Spacefarer#
At home everywhere, settled nowhere#
When humanity crosses a border there are immediately those who adhere to the space beyond. With the start of interstellar travel those spaces or spacefarers shouldered the galactic exploration. They are drawn to places far far away - not by curiosity but a new stellar wanderlust. Here today - someplace else tomorrow.
Teams might need Spacefarers as skilled pilots but also due to them being decisive and well-connected.
When you play a Spacefarer, you earn XP when you solved a conflict through quick decisions and reflexes rather than interrupting progress after each step. Carefully pack your bag, check every item and then start the run! No hesitation, you’re having one advantage: quickness. Never go back! And if a plan fails, just improvise!
Staying in one place is not your favorite option and the farther you travel the better. Only the vastness of the galaxy can fulfill this deep desire.
Starting attributes#
● ●○○ Operate
● ○○○ Finesse
If you want some guidance when you assign your four starting action dots and special ability, use one of these templates.
Ace. Dance +2, Survey +1, Finesse +1. Reflexes
Explorer. Study +2, Affect +1, Hide +1. Calculating
Astronaut. Craft +2, Tolerate +1, Survey +1. Improvise
Merchant. Affect +2, Study +1, Survey +1. Connected
Friends and foes#
Awet Saare, a navigator. Perhaps a coworker on previous missions, or a previous love affair who now wants to hurt you.
Bastable Quint, a planetary guide. Perhaps he brought you to ancient ruins on the plante, or he guided you into a trap.
Remy Leclerc, a pirate captain. Perhaps you share a common enemy, or you are trouble for him.
Rhuolan Zhang, an administration clerk. Perhaps her good connections were responsible for many of your job opportunities, or for incomprehensible reasons she denies all of your administration requests.
Sarala Gupta, an archeologist. Perhaps she taught you the interest in alien and strange places, or you were late for an important delivery to her.
Spacefarer special abilities#
Calculating#
Due to your careful planning, during downtime, you may give yourself or another crew member +1 downtime activity.
If you forget to use this ability during downtime, you can still activate it during the score and flashback to the previous downtime when the extra activity happened.
Improvise#
Makeshift objects in your hands gain +1 potency.
This ability allows you to make better use of the environment; you have to carry less things with you.
Reflexes#
When there’s a question about who acts first, the answer is you.
This ability gives you the initiative in most situations. Some specially trained NPCs might also have reflexes, but otherwise, you’re always the first to act, and can interrupt anyone else who tries to beat you to the punch. This ability usually doesn’t negate the need to make an action roll that you would otherwise have to make, but it may improve your position or effect.
Smugglers’ routes#
It takes you significantly less time to travel from A to B either in space or on space stations. Push yourself to get rid of persecutors. +1d on the engagement roll when running space missions.
Reading astronavigation material is not everyones business, but you’re a born navigator. You know shortcuts that help you arriving faster at your destination or that allow you to go unnoticed – both in space as well as in spacy locations like asteroids or space stations.
Flesh Pocket#
You have a compartment inside you to transport small goods.
Your internal pocket might hold something up to the size of a pistol. Opening and closing can be, however, a painful experience.
Vacuum is my Friend#
You gain an additional XP trigger: Mark +1XP when solving a conflict involved travelling into space; clear 1 stress after each successful ship launch you participate in.
Space is your water. You try to get there as often as possible.
Connected#
When you gather information using Trick or Affect you get +1 effect. +1 result level when you acquire an asset during downtime.
Your array of connections throughout the different worlds can be leveraged to loan assets, pressure a vendor to give you a better deal, intimidate witnesses, etc.
Fortitude#
You may expend your special armor to resist a consequence of fatigue, weakness, or chemical effects, or to push yourself when working with technical skill or handling chemicals.
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.
Spacefarer special items#
Camping Gear: Tent, something to keep you warm, a “survival kit”. [3 Load]
Shipping documents: (Electronic) Papers documenting that you are legally transporting goods to some place. [1 Load]
Space Suit: Vacuum sealed suit with a set of oxygen tanks to supply you during a spacewalk. [3 Load]
Explorer’s Archebuse: A fine rifle that saved you from wild animals’ attack on many a world. [2 Load]
Exotic Goods: Items from other worlds - artifacts or human-made assets. For some they might seem like trumpery, some others they might impress or even awake desire. The actual load can range between 0 and 2. [2 Load]