Boss#

The perfect guide or leader#

Team members have their particular abilities and specializations. They are all needed for a successful mission. And they also take a social role in the group. But they won’t cooperate perfectly unless guided. This is where the Bosses comes in. They might simply shout orders or - like a chess player - put the crew members in the right position at the right moment. Really good Bosses even assume missing roles in the group.

When you play a Boss, you earn XP when you addressed a challenge with influence or cooperation. Withhold the strength of your crew right until the perfect moment! Be the guiding light on a dark path or know who in your group can take over that role! Be ready to take risky decisions - and take responsibility for them!

You were pushed into a position where decision making was just a natural part of your daily business. This might be your upbringing, your training or simply a necessity. If you want it or not, people are referring to you when they don’t dare to make decisions.

Starting attributes#

● ●○○ Affect

● ○○○ Study


If you want some guidance when you assign your four starting action dots and special ability, use one of these templates.

Aristocrat. Operate +1, Tolerate +2, Trick +1. Affluent

Captain. Craft +1, Operate +2, Survey +1. Lead

Commander. Hunt +2, Survey +1, Wreck +1. Inspire

Politician. Finesse +1, Study +1, Trick +2. Organize

Friends and foes#

Diana Smith, a fixer. Perhaps the way to access higher circles, or the one having all the intel to blackmail you.

Giacomo Renzi, a barista. Perhaps a wise provider of advice, or a keeper of order in his quarters.

Milena Trentinaglia, a physicist. Perhaps she has the perfect overview of the academic society around here, or she denied you access to university.

Sanga Velazquez, a journalist. Perhaps a benevolent reporter of your story, or a lunatic you know from common vice sessions.

Xander, an old captain. Perhaps he sold you your first ship, or he insists on your incompetence in official channels.

Boss special abilities#

Inspire#

When you lead a team action, all participants get +1d. But you also get -1d on resistance rolls against consequences of your actions.

You act as a good example. Describe in a few words how you inspire your crew during a team action.

Affluent#

At the end of each downtime phase, you earn +2 stash.

Since this money comes at the end of downtime, after all downtime actions are resolved, you can’t remove it from your stash and spend it on extra activities until your next downtime phase.

Horse Trade#

When you bargain with NPCs, you get +1 effect

Describe how you convince the NPCs of your trade and what’s wrong with the deal?

Lead#

When leading team actions, the stress loss from failed rolls is reduced by 2.

You figure in the possibility of failure. It doesn’t freak you out.

Organize#

Your load is 5 items light, 7 heavy, i.e. drop the category normal. Also you have maximum coin +1.

You simply organize yourself better than others so additional items don’t burden you that much

Self-Discipline#

Increase your maximum stress by 2.

You are trained to endure.

Vengeful#

You gain an additional XP trigger: You got payback against someone who harmed you or someone you care about. If your crew helped you get payback, also mark crew xp.

Define early in your career what this XP trigger is about.

Subterfuge#

You may expend your special armor to resist a consequence from suspicion or persuasion, or to push yourself for subterfuge.

If you “resist a consequence” of the appropriate type, you avoid it completely. If you use this ability to push yourself, you get one of the benefits (+1d, +1 effect, act despite severe harm) but you don’t take 2 stress.

When you use this ability, tick the special armor box on your playbook sheet. Your special armor is restored at the beginning of downtime.

Boss special items#

Fine Clothes: You know how to dress up for the moment. Your clothes can easily evoke the right amount of respect you need. [1 Load]

Shipping documents: (Electronic) Papers documenting that you are legally transporting goods to some place. [1 Load]

Inherited Weapon: A fine single-handed weapon firing bullets, beams or similar or a fine ancient melee weapon like a rapier. This weapon has been passed to you by your ancestors or antecessors. It is both a technological masterpiece and symbol of rank and status. [1 Load]

Luxury Items: Items suitable to raise the mood, to impress or to bribe. The actual load can range between 0 and 2. [2 Load]

Subtle Armor: An armor fitted to you personally. This allows to create a lighter armor that might even be concealed underneath your clothing without being reduced in effectiveness. This can be enhanced by +Heavy, which, however, makes it easier to spot. [2 Load]