When you choose to gain a new Hook, write it below. When a Hook 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 apply your Hook, and continue playing as normal.
  • Apply your Hook. You have Disadvantage going forward.
Selecting Prompt in the Modifier dropdown on a Move will enable you to manually enter the roll modifier when rolling that Move. For positive modifiers, do not include the plus (+) sign, but for negative modifiers, be sure to include the minus (-) sign.


When you are directed by a move or the SM to mark Harm, you may exchange it, 1-for-1, for Stress.

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.

  • You’re a bit banged up, but it’s nothing serious. Can be healed by choosing Shrug it off when you roll Recover, or when a Scene ends.
  • You’re shaken and shocked, you have Disadvantage ongoing to any +Slick or +Calculating rolls. Can be healed by choosing Shrug it off when you roll Recover, or when a Scene ends.
  • You have severe bleeding or broken bones, you have Disadvantage ongoing to any roll requiring physical exertion. Can be healed by receiving Surgery.
  • You’ve been knocked unconscious and can’t move, act, or even see anything. Can be healed when an Ally chooses “First Aid” when they roll Recover, or when a Scene ends.
  • Your journey is over, you pass away, unmourned and unnoticed by the vast black of space.

When you are directed by a move or the SM to mark Stress, fill in the appropriate amount of checks on the Stress track. When the Stress 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.

When you mark your 10th calamity, roll your final Calamity move.





Use this section to record the various possessions, resources, contacts, and stuff that isn't pre-defined gear.





When you drill through Normal Space into Drill-Space to travel to a neighboring or local star system, roll+Alien. On a 10+, you get there with no complications. On a 7-9, you must waste precious time dropping out of Drill-Space in between the stars to let the drive cool down as events continue without you. The SM will mark an Episode Burn. On a 6-, you’re out in the black for longer than anyone should be, The SM marks 1 Episode Burn, and each Crew Member suffers 1 Stress from cabin fever and low Life Support by journey’s end.

, roll+Alien. On a 10+ you get there on time and without any complications. On a 7-9, you get there, but choose 1. On a 6-, you get there, but both.

  • Trouble has caught up with you, the SM will tell you what.
  • Your ship sustained 1 Damage during the trip.

When you power up your Hyper Drive to jump to a Remote or closer star system, roll+Alien. On a 10+, you travel with no complications. On a 7-9, you get there, but it’s a rough ride. Choose 1. On a 6-, you get there, but the SM chooses 2:

  • You have to maneuver and work the drive hard to avoid the worst hyperspace turbulence, Mark 1 Maintenance.
  • You don’t come out exactly where you expected.
  • Your ship sustained 1 Damage, Penetrating during the trip.
  • You’ve picked up an unlikely passenger.
  • The SM asks each Crew Member a question from The Abyss Stares Back.

When you activate the Fold-Space Drive and travel to a Extreme or closer system, roll+Alien. On a 10+, you made it out! Choose 1. On a 7-9, that was a very close call, choose 2 :

    The ship has been invaded, infested, or infected by something. It was hard on the ship, your ship suffers 1 Damage,Penetrating. You work your ships systems harder than you should, mark 1 Maintenance. Everyone is trouble by hallucinations, visions, or strange dreams. All Crew Member roll Into the Abyss.



When you install a cargo bay, hidden compartment, or passenger/crew area on your ship, add it here. Be sure to add any that your ship starts with.

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.

  • Carbon scoring, melted plating, or scratched paint. Superficial Damage makes your ship look uglier, but it doesn’t have any other negative effects.
  • Smoke and sparks pour from flickering consoles, alarm bleat, the lights flicker, and the deck shudders under your feet. Any roll using a Ship System is at Disadvantage.
    When you perform Spot Repairs on a Direct Hit, you restore normal operations, negate Disadvantage from Direct Hit.
  • A hole is blasted in the side of your ship. Atmosphere vents, and sections of the ship are depressurized, the SM will tell you which sections.
    When you perform Spot Repairs on a Hull Breach, you restore atmosphere to the vented sections, but you are danngerously low on Life Support. Any rolls that require physical exertion are at Disadvantage.
  • All systems are down. Power to your ship is gone. No sensors, no weapons, no shields, no light, no gravity. You are dead in the void, easy pickings for enemies, or stranded to the limited mercies of space.
    When you perform Spot Repairs on Adrift, you manage to restore power... barely. You must roll Listing in Space to get back to a space port.

Download Impulse Drive for free at http://www.drivethrurpg.com/product/190933/Impulse-Drive-Preview
Impulse Drive by Adrian Thoen (Twitter: @madadric) 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
This Roll20 character sheet created by Tom Androy. (Twitter: @majortomonline Github: tandroy )

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