11, 202 Ashen Knives, 317, 321
action roll and, 18-19 Ashtari Cloud, 300
playbooks and, 56 Ashtari Cult, 317, 322
Action roll, 7, 10, 18 Assault plan, 148
controlled, 23 Assist, 158
desperate, 23 bonus dice and, 20
results of, 22 Attributes, 10-11
risky, 23 resistance and, 35
summary of, 24 Attune, 64, 208
triggering, 199-200 examples of, 209, 274-275
Actions, 64-65
choosing, 202 B
describing, 234 Background, 58-59
game playing and, 202-207 Baftoma “The Husk”, 300
to gather information, 40 Belt of Fire, 308
INDEX

points assignment for, 59 Blackstarr, 312


simple or complex, 29 Blaster pistol, 66
Advancement, 50 Bonus dice, 20
of crew, 51-52 Borniko Syndicate, 317, 322
of player character, 50-51 Brekk, 292, 299
Afterburners, 119 overview of, 312-315
Agony, The, 317, 321 Brig, 118
AI module, 118 Bright Wind, 312
Aketi, 313 C
Al’Malklaith, Ritam, 301 Campaign, 4
Aleph, 300 final mission of, 264-265
Alien pet, 117 for Cerberus, 137
Amerath, 309 for Firedrake, 145
Area effect – see Effect for Stardancer, 129
Armor, 37, 66 Cargo hold, 119
special, 57 Cerberus, 3, 112, 130-133
Armory, 118 engagements for, 152
jobs for, 134-135
starting position for, 136-137

354
Character, 2, 55 Crew
adding detail to, 235 advancement, 51-52
background of, 58-59 creation of, 112-115
creation of, 2, 56-61 gear, 117
look of, 60, 62 initial reputation for, 113
mechanic, 69-73 quality, effect and, 26
muscle, 75-79 quarters, 119
mystic, 81-85 training, 116
name of, 60, 62 upgrades, 117
NPCs – see Non- Critical success, 7
player character Cult of the Seekers, 317, 325
pilot, 87-91
scoundrel, 93-97 D
speaker, 99-103 Damage
stitch, 105-109 of ship, 162, 182, 183
Church of Stellar Flame, 317, 323 of character – see Harm
Cloaking device, 119 Death, 37
Cobalt Syndicate, 317, 323 Debt, 192-193
Coherence cannon, 120 Deception plan, 148
Command, 64, 210 Dendara, 312
examples of, 211 Desperate position, 10, 19
Communicator, 66 Detail, 149
abstraction vs., 206-207

INDEX
Complication, 32, 339
example of, 43, 45 Detonator, 66
Conclave 01, 317, 324 Devil’s Bargain, 20, 21, 67
Concordiat Knights, 317, 324 Dice, 4
Conflicts bonus, 20
example of avoiding, 44-45 rolling, 7-8, 22
PC vs. PC, 46 Doctor, 64, 214
Consequence, 32, 204, 205 examples of, 215
effects and, 29 Downtime 9, 157
Game master and, 6 acquire assets, 185
harm and, 33-34 activities, 184
resistance and, 35-36 crafting, 282-284
Consort, 64, 212 debt, 192-193
examples of, 213 indulge vice, 190-191
Controlled position, 10, 19 lay low, 186
Counters Guild, 317, 325 long term project, 186
Cove, The, 303 recover, 187
Crafting, 282-284 roll, 8
drones, 286-287 ship repair, 188
example of, 285 train, 188
Urbots, 288-289 Draxler’s Raiders, 317, 326
Cred, 48-49, 176 Drones, 286
creation of, 287
magnitude of, 286
Dyrinek Gang, 318, 326

355
E G
Echo Wave Riders, 318, 327 Galley, 118
Effect Gambits, 20, 121, 149, 345
establishing, 28-29 Game playing, 1, 3
factors and, 26-28 examples of, 43-45
great, 26 fiction-first, 197-198
level, 20 structure, 9
limited, 26 Gear, 66, 117
potency, 26 Ghosts, 318, 327
Glimmer – see Vos
progress clocks and, 14
Grappling hooks, 120
quality/tier of, 26
Gravitic field generator, 119
reduced, 32 Group action, 158-159
scale and, 27 Guild of Engineers, 318, 328, 349
setting, 30-31 Guilds, 276-277
standard, 26
trading position for, 28 H
Engagement roll, 8, 150-152 Hack, 64, 216
examples of, 152-153 examples of, 217
Entanglements, 180-183 tools for, 66
Epilogues, 265 Hantu Gate, 304
Equipment – see Gear Harm, 33
Experience, 50-51, 56, 191 describing, 203
INDEX

triggers, 6, 50-51, 56 Devil’s Bargain and, 21


examples of, 34
F levels of, 33-34
Faction
non-physical, 34
downtime and, 195
Healing, 76, 109, 187
jobs and, 340
Heat, 178-179
in Procyon, 316-319
Heavy blaster, 66
progress clocks for, 16
Hegemon, 55, 272, 273,
quality and, 26
276, 277, 294
status, 263-264
Hegemonic cults, 272-273
tier and, 26, 260
Faction clocks, 260-261 Hegemonic News
giving up, 261 Network, 318, 328
use of, 262 Hegemony, 294-295
Failing, 205 Helm, 64, 218
Fake transponder, 120 examples of, 219
51st Legion, The, 317, 320 Help – see Assist
Firedrake, 3, 112, 138-141 Heritage, 58
engagements for, 153 Holo-emitters, 117
jobs for, 142-143 Holt, 292, 299
starting position for, 144-145 overview of, 304-307
Flashbacks, 156 House Malklaith, 318, 329
examples of, 157
limits of, 156
Fortune roll, 8, 38-39, 150, 261
information quality by, 40
Free play, 9
356
I M
Illicit drugs, 66 Maelstrom, The, 318, 331
Indri, 310 Magnitude, 278-279
Infiltration plan, 148 force examples of, 281
Information gathering, 40-41 quality examples of, 281
Initiative, 6, 204 table of, 280
Insight, 11, 35 Makers Guild – see Yaru
Intruder alarm, 117 Mechanic, 2, 56, 69-73
Iota, 292, 299 Medical bay, 118
overview of, 308-311 Medkit, 66
Isotropa Max Secure, Melee weapon, 66
312, 318, 329 Mem, 305
Memish mystics, 350
J Mendicants, 318, 331, 351
Janus Syndicate, 318, 330 Mining drill, 120
Jerec’s Junkyard, 304 Missiles, 120
Job, 9, 147 Mission, 15
for Cerberus, 134-135 final, 264-265
complication and, 339 Modules – see Ship
connected to, 340 Muscle, 2, 56, 75-79
detail of, 149 Mystic, 2, 56, 81-85, 267, 273
example of, 164-173 plan, 148
factions and, 340

INDEX
for Firedrake, 142-143 N
generation example of, 341 Name, 60, 62
giving up on, 157 Nexus link, 120
location of, 340 Nightfall, 314
planning, engagement and, 148 Nightspeakers, 318, 332, 350
for Stardancer, 126-127 Non-player character (NPC)
tables for, 338-340 clock for, 262
twist and, 339 downtime for, 195
Jump drive, 119 faction clocks and, 16
Jumpgate, 268, 293 friend selection and, 59
rival selection and, 59
L threat levels for, 203-204
Land rover, 117
Land transport, 117 O
Landing bay, 119 Outcome, 7, 177
Lay low, 186
Lifestyle, 49
Linked plans, 154
Lithios, 311
Load, 61, 149
Long-range scanner, 120
Long-term project, 16, 186
Look, 60, 62
Lost Legion, 318, 330
Lost opportunity, 33

357
P
Partial success, 7 Progress clocks, 14
Particle cannons, 120 danger, 15
Payoff, 176 factions, 16
Pilot, 2, 56, 87-91 linked, 15
Pirates, 317, 318 long-term projects and, 16
non-player characters, mission, 15
126, 303, 311 obstacles and, 14
Maelstrom, The, 300, 303 play examples of, 17
Plan, 148-149 racing, 15
on the fly, 236-237 tug-of-war, 16
selection of, 235 Protect, 160
types of, 148 Prowess, 11, 35
Planet Omega, 304 Push yourself, 12, 20
Playbooks
changing, 52 Q
choosing, 56-57 Quality, 26
Player character (PC) advancement and, 51
advancement, 50-51 crew, 51, 113
attribute ratings and, 10-11 effect and, 26
death of, 37 faction, 26
epilogue, 265 fortune rolls and, 38, 40
lifestyle and, 48, 49
INDEX

experience points and, 50-51


stress and, 12 magnitute and, 281
trauma and, 12-13 ship, 51
Position, 10 Quantum encryptor, 120
effect and, 28 R
engagement roll and, 151 Recon drone, 117
setting, 19, 30-31 Recovery, 187
types of, 19 harm and, 34
worse, 33 Repair tools, 66
Power reserves, 117 Resistance roll, 8, 11, 203, 204
Precursors, 1, 267, 268 armor and, 35-36
artifacts and, 268-270 Resolve, 11, 35
legacy of, 268 Retirement, 49
Procyon, 291, 298 Rig, 64, 220
communication in, 294 examples of, 221
factions of, 316-319 Rin, 292, 299
law in, 294 overview of, 300-303
systems of, 292 Risky position, 10, 19
travel in, 293

358
S
Sah’iir, 318, 332 Sonhandra, 306
SB-176, 302 Spacesuit, 66
Scale, 27 Speaker, 2, 56, 99-103
factors of, 27-28 Special abilities, 344
Scarlet Wolves, 319, 333 advancement and, 51
Scavengers, 351-352 choosing, 57, 114
Science bay, 118 effect and, 27
Scoundrel, 2, 56, 93-97 playbooks and, 56
Scramble, 65, 222 Special armor, 57
examples of, 223 Special items, 61, 185
Scrap, 65, 224 Spy gear, 66
examples of, 225 Stardancer, 3, 112, 122-125
Setup, 159 engagements for, 152
Shields, 118 jobs for, 126-127
Shimaya, 315 starting position for, 128-129
Ship, 3 Starless Veil, 319, 333
abilities of, 344 Starsmiths Guild, 319, 334, 348
auxiliary modules of, 118 Starting ability, 57
choosing, 112 Stash, 49
comms modules of, 120 crew advancements and, 52
creation, 112-115 Stasis pods. 117

INDEX
customization, 113 Stitch, 2, 56, 105-109
damage of, 162, 182, 183 Straylight, The, 300
engine modules of, 119 Stress, 12, 203
hull modules of, 119 removal of, 13
repair, 188 trauma and, 13
reputation of, 113 using, 235
switching, 52 Study, 65, 228
systems of, 161-162 examples of, 229
upgrades for, 114, 117 Success, degrees of, 7
upkeep of, 176-177 Suneaters, 319, 334
using, 161-162 Survival gear, 117
weapon modules of, 120 Sway, 65, 230
Shipyards, 308 examples of, 231
Shuttle, 117
Skulk, 65, 226
examples of, 227
Smuggling compartments, 119
Social plan, 148

359
T W
Targeting computer, 120 Wanted level, 179, 183
Teamwork entanglements and, 180
gambits, 345 War, 264
types of, 158-160 Warren, 301
use of, 160 Way, The, 272
Technology, 267 attune examples for, 274-275
Tiers Hegemonic cults in, 272-273
abstracting, 206-207 magnitude and – see
advancement and, 51 Magnitude
comparing ships and, 161 mystics and, 273
fortune rolls and, 38 science and, 276
items and, 26 Way line, 308
scope and, 260-261 Galactic, 2, 272
Trade Platform Auto #4, 304 Workshop, 117
Training, 116, 188 Wreckers, 319, 337
Traits, 7
Transport plan, 148 X
Trauma, 12-13 Xeno
long-term projects and, 16 heritage, 58
Travel, 293, 347 Memish example of, 297
Turner Society, 319, 335 in play, 296
INDEX

Twist, 339 Y
U Yaru, 319, 337
Ur – see Precursors Z
Urbots, 288 ZX-1138, 308
creation of, 288-289

V
Vault, 117
Vice, 60, 190-191
Vigilance, 319, 335
Vignerons, 319, 336
Vorex, 319, 336
Vos, 307

360

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