Killer#
Carefully violent#
Brute force is never a good solution. But with the right timing, the right amount of force and in the right angle this point of view might not be valid anymore. The Killer is responsible for doing that. Not all of their obstacles can tell about the encounter anymore.
When you play a Killer, you earn XP when you solved a conflict through sheer well-dosed force or violence.
Shoot the ship, wrestle down the ganger in the bar! Hit first, talk later!
Your body is a killing machine and you worked hard on forming it. Years of training and discipline - no hit is random, there is a purpose in every punch.
Starting attributes#
● ●○○ Wreck
● ○○○ Hunt
If you want some guidance when you assign your four starting action dots and special ability, use one of these templates.
Trooper / Commando. Tolerate +2, Hunt +1, Finesse +1. Foresight
Altered. Dance +2, Hide +1, Operate +1. Not to be trifled with
Gunslinger. Finesse +2, Tolerate +1, Craft +1. Sharpshooter
Martial Artist. Dance +2, Survey +1, Hunt +1. Vigorous
Friends and foes#
Accab Bukol, a blue-color worker. Perhaps your former sparring partner, or a henchman of an opposing gang.
Dismas Petron, a trainer. Perhaps an expert who taught you some special fighting move, or a traitor who thwarted several of your plans.
Fnaan Saare, a pilot. Perhaps a good friend permanently mocking you, or the expert reminding you of your limits.
Ionido Curr, a retired physician. Perhaps he knows more than it seems, or he is angry about all your victims that visit him now.
Rana Nissa, a weapons expert. Perhaps the grumpy, but nice shop owner, or she never thought you would actually with weapons what you do.
Killer special abilities#
Pounce#
When you attack from hiding or spring a trap, you get +1d to your roll. On a critical success, you clear 1 stress.
This ability benefits from preparation – so don’t forget you can do that in a flashback.
Foresight#
Two times per score you can assist a teammate without paying stress. Describe how you prepared for this.
You can narrate an event in the past that helps your teammate now, or you might explain how you expected this situation and planned a helpful contingency that you reveal now.
Not to be trifled with#
Push yourself to do one of the following: perform a feat of physical force that verges on the superhuman or engage a small gang on equal footing in close combat.
If you perform a feat that verges on the superhuman, you might break a metal bar with your bare hands, pull the driver off a motorbike, lift a huge weight, etc. If you engage a small gang on equal footing, you don’t suffer reduced effect due to scale against a small gang (up to six people).
When you push yourself to activate this ability, you still get one of the normal benefits of pushing yourself (+1d, +1 effect, etc.) in addition to the special ability.
Living Weapon#
Your body is a deadly weapon and has edges (choose two): concealed - longreach - grappling - ranged - pulverizing - terrifying.
How did you end up this way?
Savage#
When you unleash physical violence, it’s especially frightening. When you Affect a frightened target, take +1d.
You instill fear in those around you when you get violent. How they react depends on the person. Some people will flee from you, some will be impressed, some will get violent in return. The GM judges the response of a given NPC.
In addition, when you Affect someone who’s influenced by fear (from this ability or otherwise), take +1d to your roll.
Sharpshooter#
Push yourself to make a ranged attack at extreme distance beyond what’s normal for the weapon or unleash a barrage of rapid fire to suppress the enemy.
When an enemy is suppressed (i.e. slowed down by a steady rate of fire), they’re reluctant to maneuver or attack (usually calling for a fortune roll to see if they can manage it).
When you push yourself to activate this ability, you still get one of the normal benefits of pushing yourself (+1d, +1 effect, etc.) in addition to the special ability.
Vigorous#
You recover from harm faster. Permanently fill in one of your healing clock segments. Take +1d to healing treatment rolls.
Your healing clock becomes a 3-clock, and you get a bonus die when you recover.
Guardian App#
You may expend your special armor to resist a physical attack.
You have a technical device or your body has been altered to offer additional protection, e.g. subdermal armor, a limb that catches bullets, defender drones…
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.
Killer special items#
Missile Launcher: A heavy weapon able to launch missiles which cause a lot of destruction. [3 Load]
Power Armor: The big sister of the heavy armor. It does not only protect its wearer from harm but also provides weapons and an expert system assisting in aiming. Moreover it supports the users movements: they ran faster, can lift heavier weights, jump higher … [5 Load]
Shield: A metal or plastic plate, probably enhanced by some polymer to repel bullets or strikes. [1 Load]
Energy Bars: Your body is pure muscle. But the engine inside needs its fuel. This box of Energy Bars provides enough calories for several days. [1 Load]
Vibro Blade: A fine blade that enhances its damage by ultrasonic vibrations. [1 Load]