Space Cowboys v0.7
Space Cowboys v0.7
You’re a ragtag crew tearing around the sector in a plucky little starship,
making ends meet by taking on any work which comes your way. Trading,
shipping, passenger transport, even bounty hunting - if it keeps you
flying, you’ll give it a shot. And that’s just the legal stuff...
Deep in the hole with the folks who fronted you the cash to buy this
glorious piece of junk, it’s a good month when you scrape together
enough credits to keep fuel in the engine and protein mulch on the table.
The factions who control the sector carry on their disputes and back-
room dealings, just like they always have. If you’re lucky, you’ll be able to
make a buck without pissing off too many of them. Maybe one day you'll
even pay off your debts and be truly free.
                                                                                INSPIRATION                                                        v0.7.0
                                                                                Games: Blades in     the Dark, Lasers and Feelings, Maze Rats, Apocalypse
                                                                                World, FU RPG, Stars Without Number, FATE, Elite, Star Control
                                                                                TV/Movies: Firefly, Red Dwarf, Star Wars, Star Trek, Planetes, Cowboy Bebop
                                                                                Books: Stanislaw Lem, Pohl & Kornbluth, Isaac Asimov
                                                                                SPECIAL THANKS
                                                                                Chris, Carol, Kat, Mike, Jay, Cryo "Emmit", Cole, Derin, Jacob,
                                                                                Anders, Alec, William, Matt, The folks at /r/rpgdesign
                                                                                Art: Maciej Zagorski @ The Forge Studios and Miska Fredman
these goals is one of the ways in which your character can chosen, to ensure that they are not too ambiguous or general.
become more powerful and ultimately unlock new abilities.               You should all have an idea of contexts in which they might be
                                                                        relevant. Traits like "genius" or "unstoppable" are too broad, as
  e.g. Buy a bigger gun, Find my brother, Get revenge
                                                                        they apply to practically every situation you might encounter.
                BUILDING                                              4. Choose weapon type
                                                                      Choose one WEAPON SYSTEM to have installed, and mark
                                                                                                                                                    KEEPING HER
                YOUR SHIP                                             the box next to it. It will be possible to purchase additional
                                                                      weapons in the future, but for now you will have to rely on this.
                                                                                                                                                       FLYING
                                                                      You may opt to forgo installing a weapon system, and choose a
1. Fill in the floor plan                                             second Ship Upgrade instead. Bear in mind that running              That's everything you need to get started. But you will have to
Choose rooms from the list on the ship sheet to fill the empty        without any weapons makes you a particularly juicy target...        keep    your   ship   stocked   up,   too.   Fuel   and   Supplies
slots on the floor plan, writing in the names of the chosen                                                                               (standardised packages of food, water and life support) are
rooms.                                                                                                                                    readily available at most population or trading hubs:
                                                                      5. Record starting resources
If you are feeling artistic, you might want to draw up your own       The crew starts with the following resources, which you can         O Fuel typically costs 500 credits per unit
floor plan, instead of using the one provided. Just make sure         record in the corresponding sections of the ship sheet:             O Supplies typically cost 25 credits per unit
you stick to the same number of rooms.
                                                                       O Supplies: 20 x crew size
                                                                       O Fuel: 10                                                         Ship upgrades
This is your opportunity to decide what kind of work your ship
                                                                       O Credits: 10000                                                   As you stack up credits and begin to take on more ambitious
is built for - will you devote a lot of space to cargo, to carrying
                                                                                                                                          jobs, you will want to make improvements to your ship. Ship
passengers, or to making sure you are as well-armed and
                                                                      In addition, you're a cool million credits in debt to the people    system and weapon upgrades, along with their typical prices,
equipped for battle as possible?
                                                                      who financed the ship. It will cost 25000 credits per month just    are listed on the ship sheet.
                                                                      to keep up the interest payments...
                                                                                                                                          O Upgrades are purchased from population or trading hubs
2. Write traits
                                                                      Decide who it is exactly who loaned you the money, and what         O The   GM may decide that particular upgrades are more
Choose one positive trait which tells us a fact about the ship.
                                                                      kind of trouble might you get in if you default on your               readily or cheaply available in particular locations (usually
Like the traits you chose for your characters, these descriptors
                                                                      payments. Did you borrow from a bank? A criminal gang? A              ±25%)
will affect your chance of success whenever they are relevant
                                                                      shady loan shark?
to something you are trying to do involving the ship.                                                                                     O Social dynamics, and the crew's ability to be persuasive can
 e.g. “manoeuvrable”, “imposing” or “full of hidey-holes”                                                                                   also influence the price
                                                                      6. Name it!
                                                                                                                                          O There   may be opportunities to take on a contract or self-
Choose one broadly negative trait which might get you into            What is the ship's make and model? Does it have an official
                                                                                                                                            directed mission in order to obtain a particular upgrade
trouble or become a source of complications from time to time.        designation? More importantly, what do the crew refer to her
                                                                      as?
 e.g. “noisy”, “sticks out like a sore thumb”
         or “held together by tape”                                   Now is also a good time to talk about the general look and feel
                                                                      of your ship. Is it sleek and aerodynamic, or is it a leaky rust-
3. Select starting upgrade bucket? Does it cut through space like a blade, or does the
Choose one SHIP UPGRADE from the right-hand part of the whole thing vibrate whenever the air conditioning is turned on?
 4 or less      5       6-7           8-9        10    11 or more                                                                           have no significant consequence. If the GM decides that it's a
                                                                                                                                            "low-stakes" situation then the player can make an Action Roll
 No, and...    No    No, but...    Yes, but...   Yes   Yes, and...
                                                                                                                                            as normal, but may not gain 1 FP by volunteering to fail.
     PROGRESS BARS                                                   Ticking clocks
                                                                     The GM can create a bar to represent events unfolding in the
                                                                                                                                            Acting in rounds
                                                                                                                                            Often we introduce a progress bar to "zoom in" on a situation
                                                                     moment. Boxes can be filled in periodically to create a sene of        where there are several things going on at once, and the
When the GM decides that a challenge the crew is facing is urgency (see "Acting in rounds", on the right). This is perfect progress of time has become particularly significant. Do you
particularly involved, and will require several steps to for the giant death ray charging before it fires, or the fraying help to distract the security guards, or try to assist the hacker
complete, they can create a progress bar. They can be used rope holding the swinging ship's captain above a ravine. in getting the vault door open more quickly?
O Create the bar by drawing a row of boxes. Bars are typically is no direct and immediate consequence of the crew member's player has an opportunity to declare a single action per round.
between 2 and 6 boxes - the GM decides, based on the action which comes to mind. Introducing or filling in a bar At the end of each round ticking clocks will fill up, and NPCs
nature and complexity of the task. If created in response to which represents a looming threat like "cover blown" or "the will make thier moves. This creates time pressure, requiring the
  an action already underway, it may be partially filled initially   cops arrive" is a good fallback option for the GM.                     players to think carefully about where each crew member will
                                                                                                                                            focus their attention.
           Cut the support rail
                                                                     Opposing forces
O Fill a box with each success. Generally a "yes" result in an       Often it will make sense to create several bars, tracking the          Machinations
  action roll will fill a single box. The GM may opt to fill two                                                                            Progress bars can also be used to model the progress of NPC
                                                                     progress of forces opposed in a (literal or figurative) race. The
  boxes on a "yes, and" result, or if they feel that the crew's                                                                             factions and individuals towards their goals. Whether a faction
                                                                     crew's actions will usually be filling one of these bars. A poor
  approach would be particularly effective                                                                                                  is amassing an army of robot warriors, or an NPC is wresting
                                                                     result in a player's roll may help fill an opposing bar, or it might
  If the bar represents something on a grander scale, then fill a    fill automatically like the "ticking clocks" described above.          control of a local mafia group from its ageing patriarch,
  box not for each successful action roll, but for every                                                                                    progress bars provide a simple way for the GM keep track of
                                                                     A single progress bar doesn't provide a way to fail entirely in
  significant task or mission completed in pursuit of the goal                                                                              forces at play behind the scenes.
                                                                     a task - it just determines how long it takes, and perhaps
O Once all boxes are filled, the task is complete                    allows negative complications to be accrued during the                 The GM can steadily fill in boxes for all of these bars between
                                                                     process. Introducing a second bar, and filling a box for every         sessions. Or, if they want to leave it to fate, they may make
When to use progress bars failed Action Roll, can be used to model the possibility of Action Rolls on behalf of the NPCs involved. The actions of the
Progress bars are useful in situations where gradual progress outright failure. crew may affect these progress bars, too. If the crew take out a
towards a goal has dramatic significance, but where the                                                                                     gang enforcer in a shoot-out, then perhaps the bar the GM is
                                                                                         Hack the system
players don't want to deal with the fine details. They also allow                                                                           using to track the attempts of a rival gang to gain control of the
                                                                             Caught by the firewall
the whole crew to collaborate in a single task.                                                                                             turf will have a box or two filled in.
The GM may decide to apply a condition to a crew member if "Tied up", "Malnourished" and "Disguised as a cop". (see the secion on "ticking clocks" under Progress Bars). If
they fail to avoid some imminent threat, or as a negative twist action is not taken before the bar is filled then the character
after an Action Roll. As conditions often represent unexpected Not only the crew... may be Harmed, or the condition can be upgraded to
consequences, the GM is not required to warn a player in Conditions can be applied to NPCs as well as the crew. They something more severe
advance that they risk causing or incurring one. can even be extended to inanimate objects or the environment.
Once applied, the GM must also make judgement calls about             In fact, stacking up advantageous conditions before a crucial
when each condition has an effect on a character's attempt to         Action Roll is one of the most effective ways for the crew to set
perform a particular action (see the Action Roll rules).              themselves up for success in a difficult task.
      SHOOTING IT OUT                                                Enemies and allies
                                                                     Other ships in combat are controlled by the GM, acting once
                                                                                                                                                 FACE TO FACE
                                                                     per round, after all of the players have taken their turn. Each
                                                                     round they can move and either shoot or activate special gear.
If the crew ends up in a ship combat situation, the game                                                                                There are no special rules for interpersonal combat. Whether
continues in the same fashion as usual, with a few exceptions:       NPC ship actions are handled just like other threats during        you're fighting with weapons, hand-to-hand, or engaged in a
                                                                     play. The GM doesn’t roll to hit - players roll to evade or        battle of words, everything continues according to the normal
O Characters   act in turns / rounds, with each crew member          otherwise react. NPC ships may have Traits or Conditions           flow of the game, calling for Action Rolls where appropriate.
  taking one turn each round (in their preferred order)              which are considered when the players roll. Generally give
                                                                     NPC ships 2-3 Traits, a mix of positive and negative.              When an NPC is on the offensive, the GM describes the
O Characters   perform actions as normal - on their turn, crew
                                                                                                                                        impending threat to the crew, and then the players react by
  members may perform any action which could reasonably
                                                                                                                                        describing how they respond to the situation. The GM will
  be completed within a few seconds. They are free to                Taking a hit
                                                                                                                                        consider this response and either describe the natural
  improvise ways to Harm their opponents, create or remove           If the crew fail to react to them, NPCs’ actions may result in
                                                                                                                                        outcome, or call for a roll when the outcome is uncertain. If an
  Conditions, or affect any kind of situational advantage            situational changes, Conditions being created, or Strain / Harm
                                                                                                                                        NPC throws a punch at a crew member, and the player fails to
                                                                     being dealt to a ship's hull or one of its modules.
                                                                                                                                        dodge, block or otherwise react, then the blow lands.
O Crew members can use special abilities or trigger special ship
                                                                     In addition, the GM is encouraged to create complications for
  actions, as described on their respective character sheets,
                                                                                                                                        When a player is the instigator, they describe their action and it
                                                                     the crew to deal with inside the ship when "yes, but..." or "no,
  and the Ship Combat Actions sheet. These generally require
                                                                                                                                        either succeeds automatically, or a roll is called for if it seems
                                                                     and..." results are rolled - the table below gives suggestions.
  a whole turn to activate, although they don’t prevent the
                                                                                                                                        risky or difficult. If a crew member throws a punch at an NPC,
                                                                     Consider using progress bars to track these complications -
  character from speaking or other minor interactions
                                                                                                                                        and they roll poorly, the blow is evaded, blocked or absorbed.
                                                                     this forces the crew to work together to overcome them quickly.
O Distance   between ships is tracked in abstract bands: Very
                                                                     Alternatively, a player’s failed roll may provide an opportunity   Whether it's the GM or a player making an attack, they should
  Close, Close, Mid, Far and Very Far. Ships which choose the
                                                                     for an NPC ship to perform a free action out of turn (e.g. an      indicate when they are intending to cause Harm, add or
  Manoeuvre action can travel up to one band per round. To
                                                                     enemy might open fire after a “no, and…” result is rolled).        remove a Condition (e.g. stunning an NPC) or achieve some
  flee a battle, you must move beyond the Very Far range band
                                                                                                                                        situational effect (e.g. adopting an advantageous position).
  Weapons have different bonuses and penalties specified for
                                                                                              Complication
  each range band. When firing weapons, add (or subtract)                                                                               Any relevant Traits or Conditions of an NPC or the environment
                                                                       1       Electrical feedback causes a console to explode
  the relevant modifier to the roll to hit. When rolling to evade                                                                       count for or against players' rolls as appropriate. For example,
  weapons fired by NPCs, the inverse of the modifier is used           2                   Steam vents into a hallway                   it will be harder to hit or avoid an attack from an NPC who is a
                                                                       3          Turbulence jostles anybody not strapped in            "martial arts expert", or who has a condition of "on high alert".
O Ship   system Strain and Harm are tracked, using the Ship
  Sheet for the players’ crew, and in rough note form by the           4              Freezing coolant leaks onto the floor             There is no strict turn order. Initiative flows between characters
  GM for NPC ships. When one party intends to Harm the                 5     Micro-fracture - loss of air pressure in a random room     in a scene as the action dictates. If a crew member is under
  other, and their opponent fails to evade or counter, roll to         6                                                                threat, then they probably have a chance to react, or perhaps
                                                                                      A fire breaks out in a random room
  determine which module is hit (default to Hull if destroyed):                                                                         a nearby ally has an opportunity to step in. If a crew member
                                                                       7          An external pipe is ruptured - fuel is leaking
                                                                                                                                        fails when attacking an NPC, the NPC may seize the
                                         Once the hull harm track
  1      Engines     4                                                 8          Knocked into a spin - need to regain control
                                        is filled, each subsequent                                                                      opportunity to counter-attack. The GM controls the flow by
 2       Weapons     5
                           Hull         point of harm breaches a       9              Major cosmetic damage to the hull                 choosing who to ask "what do you do?". Try to ensure that each
                                        random room, exposing it                                                                        crew member gets more-or-less equal time in the spotlight.
  3      Comms       6                                                10                  Internal lighting knocked out
                                         to the vacuum of space
           TECH + GEAR                                                Using and activating items
                                                                      In Space Cowboys, our attention is generally focused on the
                                                                                                                                             TRADE + ECONOMY
                                                                      characters themselves - items are just props which support
No sci-fi universe is complete without its own array of high-tech     them in the action.                                                   If your crew wants to play a trade-focused game, or if you just
gear, weapons and miscellaneous equipment. It's up to you                                                                                   want to add a bit more depth to the universe, you can keep
and your group to decide exactly how advanced the                     Items don’t directly provide a bonus to a player's Action Roll,       track of the resources which are available and in demand in
technology in your sector of space is. During the first session,      but they should be considered when working out which                  certain locations.
you might want to discuss the following:                              Factors are relevant to a roll. Items may also open up entirely
                                                                      different approaches to solving problems.                             Roll on this table a couple of times when you create a system
O Communications      tech. Is the crew able to stay in constant                                                                            or population hub to determine its primary imports and exports:
  contact? What is the equivalent of the internet? Is messaging       Insulated gloves mean that the "electrified" trait of a fence won't
  between distant star systems instantaneous, or do messages          count against you as you try to break through it. A high-                  Resource and base price (credits/tonne)
  move slowly as they piggy-back on ships travelling around?          powered gun allows you to attack from a distance, and                  1             Crafts - 4000           7      Staple Food - 2000
                                                                      probably to ignore an "armoured" trait of your target.
O Artificial gravity. Does the crew float around in zero-g when                                                                              2           Electronics - 4000        8      Narcotics - 10000
  on their ship? Do large stations rotate to simulate gravity, or                                                                            3           Munitions - 8000          9       Medicine - 5000
                                                                      There are times, however, when a particular item or piece of
  do some of them have fancy gravity generators installed?                                                                                   4            Minerals - 5000          10     Water / Ice - 2000
                                                                      equipment becomes the focus of a scene. Therefore:
O Weapons. Do guns in this universe go "bang bang", or is it                                                                                 5            Luxuries - 4000          11      Livestock - 4000
                                                                      O Players can spend 1 FP to “activate” an item - until the end
  more of a "pew pew"? Has anyone ever seen a laser sword?                                                                                   6       Industrial Materials - 5000   12       Textiles - 3000
                                                                        of the scene or encounter, any rolls making use of the item
                                                                                                                                                 Available to buy                           Price
O Faster-than-light   travel. When you head to another system,          receive a +1 bonus. It’s no longer just a prop - it's now the
  do you enter a glowy hyperspace tunnel, or just switch to a           center of the action                                                 1                 None                1       Base price -25%
Players don't pick gear from a list and keep track of it in detail. ammunition is a dramatic / narrative complication, rather than 5 20 tonnes 5 Base price +25%
Assume access to tools, weapons and equipment which make the result of keeping detailed track of bullets or battery level. 6 As much as you can carry 6 Base price +50%
sense, especially when it's tied to the identity of a character. If   This kind of thing might come up when a player rolls a "No,
you're a grizzled merc, there's no doubt that you have a gun          and" result as they attempt to shoot at something, for example.       O Finding     buyers and sellers for some items may require
stashed in your quarters... and it's probably a pretty big one.
                                                                                                                                              legwork. But also, the crew may be able to haggle or cut a
                                                                                                                                              deal
If a crew member attempts to whip out something too far-
fetched, they may spend 1 FP to trigger a flashback and                                                                                     O Carrying valuable or contraband cargo may attract unwanted
explain why they are carrying it - have them recall the moment                                                                                attention from pirates or the authorities
they anticipated the need and decided to bring it with them.
                                                                                                                                            O You can allow prices and availability to fluctuate in response
Once precedent for the tools the crew have at their disposal                                                                                  to unfolding events. Flooding the market will reduce prices
has been established through play, obtaining new gear may locally, and a changing political situation will also have an
O Within a star system, travel takes anywhere from a couple of       3          Drifting, days away from the system centre           O Scale   the power of hostile ships to create a reasonable
  hours (between a planet and its moons) to 2 days (between          4                   Deep in unfriendly territory                  challenge. To tweak an NPC ship’s power you can add
  more distant planets or to the edge of the system). In-system                                                                        Traits, add more weapons, or alter the number of module
                                                                     5       Heading for a planet / moon - emergency landing!
  travel doesn’t use a significant amount of fuel                                                                                      Strain and hull Harm slots. As a rule of thumb, the players will
                                                                     6           Knocked out of warp by a pirate ambush
                                                                                                                                       have a decent chance of victory against two enemy ships
O To travel between star systems (hexes on the sector map), a         7         Fuel is vented, and we can't perform a jump            outfitted similarly to their own
  jump drive is necessary. Jumps move one hex, consume two
                                                                     8     Flight assist systems fried - switch to manual controls
  units of fuel and take four days. Make a normal Action Roll to                                                                     O Sometimes     you may want to create a very formidable
  attempt the jump, considering traits, conditions etc of the
                                                                     9     Re-entry caused a radio burst - so much for stealth...      opponent, such that avoiding combat is the best option
  pilot and the ship. Jumps need to be performed near the            10             A random ship system is damaged
                                                                                                                                     O Not every fight is to the death. Enemies might surrender or
  edge of the system, away from the gravity well of the star, or                                                                       offer to cut a deal. It may be possible to talk your way out of
  a -2 penalty is applied. Interpret the results as follows:                                                                           a fight entirely
                                                                    Running into trouble
                                Jump Result
                                                                    Whenever the crew is travelling within a system and things
                 Jump succeeds, and player chooses one of:
                                                                    need to be shaken up a bit, or if the crew fail an attempt to
  Yes, and                  O The fuel cost is halved               move quickly or stealthily, the GM can introduce an encounter:
                            O The travel time is halved
     Yes                   Jump succeeds as normal                                            Encounter
                   Jump succeeds, and GM chooses one of:              1     An armed patrol ship at the edge of scanner range
  Yes, but
                      O The fuel cost is increased by 50%
                                                                     2     Convoy of d6+1 ships passing, with d4-1 guard ships
                     O The travel time is increased by 50%
                     O A random ship system is damaged               3          A homing beacon / distress call is detected
                     Dropped into a random adjacent hex,             4         A small ship is being chased by d4 pursuers
                           but player chooses one of:                5        A large ship is detected - seemingly abandoned
   No, but
                           O The fuel cost is halved                 6      d4 pirates (or other hostiles) are concealed nearby
                           O The travel time is halved
                                                                      7       Something valuable is just floating here - a trap?
      No              Dropped into a random adjacent hex
                                                                     8     Nav comp hacked - we’re being steered somewhere!
                     Dropped into a random hex within 2 of
  No, and        current location, and the GM rolls or chooses       9          Something has latched on to the ship’s hull
                    a bad situation from the table to the right      10   Discover an escape pod - looks like someone’s inside...
              GM's GUIDE                                              How do i handle...?
                                                                      The Action Roll mechanic, along with Progress Bars, should
                                                                                                                                           Group rolls
                                                                                                                                           O Players   can assist in actions by attempting to create
                                                                      allow you to handle any situation which arises during play:            Conditions which help their ally in an upcoming roll (usually
As the GM, your role is to portray a galactic sector filled with                                                                             by weakening the opposition, or boosting the ally somehow)
conflict, challenge and opportunity. You will create people,          O A crew member attempting to scale a mountain - You might
                                                                        play this out in detail, with a series of Action Rolls to
                                                                                                                                           O Sometimes the crew must act as a unit, and a single failure
places and things with which to fill any spaces the crew decide
                                                                                                                                             would spoil things for everyone (like when sneaking past a
to poke their noses into, and then bring them to life.                  overcome specific obstacles along the way. Or, you might
                                                                                                                                             guard). In such situations, the crew member with the lowest
                                                                        create a bar to track progress towards the summit
Your task is not to defeat the other players, or to steer them                                                                               Modifier makes the Action Roll, and their result applies to the
                                                                      OA   crew member attempting to hack a door - This can be
                                                                                                                                             group as a whole
along a preordained path. Your goal is to create a stage where
                                                                        resolved with a single Action Roll. If the scene is more
their adventures can play out, and join them on their journey as                                                                           O Some characters can unlock special group action abilities
                                                                        chaotic, you could create a progress bar to "zoom in" on the
you find out what happens, together.
                                                                        action, interleaving hacking with other actions in the scene
                                                                      O A courtroom battle of wits - You might play this out entirely by   Grit and difficulty
Introducing Traits and Conditions                                                                                                          As the GM, the game often calls upon you to use your
                                                                        speaking in-character, without ever making a roll. Or, create
When the crew interact with an NPC or some kind of obstacle,                                                                               judgement in deciding how things are resolved. This means
                                                                        progress bars for "Guilty" and "Not Guilty" verdicts, filling
or enter a new environment, you should generally assign it up                                                                              that you have a great deal of control over the grittiness and
                                                                        boxes based on arguments, evidence or acts of coercion
to 3 Traits, and any Conditions which make sense. By default,                                                                              difficulty of the game. You can tune your decisions to help
be open and write them down somewhere visible to everyone.            O A bar fight - Nameless combatants might be dealt with in a         create the kind of tone which appeals most to your group:
                                                                        single Action Roll. You could even model an entire mob of
You may decide to require investigation from the crew before            them as a single entity, with shared Traits and Conditions,        O How often do you call for a roll? Requiring a roll more often
revealing certain traits or conditions. If you count a hidden Trait     and perhaps a bar tracking progress towards defeating                means more chances to fail, incur negative Conditons or
or Condition when determining the modifier for an Action Roll,          them all. To create a formidable, named NPC antagonist,              Harm, and generally increased difficulty. More Harm
write down question marks ("???") as a placeholder.                     give them the capacity to endure several points of Harm              capacity for NPCs, and longer progress bars for tasks, also
                                                                                                                                             increase the number of rolls required
                                                                      O A no-holds-barred hovercar race - Create a progress bar for
Fiction first                                                           the crew, and one for each notable opponent. The GM                O What Traits and Conditions do you introduce for NPCs        and
Before we attempt to engage the rules, an action and its                describes various terrain obstacles encountered along the            the environment? These directly affect the modifier (i.e.
intended outcome need to make sense in the fictional context.           track, and ways in which the other racers attempt to derail          difficulty) of the crew’s Action Rolls, as well as signalling to
                                                                        the crew. The players will need to describe how they tackle          the players what kind of approach might be effective
If a player's intended action does not make sense to you, then
                                                                        these in order to fill the crew's progress bar. Every "round"      O How harshly do you apply Harm or negative Conditions? It’s
stop to clear up any confusion about the in-game situation
                                                                        each crew member may take one action, and each opponent              up to you whether a failed attempt to juggle knives results in
(and the world's internal logic) before dice hit the table.
                                                                        fills a box of their own progress bar (unless, of course, a          immediate Harm, a Condition, or even just a situational shift.
It's common for there to be some negotiation between the GM             crew member finds a way to slow them down somehow)                   Generally speaking, it's recommended that you escalate
and the player, and you can use this to present interesting                                                                                  towards the threat of harm, rather than turning to it
                                                                      O Fleeing   a chasing starship - In open space? Use the Ship
choices and trade-offs - "Firing blindly from here, you could                                                                                immediately. If the players escalate, feel free to match them
                                                                        Combat rules (the crew escapes by moving beyond Very Far
create a 'pinned down' condition on the security squad. If you
                                                                        range). But if the chase weaves through an asteroid field or a     O Rate of recovery. There are specific rules for recovering from
want to cause them Harm you'll need to peek out from cover,
                                                                        wrecked space-hulk, then using a progress bar ("escape")             Harm. But you can decide how quickly negative Conditions
perhaps getting harmed yourself if the roll doesn't go well...".
                                                                        and throwing a series of obstacles at the crew is a better fit       fade away, or even become worse if not attended to
    CAMPAIGN PLAY                                                  After each session
                                                                   Award XP to the players based on these criteria:
                                                                                                                                      Breaking the mould
                                                                                                                                      The basic formula presented here is just a starting point -
                                                                                                                                      eventually you will want to branch out:
                                                                   O Participation - 1 XP for turning up
The game is structured around job s, missions and other
                                                                   O Hardship - 1 XP if the character's    Flaw ended up putting      O The galaxy will feel more alive if the crew bump into an old
adventures, punctuated with periods of downtime on-ship. The
                                                                     them in a dangerous situation, or resulted in them getting         acquaintance from time to time. Plug these into the random
crew must do whatever they can to make ends meet, never
                                                                     into trouble at least once                                         stuff to create a cast of recurring characters and locations
basking in the glow of success for too long before the next job.
                                                                   O Overcoming - 1 XP for success in a major group task/mission      O Throw   in complications, creating diversions or additional
The game's economy, and the monthly debt repayments the
                                                                   O Goals - 1 XP for each character goal achieved, or milestone        hurdles in addition to the core mission/downtime cycle
crew are obligated to make, are designed to enforce this.
                                                                     reached in pursuit of a more lofty goal
The basic formula is to repeat these steps:                        O Discovery   - 1 XP if they helped us to learn at least one       O Scarcity is a common theme in space, and can be a useful
                                                                     interesting thing about the world or the characters in it (let     narrative tool. A vital ship component may break and need
O Get a mission. This could be as simple as a message from a                                                                            replacing before the next jump - the crew will need to figure
                                                                     the other players recall such a moment)
  friend asking for help, a contract job, or the crew may be
                                                                                                                                        out how to deal with the situation
  proactive and decide to pusue something on their own             Players can then spend 10 XP to do one of the following:
                                                                                                                                      O Allow the crew’s motivations, and the relationships they have
O The crew gets to where they need to be. Generally travelling     O Unlock a Special Ability or Specialisation                         established, to lead to self-directed jobs and scores. If they
  some distance across the galaxy, with a good chance of           O Change a Trait or Flaw                                             want to obtain something, let them figure out a way to do it
  getting into trouble along the way
                                                                   Gaining XP in Space Cowboys is not supposed to be difficult.       O Make sure the consequences of the crew’s actions catch up
O The   crew does the mission. Perhaps they first need to do
                                                                   So as long as players are engaging whole-heartedly with their        with them. Keep track of the friends and enemies they make,
  some investigation or legwork. After the basic approach has
                                                                   characters, and with the group's shared story, don't be too          and debts they leave unpaid - maybe this week’s routine job
  been decided, try to cut to the action and rely on flashbacks
                                                                   hesitant to hand out XP. Use the XP checklist as an opportunity      is complicated by a ghost from the past...
  in lieu of exhaustive planning. Maybe they succeed, or
                                                                   to remind each other of the cool character interactions and
  maybe they need to cut and run...
                                                                                                                                      O Listen to what the crew reveal about their goals, relationships
                                                                   action-packed moments you all enjoyed in today's session.
                                                                                                                                        and backstories - they will no doubt provide inspiration
O Downtime. Rest and recovery on board the ship. Improving
                                                                   The end of a session is also a good time for the crew to update
  themselves and their spacecraft. Getting to know each other
                                                                   their goals. They should let the GM know about any changes         Beyond what's on the sheet
                                                                   they have made, so that they are able to draw inspiration from     There are various upgrades and abilities listed for ships and
Running a one-shot                                                 these goals when planning for the next session.                    characters. These are explicitly listed as they interact with the
For games intended to be played over just one or two
                                                                                                                                      rules in special ways, manipulating things like XP, FP, Strain or
sessions, you can skip most of the structure presented here.
                                                                                                                                      Harm. But the fact that they are listed doesn't mean that they
Just create a single mission, and any NPCs or locations which
                                                                                                                                      necessarily represent the players’ only options.
you expect the crew to interact with. You may let the crew start
with some additional upgrades and abilities unlocked, since                                                                           Allow the crew to invest in improvements of their own devising.
there won't be enough time to unlock anything during play.                                                                            Perhaps they install stealth plating on their ship, or convert
                                                                                                                                      crew quarters into a brig to prevent bounties from escaping.
You only have a few hours, so cut to the action quickly! Maybe
                                                                                                                                      The GM should try to consider the fictional implications of the
you're en-route to meet a contact to secure a job when the
                                                                                                                                      crew's choices, and use the tools provided by the game
game starts, but the crew get jumped by pirates. Or maybe a
                                                                                                                                      (Traits, Conditions, Progress Bars etc) to let them play out.
mission is already underway.
                   MISSIONS                                          What makes a mission?
                                                                     At their core, missions are made up of the following:
                                                                                                                                             Generating a mission
                                                                                                                                             If the crew's story doesn't naturally lead into the next mission,
                                                                                                                                             you can use the table on the following page to generate one.
                                                                     O An objective. Each mission is undertaken with some kind of
In order to keep themselves fed and their ship flying, the crew
                                                                       goal in mind - the central conflict or challenge which the            The random table will provide the seeds of inspiration, but you
will need to acquire credits and foster relationships with the
                                                                       crew are contending with. This might be something explicit            will need to give concrete form to some of the details yourself
movers and shakers of the sector. This means taking on
                                                                       like "recover the stolen prototype", or something implied by          in order to tie the mission into your game's world:
missions of one kind or another.
                                                                       the situation, like "get out of the station before it explodes"
                                                                                                                                             O Specific    objectives. If the mission calls for escorting a
We use the word "mission" as a shorthand here, but the crew          O A set of obstacles. The hurdles which must be overcome or               "celebrity", this might be "Zapp McKinnley, famed hover-
might prefer to describe what they do as "jobs", "runs", "quests",     circumvented if the crew are to achieve thier goal. These can           jockey", or perhaps "Mallory de Sousa, four-armed TV chef"
"scores", "contracts" or "sticky situations". In any case, they're     take many forms, often including security systems, natural
engaging in daring adventures, with a particular goal in mind.         hazards, and information which must be acquired
                                                                                                                                             O Locations. Where exactly are the people and things refered
                                                                                                                                               to as part of the mission located? You can opt to roll a
                                                                     Some missions will be straightforward, but the most interesting           random coordinate on the sector map, or choose a location
Finding a mission                                                    ones tend to include some, or all, of the following:                      yourself if you have somewhere fitting in mind
Missions can take many forms, and can start in equally varied
ways. Here are some common examples:
                                                                     O Conflicting   interests. Who has opposing goals to the crew,          O NPCs       and factions. Missions often require incidental
                                                                       and what will they bring to bear in order to get their way?             characters and organisations to fill the role of client or
O Job / bounty boards. Local or sector-wide organisations may
                                                                     O Unexpected complications. Will new information come to light            opposition, or to be involved as a complicating factor
  offer listings of available missions, wanted criminals or
                                                                       which changes the objective of the mission, or the nature of
  assasination targets which the crew can sign up for
                                                                       the opposition faced by the crew?                                     Callbacks and reintegration
O NPC contacts. Players define NPC contacts during character                                                                                 When you are designing a mission, look for opportunities to
  creation, and new acquaintences will naturally emerge
                                                                     O Tests of character. Just like in the best stories in other media,
                                                                       we want to see moments where characters have not just their           create continuity by re-introducing NPCs and other elements
  during play. One of these people might offer a lucrative
                                                                       abilities, but also their principles and values challenged. If a      which have previously been established in the story. Might an
  opportunity, or call in a favour owed by the crew
                                                                       character is a self-professed pacifist, will they take a life in      old friend or rival plausibly be involved with the mission? Is
O Right   place, right time. The crew might "coincidentally" find      order to save a an innocent? If they are in hiding, will they         there a location which the crew have already visited which
  themselves embroiled in a situation which demands their              reveal their true identity if it furthers a worthy cause? Will they   would make a suitable backdrop for this job? How might this
  attention. There could be a mystery or conflict which                double-cross a friend for cash, or to save their own hide?            location have changed as a result of their previous exploits?
  prevents them from going about their business, or presents
                                                                                                                                             Also consider the backstories and goals of the crew - these will
  an opportunity for profit too good to pass up
                                                                     Plan scenarios, not outcomes                                            often imply the existence of various characters, locations and
O Self-directed.   As the game progresses, crew members are          As the GM, it can be tempting to plan out the crew's path to            factions which you may be able to integrate in some way.
  increasingly likely to set their sights on things without the      completing a mission. Try to avoid this - just set up a situation
  GM's encouragement. Let them propose their own missions!           laced with challenge and conflict, and let the crew loose to see
                                                                                                                                             Mission payoff
It helps to start a campaign with some structure in place which      how they engage with it. You should always be open to the
                                                                                                                                             Accounting for fuel costs and expenses, appropriate mission
allows the GM to "feed" missions to the crew. Perhaps they're        unexpected plans which they will inevitably come up with. But
                                                                                                                                             rewards range from around 20k credits (for a "straightforward"
signed up with a job agency, or affiliated with a government or      feel free to brainstorm ideas for flavourful NPCs, obstacles,
                                                                                                                                             delivery to a nearby system) to 200k (for a prolonged, risky
underground organisation. Over time the story will build its own     locations and set piece events which they might encounter
                                                                                                                                             operation). Alternatively the crew might be offered a favour,
momentum, and this structure may become vestigial.                   along the way, and drop them in if the opportunity ever arises.
                                                                                                                                             piece of information, or item of equivalent value.
      MISSION                                                                              Roll d6 to determine mission type, then work down the column
     GENERATOR                                                   1: Locate
                                                                 and "acquire"
                                                                                               2: Capture
                                                                                             without harming
                                                                                                                            3: Escort
                                                                                                                            and protect
                                                                                                                                                      4: Eliminate
                                                                                                                                                         or discredit
                                                                                                                                                                                   5: Destroy
                                                                                                                                                                                      or disrupt
                                                                                                                                                                                                               6: Investigate
                                                                                                                                                                                                                    or cover up
                                                                                                                          Roll d10 to determine who/what
                                                        1    Item of sentimental value           Soldier / Cop                 Missionary                    Criminal            Incriminating evidence               Corruption
                     Odd Jobs                           2    National treasure/artefact             Criminal                    Diplomat                     Politician                  Stockpile              Theft / Embezzlement
1       Collecting / disposing of orbital debris                   Valuable data                 Bounty hunter                     Spy                    Corporate type            Building / Facility           Lucrative resource
                                                        3
2                 Causing a diversion                        Large / unwieldy object               Aristocrat                   Assassin                Merchant / Trader                  Ship                    Trade opportunity
                                                        4
3         Temporarily looking after an object                  Hazardous material                Corporate suit                 Celebrity                     Spouse                Place of business                   Murder
                                                        5
4             Mapping part of the sector                           Pet / creature                  Robot / AI                  Researcher                    Celebrity            Geographical feature         Disappearance (person)
                                                        6
5         Testing some prototype equipment                            Weapon                  Scientist / engineer              Runaway                       Witness                     Alliance              Disappearance (ship)
                                                        7
6           Acting as security for an event             8          Ship / Vehicle              Ex-lover / spouse              Entrepreneur                  Researcher               Satellite / Probe            Mysterious artefact
7         Taking part in an illegal street race                    Luxury goods                       Heir                      Robot / AI                                              Trade route
                                                        9                                                                                                Religious figure                                         Scientific anomaly
8     Tailing and keeping tabs on a ship / person                Food / Medicine                    Witness                       Child                      Journalist               Valuable data              (Apparent) accident
                                                        10
9        Showing somebody around the area                                                                                    Roll d10 to determine where
10         Acting as a mediator in a dispute                      Adrift in space                Personal ship          Across the entire sector             In hiding           On the crew's doorstep              Urban centre
                                                        1
                                                        2    Public display / museum             Estate / Home             Into hostile territory     Whereabouts unknown             A public place              Frontier community
              Sticky Situations                         3     Player's contact has it       Bounty hunter's captivity      In hiding on a hub            On tour of sector               In transit              Criminal underworld
      There is a string of unexplained life-support     4       Abandoned station                  Workplace             From prison / captivity           Penal colony          Other side of the sector            High society
1    failures. It turns out the station's computer is
      trying to kill an anti-AI researcher on board     5          Criminal's lair            Party / Public event       Out of hostile territory           On holiday             Harsh environment             The crew's home turf
      Leaving port, a local hardass undocks and                   Train / Convoy /                                       From a planet / moon          Under protection of          A crew member's                  Well-travelled
2      gives chase, convinced a crew member             6                                         Station / Port
                                                                  Space-Elevator                                          they're stranded on            local authority              place of origin                port / station
        stole something from them (did they?)
                                                        7          Corporate lab              Passenger freighter       To an inhospitable place     On a long space journey          Secret location               Volatile region
      While travelling in a remote area of space,
3        something causes the crew to begin             8        On board a ship                   Safehouse             Through off-limits zone         Living in isolation           Deep space                  Tourism hot-spot
      experiencing strange shared hallucinations
                                                        9        Private collection                  Prison             Touring several systems             Workplace               Abandoned place             The middle of nowhere
      There is a hull breach, and management
4      have sealed the section - sacrificing the        10      Government facility                On the run             To a secret location       On a long ground journey    Hostile faction's territory     A harsh environment
     people in here to save the rest of the station
                                                                                                                      Roll d10 to add a complication (or two...)
       Due to a recent high-profile assasination,
5    security is ramped up. How will this affect the    1      It's a perilous journey     They're sneaky / slippery         They're wanted            They can really fight         It's well guarded           They're fed false intel
        crew's "perfectly legitimate" business?
                                                        2    Another team is looking             They're violent         They're a terrible guest     They have bodyguards         It's hardy / durable               It's a set-up
     Leaving a planet, the crew realise they have
6    picked up an infection. If they return to look     3     The owner deserves it            They offer a payoff       Bounty posted for them       It's a trap for the crew    It belongs to a friend       Witness / contact is killed
       for an antidote, ports are all quarantined
                                                        4     Buyer will use it for evil    Another team is looking     Destination inaccessible      Must look like accident        It's tricky to find       Info / evidence destroyed
     The crew pass through a region of temporal
7    anomolies, and time seems to loop and skip         5      It's extremely fragile        They want to join crew     They're not at the pickup        Race to do it first       It's a beautiful thing       Crew offered a payoff
       unpredictably - how will they break out?
                                                        6    Contains homing beacon           They're an innocent        They're being pursued       Target has stashed cash      It's worth more intact        Crew under suspicion
       Something's up with the batch of supplies
8    the crew picked up... An aggressive mould is            Item / key is always kept       Somebody else offers         They're not what you         Crew's friend doesn't      Destroying it will harm      Chance to screw crew's
      spreading, and doesn't seem like it will stop     7     on somebody's person              more for them              were told they are           want them harmed            innocent people            enemy at expense of job
      The crew encounter thousands of tiny craft,       8         It's contraband                They're dying          They try to seize the ship   They're in the public eye   Somebody else wants it        Contact is uncooperative
9     drifting in formation. They seem inert, except
     for constant radio chatter within the swarm. A     9    Somebody got there first        They're well guarded       They steal from the crew     They're a decent person      It never really existed      An old friend is involved
         forgotton alien weapon or sensor array?
                                                               Another buyer offers           They've altered their      They notice the crew's        Nobody knows what            It has been moved           Must step on the toes
       Arriving in-system, the locals are pissed!       10         more for it                   appearance                  illegal activity           they really look like            elsewhere               of powerful people
10     Somebody has been spoofing the crew's
     ship ident and causing all manner of trouble
              DOWNTIME                                              Recharge
                                                                    Everyone tops up their FP to at least 3. If they already have 3
                                                                                                                                         Recovering from injury
                                                                                                                                         Given enough rest, you're able to shake off some of the harm
                                                                    or more, this has no effect. Characters may have special             from which you are suffering. If there is a Medic on board, they
After each mission, the crew spends some time on board their        abilities listed on their sheet which affect this. Next, check the   may be administering aid, but it is the patient who must give up
ship resting, recovering, and preparing for the next challenge.     description for Crew Quarters on the ship's sheet - crew may         their time, spending a downtime action to focus on recovery.
                                                                    lose or gain additional FP according to the rules listed there.
During downtime we do the following, in this order:
                                                                                                                                         Long-term projects
O Recharge. The crew regain FP spent during the mission             Downtime actions                                                     Generally these are tasks of the players' own devising,
O Choose Downtime Actions. The crew select from a menu of After recharging, every crew member chooses 2 of the actions significant enough in scope to require several days or weeks of
  special actions which they are able to perform in downtime        below. You can choose in a round-robin fashion, or go player-        work to complete. If the crew want to undertake smaller tasks
                                                                    by-player. Flesh out these choices with short vignettes,             during downtime, the GM may choose to simply let them do so
Don't simply rush through the downtime process in a cold,           descriptions or montages to illustrate what the characters are       without requiring them to spend a downtime action.
mechanical way. You might choose to intersperse downtime            doing. Players are free to choose the same action twice:
                                                                                                                                         Some examples of possible long-term projects:
with scenes where the day-to-day interactions of the crew are
played out. This could include running errands, resupplying,
                                                                    O Training or practising a skill to gain 1 XP                        O Prototyping a new tool, weapon, or other piece of equipment
keeping up with NPC contacts, or attempting to line up the
                                                                    O Reflecting on or discussing your situation to gain 1 FP            O Fabricating an item according to a known design
next mission. Just make sure that you wrap up downtime
                                                                    O Repairing 1 harm level of a damaged or disabled system, or         O Scientific research
                                                                      patching a breached room (costs 5 supply)
before engaging in earnest in any risky or perilous activity.                                                                            O Digging up information on a target or person of interest
                                                                    O Recovering 1 harm level of personal injury (costs 5 supply)        O Gaining a foothold in a well-protected corporate network
                                                                    O Working on a long-term project. GM decides if supplies are         O Spreading propaganda or rumours
When does downtime start?                                            consumed, if rolls are necessary and how long it takes
It's the GM's job to decide when it begins. If you imagine the
                                                                                                                                         O Integrating some newly acquired technology with the ship
crew's adventures as a TV show, then downtime is something                                                                               Opportunities for these kinds of projects tend to emerge
                                                                    Training / practicing
which happens between episodes. A particular mission may                                                                                 naturally as a result of the crew's skills, goals and the
                                                                    This might take the form of physical training, mental exercises,
involve fast-forwarding over prolonged periods of travelling or                                                                          challenges they face. It only makes sense to start a long-term
                                                                    or receiving tuition from another character. You may describe
laying low, but official "downtime" only begins when the task at                                                                         project if everyone (or at least the GM and player concerned)
                                                                    training a specific kind of skill here, but the XP gained can be
hand is resolved - typically once every 1-2 sessions.                                                                                    has some idea of what a successful project will result in.
                                                                    spent freely when the time comes to upgrade your character.
In reality this is often a grey area, and a judgement call the GM When starting a project, the GM needs to consider the scope
needs to make. Particularly ambitious missions might be Reflecting / discussing and difficulty, and decide how much work is required to
separated into several phases, with downtime in-between. This could be a discussion about your next objective, or a complete it:
Sometimes the crew will decide to temporarily abandon a             general chat about your lot in life. Perhaps recalling a moment      O Some projects are straightforward, and simply spending one
mission in order to pull back and regroup - the GM may allow        in the shared history of the crew. In any case, this leaves you        downtime action will be enough to complete them
downtime if they do this, but there should be consequences or       mentally prepared to go the extra mile in your next mission.         O Bigger projects will use up Supplies or other materials
complicating factors introduced as a result of the delay.                                                                                O For more ambitious projects, the GM starts a Progress Bar to
                                                                    Repairing the ship                                                     track it. When a downtime action is spent on the project,
The main point here is that the crew may not trigger downtime
                                                                    The hard graft of repaiing significant damage incurred to the          make an Action Roll. A "yes" result will fill one box, and a
whenever they feel like it, as this would mess with the game's
                                                                    ship. You might need to disassemble the engine to fix a part, or       "yes, and" result will fill two. Failed results will not fill the bar,
balance and challenge level.
                                                                    suit up in order to permanently patch a hull breach.                   and complications might include wasting additional materials
   PEOPLE + PLACES                                                    Factions and other forces
                                                                      Between sessions, you can flesh out the factions you anticipate
                                                                                                                                            Antagonists and allies
                                                                                                                                            The crew's backstory and the contacts they come up with
                                                                      interacting with. Start with the random tools, then make brief        during character creation will imply the existence of certain
On the following page you will find a Sector Generation tool,         notes on the following. This model also works for more abstract       people. Often a character will be introduced on the spur of the
which will provide the seeds of inspiration to help you map out       forces which are at play in the sector, such as disease, famine       moment, as the crew look for somebody who can offer them
and populate the sector. The boxes on this page provide               or a spreading ideology.                                              work or provide information. When creating missions, you will
examples of how you can spin these random prompts into                                                                                      be devising NPCs to fill the roles of incidental characters.
                                                                      O What are their goals/principles, and available resources? Use
something concrete which fits the flavour of your campaign.
                                                                        this information to decide how they react as the story unfolds      It's up to you how you generate and keep track of all of these
O Begin   by defining things in broad strokes. Then, when the
                                                                                                                                            NPCs, but noting down their name and the following pieces of
                                                                      O What relationships do they have with other factions?
  crew head towards a particular location, try to create NPCs
                                                                                                                                            information is a good starting point:
  and events which illustrate and exemplify what the place is         O Who are the major NPCs? Who are a couple of street-level
  like. For example, what does it mean to be a “volatile” place         NPCs who the crew are likely to bump into?                          O What   are their primary motivations? This should inform the
  ruled by an “isolationist” faction? What kind of people live                                                                                way they act and react to the crew in conversation
                                                                      O What   are their plans? If nobody intervenes, what is the
  here? What would be a common occurrence on the street?                timeline of key events, and the outward indicators of each          O What   is their basic physical description? A couple of
O Join the dots by considering the factions and resources at stage of progression? Allow this stuff to tick along in the prominent features or mannerisms are often enough to
play in a system (or its neighbours), and what trade links, background - the crew can observe the changing world and create a lasting image in the memory of the other players
  rivalries or other relationships this might imply. Militaristic       choose to challenge, exploit or ignore it as they see fit           O What   are their Traits? It is often sufficient to list 2-3, some
  faction near to a moon with a large Munitions supply? I bet                                                                                 positive and some negative. Don't worry about sticking to
  there’s a connection...                                              Dusk-Star Dynamics - Corporation                                       categories (Mind/Body etc.). For major NPCs you can add
                                                                       Technological / Secretive
O The major faction in a territory may not be the only one with                                                                               more detail, as if filling out a crew member's character sheet
                                                                       Became successful after contributing a key innovation to the
  power and influence. You can also generate local factions,                                                                                O Any facts or secrets about them or their relationships
                                                                       current generation of faster-than-light drives. Your ship probably
  tweaking and re-theming them to better fit the location              has at least a handful of Dusk-Star components installed...
                                                                       O Goals: Amoral profiteering. Independence from regulation            Cotter Whezal - Drunk.              Former racing promoter
 Deron - G-type Star / Trading hub                                     O Resources: A whole lot of cash. Advanced/experimental tech          Former canyon racing bookie / promoter. Was discovered to be
 O Exports: Machinery O Imports: Luxuries (Black-market)               O NPCs: Owner/founder Elias Fisque. Research head Vann Nix            fixing a match (or, as he would claim, was made a scapegoat by
                                                                       O Relationships: Notable rivalry with Delean Exostellar. Supplier     the local mob), and forced to flee. Now drinks away his days
 Population Hubs:
                                                                         of ships/weapons to the Kingdom of Lyre                             aboard Homestead - a station hidden in the atmosphere of a
 O Scion    (planet): Mega-city / Communistic. Citizens have
                                                                       O Plans:  Purchased a moon in a system at risk of supernova
   implanted screens in their wrists which relay orders from the                                                                             gas giant, which serves as a neutral bolthole and is home to all
                                                                         explosion. Attempting to move this moon into deep space,            manner of runaways, exiles and outlaws.
   master AI. It assigns jobs to citizens based on an inscrutable
                                                                         giving them a permanent base in the sci-fi equivalent of
   algorithm. Some lead double lives. Private trade is illegal
                                                                         "international waters". Also, trying to weaponise gravity waves
                                                                                                                                             O Characteristics: Goatee; short, greased/spiked hair; twitchy
 O Terrox Trench (mining colony): Downtrodden. Huge,                                                                                           eyes. Nervous leg shake if he hasn't had a drink. Fast walker
   dirty mining facility on an uninhabited patch of Scion                                                                                    O Goals: Befriending the strong. Avoiding unquantifiable risks
 O Fyria (planet): Low-gravity / Communistic. Dedicated to                                                                                   O Traits: Observant / Shrewd / Fast
   farming facilities for Scion. People "automatically" assigned to
   work here might wonder if it is actually a punishment
 O SCA "Scion Commercial Array" (station): Corporate.
   Government authorized orbital trading hub. Handles
   imports/exports on behalf of the people of Scion. Secret
   trades in unauthorized items take place here
SECTOR GENERATOR                                                            System details:
                                                                                        Star type                                 System quirk
                                                                                                                                                                      Faction generation:
                                                                                                                                                                              Roll for faction type, choose a name
                                                                            1,2         G-Type (like ours)                 1       Sparse / widely-spread             1              Criminal                    5             Movement
                                                                                                                                                                            Redwall Group, Deronian Mafia,              The Alamar Alliance, The Praxis,
                                                                             3                Red giant                    2              In a nebula
                                                                                                                                                                           Greenwood Cartel, Outland Pirates,         The New Moon Group, Terpsichore,
                                                                             4        Binary (2 star) system               3             Well-travelled                    Kaldonese Triad, Red Hook Gang,            Nahil Movement, Avaran Separatists,
                                                                             5           Dying / burnt-out                 4          Dust / debris-filled                 Quall Syndicate, Elios Collective                The People’s Rebellion
                                                                                                                                                                                                                            The League of Veracity
                                                                             6               Black hole                    5          Little space traffic
                                                                            Names:        Celestra,   Alpha     Talega,    8          High military value                       The Denizens’ Republic                   The God-Emperor’s Conclave
                                                                            Vendross, Calibri, Mennox, Kal’tar, Zendar,                                                     Kaldon Democratic Sovereignty                The Holy Unification Initiative
                                                                            Neo-Sol, Kunnigan, Maldish, Tethra, Krob,      9               Blockaded                          Arrixian People’s Democracy                Blue Spire, The Anointed Few,
                                                                            Ek’rel, Pentaal, Kudo, Ceros, Taldrik, Jia,                    Contested
                                                                                                                          10
                                                                            Andersaal, Ghar, Noxx, Deron, Arosep,                                                     3           Corporation                    7             Monarchy
                                                                            Vega, Dagos, Proxima, Malus, Akari, Vaal                                                             Blackstone Industries                     The Last Imperial Khanate
                                                                                                                                                                           Dealan Exostellar, The Essen Group               New Kagan Principality
                                                                                                                                                                                  Vikram Corporation                  Kingdom of Lyre, Empire of Hyland
                                                                                   Deep-Space Station - Nelix Supply Post, Sacrarium, Frozen Ark, Deep-6,             1                 Altruistic               1                 Scientific
                                                                              7    Fuelhub Theta, Independence, Kappa Remote Observatory, The Dark Chancel
                                                                                                                                                                      2                  Greedy                  2                Entrenched
                                                                                   Mining Colony - Novus Homestead, Gratian Industrial Colony, Wellspring,
                                                                             8     Terrox Trench, Sheridan Outpost, Tycho Iceyards, Ichor Commune, JMC-16             3                  Logical                 3                  Itinerant
1. Choose locations for 10 systems:
                                                                                                                                                                      4               Passionate                 4               Expansionist
  O Roll 2d6 for coordinates                                                          Enviro-tag                                      Socio-tag                                       Regimented                                  Isolationist
                                                                                                                                                                      5                                          5
  O Place a mark in the corresponding hex (or a neighbouring hex,            1                Earth-like                   1                Anarchic
                                                                                                                                                                      6                Diplomatic                6               Xenophobic
    if it’s already occupied)                                                                    Icy                                         Feudal
                                                                             2                                             2                                          7               Commercial                 7                 Fractured
2. Manually place another 0-3 systems:                                       3                   Wet                       3          Pleasure / tourism              8              Technological               8                   Violent
  O Ensure each territory (coloured area) contains at least one              4                   Arid                      4               Corporate
                                                                                                                                                                      9                 Wealthy                  9                 Secretive
  O Create interesting shapes (clusters, corridors, isolated systems)        5              Low oxygen                     5               Militaristic
                                                                                                                                                                      10             Impoverished                10                Dogmatic
                                                                             6                  Toxic                      6                 Frontier                 11                 Ancient                 11              Manipulative
3. Generate system details and add d6 population hubs to each
                                                                             7              Terraformed                    7                 Volatile                                   Nascent                                Straightforward
  (either do this for all systems, or just one in each territory for now)                                                                                             12                                         12
                                                                             8                Mega-city                    8               Separatist
4. Create four major factions, assigning one to each territory and           9              Low gravity                    9                Peaceful                   Determine relationship (link pairs of factions)
  choosing the hub which will be their seat of power. They’re the           10                Biodomes                    10               Controlled                 1             Openly hostile               4                 Indifferent
  big movers and shakers, at least as far as sector politics are            11             Subterranean                   11             Downtrodden                  2        Rivalrous / Competitive           5                    Allied
  concerned, but other factions coexist and compete here too                12                Desolate                    12             Communistic                  3                 Strained                 6               Harmonious
                GLOSSARY                                                Factor       - A Trait, Specialisation, Flaw or Condition which is
                                                                        taken into account when making an Action Roll. We count up the
                                                                                                                                                NPC     - Non-player character. These are controlled by the GM,
                                                                                                                                                and may represent antagonists, allies, or any incidental characters.
                                                                        Factors which affect a character's chance of success, and apply a
Action Roll - A roll of the dice used to decide whether a               Modifier to the roll accordingly.                                       Progress Bar                    - A tool for tracking tasks, threats, or
crew member succeeds or fails in an action they are attempting.                                                                                 unfolding events which play out over an extended period of time,
                                                                        Flaw - A negative Trait which each crew member struggles with           as opposed to resolving in a single moment.
Advantage - Rolling three dice instead of two for an Action             in some way. Embracing and playing along with a Flaw is one of
Roll, and discarding the lowest-valued die before calculating the       the ways of gaining XP and allowing your character to grow.             Sector - The region of space in which the entire game takes
result. This significantly boosts the probability of success.                                                                                   place. Contains around a dozen separate star Systems.
                                                                        Focus Points (FP) - The player's characters each have a
Campaign          - A series of game Sessions played over an            pool of points which they can choose to spend to boost their            Session          - A single period of a few hours spent playing the
extended period of time (weeks, months or even years). If each          chance of success in an Action Roll, or to trigger Special Abilities.   game. This is often enough time to complete a single Mission.
Session is an episode, the Campaign is the whole TV series.             These represent the reserve of heroic effort which the crew
                                                                        members (the main characters of our story) can draw upon to push        Ship Combat              - A special "mode" of the game, which we
Condition - An (often temporary) state affecting a character,           beyond their normal limits during critical moments.                     switch to whenever the crew's ship is directly under threat.
an object in the world, or the environment itself. Conditions are
created and removed frequently during play.                             Goal - An explicitly stated goal of a crew member. Achieving            Special Ability                  - Abilities listed on character sheets
                                                                        these goals is one of the ways of gaining XP and allowing your          which, when unlocked, allow crew members to bend the normal
Contacts        - Special NPCs connected to the crew members.           character to grow. A character may have all sorts of motivations,       rules of the game in various ways.
Introduced by the players as part of creating their own characters.     but their Goals are the most important things to them right now,
                                                                        and the game rewards you for working to achieve them.                   Specialisation - A word or short phrase which describes
Crew Members / The Crew - The protagonists of                                                                                                   an   area   of     particular    expertise   which   a   character   has.
the game's story, controlled by the players. Contrast to NPCs, who      Harm       - A method of tracking wounds or injuries which may          Specialisations are more specific and narrowly defined than Traits.
are the minor characters, antagonists etc. controlled by the GM.        ultimately lead to the death of a character.
                                                                                                                                                Strain - How much the Systems of a ship are being pushed
Disadvantage             - Rolling three dice instead of two for an     Mission        - Any kind of significant excursion, job, task or        during Ship Combat. Various special actions taken during combat
Action Roll, and discarding the highest-valued die before               problem which the crew engage in - not necessarily a formal             can add or remove Strain from a System. Accumulate too much
calculating the result. This significantly reduces the probability of   "mission" or contracted job.                                            Strain and a System will overload and be damaged or disabled.
success.
                                                                        Modifier - A number which is added to or subtracted from                System - A star system, and it's associated planets, moons,
Downtime - Time spent on-ship between Missions. Used for                the total number shown on the dice during an Action Roll. It is         space stations and other bodies. A system is represented by a
recovery, training and work on personal projects.                       calculated by counting up the number of relevant Factors which          single hex on the Sector map.
                                                                        help or hinder the action which is being attempted.
Experience Points (XP) - Points awarded to players                                                                                              Trait - A word or short phrase which describes the nature of a
at the end of each session for playing in a way which embraces          Module         - A ship's Engines, Comms or Weapons. Modules            character, an object in the world, or the environment itself. We can
the flaws and motivations of their characters. These points can be      can be damaged, disabled or destroyed. Damaged Modules make             use all sorts of words to describe things during play, but Traits are
spent to unlock additional Special Abilities and Specialisations.       the ship less effecitve in some way. Disabled or destroyed              the most important, permanent and identifying aspects of a thing,
                                                                        modules prevents certain actions from being attempted at all            and as such are given special weight in the rules of the game.
Pilot                       Keeping this junk-heap pointed
                            in the right direction...
                                                                                                   Name                                                                    Harm                                   FP         /6       XP
                                                                                                                                                                          • When all of your harm boxes are filled, you are incapacitated
                                                                                                  Concept                                                                 • You can accept death, or pull through and take on a serious Conditon
Special Abilities
                                                                                                  Fleeing                                                                                              Conditions
    Gambit-        During ship combat, describe how you push the ship to its
    limit and perform an aggressive run against a chosen target:
    O GM and player each bid 0-3 tokens (e.g. by holding out coins/chips in                       Goals
      a closed hand). Both reveal bids at the same time
    O Highest bid wins. Winner takes engine strain equal to their bid, and
      has a +1 bonus to all rolls to hit the loser for the remainder of the round
    O Loser is in a compromised position, unable to fire at winner this round                                                                                                       Specialisations
    O On a draw, both take engine strain equal to their bid
                                                                                                                       Mind
    Punch it-          During ship combat, may attempt to manoeuvre two
    range bands instead of one. Causes 2 points of strain to the engines
    Show 'em your good side- When hit by enemy weapon                                                          Background
    fire, may spend 1 FP to choose which room or module is harmed
     Hot fix- During ship combat, describe how you apply improvised
     repairs. Spend 5 supplies and reactivate a module which has been
                                                                                                                      Body
     disabled (reducing its harm to the “damaged” state, with full strain)
Flaw
     Comms wiz- When you Scan, you may flip one scanner die to
     show the result on the opposite side
                                                                                                                       Body
     Target lock- During ship combat, may use your turn to make
     an action roll to attempt to lock onto a ship. When locked on to a target,
     all weapons rolls against them have a +1 bonus. You remain locked on
     until you change targets, or the target spends a turn shaking the lock
                                                                                                               Background
     Tech support- When a crew mate is attempting a tech-related
     action (e.g. dealing with computers or security systems), you may first
     make an Action Roll to attempt to provide verbal instructions. If you
     succeed, your crew mate rolls with advantage (roll 3d6, keep highest 2)
                                                                                                                  Expertise
     Dial in- Boost the effectiveness of a single piece of electronic
     equipment carried by an ally. There must be some way for your signal to
     reach the item. While you are devoting your full attention to it, the item is
     considered Activated - Action Rolls made using it have a +1 bonus                                                 Flaw
     Tenacity- If you miss during combat (ship or in-person), you gain                                                 Body
     a +1 bonus towards subsequent rolls to hit that target. This lasts until
     you land a hit, or your attention shifts away from them (even briefly)
                                                                                                                       Body
     Veteran- You have advantage in any rolls made with the intent of
     reducing Harm or curing a physical Condition (roll 3d6, keep highest 2)
     Sideline- When you unlock Sideline, choose a special ability from                                            Expertise
     another character sheet to learn. You now have access to that ability
Flaw
     Cold read- When you meet a person, you get an immediate                                                                                                                        Specialisations
     sense for any Traits, Flaws or Conditions they have which relate to
     their personality or state of mind                                                                                Mind
                                                                                                                  Expertise
     Words of wisdom- Even if you're not nearby, you may
     spend 1 FP after an ally rolls an undesirable result. Your ally recalls
     some sage advice you once gave them, and may re-roll all of their dice
Flaw
                                                                        Rooms                    Cost: ~100k credits to refit                  Secondary tank- Increases fuel capacity to 20
                                                                        If installed and in a usable state, rooms provide these benefits:
                                                                                                                                               Amphibious operation- Your ship is outfitted with
                                                                        O Crew    Quarters: During downtime, crew members without              special underwater equipment and propulsion systems
                                                                          quarters must spend 1 FP or gain an Exhausted condition.
                                                                          May be occupied by multiple people, but a crew member with           Boarding hook-              Specialised grappling hook allows
                                                                                                                                               attempts to board hostile vessels, even while their engines
                                                                          their own quarters gains an additional 1 FP during downtime
                                                                                                                                               are still operational. Also useful for towing
                                                                        O Galley:   You dine together and have more efficient facilities.
                                                                          Total supply cost when travelling is halved (round up to             Magnetized Hull-           When enabled, attracts nearby
                                                                                                                                               scrap and metallic debris to the hull. Acts as temporary
                                                                          nearest unit)
                                                                                                                                               camouflage and shielding (+1 box to Hull Harm track)
                                                                        O Cargo Bay: Allows storage of up to 5 tonnes of cargo. Other
                                                                          rooms can always be temporarily repurposed to hold up to 2        Hardening-           Aftermarket components increase the
                                                                                                                                            number of boxes in the corresponding module's Strain track to 5
                                                                          tonnes, but no longer provide their usual benefit
                                                                                                                                                  Engines               Comms                Weapons
                                                                        O Medical    Bay: Rolls to administer medical care have a +1
                                                                          bonus. Actions taken during downtime to recover from Harm           Weapon Systems                  Cost: ~200k credits each
                                                                          (including a Medic's Patient Care) now consume no supplies
                                                                                                                                              Missiles              Cannons             Flak Launcher
                                                                        O Armoury:    Stocked sufficiently to equip the crew with any
                                                                          common personal weapons and ammunition
                                                                                              1                                      2
                                                                                                                                                  Where is its
                                                                                                       What is the ship                           weak point?
You can mark or place tokens into this table to track range during combat:
                                                                                                                                                                              5/6
                                                                                                       equipped with?                          (+1 bonus to the next
                                                                                                                                             roll attacking this target)
No
                                                                                              3                                      4
                                                                                                                                                Is it preparing to              question
                                                                                                     What are the Harm
                                                                                                                                                  move or fire?
                                                                                                     and Strain level of
                                                                                                                                                (+1 bonus to the next
                                                                                                     the ship's systems?
                                                                                                                                                roll reacting to this)
  Very Close            Close               Mid               Far             Very Far
O Roll 3d6 power dice (or 2d6 if engines are damaged)                                        O Pick a target ship, and choose a weapon which is installed on your ship
O Do up to 3 of the following now to redistribute power (may repeat the same action):        O Each weapon type has a different modifier when used at different ranges - look it up on
   (a) Split a die into two dice which add up to the same total                               the table below. An additional -1 penalty is applied if weapons are damaged
   (b) Increase a die's value by one, and reduce another by 1 (discard if it drops to 0)     O If you choose to aim for a particular module of the target ship, an additional -2 penalty
O You may spend a power die at any time during the current round (however if comms            is applied. If you don't aim for a particular module, one will be chosen randomly
 are disabled, you must allocate them all now). Dice not spent this round are wasted.        O Make a normal action roll to attempt to hit the target. The modifier for the weapon/range
   (a) Give a die to a teammate, who may use that result in place of any one d6 they’re       is included in addition to any normal modifier (based on your character's traits etc.)
       about to roll when using one of the ship's systems this round
                                                                                             O If the roll is successful, deal the amount of Harm specified on the table below
   (b) Spend a die showing 4 or 5 to reduce a system’s strain by 1
   (c) Spend a die showing a 6 to reduce a system’s strain by 3                                                          V. Close     Close          Mid         Far         V. Far
                                                                                                         Missiles            -1          0             0          -1            -3
                             Power
                                                                                                           harm: 2
   Quick
                                                                                                                            If installed and in a usable state, rooms provide these benefits:
                                                                                                                            O Crew Quarters: During downtime, crew members without quarters must spend 1 FP or
                                                                                                                              gain an Exhausted condition. May be occupied by multiple people, but a crew member
     Reference
                                                                                                                              with their own quarters gains an additional 1 FP during downtime
                                                                                                                            O Galley:   You dine together and have more efficient facilities. Total supply cost when
                                                                                                                              travelling is halved (round up to nearest unit)
                                                                                                                            O Cargo     Bay: Allows storage of up to 5 tonnes of cargo. Other rooms can always be
                                                                                                                              temporarily repurposed to hold up to 2 tonnes, but no longer provide their usual benefit
Action roll                                                                                                                 O Medical Bay: Rolls to administer medical care have a +1 bonus. Actions taken during
O During   play, just describe what your character does. Sometimes the GM will ask you to roll in order to                    downtime to recover from Harm (including a Medic's Patient Care) now consume no
  determine whether an action you are attempting succeeds or fails                                                            supplies
O Before you roll, clarify how you plan to act, and the intended outcome                                                    O Armoury: Stocked sufficiently to equip the crew with any common personal weapons and
O Count the total number of factors which are in your favour, and subtract the number which hinder you. This                  ammunition
  includes any relevant conditions, traits and specialisations
                                                                                                                            O Workshop: Performing repairs during downtime now consume no supplies. Rolls to work
O The GM will list any external factors which count for or against your action
                                                                                                                              on technical long-term projects have advantage (roll 3d6, keep highest 2)
O Roll 2d6, sum the two numbers shown, and then add the total number of factors
                                                                                                                            O Shuttle Pod: With enough fuel and life support for 2 people to comfortably make short
O Check the table below to see whether things turn out as you intended:
                                                                                                                              journeys between the planets of a typical solar system. Able to shuttle the whole crew
Result 4 or less 5 6-7 8-9 10 11 or more down to the surface of a planet, at a stretch. No weapons or armour
           Success?         No, and            No      No, but                 Yes, but            Yes    Yes, and          O Docking    Clamp / Airlock: Allows docking to and boarding other ships in a vacuum.
                          (not only that...)        (it's not all bad...)   (there's a catch...)         (even better...)
                                                                                                                              Without this you’ll need to use the main hangar doors, which require you to land