Playbooks

When you create a character and pick a playbook you gain the first Trait listed. You are free to take any Trait from any Playbook when you gain a Trait.

Factions

  • Clingers - Those who live on the side of the Wanderer. These are the most like normal civilizations.
  • Escapists - Those who want to leave out the Maw. Said to be crazy.
  • Scrappers - Those who scour the debree for loot and survival.
  • Wanderer’s Acolytes - Those who worship the Wanderer. Believing that it will outlast the end of the universe and/or provide everything they will ever need.

Archetypes

  • Scrapper Captain
  • Scrapper Technician
  • Scrapper Treasure Hunter
  • Clinger Botanist
  • Clinger Trader
  • Escapist Survivor
  • Wanderer’s Acolyte
  • Wanderer’s Mystic

Captain (Presence)

The leader of most packs. Known for coordinating many an adventure.

Leader - When you Lock a Dice, you may have an Ally Lock it instead.

^ This Trait is free when you take the Captain Playbook. ^

Captain’s Orders - You may give ⚂⚂ to another creature. They may do any action(s) with these dice immediately. (These dice are lost if not used.)

Plan Ahead - Spend ⚂ to roll 2d6 and Lock one of them.

Smell a Cheat - When you roll to Size Up, you may ask 1 more question when you roll a Partial or Success.

??? - Spend ⚂ to give a target you can see Marked until the start of your next turn. You gain +1 Forward on Size Up or Manipulate Someone against them.

Covering Fire - When you make two or more Attacks against a target in a turn they get -1 Speed and -1 Forward next Turn.

Level Headed - When you roll to Keep Your Head you may roll 3d6 and pick two dice to keep.

Coordinated Strike - When you Attack a target, pick an ally to do a Close Attack against the same target. They use the same Attack Sum.

Advice - When you Offer Help, you may give +1 Forward instead of +Stat.


Technician (Ingenuity)

Found mostly on Scrapper Ships, Technicians are masters of using the unknown and, more importantly, fixing it.

Slapdash Solutions - Spend ⚂ and 1 Strain. Create any basic contraption or item. This item lasts until your next Break or Rest then breaks. (Example items: rope, nails, a pouch, a grenade, bandage, or a lamp.)

^ This Trait is free when you take the Technician Playbook. ^

Arc Thrower - Spend ⚂⚂ then do a Elemental Attack against a Nearby Target. If you target a Gadget or Mechanism you may activate or deactivate it for 1 minute (6 turns). On Hit: Do 1 damage and 1 Burn. Bonus: Pick a new target within Reaching range and repeat this Attack.

Oil Patch - Spend ⚂⚂⚂ then pick a surface Nearby. Cover every surface within 3 tiles of this point in Oil. If a creature moves across this patch they fall Prone unless the dice spent was a 5 or 6 (roll a d6 if not in combat). Targets covered in oil gain 3 extra Burn when they first gain Burn stacks. (Fire will spread through the oil).

Field Repair - Spend ⚂ and 1 Strain then pick a target within Reach. Give that target a Temporary Shield and remove all Burn on them.

Logical Mind - When you Tinker you may Lock one of the dice rolled without effecting the result.

? - You have -1 to Manipulate Someone but when you Succeed at this you gain 1 EXP and may roll and Lock 1d6.

Roboticist - When you Tinker with something you may make it into a Robotic Follower as the Change chosen. Give it a personality. It has 1 HP and Shielding, and is still the tinkered target.

Super Heat - Spend ⚂⚂ and 1 Strain to make a metal object Close to you glow white hot for a few minutes. You get +1 to Tinker on the object, and anything (other than you) that touches it gains 2 Burn once a turn.

Replicate - Spend a long time, possibly multiple days, and potently a lot of money copying an item you have possession of. (GM will determine both time and cost to replicate the item.) If you want to make a forgery it will take less time but if its a contraption or machine it wont work. A creature may do an Investigate contest against you to discern if it’s a forgery.


Treasure Hunter (Finesse)

Out in the Fields and Void, Treasure Hunters look for valuables of all shapes and sizes.

Blend In - While you are Obscured creatures will only detect you on a Successful (10+) Look Around roll.

^ This Trait is free when you take the Treasure Hunter Playbook. ^

Eye on the Prize - Spend ⚂ to give a target you can see Marked until the start of your next turn. If you give a 6, give them Marked for 1 hour instead. While the target is Marked this way you know the rough direction of the target regardless of distance.

Obscured Power - While you are Hidden or Obscured you may conceal the fact that you are doing an action. Your actions make no noise (unless it is designed to) and doing a non-damaging action does not end Hidden or Obscured.

In The Bag - When you do an Attack you may remove Burning, Marked, Sleeping, Slowed, and/or Stun from the target. This Attack then does +1 damage for each type removed (2 Stun acts as only 1 type) [removing Slow, Sleeping, and Marked does +3 damage]. Additionally, you may make this Attack non-lethal, unless it is an Area Effect.

Parkourist - You can run along walls as if it was normal terrain. You cannot stop while on a wall otherwise you will fall to the ground. Additionally, when you Jump add 2 to the distance jumped.

Too Many Pockets - Somehow you always have a spot to put stuff. You can carry a ludicrous amount of small things on you and can do Hide rolls to make things on you become Hidden from others.

Just Kick It - You may use Finesse when Tinkering to hack or unlock something, even without tools.

Dualist - Spend ⚂⚂ and pick a target in your Weapon’s Range. Do a Finesse contest against them (objects auto lose). If you win, the target drops something they are holding or carrying. (It is a free action to pick something up, so don’t forget to move it on your turn.)

Bola Throw - Spend ⚂⚂ then pick a Nearby Creature, they must roll Finesse. On a Failure (6-) they gain Slow or if they already have Slow, become Prone. On a Partial, they gain Slow.


Botanist (Spirit)

A rare breed. Traveling Botanists are highly coveted for food and healing.

Nature Reserve - At the start of your turn you may pick a point Nearby. Whenever something moves within Reach of that point, or at the start of your turn, you may spend a Locked Dice to activate a single target Art against them. Use 3+# for any sums. (This Art still costs Strain.)

^ This Trait is free when you take the Botanist Playbook. ^

Vine Whip - Spend ⚂⚂ then do a Slashing Attack against a Nearby Target. On Hit: Do 1 damage and you may pull the target 3 tiles towards you. Or, if you target a surface, pull yourself Close to it. Bonus: Double the distance pulled.

Herbal Medicine - Bandages you use heal for 2 Health instead of 1.

Wonderous Smells - Spend ⚂ and 1 Strain; Give all creatures of your choice Nearby a Locked 1d6 (you roll), Empowered for 1 hour, or heals 1 HP.

Thorny Roots - Spend ⚂⚂⚂ and pick up to 3xSpirit connected tiles on a surface. This region becomes Rough Terrain and you may spend 1 Strain to do 1 damage to any creature who moves inside it.

Poisoner - When you Tinker you may create a poison. This poison when consumed or applied to a weapon (free action) may do: +1 damage, give Slow, give 2 Stun, or put them to sleep without doing damage. poisons last for 1 minute (6 turns) when on a weapon.

HE Equipment - Your equipment is designed to go through hazardous environments, protecting you from them. This lets you breath normally in almost any environment, hold poisonous things, move comfortably in scalding environments, etc.

Natural Knowledge - You may use Spirit when doing Look Around or Investigate rolls when in a natural area.

Blood Transfusion - Spend 1 Health to give a Close creature +1 Max Health until their next Rest.


Trader (Presence)

Money is food and these people have learned to not go hungry. More often found in Clinger cities where trade is plentiful. It is not unheard of for traveling traders to be found with any group; so long as they get payed of course.

Connections - When you do the I Know A Guy action you may roll 3d6 and pick two dice to keep.

^ This Trait is free when you take the Trader Playbook. ^

Hidden Paths - When traveling or running from something you may roll Awareness. On Success (10+): Your group takes quarter the time and/or get +2 Forward to Hide. On Partial (7-9): Your group takes half the time and/or gets +1 Forward to Hide. On Failure (6-): Your group takes twice as long and/or has -2 Forwarded to Hide.

Trust Me - When you roll to Manipulate Someone you may spend 2 Strain to automatically Succeed. This must be done before rolling.

Trader Talk - When you are talking you may give a hidden message in your words. You may choose who hears these words.

Salesman - When you make an effort to show off yourself or an item those around you will take notice. While doing this you may Manipulate Someone on every person nearby.

Lucky Coin - When you fail a check or contest, once per Break or Rest, you may flip a coin (or roll 1d6). Call heads or tails (or even or odd). If you guessed correctly your result is a Success. If you guessed wrong the outcome is much worse.

? - When someone activates an Art, you may roll Awareness. On a Partial you know the Arts effect. On a Success you may use the Art once within the next minute.

Protect Me -

Heckle - When an ally does a non-area Attack, spend a Locked dice. The Attack does +1 damage.


Survivor (Physique)

The few who try to live near the Maw. Called crazy by others for wanting to escape. Most give up, for one reason or another.

Adrenaline - When you are Hit gain +1 Ongoing, to a max of +3, until the end of Combat or after 1 minute.

^ This Trait is free when you take the Survivor Playbook. ^

Sturdy Stuff - Gain +2 max HP.

Momentum - Gain +1 Speed, stacking up to +3, after you do an action that willingly moves you. This effect lasts until the end of your turn.

Companion - You have a Follower Companion from one of your travels. They have 2 HP and Strain, 6 Speed, 1 Ability from any class, and 1 Art. When you level up you may have them gain another Ability or Art.

Careful Scrapper - When you destroy an obstacle or break open a container if you rolled Physique or Finesse gain bonus Outcomes. On a Partial pick 1 Outcome. On a Success pick 2 Outcomes. - Outcome: It doesn’t take a very long time, nothing of value is damaged, it doesn’t make lots of noise, or a simple Tinker check can fix it.

Prepared - Spend 2 Strain; When you need something unusual or rare, roll Ingenuity. On a Success (10+), you have it here right now. On a Partial (7-9) you have it, but not here: it will take some time to get it. On a Fail (6-), you know where it is, but it will be difficult to acquire.

Desperation - When you make an Attack you may spend Empowered or 1 Strain to repeat that Attack with the same Sum.

Beast Whisperer - You may Manipulate Someone against Animals. (They are still animals and may not be smart.)

Meteor Leap - Spend ⚂⚂ and 1 Strain then jump 3xSpeed. If you land on or next to a target you may do a Close Attack against them.


Acolyte (Spirit)

Those who worship the Wanderer as a god. Often times alongside their local gods.

Sacrifice - Spend 1 Health to refund 2 Strain.

^ This Trait is free when you take the Acolyte Playbook. ^

Proselytize - Use Spirit instead of Presence to Manipulate Someone.

Learned - Learn 2 extra Arts.

Fervor - When you spend Strain gain +1 Forward (maximum Forward is +3).

Unshakable Devotion - Sometin

Bless - Spend ⚂, 0 Strain, and pick a Close target. The target gets +1 Forward, then roll Spirit. On a Failure increase this Trait’s Strain cost by 1 until your next Rest.

Cleanse the Unworthy - Spend ⚂⚂ and 1 Strain to do a Close Weapon Attack. The Attack gains: On Hit, the target is Marked until the beginning of your next turn and gains 3 Burn.

Miracle - Once in a while, you may spend ⚂⚂⚂⚂ and 4 Strain to call forth a Miracle. Your GM determines what happens and it must only be beneficial to you and your group. This may auto pass a Check, activate an Art, make something almost impossible happen, ect.

Intervention - Only once, when next you die instead you fall asleep and are Stabilized. Afterwards, cross out this Trait.


Mystic (Awareness)

These people believe they can “talk” to the Wanderer. Gaining secrets or forbidden knowledge.

Wanderer’s Call - When you fail a Check (6-) you may roll Awareness. If you Succeed (10+), Lock one of the dice rolled.

^ This Trait is free when you take the Mystic Playbook. ^

Whispers In the Void - Roll Awareness or Spirit. On a Failure spend 1 Strain and you hear nothing. On a Partial Success, spend 1 Strain and ask a question to the GM. They may only answer with 1 word. On a Success, do the same but don’t spend Strain.

Maddening Call - Spend ⚂⚂ and 1 Strain. Pick a Nearby Creature, they must roll Presence. On a Failure (6-) they gain 3 Stun and -2 Forward. On a Partial, they gain 2 Stun and -1 Forward. (Minimum Forward is -3)

Telepathy - Spend ⚂; Bind your mind to a willing creature’s mind that you can see. You can choose to see/hear through their senses instead of your own or send/receive simple messages. You can only be bound to one creature at a time.

Wanderer’s Veil - Spend ⚂⚂ and 1 Strain. Pick a Nearby creature, they are covered in a blurry veil for up to 1 hour or until they are Hit. During this time they gain +1 Dodge and Ongoing to Hide.

Wanderer’s Sight - Spend 1 Strain to observe a far away location you are aware of. You may roll to Look Around in this area.

Forget to Remember - At the end of a Rest you may swap one of your Arts for a different Art.

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