You are on page 1of 1

INSIGHT

Scum&vILLAINY musClE badass with any


weapon






doctor
hack
rig
starting ability
study
name alias
Unstoppable: You can push yourself to do one of the following:
perform a feat of physical force that verges on the superhuman -
engage a small gang on equal footing in close combat.
PROWESS
look
special abilities helm
heritage:imperialspacercolonist background:academiclaborcult
Wrecking Crew: Your strength and ferocity are infamous. When scramble
m a n u fac t u r e d wa n de r e r xe n o guildermilitarynoblesyndicate striking in melee, you gain +1d. Whenever you spend a gambit in combat, scrap

you also gain potency on that action.
skulk
vice/purveyor: faithgamblingluxuryobligationpleasurestuporweird
Flesh Wound: If you're wounded at the beginning of downtime, mark
+3 segments on your healing clock. When you push yourself to ignore resolve
stress trauma
coldhauntedobsessedparanoid wound penalties you take only 1 stress (not 2).
recklesssoftunstablevicious attune
harm
Backup: An ally's push costs 1 stress on any action you set up or assist. command
ARMOR

3 need
Battleborn: You may expend your special armor to reduce harm consort
help HEAVY from an attack in combat, or to push yourself during a fight. sway
2 -1d SPECIAL
Ready for Anything: When being ambushed, you gain potency to all
BONUS DICE
actions during a flashback, and your first flashback costs 0 stress.
cred stash push yourself (take
less
1 effect
Predator: Take +1d to rolls against weakened or vulnerable targets. + 2 stress) -or- accept a

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

+ spend a gambit
most unobservant. You gain potency when trying to intimidate
someone. If done immediately after a show of force, also take +1d. gambits
notes / projects

Bodyguard: When you protect a crewmate, resist with +1d. When Add a gambit to your
crew when you roll a 6 or
you take harm, clear 1 stress.
+ critical on a risky action
and you didn't spend a

Veteran: Choose a special ability from another source.

gambit on a bonus die.

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


, a fine blaster pistol , a Fine Sniper Rifle Blaster Pistol
, a Fine Flamethrower 2nd Blaster Pistol

Shod, a weapons dealer
, a Fine Vibro-Blade Melee Weapon

Chon-zek, a bounty hunter Heavy Blaster
, Detonator Launcher

Yazu, a crooked cop Fine Martial Art Style Detonator

Aya, an assassin Mystic Ammunition Hacking Tools
teamwork planning & LOAD Gather info Repair Tools
Choose plan. Pick load. Provide detail: What's their intention? mark xp : playbook advancement
Lead a group action. Medkit
Assault plan: Point of attack. What might I suspect about Every time you roll a desperate action, mark xp in that action's attribute.
Spy Gear
Set up another character. Deception plan: Method. this? What can I prove? At the end of each session, for each item below, mark 1 xp (in your
Illicit Drugs
Infiltration plan: Entry point. What's the danger here? playbook or an attribute) or 2xp if that item occurred multiple times.
Protect a teammate. How can I find ? You addressed a tough challenge with force or threats.
Communicator
Mystic plan: Arcane power.
What's really going on here? You expressed your beliefs, drives, heritage, or background. Armor
Social plan: Social connection.
Assist another character. You struggled with issues from your vice or traumas during the session. Spacesuit
Transport plan: Locations / route. Ask about a detail for a plan.