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Scum & Villainy - Handouts & Sheets (Compilation)

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100% found this document useful (3 votes)
5K views144 pages

Scum & Villainy - Handouts & Sheets (Compilation)

Uploaded by

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

0. Choose a Ship and Crew Names: Abra, Aria, Chendra, Cord, Del, Duncan, Ed, Entex, Espa,
Faykan, Faye, Finn, Fox, Gaius, Garm, Garrus, Genera, Greeg,
actions
Your characters will be influenced by the ship you fly, so X Attune to the Way to communicate with
Gurney, Han, Hirak, Hondo, Ignor, Jaana, Jango, Jerec, Jet, Jung, Kai,
discuss the ship selection for your game first. Pick the ship

X
Kalo, Kahlee, Kasumi, Kirk, Kit, Lando, Leto, Liara, Lotus, Mevakor, non-sentient species or robots; sense
now, but detail the ship during crew creation. Mill, Mino, Miranda, Mordin, Naimon, Needa, Oola, Orrin, Paul, unseen danger or killing intent; safely
Poe, Potak, Praxis, Quinton, Rey, Rocco, Saldeed, Samara, Saren, handle Precursor artifacts or remnants.
1. Choose a Playbook Seklor, Spike, Thane, Yast, Yola, Victor, Wyndam, Xavier, Zaeed,
Your playbook determines your character’s role and reputation, X Command obedience with your force of
Zokar

X
their special abilities, and how they advance. Multiple players can personality; intimidate or threaten; lead
Family Names: Acon, Apple, Bartok, Black, Brell, Clovis, Crynyd, an action with NPCs; order people to do
choose the same playbook. Curia, Doona, Drake, Dyson, Emari, Endua, Evazan, Farr, Feris, what you want.
2. Choose a Starting Ability Gallia, Gree, Gyle, Hawking, Hex, Hill, Impera, Indigo, Intal, Ivanov,
Jor, Jusik, Kasur, Kedra, Kor, Kranax, Kritus, Kromyl, Kymnal, Lana, X Consort with connections from your
Playbooks begin with a starting ability marked. Note that

X
Livia, Luo, Mahat, Marak, Natoth, Nagan, Neumann, Nur, Ortcutt, heritage, background, friends, or rivals
starting abilities cannot be selected using Veteran. Pava, Pim, Quag, Ramus, Rudra, Ryle, Shrike, Sprek, Suzuka, Tann, to gain access to resources, information,
Tarkin, Tel, Thorn, Tilad, Ulmak, Ursis, Valorum, Veers, Vosa, Wu, people, or places.
If you want to play a xeno with unique abilities, replace your Wolffe, Wren, Yoneyama, Yueh, Yularen, Zan, Zer X Doctor someone who’s been injured;
starting ability with the following: “Xeno: You may spend

X
Aliases: Ace, Agony, Apex, Athena, Badger, Bingo, Black, Bolt, handle and identify substances; do science;
stress (0-2) to perform an inhuman feat only members of Brakes, Carrot, Cash, Cosmo, Dash, Devil, Dipper, Echo, Eight, comfort, support, or elicit sympathy.
your species can do.” Elbows, Falcon, Fireball, Flex, Game, Gargoyle, Gear, Gonzo, Guns,
Hammer, Headhunter, Helo, Hex, Highball, Hyper, Intake, Iris, Iron, X Hack computers, systems, and digital

X
3. Choose a Special Ability Juggler, Juice, Junior, Karma, Lasher, Legend, Link, Loco, Mooch, locks; reprogram robots or drones; jam
Choose from the list on your sheet. If you’re unsure, choose the Nails, Nemesis, Nova, Owl, Phoenix, Quirk, Raider, Razor, Rash, surveillance and communications.
first one (it’s placed there as a good default choice). Skulls, Snaps, Snitch, Stinger, Syndrome, Tank, Tax, Titan, Tread, X Helm a vehicle; fire ship weaponry; plot
Under, Vandal, Vapor, Wraith, X-Ray, Yellow, Zen, Zenith, Zipper

X
a jump or in-system course; escape a
4. Choose a Heritage chasing ship.
Looks: Man, Woman, Ambiguous, Xeno
Pick one on the sheet and add a note about your family life.
Ornate Headdress Suit and Vest Loose Silks X Rig together mechanical solutions;

X
5. Choose a Background Long Coat Collared Shirt Tight Pants disable, modify, repair, or create
Pick one on the sheet and add a detail about your specific history. Hood and Veil Suspenders Bomber Jacket mechanisms; disable a trap, pick a lock,
Short Cloak Intricate Rings Long Scarf or crack a safe; rig explosives.
6. Assign Action Dots Knit Cap Skirt and Blouse Leathers X Scramble to a positon or away from
Assign four additional action points. No action may begin with Fancy Makeup Wide Belt Stillsuit

X
danger; lift, run, climb, jump, or swim;
a rating higher than 2. After character creation, action ratings Slim Jacket Fitted Dress Hide and Furs traverse harsh environments.
may advance up to 3. Hooded Cloak Flight Suit Worn Uniform
Work Boots Heavy Cloak Space Suit X Scrap with an opponent in blaster

X
7. Choose One Friend and One Rival Mask and Robe Thick Duster Glittering Jewelry or physical combat; assault or hold
You know all of the people here well. Mark someone on your list a position; brawl, fight with melee
who is a close friend, long-time ally, family relation, lover, etc. weapons, or wrestle.
(the upward-pointing triangle). Mark another who is a former 10. Review Your Details X Skulk about unseen; pick pockets;

X
friend turned rival, enemy, scorned lover, betrayed partner, etc. Read your experience triggers and ways you can earn xp. employ subtle misdirection or sleight of
(the downward-pointing triangle). Everyone has access to all the gear on their sheet, but the hand.
items listed in the grey section are special items unique to your X Study a person, document, or item with
8. Choose Your Vice

X
playbook. close scrutiny to gather information
Pick your preferred type of vice (or two) and detail it with a
and apply knowledge; gain a deeper
short description.
understanding; do research.
9. Record Your Name, Alias, and Look X Sway someone with charm, logic,
Choose from the lists (right), or write down your own.

X
disguise, or bluffing; change attitudes or
behavior with manipulation or seduction.
INSIGHT

Scum&vILLAINY mEChanIC a gearhead


and hacker
doctor




hack




starting ability
rig




study
name alias Tinker: When you work on a clock with rig or hack, or when you study






a schematic, fill +1 segment. PROWESS
look
special abilities helm




heritage: imperial—spacer—colonist— background: academic—labor—cult— Bailing Wire and Mech-Tape: You get an extra downtime activity to scramble



repair, and the repair activity costs you 0 cred.
   




m a n u fac t u r e d — wa n de r e r — xe n o guilder—military—noble—syndicate scrap




Construct Whisperer: Machines speak to you when you study them. skulk



The first time you roll a critical while fixing or building a particular




vice/purveyor: faith—gambling—luxury—obligation—pleasure—stupor—weird machine, you may add a simple modification to it.
resolve
   
cold—haunted—obsessed—paranoid Junkyard Hunter: When you acquire parts or equipment during
stress trauma attune



reckless—soft—unstable—vicious
downtime, you may either gain two assets, or one asset at +1 quality.




harm ARMOR Hacker: You may expend your special armor to resist the
command




need consort



3 consequences of hacking, or to push yourself when hacking or
help HEAVY




gathering info electronically. sway




2 -1d SPECIAL Fixed: You may expend your special armor to resist a consequence
BONUS DICE



from machines breaking or being damaged, or to push yourself when
cred  stash repairing or building a machine. push yourself (take
less
1 effect + 2 stress) -or- accept a
 Mechanic’s Heart: When you speak from your heart, your words
 devil’s bargain



recovery can reach even the most hardened criminal, and you gain potency.
Get treatment in downtime to fill your healing clock  
 Overclock: When you spend a gambit on a rig roll to repair or + assist (they take 1 stress)



upgrade, treat the system you worked on as 1 quality higher for the + spend a gambit
remainder of the job.
gambits
notes / projects Analyst: When you hack a system, you may also ask a question about
Add a gambit to your



the owner or location of the system as though you had rolled a 6 on
crew when you roll a 6 or
gather info. When you resist the consequences of hacking, roll +1d. + critical on a risky action
and you didn’t spend a
Veteran: Choose a special ability from another source.
gambit on a bonus die.






colorful friends items (Italics don’t count for load) load  3 light   5 normal  
6 heavy

 
 Slice, a junkyard owner  Fine Hacking Rig  Blaster Pistol
Nisa, a previous employer   Fine Ship Repair Tools   2nd Blaster Pistol
 
 
 Small Drone   Melee Weapon
 
 Stev, a gambler of ill repute Heavy Blaster
 Vision-Enhancing Goggles  
 
 Len, a black market dealer Spare Parts   Detonator
 
 
 Kenn, a family member  Genius Pet   Hacking Tools
teamwork planning & LOAD Gather info   Repair Tools
Choose plan. Pick load. Provide detail:  What’s their intention? mark xp : playbook advancement
Lead a group action.   Medkit

 Assault plan: Point of attack.  What might I suspect about  Every time you roll a desperate action, mark xp in that action’s attribute.
  Spy Gear



Set up another character.  Deception plan: Method. this? What can I prove? At the end of each session, for each item below, mark 1 xp (in your
  Illicit Drugs

 Infiltration plan: Entry point.  What’s the danger here? playbook or an attribute) or 2 xp if that item occurred multiple times.
  Communicator


Protect a teammate.  Mystic plan: Arcane power.  How can I find ?  You addressed a tough challenge with technical skill or ingenuity.
Armor


 

 Social plan: Social connection.  What’s really going on here?  You expressed your beliefs, drives, heritage, or background.


Assist another character.  You struggled with issues from your vice or traumas during the session. Spacesuit

 Transport plan: Route and means.  Ask about a detail for a plan.  



Scum&vILLAINY ship sheet CERBERUS bounty hunters
and extraction
specialists

special abilities
R-29 Firebrand-type Patrol Craft
designation crew reputation Licensed: Take -2 heat on any legitimate bounty hunting job. Your ship



colors/look can carry particle weapons, and your crew can carry and legally use
heavy blasters in the pursuit of a target.
CrEW ship size personal — freighter — corvette — frigate — dreadnought

COMMS  For each level of damage, mark a ship system. ENGINES On the Trail: Your crew gains an extra downtime activity to work on



 Each downtime you don’t pay your ship’s upkeep, roll a die
 Long-Range Scanner 
for each consecutive downtime you haven’t paid. Jump Drive
  long-term projects, or acquire assets to track bounties.
 1-3 No worries.
 Nexus Link 

 4/5 Damage to a system, but it’s minor. You can rig a solution.
Light Touch: You gain potency when tailing a target, or when gathering

  6+ A system is badly damaged and must be repaired.





 cred debt
info at a target’s previous location.
           
Snatch’N’Grab: When you use a deception, infiltration, or social plan



to execute a kidnapping or extraction, add +1d to the engagement roll.

Loaded for Bear: Your crew can carry +1 load. They have distinctive



and high-quality armor. When you wear armor, it counts as heavy
armor (two uses).

Play Both Sides: When you release a bounty target, make them a
GAMBITS



crew contact.
reset to 1 gambit
at the start of
every job
Deadly: Each crew member may add 1 action rating to command,



scrap, or skulk (up to a max of 3).
    
   
Veteran: Choose a special ability from another source.





WEAPONS upkeep HULL crew/ship upgrades contacts
Auxiliary Ship Gear Tracers  Stacy Weathers, ace reporter

 
Grappling Hooks 


 AI Module  
Holo-Emitters Stun Weapons  Arlox, an Ashen Knives Pasha
(systems + crew) / 4  
 
Particle Cannons 


paid at the start of  Armory  
Intruder Alarm
every downtime Personal Vehicles  Ishi, a weapons dealer

  Brig  
Land Rover


 Galley  
Power Reserves Hard Knocks  Lix, a xeno tracker


skips shields
 Medical Bay  
Shuttle Smooth Criminals  Jezri, a fixer


 Science Bay  
Stasis Pods crew xp
notes / projects   Shields  
Vault
At the end of each session, for each item below, mark 1 xp (or 2 xp
Training Crew Gear instead if that item occurred multiple times).
Insight
  Alien Pet
   You executed a successful extraction operation or capture of a bounty.

Prowess Land Transport
   You contended with challenges above your current station.
 

Recon Drone
   You bolstered your crew’s reputation or developed a new one.
Resolve
 

Survival Gear
   You expressed the goals, drives, inner conflict, or essential nature of the crew.
Playbook

  Workshop
 
FACTIONS
hegemony CrImInaL synDICatEs weirdNESS
tier status jobs tier status jobs tier status jobs
Guild of Engineers v Lost Legion Iv Sah’iir Iv

Church of Stellar Flame Iv Scarlet Wolves Iv Suneaters Iv

Counters Guild Iv Vorex Iv The Agony III

Starless Veil Iv Ashen Knives III Ashtari Cult III

51st Legion III Borniko Syndicate III Vignerons III

House Malklaith III Draxler’s Raiders III Ghosts II

Isotropa Max Secure III The Maelstrom III Mendicants II

Starsmiths Guild III Echo Wave Riders II Nightspeakers II

Cult of the Seekers II Janus Syndicate II Acolytes of Brashkadesh I

Hegemonic News Network II Turner Society II Conclave 01 I

Yaru (Makers Guild) II Cobalt Syndicate I Vigilance I

Concordiat Knights I Dyrinek Gang I

Wreckers I
SySTEM : HOLT heat WAntEd 2 of 4
system overview notable locations
Holt was the second Procyon system to be colonized, Jerec’s Junkyard: A free-floating mass of ships, parts, and Trade Platform Auto #4: The Guild has set up an automated
though the Rin-Holt gate was troublesome to stabilize. sheeting connected via magnetism and cabling. If you’re trading platform for selling fuel, covered in defensive
Hegemonic scientists eventually found a series of Ur keys looking for equipment on the cheap, the Junkyard is your systems to deter theft. Because of this, some parties
in the system that forced the gate to consistently lead place, though it will likely be missing a piece or unreliable. conduct negotiations here to discourage escalation.
to Holt. The gate remains temperamental, however, and Jerec also buys, but is a canny haggler. Nobody knows what happened to the first three platforms.
has been known to open on its own. No ships have come Hantu Gate: The Hegemony has never been able to activate Planet Omega: Three survey crews and one military
through during these spontaneous openings—so far. The this jumpgate. Compared to other gates it seems to be expedition vanished before the Legion quarantined this
Holt system star burns white, though it is far older than missing a few small but key pieces. It has been speculated planet. It’s overrun by a deadly life form that nests within
stars of this type should be, which Hegemonic scientists that the Ur locked the gate and hid the keys somewhere, Ur ruins and can resist nukes from orbit. The Hegemony
attribute to ancient Ur manipulation. though it’s anyone’s guess as to why. considers it hostile, but insignificant to its plans.

mem notables wealth




Description: This ocean planet was colonized by the Hegemony for almost Victor Kromyl: Planetary Governor. Seeks proof of Memish rebellion after crime/syndicate
a few subordinates vanished. Always with his Legion bodyguard. (vigilant,




a hundred years before aquatic xenos made themselves (and their tech level
planetary claims) known. Hegemonic forces broke the Memish military meticulous, paranoid)




and incorporated them into the Hegemony. Exploration of Mem has proven weird
Espa Nur: Memish labor boss. His scars are packed with deep-ocean




difficult because of the free-standing gravity wells deep beneath the waves. bioluminescence. Reports to Kromyl on seditious behaviour, but hides his
knowledge of Memish occultism. (xeno, ambitious, cunning, treacherous) The deeps are littered
Scene: Hegemonic officials in sashes, talking with Memish labor bosses. with Ur sites and strange
See-through spires rising from the underwater government palace to Wyndam Zahn: Biology researcher seeking a connection between the Mem glows. When in the deeps,
open-air pavilions. Tourists embarking on submersibles to take in the local and other planetary life, with little success. Gathering an exploration of using attune for long-term
sea life. Scientists in exo-suits on deep-sea missions while the Memish the ancient Mem city of Bok-Dar. (wealthy, brilliant, passionate) projects grants +1d. Failures
watch from the waters. may attract Way attention.

sonhandra notables wealth




Del Hex: Outlaw and gunslinger. Has some obvious cybernetics from his crime/syndicate
Description: This planet is tidally locked—the same side of the planet faces
Guild days. Wanted in several systems. Runs a vibro-weapon fighting ring




the star at all times. Oddly, all light sources extinguish about a kilometer tech level
deep in the day side. (ruthless, fast, cautious)
into the night side. Most of the settlements are in the twilight border zone,




weird
including the capital city of Ugar. Known for its lax policies regulating Abra Drake: Fixer for hire and auctioneer. If she can’t get it or sell it, she




trade, it’s become a choice destination for smugglers and fences alike. knows someone who can. (connected, confident, bold)
Scene: Perpetual twilight amid paved streets and concrete buildings. Zaeed “Tank” Marak: Mercenary turned Nyct farmer. Knows where and Everything is available here
Howling of frequent wind storms. Masked and cloaked strangers how to hide ships on the night side. (gambler, commanding, experienced) for a price. You can always
congregating around a steel warehouse before an auction begins. Row Osha: Nyct-smoking, grizzled ex-Legionnaire. Runs the Three Suns, a
take +1d to acquire assets,
but on a 1-3 the asset also
after row of ships landed in the open dirt on the outskirts of Ugar. gambling den and the biggest local dive. (deadly, retired, steely) comes with strings.

vos notables wealth




Description: Known throughout the system as “Glimmer,” the surface Morek and Ra-na: Most-feared bounty hunter in the sector. Ra-na, his crime/syndicate
AI partner, helms his artifact ship and runs ops on his missions via the




of this enormous planet is made up of carbon compounds such as tech level
graphite and diamond. At night, the largest crystal formations glow strange armor he wears. On retainer to hunt any who loot Vos. (ruthless,




with an unearthly light—an exotic property many of the crystals retain vigilant, commanding) weird




after being cut. Impera Evazan: High-ranking Guild logistics officer, responsible for crystal
Scene: A well-armed, permanent blockade in space, with many ships mining. Privy to much of the Guild’s supply structure. (popular, demanding,
shrewd) Vos is full of money, but
waiting for clearance. Smooth walls of dense carbon brick, looking out also closely monitored by
onto the black surface. Diamond-scarred and sooty-faced miners, drinking Yola Sprekk: Jeweler known for using the unique properties of Vos the Guild. When you do a
by their bulky sonic cutters. Chiming music floating out from the pristine crystals. Her creations may be the most artful pieces in Procyon. A Sprekk job on Vos, you get +1 cred
shops of the visitor settlement. piece can open doors in the most elite circles. (artistic, charming, proud) and +1 heat.
INSIGHT

Scum&vILLAINY SCOUNDREL a scrappy and


lucky survivor
doctor




hack




starting ability
rig




study
name outlaw name Serendipitous: Your crew starts with +1 gambit when the pool resets.






PROWESS
look
special abilities helm




heritage: imperial—spacer—colonist— background: academic—labor—cult— Never Tell Me the Odds: You generate gambits on desperate rolls. scramble
   






m a n u fac t u r e d — wa n de r e r — xe n o guilder—military—noble—syndicate You may also generate gambits even if you spent a gambit. scrap




I Know a Guy: When you first dock at a port after being away, pick one skulk






vice/purveyor: faith—gambling—luxury—obligation—pleasure—stupor—weird and ask the the GM about a job: it’s not deadly—it pays well enough—it’s
resolve
   
not a rush job—it comes from a faction you trust—it targets an enemy
stress trauma
cold—haunted—obsessed—paranoid you have. You may spend 1 cred per additional feature.
reckless—soft—unstable—vicious attune
Tenacious: Penalties from harm are one level less severe (though




harm ARMOR command



level 4 harm is still fatal).




3 need consort
help HEAVY When the Chips are Down: You gain a second use of special armor




sway



between each downtime.




2 -1d SPECIAL Devil’s Own Luck: You may expend your special armor to resist the BONUS DICE



consequences of blaster fire, or to push yourself when talking your
cred  stash push yourself (take
less way out of (or running from) trouble.
1 effect + 2 stress) -or- accept a

 Daredevil: When you make a desperate roll, you may take +1d. If you devil’s bargain
recovery



Get treatment in downtime to fill your healing clock   do so, do not mark xp in that action’s attribute.
 + assist (they take 1 stress)
Shoot First: When you attack from hiding or spring a trap, take +1d. + spend a gambit



When there’s a question about who acts first, the answer is you (two
characters with Shoot First act simultaneously). gambits
notes / projects
Ask Questions Later: When you consort to gather info, you gain +1 Add a gambit to your



crew when you roll a 6 or
effect and can in addition ask: Who might this benefit?
+ critical on a risky action
and you didn’t spend a
Veteran: Choose a special ability from another source.
gambit on a bonus die.






“friends” items (Italics don’t count for load) load  3 light   5 normal  
6 heavy

 
 Nyx, a moneylender Fine Blaster Pistol (or Pair  )
   Blaster Pistol
Ora, an info broker Fine Coat
    2nd Blaster Pistol
 
 
Loaded Dice or Trick Holo-cards
    Melee Weapon
 
 Jal, a ship mechanic Heavy Blaster
Forged Documents
   
 
 Rhin, a smuggler Mystic Ammunition   Detonator
 
 
 Battro, a bounty hunter Personal Memento
    Hacking Tools
teamwork planning & LOAD Gather info   Repair Tools
Choose plan. Pick load. Provide detail:  What’s their intention? mark xp : playbook advancement
Lead a group action.   Medkit

 Assault plan: Point of attack.  What might I suspect about  Every time you roll a desperate action, mark xp in that action’s attribute.
  Spy Gear



Set up another character.  Deception plan: Method. this? What can I prove? At the end of each session, for each item below, mark 1 xp (in your
  Illicit Drugs

 Infiltration plan: Entry point.  What’s the danger here? playbook or an attribute) or 2 xp if that item occurred multiple times.
  Communicator


Protect a teammate.  Mystic plan: Arcane power.  How can I find ?  You addressed a tough challenge with charm or audacity.
Armor


 

 Social plan: Social connection.  What’s really going on here?  You expressed your beliefs, drives, heritage, or background.


Assist another character.  You struggled with issues from your vice or traumas during the session. Spacesuit

 Transport plan: Route and means.  Ask about a detail for a plan.  



INSIGHT

Scum&vILLAINY SpEakEr
a respectable
person on doctor




the take hack




starting ability
rig




study
name alias Air of Respectability: You get an extra downtime activity to acquire






assets or lay low. PROWESS
look
special abilities helm




heritage: imperial—spacer—colonist— background: academic—labor—cult— Favors Owed: During downtime, you get +1 d when you acquire assets scramble



   




m a n u fac t u r e d — wa n de r e r — xe n o guilder—military—noble—syndicate or lay low. Any time you gather info, take +1d. scrap




Player: You always know when someone is lying to you. skulk




vice/purveyor: faith—gambling—luxury—obligation—pleasure—stupor—weird



resolve
   
Infiltrator: You are not affected by quality or Tier when you bypass



cold—haunted—obsessed—paranoid security measures.
stress trauma reckless—soft—unstable—vicious attune




harm ARMOR Subterfuge: You may expend your special armor to resist a command






3 need consequence of persuasion or suspicion. When you resist with insight, consort
help HEAVY




gain +1d.
sway




2 -1d SPECIAL Heart to Heart: When you provide meaningful insight or heartfelt
BONUS DICE



advice that a crewmate follows, you both clear 1 stress.
cred  stash push yourself (take
less
1 effect Old Friends: Whenever you land in a new location, write down a + 2 stress) -or- accept a




 friend you know there (see Influential Friends below). devil’s bargain
recovery Get treatment in downtime to fill your healing clock  
 Disarming: Whenever you use a gambit while speaking, hostilities + assist (they take 1 stress)



and danger also pause while you speak. + spend a gambit

Purpose: You may expend your special armor to push yourself when gambits
notes / projects



outclassed by your opposition, or when under the effects of wounds. Add a gambit to your
When you resist with resolve, gain +1d. crew when you roll a 6 or
+ critical on a risky action
and you didn’t spend a
Veteran: Choose a special ability from another source.
gambit on a bonus die.






influential friends items (Italics don’t count for load) load  3 light   5 normal  
6 heavy

 
 Arryn, a Noble  Fine Clothes  Blaster Pistol
Manda, a Guild member  Legitimate ID   2nd Blaster Pistol
 
 
 Luxury Item   Melee Weapon
 
 Kerry, a doctor Heavy Blaster
 Luxury Item  
 
 Je-zee, a diplomat Large Luxury Item   Detonator
 
 
  Memento of a Past Encounter   Hacking Tools
teamwork planning & LOAD Gather info   Repair Tools
Choose plan. Pick load. Provide detail:  What’s their intention? mark xp : playbook advancement
Lead a group action.   Medkit

 Assault plan: Point of attack.  What might I suspect about  Every time you roll a desperate action, mark xp in that action’s attribute.
  Spy Gear



Set up another character.  Deception plan: Method. this? What can I prove? At the end of each session, for each item below, mark 1 xp (in your
  Illicit Drugs

 Infiltration plan: Entry point.  What’s the danger here? playbook or an attribute) or 2 xp if that item occurred multiple times.
  Communicator


Protect a teammate.  Mystic plan: Arcane power.  How can I find ?  You addressed a tough challenge with deception or influence.
Armor


 

 Social plan: Social connection.  What’s really going on here?  You expressed your beliefs, drives, heritage, or background.


Assist another character.  You struggled with issues from your vice or traumas during the session. Spacesuit

 Transport plan: Route and means.  Ask about a detail for a plan.  



INSIGHT

Scum&vILLAINY stItCh
spacefaring
healer or doctor




scientist hack




starting ability
rig




study
name alias I’m a Doctor, Not a...: You can push yourself to roll your doctor rating




while performing a different action. Say which patient, research, or



posting taught you this trick. PROWESS
look
special abilities helm




heritage: imperial—spacer—colonist— background: academic—labor—cult— Physicker: You may study a malady, wounds, or corpse, and gather scramble
   




m a n u fac t u r e d — wa n de r e r — xe n o guilder—military—noble—syndicate scrap



info from a crime scene. Also, your crew gets +1d to recovery rolls.




Patch: You may doctor someone during a job to allow them to ignore skulk






vice/purveyor: faith—gambling—luxury—obligation—pleasure—stupor—weird the effects of a harm penalty.
resolve
   
Welcome Anywhere: While wearing your medic garb, you are welcome
cold—haunted—obsessed—paranoid



stress trauma reckless—soft—unstable—vicious even in dangerous places. Gain +1d to consort and sway when offering attune
to tend to anyone in need.




harm ARMOR command




3 need Under Pressure: Add a gambit to the pool whenever you or a crew consort



help HEAVY




member suffers level 2 or greater harm. sway




Combat Medic: You may expend your special armor to resist any
2 -1d SPECIAL



consequence while tending to a patient. When you doctor someone BONUS DICE
cred  stash in combat, clear 1 stress. push yourself (take
less
1 effect Moral Compass: When you do the right thing at cost to yourself, + 2 stress) -or- accept a

devil’s bargain



 mark xp (any category).
recovery Get treatment in downtime to fill your healing clock  
 Dr. Strange: Your research and fields of study are fringe, esoteric, + assist (they take 1 stress)



and focus on the mystical. You may always handle Precursor artifacts + spend a gambit
safely. When you study an artifact or doctor a strange substance,
you may ask one: what could this do?—why could this be dangerous? gambits
notes / projects
Book Learning: You speak a multitude of languages and are broadly Add a gambit to your



crew when you roll a 6 or
educated. Gain +1d when using study during a downtime activity.
+ critical on a risky action
and you didn’t spend a
Veteran: Choose a special ability from another source.
gambit on a bonus die.






old friends items (Italics don’t count for load) load  3 light   5 normal  
6 heavy

 
 Jackev, a drug dealer   Fine Medkit  Blaster Pistol
Alben, a former patient  Fine Bedside Manner   2nd Blaster Pistol
 
 
 Fine Clothing   Melee Weapon
 
 Ditha, a family member   Heavy Blaster
 Recognizeable Medic Garb
 
 Juda, a doctor Candies and Treats   Detonator
 
 
 Lynie, a hospital admin  Syringes and Applicators   Hacking Tools
teamwork planning & LOAD Gather info   Repair Tools
Choose plan. Pick load. Provide detail:  What’s their intention? mark xp : playbook advancement
Lead a group action.   Medkit

 Assault plan: Point of attack.  What might I suspect about  Every time you roll a desperate action, mark xp in that action’s attribute.
  Spy Gear



Set up another character.  Deception plan: Method. this? What can I prove? At the end of each session, for each item below, mark 1 xp (in your
  Illicit Drugs

 Infiltration plan: Entry point.  What’s the danger here? playbook or an attribute) or 2 xp if that item occurred multiple times.
  Communicator


Protect a teammate.  Mystic plan: Arcane power.  How can I find ?  You addressed a tough challenge with insight or compassion.
Armor


 

 Social plan: Social connection.  What’s really going on here?  You expressed your beliefs, drives, heritage, or background.


Assist another character.  You struggled with issues from your vice or traumas during the session. Spacesuit

 Transport plan: Route and means.  Ask about a detail for a plan.  



SySTEM : HOLT heat WAntEd 2 of 4
system overview notable locations Trade Platform Auto #4: The Guild has set up an automated
trading platform for selling fuel. It has defensive systems
Holt was the second Procyon system to be colonized, Jerec's Junkyard: A free-floating mass of ships, parts, and to deter theft or assault. Because of this, parties have been
though the Rin-Holt gate was troublesome to stabilize. sheeting connected via magnetism, cabling, and colorful known to conduct delicate negotiations at the platform to
Hegemonic scientists eventually found a series of Ur keys engineering. If you’re looking for equipment on the cheap, discourage escalation. The first three trade platforms
in the Rin system that forced the gate to consistently lead the Junkyard is your place, though it will likely be missing a have had accidents or mysteriously disappeared.
to Holt. However, the gate remains temperamental, and piece or unreliable. Jerec also buys, but is a canny haggler.
Quarantine Planet Omega: Three survey crews and one
has been known to open on its own. No ships have come Hantu Gate: The Hegemony has never been able to activate military expedition were lost before the Hegemony
through during these spontaneous openings… so far. The this second system gate. Based on schematics of other quarantined this planet. The planet is overrun by a deadly
Holt system star burns white, though it is far older than gates, it seems to be missing pieces. It has been speculated life form that resists nukes from orbit. The Hegemony
stars of this type should be, which Hegemonic scientists that the Ur locked the gate and hid the keys somewhere, considers it hostile, but insignificant to its plans. It's said
attribute to ancient Ur manipulation. though it’s anyone’s guess as to why. the alien creatures nest within artifact-rich Precursor ruins.

mem notables wealth




Description: This ocean planet was colonized by the Hegemony for almost Victor Kromyl: Planetary administrator. Seeks proof of Memish crime/syndicate
insubordination after several second-in-commands went missing. Goes




a hundred years before aquatic xenos made themselves (and their tech level
planetary claims) known. Hegemonic forces broke the Memish military nowhere without his Legion bodyguard. (vigilant, meticulous, paranoid)




and incorporated them into the Hegemony. Exploration of Mem has proven weird
Espa Nur: Memish labor boss. His scars are packed with deep-ocean




difficult because of the free-standing gravity wells deep beneath the waves. bioluminescence. Reports to Kromyl on seditious behaviour, but has hidden
his knowledge of Memish occultism. (ambitious, cunning, treacherous) The deeps are littered
Scene: Hegemonic administrators dressed in long gowns with sashes of with Ur sites and strange
bright purple talking with Memish labor bosses. Tall, see-through spires Wyndam Zahn: Biology researcher searching for a connection between glows. When in the deeps
leading from the underwater government palace to open-air pavilions. the Mem and other life on the planet with little success. Putting together using attune for long term
Tourists embarking on massive submersibles to take photos of the local an exploration of the ancient Mem city of Bok-Dar. (wealthy, brilliant, projects grants +1d. Failures
sea life. Deep sea missions in exo-suits while the Memish watch. passionate) may attract Way attention.

sonhandra notables wealth




Description: This planet is tidally locked - meaning the same side of the Del Hex: Outlaw and gunslinger. Has some obvious cybernetics from his crime/syndicate
Guild of Engineers days. Wanted in several systems. Runs a vibro-weapon




planet faces the star at all times. Perhaps disconcerting, all light sources tech level
extinguish about a kilometer into the night side. Most of the settlements fighting ring deep in the Day-side. (ruthless, fast, cautious)




are in the border zone between night and day, including the capital city weird
Abra Drake: Fixer for hire and auctioneer. If she can’t get it or sell it, she




of Ugar. Known for its exceptionally lax policies regulating trade, it has knows someone who can. (connected, confident, bold)
become a destination of choice for smugglers and fences alike.
Zaeed "Tank" Marak: Mercenary turned Nyct farmer. Knows where and Everything is available here
Scene: Perpetual twilight amid paved streets and concrete buildings. how to hide ships on the Night-side. (gambler, commanding, experienced) for a price. You can always
Howling of frequent wind storms. Masked and cloaked strangers take +1d to acquire assets,
congregating around a steel warehouse before an auction begins. Row Osha: Nyct-smoking, grizzled ex-Legionnaire. Runs the Three Suns, a
but on a 1-3 the asset also
after row of ships landed in the open dirt on the outskirts of Ugar. gambling den and the biggest local dive. (deadly, retired, steely) comes with strings.

vos notables wealth




Description: Known throughout the system as "Glimmer", the surface Morek and Ra-na: Most feared bounty hunter in the sector, known for his crime/syndicate
AI, Ra-na, who controls both his artifact ship and runs support on his




of this enormous planet is mostly made up of carbon compounds such tech level
as graphite and diamond. At night, the largest crystal formations glow missions via the strange armor he wears. On retainer to hunt all who




with an unearthly light - a property many of the crystals retain after steal from the diamond planet. (ruthless, vigilant, commanding) weird




being mined. Impera Evazan: High-ranking Guild logistics officer, responsible for ensuring
Scene: The well-armed, permanent blockade in space, with ships wait for a steady supply of Vos crystals is shipped to the galactic Core. Privy to
much of the Guild’s supply structure. (popular, demanding, shrewd) Vos is full of money, but
clearance. Cold, smooth, black walls of dense carbon brick, with clear also closely monitored by
diamond glass panes looking out over a blackened surface. Diamond- Yola Sprek: Jeweler known for using the unique properties of Vos crystals. the Guild. When you do a
scarred and sooty-faced miners, drinking by their bulky sonic cutters. Her creations may be the most artfully crafted pieces in Procyon. A Sprek job on Vos, you get +1 cred
The clean, perfectly arranged shops of the main visitor settlement. piece can open doors in the most elite circles. (artistic, charming, proud) and +1 heat.
crew CreatIon
1. choose your ship 4. choose a special ability 6. favorite contact
There are three starting ships to choose from: Choose one of the special abilities listed on your ship. If Take a look at your list of potential contacts on the
you can’t decide which one to pick, go with the first one ship sheet. Although all the contacts are your friends
X Stardancer: Smugglers and blockade runners. and allies, one is closer to the crew than the others.
on the list—it’s placed there as a good default choice.
X
Looking to do odd jobs, small thefts, and find
lost items. Choose one contact who is a close friend, long-time
X Cerberus: Extraction specialists. Looking to 5. assign upgrades ally, or partner in crime. The GM will tell you about two
factions that are impacted by your choice:
X
find missing people or items and claim bounties. Each ship starts with pre-selected upgrades well-suited
X Firedrake: Rebels and criminals. Looking XOne faction is also friendly with this contact,
to the crew, such as the Galley for the Stardancer, or

X
and you get +1 status with them.
X
to protect the downtrodden and fight the the Brig for the Cerberus.
Hegemony. XOne faction is unfriendly with this contact,
In addition to those upgrades, pick two more (details on

X
and you get -1 status with them.
following handouts). You can pick any two boxes, but
2. choose a reputation be aware that some (like Shields) cost two upgrades in
What reputation has this crew garnered with the order to select. 7. update your ship info
different factions of the sector? Choose one (or create Calculate your upkeep costs and starting gambits.
After you assign your two upgrades, the GM will tell you
your own): Gambits are shared and reset at the beginning of jobs.
about two factions impacted by your choices:
Ambitious, Brutal, Daring, Honorable, Crew creation done—you’re ready to fly!
X One faction helped you get an upgrade. You’re
Professional, Savvy, Strange, Subtle.
X
on good terms. They like you, and you get +1
status with them. At your option, spend 1 cred
3. customize your ship to repay their kindness, and take +2 status
Your ship begins with 2 cred in its hold and a few with them instead.
preselected ship systems.
XThe other faction was screwed over when
Choose two additional ship systems to improve. Your
X
you got an upgrade. They don’t like you, and
choices are engines, hull, comms, and weapons. You you get -2 status with them. At your option,
may instead improve crew quality but it’ll cost your spend 1 cred to mollify them, and take -1
crew its starting 2 cred. status with them instead—tell us how you
After you decide what you improve, the GM will tell you smoothed things over.
about a faction that helped you get those improvements. You’ll be able get more upgrades in the future by earning
They did you a favor. How do you respond? xp or spending cred.
X Pay them off. Give them 1 cred in exchange for
X
a job well done.
X Owe them one. Promise them you’ll return the
X
favor down the line when they ask and gain +1
status with them. If you chose crew quality, you
must take this option.
X Stiff them. No need to pay a faction that
X
doesn’t demand payment up front! Take -1
status with that faction.
sCIENCE AND THE STRANGE 4 of 7
MAGNITUDE

area scale duration range quality/tier force

0 A Closet One or Two People A Few Moments Within Reach Poor Weak

1 A Small Room A Small Gang (3-6) A Few Minutes A Dozen Paces Adequate Moderate

2 A Large Room A Medium Gang (12) An Hour Blaster Range Good Strong

3 Several Rooms A Large Gang (20) A Few Hours A Block Away Excellent Serious

4 A Small Building A Huge Gang (40) A Day Several Blocks Away Superior Powerful

5 A Large Building A Massive Gang (80) Several Days A Few Kilometers Impeccable Overwhelming

6 A City Block A Colossal Gang (160) A Week Across Town Legendary Devastating

quality examples force examples


X Quality 0 Examples: A rusty knife, worn & tattered clothing, a rickety shack on X Force 0 Examples: A firm shove, a candle flame, a breeze, a tiny spark, a rattling
X
X
the street. table, a pungent aroma.
X Quality 1 Examples: A combat knife, regular clothes, cheap food or drugs, a X Force 1 Examples: A solid punch, a bright flashlight, a shock from an electrical
X
X
coffin-room in a cheap motel. outlet, a noisy room.
X Quality 2 Examples: A regular side-arm, respectable clothing, an apartment, an X Force 2 Examples: A powerful blow, a searing brand, an electrical shock from
X
X
exotic pet, an exquisitely cooked meal. a live wire.
X Quality 3 Examples: A land vehicle, a military rifle, stylish clothing, a small house, X Force 3 Examples: A crushing blow, a grenade, a raging fire, an electrical surge,
X
X
a street tough, designer drugs. the wake of a jet engine.
X Quality 4 Examples: A personal racing ship, a townhouse, a typical Way creature, X Force 4 Examples: A plasma cutter, a bomb, a tornado, electrocution, a dangerous
X
X
a mercenary soldier, insider faction information. magnetic field.
X Quality 5 Examples: A small spaceship, a prototype Guild device, Noble clothing, X Force 5 Examples: A ship's guns, a massive fire, a lightning strike, an earthquake,
X
X
Vosian crystals. the wake of a jump drive.
X Quality 6 Examples: A mansion, a cybernetic implant, a large spaceship, powerful X Force 6 Examples: A capital ship weapon, molten lava, a tsunami, a cosmic
X
X
Ur artifacts, a dangerous Way creature maelstrom, a huge asteroid impact.
CREW SPECIFIC UPGRADES
stardancer options cerberus options firedrake options
False Ship Papers: A few well-forged or transferred Tracers: A wide array of ways to track your targets. Black Market Contacts: Able to get you all the modules
documents, giving the crew and ship identities that are less Includes tiny bugs that can be hidden on clothes with a (even illegal ones) your ship needs, even when you’re
wanted in any given system. Often simplify gate travel if suave pat on the back, beacons that can attach to hulls, wanted. Resourceful. Mobile. May have jobs for you from
the transponder and ship match. You have a couple sets and even transmission cloners for comms. Legality varies. time to time.
you can swap between. Stun Weapons: A variety of weapons for capturing and Secret Base: Perhaps inside ancient Ur ruins on a planet.
Dark Hyperspace Lane Maps: Routes through systems that securing prisoners without (serious) harm. Includes, but is Maybe buildings inside a massive asteroid. Possibly
aren’t officially maintained. Sometimes faster. Always less not limited to: restraints (0 load), stun batons (1 load), stun an old and forgotten station, long abandoned but now
patrolled. Often full of Way creatures, pirates, and other settings on normal blasters (1 load), even stun grenades repurposed. You have found and commissioned a hiding
scoundrels. You don’t want to think about the poor fools (replace detonators on sheet, 1 load), knockout drugs spot away from the baleful gaze of the Hegemony where
that died mapping them. (0 load, may not work on some xenos). Not required to you and your allies can meet, hide, and plan your jobs.
Smuggler’s Rigging: Webbing or fake skin used to hold small
bring on jobs, but useful if you want to claim bounties. It’s secret...for now.
Generally legal.
items close to the body. Adds some hands-free carry Popular Support: It takes work to win hearts and minds,
room while working on the outside of the ship, and lets Personal Vehicles: Sleek single-seater craft that can fold but your cause has supporters among the common folk.
you smuggle a blaster into a well-guarded meeting while up tight enough to fit into a reasonable parking space. When you approach a planet or a station, ask the GM
keeping the stylish cut of your coat. Hides one item with Limited fuel, but can break atmo. Can carry basic weapons, who there might be a sympathizer. Costs three upgrades
a max of 1 load. though they can’t seriously damage anything freighter- instead of one.
sized or larger. You may want a landing bay. Costs two
Lucky Charm: Whether an Ur artifact or a few mementos Way-Blessed: Some people are just plain lucky. The
upgrades instead of one.
prominently displayed, sometimes luck is just believing. common folk think this is some sort of sign. Don’t look
The crew starts with +1 gambit every job. It costs two Hard Knocks: Sometimes luck is just hard-earned too much into it. You start with +1 gambit at the start of
upgrades to unlock instead just one. experience. Your crew starts each job with +1 gambit. every job. Costs two upgrades instead of one.
Thrillseekers: Each PC gets +1 stress box (increase max
Costs two upgrades instead of one. Driven: Each PC gets +1 trauma box. This can bring a PC with
to 10). It costs three upgrades to unlock, not just one. Smooth Criminals: Sometimes legality is only a question of 4 trauma back into play if you wish. Costs three upgrades
who has the gun. Each crew member gains +1 stress box instead of one.
(total 10). Costs three upgrades instead of one.
AUXILIARY
Scum&vILLAINY ship sheet stardancer
illicit merchants,
smugglers,
and blockade
runners

special abilities
CF-350 Series Scarab-class Freighter
designation crew reputation The Getaway: You gain potency when you scramble or helm to avoid



colors/look capture or run a blockade. When doing a delivery job, take +1d to the
engagement roll.
CrEW ship size personal — freighter — corvette — frigate — dreadnought
Cargo Eye: Your crew gains +1 cred for smuggling or delivery jobs.



HuLL  For each level of damage, mark a ship system. ENGINES Whenever you gather info you can always ask, “What is most valuable


 Each downtime you don’t pay your ship’s upkeep, roll a die here?”

 Smuggling Compartments for each consecutive downtime you haven’t paid.  Jump Drive
 1-3 No worries. Field Repairs: You gain potency when repairing your ship while in
 Cargo Hold  Afterburners




 4/5 Damage to a system, but it’s minor. You can rig a solution.
space. If you spend a gambit on a rig roll, you gain +2d (instead of +1d).

  6+ A system is badly damaged and must be repaired. 

Leverage: Your crew knows how to pull strings and cash in favors.
 cred debt 



When you lay low, instead of rolling you can take -1 status with a
           
faction at Helpful (+1) or better to reduce your wanted level by 1, and
set your heat to 0 in a system.
Just Passing Through: During payoff, take -1 heat. When your heat is



4 or less, you get +1d to deceive people when you pass yourselves off
as ordinary citizens, and you still have two downtime activities even if
you’re at War (-3) with any faction, as they have trouble locating you.
Home Cooking: Your whole crew gains Home Cooking as a vice. Right



after a job, you may spend 1 cred and a downtime activity to cook
GAMBITS for everyone, allowing the whole crew present to make a vice roll.
reset to 2 gambits If anyone overindulges, a fight erupts, and everyone gains 1 stress
at the start of
every job after the vice roll. Requires a galley module.
Problem Solvers: Each PC may add 1 action rating to helm, rig, or



     scramble (up to a max of 3).
   
Veteran: Choose a special ability from another source.





Comms upkeep WEApons crew/ship upgrades contacts
Auxiliary Ship Gear False Ship Papers  T’kala, a dockmaster

Fake Transponder
  


 AI Module  
Holo-Emitters Dark Hyperspace Lane Maps  Alor, a keen-eared barkeep
(systems + crew) / 4  
Quantum Encryptor
   Armory


paid at the start of    
Intruder Alarm
every downtime Smuggler’s Rigging  Heani, a tugboat captain

  Brig  
Land Rover


 Galley  
Power Reserves Lucky Charm  Rakka, a diplomat


skips shields
 Medical Bay  
Shuttle Thrillseekers  Citani, a reclusive info broker


 Science Bay  
Stasis Pods crew xp
notes / projects   Shields  
Vault
At the end of each session, for each item below, mark 1 xp (or 2 xp
Training Crew Gear instead if that item occurred multiple times).
Insight
  Alien Pet
   You executed a successful transport or smuggling operation.

Prowess
  Land Transport
   You contended with challenges above your current station.

Recon Drone
   You bolstered your crew’s reputation or developed a new one.
Resolve
 

Survival Gear
   You expressed the goals, drives, inner conflict, or essential nature of the crew.
Playbook

  Workshop
 
StartinG tHE GamE: StArDanCEr
starting situation job i
Your crew of smugglers was hired by Citani (your crew’s reclusive Make Warren busy, grimy, and exciting. Give the players plenty of
info broker friend) to deliver a small, well-sealed box to the moon things in the scene to jump over, have breakneck chases around, The Banshee (the Pirate Queen leader
of Warren for a very particular client who didn’t want to reveal and blow up. Several factions are after the box, and any crimes of the Maelstrom) is looking for
their identity. The job sounded easy enough... will alert the House Malklaith guards. Very likely a faction of any someone to steal a Nightspeaker mask
power will have locked down the crew’s ship in port too. and will pay you handsomely to get it
The delivery should have been easy cred, except that your contact done quietly.
is dead, you might take the rap for it, and several powerful
factions are more likely to kill than negotiate for the object you’re the next scenes X Who has the mask currently? How

X
holding. and why is it currently vulnerable?
Downtime should be when the players decide what to do with the Who else wants it?
The crew is holding the Aleph Key (the artifact inside the box). Can Key. Ask them what their priorities are as players and the crew.
they stay alive and keep it long enough to make a profit? Who Perhaps they want to gather information on possible buyers, or X What’s the plan? Provide the detail.

X
will end up with it? And can you get that landlock lifted from your investigate the artifact itself. They may also just keep the artifact X Engagement roll. Cut to the action.
and run, focusing on liberating their ship and getting far away

X
ship? We play to find out.
from Warren first.
making it yours The next job will likely be convincing a faction to not simply kill the
job ii
crew and take what they want, but instead to actually cough up
Customize the starting position below to suit your own crew. the creds and buy the artifact. Whoever the crew sells it to will A scientist wishes to hire a crew to
What does the Aleph Key do? It should be something big (perhaps likely have enemies that may then need some space scoundrels get them off Warren, past the Guild
a key component to making or opening jumpgates, or a powerful to help them even the score. patrols looking for them and to the
program that can hack Guild systems). Think about what you
next system over where they’ll be
want your story to be about, and how gaining such a thing might
impact the sector. the campaign safe.
You can easily play out the consequences of the starting situation X What research does the Guild not
During crew creation, you chose some factions the crew rubbed

X
over several sessions. Who do the PCs sell the artifact to? What want them to reveal? Which faction
the wrong way. See if any of them could be interested in the Key.
Perhaps a crew member’s rival might be involved. Making the ends do they use it for? Who holds a grudge because of it? Does will hide them once they’re off-
story personal adds immediacy and ties the players’ choices someone want the crew to steal it back? Can they stay on-planet world?
directly into the narrative. long enough to avoid powerful angry factions and the law in order X What’s the plan? Provide the detail.
to do more jobs?

X
X Engagement roll. Cut to the action.
the first scene Write down pressing questions to help keep the action focused:

X
After the players make their characters and crew, tell them this: Why does House Malklaith want the Aleph Key?
The drop-off is a bar near the ground of Warren, meaning Your contact was hired by the original client. How close are job iii
the air outside is thick with smog, and the patrons are of they to tracking down the crew and the Key?
the rougher sort. Your contact is in the private booth in the A plague has broken out among the
How does the Church of Stellar Flame deal with the sale of workers on Indri. A Mendicant priest
back. Just one problem... high-value artifacts? on Amerath wants to tend to them, but
As you sit down to conclude the deal, you see that your the Church of Stellar Flame is looking
These questions may collect a clock or two to track the status of
contact is dead, and covered in fresh blood. Adding to your for them, and has hired the Legion to
woes, there are House Malklaith guards drinking at the bar, developing circumstances. When a question is answered, remove
the clock and add a new one as needed. Clocks don’t have to last assist.
and some well-geared folks eyeing the booth. This is not the
best place to pick a fight with few escapes in sight. forever. X Which other faction hired bounty

X
hunters to attack this priest?
How do you escape? Will you try to talk your way out
of this? Slip out the back? Perhaps steal a few getaway How have their religious practices
vehicles that some tough-looking hoverbike riders have changed the priest?
parked outside? X What’s the plan? Provide the detail.

X
Create a 10-segment getaway clock and explain that it advances X Engagement roll. Cut to the action.
whenever the party evades or throws off any pursuers.

X
Scum&vILLAINY ship sheet CERBERUS bounty hunters
and extraction
specialists

special abilities
R-29 Firebrand-type Patrol Craft
designation crew reputation Licensed: Take -2 heat on any legitimate bounty hunting job. Your ship



colors/look can carry particle weapons, and your crew can carry and legally use
heavy blasters in the pursuit of a target.
CrEW ship size personal — freighter — corvette — frigate — dreadnought

COMMS  For each level of damage, mark a ship system. ENGINES On the Trail: Your crew gains an extra downtime activity to work on



 Each downtime you don’t pay your ship’s upkeep, roll a die
 Long-Range Scanner 
for each consecutive downtime you haven’t paid. Jump Drive
  long-term projects, or acquire assets to track bounties.
 1-3 No worries.
 Nexus Link 

 4/5 Damage to a system, but it’s minor. You can rig a solution.
Light Touch: You gain potency when tailing a target, or when gathering

  6+ A system is badly damaged and must be repaired.





 cred debt
info at a target’s previous location.
           
Snatch’N’Grab: When you use a deception, infiltration, or social plan



to execute a kidnapping or extraction, add +1d to the engagement roll.

Loaded for Bear: Your crew can carry +1 load. They have distinctive



and high-quality armor. When you wear armor, it counts as heavy
armor (two uses).

Play Both Sides: When you release a bounty target, make them a
GAMBITS



crew contact.
reset to 1 gambit
at the start of
every job
Deadly: Each crew member may add 1 action rating to command,



scrap, or skulk (up to a max of 3).
    
   
Veteran: Choose a special ability from another source.





WEAPONS upkeep HULL crew/ship upgrades contacts
Auxiliary Ship Gear Tracers  Stacy Weathers, ace reporter

 
Grappling Hooks 


 AI Module  
Holo-Emitters Stun Weapons  Arlox, an Ashen Knives Pasha
(systems + crew) / 4  
 
Particle Cannons 


paid at the start of  Armory  
Intruder Alarm
every downtime Personal Vehicles  Ishi, a weapons dealer

  Brig  
Land Rover


 Galley  
Power Reserves Hard Knocks  Lix, a xeno tracker


skips shields
 Medical Bay  
Shuttle Smooth Criminals  Jezri, a fixer


 Science Bay  
Stasis Pods crew xp
notes / projects   Shields  
Vault
At the end of each session, for each item below, mark 1 xp (or 2 xp
Training Crew Gear instead if that item occurred multiple times).
Insight
  Alien Pet
   You executed a successful extraction operation or capture of a bounty.

Prowess Land Transport
   You contended with challenges above your current station.
 

Recon Drone
   You bolstered your crew’s reputation or developed a new one.
Resolve
 

Survival Gear
   You expressed the goals, drives, inner conflict, or essential nature of the crew.
Playbook

  Workshop
 
StartinG tHE GamE: CErBErus
starting situation job i
Your crew of bounty-hunters was hired by Arlox (your crew’s Create an 10-segment chase clock and put two ticks on it to
Ashen Knives Pasha friend) to capture Cho-Tyrek, a badass represent the crew’s actions in finding Cho’s hideout. Actions A thief has stolen a well-guarded piece
Syndicate muscle who apparently left a job unfinished. And the bringing the crew closer to Cho-Tyrek increase the chase clock of jewelry from Glimmer. The Guild
Ashen Knives don’t like leaving jobs unifinished. and delays decrease it. If the clock fully empties, Cho escapes. wants it found—and kept hush-hush.
Make Warren busy, neon-lit, and full of things to dodge, weave, X Who is protecting this thief from the
Tracking a Syndicate muscle who doesn’t want to be found is no
and even crash into. Tyrek will absolutely shoot to kill if it looks

X
easy feat, but you know where he’s laying low. In the process usual Guild channels?
like he can’t get away, but once the clock fills, he’ll surrender—
you’ve found out that the Ashen Knives aren’t the only people who X Make a clock for finding the thief and
providing the crew agrees to take care of his charge. The crew
are looking for Cho. Several other factions are offering bounties

X
can decide what to do with him at that point. tick it whenever the crew finds a clue
for him and what he holds. or makes a roll that directly leads
them to the thief.
Will the crew catch Cho? Can they keep others from getting him
first? What will they do with the childlike Urbot he has with him?
the next scenes
X Once the clock is done, ask: What’s
The players should decide what to do with Tyrek during downtime.

X
Will Arlox be understanding if they let him go? We play to find out. the plan to capture the thief? Provide
He’s on the run with a small Urbot named Ara-ini, housed in a the detail.
frame reminiscent of a small child. Cho’s assassin’s code will
make it yours not let him harm children—he’s become convinced Ara-ini counts. X Engagement roll. Cut to the action.

X
Customize the starting position below to suit your own crew. The next job will likely be either turning Cho over to the Ashen
Cho-Tyrek has an extremely unusual Urbot with him. Why is she Knives on Indri, or trying to smuggle Ara-ini to a representative
special? What can she do, or what does she imply about Urbots of Conclave 01 who was to meet Cho on Baftoma. There are other job ii
that the Guild (or others) may not want disseminated? Does the factions who want one or the other—the Guild is a prominent Nightspeaker Doraam’s protégé Rax
Conclave want to free her as an individual with free will? possibility—and who will likely send someone to crash the party. left before completing training. Doraam
During crew creation, you chose some factions the crew rubbed Ask the crew their plan and make an engagement roll. wants you to find and deliver them to a
the wrong way. See if any of them could be interested in the The crew may decide to let Cho-Tyrek go after they hear his story. Nightspeaker ship in the black.
Urbot. Perhaps a crew member’s rival is racing the crew to the Add him as a crew contact and offer them some of his cred, and X Who would a scared apprentice run
prize? Making the story personal adds immediacy and ties the potential jobs (roll on the jobs table).

X
to on Warren and why would they
players’ choices directly into the narrative. abandon their training?
the campaign
the first scene X What’s the plan? Provide the detail.

X
You can easily play out the consequences of the starting situation X Engagement roll. Cut to the action.
After the players make their characters and crew, tell them this: over several sessions. What do the PCs do with Ara-ini? Who is

X
You’re in the hallway of the second floor of a run-down hotel upset with them for their choices? Does someone want the crew
that the neon sign out front proclaims as “Paradise.” It’s cost to steal the Urbot back?
some cred—and a few twisted arms in two systems—to get
Cho’s location, but you’ve tracked him to Warren, and that
Write down pressing questions to help keep the action focused: job iii
sweet prize money is about to be yours. As you prepare What can Ara-ini do that other Urbots cannot? Members of the Church of Stellar
to kick the door to Cho’s room down, you hear the roar of How are Ara-ini’s original owners planning to deal with the Flame have identified Commander
a hoverbike engine starting up in an alley behind the hotel. Tallon’s psychic, and want you to
crew?
Heavy blaster fire begins ripping through the hallway, capture her and deliver her to the
shredding the plaster and moving quickly towards where These questions may collect a clock or two to track the status of Way of Light (a battle cruiser). She’s
you’re standing. It’s Cho-Tyrek on a souped-up hoverbike, developing circumstances. When a question is answered, remove scheduled to transport to the surface
a tiny figure clutched to his back. What do you do? the clock and add a new one as needed. Clocks don’t have to last of Aleph to interrogate someone in a
forever. lonely prison in the toxic atmosphere
This might be a good place to introduce resistance rolls (to avoid
of the planet.
the heavy blaster fire) or flashbacks (to showcase how parts of
the crew may be someplace else). X What’s the plan? Provide the detail.

X
X Engagement roll. Cut to the action.

X
Scum&vILLAINY ship sheet FIrEDrAkE rebels and
hegemonic
criminals

special abilities
Converted Khanjigar-class Corvette
designation crew reputation Old Hands: When you’re at War (-3) with a Hegemony faction, all crew



colors/look members get +1d to vice rolls and still get two downtime activities
instead of just one.
CrEW ship size personal — freighter — corvette — frigate — dreadnought

COMMS  For each level of damage, mark a ship system. WEAPONS Forged in Fire: Your crew has been toughened by cruel experience.




 Each downtime you don’t pay your ship’s upkeep, roll a die You each get +1d to all resistance rolls.

 Targeting Computer for each consecutive downtime you haven’t paid.  
Particle Cannons
 1-3 No worries.
 Fake Transponder  
Coherence Cannon

 4/5 Damage to a system, but it’s minor. You can rig a solution. Sympathizers: Your ideology is especially appealing. When you deal



  6+ A system is badly damaged and must be repaired.
 with a crew or faction, the GM will tell you who among them believes

 cred debt
in your cause (one, a few, many, or all).
           
Natural Enemies: When you run a job against Hegemony factions,



take +1d to the engagement roll.

Spark of Rebellion: If you leave a calling card or highly visible symbol



of resistance on your job, gain +2 heat. Your crew gaints +1d to vice
during the next downtime, and cannot overindulge.

GAMBITS Just Cause: When your crew does the right thing at cost to



reset to 2 gambit themselves, you may mark a crew xp.
at the start of
every job
Hearts & Minds: Each crew member may add 1 action rating to



     command, consort, or sway (up to a max of 3).
   
Veteran: Choose a special ability from another source.





ENGINES upkeep HULL crew/ship upgrades contacts
Auxiliary Ship Gear Black Market Contacts  Garin, a Guild weapons engineer

Jump Drive
   
Crew Quarters


 AI Module  
Holo-Emitters Secret Base  Tyura, a legendary assassin
(systems + crew) / 4  
  
Landing Bay


paid at the start of  Armory  
Intruder Alarm
every downtime Popular Support  Ada Black, a famous performer

  Brig  
Land Rover


 Galley  
Power Reserves Way-Blessed  Tiko Lux, a hotshot pilot


skips shields
 Medical Bay Shuttle
  Driven  Ibo-one, an ancient Cult mystic


 Science Bay  
Stasis Pods crew xp
notes / projects   Shields  
Vault
At the end of each session, for each item below, mark 1 xp (or 2 xp
Training Crew Gear instead if that item occurred multiple times).
Insight
  Alien Pet
   You executed a successfu job that opposes Hegemonic dominance.

Prowess Land Transport
   You contended with challenges above your current station.
 

Recon Drone
   You bolstered your crew’s reputation or developed a new one.
Resolve
 

Survival Gear
   You expressed the goals, drives, inner conflict, or essential nature of the crew.
Playbook

  Workshop
 
StartinG tHE GamE: FIrEdrAkE
starting situation job i
Your crew was framed and caught for crimes that—for once—you Freeing all the prisoners in the compound will also make a
have not committed. They’ve sent you all to the nastiest prison scene, which could be useful. Certainly some powerful Syndicate The Cobalt Syndicate is looking for
in the sector—Isotropa Max Secure. Whether you knew each members are imprisoned here, and willing to pay to get out. a crew willing to acquire for them a
other already, or made friends in the scant few days here, you’ve prototype Starsmiths Guild ship. This
Agree to any makeshift gear the crew comes up with, and ask is no ordinary vessel, as it’s being built
forged an alliance, and a plan. them to choose their load once they get to their stuff. Then on a hunk of rock away from the usual
One of you has a ship held in impound—called the Firedrake— suggest they get to the ship and get out. Feel free to flash back hyperspace lanes.
until the Starsmiths can pick it up. The Hegemony techs have to how the crew gathered whatever tools and allies they have
secured it, but you have hidden security overrides and ignition on hand. X What is so special about this ship

X
codes if you can get onboard. It’s just the chance you need to that makes the Cobalt Syndicate
The job ends when the crew is free of the prison. want it? Who is guarding this site?
get out before the Hegemony factions figure out which crimes
you actually committed. How do you plan to get away?
Tonight is the night you spring your plan into action. It’s simple:
the next scenes X What’s the plan? Provide the detail.

X
get free, get your stuff, get the ship, get out of dodge. Mayhem, Downtime should be when the players decide what to do with X Engagement roll. Cut to the action.
profit, and rebellion are optional. their ship. Ask what their priorities are as players and as a crew.

X
They may have fallout to deal with over how they escaped from
Can you recruit any other prisoners? Will you get out quietly or the facility, or they may want to look into who flagged their
are you going to make the Hegemonic News Network? And how names in the first place.
will you get the ship out of impound? We play to find out.
Perhaps prisoners that escaped in the chaos feel like they owe job ii
the crew a favor and offer them a job. Or a faction that saw how
make it yours the crew stuck it to the man wants to be allies, in the hopes that
Victor Kromyl, Governor of Mem,
treats the native population somewhat
Customize the starting position below to suit your own crew. the crew will rebel again on their behalf.
poorly. The Vigilance has judged him
Is there an allied faction with someone in lockup you can bring harshly and is looking for someone
along? Are there enemies that might use the chaos to strike at the campaign with the muscle to help him pay.
your crew? Is a crew member’s ally or friend in the secure wing? You can easily play out the consequences of the starting situation X What punishment would satisfy their
Making the story personal adds immediacy and ties the players’

X
over several sessions. Who is blamed for your escape, and how desire for vengeance?
choices directly into the narrative. long will they hunt you to make it right? Will the Hegemony ever
realize exactly who they held in their hands and lost? What bounty X What’s the plan? Provide the detail.

X
the first scene hunter is hired to chase you down? X Engagement roll. Cut to the action.

X
After the players make their characters and crew, tell them this: Write down pressing questions to help keep the action focused:
You’re in the mess on a normal day, eating food, stretching Who is blamed for the escape and how will they seek to
your legs, getting into fights while the guards watch… But even the score?
you know that today’s the day. There’s a blare of alarms
followed by silence. Darkness falls, and it will be a few How does the Hegemony deal with sparks of rebellion? job iii
minutes before anything but emergency lights turn on. In Do your previous allies still trust you, knowing that you were The Banshee will pay top cred for
the commotion, a few cell doors spring open. Your gear is locked up and almost miraculously got away? someone to capture a Guild engineer
in a safe, past a grate and down the hall. who doesn’t go off-world very often.
These questions may result in a clock or two to track the status of The xeno is said to be one of the
The guards are confused, trying to find their way without developing circumstances. When a question is answered, remove
lights. The drones that back them up are the real problem. Hegemony’s foremost experts on
the clock and add a new one as needed. Clocks don’t have to last jumpgates, and he’s taking a much-
How do you get past them both and deal with the door forever.
leading to your stuff? needed vacation aboard a luxury
vessel on a tour of the Indri system.
The Hegemony is efficient, but understaffed tonight and
unprepared for a breakout. Engagement with blasters is possible, X What’s the plan? Provide the detail.

X
but so is scrambling through dark corridors, rigging secure doors, X Engagement roll. Cut to the action.
and hacking terminals for drone control and valuable information.

X
SySTEM : RIn heat WAntEd 1 of 4
system overview notable locations
The entry point to the Procyon sector, Rin was colonized Aleph: Between the poisonous gasses and tectonic The Straylight: The latest fad, the Straylight is an upscale
a little over a hundred years ago by House Nim-Amar. instability, Aleph would be a planet to avoid if it weren’t club and cocktail bar where elites can wine and dine. It
It has never been an important sector, so Malklaith’s for its mineral stores. Most of the wealth dug from the usually orbits Aleph, though it can move to other planets
never invested more than a minimum of resources in planet is taxed heavily by the Governor, leading to frequent and moons in the system. Its owner, Chance, runs a tight
its development. Instead, it’s used to train young House unrest with the miners. establishment, but things can sometimes get out of hand.
members, or as an assignment to punish those who fail the Ashtari Cloud: An Ur ship suffered a mishap here, Baftoma “The Husk”: Resource exploitation by the
House. Galactic law is more present here than the rest of generating an in-system nebula. Normal propulsion is Hegemony is comprehensive, and planets incapable of
the sector, as this is the seat of the sector’s administration minimal and nav systems are dodgy. The Maelstrom sustaining life are stripped to their core. Baftoma was
and contains gates to three systems, including a path pirates have figured out how to navigate the cloud, and one such planet—now only scaffolding of rock remains, its
towards the rest of the Hegemony. made their base of operations within its protective shroud. broken form only used by folks hiding or dodging pursuit.

warren notables wealth




Description: Warren is home to an ecumenopolis—a city spanning the Ritam al’Malklaith: Governor of the Rin system, but in disgrace within crime/syndicate
House Malklaith. He seeks to improve his position in the House by acquiring




entire surface of the moon. It is the capitol for the system, and the system tech level
Governor Ritam al’Malklaith makes his residence here. On Warren, you illegal Ur artifacts. (callous, ambitious, strange)




can find anything you need—for a price. weird
Liara Curia: Owner and operator of the Lock Luna, the most infamous




Scene: A bustling street market with neon signs promising foods of all bar in the undercity. (cunning, unforgiving, popular)
Warren is a wretched hive
kinds. Hovercars streaming between towering buildings. The bass beat Rocco Apple: Ship designer extraordinaire. Only makes one of each ship of villainy, yet also the
of a basement club playing the latest mix; patrons stumbling out onto designed. (artistic, brilliant, aloof) Hegemonic seat of power
the street, singing. Socialites attending a fancy gala at the Governor’s in the system. You can take
mansion. Pasha Qu’olin: Once a feared assassin among the Knives, now a cunning Syndicate
+1d to acquire assets here,
leader. Loves good food and pit fights. (sly, corpulent, sartorial, decadent) if you also accept +2 heat.

outpost sb-176 notables wealth




Description: You don’t need a planet in order to mine. Or at least, you Yast Jor: Guilder head of the outpost. Jor is known for getting things done, crime/syndicate
even if it means bending the rules. A bit of a thrill-seeker, he keeps a




don’t need ground. This combination “mining” platform and space colony tech level
is responsible for extracting resources from Vet, the gas planet below. Guild-enhanced racing ship for rare days off. (commanding, shrewd, bold)




weird
Most of those are packaged and fired towards the Rin-Ecliptis gate. Kasumi Ortcutt: A mystic who claims to hear the voice of Vet, the gas




Scene: Cold clacking of footsteps on the brilliantly clean main concourse.
giant the platform is mining. Trades information, including esoterica on
the Ur. (passionate, strange, religious) Engagement rolls are at
Quiet whispers of politicos taking tea at a parlor. Children running down -1d due to ever-present
halls, laughing. The hum of generators in the darkened side passages Espa “Bolt” Wu: Labor organizer for the Guilder miners. Rabble-rouser station monitoring. Any
leading to the lower levels. Dingy workers shouting in the cramped beloved by the workers. Has been incarcerated numerous times for jobs run against Guilders
quarters of the mining rigs. crimes both real and fabricated. (popular, dissident, ambitious) are considered on hostile
turf.

the cove notables wealth




Description: The Maelstrom pirates have made a station out of derelict Pirate Queen Alanda “The Banshee” Ryle: Tough and violent, she enforces crime/syndicate
a pirate code on those who would follow her. Once stranded a first




freighters, cargo containers, and stolen scrap metal. They call this home tech level
“the Cove.” Enterprising individuals can discover where it is located if lieutenant on a barren world for mutiny. (proud, demanding, honorable)




they have the tenacity or contacts—though it moves about within the weird
Praxis Ivanov: Merchant always willing to make a deal. His tentacles




Ashtari Cloud. are tattooed with the story of his several-hundred-year life. (xeno,
experienced, shrewd, loves to barter) Conflicts are rampant, but
Scene: Quick bets taken on an open brawl between two captains over by Banshee’s decree no
slights. Blue-white sparks of maintenance workers welding on a new ship. Kai Quag: Mid-level Cobalt boss. Arranges protection for Cobalt smuggling murder is allowed. Those
Fresh water misting over rows of hydroponics. A station-wide broadcast runs and meets with potential clients at the Cove. (cautious, charming, needing to settle blood
of the Banshee’s latest conquest, followed by cheers throughout the halls. confident) feuds resort to kidnapping
and killing folks elsewhere.
SySTEM : HOLT heat WAntEd 2 of 4
system overview notable locations
Holt was the second Procyon system to be colonized, Jerec’s Junkyard: A free-floating mass of ships, parts, and Trade Platform Auto #4: The Guild has set up an automated
though the Rin-Holt gate was troublesome to stabilize. sheeting connected via magnetism and cabling. If you’re trading platform for selling fuel, covered in defensive
Hegemonic scientists eventually found a series of Ur keys looking for equipment on the cheap, the Junkyard is your systems to deter theft. Because of this, some parties
in the system that forced the gate to consistently lead place, though it will likely be missing a piece or unreliable. conduct negotiations here to discourage escalation.
to Holt. The gate remains temperamental, however, and Jerec also buys, but is a canny haggler. Nobody knows what happened to the first three platforms.
has been known to open on its own. No ships have come Hantu Gate: The Hegemony has never been able to activate Planet Omega: Three survey crews and one military
through during these spontaneous openings—so far. The this jumpgate. Compared to other gates it seems to be expedition vanished before the Legion quarantined this
Holt system star burns white, though it is far older than missing a few small but key pieces. It has been speculated planet. It’s overrun by a deadly life form that nests within
stars of this type should be, which Hegemonic scientists that the Ur locked the gate and hid the keys somewhere, Ur ruins and can resist nukes from orbit. The Hegemony
attribute to ancient Ur manipulation. though it’s anyone’s guess as to why. considers it hostile, but insignificant to its plans.

mem notables wealth




Description: This ocean planet was colonized by the Hegemony for almost Victor Kromyl: Planetary Governor. Seeks proof of Memish rebellion after crime/syndicate
a few subordinates vanished. Always with his Legion bodyguard. (vigilant,




a hundred years before aquatic xenos made themselves (and their tech level
planetary claims) known. Hegemonic forces broke the Memish military meticulous, paranoid)




and incorporated them into the Hegemony. Exploration of Mem has proven weird
Espa Nur: Memish labor boss. His scars are packed with deep-ocean




difficult because of the free-standing gravity wells deep beneath the waves. bioluminescence. Reports to Kromyl on seditious behaviour, but hides his
knowledge of Memish occultism. (xeno, ambitious, cunning, treacherous) The deeps are littered
Scene: Hegemonic officials in sashes, talking with Memish labor bosses. with Ur sites and strange
See-through spires rising from the underwater government palace to Wyndam Zahn: Biology researcher seeking a connection between the Mem glows. When in the deeps,
open-air pavilions. Tourists embarking on submersibles to take in the local and other planetary life, with little success. Gathering an exploration of using attune for long-term
sea life. Scientists in exo-suits on deep-sea missions while the Memish the ancient Mem city of Bok-Dar. (wealthy, brilliant, passionate) projects grants +1d. Failures
watch from the waters. may attract Way attention.

sonhandra notables wealth




Del Hex: Outlaw and gunslinger. Has some obvious cybernetics from his crime/syndicate
Description: This planet is tidally locked—the same side of the planet faces
Guild days. Wanted in several systems. Runs a vibro-weapon fighting ring




the star at all times. Oddly, all light sources extinguish about a kilometer tech level
deep in the day side. (ruthless, fast, cautious)
into the night side. Most of the settlements are in the twilight border zone,




weird
including the capital city of Ugar. Known for its lax policies regulating Abra Drake: Fixer for hire and auctioneer. If she can’t get it or sell it, she




trade, it’s become a choice destination for smugglers and fences alike. knows someone who can. (connected, confident, bold)
Scene: Perpetual twilight amid paved streets and concrete buildings. Zaeed “Tank” Marak: Mercenary turned Nyct farmer. Knows where and Everything is available here
Howling of frequent wind storms. Masked and cloaked strangers how to hide ships on the night side. (gambler, commanding, experienced) for a price. You can always
congregating around a steel warehouse before an auction begins. Row Osha: Nyct-smoking, grizzled ex-Legionnaire. Runs the Three Suns, a
take +1d to acquire assets,
but on a 1-3 the asset also
after row of ships landed in the open dirt on the outskirts of Ugar. gambling den and the biggest local dive. (deadly, retired, steely) comes with strings.

vos notables wealth




Description: Known throughout the system as “Glimmer,” the surface Morek and Ra-na: Most-feared bounty hunter in the sector. Ra-na, his crime/syndicate
AI partner, helms his artifact ship and runs ops on his missions via the




of this enormous planet is made up of carbon compounds such as tech level
graphite and diamond. At night, the largest crystal formations glow strange armor he wears. On retainer to hunt any who loot Vos. (ruthless,




with an unearthly light—an exotic property many of the crystals retain vigilant, commanding) weird




after being cut. Impera Evazan: High-ranking Guild logistics officer, responsible for crystal
Scene: A well-armed, permanent blockade in space, with many ships mining. Privy to much of the Guild’s supply structure. (popular, demanding,
shrewd) Vos is full of money, but
waiting for clearance. Smooth walls of dense carbon brick, looking out also closely monitored by
onto the black surface. Diamond-scarred and sooty-faced miners, drinking Yola Sprekk: Jeweler known for using the unique properties of Vos the Guild. When you do a
by their bulky sonic cutters. Chiming music floating out from the pristine crystals. Her creations may be the most artful pieces in Procyon. A Sprekk job on Vos, you get +1 cred
shops of the visitor settlement. piece can open doors in the most elite circles. (artistic, charming, proud) and +1 heat.
SySTEM : IOTA heat WAntEd 3 of 4
system overview notable locations
The planets in Iota orbit a pair of semi-detached binary Shipyards: While the primary yard is run by the Starsmiths, Way Line: The Iota gates produce a region between them
stars—a yellow sun (Iota-1) and a brown dwarf (Iota-2). By many smaller, licensed hubs work on repairs and ship where engines can produce more thrust, akin to “winds” of
the time the Hegemony arrived, there were two asteroid refits. These stations are full of bored spacers looking a planetary sea. The path itself is hard to find and switches
belts. One of these belts still has a large portion of a for any distraction from the wait. Starsmiths sometimes direction. Pilots in the know use this to gain an advantage
shattered planet remaining in its midst. Although both hire foolhardy pilots for prototype tests. against each other on rush deliveries (or daring escapes).
belts were clearly planets once upon a time, nobody is Belt of Fire: The region of superheated plasma currents ZX-1138: A long-period comet that recently diverged from
sure what sort of calamity could have shattered them. between the Iota binary stars. Spacers spin yarns about its course, taking it much closer to Indri. Reasons for the
Not to look a gift horse in the mouth, the Guild wasted no the Old Dragon—a vast space creature living there. While course change are unclear, but the locals have requested
time in setting up the Iota shipyards, which service many the name is whimsical, the Hegemony issued a Quarantine the Governor investigate. Mystics claim this has shifted
ships in the sector. order for the area after several ships disappeared. the system Way Lines, making the Way act unpredictably.

amerath notables wealth




Description: With a lush biome, this planet has become well known for Yon Lirak: High-end drug dealer. Runs a factory in Rost that never crime/syndicate
shuts down, producing synthetic narcotics for several major species.




pharmaceuticals research and manufacturing. The planet is well tended, tech level
and due to the comprehensive attentions of the Guild, the garden city of (experienced, ruthless, unforgiving)




Rost is in perennial bloom. Warm, gentle rains come frequently. weird
Ara Blaze: Once a star athlete, now a preeminent pit fighter in the




Scene: Massive, person-sized flowers blooming along a vine-supported underground fight clubs. Ara has tried every performance-enhancing drug
offered to her, and it has changed her. (ruthless, unforgiving, engineered) While it’s ruined and
path through the trees. The sweet smell of honey floating through the unsanctified, the Mendicants
air. Scientists and managers taking lunch at treetop cafés while reviewing Uyen al’Vorron: Famous Noble duelist from the religious House Vorron. keep their temple and their
project schedules. Sick pilgrims praying for a cure while waiting to travel Seeking to cultivate a plant for a new vineyard he’s planning to grow on mystics tend to any that
to the old Mendicant temple deep in the forests. a moon near the Core. (armed, deadly, observant) request aid. Take +1d when
you recover in their care.

indri notables wealth




Description: Over 25 percent of all goods manufactured in the Procyon Piro Locke: Owns a number of discrete, well-guarded storage spaces in crime/syndicate
orbit, and maintains a strict no-questions policy. If it’s illegal, it’s certainly




Sector come from this incredibly industrialized planet. Thick, rust-colored tech level
clouds create dusk even during the day. From the warehouse-surrounded stored by Locke. (honorable, wealthy, confident)




spaceport of Reves, one can view the impressive skyline of smokestacks weird
Zo O Yun Ta Ri: Xeno weapons dealer known for prototypes and specialty




and flames from gas burn-offs. armaments. Recently acquired an Ur ship weapon and plans to auction
Scene: Hovercar traffic reflecting adverts on buildings. Gas-masked it under the cover of a storm. (xeno, connected, cautious, meticulous)
Anyone spending any
pedestrians walking hurriedly down metal sidewalks with umbrellas Pasha “The Roc” Lensarr: Local Ashen Knives head. Known for a brutal amount of time outside
treated to prevent acid rain damage. Slow-moving containers being approach to criminal organization. Wears custom-tailored suits that without proper equipment
shuttled to warehouses. Storm clouds with multi-hued lightning rolling in. allows his wings to unfurl as needed. (xeno, fierce, ruthless, demanding) or xeno abilities gains level
2 harm “Indri Lung.”

lithios notables wealth




Description: Ancient ice palaces dot the surface of this frozen planet, Asha Munzen: Ex-lover of the Governor, ice climber, mystic, and frequent crime/syndicate
explorer of the ice palaces and gas caves. Only returns with visions, never




but the race to which they belong has long since passed. Entry to the tech level
palaces has been restricted after a string of mysterious deaths. Orbital artifacts. Attempting to find the “First Message.” (mystic, ambitious, fit)




mirrors shine like artificial suns, keeping a few larger settlements warm weird
Ren Larana: Xenobiologist attempting to revive an ancient xeno found




and powering large mining rigs for extracting water and liquefied gasses. frozen but alive within the ice, despite Hegemonic law forbidding it.
Currently trying to sneak the xeno off-world. (bold, brilliant, confident) When you explore the ice
Scene: A purple and green aurora shining over the freezing cold sky. Ice palaces, you must make a
explorers whispering about the Yaru creche. Heated vapors escaping Raf Urich: Ice pirate, currently stranded on planet. Used his ship weapons resolve resist if you don’t
around Solitude Colony. Colonists in full parkas, riding large, many-eyed to cut a berth in the ice. Has been hiding out, stealing parts to repair his want to heed the echoes
canids. Farmers pulling gas-eels and ice-mushroom wine crates in sail- ship. (experienced, cautious, shrewd) urging you to wander into
sporting snow skimmers. the frozen wastes.
INSIGHT

Scum&vILLAINY SCOUNDREL
scrappy survivor
with more luck doctor




than brains hack




starting ability
rig




study
name outlaw name Serendipitous: Your crew starts with +1 gambit when the pool resets.






PROWESS
look
special abilities helm




heritage: imperial—spacer—colonist— background: academic—labor—cult— Never Tell Me the Odds: You also generate gambits on desperate scramble



   




m a n u fac t u r e d — wa n de r e r — xe n o guilder—military—noble—syndicate rolls. You may also generate gambits even if you spent a gambit. scrap




I Know a Guy: When you first dock at a port after being away, pick one skulk






vice/purveyor: faith—gambling—luxury—obligation—pleasure—stupor—weird and ask the the GM about a job: it's not deadly -- it pays well enough
resolve
   
-- it's not a rush job -- it comes from a faction you trust -- it targets
cold—haunted—obsessed—paranoid an enemy you have. You may spend 1 cred per additional feature.
stress trauma reckless—soft—unstable—vicious attune
Tenacious: Penalties from harm are one level less severe (though




harm command



ARMOR level 4 harm is still fatal).




3 need
Devil's Own Luck: You may expend your special armor to resist the
consort
help HEAVY




sway



consequences of blaster fire, or to push yourself when talking your




2 -1d SPECIAL way out of or running from trouble.
BONUS DICE
Shoot First: When you attack from hiding or spring a trap, take +1d.
cred  stash push yourself (take



less When there's a question about who acts first, the answer is you (two
1 effect + 2 stress) -or- accept a
 characters with Shoot First act simultaneously).
 devil's bargain
recovery Get treatment in downtime to fill your healing clock   Daredevil: When you make a desperate roll you may take +1d. If you
 + assist (they take 1 stress)



do so, do not mark xp in that action's attribute.
+ spend a gambit
Ask Questions Later: When you consort to gather info, you gain



potency and can in addition ask: Who might this benefit? gambits
notes / projects
When the Chips are Down: You gain a second use of special armor on Add a gambit to your



crew when you roll a 6 or
each job.
+ critical on a risky action
and you didn't spend a
Veteran: Choose a special ability from another source.
gambit on a bonus die.






"friends" items (Italics don't count for load) load  3 light   5 normal  
6 heavy

 
 Nyx, a moneylender Fine Sidearm (or Pair  )
   Blaster Pistol
Ora, an info broker Fine Coat
    2nd Blaster Pistol
 
 
Loaded Dice, Trick Holocards
    Melee Weapon
 
 Jax, a ship mechanic Heavy Blaster
Forged Documents
   
 
 Rin, a smuggler Mystic Ammunition   Detonator
 
 
 Battro, a bounty hunter Personal Memento
    Hacking Tools
teamwork planning & LOAD Gather info   Repair Tools
Choose plan. Pick load. Provide detail:  What's their intention? mark xp : playbook advancement
Lead a group action.   Medkit

 Assault plan: Point of attack.  What might I suspect about  Every time you roll a desperate action, mark xp in that action's attribute.
  Spy Gear



Set up another character.  Deception plan: Method. this? What can I prove? At the end of each session, for each item below, mark 1 xp (in your
  Illicit Drugs

 Infiltration plan: Entry point.  What's the danger here? playbook or an attribute) or 2xp if that item occurred multiple times.
  Communicator


Protect a teammate.  Mystic plan: Arcane power.  How can I find ?  You addressed a tough challenge with charm or audacity.
Armor


 

 Social plan: Social connection.  What's really going on here?  You expressed your beliefs, drives, heritage, or background.


Assist another character.  You struggled with issues from your vice or traumas during the session. Spacesuit

 Transport plan: Locations / route.  Ask about a detail for a plan.  



FACTIONS
hegemony CrImInaL synDICatEs weirdNESS
tier status jobs tier status jobs tier status jobs
Guild of Engineers v Lost Legion Iv Sah’iir Iv

Church of Stellar Flame Iv Scarlet Wolves Iv Suneaters Iv

Counters Guild Iv Vorex Iv The Agony III

Starless Veil Iv Ashen Knives III Ashtari Cult III

51st Legion III Borniko Syndicate III Vignerons III

House Malklaith III Draxler’s Raiders III Ghosts II

Isotropa Max Secure III The Maelstrom III Mendicants II

Starsmiths Guild III Echo Wave Riders II Nightspeakers II

Cult of the Seekers II Janus Syndicate II Acolytes of Brashkadesh I

Hegemonic News Network II Turner Society II Conclave 01 I

Yaru (Makers Guild) II Cobalt Syndicate I Vigilance I

Concordiat Knights I Dyrinek Gang I

Wreckers I
standard items mechanic items mystic items speaker items
Blaster Pistol: A pistol that shoot bolts of Fine Hacking Rig: Visualization goggles, Fine Melee Weapon: Antiquated weapon that Fine Clothes: Silk sarongs, suits, fine blue
hot plasma. Accurate only at close range. unpublished exploits, overclocked non- acts as an extension of your body. capes. Which ones did you wear this time?
Makes pew pew noises (mandatory). market chips, optical vampire taps. Offerings: A candle, oil lamp, flowers, food, Luxury Item: Fine brandies, small but
Heavy Blaster: Can do considerable damage Fine Ship Repair Tools: Power-assisted water, incense, pebbles from your journey. thoughtful gifts, spices and perfumes, fine
to vehicles and things like unshielded wrenches, a sonic drill, testing probes, Trappings of Religion: Scrolls, texts, icons, instruments, popular games, etc. Note:
doors. Has about a dozen shots. power calibrators, a rivet gun. cups and bowls, bells. comes in a few varied sizes.
Detonator: Extremely deadly explosive Small Drone: Small, remote-controlled, Outdated Religious Outfit: Robes, worn Memento of a Past Encounter: A distinctive
weapon that fits in the palm of your hand drone with cameras. May be able to carry cloaks, sandals, etc. piece of jewelry, a fine blade with a
and can be thrown. Takes care of those something light. house crest, a signet ring, a small statue.
Precursor Artifact: A small object made
shielded doors heavy blasters can't handle. Vision Enhancing Goggles: Eyewear with
Illegal. You shouldn't have this. No really. settings for thermal and ultraviolet, and
of ancient materials. Precursor tech. What
does it do?
stitch items
magnification levels in the thousands. Fine Medkit: Better stocked than the
Hacking Tools: Deck, splicing pliers, plugs Memento of Your Travels: A small statue,
and ports, keypad crackers, specialized Spare Parts: Usually for ship repairs and standard. Skin staples, diagnostic hand-
outdated currency, a lock of hair, a picture. scanners, synthflesh, bone stabilizers,
software, custom chips, rainbow electronics. Often forgotten in a pocket or
spray hypos, anti-venom (for dangerous
dictionaries, automated exploits. What tool belt. pilot items alien beasts), and a wider selection of
every growing hacker needs. Genius Pet: Incapable of speaking, but can Fine Customized Spacesuit: Sweet decals, drugs.
Repair Tools: Things you need to fix ship understand language and assist with basic emergency beacon, some thrust.
tasks. Likes you. Really cute. Anticipates Fine Bedside Manner: Charm that sets
engines, speeders, hovercars, and the like. patients at ease. Some stitches never
your actions. Fine Small Urbot: A small Urbot that supports
Also, tools to hot-splice consoles, and bother to bring this.
piloting and can carry a few items. Seems
tweak machinery. Hammers, a welder,
screwdrivers, wrenches, battery chargers, muscle items eerily sentient. What is its designation? Fine Clothing: A suit or outfit for fancy
dinner parties and high society.
spray-painters. Fine Mechanics Kit: Hand-held scanners, hull
Muscles are particular about their
patch kit, assortment of hand-tools Recognizeable Medic Garb: The common
Medkit: Blood for a few common races, weapons. If you have more than one
gauze, anti-radiation injector, laser scalpel, muscle playbook on the crew feel free to Grappling Hook: Small, but mechanized. red medic outfit bearing the official white
antiseptics, thread, painkillers, etc. instead fill in your own weapon names. Can pull you up. Fits in your belt. medic seal of the Hegemony. Recognizeable
Here are a few suggestions: from a distance.
Melee Weapon: Sharp. Blunt. Pointy. Stabby. Guild License: Legit pilot certification
Blink, Checkmate, Echo, Ender, Equalizer, (though it may not be yours). Will allow Candies and Treats: For those extra brave
Slicy. All different sizes. Some come with
lazer edges. Some vibrate... ooo. Batteries Ghost, Itchy, Malice, Mercy, Pride, Thorn, you passage through a jumpgate. customers.
included. Thunder, Tickle, Twitch, Whisper, Wynona. Syringes and Applicators: Syringes,
Victory Cigars: Enough to share with a few
Vera, a Fine Sniper Rifle: A full-bore auto-lock choice people. injectors, patch applicators. Many can be
Spy Gear: Disguises, voice modulators,
with customized trigger, double cartridge, palmed easily.
mini-cameras, thermal scanners, false
thorough gauge. Can fire mystic ammo.
thumbprints, and audio filters. scoundrel items item details
Zmei, a Fine Flamethrower: For those times
Illicit Drugs: What's your poison, space Fine Blaster Pistol/Matched Pair: Customised
cowboy? when you really need to heat things up. If you want to include advantages from
Settings for regular and extra crispy. or strange. Can fire mystic ammunition.
What do they fire? Where in your travels specific details of your items—reach,
Communicator: Has a few bands, likely even speed, adaptability, etc.—consider a devil's
Sunder, a Fine Vibro Blade: Cuts through did you get them?
a few encrypted. Works within one orbit. almost any material. Decorated blade. bargain that relates to a detail.
Armor: Unsubtle, full body stuff. Stops a Fine Coat: A heavy, but well-made and well-
Zarathustra, Detonator Launcher: Fires "You can take +1d here to command
few bolts. Will shrug off a knife without kept, coat. Distinctive and with a history.
detonators at high velocity. by flashing your detonator, but
noticing. Powered. Assists in movement. Loaded Dice/Trick Holocards: Gambling people will see it and go streaming
Fine Martial Arts Style: Your own custom
Spacesuit: Some radiation protection, accoutrements subtly altered to favor out into the streets in a panic."
blend of combat techniques, unique as a particular outcomes.
survival in toxic atmospheres, EVA. Half a fingerprint. "You can probably just empty both
day of oxygen (or whatever you breathe). Forged Documents: Reasonably well-made your clips and take +1d here, but you'll
Krieger, a Fine Blaster Pistol: Takes 1 load.
Mystic Ammunition: A large-caliber shell,
facsimiles of documents that would never be out of ammo if there's anyone left
As a friend or ally, this signature pistol can
designed to be fired from a specialized gun actually be given to someone like you. standing."
be used during downtime to threaten or
that releases mystic energies when it hits. intimidate. As an enemy, someone owns Personal Memento: A keepsake you cherish. A
Grants potency against mystic targets. and it's carrying a bullet for you. locket, small holo, music from your homeworld.
RULES REFERENCE PAYOFF, HEAT, ENTANGLEMENTS, downtime 2 of 3
When you complete a job, do the following in order. First, calculate payoff. Second, determine how much heat you accrued on the job (apply it to the system you did the majority
of the job in). Next, the GM rolls an entanglement that will occur. The crew should pursue two (or more if you spend cred) downtime activities.

payoff & upkeep (1st) downtime (4th)


A job yields goodwill from the faction you X 2 cred: Minor job; enough to make it Between jobs, you may pursue two downtime activities, attending to personal needs and side

X
did it for, and usually the ire of a faction it to next week. projects. (If you’re at War with a faction, you only get one activity.) You may take additional
hurt. Mark it on the faction sheet. If you X 4 cred: Small job; enough for a hoverbike. actions by spending 1 cred for each extra action. You also recover all of your armor uses.
keep it completely quiet—no one knows you

X
did it—you gain no faction decrease, and no X 6 cred: Standard job; enough for a small For any downtime roll, add +1d to the roll if you get help from a friend or contact. After
the roll, you may increase the result level by one for each cred spent (by hiring assistance,

X
heat (see heat on the below). vehicle or ship module.
X 8 cred: Major job; enough to buy paying a bribe, etc.). A 1-3 result becomes a 4/5, a 4/5 becomes 6, a 6 becomes critical.
You also earn a cred reward based on the

X
nature of the operation (see the list on the important ship parts.
acquire Acquire temporary use of an asset. Roll crew quality. The result indicates the quality
right). Decide if you’re paying ship upkeep X 10+ cred: A treasure trove; enough to asset of the asset, using the crew’s quality as the base. (1-3: -1, 4/5: equal, 6: +1, crit: +2).

X
out of these funds. buy a small ship of your own.

heat (2nd) If you have a schematic, craft a device. Roll rig or hack. The result indicates the
quality of the asset, using the crew’s quality as the base. (1-3: -1, 4/5: equal, 6: +1,
CRAFT
After a job or conflict, the crew takes heat Add +1 heat for: High-profile or well- crit: +2). Add +1 quality if you have a workshop on your ship, or for each cred spent.
in the system(s) the job took place. connected target or public use of artifacts.
X 0 heat: Completely quiet; others blamed. Add +2 heat for: Killing Hegemonic citizens,
massive property damage, illegal weapons use. Engage in your vice and roll dice equal to your lowest attribute. Clear
X
X 1 heat: Smooth and quiet; low exposure. indulge stress equal to the highest die result. If you clear more stress than you
Add +3 heat for: Damaging a hyperspace
X
X2 heat: Contained; standard exposure. VICE had marked, you overindulge (see below). If you don’t or can’t indulge
lane or system gate. your vice during downtime, you take stress equal to your trauma.
X
X4 heat: Loud and chaotic; high exposure. Add any additional heat from complications
X
X 6 heat: Wild; devastating exposure. or Devil’s Bargains during the session. Overindulgence X Rash Action: Reduce your stash by 4 or take 2 debt.

X
X
You make a bad call due to X Big Talk: Brag about your exploits. Take +2 heat.
entanglements (3rd) your vice—in acquiring it or

X
while under its influence. X Lost: Play a different character until this one returns

X
Roll 1d and consult the result in the What did you do? from their bender.
wanted 0 wanted 1
column equal to the wanted level of the
system the ship is in at the end of the job. 1 Ship Trouble 1 Ship Trouble Reduce the heat and wanted level of a system you’re not in. Say how
you get the Hegemony off your back and roll an action. Mark segments
The higher your wanted level, the worse LAY LOW
the outcomes.
2 Unquiet Black 2 Unquiet Black on the system’s wanted reduction clock per level (1-3: one, 4/5: two,
6: three, crit: five). Also remove 2 heat from that system.
If you roll a 6, roll again on the next chart 3 New “Friends” 3 Interrogation
(sometimes blowback is harsh). Note 4/5 Cooperation 4/5 Reprisals
that wanted level 4 is the highest level long-term Work on a long-term project, if you have the means. Roll an action and mark
6 Roll on Wanted 1 6 Roll on Wanted 2 PROJECT segments on the project clock per level (1-3: one, 4/5: two, 6: three, crit: five).
available.
Entanglements can occur any time
wanted 2 wanted 3 Remove all level 1 harm. Roll ship’s crew quality -1 or a crewmate’s doctor ability.
before the next job. The GM will inject RECOVER
1 Collectors 1 Ur Field Advance your healing clock per level (1-3: one, 4/5: two, 6: three, crit: five).
them into the story, sometimes waiting
until downtime is over to make them felt. 2 Impounded 2 Pirates!
REPAIR Spend 1 cred to repair one level of damage to a ship system.
Some groups like to roll “in the open” 3 Bounty Hunter 3 Out of Gas
so everyone knows what’s about to hit 4/5 Interrogation 4/5 Arrest Mark 1 xp for an attribute or your playbook (+1 xp if you have the appropriate
them. Others let the GM roll “in secret” train
6 Roll on Wanted 3 6 Wanted Level 4 crew Training upgrade). You can train a given xp track only once per downtime.
so it’s a surprise. Either way is fine.
ship systems ship modules hull comms
Ship systems are rated in a few broad A new module can be purchased when the Hull governs how tough a ship is. Hull Communication arrays, sensors, and
categories (hull, engines, comms, and crew advances. Doing so, though, requires modules are passive systems laid out scanners. These systems govern signal
weapons). Modules are upgrades for time in drydock. At creation you may select throughout the ship and often are necessary detection, transmission, and the quality
specific ship systems. Not every ship is modules as part of your crew upgrades. to even allow certain actions. As a note of a ship's computers.
designed to implement as many of each If this is too slow for your crew, run a job to small and medium size ships can land on Fake Transponder: Usable remotely, this
type of system/module. A luxury liner acquire a module, or purchase one (cost in planets, otherwise you need shuttles. system can broadcast a different ship's
would have a good hull, while a combat cred is 3 times that current system quality, Cargo Hold: Enough space on a ship to signal or play a powerful recording (or act
vessel would have better weapons. or 6 cred per box for an auxiliary module make a moderate (cred-earning) shipment. as a beacon) on command.
Modules already listed under a system on or crew/ship gear). Illegal modules require A cargo hold is evident when the ship is Long Range Scanner: Provides broad EM
the ship sheet are either designed to be answers about how you're acquiring them boarded, and no special precautions are
first before installing them aboard your ship. spectrum and gravimetric readings, giving
implemented, or are already on the ship taken to hide its contents. the crew advance warning up to a dozen
but damaged/unstocked. You cannot have more modules in a ship Crew Quarters: You can sleep anywhere, light-minutes away.
When ships are engaged, compare the system than you have quality in that but crew quarters are actually meant
system (although you can have fewer than Quantum Encryptor: Applies encryption to
quality of the respective systems. A ship for it. Crew quarters afford privacy and
the system quality). Auxiliary systems are communications and data storage. Grants
with quality 3 engines will reliably outrun comfort in a domain where such things are special armor against interception of digital
one with fewer in a dead heat (although exempt from this. luxuries. Also you don't have to share, and communications. Data on the ship is in a
pilots can make up the difference). you know the first mate snores. secure state until unlocked.
If your crew needs to compare their quality
auxiliary
Landing Bay: Airlocks, bay-doors, and take- Targeting Computer: Handles calculations
against a faction, consult the crew rating Complex systems with specialized purpose. off ramps to accomodate shuttles and and targeting for weapon systems without
on your ship sheet vs opposing faction tier. Not strictly required, but provide functions single-pilot small fighter craft. crew. Roll comms rating when firing.
the crew considers important. Often found
Since Scum and Villainy is space opera, Smuggling Compartments: Like a cargo
on larger ships. Nexus Link: A connection to the Hegemonic
ship and system quality is a critical factor
hold, (can carry a small shipment) but it System Network. Creative hacking allows
when comparing the capabilities of two AI module: Software connected to an Ur
won't show up on routine scans or visual for news updates, realtime message
ships (although scale will still influence AI core running throughout the ship. Can
inspections of the ship. At 3+ hull rating, transmissions, and possible tapping into a
effect). This means a tiny ship with high automate tasks or otherwise run the ship
quality hull and weapons could take on a has life support for smuggling people too. system-wide sensor grid. May allow others
on behalf of the crew. Snarky personality
much larger ship if they use set up actions, to hack into your ship from a distance.
module available for free.
and push for effect in order to overcome
Armory: A secure room holding the crew
engines
the scale difference.
weapons and armor. All crew weapons/ Power and propulsion systems of a
weapons
This is how tiny ships can take out even the armor are considered fine. ship. Not only make you go, but let you Self explanatory. Note that most non-
most powerful battlecruisers and battle- maneuver, power your ship, and travel military ships are not armed. Obvious
Brig: Space jail. Not meant for long term
stations. A good pilot and crew can make space in a few different ways. Ships at 0 weapons can land you in trouble.
incarceration.
all the difference even against powerful engine rating have minimal thrust. Grappling Hooks: Officially for latching
opponents. Just keep your ship in good Galley: A combined kitchen/serving area
Afterburners: Dumps raw fuel into the onto asteroids and netting cargo, it's an
shape. for meals. Greatly facilitates longer trips.
engines for a short burst of speed. May array of nets and grapples that can link
Includes fresh food storage.
treat engines as one higher rating for a two vessels. Legal.
costs Medical Bay: A clean room with medical roll, but it may damage them. Mining Drill: High power energy drill.
equipment. No hospital, but sufficient to
A ship has to pay upkeep fees every Cloaking Device: Doesn't necessarily render Vaporizes rock. Vicious close range
patch most injuries. Storage for drugs and
downtime or risk damage as parts wear the ship invisible to the eye, but masks the weapon easily modified to bore through
medical scanners. Add +1d to recovery rolls.
out. Repairing a system costs 1 cred and 1 heat and electrical signature of the ship, hulls. Legal.
downtime activity per level of damage (see Science Bay: Laboratory that can be used to making it very hard to detect or identify. Particle cannons: Pew! Pew! Often cross
repair downtime activity). analyze anomalies and Precursor artifacts. Super illegal. linked. Not legal without license.
Secure storage for things that may react
When a ship is hit by fire it reduces system Jump Drive: A special engine that can
oddly with the rest of the ship (or physics) . Missiles: Projectile with mounted drive.
rating by one for each level of damage (ex: 3 activate the Ur gates that connect systems. Not legal.
for a desperate action). Pilots or engineers Shields: Particle sinks and EM deflectors.
can reduce this with an appropriate Can be overwhelmed with focused fire. Gravitic Field Generator: Creates a large Coherence Cannon: Capital weapon. One
resistance roll. A good engineer can rig a Counts as armor aginst ship weapons and gravitic field extending ship to ship. Can shot only `till repaired/recharged on ships
system to act at full power despite damage energy discharge. Largely absorbs hand- be used to grapple or tow. Temperamental smaller than dreadnoughts. May fry
but this is always at least risky. blaster fire. and dangerous. Guild prototype. Not legal. systems. Deadly. Super not legal.
JOBS Roll a handful of dice and use the results to help guide your choices.

CLIENT/TARGET work TWIST OR COMpLICATION CONNECTED TO...


civilian covert 1. An element is a cover for a Hegemonic Cult. 1 pc Friend
1 Academic or Scholar 1 Stalking or Surveillance 2 pc Rival
2 Laborer or Professional 2 Sabotage or Arson 2. A mystic or visions have alerted your target ahead of time. 3 pc Heritage NPC
3 Courier or Spacer 3 Poison or “Accident” 4 Crew Contact
3. Someone on the job isn’t who they say they are.
4 Shop or Business Owner 4 Steal or Replace 5 Planet Notable
5 Artist or Writer 5 Lift or Plant 4. The location is guarded or watched by Hegemonic forces. 6 Faction Notable NPC
6 Doctor or Mechanic 6 Impersonate or Trick
5. This job furthers a mystic or xeno group’s agenda. Whenever a job is generated it’s usually connected to
syndicate violence at least two factions: one that the job hurts in some
way, and another faction which is benefitted by the job
1 Drug Dealer or Supplier 1 Assassinate 6. The job furthers a Guild’s agenda. in some way.
2 Mercenary or Thug 2 Liberate or Ransom
1. The target is a front or member of a criminal group. ...AND FACTIONS
3 Fence or Gambler 3 Terrorize or Escort
1-1 51st Legion 4-1 House Malklaith
4 Spy or Info Broker 4 Destroy or Deface 2. The job is on a dangerous gang’s turf. 1-2 Acolytes of Brashkadesh 4-2 Isotropa Max Secure
5 Smuggler or Thief 5 Raid or Defend
1-3 The Agony 4-3 Janus Syndicate
6 Pirate 6 Rob or Strong-arm 3. The job is a trap laid by your enemies.
1-4 Ashen Knives 4-4 Lost Legion
hegemonic underworld 4. The job is a test for another job. 1-5 Ashtari Cult 4-5 The Maelstrom
1 Executive or Diplomat 1 Escort or Guard 1-6 Borniko Syndicate 4-6 Mendicants
2 Accountant or Pilot 2 Smuggle or Courier 5. The job furthers pirate goals and agendas.
2-1 Church of Stellar Flame 5-1 Nightspeakers
3 Saboteur or Refugee 3 Blackmail or Discredit 2-2 Cobalt Syndicate 5-2 Sah’iir
6. The job is being closely watched by a wealthy patron.
4 Cop or Detective 4 Con or Espionage 2-3 Conclave 01 5-3 Scarlet Wolves
5 Agent or Scientist 5 Locate or Hide 1. The job has a strong Precursor or Way Line presence.
2-4 Concordiat Knights 5-4 Starless Veil
6 Judge or Governor 6 Negotiate or Threaten 2-5 Counters Guild 5-5 Starsmiths Guild
2. The job is in the middle of actively contested turf.
esoteric other 2-6 Cult of the Seekers 5-6 Suneaters
1 Artifact or Way Line 1 Infect or Cure 3. The job is not planetside, or easy to get to. 3-1 Draxler’s Raiders 6-1 Turner Society
2 Occult Collector 2 Broadcast or Record 3-2 Dyrinek Gang 6-2 Vigilance
4. The location moves (it’s not where you expect it to be).
3 Wormhole or Beacon 3 Capture or Tag 3-3 Echo Wave Riders 6-3 Vignerons
4 Xeno or AI 4 Explore or Move 5. The job aids a rebellious cause. 3-4 Ghosts 6-4 Vorex
5 Renegade Urbot 5 Turn On or Off 3-5 Guild of Engineers 6-5 Wreckers
6 Mystic or Cultist 6 Hack or Download 6. The job directly affects the Governor.
3-6 Hegemonic News Network 6-6 Yaru (Makers Guild)
StartinG tHE GamE: StArDanCEr
starting situation job i
Your crew of smugglers was hired by Citani (your crew’s reclusive Make Warren busy, grimy, and exciting. Give the players plenty of
info broker friend) to deliver a small, well-sealed box to the moon things in the scene to jump over, have breakneck chases around, The Banshee (the Pirate Queen leader
of Warren for a very particular client who didn’t want to reveal and blow up. Several factions are after the box, and any crimes of the Maelstrom) is looking for
their identity. The job sounded easy enough... will alert the House Malklaith guards. Very likely a faction of any someone to steal a Nightspeaker mask
power will have locked down the crew’s ship in port too. and will pay you handsomely to get it
The delivery should have been easy cred, except that your contact done quietly.
is dead, you might take the rap for it, and several powerful
factions are more likely to kill than negotiate for the object you’re the next scenes X Who has the mask currently? How

X
holding. and why is it currently vulnerable?
Downtime should be when the players decide what to do with the Who else wants it?
The crew is holding the Aleph Key (the artifact inside the box). Can Key. Ask them what their priorities are as players and the crew.
they stay alive and keep it long enough to make a profit? Who Perhaps they want to gather information on possible buyers, or X What’s the plan? Provide the detail.

X
will end up with it? And can you get that landlock lifted from your investigate the artifact itself. They may also just keep the artifact X Engagement roll. Cut to the action.
and run, focusing on liberating their ship and getting far away

X
ship? We play to find out.
from Warren first.
making it yours The next job will likely be convincing a faction to not simply kill the
job ii
crew and take what they want, but instead to actually cough up
Customize the starting position below to suit your own crew. the creds and buy the artifact. Whoever the crew sells it to will A scientist wishes to hire a crew to
What does the Aleph Key do? It should be something big (perhaps likely have enemies that may then need some space scoundrels get them off Warren, past the Guild
a key component to making or opening jumpgates, or a powerful to help them even the score. patrols looking for them and to the
program that can hack Guild systems). Think about what you
next system over where they’ll be
want your story to be about, and how gaining such a thing might
impact the sector. the campaign safe.
You can easily play out the consequences of the starting situation X What research does the Guild not
During crew creation, you chose some factions the crew rubbed

X
over several sessions. Who do the PCs sell the artifact to? What want them to reveal? Which faction
the wrong way. See if any of them could be interested in the Key.
Perhaps a crew member’s rival might be involved. Making the ends do they use it for? Who holds a grudge because of it? Does will hide them once they’re off-
story personal adds immediacy and ties the players’ choices someone want the crew to steal it back? Can they stay on-planet world?
directly into the narrative. long enough to avoid powerful angry factions and the law in order X What’s the plan? Provide the detail.
to do more jobs?

X
X Engagement roll. Cut to the action.
the first scene Write down pressing questions to help keep the action focused:

X
After the players make their characters and crew, tell them this: Why does House Malklaith want the Aleph Key?
The drop-off is a bar near the ground of Warren, meaning Your contact was hired by the original client. How close are job iii
the air outside is thick with smog, and the patrons are of they to tracking down the crew and the Key?
the rougher sort. Your contact is in the private booth in the A plague has broken out among the
How does the Church of Stellar Flame deal with the sale of workers on Indri. A Mendicant priest
back. Just one problem... high-value artifacts? on Amerath wants to tend to them, but
As you sit down to conclude the deal, you see that your the Church of Stellar Flame is looking
These questions may collect a clock or two to track the status of
contact is dead, and covered in fresh blood. Adding to your for them, and has hired the Legion to
woes, there are House Malklaith guards drinking at the bar, developing circumstances. When a question is answered, remove
the clock and add a new one as needed. Clocks don’t have to last assist.
and some well-geared folks eyeing the booth. This is not the
best place to pick a fight with few escapes in sight. forever. X Which other faction hired bounty

X
hunters to attack this priest?
How do you escape? Will you try to talk your way out
of this? Slip out the back? Perhaps steal a few getaway How have their religious practices
vehicles that some tough-looking hoverbike riders have changed the priest?
parked outside? X What’s the plan? Provide the detail.

X
Create a 10-segment getaway clock and explain that it advances X Engagement roll. Cut to the action.
whenever the party evades or throws off any pursuers.

X
StartinG tHE GamE: CErBErus
starting situation job i
Your crew of bounty-hunters was hired by Arlox (your crew’s Create an 10-segment chase clock and put two ticks on it to
Ashen Knives Pasha friend) to capture Cho-Tyrek, a badass represent the crew’s actions in finding Cho’s hideout. Actions A thief has stolen a well-guarded piece
Syndicate muscle who apparently left a job unfinished. And the bringing the crew closer to Cho-Tyrek increase the chase clock of jewelry from Glimmer. The Guild
Ashen Knives don’t like leaving jobs unifinished. and delays decrease it. If the clock fully empties, Cho escapes. wants it found—and kept hush-hush.
Make Warren busy, neon-lit, and full of things to dodge, weave, X Who is protecting this thief from the
Tracking a Syndicate muscle who doesn’t want to be found is no
and even crash into. Tyrek will absolutely shoot to kill if it looks

X
easy feat, but you know where he’s laying low. In the process usual Guild channels?
like he can’t get away, but once the clock fills, he’ll surrender—
you’ve found out that the Ashen Knives aren’t the only people who X Make a clock for finding the thief and
providing the crew agrees to take care of his charge. The crew
are looking for Cho. Several other factions are offering bounties

X
can decide what to do with him at that point. tick it whenever the crew finds a clue
for him and what he holds. or makes a roll that directly leads
them to the thief.
Will the crew catch Cho? Can they keep others from getting him
first? What will they do with the childlike Urbot he has with him?
the next scenes
X Once the clock is done, ask: What’s
The players should decide what to do with Tyrek during downtime.

X
Will Arlox be understanding if they let him go? We play to find out. the plan to capture the thief? Provide
He’s on the run with a small Urbot named Ara-ini, housed in a the detail.
frame reminiscent of a small child. Cho’s assassin’s code will
make it yours not let him harm children—he’s become convinced Ara-ini counts. X Engagement roll. Cut to the action.

X
Customize the starting position below to suit your own crew. The next job will likely be either turning Cho over to the Ashen
Cho-Tyrek has an extremely unusual Urbot with him. Why is she Knives on Indri, or trying to smuggle Ara-ini to a representative
special? What can she do, or what does she imply about Urbots of Conclave 01 who was to meet Cho on Baftoma. There are other job ii
that the Guild (or others) may not want disseminated? Does the factions who want one or the other—the Guild is a prominent Nightspeaker Doraam’s protégé Rax
Conclave want to free her as an individual with free will? possibility—and who will likely send someone to crash the party. left before completing training. Doraam
During crew creation, you chose some factions the crew rubbed Ask the crew their plan and make an engagement roll. wants you to find and deliver them to a
the wrong way. See if any of them could be interested in the The crew may decide to let Cho-Tyrek go after they hear his story. Nightspeaker ship in the black.
Urbot. Perhaps a crew member’s rival is racing the crew to the Add him as a crew contact and offer them some of his cred, and X Who would a scared apprentice run
prize? Making the story personal adds immediacy and ties the potential jobs (roll on the jobs table).

X
to on Warren and why would they
players’ choices directly into the narrative. abandon their training?
the campaign
the first scene X What’s the plan? Provide the detail.

X
You can easily play out the consequences of the starting situation X Engagement roll. Cut to the action.
After the players make their characters and crew, tell them this: over several sessions. What do the PCs do with Ara-ini? Who is

X
You’re in the hallway of the second floor of a run-down hotel upset with them for their choices? Does someone want the crew
that the neon sign out front proclaims as “Paradise.” It’s cost to steal the Urbot back?
some cred—and a few twisted arms in two systems—to get
Cho’s location, but you’ve tracked him to Warren, and that
Write down pressing questions to help keep the action focused: job iii
sweet prize money is about to be yours. As you prepare What can Ara-ini do that other Urbots cannot? Members of the Church of Stellar
to kick the door to Cho’s room down, you hear the roar of How are Ara-ini’s original owners planning to deal with the Flame have identified Commander
a hoverbike engine starting up in an alley behind the hotel. Tallon’s psychic, and want you to
crew?
Heavy blaster fire begins ripping through the hallway, capture her and deliver her to the
shredding the plaster and moving quickly towards where These questions may collect a clock or two to track the status of Way of Light (a battle cruiser). She’s
you’re standing. It’s Cho-Tyrek on a souped-up hoverbike, developing circumstances. When a question is answered, remove scheduled to transport to the surface
a tiny figure clutched to his back. What do you do? the clock and add a new one as needed. Clocks don’t have to last of Aleph to interrogate someone in a
forever. lonely prison in the toxic atmosphere
This might be a good place to introduce resistance rolls (to avoid
of the planet.
the heavy blaster fire) or flashbacks (to showcase how parts of
the crew may be someplace else). X What’s the plan? Provide the detail.

X
X Engagement roll. Cut to the action.

X
StartinG tHE GamE: FIrEdrAkE
starting situation job i
Your crew was framed and caught for crimes that—for once—you Freeing all the prisoners in the compound will also make a
have not committed. They’ve sent you all to the nastiest prison scene, which could be useful. Certainly some powerful Syndicate The Cobalt Syndicate is looking for
in the sector—Isotropa Max Secure. Whether you knew each members are imprisoned here, and willing to pay to get out. a crew willing to acquire for them a
other already, or made friends in the scant few days here, you’ve prototype Starsmiths Guild ship. This
Agree to any makeshift gear the crew comes up with, and ask is no ordinary vessel, as it’s being built
forged an alliance, and a plan. them to choose their load once they get to their stuff. Then on a hunk of rock away from the usual
One of you has a ship held in impound—called the Firedrake— suggest they get to the ship and get out. Feel free to flash back hyperspace lanes.
until the Starsmiths can pick it up. The Hegemony techs have to how the crew gathered whatever tools and allies they have
secured it, but you have hidden security overrides and ignition on hand. X What is so special about this ship

X
codes if you can get onboard. It’s just the chance you need to that makes the Cobalt Syndicate
The job ends when the crew is free of the prison. want it? Who is guarding this site?
get out before the Hegemony factions figure out which crimes
you actually committed. How do you plan to get away?
Tonight is the night you spring your plan into action. It’s simple:
the next scenes X What’s the plan? Provide the detail.

X
get free, get your stuff, get the ship, get out of dodge. Mayhem, Downtime should be when the players decide what to do with X Engagement roll. Cut to the action.
profit, and rebellion are optional. their ship. Ask what their priorities are as players and as a crew.

X
They may have fallout to deal with over how they escaped from
Can you recruit any other prisoners? Will you get out quietly or the facility, or they may want to look into who flagged their
are you going to make the Hegemonic News Network? And how names in the first place.
will you get the ship out of impound? We play to find out.
Perhaps prisoners that escaped in the chaos feel like they owe job ii
the crew a favor and offer them a job. Or a faction that saw how
make it yours the crew stuck it to the man wants to be allies, in the hopes that
Victor Kromyl, Governor of Mem,
treats the native population somewhat
Customize the starting position below to suit your own crew. the crew will rebel again on their behalf.
poorly. The Vigilance has judged him
Is there an allied faction with someone in lockup you can bring harshly and is looking for someone
along? Are there enemies that might use the chaos to strike at the campaign with the muscle to help him pay.
your crew? Is a crew member’s ally or friend in the secure wing? You can easily play out the consequences of the starting situation X What punishment would satisfy their
Making the story personal adds immediacy and ties the players’

X
over several sessions. Who is blamed for your escape, and how desire for vengeance?
choices directly into the narrative. long will they hunt you to make it right? Will the Hegemony ever
realize exactly who they held in their hands and lost? What bounty X What’s the plan? Provide the detail.

X
the first scene hunter is hired to chase you down? X Engagement roll. Cut to the action.

X
After the players make their characters and crew, tell them this: Write down pressing questions to help keep the action focused:
You’re in the mess on a normal day, eating food, stretching Who is blamed for the escape and how will they seek to
your legs, getting into fights while the guards watch… But even the score?
you know that today’s the day. There’s a blare of alarms
followed by silence. Darkness falls, and it will be a few How does the Hegemony deal with sparks of rebellion? job iii
minutes before anything but emergency lights turn on. In Do your previous allies still trust you, knowing that you were The Banshee will pay top cred for
the commotion, a few cell doors spring open. Your gear is locked up and almost miraculously got away? someone to capture a Guild engineer
in a safe, past a grate and down the hall. who doesn’t go off-world very often.
These questions may result in a clock or two to track the status of The xeno is said to be one of the
The guards are confused, trying to find their way without developing circumstances. When a question is answered, remove
lights. The drones that back them up are the real problem. Hegemony’s foremost experts on
the clock and add a new one as needed. Clocks don’t have to last jumpgates, and he’s taking a much-
How do you get past them both and deal with the door forever.
leading to your stuff? needed vacation aboard a luxury
vessel on a tour of the Indri system.
The Hegemony is efficient, but understaffed tonight and
unprepared for a breakout. Engagement with blasters is possible, X What’s the plan? Provide the detail.

X
but so is scrambling through dark corridors, rigging secure doors, X Engagement roll. Cut to the action.
and hacking terminals for drone control and valuable information.

X
SySTEM : RIn heat WAntEd 1 of 4
system overview notable locations
The entry point to the Procyon sector, Rin was colonized Aleph: Between the poisonous gasses and tectonic The Straylight: The latest fad, the Straylight is an upscale
a little over a hundred years ago by House Nim-Amar. instability, Aleph would be a planet to avoid if it weren’t club and cocktail bar where elites can wine and dine. It
It has never been an important sector, so Malklaith’s for its mineral stores. Most of the wealth dug from the usually orbits Aleph, though it can move to other planets
never invested more than a minimum of resources in planet is taxed heavily by the Governor, leading to frequent and moons in the system. Its owner, Chance, runs a tight
its development. Instead, it’s used to train young House unrest with the miners. establishment, but things can sometimes get out of hand.
members, or as an assignment to punish those who fail the Ashtari Cloud: An Ur ship suffered a mishap here, Baftoma “The Husk”: Resource exploitation by the
House. Galactic law is more present here than the rest of generating an in-system nebula. Normal propulsion is Hegemony is comprehensive, and planets incapable of
the sector, as this is the seat of the sector’s administration minimal and nav systems are dodgy. The Maelstrom sustaining life are stripped to their core. Baftoma was
and contains gates to three systems, including a path pirates have figured out how to navigate the cloud, and one such planet—now only scaffolding of rock remains, its
towards the rest of the Hegemony. made their base of operations within its protective shroud. broken form only used by folks hiding or dodging pursuit.

warren notables wealth




Description: Warren is home to an ecumenopolis—a city spanning the Ritam al’Malklaith: Governor of the Rin system, but in disgrace within crime/syndicate
House Malklaith. He seeks to improve his position in the House by acquiring




entire surface of the moon. It is the capitol for the system, and the system tech level
Governor Ritam al’Malklaith makes his residence here. On Warren, you illegal Ur artifacts. (callous, ambitious, strange)




can find anything you need—for a price. weird
Liara Curia: Owner and operator of the Lock Luna, the most infamous




Scene: A bustling street market with neon signs promising foods of all bar in the undercity. (cunning, unforgiving, popular)
Warren is a wretched hive
kinds. Hovercars streaming between towering buildings. The bass beat Rocco Apple: Ship designer extraordinaire. Only makes one of each ship of villainy, yet also the
of a basement club playing the latest mix; patrons stumbling out onto designed. (artistic, brilliant, aloof) Hegemonic seat of power
the street, singing. Socialites attending a fancy gala at the Governor’s in the system. You can take
mansion. Pasha Qu’olin: Once a feared assassin among the Knives, now a cunning Syndicate
+1d to acquire assets here,
leader. Loves good food and pit fights. (sly, corpulent, sartorial, decadent) if you also accept +2 heat.

outpost sb-176 notables wealth




Description: You don’t need a planet in order to mine. Or at least, you Yast Jor: Guilder head of the outpost. Jor is known for getting things done, crime/syndicate
even if it means bending the rules. A bit of a thrill-seeker, he keeps a




don’t need ground. This combination “mining” platform and space colony tech level
is responsible for extracting resources from Vet, the gas planet below. Guild-enhanced racing ship for rare days off. (commanding, shrewd, bold)




weird
Most of those are packaged and fired towards the Rin-Ecliptis gate. Kasumi Ortcutt: A mystic who claims to hear the voice of Vet, the gas




Scene: Cold clacking of footsteps on the brilliantly clean main concourse.
giant the platform is mining. Trades information, including esoterica on
the Ur. (passionate, strange, religious) Engagement rolls are at
Quiet whispers of politicos taking tea at a parlor. Children running down -1d due to ever-present
halls, laughing. The hum of generators in the darkened side passages Espa “Bolt” Wu: Labor organizer for the Guilder miners. Rabble-rouser station monitoring. Any
leading to the lower levels. Dingy workers shouting in the cramped beloved by the workers. Has been incarcerated numerous times for jobs run against Guilders
quarters of the mining rigs. crimes both real and fabricated. (popular, dissident, ambitious) are considered on hostile
turf.

the cove notables wealth




Description: The Maelstrom pirates have made a station out of derelict Pirate Queen Alanda “The Banshee” Ryle: Tough and violent, she enforces crime/syndicate
a pirate code on those who would follow her. Once stranded a first




freighters, cargo containers, and stolen scrap metal. They call this home tech level
“the Cove.” Enterprising individuals can discover where it is located if lieutenant on a barren world for mutiny. (proud, demanding, honorable)




they have the tenacity or contacts—though it moves about within the weird
Praxis Ivanov: Merchant always willing to make a deal. His tentacles




Ashtari Cloud. are tattooed with the story of his several-hundred-year life. (xeno,
experienced, shrewd, loves to barter) Conflicts are rampant, but
Scene: Quick bets taken on an open brawl between two captains over by Banshee’s decree no
slights. Blue-white sparks of maintenance workers welding on a new ship. Kai Quag: Mid-level Cobalt boss. Arranges protection for Cobalt smuggling murder is allowed. Those
Fresh water misting over rows of hydroponics. A station-wide broadcast runs and meets with potential clients at the Cove. (cautious, charming, needing to settle blood
of the Banshee’s latest conquest, followed by cheers throughout the halls. confident) feuds resort to kidnapping
and killing folks elsewhere.
INSIGHT

Scum&vILLAINY
a galactic

mystiC wanderer in
touch with
doctor




the way hack




starting ability
rig




study
name alias The Way: You can spend a gambit instead of paying any stress cost.






special abilities PROWESS
look Kinetics: You can push yourself to do one of the following: use the Way
helm



to throw a table-sized object with dangerous force—propel yourself




heritage: imperial—spacer—colonist— background: academic—labor—cult— briefly with superhuman speed. scramble
   




m a n u fac t u r e d — wa n de r e r — xe n o guilder—military—noble—syndicate Psy-Blade: You can focus Way energy into your melee weapon. While scrap






charged, the weapon can cut through non-shielded materials with ease, skulk
and you gain potency on your melee attacks.




vice/purveyor: faith—gambling—luxury—obligation—pleasure—stupor—weird
Center: You gain Meditation as a vice. When you indulge this vice, clear resolve
   


cold—haunted—obsessed—paranoid
+1 stress and add Dark Visions as a possible overindulgence.
stress trauma reckless—soft—unstable—vicious Way Shield: You can block blaster bolts with the Way (resist with attune






resolve). If you resist a blaster attack, you may spend 1 stress to
harm ARMOR
redirect fire and make an attack of your own with it.
command




3 need
Warded: You may expend your special armor to resist the
consort
help HEAVY




sway



consequences of a Way attack or artifact use, or push yourself when




using mystic powers.
2 -1d SPECIAL
Psy-Dancing: You may push yourself to cloud a target’s mind and BONUS DICE



cred  stash sway them in the face of contradictory evidence. Spend 1 stress for push yourself (take
less each additional feature: they have only vague memories of the event—it
1 effect + 2 stress) -or- accept a
 works on a small group.
 devil’s bargain
recovery Get treatment in downtime to fill your healing clock   Visions: Spend 1 stress to remotely view a distant place or person tied



 to you in some intimate way. Spend 1 stress for each extra feature: + assist (they take 1 stress)
It lasts for a minute rather than a moment—your target can also
+ spend a gambit
see and hear you—you may see something only familiar to you, not
intimate. gambits
notes / projects Sundering: You may push yourself to attune to the Way and twist it,
Add a gambit to your



causing psychic harm to anyone in the area vulnerable to your assault.
crew when you roll a 6 or
You may spend 1 stress for each additional feature: it damages instead
+ critical on a risky action
of stuns—you and anyone you choose get +2d to resist the effects. and you didn’t spend a
Veteran: Choose a special ability from another source. gambit on a bonus die.






weird friends items (Italics don’t count for load) load  3 light   5 normal  
6 heavy

 
 Horux, a former teacher   Fine Melee Weapon  Blaster Pistol
 Offerings   2nd Blaster Pistol
 
 Hicks, a mystic goods supplier
 Trappings of Religion   Melee Weapon
 
 Laxx, a xeno Heavy Blaster
 Outdated Religious Outfit  
 
 Rye, an unrequited love  Memento of Your Travels   Detonator
 
 Blish, a fellow mystic  Precursor Artifact   Hacking Tools
teamwork planning & LOAD Gather info   Repair Tools
Choose plan. Pick load. Provide detail:  What’s their intention? mark xp : playbook advancement
Lead a group action.   Medkit

 Assault plan: Point of attack.  What might I suspect about  Every time you roll a desperate action, mark xp in that action’s attribute.
  Spy Gear



Set up another character.  Deception plan: Method. this? What can I prove? At the end of each session, for each item below, mark 1 xp (in your
  Illicit Drugs

 Infiltration plan: Entry point.  What’s the danger here? playbook or an attribute) or 2 xp if that item occurred multiple times.
  Communicator


Protect a teammate.  Mystic plan: Arcane power.  How can I find ?  You addressed a tough challenge with wisdom or the Way.
Armor


 

 Social plan: Social connection.  What’s really going on here?  You expressed your beliefs, drives, heritage, or background.


Assist another character.  You struggled with issues from your vice or traumas during the session. Spacesuit

 Transport plan: Route and means.  Ask about a detail for a plan.  



INSIGHT

Scum&vILLAINY stItCh
spacefaring
healer or doctor




scientist hack




starting ability
rig




study
name alias I’m a Doctor, Not a...: You can push yourself to roll your doctor rating




while performing a different action. Say which patient, research, or



posting taught you this trick. PROWESS
look
special abilities helm




heritage: imperial—spacer—colonist— background: academic—labor—cult— Physicker: You may study a malady, wounds, or corpse, and gather scramble
   




m a n u fac t u r e d — wa n de r e r — xe n o guilder—military—noble—syndicate scrap



info from a crime scene. Also, your crew gets +1d to recovery rolls.




Patch: You may doctor someone during a job to allow them to ignore skulk






vice/purveyor: faith—gambling—luxury—obligation—pleasure—stupor—weird the effects of a harm penalty.
resolve
   
Welcome Anywhere: While wearing your medic garb, you are welcome
cold—haunted—obsessed—paranoid



stress trauma reckless—soft—unstable—vicious even in dangerous places. Gain +1d to consort and sway when offering attune
to tend to anyone in need.




harm ARMOR command




3 need Under Pressure: Add a gambit to the pool whenever you or a crew consort



help HEAVY




member suffers level 2 or greater harm. sway




Combat Medic: You may expend your special armor to resist any
2 -1d SPECIAL



consequence while tending to a patient. When you doctor someone BONUS DICE
cred  stash in combat, clear 1 stress. push yourself (take
less
1 effect Moral Compass: When you do the right thing at cost to yourself, + 2 stress) -or- accept a

devil’s bargain



 mark xp (any category).
recovery Get treatment in downtime to fill your healing clock  
 Dr. Strange: Your research and fields of study are fringe, esoteric, + assist (they take 1 stress)



and focus on the mystical. You may always handle Precursor artifacts + spend a gambit
safely. When you study an artifact or doctor a strange substance,
you may ask one: what could this do?—why could this be dangerous? gambits
notes / projects
Book Learning: You speak a multitude of languages and are broadly Add a gambit to your



crew when you roll a 6 or
educated. Gain +1d when using study during a downtime activity.
+ critical on a risky action
and you didn’t spend a
Veteran: Choose a special ability from another source.
gambit on a bonus die.






old friends items (Italics don’t count for load) load  3 light   5 normal  
6 heavy

 
 Jackev, a drug dealer   Fine Medkit  Blaster Pistol
Alben, a former patient  Fine Bedside Manner   2nd Blaster Pistol
 
 
 Fine Clothing   Melee Weapon
 
 Ditha, a family member   Heavy Blaster
 Recognizeable Medic Garb
 
 Juda, a doctor Candies and Treats   Detonator
 
 
 Lynie, a hospital admin  Syringes and Applicators   Hacking Tools
teamwork planning & LOAD Gather info   Repair Tools
Choose plan. Pick load. Provide detail:  What’s their intention? mark xp : playbook advancement
Lead a group action.   Medkit

 Assault plan: Point of attack.  What might I suspect about  Every time you roll a desperate action, mark xp in that action’s attribute.
  Spy Gear



Set up another character.  Deception plan: Method. this? What can I prove? At the end of each session, for each item below, mark 1 xp (in your
  Illicit Drugs

 Infiltration plan: Entry point.  What’s the danger here? playbook or an attribute) or 2 xp if that item occurred multiple times.
  Communicator


Protect a teammate.  Mystic plan: Arcane power.  How can I find ?  You addressed a tough challenge with insight or compassion.
Armor


 

 Social plan: Social connection.  What’s really going on here?  You expressed your beliefs, drives, heritage, or background.


Assist another character.  You struggled with issues from your vice or traumas during the session. Spacesuit

 Transport plan: Route and means.  Ask about a detail for a plan.  



CREW SPECIFIC UPGRADES
stardancer options cerberus options firedrake options
False Ship Papers: A few well-forged or transferred Tracers: A wide array of ways to track your targets. Black Market Contacts: Able to get you all the modules
documents, giving the crew and ship identities that are less Includes tiny bugs that can be hidden on clothes with a (even illegal ones) your ship needs, even when you’re
wanted in any given system. Often simplify gate travel if suave pat on the back, beacons that can attach to hulls, wanted. Resourceful. Mobile. May have jobs for you from
the transponder and ship match. You have a couple sets and even transmission cloners for comms. Legality varies. time to time.
you can swap between. Stun Weapons: A variety of weapons for capturing and Secret Base: Perhaps inside ancient Ur ruins on a planet.
Dark Hyperspace Lane Maps: Routes through systems that securing prisoners without (serious) harm. Includes, but is Maybe buildings inside a massive asteroid. Possibly
aren’t officially maintained. Sometimes faster. Always less not limited to: restraints (0 load), stun batons (1 load), stun an old and forgotten station, long abandoned but now
patrolled. Often full of Way creatures, pirates, and other settings on normal blasters (1 load), even stun grenades repurposed. You have found and commissioned a hiding
scoundrels. You don’t want to think about the poor fools (replace detonators on sheet, 1 load), knockout drugs spot away from the baleful gaze of the Hegemony where
that died mapping them. (0 load, may not work on some xenos). Not required to you and your allies can meet, hide, and plan your jobs.
Smuggler’s Rigging: Webbing or fake skin used to hold small
bring on jobs, but useful if you want to claim bounties. It’s secret...for now.
Generally legal.
items close to the body. Adds some hands-free carry Popular Support: It takes work to win hearts and minds,
room while working on the outside of the ship, and lets Personal Vehicles: Sleek single-seater craft that can fold but your cause has supporters among the common folk.
you smuggle a blaster into a well-guarded meeting while up tight enough to fit into a reasonable parking space. When you approach a planet or a station, ask the GM
keeping the stylish cut of your coat. Hides one item with Limited fuel, but can break atmo. Can carry basic weapons, who there might be a sympathizer. Costs three upgrades
a max of 1 load. though they can’t seriously damage anything freighter- instead of one.
sized or larger. You may want a landing bay. Costs two
Lucky Charm: Whether an Ur artifact or a few mementos Way-Blessed: Some people are just plain lucky. The
upgrades instead of one.
prominently displayed, sometimes luck is just believing. common folk think this is some sort of sign. Don’t look
The crew starts with +1 gambit every job. It costs two Hard Knocks: Sometimes luck is just hard-earned too much into it. You start with +1 gambit at the start of
upgrades to unlock instead just one. experience. Your crew starts each job with +1 gambit. every job. Costs two upgrades instead of one.
Thrillseekers: Each PC gets +1 stress box (increase max
Costs two upgrades instead of one. Driven: Each PC gets +1 trauma box. This can bring a PC with
to 10). It costs three upgrades to unlock, not just one. Smooth Criminals: Sometimes legality is only a question of 4 trauma back into play if you wish. Costs three upgrades
who has the gun. Each crew member gains +1 stress box instead of one.
(total 10). Costs three upgrades instead of one.
AUXILIARY
Scum&vILLAINY ship sheet FIrEDrAkE rebels and
hegemonic
criminals

special abilities
Converted Khanjigar-class Corvette
designation crew reputation Old Hands: When you’re at War (-3) with a Hegemony faction, all crew



colors/look members get +1d to vice rolls and still get two downtime activities
instead of just one.
CrEW ship size personal — freighter — corvette — frigate — dreadnought

COMMS  For each level of damage, mark a ship system. WEAPONS Forged in Fire: Your crew has been toughened by cruel experience.




 Each downtime you don’t pay your ship’s upkeep, roll a die You each get +1d to all resistance rolls.

 Targeting Computer for each consecutive downtime you haven’t paid.  
Particle Cannons
 1-3 No worries.
 Fake Transponder  
Coherence Cannon

 4/5 Damage to a system, but it’s minor. You can rig a solution. Sympathizers: Your ideology is especially appealing. When you deal



  6+ A system is badly damaged and must be repaired.
 with a crew or faction, the GM will tell you who among them believes

 cred debt
in your cause (one, a few, many, or all).
           
Natural Enemies: When you run a job against Hegemony factions,



take +1d to the engagement roll.

Spark of Rebellion: If you leave a calling card or highly visible symbol



of resistance on your job, gain +2 heat. Your crew gaints +1d to vice
during the next downtime, and cannot overindulge.

GAMBITS Just Cause: When your crew does the right thing at cost to



reset to 2 gambit themselves, you may mark a crew xp.
at the start of
every job
Hearts & Minds: Each crew member may add 1 action rating to



     command, consort, or sway (up to a max of 3).
   
Veteran: Choose a special ability from another source.





ENGINES upkeep HULL crew/ship upgrades contacts
Auxiliary Ship Gear Black Market Contacts  Garin, a Guild weapons engineer

Jump Drive
   
Crew Quarters


 AI Module  
Holo-Emitters Secret Base  Tyura, a legendary assassin
(systems + crew) / 4  
  
Landing Bay


paid at the start of  Armory  
Intruder Alarm
every downtime Popular Support  Ada Black, a famous performer

  Brig  
Land Rover


 Galley  
Power Reserves Way-Blessed  Tiko Lux, a hotshot pilot


skips shields
 Medical Bay Shuttle
  Driven  Ibo-one, an ancient Cult mystic


 Science Bay  
Stasis Pods crew xp
notes / projects   Shields  
Vault
At the end of each session, for each item below, mark 1 xp (or 2 xp
Training Crew Gear instead if that item occurred multiple times).
Insight
  Alien Pet
   You executed a successfu job that opposes Hegemonic dominance.

Prowess Land Transport
   You contended with challenges above your current station.
 

Recon Drone
   You bolstered your crew’s reputation or developed a new one.
Resolve
 

Survival Gear
   You expressed the goals, drives, inner conflict, or essential nature of the crew.
Playbook

  Workshop
 
INSIGHT

Scum&vILLAINY mEChanIC a gearhead


and hacker
doctor




hack




starting ability
rig




study
name alias Tinker: When you work on a clock with rig or hack, or when you study






a schematic, fill +1 segment. PROWESS
look
special abilities helm




heritage: imperial—spacer—colonist— background: academic—labor—cult— Bailing Wire and Mech-Tape: You get an extra downtime activity to scramble



repair, and the repair activity costs you 0 cred.
   




m a n u fac t u r e d — wa n de r e r — xe n o guilder—military—noble—syndicate scrap




Construct Whisperer: Machines speak to you when you study them. skulk



The first time you roll a critical while fixing or building a particular




vice/purveyor: faith—gambling—luxury—obligation—pleasure—stupor—weird machine, you may add a simple modification to it.
resolve
   
cold—haunted—obsessed—paranoid Junkyard Hunter: When you acquire parts or equipment during
stress trauma attune



reckless—soft—unstable—vicious
downtime, you may either gain two assets, or one asset at +1 quality.




harm ARMOR Hacker: You may expend your special armor to resist the
command




need consort



3 consequences of hacking, or to push yourself when hacking or
help HEAVY




gathering info electronically. sway




2 -1d SPECIAL Fixed: You may expend your special armor to resist a consequence
BONUS DICE



from machines breaking or being damaged, or to push yourself when
cred  stash repairing or building a machine. push yourself (take
less
1 effect + 2 stress) -or- accept a
 Mechanic’s Heart: When you speak from your heart, your words
 devil’s bargain



recovery can reach even the most hardened criminal, and you gain potency.
Get treatment in downtime to fill your healing clock  
 Overclock: When you spend a gambit on a rig roll to repair or + assist (they take 1 stress)



upgrade, treat the system you worked on as 1 quality higher for the + spend a gambit
remainder of the job.
gambits
notes / projects Analyst: When you hack a system, you may also ask a question about
Add a gambit to your



the owner or location of the system as though you had rolled a 6 on
crew when you roll a 6 or
gather info. When you resist the consequences of hacking, roll +1d. + critical on a risky action
and you didn’t spend a
Veteran: Choose a special ability from another source.
gambit on a bonus die.






colorful friends items (Italics don’t count for load) load  3 light   5 normal  
6 heavy

 
 Slice, a junkyard owner  Fine Hacking Rig  Blaster Pistol
Nisa, a previous employer   Fine Ship Repair Tools   2nd Blaster Pistol
 
 
 Small Drone   Melee Weapon
 
 Stev, a gambler of ill repute Heavy Blaster
 Vision-Enhancing Goggles  
 
 Len, a black market dealer Spare Parts   Detonator
 
 
 Kenn, a family member  Genius Pet   Hacking Tools
teamwork planning & LOAD Gather info   Repair Tools
Choose plan. Pick load. Provide detail:  What’s their intention? mark xp : playbook advancement
Lead a group action.   Medkit

 Assault plan: Point of attack.  What might I suspect about  Every time you roll a desperate action, mark xp in that action’s attribute.
  Spy Gear



Set up another character.  Deception plan: Method. this? What can I prove? At the end of each session, for each item below, mark 1 xp (in your
  Illicit Drugs

 Infiltration plan: Entry point.  What’s the danger here? playbook or an attribute) or 2 xp if that item occurred multiple times.
  Communicator


Protect a teammate.  Mystic plan: Arcane power.  How can I find ?  You addressed a tough challenge with technical skill or ingenuity.
Armor


 

 Social plan: Social connection.  What’s really going on here?  You expressed your beliefs, drives, heritage, or background.


Assist another character.  You struggled with issues from your vice or traumas during the session. Spacesuit

 Transport plan: Route and means.  Ask about a detail for a plan.  



RULES REFERENCE PAYOFF, HEAT, ENTANGLEMENTS, downtime 2 of 3
When you complete a job, do the following in order. First, calculate payoff. Second, determine how much heat you accrued on the job (apply it to the system you did the majority
of the job in). Next, the GM rolls an entanglement that will occur. The crew should pursue two (or more if you spend cred) downtime activities.

payoff & upkeep (1st) downtime (4th)


A job yields goodwill from the faction you X 2 cred: Minor job; enough to make it Between jobs, you may pursue two downtime activities, attending to personal needs and side

X
did it for, and usually the ire of a faction it to next week. projects. (If you’re at War with a faction, you only get one activity.) You may take additional
hurt. Mark it on the faction sheet. If you X 4 cred: Small job; enough for a hoverbike. actions by spending 1 cred for each extra action. You also recover all of your armor uses.
keep it completely quiet—no one knows you

X
did it—you gain no faction decrease, and no X 6 cred: Standard job; enough for a small For any downtime roll, add +1d to the roll if you get help from a friend or contact. After
the roll, you may increase the result level by one for each cred spent (by hiring assistance,

X
heat (see heat on the below). vehicle or ship module.
X 8 cred: Major job; enough to buy paying a bribe, etc.). A 1-3 result becomes a 4/5, a 4/5 becomes 6, a 6 becomes critical.
You also earn a cred reward based on the

X
nature of the operation (see the list on the important ship parts.
acquire Acquire temporary use of an asset. Roll crew quality. The result indicates the quality
right). Decide if you’re paying ship upkeep X 10+ cred: A treasure trove; enough to asset of the asset, using the crew’s quality as the base. (1-3: -1, 4/5: equal, 6: +1, crit: +2).

X
out of these funds. buy a small ship of your own.

heat (2nd) If you have a schematic, craft a device. Roll rig or hack. The result indicates the
quality of the asset, using the crew’s quality as the base. (1-3: -1, 4/5: equal, 6: +1,
CRAFT
After a job or conflict, the crew takes heat Add +1 heat for: High-profile or well- crit: +2). Add +1 quality if you have a workshop on your ship, or for each cred spent.
in the system(s) the job took place. connected target or public use of artifacts.
X 0 heat: Completely quiet; others blamed. Add +2 heat for: Killing Hegemonic citizens,
massive property damage, illegal weapons use. Engage in your vice and roll dice equal to your lowest attribute. Clear
X
X 1 heat: Smooth and quiet; low exposure. indulge stress equal to the highest die result. If you clear more stress than you
Add +3 heat for: Damaging a hyperspace
X
X2 heat: Contained; standard exposure. VICE had marked, you overindulge (see below). If you don’t or can’t indulge
lane or system gate. your vice during downtime, you take stress equal to your trauma.
X
X4 heat: Loud and chaotic; high exposure. Add any additional heat from complications
X
X 6 heat: Wild; devastating exposure. or Devil’s Bargains during the session. Overindulgence X Rash Action: Reduce your stash by 4 or take 2 debt.

X
X
You make a bad call due to X Big Talk: Brag about your exploits. Take +2 heat.
entanglements (3rd) your vice—in acquiring it or

X
while under its influence. X Lost: Play a different character until this one returns

X
Roll 1d and consult the result in the What did you do? from their bender.
wanted 0 wanted 1
column equal to the wanted level of the
system the ship is in at the end of the job. 1 Ship Trouble 1 Ship Trouble Reduce the heat and wanted level of a system you’re not in. Say how
you get the Hegemony off your back and roll an action. Mark segments
The higher your wanted level, the worse LAY LOW
the outcomes.
2 Unquiet Black 2 Unquiet Black on the system’s wanted reduction clock per level (1-3: one, 4/5: two,
6: three, crit: five). Also remove 2 heat from that system.
If you roll a 6, roll again on the next chart 3 New “Friends” 3 Interrogation
(sometimes blowback is harsh). Note 4/5 Cooperation 4/5 Reprisals
that wanted level 4 is the highest level long-term Work on a long-term project, if you have the means. Roll an action and mark
6 Roll on Wanted 1 6 Roll on Wanted 2 PROJECT segments on the project clock per level (1-3: one, 4/5: two, 6: three, crit: five).
available.
Entanglements can occur any time
wanted 2 wanted 3 Remove all level 1 harm. Roll ship’s crew quality -1 or a crewmate’s doctor ability.
before the next job. The GM will inject RECOVER
1 Collectors 1 Ur Field Advance your healing clock per level (1-3: one, 4/5: two, 6: three, crit: five).
them into the story, sometimes waiting
until downtime is over to make them felt. 2 Impounded 2 Pirates!
REPAIR Spend 1 cred to repair one level of damage to a ship system.
Some groups like to roll “in the open” 3 Bounty Hunter 3 Out of Gas
so everyone knows what’s about to hit 4/5 Interrogation 4/5 Arrest Mark 1 xp for an attribute or your playbook (+1 xp if you have the appropriate
them. Others let the GM roll “in secret” train
6 Roll on Wanted 3 6 Wanted Level 4 crew Training upgrade). You can train a given xp track only once per downtime.
so it’s a surprise. Either way is fine.
RULES REFERENCE Gm rEfErEnCE 3 of 3
GM Goals DEVIL’S BARGAINS Family Names (continued): Sprek, Procyon System Notables
XXPlay to find out what Suzuka, Tann, Tarkin, Tel, Thorn, Tilad, Ritam al’Malklaith: Noble system The Prime: Ancient Urbot fighting for
happens XXCollateral damage. Ulmak, Ursis, Valorum, Veers, Vosa, Governor in disgrace. Likes Ur artifacts. the freedom of all sentient machines.
XXConvey the world honestly Wu, Wolffe, Wren, Yoneyama, Yueh, Yast Jor: Engineer Guilder head. Doraam: Nightspeaker mystic. Along
XXSacrifice cred or an item.
XXBring Procyon to life. Yularen, Zan, Zer Overseeing mining operations. with Ismissa and the large Oin-rai, seeks
XXBetray a friend or loved one. a set of Ur artifacts called the Raiment.
Aliases: Ace, Agony, Apex, Athena, Alanda “The Banshee”: Fierce space pirate Queen.
GM PRINCIPLES XXOffend or anger a faction. Badger, Bingo, Black, Bolt, Brakes, Alaana: Church head. Mystic. Zealous Torx: Counters Guild CEO. Wears a golden
XXBe a fan of the PCs. Carrot, Cash, Cosmo, Dash, Devil, in rooting out heretics. mask and breathes mysterious vapors.
XXAlways follow the fiction. XXStart and/or tick a clock. Dipper, Echo, Eight, Elbows, Falcon, Morek: Most feared bounty hunter in
Jax: Cobalt Syndicate leader. Wants
XXMake the world wondrous XXAdd Fireball, Flex, Game, Gargoyle, Gear, the sector. Has an AI-controlled ship.
heat to the crew. to unite labor and get better working
XXMake space mysterious. Gonzo, Guns, Hammer, Headhunter, conditions. Turning to crime. Nicols al’Nim-Amar: Noble Concordant
XXSuffer harm.
XXCover it in big, clunky tech Helo, Hex, Highball, Intake, Iris, Iron, Knight seeking the Way of Light.
Pasha Qu’olin Leader of the Ashen
XXAddress the characters Juggler, Juice, Junior, Karma, Lasher, Knives. Wants to control all Syndicates. Dorae White: Starsmith Guild Head.
XXAddress the players. Names: Abra, Aria, Chendra, Cord, Legend, Link, Loco, Mooch, Nails, Cybernetic arm and eye.
Nemesis, Nova, Owl, Phoenix, Quirk, Tallon “The Butcher”: Commander of 51st
XXConsider the risk. Del, Duncan, Ed, Entex, Espa, Faykan, Legion. Wants to execute a military coup. Rocco Apple: Ship designer extraordinaire.
XXHold on lightly. Faye, Finn, Fox, Gaius, Garm, Garrus, Raider, Razor, Rash, Skulls, Snaps,
Genera, Greeg, Gurney, Han, Hirak, Snitch, Stinger, Syndrome, Tank, Tax,
system: rin
GM ACTIONS Hondo, Ignor, Jaana, Jango, Jerec, Jet, Titan, Tread, Under, Vandal, Vapor,
Aleph FLASHBACK COSTS
Wraith, X-Ray, Yellow, Zen, Zenith, Warren
XXAsk Questions. Jung, Kai, Kalo, Kahlee, Kasumi, Kirk, Kit, Ashtari Cloud
Lando, Leto, Liara, Lotus, Mevakor, Mill, Zipper Outpost SB-176 X0 stress for a normal action for
XXProvide Opportunities and The Straylight

X
Mino, Miranda, Mordin, Naimon, Needa, The Cove which you had easy opportunity.
follow their lead. Looks: Man, Woman, Ambiguous, Xeno Baftoma
XXCut to the action. Oola, Orrin, Paul, Poe, Potak, Praxis,
Ornate Headdress Wide Belt system: holt X1 stress for a complex action or

X
XXTelegraph trouble before it Quinton, Rey, Rocco, Saldeed, Samara, Mem Jerec’s Junkyard unlikely opportunity.
Long Coat Fitted Dress
strikes. Saren, Seklor, Spike, Thane, Yast, Yola, Hood and Veil Flight Suit Hantu Gate
Sonhandra X2+ stress for an elaborate action
XXFollow through. Victor, Wyndam, Xavier, Zaeed, Zokar Short Cloak Heavy Cloak Trade Platform

X
XXInitiate an action with an
Vos Planet Omega which involved several special
Family Names: Acon, Apple, Bartok, Knit Cap Thick Duster
NPC. Fancy Makeup Loose Silks system: iota opportunities or contingencies.
Black, Brell, Clovis, Crynyd, Curia,
XXTell them the consequences
Doona, Drake, Dyson, Emari, Endua, Slim Jacket Tight Pants Amerath Shipyards
and ask. Hooded Cloak Bomber Jacket Belt of Fire
Evazan, Farr, Feris, Gallia, Gree, Gyle, Indri
Wayline
insight prowess resolve
XXTick a clock. Work Boots Long Scarf
Hawking, Hex, Hill, Impera, Indigo, Lithios
XXOffer a Devil’s Bargain. Mask and Robe Leathers ZX-1138 Doctor Helm Attune
Intal, Ivanov, Jor, Jusik, Kasur, Kedra,
XXThink offscreen.
Kor, Kranax, Kritus, Kromyl, Kymnal,
Suit and Vest Stillsuit system: brekk Hack Scramble Command
Collared Shirt Hide and Furs Aketi Blackstarr
Always Ask: What do you do? Lana, Livia, Luo, Mahat, Marak, Natoth, Suspenders Worn Uniform Rig Scrap Consort
Dendara
Nagan, Neumann, Nur, Ortcutt, Pava, Intricate Rings Space Suit Nightfall
Bright Wind Study Skulk Sway
Pim, Quag, Ramus, Rudra, Ryle, Shrike, Skirt and Blouse Glittering Jewelry Shimaya Isotropa Max

CONSEQUENCES fortune ROLL


critical: Exceptional result /
You suffer harm (1-3). You have reduced effect. You lose your opportunity. It takes extra time. 1d for each trait Great, extreme effect.
rating
6: Good result / Standard, full
You end up in a worse position. Complication (tick a clock 1-3 segments or a new obstacle or threat appears.) effect.
+ +1d per major 4/5: Mixed result / Limited, partial
EffECt 1. Limited: How is the effect diminished? What EffECt factors advantage effect.
significant obstacle remains?

How does the effect manifest?
2. Standard: How does the expected effect manifest?
- quality / tier + 1-3: Bad result / Poor, little effect.
If there’s a clock for your What’s left to do, if anything? - -1d per major

- scale +
obstacle, tick segments equal 3. Great: How is the effect increased? What extra disadvantage
to the effect level. benefit manifests? - potency +

INSIGHT

Scum&vILLAINY SpEakEr
a respectable
person on doctor




the take hack




starting ability
rig




study
name alias Air of Respectability: You get an extra downtime activity to acquire






assets or lay low. PROWESS
look
special abilities helm




heritage: imperial—spacer—colonist— background: academic—labor—cult— Favors Owed: During downtime, you get +1 d when you acquire assets scramble



   




m a n u fac t u r e d — wa n de r e r — xe n o guilder—military—noble—syndicate or lay low. Any time you gather info, take +1d. scrap




Player: You always know when someone is lying to you. skulk




vice/purveyor: faith—gambling—luxury—obligation—pleasure—stupor—weird



resolve
   
Infiltrator: You are not affected by quality or Tier when you bypass



cold—haunted—obsessed—paranoid security measures.
stress trauma reckless—soft—unstable—vicious attune




harm ARMOR Subterfuge: You may expend your special armor to resist a command






3 need consequence of persuasion or suspicion. When you resist with insight, consort
help HEAVY




gain +1d.
sway




2 -1d SPECIAL Heart to Heart: When you provide meaningful insight or heartfelt
BONUS DICE



advice that a crewmate follows, you both clear 1 stress.
cred  stash push yourself (take
less
1 effect Old Friends: Whenever you land in a new location, write down a + 2 stress) -or- accept a




 friend you know there (see Influential Friends below). devil’s bargain
recovery Get treatment in downtime to fill your healing clock  
 Disarming: Whenever you use a gambit while speaking, hostilities + assist (they take 1 stress)



and danger also pause while you speak. + spend a gambit

Purpose: You may expend your special armor to push yourself when gambits
notes / projects



outclassed by your opposition, or when under the effects of wounds. Add a gambit to your
When you resist with resolve, gain +1d. crew when you roll a 6 or
+ critical on a risky action
and you didn’t spend a
Veteran: Choose a special ability from another source.
gambit on a bonus die.






influential friends items (Italics don’t count for load) load  3 light   5 normal  
6 heavy

 
 Arryn, a Noble  Fine Clothes  Blaster Pistol
Manda, a Guild member  Legitimate ID   2nd Blaster Pistol
 
 
 Luxury Item   Melee Weapon
 
 Kerry, a doctor Heavy Blaster
 Luxury Item  
 
 Je-zee, a diplomat Large Luxury Item   Detonator
 
 
  Memento of a Past Encounter   Hacking Tools
teamwork planning & LOAD Gather info   Repair Tools
Choose plan. Pick load. Provide detail:  What’s their intention? mark xp : playbook advancement
Lead a group action.   Medkit

 Assault plan: Point of attack.  What might I suspect about  Every time you roll a desperate action, mark xp in that action’s attribute.
  Spy Gear



Set up another character.  Deception plan: Method. this? What can I prove? At the end of each session, for each item below, mark 1 xp (in your
  Illicit Drugs

 Infiltration plan: Entry point.  What’s the danger here? playbook or an attribute) or 2 xp if that item occurred multiple times.
  Communicator


Protect a teammate.  Mystic plan: Arcane power.  How can I find ?  You addressed a tough challenge with deception or influence.
Armor


 

 Social plan: Social connection.  What’s really going on here?  You expressed your beliefs, drives, heritage, or background.


Assist another character.  You struggled with issues from your vice or traumas during the session. Spacesuit

 Transport plan: Route and means.  Ask about a detail for a plan.  



SHIP INFO & JOBS: STARDANCER
ship notes ship contacts STARDANCER: LUCRATIVE OPPORTUNITIES
This freighter has seen some miles, but X T'kafa, a dockmaster. Was he the one

X
with a loving engineer and some illegal that helped you get your ship? 1. A faction war needs a delivery of weapons and supplies past the enemy line.
modifications, it's become a fast little
ship that's equipped to get places it's not X Alor, a keen-eared barkeep. A good

X
supposed to and carry things it shouldn't. source of jobs, and a good source of 2. A fugitive will pay to get smuggled into the next system.
drinks. What do you bring him from
It starts with the following: your travels?
X The Stardancer: Engines 1 (Jump 3. A Cult wants you to move their Chosen One past a Church/Legion checkpoint.
X Heani, a tugboat captain. How often do
X
Drive), Hull 2 (Cargo Hold, Smuggling

X
you pass each other in the black? When
Compartments). Modules: Galley. did they fetch you back to safety? 4. Living cargo needs to be transported, but is hard to contain and pin down once loose.
Gambits: 2.
X Rakka, a diplomat. Which faction do they
False ship papers or a fake transponder will 5. A client wants you to move a package for 2 weeks straight. No stopping. No peeking.
X
represent? How did you make friends
make transit much easier, and converting
some cargo space back into crew quarters with someone from high society?
will make the ship much more comfortable X Citani, a reclusive info broker. Who do 6. Transporting the goods is easy, but can you convince a socialite to give you the job?
X
on long hauls. they work for when not speaking with
the crew? What type of info do they 1.
ship options broker most commonly?
Someone wants you to accept a job for a faction, but give them the goods instead.

False Ship Papers: A few well-forged or An ace pilot wants you to smuggle their custom, illegaly modified racing ship to the start
transferred documents, giving the crew ship jobs 2.
line past Guild inspections.
and ship identities that are less wanted The Stardancer takes what jobs it can, both
in any given system. Often simplify gate legal and illegal. You can find and carry 3. A simple job, except the cargo isn't what they said it was, and it gets dangerous mid trip.
travel if the transponder and ship match. lost goods, and if your hull is good enough,
You have a couple sets even if you have to even smuggle people the Hegemony is
practice responding to a new name. Smuggle a Way creature to a planetside mystic. Just one problem, it has to be carried
looking for. Unfortunately, people just 4.
inside one of the crew.
Dark Hyperspace Lane Maps: Routes through seem to keep blaming you for the actions
systems that aren't officially maintained. and value of your cargo. The nerve!
5. Smuggle an artifact out of an archeological dig.
Sometimes faster. Always less patrolled. Look for opportunities with a twist.
Often full of Way creatures, pirates, and Offer easy jobs with moral dilemmas, or
other scoundrels. You don't want to think hard jobs that help people, or cargo that 6. Run a Guild trade embargo to get a key scientist off the planet.
about the poor fools that died mapping multiple people want. Remember that this
them. ship isn't a bruiser. Violent faction like the 1. Transport of cargo requires a path through a pirate's booby-trapped and patrolled turf.
Smuggler's Rigging: Great way to sneak Scarlet Wolves are more likely to hire the
items webbed to yourself. Adds some crew to extract a member than they are
An exiled ex-pirate stashed a treasure on Baftoma and will split it with whoever can get
hands-free carry while working on the for murder (they have people for that). 2.
outside of the ship, and lets you smuggle them there past pirates and back.
Focus on escapades, tight flying, and
a blaster into a well-guarded meeting while standard space opera hyjinx. Always look
keeping the stylish cut of your coat. 3. A mystic needs a crew to explore a newly-formed Way line. Way beasties guaranteed.
for an opportunity for a run, chase, or high
Lucky Charm: Whether an artifact, or a energy adventure. A Sah'iir wishes to adopt xeno children as servants. They must be moved before they are
few mementos prominently displayed, For any job opportunity, consider how the 4. registered with the Hegemony.
sometimes luck is just believing. The crew job may bypass blockades and inspections,
starts with +1 gambit every job. It costs 2 or smuggle goods and people. Think about Priority shipment from Indri to Amerath can only make it in time if you cut through the
upgrades to unlock instead just 1. 5. Belt of Fire.
travel time too. To add a twist, discover
Thrillseekers: Each PC gets +1 stress box what factions might be involved, or
(increase max to 10). It costs 3 upgrades add additional elements, roll on the job 6. A criminal gang needs to smuggle a message to a lifer in Isotropa Max Secure.
to unlock, not just 1. generator tables.
SySTEM : BREKK heat WAntEd 4 of 4
system overview notable locations
Considered by many to be more civilized than much of the Blackstarr: The vast and largely empty Nightspeaker ship Bright Wind: A large gas cloud ejected by the star, now
rest of Procyon, this system is home to many of the finer where initiates train for their first year. The ship is unlit and used as a racing grounds by the Echo Wave Riders. Despite
aspects of the Hegemony—education, art, and culture. moves routinely to prevent discovery. It does not often it being both lethal and illegal, racers all over the sector
Wealth and culture means the Legion presence is strong receive visitors, though exceptions can be made for those compete for cred and fame. Invitations to the races are
in the sector, protecting the elite. However, there are that have a favorable relationship to the Cult. exclusive and require qualifying in hazardous conditions.
many odd, non-Starsmith-maintained hyperspace lanes Dendara: An ancient temple on Nightfall’s fifth moon, Todav. Isotropa Max Secure: Orbiting near the star, Isotropa is the
that bend strangely, making long loops perpendicular to Some say it’s an Ur temple, others that it’s the remains most notorious prison system in Procyon. Wardens broker
planetary orbits. Pilots map these so-called “dark lanes,” of a forgotten mystic Cult. Its derelict corridors are tough audiences with prisoners and grant commutations for the
making it easy to dodge patrols if one is willing to take to tour due to the moon’s lack of atmosphere and the powerful and wealthy. They report to Malklaith but the
one’s time, and has the skills necessary to navigate them. glitching effect the temple has on drives and electronics. prison largely runs itself.

aketi notables wealth




Description: This verdant jungle-world would be more settled, were it not Razor: A hunter mounting an expedition to catch the deadly Grand crime/syndicate
Phereniki for a rich client. (callous, experienced, gambler)




for the incredibly hostile natural life. Between rapidly spreading carnivorous tech level
plants, seasonally rampaging beasts, and hyper-aggressive fish, only a few Zokar Pava: Lost Legionnaire dealing in military-grade weapons. (cautious,




distinct types visit Aketi—researchers, poachers, and criminals hiding from weird
meticulous, dissident)




the law. The planet is labeled a Malklaith “nature preserve.”
Intal Brel: Psy-blade-wielding Concordiat Knight. Travels with a nine-foot- Nobody comes here who
Scene: Heavily armed guards patrolling the tall walls of Base Camp tall xeno, an ex-priest, and an Urbot. Recently lost a party member and doesn’t have to. The planet
One, nervously eyeing the jungle. Research crews packing for their next hopes to replace them. (religious, vigilant, honorable) hates you, and jobs are
expedition across from poachers doing the same. A smuggler discussing hard to find. Even bounty
arrangements with a client in a tent while a personal barista makes them Asha Ravann: Base Camp One commander. Instituted a wall-mounted
hunters pass it by. When
drinks. flamethrower measure that’s kept the jungle at bay. (tired, jaded, relentless) you lay low, take +1d.

nightfall notables wealth




Description: Named for frequent eclipses caused by the planet’s 13 moons. Saren Galia: Data broker and bookie. When you can’t pay your debts, you crime/syndicate
become her informant. (paranoid, fast, connected)




Their erratic movements make night only predictable by computer. The tech level
city of Yaw is nestled where night and day last between 2 and 12 hours Lotus: Fashionista and taste-maker, dressed in elaborate costumes.




each. It bustles with economic activity and is a frequent destination for weird
Secretly a high-powered fixer. Has been known to take charity cases




tourists and traders. when the cause appeals to her. (popular, passionate, meticulous)
Scene: Highrises lighting up block by block as the city goes from day to Jet Wolffe: Scarlet Wolves assassin. Can be hired for the right price, but The center of culture in the
night in the span of minutes. A rowdy night club spilling dancers clad in only takes off-world jobs. Travels with a large, blue-skinned alien animal system, and here it’s about
black, glow-accented outfits onto a sun-lit street. The blue glow of a public of unknown origin.(aloof, confident, unforgiving) who you know. Acquire
data kiosk projecting tomorrow’s night schedule and market changes. assets with consort instead
Sol Brighton: Best lawyer in the sector. (cunning, connected, expensive)
of crew quality.

shimaya notables wealth




Description: This desert planet is ravaged by electrical storms that Hondo Suzuka: An HNN reporter looking for evidence of conspiracy at crime/syndicate
Khalud Academy, where several top students have vanished. (ambitious,




occasionally clear colored sand off mineral deposits essential to space tech level
travel, or turn it to glass, giving a view to the ruins beneath. There vigilant, charming)




is a substantial civilian population, including the sector’s preeminent weird
Ed Ursis: Guild Engineer that works on the orbital array and the electrostatic




educational institution, Khalud Academy. generators it powers them to keep the storms away from the capital.
Collects colored glass statues. (dedicated, brilliant, overworked) Although only students and
Scene: Professors walking down the marble paths of the Academy. A professors can technically
market street with insistent vendors selling sandworm kebabs to hungry Miranda Kasur: Minerals trader with a load of stolen goods she needs to use the Khalud Academy
miners. Excavators packing furiously onto sand-skiffs, ready to take move. In hiding after her first deal went wrong. (scared, cunning, proud) archives, all study rolls
advantage of a storm-cleared deposit. The storm alert blaring citywide. using them at the university
Sahar: Strange-suited mystic that lives in the desert. (odd, blue-eyed, ancient)
gain +1d.
RULES REFERENCE Action, Abilities, Resistances 1 of 3
aCTION ROLL teamwork
1d per action dot
Controlled Take 1 stress to give another player +1d. You might also suffer
You act on your terms. You exploit a dominant advantage.
assist consequences from the roll. Only one person may assist a roll.
critical: You do it with increased effect.
+ +1d if you push
yourself (you take 6: You do it. Lead a group action. Each player who participates rolls for their character.
2 stress) — or — 4/5: You hesitate. Withdraw and try a different lead a The best single roll counts as the action result, which applies to every
group
­
you accept a approach, or else do it with a minor consequence: character that rolled. Take 1 stress for any 1-3 result (including your own).
devil’s bargain a minor complication occurs, you have reduced
Note: You can’t both push yourself effect, you suffer lesser harm, you end up in a risky Set up another character with your action. If you achieve it, any team members
and accept a Devil’s Bargain. position. set up who follow through on your maneuver get +1 effect or improved position.
+ +1d if you spend a 1-3: You’re blocked or you falter. Press on by seizing
gambit (can only a risky opportunity, or withdraw and try a different Face danger for a teammate. Step in to suffer a consequence in their place.
spend 1 per roll) protect You may roll to resist as normal, if you wish.
approach.

Note: Risky actions are the


mainstay of space opera, and Risky actions
risks that pay off (6 or critical) You go head-to-head. You act under fire. You take a chance.
generate gambits, but only if X Attune to the Way to communicate with X Rig together mechanical solutions;
critical: You do it with increased effect and add a

X
X
you didn’t spend a gambit on non-sentient species or robots; sense disable, modify, repair, or create
the roll in the first place. gambit if you haven’t spent one on this roll. unseen danger or killing intent; safely mechanisms; disable a trap, pick a lock,
6: You do it. Add a gambit to your crew as above. handle Precursor artifacts or remnants. or crack a safe; rig explosives.
4/5: You do it, but there’s a consequence: you X Command obedience with your force of X Scramble to a positon or away from

X
danger; lift, run, climb, jump, or swim;

X
suffer harm, a complication occurs, you have personality; intimidate or threaten; lead
reduced effect, you end up in a desperate position. an action with NPCs; order people to do traverse harsh environments.
what you want. X Scrap with an opponent in blaster
1-3: Things go badly. You suffer harm, a complication

X
X Consort with connections from your or physical combat; assault or hold
occurs, you end up in a desperate position, you lose
a position; brawl, fight with melee

X
this opportunity. heritage, background, friends, or rivals
weapons, or wrestle.
to gain access to resources, information,
Each time you roll a desperate X Skulk about unseen; pick pockets;
people, or places.
Desperate

X
action, mark xp for that employ subtle misdirection or sleight
attribute. X Doctor someone who’s been injured; of hand.
You overreach your capabilities. You’re in serious trouble.
X
handle and identify substances; do science;
critical: You do it with increased effect. comfort, support, or elicit sympathy. X Study a person, document, or item with

X
close scrutiny to gather information
6: You do it. X Hack computers, systems, and digital and apply knowledge; gain a deeper
X
4/5: You do it, but there’s a consequence: you locks; reprogram robots or drones; jam understanding; do research.
suffer severe harm, a serious complication occurs. surveillance and communications. X Sway someone with charm, logic,
X Helm a vehicle; fire ship weaponry; plot

X
1-3: It’s the worst outcome. You suffer severe harm, deception, disguise, or bluffing; change
X
a complication occurs, you lose this opportunity. a jump or in-system course; escape a attitudes or behavior with manipulation
chasing ship. or seduction.

resist ROLL The GM sets the consequences according to the situation. You may suffer one, some, or all of the listed
You reduce or avoid the consequence and take 6 consequences. You may attempt to avoid or reduce each consequence individually with a resistance roll.
1d per attribute dot stress minus your highest die result. When you roll a critical on a resistance roll, clear 1 stress.
StartinG tHE GamE: CErBErus
starting situation Create an 8 segment chase and an 8 segment escape clock.
Actions that bring the crew closer to Tyrek increase the chase job i
Your crew of bounty hunters have come to Warren - the moon of clock while delays increase Tyrek's escape clock. Make Warren
Aleph in the Rin system - to track down an Ashen Knife assassin The Banshee (the Pirate Queen leader
busy, grimy, and exciting. Give the players plenty of things in the of the Maelstrom) is looking for
named Cho Tyrek. The job is supposed to be simple: find Tyrek, scene to jump over, have breakneck chases around, and blow up.
abduct him, and cash in. someone to steal a Nightspeaker mask
Tyrek will absolutely shoot to kill if it looks like he can get away, and will pay you handsomely to get it
Several people are on the look-out for him. Tyrek’s Syndicate but once his clock gives out, he’ll surrender providing the crew done quietly.
pasha wants to speak with him for walking off of a job. The Guild agrees to take care of his charge. The crew can decide what to
is financing the bounty. And there is an odd, large Urbot offering do with him at that point. X Who has the mask currently? How

X
a sum for the safe return of him and what he's holding. and why is it currently vulnerable?
A few bribes and a lucky break have led you through two systems the next scenes X What's the plan? Provide the detail.

X
to the door of a run-down motel called "Paradise". Night has X Engagement roll. Cut to the action.
fallen, and the neon lighting has kicked on. Downtime should be when the players decide what to do with

X
Tyrek. He's on the run with a small Urbot named Ara-ini, housed
You have to be careful picking up a snake like Tyrek, lest you get in a frame reminiscent of a small child. Cho claims that his
bitten. Can you capture the ex-assassin? What tricks and traps assassin's code would not allow him to harm children - a thing
does he have up his sleeve? Who will you turn him over to? Why he's become convinced Ara-ini actually is. job ii
did he decide to walk away from the life? We play to find out. Nightspeaker Doraam's protégé Rax
The next job will likely be either turning Cho over to the authorities
on Indri, or trying to smuggle Ara-ini to a representative of left before completing training. Doraam
make characters and ship Conclave 01 who is supposed to meet Cho on Baftoma. Regardless
wants you to find and capture them
and bringing them to a Nightspeaker
Follow the procedures under Character and Ship Creation. Ask there are other factions who want one or the other (the Ashen
ship in the black.
some of these questions while you do it: Knives and the Guild being prominent possibilities) and who will
likely send someone to crash the party. Ask the crew their plan X To whom would a scared mystic
X So who's the captain of your ship?

X
and make an engagement roll. apprentice run on Warren?
X
X How did your crew get assembled? Who met whom first? X What's the plan? Provide the detail.
It's possible the crew may decide to let Cho Tyrek go after they
X
X
X What's your vice? What is it specifically? Why does it drive hear his story. Add him as a crew contact, and offer them some of X Engagement roll. Cut to the action.
X
and consume you? his remaining jobs as possible opportunities (roll on the jobs table).

X
X When's the last time you bagged a bounty? Who tipped you off
the campaign
X
to this bounty? Why do you want this one so bad?
X Who do you trust the most on the crew? Who do you trust the This Scum and Villainy quick start isn't really meant for a
job iii
X
least? What's that about? Or will we find out in play? campaign, but you can easily play out the consequences of the Members of the Cult of the Sun have
For a one-shot or faster start, you can forego crew creation. starting situation over several sessions. Who does Ara-ini end identified Commander Tallon's psychic
up with, and what makes her different from other Urbots? Who and want you to capture her and deliver
The PCs are bounty hunters with a juicy bounty in their sights.
holds a grudge because of how you handle the bounty? Does her to the Way of Light (battlecruiser).
someone want the crew to steal the little Urbot back?
the first scene X When does Liyara leave the Legion

X
Write down pressing questions to help keep the action focused: Battlecruiser and why does she have
After they make characters and the crew, tell them this: to do so regularly?
What will happen to Cho if the Ashen Knives get to him?
You've kicked in the door to Tyrek's room when you hear X What's the plan? Provide the detail.
a crash from behind the motel and the roar of an engine What will the Guild of Engineers do if the opinion that Urbots

X
starting up. A bright headlight comes streaming through are sentient becomes widespread? X Engagement roll. Cut to the action.

X
the windows, and some heavy blaster fire rips through the
walls. Tyrek is bolting on a hoverbike, a tiny figure clutching Who is manipulating the Indri authorities to get their hands
to his back - and with him goes your bounty. on Cho and his charge?
How do you chase him down? Do you boost a nearby These questions may collect a clock or two, tracking the status
hovercar, or convince a waiting taxi that he can double his of some developing circumstances. When a question is answered,
fare by chasing this opportunity? remove it and add a new one. They don't have to last forever.
SHIP INFO & JOBS: FIREDRAKE
ship notes ship contacts FIREDRAKE: REBELLIOUS OPPORTUNITIES
The Firedrake is a corvette, and thus a X Garin, a Guild weapons engineer. Has

X
larger ship that isn't meant to land on a conscience that doesn't let him do 1. The Legion is holding an ally in a facility sorrounded by toxic-waters on Aleph.
planets. It usually uses a shuttle to ferry everything the Guild demands of him.
the crew planetside and back. Possibly helped you acquire your ship? Local xenos are upset at their treatment and are organizing. The Hegemony has troops in
2. place to make sure nothing goes wrong. Run a blockade to to get them supplies.
It starts with the following: X Tyura, a legendary assassin. How did you

X
X The Firedrake: Engines 1 (Jump Drive), earn her loyalty? What is her beef with
3. A local faction found your staging base and is using it, but you need it for an upcoming job.
X
Hull 1 (Crew Quarters), Weapons 1 the Hegemony?
(Particle Cannons). Modules: Shields, X Ada Black, a famous performer. Darling A Hegemonic bureaucrat with incriminating info wants to defect, but needs help getting
4.

X
Shuttle. Gambits: 2. of the sector, her holovids are well out.
You may want to acquire a Fake Transponder known. Perhaps her tours can be good
as soon as possible (particularly once your covers to get into blockaded areas? 5. You need to recruit a hotshot pilot who knows a secret route for your next job.
wanted level rises, or when you're at war X Tiko Lux, a hotshot pilot. The best, but
with Hegemonic factions) or you may find
X
kicked out of the Legion. Perhaps a 6. Important sympathisers have clandestine information to hand off at a fancy party.
passing between systems a hassle. getaway driver for you?
ship options X Ibo-one, an ancient Cult mystic. Perhaps 1. A Hegemonic defector is on the run with blueprints and plans.
X
a guide into dangerous Ur ruins that can
Black Market Contacts: Able to get you all
the modules (even illegal ones) your ship be used to hide? There's a rumor of an Ur artifact that might make a difference in your fight. Just one
2.
needs, even when you're highly wanted. problem - it's got weird effects and Way creatures guarding it.
Resourceful. Mobile. May have jobs for you ship jobs
from time to time. The Firedrake has a long and complex 3. Capture the plans for a new prototype Guild weapon from a secure data depot.
path ahead of it. The Hegemony seems
Secret Base: Perhaps inside ancient Ur
omnipresent, and its hold choking.
ruins on a planet. Maybe buildings inside 4. Raid a Guild convoy for much needed supplies.
Whenever you make a job, ask who is being
a massive asteroid. Possibly an old and oppressed, overlooked, or belittled. Give
forgotten station, long abandoned but the crew a chance to even the odds or help
now repurposed. You have found and 5. You need to disable some ground support for a strike against the Legion.
the underdog.
commissioned a hiding spot away from
the baleful gaze of the Hegemony where Failing that, resources and opportunities A Cult needs you to fend off the Church of Solar Flame so their Chosen One can escape
are rare for people dead set against the 6.
you and your allies can meet, hide, and plan to safety.
your jobs. It's secret ... for now. law, and friends are uncommon. Threaten
their supply lines, showcase a lack of 1. A key Noble or dignitary is visiting the sector. Assasinate or kidnap them.
Way-Blessed: Some people are just plain resources, and offer difficult opportunities
lucky. The common folk think this is some to rectify the problem. Those who they do
sort of sign. Don't look too much into it. The Memish are rebelling. Can you shut off the gate so the Hegemony doesn't send
build relationships with may ask them to 2.
You start with +1 gambit at the start of even the odds when they get in trouble for battleships to pacify them?
every job. their friendship.
Popular Support: It takes work to win
3. A bounty hunter has a rebel leader. Stop them, or get the leader back.
Always showcase how the missions affect
hearts and minds, but your cause has public perception.
supporters among the common folk. When 4. Help a terraforming settlement the Hegemony has abandoned.
you approach a planet or a station, ask For any job opportunity, consider how the
the GM who there might be a sympathiser. job may oppose Hegemonic dominance,
acquire allies, or gain recognition and A rebel leader has been released from prison. He may have key information from the
5. inside, but it's almost certainly a trap.
Driven: Each PC gets +1 trauma box. It costs Standing in the eyes of the citizens. To add
three upgrades to unlock, not just one. This a twist, discover what factions might be
can bring a PC with 4 trauma back into play involved, or add additional elements, roll 6. A rebel ship is damaged and hiding. They need you to escort them to safety.
if you wish. on the job generator tables.
StartinG tHE GamE: FIrEdrAkE
starting situation
The guards are confused, trying to find their way without job i
Your crew of prisoners were framed and caught for crimes
that you have for once not comitted. They've sent you all to the lights. The drones that back them up are the real problem. The Cobalt Syndicate is looking for a
How do you get past them both, and deal with the door crew to sabotage a Starsmith's Guild
nastiest prison in the sector - Isotropa Max Secure. Whether you
leading to your stuff? ship. Sneak on board their shipping
knew each other already, or made friends in the scant few days
here - you've forged an alliance, and a plan. The Hegemony is clean and efficient, but they're understaffed vessel Telos and permanently disable
tonight and unprepared for a break-out. Direct engagement the engines while they’re in transit.
There's a ship held in impound till the Starsmiths can pick it up,
with blasters is completely possible, but so is scrambling X What is the Guild shipping that’s
and at least one of you knows its ignition codes and security
through darkened corridors, rigging secure doors, and hacking

X
overrides. It's just the chance you need to get out before the interfering with Cobalt operations?
terminals for drone control and valuable information. Freeing
Hegemony factions figure out which crimes you actually did. X What's the plan? Provide the detail.
all the prisoners in the compound will also make a scene, which

X
Tonight is the night you spring your plan into action. It's simple: could be useful. Certainly some powerful Syndicate members are X Engagement roll. Cut to the action.
get free, get your stuff, get the ship, get out of dodge. Mayhem, imprisoned here, willing to pay to get out. Agree to any makeshift

X
profit, and rebellion are optional. gear the crew comes up with, and ask them to choose their load
Can you recruit any other prisoners? Will you get out quietly or once they get to their stuff. Then suggest they get to the ship
are you going to make the Hegemonic Network News? Can you and get out. job ii
turn a profit on being locked up? And how will you get the ship The Vigilance has judged that Victor
out of impound? We play to find out. the next scenes Kromyl - the Governor of Mem - has
Downtime should be when the players decide what to do with acted dishonorably towards those he is
make characters and ship their ship. Ask what their priorities are as players and as a crew. sworn to protect and serve. They want
They may have fallout to deal with over how they escaped from you to flood the Governor's mansion.
Follow the procedures under Character and Ship Creation. Ask
the facility, or they may want to look into who flagged their X How will it be clear this is a message
some of these questions while you do it:
names in the first place.

X
form the Vigilance?
X How did your crew get assembled? Who met whom first?
Perhaps prisoners that escaped in the chaos feel like they owe X What's the plan? Provide the detail.
X
X What's your vice? What is it specifically? Why does it drive the crew a favor and offer them a job. Or factions that saw how

X
X Engagement roll. Cut to the action.
X
and consume you? the crew stuck it to the man hope to make some allies and have

X
them do it again on their behalf.
X What were you imprisoned for? Which of you is actually guilty
X
of what they're accused of? What crimes do the Hegemony
NOT know about? the campaign job iii
X Who do you trust the most on the crew? Who do you trust the This Scum and Villainy quick start isn't really meant for a
campaign, but you can easily play out the consequences of the The Dyrinek Gang is paying for
X
least? What's that about? Or will we find out in play?
starting situation over several sessions. Who is blamed for your someone to broadcast House Malklaith
For a one-shot or faster start, you can forego crew creation. escape, and how long will they hunt you to make it right? Will the corruption and dirty laundry. They
The PCs are criminals and rebels with an exciting prison escape Hegemony ever realize exactly who they held in their hands and want you to sneak into an HNN tower
to execute. lost? What bounty hunter is hired to chase you down? and cue the broadcast.
Write down pressing questions to help keep the action focused: X Where is the broadcasting tower
the first scene

X
located in the system?
Who properly owns the ship that you stole?
After they make characters and the crew, tell them this: X What's the plan? Provide the detail.
How does the Hegemony deal with sparks of rebellion?

X
You're in the mess on a normal day, eating food, stretching X Engagement roll. Cut to the action.
your legs, getting into fights while the guards watch... but Do your previous allies still trust you, knowing that you were

X
you know that today's the day. There's a blare of alarms locked up and almost miraculously got away?
followed by silence. Darkness falls, and it will be a few
minutes before anything but emergency lights turn on. In These questions may collect a clock or two, tracking the status
the commotion, a few cell doors spring open. Your gear is of some developing circumstances. When a question is answered,
in a safe, past a grate and down the hall. remove it and add a new one. They don't have to last forever.
INSIGHT

Scum&vILLAINY 





doctor
hack
rig
starting ability
  study
name alias
PROWESS
look
special abilities   helm
heritage: imperial—spacer—colonist— background: academic—labor—cult—   scramble
   

m a n u fac t u r e d — wa n de r e r — xe n o guilder—military—noble—syndicate   scrap
  skulk
vice/purveyor: faith—gambling—luxury—obligation—pleasure—stupor—weird
resolve
   
cold—haunted—obsessed—paranoid
stress trauma reckless—soft—unstable—vicious   attune
harm ARMOR   command
3 need   consort
help HEAVY
  sway
2 -1d SPECIAL
BONUS DICE
cred  stash push yourself (take
less
1 effect + 2 stress) -or- accept a

 devil's bargain
recovery Get treatment in downtime to fill your healing clock  
 + assist (they take 1 stress)
+ spend a gambit

gambits
notes / projects
Add a gambit to your
crew when you roll a 6 or
+ critical on a risky action
and you didn't spend a
gambit on a bonus die.

friends items (Italics don't count for load) load  3 light  
5 normal  
6 heavy

 
   
 


 
 
 
 


 
 
 
 


 
 


 
   
 


 
   
 
teamwork planning & LOAD Gather info



mark xp : playbook advancement


Choose plan. Pick load. Provide detail:  What's their intention? 
Lead a group action.

 Every time you roll a desperate action, mark xp in that action's attribute.


 Assault plan: Point of attack.  What might I suspect about 



 Deception plan: Method. this? What can I prove? At the end of each session, for each item below, mark 1 xp (in your


Set up another character. 

 Infiltration plan: Entry point.  What's the danger here? playbook or an attribute) or 2xp if that item occurred multiple times.





Protect a teammate.  Mystic plan: Arcane power.  How can I find ?  You addressed a tough challenge with






 Social plan: Social connection.  What's really going on here?  You expressed your beliefs, drives, heritage, or background.




Assist another character.  You struggled with issues from your vice or traumas during the session. 

 Transport plan: Locations / route.  Ask about a detail for a plan.




SySTEM : HOLT heat WAntEd 2 of 4
system overview notable locations Trade Platform Auto #4: The Guild has set up an automated
trading platform for selling fuel. It has defensive systems
Holt was the second Procyon system to be colonized, Jerec's Junkyard: A free-floating mass of ships, parts, and to deter theft or assault. Because of this, parties have been
though the Rin-Holt gate was troublesome to stabilize. sheeting connected via magnetism, cabling, and colorful known to conduct delicate negotiations at the platform to
Hegemonic scientists eventually found a series of Ur keys engineering. If you’re looking for equipment on the cheap, discourage escalation. The first three trade platforms
in the Rin system that forced the gate to consistently lead the Junkyard is your place, though it will likely be missing a have had accidents or mysteriously disappeared.
to Holt. However, the gate remains temperamental, and piece or unreliable. Jerec also buys, but is a canny haggler.
Quarantine Planet Omega: Three survey crews and one
has been known to open on its own. No ships have come Hantu Gate: The Hegemony has never been able to activate military expedition were lost before the Hegemony
through during these spontaneous openings… so far. The this second system gate. Based on schematics of other quarantined this planet. The planet is overrun by a deadly
Holt system star burns white, though it is far older than gates, it seems to be missing pieces. It has been speculated life form that resists nukes from orbit. The Hegemony
stars of this type should be, which Hegemonic scientists that the Ur locked the gate and hid the keys somewhere, considers it hostile, but insignificant to its plans. It's said
attribute to ancient Ur manipulation. though it’s anyone’s guess as to why. the alien creatures nest within artifact-rich Precursor ruins.

mem notables wealth




Description: This ocean planet was colonized by the Hegemony for almost Victor Kromyl: Planetary administrator. Seeks proof of Memish crime/syndicate
insubordination after several second-in-commands went missing. Goes




a hundred years before aquatic xenos made themselves (and their tech level
planetary claims) known. Hegemonic forces broke the Memish military nowhere without his Legion bodyguard. (vigilant, meticulous, paranoid)




and incorporated them into the Hegemony. Exploration of Mem has proven weird
Espa Nur: Memish labor boss. His scars are packed with deep-ocean




difficult because of the free-standing gravity wells deep beneath the waves. bioluminescence. Reports to Kromyl on seditious behaviour, but has hidden
his knowledge of Memish occultism. (ambitious, cunning, treacherous) The deeps are littered
Scene: Hegemonic administrators dressed in long gowns with sashes of with Ur sites and strange
bright purple talking with Memish labor bosses. Tall, see-through spires Wyndam Zahn: Biology researcher searching for a connection between glows. When in the deeps
leading from the underwater government palace to open-air pavilions. the Mem and other life on the planet with little success. Putting together using attune for long term
Tourists embarking on massive submersibles to take photos of the local an exploration of the ancient Mem city of Bok-Dar. (wealthy, brilliant, projects grants +1d. Failures
sea life. Deep sea missions in exo-suits while the Memish watch. passionate) may attract Way attention.

sonhandra notables wealth




Description: This planet is tidally locked - meaning the same side of the Del Hex: Outlaw and gunslinger. Has some obvious cybernetics from his crime/syndicate
Guild of Engineers days. Wanted in several systems. Runs a vibro-weapon




planet faces the star at all times. Perhaps disconcerting, all light sources tech level
extinguish about a kilometer into the night side. Most of the settlements fighting ring deep in the Day-side. (ruthless, fast, cautious)




are in the border zone between night and day, including the capital city weird
Abra Drake: Fixer for hire and auctioneer. If she can’t get it or sell it, she




of Ugar. Known for its exceptionally lax policies regulating trade, it has knows someone who can. (connected, confident, bold)
become a destination of choice for smugglers and fences alike.
Zaeed "Tank" Marak: Mercenary turned Nyct farmer. Knows where and Everything is available here
Scene: Perpetual twilight amid paved streets and concrete buildings. how to hide ships on the Night-side. (gambler, commanding, experienced) for a price. You can always
Howling of frequent wind storms. Masked and cloaked strangers take +1d to acquire assets,
congregating around a steel warehouse before an auction begins. Row Osha: Nyct-smoking, grizzled ex-Legionnaire. Runs the Three Suns, a
but on a 1-3 the asset also
after row of ships landed in the open dirt on the outskirts of Ugar. gambling den and the biggest local dive. (deadly, retired, steely) comes with strings.

vos notables wealth




Description: Known throughout the system as "Glimmer", the surface Morek and Ra-na: Most feared bounty hunter in the sector, known for his crime/syndicate
AI, Ra-na, who controls both his artifact ship and runs support on his




of this enormous planet is mostly made up of carbon compounds such tech level
as graphite and diamond. At night, the largest crystal formations glow missions via the strange armor he wears. On retainer to hunt all who




with an unearthly light - a property many of the crystals retain after steal from the diamond planet. (ruthless, vigilant, commanding) weird




being mined. Impera Evazan: High-ranking Guild logistics officer, responsible for ensuring
Scene: The well-armed, permanent blockade in space, with ships wait for a steady supply of Vos crystals is shipped to the galactic Core. Privy to
much of the Guild’s supply structure. (popular, demanding, shrewd) Vos is full of money, but
clearance. Cold, smooth, black walls of dense carbon brick, with clear also closely monitored by
diamond glass panes looking out over a blackened surface. Diamond- Yola Sprek: Jeweler known for using the unique properties of Vos crystals. the Guild. When you do a
scarred and sooty-faced miners, drinking by their bulky sonic cutters. Her creations may be the most artfully crafted pieces in Procyon. A Sprek job on Vos, you get +1 cred
The clean, perfectly arranged shops of the main visitor settlement. piece can open doors in the most elite circles. (artistic, charming, proud) and +1 heat.
SySTEM : IOTA heat WAntEd 3 of 4
system overview notable locations Wayline: The Iota gates produce a strange region between
them where engines can produce more thrust, akin to
The twin suns of this system are a yellow sun (Iota-1) and Shipyards: While the primary hub is run by the Starsmiths, ‘winds’ of a planetary sea. The path itself is hard to find and
a brown dwarf (Iota-2) and the planets of the system orbit many smaller licensed hubs work on repairs and ship moves gradually. Pilots jealously guard the information to
the pair. Like Rin, Iota is known for having two working refits. These stations are full of bored, ornery spacers gain an advantage against each other for rush deliveries
gates. By the time the Hegemony arrived, there were three looking for any distraction from the wait. The Starsmiths and daring escapes.
asteroid belts, one of which still has a large portion of a sometimes hire foolhardy pilots for prototype tests.
ZX-1138: A long-period comet that has recently diverged
shattered planet remaining in its midst. Although all three Belt of Fire: The region of superheated plasma currents from its course, taking it much closer to Indri than normal.
belts were clearly planets once upon a time, nobody is between the Iota binary stars. Spacers spin yarns about The reason for the course deviation is unclear, but the Indri
sure what sort of calamity created them. As is their wont, the Old Dragon — a vast space creature living there. While council has made a request to the Governor to investigate.
the Guilds didn't look a gift horse in the mouth and set up the name is whimsical, the Hegemony issued a Quarantine Mystics claim that this has shifted the system Ley Lines,
the Iota shipyards which service many ships in the sector. order for the area after several ships disappeared. making the Way sometimes acts unpredictably.

lithios notables wealth




Description: Ancient ice palaces dot the surface of this frozen planet, Asha Munzen: Ex of the Governor, ice climber, and frequent explorer of crime/syndicate
the ice palaces and gas caves. Only returns with visions, never artifacts.




but the race to which they belong has long since passed. Entry to the tech level
palaces has been restricted after a string of mysterious deaths. Orbital Attempting to find the ‘First Message’. (mystic, ambitious, fit)




mirrors shine like artificial suns, keeping a few larger settlements warm weird
Ren Larana: Xenobiologist attempting to resurrect an ancient xeno found




and powering large mining rigs for extracting water and liquified gasses. frozen but alive within the ice, despite Hegemonic law forbidding it.
Currently trying to sneak the xeno offworld. (bold, brilliant, confident) When you explore the ice
Scene: A purple and green aurora shining over the freezing cold sky. The palaces, you must make a
harsh crunch of snow underfoot while hiking across the undeveloped land. Raf Urich: Ice pirate, currently stranded on planet. Used his ship weapons resolve resist if you don’t
Heated vapors escaping around Solitude Colony. Colonists in full parkas, to cut a berth in the ice. Has been hiding out, stealing parts to repair his want to heed the echoes
hustling from building to building in sub-zero weather. Farmers pulling ship. (experienced, cautious, shrewd) urging you to wander into
gas-eels and ice-mushroom wine crates in sail-sporting snow skimmers. the frozen wastes.

indri notables wealth




Description: Over twenty-five percent of the goods manufactured in the Piro Locke: Owns a collection of discrete, well-guarded storage crime/syndicate
repositories in orbit, and maintains a strict no-questions policy. If it’s




Procyon sector come from this incredibly industrialized planet. The thick, tech level
rust-colored clouds create a dusk during the day. The smokestacks and illegal, it’s undoubtedly stored by Locke. (honorable, wealthy, confident)




various-colored flames from gas burn offs make an impressive skyline weird
Zo O Yun Ta Ri: Xeno weapons dealer known for prototypes and specialty




from the warehouse-surrounded premier spaceport of Reeves. armaments. Recently acquired an Ur ship weapon and is planning an
auction under the cover of a storm. (connected, cautious, meticulous) Due to the pollution and
Scene: Rows of hovercars in traffic flying from district to district while air corruption, everyone
advertisements blare on buildings around them. Pedestrians holding Pasha Lensarr: Local Ashen Knives leader nicknamed "The Roc". Known outside without proper
specially-treated umbrellas to prevent acid rain damage, walking hurriedly for a brutal approach to criminal organization. Wears a custom tailored equipment for any amount
on metal sidewalks. Slow-moving containers being shuttled to warehouses suit that allows his wings to unfurl as needed. (xeno, ruthless, demanding) of time gains the “Indri
or the spaceport. Stormclouds with multi-hued lightning rolling in. Lung” level 2 wound.

amerath notables wealth




Description: With a lush biome, this planet has become well-known for Yon Lirak: High-end drug dealer. Deals in quantity, and has a factory in crime/syndicate
Rost that never shuts down, devoted to producing synthetic narcotics for




pharmaceuticals research and manufacturing. The planet is well-tended, tech level
and due to the comprehensive attentions of the Guild, the garden city of several major species. (experienced, ruthless, unforgiving)




Rost is in perennial bloom. Warm, gentle rains come frequently. weird
Ara Blaze: Once a star athlete, now a preeminent pit fighter in the




Scene: Massive, person-sized flowers blooming along a vine-supported underground fight clubs. Ara has tried every performance enhancing drug
offered to her, and it has changed her. (ruthless, unforgiving, engineered) While it's ruined and
path through the trees. The sweet smell of honey floating through the unsanctified, the Mendicants
air. Scientists and managers taking lunch at treetop outdoor cafes while Uyen al'Vorron: Well-known Noble duelist from the religious house Vorron. keep their temple and their
reviewing project schedules. Sick pilgrims praying for a cure, while waiting Seeking to cultivate a plant for a new wine orchard he's planning to grow mystics tend to any that
to travel to the old Mendicant temple deep in the forests. on a moon near the Core. (armed, deadly, observant) request it. Take +1d when
you recover in their care.
SySTEM : BREKK heat WAntEd 4 of 4
system overview notable locations Bright Wind: A large gas cloud ejected by the primary
star of Brekk, now used as a racing grounds for the Echo
Considered by many to be more civilized than much of the Blackstarr: The vast and largely empty Nightspeaker ship Wave Riders. Despite the deadliness and illegality of the
rest of the Procyon sector, this system is home to many where initiates go for their first year of training. The entire conditions, racers from all over the sector compete for
of the finer aspects of the Hegemony - education, culture, facility is unlit and moves routinely to prevent discovery. money and fame. Invitations to the races are exclusive,
and government. Juxtaposed with that are the problems Though it does not often receive visitors, it can be arranged and require qualifying in equally hazardous conditions.
present in every system distant from the Hegemonic Core - for those that have a favorable relationship to the cult.
Isotropa Max Secure: The most notorious prison system
corruption, lawlessness, and dissent. The Legion presence Dendara: Ancient temple on Nightfall's 5th moon - Todav. in the Procyon sector, housing the worst of the worst.
is strong in the sector, but the Hyperspace lanes often Some say it is an Ur temple, though others claim it belonged Brokers audiences with its population, and commutations
bend strangely, many making long loops perpendicular to a forgotten mystic cult. Its derelict corridors are tough for those with power and wealth. It orbits the star directly
to planetary orbits. Pilots map these dark lanes, making to tour due to the moon's lack of atmosphere and the as a free-floating station. Loosely falls under the auspices
it easy to dodge patrols if one is willing to take their time. strange effects the temple has on drives and electronics. of House Malklaith, but mostly unsupervised.

shimaya notables wealth




Description: This desert planet is home to many minerals essential to Hondo Suzuka: An HNN reporter looking for evidence of conspiracy crime/syndicate
at Khalud Academy, where several top students have disappeared.




space travel. Deadly electrical storms ravage the wastes, occasionally tech level
clearing colored sand off mineral deposits, or turning it to glass, giving a (ambitious, vigilant, charming)




view to the ruins beneath. Teams race to capitalize on these events, and weird
Ed Ursis: Guild Engineer that works on the orbital array and the electrostatic




back to hide from the storms. There is a substantial civilian population, generators it powers them to keep the storms away from the capital.
including the sector's preeminent educational institution, Khalud Academy. Collects colored glass statues. (dedicated, brilliant, overworked)
Although only students
Scene: Professors walking down the marble paths of the Academy. A Miranda Kasur: Minerals trader with a load of stolen goods she needs to and professors can use
market street with insistent vendors selling desertworm kebabs to hungry move. In hiding after her first attempt went wrong. (scared, cunning, proud) the Khalud Archives, all
miners. Excavators packing furiously onto sand-skiffs, ready to take study rolls using them at
advantage of a storm-cleared deposit. The storm-alert ringing citywide. Sahar: Strange-suited mystic that lives in the desert. (odd, blue-eyed, ancient)
the university gain +1d.

nightfall notables wealth




Description: Named for frequent eclipses caused by the planet's 13 moons. Saren Galia: Data broker and bookie. When you can't pay your debts, you crime/syndicate
become her informant. (paranoid, fast, connected)




Their erratic movements make night only predictable by computer. The tech level
city of Yaw is nestled where night and day last between two and twelve Lotus: Fashionista and taste-maker always dressed in elaborate costumes.




hours each. It bustles with economic activity and is a frequent destination weird
Privately a high-powered fixer. Has been known to take charity cases when




for tourists and traders. the cause appeals to her. (popular, passionate, meticulous)
Scene: Highrises lighting up block-by-block as the city goes from day to Jet Wolffe: Scarlet Wolves Assassin. Can be hired for the right price, but The center of culture in the
night in the span of minutes. A rowdy night club spilling out onto a sun-lit only takes off-world jobs. Travels with a large, blue-skinned alien animal system, and here it’s about
street, dancers dressed in glassy black materials that sparkle in the light of unknown origin.(aloof, confident, unforgiving) who you know. Acquire
but fade into the darkness inside. The blue glow of a public data kiosk assets with consort instead
projecting the next day's sun schedule and the stock market’s changes. Sov Brighton: Best lawyer in the sector. (cunning, connected, expensive)
of crew quality.

aketi notables wealth




Description: This verdant jungle-world would be more settled, save for Razor: A poacher mounting an expedition to catch the deadly Grand crime/syndicate
Phereniki for a rich client's zoo. (callous, experienced, gambler)




the incredibly hostile natural life. Between rapidly spreading carnivorous tech level
plants, seasonally rampaging beasts, and hyper-aggressive fish — only a Zokar Pava: Lost Legionnaire dealing in military-grade weapons on the




few distinct types visit Aketi: researchers, poachers, and criminals hiding weird
most lawless planet in the sector. (cautious, meticulous, dissident)




from the law. The planet is labeled a Malklaith "nature preserve".
Intal Brel: Concordiat Knight and Psy-blade wielder. Travels with a 9ft Nobody comes here who
Scene: Heavily-armed guards patrolling the tall, metallic walls of Base xeno, an ex-priest, and an unusual bipedal Urbot. Lost a companion doesn’t have to. The planet
Camp One, watching the jungle for signs of fauna. Research crews packing xecently and is looking to replace them. (religious, vigilant, honorable) hates you, and jobs are
for their next expedition in uneasy truce with the poachers doing the hard to find. Even bounty
same across the quad. A smuggler, openly discussing arrangements with Asha Ravann: Base Camp One commander. Instituted a wall-mounted
hunters pass it by. When
a prospective client in a tent while a private barista makes them drinks. flamethrower measure that's kept the jungle at bay. (tired, jaded, relentless) you lay low take +1d.
sCIENCE AND THE STRANGE 4 of 7
MAGNITUDE

area scale duration range quality/tier force

0 A Closet One or Two People A Few Moments Within Reach Poor Weak

1 A Small Room A Small Gang (3-6) A Few Minutes A Dozen Paces Adequate Moderate

2 A Large Room A Medium Gang (12) An Hour Blaster Range Good Strong

3 Several Rooms A Large Gang (20) A Few Hours A Block Away Excellent Serious

4 A Small Building A Huge Gang (40) A Day Several Blocks Away Superior Powerful

5 A Large Building A Massive Gang (80) Several Days A Few Kilometers Impeccable Overwhelming

6 A City Block A Colossal Gang (160) A Week Across Town Legendary Devastating

quality examples force examples


X Quality 0 Examples: A rusty knife, worn & tattered clothing, a rickety shack on X Force 0 Examples: A firm shove, a candle flame, a breeze, a tiny spark, a rattling
X
X
the street. table, a pungent aroma.
X Quality 1 Examples: A combat knife, regular clothes, cheap food or drugs, a X Force 1 Examples: A solid punch, a bright flashlight, a shock from an electrical
X
X
coffin-room in a cheap motel. outlet, a noisy room.
X Quality 2 Examples: A regular side-arm, respectable clothing, an apartment, an X Force 2 Examples: A powerful blow, a searing brand, an electrical shock from
X
X
exotic pet, an exquisitely cooked meal. a live wire.
X Quality 3 Examples: A land vehicle, a military rifle, stylish clothing, a small house, X Force 3 Examples: A crushing blow, a grenade, a raging fire, an electrical surge,
X
X
a street tough, designer drugs. the wake of a jet engine.
X Quality 4 Examples: A personal racing ship, a townhouse, a typical Way creature, X Force 4 Examples: A plasma cutter, a bomb, a tornado, electrocution, a dangerous
X
X
a mercenary soldier, insider faction information. magnetic field.
X Quality 5 Examples: A small spaceship, a prototype Guild device, Noble clothing, X Force 5 Examples: A ship's guns, a massive fire, a lightning strike, an earthquake,
X
X
Vosian crystals. the wake of a jump drive.
X Quality 6 Examples: A mansion, a cybernetic implant, a large spaceship, powerful X Force 6 Examples: A capital ship weapon, molten lava, a tsunami, a cosmic
X
X
Ur artifacts, a dangerous Way creature maelstrom, a huge asteroid impact.
FACTIONS
faction status status levels Hostile (-2): This faction will seek chances There are many ways players can solve
to hurt you if it doesn't create serious this situation. A long term project (or with
You track your status with each faction Allies (+3): This faction will help you even problems for them. They expect you to do the right contact, a consort) might get you
in the game using the status box on the if it's not in their best interest to do so. the same, and take precautions against you.
factions sheet. Status is rated from -3 They expect you to do the same for them. a meeting with movers and shakers, and
to +3, with 0 (Neutral) being the default War (-3): This faction will go out of its you can play out peace negotiations as a
Friendly (+2): This faction will help you if it way to hurt you even if it's not in their job. Making things right might involve doing
starting value.
doesn't create serious problems for them. best interest. They expect you to do the
When you create your ship, you assign a couple jobs for a faction, probably at a
They expect you to do the same. same, and take precautions against you.
a positive and negative status levels (to When you're at War with any number of significant discount (or for free).
Helpful (+1): This faction will help you if
different factions) to reflect your recent factions, your crew suffers +1 heat from The largest factions are often not like
history with factions in the system. it causes no problems or significant cost jobs, and PCs get only 1 downtime activity
for them. They expect the same from you. single individuals - focused and familiar
Through play, the ratings will change rather than 2.
based on your actions. with the crew. Jobs to delete or scramble
Neutral (0): This faction will neither help
nor hinder you unless it's in their best making peace information in data banks can throw large
status changes interest. They expect the same from you. Procyon sector factions can often bring
factions off the trail and stall hostilities.
When you execute an operation, you lose 1 Interfering (-1): This faction will seek more resources to bear than a small, If all else fails, helping one of their enemies
or 2 status with any factions that are hurt chances to cause trouble for you as long scrappy crew, making War a difficult or boosting their rivals can give them
by your actions. If you keep your operation as it has no significant cost for them. situation for any ship's crew. significantly different priorities.
completely quiet (no one knows it was you)
then your status does not change.
hegemony CrImInaL synDICatEs weirdNESS
If you take on a mission given by a faction, tier status jobs tier status jobs tier status jobs
you may gain status with that faction Guild of Engineers Lost Legion Sah'iir
depending on your current status with
v Iv Iv
them and the number of jobs you've done Church of Stellar Flame Iv Iv Iv
Scarlet Wolves Suneaters
for them since your status last changed.
X Advancing from status -1 to 0: 1 job Counters Guild Iv Vorex Iv The Agony III
X
X Advancing from status 0 to 1: 1 job
Starless Veil Iv Ashen Knives The Ashtari Cult
X
III III
X Advancing from status 1 to 2: 2 jobs
X
X Advancing from status 2 to 3: 3 jobs The 51st Legion III Borniko Syndicate III Vignerons III
X
After you're Allied with a faction (+3
status), you can do 3 more jobs (hinting Isotropa Max Secure III Draxler's Raiders III Ghosts II
at and possibly furthering their end goals)
to get assigned a final key mission. In House Malklaith III The Maelstrom III Mendicants II
this special mission your crew will have
a critical role that determines the final Starsmiths Guild III Echo Wave Riders II Nightspeakers II
disposition of the faction. Once you do this,
the game is over.
Hegemonic News Network II Janus Syndicate II Acolytes of Brashkadesh I
Each faction has a goal (which may change
during play) that will change the path of Cult of the Seekers II Turner Society II Conclave 01 I
the sector, and possibly the Hegemony
at large. Perhaps you'll help the Legion
Yaru II Cobalt Syndicate I Vigilance I
with their Hegemonic coup by disabling
a key shield for a battlestation. Or help
the Maelstrom take over the sector by Concordiat Knights I Dyrinek Gang I
severing the Rin system's Hegemonic gate.
Wreckers I
Make it big. Make it bold. Make it memorable.
RULES REFERENCE Action, Abilities, Resistances 1 of 3
aCTION ROLL teamwork
1d per action dot
Controlled Take 1 stress to give another player +1d. You might also suffer
You act on your terms. You exploit a dominant advantage.
assist consequences from the roll. Only one person may assist a roll.
critical: You do it with increased effect.
+ +1d if you push
yourself (you take 6: You do it. Lead a group action. Roll for each character who participates in the group
2 stress) — or — 4-5: You hesitate. Withdraw and try a different lead a action. The best single roll counts as the action result, which applies to every
group
­
you accept a approach, or else do it with a minor consequence: character that rolled. Take 1 stress for any 1-3 result (including your own).
devil's bargain a minor complication occurs, you have reduced
Note: You can't both push yourself effect, you suffer lesser harm, you end up in a risky Face danger for a teammate. Step in to suffer a consequence in their place.
and accept a devil's bargain. position. protect You may roll to resist as normal, if you wish.
+ +1d if you spend a 1-3: You're blocked or you falter. Press on by seizing
gambit (can only a risky opportunity, or withdraw and try a different Set up another character with your action. If you achieve it, any team
spend 1 per roll) approach.
set up members who follow up get +1 effect or improved position.

Note: Risky actions are the


mainstay of space opera, and Risky actions
risks that pay off (6 or Critical) You go head to head. You act under fire. You take a chance.
generate gambits, but only if X Attune to the Way to communicate with X Rig together mechanical solutions;
critical: You do it with increased effect and add a

X
X
you didn't spend a gambit on non-sentient species or robots; sense disable, modify, repair, or create
the roll in the first place. gambit if you haven't spent one on this roll. unseen danger or killing intent; safely mechanisms; disable a trap, pick a lock,
6: You do it. Add a gambit to your crew as above. handle Precursor artifacts or remnants. or crack a safe; rig explosives.
4-5: You do it but, there's a consequence: you suffer X Command obedience with your force X Scrap with an opponent in blaster

X
or physical combat; assault or hold

X
harm, a complication occurs, you have reduced of personality; intimidate or threaten;
lead an action with contractors or a position; brawl, fight with melee
effect, you end up in a desperate position.
passengers. weapons, or wrestle.
1-3: Things go badly. You suffer harm, a complication
X Consort with connections from your X Scramble to a positon or away from
occurs, you end up in a desperate position, you lose

X
danger; lift, run, climb, jump, or swim;

X
this opportunity. heritage, background, friends, or rivals
to gain access to resources, information, traverse harsh environments.
Each time you roll a desperate people, or places. X Skulk about unseen; pick pockets;

X
action, mark a tick of xp for that
attribute.
Desperate X Doctor someone who's been injured;
employ subtle misdirection or sleight
of hand.
You overreach your capabilities. You're in serious trouble.
X
handle and identify substances; do science;
critical: You do it with increased effect. comfort, support, or elicit sympathy. X Study a person, document, or item with

X
close scrutiny to gather information
6: You do it. X Hack computers, systems, and digital and apply knowledge; gain a deeper
X
4-5: You do it, but there's a consequence: you suffer locks; reprogram robots or drones; jam understanding; do research.
severe harm, a serious complication occurs. surveillance and communications. X Sway someone with charm, logic,

X
X Helm a ship, ship system, land vehicle, deception, disguise or bluffing; change
1-3: It's the worst outcome. You suffer severe harm,
X
or beast; fire ship weaponry; plot a jump attitudes or behavior with manipulation
a complication occurs, you lose this opportunity.
or in-system course. or seduction.

resist ROLL The GM sets the consequences according to the situation. You may suffer one, some, or all of the listed
You reduce or avoid the consequence and take 6 consequences. You may attempt to avoid or reduce each consequence individually with a resistance roll.
1d per attribute dot. stress minus your highest die result. When you roll a critical on a resistance roll, clear 1 stress.
standard items mechanic items mystic items speaker items
Armor: Really unsubtle, full body stuff. Fine Hacking Rig: Visualization goggles, Fine Melee Weapon: Antiquated weapon that Fine Clothes: Silk sarongs, suits, fine blue
Stops a few bolts. Will shrug off a knife unpublished exploits, overclocked non- acts as an extension of your body. capes.
without noticing. Powered. Assists in market chips, optical vampire taps. Memento of Your Travels: A small statue, Legitimate ID: A properly encoded
movement. Fine Ship Repair Tools: Power-assisted outdated currency, a lock of hair, a picture. Hegemonic ID indicating your legitimate
Blaster Pistol: A pistol that shoot bolts of wrenches, a sonic drill, testing probes, Offerings: A candle, oil lamp, flowers, food, station in the Hegemony.
hot plasma at high speeds. Accurate only power calibrators, a rivet gun. water, incense, pebbles from your journey. Luxury Item: Fine brandies, small but
at close range. Makes “pew pew” noises Small Drone: Small, remote-controlled thoughtful gifts, spices and perfumes, fine
(mandatory). Outdated Religious Outfit: Robes, worn
drone with cameras. May be able to carry cloaks, sandals, etc. instruments, popular games, etc.
Communicator: Has a few bands, likely even something light.
Precursor Artifact: A small object made of Memento of a Past Encounter: A distinctive
a few encrypted. Works only when within Spare Parts: Usually for ship repairs and piece of jewelry, a fine blade with a
ancient materials. Precursor tech.
orbit. electronics. Often forgotten in a pocket or House crest, a signet ring, a small statue.
tool belt. Trappings of Religion: Scrolls, texts, icons,
Detonator: Extremely deadly explosive
weapon. Fits in the palm of your hand Vision-Enhancing Goggles: Eyewear with
cups and bowls, bells.
stitch items
and can be thrown. Takes care of those settings for thermal and ultraviolet, and
shielded doors that heavy blasters can’t magnification levels in the thousands. pilot items Candies and Treats: For those extra brave
customers.
handle. Illegal. You shouldn’t have this. No, Fine Customized Spacesuit: Sweet decals,
really. Genius Pet: Incapable of speaking, but can Fine Bedside Manner: Charm that sets
understand language and assist with basic emergency beacon, some thrust. patients at ease. Some Stitches never
Hacking Tools: Deck, splicing pliers, plugs tasks. Likes you. Really cute. Anticipates Fine Mechanics Kit: Hand-held scanners, hull bother to bring this.
and ports, keypad crackers, specialized your actions. patch kit, assortment of hand tools.
software, custom-modified chips, rainbow Fine Clothing: A suit or outfit for fancy
Fine Small Urbot: Supports piloting and can dinner parties and high society.
dictionaries, automated exploits. What
every growing hacker needs.
muscle items carry a few items. Seems eerily sentient. Fine Medkit: Better stocked than the
If you have more than one Muscle playbook Grappling Hook: Small, but mechanized. standard. Skin staples, diagnostic hand
Heavy Blaster: Can do considerable
on the crew, feel free to fill in your own Can pull you up. Fits in your belt. scanners, synthflesh, bone stabilizers,
damage to vehicles, heavy armor, and
weapon names. Here are a few suggestions: spray hypos, anti-venom, and a wider
constructions like unshielded doors. Has Guild License: Legit pilot certification (may
about a dozen shots. Blink, Checkmate, Echo, Ender, Equalizer, selection of drugs.
not be yours). Will allow you passage
Ghost, Itchy, Malice, Mercy, Pride, Thorn, through a jumpgate. Recognizeable Medic Garb: The common
Illicit Drugs: What’s your poison, space
Thunder, Tickle, Twitch, Whisper, Wynona. red medic outfit bearing the official white
cowboy? Victory Cigars: Enough to share with a few
Fine Martial Arts Style: Your own custom medic seal of the Hegemony. Recognizeable
Medkit: Blood for a few common races, choice people. from a distance.
blend of combat techniques.
gauze, anti-radiation injector, laser scalpel,
antiseptics, thread, painkillers. Krieger, a Fine Blaster Pistol: As a friend
or ally, it can be used during downtime to
scoundrel items Syringes and Applicators: Syringes,
injectors, patch applicators. Many can be
Melee Weapon: Sharp. Blunt. Pointy. Stabby. threaten or intimidate. As an enemy, someone Fine Blaster Pistol/Matched Pair: Customised palmed easily.
Slicy. All different sizes. Some come with else owns it and it’s carrying a bullet for you. or strange. Can fire mystic ammunition.
laser edges. Some vibrate...ooh. Batteries
included. Mystic Ammunition: A large-caliber shell Fine Coat: A heavy but well-made and well- item details
fired from a specialized gun that releases kept coat. Distinctive and with a history. If you want to include advantages from
Repair Tools: Things you need to fix ship mystic energies when it hits. Grants Forged Documents: Reasonably well-made specific details of your items—reach,
engines, speeders, hovercars, and the potency against mystic targets. facsimiles of documents that would never speed, adaptability, etc.—consider a Devil’s
like. Also, tools to hot-splice consoles
and tweak machinery. Hammers, a welder, Sunder, a Fine Vibro-Blade: Cuts through actually be given to someone like you. Bargain that relates to a detail.
screwdrivers, wrenches, battery chargers, almost any material. Decorated blade. Loaded Dice/Trick Holo-cards: Gambling “Can I take +1d here to command by
spray-painters. Vera, a Fine Sniper Rifle: A full-bore auto-lock accoutrements subtly altered to favor flashing my detonator? People will
with customized trigger, double cartridge, particular outcomes. see it and go streaming out into the
Spacesuit: Some radiation protection,
thorough gauge. Can fire mystic ammo. streets in a panic.”
survival in toxic atmospheres, EVA. Half Mystic Ammunition: A large-caliber shell
a day of oxygen (or other substance you Zarathustra, Detonator Launcher: Fires fired from a specialized gun that releases “I’ll empty both clips if it’ll get me +1d,
breathe). detonators at high velocity. mystic energies when it hits. Grants but then I’ll be out of ammo. Hopefuly
potency against mystic targets. there won’t be anyone left standing!”
Spy Gear: Disguises, voice modulators, Zmei, a Fine Flamethrower: For those times
mini-cameras, thermal scanners, false when you really need to heat things up. Personal Memento: A keepsake you cherish. A
thumbprints, and audio filters. Settings for regular and extra crispy. locket, small holo, music from your homeworld.
RULES REFERENCE Gm rEfErEnCE 3 of 3
GM Goals Family Names (continued): Mahat, Procyon System Notables
Play to find out what happens.
DEVIL'S BARGAINS Marak, Natoth, Nagan, Naimon, Ritam al'Malklaith: Noble system The Prime: Ancient Urbot fighting for
Bring the sector to life. X Reveal a valuable secret. Needa, Neumann, Nur, Ortcutt, Pava, Governor in disgrace. Likes Ur artifacts. the freedom of all sentient machines.
Pim, Quag, Ramus, Rudra, Ryle, Shrike,

X
Convey the world honestly. Yast Jor: Engineer Guilder head. Doraam: Nightspeaker mystic. Along
X Sacrifice cred or an item. Sloane, Sprek, Suzuka, Tann, Tarkin, Tel, Overseeing mining operations. with Ismissa and the large Oin-rai, seeks

X
GM PRINCIPLES X Betray a friend or loved one. Thorn, Tilad, Ulmak, Ursis, Valorum, a set of Ur artifacts called the Raiment.
Banshee: Fierce space pirate Queen.
Be a fan of the PCs. Veers, Vosa, Wu, Wolffe, Wren,

X
Alanna: Church head. Mystic. Zealous Illira: Counters Guild. Wears a golden
Hold on lightly. X Make a dangerous promise. Yoneyama, Yueh, Yularen, Zan, Zer mask and breathes mysterious vapors.
in uprooting heresies.

X
Address the characters.
X Add heat to the crew from Aliases: Ace, Agony, Apex, Athena, Zik One-eye: Most feared bounty hunter
Address the players. Jax: Cobalt Syndicate leader. Wants
X
Consider the risk. evidence or witnesses. Badger, Bingo, Black, Bolt, Brakes, Cash, to unite labor and get better working in the sector. Has two eyes.
Always follow the fiction. Cosmo, Crashdown, Dash, Devil, Dipper, conditions. Turning to crime. Zhin al'Yur: A young Noble Concordant
X Suffer harm.
Make the world wondrous. Echo, Eight, Elbows, Falcon, Fireball, Knight seeking the Way of Light.
X
Pasha Qu'lin: Leader of the Ashen
Make space mysterious. Fish, Flex, Game, Gargoyle, Gear, Knives. Wants to control all syndicates. Del Pava: Head of xeno relations for
Cover it in big, clunky tech. Names: Abra, Ahroon, Aria, Brell, Gonzo, Guns, Hammer, Headhunter, the sector.
Chendra, Cord, Del, Duncan, Ed, Entex, Helo, Hex, Highball, Intake, Iris, Iron, Tallon: Commander of 51st Legion.
Wants to execute a military coup. Rocco Apple: Best shipwright.
GM ACTIONS Espa, Faykan, Faye, Finn, Fox, Gaius, Juggler, Juice, Junior, Karma, Kingston,
When things are getting Garm, Garrus, Genera, Greeg, Gurney, Lasher, Legend, Link, Loco, Mooch,
system: rin
started: Han, Hirak, Hondo, Ignor, Impera, Nails, Nemesis, Nova, Owl, Panther,
Aleph FLASHBACK COSTS
Jaana, Jango, Jerec, Jet, Jung, Kai, Kalo, Phoenix, Quirk, Raider, Razor, Skulls, Warren
X What's your goal? Ashtari Cloud X0 stress for a normal action for
Kahlee, Kasumi, Kirk, Kit, Kor, Kymnal, Snaps, Stinger, Tank, Tax, Titan, Tread, Outpost SB-176
X
The Straylight

X
X What plan did you make? Under, Vandal, Vapor, Wraith, X-ray, which you had easy opportunity.
Lando, Leto, Liara, Loris, Lotus, Marak, The Cove Baftoma
X
(What's the detail?)
Mevakor, Mill, Mino, Miranda, Mordin, Yellow, Zen, Zenith, Zipper
When things are underway:
system: holt X1 stress for a complex action or
Naimon, Needa, Oola, Orrin, Paul, Poe,

X
Looks: Man, Woman, Ambiguous, Xeno Mem Jerek's Junkyard unlikely opportunity.
X How do you do that? Potak, Praxis, Quinton, Ramus, Rey, Hantu Gate
Sonhandra
X
(Which action do you use?) Rocco, Saldeed, Samara, Saren, Seklor, Long Coat Loose Silks Trade Platform X2+ stress for an elaborate action

X
X What's your goal? (What's Spike, Thane, Tilad, Yast, Yola, Victor, Hood & Veil Tight Pants Vos Planet Omega which involved several special
Wyndam, Xavier, Zaeed, Zokar Knit Cap Bomber Jacket
X
the effect?) system: iota opportunities or contingencies.
Hooded Cloak Long Scarf Shipyards
Cut to the moment of crisis. Family Names: Acon, Apple, Bartok, Lithios
Tall Boots Leathers Belt of Fire
Always telegraph trouble. Brell, Black, Clovis, Crynyd, Curia, Indri insight prowess resolve
Mask & Robe Flight Suit Wayline
State the consequences and ask. Damme, Drake, Dreyfus, Dyson, Emari, Suit & Vest Hide & Furs Amerath
Offer them a devil's bargain. Endua, Evazan, Farr, Feris, Gallia, Gree, ZX-1138 Doctor Helm Attune
Plain Tunic Uniform
Make/tick a progress clock. Gyle, Hawking, Hex, Hill, Impera, Indigo, Suspenders Flashy Hairstyle
system: brekk Hack Scramble Command
Think offscreen. Intal, Ivanov, Jaana, Jor, Jusik, Kasur, Shimaya Blackstarr
Skirt & Blouse Rebreather Rig Scrap Consort
Ripple actions through the sector. Kedra, Kelmar, Kor, Kranax, Kritus, Dendara
Fitted Dress Encounter Suit Nightfall
Kromyl, Kymnal, Lana, Livia, Luo Thick Duster Unique Jewelry
Bright Wind Study Skulk Sway
What do you do? Aketi Isotropa Max

CONSEQUENCES fortune ROLL


critical: Exceptional outcome /
You suffer harm (1-3). You have reduced effect. You lose your opportunity. It takes extra time. 1d for each trait Great effect.
rating.
6: Good outcome / Standard effect.
You end up in a worse position. Complication (tick a clock 1-3 segments or a new obstacle or threat appears.)
4-5: Mixed outcome / Limited
+ +1d for a major effect.
EffECt 1. Limited: How is the effect diminished? What EffECt factors advantage.
significant obstacle remains? 1-3: Bad outcome / Poor effect.

How does the effect manifest? - quality / tier
2. Standard: How does the expected effect manifest? +
If there's a clock for your What's left to do, if anything? - -1d for a major

- scale +
obstacle, tick segments equal 3. Great: How is the effect increased? What extra drawback.
to the effect level. benefit manifests? - potency +

Scum&vILLAINY ship sheet FIrEDrAkE rebels and
hegemonic
criminals

special abilities
Converted Khanjigar-class Corvette
designation crew reputation Old Hands: When you’re at War (-3) with a Hegemony faction, all crew



colors/look members get +1d to vice rolls and still get two downtime activities
instead of just one.
CrEW ship size personal — freighter — corvette — frigate — dreadnought

COMMS  For each level of damage, mark a ship system. WEAPONS Forged in Fire: Your crew has been toughened by cruel experience.




 Each downtime you don’t pay your ship’s upkeep, roll a die You each get +1d to all resistance rolls.

 Targeting Computer for each consecutive downtime you haven’t paid.  
Particle Cannons
 1-3 No worries.
 Fake Transponder  
Coherence Cannon

 4/5 Damage to a system, but it’s minor. You can rig a solution. Sympathizers: Your ideology is especially appealing. When you deal



  6+ A system is badly damaged and must be repaired.
 with a crew or faction, the GM will tell you who among them believes

 cred debt
in your cause (one, a few, many, or all).
           
Natural Enemies: When you run a job against Hegemony factions,



take +1d to the engagement roll.

Spark of Rebellion: If you leave a calling card or highly visible symbol



of resistance on your job, gain +2 heat. Your crew gaints +1d to vice
during the next downtime, and cannot overindulge.

GAMBITS Just Cause: When your crew does the right thing at cost to



reset to 2 gambit themselves, you may mark a crew xp.
at the start of
every job
Hearts & Minds: Each crew member may add 1 action rating to



     command, consort, or sway (up to a max of 3).
   
Veteran: Choose a special ability from another source.





ENGINES upkeep HULL crew/ship upgrades contacts
Auxiliary Ship Gear Black Market Contacts  Garin, a Guild weapons engineer

Jump Drive
   
Crew Quarters


 AI Module  
Holo-Emitters Secret Base  Tyura, a legendary assassin
(systems + crew) / 4  
  
Landing Bay


paid at the start of  Armory  
Intruder Alarm
every downtime Popular Support  Ada Black, a famous performer

  Brig  
Land Rover


 Galley  
Power Reserves Way-Blessed  Tiko Lux, a hotshot pilot


skips shields
 Medical Bay Shuttle
  Driven  Ibo-one, an ancient Cult mystic


 Science Bay  
Stasis Pods crew xp
notes / projects   Shields  
Vault
At the end of each session, for each item below, mark 1 xp (or 2 xp
Training Crew Gear instead if that item occurred multiple times).
Insight
  Alien Pet
   You executed a successfu job that opposes Hegemonic dominance.

Prowess Land Transport
   You contended with challenges above your current station.
 

Recon Drone
   You bolstered your crew’s reputation or developed a new one.
Resolve
 

Survival Gear
   You expressed the goals, drives, inner conflict, or essential nature of the crew.
Playbook

  Workshop
 
FACTIONS
hegemony CrImInaL synDICatEs weirdNESS
tier status jobs tier status jobs tier status jobs
Guild of Engineers v Lost Legion Iv Sah’iir Iv

Church of Stellar Flame Iv Scarlet Wolves Iv Suneaters Iv

Counters Guild Iv Vorex Iv The Agony III

Starless Veil Iv Ashen Knives III Ashtari Cult III

51st Legion III Borniko Syndicate III Vignerons III

House Malklaith III Draxler’s Raiders III Ghosts II

Isotropa Max Secure III The Maelstrom III Mendicants II

Starsmiths Guild III Echo Wave Riders II Nightspeakers II

Cult of the Seekers II Janus Syndicate II Acolytes of Brashkadesh I

Hegemonic News Network II Turner Society II Conclave 01 I

Yaru (Makers Guild) II Cobalt Syndicate I Vigilance I

Concordiat Knights I Dyrinek Gang I

Wreckers I
INSIGHT

Scum&vILLAINY mEChanIC gearhead and


hacker
doctor




hack




starting ability
rig




study
name alias Tinker: When you work on a clock with rig or hack, or when you study






a schematic, fill +1 segment. PROWESS
look
special abilities helm




heritage: imperial—spacer—colonist— background: academic—labor—cult— Bailing Wire and Twine: During downtime the repair action costs you scramble



0 cred.
   




m a n u fac t u r e d — wa n de r e r — xe n o guilder—military—noble—syndicate scrap




Construct Speaker: Machines speak to you when you study them. skulk



The first time you roll a critical while fixing or building a particular




vice/purveyor: faith—gambling—luxury—obligation—pleasure—stupor—weird machine, you may add a simple modification to it (see Crafting).
resolve
   
cold—haunted—obsessed—paranoid Junkyard Hunter: When you acquire parts or equipment during
stress trauma attune



reckless—soft—unstable—vicious
downtime, you may either gain 2 assets, or gain +1 effect level on the roll.




harm ARMOR Fixed: You may expend your special armor to resist a consequence
command




need consort



3 from machines breaking or being damaged, or to push yourself when
help HEAVY




repairing or building a machine. sway




2 -1d SPECIAL Hacker: You may expend your special armor to resist the
BONUS DICE



consequences of hacking, or to push yourself when hacking or
cred  stash gathering info electronically. push yourself (take
less
1 effect + 2 stress) -or- accept a
 Mechanic's Heart: When you speak from your heart, your words
 devil's bargain



recovery can reach even the most hardened criminal, and you gain potency.
Get treatment in downtime to fill your healing clock  
 Overclock: When you spend a gambit on a rig roll to repair or + assist (they take 1 stress)



upgrade, treat the system you worked on as 1 quality higher for the + spend a gambit
remainder of the job.
gambits
notes / projects Analyst: When you hack a system, you may also ask a question about
Add a gambit to your



the owner or location of the system as though you had rolled a 6 on
crew when you roll a 6 or
gather info. When you resist the consequences of hacking, roll +1d. + critical on a risky action
and you didn't spend a
Veteran: Choose a special ability from another source.
gambit on a bonus die.






colorful friends items (Italics don't count for load) load  3 light   5 normal  
6 heavy

 
 Slice, a junkyard owner  Fine Hacking Rig  Blaster Pistol
Nisa, a previous employer   Fine Ship Repair Tools   2nd Blaster Pistol
 
 
 Small Drone   Melee Weapon
 
 Stev, a gambler of ill repute Heavy Blaster
 Vision Enhancing Goggles  
 
 Len, a black market dealer Spare Parts   Detonator
 
 
 Kenn, a family member  Genius Pet (ex: a dog)   Hacking Tools
teamwork planning & LOAD Gather info   Repair Tools
Choose plan. Pick load. Provide detail:  What's their intention? mark xp : playbook advancement
Lead a group action.   Medkit

 Assault plan: Point of attack.  What might I suspect about  Every time you roll a desperate action, mark xp in that action's attribute.
  Spy Gear



Set up another character.  Deception plan: Method. this? What can I prove? At the end of each session, for each item below, mark 1 xp (in your
  Illicit Drugs

 Infiltration plan: Entry point.  What's the danger here? playbook or an attribute) or 2xp if that item occurred multiple times.
  Communicator


Protect a teammate.  Mystic plan: Arcane power.  How can I find ?  You addressed a tough challenge with technical skill or ingenuity.
Armor


 

 Social plan: Social connection.  What's really going on here?  You expressed your beliefs, drives, heritage, or background.


Assist another character.  You struggled with issues from your vice or traumas during the session. Spacesuit

 Transport plan: Locations / route.  Ask about a detail for a plan.  



INSIGHT

Scum&vILLAINY musClE badass with any


weapon
doctor




hack




starting ability
rig




study
name alias Unstoppable: You can push yourself to do one of the following:






perform a feat of physical force that verges on the superhuman -
engage a small gang on equal footing in close combat.
PROWESS
look
special abilities helm




heritage: imperial—spacer—colonist— background: academic—labor—cult— Wrecking Crew: Your strength and ferocity are infamous. When scramble



   




m a n u fac t u r e d — wa n de r e r — xe n o guilder—military—noble—syndicate striking in melee, you gain +1d. Whenever you spend a gambit in combat, scrap
you also gain potency on that action.




skulk




vice/purveyor: faith—gambling—luxury—obligation—pleasure—stupor—weird Flesh Wound: If you're wounded at the beginning of downtime, mark



resolve
   
+3 segments on your healing clock. When you push yourself to ignore
stress trauma
cold—haunted—obsessed—paranoid wound penalties you take only 1 stress (not 2).
reckless—soft—unstable—vicious attune




harm ARMOR
Backup: An ally's push costs 1 stress on any action you set up or assist. command






3 need Battleborn: You may expend your special armor to reduce harm consort
help HEAVY






from an attack in combat, or to push yourself during a fight. sway




2 -1d SPECIAL Ready for Anything: When being ambushed, you gain potency to all
BONUS DICE



actions during a flashback, and your first flashback costs 0 stress.
cred  stash push yourself (take
less
1 effect Predator: Take +1d to rolls against weakened or vulnerable targets. + 2 stress) -or- accept a




 Whenever you gather information on a weakness or vulnerability, devil's bargain
recovery Get treatment in downtime to fill your healing clock   the worst you can get is a 4-5 result.
 + assist (they take 1 stress)
Scary: You have an air of menace and danger obvious to even the
+ spend a gambit



most unobservant. You gain potency when trying to intimidate
someone. If done immediately after a show of force, also take +1d. gambits
notes / projects
Bodyguard: When you protect a crewmate, resist with +1d. When Add a gambit to your



crew when you roll a 6 or
you take harm, clear 1 stress.
+ critical on a risky action
and you didn't spend a
Veteran: Choose a special ability from another source.
gambit on a bonus die.






deadly friends items (Italics don't count for load) load  3 light   5 normal  
6 heavy

 
 Krieger, a fine blaster pistol    Vera, a Fine Sniper Rifle  Blaster Pistol
  Zmei, a Fine Flamethrower   2nd Blaster Pistol
 
 Shod, a weapons dealer
 Sunder, a Fine Vibro-Blade   Melee Weapon
 
 Chon-zek, a bounty hunter   Heavy Blaster
  Zarathustra, Detonator Launcher
 
 Yazu, a crooked cop  Fine Martial Art Style   Detonator
 
 Aya, an assassin  Mystic Ammunition   Hacking Tools
teamwork planning & LOAD Gather info   Repair Tools
Choose plan. Pick load. Provide detail:  What's their intention? mark xp : playbook advancement
Lead a group action.   Medkit

 Assault plan: Point of attack.  What might I suspect about  Every time you roll a desperate action, mark xp in that action's attribute.
  Spy Gear



Set up another character.  Deception plan: Method. this? What can I prove? At the end of each session, for each item below, mark 1 xp (in your
  Illicit Drugs

 Infiltration plan: Entry point.  What's the danger here? playbook or an attribute) or 2xp if that item occurred multiple times.
  Communicator


Protect a teammate.  Mystic plan: Arcane power.  How can I find ?  You addressed a tough challenge with force or threats.
Armor


 

 Social plan: Social connection.  What's really going on here?  You expressed your beliefs, drives, heritage, or background.


Assist another character.  You struggled with issues from your vice or traumas during the session. Spacesuit

 Transport plan: Locations / route.  Ask about a detail for a plan.  



INSIGHT

Scum&vILLAINY mystiC galactic


wanderer
doctor




hack




starting ability
rig




study
name alias The Way: You can spend a gambit instead of paying any stress cost.






special abilities PROWESS
look Kinetics: You can push yourself to do one of the following: use the Way
helm



to throw a table-sized object with dangerous force - propel yourself




heritage: imperial—spacer—colonist— background: academic—labor—cult— briefly with superhuman speed. scramble
   




m a n u fac t u r e d — wa n de r e r — xe n o guilder—military—noble—syndicate Psy Blade: You can focus Way energy into your melee weapon. While scrap



charged, the weapon can cut through non-shielded materials with ease,




and you gain potency on your attacks. skulk




vice/purveyor: faith—gambling—luxury—obligation—pleasure—stupor—weird Center: You gain Meditation as a vice. When you indulge this vice clear
resolve
   


+1 stress and add Dark Visions as an overindulgence.
cold—haunted—obsessed—paranoid
stress trauma reckless—soft—unstable—vicious Way Shield: You can block blaster bolts with the Way (resist with attune



resolve). If you resist a blaster attack, you may spend 1 stress to




harm ARMOR redirect fire and make an attack of your own with it. command




3 need Warded: You may expend your special armor to resist the consort
help HEAVY






consequences of a Way attack or artifact use, or push yourself when sway
using mystic powers.




2 -1d SPECIAL Psy-Dancing: You may push yourself to cloud a target's mind and BONUS DICE



sway them in the face of contradictory evidence. You must do as I say.
cred  stash I am the ambassador. Spend 1 stress for each additional feature: they push yourself (take
less
1 effect have only vague memories of the event — it works on a small group. + 2 stress) -or- accept a

 Visions: Spend 1 stress to remotely view a distant place or person tied devil's bargain
recovery 



Get treatment in downtime to fill your healing clock  to you in some intimate way. Spend 1 stress for each extra feature:
 It lasts for a minute rather than a moment — your target can also + assist (they take 1 stress)
see and hear you — you may see something only familiar to you, not + spend a gambit
intimate.
Sundering: You may push yourself to attune to the Way and twist gambits
notes / projects



it, causing psychic harm to anyone in the area who cannot withstand Add a gambit to your
your assault. You may spend 1 stress for each additional feature: it crew when you roll a 6 or
damages instead of stuns — the area includes a few targets instead + critical on a risky action
of one — you are not included in the effect. and you didn't spend a
Veteran: Choose a special ability from another source. gambit on a bonus die.






weird friends items (Italics don't count for load) load  3 light   5 normal  
6 heavy

 
 Horux, a former teacher   Fine Melee Weapon  Blaster Pistol
 Offerings   2nd Blaster Pistol
 
 Hicks, a mystic goods supplier
 Trappings of Religion   Melee Weapon
 
 Laxx, a xeno Heavy Blaster
 Outdated Religious Outfit  
 
 Rye, an unrequited love  Precursor Artifact   Detonator
 
 Blish, a fellow mystic  Memento of Your Travels   Hacking Tools
teamwork planning & LOAD Gather info   Repair Tools
Choose plan. Pick load. Provide detail:  What's their intention? mark xp : playbook advancement
Lead a group action.   Medkit

 Assault plan: Point of attack.  What might I suspect about  Every time you roll a desperate action, mark xp in that action's attribute.
  Spy Gear



Set up another character.  Deception plan: Method. this? What can I prove? At the end of each session, for each item below, mark 1 xp (in your
  Illicit Drugs

 Infiltration plan: Entry point.  What's the danger here? playbook or an attribute) or 2xp if that item occurred multiple times.
  Communicator


Protect a teammate.  Mystic plan: Arcane power.  How can I find ?  You addressed a tough challenge with wisdom or the Way.
Armor


 

 Social plan: Social connection.  What's really going on here?  You expressed your beliefs, drives, heritage, or background.


Assist another character.  You struggled with issues from your vice or traumas during the session. Spacesuit

 Transport plan: Locations / route.  Ask about a detail for a plan.  



INSIGHT

Scum&vILLAINY Pilot
ship handling
wizard, addicted doctor




to danger hack




starting ability
rig




study
name call sign Ace Pilot: You have potency on all speed-related rolls. When you roll






to resist the consequences of piloting, gain +1d. PROWESS
look
special abilities helm




heritage: imperial—spacer—colonist— background: academic—labor—cult— Keen Eye: You have sharp eyes and notice small details many might scramble



   




m a n u fac t u r e d — wa n de r e r — xe n o guilder—military—noble—syndicate overlook. Gain +1d when firing ship guns or making trick shots. scrap




Side Job: You may spend a downtime activity in port doing odd jobs. skulk






vice/purveyor: faith—gambling—luxury—obligation—pleasure—stupor—weird Gain 1 cred. If there are rumors floating about, the GM will tell you
resolve
   
of them.
cold—haunted—obsessed—paranoid
stress trauma reckless—soft—unstable—vicious Exceed Specs: While onboard a ship you may damage a ship system attune



you have access to in order to gain +1d or +1 effect to a roll.




harm ARMOR command




Leaf on the Wind: When you push yourself, you may spend +1 stress
3 need consort



help HEAVY (so 3 stress total) to gain both +1 effect and +1d instead of one or the




other.
sway




2 -1d SPECIAL
Hedonist: When you indulge your vice, you may adjust the dice BONUS DICE



cred  stash
outcome by +/-2. An ally who joins you may do the same. push yourself (take
less
1 effect Commander: Whenever you lead a group action, gain +1 scale (for + 2 stress) -or- accept a




 example: a small group counts as a medium group). If you lead a devil's bargain
recovery Get treatment in downtime to fill your healing clock   group action in combat, you may count multiple 6's from different
 + assist (they take 1 stress)
rolls as a critical.
+ spend a gambit
Traveller: You’re comfortable around unusual cultures and xenos.



You gain potency when attempting to consort with or sway them. gambits
notes / projects
Punch It!: When you spend a gambit on a desperate roll, it counts as Add a gambit to your



crew when you roll a 6 or
risky instead.
+ critical on a risky action
and you didn't spend a
Veteran: Choose a special ability from another source.
gambit on a bonus die.






fast friends items (Italics don't count for load) load  3 light   5 normal  
6 heavy

 
 Yattu, a gang boss   Fine Customized Spacesuit  Blaster Pistol
  Fine Small Urbot   2nd Blaster Pistol
 
 Triv, a ship mechanic
 Fine Mechanic's Kit   Melee Weapon
 
 Choss, a professional racer   Heavy Blaster
 Grappling Hook
 
 Meris, a scoundrel  Guild License   Detonator
 
 Maz, a former mentor  Victory Cigars   Hacking Tools
teamwork planning & LOAD Gather info   Repair Tools
Choose plan. Pick load. Provide detail:  What's their intention? mark xp : playbook advancement
Lead a group action.   Medkit

 Assault plan: Point of attack.  What might I suspect about  Every time you roll a desperate action, mark xp in that action's attribute.
  Spy Gear



Set up another character.  Deception plan: Method. this? What can I prove? At the end of each session, for each item below, mark 1 xp (in your
  Illicit Drugs

 Infiltration plan: Entry point.  What's the danger here? playbook or an attribute) or 2xp if that item occurred multiple times.
  Communicator


Protect a teammate.  Mystic plan: Arcane power.  How can I find ?  You addressed a tough challenge with speed or flair.
Armor


 

 Social plan: Social connection.  What's really going on here?  You expressed your beliefs, drives, heritage, or background.


Assist another character.  You struggled with issues from your vice or traumas during the session. Spacesuit

 Transport plan: Locations / route.  Ask about a detail for a plan.  



INSIGHT

Scum&vILLAINY SCOUNDREL
scrappy survivor
with more luck doctor




than brains hack




starting ability
rig




study
name outlaw name Serendipitous: Your crew starts with +1 gambit when the pool resets.






PROWESS
look
special abilities helm




heritage: imperial—spacer—colonist— background: academic—labor—cult— Never Tell Me the Odds: You also generate gambits on desperate scramble



   




m a n u fac t u r e d — wa n de r e r — xe n o guilder—military—noble—syndicate rolls. You may also generate gambits even if you spent a gambit. scrap




I Know a Guy: When you first dock at a port after being away, pick one skulk






vice/purveyor: faith—gambling—luxury—obligation—pleasure—stupor—weird and ask the the GM about a job: it's not deadly -- it pays well enough
resolve
   
-- it's not a rush job -- it comes from a faction you trust -- it targets
cold—haunted—obsessed—paranoid an enemy you have. You may spend 1 cred per additional feature.
stress trauma reckless—soft—unstable—vicious attune
Tenacious: Penalties from harm are one level less severe (though




harm command



ARMOR level 4 harm is still fatal).




3 need
Devil's Own Luck: You may expend your special armor to resist the
consort
help HEAVY




sway



consequences of blaster fire, or to push yourself when talking your




2 -1d SPECIAL way out of or running from trouble.
BONUS DICE
Shoot First: When you attack from hiding or spring a trap, take +1d.
cred  stash push yourself (take



less When there's a question about who acts first, the answer is you (two
1 effect + 2 stress) -or- accept a
 characters with Shoot First act simultaneously).
 devil's bargain
recovery Get treatment in downtime to fill your healing clock   Daredevil: When you make a desperate roll you may take +1d. If you
 + assist (they take 1 stress)



do so, do not mark xp in that action's attribute.
+ spend a gambit
Ask Questions Later: When you consort to gather info, you gain



potency and can in addition ask: Who might this benefit? gambits
notes / projects
When the Chips are Down: You gain a second use of special armor on Add a gambit to your



crew when you roll a 6 or
each job.
+ critical on a risky action
and you didn't spend a
Veteran: Choose a special ability from another source.
gambit on a bonus die.






"friends" items (Italics don't count for load) load  3 light   5 normal  
6 heavy

 
 Nyx, a moneylender Fine Sidearm (or Pair  )
   Blaster Pistol
Ora, an info broker Fine Coat
    2nd Blaster Pistol
 
 
Loaded Dice, Trick Holocards
    Melee Weapon
 
 Jax, a ship mechanic Heavy Blaster
Forged Documents
   
 
 Rin, a smuggler Mystic Ammunition   Detonator
 
 
 Battro, a bounty hunter Personal Memento
    Hacking Tools
teamwork planning & LOAD Gather info   Repair Tools
Choose plan. Pick load. Provide detail:  What's their intention? mark xp : playbook advancement
Lead a group action.   Medkit

 Assault plan: Point of attack.  What might I suspect about  Every time you roll a desperate action, mark xp in that action's attribute.
  Spy Gear



Set up another character.  Deception plan: Method. this? What can I prove? At the end of each session, for each item below, mark 1 xp (in your
  Illicit Drugs

 Infiltration plan: Entry point.  What's the danger here? playbook or an attribute) or 2xp if that item occurred multiple times.
  Communicator


Protect a teammate.  Mystic plan: Arcane power.  How can I find ?  You addressed a tough challenge with charm or audacity.
Armor


 

 Social plan: Social connection.  What's really going on here?  You expressed your beliefs, drives, heritage, or background.


Assist another character.  You struggled with issues from your vice or traumas during the session. Spacesuit

 Transport plan: Locations / route.  Ask about a detail for a plan.  



INSIGHT

Scum&vILLAINY SpEakEr
a well-spoken
respectable doctor




person hack




starting ability
rig




study
name alias Air of Respectability: You get an extra downtime activity to acquire






assets or lay low. PROWESS
look
special abilities helm




heritage: imperial—spacer—colonist— background: academic—labor—cult— Favors Owed: During downtime, you get +1 d when you acquire assets scramble



   




m a n u fac t u r e d — wa n de r e r — xe n o guilder—military—noble—syndicate or lay low. Any time you gather info take +1d. scrap




Player: You always know when someone is lying to you. skulk




vice/purveyor: faith—gambling—luxury—obligation—pleasure—stupor—weird



resolve
   
Infiltrator: You are not affected by quality or tier when you bypass



cold—haunted—obsessed—paranoid security measures.
stress trauma reckless—soft—unstable—vicious attune




harm ARMOR Subterfuge: You may expend your special armor to resist a command






3 need consequence of persuasion or suspicion. When you resist with insight, consort
help HEAVY




gain +1d.
sway




2 -1d SPECIAL Heart to Heart: When you provide meaningful insight or heartfelt
BONUS DICE



advice that a crewmate follows, you both clear 1 stress.
cred  stash push yourself (take
less
1 effect Old Friends: Whenever you land in a new location, write down a + 2 stress) -or- accept a




 friend you know there (see Influential Friends below). devil's bargain
recovery Get treatment in downtime to fill your healing clock  
 Disarming: Whenever you use a gambit while speaking, hostilities + assist (they take 1 stress)



and danger also pause while you speak. + spend a gambit

Purpose: You may expend your special armor to push yourself when gambits
notes / projects



outclassed by your opposition, or when under the effects of wounds. Add a gambit to your
When you resist with resolve, gain +1d. crew when you roll a 6 or
+ critical on a risky action
and you didn't spend a
Veteran: Choose a special ability from another source.
gambit on a bonus die.






influential friends items (Italics don't count for load) load  3 light   5 normal  
6 heavy

 
 Arryn, a noble  Fine Clothes  Blaster Pistol
Manda, a Guild member  A Legitimate ID   2nd Blaster Pistol
 
 
 Luxury Item   Melee Weapon
 
 Kerry, a doctor Heavy Blaster
 Luxury Item  
 
 Je-zee, a diplomat Large Luxury Item   Detonator
 
 
  Memento of a Past Encounter   Hacking Tools
teamwork planning & LOAD Gather info   Repair Tools
Choose plan. Pick load. Provide detail:  What's their intention? mark xp : playbook advancement
Lead a group action.   Medkit

 Assault plan: Point of attack.  What might I suspect about  Every time you roll a desperate action, mark xp in that action's attribute.
  Spy Gear



Set up another character.  Deception plan: Method. this? What can I prove? At the end of each session, for each item below, mark 1 xp (in your
  Illicit Drugs

 Infiltration plan: Entry point.  What's the danger here? playbook or an attribute) or 2xp if that item occurred multiple times.
  Communicator


Protect a teammate.  Mystic plan: Arcane power.  How can I find ?  You addressed a tough challenge with deception or influence.
Armor


 

 Social plan: Social connection.  What's really going on here?  You expressed your beliefs, drives, heritage, or background.


Assist another character.  You struggled with issues from your vice or traumas during the session. Spacesuit

 Transport plan: Locations / route.  Ask about a detail for a plan.  



INSIGHT

Scum&vILLAINY stItCh
learned person
and wandering doctor




healer hack




starting ability
rig




study
name alias I'm a Doctor, Not a... : You can push yourself to roll your doctor rating




while performing a different action. Say which patient, research, or



posting taught you this trick. PROWESS
look
special abilities helm




heritage: imperial—spacer—colonist— background: academic—labor—cult— Physicker: You may study a malady or corpse, and gather info from scramble
   




m a n u fac t u r e d — wa n de r e r — xe n o guilder—military—noble—syndicate scrap



a crime scene or corpse. Also, your crew gets +1d to recovery rolls.




Patch: You may doctor someone during a job to allow them to ignore skulk






vice/purveyor: faith—gambling—luxury—obligation—pleasure—stupor—weird the effects of a harm penalty.
resolve
   
Welcome Anywhere: While wearing your medic garb, you are welcome
cold—haunted—obsessed—paranoid



stress trauma reckless—soft—unstable—vicious even in dangerous places. Gain +1d to consort and sway when offering attune




harm tending to anyone in need, or who has family or friends in need. command
ARMOR




3 need Combat Medic: You may expend your special armor to resist any consort



help HEAVY




consequence while tending to a patient. When you doctor someone sway
in combat, clear 1 stress.




2 -1d SPECIAL
Under Pressure: Add a gambit to the pool whenever you or a crew BONUS DICE



cred  stash member suffers level 2 or greater harm. push yourself (take
less
1 effect Moral Compass: When you do the right thing at cost to yourself, + 2 stress) -or- accept a

devil's bargain



 mark xp (any category).
recovery Get treatment in downtime to fill your healing clock  
 Dr. Strange: Your research and fields of study are fringe, esoteric, + assist (they take 1 stress)



and focus on the mystical. You may always handle Precursor artifacts + spend a gambit
safely. When you study an artifact or doctor a strange substance you
may ask one: what could this do? -- why could this be dangerous? gambits
notes / projects
Book Learning: You speak a multitude of languages and are broadly Add a gambit to your



crew when you roll a 6 or
educated. Gain +1d when using study during a downtime activity.
+ critical on a risky action
and you didn't spend a
Veteran: Choose a special ability from another source.
gambit on a bonus die.






old friends items (Italics don't count for load) load  3 light   5 normal  
6 heavy

 
 Jackev, a drug dealer   Fine Medkit  Blaster Pistol
Alben, a former patient  Fine Bedside Manner   2nd Blaster Pistol
 
 
 Fine Clothing   Melee Weapon
 
 Ditha, a family member   Heavy Blaster
 Recognizeable Medic Garb
 
 Juda, a doctor Candies and Treats   Detonator
 
 
 Lynie, a hospital admin  Syringes and Applicators   Hacking Tools
teamwork planning & LOAD Gather info   Repair Tools
Choose plan. Pick load. Provide detail:  What's their intention? mark xp : playbook advancement
Lead a group action.   Medkit

 Assault plan: Point of attack.  What might I suspect about  Every time you roll a desperate action, mark xp in that action's attribute.
  Spy Gear



Set up another character.  Deception plan: Method. this? What can I prove? At the end of each session, for each item below, mark 1 xp (in your
  Illicit Drugs

 Infiltration plan: Entry point.  What's the danger here? playbook or an attribute) or 2xp if that item occurred multiple times.
  Communicator


Protect a teammate.  Mystic plan: Arcane power.  How can I find ?  You addressed a tough challenge with insight or compassion.
Armor


 

 Social plan: Social connection.  What's really going on here?  You expressed your beliefs, drives, heritage, or background.


Assist another character.  You struggled with issues from your vice or traumas during the session. Spacesuit

 Transport plan: Locations / route.  Ask about a detail for a plan.  



standard items mechanic items mystic items speaker items
Blaster Pistol: A pistol that shoot bolts of Fine Hacking Rig: Visualization goggles, Fine Melee Weapon: Antiquated weapon that Fine Clothes: Silk sarongs, suits, fine blue
hot plasma. Accurate only at close range. unpublished exploits, overclocked non- acts as an extension of your body. capes. Which ones did you wear this time?
Makes pew pew noises (mandatory). market chips, optical vampire taps. Offerings: A candle, oil lamp, flowers, food, Luxury Item: Fine brandies, small but
Heavy Blaster: Can do considerable damage Fine Ship Repair Tools: Power-assisted water, incense, pebbles from your journey. thoughtful gifts, spices and perfumes, fine
to vehicles and things like unshielded wrenches, a sonic drill, testing probes, Trappings of Religion: Scrolls, texts, icons, instruments, popular games, etc. Note:
doors. Has about a dozen shots. power calibrators, a rivet gun. cups and bowls, bells. comes in a few varied sizes.
Detonator: Extremely deadly explosive Small Drone: Small, remote-controlled, Outdated Religious Outfit: Robes, worn Memento of a Past Encounter: A distinctive
weapon that fits in the palm of your hand drone with cameras. May be able to carry cloaks, sandals, etc. piece of jewelry, a fine blade with a
and can be thrown. Takes care of those something light. house crest, a signet ring, a small statue.
Precursor Artifact: A small object made
shielded doors heavy blasters can't handle. Vision Enhancing Goggles: Eyewear with
Illegal. You shouldn't have this. No really. settings for thermal and ultraviolet, and
of ancient materials. Precursor tech. What
does it do?
stitch items
magnification levels in the thousands. Fine Medkit: Better stocked than the
Hacking Tools: Deck, splicing pliers, plugs Memento of Your Travels: A small statue,
and ports, keypad crackers, specialized Spare Parts: Usually for ship repairs and standard. Skin staples, diagnostic hand-
outdated currency, a lock of hair, a picture. scanners, synthflesh, bone stabilizers,
software, custom chips, rainbow electronics. Often forgotten in a pocket or
spray hypos, anti-venom (for dangerous
dictionaries, automated exploits. What tool belt. pilot items alien beasts), and a wider selection of
every growing hacker needs. Genius Pet: Incapable of speaking, but can Fine Customized Spacesuit: Sweet decals, drugs.
Repair Tools: Things you need to fix ship understand language and assist with basic emergency beacon, some thrust.
tasks. Likes you. Really cute. Anticipates Fine Bedside Manner: Charm that sets
engines, speeders, hovercars, and the like. patients at ease. Some stitches never
your actions. Fine Small Urbot: A small Urbot that supports
Also, tools to hot-splice consoles, and bother to bring this.
piloting and can carry a few items. Seems
tweak machinery. Hammers, a welder,
screwdrivers, wrenches, battery chargers, muscle items eerily sentient. What is its designation? Fine Clothing: A suit or outfit for fancy
dinner parties and high society.
spray-painters. Fine Mechanics Kit: Hand-held scanners, hull
Muscles are particular about their
patch kit, assortment of hand-tools Recognizeable Medic Garb: The common
Medkit: Blood for a few common races, weapons. If you have more than one
gauze, anti-radiation injector, laser scalpel, muscle playbook on the crew feel free to Grappling Hook: Small, but mechanized. red medic outfit bearing the official white
antiseptics, thread, painkillers, etc. instead fill in your own weapon names. Can pull you up. Fits in your belt. medic seal of the Hegemony. Recognizeable
Here are a few suggestions: from a distance.
Melee Weapon: Sharp. Blunt. Pointy. Stabby. Guild License: Legit pilot certification
Blink, Checkmate, Echo, Ender, Equalizer, (though it may not be yours). Will allow Candies and Treats: For those extra brave
Slicy. All different sizes. Some come with
lazer edges. Some vibrate... ooo. Batteries Ghost, Itchy, Malice, Mercy, Pride, Thorn, you passage through a jumpgate. customers.
included. Thunder, Tickle, Twitch, Whisper, Wynona. Syringes and Applicators: Syringes,
Victory Cigars: Enough to share with a few
Vera, a Fine Sniper Rifle: A full-bore auto-lock choice people. injectors, patch applicators. Many can be
Spy Gear: Disguises, voice modulators,
with customized trigger, double cartridge, palmed easily.
mini-cameras, thermal scanners, false
thorough gauge. Can fire mystic ammo.
thumbprints, and audio filters. scoundrel items item details
Zmei, a Fine Flamethrower: For those times
Illicit Drugs: What's your poison, space Fine Blaster Pistol/Matched Pair: Customised
cowboy? when you really need to heat things up. If you want to include advantages from
Settings for regular and extra crispy. or strange. Can fire mystic ammunition.
What do they fire? Where in your travels specific details of your items—reach,
Communicator: Has a few bands, likely even speed, adaptability, etc.—consider a devil's
Sunder, a Fine Vibro Blade: Cuts through did you get them?
a few encrypted. Works within one orbit. almost any material. Decorated blade. bargain that relates to a detail.
Armor: Unsubtle, full body stuff. Stops a Fine Coat: A heavy, but well-made and well-
Zarathustra, Detonator Launcher: Fires "You can take +1d here to command
few bolts. Will shrug off a knife without kept, coat. Distinctive and with a history.
detonators at high velocity. by flashing your detonator, but
noticing. Powered. Assists in movement. Loaded Dice/Trick Holocards: Gambling people will see it and go streaming
Fine Martial Arts Style: Your own custom
Spacesuit: Some radiation protection, accoutrements subtly altered to favor out into the streets in a panic."
blend of combat techniques, unique as a particular outcomes.
survival in toxic atmospheres, EVA. Half a fingerprint. "You can probably just empty both
day of oxygen (or whatever you breathe). Forged Documents: Reasonably well-made your clips and take +1d here, but you'll
Krieger, a Fine Blaster Pistol: Takes 1 load.
Mystic Ammunition: A large-caliber shell,
facsimiles of documents that would never be out of ammo if there's anyone left
As a friend or ally, this signature pistol can
designed to be fired from a specialized gun actually be given to someone like you. standing."
be used during downtime to threaten or
that releases mystic energies when it hits. intimidate. As an enemy, someone owns Personal Memento: A keepsake you cherish. A
Grants potency against mystic targets. and it's carrying a bullet for you. locket, small holo, music from your homeworld.
ship CreatIon
1. choose a ship type 2. choose a reputation future by earning xp.
Your ship type determines the jobs that you'll focus on, as Your crew has just formed and acquired a ship. Given this Just like picking your ship type, origin, and systems,
well as a selection of special abilities that support that kind group of characters and their previous escapades, what choosing a special ability is another chance to focus
of action. The ship type isn't meant to be restrictive—the initial reputation would you have among the factions the game down to a more specific range of possibilities.
Stardancer might sometimes engage in bounty hunting of the sector? Choose one of the following (or create Instead of playing a generic ship full of scoundrels, you
(like the Cerberus) or antagonize the Hegemony (like the your own): end up with the Stardancer and her crew of ambitious
Firedrake)—but the core activity of the ship type is the most smugglers, who salvaged the ship after her previous
frequent way they earn cred and xp for advancement. Ambitious, Brutal, Daring, Honorable, crew went missing, and who stiffed the Dyrinek Gang
Professional, Savvy, Subtle, Strange. when they upgraded the hull and weapons of the
There are three different ships to choose from:
You earn xp when you bolster your ship’s reputation, ship, and who have "The Getaway" special ability -
X Stardancer: Illicit merchants, smugglers, and
so think of this as another cue to indicate what sorts demonstrating a knack for hiding and running from their
X
blockade runners. Looking to do odd jobs, small
thefts, and find lost items. of action you want in the game. Will you be recklessly problems. That's a lot to work with, and it helps get the
ambitious, targeting higher Tier targets? Will you take game going in a strong direction from the very beginning.
X Cerberus: Bounty Hunters and extraction
on daring jobs that others deem too risky? Are you
X
specialists. Looking to find missing people or
items, and claim prizes on those criminals the interested in the strange weirdness of the black? 5. assign upgrades


Hegemony (or others) consider important or
In addition to the upgrades that come pre-installed in
dangerous enough. 3. customize your ship your ship, you also, as a group, get to add two additional
X Firedrake: Rebels and criminals. Hunted by the Each ship starts with preselected ship systems. You upgrades to your new ship. For example, you might pick
X
law and often beloved by the citizenry. Looking choose 2 additional ship systems to improve. Your
to do jobs that free the opressed, protect the
the Cerberus upgrade Stun Weapons as one of your
downtrodden, and fight the iron fist of the choices are engines, hull, comms, and weapons. You choices and also the Auxiliary module Armory as your
Hegemony. may instead improve crew quality but it'll cost your other choice.
crew 2 cred.
Like a character playbook, your ship type is also how An upgrade is a valuable asset or system module that
you're known in the underworld of Procyon. The criminal After you decide what you improve, the GM will tell you helps the crew in some way, such as an Afterburner
factions and the Hegemony think of you as “smugglers” or about a faction that helped you get those improvements. module or a Shuttle. (Each is described more fully on the
“bounty hunters,” etc., and will treat you accordingly. They did you a favor. How do you respond? following pages). Each ship has pre-selected upgrades

Choosing a ship type is a very important decision! It's a X Pay them off. Give them 1 cred in exchange for that are well-suited for that crew, such as the Galley for
X
way for the group to say, “These are the sorts of jobs we a job well done. the Stardancer or the Brig for the Cerberus.
want to do.” It organizes game play from “doing crimes” to X Owe them one. Promise them you’ll return the After you assign your two upgrades, the GM will tell you
X
“smuggling illegal Urbot parts”—which helps the GM focus favor down the line when they ask and gain +1 about two factions impacted by your choices:
on the parts of the setting that matter most, rather than status with them. If you chose crew quality, you
having to juggle every possibility at once. The group should must take this option. X One faction helped you get an upgrade. You're

X
choose a ship type that everyone is excited about. As a X Stiff them. No need to pay a faction that on good terms. Did they broker a deal? Did
you run a job for them? Did you bail them
X
player, be vocal about your preferences. You're about to doesn't demand payment up front! Take -1
spend many hours doing this, so if you're feeling lukewarm status with that faction. out of trouble? They like you, and you get +1
about one of the options, speak up. status with them. At your option, spend 1 cred
Once you've chosen, grab the appropriate ship sheet for 4. select special ability to repay their kindness, and take +2 status
that crew type and record the following choices in ship with them instead.
Choose one of the special abilities listed on your ship. If
creation as you go. you can't decide which one to pick, go with the first one XThe other faction was screwed over when
X
Your ship begins with 2 cred in its hold (those represent on the list—it's placed there as a good default choice. you got an upgrade. Did you steal the part
the remains of the crew's savings from adventures and It's important to pick a special ability that everyone is from them? Was it a specific individual's
the acquisition of the ship beforehand). excited about. You can get more special abilities in the ship? Was it illegal, and the Hegemony now
SHIP CREATION 2 of 3
hunts them? They don't like you, and you get crew upgrades Workshop: Plasma cutters, a nano-assembler, a stock
of metal and electrical components, a forge - anything
-2 status with them. At your option, spend 1
required to build, modify, or disassemble complex
cred to mollify them, and take -1 status with ship gear machines.
them instead - tell us how you smoothed Holo Emitters: For holoconferences and map imaging. The
things over. images don’t usually hold up to close scrutiny but they
can be convincing for a short while. Includes sweet games
You'll be able get more upgrades in the future by earning and holovids.
xp or spending cred. Stasis Pods: State-of-the-art pods provide room for one
severely injured, deathly ill, or unconscious guest each. Does
not prevent dreams.
6. favorite contact
Intruder Alarm: A suite of sensors run throughout the
Take a look at your list of potential contacts on the ship, including proximity sensors, door codes, and panic
ship sheet. Although all the contacts are your friends buttons that can all trigger a loud klaxon and red security
lights.
and allies - one is closer to the crew than the others.
Choose one contact who is a close friend, long-time Land Rover: All-terrain vehicle used to carry heavy cargo
over land. High-powered winch, roll-bars, and Tough
ally, or partner in crime. The GM will tell you about two Mudder stickers come stock.
factions that are impacted by your choice: Power Reserves: Capacitors, batteries, and energy supplies
XOne faction is also friendly with this contact, that can power the ship independently of the engine.
Sufficient for a few hours of operation at minimal usage
X
and you get +1 status with them. or a few minutes of full power. Acts as armor against power
XOne faction is unfriendly with this contact, related mishaps.
X
and you get -1 status with them. Shuttle: A small space-craft capable of carrying a few
people from planet to orbit. Limited systems capacity -
treat any system as quality 0 vs actual ships. Can attach
7. update ship info to airlocks, but best stored in a landing bay if you don't
want stray asteroids/fire affecting it.
Calculate your upkeep costs and starting gambits.
Vault: Useful for securing valuables during space travel.
Gambits are shared and reset at the beginning of jobs.
Programmable lock allows for personalized security
Crew creation done - you're ready to fly! codes, one-time use codes, and access logs. Uses Hull
rating when contested.
crew advancement crew gear
When you mark 8 crew xp, clear the ticks and do two Alien Pet: Lovable rapscallion or loyal guardian, these
things. First, each crewmember gains stash equal to critters are usually more trouble than they're worth.
2 + crew quality. Second, your crew gains one of the Where did you get it?
following: Land Transport: Enough land-transportation for the
X 2 Upgrades. Any two boxes, among modules entire crew. Tires or close-to-ground hover. These may
be motorized bikes, land-skimmers, or very small cars.
X
and crew/ship upgrades.
Recon Drone: A small drone for surveillance, mapping, and
X 1 Special Ability. intelligence gathering. Can be given simple instructions.
X
X 1 Crew Quality. Requires 4 times the new crew Search the mine for heat signatures. Uses Comms quality
when contested.
X
quality in cred.
Survival Gear: Camping gear, rebreathers, climbing
X 1 Ship Quality. Engines, hull, comms, or equipment, scuba gear. Everything an enterprising crew
X
weapons - modules sold separately. They're needs to survive on an inhospitable, but not uninhabitable,
purchased via upgrades/cred. rock. Stillsuits included.
ship systems ship modules hull comms
Ship systems are rated in a few broad A new module can be purchased when the Hull governs how tough a ship is. Hull Communication arrays, sensors, and
categories (hull, engines, comms, and crew advances. Doing so, though, requires modules are passive systems laid out scanners. These systems govern signal
weapons). Modules are upgrades for time in drydock. At creation you may select throughout the ship and often are necessary detection, transmission, and the quality
specific ship systems. Not every ship is modules as part of your crew upgrades. to even allow certain actions. As a note of a ship's computers.
designed to implement as many of each If this is too slow for your crew, run a job to small and medium size ships can land on Fake Transponder: Usable remotely, this
type of system/module. A luxury liner acquire a module, or purchase one (cost in planets, otherwise you need shuttles. system can broadcast a different ship's
would have a good hull, while a combat cred is 3 times that current system quality, Cargo Hold: Enough space on a ship to signal or play a powerful recording (or act
vessel would have better weapons. or 6 cred per box for an auxiliary module make a moderate (cred-earning) shipment. as a beacon) on command.
Modules already listed under a system on or crew/ship gear). Illegal modules require A cargo hold is evident when the ship is Long Range Scanner: Provides broad EM
the ship sheet are either designed to be answers about how you're acquiring them boarded, and no special precautions are
first before installing them aboard your ship. spectrum and gravimetric readings, giving
implemented, or are already on the ship taken to hide its contents. the crew advance warning up to a dozen
but damaged/unstocked. You cannot have more modules in a ship Crew Quarters: You can sleep anywhere, light-minutes away.
When ships are engaged, compare the system than you have quality in that but crew quarters are actually meant
system (although you can have fewer than Quantum Encryptor: Applies encryption to
quality of the respective systems. A ship for it. Crew quarters afford privacy and
the system quality). Auxiliary systems are communications and data storage. Grants
with quality 3 engines will reliably outrun comfort in a domain where such things are special armor against interception of digital
one with fewer in a dead heat (although exempt from this. luxuries. Also you don't have to share, and communications. Data on the ship is in a
pilots can make up the difference). you know the first mate snores. secure state until unlocked.
If your crew needs to compare their quality
auxiliary
Landing Bay: Airlocks, bay-doors, and take- Targeting Computer: Handles calculations
against a faction, consult the crew rating Complex systems with specialized purpose. off ramps to accomodate shuttles and and targeting for weapon systems without
on your ship sheet vs opposing faction tier. Not strictly required, but provide functions single-pilot small fighter craft. crew. Roll comms rating when firing.
the crew considers important. Often found
Since Scum and Villainy is space opera, Smuggling Compartments: Like a cargo
on larger ships. Nexus Link: A connection to the Hegemonic
ship and system quality is a critical factor
hold, (can carry a small shipment) but it System Network. Creative hacking allows
when comparing the capabilities of two AI module: Software connected to an Ur
won't show up on routine scans or visual for news updates, realtime message
ships (although scale will still influence AI core running throughout the ship. Can
inspections of the ship. At 3+ hull rating, transmissions, and possible tapping into a
effect). This means a tiny ship with high automate tasks or otherwise run the ship
quality hull and weapons could take on a has life support for smuggling people too. system-wide sensor grid. May allow others
on behalf of the crew. Snarky personality
much larger ship if they use set up actions, to hack into your ship from a distance.
module available for free.
and push for effect in order to overcome
Armory: A secure room holding the crew
engines
the scale difference.
weapons and armor. All crew weapons/ Power and propulsion systems of a
weapons
This is how tiny ships can take out even the armor are considered fine. ship. Not only make you go, but let you Self explanatory. Note that most non-
most powerful battlecruisers and battle- maneuver, power your ship, and travel military ships are not armed. Obvious
Brig: Space jail. Not meant for long term
stations. A good pilot and crew can make space in a few different ways. Ships at 0 weapons can land you in trouble.
incarceration.
all the difference even against powerful engine rating have minimal thrust. Grappling Hooks: Officially for latching
opponents. Just keep your ship in good Galley: A combined kitchen/serving area
Afterburners: Dumps raw fuel into the onto asteroids and netting cargo, it's an
shape. for meals. Greatly facilitates longer trips.
engines for a short burst of speed. May array of nets and grapples that can link
Includes fresh food storage.
treat engines as one higher rating for a two vessels. Legal.
costs Medical Bay: A clean room with medical roll, but it may damage them. Mining Drill: High power energy drill.
equipment. No hospital, but sufficient to
A ship has to pay upkeep fees every Cloaking Device: Doesn't necessarily render Vaporizes rock. Vicious close range
patch most injuries. Storage for drugs and
downtime or risk damage as parts wear the ship invisible to the eye, but masks the weapon easily modified to bore through
medical scanners. Add +1d to recovery rolls.
out. Repairing a system costs 1 cred and 1 heat and electrical signature of the ship, hulls. Legal.
downtime activity per level of damage (see Science Bay: Laboratory that can be used to making it very hard to detect or identify. Particle cannons: Pew! Pew! Often cross
repair downtime activity). analyze anomalies and Precursor artifacts. Super illegal. linked. Not legal without license.
Secure storage for things that may react
When a ship is hit by fire it reduces system Jump Drive: A special engine that can
oddly with the rest of the ship (or physics) . Missiles: Projectile with mounted drive.
rating by one for each level of damage (ex: 3 activate the Ur gates that connect systems. Not legal.
for a desperate action). Pilots or engineers Shields: Particle sinks and EM deflectors.
can reduce this with an appropriate Can be overwhelmed with focused fire. Gravitic Field Generator: Creates a large Coherence Cannon: Capital weapon. One
resistance roll. A good engineer can rig a Counts as armor aginst ship weapons and gravitic field extending ship to ship. Can shot only `till repaired/recharged on ships
system to act at full power despite damage energy discharge. Largely absorbs hand- be used to grapple or tow. Temperamental smaller than dreadnoughts. May fry
but this is always at least risky. blaster fire. and dangerous. Guild prototype. Not legal. systems. Deadly. Super not legal.
Scum&vILLAINY ship sheet stardancer illicit merchants
and blockade
runners

special abilities
CF-350 Series Scarab-class Freighter
designation crew reputation The Getaway: You gain potency when you scramble or helm to avoid



colors/look capture or run a blockade. When doing a delivery job, take +1d to the
engagement roll.
CrEW ship size personal — freighter — corvette — frigate — dreadnought
Cargo Eye: Your crew gains +1 cred for smuggling or delivery jobs.



HuLL  For each level of damage, mark a ship system. ENGINES Whenever you gather info you can always ask: what is most valuable


 Each downtime you don't pay your ship's upkeep, roll a die here?

 Smuggling Compartments for each consecutive downtime you haven't paid.  Jump Drive
 1-3 No worries. Field Repairs: You gain potency when repairing your ship while in
 Cargo Hold  Afterburners




 4-5 Damage a system, but it's minor. A jury-rig can solve it.
space. If you spend a gambit on a rig roll, you gain +2d (instead of +1d).

  6+ A system is badly damaged and must be repaired. 

Leverage: Your crew knows how to pull strings and cash in favors.
 cred debt 



When you lay low, instead of rolling you can take -1 status with a
           
faction at Helpful (+1) or better to reduce your wanted level by 1, and
set your heat to 0 in a system.
Just Passing Through: During payoff, take -1 heat. When your heat



is 4 or less, you get +1d to deceive people when you pass yourselves
off as ordinary citizens, and you still have 2 downtime activities even
if you're at War (-3) with any faction as they have trouble locating you.
Home Cooking: Your whole crew gains Home Cooking as a vice. Right



after a job, you may spend 1 cred and a downtime activities to cook
GAMBITS for everyone, allowing the whole crew present to make a vice roll.
reset to 2 gambits If anyone overindulges, a fight erupts, and everyone gains 1 stress
at the start of
every job after the vice roll. Requires a galley module.
Problem Solvers: Each PC may add 1 action rating to helm, rig, or



     scramble (up to a max of 3).
   
Veteran: Choose a special ability from another source.





Comms upkeep WEApons crew/ship upgrades contacts
Auxiliary Ship Gear False Ship Papers    T'kafa, a dockmaster
Fake Transponder
  


 AI Module  
Holo Emitters Dark Hyperspace Lane Maps  Alor, a keen-eared barkeep
(systems + crew) / 4  
Quantum Encryptor
   Armory


paid at the start of    
Intruder Alarm Smuggler's Rigging (1 carried item 
every downtime   Heani, a tugboat captain
  Brig  
Land Rover is concealed and has no weight)


 Galley  
Power Reserves Lucky Charm (+1 gambit)    Rakka, a diplomat


skips shields Shields
   
Shuttle Thrillseekers (+1 stress)    Citani, a reclusive info broker


 Medical Bay  
Stasis Pods crew xp
notes / projects  Science Bay  
Vault
At the end of each session, for each item below, mark 1 xp (or 2 xp
Training Crew Gear instead if that item occurred multiple times).
Insight
  Alien
  Pet  You executed a successful transport or smuggling operation.

Prowess
  Ground Vehicles
   You contended with challenges above your current station.

Recon Drone
   You bolstered your crew's reputation or develop a new one.
Resolve
 

Survival Gear
   You expressed the goals, drives, inner conflict, or essential nature of the crew.
Personal

  Workshop
 
Scum&vILLAINY ship sheet CERBERUS extraction
specialists and
bounty hunters

special abilities
R-29 Firebrand-type Patrol craft
designation crew reputation Licensed: Take -2 heat on any legitimate bounty hunting job. Your ship



colors/look can carry particle weapons, and your crew can carry and legally use
heavy blasters in the pursuit of a target.
CrEW ship size personal — freighter — corvette — frigate — dreadnought

COMMS  For each level of damage, mark a ship system. ENGINES On The Trail: Your crew gains an extra downtime activity to work on



 Each downtime you don't pay your ship's upkeep, roll a die
 Long Range Scanner 
for each consecutive downtime you haven't paid. Jump Drive
  long term projects that track bounties that have gone to ground.
 1-3 No worries.
 Nexus Link 

 4-5 Damage a system, but it's minor. A jury-rig can solve it.
Light Touch: You gain potency when tailing a target, or when gathering

  6+ A system is badly damaged and must be repaired.





 cred debt
info at a target's previous location.
           
Snatch'N'Grab: When you use a deception, infiltration, or social plan



to execute a kidnapping, add +1d to the engagement roll.

Loaded for Bear: Your crew can carry +1 load. They have distinctive



and high quality armor. When you wear armor, it counts as heavy
armor (2 uses).

Play Both Sides: When you release a bounty target, make them a
GAMBITS



crew contact and add +2 heat.
reset to 1 gambit
at the start of
every job
Deadly: Each crew member may add 1 action rating to command,



scrap, or skulk (up to a max of 3).
    
   
Veteran: Choose a special ability from another source.





WEAPONS upkeep HULL crew/ship upgrades contacts
Auxiliary Ship Gear Tracers  Stacy Weathers, ace reporter

 
Grapplers 


 AI Module  
Holo Emitters Stun Weapons  Arlox, an Ashen Knives pasha
(systems + crew) / 4  
 
Particle Cannons 


paid at the start of  Armory  
Intruder Alarm
every downtime Personal Vehicles  Ishi, a weapons dealer

  Brig  
Land Rover


 Galley  
Power Reserves Hard Knocks (+1 gambit)  Lix, a xeno tracker


skips shields
  Shields  
Shuttle Smooth Criminal (+1 stress)  Jezri, a fixer


 Medical Bay  
Stasis Pods crew xp
notes / projects  Science Bay  
Vault
At the end of each session, for each item below, mark 1 xp (or 2 xp
Training Crew Gear instead if that item occurred multiple times).
Insight
  Alien Pet
   You executed a successful extraction operation or capture of a bounty.

Prowess Ground Vehicles
   You contended with challenges above your current station.
 

Recon Drone
   You bolstered your crew's reputation or develop a new one.
Resolve
 

Survival Gear
   You expressed the goals, drives, inner conflict, or essential nature of the crew.
Personal

  Workshop
 
Scum&vILLAINY ship sheet FIrEDrAkE rebels and
criminals

special abilities
Converted Khanjigar class Corvette
designation crew reputation Old Hands: When you're at War (-3) with a Hegemony faction, all



colors/look crewmembers get +1d to vice rolls and still get 2 downtime activities,
instead of just 1.
CrEW ship size personal — freighter — corvette — frigate — dreadnought

COMMS  For each level of damage, mark a ship system. WEAPONS Forged in Fire: Your crew has been toughened by cruel experience.




 Each downtime you don't pay your ship's upkeep, roll a die You each get +1d to all resistance rolls.

 Targeting Computer for each consecutive downtime you haven't paid.  
Particle Cannons
 1-3 No worries.
 Long Range Scanner  
Coherence Cannon

 4-5 Damage a system, but it's minor. A jury-rig can solve it. Sympathisers: Your ideology is especially appealing. When you deal



 Fake Transponder  6+ A system is badly damaged and must be repaired.
 with a crew or faction, the GM will tell you who among them believes

 cred debt
in your cause (one, a few, many, or all).
           
Natural Enemies: When you run a job against Hegemony factions,



take +1d to the engagement roll.

Spark of Rebellion: If you leave a calling card or a highly visible



symbol of resistance on your job, gain +2 heat. Your crew gaints +1d
to vice during the next downtime, and cannot overindulge.

GAMBITS Just Cause: When your crew does the right thing at cost to



reset to 2 gambit themselves, you may mark a crew xp.
at the start of
every job
Hearts and Minds: Each crew member may add 1 action rating to



     command, consort, or sway (up to a max of 3).
   
Veteran: Choose a special ability from another source.





ENGINES upkeep HULL crew/ship upgrades contacts
Auxiliary Ship Gear Black Market Contacts  Garin, Guild weapons engineer

Jump Drive
   
Crew Quarters


 AI Module  
Holo Emitters Secret Base  Tyura, a legendary assassin
(systems + crew) / 4  
  
Landing Bay


paid at the start of  Armory  
Intruder Alarm
every downtime Way-Blessed (+1 gambit)  Ada Black, popular performer

  Brig  
Land Rover


 Galley  
Power Reserves Popular Support  Tiko Lux, a hotshot pilot


skips shields
  Shields Shuttle
  Driven (+1 trauma)  Ibo-one, an ancient Cult mystic


 Medical Bay  
Stasis Pods crew xp
notes / projects  Science Bay  
Vault
At the end of each session, for each item below, mark 1 xp (or 2 xp
Training Crew Gear instead if that item occurred multiple times).
Insight
  Alien Pet
   You executed a successfu job that opposes Hegemonic dominance.

Prowess Ground Vehicles
   You contended with challenges above your current station.
 

Recon Drone
   You bolstered your crew's reputation or develop a new one.
Resolve
 

Survival Gear
   You expressed the goals, drives, inner conflict, or essential nature of the crew.
Personal

  Workshop
 
CharaCtEr CrEatIon
0. Choose a Ship and Crew Names: Abra, Aria, Chendra, Cord, Del, Duncan, Ed, Entex, Espa,
Faykan, Faye, Finn, Fox, Gaius, Garm, Garrus, Genera, Greeg,
actions
Your characters will be influenced by the ship you fly, so X Attune to the Way to communicate with
Gurney, Han, Hirak, Hondo, Ignor, Jaana, Jango, Jerec, Jet, Jung, Kai,
discuss the ship selection for your game first. Pick the ship

X
Kalo, Kahlee, Kasumi, Kirk, Kit, Lando, Leto, Liara, Lotus, Mevakor, non-sentient species or robots; sense
now, but detail the ship during crew creation. Mill, Mino, Miranda, Mordin, Naimon, Needa, Oola, Orrin, Paul, unseen danger or killing intent; safely
Poe, Potak, Praxis, Quinton, Rey, Rocco, Saldeed, Samara, Saren, handle Precursor artifacts or remnants.
1. Choose a Playbook Seklor, Spike, Thane, Yast, Yola, Victor, Wyndam, Xavier, Zaeed,
Your playbook determines your character’s role and reputation, X Command obedience with your force of
Zokar

X
their special abilities, and how they advance. Multiple players can personality; intimidate or threaten; lead
Family Names: Acon, Apple, Bartok, Black, Brell, Clovis, Crynyd, an action with NPCs; order people to do
choose the same playbook. Curia, Doona, Drake, Dyson, Emari, Endua, Evazan, Farr, Feris, what you want.
2. Choose a Starting Ability Gallia, Gree, Gyle, Hawking, Hex, Hill, Impera, Indigo, Intal, Ivanov,
Jor, Jusik, Kasur, Kedra, Kor, Kranax, Kritus, Kromyl, Kymnal, Lana, X Consort with connections from your
Playbooks begin with a starting ability marked. Note that

X
Livia, Luo, Mahat, Marak, Natoth, Nagan, Neumann, Nur, Ortcutt, heritage, background, friends, or rivals
starting abilities cannot be selected using Veteran. Pava, Pim, Quag, Ramus, Rudra, Ryle, Shrike, Sprek, Suzuka, Tann, to gain access to resources, information,
Tarkin, Tel, Thorn, Tilad, Ulmak, Ursis, Valorum, Veers, Vosa, Wu, people, or places.
If you want to play a xeno with unique abilities, replace your Wolffe, Wren, Yoneyama, Yueh, Yularen, Zan, Zer X Doctor someone who’s been injured;
starting ability with the following: “Xeno: You may spend

X
Aliases: Ace, Agony, Apex, Athena, Badger, Bingo, Black, Bolt, handle and identify substances; do science;
stress (0-2) to perform an inhuman feat only members of Brakes, Carrot, Cash, Cosmo, Dash, Devil, Dipper, Echo, Eight, comfort, support, or elicit sympathy.
your species can do.” Elbows, Falcon, Fireball, Flex, Game, Gargoyle, Gear, Gonzo, Guns,
Hammer, Headhunter, Helo, Hex, Highball, Hyper, Intake, Iris, Iron, X Hack computers, systems, and digital

X
3. Choose a Special Ability Juggler, Juice, Junior, Karma, Lasher, Legend, Link, Loco, Mooch, locks; reprogram robots or drones; jam
Choose from the list on your sheet. If you’re unsure, choose the Nails, Nemesis, Nova, Owl, Phoenix, Quirk, Raider, Razor, Rash, surveillance and communications.
first one (it’s placed there as a good default choice). Skulls, Snaps, Snitch, Stinger, Syndrome, Tank, Tax, Titan, Tread, X Helm a vehicle; fire ship weaponry; plot
Under, Vandal, Vapor, Wraith, X-Ray, Yellow, Zen, Zenith, Zipper

X
a jump or in-system course; escape a
4. Choose a Heritage chasing ship.
Looks: Man, Woman, Ambiguous, Xeno
Pick one on the sheet and add a note about your family life.
Ornate Headdress Suit and Vest Loose Silks X Rig together mechanical solutions;

X
5. Choose a Background Long Coat Collared Shirt Tight Pants disable, modify, repair, or create
Pick one on the sheet and add a detail about your specific history. Hood and Veil Suspenders Bomber Jacket mechanisms; disable a trap, pick a lock,
Short Cloak Intricate Rings Long Scarf or crack a safe; rig explosives.
6. Assign Action Dots Knit Cap Skirt and Blouse Leathers X Scramble to a positon or away from
Assign four additional action points. No action may begin with Fancy Makeup Wide Belt Stillsuit

X
danger; lift, run, climb, jump, or swim;
a rating higher than 2. After character creation, action ratings Slim Jacket Fitted Dress Hide and Furs traverse harsh environments.
may advance up to 3. Hooded Cloak Flight Suit Worn Uniform
Work Boots Heavy Cloak Space Suit X Scrap with an opponent in blaster

X
7. Choose One Friend and One Rival Mask and Robe Thick Duster Glittering Jewelry or physical combat; assault or hold
You know all of the people here well. Mark someone on your list a position; brawl, fight with melee
who is a close friend, long-time ally, family relation, lover, etc. weapons, or wrestle.
(the upward-pointing triangle). Mark another who is a former 10. Review Your Details X Skulk about unseen; pick pockets;

X
friend turned rival, enemy, scorned lover, betrayed partner, etc. Read your experience triggers and ways you can earn xp. employ subtle misdirection or sleight of
(the downward-pointing triangle). Everyone has access to all the gear on their sheet, but the hand.
items listed in the grey section are special items unique to your X Study a person, document, or item with
8. Choose Your Vice

X
playbook. close scrutiny to gather information
Pick your preferred type of vice (or two) and detail it with a
and apply knowledge; gain a deeper
short description.
understanding; do research.
9. Record Your Name, Alias, and Look X Sway someone with charm, logic,
Choose from the lists (right), or write down your own.

X
disguise, or bluffing; change attitudes or
behavior with manipulation or seduction.
INSIGHT

Scum&vILLAINY mEChanIC a gearhead


and hacker
doctor




hack




starting ability
rig




study
name alias Tinker: When you work on a clock with rig or hack, or when you study






a schematic, fill +1 segment. PROWESS
look
special abilities helm




heritage: imperial—spacer—colonist— background: academic—labor—cult— Bailing Wire and Mech-Tape: You get an extra downtime activity to scramble



repair, and the repair activity costs you 0 cred.
   




m a n u fac t u r e d — wa n de r e r — xe n o guilder—military—noble—syndicate scrap




Construct Whisperer: Machines speak to you when you study them. skulk



The first time you roll a critical while fixing or building a particular




vice/purveyor: faith—gambling—luxury—obligation—pleasure—stupor—weird machine, you may add a simple modification to it.
resolve
   
cold—haunted—obsessed—paranoid Junkyard Hunter: When you acquire parts or equipment during
stress trauma attune



reckless—soft—unstable—vicious
downtime, you may either gain two assets, or one asset at +1 quality.




harm ARMOR Hacker: You may expend your special armor to resist the
command




need consort



3 consequences of hacking, or to push yourself when hacking or
help HEAVY




gathering info electronically. sway




2 -1d SPECIAL Fixed: You may expend your special armor to resist a consequence
BONUS DICE



from machines breaking or being damaged, or to push yourself when
cred  stash repairing or building a machine. push yourself (take
less
1 effect + 2 stress) -or- accept a
 Mechanic’s Heart: When you speak from your heart, your words
 devil’s bargain



recovery can reach even the most hardened criminal, and you gain potency.
Get treatment in downtime to fill your healing clock  
 Overclock: When you spend a gambit on a rig roll to repair or + assist (they take 1 stress)



upgrade, treat the system you worked on as 1 quality higher for the + spend a gambit
remainder of the job.
gambits
notes / projects Analyst: When you hack a system, you may also ask a question about
Add a gambit to your



the owner or location of the system as though you had rolled a 6 on
crew when you roll a 6 or
gather info. When you resist the consequences of hacking, roll +1d. + critical on a risky action
and you didn’t spend a
Veteran: Choose a special ability from another source.
gambit on a bonus die.






colorful friends items (Italics don’t count for load) load  3 light   5 normal  
6 heavy

 
 Slice, a junkyard owner  Fine Hacking Rig  Blaster Pistol
Nisa, a previous employer   Fine Ship Repair Tools   2nd Blaster Pistol
 
 
 Small Drone   Melee Weapon
 
 Stev, a gambler of ill repute Heavy Blaster
 Vision-Enhancing Goggles  
 
 Len, a black market dealer Spare Parts   Detonator
 
 
 Kenn, a family member  Genius Pet   Hacking Tools
teamwork planning & LOAD Gather info   Repair Tools
Choose plan. Pick load. Provide detail:  What’s their intention? mark xp : playbook advancement
Lead a group action.   Medkit

 Assault plan: Point of attack.  What might I suspect about  Every time you roll a desperate action, mark xp in that action’s attribute.
  Spy Gear



Set up another character.  Deception plan: Method. this? What can I prove? At the end of each session, for each item below, mark 1 xp (in your
  Illicit Drugs

 Infiltration plan: Entry point.  What’s the danger here? playbook or an attribute) or 2 xp if that item occurred multiple times.
  Communicator


Protect a teammate.  Mystic plan: Arcane power.  How can I find ?  You addressed a tough challenge with technical skill or ingenuity.
Armor


 

 Social plan: Social connection.  What’s really going on here?  You expressed your beliefs, drives, heritage, or background.


Assist another character.  You struggled with issues from your vice or traumas during the session. Spacesuit

 Transport plan: Route and means.  Ask about a detail for a plan.  



INSIGHT

Scum&vILLAINY musClE
a dangerous
and intimidating doctor




fighter hack




starting ability
rig




study
name alias Unstoppable: You can push yourself to do one of the following:






perform a feat of physical force that verges on the superhuman—
engage a small gang on equal footing in close combat.
PROWESS
look
special abilities helm




heritage: imperial—spacer—colonist— background: academic—labor—cult— Wrecking Crew: Your strength and ferocity are infamous. When scramble



   




m a n u fac t u r e d — wa n de r e r — xe n o guilder—military—noble—syndicate striking in melee, you gain +1d. Whenever you spend a gambit in combat, scrap
you also gain +1 effect on that action.




skulk




vice/purveyor: faith—gambling—luxury—obligation—pleasure—stupor—weird Backup: An ally’s push costs 1 stress on any action you set up or assist.



resolve
   
cold—haunted—obsessed—paranoid Battleborn: You may expend your special armor to reduce harm
stress trauma



reckless—soft—unstable—vicious from an attack in combat, or to push yourself during a fight. attune




harm ARMOR Bodyguard: When you protect a crewmate, resist with +1d. When command




consort



need you take harm, clear 1 stress.
3 help HEAVY




sway
Flesh Wound: If you’re wounded at the beginning of downtime, mark






2 -1d SPECIAL +3 segments on your healing clock. When you push yourself to ignore
BONUS DICE
wound penalties, you take only 1 stress (not 2).
cred  stash push yourself (take
less
1 effect Predator: Take +1d to rolls against weakened or vulnerable targets. + 2 stress) -or- accept a




 Whenever you gather information on a weakness or vulnerability, devil’s bargain
recovery Get treatment in downtime to fill your healing clock   the worst you can get is a 4/5 result.
 + assist (they take 1 stress)
Ready for Anything: When being ambushed, you gain potency to all + spend a gambit



actions during a flashback, and your first flashback costs 0 stress.
gambits
notes / projects Scary: You have an air of menace and danger obvious to even the



most unobservant. You gain potency when trying to intimidate Add a gambit to your
crew when you roll a 6 or
someone. If done immediately after a show of force, also take +1d.
+ critical on a risky action
and you didn’t spend a
Veteran: Choose a special ability from another source.
gambit on a bonus die.






deadly friends items (Italics don’t count for load) load  3 light   5 normal  
6 heavy

 
 Krieger, a fine blaster pistol    Vera, a Fine Sniper Rifle  Blaster Pistol
  Zmei, a Fine Flamethrower   2nd Blaster Pistol
 
 Shod, a weapons dealer
 Sunder, a Fine Vibro-Blade   Melee Weapon
 
 Chon-zek, a bounty hunter   Heavy Blaster
  Zarathustra, Detonator Launcher
 
 Yazu, a crooked cop  Fine Martial Art Style   Detonator
 
 Aya, an assassin  Mystic Ammunition   Hacking Tools
teamwork planning & LOAD Gather info   Repair Tools
Choose plan. Pick load. Provide detail:  What’s their intention? mark xp : playbook advancement
Lead a group action.   Medkit

 Assault plan: Point of attack.  What might I suspect about  Every time you roll a desperate action, mark xp in that action’s attribute.
  Spy Gear



Set up another character.  Deception plan: Method. this? What can I prove? At the end of each session, for each item below, mark 1 xp (in your
  Illicit Drugs

 Infiltration plan: Entry point.  What’s the danger here? playbook or an attribute) or 2 xp if that item occurred multiple times.
  Communicator


Protect a teammate.  Mystic plan: Arcane power.  How can I find ?  You addressed a tough challenge with force or threats.
Armor


 

 Social plan: Social connection.  What’s really going on here?  You expressed your beliefs, drives, heritage, or background.


Assist another character.  You struggled with issues from your vice or traumas during the session. Spacesuit

 Transport plan: Route and means.  Ask about a detail for a plan.  



INSIGHT

Scum&vILLAINY
a galactic

mystiC wanderer in
touch with
doctor




the way hack




starting ability
rig




study
name alias The Way: You can spend a gambit instead of paying any stress cost.






special abilities PROWESS
look Kinetics: You can push yourself to do one of the following: use the Way
helm



to throw a table-sized object with dangerous force—propel yourself




heritage: imperial—spacer—colonist— background: academic—labor—cult— briefly with superhuman speed. scramble
   




m a n u fac t u r e d — wa n de r e r — xe n o guilder—military—noble—syndicate Psy-Blade: You can focus Way energy into your melee weapon. While scrap






charged, the weapon can cut through non-shielded materials with ease, skulk
and you gain potency on your melee attacks.




vice/purveyor: faith—gambling—luxury—obligation—pleasure—stupor—weird
Center: You gain Meditation as a vice. When you indulge this vice, clear resolve
   


cold—haunted—obsessed—paranoid
+1 stress and add Dark Visions as a possible overindulgence.
stress trauma reckless—soft—unstable—vicious Way Shield: You can block blaster bolts with the Way (resist with attune






resolve). If you resist a blaster attack, you may spend 1 stress to
harm ARMOR
redirect fire and make an attack of your own with it.
command




3 need
Warded: You may expend your special armor to resist the
consort
help HEAVY




sway



consequences of a Way attack or artifact use, or push yourself when




using mystic powers.
2 -1d SPECIAL
Psy-Dancing: You may push yourself to cloud a target’s mind and BONUS DICE



cred  stash sway them in the face of contradictory evidence. Spend 1 stress for push yourself (take
less each additional feature: they have only vague memories of the event—it
1 effect + 2 stress) -or- accept a
 works on a small group.
 devil’s bargain
recovery Get treatment in downtime to fill your healing clock   Visions: Spend 1 stress to remotely view a distant place or person tied



 to you in some intimate way. Spend 1 stress for each extra feature: + assist (they take 1 stress)
It lasts for a minute rather than a moment—your target can also
+ spend a gambit
see and hear you—you may see something only familiar to you, not
intimate. gambits
notes / projects Sundering: You may push yourself to attune to the Way and twist it,
Add a gambit to your



causing psychic harm to anyone in the area vulnerable to your assault.
crew when you roll a 6 or
You may spend 1 stress for each additional feature: it damages instead
+ critical on a risky action
of stuns—you and anyone you choose get +2d to resist the effects. and you didn’t spend a
Veteran: Choose a special ability from another source. gambit on a bonus die.






weird friends items (Italics don’t count for load) load  3 light   5 normal  
6 heavy

 
 Horux, a former teacher   Fine Melee Weapon  Blaster Pistol
 Offerings   2nd Blaster Pistol
 
 Hicks, a mystic goods supplier
 Trappings of Religion   Melee Weapon
 
 Laxx, a xeno Heavy Blaster
 Outdated Religious Outfit  
 
 Rye, an unrequited love  Memento of Your Travels   Detonator
 
 Blish, a fellow mystic  Precursor Artifact   Hacking Tools
teamwork planning & LOAD Gather info   Repair Tools
Choose plan. Pick load. Provide detail:  What’s their intention? mark xp : playbook advancement
Lead a group action.   Medkit

 Assault plan: Point of attack.  What might I suspect about  Every time you roll a desperate action, mark xp in that action’s attribute.
  Spy Gear



Set up another character.  Deception plan: Method. this? What can I prove? At the end of each session, for each item below, mark 1 xp (in your
  Illicit Drugs

 Infiltration plan: Entry point.  What’s the danger here? playbook or an attribute) or 2 xp if that item occurred multiple times.
  Communicator


Protect a teammate.  Mystic plan: Arcane power.  How can I find ?  You addressed a tough challenge with wisdom or the Way.
Armor


 

 Social plan: Social connection.  What’s really going on here?  You expressed your beliefs, drives, heritage, or background.


Assist another character.  You struggled with issues from your vice or traumas during the session. Spacesuit

 Transport plan: Route and means.  Ask about a detail for a plan.  



INSIGHT

Scum&vILLAINY Pilot
a ship-handling
wizard and doctor




danger addict hack




starting ability
rig




study
name call sign Ace Pilot: You have potency on all speed-related rolls. When you roll






to resist the consequences of piloting, gain +1d. PROWESS
look
special abilities helm




heritage: imperial—spacer—colonist— background: academic—labor—cult— Keen Eye: You have sharp eyes and notice small details many might scramble



   




m a n u fac t u r e d — wa n de r e r — xe n o guilder—military—noble—syndicate overlook. Gain +1d when firing ship guns or making trick shots. scrap




Side Job: You may spend a downtime activity in port doing odd jobs. skulk






vice/purveyor: faith—gambling—luxury—obligation—pleasure—stupor—weird Gain 1 cred. If there are rumors floating about, the GM will tell you
resolve
   
of them.
cold—haunted—obsessed—paranoid
stress trauma reckless—soft—unstable—vicious Exceed Specs: While onboard a ship you may damage a ship system attune



you have access to in order to gain +1d or +1 effect to a roll.




harm ARMOR command




Leaf on the Wind: When you push yourself, you may spend +1 stress
3 need consort



help HEAVY (3 stress total) to gain both +1 effect and +1d instead of one or the




other.
sway




2 -1d SPECIAL
Hedonist: When you indulge your vice, you may adjust the dice BONUS DICE



cred  stash
outcome by +/-2. An ally who joins you may do the same. push yourself (take
less
1 effect Commander: Whenever you lead a group action, gain +1 scale (for + 2 stress) -or- accept a




 example, a small group counts as a medium group). If you lead a devil’s bargain
recovery Get treatment in downtime to fill your healing clock   group action in combat, you may count multiple 6s from different
 + assist (they take 1 stress)
rolls as a critical.
+ spend a gambit
Traveler: You’re comfortable around unusual cultures and xenos.



You gain potency when attempting to consort with or sway them. gambits
notes / projects
Punch It!: When you spend a gambit on a desperate roll, it counts as Add a gambit to your



crew when you roll a 6 or
risky instead.
+ critical on a risky action
and you didn’t spend a
Veteran: Choose a special ability from another source.
gambit on a bonus die.






fast friends items (Italics don’t count for load) load  3 light   5 normal  
6 heavy

 
 Yattu, a gang boss   Fine Customized Spacesuit  Blaster Pistol
  Fine Small Urbot   2nd Blaster Pistol
 
 Triv, a ship mechanic
 Fine Mechanics Kit   Melee Weapon
 
 Choss, a professional racer   Heavy Blaster
 Grappling Hook
 
 Meris, a scoundrel  Guild License   Detonator
 
 Mav, a former mentor  Victory Cigars   Hacking Tools
teamwork planning & LOAD Gather info   Repair Tools
Choose plan. Pick load. Provide detail:  What’s their intention? mark xp : playbook advancement
Lead a group action.   Medkit

 Assault plan: Point of attack.  What might I suspect about  Every time you roll a desperate action, mark xp in that action’s attribute.
  Spy Gear



Set up another character.  Deception plan: Method. this? What can I prove? At the end of each session, for each item below, mark 1 xp (in your
  Illicit Drugs

 Infiltration plan: Entry point.  What’s the danger here? playbook or an attribute) or 2 xp if that item occurred multiple times.
  Communicator


Protect a teammate.  Mystic plan: Arcane power.  How can I find ?  You addressed a tough challenge with speed or flair.
Armor


 

 Social plan: Social connection.  What’s really going on here?  You expressed your beliefs, drives, heritage, or background.


Assist another character.  You struggled with issues from your vice or traumas during the session. Spacesuit

 Transport plan: Route and means.  Ask about a detail for a plan.  



INSIGHT

Scum&vILLAINY SCOUNDREL a scrappy and


lucky survivor
doctor




hack




starting ability
rig




study
name outlaw name Serendipitous: Your crew starts with +1 gambit when the pool resets.






PROWESS
look
special abilities helm




heritage: imperial—spacer—colonist— background: academic—labor—cult— Never Tell Me the Odds: You generate gambits on desperate rolls. scramble
   






m a n u fac t u r e d — wa n de r e r — xe n o guilder—military—noble—syndicate You may also generate gambits even if you spent a gambit. scrap




I Know a Guy: When you first dock at a port after being away, pick one skulk






vice/purveyor: faith—gambling—luxury—obligation—pleasure—stupor—weird and ask the the GM about a job: it’s not deadly—it pays well enough—it’s
resolve
   
not a rush job—it comes from a faction you trust—it targets an enemy
stress trauma
cold—haunted—obsessed—paranoid you have. You may spend 1 cred per additional feature.
reckless—soft—unstable—vicious attune
Tenacious: Penalties from harm are one level less severe (though




harm ARMOR command



level 4 harm is still fatal).




3 need consort
help HEAVY When the Chips are Down: You gain a second use of special armor




sway



between each downtime.




2 -1d SPECIAL Devil’s Own Luck: You may expend your special armor to resist the BONUS DICE



consequences of blaster fire, or to push yourself when talking your
cred  stash push yourself (take
less way out of (or running from) trouble.
1 effect + 2 stress) -or- accept a

 Daredevil: When you make a desperate roll, you may take +1d. If you devil’s bargain
recovery



Get treatment in downtime to fill your healing clock   do so, do not mark xp in that action’s attribute.
 + assist (they take 1 stress)
Shoot First: When you attack from hiding or spring a trap, take +1d. + spend a gambit



When there’s a question about who acts first, the answer is you (two
characters with Shoot First act simultaneously). gambits
notes / projects
Ask Questions Later: When you consort to gather info, you gain +1 Add a gambit to your



crew when you roll a 6 or
effect and can in addition ask: Who might this benefit?
+ critical on a risky action
and you didn’t spend a
Veteran: Choose a special ability from another source.
gambit on a bonus die.






“friends” items (Italics don’t count for load) load  3 light   5 normal  
6 heavy

 
 Nyx, a moneylender Fine Blaster Pistol (or Pair  )
   Blaster Pistol
Ora, an info broker Fine Coat
    2nd Blaster Pistol
 
 
Loaded Dice or Trick Holo-cards
    Melee Weapon
 
 Jal, a ship mechanic Heavy Blaster
Forged Documents
   
 
 Rhin, a smuggler Mystic Ammunition   Detonator
 
 
 Battro, a bounty hunter Personal Memento
    Hacking Tools
teamwork planning & LOAD Gather info   Repair Tools
Choose plan. Pick load. Provide detail:  What’s their intention? mark xp : playbook advancement
Lead a group action.   Medkit

 Assault plan: Point of attack.  What might I suspect about  Every time you roll a desperate action, mark xp in that action’s attribute.
  Spy Gear



Set up another character.  Deception plan: Method. this? What can I prove? At the end of each session, for each item below, mark 1 xp (in your
  Illicit Drugs

 Infiltration plan: Entry point.  What’s the danger here? playbook or an attribute) or 2 xp if that item occurred multiple times.
  Communicator


Protect a teammate.  Mystic plan: Arcane power.  How can I find ?  You addressed a tough challenge with charm or audacity.
Armor


 

 Social plan: Social connection.  What’s really going on here?  You expressed your beliefs, drives, heritage, or background.


Assist another character.  You struggled with issues from your vice or traumas during the session. Spacesuit

 Transport plan: Route and means.  Ask about a detail for a plan.  



INSIGHT

Scum&vILLAINY SpEakEr
a respectable
person on doctor




the take hack




starting ability
rig




study
name alias Air of Respectability: You get an extra downtime activity to acquire






assets or lay low. PROWESS
look
special abilities helm




heritage: imperial—spacer—colonist— background: academic—labor—cult— Favors Owed: During downtime, you get +1 d when you acquire assets scramble



   




m a n u fac t u r e d — wa n de r e r — xe n o guilder—military—noble—syndicate or lay low. Any time you gather info, take +1d. scrap




Player: You always know when someone is lying to you. skulk




vice/purveyor: faith—gambling—luxury—obligation—pleasure—stupor—weird



resolve
   
Infiltrator: You are not affected by quality or Tier when you bypass



cold—haunted—obsessed—paranoid security measures.
stress trauma reckless—soft—unstable—vicious attune




harm ARMOR Subterfuge: You may expend your special armor to resist a command






3 need consequence of persuasion or suspicion. When you resist with insight, consort
help HEAVY




gain +1d.
sway




2 -1d SPECIAL Heart to Heart: When you provide meaningful insight or heartfelt
BONUS DICE



advice that a crewmate follows, you both clear 1 stress.
cred  stash push yourself (take
less
1 effect Old Friends: Whenever you land in a new location, write down a + 2 stress) -or- accept a




 friend you know there (see Influential Friends below). devil’s bargain
recovery Get treatment in downtime to fill your healing clock  
 Disarming: Whenever you use a gambit while speaking, hostilities + assist (they take 1 stress)



and danger also pause while you speak. + spend a gambit

Purpose: You may expend your special armor to push yourself when gambits
notes / projects



outclassed by your opposition, or when under the effects of wounds. Add a gambit to your
When you resist with resolve, gain +1d. crew when you roll a 6 or
+ critical on a risky action
and you didn’t spend a
Veteran: Choose a special ability from another source.
gambit on a bonus die.






influential friends items (Italics don’t count for load) load  3 light   5 normal  
6 heavy

 
 Arryn, a Noble  Fine Clothes  Blaster Pistol
Manda, a Guild member  Legitimate ID   2nd Blaster Pistol
 
 
 Luxury Item   Melee Weapon
 
 Kerry, a doctor Heavy Blaster
 Luxury Item  
 
 Je-zee, a diplomat Large Luxury Item   Detonator
 
 
  Memento of a Past Encounter   Hacking Tools
teamwork planning & LOAD Gather info   Repair Tools
Choose plan. Pick load. Provide detail:  What’s their intention? mark xp : playbook advancement
Lead a group action.   Medkit

 Assault plan: Point of attack.  What might I suspect about  Every time you roll a desperate action, mark xp in that action’s attribute.
  Spy Gear



Set up another character.  Deception plan: Method. this? What can I prove? At the end of each session, for each item below, mark 1 xp (in your
  Illicit Drugs

 Infiltration plan: Entry point.  What’s the danger here? playbook or an attribute) or 2 xp if that item occurred multiple times.
  Communicator


Protect a teammate.  Mystic plan: Arcane power.  How can I find ?  You addressed a tough challenge with deception or influence.
Armor


 

 Social plan: Social connection.  What’s really going on here?  You expressed your beliefs, drives, heritage, or background.


Assist another character.  You struggled with issues from your vice or traumas during the session. Spacesuit

 Transport plan: Route and means.  Ask about a detail for a plan.  



INSIGHT

Scum&vILLAINY stItCh
spacefaring
healer or doctor




scientist hack




starting ability
rig




study
name alias I’m a Doctor, Not a...: You can push yourself to roll your doctor rating




while performing a different action. Say which patient, research, or



posting taught you this trick. PROWESS
look
special abilities helm




heritage: imperial—spacer—colonist— background: academic—labor—cult— Physicker: You may study a malady, wounds, or corpse, and gather scramble
   




m a n u fac t u r e d — wa n de r e r — xe n o guilder—military—noble—syndicate scrap



info from a crime scene. Also, your crew gets +1d to recovery rolls.




Patch: You may doctor someone during a job to allow them to ignore skulk






vice/purveyor: faith—gambling—luxury—obligation—pleasure—stupor—weird the effects of a harm penalty.
resolve
   
Welcome Anywhere: While wearing your medic garb, you are welcome
cold—haunted—obsessed—paranoid



stress trauma reckless—soft—unstable—vicious even in dangerous places. Gain +1d to consort and sway when offering attune
to tend to anyone in need.




harm ARMOR command




3 need Under Pressure: Add a gambit to the pool whenever you or a crew consort



help HEAVY




member suffers level 2 or greater harm. sway




Combat Medic: You may expend your special armor to resist any
2 -1d SPECIAL



consequence while tending to a patient. When you doctor someone BONUS DICE
cred  stash in combat, clear 1 stress. push yourself (take
less
1 effect Moral Compass: When you do the right thing at cost to yourself, + 2 stress) -or- accept a

devil’s bargain



 mark xp (any category).
recovery Get treatment in downtime to fill your healing clock  
 Dr. Strange: Your research and fields of study are fringe, esoteric, + assist (they take 1 stress)



and focus on the mystical. You may always handle Precursor artifacts + spend a gambit
safely. When you study an artifact or doctor a strange substance,
you may ask one: what could this do?—why could this be dangerous? gambits
notes / projects
Book Learning: You speak a multitude of languages and are broadly Add a gambit to your



crew when you roll a 6 or
educated. Gain +1d when using study during a downtime activity.
+ critical on a risky action
and you didn’t spend a
Veteran: Choose a special ability from another source.
gambit on a bonus die.






old friends items (Italics don’t count for load) load  3 light   5 normal  
6 heavy

 
 Jackev, a drug dealer   Fine Medkit  Blaster Pistol
Alben, a former patient  Fine Bedside Manner   2nd Blaster Pistol
 
 
 Fine Clothing   Melee Weapon
 
 Ditha, a family member   Heavy Blaster
 Recognizeable Medic Garb
 
 Juda, a doctor Candies and Treats   Detonator
 
 
 Lynie, a hospital admin  Syringes and Applicators   Hacking Tools
teamwork planning & LOAD Gather info   Repair Tools
Choose plan. Pick load. Provide detail:  What’s their intention? mark xp : playbook advancement
Lead a group action.   Medkit

 Assault plan: Point of attack.  What might I suspect about  Every time you roll a desperate action, mark xp in that action’s attribute.
  Spy Gear



Set up another character.  Deception plan: Method. this? What can I prove? At the end of each session, for each item below, mark 1 xp (in your
  Illicit Drugs

 Infiltration plan: Entry point.  What’s the danger here? playbook or an attribute) or 2 xp if that item occurred multiple times.
  Communicator


Protect a teammate.  Mystic plan: Arcane power.  How can I find ?  You addressed a tough challenge with insight or compassion.
Armor


 

 Social plan: Social connection.  What’s really going on here?  You expressed your beliefs, drives, heritage, or background.


Assist another character.  You struggled with issues from your vice or traumas during the session. Spacesuit

 Transport plan: Route and means.  Ask about a detail for a plan.  



standard items mechanic items mystic items speaker items
Armor: Really unsubtle, full body stuff. Fine Hacking Rig: Visualization goggles, Fine Melee Weapon: Antiquated weapon that Fine Clothes: Silk sarongs, suits, fine blue
Stops a few bolts. Will shrug off a knife unpublished exploits, overclocked non- acts as an extension of your body. capes.
without noticing. Powered. Assists in market chips, optical vampire taps. Memento of Your Travels: A small statue, Legitimate ID: A properly encoded
movement. Fine Ship Repair Tools: Power-assisted outdated currency, a lock of hair, a picture. Hegemonic ID indicating your legitimate
Blaster Pistol: A pistol that shoot bolts of wrenches, a sonic drill, testing probes, Offerings: A candle, oil lamp, flowers, food, station in the Hegemony.
hot plasma at high speeds. Accurate only power calibrators, a rivet gun. water, incense, pebbles from your journey. Luxury Item: Fine brandies, small but
at close range. Makes “pew pew” noises Small Drone: Small, remote-controlled thoughtful gifts, spices and perfumes, fine
(mandatory). Outdated Religious Outfit: Robes, worn
drone with cameras. May be able to carry cloaks, sandals, etc. instruments, popular games, etc.
Communicator: Has a few bands, likely even something light.
Precursor Artifact: A small object made of Memento of a Past Encounter: A distinctive
a few encrypted. Works only when within Spare Parts: Usually for ship repairs and piece of jewelry, a fine blade with a
ancient materials. Precursor tech.
orbit. electronics. Often forgotten in a pocket or House crest, a signet ring, a small statue.
tool belt. Trappings of Religion: Scrolls, texts, icons,
Detonator: Extremely deadly explosive
weapon. Fits in the palm of your hand Vision-Enhancing Goggles: Eyewear with
cups and bowls, bells.
stitch items
and can be thrown. Takes care of those settings for thermal and ultraviolet, and
shielded doors that heavy blasters can’t magnification levels in the thousands. pilot items Candies and Treats: For those extra brave
customers.
handle. Illegal. You shouldn’t have this. No, Fine Customized Spacesuit: Sweet decals,
really. Genius Pet: Incapable of speaking, but can Fine Bedside Manner: Charm that sets
understand language and assist with basic emergency beacon, some thrust. patients at ease. Some Stitches never
Hacking Tools: Deck, splicing pliers, plugs tasks. Likes you. Really cute. Anticipates Fine Mechanics Kit: Hand-held scanners, hull bother to bring this.
and ports, keypad crackers, specialized your actions. patch kit, assortment of hand tools.
software, custom-modified chips, rainbow Fine Clothing: A suit or outfit for fancy
Fine Small Urbot: Supports piloting and can dinner parties and high society.
dictionaries, automated exploits. What
every growing hacker needs.
muscle items carry a few items. Seems eerily sentient. Fine Medkit: Better stocked than the
If you have more than one Muscle playbook Grappling Hook: Small, but mechanized. standard. Skin staples, diagnostic hand
Heavy Blaster: Can do considerable
on the crew, feel free to fill in your own Can pull you up. Fits in your belt. scanners, synthflesh, bone stabilizers,
damage to vehicles, heavy armor, and
weapon names. Here are a few suggestions: spray hypos, anti-venom, and a wider
constructions like unshielded doors. Has Guild License: Legit pilot certification (may
about a dozen shots. Blink, Checkmate, Echo, Ender, Equalizer, selection of drugs.
not be yours). Will allow you passage
Ghost, Itchy, Malice, Mercy, Pride, Thorn, through a jumpgate. Recognizeable Medic Garb: The common
Illicit Drugs: What’s your poison, space
Thunder, Tickle, Twitch, Whisper, Wynona. red medic outfit bearing the official white
cowboy? Victory Cigars: Enough to share with a few
Fine Martial Arts Style: Your own custom medic seal of the Hegemony. Recognizeable
Medkit: Blood for a few common races, choice people. from a distance.
blend of combat techniques.
gauze, anti-radiation injector, laser scalpel,
antiseptics, thread, painkillers. Krieger, a Fine Blaster Pistol: As a friend
or ally, it can be used during downtime to
scoundrel items Syringes and Applicators: Syringes,
injectors, patch applicators. Many can be
Melee Weapon: Sharp. Blunt. Pointy. Stabby. threaten or intimidate. As an enemy, someone Fine Blaster Pistol/Matched Pair: Customised palmed easily.
Slicy. All different sizes. Some come with else owns it and it’s carrying a bullet for you. or strange. Can fire mystic ammunition.
laser edges. Some vibrate...ooh. Batteries
included. Mystic Ammunition: A large-caliber shell Fine Coat: A heavy but well-made and well- item details
fired from a specialized gun that releases kept coat. Distinctive and with a history. If you want to include advantages from
Repair Tools: Things you need to fix ship mystic energies when it hits. Grants Forged Documents: Reasonably well-made specific details of your items—reach,
engines, speeders, hovercars, and the potency against mystic targets. facsimiles of documents that would never speed, adaptability, etc.—consider a Devil’s
like. Also, tools to hot-splice consoles
and tweak machinery. Hammers, a welder, Sunder, a Fine Vibro-Blade: Cuts through actually be given to someone like you. Bargain that relates to a detail.
screwdrivers, wrenches, battery chargers, almost any material. Decorated blade. Loaded Dice/Trick Holo-cards: Gambling “Can I take +1d here to command by
spray-painters. Vera, a Fine Sniper Rifle: A full-bore auto-lock accoutrements subtly altered to favor flashing my detonator? People will
with customized trigger, double cartridge, particular outcomes. see it and go streaming out into the
Spacesuit: Some radiation protection,
thorough gauge. Can fire mystic ammo. streets in a panic.”
survival in toxic atmospheres, EVA. Half Mystic Ammunition: A large-caliber shell
a day of oxygen (or other substance you Zarathustra, Detonator Launcher: Fires fired from a specialized gun that releases “I’ll empty both clips if it’ll get me +1d,
breathe). detonators at high velocity. mystic energies when it hits. Grants but then I’ll be out of ammo. Hopefuly
potency against mystic targets. there won’t be anyone left standing!”
Spy Gear: Disguises, voice modulators, Zmei, a Fine Flamethrower: For those times
mini-cameras, thermal scanners, false when you really need to heat things up. Personal Memento: A keepsake you cherish. A
thumbprints, and audio filters. Settings for regular and extra crispy. locket, small holo, music from your homeworld.
crew CreatIon
1. choose your ship 4. choose a special ability 6. favorite contact
There are three starting ships to choose from: Choose one of the special abilities listed on your ship. If Take a look at your list of potential contacts on the
you can’t decide which one to pick, go with the first one ship sheet. Although all the contacts are your friends
X Stardancer: Smugglers and blockade runners. and allies, one is closer to the crew than the others.
on the list—it’s placed there as a good default choice.
X
Looking to do odd jobs, small thefts, and find
lost items. Choose one contact who is a close friend, long-time
X Cerberus: Extraction specialists. Looking to 5. assign upgrades ally, or partner in crime. The GM will tell you about two
factions that are impacted by your choice:
X
find missing people or items and claim bounties. Each ship starts with pre-selected upgrades well-suited
X Firedrake: Rebels and criminals. Looking XOne faction is also friendly with this contact,
to the crew, such as the Galley for the Stardancer, or

X
and you get +1 status with them.
X
to protect the downtrodden and fight the the Brig for the Cerberus.
Hegemony. XOne faction is unfriendly with this contact,
In addition to those upgrades, pick two more (details on

X
and you get -1 status with them.
following handouts). You can pick any two boxes, but
2. choose a reputation be aware that some (like Shields) cost two upgrades in
What reputation has this crew garnered with the order to select. 7. update your ship info
different factions of the sector? Choose one (or create Calculate your upkeep costs and starting gambits.
After you assign your two upgrades, the GM will tell you
your own): Gambits are shared and reset at the beginning of jobs.
about two factions impacted by your choices:
Ambitious, Brutal, Daring, Honorable, Crew creation done—you’re ready to fly!
X One faction helped you get an upgrade. You’re
Professional, Savvy, Strange, Subtle.
X
on good terms. They like you, and you get +1
status with them. At your option, spend 1 cred
3. customize your ship to repay their kindness, and take +2 status
Your ship begins with 2 cred in its hold and a few with them instead.
preselected ship systems.
XThe other faction was screwed over when
Choose two additional ship systems to improve. Your
X
you got an upgrade. They don’t like you, and
choices are engines, hull, comms, and weapons. You you get -2 status with them. At your option,
may instead improve crew quality but it’ll cost your spend 1 cred to mollify them, and take -1
crew its starting 2 cred. status with them instead—tell us how you
After you decide what you improve, the GM will tell you smoothed things over.
about a faction that helped you get those improvements. You’ll be able get more upgrades in the future by earning
They did you a favor. How do you respond? xp or spending cred.
X Pay them off. Give them 1 cred in exchange for
X
a job well done.
X Owe them one. Promise them you’ll return the
X
favor down the line when they ask and gain +1
status with them. If you chose crew quality, you
must take this option.
X Stiff them. No need to pay a faction that
X
doesn’t demand payment up front! Take -1
status with that faction.
MODULES & UPGRADES
Complex specialized systems. Not required, data storage. Grants special armor against Cloaking Device: Doesn’t necessarily render Land Rover: Armored all-terrain vehicle for
but provide functions the crew considers interception of digital communications. the ship invisible to the eye, but masks the carrying heavy cargo or folks over land.
important. Often found on larger ships. Data on the ship is in a secure state until heat and electrical signature of the ship, High-powered winch and decorative stickers
unlocked. making it very hard to detect or identify. come standard.
AI module: Software connected to an Ur
Super illegal. Power Reserves: Batteries and energy
AI core running throughout the ship. Can Targeting Computer: Handles calculations
automate tasks or run the ship on behalf and targeting for weapon systems without Gravitic Field Generator: Creates a large supplies that can power the ship
of the crew. Snarky personality module the crew. Roll comms rating when firing. gravitic field extending ship to ship. Can independently of the engine. Sufficient
available for free. be used to grapple or tow. Temperamental for a few hours of operation at minimal
crew gear and dangerous. Guild prototype. Not legal. usage or a few minutes of full power. Acts
Armory: A secure room holding the crew as armor against power-related mishaps.
weapons and armor, which are considered fine. Alien Pet: Lovable rapscallion or loyal Jump Drive: A special engine that can
guardian, these critters are more trouble activate the Ur gates that connect systems Shuttle: A small spacecraft capable of
Brig: Space jail. Not meant for long-term than they’re worth. and translate the ship into hyperspace carrying a few people from planet to
incarceration. lanes. orbit. Limited systems capacity—treat any
Land Transport: Land-based transports for system as quality zero vs. actual ships.
Galley: A combined kitchen and serving the entire crew. Tires or close-to-ground
HULL Can attach to airlocks, but best stored
area for meals. Greatly facilitates longer hover. These may be motorized bikes, land- in a landing bay if you don’t want stray
trips. Includes fresh food storage. skimmers, boats, or very small cars. Hull governs how tough a ship is. These asteroids or partical cannon fire affecting it.
Medical Bay: A clean room with medical Recon Drone: A small drone for surveillance, passive systems are laid out throughout
the ship and often necessary for certain Stasis Pods: State-of-the-art pods provide
equipment. No hospital, but sufficient to mapping, and intelligence gathering. Can room for one severely injured, deathly
patch most injuries. Storage for drugs and actions. Note: personal and freighter-sized
be given simple instructions. Uses comms ill, or unconscious guest each. Does not
medical scanners. Add +1d to recovery rolls. ships can land on planets, otherwise you
quality when contested. prevent dreams.
need shuttles.
Science Bay: Laboratory that can be used to Survival Gear: Camping gear, rebreathers, Vault: Useful for securing valuables during
climbing equipment, scuba gear. Everything Cargo Hold: Enough space on a ship to
analyze anomalies and Precursor artifacts. space travel. Programmable lock allows
Secure storage for things that may react an enterprising crew needs to survive on make a moderate (cred-earning) shipment. for personalized security codes, one-time
oddly with the rest of the ship (or physics). an inhospitable, but not uninhabitable, rock. A cargo hold is evident when the ship is use codes, and access logs. Uses hull
Stillsuits included. boarded, and no special precautions are rating when contested.
Shields: Particle sinks and EM deflectors. taken to hide its contents.
Overwhelmed by focused fire. Counts as Workshop: Plasma cutters, a nano-
armor against ship weapons and energy assembler, a stock of metal and electrical Crew Quarters: You can sleep anywhere, WEAPONS
attacks. Largely absorbs blaster fire. Costs components, a forge—anything required but crew quarters are actually meant
for it. Crew quarters afford privacy and Self explanatory. Note that most non-
two upgrades instead of one. to build, modify, or disassemble complex military ships are not armed. Obvious
machines. Adds +1 quality to craft rolls. comfort in a domain where such things are
weapons can land you in trouble.
COMMS luxuries. Also you don’t have to share, and
Communication arrays, sensors, and scanners. CREW TRAINING you know the first mate snores. Coherence Cannon: Capital weapon. One
These systems govern signal detection, May represent an appropriate place on Landing Bay: Airlocks, bay-doors, and shot only until repaired or recharged on
transmission, and the quality of a ship’s computers. your ship, relevant manuals, or expert takeoff ramps to accomodate shuttles and ships smaller than dreadnoughts. May fry
mentors. single-pilot small fighter craft. systems. Deadly. Super not legal.
Fake Transponder: Usable remotely, this
system can broadcast a different ship’s Mark 2 xp in the appropriate category Smuggling Compartments: Like a cargo Grappling Hooks: Officially for latching onto
signal or play a powerful recording or instead of 1 when taking the downtime hold (can carry a small shipment), but it asteroids and netting cargo, it’s an array
sensor echoes (or act as a beacon). train action. won’t show up on routine scans or visual of nets, grappling lines, and arms that
inspections of the ship. At 3+ hull rating, can tie together two vessels for towing
Long-Range Scanner: Provides broad EM or boarding. Legal.
ENGINE has life support for smuggling people too.
spectrum and gravimetric readings, giving
Mining Drill: Vicious, close-range, high-
the crew advance warning up to a dozen Power and propulsion systems of a ship upgrades
light-minutes away. power energy drill. Vaporizes rock. Easily
ship. Not only make you go, but let you Holo-Emitters: For holo-conferences and modified to bore through hulls. Legal.
Nexus Link: A link to the Hegemonic System maneuver, power your ship, and travel maps. Images won’t hold up to close
space in a few different ways. Ships at 0 Missiles: Projectile with mounted drive.
Network. Allows for news updates, scrutiny but can be convincing for a short
realtime messages, and tapping into engine rating have minimal thrust. Not legal.
while. Includes sweet games and holo-vids.
system-wide sensor grids. Others may Afterburners: Dumps raw fuel into the Particle cannons: Pew! Pew! Usually fixed
Intruder Alarm: A full suite of sensors
be able to hack into your ship remotely engines for a short burst of speed. May in one direction on personal vessels. Often
about the ship, including motion sensors,
via the same channel. treat engines as one higher rating for a cross linked. Not legal without license.
door codes, and panic buttons that can all
Quantum Encryptor: Encrypts comms and roll, but it may damage them. trigger a klaxon and red security lights.
CREW SPECIFIC UPGRADES
stardancer options cerberus options firedrake options
False Ship Papers: A few well-forged or transferred Tracers: A wide array of ways to track your targets. Black Market Contacts: Able to get you all the modules
documents, giving the crew and ship identities that are less Includes tiny bugs that can be hidden on clothes with a (even illegal ones) your ship needs, even when you’re
wanted in any given system. Often simplify gate travel if suave pat on the back, beacons that can attach to hulls, wanted. Resourceful. Mobile. May have jobs for you from
the transponder and ship match. You have a couple sets and even transmission cloners for comms. Legality varies. time to time.
you can swap between. Stun Weapons: A variety of weapons for capturing and Secret Base: Perhaps inside ancient Ur ruins on a planet.
Dark Hyperspace Lane Maps: Routes through systems that securing prisoners without (serious) harm. Includes, but is Maybe buildings inside a massive asteroid. Possibly
aren’t officially maintained. Sometimes faster. Always less not limited to: restraints (0 load), stun batons (1 load), stun an old and forgotten station, long abandoned but now
patrolled. Often full of Way creatures, pirates, and other settings on normal blasters (1 load), even stun grenades repurposed. You have found and commissioned a hiding
scoundrels. You don’t want to think about the poor fools (replace detonators on sheet, 1 load), knockout drugs spot away from the baleful gaze of the Hegemony where
that died mapping them. (0 load, may not work on some xenos). Not required to you and your allies can meet, hide, and plan your jobs.
Smuggler’s Rigging: Webbing or fake skin used to hold small
bring on jobs, but useful if you want to claim bounties. It’s secret...for now.
Generally legal.
items close to the body. Adds some hands-free carry Popular Support: It takes work to win hearts and minds,
room while working on the outside of the ship, and lets Personal Vehicles: Sleek single-seater craft that can fold but your cause has supporters among the common folk.
you smuggle a blaster into a well-guarded meeting while up tight enough to fit into a reasonable parking space. When you approach a planet or a station, ask the GM
keeping the stylish cut of your coat. Hides one item with Limited fuel, but can break atmo. Can carry basic weapons, who there might be a sympathizer. Costs three upgrades
a max of 1 load. though they can’t seriously damage anything freighter- instead of one.
sized or larger. You may want a landing bay. Costs two
Lucky Charm: Whether an Ur artifact or a few mementos Way-Blessed: Some people are just plain lucky. The
upgrades instead of one.
prominently displayed, sometimes luck is just believing. common folk think this is some sort of sign. Don’t look
The crew starts with +1 gambit every job. It costs two Hard Knocks: Sometimes luck is just hard-earned too much into it. You start with +1 gambit at the start of
upgrades to unlock instead just one. experience. Your crew starts each job with +1 gambit. every job. Costs two upgrades instead of one.
Thrillseekers: Each PC gets +1 stress box (increase max
Costs two upgrades instead of one. Driven: Each PC gets +1 trauma box. This can bring a PC with
to 10). It costs three upgrades to unlock, not just one. Smooth Criminals: Sometimes legality is only a question of 4 trauma back into play if you wish. Costs three upgrades
who has the gun. Each crew member gains +1 stress box instead of one.
(total 10). Costs three upgrades instead of one.
AUXILIARY
Scum&vILLAINY ship sheet stardancer
illicit merchants,
smugglers,
and blockade
runners

special abilities
CF-350 Series Scarab-class Freighter
designation crew reputation The Getaway: You gain potency when you scramble or helm to avoid



colors/look capture or run a blockade. When doing a delivery job, take +1d to the
engagement roll.
CrEW ship size personal — freighter — corvette — frigate — dreadnought
Cargo Eye: Your crew gains +1 cred for smuggling or delivery jobs.



HuLL  For each level of damage, mark a ship system. ENGINES Whenever you gather info you can always ask, “What is most valuable


 Each downtime you don’t pay your ship’s upkeep, roll a die here?”

 Smuggling Compartments for each consecutive downtime you haven’t paid.  Jump Drive
 1-3 No worries. Field Repairs: You gain potency when repairing your ship while in
 Cargo Hold  Afterburners




 4/5 Damage to a system, but it’s minor. You can rig a solution.
space. If you spend a gambit on a rig roll, you gain +2d (instead of +1d).

  6+ A system is badly damaged and must be repaired. 

Leverage: Your crew knows how to pull strings and cash in favors.
 cred debt 



When you lay low, instead of rolling you can take -1 status with a
           
faction at Helpful (+1) or better to reduce your wanted level by 1, and
set your heat to 0 in a system.
Just Passing Through: During payoff, take -1 heat. When your heat is



4 or less, you get +1d to deceive people when you pass yourselves off
as ordinary citizens, and you still have two downtime activities even if
you’re at War (-3) with any faction, as they have trouble locating you.
Home Cooking: Your whole crew gains Home Cooking as a vice. Right



after a job, you may spend 1 cred and a downtime activity to cook
GAMBITS for everyone, allowing the whole crew present to make a vice roll.
reset to 2 gambits If anyone overindulges, a fight erupts, and everyone gains 1 stress
at the start of
every job after the vice roll. Requires a galley module.
Problem Solvers: Each PC may add 1 action rating to helm, rig, or



     scramble (up to a max of 3).
   
Veteran: Choose a special ability from another source.





Comms upkeep WEApons crew/ship upgrades contacts
Auxiliary Ship Gear False Ship Papers  T’kala, a dockmaster

Fake Transponder
  


 AI Module  
Holo-Emitters Dark Hyperspace Lane Maps  Alor, a keen-eared barkeep
(systems + crew) / 4  
Quantum Encryptor
   Armory


paid at the start of    
Intruder Alarm
every downtime Smuggler’s Rigging  Heani, a tugboat captain

  Brig  
Land Rover


 Galley  
Power Reserves Lucky Charm  Rakka, a diplomat


skips shields
 Medical Bay  
Shuttle Thrillseekers  Citani, a reclusive info broker


 Science Bay  
Stasis Pods crew xp
notes / projects   Shields  
Vault
At the end of each session, for each item below, mark 1 xp (or 2 xp
Training Crew Gear instead if that item occurred multiple times).
Insight
  Alien Pet
   You executed a successful transport or smuggling operation.

Prowess
  Land Transport
   You contended with challenges above your current station.

Recon Drone
   You bolstered your crew’s reputation or developed a new one.
Resolve
 

Survival Gear
   You expressed the goals, drives, inner conflict, or essential nature of the crew.
Playbook

  Workshop
 
Scum&vILLAINY ship sheet CERBERUS bounty hunters
and extraction
specialists

special abilities
R-29 Firebrand-type Patrol Craft
designation crew reputation Licensed: Take -2 heat on any legitimate bounty hunting job. Your ship



colors/look can carry particle weapons, and your crew can carry and legally use
heavy blasters in the pursuit of a target.
CrEW ship size personal — freighter — corvette — frigate — dreadnought

COMMS  For each level of damage, mark a ship system. ENGINES On the Trail: Your crew gains an extra downtime activity to work on



 Each downtime you don’t pay your ship’s upkeep, roll a die
 Long-Range Scanner 
for each consecutive downtime you haven’t paid. Jump Drive
  long-term projects, or acquire assets to track bounties.
 1-3 No worries.
 Nexus Link 

 4/5 Damage to a system, but it’s minor. You can rig a solution.
Light Touch: You gain potency when tailing a target, or when gathering

  6+ A system is badly damaged and must be repaired.





 cred debt
info at a target’s previous location.
           
Snatch’N’Grab: When you use a deception, infiltration, or social plan



to execute a kidnapping or extraction, add +1d to the engagement roll.

Loaded for Bear: Your crew can carry +1 load. They have distinctive



and high-quality armor. When you wear armor, it counts as heavy
armor (two uses).

Play Both Sides: When you release a bounty target, make them a
GAMBITS



crew contact.
reset to 1 gambit
at the start of
every job
Deadly: Each crew member may add 1 action rating to command,



scrap, or skulk (up to a max of 3).
    
   
Veteran: Choose a special ability from another source.





WEAPONS upkeep HULL crew/ship upgrades contacts
Auxiliary Ship Gear Tracers  Stacy Weathers, ace reporter

 
Grappling Hooks 


 AI Module  
Holo-Emitters Stun Weapons  Arlox, an Ashen Knives Pasha
(systems + crew) / 4  
 
Particle Cannons 


paid at the start of  Armory  
Intruder Alarm
every downtime Personal Vehicles  Ishi, a weapons dealer

  Brig  
Land Rover


 Galley  
Power Reserves Hard Knocks  Lix, a xeno tracker


skips shields
 Medical Bay  
Shuttle Smooth Criminals  Jezri, a fixer


 Science Bay  
Stasis Pods crew xp
notes / projects   Shields  
Vault
At the end of each session, for each item below, mark 1 xp (or 2 xp
Training Crew Gear instead if that item occurred multiple times).
Insight
  Alien Pet
   You executed a successful extraction operation or capture of a bounty.

Prowess Land Transport
   You contended with challenges above your current station.
 

Recon Drone
   You bolstered your crew’s reputation or developed a new one.
Resolve
 

Survival Gear
   You expressed the goals, drives, inner conflict, or essential nature of the crew.
Playbook

  Workshop
 
Scum&vILLAINY ship sheet FIrEDrAkE rebels and
hegemonic
criminals

special abilities
Converted Khanjigar-class Corvette
designation crew reputation Old Hands: When you’re at War (-3) with a Hegemony faction, all crew



colors/look members get +1d to vice rolls and still get two downtime activities
instead of just one.
CrEW ship size personal — freighter — corvette — frigate — dreadnought

COMMS  For each level of damage, mark a ship system. WEAPONS Forged in Fire: Your crew has been toughened by cruel experience.




 Each downtime you don’t pay your ship’s upkeep, roll a die You each get +1d to all resistance rolls.

 Targeting Computer for each consecutive downtime you haven’t paid.  
Particle Cannons
 1-3 No worries.
 Fake Transponder  
Coherence Cannon

 4/5 Damage to a system, but it’s minor. You can rig a solution. Sympathizers: Your ideology is especially appealing. When you deal



  6+ A system is badly damaged and must be repaired.
 with a crew or faction, the GM will tell you who among them believes

 cred debt
in your cause (one, a few, many, or all).
           
Natural Enemies: When you run a job against Hegemony factions,



take +1d to the engagement roll.

Spark of Rebellion: If you leave a calling card or highly visible symbol



of resistance on your job, gain +2 heat. Your crew gaints +1d to vice
during the next downtime, and cannot overindulge.

GAMBITS Just Cause: When your crew does the right thing at cost to



reset to 2 gambit themselves, you may mark a crew xp.
at the start of
every job
Hearts & Minds: Each crew member may add 1 action rating to



     command, consort, or sway (up to a max of 3).
   
Veteran: Choose a special ability from another source.





ENGINES upkeep HULL crew/ship upgrades contacts
Auxiliary Ship Gear Black Market Contacts  Garin, a Guild weapons engineer

Jump Drive
   
Crew Quarters


 AI Module  
Holo-Emitters Secret Base  Tyura, a legendary assassin
(systems + crew) / 4  
  
Landing Bay


paid at the start of  Armory  
Intruder Alarm
every downtime Popular Support  Ada Black, a famous performer

  Brig  
Land Rover


 Galley  
Power Reserves Way-Blessed  Tiko Lux, a hotshot pilot


skips shields
 Medical Bay Shuttle
  Driven  Ibo-one, an ancient Cult mystic


 Science Bay  
Stasis Pods crew xp
notes / projects   Shields  
Vault
At the end of each session, for each item below, mark 1 xp (or 2 xp
Training Crew Gear instead if that item occurred multiple times).
Insight
  Alien Pet
   You executed a successfu job that opposes Hegemonic dominance.

Prowess Land Transport
   You contended with challenges above your current station.
 

Recon Drone
   You bolstered your crew’s reputation or developed a new one.
Resolve
 

Survival Gear
   You expressed the goals, drives, inner conflict, or essential nature of the crew.
Playbook

  Workshop
 
CharaCtEr CrEatIon
0. Choose a Ship and Crew Names: Abra, Aria, Chendra, Cord, Del, Duncan, Ed, Entex, Espa,
Faykan, Faye, Finn, Fox, Gaius, Garm, Garrus, Genera, Greeg,
actions
Your characters will be influenced by the ship you fly, so X Attune to the Way to communicate with
Gurney, Han, Hirak, Hondo, Ignor, Jaana, Jango, Jerec, Jet, Jung, Kai,
discuss the ship selection for your game first. Pick the ship

X
Kalo, Kahlee, Kasumi, Kirk, Kit, Lando, Leto, Liara, Lotus, Mevakor, non-sentient species or robots; sense
now, but detail the ship during crew creation. Mill, Mino, Miranda, Mordin, Naimon, Needa, Oola, Orrin, Paul, unseen danger or killing intent; safely
Poe, Potak, Praxis, Quinton, Rey, Rocco, Saldeed, Samara, Saren, handle Precursor artifacts or remnants.
1. Choose a Playbook Seklor, Spike, Thane, Yast, Yola, Victor, Wyndam, Xavier, Zaeed,
Your playbook determines your character’s role and reputation, X Command obedience with your force of
Zokar

X
their special abilities, and how they advance. Multiple players can personality; intimidate or threaten; lead
Family Names: Acon, Apple, Bartok, Black, Brell, Clovis, Crynyd, an action with NPCs; order people to do
choose the same playbook. Curia, Doona, Drake, Dyson, Emari, Endua, Evazan, Farr, Feris, what you want.
2. Choose a Starting Ability Gallia, Gree, Gyle, Hawking, Hex, Hill, Impera, Indigo, Intal, Ivanov,
Jor, Jusik, Kasur, Kedra, Kor, Kranax, Kritus, Kromyl, Kymnal, Lana, X Consort with connections from your
Playbooks begin with a starting ability marked. Note that

X
Livia, Luo, Mahat, Marak, Natoth, Nagan, Neumann, Nur, Ortcutt, heritage, background, friends, or rivals
starting abilities cannot be selected using Veteran. Pava, Pim, Quag, Ramus, Rudra, Ryle, Shrike, Sprek, Suzuka, Tann, to gain access to resources, information,
Tarkin, Tel, Thorn, Tilad, Ulmak, Ursis, Valorum, Veers, Vosa, Wu, people, or places.
If you want to play a xeno with unique abilities, replace your Wolffe, Wren, Yoneyama, Yueh, Yularen, Zan, Zer X Doctor someone who’s been injured;
starting ability with the following: “Xeno: You may spend

X
Aliases: Ace, Agony, Apex, Athena, Badger, Bingo, Black, Bolt, handle and identify substances; do science;
stress (0-2) to perform an inhuman feat only members of Brakes, Carrot, Cash, Cosmo, Dash, Devil, Dipper, Echo, Eight, comfort, support, or elicit sympathy.
your species can do.” Elbows, Falcon, Fireball, Flex, Game, Gargoyle, Gear, Gonzo, Guns,
Hammer, Headhunter, Helo, Hex, Highball, Hyper, Intake, Iris, Iron, X Hack computers, systems, and digital

X
3. Choose a Special Ability Juggler, Juice, Junior, Karma, Lasher, Legend, Link, Loco, Mooch, locks; reprogram robots or drones; jam
Choose from the list on your sheet. If you’re unsure, choose the Nails, Nemesis, Nova, Owl, Phoenix, Quirk, Raider, Razor, Rash, surveillance and communications.
first one (it’s placed there as a good default choice). Skulls, Snaps, Snitch, Stinger, Syndrome, Tank, Tax, Titan, Tread, X Helm a vehicle; fire ship weaponry; plot
Under, Vandal, Vapor, Wraith, X-Ray, Yellow, Zen, Zenith, Zipper

X
a jump or in-system course; escape a
4. Choose a Heritage chasing ship.
Looks: Man, Woman, Ambiguous, Xeno
Pick one on the sheet and add a note about your family life.
Ornate Headdress Suit and Vest Loose Silks X Rig together mechanical solutions;

X
5. Choose a Background Long Coat Collared Shirt Tight Pants disable, modify, repair, or create
Pick one on the sheet and add a detail about your specific history. Hood and Veil Suspenders Bomber Jacket mechanisms; disable a trap, pick a lock,
Short Cloak Intricate Rings Long Scarf or crack a safe; rig explosives.
6. Assign Action Dots Knit Cap Skirt and Blouse Leathers X Scramble to a positon or away from
Assign four additional action points. No action may begin with Fancy Makeup Wide Belt Stillsuit

X
danger; lift, run, climb, jump, or swim;
a rating higher than 2. After character creation, action ratings Slim Jacket Fitted Dress Hide and Furs traverse harsh environments.
may advance up to 3. Hooded Cloak Flight Suit Worn Uniform
Work Boots Heavy Cloak Space Suit X Scrap with an opponent in blaster

X
7. Choose One Friend and One Rival Mask and Robe Thick Duster Glittering Jewelry or physical combat; assault or hold
You know all of the people here well. Mark someone on your list a position; brawl, fight with melee
who is a close friend, long-time ally, family relation, lover, etc. weapons, or wrestle.
(the upward-pointing triangle). Mark another who is a former 10. Review Your Details X Skulk about unseen; pick pockets;

X
friend turned rival, enemy, scorned lover, betrayed partner, etc. Read your experience triggers and ways you can earn xp. employ subtle misdirection or sleight of
(the downward-pointing triangle). Everyone has access to all the gear on their sheet, but the hand.
items listed in the grey section are special items unique to your X Study a person, document, or item with
8. Choose Your Vice

X
playbook. close scrutiny to gather information
Pick your preferred type of vice (or two) and detail it with a
and apply knowledge; gain a deeper
short description.
understanding; do research.
9. Record Your Name, Alias, and Look X Sway someone with charm, logic,
Choose from the lists (right), or write down your own.

X
disguise, or bluffing; change attitudes or
behavior with manipulation or seduction.
INSIGHT

Scum&vILLAINY mEChanIC a gearhead


and hacker
doctor




hack




starting ability
rig




study
name alias Tinker: When you work on a clock with rig or hack, or when you study






a schematic, fill +1 segment. PROWESS
look
special abilities helm




heritage: imperial—spacer—colonist— background: academic—labor—cult— Bailing Wire and Mech-Tape: You get an extra downtime activity to scramble



repair, and the repair activity costs you 0 cred.
   




m a n u fac t u r e d — wa n de r e r — xe n o guilder—military—noble—syndicate scrap




Construct Whisperer: Machines speak to you when you study them. skulk



The first time you roll a critical while fixing or building a particular




vice/purveyor: faith—gambling—luxury—obligation—pleasure—stupor—weird machine, you may add a simple modification to it.
resolve
   
cold—haunted—obsessed—paranoid Junkyard Hunter: When you acquire parts or equipment during
stress trauma attune



reckless—soft—unstable—vicious
downtime, you may either gain two assets, or one asset at +1 quality.




harm ARMOR Hacker: You may expend your special armor to resist the
command




need consort



3 consequences of hacking, or to push yourself when hacking or
help HEAVY




gathering info electronically. sway




2 -1d SPECIAL Fixed: You may expend your special armor to resist a consequence
BONUS DICE



from machines breaking or being damaged, or to push yourself when
cred  stash repairing or building a machine. push yourself (take
less
1 effect + 2 stress) -or- accept a
 Mechanic’s Heart: When you speak from your heart, your words
 devil’s bargain



recovery can reach even the most hardened criminal, and you gain potency.
Get treatment in downtime to fill your healing clock  
 Overclock: When you spend a gambit on a rig roll to repair or + assist (they take 1 stress)



upgrade, treat the system you worked on as 1 quality higher for the + spend a gambit
remainder of the job.
gambits
notes / projects Analyst: When you hack a system, you may also ask a question about
Add a gambit to your



the owner or location of the system as though you had rolled a 6 on
crew when you roll a 6 or
gather info. When you resist the consequences of hacking, roll +1d. + critical on a risky action
and you didn’t spend a
Veteran: Choose a special ability from another source.
gambit on a bonus die.






colorful friends items (Italics don’t count for load) load  3 light   5 normal  
6 heavy

 
 Slice, a junkyard owner  Fine Hacking Rig  Blaster Pistol
Nisa, a previous employer   Fine Ship Repair Tools   2nd Blaster Pistol
 
 
 Small Drone   Melee Weapon
 
 Stev, a gambler of ill repute Heavy Blaster
 Vision-Enhancing Goggles  
 
 Len, a black market dealer Spare Parts   Detonator
 
 
 Kenn, a family member  Genius Pet   Hacking Tools
teamwork planning & LOAD Gather info   Repair Tools
Choose plan. Pick load. Provide detail:  What’s their intention? mark xp : playbook advancement
Lead a group action.   Medkit

 Assault plan: Point of attack.  What might I suspect about  Every time you roll a desperate action, mark xp in that action’s attribute.
  Spy Gear



Set up another character.  Deception plan: Method. this? What can I prove? At the end of each session, for each item below, mark 1 xp (in your
  Illicit Drugs

 Infiltration plan: Entry point.  What’s the danger here? playbook or an attribute) or 2 xp if that item occurred multiple times.
  Communicator


Protect a teammate.  Mystic plan: Arcane power.  How can I find ?  You addressed a tough challenge with technical skill or ingenuity.
Armor


 

 Social plan: Social connection.  What’s really going on here?  You expressed your beliefs, drives, heritage, or background.


Assist another character.  You struggled with issues from your vice or traumas during the session. Spacesuit

 Transport plan: Route and means.  Ask about a detail for a plan.  



INSIGHT

Scum&vILLAINY musClE
a dangerous
and intimidating doctor




fighter hack




starting ability
rig




study
name alias Unstoppable: You can push yourself to do one of the following:






perform a feat of physical force that verges on the superhuman—
engage a small gang on equal footing in close combat.
PROWESS
look
special abilities helm




heritage: imperial—spacer—colonist— background: academic—labor—cult— Wrecking Crew: Your strength and ferocity are infamous. When scramble



   




m a n u fac t u r e d — wa n de r e r — xe n o guilder—military—noble—syndicate striking in melee, you gain +1d. Whenever you spend a gambit in combat, scrap
you also gain +1 effect on that action.




skulk




vice/purveyor: faith—gambling—luxury—obligation—pleasure—stupor—weird Backup: An ally’s push costs 1 stress on any action you set up or assist.



resolve
   
cold—haunted—obsessed—paranoid Battleborn: You may expend your special armor to reduce harm
stress trauma



reckless—soft—unstable—vicious from an attack in combat, or to push yourself during a fight. attune




harm ARMOR Bodyguard: When you protect a crewmate, resist with +1d. When command




consort



need you take harm, clear 1 stress.
3 help HEAVY




sway
Flesh Wound: If you’re wounded at the beginning of downtime, mark






2 -1d SPECIAL +3 segments on your healing clock. When you push yourself to ignore
BONUS DICE
wound penalties, you take only 1 stress (not 2).
cred  stash push yourself (take
less
1 effect Predator: Take +1d to rolls against weakened or vulnerable targets. + 2 stress) -or- accept a




 Whenever you gather information on a weakness or vulnerability, devil’s bargain
recovery Get treatment in downtime to fill your healing clock   the worst you can get is a 4/5 result.
 + assist (they take 1 stress)
Ready for Anything: When being ambushed, you gain potency to all + spend a gambit



actions during a flashback, and your first flashback costs 0 stress.
gambits
notes / projects Scary: You have an air of menace and danger obvious to even the



most unobservant. You gain potency when trying to intimidate Add a gambit to your
crew when you roll a 6 or
someone. If done immediately after a show of force, also take +1d.
+ critical on a risky action
and you didn’t spend a
Veteran: Choose a special ability from another source.
gambit on a bonus die.






deadly friends items (Italics don’t count for load) load  3 light   5 normal  
6 heavy

 
 Krieger, a fine blaster pistol    Vera, a Fine Sniper Rifle  Blaster Pistol
  Zmei, a Fine Flamethrower   2nd Blaster Pistol
 
 Shod, a weapons dealer
 Sunder, a Fine Vibro-Blade   Melee Weapon
 
 Chon-zek, a bounty hunter   Heavy Blaster
  Zarathustra, Detonator Launcher
 
 Yazu, a crooked cop  Fine Martial Art Style   Detonator
 
 Aya, an assassin  Mystic Ammunition   Hacking Tools
teamwork planning & LOAD Gather info   Repair Tools
Choose plan. Pick load. Provide detail:  What’s their intention? mark xp : playbook advancement
Lead a group action.   Medkit

 Assault plan: Point of attack.  What might I suspect about  Every time you roll a desperate action, mark xp in that action’s attribute.
  Spy Gear



Set up another character.  Deception plan: Method. this? What can I prove? At the end of each session, for each item below, mark 1 xp (in your
  Illicit Drugs

 Infiltration plan: Entry point.  What’s the danger here? playbook or an attribute) or 2 xp if that item occurred multiple times.
  Communicator


Protect a teammate.  Mystic plan: Arcane power.  How can I find ?  You addressed a tough challenge with force or threats.
Armor


 

 Social plan: Social connection.  What’s really going on here?  You expressed your beliefs, drives, heritage, or background.


Assist another character.  You struggled with issues from your vice or traumas during the session. Spacesuit

 Transport plan: Route and means.  Ask about a detail for a plan.  



INSIGHT

Scum&vILLAINY
a galactic

mystiC wanderer in
touch with
doctor




the way hack




starting ability
rig




study
name alias The Way: You can spend a gambit instead of paying any stress cost.






special abilities PROWESS
look Kinetics: You can push yourself to do one of the following: use the Way
helm



to throw a table-sized object with dangerous force—propel yourself




heritage: imperial—spacer—colonist— background: academic—labor—cult— briefly with superhuman speed. scramble
   




m a n u fac t u r e d — wa n de r e r — xe n o guilder—military—noble—syndicate Psy-Blade: You can focus Way energy into your melee weapon. While scrap






charged, the weapon can cut through non-shielded materials with ease, skulk
and you gain potency on your melee attacks.




vice/purveyor: faith—gambling—luxury—obligation—pleasure—stupor—weird
Center: You gain Meditation as a vice. When you indulge this vice, clear resolve
   


cold—haunted—obsessed—paranoid
+1 stress and add Dark Visions as a possible overindulgence.
stress trauma reckless—soft—unstable—vicious Way Shield: You can block blaster bolts with the Way (resist with attune






resolve). If you resist a blaster attack, you may spend 1 stress to
harm ARMOR
redirect fire and make an attack of your own with it.
command




3 need
Warded: You may expend your special armor to resist the
consort
help HEAVY




sway



consequences of a Way attack or artifact use, or push yourself when




using mystic powers.
2 -1d SPECIAL
Psy-Dancing: You may push yourself to cloud a target’s mind and BONUS DICE



cred  stash sway them in the face of contradictory evidence. Spend 1 stress for push yourself (take
less each additional feature: they have only vague memories of the event—it
1 effect + 2 stress) -or- accept a
 works on a small group.
 devil’s bargain
recovery Get treatment in downtime to fill your healing clock   Visions: Spend 1 stress to remotely view a distant place or person tied



 to you in some intimate way. Spend 1 stress for each extra feature: + assist (they take 1 stress)
It lasts for a minute rather than a moment—your target can also
+ spend a gambit
see and hear you—you may see something only familiar to you, not
intimate. gambits
notes / projects Sundering: You may push yourself to attune to the Way and twist it,
Add a gambit to your



causing psychic harm to anyone in the area vulnerable to your assault.
crew when you roll a 6 or
You may spend 1 stress for each additional feature: it damages instead
+ critical on a risky action
of stuns—you and anyone you choose get +2d to resist the effects. and you didn’t spend a
Veteran: Choose a special ability from another source. gambit on a bonus die.






weird friends items (Italics don’t count for load) load  3 light   5 normal  
6 heavy

 
 Horux, a former teacher   Fine Melee Weapon  Blaster Pistol
 Offerings   2nd Blaster Pistol
 
 Hicks, a mystic goods supplier
 Trappings of Religion   Melee Weapon
 
 Laxx, a xeno Heavy Blaster
 Outdated Religious Outfit  
 
 Rye, an unrequited love  Memento of Your Travels   Detonator
 
 Blish, a fellow mystic  Precursor Artifact   Hacking Tools
teamwork planning & LOAD Gather info   Repair Tools
Choose plan. Pick load. Provide detail:  What’s their intention? mark xp : playbook advancement
Lead a group action.   Medkit

 Assault plan: Point of attack.  What might I suspect about  Every time you roll a desperate action, mark xp in that action’s attribute.
  Spy Gear



Set up another character.  Deception plan: Method. this? What can I prove? At the end of each session, for each item below, mark 1 xp (in your
  Illicit Drugs

 Infiltration plan: Entry point.  What’s the danger here? playbook or an attribute) or 2 xp if that item occurred multiple times.
  Communicator


Protect a teammate.  Mystic plan: Arcane power.  How can I find ?  You addressed a tough challenge with wisdom or the Way.
Armor


 

 Social plan: Social connection.  What’s really going on here?  You expressed your beliefs, drives, heritage, or background.


Assist another character.  You struggled with issues from your vice or traumas during the session. Spacesuit

 Transport plan: Route and means.  Ask about a detail for a plan.  



INSIGHT

Scum&vILLAINY Pilot
a ship-handling
wizard and doctor




danger addict hack




starting ability
rig




study
name call sign Ace Pilot: You have potency on all speed-related rolls. When you roll






to resist the consequences of piloting, gain +1d. PROWESS
look
special abilities helm




heritage: imperial—spacer—colonist— background: academic—labor—cult— Keen Eye: You have sharp eyes and notice small details many might scramble



   




m a n u fac t u r e d — wa n de r e r — xe n o guilder—military—noble—syndicate overlook. Gain +1d when firing ship guns or making trick shots. scrap




Side Job: You may spend a downtime activity in port doing odd jobs. skulk






vice/purveyor: faith—gambling—luxury—obligation—pleasure—stupor—weird Gain 1 cred. If there are rumors floating about, the GM will tell you
resolve
   
of them.
cold—haunted—obsessed—paranoid
stress trauma reckless—soft—unstable—vicious Exceed Specs: While onboard a ship you may damage a ship system attune



you have access to in order to gain +1d or +1 effect to a roll.




harm ARMOR command




Leaf on the Wind: When you push yourself, you may spend +1 stress
3 need consort



help HEAVY (3 stress total) to gain both +1 effect and +1d instead of one or the




other.
sway




2 -1d SPECIAL
Hedonist: When you indulge your vice, you may adjust the dice BONUS DICE



cred  stash
outcome by +/-2. An ally who joins you may do the same. push yourself (take
less
1 effect Commander: Whenever you lead a group action, gain +1 scale (for + 2 stress) -or- accept a




 example, a small group counts as a medium group). If you lead a devil’s bargain
recovery Get treatment in downtime to fill your healing clock   group action in combat, you may count multiple 6s from different
 + assist (they take 1 stress)
rolls as a critical.
+ spend a gambit
Traveler: You’re comfortable around unusual cultures and xenos.



You gain potency when attempting to consort with or sway them. gambits
notes / projects
Punch It!: When you spend a gambit on a desperate roll, it counts as Add a gambit to your



crew when you roll a 6 or
risky instead.
+ critical on a risky action
and you didn’t spend a
Veteran: Choose a special ability from another source.
gambit on a bonus die.






fast friends items (Italics don’t count for load) load  3 light   5 normal  
6 heavy

 
 Yattu, a gang boss   Fine Customized Spacesuit  Blaster Pistol
  Fine Small Urbot   2nd Blaster Pistol
 
 Triv, a ship mechanic
 Fine Mechanics Kit   Melee Weapon
 
 Choss, a professional racer   Heavy Blaster
 Grappling Hook
 
 Meris, a scoundrel  Guild License   Detonator
 
 Mav, a former mentor  Victory Cigars   Hacking Tools
teamwork planning & LOAD Gather info   Repair Tools
Choose plan. Pick load. Provide detail:  What’s their intention? mark xp : playbook advancement
Lead a group action.   Medkit

 Assault plan: Point of attack.  What might I suspect about  Every time you roll a desperate action, mark xp in that action’s attribute.
  Spy Gear



Set up another character.  Deception plan: Method. this? What can I prove? At the end of each session, for each item below, mark 1 xp (in your
  Illicit Drugs

 Infiltration plan: Entry point.  What’s the danger here? playbook or an attribute) or 2 xp if that item occurred multiple times.
  Communicator


Protect a teammate.  Mystic plan: Arcane power.  How can I find ?  You addressed a tough challenge with speed or flair.
Armor


 

 Social plan: Social connection.  What’s really going on here?  You expressed your beliefs, drives, heritage, or background.


Assist another character.  You struggled with issues from your vice or traumas during the session. Spacesuit

 Transport plan: Route and means.  Ask about a detail for a plan.  



INSIGHT

Scum&vILLAINY SCOUNDREL a scrappy and


lucky survivor
doctor




hack




starting ability
rig




study
name outlaw name Serendipitous: Your crew starts with +1 gambit when the pool resets.






PROWESS
look
special abilities helm




heritage: imperial—spacer—colonist— background: academic—labor—cult— Never Tell Me the Odds: You generate gambits on desperate rolls. scramble
   






m a n u fac t u r e d — wa n de r e r — xe n o guilder—military—noble—syndicate You may also generate gambits even if you spent a gambit. scrap




I Know a Guy: When you first dock at a port after being away, pick one skulk






vice/purveyor: faith—gambling—luxury—obligation—pleasure—stupor—weird and ask the the GM about a job: it’s not deadly—it pays well enough—it’s
resolve
   
not a rush job—it comes from a faction you trust—it targets an enemy
stress trauma
cold—haunted—obsessed—paranoid you have. You may spend 1 cred per additional feature.
reckless—soft—unstable—vicious attune
Tenacious: Penalties from harm are one level less severe (though




harm ARMOR command



level 4 harm is still fatal).




3 need consort
help HEAVY When the Chips are Down: You gain a second use of special armor




sway



between each downtime.




2 -1d SPECIAL Devil’s Own Luck: You may expend your special armor to resist the BONUS DICE



consequences of blaster fire, or to push yourself when talking your
cred  stash push yourself (take
less way out of (or running from) trouble.
1 effect + 2 stress) -or- accept a

 Daredevil: When you make a desperate roll, you may take +1d. If you devil’s bargain
recovery



Get treatment in downtime to fill your healing clock   do so, do not mark xp in that action’s attribute.
 + assist (they take 1 stress)
Shoot First: When you attack from hiding or spring a trap, take +1d. + spend a gambit



When there’s a question about who acts first, the answer is you (two
characters with Shoot First act simultaneously). gambits
notes / projects
Ask Questions Later: When you consort to gather info, you gain +1 Add a gambit to your



crew when you roll a 6 or
effect and can in addition ask: Who might this benefit?
+ critical on a risky action
and you didn’t spend a
Veteran: Choose a special ability from another source.
gambit on a bonus die.






“friends” items (Italics don’t count for load) load  3 light   5 normal  
6 heavy

 
 Nyx, a moneylender Fine Blaster Pistol (or Pair  )
   Blaster Pistol
Ora, an info broker Fine Coat
    2nd Blaster Pistol
 
 
Loaded Dice or Trick Holo-cards
    Melee Weapon
 
 Jal, a ship mechanic Heavy Blaster
Forged Documents
   
 
 Rhin, a smuggler Mystic Ammunition   Detonator
 
 
 Battro, a bounty hunter Personal Memento
    Hacking Tools
teamwork planning & LOAD Gather info   Repair Tools
Choose plan. Pick load. Provide detail:  What’s their intention? mark xp : playbook advancement
Lead a group action.   Medkit

 Assault plan: Point of attack.  What might I suspect about  Every time you roll a desperate action, mark xp in that action’s attribute.
  Spy Gear



Set up another character.  Deception plan: Method. this? What can I prove? At the end of each session, for each item below, mark 1 xp (in your
  Illicit Drugs

 Infiltration plan: Entry point.  What’s the danger here? playbook or an attribute) or 2 xp if that item occurred multiple times.
  Communicator


Protect a teammate.  Mystic plan: Arcane power.  How can I find ?  You addressed a tough challenge with charm or audacity.
Armor


 

 Social plan: Social connection.  What’s really going on here?  You expressed your beliefs, drives, heritage, or background.


Assist another character.  You struggled with issues from your vice or traumas during the session. Spacesuit

 Transport plan: Route and means.  Ask about a detail for a plan.  



INSIGHT

Scum&vILLAINY SpEakEr
a respectable
person on doctor




the take hack




starting ability
rig




study
name alias Air of Respectability: You get an extra downtime activity to acquire






assets or lay low. PROWESS
look
special abilities helm




heritage: imperial—spacer—colonist— background: academic—labor—cult— Favors Owed: During downtime, you get +1 d when you acquire assets scramble



   




m a n u fac t u r e d — wa n de r e r — xe n o guilder—military—noble—syndicate or lay low. Any time you gather info, take +1d. scrap




Player: You always know when someone is lying to you. skulk




vice/purveyor: faith—gambling—luxury—obligation—pleasure—stupor—weird



resolve
   
Infiltrator: You are not affected by quality or Tier when you bypass



cold—haunted—obsessed—paranoid security measures.
stress trauma reckless—soft—unstable—vicious attune




harm ARMOR Subterfuge: You may expend your special armor to resist a command






3 need consequence of persuasion or suspicion. When you resist with insight, consort
help HEAVY




gain +1d.
sway




2 -1d SPECIAL Heart to Heart: When you provide meaningful insight or heartfelt
BONUS DICE



advice that a crewmate follows, you both clear 1 stress.
cred  stash push yourself (take
less
1 effect Old Friends: Whenever you land in a new location, write down a + 2 stress) -or- accept a




 friend you know there (see Influential Friends below). devil’s bargain
recovery Get treatment in downtime to fill your healing clock  
 Disarming: Whenever you use a gambit while speaking, hostilities + assist (they take 1 stress)



and danger also pause while you speak. + spend a gambit

Purpose: You may expend your special armor to push yourself when gambits
notes / projects



outclassed by your opposition, or when under the effects of wounds. Add a gambit to your
When you resist with resolve, gain +1d. crew when you roll a 6 or
+ critical on a risky action
and you didn’t spend a
Veteran: Choose a special ability from another source.
gambit on a bonus die.






influential friends items (Italics don’t count for load) load  3 light   5 normal  
6 heavy

 
 Arryn, a Noble  Fine Clothes  Blaster Pistol
Manda, a Guild member  Legitimate ID   2nd Blaster Pistol
 
 
 Luxury Item   Melee Weapon
 
 Kerry, a doctor Heavy Blaster
 Luxury Item  
 
 Je-zee, a diplomat Large Luxury Item   Detonator
 
 
  Memento of a Past Encounter   Hacking Tools
teamwork planning & LOAD Gather info   Repair Tools
Choose plan. Pick load. Provide detail:  What’s their intention? mark xp : playbook advancement
Lead a group action.   Medkit

 Assault plan: Point of attack.  What might I suspect about  Every time you roll a desperate action, mark xp in that action’s attribute.
  Spy Gear



Set up another character.  Deception plan: Method. this? What can I prove? At the end of each session, for each item below, mark 1 xp (in your
  Illicit Drugs

 Infiltration plan: Entry point.  What’s the danger here? playbook or an attribute) or 2 xp if that item occurred multiple times.
  Communicator


Protect a teammate.  Mystic plan: Arcane power.  How can I find ?  You addressed a tough challenge with deception or influence.
Armor


 

 Social plan: Social connection.  What’s really going on here?  You expressed your beliefs, drives, heritage, or background.


Assist another character.  You struggled with issues from your vice or traumas during the session. Spacesuit

 Transport plan: Route and means.  Ask about a detail for a plan.  



INSIGHT

Scum&vILLAINY stItCh
spacefaring
healer or doctor




scientist hack




starting ability
rig




study
name alias I’m a Doctor, Not a...: You can push yourself to roll your doctor rating




while performing a different action. Say which patient, research, or



posting taught you this trick. PROWESS
look
special abilities helm




heritage: imperial—spacer—colonist— background: academic—labor—cult— Physicker: You may study a malady, wounds, or corpse, and gather scramble
   




m a n u fac t u r e d — wa n de r e r — xe n o guilder—military—noble—syndicate scrap



info from a crime scene. Also, your crew gets +1d to recovery rolls.




Patch: You may doctor someone during a job to allow them to ignore skulk






vice/purveyor: faith—gambling—luxury—obligation—pleasure—stupor—weird the effects of a harm penalty.
resolve
   
Welcome Anywhere: While wearing your medic garb, you are welcome
cold—haunted—obsessed—paranoid



stress trauma reckless—soft—unstable—vicious even in dangerous places. Gain +1d to consort and sway when offering attune
to tend to anyone in need.




harm ARMOR command




3 need Under Pressure: Add a gambit to the pool whenever you or a crew consort



help HEAVY




member suffers level 2 or greater harm. sway




Combat Medic: You may expend your special armor to resist any
2 -1d SPECIAL



consequence while tending to a patient. When you doctor someone BONUS DICE
cred  stash in combat, clear 1 stress. push yourself (take
less
1 effect Moral Compass: When you do the right thing at cost to yourself, + 2 stress) -or- accept a

devil’s bargain



 mark xp (any category).
recovery Get treatment in downtime to fill your healing clock  
 Dr. Strange: Your research and fields of study are fringe, esoteric, + assist (they take 1 stress)



and focus on the mystical. You may always handle Precursor artifacts + spend a gambit
safely. When you study an artifact or doctor a strange substance,
you may ask one: what could this do?—why could this be dangerous? gambits
notes / projects
Book Learning: You speak a multitude of languages and are broadly Add a gambit to your



crew when you roll a 6 or
educated. Gain +1d when using study during a downtime activity.
+ critical on a risky action
and you didn’t spend a
Veteran: Choose a special ability from another source.
gambit on a bonus die.






old friends items (Italics don’t count for load) load  3 light   5 normal  
6 heavy

 
 Jackev, a drug dealer   Fine Medkit  Blaster Pistol
Alben, a former patient  Fine Bedside Manner   2nd Blaster Pistol
 
 
 Fine Clothing   Melee Weapon
 
 Ditha, a family member   Heavy Blaster
 Recognizeable Medic Garb
 
 Juda, a doctor Candies and Treats   Detonator
 
 
 Lynie, a hospital admin  Syringes and Applicators   Hacking Tools
teamwork planning & LOAD Gather info   Repair Tools
Choose plan. Pick load. Provide detail:  What’s their intention? mark xp : playbook advancement
Lead a group action.   Medkit

 Assault plan: Point of attack.  What might I suspect about  Every time you roll a desperate action, mark xp in that action’s attribute.
  Spy Gear



Set up another character.  Deception plan: Method. this? What can I prove? At the end of each session, for each item below, mark 1 xp (in your
  Illicit Drugs

 Infiltration plan: Entry point.  What’s the danger here? playbook or an attribute) or 2 xp if that item occurred multiple times.
  Communicator


Protect a teammate.  Mystic plan: Arcane power.  How can I find ?  You addressed a tough challenge with insight or compassion.
Armor


 

 Social plan: Social connection.  What’s really going on here?  You expressed your beliefs, drives, heritage, or background.


Assist another character.  You struggled with issues from your vice or traumas during the session. Spacesuit

 Transport plan: Route and means.  Ask about a detail for a plan.  



standard items mechanic items mystic items speaker items
Armor: Really unsubtle, full body stuff. Fine Hacking Rig: Visualization goggles, Fine Melee Weapon: Antiquated weapon that Fine Clothes: Silk sarongs, suits, fine blue
Stops a few bolts. Will shrug off a knife unpublished exploits, overclocked non- acts as an extension of your body. capes.
without noticing. Powered. Assists in market chips, optical vampire taps. Memento of Your Travels: A small statue, Legitimate ID: A properly encoded
movement. Fine Ship Repair Tools: Power-assisted outdated currency, a lock of hair, a picture. Hegemonic ID indicating your legitimate
Blaster Pistol: A pistol that shoot bolts of wrenches, a sonic drill, testing probes, Offerings: A candle, oil lamp, flowers, food, station in the Hegemony.
hot plasma at high speeds. Accurate only power calibrators, a rivet gun. water, incense, pebbles from your journey. Luxury Item: Fine brandies, small but
at close range. Makes “pew pew” noises Small Drone: Small, remote-controlled thoughtful gifts, spices and perfumes, fine
(mandatory). Outdated Religious Outfit: Robes, worn
drone with cameras. May be able to carry cloaks, sandals, etc. instruments, popular games, etc.
Communicator: Has a few bands, likely even something light.
Precursor Artifact: A small object made of Memento of a Past Encounter: A distinctive
a few encrypted. Works only when within Spare Parts: Usually for ship repairs and piece of jewelry, a fine blade with a
ancient materials. Precursor tech.
orbit. electronics. Often forgotten in a pocket or House crest, a signet ring, a small statue.
tool belt. Trappings of Religion: Scrolls, texts, icons,
Detonator: Extremely deadly explosive
weapon. Fits in the palm of your hand Vision-Enhancing Goggles: Eyewear with
cups and bowls, bells.
stitch items
and can be thrown. Takes care of those settings for thermal and ultraviolet, and
shielded doors that heavy blasters can’t magnification levels in the thousands. pilot items Candies and Treats: For those extra brave
customers.
handle. Illegal. You shouldn’t have this. No, Fine Customized Spacesuit: Sweet decals,
really. Genius Pet: Incapable of speaking, but can Fine Bedside Manner: Charm that sets
understand language and assist with basic emergency beacon, some thrust. patients at ease. Some Stitches never
Hacking Tools: Deck, splicing pliers, plugs tasks. Likes you. Really cute. Anticipates Fine Mechanics Kit: Hand-held scanners, hull bother to bring this.
and ports, keypad crackers, specialized your actions. patch kit, assortment of hand tools.
software, custom-modified chips, rainbow Fine Clothing: A suit or outfit for fancy
Fine Small Urbot: Supports piloting and can dinner parties and high society.
dictionaries, automated exploits. What
every growing hacker needs.
muscle items carry a few items. Seems eerily sentient. Fine Medkit: Better stocked than the
If you have more than one Muscle playbook Grappling Hook: Small, but mechanized. standard. Skin staples, diagnostic hand
Heavy Blaster: Can do considerable
on the crew, feel free to fill in your own Can pull you up. Fits in your belt. scanners, synthflesh, bone stabilizers,
damage to vehicles, heavy armor, and
weapon names. Here are a few suggestions: spray hypos, anti-venom, and a wider
constructions like unshielded doors. Has Guild License: Legit pilot certification (may
about a dozen shots. Blink, Checkmate, Echo, Ender, Equalizer, selection of drugs.
not be yours). Will allow you passage
Ghost, Itchy, Malice, Mercy, Pride, Thorn, through a jumpgate. Recognizeable Medic Garb: The common
Illicit Drugs: What’s your poison, space
Thunder, Tickle, Twitch, Whisper, Wynona. red medic outfit bearing the official white
cowboy? Victory Cigars: Enough to share with a few
Fine Martial Arts Style: Your own custom medic seal of the Hegemony. Recognizeable
Medkit: Blood for a few common races, choice people. from a distance.
blend of combat techniques.
gauze, anti-radiation injector, laser scalpel,
antiseptics, thread, painkillers. Krieger, a Fine Blaster Pistol: As a friend
or ally, it can be used during downtime to
scoundrel items Syringes and Applicators: Syringes,
injectors, patch applicators. Many can be
Melee Weapon: Sharp. Blunt. Pointy. Stabby. threaten or intimidate. As an enemy, someone Fine Blaster Pistol/Matched Pair: Customised palmed easily.
Slicy. All different sizes. Some come with else owns it and it’s carrying a bullet for you. or strange. Can fire mystic ammunition.
laser edges. Some vibrate...ooh. Batteries
included. Mystic Ammunition: A large-caliber shell Fine Coat: A heavy but well-made and well- item details
fired from a specialized gun that releases kept coat. Distinctive and with a history. If you want to include advantages from
Repair Tools: Things you need to fix ship mystic energies when it hits. Grants Forged Documents: Reasonably well-made specific details of your items—reach,
engines, speeders, hovercars, and the potency against mystic targets. facsimiles of documents that would never speed, adaptability, etc.—consider a Devil’s
like. Also, tools to hot-splice consoles
and tweak machinery. Hammers, a welder, Sunder, a Fine Vibro-Blade: Cuts through actually be given to someone like you. Bargain that relates to a detail.
screwdrivers, wrenches, battery chargers, almost any material. Decorated blade. Loaded Dice/Trick Holo-cards: Gambling “Can I take +1d here to command by
spray-painters. Vera, a Fine Sniper Rifle: A full-bore auto-lock accoutrements subtly altered to favor flashing my detonator? People will
with customized trigger, double cartridge, particular outcomes. see it and go streaming out into the
Spacesuit: Some radiation protection,
thorough gauge. Can fire mystic ammo. streets in a panic.”
survival in toxic atmospheres, EVA. Half Mystic Ammunition: A large-caliber shell
a day of oxygen (or other substance you Zarathustra, Detonator Launcher: Fires fired from a specialized gun that releases “I’ll empty both clips if it’ll get me +1d,
breathe). detonators at high velocity. mystic energies when it hits. Grants but then I’ll be out of ammo. Hopefuly
potency against mystic targets. there won’t be anyone left standing!”
Spy Gear: Disguises, voice modulators, Zmei, a Fine Flamethrower: For those times
mini-cameras, thermal scanners, false when you really need to heat things up. Personal Memento: A keepsake you cherish. A
thumbprints, and audio filters. Settings for regular and extra crispy. locket, small holo, music from your homeworld.
crew CreatIon
1. choose your ship 4. choose a special ability 6. favorite contact
There are three starting ships to choose from: Choose one of the special abilities listed on your ship. If Take a look at your list of potential contacts on the
you can’t decide which one to pick, go with the first one ship sheet. Although all the contacts are your friends
X Stardancer: Smugglers and blockade runners. and allies, one is closer to the crew than the others.
on the list—it’s placed there as a good default choice.
X
Looking to do odd jobs, small thefts, and find
lost items. Choose one contact who is a close friend, long-time
X Cerberus: Extraction specialists. Looking to 5. assign upgrades ally, or partner in crime. The GM will tell you about two
factions that are impacted by your choice:
X
find missing people or items and claim bounties. Each ship starts with pre-selected upgrades well-suited
X Firedrake: Rebels and criminals. Looking XOne faction is also friendly with this contact,
to the crew, such as the Galley for the Stardancer, or

X
and you get +1 status with them.
X
to protect the downtrodden and fight the the Brig for the Cerberus.
Hegemony. XOne faction is unfriendly with this contact,
In addition to those upgrades, pick two more (details on

X
and you get -1 status with them.
following handouts). You can pick any two boxes, but
2. choose a reputation be aware that some (like Shields) cost two upgrades in
What reputation has this crew garnered with the order to select. 7. update your ship info
different factions of the sector? Choose one (or create Calculate your upkeep costs and starting gambits.
After you assign your two upgrades, the GM will tell you
your own): Gambits are shared and reset at the beginning of jobs.
about two factions impacted by your choices:
Ambitious, Brutal, Daring, Honorable, Crew creation done—you’re ready to fly!
X One faction helped you get an upgrade. You’re
Professional, Savvy, Strange, Subtle.
X
on good terms. They like you, and you get +1
status with them. At your option, spend 1 cred
3. customize your ship to repay their kindness, and take +2 status
Your ship begins with 2 cred in its hold and a few with them instead.
preselected ship systems.
XThe other faction was screwed over when
Choose two additional ship systems to improve. Your
X
you got an upgrade. They don’t like you, and
choices are engines, hull, comms, and weapons. You you get -2 status with them. At your option,
may instead improve crew quality but it’ll cost your spend 1 cred to mollify them, and take -1
crew its starting 2 cred. status with them instead—tell us how you
After you decide what you improve, the GM will tell you smoothed things over.
about a faction that helped you get those improvements. You’ll be able get more upgrades in the future by earning
They did you a favor. How do you respond? xp or spending cred.
X Pay them off. Give them 1 cred in exchange for
X
a job well done.
X Owe them one. Promise them you’ll return the
X
favor down the line when they ask and gain +1
status with them. If you chose crew quality, you
must take this option.
X Stiff them. No need to pay a faction that
X
doesn’t demand payment up front! Take -1
status with that faction.
MODULES & UPGRADES
Complex specialized systems. Not required, data storage. Grants special armor against Cloaking Device: Doesn’t necessarily render Land Rover: Armored all-terrain vehicle for
but provide functions the crew considers interception of digital communications. the ship invisible to the eye, but masks the carrying heavy cargo or folks over land.
important. Often found on larger ships. Data on the ship is in a secure state until heat and electrical signature of the ship, High-powered winch and decorative stickers
unlocked. making it very hard to detect or identify. come standard.
AI module: Software connected to an Ur
Super illegal. Power Reserves: Batteries and energy
AI core running throughout the ship. Can Targeting Computer: Handles calculations
automate tasks or run the ship on behalf and targeting for weapon systems without Gravitic Field Generator: Creates a large supplies that can power the ship
of the crew. Snarky personality module the crew. Roll comms rating when firing. gravitic field extending ship to ship. Can independently of the engine. Sufficient
available for free. be used to grapple or tow. Temperamental for a few hours of operation at minimal
crew gear and dangerous. Guild prototype. Not legal. usage or a few minutes of full power. Acts
Armory: A secure room holding the crew as armor against power-related mishaps.
weapons and armor, which are considered fine. Alien Pet: Lovable rapscallion or loyal Jump Drive: A special engine that can
guardian, these critters are more trouble activate the Ur gates that connect systems Shuttle: A small spacecraft capable of
Brig: Space jail. Not meant for long-term than they’re worth. and translate the ship into hyperspace carrying a few people from planet to
incarceration. lanes. orbit. Limited systems capacity—treat any
Land Transport: Land-based transports for system as quality zero vs. actual ships.
Galley: A combined kitchen and serving the entire crew. Tires or close-to-ground
HULL Can attach to airlocks, but best stored
area for meals. Greatly facilitates longer hover. These may be motorized bikes, land- in a landing bay if you don’t want stray
trips. Includes fresh food storage. skimmers, boats, or very small cars. Hull governs how tough a ship is. These asteroids or partical cannon fire affecting it.
Medical Bay: A clean room with medical Recon Drone: A small drone for surveillance, passive systems are laid out throughout
the ship and often necessary for certain Stasis Pods: State-of-the-art pods provide
equipment. No hospital, but sufficient to mapping, and intelligence gathering. Can room for one severely injured, deathly
patch most injuries. Storage for drugs and actions. Note: personal and freighter-sized
be given simple instructions. Uses comms ill, or unconscious guest each. Does not
medical scanners. Add +1d to recovery rolls. ships can land on planets, otherwise you
quality when contested. prevent dreams.
need shuttles.
Science Bay: Laboratory that can be used to Survival Gear: Camping gear, rebreathers, Vault: Useful for securing valuables during
climbing equipment, scuba gear. Everything Cargo Hold: Enough space on a ship to
analyze anomalies and Precursor artifacts. space travel. Programmable lock allows
Secure storage for things that may react an enterprising crew needs to survive on make a moderate (cred-earning) shipment. for personalized security codes, one-time
oddly with the rest of the ship (or physics). an inhospitable, but not uninhabitable, rock. A cargo hold is evident when the ship is use codes, and access logs. Uses hull
Stillsuits included. boarded, and no special precautions are rating when contested.
Shields: Particle sinks and EM deflectors. taken to hide its contents.
Overwhelmed by focused fire. Counts as Workshop: Plasma cutters, a nano-
armor against ship weapons and energy assembler, a stock of metal and electrical Crew Quarters: You can sleep anywhere, WEAPONS
attacks. Largely absorbs blaster fire. Costs components, a forge—anything required but crew quarters are actually meant
for it. Crew quarters afford privacy and Self explanatory. Note that most non-
two upgrades instead of one. to build, modify, or disassemble complex military ships are not armed. Obvious
machines. Adds +1 quality to craft rolls. comfort in a domain where such things are
weapons can land you in trouble.
COMMS luxuries. Also you don’t have to share, and
Communication arrays, sensors, and scanners. CREW TRAINING you know the first mate snores. Coherence Cannon: Capital weapon. One
These systems govern signal detection, May represent an appropriate place on Landing Bay: Airlocks, bay-doors, and shot only until repaired or recharged on
transmission, and the quality of a ship’s computers. your ship, relevant manuals, or expert takeoff ramps to accomodate shuttles and ships smaller than dreadnoughts. May fry
mentors. single-pilot small fighter craft. systems. Deadly. Super not legal.
Fake Transponder: Usable remotely, this
system can broadcast a different ship’s Mark 2 xp in the appropriate category Smuggling Compartments: Like a cargo Grappling Hooks: Officially for latching onto
signal or play a powerful recording or instead of 1 when taking the downtime hold (can carry a small shipment), but it asteroids and netting cargo, it’s an array
sensor echoes (or act as a beacon). train action. won’t show up on routine scans or visual of nets, grappling lines, and arms that
inspections of the ship. At 3+ hull rating, can tie together two vessels for towing
Long-Range Scanner: Provides broad EM or boarding. Legal.
ENGINE has life support for smuggling people too.
spectrum and gravimetric readings, giving
Mining Drill: Vicious, close-range, high-
the crew advance warning up to a dozen Power and propulsion systems of a ship upgrades
light-minutes away. power energy drill. Vaporizes rock. Easily
ship. Not only make you go, but let you Holo-Emitters: For holo-conferences and modified to bore through hulls. Legal.
Nexus Link: A link to the Hegemonic System maneuver, power your ship, and travel maps. Images won’t hold up to close
space in a few different ways. Ships at 0 Missiles: Projectile with mounted drive.
Network. Allows for news updates, scrutiny but can be convincing for a short
realtime messages, and tapping into engine rating have minimal thrust. Not legal.
while. Includes sweet games and holo-vids.
system-wide sensor grids. Others may Afterburners: Dumps raw fuel into the Particle cannons: Pew! Pew! Usually fixed
Intruder Alarm: A full suite of sensors
be able to hack into your ship remotely engines for a short burst of speed. May in one direction on personal vessels. Often
about the ship, including motion sensors,
via the same channel. treat engines as one higher rating for a cross linked. Not legal without license.
door codes, and panic buttons that can all
Quantum Encryptor: Encrypts comms and roll, but it may damage them. trigger a klaxon and red security lights.
CREW SPECIFIC UPGRADES
stardancer options cerberus options firedrake options
False Ship Papers: A few well-forged or transferred Tracers: A wide array of ways to track your targets. Black Market Contacts: Able to get you all the modules
documents, giving the crew and ship identities that are less Includes tiny bugs that can be hidden on clothes with a (even illegal ones) your ship needs, even when you’re
wanted in any given system. Often simplify gate travel if suave pat on the back, beacons that can attach to hulls, wanted. Resourceful. Mobile. May have jobs for you from
the transponder and ship match. You have a couple sets and even transmission cloners for comms. Legality varies. time to time.
you can swap between. Stun Weapons: A variety of weapons for capturing and Secret Base: Perhaps inside ancient Ur ruins on a planet.
Dark Hyperspace Lane Maps: Routes through systems that securing prisoners without (serious) harm. Includes, but is Maybe buildings inside a massive asteroid. Possibly
aren’t officially maintained. Sometimes faster. Always less not limited to: restraints (0 load), stun batons (1 load), stun an old and forgotten station, long abandoned but now
patrolled. Often full of Way creatures, pirates, and other settings on normal blasters (1 load), even stun grenades repurposed. You have found and commissioned a hiding
scoundrels. You don’t want to think about the poor fools (replace detonators on sheet, 1 load), knockout drugs spot away from the baleful gaze of the Hegemony where
that died mapping them. (0 load, may not work on some xenos). Not required to you and your allies can meet, hide, and plan your jobs.
Smuggler’s Rigging: Webbing or fake skin used to hold small
bring on jobs, but useful if you want to claim bounties. It’s secret...for now.
Generally legal.
items close to the body. Adds some hands-free carry Popular Support: It takes work to win hearts and minds,
room while working on the outside of the ship, and lets Personal Vehicles: Sleek single-seater craft that can fold but your cause has supporters among the common folk.
you smuggle a blaster into a well-guarded meeting while up tight enough to fit into a reasonable parking space. When you approach a planet or a station, ask the GM
keeping the stylish cut of your coat. Hides one item with Limited fuel, but can break atmo. Can carry basic weapons, who there might be a sympathizer. Costs three upgrades
a max of 1 load. though they can’t seriously damage anything freighter- instead of one.
sized or larger. You may want a landing bay. Costs two
Lucky Charm: Whether an Ur artifact or a few mementos Way-Blessed: Some people are just plain lucky. The
upgrades instead of one.
prominently displayed, sometimes luck is just believing. common folk think this is some sort of sign. Don’t look
The crew starts with +1 gambit every job. It costs two Hard Knocks: Sometimes luck is just hard-earned too much into it. You start with +1 gambit at the start of
upgrades to unlock instead just one. experience. Your crew starts each job with +1 gambit. every job. Costs two upgrades instead of one.
Thrillseekers: Each PC gets +1 stress box (increase max
Costs two upgrades instead of one. Driven: Each PC gets +1 trauma box. This can bring a PC with
to 10). It costs three upgrades to unlock, not just one. Smooth Criminals: Sometimes legality is only a question of 4 trauma back into play if you wish. Costs three upgrades
who has the gun. Each crew member gains +1 stress box instead of one.
(total 10). Costs three upgrades instead of one.
AUXILIARY
Scum&vILLAINY ship sheet stardancer
illicit merchants,
smugglers,
and blockade
runners

special abilities
CF-350 Series Scarab-class Freighter
designation crew reputation The Getaway: You gain potency when you scramble or helm to avoid



colors/look capture or run a blockade. When doing a delivery job, take +1d to the
engagement roll.
CrEW ship size personal — freighter — corvette — frigate — dreadnought
Cargo Eye: Your crew gains +1 cred for smuggling or delivery jobs.



HuLL  For each level of damage, mark a ship system. ENGINES Whenever you gather info you can always ask, “What is most valuable


 Each downtime you don’t pay your ship’s upkeep, roll a die here?”

 Smuggling Compartments for each consecutive downtime you haven’t paid.  Jump Drive
 1-3 No worries. Field Repairs: You gain potency when repairing your ship while in
 Cargo Hold  Afterburners




 4/5 Damage to a system, but it’s minor. You can rig a solution.
space. If you spend a gambit on a rig roll, you gain +2d (instead of +1d).

  6+ A system is badly damaged and must be repaired. 

Leverage: Your crew knows how to pull strings and cash in favors.
 cred debt 



When you lay low, instead of rolling you can take -1 status with a
           
faction at Helpful (+1) or better to reduce your wanted level by 1, and
set your heat to 0 in a system.
Just Passing Through: During payoff, take -1 heat. When your heat is



4 or less, you get +1d to deceive people when you pass yourselves off
as ordinary citizens, and you still have two downtime activities even if
you’re at War (-3) with any faction, as they have trouble locating you.
Home Cooking: Your whole crew gains Home Cooking as a vice. Right



after a job, you may spend 1 cred and a downtime activity to cook
GAMBITS for everyone, allowing the whole crew present to make a vice roll.
reset to 2 gambits If anyone overindulges, a fight erupts, and everyone gains 1 stress
at the start of
every job after the vice roll. Requires a galley module.
Problem Solvers: Each PC may add 1 action rating to helm, rig, or



     scramble (up to a max of 3).
   
Veteran: Choose a special ability from another source.





Comms upkeep WEApons crew/ship upgrades contacts
Auxiliary Ship Gear False Ship Papers  T’kala, a dockmaster

Fake Transponder
  


 AI Module  
Holo-Emitters Dark Hyperspace Lane Maps  Alor, a keen-eared barkeep
(systems + crew) / 4  
Quantum Encryptor
   Armory


paid at the start of    
Intruder Alarm
every downtime Smuggler’s Rigging  Heani, a tugboat captain

  Brig  
Land Rover


 Galley  
Power Reserves Lucky Charm  Rakka, a diplomat


skips shields
 Medical Bay  
Shuttle Thrillseekers  Citani, a reclusive info broker


 Science Bay  
Stasis Pods crew xp
notes / projects   Shields  
Vault
At the end of each session, for each item below, mark 1 xp (or 2 xp
Training Crew Gear instead if that item occurred multiple times).
Insight
  Alien Pet
   You executed a successful transport or smuggling operation.

Prowess
  Land Transport
   You contended with challenges above your current station.

Recon Drone
   You bolstered your crew’s reputation or developed a new one.
Resolve
 

Survival Gear
   You expressed the goals, drives, inner conflict, or essential nature of the crew.
Playbook

  Workshop
 
StartinG tHE GamE: StArDanCEr
starting situation job i
Your crew of smugglers was hired by Citani (your crew’s reclusive Make Warren busy, grimy, and exciting. Give the players plenty of
info broker friend) to deliver a small, well-sealed box to the moon things in the scene to jump over, have breakneck chases around, The Banshee (the Pirate Queen leader
of Warren for a very particular client who didn’t want to reveal and blow up. Several factions are after the box, and any crimes of the Maelstrom) is looking for
their identity. The job sounded easy enough... will alert the House Malklaith guards. Very likely a faction of any someone to steal a Nightspeaker mask
power will have locked down the crew’s ship in port too. and will pay you handsomely to get it
The delivery should have been easy cred, except that your contact done quietly.
is dead, you might take the rap for it, and several powerful
factions are more likely to kill than negotiate for the object you’re the next scenes X Who has the mask currently? How

X
holding. and why is it currently vulnerable?
Downtime should be when the players decide what to do with the Who else wants it?
The crew is holding the Aleph Key (the artifact inside the box). Can Key. Ask them what their priorities are as players and the crew.
they stay alive and keep it long enough to make a profit? Who Perhaps they want to gather information on possible buyers, or X What’s the plan? Provide the detail.

X
will end up with it? And can you get that landlock lifted from your investigate the artifact itself. They may also just keep the artifact X Engagement roll. Cut to the action.
and run, focusing on liberating their ship and getting far away

X
ship? We play to find out.
from Warren first.
making it yours The next job will likely be convincing a faction to not simply kill the
job ii
crew and take what they want, but instead to actually cough up
Customize the starting position below to suit your own crew. the creds and buy the artifact. Whoever the crew sells it to will A scientist wishes to hire a crew to
What does the Aleph Key do? It should be something big (perhaps likely have enemies that may then need some space scoundrels get them off Warren, past the Guild
a key component to making or opening jumpgates, or a powerful to help them even the score. patrols looking for them and to the
program that can hack Guild systems). Think about what you
next system over where they’ll be
want your story to be about, and how gaining such a thing might
impact the sector. the campaign safe.
You can easily play out the consequences of the starting situation X What research does the Guild not
During crew creation, you chose some factions the crew rubbed

X
over several sessions. Who do the PCs sell the artifact to? What want them to reveal? Which faction
the wrong way. See if any of them could be interested in the Key.
Perhaps a crew member’s rival might be involved. Making the ends do they use it for? Who holds a grudge because of it? Does will hide them once they’re off-
story personal adds immediacy and ties the players’ choices someone want the crew to steal it back? Can they stay on-planet world?
directly into the narrative. long enough to avoid powerful angry factions and the law in order X What’s the plan? Provide the detail.
to do more jobs?

X
X Engagement roll. Cut to the action.
the first scene Write down pressing questions to help keep the action focused:

X
After the players make their characters and crew, tell them this: Why does House Malklaith want the Aleph Key?
The drop-off is a bar near the ground of Warren, meaning Your contact was hired by the original client. How close are job iii
the air outside is thick with smog, and the patrons are of they to tracking down the crew and the Key?
the rougher sort. Your contact is in the private booth in the A plague has broken out among the
How does the Church of Stellar Flame deal with the sale of workers on Indri. A Mendicant priest
back. Just one problem... high-value artifacts? on Amerath wants to tend to them, but
As you sit down to conclude the deal, you see that your the Church of Stellar Flame is looking
These questions may collect a clock or two to track the status of
contact is dead, and covered in fresh blood. Adding to your for them, and has hired the Legion to
woes, there are House Malklaith guards drinking at the bar, developing circumstances. When a question is answered, remove
the clock and add a new one as needed. Clocks don’t have to last assist.
and some well-geared folks eyeing the booth. This is not the
best place to pick a fight with few escapes in sight. forever. X Which other faction hired bounty

X
hunters to attack this priest?
How do you escape? Will you try to talk your way out
of this? Slip out the back? Perhaps steal a few getaway How have their religious practices
vehicles that some tough-looking hoverbike riders have changed the priest?
parked outside? X What’s the plan? Provide the detail.

X
Create a 10-segment getaway clock and explain that it advances X Engagement roll. Cut to the action.
whenever the party evades or throws off any pursuers.

X
Scum&vILLAINY ship sheet CERBERUS bounty hunters
and extraction
specialists

special abilities
R-29 Firebrand-type Patrol Craft
designation crew reputation Licensed: Take -2 heat on any legitimate bounty hunting job. Your ship



colors/look can carry particle weapons, and your crew can carry and legally use
heavy blasters in the pursuit of a target.
CrEW ship size personal — freighter — corvette — frigate — dreadnought

COMMS  For each level of damage, mark a ship system. ENGINES On the Trail: Your crew gains an extra downtime activity to work on



 Each downtime you don’t pay your ship’s upkeep, roll a die
 Long-Range Scanner 
for each consecutive downtime you haven’t paid. Jump Drive
  long-term projects, or acquire assets to track bounties.
 1-3 No worries.
 Nexus Link 

 4/5 Damage to a system, but it’s minor. You can rig a solution.
Light Touch: You gain potency when tailing a target, or when gathering

  6+ A system is badly damaged and must be repaired.





 cred debt
info at a target’s previous location.
           
Snatch’N’Grab: When you use a deception, infiltration, or social plan



to execute a kidnapping or extraction, add +1d to the engagement roll.

Loaded for Bear: Your crew can carry +1 load. They have distinctive



and high-quality armor. When you wear armor, it counts as heavy
armor (two uses).

Play Both Sides: When you release a bounty target, make them a
GAMBITS



crew contact.
reset to 1 gambit
at the start of
every job
Deadly: Each crew member may add 1 action rating to command,



scrap, or skulk (up to a max of 3).
    
   
Veteran: Choose a special ability from another source.





WEAPONS upkeep HULL crew/ship upgrades contacts
Auxiliary Ship Gear Tracers  Stacy Weathers, ace reporter

 
Grappling Hooks 


 AI Module  
Holo-Emitters Stun Weapons  Arlox, an Ashen Knives Pasha
(systems + crew) / 4  
 
Particle Cannons 


paid at the start of  Armory  
Intruder Alarm
every downtime Personal Vehicles  Ishi, a weapons dealer

  Brig  
Land Rover


 Galley  
Power Reserves Hard Knocks  Lix, a xeno tracker


skips shields
 Medical Bay  
Shuttle Smooth Criminals  Jezri, a fixer


 Science Bay  
Stasis Pods crew xp
notes / projects   Shields  
Vault
At the end of each session, for each item below, mark 1 xp (or 2 xp
Training Crew Gear instead if that item occurred multiple times).
Insight
  Alien Pet
   You executed a successful extraction operation or capture of a bounty.

Prowess Land Transport
   You contended with challenges above your current station.
 

Recon Drone
   You bolstered your crew’s reputation or developed a new one.
Resolve
 

Survival Gear
   You expressed the goals, drives, inner conflict, or essential nature of the crew.
Playbook

  Workshop
 
StartinG tHE GamE: CErBErus
starting situation job i
Your crew of bounty-hunters was hired by Arlox (your crew’s Create an 10-segment chase clock and put two ticks on it to
Ashen Knives Pasha friend) to capture Cho-Tyrek, a badass represent the crew’s actions in finding Cho’s hideout. Actions A thief has stolen a well-guarded piece
Syndicate muscle who apparently left a job unfinished. And the bringing the crew closer to Cho-Tyrek increase the chase clock of jewelry from Glimmer. The Guild
Ashen Knives don’t like leaving jobs unifinished. and delays decrease it. If the clock fully empties, Cho escapes. wants it found—and kept hush-hush.
Make Warren busy, neon-lit, and full of things to dodge, weave, X Who is protecting this thief from the
Tracking a Syndicate muscle who doesn’t want to be found is no
and even crash into. Tyrek will absolutely shoot to kill if it looks

X
easy feat, but you know where he’s laying low. In the process usual Guild channels?
like he can’t get away, but once the clock fills, he’ll surrender—
you’ve found out that the Ashen Knives aren’t the only people who X Make a clock for finding the thief and
providing the crew agrees to take care of his charge. The crew
are looking for Cho. Several other factions are offering bounties

X
can decide what to do with him at that point. tick it whenever the crew finds a clue
for him and what he holds. or makes a roll that directly leads
them to the thief.
Will the crew catch Cho? Can they keep others from getting him
first? What will they do with the childlike Urbot he has with him?
the next scenes
X Once the clock is done, ask: What’s
The players should decide what to do with Tyrek during downtime.

X
Will Arlox be understanding if they let him go? We play to find out. the plan to capture the thief? Provide
He’s on the run with a small Urbot named Ara-ini, housed in a the detail.
frame reminiscent of a small child. Cho’s assassin’s code will
make it yours not let him harm children—he’s become convinced Ara-ini counts. X Engagement roll. Cut to the action.

X
Customize the starting position below to suit your own crew. The next job will likely be either turning Cho over to the Ashen
Cho-Tyrek has an extremely unusual Urbot with him. Why is she Knives on Indri, or trying to smuggle Ara-ini to a representative
special? What can she do, or what does she imply about Urbots of Conclave 01 who was to meet Cho on Baftoma. There are other job ii
that the Guild (or others) may not want disseminated? Does the factions who want one or the other—the Guild is a prominent Nightspeaker Doraam’s protégé Rax
Conclave want to free her as an individual with free will? possibility—and who will likely send someone to crash the party. left before completing training. Doraam
During crew creation, you chose some factions the crew rubbed Ask the crew their plan and make an engagement roll. wants you to find and deliver them to a
the wrong way. See if any of them could be interested in the The crew may decide to let Cho-Tyrek go after they hear his story. Nightspeaker ship in the black.
Urbot. Perhaps a crew member’s rival is racing the crew to the Add him as a crew contact and offer them some of his cred, and X Who would a scared apprentice run
prize? Making the story personal adds immediacy and ties the potential jobs (roll on the jobs table).

X
to on Warren and why would they
players’ choices directly into the narrative. abandon their training?
the campaign
the first scene X What’s the plan? Provide the detail.

X
You can easily play out the consequences of the starting situation X Engagement roll. Cut to the action.
After the players make their characters and crew, tell them this: over several sessions. What do the PCs do with Ara-ini? Who is

X
You’re in the hallway of the second floor of a run-down hotel upset with them for their choices? Does someone want the crew
that the neon sign out front proclaims as “Paradise.” It’s cost to steal the Urbot back?
some cred—and a few twisted arms in two systems—to get
Cho’s location, but you’ve tracked him to Warren, and that
Write down pressing questions to help keep the action focused: job iii
sweet prize money is about to be yours. As you prepare What can Ara-ini do that other Urbots cannot? Members of the Church of Stellar
to kick the door to Cho’s room down, you hear the roar of How are Ara-ini’s original owners planning to deal with the Flame have identified Commander
a hoverbike engine starting up in an alley behind the hotel. Tallon’s psychic, and want you to
crew?
Heavy blaster fire begins ripping through the hallway, capture her and deliver her to the
shredding the plaster and moving quickly towards where These questions may collect a clock or two to track the status of Way of Light (a battle cruiser). She’s
you’re standing. It’s Cho-Tyrek on a souped-up hoverbike, developing circumstances. When a question is answered, remove scheduled to transport to the surface
a tiny figure clutched to his back. What do you do? the clock and add a new one as needed. Clocks don’t have to last of Aleph to interrogate someone in a
forever. lonely prison in the toxic atmosphere
This might be a good place to introduce resistance rolls (to avoid
of the planet.
the heavy blaster fire) or flashbacks (to showcase how parts of
the crew may be someplace else). X What’s the plan? Provide the detail.

X
X Engagement roll. Cut to the action.

X
Scum&vILLAINY ship sheet FIrEDrAkE rebels and
hegemonic
criminals

special abilities
Converted Khanjigar-class Corvette
designation crew reputation Old Hands: When you’re at War (-3) with a Hegemony faction, all crew



colors/look members get +1d to vice rolls and still get two downtime activities
instead of just one.
CrEW ship size personal — freighter — corvette — frigate — dreadnought

COMMS  For each level of damage, mark a ship system. WEAPONS Forged in Fire: Your crew has been toughened by cruel experience.




 Each downtime you don’t pay your ship’s upkeep, roll a die You each get +1d to all resistance rolls.

 Targeting Computer for each consecutive downtime you haven’t paid.  
Particle Cannons
 1-3 No worries.
 Fake Transponder  
Coherence Cannon

 4/5 Damage to a system, but it’s minor. You can rig a solution. Sympathizers: Your ideology is especially appealing. When you deal



  6+ A system is badly damaged and must be repaired.
 with a crew or faction, the GM will tell you who among them believes

 cred debt
in your cause (one, a few, many, or all).
           
Natural Enemies: When you run a job against Hegemony factions,



take +1d to the engagement roll.

Spark of Rebellion: If you leave a calling card or highly visible symbol



of resistance on your job, gain +2 heat. Your crew gaints +1d to vice
during the next downtime, and cannot overindulge.

GAMBITS Just Cause: When your crew does the right thing at cost to



reset to 2 gambit themselves, you may mark a crew xp.
at the start of
every job
Hearts & Minds: Each crew member may add 1 action rating to



     command, consort, or sway (up to a max of 3).
   
Veteran: Choose a special ability from another source.





ENGINES upkeep HULL crew/ship upgrades contacts
Auxiliary Ship Gear Black Market Contacts  Garin, a Guild weapons engineer

Jump Drive
   
Crew Quarters


 AI Module  
Holo-Emitters Secret Base  Tyura, a legendary assassin
(systems + crew) / 4  
  
Landing Bay


paid at the start of  Armory  
Intruder Alarm
every downtime Popular Support  Ada Black, a famous performer

  Brig  
Land Rover


 Galley  
Power Reserves Way-Blessed  Tiko Lux, a hotshot pilot


skips shields
 Medical Bay Shuttle
  Driven  Ibo-one, an ancient Cult mystic


 Science Bay  
Stasis Pods crew xp
notes / projects   Shields  
Vault
At the end of each session, for each item below, mark 1 xp (or 2 xp
Training Crew Gear instead if that item occurred multiple times).
Insight
  Alien Pet
   You executed a successfu job that opposes Hegemonic dominance.

Prowess Land Transport
   You contended with challenges above your current station.
 

Recon Drone
   You bolstered your crew’s reputation or developed a new one.
Resolve
 

Survival Gear
   You expressed the goals, drives, inner conflict, or essential nature of the crew.
Playbook

  Workshop
 
StartinG tHE GamE: FIrEdrAkE
starting situation job i
Your crew was framed and caught for crimes that—for once—you Freeing all the prisoners in the compound will also make a
have not committed. They’ve sent you all to the nastiest prison scene, which could be useful. Certainly some powerful Syndicate The Cobalt Syndicate is looking for
in the sector—Isotropa Max Secure. Whether you knew each members are imprisoned here, and willing to pay to get out. a crew willing to acquire for them a
other already, or made friends in the scant few days here, you’ve prototype Starsmiths Guild ship. This
Agree to any makeshift gear the crew comes up with, and ask is no ordinary vessel, as it’s being built
forged an alliance, and a plan. them to choose their load once they get to their stuff. Then on a hunk of rock away from the usual
One of you has a ship held in impound—called the Firedrake— suggest they get to the ship and get out. Feel free to flash back hyperspace lanes.
until the Starsmiths can pick it up. The Hegemony techs have to how the crew gathered whatever tools and allies they have
secured it, but you have hidden security overrides and ignition on hand. X What is so special about this ship

X
codes if you can get onboard. It’s just the chance you need to that makes the Cobalt Syndicate
The job ends when the crew is free of the prison. want it? Who is guarding this site?
get out before the Hegemony factions figure out which crimes
you actually committed. How do you plan to get away?
Tonight is the night you spring your plan into action. It’s simple:
the next scenes X What’s the plan? Provide the detail.

X
get free, get your stuff, get the ship, get out of dodge. Mayhem, Downtime should be when the players decide what to do with X Engagement roll. Cut to the action.
profit, and rebellion are optional. their ship. Ask what their priorities are as players and as a crew.

X
They may have fallout to deal with over how they escaped from
Can you recruit any other prisoners? Will you get out quietly or the facility, or they may want to look into who flagged their
are you going to make the Hegemonic News Network? And how names in the first place.
will you get the ship out of impound? We play to find out.
Perhaps prisoners that escaped in the chaos feel like they owe job ii
the crew a favor and offer them a job. Or a faction that saw how
make it yours the crew stuck it to the man wants to be allies, in the hopes that
Victor Kromyl, Governor of Mem,
treats the native population somewhat
Customize the starting position below to suit your own crew. the crew will rebel again on their behalf.
poorly. The Vigilance has judged him
Is there an allied faction with someone in lockup you can bring harshly and is looking for someone
along? Are there enemies that might use the chaos to strike at the campaign with the muscle to help him pay.
your crew? Is a crew member’s ally or friend in the secure wing? You can easily play out the consequences of the starting situation X What punishment would satisfy their
Making the story personal adds immediacy and ties the players’

X
over several sessions. Who is blamed for your escape, and how desire for vengeance?
choices directly into the narrative. long will they hunt you to make it right? Will the Hegemony ever
realize exactly who they held in their hands and lost? What bounty X What’s the plan? Provide the detail.

X
the first scene hunter is hired to chase you down? X Engagement roll. Cut to the action.

X
After the players make their characters and crew, tell them this: Write down pressing questions to help keep the action focused:
You’re in the mess on a normal day, eating food, stretching Who is blamed for the escape and how will they seek to
your legs, getting into fights while the guards watch… But even the score?
you know that today’s the day. There’s a blare of alarms
followed by silence. Darkness falls, and it will be a few How does the Hegemony deal with sparks of rebellion? job iii
minutes before anything but emergency lights turn on. In Do your previous allies still trust you, knowing that you were The Banshee will pay top cred for
the commotion, a few cell doors spring open. Your gear is locked up and almost miraculously got away? someone to capture a Guild engineer
in a safe, past a grate and down the hall. who doesn’t go off-world very often.
These questions may result in a clock or two to track the status of The xeno is said to be one of the
The guards are confused, trying to find their way without developing circumstances. When a question is answered, remove
lights. The drones that back them up are the real problem. Hegemony’s foremost experts on
the clock and add a new one as needed. Clocks don’t have to last jumpgates, and he’s taking a much-
How do you get past them both and deal with the door forever.
leading to your stuff? needed vacation aboard a luxury
vessel on a tour of the Indri system.
The Hegemony is efficient, but understaffed tonight and
unprepared for a breakout. Engagement with blasters is possible, X What’s the plan? Provide the detail.

X
but so is scrambling through dark corridors, rigging secure doors, X Engagement roll. Cut to the action.
and hacking terminals for drone control and valuable information.

X
SySTEM : RIn heat WAntEd 1 of 4
system overview notable locations
The entry point to the Procyon sector, Rin was colonized Aleph: Between the poisonous gasses and tectonic The Straylight: The latest fad, the Straylight is an upscale
a little over a hundred years ago by House Nim-Amar. instability, Aleph would be a planet to avoid if it weren’t club and cocktail bar where elites can wine and dine. It
It has never been an important sector, so Malklaith’s for its mineral stores. Most of the wealth dug from the usually orbits Aleph, though it can move to other planets
never invested more than a minimum of resources in planet is taxed heavily by the Governor, leading to frequent and moons in the system. Its owner, Chance, runs a tight
its development. Instead, it’s used to train young House unrest with the miners. establishment, but things can sometimes get out of hand.
members, or as an assignment to punish those who fail the Ashtari Cloud: An Ur ship suffered a mishap here, Baftoma “The Husk”: Resource exploitation by the
House. Galactic law is more present here than the rest of generating an in-system nebula. Normal propulsion is Hegemony is comprehensive, and planets incapable of
the sector, as this is the seat of the sector’s administration minimal and nav systems are dodgy. The Maelstrom sustaining life are stripped to their core. Baftoma was
and contains gates to three systems, including a path pirates have figured out how to navigate the cloud, and one such planet—now only scaffolding of rock remains, its
towards the rest of the Hegemony. made their base of operations within its protective shroud. broken form only used by folks hiding or dodging pursuit.

warren notables wealth




Description: Warren is home to an ecumenopolis—a city spanning the Ritam al’Malklaith: Governor of the Rin system, but in disgrace within crime/syndicate
House Malklaith. He seeks to improve his position in the House by acquiring




entire surface of the moon. It is the capitol for the system, and the system tech level
Governor Ritam al’Malklaith makes his residence here. On Warren, you illegal Ur artifacts. (callous, ambitious, strange)




can find anything you need—for a price. weird
Liara Curia: Owner and operator of the Lock Luna, the most infamous




Scene: A bustling street market with neon signs promising foods of all bar in the undercity. (cunning, unforgiving, popular)
Warren is a wretched hive
kinds. Hovercars streaming between towering buildings. The bass beat Rocco Apple: Ship designer extraordinaire. Only makes one of each ship of villainy, yet also the
of a basement club playing the latest mix; patrons stumbling out onto designed. (artistic, brilliant, aloof) Hegemonic seat of power
the street, singing. Socialites attending a fancy gala at the Governor’s in the system. You can take
mansion. Pasha Qu’olin: Once a feared assassin among the Knives, now a cunning Syndicate
+1d to acquire assets here,
leader. Loves good food and pit fights. (sly, corpulent, sartorial, decadent) if you also accept +2 heat.

outpost sb-176 notables wealth




Description: You don’t need a planet in order to mine. Or at least, you Yast Jor: Guilder head of the outpost. Jor is known for getting things done, crime/syndicate
even if it means bending the rules. A bit of a thrill-seeker, he keeps a




don’t need ground. This combination “mining” platform and space colony tech level
is responsible for extracting resources from Vet, the gas planet below. Guild-enhanced racing ship for rare days off. (commanding, shrewd, bold)




weird
Most of those are packaged and fired towards the Rin-Ecliptis gate. Kasumi Ortcutt: A mystic who claims to hear the voice of Vet, the gas




Scene: Cold clacking of footsteps on the brilliantly clean main concourse.
giant the platform is mining. Trades information, including esoterica on
the Ur. (passionate, strange, religious) Engagement rolls are at
Quiet whispers of politicos taking tea at a parlor. Children running down -1d due to ever-present
halls, laughing. The hum of generators in the darkened side passages Espa “Bolt” Wu: Labor organizer for the Guilder miners. Rabble-rouser station monitoring. Any
leading to the lower levels. Dingy workers shouting in the cramped beloved by the workers. Has been incarcerated numerous times for jobs run against Guilders
quarters of the mining rigs. crimes both real and fabricated. (popular, dissident, ambitious) are considered on hostile
turf.

the cove notables wealth




Description: The Maelstrom pirates have made a station out of derelict Pirate Queen Alanda “The Banshee” Ryle: Tough and violent, she enforces crime/syndicate
a pirate code on those who would follow her. Once stranded a first




freighters, cargo containers, and stolen scrap metal. They call this home tech level
“the Cove.” Enterprising individuals can discover where it is located if lieutenant on a barren world for mutiny. (proud, demanding, honorable)




they have the tenacity or contacts—though it moves about within the weird
Praxis Ivanov: Merchant always willing to make a deal. His tentacles




Ashtari Cloud. are tattooed with the story of his several-hundred-year life. (xeno,
experienced, shrewd, loves to barter) Conflicts are rampant, but
Scene: Quick bets taken on an open brawl between two captains over by Banshee’s decree no
slights. Blue-white sparks of maintenance workers welding on a new ship. Kai Quag: Mid-level Cobalt boss. Arranges protection for Cobalt smuggling murder is allowed. Those
Fresh water misting over rows of hydroponics. A station-wide broadcast runs and meets with potential clients at the Cove. (cautious, charming, needing to settle blood
of the Banshee’s latest conquest, followed by cheers throughout the halls. confident) feuds resort to kidnapping
and killing folks elsewhere.
SySTEM : HOLT heat WAntEd 2 of 4
system overview notable locations
Holt was the second Procyon system to be colonized, Jerec’s Junkyard: A free-floating mass of ships, parts, and Trade Platform Auto #4: The Guild has set up an automated
though the Rin-Holt gate was troublesome to stabilize. sheeting connected via magnetism and cabling. If you’re trading platform for selling fuel, covered in defensive
Hegemonic scientists eventually found a series of Ur keys looking for equipment on the cheap, the Junkyard is your systems to deter theft. Because of this, some parties
in the system that forced the gate to consistently lead place, though it will likely be missing a piece or unreliable. conduct negotiations here to discourage escalation.
to Holt. The gate remains temperamental, however, and Jerec also buys, but is a canny haggler. Nobody knows what happened to the first three platforms.
has been known to open on its own. No ships have come Hantu Gate: The Hegemony has never been able to activate Planet Omega: Three survey crews and one military
through during these spontaneous openings—so far. The this jumpgate. Compared to other gates it seems to be expedition vanished before the Legion quarantined this
Holt system star burns white, though it is far older than missing a few small but key pieces. It has been speculated planet. It’s overrun by a deadly life form that nests within
stars of this type should be, which Hegemonic scientists that the Ur locked the gate and hid the keys somewhere, Ur ruins and can resist nukes from orbit. The Hegemony
attribute to ancient Ur manipulation. though it’s anyone’s guess as to why. considers it hostile, but insignificant to its plans.

mem notables wealth




Description: This ocean planet was colonized by the Hegemony for almost Victor Kromyl: Planetary Governor. Seeks proof of Memish rebellion after crime/syndicate
a few subordinates vanished. Always with his Legion bodyguard. (vigilant,




a hundred years before aquatic xenos made themselves (and their tech level
planetary claims) known. Hegemonic forces broke the Memish military meticulous, paranoid)




and incorporated them into the Hegemony. Exploration of Mem has proven weird
Espa Nur: Memish labor boss. His scars are packed with deep-ocean




difficult because of the free-standing gravity wells deep beneath the waves. bioluminescence. Reports to Kromyl on seditious behaviour, but hides his
knowledge of Memish occultism. (xeno, ambitious, cunning, treacherous) The deeps are littered
Scene: Hegemonic officials in sashes, talking with Memish labor bosses. with Ur sites and strange
See-through spires rising from the underwater government palace to Wyndam Zahn: Biology researcher seeking a connection between the Mem glows. When in the deeps,
open-air pavilions. Tourists embarking on submersibles to take in the local and other planetary life, with little success. Gathering an exploration of using attune for long-term
sea life. Scientists in exo-suits on deep-sea missions while the Memish the ancient Mem city of Bok-Dar. (wealthy, brilliant, passionate) projects grants +1d. Failures
watch from the waters. may attract Way attention.

sonhandra notables wealth




Del Hex: Outlaw and gunslinger. Has some obvious cybernetics from his crime/syndicate
Description: This planet is tidally locked—the same side of the planet faces
Guild days. Wanted in several systems. Runs a vibro-weapon fighting ring




the star at all times. Oddly, all light sources extinguish about a kilometer tech level
deep in the day side. (ruthless, fast, cautious)
into the night side. Most of the settlements are in the twilight border zone,




weird
including the capital city of Ugar. Known for its lax policies regulating Abra Drake: Fixer for hire and auctioneer. If she can’t get it or sell it, she




trade, it’s become a choice destination for smugglers and fences alike. knows someone who can. (connected, confident, bold)
Scene: Perpetual twilight amid paved streets and concrete buildings. Zaeed “Tank” Marak: Mercenary turned Nyct farmer. Knows where and Everything is available here
Howling of frequent wind storms. Masked and cloaked strangers how to hide ships on the night side. (gambler, commanding, experienced) for a price. You can always
congregating around a steel warehouse before an auction begins. Row Osha: Nyct-smoking, grizzled ex-Legionnaire. Runs the Three Suns, a
take +1d to acquire assets,
but on a 1-3 the asset also
after row of ships landed in the open dirt on the outskirts of Ugar. gambling den and the biggest local dive. (deadly, retired, steely) comes with strings.

vos notables wealth




Description: Known throughout the system as “Glimmer,” the surface Morek and Ra-na: Most-feared bounty hunter in the sector. Ra-na, his crime/syndicate
AI partner, helms his artifact ship and runs ops on his missions via the




of this enormous planet is made up of carbon compounds such as tech level
graphite and diamond. At night, the largest crystal formations glow strange armor he wears. On retainer to hunt any who loot Vos. (ruthless,




with an unearthly light—an exotic property many of the crystals retain vigilant, commanding) weird




after being cut. Impera Evazan: High-ranking Guild logistics officer, responsible for crystal
Scene: A well-armed, permanent blockade in space, with many ships mining. Privy to much of the Guild’s supply structure. (popular, demanding,
shrewd) Vos is full of money, but
waiting for clearance. Smooth walls of dense carbon brick, looking out also closely monitored by
onto the black surface. Diamond-scarred and sooty-faced miners, drinking Yola Sprekk: Jeweler known for using the unique properties of Vos the Guild. When you do a
by their bulky sonic cutters. Chiming music floating out from the pristine crystals. Her creations may be the most artful pieces in Procyon. A Sprekk job on Vos, you get +1 cred
shops of the visitor settlement. piece can open doors in the most elite circles. (artistic, charming, proud) and +1 heat.
SySTEM : IOTA heat WAntEd 3 of 4
system overview notable locations
The planets in Iota orbit a pair of semi-detached binary Shipyards: While the primary yard is run by the Starsmiths, Way Line: The Iota gates produce a region between them
stars—a yellow sun (Iota-1) and a brown dwarf (Iota-2). By many smaller, licensed hubs work on repairs and ship where engines can produce more thrust, akin to “winds” of
the time the Hegemony arrived, there were two asteroid refits. These stations are full of bored spacers looking a planetary sea. The path itself is hard to find and switches
belts. One of these belts still has a large portion of a for any distraction from the wait. Starsmiths sometimes direction. Pilots in the know use this to gain an advantage
shattered planet remaining in its midst. Although both hire foolhardy pilots for prototype tests. against each other on rush deliveries (or daring escapes).
belts were clearly planets once upon a time, nobody is Belt of Fire: The region of superheated plasma currents ZX-1138: A long-period comet that recently diverged from
sure what sort of calamity could have shattered them. between the Iota binary stars. Spacers spin yarns about its course, taking it much closer to Indri. Reasons for the
Not to look a gift horse in the mouth, the Guild wasted no the Old Dragon—a vast space creature living there. While course change are unclear, but the locals have requested
time in setting up the Iota shipyards, which service many the name is whimsical, the Hegemony issued a Quarantine the Governor investigate. Mystics claim this has shifted
ships in the sector. order for the area after several ships disappeared. the system Way Lines, making the Way act unpredictably.

amerath notables wealth




Description: With a lush biome, this planet has become well known for Yon Lirak: High-end drug dealer. Runs a factory in Rost that never crime/syndicate
shuts down, producing synthetic narcotics for several major species.




pharmaceuticals research and manufacturing. The planet is well tended, tech level
and due to the comprehensive attentions of the Guild, the garden city of (experienced, ruthless, unforgiving)




Rost is in perennial bloom. Warm, gentle rains come frequently. weird
Ara Blaze: Once a star athlete, now a preeminent pit fighter in the




Scene: Massive, person-sized flowers blooming along a vine-supported underground fight clubs. Ara has tried every performance-enhancing drug
offered to her, and it has changed her. (ruthless, unforgiving, engineered) While it’s ruined and
path through the trees. The sweet smell of honey floating through the unsanctified, the Mendicants
air. Scientists and managers taking lunch at treetop cafés while reviewing Uyen al’Vorron: Famous Noble duelist from the religious House Vorron. keep their temple and their
project schedules. Sick pilgrims praying for a cure while waiting to travel Seeking to cultivate a plant for a new vineyard he’s planning to grow on mystics tend to any that
to the old Mendicant temple deep in the forests. a moon near the Core. (armed, deadly, observant) request aid. Take +1d when
you recover in their care.

indri notables wealth




Description: Over 25 percent of all goods manufactured in the Procyon Piro Locke: Owns a number of discrete, well-guarded storage spaces in crime/syndicate
orbit, and maintains a strict no-questions policy. If it’s illegal, it’s certainly




Sector come from this incredibly industrialized planet. Thick, rust-colored tech level
clouds create dusk even during the day. From the warehouse-surrounded stored by Locke. (honorable, wealthy, confident)




spaceport of Reves, one can view the impressive skyline of smokestacks weird
Zo O Yun Ta Ri: Xeno weapons dealer known for prototypes and specialty




and flames from gas burn-offs. armaments. Recently acquired an Ur ship weapon and plans to auction
Scene: Hovercar traffic reflecting adverts on buildings. Gas-masked it under the cover of a storm. (xeno, connected, cautious, meticulous)
Anyone spending any
pedestrians walking hurriedly down metal sidewalks with umbrellas Pasha “The Roc” Lensarr: Local Ashen Knives head. Known for a brutal amount of time outside
treated to prevent acid rain damage. Slow-moving containers being approach to criminal organization. Wears custom-tailored suits that without proper equipment
shuttled to warehouses. Storm clouds with multi-hued lightning rolling in. allows his wings to unfurl as needed. (xeno, fierce, ruthless, demanding) or xeno abilities gains level
2 harm “Indri Lung.”

lithios notables wealth




Description: Ancient ice palaces dot the surface of this frozen planet, Asha Munzen: Ex-lover of the Governor, ice climber, mystic, and frequent crime/syndicate
explorer of the ice palaces and gas caves. Only returns with visions, never




but the race to which they belong has long since passed. Entry to the tech level
palaces has been restricted after a string of mysterious deaths. Orbital artifacts. Attempting to find the “First Message.” (mystic, ambitious, fit)




mirrors shine like artificial suns, keeping a few larger settlements warm weird
Ren Larana: Xenobiologist attempting to revive an ancient xeno found




and powering large mining rigs for extracting water and liquefied gasses. frozen but alive within the ice, despite Hegemonic law forbidding it.
Currently trying to sneak the xeno off-world. (bold, brilliant, confident) When you explore the ice
Scene: A purple and green aurora shining over the freezing cold sky. Ice palaces, you must make a
explorers whispering about the Yaru creche. Heated vapors escaping Raf Urich: Ice pirate, currently stranded on planet. Used his ship weapons resolve resist if you don’t
around Solitude Colony. Colonists in full parkas, riding large, many-eyed to cut a berth in the ice. Has been hiding out, stealing parts to repair his want to heed the echoes
canids. Farmers pulling gas-eels and ice-mushroom wine crates in sail- ship. (experienced, cautious, shrewd) urging you to wander into
sporting snow skimmers. the frozen wastes.
SySTEM : BREKK heat WAntEd 4 of 4
system overview notable locations
Considered by many to be more civilized than much of the Blackstarr: The vast and largely empty Nightspeaker ship Bright Wind: A large gas cloud ejected by the star, now
rest of Procyon, this system is home to many of the finer where initiates train for their first year. The ship is unlit and used as a racing grounds by the Echo Wave Riders. Despite
aspects of the Hegemony—education, art, and culture. moves routinely to prevent discovery. It does not often it being both lethal and illegal, racers all over the sector
Wealth and culture means the Legion presence is strong receive visitors, though exceptions can be made for those compete for cred and fame. Invitations to the races are
in the sector, protecting the elite. However, there are that have a favorable relationship to the Cult. exclusive and require qualifying in hazardous conditions.
many odd, non-Starsmith-maintained hyperspace lanes Dendara: An ancient temple on Nightfall’s fifth moon, Todav. Isotropa Max Secure: Orbiting near the star, Isotropa is the
that bend strangely, making long loops perpendicular to Some say it’s an Ur temple, others that it’s the remains most notorious prison system in Procyon. Wardens broker
planetary orbits. Pilots map these so-called “dark lanes,” of a forgotten mystic Cult. Its derelict corridors are tough audiences with prisoners and grant commutations for the
making it easy to dodge patrols if one is willing to take to tour due to the moon’s lack of atmosphere and the powerful and wealthy. They report to Malklaith but the
one’s time, and has the skills necessary to navigate them. glitching effect the temple has on drives and electronics. prison largely runs itself.

aketi notables wealth




Description: This verdant jungle-world would be more settled, were it not Razor: A hunter mounting an expedition to catch the deadly Grand crime/syndicate
Phereniki for a rich client. (callous, experienced, gambler)




for the incredibly hostile natural life. Between rapidly spreading carnivorous tech level
plants, seasonally rampaging beasts, and hyper-aggressive fish, only a few Zokar Pava: Lost Legionnaire dealing in military-grade weapons. (cautious,




distinct types visit Aketi—researchers, poachers, and criminals hiding from weird
meticulous, dissident)




the law. The planet is labeled a Malklaith “nature preserve.”
Intal Brel: Psy-blade-wielding Concordiat Knight. Travels with a nine-foot- Nobody comes here who
Scene: Heavily armed guards patrolling the tall walls of Base Camp tall xeno, an ex-priest, and an Urbot. Recently lost a party member and doesn’t have to. The planet
One, nervously eyeing the jungle. Research crews packing for their next hopes to replace them. (religious, vigilant, honorable) hates you, and jobs are
expedition across from poachers doing the same. A smuggler discussing hard to find. Even bounty
arrangements with a client in a tent while a personal barista makes them Asha Ravann: Base Camp One commander. Instituted a wall-mounted
hunters pass it by. When
drinks. flamethrower measure that’s kept the jungle at bay. (tired, jaded, relentless) you lay low, take +1d.

nightfall notables wealth




Description: Named for frequent eclipses caused by the planet’s 13 moons. Saren Galia: Data broker and bookie. When you can’t pay your debts, you crime/syndicate
become her informant. (paranoid, fast, connected)




Their erratic movements make night only predictable by computer. The tech level
city of Yaw is nestled where night and day last between 2 and 12 hours Lotus: Fashionista and taste-maker, dressed in elaborate costumes.




each. It bustles with economic activity and is a frequent destination for weird
Secretly a high-powered fixer. Has been known to take charity cases




tourists and traders. when the cause appeals to her. (popular, passionate, meticulous)
Scene: Highrises lighting up block by block as the city goes from day to Jet Wolffe: Scarlet Wolves assassin. Can be hired for the right price, but The center of culture in the
night in the span of minutes. A rowdy night club spilling dancers clad in only takes off-world jobs. Travels with a large, blue-skinned alien animal system, and here it’s about
black, glow-accented outfits onto a sun-lit street. The blue glow of a public of unknown origin.(aloof, confident, unforgiving) who you know. Acquire
data kiosk projecting tomorrow’s night schedule and market changes. assets with consort instead
Sol Brighton: Best lawyer in the sector. (cunning, connected, expensive)
of crew quality.

shimaya notables wealth




Description: This desert planet is ravaged by electrical storms that Hondo Suzuka: An HNN reporter looking for evidence of conspiracy at crime/syndicate
Khalud Academy, where several top students have vanished. (ambitious,




occasionally clear colored sand off mineral deposits essential to space tech level
travel, or turn it to glass, giving a view to the ruins beneath. There vigilant, charming)




is a substantial civilian population, including the sector’s preeminent weird
Ed Ursis: Guild Engineer that works on the orbital array and the electrostatic




educational institution, Khalud Academy. generators it powers them to keep the storms away from the capital.
Collects colored glass statues. (dedicated, brilliant, overworked) Although only students and
Scene: Professors walking down the marble paths of the Academy. A professors can technically
market street with insistent vendors selling sandworm kebabs to hungry Miranda Kasur: Minerals trader with a load of stolen goods she needs to use the Khalud Academy
miners. Excavators packing furiously onto sand-skiffs, ready to take move. In hiding after her first deal went wrong. (scared, cunning, proud) archives, all study rolls
advantage of a storm-cleared deposit. The storm alert blaring citywide. using them at the university
Sahar: Strange-suited mystic that lives in the desert. (odd, blue-eyed, ancient)
gain +1d.
FACTIONS
hegemony CrImInaL synDICatEs weirdNESS
tier status jobs tier status jobs tier status jobs
Guild of Engineers v Lost Legion Iv Sah’iir Iv

Church of Stellar Flame Iv Scarlet Wolves Iv Suneaters Iv

Counters Guild Iv Vorex Iv The Agony III

Starless Veil Iv Ashen Knives III Ashtari Cult III

51st Legion III Borniko Syndicate III Vignerons III

House Malklaith III Draxler’s Raiders III Ghosts II

Isotropa Max Secure III The Maelstrom III Mendicants II

Starsmiths Guild III Echo Wave Riders II Nightspeakers II

Cult of the Seekers II Janus Syndicate II Acolytes of Brashkadesh I

Hegemonic News Network II Turner Society II Conclave 01 I

Yaru (Makers Guild) II Cobalt Syndicate I Vigilance I

Concordiat Knights I Dyrinek Gang I

Wreckers I
RULES REFERENCE Action, Abilities, Resistances 1 of 3
aCTION ROLL teamwork
1d per action dot
Controlled Take 1 stress to give another player +1d. You might also suffer
You act on your terms. You exploit a dominant advantage.
assist consequences from the roll. Only one person may assist a roll.
critical: You do it with increased effect.
+ +1d if you push
yourself (you take 6: You do it. Lead a group action. Each player who participates rolls for their character.
2 stress) — or — 4/5: You hesitate. Withdraw and try a different lead a The best single roll counts as the action result, which applies to every
group
­
you accept a approach, or else do it with a minor consequence: character that rolled. Take 1 stress for any 1-3 result (including your own).
devil’s bargain a minor complication occurs, you have reduced
Note: You can’t both push yourself effect, you suffer lesser harm, you end up in a risky Set up another character with your action. If you achieve it, any team members
and accept a Devil’s Bargain. position. set up who follow through on your maneuver get +1 effect or improved position.
+ +1d if you spend a 1-3: You’re blocked or you falter. Press on by seizing
gambit (can only a risky opportunity, or withdraw and try a different Face danger for a teammate. Step in to suffer a consequence in their place.
spend 1 per roll) protect You may roll to resist as normal, if you wish.
approach.

Note: Risky actions are the


mainstay of space opera, and Risky actions
risks that pay off (6 or critical) You go head-to-head. You act under fire. You take a chance.
generate gambits, but only if X Attune to the Way to communicate with X Rig together mechanical solutions;
critical: You do it with increased effect and add a

X
X
you didn’t spend a gambit on non-sentient species or robots; sense disable, modify, repair, or create
the roll in the first place. gambit if you haven’t spent one on this roll. unseen danger or killing intent; safely mechanisms; disable a trap, pick a lock,
6: You do it. Add a gambit to your crew as above. handle Precursor artifacts or remnants. or crack a safe; rig explosives.
4/5: You do it, but there’s a consequence: you X Command obedience with your force of X Scramble to a positon or away from

X
danger; lift, run, climb, jump, or swim;

X
suffer harm, a complication occurs, you have personality; intimidate or threaten; lead
reduced effect, you end up in a desperate position. an action with NPCs; order people to do traverse harsh environments.
what you want. X Scrap with an opponent in blaster
1-3: Things go badly. You suffer harm, a complication

X
X Consort with connections from your or physical combat; assault or hold
occurs, you end up in a desperate position, you lose
a position; brawl, fight with melee

X
this opportunity. heritage, background, friends, or rivals
weapons, or wrestle.
to gain access to resources, information,
Each time you roll a desperate X Skulk about unseen; pick pockets;
people, or places.
Desperate

X
action, mark xp for that employ subtle misdirection or sleight
attribute. X Doctor someone who’s been injured; of hand.
You overreach your capabilities. You’re in serious trouble.
X
handle and identify substances; do science;
critical: You do it with increased effect. comfort, support, or elicit sympathy. X Study a person, document, or item with

X
close scrutiny to gather information
6: You do it. X Hack computers, systems, and digital and apply knowledge; gain a deeper
X
4/5: You do it, but there’s a consequence: you locks; reprogram robots or drones; jam understanding; do research.
suffer severe harm, a serious complication occurs. surveillance and communications. X Sway someone with charm, logic,
X Helm a vehicle; fire ship weaponry; plot

X
1-3: It’s the worst outcome. You suffer severe harm, deception, disguise, or bluffing; change
X
a complication occurs, you lose this opportunity. a jump or in-system course; escape a attitudes or behavior with manipulation
chasing ship. or seduction.

resist ROLL The GM sets the consequences according to the situation. You may suffer one, some, or all of the listed
You reduce or avoid the consequence and take 6 consequences. You may attempt to avoid or reduce each consequence individually with a resistance roll.
1d per attribute dot stress minus your highest die result. When you roll a critical on a resistance roll, clear 1 stress.
RULES REFERENCE PAYOFF, HEAT, ENTANGLEMENTS, downtime 2 of 3
When you complete a job, do the following in order. First, calculate payoff. Second, determine how much heat you accrued on the job (apply it to the system you did the majority
of the job in). Next, the GM rolls an entanglement that will occur. The crew should pursue two (or more if you spend cred) downtime activities.

payoff & upkeep (1st) downtime (4th)


A job yields goodwill from the faction you X 2 cred: Minor job; enough to make it Between jobs, you may pursue two downtime activities, attending to personal needs and side

X
did it for, and usually the ire of a faction it to next week. projects. (If you’re at War with a faction, you only get one activity.) You may take additional
hurt. Mark it on the faction sheet. If you X 4 cred: Small job; enough for a hoverbike. actions by spending 1 cred for each extra action. You also recover all of your armor uses.
keep it completely quiet—no one knows you

X
did it—you gain no faction decrease, and no X 6 cred: Standard job; enough for a small For any downtime roll, add +1d to the roll if you get help from a friend or contact. After
the roll, you may increase the result level by one for each cred spent (by hiring assistance,

X
heat (see heat on the below). vehicle or ship module.
X 8 cred: Major job; enough to buy paying a bribe, etc.). A 1-3 result becomes a 4/5, a 4/5 becomes 6, a 6 becomes critical.
You also earn a cred reward based on the

X
nature of the operation (see the list on the important ship parts.
acquire Acquire temporary use of an asset. Roll crew quality. The result indicates the quality
right). Decide if you’re paying ship upkeep X 10+ cred: A treasure trove; enough to asset of the asset, using the crew’s quality as the base. (1-3: -1, 4/5: equal, 6: +1, crit: +2).

X
out of these funds. buy a small ship of your own.

heat (2nd) If you have a schematic, craft a device. Roll rig or hack. The result indicates the
quality of the asset, using the crew’s quality as the base. (1-3: -1, 4/5: equal, 6: +1,
CRAFT
After a job or conflict, the crew takes heat Add +1 heat for: High-profile or well- crit: +2). Add +1 quality if you have a workshop on your ship, or for each cred spent.
in the system(s) the job took place. connected target or public use of artifacts.
X 0 heat: Completely quiet; others blamed. Add +2 heat for: Killing Hegemonic citizens,
massive property damage, illegal weapons use. Engage in your vice and roll dice equal to your lowest attribute. Clear
X
X 1 heat: Smooth and quiet; low exposure. indulge stress equal to the highest die result. If you clear more stress than you
Add +3 heat for: Damaging a hyperspace
X
X2 heat: Contained; standard exposure. VICE had marked, you overindulge (see below). If you don’t or can’t indulge
lane or system gate. your vice during downtime, you take stress equal to your trauma.
X
X4 heat: Loud and chaotic; high exposure. Add any additional heat from complications
X
X 6 heat: Wild; devastating exposure. or Devil’s Bargains during the session. Overindulgence X Rash Action: Reduce your stash by 4 or take 2 debt.

X
X
You make a bad call due to X Big Talk: Brag about your exploits. Take +2 heat.
entanglements (3rd) your vice—in acquiring it or

X
while under its influence. X Lost: Play a different character until this one returns

X
Roll 1d and consult the result in the What did you do? from their bender.
wanted 0 wanted 1
column equal to the wanted level of the
system the ship is in at the end of the job. 1 Ship Trouble 1 Ship Trouble Reduce the heat and wanted level of a system you’re not in. Say how
you get the Hegemony off your back and roll an action. Mark segments
The higher your wanted level, the worse LAY LOW
the outcomes.
2 Unquiet Black 2 Unquiet Black on the system’s wanted reduction clock per level (1-3: one, 4/5: two,
6: three, crit: five). Also remove 2 heat from that system.
If you roll a 6, roll again on the next chart 3 New “Friends” 3 Interrogation
(sometimes blowback is harsh). Note 4/5 Cooperation 4/5 Reprisals
that wanted level 4 is the highest level long-term Work on a long-term project, if you have the means. Roll an action and mark
6 Roll on Wanted 1 6 Roll on Wanted 2 PROJECT segments on the project clock per level (1-3: one, 4/5: two, 6: three, crit: five).
available.
Entanglements can occur any time
wanted 2 wanted 3 Remove all level 1 harm. Roll ship’s crew quality -1 or a crewmate’s doctor ability.
before the next job. The GM will inject RECOVER
1 Collectors 1 Ur Field Advance your healing clock per level (1-3: one, 4/5: two, 6: three, crit: five).
them into the story, sometimes waiting
until downtime is over to make them felt. 2 Impounded 2 Pirates!
REPAIR Spend 1 cred to repair one level of damage to a ship system.
Some groups like to roll “in the open” 3 Bounty Hunter 3 Out of Gas
so everyone knows what’s about to hit 4/5 Interrogation 4/5 Arrest Mark 1 xp for an attribute or your playbook (+1 xp if you have the appropriate
them. Others let the GM roll “in secret” train
6 Roll on Wanted 3 6 Wanted Level 4 crew Training upgrade). You can train a given xp track only once per downtime.
so it’s a surprise. Either way is fine.
RULES REFERENCE Gm rEfErEnCE 3 of 3
GM Goals DEVIL’S BARGAINS Family Names (continued): Sprek, Procyon System Notables
XXPlay to find out what Suzuka, Tann, Tarkin, Tel, Thorn, Tilad, Ritam al’Malklaith: Noble system The Prime: Ancient Urbot fighting for
happens XXCollateral damage. Ulmak, Ursis, Valorum, Veers, Vosa, Governor in disgrace. Likes Ur artifacts. the freedom of all sentient machines.
XXConvey the world honestly Wu, Wolffe, Wren, Yoneyama, Yueh, Yast Jor: Engineer Guilder head. Doraam: Nightspeaker mystic. Along
XXSacrifice cred or an item.
XXBring Procyon to life. Yularen, Zan, Zer Overseeing mining operations. with Ismissa and the large Oin-rai, seeks
XXBetray a friend or loved one. a set of Ur artifacts called the Raiment.
Aliases: Ace, Agony, Apex, Athena, Alanda “The Banshee”: Fierce space pirate Queen.
GM PRINCIPLES XXOffend or anger a faction. Badger, Bingo, Black, Bolt, Brakes, Alaana: Church head. Mystic. Zealous Torx: Counters Guild CEO. Wears a golden
XXBe a fan of the PCs. Carrot, Cash, Cosmo, Dash, Devil, in rooting out heretics. mask and breathes mysterious vapors.
XXAlways follow the fiction. XXStart and/or tick a clock. Dipper, Echo, Eight, Elbows, Falcon, Morek: Most feared bounty hunter in
Jax: Cobalt Syndicate leader. Wants
XXMake the world wondrous XXAdd Fireball, Flex, Game, Gargoyle, Gear, the sector. Has an AI-controlled ship.
heat to the crew. to unite labor and get better working
XXMake space mysterious. Gonzo, Guns, Hammer, Headhunter, conditions. Turning to crime. Nicols al’Nim-Amar: Noble Concordant
XXSuffer harm.
XXCover it in big, clunky tech Helo, Hex, Highball, Intake, Iris, Iron, Knight seeking the Way of Light.
Pasha Qu’olin Leader of the Ashen
XXAddress the characters Juggler, Juice, Junior, Karma, Lasher, Knives. Wants to control all Syndicates. Dorae White: Starsmith Guild Head.
XXAddress the players. Names: Abra, Aria, Chendra, Cord, Legend, Link, Loco, Mooch, Nails, Cybernetic arm and eye.
Nemesis, Nova, Owl, Phoenix, Quirk, Tallon “The Butcher”: Commander of 51st
XXConsider the risk. Del, Duncan, Ed, Entex, Espa, Faykan, Legion. Wants to execute a military coup. Rocco Apple: Ship designer extraordinaire.
XXHold on lightly. Faye, Finn, Fox, Gaius, Garm, Garrus, Raider, Razor, Rash, Skulls, Snaps,
Genera, Greeg, Gurney, Han, Hirak, Snitch, Stinger, Syndrome, Tank, Tax,
system: rin
GM ACTIONS Hondo, Ignor, Jaana, Jango, Jerec, Jet, Titan, Tread, Under, Vandal, Vapor,
Aleph FLASHBACK COSTS
Wraith, X-Ray, Yellow, Zen, Zenith, Warren
XXAsk Questions. Jung, Kai, Kalo, Kahlee, Kasumi, Kirk, Kit, Ashtari Cloud
Lando, Leto, Liara, Lotus, Mevakor, Mill, Zipper Outpost SB-176 X0 stress for a normal action for
XXProvide Opportunities and The Straylight

X
Mino, Miranda, Mordin, Naimon, Needa, The Cove which you had easy opportunity.
follow their lead. Looks: Man, Woman, Ambiguous, Xeno Baftoma
XXCut to the action. Oola, Orrin, Paul, Poe, Potak, Praxis,
Ornate Headdress Wide Belt system: holt X1 stress for a complex action or

X
XXTelegraph trouble before it Quinton, Rey, Rocco, Saldeed, Samara, Mem Jerec’s Junkyard unlikely opportunity.
Long Coat Fitted Dress
strikes. Saren, Seklor, Spike, Thane, Yast, Yola, Hood and Veil Flight Suit Hantu Gate
Sonhandra X2+ stress for an elaborate action
XXFollow through. Victor, Wyndam, Xavier, Zaeed, Zokar Short Cloak Heavy Cloak Trade Platform

X
XXInitiate an action with an
Vos Planet Omega which involved several special
Family Names: Acon, Apple, Bartok, Knit Cap Thick Duster
NPC. Fancy Makeup Loose Silks system: iota opportunities or contingencies.
Black, Brell, Clovis, Crynyd, Curia,
XXTell them the consequences
Doona, Drake, Dyson, Emari, Endua, Slim Jacket Tight Pants Amerath Shipyards
and ask. Hooded Cloak Bomber Jacket Belt of Fire
Evazan, Farr, Feris, Gallia, Gree, Gyle, Indri
Wayline
insight prowess resolve
XXTick a clock. Work Boots Long Scarf
Hawking, Hex, Hill, Impera, Indigo, Lithios
XXOffer a Devil’s Bargain. Mask and Robe Leathers ZX-1138 Doctor Helm Attune
Intal, Ivanov, Jor, Jusik, Kasur, Kedra,
XXThink offscreen.
Kor, Kranax, Kritus, Kromyl, Kymnal,
Suit and Vest Stillsuit system: brekk Hack Scramble Command
Collared Shirt Hide and Furs Aketi Blackstarr
Always Ask: What do you do? Lana, Livia, Luo, Mahat, Marak, Natoth, Suspenders Worn Uniform Rig Scrap Consort
Dendara
Nagan, Neumann, Nur, Ortcutt, Pava, Intricate Rings Space Suit Nightfall
Bright Wind Study Skulk Sway
Pim, Quag, Ramus, Rudra, Ryle, Shrike, Skirt and Blouse Glittering Jewelry Shimaya Isotropa Max

CONSEQUENCES fortune ROLL


critical: Exceptional result /
You suffer harm (1-3). You have reduced effect. You lose your opportunity. It takes extra time. 1d for each trait Great, extreme effect.
rating
6: Good result / Standard, full
You end up in a worse position. Complication (tick a clock 1-3 segments or a new obstacle or threat appears.) effect.
+ +1d per major 4/5: Mixed result / Limited, partial
EffECt 1. Limited: How is the effect diminished? What EffECt factors advantage effect.
significant obstacle remains?

How does the effect manifest?
2. Standard: How does the expected effect manifest?
- quality / tier + 1-3: Bad result / Poor, little effect.
If there’s a clock for your What’s left to do, if anything? - -1d per major

- scale +
obstacle, tick segments equal 3. Great: How is the effect increased? What extra disadvantage
to the effect level. benefit manifests? - potency +

JOBS Roll a handful of dice and use the results to help guide your choices.

CLIENT/TARGET work TWIST OR COMpLICATION CONNECTED TO...


civilian covert 1. An element is a cover for a Hegemonic Cult. 1 pc Friend
1 Academic or Scholar 1 Stalking or Surveillance 2 pc Rival
2 Laborer or Professional 2 Sabotage or Arson 2. A mystic or visions have alerted your target ahead of time. 3 pc Heritage NPC
3 Courier or Spacer 3 Poison or “Accident” 4 Crew Contact
3. Someone on the job isn’t who they say they are.
4 Shop or Business Owner 4 Steal or Replace 5 Planet Notable
5 Artist or Writer 5 Lift or Plant 4. The location is guarded or watched by Hegemonic forces. 6 Faction Notable NPC
6 Doctor or Mechanic 6 Impersonate or Trick
5. This job furthers a mystic or xeno group’s agenda. Whenever a job is generated it’s usually connected to
syndicate violence at least two factions: one that the job hurts in some
way, and another faction which is benefitted by the job
1 Drug Dealer or Supplier 1 Assassinate 6. The job furthers a Guild’s agenda. in some way.
2 Mercenary or Thug 2 Liberate or Ransom
1. The target is a front or member of a criminal group. ...AND FACTIONS
3 Fence or Gambler 3 Terrorize or Escort
1-1 51st Legion 4-1 House Malklaith
4 Spy or Info Broker 4 Destroy or Deface 2. The job is on a dangerous gang’s turf. 1-2 Acolytes of Brashkadesh 4-2 Isotropa Max Secure
5 Smuggler or Thief 5 Raid or Defend
1-3 The Agony 4-3 Janus Syndicate
6 Pirate 6 Rob or Strong-arm 3. The job is a trap laid by your enemies.
1-4 Ashen Knives 4-4 Lost Legion
hegemonic underworld 4. The job is a test for another job. 1-5 Ashtari Cult 4-5 The Maelstrom
1 Executive or Diplomat 1 Escort or Guard 1-6 Borniko Syndicate 4-6 Mendicants
2 Accountant or Pilot 2 Smuggle or Courier 5. The job furthers pirate goals and agendas.
2-1 Church of Stellar Flame 5-1 Nightspeakers
3 Saboteur or Refugee 3 Blackmail or Discredit 2-2 Cobalt Syndicate 5-2 Sah’iir
6. The job is being closely watched by a wealthy patron.
4 Cop or Detective 4 Con or Espionage 2-3 Conclave 01 5-3 Scarlet Wolves
5 Agent or Scientist 5 Locate or Hide 1. The job has a strong Precursor or Way Line presence.
2-4 Concordiat Knights 5-4 Starless Veil
6 Judge or Governor 6 Negotiate or Threaten 2-5 Counters Guild 5-5 Starsmiths Guild
2. The job is in the middle of actively contested turf.
esoteric other 2-6 Cult of the Seekers 5-6 Suneaters
1 Artifact or Way Line 1 Infect or Cure 3. The job is not planetside, or easy to get to. 3-1 Draxler’s Raiders 6-1 Turner Society
2 Occult Collector 2 Broadcast or Record 3-2 Dyrinek Gang 6-2 Vigilance
4. The location moves (it’s not where you expect it to be).
3 Wormhole or Beacon 3 Capture or Tag 3-3 Echo Wave Riders 6-3 Vignerons
4 Xeno or AI 4 Explore or Move 5. The job aids a rebellious cause. 3-4 Ghosts 6-4 Vorex
5 Renegade Urbot 5 Turn On or Off 3-5 Guild of Engineers 6-5 Wreckers
6 Mystic or Cultist 6 Hack or Download 6. The job directly affects the Governor.
3-6 Hegemonic News Network 6-6 Yaru (Makers Guild)
SySTEM : heat WAntEd

system overview notable locations

location: notables wealth   


Description: crime/syndicate   
tech level   
weird   

Rule:
Scene:

location: notables wealth   


Description: crime/syndicate   
tech level   
weird   

Rule:
Scene:

location: notables wealth   


Description: crime/syndicate   
tech level   
weird   

Rule:
Scene:
SySTEM : heat WAntEd

system overview notable locations

location: notables wealth   


Description: crime/syndicate   
tech level   
weird   

Rule:
Scene:

location: notables wealth   


Description: crime/syndicate   
tech level   
weird   

Rule:
Scene:

location: notables wealth   


Description: crime/syndicate   
tech level   
weird   

Rule:
Scene:
INSIGHT

Scum&vILLAINY 





doctor
hack
rig
starting ability
  study
name alias
PROWESS
look
special abilities   helm
heritage: imperial—spacer—colonist— background: academic—labor—cult—   scramble
   

m a n u fac t u r e d — wa n de r e r — xe n o guilder—military—noble—syndicate   scrap
  skulk
vice/purveyor: faith—gambling—luxury—obligation—pleasure—stupor—weird
resolve
   
cold—haunted—obsessed—paranoid
stress trauma reckless—soft—unstable—vicious   attune
harm ARMOR   command
3 need   consort
help HEAVY
  sway
2 -1d SPECIAL
BONUS DICE
cred  stash push yourself (take
less
1 effect + 2 stress) -or- accept a

 devil's bargain
recovery Get treatment in downtime to fill your healing clock  
 + assist (they take 1 stress)
+ spend a gambit

gambits
notes / projects
Add a gambit to your
crew when you roll a 6 or
+ critical on a risky action
and you didn't spend a
gambit on a bonus die.

friends items (Italics don't count for load) load  3 light  
5 normal  
6 heavy

 
   
 


 
 
 
 


 
 
 
 


 
 


 
   
 


 
   
 
teamwork planning & LOAD Gather info



mark xp : playbook advancement


Choose plan. Pick load. Provide detail:  What's their intention? 
Lead a group action.

 Every time you roll a desperate action, mark xp in that action's attribute.


 Assault plan: Point of attack.  What might I suspect about 



 Deception plan: Method. this? What can I prove? At the end of each session, for each item below, mark 1 xp (in your


Set up another character. 

 Infiltration plan: Entry point.  What's the danger here? playbook or an attribute) or 2xp if that item occurred multiple times.





Protect a teammate.  Mystic plan: Arcane power.  How can I find ?  You addressed a tough challenge with






 Social plan: Social connection.  What's really going on here?  You expressed your beliefs, drives, heritage, or background.




Assist another character.  You struggled with issues from your vice or traumas during the session. 

 Transport plan: Locations / route.  Ask about a detail for a plan.




Scum&vILLAINY ship sheet
special abilities

designation crew reputation


colors/look

CrEW ship size personal — freighter — corvette — frigate — dreadnought


 For each level of damage, mark a ship system.


 Each downtime you don't pay your ship's upkeep, roll a die

  for each consecutive downtime you haven't paid.  
 1-3 No worries.
   

 4-5 Damage a system, but it's minor. A jury-rig can solve it.

  6+ A system is badly damaged and must be repaired. 

 cred debt 
           

GAMBITS
reset to gambits
at the start of
every job

    
   

upkeep crew/ship upgrades contacts


Auxiliary Ship Gear    
 


 AI Module  
Holo Emitters    
(systems + crew) / 4


 paid at the start of   Armory  
Intruder Alarm  
every downtime  


  Brig  
Land Rover  


 Galley  
Power Reserves   
skips shields


  Shields  
Shuttle   
Medical Bay


   
Stasis Pods crew xp
notes / projects  Science Bay  
Vault
At the end of each session, for each item below, mark 1 xp (or 2 xp
Training Crew Gear instead if that item occurred multiple times).
Insight
  Alien Pet
   You executed a successful

Prowess
  Ground Vehicles
   You contended with challenges above your current station.

Recon Drone
   You bolstered your crew's reputation or develop a new one.
Resolve
 

Survival Gear
   You expressed the goals, drives, inner conflict, or essential nature of the crew.
Personal

  Workshop
 
SySTEM : heat WAntEd

system overview notable locations

location: notables wealth   


Description: crime/syndicate   
tech level   
weird   

Rule:
Scene:

location: notables wealth   


Description: crime/syndicate   
tech level   
weird   

Rule:
Scene:

location: notables wealth   


Description: crime/syndicate   
tech level   
weird   

Rule:
Scene:
CharaCtEr CrEatIon
0. Choose a Ship and Crew Names: Abra, Aria, Chendra, Cord, Del, Duncan, Ed, Entex, Espa,
Faykan, Faye, Finn, Fox, Gaius, Garm, Garrus, Genera, Greeg,
actions
Your characters will be influenced by the ship you fly, so X Attune to the Way to communicate with
Gurney, Han, Hirak, Hondo, Ignor, Jaana, Jango, Jerec, Jet, Jung, Kai,
discuss the ship selection for your game first. Pick the ship

X
Kalo, Kahlee, Kasumi, Kirk, Kit, Lando, Leto, Liara, Lotus, Mevakor, non-sentient species or robots; sense
now, but detail the ship during crew creation. Mill, Mino, Miranda, Mordin, Naimon, Needa, Oola, Orrin, Paul, unseen danger or killing intent; safely
Poe, Potak, Praxis, Quinton, Rey, Rocco, Saldeed, Samara, Saren, handle Precursor artifacts or remnants.
1. Choose a Playbook Seklor, Spike, Thane, Yast, Yola, Victor, Wyndam, Xavier, Zaeed,
Your playbook determines your character’s role and reputation, X Command obedience with your force of
Zokar

X
their special abilities, and how they advance. Multiple players can personality; intimidate or threaten; lead
Family Names: Acon, Apple, Bartok, Black, Brell, Clovis, Crynyd, an action with NPCs; order people to do
choose the same playbook. Curia, Doona, Drake, Dyson, Emari, Endua, Evazan, Farr, Feris, what you want.
2. Choose a Starting Ability Gallia, Gree, Gyle, Hawking, Hex, Hill, Impera, Indigo, Intal, Ivanov,
Jor, Jusik, Kasur, Kedra, Kor, Kranax, Kritus, Kromyl, Kymnal, Lana, X Consort with connections from your
Playbooks begin with a starting ability marked. Note that

X
Livia, Luo, Mahat, Marak, Natoth, Nagan, Neumann, Nur, Ortcutt, heritage, background, friends, or rivals
starting abilities cannot be selected using Veteran. Pava, Pim, Quag, Ramus, Rudra, Ryle, Shrike, Sprek, Suzuka, Tann, to gain access to resources, information,
Tarkin, Tel, Thorn, Tilad, Ulmak, Ursis, Valorum, Veers, Vosa, Wu, people, or places.
If you want to play a xeno with unique abilities, replace your Wolffe, Wren, Yoneyama, Yueh, Yularen, Zan, Zer X Doctor someone who’s been injured;
starting ability with the following: “Xeno: You may spend

X
Aliases: Ace, Agony, Apex, Athena, Badger, Bingo, Black, Bolt, handle and identify substances; do science;
stress (0-2) to perform an inhuman feat only members of Brakes, Carrot, Cash, Cosmo, Dash, Devil, Dipper, Echo, Eight, comfort, support, or elicit sympathy.
your species can do.” Elbows, Falcon, Fireball, Flex, Game, Gargoyle, Gear, Gonzo, Guns,
Hammer, Headhunter, Helo, Hex, Highball, Hyper, Intake, Iris, Iron, X Hack computers, systems, and digital

X
3. Choose a Special Ability Juggler, Juice, Junior, Karma, Lasher, Legend, Link, Loco, Mooch, locks; reprogram robots or drones; jam
Choose from the list on your sheet. If you’re unsure, choose the Nails, Nemesis, Nova, Owl, Phoenix, Quirk, Raider, Razor, Rash, surveillance and communications.
first one (it’s placed there as a good default choice). Skulls, Snaps, Snitch, Stinger, Syndrome, Tank, Tax, Titan, Tread, X Helm a vehicle; fire ship weaponry; plot
Under, Vandal, Vapor, Wraith, X-Ray, Yellow, Zen, Zenith, Zipper

X
a jump or in-system course; escape a
4. Choose a Heritage chasing ship.
Looks: Man, Woman, Ambiguous, Xeno
Pick one on the sheet and add a note about your family life.
Ornate Headdress Suit and Vest Loose Silks X Rig together mechanical solutions;

X
5. Choose a Background Long Coat Collared Shirt Tight Pants disable, modify, repair, or create
Pick one on the sheet and add a detail about your specific history. Hood and Veil Suspenders Bomber Jacket mechanisms; disable a trap, pick a lock,
Short Cloak Intricate Rings Long Scarf or crack a safe; rig explosives.
6. Assign Action Dots Knit Cap Skirt and Blouse Leathers X Scramble to a positon or away from
Assign four additional action points. No action may begin with Fancy Makeup Wide Belt Stillsuit

X
danger; lift, run, climb, jump, or swim;
a rating higher than 2. After character creation, action ratings Slim Jacket Fitted Dress Hide and Furs traverse harsh environments.
may advance up to 3. Hooded Cloak Flight Suit Worn Uniform
Work Boots Heavy Cloak Space Suit X Scrap with an opponent in blaster

X
7. Choose One Friend and One Rival Mask and Robe Thick Duster Glittering Jewelry or physical combat; assault or hold
You know all of the people here well. Mark someone on your list a position; brawl, fight with melee
who is a close friend, long-time ally, family relation, lover, etc. weapons, or wrestle.
(the upward-pointing triangle). Mark another who is a former 10. Review Your Details X Skulk about unseen; pick pockets;

X
friend turned rival, enemy, scorned lover, betrayed partner, etc. Read your experience triggers and ways you can earn xp. employ subtle misdirection or sleight of
(the downward-pointing triangle). Everyone has access to all the gear on their sheet, but the hand.
items listed in the grey section are special items unique to your X Study a person, document, or item with
8. Choose Your Vice

X
playbook. close scrutiny to gather information
Pick your preferred type of vice (or two) and detail it with a
and apply knowledge; gain a deeper
short description.
understanding; do research.
9. Record Your Name, Alias, and Look X Sway someone with charm, logic,
Choose from the lists (right), or write down your own.

X
disguise, or bluffing; change attitudes or
behavior with manipulation or seduction.
INSIGHT

Scum&vILLAINY mEChanIC a gearhead


and hacker
doctor




hack




starting ability
rig




study
name alias Tinker: When you work on a clock with rig or hack, or when you study






a schematic, fill +1 segment. PROWESS
look
special abilities helm




heritage: imperial—spacer—colonist— background: academic—labor—cult— Bailing Wire and Mech-Tape: You get an extra downtime activity to scramble



repair, and the repair activity costs you 0 cred.
   




m a n u fac t u r e d — wa n de r e r — xe n o guilder—military—noble—syndicate scrap




Construct Whisperer: Machines speak to you when you study them. skulk



The first time you roll a critical while fixing or building a particular




vice/purveyor: faith—gambling—luxury—obligation—pleasure—stupor—weird machine, you may add a simple modification to it.
resolve
   
cold—haunted—obsessed—paranoid Junkyard Hunter: When you acquire parts or equipment during
stress trauma attune



reckless—soft—unstable—vicious
downtime, you may either gain two assets, or one asset at +1 quality.




harm ARMOR Hacker: You may expend your special armor to resist the
command




need consort



3 consequences of hacking, or to push yourself when hacking or
help HEAVY




gathering info electronically. sway




2 -1d SPECIAL Fixed: You may expend your special armor to resist a consequence
BONUS DICE



from machines breaking or being damaged, or to push yourself when
cred  stash repairing or building a machine. push yourself (take
less
1 effect + 2 stress) -or- accept a
 Mechanic’s Heart: When you speak from your heart, your words
 devil’s bargain



recovery can reach even the most hardened criminal, and you gain potency.
Get treatment in downtime to fill your healing clock  
 Overclock: When you spend a gambit on a rig roll to repair or + assist (they take 1 stress)



upgrade, treat the system you worked on as 1 quality higher for the + spend a gambit
remainder of the job.
gambits
notes / projects Analyst: When you hack a system, you may also ask a question about
Add a gambit to your



the owner or location of the system as though you had rolled a 6 on
crew when you roll a 6 or
gather info. When you resist the consequences of hacking, roll +1d. + critical on a risky action
and you didn’t spend a
Veteran: Choose a special ability from another source.
gambit on a bonus die.






colorful friends items (Italics don’t count for load) load  3 light   5 normal  
6 heavy

 
 Slice, a junkyard owner  Fine Hacking Rig  Blaster Pistol
Nisa, a previous employer   Fine Ship Repair Tools   2nd Blaster Pistol
 
 
 Small Drone   Melee Weapon
 
 Stev, a gambler of ill repute Heavy Blaster
 Vision-Enhancing Goggles  
 
 Len, a black market dealer Spare Parts   Detonator
 
 
 Kenn, a family member  Genius Pet   Hacking Tools
teamwork planning & LOAD Gather info   Repair Tools
Choose plan. Pick load. Provide detail:  What’s their intention? mark xp : playbook advancement
Lead a group action.   Medkit

 Assault plan: Point of attack.  What might I suspect about  Every time you roll a desperate action, mark xp in that action’s attribute.
  Spy Gear



Set up another character.  Deception plan: Method. this? What can I prove? At the end of each session, for each item below, mark 1 xp (in your
  Illicit Drugs

 Infiltration plan: Entry point.  What’s the danger here? playbook or an attribute) or 2 xp if that item occurred multiple times.
  Communicator


Protect a teammate.  Mystic plan: Arcane power.  How can I find ?  You addressed a tough challenge with technical skill or ingenuity.
Armor


 

 Social plan: Social connection.  What’s really going on here?  You expressed your beliefs, drives, heritage, or background.


Assist another character.  You struggled with issues from your vice or traumas during the session. Spacesuit

 Transport plan: Route and means.  Ask about a detail for a plan.  



INSIGHT

Scum&vILLAINY musClE
a dangerous
and intimidating doctor




fighter hack




starting ability
rig




study
name alias Unstoppable: You can push yourself to do one of the following:






perform a feat of physical force that verges on the superhuman—
engage a small gang on equal footing in close combat.
PROWESS
look
special abilities helm




heritage: imperial—spacer—colonist— background: academic—labor—cult— Wrecking Crew: Your strength and ferocity are infamous. When scramble



   




m a n u fac t u r e d — wa n de r e r — xe n o guilder—military—noble—syndicate striking in melee, you gain +1d. Whenever you spend a gambit in combat, scrap
you also gain +1 effect on that action.




skulk




vice/purveyor: faith—gambling—luxury—obligation—pleasure—stupor—weird Backup: An ally’s push costs 1 stress on any action you set up or assist.



resolve
   
cold—haunted—obsessed—paranoid Battleborn: You may expend your special armor to reduce harm
stress trauma



reckless—soft—unstable—vicious from an attack in combat, or to push yourself during a fight. attune




harm ARMOR Bodyguard: When you protect a crewmate, resist with +1d. When command




consort



need you take harm, clear 1 stress.
3 help HEAVY




sway
Flesh Wound: If you’re wounded at the beginning of downtime, mark






2 -1d SPECIAL +3 segments on your healing clock. When you push yourself to ignore
BONUS DICE
wound penalties, you take only 1 stress (not 2).
cred  stash push yourself (take
less
1 effect Predator: Take +1d to rolls against weakened or vulnerable targets. + 2 stress) -or- accept a




 Whenever you gather information on a weakness or vulnerability, devil’s bargain
recovery Get treatment in downtime to fill your healing clock   the worst you can get is a 4/5 result.
 + assist (they take 1 stress)
Ready for Anything: When being ambushed, you gain potency to all + spend a gambit



actions during a flashback, and your first flashback costs 0 stress.
gambits
notes / projects Scary: You have an air of menace and danger obvious to even the



most unobservant. You gain potency when trying to intimidate Add a gambit to your
crew when you roll a 6 or
someone. If done immediately after a show of force, also take +1d.
+ critical on a risky action
and you didn’t spend a
Veteran: Choose a special ability from another source.
gambit on a bonus die.






deadly friends items (Italics don’t count for load) load  3 light   5 normal  
6 heavy

 
 Krieger, a fine blaster pistol    Vera, a Fine Sniper Rifle  Blaster Pistol
  Zmei, a Fine Flamethrower   2nd Blaster Pistol
 
 Shod, a weapons dealer
 Sunder, a Fine Vibro-Blade   Melee Weapon
 
 Chon-zek, a bounty hunter   Heavy Blaster
  Zarathustra, Detonator Launcher
 
 Yazu, a crooked cop  Fine Martial Art Style   Detonator
 
 Aya, an assassin  Mystic Ammunition   Hacking Tools
teamwork planning & LOAD Gather info   Repair Tools
Choose plan. Pick load. Provide detail:  What’s their intention? mark xp : playbook advancement
Lead a group action.   Medkit

 Assault plan: Point of attack.  What might I suspect about  Every time you roll a desperate action, mark xp in that action’s attribute.
  Spy Gear



Set up another character.  Deception plan: Method. this? What can I prove? At the end of each session, for each item below, mark 1 xp (in your
  Illicit Drugs

 Infiltration plan: Entry point.  What’s the danger here? playbook or an attribute) or 2 xp if that item occurred multiple times.
  Communicator


Protect a teammate.  Mystic plan: Arcane power.  How can I find ?  You addressed a tough challenge with force or threats.
Armor


 

 Social plan: Social connection.  What’s really going on here?  You expressed your beliefs, drives, heritage, or background.


Assist another character.  You struggled with issues from your vice or traumas during the session. Spacesuit

 Transport plan: Route and means.  Ask about a detail for a plan.  



INSIGHT

Scum&vILLAINY
a galactic

mystiC wanderer in
touch with
doctor




the way hack




starting ability
rig




study
name alias The Way: You can spend a gambit instead of paying any stress cost.






special abilities PROWESS
look Kinetics: You can push yourself to do one of the following: use the Way
helm



to throw a table-sized object with dangerous force—propel yourself




heritage: imperial—spacer—colonist— background: academic—labor—cult— briefly with superhuman speed. scramble
   




m a n u fac t u r e d — wa n de r e r — xe n o guilder—military—noble—syndicate Psy-Blade: You can focus Way energy into your melee weapon. While scrap






charged, the weapon can cut through non-shielded materials with ease, skulk
and you gain potency on your melee attacks.




vice/purveyor: faith—gambling—luxury—obligation—pleasure—stupor—weird
Center: You gain Meditation as a vice. When you indulge this vice, clear resolve
   


cold—haunted—obsessed—paranoid
+1 stress and add Dark Visions as a possible overindulgence.
stress trauma reckless—soft—unstable—vicious Way Shield: You can block blaster bolts with the Way (resist with attune






resolve). If you resist a blaster attack, you may spend 1 stress to
harm ARMOR
redirect fire and make an attack of your own with it.
command




3 need
Warded: You may expend your special armor to resist the
consort
help HEAVY




sway



consequences of a Way attack or artifact use, or push yourself when




using mystic powers.
2 -1d SPECIAL
Psy-Dancing: You may push yourself to cloud a target’s mind and BONUS DICE



cred  stash sway them in the face of contradictory evidence. Spend 1 stress for push yourself (take
less each additional feature: they have only vague memories of the event—it
1 effect + 2 stress) -or- accept a
 works on a small group.
 devil’s bargain
recovery Get treatment in downtime to fill your healing clock   Visions: Spend 1 stress to remotely view a distant place or person tied



 to you in some intimate way. Spend 1 stress for each extra feature: + assist (they take 1 stress)
It lasts for a minute rather than a moment—your target can also
+ spend a gambit
see and hear you—you may see something only familiar to you, not
intimate. gambits
notes / projects Sundering: You may push yourself to attune to the Way and twist it,
Add a gambit to your



causing psychic harm to anyone in the area vulnerable to your assault.
crew when you roll a 6 or
You may spend 1 stress for each additional feature: it damages instead
+ critical on a risky action
of stuns—you and anyone you choose get +2d to resist the effects. and you didn’t spend a
Veteran: Choose a special ability from another source. gambit on a bonus die.






weird friends items (Italics don’t count for load) load  3 light   5 normal  
6 heavy

 
 Horux, a former teacher   Fine Melee Weapon  Blaster Pistol
 Offerings   2nd Blaster Pistol
 
 Hicks, a mystic goods supplier
 Trappings of Religion   Melee Weapon
 
 Laxx, a xeno Heavy Blaster
 Outdated Religious Outfit  
 
 Rye, an unrequited love  Memento of Your Travels   Detonator
 
 Blish, a fellow mystic  Precursor Artifact   Hacking Tools
teamwork planning & LOAD Gather info   Repair Tools
Choose plan. Pick load. Provide detail:  What’s their intention? mark xp : playbook advancement
Lead a group action.   Medkit

 Assault plan: Point of attack.  What might I suspect about  Every time you roll a desperate action, mark xp in that action’s attribute.
  Spy Gear



Set up another character.  Deception plan: Method. this? What can I prove? At the end of each session, for each item below, mark 1 xp (in your
  Illicit Drugs

 Infiltration plan: Entry point.  What’s the danger here? playbook or an attribute) or 2 xp if that item occurred multiple times.
  Communicator


Protect a teammate.  Mystic plan: Arcane power.  How can I find ?  You addressed a tough challenge with wisdom or the Way.
Armor


 

 Social plan: Social connection.  What’s really going on here?  You expressed your beliefs, drives, heritage, or background.


Assist another character.  You struggled with issues from your vice or traumas during the session. Spacesuit

 Transport plan: Route and means.  Ask about a detail for a plan.  



INSIGHT

Scum&vILLAINY Pilot
a ship-handling
wizard and doctor




danger addict hack




starting ability
rig




study
name call sign Ace Pilot: You have potency on all speed-related rolls. When you roll






to resist the consequences of piloting, gain +1d. PROWESS
look
special abilities helm




heritage: imperial—spacer—colonist— background: academic—labor—cult— Keen Eye: You have sharp eyes and notice small details many might scramble



   




m a n u fac t u r e d — wa n de r e r — xe n o guilder—military—noble—syndicate overlook. Gain +1d when firing ship guns or making trick shots. scrap




Side Job: You may spend a downtime activity in port doing odd jobs. skulk






vice/purveyor: faith—gambling—luxury—obligation—pleasure—stupor—weird Gain 1 cred. If there are rumors floating about, the GM will tell you
resolve
   
of them.
cold—haunted—obsessed—paranoid
stress trauma reckless—soft—unstable—vicious Exceed Specs: While onboard a ship you may damage a ship system attune



you have access to in order to gain +1d or +1 effect to a roll.




harm ARMOR command




Leaf on the Wind: When you push yourself, you may spend +1 stress
3 need consort



help HEAVY (3 stress total) to gain both +1 effect and +1d instead of one or the




other.
sway




2 -1d SPECIAL
Hedonist: When you indulge your vice, you may adjust the dice BONUS DICE



cred  stash
outcome by +/-2. An ally who joins you may do the same. push yourself (take
less
1 effect Commander: Whenever you lead a group action, gain +1 scale (for + 2 stress) -or- accept a




 example, a small group counts as a medium group). If you lead a devil’s bargain
recovery Get treatment in downtime to fill your healing clock   group action in combat, you may count multiple 6s from different
 + assist (they take 1 stress)
rolls as a critical.
+ spend a gambit
Traveler: You’re comfortable around unusual cultures and xenos.



You gain potency when attempting to consort with or sway them. gambits
notes / projects
Punch It!: When you spend a gambit on a desperate roll, it counts as Add a gambit to your



crew when you roll a 6 or
risky instead.
+ critical on a risky action
and you didn’t spend a
Veteran: Choose a special ability from another source.
gambit on a bonus die.






fast friends items (Italics don’t count for load) load  3 light   5 normal  
6 heavy

 
 Yattu, a gang boss   Fine Customized Spacesuit  Blaster Pistol
  Fine Small Urbot   2nd Blaster Pistol
 
 Triv, a ship mechanic
 Fine Mechanics Kit   Melee Weapon
 
 Choss, a professional racer   Heavy Blaster
 Grappling Hook
 
 Meris, a scoundrel  Guild License   Detonator
 
 Mav, a former mentor  Victory Cigars   Hacking Tools
teamwork planning & LOAD Gather info   Repair Tools
Choose plan. Pick load. Provide detail:  What’s their intention? mark xp : playbook advancement
Lead a group action.   Medkit

 Assault plan: Point of attack.  What might I suspect about  Every time you roll a desperate action, mark xp in that action’s attribute.
  Spy Gear



Set up another character.  Deception plan: Method. this? What can I prove? At the end of each session, for each item below, mark 1 xp (in your
  Illicit Drugs

 Infiltration plan: Entry point.  What’s the danger here? playbook or an attribute) or 2 xp if that item occurred multiple times.
  Communicator


Protect a teammate.  Mystic plan: Arcane power.  How can I find ?  You addressed a tough challenge with speed or flair.
Armor


 

 Social plan: Social connection.  What’s really going on here?  You expressed your beliefs, drives, heritage, or background.


Assist another character.  You struggled with issues from your vice or traumas during the session. Spacesuit

 Transport plan: Route and means.  Ask about a detail for a plan.  



INSIGHT

Scum&vILLAINY SCOUNDREL a scrappy and


lucky survivor
doctor




hack




starting ability
rig




study
name outlaw name Serendipitous: Your crew starts with +1 gambit when the pool resets.






PROWESS
look
special abilities helm




heritage: imperial—spacer—colonist— background: academic—labor—cult— Never Tell Me the Odds: You generate gambits on desperate rolls. scramble
   






m a n u fac t u r e d — wa n de r e r — xe n o guilder—military—noble—syndicate You may also generate gambits even if you spent a gambit. scrap




I Know a Guy: When you first dock at a port after being away, pick one skulk






vice/purveyor: faith—gambling—luxury—obligation—pleasure—stupor—weird and ask the the GM about a job: it’s not deadly—it pays well enough—it’s
resolve
   
not a rush job—it comes from a faction you trust—it targets an enemy
stress trauma
cold—haunted—obsessed—paranoid you have. You may spend 1 cred per additional feature.
reckless—soft—unstable—vicious attune
Tenacious: Penalties from harm are one level less severe (though




harm ARMOR command



level 4 harm is still fatal).




3 need consort
help HEAVY When the Chips are Down: You gain a second use of special armor




sway



between each downtime.




2 -1d SPECIAL Devil’s Own Luck: You may expend your special armor to resist the BONUS DICE



consequences of blaster fire, or to push yourself when talking your
cred  stash push yourself (take
less way out of (or running from) trouble.
1 effect + 2 stress) -or- accept a

 Daredevil: When you make a desperate roll, you may take +1d. If you devil’s bargain
recovery



Get treatment in downtime to fill your healing clock   do so, do not mark xp in that action’s attribute.
 + assist (they take 1 stress)
Shoot First: When you attack from hiding or spring a trap, take +1d. + spend a gambit



When there’s a question about who acts first, the answer is you (two
characters with Shoot First act simultaneously). gambits
notes / projects
Ask Questions Later: When you consort to gather info, you gain +1 Add a gambit to your



crew when you roll a 6 or
effect and can in addition ask: Who might this benefit?
+ critical on a risky action
and you didn’t spend a
Veteran: Choose a special ability from another source.
gambit on a bonus die.






“friends” items (Italics don’t count for load) load  3 light   5 normal  
6 heavy

 
 Nyx, a moneylender Fine Blaster Pistol (or Pair  )
   Blaster Pistol
Ora, an info broker Fine Coat
    2nd Blaster Pistol
 
 
Loaded Dice or Trick Holo-cards
    Melee Weapon
 
 Jal, a ship mechanic Heavy Blaster
Forged Documents
   
 
 Rhin, a smuggler Mystic Ammunition   Detonator
 
 
 Battro, a bounty hunter Personal Memento
    Hacking Tools
teamwork planning & LOAD Gather info   Repair Tools
Choose plan. Pick load. Provide detail:  What’s their intention? mark xp : playbook advancement
Lead a group action.   Medkit

 Assault plan: Point of attack.  What might I suspect about  Every time you roll a desperate action, mark xp in that action’s attribute.
  Spy Gear



Set up another character.  Deception plan: Method. this? What can I prove? At the end of each session, for each item below, mark 1 xp (in your
  Illicit Drugs

 Infiltration plan: Entry point.  What’s the danger here? playbook or an attribute) or 2 xp if that item occurred multiple times.
  Communicator


Protect a teammate.  Mystic plan: Arcane power.  How can I find ?  You addressed a tough challenge with charm or audacity.
Armor


 

 Social plan: Social connection.  What’s really going on here?  You expressed your beliefs, drives, heritage, or background.


Assist another character.  You struggled with issues from your vice or traumas during the session. Spacesuit

 Transport plan: Route and means.  Ask about a detail for a plan.  



INSIGHT

Scum&vILLAINY SpEakEr
a respectable
person on doctor




the take hack




starting ability
rig




study
name alias Air of Respectability: You get an extra downtime activity to acquire






assets or lay low. PROWESS
look
special abilities helm




heritage: imperial—spacer—colonist— background: academic—labor—cult— Favors Owed: During downtime, you get +1 d when you acquire assets scramble



   




m a n u fac t u r e d — wa n de r e r — xe n o guilder—military—noble—syndicate or lay low. Any time you gather info, take +1d. scrap




Player: You always know when someone is lying to you. skulk




vice/purveyor: faith—gambling—luxury—obligation—pleasure—stupor—weird



resolve
   
Infiltrator: You are not affected by quality or Tier when you bypass



cold—haunted—obsessed—paranoid security measures.
stress trauma reckless—soft—unstable—vicious attune




harm ARMOR Subterfuge: You may expend your special armor to resist a command






3 need consequence of persuasion or suspicion. When you resist with insight, consort
help HEAVY




gain +1d.
sway




2 -1d SPECIAL Heart to Heart: When you provide meaningful insight or heartfelt
BONUS DICE



advice that a crewmate follows, you both clear 1 stress.
cred  stash push yourself (take
less
1 effect Old Friends: Whenever you land in a new location, write down a + 2 stress) -or- accept a




 friend you know there (see Influential Friends below). devil’s bargain
recovery Get treatment in downtime to fill your healing clock  
 Disarming: Whenever you use a gambit while speaking, hostilities + assist (they take 1 stress)



and danger also pause while you speak. + spend a gambit

Purpose: You may expend your special armor to push yourself when gambits
notes / projects



outclassed by your opposition, or when under the effects of wounds. Add a gambit to your
When you resist with resolve, gain +1d. crew when you roll a 6 or
+ critical on a risky action
and you didn’t spend a
Veteran: Choose a special ability from another source.
gambit on a bonus die.






influential friends items (Italics don’t count for load) load  3 light   5 normal  
6 heavy

 
 Arryn, a Noble  Fine Clothes  Blaster Pistol
Manda, a Guild member  Legitimate ID   2nd Blaster Pistol
 
 
 Luxury Item   Melee Weapon
 
 Kerry, a doctor Heavy Blaster
 Luxury Item  
 
 Je-zee, a diplomat Large Luxury Item   Detonator
 
 
  Memento of a Past Encounter   Hacking Tools
teamwork planning & LOAD Gather info   Repair Tools
Choose plan. Pick load. Provide detail:  What’s their intention? mark xp : playbook advancement
Lead a group action.   Medkit

 Assault plan: Point of attack.  What might I suspect about  Every time you roll a desperate action, mark xp in that action’s attribute.
  Spy Gear



Set up another character.  Deception plan: Method. this? What can I prove? At the end of each session, for each item below, mark 1 xp (in your
  Illicit Drugs

 Infiltration plan: Entry point.  What’s the danger here? playbook or an attribute) or 2 xp if that item occurred multiple times.
  Communicator


Protect a teammate.  Mystic plan: Arcane power.  How can I find ?  You addressed a tough challenge with deception or influence.
Armor


 

 Social plan: Social connection.  What’s really going on here?  You expressed your beliefs, drives, heritage, or background.


Assist another character.  You struggled with issues from your vice or traumas during the session. Spacesuit

 Transport plan: Route and means.  Ask about a detail for a plan.  



INSIGHT

Scum&vILLAINY stItCh
spacefaring
healer or doctor




scientist hack




starting ability
rig




study
name alias I’m a Doctor, Not a...: You can push yourself to roll your doctor rating




while performing a different action. Say which patient, research, or



posting taught you this trick. PROWESS
look
special abilities helm




heritage: imperial—spacer—colonist— background: academic—labor—cult— Physicker: You may study a malady, wounds, or corpse, and gather scramble
   




m a n u fac t u r e d — wa n de r e r — xe n o guilder—military—noble—syndicate scrap



info from a crime scene. Also, your crew gets +1d to recovery rolls.




Patch: You may doctor someone during a job to allow them to ignore skulk






vice/purveyor: faith—gambling—luxury—obligation—pleasure—stupor—weird the effects of a harm penalty.
resolve
   
Welcome Anywhere: While wearing your medic garb, you are welcome
cold—haunted—obsessed—paranoid



stress trauma reckless—soft—unstable—vicious even in dangerous places. Gain +1d to consort and sway when offering attune
to tend to anyone in need.




harm ARMOR command




3 need Under Pressure: Add a gambit to the pool whenever you or a crew consort



help HEAVY




member suffers level 2 or greater harm. sway




Combat Medic: You may expend your special armor to resist any
2 -1d SPECIAL



consequence while tending to a patient. When you doctor someone BONUS DICE
cred  stash in combat, clear 1 stress. push yourself (take
less
1 effect Moral Compass: When you do the right thing at cost to yourself, + 2 stress) -or- accept a

devil’s bargain



 mark xp (any category).
recovery Get treatment in downtime to fill your healing clock  
 Dr. Strange: Your research and fields of study are fringe, esoteric, + assist (they take 1 stress)



and focus on the mystical. You may always handle Precursor artifacts + spend a gambit
safely. When you study an artifact or doctor a strange substance,
you may ask one: what could this do?—why could this be dangerous? gambits
notes / projects
Book Learning: You speak a multitude of languages and are broadly Add a gambit to your



crew when you roll a 6 or
educated. Gain +1d when using study during a downtime activity.
+ critical on a risky action
and you didn’t spend a
Veteran: Choose a special ability from another source.
gambit on a bonus die.






old friends items (Italics don’t count for load) load  3 light   5 normal  
6 heavy

 
 Jackev, a drug dealer   Fine Medkit  Blaster Pistol
Alben, a former patient  Fine Bedside Manner   2nd Blaster Pistol
 
 
 Fine Clothing   Melee Weapon
 
 Ditha, a family member   Heavy Blaster
 Recognizeable Medic Garb
 
 Juda, a doctor Candies and Treats   Detonator
 
 
 Lynie, a hospital admin  Syringes and Applicators   Hacking Tools
teamwork planning & LOAD Gather info   Repair Tools
Choose plan. Pick load. Provide detail:  What’s their intention? mark xp : playbook advancement
Lead a group action.   Medkit

 Assault plan: Point of attack.  What might I suspect about  Every time you roll a desperate action, mark xp in that action’s attribute.
  Spy Gear



Set up another character.  Deception plan: Method. this? What can I prove? At the end of each session, for each item below, mark 1 xp (in your
  Illicit Drugs

 Infiltration plan: Entry point.  What’s the danger here? playbook or an attribute) or 2 xp if that item occurred multiple times.
  Communicator


Protect a teammate.  Mystic plan: Arcane power.  How can I find ?  You addressed a tough challenge with insight or compassion.
Armor


 

 Social plan: Social connection.  What’s really going on here?  You expressed your beliefs, drives, heritage, or background.


Assist another character.  You struggled with issues from your vice or traumas during the session. Spacesuit

 Transport plan: Route and means.  Ask about a detail for a plan.  



standard items mechanic items mystic items speaker items
Armor: Really unsubtle, full body stuff. Fine Hacking Rig: Visualization goggles, Fine Melee Weapon: Antiquated weapon that Fine Clothes: Silk sarongs, suits, fine blue
Stops a few bolts. Will shrug off a knife unpublished exploits, overclocked non- acts as an extension of your body. capes.
without noticing. Powered. Assists in market chips, optical vampire taps. Memento of Your Travels: A small statue, Legitimate ID: A properly encoded
movement. Fine Ship Repair Tools: Power-assisted outdated currency, a lock of hair, a picture. Hegemonic ID indicating your legitimate
Blaster Pistol: A pistol that shoot bolts of wrenches, a sonic drill, testing probes, Offerings: A candle, oil lamp, flowers, food, station in the Hegemony.
hot plasma at high speeds. Accurate only power calibrators, a rivet gun. water, incense, pebbles from your journey. Luxury Item: Fine brandies, small but
at close range. Makes “pew pew” noises Small Drone: Small, remote-controlled thoughtful gifts, spices and perfumes, fine
(mandatory). Outdated Religious Outfit: Robes, worn
drone with cameras. May be able to carry cloaks, sandals, etc. instruments, popular games, etc.
Communicator: Has a few bands, likely even something light.
Precursor Artifact: A small object made of Memento of a Past Encounter: A distinctive
a few encrypted. Works only when within Spare Parts: Usually for ship repairs and piece of jewelry, a fine blade with a
ancient materials. Precursor tech.
orbit. electronics. Often forgotten in a pocket or House crest, a signet ring, a small statue.
tool belt. Trappings of Religion: Scrolls, texts, icons,
Detonator: Extremely deadly explosive
weapon. Fits in the palm of your hand Vision-Enhancing Goggles: Eyewear with
cups and bowls, bells.
stitch items
and can be thrown. Takes care of those settings for thermal and ultraviolet, and
shielded doors that heavy blasters can’t magnification levels in the thousands. pilot items Candies and Treats: For those extra brave
customers.
handle. Illegal. You shouldn’t have this. No, Fine Customized Spacesuit: Sweet decals,
really. Genius Pet: Incapable of speaking, but can Fine Bedside Manner: Charm that sets
understand language and assist with basic emergency beacon, some thrust. patients at ease. Some Stitches never
Hacking Tools: Deck, splicing pliers, plugs tasks. Likes you. Really cute. Anticipates Fine Mechanics Kit: Hand-held scanners, hull bother to bring this.
and ports, keypad crackers, specialized your actions. patch kit, assortment of hand tools.
software, custom-modified chips, rainbow Fine Clothing: A suit or outfit for fancy
Fine Small Urbot: Supports piloting and can dinner parties and high society.
dictionaries, automated exploits. What
every growing hacker needs.
muscle items carry a few items. Seems eerily sentient. Fine Medkit: Better stocked than the
If you have more than one Muscle playbook Grappling Hook: Small, but mechanized. standard. Skin staples, diagnostic hand
Heavy Blaster: Can do considerable
on the crew, feel free to fill in your own Can pull you up. Fits in your belt. scanners, synthflesh, bone stabilizers,
damage to vehicles, heavy armor, and
weapon names. Here are a few suggestions: spray hypos, anti-venom, and a wider
constructions like unshielded doors. Has Guild License: Legit pilot certification (may
about a dozen shots. Blink, Checkmate, Echo, Ender, Equalizer, selection of drugs.
not be yours). Will allow you passage
Ghost, Itchy, Malice, Mercy, Pride, Thorn, through a jumpgate. Recognizeable Medic Garb: The common
Illicit Drugs: What’s your poison, space
Thunder, Tickle, Twitch, Whisper, Wynona. red medic outfit bearing the official white
cowboy? Victory Cigars: Enough to share with a few
Fine Martial Arts Style: Your own custom medic seal of the Hegemony. Recognizeable
Medkit: Blood for a few common races, choice people. from a distance.
blend of combat techniques.
gauze, anti-radiation injector, laser scalpel,
antiseptics, thread, painkillers. Krieger, a Fine Blaster Pistol: As a friend
or ally, it can be used during downtime to
scoundrel items Syringes and Applicators: Syringes,
injectors, patch applicators. Many can be
Melee Weapon: Sharp. Blunt. Pointy. Stabby. threaten or intimidate. As an enemy, someone Fine Blaster Pistol/Matched Pair: Customised palmed easily.
Slicy. All different sizes. Some come with else owns it and it’s carrying a bullet for you. or strange. Can fire mystic ammunition.
laser edges. Some vibrate...ooh. Batteries
included. Mystic Ammunition: A large-caliber shell Fine Coat: A heavy but well-made and well- item details
fired from a specialized gun that releases kept coat. Distinctive and with a history. If you want to include advantages from
Repair Tools: Things you need to fix ship mystic energies when it hits. Grants Forged Documents: Reasonably well-made specific details of your items—reach,
engines, speeders, hovercars, and the potency against mystic targets. facsimiles of documents that would never speed, adaptability, etc.—consider a Devil’s
like. Also, tools to hot-splice consoles
and tweak machinery. Hammers, a welder, Sunder, a Fine Vibro-Blade: Cuts through actually be given to someone like you. Bargain that relates to a detail.
screwdrivers, wrenches, battery chargers, almost any material. Decorated blade. Loaded Dice/Trick Holo-cards: Gambling “Can I take +1d here to command by
spray-painters. Vera, a Fine Sniper Rifle: A full-bore auto-lock accoutrements subtly altered to favor flashing my detonator? People will
with customized trigger, double cartridge, particular outcomes. see it and go streaming out into the
Spacesuit: Some radiation protection,
thorough gauge. Can fire mystic ammo. streets in a panic.”
survival in toxic atmospheres, EVA. Half Mystic Ammunition: A large-caliber shell
a day of oxygen (or other substance you Zarathustra, Detonator Launcher: Fires fired from a specialized gun that releases “I’ll empty both clips if it’ll get me +1d,
breathe). detonators at high velocity. mystic energies when it hits. Grants but then I’ll be out of ammo. Hopefuly
potency against mystic targets. there won’t be anyone left standing!”
Spy Gear: Disguises, voice modulators, Zmei, a Fine Flamethrower: For those times
mini-cameras, thermal scanners, false when you really need to heat things up. Personal Memento: A keepsake you cherish. A
thumbprints, and audio filters. Settings for regular and extra crispy. locket, small holo, music from your homeworld.
crew CreatIon
1. choose your ship 4. choose a special ability 6. favorite contact
There are three starting ships to choose from: Choose one of the special abilities listed on your ship. If Take a look at your list of potential contacts on the
you can’t decide which one to pick, go with the first one ship sheet. Although all the contacts are your friends
X Stardancer: Smugglers and blockade runners. and allies, one is closer to the crew than the others.
on the list—it’s placed there as a good default choice.
X
Looking to do odd jobs, small thefts, and find
lost items. Choose one contact who is a close friend, long-time
X Cerberus: Extraction specialists. Looking to 5. assign upgrades ally, or partner in crime. The GM will tell you about two
factions that are impacted by your choice:
X
find missing people or items and claim bounties. Each ship starts with pre-selected upgrades well-suited
X Firedrake: Rebels and criminals. Looking XOne faction is also friendly with this contact,
to the crew, such as the Galley for the Stardancer, or

X
and you get +1 status with them.
X
to protect the downtrodden and fight the the Brig for the Cerberus.
Hegemony. XOne faction is unfriendly with this contact,
In addition to those upgrades, pick two more (details on

X
and you get -1 status with them.
following handouts). You can pick any two boxes, but
2. choose a reputation be aware that some (like Shields) cost two upgrades in
What reputation has this crew garnered with the order to select. 7. update your ship info
different factions of the sector? Choose one (or create Calculate your upkeep costs and starting gambits.
After you assign your two upgrades, the GM will tell you
your own): Gambits are shared and reset at the beginning of jobs.
about two factions impacted by your choices:
Ambitious, Brutal, Daring, Honorable, Crew creation done—you’re ready to fly!
X One faction helped you get an upgrade. You’re
Professional, Savvy, Strange, Subtle.
X
on good terms. They like you, and you get +1
status with them. At your option, spend 1 cred
3. customize your ship to repay their kindness, and take +2 status
Your ship begins with 2 cred in its hold and a few with them instead.
preselected ship systems.
XThe other faction was screwed over when
Choose two additional ship systems to improve. Your
X
you got an upgrade. They don’t like you, and
choices are engines, hull, comms, and weapons. You you get -2 status with them. At your option,
may instead improve crew quality but it’ll cost your spend 1 cred to mollify them, and take -1
crew its starting 2 cred. status with them instead—tell us how you
After you decide what you improve, the GM will tell you smoothed things over.
about a faction that helped you get those improvements. You’ll be able get more upgrades in the future by earning
They did you a favor. How do you respond? xp or spending cred.
X Pay them off. Give them 1 cred in exchange for
X
a job well done.
X Owe them one. Promise them you’ll return the
X
favor down the line when they ask and gain +1
status with them. If you chose crew quality, you
must take this option.
X Stiff them. No need to pay a faction that
X
doesn’t demand payment up front! Take -1
status with that faction.
MODULES & UPGRADES
Complex specialized systems. Not required, data storage. Grants special armor against Cloaking Device: Doesn’t necessarily render Land Rover: Armored all-terrain vehicle for
but provide functions the crew considers interception of digital communications. the ship invisible to the eye, but masks the carrying heavy cargo or folks over land.
important. Often found on larger ships. Data on the ship is in a secure state until heat and electrical signature of the ship, High-powered winch and decorative stickers
unlocked. making it very hard to detect or identify. come standard.
AI module: Software connected to an Ur
Super illegal. Power Reserves: Batteries and energy
AI core running throughout the ship. Can Targeting Computer: Handles calculations
automate tasks or run the ship on behalf and targeting for weapon systems without Gravitic Field Generator: Creates a large supplies that can power the ship
of the crew. Snarky personality module the crew. Roll comms rating when firing. gravitic field extending ship to ship. Can independently of the engine. Sufficient
available for free. be used to grapple or tow. Temperamental for a few hours of operation at minimal
crew gear and dangerous. Guild prototype. Not legal. usage or a few minutes of full power. Acts
Armory: A secure room holding the crew as armor against power-related mishaps.
weapons and armor, which are considered fine. Alien Pet: Lovable rapscallion or loyal Jump Drive: A special engine that can
guardian, these critters are more trouble activate the Ur gates that connect systems Shuttle: A small spacecraft capable of
Brig: Space jail. Not meant for long-term than they’re worth. and translate the ship into hyperspace carrying a few people from planet to
incarceration. lanes. orbit. Limited systems capacity—treat any
Land Transport: Land-based transports for system as quality zero vs. actual ships.
Galley: A combined kitchen and serving the entire crew. Tires or close-to-ground
HULL Can attach to airlocks, but best stored
area for meals. Greatly facilitates longer hover. These may be motorized bikes, land- in a landing bay if you don’t want stray
trips. Includes fresh food storage. skimmers, boats, or very small cars. Hull governs how tough a ship is. These asteroids or partical cannon fire affecting it.
Medical Bay: A clean room with medical Recon Drone: A small drone for surveillance, passive systems are laid out throughout
the ship and often necessary for certain Stasis Pods: State-of-the-art pods provide
equipment. No hospital, but sufficient to mapping, and intelligence gathering. Can room for one severely injured, deathly
patch most injuries. Storage for drugs and actions. Note: personal and freighter-sized
be given simple instructions. Uses comms ill, or unconscious guest each. Does not
medical scanners. Add +1d to recovery rolls. ships can land on planets, otherwise you
quality when contested. prevent dreams.
need shuttles.
Science Bay: Laboratory that can be used to Survival Gear: Camping gear, rebreathers, Vault: Useful for securing valuables during
climbing equipment, scuba gear. Everything Cargo Hold: Enough space on a ship to
analyze anomalies and Precursor artifacts. space travel. Programmable lock allows
Secure storage for things that may react an enterprising crew needs to survive on make a moderate (cred-earning) shipment. for personalized security codes, one-time
oddly with the rest of the ship (or physics). an inhospitable, but not uninhabitable, rock. A cargo hold is evident when the ship is use codes, and access logs. Uses hull
Stillsuits included. boarded, and no special precautions are rating when contested.
Shields: Particle sinks and EM deflectors. taken to hide its contents.
Overwhelmed by focused fire. Counts as Workshop: Plasma cutters, a nano-
armor against ship weapons and energy assembler, a stock of metal and electrical Crew Quarters: You can sleep anywhere, WEAPONS
attacks. Largely absorbs blaster fire. Costs components, a forge—anything required but crew quarters are actually meant
for it. Crew quarters afford privacy and Self explanatory. Note that most non-
two upgrades instead of one. to build, modify, or disassemble complex military ships are not armed. Obvious
machines. Adds +1 quality to craft rolls. comfort in a domain where such things are
weapons can land you in trouble.
COMMS luxuries. Also you don’t have to share, and
Communication arrays, sensors, and scanners. CREW TRAINING you know the first mate snores. Coherence Cannon: Capital weapon. One
These systems govern signal detection, May represent an appropriate place on Landing Bay: Airlocks, bay-doors, and shot only until repaired or recharged on
transmission, and the quality of a ship’s computers. your ship, relevant manuals, or expert takeoff ramps to accomodate shuttles and ships smaller than dreadnoughts. May fry
mentors. single-pilot small fighter craft. systems. Deadly. Super not legal.
Fake Transponder: Usable remotely, this
system can broadcast a different ship’s Mark 2 xp in the appropriate category Smuggling Compartments: Like a cargo Grappling Hooks: Officially for latching onto
signal or play a powerful recording or instead of 1 when taking the downtime hold (can carry a small shipment), but it asteroids and netting cargo, it’s an array
sensor echoes (or act as a beacon). train action. won’t show up on routine scans or visual of nets, grappling lines, and arms that
inspections of the ship. At 3+ hull rating, can tie together two vessels for towing
Long-Range Scanner: Provides broad EM or boarding. Legal.
ENGINE has life support for smuggling people too.
spectrum and gravimetric readings, giving
Mining Drill: Vicious, close-range, high-
the crew advance warning up to a dozen Power and propulsion systems of a ship upgrades
light-minutes away. power energy drill. Vaporizes rock. Easily
ship. Not only make you go, but let you Holo-Emitters: For holo-conferences and modified to bore through hulls. Legal.
Nexus Link: A link to the Hegemonic System maneuver, power your ship, and travel maps. Images won’t hold up to close
space in a few different ways. Ships at 0 Missiles: Projectile with mounted drive.
Network. Allows for news updates, scrutiny but can be convincing for a short
realtime messages, and tapping into engine rating have minimal thrust. Not legal.
while. Includes sweet games and holo-vids.
system-wide sensor grids. Others may Afterburners: Dumps raw fuel into the Particle cannons: Pew! Pew! Usually fixed
Intruder Alarm: A full suite of sensors
be able to hack into your ship remotely engines for a short burst of speed. May in one direction on personal vessels. Often
about the ship, including motion sensors,
via the same channel. treat engines as one higher rating for a cross linked. Not legal without license.
door codes, and panic buttons that can all
Quantum Encryptor: Encrypts comms and roll, but it may damage them. trigger a klaxon and red security lights.
CREW SPECIFIC UPGRADES
stardancer options cerberus options firedrake options
False Ship Papers: A few well-forged or transferred Tracers: A wide array of ways to track your targets. Black Market Contacts: Able to get you all the modules
documents, giving the crew and ship identities that are less Includes tiny bugs that can be hidden on clothes with a (even illegal ones) your ship needs, even when you’re
wanted in any given system. Often simplify gate travel if suave pat on the back, beacons that can attach to hulls, wanted. Resourceful. Mobile. May have jobs for you from
the transponder and ship match. You have a couple sets and even transmission cloners for comms. Legality varies. time to time.
you can swap between. Stun Weapons: A variety of weapons for capturing and Secret Base: Perhaps inside ancient Ur ruins on a planet.
Dark Hyperspace Lane Maps: Routes through systems that securing prisoners without (serious) harm. Includes, but is Maybe buildings inside a massive asteroid. Possibly
aren’t officially maintained. Sometimes faster. Always less not limited to: restraints (0 load), stun batons (1 load), stun an old and forgotten station, long abandoned but now
patrolled. Often full of Way creatures, pirates, and other settings on normal blasters (1 load), even stun grenades repurposed. You have found and commissioned a hiding
scoundrels. You don’t want to think about the poor fools (replace detonators on sheet, 1 load), knockout drugs spot away from the baleful gaze of the Hegemony where
that died mapping them. (0 load, may not work on some xenos). Not required to you and your allies can meet, hide, and plan your jobs.
Smuggler’s Rigging: Webbing or fake skin used to hold small
bring on jobs, but useful if you want to claim bounties. It’s secret...for now.
Generally legal.
items close to the body. Adds some hands-free carry Popular Support: It takes work to win hearts and minds,
room while working on the outside of the ship, and lets Personal Vehicles: Sleek single-seater craft that can fold but your cause has supporters among the common folk.
you smuggle a blaster into a well-guarded meeting while up tight enough to fit into a reasonable parking space. When you approach a planet or a station, ask the GM
keeping the stylish cut of your coat. Hides one item with Limited fuel, but can break atmo. Can carry basic weapons, who there might be a sympathizer. Costs three upgrades
a max of 1 load. though they can’t seriously damage anything freighter- instead of one.
sized or larger. You may want a landing bay. Costs two
Lucky Charm: Whether an Ur artifact or a few mementos Way-Blessed: Some people are just plain lucky. The
upgrades instead of one.
prominently displayed, sometimes luck is just believing. common folk think this is some sort of sign. Don’t look
The crew starts with +1 gambit every job. It costs two Hard Knocks: Sometimes luck is just hard-earned too much into it. You start with +1 gambit at the start of
upgrades to unlock instead just one. experience. Your crew starts each job with +1 gambit. every job. Costs two upgrades instead of one.
Thrillseekers: Each PC gets +1 stress box (increase max
Costs two upgrades instead of one. Driven: Each PC gets +1 trauma box. This can bring a PC with
to 10). It costs three upgrades to unlock, not just one. Smooth Criminals: Sometimes legality is only a question of 4 trauma back into play if you wish. Costs three upgrades
who has the gun. Each crew member gains +1 stress box instead of one.
(total 10). Costs three upgrades instead of one.
AUXILIARY
Scum&vILLAINY ship sheet stardancer
illicit merchants,
smugglers,
and blockade
runners

special abilities
CF-350 Series Scarab-class Freighter
designation crew reputation The Getaway: You gain potency when you scramble or helm to avoid



colors/look capture or run a blockade. When doing a delivery job, take +1d to the
engagement roll.
CrEW ship size personal — freighter — corvette — frigate — dreadnought
Cargo Eye: Your crew gains +1 cred for smuggling or delivery jobs.



HuLL  For each level of damage, mark a ship system. ENGINES Whenever you gather info you can always ask, “What is most valuable


 Each downtime you don’t pay your ship’s upkeep, roll a die here?”

 Smuggling Compartments for each consecutive downtime you haven’t paid.  Jump Drive
 1-3 No worries. Field Repairs: You gain potency when repairing your ship while in
 Cargo Hold  Afterburners




 4/5 Damage to a system, but it’s minor. You can rig a solution.
space. If you spend a gambit on a rig roll, you gain +2d (instead of +1d).

  6+ A system is badly damaged and must be repaired. 

Leverage: Your crew knows how to pull strings and cash in favors.
 cred debt 



When you lay low, instead of rolling you can take -1 status with a
           
faction at Helpful (+1) or better to reduce your wanted level by 1, and
set your heat to 0 in a system.
Just Passing Through: During payoff, take -1 heat. When your heat is



4 or less, you get +1d to deceive people when you pass yourselves off
as ordinary citizens, and you still have two downtime activities even if
you’re at War (-3) with any faction, as they have trouble locating you.
Home Cooking: Your whole crew gains Home Cooking as a vice. Right



after a job, you may spend 1 cred and a downtime activity to cook
GAMBITS for everyone, allowing the whole crew present to make a vice roll.
reset to 2 gambits If anyone overindulges, a fight erupts, and everyone gains 1 stress
at the start of
every job after the vice roll. Requires a galley module.
Problem Solvers: Each PC may add 1 action rating to helm, rig, or



     scramble (up to a max of 3).
   
Veteran: Choose a special ability from another source.





Comms upkeep WEApons crew/ship upgrades contacts
Auxiliary Ship Gear False Ship Papers  T’kala, a dockmaster

Fake Transponder
  


 AI Module  
Holo-Emitters Dark Hyperspace Lane Maps  Alor, a keen-eared barkeep
(systems + crew) / 4  
Quantum Encryptor
   Armory


paid at the start of    
Intruder Alarm
every downtime Smuggler’s Rigging  Heani, a tugboat captain

  Brig  
Land Rover


 Galley  
Power Reserves Lucky Charm  Rakka, a diplomat


skips shields
 Medical Bay  
Shuttle Thrillseekers  Citani, a reclusive info broker


 Science Bay  
Stasis Pods crew xp
notes / projects   Shields  
Vault
At the end of each session, for each item below, mark 1 xp (or 2 xp
Training Crew Gear instead if that item occurred multiple times).
Insight
  Alien Pet
   You executed a successful transport or smuggling operation.

Prowess
  Land Transport
   You contended with challenges above your current station.

Recon Drone
   You bolstered your crew’s reputation or developed a new one.
Resolve
 

Survival Gear
   You expressed the goals, drives, inner conflict, or essential nature of the crew.
Playbook

  Workshop
 
StartinG tHE GamE: StArDanCEr
starting situation job i
Your crew of smugglers was hired by Citani (your crew’s reclusive Make Warren busy, grimy, and exciting. Give the players plenty of
info broker friend) to deliver a small, well-sealed box to the moon things in the scene to jump over, have breakneck chases around, The Banshee (the Pirate Queen leader
of Warren for a very particular client who didn’t want to reveal and blow up. Several factions are after the box, and any crimes of the Maelstrom) is looking for
their identity. The job sounded easy enough... will alert the House Malklaith guards. Very likely a faction of any someone to steal a Nightspeaker mask
power will have locked down the crew’s ship in port too. and will pay you handsomely to get it
The delivery should have been easy cred, except that your contact done quietly.
is dead, you might take the rap for it, and several powerful
factions are more likely to kill than negotiate for the object you’re the next scenes X Who has the mask currently? How

X
holding. and why is it currently vulnerable?
Downtime should be when the players decide what to do with the Who else wants it?
The crew is holding the Aleph Key (the artifact inside the box). Can Key. Ask them what their priorities are as players and the crew.
they stay alive and keep it long enough to make a profit? Who Perhaps they want to gather information on possible buyers, or X What’s the plan? Provide the detail.

X
will end up with it? And can you get that landlock lifted from your investigate the artifact itself. They may also just keep the artifact X Engagement roll. Cut to the action.
and run, focusing on liberating their ship and getting far away

X
ship? We play to find out.
from Warren first.
making it yours The next job will likely be convincing a faction to not simply kill the
job ii
crew and take what they want, but instead to actually cough up
Customize the starting position below to suit your own crew. the creds and buy the artifact. Whoever the crew sells it to will A scientist wishes to hire a crew to
What does the Aleph Key do? It should be something big (perhaps likely have enemies that may then need some space scoundrels get them off Warren, past the Guild
a key component to making or opening jumpgates, or a powerful to help them even the score. patrols looking for them and to the
program that can hack Guild systems). Think about what you
next system over where they’ll be
want your story to be about, and how gaining such a thing might
impact the sector. the campaign safe.
You can easily play out the consequences of the starting situation X What research does the Guild not
During crew creation, you chose some factions the crew rubbed

X
over several sessions. Who do the PCs sell the artifact to? What want them to reveal? Which faction
the wrong way. See if any of them could be interested in the Key.
Perhaps a crew member’s rival might be involved. Making the ends do they use it for? Who holds a grudge because of it? Does will hide them once they’re off-
story personal adds immediacy and ties the players’ choices someone want the crew to steal it back? Can they stay on-planet world?
directly into the narrative. long enough to avoid powerful angry factions and the law in order X What’s the plan? Provide the detail.
to do more jobs?

X
X Engagement roll. Cut to the action.
the first scene Write down pressing questions to help keep the action focused:

X
After the players make their characters and crew, tell them this: Why does House Malklaith want the Aleph Key?
The drop-off is a bar near the ground of Warren, meaning Your contact was hired by the original client. How close are job iii
the air outside is thick with smog, and the patrons are of they to tracking down the crew and the Key?
the rougher sort. Your contact is in the private booth in the A plague has broken out among the
How does the Church of Stellar Flame deal with the sale of workers on Indri. A Mendicant priest
back. Just one problem... high-value artifacts? on Amerath wants to tend to them, but
As you sit down to conclude the deal, you see that your the Church of Stellar Flame is looking
These questions may collect a clock or two to track the status of
contact is dead, and covered in fresh blood. Adding to your for them, and has hired the Legion to
woes, there are House Malklaith guards drinking at the bar, developing circumstances. When a question is answered, remove
the clock and add a new one as needed. Clocks don’t have to last assist.
and some well-geared folks eyeing the booth. This is not the
best place to pick a fight with few escapes in sight. forever. X Which other faction hired bounty

X
hunters to attack this priest?
How do you escape? Will you try to talk your way out
of this? Slip out the back? Perhaps steal a few getaway How have their religious practices
vehicles that some tough-looking hoverbike riders have changed the priest?
parked outside? X What’s the plan? Provide the detail.

X
Create a 10-segment getaway clock and explain that it advances X Engagement roll. Cut to the action.
whenever the party evades or throws off any pursuers.

X
Scum&vILLAINY ship sheet CERBERUS bounty hunters
and extraction
specialists

special abilities
R-29 Firebrand-type Patrol Craft
designation crew reputation Licensed: Take -2 heat on any legitimate bounty hunting job. Your ship



colors/look can carry particle weapons, and your crew can carry and legally use
heavy blasters in the pursuit of a target.
CrEW ship size personal — freighter — corvette — frigate — dreadnought

COMMS  For each level of damage, mark a ship system. ENGINES On the Trail: Your crew gains an extra downtime activity to work on



 Each downtime you don’t pay your ship’s upkeep, roll a die
 Long-Range Scanner 
for each consecutive downtime you haven’t paid. Jump Drive
  long-term projects, or acquire assets to track bounties.
 1-3 No worries.
 Nexus Link 

 4/5 Damage to a system, but it’s minor. You can rig a solution.
Light Touch: You gain potency when tailing a target, or when gathering

  6+ A system is badly damaged and must be repaired.





 cred debt
info at a target’s previous location.
           
Snatch’N’Grab: When you use a deception, infiltration, or social plan



to execute a kidnapping or extraction, add +1d to the engagement roll.

Loaded for Bear: Your crew can carry +1 load. They have distinctive



and high-quality armor. When you wear armor, it counts as heavy
armor (two uses).

Play Both Sides: When you release a bounty target, make them a
GAMBITS



crew contact.
reset to 1 gambit
at the start of
every job
Deadly: Each crew member may add 1 action rating to command,



scrap, or skulk (up to a max of 3).
    
   
Veteran: Choose a special ability from another source.





WEAPONS upkeep HULL crew/ship upgrades contacts
Auxiliary Ship Gear Tracers  Stacy Weathers, ace reporter

 
Grappling Hooks 


 AI Module  
Holo-Emitters Stun Weapons  Arlox, an Ashen Knives Pasha
(systems + crew) / 4  
 
Particle Cannons 


paid at the start of  Armory  
Intruder Alarm
every downtime Personal Vehicles  Ishi, a weapons dealer

  Brig  
Land Rover


 Galley  
Power Reserves Hard Knocks  Lix, a xeno tracker


skips shields
 Medical Bay  
Shuttle Smooth Criminals  Jezri, a fixer


 Science Bay  
Stasis Pods crew xp
notes / projects   Shields  
Vault
At the end of each session, for each item below, mark 1 xp (or 2 xp
Training Crew Gear instead if that item occurred multiple times).
Insight
  Alien Pet
   You executed a successful extraction operation or capture of a bounty.

Prowess Land Transport
   You contended with challenges above your current station.
 

Recon Drone
   You bolstered your crew’s reputation or developed a new one.
Resolve
 

Survival Gear
   You expressed the goals, drives, inner conflict, or essential nature of the crew.
Playbook

  Workshop
 
StartinG tHE GamE: CErBErus
starting situation job i
Your crew of bounty-hunters was hired by Arlox (your crew’s Create an 10-segment chase clock and put two ticks on it to
Ashen Knives Pasha friend) to capture Cho-Tyrek, a badass represent the crew’s actions in finding Cho’s hideout. Actions A thief has stolen a well-guarded piece
Syndicate muscle who apparently left a job unfinished. And the bringing the crew closer to Cho-Tyrek increase the chase clock of jewelry from Glimmer. The Guild
Ashen Knives don’t like leaving jobs unifinished. and delays decrease it. If the clock fully empties, Cho escapes. wants it found—and kept hush-hush.
Make Warren busy, neon-lit, and full of things to dodge, weave, X Who is protecting this thief from the
Tracking a Syndicate muscle who doesn’t want to be found is no
and even crash into. Tyrek will absolutely shoot to kill if it looks

X
easy feat, but you know where he’s laying low. In the process usual Guild channels?
like he can’t get away, but once the clock fills, he’ll surrender—
you’ve found out that the Ashen Knives aren’t the only people who X Make a clock for finding the thief and
providing the crew agrees to take care of his charge. The crew
are looking for Cho. Several other factions are offering bounties

X
can decide what to do with him at that point. tick it whenever the crew finds a clue
for him and what he holds. or makes a roll that directly leads
them to the thief.
Will the crew catch Cho? Can they keep others from getting him
first? What will they do with the childlike Urbot he has with him?
the next scenes
X Once the clock is done, ask: What’s
The players should decide what to do with Tyrek during downtime.

X
Will Arlox be understanding if they let him go? We play to find out. the plan to capture the thief? Provide
He’s on the run with a small Urbot named Ara-ini, housed in a the detail.
frame reminiscent of a small child. Cho’s assassin’s code will
make it yours not let him harm children—he’s become convinced Ara-ini counts. X Engagement roll. Cut to the action.

X
Customize the starting position below to suit your own crew. The next job will likely be either turning Cho over to the Ashen
Cho-Tyrek has an extremely unusual Urbot with him. Why is she Knives on Indri, or trying to smuggle Ara-ini to a representative
special? What can she do, or what does she imply about Urbots of Conclave 01 who was to meet Cho on Baftoma. There are other job ii
that the Guild (or others) may not want disseminated? Does the factions who want one or the other—the Guild is a prominent Nightspeaker Doraam’s protégé Rax
Conclave want to free her as an individual with free will? possibility—and who will likely send someone to crash the party. left before completing training. Doraam
During crew creation, you chose some factions the crew rubbed Ask the crew their plan and make an engagement roll. wants you to find and deliver them to a
the wrong way. See if any of them could be interested in the The crew may decide to let Cho-Tyrek go after they hear his story. Nightspeaker ship in the black.
Urbot. Perhaps a crew member’s rival is racing the crew to the Add him as a crew contact and offer them some of his cred, and X Who would a scared apprentice run
prize? Making the story personal adds immediacy and ties the potential jobs (roll on the jobs table).

X
to on Warren and why would they
players’ choices directly into the narrative. abandon their training?
the campaign
the first scene X What’s the plan? Provide the detail.

X
You can easily play out the consequences of the starting situation X Engagement roll. Cut to the action.
After the players make their characters and crew, tell them this: over several sessions. What do the PCs do with Ara-ini? Who is

X
You’re in the hallway of the second floor of a run-down hotel upset with them for their choices? Does someone want the crew
that the neon sign out front proclaims as “Paradise.” It’s cost to steal the Urbot back?
some cred—and a few twisted arms in two systems—to get
Cho’s location, but you’ve tracked him to Warren, and that
Write down pressing questions to help keep the action focused: job iii
sweet prize money is about to be yours. As you prepare What can Ara-ini do that other Urbots cannot? Members of the Church of Stellar
to kick the door to Cho’s room down, you hear the roar of How are Ara-ini’s original owners planning to deal with the Flame have identified Commander
a hoverbike engine starting up in an alley behind the hotel. Tallon’s psychic, and want you to
crew?
Heavy blaster fire begins ripping through the hallway, capture her and deliver her to the
shredding the plaster and moving quickly towards where These questions may collect a clock or two to track the status of Way of Light (a battle cruiser). She’s
you’re standing. It’s Cho-Tyrek on a souped-up hoverbike, developing circumstances. When a question is answered, remove scheduled to transport to the surface
a tiny figure clutched to his back. What do you do? the clock and add a new one as needed. Clocks don’t have to last of Aleph to interrogate someone in a
forever. lonely prison in the toxic atmosphere
This might be a good place to introduce resistance rolls (to avoid
of the planet.
the heavy blaster fire) or flashbacks (to showcase how parts of
the crew may be someplace else). X What’s the plan? Provide the detail.

X
X Engagement roll. Cut to the action.

X
Scum&vILLAINY ship sheet FIrEDrAkE rebels and
hegemonic
criminals

special abilities
Converted Khanjigar-class Corvette
designation crew reputation Old Hands: When you’re at War (-3) with a Hegemony faction, all crew



colors/look members get +1d to vice rolls and still get two downtime activities
instead of just one.
CrEW ship size personal — freighter — corvette — frigate — dreadnought

COMMS  For each level of damage, mark a ship system. WEAPONS Forged in Fire: Your crew has been toughened by cruel experience.




 Each downtime you don’t pay your ship’s upkeep, roll a die You each get +1d to all resistance rolls.

 Targeting Computer for each consecutive downtime you haven’t paid.  
Particle Cannons
 1-3 No worries.
 Fake Transponder  
Coherence Cannon

 4/5 Damage to a system, but it’s minor. You can rig a solution. Sympathizers: Your ideology is especially appealing. When you deal



  6+ A system is badly damaged and must be repaired.
 with a crew or faction, the GM will tell you who among them believes

 cred debt
in your cause (one, a few, many, or all).
           
Natural Enemies: When you run a job against Hegemony factions,



take +1d to the engagement roll.

Spark of Rebellion: If you leave a calling card or highly visible symbol



of resistance on your job, gain +2 heat. Your crew gaints +1d to vice
during the next downtime, and cannot overindulge.

GAMBITS Just Cause: When your crew does the right thing at cost to



reset to 2 gambit themselves, you may mark a crew xp.
at the start of
every job
Hearts & Minds: Each crew member may add 1 action rating to



     command, consort, or sway (up to a max of 3).
   
Veteran: Choose a special ability from another source.





ENGINES upkeep HULL crew/ship upgrades contacts
Auxiliary Ship Gear Black Market Contacts  Garin, a Guild weapons engineer

Jump Drive
   
Crew Quarters


 AI Module  
Holo-Emitters Secret Base  Tyura, a legendary assassin
(systems + crew) / 4  
  
Landing Bay


paid at the start of  Armory  
Intruder Alarm
every downtime Popular Support  Ada Black, a famous performer

  Brig  
Land Rover


 Galley  
Power Reserves Way-Blessed  Tiko Lux, a hotshot pilot


skips shields
 Medical Bay Shuttle
  Driven  Ibo-one, an ancient Cult mystic


 Science Bay  
Stasis Pods crew xp
notes / projects   Shields  
Vault
At the end of each session, for each item below, mark 1 xp (or 2 xp
Training Crew Gear instead if that item occurred multiple times).
Insight
  Alien Pet
   You executed a successfu job that opposes Hegemonic dominance.

Prowess Land Transport
   You contended with challenges above your current station.
 

Recon Drone
   You bolstered your crew’s reputation or developed a new one.
Resolve
 

Survival Gear
   You expressed the goals, drives, inner conflict, or essential nature of the crew.
Playbook

  Workshop
 
StartinG tHE GamE: FIrEdrAkE
starting situation job i
Your crew was framed and caught for crimes that—for once—you Freeing all the prisoners in the compound will also make a
have not committed. They’ve sent you all to the nastiest prison scene, which could be useful. Certainly some powerful Syndicate The Cobalt Syndicate is looking for
in the sector—Isotropa Max Secure. Whether you knew each members are imprisoned here, and willing to pay to get out. a crew willing to acquire for them a
other already, or made friends in the scant few days here, you’ve prototype Starsmiths Guild ship. This
Agree to any makeshift gear the crew comes up with, and ask is no ordinary vessel, as it’s being built
forged an alliance, and a plan. them to choose their load once they get to their stuff. Then on a hunk of rock away from the usual
One of you has a ship held in impound—called the Firedrake— suggest they get to the ship and get out. Feel free to flash back hyperspace lanes.
until the Starsmiths can pick it up. The Hegemony techs have to how the crew gathered whatever tools and allies they have
secured it, but you have hidden security overrides and ignition on hand. X What is so special about this ship

X
codes if you can get onboard. It’s just the chance you need to that makes the Cobalt Syndicate
The job ends when the crew is free of the prison. want it? Who is guarding this site?
get out before the Hegemony factions figure out which crimes
you actually committed. How do you plan to get away?
Tonight is the night you spring your plan into action. It’s simple:
the next scenes X What’s the plan? Provide the detail.

X
get free, get your stuff, get the ship, get out of dodge. Mayhem, Downtime should be when the players decide what to do with X Engagement roll. Cut to the action.
profit, and rebellion are optional. their ship. Ask what their priorities are as players and as a crew.

X
They may have fallout to deal with over how they escaped from
Can you recruit any other prisoners? Will you get out quietly or the facility, or they may want to look into who flagged their
are you going to make the Hegemonic News Network? And how names in the first place.
will you get the ship out of impound? We play to find out.
Perhaps prisoners that escaped in the chaos feel like they owe job ii
the crew a favor and offer them a job. Or a faction that saw how
make it yours the crew stuck it to the man wants to be allies, in the hopes that
Victor Kromyl, Governor of Mem,
treats the native population somewhat
Customize the starting position below to suit your own crew. the crew will rebel again on their behalf.
poorly. The Vigilance has judged him
Is there an allied faction with someone in lockup you can bring harshly and is looking for someone
along? Are there enemies that might use the chaos to strike at the campaign with the muscle to help him pay.
your crew? Is a crew member’s ally or friend in the secure wing? You can easily play out the consequences of the starting situation X What punishment would satisfy their
Making the story personal adds immediacy and ties the players’

X
over several sessions. Who is blamed for your escape, and how desire for vengeance?
choices directly into the narrative. long will they hunt you to make it right? Will the Hegemony ever
realize exactly who they held in their hands and lost? What bounty X What’s the plan? Provide the detail.

X
the first scene hunter is hired to chase you down? X Engagement roll. Cut to the action.

X
After the players make their characters and crew, tell them this: Write down pressing questions to help keep the action focused:
You’re in the mess on a normal day, eating food, stretching Who is blamed for the escape and how will they seek to
your legs, getting into fights while the guards watch… But even the score?
you know that today’s the day. There’s a blare of alarms
followed by silence. Darkness falls, and it will be a few How does the Hegemony deal with sparks of rebellion? job iii
minutes before anything but emergency lights turn on. In Do your previous allies still trust you, knowing that you were The Banshee will pay top cred for
the commotion, a few cell doors spring open. Your gear is locked up and almost miraculously got away? someone to capture a Guild engineer
in a safe, past a grate and down the hall. who doesn’t go off-world very often.
These questions may result in a clock or two to track the status of The xeno is said to be one of the
The guards are confused, trying to find their way without developing circumstances. When a question is answered, remove
lights. The drones that back them up are the real problem. Hegemony’s foremost experts on
the clock and add a new one as needed. Clocks don’t have to last jumpgates, and he’s taking a much-
How do you get past them both and deal with the door forever.
leading to your stuff? needed vacation aboard a luxury
vessel on a tour of the Indri system.
The Hegemony is efficient, but understaffed tonight and
unprepared for a breakout. Engagement with blasters is possible, X What’s the plan? Provide the detail.

X
but so is scrambling through dark corridors, rigging secure doors, X Engagement roll. Cut to the action.
and hacking terminals for drone control and valuable information.

X
SySTEM : RIn heat WAntEd 1 of 4
system overview notable locations
The entry point to the Procyon sector, Rin was colonized Aleph: Between the poisonous gasses and tectonic The Straylight: The latest fad, the Straylight is an upscale
a little over a hundred years ago by House Nim-Amar. instability, Aleph would be a planet to avoid if it weren’t club and cocktail bar where elites can wine and dine. It
It has never been an important sector, so Malklaith’s for its mineral stores. Most of the wealth dug from the usually orbits Aleph, though it can move to other planets
never invested more than a minimum of resources in planet is taxed heavily by the Governor, leading to frequent and moons in the system. Its owner, Chance, runs a tight
its development. Instead, it’s used to train young House unrest with the miners. establishment, but things can sometimes get out of hand.
members, or as an assignment to punish those who fail the Ashtari Cloud: An Ur ship suffered a mishap here, Baftoma “The Husk”: Resource exploitation by the
House. Galactic law is more present here than the rest of generating an in-system nebula. Normal propulsion is Hegemony is comprehensive, and planets incapable of
the sector, as this is the seat of the sector’s administration minimal and nav systems are dodgy. The Maelstrom sustaining life are stripped to their core. Baftoma was
and contains gates to three systems, including a path pirates have figured out how to navigate the cloud, and one such planet—now only scaffolding of rock remains, its
towards the rest of the Hegemony. made their base of operations within its protective shroud. broken form only used by folks hiding or dodging pursuit.

warren notables wealth




Description: Warren is home to an ecumenopolis—a city spanning the Ritam al’Malklaith: Governor of the Rin system, but in disgrace within crime/syndicate
House Malklaith. He seeks to improve his position in the House by acquiring




entire surface of the moon. It is the capitol for the system, and the system tech level
Governor Ritam al’Malklaith makes his residence here. On Warren, you illegal Ur artifacts. (callous, ambitious, strange)




can find anything you need—for a price. weird
Liara Curia: Owner and operator of the Lock Luna, the most infamous




Scene: A bustling street market with neon signs promising foods of all bar in the undercity. (cunning, unforgiving, popular)
Warren is a wretched hive
kinds. Hovercars streaming between towering buildings. The bass beat Rocco Apple: Ship designer extraordinaire. Only makes one of each ship of villainy, yet also the
of a basement club playing the latest mix; patrons stumbling out onto designed. (artistic, brilliant, aloof) Hegemonic seat of power
the street, singing. Socialites attending a fancy gala at the Governor’s in the system. You can take
mansion. Pasha Qu’olin: Once a feared assassin among the Knives, now a cunning Syndicate
+1d to acquire assets here,
leader. Loves good food and pit fights. (sly, corpulent, sartorial, decadent) if you also accept +2 heat.

outpost sb-176 notables wealth




Description: You don’t need a planet in order to mine. Or at least, you Yast Jor: Guilder head of the outpost. Jor is known for getting things done, crime/syndicate
even if it means bending the rules. A bit of a thrill-seeker, he keeps a




don’t need ground. This combination “mining” platform and space colony tech level
is responsible for extracting resources from Vet, the gas planet below. Guild-enhanced racing ship for rare days off. (commanding, shrewd, bold)




weird
Most of those are packaged and fired towards the Rin-Ecliptis gate. Kasumi Ortcutt: A mystic who claims to hear the voice of Vet, the gas




Scene: Cold clacking of footsteps on the brilliantly clean main concourse.
giant the platform is mining. Trades information, including esoterica on
the Ur. (passionate, strange, religious) Engagement rolls are at
Quiet whispers of politicos taking tea at a parlor. Children running down -1d due to ever-present
halls, laughing. The hum of generators in the darkened side passages Espa “Bolt” Wu: Labor organizer for the Guilder miners. Rabble-rouser station monitoring. Any
leading to the lower levels. Dingy workers shouting in the cramped beloved by the workers. Has been incarcerated numerous times for jobs run against Guilders
quarters of the mining rigs. crimes both real and fabricated. (popular, dissident, ambitious) are considered on hostile
turf.

the cove notables wealth




Description: The Maelstrom pirates have made a station out of derelict Pirate Queen Alanda “The Banshee” Ryle: Tough and violent, she enforces crime/syndicate
a pirate code on those who would follow her. Once stranded a first




freighters, cargo containers, and stolen scrap metal. They call this home tech level
“the Cove.” Enterprising individuals can discover where it is located if lieutenant on a barren world for mutiny. (proud, demanding, honorable)




they have the tenacity or contacts—though it moves about within the weird
Praxis Ivanov: Merchant always willing to make a deal. His tentacles




Ashtari Cloud. are tattooed with the story of his several-hundred-year life. (xeno,
experienced, shrewd, loves to barter) Conflicts are rampant, but
Scene: Quick bets taken on an open brawl between two captains over by Banshee’s decree no
slights. Blue-white sparks of maintenance workers welding on a new ship. Kai Quag: Mid-level Cobalt boss. Arranges protection for Cobalt smuggling murder is allowed. Those
Fresh water misting over rows of hydroponics. A station-wide broadcast runs and meets with potential clients at the Cove. (cautious, charming, needing to settle blood
of the Banshee’s latest conquest, followed by cheers throughout the halls. confident) feuds resort to kidnapping
and killing folks elsewhere.
SySTEM : HOLT heat WAntEd 2 of 4
system overview notable locations
Holt was the second Procyon system to be colonized, Jerec’s Junkyard: A free-floating mass of ships, parts, and Trade Platform Auto #4: The Guild has set up an automated
though the Rin-Holt gate was troublesome to stabilize. sheeting connected via magnetism and cabling. If you’re trading platform for selling fuel, covered in defensive
Hegemonic scientists eventually found a series of Ur keys looking for equipment on the cheap, the Junkyard is your systems to deter theft. Because of this, some parties
in the system that forced the gate to consistently lead place, though it will likely be missing a piece or unreliable. conduct negotiations here to discourage escalation.
to Holt. The gate remains temperamental, however, and Jerec also buys, but is a canny haggler. Nobody knows what happened to the first three platforms.
has been known to open on its own. No ships have come Hantu Gate: The Hegemony has never been able to activate Planet Omega: Three survey crews and one military
through during these spontaneous openings—so far. The this jumpgate. Compared to other gates it seems to be expedition vanished before the Legion quarantined this
Holt system star burns white, though it is far older than missing a few small but key pieces. It has been speculated planet. It’s overrun by a deadly life form that nests within
stars of this type should be, which Hegemonic scientists that the Ur locked the gate and hid the keys somewhere, Ur ruins and can resist nukes from orbit. The Hegemony
attribute to ancient Ur manipulation. though it’s anyone’s guess as to why. considers it hostile, but insignificant to its plans.

mem notables wealth




Description: This ocean planet was colonized by the Hegemony for almost Victor Kromyl: Planetary Governor. Seeks proof of Memish rebellion after crime/syndicate
a few subordinates vanished. Always with his Legion bodyguard. (vigilant,




a hundred years before aquatic xenos made themselves (and their tech level
planetary claims) known. Hegemonic forces broke the Memish military meticulous, paranoid)




and incorporated them into the Hegemony. Exploration of Mem has proven weird
Espa Nur: Memish labor boss. His scars are packed with deep-ocean




difficult because of the free-standing gravity wells deep beneath the waves. bioluminescence. Reports to Kromyl on seditious behaviour, but hides his
knowledge of Memish occultism. (xeno, ambitious, cunning, treacherous) The deeps are littered
Scene: Hegemonic officials in sashes, talking with Memish labor bosses. with Ur sites and strange
See-through spires rising from the underwater government palace to Wyndam Zahn: Biology researcher seeking a connection between the Mem glows. When in the deeps,
open-air pavilions. Tourists embarking on submersibles to take in the local and other planetary life, with little success. Gathering an exploration of using attune for long-term
sea life. Scientists in exo-suits on deep-sea missions while the Memish the ancient Mem city of Bok-Dar. (wealthy, brilliant, passionate) projects grants +1d. Failures
watch from the waters. may attract Way attention.

sonhandra notables wealth




Del Hex: Outlaw and gunslinger. Has some obvious cybernetics from his crime/syndicate
Description: This planet is tidally locked—the same side of the planet faces
Guild days. Wanted in several systems. Runs a vibro-weapon fighting ring




the star at all times. Oddly, all light sources extinguish about a kilometer tech level
deep in the day side. (ruthless, fast, cautious)
into the night side. Most of the settlements are in the twilight border zone,




weird
including the capital city of Ugar. Known for its lax policies regulating Abra Drake: Fixer for hire and auctioneer. If she can’t get it or sell it, she




trade, it’s become a choice destination for smugglers and fences alike. knows someone who can. (connected, confident, bold)
Scene: Perpetual twilight amid paved streets and concrete buildings. Zaeed “Tank” Marak: Mercenary turned Nyct farmer. Knows where and Everything is available here
Howling of frequent wind storms. Masked and cloaked strangers how to hide ships on the night side. (gambler, commanding, experienced) for a price. You can always
congregating around a steel warehouse before an auction begins. Row Osha: Nyct-smoking, grizzled ex-Legionnaire. Runs the Three Suns, a
take +1d to acquire assets,
but on a 1-3 the asset also
after row of ships landed in the open dirt on the outskirts of Ugar. gambling den and the biggest local dive. (deadly, retired, steely) comes with strings.

vos notables wealth




Description: Known throughout the system as “Glimmer,” the surface Morek and Ra-na: Most-feared bounty hunter in the sector. Ra-na, his crime/syndicate
AI partner, helms his artifact ship and runs ops on his missions via the




of this enormous planet is made up of carbon compounds such as tech level
graphite and diamond. At night, the largest crystal formations glow strange armor he wears. On retainer to hunt any who loot Vos. (ruthless,




with an unearthly light—an exotic property many of the crystals retain vigilant, commanding) weird




after being cut. Impera Evazan: High-ranking Guild logistics officer, responsible for crystal
Scene: A well-armed, permanent blockade in space, with many ships mining. Privy to much of the Guild’s supply structure. (popular, demanding,
shrewd) Vos is full of money, but
waiting for clearance. Smooth walls of dense carbon brick, looking out also closely monitored by
onto the black surface. Diamond-scarred and sooty-faced miners, drinking Yola Sprekk: Jeweler known for using the unique properties of Vos the Guild. When you do a
by their bulky sonic cutters. Chiming music floating out from the pristine crystals. Her creations may be the most artful pieces in Procyon. A Sprekk job on Vos, you get +1 cred
shops of the visitor settlement. piece can open doors in the most elite circles. (artistic, charming, proud) and +1 heat.
SySTEM : IOTA heat WAntEd 3 of 4
system overview notable locations
The planets in Iota orbit a pair of semi-detached binary Shipyards: While the primary yard is run by the Starsmiths, Way Line: The Iota gates produce a region between them
stars—a yellow sun (Iota-1) and a brown dwarf (Iota-2). By many smaller, licensed hubs work on repairs and ship where engines can produce more thrust, akin to “winds” of
the time the Hegemony arrived, there were two asteroid refits. These stations are full of bored spacers looking a planetary sea. The path itself is hard to find and switches
belts. One of these belts still has a large portion of a for any distraction from the wait. Starsmiths sometimes direction. Pilots in the know use this to gain an advantage
shattered planet remaining in its midst. Although both hire foolhardy pilots for prototype tests. against each other on rush deliveries (or daring escapes).
belts were clearly planets once upon a time, nobody is Belt of Fire: The region of superheated plasma currents ZX-1138: A long-period comet that recently diverged from
sure what sort of calamity could have shattered them. between the Iota binary stars. Spacers spin yarns about its course, taking it much closer to Indri. Reasons for the
Not to look a gift horse in the mouth, the Guild wasted no the Old Dragon—a vast space creature living there. While course change are unclear, but the locals have requested
time in setting up the Iota shipyards, which service many the name is whimsical, the Hegemony issued a Quarantine the Governor investigate. Mystics claim this has shifted
ships in the sector. order for the area after several ships disappeared. the system Way Lines, making the Way act unpredictably.

amerath notables wealth




Description: With a lush biome, this planet has become well known for Yon Lirak: High-end drug dealer. Runs a factory in Rost that never crime/syndicate
shuts down, producing synthetic narcotics for several major species.




pharmaceuticals research and manufacturing. The planet is well tended, tech level
and due to the comprehensive attentions of the Guild, the garden city of (experienced, ruthless, unforgiving)




Rost is in perennial bloom. Warm, gentle rains come frequently. weird
Ara Blaze: Once a star athlete, now a preeminent pit fighter in the




Scene: Massive, person-sized flowers blooming along a vine-supported underground fight clubs. Ara has tried every performance-enhancing drug
offered to her, and it has changed her. (ruthless, unforgiving, engineered) While it’s ruined and
path through the trees. The sweet smell of honey floating through the unsanctified, the Mendicants
air. Scientists and managers taking lunch at treetop cafés while reviewing Uyen al’Vorron: Famous Noble duelist from the religious House Vorron. keep their temple and their
project schedules. Sick pilgrims praying for a cure while waiting to travel Seeking to cultivate a plant for a new vineyard he’s planning to grow on mystics tend to any that
to the old Mendicant temple deep in the forests. a moon near the Core. (armed, deadly, observant) request aid. Take +1d when
you recover in their care.

indri notables wealth




Description: Over 25 percent of all goods manufactured in the Procyon Piro Locke: Owns a number of discrete, well-guarded storage spaces in crime/syndicate
orbit, and maintains a strict no-questions policy. If it’s illegal, it’s certainly




Sector come from this incredibly industrialized planet. Thick, rust-colored tech level
clouds create dusk even during the day. From the warehouse-surrounded stored by Locke. (honorable, wealthy, confident)




spaceport of Reves, one can view the impressive skyline of smokestacks weird
Zo O Yun Ta Ri: Xeno weapons dealer known for prototypes and specialty




and flames from gas burn-offs. armaments. Recently acquired an Ur ship weapon and plans to auction
Scene: Hovercar traffic reflecting adverts on buildings. Gas-masked it under the cover of a storm. (xeno, connected, cautious, meticulous)
Anyone spending any
pedestrians walking hurriedly down metal sidewalks with umbrellas Pasha “The Roc” Lensarr: Local Ashen Knives head. Known for a brutal amount of time outside
treated to prevent acid rain damage. Slow-moving containers being approach to criminal organization. Wears custom-tailored suits that without proper equipment
shuttled to warehouses. Storm clouds with multi-hued lightning rolling in. allows his wings to unfurl as needed. (xeno, fierce, ruthless, demanding) or xeno abilities gains level
2 harm “Indri Lung.”

lithios notables wealth




Description: Ancient ice palaces dot the surface of this frozen planet, Asha Munzen: Ex-lover of the Governor, ice climber, mystic, and frequent crime/syndicate
explorer of the ice palaces and gas caves. Only returns with visions, never




but the race to which they belong has long since passed. Entry to the tech level
palaces has been restricted after a string of mysterious deaths. Orbital artifacts. Attempting to find the “First Message.” (mystic, ambitious, fit)




mirrors shine like artificial suns, keeping a few larger settlements warm weird
Ren Larana: Xenobiologist attempting to revive an ancient xeno found




and powering large mining rigs for extracting water and liquefied gasses. frozen but alive within the ice, despite Hegemonic law forbidding it.
Currently trying to sneak the xeno off-world. (bold, brilliant, confident) When you explore the ice
Scene: A purple and green aurora shining over the freezing cold sky. Ice palaces, you must make a
explorers whispering about the Yaru creche. Heated vapors escaping Raf Urich: Ice pirate, currently stranded on planet. Used his ship weapons resolve resist if you don’t
around Solitude Colony. Colonists in full parkas, riding large, many-eyed to cut a berth in the ice. Has been hiding out, stealing parts to repair his want to heed the echoes
canids. Farmers pulling gas-eels and ice-mushroom wine crates in sail- ship. (experienced, cautious, shrewd) urging you to wander into
sporting snow skimmers. the frozen wastes.
SySTEM : BREKK heat WAntEd 4 of 4
system overview notable locations
Considered by many to be more civilized than much of the Blackstarr: The vast and largely empty Nightspeaker ship Bright Wind: A large gas cloud ejected by the star, now
rest of Procyon, this system is home to many of the finer where initiates train for their first year. The ship is unlit and used as a racing grounds by the Echo Wave Riders. Despite
aspects of the Hegemony—education, art, and culture. moves routinely to prevent discovery. It does not often it being both lethal and illegal, racers all over the sector
Wealth and culture means the Legion presence is strong receive visitors, though exceptions can be made for those compete for cred and fame. Invitations to the races are
in the sector, protecting the elite. However, there are that have a favorable relationship to the Cult. exclusive and require qualifying in hazardous conditions.
many odd, non-Starsmith-maintained hyperspace lanes Dendara: An ancient temple on Nightfall’s fifth moon, Todav. Isotropa Max Secure: Orbiting near the star, Isotropa is the
that bend strangely, making long loops perpendicular to Some say it’s an Ur temple, others that it’s the remains most notorious prison system in Procyon. Wardens broker
planetary orbits. Pilots map these so-called “dark lanes,” of a forgotten mystic Cult. Its derelict corridors are tough audiences with prisoners and grant commutations for the
making it easy to dodge patrols if one is willing to take to tour due to the moon’s lack of atmosphere and the powerful and wealthy. They report to Malklaith but the
one’s time, and has the skills necessary to navigate them. glitching effect the temple has on drives and electronics. prison largely runs itself.

aketi notables wealth




Description: This verdant jungle-world would be more settled, were it not Razor: A hunter mounting an expedition to catch the deadly Grand crime/syndicate
Phereniki for a rich client. (callous, experienced, gambler)




for the incredibly hostile natural life. Between rapidly spreading carnivorous tech level
plants, seasonally rampaging beasts, and hyper-aggressive fish, only a few Zokar Pava: Lost Legionnaire dealing in military-grade weapons. (cautious,




distinct types visit Aketi—researchers, poachers, and criminals hiding from weird
meticulous, dissident)




the law. The planet is labeled a Malklaith “nature preserve.”
Intal Brel: Psy-blade-wielding Concordiat Knight. Travels with a nine-foot- Nobody comes here who
Scene: Heavily armed guards patrolling the tall walls of Base Camp tall xeno, an ex-priest, and an Urbot. Recently lost a party member and doesn’t have to. The planet
One, nervously eyeing the jungle. Research crews packing for their next hopes to replace them. (religious, vigilant, honorable) hates you, and jobs are
expedition across from poachers doing the same. A smuggler discussing hard to find. Even bounty
arrangements with a client in a tent while a personal barista makes them Asha Ravann: Base Camp One commander. Instituted a wall-mounted
hunters pass it by. When
drinks. flamethrower measure that’s kept the jungle at bay. (tired, jaded, relentless) you lay low, take +1d.

nightfall notables wealth




Description: Named for frequent eclipses caused by the planet’s 13 moons. Saren Galia: Data broker and bookie. When you can’t pay your debts, you crime/syndicate
become her informant. (paranoid, fast, connected)




Their erratic movements make night only predictable by computer. The tech level
city of Yaw is nestled where night and day last between 2 and 12 hours Lotus: Fashionista and taste-maker, dressed in elaborate costumes.




each. It bustles with economic activity and is a frequent destination for weird
Secretly a high-powered fixer. Has been known to take charity cases




tourists and traders. when the cause appeals to her. (popular, passionate, meticulous)
Scene: Highrises lighting up block by block as the city goes from day to Jet Wolffe: Scarlet Wolves assassin. Can be hired for the right price, but The center of culture in the
night in the span of minutes. A rowdy night club spilling dancers clad in only takes off-world jobs. Travels with a large, blue-skinned alien animal system, and here it’s about
black, glow-accented outfits onto a sun-lit street. The blue glow of a public of unknown origin.(aloof, confident, unforgiving) who you know. Acquire
data kiosk projecting tomorrow’s night schedule and market changes. assets with consort instead
Sol Brighton: Best lawyer in the sector. (cunning, connected, expensive)
of crew quality.

shimaya notables wealth




Description: This desert planet is ravaged by electrical storms that Hondo Suzuka: An HNN reporter looking for evidence of conspiracy at crime/syndicate
Khalud Academy, where several top students have vanished. (ambitious,




occasionally clear colored sand off mineral deposits essential to space tech level
travel, or turn it to glass, giving a view to the ruins beneath. There vigilant, charming)




is a substantial civilian population, including the sector’s preeminent weird
Ed Ursis: Guild Engineer that works on the orbital array and the electrostatic




educational institution, Khalud Academy. generators it powers them to keep the storms away from the capital.
Collects colored glass statues. (dedicated, brilliant, overworked) Although only students and
Scene: Professors walking down the marble paths of the Academy. A professors can technically
market street with insistent vendors selling sandworm kebabs to hungry Miranda Kasur: Minerals trader with a load of stolen goods she needs to use the Khalud Academy
miners. Excavators packing furiously onto sand-skiffs, ready to take move. In hiding after her first deal went wrong. (scared, cunning, proud) archives, all study rolls
advantage of a storm-cleared deposit. The storm alert blaring citywide. using them at the university
Sahar: Strange-suited mystic that lives in the desert. (odd, blue-eyed, ancient)
gain +1d.
FACTIONS
hegemony CrImInaL synDICatEs weirdNESS
tier status jobs tier status jobs tier status jobs
Guild of Engineers v Lost Legion Iv Sah’iir Iv

Church of Stellar Flame Iv Scarlet Wolves Iv Suneaters Iv

Counters Guild Iv Vorex Iv The Agony III

Starless Veil Iv Ashen Knives III Ashtari Cult III

51st Legion III Borniko Syndicate III Vignerons III

House Malklaith III Draxler’s Raiders III Ghosts II

Isotropa Max Secure III The Maelstrom III Mendicants II

Starsmiths Guild III Echo Wave Riders II Nightspeakers II

Cult of the Seekers II Janus Syndicate II Acolytes of Brashkadesh I

Hegemonic News Network II Turner Society II Conclave 01 I

Yaru (Makers Guild) II Cobalt Syndicate I Vigilance I

Concordiat Knights I Dyrinek Gang I

Wreckers I
RULES REFERENCE Action, Abilities, Resistances 1 of 3
aCTION ROLL teamwork
1d per action dot
Controlled Take 1 stress to give another player +1d. You might also suffer
You act on your terms. You exploit a dominant advantage.
assist consequences from the roll. Only one person may assist a roll.
critical: You do it with increased effect.
+ +1d if you push
yourself (you take 6: You do it. Lead a group action. Each player who participates rolls for their character.
2 stress) — or — 4/5: You hesitate. Withdraw and try a different lead a The best single roll counts as the action result, which applies to every
group
­
you accept a approach, or else do it with a minor consequence: character that rolled. Take 1 stress for any 1-3 result (including your own).
devil’s bargain a minor complication occurs, you have reduced
Note: You can’t both push yourself effect, you suffer lesser harm, you end up in a risky Set up another character with your action. If you achieve it, any team members
and accept a Devil’s Bargain. position. set up who follow through on your maneuver get +1 effect or improved position.
+ +1d if you spend a 1-3: You’re blocked or you falter. Press on by seizing
gambit (can only a risky opportunity, or withdraw and try a different Face danger for a teammate. Step in to suffer a consequence in their place.
spend 1 per roll) protect You may roll to resist as normal, if you wish.
approach.

Note: Risky actions are the


mainstay of space opera, and Risky actions
risks that pay off (6 or critical) You go head-to-head. You act under fire. You take a chance.
generate gambits, but only if X Attune to the Way to communicate with X Rig together mechanical solutions;
critical: You do it with increased effect and add a

X
X
you didn’t spend a gambit on non-sentient species or robots; sense disable, modify, repair, or create
the roll in the first place. gambit if you haven’t spent one on this roll. unseen danger or killing intent; safely mechanisms; disable a trap, pick a lock,
6: You do it. Add a gambit to your crew as above. handle Precursor artifacts or remnants. or crack a safe; rig explosives.
4/5: You do it, but there’s a consequence: you X Command obedience with your force of X Scramble to a positon or away from

X
danger; lift, run, climb, jump, or swim;

X
suffer harm, a complication occurs, you have personality; intimidate or threaten; lead
reduced effect, you end up in a desperate position. an action with NPCs; order people to do traverse harsh environments.
what you want. X Scrap with an opponent in blaster
1-3: Things go badly. You suffer harm, a complication

X
X Consort with connections from your or physical combat; assault or hold
occurs, you end up in a desperate position, you lose
a position; brawl, fight with melee

X
this opportunity. heritage, background, friends, or rivals
weapons, or wrestle.
to gain access to resources, information,
Each time you roll a desperate X Skulk about unseen; pick pockets;
people, or places.
Desperate

X
action, mark xp for that employ subtle misdirection or sleight
attribute. X Doctor someone who’s been injured; of hand.
You overreach your capabilities. You’re in serious trouble.
X
handle and identify substances; do science;
critical: You do it with increased effect. comfort, support, or elicit sympathy. X Study a person, document, or item with

X
close scrutiny to gather information
6: You do it. X Hack computers, systems, and digital and apply knowledge; gain a deeper
X
4/5: You do it, but there’s a consequence: you locks; reprogram robots or drones; jam understanding; do research.
suffer severe harm, a serious complication occurs. surveillance and communications. X Sway someone with charm, logic,
X Helm a vehicle; fire ship weaponry; plot

X
1-3: It’s the worst outcome. You suffer severe harm, deception, disguise, or bluffing; change
X
a complication occurs, you lose this opportunity. a jump or in-system course; escape a attitudes or behavior with manipulation
chasing ship. or seduction.

resist ROLL The GM sets the consequences according to the situation. You may suffer one, some, or all of the listed
You reduce or avoid the consequence and take 6 consequences. You may attempt to avoid or reduce each consequence individually with a resistance roll.
1d per attribute dot stress minus your highest die result. When you roll a critical on a resistance roll, clear 1 stress.
RULES REFERENCE PAYOFF, HEAT, ENTANGLEMENTS, downtime 2 of 3
When you complete a job, do the following in order. First, calculate payoff. Second, determine how much heat you accrued on the job (apply it to the system you did the majority
of the job in). Next, the GM rolls an entanglement that will occur. The crew should pursue two (or more if you spend cred) downtime activities.

payoff & upkeep (1st) downtime (4th)


A job yields goodwill from the faction you X 2 cred: Minor job; enough to make it Between jobs, you may pursue two downtime activities, attending to personal needs and side

X
did it for, and usually the ire of a faction it to next week. projects. (If you’re at War with a faction, you only get one activity.) You may take additional
hurt. Mark it on the faction sheet. If you X 4 cred: Small job; enough for a hoverbike. actions by spending 1 cred for each extra action. You also recover all of your armor uses.
keep it completely quiet—no one knows you

X
did it—you gain no faction decrease, and no X 6 cred: Standard job; enough for a small For any downtime roll, add +1d to the roll if you get help from a friend or contact. After
the roll, you may increase the result level by one for each cred spent (by hiring assistance,

X
heat (see heat on the below). vehicle or ship module.
X 8 cred: Major job; enough to buy paying a bribe, etc.). A 1-3 result becomes a 4/5, a 4/5 becomes 6, a 6 becomes critical.
You also earn a cred reward based on the

X
nature of the operation (see the list on the important ship parts.
acquire Acquire temporary use of an asset. Roll crew quality. The result indicates the quality
right). Decide if you’re paying ship upkeep X 10+ cred: A treasure trove; enough to asset of the asset, using the crew’s quality as the base. (1-3: -1, 4/5: equal, 6: +1, crit: +2).

X
out of these funds. buy a small ship of your own.

heat (2nd) If you have a schematic, craft a device. Roll rig or hack. The result indicates the
quality of the asset, using the crew’s quality as the base. (1-3: -1, 4/5: equal, 6: +1,
CRAFT
After a job or conflict, the crew takes heat Add +1 heat for: High-profile or well- crit: +2). Add +1 quality if you have a workshop on your ship, or for each cred spent.
in the system(s) the job took place. connected target or public use of artifacts.
X 0 heat: Completely quiet; others blamed. Add +2 heat for: Killing Hegemonic citizens,
massive property damage, illegal weapons use. Engage in your vice and roll dice equal to your lowest attribute. Clear
X
X 1 heat: Smooth and quiet; low exposure. indulge stress equal to the highest die result. If you clear more stress than you
Add +3 heat for: Damaging a hyperspace
X
X2 heat: Contained; standard exposure. VICE had marked, you overindulge (see below). If you don’t or can’t indulge
lane or system gate. your vice during downtime, you take stress equal to your trauma.
X
X4 heat: Loud and chaotic; high exposure. Add any additional heat from complications
X
X 6 heat: Wild; devastating exposure. or Devil’s Bargains during the session. Overindulgence X Rash Action: Reduce your stash by 4 or take 2 debt.

X
X
You make a bad call due to X Big Talk: Brag about your exploits. Take +2 heat.
entanglements (3rd) your vice—in acquiring it or

X
while under its influence. X Lost: Play a different character until this one returns

X
Roll 1d and consult the result in the What did you do? from their bender.
wanted 0 wanted 1
column equal to the wanted level of the
system the ship is in at the end of the job. 1 Ship Trouble 1 Ship Trouble Reduce the heat and wanted level of a system you’re not in. Say how
you get the Hegemony off your back and roll an action. Mark segments
The higher your wanted level, the worse LAY LOW
the outcomes.
2 Unquiet Black 2 Unquiet Black on the system’s wanted reduction clock per level (1-3: one, 4/5: two,
6: three, crit: five). Also remove 2 heat from that system.
If you roll a 6, roll again on the next chart 3 New “Friends” 3 Interrogation
(sometimes blowback is harsh). Note 4/5 Cooperation 4/5 Reprisals
that wanted level 4 is the highest level long-term Work on a long-term project, if you have the means. Roll an action and mark
6 Roll on Wanted 1 6 Roll on Wanted 2 PROJECT segments on the project clock per level (1-3: one, 4/5: two, 6: three, crit: five).
available.
Entanglements can occur any time
wanted 2 wanted 3 Remove all level 1 harm. Roll ship’s crew quality -1 or a crewmate’s doctor ability.
before the next job. The GM will inject RECOVER
1 Collectors 1 Ur Field Advance your healing clock per level (1-3: one, 4/5: two, 6: three, crit: five).
them into the story, sometimes waiting
until downtime is over to make them felt. 2 Impounded 2 Pirates!
REPAIR Spend 1 cred to repair one level of damage to a ship system.
Some groups like to roll “in the open” 3 Bounty Hunter 3 Out of Gas
so everyone knows what’s about to hit 4/5 Interrogation 4/5 Arrest Mark 1 xp for an attribute or your playbook (+1 xp if you have the appropriate
them. Others let the GM roll “in secret” train
6 Roll on Wanted 3 6 Wanted Level 4 crew Training upgrade). You can train a given xp track only once per downtime.
so it’s a surprise. Either way is fine.
RULES REFERENCE Gm rEfErEnCE 3 of 3
GM Goals DEVIL’S BARGAINS Family Names (continued): Sprek, Procyon System Notables
XXPlay to find out what Suzuka, Tann, Tarkin, Tel, Thorn, Tilad, Ritam al’Malklaith: Noble system The Prime: Ancient Urbot fighting for
happens XXCollateral damage. Ulmak, Ursis, Valorum, Veers, Vosa, Governor in disgrace. Likes Ur artifacts. the freedom of all sentient machines.
XXConvey the world honestly Wu, Wolffe, Wren, Yoneyama, Yueh, Yast Jor: Engineer Guilder head. Doraam: Nightspeaker mystic. Along
XXSacrifice cred or an item.
XXBring Procyon to life. Yularen, Zan, Zer Overseeing mining operations. with Ismissa and the large Oin-rai, seeks
XXBetray a friend or loved one. a set of Ur artifacts called the Raiment.
Aliases: Ace, Agony, Apex, Athena, Alanda “The Banshee”: Fierce space pirate Queen.
GM PRINCIPLES XXOffend or anger a faction. Badger, Bingo, Black, Bolt, Brakes, Alaana: Church head. Mystic. Zealous Torx: Counters Guild CEO. Wears a golden
XXBe a fan of the PCs. Carrot, Cash, Cosmo, Dash, Devil, in rooting out heretics. mask and breathes mysterious vapors.
XXAlways follow the fiction. XXStart and/or tick a clock. Dipper, Echo, Eight, Elbows, Falcon, Morek: Most feared bounty hunter in
Jax: Cobalt Syndicate leader. Wants
XXMake the world wondrous XXAdd Fireball, Flex, Game, Gargoyle, Gear, the sector. Has an AI-controlled ship.
heat to the crew. to unite labor and get better working
XXMake space mysterious. Gonzo, Guns, Hammer, Headhunter, conditions. Turning to crime. Nicols al’Nim-Amar: Noble Concordant
XXSuffer harm.
XXCover it in big, clunky tech Helo, Hex, Highball, Intake, Iris, Iron, Knight seeking the Way of Light.
Pasha Qu’olin Leader of the Ashen
XXAddress the characters Juggler, Juice, Junior, Karma, Lasher, Knives. Wants to control all Syndicates. Dorae White: Starsmith Guild Head.
XXAddress the players. Names: Abra, Aria, Chendra, Cord, Legend, Link, Loco, Mooch, Nails, Cybernetic arm and eye.
Nemesis, Nova, Owl, Phoenix, Quirk, Tallon “The Butcher”: Commander of 51st
XXConsider the risk. Del, Duncan, Ed, Entex, Espa, Faykan, Legion. Wants to execute a military coup. Rocco Apple: Ship designer extraordinaire.
XXHold on lightly. Faye, Finn, Fox, Gaius, Garm, Garrus, Raider, Razor, Rash, Skulls, Snaps,
Genera, Greeg, Gurney, Han, Hirak, Snitch, Stinger, Syndrome, Tank, Tax,
system: rin
GM ACTIONS Hondo, Ignor, Jaana, Jango, Jerec, Jet, Titan, Tread, Under, Vandal, Vapor,
Aleph FLASHBACK COSTS
Wraith, X-Ray, Yellow, Zen, Zenith, Warren
XXAsk Questions. Jung, Kai, Kalo, Kahlee, Kasumi, Kirk, Kit, Ashtari Cloud
Lando, Leto, Liara, Lotus, Mevakor, Mill, Zipper Outpost SB-176 X0 stress for a normal action for
XXProvide Opportunities and The Straylight

X
Mino, Miranda, Mordin, Naimon, Needa, The Cove which you had easy opportunity.
follow their lead. Looks: Man, Woman, Ambiguous, Xeno Baftoma
XXCut to the action. Oola, Orrin, Paul, Poe, Potak, Praxis,
Ornate Headdress Wide Belt system: holt X1 stress for a complex action or

X
XXTelegraph trouble before it Quinton, Rey, Rocco, Saldeed, Samara, Mem Jerec’s Junkyard unlikely opportunity.
Long Coat Fitted Dress
strikes. Saren, Seklor, Spike, Thane, Yast, Yola, Hood and Veil Flight Suit Hantu Gate
Sonhandra X2+ stress for an elaborate action
XXFollow through. Victor, Wyndam, Xavier, Zaeed, Zokar Short Cloak Heavy Cloak Trade Platform

X
XXInitiate an action with an
Vos Planet Omega which involved several special
Family Names: Acon, Apple, Bartok, Knit Cap Thick Duster
NPC. Fancy Makeup Loose Silks system: iota opportunities or contingencies.
Black, Brell, Clovis, Crynyd, Curia,
XXTell them the consequences
Doona, Drake, Dyson, Emari, Endua, Slim Jacket Tight Pants Amerath Shipyards
and ask. Hooded Cloak Bomber Jacket Belt of Fire
Evazan, Farr, Feris, Gallia, Gree, Gyle, Indri
Wayline
insight prowess resolve
XXTick a clock. Work Boots Long Scarf
Hawking, Hex, Hill, Impera, Indigo, Lithios
XXOffer a Devil’s Bargain. Mask and Robe Leathers ZX-1138 Doctor Helm Attune
Intal, Ivanov, Jor, Jusik, Kasur, Kedra,
XXThink offscreen.
Kor, Kranax, Kritus, Kromyl, Kymnal,
Suit and Vest Stillsuit system: brekk Hack Scramble Command
Collared Shirt Hide and Furs Aketi Blackstarr
Always Ask: What do you do? Lana, Livia, Luo, Mahat, Marak, Natoth, Suspenders Worn Uniform Rig Scrap Consort
Dendara
Nagan, Neumann, Nur, Ortcutt, Pava, Intricate Rings Space Suit Nightfall
Bright Wind Study Skulk Sway
Pim, Quag, Ramus, Rudra, Ryle, Shrike, Skirt and Blouse Glittering Jewelry Shimaya Isotropa Max

CONSEQUENCES fortune ROLL


critical: Exceptional result /
You suffer harm (1-3). You have reduced effect. You lose your opportunity. It takes extra time. 1d for each trait Great, extreme effect.
rating
6: Good result / Standard, full
You end up in a worse position. Complication (tick a clock 1-3 segments or a new obstacle or threat appears.) effect.
+ +1d per major 4/5: Mixed result / Limited, partial
EffECt 1. Limited: How is the effect diminished? What EffECt factors advantage effect.
significant obstacle remains?

How does the effect manifest?
2. Standard: How does the expected effect manifest?
- quality / tier + 1-3: Bad result / Poor, little effect.
If there’s a clock for your What’s left to do, if anything? - -1d per major

- scale +
obstacle, tick segments equal 3. Great: How is the effect increased? What extra disadvantage
to the effect level. benefit manifests? - potency +

JOBS Roll a handful of dice and use the results to help guide your choices.

CLIENT/TARGET work TWIST OR COMpLICATION CONNECTED TO...


civilian covert 1. An element is a cover for a Hegemonic Cult. 1 pc Friend
1 Academic or Scholar 1 Stalking or Surveillance 2 pc Rival
2 Laborer or Professional 2 Sabotage or Arson 2. A mystic or visions have alerted your target ahead of time. 3 pc Heritage NPC
3 Courier or Spacer 3 Poison or “Accident” 4 Crew Contact
3. Someone on the job isn’t who they say they are.
4 Shop or Business Owner 4 Steal or Replace 5 Planet Notable
5 Artist or Writer 5 Lift or Plant 4. The location is guarded or watched by Hegemonic forces. 6 Faction Notable NPC
6 Doctor or Mechanic 6 Impersonate or Trick
5. This job furthers a mystic or xeno group’s agenda. Whenever a job is generated it’s usually connected to
syndicate violence at least two factions: one that the job hurts in some
way, and another faction which is benefitted by the job
1 Drug Dealer or Supplier 1 Assassinate 6. The job furthers a Guild’s agenda. in some way.
2 Mercenary or Thug 2 Liberate or Ransom
1. The target is a front or member of a criminal group. ...AND FACTIONS
3 Fence or Gambler 3 Terrorize or Escort
1-1 51st Legion 4-1 House Malklaith
4 Spy or Info Broker 4 Destroy or Deface 2. The job is on a dangerous gang’s turf. 1-2 Acolytes of Brashkadesh 4-2 Isotropa Max Secure
5 Smuggler or Thief 5 Raid or Defend
1-3 The Agony 4-3 Janus Syndicate
6 Pirate 6 Rob or Strong-arm 3. The job is a trap laid by your enemies.
1-4 Ashen Knives 4-4 Lost Legion
hegemonic underworld 4. The job is a test for another job. 1-5 Ashtari Cult 4-5 The Maelstrom
1 Executive or Diplomat 1 Escort or Guard 1-6 Borniko Syndicate 4-6 Mendicants
2 Accountant or Pilot 2 Smuggle or Courier 5. The job furthers pirate goals and agendas.
2-1 Church of Stellar Flame 5-1 Nightspeakers
3 Saboteur or Refugee 3 Blackmail or Discredit 2-2 Cobalt Syndicate 5-2 Sah’iir
6. The job is being closely watched by a wealthy patron.
4 Cop or Detective 4 Con or Espionage 2-3 Conclave 01 5-3 Scarlet Wolves
5 Agent or Scientist 5 Locate or Hide 1. The job has a strong Precursor or Way Line presence.
2-4 Concordiat Knights 5-4 Starless Veil
6 Judge or Governor 6 Negotiate or Threaten 2-5 Counters Guild 5-5 Starsmiths Guild
2. The job is in the middle of actively contested turf.
esoteric other 2-6 Cult of the Seekers 5-6 Suneaters
1 Artifact or Way Line 1 Infect or Cure 3. The job is not planetside, or easy to get to. 3-1 Draxler’s Raiders 6-1 Turner Society
2 Occult Collector 2 Broadcast or Record 3-2 Dyrinek Gang 6-2 Vigilance
4. The location moves (it’s not where you expect it to be).
3 Wormhole or Beacon 3 Capture or Tag 3-3 Echo Wave Riders 6-3 Vignerons
4 Xeno or AI 4 Explore or Move 5. The job aids a rebellious cause. 3-4 Ghosts 6-4 Vorex
5 Renegade Urbot 5 Turn On or Off 3-5 Guild of Engineers 6-5 Wreckers
6 Mystic or Cultist 6 Hack or Download 6. The job directly affects the Governor.
3-6 Hegemonic News Network 6-6 Yaru (Makers Guild)

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