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02:33, 17th May 2024 (GMT+0)

GETTING STARTED: STEP 2: your character-- RISUS style.

Posted by The GMFor group 0
The GM
GM, 8 posts
Fri 21 Oct 2022
at 14:33
  • msg #1

GETTING STARTED: STEP 2: your character-- RISUS style

Every character has SKILLS. To try to do something, you will roll 1d4. If you are Skilled at doing that type of thing, you can roll more than 1d4, and just take the highest result. (4s are good, 1s are bad.)

The list of SKILLS:

--Mystic
Attune to The Way to communicate with non-sentient species or robots; sense unseen danger or killing intent; safely handle Precursor artifacts or remnants.

--Commander Command obedience with your force of personality; intimidate or threaten; lead an action with NPCs; order people to do what you want.

--Pal Consort with connections from your heritage, background, friends, or rivals to gain access to resources, information, people, or places.

--Doctor Treat someone who’s been injured; handle and identify substances; do science; comfort, support, or elicit sympathy.

--Programmer Hack computers, systems, and digital locks; reprogram robots or drones; jam surveillance and communications.

--Pilot Pilot a vehicle; fire ship weaponry; plot a jump or in-system course; escape a chasing ship.

--Mechanic<b> Rig together mechanical solutions; disable, modify, repair, or create mechanisms; disable a trap, pick a lock, or crack a safe; rig explosives.

<b>--Runner
Move to a position or away from danger; lift, run, climb, jump, or swim; traverse harsh environments.

--Fighter Fight with an opponent in blaster or physical combat; assault or hold a position; brawl, fight with melee weapons, or wrestle.

--Thief Sneak about unseen; pick pockets; employ subtle misdirection or sleight of
hand.

--Scholar Study a person, document, database, or thing with close scrutiny to gather information and apply knowledge; gain a deeper understanding; do research.

--Orator Persuade someone with charm, logic, disguise, or bluffing; change attitudes or behavior with manipulation or seduction.

Insightful roles: doctor programmer mechanic scholar
Prowess roles: Pilot Runner Fighter Thief
Determination roles: Mystic General Pal Orator


Mystic is a bit different from the others, though. What's listed in its description are:
--Attune to The Way to communicate with non-sentient animal species or robots
--Sense unseen danger or killing intent
--Safely handle Precursor artifacts or remnants.

If you have a 2 or better in Mystic, you're in touch with a power that some call The Way. If you have less than a 2 in Mystic, the best you can do on an Mystic roll is a 3. Mystic is the only role that's like this, though.




Another thing: in the playbooks, you'll see that they all mention TOKENS. You start with zero Tokens, but you can get them pretty soon. Tokens let you do certain things WITHOUT HAVING TO ROLL DICE. You spend (or give away) a Token, and do the special thing your playbook lets you do. Again: you just do it when you want-- as long as you have a Token-- without having to roll any dice. It'll be like you automatically rolled a 4.




As long as I'm explaining things, I'll define a few terms:

--THE WAY: a mysterious mystical force that surrounds us and connects us to everything else that is.

--THE REGIME: evil space fascists that control about 55% of all known space. The leader of The Regime is a guy named The Hegemon.

--THE SYNDICATE: a catch-all name for all organized crime, though different factions of The Syndicate do NOT necessarily all get along with each other. The Syndicate-- if and when its factions can cooperate with one another-- is very powerful, controlling or owning maybe 30% of everything in the known galaxy.

--THE PRECURSORS: Powerful ancient beings that made places and artifacts that apparently use The Way to operate. They are sometimes referred to as The Precursor Empire or The Ur Empire.




Okay, two more things first: HERITAGES and BACKGROUNDS. Each character has one of each.

Your character's HERITAGE represents the circumstances of how they came into the world in their earliest days.

heritage (pick 1 or roll randomly):

1--the regime: you were born under the banner of the evil regime

2--spacer: you were born a citizen of independent free space-- your home was a starship or space station, not a planet-- or at least not one with an atmosphere you could breathe

3--colonist: you grew up trying to make a life on a planet. You decide for yourself if the regime was threatening your colony a lot, a little, or not at all

4--manufactured: you're either a robot or some sort of biological person made in a lab or vat or factory

5--wanderer: you were born to a family (or adopted by one or more guardians) who was/were always on the move.

6--xeno: you were born a life form very different from the human-standard-- and I don't just mean that you have an unusual skin and/or eye color or horns, I mean really different. Explain what sort of non-human you are, and how you are different. You must choose one useful thing you can do because you are a non-human, and one problematic thing (one thing that makes your life a little harder (not just "prejudice from other sentient life forms").


Your character's BACKGROUND is the way of life they spent most of their time in in the past-- the way of life they were expected to be a part of. Most playbooks have a list of recommended backgrounds. The backgrounds are:


(when the time comes-- NOT now-- pick 1 or roll randomly):

1--academic: you were a studier of some sort of science or learning. Includes the Science Guild.

2--labor: you were just a humble worker (or maybe you had an attitude about it, whatever, but basically you were just a simple laborer)

3--cult: choose a cult: the Seekers, Acolytes of Kadesh, The Agony, Hittari Cult, Church of Stellar Flame, Mendicants, Nightspeakers, Sunbiters (more on each of these below)

4--guilder: choose a guild: Merchants' Guild, Conclave 01 (mining guild), Pilots' Guild, Starsmiths Guild (more on each of these below)

5--military: 51st Legion, The Lost Legion, The Red Wolves (more on each of these below)

6--syndicate: the Ashen Knives (assassins), The Cobalt Syndicate (smuggling), Borniko Syndicate (theft), Draxler's Raiders (piracy), Dyrinek Gang (protection rackets), Janus Syndicate (weapons theft/smuggling, includes some piracy), The Maelstrom (piracy), The Holt Society (drugs), The Wreckers (aggressive salvaging) (more on each of these below)

7-nobility: You were born to a life of power. Describe what your family is in charge of (a city-state, a space station, a spaceship, a continent, a planet, a moon), and distribute 5 points to each of these: Wealth, Tech, and Weird. You can distribute 6 points if you accept that your territory includes a strong Syndicate presence (if so, pick 1 to 3 Syndicates that operate strongly there). Don't put more than 3 points in any one thing.

----High Wealth: 3 points = high wealth. the territory is very wealthy, has lots of resources, or both.
----High Tech: 3 points = high tech level. the territory has a high tech level, and lots of defenses against attackers.
----High Weird: 3 points = high weirdness level. the territory has mystical people or things of great power, very possibly including Precursor artifacts/machines or other stuff. (The fact that it has weirdness will be: (a big secret that only your family knows) (a secret that only people who live in your territory know) (kind of a poorly-kept secret that most of the galaxy doesn't know about yet, or not much anyway) (something everyone has heard about) (Mixed: there's multiple types of weirdness in the territory-- one is a big secret, one isn't, etc.)






Okay, so let's get to the playbooks:





THE ACE
--the ace is a skilled pilot.
--their power comes from their agility, conviction, and nerve.

• get invested in things, people, and ideas, and try to bring them into your life.
• get yourself into trouble and get other people out of trouble, sometimes at the same time.
• make your character larger than life, while also being fallible and relatable.

Suggested Background: Guilder, Military, Syndicate

STARTING SKILLS: Pilot 4, and then choose 1 more of these to start at 3, and 3 more to start at 2:
Mechanic Runner Fighter Thief General Pal Orator


spend a token:
• get yourself or someone else out of harm’s way.
• make a daring maneuver to gain an advantageous position.
• maneuver an unfamiliar vehicle without trouble.
• take the lead in a moment of confusion or despair.

give a token
• ask the right person for help or guidance, and give them a token.
• ask “how could i best encourage you or give you hope right now?” and give them a token if you act on their answer.

gain a token
• make a rash maneuver that puts you or others in danger.
• question someone’s authority in a time of confusion or despair.
• say “we’ve got company.”

Look (choose one from each row):
--proud smile, bashful smile, cocky smirk, warm smile, broad smile, flirtatious smirk, naive smile.
--bright eyes, determined eyes, weary eyes, earnest eyes, sharp eyes, fierce gaze, kind eyes.

Choose 2 or 3 wardrobe styles:
--neon coveralls, a customized helmet, a leather jacket, vests, a sentimental ring, perfectly-styled hair, too many pockets, a statement scarf, leather gloves, button-up shirts, an old blaster.

What do you long for? Choose as many as you want:
freedom, adventure, stability, love, the sky, renown, revenge, respect, something new.

Choose 2 extra specialties you have:
--fixing ships, scavenging, interrogation, going undercover, pushing people’s buttons, leading my team, swaying others to the cause.

Choose 2 relationships:
• my austere or learned commander who i see as a mentor
• the innocent or curious rookie i recruited not long ago
• the anxious or inventive droid i’ve befriended
• the mercenary leader of the smuggling crew i abandoned
• the awkward or daring pilot who sees me as their rival




THE NOVA
the nova is attuned to The Way.
their power comes from their emotion, focus, and intuition.

• explore the role of teacher as well as student.
• let your character develop a signature style, and use it to help describe how your actions and beliefs.
• make your character larger than life, while also being fallible and relatable.

Suggested Background: any


STARTING SKILLS: Mystic 4, and then choose 1 more of these to start at 3, and then 3 more to start at 2:
Doctor Scholar
Fighter Runner
General Orator


spend a token:
• receive a vision of the past, present, or future.
• reveal someone’s hidden emotions, to themself or others.
• use The Way to protect yourself or others.
• learn the secrets or purpose of something not understood.
• say “there is something here that we are missing.”

give a token
• heal or soothe someone’s pain or duress, and give them a token.
• ask “why are you pursuing the goal that you are?” and give them a token if they provide an answer.

gain a token
• act on impulse, putting yourself in a dangerous situation.
• lose control of yourself or The Way and put someone you care about in danger.
• react with scorn or doubt to something or someone you do not understand.
• assume good intentions from someone who means you harm.
• ask “how do i fall short of expectations right now?”

Look (choose one from each row):
--friendly face, haunted face, weary face, soft face, angular face, shadowed face, somber face.
--sparkling eyes, squinting eyes, laughing eyes, distant eyes, piercing eyes, curious eyes, resentful eyes, wandering eyes.

Choose 2 or 3 wardrobe styles:
--flowing robes, fabric bracers, a starblade holster, scrounge-ups, the same thing for literal years, all-black everything, leather belts, all-beige everything, mismatched fabrics, loose-fitting shirts, simple jewelry, tied-back hair.

Who were you before you realized you were a Nova? Choose one:
--a scavenger, a farmhand, space royalty, i don’t remember, a smuggler, a mechanic, royalty, i’ve spent my whole life training in The Way, a scholar.

Choose 2 things you have and two you're searching for:
a starblade, my inner balance, the ancient nova texts, the secret to my heritage, the mandate’s hidden vulnerability, a sense of belonging, respect from those i admire, my destiny.

Choose 2 relationships:
• my wise or ethereal mentor with unconventional methods
• the burdened boy i see in visions
• the attuned or troublemaker kid who asked me to teach them
• the austere or innocent family i left long ago






DEFECTOR:
the defector used to work for the regime or a cult, but got out.
their power comes from their compassion, determination, and will to change.

• explore the ways your time in the regime or the cult has influenced the way you think.
• allow your character to learn and grow, and encourage others to do the same.
• make your character larger than life, while also being fallible and relatable.

Suggested Background: academic (Engineers' Guild), cult (the Seekers, Acolytes of Kadesh, The Agony, Hittari Cult, Church of Stellar Flame, Nightspeakers, Sunbiters), labor, guilder (Starsmiths'), military (Regime), nobility


STARTING ROLES: Choose one of these to start at 4, and then choose 1 more of these to start at 3, and then 3 more to start at 2:
Doctor Programmer Mechanic Scholar
Pilot Runner Fighter Thief
Mystic General Pal Orator



spend a token:
• reveal a previously-unknown regime vulnerability.
• quickly pick up a new skill.
• triumph over someone or something which once oppressed you.

give a token:
• find an ally in an unlikely place, and give them a token.
• put yourself in danger to help someone, and give them a token.
• ask “how can i best help you right now?”, give them a token if you act on their answer.
• ask “who or what is really in control here?”, and give a token to the answer.

gain a token
• lie about your abilities or knowledge.
• run from a problem instead of facing it.
• reveal a harmful belief you have not unlearned.
• ask “who do you want me to be?”
• ask “what would i gain by leaving in this moment?”

Look (choose one from each row):
--nervous eyes, determined eyes, weary eyes, pleading eyes, darting eyes, daring eyes, questioning eyes.
--gentle voice, passionate voice, unsure speech, rough voice, tripping over words, curt speech, sincere voice.

Choose 2 or 3 wardrobe styles:
whatever others have given me, bright colors, a signature jacket, a permanent mark from my past, discrete clothing, goggles, a manypocketed vest, my old uniform, a token from someone i love, repurposed fabric.


What was the last straw?
a command to shoot civilians, my comrade was killed for nothing, a liberation fighter spared me, i fell in love, i stumbled upon secret plans for an atrocity, my whole squadron revolted at once, i felt something calling me.


Choose 2 phrases that summarize what you have been or are now, and 2 you want to be:
calm under pressure, at peace with my past, devoted to the liberation, knowledgeable about The Way, a reliable friend, brave, confident, fitting in with this new environment, able to fight against my former comrades.


Choose 2 relationships:
• my old commanding officer who wants me dead; they are scheming or analytical
• the cunning or stealthy bounty hunter on my tail
• the passionate or daring pilot who helped me escape
• the cynical or zealous liberation fighter who reluctantly trusts me
• the fellow defector i met after my escape; they are faithful or rousing
• my best friend i left without saying goodbye; they are compassionate or conciliatory






THE DIPLOMAT:
the diplomat has a position of power or influence in the galaxy.
their power comes from their leadership, negotiation, and strategy.

• explore the ways your personal and public lives intersect and influence each other.
• make big decisions, and make them matter.
• make your character larger than life, while also being fallible and relatable.

Suggested background: academic, guilder, syndicate, nobility.


STARTING SKILLS: Choose one of these (that is NOT Attune) to start at 4, and then choose 1 more of these to start at 3:
study attune command consort sway

and then 3 more of these (that you didn't just pick) to start at 2:
doctor study helm scrap skulk attune command consort sway


spend a token:
• reveal a contingency plan at a critical moment.
• de-escalate conflict between parties with a common goal.
• enact a plan or order and follow it through.

give a token:
• call in a favor from an ally, and give them a token.
• give someone a new responsibility, and give them a token.
• show someone you believe in them, and give them a token.
• ask “what would get you to side with me or my cause right now?” and give them a token if you act on their answer.

gain a token:
• act on impulse, putting yourself in a dangerous situation.
• get captured.
• discover a betrayal from a supposed ally.
• tell a hard truth in a way that hurts.
• ask “what have you been hiding from me?”

Look (choose one from each row):
--demanding voice, tired voice, formal speech, hopeful voice, adept code-switching, caring voice, reassuring voice.
--polite smile, disarming smile, grim smile, sincere smile, proud smile, confident smile, wistful smile.

Choose 2 or 3 wardrobe styles:
formal wear, military getup, impractical dresses, simple clothes, a signature hairstyle, all-white everything, a concealed blaster, hoods, pristine clothing, flowy dresses, metallic accents.

Choose 2 Beliefs:
reduction of harm always comes first, if someone must do something they will regret it should be me, The Way will always show the path forward, hope is always stronger than fear, there is no such thing as negotiation with the regime, only the powerful are able to make the toughest choices, violence is necessary for creating a peaceful future, the end of the war is near.

Choose 2 things you cause others to feel:
respect, righteous anger, reassurance, determination, focus, inspiration, faith, obedience.

Choose 3 relationships:
• my missing twin; they are faithful or dramatic
• the maverick or wise leader of the other liberation operatives with disagreeable methods
• my ancient or observant bodyguard
• my analytical or awkward droid
• the young upstart pilot who reminds me of my younger self; they are passionate or burdened
• my commanding or mercenary politician mother
• the daring smuggler who still owes me
• a stealthy or scheming spy in the mandate
• my cocky or protective ex






THE SCOUNDREL:
the scoundrel is a member of the underbelly of the galaxy.
their power comes from their connections, recklessness, and criminal history.

• explore the tensions between selfishness, loyalty, cynicism, and hope.
• do things your own way, for better and worse.
• make your character larger than life, while also being fallible and relatable.


Suggested Background: Definitely syndicate-- but possibly labor, military, nobility


STARTING SKILLS: Choose one of these to start at 4:
hack scramble skulk consort sway

and then choose 1 more of these (that you didn't just choose above) to start at 3, and 3 more to start at 2:
hack rig study helm scramble scrap skulk consort sway


spend a token
• know exactly where you’re going when others are lost.
• win a fight you didn’t start.
• get out of a bad situation at the last moment.
• pull off an absurd stunt to take advantage of an unexpected opportunity.
• reveal that you stole something earlier.

give a token
• call in a favor from someone you know, and give them a token.
• ask “what would [player character] do in this situation?” and ask them for a token.

gain a token
• start a fight you can’t win.
• walk into a situation unprepared.
• provoke the suspicion or distrust of others.
• tell someone something secret or guarded about yourself.
• ask “who here hates my guts?”
• ask “what have i failed to realize about you?”

Look (choose one from each row):
--laughing smile, open smile, cocky smirk, fond smile, crooked grin, secret smile, wistful smile.
--folded arms, hands constantly fidgeting, hands curled into fists, finger on the trigger, hand out to shake, hands that wander into others’ pockets.

Choose 2 or 3 wardrobe styles:
a vest, lots of capes, space jeans, big coats, formal wear, extravagant outfits, a signature outfit, overly casual clothes, a fancy blaster holster.

Choose 2 you have now, and 2 you've lost:
the trusty ship you stole, a safehouse that no one’s found, a real friend, a coveted contract, official mandate paperwork, a favor owed from someone powerful, hope for a way out, a high-grade blaster, the ability to relax, a sense of belonging.


Choose 2 kinds of jobs you tend to do:
bounty hunting, stealing, assassination, smuggling, conning rich people, acting as a getaway ship, cheating at gambling.


Choose 3 relationships:
• the focused or rousing ex i betrayed
• the scheming or commanding mob boss i still owe
• the observant bounty hunter on my tail
• my cunning or attuned ex who’s a regime officer now
• the troublemaker or conciliatory droid i hacked to be sarcastic
• my cocky or passionate rival who always gets the best jobs
• the mercenary friend who stole from me and left
• the friendly or gossipy bartender at my old favorite joint
• the maverick or connected information broker who sometimes gives me tips






THE MECHANIC:
the mechanic is a fixer.
their power comes from their mechanical knowledge, drive, and insight.

• make decisions about the material resources of the world, and make them relevant to your character and the team.
• involve fellow players in brainstorming interesting risks or complications when you tinker with things.
• make your character larger than life, while also being fallible and relatable.


Suggested background: academic, labor, guilder, military, syndicate


STARTING SKILLS: Rig 4, and then choose 1 of these to start at 3: hack study skulk consort


Then choose three more of these (that you didn't already pick) to start at 2:
hack study
helm scrap skulk
consort sway



spend a token:
• jury-rig a temporary solution while under duress
• discern a secret or hidden function of a machine.
• break something in the exact way you mean to.
• ask “what piece am i missing to make this work?”

give a token:
• add a functionality to something you fix; give a token to the person you helped.
• ask “will you help me with this?” and give them a token if they say yes.

gain a token:
• uncover an unexpected power or secret in something you’re working on.
• admit you don’t understand something.
• disregard someone’s wants or needs in favor of your work.
• say “fixing this will take a resource we don’t have.”

Look (choose one from each row):
--appraising eyes, distant eyes, curious eyes, intense stare, focused eyes, skittish eyes, earnest eyes.
--greasy hands, distracted hands, worn hands, gloved hands, clean hands, scarred hands, careful hands.

Choose 2 or 3 wardrobe styles:
grease stains, overalls, tool belt, a repurposed uniform, hastily tied-back hair, goggles, the same shirt in different colors, dark coveralls, a ring of keys.

Choose 2 desired currencies:
gossip, compliments, spare parts, license for experimentation, conversation while i work, small favors, no questions asked, credits.

Choose 3 you always have with you:
the right tools, something to write with, some random spare parts, a knife, memories of loss, fading scars, suspicion.

Choose 2 relationships:
• the anxious or troublemaker pilot whose ship i’m always repairing
• my friendly or gossipy helper droid
• the inventive kid who wants to be my apprentice
• the observant or curious droid i help to maintain itself
• the cunning or connected smuggler who gets me rare parts
• my focused or learned older sister who taught me how to fix things
• the austere or dramatic ex who still comes to me for repairs





THE WARRIOR:
You are fighting the good fight.
Your power comes from the protection of others, iron will, skill, and mercy.
you know that sometimes violence will come for you even when you don't want it, and that sometimes you have to be ready to meet it with force.


• face the enemy, wherever they are. be bold, be experienced, and fail to play nice.
• let your character find solace in what they fight for.
• make your character larger than life, while also being fallible and relatable.


Suggested background: cult, guilder, military, syndicate, nobility.

STARTING SKILLS: Scrap 4, and then choose 1 of these to start at 3: scramble, skulk, consort, command, sway

Then choose three more of these (that you didn't already pick) to start at 2:
doctor rig helm scramble skulk attune command consort sway

spend a token:
--to perform a feat of physical force that verges on the superhuman, like engaging a small gang on equal footing in close combat
--to defeat someone who's a little tougher than you
--To intimidate someone
--hold your ground against all odds.
--to break something you should break.
--to end a fight before it even starts.
--take command of the situation.

give a token:
--To protect a teammate during combat
--To weaken someone or something else during combat (or to otherwise make someone or something else vulnerable) so that an ally can follow up on the advantage you just created
--take the heat for someone, and give them a token.

gain a token:
--when you avoid combat by humbling yourself
--to take damage that was about to happen to someone very nearby you
--overextend yourself and fail to protect someone.
--break something you shouldn’t break.
--ask “how am I like The Regime?”


Look (choose one from each row):
--scarred body, hard body, synthetic body, cloned body, ripped body, imposing body, slight body, peculiar body.
--haunted eyes, gentle eyes, angry eyes, innocent eyes, tired eyes, sharp eyes, focused eyes, absent eyes.


Choose 2 or 3 wardrobe styles:
worn armor, ragged uniform, drab clothing, full dress uniform, a ceremonial weapon, outdated fashion, reinforced armor, prosthetic limb, war trophies.



Choose two that you fight for:
my friends, my people, revenge, the downtrodden, the thrill of it, obligation, the money, honor, my faction, love, order, penitence, destiny, freedom.


Choose 1 that's a friend and one that's an enemy:
--Krieger, a blaster-pistol duelist
--Shod, a weapons dealer
--Chon-zek, a bounty hunter
--Yazu, a crooked cop
--Aya, an assassin

Choose two of these you possess:
--a fancy Sniper Rifle
--a fancy Flamethrower
--a fancy Vibro-Blade
--a fancy Detonator Launcher
--an amazing Martial Art Style
--an accessory you wear that you believe gives you luck sometimes in some mysterious, mystical way

Choose 2 things you keep to remind you of fallen comrades, and 2 you took from fallen enemies:
A loud and messy weapon, a starblade, an emotional letter, a piece of their armor, a curse, a nightmare, their holo-dogtags, a map that shows the locations of young people talented in The Way, a valuable artifact, a pet, a set of blueprints, a warning.






THE ICONOCLAST:
The iconoclast is disillusioned by the endless cycles of history.
They’re here to put an end to it.
Their power comes from their knowledge, determination, and doubt.

• seek out opportunities to give counsel, provide different viewpoints, and
question others.
• keep the bigger picture in mind, and make it as big as you can.
• make your character larger than life, while also being fallible and relatable.


Suggested background: academic, labor, cult, syndicate, nobility


STARTING SKILLS: Choose one of these to start at 4, and then choose 1 more of these to start at 3: doctor study helm scrap skulk attune command sway

Now choose 3 more (that you didn't already pick) to start at 2:
doctor hack rig study
helm scramble scrap skulk
attune command consort sway


spend a token to:
• seize upon their fatal flaw or your secret knowledge
• make someone hear the truth of your words
• do something that defies history
• ask “how can I change this?”

give a token to:
• make a sacrifice for them, and give them a token
• use a hard truth against them, and give them a token if they relent
• complicate a too-simple explanation, and give them a token
• question their beliefs, motives, or methods, and give them a token if their answer pleases you
• ask “have you listened to anything I’ve said?” and give them a token (regardless of how they answer)

gain a token when you:
• bicker and push them away
• ignore someone else’s valuable perspective
• give in to doubt or despair in the moment
• lose too much time thinking about the past or planning for the future
• get waylaid by unforeseen complications
• say “there’s nothing I can teach you”

You get +1 when you:
• resist categorization, labels, or allegiances
• strengthen your ideas or conviction in conflict
• listen to the echoes of history


Look (choose one from each row):
--whispers in the ear, calm pronouncements, never at a loss for words, terse language, firm declarations, fiery speeches, dripping with sarcasm
--tired gaze, furious glare, closed eyes, old eyes, eager eyes, mischievous eyes, scarred face, guarded scowl


Choose 2 or 3 wardrobe styles:
hooded robes, tattered rags, relics of the past, scarred-and-dented armor, mask, inconspicuous garb, rebel uniform, a few changes of clothes, a weapon fallen to disuse, cybernetic limb


What do you fight for?
an end to war forever, justice enshrined in law, revenge, love, to unseat the idols of the past, the recognition you deserve, to push the galaxy beyond mere “good and evil,” a new way of being, to break people's preconceptions of/understanding of The Way

Choose 2 weapons you wield and one your forsook:
your famous starblade, mastery of The Way, poison, deceit & half-truths, far-reaching influence, patience, a legion of pawns, hatred, hunger, pain, betrayal, illegally-modified heavy blaster, hidden blades and assassins, a personal warship, your unshakable will, a weapon of last resort


Choose 2 relationships:
• my faithful or cynical ex-apprentice, who still remembers my teachings
• my focused or austere master, who abandoned me and gave me up for dead
• the rousing and attuned ideologue who inspires me even after all this time
• my learned or conciliatory master whose answers never satisfied me
• my ancient or zealous opponent who hounds me to this day
• my scheming or stealthy minion of mysterious origins
• my troublemaker or inventive master who showed me something new
• the mercenary or cunning mandate double-agent who passes me intel
• my burdened or protective partner from way back when I had time for love
• My analytical or commanding master who led me in the war





THE CONFLICTED:
--the conflicted exists torn between the void and the stars
--their power comes from their attunement to both sides

Tips:
• make it messy: implicate others in your doubts, fears, and moments of over-confidence
• creep in the shadows, raising tensions, then strike when least expected
• make your character larger than life, while also being fallible and relatable


Suggested background: academic, cult, nobility


STARTING SKILLS: Choose one of these to start at 4, and then choose 1 more of these to start at 3: hack study helm scrap attune sway

Now choose 3 more from this list (that you didn't already pick) to start at 2:
doctor hack rig study helm scrap skulk attune command sway


spend a token to:
• take advantage of a pause to seize what you want
• talk someone down, who’s reveling in greed or power
• be recognized as kin, in a place you don’t belong
• reveal a secret you’ve heard about someone’s past

give a token to:
• make a confession to ease someone’s pain, and give them a token
• tell someone why they struggle. if they hear you, give them a token.
• ask, “how do you act with such confidence?” and give them a token if they answer.

gain a token when you:
• suddenly overreact, based on your insecurities
• misinterpret someone’s desires, and act on their behalf
• escalate a conflict, by taunting both sides
• ask, “why is there no purely good solution?”


Look (choose one from each row):
--slumped stance, prideful posture, crouched stance, fidgeting stance, broken stance, broad stance, fanciful poise
--haunted face, scarred face, meek face, regretful face, unreadable face, taut face, mischievous face, open face, mask


Choose 2 or 3 wardrobe styles:
a shroud, traveler’s cloak, the fur of a beast you’ve slain, patchwork clothing, tattered clothes, unruly hair, bald, tattoos, dented metallic arm guards, a locket, worn boots, an oddly-colored starblade


Choose 2 things that pull you towards the Void, and 2 that pull you towards the Stars:
family, a mentor, a near death experience, a painful loss, witnessing horrors, questions without answer, a desire to matter, lies

Choose 2 reasons why people put trust in you, in spite of how you waver:
sympathy, lack of options, respect for your power, the earnestness in your voice, someone vouching for you, fear, obligation, you don’t know


Choose 1 relationship who’d be happy to see you, and 1 who would not:
• an austere and cynical former teacher, who taught you all you know
• an ancient and compassionate guide, who aided when you were lost
• an attuned and gossipy innkeeper, who spied on you while you stayed
• an analytical and cocky rival, wounded in your last confrontation
• a dramatic and ethereal child, who comes to you on darkest nights
• a scheming and maverick hot shot, who wants to cash in on your strengths





THE INVESTIGATOR:
the investigator is uncovering the secrets that matter.
their power comes from revealing the truth, and listening to the weak
• it’s okay to be a bit biased, as long as you are in service to the truth and the greater good.
• let your character face ethical dilemmas regarding people who are vulnerable.
• make your character larger than life, while also being fallible and relatable.


STARTING SKILLS: Choose one of these to start at 4: hack, study, consort, sway

--and then choose 1 more of these (that you didn't already pick) to start at 3:
hack rig study helm skulk attune command consort sway

--and then 3 more of these (that you didn't already pick) to start at 2:
doctor hack rig study
helm scramble scrap skulk
attune command consort sway



spend a token to:
• put together the clues.
• get someone to open up.
• make clear your ideology to get extra information.
• survive an injury.
• create an excellent disguise.

give a token:
• interview someone, and give them a token.
• ask “is it okay if I tell others this secret?” --give them a token if they say yes.

gain a token by:
• getting too close to the action.
• making your ideology clear at the cost of information.
• losing someone’s trust.
• telling a secret in a way that helps no one.
• say “come on, I’m just trying to help.”


Look (choose one from each row):
--wild hair, clean hair, no hair, scorched hair, dyed hair, dense facial hair, xeno stuff instead of hair (feathers? horns? antennae?)
--cool smile, foolish smile, fanged smile, knowing smile, empty smile, glowing smile, perpetual frown

Choose 2 or 3 wardrobe styles:
Rainy-weather gear, glitzy formal-wear, cybertech, always blends in, official-looking inspection badge, laser-proof vest that’s way too big

Choose two things you're always interested in:
The Precursors, war, robots, labor, The Way, mysterious places, unfounded rumors, bitter rivalries, the center of the galaxy, the farthest reaches of the galaxy, The Regime, The Syndicate, Cults, Noble families, Guild politics, xeno stuff


Choose two relationships:
• my analytical or passionate assistant
• the focused or connected Regime leader I’m always researching
• the cocky or burdened pilot who is tired of my questions
• my innocent or learned sibling
• my favorite ethereal or gossipy source
• the commanding or stealthy Nova I want to meet






THE OATHSWORN:
--The oathsworn is a warrior bound by a code and culture
--Their power comes from their sense of honor, stoicism, and loyalty to the special sect they are a part of.

• find out what brings honor to the Oathsworn.
• explore conflicts between the code and the goals of the party.
• make your character larger than life, while also being fallible and relatable.


Background: your background is basically of the cult type, although it could also be very militaristic-- or a military background with very cult-like tendencies, whichever way you want to describe it.


You start with Scrap at 4. Then choose 1 of these to start at 3:

study helm scramble skulk attune command

--and then 3 more of these (that you didn't already pick) to start at 2:
doctor rig study
helm scramble scrap skulk
attune command sway



spend a token to:
• take someone by surprise.
• challenge someone to a duel.
• stare death in the eyes and not back down.
• put on a show of force.

give a token:
• call in support from your sect, and give them a token.
• ask “how does [player character] show their strength?” and give them a token.
• ask “where is my quarry?” and give a token if the sect reveals the location.

gain a token by:
• following your personal code against your better judgement.
• discovering a gear failure when you need it most.
• volunteer for the most dangerous assignment.
• taking off your armor even though you are not in a place you know is safe.
• ask “what does the society demand of me?”


Look (choose one from each row):
--proud face, striking face, hidden face, painted face, handsome face, determined face, flawless face.
--gloved hands, scared hands, missing fingers, prosthetic hand, calloused hands,
sharpshooters’ fingers, tattooed hands.

Choose 2 wardrobe styles and 1 that was taken from you:
armor passed down through the generations, a distinctive helmet, crafty tools used in a
long-forgotten war, hand-painted vestments, ancient bracers carved with sigils, shoulder-mounted rockets, a dramatic half-cape, the brightblade (a symbol of your sect), twin
blasters on each hip, the sigil of your sect.


Choose 2 principles you believe, and 1 you scorn:
all matters must be settled with a duel, noncombatants are off-limits, the only way to
gain honor is through power, never reveal your face, loyalty to the clan above all, to
surrender is to bring dishonor, I am a sworn enemy of the wielders of The Way, the
holder of the brightblade will lead our people to greatness, the armor of an oathsworn is
their life.

Choose one goal you pursue and one your sect desires:
unite the sects under one rule, shatter The Regime, get your old ship back, destroy the power of The Way, recover the relics of the ancestors, discover the truth of a past betrayal, protect someone or something on a perilous journey, make enough money to see
tomorrow.


• the curious or innocent youngling I must protect
• the scheming rival that left me for dead
• my cynical or stealthy skilled assassin droid
• the zealous or austere clan leader who I swear loyalty too
• my mercenary ex who works with the liberation
• the learned or powerful mentor who trained me in the code and now serves the Regime.
• the passionate lover I am forbidden to be with
• the inventive or observant Regime soldier I fought with in battles past
• my dramatic sibling who broke the code and was exiled
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