Seek Out Reach Out*
Basic Moves When you Seek Out something well hidden, say what you’re
looking for or just that you’re sure there’s something to find
When you Reach Out to someone who matters to you,
choose one or more:
Engage In Battle here, and roll +Sharp. On a Hit, you find it. On a 7–9, the • Share a significant doubt or fear with them.
When you Engage In Battle, roll +Raw. On a Hit, choose: GM chooses one: • Share a significant hope or dream with them.
• You overcome a tough target’s defences, or destroy a • You attract unwanted attention. • Share a significant failure or regret with them.
number of weaker targets. • You discover something unexpected and horrifying • Share your feelings about them.
• You hold off a determined assault or drive away a (implicate a friend, discover a terrible truth, expose your
own weakness, etc). For PCs, ask them if they respond positively, and roll +Warm
formidable opponent.
• You’ve found it, but something stands between you and it. if they do. For NPCs, roll first: on a Hit, they respond
• You keep a target safe during the battle.
• Your investigation takes a long time (allowing your positively. On a 10+, you each Erase one Pressure; on 7–9,
On a 7–9, choose two: enemies to advance their plans, or using up resources). choose one of you who Erases one Pressure. Either way,
• You take fire in the process and must Weather Serious Harm. increase your Relationship with each other by one.
• Someone or something else gets damaged or destroyed, Pull Strings Let Loose*
the GM says who or what. When you Pull Strings on the fleet, say who you’re going to
• Your actions leave you or someone else exposed, the GM When you Let Loose and indulge your base needs, roll
for help and what you want them to do, and roll +Smooth.
will say who takes advantage. +Raw. On a Hit, everyone involved Erases one Pressure. On
On a Hit choose one:
a 10+, you choose one option from the list below and
• Gain help with a specific task from an NPC or group and
Shake Off Hold one towards choosing an option from the Support
decide the details; on a 7–9 you still choose, but the GM
decides the details, and they’ll make it something you’ll
When you Shake Off a threat, roll +Hard. On a Hit, you’ve or Interfere Move list, or taking an Action At Scale.
immediately regret.
shaken it off, but on a 7–9, the GM chooses: • You gain temporary access to rare or restricted
• You end up in the arms of someone you shouldn’t.
• It’s out of the frying pan, into the fire. equipment, resources, skills, or information.
• You share a secret you shouldn’t.
• You don’t escape unscathed. • Change people’s behaviour on the fleet at large (curfew,
• You make a promise you shouldn’t.
• You lose or use up something in the process. rationing, calm rioting, etc).
• You anger or alienate someone that matters to you (you
• The threat intensifies, escalates, or targets someone else.
On a 7–9, the GM chooses two: may reduce an appropriate Relationship).
On a 10+ you’re in full control, take +1 Forward. • You can’t do it without help from someone you you’d
Say what happens, and who else is involved. On a Miss, the
rather not get involved with.
Weather Serious Harm • Someone demands a favour in return, or else they won’t
same as a 7–9 but nobody Erases any Pressure.
When you Weather Serious Harm, roll +Hard. On a 10+, you
withstand it but must Mark Pressure. On a 7–9 it hits you
help. Call Someone On Their Shit
• You attract unwanted attention. When you Call Someone On Their Shit, tell them what their
hard, the GM chooses two (may pick the same one twice): • There’s an unexpected cost or consequence. problem is and what they’d need to do to convince you
• You must Mark Pressure.
otherwise, and roll +Hard. On a Hit they choose from the
• You are injured or (for pilots only) your fighter takes Cover Up options below; on a 10+ they are limited to the first two
damage to a specific system – the GM says how it’s slowing When you Cover Up something serious, roll +Smooth. On a options, and if they choose the first they Mark XP.
you down, getting in the way, or putting you in a spot. 10+ they buy your deception, as long as no clear • They act to prove you wrong by doing what you asked.
• You lose something important (an item, your secure well- countervailing evidence appears. On a 7–9, the GM chooses: • They openly and forcefully refuse to do what you asked
defended position, etc). • They’re only fooled temporarily. them to (and they Mark Pressure).
On a 6 or less you feel the full force of it: you are out of • You must give a concrete assurance, provide some extra • They openly and unequivocally admit you're right.
control, lost, trapped or helpless, and the GM may start a corroboration, or do something extra to throw them off. • They act contrite and give you something they think you
Doom Clock. • Someone realizes you’re up to something, and it won’t want.
be the last you hear of this. • They respond by Calling You On Your Shit.
Basic Moves contd. Role Moves
Support/Interfere*
When you Support or Interfere with another character’s Tactician Marine
Move, Mark Pressure and roll +Warm (Support) or +Sharp When your people go into battle, Hold one for each that is When you Engage In Battle, you choose one less option on
(Interfere). On a 10+, Hold two. On a 7–9 Hold one, and be true: a 7–9.
prepared to be entangled in any fallout from the Move. • You have a good view of the battlefield and direct comms
Spend Hold to: with your people. Pilot
• Give +/–1 to the Move after they roll. • Your people are trained and prepared for this sort of When you pilot a fighter, you can pilot it without incident in
• Create an opportunity or problem for them. conflict. normal situations, and depending on the capabilities of the
• Redirect a negative impact of the Move from the person • You knew the details of the battle in advance. individual craft, you can use it to Engage In Battle, Shake
making it onto someone else. Off a threat, Support or Interfere with other pilots, or Seek
You can spend your Hold, one-for-one, to do one of the Out when scouting. Other characters who attempt to do
When an NPC supports your Move, you roll +Relationship following: this are courting disaster – the GM can make a Move in
on their behalf. response.
• Support someone by ordering your forces to assist them
Wait Helplessly* or saying how you’d drilled them for this eventuality. In addition when you Engage In Battle while piloting a
When you Wait Helplessly as others tackle a major • Order your forces to redeploy and erase one Segment on combat-ready ship, you choose one less option on a 7–9.
problem, after another player rolls the dice you can say a battle Clock.
what you’re doing to cope and Mark two Pressure to give • Order a swift reaction to a problem and negate one Influencer
them +1 to their roll. Attrition as it is inflicted. When you Pull Strings, you may choose one more option
from the first list or have the GM choose one less from the
Raise The Pressure* Engineer/scientist second list.
When you Raise The Pressure on yourself*, pushing When you work on an engineering job (research, repair,
yourself beyond your limits, Mark Pressure up to three design, construct), roll +Sharp. On a 10+ you complete it Investigator
times and add +1 per Pressure Marked to a roll you just successfully – Erase one Attrition or fix a specific problem. When you Seek Out, you choose your 7–9 result instead of
made. On a 7–9, the same but the GM chooses: it’s a temporary the GM. On a 10+ the GM may offer you something extra in
fix, it’s unstable, it’s not working as well as you hoped, you addition to what you were looking for – if you take it,
Reach breaking point need _____ to complete it, you’ll have to cannibalize ____, though, you must choose from the 7–9 list.
When you reach Breaking Point (i.e. 5 Pressure), Mark XP it’s going to take a while.
and you may not Mark or Erase Pressure, or take any action
The GM can choose an extra option from the 7–9 list (even
which would require it, until you take a Breaking Point
if you rolled a 10+) if any of the following are true: you
action.
don’t have enough time, you don’t have the right tools or
crew, the project is extremely ambitious.
First names Surnames Call-signs
Abenna Diana Joanna Peter Acker Kelly Anubis Loki
Adam Dorothy Jonas Philip Agathon Kinnard Apex Magnet
Alexandra Drusilla Jonathan Phoebe Alagona Kistler Aphrodite Mickey
Alexis Ebony Jordan Priscilla Alcman Lauder Artemis Midnight
Alice Eduardo Joseph Rafael Aldana Levi Aurora Minerva
Amalie Elias Julian Raquel Arion Loris Birdie Mongoose
Amanda Elizabeth Kallias Raul Arrian Maluta Blackjack Nemesis
Anastasia Ellen Kara Rebecca Auger Marek Bugs Nightstalker
Anders Elsa Karl Rhoda Bachmann Marnach Casino Nosedive
Andrea Emil Katerina Robin Barac Martell Cloud-dance Ozone
Anna Emma Katherine Rosa Baran Matthis Cockroach Phantom
Anton Emre Laura Rowan Cain Montana Coyote Prometheus
Arthur Eve Leah Ruth Catan Morel Deathgrip Pyro
Ashley Felicity Livia Quinn Chun Moser Doghouse Rattler
Barbara Fernando Louise Sandra Corinna Pagani Duchess Raven
Benjamin Francisca Lucas Sari Coulon Pereira Eightball Razor
Bobby Frida Lucia Saul Cros Pindar Fender Rebound
Brianna Gabriel Lucilla Sebastian Cullen Premar Fenris Rocky
Caitriona Garcia Luis Sharon Dimoula Rask Firefly Sandman
Caleb Gloria Luisa Silas During Rodgers Flatline Sidewinder
Camilla Gustav Lydia Sofia Elina Roma Foxtrot Six-pack
Carla Hannah Maria Sonia Elliott Seamark Frostbite T-Bone
Caroline Helena Marcus Thea Erinna Seles Genesis Tempest
Chloe Henrique Martha Tomas Farrina Shain Ghost Tex
Christian Ida Martina Tobias Fiskel Siprak Greaser Torpedo
Christina Inigo Mary Ursula Foster Skala Grip Thunder
Christopher Ira Mercedes Vanessa Gallach Solon Hellcat Turtle
Claire Irene Michael Vernon Gillis Topol Hades Ulysses
Clara Isaac Morgan Victor Halle Troilus Hightower Vision
Claudia Isiah Natalia Victoria Han Vega Hurricane Vulcan
Clinton Isabella Nathan William Hinxton Volkov Inferno Weaver
Constanca Ivan Naomi Ibarra Wawzynak Juggler Whiplash
Cyrus Jamie Noah Ibsen Winther Kaboose Whistle
Daniel Jasmine Oliver Immer Kallisto
Daria Jason Oscar Janda Kraken
David Jeanette Patricia Jans Loco