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14:47, 3rd May 2024 (GMT+0)

GALACTIC CALTROP CORE: The Ace.

Posted by The GMFor group 0
The GM
GM, 149 posts
Sun 9 Oct 2022
at 02:06
  • msg #1

GALACTIC CALTROP CORE: The Ace

0. Choose a Ship and Crew
Your characters will be influenced by the ship you fly, so
discuss the ship selection for your game first. Pick the ship
now, but detail the ship during crew creation.

1. Choose a Playbook
Your playbook determines your character’s role and reputation,
their special abilities, and how they advance. Multiple players can
choose the same playbook.

2. Choose a Heritage
Pick one on the sheet and add a note about your family life.

3. Choose a Background
Pick one on the sheet and add a detail about your specific history.

4. Choose One Friend and One Rival
Mark someone on your contact list who is a close friend, long-time ally, family relation, lover, etc. Mark another who is a former friend turned rival, enemy, scorned lover, betrayed partner, etc.

5. Record Your Name, Alias, and Look
Choose from the lists (right), or write down your own.



SKILLS:

--Attune to The Way to communicate with non-sentient species or robots; sense unseen danger or killing intent; safely handle Precursor artifacts or remnants.

--Command obedience with your force of personality; intimidate or threaten; lead an action with NPCs; order people to do what you want.

--Consort with connections from your heritage, background, friends, or rivals to gain access to resources, information, people, or places.

--Doctor someone who’s been injured; handle and identify substances; do science; comfort, support, or elicit sympathy.

--Hack computers, systems, and digital locks; reprogram robots or drones; jam surveillance and communications.

--Helm a vehicle; fire ship weaponry; plot a jump or in-system course; escape a chasing ship.

--Rig together mechanical solutions; disable, modify, repair, or create mechanisms; disable a trap, pick a lock, or crack a safe; rig explosives.

--Scramble to a positon or away from danger; lift, run, climb, jump, or swim; traverse harsh environments.

--Scrap with an opponent in blaster or physical combat; assault or hold a position; brawl, fight with melee weapons, or wrestle.

--Skulk about unseen; pick pockets; employ subtle misdirection or sleight of
hand.

--Study a person, document, database, or thing with close scrutiny to gather information and apply knowledge; gain a deeper understanding; do research.

--Sway someone with charm, logic, disguise, or bluffing; change attitudes or behavior with manipulation or seduction.

doctor hack rig study
helm scramble scrap skulk
attune command consort sway




THE ACE
--the ace is a skilled pilot.
--their power comes from their agility, conviction, and nerve.

• get invested in things, people, and ideas, and try to bring them into your life.
• get yourself into trouble and get other people out of trouble, sometimes at the same time.
• make your character larger than life, while also being fallible and relatable.

Suggested Background: Guilder, Military, Syndicate

STARTING SKILLS: Helm 4, and then choose 1 more of these to start at 3, and 2 more to start at 2
rig scramble scrap skulk command consort sway



spend a token:
• get yourself or someone else out of harm’s way.
• make a daring maneuver to gain an advantageous position.
• maneuver an unfamiliar vehicle without trouble.
• take the lead in a moment of confusion or despair.

give a token
• ask the right person for help or guidance, and give them a token.
• ask “how could i best encourage you or give you hope right now?” and give them a token if you act on their answer.

gain a token
• make a rash maneuver that puts you or others in danger.
• question someone’s authority in a time of confusion or despair.
• say “we’ve got company.”

Look (choose one from each row):
--proud smile, bashful smile, cocky smirk, warm smile, broad smile, flirtatious smirk, naive smile.
--bright eyes, determined eyes, weary eyes, earnest eyes, sharp eyes, fierce gaze, kind eyes.

Choose 2 or 3 wardrobe styles:
--neon coveralls, a customized helmet, a leather jacket, vests, a sentimental ring, perfectly-styled hair, too many pockets, a statement scarf, leather gloves, button-up shirts, an old blaster.

What do you long for? Choose as many as you want:
freedom, adventure, stability, love, the sky, renown, revenge, respect, something new.

Choose 2 extra specialties you have:
--fixing ships, scavenging, interrogation, going undercover, pushing people’s buttons, leading my team, swaying others to the cause.

Choose 2 relationships:
• my austere or learned commander who i see as a mentor
• the innocent or curious rookie i recruited not long ago
• the anxious or inventive droid i’ve befriended
• the mercenary leader of the smuggling crew i abandoned
• the awkward or daring pilot who sees me as their rival



THE NOVA
the nova is attuned to The Way.
their power comes from their emotion, focus, and intuition.

• explore the role of teacher as well as student.
• let your character develop a signature style, and use it to help describe how your actions and beliefs.
• make your character larger than life, while also being fallible and relatable.

Suggested Background: any


STARTING SKILLS: Attune 4, and then choose 1 more of these to start at 3, and then 2 more to start at 2:
doctor study
scrap skulk
command sway


spend a token:
• receive a vision of the past, present, or future.
• reveal someone’s hidden emotions, to themself or others.
• use The Way to protect yourself or others.
• learn the secrets or purpose of something not understood.
• say “there is something here that we are missing.”

give a token
• heal or soothe someone’s pain or duress, and give them a token.
• ask “why are you pursuing the goal that you are?” and give them a token if they provide an answer.

gain a token
• act on impulse, putting yourself in a dangerous situation.
• lose control of yourself or The Way and put someone you care about in danger.
• react with scorn or doubt to something or someone you do not understand.
• assume good intentions from someone who means you harm.
• ask “how do i fall short of expectations right now?”

Look (choose one from each row):
--friendly face, haunted face, weary face, soft face, angular face, shadowed face, somber face.
--sparkling eyes, squinting eyes, laughing eyes, distant eyes, piercing eyes, curious eyes, resentful eyes, wandering eyes.

Choose 2 or 3 wardrobe styles:
--flowing robes, fabric bracers, a starblade holster, scrounge-ups, the same thing for literal years, all-black everything, leather belts, all-beige everything, mismatched fabrics, loose-fitting shirts, simple jewelry, tied-back hair.

Who were you before you realized you were a Nova? Choose one:
--a scavenger, a farmhand, space royalty, i don’t remember, a smuggler, a mechanic, royalty, i’ve spent my whole life training in The Way, a scholar.

Choose 2 things you have and two you're searching for:
a starblade, my inner balance, the ancient nova texts, the secret to my heritage, the mandate’s hidden vulnerability, a sense of belonging, respect from those i admire, my destiny.

Choose 2 relationships:
• my wise or ethereal mentor with unconventional methods
• the burdened boy i see in visions
• the attuned or troublemaker kid who asked me to teach them
• the austere or innocent family i left long ago




DEFECTOR:
the defector used to work for the regime or a cult, but got out.
their power comes from their compassion, determination, and will to change.

• explore the ways your time in the regime or the cult has influenced the way you think.
• allow your character to learn and grow, and encourage others to do the same.
• make your character larger than life, while also being fallible and relatable.

Suggested Background: academic (Engineers' Guild), cult (the Seekers, Acolytes of Kadesh, The Agony, Hittari Cult, Church of Stellar Flame, Nightspeakers, Sunbiters), labor, guilder (Starsmiths'), military (Regime), nobility


STARTING SKILLS: Choose one of these to start at 4, and then choose 1 more of these to start at 3, and then 2 more to start at 2:
doctor hack rig study
helm scramble scrap skulk
attune command consort sway


spend a token:
• reveal a previously-unknown regime vulnerability.
• quickly pick up a new skill.
• triumph over someone or something which once oppressed you.

give a token:
• find an ally in an unlikely place, and give them a token.
• put yourself in danger to help someone, and give them a token.
• ask “how can i best help you right now?”, give them a token if you act on their answer.
• ask “who or what is really in control here?”, and give a token to the answer.

gain a token
• lie about your abilities or knowledge.
• run from a problem instead of facing it.
• reveal a harmful belief you have not unlearned.
• ask “who do you want me to be?”
• ask “what would i gain by leaving in this moment?”

Look (choose one from each row):
--nervous eyes, determined eyes, weary eyes, pleading eyes, darting eyes, daring eyes, questioning eyes.
--gentle voice, passionate voice, unsure speech, rough voice, tripping over words, curt speech, sincere voice.

Choose 2 or 3 wardrobe styles:
whatever others have given me, bright colors, a signature jacket, a permanent mark from my past, discrete clothing, goggles, a manypocketed vest, my old uniform, a token from someone i love, repurposed fabric.


What was the last straw?
a command to shoot civilians, my comrade was killed for nothing, a liberation fighter spared me, i fell in love, i stumbled upon secret plans for an atrocity, my whole squadron revolted at once, i felt something calling me.


Choose 2 phrases that summarize what you have been or are now, and 2 you want to be:
calm under pressure, at peace with my past, devoted to the liberation, knowledgeable about The Way, a reliable friend, brave, confident, fitting in with this new environment, able to fight against my former comrades.


Choose 2 relationships:
• my old commanding officer who wants me dead; they are scheming or analytical
• the cunning or stealthy bounty hunter on my tail
• the passionate or daring pilot who helped me escape
• the cynical or zealous liberation fighter who reluctantly trusts me
• the fellow defector i met after my escape; they are faithful or rousing
• my best friend i left without saying goodbye; they are compassionate or conciliatory




THE DIPLOMAT:
the diplomat has a position of power or influence in the galaxy.
their power comes from their leadership, negotiation, and strategy.

• explore the ways your personal and public lives intersect and influence each other.
• make big decisions, and make them matter.
• make your character larger than life, while also being fallible and relatable.

Suggested background: academic, guilder, syndicate, nobility.



STARTING SKILLS: Choose one of these (that is NOT Attune) to start at 4, and then choose 1 more of these to start at 3:
study attune command consort sway

and then 2 more of these (that you didn't just pick) to start at 2:
doctor study
helm scrap skulk
attune command consort sway


spend a token:
• reveal a contingency plan at a critical moment.
• de-escalate conflict between parties with a common goal.
• enact a plan or order and follow it through.

give a token:
• call in a favor from an ally, and give them a token.
• give someone a new responsibility, and give them a token.
• show someone you believe in them, and give them a token.
• ask “what would get you to side with me or my cause right now?” and give them a token if you act on their answer.

gain a token:
• act on impulse, putting yourself in a dangerous situation.
• get captured.
• discover a betrayal from a supposed ally.
• tell a hard truth in a way that hurts.
• ask “what have you been hiding from me?”

Look (choose one from each row):
--demanding voice, tired voice, formal speech, hopeful voice, adept code-switching, caring voice, reassuring voice.
--polite smile, disarming smile, grim smile, sincere smile, proud smile, confident smile, wistful smile.

Choose 2 or 3 wardrobe styles:
formal wear, military getup, impractical dresses, simple clothes, a signature hairstyle, all-white everything, a concealed blaster, hoods, pristine clothing, flowy dresses, metallic accents.

Choose 2 Beliefs:
reduction of harm always comes first, if someone must do something they will regret it should be me, The Way will always show the path forward, hope is always stronger than fear, there is no such thing as negotiation with the regime, only the powerful are able to make the toughest choices, violence is necessary for creating a peaceful future, the end of the war is near.

Choose 2 things you cause others to feel:
respect, righteous anger, reassurance, determination, focus, inspiration, faith, obedience.

Choose 3 relationships:
• my missing twin; they are faithful or dramatic
• the maverick or wise leader of the other liberation operatives with disagreeable methods
• my ancient or observant bodyguard
• my analytical or awkward droid
• the young upstart pilot who reminds me of my younger self; they are passionate or burdened
• my commanding or mercenary politician mother
• the daring smuggler who still owes me
• a stealthy or scheming spy in the mandate
• my cocky or protective ex




THE SCOUNDREL:
the scoundrel is a member of the underbelly of the galaxy.
their power comes from their connections, recklessness, and criminal history.

• explore the tensions between selfishness, loyalty, cynicism, and hope.
• do things your own way, for better and worse.
• make your character larger than life, while also being fallible and relatable.


Suggested Background: Definitely syndicate-- but possibly labor, military, nobility


STARTING SKILLS: Choose one of these to start at 4:
hack scramble skulk consort sway

and then choose 1 more of these (that you didn't just choose above) to start at 3, and 2 more to start at 2:
hack rig study helm scramble scrap skulk consort sway


spend a token
• know exactly where you’re going when others are lost.
• win a fight you didn’t start.
• get out of a bad situation at the last moment.
• pull off an absurd stunt to take advantage of an unexpected opportunity.
• reveal that you stole something earlier.

give a token
• call in a favor from someone you know, and give them a token.
• ask “what would [player character] do in this situation?” and ask them for a token.

gain a token
• start a fight you can’t win.
• walk into a situation unprepared.
• provoke the suspicion or distrust of others.
• tell someone something secret or guarded about yourself.
• ask “who here hates my guts?”
• ask “what have i failed to realize about you?”

Look (choose one from each row):
--laughing smile, open smile, cocky smirk, fond smile, crooked grin, secret smile, wistful smile.
--folded arms, hands constantly fidgeting, hands curled into fists, finger on the trigger, hand out to shake, hands that wander into others’ pockets.

Choose 2 or 3 wardrobe styles:
a vest, lots of capes, space jeans, big coats, formal wear, extravagant outfits, a signature outfit, overly casual clothes, a fancy blaster holster.

Choose 2 you have now, and 2 you've lost:
the trusty ship you stole, a safehouse that no one’s found, a real friend, a coveted contract, official mandate paperwork, a favor owed from someone powerful, hope for a way out, a high-grade blaster, the ability to relax, a sense of belonging.


Choose 2 kinds of jobs you tend to do:
bounty hunting, stealing, assassination, smuggling, conning rich people, acting as a getaway ship, cheating at gambling.


Choose 3 relationships:
• the focused or rousing ex i betrayed
• the scheming or commanding mob boss i still owe
• the observant bounty hunter on my tail
• my cunning or attuned ex who’s a regime officer now
• the troublemaker or conciliatory droid i hacked to be sarcastic
• my cocky or passionate rival who always gets the best jobs
• the mercenary friend who stole from me and left
• the friendly or gossipy bartender at my old favorite joint
• the maverick or connected information broker who sometimes gives me tips





THE MECHANIC:
the mechanic is a fixer.
their power comes from their mechanical knowledge, drive, and insight.

• make decisions about the material resources of the world, and make them relevant to your character and the team.
• involve fellow players in brainstorming interesting risks or complications when you tinker with things.
• make your character larger than life, while also being fallible and relatable.


Suggested background: academic, labor, guilder, military, syndicate



STARTING SKILLS: Rig 4, and then choose 1 of these to start at 3: hack study skulk consort

Then choose two more of these (that you didn't already pick) to start at 2:
hack study
helm scrap skulk
consort sway



spend a token:
• jury-rig a temporary solution while under duress (without having to roll)
• discern a secret or hidden function of a machine.
• break something in the exact way you mean to.
• ask “what piece am i missing to make this work?”

give a token:
• add a functionality to something you fix; give a token to the person you helped.
• ask “will you help me with this?” and give them a token if they say yes.

gain a token:
• uncover an unexpected power or secret in something you’re working on.
• admit you don’t understand something.
• disregard someone’s wants or needs in favor of your work.
• say “fixing this will take a resource we don’t have.”

Look (choose one from each row):
--appraising eyes, distant eyes, curious eyes, intense stare, focused eyes, skittish eyes, earnest eyes.
--greasy hands, distracted hands, worn hands, gloved hands, clean hands, scarred hands, careful hands.

Choose 2 or 3 wardrobe styles:
grease stains, overalls, tool belt, a repurposed uniform, hastily tied-back hair, goggles, the same shirt in different colors, dark coveralls, a ring of keys.

Choose 2 desired currencies:
gossip, compliments, spare parts, license for experimentation, conversation while i work, small favors, no questions asked, credits.

Choose 3 you always have with you:
the right tools, something to write with, some random spare parts, a knife, memories of loss, fading scars, suspicion.

Choose 2 relationships:
• the anxious or troublemaker pilot whose ship i’m always repairing
• my friendly or gossipy helper droid
• the inventive kid who wants to be my apprentice
• the observant or curious droid i help to maintain itself
• the cunning or connected smuggler who gets me rare parts
• my focused or learned older sister who taught me how to fix things
• the austere or dramatic ex who still comes to me for repairs



MUSCLE:
you know that sometimes violence will come for you even when you don't want it, and that sometimes you have to be ready to meet it with force.
your power comes from your physicality, your practiced moves, and your willingness to resist.

Suggested background: cult, guilder, military, syndicate, nobility.

STARTING SKILLS: Scrap 4, and then choose 1 of these to start at 3: scramble, skulk, consort, command, sway

Then choose two more of these (that you didn't already pick) to start at 2:
doctor rig helm scramble skulk attune command consort sway

spend a token:
--to perform a feat of physical force that verges on the superhuman, like engaging a small gang on equal footing in close combat (without having to roll dice)
--to defeat someone who's a little tougher than you (without having to roll dice)
--to help an ally defeat someone in combat who's a little tougher than either of you (although not tougher than both of you put together) (without having to roll dice)
--To intimidate someone else

give a token:
--To protect a teammate during combat (without having to roll dice)
--To weaken someone or something else during combat (or to otherwise make someone or something else vulnerable) so that an ally can follow up on the advantage you just created

gain a token:
--when you let your armor or weapon you're currently using get broken to escape damage or to escape a dangerous situation (without having to roll dice)
--when you humble yourself so as to avoid combat
--to take damage that was about to happen to someone very nearby you


Choose 1 that's a friend and one that's an enemy:
--Krieger, a blaster-pistol duelist
--Shod, a weapons dealer
--Chon-zek, a bounty hunter
--Yazu, a crooked cop
--Aya, an assassin

Choose two of these you possess:
--a fancy Sniper Rifle
--a fancy Flamethrower
--a fancy Vibro-Blade
--a fancy Detonator Launcher
--an amazing Martial Art Style
--an accessory you wear that you believe gives you luck sometimes in some mysterious, mystical way




THE ICONOCLAST:
The iconoclast is disillusioned by the endless cycles of history.
They’re here to put an end to it.
Their power comes from their knowledge, determination, and doubt.

• seek out opportunities to give counsel, provide different viewpoints, and
question others.
• keep the bigger picture in mind, and make it as big as you can.
• make your character larger than life, while also being fallible and relatable.


Suggested background: academic, labor, cult, syndicate, nobility


STARTING SKILLS: Choose one of these to start at 4, and then choose 1 more of these to start at 3: doctor study helm scrap skulk attune command sway

Now choose 2 more (that you didn't already pick) to start at 2:
doctor hack rig study
helm scramble scrap skulk
attune command consort sway


spend a token to:
• seize upon their fatal flaw or your secret knowledge
• make someone hear the truth of your words
• do something that defies history
• ask “how can I change this?”

give a token to:
• make a sacrifice for them, and give them a token
• use a hard truth against them, and give them a token if they relent
• complicate a too-simple explanation, and give them a token
• question their beliefs, motives, or methods, and give them a token if their answer pleases you
• ask “have you listened to anything I’ve said?” and give them a token (regardless of how they answer)

gain a token when you:
• bicker and push them away
• ignore someone else’s valuable perspective
• give in to doubt or despair in the moment
• lose too much time thinking about the past or planning for the future
• get waylaid by unforeseen complications
• say “there’s nothing I can teach you”

You get +1 when you:
• resist categorization, labels, or allegiances
• strengthen your ideas or conviction in conflict
• listen to the echoes of history


Look (choose one from each row):
--whispers in the ear, calm pronouncements, never at a loss for words, terse language, firm declarations, fiery speeches, dripping with sarcasm
--tired gaze, furious glare, closed eyes, old eyes, eager eyes, mischievous eyes, scarred face, guarded scowl



Choose 2 or 3 wardrobe styles:
hooded robes, tattered rags, relics of the past, scarred-and-dented armor, mask, inconspicuous garb, rebel uniform, a few changes of clothes, a weapon fallen to disuse, cybernetic limb


What do you fight for?
an end to war forever, justice enshrined in law, revenge, love, to unseat the idols of the past, the recognition you deserve, to push the galaxy beyond mere “good and evil,” a new way of being, to break people's preconceptions of/understanding of The Way

Choose 2 weapons you wield and one your forsook:
your famous starblade, mastery of The Way, poison, deceit & half-truths, far-reaching influence, patience, a legion of pawns, hatred, hunger, pain, betrayal, illegally-modified heavy blaster, hidden blades and assassins, a personal warship, your unshakable will, a weapon of last resort


Choose 2 relationships:
• my faithful or cynical ex-apprentice, who still remembers my teachings
• my focused or austere master, who abandoned me and gave me up for dead
• the rousing and attuned ideologue who inspires me even after all this time
• my learned or conciliatory master whose answers never satisfied me
• my ancient or zealous opponent who hounds me to this day
• my scheming or stealthy minion of mysterious origins
• my troublemaker or inventive master who showed me something new
• the mercenary or cunning mandate double-agent who passes me intel
• my burdened or protective partner from way back when I had time for love
• My analytical or commanding master who led me in the war







you are THE CONFLICTED:
--the conflicted exists torn between the void and the stars
--their power comes from their attunement to both sides

Tips:
• make it messy: implicate others in your doubts, fears, and moments of over-confidence
• creep in the shadows, raising tensions, then strike when least expected
• make your character larger than life, while also being fallible and relatable


Suggested background: academic, cult, nobility


STARTING SKILLS: Choose one of these to start at 4, and then choose 1 more of these to start at 3: hack study helm scrap attune sway

Now choose 2 more (that you didn't already pick) to start at 2:
doctor hack rig study helm scrap skulk attune command sway


spend a token to:
• take advantage of a pause to seize what you want
• talk someone down, who’s reveling in greed or power
• be recognized as kin, in a place you don’t belong
• reveal a secret you’ve heard about someone’s past

give a token to:
• make a confession to ease someone’s pain, and give them a token
• tell someone why they struggle. if they hear you, give them a token.
• ask, “how do you act with such confidence?” and give them a token if they answer.

gain a token when you:
• suddenly overreact, based on your insecurities
• misinterpret someone’s desires, and act on their behalf
• escalate a conflict, by taunting both sides
• ask, “why is there no purely good solution?”


Choose a look:
--slumped stance, prideful posture, crouched stance, fidgeting stance, broken stance, broad stance, fanciful poise
--haunted face, scarred face, meek face, regretful face, unreadable face, taut face, mischievous face, open face, mask


2 - 3 Wardrobe Styles:
a shroud, traveler’s cloak, the fur of a beast you’ve slain, patchwork clothing, tattered clothes, unruly hair, bald, tattoos, dented metallic arm guards, a locket, worn boots, an oddly-colored starblade


Choose 2 things that pull you towards the Void, and 2 that pull you towards the Stars:
family, a mentor, a near death experience, a painful loss, witnessing horrors, questions without answer, a desire to matter, lies

Choose 2 reasons why people put trust in you, in spite of how you waver:
sympathy, lack of options, respect for your power, the earnestness in your voice, someone vouching for you, fear, obligation, you don’t know


Choose 1 relationship who’d be happy to see you, and 1 who would not:
• an austere and cynical former teacher, who taught you all you know
• an ancient and compassionate guide, who aided when you were lost
• an attuned and gossipy innkeeper, who spied on you while you stayed
• an analytical and cocky rival, wounded in your last confrontation
• a dramatic and ethereal child, who comes to you on darkest nights
• a scheming and maverick hot shot, who wants to cash in on your strengths

[7 blank lines suppressed]

EVERYONE CHOOSES A HERITAGE AND A BACKGROUND:

heritage (pick 1 or roll randomly):
1--the regime: you were born a member of the evil capitalist regime
2--spacer: you were born a citizen of independent free space-- your home was a starship or space station, not a planet-- or at least not one with an atmosphere you could breathe
3--colonist: you grew up trying to make a life on a planet. you decide if the regime was threatening your colony a lot, a little, or not at all
4--manufactured: you're either a robot or some sort of biological thing made in a lab or vat or factory
5--wanderer: you were born to a family (or adopted by one or more guardians) who was/were always on the move.
6--xeno: you were born a life form very different from the human-standard-- and I don't just mean that you have an unusual skin and/or eye color or horns, I mean really different. Explain what sort of non-human you are, and how you are different. You must choose one useful thing, and one problematic thing.

background-- before you started adventuring, you were (pick 1 or roll randomly):

1--academic: a studier of some sort of science or learning. Includes the Science Guild.

2--labor: a humble worker

3--cult: choose a cult: the Seekers, Acolytes of Kadesh, The Agony, Hittari Cult, Church of Stellar Flame, Mendicants, Nightspeakers, Sunbiters

4--guilder: choose a guild: Merchants' Guild, Conclave 01 (mining guild), Pilots' Guild, Starsmiths Guild

5--military: 51st Legion, The Lost Legion, The Red Wolves

6--syndicate: the Ashen Knives (assassins), The Cobalt Syndicate (smuggling), Borniko Syndicate (theft), Draxler's Raiders (piracy), Dyrinek Gang (protection rackets), Janus Syndicate (weapons theft/smuggling, includes some piracy), The Maelstrom (piracy), The Holt Society (drugs), The Wreckers (aggressive salvaging)

7-nobility: You were born to a life of power. Describe what your family is in charge of (a city-state, a space station, a spaceship, a continent, a planet, a moon), and distribute 5 points to each of these: Wealth, Tech, and Weird. You can distribute 6 points if you accept that your territory includes a strong Syndicate presence (if so, pick 1 to 3 Syndicates that operate strongly there). Don't put more than 3 points in any one thing.

----High Wealth: the territory is very wealthy, has lots of resources, or both.
----High Tech: the territory has a high tech level, and lots of defenses against attackers.
----High Weird: the territory has mystical people or things of great power, very possibly including Precursor artifacts or machines or other stuff.



--51st Legion: powerful mercenaries who own a big battleship, The Scorpion. Often hired to keep the peace when things get turbulent.

--Acolytes of Kadesh: A collective that eschews individuality. Initiates adopt the same garb, and the same name, in the pursuit of perfection at any cost.

--The Agony: Cult of humans who infect themselves with Way-sensitive creatures to access the universe in unsettling ways. Named after the pain most endure for their abilities.

--Ashen Knives: Dangerous criminal syndicate known for their control of gambling and assassination in the sector.

--Hittari Cult: Precursor worshippers claiming descent from the Precursors. They carry vials of gasses from the Ashtari Cloud which they inhale to connect to their ancestors (or so they say).

--Borniko Syndicate: A tightly knit group of thieves who steal high-end technological supplies. Man, the Merchants' Guild hates these guys.

--Church of Stellar Flame: Religious zealots with only a few powerful members. Stretched thin, they're using their influence to seek out and eradicate dangerous artifacts and mystical activity in the sector.

--Cobalt Syndicate: Organized labor union dabbling in a little crime to fund their demands for a better life. Usually wear blue somewhere on them.


--Conclave 01: Independent, sentient robots led by an ancient robot known as the Prime. Working to control the mining sites-- and to gain control over Precursor AI modules used for advanced programming of robots.


--Cult of the Seekers: Wandering mystics studying artifacts and seeking new places. Members include the Hegemon's mother. They want to open the Hantu gate.

--Draxler's Raiders: Pirates who specialize in disabling ships before boarding.

--Dyrinek Gang: Mostly young, mostly xeno, disenfranchised folks who have turned to crime, and found strength and solidarity with each other. (Protection rackets)


--Pilots' Guild. Many organize illegal races. Many pilot for pay, and a few test dangerous new engine/flight technologies for the Science Guild.

--Guild of Engineers: Supposedly an independent guild, but really, they're mostly under the control of the Regime. Responsible for resource acquisition, cybernetics, AI, tech advancement, and research. The Science Guild are the not-at-all-evil-by-comparison version, actually as free of the Regime's influence.

--Isotropa Secure: The most notorious prison system in the Procyon sector, housing the worst of the worst. Brokers audiences with its population and commutations for those with power and wealth.

--Janus Syndicate: Weapons dealers that specialize in ship weapons, headed up by the ruthless Viktor Bax, who insists on doing the first deal with every client in person.

--The Lost Legion: Formerly the Hegemon's personal guard, they rebelled when the current Hegemon rose to power. They seek to see the Hegemon dethroned and have been guns for hire ever since the schism.

--The Starless Veil: The Hegemon's Spies.

--The Maelstrom: Rowdy space pirates living in a difficult-to-navigate nebula. Often clash
with the 51st Legion.

--Mendicants: Originally the Church of the Emerald Heart, their organization was politically destroyed. Now they wander the stars as traveling physicians and healers.

--Nightspeakers: Mystics with dark proclivities bent on seeking a particular set of dangerous Precursor artifacts.

--the Sah'iir: Tall, purple-skinned xenos who travel with blindfolded servants that speak for them. Invented the ansible network for the Regime. Have creepy black-metal ships. Very rich, and work as merchant-families.

--The Red Wolves: Although they often hire themselves out as bounty hunters, the Scarlet Wolves are a renowned group of Mercenaries. Each bears a distinctive tattoo of a wolf holding a star in its mouth.

--Starsmiths Guild: All ships in Hegemonic space are supposed to be certified and registered with the Starsmiths Guild, although there's a lot of bribery and corruption...

--Sunbiters: Ur-archeologists obsessed with recreating the secrets of Precursor power plants. Looking to extinguish a star in pursuit of their goals.

--The Holt Society: A syndicate running drug dens masquerading as society houses. Their drugs are cooked with rare Aketi animals and Vosian crystals -- which sometimes gives them supply-chain trouble.

--Zorex: The most successful information broker to ever live. Can access any terminal in the system - though no-one can explain how. Frantically seeking a sister the Hegemony took hostage.

--The Wreckers: Scavengers and thieves with a few brilliant hackers, who incite factions to fight so that they may pick the battlefields clean later.


Vice:
faith
gambling
luxury
obligation
fun
weird
This message was last edited by the GM at 02:16, Thu 13 Oct 2022.
The GM
GM, 150 posts
Sun 9 Oct 2022
at 21:03
  • msg #2

GALACTIC CALTROP CORE: THE WAY

THE WAY:
the connections between people are what surround us and give us strength. the galaxy is never silent; it is alive and humming with energy that you can feel if you pay attention.
when channeled correctly, The Way can turn dominions into empires and revolts into revolutions. but be careful, for concentrated power can be dangerous for anyone who dares
come near.

Choose two things that The Way wants:
solidarity, difficult choices, balance, intense bonds and uncontainable emotions, solitary training, enlightenment, revelation, unity with those who came before.

Moves:
• invoke awe, and gain a token.
• reveal an old secret or new truth to someone, and give them a token.
• create an unexpected connection between people, and give them a token.

• make The Way feel ancient and enigmatic.
• explore both the small ways The Way pervades everyday life and the large ways people can wield it.
• ask compelling questions and build on the answers.





THE REGIME:
sometimes it feels like there’s no escape from its gravity. the regime is an intergalactic superpower that uses its might to control the galaxy with fear, lies, propaganda, and alienation.

the only way the regime can perpetuate itself is with constant aggression, advancement of weaponry, and violence, and we know that it will eventually collapse under its own weight.

however, until then it continues to cause death and destruction across the galaxy.


Choose two things that The Regime wants:
untold destruction, unquestioned supremacy, military expansion, an end to the nova, hierarchy and order, dominion over The Way, restoration of an old order.

Moves:
• foreshadow a larger threat, and gain a token.
• put someone in immediate danger, and give them a token.
• intercept information or supplies, and give a token to whom you’ve taken that stuff from.


• show the power The Regime wields, but remember that it is not absolute.
• show the humanity of individuals within The Regime, and how that humanity is subsumed by the demands of The Regime.
• ask compelling questions and build on the answers.



THE LIBERATION:
there are many in the galaxy who are not willing to go down without a fight. the liberation are your comrades in arms, the people of the galaxy who are actively resisting and fighting back against The Regime.

no revolution is perfect; it is made of people, who are prone to disagreement and distrust. but that, many say, is what separates them from The Regime: working together, towards a better future for the galaxy.


Choose two things that The Liberation wants:
retaliatory violence, long-shot missions, hope renewed, military strategy, imagination of a better world, ideological discourse, working together.


Moves:
• complicate someone’s vision of freedom, and gain a token.
• offer help and solidarity, with or without a cost. if they accept, give them a token.
• introduce dangerous plans and ask others to participate. if they do, give them a token.
• ask “what does a better world look like to you?” and give them a token if they answer.


• be the love the characters must fight to protect.
• make decisions about ideology and strategy, and be interested in them.
• ask compelling questions and build on the answers.


SCUM AND VILLAINY:
ya know, criminals.


Choose two things that the Scum and Villainy wants:
uncomfortable bargains, understanding, the jackpot, secrecy, strings to pull, escape from this livelihood, fresh blood, enough credits to get through the week.

Moves:
• offer help or information at a cost. if they pay, give them a token.
• introduce or invite a betrayal, and gain a token.
• get someone involved in a dangerous scheme, and give them a token.
• complicate someone’s worldview, and gain a token.


• create smugglers, thieves, mercenaries, and conmen with their own needs, agendas, and perspectives.
• make decisions about the politics and structure of the criminal underworld, and force the characters to interact with them.
• ask compelling questions and build on the answers.


The Rhymes of History:
--It is said that those who cannot remember the past are doomed to repeat it. And doesn’t it seem like there’s a pattern, a connection, a narrative? From a certain point of view, at least?
--Look closely, tilt your head, connect the dots, match the pattern. Listen well to the poet who sings you the song. Of course it rhymes. Look at who’s singing.

Choose 2 desires:
reverberations of the distant past, war for the heart of the galaxy, dramatic irony, the new crushed by the old, grudges held, destiny fulfilled, balance at terrible expense, hidden puppet strings, tragedy reckoned with, repetition in unexpected places, epic struggle, quiet collapse, hands cut off, side stories and flashbacks, to have never been “past” at all

Moves:
• Draw a parallel to myth, legend, or history, and gain a token
• Ask “what does this remind you of?” and give them a token when they answer
• Reintroduce trouble from their past and give them a token
• Throw the weight of history on them and challenge them to meet it; give them a token if they do


Always try to:
• Make decisions about legends and connections through time, and make the characters confront them
• Look for other interpretations and perspectives, and give them weight and consideration
• Ask questions about their past and build on the answers




you also play THE VOID:
--the empty void, the darkness of space, it calls to every living thing.
--Those feelings that haunt and drive: greed, anger, despair, jealousy, pride.
--You may guard against them, but they encroach, they seep in.

Choose 2 Desires:
power, greed, temptations, betrayal, despair that threatens to swallow, righteous vengeance, fueling hatred, horrific revelations, megalomania

Moves:
• haunt someone with their past, and gain a token
• create doubt over someone’s intentions, and give them a token
• ask, “will you give into your darker urges?” and give a token if they do

Tips:
• show undertones of doubt in every living heart
• show problems that seem insurmountable
• ask compelling questions and build on the answers




you also play THE STARS:

--the light of stars, shining beacons that call the soul.
--they ask for and promise peace, judgement, humility, and acceptance.
--always there, always shining, even when you lose sight of their brightness.

Choose 2 Desires:
peace, justice, selflessness, service, humility, life in the present, acceptance of what is, deference to higher powers

Moves:
• give orders from a respected authority, and gain a token
• require a sacrifice to continue on a path, and give a token if they make it
• ask, “will you delay taking action?” and give a token if they do

Tips:
• build quiet moments that linger
• show how small things, easily overlooked, play an integral part
• ask compelling questions and build on the answers






You also play The Living Galaxy
--Wherever there is the space between, there is life. The galaxy is full of wondrous and terrifying creatures that can be an unexpected ally, foe, or force of nature. Life flourishes everywhere, from the depths of space to the coldest moons, the surface of the hottest sun and below the waves of planets covered in water.
--Even when sentient beings have covered planets in glass and steel, life persists, evolves, and flourishes-- yet life is always in danger. People would exploit it, harvest it, and seek to bend it to their will.

Choose 2 desires:
resisting exploitation, peaceful moments, reclaim battlefields & other dead places, balance, survival


Moves:
• present unexpected damage to the natural world, and give a token to who caused it
• introduce a dangerous beast and ask someone what makes it beautiful. If they answer, give
them a token.
• show life in an unexpected way or place, and gain a token

Tips
• create cute and/or imposing creatures, parts of an ecosystem or foreign, with simple needs
but complex problems.
• make the galaxy’s life feel both ubiquitous and wonderful
• ask compelling questions and build on the answers
This message was last edited by the GM at 20:01, Thu 13 Oct 2022.
The GM
GM, 151 posts
Sun 9 Oct 2022
at 22:11
  • msg #3

GALACTIC CALTROP CORE: THE WAY



mechanic items
Fine Hacking Rig: Visualization goggles,
unpublished exploits, overclocked nonmarket chips, optical vampire taps.
Fine Ship Repair Tools: Power-assisted
wrenches, a sonic drill, testing probes,
power calibrators, a rivet gun.
Small Drone: Small, remote-controlled
drone with cameras. May be able to carry
something light.
Spare Parts: Usually for ship repairs and
electronics. Often forgotten in a pocket or
tool belt.
Vision-Enhancing Goggles: Eyewear with
settings for thermal and ultraviolet, and
magnification levels in the thousands.
Genius Pet: Incapable of speaking, but can
understand language and assist with basic
tasks. Likes you. Really cute. Anticipates
your actions.
muscle items
If you have more than one Muscle playbook
on the crew, feel free to fill in your own
weapon names. Here are a few suggestions:
Blink, Checkmate, Echo, Ender, Equalizer,
Ghost, Itchy, Malice, Mercy, Pride, Thorn,
Thunder, Tickle, Twitch, Whisper, Wynona.
Fine Martial Arts Style: Your own custom
blend of combat techniques.
Krieger, a Fine Blaster Pistol: As a friend
or ally, it can be used during downtime to
threaten or intimidate. As an enemy, someone
else owns it and it’s carrying a bullet for you.
Mystic Ammunition: A large-caliber shell
fired from a specialized gun that releases
mystic energies when it hits. Grants
potency against mystic targets.
Sunder, a Fine Vibro-Blade: Cuts through
almost any material. Decorated blade.
Vera, a Fine Sniper Rifle: A full-bore auto-lock
with customized trigger, double cartridge,
thorough gauge. Can fire mystic ammo.
Zarathustra, Detonator Launcher: Fires
detonators at high velocity.
Zmei, a Fine Flamethrower: For those times
when you really need to heat things up.
Settings for regular and extra crispy.
mystic items
Fine Melee Weapon: Antiquated weapon that
acts as an extension of your body.
Memento of Your Travels: A small statue,
outdated currency, a lock of hair, a picture.
Offerings: A candle, oil lamp, flowers, food,
water, incense, pebbles from your journey.
Outdated Religious Outfit: Robes, worn
cloaks, sandals, etc.
Precursor Artifact: A small object made of
ancient materials. Precursor tech.
Trappings of Religion: Scrolls, texts, icons,
cups and bowls, bells.
pilot items
Fine Customized Spacesuit: Sweet decals,
emergency beacon, some thrust.
Fine Mechanics Kit: Hand-held scanners, hull
patch kit, assortment of hand tools.
Fine Small Urbot: Supports piloting and can
carry a few items. Seems eerily sentient.
Grappling Hook: Small, but mechanized.
Can pull you up. Fits in your belt.
Guild License: Legit pilot certification (may
not be yours). Will allow you passage
through a jumpgate.
Victory Cigars: Enough to share with a few
choice people.
scoundrel items
Fine Blaster Pistol/Matched Pair: Customised
or strange. Can fire mystic ammunition.
Fine Coat: A heavy but well-made and wellkept coat. Distinctive and with a history.
Forged Documents: Reasonably well-made
facsimiles of documents that would never
actually be given to someone like you.
Loaded Dice/Trick Holo-cards: Gambling
accoutrements subtly altered to favor
particular outcomes.
Mystic Ammunition: A large-caliber shell
fired from a specialized gun that releases
mystic energies when it hits. Grants
potency against mystic targets.
Personal Memento:A keepsake you cherish. A
locket, small holo, music from your homeworld.
speaker items
Fine Clothes: Silk sarongs, suits, fine blue
capes.
Legitimate ID: A properly encoded
Hegemonic ID indicating your legitimate
station in the Hegemony.
Luxury Item: Fine brandies, small but
thoughtful gifts, spices and perfumes, fine
instruments, popular games, etc.
Memento of a Past Encounter: A distinctive
piece of jewelry, a fine blade with a
House crest, a signet ring, a small statue.
stitch items
Candies and Treats: For those extra brave
customers.
Fine Bedside Manner: Charm that sets
patients at ease. Some Stitches never
bother to bring this.
Fine Clothing: A suit or outfit for fancy
dinner parties and high society.
Fine Medkit: Better stocked than the
standard. Skin staples, diagnostic hand
scanners, synthflesh, bone stabilizers,
spray hypos, anti-venom, and a wider
selection of drugs.
Recognizeable Medic Garb: The common
red medic outfit bearing the official white
medic seal of the Hegemony. Recognizeable
from a distance.
Syringes and Applicators: Syringes,
injectors, patch applicators. Many can be
palmed easily.
The GM
GM, 152 posts
Sun 9 Oct 2022
at 22:53
  • msg #4

GALACTIC CALTROP CORE: THE WAY

You have one ship:


1. choose your ship
There are three starting ships to choose from:
--Stardancer: Smugglers and blockade runners. Looking to do odd jobs, small thefts, and find lost items.
--Cerberus: Extraction specialists. Looking to find missing people or items and claim bounties.
--Firedrake: Rebels and criminals. Looking to protect the downtrodden and fight the Regime.

2. choose a reputation
What reputation has your team garnered with the different factions of the sector? Choose one (or create your own):
Ambitious, Brutal, Daring, Honorable, Professional, Savvy, Strange, Subtle.


3. customize your ship
Your ship begins with 2 cred in its hold and a few preselected ship systems.

Choose two additional ship systems to improve. Your choices are engines, hull, comms, and weapons.

After you decide what you improve, the GM will tell you about a faction that helped you get those improvements. They did you a favor. How do you respond?
--Pay them off. Give them 1 cred in exchange for a job well done.
--Owe them one. Promise them you’ll return the favor down the line when they ask and gain +1
status with them.
--Stiff them. No need to pay a faction that doesn’t demand payment up front! Take -1 status with that faction.


4. choose a special ability
Choose one of the special abilities listed on your ship. If you can’t decide which one to pick, go with the first one on the list—it’s placed there as a good default choice.

STARDANCER special abilities:

--The Getaway: Add +1 when you scramble or helm for the purpose of avoiding capture or running a blockade.

--Appraisal: You gain +1 cred for smuggling or delivery jobs. Whenever you gather info you can always ask, “What is most valuable here?”

--Field Repairs: Add +1 when repairing your ship while in space.


CERBERUS special abilities:

--Licensed: The law is less likely to be suspicious of you, especially while you are under contract to work on any legitimate bounty hunting job. Your ship can carry particle weapons, and your crew can carry and legally use heavy blasters in the pursuit of a target.

--Light Touch: Add +1 when tailing a target, or when gathering 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 roll.


FIREDRAKE special abilities:

--Forged in Fire: Your crew has been toughened by cruel experience. You each get +1d to all resistance rolls.

--Sympathizers: Your ideology is especially appealing. When you deal with a crew or faction, the GM will tell you who among them believes in your cause (one, a few, many, or all (there'll be AT LEAST one)).

--Natural Enemies: When you run a job against The Regime, take +1d to the roll (or the first roll, if there's more than one).




5. assign upgrades
Each ship starts with pre-selected upgrades well-suited to the crew.


Stardancer starts with: Medical Bay: A clean room with medical equipment. No hospital, but sufficient to patch most injuries. Storage for drugs and medical scanners. Add +1d to healing rolls.

Cerberus starts with: Brig: A secure jail on board the ship. Not meant for long-term incarceration, though.

Firedrake starts with: Heavy Shields: Particle sinks and EM deflectors. Can be overwhelmed by focused fire. Counts as armor against ship weapons and energy attacks. Largely absorbs blaster fire.



Then pick one more from this list (you can get more later):


Stardancer upgrade options:

--False Ship Papers: A few well-forged or transferred documents, giving the crew and ship identities that are less wanted in any given system. You have a couple sets you can swap between.

--Dark Hyperspace Maps: Routes through systems that aren’t officially maintained. Sometimes faster. Always less patrolled. Often full of Way creatures, pirates, and other scoundrels. You don’t want to think about the poor fools that died mapping them.

--Science Bay: Laboratory that can be used to analyze anomalies and Precursor artifacts. Secure storage for things that may react oddly with the rest of the ship (or physics).


Cerberus upgrade options:
--Tracers: A wide array of ways to track your targets. Includes tiny bugs that can be hidden on clothes with a suave pat on the back, beacons that can attach to hulls, and even transmission cloners for comms. Legality varies.

--Stun Weapons: A variety of weapons for capturing and securing prisoners without (serious) harm. Includes, but is not limited to: restraints (0 load), stun batons (1 load), stun settings on normal blasters (1 load), even stun grenades (replace detonators on sheet, 1 load), knockout drugs (0 load, may not work on some xenos). Not required to bring on jobs, but useful if you want to claim bounties. Generally legal.

--Personal Vehicles: Sleek single-seater craft that can fold up tight enough to fit into a reasonable parking space. Limited fuel, but can break atmo. Can carry basic weapons, though they can’t seriously damage anything freightersized or larger. You may want a landing bay.


Firedrake options:
--Black Market Contacts: Able to get you all the modules (even illegal ones) your ship needs, even when you’re wanted. Resourceful. Mobile. May have jobs for you from time to time.

--Secret Base: Perhaps inside ancient Ur ruins on a planet. Maybe buildings inside a massive asteroid. Possibly an old and forgotten station, long abandoned but now repurposed. You have found and commissioned a hiding spot away from the baleful gaze of the Regime where you and your allies can meet, hide, and plan your jobs. It’s secret...for now.

--Popular Support: It takes work to win hearts and minds, but your cause has supporters among the common folk. When you approach a planet or a station, ask the GM who there might be a sympathizer.




After you assign your extra upgrade, the GM will tell you about two factions impacted by your choice:

--One faction helped you get an upgrade. You’re on good terms. They like you, and you get +1
status with them. At your option, spend 1 cred to repay their kindness, and take +2 status
with them instead.

--The other faction was screwed over when you got an upgrade. They don’t like you, and you get -2 status with them. At your option, spend 1 cred to mollify them, and take -1 status with them instead—tell us how you smoothed things over.

You’ll be able get more upgrades in the future by earning xp or spending cred.


6. favorite contact
Take a look at your list of potential contacts on the ship sheet. Although all the contacts are your friends and allies, one is closer to you than the others.

Choose one contact who is a close friend, long-time ally, or partner in crime.


Stardancer contact list:
--T’kala, a dockmaster
--Alor, a keen-eared barkeep
--Rakka, a diplomat
--Citani, a reclusive info broker


Cerberus contact list:
--Stacy Weathers, a hacker
--Ishi, a weapons dealer
--Lix, a xeno tracker
--Jezri, a bookie

Firedrake contact list:
--Garin, a Guild weapons engineer
--Ada Black, a famous performer
--Tiko Lux, a hotshot pilot
--Tyura, an ancient Cult mystic



The GM will tell you about two factions that are impacted by your choice:
-One faction is also friendly with this contact, and you get +1 status with them.
-One faction is unfriendly with this contact, and you get -1 status with them.


7. update your ship info: Ship creation done—you’re ready to fly!
This message was last edited by the GM at 22:23, Wed 12 Oct 2022.
The GM
GM, 153 posts
Thu 13 Oct 2022
at 00:50
  • msg #5

GALACTIC CALTROP CORE: THE WAY


Eerie Places:

--Graveyard:
* choose 2-3 aesthetic elements: the remains of the dead, gray skies, distant echoes, thunder, thick fog, lingering regret, discarded weapons, an oppressive feeling of imminent doom
* choose 1-2 rumored to be here: memories of tragedy, a friend gone too soon, wailing specters, a lone survivor

--Tomb:
* choose 2-3 aesthetic elements: pitch blackness, red lightning, broken sarcophagi, pilfered gold, tunnels that run deep and far, flickering lights, mysterious ancient tech, murals depicting hidden history
* choose 1-2 rumored to be here: a legendary starblade, the evil ghost of a long-forgotten lord, the secret ritual to eternal life, forbidden texts locked away

--Shadow:
* choose 2-3 aesthetic elements: thick and murky fog, ominous darkness, the call of monsters, a voice inside your head, your reflection staring back at you, your fears and doubts realized
* choose 1-2 rumored to be here: the answers you seek, a hidden enemy, visions of the future written in smoke, a fallen nova


--Wastes:
* choose 2-3 aesthetic elements: ashen plains, deep fissures, broken sky, lingering resentment, terrible scouring winds, hints of past life, fragile new growth
* choose 1-2 rumored to be here: a secret academy, a broken superweapon, a dying leviathan, a holdout settlement from the distant past

--Abyss:
* choose 2-3 aesthetic elements: infinite emptiness, a far-away light, narrow precipice, grim chanting in a language you don’t understand, the air rushing out of your lungs, unbreakable loneliness, your memories brought to life again
* choose 1-2 rumored to be here: a choice you have to make, a forgotten pawn clinging to life, a chorus of witches, the road back home

--Sanctum:
* choose 2-3 aesthetic elements: the throne, a grand overlook, loyal guards in shining armor, open pits, regal curtains, opulence to the extreme, a shackled prisoner, smirking sycophants
* choose 1-2 rumored to be here: a secret weakness, an offer you can’t refuse, the Regime’s ultimate plans, the truth of power




THE TEARING:
When the space between is stripped away, when connections break and there is left only the horrible empty nothing - what will you become?

When you pick up this path, put three tokens on it and answer this question:
What is eroding your connection to others? unbearable tragedy, a conspiracy of novas, my own will to power, my new master, the betrayal of my most trusted, overwhelming guilt, the untenable lightness of being, OR name your own answer


--When someone pushes through your barriers and you reach out to meet them, take a token from this path. When there are no tokens left, abandon it.

--When you forsake a connection to those closest to you, give one of your tokens to this path.


While this path has at least one token on it, you have these moves:
• cry out in anguish - if someone hears you and you take their hand, give them a token from this path
• scorn platitudes or meaningless “charity” - take a token when offered and place it on this path.
• ask “what would you do if you were truly free?” and give them a token from this path if their answer impresses you
• hear the echoes in the emptiness in the space between - ask the table what they say, and get a token if you listen.

While this path has at least five tokens on it, you have these moves:
• spend a token and give it to this path to break the connection between two people
• resist the push and pull of the space between - spend any number of tokens (including tokens from this path); if they do not meet your number, cancel their move
• say “you have no power over me”
• hear the echoes in the emptiness in the space between and tell the table a secret they reveal to you

When you place a tenth token on this path, add one of the following to your playbook, then take all the tokens from this path and abandon it.
• I am forever invisible and untouchable to the space between - I am untethered to everything
• I consume and erode the connections between people. I gain a token whenever I feast on a connection
• I stand outside of the web of connections of the space between and can see and touch the strands of fate that tie others together
• or something of your own that captures who you have become
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