The Smuggler

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    Your ships ugly, but shes all yours. That baby never left you down.

    Shes 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 dont 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

    A P O C A L Y P S E W O R L D H A C K

    ADDITIONAL RULES

    DOING ODD JOBS

    Paying jobs on screen:

    Prot: the GM can choose whether to come in on the end of the suc-

    cessful 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:

    Prot: the GM can choose whether to come in on the end of your

    accomplishing it, or let it pass without much remar k.

    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 yougive 1-budget to someone, but with strings attached, it counts

    as convincing them and hitting the roll with a 10+, no roll required.

    When youhit the black market looking or some particular thing to

    buy, and its 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 79, the GM chooses one of the following:

    it costs 1-budget more than youd expect its 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 dont have that, but maybe this will do instead?

    When youmake 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 79 it comes to you, or something pretty close.

    On a miss, it comes to you, but with strings very much attached.

    YOUR JOBS

    (Prot / 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)

    Inltration (1-barter / discovered)

    Scavenging (1-barter / impoverished)

    Brokering deals (1-barter / shut out)

    Technical work (2-barter / shut out)

    Planetary defense (2-barter / inltrated)

    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 / theyre 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 cha-

    racters, or entirely of the GMs characters, or any mix. If they inclu-

    de any of the GMs characters, sketch them out names (eg Roark,

    Bekkar, Mace, Jada) and 1-line descriptions with the GM. Make

    sure theyre competent and suited to the gigs youve chosen.

    OTHER MOVES & POSSESSIONS

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    experience: improve

    +1cool (max. cool+3)

    +1tough (max. tough+2)

    +1smart (max. smart+2)

    new smuggler move

    new smuggler move

    new move from another playbook

    new move from another playbook

    +1job and may change crew

    +1job and may change crew

    resolve obligation for good

    +1 to any stat (max stat+3)

    retire to safety

    a new, second character

    change to a new playbook

    advance three basic moves

    advance the other four basic moves

    SMUGGLER MOVES

    Odd jobs: you get 2-juggling. Whenever theres 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 prot

    for all the jobs you chose. On a 7-9 you get prot for at least 1 job; if

    you choose more than one job, you get catastrophe from 1 and prot

    for the rest. On a miss, all catastrophes. Jobs you arent working get

    you neither prot nor catastrophe. When you get a new job, get

    +1juggling.

    Lets get the hell out o here: name your escape route and roll

    +cool. On a 10+ youre out. On a 7-9 you can stay or go, but if

    you go thats going to cost you: either you get hurt, leave something

    behind or take something with you. On a miss youre caught in a bad

    place, half in and half out.

    I know people: when you meet an impor tant NPC (your call), roll

    +cool. On a hit, they heard of you, you say what theyve 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 theyve heard of you.

    Reckless: when you boldly go into danger without care or cau-

    tion, take +1armor. If people follow you, they take +1armor as well.

    Poker ace: when you convince a NPC, roll +cool. When you

    convince another players character, roll +history.

    YOUR SHIP

    Your ships starting profle, should you need it:

    power+1 look=0 1-armor weakness+1 2-harm small hyperdrive

    Strength (choose 1): Weakness (choose 1):

    Options (choose 1):

    NAME

    Choose a amboyant name,

    or a name that reects your

    free-wheeling nature. Choose

    a name for your ship, and name

    the members of your crew.

    STATS

    Choose one column:

    Attuned

    Cool

    Magnetic

    Smart

    Tough

    MOVES

    You get all the basic moves

    and odd jobs. Choose 2 other

    smuggler moves.

    HISTORY

    Taking turns, all of you introdu-

    ce their character by name, look

    and outlook. List other charac-

    ters 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 dont get close that easily.

    Whatever number they tell

    you, give it -1 and write it next

    to their characters name.

    LOOKS

    Masculine, feminine, ambiguous

    or transgressing.

    Working clothes, ashy clothes,

    piloting gear, former uniform.

    Quick eyes, smiling eyes, pier-

    cing eyes, appraising eyes, sweet

    eyes.

    Nonchalant posture, exagerated

    posture, tough posture, strict

    posture.

    POSSESSIONS

    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 wea-

    pon (detail with the GM)

    your ship

    trading goods and ship parts

    worth 1-budget

    EXPERIENCE

    When you roll a highlighted

    stat or reset your history with

    someone, you mark one expe-

    rience bubble.

    When you mark the fth bub-

    ble, erase all the bubble thenchoose, cross and apply one of

    the basic improvement options.

    You cant choose an improve-

    ment youve already crossed.

    Once youve crossed ve basic

    improvements, you can choose

    an advanced improvement (tho-

    se six improvements at the bot-

    tom of the box) next time you

    improve.

    CREATING A SMUGGLER

    To create your jedi, choose your name, looks, stats, moves,

    possessions, ship, jobs and history.

    DYING MOVE

    When you die, give your ship to

    another players 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

    whats 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 dont

    succeed, they mark experience.

    shattered (-1cool)

    crippled(-1tough)

    disfgured(-1mag)

    broken (-1smart)

    laser canons, +1harm

    reector shields, +1armorboosted engines, +1power

    medium instead of small

    slow

    sloppy

    bucking

    lazy

    unreliable

    spartan

    fast

    rugged

    aggressive

    reliable

    responsible

    comfortable

    SHIP

    ATTUNED

    COOL

    MAGNETIC

    SMART

    TOUGH

    trust the orce

    ace danger

    help / interere with [name]

    convince / seduce

    read situation / person

    fght or it / go aggro

    HIGHLIGHT

    HIGHLIGHT

    HIGHLIGHT

    HIGHLIGHT

    HIGHLIGHT

    ADVANCES

    HARM

    HISTORY

    LOOK

    HOLDBUDGET

    NAME

    =0

    +2

    +1

    +1

    -1

    -1

    +2

    +1

    =0

    +1

    -1

    +2

    -1

    +2

    =0

    -1

    +2

    =0

    +1

    +1

    LOOKWEAKPOW ARMOR

    HARM