Professional Documents
Culture Documents
Your lumbering rig houses one pilot, is Your unarmed hoverbike provides speedy Your unarmed rover provides protected
sealed against hostile environments, and is planetside transport, and is equipped to planetside transport. When you Undertake
armed with fixed or held weapons. When carry up to two people and their gear. When an Expedition or Set a Course, add +1. When
you make a forceful, damaging, or resistant you Undertake an Expedition (+edge), take you Finish an Expedition in your rover, you
move, you may (after rolling) replace the +1 momentum on a hit. On a strong hit with may reroll one challenge die.
value of your action die with the rig’s a match, you also surge ahead or find a new At no extra cost, you may equip your rover
integrity; if you do, Lose Momentum (-1). path; mark progress. with one module asset. When you Withstand
Your exosuit is equipped with thrusters. You When you Set a Course over planetside Damage, this module can be broken or
can maneuver in zero-g, make thrust-assisted terrain, you may roll +integrity (instead of destroyed as with a command vehicle. If
leaps, and drop to a surface from altitude. +supply); if you do, take +2 momentum on you want to reconfigure your rover, spend 1
When you burn fuel to overcome a critical a hit. experience, discard the module, and equip
obstacle (decide after rolling), you may reroll When you Face Danger or React Under Fire another with the same number of abilities.
any dice. If you do, Sacrifice Resources (-1). by outrunning or dodging a threat, take +1 Your rover is kept fully stocked. When
When you Withstand Damage, you may momentum on a hit. you Check Your Gear, add +1 and take +1
reroll one challenge die momentum on a hit.
Your utility vehicle houses one pilot for short- Your unarmed shuttle provides short-range Your snub fighter carries a single pilot
range, low gravity operations. When you transport for several people and equipment for space or atmospheric flight and combat.
make a move using the pod’s manipulator through space or atmosphere. When you When you Enter the Fray, you may roll
arms to perform a delicate or forceful task, travel to a location (not your command +integrity; if you do, take +2 momentum
add +1 and take +1 momentum on a hit. vehicle), you and your allies may take +1 on a hit.
When you Face Danger, Gain Ground, or momentum when you arrive When you Strike or Clash, add +1. On a
React Under Fire by maneuvering your pod When you Face Danger or React Under strong hit with a match, mark progress.
through a hazardous or obstructed area, Fire to navigate through hazardous skies When you personally defeat a notable foe in
choose an approach and roll +integrity. or around obstacles, add +1 and take +1 your snub fighter, envision the victory mark
✴ Careful: Add +2 and Lose Momentum (-1) momentum on a hit. you make on the
✴ Reckless: Take +1 momentum on a hit You shuttle is sealed against high pressure fuselage. Track your
When you make a move while controllingthe environments, can travel underwater, and victories in this box.
pod and push its capabilities to the limit, you is more resistant to damage; when you For every five, mark
may take an automatic strong hit. If you do, Withstand Damage, add +1. 2 ticks on your
Withstand Damage (-2). quests legacy track.
When you Face Danger or React Under Fire When you make a move to break into a You wield an archive of esoteric knowledge.
by guiding your vehicle through a hazard secure site, infiltrate a protected area, or When you recall lore from your studies to
or out of harm’s way, add +1 and take +1 hack or manipulate a secure system, add +1 Secure an Advantage or Gather Information,
momentum on a hit. and take +1 momentum on a hit. add +1. If you have ample time to search the
When you Gain Ground by maneuvering your When you Face Danger or Secure an archive, add +2. On a hit, envision the obscure
vehicle against a foe, add +1. If you roll a Advantage to establish a false identity, add but helpful knowledge you put to use (Ask the
strong hit with a 4, 5, or 6 on the action die, +1. On a hit, you may add +1 when using that Oracle if unsure), and take +1 momentum.
you may put yourself in firing position. If you identity to deceive or influence others. If When you Swear an Iron Vow (formidable
do, set side the action die or note its value. you roll a miss with a match when using that or greater) to recover knowledge from a
If you or an ally Strike using the vehicle’s identity, your deception is completely and perilous location, reroll any dice. When you
weapons, use that value for the action dramatically undone. Fulfill Your Vow and score a hit, also mark 2
die (rolling only the challenge dice). This When you covertly Gather Information, ticks on your discoveries legacy track.
persists until you fail to score a strong hit on you may roll +shadow. If you do, take +1 One time only, once you fill 6 boxes on your
that move, or until you make another move momentum on a hit. On a strong hit with a discoveries legacy track, you may browse
which changes your vehicle’s position. match, you uncover a surprising aspect of an the archive’s forbidden depths. If you do,
When you must Endure Stress while piloting adversary’s plan or a connection to another raise your wits by 1 and roll an action die.
a vehicle, you may roll +integrity. If you do, quest or relationship; take +2 momentum On 1-2, also mark traumatized or Face
take +1 momentum on a strong hit. and Reach a Milestone. Desolation (ignore momentum).
When you Face Danger, React Under Fire, You are rigged with an advanced prosthetic, You are bound to a clan, faction, or creed.
or Clash against physical attacks or impact, implant, or mechanical enhancement. When you Swear an Iron Vow in service to
you may put trust in your armor’s protection. When you make a move directly aided by this ideology, reroll any dice. On a hit, mark 1
If you do, set the value of your action die to the augment, envision how it gives you tick on your bonds legacy track.
4 and roll only the challenge dice. exceptional capabilities and add +1. On When you or an ally Sojourn and score a
You add an important new piece to your set a strong hit with a match, your augment strong hit with a match, you may envision
meeting someone of the same ideology. If
of armor, or upgrade its materials. As above, exceeds expectations; take +2 momentum.
but set the value of your action die to 5 On a miss with a match, the augment is you Make a Connection with them and score
instead of 4. broken; you must Repair and spend 3 repair a hit, mark 1 tick on your bonds legacy track.
points to bring it back to working condition. When you Forge a Bond with anyone of your
When you must Endure Harm, you may ideology, make the legacy reward one rank
instead let your armor take the hit. If you do, You are rigged with a second augment. It
functions as above, but benefits for the two higher (1 extra box if already epic).
roll your action die. On a 4 or greater, ignore
the harm. On a 1-3, ignore the harm but augments do not stack. When you make a progress move in direct
your armor is now broken; you must Repair When you must Endure Harm or Face Death, service to your ideology, you may reroll 1
challenge die. If you then score a strong
and spend 5 repair points to bring it back to you may instead mark an augment as
working condition. broken. Repair it as detailed above. hit with a match, mark 1 tick on your bonds
legacy track.
PATH PATH PATH
BLADEMASTER BOUNTY BRAWLER
HUNTER If you fighting unarmed or with a
If you wield a bladed weapon...
close-quarters weapon…
When you Clash or Strike in close-quarters, When you Swear an Iron Vow to bring When you Gain Ground by attempting to
add +1. On a strong hit with a match, mark in a bounty, add +1. On a strong hit, you’ve disarm, trip, shove, grapple, or stun your
progress. Also, once per fight, you may reroll got a lead and may immediately Reach a foe, add +1 and take +1 momentum on a hit.
any dice as you make a move to attack or Milestone. When you Fulfill Your Vow, make
defend using your blade. the legacy reward one rank higher (1 extra When you Clash in close-quarters, you may
box if already epic). draw on your momentum to gain advantage.
If you Gain Ground by moving into close- If you do, Lose Momentum (-2) and choose
quarters against your foe, choose your When you Gather Information related to one (before rolling).
approach. a bounty, add +2. On a strong hit with a
✴ Aggressive: Count a weak hit as a
✴ Charge: Roll +heart, and mark progress match, you reveal a surprising aspect of the
strong hit.
on a hit. contract; envision what you discover, and
✴ Defensive: Count a miss as a weak hit.
✴ Evade: Roll +edge, and take +1 momentum choose one.
on a hit. ✴ Forge ahead: Reach a Waypoint and When you Enter the Fray already positioned
mark progress. in close-quarters against your foe, mark
When you Swear an Iron Vow and bind the progress on a hit. On a strong hit with a
oath to your blade, add +1. On a hit, take +2 ✴ Change loyalties: Forsake Your Vow and
mark 2 ticks on your bonds legacy track. match, your initial assault leaves them
momentum or +2 spirit. stunned; also take +2 momentum.
When you Take Decisive Action in a fight
against a bounty target or their agents, you
may reroll one challenge die.
When you read the intent, emotions, or When you Explore a Waypoint, take You wield fiery energy. When you rest and
memories of a being in your presence, roll +1 momentum on a hit. When you Finish an meditate to gather this energy, roll +spirit. On
+heart. On a strong hit, you glimpse a helpful Expedition and score a hit, mark 1 extra tick a strong hit, take up to +3 fire. On a weak hit,
aspect of their inner self. Envision what you on your discoveries legacy track. take +2. On a miss, take +2 fire but Endure
learn, take +2 momentum, and add +1 as When you come across a wondrous sight Harm (-2). Your max fire is +5. When you
you make moves to interact with them in this or phenomenon, such as an extraordinary make moves aided by this energy to attack or
scene. On a weak hit, the visions are murky; planet, majestic creature, or dazzling stellar overcome obstacles, add +2 and suffer -1 fire.
take +1 momentum. On a miss, you reveal a object, choose one: When you Endure Harm and roll a strong hit
troubling motive or secret; Pay the Price. ✴ Find inspiration: Take +1 momentum with a match, you may instead ignore the
As above, and on a hit you may subtly ✴ Soak it all in: Hearten; add +1, and take +1 harm and take +fire equal to the amount of
influence their attitude or actions, such as momentum on a hit. harm faced (+1, +2, or +3).
making a hostile being hesitate. Take another When you Secure an Advantage by studying When you have at least +3 fire, you may
+1 momentum. If in a fight, mark progress. a newfound place from a safe position, Gain Ground or Strike by unleashing hell.
When you Face Danger to soothe a being’s add +1 and take +1 momentum on a hit. On If you do, take an automatic strong hit and
emotional distress through an empathic a strong hit with a match, take another +1 mark progress. Then, set your fire to 0.
bond, you may roll +spirit. If you do, take momentum and envision an unusual aspect
+1 momentum on a hit. If they are an ally, of the site. 5 4 3 2 1 0
also give them +2 spirit on a hit.
PATH PATH PATH
GEARHEAD GUNNER GUNSLINGER
If you wield a heavy ranged
If you wield a pistol...
personal weapon…
When you Repair (+wits), add +1 and take When you Strike, choose one (before rolling). When you Enter the Fray by facing off
+1 repair point or +1 momentum on a hit. against your foe (+heart), or by preparing
✴ Pin them down: Add +1 and take +1
When you Gather Information by studying to act without tipping them off (+shadow),
momentum on a hit.
or disassembling a piece of equipment or add +1 and take +1 momentum on a hit.
✴ Make them hurt: Mark progress on a hit.
technology, or if you Resupply by breaking On a strong hit with a match, you may
When you Take Decisive Action by emptying immediately take a shot (without making a
down and repurposing an item, add +1 and
your gun (decide before rolling), you may move) and mark progress twice.
take +1 momentum on a hit.
Sacrifice Resources (-1) and reroll one
When you Face Danger to rig, modify, or When you Gain Ground or React Under Fire
challenge die. If the fight continues or you
enhance a device for a powerful but limited by moving into cover, add +1. On a strong
are caught up another fight, Check Your Gear
function, envision your approach and add hit, you may then add +2 (one time only) if
to see if you have more ammo on-hand.
+1. On a hit, the device is ready for use. One you pop out of cover to Strike.
Give your favorite gun a name. When you
time only, if you make a move in a critical When you Compel or Gain Ground with the
Clash with it, add +1. When you Enter the
moment aided by the device, do all of the threat of violence by holding someone at
Fray or Endure Stress while wielding it, add
the following. gunpoint, add +1 and take +1 momentum
+1 and take +1 momentum on a hit.
✴ Reroll any dice on a hit.
✴ Take +1 momentum on a hit NAME
✴ On a strong hit, mark 1 tick on your quests
legacy track
You are haunted by the spirit of someone When you give medical care to Heal You wield kinetic powers. By focusing, you
whose death you caused or mourn (or both). yourself or another character, add +1. If you may remotely push, pull, lift, or constrict
When you make a move to call upon their are treating someone other than yourself, objects and beings that are about your size
insight, add +1. On a weak hit, also Endure take +1 spirit or +1 momentum on a hit. or smaller. When you are in a risky situation
Stress (-1). On a strong hit with a match, When you Gather Information by studying and draw on your powers to make a move,
mark 1 tick on your bonds legacy track. medical evidence or biological remains, add add +2 and Lose Momentum (-1).
When you Face Death guided by the spirit, +1 and take +1 momentum on a hit. On a As above, but you may instead draw on
add +1. On a strong hit, envision what you strong hit with a match, you also reveal an your powers in a last-ditch effort to change
learn from them or about them, and mark 2 unexpected medical anomaly; mark 1 tick on the outcome of an action. If you do, add +2
ticks on your bonds legacy track. your discoveries legacy track. (after you roll) and Lose Momentum (-2).
One time only, when you Fulfill Your Vow Once every day or so, when you are in a If you have at least +8 momentum, you
(extreme or greater) in service to the spirit, safe place with plenty of time on your hands, may attempt great kinetic feats, such as
take this ability at no cost and choose one. you may Sacrifice Resources (-1) and provide manipulating large objects and creating
✴ Let them go: Mark 2 ticks on your bonds basic medical care for yourself, companions, destructive bursts of concussive force. To do
legacy track for each marked ability, and or allies without risk. If you do, automatically so, first reset your momentum. Then, as you
discard this asset. give +1 health to everyone whose health is make a move fueled by your powers, add +1
✴ Bolster your link: When you leverage an greater than 0. and reroll any dice. If you are in a fight and
asset ability, take +1 momentum on a hit. score a hit, mark progress.
When you Aid Your Ally, add +1 and take +1 When you agree to wage war or defend When you Secure an Advantage or
momentum on a hit. This is in addition to others from war in exchange for payment Gather Information using your knowledge
the benefits taken by your ally. On a strong or promises, you may Swear an Iron Vow to of lifeforms or planetside ecosystems, add
hit with a match, envision how this moment see the mission done. If you do, reroll any +1 and take + 1 momentum on a hit. On a
marks a breakthrough or milestone in your dice. When you Fulfill Your Vow, make the strong hit with a match, you also confirm
relationship; both of you may mark 1 tick on legacy reward one rank higher (1 extra box an obscure theory or reveal a surprising
your bonds legacy track. if already epic). aspect of the encounter; mark 1 tick on your
When any ally must Pay the Price, and you When you Make a Connection by searching discoveries legacy track.
are in a position to bear the the cost, they out or making contact with someone in When you make a move by taking a risky
take +1 momentum. need of your services, add +1 and take +1 action to pacify, avoid, or outwit a creature
When you stand with your ally as they make momentum on a hit. On a strong hit with (decide before rolling), you may reroll any
a progress move, envision how you support a match, this mission pits you against an dice, but must Lose Momentum (-2).
them. Then, roll one challenge die. On a 1-9, unresolved aspect of your past or a hated You are skilled at planetside survival. When
your ally may replace one of their challenge foe; mark 2 ticks on your quests legacy track. you Resupply to scavenge resources in a
dice with yours. On a 10, envision how you When you Check Your Gear in the midst of life-bearing natural environment, take +1
inadvertently undermine their action; your a fight, or Resupply by looting the field of supply on a hit. When you Face Danger
ally must replace their lowest challenge die battle in the aftermath of a fight, add +2. against an environmental threat, add +1 and
with yours. take +1 momentum on a hit.
PATH PATH PATH
NAVIGATOR OUTCAST SCAVENGER
When you Set a Course, choose one. When you Hearten in isolation, you may When you Gather Information or Resupply
✴ Follow the fastest path: Take +2 attempt to find solace in fond memories by scavenging a wreck, ruin, or abandoned
momentum on a hit. or a hopeful wish. If you do (decide before site, add +1 and take +1 momentum on a hit.
✴ Follow the safest path: Add +1 rolling), reroll any dice but count a strong hit On a strong hit with a match, you also find
On a strong hit with a match, you charted a as a weak hit. something of unique value, significance,
new path during the journey; mark 1 tick on When you Sacrifice Resources and your or function; envision the nature of this
your discoveries legacy track. supply is reduced to 0, roll +wits. On a discovery, take +2 momentum, and mark 2
strong hit, you manage to scrape by and ticks on your discoveries legacy track.
When you Secure an Advantage by charting
the way forward, Face Danger to find a path take +1 supply. On a weak hit, you may suffer When you Face Danger to cobble together
around a hazard, or Gather Information -1 momentum in exchange for +1 supply. On an ad hoc tool, device, or weapon, envision
about a location by studying your charts, a miss, your supply remains at 0 and you what you intend to create. On a hit, you may
add +1 and take +1 momentum on a hit. Lose Momentum (-1). add +1 when making a move aided by the
When you Sojourn and score a strong hit item. If you roll a 1 on your action die while
Once per expedition, when you or an ally
with a match, you encounter someone who using the item, it is permanently broken,
Undertake an Expedition and score a weak
knows or understands you. You may Make lost, or depleted.
hit or miss, you may ignore that result, plot
an alternate path, and make it an automatic a Connection with an automatic strong hit When you Check Your Gear, roll +wits or
strong hit. and mark one extra tick on your bonds +supply (whichever is highest) and take +1
legacy track. momentum on a hit.
When you make a move by lying, bluffing, Through focused meditation, you may Drawing on esoteric energies, you may
stealing, or cheating, add +1. On a strong peer through the veils of reality to Gather instantly cloak your form in the shadowy
hit with a match, your deception creates an Information about a place, being, or event (in veil of the void. While you are veiled and
unexpected opportunity; take the value of person or at a distance). If you do, roll +spirit. make a move to ambush, hide, or sneak,
your shadow as +momentum. On a strong hit with a match, you experience set the value of your action die as 5 instead
When you Make a Connection to search out a surprising but helpful revelation; take +2 of rolling that die. In places of shadow or
a new contact, you may roll +shadow. If you momentum. On a miss with a match, you darkness, make it 6. On a miss, you are
do, reroll any dice on a miss and envision are plagued by visions of a dire threat or revealed and can’t veil yourself again until
how your reputation or underworld contacts complication; Endure Stress (-3). the current situation is resolved.
lead you to a disreputable connection. When you Endure Harm or Endure Stress When you expand your veil to immerse your
When you make a quick escape or con your and roll on the miss table, you may roll twice surroundings in darkness, roll +shadow.
way out of a situation and burn momentum and pick either result. If you do, take +1 On a strong hit, the darkness extends to all
to gain a strong hit, take +1 momentum momentum and envision how this moment adjacent spaces. On a weak hit, only your
after you reset. If you envision how this was foreseen. immediate surroundings are made dark. On
momentary success leaves you fated for When you Sojourn and roll a match, you a miss, you fail and draw unwanted attention.
future trouble, mark 2 ticks on your quests may gain insight about this place through an When you Secure an Advantage by dropping
legacy track. unbidden vision; take +2 momentum on a your veil in a dramatic moment, take +1
strong hit and +1 momentum on a miss. momentum (before rolling) and add +1.
When you Sojourn or Compel, you may You are all that remains of a people, culture, When you are in a fight, increase
roll +supply. If you do, suffer -1 supply. or tradition. When you Face Death or Face your momentum reset by 1. Then, if you burn
When you Make a Connection with a Desolation, memories or visions of your momentum to improve your result, add +1 on
merchant or supplier, add +1. When you heritage give you the strength to carry on. your next move.
Resupply by bartering with them, reroll Envision how this manifests, and reroll When you Make a Connection, add +1.
your action die if its value is less than your any dice. On a strong hit with a match, a If you roll a match, you have a history.
supply. On a strong hit, take +1 momentum surprising new aspect of your heritage is ✴ On a strong hit with a match, you once
or +1 supply. revealed; take +2 momentum and mark 2 fought beside them, and they owe you a
When you Sojourn and roll a strong hit ticks on your bonds legacy track. favor. Mark 1 tick on your bonds legacy
with a match, you also have a chance to When you Secure an Advantage or Compel track, and Develop Your Relationship now.
secure a unique item or valuable payload. through a tale, performance, or ceremony, ✴ On a miss with a match, you once fought
Envision the nature of the opportunity and envision what you reveal of your legacy. against them, and they hold a grudge.
the obstacle you must overcome to aquire Then, add +1 and take +2 momentum on a hit. When you Secure an Advantage or
it. If you are successful, mark 2 ticks on When you Hearten by taking solace in the Gain Ground by recounting or recalling
your quests legacy track. One time only, power of your legacy, add +1 and take +1 a hard-won lesson from your battlefield
you may use this acquisition to gain an momentum on a hit. experiences, envision the memory and add
automatic strong hit on any move where +1. On a hit, take +1 momentum.
your resources are a factor.
PATH PATH
VOIDBORN WEAPON
MASTER
You are most suited to life in the You are a walking armory, with a weapon
limitless void. When you are in space (or for every occassion. When you Enter the
a spacebound vehicle or station), increase Fray in personal combat, add +1 and take +1
your momentum reset by 1. When you enter momentum on a hit. Once per fight, when
a planetside or high gravity environment, you Gain Ground by switching weapons or
Lose Momentum (-1). changing tactics, take an automatic strong hit.
When you Sojourn or Make a Connection When you Strike using a personal weapon
within a spacebound community, add +1. If which has limited ammo or a single-use
you Hearten there and score a strong hit, mode, add +1 and mark progress on a hit.
take +1 spirit or +1 momentum. Then, Sacrifice Resources (-1). If you score
When you make a move to perform an a strong hit on this attack and immediately
agile physical maneuver (such as leaping or Take Decisive Action, you may retain the
evading) in a low gravity environment, add value of one challenge die from your Strike
+1 and take +1 momentum on a hit. On a action instead of rolling that die.
strong hit with a match, you build speed or When you Secure an Advantage by suiting
put yourself in perfect position; take another up and gathering your gear for a perilous
+1 momentum. encounter or mission, you may roll +supply.
If you do, take +2 momentum on a hit.
COMPANION COMPANION COMPANION
COMBAT BOT GLOWCAT ROCKHORN
NAME NAME NAME
Your combat bot fights at your side. When Your glowcat companion perceives the Your rockhorn uses its resilient, stone-like
you Strike aided by your bot, add +1; if you inner emotions and intentions of people and carapace and brute strength to overcome
Clash, take +1 momentum on a hit. creatures in its vicinity, and embodies those threats. When you make a move by sending
When you use the threat of violence to impressions through the colors and intensity your rockhorn to directly attack a foe or
Compel or Gain Ground while your bot of its luminescent fur. When you Secure smash an obstacle, roll +its health.
brings its weapons to bear, you may roll an Advantage by studying your glowcat’s When you make the Companion Takes a Hit
+its health. If you do, take +1 momentum reactions in a charged situation, you may add move for your rockhorn, count a weak hit as
on a hit. On a strong hit with a match, the +your companion’s health. a strong hit. On a strong hit with a match, its
bot’s display is especially persuasive; take When you Compel, your glowcat’s reactions rapid healing makes it instoppable; give it
another +1 momentum. will help guide your approach. If the value another +1 health or take +1 momentum.
Once per fight, when you React Under Fire of your action die is less than your glowcat’s Your rockhorn will come to your aid in your
by using your bot to draw fire or create a health, you may reroll it. most vulnerable moments. When you Endure
diversion, roll +its health. On a strong hit, When you Endure Stress in the company of Harm or Endure Stress and roll a miss, you
mark progress. On a weak hit, face the cost your glowcat, add +1. On a strong hit with a may reroll your action die if its value is less
as normal, but then you are in control. match, take +momentum equal to their health. than your rockhorn’s health.
Your sidekick has a helpful expertise. Your survey bot scans the path ahead. You are physically bound to a being with +2
When you make a move outside of a fight When you Undertake an Expedition (+wits) health. When you make aggressive moves
directly aided by your sidekick’s expertise, overland or within a site or journey, add +1. while giving yourself to the symbiote’s
you may reroll your action die if its value is Once per expedition, when you Secure an power, add +its health. If you face physical
less than your sidekick’s health. If you then Advantage by sending your bot to scout harm, choose either the Endure Harm or
score a strong hit with a match, mark 1 tick ahead, roll +its health. On a strong hit, also Companion Takes a Hit move. To restore the
on your bonds legacy track. mark progress on the expedition. On a symbiote’s health, you must Endure Stress
strong hit with a match, your bot uncovers and give the symbiote +health equal to the
When you Enter the Fray with the support of
an unexpected feature or location; envision -spirit you face. If you make a move aided by
your sidekick, take +2 momentum on a hit.
what it reveals and take +2 momentum. the symbiote and roll a 1 on your action die,
When you Clash together, add +1.
When you Gather Information using your your fragile bond is broken for several hours.
When your sidekick acts to get you out of a
bot’s sensors to analyze an object or When you make a move and heed the
tough spot, you may Face Danger or React
carefully search a location, or Face Danger symbiote’s guidance (decide after rolling), you
Under Fire and roll +their health (instead of
to detect a threat, roll +its health and take may reroll any dice. Then, Endure Stress (-2).
your own stat). On a hit, take +1 momentum.
+1 momentum on a hit. The symbiote gains power and has +3 health.
COMPANION COMPANION
UTILITY BOT VOIDGLIDER
NAME NAME
Your utility bot has helpful tools at-hand. Your voidglider cruises in your starship’s
When you make a move by commanding energy wake, and helps guide the way
your bot to access a system, cut through on spacebound expeditions. When you
an obstacle, analyze a mechanical issue, or Undertake an Expedition and roll a strong
assemble or disassemble a device, roll +its hit, take +1 momentum.
health and take +1 momentum on a hit. Your voidglider is harnessed and trained as
When you Repair aided by your bot, add a mount, and can be ridden for short-range
+1. On a miss, your companion reveals an spacebound transport. When you are riding
alternative approach at a cost; you may your voidglider and make a move to detect
reroll any dice, but first Lose Momentum (-2) or evade a threat by relying on its instincts,
or Sacrifice Resources (-2). roll +its health.
When you use one of the bot’s abilities When you make a move by signaling your
and score a strong hit with a match, your voidglider to distract or attack a spacebound
companion also reveals an unexpected foe, roll +its health and take +1 momentum
advantage or insight; take +2 momentum. on a hit.
DEED DEED
REVENANT VANGUARD
Once you Face Death… Once you fill 6 boxes on your
discoveries legacy track...
When you are at 0 health, and Endure When you seek safe haven in a remote
Harm or Face Death, add +1. You may then
environment, make a progress roll against
reroll your action die if its value is less than
your discoveries legacy track. On a strong
your spirit.
hit, you find or establish a safe location and
When you Take Decisive Action by bringing may add +2 whenever you make a recovery
death to a foe, you may burn momentum to move there. If you roll a miss when making a
zero out one (not both) of the challenge dice recovery move, the place is no longer safe.
if your momentum is greater than the value On a weak hit, as above, but add +1 when
of that die. If you do, Endure Stress (-2). you make a recovery move. On a miss, you
When you Gather Information by studying are drawn into a bad situation and must Pay
a place where death left its mark, you may the Price.
roll +heart. If you do, take +1 momentum When you make a move +wits and score
on a hit. On a strong hit with a match, you a strong hit with a match, your hard-won
experience a detailed vision or insightful experience lends insight; take +1 momentum.
revelation of what occurred here; take +1
When you Endure Stress, you may roll +wits.
momentum more.
If you do, take +1 momentum on a hit.