YOUR JOBS (Profit / catastrophe) Choose 3 paying jobs Bodyguarding (1-barter / embattled) Surveillance (1-barter / deceived) Pirate raiding (1-barter / embattled) Enforcement (1-barter / overthrown) Honest work (1-barter / impoverished) Entourage (1-barter / entangled) Deliveries (1-barter / bushwacked) Infiltration (1-barter / discovered) Scavenging (1-barter / impoverished) Brokering deals (1-barter / shut out) Technical work (2-barter / shut out) Planetary defense (2-barter / infiltrated) Hunting bounty (3-barter / embattled) And choose 1 obligation job Avoiding someone (you keep well clear / they catch you in a bad spot) Paying debts (you keep up with them / they come due) Revenge (you victimize someone / they humilate you) Protecting someone (nothing bad happens to them / they’re gone) Pursuing luxury (beauty in your life / you wind up in a bad spot) Maintaining your honor (you keep your word and your name / you cross a line) Seeking answers (you get a clue / you chase a red herring)
YOUR CREW Your crew or contacts can consist entirely of the other players’ characters, or entirely of the GM’s characters, or any mix. If they include any of the GM’s characters, sketch them out — names (eg Roark, Bekkar, Mace, Jada) and 1-line descriptions — with the GM. Make sure they’re competent and suited to the gigs you’ve chosen.
OTHER MOVES & POSSESSIONS
Your ship’s ugly, but she’s all yours. That baby never left you down. She’s all you need. Some people want a nice, quiet life. All you want is to keep travelling the galaxy till the day you die. You don’t care about the empire, the crime syndicates, the rebellion and all that. You do what you must to refuel and maintenance your beauty, and you keep on cruising the stars.
a playbook for
AP OCAL YP SE
WORL D
HACK
ADDITIONAL RULES DOING ODD JOBS Paying jobs on screen: • Profit: the GM can choose whether to come in on the end of the successful job, or let the whole job happen in summary, off-screen. • Catastrophe: the GM can come in on the moment when the job goes south, or you can summarize the job going south and come in on the aftermath. Obligations on screen: • Profit: the GM can choose whether to come in on the end of your accomplishing it, or let it pass without much remark. • Catastrophe: the GM should come in on the moment when it goes south, as a rule. • Unworked: an unworked obligation is an opportunity for the GM.
BUDGET PERIPHERIC MOVES When you give 1-budget to someone, but with strings attached, it counts as convincing them and hitting the roll with a 10+, no roll required. When you hit the black market looking for some particular thing to buy, and it’s not obvious whether you should be able to just like go buy one like that, roll+smart. On a 10+, yes, you can just go can buy it like that. On a 7–9, the GM chooses one of the following: • it costs 1-budget more than you’d expect • it’s available, but only if you meet with a guy who knows a guy • damn, I had one, I just sold it to this guy named Rolfball, maybe you can go get it off him? • sorry, I don’t have that, but maybe this will do instead? When you make known that you want a thing and drop bribes to speed it on its way, roll+budgetw spent (max roll+3). It has to be a thing you could legitimately get this way. On a 10+ it comes to you, no strings attached. On a 7–9 it comes to you, or something pretty close. On a miss, it comes to you, but with strings very much attached.
NAME
CREATING A SMUGGLER
SMUGGLER MOVES
To create your jedi, choose your name, looks, stats, moves, possessions, ship, jobs and history.
Odd jobs: you get 2-juggling. Whenever there’s a stretch of downtime in play, or between sessions, choose as much or fewer jobs to work as your juggling. Roll +cool. On a 10+ you get profit for all the jobs you chose. On a 7-9 you get profit for at least 1 job; if you choose more than one job, you get catastrophe from 1 and profit for the rest. On a miss, all catastrophes. Jobs you aren’t working get you neither profit nor catastrophe. When you get a new job, get +1juggling.
NAME
LOOKS
Choose a flamboyant name, or a name that reflects your free-wheeling nature. Choose a name for your ship, and name the members of your crew.
Masculine, feminine, ambiguous or transgressing.
STATS
Quick eyes, smiling eyes, piercing eyes, appraising eyes, sweet eyes.
Choose one column: Attuned =0 -1 Cool +2 +2 Magnetic +1 +1 Smart +1 =0 Tough -1 +1
-1 +2 -1 +2 =0
-1 +2 =0 +1 +1
Working clothes, flashy clothes, piloting gear, former uniform.
Nonchalant posture, exagerated posture, tough posture, strict posture.
MOVES
POSSESSIONS
You get all the basic moves and odd jobs. Choose 2 other smuggler moves.
You get: • fashion suitable to your looks, including a piece worth 1-armor or an proper armor (2-armor) • a blaster pistol (2-harm close stun loud) or a signature weapon (detail with the GM) • your ship • trading goods and ship parts worth 1-budget
HISTORY Taking turns, all of you introduce their character by name, look and outlook. List other characters’ names on your sheet. On your turn: • one of them has been with you since a while. Tell that player +2. • one of them got you out of some big screw-up. Tell that player +2. • tell everyone else +1. A lot of people talk about you. On their turn: • you don’t get close that easily. Whatever number they tell you, give it -1 and write it next to their character’s name.
LOOK
HARM
ATTUNED trust the force
shattered (-1cool) crippled (-1tough) HIGHLIGHT
broken (-1smart)
COOL face danger
HIGHLIGHT
MAGNETIC convince / seduce
HIGHLIGHT
SMART read situation / person
HIGHLIGHT
TOUGH fight for it / go aggro
HIGHLIGHT
When you roll a highlighted stat or reset your history with someone, you mark one experience bubble.
DYING MOVE When you die, give your ship to another player’s character. When this character is in the ship, your former character can communicate with them as directly or symbolically as you wish. When they ask the ship what’s their best course of action, tell them what you honnestly think they should do. If they do it, they get +1 in the course of it. If they don’t succeed, they mark experience. ADVANCES
HISTORY
EXPERIENCE
disfigured (-1mag)
experience:
improve
help / interfere with [name] +1cool (max. cool+3) +1tough (max. tough+2) +1smart (max. smart+2) new smuggler move new smuggler move
When you mark the fifth bubble, erase all the bubble then choose, cross and apply one of the basic improvement options. You can’t choose an improvement you’ve already crossed.
I know people: when you meet an important NPC (your call), roll +cool. On a hit, they heard of you, you say what they’ve heard. On a 10+ you also get +1ongoing with them and you can take +1history with them. On a miss, the GM will decide what they’ve heard of you. Reckless: when you boldly go into danger without care or caution, take +1armor. If people follow you, they take +1armor as well. Poker face: when you convince a NPC, roll +cool. When you convince another player’s character, roll +history.
YOUR SHIP Your ship’s starting profile, should you need it: power+1 look=0 1-armor weakness+1 2-harm small hyperdrive Strength (choose 1): Weakness (choose 1): fast reliable slow lazy rugged responsible sloppy unreliable comfortable aggressive bucking spartan Options (choose 1): laser canons, +1harm boosted engines, +1power reflector shields, +1armor medium instead of small
new move from another playbook SHIP
new move from another playbook
HARM
+1job and may change crew +1job and may change crew resolve obligation for good +1 to any stat (max stat+3)
Once you’ve crossed five basic improvements, you can choose an advanced improvement (those six improvements at the bottom of the box) next time you improve.
Let’s get the hell out of here: name your escape route and roll +cool. On a 10+ you’re out. On a 7-9 you can stay or go, but if you go that’s going to cost you: either you get hurt, leave something behind or take something with you. On a miss you’re caught in a bad place, half in and half out.
POW
WEAK
LOOK
ARMOR
retire to safety a new, second character change to a new playbook advance three basic moves advance the other four basic moves
BUDGET
HOLD