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Gear:

,
TL: CL:
TXP: Effective Weapons, pick one:
CXP:
Advantage: Raj-5 (2 dmg., new, small)
The Caravaneer HP: Injured: Iyas -19 (2 or 4 dmg., new, easy)

Moves: Milin ( 2 dmg., long, versatile, valuable)


You get all the basic moves plus two
Convince Caravaneer moves.
You get this one:
Traditional Weapons, pick one:

Silver Najir (1 dmg., close, hand, valuable)


Swindle: Your life as a Caravaneer on Venera
taught you how to swindle a (not so valuable) jem or Dual Najir(s) (2 dmg., close, hand, obvious)
“precious” silk scarf. Take +1 result to successful
bartering and begin with a TL of 1 Sayf (3 dmg., balanced, hand, obvious)

Finesse Then pick one of these: Short Sayf (1 dmg., balanced, hand, close)

Cultural Knowledge: You get a plus 10% bonus on Shiri (2 dmg., small, hand, valuable)
bartering & trading when on your home planet.

On-World Relations: When you left to explore the Proficiency:


stars, you left your family on Venera, while there, you Traditional Effective
Observe
can use your extensive caravaneer relations to find
specific & rare objects.

. Running Defence: The caravans of Venera are Level Up:


attacked by bandits on a regular basis, you learned
from an early age a simple way to avoid being bogged Creating a Character:
down in combat. You do not have to roll initiative at Convince +2, Finesse +0, Force -1, Observe +1,
the beginning of combat, and can make your attack Skill +0
at any point during the fighting. Convince +1, Finesse +0, Force +1, Observe -1,
Force Representative: During your time with the caravans
Skill +0
Convince -1, Finesse +0, Force +2, Observe +1,
you represented your family in the Al’Sala, you
Skill +0
learned the skills of diplomacy and politics, take +1 to
Convince, max +3.
Leveling Up:
Sharif: During your time as a caravaneer, you Get +1 to any ability, max +3
became the regional sharif, in this you learned many Take another Caravaneer Move
Skill skills and became acquainted with the cold desserts of
Venera. Start with Level 1 Proficiency and an extra
weapon from either category.
Take
Take
a move from another playbook
a piece of equipment (use 1 for
common or both for special)
All Rights Reserved. Permission to Copy for personal use granted!
Gear:
,
TL: CL:
TXP: Effective Weapons, pick one:
CXP:
Advantage: Iyas -15 (3 dmg., valuable, old, small)
The Guildsman HP: Injured: Iyas -19 (2 or 4 dmg., new, easy)

Moves: Milin ( 2 dmg., long, versatile, valuable)


You get all the basic moves plus two
Convince Guildsman moves.
You get this one:
Traditional Weapons, pick one:

Silver Najir (1 dmg., close, hand, valuable)


Guild Connections: Although you left the guilds
behind you, you still have connections there. Roll Dual Najir(s) (2 dmg., close, hand, obvious)
Convince once during the session to use their influence
and get either a circumstance specific reward, Sayf (3 dmg., balanced, hand, obvious)
(consult GM) or +2 forward.

Finesse Then pick one of these: Short Sayf (1 dmg., balanced, hand, close)

Better Lucky than Good: It is better to be lucky Shiri (2 dmg., small, hand, valuable)
than good: Take +1 Advantage, however, when you use
it, you will take -1 forward
Proficiency:
Initiate: Right from the beginning you were a Traditional Effective
Observe
natural, you rose through the ranks of the guilds with
growing power & influence. At the beginning of the
session roll Convince, and you may get information on
the adventure at hand. Level Up:
Bureaucrat: A wise man once said: “the Creating a Character:
bureaucratic mentality is the only constant in the Convince +2, Finesse +0, Force -1, Observe +1,
universe.” Indeed, he was right, take +1 forward after Skill +0
a successful Action involving people. Convince +1, Finesse +0, Force +1, Observe -1,
Force Coffee & Chocolate: While in the guilds you were
Skill +1
Convince -1, Finesse +0, Force +2, Observe +1,
exposed to the underworld of Coffee, and Chocolate
Skill +0
trading. Whenever you drink or eat those foods take +1
forward. However, if you use this ability too much you
may become addicted. Leveling Up:
Get +1 to any ability, max +3
Chosen Guild: You are affiliated with a particular Take another Guildsman Move
Skill Guild, work out the specifics of it with the GM, and
what bonuses it gives you.
Take
Take
a move from another playbook
a piece of equipment (use 1 for
common or both for special)
All Rights Reserved. Permission to Copy for personal use granted!
Gear:
,
TL: CL:
TXP: Effective Weapons, pick one:
CXP:
Advantage: Raj-5 (2 dmg., new, small)
The Noble HP: Injured: Iyas -19 (2 or 4 dmg., new, easy)

Moves: Milin ( 2 dmg., long, versatile, valuable)


You get all the basic moves plus two
Convince Noble moves.
You get this one:
Traditional Weapons, pick one:

Silver Najir (1 dmg., close, hand, valuable)


I Know Someone: You have much influence in local
matters, and can use it if you wish. People always Dual Najir(s) (2 dmg., close, hand, obvious)
want to please. Take +1d in bartering, or +1 in
Convince when dealing with the authorities. Sayf (3 dmg., balanced, hand, obvious)

Finesse Then pick one of these: Short Sayf (1 dmg., balanced, hand, close)

Companion: Venerans love dogs, and Nobles and Shiri (2 dmg., small, hand, valuable)
Sharifs are no exception. Choose a dog breed from the
rulebook.
Proficiency:
Hazan Ma'aat: You have connections to the Hazan Traditional Effective
Observe
Ma’aat, the Veneran “coast guard.” Use this once per
session to either, take 1 off the number of sessions
until the bounty expires. Or, roll to barter with the
Ma’aat to lower the price. Level Up:
Representative: During your youth, you represented Creating a Character:
your family in the Al’Sala. You learned the skills of Convince +2, Finesse +0, Force -1, Observe +1,
diplomacy and politics, take +1 to Convince, max +3.. Skill +0
Convince +1, Finesse +0, Force +1, Observe -1,
Force Ranger: You spent your early adulthood as a
wanderer in the desert, a blade for hire, start with 2
Skill +1
Convince -1, Finesse +0, Force +2, Observe +1,
traditional weapons instead of 1 effective, and start
Skill +0
with proficiency level 1 in that category.

Cutthroat Relatives: Your family is large, filled with Leveling Up:


scheming uncles and forgotten cousins all looking for Get +1 to any ability, max +3
advantage. You learned from an early age to watch Take another Noble Move
Skill your back. Roll Finesse to use your intuition to
determine if someone is scheming against you or
something of that nature.
Take
Take
a move from another playbook
a piece of equipment (use 1 for
common or both for special)
All Rights Reserved. Permission to Copy for personal use granted!
Gear:
,
TL: CL:
TXP: Effective Weapons, pick two:
CXP:
Advantage: Raj-5 (2 dmg., new, small)
The Offworlder HP: Injured: Raj-6 (2 or 4 dmg., new, easy)

Moves: CA Model 5 (1 dmg., small, versatile)


You get all the basic moves plus two
Convince Offworlder moves. Colonial Arms Model 18 (3 dmg., rare, obvious)
You get this one: Raj-6 CFE (3 or 4 dmg., versatile, obvious)
Veneran Friend: You have a friend that helped you
integrate into society when you first arrived. They Traditional Weapons:
know something about you that no one else does. What
is it? Silver Najir (1 dmg., close, hand, valuable)

Finesse Then pick one of these: Dual Najir(s) (2 dmg., close, hand, obvious)

Starman: You may have come to Venera for the Shiri (2 dmg., small, hand, valuable)
planet, but you got here on a ship. When and if you get
your own, take +1 Skill to either pilot, co-pilot, or
gunner actions.
Proficiency:
Traditional Effective

Observe
Veneran at Heart: You came to Venera for some
reason. Why? What was it that drove you to the cold
desert? Work with the GM to determine this, and, how
it will affect you. Level Up:
Cultural Knowledge: You get a plus 10% bonus on Creating a Character:
bartering & trading when on your home planet. Convince +2, Finesse +0, Force -1, Observe +1,
Skill +0
Money, No Problem: Since you come from a Convince +1, Finesse +0, Force +1, Observe -1,
Force non-Veneran background you have no problem with
using UND, Dac, or Chi. Based on your home choose a
Skill +1
Convince -1, Finesse +0, Force +2, Observe +1,
currency you are proficient with. You will not have to
Skill +0
go through the process of exchanging even if you don’t
happen to have that currency on you.
Leveling Up:
Cultural Work-arounds: You’ve been around the Get +1 to any ability, max +3
block and can deal with the police. Take a -50% Take another Offworlder Move
Skill bounty when the bounty relates to a crime committed
under the jurisdiction of your home planet.
Take
Take
a move from another playbook
a piece of equipment (use 1 for
common or both for special)
All Rights Reserved. Permission to Copy for personal use granted!
Gear:
,
TL: CL:
TXP: Effective Weapons, pick one:
CXP:
Advantage: Iyas -15 (3 dmg., valuable, old, small)
The Scavenger HP: Injured: Iyas -19 (2 or 4 dmg., new, easy)

Moves: Milin ( 2 dmg., long, versatile, valuable)


You get all the basic moves plus two
Convince Scavenger moves.
You get this one:
Traditional Weapons, pick one:

Silver Najir (1 dmg., close, hand, valuable)


Always Prepared: When you need a part or
substance roll 2d, on a Success you know exactly Dual Najir(s) (2 dmg., close, hand, obvious)
where to find it. On a mixed success you know where
it is but there is a complication. On a failure you Sayf (3 dmg., balanced, hand, obvious)
don’t know where it is.

Finesse Then pick one of these: Short Sayf (1 dmg., balanced, hand, close)

Often Wrong but Never in Doubt: You know your Shiri (2 dmg., small, hand, valuable)
way through the intricate superstructure of a starship,
roll Observe to determine your recall.
Proficiency:
An Eye for Value: From your long experience as a Traditional Effective
Observe
Scavenger, you can identify specific objects and/or
their value.

Quick Instincts: You can diffuse/avoid dangerous Level Up:


objects, roll 2d to determine your ability to detect them
(unless you already know that it is there), then roll Creating a Character:
Finesse to diffuse/avoid it. Convince +2, Finesse +0, Force -1, Observe +1,
Skill +0
Fast to Draw: Take +1 Force on a weapon of your Convince +1, Finesse +0, Force +1, Observe -1,
Force choosing, after you gain proficiency, apply that bonus
+1.
Skill +1
Convince -1, Finesse +0, Force +2, Observe +1,
Skill +0
Cultural Knowledge: You get a plus 10% bonus on
bartering & trading when on your home planet.
Leveling Up:
Get +1 to any ability, max +3
Take another Scavenger Move
Skill Take
Take
a move from another playbook
a piece of equipment (use 1 for
common or both for special)
All Rights Reserved. Permission to Copy for personal use granted!
Gear:
,
TL: CL:
TXP: Effective Weapons, pick two:
CXP:
Advantage: Iyas-15 (3 dmg., valuable, old, small)
The Smuggler HP: Injured: Iyas -19 (2 or 4 dmg., new, easy)

Moves: Raj-6 CFE (3 or 4 dmg., versatile, obvious)


You get all the basic moves plus two
Convince Smuggler moves. Raj-8 (2 dmg., modifiable, valuable, obvious)
You get this one:
CA Model 12 (2 dmg., modifiable, rare)
Fast and Furious: A smugglers ship needs some
modifications, when and if you own a ship, it can be Traditional Weapons:
modified to have a small hidden cargo bay or an
uprated sub-light or Jackson-Fold engine (your choice). Silver Najir (1 dmg., close, hand, valuable)

Finesse Then pick one of these: Dual Najir(s) (2 dmg., close, hand, obvious)

Criminal Underworld: You have connections in the Shiri (2 dmg., small, hand, valuable)
criminal underworld, +1 Finesse when dealing with
related things
Proficiency:
Better Lucky than Good: It is better to be lucky Traditional Effective
Observe
than good: Take +1 Advantage, however, when you use
it, you will take -1 forward

Running Defence: Smugglers are attacked by Level Up:


bandits and police on a regular basis, you learned
early, a simple way to avoid being bogged down in Creating a Character:
combat. You do not have to roll initiative at the Convince +2, Finesse +0, Force -1, Observe +1,
beginning of combat, and can make your attack at Skill +0
any point during the fighting. Convince +1, Finesse +0, Force +1, Observe -1,
Force Traditionalist: you may be a modern-day smuggler,
Skill +1
Convince -1, Finesse +0, Force +2, Observe +1,
but you are a traditionalist, take 1 traditional & 1
Skill +0
effective weapon instead of 2 Effective and start
with +1 proficiency in that class.
Leveling Up:
Gangster: You are connected with a notorious Get +1 to any ability, max +3
gangster, you can call on his influence during the Take another Smuggler Move
Skill adventure, but be wary, he will demand payment in
some way or another.
Take
Take
a move from another playbook
a piece of equipment (use 1 for
common or both for special)
All Rights Reserved. Permission to Copy for personal use granted!
Gear:
,
TL: CL:
TXP: Effective Weapons, pick one:
CXP:
Advantage: Colonial Arms Model 18 (3 dmg., rare, obvious)
The Warrior HP: Injured: Iyas -19 (2 or 4 dmg., new, easy)

Moves: Long Milin ( 4 dmg., long, heavy, valuable)


You get all the basic moves plus two
Convince Warrior moves.
You get this one:
Traditional Weapons, pick one:

Silver Najir (1 dmg., close, hand, valuable)


Forgotten Master: You were once trained by an old
Veneran Sharif, a master of the desert and of Dual Najir(s) (2 dmg., close, hand, obvious)
fighting. He taught you all you know. Take +1 Force,
max +3, but be wary, he may enter the storyline, for Sayf (3 dmg., balanced, hand, obvious)
good or ill.

Finesse Then pick one of these: Short Sayf (1 dmg., balanced, hand, close)

Companion: Venerans love dogs, and Warriors and Shiri (2 dmg., small, hand, valuable)
Sharifs are no exception. Choose a dog breed from the
rulebook.
Proficiency:
Chosen Weapon: You have great knowledge of a Traditional Effective
Observe
specific weapon, instead of taking 1 Effective and
Traditional weapon, work with the GM to craft a
weapon acceptable as canon.
Level Up:
Bimhara: In your youth you learned to master
Bimhara, the Veneran martial art. Instead of a Creating a Character:
traditional weapon use this: Bimhara (3 dmg., close Convince +2, Finesse +0, Force -1, Observe +1,
hand) Skill +0
Convince +1, Finesse +0, Force +2, Observe -1,
Force Blades in the Sand: As a child you went through a
traditional right of passage in which you left in the
Skill +0
Convince -1, Finesse +0, Force +2, Observe +1,
dessert for two days. During your time there you found
Skill +0
an old Najir with a sandstone hilt, it can be used as
a weapon, but is in truth a historical artifact,
determine it’s specifics with the GM. Leveling Up:
Get +1 to any ability, max +3
Ranger: You spent your early adulthood as a Take another Warrior Move
Skill wanderer in the desert, a blade for hire, start with 2
traditional weapons instead of 1 effective, and start
with proficiency level 1 in that category.
Take
Take
a move from another playbook
a piece of equipment (use 1 for
common or both for special)
All Rights Reserved. Permission to Copy for personal use granted!

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