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Solar Crown Online

SCO Playtest Quickstart v01.2 [May20]

Writing, Layout, Art You are a player sworn to undertake perilous quests in
Charles Simon the world of Solar Crown Online, a wildly-popular
ADDITIONAL Writing MMORPG. You will explore monster-infested wilds, fight
James Simon desperate duels, and forge bonds with isolated
communities and other players. Most importantly, you
will swear Solar Vows and see them fulfilled... No matter
the cost.

What drives you deeper into the game?

Contact What secrets await you within the code?


@umbral_aeronaut
d6d.design@gmail.com
TRANCE CONNECT and play to find out!
Influences
Cross Code, Ready Player One,
Sword Art Online, Westworld, and
the Phantasy Star series.

Licensing
This document is licensed under a
Creative Commons Attribution
Non-Commercial Share Alike 4.0
license.

That means that you can share it


freely for non-profit purposes so
long as you credit the source!
Check out creativecommons.org to
find out more.

This work is based on Ironsworn


(www.ironswornrpg.com), created
by Shawn Tomkin, and licensed for
use under Creative Commons
Attribution-NonCommercial-
ShareAlike 4.0 International license
(creativecommons.org/licenses/by-
nc-sa/4.0/).

Selected icons provided by Lorc


(sourced at game-icons.net) under
a Creative Commons BY 3.0
license.

1
Getting Started
This is a tabletop roleplaying game that is about the experience of playing an MMO. For this reason the
terminology that follows is deliberate: In this game you personify a character within a fictional world, that
has within it an online game called Solar Crown Online. When the text refers to an avatar, it means your
character’s self-chosen representation as they interact with the SCO game world. Other players or
avatars exist within SCO as well, after all it is both ‘Massive’ and ‘Multiplayer’. But the only characters
are yourself (and any friends you’re playing with if you use this game text as a Co-op experience). Your
character is the protagonist of a story you seek to tell, and your story will skip between the digital world of
Solar Crown Online and the world outside of it.

Choose a name for your


Character Sheet
character, and a tag for Set your stats by arranging
your character’s avatar. the following values across
Lunar, Metal, Solar, Vapor,
and Void in any order:
3, 2, 2, 1, 1.

Assets give you additional


options and bonuses when
making a move, and may
include their own special
moves. When you create
your character, select 3
starting assets.

This asset doesn’t have one


of its abilities marked yet,
so you should fill in a
diamond to select one of
them now.
Getting Started

All assets include three abilities. A When you Fulfill Your Vow, you gain Some assets can only be obtained
filled-in diamond represents an experience. You can Advance and after you fulfill narrative or
ability you can make use of. The spend experience to upgrade an mechanical requirements. The text
first ability will probably be marked asset (mark another ability) or of the asset will outline the
when you gain the asset. If not, you obtain a new asset. requirement, typically using the
can choose one now. phrase “Once you...”

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1
Campaign Setup
Create your world. Refer to the Your Truths If you want to randomize some aspects of your

1 exercise (in a separate handout). Envision where character, you can use the “Elements” table on page
your story will begin and mark it on the map 20 to roll for your character’s stats and themes!
(next page).
OPTIONAL: Stat arrays. You can adjust the tone of
your game by changing your starting stat array. Higher
Create your character. In whatever order you stat arrays will put your character more in control of
2 prefer, envision your character, choose your
name (and a separate tag for your Avatar), set
the story, and may suggest an avatar that is already
“high-level” in the context of the MMO. Lower stats will
create a riskier and more chaotic story, and may
your stats, and select your assets.
suggest a “newbie” unfamiliar with the systems of the
Mark your background bonds. Create up to game. The Adventurer stat array is a balanced set that

3 three bonds to represent your connections to will create a solid curve of story beats-- both up and
other players, communities or NPCs you’ve down-- for your character.
helped within the game. Consider having at least
one Bond with a player who your character has
an existing relationship to outside of the game as
well, if you think it would be interesting (look at Adventurer 3, 2, 2, 1, 1
the character oracles on page XX for help!).

Write your background Vow. Create a sworn Legend


4 quest as backstory for your character. Write
down this vow and give it a rank of Daunting or Easier
4, 3, 2, 2, 1
Epic. You don’t need to make the Swear a Solar
Vow move for this quest.

Rookie 3, 2, 1, 1, 0
Envision your inciting incident. Come up with
+Challenge!
5 the problem that drives your character into action
(Don’t worry about coming up with everything
about it! Just focus on one major thing your
character will realize is wrong).

Set the Scene. Decide whether you want to start


6 with a prologue (your normal routine as the
inciting incident hits you), or in the midst of the
problem (in media res). Envision the scene and
begin play.

Swear a Solar Vow. Make the move and write

7 down your Vow. Give it a rank of Minor or


Serious, based on how much emphasis you
want it to have in your opening session.

Take your next steps. Based on the outcome of


8 your Swear a Solar Vow move, envision what
occurs and what you do next. Then, play to find
out what happens.

Co-op Setup Options


Campaign Setup

If you have more than one character at the


table, try one or both of the following:
• Have characters make starting bonds
with one another.
• Envision an inciting incident that affects
all of you so that characters can swear
vows that tie together your stories.

2
Campaign Setup
What do the stats mean? The Sphere

In Solar Crown Online your player’s ‘avatar’ is tracked The game space of Solar Crown is a roughly circular
along five stats that represent their broad proficiencies. A sphere of gas orbiting a small, abnormally-dim star (called
brief explanation of each follows: simply ‘Sol’). Around this stellar body orbit the Shards,
islands in the sky with unique biomes upon which the
Lunar is the stat of expertise, knowledge, and story of the game plays out. Gravity and air density
observation. Its elemental affinity is Cold. A high Lunar fluctuations among the shards of Solar Crown permit an
suggests a player who is familiar with the lore and lands array of air transportation to connect the islands, of both
of SCO and is skilled in traveling, managing supplies, and lighter and heavier-than-air varieties.
discovering new facts about the game and its inhabitants.
Such players are rarely caught without supplies or left The physics of the scenario is, of course, outlandish on its
guessing what their next move ought to be. face. But nobody can deny the thrills of fighting sky pirates
or trekking the perilous shard-scapes!
Metal is the stat of endurance, stoicism, and prowess in
close combat. It does not have an elemental affinity. A
high Metal suggests a player with experience in armed
combat, capable of enduring damage and mental strain,
and able to get what they desire through displays of
strength. It’s hard to hurt, either mentally or physically, a
player with high Metal.

Solar is the stat of courage, empathy, and nobility. Its


elemental affinity is Flame. A high Solar suggests a player
who is courteous or attuned to the feelings of others,
driven by noble impulses, and well-liked by NPCs and
other players. Solar-aligned players tend to have strong
moral compasses and are good at swearing Vows and
forging Bonds with others.

Vapor is the stat of quickness, agility, and prowess in


ranged combat. Its elemental affinity is Spark. A high
Vapor suggests a player with sharp reflexes, good
instincts, and a strong intuitive connection to their avatar
(in SCO, we call this “good Sync”). Vapor governs the
opening move of PvP duels and is a strong catch-all stat
for acting quickly under fire.

Void is the stat of cunning, deception, and mysticism. Its


elemental affinity is Shadow. A high Void suggests a
player who takes ‘alternative’ routes to success through
tactics like fear, stealth, or traps… methods other players
might find distasteful. Players with high Void are flexible
and in control of their own fates.
Campaign Setup

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The Sphere

6 9
7 10

11
8
5 12
3
1

2 13
4
Shards
Sol: Sacred source of light and life, and the fount of Mt. Kestral: The iconic feature of a shard-chain that
1 power claimed by the defunct line of Solar Emperors. 8 permits transit between Galatine and Reveille. The
mountain is dormant, so they say, but natives to the
region have their doubts.
Beladon Plateau: A pleasant region of grasslands, hills,
2 and winding rivers. Forts of the Iron Duchies hold sway
over defensible passes and peaks, while the fields and 9 Heliopolis Ruins: The ancient seat of power, undone
by calamity. A treacherous dimension of shifting warped
lowlands provide for the Metal Tithe. spaces, prone to collapse and infested with deadly
guardians and untrustworthy tomb robbers.
Galatine Range: The mineral wealth of Galatine
3 enriches the entire sphere. Dangerous creatures lurk in
the mines held back by Steel Barons, while vyrn aeries 10 Peregrine Keep: Hidden in the clouds by vapor magic
and defended by vyrn-riding knights, this fortress has
elevated in the clouds supply the Vapor Knights their seen much better days. Now it is a home of craven
steeds. mercenaries and fawning influence-peddlers.

4 Kharad Depths: Dredged waste and mining runoff


accretes in the Depths, essentially a satellite of Galatine 11 Reveille Wood: The heart of the wood shelters a World-
Tree, the primordial mother of life in the sphere.
whose buoyancy is deflated by heavy metals and
Predatory beasts and enigmatic NPCs stalk this terrain,
sedimentary runoff. Scavengers and renegades dwell.
and players must band together for protection.
Nightshade: Permanently trapped in Galatine’s
5 shadow, this islet is home to Void cultists offering
sacrifice to the Empress. 12 Sol’s Anvil: Harsh dunes hiding wondrous ruins and
oases bearing rare materials and fruits. Hotfixes to
Lune: A source of reflected illumination for the reduce the insanely high native Flame Resistance of the
6 ‘moonward’ sides of the islands. The dark side of Lune
is speculated to be the home of the insular Lunar
creatures in Sol’s Anvil have been teased since the beta
days, and yet never seem to come.
Ministry, which has retreated from spheric affairs of late.
The Sphere

Exdonite Wastes: bears the celestial exit wound of the


7 Jinest: The core of Jinest is a frozen glacier surrounded
by accreted rock, dripping meltwater onto Galatine. This
13 weapon that destroyed Heliopolis. Warped by it’s
trauma, this place sees mutant plant life and hideous
upper atmospheric zone is distant enough from Sol to monsters roam it’s desiccated surface.
remain frigid cycle-round.

4
Mechanics Summary
Oracles Sync
Ask the Game when you have questions in solo mode or Your Sync value ranges from a -6 to +10 and represents
co-op games, or to provide inspiration for the GM in how strong your intuitive connection is to your avatar and
guided play. You can use oracles to provide inspiration for the world of SCO. Move results may tell you to increase or
characters, locations, or actions any time you’re unsure decrease Sync.
what happens next. See page XX.

Moves Burning Sync


When you do something or encounter a situation within After rolling dice for a Move, you may choose to cancel
the scope of a move, refer to the move and follow its any challenge dice that are less than your Sync value. A
instructions to see what happens. When a move’s name is canceled challenge die has no value and always counts
referenced within the rules or by another move, you’ll see toward a hit, no matter your Action Score.
it as italicized text.

If a move tells you to “roll +[a stat]”, look on your character


sheet to find the relevant value.
5 6
2 This character’s Vapor
stat is 2.
If you choose to Burn Sync here to
cancel one of the die, it would turn a
Miss into a Weak Hit!
Sync Track
The Action Roll If your Sync is higher than both of the Challenge die,
Roll your action die (d6) and challenge dice (2d10). The burning Sync will cause a Strong Hit!
total of your action die, your relevant stat, and any adds is
your action score. Your action score is never greater than
10--anything over that is ignored.
Resetting Sync
After you burn Sync, you must adjust your Sync track to
the Sync reset value.
3 4 8
2 0 5 vs. •

The default reset is +2.
If you have one debility marked, your Sync reset is +1.
Ac�on Stat Adds Ac�on • If you have more than one debility marked, your Sync
reset is 0.
Die Score
To determine the outcome of your move, compare your Negative Sync
action score to each of the challenge dice. You want it be While your Sync is less than 0, and it matches the value
greater than the individual value of those dice. of your action die, you must cancel your action die. A
canceled action die has a value of 0.
Strong hit = Action score is greater than both of
the challenge dice
When you suffer -Sync, and your Sync is already at -6,
Weak hit = Action score is greater than only one you will instead make the Sync Crash move.
of the challenge dice
Miss = Action score is not greater than either of
the challenge dice 4 0
Matches
Mechanics Summary

When you roll a match on your challenge dice...


Ac�on Die
6 6 You must cancel this die! You can still
tally Stat + Adds to get an Action
Score, and could still score hits. You
do not reset Sync after a negative
• Strong hit: The match represents a new opportunity, Sync Track action die cancel.
fortune revealed, or a twist in the narrative.
• Miss: The match represents a heightened negative
Maximum Sync
outcome, a complication, or a new danger. Your max Sync starts at +10, and is reduced by 1 for
every marked debility you have. You cannot raise it any
If you’re unsure what happens, Ask the Game (page XX). higher than this value.

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5
Mechanics Summary
Progress Clocks Progress Moves
The progress clocks are used to measure your story’s When you roll a Progress Move, you only roll the
pace and determine the outcome of goals or challenges. challenge dice (2d10). The target is your Progress
They are drawn as a series of linked circles divided into Score, the number shown in the lowest unmarked
segments, which you fill in as you make headway toward segment on the progress clock of your challenge’s
the objective. marked severity. After rolling the challenge dice, resolve a
strong hit, weak hit, or miss as normal. Remember that on
a tie, the Challenge die wins and it does not count a hit.
MINOR SERIOUS DAUNTING EPIC

9
You usually won’t use all of the clocks. When you create a 5 8
new progress track or vow, the first thing you do is mark 7
the rank of the challenge. You only use the clock directly
under the rank mark, and any clocks to the left of it.
Progress 4 7
MINOR SERIOUS DAUNTING EPIC Score 5 vs. Weak Hit
Every progress you mark after the first
three on this Serious challenge increases
the odds of hitting with your Progress 9
Move. If you had marked 2 more Progress
(leaving the 8-segment as the lowest
5
7
8 8
This is a Serious challenge, meaning you will use the
unfilled one) this same die roll would have Progress
two left-most progress clocks to resolve it. Don’t fill in
instead been a strong hit! Score
any extra progress past those two clocks.
If you mark every segment in all of the relevant
progress clocks before attempting the Progress Move,
When a move tells you to mark progress, fill in one you roll against a Progress Score of 10.
segment of the left-most unfilled clock. The segments are
numbered within each clock: mark them from lower Sync has no effect when making Progress Moves: you
numbers to higher numbers, counterclockwise. can’t burn it to cancel challenge dice, and negative Sync
does not cancel your Progress score.
MINOR SERIOUS DAUNTING EPIC

11 9
88 5
5 8
4 7

This challenge has had progress marked 5 times.


For Minor challenges, if you attempt to use a Progress
Once you’ve filled in at least all of the segments that Move without any marked segments, you have a progress
come before the clock that is marked by your challenge’s score of 1-- a guaranteed miss barring some exceptional
severity, you can attempt to complete the challenge using bonus. With one progress marked you have a progress
the appropriate Progress Move. score of 5, and with two marked you have a progress
score of 8. As normal, if the whole clock is filled your
progress score is 10.

Suffering Harm & Stress Companions Mechanics Summary


When your avatar in SCO faces physical injury or If you roll a 1 on your action die when using an ability on
hardship, make the Endure Harm move. When your one of your “Companion” assets, any negative outcome of
character faces mental shock or despair, whether in or out the move should involve your companion.
of SCO, make the Endure Stress move.
Rank Harm / Stress Any time a companion suffers physical damage, make the
Companion Endure Harm move.
Minor -1
Serious -2 Supply
Supply is an abstract representation of your
Daunting -3 preparedness. You and your allies share the same supply
Epic -4 value. When your supply falls to 0, all characters make
the Out of Supply move.

6
Foes
Rank Type Harm
Minor Common “trash mobs”, lower-level players Inflicts 1 harm
Serious Capable ‘peer’ players, strong predatory creatures Inflicts 2 harm
Daunting A boss monster or powerful guardian, higher-level players Inflicts 3 harm
Epic Raid bosses, legendary players, mythical creatures Inflicts 4 harm

Fighting a Foe Mobs


When you Enter the Fray, give each of your foes Progress When you fight a group of Minor or Serious foes, you
Clocks and choose the most appropriate Rank for each. may combine them into a single progress clock. This is
When a move instructs you to “inflict harm”, mark one called a mob.
segment of progress on an appropriate foe’s clock for
each point of harm you inflict. When you group foes into a mob, increase their rank to
represent their combined ability to inflict and resist harm.
When you fail to defend against a foe’s attack and face
physical harm, make the Endure Harm move. As part of • For a small mob (about 3 to 5), increase the rank by
that move, you will reduce your health track by the one.
amount of harm your foe inflicts, per their rank.
• For a large mob (about 6 to 10), increase the rank by
They may also take actions which put you at a two.
disadvantage, reveal complications, or create new
dangers. If appropriate to the adversary, they can even
force you to Endure Stress when you fail to resist an
action which frightens, demoralizes, or rattles you.

When you take decisive action to resolve the combat,


check your progress against this foe and make the Deal
Massive Damage! move.
Affinity Clash! A vapor knight duels with a player of SCO.
Foes

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Foes

Iron Levy
The Iron Duchies maintain standing forces of disciplined
NPC guards and soldiery, and while this military is
primarily focused on border incursions and police action
they may also be used to project the power of the Metal
Fiefdoms. The Levy are weakest when fighting alone, and
at their pinnacle in orderly ranks outnumbering their
adversary and led by a Cobalt Commander.
Rank: Minor (inflicts 1 harm), but usually found in a Mob
Drives: Obey my liege / Return home safe
Tactics: Shield wall / Firing line / Spear advance

Slime
Gross, but maybe also sort of cute? This stock creature
can be found in almost any video game, and Solar Crown
Online is no different. It is a mostly harmless
environmental threat, but certain potions and elixirs need
specific slime ingredients for reagents or binding formula.
Rank: Minor (inflicts 1 harm), or Serious (2 harm, and
divides into Minor offspring when defeated).
Drives: Wobble / Consume / Digest
Rival Player Tactics: Absorb a weapon / Cover in debilitating slime
This player seems to think you are deserving of their
undivided attention, perhaps for a perceived slight or
simply because you were the first thing in their line of
sight back in Rookie Village. Anyway, now they won’t rest
until you are humiliated. What a strange obsession!
Rank: Starts out Minor (inflicts 1 harm), but progressively
improves to become a greater threat between encounters.
Drives: Prove themselves better / Keeping an eye on you
Tactics: An irritating catch-phrase / Lie in wait to abruptly
challenge you to a duel / A signature weapon & elemental
combo

Vapor Knight
Among the most skilled NPC combatants native to SCO,
the mercenary Vapor Knights are known throughout the
land for their skills at mounted archery, aerial jousting,
and embellishing unverifiable tall tales of bravery. Though
proud, they are few in number and their order is not
above cheap tactics and asymmetric warfare... All
victories in combat are glorious if nobody else is left to
gainsay their methodology, after all.
Rank: Daunting (inflicts 3 harm).
Drives: Sell services to the highest bidder / Gain glory and
renown
Tactics: Fly above the fray / Lightning arrows / Swoop
down upon a foe’s exposed flank
Foes

8
Playing the Game
The Flow of Play Solo vs. Coop
Role-playing games are a conversation. In many games Much of the advice in this book assumes that you are a
the conversation is between you and other players at the Solo player, but if you have additional players at the table
table, but you might not have any of those other than then you have a great additional resource to draw from!
yourself in Solar Crown Online. You can try to play SCO
by having an extended conversation just between the If you are playing a Coop game where everyone at the
numbers and words on your character sheet and the table is running their own character, you can collaborate
mechanical language of the Moves on the following on the details of the game world you share. When you
pages, but I think that very quickly you will agree that it Ask the Game, work together to interpret the answer. Ask
isn’t quite enough. your fellow players questions to get additional details,
deepen the conversation by offering possibilities, let your
There needs to be a place in your conversation for the story twist out of control and take on new shapes. Share
world of the game, its unique reality. That’s why the best the spotlight around the table and try to find ways to
advice I can offer is to always begin and end with the highlight different vows and character goals. Some other
fiction of the world. Try not to roll a move because it feels Coop game tips:
like the right thing to do for the numbers on your sheet:
roll it because it’s what your character in the game world • Remember the Aid your Ally move!
is doing and you need to find out how well it goes. Then • Combat can get a little complicated. Use the Initiative
after you finish resolving the move, take the time to ask and Empowered tracking cards to keep a handle on the
yourself what changed in the world. What do I see or hear, status of multiple players, and keep the spotlight
and what does my character want to do next about that? moving around so everyone has a chance to act.

The random tables and the Ask the Game move in the • Combat can also become a little bit easy. Use the rule
back of the book (page xx) are here to help you. Use them for Mobs to up the challenge with bands of enemies, or
to guide your session and trigger ideas when you are have fights with multiple Foes to take down.
ready for some spontaneous input. Mold the results of • If you want to maintain the challenge, try using one of
these tables to your circumstance, be inspired by them, the harder ability score arrays! Multiple SCO characters
but know their limits. They can’t replace your intuition and have a tendency to cancel out each others weak
imagination. points.

When the dramatic, interesting, or story-advancing


answer to a question is obvious to you, just make it With a GM
happen. Use the tables exactly as much as you need to When you have a GM, they are the “Game” for the
get the ball rolling, then let your certainty of the world take purposes of the Ask the Game move. That said, the GM is
over. free to use the any oracle or other divining tool they wish,
and may also draw inspiration from session notes or
Not everything that happens will governed by a move. You imagination to craft the world in which the player(s)
could have a lengthy conversation with an NPC or another operate.
player and never once Compel or Forge a Bond them, but
it still might be the most important thing to happen in your • Look for opportunities to turn uncertainty back to the
game session! Take your time to visualize an insignificant players. Ask them provocative questions about the
discovery in your trail, make a journal of the quiet world, and their place in it.
moments of your character’s journey, let yourself log in
and do none of the pending quests you have. They’ll still • Let things go off-course. SCO characters aren’t great at
be there when you are ready. following scripts: they’ll do things and explore places
you won’t have prepared. Embrace it.
• Forecast incoming danger. Not every Price needs to be
immediate, mix it up by instead raising the tension and
showing the mounting tension of a situation turning
more grim. Telegraph the oncoming train, then ask the
player how they respond.
• Don’t be afraid to just make the obvious happen. As an
Playing the Game

additional technique, ask the players beforehand what


they’re wagering or risking before they take a gamble.
That way everyone will already be on the same page
when it’s time to Pay the Price.

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9
Playing the Game
“ADD +X” “SUFFER -X”
Add this number to your action die, usually only on specific Subtract this number from the indicated track. For example,
moves or when conditions are met. This is in addition to any “Suffer -1 Supply” tells you to reduce 1 from your supply track. If
other bonuses you otherwise receive, such as your stat. You can a specific amount is open to interpretation, reduce the track as
combine multiple “adds” from different abilities together so long appropriate to the challenge faced (from 1 to 4).
as their conditions are all met. Your action die + your stat + adds
is your final action score. “TAKE +X”
Add this number to the indicated track. For example, “Take +2
“SUBTRACT -X” Sync” tells you to add 2 to your current Sync track.
Some moves or abilities (most notably Affinity Drive) will instruct Some assets may offer additional bonuses or add this bonus on
you to subtract a number from the die roll if certain conditions top of a move’s other effects. Unless stated otherwise, such
are met. We’re not trying to be clever and make you do double- bonuses are in addition to anything else you gain as a result of
negative math, the negative sign is there to visually emphasize your move.
the fact that this is a subtraction on your action score result.
Combine Subtracts with any Adds you might have (for example if
you had “Add +2” and “Subtract -1” on the same move, you
“WHEN YOU...”
would have a final Add of +1 for the action roll). This is the move trigger. When you perform the action or
encounter the situation indicated in the fiction of your game,
make the move.
“ALLIES / ALLY”
An ally is a character controlled by another player in co-op play. Only you, the character, make moves. You or the GM don’t use
moves for non-player characters or creatures. The effects of
their actions and choices are generally covered by the outcomes
“Ask the Game” of the moves you make. If you’re checking to see if something
When you seek inspiration to decide the outcome of a move, happens or how someone acts, you can Ask the Game.
resolve what happens next, or get details about your world, you
can Ask the Game. This move is on page XX.
“WHILE EMBODYING X...”
When you are playing with a GM, they represent “the game”. Act on these instructions if you are Empowered by the Affinity
Ask them what happens, or talk it out. Drive move, but only if you used the associated X stat for the
move that made you Empowered. For example, “while
“COMPANION” embodying Flame” means you must have rolled +Solar.
A companion is an asset that represents an NPC. Some The four elements that might be invoked are:
companions are the autonomous BUDDY drones players may
buy and train, others are tamed creatures, and some might be • Ice (associated with the Lunar stat)
other players or NPCs loyal to you.
• Flame (associated with the Solar stat)
Consider your companion’s emotions and opinions in the fiction.
Sometimes they can have good ideas, but you won’t know • Spark (associated with the Vapor stat)
unless you listen! Also consider their actions in the context of the • Shadow (associated with the Void stat)
fiction, even if they don’t have a directly applicable ability you
can leverage right now. If you are unsure how well they fare or
what they do in response to something, Ask the Game.

“ON A HIT / IF YOU SCORE A HIT”


Act on these instructions if you score either a weak hit or
strong hit on a move (including if you burn Sync to cancel a
challenge die).

“REROLL ANY DICE”


After you roll for the relevant move, you may pick up and reroll
your choice of any of the dice, including either/both challenge
dice and your action die. Set aside the dice you intend to keep.
You may only ever perform a reroll once for any given move,
even if you have this option from multiple abilities. After rerolling
any dice you chose, resolve the move like normal: the new
results from rerolled dice must stand.
Playing the Game

10
Playing the Game
Playing the Game

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11
Session Moves
TRANCE CONNECT! DEAL WITH REAL LIFE PROBLEMS
When you log in to Solar Crown Online, roll +Vapor. When you attempt something risky outside of the
game, envision your action (Sync is ignored on this roll.).
On a strong hit, your synchronization is high and the If you act...
game world feels vivid and alive. Take +1 Sync and
choose one of the below goals for today’s session. • With calculation or expertise: Roll +Lunar.
• Make Friends: The first time this session that you • With athleticism or poise: Roll +Metal.
Forge a Bond with another player, add +1.
• With charm or courage: Roll +Solar.
• Slay Monsters: The first time this session that you
either PvE Battle or Enter the Fray, add +1. • With natural talent or precision: Roll +Vapor.

• Study Lore: The first time this session that you Gather • With subtlety or stealth: Roll +Void.
Information, add +1. On a strong hit, you are successful.
On a weak hit, your synchronization is strong. You may On a weak hit, you succeed but face a troublesome cost.
trade -1 Synch for a choice on the list. Choose one:
On a miss, your synchronization is good enough. • Your connection is weakened: Suffer -Sync.
• You are disheartened: Endure Stress.
• You are delayed from logging back into the game:
Advance a Threat.
TRANCE DISCONNECT (Safe Zone) On a miss, you fail, or your progress is undermined by a
When you log out of the game in the safety of a dramatic and costly turn of events. Pay the Price.
community hub, roll +Solar. If you share a bond within Optional: This move assumes that your avatar within
the community, add +1. SCO closely maps to your character in the “real world”. If
you wish, either at character creation or the first time you
On a strong hit, choose any two from the list below. make this move, you may instead decide that your
strengths and weaknesses are inverted. To do so, mark
On a weak hit, choose one. one of the “+1” stats on your sheet in some way.
• Recover: Clear the Wounded debility and recover When you make this move only, treat that stat as a +3,
Health up to your limit for you and all of your and your +3 stat as if it is +1.
Companions.
• Restore: Clear the Unprepared debility and recover
+2 Supply.
• Relax: Clear the Shaken debility and recover Spirit up The Real World
to your limit. The move Deal with Real Life Problems
• Attune: Take +2 Sync. is the only one that governs mechanical
actions outside of Solar Crown Online,
On a miss, your real life complicates your relationship but that doesn’t mean you should ignore
with SCO or your Avatar encounters trouble while you are or downplay the rest of your character’s
away. Pay the Price. You may still choose one option from life!
the list if you also suffer -2 Sync.
Try using the Trance Connect &
Disconnect moves to bookend sessions
TRANCE DISCONNECT (Wild Zone) of your game, setting aside a little bit of
When you log out of the game in a camp in the time to explore the mundane aspects of
wilderness, roll +Lunar or +Supply, whichever is higher. your character’s life and examining
parallels between their persona in the
On a strong hit, choose any two from the list below. game and who they are outside of it.

On a weak hit, choose one and suffer -1 Supply. Whenever you Forge a Bond with
another player in the game, consider
• Mend: Take +1 Health for yourself and any whether they are somebody you know
Session Moves

companions. IRL (or might be able to meet later!).


• Relax: Take +1 Spirit. Consider connecting a major Threat that
you encounter in the game to a real-
• Focus: Take +1 Sync. world situation and seeing how it
On a miss, your real life gets more chaotic or your avatar complicates your life in both worlds.
is worse for wear when you log back in. Pay the Price.

12
Adventure Moves
FACE DANGER GATHER INFORMATION
When you attempt something risky or react to an When you search an area, ask questions, conduct an
imminent threat, envision your action and roll. If you investigation, or follow a track, roll +Lunar. If you act
act... within a community or ask questions of someone with
whom you share a bond, add +1.
• With expertise, insight, or observation: Roll +Lunar.
• With defense, strength, or endurance: Roll +Metal. On a strong hit, you discover something helpful and
specific. The path you must follow or action you must take
• With charm, courage, or leadership: Roll +Solar. to make progress is made clear. Envision what you learn
• With speed, agility, or precision: Roll +Vapor. (Ask the Game if unsure), and take +2 Sync.
• With deception, stealth, or trickery: Roll +Void. On a weak hit, the information complicates your quest or
On a strong hit, you are successful. Take +1 Sync. introduces a new danger. Envision what you discover (Ask
the Game if unsure) and take +1 Sync.
On a weak hit, you succeed but face a troublesome cost.
Choose one: On a miss, your investigation unearths a dire threat or
• Your focus is disrupted: Suffer -1 Sync. reveals an unwelcome truth that undermines your quest.
Pay the Price.
• You are tired or hurt: Endure Harm [1].
• You are dispirit or afraid: Endure Stress [1].
• You sacrifice resources: Suffer -1 Supply.
PvE BATTLE
When you battle non-player adversaries (monsters or
On a miss, you fail, or your progress is undermined by a aggressive NPCs) and the outcome should not be in
dramatic and costly turn of events. Pay the Price. any doubt, envision the objective and your adversaries,
then roll. If you...
• Fight at range or with the Spark affinity to overpower
them: roll +Vapor.

SECURE AN ADVANTAGE • Fight with leadership, or the Fire affinity to torch them:
roll +Solar.
When you assess a situation, make preparations, or
attempt to gain leverage, envision your action and roll. If • Fight in close with skill-at-arms and endurance: roll
you act... +Metal.
• With expertise, insight, or observation: Roll +Lunar. • Fight using stealth, traps, or the Shadow affinity to
drain them: roll +Void.
• With aggressive action, active defense, strength, or
endurance: Roll +Metal. • Fight using careful tactics, terrain, or the Cold affinity
to freeze them: roll +Lunar.
• With charm, courage, or leadership: Roll +Solar.
On a strong hit, you succeed and get your objective.
• With speed, agility, or precision: Roll +Vapor. Take +2 in any combination of Supply or Sync.
• With deception, stealth, or trickery: Roll +Void. On a weak hit, you get roughly what you want but it’s
On a strong hit, you gain advantage. Choose one: more troublesome than anticipated. Pay the Price. You
may then trade 0, -1, or -2 Sync to gain an equal amount
• Take control: Make another move now (not a progress of +Supply.
move), and add +1.
On a miss, something complicates your hunt or the
• Prepare to act: Take +2 Sync. situation is not as it seems. Pay the Price and envision the
trouble you encounter (Ask the Game if you’re not sure).
On a weak hit, your advantage is short-lived. Take +1
Sync.
Trash Mobs
On a miss, you fail or your assumptions betray you. Pay
Adventure Moves

the Price. You can use the PvE Battle move to


replenish your Supply track or to deal with
quick fights against the denizens of the
game.
Remember that if you have the
Unprepared condition, you cannot gain
+Supply through any means until you clear
it. Use the Trance Disconnect (Safe Zone)
move instead.

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13
Travel Moves
GATE ATTUNE UNDERTAKE A JOURNEY
When your Avatar imprints on the Gate at the heart of When you travel across hazardous or unfamiliar
a community hub, roll +Void. If you share a bond within lands, set the rank of your journey.
the community, add +1.
• Minor: 1 clock (3 segments).
On a strong hit, you may add the settlement’s Gate to
your transit list, and then choose one: • Serious: 2 clocks (7 segments).

• Check the quest board: Envision what this settlement • Daunting: 3 clocks (10 segments).
needs or the trouble it is facing (Ask the Game if • Epic: 4 clocks (15 segments).
unsure). If you choose to help, Swear a Solar Vow
and add +1. When you proceed on a segment of your journey, roll
+Lunar. Any time you are setting off from a community
• Pulse: Take either +1 Sync or +1 Spirit. with which you share a bond, add +1.
On a weak hit, you may add the settlement’s Gate to your On a strong hit, you reach a waypoint (envision it or Ask
transit list. the Game) and choose one for your travel.
On a miss, the gate is damaged or else refuses you for • Efficient: Mark 1 progress.
now. Pay the Price and envision what you must do next
(Ask the Game if unsure). • Relaxing: Mark 1 progress and exchange -1 Supply
for +2 Sync.
• Hasty: Mark 2 progress but suffer -1 Supply and -1
GATE TRANSIT Sync.
When you travel between two Gates that are both on
your transit list, roll +Void. If other players transit with On a weak hit, you reach a waypoint, spending some
you, only one makes this move and the group all shares resources along the way. Mark 1 progress and suffer -1
the same fate. Supply.

On a strong hit, your transit is uneventful. On a miss, you are waylaid by a perilous event. Pay the
Price.
On a weak hit, your transit is harrowing or inauspicious.
Envision what you lost or gained during transit, or what
awaits you at the destination. Pay the Price.
On a miss, your transit is interrupted or you arrive REACH YOUR DESTINATION
somewhere you did not intend. Pay the Price, and you Progress Move
may not attempt this move again until the situation is
resolved. When your journey comes to an end, roll the challenge
dice and compare to your progress score (the lowest
unmarked segment in your journey’s rank clock). Sync is
Travel ignored on this roll.
If multiple players are traveling together, You cannot Reach Your Destination until you’ve filled all
remember your Supply tracks are linked and the clock segments preceding your journey’s rank clock.
only the player taking the lead for a segment
needs to roll to Undertake a Journey! On a strong hit, the situation at your destination favors
you. Choose one:
Undertake a Journey is only necessary when
you take the lead through lands “hazardous or • Make another move now (not a progress move), and
unfamiliar”, and Gate Transit is of course limited add +1.
by your transit list. What about if your travel • Take +1 Sync.
doesn’t fit either of those categories? Some
ideas: On a weak hit, you arrive but face an unforeseen hazard
or complication. Envision what you find (Ask the Game if
• Traveling a relatively short distance through unsure).
safe, known terrain? Don’t roll anything. You
can narrate what happens along the way On a miss, you have gone hopelessly astray, your
and jump straight into what you find on objective is lost to you, or you were misled about your
arrival. destination. If your journey continues, clear all progress
marks and raise the journey’s rank by one (if not already
• Compel the captain of an airship to book Epic).
Travel Moves

passage between distant shards. Ask the


Oracle to determine what happens en route
or as you arrive at the destination port.
• Discover a Zone if you need to solve a
complex situation in a game region first to
secure passage through it.

14
Relationship Moves
COMPEL FORGE A BOND
When you attempt to persuade someone to do When you spend significant time with a player,
something, envision your action and roll. If you... important NPC, or community, stand together to face
hardships, or make sacrifices for their cause, you can
• Charm, inspire, or convince: Roll +Solar. attempt to create a bond. When you do, roll +Solar. If you
• Threaten or incite: Roll +Metal. make this move after you successfully Fulfill Your Vow to
their benefit, you may reroll any dice.
• Lie or swindle: Roll +Void.
On a strong hit, make note of the bond, mark a segment
On a strong hit, they’ll do what you want or share what on your bond track, and choose one.
they know. Take +1 Sync. If you use this exchange to
Gather Information, make that move now and add +1. • Take +1 Spirit.
On a weak hit, as above but they ask something of you in • Take +2 Sync.
return. Envision what they want (Ask the Game if unsure). On a weak hit, they ask something more of you first.
On a miss, they refuse or make a demand which costs Envision what it is (Ask the Game if unsure), do it (or
you greatly. Pay the Price. Swear a Solar Vow) and mark the bond. If you refuse or
fail, Pay the Price.
On a miss, they reject you. Pay the Price.
AID YOUR ALLY
When you Secure An Advantage in direct support of
an ally, and score a hit, they (instead of you) can take the TEST YOUR BOND
benefits of the move. If you are in combat and score a When your bond is tested through conflict, betrayal,
strong hit, you and your ally both have Initiative. or circumstance, roll +Solar.
On a strong hit, this test has strengthened your bond.
Choose one:
• Take +1 Spirit.
• Take +2 Sync.
On a weak hit, your bond is fragile and you must prove
your loyalty. Envision what they ask you you (Ask the
Oracle if unsure), and do it (or Swear a Solar Vow). If you
decline or fail, clear the bond and Pay the Price.
On a miss, or if you have no interest in maintaining this
relationship, clear the bond and Pay the Price.

WRITE YOUR EPILOGUE


Progress Move
When you retire your Avatar from Solar Crown Online,
envision two things: What you hope for, and what you
fear. Then, roll the challenge dice and compare to your
bonds track. Sync is ignored on this roll.
On a strong hit, things come to pass as you hoped.
On a weak hit, your life takes an unexpected turn, but not
necessarily for the worse. You find yourself spending your
Relationship Moves

days with someone or in a place you did not foresee.


Envision it (Ask the Game if needed).
On a miss, your fears are realized.

CREATE A NEW CHARACTER


When you retire your Avatar from Solar Crown Online,
envision two th

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15
Relationship Moves
DRAW THE CIRCLE PvP DUEL
When you challenge another player or a powerful NPC When you duel another player and it’s all over in a
to a duel (or accept a challenge) and every move will flash, envision the scene and the stakes, then roll. If
matter, set the rank of your opponent. you...
• Minor: 1 clock (3 segments). • Fight at range or trusting your speed: roll +Vapor.
• Serious: 2 clocks (7 segments). • Fight with courage and passion: roll +Solar.
• Daunting: 3 clocks (10 segments). • Fight in close with skill-at-arms and endurance: roll
+Metal.
• Epic: 4 clocks (15 segments).
• Fight using fear or traps: roll +Void.
Then, roll +Vapor.
• Fight using careful tactics or the terrain: roll +Lunar.
On a strong hit, take +1 Sync. You may also choose up
to two boasts and take +1 Sync for each. On a strong hit, you win unconditionally and the stakes
are yours. Take +1 Sync. If you attempt to Forge a Bond
On a weak hit, you may choose one boast in exchange with a player who witnessed or participated in the duel,
for +1 Sync. add +1.
• Offering to Sol: Endure Harm [1]. On a weak hit, you win the stakes but the cost is high.
• Grant first strike: Your foe has the Initiative. Pay the Price.
• Starter Weapon: When you inflict harm, Ask the On a miss, you are abruptly defeated for all to see and
Game (Likely, 26+) to see whether it is reduced it by 1 the opponent makes a demand of you. Envision it (Ask
(minimum 0). the Game if unsure) and Pay the Price.
• Neutral Stance: You may not Affinity Drive during this
duel. PvP Combat
• To the Derez: One of you must Face Deresolution at The moves Draw the Circle and PvP
the end of the fight. Duel can be used interchangeably based
on how much drama and spotlight you
On a miss, you begin the duel at a disadvantage. Pay the want to assign to a given duel. If you
Price. Your opponent has the initiative. Draw the Circle you are committing to a
drawn out combat scene while PvP Duel
resolves things quickly, perhaps even
Then, make combat moves to resolve the fight. If you are “with a single strike” in the fiction.
the victor, you may make a lawful demand and your
opponent must comply or else forfeit their player If you encounter other players on a
privileges before Sol. If you refuse the challenge, battleground on opposing sides of an
surrender, or are defeated, envision the demand they open conflict, a more appropriate move
make of you (or Ask the Game). might be to Enter the Fray (next page).
Other players make great recurring
antagonists! They are subject to the
same rules within SCO that you are and
can highlight different value judgments
and choices from your own. Be sure to
consider them in the context of your life
outside the game as well: could you
meet them IRL? What might they be like,
what is happening in their lives?
Relationship Moves

16
Combat Moves
ENTER THE FRAY DEAL MASSIVE DAMAGE
When you enter open combat with a powerful boss, Progress Move
dangerous predators, strong NPCs, or other players,
set the rank of each of your foes. When you have the Initiative and seek to finish one of
your foes, envision your decisive action. Roll the
• Minor: 1 clock (3 segments). challenge dice and compare to your progress score (the
lowest unmarked segment in the foe’s marked rank clock).
• Serious: 2 clocks (7 segments).
Sync is ignored on this roll.
• Daunting: 3 clocks (10 segments).
You cannot Deal Massive Damage until you have filled all
• Epic: 4 clocks (15 segments). the clock segments preceding your foe’s rank clock.
Then roll to determine who is in control. If you are...
• Facing off directly against your foes: Roll +Solar. On a strong hit, your foe is no longer a threat. They are
defeated, deresolved (if a player), rendered into vendor
• Ambushed or surprised: Roll +Vapor. materials (if a monster), fleeing, or at your mercy as
• Moving into position against unaware foes or striking appropriate to the situation. If this was the last foe, your
without warning: Roll +Void. elemental charge fades and you are no longer
Empowered.
On a strong hit, take +2 Sync. You have the Initiative.
On a weak hit, as above but you must also choose one:
On a weak hit, choose one:
• They deal a final strike: Endure Harm.
• Engage immediately: Take the Initiative.
• You are overcome: Endure Stress.
• Prepare yourself: Take +2 Sync.
• Your victory is short-lived: A new danger or foe
On a miss, you begin the fight at a disadvantage. Pay the appears, or an existing danger worsens.
Price. Your foe has the initiative.
• Collateral damage: Something of value is lost or
broken, an objective is lost, or someone important
AFFINITY DRIVE must pay the cost.
When you take a moment to focus your energy in • Others won’t forget: You are marked for vengeance.
combat to embody... On a miss, the foe parries or endures your final strike and
• The piercing insight of Ice: Roll +Lunar. reveals your downfall, or your victory is revealed to be a
falsehood. Pay the Price, and then choose one:
• The searing nobility of Flame: Roll +Solar.
• Submit to Reason: You must yield the prize, flee, or
• The shocking inspiration of Spark: Roll +Vapor. surrender (as appropriate) for now.
• The lurking inevitability of Shadow: Roll +Void. • Escalate the Struggle: Erase all progress on this
If you are embodying an aspect to which your adversary is adversary and raise your foe’s rank by one (if not
not particularly vulnerable, subtract -1. If you do not have already Epic). The battle continues.
the Initiative when you make this move, subtract -1.
On a strong hit, you gain Empowered and take +1 Sync.
You have the Initiative.
On a weak hit, you gain Empowered but suffer -1 Sync.
Your foe has the Initiative.
On a miss, you are rushed while your guard is open or
your chosen affinity turns out to be your undoing. Pay the
Price. Your foe has Initiative and you are not Empowered.

Empowered
While you are Empowered, you may perform the Affinity Strike and Affinity Clash moves instead of their weaker normal
Combat Moves

versions (Strike and Clash).


The biggest changes while Empowered are that you deal more damage with Strikes and can Clash more safely. Some
assets will further improve your Empowered state, give you bonuses for using particular affinity stats, or modify the
way you Affinity Drive!
If an asset ability gives you a bonus on Strike or Clash, those abilities don’t apply to the Affinity versions of those
moves unless they specifically say so.

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17
Combat Moves
TURN THE TIDE CLASH
Once per fight, when you risk it all, you may steal the When your foe has the Initiative and you fight them in
Initiative from your foe to make a move. When you do, close quarters, roll +Metal. When you exchange a
add +1 and take +1 Sync on a hit. If you miss on that volley at range or fire on an advancing foe, roll +Vapor.
move, you suffer a dire outcome. Pay the Price.
On a strong hit, inflict 1 harm and take the Initiative.
On a weak hit, choose one and then Pay the Price. Your
foe keeps Initiative.
Initiative
• Mash buttons: Inflict 1 harm but suffer -1 Sync.
Follow this rule to track your initiative:
• Stay patient: Take +1 Sync.
• When you score a strong hit, you
take or retain Initiative. On a miss, you are outmatched and must Pay the Price.
Your foe keeps Initiative.
• When you score a weak hit or
miss, you lose Initiative to your foes.
When you have the Initiative, you are AFFINITY CLASH
in control of the fight and can act to Empowered Only
achieve your objectives. You may make
moves such as: When your foe has the Initiative and you fight them in
close quarters, roll +Metal. When you exchange a
Strike to attack. volley at range or fire on an advancing foe, roll +Vapor.
Affinity Drive to prepare a stronger On a strong hit, inflict 1 harm, take +1 Sync, and keep
elemental attack. Empowered. You take the Initiative.
Secure an Advantage to outmaneuver On a weak hit, inflict 1 harm, but you lose Empowered
or outwit your foe, or setup another and your foe keeps Initiative.
move.
On a miss, your counterattack is overpowered. Pay the
Aid Your Ally to give your friend an Price and lose Empowered. Your foe keeps Initiative.
advantage.
Compel to force your foe to give up the
fight, if they will listen to reason.
STRIKE
Deal Massive Damage! to finish the When you have the Initiative and attack in close
fight. quarters, roll +Metal. When you have the Initiative and
When your foe has the Initiative, they attack at range, roll +Vapor.
are in control and taking actions which On a strong hit, inflict 2 harm. You keep the Initiative.
force you to react. You may make moves
such as: On a weak hit, inflict 1 harm. You lose the Initiative.
Clash to fight back. On a miss, your attack fails and must Pay the Price. You
lose the Initiative.
Take a risk with Affinity Drive to give
yourself an elemental edge.
Compel to convince your foe to accept AFFINITY STRIKE
your surrender or truce. Empowered Only
Face Danger to defend, get into When you have the Initiative and attack in close
position, resist a maneuver, or flee. quarters, roll +Metal. When you have the Initiative and
Turn the Tide to steal the initiative attack at range, roll +Vapor.
(once per fight!). On a strong hit, inflict 2 harm and choose one. You keep
the Initiative.
• Discharge energy: Inflict +1 harm and lose
Empowered.
Combat Moves

• Center yourself: Take +1 Sync and keep Empowered.


On a weak hit, inflict 2 harm and lose Empowered. You
lose the Initiative.
On a miss, your charged strike misses and you must Pay
the Price. You lose the Initiative.

18
Quest Moves
SWEAR A SOLAR VOW FULFILL YOUR VOW
When you swear upon the Sun to complete a quest, Progress Move
write your vow and give the quest a rank.
When you achieve what you believe to be the
• Minor: 1 clock (3 segments). fulfillment of your vow, roll the challenge dice and
compare to your progress score (the lowest unmarked
• Serious: 2 clocks (7 segments).
segment in the foe’s marked rank clock). Sync is ignored
• Daunting: 3 clocks (10 segments). on this roll.
• Epic: 4 clocks (15 segments). You cannot Fulfill Your Vow until you’ve filled any lesser
clocks preceding your quest’s rank clock.
Then roll +Solar. If you make this vow to a player, NPC, or
community with whom you share a bond, add +1. On a strong hit, your quest is complete. Mark experience
(Minor=1, Serious=2, Daunting=3, Epic=4).
On a strong hit, you are emboldened and it is clear what
you must do next (Ask the Game if unsure). Take +2 On a weak hit, there is more to be done or you realize the
Sync. truth of your quest. Envision what you discover (Ask the
Game if unsure). Then mark experience (Minor=0,
On a weak hit, you are determined but begin your quest Serious=1, Daunting=2, Epic=3). You may Swear a Solar
with more questions than answers. Take +1 Sync, and Vow to set things right. If you do, add +1.
envision what you must do to find a path forward.
On a miss, your quest is undone. Envision what happens
On a miss, you face a significant obstacle before you can (Ask the Game if unsure) and choose one.
begin your quest. Envision what stands in your way (Ask
the Game if unsure), and choose one: • You recommit: Clear all progress. Then raise the
quest’s rank by one (if not already Epic).
• Press on: Suffer -2 Sync, and do what you must to
overcome the obstacle. • You give up: Forsake Your Vow.
• Give up: Forsake Your Vow.

REACH A MILESTONE FORSAKE YOUR VOW


When you make significant progress in your quest by: When you renounce your quest, betray your promise,
or the goal is lost to you, clear the vow and roll +Void.
• Overcoming a critical obstacle,
On a strong hit, you are mostly unmoved. If the vow was
• Completing a perilous journey, made to a person or community with whom you share a
• Solving a complex mystery, bond, choose one. Otherwise, Endure Stress [1].
• Defeating a powerful threat, • Acceptance: Suffer -2 Sync.
• Gaining vital support, or • Contempt: Clear the bond.
• Acquiring a critical item... On a weak hit, your morale is wounded: Endure Stress
[2]. If the vow was made to a person or community with
You may mark progress. Fill in the lowest segment of the whom you share a bond, Test Your Bond.
quest’s leftmost unfilled clock.
On a miss, your failure is evident and you are wracked by
guilt. Endure Stress [3]. If the vow was made to a person
or community with whom you share a bond, Test Your
Bond.
Quest Moves

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19
Advance Moves
ADVANCE
When you focus on your skills, receive training, find
inspiration, earn a reward, or gain a companion, you
may spend 5 experience to add a new asset, or 3
experience to upgrade an asset.

MARK YOUR FAILURE


When you make a move and score a miss, you may
mark a progress segment on your Failure track.
If you score a miss when making a Progress Move,
mark two segments on the Failure track instead.
Every four progress segments adds up to one filled clock.

LEARN FROM FAILURE


Progress Move
When you spend time reflecting on your hardships
and the lessons of SCO while your failure track has at
least 6 filled clocks, roll your challenge dice and compare
to the Failure progress score (0+1 for each filled clock, up
to 10). Sync is ignored on this roll.
On a strong hit, you commit to making a dramatic
change. Take 3 experience and clear all progress on the
Failure track. Then, choose one.
• Adjust your approach: Discard a single asset, and
take 2 experience for each marked ability.
• Make an oath: Swear a Solar Vow, and re-roll any
dice.
• Strengthen your connection: Take +3 Sync.
On a weak hit, you learn from your mistakes. Take 2
experience and clear all Failure progress.
On a miss, you’ve learned the wrong lessons. Take 1
experience and clear all Failure progress. Then, envision
how you set off on an ill-fated path.

Advance Moves

20
Threat Moves
INTRODUCE A THREAT ADVANCE A THREAT
When you Swear a Solar Vow for a Daunting or Epic When you give ground to a threat through inaction,
quest, you may choose to associate a new or previously- failure, or delay, roll on the table below and envision how
established threat with that quest. the change manifests in your world (Ask the Oracle if
unsure).
Threats can be a player, faction, powerful creature or
NPC, or dangerous situation that either is responsible for d100 Result
the problem that motivates your vow or are directly The threat fails to advance its agenda or is held
opposing you in the fulfillment of that vow. 1-5
back by intervention of another player or faction.
Most vows do not require threats; only use this move to The threat prepares its next step, or a new
represent extraordinary forces outside the normal danger looms. If you are in a position to prevent
challenges you encounter in SCO. A threat’s goals should 6-50 this development, you may attempt to do so. If
stand in direct opposition to your Vow or represent an you succeed, Reach a Milestone. Otherwise,
approaching failure state you must outrace. mark one menace.
When you introduce a threat, envision its identity and The threat works subtly to advance toward its
51-85
consider its goals. Make a note of these on your goal, or the danger escalates. Mark one menace.
associated Vow.
The threat makes a dramatic and immediate
86-00 move, or a major event reveals terrible new
complications. Mark two menace.
Menace
Track On a match, this development also exposes a surprising
aspect of the threat’s plan or nature.
When you must mark menace but all sections on the
Always use the entire menace track, no matter the rank of your vow. menace track are filled, the threat achieves its goal, or
the final dire outcome occurs. You must Forsake Your
Vow, and might also Pay the Price (as appropriate).

RESOLVE A THREAT
When you Fulfill Your Vow on a vow that has an
associated threat, the result of your progress move also
indicates that threat’s probable fate.
• Strong hit: The threat is soundly defeated, and has
been rendered incapable of causing further menace
(at least for a while). Take +1 experience.
• Weak hit: Your victory is conditional, and the threat
remains active or consequential in some way, perhaps
as a recurring antagonist. Take +1 experience.
• Miss: You’ve failed against the threat and it is
triumphant. If you recommit to a new Vow, consider
retaining the Threat and giving them a new goal.
Threat Moves

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Zone Moves
DISCOVER A ZONE EXPLORE THE ZONE
When you enter a dangerous event territory in pursuit When you traverse an area within a zone, envision your
of an objective, choose the theme and domain which surroundings (Ask the Game if unsure). Then consider
best represent its nature (Ask the Game if unsure), and your approach. If you navigate this area...
then give it a rank.
• With observation or expertise: Roll +Lunar.
• Minor: 1 clock (3 segments).
• With haste or intuition: Roll +Vapor.
• Serious: 2 clocks (7 segments).
• With stealth or trickery: Roll +Void.
• Daunting: 3 clocks (10 segments).
On a strong hit, you explore deeper into the zone
• Epic: 4 clocks (15 segments). successfully. Mark 1 progress and Find an Opportunity.
If you are returning to a previously-explored zone, roll the On a weak hit, roll on the following table according to
action die once for every clock on the zone’s rank (ie. your stat.
Minor=1d6, Serious=2d6, Daunting=3d6, Epic=4d6) then
take the highest result and clear that much progress from On a miss, Reveal a Danger.
the track. Lunar Vapor Void Weak Hit Outcome
Mark 1 progress and
1-40 1-45 1-30
Reveal a Danger.

41-55 46-65 31-65 Mark 1 progress.

Choose one: Mark 1 progress


56-80 66-75 66-90
or Find an Opportunity.
Take both: Mark 1 progress
81-99 76-80 91-99
and Find an Opportunity.
Mark 2 progress and
00 81-00 00
Reveal a Danger.
The most likely outcomes are shaded to give an idea what each stat is
likely to do. Void is a cautious option, Vapor is risky but lets you speed
through, and Lunar is balanced with potential to find opportunities.

FIND AN OPPORTUNITY
When you encounter a helpful situation or feature in a REVEAL A DANGER
zone, roll on the following table. If you are making this When you encounter a risky situation within a zone,
move as a result of a strong hit on Explore the Zone, you envision the danger or roll on the following table.
may pick or envision an opportunity instead of rolling.
Then, choose one. Roll Result
• Gain motivation or insight: Take +1 Sync. 1-30 Check the theme card.
• Take immediate action: You or an ally may make a 31-45 Check the domain card.
move (not a progress move) now which leverages the 46-57 You encounter a hostile denizen (or a mob).
opportunity and add +1 to the roll.
You face an environmental or architectural
Roll Result 58-68
hazard.
1-25 This area has favorable traits or resources. A discovery undermines or complicates your
69-76
26-45 You find a hidden path or secret area. goal.
You confront a harrowing situation or
46-57 You encounter benign denizens. 77-79
sensation.
58-68 You uncover hints to this place’s lore/history. You face the consequences of an earlier
80-82
choice or approach.
69-78 A clue offers insight or direction.
83-85 Your way is blocked or trapped.
79-86 You get the drop on a denizen. 86-88 A resource is diminished, broken, or lost.
Zone Moves

87-90 You find a secret path or hidden area. You face a perplexing mystery or tough
89-91
91-94 You locate an interesting or helpful object. choice.
92-94 You lose your way or are delayed.
95-98 You are alerted to a potential threat.
Roll twice more on this table, both results
99-00 You find evidence of other player’s actions. 95-00
occur.

22
Suffer Moves
ENDURE HARM FACE DERESOLUTION
When your Avatar takes damage, suffer -Health equal to When your avatar is brought to the brink of existence
your foe’s rank or as appropriate to the situation. If your failure, roll +Void.
health is 0, suffer -Sync equal to any remaining -Health.
On a strong hit, you experience a moment of perfect
Then, roll +Health or +Metal, whichever is higher. clarity. Choose one-- afterward your avatar shatters, to
resolve back into existence at a Gate of your choice on
On a strong hit, choose one: your transit list.
• Embrace the Pain: Take +1 Sync. • Final Act: Take any single bold action that can be
• Shake It Off: If your Health is greater than 0, suffer -1 performed within a moment. If this triggers a move,
Sync in exchange for +1 Health. add +1.
On a weak hit, you manage to press on. • Resolution Cleanse: Take +2 in any combination of
Health or Sync.
On a miss, also suffer -1 Sync. If you are now at 0 Health,
you must choose to either mark Wounded (if able) or roll On a weak hit, you leave behind some essential part of
on the following table. yourself as your avatar is rendered into digital debris.
Suffer -2 Sync and then Pay the Price. Your avatar
d100 Result resolves into existence at a random Gate on your transit
list (the least convenient one available, Ask the Game if
The damage devastates your avatar. Face unsure).
1-10
Deresolution.
On a miss, as above and you must either mark Glitched
Your avatar’s motor control is overloaded by (if able) or your avatar is lost forever and you have no
feedback, leaving you a helpless target. recourse but to Create a New Character.
Receiving assistance after the danger passes (or
11-25
waiting out the lengthy reboot) will restore you. If
you are left vulnerable to a merciless foe, Face OUT OF SUPPLY
Deresolution.
When your Supply is exhausted, mark the Unprepared
Your avatar is in a critical state. You must find debility. If you suffer additional -Supply while Unprepared,
26-40 safety and Heal within minutes, or else Face you must exchange each additional -Supply for any
Deresolution. combination of -Health, -Spirit, or -Sync as appropriate to
the circumstances.
Pain receptors flare over your synchronized
connection. If you engage in any vigorous activity So long as you are Unprepared, you cannot gain
41-60 (like running or fighting) before you receive care, +Supply from any move, unless it directs you to clear the
you must first Face Danger +Metal to ignore the debility first.
pain and press on.

61-00 Your avatar is battered but stands strong. COMPANION ENDURE HARM
When a companion faces damage, they suffer -Health
equal to the amount of harm inflicted. If your companion’s
Alternate Suffer Moves health is 0, exchange any leftover -Health for -Sync.
Depending on what you determined Then roll +Solar or your companion’s +Health, whichever
about the nature of SCO in Your Truths, is higher.
you may find that either Face
Deresolution and/or Sync Crash don’t fit On a strong hit, your companion rallies. Give them +1
your vision of the game. That’s not a Health.
problem! On a weak hit, your companion is battered. If their health
You can substitute the original moves is 0, they cannot assist you with their abilities until they
from Ironsworn for them, using the gain at least 1 health.
following guidelines: On a miss, also suffer -1 Sync. If your companion’s health
• Face Death as a replacement for is 0, they are out of action and in grave peril. Envision (or
Face Deresolution: use “roll +Void” Ask the Game) what you must do to rescue them.
instead. If you roll a miss with a 1 on your action die while your
• Face A Setback as a replacement for companion’s health is 0, they are lost to you. Take 1
Suffer Moves

Sync Crash: replace all instances of experience for each marked ability on your companion
“momentum” with “Sync”. For the asset, then remove it.
second choice, just clear 1 segment
of progress for each -Sync you need
to resolve-- the Rank of the
challenge does not matter.

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Suffer Moves
ENDURE STRESS FACE DESPAIR
When your character faces mental shock or despair, When your character is brought to the brink of
suffer -Spirit equal to your foe’s rank or as appropriate to despair, roll +Void.
the situation. If your Spirit is 0, suffer -Sync equal to any
remaining -Spirit. On a strong hit, you resist and press on.

Then, roll +Spirit or +Metal, whichever is higher. On a weak hit, choose one:

On a strong hit, choose one: • Your will to play the game breaks, but not before you
make a noble sacrifice. Envision your avatar’s final
• Embrace the Darkness: Take +1 Sync. act, then resolve this move as a miss.
• Shake It Off: If your Spirit is greater than 0, suffer -1 • An aberration within the code of the game reaches
Sync in exchange for +1 Spirit. out and makes a demand of you. Envision that entity
and its desires (Ask the Game if unsure) and Swear a
On a weak hit, you manage to press on. Solar Vow (Daunting or Epic) to accept its demand. If
On a miss, also suffer -1 Sync. If you are now at 0 Spirit, you miss when you Swear the vow or you refuse the
you must choose to either mark Shaken (if able) or roll on quest, you are rejected by the game forever.
the following table. Otherwise, you return to your senses and are now
Corrupted. You may only clear the Corrupted debility
by completing the quest.
d100 Result
On a miss, you must either mark Tormented (if able) or
1-10 You are overwhelmed. Face Despair. succumb to horror or desolation. Envision what fate
befalls your character based on Your Truths about SCO.
Your mind is in a fragile state. You need to either
Trance Connect or Trance Disconnect (as If your character is currently logged out of SCO, you may
11-25 elect to resolve the outcome of this move when they next
appropriate) within minutes, or else Face
Despair. try to log in (as appropriate).

You give up. Forsake Your Vow (if possible, one


26-40
relevant to your current crisis).

You give in to a fear or compulsion, and act


41-60
against your better instincts.

61-00 Your character perseveres.

SYNC CRASH
When your Sync is at its minimum (-6) and you suffer
additional -Sync, roll +Vapor.

On a strong hit, ignore the additional -Sync. Then,


choose one:
• Taking a Breather: You decide to log out of the game
for a while. Do not trigger a Trance Disconnect move,
instead adjust your Sync track to your Sync reset
value.
• Second Wind: +1 Sync, then exchange any
combination of -Health, -Spirit, or -Supply for the
same amount of +Sync, up to your Sync reset value.
You are still logged in to SCO.
On a weak hit, as above, but first you must give up your
current endeavors and rest for a time while you
reestablish neural link to your avatar. Pay the Price.
Suffer Moves

On a miss, you must log out of the game (do not trigger a
Trance Disconnect move) to reorient yourself. For each
additional -Sync you would have experienced from the
triggering event, clear 1 segment of progress on a
relevant quest or journey as you lose time. When you log
back in, your Sync remains at -6.

24
Fate Moves
PAY THE PRICE ASK THE GAME
When you suffer the outcome of a move, choose one. When you seek to resolve questions, discover details
in the world, determine how other characters
• Make the most obvious negative outcome happen. respond, or trigger encounters or events, you may...
• Envision two negative outcomes. Rate one as ‘likely’, • Decide the answer based on the most interesting or
and Ask the Game using the yes/no table. On a ‘yes’, obvious result.
make that outcome happen. Otherwise, make it the
other. • Formulate a yes/no question, decide the odds of a
‘yes’, and roll on the table below to check the answer.
• Roll on the following table. If you have difficulty
interpreting the result to fit the current situation, roll • Envision two options, rate one as ‘likely’, and roll on
again. the table below to check the answer.

d100 Result • Roll on a prompt table or brainstorm something


completely new.
Roll again and apply that result but make it
worse. If you roll this result yet again, envision Odds The answer is ‘yes’ if you roll...
1-2
(or Ask the Game for) a major plot twist that
undoes your efforts. Almost Certain 11 or greater
A person or community you trusted loses faith in Likely 26 or greater
3-5
you, or acts against you.
A person or community you care about is 50/50 51 or greater
6-9
exposed to danger. Unlikely 76 or greater
10-16 You are separated from something or someone. Small Chance 91 or greater
17-23 Your action has an unintended effect.
If the digits match, an extreme result or twist has occurred.
24-32 Something of value is lost or destroyed.
33-41 The current situation worsens.
42-50 A new danger or foe is revealed.
51-59 It causes a delay or puts you at a disadvantage.
60-68 It is harmful.
69-76 It is stressful.
77-85 A surprising development complicates matters.
86-90 It wastes resources.
91-94 It forces you to act against your best intentions.
95-98 A friend, companion, or ally is put in harm’s way.
Roll twice more on this table. Both results occur.
99-00
If they are the same result, make it worse.
Fate Moves

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Oracles
ELEMENT & ASPECT
Use this table to generate a random element, or to narrow down an aspect of an element. It can help you inspire the
nature or weaknesses of a character or foe, the elemental theming of a locale or event, or randomize where to place
values in a character’s starting stats. You can use the secondary breakdown of adjectives to narrow the inspiration, or
simply pick one that’s appropriate.

1-5 Frigid, Distant


6-10 Elegant, Illuminating
1-20 Lunar
11-15 Informed, Perceptive
16-20 Indifferent, Clinical
21-25 Strong, Bullish
26-30 Inert, Stable
21-40 Metal
31-35 Rough, Unrefined
36-40 Precious, Glimmering
41-45 Radiant, Regal
46-50 Warm, Creative
41-60 Solar
51-55 Inspiring, Empathic
56-60 Searing, Raging
61-65 Precise, Intuitive
66-70 Flowing, Reacting
61-80 Vapor
71-75 Superior, Dismissive
76-80 Sparking, Hasty
81-85 Fading, Reserved
86-90 Subtle, Secretive
81-00 Void
91-95 Selfish, Draining
96-00 Ominous, Grim

COMBAT ACTION
Use this oracle to help inspire an action for a character in combat. When you’re not sure what your foe does next,
particularly when they have the Initiative, roll on this table and interpret the result as appropriate to the situation.

1-3 Demand a surrender. 34-39 Use an ability or item.


4-6 Coordinate with allies. 40-45 Reinforce defenses.
7-9 Gather reinforcements. 46-52 Prepare an action.
10-13 Seize something/someone. 53-60 Secure a terrain advantage.
14-17 Provoke a response. 61-68 Make use of a weapon trait.
18-21 Intimidate or posture. 69-78 Charge elemental energy.
22-25 Reveal a deadly truth. 79-89 Attack with precision.
26-29 Shift focus elsewhere. 90-99 Attack with power.
30-33 Destroy or disable a thing. 00 Something utterly unexpected.

When you roll on an oracle table, consider the answer in the context of your
question and the current situation. If the result is a bad fit or difficult to interpret, you
can check up or down one row from your original roll, or reverse the digits (37=73).
Once you have the answer, you’re set! Play to find out what happens. If you want
Oracles
Oracles

further clarifications, talk it out with other players or roll on another oracle table.

26
Oracles
ACTION
Use this table to inspire a discovery, event, character goal, or situation. A roll on this table can be combined with a Theme
(next page) to combine the action with a subject. Interpret the result based on the context of the question and situation.

1 Scheme 26 Withdraw 51 Persevere 76 Betray


2 Clash 27 Abandon 52 Serve 77 Secure
3 Weaken 28 Investigate 53 Synchronize 78 Arrive
4 Initiate 29 Hold 54 Move 79 Affect
5 Create 30 Focus 55 Coordinate 80 Change
6 Empower 31 Uncover 56 Resist 81 Defend
7 Avenge 32 Breach 57 Await 82 Debate
8 Guard 33 Aid 58 Impress 83 Support
9 Defeat 34 Uphold 59 Shape 84 Follow
10 Control 35 Drive 60 Oppose 85 Construct
11 Break 36 Suppress 61 Capture 86 Locate
12 Risk 37 Hunt 62 Overwhelm 87 Endure
13 Surrender 38 Share 63 Challenge 88 Release
14 Inspect 39 Destroy 64 Acquire 89 Lose
15 Raid 40 Avoid 65 Protect 90 Connect
16 Evade 41 Attune 66 Finish 91 Escalate
17 Assault 42 Demand 67 Strengthen 92 Distract
18 Deflect 43 Explore 68 Restore 93 Journey
19 Threaten 44 Bolster 69 Advance 94 Escort
20 Attack 45 Seize 70 Command 95 Learn
21 Leave 46 Mourn 71 Refuse 96 Communicate
22 Preserve 47 Reveal 72 Find 97 Depart
23 Manipulate 48 Gather 73 Deliver 98 Charge
24 Remove 49 Defy 74 Hide 99 Search
25 Transform 50 Eliminate 75 Fortify 00 Summon
Oracles

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Oracles
THEME
Like the Action oracle, this is an interpretive table you can use to answer questions or generate new situations. Combined,
the Action and Theme table provide creative prompts suitable for many situations and questions. This table might also be
called upon to provide an element for a location name (next page).

1 Avatar 26 Barrier 51 Stranger 76 Rival


2 Ability 27 Creation 52 Passage 77 Problem
3 Sun 28 Decay 53 Land 78 Idea
4 Moon 29 Trade 54 Creature 79 Revenge
5 Battle 30 Bond 55 Event 80 Health
6 Safety 31 Hope 56 Advantage 81 Fellowship
7 Survival 32 Water 57 Fire 82 Enemy
8 Weapon 33 Peace 58 Rumor 83 Affinity
9 Wound 34 Deception 59 Lightning 84 Spirit
10 Shelter 35 History 60 Weakness 85 Status
11 Leader 36 World 61 Greed 86 Desolation
12 Fear 37 Vow 62 Light 87 Strength
13 Time 38 Protection 63 Resource 88 Knowledge
14 Duty 39 Nature 64 Structure 89 Truth
15 Secret 40 Opinion 65 Dream 90 Quest
16 Innocence 41 Ice 66 Community 91 Pride
17 Renown 42 Vengeance 67 War 92 Loss
18 Air 43 Earth 68 Portent 93 Law
19 Death 44 Faction 69 Prize 94 Zone
20 Honor 45 Danger 70 Destiny 95 Instance
21 Labor 46 Corruption 71 Synchronization 96 Relationship
22 Solution 47 Freedom 72 Power 97 Wealth
23 Tool 48 Debt 73 Memory 98 Home
24 Balance 49 Hate 74 Shadow 99 Strategy
25 Love 50 Possession 75 Code 00 Loot
Oracles

28
Oracles

GEOGRAPHY
This oracle will randomly determine a type of location that might be a destination, major hub, or dangerous uncharted area
to be explored. It is called upon often for Zone names.

1 Mine 20-21 Woods 48-49 Wastes 76-77 Dunes


2 Docks 22-23 Coast 50-51 Vale 78-79 Moor
3 Haven 24-25 Hinterlands 52-53 Plateau 80-81 Foothills
4 Castle 26-27 Islands 54-55 Desert 82-83 Thicket
5 Road 28-29 Lowlands 56-57 Veldt 84-85 Valley
6 Fort 30-31 Peninsula 58-59 Ruin 86-87 Glade
7 Harbor 32-33 Swamp 60-61 Camp 88-89 Bay
8 Temple 34-35 River 62-63 Outpost 90-91 Peaks
9 Duchy 36-37 Jungle 64-65 Wall 92-93 Cliff
10-11 Town 38-39 Grasslands 66-67 Battlefield 94-95 Monolith
12-13 Mountain 40-41 Lake 68-69 Lair 96-97 Wreck
14-15 Tundra 42-43 Wilds 70-71 Plains 98-99 Colossus
16-17 Sea 44-45 Hills 72-73 Caverns 00 Anomaly
18-19 Forest 46-47 Bog 74-75 Ravine

If you know the area is settled, consider rolling only a d10 on the above chart.
Don’t forget to consider the answer in the context of your region and situation. If you
get a result that seems strange for your current shard or neighboring areas, either
roll with it (why is this place so different from it’s surroundings?) or look to see if a
better answer can be found by flipping the digits or checking a row up or down.

ZONE NAME
To generate a name for a new Zone, roll on the format table below. Then fill in the blanks by using the indicated oracles. If
the form of a particular word doesn’t work, try making it plural instead of singular (or vice versa).
If you already know some details of the zone due to rumors or gathered information, feel free to choose from applicable
oracle lists instead of rolling.
1 [Description] [Geography]
2 [Geography] of [Theme]
3 [Geography] of [Description] [Theme]
4 [Geography] of [Namesake’s] [Theme]
5 [Namesake’s] [Geography]
6 [Description] [Geography] of [Namesake]
Oracles

7 [Geography] of [Namesake]

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Oracles
LANDMARK
The below oracle is good for smaller points of interest or locales within a larger region. You can use it for lesser waypoints
you come across during a Journey or for a more textured description of a place you come across in a hub or zone.

1-2 Crest 27-28 Crag 53-54 Cairn 79-80 Pit


3-4 Stone 29-30 Villa 55-56 Spring 81-82 Chamber
5-6 Tree 31-32 Sound 57-58 Cliff 83-84 Scaffold
7-8 Glade 33-34 Spire 59-60 Shop 85-86 Resource
9-10 Lake 35-36 Wall 61-62 Brook 87-88 Stairs
11-12 Shrine 37-38 Brook 63-64 Hill 89-90 Entrance
13-14 Ridge 39-40 Hall 65-66 Remnant 91-92 Meadow
15-16 Peak 41-42 Field 67-68 Guildhouse 93-94 Roof
17-18 Ravine 43-44 Cavern 69-70 Thicket 95-96 Rise
19-20 Market 45-46 Well 71-72 Slum 97-98 Break
21-22 Pass 47-48 Falls 73-74 Outcrop 99-00 Bridge
23-24 Tunnel 49-50 Temple 75-76 Slope
25-26 Hollow 51-52 Ruin 77-78 Garrison

DESCRIPTION
This oracle can be used to better describe some detail about any locale, and may also form part of a Zone Name.

1-2 Hovering 27-28 Savage 53-54 Vertical 79-80 Desolate


3-4 Remote 29-30 Fortified 55-56 Pristine 81-82 Isolated
5-6 Exposed 31-32 Withered 57-58 Searing 83-84 Deep
7-8 Sunken 33-34 Mystical 59-60 Lush 85-86 Collapsed
9-10 Broken 35-36 Sealed 61-62 Flooded 87-88 Sacred
11-12 Grim 37-38 Protected 63-64 Empty 89-90 Scorched
13-14 Wild 39-40 Abandoned 65-66 Strange 91-92 Mined
15-16 Fertile 41-42 Sprawling 67-68 Clouded 93-94 Abyssal
17-18 Ancient 43-44 Dead 69-70 Peaceful 95-96 Dread
19-20 Hidden 45-46 Ruined 71-72 Forgotten 97-98 Secret
21-22 Perilous 47-48 Barren 73-74 Expansive 99-00 Glitched
23-24 Rich 49-50 Frozen 75-76 Dense
Oracles

25-26 Great 51-52 Blighted 77-78 Shadowed

30
Oracles

NPC or NAMESAKE
You can use this table to generate a name for a notable non-player character, or the namesake of a piece of geography or
figure from history. It is good for quest-relevant characters.

1-3 Vasati 28-30 Manegold 55-57 Sejiy 82-83 Nechtu


4-6 Gauvain 31-33 Rembert 58-60 Adelard 84-86 Azuris
7-9 Sukenaga 34-36 Siegmond 61-63 Ubako 87-89 Slate
10-12 Zeramik 37-39 Arturia 64-66 Terros 90-92 Ishilde
13-15 Ewyss 40-42 Typhis 67-69 Erune 93-95 Tihomir
16-18 Dasalt 43-45 Liebgard 70-72 Candemus 96-98 Cerulle
19-21 Temirak 46-48 Furimi 73-75 Sinisa 99-00 Neige
22-24 Meht’urt 49-51 Kichiro 76-78 Ferose
25-27 Ginteris 51-54 Celes 79-81 Maucolyn

SETTLEMENT TROUBLE
Use this table to generate a narrative hook for a problem faced by a community (it should work well for both Player and
NPC communities, as well as mixed environments).

1-2 Outsiders rejected 33-34 Unjust leadership 65-66 Families in conflict


3-4 Dangerous discovery 35-36 Disastrous accident 67-68 Incompetent leadership
5-6 Dreadful news/omens 37-38 In league with an enemy 69-70 Reckless warmongering
7-8 Natural disaster 39-40 Raiders prey on the weak 71-72 Beast on the hunt
9-10 Old wounds reopened 41-42 Cursed past 73-74 Betrayed from within
11-12 Important object is lost 43-44 An innocent is accused 75-76 Broken truce
13-14 Someone is captured 45-46 Corrupted by Void magic 77-78 Wrath of the fallen
15-16 Mysterious phenomenon 47-48 Isolated by brutal weather 79-80 Conflict with outsiders
17-18 Revolt against a leader 49-50 Supplies are scarce 81-82 Trade route blocked
19-20 Vengeful outcast 51-52 A strange illness 83-84 In the crossfire
21-22 Rival settlement 53-54 Allies become enemies 85-86 Stranger causes discord
23-24 Nature strikes back 55-56 Attack is imminent 87-88 Vital event threatened
25-26 Someone is missing 57-58 Lost caravan 89-90 Dangerous tradition
27-28 Production halts 59-60 Dark secret revealed 91-00 Roll twice
29-30 A cruel tax 61-62 Urgent expedition
Oracles

31-32 Debt comes due 63-64 A leader falls

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31
Oracles

PLAYER NAMES
Use this table to quickly generate a name for a player of SCO (there are two possibilities for each roll). Perhaps one of
them is the name of their avatar in the game? If the name of the player outside the game differs, use the other outcome
possibility, flip the result, or roll again.

1-2 Delkash, Wenli 33-34 Harald, Erik 65-66 Krono, Gram


3-4 Voltaire, Atandwa 35-36 Nico, Avella 67-68 Tork, Devin
5-6 Budin, Seth 37-38 Eos, Temora 69-70 Varia, Tai
7-8 Tetsuo, Marc 39-40 Katania, Arneld 71-72 Lilian, Julian
9-10 Edda, Arilyn 41-42 Mort, Takahashi 73-74 Fulcria, Gozer
11-12 Jaggar, Emeline 43-44 Aeddon, Hong 75-76 Aceti, Mura
13-14 Kormak, Adric 45-46 Suna, Casslyn 77-78 Trin, Nishida
15-16 Amon, Selka 47-48 Pierre, Nico 79-80 Lithir, Alis
17-18 Vestine, Cole 49-50 Aldo, Nadira 81-82 Cybela, Kirin
19-20 Misaki, Syaoran 51-52 Signe, Clove 83-84 Radona, Wahlen
21-22 Kester, Emil 53-54 Flint, Chandra 85-86 Umm, Largo
23-24 Percival, Jim 55-56 Ghalen, Abram 87-88 Nebakay, Tio
25-26 Ceil, Mari 57-58 Morgan, Kara 89-90 Balthazar, Zenzi
27-28 Astrid, Kristov 59-60 Blake, Fareed 91-00 Xander, Arcen
29-30 Kenrid, Lannic 61-62 Vander, Jona
31-32 Malik, Guillermo 63-64 Genis, Licia

CHARACTER ROLE
Use this oracle to randomly determine a background for a character, or to generate a random encounter. Some of the
results suggest NPCs while others could apply to Players: don’t be afraid to use the Oracle substitution methods (check
one row up or down; invert the digits) to modify the results!

1-2 Hacker 28-30 Explorer 59-62 Artisan


3-4 Void Mystic 31-33 Solar Priest 63-66 Merchant
5-6 Bandit 34-36 Adventurer 67-70 Scout
7-9 Leader 37-39 Sky Sailor 71-74 Fisher
10-12 Performer 40-42 Slag Pilgrim 75-79 Warrior
13-15 Lunar Minister 43-45 Thief 80-84 Hunter
16-18 Mercenary 46-48 Artist 85-89 Sky Raider
19-21 Iron Royal 49-51 Forager 90-94 Miner
22-24 Researcher 52-54 Builder 95-99 Farmer
Oracles

25-27 Hermit 55-58 Guard 00 Unusual role

32
Combat Status Cards
Combat Status Cards

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