The Smuggler
-
Upload
gregory-pogorzelski -
Category
Documents
-
view
217 -
download
0
Transcript of The Smuggler
-
8/3/2019 The Smuggler
1/2
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
-
8/3/2019 The Smuggler
2/2
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