Crewmember Archetypes (pg 191)
Archetypes are template crewmembers that are almost complete, they just need a bit of tweaking to complete. Each one comes with the typical Attributes, Distinctions, and Skills they might have form their area in the ‘verse. Fell free to customize them as you see fit, including the background. The steps below will walk you through the process of customizing an Archetype to your needs.
Step 1: Choose an Archetype (pg 191)
Each Archetype has three Distinctions selected based on where they might fall in the ‘verse. Feel free to swap out one or more Distinctions if you feel your crewmember’s story doesn’t fit what is already selected. You’ll find a full list of Distinctions in the Appendix on page 344.
The Distinction triggers are tricks you can use, adding dice to your dice pool, or to gain Plot Points, special assets, or other benefits. Triggers have benefits and drawbacks, basically bonuses for activation and costs to activate.
Each crewmember automatically gets the “Gain 1 Plot Point when you roll a d4 instead of a d8” for each distinction. You can then unlock a total of two more triggers in any order. The rest will stay locked until your crewmember’s story develops further.
Step 3: Step Up Skills (pg 192)
Each Crewmember begins with a d4 rating in each skill, and each Distinction has three Skills highlighted for that Distinction. Each highlighted skill has been stepped up one die for those Skills. Skills highlighted in more than one Distinction get stepped up more than once.
After stepping up the highlighted skills, you get 9 points to spend, going no higher than d12, in one of two ways:
A Third Skill Specialty represents a narrow focus for that Skill. Specialties are found in parenthesis to the right of the skill, and provide a bonus D6 to your dice pool when using that skill. Two Specialties have already been chosen for each Archetype, you may add a 3rd specialty to any Skill rated at a D6 or higher. Each crewmember receives a free Know specialty if their Know die is a D6 or higher. Decide what your crewmember knows the most about and write it down.
Step 5: Select A Signature Asset (pg 192)
Each Archetype receives a Signature Asset rated at D8. Under each Distinction are two options, pick the signature asset that seems most appropriate to your crewmember’s story.
Step 6: Name Your Character (pg 193)
The final step is to give your crewmember a name. The following tables have been provided to get your creative juices flowing. You can choose one from the lists below, us the lists as inspiration, or choose a name from one of the planetary lists.
Old West Character Names
Chinese Character Names
Archetypes are template crewmembers that are almost complete, they just need a bit of tweaking to complete. Each one comes with the typical Attributes, Distinctions, and Skills they might have form their area in the ‘verse. Fell free to customize them as you see fit, including the background. The steps below will walk you through the process of customizing an Archetype to your needs.
Step 1: Choose an Archetype (pg 191)
- Academy Dropout: Page 163
- Alliance Agent: Page 164
- Alliance Black Ops: Page 184
- Alliance Engineer: Page 165
- Asteroid Miner: Page 166
- Battle-Worn Bounty Hunter: Page 185
- Blue Sun Corporate Assassin: Page 167
- Border Planet Farmer: Page 174
- Career Lawdog: Page 175
- Core Hospital Intern: Page 168
- Cortex Hacker: Page 186
- Derelict Salvager: Page 187
- Dishonored Politician: Page 176
- Dock Foreman: Page 169
- Former Companion: Page 177
- Freelance Investigator: Page 188
- High Stakes Gambler: Page 178
- Minor League Hustler: Page 170
- Natural Reader: Page 179
- Newly Ordained Shepherd: Page 189
- Retired Outlaw: Page 190
- Security Professional: Page 180
- Small-Time Trader: Page 181
- Triad Enforcer: Page 171
Each Archetype has three Distinctions selected based on where they might fall in the ‘verse. Feel free to swap out one or more Distinctions if you feel your crewmember’s story doesn’t fit what is already selected. You’ll find a full list of Distinctions in the Appendix on page 344.
The Distinction triggers are tricks you can use, adding dice to your dice pool, or to gain Plot Points, special assets, or other benefits. Triggers have benefits and drawbacks, basically bonuses for activation and costs to activate.
Each crewmember automatically gets the “Gain 1 Plot Point when you roll a d4 instead of a d8” for each distinction. You can then unlock a total of two more triggers in any order. The rest will stay locked until your crewmember’s story develops further.
Step 3: Step Up Skills (pg 192)
Each Crewmember begins with a d4 rating in each skill, and each Distinction has three Skills highlighted for that Distinction. Each highlighted skill has been stepped up one die for those Skills. Skills highlighted in more than one Distinction get stepped up more than once.
After stepping up the highlighted skills, you get 9 points to spend, going no higher than d12, in one of two ways:
- Highlighted Skills: Step up the die rating one step for every point you spend.
- Basic Skills: For a Skill that isn’t listed on your Distinctions, spend 2 points to step it up by one die rating. To take a d4 to a d6, you’ll need to spend two points, reducing your total points from 9 to 7.
A Third Skill Specialty represents a narrow focus for that Skill. Specialties are found in parenthesis to the right of the skill, and provide a bonus D6 to your dice pool when using that skill. Two Specialties have already been chosen for each Archetype, you may add a 3rd specialty to any Skill rated at a D6 or higher. Each crewmember receives a free Know specialty if their Know die is a D6 or higher. Decide what your crewmember knows the most about and write it down.
Step 5: Select A Signature Asset (pg 192)
Each Archetype receives a Signature Asset rated at D8. Under each Distinction are two options, pick the signature asset that seems most appropriate to your crewmember’s story.
Step 6: Name Your Character (pg 193)
The final step is to give your crewmember a name. The following tables have been provided to get your creative juices flowing. You can choose one from the lists below, us the lists as inspiration, or choose a name from one of the planetary lists.
Old West Character Names
Male | Female | Family Name |
---|---|---|
Alva | Adeline | Archer |
Anton | Agnes | Bailey |
Billy | Annie | Carson |
Cecil | Bess | Clay |
Clayton | Beth | Dawson |
Cleveland | Birdie | Edwards |
Curtis | Cornelia | Fisher |
Edmond | Dollie | Floyd |
Eli | Edith | Gaines |
Ellis | Electra | Galveston |
Frank | Eliza | Hamilton |
George | Flossie | Hays |
Harley | Harriett | Howard |
Hubert | Irene | Jefferson |
Irving | Jane | King |
Jesse | Lizzie | Lee |
Ollie | Loretta | Montaghue |
Robert | Mary | Oldham |
Rudolph | Myra | Polk |
Thomas | Olga | Rains |
Vernon | Rhoda | Shackelford |
Wiley | Roxie | Upton |
Wyatt | Sally | Winkler |
Chinese Character Names
Male | Female | Family Name |
---|---|---|
Bao (Precious) | Ai (Love) | Gao |
Bai (Hundred) | An (Peace) | Guo |
Biao (Young Tiger) | Bai (White) | Hu |
Cheng (To Become; Success) | Chun (Spring) | Huang |
Da (Big) | Fang (Fragrant) | Jiang |
De (Moral) | He (Lotus) | Li |
Fei (Flyin'; Swift) | Hua (Flower) | Lin |
Gong (Merit) | Jia (Lovely and Good) | Liu |
Hong (Great; Grand) | Jin (Golden) | Ma |
Jian (Healthy) | Lan (Orchid) | Pan |
Lei (Thunder) | Li (Beautiful) | Su |
Li (Strength) | Ling (Exquisite) | Sun |
Ming (Brightness) | Mei (Pretty) | Tang |
Ping (Calm; Even) | Qi (Finest Jade) | Wang |
Rong (Glory) | Qiao (Clever) | Wei |
Qiang (Strong) | Qin (Stringed Instrument) | Wu |
Shen (God; Divine) | Qing (Clean; Pure) | Xie |
Sheng (Sage; Saintly) | Wan (Gracious) | Yang |
Tai (Highest; Greatest) | Xin (Heart) | Yu |
Tian (Sky; Celestial) | Xing (Start) | Zhang |
Xiong (Masculine) | Xiu (Elegant) | Zhao |
Yang (Sun) | Yi (Happy) | Sheng |
Zihao (Son; Heroic) | Yue (Moon) | Shou |
CREATING A CUSTOM CHARACTER(PG 194)
Some may choose to create their crewmember from scratch. Perhaps they don’t fancy any of the Archetypes, and have their own unique ideas for a crewmember floating around in their brain. Follow the steps below to create your crewmember from scratch.
STEP 1: CHOOSE ATTRIBUTES (PG 194)
Crewmembers are typically a fair piece better than your average Joe. Because of this their three attributes, Mental, Physical, and Social, start with a die rating of d8. You can choose to leave all three at a d8 or customize them to meet the specifics of your crewmember’s specific story background.
When you step one attribute die up, you’ll need to step another down. If you have specific reason for doing otherwise, discuss the option with your GM.
STEP 2: CHOOSE DISTINCTIONS (PG 194)
Distinctions start with a default of d8. Distinctions reveal where the crewmember is from, how they make their living, and reveal their unique character attributes. Each Distinction has three triggers that you will unlock during game play. The highlighted Skills will help you in Step 4 below.
The sample Distinctions below are separated into 3 categories: Roles, Personalities, and Backgrounds. You may pick any three Distinctions you like, regardless of category, or create your own (see the Find a Job section on page 234 and consult with your GM).
STEP 3: CHOOSE DISTINCTION TRIGGERS (PG 203)
The distinctions in Step 2 above list three triggers each. Triggers are special actions that affect the dice in your dice pool or to gain Plot Points, special Assets, or other benefits. Each trigger has a benefit and a cost for activating the trigger.
Choosing a Distinction automatically gives you the “Gain 1 Plot Point when you roll a d4 instead of a d8” trigger (for each one). You can unlock a total of two more triggers (in any order) from the Distinctions you have selected.
The unchecked triggers get unlocked as your crewmember’s story advances. Read the Find a Job chapter on page 234 to learn more about unlocking additional triggers.
Under the Triggers are Highlighted Skills. Highlighted Skills are those that come naturally, and start stepped up for that crewmember. If more than one Distinction shows the same Highlighted Skill, step up that skill for each occurance (remember, no Skill can be stepped up beyond d12). If later, a crewmember decides to swap out distinctions, the Highlighted Skills for the new Distinction have no effect on that crewmember.
(see Distinction details below)
STEP 4: STEP UP SKILLS (PG 204)
Every crewmember has access to every skill. In the beginning, crewmembers are untrained, so they have a d4 die in every Skill. Players can use untrained skills at any time, they simply have a small chance of success when doing so, and rolling a Jinx has a much higher likelihood of happening. Spending points in a skill increases the likelihood of success in that skill.
Once you have stepped up the highlighted skill, you will have an additional 9 points to spend as you like. Keep in mind no one Skill can be advanced above a d12. Points can be spent in one of two ways:
Skill Specialties
A Specialty is a subcategory of a Skill that covers areas or subjects not included in the Skill. To become talented in a specific area, take a specialty in the appropriate Skill.
All specialties add an additional d6 to your dice pool when applicable.
Skills with a d4 rating cannot be assigned a specialty.
If you have a Know rating of d6 or higher, you may assign a Know specialty for free when assigning specialties. This free Know specialty does not count against the total number of specialties you can mark in this Step.
Examples of specialties include Zoe’s Carbines specialty for Shoot, Kaylee’s Engines specialty for Fix, and Mal’s Leadership specialty for Influence.
Signature Assets
Signature Assests encompass the personal possessions your crewmember has a connection to. Assets add a die to the dice pool when you use them. Assets cannot be shared with other crewmembers, but can be acquired and eventually made your own.
Not every crewmember needs an Asset. An Asset should have some meaning or connection to that crewmember’s story. Sometimes a character relies more on one or more specific skills rather than an Asset.
Examples of Signature Assets from the Main Cast include Mal’s Serenity, Jayne’s Vera, and Shepherd Book’s Bible.
Assigning Points to Specialties and Signature Assets
Every crewmember has 5 points to assign to Specialty and Signature Assets when they create their character. Points can be assigned as follows:
STEP 6: BIOGRAPHICAL INFO (PG 205)
Now it’s time to add a some details.
Agent Provocateur
You’re a bad influence. Professionally.
Alliance Officer
You proudly wear the uniform of the organization that brought peace to the universe.
Bounty Hunter
There are wanted men everywhere in the ’Verse and people who’ll pay good money for ’em. This is what you do. You don’t have to like it.
Con Artist
There’s a sucker born every minute. You just gotta put your line in the water.
Cortex Technician
Waves in the black don’t just happen. From world to world, you’ve made sure nobody stops the signal.
Company Magistrate
As a magistrate, you are the boss, mayor, judge, and jury of this company town.
Fed
You’ve got a crew, a ship, and a mission. Apprehend criminals runnin’ to the black.
First Mate
You’re the captain’s right hand, but as often as not you’re his fist.
Gentry
You’ve got a fancy title, probably a sash to go with it.
Gold Prospector
All that glitters ought to be yours.
Guild Trader
Your business is in moving goods and services from one place to another under Guild contract. It’s not as free as you’d like, but there’s security.
Mercenary
They don’t pay you to look pretty. They pay you to shoot things.
Officer of the Law
You’re charged with protecting the people and given the authority to do just that.
Registered Companion
You have an active license in the Companion Registry, which opens doors and brings you business.
Shady Business Man
You keep tellin’ folks you are legitimate. Someday, they might believe you.
Ship’s Captain
A natural leader, you’re responsible for the Crew and the ship you all fly in.
Ship’s Doctor
Sometimes it seems whoever came up with “First, do no harm” never had to deal with the people you have to deal with.
Ship’s Mechanic
A ship’s a living thing, no matter what they say. You can feel when she’s sick, and she makes you proud when she’s well.
Ship’s Pilot
The list of folk wanting to hire you is longer than your arm. You’re just that good.
Ship’s Shepherd
You don’t fix faith. It fixes you.
PERSONALITIES
These Distinctions reflect particularly strong personality types, character habits, or significant quirks that your character displays during play.
Backstabbin’ Git
You look out for numero uno. Everyone else is just in the way.
Bad Reputation
Folks whisper your name when they see you coming. And hope you leave as soon as possible.
By the Book
According to section 5, subsection c, paragraph 2 of the Federal Alliance Judicial Code...
Caring
You’ve a courage and tenacity in carin’ for others that most folk don’t. You’re the light in their darkness.
Chatterbox
A lot of folk are afraid of a little conversation but not you, you’ve got the gift of gab, see, and if people want to leave it up to you to carry the conversation, then that’s just fine by you, ‘cuz...
Code of Honor
To live with honor is difficult. To live without honor is not living at all.
Duelist
There is an art to honorable combat and you’re a veritable Picasso of the form.
Fashionable
You attend the most exclusive parties, dress in the latest fashions, and hire the best Companions.
Hard Luck Case
The ’Verse is a hard place, no one knows that better’n you.
Heart of Gold
You may be rough around the edges, but deep down you’re a good person.
Heart of Ice and Dust
You know the old saying about cold hands, warm heart? You’re the exact opposite.
Honest Man
Honest as the day is long.
Intuitive
You ain’t a reader, not as such. But the way folk carry themselves, how they move, that’s the language you speak.
Know It All
Look, smarty pants, if we wanted schoolin’, we’d have gone to school.
Not to be Crossed
Just so we’re clear: if you cross me, I will end you.
One with the Shadows
Fight fair? Honey, why would I do that?
Researcher
The scientific method isn’t just for the lab. It’s a way of life.
Smooth Talker
You can talk your way out of a life sentence or into a locked room. Just don’t make promises you can’t keep.
Sore Loser
They cheated! You weren’t ready! The sun was in your eyes! Double or nothing!
Unprincipled
You’d sell your own mother to the Reavers to make some coin. Your pappy you’d throw in for free.
BACKGROUNDS
These Distinctions reflect all kinds of events in your Crewmember’s past or those aspects of your history that stick with you.
Blind as a Bat
Y’ain’t much good without your glasses, four-eyes.
Brothers
Nothing can come between you and your brother. ’Cept maybe girls. Or liquor. Or cards. Or....
Dancer
Anyone can shuffle their feet to a beat. A true dancer exists as beauty through motion.
Debt
You’re in deep, and it’s a hole you can’t climb out of easily. But for the time being, you’ve got resources.
Done Time
You’ve done time in the pokey. It may have changed you, but you didn’t break.
Drunk
The demon in the bottle drags you in every time. You like to refer to it as having an expertise in beverages; others like to refer to it as a serious problem. One of you is right.
Filthy Rich
Money is power. Folk who don’t know that are foolin’ themselves.
Former Companion
You trained as a Companion, but left that life behind to follow your own path.
Friends in Low Places
Those of us on the Rim don’t have much, but we stick together. There’s a power in that.
Government Experiment
You don’t remember what they did to you. Mostly. But now that it’s done, you can never go back.
Mighty Hideous
You weren’t pretty to start, but then you got yourself deformed somethin’ fierce. Now folks try not to even look at you.
On the Run
Someone’s after you—Alliance, the Triads, the Guilds, maybe all three. You’re a fugitive and you’re trouble.
Reader
You know things you shouldn’t. Some call you a witch. They’re just scared of what you represent.
Semi-Retired
Despite your best efforts to get out, they keep pulling you back in.
Sisters
No one understands you like your sister. You’ve always stood together.
Trained Singer
Your voice is one of the sweetest things in the ’Verse.
Veteran of the Unification War
It don’t matter which side you fight on, war leaves a mark on your heart n’ soul.
Virtuoso
True virtuosity is rare in this ’Verse. You’re more than gifted; you’re transcendent.
Wet Behind the Ears
Folks say you’re naïve. It ain’t that. You just grew up a mite sheltered, is all.
World Weary
You’ve seen a lot of things during your time in the black and little is left to surprise you.
Some may choose to create their crewmember from scratch. Perhaps they don’t fancy any of the Archetypes, and have their own unique ideas for a crewmember floating around in their brain. Follow the steps below to create your crewmember from scratch.
STEP 1: CHOOSE ATTRIBUTES (PG 194)
Crewmembers are typically a fair piece better than your average Joe. Because of this their three attributes, Mental, Physical, and Social, start with a die rating of d8. You can choose to leave all three at a d8 or customize them to meet the specifics of your crewmember’s specific story background.
When you step one attribute die up, you’ll need to step another down. If you have specific reason for doing otherwise, discuss the option with your GM.
STEP 2: CHOOSE DISTINCTIONS (PG 194)
Distinctions start with a default of d8. Distinctions reveal where the crewmember is from, how they make their living, and reveal their unique character attributes. Each Distinction has three triggers that you will unlock during game play. The highlighted Skills will help you in Step 4 below.
The sample Distinctions below are separated into 3 categories: Roles, Personalities, and Backgrounds. You may pick any three Distinctions you like, regardless of category, or create your own (see the Find a Job section on page 234 and consult with your GM).
STEP 3: CHOOSE DISTINCTION TRIGGERS (PG 203)
The distinctions in Step 2 above list three triggers each. Triggers are special actions that affect the dice in your dice pool or to gain Plot Points, special Assets, or other benefits. Each trigger has a benefit and a cost for activating the trigger.
Choosing a Distinction automatically gives you the “Gain 1 Plot Point when you roll a d4 instead of a d8” trigger (for each one). You can unlock a total of two more triggers (in any order) from the Distinctions you have selected.
The unchecked triggers get unlocked as your crewmember’s story advances. Read the Find a Job chapter on page 234 to learn more about unlocking additional triggers.
Under the Triggers are Highlighted Skills. Highlighted Skills are those that come naturally, and start stepped up for that crewmember. If more than one Distinction shows the same Highlighted Skill, step up that skill for each occurance (remember, no Skill can be stepped up beyond d12). If later, a crewmember decides to swap out distinctions, the Highlighted Skills for the new Distinction have no effect on that crewmember.
(see Distinction details below)
STEP 4: STEP UP SKILLS (PG 204)
Every crewmember has access to every skill. In the beginning, crewmembers are untrained, so they have a d4 die in every Skill. Players can use untrained skills at any time, they simply have a small chance of success when doing so, and rolling a Jinx has a much higher likelihood of happening. Spending points in a skill increases the likelihood of success in that skill.
Once you have stepped up the highlighted skill, you will have an additional 9 points to spend as you like. Keep in mind no one Skill can be advanced above a d12. Points can be spent in one of two ways:
- Highlighted Skills: Step up the die rating one step for every point you spend.
- Basic Skills: For a Skill that isn’t listed on your Distinctions, spend 2 points to step it up by one die rating. To take a d4 to a d6, you’ll need to spend two points, reducing your total points from 9 to 7.
Skill Specialties
A Specialty is a subcategory of a Skill that covers areas or subjects not included in the Skill. To become talented in a specific area, take a specialty in the appropriate Skill.
All specialties add an additional d6 to your dice pool when applicable.
Skills with a d4 rating cannot be assigned a specialty.
If you have a Know rating of d6 or higher, you may assign a Know specialty for free when assigning specialties. This free Know specialty does not count against the total number of specialties you can mark in this Step.
Examples of specialties include Zoe’s Carbines specialty for Shoot, Kaylee’s Engines specialty for Fix, and Mal’s Leadership specialty for Influence.
Signature Assets
Signature Assests encompass the personal possessions your crewmember has a connection to. Assets add a die to the dice pool when you use them. Assets cannot be shared with other crewmembers, but can be acquired and eventually made your own.
Not every crewmember needs an Asset. An Asset should have some meaning or connection to that crewmember’s story. Sometimes a character relies more on one or more specific skills rather than an Asset.
Examples of Signature Assets from the Main Cast include Mal’s Serenity, Jayne’s Vera, and Shepherd Book’s Bible.
Assigning Points to Specialties and Signature Assets
Every crewmember has 5 points to assign to Specialty and Signature Assets when they create their character. Points can be assigned as follows:
- Add a specialty to a Skill rated at a d6 or higher
- Create a Signature Asset at a d6
- Step up a d6 Signature Asset to a d8
- Assign five specialties and create no Signature Assets
- Assign four specialties and create one d6 Signature Asset
- Assign three specialties and create one d8 Signature Asset
- Assign two specialties and create three d6 Signature Assets
- Assign one specialty and create one d8 and two d6 Signature Assets
STEP 6: BIOGRAPHICAL INFO (PG 205)
Now it’s time to add a some details.
- Your Name: What do folks call ya?
- Birthplace: Where were you born? On a Border Planet?
- What You Look Like: Got a telltale birthmark? Blonde hair? Tall and stout? Short and thin?
- Where you’ve been the last few years.
- Where you’re going in the near future.
- What your role was in the Unification War.
- What you’re doing to keep your head above water.
- How you feel about the politics of the ’Verse (the Alliance, the War, etc.).
- Which planet, space station, or moon you hail from.
- What you think about the other four systems.
- If you believe in Reavers or think there’s a monster waitin’ for you in the black.
- Why you want to be in a Crew.
- Whether or not you’re the spiritual sort.
- What kinds of foods, music, and clothing you fancy.
Agent Provocateur
You’re a bad influence. Professionally.
- Gain 1 Plot Point when you roll a d4 instead of a d8.
- Cover Story: When you lie about where you’ve been or what you were doing, spend 1 PP to create a d8 Asset that confirms your cover story.
- Devil on the Shoulder: Spend 1 PP to double Trick or Influence when persuading someone to do something illegal.
Alliance Officer
You proudly wear the uniform of the organization that brought peace to the universe.
- Gain 1 Plot Point when you roll a d4 instead of a d8.
- Chain of Command: Gain 1 PP when you step up a Complication because of orders you received from your superiors.
- Sir, Yes, Sir: Spend 1 PP to create an Asset at a d8 to represent a specialist under your command.
Bounty Hunter
There are wanted men everywhere in the ’Verse and people who’ll pay good money for ’em. This is what you do. You don’t have to like it.
- Gain 1 Plot Point when you roll a d4 instead of a d8.
- Tracker: Spend 1 PP to create a Quarry Asset at d6. Choose your target; they don’t have to be in your presence. You may use this Asset in any rolls made to track down and capture your target. Every time you use it in a die roll and fail, you may step it up by one. You may only have one Quarry Asset at a time.
- Cortex Sniffer: Spend 1 PP to use Operate instead of Survive to track down a fugitive.
Con Artist
There’s a sucker born every minute. You just gotta put your line in the water.
- Gain 1 Plot Point when you roll a d4 instead of a d8.
- Instant Expert: When you try to pass yourself off as an expert, take or step up a Web of Lies Complication to double Trick for the roll.
- The Stall: When you act as a distraction for another Crewmember’s Action, spend 1 PP to step up or double the die you lend to them.
Cortex Technician
Waves in the black don’t just happen. From world to world, you’ve made sure nobody stops the signal.
- Gain 1 Plot Point when you roll a d4 instead of a d8.
- I’m Working Here: Spend 1 PP at the beginning of a Timed Action involving communications, data, or computer equipment. For each of your rolls during the Timed Action, you may reroll any die that comes up 1 instead of accepting a Plot Point for that die. If a die comes up as a 1 when rerolled, it may not be rerolled a second time.
- In the Loop: You may spend Plot Points for anyone with whom you are in direct contact via a communications network.
Company Magistrate
As a magistrate, you are the boss, mayor, judge, and jury of this company town.
- Gain 1 Plot Point when you roll a d4 instead of a d8. Company Contacts: Spend 1 PP to create a d8 Asset that represents a company specialist or resource.
- Middle Management: Double or step up Trick for a scene.
- If you do, take or a Corporate Oversight d8 Complication.
Fed
You’ve got a crew, a ship, and a mission. Apprehend criminals runnin’ to the black.
- Gain 1 Plot Point when you roll a d4 instead of a d8.
- Bound By Law: Gain 1 PP when you arrest someone with an outstanding warrant.
- Field Work: Double Know or Operate for a roll when investigating the scene of a crime. Step back your Social Attribute for the rest of the scene.
First Mate
You’re the captain’s right hand, but as often as not you’re his fist.
- Gain 1 Plot Point when you roll a d4 instead of a d8.
- Got Your Back, Sir: If your captain fails a die roll in your presence, step up or double your Attribute on your next die roll.
- Right Here, Sir: Spend 1 PP to join a scene involving the captain that you weren’t already in.
Gentry
You’ve got a fancy title, probably a sash to go with it.
- Gain 1 Plot Point when you roll a d4 instead of a d8.
- Blue Blood: When you take a Complication that would besmirch your family honor, you can step it up to gain a d8 Big Damn Hero Die.
- Noblesse Oblige: When someone less fortunate than you asks for your help, take or step up an Obliged Complication to step up Focus for the rest of the scene.
Gold Prospector
All that glitters ought to be yours.
- Gain 1 Plot Point when you roll a d4 instead of a d8.
- Camp Life: When making camp in the wild or a putting up a makeshift shelter, step up or double Survive for the Action.
- Lust for Gold: When directly acting to get more gold, step up or double Fight, Labor, or Trick for the Action. Take or step up a Gold Fever Complication.
Guild Trader
Your business is in moving goods and services from one place to another under Guild contract. It’s not as free as you’d like, but there’s security.
- Gain 1 Plot Point when you roll a d4 instead of a d8.
- Get Out of Jail Free: Spend 1 PP when you’re imprisoned, locked up, seized, or held. The Trade Guild springs you, but they’ll ask you to do something for them later.
- Shadow of the Guild: Gain 1 PP when your decision to go against the Trade Guild’s policies, practices, or orders puts you in danger or hot water.
Mercenary
They don’t pay you to look pretty. They pay you to shoot things.
- Gain 1 Plot Point when you roll a d4 instead of a d8.
- Highest Bidder: Gain 1 PP when you try to get a better deal than your current contract from the side you’re not currently fightin’ for.
- Time for Some Thrillin’ Heroics: Spend 1 PP to go first in any battle or combat scene. On your first Action, you may reroll any dice that come up 1 instead of accepting a Plot Point.
Officer of the Law
You’re charged with protecting the people and given the authority to do just that.
- Gain 1 Plot Point when you roll a d4 instead of a d8.
- Public Figure: Spend 1 PP to create a Respected d8 Asset when dealing with the people in your jurisdiction.
- Talk ’em Down: When you try to defuse a charged situation, step up or double Influence. Take or step up a Complication to do both.
Registered Companion
You have an active license in the Companion Registry, which opens doors and brings you business.
- Gain 1 Plot Point when you roll a d4 instead of a d8.
- Inside Knowledge: When you create an Asset related to an individual’s history, biodata, or Cortex record, step it up.
- I Know Your Ways: Spend 1 PP to step up or double Influence when you are attempting to follow proper etiquette or put someone at ease.
Shady Business Man
You keep tellin’ folks you are legitimate. Someday, they might believe you.
- Gain 1 Plot Point when you roll a d4 instead of a d8.
- Fell Off a Truck: Step up a Complication involving the authorities to create a d8 Asset that was acquired from less than reputable sources.
- Loan Shark: Spend a PP to pass off a social Complication onto another character who owes you something.
Ship’s Captain
A natural leader, you’re responsible for the Crew and the ship you all fly in.
- Gain 1 Plot Point when you roll a d4 instead of a d8.
- Protect the Crew: When a Crewmember in the same scene as you acquires a Complication, spend 1 PP to take it away and step it back.
- Lead the Crew: When one of your crew directly follows one of your orders, spend 1 PP and give that Crewmember an Asset equal to your Influence die rating.
Ship’s Doctor
Sometimes it seems whoever came up with “First, do no harm” never had to deal with the people you have to deal with.
- Gain 1 Plot Point when you roll a d4 instead of a d8.
- Experimental Procedure: If you replace your Operate or Treat Skill with a d4 for your next roll, gain a Big Damn Hero Die equal to that Skill’s normal die rating if your roll is successful.
- Natural Healer: Spend 1 PP to step back another character’s medical or injury-based Complication.
Ship’s Mechanic
A ship’s a living thing, no matter what they say. You can feel when she’s sick, and she makes you proud when she’s well.
- Gain 1 Plot Point when you roll a d4 instead of a d8.
- Zen & the Art of Engine Maintenance: Spend 1 PP at the beginning of a Timed Action involving ship repair or upgrades. For each of your rolls during the Timed Action, you may reroll any die that comes up 1 instead of accepting a Plot Point for that die.
- Miracle Worker: If you replace your Fix Skill with a d4 for your next roll, gain a Big Damn Hero Die equal to that Skill’s normal die rating if your roll is successful.
Ship’s Pilot
The list of folk wanting to hire you is longer than your arm. You’re just that good.
- Gain 1 Plot Point when you roll a d4 instead of a d8.
- Born Behind the Wheel: Spend 1 PP to step up or double
your ship’s Engines Attribute for your next roll. - I’ve Never Tried That Before: If you replace your Fly or Operate Skill with a d4 for your next roll, gain a Big Damn Hero Die equal to that Skill’s normal die rating if your roll is successful.
Ship’s Shepherd
You don’t fix faith. It fixes you.
- Gain 1 Plot Point when you roll a d4 instead of a d8.
- Taken on Faith: When you create an Asset or take on a Complication relating to your religious beliefs or convictions, step it up.
- Religiosity: Gain 1 PP when you spend time sharing your faith with the unbelievers or the lost.
PERSONALITIES
These Distinctions reflect particularly strong personality types, character habits, or significant quirks that your character displays during play.
Backstabbin’ Git
You look out for numero uno. Everyone else is just in the way.
- Gain 1 Plot Point when you roll a d4 instead of a d8.
- Fickle Friend: When you change sides in an argument, double Social for the Action. Take a Traitor d8 Complication.
- Getaway Driver: When you’re at the wheel and being chased, spend 1 PP to step up or double Drive for an Action.
Bad Reputation
Folks whisper your name when they see you coming. And hope you leave as soon as possible.
- Gain 1 Plot Point when you roll a d4 instead of a d8.
- Intimidating Build: Spend 1 PP to roll your Physical die instead of your Mental die when using your Influence to scare someone.
- Don’t Get Him Riled: Step back your Notice die to step up your Fight die for the scene.
By the Book
According to section 5, subsection c, paragraph 2 of the Federal Alliance Judicial Code...
- Gain 1 Plot Point when you roll a d4 instead of a d8.
- Standard Operating Procedure: Spend 1 PP to double Know for a roll when you rely on your knowledge of Alliance rules, regulations, and procedures.
- This Isn’t in the Manual: When the GM buys a jinx from you, you may step up a Complication to gain 1 PP.
Caring
You’ve a courage and tenacity in carin’ for others that most folk don’t. You’re the light in their darkness.
- Gain 1 Plot Point when you roll a d4 instead of a d8.
- Heal the Wounded Heart: Spend 1 PP to step back another character’s emotional or relationship-based Complication.
- Go the Extra Mile: While you are taking care of an incapacitated or grief-stricken character, you or that character may reroll any dice that come up 1s instead of taking Plot Points.
Chatterbox
A lot of folk are afraid of a little conversation but not you, you’ve got the gift of gab, see, and if people want to leave it up to you to carry the conversation, then that’s just fine by you, ‘cuz...
- Gain 1 Plot Point when you roll a d4 instead of a d8.
- Blather: Step up or double Trick for an Action when you just keep talking. Take or step up an Annoying Complication after the roll.
- Friendly Banter: Step up Social for a scene. The next time the GM buys a Complication after you’ve rolled a jinx, step the Complication up.
Code of Honor
To live with honor is difficult. To live without honor is not living at all.
- Gain 1 Plot Point when you roll a d4 instead of a d8.
- Honor Demands It: Gain 1 PP when you act against your best interests because of your code or make a show of satisfying your honor.
- My Word is My Bond: When you make a promise to someone, spend 1 PP to make a d6 Asset that lasts until the end of the session. If you break that promise, turn it into a d8 Complication.
Duelist
There is an art to honorable combat and you’re a veritable Picasso of the form.
- Gain 1 Plot Point when you roll a d4 instead of a d8.
- Code Duello: When you take a Complication that implies a slight upon your honor, you may issue a challenge to a duel and give your opponent a Challenged to a Duel d8 Complication.
- Mano a Mano: When outnumbered, step back Fight. When facing a single opponent, step up or double Fight.
Fashionable
You attend the most exclusive parties, dress in the latest fashions, and hire the best Companions.
- Gain 1 Plot Point when you roll a d4 instead of a d8.
- Clout: Step back Influence until the end of the next scene to remove a social Complication.
- I Don’t Wait In Line: You may spend 1 PP to gain entry to an exclusive club or party without an invitation.
Hard Luck Case
The ’Verse is a hard place, no one knows that better’n you.
- Gain 1 Plot Point when you roll a d4 instead of a d8.
- Nose for Trouble: Gain 1 PP when you stumble into a situation you shouldn’t be in or overhear something you shouldn’t.
- Trouble on Your Heels: When you are being chased or followed out of a scene, you may step up Sneak or Trick when you roll to slip away.
Heart of Gold
You may be rough around the edges, but deep down you’re a good person.
- Gain 1 Plot Point when you roll a d4 instead of a d8.
- Gruff Exterior: Gain 1 PP when you try to scare off a new acquaintance or make a rough first impression.
- Softie: When helping a Crewmember, spend 1 PP to step up the die you lend them for the roll.
Heart of Ice and Dust
You know the old saying about cold hands, warm heart? You’re the exact opposite.
- Gain 1 Plot Point when you roll a d4 instead of a d8.
- Best Served Cold: Spend 1 PP to step back any Complication involving your emotions or personal relationships.
- Every Man for Himself: Gain 1 PP when you abandon an ally in a time of need to further your own agenda.
Honest Man
Honest as the day is long.
- Gain 1 Plot Point when you roll a d4 instead of a d8.
- Deep Cut: Gain 1 PP when your honesty hurts someone close to you.
- Tough Love: Spend 1 PP to step up your Treat when you attempt to remove mental Complications by tellin’ folks the truth about ugly situations.
Intuitive
You ain’t a reader, not as such. But the way folk carry themselves, how they move, that’s the language you speak.
- Gain 1 Plot Point when you roll a d4 instead of a d8.
- Now Is Not Your Time: When someone tries to attack you the first time in a scene, spend 1 PP to instead make them set the stakes against a Social + Influence intimidation Action. If you raise the stakes, they cannot attack you until you roll a jinx.
- Take Measure: When you come into conflict with someone for the first time, you may attempt to size them up with a Mental + Know Action. Create a Sized Up d8 Asset if you succeed or take an Overconfident d8 Complication if you fail.
Know It All
Look, smarty pants, if we wanted schoolin’, we’d have gone to school.
- Gain 1 Plot Point when you roll a d4 instead of a d8.
- Book Learnin’: Double your Know when you have access to informational resources (the Cortex, an encyclopedia, etc.) and the time to use them.
- Pedantic: Gain 1 PP when you correct someone at an inappropriate juncture or tell the crew a fact about a problem that is interesting but not useful.
Not to be Crossed
Just so we’re clear: if you cross me, I will end you.
- Gain 1 Plot Point when you roll a d4 instead of a d8.
- Fair Warning: Step up or double Influence when you use the weight of your intimidating reputation. Both 1s and 2s count for jinxes on the roll.
- To the Edge of the Black: When you pursue someone who crossed you into obvious danger, create a d8 Asset for the scene.
One with the Shadows
Fight fair? Honey, why would I do that?
- Gain 1 Plot Point when you roll a d4 instead of a d8.
- Get in Position: If you replace your Sneak with a d4 for your next roll, gain a Big Damn Hero Die equal to your Sneak rating if your roll is successful.
- Sniper: Spend 1 PP to enter a scene hidden and in a position to do some harm. Take or step up a Complication representing a tenuous or precarious position to create a Sniper Nest d8 Asset.
Researcher
The scientific method isn’t just for the lab. It’s a way of life.
- Gain 1 Plot Point when you roll a d4 instead of a d8.
- Eureka!: When you fail a roll trying to gather information or collect data, spend 1 PP to gain a Big Damn Hero Die equal to your Know.
- Hypothesize: Spend 1 PP to create an Asset based on your current hypothesis. Crewmembers who use the Asset can spend 1 PP to step it up after a successful Action, to a d10 maximum. If any Action with the Asset fails, remove it from play.
Smooth Talker
You can talk your way out of a life sentence or into a locked room. Just don’t make promises you can’t keep.
- Gain 1 Plot Point when you roll a d4 instead of a d8.
- Gift of Gab: Spend 1 PP to double your Influence die for your next roll.
- Start Fresh: Spend 1 PP at the beginning of a scene to step back all of your social or mental-based Complications.
Sore Loser
They cheated! You weren’t ready! The sun was in your eyes! Double or nothing!
- Gain 1 Plot Point when you roll a d4 instead of a d8.
- Sulk: Step up a Complication gained in a contest you lost fair and square to gain 1 PP.
- Cheat to Win: Create a d8 Asset of your choice when you openly cheat or lie to win a contest.
Unprincipled
You’d sell your own mother to the Reavers to make some coin. Your pappy you’d throw in for free.
- Gain 1 Plot Point when you roll a d4 instead of a d8.
- Looking Out For Number One: Reroll all dice in a roll. On the reroll, all dice that roll 1s or 2s are considered Complications.
- Curse Your Sudden, But Inevitable Betrayal: When you betray an ally, gain 1 PP and double the highest Complication die in the ally’s roll.
BACKGROUNDS
These Distinctions reflect all kinds of events in your Crewmember’s past or those aspects of your history that stick with you.
Blind as a Bat
Y’ain’t much good without your glasses, four-eyes.
- Gain 1 Plot Point when you roll a d4 instead of a d8.
- Keen Ears: When you rely only on your hearing, step up Notice for the roll.
- Myopic: Gain 1 PP when your poor vision causes trouble for you or the Crew.
Brothers
Nothing can come between you and your brother. ’Cept maybe girls. Or liquor. Or cards. Or....
- Gain 1 Plot Point when you roll a d4 instead of a d8.
- Squabblin’: Gain a PP when you spend a scene arguing with your brother instead of the task at hand.
- Thick as Thieves: When you share a scene with your brother, you may share Plot Points with one another.
Dancer
Anyone can shuffle their feet to a beat. A true dancer exists as beauty through motion.
- Gain 1 Plot Point when you roll a d4 instead of a d8.
- Enticing: When you perform before an audience, spend 1 PP and name someone who is watching. That person will seek you out after the show.
- Grand Jeté: When you take cover or move quickly to avoid being hurt, step up or double Move for the Action. If you lose the roll, step back Move for the scene.
Debt
You’re in deep, and it’s a hole you can’t climb out of easily. But for the time being, you’ve got resources.
- Gain 1 Plot Point when you roll a d4 instead of a d8.
- Something Borrowed: When you create an Asset by spending money to purchase goods or services, step it up.
- Pay It Forward: When you use your financial resources on behalf of another, spend 1 PP to create an appropriate d8 Asset.
Done Time
You’ve done time in the pokey. It may have changed you, but you didn’t break.
- Gain 1 Plot Point when you roll a d4 instead of a d8.
- Keep Your Head Down: When you take a social Complication, step it back by stepping back Influence for the scene.
- Breaking Rocks: At the beginning of a Timed Action where endurance is a key factor, spend 1 PP to double Labor for the Timed Action.
Drunk
The demon in the bottle drags you in every time. You like to refer to it as having an expertise in beverages; others like to refer to it as a serious problem. One of you is right.
- Gain 1 Plot Point when you roll a d4 instead of a d8.
- Functional Alcoholic: Start every Episode with a Drunk d6 Complication. Step it up to reroll a die on a failed Action. Once it exceeds d12, you are out until given medical treatment.
- Gaps in Memory: Gain 1 PP to reveal that you don’t remember or recall the events of a previous scene in which you had an active Drunk Complication.
Filthy Rich
Money is power. Folk who don’t know that are foolin’ themselves.
- Gain 1 Plot Point when you roll a d4 instead of a d8.
- Leverage: Double Influence when you bribe someone or threaten them with financial ruin.
- Only the Best: Spend 1 PP to create a d8 Asset when you acquire or make use of new technology, high fashion, or gourmet food.
Former Companion
You trained as a Companion, but left that life behind to follow your own path.
- Gain 1 Plot Point when you roll a d4 instead of a d8.
- Old Habits Die Hard: Step up a Complication to double or step up Social for all Influence, Notice, and Perform rolls in a scene.
- Fiercely Independent: Gain 1 PP when you reject someone else’s plans to strike out on your own.
Friends in Low Places
Those of us on the Rim don’t have much, but we stick together. There’s a power in that.
- Gain 1 Plot Point when you roll a d4 instead of a d8.
- I Know a Guy: Spend 1 PP to create a d8 Asset when you call in a shady friend with the skills you need.
- Rumor Mill: When you try to get information from your contacts, make a Social + Know roll. If successful, create a d6 Asset about the information. Take a Half the Story d8 Complication to step up the new Asset.
Government Experiment
You don’t remember what they did to you. Mostly. But now that it’s done, you can never go back.
- Gain 1 Plot Point when you roll a d4 instead of a d8. Meddled With: Spend 1 PP to step up your Mental
- Attribute for the scene. Step down your Social Attribute for both this scene and the next one.
- Two by Two, Hands of Blue: Create a Painful Memories d8 Complication to step up your Know for the rest of the scene.
Mighty Hideous
You weren’t pretty to start, but then you got yourself deformed somethin’ fierce. Now folks try not to even look at you.
- Gain 1 Plot Point when you roll a d4 instead of a d8.
- Look at Me!: When you get in someone’s face, spend 1 PP to double Influence for the roll.
- You Call That Pain?: When you activate an Opportunity to step back a physical Complication, step up Fight or Survive for the rest of the scene.
On the Run
Someone’s after you—Alliance, the Triads, the Guilds, maybe all three. You’re a fugitive and you’re trouble.
- Gain 1 Plot Point when you roll a d4 instead of a d8.
- Hide in Plain Sight: Spend 1 PP to reroll a die when you’re being pursued. On your next roll, both 1s and 2s count for Complications.
- Guilt by Association: Gain 1 PP each time your actions cause your fellow Crewmembers to become targets for whoever it is that’s chasing you.
Reader
You know things you shouldn’t. Some call you a witch. They’re just scared of what you represent.
- Gain 1 Plot Point when you roll a d4 instead of a d8.
- Secrets, Secrets: When you are in the presence of someone who is trying to keep a secret, spend 1 PP to discover the secret with a Mental + Know Action. If your Action fails, create or step up a Paranoid Complication.
- Psychic Flashes: Once per scene, spend 1 PP to create a d8 Complication on a Gamemaster character by blurting out a secret or negative fate.
Semi-Retired
Despite your best efforts to get out, they keep pulling you back in.
- Gain 1 Plot Point when you roll a d4 instead of a d8.
- I Don’t Do That Anymore: Gain 1 PP when you refuse to do a favor for an old acquaintance.
- Too Old for This: Spend 1 PP to give someone a Wanted by the Law d8 Complication when you call in law enforcement with evidence of their criminal activities.
Sisters
No one understands you like your sister. You’ve always stood together.
- Gain 1 Plot Point when you roll a d4 instead of a d8.
- Dearest: Step up Treat when you help your sister remove a Complication before you help anyone else.
- Shift Blame: When you take a social Complication, spend 1 PP to step it back and give it to your sister.
Trained Singer
Your voice is one of the sweetest things in the ’Verse.
- Gain 1 Plot Point when you roll a d4 instead of a d8.
- Private Audience: When you need to get someone alone, spend 1 PP to force their entourage to wait outside.
- Perfect Pitch: When you fail a Perform roll, spend 1 PP to reroll a die. When you fail a Notice roll, take or step up a Sensitive Ears Complication to reroll a die.
Veteran of the Unification War
It don’t matter which side you fight on, war leaves a mark on your heart n’ soul.
- Gain 1 Plot Point when you roll a d4 instead of a d8.
- Fightin’ Type: Spend 1 PP to step up or double your Shoot or Fight when you’re outnumbered.
- War Stories: When you create an Asset or take a Complication related to a wartime flashback, step it up.
Virtuoso
True virtuosity is rare in this ’Verse. You’re more than gifted; you’re transcendent.
- Gain 1 Plot Point when you roll a d4 instead of a d8.
- Music Therapy: When you play beautiful music to soothe a Crewmember’s Mental complication, you may use Perform instead of Treat for the Action.
- Stradivari: When you play your best instrument for a public audience, double or step up the Signature Asset for your instrument for the Action. Spend 1 PP to do both.
Wet Behind the Ears
Folks say you’re naïve. It ain’t that. You just grew up a mite sheltered, is all.
- Gain 1 Plot Point when you roll a d4 instead of a d8.
- Easy Mark: Gain 1 PP when you are tricked by more worldly folk or whenever someone takes advantage of your naiveté.
- Optimist: Spend 1 PP to double Treat when helping a Crewmember recover from a mental Complication.
World Weary
You’ve seen a lot of things during your time in the black and little is left to surprise you.
- Gain 1 Plot Point when you roll a d4 instead of a d8.
- Been There: Create a d8 Asset when you ask for help from an old contact. If you use this Asset in a roll and fail, your contact turns against you. The Gamemaster will reveal why they set you up for a fall.
- Done That: When you tell a Crewmember about a situation from your past similar to the one you face now, gain a new specialty for the rest of the scene. Take or step up a social Complication reflecting your past.
Craft
Treat
- Bioweapons
- Clothing
- Cooking
- Experimental Equipment
- Forgery
- Rainsticks
- Ritual
- Horses
- Chokeholds
- Close Quarters
- Coordinated Tactics
- Dirty Tricks
- Grappling
- Knives
- Kung Fu
- Martial Arts
- Right Hook
- Swords
- Unarmed
- Dismantling
- Dismantling Ships
- Engines
- Medical Tech
- Network
- Scrapping Ships
- Vehicle Customization
- Shuttles
- Transports
- Aiming
- Calm
- Confidence
- Ignoring Pain
- Interrogation
- Patience
- Protecting Friends
- Studying
- Willpower
- Alliance
- Alliance Officials
- Alliance Soldiers
- Bargaining
- Barter
- Bribery
- Charming
- Companions
- Criminals
- Fast Talk
- Flirting
- Gambling
- Honest Eyes
- Interrogation
- Intimidation
- Leadership
- Money
- Negotiation
- Noble Reputation
- Orders
- Politics
- Preaching
- Seduction
- Subtle Threat
- Teaching
- Threats
- Triads
- Alliance Military
- Alliance Secrets
- Artifacts
- Black Ops Programs
- Blue Sun Protocol
- Bureaucracy
- Business
- Business, Law
- Celebrity Gossip
- Companion Houses
- Cons
- Core Politics
- Cultures of the ‘Verse
- Diplomacy
- Docks
- Dyton Colony
- Earth-That-Was
- Fashion
- Forensics
- History
- Jiangyin
- Law
- Leadership
- Local Statutes
- Medicine
- Military Weapons
- Navigation
- Readers
- Religion
- Science
- Scripture
- Ship Parts
- Spaceships
- Streetwise
- Syndicate
- The Bible
- The Law
- The Unifaction War
- Trade Guild
- Triad
- Torture
- Farming
- Heavy Lifting
- Mining
- Stamina
- Chases
- Dodge
- Evasion
- Appraisals
- Clues
- Crime Scenes
- Emotions
- Intuition
- Motives
- Outsiders
- Psychology
- Regulations
- Search
- Surveillance
- Ancient Tech
- Cortex
- Cortex Hacking
- Hacking
- Laboratory
- Malfunctions
- Medical Instruments
- Sabotage
- Secret Tech
- Security Systems
- Shipboard Computers
- Small Clues
- Acting
- Dance
- Guitar
- Parties
- Singing
- Carbines
- Pistols
- Rifles
- Shotguns
- Sniper Rifles
- Ambushes
- Eavesdropping
- Hiding
- Infiltration
- In Plain Sight
- Vanish
- Desert
- Zero-G
Treat
- Counseling
- First Aid
- Listening
- Lying
- Sleight of Hand
- Soothing Words
- Cover-Up
- Con Jobs
- Disguise
- Distractions
- Fast Talk
- Lies
- Long Cons
- Misdirection
- Outwit
- Play Dead
- Sleight of Hand
- Traps
- Undercover
After crewmember has completed one or more episodes they might think about advancing their character by improving Skills, unlocking new triggers for Distinctions, stepping up Signature Assets, create new Signature Assets from Assets created during an Episode, swap out Distinctions, or alter Attributes based on how your crewmember’s story has changed them.
Episode Guide
Each Character should keep an Episode Guide on their charter sheet that reflects the names of the Episodes or Missions they have completed.
Callbacks
A Callback is an in-character reference to a previous Episode or Mission, such as “Just like that time…” etc. Each time a crewmember mentions something related to a completed Episode or Mission they can substitute that mission (in their Episode Guide) for a Plot Point.
Each episode can be converted to a Plot Point once per Episode and then reset at the end of that episode.
Training Up
Instead of using a Callback to gain Plot Points, a crewmember can use Callbacks to Train Up their crewmember. Training Up always occurs between episodes. Once an Episode has been crossed off your crewmember’s Episode Guide it can no longer be used for Callbacks or Training Up.
Episodes can be spent to:
Episodes can be spent to step up or down Attributes, increase Skills, or add Skill Specialties. The most effective way to use Episodes for Training Up is to buy new Specialties and Triggers.
Swapping Distinctions & Unlocking Triggers
When swapping out an old Distinction for a new one, the new Distinction will have the same number of Triggers and only costs 1 Episode. Unlocking a new Trigger costs 2 Episodes, or you can talk to your GM about creating a new Trigger based on your crewmember’s story.
Episode Guide
Each Character should keep an Episode Guide on their charter sheet that reflects the names of the Episodes or Missions they have completed.
Callbacks
A Callback is an in-character reference to a previous Episode or Mission, such as “Just like that time…” etc. Each time a crewmember mentions something related to a completed Episode or Mission they can substitute that mission (in their Episode Guide) for a Plot Point.
Each episode can be converted to a Plot Point once per Episode and then reset at the end of that episode.
Training Up
Instead of using a Callback to gain Plot Points, a crewmember can use Callbacks to Train Up their crewmember. Training Up always occurs between episodes. Once an Episode has been crossed off your crewmember’s Episode Guide it can no longer be used for Callbacks or Training Up.
Episodes can be spent to:
- Turn an Asset from an Episode into a d6 Signature Asset: 1 Episode
- Switch out a Distinction for a new Distinction: 1 Episode
- Add a Signature Asset trigger: 1 Episode
- Add a new specialty to a d6 or higher Skill: 1 Episode
- Step up a d6 Signature Asset to a d8: 2 Episodes
- Unlock a new Distinction trigger: 2 Episodes
- Step up a Skill from a d4 to a d6: 2 Episodes
- Step up a Skill to a d8 or higher: 3 Episodes
- Step up one Attribute and step back another: 3 Episodes
- Signature Assets at d6 can have at most 1 trigger
- Signature Assets at d8 can have at most 2 triggers
- Signature Assets cannot be stepped up beyond d8
- Attributes and Skills cannot be stepped up beyond d12
Episodes can be spent to step up or down Attributes, increase Skills, or add Skill Specialties. The most effective way to use Episodes for Training Up is to buy new Specialties and Triggers.
Swapping Distinctions & Unlocking Triggers
When swapping out an old Distinction for a new one, the new Distinction will have the same number of Triggers and only costs 1 Episode. Unlocking a new Trigger costs 2 Episodes, or you can talk to your GM about creating a new Trigger based on your crewmember’s story.