Fringer#
At the edge of Society#
There is something like a community consensus. But because it is rather a compromise than a real consensus there are those outside: those who always laugh at the weird jokes, those who have their own take on laws. Some simply disregard social norms. And there are those who prefer a completely different approach to problem solving.
Teams with such members are well advised to care of this peculiar plant. And to enjoy when their particular blossom flourishes.
When you play a Fringer, you earn XP when you solved a problem with trickery or playing with attention of the public. Distract foes with your uncommon views! Rally a crowd so your pilot can land unwatched! Be the guest at a party that no one talks to so you can safely inspect the vault!
After trying so hard for years it turned out the two of should just go separate ways. You and society simply don’t belong together. But here at the edge you can just live how you like.
Starting attributes#
● ●○○ Trick
● ○○○ Tolerate
If you want some guidance when you assign your four starting action dots and special ability, use one of these templates.
Bohemian. Operate +1, Study +2, Tolerate +1. Hedonism
Ganger. Finesse +1, Hide +1, Wreck +2. Under the radar
Con Artist. Craft +1, Finesse +1, Survey +2. Prince Charming
Misunderstood Genius. Craft +2, Study +1, Wreck +1. Inner Voice
Friends and foes#
Dr. Goldberg, a medic. Perhaps a grateful recipient of goods you deliver, or angry since you emptied his liquor storage.
Ebenezer Tull, a grumpy old traveller. Perhaps he paid you way too much for small jobs, or he expected a bigger return for his favors than you were willing to give.
Kitty Bowhay, a pilot. Perhaps the little sister of your deceased best friend from childhood, or a mate who left your gang and joined your opponents.
Life Cube, a metal singer. Perhaps the weird friend who wants to write a song about you, or an employer whom you left waiting too often.
Zoy’Tang, a trader always clothed very traditionally. Perhaps you saved them from trouble, or you got into a fight over cultural differences.
Fringer special abilities#
Hedonism#
When indulging your vice, you may reduce the result up to 2 points.
Your vice has become a part of you. You usually indulge in it the right amount.
Terror#
Spend stress to establish what someone’s worst fear is. You take +1d when you act on that knowledge.
Others can’t help but reveal their fears.
Inner Voice#
You gain an additional XP trigger: Your inner voice suggests a special goal; +1XP if this caused your crew trouble.
Write down your special goal at the beginning of the session and present it during end of session.
Mental Shield#
You may expend your special armor to resist a consequence of surprise or mental harm (fear, confusion, losing track of someone) or to push yourself for ranged combat or tracking.
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.
Prince Charming#
You get +1d vs. a target with whom you have an intimate relationship.
This ability isn’t just for social interactions. Any action can get the bonus. “Intimate” is for you and the group to define, it need not exclusively mean romantic intimacy.
Tough as nails#
Penalties from harm are one level less severe (though level 4 harm is still fatal).
With this ability, level 3 harm doesn’t incapacitate you; instead you take -1d to your rolls (as if it were level 2 harm). Level 2 harm affects you as if it were level 1 (less effect). Level 1 harm has no effect on you (but you still write it on your sheet, and must recover to heal it). Record the harm at its original level—for healing purposes, the original harm level applies.
Under the radar#
When you bypass security measures you are not affected by Quality or Tier.
This ability lets you contend with higher-Tier enemies on equal footing. When you’re cracking a safe, picking a lock, or sneaking past elite guards, your effect level is never reduced due to superior Tier or quality level of your opposition.
Are you a renowned safe cracker? Do people tell stories of how you went unnoticed under the noses of two Chief Inspectors, or are your exceptional talents yet to be discovered?
Daredevil#
+1d when you roll a desperate action, but you also take -1d to any resistance rolls against consequences from your action.
This special ability is a bit of a gamble. The bonus die helps you, but if you suffer consequences, they’ll probably be more costly to resist. But hey, you’re a daredevil, so no big deal, right?
Fringer special items#
Luxury Items: Items suitable to raise the mood, to impress or to bribe. The actual load can range between 0 and 2. [2 Load]
Secret Identity: You have papers identifying you as someone other as you really are. [0 Load]
Electronic Lockpick: A small contraption that can be used to bypass locking mechanisms for doors or vaults. [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]
Street Clothes: Clothes so unremarkable you can easily disappear in any crowd. [1 Load]