TEXT:   
  archie 
  The problem with history is that they used to just keep making more of it. Now, here at the end of time, you can 
  finally get around to cataloging all this stuff.  
  Archies just love going through old things. They’ve forgotten more than most people will ever remember. They 
  make for great adventurers because they know a little bit about everything� and what they don’t know, they can 
  extrapolate from the thousands of things they do know. 
  Play an Archie if you want to help your friends with useful facts, figures, and trivia. 
  sample names 
  Amaranth, Attabar, Bill, Cassandra, 
  Codger, Doc, Herodotus, Notion, 
  Mambazol, Matins, Mei�Feng, 
  Miss�Understanding, Oort, 
  Professor, Reverend, Secretary, 
  Teach, C. S. Tyson, The�Watcher 
  looks 
  Choose one or more: 
  Big hat, Books, Canteen, Dirt under 
  fingernails, Dirty clothes, Duster, 
  Gears, Glasses, Goggles, Good luck 
  charm, Magnifying glass, 
  Mismatched clothes, Moleskin 
  journal, More books, Neat and 
  fastidious appearance, Out-of-date 
  clothes, Pocket watch, Pony tail, Short 
  hair, Too many books, Unkempt hair, 
  Towel, Vest, Wrinkles, Wristwatch 
   
   
  attributes 
  & health 
  Choose one: 
  ø�Antiquarian 
  Bottom -1, Charm -1, 
  Down�+3 
  Top -1, 
  Strange�+1, 
  Up�+2 
  Doing 3, 
  Feeling 5,Thinking 10 
  ø�Quiet Observer 
  Bottom�+2,Charm -1, Down�+1 
  Top -1, 
  Strange -1, 
  Up�+3 
  Doing 6, 
  Feeling 3, Thinking 9 
  ø�Most Interesting Person 
  Bottom -1, Charm�+2, Down�+1 
  Top -1, 
  Strange -1, 
  Up�+3 
  Doing 3, 
  Feeling 6, Thinking 9 
  ø�Insufferable Know-it-All 
  Bottom -1, Charm -2, 
  Down�+3 
  Top�+1, 
  Strange�=0, 
  Up�+2 
  Doing 5, 
  Feeling 3,Thinking 10 
  deflect: feeling 
  Prime Directive of Non-Interference: 
  Whenever you would suffer harm to 
  your Feeling, you can deflect the harm 
  to your Doing or Thinking, instead. 
  times 
  Futurex 2, 
   
  Historyx 3 
  connections 
  Ask a trivia question. For the first 
  player to answer the question to your 
  satisfaction, you have +1 Connection 
  with their character.  There’s no 
  time limit. The truth will out. 
  Also, +2 Connection with 
  (choose�one):  
  ø�Coat of Deep Pockets (gear) 
  ø�Carpet Bag of Tribid-8 (gear) 
  ø�The cluttered closet of my 
  research vessel (gear) 
  ø�Gastronompede (alien pet, 
  named Plato, Elon, Wales, 
  Oxnard, Bartleby, Quux, etc.) 
  ø�Floating thought matrix (alien 
  pet, named Bit, Core, Hash, 
  Klak, Computer, Log, etc.) 
  ø�Lab assistant (follower, named 
  Bem, Shev, Qyd’eb, Sedgewick, 
  Tyro, Clone, something you 
  can’t remember, etc.) 
  ø�Or make something up! 
   
   
  unique moves 
  autodidact 
  What you’re doing right now isn’t 
  so hard. You read about it in a book. 
  Before making a roll, ante 1 Fx, 
  then roll +Up. 
  Up to 6: -1 forward! Oops, well, 
  at�least we learned something. 
  Set aside your ante as study. 
  7+:�+1 forward. Set aside your ante 
  as study.  
  analysis 
  Those who fail to learn history are 
  doomed to repeat it. 
  Ante 1 or more Fx, then pick a 
  situation to analyze. 
  Roll�+Down.  
  Up to 6:�Return your ante to Fx. 
  7+:�For each point in your ante, 
  ask the MC one question from 
  the list below. Then set aside 
  the entire ante as study.  
  ø�What happened here recently?  
  ø�What is about to happen? 
  ø�What should I be on the lookout 
  for? 
  ø�What here is useful or valuable 
  to me? 
  ø�Have there been any strange 
  scientific anomalies here? 
  ø�What is the anthropological 
  history of this place? 
  ø�What are the life sciences here? 
  (Biological readings, life-forms, 
  toxins, signs of activity, etc.) 
  ø�Who’s really in control here? 
  ø�What tier are these people? 
  ø�What is here that’s not what it 
  appears to be? 
  Take +1 forward to deal with the 
  answers to these questions. 
  study 
  Your study pool builds from your 
  other moves. 
  When your or another character 
  tries to solve a puzzle, to work 
  with tech, to know something, 
  to involve themselves with 
  something you have a 
  Connection with, or does 
  something else that the MC 
  says would benefit from 
  your field study, they may 
  move 1 point of study to 
  your Hx. Forward, they will 
  roll�three dice and then 
  choose which two to�keep.  
   
  
  common moves 
  To assault another target, state your weapon’s tier, and roll +Strange. 
  7-9,�become exposed and choose one: either charge into range and +3 
  forward, or hit a lesser target. 10-12,�choose one: stay covered & hit 
  lesser target, or become exposed & hit equal target, or charge and +3 
  forward. 13+,�choose one:�stay covered & hit lesser target, or become 
  exposed & hit greater target, or charge and +3 forward. 
  To avoid danger till your next move, roll +Bottom. 7-9,�weak enemies 
  overlook you and -1 harm. 10-12,�the strong overlook you and -2 
  harm. 13+,�the grand overlook you and -3 harm. 
  To block something till your next move, roll +Top. 7-9,�weak enemies target 
  you first, +1 forward to respond to them. 10-12,�the strong target you first, 
  +3 forward to respond. 13+,�the grand target you first, +6 to respond. 
  To know casual stuff, just ask. To know obscure lore, roll +Down. 
  7-9,�MC�tells you something. 10+, MC may give you +1 connection. 
  To reveal something from your inventory, ante 1 Fx and roll 
  +Connection. 7-9,�move ante to Hx and you have weak stuff. 
  10-12,�move ante to Hx and you have strong stuff. 13+,�set aside 
  ante as inventory and you have grand stuff. 
  To talk to people who are already friendly with you, no roll is needed. 
  To schmooze unfriendly people, roll +Charm. 7-9,�they’re open to talk, 
  ask the MC how to proceed. 10+,�the target makes a counter-offer, 
  accept it or move on to something else (MC’s choice). 
  To observe the obvious, ask your MC. To scope a situation or person, 
  roll�+Up. 7-9,�ask one question and +1 forward to deal with answers. 
  10+, ask three questions and +1 forward on those answers. (Does this 
  person have something I need? How could I get past these people to 
  leave me alone? Who’s really in control here? Is this person trying to 
  deceive me? What happened here recently?  What here is useful or 
  valuable to me? What is about to happen? Is there anything here that 
  isn’t supposed to be here? What should I be on the lookout for? What�tier 
  are these people? What’s the best way to deal with these people?) 
  support moves 
  Don’t like your last roll? To get inspiration from a friend, ask them to 
  ante 1 or more Hx and roll +connection. 7+,�add their +ante to your 
  last roll; your friend moves their ante to their Fx.   
  To prepare a friend for rolling, roll and add something (usually the 
  same attribute). 7+, you give them +1 forward. 
  To order a follower to do something, ante 1 Fx and roll +connection 
  instead of what you’d usually roll. Either you suffer the response 
  for your follower, or lose 1 point of connection permanently. Move 
  ante to Hx. 
  
    
  celebrity 
  Welcome to fame and fortune, baby. You might be a darling of the galactic media, a president on the run, or a holographic 
  music idol giving your first transstellar tour. When you talk, people listen—even if you’re just running your mouth. No matter 
  how obnoxious you are, the mystique of fame excuses all. The universe is your audience, so give them something to watch.  
   
  Play a Celebrity if you want to draw lots of attention to yourself and solve your problems by talking. 
  sample names 
  Alazia-5, Biff, Chris, Emplox Alpha, 
  Ereshk1g4l, Hatsune, Lady 
  Stardust, Minmay, Mogolith, Raka 
  Zar, Tsqaliyah, Zaphod 
  looks 
  Choose one or more: 
  Androgynous beauty, Cosmetic body 
  modifications, Expensive taste, Fancy 
  suit, Glowing eyes, Holographic vid-
  screens, Je ne sais quoi, Musical 
  instrument, Narcissistic, Paranoid, 
  Shifty eyes, Smells like booze, 
  Smokes, Sunglasses 
   
  attributes 
  & health 
  Choose one: 
  ø�Heartthrob 
  Bottom +1, Charm +3, Down -1 
  Top +2,  
  Strange -1,  
  Up -1 
  Doing 8,  
  Feeling 7, Thinking 3 
  ø�Living Legend 
  Bottom -2, Charm +3, Down +1 
  Top +2,  
  Strange +1,  
  Up -2 
  Doing 5,  
  Feeling 9, Thinking 4 
  ø�Politician 
  Bottom +2, Charm +3, Down -2 
  Top +2,  
  Strange -1,  
  Up -1 
  Doing 9,  
  Feeling 7, Thinking 2 
  ø�Glitterati  
  Bottom +1, Charm +3, Down -2 
  Top +2,  
  Strange -1,  
  Up =0 
  Doing 8,  
  Feeling 7, Thinking 3 
  deflect: thinking 
  Getting By on Looks Alone: 
  Whenever you would suffer harm to 
  your Thinking, you can deflect that 
  harm to your Doing or Feeling instead. 
  times 
  Futurex 4 
   
  Historyx 1 
  connections 
  Ask each other player to name their 
  favorite actor, musician, or other 
  celebrity. After listening to their 
  answers, choose one character to 
  have +2 Connection with. 
  Also, +2 Connection with 
  (choose�one):  
  ø�My influence with friends in 
  high places (gear) 
  ø�My embezzled or otherwise 
  illegal fortune (gear) 
  ø�A cutting edge high-tech gizmo 
  or toy (gear) 
  ø�My press secretary (follower, 
  named Astra, Factotum, Gofer, 
  Cordelia, or You There) 
  ø�My bodyguard (follower, named 
  Rax, Spike, Brutus, Ronin, or 
  Devastator) 
  ø�My pet exotic lifeform (alien 
  pet, named Checkers, Mister 
  Woofykins, Bitey, or Socks) 
  ø�Or make something up! 
  unique moves 
  grandstand 
  If you have at least one observer, then 
  before performing any common move, 
  you may declare that move to be a 
  grandstand. Ante 1 Fx then roll for the 
  move as normal. 
  Up to 6:� In addition to the move 
  you just made, you also 
  embarrass yourself. Move your 
  ante to Hx and any fame points 
  you might have to Hx. 
  7+:  In addition to the move you just 
  made, move your Fx to fame, and 
  play out the move as normal. 
   
   
  spotlight 
  To get the attention of everyone 
  around you, ante 1 or more Fx, 
  then roll +Charm. There must be 
  people around for you to be a star. 
  Up to 6: Do these people not know 
  who you are? Inconceivable! 
  Move your ante to Hx. 
  7-9:� You draw a crowd of weak 
  targets. Move your ante to fame. 
  10+:�You draw a crowd of weak 
  and strong targets. Move your 
  ante to fame. 
  fame 
  You gain fame by using your 
  grandstand and spotlight moves. 
  ø�Add +fame to any rolls* to 
  avoid consequences such as 
  being caught lying, making a 
  faux pas, or other social 
  mishaps where being famous 
  could help you. 
  ø�Use +fame as a connection* with 
  any crowd that you gathered 
  with your spotlight move. 
  ø�Subtract -fame from any roll to 
  be stealthy, to blend in, or to 
  otherwise not be the center of 
  attention. The MC may rule 
  that having fame makes some 
  things impossible for you. 
  ø�Add +fame to a friend’s roll*, if 
  being a celebrity would help.  
  For example, if you’re being a 
  distraction while a friend 
  sneaks in somewhere, or if your 
  friend is trying to impress 
  someone else by knowing you, 
  a real celebrity. 
  *If you add +fame to a roll that has 
  doubles (any two dice have matching 
  numbers), move all mass appeal 
  to your Hx. (Fame is fleeting.) 
  Ego 
  To figure out how a situation or a 
  person relates to you, roll +Top. 
  7-9:�Ask the MC one of these 
  questions: 
  ø�Do these people have anything 
  to offer me? 
  ø�What can these people do 
  for me? 
  ø�What here is useful or valuable 
  to me? 
  ø�What is about to happen to me? 
  ø�What’s the best way to get 
  these people to do things 
  for me? 
  Take +1 forward when acting 
  on the answer to your 
  question. 
  10+:�Ask the MC three of 
  the above 
  questions, and 
  take +1 forward 
  when dealing 
  with the answers. 
   
  
  common moves 
  To assault another target, state your weapon’s tier, and roll +Strange. 
  7-9,�become exposed and choose one: either charge into range and +3 
  forward, or hit a lesser target. 10-12,�choose one: stay covered & hit 
  lesser target, or become exposed & hit equal target, or charge and +3 
  forward. 13+,�choose one:�stay covered & hit lesser target, or become 
  exposed & hit greater target, or charge and +3 forward. 
  To avoid danger till your next move, roll +Bottom. 7-9,�weak enemies 
  overlook you and -1 harm. 10-12,�the strong overlook you and -2 
  harm. 13+,�the grand overlook you and -3 harm. 
  To block something till your next move, roll +Top. 7-9,�weak enemies target 
  you first, +1 forward to respond to them. 10-12,�the strong target you first, 
  +3 forward to respond. 13+,�the grand target you first, +6 to respond. 
  To know casual stuff, just ask. To know obscure lore, roll +Down. 
  7-9,�MC�tells you something. 10+, MC may give you +1 connection. 
  To reveal something from your inventory, ante 1 Fx and roll 
  +Connection. 7-9,�move ante to Hx and you have weak stuff. 
  10-12,�move ante to Hx and you have strong stuff. 13+,�set aside 
  ante as inventory and you have grand stuff. 
  To talk to people who are already friendly with you, no roll is needed. 
  To schmooze unfriendly people, roll +Charm. 7-9,�they’re open to talk, 
  ask the MC how to proceed. 10+,�the target makes a counter-offer, 
  accept it or move on to something else (MC’s choice). 
  To observe the obvious, ask your MC. To scope a situation or person, 
  roll�+Up. 7-9,�ask one question and +1 forward to deal with answers. 
  10+, ask three questions and +1 forward on those answers. (Does this 
  person have something I need? How could I get past these people to 
  leave me alone? Who’s really in control here? Is this person trying to 
  deceive me? What happened here recently?  What here is useful or 
  valuable to me? What is about to happen? Is there anything here that 
  isn’t supposed to be here? What should I be on the lookout for? What�tier 
  are these people? What’s the best way to deal with these people?) 
  support moves 
  Don’t like your last roll? To get inspiration from a friend, ask them to 
  ante 1 or more Hx and roll +connection. 7+,�add their +ante to your 
  last roll; your friend moves their ante to their Fx.   
  To prepare a friend for rolling, roll and add something (usually the 
  same attribute). 7+, you give them +1 forward. 
  To order a follower to do something, ante 1 Fx and roll +connection 
  instead of what you’d usually roll. Either you suffer the response 
  for your follower, or lose 1 point of connection permanently. Move 
  ante to Hx. 
  
    
  clockworker 
  Other people think that time is a strict linear progression of cause to effect. You know better. You have a personal 
  line into the timestream: psychic powers of precognition, a time machine, four-dimensional technology, or 
  bizarre time-warping powers.  
  Play a  Clockworker if you want to meddle about with time and space. 
  sample names 
  Aradia, Chiana, Dave, Dio, 
  Introssor, Janus, Kinmune, Marty, 
  Pelinal, Professor, Tachyon, 
  Tessera, Trance 
  looks 
  Choose one or more: 
  Anachronistic fashion, Dapper, 
  High-tech timekeeping device, 
  Low-tech timekeeping device, 
  Milky-eyed, Mischievous smile, 
  Scarf, Soothing voice, Tendency to 
  talk about things that haven’t 
  happened yet as if they already 
  have, Tired eyes, Trouble with verb 
  tenses, Tweedy, Twitchy 
   
  attributes 
  & health 
  Choose one: 
  ø�Stranded in Time 
  Bottom +2,Charm +1, Down +2 
  Top -2, 
  Strange -2, 
  Up +2 
  Doing 5, Feeling 4, Thinking 9 
  ø�Precog 
  Bottom +2,Charm +1, Down +3 
  Top -3, 
  Strange -1, 
  Up +1 
  Doing 4, Feeling 5, Thinking 9 
  ø�Eternal Wanderer 
  Bottom +3,Charm =0, Down +2 
  Top -1, 
  Strange -2, 
  Up +1 
  Doing 7, Feeling 3, Thinking 8 
  ø�Anomalistic Entity 
  Bottom +2,Charm -2, Down +1 
  Top +1, Strange +1, 
  Up =0 
  Doing 8, Feeling 4, Thinking 6 
   
  deflect: Feeling 
  In the Long Run: Whenever you 
  would suffer harm to your Feeling, 
  you can deflect the harm to your 
  Doing or Thinking, instead. 
  times 
  Futurex 4 
   
  Historyx 1 
  connections 
  Ask each other player to name a 
  historical event. After listening to 
  their answers, choose one charac-
  ter to have +2 Connection with.  
  Also, +2 Connection with 
  (choose�one):  
  ø�Historical artifacts gathered 
  from across time (gear) 
  ø�Using time travel to get rich 
  quick (gear) 
  ø�The gratitude of those you’ve 
  helped (gear) 
  ø�The contents of my larger-on-
  the-inside time machine (gear) 
  ø�My traveling companion 
  (follower named Ace, Adric, Ian, 
  Peri, or Susan) 
  ø�Displaced historical figure 
  (follower named Abe, Joan, 
  Napoleon, Saladin, 
  Shakespeare, etc.) 
  ø�Or make something up! 
  unique moves 
  Chronometry 
  It’s easy to do things when you 
  already saw how they will end up. 
  Before making a roll, ante 1 Fx, 
  then roll +Down. 
  Up to 6: -1 forward! You don’t 
  remember it happening this way 
  at all. Set aside your ante as 
  paradox. 
  7+:�+1 forward. Set aside your ante 
  as paradox.  
   
   
  Observer 
  Why study history, when you 
  could just watch it first hand? 
  To consult the past or future to 
  help you with obscure facts, 
  ante 1 Fx and then 
  roll�+Bottom. 
  Up to 6: That’s not a time that 
  either your past or future selves 
  have experience with. Move 
  your ante to paradox. 
  7-9:�The MC takes on the role of 
  you, from the future, travelling 
  back in time to this spot, to tell 
  you useful that might prove 
  useful when dealing with this 
  situation. This should be some 
  obscure fact that a first-hand 
  observer would know: people 
  who were there, layout of the 
  room, combinations and pass-
  words, etc.  Take +1 forward 
  when acting on their/your 
  observations, then move your 
  ante to paradox. 
  10+:�It’s you who travels back in 
  time to observe some key event 
  or happening to help you. The 
  MC may describe a scene where 
  you’re a passive observer, and 
  things that you see. Not only do 
  you get +1 forward when acting 
  on these observations, but the 
  MC may tell you to write down 
  a Connection +1 to something 
  about this situation � even 
  with something or someone you 
  haven’t met yet. Move your ante 
  to paradox.  
  Paradox 
  You gain paradox points by using 
  your chronometry and observer 
  moves. 
  While you have paradox, you may 
  use these moves: 
  ø�Roll +paradox to order a 
  duplicate of yourself to do 
  something*. The MC takes on 
  the role of a follower —
  another you from an alternate 
  time-line. This follower 
  appears out of nowhere, does 
  a common move for you (using 
  +paradox instead of the usual 
  attribute), and then 
  disappears. If something bad 
  happens to them (such as 
  harm, capture, disease, horror, 
  etc.), move one point of 
  paradox to Hx. 
  ø�To retcon a response from 
  the MC, roll +paradox*. 
  7+, the MC must choose 
  something different. 
  For example, if a 
  friend was about to 
  suffer harm, the MC 
  might retcon that 
  harm from 
  happening � or 
  they might move the 
  harm to you, 
  instead.  You have no 
  control over what the 
  MC chooses instead, 
  even if it’s worse. Don’t 
  tamper with the time-
  stream lightly. 
  ø�Roll +paradox to alter 
  time in some way*. We 
  can’t think of all the time-
  travel possibilities. As a rule, a 
  roll of 7-9 will make a weak 
  alteration, and a roll of 10+ 
  will make a strong alteration. 
  *If you add +paradox to a roll 
  that has doubles (any two 
  dice have matching 
  numbers), move 
  all paradox to your 
  Hx. (The universe 
  only tolerates so 
  much meddling.) 
   
   
   
  
  common moves 
  To assault another target, state your weapon’s tier, and roll +Strange. 
  7-9,�become exposed and choose one: either charge into range and +3 
  forward, or hit a lesser target. 10-12,�choose one: stay covered & hit 
  lesser target, or become exposed & hit equal target, or charge and +3 
  forward. 13+,�choose one:�stay covered & hit lesser target, or become 
  exposed & hit greater target, or charge and +3 forward. 
  To avoid danger till your next move, roll +Bottom. 7-9,�weak enemies 
  overlook you and -1 harm. 10-12,�the strong overlook you and -2 
  harm. 13+,�the grand overlook you and -3 harm. 
  To block something till your next move, roll +Top. 7-9,�weak enemies target 
  you first, +1 forward to respond to them. 10-12,�the strong target you first, 
  +3 forward to respond. 13+,�the grand target you first, +6 to respond. 
  To know casual stuff, just ask. To know obscure lore, roll +Down. 
  7-9,�MC�tells you something. 10+, MC may give you +1 connection. 
  To reveal something from your inventory, ante 1 Fx and roll 
  +Connection. 7-9,�move ante to Hx and you have weak stuff. 
  10-12,�move ante to Hx and you have strong stuff. 13+,�set aside 
  ante as inventory and you have grand stuff. 
  To talk to people who are already friendly with you, no roll is needed. 
  To schmooze unfriendly people, roll +Charm. 7-9,�they’re open to talk, 
  ask the MC how to proceed. 10+,�the target makes a counter-offer, 
  accept it or move on to something else (MC’s choice). 
  To observe the obvious, ask your MC. To scope a situation or person, 
  roll�+Up. 7-9,�ask one question and +1 forward to deal with answers. 
  10+, ask three questions and +1 forward on those answers. (Does this 
  person have something I need? How could I get past these people to 
  leave me alone? Who’s really in control here? Is this person trying to 
  deceive me? What happened here recently?  What here is useful or 
  valuable to me? What is about to happen? Is there anything here that 
  isn’t supposed to be here? What should I be on the lookout for? What�tier 
  are these people? What’s the best way to deal with these people?) 
  support moves 
  Don’t like your last roll? To get inspiration from a friend, ask them to 
  ante 1 or more Hx and roll +connection. 7+,�add their +ante to your 
  last roll; your friend moves their ante to their Fx.   
  To prepare a friend for rolling, roll and add something (usually the 
  same attribute). 7+, you give them +1 forward. 
  To order a follower to do something, ante 1 Fx and roll +connection 
  instead of what you’d usually roll. Either you suffer the response 
  for your follower, or lose 1 point of connection permanently. Move 
  ante to Hx. 
  
    
  displaced 
  Funny thing about time, it just keeps slipping into the future. You’re from one of the many previous eras. Perhaps 
  you’re from 21st Century Earth, where you were put in cryogenic suspension or what-have-you, only to be revived 
  in this strange future time. Maybe you’re from a derelict spaceship, where you were put in suspended animation 
  only to be rescued much, much later than you ever thought possible. Or you might have popped through a 
  wormhole or other cosmic anomaly, and you were lucky enough to survive the time point. 
  Play a Displaced if you want to come through in a pinch and bring out the best in your friends. 
  sample names 
  Amber, Amelia, Arthur, Brittany, 
  Carter, Cooper, Craig, Jimmy, 
  Justin, Lei Po, Ook, Melissa, Lauren, 
  Leela, Lindsay, Newcastle, Past-
  Lifer, Philip, Popsicle, Rip, Rose, 
  Roy, Sarah, Shannon, Specimen, 
  Travis, Whitley, Yesterday 
  looks 
  Choose one or more: 
  Ankle monitor, Bathrobe, Cigarettes, 
  Confused expression, Digital watch, 
  Eyes that cannot unsee, Fedora, 
  Flannel, Flint and tinder, Jeans, Lack 
  of background radiation, Legwarmers, 
  Newspaper, Nervous tic, Portable 
  stereo, Party attitude, Poncho, Rosary, 
  Simple smile, Sneakers, Tattoo of 
  lab number, Tracking tag (on ear), 
  T-Shirt, Trilby, Vivisection scars 
   
   
  attributes 
  & health 
  Choose one: 
  ø�Trying to Blend In 
  Bottom�+3, Charm�+2, Down�+1 
  Top -1, 
  Strange -3, 
  Up -1 
  Doing 7, 
  Feeling 4,Thinking 5 
  ø�Backward Savage 
  Bottom�+2, Charm�+1, Down�+1 
  Top -3, 
  Strange�+2, Up =0,  
  Doing 4,  
  Feeling 8,Thinking 6 
  ø�Perpetually Confused 
  Bottom�+2, Charm�+1, Down�+1 
  Top�+1, 
  Strange�=0, 
  Up -2 
  Doing 8, 
  Feeling 6,Thinking 4 
  ø�Xenophile 
  Bottom�+1, Charm�+3, Down -1 
  Top�+2, 
  Strange�=0, 
  Up -2 
  Doing 8, 
  Feeling 8,Thinking�2 
  deflect: thinking 
  Ignorance is Bliss: Whenever you 
  would suffer harm to your Thinking, 
  you can deflect the harm to your 
  Doing or Feeling, instead. 
  times 
  Futurex 2 
   
  Historyx 3 
  connections 
  Ask each player to name a song. 
  After listening to all their answers, 
  choose one character to have a +2 
  Connection with. You have latched 
  onto this character as your anchor 
  in this strange new world.  
  You have�+1 Connection with 
  all the other characters. 
  unique moves 
  harmless 
  For some reason, you’re never 
  considered a priority. 
  Ante 1 Fx, then roll�+Bottom. 
  Up to 6:� Until your next move, 
  subtract 1 from all harm and 
  weak threats ignore you. 
  Move your ante to Hx. 
  7+:�Until your next move, subtract 
  3 from all harm and all threats 
  ignore you. Move your ante 
  to fluke. 
   
   
  motivate 
  Your boundless enthusiasm can 
  bring out the best in people. 
  Pick a character or other target, 
  and make a motivational 
  speech to them. Ante 1 or more 
  Fx, then roll�+Charm. 
  Up to 6:�Set aside your entire ante 
  to fluke. Your target has no 
  idea what you’re on about. 
  7-9:�Your target takes +1 forward 
  as you cheer them on. Set aside 
  1 ante as fluke, return the rest 
  to your Fx. 
  10+:�Your target takes your +ante 
  forward, as you cheer them on. 
  After they make the roll with 
  the +ante bonus, move your 
  entire ante to Hx. 
  luck 
  The universe must really like you. 
  Declare you want to have a really 
  lucky break, ante 1 or more Fx, 
  and roll�+ante. You, the MC, 
  and your fellow players should 
  feel free to make suggestions, 
  each one more unlikely and 
  embarrassing than the last. 
  Up to 6:�You suffer humiliation. 
  (You reach into a bin and 
  something stings you; the alien 
  reveals a frightening array of 
  toothy orifices; not only does 
  the door not open, but you 
  trigger the security system, etc.) 
   
  Set aside your entire ante 
  as fluke. 
  7-9:�Something strong happens, 
  mostly in your favor. (You find a 
  useful, rare, strong device; the 
  alien has a love for some 
  obscure fact or ancient history 
  you happen to know; you crash 
  the entire security system by 
  typing in the exact random 
  sequence it didn’t expect, etc.)   
   
  Set aside 1 ante as fluke 
  and move the rest to Hx. 
  10+:�Something grand happens, 
  mostly in your favor. (You find a 
  singular, grand device; you look 
  exactly like the messiah, as 
  inscribed generations ago; you 
  trigger the self-destruct 
  sequence and now everyone 
  must leave, etc.)  
   
  Set aside all 
  your ante as 
  fluke. 
  fluke 
  You set aside fluke points 
  by using your unique moves. 
  Add +fluke to any rolls to 
  avoid harm.* 
  Add +fluke to any rolls forward 
  that act on a previous luck 
  result.* Especially the luck 
  results that embarrassed you! 
  *If you added +fluke to a roll that 
  had doubles (two dice that 
  have matching numbers), move 
  all fluke to your Hx. You still get 
  the +fluke bonus to that last roll, 
  but now it’s all gone.  
  Move 1 fluke to Hx to have you or 
  a nearby friend replace a 
  hazard with embarrassment. 
  (Enemies spare your life, only to 
  capture you. Your fall is broken by 
  a dumpster of Ultra-Manure. The 
  alien considers your bodily fluids 
  to be a powerful aphrodisiac, etc.)  
    
   
  
  common moves 
  To assault another target, state your weapon’s tier, and roll +Strange. 
  7-9,�become exposed and choose one: either charge into range and +3 
  forward, or hit a lesser target. 10-12,�choose one: stay covered & hit 
  lesser target, or become exposed & hit equal target, or charge and +3 
  forward. 13+,�choose one:�stay covered & hit lesser target, or become 
  exposed & hit greater target, or charge and +3 forward. 
  To avoid danger till your next move, roll +Bottom. 7-9,�weak enemies 
  overlook you and -1 harm. 10-12,�the strong overlook you and -2 
  harm. 13+,�the grand overlook you and -3 harm. 
  To block something till your next move, roll +Top. 7-9,�weak enemies target 
  you first, +1 forward to respond to them. 10-12,�the strong target you first, 
  +3 forward to respond. 13+,�the grand target you first, +6 to respond. 
  To know casual stuff, just ask. To know obscure lore, roll +Down. 
  7-9,�MC�tells you something. 10+, MC may give you +1 connection. 
  To reveal something from your inventory, ante 1 Fx and roll 
  +Connection. 7-9,�move ante to Hx and you have weak stuff. 
  10-12,�move ante to Hx and you have strong stuff. 13+,�set aside 
  ante as inventory and you have grand stuff. 
  To talk to people who are already friendly with you, no roll is needed. 
  To schmooze unfriendly people, roll +Charm. 7-9,�they’re open to talk, 
  ask the MC how to proceed. 10+,�the target makes a counter-offer, 
  accept it or move on to something else (MC’s choice). 
  To observe the obvious, ask your MC. To scope a situation or person, 
  roll�+Up. 7-9,�ask one question and +1 forward to deal with answers. 
  10+, ask three questions and +1 forward on those answers. (Does this 
  person have something I need? How could I get past these people to 
  leave me alone? Who’s really in control here? Is this person trying to 
  deceive me? What happened here recently?  What here is useful or 
  valuable to me? What is about to happen? Is there anything here that 
  isn’t supposed to be here? What should I be on the lookout for? What�tier 
  are these people? What’s the best way to deal with these people?) 
  support moves 
  Don’t like your last roll? To get inspiration from a friend, ask them to 
  ante 1 or more Hx and roll +connection. 7+,�add their +ante to your 
  last roll; your friend moves their ante to their Fx.   
  To prepare a friend for rolling, roll and add something (usually the 
  same attribute). 7+, you give them +1 forward. 
  To order a follower to do something, ante 1 Fx and roll +connection 
  instead of what you’d usually roll. Either you suffer the response 
  for your follower, or lose 1 point of connection permanently. Move 
  ante to Hx. 
  
    
  empath 
  You understand. You have telepathic powers, whether they’re an inborn gift, a natural talent of your species, or 
  the product of technological upgrades and experimentation. You can understand people better than they know 
  themselves, and exert a terrifying degree of control over unwilling minds.  
  Play an Empath if you want to play a character with mind-reading and other telepathic powers. 
  sample names 
  Antharum, Byron, Charles, 
  Cognitotron 9000, Esth, Jean, 
  Locus, Scorpius, Susan, Taruvius, 
  Troi, Vriska, Zhaan 
  looks 
  Choose one or more: 
  Bald, Brain augmentations, Chatty, 
  Frequent nosebleeds, Gas mask, 
  Jaded eyes, Kind eyes, Menacing 
  eyes, Perfumed, Scared of crowds, 
  Soft voice, Third eye, Tidily 
  groomed. 
  attributes 
  & health 
  Choose one: 
  ø�Xenopsychologist 
  Bottom +1, Charm +1, Down -1 
  Top +1, 
  Strange -1, 
  Up +2 
  Doing 7, 
  Feeling 5,Thinking 6 
  ø�Interrogator 
  Bottom -2, Charm +1, Down +1 
  Top +2, 
  Strange -1, 
  Up +2 
  Doing 5, 
  Feeling 5,Thinking 8 
  ø�High Priest 
  Bottom +2, Charm +2, Down -2 
  Top +1, 
  Strange -3, 
  Up +3 
  Doing 8, 
  Feeling 4,Thinking 6 
  ø�Dominator 
  Bottom -2, Charm -1, Down +1 
  Top +3, 
  Strange +1, 
  Up +1 
  Doing 6, 
  Feeling 5,Thinking 7 
  deflect: Feeling 
  Psionic Discipline: Whenever you 
  would suffer harm to your Doing, you 
  can deflect that harm to your Feeling 
  or Thinking instead. 
  times 
  Futurex 3 
   
  Historyx 2 
  connections 
  In character, ask each other 
  character to tell you how they 
  feel. After listening to their 
  answers, choose one character to 
  have +2 Connection with. 
  You have +1 Connection to all 
  other characters.  
  unique moves 
  Telepathy 
  You can use telepathy to establish a 
  link to other people’s minds 
  Ask a willing target if they will 
  consent to your telepathy. If they 
  do, set aside 1 Fx on the target, as 
  rapport. (No roll is needed.) 
  Use your psychic powers to reach 
  across the cosmos.  Distance is not 
  a factor. Declare a target or group 
  that you have a Connection with, 
  ante 1 Fx, and roll +Connection. 
  Up to 9: move your Fx to Hx. 
  10+: set your Fx on the target, as 
  rapport. If your connection was 
  with a group instead of a specific 
  person, you’ll get a random person 
  in that group – the closest, most 
  receptive mind. 
  You can also use telepathy without 
  someone’s consent. Declare an 
  unaware or unwilling target in 
  your zone of control, ante 1 Fx, 
  then roll +Up. 
  Up to 6: No Telepathy  
   
  Your power fails you; return 
  your ante to Fx.  
   
  A weak target won’t notice.  
   
  A strong target will become 
  suspicious of you.  
   
  A grand target will know you 
  just tried using telepathy on them. 
  7-9: Weak Telepathy  
   
  If your target is weak, choose 
  one: either let the telepathy fail, 
  or move 1 Fx to rapport. Your 
  target suspects nothing. 
   
   
   
   
  If the target is strong, the 
  telepathy fails, return your ante 
  to Fx, and the grand target 
  becomes suspicious of you. 
  10-12: Strong Telepathy 
  If your target is weak or strong, 
  choose one: either let the 
  telepathy fail, or move 1 Fx to 
  rapport. Your target suspects 
  nothing. 
   
  If there’s a group of weak 
  characters here, all reasonably 
  similar, the MC may let you 
  move 1 Fx as rapport with the 
  whole group. 
   
  If the target is grand, the 
  telepathy fails, return your ante 
  to Fx, and the grand target 
  becomes suspicious of you. 
  13+: Grand Telepathy 
  Choose one: either let the 
  telepathy fail, or move 1 Fx to 
  rapport. Your target suspects 
  nothing. 
   
  Rapport 
  You gain rapport points by using 
  your telepathy move.  
  You may use the following 
  moves, but only on targets who have 
  your rapport set aside on them:  
  ø�To read the target’s mind, roll 
  +Up. 7-9, you know the target’s 
  deep thoughts, including 
  anything they’re hiding from 
  you, who they really serve, and 
  if they are trying to deceive 
  you. 10+, you know the target’s 
  subconscious thoughts, such 
  as the target’s personal fears, 
  vulnerabilities, and past history 
  with other telepaths. 
  ø�To plant a hypnotic suggestion 
  into a remote target’s mind, roll 
  +Top. Up to 6, affect a weak 
  target; 7-9, affect a strong target; 
  10+, affect a grand target. 
   
  Hypnotic suggestions are 
  simple, careless actions that 
  do not cause the target 
  immediate harm. (Forget to 
  lock the door, leave the oven 
  on, drop their wallet, etc.) Be 
  subtle, be creative, and be fun. 
  The suggestion lasts even after 
  the rapport is gone. 
  ø�To dominate a local target 
  against their will, roll +Top. 
  7-9, dominate a weak target. 
  10+, dominate a strong target. 
  (Grand targets cannot be 
  dominated.) Until your next 
  move, the target does anything 
  you want, including suicide. 
  They will remember being 
  controlled. 
  ø�To possess a target, roll +Top. 
  7-9, possess a weak target. 10+, 
  possess a strong target. (Grand 
  targets cannot be possessed.) 
  Your own body becomes inert, 
  and you are now controlling the 
  target. Any harm suffered by 
  the target transfers to your 
  body. The target won’t 
  remember any of this. 
  ø�To transfer some of your 
  personal energy to another 
  character, no roll is needed. 
  You may move points from any 
  of your indices to restore the 
  same kind on the target. You 
  may move points from your Fx 
  to the target’s Fx. 
  ø�To erase a target’s memories, 
  roll +Top. 7-9, erase a weak 
  target’s memory of what just 
  happened. 10+, erase a strong 
  target’s memory. 
  ø�Do something else that involves 
  telepathy, mind-reading, and 
  other powers, making rolls as 
  appropriate. Be�creative! 
   
  
  common moves 
  To assault another target, state your weapon’s tier, and roll +Strange. 
  7-9,�become exposed and choose one: either charge into range and +3 
  forward, or hit a lesser target. 10-12,�choose one: stay covered & hit 
  lesser target, or become exposed & hit equal target, or charge and +3 
  forward. 13+,�choose one:�stay covered & hit lesser target, or become 
  exposed & hit greater target, or charge and +3 forward. 
  To avoid danger till your next move, roll +Bottom. 7-9,�weak enemies 
  overlook you and -1 harm. 10-12,�the strong overlook you and -2 
  harm. 13+,�the grand overlook you and -3 harm. 
  To block something till your next move, roll +Top. 7-9,�weak enemies target 
  you first, +1 forward to respond to them. 10-12,�the strong target you first, 
  +3 forward to respond. 13+,�the grand target you first, +6 to respond. 
  To know casual stuff, just ask. To know obscure lore, roll +Down. 
  7-9,�MC�tells you something. 10+, MC may give you +1 connection. 
  To reveal something from your inventory, ante 1 Fx and roll 
  +Connection. 7-9,�move ante to Hx and you have weak stuff. 
  10-12,�move ante to Hx and you have strong stuff. 13+,�set aside 
  ante as inventory and you have grand stuff. 
  To talk to people who are already friendly with you, no roll is needed. 
  To schmooze unfriendly people, roll +Charm. 7-9,�they’re open to talk, 
  ask the MC how to proceed. 10+,�the target makes a counter-offer, 
  accept it or move on to something else (MC’s choice). 
  To observe the obvious, ask your MC. To scope a situation or person, 
  roll�+Up. 7-9,�ask one question and +1 forward to deal with answers. 
  10+, ask three questions and +1 forward on those answers. (Does this 
  person have something I need? How could I get past these people to 
  leave me alone? Who’s really in control here? Is this person trying to 
  deceive me? What happened here recently?  What here is useful or 
  valuable to me? What is about to happen? Is there anything here that 
  isn’t supposed to be here? What should I be on the lookout for? What�tier 
  are these people? What’s the best way to deal with these people?) 
  support moves 
  Don’t like your last roll? To get inspiration from a friend, ask them to 
  ante 1 or more Hx and roll +connection. 7+,�add their +ante to your 
  last roll; your friend moves their ante to their Fx.   
  To prepare a friend for rolling, roll and add something (usually the 
  same attribute). 7+, you give them +1 forward. 
  To order a follower to do something, ante 1 Fx and roll +connection 
  instead of what you’d usually roll. Either you suffer the response 
  for your follower, or lose 1 point of connection permanently. Move 
  ante to Hx. 
  
    
  energy being 
  You are an existence of pure energy, a lifeform that transcends the crude limitations of biology and technology. 
  Whatever you’re made of—electricity, light, radiation, cosmic energy—it’s tuned you into a perspective on reality 
  that’s fundamentally different from the way lesser beings experience it. Your reasons for traveling the universe 
  might seem inexplicable to them, but what are they going to do? Stop you? 
  Play an Energy Being if you want an alien perspective of the world combined with weird, logic-defying powers. 
  sample names 
  Anomaly Zero-X, Chorzoron, Dave 
  the Vortex, Emanation Prime, 
  Galoch, Helios, Nova, Phoenix, 
  Omegnetron, Rakasha, Rebus, 
  Starchild, Syzygy, Tzalikoth 
  looks 
  Choose one or more: 
  Containment suit, Crackling 
  electricity, Disrupts technology, 
  Dots of cosmic energy, Energy 
  tentacles, Higher-dimensional 
  geometry, A metallic tang, Ozone 
  smell, Person-shaped, Radiant, 
  Shadowy, Translucent 
  attributes 
  & health 
  Choose one: 
  ø�Trickster 
  Bottom +2, Charm +3, Down +1 
  Top -3,  
  Strange -2,  
  Up +2 
  Doing 4,  
  Feeling 6, Thinking 8 
  ø�Transcendental 
  Bottom +2, Charm +2, Down -1 
  Top -2, 
  Strange -1, 
  Up +3 
  Doing 5,  
  Feeling 6, Thinking 7 
  ø�Scientific Observer 
  Bottom +3, Charm +2, Down +1 
  Top -3,  
  Strange -2,  
  Up +2 
  Doing 5,  
  Feeling 5, Thinking 8 
  ø�Energy Eater 
  Bottom +2, Charm -2, Down -1 
  Top -1,  
  Strange +3,  
  Up +2 
  Doing 6,  
  Feeling 6, Thinking 6 
  deflect: Doing 
  Beyond Material Form: Whenever 
  you would suffer harm to your Doing, 
  you can deflect that harm to your 
  Feeling or Thinking instead. 
  times 
  Futurex 3 
   
  Historyx 2 
  connections 
  In character, ask each other 
  character how they enjoy the 
  confines of their material bodies. 
  After listening to their answers, 
  choose one character to have +2 
  Connection with.   
  unique moves 
  Transcendence  
  You don’t need to breathe, eat, sleep, 
  or drink. You’re beyond such things. 
  To use your energy , ante 1 Fx, then 
  roll +Bottom. 
  Up to 6: Either return your ante to Fx 
  and do nothing � or choose one 
  item from below, and move your 
  ante to Hx (as you drain your 
  personal energy). 
  ø�Phase through a weak barrier. 
  ø�Transmit yourself through 
  electrical wires, over a radio 
  dish, etc. 
  ø�Ignore gravity. 
  ø�Ignore a single incident of weak 
  harm. 
  ø�Drain or disable a weak elec-
  tronic device, including a 
  weapon held by a weak target. 
  7+: Choose one: 
  ø�Return your ante to Fx, and 
  choose one option from the list 
  above (and thus avoid draining 
  your personal energy).  
  ø�Move your ante to Hx, and then 
  overcome a strong barrier, 
  harm, or device. 
   
   
  Cosmic senses 
  You have otherworldly senses beyond 
  those of material beings. To sense 
  energy and cosmic pheno-
  mena, ante 1 Fx, then roll�+Up. 
  Up to 6:�Either return your ante to Fx 
  and do nothing � or choose one 
  item from below, and move your 
  ante to Hx (as you drain your 
  personal energy). 
  ø�What’s the largest source of 
  power nearby? 
  ø�Have there been any strange 
  energetic anomalies, cosmic 
  phenomena, or other beings of 
  pure energy around here lately? 
  ø�Is there anything weird or 
  unusual happening around 
  here that could help me? 
  ø�What’s the technology level like 
  nearby, and is there infra-
  structure that’s useful to me? 
  ø�What should I pay attention to? 
  ø�What happened here recently? 
  ø�What’s about to happen? 
  ø�What tier are these people?    
  7-9:�Choose one:  Return your ante to 
  Fx, and ask one question from the 
  list above � or drain yourself, 
  move your ante to Hx, and then 
  ask three questions from the list. 
  10+:�Return your ante to Fx, and then 
  ask up to three questions from the 
  list above 
   
  blast 
  You can attack others with bolts of 
  energy. To blast your foes with 
  energy, ante 1 Fx, then roll 
  +Strange:  
  Up to 6: Either move your 
  ante to Hx and score a 
  weak hit� or return 
  your ante to Fx 
  and�miss. 
  7-9: Either move your ante 
  to Hx and score a strong 
  hit (or weak hits against 
  a group of weak targets)�
  � or return your ante to 
  Fx and just score a weak hit 
  on one target. 
  10+: Either move your ante to 
  Hx and score a grand 
  hit� or return your 
  ante to Fx and just 
  score a strong hit. 
   
  
  common moves 
  To assault another target, state your weapon’s tier, and roll +Strange. 
  7-9,�become exposed and choose one: either charge into range and +3 
  forward, or hit a lesser target. 10-12,�choose one: stay covered & hit 
  lesser target, or become exposed & hit equal target, or charge and +3 
  forward. 13+,�choose one:�stay covered & hit lesser target, or become 
  exposed & hit greater target, or charge and +3 forward. 
  To avoid danger till your next move, roll +Bottom. 7-9,�weak enemies 
  overlook you and -1 harm. 10-12,�the strong overlook you and -2 
  harm. 13+,�the grand overlook you and -3 harm. 
  To block something till your next move, roll +Top. 7-9,�weak enemies target 
  you first, +1 forward to respond to them. 10-12,�the strong target you first, 
  +3 forward to respond. 13+,�the grand target you first, +6 to respond. 
  To know casual stuff, just ask. To know obscure lore, roll +Down. 
  7-9,�MC�tells you something. 10+, MC may give you +1 connection. 
  To reveal something from your inventory, ante 1 Fx and roll 
  +Connection. 7-9,�move ante to Hx and you have weak stuff. 
  10-12,�move ante to Hx and you have strong stuff. 13+,�set aside 
  ante as inventory and you have grand stuff. 
  To talk to people who are already friendly with you, no roll is needed. 
  To schmooze unfriendly people, roll +Charm. 7-9,�they’re open to talk, 
  ask the MC how to proceed. 10+,�the target makes a counter-offer, 
  accept it or move on to something else (MC’s choice). 
  To observe the obvious, ask your MC. To scope a situation or person, 
  roll�+Up. 7-9,�ask one question and +1 forward to deal with answers. 
  10+, ask three questions and +1 forward on those answers. (Does this 
  person have something I need? How could I get past these people to 
  leave me alone? Who’s really in control here? Is this person trying to 
  deceive me? What happened here recently?  What here is useful or 
  valuable to me? What is about to happen? Is there anything here that 
  isn’t supposed to be here? What should I be on the lookout for? What�tier 
  are these people? What’s the best way to deal with these people?) 
  support moves 
  Don’t like your last roll? To get inspiration from a friend, ask them to 
  ante 1 or more Hx and roll +connection. 7+,�add their +ante to your 
  last roll; your friend moves their ante to their Fx.   
  To prepare a friend for rolling, roll and add something (usually the 
  same attribute). 7+, you give them +1 forward. 
  To order a follower to do something, ante 1 Fx and roll +connection 
  instead of what you’d usually roll. Either you suffer the response 
  for your follower, or lose 1 point of connection permanently. Move 
  ante to Hx. 
  
    
  explorer 
  Every map has edges. You’re one of the people that keeps pushing those edges forward. Driven by wanderlust and 
  the thrill of discovery, you live a constant adventure into the unknown. You take joy in finding uncharted planets, 
  discovering new species, making first contact with alien civilizations, and in dreaming of what’s still left to be 
  discovered. 
  Play an Explorer to be a jack of all trades who cames out of danger unscathed.  
  sample names 
  Alexander, Darak, Ell, Farin, 
  Hunter, Indie, James, Lara, 
  Mimulex, Ravi, Rey, Roland, Swift 
  looks 
  Choose one or more: 
  Bright eyes, Curious eyes, 
  Compass, Dusty clothes, Heavily 
  armed, Hiking gear, Messy, Scruffy, 
  Tanned, Trusting eyes, Unsus-
  pecting, Utility vest 
   
  attributes 
  & health 
  Choose one: 
  ø�Thrill Seeker 
  Bottom -1, Charm +2, Down +2 
  Top +2, 
  Strange -1, 
  Up -1 
  Doing 6, 
  Feeling 6,Thinking 6 
  ø�Scientific Adventurer 
  Bottom +2, Charm +2, Down +2 
  Top -2, 
  Strange -3, 
  Up +2 
  Doing 5, 
  Feeling 4,Thinking 9 
  ø�Treasure Hunter 
  Bottom +1, Charm +2, Down +3 
  Top +1, 
  Strange -1, 
  Up -3 
  Doing 7, 
  Feeling 6,Thinking 5 
  ø�Most Interesting Character 
  Bottom +1, Charm +2, Down +2 
  Top +2, 
  Strange -2, 
  Up -2 
  Doing 8, 
  Feeling 5,Thinking 5  
   
  deflect: Feeling 
  Can’t Take the Sky from Me: 
  Whenever you would suffer harm 
  to your Feeling, you can deflect 
  the harm to your Doing or 
  Thinking, instead. 
  times 
  Futurex 4 
   
  Historyx 1 
  connections 
  In character, ask each other 
  character what they want to find. 
  After listening to their answers, 
  choose one character to have +2 
  Connection with. 
  Also, +2 Connection with 
  (choose�one):  
  ø�Space fleet uniform with 
  bandolier and communicator 
  (gear) 
  ø�A talent for improvising repairs 
  with whatever’s at hand (gear) 
  ø�The lost treasure of an ancient 
  alien civilization (gear) 
  ø�An all-purpose navigational 
  drone (gear) 
  ø�Caches of weapons everywhere 
  (gear) 
  ø�A newly discovered life form 
  (alien pet, named Argo, Jax, 
  Obi, or Specimen Zero) 
  ø�Or make something up! 
  unique moves 
  Versatility 
  Specialization is for insects. 
  After rolling 6 or less, but before 
  playing out any effects, move 
  1 Fx to Hx. That roll is changed 
  to�7.  
  After a nearby friend rolls 6 or 
  less, but before playing out 
  any effects, offer your 
  assistance. Move 1 of your Fx 
  to your Hx, and your friend’s 
  roll is changed to�7. 
   
   
  caution 
  You’re ready for ambushes, traps, 
  and other surprises. 
  When suffering some hazard or 
  peril, instead of rolling the 
  usual challenge, roll +Down. 
  Up to 6:�Suffer the hazard, as if 
  you rolled 6 or less.   
  7-9: Avoid any weak hazard 
  completely, or reduce any harm 
  by 1. (In case it matters, treat 
  the hazard as if you rolled 7.) 
  Until your next move, any 
  friend who responds to the 
  same hazard takes +1 forward. 
  10+ Avoid any strong hazard 
  completely, or reduce any harm 
  by 2. (In case it matters, treat 
  the hazard as if you rolled 10.) 
  Until your next move, any 
  friend who responds to the 
  same hazard takes +3 forward. 
  Diplomacy 
  You speak dozens of languages, 
  you’ve been to hundreds of places. 
  You are most interesting, that way. 
  When you interact with a strange 
  or alien culture, roll +Charm. 
  7-9: The MC should tell you basic 
  facts about the civilization 
  you’ve just met. The MC should 
  tell you who is in control here, 
  what you should be on the 
  lookout for, and what is the best 
  way to deal with these people. If 
  they are currently hostile, 
  you may immediately try 
  to cease hostilities 
  (page�123). 
  10+: As above, plus the MC 
  may tell you to write 
  down a Connection +1 
  with this civilization. 
  You can now nego-
  tiate with them, 
  freely. 
   
  
  common moves 
  To assault another target, state your weapon’s tier, and roll +Strange. 
  7-9,�become exposed and choose one: either charge into range and +3 
  forward, or hit a lesser target. 10-12,�choose one: stay covered & hit 
  lesser target, or become exposed & hit equal target, or charge and +3 
  forward. 13+,�choose one:�stay covered & hit lesser target, or become 
  exposed & hit greater target, or charge and +3 forward. 
  To avoid danger till your next move, roll +Bottom. 7-9,�weak enemies 
  overlook you and -1 harm. 10-12,�the strong overlook you and -2 
  harm. 13+,�the grand overlook you and -3 harm. 
  To block something till your next move, roll +Top. 7-9,�weak enemies target 
  you first, +1 forward to respond to them. 10-12,�the strong target you first, 
  +3 forward to respond. 13+,�the grand target you first, +6 to respond. 
  To know casual stuff, just ask. To know obscure lore, roll +Down. 
  7-9,�MC�tells you something. 10+, MC may give you +1 connection. 
  To reveal something from your inventory, ante 1 Fx and roll 
  +Connection. 7-9,�move ante to Hx and you have weak stuff. 
  10-12,�move ante to Hx and you have strong stuff. 13+,�set aside 
  ante as inventory and you have grand stuff. 
  To talk to people who are already friendly with you, no roll is needed. 
  To schmooze unfriendly people, roll +Charm. 7-9,�they’re open to talk, 
  ask the MC how to proceed. 10+,�the target makes a counter-offer, 
  accept it or move on to something else (MC’s choice). 
  To observe the obvious, ask your MC. To scope a situation or person, 
  roll�+Up. 7-9,�ask one question and +1 forward to deal with answers. 
  10+, ask three questions and +1 forward on those answers. (Does this 
  person have something I need? How could I get past these people to 
  leave me alone? Who’s really in control here? Is this person trying to 
  deceive me? What happened here recently?  What here is useful or 
  valuable to me? What is about to happen? Is there anything here that 
  isn’t supposed to be here? What should I be on the lookout for? What�tier 
  are these people? What’s the best way to deal with these people?) 
  support moves 
  Don’t like your last roll? To get inspiration from a friend, ask them to 
  ante 1 or more Hx and roll +connection. 7+,�add their +ante to your 
  last roll; your friend moves their ante to their Fx.   
  To prepare a friend for rolling, roll and add something (usually the 
  same attribute). 7+, you give them +1 forward. 
  To order a follower to do something, ante 1 Fx and roll +connection 
  instead of what you’d usually roll. Either you suffer the response 
  for your follower, or lose 1 point of connection permanently. Move 
  ante to Hx. 
  
    
  extinctioner 
  You could be a sentient vapor cloud, or a being of pure energy, or a swarm of nanites. In theory, if you were left 
  unchecked, you could destroy planet after planet... but what’s the fun in that? Besides, you’d eventually go head-
  to-head with some other unstoppable force and it would just get ugly. The genocide of countless innocents hasn’t 
  brought you any happiness. If you just take a chance to talk to people, many of them are extremely polite, when 
  they’re not sobbing and begging you to spare them from your ineffable power. Maybe here, among these gentle, 
  ephemeral beings, you might come to know the strange and wonderful feeling called “love.” Or maybe you’ll get 
  jilted, throw a fit, and wipe out a few star systems. Most of us are hoping for the “love” part. 
  Play an Extinctioner if you want to be a big, dangerous power, even by our standards! 
  sample names 
  The All-Consuming, Aohime, 
  Azathoth, Berserker, Bringer-of-
  Death, Dioxygene Diflouride, Ender, 
  Gemmajacula, Grey Goo, Gygan, 
  The Instrumentality, Jenora, Kali, 
  Kosmos, Otto, Pyron, Ripper, Shakara, 
  Shen Taier, Shiva, Tarkus, Tiamat 
  looks 
  Choose one or more: 
  Amorphous blob, Crackling plasma, 
  Death cannons, Everybody sees 
  something different, Glow, Humming 
  noise, Ichorous ooze, Nanomachines, 
  Polymorphism, Pulsating flesh, 
  Robotics, Shifting chaos, Small 
  child, Stench of death, The stuff of 
  nightmares, Yawning void of space 
  Choose your dread power: 
  ø�Zetta-tech cybernetics 
  ø�Self-replicating nano-machines 
  ø�Hard-light force-screens 
  ø�Level 9000 Psycho-Kinesis 
  ø�Unchecked biotic growth 
  ø�Being of pure energy 
  ø�� or make something up! 
  When you are powered up, it’s 
  quite obvious. Nearby electronics 
  may suddenly turn on or short out. 
  Sentient beings feel the aura of your 
  dread. Your appearance changes 
  to your final form, etc. Be creative! 
  attributes 
  & health 
  Choose one: 
  ø�Cosmic Horror 
  Bottom -1,  Charm-1,  Down -2 
  Top�+3,  
  Strange�+2, 
  Up�+2 
  Doing 7,  
  Feeling 6, Thinking 5 
  ø�Nice If You Get to Know Them 
  Bottom�+1,  Charm�=0,  Down -3 
  Top�+3,  
  Strange�+2, 
  Up�=0 
  Doing 9,  
  Feeling 7, Thinking 2 
  ø�Hiding in Plain Sight 
  Bottom�+1,  Charm�=0,  Down -2 
  Top�+2,  
  Strange�+2, 
  Up�=0 
  Doing 8,  
  Feeling 7, Thinking 3 
  ø�Bad News 
  Bottom�=0,  Charm -1,  Down -1 
  Top�+2,  
  Strange�+3, 
  Up�=0 
  Doing 7,  
  Feeling 7, Thinking 4 
  deflect: thinking 
  Unthinkable Destruction: 
  Whenever you would suffer harm 
  to your Thinking, you can deflect 
  the harm to your Doing or Feeling, 
  instead. 
  times 
  Futurex 4 
   
  Historyx 1 
  connections 
  In character, ask each player if 
  their character is afraid of yours. 
  After listening to their answers, 
  pick one character to have a +2 
  Connection with.  
  unique moves 
  might 
  To power up for might, ante 1 or 
  more Fx. Roll�+Strange.  
  Up to 9:�Return your ante to Fx. 
  If “power up for might” is your 
  next move, take +3 forward.   
  10+:�Put all of your ante aside, as 
  might.  
   
   
  While you have might, you may 
  use these moves: 
  ø�Survive and travel in outer 
  space. You propel yourself 
  with some sort of locomotion. 
  While you could travel to other 
  stars, you don’t move faster 
  that light and it will take 
  centuries to get there. 
  ø�Ignore weak hazards and 
  attackers. They either bounce 
  off you or are destroyed. 
  ø�Before resisting a strong 
  hazard or attack, roll�+might. 
  If you roll 7+, you both ignore 
  and destroy the source. 
   
  ø�Before resisting a grand hazard 
  or attack, roll�+might. If you 
  roll 7+, you may move 1 point 
  from might to Hx to ignore this 
  source until your next move, and 
  to inflict grand damage on it. 
  Some grand challenges will be 
  destroyed by this, but grander 
  ones might not. 
  ø�Move all might to Hx. 
  You�power�down. 
  destruction 
  To power up for destruction, ante 
  1 or more Fx. Roll�+Top. 
  Up to 9:�Return your ante to Fx. 
  If “power up for destruction” is 
  your next move, take +3 forward.   
  10+:�Put all your ante aside, as 
  destruction.  
  While you have destruction, you 
  may use these�moves:  
  ø�Roll�+destruction vs. a group 
  of strong targets. If you roll 
  7+, all targets are destroyed. 
  Describe the carnage in�detail. 
  ø�Roll�+destruction vs. a grand 
  target. If you roll 7+, you may 
  move 1 point from 
  destruction to your 
  Hx to inflict grand 
  damage to the 
  target. Some 
  grand targets will 
  be instantly 
  destroyed, but 
  grander targets 
  may take two hits 
  or�more. 
  ø�Move all 
  destruction to�Hx.  
  You�power�down. 
   
   
   
   
   
   
  
  common moves 
  To assault another target, state your weapon’s tier, and roll +Strange. 
  7-9,�become exposed and choose one: either charge into range and +3 
  forward, or hit a lesser target. 10-12,�choose one: stay covered & hit 
  lesser target, or become exposed & hit equal target, or charge and +3 
  forward. 13+,�choose one:�stay covered & hit lesser target, or become 
  exposed & hit greater target, or charge and +3 forward. 
  To avoid danger till your next move, roll +Bottom. 7-9,�weak enemies 
  overlook you and -1 harm. 10-12,�the strong overlook you and -2 
  harm. 13+,�the grand overlook you and -3 harm. 
  To block something till your next move, roll +Top. 7-9,�weak enemies target 
  you first, +1 forward to respond to them. 10-12,�the strong target you first, 
  +3 forward to respond. 13+,�the grand target you first, +6 to respond. 
  To know casual stuff, just ask. To know obscure lore, roll +Down. 
  7-9,�MC�tells you something. 10+, MC may give you +1 connection. 
  To reveal something from your inventory, ante 1 Fx and roll 
  +Connection. 7-9,�move ante to Hx and you have weak stuff. 
  10-12,�move ante to Hx and you have strong stuff. 13+,�set aside 
  ante as inventory and you have grand stuff. 
  To talk to people who are already friendly with you, no roll is needed. 
  To schmooze unfriendly people, roll +Charm. 7-9,�they’re open to talk, 
  ask the MC how to proceed. 10+,�the target makes a counter-offer, 
  accept it or move on to something else (MC’s choice). 
  To observe the obvious, ask your MC. To scope a situation or person, 
  roll�+Up. 7-9,�ask one question and +1 forward to deal with answers. 
  10+, ask three questions and +1 forward on those answers. (Does this 
  person have something I need? How could I get past these people to 
  leave me alone? Who’s really in control here? Is this person trying to 
  deceive me? What happened here recently?  What here is useful or 
  valuable to me? What is about to happen? Is there anything here that 
  isn’t supposed to be here? What should I be on the lookout for? What�tier 
  are these people? What’s the best way to deal with these people?) 
  support moves 
  Don’t like your last roll? To get inspiration from a friend, ask them to 
  ante 1 or more Hx and roll +connection. 7+,�add their +ante to your 
  last roll; your friend moves their ante to their Fx.   
  To prepare a friend for rolling, roll and add something (usually the 
  same attribute). 7+, you give them +1 forward. 
  To order a follower to do something, ante 1 Fx and roll +connection 
  instead of what you’d usually roll. Either you suffer the response 
  for your follower, or lose 1 point of connection permanently. Move 
  ante to Hx. 
  
    
  flora 
  Galactic sentience is often biased in favor of the mammals, what with their circulatory systems and their high 
  metabolic rate and whatnot. Maybe sometimes you get marsupials or even reptiles, but what about our other 
  kingdoms? When you’re a humanoid plant, you don’t have a shallow complexity just to show off to the 
  homiotherms. And you smell nice. 
  Play a Flora if you want to be different, if you want to be pretty, or if you want freaky plant powers. 
  sample names 
  Alec, Audrey, Aweto, Eedyh, Elder, 
  Eukeif, Groot, Hawthorne, Kiara, 
  Kodama, Morphir, Neued, Pamela, 
  Rowan, Sallis, Treven, Triff, 
  Woodrue, Willow, Yew 
  looks 
  Choose one or more: 
  Androgynous, Asexual, Bark skin, 
  Bright colors, Flowers, Fungoid 
  growths, Green hide, Humanoid, 
  Hundreds of symbiotic insects living 
  inside your body cavity, Leaves, Mass 
  of Fibers, Pleasant Odor, Pollen, 
  Reedy voice, Sticky globs, Tendrils  
  attributes 
  & health 
  Choose one: 
  ø�Plant Thing 
  Bottom�+1,  Charm -2,  Down -2 
  Top�+3,  
  Strange�+2,  
  Up =0 
  Doing 9,  
  Feeling 5, Thinking 3 
  ø�Avatar of Nature 
  Bottom�+1,  Charm�+1,  Down -2 
  Top�+1,  
  Strange�+2,  
  Up�=0 
  Doing 7,  
  Feeling 8, Thinking 3 
  ø�Beautiful Arrangement 
  Bottom�=0,  Charm+2,  Down -2 
  Top�+3,  
  Strange�+1,  
  Up -1 
  Doing 8,  
  Feeling 8, Thinking 2 
  ø�Eternal Wisdom  
  Bottom�=0, Charm�=0, Down�=0 
  Top�+1,  
  Strange�+1,  
  Up�+1 
  Doing 6,  
  Feeling 6, Thinking 6 
  deflect: thinking 
  Natural Law: Whenever you would 
  suffer harm to your Thinking, you 
  can deflect the harm to your Doing 
  or Feeling, instead. 
  times 
  Futurex 2 
   
  Historyx 3 
  connections 
  Ask each player to say their 
  favorite color.  After listening to 
  their answers, pick one character 
  to have a +2 Connection with.  
  unique moves 
  growth 
  To rapidly grow into a plant monster, 
  ante 1 or more Fx. Roll�+Top.  
  Up to 9:� Others can see your 
  flowers bloom, stalks extend, 
  etc. Choose one: +ante forward 
  to your next growth move� or 
  move your ante back to Fx. 
  10+:�Set your ante aside, 
  as growth.  The more points in 
  growth, the bigger you are. 
  While you have growth, you may 
  use the following moves.  
  ø�When a friend or nearby object 
  suffers harm, roll +growth. 
  7-9, you take the hit instead; 
  10+, you take the hit and you 
  subtract 1 from the harm, too. 
  ø�When you are assaulted directly, 
  roll +growth. 7-9, you ignore and 
  disable a weak attacker; 10+, 
  you ignore and disable a strong 
  attacker or group of weak ones. 
  Choose one: subdue them (with 
  vines, catapults, etc.) or 
  destroy them (with thorns, 
  smashing, smothering, etc.) 
   
   
  ø�Add +growth to any rolls 
  where being huge would help 
  (holding doors open, getting 
  things off high shelves, 
  catching falling people, etc.) 
  ø�Subtract -growth from any rolls 
  where being huge would hurt 
  (convincing people you mean 
  them no harm, sneaking about, 
  fitting into places, pushing 
  buttons, etc.) The MC may rule 
  that some things are impossible 
  for giant plant monsters to�do. 
  ø�Move 1 growth to Hx to 
  reduce incoming harm by 1, or 
  just because you want to. If all 
  your growth is gone, you shrink 
  back to normal size.  
  bloom 
  To use your colors, aroma, and 
  other display to your advantage, 
  ante 1 Fx and roll +Top. 
  7-9:� Move your ante to Hx, and 
  choose one from the list below. 
  10+:�Return your ante to Fx, and 
  choose one from the list below. 
  ø�Use bioluminescence to 
  illuminate an area, revealing 
  anything hidden. 
  ø�Dazzle a strong enemy, so that 
  they stop assaulting you, thus 
  giving you an opening for 
  negotiation. 
  ø�Entrance a weak target, with 
  your bright colors, powerful 
  pheromones, and natural 
  promise. 
  ø�Cover a place in fungus, spores 
  and leaves, which instantly 
  enrages all maids, cleaners, 
  and janitorial staff in the area. 
  ø�Attract one or more types of 
  insects. With the right wind on 
  the right planet, you could 
  summon swarms of the things. 
  ø�Repel an animal. 
  ø�Synthesize a variety of poisons, 
  irritants, thorns, 
  and other 
  unpleasant 
  things.  
  ø�Use healing 
  herbs and oils 
  to give you or 
  someone else +3 
  on their next revive 
  move. (See 
  page�126). 
  ø�Sprout a blossom, 
  which you can then 
  hand off to 
  someone as a token 
  of your regard. 
  ø�Learn the 
  biological history of 
  the plants in this 
  area. 
  ø�Blend in with 
  local plants. 
  ø�Landscaping. 
  ø�Root yourself into 
  good soil and then 
  wait a hundred 
  years. 
  ø�Or something else related to 
  being a sentient plant. 
   
  
  common moves 
  To assault another target, state your weapon’s tier, and roll +Strange. 
  7-9,�become exposed and choose one: either charge into range and +3 
  forward, or hit a lesser target. 10-12,�choose one: stay covered & hit 
  lesser target, or become exposed & hit equal target, or charge and +3 
  forward. 13+,�choose one:�stay covered & hit lesser target, or become 
  exposed & hit greater target, or charge and +3 forward. 
  To avoid danger till your next move, roll +Bottom. 7-9,�weak enemies 
  overlook you and -1 harm. 10-12,�the strong overlook you and -2 
  harm. 13+,�the grand overlook you and -3 harm. 
  To block something till your next move, roll +Top. 7-9,�weak enemies target 
  you first, +1 forward to respond to them. 10-12,�the strong target you first, 
  +3 forward to respond. 13+,�the grand target you first, +6 to respond. 
  To know casual stuff, just ask. To know obscure lore, roll +Down. 
  7-9,�MC�tells you something. 10+, MC may give you +1 connection. 
  To reveal something from your inventory, ante 1 Fx and roll 
  +Connection. 7-9,�move ante to Hx and you have weak stuff. 
  10-12,�move ante to Hx and you have strong stuff. 13+,�set aside 
  ante as inventory and you have grand stuff. 
  To talk to people who are already friendly with you, no roll is needed. 
  To schmooze unfriendly people, roll +Charm. 7-9,�they’re open to talk, 
  ask the MC how to proceed. 10+,�the target makes a counter-offer, 
  accept it or move on to something else (MC’s choice). 
  To observe the obvious, ask your MC. To scope a situation or person, 
  roll�+Up. 7-9,�ask one question and +1 forward to deal with answers. 
  10+, ask three questions and +1 forward on those answers. (Does this 
  person have something I need? How could I get past these people to 
  leave me alone? Who’s really in control here? Is this person trying to 
  deceive me? What happened here recently?  What here is useful or 
  valuable to me? What is about to happen? Is there anything here that 
  isn’t supposed to be here? What should I be on the lookout for? What�tier 
  are these people? What’s the best way to deal with these people?) 
  support moves 
  Don’t like your last roll? To get inspiration from a friend, ask them to 
  ante 1 or more Hx and roll +connection. 7+,�add their +ante to your 
  last roll; your friend moves their ante to their Fx.   
  To prepare a friend for rolling, roll and add something (usually the 
  same attribute). 7+, you give them +1 forward. 
  To order a follower to do something, ante 1 Fx and roll +connection 
  instead of what you’d usually roll. Either you suffer the response 
  for your follower, or lose 1 point of connection permanently. Move 
  ante to Hx. 
  
    
  freebooter 
  You can’t take it with you, and with the stars about to go out, why wait? Everything has a price, and your goal is to 
  build up the best inventory that you can. It’s not so much that enjoy the money, as the thrill of the acquisition. 
  Your stock and trade is the exotic, the bizarre, and the unique. Without a standard for money, you have to make 
  frequent spot judgements to weigh the value of one thing against another. And to you, everything has a price. 
  Play a Freebooter if you care about getting the best toys as much as you care about having them. 
  sample names 
  Adam, Captain, Carmen, Croesus, 
  Cyrano, Delos, Fortune, Harry, Lucre, 
  Macklin, Midas, Milton, Noah, Quark, 
  Stan, Tiktik, Tivan, Underwood, 
  Vantabeard, Xuanzang 
  looks 
  Choose one or more: 
  Clashing clothes, Concealed 
  weapon, Deep pockets that jingle, 
  Exotic cologne, Gaudy jewelry, 
  Honest face, Immaculate complexion, 
  Mixed drink, Smile, One or more 
  attendants, Organizer with up-to-
  date inventory, Polyglot of languages, 
  Pride of their collection, Styled hair 
  attributes 
  & health 
  Choose one: 
  ø�Merchant Marine 
  Bottom -3,  Charm�+2,  Down�+1 
  Top�+3,  
  Strange�+1,  
  Up -1 
  Doing 5,  
  Feeling 8, Thinking 5 
  ø�Smooth Talker 
  Bottom -2,  Charm�+3,  Down�+2 
  Top�+1,  
  Strange -2,  
  Up�+1 
  Doing 4,  
  Feeling 6, Thinking 8 
  ø�Collector 
  Bottom -3,  Charm�+3,  Down�=0 
  Top�+2,  
  Strange -1,  
  Up�+2 
  Doing 4,  
  Feeling 7, Thinking 7 
  ø�Connoisseur 
  Bottom -2,  Charm�+2,  Down�+1 
  Top�+2,  
  Strange -2,  
  Up�+2 
  Doing 5,  
  Feeling 5, Thinking 8 
  deflect: doing 
  Better Part of Valor: Whenever 
  you would suffer harm to your 
  Doing, you can deflect the harm to 
  your Feeling or Thinking, instead. 
  times 
  Futurex 2 
   
  Historyx 3 
  connections 
  Think of a number, then ask all the 
  other players to guess that number. 
  After hearing all their guesses, 
  pick one character to have a +2 
  Connection with. You can choose 
  who guessed the closest, or who 
  didn’t go over, or just anyone. Don’t 
  tell anyone what your number was. 
  Also, +2 Connection with 
  (choose�one):  
  ø�Your Designer Bag of Holding 
  with patented Xtra-DimensionTM 
  Pok-8 Space® (gear) 
  ø�Your ship’s cargo hold�(gear) 
  ø�Your credit at finer stores found 
  across the galaxy (gear) 
  ø�Your supercargo (follower, 
  named Arrow, Blackberry, Cat, 
  Efreet, Newton, 1-Zero-1, 
  Silver, Uteeni, Zoop, etc.) 
  ø�Your rare, exotic, and spoiled pet 
  (named Angel, Buster, Lucario, 
  Nero, Princess, Snookums, 
  Sweet Baby, Zuqueta, etc.) 
  ø�Or make something up! 
  unique moves 
  savviness 
  Always be closing. Move 1 Fx to 
  Hx, then roll�+Top. 
  Up to 6:�Ask the MC one question 
  from the list below. 7 9,�two 
  questions. 10+,�three questions. 
  ø�What happened here recently? 
  ø�What is about to happen? 
  ø�What’s in it for me? 
  ø�What of mine is at risk, here? 
  ø�What things here are the most 
  valuable or profitable? 
   
   
  ø�How valuable are these things 
  to other people? 
  ø�What tier are these people? 
  ø�Who’s really in control here? 
  ø�What is here that’s not what it 
  appears to be? 
  Take +3 forward when acting on 
  the answers to your questions. 
  trade 
  It’s time to make a deal. Declare a 
  target, then ante 1 or more Fx. 
  Roll�+Charm. 
  Up to 6:�Return ante to Fx. 
  7-9:�Set aside 1 point of the ante as 
  trade, and return the rest to Fx. 
  10: Set aside the entire ante as 
  trade. 
  Declare +trade to be a 
  +Connection with the target. 
  Use this connection to reveal 
  gear, services, or other things. 
  You could have multiple trade 
  pools, set aside for different 
  targets. 
  To liquidate trade, find another 
  target who wants to do business 
  with your first target and 
  roll +Top. 
  Up to 6:�Move all trade to Hx. 
  7-12:�Set aside 1 trade as riches. 
  If�your next move is to 
  liquidate, take�+3 forward. 
  13+:�Move all trade to riches. 
  riches 
  You gain riches by making 
  successful trade deals. 
  Add +riches to all rolls when you 
  can impress others with how 
  wealthy you are. 
  Make a business transaction with 
  someone. Move 1 riches to Hx, 
  and choose one: 
  ø�Make a strong purchase for you 
  and each one of your 
  friends. 
  ø�Bribe a grand target. 
  (Grander targets may 
  need multiple riches.) 
  ø�Purchase a grand 
  piece of gear. 
  (Grander gear may 
  require multiple 
  riches.) 
  ø�Throw money at a 
  problem, what can 
  be solved with 
  money. In a casual 
  situation, this 
  could just work, but 
  for charged 
  situations, the 
  MC may give you 
  +3 per riches 
  spent. 
  
  common moves 
  To assault another target, state your weapon’s tier, and roll +Strange. 
  7-9,�become exposed and choose one: either charge into range and +3 
  forward, or hit a lesser target. 10-12,�choose one: stay covered & hit 
  lesser target, or become exposed & hit equal target, or charge and +3 
  forward. 13+,�choose one:�stay covered & hit lesser target, or become 
  exposed & hit greater target, or charge and +3 forward. 
  To avoid danger till your next move, roll +Bottom. 7-9,�weak enemies 
  overlook you and -1 harm. 10-12,�the strong overlook you and -2 
  harm. 13+,�the grand overlook you and -3 harm. 
  To block something till your next move, roll +Top. 7-9,�weak enemies target 
  you first, +1 forward to respond to them. 10-12,�the strong target you first, 
  +3 forward to respond. 13+,�the grand target you first, +6 to respond. 
  To know casual stuff, just ask. To know obscure lore, roll +Down. 
  7-9,�MC�tells you something. 10+, MC may give you +1 connection. 
  To reveal something from your inventory, ante 1 Fx and roll 
  +Connection. 7-9,�move ante to Hx and you have weak stuff. 
  10-12,�move ante to Hx and you have strong stuff. 13+,�set aside 
  ante as inventory and you have grand stuff. 
  To talk to people who are already friendly with you, no roll is needed. 
  To schmooze unfriendly people, roll +Charm. 7-9,�they’re open to talk, 
  ask the MC how to proceed. 10+,�the target makes a counter-offer, 
  accept it or move on to something else (MC’s choice). 
  To observe the obvious, ask your MC. To scope a situation or person, 
  roll�+Up. 7-9,�ask one question and +1 forward to deal with answers. 
  10+, ask three questions and +1 forward on those answers. (Does this 
  person have something I need? How could I get past these people to 
  leave me alone? Who’s really in control here? Is this person trying to 
  deceive me? What happened here recently?  What here is useful or 
  valuable to me? What is about to happen? Is there anything here that 
  isn’t supposed to be here? What should I be on the lookout for? What�tier 
  are these people? What’s the best way to deal with these people?) 
  support moves 
  Don’t like your last roll? To get inspiration from a friend, ask them to 
  ante 1 or more Hx and roll +connection. 7+,�add their +ante to your 
  last roll; your friend moves their ante to their Fx.   
  To prepare a friend for rolling, roll and add something (usually the 
  same attribute). 7+, you give them +1 forward. 
  To order a follower to do something, ante 1 Fx and roll +connection 
  instead of what you’d usually roll. Either you suffer the response 
  for your follower, or lose 1 point of connection permanently. Move 
  ante to Hx. 
  
    
  futsie 
  Only the insane have strength enough to prosper. Only those who prosper truly judge what is sane. And boy, have 
  you prospered. The pointless entropy of the universe, coupled with the death of everything and everyone you hold 
  dear, may have had an adverse effect upon you. Or maybe you just weren’t all there to begin with, and you thrive 
  in the madness that is the end of history. If you’re stubborn enough, eventually there won’t be anyone around to 
  tell you that you need help � just you, and the voices in your head. 
  Play a Futsie if you want to solve problems with brutal violence or addle-headed insights. 
  sample names 
  Albert, Alice, Black, Citizen Snips, 
  Colonel, Crazy, Death-on-Two-Legs, 
  Decker, Jane Doe, The End, Forbus, 
  Frankie, Goldman, Jason, Kilgore, 
  Mister Happy, Johnson, Mawl, Mom, 
  Nutjob, Omega, The Perfect Being, 
  Priscilla, Prophet, Psycho, Reaper, 
  Roberto, Sam, Smiley, Super-
  Beast, The Unnamable, Wacko 
  looks 
  Choose one or more: 
  Babbling, Bad teeth, constant 
  sparking, Collection of small and 
  shiny objects, Cybernetics, Hand-
  written manifesto, Invasions of 
  personal space, Look of eagles, 
  Necrosis, Never talks, Odd voice, 
  Rictus, Ritual scarring, Sockets, 
  Smell of blood, Spasms, Talks too 
  much, Tattoos in fractal patterns, 
  Unblinking eyes, Unusual diet 
  attributes 
  & health 
  Choose one: 
  ø�Walking Horror 
  Bottom -1,  Charm -3,  Down�+2 
  Top�+2,  
  Strange�+3,  
  Up�=0 
  Doing 6,  
  Feeling 5, Thinking 7 
  ø�Lurker in the Darkness 
  Bottom�+3,  Charm -2,  Down�=0 
  Top -1,  
  Strange�+2,  
  Up�+1 
  Doing 7,  
  Feeling 5, Thinking 6 
  ø�Compulsive Builder 
  Bottom�+1,  Charm -2,  Down�+2 
  Top -2,  
  Strange�+2,  
  Up�+2 
  Doing 4,  
  Feeling 5, Thinking 9 
  ø�Seer 
  Bottom�+0,  Charm -2,  Down -1 
  Top�+2,  
  Strange�+2,  
  Up�+2 
  Doing 7,  
  Feeling 5, Thinking 6 
  deflect: feeling 
  Unconstrained by Conventional 
  Morality: Whenever you would 
  suffer harm to your Feeling, you 
  can deflect the harm to your Doing 
  or Thinking, instead. 
  times 
  Futurex 4 
   
  Historyx 1 
  connections 
  Ask all the other players to roll 
  two dice. Look at all their 
  numbers, and then pick one 
  character to have a +2 Connection 
  with. You don’t have to tell anyone 
  why you did or didn’t pick them. 
   
  unique moves 
  atrocity 
  You are capable of extreme violence. 
  Ante 1 Fx, then roll�+Strange 
  Up to 9:�Weak Atrocity 
  Move the ante into Hx. Charge 
  any weak opponent and destroy 
  them using only your bare hands. 
  If your next move is an assault 
  or atrocity, take +1 forward.  
  10-12:�Strong Atrocity 
  Return the ante to Fx. Charge 
  any one strong opponent, or 
  group of weak opponents, and 
  destroy them using only your bare 
  hands.  If your next move is an 
  assault or atrocity, take +3 
  forward. 
   
   
  13+:�Grand Atrocity 
  Move the ante to Fx. Charge a 
  group of strong opponents, and 
  destroy them using only your 
  bare hands.  You may charge a 
  grand opponent and inflict 
  grand damage on it, but it may 
  or may not be destroyed. 
   
  If your next move is an 
  assault or atrocity, take +6 
  forward. 
  prophecy 
  If only they would listen to you! 
  It�would all make sense, given time. 
  Declare another character to 
  share your secrets with, and 
  ante 1 or more Fx. Roll�+ante. 
  Up to 6:�Insanity 
  Move 1 point to your Hx, and 
  return the rest to your Fx. What 
  you say makes no sense to anyone 
  and just sounds really creepy. 
  7+:�Prophecy 
  Set your ante in front of that 
  player, as prophecy.  
  After that player makes a roll, they 
  may ask you if they can move 1 
  point from the prophecy to 
  your Hx. If you say yes, that 
  player rolls one die and adds 
  that to their last roll. (Oh, 
  that’s what you were talking 
  about!)  
  
  common moves 
  To assault another target, state your weapon’s tier, and roll +Strange. 
  7-9,�become exposed and choose one: either charge into range and +3 
  forward, or hit a lesser target. 10-12,�choose one: stay covered & hit 
  lesser target, or become exposed & hit equal target, or charge and +3 
  forward. 13+,�choose one:�stay covered & hit lesser target, or become 
  exposed & hit greater target, or charge and +3 forward. 
  To avoid danger till your next move, roll +Bottom. 7-9,�weak enemies 
  overlook you and -1 harm. 10-12,�the strong overlook you and -2 
  harm. 13+,�the grand overlook you and -3 harm. 
  To block something till your next move, roll +Top. 7-9,�weak enemies target 
  you first, +1 forward to respond to them. 10-12,�the strong target you first, 
  +3 forward to respond. 13+,�the grand target you first, +6 to respond. 
  To know casual stuff, just ask. To know obscure lore, roll +Down. 
  7-9,�MC�tells you something. 10+, MC may give you +1 connection. 
  To reveal something from your inventory, ante 1 Fx and roll 
  +Connection. 7-9,�move ante to Hx and you have weak stuff. 
  10-12,�move ante to Hx and you have strong stuff. 13+,�set aside 
  ante as inventory and you have grand stuff. 
  To talk to people who are already friendly with you, no roll is needed. 
  To schmooze unfriendly people, roll +Charm. 7-9,�they’re open to talk, 
  ask the MC how to proceed. 10+,�the target makes a counter-offer, 
  accept it or move on to something else (MC’s choice). 
  To observe the obvious, ask your MC. To scope a situation or person, 
  roll�+Up. 7-9,�ask one question and +1 forward to deal with answers. 
  10+, ask three questions and +1 forward on those answers. (Does this 
  person have something I need? How could I get past these people to 
  leave me alone? Who’s really in control here? Is this person trying to 
  deceive me? What happened here recently?  What here is useful or 
  valuable to me? What is about to happen? Is there anything here that 
  isn’t supposed to be here? What should I be on the lookout for? What�tier 
  are these people? What’s the best way to deal with these people?) 
  support moves 
  Don’t like your last roll? To get inspiration from a friend, ask them to 
  ante 1 or more Hx and roll +connection. 7+,�add their +ante to your 
  last roll; your friend moves their ante to their Fx.   
  To prepare a friend for rolling, roll and add something (usually the 
  same attribute). 7+, you give them +1 forward. 
  To order a follower to do something, ante 1 Fx and roll +connection 
  instead of what you’d usually roll. Either you suffer the response 
  for your follower, or lose 1 point of connection permanently. Move 
  ante to Hx. 
  
    
  gestalt 
  One is the loneliest number. You’ve expanded—a single entity distributed equally among multiple bodies. Some 
  gestalts are telepathic in nature, multiple individuals mind-melded into a single amalgamated whole. Technology 
  can also offer multiple mechanical or cybernetic bodies, synchronized to the will of an uploaded brain or A.I. 
  Others arise out of bizarre scientific accidents, quirks of alien evolution, or deep space anomalies.  
  Play the Gestalt to be defined by your multiple bodies, being in many places at once and occasionally pausing 
  to mourn the loss of an individual body. 
  sample names 
  Alpha Mind, Anaander, The 
  Combine, Enantiomorph, The 
  Harmony Consciousness, 
  L.E.G.I.0.N, the Many-in-One, The 
  Multiple Toms, Nestor, Omnius, 
  Psmith, Uberclique, Unity 
  looks 
  Choose one or more: 
  Coordinated outfits, Cybernetic 
  implants, Disjointed movements, 
  Eerily synchronized voices, Glowing 
  eyes, Happy smiles, Matching 
  accessories, Matching eye colors, 
  Pleasantly harmonic voices, Simple 
  white clothing, Smelling of incense, 
  Smelling of recreational drugs 
  attributes 
  & health 
  Choose one: 
  ø�Telepathically Linked  
  Bottom -2, Charm +2, Down +3 
  Top +1, 
  Strange -2, 
  Up +1 
  Doing 4, 
  Feeling 5,Thinking 9 
  ø�Mechanized Drone-Bodies 
  Bottom -3, Charm -2, Down +2 
  Top +3, 
  Strange +2, 
  Up +1 
  Doing 5, 
  Feeling 5,Thinking 8 
  ø�Pleasure Collective 
  Bottom -1, Charm +3, Down +2 
  Top +1, 
  Strange -1, 
  Up -1 
  Doing 5, 
  Feeling 7,Thinking 6 
  ø�Too Many Clones! 
  Bottom -2, Charm +1, Down +2 
  Top +2, 
  Strange -1, 
  Up +1 
  Doing 5, 
  Feeling 5,Thinking 8 
  deflect: Doing 
  Expendable Bodies: Whenever you 
  would suffer harm to your Doing, 
  you can deflect that harm to your 
  Feeling or Thinking instead. 
  times 
  Futurex 4 
   
  Historyx 1 
  connections 
  In character, ask each other 
  character how they cope with 
  only having a single body. After 
  listening to their answers, choose 
  one character to have +2 
  Connection with. You have +1 
  Connection with all other 
  characters. 
  unique moves 
  collective 
  Your minds are linked, and you can 
  summon a flash mob at any time. 
  To summon more bodies, ante 1 or 
  more Fx. Roll�+Down.  
  Up to 6:�Return your ante to Fx. 
  Your other bodies have been 
  delayed, for some reason. 
  7+:�Put all your ante aside, as 
  multiplicity.  
  Transference 
  What is the fatigue of one body, when 
  you have dozens to spare? 
  Whenever you would set aside a 
  point in your scars pool, 
  roll +Top. Roll once per point. 
  Up to 6: Set the point aside as 
  dwindling, instead. 
  7+: Set the point aside as 
  multiplicity, instead. 
   
   
  dwindling 
  You gain dwindling points by using 
  your transferring to prevent scars. 
  Each time you gain a dwindling 
  point, one or more of your bodies 
  perish, but the gestalt carries on. 
  Move all scars to dwindling. You 
  don’t have a scars pool. If a rule 
  tells you to set a point in scars, 
  set it in dwindling, instead. 
  If any one of your indicia (Doing, 
  Feeling, or Thinking) drops to 
  zero, ante 1 or more Fx or Hx, 
  then roll +ante. If you have any 
  +dwindling, add that to your 
  roll, too. 
  Up to 6: Return your ante. You can 
  try again on a later move, but 
  wait for the MC to respond, first. 
  7-9: New bodies arrive to take up 
  the slack. Restore 1 to each of 
  your Doing, Feeling, and 
  Thinking. Move 1 of your ante 
  to dwindling, and the rest to 
  multiplicity. 
  10+: Fresh bodies arrive to 
  take up the slack. Restore 
  1 to each of your Doing, 
  Feeling, and Thinking. 
  Move your ante to 
  multiplicity. 
  Multiplicity 
  You gain multiplicity points by 
  using your collective, trans-
  ference, and dwindling moves. The 
  more multiplicity you have, the 
  more of you are around. 
  Whenever you have multiplicity, 
  you may use these moves: 
  ø�You may be in multiple places at 
  once. If your friends split up, you 
  may send one or more bodies with 
  them. If your multiplicity is gone, 
  choose one friend to 
  remain with and 
  abandon the 
  rest. 
  ø�To control an area, 
  roll�+multiplicity. Until your 
  next move, all weak or strong 
  enemies must target you first. 
  ø�Before a friend makes a roll, 
  offer to help and roll�+multi-
  plicity. 7+, they may take +1 
  forward to the roll. 
  ø�Add +multiplicity to any rolls 
  where having multiple, 
  coordinated bodies would 
  help (assembly-line, complex 
  repairs, cleaning house, social 
  events, etc.) 
  ø�Subtract multiplicity from any 
  rolls where having multiple, 
  coordinated bodies would help 
  (being sneaky, taking cover, 
  avoiding disasters, etc.) The MC 
  may rule that some things are 
  impossible for a large crowd. 
  ø�At any time, move one or more 
  points from multiplicity to Hx. 
  You can send your bodies off 
  on their errands. 
  ø�When you suffer harm, move 
  one point from multiplicity to 
  dwindling to negate the harm. 
  One of your bodies suffers the 
  harm, instead, and it instantly 
  perishes, from organ failure, 
  heart attack, seizure, etc. (This 
  demise may freak other people 
  out, but you’re used to it.) 
  
  common moves 
  To assault another target, state your weapon’s tier, and roll +Strange. 
  7-9,�become exposed and choose one: either charge into range and +3 
  forward, or hit a lesser target. 10-12,�choose one: stay covered & hit 
  lesser target, or become exposed & hit equal target, or charge and +3 
  forward. 13+,�choose one:�stay covered & hit lesser target, or become 
  exposed & hit greater target, or charge and +3 forward. 
  To avoid danger till your next move, roll +Bottom. 7-9,�weak enemies 
  overlook you and -1 harm. 10-12,�the strong overlook you and -2 
  harm. 13+,�the grand overlook you and -3 harm. 
  To block something till your next move, roll +Top. 7-9,�weak enemies target 
  you first, +1 forward to respond to them. 10-12,�the strong target you first, 
  +3 forward to respond. 13+,�the grand target you first, +6 to respond. 
  To know casual stuff, just ask. To know obscure lore, roll +Down. 
  7-9,�MC�tells you something. 10+, MC may give you +1 connection. 
  To reveal something from your inventory, ante 1 Fx and roll 
  +Connection. 7-9,�move ante to Hx and you have weak stuff. 
  10-12,�move ante to Hx and you have strong stuff. 13+,�set aside 
  ante as inventory and you have grand stuff. 
  To talk to people who are already friendly with you, no roll is needed. 
  To schmooze unfriendly people, roll +Charm. 7-9,�they’re open to talk, 
  ask the MC how to proceed. 10+,�the target makes a counter-offer, 
  accept it or move on to something else (MC’s choice). 
  To observe the obvious, ask your MC. To scope a situation or person, 
  roll�+Up. 7-9,�ask one question and +1 forward to deal with answers. 
  10+, ask three questions and +1 forward on those answers. (Does this 
  person have something I need? How could I get past these people to 
  leave me alone? Who’s really in control here? Is this person trying to 
  deceive me? What happened here recently?  What here is useful or 
  valuable to me? What is about to happen? Is there anything here that 
  isn’t supposed to be here? What should I be on the lookout for? What�tier 
  are these people? What’s the best way to deal with these people?) 
  support moves 
  Don’t like your last roll? To get inspiration from a friend, ask them to 
  ante 1 or more Hx and roll +connection. 7+,�add their +ante to your 
  last roll; your friend moves their ante to their Fx.   
  To prepare a friend for rolling, roll and add something (usually the 
  same attribute). 7+, you give them +1 forward. 
  To order a follower to do something, ante 1 Fx and roll +connection 
  instead of what you’d usually roll. Either you suffer the response 
  for your follower, or lose 1 point of connection permanently. Move 
  ante to Hx. 
  
    
  hazmat 
  The wars of the future have seen the line between man and machine blur into nothingness on the battlefield. Soldiers 
  cybernetically enhanced with mechanical exoskeletons, armored suits pilot by uploaded mindprints, powered armors that 
  continue functioning long after the brain death of their pilot, and more. Were you ever human to begin with? If you were, it’s 
  hard to tell now. Your body is powerful and almost indestructible—but it’s also your prison. 
  Play the Hazmat to protect your allies with strength and technological prowess. 
  sample names 
  A’kzeni, Alita, Baxu, Evander, 
  RIM�Model-009, Kathra, Liza, 
  Morrigun, Raltel, Rom, 
  S.O.L.D.I.E.R., Tony, Uron Null 
  looks 
  Choose one or more: 
  Built-in weaponry, Custom 
  upgrades, Hazmat-sealed, No 
  visible face, Nuclear power core, 
  Motorized hum, Multiple 
  mechanized arms, Polished chrome 
  chassis, PTSD, Static in voice, 
  Tubes, Weathered chassis 
  attributes 
  & health 
  Choose one: 
  ø�Power Suit Veteran 
  Bottom -1, Charm -1, Down +2 
  Top +1, 
  Strange +1, 
  Up +1 
  Doing 5, 
  Feeling 5,Thinking 8 
  ø�Sentinel 
  Bottom -1, Charm -1, Down +3 
  Top +1, 
  Strange =0, 
  Up +1 
  Doing 5, 
  Feeling 4,Thinking 9 
  ø�Self-Upgrade Enthusiast 
  Bottom -2,Charm -1, Down +2 
  Top +1, Strange =0, 
  Up +3 
  Doing 4, Feeling 4,Thinking 10 
  ø�Forgotten War Machine 
  Bottom -1, Charm -2, Down +2 
  Top +2, 
  Strange +3, 
  Up -1 
  Doing 6, 
  Feeling 6,Thinking 6 
  deflect: Feeling 
  More Machine Than Person: 
  Whenever you would suffer harm 
  to your Feeling, you can deflect 
  the harm to your Doing or 
  Thinking, instead. 
  times 
  Futurex 3 
   
  Historyx 2 
  connections 
  Ask each player whether they’d 
  rather take the offensive or stay 
  on the defense in battle. After 
  listening to their answers, choose 
  one character to have +2 
  Connection with. 
  Also, +2 Connection with 
  (choose�one):  
  ø�Pocket dimension storage 
  capsule (gear) 
  ø�High-tech multimodal weapons 
  array that can configure itself 
  into various forms (gear) 
  ø�Sensory scanners and probes 
  linked in to your armor’s 
  H.U.D. (gear) 
  ø�An onboard database of 
  general information, 
  navigation, and sites of 
  strategic interest. (gear) 
  ø�Assorted mechanical 
  components (gear) 
  ø�War plunder (gear) 
  ø�Or make something up! 
   unique moves 
  Self-Repair 
  Your suit has numerous self-
  repair systems to help you.  To heal 
  yourself, ante 1 Fx and roll +Top. 
  Up to 6: Your systems need more 
  time to complete the repairs. 
  Return your ante to Fx. If your 
  next move is self-repair, take 
  +3 forward. 
  7-9: Restore up to 3 points to your 
  Doing, Feeling, or Thinking 
  (mix and match). Then move 
  your ante to failsafe.  
  10+: Restore up to 6 points to your 
  Doing, Feeling, or Thinking 
  (mix and match). Then move 
  your ante to failsafe.  
   
   
  Failsafe  
  You gain failsafe points from using 
  your self-repair. It’s not as good as 
  self-repair, but it’s better than 
  nothing. 
  Whenever one or more of your 
  indices is reduced to zero, 
  roll +failsafe. 
  7-9: Restore 1 point to each of Doing, 
  Feeling, and Thinking. Then move 
  one failsafe point to scars. 
  10+: Restore 1 point to each of Doing, 
  Feeling, and Thinking. 
  Cybernetics 
  Your suit has a variety of systems to 
  help you get stuff done. To use 
  your suit to your advantage, ante 
  1 Fx and roll +Down. 
  7-9:� Move your ante to Hx, and 
  choose one from the list below. 
  10+:�Return your ante to Fx, and 
  choose one from the list below. 
  ø�Scan an area for strange 
  radiations and toxins, giving 
  you and your friends +1 forward 
  to deal with the problem. 
  ø�Use a point-defense system to 
  neutralize a weak target. 
  ø�Until your next move, use your 
  point-defense systems to 
  temporarily reduce all strong 
  targets in your zone of control 
  into weak ones. (Maybe 
  someone else can take them 
  out?) 
  ø�Tank for your friends. Until your 
  next move, any and all friends 
  in your zone of 
  control can deflect 
  1 point of 
  damage from 
  hazards 
  onto you. 
  You choose 
  which of 
  your indicia 
  (Doing, Feeling, or 
  Thinking) that they are 
  deflecting the damage onto 
  (mix and match). 
  ø�Use your exoskeletal strength 
  to force open a door, to lift 
  something heavy, to leap to a 
  great height, etc. 
  ø�Use rockets or jet boost 
  to rapidly change 
  location. 
  ø�Endure some 
  environmental 
  hazard, subtracting 3 
  from the damage 
  until your next 
  move. 
  ø�Engage 
  suspended 
  animation, 
  where you fall asleep 
  and reduce your life-signs, 
  to elude detection and to 
  survive until help arrives. 
  ø�Or something else that only 
  someone in a powered-armor 
  suit could do. Be creative! 
   
  
  common moves 
  To assault another target, state your weapon’s tier, and roll +Strange. 
  7-9,�become exposed and choose one: either charge into range and +3 
  forward, or hit a lesser target. 10-12,�choose one: stay covered & hit 
  lesser target, or become exposed & hit equal target, or charge and +3 
  forward. 13+,�choose one:�stay covered & hit lesser target, or become 
  exposed & hit greater target, or charge and +3 forward. 
  To avoid danger till your next move, roll +Bottom. 7-9,�weak enemies 
  overlook you and -1 harm. 10-12,�the strong overlook you and -2 
  harm. 13+,�the grand overlook you and -3 harm. 
  To block something till your next move, roll +Top. 7-9,�weak enemies target 
  you first, +1 forward to respond to them. 10-12,�the strong target you first, 
  +3 forward to respond. 13+,�the grand target you first, +6 to respond. 
  To know casual stuff, just ask. To know obscure lore, roll +Down. 
  7-9,�MC�tells you something. 10+, MC may give you +1 connection. 
  To reveal something from your inventory, ante 1 Fx and roll 
  +Connection. 7-9,�move ante to Hx and you have weak stuff. 
  10-12,�move ante to Hx and you have strong stuff. 13+,�set aside 
  ante as inventory and you have grand stuff. 
  To talk to people who are already friendly with you, no roll is needed. 
  To schmooze unfriendly people, roll +Charm. 7-9,�they’re open to talk, 
  ask the MC how to proceed. 10+,�the target makes a counter-offer, 
  accept it or move on to something else (MC’s choice). 
  To observe the obvious, ask your MC. To scope a situation or person, 
  roll�+Up. 7-9,�ask one question and +1 forward to deal with answers. 
  10+, ask three questions and +1 forward on those answers. (Does this 
  person have something I need? How could I get past these people to 
  leave me alone? Who’s really in control here? Is this person trying to 
  deceive me? What happened here recently?  What here is useful or 
  valuable to me? What is about to happen? Is there anything here that 
  isn’t supposed to be here? What should I be on the lookout for? What�tier 
  are these people? What’s the best way to deal with these people?) 
  support moves 
  Don’t like your last roll? To get inspiration from a friend, ask them to 
  ante 1 or more Hx and roll +connection. 7+,�add their +ante to your 
  last roll; your friend moves their ante to their Fx.   
  To prepare a friend for rolling, roll and add something (usually the 
  same attribute). 7+, you give them +1 forward. 
  To order a follower to do something, ante 1 Fx and roll +connection 
  instead of what you’d usually roll. Either you suffer the response 
  for your follower, or lose 1 point of connection permanently. Move 
  ante to Hx. 
  
    
  hero of the universe 
  The universe is a messy, complicated place where morality goes not just from black to grey to white, but to blue 
  and orange as well. Doing the right thing will get you killed, and if it doesn’t, you’ll just live to see the unintended 
  consequences of your heroism. You know that. But that’s not going to stop you from trying. You are the kind of 
  person who will always do the right thing, who protects the innocent and leads their friends to victory. It’s hard 
  world to be that kind of person in, but that makes what you do all the more important.  
  Play the Hero to inspire other characters with your heroic example. Someone’s got to try! 
  sample names 
  Adam, Attrid, Cesa, Chandra, Eliza, 
  The 404 Kid, Ilana, Juda, Kimball, 
  Lance, the Lone Unit, Luke, 
  Malcolm, Marco, Marshal, Maya, 
  Rebec, Shane, Sparks, Vash, Wayne 
  looks 
  Choose one or more: 
  Backwater accent, Badge, 
  Calmness, Determined eyes, 
  Duster, Honest face, Inspiring 
  voice, Lantern jaw, Military 
  fatigues, Smile, Steady hand, Too 
  young to shave 
   
  attributes 
  & health 
  Choose one: 
  ø�Space Ranger 
  Bottom -2,Charm +2, Down +3 
  Top +2, Strange =0, 
  Up -2 
  Doing 5, Feeling 7, Thinking 6 
  ø�Sheriff  
  Bottom -1,Charm +2, Down +1 
  Top +3, Strange =0, 
  Up -2 
  Doing 7, Feeling 7, Thinking 4 
  ø�Swashbuckler 
  Bottom -1,Charm +2, Down +2 
  Top +2, Strange =0, 
  Up -2 
  Doing 6, Feeling 7, Thinking 5 
  ø�Exiled Royalty 
  Bottom +2,Charm +3, Down +1 
  Top +1, Strange -2, 
  Up -2 
  Doing 8, Feeling 6, Thinking 4 
  deflect: thinking 
  It’s Time for Action: Whenever you 
  would suffer harm to your 
  Thinking, you can deflect the harm 
  to your Doing or Feeling, instead. 
  times 
  Futurex 3 
   
  Historyx 2 
  connections 
  In character, ask each other 
  character what they personally 
  believe in. After listening to their 
  answers, choose one character to 
  have +2 Connection with. You 
  have +1 Connection with all other 
  characters. 
  unique moves 
  Rescue 
  With great power comes great 
  responsibility. 
  When a friend is assaulted, ante 1 
  Fx and roll +Down. 
  Up to 6: You’re not fast enough! 
  Return your ante to Fx and try 
  to keep strong as the MC 
  describes what happens. 
  7-9: Weak Rescue. You subdue a 
  weak attacker, or prevent a 
  weak hazard before any harm. 
  If it's a strong challenge, you’ll 
  still succeed, but with 
  complications. (You may suffer 
  harm, you might lose some 
  important item, you gain un-
  wanted attention, or some-
  thing else that you and the MC 
  think of.) Move your ante to 
  heroics. 
  10+: Strong Rescue. You deal with 
  a strong challenge with no 
  problems, but if it’s grand, you 
  suffer complications, as above. 
  Move your ante to heroics. 
   
   
  Rally 
  Lead by example. Describe some 
  noble calling to inspire your 
  friends, ante 1 Fx and roll +Top. 
  Up to 6: Return your ante to Fx. 
  7+: Move your ante to heroics. 
  If your friend’s next move is in 
  the spirit of what you just 
  described, you may tell them to 
  roll three dice and keep the 
  best two.  
  Heroics 
  Your heroics pool builds up by using 
  your rescue and your rally moves.  
  When you have points in heroics, 
  you may use these moves: 
  ø�Add +heroics to any rolls to 
  convince others of your good 
  intentions. 
  ø�Add +heroics to any rolls to 
  escape from containment, 
  prison, or any other place that 
  would hold you back. 
  ø�Add +heroics to any roll to 
  pick yourself back up. 
  (See “revive”, page�126.) 
  ø�Subtract heroics from any 
  rolls where being a good guy 
  make things more difficult for 
  you. The MC may rule that 
  things are impossible when 
  you’ve got heroics. 
  ø�If you are incapacitated, all 
  your friends may add +heroics 
  to their rolls to help you or to 
  fight against what caused 
  your downfall. 
  ø�Urge a friend to do the right 
  thing. If their next move is in the 
  spirit of your urge, move 1 point 
  of your heroics to their Fx pool. 
   
   
  
  common moves 
  To assault another target, state your weapon’s tier, and roll +Strange. 
  7-9,�become exposed and choose one: either charge into range and +3 
  forward, or hit a lesser target. 10-12,�choose one: stay covered & hit 
  lesser target, or become exposed & hit equal target, or charge and +3 
  forward. 13+,�choose one:�stay covered & hit lesser target, or become 
  exposed & hit greater target, or charge and +3 forward. 
  To avoid danger till your next move, roll +Bottom. 7-9,�weak enemies 
  overlook you and -1 harm. 10-12,�the strong overlook you and -2 
  harm. 13+,�the grand overlook you and -3 harm. 
  To block something till your next move, roll +Top. 7-9,�weak enemies target 
  you first, +1 forward to respond to them. 10-12,�the strong target you first, 
  +3 forward to respond. 13+,�the grand target you first, +6 to respond. 
  To know casual stuff, just ask. To know obscure lore, roll +Down. 
  7-9,�MC�tells you something. 10+, MC may give you +1 connection. 
  To reveal something from your inventory, ante 1 Fx and roll 
  +Connection. 7-9,�move ante to Hx and you have weak stuff. 
  10-12,�move ante to Hx and you have strong stuff. 13+,�set aside 
  ante as inventory and you have grand stuff. 
  To talk to people who are already friendly with you, no roll is needed. 
  To schmooze unfriendly people, roll +Charm. 7-9,�they’re open to talk, 
  ask the MC how to proceed. 10+,�the target makes a counter-offer, 
  accept it or move on to something else (MC’s choice). 
  To observe the obvious, ask your MC. To scope a situation or person, 
  roll�+Up. 7-9,�ask one question and +1 forward to deal with answers. 
  10+, ask three questions and +1 forward on those answers. (Does this 
  person have something I need? How could I get past these people to 
  leave me alone? Who’s really in control here? Is this person trying to 
  deceive me? What happened here recently?  What here is useful or 
  valuable to me? What is about to happen? Is there anything here that 
  isn’t supposed to be here? What should I be on the lookout for? What�tier 
  are these people? What’s the best way to deal with these people?) 
  support moves 
  Don’t like your last roll? To get inspiration from a friend, ask them to 
  ante 1 or more Hx and roll +connection. 7+,�add their +ante to your 
  last roll; your friend moves their ante to their Fx.   
  To prepare a friend for rolling, roll and add something (usually the 
  same attribute). 7+, you give them +1 forward. 
  To order a follower to do something, ante 1 Fx and roll +connection 
  instead of what you’d usually roll. Either you suffer the response 
  for your follower, or lose 1 point of connection permanently. Move 
  ante to Hx. 
  
    
  Immortal 
  By definition, anyone who can’t die would still be around by the end of history. Well, here you are. You might be 
  some sort of biological entity that’s immune to the ravages of age. Or you could be a mechanical robot who’s 
  really durable, easily fixed, or both. You might not even be a linear, causal being as we understand it. What makes 
  you unusual is that you’ve lived a long, long time, and you’ve seen a lot. Now it’s time to party. 
  sample names 
  Ancient One, Arvin, Ayesha, Cane, 
  Chosen One, Claire, Connor, Dorian, 
  Durham, Elizabeth, The Foretold, 
  Jack, Lazarus, Logan, Magnus, 
  Maitland, Messiah, Methuselah, 
  Milo, Number�17, Orchid, Orlando, 
  Pamela, Pilgrim, Vandal, Walter 
  looks 
  Choose one or more: 
  Anachronistic clothes, Beard, 
  Calmness, Deliberate movements, 
  Eyes that have seen it all, 
  Memento of lost love, Paternal 
  demeanor, Soothing voice, Steady 
  hand, Striking looks, Weathered 
  cane, Youthful complexion 
  attributes 
  & health 
  Choose one: 
  ø�Sybarite 
  Bottom�+1, Charm�+2, Down�=0 
  Top +1,  
  Strange -1,  
  Up�=0 
  Doing 7,  
  Feeling 6, Thinking 5 
  ø�Eternal Soldier 
  Bottom�+1, Charm�+1, Down�+2 
  Top +1,  
  Strange -1,  
  Up 1 
  Doing 7, 
  Feeling�5,Thinking�6 
  ø�Adventurer 
  Bottom�+1, Charm�+1, Down�+1 
  Top�+1,  
  Strange�+1,  
  Up -2 
  Doing 7,  
  Feeling 7, Thinking 4 
  ø�Nomad Soul 
  Bottom -1,  Charm�=0,  Down�+2 
  Top�+1,  
  Strange�+2,  
  Up -1 
  Doing 5,  
  Feeling 7, Thinking 6 
  deflect: doing 
  Who Wants to Live Forever: 
  Whenever you would suffer harm to 
  your Doing, you can deflect the harm 
  to your Feeling or Thinking, instead. 
  times 
  Futurex 4 
   
  Historyx 1 
  connections 
  In character, ask each other charac-
  ter what their oldest memory is. 
  After hearing all the answers, choose 
  a +2 connection with one of them. 
   
  Also +2 Connection with 
  (choose�one):  
  ø�Calvary uniform and 
  weapons�(gear) 
  ø�Several secret cashes that I 
  stashed over the millennia (gear) 
  ø�The hospitality of my ten 
  thousand children (gear) 
  ø�Items bought with compound 
  interest from the bank account 
  I started last century (gear) 
  ø�Robot assistant assembled from 
  a dozen different sources 
  (follower, named Christian, 
  Friday, Jeeves, Lydia, Oliver, 
  Vivian, or Servant) 
  ø�Indestructible alien (pet, named 
  Auklar, Exu, Marble, Spot, etc.) 
  ø�Or make something up! 
  unique moves 
  reminiscence 
  You’ve forgotten more about life 
  than most people will ever see. 
  You can delve into old relation-
  ships, recover lost memories, and 
  tap into hidden caches. 
  Declare a new connection with a 
  person, organization, or gear. 
  This has to be a new connection, 
  not an existing one. Then ante 
  1 or more�Fx.  Roll�+ante. 
  Up to 6:�Return your ante to Fx. 
  7+:�Set all of your ante aside as 
  the reminiscence. 
  Your�+reminiscence is 
  a�+Connection with the target. 
   
   
   
  empathy 
  You’ve been around. When a friend 
  you have a connection is about to 
  make a roll, offer to assist. If they 
  accept, roll�+Top. 
  7+:�Your friend takes your 
  +Connection with them, forward. 
   
  immortality 
  Your body resists harm that would 
  fell lesser people. 
  Whenever you suffer harm or any 
  calamity, ante 1 or more Fx, then 
  roll +ante. (And +eternal, if any.) 
  Up to 6:�Return the ante to Fx. Until 
  your next move, reduce any 
  harm by 1. If your next move is 
  immortal, take +1 forward. 
  7-12:�Move 1 point of ante to 
  eternal, return the rest to Fx. 
  Until your next move, reduce 
  any harm by 3. If your next move 
  is immortal, take +3 forward. 
  13+:�Move all of your ante to eternal. 
  Until your next move, reduce any 
  harm by 6.  If your next move is 
  immortal, take +6 forward. 
  eternal 
  As you use your immortality to resist 
  damage, your eternal pool builds up. 
  Add +eternal to any rolls to resist 
  damage or hazards. 
   Add +eternal to all rolls for the 
  immortality move. 
  If you have scars on your character, 
  you may move 1 Fx point to 
  eternal. Then give the scars 
  points to any characters 
  you want, mix and 
  match. They put 
  those points in Fx or 
  Hx, mixing and 
  matching as much as 
  they want. 
   
  
  common moves 
  To assault another target, state your weapon’s tier, and roll +Strange. 
  7-9,�become exposed and choose one: either charge into range and +3 
  forward, or hit a lesser target. 10-12,�choose one: stay covered & hit 
  lesser target, or become exposed & hit equal target, or charge and +3 
  forward. 13+,�choose one:�stay covered & hit lesser target, or become 
  exposed & hit greater target, or charge and +3 forward. 
  To avoid danger till your next move, roll +Bottom. 7-9,�weak enemies 
  overlook you and -1 harm. 10-12,�the strong overlook you and -2 
  harm. 13+,�the grand overlook you and -3 harm. 
  To block something till your next move, roll +Top. 7-9,�weak enemies target 
  you first, +1 forward to respond to them. 10-12,�the strong target you first, 
  +3 forward to respond. 13+,�the grand target you first, +6 to respond. 
  To know casual stuff, just ask. To know obscure lore, roll +Down. 
  7-9,�MC�tells you something. 10+, MC may give you +1 connection. 
  To reveal something from your inventory, ante 1 Fx and roll 
  +Connection. 7-9,�move ante to Hx and you have weak stuff. 
  10-12,�move ante to Hx and you have strong stuff. 13+,�set aside 
  ante as inventory and you have grand stuff. 
  To talk to people who are already friendly with you, no roll is needed. 
  To schmooze unfriendly people, roll +Charm. 7-9,�they’re open to talk, 
  ask the MC how to proceed. 10+,�the target makes a counter-offer, 
  accept it or move on to something else (MC’s choice). 
  To observe the obvious, ask your MC. To scope a situation or person, 
  roll�+Up. 7-9,�ask one question and +1 forward to deal with answers. 
  10+, ask three questions and +1 forward on those answers. (Does this 
  person have something I need? How could I get past these people to 
  leave me alone? Who’s really in control here? Is this person trying to 
  deceive me? What happened here recently?  What here is useful or 
  valuable to me? What is about to happen? Is there anything here that 
  isn’t supposed to be here? What should I be on the lookout for? What�tier 
  are these people? What’s the best way to deal with these people?) 
  support moves 
  Don’t like your last roll? To get inspiration from a friend, ask them to 
  ante 1 or more Hx and roll +connection. 7+,�add their +ante to your 
  last roll; your friend moves their ante to their Fx.   
  To prepare a friend for rolling, roll and add something (usually the 
  same attribute). 7+, you give them +1 forward. 
  To order a follower to do something, ante 1 Fx and roll +connection 
  instead of what you’d usually roll. Either you suffer the response 
  for your follower, or lose 1 point of connection permanently. Move 
  ante to Hx. 
  
    
  last of their kind 
  You are the last of a species or civilization lost to ages in some great cataclysm, war, or apocalypse. As the last, it 
  is up to you to honor the memory of your people and their traditions—but it is also your burden to make amends 
  for the wrongs of your people. On your journeys you seek out planets where your people interfered—conducted 
  weapons experiments, meddled in the evolution of indigenous species, or built the architecture of that planet’s 
  society. You’re the only one left who can fix that. 
  Play the Last of Their Kind to carry a timeless sadness and an ancient secret. 
  sample names 
  Adam, Cratius, Guinan, Howard, 
  J’onn, Kamandi, Kirana, Lobel, 
  Nandi, Relict, Seht, Unit: Final, 
  Vestige, The�Wanderer 
  looks 
  Choose one or more: 
  Androgynous, Clothing or jewelry 
  decorated with mysterious 
  symbols, Humanoid, Kind eyes, 
  Lengthy journal, Mementos of lost 
  family, Polyglot, Quiet dignity, Sad 
  eyes, Unidentifiable accent, 
  World-weary eyes 
  attributes 
  & health 
  Choose one: 
  ø�Blending in With Society 
  Bottom +2,Charm =0, Down +1 
  Top -3, 
  Strange +1, 
  Up +2 
  Doing 4, Feeling 6, Thinking 8 
  ø�Sole Survivor 
  Bottom +1,Charm +2, Down +2 
  Top +2, Strange -3, 
  Up -1 
  Doing 8, Feeling 4, Thinking 6 
  ø�Still in Mourning 
  Bottom +1,Charm -2, Down +2 
  Top -1, 
  Strange +1, 
  Up +2 
  Doing 5, Feeling 4, Thinking 9 
  ø�Seeking Vengeance 
  Bottom +1,Charm -3, Down +2 
  Top +1, Strange +1, 
  Up +1 
  Doing 7, Feeling 3, Thinking�8  
  deflect: feeling 
  Everything is Lost: Whenever you 
  would suffer harm to your Feeling, 
  you can deflect the harm to your 
  Doing or Thinking, instead. 
  times 
  Futurex 4 
   
  Historyx 1 
  connections 
  In character, ask each other 
  character how they feel about 
  their family or culture. After 
  listening to their answers, choose 
  one character to have +2 
  Connection with.  
   
  unique moves 
  caretaker 
  You have access to the rare 
  resources of your civilization. 
  To find something to use for this 
  situation, ante 1 Fx, then 
  roll�+Down. 
  Up to 6: Return your ante to Fx. 
  7+: Ask your MC one of these 
  questions: 
  ø�What gear would my ancestors 
  have put me here to find? 
  ø�What gear could I use to 
  impress who’s in control here? 
  ø�What gear would protect me 
  from a bad thing that’s about 
  to happen? 
  ø�Is there anything here that’s 
  not supposed to be here? 
  ø�What would be the best gear 
  to deal with these people? 
  The MC tells you what new piece of 
  strong gear that you reveal, as 
  dictated by your question. Move your 
  Fx to relics.  
   
   
  Relics 
  You gain relics points by using 
  your caretaker move. 
  Add +relics to any moves that 
  deal with the question(s) you 
  asked to get the relics points 
  in first place. 
  At any time, move 1 or more 
  points from relics to Hx. Once 
  all your relics points are gone, 
  so is the gear, lost to the 
  dustbin of history. 
  Covert 
  You are one with the shadows. 
  Declare an enemy, then 
  roll�+Bottom. 
  Up to 6: You are discovered before 
  you can do anything 
  unpleasant, and the enemy 
  responds in kind. You are 
  exposed. 
  7-9: Move into range, subdue a 
  weak target, and then move 
  away. No weak enemies see 
  you do this. 
  10+: Move into range, subdue a 
  strong target, and then move 
  away. No weak or strong 
  enemies see you do this.  
  Counsel 
  Let others learn from the mistakes 
  of the past. As your time ends, 
  theirs begins. 
  Declare a friend, and advise them 
  on their future, using a 
  parable of the past. Then ante 
  1 or more Fx and roll�+ante. 
  Up to 6: Move your ante to Fx. 
  7-9: Set 1 of your ante in 
  front of the player as 
  counsel, and move the 
  rest to your Hx. 
  10+: Set your entire ante 
  in front of the player 
  as counsel. 
  At any time, the player 
  may ask if what 
  they’re about to do 
  is in line with 
  their counsel. If 
  you say yes, they 
  may move 1 
  point of your 
  counsel to your 
  Hx pool to their 
  own Fx pool. 
   
   
   
  
  common moves 
  To assault another target, state your weapon’s tier, and roll +Strange. 
  7-9,�become exposed and choose one: either charge into range and +3 
  forward, or hit a lesser target. 10-12,�choose one: stay covered & hit 
  lesser target, or become exposed & hit equal target, or charge and +3 
  forward. 13+,�choose one:�stay covered & hit lesser target, or become 
  exposed & hit greater target, or charge and +3 forward. 
  To avoid danger till your next move, roll +Bottom. 7-9,�weak enemies 
  overlook you and -1 harm. 10-12,�the strong overlook you and -2 
  harm. 13+,�the grand overlook you and -3 harm. 
  To block something till your next move, roll +Top. 7-9,�weak enemies target 
  you first, +1 forward to respond to them. 10-12,�the strong target you first, 
  +3 forward to respond. 13+,�the grand target you first, +6 to respond. 
  To know casual stuff, just ask. To know obscure lore, roll +Down. 
  7-9,�MC�tells you something. 10+, MC may give you +1 connection. 
  To reveal something from your inventory, ante 1 Fx and roll 
  +Connection. 7-9,�move ante to Hx and you have weak stuff. 
  10-12,�move ante to Hx and you have strong stuff. 13+,�set aside 
  ante as inventory and you have grand stuff. 
  To talk to people who are already friendly with you, no roll is needed. 
  To schmooze unfriendly people, roll +Charm. 7-9,�they’re open to talk, 
  ask the MC how to proceed. 10+,�the target makes a counter-offer, 
  accept it or move on to something else (MC’s choice). 
  To observe the obvious, ask your MC. To scope a situation or person, 
  roll�+Up. 7-9,�ask one question and +1 forward to deal with answers. 
  10+, ask three questions and +1 forward on those answers. (Does this 
  person have something I need? How could I get past these people to 
  leave me alone? Who’s really in control here? Is this person trying to 
  deceive me? What happened here recently?  What here is useful or 
  valuable to me? What is about to happen? Is there anything here that 
  isn’t supposed to be here? What should I be on the lookout for? What�tier 
  are these people? What’s the best way to deal with these people?) 
  support moves 
  Don’t like your last roll? To get inspiration from a friend, ask them to 
  ante 1 or more Hx and roll +connection. 7+,�add their +ante to your 
  last roll; your friend moves their ante to their Fx.   
  To prepare a friend for rolling, roll and add something (usually the 
  same attribute). 7+, you give them +1 forward. 
  To order a follower to do something, ante 1 Fx and roll +connection 
  instead of what you’d usually roll. Either you suffer the response 
  for your follower, or lose 1 point of connection permanently. Move 
  ante to Hx. 
  
    
  lord of ashes 
  In your glory days, your rule was unquestioned, and your power was absolute. Entire planets paid tribute to you. You knew 
  your empire would last until the end of time. And here we are. After centuries of operation, your empire is running on fumes. 
  Most of your resources have been used up. The few followers that you have remaining are a pale imitation of what they were, 
  generations ago. You’re still lord of all you survey, and you still have vast wealth and resources. But here at the end of 
  history, who doesn’t? What’s it all worth, when the last star goes out? 
  Play a Lord of Ashes if you want to help your friends by wallowing in pomp and glory. 
  sample names 
  Am, Autarch, Divine Shadow, 
  Erebus, Forbus, God-Emperor, Gwyn, 
  Highmost, King Nothing, Lum, Maal 
  Dweb, Magus, Namirrha, Nashandra, 
  Ozymandias, Pontiff, Prime, Qwib, 
  Thasaidon, Typhon, Vergama 
  looks 
  Choose one or more: 
  Advanced age, Baggy eyes, 
  Booming voice, Ceremonial sword, 
  Crown, Cultured accent, Dueling 
  pistol, Gilded cybernetics, Jewelry, 
  Life support, Purple robes, Quick 
  gestures, Royal scepter, Short 
  temper, Signet ring 
  attributes 
  & health 
  Choose one: 
  ø�Senescent 
  Bottom -3, Charm�+2,  Down�=0 
  Top�+2,  Strange�+1,  
  Up�+1 
  Doing 4,  Feeling 8,  Thinking 6 
  ø�Dynastic Clone 
  Bottom -3, Charm�+1,  Down�+1 
  Top�+3,  Strange�+1,  
  Up�=0 
  Doing 5,  Feeling 7,  Thinking 6 
  ø�Machiavellian 
  Bottom -1, Charm�+1,  Down�=0 
  Top�+2,  Strange�=0,  
  Up�+1 
  Doing 6,  Feeling 6,  Thinking 6 
  ø�Emeritus 
  Bottom -1, Charm�+1,  Down�+1 
  Top�+2,  Strange -1,  
  Up�+1 
  Doing 6,  Feeling 5,  Thinking 7 
  deflect: doing 
  Imperial Behavior: Whenever you 
  would suffer harm to your Doing, 
  you can deflect the harm to your 
  Feeling or Thinking, instead. 
  times 
  Futurex 3 
   
  Historyx 2 
  connections 
  Ask all the other players to say 
  something nice about your character. 
  After judging their responses, 
  choose one player and gain a +2 
  Connection with their character. 
  Also, +2 Connection with 
  (choose one):  
  ø�The star-spanning remnants of 
  my glorious empire�(gear) 
  ø�The cargo hold of my personal 
  vessel (gear) 
  ø�Tribute still granted to me by my 
  thousands of supporters (gear) 
  ø�My personal attendant (follower, 
  named Reader-of-the-Rules, 
  Majordomo, Klytus, Zilog, etc.) 
  ø�My bodyblock (follower, named 
  Maximilian, Star, Spirall, X86 
  Myrmydion, Royal Scion, etc.) 
  ø�My pathetic heir (follower, named 
  Lothric, Sofia, Paul, Anakin, 
  Morgana, Me the 2nd, etc.) 
  ø�Or make something up! 
  unique moves 
  valor 
  Shout a mighty and righteous 
  challenge, then roll +Top. 
  Up to 6: Until your next move, weak 
  enemies must target you first. 
  7-9: Until your next move, strong 
  enemies must target you first. 
  You may charge into range and 
  destroy a weak target.  
  10+: Until your next move, all 
  enemies must target you first. 
  You may charge into range and 
  destroy a strong target.  
   
   
   
  decree 
  When you talk, people listen.  
  At any time, ante 1 or more Fx. 
  Address all your fellow 
  characters in a booming voice 
  and give a rousing speech, 
  worthy of a sovereign such as 
  yourself.  Roll�+Charm. 
  Up to 6:�Set 1 point aside as the 
  decree, and move the rest to 
  your Hx.  
  7+:�Set all your ante aside as the 
  decree. 
  After another player makes a roll, 
  they may ask if they may move 
  one point of decree to your Hx. 
  If you say yes, they roll one die 
  and add it to their last roll.  
  command 
  You can urge others to greatness. 
  Order a follower to do something, 
  and ante 1 Fx.  Roll�+Top. 
  Up to 6: Return your ante to Fx. 
  If�your very next move is 
  “command”, take +3 forward. 
  7+:� Your follower does the task for 
  you. Use your roll as the 
  follower’s roll. When the MC 
  reacts, if you choose to suffer the 
  harm to yourself, subtract your 
  +connection with that follower 
  from any harm. 
  
  common moves 
  To assault another target, state your weapon’s tier, and roll +Strange. 
  7-9,�become exposed and choose one: either charge into range and +3 
  forward, or hit a lesser target. 10-12,�choose one: stay covered & hit 
  lesser target, or become exposed & hit equal target, or charge and +3 
  forward. 13+,�choose one:�stay covered & hit lesser target, or become 
  exposed & hit greater target, or charge and +3 forward. 
  To avoid danger till your next move, roll +Bottom. 7-9,�weak enemies 
  overlook you and -1 harm. 10-12,�the strong overlook you and -2 
  harm. 13+,�the grand overlook you and -3 harm. 
  To block something till your next move, roll +Top. 7-9,�weak enemies target 
  you first, +1 forward to respond to them. 10-12,�the strong target you first, 
  +3 forward to respond. 13+,�the grand target you first, +6 to respond. 
  To know casual stuff, just ask. To know obscure lore, roll +Down. 
  7-9,�MC�tells you something. 10+, MC may give you +1 connection. 
  To reveal something from your inventory, ante 1 Fx and roll 
  +Connection. 7-9,�move ante to Hx and you have weak stuff. 
  10-12,�move ante to Hx and you have strong stuff. 13+,�set aside 
  ante as inventory and you have grand stuff. 
  To talk to people who are already friendly with you, no roll is needed. 
  To schmooze unfriendly people, roll +Charm. 7-9,�they’re open to talk, 
  ask the MC how to proceed. 10+,�the target makes a counter-offer, 
  accept it or move on to something else (MC’s choice). 
  To observe the obvious, ask your MC. To scope a situation or person, 
  roll�+Up. 7-9,�ask one question and +1 forward to deal with answers. 
  10+, ask three questions and +1 forward on those answers. (Does this 
  person have something I need? How could I get past these people to 
  leave me alone? Who’s really in control here? Is this person trying to 
  deceive me? What happened here recently?  What here is useful or 
  valuable to me? What is about to happen? Is there anything here that 
  isn’t supposed to be here? What should I be on the lookout for? What�tier 
  are these people? What’s the best way to deal with these people?) 
  support moves 
  Don’t like your last roll? To get inspiration from a friend, ask them to 
  ante 1 or more Hx and roll +connection. 7+,�add their +ante to your 
  last roll; your friend moves their ante to their Fx.   
  To prepare a friend for rolling, roll and add something (usually the 
  same attribute). 7+, you give them +1 forward. 
  To order a follower to do something, ante 1 Fx and roll +connection 
  instead of what you’d usually roll. Either you suffer the response 
  for your follower, or lose 1 point of connection permanently. Move 
  ante to Hx. 
  
    
  lost toy 
  What amazing robots, machines, and servants will we see in the future? And what happens when they’re 
  discarded. A few centuries without a system update, and a calamity or two have left you with a solid sense of 
  awareness and just a teensy bit of paranoia. You might have spent who knows how long doing the same repetitive 
  tasks over and over again. Or maybe you were left in the dark of the toy box, waiting and waiting for someone to 
  come back and play with you, one more time. 
  sample names 
  Aphrodite-A, Burradoberi, Cheri, 
  David, Galatea, GA07-JL, Joe, Leroy, 
  Maria, Neko, Noa, Pino, Priss, Rex, 
  Roy, Raimu, Rogi, Steely Dan, Zev 
  looks 
  Choose one or more: 
  After-market add-ons, battle 
  carapace, Better than the real thing, 
  Buzzing, Easy to clean, Endowments, 
  Eyelashes, Genderfluid tank, Heat 
  warmers, Jailbroken, Jerky move-
  ments, Last year’s model, Makeup, 
  Overclocked processor, Perfume, 
  Pretty dress, Plastic smell, Polyvinyl 
  skin, Replaceable facial features, 
  Static in voice, Stitches, Strong grip, 
  Subwoofer, Various attachments 
  attributes 
  & health 
  Choose one: 
  ø�Household 
  Bottom�+2, Charm�+2,  Down�+1 
  Top -3,  
  Strange -1,  
  Up�+2 
  Doing 4,  Feeling 6,  Thinking 8 
  ø�Military 
  Bottom�+1, Charm�=0,  Down�+2 
  Top -2,  
  Strange�+1,  
  Up�+1 
  Doing 4,  Feeling 6,  Thinking 8 
  ø�Technical 
  Bottom�+2, Charm�=0,  Down�+2 
  Top -3,  
  Strange�=0,  
  Up�+2 
  Doing 4,  Feeling 5,  Thinking 9 
  ø�Recreation 
  Bottom�+2, Charm�+2,  Down�+1 
  Top -3,  
  Strange�=0,  
  Up�+1 
  Doing 4,  Feeling 7,  Thinking 7 
  deflect: doing 
  Unfeeling Exterior: Whenever you 
  would suffer harm to your Doing, 
  you can deflect the harm to your 
  Feeling or Thinking, instead. 
  times 
  Futurex 4 
   
  Historyx 1 
  connections 
  In character, ask each other 
  character if they have ever felt 
  lost or alone. After listening to 
  their answers, choose one 
  character to have a +2 Connection 
  with. You tend to call that 
  character “Master”. 
  Also, +1 Connection with robotic 
  parts (gear).  A lifetime of 
  scavenging has you constantly 
  collecting bits and pieces, in case 
  you need to repair yourself.  
  unique moves 
  robotics 
  You are a robot! You do not breathe, 
  drink, eat, or sleep. You may suffer 
  occasional power outages. 
  To use your robotic nature to 
  advantage, ante 1 Fx and 
  roll�+Down. 
  Up to 6:�Return your ante to Fx. If 
  your next move is robotics, you 
  may take +3 forward. 
  7+:�Move your ante to battered, 
  and choose one: 
  ø�Destroy a strong target, with 
  nothing more than your bare 
  hands. 
  ø�Until your next move, weaken a 
  grand target to merely strong. 
  (Maybe someone else can finish 
  it off?) 
  ø�Until your next move, dominate 
  a strong computer or device. 
  ø�Until your next move, prevent a 
  grand hazard from hurting 
  anyone else. (Block the plasma 
  jet with your body, hold the 
  door open so everyone else can 
  get through, stand in the line of 
  fire, etc.) 
   
   
  selflessness 
  Whenever a friend is assaulted 
  and you’re close by, ante 1 Fx 
  and roll�+Bottom.  
  up to 9:  You are now the target. 
  Move�your ante to battered.  
  10+:�You are now the target. Move 
  your ante to battered or to Hx 
  (mix and match). 
  battered 
  Your battered pool builds up when you 
  suffer damage. Tell other people that 
  you’re used to this kind of abuse and 
  that it doesn’t bother you anymore. 
  Your +battered may be used as a 
  Connection with anyone who 
  might be sympathetic to you, 
  even complete strangers. 
  Whenever you would suffer harm, 
  roll +battered.  
  7-9: subtract 1 from the harm. 
  10-12: subtract 2 from the 
  harm. 
  13+: subtract 3 from the harm. 
  Another character (and not  
  yourself) can volunteer to fix you.  
  If you ask someone else to do it, 
  the other character takes -3 
  forward to fix you. (It’s not in 
  your nature to ask for your 
  help.)  
   
  The other character 
  antes 1 Hx and roll 
  +connection with you. 
  7-9: the other character 
  moves Hx to Fx. If their 
  next move is “fix you”, 
  they take +3 forward. 
  10+:  The other character moves 
  Hx to Fx. Move all your 
  battered points to Fx or Hx 
  (mix and match).
  
  common moves 
  To assault another target, state your weapon’s tier, and roll +Strange. 
  7-9,�become exposed and choose one: either charge into range and +3 
  forward, or hit a lesser target. 10-12,�choose one: stay covered & hit 
  lesser target, or become exposed & hit equal target, or charge and +3 
  forward. 13+,�choose one:�stay covered & hit lesser target, or become 
  exposed & hit greater target, or charge and +3 forward. 
  To avoid danger till your next move, roll +Bottom. 7-9,�weak enemies 
  overlook you and -1 harm. 10-12,�the strong overlook you and -2 
  harm. 13+,�the grand overlook you and -3 harm. 
  To block something till your next move, roll +Top. 7-9,�weak enemies target 
  you first, +1 forward to respond to them. 10-12,�the strong target you first, 
  +3 forward to respond. 13+,�the grand target you first, +6 to respond. 
  To know casual stuff, just ask. To know obscure lore, roll +Down. 
  7-9,�MC�tells you something. 10+, MC may give you +1 connection. 
  To reveal something from your inventory, ante 1 Fx and roll 
  +Connection. 7-9,�move ante to Hx and you have weak stuff. 
  10-12,�move ante to Hx and you have strong stuff. 13+,�set aside 
  ante as inventory and you have grand stuff. 
  To talk to people who are already friendly with you, no roll is needed. 
  To schmooze unfriendly people, roll +Charm. 7-9,�they’re open to talk, 
  ask the MC how to proceed. 10+,�the target makes a counter-offer, 
  accept it or move on to something else (MC’s choice). 
  To observe the obvious, ask your MC. To scope a situation or person, 
  roll�+Up. 7-9,�ask one question and +1 forward to deal with answers. 
  10+, ask three questions and +1 forward on those answers. (Does this 
  person have something I need? How could I get past these people to 
  leave me alone? Who’s really in control here? Is this person trying to 
  deceive me? What happened here recently?  What here is useful or 
  valuable to me? What is about to happen? Is there anything here that 
  isn’t supposed to be here? What should I be on the lookout for? What�tier 
  are these people? What’s the best way to deal with these people?) 
  support moves 
  Don’t like your last roll? To get inspiration from a friend, ask them to 
  ante 1 or more Hx and roll +connection. 7+,�add their +ante to your 
  last roll; your friend moves their ante to their Fx.   
  To prepare a friend for rolling, roll and add something (usually the 
  same attribute). 7+, you give them +1 forward. 
  To order a follower to do something, ante 1 Fx and roll +connection 
  instead of what you’d usually roll. Either you suffer the response 
  for your follower, or lose 1 point of connection permanently. Move 
  ante to Hx. 
  
    
  old soldier 
  War never changes. Having survived many tours of duty, you don’t even remember what you started fighting for. 
  You may have outlived your old unit, or maybe you were just considered unfit for duty. You now roam the stars, 
  trying to find a purpose. It’s not that you particularly enjoy killing� it’s that there’s nothing you enjoy more. 
  Play an Old Soldier if you want to be savvy about fighting, and about strategy in general. 
  sample names 
  Athena, Bagman, Brannigan, 
  Burton, Caine, Chief, Davis, 
  Deadlock, Doomguy, ED-210, 4C, 
  Grinner, Gunnar, Hammersmith, 
  Hicks, Jango, Joe, Kilgore, Marshal, 
  Mekum, Panzer, Reese, Rico, Rogue, 
  PVC15, Slade, Todd, Vasquez, Zippo 
  looks 
  Choose one or more: 
  Alcoholic, Bald, Battle armor, Burn 
  scars, Buzzkill, Clipped speech, 
  Cybernetic replacements, 
  Fatigues, Grafted body parts, Gruff 
  voice, Haunted look, Inappropriate 
  laughter, Missing eye, Necklace of 
  ears, No sense of humor, 
  Polycarbon combat knife, PTSD, 
  Religious, Remorseless, Tattered 
  uniform, Tattoos, Unidentifiable 
  accent, Vintage weapons 
  attributes 
  & health 
  Choose one: 
  ø�Veteran 
  Bottom�+1, Charm -2,  Down +2 
  Top�+2,  Strange�+2,  
  Up -1 
  Doing 8,  Feeling 4,  Thinking 6 
  ø�Shellshocked 
  Bottom�=0, Charm -2,  Down�+2 
  Top�+1,  Strange +2,  
  Up�=0 
  Doing 6,  Feeling 5,  Thinking 7 
  ø�Mercenary 
  Bottom�+1, Charm�=0,  Down�+2 
  Top�+2,  Strange -1,  
  Up -1 
  Doing 8,  Feeling 4,  Thinking 6 
  ø�Conscript 
  Bottom�+1, Charm -1,  Down�+2 
  Top�+2,  Strange�=0,  
  Up -1 
  Doing 8,  Feeling 4,  Thinking 6 
  deflect: feeling 
  All the Scars are on the Inside: 
  Whenever you would suffer harm to 
  your Feeling, you can deflect the harm 
  to your Doing or Thinking, instead. 
  times 
  Futurex 3 
   
  Historyx 2 
  connections 
  In character, ask each other 
  character who is the most untouched 
  by the horrors of war. After listening 
  to their answers, pick one character 
  to have a +2 connection with.  
  +2 Connection with (choose one):  
  ø�Your former unit’s tontine (gear 
  from the Resistance, the 
  Brownshirts, the Separatists, 
  the Spinward Marchers, etc.) 
  ø�An uncanny knack for having 
  stashed weapons all over the 
  place (gear) 
  ø�The captain’s locker in your 
  military-surplus vessel (gear) 
  ø�A pocket dimension accessed 
  by the psionic actuator inside 
  your spinal column (gear) 
  ø�A modular uniform where bits 
  can be taken off and assembled 
  into a variety of tools, sensors, 
  and weapons (gear) 
  ø�Or make something up! 
  unique moves 
  strategy 
  Any plan can be broken down into 
  simple elements. Describe an 
  operating plan to the MC, then 
  ante 1 or more Fx. Roll�+Top. 
  Up to 6:�Return your ante to Fx. 
  7-9:�Set aside 1 point of your ante 
  for your strategy. Move the 
  rest to your Fx. 
  10+:�Set aside all points of your 
  ante for your strategy. 
   
   
  Any player(not just you), after 
  making a roll, can ask the MC 
  if what was just rolled was 
  covered by the plan. If the MC 
  says yes, move 1 point from the 
  strategy pool to your Hx, and 
  then re-roll. The new roll 
  stands, even if it’s worse. 
  warfare 
  If fighting will result in victory, 
  then you must fight.  Move 1 Fx to 
  Hx, and then roll�+Down. 
  Up to 6:�Choose one 
  7-9:�Choose two 
  10+:�Choose three 
  ø�Until your next move, any 
  assaults made by weak 
  enemies are directed against 
  you, instead of your friends, 
  and you take +1 forward to 
  respond to their assaults. 
  ø�Charge to within range of a 
  weak target and then take 
  it�out. You are not exposed. 
  ø�Until your next move, subtract 
  1 from all�harm. 
  ø�Relocate to another position. 
  Weak enemies will not observe 
  your relocation. 
  ø�Until your next turn, whenever 
  a friend assaults a weak target 
  and misses, you may choose to 
  take out the target for them 
  and become exposed. 
  ø�Declare a strong target. Until 
  your next move, your superior 
  flanking reduces that target to 
  weak. Maybe one of your 
  friends can take it out? 
  proficiency 
  To attack an enemy, roll�+Down. 
  Up to 6:�You are exposed. 
  7-9:� Charge into range 
  and take out a target 
  that’s a lower tier 
  than your weapon. If 
  your next move is 
  proficiency, take +1 
  forward. You are not 
  exposed. 
  10+:� Charge into range, 
  and take out a target 
  that’s the same tier 
  as your weapon. If 
  your next move is 
  proficiency, take 
  +1 forward. You 
  are not exposed. 
  13+:� Choose one: 
  ø�Charge into range, 
  take out a group 
  of targets at the 
  same tier as your 
  weapon. You are 
  not exposed. 
  ø�Charge into range, 
  and reduce a grand 
  target to strong, until 
  your next move. (Maybe 
  one of your friends can 
  take it out?) If your next move 
  is proficiency, take +1 
  forward. You are 
  not exposed. 
   
  
  common moves 
  To assault another target, state your weapon’s tier, and roll +Strange. 
  7-9,�become exposed and choose one: either charge into range and +3 
  forward, or hit a lesser target. 10-12,�choose one: stay covered & hit 
  lesser target, or become exposed & hit equal target, or charge and +3 
  forward. 13+,�choose one:�stay covered & hit lesser target, or become 
  exposed & hit greater target, or charge and +3 forward. 
  To avoid danger till your next move, roll +Bottom. 7-9,�weak enemies 
  overlook you and -1 harm. 10-12,�the strong overlook you and -2 
  harm. 13+,�the grand overlook you and -3 harm. 
  To block something till your next move, roll +Top. 7-9,�weak enemies target 
  you first, +1 forward to respond to them. 10-12,�the strong target you first, 
  +3 forward to respond. 13+,�the grand target you first, +6 to respond. 
  To know casual stuff, just ask. To know obscure lore, roll +Down. 
  7-9,�MC�tells you something. 10+, MC may give you +1 connection. 
  To reveal something from your inventory, ante 1 Fx and roll 
  +Connection. 7-9,�move ante to Hx and you have weak stuff. 
  10-12,�move ante to Hx and you have strong stuff. 13+,�set aside 
  ante as inventory and you have grand stuff. 
  To talk to people who are already friendly with you, no roll is needed. 
  To schmooze unfriendly people, roll +Charm. 7-9,�they’re open to talk, 
  ask the MC how to proceed. 10+,�the target makes a counter-offer, 
  accept it or move on to something else (MC’s choice). 
  To observe the obvious, ask your MC. To scope a situation or person, 
  roll�+Up. 7-9,�ask one question and +1 forward to deal with answers. 
  10+, ask three questions and +1 forward on those answers. (Does this 
  person have something I need? How could I get past these people to 
  leave me alone? Who’s really in control here? Is this person trying to 
  deceive me? What happened here recently?  What here is useful or 
  valuable to me? What is about to happen? Is there anything here that 
  isn’t supposed to be here? What should I be on the lookout for? What�tier 
  are these people? What’s the best way to deal with these people?) 
  support moves 
  Don’t like your last roll? To get inspiration from a friend, ask them to 
  ante 1 or more Hx and roll +connection. 7+,�add their +ante to your 
  last roll; your friend moves their ante to their Fx.   
  To prepare a friend for rolling, roll and add something (usually the 
  same attribute). 7+, you give them +1 forward. 
  To order a follower to do something, ante 1 Fx and roll +connection 
  instead of what you’d usually roll. Either you suffer the response 
  for your follower, or lose 1 point of connection permanently. Move 
  ante to Hx. 
  
    
  polymorph 
  Who are you, really? Maybe you don’t know. You might be an alien from a planet where creatures have evolved to 
  be perfect mimics. Or you could be a creation of science, the perfect spy or consort. In theory, a cluster of nano-
  machines could form and re-form into any shape needed for the current situation, too.  Whoever you are, or were, 
  or will be, you are the ultimate tourist. There’s nowhere you can’t go, no one you can’t be. 
  Play a Polymorph if you want to be flexible and faceless. 
  sample names 
  Alzabo, Blundht, Carmilla, Dopple-
  ganger, Firvulag, Gar, Grunge,  
  Kerrigan, Legion, Leucrocotta, Luna, 
  Morphir, Mystique, Moldvay, Otho, 
  Qualtz, Slimer, Sybil, T-X, Zelig 
  looks 
  Choose one or more aspects of 
  your�true form: 
  Ambient energy, Aura of psychic 
  unease, Compound eyes, Dripping 
  and reforming, Fangs, Fleshless, 
  Genderless, Liquid metal, Many 
  fingers, No one knows, Pleasant 
  odor, Tiny cube, Transparent skin 
  attributes 
  & health 
  Choose one: 
  ø�Succubus 
  Bottom�+2,  Charm +2,  Down -2 
  Top�+2,  
  Strange�+1,  
  Up -2 
  Doing 9,  
  Feeling 8, Thinking 1 
  ø�Imposter 
  Bottom�+3,  Charm�+2,  Down -3 
  Top�+1,  
  Strange�+1,  
  Up -1 
  Doing 9,  
  Feeling 8, Thinking 1 
  ø�Assimilator 
  Bottom�+2,  Charm -1,  Down�=0 
  Top�+1,  
  Strange�+3,  
  Up -2 
  Doing 8,  
  Feeling 7, Thinking 3 
  ø�Infiltrator  
  Bottom�+3,  Charm�=0,  Down -2 
  Top�=0,  
  Strange�+2,  
  Up�=0 
  Doing 8,  
  Feeling 7, Thinking 3 
  deflect: thinking 
  Whatever You Need to Be: Whenever 
  you would suffer harm to your 
  Thinking, you can deflect the harm 
  to your Doing or Feeling, instead. 
  times 
  Futurex 4 
   
  Historyx 1 
  connections 
  In character, ask each player what 
  their character thinks your true 
  form looks like.  After listening to 
  their answers, pick one character 
  to have a +2 Connection with.  
  unique moves 
  mimicry 
  Ante 1 or more Fx, and choose a 
  character to mimic. Roll +Bottom.  
  Up to 9:�Return your ante to Fx. 
  Your shape distorts, slowly and 
  weirdly; if your next move is 
  mimicry or shapeshift, 
  +3 forward. 
  10+:�Set your ante aside, as mimic.   
  While you have mimic, you may 
  use the following moves.  
  ø�Your +mimic counts as a 
  +Connection to other characters 
  who have a connection to your 
  mimicked target. 
  ø�Add +mimic to all rolls to 
  convince other people that 
  you’re the mimicked target. 
  ø�When someone assaults you 
  while your mimicked target is 
  here, roll +mimic. On 7+, they 
  assault the mimicked target 
  instead. 
  ø�Move 1 point of mimic to Hx 
  to reduce harm by 1, or just 
  because you want to. If all 
  your mimic is gone, you revert 
  to your bizarre, true form. 
   
   
  shapeshift 
  To change into something else, 
  ante 1 or more�Fx. Roll 
  +Strange. 
  Up to 9:�Return your ante to Fx, as 
  you turn into something that’s 
  not like anything; if your next 
  move is mimicry or shapeshift, 
  +3 forward. 
  10+:�Put all your ante aside, as 
  shapeshift.  
  While you have shapeshift, you 
  may use these moves:  
  ø�Roll +shapeshift to relocate. 
  On 10+, you can ooze through 
  cracks, fly into the air, or other-
  wise use your shapeshifting 
  nature to get somewhere. On 
  7-9, you flounder and distort 
  yourself, slowly morphing; if 
  your next move is mimicry or 
  shapeshift, +3�forward. 
  ø�Roll�+shapeshift to charge a 
  weak group. On 7+, you 
  destroy the entire group, by 
  using razor-sharp tentacles, 
  gigantic jaws, acidic goop, etc. 
  ø�Roll�+shapeshift to assault a 
  strong target that’s close by. 
  On 10+, you engulf the target. 
  If your next move is to mimic 
  that target, take +3 forward. 
   
  On 7-9, your next move 
  against that target takes +1 
  forward. 
  ø�Move 1 point of shapeshift to 
  Hx to reduce harm by 1, or 
  just because you want to. If all 
  your shapeshift is gone, you 
  revert to your solid, true form. 
   
  
  common moves 
  To assault another target, state your weapon’s tier, and roll +Strange. 
  7-9,�become exposed and choose one: either charge into range and +3 
  forward, or hit a lesser target. 10-12,�choose one: stay covered & hit 
  lesser target, or become exposed & hit equal target, or charge and +3 
  forward. 13+,�choose one:�stay covered & hit lesser target, or become 
  exposed & hit greater target, or charge and +3 forward. 
  To avoid danger till your next move, roll +Bottom. 7-9,�weak enemies 
  overlook you and -1 harm. 10-12,�the strong overlook you and -2 
  harm. 13+,�the grand overlook you and -3 harm. 
  To block something till your next move, roll +Top. 7-9,�weak enemies target 
  you first, +1 forward to respond to them. 10-12,�the strong target you first, 
  +3 forward to respond. 13+,�the grand target you first, +6 to respond. 
  To know casual stuff, just ask. To know obscure lore, roll +Down. 
  7-9,�MC�tells you something. 10+, MC may give you +1 connection. 
  To reveal something from your inventory, ante 1 Fx and roll 
  +Connection. 7-9,�move ante to Hx and you have weak stuff. 
  10-12,�move ante to Hx and you have strong stuff. 13+,�set aside 
  ante as inventory and you have grand stuff. 
  To talk to people who are already friendly with you, no roll is needed. 
  To schmooze unfriendly people, roll +Charm. 7-9,�they’re open to talk, 
  ask the MC how to proceed. 10+,�the target makes a counter-offer, 
  accept it or move on to something else (MC’s choice). 
  To observe the obvious, ask your MC. To scope a situation or person, 
  roll�+Up. 7-9,�ask one question and +1 forward to deal with answers. 
  10+, ask three questions and +1 forward on those answers. (Does this 
  person have something I need? How could I get past these people to 
  leave me alone? Who’s really in control here? Is this person trying to 
  deceive me? What happened here recently?  What here is useful or 
  valuable to me? What is about to happen? Is there anything here that 
  isn’t supposed to be here? What should I be on the lookout for? What�tier 
  are these people? What’s the best way to deal with these people?) 
  support moves 
  Don’t like your last roll? To get inspiration from a friend, ask them to 
  ante 1 or more Hx and roll +connection. 7+,�add their +ante to your 
  last roll; your friend moves their ante to their Fx.   
  To prepare a friend for rolling, roll and add something (usually the 
  same attribute). 7+, you give them +1 forward. 
  To order a follower to do something, ante 1 Fx and roll +connection 
  instead of what you’d usually roll. Either you suffer the response 
  for your follower, or lose 1 point of connection permanently. Move 
  ante to Hx. 
  
    
  the ship 
  You are a living spacecraft, possessed of consciousness and free will in a body that is a vast interstellar vessel. 
  You might be an artificial intelligence overseeing the systems of a warship, projecting a holographic avatar to 
  interact with your crew. You might be truly biological, able to detach a symbiotically bonded pilot or cute animal 
  mascot for one-on-one conversation. Some ships have a technological or telepathic bond to a single pilot, 
  requiring their neural pattern as their activation key.  
  Play the Ship to assist your allies from orbit with information, advice, and shows of technological power. 
  sample names 
  Albatross, Argo, Caliburn, Defiant, 
  Father/Mother, Invincible, Lexx, 
  Melfina, Moya, Orac, Queen Zargon’s 
  Nervous Energy, Revenge, Sentinel, 
  Sunbird, SwEEtie, Talon, Vera 
  looks 
  Choose one or more: 
  Battered hull, Blaring klaxons, Crys-
  talline machinery, Engine hum, Gas 
  fumes, Holographic displays, Main-
  tenance drones, Painted red, Plant-
  like design features, Self-regene-
  rating, Shiny chrome hull, Static in 
  voice, Techno-organic machinery 
  Describe your avatar: Your main body 
  is a spaceship, but you also have a 
  secondary avatar that’s useful for 
  interacting with people. You can take 
  moves normally through your avatar, 
  although it doesn’t gain the benefits 
  or penalties of any systems you’ve 
  powered up. 
  Choose one: 
  ø�A human that’s your 
  psychically-bonded pilot 
  ø�A symbiotic alien pilot that can 
  detach from you temporarily 
  ø�A holographic projection of 
  your consciousness 
  ø�A remote-controlled 
  mechanical drone 
  ø�A cute furry animal 
  ø�Or something else! 
  attributes 
  & health 
  Choose one: 
  ø�Scientific Vessel 
  Bottom +2,Charm +1, Down +2 
  Top -2, 
  Strange -2, 
  Up +2 
  Doing 5, 
  Feeling 4, Thinking 9 
  ø�Warship 
  Bottom -1, Charm -3, 
  Down +1 
  Top +2, 
  Strange +1, 
  Up +3 
  Doing 6, 
  Feeling 3, Thinking 9 
  ø�Scout 
  Bottom +2,Charm +1, Down +3 
  Top -1, 
  Strange -3, 
  Up +1 
  Doing 6, 
  Feeling 3, Thinking 9 
  ø�Merchant Freighter 
  Bottom +2,Charm +3, Down +2 
  Top -2, 
  Strange -3, 
  Up +1 
  Doing 5, 
  Feeling 5, Thinking 8  
  deflect: feeling 
  High Maintenance: Whenever you 
  would suffer harm to your Feeling, 
  you can deflect that harm to your 
  Doing or Thinking instead. 
  times 
  Futurex 3 
   
  Historyx 2 
  connections 
  In character, ask each other 
  character how they feel about 
  being aboard you. After listening 
  to their answers, choose one 
  character to have +2 Connection 
  with. You have +1 Connection 
  with all other characters.  
   
  unique moves 
  Conn 
  You may redirect power to your 
  systems. Ante 1 or more Fx, 
  then roll +Up. 
  Up to 6: You need more time. If 
  your next move is conn, take 
  +3�forward. 
   
   
  7+: Move your ante (mix and 
  match) to any of these five 
  pools: cargo, speed, firepower, 
  sensors, or shields.  
  As a casual move, you may move 1 
  or more points out of firepower, 
  sensors, shields, or speed to Hx 
  (no roll is needed). 
  Cargo 
  You set aside cargo points by using 
  your conn move. 
  While you have cargo, you or any 
  friend can raid your cargo bay to 
  claim your +cargo as a bonus to 
  reveal gear. If they are successful, 
  you may choose to replace their 
  ante of Fx with 1 point of your 
  cargo (transferring your cargo 
  point to the other player’s Hx or 
  inventory. See page 27.) 
  Speed 
  You set aside shields points by 
  using your conn move. 
  You or your pilots may add +speed 
  to any rolls where piloting fast 
  and precise would help you. 
  Firepower 
  You gain firepower points by using 
  your conn move. 
  You and your friends may add 
  +firepower to any rolls to 
  intimidate others or to cease 
  hostilities. The MC may rule 
  that having firepower makes 
  some operations (stealth, 
  diplomacy, etc.) impossible. 
  To engage in an exchange of 
  weapons, roll +firepower 
  Up to 6: Ineffective fire! The MC 
  describes the response from 
  any other armed vessels. 
  7-9: Move 1 firepower to Hx. You 
  unleash a strong barrage 
  against a strategic target (giant 
  ships, buildings, asteroids, etc.) 
  Precision accuracy against tiny, 
  human-sized targets is 
  impossible, so there’s no way to 
  guarantee that you’ll take out a 
  specific foe. 
  10+: As above� or you may 
  choose to move 1 firepower to 
  scars and unleash the full 
  strength of your arsenal, 
  to deal grand strategic 
  damage. 
  Sensors 
  You gain sensors points by 
  using your conn move. 
  Add +sensors to any rolls 
  that you or your friends 
  make to scan strategic 
  areas for life signs, 
  energy anomalies, and 
  the other kinds of 
  things that ships can 
  find. 
  After a player makes a 
  roll, you may roll 
  +sensors to assist them. 
  7+, add +1 to your friend’s 
  roll., then move one 
  sensors point to Hx. 
  Shields 
  You gain shields points by using 
  your conn move. 
  You and your passengers may add 
  +shields to resist harm that 
  comes from outside your ship 
  (turbulence, radiation, psychic 
  waves of despair, etc.) 
  You may move 1 shields point to 
  Hx to resist a strong strategic 
  barrage. You may move 1 
  shield point to scars to resist a 
  grand strategic 
  barrage.  
  
  common moves 
  To assault another target, state your weapon’s tier, and roll +Strange. 
  7-9,�become exposed and choose one: either charge into range and +3 
  forward, or hit a lesser target. 10-12,�choose one: stay covered & hit 
  lesser target, or become exposed & hit equal target, or charge and +3 
  forward. 13+,�choose one:�stay covered & hit lesser target, or become 
  exposed & hit greater target, or charge and +3 forward. 
  To avoid danger till your next move, roll +Bottom. 7-9,�weak enemies 
  overlook you and -1 harm. 10-12,�the strong overlook you and -2 
  harm. 13+,�the grand overlook you and -3 harm. 
  To block something till your next move, roll +Top. 7-9,�weak enemies target 
  you first, +1 forward to respond to them. 10-12,�the strong target you first, 
  +3 forward to respond. 13+,�the grand target you first, +6 to respond. 
  To know casual stuff, just ask. To know obscure lore, roll +Down. 
  7-9,�MC�tells you something. 10+, MC may give you +1 connection. 
  To reveal something from your inventory, ante 1 Fx and roll 
  +Connection. 7-9,�move ante to Hx and you have weak stuff. 
  10-12,�move ante to Hx and you have strong stuff. 13+,�set aside 
  ante as inventory and you have grand stuff. 
  To talk to people who are already friendly with you, no roll is needed. 
  To schmooze unfriendly people, roll +Charm. 7-9,�they’re open to talk, 
  ask the MC how to proceed. 10+,�the target makes a counter-offer, 
  accept it or move on to something else (MC’s choice). 
  To observe the obvious, ask your MC. To scope a situation or person, 
  roll�+Up. 7-9,�ask one question and +1 forward to deal with answers. 
  10+, ask three questions and +1 forward on those answers. (Does this 
  person have something I need? How could I get past these people to 
  leave me alone? Who’s really in control here? Is this person trying to 
  deceive me? What happened here recently?  What here is useful or 
  valuable to me? What is about to happen? Is there anything here that 
  isn’t supposed to be here? What should I be on the lookout for? What�tier 
  are these people? What’s the best way to deal with these people?) 
  support moves 
  Don’t like your last roll? To get inspiration from a friend, ask them to 
  ante 1 or more Hx and roll +connection. 7+,�add their +ante to your 
  last roll; your friend moves their ante to their Fx.   
  To prepare a friend for rolling, roll and add something (usually the 
  same attribute). 7+, you give them +1 forward. 
  To order a follower to do something, ante 1 Fx and roll +connection 
  instead of what you’d usually roll. Either you suffer the response 
  for your follower, or lose 1 point of connection permanently. Move 
  ante to Hx. 
  
    
  simulacrum 
  Since the dawn of computers, people have been trying to make simulations of how real people behave. Scholars 
  would input the entire repertoire of a famous author or playwright, hoping that some algorithm could generate 
  new works. Motion-capture and 3D-modeling could make likenesses of people from ages long gone. And if the brain 
  is merely neural impulses stored in known chemicals, might it be possible to duplicate someone’s very thoughts? 
  By the end of time, more than once, someone has been intelligently designed not to be unique, but to be someone 
  else. You have a constant existential dilemma: are you your own person, or were you just made to be this way? 
  Play a Simulacrum if you want to be a holographic A.I., full of useful knowledge and computer tricks. 
  sample names 
  Albert, Alice, Arnold, Becky, Bernard, 
  Blue, Bob, Caspar, Claptrap, Cleo, 
  Cortana, Eliza, George, Grace, Hal, 
  Minerva, The Red Queen, Sal, 
  Samuel, Samantha, Sark, Siri, 
  Tourbot, Vannevar, Veronica, Virginia, 
  Wintermute, Wopr, Yori, Ziggy 
  looks 
  Choose one or more: 
  Business dress, Expository 
  dialogue, Flickering appearance, 
  Glasses, Mono-chromatic, Outdated 
  clothes, Pop-up windows floating 
  nearby, Static, Transparency 
  attributes 
  & health 
  Choose one: 
  ø�Custodian 
  Bottom�+2, Charm�+2,  Down -1 
  Top�+1,  Strange -3,  
  Up�+2 
  Doing 8,  Feeling 4,  Thinking 6 
  ø�Remake 
  Bottom�+1, Charm�+1,  Down -1 
  Top�+2,  Strange -2,  
  Up�+2 
  Doing 8,  Feeling 4,  Thinking 6 
  ø�Self-Aware Program 
  Bottom�+1, Charm�=0,  Down�=0 
  Top�+1,  Strange�=0,  
  Up�+1 
  Doing 7,  Feeling 5,  Thinking 6 
  ø�Field Guide 
  Bottom�+1, Charm�+1,  Down�+1 
  Top�+1,  Strange -2,  
  Up�+1 
  Doing 7,  Feeling 4,  Thinking 7 
  deflect: feeling 
  User-Friendly: Whenever you 
  would suffer harm to your Feeling, 
  you can deflect the harm to your 
  Doing or Thinking, instead. 
  times 
  Futurex 3 
   
  Historyx 2 
  connections 
  Ask each player to say the name 
  of a person from history or fiction. 
  After listening to each of their 
  answers, choose one player and get 
  +2 Connection with their character. 
  You then have +1 Connection with 
  all other characters. 
  unique moves 
  computations 
  You have a tiny drone that projects 
  your holographic simulation of a 
  person. You can float places, and 
  you don’t breathe, eat, drink, or 
  sleep. You can be affected by 
  things that affect computers. 
  To perform a holographic drone 
  stunt, ante 1 Fx, and roll�+Top 
  Up to 6:�Choose�one: 
  ø�You fail to make any progress. 
  Return your ante to Hx. If your 
  next move is more compu-
  tations, take +1 forward. 
  ø�Until your next move, you can 
  dominate a weak computer or 
  device. Move�your ante to Hx. 
  7+:�Choose one: 
  ø�Until your next move, you can 
  dominate a strong computer or 
  device. Return your ante to Fx. 
  ø�You can overcome some grand 
  computer or device, straining 
  your capacity in the process. 
  Your image becomes noticeably 
  dull. Move your ante to Hx. 
   
   
  Façade 
  You were designed to blend in with 
  the other appliances, and you 
  are very good at avoiding 
  trouble. Roll�+Bottom. 
  7 to 9: Until your next move, weak 
  enemies will ignore you, weak 
  detectors will fail to notice you, 
  and you subtract 1 from all 
  harm. 
  10+:�Until your next move, strong 
  enemies will ignore you, strong 
  detectors will fail to notice you, 
  and you subtract 3 from all 
  harm. 
  treatment 
  You have access to vast libraries of 
  medicine. To give emergency 
  treatment to someone else, 
  ante Fx and Hx (mix and 
  match). Roll�+ante.  
  Up to 6: Restore up to 6 points of 
  the target’s Doing, Feeling, 
  and Thinking (mix and match). 
   
  Set aside 1 point of your 
  ante on your friend, as scars. 
  Move the rest to your Hx. 
  7 to 9: Restore up to 12 points of 
  the�target’s Doing, Feeling, 
  and Thinking (mix and match). 
   
  Set aside 1 point of your 
  ante on your friend, as scars. 
  Move the rest to your Hx. 
  10+:�Restore up to 18 points of the 
  target’s Doing, Feeling, and 
  Thinking (mix and match). 
   
  Set aside 1 point of your 
  ante on your friend, as scars. 
  Move the rest to your Hx. 
  databanks 
  If a friend asks for advice before 
  doing something, you can 
  access your databases. Ante 1 
  Fx, then roll +Up. 
  Up to 9: Your friend takes +2 
  forward. Move your ante to Hx. 
  10+:�Your friend takes +2 forward. 
  Return your ante to Fx. 
  
  common moves 
  To assault another target, state your weapon’s tier, and roll +Strange. 
  7-9,�become exposed and choose one: either charge into range and +3 
  forward, or hit a lesser target. 10-12,�choose one: stay covered & hit 
  lesser target, or become exposed & hit equal target, or charge and +3 
  forward. 13+,�choose one:�stay covered & hit lesser target, or become 
  exposed & hit greater target, or charge and +3 forward. 
  To avoid danger till your next move, roll +Bottom. 7-9,�weak enemies 
  overlook you and -1 harm. 10-12,�the strong overlook you and -2 
  harm. 13+,�the grand overlook you and -3 harm. 
  To block something till your next move, roll +Top. 7-9,�weak enemies target 
  you first, +1 forward to respond to them. 10-12,�the strong target you first, 
  +3 forward to respond. 13+,�the grand target you first, +6 to respond. 
  To know casual stuff, just ask. To know obscure lore, roll +Down. 
  7-9,�MC�tells you something. 10+, MC may give you +1 connection. 
  To reveal something from your inventory, ante 1 Fx and roll 
  +Connection. 7-9,�move ante to Hx and you have weak stuff. 
  10-12,�move ante to Hx and you have strong stuff. 13+,�set aside 
  ante as inventory and you have grand stuff. 
  To talk to people who are already friendly with you, no roll is needed. 
  To schmooze unfriendly people, roll +Charm. 7-9,�they’re open to talk, 
  ask the MC how to proceed. 10+,�the target makes a counter-offer, 
  accept it or move on to something else (MC’s choice). 
  To observe the obvious, ask your MC. To scope a situation or person, 
  roll�+Up. 7-9,�ask one question and +1 forward to deal with answers. 
  10+, ask three questions and +1 forward on those answers. (Does this 
  person have something I need? How could I get past these people to 
  leave me alone? Who’s really in control here? Is this person trying to 
  deceive me? What happened here recently?  What here is useful or 
  valuable to me? What is about to happen? Is there anything here that 
  isn’t supposed to be here? What should I be on the lookout for? What�tier 
  are these people? What’s the best way to deal with these people?) 
  support moves 
  Don’t like your last roll? To get inspiration from a friend, ask them to 
  ante 1 or more Hx and roll +connection. 7+,�add their +ante to your 
  last roll; your friend moves their ante to their Fx.   
  To prepare a friend for rolling, roll and add something (usually the 
  same attribute). 7+, you give them +1 forward. 
  To order a follower to do something, ante 1 Fx and roll +connection 
  instead of what you’d usually roll. Either you suffer the response 
  for your follower, or lose 1 point of connection permanently. Move 
  ante to Hx. 
  
    
  techie 
  One person’s trash is another person’s treasure. The junkyards, refuse heaps, and dustbins of history are full with 
  wondrous machines that just need a little maintenance to get them working again. The universe is your workshop, 
  and you take great joy in collecting wondrous machines, in restoring things to working order, and in learning from 
  your mistakes. It’s very unwise to underestimate what you’re capable of making, given even the most basic of tools. 
  Play a Techie if you want to master all the ancient machines at the end of history. 
  sample names 
  Al, Ba Hei, Bill, Boffin, Bucky, 
  Clayton, Doc, Emile, Engie, Fingers, 
  Howie, Isaac, Jillian, Kaylee, 
  Madd, Miles, Monk, Pops, Richard, 
  Rusty, Scotty, Screwloose, Sparky, 
  Vitruvius, Wheels, Wrath-of-Goddard 
  looks 
  Choose one or more: 
  Crew cut, Dirty fingernails, Flux 
  capacitor, Geiger counter, Gloves, 
  Grease stains, Hazmat suit, Jeep�cap, 
  Jumpsuit, Operating Manual with 
  notes scribbled in margins, 
  Overalls, Personal digital assistant, 
  Pipe wrench, Pockets, Pony tail, 
  Sonic screwdriver, Universal tool, 
  Voltmeter, Waft of ozone, Work boots 
  attributes 
  & health 
  Choose one: 
  ø�Mechanic 
  Bottom -1, Charm -2, 
  Down�+3 
  Top�+2, 
  Strange�=0, 
  Up�+1 
  Doing 6, 
  Feeling 3, Thinking 9 
  ø�Engineer 
  Bottom�=0,Charm -2, Down�+3 
  Top�+2, 
  Strange -2, 
  Up�+2 
  Doing 7, 
  Feeling 1,Thinking 10 
  ø�Junker 
  Bottom�+2,Charm -2, Down�+3 
  Top -1, 
  Strange -1, 
  Up�+2 
  Doing 6, 
  Feeling 2,Thinking 10 
  ø�Forbidden Technologist 
  Bottom�=0,Charm -3, Down�+3 
  Top -1, 
  Strange�+2, 
  Up�+2 
  Doing 4, 
  Feeling 4, Thinking 10 
  deflect: feeling 
  Never Regret Time Spent in the Lab: 
  Whenever you would suffer harm to 
  your Feeling, you can deflect the harm 
  to your Doing or Thinking, instead. 
  times 
  Futurex 3 
   
  Historyx 2 
  connections 
  Write down a math problem, and 
  share it with the other players. After 
  each player tries to solve it, pick one 
  and you have a +2 Connection with 
  their character. Pick anyone, even 
  someone who got the wrong answer. 
  Also, +2 Connection with 
  (choose one):  
  ø�Lab uniforn with bandolier and 
  satchel (gear) 
  ø�Various parts in the boot of 
  your junker vessel (gear) 
  ø�Purchasing power from the 
  residuals of your patents (gear) 
  ø�The uncanny ability to find 
  large, useful piles of junk (gear) 
  ø�Robot assistant assembled 
  from a dozen different sources 
  (pet, named Amiga, Bob, Foster, 
  Gax, K10, Mitsuko, Zed-X, etc.) 
  ø�Humanoid assistant (follower, 
  named Adric, Frank, Nyssa, 
  Pearl, You’re not sure but you’ve 
  been calling them Max this 
  whole time and can’t be 
  bothered to learn their real 
  name, etc.) 
  ø�Or make something up! 
  unique moves 
  augment 
  You can reveal some amazing 
  technology from what you carry 
  around. 
  To improve a piece of gear, ante 1 
  or more Fx. Then roll�+Down. 
  Up to 6:�Lesser Augment 
  Put 1 point of ante aside, as 
  your augment, and return the 
  rest of your ante to Fx.   
  7+:�Greater Augment 
  Set all your ante aside, as your 
  augment.   
   
   
  You can hand this gear off to 
  someone else, to a follower, 
  another character, etc. 
  When this gear would help a move, 
  add�+augment to that move. 
  After someone uses your 
  augmented gear, you may 
  move 1 point from its pool back 
  to your Hx, then roll your +Up. 
  If you roll 10+, they gain�+3 to 
  your last move. 
  You can take apart the augment. 
  No roll is needed, just move all 
  the points to your Hx. 
  If the gear is destroyed, set aside 
  the augment points as scraps. 
  Otherwise, the gear is fine once 
  the augment runs out. You can’t 
  augment gear that already has an 
  augment pool on it. 
  invent 
  You’re got a lot of good ideas. And 
  you’ve got a lot of bad ideas, too. 
  To make a new device, declare 
  what you’ll invent, ante 1 or 
  more Fx and roll�+Up. 
  7-9:�Move 1 point to the invention 
  pile. Return the rest in your Fx. 
  10+:�Move the whole ante to the 
  invention pile. 
  You can hand this invention off to 
  someone else.  
  The user of the invention has 
  these new moves:  
  ø�Use the invention for a strong 
  purpose, rolling�+Down. On a 
  7+, the strong function works. 
  Up to 6, the strong purpose 
  works anyway, but move 1 point 
  from the invention to scraps. 
  ø�Use the invention for a grand 
  purpose, rolling�+Down. On 7+, 
  it works. Whether it works or 
  not, move 1 point from the 
  invention to scraps. 
  Yes, you can augment an invention. 
  If the invention loses all its points, 
  the augment is destroyed, too. 
  overload 
  Those safety specifications 
  are just guidelines, really. 
  To push a device past all 
  safety limits, ante 1 
  Fx and roll�+Down. 
  7-9:� Move your ante to 
  Hx. You overload a 
  strong device.  
  10+: Move your ante to Hx. 
  You overload a grand 
  device. 
  When you successfully 
  overload a device, 
  choose one: 
  ø�Make the device unsafe. 
  All�rolls with this device 
  gain�+1 � but if any 
  two dice ever match, 
  the device explodes, 
  harming the user (and 
  possibly others). 
  ø�Sabotage the device. Any 
  use of the device makes it 
  explode. 
  Yes, you can overload augments 
  and inventions. Just wait until we’re 
  out of the blast radius, please. 
  scraps 
  Your scraps pool builds up from 
  your other moves. 
  Add +scraps to all moves to reveal 
  new gear.  
  Add +scraps to all moves to 
  augment, to invent, and to 
  otherwise tamper with devices. 
  
  common moves 
  To assault another target, state your weapon’s tier, and roll +Strange. 
  7-9,�become exposed and choose one: either charge into range and +3 
  forward, or hit a lesser target. 10-12,�choose one: stay covered & hit 
  lesser target, or become exposed & hit equal target, or charge and +3 
  forward. 13+,�choose one:�stay covered & hit lesser target, or become 
  exposed & hit greater target, or charge and +3 forward. 
  To avoid danger till your next move, roll +Bottom. 7-9,�weak enemies 
  overlook you and -1 harm. 10-12,�the strong overlook you and -2 
  harm. 13+,�the grand overlook you and -3 harm. 
  To block something till your next move, roll +Top. 7-9,�weak enemies target 
  you first, +1 forward to respond to them. 10-12,�the strong target you first, 
  +3 forward to respond. 13+,�the grand target you first, +6 to respond. 
  To know casual stuff, just ask. To know obscure lore, roll +Down. 
  7-9,�MC�tells you something. 10+, MC may give you +1 connection. 
  To reveal something from your inventory, ante 1 Fx and roll 
  +Connection. 7-9,�move ante to Hx and you have weak stuff. 
  10-12,�move ante to Hx and you have strong stuff. 13+,�set aside 
  ante as inventory and you have grand stuff. 
  To talk to people who are already friendly with you, no roll is needed. 
  To schmooze unfriendly people, roll +Charm. 7-9,�they’re open to talk, 
  ask the MC how to proceed. 10+,�the target makes a counter-offer, 
  accept it or move on to something else (MC’s choice). 
  To observe the obvious, ask your MC. To scope a situation or person, 
  roll�+Up. 7-9,�ask one question and +1 forward to deal with answers. 
  10+, ask three questions and +1 forward on those answers. (Does this 
  person have something I need? How could I get past these people to 
  leave me alone? Who’s really in control here? Is this person trying to 
  deceive me? What happened here recently?  What here is useful or 
  valuable to me? What is about to happen? Is there anything here that 
  isn’t supposed to be here? What should I be on the lookout for? What�tier 
  are these people? What’s the best way to deal with these people?) 
  support moves 
  Don’t like your last roll? To get inspiration from a friend, ask them to 
  ante 1 or more Hx and roll +connection. 7+,�add their +ante to your 
  last roll; your friend moves their ante to their Fx.   
  To prepare a friend for rolling, roll and add something (usually the 
  same attribute). 7+, you give them +1 forward. 
  To order a follower to do something, ante 1 Fx and roll +connection 
  instead of what you’d usually roll. Either you suffer the response 
  for your follower, or lose 1 point of connection permanently. Move 
  ante to Hx. 
  
    
  uplift 
  What has science done? It’s not enough to just upgrade some aging computer to the point where it becomes 
  artificial intelligence. A recombinant nano-virus or a chordate implant can bring sentience to some of the most 
  basic of organisms. You never asked to become self-aware� but really, who does? 
  Play an Uplift if you want to pair big brains with big brawn. 
  sample names 
  Algernon, Bea, Bubastis, Caesar, 
  Chickenhead, Clara, Croolie, Dog, 
  Experiment #1138, Flask, Gelf, 
  Gene, Gunter, Hammond, Jermaal, 
  Jones, Justin, Licker, Mistake, 
  Pazuzu, Pha, Pretty Boy, Reuben, 
  Redacted, Schrodinger, Zaius 
  looks 
  Choose one or more: 
  Claws, Clicking noises, Cybernetic 
  arms, Doesn’t use contractions or 
  personal pronouns, Dyslexia, 
  Fangs, Flippers, Housebroken, 
  Hulking, Musk, Lashes out, Leash, 
  No concept of personal space, 
  Saltwater smell, Skittishness, 
  Snarling, Sniffs everything, Spiked 
  collar, Stuttering speech, Tattered 
  clothes, Tiny, Uses “Me” instead of�“I” 
  attributes 
  & health 
  Choose one: 
  ø�Cybernetic Monster 
  Bottom�+2,  Charm -2,  Down�=0 
  Top�+2,  
  Strange�+2,  
  Up -1 
  Doing 9,  
  Feeling 5, Thinking 4 
  ø�Pet Project 
  Bottom�+2,  Charm�+2,  Down -1 
  Top�+0,  
  Strange�+2,  
  Up -2 
  Doing 7,  
  Feeling 9, Thinking 2 
  ø�Brain Enhancements 
  Bottom�+1,  Charm�=0,  Down -1 
  Top�=0,  
  Strange�+2,  
  Up�+1 
  Doing 6,  
  Feeling 7, Thinking 5 
  ø�Genetic Mutation 
  Bottom�+2,  Charm -2,  Down -1 
  Top�+2,  
  Strange�+3,  
  Up -1 
  Doing 9,  
  Feeling 6, Thinking 3 
  deflect: thinking 
  Feral Instincts: Whenever you 
  would suffer harm to your 
  Thinking, you can deflect the harm 
  to your Doing or Feeling, instead. 
  times 
  Futurex 2 
   
  Historyx 3 
  connections 
  Ask each player to say the name 
  of an animal. Then, choose one 
  character to have�+2 Connection 
  with. You have latched onto that 
  character with a primal bond.   
  Then choose to have a +1 
  Connection with all�other 
  characters except one (your 
  choice). That�last�one? You either 
  don’t like them for some reason, or 
  you seek to subordinate them at 
  every opportunity (by eating their 
  shoes, stealing their food, marking 
  their territory, etc.) No one’s sure 
  why you do that, not even yourself. 
   
   
  unique moves 
  atavism 
  You can enter a fugue state to call 
  forth your animal instincts. Ante 1 
  or more Fx, then roll�+Strange. 
  Up to 6:�Return your ante to Fx. 
  7-9:�Put 1 point aside, as atavism, 
  10+:�Put all your ante aside, 
  as�atavism.  
  To use your animal senses to 
  scope an area, roll +atavism.  
  7+:�Learn what happened here, by 
  tracks, smells, spoors, etc.  
  Move 1 point of atavism to Hx, 
  and choose one: 
  ø�Charge and destroy a strong 
  target, using teeth, claws, etc. 
  ø�Charge and destroy a group of 
  weak targets, using teeth, 
  claws, etc. 
  ø�Charge and savage a grand 
  target. Until your next move, 
  the grand target is reduced to 
  strong, so maybe your friends 
  can do something. 
  ø�Do something else that a 
  cybernetic, gene-enhanced, 
  animal/machine hybrid could do. 
  cognition 
  You have strange enhancements to 
  your brain for higher functions. 
  You can push your neural network 
  far past what it was ever meant to�do. 
  Declare you will use enhanced 
  cognitive functions, then ante 
  1 or more Fx. Roll�+Bottom. 
  Up to 6:�Return your ante 
  to Fx. 
  7-9:�Set 1 point of ante 
  aside, as cognition. 
  Move the rest to 
  your Hx. 
  10+:�Set all of your ante 
  aside, as cognition. 
  Move 1 point of cognition 
  to Hx, and choose one: 
  ø�Dominate a strong 
  computer. 
  ø�Solve a strong problem 
  about mathematics or 
  engineering. 
  ø�Advise a friend on some 
  technical issue, giving 
  them�+3 forward to an 
  appropriate roll. 
  ø�Until your next move, reduce a 
  grand computer to strong, so 
  someone else can deal with it.
  
  common moves 
  To assault another target, state your weapon’s tier, and roll +Strange. 
  7-9,�become exposed and choose one: either charge into range and +3 
  forward, or hit a lesser target. 10-12,�choose one: stay covered & hit 
  lesser target, or become exposed & hit equal target, or charge and +3 
  forward. 13+,�choose one:�stay covered & hit lesser target, or become 
  exposed & hit greater target, or charge and +3 forward. 
  To avoid danger till your next move, roll +Bottom. 7-9,�weak enemies 
  overlook you and -1 harm. 10-12,�the strong overlook you and -2 
  harm. 13+,�the grand overlook you and -3 harm. 
  To block something till your next move, roll +Top. 7-9,�weak enemies target 
  you first, +1 forward to respond to them. 10-12,�the strong target you first, 
  +3 forward to respond. 13+,�the grand target you first, +6 to respond. 
  To know casual stuff, just ask. To know obscure lore, roll +Down. 
  7-9,�MC�tells you something. 10+, MC may give you +1 connection. 
  To reveal something from your inventory, ante 1 Fx and roll 
  +Connection. 7-9,�move ante to Hx and you have weak stuff. 
  10-12,�move ante to Hx and you have strong stuff. 13+,�set aside 
  ante as inventory and you have grand stuff. 
  To talk to people who are already friendly with you, no roll is needed. 
  To schmooze unfriendly people, roll +Charm. 7-9,�they’re open to talk, 
  ask the MC how to proceed. 10+,�the target makes a counter-offer, 
  accept it or move on to something else (MC’s choice). 
  To observe the obvious, ask your MC. To scope a situation or person, 
  roll�+Up. 7-9,�ask one question and +1 forward to deal with answers. 
  10+, ask three questions and +1 forward on those answers. (Does this 
  person have something I need? How could I get past these people to 
  leave me alone? Who’s really in control here? Is this person trying to 
  deceive me? What happened here recently?  What here is useful or 
  valuable to me? What is about to happen? Is there anything here that 
  isn’t supposed to be here? What should I be on the lookout for? What�tier 
  are these people? What’s the best way to deal with these people?) 
  support moves 
  Don’t like your last roll? To get inspiration from a friend, ask them to 
  ante 1 or more Hx and roll +connection. 7+,�add their +ante to your 
  last roll; your friend moves their ante to their Fx.   
  To prepare a friend for rolling, roll and add something (usually the 
  same attribute). 7+, you give them +1 forward. 
  To order a follower to do something, ante 1 Fx and roll +connection 
  instead of what you’d usually roll. Either you suffer the response 
  for your follower, or lose 1 point of connection permanently. Move 
  ante to Hx. 
  
SOURCE: textdata/thevault/Farflung (PbtA)/Farflung - Playbooks & Character Sheets.pdf