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Gamma Playbooks

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The key takeaways are that threats come in different types like darkness, conquest, conflict, espionage and politics. Each threat also has sub-types and a cast of characters involved. The document also discusses countdown clocks which allow you to build a timeline for the threat and custom moves which can give threats unique advantages.

The different types of threats are darkness, conquest, conflict, espionage and politics. Darkness threats include dark lords, force cults, ancient sites and diseases. Conquest threats include warlords, splinters, aristocracies and militantes. Conflict threats include hunters, assassins, mercenaries and leaders. Espionage threats include operatives, spies, saboteurs and insurgents. Politics threats include separatists, bureaucracies, radicals and patricians.

The stages of a countdown clock typically have six stages: 3:00, 6:00, 9:00, 10:00, 11:00, and 12:00. 3:00 and 6:00 represent the opening plays and planning stage. 9:00 and 10:00 are the middle stages where the threat gains momentum. 11:00 and 12:00 are the end points where the threat reaches its full potential.

Secondary

Moves
Suffer Wounds
When you Suffer Wounds, roll with the number of wounds suffered. On a 10+, the MC
chooses 2. On a 7-9, the MC chooses 1.
Its worse than it seems, suffer an additional wound
You lose hold of something valuable
You lose track of something important
Youre out of commission for a short while
On a miss, nothing worse comes of it.

Face Death

The
Moves
Never tell me the odds!

When you mark off your third harm box, you are incapacitated and dying rapidly. Without
outside aid or a miracle you will die shortly. Good luck!

Suffer a Debility
When you are about to suffer harm, you may instead choose to Suffer a Debility to avoid
that harm. A debility permanently decreases one of your main stats by 1 and lowers the
maximum the stat can be raised to through advancements (+2 instead of +3).

Heal Up
When you have the chance to rest and Attempt to Heal Wounds without the aid of The
Medic, roll with Rugged. On a hit, you heal 1-wound. On a 10+, the MC will choose 1. On
a 7-9, the MC will choose 2:
Youll be in and out of consciousness for the next 24 hours
Your injuries require the aid of a professional, pharmaceutical or medical, pay them

1-cred

Youre incapacitated for the next 8 hours, doing anything other than lying down is

Acting Under Pressure

Youll require constant monitoring and care from someone competent for the next 36

hours

Any wounds left over heal at a rate decided by the MC on a case-by-case basis.

Take It Easy
When you Take it Easy for a While , you heal vitality at a rate of 1 per hour.

Come Under Fire


When a vehicle Comes Under Fire and suffers harm, record the amount of harm it has taken
in total and consult below:
1-harm: minor shielding or light hull damage
2-harm: major shielding or minor hull damage; one or two systems compromised
3-harm: serious hull damage; several systems disabled or compromised
4-harm: major hull damage; most systems disabled, several destroyed.
5-harm: complete breakdown; all systems disabled; most people on-board are exposed

serious danger

6-harm or more: total destruction; everyone on-board is exposed to serious danger


Harm may blow through to passengers/crew, MCs call.

Bribes
When you Bribe Someone with 1-cred, it counts as Applying Leverage and hitting the roll
with a 10+, with no roll required (this counts as a roll for the purposes of highlighted stats).

Put The Word Out


When you spend cred and Put The Word Out that youre looking for something, roll with
the cred spent (max of 3). On a 10+, it comes to you, no strings attached. On a 79, it
comes to you, or something pretty close. On a miss, it comes to you, but with strings very
much attached.

Hit The Duracrete


When you check in with contacts about some info or shop around for something exotic , roll
with Suave. On a hit, you find what youre looking or near enough. On a 7-9, it comes with
strings attached. On a miss, you find yourself in a very tight spot.

Highlights and Experience


At start of session, choose the character who you havent interacted with as much lately,
their player will highlight a stat for you, the MC will highlight a second. When you roll a
highlighted stat (regardless of the result), you mark experience. When youve marked your
fifth experience, erase the track and select an advance. You cannot choose the same
advance twice.

Basic Moves
Read a Person
When you Read a Person while interacting with them, roll with Canny. On a 10+, ask their
player (or the MC for NPCs) 2 questions from the list. On a 7-9, ask 1:
Is your character hiding something from me specifically?
Whats your character really feeling?
What does your character intend to do about __?
What does your character wish Id do?
How could I get your character to __?

Advanced: On a 12 +, ask any 2 questions, not limited to the list.

Check Out The Scene


When you take a moment to Check Out The Scene, roll with Canny. On a 10+, ask the MC
2 questions from the list. On a 7-9, ask 1. When you act on the answers, take a +1 to the
rolls.
Whats happened here recently?
Who or what should I be wary of here?
Whats my best way in or out?
What am I missing here?
Whats my greatest opportunity here?
Advanced: On a 12+, ask any 2 questions, not limited to the list.

Go In Blazing
When you Go In Blazing, roll with Rugged. On a hit, inflict harm and suffer harm in return.
On a 10+, choose 2. On a 7-9, choose 1:
You inflict terrible harm
You dont find yourself in a tight spot
You suffer little harm
You take something from your opposition
Advanced: On a 12+, choose all 4.

Apply Leverage
When you Apply Leverage (political, financial, physical, or sexual) on someone to get them
to do what you want, roll with Suave. On a 10+, theyll do it for little to no cost. On a 7-9,
theyll do it, but only after you agree to something big and provide concrete assurances.
Advanced: On a 12+, they will do what you want and help you see it to its end.

Help or Interfere
When you Help or Interfere with someone whos making a roll, describe how youre
involving yourself and the MC will tell you what to roll. On a hit, they take +1 (help) or -2
(interfere) to their roll. On a 79, you expose yourself to fire, danger, retribution or cost.
Advanced: On a 12+, you increase or decrease their roll to the next tier (6- to a 7-9,
10+ to a 12+, etc.) after applying the +1 or -2.

Act Under Pressure


When you Act Fast or Smart Under Pressure , roll with Cool. On a 10+, you pull it off
without a hitch. On a 79, its going to cost you, the MC will offer you a worse outcome or
a hard choice.
Advanced: On a 12+, whatever you were trying to do, you dont only overcome it, you
transcend it.

Trust Your Feelings


When you Trust Your Feelings and what theyre trying telling you, roll with Deep. On a hit,
you gain new insight into your current situation and take +1 forward acting on it. On a
10+, the information is clear and decisive. On a 7-9, its vague and foreboding.
Advanced: On a 12+, you see things for what they truly are. The MC will tell you
exactly whats going on and how you can best deal with it.

Stand In Defence
When you Stand In Defence of a person, place or thing, roll with Rugged. On a hit, you
protect it from harm, suffering in its place. On a 10+, choose 2. On a 7-9, choose 1:
You suffer little harm
You inflict harm on your attackers
You see it/them to safety
Your efforts inspire or frighten others
Advanced: On a 12+, choose all 3, then choose 1 and double its effect.

Notes / Hold

Character Creation
Name
Lauren, Audrey, Farley, Sammy, Inisa, Forim, Crev, Bridget, Dace, Annette, Kaleb, Melvar,
Marlon, Kim, Errol, Humphrey,Phoenix, Femi, Shayl, Adi, Cachi, Salek, Dart, Gremlin,
Imbet, Jag, or Moolis, HK-51, T7-Ak, R8-Q1

The
Ace

Look
Male, female, ambiguous, or transgressing
Vintage wear, casual wear, utility wear, showy wear or scrounge wear.
Handsome face, gorgeous face, stern face, fine-boned face, worn face, crooked face,
scaly face, or fuzzy face
Cool eyes, hooded eyes, hard eyes, sad eyes, cold eyes, or pale eyes.
Slim body, pudgy body, stocky body, solid body, tall body, or strong body.

Got him! I got him!


Great, kid! Don't get cocky.

Stats

(Distribute 2 to these. Max +3)


Canny +2, Cool 1, Deep -1, Rugged 0, Suave -1

Moves
You get Devil In The Cockpit, and then choose 1 more Ace move.

Gear

2-cred
A starship (detail)
1 handy weapon
Fashion suitable to your look (you detail)

Handy Weapons (choose 1):


Hold-out blaster (2-harm close reload loud energy concealable)
Blaster pistol (2-harm close loud energy)
Big knife (2-harm hand)
Blaster carbine (2-harm close area loud energy)
Vibro sword (3-harm hand messy energy)
Heavy blaster pistol (3-harm close reload loud energy)

Notes

Starship
Choose one of these profiles:
Speeder car with weapon suite (2-harm, tiny, +atmospheric)
Shuttle (2-harm, small, +spacious +hyperdrive)
Starfighter (3-harm, tiny, +hyperdrive)
Space transport (2-harm, small, +hyperdrive +cargo)
Bomber (2-harm, tiny, +hyperdrive +2 size ratings vs capital ships)

Ace Moves

Name and Look

Canny

Cool

Deep

Rugged

Suave

Devil In The Cockpit: When piloting a vehicle in a high stress situation, roll with Canny.
On a 10+, hold 3. On a 7-9, hold 2. Spend your hold, 1-for-1, to do one of the
following:
Ignore all harm from an incoming attack
Pull off a death-defying stunt
Quickly close the gap between yourself and a target
Pull someones ass out of the fire
On a miss, hold 1 anyways but something goes terribly wrong before this is all over.
Jump First, Think Second: If you go straight into danger without hedging your bets, you
get +1armour. If you happen to be leading a squad or convoy, it gets +1armour too.
Cant Have Just One: You get 2 additional ships, detail them.

Experience

Jacked-Up Senses: When you are piloting a vehicle and you Trust Your Feelings, you
may roll with Canny instead of Deep.

Advancements
Start with these:
Get +1 Canny (max +3)
Get +1 Rugged (max +3)
Get +1 Cool (max +3)
Get +1 Deep (max +3)
Get a new Ace move
Get a new Ace move
Get 2 gigs (detail) and Moonlighting
Get a space dock
(workspace, detail) and crew
Get a move from another playbook
Get a move from another playbook

Vitality

After 5 Advancements, you may begin to


select:
Get +1 to any Stat (max +3)
Get +1 to any Stat (max +3)
Retire your character (to safety)
Change to a new playbook
Create a second character to play
Advance 2 basic moves
Advance 2 basic moves
Advance 2 basic moves

Wounds

Debilities
-1 Cool

-1 Rugged

-1 Suave

-1 Canny

Drama Moves
When you die, if youre piloting a vehicle, destroy the vehicle and deal 4-harm ap to a
target you choose. If youre not piloting a vehicle, or for any remaining ships you own,
choose one character and give your ship(s) to that character. They gain +1 to all piloting
rolls made in those ships.
When you share a moment of intimacy with someone, you both ask a question of one
anothers characters. The other person must answer honestly and directly.

Wing Commander: You command a squadron of a dozen or so pilots (2-harm squad


small 1-armour +space). Take the Leadership move and choose 1:
Theyre advanced star fighters (+1 harm)
Theyre bombers (+2 size ratings vs. capital ships)

Other Moves

Character Creation

The
Adept

Name
Alexis, Alice, Gabriel, Little, Malachai, Mirror, Priscilla, Revelation, Shining, Sinjun, Vanir,
Wisher, Ashen, Cassilda, Damien, Doubt, Grady, Hali, Hecate, Isaac, Naysay, Nix, Samara,
Slander, Venice, Hazel.

Look

It surrounds us and penetrates us.


It binds the galaxy together

Male, female, ambiguous, or transgressing.


Casual wear, utility wear, leather wear, showy wear, old robes, clean robes.
Angelic face, animated face, dirty face, grinning face, hidden face, open face, or trusting
face.
Albino eyes, bruised eyes, frightened eyes, innocent eyes, knowing eyes, obsidian eyes,
pale eyes, or terrible eyes.
Dancing body, lithe body, painted body, skinny body, still body, tiny body, or twitching
body

Stats (Distribute 2 to these. Max +3)


Canny 0, Cool -1, Deep +2, Rugged +1, Suave -1

Moves
Choose 1 Adept move.

Gear

The Force

You get:
2 primitive weapons or 1 small practical weapon.
Fashion suitable to your look, including at your option a piece worth 1-armor
1-cred
Your Force talisman (detail)

Calling on the Force: When you call on the force, suffer 1-harm and gain 3 force points. If
you call on the force in anger, frustration, fear or hubris, suffer no harm and gain 3 force
points instead and the MC will make a hard move. While you hold force points, you cannot
heal from the harm suffered by Calling on the Force.

Primitive weapons:
Spear (3-harm hand/close)
Garrotte (2-harm AP intimate)
Bow (2-harm close reload)
Hatchet (2-harm hand/close)
Ceremonial dagger (2-harm hand valuable)
Throwing knives (2-harm close innite)

Telekinesis: While you hold force points, you can use the force to move and manipulate
simple unattended objects (it may still be Acting Under Pressure, though). You can spend a
force point to move something massive, move people harmlessly, propel yourself up to a
great height or forward at great speed, or use telekinesis as a weapon (1-harm ap close area).
Mind Trick: You can spend a force point to trick or deceive a weak-minded person for a
few moments.
Force Senses: When you Read a Person or Check Out The Scene, you can spend a force
point to ask an additional question from the list.

Small practical weapons:


Hold-out blaster (2-harm close reload loud energy concealable)
Blaster pistol (2-harm close loud energy)
Vibro knife (2-harm hand powered)
Blaster carbine (2-harm close area loud energy)
Ion gun (s-harm/2-harm* hand reload energy) *only affects droid

Notes

Your force talisman


Choose 1:
Defence: +1 to all rolls made to defend yourself from a Force-based attack.
Reserve: Once per session you may ignore the harm inflicted by Calling on the Force.
Clarity: While you hold force points, you are able to understand and speak any spoken
language.

Adept Moves

Name and Look

Untapped Fury: When you use the Force as a weapon, take +1 to your roll and
inflict +1harm.

Canny

Cool

Deep

Rugged

Suave

Hardened Survivalist: When in wild and untamed lands and you Act Under Pressure or
Check Out The Scene, you roll with Deep instead of Cool/Canny. You can never lose
your way in the wilderness.

Experience
Advancements
Start with these:
Get +1 Canny (max +3)
Get +1 Rugged (max +3)
Get +1 Cool (max +3)
Get +1 Deep (max +3)
Get +1 Suave (max +3)
Get a new Adept move
Get a new Adept move
Get 2 gigs (detail) and Moonlighting
Get a move from another playbook
Get a move from another playbook

Vitality

After 5 Advancements, you may begin to


select:
Get +1 to any Stat (max +3)
Get +1 to any Stat (max +3)
Retire your character (to safety)
Change to a new playbook
Create a second character to play
Advance 2 basic moves
Advance 2 basic moves
Advance 2 basic moves

Wounds

Debilities
-1 Cool

-1 Rugged

-1 Suave

Force Illusion: You can spend a force point to implant an illusion in the minds of others.
When you do, roll with Deep. On a 10+, choose 2. On a 7-9, choose 1:
It extends broadly across many minds
It extends deeply, holding up against close scrutiny
It will last for some time after you stop maintaining it
On a miss, choose 1 anyways but someone inconvenient is aware of what youre doing.

-1 Canny

Drama Moves
When you die, you can become a Force Spirit. You can appear as your Adept character to
anyone Trusting Their Feelings to give them advice and guidance, tell them what you
honestly think their best course is. If they do it, you both mark experience.
When you share a moment of intimacy with someone, tell them how your people
customarily honour moments such as these. If they join you in practicing the custom, they
mark experience.

Beast Charmer: When you befriend an animal with the force, spend a force point and
roll with Deep. On a 10+, hold 2. On a 7-9, hold 1. Spend your hold to:
Carry on a short conversation, only rudimentary ideas and thoughts
Send them into danger on your behalf
Have them fight alongside you during a battle
On a miss, hold 1 anyways but something gets lost in translation.

Other Moves

Character Creation

The
Bounty
Hunter

Name
Tor, Ork, Doule, Blag, Mega, Dent, Deg, Frog, Summit, Trench, Zuto, Kray, Momo, Gigg,
Meat, Stomp, Tahiri, Lorn, Kaia, Ric, Jeanida, Arlan, Maki, Amaza, Locke, Xuenti, Kam,
Jango, Sera, Zan, Fianna, Aeris, N4-V1, L9-X1, G8-K8

Look
Man, woman, concealed, or transgressing.
Showy armor, scrounged armor, battered old armor, custom homemade armor, or
powered armor.
Scarred face, blunt face, bony face, dull face, blasted face, scaly face.
Hard eyes, blank eyes, merciless eyes, calculating eyes, reptilian eyes.
Hard body, stocky body, battered body, scaled body, or furry body

Bounty Hunters? We dont


need that scum!

Stats (Distribute 2 to these. Max +3)


Canny 0, Cool -1, Deep +1, Rugged +2, Suave -1

Moves
Choose 2 Bounty Hunter moves.

Gear
You get:

1 serious weapon
1 versatile weapon
1 backup weapon
1-armour and a jet-pack or 2-armour +clumsy (you detail).
1-cred
A space shuttle (2-harm, small, +spacious +hyperdrive)

Serious weapons
Choose 1:
Sporting blaster rifle (2-harm far loud)
Blaster carbine (2-harm close area loud energy)
Heavy blaster pistol (3-harm close reload loud energy)
Grenade tube (4-harm close area reload messy)
Vibro sword (3-harm hand messy powered)

Versatile weapons

Notes

Choose 1:
Ion gun (s-harm/2-harm-ap* close loud energy) *only affects droid
Hold-out blaster (2-harm close reload loud energy concealable)
Stun grenades (s-harm hand area reload energy)
Flame thrower (2-harm close area fire)
Whip-cord (s-harm close reload)

Backup weapons
Choose 1:
Blaster pistol (2-harm close loud energy)
Vibro knife (2-harm hand powered)
Many knives (2-harm hand infinite)
Stun grenades (s-harm hand area reload energy)

Bounty Hunter
Moves

Name and Look

I Wouldnt Do That: When you successfully Interfere with someone, subtract 3 from their
roll instead of 2. On a 79, both of you are exposed to fire, danger, retribution or cost.

Canny

Cool

Deep

Rugged

Suave

Advancements

Vitality

After 5 Advancements, you may begin to


select:
Get +1 to any Stat (max +3)
Get +1 to any Stat (max +3)
Retire your character (to safety)
Change to a new playbook
Create a second character to play
Advance 2 basic moves
Advance 2 basic moves
Advance 2 basic moves

-1 Rugged

Membership Has Its Perks: When you search the guilds database for info on someone,
roll with Deep. On a 10+, ask 2. On a 7-9, ask 1:
Where can I most likely find them?
Who is close to them, someone they trust?
Is there a bounty on their head, if so, for how much?
Who is one of their known rivals?
Who will retaliate if I act against them?
On a miss, their file has been deleted and youve triggered a fail-safe of some kind.

Other Moves

Wounds

Debilities
-1 Cool

Unstoppable: When you Suffer Wounds, treat a 10+ as a 7-9 and a 7-9 as a miss. When
you Heal Up, you choose the options, not the MC.
Moth to the Flame: At the beginning of the session, roll with Rugged. On a 10+, hold 2.
On a 79, hold 1. At anytime during the session, you or the MC can spend a hold to
have you appear in a scene where violence has or is about to break out. On a miss, the
MC holds 1 and can spend it at any time to put you in a very bad spot.

Experience
Start with these:
Get +1 Canny (max +3)
Get +1 Rugged (max +3)
Get +1 Cool (max +3)
Get +1 Deep (max +3)
Get a new Bounty Hunter move
Get a new Bounty Hunter move
Get a base (detail) and Salary
Get 2 gigs (detail) and Moonlighting
Get a move from another playbook
Get a move from another playbook

Take Em Alive: When you inflict harm, you can choose to inflict any amount of harm
you like, less than or up the harm of your attack, including stun-harm. Decide at the
moment you would inflict harm.

-1 Suave

-1 Canny

Drama Moves
When you die, you can choose to trigger a dead-man switch and set off an explosion (4harm close area) around yourself.
When you share a moment of intimacy with someone, you can choose to tell them a secret,
a vulnerability, or about a meaningful moment from your past. If you do, they must do the
same.

Character Creation

The
Consular

Name
Vision, Dust, Plono, Sorol, Dom, Ganner, Naroon, Mace, Min, Ewted, Gem, Valin, Forma,
Jaster, Marl, Leo, Torc, Deel, Aari, Nomar, Cab, Gades, Yana, Esven, Kael, Ralla

Look

Male, female, ambiguous, or transgressing.


Casual wear, utility wear, leather wear, showy wear, old robes, clean robes.
Handsome face, gorgeous face, stern face, fine-boned face, worn face, or crooked face.
Cool eyes, hooded eyes, hard eyes, sad eyes, cold eyes, or pale eyes.
Slim body, pudgy body, stocky body, solid body, tall body, or strong body.

For my ally is the force, and a powerful


ally it is.

Stats

(Distribute 2 to these. Max +3)


Canny 0, Cool -1, Deep +2, Rugged -1, Suave +1

Moves
Choose 1 Consular move.

Gear
You get:
1 lightsaber (detail)
2-cred
Fashion suitable to your look (you detail)

Notes

The Force
Calling on the Force: When you call on the force, suffer 1-harm and gain 3 force points. If
you call on the force in anger, frustration, fear or hubris, suffer no harm and gain 3 force
points instead and the MC will make a hard move. While you hold force points, you cannot
heal from the harm suffered by Calling on the Force.
Telekinesis: While you hold force points, you can use the force to move and manipulate
simple unattended objects (it may still be Acting Under Pressure, though). You can spend a
force point to move something massive, move people harmlessly, propel yourself up to a
great height or forward at great speed, or use telekinesis as a weapon (1-harm ap close area).
Mind Trick: You can spend a force point to trick or deceive a weak-minded person for a
few moments.
Force Senses: When you Read a Person or Check Out The Scene, you can spend a force
point to ask an additional question from the list.

Your Lightsaber
Your lightsaber starts with this profile: (3-harm ap hand). Choose 1 option for your
lightsaber:
Double-bladed: Versatile and impressive.
Collection: You have a few spare. Theyre absolutely standard, but theres a handful of

them.

Legendary: Its blade has a very distinctive color and people know that blade has history.
Master-crafted: Its a superb piece of craftsmanship.
Dual-phase: Its capable of rapid changes in length.

Consular Moves

Name and Look

Force Healer: When you touch a wounded person skin to skin, you may heal them using
force points, 1 for 1 as if you were spending stock from a med-kit.
Defender of the Faith: When you Stand in Defence of a place or thing, roll with Deep
instead of Rugged.

Canny

Cool

Deep

Rugged

Suave

Trained Diplomat: When you Apply Leverage (political or financial), treat a miss as a 79, a 7-9 as a 10+, and a 10+ as a 12+.

Experience
Advancements
Start with these:
Get +1 Canny (max +3)
Get +1 Rugged (max +3)
Get +1 Cool (max +3)
Get +1 Deep (max +3)
Get +1 Suave (max +3)
Get a new Consular move
Get a new Consular move
Get 2 gigs (detail) and moonlighting
Get a move from another playbook
Get a move from another playbook

Vitality

After 5 Advancements, you may begin to


select:
Get +1 to any Stat (max +3)
Get +1 to any Stat (max +3)
Retire your character (to safety)
Change to a new playbook
Create a second character to play
Advance 2 basic moves
Advance 2 basic moves
Advance 2 basic moves

Wounds

Debilities
-1 Cool

-1 Rugged

-1 Suave

Telepathy: When you communicate with someone you know across a vast distance,
spend a force point and roll with Deep. On a 10+, you understand each other clearly.
On a 7-9, you can only get across vague imagery and ideas. On a miss, you sense they
are in great danger.

-1 Canny

Drama Moves
When you die, you can become a Force Spirit. You can appear as your Jedi character to
anyone Trusting Their Feelings to give them advice and guidance, tell them what you
honestly think their best course is. If they do it, you both mark experience.
When you share a moment of intimacy with someone, tell each other something you find
beautiful in the universe. If your answers have something in common, you both mark
experience.

Farseeing: At the beginning of the session, roll with Deep. On a 10+, hold 2.
On a 79, hold 1. At anytime during the session, you or the MC can spend a hold to
have you appear in a scene where someone might need your help. On a miss, the MC
holds 1 and can spend it at any time to have whomever they like show up in a scene,
probably at the worst possible moment.

Other Moves

Character Creation
Name
Leia, Joshua, Tai, Ethan, Bran, Jeremy, Amanuel, Koon, Dro, Eliza, Dylan, Adnan, Alan, Nils,
Ellen, Lee, Kim, Adele, Leone, Burdick, Pedric, Tornik, Whiting, Fauci, Hossfield, Lemma,
Morrell, Ozair, Salm, Moss, Whitmont, Cullen, Spector, J7-GA, Y1-T3, L8-VA

The
Gearhead

Look

Male, female, ambiguous, or transgressing.


Utility wear plus tech, scrounge wear plus tech, or tech wear.
Plain face, pretty face, open face, scaly face, furry or expressive face.
Squinty eyes, calm eyes, dancing eyes, quick eyes, or appraising eyes.
Fat body, slight body, hunched body, wiry body, stumpy body, or strange body.

I only hope that when the data is analyzed, a


weakness can be found.

Stats (Distribute 2 to these. Max +3)


Canny +2, Cool -1, Deep +1, Rugged -1, Suave 0

Moves
Choose 2 Gearhead moves

Gear

Workspace (detail)
3-cred
Any personal piece or two of normal gear or weaponry.
Fashion suitable to your look (you detail)

Notes

Workspace
Choose 3 of the following which your workspace includes: a starship dock, a controlled
growing environment, skilled labor, a junkyard of raw materials, a space transport, holoconsoles, machining tools, transmitters & receivers, a proving range, high security.
When you go into your workspace and dedicate yourself to making a thing, or to getting to
the bottom of something, decide what and tell the MC. The MC will tell you sure, no
problem, but and then 1 to 4 of the following:
Its going to take hours/days/weeks/months of work;
First youll have to get/build/fix/figure out ___;
Youre going to need ___ to help you with it;
Its going to cost you a lot of cred;
The best youll be able to do is a crap version, weak and unreliable;
Its going to mean exposing yourself (plus colleagues) to serious danger;
Youre going to have to add ___ to your workplace first;
Its going to take several/dozens/hundreds of tries;
Youre going to have to take ___ apart to do it.
The MC might connect them all with and, or might throw in a merciful or. Once youve
accomplished the necessaries, you can go ahead and accomplish the thing itself. The MC
will stat it up, or spill, or whatever it calls for.

Gearhead Moves

Name and Look

Canny

Cool

Deep

Rugged

Suave

Durasteel Wingman: You have a faithful droid companion. When you Act Under
Pressure with the help of your droid, roll with Canny instead of Cool.

Experience

Ive Got Your Back: When you Help someone, treat a miss result as a 7-9 and a 7-9 as a
10+.

Advancements
Start with these:
Get +1 Canny (max +3)
Get +1 Suave (max +3)
Get +1 Rugged (max +3)
Get +1 Cool (max +3)
Get +1 Deep (max +3)
Get a new Gearhead move
Get a new Gearhead move
Get an Infirmary (detail)
Get a move from another playbook
Get a move from another playbook

Technical Savant: You have an inherent knowledge of machines and tech. When you
spend some time studying a piece of equipment, roll with Canny. On a 10+, ask 2. On
a 7-9, ask 1:
For what purpose was this created?
How can I safely dismantle or replicate this?
Who or what created this?
Is something wrong with this? If so, how can I fix or exploit it?
What is this, really?
What is its true worth?
On a miss, something unexpected goes wrong with your study or the equipment.

After 5 Advancements, you may begin to


select:
Get +1 to any Stat (max +3)
Get +1 to any Stat (max +3)
Retire your character (to safety)
Change to a new playbook
Create a second character to play
Advance 2 basic moves
Advance 2 basic moves
Advance 2 basic moves

Craftsperson: When you create something for someone using your Workspace, mark
experience.
Tech Wiz: When you put your technical know-how to use in the field, roll with Canny.
On a 10+, choose 2. On a 7-9, choose 1:
You create a golden opportunity for yourself and/or others
Take definite hold of something vulnerable or exposed
You dont attract unwanted attention
On a miss, you make a mistake or false assumption that gets you or someone youre
working with into a tight spot.

Other Moves
Vitality

Wounds

Debilities
-1 Cool

-1 Rugged

-1 Suave

-1 Canny

Drama Moves
When you die, pick a character. When they next visit your workspace, they will find a
message waiting for them and a gift, something youve made just for them. Tell them the
message and detail the gift.
When you have share a moment of intimacy with someone, offer them a piece of advice for
the future. If they follow through with your advise, they take +1 forward in doing so and
you mark experience.

Character Creation

The
Guardian

Name
Connor, Doyle, Fisher, Sterling, Liluum, Aawaia, Tresk, Caer, Dorn, Luke, Simone, Tara,
Emma, Natasha, Modesty, Lana, Mallory

Look

Male, female, ambiguous, or transgressing.


Casual wear, utility wear, worn Jedi robes, new Jedi robes, or showy scrounge wear.
Handsome face, gorgeous face, stern face, fine-boned face, worn face, or crooked face.
Cool eyes, hooded eyes, hard eyes, sad eyes, cold eyes, or pale eyes.
Slim body, pudgy body, stocky body, solid body, tall body, or strong body.

For over a thousand generations, the Jedi Knights


were the guardians of peace and justice
in the Old Republic. Before the
dark times.

Stats

(Distribute 2 to these. Max +3)


Canny -1, Cool 0, Deep +1, Rugged +2, Suave -1

Moves
Choose 1 Guardian move.

Gear
You get:
1 lightsaber (detail)
2-cred
Fashion suitable to your look (you detail)

Notes

The Force
Calling on the Force: When you call on the force, suffer 1-harm and gain 3 force points. If
you call on the force in anger, frustration, fear or hubris, suffer no harm and gain 3 force
points instead and the MC will make a hard move. While you hold force points, you cannot
heal from the harm suffered by Calling on the Force.
Telekinesis: While you hold force points, you can use the force to move and manipulate
simple unattended objects (it may still be Acting Under Pressure, though). You can spend a
force point to move something massive, move people harmlessly, propel yourself up to a
great height or forward at great speed, or use telekinesis as a weapon (1-harm ap close area).
Mind Trick: You can spend a force point to trick or deceive a weak-minded person for a
few moments.
Force Senses: When you Read a Person or Check Out The Scene, you can spend a force
point to ask an additional question from the list.

Your Lightsaber
Your lightsaber starts with this profile: (3-harm ap hand). Choose 1 option for your
lightsaber:
Double-bladed: Versatile and impressive.
Collection: You have a few spare. Theyre absolutely standard, but theres a handful of

them.

Legendary: Its blade has a very distinctive color and people know that blade has history.
Master-crafted: Its a superb piece of craftsmanship.
Dual-phase: Its capable of rapid changes in length.

Guardian Moves

Name and Look

Dissipate Energy: When you suffer harm from an energy attack, spend a force point and
roll with Deep. On a 10+, ignore the harm. On a 7-9, reduce it by 1. On a miss, you
suffer the full harm and find yourself in a tight spot.
Echani Expert: Youve mastered a style of deadly unarmed combat (2-harm close). When
you employ it against an unarmed opponent, gain Armour+1.

Canny

Cool

Deep

Rugged

Suave

Battlefield Mastery: In battle, when you Help someone, dont roll. You Help as though
youd rolled a 10+.
Jedi Ace: While piloting a starship, you may choose to roll with Deep instead Cool when
Acting Under Pressure.

Experience

Lightsaber Duelist: When you go into battle with your lightsaber ignited, spend a force
point and roll with Rugged. On a 10+ hold 3, on a 7-9 hold 2. On a miss, hold 1, but
take -1ongoing. Spend your hold during the battle to:
Name a character blasting at you or at someone within your reach. You redirect the

Advancements
Start with these:
Get +1 Canny (max +3)
Get +1 Rugged (max +3)
Get +1 Cool (max +3)
Get +1 Deep (max +3)
Get a new Guardian move
Get a new Guardian move
Get a squad and Squad Commander
Get a capital ship (detail) and Salary
Get a move from another playbook
Get a move from another playbook

Vitality

After 5 Advancements, you may begin to


select:
Get +1 to any Stat (max +3)
Get +1 to any Stat (max +3)
Retire your character (to safety)
Change to a new playbook
Create a second character to play
Advance 2 basic moves
Advance 2 basic moves
Advance 2 basic moves

Wounds

Debilities
-1 Cool

-1 Rugged

-1 Suave

-1 Canny

Drama Moves
When you die, you can become a Force Spirit. You can appear as your Jedi character to
anyone Trusting Their Feelings to give them advice and guidance, tell them what you
honestly think their best course is. If they do it, you both mark experience.
When you share a moment of intimacy with someone, you form a bond with them. While
your bond is active, you take +1 to all rolls to protect them or see them to safety. You may
only have this bond with one person at a time.

bolt back to the shooter, to someone within your reach or to anything around
(including nowhere - the ground, a wall, the sky).
Ignore any harm to yourself from an incoming attack.
Name a character on the scene, but outside your reach. You cross the distance to
them before they have time to adjust or react.

Other Moves

Character Creation
Name
Dou, Bon, Abe, Boo, Kal, Bai, Char, Jav, Ruth, Wei, Jay, Nee, Kim, Lan, Di, or Dez, Doc,
Core, Buzz, Key, Gabe, Biz, Bish, Line, Inch, Grip, or Setter, U7-C1, 0B-VZ, I4-B0

The
Medic

Look

Male, female, ambiguous, transgressing, or concealed.


Utility wear, casual wear plus utility, scrounge wear plus utility.
Kind face, strong face, rugged face, haggard face, pretty face, or lively face.
Quick eyes, hard eyes, caring eyes, bright eyes, laughing eyes, or clear eyes.
Compact body, stout body, spare body, big body, rangy body, or sturdy body.

You have to relax for a moment. You're


free of the carbonite. You have
hibernation sickness.

Stats (Distribute 2 to these. Max +3)


Canny +2, Cool +1, Deep 0, Rugged -1, Suave -1

Moves
Choose 2 Medic moves.

Gear
You get:
Med-kit
1 small practical weapon
1-cred
Fashion suitable to your look (you detail)
Small practical weapons (choose 1):
Hold-out blaster (2-harm close reload loud energy concealable)
Blaster pistol (2-harm close loud energy)
Vibro knife (2-harm hand powered)
Blaster carbine (2-harm close area loud energy)
Ion gun (s-harm/2-harm* hand reload energy) *only affects droids

Notes

Med-kit
Your med-kit has all kinds of crap in it: vibro scissors, gauze, tape, hyper-needles, clamps,
gloves, chill coils, wipes, alcohol, injectable tourniquets & bloodslower, instant blood
packets, tubes of synthflesh, bonepins & site injectors, biostabs, chemostabs, narcostabs
(chillstabs) in quantity, and a roll of heart jumpshock patches for when it comes to that. Its
big enough to fill the trunk of a speeder.
When you use it, spend its stock; you can spend 03 of its stock per use. You can resupply it
for 1-cred per 2-stock, if your circumstances let you purchase or barter for medical supplies.
It begins play holding 6-stock.
To use it to stabilize and heal someone who has suffered 1 or 2 wounds: roll with stock
spent. On a hit, they will stabilize and heal all wounds. On a 10+, the MC will choose 1.
On a 7-9, the MC will choose 2:
They need to be physically stabilized before you can move them
Even sedated, they fight you; youre Acting Under Pressure
Theyll be in and out of consciousness for 24 hours
Stabilizing them eats up your stock; spend 1-stock more
Theyll be bedridden, out of action, for a few days
Theyll need constant monitoring and care for 36 hours
On a miss, they suffer 1 wound instead.
To use it to speed the recovery of someone with vitality damage, dont roll. Spend 1-stock to
heal 3 vitality. This can only be used on a character once every 24 hours.
To use it to revive someone whos dead or dying (at 3 wounds): roll with stock spent. On a
10+, they recover 2-wounds. On a 79, they recover 1-wound. On a miss, youve done
everything you can for them, but theyre gone.

Medic Moves

Name and Look

Canny

Cool

Deep

Rugged

Suave

Prognosis? Positive!: When you spend time examining a patient, alive or dead, roll with
Canny. On a 10+, ask 3. On a 79, ask 1:
How and when did they die?
Whats wrong with them, and how might I fix it?
What is their emotional state right now?
Whats the best thing I can do for them?
What is one of their secret weaknesses?
What trait do they most identify with?
On a miss, you find something terrible and frightening.
Med Bay: You get an infirmary: a workspace with life support, a drug lab and a crew (if
you want them). Get patients into it and you can work on them like a Gearhead on tech.

Experience

Battlefield Grace: While you are caring for people, not fighting, you get +2 armour.

Advancements

Seen Too Much: When you Act Under Pressure from mental or emotional strain, roll
with Canny instead of Cool.

Start with these:


Get +1 Canny (max +3)
Get +1 Rugged (max +3)
Get +1 Cool (max +3)
Get +1 Deep (max +3)
Get +1 Suave (max +3)
Get a new Medic move
Get a new Medic move
Get 2 gigs (detail) and Moonlighting
Get a move from another playbook
Get a move from another playbook

Vitality

After 5 Advancements, you may begin to


select:
Get +1 to any Stat (max +3)
Get +1 to any Stat (max +3)
Retire your character (to safety)
Change to a new playbook
Create a second character to play
Advance 2 basic moves
Advance 2 basic moves
Advance 2 basic moves

Wounds

Debilities
-1 Cool

-1 Rugged

-1 Suave

-1 Canny

Drama Moves
When you die, your allies heal all vitality damage and reach safety no matter the odds.
When you share a moment of intimacy with someone, give them a piece of solid advice
you know they wont follow. If they dont follow the advice like you thought, you both
mark experience.

De Facto Counsellor: When someone comes to you for advice or agrees to accept your
advice, tell them what you honestly think they should do. If they take your advice, they
get +1 to all rolls in doing it and you mark experience.

Other Moves

Character Creation

The
Noble

Name
October, Venus, Mercury, Dune, Heron, Plum, Orchid, Sword, Midnight, Hide, Frost, Lawn,
June, Icicle, Tern, Lavender, Spice, Gazelle, Lion, Peacock, or Grace, CP-39, SP-22, LP-P0

Look
We have no time for sorrows, Commander. You
must use the informationit's our only hope.

Male, female, ambiguous, transgressing, or androgyne.


Display wear, showy scrounge wear, luxe wear, or casual wear.
Striking face, sweet face, strange face, cute face, or beautiful face.
Laughing eyes, dark eyes, shadowed eyes, troubled eyes, arresting eyes, bright eyes, or
cool eyes.
Strong hands, expressive hands, quick hands, calloused hands, or steady hands.
Slim body, toned body, fat body, young body, or lush body.

Stats (Distribute 2 to these. Max +3)


Canny +1, Cool -1, Deep 0, Rugged -1, Suave +2

Moves
Choose 2 Noble moves.

Gear

Elegant weapons

You get:

1 elegant weapon
2 deluxe gear
3-cred
Fashion suitable to your look (you detail)

Notes

Choose 1:
Hold-out blaster (2-harm close reload loud energy concealable)
Ornate dagger (2-harm hand valuable)
Sword (3-harm hand messy)
Hidden knives (2-harm hand infinite)

Deluxe gear
Choose 2:
Gorgeous wardrobe (+worn +valuable)
Government stipend (3-cred)
Spectacular tattoos (+implanted)
A pet (+valuable +alive) Your choice and yours to detail
A space shuttle with crew and pilot
A speeder car and driver
A bodyguard who knows his biz (3-harm 1-armor)

Noble Moves

Name and Look

Inspirational: When you Help someone, add +2 to their roll instead of +1. When
someone Helps you, they mark experience.

Canny

Cool

Deep

Rugged

Suave

We Have Powerful Friends: When you reach out to your influential friends for a favour,
declare what youre after and roll with Suave. On a 10+, they provide it for you, no
strings attached. On a 7-9, itll either be something close to what youre after or itll
come with serious strings attached, your choice. On a miss, youve pissed someone off
or attracted very unwanted attention, MCs choice.
Grace Under Fire: When you Go In Blazing with an elegant weapon, roll with Suave
instead of Rugged.
Natural Leader: When you give another players character an order and they follow it,
choose 1:
You both take +1 forward on your next roll
They mark experience

Experience
Advancements
Start with these:
Get +1 Canny (max +3)
Get +1 Rugged (max +3)
Get +1 Cool (max +3)
Get +1 Deep (max +3)
Get a new Noble move
Get a new Noble move
Get a base or capital ship (detail) and

Salary

Get 2 gigs (detail) and Moonlighting


Get a move from another playbook
Get a move from another playbook

Vitality

After 5 Advancements, you may begin to


select:
Get +1 to any Stat (max +3)
Get +1 to any Stat (max +3)
Retire your character (to safety)
Change to a new playbook
Create a second character to play
Advance 2 basic moves
Advance 2 basic moves
Advance 2 basic moves

Wounds

Debilities
-1 Cool

-1 Rugged

-1 Suave

-1 Canny

Drama Moves
When you die, you can Put the Word Out posthumously as if you rolled a 10+.
When you share a moment of intimacy with someone, you may trigger their Drama move
back onto them. Their move only works on you if you want it to.

Crime Lord: You run a criminal organization, detail it with the MC. When you place
demands on your organization, roll with Suave. On a 10+, they obey with minimal
backlash. On a 7-9, youll need to make a sacrifice first; victimize a member, drop cred
from your personal account, attract unwanted heat, or your reputation suffers. On a miss,
someone makes a public or secret play against you, MCs choice.

Other Moves

Character Creation

The
Officer

Name
Herron, Aeon, Daniel, Jitto, Kehel, Lesa, Noval, Kelan, Mel, Gean, Vuul, Li, Mya, Ellona,
Nils, Rhynna, Hiram, Miko, Rundo, Galvin, Ori, Ryan, Hawke, Jana, Lyra, Broc, Noah,
Zanatos, 8B-H1, F1-R3, P9-HK

Look

You would prefer another target? A military target?


Then name the system!

Man, woman, ambiguous, or transgressing.


Luxe wear, display wear, uniform wear, casual wear, or junta wear.
Strong face, stern face, cruel face, soft face, aristocratic face, or gorgeous face.
Cool eyes, commanding eyes, languid eyes, sharp eyes, forgiving eyes, or generous eyes.
Massive body, soft body, wiry body, fat body, tall spare body, or sensual body.

Stats (Distribute 2 to these. Max +3)


Canny +2, Cool -1, Deep -1, Rugged 0, Suave +1

Moves
You get Leadership and Salary.

Gear
You get:
2-cred
A personal piece or two of normal gear or weaponry.
Your capital ship and crew (detail)

Capital Ship and Crew


By default, your ship and crew include the following:
A Frigate (1-armour, 3-harm, medium)
A crew of 30-50
A squad of 10 or so marines to command (3-harm squad, 1-armour, small,
+undisciplined)
Surplus
Income for your crew and ship maintenance. (Surplus: +1cred)
.
.
.
Wants
Your ship and crew belong to a military hierarchy (want: +obligation)
Your crew have everyday worries and concerns (want: +anxiety)
.
.
.

Ship / Crew
Add-ons
Choose 2:
You command a Cruiser instead of a Frigate (3-harm large, +hyperdrive)
Heavy garrison: your squad is medium instead of small, about 20-30 troops
You marines are a well-disciplined and experienced squad. Drop +undisciplined
You and your crew have served together for many years and they trust your command.
Drop +anxiety
Your ship includes a squadron of Starfighters and their pilots (+1 harm)
Your command crew includes skilled advisors who are not afraid to speak their mind
when asked. Surplus +insight
Your governments funding is very generous. Surplus: +1cred
You and your ship are free of any government or military bodies. Drop +obligation
Your ship and crew suffers from...(Choose 1)
A violent and brutish crew. Surplus: +violence
Your ship is old and should have been retired a long long ago. Add +unreliable
Your marines are poorly equipped, they get -1 harm and armour
Your marines are a pack of cut-throats, murderers and outlaws. Add +savagery
You and your crew are newly assigned together. Want: +judgement
Your government funding is inadequate at best. Surplus: -1cred

Officer Moves

Name and Look

Canny

Cool

Deep

Rugged

Suave

Salary: If your ship and crew are functional and your rank held, at the beginning of the
session, roll with Canny. On a 10+, you have surplus at hand and available for the
needs of the session. On a 79, you have surplus, but choose 1 want. On a miss, or if
your ship or crew is disabled, your ship and crew is in want. The precise values of your
surplus and want depend on your ship and crew options chosen. When surplus lists
cred, like 1-cred or 2-cred, thats your personal share.

Experience
Advancements
Start with these:
Get +1 Canny (max +3)
Get +1 Rugged (max +3)
Get +1 Cool (max +3)
Get +1 Deep (max +3)
Get +1 Suave (max +3)
Choose a new option for your ship/crew
Choose a new option for your ship/crew
Erase an option for your ship/crew
Get a move from another playbook
Get a move from another playbook

Vitality

After 5 Advancements, you may begin to


select:
Get +1 to any Stat (max +3)
Get +1 to any Stat (max +3)
Retire your character (to safety)
Change to a new playbook
Create a second character to play
Advance 2 basic moves
Advance 2 basic moves
Advance 2 basic moves

Wounds

Debilities
-1 Cool

-1 Rugged

-1 Suave

Leadership: When your squad fights for you, roll with Suave. On a 10+, hold 3. On a 7
9, hold 1. Over the course of battle, spend your hold 1 for 1 to make your squad:
Make a hard advance
Stand strong against a hard advance
Make an organized retreat
Show mercy to their defeated enemies
Fight and die to the last
On a miss, your squad turns on you, tries to hand you over to your enemy, panics/flees,
or surrenders.

-1 Canny

Drama Moves
When you die, choose a character and give them 2 hold. They may spend this hold to have
your old ship and crew, or the remnants thereof, on hand and ready for action, with our
without any clear explanation why.
When you share a moment of intimacy with someone, they choose whether youve been
inspirational or authoritative. If you were inspirational, they take +1 forward. If you were
authoritative, you both take +1 forward.

Other Moves

Character Creation

The
Operative

Name
Snow, Crimson, Shadow, Azure, Midnight, Scarlet, Violetta, Amber, Rouge, Damson,
Sunset, Emerald, or Ruby, Raksha, Kickskirt, Kite, Monsoon, Smith, Beastie, Baaba, Melody,
Mar, Tavi, Absinthe, or Honeytree, Y7-B3, 0B-8B, K7-B1

Look

Youll find Im full of surprises!

Male, female, ambiguous, or transgressing.


Formal wear, display wear, luxe wear, casual wear, or showy wear.
Smooth face, sweet face, handsome face, sharp face, girlish face, boyish face, striking
face.
Calculating eyes, merciless eyes, frosty eyes, arresting eyes, or indifferent eyes.
Sweet body, slim body, gorgeous body, muscular body, or angular body.

Stats (Distribute 2 to these. Max +3)


Canny 0, Cool +2, Deep -1, Rugged -1, Suave +1

Moves
Choose 2 Operative moves.

Gear
You get:
2 custom weapons
2-cred
Fashion suitable to your look, including at your option fashion worth 1-armour

Custom Weapons
blasters

hand weapons

Notes

Base (choose 1):


Blaster pistol (2-harm close loud energy)
Blaster carbine (2-harm close area loud
energy)
Blaster rifle (2-harm far loud energy)
Options (choose 2):
Ornate (+valuable)
Antique (+valuable)
3-round burst (close/far)
Automatic (+area)
Hi-powered (+1harm)
Scoped (+far, or +1harm at far)
Big (+1harm)
Silenced (remove +loud)

Base (choose 1):


Staff (1-harm hand area)
Haft (1-harm hand)
Handle (1-harm hand)
Chain (1-harm hand area)
Options (choose 2):
Ornate (+valuable)
Antique (+valuable)
Head (+1harm)
Spikes (+1harm)
Blade (+1harm)
Long blade* (+2harm)
Heavy blade* (+2harm)
Blades* (+2harm)
Hidden (+infinite)
Vibro (+1harm energy)
*counts as 2 options

Operative Moves

Name and Look

Merciless: When you inflict harm, you may choose to inflict +1harm.

Canny

Cool

Deep

Rugged

Suave

See All The Angles: When youre casing a joint and Check Out The Scene or Trust Your
Feelings, roll with Cool instead of Canny/Deep.

Experience

Impossible Reflexes: If youre wearing non-armour fashion, you have 1-armour. If youre
wearing armour, use it instead.

Advancements
Start with these:
Get +1 Canny (max +3)
Get +1 Rugged (max +3)
Get +1 Cool (max +3)
Get +1 Deep (max +3)
Get +1 Suave (max +3)
Get a new Operative move
Get a new Operative move
Get 2 gigs (detail) and Moonlighting
Get a move from another playbook
Get a move from another playbook

Methodical: When you layout your plan for a mission with others, roll with Canny. On a
10+, hold 3. On a 7-9, hold 2. Spend your hold during the mission to do one of the
following:
Have someone show up with or without warning
Reveal an escape route where none existed previously
Supply someone with a vital piece of equipment or intel when the need arises
On a miss, hold 1 anyways, but the MC will introduce a serious complication during the
mission.

After 5 Advancements, you may begin to


select:
Get +1 to any Stat (max +3)
Get +1 to any Stat (max +3)
Retire your character (to safety)
Change to a new playbook
Create a second character to play
Advance 2 basic moves
Advance 2 basic moves
Advance 2 basic moves

Infiltration Specialist: When you infiltrate a place of power, roll with Cool. On a 10+,
choose 2. On a 7-9, choose 1:
You discover an important secret or item
You arrive in a superior position
You leave no trace of your entry
On a miss, you are caught off-guard, pinned down or surrounded, MCs choice.
Savvy Combatant: When you Stand In Defence while in a superior tactical position, treat
a miss result as a 7-9 and a 7-9 as a 10+.

Other Moves

Vitality

Wounds

Debilities
-1 Cool

-1 Rugged

-1 Suave

-1 Canny

Drama Moves
When you die, tell one world-shattering secret to another players character. That player
gains 1-juggling, the Moonlighting move and the obligation gig Protect the secret (no one
learns about it / someone dangerous learns about it).
When you share a moment of intimacy with someone, you can request some favour from
them as though you had rolled 10+ on Apply Leverage, requiring no real leverage (mark
experience if Suave is highlighted).

Character Creation

The
Scoundrel

Name
Berg, Kurn, Lafferty, Ebbs, Pressin, Marshall, Dolarhyde, Anea, Bendrix, Proust, Steed, Nero,
Amalia, Katinka, Dagny, Fox, Faaloo, Clover, Olympias, Illeana, Draff, Sway, Raith, Bail, J7L9, B2-B1, C3-L6

Look

Man, woman, ambiguous, or transgressing.


Casual wear, utility wear, vintage wear, signature wear, or scrounge wear.
Worn face, pretty face, honest face, rough face, hard face, or open face.
Calculating eyes, warm eyes, sharp eyes, guarded eyes, cold eyes, or weary eyes.
Muscular body, rangy body, full body, energetic body, or sturdy body.

I ain't in this for your revolution, and


I'm not in it for you, Princess. I expect to be
well paid. I'm in it for the money.

Stats

(Distribute 2 to these. Max +3)


Canny +1, Cool +2, Deep -1, Rugged -1, Suave 0

Moves
You get Moonlighting, and then choose 1 more Scoundrel move.

Gear
You get:
Blaster pistol (2-harm close loud energy) or a signature weapon (detail with the MC)
2-cred
Fashion suitable to your look, including at your option a piece worth 1-armor (you detail)
Space transport (2-harm, small, +hyperdrive +cargo)

Crew/Contacts
Your crew or contacts can consist entirely of the other players characters, or entirely of the
MCs characters, or any mix. If they include any of the MCs characters, sketch them out names (ie Gabble, Jaim, Pe, Wasted) and 1-line descriptions - with the MC. Make sure
theyre competent and suited to the gigs youve chosen.

Notes

Gigs

(profit / catastrophe)
Choose 3 paying gigs:
Body guarding (1-cred / embattled)
Surveillance (1-cred / deceived)
Honest work (1-cred / impoverished)
Entourage (1-cred / entangled)
Cargo hauling (1-cred / bushwhacked)
Infiltration (1-cred / discovered)
Scavenging (1-cred / impoverished)
Smuggling (1-cred / discovered)
Brokering deals (1-cred / shut out)
Politicking (2-cred / exposed)
Piracy / raiding (2-cred / embattled)
Technical work (2-cred / shut out)
Planetary defence (2-cred / infiltrated)
Hunting bounty (2-cred / embattled)
And choose 1 obligation gig:
Avoiding someone (you keep well clear / they catch you in a bad spot)
Paying debts (you keep up with them / they come due)
Revenge (you victimize someone / they humiliate you)
Protecting someone (nothing bad happens to them / theyre gone)
Pursuing luxury (beauty in your life / you wind up in a bad spot)
Maintaining your honour (you keep your word and your name / you cross a line)
Seeking answers (you get a clue / you chase a red herring)

Scoundrel Moves

Name and Look

Moonlighting: You get 3-juggling. Whenever theres a stretch of downtime in play, or


between sessions, choose a number of your gigs to work. Choose no more than your
juggling. Roll with Cool. On a 10+, you get profit from all the gigs you chose. On a 7
9, you get profit from at least 1; if you chose more, you get catastrophe from 1 and profit
from the rest. On a miss, catastrophe all around. The gigs you arent working give you
neither profit nor catastrophe. Whenever you get a new gig, you also get +1 juggling.

Canny

Cool

Deep

Rugged

Suave

Eye on the Door: When youre in a tight spot and need to make a quick getaway, roll
with Cool. On a 10+, youre gone. On a 7-9, you get away but leave something
important behind or take something unexpected with you, your choice. On a miss,
youre stuck with no clear way out.

Experience
Advancements
Start with these:
Get +1 Canny (max +3)
Get +1 Rugged (max +3)
Get +1 Cool (max +3)
Get a new Scoundrel move
Get a new Scoundrel move
Add a new gig
Add a new gig
Abandon or resolve your obligation gig
Get a move from another playbook
Get a move from another playbook

Vitality

After 5 Advancements, you may begin to


select:
Get +1 to any Stat (max +3)
Get +1 to any Stat (max +3)
Retire your character (to safety)
Change to a new playbook
Create a second character to play
Advance 2 basic moves
Advance 2 basic moves
Advance 2 basic moves

Wounds

Debilities
-1 Cool

-1 Rugged

-1 Suave

Friends In Low Places: When you visit a new place, you can declare you have criminal
friends there and roll with Cool. On a hit, your friends are well positioned to help you
out with something. On a 10+, their help comes cheap. On a 7-9, their help will cost
you something big. On a miss, your old friends have become new enemies.

-1 Canny

Drama Moves
When you die, choose one character and give your ship to that character. When someone
important (your call) associates them with your ship, they may roll Reputation as if they had
the move.
When you share a moment of intimacy with someone, hold 1 on them. When theyre next
in trouble, you can spend the hold to show up in the nick of time.

Stone-Faced: Whenever someone uses Read a Person on you, you may answer one of
their questions any way you like.
Reputation: When you meet someone important (your call), roll with Cool. On a hit,
theyve heard of you, and you say what theyve heard; theyll respond accordingly. On a
10+, take +1 forward with them. On a miss, theyve heard of you, but the MC will
decide what theyve heard.

Other Moves

Character Creation
Name
Zack, Dane, Gades, Duke, Aerex, Kasari,Shir, Nobuu, Pacer, Liza, Hermit, Volu, Hala,
Killric, Lorah, Coyt, Anolo, Feris, Kavel, Sage, Dagmar, Mon, Lucia.

The
Sentinel

Look
Male, female, ambiguous, or transgressing.
Casual wear, utility wear, showy wear, old robes, clean robes, formal wear.
Handsome face, gorgeous face, stern face, smooth face, sweet face, sharp face, girlish
face, boyish face, striking face.
Laughing eyes, dark eyes, shadowed eyes, troubled eyes, arresting eyes, bright eyes, or
cool eyes.
Slim body, muscular body, rangy body, full body, energetic body, or sturdy body.

So what I told you was truefrom a


certain point of view.

Stats (Distribute 2 to these. Max +3)


Canny +2, Cool 0, Deep +1, Rugged -1, Suave -1

Moves
Choose 1 Sentinel move.

Gear
You get:
1 lightsaber (detail)
2-cred
Fashion suitable to your look (you detail)

Notes

The Force
Calling on the Force: When you call on the force, suffer 1-harm and gain 3 force points. If
you call on the force in anger, frustration, fear or hubris, suffer no harm and gain 3 force
points instead and the MC will make a hard move. While you hold force points, you cannot
heal from the harm suffered by Calling on the Force.
Telekinesis: While you hold force points, you can use the force to move and manipulate
simple unattended objects (it may still be Acting Under Pressure, though). You can spend a
force point to move something massive, move people harmlessly, propel yourself up to a
great height or forward at great speed, or use telekinesis as a weapon (1-harm ap close area).
Mind Trick: You can spend a force point to trick or deceive a weak-minded person for a
few moments.
Force Senses: When you Read a Person or Check Out The Scene, you can spend a force
point to ask an additional question from the list.

Your Lightsaber
Your lightsaber starts with this profile: (3-harm ap hand). Choose 1 option for your
lightsaber:
Double-bladed: Versatile and impressive.
Collection: You have a few spare. Theyre absolutely standard, but theres a handful of

them.

Legendary: Its blade has a very distinctive color and people know that blade has history.
Master-crafted: Its a superb piece of craftsmanship.
Dual-phase: Its capable of rapid changes in length.

Sentinel Moves

Name and Look

There is no Passion, There is Serenity: When someone uses Read a Person on you, you
choose the questions they ask you.
Acute Senses: Advance Check Out The Scene (On a 12+, you may ask any questions,
not limited to the list).

Canny

Cool

Deep

Rugged

Suave

Underworld Contacts: When you hit up a contact to get what you need, name who
youre going to and roll with Canny. On a hit, theyre available and have the stuff. On a
7-9, choose 1:
Whoever youre going to is juggling their own problems
Whatever you need is more costly than anticipated
On a miss, theyve set you up, theyre in serious danger, or what they have for you is
highly troublesome, MCs choice.

Experience
Advancements
Start with these:
Get +1 Canny (max +3)
Get +1 Rugged (max +3)
Get +1 Cool (max +3)
Get +1 Deep (max +3)
Get +1 Suave (max +3)
Get a new Sentinel move
Get a new Sentinel move
Get 2 gigs (detail) and Moonlighting
Get a move from another playbook
Get a move from another playbook

Vitality

After 5 Advancements, you may begin to


select:
Get +1 to any Stat (max +3)
Get +1 to any Stat (max +3)
Retire your character (to safety)
Change to a new playbook
Create a second character to play
Advance 2 basic moves
Advance 2 basic moves
Advance 2 basic moves

Wounds

Debilities
-1 Cool

-1 Rugged

-1 Suave

Blade of the Heart: When you Stand In Defence of people, roll with Canny instead of
Rugged.

-1 Canny

Drama Moves
When you die, you can become a Force Spirit. You can appear as your Jedi character to
anyone Trusting Their Feelings to give them advice and guidance, tell them what you
honestly think their best course is. If they do it, you both mark experience.
When you have share a moment of intimacy with someone, ask them what secret theyre
hiding from someone other than you, they must answer honestly.

Jedi Spy: When you infiltrate a criminal or darkside compound, roll with Canny. On a
10+, choose 2. On a 7-9, choose 1:
You discover an important secret
You find someone youre looking for
You have a clear escape route open to you
On a miss, you are caught off-guard, pinned down, or surrounded, MCs choice.

Other Moves

Character Creation
Name
Vonk, Batty, Jonker, A.T., Rue Wakeman, Navarre, Kargin, Kartak, Barbarossa, Keeler,
Grekkor, Crille, Doom, XIII, Chaplain. Rex, Gracus, Noor, Boxer, Raek, Trey, Nangle,
Huwall, Morano, Tal, Duke, Bogen, Imsatad, Asyr, or Tren, DD-94, LJ-78, HK-37, Y1-NL

The
Trooper

Look
Male, female, ambiguous, transgressing, or concealed.
Scrounged mismatched armor, battered old armor, custom homemade armor, powered
armor, or hi-tech armor.
Scarred face, blunt face, bony face, dull face, worn face, blasted face, scaly face.
Mad eyes, raging eyes, wise eyes, sad eyes, scary, or cunning eyes.
Hard body, stocky body, stringy body, battered body, overbuilt body, compact body, or
huge body.

Bring 'em on, I'd prefer a straight


fight to all this sneaking around.

Stats (Distribute 2 to these. Max +3)


Canny -1, Cool +1, Deep 0, Rugged +2, Suave -1

Moves
Choose 2 Trooper moves.

Gear
You get:
1 really big blaster
1 serious blaster
1 backup weapon
2-armor (+clumsy), detail it
1-cred

Notes

Really big blasters


Choose 1:
Hi-powered sporting blaster rifle (3-harm far energy)
Auto cannon (3-harm close/far area messy energy)
Blaster rifle (3-harm close loud autofire energy)
Grenade launcher (4-harm close area messy)

Serious Guns
Choose 1:
Sporting blaster rifle (2-harm far loud)
Blaster carbine (2-harm close area loud energy)
Heavy blaster pistol (3-harm close reload loud energy)
Grenade tube (4-harm close area reload messy)
Flame-thrower (3-harm close area fire)

Backup Weapons
Choose 1:
Blaster pistol (2-harm close loud energy)
Vibro knife (2-harm hand powered)
Vibro sword (3-harm hand messy powered)
Many knives (2-harm hand infinite)
Frag grenades (4-harm hand area reload messy)
Stun grenades (s-harm hand area reload energy)

Trooper Moves

Name and Look

Canny

Cool

Deep

Rugged

Suave

Battlefield Instincts: In combat, when you Check Out The Scene, roll with Rugged
instead of Canny.

Experience

Combat Medic: you have a well-stocked and high quality first aid kit. It counts as a medkit with a capacity of 2-stock.

Advancements
Start with these:
Get +1 Canny (max +3)
Get +1 Rugged (max +3)
Get +1 Cool (max +3)
Get +1 Deep (max +3)
Get a new Trooper move
Get a new Trooper move
Get a base (detail) and Salary
Get 2 gigs (detail) and Moonlighting
Get a move from another playbook
Get a move from another playbook

Vitality

After 5 Advancements, you may begin to


select:
Get +1 to any Stat (max +3)
Get +1 to any Stat (max +3)
Retire your character (to safety)
Change to a new playbook
Create a second character to play
Advance 2 basic moves
Advance 2 basic moves
Advance 2 basic moves

Wounds

Debilities
-1 Cool

-1 Rugged

-1 Suave

Squad Commander: You get a small squad (detail). When your squad fights for you, roll
with Rugged. On a 10+, hold 3. On a 79, hold 1. Over the course of battle, spend your
hold 1 for 1 to make your squad:
Make a hard advance
Stand strong against a hard advance
Make an organized retreat
Show mercy to their defeated enemies
Fight and die to the last
On a miss, your squad turns on you, tries to hand you over to your enemy, panics/flees,
or surrenders to your enemy, MCs choice.

-1 Canny

Drama Moves
When you die, your friends and comrades will hold you a warriors funeral, all characters
who attend mark experience and you choose which of them receives your weapons and
armour.
When you share a moment of intimacy with someone, you take +1 forward. At your
option, they take +1 forward too.

Ruthless: When you inflict harm, you may choose to inflict +1harm.
Elite Trooper: When you successfully Stand In Defence or Go In Blazing, choose an
additional option from the list.
Commanding Presence: When you Apply Leverage with physical threats or intimidation,
roll with Rugged instead of Suave.

Other Moves

EQUIPMENT

The
Mistress of
ceremonies

BLASTERS

Hi-powered sporting blaster rifle (3-harm far energy)


Auto cannon (3-harm close/far area messy energy)
Blaster rifle (3-harm close loud autofire energy)
Sporting blaster rifle (2-harm far reload loud energy)
Blaster carbine (2-harm close area loud energy)
Heavy blaster pistol (3-harm close reload loud energy)
Blaster pistol (2-harm close loud energy)
Hold-out blaster (2-harm close reload loud energy concealable)
Ion gun (s-harm/2-harm ap* hand reload energy) *only affects droid

If I don't make it back, you're


the only hope for the Alliance.

BALLISTICS

Grenade launcher (4-harm close area messy)


Grenade tube (4-harm close area reload messy)
Frag grenades (4-harm hand area reload messy)
Stun grenades (s-harm hand area reload energy)
Antique slugthrower (2-harm close reload loud valuable)

HAND WEAPONS

Force pike (2-harm/s-harm hand/close powered)


Ornate dagger (2-harm hand valuable)
Hidden knives (2-harm hand infinite)
Vibro knife (2-harm hand powered)
Big knife (2-harm hand)
Vibro sword (3-harm hand messy powered)
Many knives (2-harm hand infinite)
Lightsaber (3-harm ap hand)

SIZES
Tiny (air-car, snub fighter, speeder, bomber)
Small (shuttle, transport,10-20 warriors, 3-6 starfighters)
Medium (corvette, frigate, heavy tank, 30-50 warriors, 12 or so starfighters)
Large (destroyer, cruiser 60-120 warriors, 24 or so starfighters)
Huge (battle cruiser, small space station, colony ship, 150-300 warriors 48 or so
starfighters)
Massive (dreadnaught, large space station, 300+ warriors, 96 or so starfighters)

SHIPS

Speeder car: 0-harm, tiny, +atmospheric


Military speeder: 2-harm, tiny, +atmospheric
Shuttle: 2-harm, small, +hyperdrive
Starfighter: 3-harm, tiny, +hyperdrive
Space transport: 2-harm, small, +hyperdrive +cargo
Bomber: 2-harm, tiny, +hyperdrive +2 size ratings vs capital ships

CAPITAL SHIPS

Corvette (1-armour, 3-harm, medium)


Frigate (1-armour, 3-harm, medium)
Cruiser (1-armour, 3-harm, large)
Destroyer (1-armour, 3-harm, large)
Battle Cruiser (1-armour, 3-harm, huge)
Dreadnought (1-armour, 3-harm, massive)

Note: If theres a size mismatch, each step the ship is bigger adds +1 harm and each step
the ship is smaller knocks off -1 harm.

AGENDA

DECISION MAKING

Make Star Wars World fantastical and dramatic


Fill their lives with adventure and excitement, even if they dont seek such things
Play to find out what happens next

In order to play to find out what happens, youll need to pass decision-making off
sometimes. Whenever something comes up that youd prefer not to decide by personal
whim and will, dont. The game gives you three tools you can use to disclaim responsibility:
you can put it in your NPCs hands, you can put it in the players hands, OR you can create
a countdown.

THE PRINCIPLES

Spew forth techno jargon when appropriate


Address yourself to the characters, not the players
Make your move, but misdirect and never speak its name
Give your villains a sympathetic side
Name everyone, make everyone real, and showcase their culture
Ask provocative questions and build on the answers
Respond with adversity and intermittent rewards
Be a fan of the players characters
Think off screen too
Sometimes, disclaim decision-making

YOUR MOVES

Separate them
Put them together
Reveal an unwelcome truth
Capture someone
Expose a dangerous secret to the wrong person
Put someone in a spot
Trade harm for harm (as established)
Announce off-screen or future badness
Inflict harm (as established)
Take away their stuff
Make them buy
Activate their stuffs downside
Offer an opportunity, with or without a cost
Turn their move back on them
Make a threat move (from one of your fronts)
After every move: what do you do?

Dont forget to

Turn questions back on the asker or over to the group at large


Digress occasionally, but not too often
Elide the action sometimes, and zoom in on its details other times
Go around the table, make sure everyone gets their spotlight
Take breaks and take your time

NPCS
Gnarly, Fleece, White, Lala, Bill, Crine, Mercer, Preen, Shan, Isle, Ula, Rufe, Ba, Mice,
Hugo, Roark, Monk, Pierre, Norvell, Omie Wise, Corbett, Jeanette, Rum, Brain, Matilda,
Wisher, Partridge, Brace Win, Bar, Krin, Parcher, Millions, Grome, Foster, Mill, Newton,
Tao, III, East, Harrow, Kettle, Twice, Clarion, Abondo, Mimi, Fianelly, Pellet, Li, Harridan,
Rice, Do, Fuse, Visage, Barker, Imam, Daff, Shazza, Fauna, Sun, Chack, Ricarra, Prim,
Rakka, Baku, Ruhk, Jax, Bastilla, Bera, Anla, Aarm, Shyon, Jost, Darg, Guld, Rami, Cypher,
Sharon, Jana, Spang, Keilara, Kin-Wan, Abric, Broo, Untel, Chelch, Thraken, Aerena,
Winter, Mara, Miranda, Toby, Del, Ras, Daniel, Arnet, Marl, Nali, Acelin, Thon, Fiona.
Cross them off as you use them. Scavenge unused names from the character playbooks, too.
Make your NPCs real by giving them straightforward, sensible self-interests. Theyre just not
that complicated. They do what they want to do, when they want to do it, and if something
gets in their way, well, they deal with that now. What they do in life is follow their parts
around - their noses, their stomachs, their hearts, their guts, their ears, their inner children,
their visions. Then, you can make PC-NPC-PC triangles just by making sure that their
uncomplicated self-interests involve the players characters individually, not as a group.
Show different sides of their personalities to the players different characters.

MC Notes

Threats
Type

Threats

Threats come in five types; darkness, conquest, conflict, espionage, and politics. Each also
includes a sub-type, which further describes the threat and its impulses.

Darkness

Dark Lord (Impulse: to corrupt and harm)


Force Cult (Impulse: to enlist or expel others)
Ancient Site (Impulse: to entice and imprison)
Disease (Impulse: to consume and spread)

This station is now the ultimate power


in the universe!

Conquest

Warlord (Impulse: to control area through might)


Splinter (Impulse: to divide and conquer)
Aristocracy (Impulse: to acquire through influence)
Militant (Impulse: to attack and occupy new area)

Espionage

Operative (Impulse: to infiltrate and strike)


Spy (Impulse: to blend and reconnoiter)
Saboteur (Impulse: to destroy resources and strategic points)
Insurgent (Impulse: to create chaos and exploit)

Conflict

Hunter (Impulse: to strike quickly and capture)


Assassin (Impulse: to attack from the shadows and kill)
Mercenary (Impulse: to exploit weakness for profit)
Leader (Impulse: to direct others strategically)

Politics

Separatist (Impulse: to divide the strong from the weak)


Bureaucracy (Impulse: to stonewall efforts through legislation and regulation)
Radical (Impulse: to change the system in a dramatic way)
Patrician (Impulse: to exploit wealth and power for personal gain)

Cast
Every threat needs a cast of characters, the people responsible for, directly affected by, or in
the know of the threats existence and play a part in it are its cast.

Description
A short description is recommended to record your thoughts on what the threat represents,
is aiming for, and what those involved are up to. You can add as much or as little details as
you like, this area is for your reference.

Custom Moves
Custom moves are a fantastic way to add mechanical heft to your threats. By writing one or
more custom moves, you solidify the threats existence in the world, grounding it in the
rules. This is also a great way to give your NPCs unique advantages when the protagonists
confront them.

Countdown Clock
Arguably the most important part of your threat is the countdown clock. Countdowns allow
you to build a timeline for your threat, a step-by-step process from which it begins and
completes. Countdowns typically have six stages: 3:00, 6:00, 9:00, 10:00, 11:00, and 12:00.
3:00 and 6:00 represent the opening plays, a planning stage: the first signs or warnings. A
threat in these stages is still young and can prevented by the right interference. 9:00 and
10:00 are the middle stages of the threat, where it gains serious momentum and begins to
affect real change in the galaxy. By this point, the threat is very difficult to prevent and will
have lasting effects even if stopped. 11:00 and 12:00 are the end points, where the threat
reaches its full potential and is irrevocable. Perhaps its effects can be lessened or endured
with enough luck and skill, but its too late to prevent what is coming.

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