Distinctions

ROLE DISTINCTIONS

Agent Provocateur d8

You’re a bad influence. Professionally.

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 dou-

ble Trick or Influence when persuading

someone to do something illegal.

Highlighted Skills: Influence, Sneak, Trick

Alliance Spy d8

You’ve got your orders. What you do with

them now is up to you.

Alliance Agenda: When you’re interacting

with any Alliance personnel, spend 1

PP to reveal that you outrank them

or function at a more important level

than they do.

Espionage: Step back an Asset related to

surveillance, investigation, or intelli-

gence gathering in order to reroll your

dice in appropriate situations.

Highlighted Skills: Shoot, Sneak, Trick

Alliance Officer d8

You proudly wear the uniform of the

organization that brought peace to the

universe.

Chain of Command: Gain 1 PP when you

step up a Complication because of

orders you received from your supe-

riors.

Sir, Yes, Sir: Spend 1 PP to create an Asset

at a d8 to represent a specialist under

your command.

Highlighted Skills: Fight, Notice, Shoot

Backwater Matriarch d8

This planet ain’t much, but it’s better than

not running one.

I Didn’t Expect to Be Hearing From You:

Step up your Social die for a scene

when you step up a Complication

involving someone you don’t like.

Go Get ’Em: Spend 1 PP to step up a Com-

plication inflicted by one of your thugs.

Highlighted Skills: Focus, Influence, Shoot

Backwater Mayor d8

This town ain’t much, but you rule it with

an iron grip.

Teach ’Em a Lesson, Boys: Spend 1 PP to

step up a Complication inflicted by one

of your thugs.

Vicious Glare: Spend 1 PP to remove an

Asset from an opponent’s roll involving

the assistance of townfolks.

Highlighted Skills: Focus, Influence, Know

Backwater Sheriff d8

One good man is all a town needs to keep

the peace. Sometimes, that’s all it has.

Playing the Bumpkin: Step back your

Know for a scene to step up your

Notice to catch a suspect off guard.

Only Law in Town: When you stand up to

a group of criminals by yourself, step

up or double Shoot or spend 1 PP to

do both.

Highlighted Skills: Fight, Notice, Shoot

Blue Sun Agent d8

They pay you well. But they want concrete

results, or they will pull the plug. Your plug,

specifically.

Corporate Payoff: Step up a Complication

to create a d8 Asset for another charac-

ter when that character agrees to help

you complete your mission.

Failure Is Not an Option: Step up a Com-

plication to step up one of your Skill

dice for one roll when completing a

vital part of your mission.

Highlighted Skills: Shoot, Sneak, Trick

Bounty Hunter d8

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.

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.

Highlighted Skills: Fight, Fly, Notice

Brilliant Gunsmith d8

You’ve got a knack for being a tech wiz.

Guns make the most money, so you followed

the market.

Design Flaw: Spend 1 PP to step back a

firearm Asset (including a Signature

Asset) by exploiting an inferior weapon.

Genius Inventor: Spend 1 PP to create a d8

Asset when you fiddle with someone

else’s gun for a scene.

Highlighted Skills: Fix, Notice, Shoot

Cattle Baron d8

Everybody’s got to eat. Ain’t nothing in the

’Verse like a juicy steak. ’Cept maybe what

folks are willing to pay for one.

An Eye for Good Folks: Spend 1 PP to cre-

ate a d8 Asset representing a servant

or ranch hand.

New Money: Step up a Complication

involving social graces to reroll a die.

Highlighted Skills: Influence, Labor,

Survive

Company Magistrate d8

As a magistrate, you are the boss, mayor,

judge, and jury of this company town.

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.

Highlighted Skills: Fly, Notice, Trick

Con Artist d8

There’s a sucker born every minute. You just

gotta put your line in the water.

Instant Expert: When you try to pass your-

self 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.

Highlighted Skills: Craft, Perform, Trick

Contract Miner d8

Pulling ore out of the ground—or out of

floating rocks—isn’t a vocation for the

weak. Every rutting day is a battle against

the elements.

Blood, Sweat, and Tears: Spend 1 PP to

ignore a Complication for a die roll that

includes one of your highlighted Skills.

Company Ties: Gain 1 PP when your con-

tract or agreement with the mining

company forces you to make an unfa-

vorable or unwanted choice.

Highlighted Skills: Labor, Operate, Survive

Core Surgeon d8

You’ve studied at the best medical academy

in the Core. No one is doing to die on your

watch.

Dedicated Effort: Spend 1 PP to step up

or double Focus for the duration of

a Timed Action that relies on manual

dexterity and endurance, such as an

extended surgery.

No Time for the Rules: When you throw

caution to the wind and break the rules

to try to keep a patient alive, gain 1 PP.

Highlighted Skills: Focus, Operate, Treat

Cortex Technician d8

Waves in the black don’t just happen. From

world to world, you’ve made sure nobody

stops the signal.

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.

Highlighted Skills: Fix, Know, Operate

Dockyard Worker d8

So many folk come and go at a spacedock,

it’s like a daily class in other cultures. It’s

also gorramn drudgery and pays almost

nothing, so why not keep an ear open?

Cosmopolitan: Spend 1 PP to add a Spe-

cialty in a different culture to your

Crew Sheet for a scene.

Unsavory Element: When you create

an Asset or take a Complication that

relates your less-than-cultured social

group of workers, smugglers, and

inspectors, step it up.

Highlighted Skills: Know, Labor, Operate

Engineer D8

There are a lot of laws you follow. Newton’s

second, for example.

Applied Physics: When you have the time

to calculate the trajectory of your

throw, spend 1 PP to double Throw

for a roll.

Rush Job: During a Timed Action that

requires repairs or construction, you

may take or step up a Shoddy Work-

manship Complication to add an extra

beat.

Highlighted Skills: Craft, Fix, Throw

Farmer d8

Terraforming made plenty of work for you,

but it’s a rough life, whether it’s cows, corn,

or chemically-altered protein product.

Lay of the Land: Spend 1 PP to reveal a

fact about the natural world you’re

standing on—environmental condi-

tions, weather, or animal life—as a

d8 Asset.

Rugged: Spend 1 PP to ignore a Compli-

cation for a die roll that includes one

of your highlighted Skills.

Highlighted Skills: Craft, Labor, Survive

Fed d8

You’ve got a crew, a ship, and a mission.

Apprehend criminals runnin’ to the black.

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.

Highlighted Skills: Know, Operate, Shoot

First Mate d8

You’re the captain’s right hand, but as often

as not you’re his fist.

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.

Highlighted Skills: Fight, Influence, Notice

Gambler d8

The greater the risk, the greater the thrill.

You’re addicted to the luck of the draw.

Risky Business: If you replace your Skill

die in a roll with a d4, you get a Big

Damn Hero Die equal to that Skill’s

normal die rating if you successfully

set or raise the stakes.

All or Nothing: When you are about to

be Taken Out in a scene, spend 1 PP

to reroll your dice. If you fail to set

or raise the stakes on your second

roll, you cannot spend a PP to stay in

the fight.

Highlighted Skills: Focus, Notice, Trick

Gang Boss d8

They are the best muscle money can buy.

Too bad you’re so cheap.

Menacing Growl: Step up a personal Com-

plication to reroll any pool containing

your thugs or goons.

What Do I Pay You For: You may lose one

of your thug Assets in your die pool to

avoid being Taken Out in a scene.

Highlighted Skills: Focus, Influence, Trick

Gang Member d8

The ’Verse is a hard place. Folk stand together.

Rap Sheet: When you meet a law enforce-

ment agent, take or step up a legal

Complication to gain 1 PP.

Strength in Numbers: When you and your

Crew outnumber your opponents, step

up Fight. When your opponents out-

number you and your crew, take an

Outnumbered d8 Complication.

Highlighted Skills: Fight, Shoot, Sneak

Gentry d8

You’ve got a fancy title, probably a sash

to go with it.

Blue Blood: When you take a Complica-

tion that would besmirch your family

honor, you can step it up to gain a d8

Big Damn Hero Die.

Noblesse Oblige: When someone less for-

tunate than you asks for your help, take

or step up an Obliged Complication to

step up Focus for the rest of the scene.

Highlighted Skills: Drive, Fly, Focus

Gold Prospector d8

All that glitters ought to be yours.

Camp Life: When making camp in the

wild or a putting up a makeshift shel-

ter, 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.

Highlighted Skills: Labor, Shoot, Survive

Goodwill Ambassador d8

Experienced in matters of diplomacy and

decorum, you’re the best candidate to send

in to parley before the bullets start flyin’.

Speak Now, Or…: Spend 1 PP to go first in

a scene before any weapons or attacks

can be made. On your first Action, you

may reroll any dice that come up 1

instead of accepting a Plot Point.

Talking Points: If an ally or associate fails

a roll involving their Social Attribute in

your presence, step up or double your

Attribute on your next die roll.

Highlighted Skills: Influence, Know,

Treat

Guild Trader d8

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.

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.

Highlighted Skills: Drive, Fly, Know

Handsome Ranch Hand d8

All that hard work in the fields keeps you fit.

Ain’t Broke A Sweat: Spend 1 PP to step

back a Complication involving hard

work or endurance.

Don’t Even Know the Word Flirt: Spend

1 PP to double Influence when you

are trying to charm or seduce another

character.

Highlighted Skills: Influence, Labor,

Treat

Homesteader d8

You found yourself a home and a family to

fill it. Ain’t no one gonna take that from you.

Head of the House: When you work side

by side with a Crewmember, you may

spend 1 PP to step up or double their

Craft, Labor, or Survive for their Action.

Slice of Paradise: When you or a Crew-

member take a physical Complication

while on your homestead, you can

spend 1 PP to step it back and rename

it to reflect property damage instead.

Highlighted Skills: Labor, Survive, Treat

Invisible Ops d8

I could tell you what I do, but then I’d have

to kill you and everyone on this ship and

I do hate making a mess.

All Access: When you attempt to bypass

physical security, double Operate for

the Action.

We Were Never Here: When acting on your

secret orders, spend 1 PP to step up or

double Sneak for an Action.

Highlighted Skills: Know, Operate, Sneak

Knife Fighter d8

Hold a knife one way, cuts through an

onion for dinner. Hold it another way, cuts

someone’s throat for upsetting you.

Deep Cut: Spend 1 PP to step up a Com-

plication you inflicted with your blade.

This Is a Knife: When you create a bladed

Asset such as a knife or a spear, step

it up to a d8.

Highlighted Skills: Fight, Focus, Notice

Local Yokel d8

This land is my land, this land ain’t your

land. I got a shotgun, and you ain’t got one.

Hunter’s Instinct: When silently tracking

or hunting another character, step

up or double Sneak. Spend 1 PP to

do both.

Rabbit Snare: Spend 1 PP to create a d8

Asset when setting up some kind of

trap using your natural knowhow.

Highlighted Skills: Craft, Sneak, Survive

Mama Bear d8

Don’t get between Mama and her cubs.

Cubs: Spend 1 PP to take a Complication

from another Crewmember. Rename it

as a Grudge against whoever inflicted

the Complication.

Mama’s Angry: Spend 1 PP to use a Com-

plication as an Asset in a roll. If the

Complication was a Grudge, step the

Grudge back after the roll.

Highlighted Skills: Fight, Survive, Throw

Master of Disguise d8

You’re more comfortable in someone

else’s skin.

Evil Twin: Gain 1 PP when someone you

are disguised as shows up to ruin your

illusion.

Mockingbird: Spend 1 PP to step up your

Perform Skill when you are trying to

mimic someone’s voice.

Highlighted Skills: Influence, Perform,

Trick

Medical Student d8

Y’ain’t a doctor yet, but you’re the next

best thing.

Competitive Academic: When you fail a

roll with Know, step up Mental for your

next Action.

Still Practicing: When you try an operation

or medical procedure for the first time,

step back Treat to gain 1 PP.

Highlighted Skills: Know, Operate, Treat

Mercenary d8

They don’t pay you to look pretty. They pay

you to shoot things.

Highest Bidder: Gain 1 PP when you try

to get a better deal than your current

contract from the side you’re not cur-

rently 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.

Highlighted Skills: Fight, Move, Shoot

Officer of the Law d8

You’re charged with protecting the people

and given the authority to do just that.

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 Compli-

cation to do both.

Highlighted Skills: Influence, Move,

Shoot

Politician d8

You attained public office, acclaim, and

people’s trust. You have access to the

corridors of power, for what that’s worth.

Pulling the Strings: When you create an

Asset based on political or corporate

connections, step it up to a d8.

Promises, Promises: Gain 1 PP when an

agreement, vote, lobbying effort, or

behind-the-scenes deal comes back

to cause you grief or unpleasantness.

Highlighted Skills: Influence, Notice,

Trick

Registered Companion d8

You have an active license in the Companion

Registry, which opens doors and brings

you business.

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.

Highlighted Skills: Focus, Influence,

Perform

Relentless Investigator d8

Just the facts, dong ma?

Bloodhound: Step up a Complication

involving higher authorities in your

jurisdiction to step up your Notice

skill for a scene.

I’ve Got Backup: When you create an Asset

based on calling in official resources

and support, step it up to a d8.

Highlighted Skills: Influence, Know,

Shoot

Researcher d8

The scientific method isn’t just for the lab.

It’s a way of life.

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 hypothe-

sis. 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.

Highlighted Skills: Craft, Fix, Fly

Saboteur d8

Sabotage ain’t just about breaking things.

It’s about breaking them at the right time.

Gremlin: Step up a Complication to

remove a gear-based Asset or Signa-

ture Asset from an opponent’s roll.

Two Steps Ahead: When you reveal that

you’ve already put sabotage into

motion, spend 1 PP to create a Sabo-

tage d8 Asset.

Highlighted Skills: Craft, Operate,

Sneak

Salvager d8

Folk leave all manner of valuable hulks and

crates floatin’ around waitin’ for you to just

swoop in and liberate them. Finder’s keepers.

Spare Parts: Spend 1 PP to turn a gear or

equipment-based Asset into two new

Assets. Step back the die rating of the

original Asset to determine the die

rating of the new Assets.

This Is Why We Can’t Have Nice Things:

Turn one of your Assets into a Com-

plication of the same die rating to

gain 1 PP.

Highlighted Skills: Fix, Move, Operate

Scary Lieutenant d8

When your boss says to break a man’s

legs, you already gone and picked out one

that you like.

Size Them Up: Spend 1 PP to use your

Fight die instead of your Notice die

when checking out an opponent.

Knock Them Down: Step back your Physi-

cal die for a scene to step up your Fight

die for a scene.

Highlighted Skills: Drive, Fight,

Influence

Scavenger d8

It’s everyone for themselves in the black.

Saboteur: Step up your Fix die when you

use a part that you took from a ship

without the owner’s knowledge.

Scavenger’s Eye: Spend 1 PP when search-

ing a pile of abandoned parts to find

a nearly working version of the part

you’ve been lookin’ for.

Highlighted Skills: Fix, Operate, Sneak

Shady Business Man d8

You keep tellin’ folks you are legitimate.

Someday, they might believe you.

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.

Highlighted Skills: Influence, Notice,

Trick

Ship’s Captain d8

A natural leader, you’re responsible for the

Crew and the ship you all fly in.

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 Crewmem-

ber an Asset equal to your Influence

die rating.

Highlighted Skills: Fly, Focus, Influence

Ship’s Doctor d8

Sometimes it seems whoever came up with

“First, do no harm” never had to deal with

the people you have to deal with.

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 inju-

ry-based Complication.

Highlighted Skills: Know, Operate, Treat

Ship’s Mechanic d8

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.

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 accept-

ing 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.

Highlighted Skills: Fix, Know, Operate

Ship’s Pilot d8

The list of folk wanting to hire you is longer

than your arm. You’re just that good.

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.

Highlighted Skills: Fly, Notice, Operate

Ship’s Shepherd d8

You don’t fix faith. It fixes you.

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 unbe-

lievers or the lost.

Highlighted Skills: Focus, Influence,

Know

Shrewd Patron d8

You run a business and are often in need

of discreet agents.

Haggler: Double Mental when haggling

over payment. Both 1s and 2s count

as jinxes on the roll.

Got a Job for You: Gain 1 PP when you

negotiate a business deal or hire a

crew to do a job for you.

Highlighted Skills: Craft, Focus,

Influence

Teacher d8

Teaching is a great honor and a heavy

responsibility.

Thus Endeth the Lesson: Spend 1 PP to

step up or double Know for a roll. If

the Action fails, step back Social until

the end of the next scene.

Troubled Students: Gain 1 PP whenever

you offer to teach or mentor someone

in trouble.

Highlighted Skills: Know, Operate, Treat

Technologist d8

Where do you get all these wonderful toys?

Early Adopter: When you encounter a new

technological marvel, step back Focus

for the scene and create a representa-

tive d8 Asset.

Familiar Controls: Step up Operate the

first time you use a piece of tech that is

similar to one of your Signature Assets.

Highlighted Skills: Drive, Fly, Operate

Top Secret d8

Officially, you don’t exist. Your job doesn’t

exist. Your boss doesn’t exist. Where’s that

leave you?

Covert Entry: When bypassing security

on a mission, take or step up an On

a Timetable Complication to double

Operate for the roll.

Flown Just About Everything: Spend 1

PP to create a Fly Specialty for the

remainder of the session.

Highlighted Skills: Fly, Operate, Perform

Wudang Style d8

Also known as Practical Tai Chi. Being able

to be dangerous without a weapon in your

hand is pretty dang practical.

Fighting Spirit: Step up a Complication

created to avoid being Taken Out in a

fight to reroll your dice.

One-Two Punch: Step up a Complication

when you Take Out a Minor Gamemas-

ter character to Take Out an additional

Minor character.

Highlighted Skills: Focus, Influence,

Know

PERSONALITY DISTINCTIONS

A Little Nervous d8

“Oh God, oh God, we’re all gonna die.”

On Edge: Step up or double your Focus

for one Action. After the roll, create

or step up the Complication On Edge.

Captain Obvious: Gain 1 PP when you

point out how dangerous, stupid, or

illegal the Crew’s plan will be when

they execute it.

Highlighted Skills: Focus, Know, Survive

Alluring d8

You’re easy on the eyes and cunning enough

to use those good looks to your advantage. .

Memorable: Create a Memorable d8 Com-

plication on yourself when tryin’ to

execute a cunning plan. Gain 1 PP.

Turn Heads: When you’re using your good

looks as a distraction to help an ally,

spend 1 PP to give that ally a die equal

to your Influence die rating for the

ally’s next Action.

Highlighted Skills: Influence, Perform,

Trick

Animal Lover d8

Treat ’em right and they’re more loyal

than people.

They Can Smell Fear: Step back a Compli-

cation involving an angry animal if you

walk toward it, unarmed.

Saddle Up: Spend 1 PP to create a d8 Asset

representing a trusty animal compan-

ion (most likely a horse).

Highlighted Skills: Labor, Move, Survive

Avaricious d8

Folks say you’re greedy. They don’t understand

that your retirement plans involve a big,

floaty island to call your own.

A Bigger Cut: When you demand more pay,

double Focus for the scene. Take or

step up a social Complication resulting

from your demands.

I’ll Take That: Gain 1 PP when you keep

something you promised to someone

else.

Highlighted Skills: Fix, Focus, Trick

Backstabbin’ Git d8

You look out for numero uno. Everyone

else is just in the way.

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.

Highlighted Skills: Drive, Throw, Trick

Bad Reputation d8

Folks whisper your name when they see

you coming. And hope you leave as soon

as possible.

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.

Highlighted Skills: Fight, Influence,

Survive

Big Mouth d8

Ain’t got no stomach for torture.

Loose Lips: Gain 1 PP when you tell some-

one everything you know about a

subject with minimal prompting.

Why Would I Lie?: Step up a Complication

to step up your Trick die for your

next roll.

Highlighted Skills: Influence, Perform,

Trick

Big Plans d8

Always working the best angle.

Milk Run: Spend a Plot point to turn a

Complication into an Asset.

Did I Forget to Mention That?: Gain 1 PP

when an important detail of your plan

“slips your mind.”

Highlighted Skills: Influence, Notice,

Trick

By the Book d8

According to section 5, subsection c,

paragraph 2 of the Federal Alliance Judicial

Code…

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.

Highlighted Skills: Focus, Know, Operate

Caring d8

You’ve a courage and tenacity in carin’ for

others that most folk don’t. You’re the light

in their darkness.

Heal the Wounded Heart: Spend 1 PP to

step back another character’s emo-

tional or relationship-based Compli-

cation.

Go the Extra Mile: While you are tak-

ing 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.

Highlighted Skills: Focus, Influence,

Treat

Chatterbox d8

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…

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 Compli-

cation after you’ve rolled a jinx, step

the Complication up.

Highlighted Skills: Influence, Perform,

Trick

Cocky d8

You’re a smug, self-assured sommbitch

and you’re not afraid to say it.

Pride Goeth Before a Fall: Gain 1 PP when

your cocky attitude gets you in a mess

of trouble that you could have avoided

by being silent.

Confidence: Step up a social Complication

to step up or double your Social Attri-

bute for your next roll.

Highlighted Skills: Focus, Influence,

Perform

Code of Honor d8

To live with honor is difficult. To live without

honor is not living at all.

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.

Highlighted Skills: Focus, Know, Survive

Collector of Fine Things d8

You like it? It’s one of a kind. Sculpted by

Li Xiao, you know.

Pretty Things: When you see something

you must have, take an Obsession

d8 Complication. When you acquire

the object, step up the first Asset you

create from it.

On Display: Gain 1 PP when you show

off your collection to someone you

probably shouldn’t show it to.

Highlighted Skills: Know, Notice,

Operate

Crude d8

You’re a little gorramn rough around the

edges.

Rough Talk: Double Influence when you’re

trying to intimidate or scare folks with

more sensitive proclivities. After your

roll, step up or create a social Compli-

cation affecting another Crewmember.

Obnoxious: Gain 1 PP when you choose

to disrupt, upset, or challenge the

social order of things when you have

the option of being mannerly or polite.

Highlighted Skills: Fight, Labor, Move

Dead Eye d8

You’re cool under fire and a keen shot.

Quick Draw: The first time you set the

stakes in a firefight, spend 1 PP to

double Shoot. If your opponent raises

the stakes, step back Shoot for the rest

of the scene.

Take Aim: Step back Move until the end of

the scene to create an In My Crosshairs

d8 Asset.

Highlighted Skills: Move, Notice, Shoot

Dedicated d8

You don’t take much sitting down. You

have a cause that gives your life meaning.

Never Back Down: When you take a Com-

plication related to your faith in your

cause, immediately step it back one

die type.

Blood, Toil, Tears and Sweat: Spend 1 PP

to add your Labor to your next roll

in addition to any other Skill you are

using.

Highlighted Skills: Fight, Know, Focus

Driven d8

You are willing to pay the ultimate price

to restore your good name.

Vengeance is Mine: Step up an opponent’s

Complication. Step up one of your own

Complications after the roll.

Single Minded Pursuit: Gain a PP when

you choose your goal over your own

happiness or well-being.

Highlighted Skills: Fight, Focus, Notice

Eagle Eyed d8

Not much escapes your attention.

Trained Observer: When a Notice Action

gives you an Asset, step it up.

20/10: Spend 1 PP to double Notice for

a roll when you peer into the distance.

Highlighted Skills: Fix, Notice, Throw

Fashionable d8

You attend the most exclusive parties,

dress in the latest fashions, and hire the

best Companions.

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.

Highlighted Skills: Drive, Fly, Influence

Follows Orders d8

The boss gave you a job and you intend

to do it.

Don’t Think About It: When following

orders, step back Mental for the scene

to double your Physical for an Action.

Not My Job: When you try to lead a group,

replace your Influence with a d4 for

the roll to gain 1 PP.

Highlighted Skills: Fight, Fix, Labor

Free Spirit d8

You go where the wind takes you.

New Horizons: Step up or double Drive

or Fly when you first take a vehicle

somewhere new.

Unbound: Spend 1 PP to double Physical

when attempting to escape from bonds

or a cell.

Highlighted Skills: Drive, Fly, Move

Heart of Gold d8

You may be rough around the edges, but

deep down you’re a good person.

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.

Highlighted Skills: Labor, Operate, Treat

Heart of Ice and dust d8

You know the old saying about cold hands,

warm heart? You’re the exact opposite.

Best Served Cold: Spend 1 PP to step back

any Complication involving your emo-

tions 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.

Highlighted Skills: Influence, Focus,

Trick

Here for the Party d8

Let the good times roll. Life is too short to

be serious all the time.

Non-Stop Party: Spend 1 PP to create a

d8 Asset involving good times, liquor,

or loud music.

Enabler: Double your Social die when you

try to convince another Crewmember

to blow off responsibilities in favor of

good times.

Highlighted Skills: Fight, Influence,

Perform

Hill Folk d8

Ain’t everybody in the ’Verse keen on

civilization. You and yours lead hard, free

lives on your own.

Ain’t Got Time to Bleed: When making a

recovery Action to remove a physical

Complication with makeshift medical

supplies, step up Survive for the roll.

This is Our Land: Step up or double Social

when you stare down an interloper in

your home. Step up any Complications

that result from your roll.

Highlighted Skills: Fix, Labor, Survive

Hired Muscle d8

You look tough, but looks aren’t everything.

Blunt Instrument: When you fight dirty

or use brute force to solve a problem,

step up your Labor or Fight until the

end of the current scene. Step back

Social until the end of the next scene.

Looming Shadow: When you rely on your

imposing size to intimidate someone,

use Physical instead of Social. Both

1s and 2s count as jinxes on the roll.

Highlighted Skills: Fight, Labor, Notice

Holds a Grudge d8

An elephant never forgets. Anyone calls

you an elephant, you’ll dent their brainpan.

Got What’s Comin’ to Ya: Step up a Com-

plication to step up your Shoot die

when you’re aiming at someone who

wronged you.

The Pain Don’t Matter: Spend 1 PP to

ignore a Complication for one Action;

step up the Complication after the roll.

Highlighted Skills: Focus, Influence,

Shoot

Honest Man d8

Honest as the day is long.

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.

Highlighted Skills: Focus, Influence,

Treat

Idealist d8

We can be better than we are now. Others

scrape by, we push to make the ’Verse a

better place.

A Better Tomorrow: Step up a social Com-

plication to gain a d8 Big Damn Hero

Die.

Lead by Example: When you take a Com-

plication while standing up for your

beliefs, step up a Crewmember’s Attri-

bute die on their next Action.

Highlighted Skills: Fix, Survive, Treat

Intuitive d8

You ain’t a reader, not as such. But the way

folk carry themselves, how they move, that’s

the language you speak.

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 con-

flict 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.

Highlighted Skills: Focus, Influence,

Notice

Iron-Fisted d8

I don’t give one gorramn bit how dangerous

it is. Get those miners back down the shaft

or you’re fired!

Steely Gaze: Step back Social for the rest

of the scene to step up Focus for the

rest of the scene.

Taskmaster: Double Influence when

throwin’ the weight of your office

around. At the start of the next scene,

take or step up a social Complication

that represents the backlash from your

hard ways.

Highlighted Skills: Focus, Influence,

Throw

Know It All d8

Look, smarty pants, if we wanted schoolin’,

we’d have gone to school.

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.

Highlighted Skills: Fix, Know, Treat

Low Down, Dirty d8

Corrupt is such a strong word, don’t you

think? You prefer “enterprising.”

Illicit Dealings: Gain 1 PP when you take

a bribe or deal in illegal merchandise.

Tarnished Authority: Double Influence

when you abuse your authority. Take

or step up a Corruption Complication

after the roll.

Highlighted Skills: Shoot, Sneak, Trick

Not to be Crossed d8

Just so we’re clear: if you cross me, I will

end you.

Fair Warning: Step up or double Influ-

ence 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.

Highlighted Skills: Fight, Survive, Trick

On a Different Level d8

People aren’t up to your speed. The

conversation you’re actually having is

very different from the one they think

they’re having.

Two Meanings: Gain 1 PP when you

withhold information from someone

through euphemism and double-talk.

We Don’t Have Time for This: During a

Timed Action, you may reroll a die in

a failed Trick roll by taking or step-

ping up an Evidence We Were Here

Complication.

Highlighted Skills: Influence, Know,

Trick

One with the Shadows d8

Fight fair? Honey, why would I do that?

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 hid-

den and in a position to do some harm.

Take or step up a Complication repre-

senting a tenuous or precarious posi-

tion to create a Sniper Nest d8 Asset.

Highlighted Skills: Move, Shoot, Sneak

Ooh-Rah d8

There’s nothing better than a good fight.

Grenadier: Double Throw when hurling

an explosive. Take a Ringing Ears d8

Complication after the roll.

Hail of Bullets: When you Take Out a GMC

with a Shoot Action, take or step up a

Complication to automatically Take Out

another from the scene.

Highlighted Skills: Fight, Shoot, Throw

Proselytizer d8

I tell you, good people, that the Lord awaits

in heaven for the righteous!

Sermonize: Step up Influence for an

Action when you preach. Take or step

up an Unbelievers Complication if the

Action fails.

The Lord Provides: When tending to some-

one who is spiritually lost or hurt,

spend 1 PP to step up Treat for a scene.

Highlighted Skills: Influence, Know,

Treat

Scrapper d8

You’ve been in more tussles than you can

count. Won most of ’em, too.

Sucker Punch: Double Fight for the first

round of an Action Order. Take or step

up a social Complication after the roll.

Victorious: When you Take Out a Major

GMC, spend 1 PP to step back a phys-

ical Complication twice.

Highlighted Skills: Fight, Labor, Move

Smooth Talker d8

You can talk your way out of a life sentence

or into a locked room. Just don’t make

promises you can’t keep.

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.

Highlighted Skills: Influence, Know,

Trick

Something to Prove d8

You may not look tough, but you’ve got steel

inside waiting to come out. You’ll show ’em.

Big Man with a Gun: Gain 1 PP when you

needlessly escalate a conflict, such as

pulling a gun in a fistfight or attacking

someone who verbally threatens you.

Bushwhacker: Spend 1 PP to double Sneak

when setting an ambush on someone

who’s beaten you in a fight prior to

the ambush.

Highlighted Skills: Fight, Focus, Sneak

Sore Loser d8

They cheated! You weren’t ready! The sun

was in your eyes! Double or nothing!

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.

Highlighted Skills: Fight, Know, Focus

Spoiled Dandy d8

You grew up with a proverbial silver spoon

in each hand and never wanted for anything.

Some folks think you don’t know the value

of anything.

Dapper Gent: Gain 1 PP when you protest

a task or job you feel is undignified or

below your station.

Wild Ride: When you drive recklessly, dou-

ble Drive for the roll. Take a Reckless

d8 Complication after the roll.

Highlighted Skills: Drive, Fly, Trick

Stalwart Friend d8

You can count on me so long as stars burn

in the black.

Kind Words: Once per scene when you

take the time to comfort a friend,

spend 1 PP to step back a friend’s

emotional Complication.

Side by Side: Gain a d8 Big Damn Hero

Die when you expose yourself to risk—

social or physical—for a friend.

Highlighted Skills: Focus, Notice, Treat

Steady d8

It takes a lot to throw you off-balance.

Got It in One: Spend 1 PP to roll your

Focus and add it to your total.

Sea of Calm: Spend 1 PP to use a Compli-

cation as an Asset for one Action; step

up the Complication afterward.

Highlighted Skills: Focus, Notice, Sneak

Steely Reserves d8

People think you’re a pushover. They’re

always a mite surprised when you don’t bend.

Not Today: When you take a Complication

to stay in a fight, you can spend 1 PP

to double an appropriate Attribute in

your next roll.

Undeniable: When standing up for your

beliefs or Crew, spend 1 PP to double

Focus for a roll.

Highlighted Skills: Focus, Shoot, Survive

Strong, Silent Type d8

You’re big, strong, and you follow orders. You

get trusted with valuable things of all sorts.

Silent Protector: Gain 1 PP when you do

what’s best for your charge, not your

master.

Get Behind Me: Step up a Complication

involving your charge to step up an

Asset from a d6 to a d8.

Highlighted Skills: Fight, Notice, Shoot

Superstitious d8

You take extra care to stay lucky and keep

the spirits happy.

Fickle Fortunes: Spend 1 PP to create a

Lucky d8 Asset. If you use this Asset

and lose the roll, change it to an

Unlucky Complication of the same

die size.

Lucky Number 3: When you roll exactly

three jinxes in a single roll, you may

reroll all your dice.

Highlighted Skills: Craft, Survive,

Throw

Sweet & Cheerful d8

It doesn’t seem like there’s a power in the

’Verse that can keep you from being cheerful.

Good-Natured: Spend 1 PP to step up or

double your Social die when you’re

using your friendly manner to resolve

a tense situation.

Straight-Shooter: Gain 1 PP when you

openly tell the truth even though it

might be to your greater benefit to lie

or conceal it.

Highlighted Skills: Influence, Treat,

Trick

Temper d8

Some say you’re a mite testy when you’re

courtin’ bad news. Truth is, you’re a mite

testy all the time.

Anger Issues: Gain 1 PP when you make a

bad decision on account of the chip on

your shoulder or your short fuse gets

you in trouble.

Seein’ Red: Spend 1 PP to use a Complica-

tion as an Asset for one Action; step up

the Complication afterward.

Highlighted Skills: Fight, Focus, Throw

Tough as an Old Leather Boot d8

You built your empire with your own hands.

You may be a rich man now, but you’re still

the same sumbitch on the inside.

Hard Bargain: Spend 1 PP to step back

a Complication during a negotiation.

Singin’ the Blues: Gain 1 PP when you step

back your Social die during a roll due

to your melancholy over what you lost

to get where you are.

Highlighted Skills: Focus, Influence,

Know

True Faith d8

Shepherds aren’t the only people in the

’Verse who believe in a higher power.

Lost in Prayer: Step down your Social die

for a scene to step up your Mental die.

Test of Faith: Step up a Complication to

step up your Focus die for your next

roll.

Highlighted Skills: Focus, Influence,

Trick

Unprincipled d8

You’d sell your own mother to the Reavers

to make some coin. Your pappy you’d

throw in for free.

Looking Out For Number One: Reroll all

dice in a roll. On the reroll, all dice

that roll 1s or 2s are considered Com-

plications.

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.

Highlighted Skills: Influence, Survive,

Trick

Well-Mannered d8

You’re polite, genteel, and unassuming.

Best Foot Forward: When you try to estab-

lish a good first impression with a

Social Action, gain a d8 Big Damn Hero

Die if you win the roll. If you fail the

roll, take a Faux Pas d8 Complication.

Kill ’em With Kindness: When you set

the stakes against intimidation by

smoothing over the issue or flattering

an aggressor, step up Focus for the roll.

Highlighted Skills: Influence, Perform,

Treat

Wit’s End d8

Things ain’t been good lately. Now you’re

getting pretty desperate.

Bad to Worse: When you take a Compli-

cation that starts at d8 or higher, you

may step it up to gain 1 PP.

Cornered: When you have a d10 or higher

Complication, you may double Shoot

for a roll. If you do, you cannot take

a Complication to avoid being Taken

Out on that roll.

Highlighted Skills: Move, Shoot, Sneak

Yee-haw!!!! d8

If a plan don’t involve explosions, jumping

off a building, and laughing while the law

chases you, it ain’t a plan worth doing.

Double Down: Double your largest die

in a pool before you roll. Step up a

Complication to that die type or create

one equal to that die type.

Cut Both Wires: Step up one of your Com-

plications to reroll a die after you’ve

rolled. On your next roll, both 1s and

2s count for Complications.

Highlighted Skills: Drive, Fight, Shoot

BACKGROUND DISTINCTIONS

A Lawyer’s Dream d8

You are surrounded by lawyers. Just as

scary as gunmen and they are usually

better mannered.

Litigious: Gain 1 PP when you threaten to

sue someone out of house and home

for a minor reason.

One Call, That’s All: Spend 1 PP to step

back a Complication when you pass

the problem off to your lawyers.

Highlighted Skills: Focus, Influence,

Know

Big ’Un d8

Sure, you’ve packed on a few pounds, but

there’s no gravity out in the black.

More to Love: Spend 1 PP to step up your

Social die for a scene when you make

light of your physical condition.

Tight Squeeze: Gain 1 PP when you can’t

get into, or out of, an area because of

physical limitations.

Highlighted Skills: Know, Operate, Trick

Blind as a Bat d8

Y’ain’t much good without your glasses,

four-eyes.

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.

Highlighted Skills: Craft, Know,

Perform

Brain Leech d8

There’s a wealth of information all around

you. It’s in the heads of the people you know.

Big Help: When a Crewmember gives you

a die to help you for a roll, you can

replace it with a d4. If your roll is suc-

cessful, gain a d8 Big Damn Hero Die.

Two Heads Are Better Than One: Once per

scene, you may spend 1 PP to use the

Skill of a Crewmember in the scene

instead of your own. After the roll, take

or step up a Complication to reflect

their memories getting mixed up with

your own.

Highlighted Skills: Craft, Focus, Notice

Brothers d8

Nothing can come between you and your

brother. ’Cept maybe girls. Or liquor. Or

cards. Or….

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.

Highlighted Skills: Fight, Influence,

Trick

Child Prodigy d8

Your parents didn’t know what to do with

you, other than enroll you in the best schools,

and wonder at your potential.

Eidetic Memory: Spend 1 PP to roll your

Know Skill and add it to your total

once per scene.

Exceptional Talent: Step up an existing

Complication to step up or double a

Skill in a non-combat situation.

Highlighted Skills: Fix, Know, Operate

Dancer d8

Anyone can shuffle their feet to a beat. A

true dancer exists as beauty through motion.

Enticing: When you perform before an

audience, spend 1 PP and name some-

one 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.

Highlighted Skills: Fight, Move, Perform

Debt d8

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.

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 finan-

cial resources on behalf of another,

spend 1 PP to create an appropriate

d8 Asset.

Highlighted Skills: Know, Notice, Trick

Decorated d8

You came back from the War with a medal

and a story. You’re not sure if it was worth

the cost.

You’re a Gorramn Hero: Spend 1 PP to

double your Social when dealing with

anyone who served on your side.

Guilt: Create a Guilt d8 Complication

when details of the event that got

you your medal come back to haunt

you. Gain 1 PP.

Highlighted Skills: Fight, Influence,

Shoot

Done Time d8

You’ve done time in the pokey. It may have

changed you, but you didn’t break.

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.

Highlighted Skills: Craft, Labor, Sneak

Drunk d8

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.

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.

Highlighted Skills: Influence, Move,

Perform

Duelist d8

There is an art to honorable combat and

you’re a veritable Picasso of the form.

Code Duello: When you take a Compli-

cation that implies a slight upon your

honor, you may issue a challenge to a

duel and give your opponent a Chal-

lenged to a Duel d8 Complication.

Mano a Mano: When outnumbered, step

back Fight. When facing a single oppo-

nent, step up or double Fight.

Highlighted Skills: Fight, Move, Perform

Elderly d8

You’ve got as many aches and pains as

there are stars in the sky.

Old War Wound: Gain 1 PP when you step

back your Physical die for a scene as

an old injury acts up.

Forgetful: Gain 1 PP when you step back

your Mental die for a scene as your

memory clouds up.

Highlighted Skills: Craft, Influence,

Notice

Everything’s Shiny d8

Don’t worry. Everything’s going to come

out shiny in the end.

Lightweight: Gain 1 PP when you choose

to get knocked out, drunk, or other-

wise affected by incapacitating causes

instead of rolling dice.

Lighthearted: Spend 1 PP to make light of

a situation and step back a Crewmem-

ber’s Complication on account of your

positive outlook.

Highlighted Skills: Focus, Know, Survive

Fall from Grace d8

That’s the problem with ambition: the higher

you climb, the longer the drop. You really

put yourself out there and now you’ve got

to start over.

Coping Mechanism: If you have a Compli-

cation at a d10 or higher, you may add

your Focus to any roll made to avoid

being Taken Out.

Out of Your Element: Step up a Complica-

tion you have acquired as a result of

being in unfamiliar surroundings, sit-

uations, or circumstances to gain 1 PP.

Highlighted Skills: Focus, Influence,

Notice

Family Ties d8

Everybody is somebody’s son, daughter,

brother, or sister. You maintain a connection

to your family that is as important to you

as it is dysfunctional.

Family Gifts: When you create an Asset

or take a Complication related to your

relationship with your family, step it up.

Thicker than Water: Spend 1 PP and invoke

a family member’s name to reroll

your dice.

Highlighted Skills: Influence, Perform,

Trick

Filthy Rich d8

Money is power. Folk who don’t know that

are foolin’ themselves.

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.

Highlighted Skills: Drive, Fix, Fly

Former Companion d8

You trained as a Companion, but left that

life behind to follow your own path.

Old Habits Die Hard: Step up a Complica-

tion 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.

Highlighted Skills: Notice, Influence,

Perform

Friends in High Places d8

The Alliance thinks highly of you. That’s

the only opinion that matters.

Our Dear Purple Friends: Spend 1 PP to

step back a Complication involving

Alliance scrutiny.

Let’s Just Forget This Little Mess: Step

back your Know for a scene to change

a Complication involving the Alliance

into an Asset.

Highlighted Skills: Focus, Know,

Influence

Friends in Low Places d8

Those of us on the Rim don’t have much, but

we stick together. There’s a power in that.

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 informa-

tion 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.

Highlighted Skills: Craft, Labor, Throw

Government Experiment d8

You don’t remember what they did to you.

Mostly. But now that it’s done, you can

never go back.

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 Pain-

ful Memories d8 Complication to step

up your Know for the rest of the scene.

Highlighted Skills: Fix, Know, Operate

Hard Luck Case d8

The ’Verse is a hard place, no one knows

that better’n you.

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.

Highlighted Skills: Fix, Sneak, Survive

Harmless Looking d8

You blend into a crowd like a rock blends

into a quarry.

Couldn’t Hurt A Fly: Step back your Phys-

ical die to step up your Social die

when convincing someone you’re not

a threat.

Quick Change: Spend 1 PP to create a

d8 Asset to help you disappear into

a crowd

Highlighted Skills: Move, Sneak, Trick

Hitched d8

You ever been with a warrior woman?

In Sickness and in Health: When you

create an Asset or take a Complication

related to your relationship with your

spouse, step it up.

For Richer or Poorer: When you share a

scene with your spouse, you may share

Plot Points with one another.

Highlighted Skills: Influence, Treat,

Trick

Invalid d8

You can’t get much of anywhere without

somebody’s help.

Ain’t Dead Yet: Spend 1 PP to use a Com-

plication as an Asset for one Action;

step up the Complication afterward.

I Can’t Get Up: Create a d8 Complication

on yourself related to your medical

condition. Gain 1 PP

Highlighted Skills: Focus, Influence,

Notice

Leaky Brainpan d8

Folk say you ain’t quite right in the head.

Disjointed Perception: Take or step up

a Fragmented Mind Complication to

reroll a die when you fail a roll in a

social situation.

Unstable: When you threaten someone

with harm, step up or double Influence

for the roll. If you lose the roll, attack

that person immediately or spend 1 PP.

Highlighted Skills: Labor, Shoot, Throw

Lifetime of Misdeeds d8

This sort of life has a tendency to catch

up with you.

Jack of All Trades: Take or step up a Sins

Of My Past Complication to step up

Shoot or Trick for the rest of the scene.

Trick of the Trade: Spend 1 PP to create

an Operate or Sneak Specialty for the

rest of the session.

Highlighted Skills: Drive, Operate, Sneak

Mighty Hideous d8

You weren’t pretty to start, but then you

got yourself deformed somethin’ fierce. Now

folks try not to even look at you.

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.

Highlighted Skills: Fight, Labor, Survive

Mysterious Past d8

You weren’t born to the life you’re livin’ now.

Cortex Specter: Whenever anyone uses

an information-based Asset against

you, spend 1 PP to turn it into a No

Data Found Complication of the same

die rating.

Ghosts of Yesterday: Create a d8 Com-

plication relating to your history to

step up your Fight, Know, or Sneak

for a scene. This Complication cannot

be stepped back by spending PPs to

activate Opportunities.

Highlighted Skills: Fight, Know, Sneak

Never Learned To Read Nor Write d8

They never got around to building a

schoolhouse where you’re from.

Barely Literate: Gain 1 PP when pretend-

ing that you’ve read and understood

something gets you in trouble.

Underestimated: Spend 1 PP to ignore a

Complication die for an Action when

you try to catch your opponent off-

guard.

Highlighted Skills: Focus, Influence,

Know

On the Run d8

Someone’s after you—Alliance, the Triads,

the Guilds, maybe all three. You’re a fugitive

and you’re trouble.

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 Crew-

members to become targets for who-

ever it is that’s chasing you.

Highlighted Skills: Move, Notice, Sneak

Pampered Upbringing d8

Some would call you spoiled. When they

do, you call Daddy.

Daddy’s Money: Spend 1 PP to double

your Influence die when promising a

payout from your rich family.

What’s That Smell?: When you are out of

your element, gain 1 PP by stepping

back your Social for the scene.

Highlighted Skills: Know, Influence,

Throw

Princess of the Rim d8

You turned a nasty nickname into a reputation

for kindness.

Charity Ball Staple: Spend 1 PP to run into

someone familiar with you and your

charity work.

Heal the Wounded Heart: Spend 1 PP to

step back another character’s emo-

tional or relationship-based Compli-

cation.

Highlighted Skills: Focus, Influence,

Labor

Reader d8

You know things you shouldn’t. Some call

you a witch. They’re just scared of what

you represent.

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.

Highlighted Skills: Focus, Influence,

Notice

Secret Browncoat d8

Independents aren’t appreciated much

round these parts. But y’all know how to

stick together.

Identity Crisis: When you choose to let

the identity slip of one of your fellow

hidden Browncoats, gain 1 PP and step

up any related Complication.

The Walls Have Ears: When you create an

Asset based on things your Browncoats

overheard, step it up to a d8 Asset.

Highlighted Skills: Influence, Perform,

Trick

Semi-Retired d8

Despite your best efforts to get out, they

keep pulling you back in.

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.

Highlighted Skills: Drive, Fly, Trick

Shadows of the War d8

Not everyone serves their side on the front

lines. Not everyone left what they did behind.

Nightmares: Start every Episode with an

Exhausted d6 Complication. Step it up

to reroll the dice on an Action. Once it

exceeds d12, you are out until given

medical treatment.

Operational Flexibility: Double your Focus

when you are working to reconfigure a

plan on the fly.

Highlighted Skills: Fight, Focus, Sneak

Sinister Countenance d8

You’ve got a flinty glare and an evil sneer.

Scare Tactics: Take a Frightening d8 Com-

plication to step up Influence for a

scene.

Typecast: When playing the heavy or the

rube, spend 1 PP to double Perform

for an Action.

Highlighted Skills: Move, Perform,

Throw

Sisters d8

No one understands you like your sister.

You’ve always stood together.

Dearest: Step up Treat when you help

your sister remove a Complication

before you help anyone else.

Shift Blame: When you take a social Com-

plication, spend 1 PP to step it back

and give it to your sister.

Highlighted Skills: Notice, Treat, Trick

Slim d8

There ain’t much meat on your bones.

Hard Target: Spend 1 PP to double Move

when navigating through a crowd or

diving for cover.

Wiggle Room: When you hide in a tiny

space, you may use Move instead of

Sneak to avoid detection.

Highlighted Skills: Drive, Move, Perform

Things Don’t Go Smooth d8

Life sure seems to be a string of mishaps,

mistakes, and misappropriations. But you’re

still here, ain’t you?

Tough as Nails: When you take a Com-

plication representing an injury or

physical harm, spend 1 PP to step it

back or rename it as a mental or social

Complication.

Trouble Magnet: Step up one of your

Complications to reroll a die. On your

next roll, both 1s and 2s count for

Complications.

Highlighted Skills: Move, Notice, Survive

Trained Singer d8

Your voice is one of the sweetest things

in the ’Verse.

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 Sen-

sitive Ears Complication to reroll a die.

Highlighted Skills: Craft, Notice,

Perform

Triad Ranking d8

You fought, swindled, and bargained your

way to a position of minor leadership in

the Triad. Only problem is what to do now

that you’re here.

Brutal: Step up one of your own Compli-

cations to step up a Complication you

caused another character to acquire

this scene.

Gang Warfare: Gain 1 PP when your crim-

inal background and deadly connec-

tions lead to violence against you or

your allies.

Highlighted Skills: Fight, Influence,

Trick

Two by Two d8

You’re a pair, you are. Absolutely inseparable.

Did You Catch That?: When you and your

partner are actively looking to avoid

trouble, step up or double Notice.

Spend 1 PP to do both. Both 1s and 2s

count as jinxes on the roll.

One-Two Punch: When you use an Asset

created by another Crewmember, you

may step it up. If you do, remove the

Asset after the roll.

Highlighted Skills: Fight, Move, Notice

Undercover d8

Is this who you really are? Or are you

working for someone else?

Identity Crisis: When you choose to let slip

one of your former clients, gain 1 PP

and step up any related Complication.

Friends in Low Places: When you create

an Asset based on a seedy contact or

underworld connection, step it up.

Highlighted Skills: Influence, Perform,

Trick

Veteran of the Unification War d8

It don’t matter which side you fight on, war

leaves a mark on your heart n’ soul.

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.

Highlighted Skills: Fight, Shoot, Survive

Virtuoso d8

True virtuosity is rare in this ’Verse. You’re

more than gifted; you’re transcendent.

Music Therapy: When you play beautiful

music to soothe a Crewmember’s Men-

tal complication, you may use Perform

instead of Treat for the Action.

Stradivari: When you play your best

instrument for a public audience, dou-

ble or step up the Signature Asset for

your instrument for the Action. Spend

1 PP to do both.

Highlighted Skills: Craft, Perform,

Throw

Wet Behind the Ears d8

Folks say you’re naïve. It ain’t that. You just

grew up a mite sheltered, is all.

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.

Highlighted Skills: Drive, Fix, Treat

World Weary d8

You’ve seen a lot of things during your time

in the black and little is left to surprise you.

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.

Highlighted Skills: Focus, Notice, Sneak