Assign the follwing scores to each of your Approaches: 2, 1, 0, 0, -1.
When you have 5 checks in the Approaches track, erase all checks and increase one of your approaches by 1, to a maximum of 3.
Advances:
Choose your roll type:
Normal
Advantage
Disadvantage
Volatile
Calculating
Slick
Stalwart
Alien
Foibles and Bonds
Foibles
Write 1 Foible based on your past and 1 extra Foible below at character creation. If you gain a new foible, write it below.
When a Foible you have not yet activated applies to the current situation, and either you, the SM, or another player brings it to the attention of your group, choose 1:
Decline the offer to activate your Foible, and continue playing as normal.
Mark the Foible, and mark an Advance. You have Disadvantage ongoing while that Foible applies for this scene.
Bonds
Fill in a crew member’s name in at least one of your bonds.
When you assist a crew member and one of your bonds applies to the situation, you have advantage on your assist roll.
When you roll a move against a Crew Member, you have Advantage if a Bond you have with them applies to the situation.
You have Disadvantage if a Bond they have with you applies to the situation.
At Session Debrief, when a bond is resolved, no longer applies, or it’s nature changes, write a new bond with any crew member and take an advancement.
Archetype Moves
Signature Move:
Discharged
You start with this move.
Select an Approach this move uses. None Volatile Calculating Slick Stalwart Alien Normal:
Advantage:
Disadvantage:
Past Move:
Discharged
Choose one of your Archetype's Past moves and add it here.
Select an Approach this move uses. None Volatile Calculating Slick Stalwart Alien Normal:
Advantage:
Disadvantage:
Advanced Moves
Advances:
Basic Moves
Firefight
Normal:
Advantage:
Disadvantage:
When you expose yourself and exchange fire with an enemy, roll+ Volatile.
On a 10+,You deal them your weapon’s harm. If you choose to overheat or empty your weapon, You deal them double your weapon’s Harm instead.
On a 7-9, you deal your weapon’s harm, but they are able to make an attack of their own.
Close Quarters Combat
Normal:
Advantage:
Disadvantage:
When you use a weapon with the hand tag to engage in hand to hand combat with your enemy, roll+Volatile. On a 10+, you deal your hand weapon’s Harm to them. On a 7-9, deal your hand weapon’s Harm, but they make an attack on you.
Recover
Normal:
Advantage:
Disadvantage:
When you’re hunkered down behind cover during a dangerous situation and take a moment to gather yourself, roll+Stalwart. On a 10+, you’re calm, efficient and ready, choose 2. On a 7-9, you take a little too long. Choose 2,
but your enemy gets a chance to get into a better position or prepare themselves.
Recharge a move.
Reload or cool down a weapon.
Recharge a piece of Gear with the Recharge tag.
Use a medkit to recover Harm.
Gather your wits, heal any Harm that requires you to gather your wits.
Interrupt
Normal:
Advantage:
Disadvantage:
When you use the threat of violence or an aggressive action to force someone to change their course in response, roll+Volatile. On a 10+, your action forces them to take your threat seriously and act accordingly. They choose 1:
Cave in and do what you want or accept your word.
Force you to follow through with your threat or aggression and suck up the consequences.
On a 7-9, they are momentarily stalled by your brash behaviour. They choose 1:
Agree with you, for now.
Get down or take cover and weather the storm of your wrath.
Deflect the heat onto someone else.
Tell you what you want to hear.
Argue back unreasonably. If they’re a PC, they have disadvantage to do so.
Negotiate
Normal:
Advantage:
Disadvantage:
When you offer to make some kind of an exchange or arrangement with someone, say what you offer, what you want and roll+Slick. If they are an NPC: On a 10+, they will accept a fair offer on your word. On a 7-9, they want something more to seal the deal or proof that you will deliver on your offer. If they are a Crew Member: On a 10+, both. On a 7-9, choose 1:
if they do it, they mark an Advance.
If they refuse, they’re at Disadvantage.
What they do then is up to them.
Cultural Adaptation
Normal:
Advantage:
Disadvantage:
When you attempt to understand or interpret a custom or behaviour of a culture or
species very different to those you are experienced with, roll+Alien. On a 10+, your interpretation is accurate, the SM will give you a clear idea of what you witness,
and you have Advantage going forward when you act on that information. On a 7-9, You grasp the basics, but some nuance or important detail escapes your understanding.
The SM will give you an idea of what is happening.
Ineffective Range
When you use a weapon at a range could be used at, but it’s not effective at, you have disadvantage.
This may mean you have to throw the weapon, in which case you are no longer holding it after the attack.
Scope it Out
Normal:
Advantage:
Disadvantage:
When you take time to closely study an object, situation or person, roll+Calculating. On a 10+, your investigation pays off, ask 3. On a 7-9, your perception is a little dull, ask 1. On a 6-, ask 1, but you won’t like the answer.
What happened here recently?
What is about to happen?
What here will give me an edge?
Who’s really in control here?
What here is not what it appears to be?
Acquire Target
Normal:
Advantage:
Disadvantage:
When you still your mind and line up your sights at a target that can’t shoot back, roll+Calculating. On a 10+, deal your Harm and choose 1. On a 7-9, just deal your harm.
You disarm or disable them.
It’s a lethal blow, overheat your weapon and deal double your weapon’s Harm.
Your position isn’t exposed or compromised.
Act Quick
Normal:
Advantage:
Disadvantage:
When you use your reflexes to get out of the way of danger, or use acrobatics to negotiate difficult terrain, roll+Slick. On a 10+, you’re graceful or acrobatic, and you do it. On a 7-9, you do it, but choose 1:
You’re off balance, you have Disadvantage going forward.
You’ve left something behind, the SM will tell you what.
Keep your Cool
Normal:
Advantage:
Disadvantage:
When you attempt to keep your cool or under stress, or try to endure hardship, roll+Stalwart. On a 10+, you do it with minimal cost. On a 7-9, You do it, but you’re in trouble: you have Disadvantage going forward.
Share Expertise
Normal:
Advantage:
Disadvantage:
When you consult your accumulated knowledge on something you are an expert in, roll+Calculating. On a 10+, ask a question related to the topic and the SM will give a useful answer, or turn it back on you. On a 7-9, ask, and the SM will give you an interesting answer, but it’s up to you to make it useful. On a 6-, ask, but expect bad news.
Assist
Advantage:
Disadvantage:
When you assist a Crew Member in their action before they roll, say how you do, then roll+Stalwart.
If you have a Bond with them that applies to the situation or action, you have Advantage. On a 10+, you give them Advantage on their roll. On a 7-9, you give them Advantage on their roll, but you have Disadvantage going forward.
Into the Abyss
Advantage:
Disadvantage:
When you are confronted by the unnerving realisation of your insignificance in face of the vastness of space,
or face something totally outside of your experience, roll+Alien. On a 10+, you find some small measure of understanding, choose 1. On a 7-9, you hesitate or freeze up for a moment, but can continue on. Choose 2.
The experience changes you significantly, mark Calamity.
You’re shaken by the experience, You have Disadvantage going forward.
Your mind breaks a little, gain a phobia, addiction, or obsession foible.
Merciless
When you attack someone you have at your mercy, and they can’t strike back or avoid the attack, just deal your Harm.
Spout Technobabble
When you need to describe some advanced piece of technology, process, or phenomenon,
choose between 3 and 5 words or phrases and say it like you know what it means.
When you are directed by a move or the SM to mark Harm, you may exchange it, 1 for 1, for checks in the Calamity track.
When you are directed by a move or the SM to mark Calamity, you may exchange it, 1 for 1, for Harm.
Harm
When you are directed by a move or the SM to mark Harm, for each Harm you receive, mark off one check in one of the Harm options.
I’m Scratched and Bruised: You’re a bit banged up, but it’s nothing serious. Can be healed by First Aid, or 10 minutes of rest.
I’m Rattled: You’re shaken and shocked, you have Disadvantage ongoing to any slick or calculating rolls. Can be healed by Gathering your wits, First Aid, or 10 minutes of rest.
I’m Badly Injured: You have severe bleeding or broken bones, you have Disadvantage to any roll requiring physical exertion for each check. Can be healed by 2 Days of treatment
I’m Knocked out: You’ve been knocked unconscious and can’t move, act, or even see anything. Can be healed by First Aid, or 10 minutes of rest.
I can’t go on: Your journey is over, you pass away, unmourned and unnoticed by the vast black of space.
Calamity
Calamity Track:
When you are directed by a move or the SM to mark Calamity, fill in the appropriate amount of checks on the Calamity track.
When the Calamity track is full, erase all checks and mark off one item in the Calamity list and describe the fictional consequences mentioned in your choice. When you mark an item in the Calamity list, take an Advance.
Healing
When you receive healing, remove the number of checks Harm you have received.
Some Harm is beyond a medkit or simple rest, and can only be relieved by proper medical treatment. If Harm can be healed by:
Gathering your wits, then if you choose the Gather your Wits option when you roll recover,
or when you are no longer in a tense or dangerous situation, you can heal it.
First Aid, then the use of a medkit will heal it.
n Days of rest, then resting for that number of days without stress or strenuous activity will heal it.
n days Treatment, then receiving treatment in a medical facility or med bay for that number of days will heal it.
Gear & Loadout
Advances:
Gear Slots:
Check your Archetype to see how many Gear slots you start with.
When you gain 5 Advances in Gear, erase all the checks, and gain an extra Gear slot, to a maximum of 5 slots.
Possessions and Resources
Use this section to record the various possessions, resources, contacts, and stuff that isn't pre-defined gear.
The Ship
Only use this page on the ship's character sheet.
Ship Name:
Ship Look:
Primary Systems:
Choose one of the following stat arrays and apply to Helm,
Tactical, and Engineering. Drive starts at -1 and Reputation
starts at 0.
0,+1,+1
0,0,+2,
-1,+1,+2,
-1, 0,+3.
Choose your roll type:
Normal
Advantage
Disadvantage
Helm
Disabled
Tactical
Disabled
Engineering
Disabled
Drive
Disabled
Reputation
Rep Tracker:
When you have 8 checks in the Reputation tracker, erase all checks and increase Rep by 1, to a max of +3.
Fuel:
When directed by the SM or a move, mark off Fuel.
Fuel costs 100 Guilders per unit.
Cargo Bay:
When you take Cargo on board, fill in one Cargo slot with a description of the cargo.
Life Support:
Disabled
For each day your ship is in space or an uninhabitable environment, reduce life support by 1 for each person on the ship.
Your ship starts with 10 days of life support for each crew member.
Life Support in Person Days:
Debt, Interest, and Capital
Debt for your ship starts at 10,000,000 Guilders, interest
is 20,000 Guilders per month, and your crew starts with
5000 Guilders per crew member as capital.
Debt:
Interest:
Overdue:
Capital:
days since last payment:
Interest is due every 20 days. When you reach 20 days
without making a payment, add the interest due to
Overdue amount, reduce Rep by 1 to a minimum of -3,
and reset days since last payment.
Days:
FTL Drive Type
Select an FTL Drive from the list and add its cost to your ship's Debt.
Impulse Drive
No Cost
Your ship only has an Impulse Drive, enough to get around a system but incapable of interstellar travel.
Drillspace Drive
50,000 Guilders
Normal:
Advantage:
Disadvantage:
Your ship has a Drillspace Drive, design for safe, but slow interstellar travel to neighboring stars.
When you drill through Normal Space into Drill-Space to travel to a neighbouring star system, roll+Drive. On a 10+, you get there with no complications. On a 7-9, you have to work the drive hard, expend double the fuel or drop out of Drill-Space in between the stars
to let the drive cool down for a day.
Distance
Time (days)
Fuel (units)
Neighbors
10
2
Local
n/a
n/a
Distant
n/a
n/a
Remote
n/a
n/a
Extreme
n/a
n/a
Subspace Drive
150,000 Guilders
Normal:
Advantage:
Disadvantage:
Your ship has a Subspace Drive, comonly used for relatively safe FTL travel around a star cluster.
When you you plot a course within the local cluster and engage your sub-space drive, roll+Drive. On a 10+, you get there on time and without any complications. On a 7-9, you get there, but choose 1:
It took twice as long as you expected.
Trouble has found you, the SM will tell you what.
A ship system has malfunctioned, the SM will tell you what.
You had to burn hard, expend twice the fuel. (this option may only be chosen if you have the required fuel)
Distance
Time (days)
Fuel (units)
Neighbors
3
1
Local
6
2
Distant
12
4
Remote
n/a
n/a
Extreme
n/a
n/a
Hyperspace Drive
200,000 Guilders
Normal:
Advantage:
Disadvantage:
Your ship has a Hyperspace Drive, designed for fast, but occasionally unreliable travel to stars near and far.
When you power up your Hyper Drive to jump to Hyper Space, roll+Drive. On a 10+, you travel with minimal complications, choose 1. On a 7-9, you get there, but it’s a rough ride. Choose 2:
You don’t come out exactly where you expected.
One of your ship systems has been damaged.
You’ve picked up an unlikely passenger.
Someone is injured during the trip.
Distance
Time (days)
Fuel (units)
Neighbors
2
1
Local
4
2
Distant
8
4
Remote
12
5
Extreme
n/a
n/a
Warpspace Drive
100,000 Guilders
Normal:
Advantage:
Disadvantage:
Your ship has a Warpspace Drive, designed for incredibly fast, but often unreliable and dangerous travel to stars across the Galaxy.
When you activate the highly unstable Warp Drive and take a precarious trip through Warp Space, roll+Drive. On a 10+, you made it out! choose 2. On a 7-9, that was a very close call, choose 3:
The ship has been invaded, infested, or infected by something hostile.
You don’t know where or when you came out...
A system has been damaged.
Someone has suffered a mutation.
Distance
Time (days)
Fuel (units)
Neighbors
1
2
Local
2
4
Distant
3
6
Remote
5
10
Extreme
10
20
Secondary Systems
Your ship starts with 3 Hardpoints you can attach
secondary systems to. More Hardpoints for your ship cost
200,000 Guilders each.
You can have up to a maximum of 6 Hardpoints.
Hardpoints:
Expanded Cargo Bay
50,000 Guilders
Gives you 2 more Cargo slots. Not exciting, but potentially profitable!
Hidden Compartments
60,000 Guilders
Gives you hidden compartments that can conceal 1 slot of
cargo. If your ship is scanned or searched, anything in the
Hidden Compartments will not be found.
Fuel reserves
10,000 Guilders
Gives you 10 more slots for Fuel. Now you have less chance to get stranded out in the merciless black.
Medbay
Disabled
120,000 Guilders
Spending time in a medbay counts as treatment or rest as
far as Harm is concerned.
Ram Scoop
Disabled
50,000 Guilders
When you use your ram scoop to collect fuel from a star,
nebula, or gas giant, it takes 1 day to collect 1 Fuel.
Tether
Disabled
60,000 Guilders
Can automatically connect to inert objects. Can be fired at
ships and stations within 1 kilometer using Fire Weapons.
Cryo Pods
Disabled
10,000 Guilders per pod
When a person is in suspended animation in a cryo pod,
they don’t use up life support. When you use a cryo pod to
escape a ship, you are put into suspended animation and a
rescue beacon is broadcast.
Cryo Pods:
Reinforced Systems
Disabled
10,000 Guilders
When you spout Technobabble about rerouting power,
You have Advantage to Spot Repairs.
Ship Shielding
Disabled
60,000 Guilders
You may mark damage from external sources to Ship
Sheilding before taking damage to your ship’s systems.
Ship Shielding cannot be disabled.
Ship Weapon Tags
Range:
Short: within 5 kilometers.
Medium: between 5 and 20 kilometers.
Long: Between 20 and 50 kilometers.
Other Ship Weapon Tags:
Proximity: It detonates when an enemy is near it.
Twin-Linked: when you buy it, double the cost and double the damage.
Normal:
Advantage:
Disadvantage:
When you attempt fancy flying or a manoeuvre to avoid an attack or an obstacle, roll+Helm. On a 10+, you avoid the danger or pull off the manoeuvre. On a 7-9, you make it, but your Crew has Disadvantage going forward to your next move involving the Ship or Vehicle you are piloting
Fire Weapons!
Normal:
Advantage:
Disadvantage:
When you exchange fire with enemy ships, vehicles or stations, say which systems you want to aim at, and roll+Tactical. On a 10+, It’s a direct hit! Deal your weapons’ damage to the enemy’s systems. On a 7-9, you hit, but choose 1.
One of your ship’s systems is damaged from return fire or a malfunction. The SM will tell you which.
Your aim is off, the SM will choose which enemy systems you damaged.
The pressure gets to you, mark 1 Calamity.
Spot Repairs
Normal:
Advantage:
Disadvantage:
When you attempt spot repairs on your ship or vehicle during a dangerous situation, roll+Engineering. On a 10+, your repairs will hold - for now choose 1. On a 7-9, you hope they’ll hold. choose 2.
You sustained an injury, mark 1 Harm.
The parts you had to use were from another system. Choose another system to disable.
You have put an ally in harm’s way. The SM will say who, how, and why.
Scanning
Normal:
Advantage:
Disadvantage:
When you use your ship’s scanners to sweep your target for strengths and weaknesses, roll+Helm. On a 7+, you find out something interesting about your target, ask one question from below. On a 10+, the information is useful, You have Advantage going forward when acting on it the answer.
What systems do they have?
Where is it weak?
Where is it strong?
What should I be on the lookout for?
We’re hit!
When your ship or vehicle takes damage, choose a system to disable for each point of damage taken.
You cannot roll a move that requires that system until you have it functioning again.
There may also be related dangers to that system being down. When all of your systems have been disabled,
you are at the mercy of your attacker, or the unsympathetic mercies of the Void.
When a system takes further damage after it has been disabled, it is destroyed,
and cannot be repaired. Discard that system. There may also be catastrophic consequences when a system is destroyed.
When all of your systems are destroyed, your ship blows up. Hope you got out in time!
Docking
Normal:
Advantage:
Disadvantage:
When you come back from a job or a long journey and dock at any public spaceport,
pay the 100 Gilder docking fee and roll +Rep. On a 10+, you have plenty of time and contacts, choose 3. On a 7-9, choose 2, but one or more of your crew’s past has come back to cause trouble.
You have a merchant contact here, any repairs or supplies you need are half price.
You’re in good with the repair crew, any repairs you need take half the time.
The port is well Stocked! you can buy rare goods here.
Productive Economy: you can buy a particular type of cargo cheap here, though it may not be legal cargo.
Expert Care: One day and 1000 Guilders per person will heal all Harm for in one of their medical and leisure centers.
The right kind of Job. Work with the SM to create a job your crew is interested in.
Reputation
Your Ship’s rep starts at 0 Rep, you are an unknown and unproven Crew.
When you complete a job or mission, or improve the standing or lives of a group or community,
increase your ship’s Rep track by 1.
When your Rep track is full, erase all checks and increase your Rep by +1, to a maximum of +3.
When you fail a mission, or cause undue misery, destruction or harm to a group or community,
or miss a payment on your ship, decrease your rep by -1, to a maximum of -3.
Outta Gas
When you run out of Fuel while traveling between destinations, you drop out of superluminal speed into real space, stranded who-knows-where.
You have to limp along at sub-light and hope to either find somewhere you can refuel,
or your distress beacon is picked up by someone out here in the Black who may or may not intend to kill all of you and take your ship.
Wormhole Gate Travel
When you use the ancient void gates to travel between clusters, determine the distance for your trip,
(Remote or Extreme) and spend the appropriate time, fuel, and Guilders to reach the Hub system of the new Cluster.
For the full rules for Impulse Drive go to https://drive.google.com/open?id=0B4w2ZvCSYT6Aak9GazhtaXk5ZWM
Impulse Drive by Adrian Thoen is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License.
Based on a work at http://www.dungeon-world.com/ , and at http://apocalypse-world.com/