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<ParaStyle:New Title>Playing Impulse Drive<cSize:8.000000><cBaselineShift:0.000000><cLeading:10.000000><cFont:Calibri><cSkew:0.000000>
<cSize:><cBaselineShift:><cLeading:><cFont:><cSkew:><ParaStyle:NormalParagraphStyle>The rules in Impulse Drive treat your two types of players differently. There is a group of players playing members of the ship<0x2019>s crew, and one player taking on the role of Space Master, who runs the game and describes all the situations the crew finds themselves in. The rules will refer to those playing crew members as players or crew, and the one running the game as Space Master or SM.
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<ParaStyle:NormalParagraphStyle>Playing Impulse Drive means having a conversation; somebody says something, then you reply, maybe someone else chimes in. We talk about the fiction<0x2014>the world of the crew and the things that happen around them. As we play, the rules will chime in, too. They have something to say about the world. There are no turns or rounds in Impulse Drive, no rules to say whose turn it is to talk. Instead players take turns in the natural flow of the conversation, which always has some back-and-forth. The SM says something, the players respond. The players ask questions or make statements, the SM tells them what happens next. Impulse Drive is never a monologue; it<0x2019>s always a conversation between the Players, the Space Master, and the Rules.
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<ParaStyle:NormalParagraphStyle>The rules help shape the conversation of play. While the SM and the players are talking, the rules and the fiction are talking, too. Every rule has an explicit, usually fictional trigger that tells you when it is meant to come into the conversation.
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<ParaStyle:NormalParagraphStyle>Like any conversation, the time you spend listening is just as important as the time you spend talking. The details established by the other people at the table (the SM and the other players) are important to you: they might change what moves you can make, set up an opportunity for you, or create a challenge you have to face. The conversation works best when we all listen, ask questions, and build on each other<0x2019>s contributions.
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<ParaStyle:NormalParagraphStyle>Sometimes you will speak as your character and from your character<0x2019>s perspective. Sometimes, you will speak as a player, describing your intent, and the motivation for your character, or the rules you intend to engage. This is still a part of the conversation for the game, and players can know things their characters do not. You get to be in on the secret, even if your character is not.
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<ParaStyle:NormalParagraphStyle>This chapter is all about how to play Impulse Drive. Here, you<0x2019>ll find information about the rules<0x2014>how they arise from and contribute to the game. We<0x2019>ll cover both general rules, like making moves, and more specific rules, like those for dealing with Harm and Calamity.
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<ParaStyle:NormalParagraphStyle>Winning or successful play in Impulse drive is a cooperative goal. The goal is for your group to explore interesting characters in exciting, dangerous, charged situations and finding out what happens when their ambitions come up against their shortcomings. The player<0x2019>s goal isn<0x2019>t necessarily giving their character what they want, but finding out what their character does in the situations that arise. The Space Masters goal isn<0x2019>t to defeat or crush the players or kill their characters, but to present an exciting, dangerous world full of opportunities and compromises and see what happens when those things collide.
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<ParaStyle:new move name>Firefight
<ParaStyle:NormalParagraphStyle>When <CharStyle:Letter V\:Char Bold>you move into danger and exchange fire with an enemy<CharStyle:>, roll+ Volatile. On a 10+, exchange Harm and choose 3. On a 7-9, exchange Harm and choose 2:
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<ParaStyle:bullets moves>Overheat or empty your weapon and deal double its Harm.
<ParaStyle:bullets moves>Play it cagey and suffer -1 Harm.
<ParaStyle:bullets moves>You hold a position or halt an advance.
<ParaStyle:bullets moves>You make an advance or force your enemy out of cover.
<ParaStyle:bullets moves>You impress, dismay, or frighten your enemy. (If they are a PC, they also suffer 1 Stress)
<ParaStyle:bullets moves>You get out of direct fire, and have a moment to recover.
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<ParaStyle:NormalParagraphStyle>On a 6-, you lose control. Exchange Harm, and your enemy chooses 2 to apply against you.
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<ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:Char Italic>Firefight only triggers when you are in a dangerous or volatile situation and exchange fire with an enemy. This means you have to have a chance of shooting your enemy and of being shot or harmed otherwise. If you poke your gun around a corner and fire blind, this move isn<0x2019>t triggered. Likewise, if either you or your enemy can<0x2019>t shoot, Firefight isn<0x2019>t triggered.<CharStyle:>
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<ParaStyle:new move name>Acquire target
<ParaStyle:NormalParagraphStyle>When y<CharStyle:Letter V\:Char Bold>ou still your mind and line up your sights at a target that can<0x2019>t shoot back<CharStyle:>, roll+Calculating. On a 10+, deal your Harm and choose 1. On a 7-9, just deal your harm.
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<ParaStyle:bullets moves>You disarm or disable them.
<ParaStyle:bullets moves>It<0x2019>s a lethal blow, overheat your weapon and deal double your weapon<0x2019>s Harm.
<ParaStyle:bullets moves>Your position isn<0x2019>t exposed or compromised.
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<ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:Char Italic>Acquire Target is usually used when you can fire at a target but they have no way of attacking back. They can usually still act in response in some other way; ducking for cover, or trying to close the distance.
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<ParaStyle:new move name>Merciless
<ParaStyle:NormalParagraphStyle>When <CharStyle:Letter V\:Char Bold>you attack someone you have at your mercy,<CharStyle:> and they can<0x2019>t strike back or avoid the attack, just deal your Harm.
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<ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:Char Italic>Merciless is when your target has no option but to take the Harm you deal them. They just have to suck it up and take it.
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<ParaStyle:new move name>Skirmish
<ParaStyle:NormalParagraphStyle>When <CharStyle:Letter V\:Char Bold>you use a weapon with the Hand tag to engage in Hand to Hand combat with your enemy,<CharStyle:> roll+Volatile. On a 10+, exchange Harm and choose 2. On a 7-9, just exchange Harm.
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<ParaStyle:bullets moves>You deal +1 Harm.
<ParaStyle:bullets moves>You suffer -1 Harm.
<ParaStyle:bullets moves>You are able to disengage and retreat back to cover.
<ParaStyle:bullets moves>You impress, dismay, or frighten your enemy. (If they are a PC, they also suffer 1 Stress)
<ParaStyle:bullets moves>You force them to give ground or fall back under your attack.
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<ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:Char Italic>Skirmish triggers when both sides have a Hand weapon. If one side has a monoblade sword, and the other just their Hands, this move isn<0x2019>t likely to trigger. The person with the sword may just deal Harm, or an unarmed player may have to roll Keep your Cool.<CharStyle:>
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<ParaStyle:new move name>Lob Grenade
<ParaStyle:NormalParagraphStyle>When <CharStyle:Letter V\:Char Bold>you step into danger and lob a Grenade at your enemy<CharStyle:>, roll+Volatile. On a 10+, you hit exactly where you want, deal Harm and choose 2. On a 7-9, your aim is off or they get a chance to react, deal Harm and choose 1:
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<ParaStyle:bullets moves>You don<0x2019>t get attacked or put in danger.
<ParaStyle:bullets moves>You flush them out of cover or force them to move.
<ParaStyle:bullets moves>You hit multiple targets.
<ParaStyle:bullets moves>The effects are intimidating,You have Advantage going forward against the survivors.
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<ParaStyle:new move name>Ineffective Range
<ParaStyle:NormalParagraphStyle>When <CharStyle:Letter V\:Char Bold>you use a weapon at a range that it could be used at, but it<0x2019>s not effective at<CharStyle:>, you have disadvantage. This may mean you have to throw the weapon, in which case you are no longer holding it after the attack.
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<ParaStyle:new move name>Recover
<ParaStyle:NormalParagraphStyle>When <CharStyle:Letter V\:Char Bold>you<0x2019>re hunkered down behind cover during a dangerous situation and take a moment to gather yourself<CharStyle:>, roll+Stalwart. On a 10+, you<0x2019>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.
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<ParaStyle:bullets moves>Recharge a move.
<ParaStyle:bullets moves>Reload or cool down a weapon.
<ParaStyle:bullets moves>Recharge a piece of Gear with the Recharge tag.
<ParaStyle:bullets moves>Use a medkit to recover Harm.
<ParaStyle:bullets moves>Gather your wits, heal any Harm that requires you to gather your wits.
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<ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:Char Italic>Recover is used to recharge moves, reload weapons, or heal Harm during combat or a dangerous situation. When you recover, you<0x2019>re taking a moment to prepare yourself for more conflict while the battle rages on. Recover isn<0x2019>t used to avoid danger or fire. To do that, you use Act Quick or Keep your Cool.
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<ParaStyle:new move name>Act Quick
<ParaStyle:NormalParagraphStyle>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<0x2019>re graceful or acrobatic, and you do it. On a 7-9, you do it, but choose 1:
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<ParaStyle:bullets moves>You<0x2019>re off balance, you have Disadvantage going forward.
<ParaStyle:bullets moves>You<0x2019>ve left something behind, the SM will tell you what.
<ParaStyle:bullets moves>You<0x2019>re pushed to your limits with the effort, suffer 1 Stress.
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<ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:Char Italic>Act Quick is used when you want to try to avoid danger instead of enduring it, or if you<0x2019>re trying to be acrobatic or athletic to get somewhere through difficult terrain. To avoid danger with Act Quick, the danger needs to be something you can dodge out of the way of to trigger this move. Difficult Terrain can be a chasm you<0x2019>re trying to leap, crumbling, slippery, or unstable ground, or  a complicated and frantic melee or battlefield.<CharStyle:>
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<ParaStyle:new move name>Keep your Cool
<ParaStyle:NormalParagraphStyle>When <CharStyle:Letter V\:Char Bold>you attempt to keep your cool under pressure or endure hardship<CharStyle:>, roll+Stalwart. On a 10+, you do it with minimal cost. 
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<ParaStyle:Paragraph Bold>On a 7-9, choose 1:
<ParaStyle:bullets moves>You have Disadvantage going forward.
<ParaStyle:bullets moves>Suffer 1 Stress.
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<ParaStyle:Paragraph Bold>On a 6-, the SM will tell you 2:
<ParaStyle:bullets moves>You suffer a danger or hardship you are faced with.
<ParaStyle:bullets moves>You suffer 1 Stress.
<ParaStyle:bullets moves>You have Disadvantage going forward.
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<ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:Char Italic>Keep your Cool is for when your character is put in peril. Any time there is a danger or threat that must be dealt with or makes things more dangerous, You must Keep your Cool to avoid the consequences.
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<CharStyle:><ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:Char Italic>Keep your Cool is about keeping it together in stressful situations or withstanding some kind of hardship. The threats can be physical, mental, emotional, or social.<CharStyle:>
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<ParaStyle:New Title>Hurt, Death, and Healing
<ParaStyle:NormalParagraphStyle>There are two types of hurt you track for your character. Harm, and Calamity. Harm is for physical injuries or compromises. Calamity is a list of fictional events and changes your character experiences as you play. 
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<ParaStyle:new move name>Harm
<ParaStyle:NormalParagraphStyle>Harm represents physical injuries or illnesses. Some of them will apply conditions or new rules while you are affected by them, and will have certain conditions that must be met before they<0x2019>re removed. You can tick these off in any order, though there are some you may prefer to leave until last.
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<ParaStyle:NormalParagraphStyle>Since you don<0x2019>t have Disadvantage for any rolls from scratches and bruises, it gives you a little more Harm you can take before you start suffering negative effects.
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<ParaStyle:NormalParagraphStyle>The final box of Harm on the list is always a finality, and end for your character. By default, there is no way to remove this harm, and checking it results in the death of your character. Check the Drifting chapter for optional alternative rules regarding Death.
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<ParaStyle:new move name>Example Harm:
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<ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:big bold>Just a scratch:<CharStyle:> you<0x2019>re a bit banged up, but it<0x2019>s nothing serious. Can be healed by First Aid, or 10 minutes of rest.
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<ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:big bold>I<0x2019>m Rattled:<CharStyle:> You<0x2019>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.
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<ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:big bold>I<0x2019>m hurt bad:<CharStyle:> 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.
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<ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:big bold>I<0x2019>m Knocked out:<CharStyle:> You<0x2019>ve been knocked unconscious and can<0x2019>t move, act, or even see anything. Can be healed by First Aid, 1 Day of rest, or 1 Day of treatment.
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<ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:big bold>I can<0x2019>t go on: <CharStyle:>Your journey is over, you pass away, unmourned and unnoticed by the vast black of space.
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<ParaStyle:New Title Sub>Stress and Calamity
<ParaStyle:NormalParagraphStyle>Unlike Harm, there is no way to remove Stress or Calamity. Each check in the Calamity list represents an event that has changed your character in some fundamental way. Some of these experiences are positive, but eventually your experiences will become less pleasant and more harrowing as you run out of options. 
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<ParaStyle:NormalParagraphStyle>Whether good or bad for your character, make sure the fiction you tie to their Calamities is interesting. When the rules or the SM tell you to mark Stress, you fill in the appropriate number of slots on the Stress track. When the Stress track is full, erase all checks and choose an option from the Calamity list.
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<ParaStyle:NormalParagraphStyle>There is no way to heal Calamity. Because it is permanent and finite, You only mark something from the list of 10 Calamities on your sheet when you fill the 5 boxes in the Calamity track.
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<ParaStyle:NormalParagraphStyle>There is an upside to marking Calamity. When you mark one of the 10 options on the Calamity list, you also mark an Advance.
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<ParaStyle:NormalParagraphStyle>If a Calamity doesn<0x2019>t fit into your current situation, either choose another option or cut away to another scene for a few moments to show it happening elsewhere. The SM will inform your character at the next available opportunity.
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<ParaStyle:NormalParagraphStyle>The final box of Calamity on the list is always a finality, an end for your character. 
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<ParaStyle:new move name>Example Calamities:
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<ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:big bold>You lose something important to you.
<CharStyle:><ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:big bold>You share a story of a painful or meaningful moment from your past.
<CharStyle:><ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:big bold>You sabotage a connection or relationship with your actions.
<CharStyle:><ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:big bold>You are forced to make a tough decision between desire and prudence.
<CharStyle:><ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:big bold>Something from your past comes back to cause trouble, write a Foible describing it.
<CharStyle:><ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:big bold>You reveal a weakness or flaw, write a Foible describing it.
<CharStyle:><ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:big bold>You are marked or scarred by your experiences, write a Foible describing it.
<CharStyle:><ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:big bold>You are marked or scarred by your experiences, write a Foible describing it.
<CharStyle:><ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:big bold>You are marked or scarred by your experiences, write a Foible describing it.
<CharStyle:><ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:big bold>Embrace death and face your final destiny.
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<ParaStyle:new move name>Death in the Void.
<ParaStyle:NormalParagraphStyle>There are billions of ways to die in the black, and many of them are sudden and brutal. Most species cannot survive exposure to hard vacuum or the inhospitable atmospheres of many planets. If something happens to your character that would kill them immediately, then they die, abruptly and unceremoniously snuffed out.
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<ParaStyle:new move name>Substitute Harm
<ParaStyle:NormalParagraphStyle>When you are directed by a move or the SM to mark Harm, you may exchange it, 1 for 1, for Stress.
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<ParaStyle:NormalParagraphStyle>You can always turn Harm into Stress, but remember, there is no way to remove stress once you have taken it. A character can only suffer so much stress before their journey is over.
<ParaStyle:New Title Sub>Healing
<ParaStyle:NormalParagraphStyle>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.
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<ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:big bold>If Harm can be healed by:<CharStyle:>
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<ParaStyle:Gear \& Vehicles>Gathering your wits, <CharStyle:Letter V\:Char Italic>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.<CharStyle:>
<ParaStyle:Gear \& Vehicles>First Aid, <CharStyle:Letter V\:Char Italic>then the use of a medkit will heal it.
<CharStyle:><ParaStyle:Gear \& Vehicles>N Days of rest, <CharStyle:Letter V\:Char Italic>then resting for that number of days without stress or strenuous activity will heal it.
<CharStyle:><ParaStyle:Gear \& Vehicles>N days Treatment, <CharStyle:Letter V\:Char Italic>then receiving treatment in a medical facility or med bay for that number of days will heal it.
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<ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:Char Italic>Note that days of rest and treatment are all treated at once. If you have 2 Harm that each require 1 day of rest, then resting for 1 day will remove both. First Aid will only remove 1 Harm for each point it heals.<CharStyle:>
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<ParaStyle:New Title>Universal Influence, Investigation, 
<ParaStyle:New Title>And Exploration Moves
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<ParaStyle:new move name>Intimidate
<ParaStyle:NormalParagraphStyle>When y<CharStyle:Letter V\:Char Bold>ou use threats to bully someone into doing what you want<CharStyle:>, make it clear what you want them to do, and what you<0x2019>ll do to them, then Roll+Volatile. On a 10+, they have to choose:
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<ParaStyle:bullets moves>Force you to follow through and suck it up.
<ParaStyle:bullets moves>Cave in and do what you want.
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<ParaStyle:NormalParagraphStyle>On a 7-9, they can choose 1 of the above, or one of the following:
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<ParaStyle:bullets moves>Take cover or get out of the way.
<ParaStyle:bullets moves>Hunker down and take cover.
<ParaStyle:bullets moves>Give you something they think you want.
<ParaStyle:bullets moves>Tell you something they think you want to hear.
<ParaStyle:bullets moves>Attempt to de-escalate and look for an exit.
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<ParaStyle:NormalParagraphStyle>On a 6-, your threat has no teeth, and you have Disadvantage going forward against them.
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<ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:Char Italic>Intimidate can be both a social move and a move driven by action, so long as you are using real and explicit threats to force someone to do something you want. While Intimidate requires you to make a threat, you don<0x2019>t necessarily need to be able to back it up, but you do need to be able to convince your target that you can back it up. Be prepared for things to go poorly even on a 10+ if they force you to follow through.<CharStyle:>
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<ParaStyle:new move name>Share Expertise
<ParaStyle:NormalParagraphStyle>When <CharStyle:Letter V\:Char Bold>you consult your accumulated knowledge on something you are an expert in<CharStyle:>, 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<0x2019>s up to you to make it useful. On a 6-, ask, but expect bad news
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<ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:Char Italic>The trigger in Share Expertise is specific, in the sense that a character can only share expertise on a subject that they are indeed an expert in. You would not expect a mercenary thug to be an expert on particle physics or warp technology, or a scientist to be an expert on the shady underworld of Praxis Station.
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<CharStyle:><ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:Char Italic>If it is in doubt as to whether a character is an expert in a certain field, ask them how they became an expert.
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<CharStyle:><ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:Char Italic>Be prepared to answer your own question or a follow up question about your expertise.
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<CharStyle:><ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:Char Italic>Just in case it isn<0x2019>t clear: the answers are always true, even if the GM had to make them up on the spot. Always say what honesty demands.<CharStyle:>
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<ParaStyle:new move name>Spout technobabble
<ParaStyle:NormalParagraphStyle>When <CharStyle:Letter V\:Char Bold>you need to describe some advanced piece of technology, process, or phenomenon<CharStyle:>, choose between 3 and 5 words or phrases and say it like you know what it means.
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<ParaStyle:NormalParagraphStyle><pTextAlignment:Center><cTypeface:Bold Italic><cSize:9.000000>Re-rout, reverse, invert, refine, isolate, confine, extrapolate, excise, buffer, polarize, depolarize, decouple, repair, calibrate, enhance, boost, charge, spin, spool, engage, contain, attack, divide, scan, 
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<cTypeface:><cSize:><pTextAlignment:><ParaStyle:NormalParagraphStyle><pTextAlignment:Center><cTypeface:Bold Italic><cSize:9.000000>Fluctuating, destabilized, energized, poisoned, corrupted, contaminated, refined, contained, unraveled, damaged, enhanced, viral, 
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<cTypeface:><cSize:><pTextAlignment:><ParaStyle:NormalParagraphStyle><pTextAlignment:Center><cTypeface:Bold Italic><cSize:9.000000>Temporal, quantum, auxiliary, flux, warp, trilithium, fibronium, delta, hyper, charge, burst, distortion, burst, retro-, 
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<cTypeface:><cSize:><pTextAlignment:><ParaStyle:NormalParagraphStyle><pTextAlignment:Center><cTypeface:Bold Italic><cSize:9.000000>Capacitor, anomaly, field, conduit, vortex, drive core, capillaries, organs, antibodies, cells, node, diagnostics, crystal, matrix, timeline, matter, vibrations, region, neutrino, particle, continuum, virus, deflector, dish, circuit, system<cTypeface:><cSize:>
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<ParaStyle:new move name>Scope it Out
<ParaStyle:NormalParagraphStyle>When <CharStyle:Letter V\:Char Bold>you take time to closely study an object,  situation or person<CharStyle:>, 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<0x2019>t like the answer. 
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<ParaStyle:bullets moves>What happened here recently?
<ParaStyle:bullets moves>What is about to happen?
<ParaStyle:bullets moves>What here will give me an edge?
<ParaStyle:bullets moves>Who<0x2019>s really in control here?
<ParaStyle:bullets moves>What here is not what it appears to be?
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<ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:Char Italic>To Scope it Out, you must take time and closely study your target. This can often mean interacting with it, or watching someone else do the same, it may take a few minutes, or it may take hours depending on what you are trying to learn and how you are observing.
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<CharStyle:><ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:Char Italic>Scoping out a situation isn<0x2019>t just about learning details, but getting the bigger picture. The SM always describes a situation honestly, such as saying the merc leader carries a large riot shield and directs her troops from the rear. Scoping her out would reveal why she does that - she<0x2019>s protecting a small child from the battle, and cannot engage aggressively.
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<CharStyle:><ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:Char Italic>Just like in Share Expertise, the answers you get are always honest ones, even if the SM has to figure them out on the spot. Once they answer, it<0x2019>s set in stone. Scope it Out is great for seeing through illusion and lies, or figuring out another<0x2019>s motives.
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<CharStyle:><ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:Char Italic>Unless a move says otherwise players can only ask questions from the list. If a player asks a question not on the list the SM can tell them to try again or answer a question from the list that seems equivalent.
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<CharStyle:><ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:Char Italic>Of course, some questions might have a negative answer, that<0x2019>s fine. If there really, honestly is nothing useful or valuable here, the SM will answer that question with <0x201C>Nothing, sorry.<0x201D><CharStyle:>
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<ParaStyle:new move name>Manipulate
<ParaStyle:NormalParagraphStyle>When <CharStyle:Letter V\:Char Bold>you manipulate someone into doing what you want,<CharStyle:> say what you want and what you<0x2019>re willing to give, then roll+Slick.
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<ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:Char Bold>If they are an NPC:<CharStyle:>
<ParaStyle:NormalParagraphStyle>On a 10+, they choose 1:
<ParaStyle:bullets moves>Accept your offer at face value and agree to the exchange.
<ParaStyle:bullets moves>Ask you to promise something, and will do what you want if you agree.
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<ParaStyle:NormalParagraphStyle>On a 7-9, they choose 1:
<ParaStyle:bullets moves>They make a counteroffer, to be settled now before they do what you want.
<ParaStyle:bullets moves>Ask you to promise something and provide concrete assurance you<0x2019>ll follow through, and they<0x2019>ll do what you want.
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<ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:Char Bold>If they are a PC:<CharStyle:>
<ParaStyle:NormalParagraphStyle>On a 10+, both. On a 7-9, you choose 1:
<ParaStyle:bullets moves>If they do it, they mark and Advance.
<ParaStyle:bullets moves>They have to Keep their cool to refuse, at Disadvantage.
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<ParaStyle:NormalParagraphStyle>On a 6-, be prepared for the worst, whether they are a PC or NPC.
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<ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:Char Italic>When you Manipulate someone you have to say what you<0x2019>re offering and what you want as part of the move. Nothing<0x2019>s for free. This can mean leveraging favor, offering goods or services, or a debt or  favor. You could even offer flattery or sincere words. Manipulate is about exchange. The trade doesn<0x2019>t have to be peaceful, but you aren<0x2019>t making threats. If you want to threaten someone, you would use Intimidate. Manipulate can also be used to get information from people. You can offer them information in return for more information. <0x201C>I will give you this if you tell me what I want to know<0x201D> You would only roll Manipulate with a Crew Member if you are negotiating about something they don<0x2019>t want to do for you or give to you.<CharStyle:>
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<ParaStyle:new move name>Cultural Adaptation
<ParaStyle:NormalParagraphStyle>When <CharStyle:Letter V\:Char Bold>you attempt to understand or interpret a custom or behavior of a culture or species very different to those you are experienced with<CharStyle:>, roll+Alien. 
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<ParaStyle:NormalParagraphStyle>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. 
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<ParaStyle:NormalParagraphStyle>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.
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<ParaStyle:new move name>Into the Abyss
<ParaStyle:NormalParagraphStyle>When <CharStyle:Letter V\:Char Bold>you are confronted by the unnerving realization of your insignificance in face of the vastness of space, or face horror totally outside of your experience<CharStyle:>, roll+Alien. On a 10+, you find some small measure of understanding, ask 1 related question from Scope It Out and choose 1. On a 7-9, you<0x2019>re shaken to your core, choose 1.  On a 6-, you<0x2019>ve lost control. The SM will choose 2.
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<ParaStyle:bullets moves>The nightmare takes its toll on you, suffer 1 Stress.
<ParaStyle:bullets moves>You freeze up, you have to keep your  cool, at Disadvantage to shake it off.
<ParaStyle:bullets moves>You are put in immediate and unavoidable danger.
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<ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:Char Italic>Into the Abyss is for when characters come face to face with horror, despair, or their cosmic insignificance. When they come face to face with events that dwarf them in scale or time, or are entire outside of their experience, or show them how fragile life is in the void of space, have them roll this move. Into the Abyss isn<0x2019>t necessarily about stopping them from acting in the face of their cosmic horror, but showing the effects it has on them.<CharStyle:>
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<ParaStyle:New Title>Universal Special Moves
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<ParaStyle:new move name>Advancement
<ParaStyle:NormalParagraphStyle>When you are directed to take an Advance, mark a check in one of the Advances track. When the Advances track is full, erase all checks and choose 1:
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<ParaStyle:bullets moves>Upgrade an Approach.
<ParaStyle:bullets moves>Take an Advanced Move.
<ParaStyle:bullets moves>Gain a Gear slot.
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<ParaStyle:new move name>Activate Foible
<ParaStyle:NormalParagraphStyle>When <CharStyle:Letter V\:Char Bold>a Foible you have not yet activated this session applies to the current situation, and either you, the SM, or another player brings it to the attention of your group<CharStyle:>, choose 1:
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<ParaStyle:bullets moves>Decline the offer to activate your Foible, and continue playing as normal.
<ParaStyle:bullets moves>Mark an Advance. You have Disadvantage going forward. Determine whether your Foible forces you to make a roll.
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<ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:Char Italic>You can claim a Foible to be activated both if you play along with it or go against it and try to persevere, so long as you<0x2019>re acting at disadvantage because of it.
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<ParaStyle:new move name>Loadout
<ParaStyle:NormalParagraphStyle>When <CharStyle:Letter V\:Char Bold>you are somewhere safe and have access to all of your equipment<CharStyle:>, you may refresh, restore, repair, or exchange the gear in your loadout for any gear you have found, purchased, or unlocked. 
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<ParaStyle:NormalParagraphStyle>If you wish to pick up gear in the field, you may, but if you do not have a free slot available, you will have to leave something behind.
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<ParaStyle:new move name>Regulated Areas
<ParaStyle:NormalParagraphStyle>Some areas will not allow you to wear armour or openly carry weapons. When you visit these areas, you must wear civilian clothes and cannot carry any weapons. Non-aggressive tools and gear are still allowed.
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<ParaStyle:new move name>Downtime
<ParaStyle:NormalParagraphStyle>When <CharStyle:Letter V\:Char Bold>your crew has some downtime to relax and reflect<CharStyle:>, you may take the opportunity to frame a scene showing something about your character. 
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<ParaStyle:NormalParagraphStyle>You may choose to explore a Foible, a previously marked Calamity, a Bond, or something that recently happened you are interested in. It may involve other crew members or NPCs, or just be your character. It may be something happening now, something that happened recently, or happened a long time ago. You may play it out and make rolls if appropriate, or present it as a vignette and narrate it as something that has transpired.
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<ParaStyle:New Title>Universal Hooks and Relationship Moves
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<ParaStyle:New Title Sub>Gaining Hooks
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<ParaStyle:new move name>Starting Hooks
<ParaStyle:NormalParagraphStyle>When <CharStyle:Letter V\:Char Bold>you establish Hooks during Character Creation<CharStyle:>, write the other characters names in the Hooks section. When <CharStyle:Letter V\:Char Bold>it is your turn<CharStyle:>,  ask the 3 Hooks Questions and distribute Hooks as instructed. <CharStyle:Letter V\:Char Bold>During the others turns<CharStyle:>, answer questions as you like.
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<ParaStyle:new move name>Hooked on You
<ParaStyle:NormalParagraphStyle>When <CharStyle:Letter V\:Char Bold>any of your Hook questions are fulfilled during play<CharStyle:>, immediately complete the distribution of hooks as established by the question.
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<ParaStyle:new move name>Noble Sacrifice
<ParaStyle:NormalParagraphStyle>When <CharStyle:Letter V\:Char Bold>you step in to take Harm or Stress meant for another crew member<CharStyle:>, you gain a Hook on them.
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<ParaStyle:new move name>Sweet Succor
<ParaStyle:NormalParagraphStyle>When <CharStyle:Letter V\:Char Bold>you provide healing or treat another crew member<0x2019>s injuries<CharStyle:>, you gain a Hook on them once the healing is done.
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<ParaStyle:new move name>Bitter Betrayal
<ParaStyle:NormalParagraphStyle>When <CharStyle:Letter V\:Char Bold>a crew member intentionally causes you Harm<CharStyle:>, you gain a Hook on them.
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<ParaStyle:New Title Sub>Spending Hooks
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<ParaStyle:new move name>Now thats Teamwork
<ParaStyle:NormalParagraphStyle>When <CharStyle:Letter V\:Char Bold>you assist a crew member in an action<CharStyle:>, say how you do it, and spend a Hook you have with them to give them Advantage. If there are any negative consequences from their roll, you suffer them too.
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<ParaStyle:new move name>Healing Vigil
<ParaStyle:NormalParagraphStyle>When <CharStyle:Letter V\:Char Bold>you put in all your time, effort, and care to heal a crew member<CharStyle:>, you may spend a Hook you have on them to provide +1 healing. You can spend as many Hooks as you have with them this way.
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<ParaStyle:new move name>Obstruction
<ParaStyle:NormalParagraphStyle>When <CharStyle:Letter V\:Char Bold>you interfere with a crew member<0x2019>s action<CharStyle:>, you may spend 1 Hook you have with them to give them Disadvantage on a roll.
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<ParaStyle:new move name>Mutinous Act
<ParaStyle:NormalParagraphStyle>When <CharStyle:Letter V\:Char Bold>you take action against another crew member<CharStyle:>, you may spend a Hook you have with them to give yourself Advantage on the roll. You may be exposed to some consequences or risk based on the outcome of their roll.
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<ParaStyle:new move name>Twist the Knife
<ParaStyle:NormalParagraphStyle>When <CharStyle:Letter V\:Char Bold>you inflict Harm on a crew member<CharStyle:>, you may spend a Hook you have on them to increase the Harm you inflict by +1. You can only do this once per attack.
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<ParaStyle:NormalParagraphStyle>The extra Harm dealt using Twist the Knife is added after all other considerations, such as dealing extra Harm from move choices or weapon tags, and reduction from Armor.
<ParaStyle:New Title>Housekeeping Moves
<ParaStyle:NormalParagraphStyle>These moves are used to help the SM and players begin and end sessions smoothly.
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<ParaStyle:new move name>First Session
<ParaStyle:NormalParagraphStyle>When <CharStyle:Letter V\:Char Bold>you first sit down to play Impulse Drive with a group<CharStyle:>, go through the following list:
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<ParaStyle:number list 2>The Space Master pitches the game to the players, including basics of rules, the types of adventures Impulse Drive aims to tell, and the ideas the GM has for a game.
<ParaStyle:number list 2>The GM introduces the concepts of each class, and players each choose a class. It is recommended, though not necessary for each player to choose a different class.
<ParaStyle:number list 2>Each player chooses or creates a name for their character.
<ParaStyle:number list 2>Each player chooses the description for their character.
<ParaStyle:number list 2>The SM describes how each approach works and what it represents, and each player assigns modifiers to their approaches.
<ParaStyle:number list 2>Each player chooses a past for their character.
<ParaStyle:number list 2>Each player reads their starting move and makes any choices they need.
<ParaStyle:number list 2>Each player selects their starting gear.
<ParaStyle:number list 2>Each player creates 2 starting Foibles. If you can<0x2019>t think of anything right now, leave it for later in the first session. Your past may guide one of your Foibles.
<ParaStyle:number list 2>Everyone take turns introducing their characters by name, description, and background.  Write the other characters names in the Hooks section and take turns ask the 3 Hooks Questions Follow the instructions in the Hooks section for gaining Hooks. Your group now has a crew.
<ParaStyle:number list 2>The Crew works together to build their ship from the available options; Assigning the name, look, primary systems, Drive, and secondary systems. This can be left until later, in the first session if you want to start play faster. 
<ParaStyle:number list 2>The SM sets the scene, usually a dangerous or charged situation that will call the crew to some kind of decisive action. 
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<ParaStyle:new move name>Session Briefing
<ParaStyle:NormalParagraphStyle>When <CharStyle:Letter V\:Char Bold>your group gathers to play a session<CharStyle:>, go through the following list:
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<ParaStyle:number list 2>List each crew member<0x2019>s Foibles.
<ParaStyle:number list 2>List any Foibles Gear, or Advances changed or gained between the end of last session and now.
<ParaStyle:number list 2>Briefly go over what happened in the last session, mentioning any highlights.
<ParaStyle:number list 2>Set the scene for the beginning of this session and begin playing.
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<ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:Char Italic>Session Briefing is useful to help everyone refresh on what happened in previous sessions, and to state some intent for this session. 
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<ParaStyle:new move name>Session Debrief
<ParaStyle:NormalParagraphStyle>When <CharStyle:Letter V\:Char Bold>you reach the end of a session<CharStyle:>, go through the following list:
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<ParaStyle:NormalParagraphStyle>Ask the following questions and discuss them as a group. Vote on the answers  if you like:
<ParaStyle:bullets tags>Who was the MVP, and made the crucial roll or pulled off the right move that ensured success?
<ParaStyle:bullets tags>Who was the Workhorse, and always reliably supported the crew in their actions?
<ParaStyle:bullets tags>Who embodied their character the best, and had a particularly moving, entertaining, or funny roleplaying moment?
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<ParaStyle:NormalParagraphStyle>For each answer, the player mentioned gets an Advance. If the votes are tied, both players gain an Advance.
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<ParaStyle:NormalParagraphStyle>Ask the following questions and answer them as a group:
<ParaStyle:bullets tags>Did we complete a mission or job?
<ParaStyle:bullets tags>Did we learn something new and important about the universe?
<ParaStyle:bullets tags>Did we overcome or eliminate a notable danger or threat to ourselves or others?
<ParaStyle:bullets tags>Did we make a payment towards our Debt?
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<ParaStyle:NormalParagraphStyle>For each yes, mark an advance on the ship<0x2019>s Rep.
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<ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:Char Italic>Session Debrief is a chance for everyone to talk about the game, and remember some of the high notes or important things that happened. It is also a structured way for you to have a look at whether you have pursued the goals of the game and your players. <CharStyle:>
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<ParaStyle:New Title>Choose an Archetype
<ParaStyle:NormalParagraphStyle>To create a character that you will play in Impulse Drive, select one of the archetypes and follow the instructions for your Archetype. The Space Master will provide the Archetype playbooks for you to choose from. Each playbook contains the information and rules for creating and playing  a character of that Archetype.
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<ParaStyle:NormalParagraphStyle>Each of the Archetypes are designed to express certain types of characters that are familiar in the kinds of stories you find in the kinds of fiction that inspires Impulse Drive.
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<ParaStyle:new move name>The Hound 
<ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:big bold>(Page xx)<CharStyle:>
<ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:Char Italic>Tracker, Hunter, Bloodhound. You<0x2019>re known for your tenacity and determination when it comes down to hunting your target. Whether you do it in the name of Law and Order or for the sweet jingle of Guilders, there is little that can keep you between you and your target.
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<ParaStyle:new move name>The Infiltrator 
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<ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:Char Italic>You<0x2019>re a shadow, a ghost, a rumor almost heard. You<0x2019>re an expert at overcoming security systems of all sorts and getting in where you shouldn<0x2019>t. Perhaps you do it out of duty, perhaps it<0x2019>s in search of the next big score, but when you set your mind on getting to something - or someone - you shouldn<0x2019>t, you are well equipped to do so.
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<ParaStyle:new move name>The Intellect 
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<ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:Char Italic>You<0x2019>re the expert. Scientist, doctor, engineer, archaeologist, anthropologist, whatever your field is, you know just about everything worth knowing, or you know how to find out. You<0x2019>re a master of technology and intellect, and bring your deductions, reasoning, and knowledge to bear on any situation.
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<ParaStyle:new move name>The Mystic 
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<ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:Char Italic>Many tell stories of your order. Myths and folk tales of wandering seers and knights guiding events with your far sight and meting out justice or keeping peace with your strange, ancient weapons. And there is you. Trained, but perhaps not tested. It is your task to go out into space and find yourself. 
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<ParaStyle:new move name>The Outsider 
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<ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:Char Italic>Life in the Galaxy comes in all shapes, sizes, societies, and cultures. But most aliens are just people, with reasonably similar drives and motivations. But you<0x2019>re different. Fundamentally different from the others in a way that makes you entirely alien to them. Perhaps it<0x2019>s your unusual physical form, or that you do not possess a physical form at all! Perhaps you are AI, or a sentient spaceship, or a drone for a hivemind species. Perhaps you<0x2019>re a unique, strange member of a common species. Whatever it is that sets you apart, it makes you unique and alien to all around you.
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<ParaStyle:new move name>The Scoundrel 
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<ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:Char Italic>Yeah, you<0x2019>re a criminal, and everybody knows it. But there<0x2019>s light years<0x2019> difference between knowing it and proving it. You<0x2019>re slick, smart, and more than a little cocky. You have a reputation for getting in where you don<0x2019>t belong, and acquiring what isn<0x2019>t yours. You have shady connections in numerous seedy underbellies. The only reason you<0x2019>re not filthy stinking rich is just bad luck, certainly not bad Impulse control.<CharStyle:>
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<ParaStyle:new move name>The Tempest 
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<ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:Char Italic>You<0x2019>re the wild one, the loose cannon, the mad dog. You<0x2019>re a cosmic storm waiting to erupt and tear everything apart. You barely keep your dark, destructive emotions in check, and when you unleash them you leave nothing but debris behind. You live with all of your emotions and passions bubbling at the surface, and others are either drawn to your violent magnetism, wary of your explosive rage, or certain you are just plain crazy.
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<ParaStyle:new move name>The Warhorse 
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<ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:Char Italic>You<0x2019>ve seen the violent side of space for most of your life, and it had hardened you and honed you to a razor<0x2019>s edge. Few have more experience at fighting and controlling the battlefield than you. Where others may be overwhelmed by the horrors of battle and space, you shrug, pick up your weapon, and stride once more into the breach.<CharStyle:>
<ParaStyle:New Title Sub>Name & Description
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<ParaStyle:Gear \& Vehicles><CharStyle:Letter V\:big bold>Choose a pre-generated name or make up your own.
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<CharStyle:><ParaStyle:Gear \& Vehicles><CharStyle:Letter V\:big bold>Choose a Pronoun.
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<CharStyle:><ParaStyle:Gear \& Vehicles><CharStyle:Letter V\:big bold>Choose up to 4 words that describe your character in a general way.<CharStyle:>
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<ParaStyle:NormalParagraphStyle>While the Archetypes will give you some options to guide your choices, who your character is, what they are, and what they look like is up to you. Sometimes your choices at character creation will have something to say about your character<0x2019>s background, but usually only in a very general sense. In Impulse Drive, everybody is treated as people. Whether you<0x2019>re human, a humanoid alien, some weird alien, a robot, or a cyborg, your archetype will still play mostly the same. Describing how your character looks adds entertaining flavor to your game, but Galactic life is so diverse, all but the most peculiar individuals are just people.
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<ParaStyle:NormalParagraphStyle>Pronouns allow you to specify what gender or otherwise social identity your character identifies as. There are multiple choices beyond <0x201C>He<0x201D> and <0x201C>She<0x201D> because characters in the game can reflect the diversity of society, culture, and personal identity we have in our societies here on earth. For some characters, gender will be relevant, either in their society, for their species, or individually. Including an array of options allows people to express themselves or explore ideas through characters. Take the opportunity to be aware of the people you play with, and give yourselves the opportunity to express yourselves in an accepting, welcoming environment. The black void of space and all it<0x2019>s wonders are for everybody to explore.
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<ParaStyle:NormalParagraphStyle>While the Archetype sheets only display a particular tense of various pronouns, you can consult the chart below for other instances, and how they can be applied. I sourced this information from University of Milwaukee website, where they had a guide for diverse pronouns. This is not an exhaustive list of pronouns. It is good practice to ask which pronouns a person uses.
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<ParaStyle:NormalParagraphStyle>Https://uwm.edu/lgbtrc/support/gender-pronouns/
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<ParaStyle:NormalParagraphStyle><pTextAlignment:Center><CharStyle:Letter V\:big bold>Subject: ________1________ stared into the infinite void of space.
<CharStyle:><pTextAlignment:><ParaStyle:NormalParagraphStyle><pTextAlignment:Center><CharStyle:Letter V\:big bold>Object: The drones were too many, and had backed ________2________ into a corner.
<CharStyle:><pTextAlignment:><ParaStyle:NormalParagraphStyle><pTextAlignment:Center><CharStyle:Letter V\:big bold>Possessive: ________3________ favored attack is graceful and elegant.
<CharStyle:><pTextAlignment:><ParaStyle:NormalParagraphStyle><pTextAlignment:Center><CharStyle:Letter V\:big bold>Possessive Pronoun: The assault rifle is ________4________.
<CharStyle:><pTextAlignment:><ParaStyle:NormalParagraphStyle><pTextAlignment:Center><CharStyle:Letter V\:big bold>Reflexive: after taking a serious hit,  ________1________ picks ________5________ up off the floor.<CharStyle:>
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<ParaStyle:New Title Sub>The 5 Approaches
<ParaStyle:NormalParagraphStyle>Impulse Drive describes most actions characters undertake in terms of 5 different ways they look at their world and solve problems. Some applications of these approaches seem pretty straightforward, while others are more abstract. Each approach will have a modifier applied to it, ranging from -3 to +3. 
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<ParaStyle:new move name>Volatile 
<ParaStyle:NormalParagraphStyle>This is the Approach for when you act recklessly, impulsively, or violently. If you are using this approach, something is probably going to get broken, blown up, or harmed.
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<ParaStyle:new move name>Calculating 
<ParaStyle:NormalParagraphStyle>This is the Approach you use when you try to solve a problem by studying it and deducting the correct response. It is for when you apply passionless, detached, critical thought, learning, or reason to solve a problem.
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<ParaStyle:new move name>Slick
<ParaStyle:NormalParagraphStyle>This Approach is both for when you act fast to avoid trouble, or talk fast to get what you want. It represents your charisma, ability to lie, and your quick reflexes for avoiding danger.
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<ParaStyle:new move name>Stalwart
<ParaStyle:NormalParagraphStyle>The Stalwart approach is for when you are resilient, tough, or just plain stubborn. When you resist, refuse to compromise, or endure, you are using the Stalwart approach.
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<ParaStyle:new move name>Alien
<ParaStyle:NormalParagraphStyle>Alien represents alienness and weirdness. This is how unlike most other people in the universe you are, and what sets you apart. When you embrace the weird or unfathomable, you are using the Alien approach.
<ParaStyle:New Title Sub>Hooks
<ParaStyle:NormalParagraphStyle>Hooks are social currency between player characters. They represent how much influence or leverage your character has with another crew member. The crew can only have Hooks with each other, and not NPCs. Hooks are earned and spent when crew members interact with each other in particular ways. Hooks come into play in specific circumstances. Some of these are universal to all players, while each Archetype will also have 3 specific triggers that will cause them or other crew members to gain Hooks on each other.
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<ParaStyle:NormalParagraphStyle>You track how many Hooks you have on each other individual crew member, and gain or spend them during play.
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<ParaStyle:New Title Sub>Archetype Moves
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<ParaStyle:NormalParagraphStyle>In addition to the Universal Moves, each Archetype has their own moves that let them engage in situations in unique ways. Archetypes have 3 sections of moves; the <CharStyle:Letter V\:Char Bold>Signature Move<CharStyle:>, two <CharStyle:Letter V\:Char Bold>Background Moves<CharStyle:>, and a number of <CharStyle:Letter V\:Char Bold>Advanced Moves<CharStyle:>.
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<ParaStyle:NormalParagraphStyle>Each Archetype starts with their Signature Move no matter what. Signature moves describe something intrinsic about the Archetype that separates them from everybody else.
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<ParaStyle:NormalParagraphStyle>Each Archetype also has 2 Background Moves that help make them unique in another way. At character creation, you choose 1 of these options and leave the other one behind, forever.
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<ParaStyle:NormalParagraphStyle>Each Archetype also has a number of Advanced moves that will give your character new abilities, or modify their Archetype Moves or the universal Moves further. You don<0x2019>t start with any of these, but can earn them by spending Advances as you play.
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<ParaStyle:New Title Sub>Foibles
<ParaStyle:NormalParagraphStyle>Foibles are things that are true about your characters that make them interesting, unique, and what causes complication in their lives. A Foible can be a Goal, an Instinct, or a Connection. When your Foibles complicate your character<0x2019>s life and you have Disadvantage, you are rewarded.
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<ParaStyle:NormalParagraphStyle>Foibles are designed to encourage and reward character play, to get players to show and explore the quirks, weaknesses, and flaws of their character. It<0x2019>s also a chance for players to say how their character is unique.
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<ParaStyle:new move name>Goals
<ParaStyle:NormalParagraphStyle>Goal-based Foibles state something your character intends to do. The Foibles come into play either when your character pursues their Goal, or ignores an opportunity to pursue it. The goal can be something short term that can be achieved this session, or something long-term they are working towards.
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<ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:big bold>Example Goal Foibles
<CharStyle:><ParaStyle:bullets moves>Get my family to safety.
<ParaStyle:bullets moves>Restore my honor in the eyes of my people.
<ParaStyle:bullets moves>Bring the serial killer in this city to justice.
<ParaStyle:bullets moves>Discover the secrets of this artifact.
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<ParaStyle:NormalParagraphStyle>Achieving their Goal is something your character wants, but consider them pursuing it to be your reward. Often, the least exciting thing to happen to a character in a story is for them to get exactly what they want.
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<ParaStyle:new move name>Instincts
<ParaStyle:NormalParagraphStyle>Instincts are automatic behaviors or responses. They are normally written as something your character always does, never does, or will do under certain circumstances.
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<ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:big bold>Example Instinct Foibles<CharStyle:>
<ParaStyle:bullets moves>Never back down to intimidation.
<ParaStyle:bullets moves>Always shoot first.
<ParaStyle:bullets moves>When I<0x2019>m surprised, draw my weapon.
<ParaStyle:bullets moves>When someone sees me vulnerable, push them away.
<ParaStyle:bullets moves>Always help those in trouble.
<ParaStyle:bullets moves>Never transgress a Law.
<ParaStyle:bullets moves>I am fastidious and meticulous, always taking my time.
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<ParaStyle:NormalParagraphStyle>Sometimes, Instincts may help you out by making your character do something useful or beneficial automatically. This is fine, but you don<0x2019>t gain an Advance for it, or have Disadvantage.
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<ParaStyle:new move name>Traits
<ParaStyle:NormalParagraphStyle>Traits are things that are true about your character that aren<0x2019>t intentions, behaviors, or relationships. Traits often say something about your character<0x2019>s physical quirks or shortcomings. 
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<ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:big bold>Example trait Foibles<CharStyle:>
<ParaStyle:bullets moves>I excrete a slimy residue.
<ParaStyle:bullets moves>I<0x2019>m exceptionally hairy.
<ParaStyle:bullets moves>My good looks make me unforgettable.
<ParaStyle:bullets moves>I<0x2019>m extremely ugly, many are disgusted by my appearance.
<ParaStyle:bullets moves>Others say I exude a noxious smell. I can<0x2019>t help it.
<ParaStyle:bullets moves>I have a limp that makes me awkward.
<ParaStyle:bullets moves>My prosthetic Hand is clumsy.
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<ParaStyle:new move name>Connections
<ParaStyle:NormalParagraphStyle>Connection Foibles are used to express relationships and debts you have with Locations, NPCs, and Groups, These are like Bonds for NPCs. If an NPC matters to your character, it makes sense for you to have a Foible to express that connection. Connections will often describe how that relationship may force your coerce you to behave against your best interests.
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<ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:big bold>Example Connection Foibles<CharStyle:>
<ParaStyle:bullets moves>I owe a lot of money to the crime boss _________.
<ParaStyle:bullets moves>I love ____________ and will do anything for them.
<ParaStyle:bullets moves>I<0x2019>ve got to protect __________ from themselves.
<ParaStyle:bullets moves>_________ Is my superior, I must follow their orders.
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<ParaStyle:New Title Sub>Gear
<ParaStyle:NormalParagraphStyle>Gear is the weapons and equipment you equip to your loadouts. Some allow you to use basic moves, some will have special custom moves, and others will modify existing moves. A lot of Gear will have tags that help described how it is used and what properties it has.
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<ParaStyle:Archetype Description>The 8 Archetypes are the character sheets for Impulse Drive. They have all the basic information you will need to create your character and track them in play. Below are the rules for each of the Archetypes in full.
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<ParaStyle:NormalParagraphStyle><CharStyle:Char Bold>Choose one or make your own:<CharStyle:>
<ParaStyle:Itlaic center>Rally, Nameless, Bishop, Spike, Faye, Samus, Fett, Dale, Saint, Iria, Fairfax, Rhoda, 
<ParaStyle:New Title Sub>Description
<ParaStyle:NormalParagraphStyle><CharStyle:Char Bold>Choose up to 4:<CharStyle:>
<ParaStyle:Itlaic center>Dusty, worn, haggard, weary, determined, stubborn, surly, scorched, narrow, pinched, shifty, suspicious, grave.
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<ParaStyle:New Title Sub>Approaches
<ParaStyle:NormalParagraphStyle>Assign the following scores to each of the 5 Approaches: +2, +1, 0, 0, -1
<ParaStyle:NormalParagraphStyle>When <CharStyle:Letter V\:Char Bold>you upgrade an Approach<CharStyle:>, increase one of your approaches by +1 to a maximum of +3. Each Approach can only be increased once.
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<ParaStyle:New Title Sub>Hooks
<ParaStyle:NormalParagraphStyle>Write the other characters names in the Hooks section and when it is your turn,  ask the 3 Hooks Questions and distribute Hooks as instructed. During the others turns, answer questions as you like.
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<ParaStyle:Gear \& Vehicles>Who has beaten me to my target?
<ParaStyle:bullets tags>You gain a Hook on them.
<ParaStyle:Gear \& Vehicles>Who has discovered something from my colorful past?
<ParaStyle:bullets tags>They gain a Hook on you.
<ParaStyle:Gear \& Vehicles>Who has helped me hunt down my target when I could not?
<ParaStyle:bullets tags>You gain a Hook on each other.
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<ParaStyle:New Title Sub>Signature Move
<ParaStyle:NormalParagraphStyle>You start with this move.
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<ParaStyle:new move name>Bounty Hunting
<ParaStyle:NormalParagraphStyle>When <CharStyle:Char Bold>you check a Bulletin Board for current bounties or to see if there is a specific bounty<CharStyle:>, roll+Volatile. On a 10+, you can find something good, choose 3. On a 7-9, take what you can get, choose 1. On a 6-, the only decent bounty is on a Crew Member, the SM will tell you who.
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<ParaStyle:bullets moves>It<0x2019>s a valuable contract, double the normal fee.
<ParaStyle:bullets moves>Just what you<0x2019>re looking for, name your target.
<ParaStyle:bullets moves>You<0x2019>ve got some solid leads already; you have Advantage when rolling Bloodhound for this target.
<ParaStyle:bullets moves>Your choice: Dead or Alive.
<ParaStyle:bullets moves>The target is in the same system.
<ParaStyle:bullets moves>You can complete the job in the same system.
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<ParaStyle:NormalParagraphStyle>Use the appropriate options from the Jobs rules to create your bounty.
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<ParaStyle:New Title Sub>Work Ethic
<ParaStyle:NormalParagraphStyle>You hunt people, but you have a code you live by. Choose one:
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<ParaStyle:new move name>Lawkeeper
<ParaStyle:NormalParagraphStyle>You are a member of a system spanning independent organization working to enforce law and order in a lawless galaxy. You start with the Foible <0x201C>I hate dealing with  Criminals<0x201D>, but you can expect at least tolerance from governments and other organizations of Law. When <CharStyle:Char Bold>you deal with agents of system law<CharStyle:>, you have Advantage.
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<ParaStyle:new move name>Bounty Killer
<ParaStyle:NormalParagraphStyle>You<0x2019>re a free agent, taking any contract that pays well enough, no matter who the money comes from. You start with the Foible <0x201C>Will do anything for money<0x201D>. When <CharStyle:Char Bold>you fight dirty or betray someone who trusted you<CharStyle:>, you have Advantage going forward.
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<ParaStyle:New Title Sub>Advanced Moves
<ParaStyle:NormalParagraphStyle>When <CharStyle:Letter V\:Char Bold>you choose to take an Advanced move<CharStyle:>, select one of the below moves to take. When <CharStyle:Letter V\:Char Bold>you have taken at least 4 Advanced moves from your Archetype<CharStyle:>, you may select an Advanced move from the Universal Advanced Moves section of Impulse Drive.
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<ParaStyle:new move name>Bloodhound
<ParaStyle:NormalParagraphStyle>When <CharStyle:Char Bold>you hit the streets and use your shady contacts and intimidation to get leads on a bounty<CharStyle:>, roll+Volatile. On a 10+ you<0x2019>re hot on their heels, ask 3 questions. On a 7-9, the trails a little cold. Ask 1 question. On a 6-, ask one question, but your target knows you<0x2019>re after them.
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<ParaStyle:bullets moves>Where were they last spotted?
<ParaStyle:bullets moves>What weakness of theirs can I exploit?
<ParaStyle:bullets moves>Who do they have connections to?
<ParaStyle:bullets moves>What is their best defense?
<ParaStyle:bullets moves>Who else is after them?
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<ParaStyle:new move name>Steely Glare
<ParaStyle:NormalParagraphStyle>When <CharStyle:Letter V\:Char Bold>you silently fix someone with a steely glare with the intent of intimidating them<CharStyle:>, roll+Stalwart. On a 10+, they choose 2. On a 7-9, they choose 1. On a 7+, if they are a Crew Member, they<0x2019>re at disadvantage to act against you going forward. On a 6-, they can laugh in your face and do whatever they want.
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<ParaStyle:bullets moves>They shut up immediately.
<ParaStyle:bullets moves>They stop moving.
<ParaStyle:bullets moves>They lower their weapons.
<ParaStyle:bullets moves>They do something stupid or reckless.
<ParaStyle:bullets moves>They hesitate, stumble, or mutter.
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<ParaStyle:new move name>Paranoid Android
<ParaStyle:NormalParagraphStyle>When <CharStyle:Letter V\:Char Bold>you walk into a charged situation with criminals and shady people<CharStyle:>, you have Advantage to Scope it Out. Additionally, you may ask questions from the following list instead of the base scope it out questions.
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<ParaStyle:bullets moves>Who here has a bounty on them?
<ParaStyle:bullets moves>Who here is armed, openly or concealed?
<ParaStyle:bullets moves>Who here has history with a Crew Member?
<ParaStyle:bullets moves>Who here has information I want?
<ParaStyle:bullets moves>Who here is afraid of me?
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<ParaStyle:new move name>Quickdraw
<ParaStyle:NormalParagraphStyle>When <CharStyle:Letter V\:Char Bold>a tense situation breaks down and violence breaks out<CharStyle:>, you get to act first, or interrupt the person who does act first. After you act, name one Crew Member besides yourself. They have Advantage going forward. 
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<ParaStyle:new move name>Hunters Mark
<ParaStyle:NormalParagraphStyle>When <CharStyle:Letter V\:Char Bold>you roll+Volatile against a bounty you<0x2019>re hunting<CharStyle:>, you have Advantage.
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<ParaStyle:new move name>Mark of Death
<ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:Char Italic>Requires Hunter<0x2019>s Mark<CharStyle:>
<ParaStyle:NormalParagraphStyle>When <CharStyle:Letter V\:Char Bold>you deal Harm to a bounty you<0x2019>re hunting<CharStyle:>, if you deal at least 1 Harm to them after Armor, they die.
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<ParaStyle:new move name>Long Shot
<ParaStyle:NormalParagraphStyle>You can use any ranged weapon at the near, reach, and extreme ranges.
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<ParaStyle:New Title Sub>Foibles
<ParaStyle:NormalParagraphStyle>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 <CharStyle:Letter V\:Char Bold>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<CharStyle:>, choose 1:
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<ParaStyle:bullets tags>Decline the offer to activate your Foible, and continue playing as normal.
<ParaStyle:bullets tags>Mark an Advance. You have Disadvantage Going Forward.      
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<ParaStyle:New Title Sub>Harm
<ParaStyle:NormalParagraphStyle>When <CharStyle:Letter V\:Char Bold>you are directed by a move or the SM to mark Harm<CharStyle:>, for each Harm you receive, mark off one of the Harm options or mark off 1 Stress. 
<ParaStyle:NormalParagraphStyle>When <CharStyle:Letter V\:Char Bold>you have 5 Stress<CharStyle:>, clear the stress track, mark an Advance, and take a Calamity.
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<ParaStyle:Harm title>Just a scratch: 
<ParaStyle:NormalParagraphStyle>You<0x2019>re a bit banged up, but it<0x2019>s nothing serious. Can be healed by First Aid, or 10 minutes of rest.
<ParaStyle:Harm title>Im Rattled: 
<ParaStyle:NormalParagraphStyle>You<0x2019>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.
<ParaStyle:Harm title>Im hurt bad: 
<ParaStyle:NormalParagraphStyle>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.
<ParaStyle:Harm title>Im Knocked out: 
<ParaStyle:NormalParagraphStyle>You<0x2019>ve been knocked unconscious and can<0x2019>t move, act, or even see anything. Can be healed by First Aid, or 10 minutes of rest.
<ParaStyle:Harm title>I cant go on: 
<ParaStyle:NormalParagraphStyle>Your journey is over, you pass away, unmourned and unnoticed by the vast black of space.
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<ParaStyle:New Title Sub>Calamity     
<ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:big bold>Stress: [  ] [  ] [  ] [  ] [  ]<CharStyle:>
<ParaStyle:NormalParagraphStyle> When <CharStyle:Letter V\:Char Bold>you mark an item in the Calamity list<CharStyle:>, describe the fictional consequences mentioned in your choice  and take an Advance.
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<ParaStyle:checkboxes><CharStyle:Letter V\:Char Bold>Someone you care about has a bounty on them.
<CharStyle:><ParaStyle:checkboxes><CharStyle:Letter V\:Char Bold>A crime or compromise from your past is revealed.
<CharStyle:><ParaStyle:checkboxes><CharStyle:Letter V\:Char Bold>You are pushed to compromise one of your ideals.
<CharStyle:><ParaStyle:checkboxes><CharStyle:Letter V\:Char Bold>You tell a story of a bounty you hunted.
<CharStyle:><ParaStyle:checkboxes><CharStyle:Letter V\:Char Bold>You insult or alienate someone powerful.
<CharStyle:><ParaStyle:checkboxes><CharStyle:Letter V\:Char Bold>A bounty you caught is released or escapes, and they<0x2019>re after your blood.
<CharStyle:><ParaStyle:checkboxes><CharStyle:Letter V\:Char Bold>You are marked or scarred by your experiences, write a Foible describing it.
<CharStyle:><ParaStyle:checkboxes><CharStyle:Letter V\:Char Bold>You are marked or scarred by your experiences, write a Foible describing it.
<CharStyle:><ParaStyle:checkboxes><CharStyle:Letter V\:Char Bold>You are marked or scarred by your experiences, write a Foible describing it.
<CharStyle:><ParaStyle:checkboxes><CharStyle:Letter V\:Char Bold>Embrace death and face your final destiny.
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<ParaStyle:New Title Sub>Gear     
<ParaStyle:NormalParagraphStyle>You start with 3 slots for gear. When you Gain a Gear slot, gain an extra Gear slot, to a maximum of 5 slots.
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<ParaStyle:NormalParagraphStyle>Choose 4:
<ParaStyle:checkboxes>Pistol (Hand, Close, Reach, Near,1 Harm)
<ParaStyle:checkboxes>Thermal Clips (3 Uses)
<ParaStyle:checkboxes>Tactical Pack (3 Uses)
<ParaStyle:checkboxes>Assault Rifle (Reach, Near, Full Auto, 2 Harm)
<ParaStyle:checkboxes>Tactical Armor (Repair)
<ParaStyle:checkboxes>A symbol or badge of office (Trinket)
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<ParaStyle:New Title Sub>Name
<ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:Char Bold>Choose one or make your own:<CharStyle:>
<ParaStyle:Itlaic center>Irene, Amanda, Shadow, Mist, Cat, Fox, Sandiego, Drake, Nocta, Parker, Rogue, Yoshimitsu, Kisaragi,
<ParaStyle:New Title Sub>Description
<ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:Char Bold>Choose up to 4:<CharStyle:>
<ParaStyle:Itlaic center>Lithe, compact, sleek, nondescript, sharp, nimble, guarded, quiet, shadowy, confident, competent, paranoid
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<ParaStyle:New Title Sub>Approaches
<ParaStyle:NormalParagraphStyle>Assign the following scores to each of the 5 Approaches: +2, +1, 0, 0, -1
<ParaStyle:NormalParagraphStyle>When <CharStyle:Letter V\:Char Bold>you upgrade an Approach<CharStyle:>, increase one of your approaches by +1 to a maximum of +3. Each Approach can only be increased once.
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<ParaStyle:New Title Sub>Hooks
<ParaStyle:NormalParagraphStyle>Write the other characters names in the Hooks section and when it is your turn,  ask the 3 Hooks Questions and distribute Hooks as instructed. During the others turns, answer questions as you like.
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<ParaStyle:Gear \& Vehicles>Who have I watched when they thought they were alone?
<ParaStyle:bullets tags>You gain a Hook on them.
<ParaStyle:Gear \& Vehicles>Who have I shared a conspiracy or plot with?
<ParaStyle:bullets tags>They gain a Hook on you.
<ParaStyle:Gear \& Vehicles>Who has sparred or trained with me?
<ParaStyle:bullets tags>You gain a Hook on each other.
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<ParaStyle:New Title Sub>Signature Move
<ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:Char Bold>You start with this move.<CharStyle:>
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<ParaStyle:new move name>Infiltrate
<ParaStyle:NormalParagraphStyle>When <CharStyle:Letter V\:Char Bold>you attempt to move stealthily through hostile territory<CharStyle:>, roll+Slick. On a 10+, you<0x2019>re like a ghost, hold 3. On a 7-9, you are competently stealthy, hold 1. As <CharStyle:Letter V\:Char Bold>you move through the hostile territory<CharStyle:>, you may spend hold to remain hidden while doing  the following:
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<ParaStyle:bullets moves>You cover your tracks or avoid pursuit.
<ParaStyle:bullets moves>You get close to someone or something.
<ParaStyle:bullets moves>You hide or conceal yourself.
<ParaStyle:bullets moves>You snatch, pocket, or conceal an item.
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<ParaStyle:NormalParagraphStyle>If <CharStyle:Letter V\:Char Bold>you reveal yourself<CharStyle:>, you lose any remaining hold.
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<ParaStyle:New Title Sub>Career
<ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:Char Bold>You have made a career of getting into places you shouldn<0x2019>t. Choose one:<CharStyle:>
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<ParaStyle:new move name>License to Kill
<ParaStyle:NormalParagraphStyle>You are a clandestine operative of an organization or government. You start with the Chameleon enhancement. Write a Foible describing your duty to the organization.
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<ParaStyle:new move name>Master Thief
<ParaStyle:NormalParagraphStyle>As a master thief, you have a reputation in the criminal world that gets you a lot of leverage and respect. You start with a Tactical Cloak in your Gear. Write a Foible about someone in the criminal underground you owe a major favor.
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<ParaStyle:New Title Sub>Advanced Moves
<ParaStyle:NormalParagraphStyle>When <CharStyle:Letter V\:Char Bold>you choose to take an Advanced move<CharStyle:>, select one of the below moves to take. When <CharStyle:Letter V\:Char Bold>you have taken at least 4 Advanced moves from your Archetype<CharStyle:>, you may select an Advanced move from the Universal Advanced Moves section of Impulse Drive.
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<ParaStyle:new move name>Hacking and Cracking
<ParaStyle:NormalParagraphStyle>When <CharStyle:Letter V\:Char Bold>you attempt to hack, break into, open, or otherwise compromise a lock or security system<CharStyle:>, Discharge this move and roll+Slick. On a 10+, you break in with minimum fuss, choose 1. On a 7-9, it<0x2019>s no cakewalk, choose 2:
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<ParaStyle:bullets moves>It<0x2019>s going to take a while to get in.
<ParaStyle:bullets moves>You<0x2019>ll have to trigger an alarm or alert someone in order to get what you want.
<ParaStyle:bullets moves>You<0x2019>ll have to leave traces of your incursion behind that incriminate you.
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<ParaStyle:new move name>Jammer
<ParaStyle:NormalParagraphStyle>When <CharStyle:Letter V\:Char Bold>you remotely hack or jam someone<0x2019>s equipment or cybernetics<CharStyle:>, Discharge this move and roll+Slick. On a 10+, it shorts out or locks up and they<0x2019>re going to need to get it fixed before they use it. On a 7-9, they<0x2019>ll get it working again if they take a few moments to fiddle with it.
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<ParaStyle:new move name>Microdrones
<ParaStyle:NormalParagraphStyle>You have a suite of small drones no bigger than a small insect, describe them.
<ParaStyle:NormalParagraphStyle>When <CharStyle:Letter V\:Char Bold>you activate your microdrone in the field<CharStyle:>, Discharge this move and roll+Calculating. On a 10+ hold 3. On a 7-9, hold 2. On a 6-, hold 2, but you won<0x2019>t be able to recharge this move until you can change your loadout. Spend hold, 1 for 1, to get a drone do the following:
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<ParaStyle:bullets moves>Allow you to remotely hack into a nearby isolated computer system you can<0x2019>t physically reach.
<ParaStyle:bullets moves>Allow you to remotely spy on a nearby location you can<0x2019>t physically reach.
<ParaStyle:bullets moves>Allow you to quickly map out nearby hidden routes.
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<ParaStyle:new move name>Toxic
<ParaStyle:NormalParagraphStyle>You are a master of poisons and toxins. When <CharStyle:Letter V\:Char Bold>you set your loadout<CharStyle:>, go through the options to create a custom toxin with 3 uses.   [  ] [  ] [  ]
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<ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:Char Bold>Choose 1 effect:<CharStyle:>
<ParaStyle:checkboxes>It incapacitates its target.
<ParaStyle:checkboxes>It removes the target<0x2019>s inhibitions.
<ParaStyle:checkboxes>It heightens all of the target<0x2019>s emotions.
<ParaStyle:checkboxes>It heightens a specific emotion of your choice.
<ParaStyle:checkboxes>It disables a particular sense of your choice.
<ParaStyle:checkboxes>It gives the appearance the target has died.
<ParaStyle:checkboxes>It kills the target at the end of the drug<0x2019>s duration.
<ParaStyle:checkboxes>It causes agonizing pain.
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<ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:Char Bold>Choose 1 duration:<CharStyle:>
<ParaStyle:checkboxes>1 minute
<ParaStyle:checkboxes>5 minutes
<ParaStyle:checkboxes>1 hour
<ParaStyle:checkboxes>10 hours
<ParaStyle:checkboxes>20 hours
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<ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:Char Bold>Choose delivery method:<CharStyle:>
<ParaStyle:checkboxes>Inhaled.
<ParaStyle:checkboxes>Applied to skin.
<ParaStyle:checkboxes>Ingested.
<ParaStyle:checkboxes>Injected.
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<ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:Char Bold>Choose 1 enhancement: <CharStyle:>
<ParaStyle:checkboxes>It leaves no chemical trace.
<ParaStyle:checkboxes>Choose 1 extra delivery method.
<ParaStyle:checkboxes>Choose 1 extra effect.
<ParaStyle:checkboxes>Targeted: it will only affect a specific species or genetic marker.
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<ParaStyle:new move name>Float like a Butterfly
<ParaStyle:NormalParagraphStyle>When <CharStyle:Letter V\:Char Bold>you use your reflexes or agility to avoid danger or deal with a threat<CharStyle:>, you have Advantage to Act Quick.
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<ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:Char Bold>Sting like a Bee<CharStyle:>
<ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:Char Italic>Requires Toxic<CharStyle:>
<ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:Char Italic>Requires microdrone<CharStyle:>
<ParaStyle:NormalParagraphStyle>You can spend 1 hold for your microdrone to deliver 1 use of a toxin with the injected delivery method.
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<ParaStyle:new move name>Smoke Grenade
<ParaStyle:NormalParagraphStyle>When <CharStyle:Letter V\:Char Bold>you lob a grenade<CharStyle:>, instead of dealing harm, you can create a large cloud of smoke. When <CharStyle:Letter V\:Char Bold>you attempt to act unseen in the smoke<CharStyle:>, you have Advantage.
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<ParaStyle:new move name>Lethal Strike
<ParaStyle:NormalParagraphStyle>When <CharStyle:Letter V\:Char Bold>you have your target in your sights and they can<0x2019>t do anything to stop you<CharStyle:>, Discharge this move, and describe how you end their existence or incapacitate them.
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<ParaStyle:New Title Sub>Foibles
<ParaStyle:NormalParagraphStyle>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 <CharStyle:Letter V\:Char Bold>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<CharStyle:>, choose 1:
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<ParaStyle:bullets tags>Decline the offer to activate your Foible, and continue playing as normal.
<ParaStyle:bullets tags>Mark an Advance. You have Disadvantage Going Forward.      
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<ParaStyle:New Title Sub>Harm
<ParaStyle:NormalParagraphStyle>When <CharStyle:Letter V\:Char Bold>you are directed by a move or the SM to mark Harm<CharStyle:>, for each Harm you receive, mark off one of the Harm options or mark off 1 Stress. 
<ParaStyle:NormalParagraphStyle>When <CharStyle:Letter V\:Char Bold>you have 5 Stress<CharStyle:>, clear the stress track, mark an Advance, and take a Calamity.
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<ParaStyle:Harm title>Just a scratch: 
<ParaStyle:NormalParagraphStyle>You<0x2019>re a bit banged up, but it<0x2019>s nothing serious. Can be healed by First Aid, or 10 minutes of rest.
<ParaStyle:Harm title>Im Rattled: 
<ParaStyle:NormalParagraphStyle>You<0x2019>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.
<ParaStyle:Harm title>Im hurt bad: 
<ParaStyle:NormalParagraphStyle>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.
<ParaStyle:Harm title>Im Knocked out: 
<ParaStyle:NormalParagraphStyle>You<0x2019>ve been knocked unconscious and can<0x2019>t move, act, or even see anything. Can be healed by First Aid, or 10 minutes of rest.
<ParaStyle:Harm title>I cant go on: 
<ParaStyle:NormalParagraphStyle>Your journey is over, you pass away, unmourned and unnoticed by the vast black of space.
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<ParaStyle:New Title Sub>Calamity     
<ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:big bold>Stress: [  ] [  ] [  ] [  ] [  ]<CharStyle:>
<ParaStyle:NormalParagraphStyle> When <CharStyle:Letter V\:Char Bold>you mark an item in the Calamity list<CharStyle:>, describe the fictional consequences mentioned in your choice  and take an Advance.
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<ParaStyle:checkboxes><CharStyle:Letter V\:big bold>Your identity becomes known to the wrong people.
<CharStyle:><ParaStyle:checkboxes><CharStyle:Letter V\:big bold>Someone important to you needs your help.
<CharStyle:><ParaStyle:checkboxes><CharStyle:Letter V\:big bold>You encounter a longtime rival or enemy.
<CharStyle:><ParaStyle:checkboxes><CharStyle:Letter V\:big bold>You get a lead or see an opportunity you can<0x2019>t miss, but you must act now.
<CharStyle:><ParaStyle:checkboxes><CharStyle:Letter V\:big bold>Someone has tracked you down to settle an old score.
<CharStyle:><ParaStyle:checkboxes><CharStyle:Letter V\:big bold>You are marked or scarred by your experiences, write a Foible describing it.
<CharStyle:><ParaStyle:checkboxes><CharStyle:Letter V\:big bold>You are marked or scarred by your experiences, write a Foible describing it.
<CharStyle:><ParaStyle:checkboxes><CharStyle:Letter V\:big bold>You are marked or scarred by your experiences, write a Foible describing it.
<CharStyle:><ParaStyle:checkboxes><CharStyle:Letter V\:big bold>Someone you rely on is in peril.
<CharStyle:><ParaStyle:checkboxes><CharStyle:Letter V\:big bold>Embrace death and face your final destiny.<CharStyle:>
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<ParaStyle:New Title Sub>Gear     
<ParaStyle:NormalParagraphStyle>You start with 3 slots for gear. When <CharStyle:Letter V\:Char Bold>you Gain a Gear slot<CharStyle:>, gain an extra Gear slot, to a maximum of 5 slots.
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<ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:Char Bold>Choose 4:<CharStyle:>
<ParaStyle:checkboxes>Pistol (Hand, Close, Reach, Near,1 Harm)
<ParaStyle:checkboxes>Thermal Clips (3 Uses)
<ParaStyle:checkboxes>Tactical Pack (3 Uses)
<ParaStyle:checkboxes>Monofilament Blade (Hand, Silent, 3 Harm)
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<ParaStyle:New Title Sub>Name
<ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:Char Bold>Choose one or make your own.<CharStyle:>
<ParaStyle:Itlaic center>Mara, Verum, Jane, Willem, Carly, Data, Bristol, Q, Specs, Vera, Jules, Maridon, Gless, Partok,
<ParaStyle:New Title Sub>Description
<ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:Char Bold>Choose up to four.<CharStyle:>
<ParaStyle:Itlaic center>Aloof, distracted, elderly, skinny, pudgy, curious, wise, mysterious, calm, focused, tidy, sharp, 
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<ParaStyle:New Title Sub>Approaches
<ParaStyle:NormalParagraphStyle>Assign the following scores to each of the 5 Approaches: +2, +1, 0, 0, -1  When <CharStyle:Letter V\:Char Bold>you upgrade an Approach<CharStyle:>, increase one of your approaches by +1 to a maximum of +3. Each Approach can only be increased once.
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<ParaStyle:New Title Sub>Hooks
<ParaStyle:NormalParagraphStyle>Write the other characters names in the Hooks section and when <CharStyle:Letter V\:Char Bold>it is your turn<CharStyle:>,  ask the 3 Hooks Questions and distribute Hooks as instructed. During <CharStyle:Letter V\:Char Bold>the others turns<CharStyle:>, answer questions as you like.
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<ParaStyle:Gear \& Vehicles>Who have I studied or experimented on?
<ParaStyle:bullets tags>You gain a Hook on them.
<ParaStyle:Gear \& Vehicles>Who has endured one of my long lectures?
<ParaStyle:bullets tags>They gain a Hook on you.
<ParaStyle:Gear \& Vehicles>Who has been stuck with me in an experiment gone wrong?
<ParaStyle:bullets tags>You gain a Hook on each other.
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<ParaStyle:New Title Sub>Signature Move
<ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:Char Bold>You start with this move.<CharStyle:>
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<ParaStyle:new move name>Expert
<ParaStyle:NormalParagraphStyle>You have spent long hours studying and understanding several topics on which you are an expert. Choose 2:
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<ParaStyle:checkboxes><CharStyle:Char Bold>Engineering, technology, and devices
<CharStyle:><ParaStyle:checkboxes><CharStyle:Char Bold>Programming, artificial intelligence, and cyberspace
<CharStyle:><ParaStyle:checkboxes><CharStyle:Char Bold>Physics, FTL Travel, and spatial anomalies
<CharStyle:><ParaStyle:checkboxes><CharStyle:Char Bold>Galactic history, politics, and foreign cultures
<CharStyle:><ParaStyle:checkboxes><CharStyle:Char Bold>Medicine, biology, and alien physiology
<CharStyle:><ParaStyle:checkboxes><CharStyle:Char Bold>Spirituality, philosophy, wisdom, and mysticism<CharStyle:>
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<ParaStyle:NormalParagraphStyle>When <CharStyle:Letter V\:Char Bold>you make a move that is covered by one of  your fields of expertise<CharStyle:>, you may choose to do one of the following:
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<ParaStyle:bullets moves>If you make a <CharStyle:Letter V\:Char Italic>move that has you choose from a list, choose 1 more or 1 less.
<CharStyle:><ParaStyle:bullets moves><CharStyle:Letter V\:Char Italic>Ask the SM a question about the situation that relates to your expertise, and they will answer and ask you a question, which you must answer.
<CharStyle:><ParaStyle:bullets moves><CharStyle:Letter V\:Char Italic>You share you<CharStyle:>r expertise with a crew member, and they have Advantage going forward when acting on that knowledge.
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<ParaStyle:New Title Sub>Past
<ParaStyle:NormalParagraphStyle>You gained your knowledge, experience, and wisdom somewhere. Choose your background.
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<ParaStyle:new move name>Academic  
<ParaStyle:NormalParagraphStyle>You have studied in your fields for long hours in various places of learning and the thirst for knowledge has never left you. When <CharStyle:Letter V\:Char Bold>you have 5 checks in Advances<CharStyle:>, you may choose to take a new area of expertise in Expert.
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<ParaStyle:new move name>Technician
<ParaStyle:NormalParagraphStyle>You have spent most of your life living and working on various vessels, stations, and factories. You have intimate knowledge of all kinds of machinery, vessels, and vehicles. When y<CharStyle:Letter V\:Char Bold>ou spout technobabble in regards to a vehicle, ship, or machine you are modifying or repairing<CharStyle:>, you have Advantage going forward to your modifications or repairs.
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<ParaStyle:New Title Sub>Advanced Moves
<ParaStyle:NormalParagraphStyle>When <CharStyle:Letter V\:Char Bold>you choose to take an Advanced move<CharStyle:>, select one of the below moves to take. When <CharStyle:Letter V\:Char Bold>you have taken at least 4 Advanced moves from your Archetype<CharStyle:>, you may select an Advanced move from the Universal Advanced Moves section of Impulse Drive.
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<ParaStyle:new move name>Workspace
<ParaStyle:NormalParagraphStyle>You have a space dedicated to the pursuit of your expertise where you tinker and experiment. When <CharStyle:Letter V\:Char Bold>you go into your Workspace with the intent of making something or figuring out some great mystery<CharStyle:>, say what you want to do. The SM will tell you <0x201C>sure, but...<0x201D>  And then 1 to 4 of the following:
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<ParaStyle:bullets moves>It<0x2019>s going to take hours/days/weeks/months of work;
<ParaStyle:bullets moves>First you<0x2019>ll have to get/build/fix/figure out __________;
<ParaStyle:bullets moves>You<0x2019>re going to need __________ to help you with it;
<ParaStyle:bullets moves>It<0x2019>s going to cost you tens of thousands of Guilders;
<ParaStyle:bullets moves>The best you<0x2019>ll be able to do is an unreliable or weak version;
<ParaStyle:bullets moves>It will mean exposing yourself and colleagues to serious danger;
<ParaStyle:bullets moves>You<0x2019>ll have to add _________ to your workspace first;
<ParaStyle:bullets moves>It<0x2019>s going to take several/dozens/hundreds of tries to perfect it;
<ParaStyle:bullets moves>You<0x2019>re going to have to take apart ________ to do it.
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<ParaStyle:NormalParagraphStyle>The SM will connect them all with <0x201C>and<0x201D> or might throw in a merciful <0x201C>or<0x201D>.
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<ParaStyle:NormalParagraphStyle>Once <CharStyle:Letter V\:Char Bold>you have completed everything necessary<CharStyle:>, you do it. The SM will stat it up, or share, or whatever it calls for.
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<ParaStyle:new move name>Jury-Rig
<ParaStyle:NormalParagraphStyle>When <CharStyle:Letter V\:Char Bold>you haphazardly use whatever parts you have at Hand to hastily construct or repair a device<CharStyle:>, say what you mean to do and roll+Calculating. On a 10+, you<0x2019>ve got just what you need at Hand, choose 2. On a 7-9, you have to make do, choose 1:
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<ParaStyle:bullets moves>It won<0x2019>t take long to do it.
<ParaStyle:bullets moves>It will do exactly what you want.
<ParaStyle:bullets moves>It won<0x2019>t break the first time you use it.
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<ParaStyle:new move name>Plans within Plans
<ParaStyle:NormalParagraphStyle>When <CharStyle:Letter V\:Char Bold>you describe how you took time beforehand to make a contingency plan for a drastic situation you find yourself in<CharStyle:>, roll+Calculating. On a 10+, choose 1. Your plan is as described and will help you. On a 7-9, choose 1, but your preparations aren<0x2019>t perfect, you have Disadvantage going forward. On a 6-, all your plans have fallen through.
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<ParaStyle:bullets moves>You have something stashed on your person or nearby to help you out.
<ParaStyle:bullets moves>You have an ally waiting in the wings to come through just when you need it.
<ParaStyle:bullets moves>You have a trap set up in wait for the perfect moment.
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<ParaStyle:new move name>Study Bug
<ParaStyle:NormalParagraphStyle>When <CharStyle:Letter V\:Char Bold>you have 3 to 5 days time and safety to study an artifact, strange device, or unique piece of culture you don<0x2019>t yet understand<CharStyle:>, ask the SM a question and they will answer it.
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<ParaStyle:new move name>Medic
<ParaStyle:NormalParagraphStyle>When <CharStyle:Letter V\:Char Bold>you equip a medkit<CharStyle:>, you have 6 uses instead of 3.
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<ParaStyle:new move name>EMP Grenade
<ParaStyle:NormalParagraphStyle>When <CharStyle:Letter V\:Char Bold>you lob a grenade<CharStyle:>, instead of dealing Harm, you may choose to disable electrical and energy based technology used by your target(s).
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<ParaStyle:new move name>Battle Insight
<ParaStyle:NormalParagraphStyle>When <CharStyle:Letter V\:Char Bold>you roll Recover<CharStyle:>, on a 10+ you may choose to ask the SM any one question on the Scope it out list. You or an ally can have Advantage going forward when acting on the information.
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<ParaStyle:New Title Sub>Foibles
<ParaStyle:NormalParagraphStyle>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 <CharStyle:Letter V\:Char Bold>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<CharStyle:>, choose 1:
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<ParaStyle:bullets tags>Decline the offer to activate your Foible, and continue playing as normal.
<ParaStyle:bullets tags>Mark an Advance. You have Disadvantage Going Forward.      
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<ParaStyle:New Title Sub>Harm
<ParaStyle:NormalParagraphStyle>When <CharStyle:Letter V\:Char Bold>you are directed by a move or the SM to mark Harm<CharStyle:>, for each Harm you receive, mark off one of the Harm options or mark off 1 Stress. 
<ParaStyle:NormalParagraphStyle>When <CharStyle:Letter V\:Char Bold>you have 5 Stress<CharStyle:>, clear the stress track, mark an Advance, and take a Calamity.
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<ParaStyle:Harm title>Just a scratch: 
<ParaStyle:NormalParagraphStyle>You<0x2019>re a bit banged up, but it<0x2019>s nothing serious. Can be healed by First Aid, or 10 minutes of rest.
<ParaStyle:Harm title>Im Rattled: 
<ParaStyle:NormalParagraphStyle>You<0x2019>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.
<ParaStyle:Harm title>Im hurt bad: 
<ParaStyle:NormalParagraphStyle>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.
<ParaStyle:Harm title>Im Knocked out: 
<ParaStyle:NormalParagraphStyle>You<0x2019>ve been knocked unconscious and can<0x2019>t move, act, or even see anything. Can be healed by First Aid, or 10 minutes of rest.
<ParaStyle:Harm title>I cant go on: 
<ParaStyle:NormalParagraphStyle>Your journey is over, you pass away, unmourned and unnoticed by the vast black of space.
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<ParaStyle:New Title Sub>Calamity     
<ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:big bold>Stress: [  ] [  ] [  ] [  ] [  ]<CharStyle:>
<ParaStyle:NormalParagraphStyle> When <CharStyle:Letter V\:Char Bold>you mark an item in the Calamity list<CharStyle:>, describe the fictional consequences mentioned in your choice  and take an Advance.
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<ParaStyle:checkboxes><CharStyle:Letter V\:big bold>You lose a battle of wits.
<CharStyle:><ParaStyle:checkboxes><CharStyle:Letter V\:big bold>You put knowledge or discovery before your safety.
<CharStyle:><ParaStyle:checkboxes><CharStyle:Letter V\:big bold>Some of your credentials are exposed to be false.
<CharStyle:><ParaStyle:checkboxes><CharStyle:Letter V\:big bold>You are forced to destroy or abandon knowledge.
<CharStyle:><ParaStyle:checkboxes><CharStyle:Letter V\:big bold>You lecture someone about an area of expertise. At length.
<CharStyle:><ParaStyle:checkboxes><CharStyle:Letter V\:big bold>You display your ignorance on a topic.
<CharStyle:><ParaStyle:checkboxes><CharStyle:Letter V\:big bold>You make a blunder that puts a crew member in danger.
<CharStyle:><ParaStyle:checkboxes><CharStyle:Letter V\:big bold>You are marked or scarred by your experiences, write a Foible describing it.
<CharStyle:><ParaStyle:checkboxes><CharStyle:Letter V\:big bold>You are marked or scarred by your experiences, write a Foible describing it.
<CharStyle:><ParaStyle:checkboxes><CharStyle:Letter V\:big bold>Embrace death and face your final destiny.<CharStyle:>
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<ParaStyle:New Title Sub>Gear     
<ParaStyle:NormalParagraphStyle>You start with 3 slots for gear. When <CharStyle:Letter V\:Char Bold>you Gain a Gear slot<CharStyle:>, gain an extra Gear slot, to a maximum of 5 slots. 
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<ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:Char Bold>Choose 3:<CharStyle:>
<ParaStyle:checkboxes>Pistol (Hand, Close, Reach, Near,1 Harm)
<ParaStyle:checkboxes>Sniper Rifle (Far, AP, 3 Harm)
<ParaStyle:checkboxes>Thermal Clips (3 Uses)
<ParaStyle:checkboxes>Scanner
<ParaStyle:checkboxes>Tactical Pack (3 Uses)
<ParaStyle:checkboxes>A Strange Artifact of unknown purpose (Trinket)
<ParaStyle:checkboxes>1D6x100 Guilders (Trinket)
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<ParaStyle:New Title Sub>Name
<ParaStyle:NormalParagraphStyle><CharStyle:Char Bold>Choose one or make your own:<CharStyle:>
<ParaStyle:Itlaic center>Obi, Solon, Chilon, Bias, Thales, Pittacus, Peri, Book, Dali, Verimir, Dalon, Tilswith, Wynn, Maro, Gale
<ParaStyle:New Title Sub>Description
<ParaStyle:NormalParagraphStyle><CharStyle:Char Bold>Choose up to 4:<CharStyle:>
<ParaStyle:Itlaic center>Aged, wiry, paunchy, pale, pallid, rusty, elegant, still, faded, ragged, polished, pristine, neat, respectable.
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<ParaStyle:New Title Sub>Approaches
<ParaStyle:NormalParagraphStyle>Assign the following scores to each of the 5 Approaches: +2, +1, 0, 0, -1  When <CharStyle:Char Bold>you upgrade an Approach<CharStyle:>, increase one of your approaches by +1 to a maximum of +3. Each Approach can only be increased once.
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<ParaStyle:New Title Sub>Hooks
<ParaStyle:NormalParagraphStyle>Write the other characters names in the Hooks section and when<CharStyle:Char Bold> it is your turn<CharStyle:>,  ask the 3 Hooks Questions and distribute Hooks as instructed. During <CharStyle:Char Bold>the others turns<CharStyle:>, answer questions as you like.
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<ParaStyle:Gear \& Vehicles>Who has learned from your wisdom?
<ParaStyle:bullets tags>You gain a Hook on them.
<ParaStyle:Gear \& Vehicles>Who has seen my mask of serenity break?
<ParaStyle:bullets tags>They gain a Hook on you.
<ParaStyle:Gear \& Vehicles>Who have I shared a spiritual or enlightening moment with?
<ParaStyle:bullets tags>You gain a Hook on each other.
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<ParaStyle:New Title Sub>Signature Move
<ParaStyle:NormalParagraphStyle><CharStyle:Char Bold>You start with this move.<CharStyle:>
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<ParaStyle:new move name>Mystic Weapon
<ParaStyle:NormalParagraphStyle>Your Order has an ancient, unique style of weapon that marks them. Describe it. You always have it with you, even in restricted areas, and it doesn<0x2019>t take up a slot in your loadout.
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<ParaStyle:NormalParagraphStyle><CharStyle:big bold>Mystic Weapon (Hand, Close, Trinket, Concealed, 3 Harm)<CharStyle:>
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<ParaStyle:NormalParagraphStyle>When <CharStyle:Char Bold>you use your weapon to avoid harm from ranged weapons<CharStyle:>, you have Advantage to Keep your Cool.
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<ParaStyle:New Title Sub>Ancient Order
<ParaStyle:NormalParagraphStyle>You belong to an ancient order of mystics. Choose one:
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<ParaStyle:new move name>Seers
<ParaStyle:NormalParagraphStyle>Your order is seen as mysterious and wise seers, sought for their counsel and insight. Whenever <CharStyle:Char Bold>you give advice or look beyond normal sight<CharStyle:>, you have Advantage.
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<ParaStyle:new move name>Knights
<ParaStyle:NormalParagraphStyle>Your order is seen as protectors and arbiters of justice. Whenever <CharStyle:Char Bold>you protect the weak or act against immorality according to your code<CharStyle:>, you have Advantage.
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<ParaStyle:New Title Sub>Advanced Moves
<ParaStyle:NormalParagraphStyle>When <CharStyle:Char Bold>you choose to take an Advanced move<CharStyle:>, select one of the below moves to take. When <CharStyle:Char Bold>you have taken at least 4 Advanced moves from your Archetype<CharStyle:>, you may select an Advanced move from the Universal Advanced Moves section of Impulse Drive.
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<ParaStyle:new move name>Disciplined
<ParaStyle:NormalParagraphStyle>When <CharStyle:Char Bold>you focus your mind and disregard the petty hurts and wounds of your body<CharStyle:>, roll+Calculating. On a 10+, hold 3. On a 7-9, hold 2. Spend hold on the following:
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<ParaStyle:bullets moves>Ignore Disadvantage from a wound you have taken.
<ParaStyle:bullets moves>Roll with Advantage on a Recover roll.
<ParaStyle:bullets moves>Ask a question from the Scope It Out list.
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<ParaStyle:new move name>Fleshknitter
<ParaStyle:NormalParagraphStyle>When <CharStyle:Char Bold>you focus your mind on a living thing<0x2019>s injuries or illness<CharStyle:>, Discharge this move and roll+Alien. On a 10+ you may use your power to heal a wound or a physical injury, condition or malady. On a 7-9, heal them, but it drains you. You have disadvantage going forward.
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<ParaStyle:new move name>Sense8ive
<ParaStyle:NormalParagraphStyle>When <CharStyle:Char Bold>you gently reach out and mingle your mind and with the energies and auras of something living nearby<CharStyle:>, Discharge this move and roll+Alien. On a 10+, the connection is open, ask 2 questions from the list, and they ask 1. On a 7-9, you each ask 1 question. On a 6-, you share more than you learn. You ask 1 question and they ask 2.
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<ParaStyle:bullets moves>What do you seek?
<ParaStyle:bullets moves>Who or what do you wish to protect?
<ParaStyle:bullets moves>Who or what do you love?
<ParaStyle:bullets moves>What are you willing to sacrifice for your beliefs?
<ParaStyle:bullets moves>What do you have faith in?
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<ParaStyle:new move name>Suggestion
<ParaStyle:NormalParagraphStyle>When <CharStyle:Char Bold>you use your power to subtly influence the mind of some weak willed living thing<CharStyle:>, Discharge this move and roll+Alien.  On a 10+, choose 1. On a 7-9, choose 1, but they will soon realize you messed with their head. On a 6-, can ignore your influence, but they realize you were messing with their head straight away.
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<ParaStyle:bullets moves>They follow a single command from you for a short time that doesn<0x2019>t risk their life or go against their instincts.
<ParaStyle:bullets moves>You convince them of something without providing proof, so long as you do not lie.
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<ParaStyle:new move name>Scrying
<ParaStyle:NormalParagraphStyle>When <CharStyle:Char Bold>you perform the ritual of prophecy, say whose future you wish to scry and offer up something linked to them<CharStyle:>,  roll+Alien. On a 10+, the player of the subject will ask you 3 questions, tell them what you see. On a 7-9, you ask the subject 3 questions, and they will tell you what you see. If <CharStyle:Char Bold>you act to bring the Prophecy to pass<CharStyle:>, you have advantage. If <CharStyle:Char Bold>you act to stop the Prophecy<CharStyle:>, you have Disadvantage. On a 6-, you see your own doom, the SM will tell you how.
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<ParaStyle:bullets moves>Who do I see my Subject with?
<ParaStyle:bullets moves>What do I see my subject doing?
<ParaStyle:bullets moves>What is my subject feeling?
<ParaStyle:bullets moves>What danger, challenge, or misery do I see my subject facing?
<ParaStyle:bullets moves>What fortune do I see my subject enjoying?
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<ParaStyle:new move name>Wise Words
<ParaStyle:NormalParagraphStyle>When <CharStyle:Char Bold>a Crew Member comes to you for advice, and you share your wisdom with them<CharStyle:>, they have Advantage going forward if they act on your advice. If <CharStyle:Char Bold>they do<CharStyle:>, you mark an Advance.
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<ParaStyle:new move name>Psychic Grenade
<ParaStyle:NormalParagraphStyle>When <CharStyle:Char Bold>you lob a grenade<CharStyle:>, instead of causing harm, you can choose to cause muscle spasms and incapacitate those affected.
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<ParaStyle:New Title Sub>Foibles
<ParaStyle:NormalParagraphStyle>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 <CharStyle:Letter V\:Char Bold>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<CharStyle:>, choose 1:
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<ParaStyle:bullets tags>Decline the offer to activate your Foible, and continue playing as normal.
<ParaStyle:bullets tags>Mark an Advance. You have Disadvantage Going Forward.      
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<ParaStyle:New Title Sub>Harm
<ParaStyle:NormalParagraphStyle>When <CharStyle:Letter V\:Char Bold>you are directed by a move or the SM to mark Harm<CharStyle:>, for each Harm you receive, mark off one of the Harm options or mark off 1 Stress. 
<ParaStyle:NormalParagraphStyle>When <CharStyle:Letter V\:Char Bold>you have 5 Stress<CharStyle:>, clear the stress track, mark an Advance, and take a Calamity.
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<ParaStyle:Harm title>Just a scratch: 
<ParaStyle:NormalParagraphStyle>You<0x2019>re a bit banged up, but it<0x2019>s nothing serious. Can be healed by First Aid, or 10 minutes of rest.
<ParaStyle:Harm title>Im Rattled: 
<ParaStyle:NormalParagraphStyle>You<0x2019>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.
<ParaStyle:Harm title>Im hurt bad: 
<ParaStyle:NormalParagraphStyle>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.
<ParaStyle:Harm title>Im Knocked out: 
<ParaStyle:NormalParagraphStyle>You<0x2019>ve been knocked unconscious and can<0x2019>t move, act, or even see anything. Can be healed by First Aid, or 10 minutes of rest.
<ParaStyle:Harm title>I cant go on: 
<ParaStyle:NormalParagraphStyle>Your journey is over, you pass away, unmourned and unnoticed by the vast black of space.
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<ParaStyle:New Title Sub>Calamity     
<ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:big bold>Stress: [  ] [  ] [  ] [  ] [  ]<CharStyle:>
<ParaStyle:NormalParagraphStyle> When <CharStyle:Letter V\:Char Bold>you mark an item in the Calamity list<CharStyle:>, describe the fictional consequences mentioned in your choice  and take an Advance.
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<ParaStyle:checkboxes><CharStyle:big bold>You learn of the wholesale murder of many of your Order.
<CharStyle:><ParaStyle:checkboxes><CharStyle:big bold>You question the wisdom of one of your superiors.
<CharStyle:><ParaStyle:checkboxes><CharStyle:big bold>You are torn between personal desires and the teachings of your order.
<CharStyle:><ParaStyle:checkboxes><CharStyle:big bold>You share wisdom or advice no-one wants to hear.
<CharStyle:><ParaStyle:checkboxes><CharStyle:big bold>Someone or something comes back from your past.
<CharStyle:><ParaStyle:checkboxes><CharStyle:big bold>You are called to answer for transgressions before your order<0x2019>s leaders.
<CharStyle:><ParaStyle:checkboxes><CharStyle:big bold>You are marked or scarred by your experiences, write a Foible describing it.
<CharStyle:><ParaStyle:checkboxes><CharStyle:big bold>You are marked or scarred by your experiences, write a Foible describing it.
<CharStyle:><ParaStyle:checkboxes><CharStyle:big bold>You are marked or scarred by your experiences, write a Foible describing it.
<CharStyle:><ParaStyle:checkboxes><CharStyle:big bold>Embrace death and face your final destiny.<CharStyle:>
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<ParaStyle:New Title Sub>Gear     
<ParaStyle:NormalParagraphStyle>You start with 2 slots for gear. When <CharStyle:Char Bold>you Gain a Gear slot<CharStyle:>, gain an extra Gear slot, to a maximum of 5 slots.
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<ParaStyle:NormalParagraphStyle><CharStyle:Char Bold>You start with all 4:<CharStyle:>
<ParaStyle:checkboxes>Mystic Weapon (Hand, Close, Trinket, 3 Harm)
<ParaStyle:checkboxes>Tactical Pack (3 Uses)
<ParaStyle:checkboxes>Basic Shields
<ParaStyle:checkboxes>Scanner
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<ParaStyle:New Title Sub>Name
<ParaStyle:NormalParagraphStyle><CharStyle:Char Bold>Choose one or make your own.<CharStyle:>
<ParaStyle:Itlaic center>Tyril, 223, Drone, John, Zadil, Andop, Bespav, Twelve, Us, Pi, Bespid, Drazah, Graxx, Ravua, Wonfon, Mork,
<ParaStyle:New Title Sub>Description
<ParaStyle:NormalParagraphStyle><CharStyle:Char Bold>Choose up to four.<CharStyle:>
<ParaStyle:Itlaic center>Amorphous, Asymmetrical, Gaseous, Liquid, Gestalt Hive, Artificial, Crystalline, Aquatic, Reptilian, Formic, Plant-based, Metallic, 
<ParaStyle:New Title Sub>Approaches
<ParaStyle:NormalParagraphStyle>Assign the following scores to each of the 5 Approaches: +2, +1, 0, 0, -1  When <CharStyle:Char Bold>you upgrade an Approach<CharStyle:>, increase one of your approaches by +1 to a maximum of +3. Each Approach can only be increased once.
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<ParaStyle:New Title Sub>Hooks
<ParaStyle:NormalParagraphStyle>Write the other characters names in the Hooks section and when<CharStyle:Char Bold> it is your turn<CharStyle:>,  ask the 3 Hooks Questions and distribute Hooks as instructed. During <CharStyle:Char Bold>the others turns<CharStyle:>, answer questions as you like.
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<ParaStyle:Gear \& Vehicles>Who have I surprised with my behavior?
<ParaStyle:bullets tags>You gain a Hook on them.
<ParaStyle:Gear \& Vehicles>Who has taught me something about the world?
<ParaStyle:bullets tags>They gain a Hook on you.
<ParaStyle:Gear \& Vehicles>Who has spent time learning more about my strange nature?
<ParaStyle:bullets tags>You gain a Hook on each other.
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<ParaStyle:New Title Sub>Signature Move
<ParaStyle:NormalParagraphStyle><CharStyle:Char Bold>You start with this move.<CharStyle:>
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<ParaStyle:new move name>Truly Alien
<ParaStyle:NormalParagraphStyle>What you are and where you are from sets you apart from others in a fundamental way. Finish between 3 and 6 of the below statements to describe how you differ from everyone else.
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<ParaStyle:NormalParagraphStyle><CharStyle:big bold>I am  ____________ from _________________
<CharStyle:><ParaStyle:NormalParagraphStyle><CharStyle:big bold>            Description                      Origin
<CharStyle:><ParaStyle:NormalParagraphStyle><CharStyle:big bold>My body is __________ 
<CharStyle:><ParaStyle:NormalParagraphStyle><CharStyle:big bold>My culture is __________, But I am different from them because ___________
<CharStyle:><ParaStyle:NormalParagraphStyle><CharStyle:big bold>I have the unique ability to __________
<CharStyle:><ParaStyle:NormalParagraphStyle><CharStyle:big bold>I don<0x2019>t need to __________, but I do need to __________
<CharStyle:><ParaStyle:NormalParagraphStyle><CharStyle:big bold>I don<0x2019>t have the sense of __________, but I have the extra sense of __________
<CharStyle:><ParaStyle:NormalParagraphStyle><CharStyle:big bold>I can only communicate by __________
<CharStyle:><ParaStyle:NormalParagraphStyle><CharStyle:big bold>I can survive in __________<CharStyle:>
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<ParaStyle:New Title Sub>Nature
<ParaStyle:NormalParagraphStyle>You have an unusual nature that sets you apart from not only the crew, but most people in the galaxy. Choose your unique nature:
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<ParaStyle:new move name>The Child
<ParaStyle:NormalParagraphStyle>You carry an innocence and naivet<0x00E9> with you that catches many off guard. When <CharStyle:Char Bold>you learn about a part of everyday life and grow in an unexpected way<CharStyle:>, take an advance.
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<ParaStyle:new move name>The Stranger
<ParaStyle:NormalParagraphStyle>You are from a place or culture so far removed from common galactic civilization that your values and motivations are alien to almost everyone. When <CharStyle:Char Bold>you say how a seemingly inappropriate action forwards your machinations<CharStyle:>, you have Advantage going forward to fulfilling your goal.
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<ParaStyle:New Title Sub>Advanced Moves
<ParaStyle:NormalParagraphStyle>When <CharStyle:Char Bold>you choose to take an Advanced move<CharStyle:>, select one of the below moves to take. When <CharStyle:Char Bold>you have taken at least 4 Advanced moves from your Archetype<CharStyle:>, you may select an Advanced move from the Universal Advanced Moves section of Impulse Drive.
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<ParaStyle:new move name>Too Much Confusion
<ParaStyle:NormalParagraphStyle>When y<CharStyle:Char Bold>ou ask another crew member about something that is strange to you but common to them, and they explain it to the best of their ability but you fundamentally misunderstand<CharStyle:>, you have Advantage going forward when acting on their words.
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<ParaStyle:new move name>Unique Ability
<ParaStyle:NormalParagraphStyle>When <CharStyle:Char Bold>you display a unique ability or knowledge to solve a simple problem<CharStyle:>, fill in one of the lines below and you do it.
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<ParaStyle:NormalParagraphStyle><CharStyle:big bold>I have the unique ability to ______________
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<CharStyle:><ParaStyle:NormalParagraphStyle><CharStyle:big bold>I have the unique ability to ______________<CharStyle:>
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<ParaStyle:new move name>Unsettling
<ParaStyle:NormalParagraphStyle>When <CharStyle:Char Bold>your unusual appearance or behavior confuses or disturbs someone<CharStyle:>, you or a crew member have Advantage going forward to interrupt their current course of action.
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<ParaStyle:new move name>Transformed by Death
<ParaStyle:NormalParagraphStyle>When <CharStyle:Char Bold>you die<CharStyle:>, change up to 4 of your unique traits in Truly Alien, up to 3 options in your description, up to 3 of your Calamities, and up to 2 Foibles. You will appear again soon in your new reborn form, forever changed by death. When <CharStyle:Char Bold>you do<CharStyle:>, you lose this move, but may take it again.
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<ParaStyle:new move name>Gas Grenade
<ParaStyle:NormalParagraphStyle>When <CharStyle:Char Bold>you lob a grenade<CharStyle:>, instead of dealing Harm, you may choose to envelope your target(s) with a psychotropic gas that causes hallucinations and erratic behavior.
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<ParaStyle:new move name>Death Blossom
<ParaStyle:NormalParagraphStyle>When <CharStyle:Char Bold>you roll Firefight<CharStyle:>, if you choose to overheat your weapon, you may choose to deal your weapon<0x2019>s harm to all visible targets instead of double Harm to one target.
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<ParaStyle:new move name>Unique Movement
<ParaStyle:NormalParagraphStyle>When <CharStyle:Char Bold>you use your alien nature to move in a way or to a place others can<0x2019>t<CharStyle:>, Discharge this move and  roll+Alien. On a 10+, you get there, no problem. On a 7-9, choose 1:
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<ParaStyle:bullets moves>There<0x2019>s trouble waiting when you get there.
<ParaStyle:bullets moves>Getting back won<0x2019>t be easy.
<ParaStyle:bullets moves>It takes longer than you expected to get there.
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<ParaStyle:NormalParagraphStyle>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 <CharStyle:Letter V\:Char Bold>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<CharStyle:>, choose 1:
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<ParaStyle:bullets tags>Mark an Advance. You have Disadvantage Going Forward.      
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<ParaStyle:New Title Sub>Harm
<ParaStyle:NormalParagraphStyle>When <CharStyle:Letter V\:Char Bold>you are directed by a move or the SM to mark Harm<CharStyle:>, for each Harm you receive, mark off one of the Harm options or mark off 1 Stress. 
<ParaStyle:NormalParagraphStyle>When <CharStyle:Letter V\:Char Bold>you have 5 Stress<CharStyle:>, clear the stress track, mark an Advance, and take a Calamity.
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<ParaStyle:Harm title>Just a scratch: 
<ParaStyle:NormalParagraphStyle>You<0x2019>re a bit banged up, but it<0x2019>s nothing serious. Can be healed by First Aid, or 10 minutes of rest.
<ParaStyle:Harm title>Im Rattled: 
<ParaStyle:NormalParagraphStyle>You<0x2019>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.
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<ParaStyle:NormalParagraphStyle>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.
<ParaStyle:Harm title>Im Knocked out: 
<ParaStyle:NormalParagraphStyle>You<0x2019>ve been knocked unconscious and can<0x2019>t move, act, or even see anything. Can be healed by First Aid, or 10 minutes of rest.
<ParaStyle:Harm title>I cant go on: 
<ParaStyle:NormalParagraphStyle>Your journey is over, you pass away, unmourned and unnoticed by the vast black of space.
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<ParaStyle:New Title Sub>Calamity     
<ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:big bold>Stress: [  ] [  ] [  ] [  ] [  ]<CharStyle:>
<ParaStyle:NormalParagraphStyle> When <CharStyle:Letter V\:Char Bold>you mark an item in the Calamity list<CharStyle:>, describe the fictional consequences mentioned in your choice  and take an Advance.
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<ParaStyle:checkboxes><CharStyle:big bold>Something or someone becomes significant or important to you.
<CharStyle:><ParaStyle:checkboxes><CharStyle:big bold>You are exposed to bigotry because of your difference.
<CharStyle:><ParaStyle:checkboxes><CharStyle:big bold>You are shocked or embarrassed by an everyday custom or behavior of others.
<CharStyle:><ParaStyle:checkboxes><CharStyle:big bold>Your misunderstanding leads you into trouble or strife.
<CharStyle:><ParaStyle:checkboxes><CharStyle:big bold>You speak about your strange culture or origin.
<CharStyle:><ParaStyle:checkboxes><CharStyle:big bold>You are called upon by a past duty or obligation.
<CharStyle:><ParaStyle:checkboxes><CharStyle:big bold>You are marked or scarred by your experiences, write a Foible describing it.
<CharStyle:><ParaStyle:checkboxes><CharStyle:big bold>You are marked or scarred by your experiences, write a Foible describing it.
<CharStyle:><ParaStyle:checkboxes><CharStyle:big bold>You are marked or scarred by your experiences, write a Foible describing it.
<CharStyle:><ParaStyle:checkboxes><CharStyle:big bold>Embrace death and face your final destiny.
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<ParaStyle:New Title Sub>Gear     
<ParaStyle:NormalParagraphStyle>You start with 3 slots for gear. When <CharStyle:Char Bold>you Gain a Gear slot<CharStyle:>, gain an extra Gear slot, to a maximum of 5 slots. 
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<ParaStyle:NormalParagraphStyle><CharStyle:Char Bold>Choose 3:<CharStyle:>
<ParaStyle:checkboxes>Pistol (Hand, Close, Reach, Near,1 Harm)
<ParaStyle:checkboxes>Bladed Weapon (Hand, Silent, 2 Harm)
<ParaStyle:checkboxes>Assault Rifle (Reach, Near, Full Auto, 2 Harm)
<ParaStyle:checkboxes>Tactical Armor (Repair)
<ParaStyle:checkboxes>A trinket, closely tied to your origin. Describe it. (Trinket)
<ParaStyle:checkboxes>1D6x100 Guilders (Trinket)
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<ParaStyle:New Title Sub>Name
<ParaStyle:NormalParagraphStyle><CharStyle:Char Bold>Choose one or make your own.<CharStyle:>
<ParaStyle:Itlaic center>Solo, Drake, Mal, Anna, Val, Marcus, Higgs, Vash, Mack, Harman, Lian, Florentina, Akami, Valentine,
<ParaStyle:New Title Sub>Description
<ParaStyle:NormalParagraphStyle><CharStyle:Char Bold>Choose up to four.<CharStyle:>
<ParaStyle:Itlaic center>Trendy, charming, scruffy, dapper, worn, shifty, nervous, craven, sexy, hot, sharp, mismatched, dexterous,
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<ParaStyle:New Title Sub>Approaches
<ParaStyle:NormalParagraphStyle>Assign the following scores to each of the 5 Approaches: +2, +1, 0, 0, -1  When <CharStyle:Char Bold>you upgrade an Approach<CharStyle:>, increase one of your approaches by +1 to a maximum of +3. Each Approach can only be increased once.
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<ParaStyle:New Title Sub>Hooks
<ParaStyle:NormalParagraphStyle>Write the other characters names in the Hooks section and when<CharStyle:Char Bold> it is your turn<CharStyle:>,  ask the 3 Hooks Questions and distribute Hooks as instructed. During <CharStyle:Char Bold>the others turns<CharStyle:>, answer questions as you like.
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<ParaStyle:Gear \& Vehicles>Who have I bamboozled or tricked?
<ParaStyle:bullets tags>You gain a Hook on them.
<ParaStyle:Gear \& Vehicles>Who have I slept with, and why is it awkward now?
<ParaStyle:bullets tags>They gain a Hook on you.
<ParaStyle:Gear \& Vehicles>Who has helped me with a con?
<ParaStyle:bullets tags>You gain a Hook on each other.
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<ParaStyle:New Title Sub>Signature Move
<ParaStyle:NormalParagraphStyle><CharStyle:Char Bold>You start with this move.<CharStyle:>
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<ParaStyle:new move name>Con Artist
<ParaStyle:NormalParagraphStyle>When <CharStyle:Char Bold>you attempt to perform a deception, subterfuge, misdirection, bluff, or con on a person<CharStyle:>, roll+Slick. On a 10+, your deception is masterful, hold 2. On a 7-9, your deception will work, for a while. Hold 1. As <CharStyle:Char Bold>you act out and maintain your deception<CharStyle:>, you may spend hold, 1 for 1, on the following:
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<ParaStyle:bullets moves>Something small escapes their notice.
<ParaStyle:bullets moves>Suspicion or blame is shifted away from you.
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<ParaStyle:New Title Sub>Rap Sheet
<ParaStyle:NormalParagraphStyle>Choose a shady past that describes who you were before you joined the Crew.
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<ParaStyle:new move name>Scum
<ParaStyle:NormalParagraphStyle>You<0x2019>ve always been the lowest of the low and mistrusted those with power and authority. Crime has always been your only way to help those as unfortunate as you out of the sludge. When <CharStyle:Char Bold>you<0x2019>re in danger or trouble anywhere with a number of the poor or downtrodden<CharStyle:>, you can describe an ally or friend who can help you in a small way. When they help, you have Advantage to Keep your Cool or Act Quick.
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<ParaStyle:new move name>Villainy
<ParaStyle:NormalParagraphStyle>You come from a fine pedigree of successful and wealthy criminals. You start with an extra 5000 Guilders. When <CharStyle:Char Bold>you prepare to enter a regulated area<CharStyle:>, you may hide 1 small weapon or inconspicuous armor on your person. When <CharStyle:Char Bold>dealing with the criminal elite or looking for a useful criminal contact<CharStyle:>, you have Advantage.
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<ParaStyle:New Title Sub>Advanced Moves
<ParaStyle:NormalParagraphStyle>When <CharStyle:Char Bold>you choose to take an Advanced move<CharStyle:>, select one of the below moves to take. When <CharStyle:Char Bold>you have taken at least 4 Advanced moves from your Archetype<CharStyle:>, you may select an Advanced move from the Universal Advanced Moves section of Impulse Drive.
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<ParaStyle:new move name>People person
<ParaStyle:NormalParagraphStyle>When <CharStyle:Char Bold>you have a charged interaction with a person<CharStyle:>, roll+Slick. On a 10+, you get a good read on them, hold 3. On a 7-9, just hold 1. During your interaction with them spend your hold, 1 for 1, to ask their player one of the following questions:
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<ParaStyle:bullets moves>Is your character telling the truth?
<ParaStyle:bullets moves>What is your character truly feeling?
<ParaStyle:bullets moves>What does your character intend to do?
<ParaStyle:bullets moves>What does your character wish I<0x2019>d do?
<ParaStyle:bullets moves>How could I get your character to __________?
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<ParaStyle:NormalParagraphStyle>On a 6-, you have Disadvantage ongoing to interact with them until you gain their trust.
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<ParaStyle:new move name>Criminal Contacts
<ParaStyle:NormalParagraphStyle>When <CharStyle:Char Bold>you reach out to the criminal underground of a location for contacts to gain information, buy or sell contraband, or a shady job<CharStyle:>, roll+Slick. On a 10+, you find someone who can get you what you need, choose 1. On a 7-9, it<0x2019>s not so easy, choose 1 and the SM will tell you one:
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<ParaStyle:bullets moves>It<0x2019>s not quite what you need.
<ParaStyle:bullets moves>You have a complicated past with your contact.
<ParaStyle:bullets moves>There<0x2019>s strings attached.
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<ParaStyle:new move name>Crack Pilot
<ParaStyle:NormalParagraphStyle>You have spent many of your years driving, flying, or operating all kinds of ships and vehicles. When <CharStyle:Char Bold>you control a vehicle or ship and make a move to attempt to avoid danger<CharStyle:>, You have Advantage.
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<ParaStyle:new move name>Sex Appeal
<ParaStyle:NormalParagraphStyle>Your sex appeal is undeniable and near universal. When <CharStyle:Char Bold>you turn on your charm you can always make someone attracted to you or unsettled by you<CharStyle:>, their choice. Depending on their reaction you can use promise  of affection or distance as exchange when you Manipulate.
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<ParaStyle:new move name>Smooth Operator
<ParaStyle:NormalParagraphStyle>Add the following option to Con Artist:
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<ParaStyle:bullets moves>You convince someone that something you offer is valuable. 
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<ParaStyle:new move name>Crowd Control
<ParaStyle:NormalParagraphStyle>Add the following option to Firefight:
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<ParaStyle:bullets moves>You funnel or box a group of enemies into a tight position.
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<ParaStyle:NormalParagraphStyle><CharStyle:Char Bold>Stun Grenade<CharStyle:>
<ParaStyle:NormalParagraphStyle>When<CharStyle:Char Bold> you lob a grenade<CharStyle:>, instead of dealing Harm, you may choose to temporarily blind and deafen your target(s).
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<ParaStyle:New Title Sub>Foibles
<ParaStyle:NormalParagraphStyle>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 <CharStyle:Letter V\:Char Bold>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<CharStyle:>, choose 1:
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<ParaStyle:bullets tags>Decline the offer to activate your Foible, and continue playing as normal.
<ParaStyle:bullets tags>Mark an Advance. You have Disadvantage Going Forward.      
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<ParaStyle:New Title Sub>Harm
<ParaStyle:NormalParagraphStyle>When <CharStyle:Letter V\:Char Bold>you are directed by a move or the SM to mark Harm<CharStyle:>, for each Harm you receive, mark off one of the Harm options or mark off 1 Stress. 
<ParaStyle:NormalParagraphStyle>When <CharStyle:Letter V\:Char Bold>you have 5 Stress<CharStyle:>, clear the stress track, mark an Advance, and take a Calamity.
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<ParaStyle:Harm title>Just a scratch: 
<ParaStyle:NormalParagraphStyle>You<0x2019>re a bit banged up, but it<0x2019>s nothing serious. Can be healed by First Aid, or 10 minutes of rest.
<ParaStyle:Harm title>Im Rattled: 
<ParaStyle:NormalParagraphStyle>You<0x2019>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.
<ParaStyle:Harm title>Im hurt bad: 
<ParaStyle:NormalParagraphStyle>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.
<ParaStyle:Harm title>Im Knocked out: 
<ParaStyle:NormalParagraphStyle>You<0x2019>ve been knocked unconscious and can<0x2019>t move, act, or even see anything. Can be healed by First Aid, or 10 minutes of rest.
<ParaStyle:Harm title>I cant go on: 
<ParaStyle:NormalParagraphStyle>Your journey is over, you pass away, unmourned and unnoticed by the vast black of space.
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<ParaStyle:New Title Sub>Calamity     
<ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:big bold>Stress: [  ] [  ] [  ] [  ] [  ]<CharStyle:>
<ParaStyle:NormalParagraphStyle> When <CharStyle:Letter V\:Char Bold>you mark an item in the Calamity list<CharStyle:>, describe the fictional consequences mentioned in your choice  and take an Advance.
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<ParaStyle:checkboxes><CharStyle:big bold>You give in to an addiction or vice.
<CharStyle:><ParaStyle:checkboxes><CharStyle:big bold>You lose something worth a lot of money to you.
<CharStyle:><ParaStyle:checkboxes><CharStyle:big bold>An old lover contacts you, with bad news.
<CharStyle:><ParaStyle:checkboxes><CharStyle:big bold>You are forced to decide between greed and loyalty.
<CharStyle:><ParaStyle:checkboxes><CharStyle:big bold>Your are offered an opportunity for the score of a lifetime.
<CharStyle:><ParaStyle:checkboxes><CharStyle:big bold>You sleep with the wrong person.
<CharStyle:><ParaStyle:checkboxes><CharStyle:big bold>Someone has arrived to collect on a debt.
<CharStyle:><ParaStyle:checkboxes><CharStyle:big bold>You are marked or scarred by your experiences, write a Foible describing it.
<CharStyle:><ParaStyle:checkboxes><CharStyle:big bold>You are marked or scarred by your experiences, write a Foible describing it.
<CharStyle:><ParaStyle:checkboxes><CharStyle:big bold>Embrace death and face your final destiny.
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<ParaStyle:New Title Sub>Gear     
<ParaStyle:NormalParagraphStyle>You start with 3 slots for gear. When <CharStyle:Char Bold>you Gain a Gear slot<CharStyle:>, gain an extra Gear slot, to a maximum of 5 slots.
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<ParaStyle:NormalParagraphStyle><CharStyle:Char Bold>Choose 4:<CharStyle:>
<ParaStyle:checkboxes>Pistol (Hand, Close, Reach, Near,1 Harm)
<ParaStyle:checkboxes>Thermal Clips (3 Uses)
<ParaStyle:checkboxes>Tactical Pack (3 Uses)
<ParaStyle:checkboxes>A valuable artifact, not yours. (Trinket)
<ParaStyle:checkboxes>Illegal Drugs. (Trinket, Illegal)
<ParaStyle:checkboxes>Hack Pack (3 Uses, Illegal)
<ParaStyle:checkboxes>Medkit (3 Uses)
<ParaStyle:checkboxes>2D6x100 Guilders (Trinket)
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<ParaStyle:New Title Sub>Name
<ParaStyle:NormalParagraphStyle><CharStyle:Char Bold>Choose one or make your own.<CharStyle:>
<ParaStyle:Itlaic center>Jaq, Vex, Trill, River, Zed, Ember, Storm, Vile, Rana, Slam, Blackout, Hammer, Bull, Storm,
<ParaStyle:New Title Sub>Description
<ParaStyle:Paragraph Bold>Choose up to four.
<ParaStyle:Itlaic center>Wild, twitchy, expressive, unconventional, sexy, modified, augmented, hot-blooded, violent, aggressive, stormy, 
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<ParaStyle:New Title Sub>Approaches
<ParaStyle:NormalParagraphStyle>Assign the following scores to each of the 5 Approaches: +2, +1, 0, 0, -1  When <CharStyle:Char Bold>you upgrade an Approach<CharStyle:>, increase one of your approaches by +1 to a maximum of +3. Each Approach can only be increased once.
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<ParaStyle:New Title Sub>Hooks
<ParaStyle:NormalParagraphStyle>Write the other characters names in the Hooks section and when<CharStyle:Char Bold> it is your turn<CharStyle:>,  ask the 3 Hooks Questions and distribute Hooks as instructed. During <CharStyle:Char Bold>the others turns<CharStyle:>, answer questions as you like.
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<ParaStyle:Gear \& Vehicles>Who has caused me frustration or pain?
<ParaStyle:bullets tags>You gain a Hook on them.
<ParaStyle:Gear \& Vehicles>Who has helped me deal with my pain?
<ParaStyle:bullets tags>They gain a Hook on you.
<ParaStyle:Gear \& Vehicles>Who has shared a tender moment with me?
<ParaStyle:bullets tags>You gain a Hook on each other.
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<ParaStyle:New Title Sub>Signature Move
<ParaStyle:Paragraph Bold>You start with this move.
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<ParaStyle:new move name>Oncoming Storm        
<ParaStyle:NormalParagraphStyle><CharStyle:big bold>Storm: [  ] [  ] [  ] [  ] [  ] <CharStyle:>
<ParaStyle:NormalParagraphStyle>Your emotions are a swirling unstable mess that can cause you to erupt in fits of passion and destruction. When <CharStyle:Char Bold>you suffer frustration, disappointment, or emotional hurt<CharStyle:>, gain 1 Storm.
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<ParaStyle:NormalParagraphStyle>When <CharStyle:Char Bold>you lash out or act destructively<CharStyle:>, you may spend 1 Storm and choose one of the following additional effects:
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<ParaStyle:bullets moves>Something is broken beyond repair.
<ParaStyle:bullets moves>Someone is frightened or cowed.
<ParaStyle:bullets moves>Someone is injured or scarred.
<ParaStyle:bullets moves>You have Advantage on this roll.
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<ParaStyle:NormalParagraphStyle>When <CharStyle:Char Bold>you gain Storm while at your maximum Storm capacity<CharStyle:>, the strain causes you to either lash out immediately or Suffer 1 Stress.
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<ParaStyle:New Title Sub>Tragedy
<ParaStyle:NormalParagraphStyle>Something terrible in your past put you on this past. Choose one:
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<ParaStyle:new move name>Orphan
<ParaStyle:NormalParagraphStyle>Your family, your settlement, or perhaps your entire culture has been annihilated. When <CharStyle:Char Bold>you are reminded of your loss, or encounter something directly relating to it and react poorly<CharStyle:>, immediately take 3 Storm. When <CharStyle:Char Bold>you take this move<CharStyle:>, write a new foible relating to your loss.
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<ParaStyle:new move name>Experiment
<ParaStyle:NormalParagraphStyle>Something was done to you to give you unusual powers, but the process was either torturous or mentally and emotionally damaging. When <CharStyle:Char Bold>you take this move<CharStyle:>, write an extra Foible describing how you are loyal to or resent those that modified you. When <CharStyle:Char Bold>you rail against authority or ignore orders<CharStyle:>, you may spend Storm as though you<0x2019>re lashing out or acting destructively.
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<ParaStyle:New Title Sub>Advanced Moves
<ParaStyle:NormalParagraphStyle>When <CharStyle:Char Bold>you choose to take an Advanced move<CharStyle:>, select one of the below moves to take. When <CharStyle:Char Bold>you have taken at least 4 Advanced moves from your Archetype<CharStyle:>, you may select an Advanced move from the Universal Advanced Moves section of Impulse Drive.
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<ParaStyle:new move name>Telekinetic Force
<ParaStyle:NormalParagraphStyle>When <CharStyle:Char Bold>you instinctively reach out and throw your telekinetic power at someone or something human size and weight or smaller within Near range<CharStyle:>, Discharge this move and roll+Volatile. On a 10+, your intent is strong, choose 1. On a 7-9, your intentions are muddled, the SM will choose 1:
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<ParaStyle:bullets moves>It<0x2019>s sent flying back, as though from a forceful blow.
<ParaStyle:bullets moves>It floats or moves a short distance.
<ParaStyle:bullets moves>It<0x2019>s pulled towards you.
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<ParaStyle:new move name>Reckless
<ParaStyle:NormalParagraphStyle>When <CharStyle:Char Bold>you take rash action that puts another crew member in danger<CharStyle:>, they have advantage to try and deal with that danger.
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<ParaStyle:new move name>Beautiful Flaws
<ParaStyle:NormalParagraphStyle>When <CharStyle:Char Bold>you act on one of your foibles in a self destructive way<CharStyle:>, gain 2 Storm.
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<ParaStyle:new move name>Heart of Glass
<ParaStyle:NormalParagraphStyle>When <CharStyle:Char Bold>you let down your guard and share a tender moment with someone<CharStyle:>, remove all storm, and mark an Advance.
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<ParaStyle:NormalParagraphStyle>When y<CharStyle:Char Bold>ou attempt to get close and they reject you or distance themselves<CharStyle:>, write a Foible about their rejection and your feelings.
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<ParaStyle:new move name>Brain Spike
<ParaStyle:NormalParagraphStyle>When <CharStyle:Char Bold>you invade the mind of another<CharStyle:>, Discharge this move and roll+Volatile. On a 10+, you push deep into their psyche, hold 2. On a 7-9, you skim their surface thoughts, you know what they are thinking about right now. Spend hold, 1 for 1, on the following:
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<ParaStyle:bullets moves>You force them to take a single action that doesn<0x2019>t put them in direct harm.
<ParaStyle:bullets moves>You pillage their thoughts and feelings, ask a question and you will get a true answer.
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<ParaStyle:new move name>TK Master
<ParaStyle:NormalParagraphStyle><CharStyle:Char Italic>Requires Telekinetic Force<CharStyle:>
<ParaStyle:NormalParagraphStyle>Add the following options to choose from for Telekinetic force:
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<ParaStyle:bullets moves>You activate or manipulate a simple device or switch.
<ParaStyle:bullets moves>You cause the target 2 Harm.
<ParaStyle:bullets moves>You can affect 1 extra target.
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<ParaStyle:new move name>Fury Unleashed 
<ParaStyle:NormalParagraphStyle>When <CharStyle:Char Bold>you roll a 10+ for Skirmish<CharStyle:>, add the following choice to the list:
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<ParaStyle:bullets moves>You deal double your Harm.
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<ParaStyle:new move name>Cluster Bomb
<ParaStyle:NormalParagraphStyle>When <CharStyle:Char Bold>you lob a Grenade<CharStyle:>, on a 7+ it always hits multiple targets without you choosing that option.
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<ParaStyle:New Title Sub>Foibles
<ParaStyle:NormalParagraphStyle>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 <CharStyle:Letter V\:Char Bold>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<CharStyle:>, choose 1:
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<ParaStyle:bullets tags>Decline the offer to activate your Foible, and continue playing as normal.
<ParaStyle:bullets tags>Mark an Advance. You have Disadvantage Going Forward.      
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<ParaStyle:New Title Sub>Harm
<ParaStyle:NormalParagraphStyle>When <CharStyle:Letter V\:Char Bold>you are directed by a move or the SM to mark Harm<CharStyle:>, for each Harm you receive, mark off one of the Harm options or mark off 1 Stress. 
<ParaStyle:NormalParagraphStyle>When <CharStyle:Letter V\:Char Bold>you have 5 Stress<CharStyle:>, clear the stress track, mark an Advance, and take a Calamity.
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<ParaStyle:Harm title>Just a scratch: 
<ParaStyle:NormalParagraphStyle>You<0x2019>re a bit banged up, but it<0x2019>s nothing serious. Can be healed by First Aid, or 10 minutes of rest.
<ParaStyle:Harm title>Im Rattled: 
<ParaStyle:NormalParagraphStyle>You<0x2019>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.
<ParaStyle:Harm title>Im hurt bad: 
<ParaStyle:NormalParagraphStyle>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.
<ParaStyle:Harm title>Im Knocked out: 
<ParaStyle:NormalParagraphStyle>You<0x2019>ve been knocked unconscious and can<0x2019>t move, act, or even see anything. Can be healed by First Aid, or 10 minutes of rest.
<ParaStyle:Harm title>I cant go on: 
<ParaStyle:NormalParagraphStyle>Your journey is over, you pass away, unmourned and unnoticed by the vast black of space.
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<ParaStyle:New Title Sub>Calamity     
<ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:big bold>Stress: [  ] [  ] [  ] [  ] [  ]<CharStyle:>
<ParaStyle:NormalParagraphStyle> When <CharStyle:Letter V\:Char Bold>you mark an item in the Calamity list<CharStyle:>, describe the fictional consequences mentioned in your choice  and take an Advance.
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<ParaStyle:checkboxes><CharStyle:big bold>You damage a relationship with someone you care about.
<CharStyle:><ParaStyle:checkboxes><CharStyle:big bold>You succumb to a vice or weakness.
<CharStyle:><ParaStyle:checkboxes><CharStyle:big bold>Someone comes after you for a past crime or atrocity you committed.
<CharStyle:><ParaStyle:checkboxes><CharStyle:big bold>You lie about your Past, poorly.
<CharStyle:><ParaStyle:checkboxes><CharStyle:big bold>You are forced to come clean about your past.
<CharStyle:><ParaStyle:checkboxes><CharStyle:big bold>You are marked or scarred by your experiences, write a Foible describing it.
<CharStyle:><ParaStyle:checkboxes><CharStyle:big bold>You are marked or scarred by your experiences, write a Foible describing it.
<CharStyle:><ParaStyle:checkboxes><CharStyle:big bold>You are marked or scarred by your experiences, write a Foible describing it.
<CharStyle:><ParaStyle:checkboxes><CharStyle:big bold>You gain an extra check box in Storm.
<CharStyle:><ParaStyle:checkboxes><CharStyle:big bold>Embrace death and face your final destiny.<CharStyle:>
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<ParaStyle:New Title Sub>Gear     
<ParaStyle:NormalParagraphStyle>You start with 3 slots for gear. When <CharStyle:Char Bold>you Gain a Gear slot<CharStyle:>, gain an extra Gear slot, to a maximum of 5 slots. Select 3 items from the list below that you start with.
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<ParaStyle:NormalParagraphStyle><CharStyle:Char Bold>Choose 3:<CharStyle:>
<ParaStyle:checkboxes>Pistol (Hand, Close, Reach, Near,1 Harm)
<ParaStyle:checkboxes>Bladed Weapon (Hand, Silent, 2 Harm)
<ParaStyle:checkboxes>Shotgun (Close, Messy, 3 Harm)
<ParaStyle:checkboxes>Grenades (Near, Area, Messy, Forceful, 2 Uses, 4 Harm)
<ParaStyle:checkboxes>Tactical Pack (3 Uses)
<ParaStyle:checkboxes>Med Kit (3 Uses)
<ParaStyle:checkboxes>Prized Keepsake (Trinket)
<ParaStyle:checkboxes>1D6x100 Guilders (Trinket)
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<ParaStyle:New Title Sub>Name
<ParaStyle:Paragraph Bold>Choose one or make your own:
<ParaStyle:Itlaic center>Thrax, Shen, Bastion, The Wall, Valik, Handen, Mei, Phasral, Malcolm, Desen, Harric, Grunt.
<ParaStyle:New Title Sub>Description
<ParaStyle:Paragraph Bold>Choose up to 4:
<ParaStyle:Itlaic center>Heavy Build, Scarred, Rugged, Weary, Calloused, Hard, Stern, Stoic, Grim, Imposing, Compassionate.
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<ParaStyle:New Title Sub>Approaches
<ParaStyle:NormalParagraphStyle>Assign the following scores to each of the 5 Approaches: +2, +1, 0, 0, -1  When <CharStyle:Char Bold>you upgrade an Approach<CharStyle:>, increase one of your approaches by +1 to a maximum of +3. Each Approach can only be increased once.
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<ParaStyle:New Title Sub>Hooks
<ParaStyle:NormalParagraphStyle>Write the other characters names in the Hooks section and when<CharStyle:Char Bold> it is your turn<CharStyle:>,  ask the 3 Hooks Questions and distribute Hooks as instructed. During <CharStyle:Char Bold>the others turns<CharStyle:>, answer questions as you like.
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<ParaStyle:Gear \& Vehicles>Who has left me alone to face the storm?
<ParaStyle:bullets tags>You gain a Hook on them.
<ParaStyle:Gear \& Vehicles>Who has seen all of my scars?
<ParaStyle:bullets tags>They gain a Hook on you.
<ParaStyle:Gear \& Vehicles>Who has stood shoulder to shoulder with me in the midst of chaos?
<ParaStyle:bullets tags>You gain a Hook on each other.
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<ParaStyle:New Title Sub>Signature Move
<ParaStyle:NormalParagraphStyle>You start with this move.
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<ParaStyle:new move name>Stoic Wall
<ParaStyle:NormalParagraphStyle>When y<CharStyle:Char Bold>ou stand defiant to defend another from violence or harm<CharStyle:>, Discharge this move and roll+Stalwart. On a 10+, hold 3. On a 7-9, hold 2. While you still stand in defense of them, You can spend hold, 1 for 1, on the following:
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<ParaStyle:bullets moves>Redirect an attack from the you defend to yourself.
<ParaStyle:bullets moves>Reduce the attacker<0x2019>s attack by 1 Harm.
<ParaStyle:bullets moves>Open up the attacker to an ally, giving that ally Advantage going forward against the attacker.
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<ParaStyle:New Title Sub>War Journal
<ParaStyle:NormalParagraphStyle>Your history is a long bloody list of battles and death. Choose one:
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<ParaStyle:new move name>War Eternal
<ParaStyle:NormalParagraphStyle>You come from a culture that has been embroiled in a bitter internal conflict for generations. When <CharStyle:Char Bold>you encounter someone from your culture<CharStyle:>, you will immediately know which force they are from and how you can push at them to gain support or lose their cool. You have Advantage when you Intimidate or Manipulate them.
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<ParaStyle:new move name>Wardens
<ParaStyle:NormalParagraphStyle>You and your people have stood against an external threat for decades. You are an expert on this threat. When <CharStyle:Char Bold>you Share Expertise on the threat<CharStyle:>, you have Advantage. In addition to the roll, you can always describe a fact about the Threat that makes them dangerous.
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<ParaStyle:NormalParagraphStyle><CharStyle:big bold>My people have stood between civilization and the __________ for decades.<CharStyle:>
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<ParaStyle:New Title Sub>Advanced Moves
<ParaStyle:NormalParagraphStyle>When <CharStyle:Char Bold>you choose to take an Advanced move<CharStyle:>, select one of the below moves to take. When <CharStyle:Char Bold>you have taken at least 4 Advanced moves from your Archetype<CharStyle:>, you may select an Advanced move from the Universal Advanced Moves section of Impulse Drive.
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<ParaStyle:new move name>Heavy Arsenal
<ParaStyle:NormalParagraphStyle>You have a unique, very destructive heavy weapon with limited ammo, give it a name and describe it.
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<ParaStyle:NormalParagraphStyle><CharStyle:big bold>____________________
<CharStyle:><ParaStyle:NormalParagraphStyle><CharStyle:big bold>3 Harm Range: (choose 2) __________, __________ Ammo: [  ] [  ] [  ]<CharStyle:>
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<ParaStyle:NormalParagraphStyle>When <CharStyle:Char Bold>you fire your heavy weapon<CharStyle:>, reduce it<0x2019>s ammo by 1, and in addition to any harm or other effects you choose, choose one of the following.
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<ParaStyle:bullets moves>An object or area is destroyed
<ParaStyle:bullets moves>Someone has to take you seriously, and will back off or escalate.
<ParaStyle:bullets moves>A system or device is shut down or damaged.
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<ParaStyle:new move name>Tactical Advantage
<ParaStyle:NormalParagraphStyle>When <CharStyle:Char Bold>you operate the tactical system of a ship<CharStyle:>, for any +Tactical roll you make, you have Advantage.
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<ParaStyle:new move name>Battle Commander
<ParaStyle:NormalParagraphStyle>When <CharStyle:Char Bold>you roll Recover<CharStyle:>, you may choose the following as one of the options on the list:
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<ParaStyle:bullets moves>Give an ally an order. They have Advantage going forward if they follow the order.
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<ParaStyle:new move name>Adrenaline Rush
<ParaStyle:NormalParagraphStyle>When <CharStyle:Char Bold>you flood your system with adrenaline in a tense or dangerous situation<CharStyle:>, Discharge this move and roll+Stalwart. On a 10+, hold 2. On a 7-9, hold 1. While you<0x2019>re still in danger, you may spend hold, 1 for 1 on the following:
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<ParaStyle:bullets moves>Ignore any negative effects or modifiers caused by injuries for 1 roll.
<ParaStyle:bullets moves>Perform an incredible athletic feat.
<ParaStyle:bullets moves>Add your Volatile modifier to your Harm for one attack.
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<ParaStyle:new move name>Walking Tank
<ParaStyle:NormalParagraphStyle>You ignore the clumsy tag on Armor
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<ParaStyle:new move name>Covering Fire
<ParaStyle:NormalParagraphStyle>When <CharStyle:Char Bold>you roll Firefight<CharStyle:>, on a 10+, you give an ally an opportunity to change position or get into cover. They have Advantage going forward to their next action.
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<ParaStyle:new move name>Shield Platform
<ParaStyle:NormalParagraphStyle>When <CharStyle:Char Bold>you deploy your Shield Platform<CharStyle:>, you may use 1 use of a Grenade to instead deploy a shield platform that give you or an ally cover. The shield cannot be moved, and can take 5 points of Harm before dissipating.
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<ParaStyle:New Title Sub>Foibles
<ParaStyle:NormalParagraphStyle>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 <CharStyle:Letter V\:Char Bold>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<CharStyle:>, choose 1:
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<ParaStyle:bullets tags>Decline the offer to activate your Foible, and continue playing as normal.
<ParaStyle:bullets tags>Mark an Advance. You have Disadvantage Going Forward.      
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<ParaStyle:New Title Sub>Harm
<ParaStyle:NormalParagraphStyle>When <CharStyle:Letter V\:Char Bold>you are directed by a move or the SM to mark Harm<CharStyle:>, for each Harm you receive, mark off one of the Harm options or mark off 1 Stress. 
<ParaStyle:NormalParagraphStyle>When <CharStyle:Letter V\:Char Bold>you have 5 Stress<CharStyle:>, clear the stress track, mark an Advance, and take a Calamity.
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<ParaStyle:Harm title>Just a scratch: 
<ParaStyle:NormalParagraphStyle>You<0x2019>re a bit banged up, but it<0x2019>s nothing serious. Can be healed by First Aid, or 10 minutes of rest.
<ParaStyle:Harm title>Im Rattled: 
<ParaStyle:NormalParagraphStyle>You<0x2019>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.
<ParaStyle:Harm title>Im hurt bad: 
<ParaStyle:NormalParagraphStyle>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.
<ParaStyle:Harm title>Im Knocked out: 
<ParaStyle:NormalParagraphStyle>You<0x2019>ve been knocked unconscious and can<0x2019>t move, act, or even see anything. Can be healed by First Aid, or 10 minutes of rest.
<ParaStyle:Harm title>I cant go on: 
<ParaStyle:NormalParagraphStyle>Your journey is over, you pass away, unmourned and unnoticed by the vast black of space.
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<ParaStyle:New Title Sub>Calamity     
<ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:big bold>Stress: [  ] [  ] [  ] [  ] [  ]<CharStyle:>
<ParaStyle:NormalParagraphStyle> When <CharStyle:Letter V\:Char Bold>you mark an item in the Calamity list<CharStyle:>, describe the fictional consequences mentioned in your choice  and take an Advance.
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<ParaStyle:checkboxes><CharStyle:big bold>You gain a new, intimidating scar.
<CharStyle:><ParaStyle:checkboxes><CharStyle:big bold>You gain the animosity of someone powerful.
<CharStyle:><ParaStyle:checkboxes><CharStyle:big bold>You are pushed to defy the chain of command.
<CharStyle:><ParaStyle:checkboxes><CharStyle:big bold>You suffer a disfiguring scar.
<CharStyle:><ParaStyle:checkboxes><CharStyle:big bold>Your conviction is shaken.
<CharStyle:><ParaStyle:checkboxes><CharStyle:big bold>A new chapter in your story of scars; you lose a body part.
<CharStyle:><ParaStyle:checkboxes><CharStyle:big bold>An old commander or comrade comes back from your past.
<CharStyle:><ParaStyle:checkboxes><CharStyle:big bold>An old war wound causes you constant pain, write a foible for it.
<CharStyle:><ParaStyle:checkboxes><CharStyle:big bold>You reveal a weakness or flaw.
<CharStyle:><ParaStyle:checkboxes><CharStyle:big bold>Embrace death and face your final destiny.<CharStyle:>
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<ParaStyle:New Title Sub>Gear     
<ParaStyle:NormalParagraphStyle>You start with 3 slots for gear. When <CharStyle:Char Bold>you Gain a Gear slot<CharStyle:>, gain an extra Gear slot, to a maximum of 5 slots.
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<ParaStyle:NormalParagraphStyle><CharStyle:Char Bold>Choose 4:<CharStyle:>
<ParaStyle:checkboxes>Pistol (Hand, Close, Reach, Near,1 Harm)
<ParaStyle:checkboxes>Assault Rifle (Reach, Near, Full Auto, 2 Harm)
<ParaStyle:checkboxes>Bladed Weapon (Hand, Silent, 2 Harm)
<ParaStyle:checkboxes>Shotgun (Close, Messy, 3 Harm)
<ParaStyle:checkboxes>Sniper Rifle (Far, AP, 3 Harm)
<ParaStyle:checkboxes>Grenades (Near, Area, Messy, Forceful, 2 Uses, 4 Harm)
<ParaStyle:checkboxes>Tactical Armor (Repair)
<ParaStyle:checkboxes>Basic Shields
<ParaStyle:checkboxes>Thermal Clips (3 Uses)
<ParaStyle:checkboxes>Tactical Pack (3 Uses)
<ParaStyle:checkboxes>Mercenary License (trinket)
<ParaStyle:checkboxes>1D6x100 Guilders (trinket)
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<ParaStyle:new move name>Captain
<ParaStyle:NormalParagraphStyle>When <CharStyle:Char Bold>you give your subordinate(s) a command they are disinclined to follow, or that puts them into direct danger<CharStyle:>, roll+Stalwart. 
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<ParaStyle:NormalParagraphStyle><CharStyle:Char Bold>If they are an NPC:<CharStyle:>
<ParaStyle:NormalParagraphStyle>On a 10+, choose 3. On a 7-9, choose 2:
<ParaStyle:bullets moves>They will do their duty, to the best of their ability.
<ParaStyle:bullets moves>They don<0x2019>t get hurt or killed.
<ParaStyle:bullets moves>You don<0x2019>t have to make an example of someone.
<ParaStyle:bullets moves>You won<0x2019>t have to pay for it later.
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<ParaStyle:NormalParagraphStyle><CharStyle:Char Bold>If they are a PC:<CharStyle:>
<ParaStyle:NormalParagraphStyle>On a 10+, choose 2. On a 7-9, choose 1:
<ParaStyle:bullets moves>They gain a Hook on you if they do it.
<ParaStyle:bullets moves>They have to keep their cool to disobey your order.
<ParaStyle:bullets moves>They have Advantage to follow your order.
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<ParaStyle:new move name>Foresight
<ParaStyle:NormalParagraphStyle>Your deductive skills give you have an uncanny sense for danger. When <CharStyle:Char Bold>you roll Scope it out<CharStyle:>, you may also ask any of these questions instead of the standard questions.
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<ParaStyle:bullets moves>Is there a hidden immediate danger in my near future?
<ParaStyle:bullets moves>What danger would I be exposed to if I ________?
<ParaStyle:bullets moves>What is ___________<0x2019>s intentions towards me?
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<ParaStyle:new move name>Spirit Font
<ParaStyle:NormalParagraphStyle>When <CharStyle:Char Bold>you roll Recover<CharStyle:>, if you choose to recharge a move, you recharge a move for an ally as well.
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<ParaStyle:new move name>Cunning Linguist
<ParaStyle:NormalParagraphStyle>When <CharStyle:Char Bold>you attempt to communicate or interact with an alien entity that you do not share common language or understanding of the universe with<CharStyle:>, roll+Alien. On a 10+, you find some common ground or understanding as a basis for communication, both. On a 7-9, you find some common ground or understanding as a basis for primitive understanding, choose 1.
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<ParaStyle:bullets moves>They communicate a simple concept to you.
<ParaStyle:bullets moves>You communicate a simple concept to them.
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<ParaStyle:new move name>Not Dead Yet
<ParaStyle:NormalParagraphStyle>When <CharStyle:Char Bold>you die, and there is some room for doubt about your demise<CharStyle:>, you may return at the next available safe scene, battered and broken and in need of help. When <CharStyle:Char Bold>you come back from the dead<CharStyle:>, decrease one of your Approaches by -1, to a maximum of -3.
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<ParaStyle:new move name>Dig for clues
<ParaStyle:NormalParagraphStyle>When <CharStyle:Char Bold>you take time to study the scene of a recent conflict or crime<CharStyle:>, roll+calculating. On a 10+, your observations are acute, ask 3. On a 7-9, you find some evidence, ask 1. On a 7+, You may choose to waste time looking for more info, and ask 1 extra question.
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<ParaStyle:bullets moves>What went down here recently?
<ParaStyle:bullets moves>Who or what was here recently?
<ParaStyle:bullets moves>What hard evidence of past events can I record?
<ParaStyle:bullets moves>What here is useful or valuable to me?
<ParaStyle:bullets moves>What has been hidden or obscured here?
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<ParaStyle:new move name>Navigatrix
<ParaStyle:NormalParagraphStyle>When <CharStyle:Char Bold>you plot a course for a FTL journey<CharStyle:>, you have Advantage on the Drives FTL move.
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<ParaStyle:new move name>Redshirts
<ParaStyle:NormalParagraphStyle>You have a group of 15 to 20 followers. Give 2 or 3 of them names, the rest are expendable nameless nobodies.
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<ParaStyle:NormalParagraphStyle><CharStyle:Char Bold>Choose your style of followers:<CharStyle:>
<ParaStyle:bullets moves>Ship<0x2019>s Crew: crew, disciplined, trained
<ParaStyle:bullets moves>Violent Gang: gang, warmongers, criminal
<ParaStyle:bullets moves>Close Family or Clan: society, friendly, savvy
<ParaStyle:bullets moves>Religious Cult: society, religious, secretive
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<ParaStyle:new move name>Convincing Argument
<ParaStyle:NormalParagraphStyle>When <CharStyle:Char Bold>you present a reasonable or intelligent argument on a topic you are an expert in to convince someone of a particular fact or course of action<CharStyle:>, roll+Calculating.
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<ParaStyle:NormalParagraphStyle><CharStyle:Char Bold>If they are an NPC:<CharStyle:>
<ParaStyle:NormalParagraphStyle>On a 10+, They are convinced, and will act accordingly.
<ParaStyle:NormalParagraphStyle>On a 7-9, it will some evidence or proof of your claims to convince them.
<ParaStyle:NormalParagraphStyle>On a 6-, they can<0x2019>t be convinced, until faced with the consequences of their stubbornness.
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<ParaStyle:NormalParagraphStyle><CharStyle:Char Bold>If they are a PC:<CharStyle:>
<ParaStyle:NormalParagraphStyle>On a 10+, both. On a 7-9, choose 1:
<ParaStyle:bullets moves>If they believe you, and act on it, they gain a Hook on you.
<ParaStyle:bullets moves>They have to keep their cool to ignore your argument, at Disadvantage.
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<ParaStyle:NormalParagraphStyle>On a 6-, they gain a Hook on you, and have Advantage going forward against you.
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<ParaStyle:new move name>Prestidigital Interface
<ParaStyle:NormalParagraphStyle>When <CharStyle:Char Bold>you use misdirection and clever hands to manipulate, take, or hide a small object when there is a risk of being noticed<CharStyle:>, roll+Slick. On a 10+, you have a deft touch, choose 1. 
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<ParaStyle:bullets moves>You take a small object from a person or spot you are right next to.
<ParaStyle:bullets moves>You hide a small object on a person or spot you are right next to.
<ParaStyle:bullets moves>You hide a small object you have somewhere on your person, only a thorough search would find it.
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<ParaStyle:NormalParagraphStyle>On a 7-9, choose 1 of the above, but the SM will choose one of the below. 
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<ParaStyle:bullets moves>You raised someones mild attention, curiosity, or suspicion.
<ParaStyle:bullets moves>Your misdirection won<0x2019>t go unnoticed for long.
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<ParaStyle:NormalParagraphStyle>If you<0x2019>re using prestidigitation to entertain or please someone and there<0x2019>s something at stake, then  roll Manipulate instead.
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<ParaStyle:New Title>Gear Tags
<ParaStyle:NormalParagraphStyle>Tags for gear will give you insight into how they behave both mechanically and fictionally. You can use these tags as a starting point for making your own tags.
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<ParaStyle:new move name>Range Tags
<ParaStyle:bullets tags>Hand: It<0x2019>s useful for attacking something within your reach.
<ParaStyle:bullets tags>Close: It<0x2019>s useful for attacking something at arm<0x2019>s reach plus a foot or two.
<ParaStyle:bullets tags>Reach: It<0x2019>s useful for attacking something that<0x2019>s several feet away.
<ParaStyle:bullets tags>Near: It<0x2019>s useful for attacking if you see the whites of their eyes.
<ParaStyle:bullets tags>Far: It<0x2019>s useful for attacking something in shouting distance.
<ParaStyle:bullets tags>Extreme: It<0x2019>s useful for attacking something that can only be easily seen with a scope.
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<ParaStyle:new move name>Weapon tags
<ParaStyle:bullets tags>AP: it ignores personal Armor on people, and the Armored tag on vehicles.
<ParaStyle:bullets tags>Anti-Vehicle N: It does N points of damage when fired at a ship or vehicle.
<ParaStyle:bullets tags>Area: It affects an area, and anyone in the area.
<ParaStyle:bullets tags>Drain: It blows out the target<0x2019>s shields, making them useless until repaired.
<ParaStyle:bullets tags>Forceful: it can knock someone back a pace, maybe even off their feet.
<ParaStyle:bullets tags>Full Auto: You may choose to overheat your weapon to deal your Harm to two targets.
<ParaStyle:bullets tags>Messy: it<0x2019> particularly destructive, ripping people and things apart. You don<0x2019>t have fine control over what you hit.
<ParaStyle:bullets tags>Reload: It requires reloading after each use.
<ParaStyle:bullets tags>Silent: The weapon can be used silently.
<ParaStyle:bullets tags>Stun: If you deal the killing blow this weapon, you may choose to incapacitate your target instead of killing them.
<ParaStyle:bullets tags>N Ammo: Each time the weapon is used, reduce Ammo by 1. When you have 0 Ammo, you cannot fire it.
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<ParaStyle:new move name>Other tags
<ParaStyle:bullets tags>Concealed: It can be hidden on your person and will not be detected through searching or sensors.
<ParaStyle:bullets tags>Conspicuous: It is obvious and very hard to hide.
<ParaStyle:bullets tags>Illegal: Possessing it is illegal in most lawful societies.
<ParaStyle:bullets tags>Rare: It<0x2019>s hard to find and requires knowing the right people to hunt one down.
<ParaStyle:bullets tags>Trinket: It doesn<0x2019>t use up a gear slot when you take your Loadout.
<ParaStyle:bullets tags>N Uses: Each time the item is used, reduce its uses by 1. When you have 0 Uses left, you cannot use it.
<ParaStyle:bullets tags>N Guilders: It costs N Guilders.
<ParaStyle:bullets tags>N Uses: Each time you use it, reduce the number of uses left by 1. Once all uses are counted, the item is all used up.
<ParaStyle:bullets tags>Repair: when you have 5-10 minutes rest, it can be repaired with materials found in a Tactical Pack or Repair Kit.
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<ParaStyle:new move name>Armor and Shields tags
<ParaStyle:bullets tags>Clumsy: It<0x2019>s noisy and awkward to move around with. You have Disadvantage to any move that requires stealth, dexterity, or finesse ongoing while using it. 
<ParaStyle:bullets tags>Shields N: It can take N points of Harm before it is Discharged.
<ParaStyle:bullets tags>Discharge: It can be recharged as an option when you roll Recover, or when you have a few minutes of calm.
<ParaStyle:bullets tags>Armor N: It is able to take N points of Harm before becoming Damaged.
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<ParaStyle:new move name>Status tags:
<ParaStyle:bullets tags>Damaged: use a repair kit and 5 minutes of peace to repair this item.
<ParaStyle:bullets tags>Discharged: This item/move can be recharged as an option when you roll Recover.
<ParaStyle:bullets tags>Overheated: This item/move can be cooled down as an option when you roll Recover.
<ParaStyle:bullets tags>Expended: This item can be restocked when you have access to supplies.
<ParaStyle:New Title Sub>Weapons
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<ParaStyle:new move name>Bladed Weapon 
<ParaStyle:NormalParagraphStyle><CharStyle:Char Bold>1500 Guilders<CharStyle:>
<ParaStyle:NormalParagraphStyle><CharStyle:Char Italic>Hand, Silent, 2 Harm<CharStyle:>
<ParaStyle:NormalParagraphStyle>Bladed Weapons can cover anything from knives to swords. Fictionally, the weapons can be simple sharp bits of metal or primitive shivs, or they may be some kind of high-tech folding blade.
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<ParaStyle:new move name>Pistol 
<ParaStyle:NormalParagraphStyle><CharStyle:Char Bold>1000 Guilders<CharStyle:>
<ParaStyle:NormalParagraphStyle><CharStyle:Char Italic>Hand, Close, Reach, Near, 1 Harm<CharStyle:>
<ParaStyle:NormalParagraphStyle>Pistols can be laser or beam weapons, or they can fire projectiles either by using chemical propellants or some other means. However you describe your pistol, it still behaves the same mechanically.
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<ParaStyle:new move name>Assault Rifle 
<ParaStyle:NormalParagraphStyle><CharStyle:Char Bold>3000 Guilders<CharStyle:>
<ParaStyle:NormalParagraphStyle><CharStyle:Char Italic>Reach, Near, Full Auto, 2 Harm<CharStyle:>
<ParaStyle:NormalParagraphStyle>The Assault Rifle is the workhorse weapon of the galaxy. Many different styles of weapons and designs fall into the Assault Rifle range, from guns that rapidly fire a hail of bullets, to weapons that shoot plasma charges, or rifles that fire cohesive beams or bolts of light.
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<ParaStyle:new move name>Shotgun 
<ParaStyle:NormalParagraphStyle><CharStyle:Char Bold>5000 Guilders<CharStyle:>
<ParaStyle:NormalParagraphStyle><CharStyle:Char Italic>Close, Reach, Messy, 3 Harm<CharStyle:>
<ParaStyle:NormalParagraphStyle>A dangerous weapon for close range fighting, the shotgun tears apart your enemies with a brutal wide spray of projectiles, or a shredding concussive blast.
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<ParaStyle:new move name>Sniper Rifle 
<ParaStyle:NormalParagraphStyle><CharStyle:Char Bold>10,000 Guilders
<CharStyle:><ParaStyle:NormalParagraphStyle><CharStyle:Char Italic>Far, AP, Anti-Vehicle 1,  Conspicuous, Illegal, 3 Harm<CharStyle:>
<ParaStyle:NormalParagraphStyle>Sniper Rifles are long range, high damage weapons designed for eliminating a target from a great distance. Their high power also make sniper rifles effective at piercing armor and damaging vehicles. Sniper rifles tend to be long, cumbersome and very conspicuous weapons. Due to their potential for destruction and assassination, sniper rifles are considered illegal firearms in most civilized cultures.
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<ParaStyle:new move name>Missile Launcher 
<ParaStyle:NormalParagraphStyle><CharStyle:Char Bold>15,000 Guilders<CharStyle:>
<ParaStyle:NormalParagraphStyle><CharStyle:Char Italic>Far, AP, Anti-Vehicle 2, Area, Conspicuous, Messy,  Illegal, 2 Ammo, 4 Harm<CharStyle:>
<ParaStyle:NormalParagraphStyle>Missile launchers fire explosive projectiles. They can take the form or rocket propelled grenades, charged energy blasts, or explosive shells. Missile launchers are generally designed to assault vehicles, but can be devastating against individuals. Due to their potential for destruction, sniper rifles are considered illegal firearms in most civilized cultures.
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<ParaStyle:new move name>Grenades 
<ParaStyle:NormalParagraphStyle><CharStyle:Char Bold>1000 Guilders<CharStyle:>
<ParaStyle:NormalParagraphStyle><CharStyle:Char Italic>Near, Area, Messy, Forceful, Anti-Vehicle 1,  Illegal, 2 Uses, 4 Harm<CharStyle:>
<ParaStyle:NormalParagraphStyle>Grenades are small, portable explosives that can be thrown at enemies. Grenades are effective at destroying objects, flushing enemies from cover, or just blowing a bunch of people up. Due to their potential for destruction, sniper rifles are considered illegal firearms in most civilized cultures. Using grenades has its own specific move, since grenades have their own purposes, stakes, and consequences.
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<ParaStyle:new move name>Lob Grenade
<ParaStyle:NormalParagraphStyle>When <CharStyle:Char Bold>you step into danger and lob a Grenade at your enemy<CharStyle:>, roll+Volatile. On a 10+, you hit exactly where you want, deal Harm and choose 2. On a 7-9, your aim is off or they get a chance to react, deal Harm and choose 1:
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<ParaStyle:bullets moves>You don<0x2019>t get attacked or put in danger.
<ParaStyle:bullets moves>You flush them out of cover or force them to move.
<ParaStyle:bullets moves>You hit multiple targets.
<ParaStyle:bullets moves>The effects are intimidating,You have Advantage going forward against the survivors.
<ParaStyle:New Title Sub>Gear
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<ParaStyle:new move name>Comm 
<ParaStyle:NormalParagraphStyle><CharStyle:Char Bold>100 Guilders<CharStyle:>
<ParaStyle:NormalParagraphStyle><CharStyle:Char Italic>Trinket
<CharStyle:><ParaStyle:NormalParagraphStyle>Comms are ubiquitous tech. They are made by multitudes of different manufacturers and come in various shapes, sizes, and interfaces. They act as communication devices and links to local networks and systems on many frequencies and bands. Comms can also run various app packages that allow rudimentary translation of common spacefaring languages and access to personal financial accounts and social networks. All crew start with some kind of Comms device or technology. 
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<ParaStyle:new move name>Vacsuit  
<ParaStyle:NormalParagraphStyle><CharStyle:Char Bold>1500 Guilders<CharStyle:>
<ParaStyle:NormalParagraphStyle><CharStyle:Char Italic>Clumsy, Conspicuous, 6 uses<CharStyle:>
<ParaStyle:NormalParagraphStyle>A sealed suit rated for vacuum and poisonous atmospheres. It can carry 6 hours of breathable atmosphere for the user.  Vacsuits are common equipment on space faring ships, and allow the wearer to perform repairs on the exterior or in vented sections of the ship.
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<ParaStyle:new move name>Scanner 
<ParaStyle:NormalParagraphStyle><CharStyle:Char Bold>2000 Guilders<CharStyle:>
<ParaStyle:NormalParagraphStyle>When <CharStyle:Char Bold>you scan a strange environment, organism<CharStyle:>, or device, you have Advantage to Scope it Out.
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<ParaStyle:new move name>Thermal Clips 
<ParaStyle:NormalParagraphStyle><CharStyle:Char Bold>500 Guilders<CharStyle:>
<ParaStyle:NormalParagraphStyle><CharStyle:Char Italic>3 Uses<CharStyle:>
<ParaStyle:NormalParagraphStyle>When <CharStyle:Char Bold>you expend a use<CharStyle:>, you instantly reload or cool down a weapon.
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<ParaStyle:new move name>Tactical Pack 
<ParaStyle:NormalParagraphStyle><CharStyle:Char Bold>1000 Guilders<CharStyle:>
<ParaStyle:NormalParagraphStyle><CharStyle:Char Italic>3 Uses<CharStyle:>
<ParaStyle:NormalParagraphStyle>Packed full of useful mundane items, like rope, a torch,  When <CharStyle:Char Bold>you rifle through your Tactical Pack for just the right piece of equipment for a situation<CharStyle:>, mark off 1 use and you find it.
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<ParaStyle:new move name>Hack Pack 
<ParaStyle:NormalParagraphStyle><CharStyle:Char Bold>2000 Guilders<CharStyle:>
<ParaStyle:NormalParagraphStyle><CharStyle:Char Italic>2 Uses<CharStyle:>
<ParaStyle:NormalParagraphStyle>When <CharStyle:Char Bold>you use your Hack Pack on a simple computer or electronic system<CharStyle:>, expend a use and give it a single simple command within its programming.
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<ParaStyle:new move name>Repair Kit 
<ParaStyle:NormalParagraphStyle><CharStyle:Char Bold>2000 Guilders<CharStyle:>
<ParaStyle:NormalParagraphStyle><CharStyle:Char Italic>3 Uses<CharStyle:>
<ParaStyle:NormalParagraphStyle>Each use can repair a piece of equipment or basic technology. Time may vary depending on the complexity of the task.  1 use can also be used to heal 1 point of harm to a character with a mechanical body.
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<ParaStyle:new move name>Medkit 
<ParaStyle:NormalParagraphStyle><CharStyle:Char Bold>1500 Guilders<CharStyle:>
<ParaStyle:NormalParagraphStyle><CharStyle:Char Italic>3 Uses<CharStyle:>
<ParaStyle:NormalParagraphStyle>For each use you expend, heal 1 First Aid appropriate harm.
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<ParaStyle:new move name>Tactical Cloak 
<ParaStyle:NormalParagraphStyle><CharStyle:Char Bold>8,000 Guilders<CharStyle:>
<ParaStyle:NormalParagraphStyle><CharStyle:Char Italic>Illegal<CharStyle:>
<ParaStyle:NormalParagraphStyle>A suit that provides optical camouflage through advanced technology. When <CharStyle:Char Bold>you engage your camouflage gear to conceal yourself<CharStyle:>, Discharge this move and roll+Slick. On a 10+, hold 2. On a 7-9, hold 1. Spend hold 1 for 1 on the following:
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<ParaStyle:bullets moves>You escape notice.
<ParaStyle:bullets moves>You sneak into a favorable position.
<ParaStyle:NormalParagraphStyle>
<ParaStyle:NormalParagraphStyle>When you run out of hold, take Harm, or act overtly, your cloak dissipates and it is Discharged.
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<ParaStyle:new move name>Remote Drone 
<ParaStyle:NormalParagraphStyle><CharStyle:Char Bold>6,000 Guilders<CharStyle:>
<ParaStyle:NormalParagraphStyle>A small, portable drone with a basic AI that can perform simple tasks. When <CharStyle:Char Bold>you activate your Remote Drone AI<CharStyle:>, Discharge this move and roll+Calculating. On a 10+, hold 3. On a 7-9, hold 2. Spend hold, 1 for 1, to give it one of the following commands.
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<ParaStyle:bullets moves>Attack your target, adding +1 Harm to your attack.
<ParaStyle:bullets moves>Spend a minute or two hacking a simple system.
<ParaStyle:bullets moves>Distract a target.
<ParaStyle:bullets moves>Provide telemetry for it<0x2019>s current location.
<ParaStyle:bullets moves>Pick something up or manipulate a simple device.
<ParaStyle:New Title Sub>Armor and Shields
<ParaStyle:NormalParagraphStyle>Armor and shields is gear your character wears in order to mitigate damage. Shields are designed to absorb Harm before discharging and then require a short time out of danger for the shields to recharge. Armor is ablative, and can absorb Harm for you, but is then damaged, and needs to be repaired.
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<ParaStyle:new move name>Basic Shields 
<ParaStyle:NormalParagraphStyle><CharStyle:Char Bold>10,000 Guilders<CharStyle:>
<ParaStyle:NormalParagraphStyle><CharStyle:Char Italic>Shields 1, Discharge<CharStyle:>
<ParaStyle:NormalParagraphStyle>Basic Shields will have an emitter, a small and generally discrete device that attaches to the wearer either on a belt or harness. An energy or force shield is projected around the person wearing the emitter, Describe whether an active shield is visible or makes a sound while being worn. Basic shields are able to absorb 1 point of harm before becoming Discharged. For an extra 5,000 Guilders at purchase, the basic shields can have the Concealed tag, so that the emitter can be worn without being obvious or detected.
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<ParaStyle:new move name>Advanced Shields 
<ParaStyle:NormalParagraphStyle><CharStyle:Char Bold>22,000 Guilders<CharStyle:>
<ParaStyle:NormalParagraphStyle><CharStyle:Char Italic>Shields 2, Discharge, Clumsy, <cLeading:9.000000>Conspicuous,<cLeading:><CharStyle:>
<ParaStyle:NormalParagraphStyle>Advanced Shields will have an emitter, a fairly conspicuous device that is worn by the wearer, often as a chest piece or backpack. An energy or force shield is projected around the person wearing the emitter, Describe whether an active shield is visible or makes a sound while being worn. Advanced shields are able to absorb 2 points of harm before becoming Discharged.
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<ParaStyle:new move name>Tactical Armor 
<ParaStyle:NormalParagraphStyle><CharStyle:Char Bold>8,000 Guilders<CharStyle:>
<ParaStyle:NormalParagraphStyle><CharStyle:Char Italic>Armor 1<CharStyle:>
<ParaStyle:NormalParagraphStyle>Tactical armor is simple, light armor. It can be a tight fitting bodysuit of nanoweave fiber, or plates of light ceramic or hardened plastics, or thick hide. Tactical armor is Able to take 1 point of harm before being damaged. For an extra 5,000 Guilders at purchase, the tactical armor can have the Concealed tag, so that the emitter can be worn without being obvious or detected.
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<ParaStyle:new move name>Heavy Armor 
<ParaStyle:NormalParagraphStyle><CharStyle:Char Bold>16,000 Guilders<CharStyle:>
<ParaStyle:NormalParagraphStyle><CharStyle:Char Italic>Armor 2, Clumsy <cLeading:9.000000>Conspicuous,<cLeading:><CharStyle:><cTypeface:Italic><cLeading:9.000000>
<cTypeface:><cLeading:><ParaStyle:NormalParagraphStyle>Heavy armor is serious armor. Police riot gear, a soldier<0x2019>s solid armor vest, or a full suit of thick hardened materials. It<0x2019>s bulky, obvious and conspicuous when you wear it. Most people find it cumbersome, and are clumsy when wearing heavy armor.  Heavy armor is able to take 2 points of harm before being damaged. 
<ParaStyle:New Title>Enhancements
<ParaStyle:NormalParagraphStyle>Enhancements are biological, mechanical, or otherwise modifications to an individual that gives them extraordinary abilities or advantages. This can cover genetic enhancements, biological implants, cybernetic implants or bodies, computer technology interfaces, or even complex suits of power armor. Note that a simple cybernetic prosthetic isn<0x2019>t treated as an enhancement if it operates at the same functionality as the limb or organ it replaces.
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<ParaStyle:NormalParagraphStyle>Some enhancements won<0x2019>t have a specific move to them, but will change what the character is capable of in the fiction. Strength enhancement will increase the amount of weight a character can lift, hold, throw, or push.
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<ParaStyle:NormalParagraphStyle>Most enhancements are incredibly expensive, and require months of invasive surgery or modification to install or graft onto the individual.
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<ParaStyle:new move name>Strength 
<ParaStyle:NormalParagraphStyle><CharStyle:Char Bold>150,000 Guilders and 60 days.<CharStyle:>
<ParaStyle:NormalParagraphStyle>Reinforced bones and muscles, skeletal replacement, hydraulic pistons surgically grafted exoskeletons or frames, these methods and more can be used to grant an individual super enhanced strength, allowing them to exert more force and manipulate much heavier objects. Often these phenomenal displays will cause Keep your Cool using stalwart or volatile. When you gain the Strength Enhancement, take one of  the following foibles:
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<ParaStyle:bullets moves>I must learn to control my strength
<ParaStyle:bullets moves>Using my enhanced strength leaves me weak afterwards.
<ParaStyle:bullets moves>Maintenance on my enhancement is expensive.
<ParaStyle:bullets moves>My enhancement causes me considerable pain.
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<ParaStyle:new move name>Reflexes 
<ParaStyle:Paragraph Bold>150,000 Guilders and 60 Days
<ParaStyle:NormalParagraphStyle>Accelerated neural pathways, superefficient carbon fiber muscles, ultralight bone weaves, advanced adrenal networks, all of these systems can provide an individual  increased reflexes and super speed, allowing them to react and move at incredible speed for short periods of time. These bursts cannot be maintained, and put considerable stress on the individual. Enhanced Reflexes will often allow for impressive feats like dodging or racing bullets, acting first, or racing somewhere incredibly quickly. When you gain the Reflexes Enhancement, take one of the following foibles:
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<ParaStyle:bullets moves>My body always needs more fuel
<ParaStyle:bullets moves>Using my enhanced strength leaves me exhausted afterwards.
<ParaStyle:bullets moves>Maintenance on my enhancement is expensive.
<ParaStyle:bullets moves>My enhancement causes me considerable pain.
<ParaStyle:new move name>Sensor pack 
<ParaStyle:Paragraph Bold>60,000 Guilders and 20 days
<ParaStyle:NormalParagraphStyle>The Sensor Pack is a standard optic and auditory pack that allows the individual to see and hear well beyond the normal spectrum. It often includes zoom functionality, recording and playback, along with sound isolation and spectrum switching. Sensor packs can help you notice details others would have no hope of perceiving. When you gain the Sensor pack, take one of the following Foibles:
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<ParaStyle:bullets moves>My enhanced senses sometimes overwhelm me.
<ParaStyle:bullets moves>I can no longer perceive as other do.
<ParaStyle:bullets moves>Maintenance on my enhancement is expensive.
<ParaStyle:bullets moves>My enhancement causes me considerable pain.
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<ParaStyle:new move name>Virtual interface 
<ParaStyle:Paragraph Bold>40,000 Guilders and 10 days
<ParaStyle:NormalParagraphStyle>A Virtual interface is one of the most common and stable enhancements on the market, allowing individuals to directly interact and access virtual systems without the need for a device. At its most basic, a VI is like having a comm built in to your mind. More advanced VI enhancements allow direct interface with complex virtual systems and entities as though you were interacting with the real world, allowing for enhanced hacking or information gathering. When you gain the Virtual Interface, take one of the following foibles:
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<ParaStyle:bullets moves>I<0x2019>m addicted to the virtual net.
<ParaStyle:bullets moves>Everything seems like a virtual game.
<ParaStyle:bullets moves>Maintenance on my enhancement is expensive.
<ParaStyle:bullets moves>My enhancement causes me considerable pain.
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<ParaStyle:new move name>Chameleon 
<ParaStyle:Paragraph Bold>80,000 Guilders and 60 days
<ParaStyle:NormalParagraphStyle>Holoprojectors, smartskin, and camotech can be used to make the individual either harder to spot, alter their appearance, or create a display of light and color. Any time you use chameleon to go unnoticed, you do it if you have any cover, and have Advantage if you have no cover at all. When you gain chameleon, take one of the following Foibles:
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<ParaStyle:bullets moves>My enhancement often betrays my mood
<ParaStyle:bullets moves>Using my enhancement makes me overheat
<ParaStyle:bullets moves>Maintenance on my enhancement is expensive.
<ParaStyle:bullets moves>My enhancement causes me considerable pain.
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<ParaStyle:new move name>Prosthetic Gear 
<ParaStyle:Paragraph Bold>Cost x20 Guilders and 30 days
<ParaStyle:NormalParagraphStyle>Some enhancement allow the incorporation of standard gear, or grant the biological equivalent of certain gear or weapons to be built into the individual<0x2019>s body. This allows them to have a particular weapon or piece of gear as part of their body, with all of that gear<0x2019>s benefits and limitations. Gear that has a finite number of uses can be replenished whenever you make the Loadout move. To work out the cost of Prosthetic Gear, take the cost of the piece of Gear in question and multiply it by 20. When you gain Prosthetic gear, take one of the following Foibles:
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<ParaStyle:bullets moves>Sometimes my enhancement malfunctions.
<ParaStyle:bullets moves>My prosthetic gear regularly causes me trouble in regulated areas.
<ParaStyle:bullets moves>Maintenance on my enhancement is expensive.
<ParaStyle:bullets moves>My enhancement causes me considerable pain.
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<ParaStyle:NormalParagraphStyle>Even if a vehicle can<0x2019>t sail between the stars, it can still be a useful or even powerful asset. Some vehicles simply let you get from A to B in a unique way. Others will have their own armaments and special abilities. Like ships, vehicles will have Primary Systems, although some vehicles will not have all systems.  If a vehicle takes damage, it disables a System in the same way Ships take damage.  Vehicles differ from ships in a few important ways. While some vehicles can equip ship weapons and fly in space, only ships have an FTL drive and life support system. A vehicle may be able to carry up to 5 person days of life support, but no more.
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<ParaStyle:NormalParagraphStyle>The costs presented here are the basic costs for serviceable, new examples of each vehicle. Unreliable second-Hand vehicles will cost half as much, but gain the Lemon tag. Luxury vehicles cost 3 times as much, and can increase two of their stats by +1, to a maximum of +3.
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<ParaStyle:new move name>Vehicle Tags
<ParaStyle:bullets tags><cTypeface:Italic><cLeading:9.000000>Helm N: When you make a roll that requires your vehicle<0x2019>s Helm, apply the modifier N. If it has a rating of N/A, treat it as though that system is disabled.
<cTypeface:><cLeading:><ParaStyle:bullets tags><cTypeface:Italic><cLeading:9.000000>Tactical N: When you make a roll that requires your vehicle<0x2019>s Tactical, apply the modifier N. If it has a rating of N/A, treat it as though that system is disabled.
<cTypeface:><cLeading:><ParaStyle:bullets tags><cTypeface:Italic><cLeading:9.000000>Engineering N: When you make a roll that requires your vehicle<0x2019>s Engineering, apply the modifier N. If it has a rating of N/A, treat it as though that system is disabled.
<cTypeface:><cLeading:><ParaStyle:bullets tags><cTypeface:Italic><cLeading:9.000000>Armed N: It has N anti-personnel weapons attached.
<cTypeface:><cLeading:><ParaStyle:bullets tags><cTypeface:Italic><cLeading:9.000000>Armored: It has armored plating that shrugs off small arms and anti-personnel fire.
<cTypeface:><cLeading:><ParaStyle:bullets tags><cTypeface:Italic><cLeading:9.000000>Cargo N: It can carry N slots worth of Cargo.
<cTypeface:><cLeading:><ParaStyle:bullets tags><cTypeface:Italic><cLeading:9.000000>Conspicuous: It<0x2019>s noisy and flashy or ugly. It gets attention and is very hard to miss.
<cTypeface:><cLeading:><ParaStyle:bullets tags><cTypeface:Italic><cLeading:9.000000>Cramped: It<0x2019>s uncomfortably cramped and hot inside. It<0x2019>s not made for comfort.
<cTypeface:><cLeading:><ParaStyle:bullets tags><cTypeface:Italic><cLeading:9.000000>Crew N: It requires a minimum crew of N to operate.
<cTypeface:><cLeading:><ParaStyle:bullets tags><cTypeface:Italic><cLeading:9.000000>Fragile: It<0x2019>s not very sturdy, and can be easily disabled by small arms and anti-personnel fire.
<cTypeface:><cLeading:><ParaStyle:bullets tags><cTypeface:Italic><cLeading:9.000000>Fuel N: It has N units of Fuel.
<cTypeface:><cLeading:><ParaStyle:bullets tags><cTypeface:Italic><cLeading:9.000000>Guzzler: It chews through the fuel. You must spend 1 Fuel to be able to roll Evasive Maneuvers.
<cTypeface:><cLeading:><ParaStyle:bullets tags><cTypeface:Italic><cLeading:9.000000>Heavily Armed N: It has N vehicle weapons or anti-personnel weapons attached.
<cTypeface:><cLeading:><ParaStyle:bullets tags><cTypeface:Italic><cLeading:9.000000>Inconspicuous: It<0x2019>s quiet and simple, easy to overlook.
<cTypeface:><cLeading:><ParaStyle:bullets tags><cTypeface:Italic><cLeading:9.000000>Leaden: It<0x2019>s unresponsive and slow, it Handles poorly.
<cTypeface:><cLeading:><ParaStyle:bullets tags><cTypeface:Italic><cLeading:9.000000>Lemon: It<0x2019>s ugly, rusted, and unreliable. It can be hard to start, and tends to stall at the worst of times.
<cTypeface:><cLeading:><ParaStyle:bullets tags><cTypeface:Italic><cLeading:9.000000>Life Support N: It has a capacity for N person days of life support.
<cTypeface:><cLeading:><ParaStyle:bullets tags><cTypeface:Italic><cLeading:9.000000>Luxurious: There<0x2019>s plenty of room and amenities inside. Owning it is a status symbol.
<cTypeface:><cLeading:><ParaStyle:bullets tags><cTypeface:Italic><cLeading:9.000000>Passengers N: It can accommodate a maximum of N passengers.
<cTypeface:><cLeading:><ParaStyle:bullets tags><cTypeface:Italic><cLeading:9.000000>Shielding: It has ablative armor and shielding that can absorb 1 point of damage from anti-vehicle weapons for 3 Fuel.
<cTypeface:><cLeading:><ParaStyle:bullets tags><cTypeface:Italic><cLeading:9.000000>Spacefaring: It is able to travel through the vacuum of space, and can equip ship weapons as well as Vehicle weapons.
<cTypeface:><cLeading:><ParaStyle:bullets tags><cTypeface:Italic><cLeading:9.000000>Stolen: The Authorities would be very interested in knowing how it has been acquired.
<cTypeface:><cLeading:><ParaStyle:bullets tags><cTypeface:Italic><cLeading:9.000000>Tight: It<0x2019>s extremely responsive and Handles well.
<cTypeface:><cLeading:><ParaStyle:bullets tags><cTypeface:Italic><cLeading:9.000000>Workhorse: It may not be very pretty, but it<0x2019>s reliable. It starts when you want and just keeps on running.
<cTypeface:><cLeading:><ParaStyle:bullets tags>N Guilders: It costs N Guilders.
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<ParaStyle:new move name>Vehicle Weapons:
<ParaStyle:bullets tags>Autogun: 100 meters, 10000 Guilders, 1 Damage
<ParaStyle:bullets tags>Cannon: 50-150 meters, 15000 Guilders, 2 Damage
<ParaStyle:bullets tags>Seekers: 100-200 meters, 3 ammo, Guided, 20000 Guilders, 3 Damage
<ParaStyle:bullets tags>Sandthrower: 50 meters, Explosive, 15000 Guilders, 2 Damage
<ParaStyle:bullets tags>SWARM Missiles: 50-150 meters, 2 ammo, Area, Explosive, 20000 Guilders 1 Damage
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<ParaStyle:new move name>Vehicle Weapon tags:
<ParaStyle:bullets tags>N meters: It is designed to aim at targets within N meters of range.
<ParaStyle:bullets tags>N-N meters: It is designed to aim at targets between N and N meters of range.
<ParaStyle:bullets tags>N Ammo: It can be fired N times before you are out of ammo for it.
<ParaStyle:bullets tags>Guided: You have Advantage when firing at a ship or vehicle.
<ParaStyle:bullets tags>N Damage: It does N damage to ships and vehicles.
<ParaStyle:bullets tags>Explosive: It tears apart and blows up everything it hits, and you cannot control what it hits beyond your target.
<ParaStyle:bullets tags>N Guilders: It costs N Guilders to add to your vehicle.
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<ParaStyle:new move name>Speeder 
<ParaStyle:NormalParagraphStyle><CharStyle:Char Bold>10,000 Guilders<CharStyle:>
<ParaStyle:NormalParagraphStyle>This is a small vehicle capable of only transporting 1 person. It is very fast and maneuverable. Examples: motorcycle, airboard, jetpack. 
<ParaStyle:Gear \& Vehicles>Speeder: <CharStyle:Char Italic>Helm +3, Tactical N/A, Engineering -1, Fragile, Tight, Crew 1, Conspicuous, 10,000 Guilders<CharStyle:>
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<ParaStyle:new move name>Civilian Transport 
<ParaStyle:Paragraph Bold>30,000 Guilders
<ParaStyle:NormalParagraphStyle>This is a vehicle capable of transporting up to 5 people. It is not particularly notable in any way. Civilian transports could be cars, boats, or similar vehicles.
<ParaStyle:Gear \& Vehicles>Civilian Vehicle:<CharStyle:Char Italic> Helm +1, Tactical N/A, Engineering +1, Fragile, Crew 1, Passengers 4, Inconspicuous, 30,000 Guilders
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<ParaStyle:new move name>Armored Vehicle 
<ParaStyle:Paragraph Bold>100,000 Guilders
<ParaStyle:NormalParagraphStyle>This is an armored land or sea vehicle. Examples: armored boat, van, or bus, a tank, or a gunboat.
<ParaStyle:NormalParagraphStyle>Choose 1:
<ParaStyle:Gear \& Vehicles>APC: <CharStyle:Char Italic>Helm 0, Tactical 0, Engineering +2,Armed 1, Armored, Cargo 1, Crew 1, Conspicuous, Cramped, Leaden, 100,000 Guilders
<CharStyle:><ParaStyle:Gear \& Vehicles>Tank: <CharStyle:Char Italic>Helm 0, Tactical 0, Engineering +2, Heavily Armed 1, Armored, Crew 2, Conspicuous, Cramped, Leaden, 100,000 Guilders
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<ParaStyle:new move name>Shuttle 
<ParaStyle:Paragraph Bold>300,000 Guilders
<ParaStyle:NormalParagraphStyle>This is a small short range sublight ship designed to transport people around on a planet, to and from orbit, or within an asteroid field. 
<ParaStyle:NormalParagraphStyle>Choose 1:
<ParaStyle:Gear \& Vehicles>Passenger Shuttle: <CharStyle:Char Italic>Helm +1, Tactical N/A, Engineering +1, Cargo 1, Crew 1, Conspicuous, Fuel 3, Guzzler, Life Support 50, Spacefaring, 300,000 Guilders
<CharStyle:><ParaStyle:Gear \& Vehicles>Freight Shuttle: <CharStyle:Char Italic>Helm 0, Tactical N/A, Engineering +2, Cargo 2, Crew 1, Conspicuous, Fuel 6, Leaden, Life Support 50, Shielding, Spacefaring, 300,000 Guilders<CharStyle:>
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<ParaStyle:new move name>Fighter 
<ParaStyle:Paragraph Bold>500,000 Guilders
<ParaStyle:NormalParagraphStyle>This is a short range sublight ship with some armaments. It has been equipped either for bombing stationary targets or dogfighting with other fighters. Examples: Jet Fighter, Space Fighter. 
<ParaStyle:NormalParagraphStyle>Choose 1:
<ParaStyle:Gear \& Vehicles>Interceptor Fighter: <CharStyle:Char Italic>Helm +2, Tactical +1, Engineering -1,  Armored, Crew 1, Conspicuous, Cramped, Fuel 3, Heavily Armed 1, Life Support 5, Shielding, Spacefaring, Tight, 500,000 Guilders<CharStyle:>
<ParaStyle:Gear \& Vehicles>Bomber: <CharStyle:Char Italic>Helm +2, Tactical +1, Engineering -1, Armored, Crew 1, Conspicuous, Cramped, Fuel 3, Heavily Armed 2, Guzzler, Life Support 5,Spacefaring, Tight, 500,000 Guilders<CharStyle:>
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<ParaStyle:new move name>Armature 
<ParaStyle:Paragraph Bold>500,000 Guilders
<ParaStyle:NormalParagraphStyle>You have a sublight vehicle that resembles a giant humanoid or other alien species in shape and basic movement. It is able to use various weapons similar to those crew can use on loadouts, but instead of Harm, they do Damage. 
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<ParaStyle:NormalParagraphStyle>Description
<ParaStyle:NormalParagraphStyle>Choose up to 4:
<ParaStyle:NormalParagraphStyle>Humanoid, Alien, Factory Fresh, old, battered, shiny, ancient, angular, boxy, sleek, practical, ostentatious, scarred.
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<ParaStyle:NormalParagraphStyle>Primary Systems and Tags:
<ParaStyle:NormalParagraphStyle>Choose 1:
<ParaStyle:Gear \& Vehicles>Maneuverable Armature: <CharStyle:Char Italic>Helm +3, Tactical 0, Engineering -1,  Armored, Crew 1, Conspicuous, Cramped, Fuel 3, Heavily Armed 2, Life Support 5, Shielding, Spacefaring, Tight, 500,000 Guilders,
<CharStyle:><ParaStyle:Gear \& Vehicles>Tough Armature:  <CharStyle:Char Italic>Helm -1, Tactical 0, Engineering +1 Armored, Crew 1, Conspicuous, Cramped, Fuel 9, Guzzler, Heavily Armed 2, Leaden, Life Support 5, Shielding, Spacefaring, Workhorse, 500,000 Guilders,
<CharStyle:><ParaStyle:Gear \& Vehicles>Destructive Armature: <CharStyle:Char Italic>Helm 0, Tactical +3, Engineering -1 Armored, Crew 1, Conspicuous, Cramped, Fuel 3, Heavily Armed 3, Life Support 5, Shielding, Spacefaring, 500,000 Guilders,<CharStyle:>
<ParaStyle:Gear \& Vehicles>Balanced Armature: <CharStyle:Char Italic>Helm +1, Tactical +1, Engineering 0 Armored, Crew 1, Conspicuous, Cramped, Fuel 6, Heavily Armed 2, Life Support 10, Shielding, Spacefaring, 500,000 Guilders,<CharStyle:>
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<ParaStyle:New Title>Common goods, expenses, and services
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<ParaStyle:new move name>Life Support 
<ParaStyle:Paragraph Bold>50 Guilders per person day
<ParaStyle:NormalParagraphStyle>A unit of life support represents all the atmosphere, food, heat, and water an individual needs to stay alive, if not comfortable for a day on a ship or space station.
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<ParaStyle:new move name>Fuel 
<ParaStyle:NormalParagraphStyle>100 Guilders per unit
<ParaStyle:NormalParagraphStyle>A unit of fuel will power the FTL drive of a ship for the time and distance listed for each particular drive.
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<ParaStyle:new move name>Repair Ship and Vehicle Systems 
<ParaStyle:Paragraph Bold>5000 Guilders & 2 day per system
<ParaStyle:NormalParagraphStyle>When a ship<0x2019>s drive, primary system, or secondary system need professional repair, the work can be made at any well stocked docking station or platform. It usually takes 2 days and costs 5000 Guilders per system.
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<ParaStyle:new move name>Medical Treatment 
<ParaStyle:Paragraph Bold>500 Guilders per day
<ParaStyle:NormalParagraphStyle>Some injuries require expert attention to recover in a timely fashion, or to recover without causing permanent damage. Other injuries can be quickly patched up by an autodoc, but the experience is less than pleasant.
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<ParaStyle:new move name>Accommodation
<ParaStyle:NormalParagraphStyle>Paid accommodation can be found in most populated areas. Some places will only have the most basic options available, from a run-down shack to a coffin-sized sleep pod. But larger settlements and cities will run the full range, up to expensive, opulent hotels.
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<ParaStyle:Gear \& Vehicles>Shabby & cramped: <CharStyle:Char Italic>50 Guilders per person per night
<CharStyle:><ParaStyle:Gear \& Vehicles>Simple & functional: <CharStyle:Char Italic>500 Guilders per person per night
<CharStyle:><ParaStyle:Gear \& Vehicles>Comfortable & spacious: <CharStyle:Char Italic>1000 Guilders per person per night
<CharStyle:><ParaStyle:Gear \& Vehicles>Indulgent and unique: <CharStyle:Char Italic>2500 Guilders per person per night
<CharStyle:><ParaStyle:Gear \& Vehicles>Opulent & frivolous: <CharStyle:Char Italic>20,000 Guilders per person per night
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<ParaStyle:new move name>Upgrading your ship
<ParaStyle:NormalParagraphStyle>Your Drive can be upgraded at time of purchase or when you spend 5 days in a maintenance bay for 1/2 the initial cost of the Drive. You can spend 1 day in a maintenance bay and 50,000 Guilders, add a new Hardpoint, up to a maximum of 6. Primary systems can be upgraded when you spend 5 days in a maintenance bay for the following costs:
<ParaStyle:NormalParagraphStyle><pTextAlignment:Center><TableStyle:\[Basic Table\]><TableStart:5,2:0:0<tCellDefaultCellType:Text>><ColStart:<tColAttrWidth:90.81730697347038>><ColStart:<tColAttrWidth:90.81730697347038>><RowStart:<tRowAttrHeight:15.5>><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Registration><tCellAttrFillTint:10>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center><CharStyle:big bold>Upgrade<CharStyle:><pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Registration><tCellAttrFillTint:10>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center><CharStyle:big bold>Cost<CharStyle:><pTextAlignment:><CellEnd:><RowEnd:><RowStart:<tRowAttrHeight:14>><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center>-1 to 0<pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center><CharStyle:Char Italic>50,000<CharStyle:><pTextAlignment:><CellEnd:><RowEnd:><RowStart:<tRowAttrHeight:14>><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center>0 to +1<pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center><CharStyle:Char Italic>100,000<CharStyle:><pTextAlignment:><CellEnd:><RowEnd:><RowStart:<tRowAttrHeight:14>><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center>+1 to +2<pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center><CharStyle:Char Italic>100,000<CharStyle:><pTextAlignment:><CellEnd:><RowEnd:><RowStart:<tRowAttrHeight:14><tRowAttrMinRowSize:14>><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center>+2 to +3<pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center><CharStyle:Char Italic>150,000<CharStyle:><pTextAlignment:><CellEnd:><RowEnd:><TableEnd:>
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<ParaStyle:new move name>Cargo sizes and costs
<ParaStyle:bullets tags>If goods are illegal or restricted, add an extra 50% to their value.
<ParaStyle:bullets tags>If goods are unregistered, hot or stolen, halve their value.
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<ParaStyle:NormalParagraphStyle><pTextAlignment:Center><TableStyle:Table Style 1><TableStart:16,4:1:0<tCellDefaultCellType:Text>><ColStart:<tColAttrWidth:229.10000000000002>><ColStart:<tColAttrWidth:56.713779527750006>><ColStart:<tColAttrWidth:59.52755905549998>><ColStart:<tColAttrWidth:47.5>><RowStart:<tRowAttrHeight:24>><CellStyle:\[None\]><StylePriority:0><CellStart:1,1><ParaStyle:NormalParagraphStyle><pTextAlignment:Center><CharStyle:Char Italic><cTypeface:Bold Italic>Cargo Description<cTypeface:><CharStyle:><pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1><ParaStyle:NormalParagraphStyle><pTextAlignment:Center><CharStyle:Char Italic><cTypeface:Bold Italic>Base Value<cTypeface:><CharStyle:><pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1><ParaStyle:NormalParagraphStyle><pTextAlignment:Center><CharStyle:Char Italic><cTypeface:Bold Italic>Shipping Value<cTypeface:><CharStyle:><pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1><ParaStyle:NormalParagraphStyle><pTextAlignment:Center><CharStyle:Char Italic><cTypeface:Bold Italic>Cargo Slots<cTypeface:><CharStyle:><pTextAlignment:><CellEnd:><RowEnd:><RowStart:<tRowAttrHeight:14>><CellStyle:\[None\]><StylePriority:0><CellStart:1,1><ParaStyle:NormalParagraphStyle>10 units of Fuel<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1><ParaStyle:NormalParagraphStyle><pTextAlignment:Right>1,000 G<pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1><ParaStyle:NormalParagraphStyle><pTextAlignment:Right>100 G<pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1><ParaStyle:NormalParagraphStyle><pTextAlignment:Center>1<pTextAlignment:><CellEnd:><RowEnd:><RowStart:<tRowAttrHeight:14>><CellStyle:\[None\]><StylePriority:0><CellStart:1,1><ParaStyle:NormalParagraphStyle>100 person days of life support<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1><ParaStyle:NormalParagraphStyle><pTextAlignment:Right>5,000 G<pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1><ParaStyle:NormalParagraphStyle><pTextAlignment:Right>500 G<pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1><ParaStyle:NormalParagraphStyle><pTextAlignment:Center>1<pTextAlignment:><CellEnd:><RowEnd:><RowStart:<tRowAttrHeight:14>><CellStyle:\[None\]><StylePriority:0><CellStart:1,1><ParaStyle:NormalParagraphStyle>10 people or animals (without their own life support)<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1><ParaStyle:NormalParagraphStyle><pTextAlignment:Right>N/A<pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1><ParaStyle:NormalParagraphStyle><pTextAlignment:Right>1,000 G<pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1><ParaStyle:NormalParagraphStyle><pTextAlignment:Center>1<pTextAlignment:><CellEnd:><RowEnd:><RowStart:<tRowAttrHeight:14>><CellStyle:\[None\]><StylePriority:0><CellStart:1,1><ParaStyle:NormalParagraphStyle>5 people or animals & 50 person days of their own life support<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1><ParaStyle:NormalParagraphStyle><pTextAlignment:Right>2,500 G<pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1><ParaStyle:NormalParagraphStyle><pTextAlignment:Right>500 G<pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1><ParaStyle:NormalParagraphStyle><pTextAlignment:Center>1<pTextAlignment:><CellEnd:><RowEnd:><RowStart:<tRowAttrHeight:14>><CellStyle:\[None\]><StylePriority:0><CellStart:1,1><ParaStyle:NormalParagraphStyle>10 slaves (without their own life support)<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1><ParaStyle:NormalParagraphStyle><pTextAlignment:Right>150,000 G<pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1><ParaStyle:NormalParagraphStyle><pTextAlignment:Right>15,000 G<pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1><ParaStyle:NormalParagraphStyle><pTextAlignment:Center>1<pTextAlignment:><CellEnd:><RowEnd:><RowStart:<tRowAttrHeight:14>><CellStyle:\[None\]><StylePriority:0><CellStart:1,1><ParaStyle:NormalParagraphStyle>5 slaves & 50 person days of their own life support<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1><ParaStyle:NormalParagraphStyle><pTextAlignment:Right>75,000 G<pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1><ParaStyle:NormalParagraphStyle><pTextAlignment:Right>7,500 G<pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1><ParaStyle:NormalParagraphStyle><pTextAlignment:Center>1<pTextAlignment:><CellEnd:><RowEnd:><RowStart:<tRowAttrHeight:14>><CellStyle:\[None\]><StylePriority:0><CellStart:1,1><ParaStyle:NormalParagraphStyle>Common goods, parts, or supplies<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1><ParaStyle:NormalParagraphStyle><pTextAlignment:Right>10,000 G<pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1><ParaStyle:NormalParagraphStyle><pTextAlignment:Right>1,000 G<pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1><ParaStyle:NormalParagraphStyle><pTextAlignment:Center>1<pTextAlignment:><CellEnd:><RowEnd:><RowStart:<tRowAttrHeight:14>><CellStyle:\[None\]><StylePriority:0><CellStart:1,1><ParaStyle:NormalParagraphStyle>High quality goods, parts, or supplies<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1><ParaStyle:NormalParagraphStyle><pTextAlignment:Right>50,000 G<pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1><ParaStyle:NormalParagraphStyle><pTextAlignment:Right>5,000 G<pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1><ParaStyle:NormalParagraphStyle><pTextAlignment:Center>1<pTextAlignment:><CellEnd:><RowEnd:><RowStart:<tRowAttrHeight:14>><CellStyle:\[None\]><StylePriority:0><CellStart:1,1><ParaStyle:NormalParagraphStyle>Luxury or rare goods, parts, or supplies<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1><ParaStyle:NormalParagraphStyle><pTextAlignment:Right>100,000 G<pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1><ParaStyle:NormalParagraphStyle><pTextAlignment:Right>10,000 G<pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1><ParaStyle:NormalParagraphStyle><pTextAlignment:Center>1<pTextAlignment:><CellEnd:><RowEnd:><RowStart:<tRowAttrHeight:14>><CellStyle:\[None\]><StylePriority:0><CellStart:1,1><ParaStyle:NormalParagraphStyle>5 Speeder Vehicles<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1><ParaStyle:NormalParagraphStyle><pTextAlignment:Right>50,000 G<pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1><ParaStyle:NormalParagraphStyle><pTextAlignment:Right>5,000 G<pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1><ParaStyle:NormalParagraphStyle><pTextAlignment:Center>1<pTextAlignment:><CellEnd:><RowEnd:><RowStart:<tRowAttrHeight:14>><CellStyle:\[None\]><StylePriority:0><CellStart:1,1><ParaStyle:NormalParagraphStyle>2 Civilian Transport Vehicles<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1><ParaStyle:NormalParagraphStyle><pTextAlignment:Right>60,000 G<pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1><ParaStyle:NormalParagraphStyle><pTextAlignment:Right>6,000 G<pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1><ParaStyle:NormalParagraphStyle><pTextAlignment:Center>1<pTextAlignment:><CellEnd:><RowEnd:><RowStart:<tRowAttrHeight:14>><CellStyle:\[None\]><StylePriority:0><CellStart:1,1><ParaStyle:NormalParagraphStyle>APC Vehicle<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1><ParaStyle:NormalParagraphStyle><pTextAlignment:Right>100,000 G<pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1><ParaStyle:NormalParagraphStyle><pTextAlignment:Right>10,000 G<pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1><ParaStyle:NormalParagraphStyle><pTextAlignment:Center>1<pTextAlignment:><CellEnd:><RowEnd:><RowStart:<tRowAttrHeight:14>><CellStyle:\[None\]><StylePriority:0><CellStart:1,1><ParaStyle:NormalParagraphStyle>Shuttle Vehicle<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1><ParaStyle:NormalParagraphStyle><pTextAlignment:Right>300,000 G<pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1><ParaStyle:NormalParagraphStyle><pTextAlignment:Right>30,000 G<pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1><ParaStyle:NormalParagraphStyle><pTextAlignment:Center>2<pTextAlignment:><CellEnd:><RowEnd:><RowStart:<tRowAttrHeight:14>><CellStyle:\[None\]><StylePriority:0><CellStart:1,1><ParaStyle:NormalParagraphStyle>Fighter Vehicle<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1><ParaStyle:NormalParagraphStyle><pTextAlignment:Right>500,000 G<pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1><ParaStyle:NormalParagraphStyle><pTextAlignment:Right>50,000 G<pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1><ParaStyle:NormalParagraphStyle><pTextAlignment:Center>2<pTextAlignment:><CellEnd:><RowEnd:><RowStart:<tRowAttrHeight:14>><CellStyle:\[None\]><StylePriority:0><CellStart:1,1><ParaStyle:NormalParagraphStyle>Armature Vehicle<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1><ParaStyle:NormalParagraphStyle><pTextAlignment:Right>500,000 G<pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1><ParaStyle:NormalParagraphStyle><pTextAlignment:Right>50,000 G<pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1><ParaStyle:NormalParagraphStyle><pTextAlignment:Center>2<pTextAlignment:><CellEnd:><RowEnd:><TableEnd:>
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<pTextAlignment:><ParaStyle:New Title>Time in Impulse Drive
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<ParaStyle:NormalParagraphStyle>Time can be very important in Impulse Drive. Many moves and rules reference time. While time may be more fluid moment to moment, there are occasions where you will be guided by the rules to express time in more concrete terms.
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<ParaStyle:NormalParagraphStyle>The smallest unit of time the rules reference as a resource is 1 day. Since the idea of a day becomes somewhat arbitrary in space, especially in regards to different species from different planets with different day-night cycles, feel free to establish a standard, but have it the same as or near earth<0x2019>s 24 hour cycle to keep it easily relatable.
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<ParaStyle:NormalParagraphStyle>While the game may not refer to weeks mechanically, you can establish a weekly pattern if you wish. Again, either use earth as your basis, or a different Galactic standard.
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<ParaStyle:NormalParagraphStyle>Months are referenced in the game in relation to your debt, and your payments. You could again use the earth model standard, but the assumed month in regards to payments establish a galactic standard of 20 days.
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<ParaStyle:NormalParagraphStyle>While you have these standards for measuring and tracking time in the game, many cultures are going to have their own ways of tracking time. Use this to add diversity and flavor to your galaxy, but don<0x2019>t confuse yourselves with complicated math translating one system to another. Always refer back to the standard your group has established.
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<ParaStyle:NormalParagraphStyle>Keep track of the days as they pass, remind players when their Payment is due, possibly through <0x2018>friendly reminders<0x2019> from the debtors. Show the passage of time as events change whether the crew is present to witness it or not. Give them snippets of news feeds from remote places as situations change.
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<ParaStyle:New Title>Currency in Impulse Drive: The Guilder
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<ParaStyle:NormalParagraphStyle>The common currency in Impulse Drive is the Galactic Guilder. It<0x2019>s value and availability is strictly controlled and maintained by the Central Banking Guild so essential to the operation of the galaxy and so impartial, it is considered inviolate. The CBG is considered incorruptible and reliable in the sense of providing and maintaining the Guilder. Other cultures will have their own currencies which may fluctuate, but Guilders spend universally among starfaring civilizations.
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<ParaStyle:NormalParagraphStyle>1 Guilder may be a lot of money to the poor and destitute with no thought for tomorrow, but most middle class workers in a starfaring civilization will take home a few thousand Guilders a month.
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<ParaStyle:New Title>Making your Ship
<ParaStyle:NormalParagraphStyle>Making the ship should be a group activity. Everyone should talk about the ship, what it looks like, what it<0x2019>s good at, and what it<0x2019>s bad at. Some characters get to say something about the ship, their relationship to it, or it<0x2019>s past. Others can make suggestions on these aspect, but the player who has the character gets to make the final say. Talk about how big it is, what it<0x2019>s shape is, and what it<0x2019>s internal layout may be.
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<ParaStyle:New Title Sub>Choose a name
<ParaStyle:NormalParagraphStyle>Decide on a name for your Ship together. You may end up saying your ship<0x2019>s name a lot so make sure it<0x2019>s something evocative and pronounceable.
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<ParaStyle:New Title Sub>Choose a look
<ParaStyle:NormalParagraphStyle>Select up to 5 descriptive terms to describe your ship. Some of these may be entirely cosmetic, but others may affect how your characters move about, live in, or operate the ship. Elaborate on the descriptive terms you choose, and how they influence the look and feel of your ship. Draw it, if you want. Drawing spaceships is fun!
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<ParaStyle:Paragraph Bold>Choose up to 5:
<ParaStyle:Itlaic center>Dirty, rusted, grimy, worn, outdated, stuttering, dented, rattles, listing, scorched, ugly, functional.
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<ParaStyle:New Title Sub>Debt, Interest, and Capital
<ParaStyle:NormalParagraphStyle>Ships, even clunkers like yours are expensive. There was no way for you to get the capital up front, so you had to borrow it. Now you owe someone over a million Guilders, and the payments are racking up quickly. You need to earn enough Guilders to cover the costs of running your ship, and perhaps some of the loan itself. 
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<ParaStyle:Itlaic center><CharStyle:big bold>Debt for your ship starts at 1,000,000 Guilders, Payments are  50,000 Guilders per 20 days, and your crew starts with 5000 Guilders per crew member as capital.<CharStyle:>
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<ParaStyle:NormalParagraphStyle><CharStyle:Char Italic>Debt and Payments are both the mechanical and fictional incentives for players and their character to seek out adventure and paying Jobs. It<0x2019>s the sword of Damocles hanging over their head. Not only do they risk taking a hit to their Rep if they fall behind, but there<0x2019>s the possibility of their debtors sending someone to repossess the ship, or call in favors to pay off overdue Payments. See the Drifting section of the book for alternatives to Debt that will give your game a different flavor, and a different motivation for the Crew.<CharStyle:>
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<ParaStyle:New Title Sub>Rep
<ParaStyle:NormalParagraphStyle>Your Ship<0x2019>s Rep represents how well known you are, and what you<0x2019>re known for. If you<0x2019>re known for being reliable or Altruistic, you will have a positive Reputation score up to +3. If you<0x2019>re infamous for causing massive unnecessary destruction, failing to fulfill contracts, or missing payments on your ship, you are likely to have a negative Reputation up to -3.
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<ParaStyle:New Title Sub>Choose your primary Systems
<ParaStyle:NormalParagraphStyle>The primary systems are your characters operate your ship, maintain it, protect it, and direct it through the vast black void of space. Each of the Primary systems have a rating between -1 and +3 which represents how advanced and reliable they are. When you start your careers in space, your total bonuses for your primary systems should equal +2. This means you can use the following arrays:
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<ParaStyle:Gear \& Vehicles>0,+1,+1  
<ParaStyle:Gear \& Vehicles>0, 0, +2, 
<ParaStyle:Gear \& Vehicles>-1,+1,+2,
<ParaStyle:Gear \& Vehicles>-1, 0,+3
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<ParaStyle:new move name>Helm
<ParaStyle:NormalParagraphStyle>Helm is where controls and systems for flight, navigation, and maneuvering the ship are located. The more advanced your Helm is, the better you will be able to control your ship, outrun pursuers, or plot a course through Normal Space at sub-light speeds.
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<ParaStyle:new move name>Tactical 
<ParaStyle:NormalParagraphStyle>Tactical is used to control sensors, communications, and weapons. From Tactical you can get detailed information on nearby space, perform deep scans of nearby objects, and acquire targets for your weapon systems. Most ships will have at least very basic short-range weapons that only deal 1 damage.
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<ParaStyle:new move name>Engineering
<ParaStyle:NormalParagraphStyle>From engineering, you monitor your ship<0x2019>s vital signs. You control onboard systems like life support, shipboard communications, and can reroute power from one system to another. Engineering is also responsible for monitoring your ship<0x2019>s fuel reserves and initiating faster than light travel with your given Interstellar Drive.
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<ParaStyle:NormalParagraphStyle>Primary systems can be upgraded when you spend 5 days in a maintenance bay for the following costs:
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<ParaStyle:NormalParagraphStyle><pTextAlignment:Center><TableStyle:\[Basic Table\]><TableStart:5,2:0:0<tCellDefaultCellType:Text>><ColStart:<tColAttrWidth:90.81730697347038>><ColStart:<tColAttrWidth:90.81730697347038>><RowStart:<tRowAttrHeight:15.5>><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Registration><tCellAttrFillTint:10>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center><CharStyle:big bold>Upgrade<CharStyle:><pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Registration><tCellAttrFillTint:10>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center><CharStyle:big bold>Cost<CharStyle:><pTextAlignment:><CellEnd:><RowEnd:><RowStart:<tRowAttrHeight:14>><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center>-1 to 0<pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center><CharStyle:Char Italic>50,000<CharStyle:><pTextAlignment:><CellEnd:><RowEnd:><RowStart:<tRowAttrHeight:14>><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center>0 to +1<pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center><CharStyle:Char Italic>100,000<CharStyle:><pTextAlignment:><CellEnd:><RowEnd:><RowStart:<tRowAttrHeight:14>><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center>+1 to +2<pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center><CharStyle:Char Italic>100,000<CharStyle:><pTextAlignment:><CellEnd:><RowEnd:><RowStart:<tRowAttrHeight:14><tRowAttrMinRowSize:14>><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center>+2 to +3<pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center><CharStyle:Char Italic>150,000<CharStyle:><pTextAlignment:><CellEnd:><RowEnd:><TableEnd:>
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<ParaStyle:New Title Sub>Choose an Interstellar Drive
<ParaStyle:NormalParagraphStyle>All ships have sub-light drives referred to as Impulse Drives. An Impulse Drive will get you around a star system in a few days, and does not cost fuel.
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<ParaStyle:NormalParagraphStyle>There are several different types of drives that power faster than light travel. Some are slower and safer, others are faster but less reliable or more dangerous. Each of these drives work by shifting the ship into a dimension where one or more of <0x201C>real<0x201D> space<0x2019>s fundamental laws works differently allowing your ship to ignore the constraints of sub-light travel. 
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<ParaStyle:NormalParagraphStyle>You may choose to start without an interstellar drive if you wish. This will confine your ship to a single system, unless it can secure passage on a much larger interstellar vessel or use a Wormhole Gate.
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<ParaStyle:NormalParagraphStyle><CharStyle:Char Bold>All basic Drives start with a stat at -1, and can be upgraded at time of purchase or when you spend 5 days in a maintenance bay for 1/2 the initial cost of the Drive.<CharStyle:>
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<ParaStyle:NormalParagraphStyle>You may choose an interstellar drive and add its cost to your ship<0x2019>s base Debt.
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<ParaStyle:new move name>Drill-Space Drives 
<ParaStyle:NormalParagraphStyle><CharStyle:Char Bold>50,000 Guilders<CharStyle:>
<ParaStyle:NormalParagraphStyle>Drill-Space is the closest in nature to real-space, and while a Drill-Space Drive can get you around a star system in reasonable time, it takes it an extended period to travel to even nearby stars. While some crews will take the long trips to nearby star systems, most Drill-Space Drives are used for inter-system travel. Drill-Space travel is relatively safe, so long as you have the life support or cryo-pods for long journeys, and aren<0x2019>t in a hurry. The limited power of Drill-Space drives also means they are incapable of longer trips, since they burn out  if operated for too long. Drill-Space is referred to as drilling <0x2018>through<0x2019> normal space, due to the corkscrew coruscation of light that accompanies a ship entering and leaving Drill-Space.
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<ParaStyle:NormalParagraphStyle>When <CharStyle:Char Bold>you drill through Normal Space into Drill-Space to travel to a neighboring star system<CharStyle:>, 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.
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<ParaStyle:NormalParagraphStyle><pTextAlignment:Center><TableStyle:\[Basic Table\]><TableStart:2,3:0:0<tCellDefaultCellType:Text>><ColStart:<tColAttrWidth:62.82414698149999>><ColStart:<tColAttrWidth:62.82414698149999>><ColStart:<tColAttrWidth:64.82414698149994>><RowStart:<tRowAttrHeight:14>><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Registration><tCellAttrFillTint:10>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center><cTypeface:Bold Italic><cLeading:6.000000>Distance<cTypeface:><cLeading:><pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Registration><tCellAttrFillTint:10>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center><cTypeface:Bold Italic><cLeading:6.000000>Time (days)<cTypeface:><cLeading:><pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Registration><tCellAttrFillTint:10>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center><cTypeface:Bold Italic><cLeading:6.000000>Fuel (units)<cTypeface:><cLeading:><pTextAlignment:><CellEnd:><RowEnd:><RowStart:<tRowAttrHeight:14>><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1>><ParaStyle:NormalParagraphStyle><cLeading:6.000000>Neighbors<cLeading:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center><cLeading:6.000000>10<cLeading:><pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center><cLeading:6.000000>2<cLeading:><pTextAlignment:><CellEnd:><RowEnd:><TableEnd:>
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<ParaStyle:new move name>Sub-Space Drives 
<ParaStyle:NormalParagraphStyle><CharStyle:Char Bold>150,000 Guilders<CharStyle:>
<ParaStyle:NormalParagraphStyle>In Sub-Space, mass isn<0x2019>t as relevant as it is in normal space. This means that ships and their contents can travel faster than light and cover great distances. Sub-space is one of the slowest methods of FTL travel, but it is also one of the safest and most reliable. On average, for 1 Fuel, a Sub-Space drive can get you to a neighboring star system in 3 days. Sub-space if often referred to being <0x2019>under<0x2019> normal space, and ships are said to <0x2018>slip<0x2019> or <0x2018>drop<0x2019> into sub-space. These terms have little to do with the physics used to interact with sub-space.
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<ParaStyle:NormalParagraphStyle>When <CharStyle:Char Bold>you plot a course within the local cluster and engage your sub-space drive<CharStyle:>, roll+Drive. On a 10+ you get there on time and without any complications. On a 7-9, you get there, but choose 1:
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<ParaStyle:bullets moves>It took twice as long as you expected.
<ParaStyle:bullets moves>Trouble has found you, the SM will tell you what.
<ParaStyle:bullets moves>A ship system has malfunctioned, the SM will tell you what.
<ParaStyle:bullets moves>You had to burn hard, expend twice the fuel. (This option may only be chosen if you have the required fuel)
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<ParaStyle:NormalParagraphStyle><pTextAlignment:Center><TableStyle:\[Basic Table\]><TableStart:4,3:0:0<tCellDefaultCellType:Text>><ColStart:<tColAttrWidth:62.82414698149999>><ColStart:<tColAttrWidth:62.82414698149999>><ColStart:<tColAttrWidth:64.82414698149994>><RowStart:<tRowAttrHeight:14>><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Registration><tCellAttrFillTint:10>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center><cTypeface:Bold Italic>Distance<cTypeface:><pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Registration><tCellAttrFillTint:10>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center><cTypeface:Bold Italic>Time (days)<cTypeface:><pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Registration><tCellAttrFillTint:10>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center><cTypeface:Bold Italic>Fuel (units)<cTypeface:><pTextAlignment:><CellEnd:><RowEnd:><RowStart:<tRowAttrHeight:14>><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1>><ParaStyle:NormalParagraphStyle>Neighbors<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center>3<pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center>1<pTextAlignment:><CellEnd:><RowEnd:><RowStart:<tRowAttrHeight:14>><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1>><ParaStyle:NormalParagraphStyle>Local<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center>6<pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center>2<pTextAlignment:><CellEnd:><RowEnd:><RowStart:<tRowAttrHeight:14>><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1>><ParaStyle:NormalParagraphStyle>Distant<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center>12<pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center>4<pTextAlignment:><CellEnd:><RowEnd:><TableEnd:>
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<ParaStyle:new move name>Hyper-Space Drives 
<ParaStyle:Paragraph Bold>200,000 Guilders
<ParaStyle:NormalParagraphStyle>In Hyper-Space, distance is distorted between locations in normal space. Usually, this means two locations in normal space are dozens of light years closer to each other in Hyper-space, though distances seem to fluctuate to a degree, and sometimes change dramatically and suddenly in unpredictable ways, which can shorten or extend the time of your journey, or give you interstellar turbulence resulting in a very rough ride. Hyper-space is also home to many strange objects and organisms that can board or latch on to invading normal-space objects like your ship. Hyper-space is often referred to as being <0x2018>above<0x2019> normal space, and ships are described as <0x2018>jumping<0x2019> to hyper-space, though these terms have little to do with the actual physics involved. On average, for 1 fuel, you can travel around 10 light years in a day.
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<ParaStyle:NormalParagraphStyle>When y<CharStyle:Char Bold>ou power up your Hyper Drive to jump to Hyper Space<CharStyle:>, roll+Drive. On a 10+, you travel with minimal complications, choose 1. On a 7-9, you get there, but it<0x2019>s a rough ride. Choose 2:
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<ParaStyle:bullets moves>You don<0x2019>t come out exactly where you expected.
<ParaStyle:bullets moves>One of your ship systems has been damaged.
<ParaStyle:bullets moves>You<0x2019>ve picked up an unlikely passenger.
<ParaStyle:bullets moves>All crew members are Rattled for the duration of the trip.
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<ParaStyle:NormalParagraphStyle><pTextAlignment:Center><TableStyle:\[Basic Table\]><TableStart:5,3:0:0<tCellDefaultCellType:Text>><ColStart:<tColAttrWidth:62.82414698149999>><ColStart:<tColAttrWidth:62.82414698149999>><ColStart:<tColAttrWidth:64.82414698149994>><RowStart:<tRowAttrHeight:14>><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Registration><tCellAttrFillTint:10>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center><cTypeface:Bold Italic>Distance<cTypeface:><pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Registration><tCellAttrFillTint:10>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center><cTypeface:Bold Italic>Time (days)<cTypeface:><pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Registration><tCellAttrFillTint:10>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center><cTypeface:Bold Italic>Fuel (units)<cTypeface:><pTextAlignment:><CellEnd:><RowEnd:><RowStart:<tRowAttrHeight:14>><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1>><ParaStyle:NormalParagraphStyle>Neighbors<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center>2<pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center>1<pTextAlignment:><CellEnd:><RowEnd:><RowStart:<tRowAttrHeight:14>><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1>><ParaStyle:NormalParagraphStyle>Local<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center>4<pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center>2<pTextAlignment:><CellEnd:><RowEnd:><RowStart:<tRowAttrHeight:14>><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1>><ParaStyle:NormalParagraphStyle>Distant<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center>8<pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center>4<pTextAlignment:><CellEnd:><RowEnd:><RowStart:<tRowAttrHeight:14>><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1>><ParaStyle:NormalParagraphStyle>Remote<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center>12<pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center>5<pTextAlignment:><CellEnd:><RowEnd:><TableEnd:>
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<ParaStyle:new move name>Warp-Space Drives 
<ParaStyle:Paragraph Bold>100,000 Guilders
<ParaStyle:NormalParagraphStyle>Warp space is the strangest and most dangerous way to travel between the stars. In warp-space, mass, distance, and time have less relevance than normal space. This can allow ships to travel vast distances, but the trip is rarely easy or uneventful. Warp-space is ever shifting and full of hostile organisms that do not follow the same natural laws that normal space natives do. It is possible for your ship to come out somewhere and some-when completely different from what you intended, and the ship and crew may be forever changed and warped themselves by the journey. On average, when it works, for 1 Fuel Warp-space can reliably take you up to 150 light years in 2 days.
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<ParaStyle:NormalParagraphStyle>When <CharStyle:Char Bold>you activate the highly unstable Warp Drive and take a precarious trip through Warp Space<CharStyle:>, roll+Drive. On a 10+, you made it out! Choose 2. On a 7-9, that was a very close call, choose 3:
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<ParaStyle:bullets moves>The ship has been invaded, infested, or infected by something hostile.
<ParaStyle:bullets moves>You don<0x2019>t know where or when you came out...
<ParaStyle:bullets moves>A system has been damaged.
<ParaStyle:bullets moves>Someone has suffered a mutation.
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<ParaStyle:NormalParagraphStyle><pTextAlignment:Center><TableStyle:\[Basic Table\]><TableStart:6,3:0:0<tCellDefaultCellType:Text>><ColStart:<tColAttrWidth:62.82414698149999>><ColStart:<tColAttrWidth:62.82414698149999>><ColStart:<tColAttrWidth:64.82414698149994>><RowStart:<tRowAttrHeight:14>><CellStyle:\[None\]><StylePriority:2><CellStart:1,1<tCellFillColor:Registration><tCellAttrFillTint:10>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center><cTypeface:Bold Italic>Distance<cTypeface:><pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:2><CellStart:1,1<tCellFillColor:Registration><tCellAttrFillTint:10>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center><cTypeface:Bold Italic>Time (days)<cTypeface:><pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:2><CellStart:1,1<tCellFillColor:Registration><tCellAttrFillTint:10>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center><cTypeface:Bold Italic>Fuel (units)<cTypeface:><pTextAlignment:><CellEnd:><RowEnd:><RowStart:<tRowAttrHeight:14>><CellStyle:\[None\]><StylePriority:2><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1>><ParaStyle:NormalParagraphStyle>Neighbors<CellEnd:><CellStyle:\[None\]><StylePriority:2><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center>1<pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:2><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center>2<pTextAlignment:><CellEnd:><RowEnd:><RowStart:<tRowAttrHeight:14>><CellStyle:\[None\]><StylePriority:2><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1>><ParaStyle:NormalParagraphStyle>Local<CellEnd:><CellStyle:\[None\]><StylePriority:2><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center>2<pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:2><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center>4<pTextAlignment:><CellEnd:><RowEnd:><RowStart:<tRowAttrHeight:14>><CellStyle:\[None\]><StylePriority:2><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1>><ParaStyle:NormalParagraphStyle>Distant<CellEnd:><CellStyle:\[None\]><StylePriority:2><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center>3<pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:2><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center>6<pTextAlignment:><CellEnd:><RowEnd:><RowStart:<tRowAttrHeight:14>><CellStyle:\[None\]><StylePriority:2><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1>><ParaStyle:NormalParagraphStyle>Remote<CellEnd:><CellStyle:\[None\]><StylePriority:2><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center>5<pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:2><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center>10<pTextAlignment:><CellEnd:><RowEnd:><RowStart:<tRowAttrHeight:14>><CellStyle:\[None\]><StylePriority:2><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1>><ParaStyle:NormalParagraphStyle>Extreme<CellEnd:><CellStyle:\[None\]><StylePriority:2><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center>10<pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:2><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center>20<pTextAlignment:><CellEnd:><RowEnd:><TableEnd:>
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<ParaStyle:New Title Sub>Choose secondary Systems
<ParaStyle:NormalParagraphStyle>Secondary systems give your ship unique abilities or advantages, such as extra cargo space, or hidden compartments, a stealth system, a tractor field, a ram scoop for harvesting space debris or fuel, or even specialized weapons. Secondary systems are a great way to customize your ship to suit your crew<0x2019>s needs.
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<ParaStyle:NormalParagraphStyle>Your ship starts with 3 Hardpoints you can attach secondary systems to. Choose up to 3 systems and/or weapons when you build your ship. You may either select these or draw them randomly. If you select them, add the cost of each to your ship<0x2019>s Debt. If you draw randomly, don<0x2019>t add their cost to your ship<0x2019>s Debt.
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<ParaStyle:NormalParagraphStyle><CharStyle:Char Bold>When you spend 1 day in a maintenance bay and 50,000 Guilders, add a new Hardpoint, up to a maximum of 6.<CharStyle:>
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<ParaStyle:new move name>Reinforced Systems 
<ParaStyle:Paragraph Bold>10,000 Guilders
<ParaStyle:NormalParagraphStyle>Reinforced systems  adds redundant relays and backups that allow you to reroute power to temporarily use damaged systems and bring them back Online, if only for a short time. When <CharStyle:Char Bold>you spout Technobabble about rerouting power<CharStyle:>, You have Advantage to Spot Repairs.
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<ParaStyle:new move name>Sensor Array 
<ParaStyle:Paragraph Bold>10,000 Guilders
<ParaStyle:NormalParagraphStyle>The Sensor Array is a complex antennae, lenses, and sensors that are far more sensitive than the standard sensors available on the civilian market. When y<CharStyle:Char Bold>ou take the time to immerse yourself in the ocean of data from the sensor array<CharStyle:>, you have advantage when you roll Scanning, and you may also ask questions from the Scope it Out list.
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<ParaStyle:new move name>Targeting Computer 
<ParaStyle:Paragraph Bold>10,000 Guilders
<ParaStyle:NormalParagraphStyle>The Targeting Computer houses a semi self-aware Virtual Intelligence that is capable of calculating trajectories and velocities, and feeding the predictive data into the ship<0x2019>s Tactical system to assist with targeting enemies and targets with the ship<0x2019>s weapons. Describe the V.I. and choose between 1 and 2 personality traits from below. When y<CharStyle:Char Bold>ou work together with the Targeting Computer<0x2019>s V.I.<CharStyle:>, you have Advantage when you roll Fire Weapons!
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<ParaStyle:Itlaic center>Bloodthirsty, Pacifist, Posh, Crude, Indecisive, Curious, Thoughtful, Lonely
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<ParaStyle:new move name>Cryo Pods 
<ParaStyle:Paragraph Bold>10,000 Guilders per pod
<ParaStyle:NormalParagraphStyle>Cryo pods serve two purposes. The first and most common is letting crew or passengers enter a cryogenic stasis while their ship travels great distances, allowing you to travel through space without using up life support. Cryo Pods can also double as escape pods, allowing the pod to be jettisoned from a damaged ship and keeping the person inside comparatively safe, drifting in space. Hopefully there will be someone with the ability and inclination to  nearby to pick you up.
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<ParaStyle:new move name>Expanded Cargo Bay 
<ParaStyle:NormalParagraphStyle>20,000 Guilders
<ParaStyle:NormalParagraphStyle>An expanded Cargo Bay allows you to carry more cargo. Not very exciting, but possibly very profitable. Gives you 2 more Cargo slots.
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<ParaStyle:new move name>Ram Scoop 
<ParaStyle:Paragraph Bold>50,000 Guilders
<ParaStyle:NormalParagraphStyle>Ram scoops are useful external tools that allow your ship to gather fuel and debris from space. In an emergency, or to save money, you can scoop the primary elements required for fuel from gas giants or nebulae, or scoop up cargo debris from a destroyed ship - no judgment on what may have happened to that ship before you started scooping. It must have been an accident.
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<ParaStyle:NormalParagraphStyle>When <CharStyle:Char Bold>you use your ram scoop to collect fuel from a star, nebula, or gas giant<CharStyle:>, it takes 1 day to collect 1 Fuel.
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<ParaStyle:new move name>Hidden Compartments 
<ParaStyle:Paragraph Bold>60,000 Guilders
<ParaStyle:NormalParagraphStyle>There is some cargo that you may need to transport that isn<0x2019>t exactly legal, or is too valuable to just be sitting around in the cargo bay. Hidden compartments is what you need to smuggle goods or people, or hide something. Hidden compartments are not obvious, but also are shielded from scanning and probes. Gives you 1 Hidden Cargo slot. If your ship is scanned or searched, anything in the Hidden Compartments will not be found.
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<ParaStyle:new move name>Tether 
<ParaStyle:Paragraph Bold>60,000 Guilders
<ParaStyle:NormalParagraphStyle>The tether is either a harpoon with a physical line, or a tractor beam or field that you can use to lock proximity with an object outside your ship. When <CharStyle:Char Bold>you need to connect to or reel in an external object<CharStyle:>, the tether allows you to do that. Can automatically connect to inert objects. Can be fired at ships and stations within 1 kilometer using Fire Weapons.
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<ParaStyle:new move name>Ship Shielding 
<ParaStyle:Paragraph Bold>60,000 Guilders
<ParaStyle:NormalParagraphStyle>Ship shielding can absorb damage from external sources before it harms your ship<0x2019>s systems. When <CharStyle:Char Bold>you divert damage from another system to your ship shielding<CharStyle:>, for each point of damage your shields absorb, spend 3 Fuel.
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<ParaStyle:new move name>Medbay 
<ParaStyle:Paragraph Bold>120,000 Guilders
<ParaStyle:NormalParagraphStyle>A fully kitted medbay is a fast, easy, but not necessarily painless way to help heal someone. Many medbays will have basic automation software to deal with simple injuries and illnesses, but will need a medical expert to operate it for more serious harm. Spending time in a medbay counts as treatment or rest as far as Harm is concerned.
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<ParaStyle:New Title Sub>Weapon Systems
<ParaStyle:NormalParagraphStyle>Weapon systems are considered secondary systems in order to give the crew the opportunity to decide how aggressively they want to equip their ship. The balance between weaponry and other secondary systems is a trade-off, how much damage do you want to do to other ships, and how much utility do you want your ship to have.
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<ParaStyle:NormalParagraphStyle>When you are choosing or drawing secondary systems while creating your ship, choose Weapons at the same time, or add them to the pile from which you randomly draw.
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<ParaStyle:NormalParagraphStyle>Ship weapons come with a range, a damage rating, and possibly some unique tags that describe special things the weapons can do.
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<ParaStyle:new move name>Ship Weapon tags
<ParaStyle:Paragraph Bold><CharStyle:big bold>Range<CharStyle:>
<ParaStyle:bullets tags>Short: within 5 kilometers.
<ParaStyle:bullets tags>Medium: between 5 and 20 kilometers.
<ParaStyle:bullets tags>Long: Between 20 and 50 kilometers.
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<ParaStyle:bullets tags>Proximity: It detonates when an enemy is near it.
<ParaStyle:bullets tags>Penetrating: Ignores ship shielding.
<ParaStyle:bullets tags>Overcharge: before you use the Fire Weapons or Blast Them moves, you may spend 2 Fuel to double the weapons damage for this attack.
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<ParaStyle:new move name>Lasers 
<ParaStyle:Paragraph Bold>60,000 Guilders
<ParaStyle:NormalParagraphStyle><CharStyle:Char Italic>Short, medium, long, Overcharge, 1 Damage<CharStyle:>
<ParaStyle:NormalParagraphStyle>Their versatility, low cost, and accuracy in vacuum make cohesive beam weapons the most common and reliable ship-to-ship weapons in production. While their destructive force isn<0x2019>t incredible, lasers are often a mainstay of a ship that needs versatile, cheap defenses.
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<ParaStyle:new move name>Missiles 
<ParaStyle:Paragraph Bold>70,000 Guilders
<ParaStyle:NormalParagraphStyle><CharStyle:Char Italic>Short, medium, 2 Damage<CharStyle:>
<ParaStyle:NormalParagraphStyle>Missiles are self-propelled projectiles with explosive payloads. Their relatively slow speeds only make them effective within 20 kilometers, but their explosive capacity makes them dangerous in close range.
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<ParaStyle:new move name>Flak Mines 
<ParaStyle:Paragraph Bold>70,000 Guilders
<ParaStyle:NormalParagraphStyle><CharStyle:Char Italic>Remote, 3 Damage<CharStyle:>
<ParaStyle:NormalParagraphStyle>Flak mines are proximity mines that can be used to seed a battlefield beforehand to lay a trap, or behind a fleeing ship to provide cover and avoid pursuit.
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<ParaStyle:new move name>Plasma Cannon 
<ParaStyle:Paragraph Bold>100,000 Guilders
<ParaStyle:NormalParagraphStyle><CharStyle:Char Italic>Medium, Overcharge,  3 Damage<CharStyle:>
<ParaStyle:NormalParagraphStyle>Plasma cannons fire boiling balls of superheated gas at high speeds. The volatility of the plasma makes it extremely dangerous to use  at short range, but a devastating mid range weapon.
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<ParaStyle:new move name>Railgun 
<ParaStyle:Paragraph Bold>150,000 Guilders
<ParaStyle:NormalParagraphStyle><CharStyle:Char Italic>Long, Penetrating, 4 Damage<CharStyle:>
<ParaStyle:NormalParagraphStyle>Mass Accelerator Cannons, or railguns propel small, high density slugs at near-light speeds for devastating effect. So named because of the long rails that use magnetic pulses to accelerate the slug, railguns are either installed on cruisers or capital ships, or extend a long distance out of smaller classes.
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<ParaStyle:New Title Sub>Ship & Vehicle Moves
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<ParaStyle:new move name>Evasive Maneuvers
<ParaStyle:NormalParagraphStyle>When <CharStyle:Char Bold>you attempt fancy flying or a maneuverer to avoid an attack or an obstacle<CharStyle:>, roll+Helm. On a 10+, choose 1. On a 7-9, choose 1, but you and your Crew have Disadvantage going forward to the next move operating the Ship or Vehicle you are piloting.
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<ParaStyle:bullets moves>You position your ship or vehicle at a range of your choice with another  ship, vehicle, or station.
<ParaStyle:bullets moves>You evade or navigate a danger or threat to the ship or vehicle you<0x2019>re piloting with fancy flying.
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<ParaStyle:new move name>Fire Weapons!
<ParaStyle:NormalParagraphStyle>When y<CharStyle:Char Bold>ou exchange fire with enemy ships or vehicles or stations<CharStyle:>, determine which weapons are in range for you and your enemy, and roll+Tactical. On a 10+, your tactics are sound. Exchange Damage and Choose 1. On a 7-9, just exchange Damage.
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<ParaStyle:bullets moves>Target Locked! If any damage reaches your enemy<0x2019>s systems, you may choose the first system disabled.
<ParaStyle:bullets moves>Tactical fire. You manage to force the enemy into a bad position. Move an enemy to a range of your choice. 
<ParaStyle:bullets moves>Defensive measures. Choose one of the enemy<0x2019>s weapons, that weapon misses and does not apply damage to your ships.
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<ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:Char Italic>Fire Weapons! Only triggers when you exchange fire with an enemy. If they can<0x2019>t shoot back, you just deal damage to your target. If you are firing at a target that<0x2019>s hard to hit or there is a change to miss, you can roll Keep your Cool instead.
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<CharStyle:><ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:Char Italic>If you are firing at a target that<0x2019>s hard to hit or there is a change to miss, you can roll Keep your Cool instead.
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<ParaStyle:new move name>Blast Them
<ParaStyle:NormalParagraphStyle>When <CharStyle:Char Bold>you fire your ship weapons on a defenseless target<CharStyle:>, just deal your damage.
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<ParaStyle:new move name>Spot Repairs
<ParaStyle:NormalParagraphStyle>When y<CharStyle:Char Bold>ou attempt spot repairs on your ship or vehicle during a dangerous situation<CharStyle:>, roll+Engineering. On a 10+, your repairs will hold - for now choose 1. On a 7-9, you hope they<0x2019>ll hold. Choose 2.
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<ParaStyle:bullets moves>You sustained an injury, suffer 1 Harm.
<ParaStyle:bullets moves>You<0x2019>re put under incredible pressure to make the repairs, suffer 1 Stress.
<ParaStyle:bullets moves>You have put an ally in harm<0x2019>s way. The SM will say who, how, and why.
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<ParaStyle:new move name>Scanning
<ParaStyle:NormalParagraphStyle>When <CharStyle:Char Bold>you use your ship<0x2019>s scanners to sweep your target for strengths and weaknesses<CharStyle:>, 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.
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<ParaStyle:bullets moves>What systems do they have?
<ParaStyle:bullets moves>Where is it weak?
<ParaStyle:bullets moves>Where is it strong?
<ParaStyle:bullets moves>What should I be on the lookout for?
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<ParaStyle:new move name>Were hit!
<ParaStyle:NormalParagraphStyle>When y<CharStyle:Char Bold>our ship or vehicle takes damage, <CharStyle:>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 <CharStyle:Char Bold>all of your systems have been disabled<CharStyle:>, you are at the mercy of your attacker, or the unsympathetic mercies of the Void.
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<ParaStyle:NormalParagraphStyle>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!
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<ParaStyle:New Title Sub>Other Ship moves
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<ParaStyle:new move name>Docking
<ParaStyle:NormalParagraphStyle>When <CharStyle:Char Bold>you come back from a job or a long journey and dock at any public spaceport<CharStyle:>, pay the 100 Gilder docking fee and roll +Rep. On a 10+, you have plenty of time and contacts, choose 1. On a 7-9, choose 1, but one or more of your crew<0x2019>s past has come back to cause trouble.
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<ParaStyle:bullets moves>You have a merchant contact here, any repairs or basic supplies you need are half price.
<ParaStyle:bullets moves>You<0x2019>re in good with the repair crew, any repairs you need take half the time.
<ParaStyle:bullets moves>The port is well Stocked! You can buy rare goods here.
<ParaStyle:bullets moves>Productive Economy: you can buy a particular type of cargo cheap here, though it may not be legal cargo.
<ParaStyle:bullets moves>Expert Care: One day and 1000 Guilders per person will heal all Harm for in one of their medical and leisure centers.
<ParaStyle:bullets moves>The right kind of Job. Work with the SM to create a job your crew is interested in.
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<ParaStyle:new move name>Reputation
<ParaStyle:NormalParagraphStyle>When <CharStyle:Char Bold>you improve the standing or lives of a group or community<CharStyle:>, increase your ship<0x2019>s Rep by +1, to a maximum of +3. When <CharStyle:Char Bold>you fail a mission, or cause undue misery, destruction or harm to a group or community, or miss a payment on your ship,<CharStyle:> decrease your rep by -1, to a maximum of -3.
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<ParaStyle:new move name>Outta Gas
<ParaStyle:NormalParagraphStyle>When <CharStyle:Char Bold>you run out of Fuel while traveling between interstellar destinations<CharStyle:>, 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.
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<ParaStyle:New Title Sub>Faster Than Light Travel
<ParaStyle:NormalParagraphStyle>There are a few different ways spacefaring cultures close the vast distances between stars. Some are faster and more reliable, but only connect fixed points between Clusters. Others can take longer and have more risks involved, but they can get you to systems the galactic superhighways simply don<0x2019>t go to.
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<ParaStyle:new move name>Distance between Objects in space
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<ParaStyle:Gear \& Vehicles>Clusters near each other are always Remote.
<ParaStyle:Gear \& Vehicles>Clusters far away from each other are always Extreme.
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<ParaStyle:bullets moves><CharStyle:big bold>10+: Neighbors 50L<CharStyle:><cTypeface:Bold Italic><cSize:12.000000><cFont:Alexis Bold Italic>
<cTypeface:><cSize:><cFont:><ParaStyle:NormalParagraphStyle>Galactic Neighbors are 50 Light Years or less away from each other. Neighbors may be referred to as a neighboring system.
<ParaStyle:bullets moves><CharStyle:big bold>8-9: Local 100L<CharStyle:>
<ParaStyle:NormalParagraphStyle>Local systems are generally between 50 and 100 Light Years apart.
<ParaStyle:bullets moves><CharStyle:big bold>6-7: Distant 200L<CharStyle:>
<ParaStyle:NormalParagraphStyle>Distant systems are between 100 and 200 light years apart, on the other side of the Cluster.
<ParaStyle:bullets moves><CharStyle:big bold>3-5: Remote 500L<CharStyle:>
<ParaStyle:NormalParagraphStyle>Systems at remote distances are generally outside of the Cluster, between 200 and 500 light years away. Distances between 2 neighboring clusters are Remote.
<ParaStyle:bullets moves><CharStyle:big bold>2: Extreme 100,000L<CharStyle:>
<ParaStyle:NormalParagraphStyle>Extreme systems are on the other side of the Galaxy, or well outside of the Galaxy.
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<ParaStyle:new move name>Wormhole Gate Travel
<ParaStyle:NormalParagraphStyle>For more reliable travel between populated <0x201C>Hub<0x201D> systems in different Clusters, there is the established FTL lanes that are linked by wormhole gates. Nearby Clusters are considered Remote, and Clusters that are in a different sector of the Galaxy are considered Extreme. 
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<ParaStyle:NormalParagraphStyle>Clusters are usually around 200 to 500 light years in diameter, and 500 light years apart on average. For reference, the milky way galaxy is around 400,000 light years in circumference, 100,000 light years in diameter, and roughly 30,000 light years thick at it<0x2019>s thickest part in the center. Space is big.
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<ParaStyle:NormalParagraphStyle>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.
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<cSize:><cBaselineShift:><cFont:><ParaStyle:NormalParagraphStyle><TableStyle:\[Basic Table\]><TableStart:3,4:0:0<tCellDefaultCellType:Text>><ColStart:<tColAttrWidth:41.667322833499725>><ColStart:<tColAttrWidth:44.84317585199973>><ColStart:<tColAttrWidth:38.21194225900034>><ColStart:<tColAttrWidth:65.7500000000001>><RowStart:<tRowAttrHeight:24>><CellStyle:\[None\]><StylePriority:2><CellStart:1,1<tCellFillColor:Registration><tCellAttrFillTint:10>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center><cTypeface:Bold Italic>Distance<cTypeface:><pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:2><CellStart:1,1<tCellFillColor:Registration><tCellAttrFillTint:10>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center><cTypeface:Bold Italic>Time (days)<cTypeface:><pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:2><CellStart:1,1<tCellFillColor:Registration><tCellAttrFillTint:10>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center><cTypeface:Bold Italic>Fuel (units)<cTypeface:><pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:2><CellStart:1,1<tCellFillColor:Registration><tCellAttrFillTint:10>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center><cTypeface:Bold Italic>Tariff (Guilders)<cTypeface:><pTextAlignment:><CellEnd:><RowEnd:><RowStart:<tRowAttrHeight:14>><CellStyle:\[None\]><StylePriority:2><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1>><ParaStyle:NormalParagraphStyle>Remote<CellEnd:><CellStyle:\[None\]><StylePriority:2><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center>10<pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:2><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center>1<pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:2><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center>2000<pTextAlignment:><CellEnd:><RowEnd:><RowStart:<tRowAttrHeight:14><tRowAttrMinRowSize:14>><CellStyle:\[None\]><StylePriority:2><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1>><ParaStyle:NormalParagraphStyle>Extreme<CellEnd:><CellStyle:\[None\]><StylePriority:2><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center>20<pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:2><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center>3<pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:2><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center>5000<pTextAlignment:><CellEnd:><RowEnd:><TableEnd:>
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<ParaStyle:new move name>Drill-Space Drives 
<ParaStyle:NormalParagraphStyle><CharStyle:Char Bold>50,000 Guilders<CharStyle:>
<ParaStyle:NormalParagraphStyle>Drill-Space is the closest in nature to real-space, and while a Drill-Space Drive can get you around a star system in reasonable time, it takes it an extended period to travel to even nearby stars. While some crews will take the long trips to nearby star systems, most Drill-Space Drives are used for inter-system travel. Drill-Space travel is relatively safe, so long as you have the life support or cryo-pods for long journeys, and aren<0x2019>t in a hurry. The limited power of Drill-Space drives also means they are incapable of longer trips, since they burn out  if operated for too long. Drill-Space is referred to as drilling <0x2018>through<0x2019> normal space, due to the corkscrew coruscation of light that accompanies a ship entering and leaving Drill-Space.
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<ParaStyle:NormalParagraphStyle>When <CharStyle:Char Bold>you drill through Normal Space into Drill-Space to travel to a neighboring star system<CharStyle:>, 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.
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<ParaStyle:NormalParagraphStyle><pTextAlignment:Center><TableStyle:\[Basic Table\]><TableStart:2,3:0:0<tCellDefaultCellType:Text>><ColStart:<tColAttrWidth:62.82414698149999>><ColStart:<tColAttrWidth:62.82414698149999>><ColStart:<tColAttrWidth:64.82414698149994>><RowStart:<tRowAttrHeight:14>><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Registration><tCellAttrFillTint:10>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center><cTypeface:Bold Italic><cLeading:6.000000>Distance<cTypeface:><cLeading:><pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Registration><tCellAttrFillTint:10>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center><cTypeface:Bold Italic><cLeading:6.000000>Time (days)<cTypeface:><cLeading:><pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Registration><tCellAttrFillTint:10>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center><cTypeface:Bold Italic><cLeading:6.000000>Fuel (units)<cTypeface:><cLeading:><pTextAlignment:><CellEnd:><RowEnd:><RowStart:<tRowAttrHeight:14>><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1>><ParaStyle:NormalParagraphStyle><cLeading:6.000000>Neighbors<cLeading:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center><cLeading:6.000000>10<cLeading:><pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center><cLeading:6.000000>2<cLeading:><pTextAlignment:><CellEnd:><RowEnd:><TableEnd:>
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<ParaStyle:new move name>Sub-Space Drives 
<ParaStyle:NormalParagraphStyle><CharStyle:Char Bold>150,000 Guilders<CharStyle:>
<ParaStyle:NormalParagraphStyle>In Sub-Space, mass isn<0x2019>t as relevant as it is in normal space. This means that ships and their contents can travel faster than light and cover great distances. Sub-space is one of the slowest methods of FTL travel, but it is also one of the safest and most reliable. On average, for 1 Fuel, a Sub-Space drive can get you to a neighboring star system in 3 days. Sub-space if often referred to being <0x2019>under<0x2019> normal space, and ships are said to <0x2018>slip<0x2019> or <0x2018>drop<0x2019> into sub-space. These terms have little to do with the physics used to interact with sub-space.
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<ParaStyle:NormalParagraphStyle>When <CharStyle:Char Bold>you plot a course within the local cluster and engage your sub-space drive<CharStyle:>, roll+Drive. On a 10+ you get there on time and without any complications. On a 7-9, you get there, but choose 1:
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<ParaStyle:bullets moves>It took twice as long as you expected.
<ParaStyle:bullets moves>Trouble has found you, the SM will tell you what.
<ParaStyle:bullets moves>A ship system has malfunctioned, the SM will tell you what.
<ParaStyle:bullets moves>You had to burn hard, expend twice the fuel. (This option may only be chosen if you have the required fuel)
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<ParaStyle:NormalParagraphStyle><pTextAlignment:Center><TableStyle:\[Basic Table\]><TableStart:4,3:0:0<tCellDefaultCellType:Text>><ColStart:<tColAttrWidth:62.82414698149999>><ColStart:<tColAttrWidth:62.82414698149999>><ColStart:<tColAttrWidth:64.82414698149994>><RowStart:<tRowAttrHeight:14>><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Registration><tCellAttrFillTint:10>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center><cTypeface:Bold Italic>Distance<cTypeface:><pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Registration><tCellAttrFillTint:10>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center><cTypeface:Bold Italic>Time (days)<cTypeface:><pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Registration><tCellAttrFillTint:10>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center><cTypeface:Bold Italic>Fuel (units)<cTypeface:><pTextAlignment:><CellEnd:><RowEnd:><RowStart:<tRowAttrHeight:14>><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1>><ParaStyle:NormalParagraphStyle>Neighbors<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center>3<pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center>1<pTextAlignment:><CellEnd:><RowEnd:><RowStart:<tRowAttrHeight:14>><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1>><ParaStyle:NormalParagraphStyle>Local<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center>6<pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center>2<pTextAlignment:><CellEnd:><RowEnd:><RowStart:<tRowAttrHeight:14>><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1>><ParaStyle:NormalParagraphStyle>Distant<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center>12<pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center>4<pTextAlignment:><CellEnd:><RowEnd:><TableEnd:>
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<ParaStyle:new move name>Hyper-Space Drives 
<ParaStyle:Paragraph Bold>200,000 Guilders
<ParaStyle:NormalParagraphStyle>In Hyper-Space, distance is distorted between locations in normal space. Usually, this means two locations in normal space are dozens of light years closer to each other in Hyper-space, though distances seem to fluctuate to a degree, and sometimes change dramatically and suddenly in unpredictable ways, which can shorten or extend the time of your journey, or give you interstellar turbulence resulting in a very rough ride. Hyper-space is also home to many strange objects and organisms that can board or latch on to invading normal-space objects like your ship. Hyper-space is often referred to as being <0x2018>above<0x2019> normal space, and ships are described as <0x2018>jumping<0x2019> to hyper-space, though these terms have little to do with the actual physics involved. On average, for 1 fuel, you can travel around 10 light years in a day.
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<ParaStyle:NormalParagraphStyle>When y<CharStyle:Char Bold>ou power up your Hyper Drive to jump to Hyper Space<CharStyle:>, roll+Drive. On a 10+, you travel with minimal complications, choose 1. On a 7-9, you get there, but it<0x2019>s a rough ride. Choose 2:
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<ParaStyle:bullets moves>You don<0x2019>t come out exactly where you expected.
<ParaStyle:bullets moves>One of your ship systems has been damaged.
<ParaStyle:bullets moves>You<0x2019>ve picked up an unlikely passenger.
<ParaStyle:bullets moves>All crew members are Rattled for the duration of the trip.
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<ParaStyle:NormalParagraphStyle><pTextAlignment:Center><TableStyle:\[Basic Table\]><TableStart:5,3:0:0<tCellDefaultCellType:Text>><ColStart:<tColAttrWidth:62.82414698149999>><ColStart:<tColAttrWidth:62.82414698149999>><ColStart:<tColAttrWidth:64.82414698149994>><RowStart:<tRowAttrHeight:14>><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Registration><tCellAttrFillTint:10>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center><cTypeface:Bold Italic>Distance<cTypeface:><pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Registration><tCellAttrFillTint:10>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center><cTypeface:Bold Italic>Time (days)<cTypeface:><pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Registration><tCellAttrFillTint:10>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center><cTypeface:Bold Italic>Fuel (units)<cTypeface:><pTextAlignment:><CellEnd:><RowEnd:><RowStart:<tRowAttrHeight:14>><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1>><ParaStyle:NormalParagraphStyle>Neighbors<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center>2<pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center>1<pTextAlignment:><CellEnd:><RowEnd:><RowStart:<tRowAttrHeight:14>><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1>><ParaStyle:NormalParagraphStyle>Local<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center>4<pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center>2<pTextAlignment:><CellEnd:><RowEnd:><RowStart:<tRowAttrHeight:14>><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1>><ParaStyle:NormalParagraphStyle>Distant<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center>8<pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center>4<pTextAlignment:><CellEnd:><RowEnd:><RowStart:<tRowAttrHeight:14>><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1>><ParaStyle:NormalParagraphStyle>Remote<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center>12<pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center>5<pTextAlignment:><CellEnd:><RowEnd:><TableEnd:>
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<ParaStyle:new move name>Warp-Space Drives 
<ParaStyle:Paragraph Bold>100,000 Guilders
<ParaStyle:NormalParagraphStyle>Warp space is the strangest and most dangerous way to travel between the stars. In warp-space, mass, distance, and time have less relevance than normal space. This can allow ships to travel vast distances, but the trip is rarely easy or uneventful. Warp-space is ever shifting and full of hostile organisms that do not follow the same natural laws that normal space natives do. It is possible for your ship to come out somewhere and some-when completely different from what you intended, and the ship and crew may be forever changed and warped themselves by the journey. On average, when it works, for 1 Fuel Warp-space can reliably take you up to 150 light years in 2 days.
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<ParaStyle:NormalParagraphStyle>When <CharStyle:Char Bold>you activate the highly unstable Warp Drive and take a precarious trip through Warp Space<CharStyle:>, roll+Drive. On a 10+, you made it out! Choose 2. On a 7-9, that was a very close call, choose 3:
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<ParaStyle:bullets moves>The ship has been invaded, infested, or infected by something hostile.
<ParaStyle:bullets moves>You don<0x2019>t know where or when you came out...
<ParaStyle:bullets moves>A system has been damaged.
<ParaStyle:bullets moves>Someone has suffered a mutation.
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<ParaStyle:NormalParagraphStyle><pTextAlignment:Center><TableStyle:\[Basic Table\]><TableStart:6,3:0:0<tCellDefaultCellType:Text>><ColStart:<tColAttrWidth:62.82414698149999>><ColStart:<tColAttrWidth:62.82414698149999>><ColStart:<tColAttrWidth:64.82414698149994>><RowStart:<tRowAttrHeight:14>><CellStyle:\[None\]><StylePriority:2><CellStart:1,1<tCellFillColor:Registration><tCellAttrFillTint:10>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center><cTypeface:Bold Italic>Distance<cTypeface:><pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:2><CellStart:1,1<tCellFillColor:Registration><tCellAttrFillTint:10>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center><cTypeface:Bold Italic>Time (days)<cTypeface:><pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:2><CellStart:1,1<tCellFillColor:Registration><tCellAttrFillTint:10>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center><cTypeface:Bold Italic>Fuel (units)<cTypeface:><pTextAlignment:><CellEnd:><RowEnd:><RowStart:<tRowAttrHeight:14>><CellStyle:\[None\]><StylePriority:2><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1>><ParaStyle:NormalParagraphStyle>Neighbors<CellEnd:><CellStyle:\[None\]><StylePriority:2><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center>1<pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:2><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center>2<pTextAlignment:><CellEnd:><RowEnd:><RowStart:<tRowAttrHeight:14>><CellStyle:\[None\]><StylePriority:2><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1>><ParaStyle:NormalParagraphStyle>Local<CellEnd:><CellStyle:\[None\]><StylePriority:2><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center>2<pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:2><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center>4<pTextAlignment:><CellEnd:><RowEnd:><RowStart:<tRowAttrHeight:14>><CellStyle:\[None\]><StylePriority:2><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1>><ParaStyle:NormalParagraphStyle>Distant<CellEnd:><CellStyle:\[None\]><StylePriority:2><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center>3<pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:2><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center>6<pTextAlignment:><CellEnd:><RowEnd:><RowStart:<tRowAttrHeight:14>><CellStyle:\[None\]><StylePriority:2><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1>><ParaStyle:NormalParagraphStyle>Remote<CellEnd:><CellStyle:\[None\]><StylePriority:2><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center>5<pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:2><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center>10<pTextAlignment:><CellEnd:><RowEnd:><RowStart:<tRowAttrHeight:14>><CellStyle:\[None\]><StylePriority:2><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1>><ParaStyle:NormalParagraphStyle>Extreme<CellEnd:><CellStyle:\[None\]><StylePriority:2><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center>10<pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:2><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center>20<pTextAlignment:><CellEnd:><RowEnd:><TableEnd:>
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<ParaStyle:New Title>Running Impulse Drive: A Framework
<ParaStyle:NormalParagraphStyle>Running a game of Impulse Drive is built on these: the SMs agenda, principles, and Calls. The agenda is what you set out to do when you sit down at the table. The principles are the guides that keep you focused on that agenda. 
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<ParaStyle:NormalParagraphStyle>The SMs Calls are the concrete, moment-to-moment things you do to move the game going forward. You<0x2019>ll make Calls when players miss their rolls, when the rules call for it, and whenever the players look to you to see what happens. Your Calls keep the fiction consistent and the game<0x2019>s action moving going forward.
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<ParaStyle:new move name>How to be the Space Master
<ParaStyle:NormalParagraphStyle>When you gather with your group to play Impulse Drive, you do these things:
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<ParaStyle:Gear \& Vehicles><CharStyle:Char Italic>Describe the situation.
<CharStyle:><ParaStyle:Gear \& Vehicles><CharStyle:Char Italic>Follow the Rules.
<CharStyle:><ParaStyle:Gear \& Vehicles><CharStyle:Char Italic>Make Calls.
<CharStyle:><ParaStyle:Gear \& Vehicles><CharStyle:Char Italic>Exploit your Prep.<CharStyle:>
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<ParaStyle:NormalParagraphStyle>The players have the easy part. They just say what their characters think, say and do, and maintain their character and ship sheets. You have a little more to do. You say everything else. That sounds like a lot, but what exactly is it?
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<ParaStyle:NormalParagraphStyle>First and foremost, you <CharStyle:Char Bold>describe the immediate situation around the players at all times<CharStyle:>. This is how you start a session, how you get things rolling after a snack break, get back on track after a great joke: tell them what the situation is in concrete terms.
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<ParaStyle:NormalParagraphStyle>Use detail and senses to draw them in. The situation isn<0x2019>t just <0x201C><CharStyle:Char Italic>A security guard shouts at you<0x201D><CharStyle:>, it<0x2019>s <CharStyle:Char Italic><0x201C>An overweight security guard waves at you ineffectually, shouting out at you to stop between wheezing breaths.<0x201D><CharStyle:> You can leverage a lack of information, too. The hum of a weapon charging and shuffling feet, for instance.
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<ParaStyle:NormalParagraphStyle>The situation around them is rarely <CharStyle:Char Italic><0x201C>Everything<0x2019>s great, nothing to worry about.<0x201D><CharStyle:> They<0x2019>re adventurers going on adventures<0x2014>give them something to react to.
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<ParaStyle:NormalParagraphStyle>When you describe the situation, always end with <CharStyle:Char Italic><0x201C>What do you do?<0x201D><CharStyle:> Impulse Drive is about drama, action, and adventure! Portray a situation that demands a response.
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<ParaStyle:NormalParagraphStyle>From the get-go make sure to <CharStyle:Char Bold>follow the rules<CharStyle:>. This means your SM rules, sure, but also keep an eye on the players<0x2019> moves. It<0x2019>s everyone<0x2019>s responsibility to watch for when a move has been triggered, including you. Stop the players and ask if they mean to trigger the rules when it sounds like that<0x2019>s what they<0x2019>re doing.
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<ParaStyle:NormalParagraphStyle>Part of following the rules is <CharStyle:Char Bold>making Calls<CharStyle:>. Your Calls are different than the player moves and we<0x2019>ll describe them in detail in a bit. Your Calls are specific things you can do to change the flow of the game.
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<ParaStyle:NormalParagraphStyle>In all of these things, <CharStyle:Char Bold>exploit your prep<CharStyle:>. At times you<0x2019>ll know something the players don<0x2019>t yet know. You can use that knowledge to help you make Calls. Maybe the Warhorse tries to snipe at a pirate and draws unwanted attention. They don<0x2019>t know that the attention that just fell on them was the unblinking gaze of a security drone for the complex they are infiltrating, but you do.
<ParaStyle:New Title>Agenda, Principles, and Calls: 
<ParaStyle:New Title>Rules for the Space Master
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<ParaStyle:New Title Sub>Agenda
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<ParaStyle:bullets moves><pTextAlignment:Center><cSize:10.000000>Fill the void of Space with danger and excitement.
<cSize:><pTextAlignment:><ParaStyle:bullets moves><pTextAlignment:Center><cSize:10.000000>Show how big Space is, and how small the PCs are.
<cSize:><pTextAlignment:><ParaStyle:bullets moves><pTextAlignment:Center><cSize:10.000000>Play to find out what happens.
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<ParaStyle:NormalParagraphStyle>Everything you say and do at the table (and away from the table, too) exists to accomplish these three goals and no others. Things that aren<0x2019>t on this list aren<0x2019>t your goals. You<0x2019>re not trying to beat the players or test their ability to solve complex traps. You<0x2019>re not here to give the players a chance to explore your finely crafted setting. You<0x2019>re not trying to kill the players (though their enemies might be). You<0x2019>re most certainly not here to tell everyone a planned-out story.
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<ParaStyle:Harm title>Fill the void of Space with danger and excitement.
<ParaStyle:NormalParagraphStyle>Your first Agenda is to <CharStyle:Char Bold>Fill the void of space with danger and excitement<CharStyle:>. Impulse Drive is all about struggle, adventure, and conflict both internal and external. It<0x2019>s about the adventures of a crew of misfits on a spaceship, as they attempt to earn enough money on the fringes of the law to pay the massive debt they owe. It<0x2019>s your job to participate in that by showing the players a world in which their characters can find that adventure. While the universe at large may keep on going without the player characters, they are the lens through which you and the players will explore it, and events will eventually orbit them as they get involved. It<0x2019>s up to you to portray the fantastic and alien elements of that universe. Show the players the wonders of the universe they<0x2019>re in and encourage them to react to it. Encourage your players to get involved. Use their Foibles to find things they<0x2019>re interested in, and make them a part of the situation they face.
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<ParaStyle:Harm title>Show how big Space is, and how small the PCs are
<ParaStyle:NormalParagraphStyle><CharStyle:Char Bold>Showing how big Space is, and how small the PCs are<CharStyle:> means dwarfing them with scale. Large ships beside their tiny vessel, huge fleets, crowds of people, sprawling dense mega-cities, domed habitats, vast barren wastelands. Also cramp them and confine them with claustrophobic corridors, tiny cells, dimly lit mining sites, and crowded, strange alien spaces.
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<ParaStyle:Harm title>Play to find out what happens.
<ParaStyle:NormalParagraphStyle>Impulse Drive never presumes player actions. Impulse Drive portrays a setting in motion<0x2014>someplace significant with groups, individuals, and creatures big and small pursuing their own goals. As the players come into conflict with that setting and its denizens, action is inevitable. You<0x2019>ll honestly portray the repercussions of that action.
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<ParaStyle:NormalParagraphStyle>This is how you <CharStyle:Char Bold>play to find out what happens<CharStyle:>. You<0x2019>re sharing in the fun of finding out how the characters react to and change the world you<0x2019>re portraying. You<0x2019>re all participants in a great space opera that<0x2019>s unfolding. So really, don<0x2019>t plan too hard. The rules of the game will fight you. It<0x2019>s fun to see how things unfold, trust us.
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<ParaStyle:New Title Sub>Always Say
<ParaStyle:NormalParagraphStyle>You need to balance a lot of priorities as the Space Master, and it won<0x2019>t always be clear in what direction you need to steer in any given moment. A good way to clarify what you need to say is to always say:
<ParaStyle:bullets moves><pTextAlignment:Center><cSize:10.000000>What the Principles demand.
<cSize:><pTextAlignment:><ParaStyle:bullets moves><pTextAlignment:Center><cSize:10.000000>What honesty demands.
<cSize:><pTextAlignment:><ParaStyle:bullets moves><pTextAlignment:Center><cSize:10.000000>What the rules demand.
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<ParaStyle:NormalParagraphStyle>Always be scrupulous, even generous with the truth. The players depend on you to give them real information they can really use, about their characters<0x2019> surroundings, about what<0x2019>s happening when and where. It<0x2019>s the same with the games rules: play with integrity and an open hand. The players are entitled to the full benefit of their moves, their rolls, and their characters strengths and resources. Don<0x2019>t cheat them, don<0x2019>t weasel, don<0x2019>t play gotcha. When you players know they can trust you and the system, they will be more comfortable taking risks.
<ParaStyle:New Title Sub>Principles
<ParaStyle:bullets moves><pTextAlignment:Center><cSize:10.000000>Embrace the senses, describe sights, sounds and smells.
<cSize:><pTextAlignment:><ParaStyle:bullets moves><pTextAlignment:Center><cSize:10.000000>Show the fragility of life in space.
<cSize:><pTextAlignment:><ParaStyle:bullets moves><pTextAlignment:Center><cSize:10.000000>Make the Galaxy behave consistently to its own rules.
<cSize:><pTextAlignment:><ParaStyle:bullets moves><pTextAlignment:Center><cSize:10.000000>Explore the Galaxy with your players during play.
<cSize:><pTextAlignment:><ParaStyle:bullets moves><pTextAlignment:Center><cSize:10.000000>Create interesting dilemmas, not interesting plots.
<cSize:><pTextAlignment:><ParaStyle:bullets moves><pTextAlignment:Center><cSize:10.000000>Address yourself to the Characters, not the Players.
<cSize:><pTextAlignment:><ParaStyle:bullets moves><pTextAlignment:Center><cSize:10.000000>Make your SM Call, but don<0x2019>t speak it<0x2019>s name.
<cSize:><pTextAlignment:><ParaStyle:bullets moves><pTextAlignment:Center><cSize:10.000000>Treat your ideas and NPCs as expendable.
<cSize:><pTextAlignment:><ParaStyle:bullets moves><pTextAlignment:Center><cSize:10.000000>Give everyone a name. Make your NPCs real people, and your monsters truly Alien.
<cSize:><pTextAlignment:><ParaStyle:bullets moves><pTextAlignment:Center><cSize:10.000000>Ask provocative questions and build on the answers.
<cSize:><pTextAlignment:><ParaStyle:bullets moves><pTextAlignment:Center><cSize:10.000000>Provide opportunities for decisive action.
<cSize:><pTextAlignment:><ParaStyle:bullets moves><pTextAlignment:Center><cSize:10.000000>Be a fan of the characters.
<cSize:><pTextAlignment:><ParaStyle:bullets moves><pTextAlignment:Center><cSize:10.000000>Think Cinematically.
<cSize:><pTextAlignment:><ParaStyle:bullets moves><pTextAlignment:Center><cSize:10.000000>Think offscreen, too.
<cSize:><pTextAlignment:><ParaStyle:bullets moves><pTextAlignment:Center><cSize:10.000000>Begin and end with the fiction.
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<ParaStyle:Harm title>Embrace the senses, describe sights, sounds and smells.
<ParaStyle:NormalParagraphStyle><CharStyle:Char Bold>Embrace the senses <CharStyle:>means describing the world around the players in terms of what they see, hear, smell, and feel. Engaging the players through their characters senses will bring the universe you are exploring to life, and give them important clues in how they can interact with it. To help you with this, get into the habit of thinking about the world around you in terms of your senses, check out the Inspiring Media section of the book on page XX to get a feel for what the kind of setting you<0x2019>re going for looks like.
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<ParaStyle:NormalParagraphStyle>The void of space is dark and hostile.<CharStyle:Char Bold> Show the fragility of life in space<CharStyle:> by exposing the crew and the people around them to the consequences of vacuum, hostile and unstable environments, and violence. Fill the game with danger from the environment and from opposing characters or groups. Break stuff and put bystanders in danger when weapons are fired, show the devastation of a vehicle or ship crashing, keep danger an ever present companion to the crew.
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<ParaStyle:Harm title>Make the Galaxy behave consistently to its own rules
<ParaStyle:NormalParagraphStyle><CharStyle:Char Bold>Make the Galaxy behave consistently to its own rules<CharStyle:> means making sure you don<0x2019>t contradict what has already been established to be true. This is everything from how FTL travel works, to the look and sound of weapons in your game, to NPCs behaving consistently. The easiest way to do this is take notes about the things you and the players say.
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<ParaStyle:NormalParagraphStyle><CharStyle:Char Bold>Explore the Galaxy with your players<CharStyle:> means that you don<0x2019>t plan out every detail of the galaxy beforehand. Use your prep to get an idea of what exists and how it may behave, but leave spaces for more people, places, creatures, and situations to come up during play. You can<0x2019>t plan for every possible outcome, so don<0x2019>t. Don<0x2019>t worry, Impulse Drive is designed to help you improvise as you explore the galaxy with your players. Let the rules guide you and the players when you enter uncharted territory.
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<ParaStyle:Harm title>Create interesting dilemmas, not interesting plots
<ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:Char Bold>Create interesting dilemmas, not interesting plots<CharStyle:> ties directly back to your Agenda; <CharStyle:Letter V\:Char Bold>Play to find out what happens<CharStyle:>. It can be likened to setting up a bunch of dominoes, pregnant with potential energy and ready to crash into each other at the slightest nudge. You don<0x2019>t know exactly what will happen when one of the dominoes is nudged, but you know what<0x2019>s at stake. Look at what has been established, and find conflicts that exist. When you add something to the universe, look at what it wants, and what it does to get its desires, and how those desires conflict with other parts of the universe. Find the points of tension between groups, NPCs, and the players. Think of interesting situations or dilemmas that bring those conflicts into light, and pose them as a question.
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<ParaStyle:NormalParagraphStyle><0x201C>What will happen if the containment field fails?<0x201D>, <0x201C>Who wants Rigger dead?<0x201D> <0x201C>Who will win the turf war between the Red Hands and Suer<0x2019>s Rats?<0x201D> <0x201C>Who will get caught in the crossfire?<0x201D> <0x201C>How did Xenia get involved?<0x201D>
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<ParaStyle:NormalParagraphStyle>You don<0x2019>t want to answer these questions right now, though you may already have some ideas. The answers will solidify in play. People are pattern recognition machines, and the dots will seem to connect automatically as you play and you and the player explore these interesting dilemmas.
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<ParaStyle:Harm title>Address yourself to the Characters, not the Players
<ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:Char Bold>Address yourself to the Characters, not the Players<CharStyle:> is all about helping everyone get into their characters. You will want to do this when describing the universe and the situation, and will help you Embrace the senses. It isn<0x2019>t always important to do this, and it can help to break out at times when you need to discuss something at the player level. <0x201C>Samus, the pirate clicks its mandibles angrily, and fires an energy bolt at you!<0x201D> is part of the situation. <0x201C>Sarah, which advanced move did you take last time?<0x201D> is an out of character rules discussion. Treating your players as people when you need to is important sometimes for clarity, but also sometimes to check in with someone if they<0x2019>re not having a good time.
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<ParaStyle:Harm title>Make your SM Call, but dont speak its name
<ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:Char Bold>Make your SM Call, but don<0x2019>t speak it<0x2019>s name<CharStyle:> is about maintaining the fiction you<0x2019>re building with the players. You and the players will refer to player moves by their names all the time, and that<0x2019>s fine so long as it accompanies the fiction. When you make a Call, though, you only need to speak of how it<0x2019>s affecting the situation with your description. The players don<0x2019>t need to know if you<0x2019>re showing danger approaching, or using up their resources, or giving them a tough choice. Just present it by telling them what their senses perceive, describing consequences and stakes at what they can expect when necessary, and letting the conversation flow naturally. The SM Calls are there for you to figure out what you say next.
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<ParaStyle:Harm title>Treat your ideas and NPCs as expendable. 
<ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:Char Bold>Treat your ideas and NPCs as expendable. <CharStyle:>Kill your darlings. Be prepared to let go of everything you love, because player characters are designed to crush dreams and smash the status quo to atoms. This principle is here to reinforce create interesting dilemmas, not interesting plots. You<0x2019>re not playing to tell the players the cool story you wrote, and your NPCs are very mortal. All of your ideas and NPCs are things you may get to use, but won<0x2019>t get to keep, so don<0x2019>t be precious about them. 
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<ParaStyle:NormalParagraphStyle>Avery Mcdaldno said it best in Monsterhearts:
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<ParaStyle:NormalParagraphStyle><CharStyle:Char Italic><0x201C>Think of the characters you play as stolen cars. You<0x2019>re in control of them for a time, but you don<0x2019>t own them and you can<0x2019>t really keep them. You hold onto them for as long as they<0x2019>re fun and useful, and abandon them when they become dead weight.
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<CharStyle:><ParaStyle:NormalParagraphStyle><CharStyle:Char Italic>The other players, they own their characters, and are loyal to them. that isn<0x2019>t the case for you. Joyride your characters. Play them recklessly, and play them knowing that they aren<0x2019>t going to last. If you do so, you<0x2019>ll have constant drama, constant violence, and constant chaos. That<0x2019>s ideal.<0x201D><CharStyle:>
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<ParaStyle:Harm title>Give everyone a name. Make your NPCs real people, and your monsters truly alien. 
<ParaStyle:NormalParagraphStyle>Anytime someone or something in your world has the spotlight shone on it, give it some life. Give it a name or a nickname. Keep in mind what it wants, or what trait makes it unique. People are generally simple. They have straightforward wants and needs, and their own tools for getting them in situations. You don<0x2019>t need all of this straight away, start with a name and a basic description, and see how it goes from there. If the players are more interested in an NPC, you get to explore it along with them, and they will collect more details.
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<ParaStyle:Harm title>Ask provocative questions and build on the answers. 
<ParaStyle:NormalParagraphStyle>Part of playing to find out what happens is explicitly not knowing everything, and being curious. If you don<0x2019>t know something, or you don<0x2019>t have an idea, ask the players and use what they say.
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<ParaStyle:NormalParagraphStyle>The easiest question to use is <0x201C>What do you do?<0x201D> Whenever you make a move, end with <0x201C>What do you do?<0x201D> You don<0x2019>t even have to ask the person you made the move against. Take that chance to shift the focus elsewhere: <0x201C>Mordin<0x2019>s armor cracks and shatters from the cyborg<0x2019>s blow and he<0x2019>s thrown back. Vargas, Mordin was protecting your left flank, but now the cyborg<0x2019>s right there.  What are you doing now that it<0x2019>s bearing down on you?<0x201D>
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<ParaStyle:NormalParagraphStyle>Be curious about the players characters. When they encounter something new, ask them what they make of it. If someone is an expert, ask them what they know, or what they<0x2019>re looking for. When a crew member<0x2019>s foible, hook, or relationship comes into focus, ask them about it, and what it means to them.
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<ParaStyle:Harm title>Provide opportunities for decisive action.
<ParaStyle:NormalParagraphStyle>The Crew, the Players characters are dangerous individuals charged with potential energy and exciting possibilities. Look where they are strong, and present them challenges to act. Look at the Foibles they have written, the things they players have said are important or interesting to them about heir character, and give them opportunities to explore them. Look where the characters are vulnerable or fallible, and push there. 
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<ParaStyle:NormalParagraphStyle>Find out what the characters care about, and put it in peril. Give them opponents to face down, authorities to deal with, innocent bystanders to save, impress, or horrify. Give them strange and alien locations and circumstances to puzzle out or be awed by. Present the characters with opportunities to get what they want, and place a challenging situation between them and it. Find out what happens when your player interact with all of the elements and that potential energy is released in ways you may not expect!
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<ParaStyle:Harm title>Be a fan of the characters.
<ParaStyle:NormalParagraphStyle>Think of the players<0x2019> characters as protagonists in a story you might see on TV. Cheer for their victories and lament their defeats. You<0x2019>re not here to push them in any particular direction, merely to participate in fiction that features them and their action. Get excited to see what happens when they<0x2019>re faced with challenges that may be their undoing. Enjoy the tension you and the players feel when the stakes are high and everything<0x2019>s on the line. Being a fan doesn<0x2019>t mean giving the characters everything they want or making it easy for them. It<0x2019>s about getting excited to see them get involved in the world around them and how they change it, and the world changes them. Think about the TV shows you watch. Characters are at their most interesting when the stakes are high and the tension is about to break on a crucial roll.
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<ParaStyle:Harm title>Think Cinematically.
<ParaStyle:NormalParagraphStyle>Think cinematically can be an overall thing, and drill down to the moments. You<0x2019>re encouraged to think of the conversation you have while playing Impulse Drive as a series of scenes in a movie or a TV series. You skip over the parts that don<0x2019>t need a scene for, or you can have a montage when you want to show someone doing something or getting ready for something over time. You can also describe certain cinematic techniques to enhance the action <0x201C>on-screen<0x201D> Cuts or fades between scenes, camera angles for dramatic moments or shifting focus or the spotlight.
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<ParaStyle:Harm title>Think offscreen, too.
<ParaStyle:NormalParagraphStyle>Just because you<0x2019>re a fan of the characters doesn<0x2019>t mean everything happens right in front of them. Sometimes your best move is in the next room, or somewhere else in the ship, or even on another planet. Make your move elsewhere and show its effects when they come into the spotlight. Think about the trail of destruction and drama the crew has left in their wake, or the different groups and NPCs in conflict, and what<0x2019>s happening elsewhere.
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<ParaStyle:Harm title>Begin and end with the fiction
<ParaStyle:NormalParagraphStyle>Everything you and the players do in Impulse Drive comes from and leads to fictional events. When the players make a move, they take a fictional action to trigger it or a fictional situation triggers it, apply the rules, and get a fictional effect. When you make a move it always comes from the fiction.
<ParaStyle:New Title Sub>SM Calls<cLeading:-1.000000>
<cLeading:><ParaStyle:NormalParagraphStyle>Whenever everyone looks to you to see what happens choose one of these. Each Call is something that occurs in the fiction of the game<0x2014>they aren<0x2019>t code words or special terms. <0x201C>Use up their resources<0x201D> literally means to expend the resources of the characters, for example.
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<ParaStyle:bullets moves><pTextAlignment:Center><cSize:10.000000>Use an NPC, Location, or Ship Call.
<cSize:><pTextAlignment:><ParaStyle:bullets moves><pTextAlignment:Center><cSize:10.000000>Divide them.
<cSize:><pTextAlignment:><ParaStyle:bullets moves><pTextAlignment:Center><cSize:10.000000>Deliver bad news.
<cSize:><pTextAlignment:><ParaStyle:bullets moves><pTextAlignment:Center><cSize:10.000000>Give them a tough choice to make.
<cSize:><pTextAlignment:><ParaStyle:bullets moves><pTextAlignment:Center><cSize:10.000000>Put something vital in danger.
<cSize:><pTextAlignment:><ParaStyle:bullets moves><pTextAlignment:Center><cSize:10.000000>Deal Harm.
<cSize:><pTextAlignment:><ParaStyle:bullets moves><pTextAlignment:Center><cSize:10.000000>Show danger approaching.
<cSize:><pTextAlignment:><ParaStyle:bullets moves><pTextAlignment:Center><cSize:10.000000>Offer an opportunity, with or without a cost.
<cSize:><pTextAlignment:><ParaStyle:bullets moves><pTextAlignment:Center><cSize:10.000000>Hint at danger elsewhere.
<cSize:><pTextAlignment:><ParaStyle:bullets moves><pTextAlignment:Center><cSize:10.000000>Use up their resources.
<cSize:><pTextAlignment:><ParaStyle:bullets moves><pTextAlignment:Center><cSize:10.000000>Destabilize the environment. 
<cSize:><pTextAlignment:><ParaStyle:bullets moves><pTextAlignment:Center><cSize:10.000000>Tell them the possible consequences and ask.<cSize:>
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<ParaStyle:NormalParagraphStyle>Never speak the name of your Call (that<0x2019>s one of your principles). Make it a real thing that happens to them: <0x201C>As you dodge the cyborg<0x2019>s pneumatic fist, you slip and land hard. Your pistol goes sliding across the gangplank with a clatter. You think you saw where it went but the cyborg is lumbering your way. What do you do?<0x201D>
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<ParaStyle:NormalParagraphStyle>No matter what Call you make, always follow up with <0x201C>What do you do?<0x201D> Your Calls are a way of fulfilling your agenda<0x2014>part of which is to <CharStyle:Char Bold>ill the void of space with danger and excitement<CharStyle:>. When a grenade goes wild or the floor drops out from under them the crew reacts or suffers the consequences of inaction.
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<ParaStyle:new move name>When to Make a Call
<ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:Char Bold>You make a Call:<CharStyle:>
<ParaStyle:bullets tags>When everyone looks to you to find out what happens
<ParaStyle:bullets tags>When the players give you a golden opportunity
<ParaStyle:bullets tags>When they roll a 6-
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<ParaStyle:NormalParagraphStyle>Generally when the players are just looking at you to find out what happens you make a soft Call, otherwise you make a hard Call.
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<ParaStyle:NormalParagraphStyle>A soft Call is one without immediate, irrevocable consequences. That usually means it<0x2019>s something not all that bad, like revealing that there<0x2019>s more information if they can just get the fence to talk (offer an opportunity with cost). It can also mean that it<0x2019>s something bad, but they have time to avoid it, like having a grenade land nearby, counting down a timer before it blows (show signs of an approaching threat) with a chance for them to dodge out of danger.
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<ParaStyle:NormalParagraphStyle>A soft Call ignored becomes a golden opportunity for a hard Call. If the players do nothing about the grenade sitting there on the ground it<0x2019>s a golden opportunity to use the deal Harm Call.
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<ParaStyle:NormalParagraphStyle>Hard Call, on the other hand, have immediate consequences. Dealing Harm is almost always a hard Call, since it means they suffer Harm that won<0x2019>t be recovered without some action from the players.
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<ParaStyle:NormalParagraphStyle>When you have a chance to make a hard Call you can opt for a soft one instead if it better fits the situation. Sometimes things just work out for the best.
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<ParaStyle:new move name>Hard Calls and soft Calls.
<ParaStyle:Paragraph Bold>When you make a soft SM Call, all three:
<ParaStyle:bullets tags> It follows logically from the fiction.
<ParaStyle:bullets tags> It gives the player an opportunity to react.
<ParaStyle:bullets tags> It sets you up for a future harder Call.
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<ParaStyle:NormalParagraphStyle><CharStyle:Char Italic><cTypeface:Bold Italic>Say what happens but stop before the effect, then ask <0x201C>What do you do?<0x201D><cTypeface:>
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<ParaStyle:Paragraph Bold>When you make a hard SM Call, both:
<ParaStyle:bullets tags> It follows logically from the fiction.
<ParaStyle:bullets tags> It<0x2019>s irrevocable
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<ParaStyle:NormalParagraphStyle><CharStyle:Char Italic><cTypeface:Bold Italic>Say what happens, including the effect, then ask <0x201C>What do you do?<0x201D><cTypeface:><CharStyle:>
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<ParaStyle:new move name>Choosing a Call
<ParaStyle:NormalParagraphStyle>To choose a Call, start by looking at the obvious consequences of the action that triggered it. If you already have an idea, think on it for a second to make sure it fits your agenda and principles and then do it. Let your Calls snowball. Build on the success or failure of the characters<0x2019> moves and on your own previous Calls.
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<ParaStyle:NormalParagraphStyle>If your first instinct is that this won<0x2019>t hurt them now, but it<0x2019>ll come back to bite them later, great! That<0x2019>s part of your principles (think offscreen too). Make a note of and reveal it when the time is right.
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<ParaStyle:new move name>Making your Call
<ParaStyle:NormalParagraphStyle>When making a Call, keep your principles in mind. In particular, never speak the name of your Call and address the characters, not the players. Your Calls are not mechanical actions happening around the table. They are concrete events happening to the characters in the fictional world you are describing.
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<ParaStyle:NormalParagraphStyle>Note that <0x201C>deal Harm<0x201D> is a move, but other moves may include Harm as well. When you fall a great distance and hit the floor hard, you take Harm as surely as if you had been shot by an Assault Rifle.
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<ParaStyle:NormalParagraphStyle>After every Call you make, always ask <0x201C>What do you do?<0x201D>
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<ParaStyle:Harm title>Use an NPC, Location, or Ship Call.
<ParaStyle:NormalParagraphStyle>Many NPCs will have specialized Calls that describe how they behave. Some of the calls will be direct descriptions of behavior like <0x201C>Look for an angle for some illicit pay<0x201D> or <0x201C>Rely and threats or bullying outsiders and subordinates.<0x201D> Other calls will have a trigger and a behavior, an <0x201C>If, then<0x201D> statement, like  <0x201C>Call for reinforcements when you don<0x2019>t have the advantage.<0x201D> Or <0x201C>When they defeat your physical form, return later and elsewhere.<0x201D> If a player move says something like their oppnent gets to attack, make an aggressive Call with that NPC.
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<ParaStyle:NormalParagraphStyle>Ships and some Locations will also have specialized calls associated with them that work in the same way as NPC calls. These are a great way to show how these people, places, and things are unique compared to the rest of the universe.
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<ParaStyle:Harm title>Divide Them
<ParaStyle:NormalParagraphStyle>There are few things worse than being in the middle of a raging battle with a swarm of giant blood-thirsty insects on all sides<0x2014>one of those things is being in the middle of that battle with no one at your back.
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<ParaStyle:NormalParagraphStyle>Dividing the characters can mean anything from being pushed apart in the heat of battle to being teleported to the far end of the ship. Whatever way it occurs, it<0x2019>s bound to cause problems.
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<ParaStyle:Harm title>Deliver bad news
<ParaStyle:NormalParagraphStyle>Bad news is a fact the players wish wasn<0x2019>t true: that the alarm has been triggered, maybe, or that the terrified civilian is actually a spy. Reveal to the players just how much trouble they<0x2019>re in.
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<ParaStyle:Harm title>Give them a tough choice to make.
<ParaStyle:NormalParagraphStyle>A tough choice is when you tell them two dangerous or undesirable situations they<0x2019>re faced with, and they only have the opportunity to stop one. The tougher the choice, the more intense the drama. 
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<ParaStyle:Harm title>Put something vital in danger.
<ParaStyle:NormalParagraphStyle>Put them, or someone or something they care about in danger. Look at their foibles and see what they care about. Challenge a belief they have, or put their heart<0x2019>s desire on the edge of oblivion. This Call is above all others, a call to action for the players characters.
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<ParaStyle:Harm title>Deal Harm.
<ParaStyle:NormalParagraphStyle>When you deal Harm, choose one source of Harm that<0x2019>s fictionally threatening a character and apply it. In combat with a security drone? It blasts you. Stepped on a mine? It blows up.
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<ParaStyle:NormalParagraphStyle>The amount of Harm is decided by the source. In some cases, this Call might involve trading Harm both ways, with the character also dealing Harm.
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<ParaStyle:NormalParagraphStyle>When a Crew Member is in danger of being Harmed, and you don<0x2019>t have an existing reference for how much Harm to deal, consult the following and tell them:
<ParaStyle:bullets moves><cTypeface:Bold Italic><cSize:11.000000>Reasonably weak:<cTypeface:><cSize:><cSize:11.000000> 1 Harm
<cSize:><ParaStyle:bullets moves><cTypeface:Bold Italic><cSize:11.000000>Somewhat dangerous:<cTypeface:><cSize:><cSize:11.000000> 2 Harm
<cSize:><ParaStyle:bullets moves><cTypeface:Bold Italic><cSize:11.000000>Very dangerous:<cTypeface:><cSize:><cSize:11.000000> 3 Harm
<cSize:><ParaStyle:bullets moves><cTypeface:Bold Italic><cSize:11.000000>Extremely dangerous:<cTypeface:><cSize:><cSize:11.000000> 4 Harm
<cSize:><ParaStyle:bullets moves><cTypeface:Bold Italic><cSize:11.000000>Lethal:<cTypeface:><cSize:><cSize:11.000000> 5 Harm.<cSize:>
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<ParaStyle:Harm title>Show danger approaching.
<ParaStyle:NormalParagraphStyle>This is one of your most versatile Calls. <0x201C>Danger<0x201D> means anything bad that<0x2019>s on the way. With this move, you just show them that something<0x2019>s going to happen unless they do something about it.
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<ParaStyle:Harm title>Offer an opportunity, with or without a cost.
<ParaStyle:NormalParagraphStyle>Show them something they want: riches, power, glory. If you want, you can associate some cost with it too, of course.
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<ParaStyle:NormalParagraphStyle>Remember to lead with the fiction. You don<0x2019>t say, <0x201C>This area isn<0x2019>t dangerous so you can land here, if you<0x2019>re willing to take the time.<0x201D> You make it a solid fictional thing and say, <0x201C>The asteroid is secluded, with a nice deep crevasse that would hide the ship from sensors. You could put down and make some more substantial repairs to the ship, but you know the informant will reach colonized space in the next few days. What do you do?<0x201D>
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<ParaStyle:Harm title>Hint at danger elsewhere.
<ParaStyle:NormalParagraphStyle>This Call is for showing that the universe is bigger than the crew, and that there<0x2019>s more going on in other locations. It can be everything from a strange signal coming from deep in space or sensor reading, twinkles of light showing a space battle hours or days of travel away. or an explosion heard in the distance, to a short scene showing events from another perspective. This can be done to help you and the players establish stakes for something that<0x2019>s happening now, or a situation the group cares about. Keep these scenes as short vignettes, showing a part of something, a moment here or there. It<0x2019>s a hint of the danger elsewhere, not exposition.
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<ParaStyle:Harm title>Use up their resources.
<ParaStyle:NormalParagraphStyle>Surviving in space, or anywhere dangerous, often comes down to supplies. With this Call, something happens to use up some resource: weapons, armor, healing, fuel, life support, Guilders. You don<0x2019>t always have to use it up permanently. A shotgun might just be overheated or flung to the other side of the room, not destroyed.
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<ParaStyle:Harm title>Destabilize the environment. 
<ParaStyle:NormalParagraphStyle>The players may think they<0x2019>re on solid ground, but they<0x2019>re not. Shift the ground from under them, start a fire, decompress a section of the ship, have something explode, release a toxic gas, or disrupt the fabric of space with a gravitational phenomenon. But destabilizing the environment can be more metaphysical. Perhaps a nervous police officer<0x2019>s panicked shot turns a peaceful protest into a riot, or a tense negotiation between rival factions erupts in a bloody free-for-all. This call is all about disrupting the status quo, and showing the fragility of life in space.
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<ParaStyle:Harm title>Tell them the possible consequences and ask.
<ParaStyle:NormalParagraphStyle>This Call is particularly good when they want something that<0x2019>s not covered by a move, or they<0x2019>ve failed a move. They can do it, sure, but they<0x2019>ll have to pay the price. Or, they can do it, but there will be consequences. Maybe they can leap under the closing bulkhead before the bomb goes off, but they<0x2019>ll have to leave something important or useful behind, like their gun. Of course, this is made clear to the characters, not just the players: the you have fractions of a second, and the military droid has hold of your rifle<0x2019>s barrel, for example.
<ParaStyle:New Title>Getting ready to Play
<ParaStyle:NormalParagraphStyle>The first session of a game of Impulse Drive begins with character creation. Character creation is also world creation, the details of the character sheets and the questions that you ask establish what the world of Impulse Drive is like - who lives in it and what is going on.
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<ParaStyle:NormalParagraphStyle>This section is for the SM so it<0x2019>s addressed to you<0x2014>the SM. For the players, the first session is just like every other. They just have to play their characters like real people and explore Impulse Drive. You have to do a little more in the first session. You establish the world and the threats the players will face.
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<ParaStyle:new move name>Prep
<ParaStyle:NormalParagraphStyle>Before the first session, you<0x2019>ll need to print some stuff. Print off:
<ParaStyle:bullets tags>A few copies of the Crew Reference sheets.
<ParaStyle:bullets tags>One copy of each class sheet, double-sided
<ParaStyle:bullets tags>A copy of the move quick reference guide for each player and the SM
<ParaStyle:bullets tags>The Notes sheets
<ParaStyle:bullets tags>The SM sheets
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<ParaStyle:NormalParagraphStyle>You<0x2019>ll also need to read this whole book, especially the sections on being a Space Master (SM Calls) and the basic moves. It<0x2019>s a good idea to be acquainted with the class moves too, so you can be prepared for them. Go over the sections on NPCs and Groups, but you don<0x2019>t need to create any yet.
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<ParaStyle:NormalParagraphStyle>Think about fantastic worlds, strange science, and bizarre aliens. Remember the games you played and the stories you told. Watch some movies, read some comics; get space opera into your brain.
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<ParaStyle:NormalParagraphStyle>What you bring to the first session, ideas-wise, is up to you. At the very least bring your head full of ideas. That<0x2019>s the bare minimum. If you like you can plan a little more. Maybe think of an approaching conflict, and the forces pushing for it, a basic job to get started with, or some aliens you<0x2019>d like to use.
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<ParaStyle:NormalParagraphStyle>If you<0x2019>ve got some spare time on your Hands you can even imagine specific locations to start in.
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<ParaStyle:NormalParagraphStyle>The one thing you absolutely can<0x2019>t bring to the table is a planned storyline or plot. You don<0x2019>t know the heroes or the world before you sit down to play so planning anything concrete is just going to frustrate you. It also conflicts with your agenda: play to find out what happens.
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<ParaStyle:New Title Sub>Getting Started
<ParaStyle:NormalParagraphStyle>When everyone shows up for the first session briefly introduce Impulse Drive to anyone who hasn<0x2019>t played before. Cover the mechanical basis of moves. Have a discussion about the setting, what will be in the game and what won<0x2019>t. Introduce the character classes, help players pick their classes, and walk them through character creation.
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<ParaStyle:NormalParagraphStyle>Your role during character creation is threefold: help everyone, ask questions, and take notes. When a player makes a choice<0x2014>particularly for their bonds<0x2014>ask them about it. Get more detail. Think about what these details mean.
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<ParaStyle:NormalParagraphStyle>You should also set expectations: the players are to play their characters as people<0x2014>skilled individuals taking on dangerous missions, but real people. Your role is to play the rest of the world as a dynamic, changing place. Go through the players agenda and principles, and tell them your agenda.
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<ParaStyle:NormalParagraphStyle>Some questions commonly come up during character creation. You should be ready to answer them:
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<ParaStyle:Harm title>Are the characters friends? 
<ParaStyle:NormalParagraphStyle>No, not necessarily, but they do work together as a crew of their ship for common goals. Their reasons for pursuing those goals may be different, but they manage to work together.
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<ParaStyle:Harm title>Whats Guilders? 
<ParaStyle:NormalParagraphStyle>Guilders are the currency of the galaxy at large. It<0x2019>s good pretty much everywhere. It<0x2019>ll buy you mundane stuff, like pistols and ship fuel and food. The special stuff, like strange, ancient technology, isn<0x2019>t for sale. Not for Guilders, anyway<0x2026>
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<ParaStyle:Harm title>Is the SM trying to kill us? 
<ParaStyle:NormalParagraphStyle>No. The SMs job is to portray the world and the things in it and the world is a very dangerous place. You might die. That doesn<0x2019>t mean the SM is out to get you.
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<ParaStyle:NormalParagraphStyle>During this entire process, especially character creation, ask questions. Look for interesting facts established by the characters<0x2019> hooks, foibles, moves, archetypes, and descriptions and ask about those things. Be curious! When someone mentions the invaders that slaughtered their culture find out more about them. After all, you don<0x2019>t have anything (except maybe a job or mission) and everything they give you is fuel for future adventures.
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<ParaStyle:NormalParagraphStyle>Also pay attention to the players<0x2019> questions. When mechanical questions come up answer them. When questions of setting or fiction come up your best bet is to turn those questions around. When a player says, <0x201C>Who is the Emperor of Adreni 4?,<0x201D> Say, <0x201C>I don<0x2019>t know. Who is it? What is she like?<0x201D> Collaborate with your players. Asking a question means it<0x2019>s something that interests them so work with them to make the answers interesting. Don<0x2019>t be afraid to say, <0x201C>I don<0x2019>t know<0x201D> and ask them the same questions. Work together to find a fantastic and interesting answer.
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<ParaStyle:NormalParagraphStyle>If you<0x2019>ve come to the table with some ideas about stuff you<0x2019>d like to see in the world, share them with the players. Their characters are their responsibility and the world is yours<0x2014>you<0x2019>ve got a lot of say in what lives in it. If you want the game to be about a hunt for the lost Promethean of eons past, say so! If the players aren<0x2019>t interested or they<0x2019>re sick to death of ancient advanced ruins, they<0x2019>ll let you know and you can work together to find some other way. You don<0x2019>t need pre-approval for everything but making sure everyone is excited about the broad strokes of the world is a great start.
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<ParaStyle:NormalParagraphStyle>It<0x2019>s also a chance for people to say things that they as a person just don<0x2019>t want to deal with in a game. If a person expresses discomfort about a topic before or during the game, leave that thing out or fade to black over it, but don<0x2019>t dwell on it or interrogate it. We all have stuff we don<0x2019>t want to be around or deal with, and respecting the people you play with is important. Not all of this conversation has to be had straight away, just mentioning that if something uncomfortable comes up during play it<0x2019>s OK to say you<0x2019>re uncomfortable and you<0x2019>d rather leave it out or gloss over it is OK to do.
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<ParaStyle:NormalParagraphStyle>Once everyone has their characters created you can take a deep breath. Look back over the questions you<0x2019>ve asked and answered so far. You should have some notes that will point you towards what the game might look like. Look at what the players have brought to the table. Look to the ideas that<0x2019>ve been stewing away in your head. It<0x2019>s time for the adventure to begin!
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<ParaStyle:New Title>The First Session
<ParaStyle:NormalParagraphStyle>The first session is really about discovering the direction that future sessions will take. Throughout the first session keep your eye out for unresolved threats; note dangerous things that are mentioned but not dealt with. These will be fuel for sessions to come.
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<ParaStyle:NormalParagraphStyle>Start the session with a group of player characters (maybe all of them) in a tense situation. Use anything that demands action: in the airlock to a derelict ship, ambushed in a dirty alley, peeking through the crack in a door on board a hostile ship, or being chased on the outskirts of a star system. Ask questions right away<0x2014><0x201C>Who is the captain of this enemy ship you<0x2019>re on?<0x201D> Or <0x201C>Who<0x2019>s chasing your ship? Why are they so determined to catch you?<0x201D> If the situation stems directly from the characters and your questions, all the better.
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<ParaStyle:NormalParagraphStyle>Here<0x2019>s where the game starts. The players will start saying and doing things, which means they<0x2019>ll start making moves. For the first session you should watch especially carefully for when moves apply, until the players get the hang of it. Often, in the early sessions, the players will be most comfortable just narrating their actions<0x2014>this is fine. When a move triggers let them know. Say, <0x201C>It sounds like you<0x2019>re trying to<0x2026><0x201D> and then walk them through the move. Players looking for direction will look to their character sheet. When a player just says <0x201C>I hack and slash him<0x201D> be quick to ask, <0x201C>so what are you actually doing?<0x201D> Ask <0x201C>How?<0x201D> Or <0x201C>With what?<0x201D>
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<ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:Char Bold>For the first session, you have a few specific goals:<CharStyle:>
<ParaStyle:bullets tags>Establish details, describe.
<ParaStyle:bullets tags>Use what they give you.
<ParaStyle:bullets tags>Ask questions.
<ParaStyle:bullets tags>Leave blanks.
<ParaStyle:bullets tags>Look for interesting facts.
<ParaStyle:bullets tags>Help the players understand the moves.
<ParaStyle:bullets tags>Give each character a chance to shine.
<ParaStyle:bullets tags>Introduce NPCs.
<ParaStyle:bullets tags>Make note of the Crew<0x2019>s enemies.
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<ParaStyle:Harm title>Establish details, describe
<ParaStyle:NormalParagraphStyle>All the ideas and visions in your head don<0x2019>t really exist in the fiction of the game until you share them, describe them, and detail them. The first session is the time to establish the basics of what things look like, who<0x2019>s in charge, what they wear, what the world is like, what the immediate location is like. Describe everything but keep it brief enough to expand on later. Use a detail or two to make a description really stand out as real.
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<ParaStyle:Harm title>Use what they give you
<ParaStyle:NormalParagraphStyle>The best part of the first session is you don<0x2019>t have to come with anything concrete. You might have a job sketched out but the players provide the real meat<0x2014>use it. They<0x2019>ll emerge from the danger of that first job and when they do and their adrenaline ebbs off, you<0x2019>ll have built up an exciting world to explore with their help. Look at their bonds, their Foibles, their moves, how they answer your questions and use what you find to fill in the world around the characters.
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<ParaStyle:Harm title>Ask questions
<ParaStyle:NormalParagraphStyle>You<0x2019>re using what they give you, right? What if you need more? That<0x2019>s when you draw it out by asking questions. Poke and prod about specific things. Ask for reactions: <0x201C>What does Samus think about that?<0x201D> <0x201C>Is Cade doing something about it?<0x201D> If you ever find yourself at a loss, pause for a second and ask a question. Ask one character a question about another. When a character does something, ask how a different character feels or reacts. Questions will power your game and make it feel real and exciting. Use the answers you find to fill in what might happen next.
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<ParaStyle:Harm title>Leave blanks
<ParaStyle:NormalParagraphStyle>This is one of your principles, but it<0x2019>s especially true during the first session. Every blank is another cool thing waiting to happen; leave yourself a stock of them.
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<ParaStyle:Harm title>Look for interesting facts
<ParaStyle:NormalParagraphStyle>There are some ideas that, when you hear them, just jump out at you. When you hear one of those ideas, just write it down. When a player mentions the Forgotten Star Empire being the basis for his thesis, note it. That little fact is the seed for a whole world.
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<ParaStyle:Harm title>Pay Attention to characters Foibles
<ParaStyle:NormalParagraphStyle>Foibles are a way for players to tell you <0x201C>Hey, Space Master! I think this is interesting and I want to have stuff relate to it!<0x201D> It<0x2019>s how you can tell what challenges and questions you should pose to the Crew Members, the situations you should give them an opportunity to navigate. If Varik the Scoundrel writes about their staggering debt with the Madari Syndicate, have the Syndicate show up to cause them trouble.
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<ParaStyle:Harm title>Help the players understand the moves
<ParaStyle:NormalParagraphStyle>You<0x2019>ve already read the game, the players may not have, so it<0x2019>s up to you to help them if they need it. The fact is, they likely won<0x2019>t need it much. All they have to do is describe what their character does, the rules take care of the rest.
<ParaStyle:NormalParagraphStyle>The one place they may need some help is remembering the triggers for the moves. Keep an ear out for actions that trigger moves, like attacking in melee or consulting their expertise. After a few moves the players will likely remember them on their own.
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<ParaStyle:Harm title>Give each character a chance to shine
<ParaStyle:NormalParagraphStyle>As a fan of the characters (remember your agenda and principles?) You want to see them do what they do best. Give them a chance at this, not by tailoring every situation to their skills, but by filling the void of Space with danger and excitement (agenda again) where there are many solutions to every challenge.
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<ParaStyle:Harm title>Introduce NPCs
<ParaStyle:NormalParagraphStyle>NPCs bring the world to life. If every adversary does nothing more than attack and every merchant sets out their wares for simple payment the world is dead. Instead give your characters, especially those that the players show an interest in, life (principles, remember?). Introduce NPCs but don<0x2019>t protect them. The recently deceased Lawkeeper Captain  is just as useful for future adventures as the one who<0x2019>s still alive.
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<ParaStyle:Harm title>Make note of the Crews enemies.
<ParaStyle:NormalParagraphStyle>The Crew is going to have enemies. They will either be created in character creation through Foibles, or in play, as the crew interferes with NPCs and Groups agendas. Make note of transgressions the crew makes against others, and what those slights may cost the crew later. When it comes time to introduce a complication in a situation, look at what NPCs may be nearby, or who may have been sent after the Crew to settle a score.
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<ParaStyle:New Title>The Second Session and Beyond.
<ParaStyle:NormalParagraphStyle>Once you<0x2019>re done with the first session take some time to relax. Let ideas ferment. Don<0x2019>t rush into the next session.
<ParaStyle:NormalParagraphStyle>Once you<0x2019>ve had some time to relax and think over the first session it<0x2019>s time to prepare for the next session. Preparing for the second session takes a few minutes, maybe an hour if this is your first time. You<0x2019>ll create Jobs, maybe make some NPCs, Locations, or custom moves, and generally get an idea of what is going on in the system.
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<ParaStyle:new move name>Fallout and Consequences
<ParaStyle:NormalParagraphStyle>Look at the Crew<0x2019>s actions, and how they have impacted the local situation. Which groups and NPCs have suffered loss at the Hands of the Crew, and which ones have new opportunities. Who knows of the Crew<0x2019>s actions, and who would be interested to know? What evidence of the crew<0x2019>s actions have been left behind?
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<ParaStyle:new move name>Machinations and Disputes
<ParaStyle:NormalParagraphStyle>Look at the groups and powerful NPCs the crew has encountered, and think about what they might intend to do next. Look at any Instincts or Goals they have, and their connections. Who do they clash with? What do they try and secure? Who or what is put in danger or hurt in their disputes? What status quo is upset,. and what opportunities for new Jobs does this create?
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<ParaStyle:NormalParagraphStyle>Note these things down so you know where the situation is unstable, and what the stakes are next time you play. Make Jobs that express these instabilities, and make complications that relate to unfinished business from your previous sessions.
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<ParaStyle:new move name>Trouble left behind, Trouble that follows.
<ParaStyle:NormalParagraphStyle>The big thing about having a spaceship is that the Crew can just fly off to another system when things get too hot where they are. But that leaves a lot of trouble behind. Trouble may follow them in the form of bounties on their heads, or injured parties coming after them for retribution. But they also risk losing the things they care about behind. If your players leave a system behind, put a pin in that system with all of its complications, with a few notes of what will fester there, and what might come after them. 
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<ParaStyle:NormalParagraphStyle>Create new problems for your new system, roll some random components or use a pre-build system seed. Try to think of themes for systems, so that they feel different from each other. <0x201C>Crime<0x201D>, <0x201C>War<0x201D>,<0x201D>Revolution<0x201D>, <0x201C>Poverty<0x201D>, <0x201C>Order<0x201D>, <0x201C>Plague<0x201D>, <0x201C>Invasion<0x201D>, <0x201C>Doom<0x201D>, <0x201C>Mystery<0x201D>, <0x201C>Horror<0x201D>, <0x201C>Weird<0x201D>. 
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<ParaStyle:NormalParagraphStyle>Don<0x2019>t spend too long on this, since you won<0x2019>t know what<0x2019>s going to hook your players. Start with some seeds, some interesting NPCs, and some tense situations. Use the Location, NPC, and Group creation rules to get a feel for the new system and expand on it in the directions that interest your players.
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<ParaStyle:New Title>Making Locations, NPCs, and Groups.
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<ParaStyle:New Title Sub>Locations
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<ParaStyle:NormalParagraphStyle>Locations are the places, big and small, where your crew will travel and live out their lives.
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<ParaStyle:NormalParagraphStyle>Clusters, Systems, Worlds, Nebulae, and other objects in space serve as organizational tools and backdrops for the smaller locations where things will actually happen. A bridge aboard a ship, a bar on a waypoint space station, or a busy market on a primitive planet is where things will happen. The larger locations that are host to this smaller, more immediate location will inform who and what is there, what it looks like, and what<0x2019>s at stake.
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<ParaStyle:NormalParagraphStyle>When creating larger locations, paint with a broad brush. Note how they relate to other locations, NPCs, and groups, use the following tables to build a brief description of what makes it interesting, and leave it there.
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<ParaStyle:New Title Sub>Making Locations
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<ParaStyle:new move name>Objects in Space
<ParaStyle:bullets moves><pSpaceBefore:2.000000><CharStyle:big bold>Cluster<CharStyle:>: A large group of stars close to each other, that are 200 to 500 light years across
<pSpaceBefore:><ParaStyle:bullets moves><pSpaceBefore:2.000000><CharStyle:big bold>System<CharStyle:>: one or more stars orbited by various other Objects
<pSpaceBefore:><ParaStyle:bullets tags><pLeftIndent:42.000000><pSpaceBefore:7.000000><CharStyle:big bold>Single star system<CharStyle:>: a system with a single star.
<pLeftIndent:><pSpaceBefore:><ParaStyle:bullets tags><pLeftIndent:42.000000><CharStyle:big bold>Binary system<CharStyle:>: A system with two stars.
<pLeftIndent:><ParaStyle:bullets moves><pSpaceBefore:2.000000><CharStyle:big bold>Nebula<CharStyle:>: a very large cloud of dust and gas that exists in outer space, often a nursery for new stars and protostars. Nebulae often have a poetic name based on their appearance when viewed from a certain angle.
<pSpaceBefore:><ParaStyle:bullets moves><pSpaceBefore:2.000000><CharStyle:big bold>Black Hole<CharStyle:>: an area in space where the force of gravity is so strong that light and everything else around it is pulled into it
<pSpaceBefore:><ParaStyle:bullets moves><pSpaceBefore:2.000000><CharStyle:big bold>Rogue<CharStyle:>: A lonely, dark world or other strange object that doesn<0x2019>t orbit a star and is traveling through the void.
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<ParaStyle:new move name>Distance between Objects
<ParaStyle:bullets moves>Clusters near each other are always Remote.
<ParaStyle:bullets moves>Clusters far away from each other are always Extreme.
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<ParaStyle:new move name>Starmap
<ParaStyle:NormalParagraphStyle>When <CharStyle:Char Bold>you place a new System, Nebula, Black Hole, or Rogue object within or near a Cluster<CharStyle:>, choose a distance or roll 2D6. Assign that distance between the new object and an existing object:
<ParaStyle:bullets moves><CharStyle:big bold>10+: Neighbors 50L<CharStyle:><cTypeface:Bold Italic><cSize:12.000000><cFont:Alexis Bold Italic>
<cTypeface:><cSize:><cFont:><ParaStyle:NormalParagraphStyle>Galactic Neighbors are 50 Light Years or less away from each other. Neighbors may be referred to as a neighboring system.
<ParaStyle:bullets moves><CharStyle:big bold>8-9: Local 100L<CharStyle:>
<ParaStyle:NormalParagraphStyle>Local systems are generally between 50 and 100 Light Years apart.
<ParaStyle:bullets moves><CharStyle:big bold>6-7: Distant 200L<CharStyle:>
<ParaStyle:NormalParagraphStyle>Distant systems are between 100 and 200 light years apart, on the other side of the Cluster.
<ParaStyle:bullets moves><CharStyle:big bold>3-5: Remote 500L<CharStyle:>
<ParaStyle:NormalParagraphStyle>Systems at remote distances are generally outside of the Cluster, between 200 and 500 light years away. Distances between 2 neighboring clusters are Remote.
<ParaStyle:bullets moves><CharStyle:big bold>2: Extreme 100,000L<CharStyle:>
<ParaStyle:NormalParagraphStyle>Extreme systems are on the other side of the Galaxy, or well outside of the Galaxy.
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<ParaStyle:new move name>In a System
<ParaStyle:NormalParagraphStyle>Objects that are often found in a star system. These will often be used to help organize your smaller locations.
<ParaStyle:bullets moves><pSpaceBefore:2.000000><CharStyle:big bold>Star<CharStyle:>: A massive, hot ball of gas that produces light and exerts gravity. Often orbited by smaller objects.
<pSpaceBefore:><ParaStyle:bullets tags><pLeftIndent:45.000000><pSpaceBefore:3.000000><CharStyle:big bold>Supergiant<CharStyle:>: A massive, incredibly bright star. It<0x2019>s scale is hard for a sentient to grasp.
<pLeftIndent:><pSpaceBefore:><ParaStyle:bullets tags><pLeftIndent:45.000000><pSpaceBefore:3.000000><CharStyle:big bold>Blue Giant<CharStyle:>: A very large star giving off a bright blue light.
<pLeftIndent:><pSpaceBefore:><ParaStyle:bullets tags><pLeftIndent:45.000000><pSpaceBefore:3.000000><CharStyle:big bold>White Giant<CharStyle:>: A huge star giving off white light.
<pLeftIndent:><pSpaceBefore:><ParaStyle:bullets tags><pLeftIndent:45.000000><pSpaceBefore:3.000000><CharStyle:big bold>Yellow Dwarf<CharStyle:>: A small, steadily burning star, like Sol.
<pLeftIndent:><pSpaceBefore:><ParaStyle:bullets tags><pLeftIndent:45.000000><pSpaceBefore:3.000000><CharStyle:big bold>Orange Dwarf<CharStyle:>: A small star that sits between yellow and red dwarf stars in size and brightness.
<pLeftIndent:><pSpaceBefore:><ParaStyle:bullets tags><pLeftIndent:45.000000><pSpaceBefore:3.000000><CharStyle:big bold>Red Dwarf<CharStyle:>: A small star that gives off a dim red light
<pLeftIndent:><pSpaceBefore:><ParaStyle:bullets moves><pLeftIndent:45.000000><pSpaceBefore:3.000000><CharStyle:big bold>Pulsar<CharStyle:>: A post-supernova star that rotates and sends out regular pulses of radiation
<pLeftIndent:><pSpaceBefore:><ParaStyle:bullets moves><pLeftIndent:45.000000><pSpaceBefore:3.000000><CharStyle:big bold>Supernova<CharStyle:>: An exploding star that hurls light and matter into the surrounding space in a pyrotechnic display.
<pLeftIndent:><pSpaceBefore:><ParaStyle:bullets moves><pLeftIndent:45.000000><pSpaceBefore:3.000000><CharStyle:big bold>Proto-Star<CharStyle:>: A gas giant that may become a star if it gains enough mass.
<pLeftIndent:><pSpaceBefore:><ParaStyle:NormalParagraphStyle><CharStyle:big bold>
<CharStyle:><ParaStyle:bullets moves><pLeftIndent:4.999999><CharStyle:big bold>World<CharStyle:>: a planet or moon
<pLeftIndent:><ParaStyle:bullets moves><pLeftIndent:45.000000><pSpaceBefore:3.000000><CharStyle:big bold>Earth-like<CharStyle:>: A planet with a good coverage of land and liquid water, possibly with plant and animal life.
<pLeftIndent:><pSpaceBefore:><ParaStyle:bullets moves><pLeftIndent:45.000000><pSpaceBefore:3.000000><CharStyle:big bold>Airless Wasteland<CharStyle:>: It could have supported life, if only it had an atmosphere.
<pLeftIndent:><pSpaceBefore:><ParaStyle:bullets moves><pLeftIndent:45.000000><pSpaceBefore:3.000000><CharStyle:big bold>Poisonous Wasteland<CharStyle:>: It could have supported life were it not for all the poisonous gases in the atmosphere and surface.
<pLeftIndent:><pSpaceBefore:><ParaStyle:bullets moves><pLeftIndent:45.000000><pSpaceBefore:3.000000><CharStyle:big bold>Natural<CharStyle:>: The elements that make up this planet or it<0x2019>s distance from it<0x2019>s star(s) mean it<0x2019>s atmosphere can<0x2019>t support life.
<pLeftIndent:><pSpaceBefore:><ParaStyle:bullets moves><pLeftIndent:45.000000><pSpaceBefore:3.000000><CharStyle:big bold>Catastrophe<CharStyle:>: Some event in it<0x2019>s past filled it<0x2019>s atmosphere and surface with poisonous gases.
<pLeftIndent:><pSpaceBefore:><ParaStyle:bullets moves><pLeftIndent:45.000000><pSpaceBefore:3.000000><CharStyle:big bold>Hot Marble<CharStyle:>: A small, hot planet uncomfortably close to a star.
<pLeftIndent:><pSpaceBefore:><ParaStyle:bullets moves><pLeftIndent:45.000000><pSpaceBefore:3.000000><CharStyle:big bold>Gas Giant<CharStyle:>: a huge ball of gas. Often a resource for Fuel for ships.
<pLeftIndent:><pSpaceBefore:><ParaStyle:bullets moves><pLeftIndent:45.000000><pSpaceBefore:3.000000><CharStyle:big bold>Ice World<CharStyle:>: A cold world at the extremities of a system.
<pLeftIndent:><pSpaceBefore:><ParaStyle:bullets moves><pLeftIndent:45.000000><pSpaceBefore:3.000000><CharStyle:big bold>Artificial<CharStyle:>: It has been constructed by a technologically advanced Civilization, and may have a unique shape or environment.
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<ParaStyle:bullets moves><CharStyle:big bold>Asteroid Belt<CharStyle:>: A belt of huge rocks that orbit a star or planet
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<ParaStyle:bullets moves><CharStyle:big bold>Comet<CharStyle:>: a fast moving chunk of rock and ice that usually has a long, elliptical orbit around a star.
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<ParaStyle:bullets moves><CharStyle:big bold>Wormhole Gate<CharStyle:>: Large structures in space that use artificial wormholes to connect Clusters to each other. Often found in busy hub systems.
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<ParaStyle:new move name>Settlement
<ParaStyle:Paragraph Bold>A place or structure where people live.<cTypeface:Regular>
<cTypeface:><ParaStyle:Gear \& Vehicles><CharStyle:big bold>Station<CharStyle:>: <CharStyle:Char Italic>A structure in space where people live and/or work.
<CharStyle:><ParaStyle:Gear \& Vehicles><CharStyle:big bold>Domed<CharStyle:>: <CharStyle:Char Italic>It is domed, to ensure livable conditions on a hostile world.
<CharStyle:><ParaStyle:Gear \& Vehicles><CharStyle:big bold>Outpost<CharStyle:>: <CharStyle:Char Italic>A small settlement of 50 people or less.
<CharStyle:><ParaStyle:Gear \& Vehicles><CharStyle:big bold>Town<CharStyle:>: <CharStyle:Char Italic>A settlement with 50,000 people or less.
<CharStyle:><ParaStyle:Gear \& Vehicles><CharStyle:big bold>City<CharStyle:>: <CharStyle:Char Italic>A settlement with 500,000 people or less.
<CharStyle:><ParaStyle:Gear \& Vehicles><CharStyle:big bold>Metropolis<CharStyle:>: <CharStyle:Char Italic>A settlement with 2 million people or less.
<CharStyle:><ParaStyle:Gear \& Vehicles><CharStyle:big bold>Megalopolis<CharStyle:>: <CharStyle:Char Italic>A gigantic settlement with a billion people or less.
<CharStyle:><ParaStyle:Gear \& Vehicles><CharStyle:big bold>Hollows<CharStyle:>: <CharStyle:Char Italic>It is built into a hollowed out asteroid.<CharStyle:>
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<ParaStyle:new move name>Rooms 
<ParaStyle:Paragraph Bold>In a ship or on a station:<cTypeface:Regular>
<cTypeface:><ParaStyle:Gear \& Vehicles><CharStyle:big bold>Bridge<CharStyle:>: <CharStyle:Char Italic>Room housing consoles for operating much of the ship<0x2019>s systems. Captain and bridge crew operate and command the ship from the Bridge.
<CharStyle:><ParaStyle:Gear \& Vehicles><CharStyle:big bold>Quarters<CharStyle:>: <CharStyle:Char Italic>Personal living space for crew and passengers. May be individual rooms or shared spaces.
<CharStyle:><ParaStyle:Gear \& Vehicles><CharStyle:big bold>Cargo Bay<CharStyle:>: <CharStyle:Char Italic>A large compartment for storing cargo.
<CharStyle:><ParaStyle:Gear \& Vehicles>Engineering: <CharStyle:Char Italic>Room where the drive is housed and other systems can be accessed directly for repairs and maintenance.
<CharStyle:><ParaStyle:Gear \& Vehicles><CharStyle:big bold>Mess<CharStyle:>: <CharStyle:Char Italic>Communal space for eating and socialization.
<CharStyle:><ParaStyle:Gear \& Vehicles><CharStyle:big bold>Rec Room<CharStyle:>: <CharStyle:Char Italic>Room for recreational activities and exercise.<CharStyle:>	
<ParaStyle:Gear \& Vehicles><CharStyle:big bold>Research Lab<CharStyle:>: <CharStyle:Char Italic>Room with advanced equipment for experimentation and observation.<CharStyle:>
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<ParaStyle:new move name>Places In a Settlement
<ParaStyle:Gear \& Vehicles><CharStyle:big bold>Spaceport<CharStyle:>: <CharStyle:Char Italic>A Station or port in a city where ships can land to refuel, repair, and take on or sell passengers and cargo.
<CharStyle:><ParaStyle:Gear \& Vehicles><CharStyle:big bold>Hospital<CharStyle:>: <CharStyle:Char Italic>A place to go for medical assistance.
<CharStyle:><ParaStyle:Gear \& Vehicles><CharStyle:big bold>Bar<CharStyle:>: <CharStyle:Char Italic>A place to go to enjoy recreational drugs and casual socialization.
<CharStyle:><ParaStyle:Gear \& Vehicles><CharStyle:big bold>Headquarters<CharStyle:>: <CharStyle:Char Italic>Central location for an organization suited to their purpose.
<CharStyle:><ParaStyle:Gear \& Vehicles><CharStyle:big bold>Sacred<CharStyle:>: <CharStyle:Char Italic>It is considered sacred, holy, or significant by a group, often religious or historical in nature.
<CharStyle:><ParaStyle:Gear \& Vehicles><CharStyle:big bold>Market<CharStyle:>: <CharStyle:Char Italic>A centralized location for various merchants to sell goods and services.
<CharStyle:><ParaStyle:Gear \& Vehicles><CharStyle:big bold>Residential<CharStyle:>: <CharStyle:Char Italic>An area devoted to living spaces. It may be expansive, comfortable, suburban, or cramped.<CharStyle:>
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<ParaStyle:new move name>Interesting locations
<ParaStyle:Paragraph Bold>Use these ideas as inspirations to set scenes or make up your own ideas.
<ParaStyle:bullets tags>An isolated ruin, ancient and alien.
<ParaStyle:bullets tags>An unstable cave system.
<ParaStyle:bullets tags>A dirty side street, dimly lit.
<ParaStyle:bullets tags>A wealthy facility, clean, polished, and impressive.
<ParaStyle:bullets tags>A derelict dreadnought ship, adrift and abandoned.
<ParaStyle:bullets tags>A seedy bar, busy with illegitimate activity.
<ParaStyle:bullets tags>A customs checkpoint, with sensors and security drones or bored guards.
<ParaStyle:bullets tags>A cramped habitat building, grimy and overpopulated.
<ParaStyle:bullets tags>A dark warehouse, half filled with cargo containers.
<ParaStyle:bullets tags>A busy shopping center, filled with crowds.
<ParaStyle:bullets tags>A loud concert or live performance, filled with a diverse multitude of revellers.
<ParaStyle:bullets tags>An underground base for criminals or rebels.
<ParaStyle:bullets tags>A manicured garden, kept tidy and precise.
<ParaStyle:bullets tags>An overgrown jungle, with multicolored plants and a cacophony of calls from wildlife.
<ParaStyle:bullets tags>A crashed ship, billowing smoke and fire.
<ParaStyle:bullets tags>A barren desert, with oddly colored sand.
<ParaStyle:bullets tags>An exceptionally cold room full of data servers.
<ParaStyle:bullets tags>A digital space, familiar but strange.
<ParaStyle:bullets tags>A crowded docking station, overworked and under-supplied.
<ParaStyle:bullets tags>A cheap motel room, cramped and unsanitary.
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<ParaStyle:new move name>Tags for Locations:
<ParaStyle:NormalParagraphStyle>Location tags can help you quickly describe how a location behaves in regards to the fiction and some rules. Use this list as a starting point, but feel free to create your own tags that describe a location<0x2019>s unique properties or behavior.
<ParaStyle:Gear \& Vehicles><CharStyle:big bold>Restricted<CharStyle:><CharStyle:Char Bold>: <CharStyle:><CharStyle:Char Italic>Access is restricted to authorized persons only. Trespassers may be detained, or killed.<CharStyle:>
<ParaStyle:Gear \& Vehicles><CharStyle:big bold>Regulated<CharStyle:>: <CharStyle:Char Italic>It is illegal to carry weapons or wear armor in these areas.
<CharStyle:><ParaStyle:Gear \& Vehicles><CharStyle:Char Bold><cSize:10.000000>Lawless<cSize:><CharStyle:>: <CharStyle:Char Italic>There are no laws governing this place, or no authority to enforce them.
<CharStyle:><ParaStyle:Gear \& Vehicles><CharStyle:big bold>Peaceful<CharStyle:>:<CharStyle:Char Italic> Trouble or violence is rarely seen here.
<CharStyle:><ParaStyle:Gear \& Vehicles><CharStyle:big bold>Police State<CharStyle:>: <CharStyle:Char Italic>It is heavily policed and it<0x2019>s laws aggressively enforced.
<CharStyle:><ParaStyle:Gear \& Vehicles><CharStyle:big bold>Criminal<CharStyle:>: <CharStyle:Char Italic>Committing crimes and breaking laws is everyday.
<CharStyle:><ParaStyle:Gear \& Vehicles><CharStyle:big bold>Supply<CharStyle:>: __________:<CharStyle:Char Italic> It is easy to find this particular type of goods cheap.
<CharStyle:><ParaStyle:Gear \& Vehicles><CharStyle:big bold>Demand<CharStyle:>: _________: <CharStyle:Char Italic>It is hard to find this particular type of goods, and they fetch a high price.
<CharStyle:><ParaStyle:Gear \& Vehicles><CharStyle:big bold>Hub<CharStyle:>: <CharStyle:Char Italic>It is a center for commercial or cultural exchange and travel.
<CharStyle:><ParaStyle:Gear \& Vehicles><CharStyle:big bold>Fortified<CharStyle:>: <CharStyle:Char Italic>It has defenses that help it fend off attacks. 
<CharStyle:><ParaStyle:Gear \& Vehicles><CharStyle:big bold>Prison<CharStyle:>: <CharStyle:Char Italic>It is used to isolate criminals from society and punish them. 
<CharStyle:><ParaStyle:Gear \& Vehicles><CharStyle:big bold>Secret<CharStyle:>: <CharStyle:Char Italic>It<0x2019>s existence or whereabouts are not common knowledge.<CharStyle:>
<ParaStyle:Gear \& Vehicles><CharStyle:big bold>Hostile<CharStyle:>: <CharStyle:Char Italic>It is actively dangerous to those that enter it.<CharStyle:>
<ParaStyle:Gear \& Vehicles><CharStyle:big bold>Dark<CharStyle:>: <CharStyle:Char Italic>It is dark, with no light of it<0x2019>s own.<CharStyle:>
<ParaStyle:Gear \& Vehicles><CharStyle:big bold>Suffocating<CharStyle:>: <CharStyle:Char Italic>It has no atmosphere, or the atmosphere is toxic.<CharStyle:>
<ParaStyle:Gear \& Vehicles><CharStyle:big bold>Unstable<CharStyle:>: <CharStyle:Char Italic>It is in some way unstable and likely to collapse, explode, erupt, or otherwise change violently.<CharStyle:>
<ParaStyle:Gear \& Vehicles><CharStyle:big bold>Isolated<CharStyle:>: <CharStyle:Char Italic>It is remote or somewhere obscure and out of reach, requiring a difficult journey to get to.<CharStyle:>
<ParaStyle:Gear \& Vehicles><CharStyle:big bold>Pristine<CharStyle:>: <CharStyle:Char Italic>It is clean and orderly, without blemish or stain.<CharStyle:>
<ParaStyle:Gear \& Vehicles><CharStyle:big bold>Grimy<CharStyle:>: <CharStyle:Char Italic>It is dirty, rusty, covered in muck or grime.
<CharStyle:><ParaStyle:Gear \& Vehicles><CharStyle:big bold>Worn<CharStyle:>: <CharStyle:Char Italic>It looks old and scratched, as though it has seen hard use for a long time.
<CharStyle:><ParaStyle:Gear \& Vehicles><CharStyle:big bold>Abandoned<CharStyle:>: <CharStyle:Char Italic>Whatever used to live here has left, or died out. It may have fallen into disrepair, filled with dust and detritus, or been overgrown.
<CharStyle:><ParaStyle:Gear \& Vehicles><CharStyle:big bold>Diverse<CharStyle:>: <CharStyle:Char Italic>It is known for having a huge variety of cultures, species, and organizations.<CharStyle:>
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<ParaStyle:new move name>Connections
<ParaStyle:NormalParagraphStyle>Connection describe how the location relates to the crew, other locations, NPCs, and groups.
<ParaStyle:Paragraph Bold>Examples:
<ParaStyle:Gear \& Vehicles>It is home to: <CharStyle:Char Italic>(NPCs, Groups,)
<CharStyle:><ParaStyle:Gear \& Vehicles>It is owned by: <CharStyle:Char Italic>(NPC, Groups)
<CharStyle:><ParaStyle:Gear \& Vehicles>It is near:<CharStyle:Char Italic> (other locations)
<CharStyle:><ParaStyle:Gear \& Vehicles>It was built by: <CharStyle:Char Italic>(Groups, Cultures)
<CharStyle:><ParaStyle:Gear \& Vehicles>It is within: <CharStyle:Char Italic>(Locations)<CharStyle:>
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<ParaStyle:new move name>Description
<ParaStyle:NormalParagraphStyle>After using tags and connections to give your location it<0x2019>s qualities, write a brief description of a few sentences about what makes it notable. You will reference the description when you introduce the location to the players, or whenever you need to describe or reference something about it.
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<ParaStyle:NormalParagraphStyle>
<ParaStyle:New Title>NPCs
<ParaStyle:NormalParagraphStyle>
<ParaStyle:NormalParagraphStyle>NPCs are the people and creatures the crew will encounter on their travels. Some will be friendly or benign, others may be hostile or predatory. Most NPCs will have their own desire or goal, described in their Impulse. This is what informs the decisions they make and how they will act to fulfill their Impulse.
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<ParaStyle:NormalParagraphStyle>Treat your NPCs as real people and creatures. Let them follow their impulses around, and mostly care about their safety. When they have the advantage, they push it, and when they don<0x2019>t they back down. When things are hopeless and they<0x2019>re backed into a corner, they will act desperately
<ParaStyle:NormalParagraphStyle>
<ParaStyle:NormalParagraphStyle>When you make an NPC, whether it<0x2019>s before or between sessions or during play, write in enough to get started and fill in the blanks as you play with them. 
<ParaStyle:NormalParagraphStyle>
<ParaStyle:NormalParagraphStyle>Make your NPCs diverse. Whether they<0x2019>re aliens with unique physiology and cultures, or humans with mixed ancestry, names cobbled together from different cultures, and interesting accents. Give your NPCs quirks and behaviors that makes them stand out.
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<ParaStyle:new move name>Types of NPCs
<ParaStyle:Paragraph Bold>Here are a few example NPCs to help give you inspiration.
<ParaStyle:bullets tags>An everyday civilian, Only important if the crew interacts with them.
<ParaStyle:bullets tags>A brutish thug, protecting their territory with violence.
<ParaStyle:bullets tags>A wily merchant, ready to make a deal.
<ParaStyle:bullets tags>A feral animal, hungry, desperate, vicious, and scared.
<ParaStyle:bullets tags>A suspicious agent of the law, ready to believe the worst.
<ParaStyle:bullets tags>A terrifying monster, hidden, alien, and deadly.
<ParaStyle:bullets tags>A lazy security guard, underpaid and disinterested.
<ParaStyle:bullets tags>A businesslike pirate, happy to leave you alive if you let them take what they want.
<ParaStyle:bullets tags>A brutal Mercenary, ready and willing to kill for Guilders.
<ParaStyle:bullets tags>A faithful soldier, believing in their cause and their people.
<ParaStyle:bullets tags>A large predator, stealthy and cunning.
<ParaStyle:bullets tags>A curious drone, too nosy for it<0x2019>s own good.
<ParaStyle:bullets tags>A leader or commander, confident in their authority.
<ParaStyle:bullets tags>A petty con-artist, in way over their head.
<ParaStyle:bullets tags>A distracted scientist, caught up in their research.
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<ParaStyle:new move name>NPC Tags
<ParaStyle:bullets tags><CharStyle:Char Bold>Mechanical<CharStyle:>: All or part of it<0x2019>s body is mechanical.
<ParaStyle:bullets tags><CharStyle:Char Bold>Digital<CharStyle:>: It is a digital entity, existing in computer systems.
<ParaStyle:bullets tags><CharStyle:Char Bold>Intelligent<CharStyle:>: It<0x2019>s roughly as smart as an average person.
<ParaStyle:bullets tags><CharStyle:Char Bold>Superintelligent<CharStyle:>: It is magnitudes smarter than an average person.
<ParaStyle:bullets tags><CharStyle:Char Bold>Devious<CharStyle:>: It is good at deception or lying.
<ParaStyle:bullets tags><CharStyle:Char Bold>Amorphous<CharStyle:>: Its anatomy and organs are bizarre and unusual.
<ParaStyle:bullets tags><CharStyle:Char Bold>Cowardly<CharStyle:>: It prizes it<0x2019>s own survival above all else, and will only use violence if it knows it has an overwhelming advantage.
<ParaStyle:bullets tags><CharStyle:Char Bold>Fearless<CharStyle:>: It rarely shies away from a dangerous situation.
<ParaStyle:bullets tags><CharStyle:Char Bold>Mobile<CharStyle:>: It has a unique form of movement, and calls in unusual or surprising ways.
<ParaStyle:bullets tags><CharStyle:Char Bold>Stealthy<CharStyle:>: It is adept at sneaking and not being found.
<ParaStyle:bullets tags><CharStyle:Char Bold>Terrifying<CharStyle:>: It<0x2019>s presence and appearance evoke fear.
<ParaStyle:bullets tags><CharStyle:Char Bold>Extradimensional<CharStyle:>: It is from beyond the known world.
<ParaStyle:bullets tags><CharStyle:Char Bold>Swarm<CharStyle:>: It is made up of countless smaller organisms.
<ParaStyle:bullets tags><CharStyle:Char Bold>Small<CharStyle:>: It<0x2019>s half as large as an average person.
<ParaStyle:bullets tags><CharStyle:Char Bold>Large<CharStyle:>: It<0x2019>s much bigger than an average person.
<ParaStyle:bullets tags><CharStyle:Char Bold>Huge<CharStyle:>: It<0x2019>s massive, dwarfing an average person.
<ParaStyle:bullets tags><CharStyle:Char Bold>Ancient<CharStyle:>: it has existed longer than some civilizations.
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<ParaStyle:NormalParagraphStyle>
<ParaStyle:NormalParagraphStyle>
<ParaStyle:new move name>Impulse
<ParaStyle:NormalParagraphStyle>An NPCs Impulse is what they<0x2019>re driven to do. Either it<0x2019>s a goal they pursue, or a behavior that defines them.
<ParaStyle:NormalParagraphStyle>
<ParaStyle:NormalParagraphStyle>
<ParaStyle:NormalParagraphStyle><pTextAlignment:Center><TableStyle:\[Basic Table\]><TableStart:12,4:1:0<tCellDefaultCellType:Text>><ColStart:<tColAttrWidth:68.61889763875024>><ColStart:<tColAttrWidth:143.00000000000023>><ColStart:<tColAttrWidth:143.00000000000023>><ColStart:<tColAttrWidth:143.00000000000023>><RowStart:<tRowAttrHeight:23.6>><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Grey 10\%>><ParaStyle:new move name>Impulse<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Grey 10\%>><ParaStyle:Paragraph Bold><pTextAlignment:Center>1-2
<pTextAlignment:><ParaStyle:Paragraph Bold><pTextAlignment:Center>They Desire:<pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Grey 10\%>><ParaStyle:Paragraph Bold><pTextAlignment:Center>3-4
<pTextAlignment:><ParaStyle:Paragraph Bold><pTextAlignment:Center>They Fear:<pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Grey 10\%>><ParaStyle:Paragraph Bold><pTextAlignment:Center>5-6
<pTextAlignment:><ParaStyle:Paragraph Bold><pTextAlignment:Center>They Believe:<pTextAlignment:><CellEnd:><RowEnd:><RowStart:<tRowAttrHeight:23.6><tRowAttrMinRowSize:3>><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellAttrLeftInset:4><tCellAttrTopInset:4><tCellAttrRightInset:4><tCellAttrBottomInset:4><tCellFillColor:Grey 10\%><tTextCellVerticalJustification:1>><ParaStyle:Paragraph Bold><pTextAlignment:Center>2
<pTextAlignment:><ParaStyle:Paragraph Bold><pTextAlignment:Center>Destruction:<pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellAttrLeftInset:4><tCellAttrTopInset:4><tCellAttrRightInset:4><tCellAttrBottomInset:4><tCellFillColor:Paper><tCellAttrFillTint:-1><tTextCellVerticalJustification:1>><ParaStyle:Table Content>To kill and annihilate.<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellAttrLeftInset:4><tCellAttrTopInset:4><tCellAttrRightInset:4><tCellAttrBottomInset:4><tCellFillColor:Paper><tCellAttrFillTint:-1><tTextCellVerticalJustification:1>><ParaStyle:Table Content>Death.<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellAttrLeftInset:4><tCellAttrTopInset:4><tCellAttrRightInset:4><tCellAttrBottomInset:4><tCellFillColor:Paper><tCellAttrFillTint:-1><tTextCellVerticalJustification:1>><ParaStyle:Table Content>That all must be sacrificed to __________.<CellEnd:><RowEnd:><RowStart:<tRowAttrHeight:23.6><tRowAttrMinRowSize:3>><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellAttrLeftInset:4><tCellAttrTopInset:4><tCellAttrRightInset:4><tCellAttrBottomInset:4><tCellFillColor:Grey 10\%><tTextCellVerticalJustification:1>><ParaStyle:Paragraph Bold><pTextAlignment:Center>3
<pTextAlignment:><ParaStyle:Paragraph Bold><pTextAlignment:Center>Creation:<pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellAttrLeftInset:4><tCellAttrTopInset:4><tCellAttrRightInset:4><tCellAttrBottomInset:4><tCellFillColor:Paper><tCellAttrFillTint:-1><tTextCellVerticalJustification:1>><ParaStyle:Table Content>To give birth or create new life.<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellAttrLeftInset:4><tCellAttrTopInset:4><tCellAttrRightInset:4><tCellAttrBottomInset:4><tCellFillColor:Paper><tCellAttrFillTint:-1><tTextCellVerticalJustification:1>><ParaStyle:Table Content>That they will be surpassed.<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellAttrLeftInset:4><tCellAttrTopInset:4><tCellAttrRightInset:4><tCellAttrBottomInset:4><tCellFillColor:Paper><tCellAttrFillTint:-1><tTextCellVerticalJustification:1>><ParaStyle:Table Content>That their faith speaks of the true creation of all.<CellEnd:><RowEnd:><RowStart:<tRowAttrHeight:23.6><tRowAttrMinRowSize:3>><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellAttrLeftInset:4><tCellAttrTopInset:4><tCellAttrRightInset:4><tCellAttrBottomInset:4><tCellFillColor:Grey 10\%><tTextCellVerticalJustification:1>><ParaStyle:Paragraph Bold><pTextAlignment:Center>4
<pTextAlignment:><ParaStyle:Paragraph Bold><pTextAlignment:Center>Discovery:<pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellAttrLeftInset:4><tCellAttrTopInset:4><tCellAttrRightInset:4><tCellAttrBottomInset:4><tCellFillColor:Paper><tCellAttrFillTint:-1><tTextCellVerticalJustification:1>><ParaStyle:Table Content>To reveal the truth.<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellAttrLeftInset:4><tCellAttrTopInset:4><tCellAttrRightInset:4><tCellAttrBottomInset:4><tCellFillColor:Paper><tCellAttrFillTint:-1><tTextCellVerticalJustification:1>><ParaStyle:Table Content>Their secret will be revealed.<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellAttrLeftInset:4><tCellAttrTopInset:4><tCellAttrRightInset:4><tCellAttrBottomInset:4><tCellFillColor:Paper><tCellAttrFillTint:-1><tTextCellVerticalJustification:1>><ParaStyle:Table Content>That scientific logical deduction is the only way to understand.<CellEnd:><RowEnd:><RowStart:<tRowAttrHeight:23.6><tRowAttrMinRowSize:3>><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellAttrLeftInset:4><tCellAttrTopInset:4><tCellAttrRightInset:4><tCellAttrBottomInset:4><tCellFillColor:Grey 10\%><tTextCellVerticalJustification:1>><ParaStyle:Paragraph Bold><pTextAlignment:Center>5
<pTextAlignment:><ParaStyle:Paragraph Bold><pTextAlignment:Center>Passion:<pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellAttrLeftInset:4><tCellAttrTopInset:4><tCellAttrRightInset:4><tCellAttrBottomInset:4><tCellFillColor:Paper><tCellAttrFillTint:-1><tTextCellVerticalJustification:1>><ParaStyle:Table Content>To own, collect, or accrue wealth.<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellAttrLeftInset:4><tCellAttrTopInset:4><tCellAttrRightInset:4><tCellAttrBottomInset:4><tCellFillColor:Paper><tCellAttrFillTint:-1><tTextCellVerticalJustification:1>><ParaStyle:Table Content>The disinterest or pity of others.<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellAttrLeftInset:4><tCellAttrTopInset:4><tCellAttrRightInset:4><tCellAttrBottomInset:4><tCellFillColor:Paper><tCellAttrFillTint:-1><tTextCellVerticalJustification:1>><ParaStyle:Table Content>That life is for living and seeking pleasure.<CellEnd:><RowEnd:><RowStart:<tRowAttrHeight:23.6><tRowAttrMinRowSize:3>><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellAttrLeftInset:4><tCellAttrTopInset:4><tCellAttrRightInset:4><tCellAttrBottomInset:4><tCellFillColor:Grey 10\%><tTextCellVerticalJustification:1>><ParaStyle:Paragraph Bold><pTextAlignment:Center>6
<pTextAlignment:><ParaStyle:Paragraph Bold><pTextAlignment:Center>Hope:<pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellAttrLeftInset:4><tCellAttrTopInset:4><tCellAttrRightInset:4><tCellAttrBottomInset:4><tCellFillColor:Paper><tCellAttrFillTint:-1><tTextCellVerticalJustification:1>><ParaStyle:Table Content>To uplift or save the desperate.<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellAttrLeftInset:4><tCellAttrTopInset:4><tCellAttrRightInset:4><tCellAttrBottomInset:4><tCellFillColor:Paper><tCellAttrFillTint:-1><tTextCellVerticalJustification:1>><ParaStyle:Table Content>Oppression.<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellAttrLeftInset:4><tCellAttrTopInset:4><tCellAttrRightInset:4><tCellAttrBottomInset:4><tCellFillColor:Paper><tCellAttrFillTint:-1><tTextCellVerticalJustification:1>><ParaStyle:Table Content>That they are chosen, destined, or blessed.<CellEnd:><RowEnd:><RowStart:<tRowAttrHeight:23.6><tRowAttrMinRowSize:3>><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellAttrLeftInset:4><tCellAttrTopInset:4><tCellAttrRightInset:4><tCellAttrBottomInset:4><tCellFillColor:Grey 10\%><tTextCellVerticalJustification:1>><ParaStyle:Paragraph Bold><pTextAlignment:Center>7
<pTextAlignment:><ParaStyle:Paragraph Bold><pTextAlignment:Center>Despair:<pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellAttrLeftInset:4><tCellAttrTopInset:4><tCellAttrRightInset:4><tCellAttrBottomInset:4><tCellFillColor:Paper><tCellAttrFillTint:-1><tTextCellVerticalJustification:1>><ParaStyle:Table Content>To give up and fade into oblivion.<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellAttrLeftInset:4><tCellAttrTopInset:4><tCellAttrRightInset:4><tCellAttrBottomInset:4><tCellFillColor:Paper><tCellAttrFillTint:-1><tTextCellVerticalJustification:1>><ParaStyle:Table Content>Failure at every turn.<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellAttrLeftInset:4><tCellAttrTopInset:4><tCellAttrRightInset:4><tCellAttrBottomInset:4><tCellFillColor:Paper><tCellAttrFillTint:-1><tTextCellVerticalJustification:1>><ParaStyle:Table Content>That they are damned or cursed.<CellEnd:><RowEnd:><RowStart:<tRowAttrHeight:23.6><tRowAttrMinRowSize:3>><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellAttrLeftInset:4><tCellAttrTopInset:4><tCellAttrRightInset:4><tCellAttrBottomInset:4><tCellFillColor:Grey 10\%><tTextCellVerticalJustification:1>><ParaStyle:Paragraph Bold><pTextAlignment:Center>8
<pTextAlignment:><ParaStyle:Paragraph Bold><pTextAlignment:Center>Love:<pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellAttrLeftInset:4><tCellAttrTopInset:4><tCellAttrRightInset:4><tCellAttrBottomInset:4><tCellFillColor:Paper><tCellAttrFillTint:-1><tTextCellVerticalJustification:1>><ParaStyle:Table Content>To find true love.<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellAttrLeftInset:4><tCellAttrTopInset:4><tCellAttrRightInset:4><tCellAttrBottomInset:4><tCellFillColor:Paper><tCellAttrFillTint:-1><tTextCellVerticalJustification:1>><ParaStyle:Table Content>Loneliness and solitude.<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellAttrLeftInset:4><tCellAttrTopInset:4><tCellAttrRightInset:4><tCellAttrBottomInset:4><tCellFillColor:Paper><tCellAttrFillTint:-1><tTextCellVerticalJustification:1>><ParaStyle:Table Content>That good will prevail.<CellEnd:><RowEnd:><RowStart:<tRowAttrHeight:23.6><tRowAttrMinRowSize:3>><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellAttrLeftInset:4><tCellAttrTopInset:4><tCellAttrRightInset:4><tCellAttrBottomInset:4><tCellFillColor:Grey 10\%><tTextCellVerticalJustification:1>><ParaStyle:Paragraph Bold><pTextAlignment:Center>9
<pTextAlignment:><ParaStyle:Paragraph Bold><pTextAlignment:Center>Anger:<pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellAttrLeftInset:4><tCellAttrTopInset:4><tCellAttrRightInset:4><tCellAttrBottomInset:4><tCellFillColor:Paper><tCellAttrFillTint:-1><tTextCellVerticalJustification:1>><ParaStyle:Table Content>To have revenge.<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellAttrLeftInset:4><tCellAttrTopInset:4><tCellAttrRightInset:4><tCellAttrBottomInset:4><tCellFillColor:Paper><tCellAttrFillTint:-1><tTextCellVerticalJustification:1>><ParaStyle:Table Content>The violence of others.<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellAttrLeftInset:4><tCellAttrTopInset:4><tCellAttrRightInset:4><tCellAttrBottomInset:4><tCellFillColor:Paper><tCellAttrFillTint:-1><tTextCellVerticalJustification:1>><ParaStyle:Table Content>That the wicked or unworthy will be punished.<CellEnd:><RowEnd:><RowStart:<tRowAttrHeight:23.6><tRowAttrMinRowSize:3>><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellAttrLeftInset:4><tCellAttrTopInset:4><tCellAttrRightInset:4><tCellAttrBottomInset:4><tCellFillColor:Grey 10\%><tTextCellVerticalJustification:1>><ParaStyle:Paragraph Bold><pTextAlignment:Center>10
<pTextAlignment:><ParaStyle:Paragraph Bold><pTextAlignment:Center>Power:<pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellAttrLeftInset:4><tCellAttrTopInset:4><tCellAttrRightInset:4><tCellAttrBottomInset:4><tCellFillColor:Paper><tCellAttrFillTint:-1><tTextCellVerticalJustification:1>><ParaStyle:Table Content>To conquer.<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellAttrLeftInset:4><tCellAttrTopInset:4><tCellAttrRightInset:4><tCellAttrBottomInset:4><tCellFillColor:Paper><tCellAttrFillTint:-1><tTextCellVerticalJustification:1>><ParaStyle:Table Content>The weight of rulership.<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellAttrLeftInset:4><tCellAttrTopInset:4><tCellAttrRightInset:4><tCellAttrBottomInset:4><tCellFillColor:Paper><tCellAttrFillTint:-1><tTextCellVerticalJustification:1>><ParaStyle:Table Content>That those who rule are divinely chosen.<CellEnd:><RowEnd:><RowStart:<tRowAttrHeight:23.6><tRowAttrMinRowSize:3>><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellAttrLeftInset:4><tCellAttrTopInset:4><tCellAttrRightInset:4><tCellAttrBottomInset:4><tCellFillColor:Grey 10\%><tTextCellVerticalJustification:1>><ParaStyle:Paragraph Bold><pTextAlignment:Center>11
<pTextAlignment:><ParaStyle:Paragraph Bold><pTextAlignment:Center>Control:<pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellAttrLeftInset:4><tCellAttrTopInset:4><tCellAttrRightInset:4><tCellAttrBottomInset:4><tCellFillColor:Paper><tCellAttrFillTint:-1><tTextCellVerticalJustification:1>><ParaStyle:Table Content>To impose law and order.<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellAttrLeftInset:4><tCellAttrTopInset:4><tCellAttrRightInset:4><tCellAttrBottomInset:4><tCellFillColor:Paper><tCellAttrFillTint:-1><tTextCellVerticalJustification:1>><ParaStyle:Table Content>The loss of their freedom.<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellAttrLeftInset:4><tCellAttrTopInset:4><tCellAttrRightInset:4><tCellAttrBottomInset:4><tCellFillColor:Paper><tCellAttrFillTint:-1><tTextCellVerticalJustification:1>><ParaStyle:Table Content>That order is required for peace.<CellEnd:><RowEnd:><RowStart:<tRowAttrHeight:23.6><tRowAttrMinRowSize:3>><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellAttrLeftInset:4><tCellAttrTopInset:4><tCellAttrRightInset:4><tCellAttrBottomInset:4><tCellFillColor:Grey 10\%><tTextCellVerticalJustification:1>><ParaStyle:Paragraph Bold><pTextAlignment:Center>12
<pTextAlignment:><ParaStyle:Paragraph Bold><pTextAlignment:Center>Chaos: <pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellAttrLeftInset:4><tCellAttrTopInset:4><tCellAttrRightInset:4><tCellAttrBottomInset:4><tCellFillColor:Paper><tCellAttrFillTint:-1><tTextCellVerticalJustification:1>><ParaStyle:Table Content>To pull down a government.<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellAttrLeftInset:4><tCellAttrTopInset:4><tCellAttrRightInset:4><tCellAttrBottomInset:4><tCellFillColor:Paper><tCellAttrFillTint:-1><tTextCellVerticalJustification:1>><ParaStyle:Table Content>Anarchy and chaos.<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellAttrLeftInset:4><tCellAttrTopInset:4><tCellAttrRightInset:4><tCellAttrBottomInset:4><tCellFillColor:Paper><tCellAttrFillTint:-1><tTextCellVerticalJustification:1>><ParaStyle:Table Content>That anarchy will provide true freedom.<CellEnd:><RowEnd:><TableEnd:>
<pTextAlignment:><ParaStyle:NormalParagraphStyle>
<ParaStyle:NormalParagraphStyle>
<ParaStyle:new move name>Connections
<ParaStyle:NormalParagraphStyle>Connections describe how the NPC relates to the crew, locations, other NPCs, and groups.
<ParaStyle:Paragraph Bold>Examples:
<ParaStyle:bullets tags>It leads the _________
<ParaStyle:bullets tags>It is loyal to _________
<ParaStyle:bullets tags>It is a member of __________
<ParaStyle:bullets tags>It lives in __________
<ParaStyle:bullets tags>It hates/loves __________
<ParaStyle:NormalParagraphStyle>
<ParaStyle:new move name>Health
<ParaStyle:NormalParagraphStyle>Health Describes how much harm an NPC can suffer before they die or stop functioning. Here is the breakdown for how much health you should give an NPC:
<ParaStyle:bullets moves>It is harmless and weak with no defenses: <CharStyle:Char Bold>1 Health<CharStyle:>
<ParaStyle:bullets moves>It is armored or hardy: <CharStyle:Char Bold>2 Health<CharStyle:>
<ParaStyle:bullets moves>It has strong defenses or is very tough: <CharStyle:Char Bold>3 Health<CharStyle:>
<ParaStyle:bullets moves>It has very high defenses and is very tough: <CharStyle:Char Bold>4 to 6 Health.<CharStyle:> 
<ParaStyle:NormalParagraphStyle>
<ParaStyle:NormalParagraphStyle>
<ParaStyle:new move name>Attack
<ParaStyle:NormalParagraphStyle>If the NPC has a particular weapon, they deal that weapon<0x2019>s Harm. If the NPC has a unique way of attacking, Give the attack a descriptive name and assign it appropriate ranges and a harm number:
<ParaStyle:NormalParagraphStyle>
<ParaStyle:Harm title>Range Tags:
<ParaStyle:bullets moves>Hand: It<0x2019>s useful for attacking something within your reach.
<ParaStyle:bullets moves>Close: It<0x2019>s useful for attacking something at arm<0x2019>s reach plus a foot or two.
<ParaStyle:bullets moves>Reach: It<0x2019>s useful for attacking something that<0x2019>s several feet away.
<ParaStyle:bullets moves>Near: It<0x2019>s useful for attacking if you see the whites of their eyes.
<ParaStyle:bullets moves>Far: It<0x2019>s useful for attacking something in shouting distance.
<ParaStyle:bullets moves>Extreme: It<0x2019>s useful for attacking something that can only be easily seen with a scope.
<ParaStyle:NormalParagraphStyle>
<ParaStyle:Harm title>Harm:
<ParaStyle:bullets moves>It<0x2019>s attack is reasonably weak: 1 Harm
<ParaStyle:bullets moves>It<0x2019>s attack is somewhat dangerous: 2 Harm
<ParaStyle:bullets moves>It<0x2019>s attack is very dangerous: 3 Harm
<ParaStyle:bullets moves>It<0x2019>s attack is extremely dangerous: 4 Harm
<ParaStyle:bullets moves>It<0x2019>s attack is lethal: 5 Harm.
<ParaStyle:NormalParagraphStyle>
<ParaStyle:new move name>Calls
<ParaStyle:NormalParagraphStyle>NPC calls are like SM calls, but more specific to how that NPC behaves. If you NPC will feature heavily, or if you are using them as a group of similar individuals, you may give them a few calls to describe their behavior. When an NPC call refers to <0x201C>them<0x201D> it means the someone the NPC is acting against or towards.
<ParaStyle:NormalParagraphStyle>
<ParaStyle:Harm title>Example NPC calls
<ParaStyle:bullets moves>Seek guidance from a higher authority
<ParaStyle:bullets moves>Slow them down with bureaucracy
<ParaStyle:bullets moves>Threaten them with violence
<ParaStyle:bullets moves>Steal something when no-one is paying attention
<ParaStyle:bullets moves>Stalk them silently
<ParaStyle:bullets moves>Strike suddenly and violently
<ParaStyle:bullets moves>Dismiss them as unimportant or unpleasant
<ParaStyle:bullets moves>Make a deal in bad faith
<ParaStyle:bullets moves>Fire at them haphazardly
<ParaStyle:bullets moves>Use tactics and training to outmaneuver them
<ParaStyle:bullets moves>Hint at your attraction to them
<ParaStyle:NormalParagraphStyle>
<ParaStyle:new move name>Description
<ParaStyle:NormalParagraphStyle>You can write a brief description of the NPC, describing them and their connections in more detail. Leave this very open, with room to write more notes during play. Only write 1 or 2 sentences.
<ParaStyle:NormalParagraphStyle>
<ParaStyle:new move name>Disposition
<ParaStyle:NormalParagraphStyle>NPCs can have a disposition towards the crew, the ship, or even specific crew members. If you need to track how the NPC views a Crew Member, use this scale to determine how the NPC behaves towards them. The Crew can influence how NPCs view them based on how they behave. While more fleshed out NPCs may have more conflicted or complicated feelings towards the Crew Members, this is a quick way to establish how new NPCs or nobodies are most likely to react to the characters.
<ParaStyle:NormalParagraphStyle>
<ParaStyle:Harm title>Hostile
<ParaStyle:NormalParagraphStyle>They  see you as an enemy or intruder, and will attack you or try to drive you off.
<ParaStyle:NormalParagraphStyle>
<ParaStyle:Harm title>Suspicious
<ParaStyle:NormalParagraphStyle>They  see you as an enemy or intruder, and will attack you or try to drive you off.
<ParaStyle:NormalParagraphStyle>
<ParaStyle:Harm title>Neutral
<ParaStyle:NormalParagraphStyle>They don<0x2019>t have any inclination towards you one way or the other. Perhaps they don<0x2019>t even notice you.
<ParaStyle:NormalParagraphStyle>
<ParaStyle:Harm title>Friendly
<ParaStyle:NormalParagraphStyle>They like you. They<0x2019>re generally happy to see you, but they won<0x2019>t go out of their way or put themselves at risk on your behalf.
<ParaStyle:NormalParagraphStyle>
<ParaStyle:Harm title>Bonded
<ParaStyle:NormalParagraphStyle>They have an important bond or relationship with you. They<0x2019>re likely to want to help you out in whatever way they can, though perhaps at a cost. They will also expect the same kind of help from you when they need it.
<ParaStyle:NormalParagraphStyle>
<ParaStyle:Harm title>Inherited
<ParaStyle:NormalParagraphStyle>The NPCs disposition is inherited from the group that they belong to.
<ParaStyle:NormalParagraphStyle>
<ParaStyle:NormalParagraphStyle>
<ParaStyle:New Title Sub>NPCs as adversaries
<ParaStyle:NormalParagraphStyle>Some NPCs will obviously and explicitly be adversaries, providing conflict of either a physical, intellectual, emotional, or otherwise nature. Keep these NPCs simple and direct. If there is a bunch of pirates, or soldiers, or thugs making life difficult for the crew, treat the bunch as a single large NPC. Give them a collective value of Health, and if that value is reduced to zero, they have all died, surrendered, or fled.
<ParaStyle:NormalParagraphStyle>
<ParaStyle:NormalParagraphStyle>
<ParaStyle:NormalParagraphStyle>
<ParaStyle:NormalParagraphStyle>
<ParaStyle:New Title Sub>Basic NPCs<cSize:8.000000><cBaselineShift:0.000000><cLeading:10.000000><cFont:Calibri><cSkew:0.000000>
<cSize:><cBaselineShift:><cLeading:><cFont:><cSkew:><ParaStyle:NormalParagraphStyle>NPCs in Impulse drive are separated into two broad categories; People and Aliens. These categories are designed to describe how the NPCs relate to the Crew in a general sense, not the NPCs species or origin.
<ParaStyle:NormalParagraphStyle> 
<ParaStyle:new move name>People
<ParaStyle:NormalParagraphStyle>People is used to describe individuals or groups you have a chance of understanding in general. Their motivations are something you as players can relate to, even if your characters can<0x2019>t immediately understand them. People could be humans, other sentient or self-aware species, advanced AI or computer systems. People generally either belong to a society, or have the tools cognitive capacity where they could belong to a society. The could be humans, humanoid aliens, stranger looking aliens, robots or Artificial Intelligence, or any manner of creatures.
<ParaStyle:NormalParagraphStyle> 
<ParaStyle:new move name>Aliens
<ParaStyle:NormalParagraphStyle>Aliens is used to describe individuals or groups that you cannot easily comprehend, communicate with, or relate to. Their behavior is unpredictable, unfamiliar, or inherently hostile. Aliens can cover animals, inter-dimensional beings, or hive mind entities, strange phenomena, viruses or diseases, or individuals stripped of their personality. It is possible that an Alien NPC may move to being a Person NPC if the crew comes to understand it, or it becomes a part of a society.
<ParaStyle:NormalParagraphStyle> 
<ParaStyle:NormalParagraphStyle>Whether an NPC or group falls into the Person or Alien category can vary between different groups of players depending on the setting you create. Does the crew belong to an isolated or xenophobic civilization that sees all external cultures as Alien? Does the crew live in a multicultural melting pot of species from all over their Cluster? Is there a large invading force pushing against allied space? Are AI, advanced artificial systems, and other technologies seen as people or things? How much like civilians are your AI? How different does your everyday space citizen look from humans?
<ParaStyle:NormalParagraphStyle>  
<ParaStyle:NormalParagraphStyle>These lists are quick ways for you to get stats on an NPC at a glance. Use these as the basis to build your NPCs characteristics on top of. These types describe the numbers they<0x2019>re often encountered in, the sort of situations you will encounter them in, or the type of roles you will see them filling.
<ParaStyle:NormalParagraphStyle> 
<ParaStyle:new move name>NPC NAME
<ParaStyle:NormalParagraphStyle>NPC Professions or origins
<ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:Char Bold>Tags:
<CharStyle:><ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:Char Bold>Impulse:
<CharStyle:><ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:Char Bold>Connections:
<CharStyle:><ParaStyle:Harm title>Health:
<ParaStyle:bullets tags>Individual
<ParaStyle:bullets tags>A small group
<ParaStyle:bullets tags>A large group
<ParaStyle:bullets tags>A very large group
<ParaStyle:NormalParagraphStyle>Attack:
<ParaStyle:NormalParagraphStyle>
<ParaStyle:bullets tags>An attack, tags, Harm X
<ParaStyle:Harm title>Disposition:<cBaselineShift:0.000000><cFont:Calibri>
<cBaselineShift:><cFont:><ParaStyle:bullets tags>Hostile to
<ParaStyle:bullets tags>Suspicious of
<ParaStyle:bullets tags>Neutral to
<ParaStyle:bullets tags>Friendly to
<ParaStyle:bullets tags>Bonded to
<ParaStyle:Harm title>Description: 
<ParaStyle:NormalParagraphStyle>A description of the NPC This can include interesting traits or notes.
<ParaStyle:Harm title>Calls:
<ParaStyle:NormalParagraphStyle>
<ParaStyle:bullets tags>A custom SM call for the NPC	    
<ParaStyle:NormalParagraphStyle> 
<ParaStyle:NormalParagraphStyle>
<ParaStyle:NormalParagraphStyle>
<ParaStyle:NormalParagraphStyle>
<ParaStyle:NormalParagraphStyle> 
<ParaStyle:new move name>Civilians
<ParaStyle:NormalParagraphStyle>Business owners, employees, middle management, families, bystanders, bureaucrats.
<ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:Char Bold>Tags: intelligent, cowardly,
<CharStyle:><ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:Char Bold>Impulse: To try to live your everyday life.
<CharStyle:><ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:Char Bold>Connections: Is a member of __________, Follows __________<CharStyle:>
<ParaStyle:Harm title>Health:
<ParaStyle:bullets tags>Individual: 1
<ParaStyle:bullets tags>A family or small gathering, Gang: 5
<ParaStyle:bullets tags>A crowd or mob, Mob: 15
<ParaStyle:Harm title>Attack:
<ParaStyle:bullets tags>Panicked struggling: Hand, 1 harm.
<ParaStyle:Harm title>Disposition:
<ParaStyle:NormalParagraphStyle>
<ParaStyle:bullets tags>Inherited,
<ParaStyle:bullets tags>Suspicious of criminals and scum,
<ParaStyle:bullets tags>Neutral to everyone else,
<ParaStyle:bullets tags>Description: Civilians are people  that fill the world. A civilian has simple wants, to do their job and live peacefully.
<ParaStyle:Harm title>Calls:
<ParaStyle:NormalParagraphStyle>
<ParaStyle:bullets tags>Cause an obstruction through panic, incompetence, or bureaucracy.
<ParaStyle:bullets tags>Be threatened by death or injury in a dangerous situation.
<ParaStyle:bullets tags>Get out of the way of obvious danger.
<ParaStyle:bullets tags>Stay in the background and try not to get involved.
<ParaStyle:bullets tags>Cower in fear or misery in the face of danger.
<ParaStyle:NormalParagraphStyle> 
<ParaStyle:NormalParagraphStyle> 
<ParaStyle:NormalParagraphStyle>
<ParaStyle:NormalParagraphStyle>
<ParaStyle:NormalParagraphStyle>
<ParaStyle:NormalParagraphStyle>
<ParaStyle:NormalParagraphStyle>
<ParaStyle:NormalParagraphStyle>
<ParaStyle:NormalParagraphStyle>
<ParaStyle:NormalParagraphStyle>
<ParaStyle:NormalParagraphStyle>
<ParaStyle:new move name>Mooks
<ParaStyle:NormalParagraphStyle>Thugs, criminals, pirates, fanatics (ideological, political, religious)
<ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:Char Bold>Tags: <CharStyle:>Intelligent, cowardly,
<ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:Char Bold>Impulse: <CharStyle:>To incite conflict and violence
<ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:Char Bold>Connections:<CharStyle:> Follows _________, Is a member of __________, Victimizes __________.
<ParaStyle:Harm title>Health:
<ParaStyle:bullets tags>Individual: 2
<ParaStyle:bullets tags>A small gang or boarding crew, Gang: 10
<ParaStyle:bullets tags>A large gang or pirate ship crew, Mob: 20
<ParaStyle:bullets tags>All the members of a gang in a territory, or a pirate base, Force: 50
<ParaStyle:Harm title>Attack:
<ParaStyle:bullets tags>Grappling and dirty fighting: Hand, 1 Harm.
<ParaStyle:bullets tags>Ugly shiv or bludgeon: Hand, silent, 2 Harm.
<ParaStyle:bullets tags>Pistol: Hand, Close, Reach, Near, 1 Harm.
<ParaStyle:bullets tags>Assault Rifle: Reach, Near, Full Auto, 2 Harm.
<ParaStyle:Harm title>Disposition:
<ParaStyle:bullets tags>Inherited,
<ParaStyle:bullets tags>Hostile to agents of law,
<ParaStyle:bullets tags>Suspicious of everyone else.
<ParaStyle:Harm title>Description: 
<ParaStyle:NormalParagraphStyle>Your average thugs and low-ranking members of criminal or fringe groups. Mooks are the dime-a-dozen violent individuals that make up shady organizations. You will often come across them in small or medium sized groups.
<ParaStyle:Harm title>Calls:
<ParaStyle:bullets tags>Look for an angle of some illicit pay.
<ParaStyle:bullets tags>Throw your weight around and cause trouble.
<ParaStyle:bullets tags>Rely on threats and bullying outsiders and subordinates.
<ParaStyle:bullets tags>Quickly resort to violence when you have the advantage in a charged situation.
<ParaStyle:bullets tags>Call for reinforcements when you don<0x2019>t have the advantage.
<ParaStyle:bullets tags>Give in when you<0x2019>re clearly outnumbered and outmatched.
<ParaStyle:new move name>Authorities
<ParaStyle:NormalParagraphStyle>Police, private security, religious authority, agents of justice, order, or law.
<ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:Char Bold>Tags: Intelligent, fearless,
<CharStyle:><ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:Char Bold>Impulse: To enforce order or law.
<CharStyle:><ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:Char Bold>Connections: Is a member of __________, Has Authority over __________, Is subordinate to _________.<CharStyle:>
<ParaStyle:Harm title>Health:
<ParaStyle:bullets tags>Individual: 2
<ParaStyle:bullets tags>Patrol squad, Gang: 10
<ParaStyle:bullets tags>Highly trained special response squad, Gang: 15
<ParaStyle:bullets tags>Large organized anti-riot force or security detail, Mob: 20
<ParaStyle:bullets tags>Entire police force or local department, force, 50
<ParaStyle:Harm title>Attack:
<ParaStyle:bullets tags>Batons and stun sticks: Hand, stun, 2 Harm.
<ParaStyle:bullets tags>Pistol: Hand, Close, Reach, Near, 1 Harm.
<ParaStyle:bullets tags>Assault Rifle: Reach, Near, Full Auto, 2 Harm.
<ParaStyle:Harm title>Disposition:
<ParaStyle:bullets tags>Inherited,
<ParaStyle:bullets tags>Suspicious of criminals,
<ParaStyle:bullets tags>Friendly to agents of Law,
<ParaStyle:bullets tags>Neutral to everyone else.
<ParaStyle:Harm title>Description: 
<ParaStyle:NormalParagraphStyle>Authority describes those who police and maintain order in a location. They may be police, employed by a government, or private security, or freelance agents of law.
<ParaStyle:Harm title>Calls:
<ParaStyle:bullets tags>Follow orders from superiors.
<ParaStyle:bullets tags>Enforce the laws under your jurisdiction.
<ParaStyle:bullets tags>Confront and arrest those committing a crime.
<ParaStyle:bullets tags>Only use violence as a last resort.
<ParaStyle:bullets tags>Show your prejudices through selective enforcement of law.
<ParaStyle:bullets tags>Escalate quickly against perceived violent criminals.
<ParaStyle:NormalParagraphStyle> 
<ParaStyle:NormalParagraphStyle> 
<ParaStyle:NormalParagraphStyle>
<ParaStyle:NormalParagraphStyle>
<ParaStyle:new move name>Hunters
<ParaStyle:NormalParagraphStyle>Police Investigators, Private Detectives, Freelance Bounty Hunters.
<ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:Char Bold>Tags: Intelligent, devious,
<CharStyle:><ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:Char Bold>Impulse: To pursue, expose, and capture.
<CharStyle:><ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:Char Bold>Connections: Is hunting __________, Is employed by __________.<CharStyle:>
<ParaStyle:Harm title>Health:
<ParaStyle:bullets tags>Individual: 3
<ParaStyle:bullets tags>Elite squad of hunters: 12
<ParaStyle:Harm title>Attack: 
<ParaStyle:NormalParagraphStyle>(Choose 2)
<ParaStyle:bullets tags>Bladed Weapon: Hand, Silent, 2 Harm.
<ParaStyle:bullets tags>Superb Pistol: Hand, Close, Reach, Near, 2 Harm.
<ParaStyle:bullets tags>Assault Rifle: Reach, Near, Full Auto, 2 Harm.
<ParaStyle:bullets tags>Shotgun: Close, Messy, 3 Harm.
<ParaStyle:bullets tags>Sniper Rifle: Far, AP, 3 Harm.
<ParaStyle:bullets tags>Grenades: Near, Area, Messy, Forceful, 2 Uses, 4 Harm
<ParaStyle:Harm title>Disposition:
<ParaStyle:bullets tags>Hostile to Criminals
<ParaStyle:bullets tags>Friendly to agents of Law
<ParaStyle:bullets tags>Suspicious of everyone else
<ParaStyle:Harm title>Description: 
<ParaStyle:NormalParagraphStyle>Hunters are agents of law (or the highest bidder) who pursue criminals (or their targets). They seek out information and track down their prey, and capture or kill them, depending on their orders. Some hunters try to solve crimes and bring the criminals to justice, other hunters are simply charged with hunting wanted criminals and bringing them to justice. Hunters will (mostly) work within the law.
<ParaStyle:Harm title>Calls:
<ParaStyle:bullets tags>Barter, intimidate, or seduce others for information on your  prey.
<ParaStyle:bullets tags>Investigate the scene of a crime for clues.
<ParaStyle:bullets tags>Doggedly follow your prey.
<ParaStyle:bullets tags>Bend the law to get the lead you need.
<ParaStyle:new move name>Soldiers
<ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:Char Bold>Armed Forces, Private Armies.
<CharStyle:><ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:Char Bold>Tags: Intelligent, Fearless,
<CharStyle:><ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:Char Bold>Impulse: To follow Orders and fight the enemy.
<CharStyle:><ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:Char Bold>Connections: Is subordinate to ___________, Is the enemy of __________.<CharStyle:>
<ParaStyle:Harm title>Health:
<ParaStyle:bullets tags>Individual: 3
<ParaStyle:bullets tags>Squad, Gang: 15
<ParaStyle:bullets tags>Company, Mob: 30
<ParaStyle:bullets tags>Army, Force: 80
<ParaStyle:Harm title>Attack: 
<ParaStyle:NormalParagraphStyle>(Choose 2)
<ParaStyle:bullets tags>Bladed Weapon: Hand, Silent, 2 Harm.
<ParaStyle:bullets tags>Superb Pistol: Hand, Close, Reach, Near, 2 Harm.
<ParaStyle:bullets tags>Assault Rifle: Reach, Near, Full Auto, 2 Harm.
<ParaStyle:bullets tags>Shotgun: Close, Messy, 3 Harm.
<ParaStyle:bullets tags>Sniper Rifle: Far, AP, 3 Harm.
<ParaStyle:bullets tags>Grenades: Near, Area, Messy, Forceful, 2 Uses, 4 Harm
<ParaStyle:Harm title>Disposition:
<ParaStyle:bullets tags>Inherited
<ParaStyle:bullets tags>Hostile to the enemy
<ParaStyle:bullets tags>Friendly to your comrades and civilian members
<ParaStyle:bullets tags>Bonded to your leader
<ParaStyle:bullets tags>Suspicious of everyone else
<ParaStyle:Harm title>Description: 
<ParaStyle:NormalParagraphStyle>Soldiers are members of armed forces that are loyal to their parent group or cause. Soldiers have good military training in weapons and tactics.
<ParaStyle:Harm title>Calls:
<ParaStyle:bullets tags>Follow orders.
<ParaStyle:bullets tags>Fight the enemy.
<ParaStyle:bullets tags>Call for reinforcements when things get bad.
<ParaStyle:bullets tags>Fight to the last soldier for your cause.
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<ParaStyle:new move name>Brutes
<ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:Char Bold>Enhanced individuals, members of a particularly dangerous species, feral soldiers.
<CharStyle:><ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:Char Bold>Tags: Intelligent, fearless, terrifying, large
<CharStyle:><ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:Char Bold>Impulse: To smash, crush, and destroy
<CharStyle:><ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:Char Bold>Connections: It terrorizes __________, It only follows the commands of _________.<CharStyle:>
<ParaStyle:Harm title>Health:
<ParaStyle:bullets tags>Individual: 6
<ParaStyle:bullets tags>Vicious pack, Gang: 20
<ParaStyle:Harm title>Attack:
<ParaStyle:bullets tags>Devastating blow: Hand, close, reach, messy, forceful, 5 Harm
<ParaStyle:bullets tags>Thrown debris, furniture, or object: near, forceful, 4 Harm
<ParaStyle:Harm title>Disposition:
<ParaStyle:bullets tags>Bonded to their Alpha
<ParaStyle:bullets tags>Friendly to their pack
<ParaStyle:bullets tags>Hostile to Everyone else
<ParaStyle:Harm title>Description: 
<ParaStyle:NormalParagraphStyle>Brutes are enhanced individuals or particularly violent and dangerous species. They are often territorial, friendly to their own pack, and loyal to their Alpha. Brutes can be seen as savage packs or elite thugs for criminals or enforcers.
<ParaStyle:Harm title>Calls:
<ParaStyle:bullets tags>Intimidate with an overwhelming display of force.
<ParaStyle:bullets tags>Smash and crush your surroundings.
<ParaStyle:bullets tags>Crush someone nearby.
<ParaStyle:bullets tags>Throw them a long way, with a hard landing.
<ParaStyle:bullets tags>Lose your temper and your awareness of your surroundings.
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<ParaStyle:new move name> Leader
<ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:Char Bold>Commanders, captains, alphas, chiefs, rulers, luminaries.
<CharStyle:><ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:Char Bold>Tags: Intelligent, devious,
<CharStyle:><ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:Char Bold>Impulse: To lead your group according to their values.
<CharStyle:><ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:Char Bold>Connections: Is the leader of __________.<CharStyle:>
<ParaStyle:Harm title>Health:
<ParaStyle:bullets tags>Individual: 3
<ParaStyle:Harm title>Attack:
<ParaStyle:bullets tags>Inherited from your group, + 1 weapon.
<ParaStyle:Harm title>Disposition:
<ParaStyle:bullets tags>Inherited
<ParaStyle:bullets tags>Friendly to Your followers
<ParaStyle:bullets tags>Bonded to Your trusted inner circle
<ParaStyle:Harm title>Description: 
<ParaStyle:NormalParagraphStyle>Leaders are the people in charge of a group of individuals. Anyone who<0x2019>s important enough to name as a leader fits here. Leaders inherit many properties from the group that they are the leader of. Look to their group or subordinates for dispositions, attacks, extra tags and calls.
<ParaStyle:Harm title>Calls:
<ParaStyle:bullets tags>Sacrifice your subordinates to keep yourself safe.
<ParaStyle:bullets tags>Order your subordinates to attack.
<ParaStyle:bullets tags>Lord your superiority over others.
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<cSize:><cBaselineShift:><cFont:><ParaStyle:new move name>Stranger
<ParaStyle:NormalParagraphStyle>Unique Individual from outside galactic civilization, Inter-dimensional Interloper, Ancient Being with hidden Agenda.
<ParaStyle:NormalParagraphStyle>T<CharStyle:Letter V\:Char Bold>ags: Super-intelligent, Devious, Amorphous, Mobile, Stealthy, Extradimensional, Ancient
<CharStyle:><ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:Char Bold>Impulse: To enact your mysterious plan.
<CharStyle:><ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:Char Bold>Connections: It is a traveler from __________.
<CharStyle:><ParaStyle:Harm title>Health:
<ParaStyle:bullets tags>Individual: 6
<ParaStyle:Harm title>Attack:
<ParaStyle:bullets tags>Cold, vice-like grip: Hand, silent, 5 Harm
<ParaStyle:bullets tags>Psychic assault: Hand, close, reach, near, far, 3 Harm
<ParaStyle:Harm title>Disposition:
<ParaStyle:bullets tags>Neutral to it<0x2019>s pawns
<ParaStyle:bullets tags>Friendly to it<0x2019>s own kind
<ParaStyle:bullets tags>Hostile to everyone else
<ParaStyle:Harm title>Description: 
<ParaStyle:NormalParagraphStyle>The Stranger is an enigmatic individual that is spoken of in hushed rumor and legend. It stalks known and unknown space, leaving devastation behind it without rhyme or reason. The Stranger may have thralls, in the form of worshipers or unwilling slaves acting out its will or relaying information to it. The stranger is often an immortal being that may not be killed by conventional means, only delayed.
<ParaStyle:Harm title>Calls:
<ParaStyle:bullets tags>Destroy a location offscreen, leaving destruction in your wake.
<ParaStyle:bullets tags>Work against them through thralls.
<ParaStyle:bullets tags>Collect strange artifacts of unknown purpose.
<ParaStyle:bullets tags>When they defeat your physical form, return later and elsewhere.
<ParaStyle:bullets tags>Disrupt established power structures and order.
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<ParaStyle:new move name>Swarm
<ParaStyle:NormalParagraphStyle>Nanomachine Grey Goo, Mindless Hordes, Hive Mind, swarm of creatures.
<ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:Char Bold>Tags: Amorphous, fearless, mobile, stealthy, terrifying, swarm
<CharStyle:><ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:Char Bold>Impulse: To overwhelm and consume.
<CharStyle:><ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:Char Bold>Connections: Its home territory is __________, It is infesting ________.<CharStyle:>
<ParaStyle:Harm title>Health:
<ParaStyle:NormalParagraphStyle>Small detachment, Gang: 10
<ParaStyle:NormalParagraphStyle>Swarm, Mob: 20
<ParaStyle:NormalParagraphStyle>Horde, Force: 50
<ParaStyle:Harm title>Attack:
<ParaStyle:NormalParagraphStyle>Swarming bites and scratches: close, 3 Harm.
<ParaStyle:NormalParagraphStyle>Projectile attack: close, reach, near, 2 Harm.        
<ParaStyle:NormalParagraphStyle>Disposition:
<ParaStyle:NormalParagraphStyle>Hostile to invaders of it<0x2019>s territory.
<ParaStyle:Harm title>Description: 
<ParaStyle:NormalParagraphStyle>Swarms represent large groups of smaller components or organisms. This could be a swarm of insects (small or large), Grey goo made of nanomachines, a Hive Mind species, or civilians controlled by a virus. The swarm is made of countless constituent parts.
<ParaStyle:Harm title>Calls:
<ParaStyle:NormalParagraphStyle>Disrupt and distort technological systems, causing malfunctions.
<ParaStyle:NormalParagraphStyle>Announce your presence with glimpses of movement and disturbing sounds.
<ParaStyle:NormalParagraphStyle>Emerge from cracks, vents, and small spaces.
<ParaStyle:NormalParagraphStyle>Corner and surround them.
<ParaStyle:NormalParagraphStyle>Swarm over them in an attempt to consume.
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<ParaStyle:new move name>Beast
<ParaStyle:NormalParagraphStyle>A wild Animal, an engineered monster, A newly Awakened AI, out of control.
<ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:Char Bold>Tags: Fearless, mobile, stealthy, terrifying, 
<CharStyle:><ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:Char Bold>Impulse: To rampage and destroy.
<CharStyle:><ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:Char Bold>Connections: It<0x2019>s natural habitat is __________. It was created by __________.<CharStyle:>
<ParaStyle:Harm title>Health:
<ParaStyle:bullets tags>Small: 1
<ParaStyle:bullets tags>Human sized: 3
<ParaStyle:bullets tags>Large: 6
<ParaStyle:bullets tags>Huge: 12
<ParaStyle:Harm title>Attack:
<ParaStyle:bullets tags>Savage teeth and claws: 5 Harm
<ParaStyle:Harm title>Disposition:
<ParaStyle:bullets tags>Hostile to members of civilization, prey.
<ParaStyle:bullets tags>Bonded to it<0x2019>s master.
<ParaStyle:Harm title>Description: 
<ParaStyle:NormalParagraphStyle>The Beast represents any animal-like creature that can pose some kind of a physical threat. Beasts are essentially destructive rampagers or stalking predators.
<ParaStyle:Harm title>Calls:
<ParaStyle:bullets tags>Stalk them from cover.
<ParaStyle:bullets tags>Explode in fury and violence.
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<ParaStyle:new move name>Enigma
<ParaStyle:NormalParagraphStyle>A hidden intelligence in an unlikely place, A living puzzle or maze, A coveted person or thing, fleeing across civilized space.
<ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:Char Bold>Tags:
<CharStyle:><ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:Char Bold>Impulse: To hide and manipulate from shadows.
<CharStyle:><ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:Char Bold>Connections: It makes __________ an unlikely home. Only __________ knows of its mysteries.<CharStyle:>
<ParaStyle:Harm title>Health:
<ParaStyle:bullets tags>N/a
<ParaStyle:Harm title>Attack:
<ParaStyle:bullets tags>N/a
<ParaStyle:Harm title>Disposition:
<ParaStyle:bullets tags>Suspicious of Civilized Space.
<ParaStyle:Harm title>Description: 
<ParaStyle:NormalParagraphStyle>The Enigma is the strangeness of space life. A living nebula intelligence, A person with a unique gift that others wish to manipulate. If you have something weird or unusual or baffling you want to have in the game, then the Enigma will suit your needs.
<ParaStyle:Harm title>Calls:
<ParaStyle:bullets tags>Present them with unanswerable questions.
<ParaStyle:bullets tags>Expose them to the strangeness of the unknown.
<ParaStyle:bullets tags>Hint at a strange truth.     
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<ParaStyle:New Title>Making NPC ships 
<ParaStyle:NormalParagraphStyle>
<ParaStyle:NormalParagraphStyle>Creating a ship that<0x2019>s not owned by the players<0x2019> crew is a cross between making a location and making an NPC. If the players only interact with the NPC ship through their own ship, then you would treat it as an NPC in many respects, with only one or two voices to represent whomever is in charge or communicating with the players<0x2019> crew. Instead of having health and harm, The ships have Primary Systems, Drive, Life Support, and between 2 and 5 secondary systems.
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<ParaStyle:NormalParagraphStyle>When you create an NPC ship, give it a name, a look, a leader NPC and a collective ship crew group, then write down Drive and Life Support. Depending on the size and power of the ship, choose between 2 and 5 secondary systems from the same list the players built their ship.
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<ParaStyle:NormalParagraphStyle>When the NPC ship takes damage, cross out one of the systems according to the instructions in the Fire Weapons move. A crossed out system is useless, unable to perform it<0x2019>s function. When it is your turn to make a SM call, you use the NPC ship the same way you would any NPC, say what it does, what dangers it inflicts on the crew<0x2019>s ship, and ask them what they do.
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<ParaStyle:NormalParagraphStyle>NPC ships have a lot of stats listed in their tags that give them the same basic details as the Crew<0x2019>s ship, but as the SM, you never need to make rolls. That<0x2019>s in case the players manage to board or get their Hands on an NPC ship. Most of the hard work is done for you,  so you can respond to new situations more fluidly.
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<ParaStyle:NormalParagraphStyle>Use these steps to create an NPC ship:
<ParaStyle:NormalParagraphStyle>Choose or write a ship name
<ParaStyle:NormalParagraphStyle>Choose up to 3 or write your own look.
<ParaStyle:NormalParagraphStyle>Write a notable NPC to act as the voice of the ship.
<ParaStyle:NormalParagraphStyle>Choose a ship class.
<ParaStyle:NormalParagraphStyle>Choose the specified secondary or weapon systems.
<ParaStyle:NormalParagraphStyle>Write up to 2 ship calls.
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<ParaStyle:New Title Sub>Ship names:
<ParaStyle:new move name>
<ParaStyle:bullets moves>Dauntless
<ParaStyle:bullets moves>Enterprise
<ParaStyle:bullets moves>Endeavor
<ParaStyle:bullets moves>The Gull
<ParaStyle:bullets moves>The Yellow Rose
<ParaStyle:bullets moves>The Annabelle
<ParaStyle:bullets moves>Catch Me If You Can
<ParaStyle:bullets moves>Late Breakfast
<ParaStyle:bullets moves>Ask Questions Later
<ParaStyle:bullets moves>Starkiller
<ParaStyle:bullets moves>Bad Romance
<ParaStyle:bullets moves>Avinder
<ParaStyle:New Title Sub>Ship look:
<ParaStyle:Itlaic center>Sleek, glossy, smooth, clean, symmetrical, organic, matte, black, angled, sharp, ugly, box-like, rusted, grimy, damaged, worn, looming, predatory, unassuming, exposed wires, conduits, and sensors
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<ParaStyle:New Title Sub>   Ship Classes, systems, and tags:
<ParaStyle:NormalParagraphStyle>Choose a ship class. This will determine how big it is, its primary systems, and its various tags. Ship classes will have different layouts depending on their general purpose.
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<ParaStyle:><pLeftIndent:5.999999><pRightIndent:1.000000><pHyphenation:0><pRuleAboveStroke:1.081305><pRuleBelowStroke:1.081305><cSize:10.813051><cHorizontalScale:0.924808><cStrokeWeight:1.039858><cLeading:10.813051><cFont:Pirate Ship><cMiterLimit:4.159432><cKentenSize:-1.081306><cBoutenHorizontalScale:0.924808>Frigates 1,000,000 G
<cSize:><cHorizontalScale:><cStrokeWeight:><cLeading:><cFont:><cMiterLimit:><cKentenSize:><cBoutenHorizontalScale:><pLeftIndent:><pRightIndent:><pHyphenation:><pRuleAboveStroke:><pRuleBelowStroke:><ParaStyle:><pLeftIndent:1.000000><pRightIndent:1.000000><pHyphenation:0><pSpaceAfter:4.325220><pRuleAboveStroke:1.081305><pRuleBelowStroke:1.081305><cSize:8.650441><cHorizontalScale:0.924808><cStrokeWeight:1.039858><cBaselineShift:-5.406526><cLeading:10.813051><cFont:Pirate Ship><cMiterLimit:4.159432><cKentenSize:-1.081306><cBoutenHorizontalScale:0.924808>Hardpoints: 3-6
<cSize:><cHorizontalScale:><cStrokeWeight:><cBaselineShift:><cLeading:><cFont:><cMiterLimit:><cKentenSize:><cBoutenHorizontalScale:><pLeftIndent:><pRightIndent:><pHyphenation:><pSpaceAfter:><pRuleAboveStroke:><pRuleBelowStroke:><ParaStyle:><pLeftIndent:2.000000><pHyphenation:0><pSpaceAfter:3.243915><pRuleAboveStroke:1.081305><pRuleBelowStroke:1.081305><pSingleWordAlignment:Left><bnListType:Bullet><bnBulletCharacter:UnicodeWithFont\,8226><bulFont:Calibri><bulTypeFace:Bold><bulTextAfter:><cTypeface:Bold><cSize:9.731746><cHorizontalScale:0.924808><cStrokeWeight:1.039858><cLeading:12.975661><cFont:Calibri><cMiterLimit:4.159432><cKentenSize:-1.081306><cBoutenHorizontalScale:0.924808>Standard: <cTypeface:><cSize:><cHorizontalScale:><cStrokeWeight:><cLeading:><cFont:><cMiterLimit:><cKentenSize:><cBoutenHorizontalScale:><CharStyle:Char Italic><cSize:9.731746><cHorizontalScale:0.924808><cStrokeWeight:1.039858><cLeading:12.975661><cFont:Calibri><cMiterLimit:4.159432><cKentenSize:-1.081306><cBoutenHorizontalScale:0.924808>Helm 1, Tactical  0, Engineering 1, Armored, Cargo 3, Fuel 20, Heavily Armed 1, Life Support 500, Spacefaring, 1,000,000 Guilders,<cSize:><cHorizontalScale:><cStrokeWeight:><cLeading:><cFont:><cMiterLimit:><cKentenSize:><cBoutenHorizontalScale:><CharStyle:><cTypeface:Bold><cSize:9.731746><cHorizontalScale:0.924808><cStrokeWeight:1.039858><cLeading:12.975661><cFont:Calibri><cMiterLimit:4.159432><cKentenSize:-1.081306><cBoutenHorizontalScale:0.924808>
<cTypeface:><cSize:><cHorizontalScale:><cStrokeWeight:><cLeading:><cFont:><cMiterLimit:><cKentenSize:><cBoutenHorizontalScale:><pLeftIndent:><pHyphenation:><pSpaceAfter:><pRuleAboveStroke:><pRuleBelowStroke:><pSingleWordAlignment:><bnListType:><bnBulletCharacter:><bulFont:><bulTypeFace:><bulTextAfter:><ParaStyle:><pLeftIndent:2.000000><pHyphenation:0><pSpaceAfter:3.243915><pRuleAboveStroke:1.081305><pRuleBelowStroke:1.081305><pSingleWordAlignment:Left><bnListType:Bullet><bnBulletCharacter:UnicodeWithFont\,8226><bulFont:Calibri><bulTypeFace:Bold><bulTextAfter:><cTypeface:Bold><cSize:9.731746><cHorizontalScale:0.924808><cStrokeWeight:1.039858><cLeading:12.975661><cFont:Calibri><cMiterLimit:4.159432><cKentenSize:-1.081306><cBoutenHorizontalScale:0.924808>Gunboat: <cTypeface:><cSize:><cHorizontalScale:><cStrokeWeight:><cLeading:><cFont:><cMiterLimit:><cKentenSize:><cBoutenHorizontalScale:><CharStyle:Char Italic><cSize:9.731746><cHorizontalScale:0.924808><cStrokeWeight:1.039858><cLeading:12.975661><cFont:Calibri><cMiterLimit:4.159432><cKentenSize:-1.081306><cBoutenHorizontalScale:0.924808>Helm 0, Tactical  2, Engineering 0, Armored, Cargo 3, Fuel 20, Heavily Armed 2, Life Support 500, Spacefaring, Shielding, 1,000,000 Guilders,<cSize:><cHorizontalScale:><cStrokeWeight:><cLeading:><cFont:><cMiterLimit:><cKentenSize:><cBoutenHorizontalScale:><CharStyle:><cTypeface:Bold><cSize:9.731746><cHorizontalScale:0.924808><cStrokeWeight:1.039858><cLeading:12.975661><cFont:Calibri><cMiterLimit:4.159432><cKentenSize:-1.081306><cBoutenHorizontalScale:0.924808>
<cTypeface:><cSize:><cHorizontalScale:><cStrokeWeight:><cLeading:><cFont:><cMiterLimit:><cKentenSize:><cBoutenHorizontalScale:><pLeftIndent:><pHyphenation:><pSpaceAfter:><pRuleAboveStroke:><pRuleBelowStroke:><pSingleWordAlignment:><bnListType:><bnBulletCharacter:><bulFont:><bulTypeFace:><bulTextAfter:><ParaStyle:><pLeftIndent:2.000000><pHyphenation:0><pSpaceAfter:3.243915><pRuleAboveStroke:1.081305><pRuleBelowStroke:1.081305><pSingleWordAlignment:Left><bnListType:Bullet><bnBulletCharacter:UnicodeWithFont\,8226><bulFont:Calibri><bulTypeFace:Bold><bulTextAfter:><cTypeface:Bold><cSize:9.731746><cHorizontalScale:0.924808><cStrokeWeight:1.039858><cLeading:12.975661><cFont:Calibri><cMiterLimit:4.159432><cKentenSize:-1.081306><cBoutenHorizontalScale:0.924808>Freighter: <cTypeface:><cSize:><cHorizontalScale:><cStrokeWeight:><cLeading:><cFont:><cMiterLimit:><cKentenSize:><cBoutenHorizontalScale:><CharStyle:Char Italic><cSize:9.731746><cHorizontalScale:0.924808><cStrokeWeight:1.039858><cLeading:12.975661><cFont:Calibri><cMiterLimit:4.159432><cKentenSize:-1.081306><cBoutenHorizontalScale:0.924808>Helm 0, Tactical  0, Engineering 2, Armored, Cargo 5, Fuel 20, Life Support 500, Cryo Pods 10, Shielding , Spacefaring, 1,000,000 Guilders,<cSize:><cHorizontalScale:><cStrokeWeight:><cLeading:><cFont:><cMiterLimit:><cKentenSize:><cBoutenHorizontalScale:><CharStyle:><cTypeface:Bold><cSize:9.731746><cHorizontalScale:0.924808><cStrokeWeight:1.039858><cLeading:12.975661><cFont:Calibri><cMiterLimit:4.159432><cKentenSize:-1.081306><cBoutenHorizontalScale:0.924808>
<cTypeface:><cSize:><cHorizontalScale:><cStrokeWeight:><cLeading:><cFont:><cMiterLimit:><cKentenSize:><cBoutenHorizontalScale:><pLeftIndent:><pHyphenation:><pSpaceAfter:><pRuleAboveStroke:><pRuleBelowStroke:><pSingleWordAlignment:><bnListType:><bnBulletCharacter:><bulFont:><bulTypeFace:><bulTextAfter:><ParaStyle:><pLeftIndent:2.000000><pHyphenation:0><pSpaceAfter:3.243915><pRuleAboveStroke:1.081305><pRuleBelowStroke:1.081305><pSingleWordAlignment:Left><bnListType:Bullet><bnBulletCharacter:UnicodeWithFont\,8226><bulFont:Calibri><bulTypeFace:Bold><bulTextAfter:><cTypeface:Bold><cSize:9.731746><cHorizontalScale:0.924808><cStrokeWeight:1.039858><cLeading:12.975661><cFont:Calibri><cMiterLimit:4.159432><cKentenSize:-1.081306><cBoutenHorizontalScale:0.924808>Smuggler: <cTypeface:><cSize:><cHorizontalScale:><cStrokeWeight:><cLeading:><cFont:><cMiterLimit:><cKentenSize:><cBoutenHorizontalScale:><CharStyle:Char Italic><cSize:9.731746><cHorizontalScale:0.924808><cStrokeWeight:1.039858><cLeading:12.975661><cFont:Calibri><cMiterLimit:4.159432><cKentenSize:-1.081306><cBoutenHorizontalScale:0.924808>Helm 2, Tactical  0, Engineering 0, Armored, Cargo 3, Fuel 20, Hidden Compartments, Life Support 500, Shielding, Spacefaring, 1,000,000 Guilders,<cSize:><cHorizontalScale:><cStrokeWeight:><cLeading:><cFont:><cMiterLimit:><cKentenSize:><cBoutenHorizontalScale:><CharStyle:><cTypeface:Bold><cSize:9.731746><cHorizontalScale:0.924808><cStrokeWeight:1.039858><cLeading:12.975661><cFont:Calibri><cMiterLimit:4.159432><cKentenSize:-1.081306><cBoutenHorizontalScale:0.924808>
<cTypeface:><cSize:><cHorizontalScale:><cStrokeWeight:><cLeading:><cFont:><cMiterLimit:><cKentenSize:><cBoutenHorizontalScale:><pLeftIndent:><pHyphenation:><pSpaceAfter:><pRuleAboveStroke:><pRuleBelowStroke:><pSingleWordAlignment:><bnListType:><bnBulletCharacter:><bulFont:><bulTypeFace:><bulTextAfter:><ParaStyle:NormalParagraphStyle><pRuleAboveStroke:1.081305><pRuleBelowStroke:1.081305><cSize:8.650441><cHorizontalScale:0.924808><cStrokeWeight:1.039858><cLeading:10.813051><cMiterLimit:4.159432><cKentenSize:-1.081306><cBoutenHorizontalScale:0.924808> 
<cSize:><cHorizontalScale:><cStrokeWeight:><cLeading:><cMiterLimit:><cKentenSize:><cBoutenHorizontalScale:><pRuleAboveStroke:><pRuleBelowStroke:><ParaStyle:><pLeftIndent:5.999999><pRightIndent:1.000000><pHyphenation:0><pRuleAboveStroke:1.081305><pRuleBelowStroke:1.081305><cSize:10.813051><cHorizontalScale:0.924808><cStrokeWeight:1.039858><cLeading:10.813051><cFont:Pirate Ship><cMiterLimit:4.159432><cKentenSize:-1.081306><cBoutenHorizontalScale:0.924808>Cruisers 10,000,000 G
<cSize:><cHorizontalScale:><cStrokeWeight:><cLeading:><cFont:><cMiterLimit:><cKentenSize:><cBoutenHorizontalScale:><pLeftIndent:><pRightIndent:><pHyphenation:><pRuleAboveStroke:><pRuleBelowStroke:><ParaStyle:><pLeftIndent:1.000000><pRightIndent:1.000000><pHyphenation:0><pSpaceAfter:4.325220><pRuleAboveStroke:1.081305><pRuleBelowStroke:1.081305><cSize:8.650441><cHorizontalScale:0.924808><cStrokeWeight:1.039858><cBaselineShift:-5.406526><cLeading:10.813051><cFont:Pirate Ship><cMiterLimit:4.159432><cKentenSize:-1.081306><cBoutenHorizontalScale:0.924808>Hardpoints 6-12
<cSize:><cHorizontalScale:><cStrokeWeight:><cBaselineShift:><cLeading:><cFont:><cMiterLimit:><cKentenSize:><cBoutenHorizontalScale:><pLeftIndent:><pRightIndent:><pHyphenation:><pSpaceAfter:><pRuleAboveStroke:><pRuleBelowStroke:><ParaStyle:><pLeftIndent:2.000000><pHyphenation:0><pSpaceAfter:3.243915><pRuleAboveStroke:1.081305><pRuleBelowStroke:1.081305><pSingleWordAlignment:Left><bnListType:Bullet><bnBulletCharacter:UnicodeWithFont\,8226><bulFont:Calibri><bulTypeFace:Bold><bulTextAfter:><cTypeface:Bold><cSize:9.731746><cHorizontalScale:0.924808><cStrokeWeight:1.039858><cLeading:12.975661><cFont:Calibri><cMiterLimit:4.159432><cKentenSize:-1.081306><cBoutenHorizontalScale:0.924808>Standard: <cTypeface:><cSize:><cHorizontalScale:><cStrokeWeight:><cLeading:><cFont:><cMiterLimit:><cKentenSize:><cBoutenHorizontalScale:><CharStyle:Char Italic><cSize:9.731746><cHorizontalScale:0.924808><cStrokeWeight:1.039858><cLeading:12.975661><cFont:Calibri><cMiterLimit:4.159432><cKentenSize:-1.081306><cBoutenHorizontalScale:0.924808>Helm 1, Tactical  0, Engineering 1, Armored, Cargo 10, Fuel 100, Heavily Armed 2, Life Support 10,000, Shielding,  Spacefaring, 10,000,000 Guilders,<cSize:><cHorizontalScale:><cStrokeWeight:><cLeading:><cFont:><cMiterLimit:><cKentenSize:><cBoutenHorizontalScale:><CharStyle:><cTypeface:Bold><cSize:9.731746><cHorizontalScale:0.924808><cStrokeWeight:1.039858><cLeading:12.975661><cFont:Calibri><cMiterLimit:4.159432><cKentenSize:-1.081306><cBoutenHorizontalScale:0.924808>
<cTypeface:><cSize:><cHorizontalScale:><cStrokeWeight:><cLeading:><cFont:><cMiterLimit:><cKentenSize:><cBoutenHorizontalScale:><pLeftIndent:><pHyphenation:><pSpaceAfter:><pRuleAboveStroke:><pRuleBelowStroke:><pSingleWordAlignment:><bnListType:><bnBulletCharacter:><bulFont:><bulTypeFace:><bulTextAfter:><ParaStyle:><pLeftIndent:2.000000><pHyphenation:0><pSpaceAfter:3.243915><pRuleAboveStroke:1.081305><pRuleBelowStroke:1.081305><pSingleWordAlignment:Left><bnListType:Bullet><bnBulletCharacter:UnicodeWithFont\,8226><bulFont:Calibri><bulTypeFace:Bold><bulTextAfter:><cTypeface:Bold><cSize:9.731746><cHorizontalScale:0.924808><cStrokeWeight:1.039858><cLeading:12.975661><cFont:Calibri><cMiterLimit:4.159432><cKentenSize:-1.081306><cBoutenHorizontalScale:0.924808>Marauder: <cTypeface:><cSize:><cHorizontalScale:><cStrokeWeight:><cLeading:><cFont:><cMiterLimit:><cKentenSize:><cBoutenHorizontalScale:><CharStyle:Char Italic><cSize:9.731746><cHorizontalScale:0.924808><cStrokeWeight:1.039858><cLeading:12.975661><cFont:Calibri><cMiterLimit:4.159432><cKentenSize:-1.081306><cBoutenHorizontalScale:0.924808>Helm 0, Tactical  2, Engineering 0, Armored, Cargo 10, Fuel 100, Heavily Armed 4, Life Support 10,000, Shielding,  Spacefaring, 10,000,000 Guilders,<cSize:><cHorizontalScale:><cStrokeWeight:><cLeading:><cFont:><cMiterLimit:><cKentenSize:><cBoutenHorizontalScale:><CharStyle:><cTypeface:Bold><cSize:9.731746><cHorizontalScale:0.924808><cStrokeWeight:1.039858><cLeading:12.975661><cFont:Calibri><cMiterLimit:4.159432><cKentenSize:-1.081306><cBoutenHorizontalScale:0.924808>
<cTypeface:><cSize:><cHorizontalScale:><cStrokeWeight:><cLeading:><cFont:><cMiterLimit:><cKentenSize:><cBoutenHorizontalScale:><pLeftIndent:><pHyphenation:><pSpaceAfter:><pRuleAboveStroke:><pRuleBelowStroke:><pSingleWordAlignment:><bnListType:><bnBulletCharacter:><bulFont:><bulTypeFace:><bulTextAfter:><ParaStyle:><pLeftIndent:2.000000><pHyphenation:0><pSpaceAfter:3.243915><pRuleAboveStroke:1.081305><pRuleBelowStroke:1.081305><pSingleWordAlignment:Left><bnListType:Bullet><bnBulletCharacter:UnicodeWithFont\,8226><bulFont:Calibri><bulTypeFace:Bold><bulTextAfter:><cTypeface:Bold><cSize:9.731746><cHorizontalScale:0.924808><cStrokeWeight:1.039858><cLeading:12.975661><cFont:Calibri><cMiterLimit:4.159432><cKentenSize:-1.081306><cBoutenHorizontalScale:0.924808>Carrier: <cTypeface:><cSize:><cHorizontalScale:><cStrokeWeight:><cLeading:><cFont:><cMiterLimit:><cKentenSize:><cBoutenHorizontalScale:><CharStyle:Char Italic><cSize:9.731746><cHorizontalScale:0.924808><cStrokeWeight:1.039858><cLeading:12.975661><cFont:Calibri><cMiterLimit:4.159432><cKentenSize:-1.081306><cBoutenHorizontalScale:0.924808>Helm 0, Tactical  0, Engineering 2, Armored, Cargo 20, Fuel 100, Heavily Armed 2, Life Support 10,000, Shielding,  Spacefaring, 10,000,000 Guilders,<cSize:><cHorizontalScale:><cStrokeWeight:><cLeading:><cFont:><cMiterLimit:><cKentenSize:><cBoutenHorizontalScale:><CharStyle:><cTypeface:Bold><cSize:9.731746><cHorizontalScale:0.924808><cStrokeWeight:1.039858><cLeading:12.975661><cFont:Calibri><cMiterLimit:4.159432><cKentenSize:-1.081306><cBoutenHorizontalScale:0.924808>
<cTypeface:><cSize:><cHorizontalScale:><cStrokeWeight:><cLeading:><cFont:><cMiterLimit:><cKentenSize:><cBoutenHorizontalScale:><pLeftIndent:><pHyphenation:><pSpaceAfter:><pRuleAboveStroke:><pRuleBelowStroke:><pSingleWordAlignment:><bnListType:><bnBulletCharacter:><bulFont:><bulTypeFace:><bulTextAfter:><ParaStyle:><pLeftIndent:2.000000><pHyphenation:0><pSpaceAfter:3.243915><pRuleAboveStroke:1.081305><pRuleBelowStroke:1.081305><pSingleWordAlignment:Left><bnListType:Bullet><bnBulletCharacter:UnicodeWithFont\,8226><bulFont:Calibri><bulTypeFace:Bold><bulTextAfter:><cTypeface:Bold><cSize:9.731746><cHorizontalScale:0.924808><cStrokeWeight:1.039858><cLeading:12.975661><cFont:Calibri><cMiterLimit:4.159432><cKentenSize:-1.081306><cBoutenHorizontalScale:0.924808>Interdictor: <cTypeface:><cSize:><cHorizontalScale:><cStrokeWeight:><cLeading:><cFont:><cMiterLimit:><cKentenSize:><cBoutenHorizontalScale:><CharStyle:Char Italic><cSize:9.731746><cHorizontalScale:0.924808><cStrokeWeight:1.039858><cLeading:12.975661><cFont:Calibri><cMiterLimit:4.159432><cKentenSize:-1.081306><cBoutenHorizontalScale:0.924808>Helm 2, Tactical  0, Engineering 0, Armored, Cargo 10, Fuel 100, Heavily Armed 3, Life Support 10,000, Shielding,  Spacefaring, 10,000,000 Guilders,<cSize:><cHorizontalScale:><cStrokeWeight:><cLeading:><cFont:><cMiterLimit:><cKentenSize:><cBoutenHorizontalScale:><CharStyle:><cTypeface:Bold><cSize:9.731746><cHorizontalScale:0.924808><cStrokeWeight:1.039858><cLeading:12.975661><cFont:Calibri><cMiterLimit:4.159432><cKentenSize:-1.081306><cBoutenHorizontalScale:0.924808>
<cTypeface:><cSize:><cHorizontalScale:><cStrokeWeight:><cLeading:><cFont:><cMiterLimit:><cKentenSize:><cBoutenHorizontalScale:><pLeftIndent:><pHyphenation:><pSpaceAfter:><pRuleAboveStroke:><pRuleBelowStroke:><pSingleWordAlignment:><bnListType:><bnBulletCharacter:><bulFont:><bulTypeFace:><bulTextAfter:><ParaStyle:NormalParagraphStyle><pRuleAboveStroke:1.081305><pRuleBelowStroke:1.081305><cSize:8.650441><cHorizontalScale:0.924808><cStrokeWeight:1.039858><cLeading:10.813051><cMiterLimit:4.159432><cKentenSize:-1.081306><cBoutenHorizontalScale:0.924808> 
<cSize:><cHorizontalScale:><cStrokeWeight:><cLeading:><cMiterLimit:><cKentenSize:><cBoutenHorizontalScale:><pRuleAboveStroke:><pRuleBelowStroke:><ParaStyle:><pLeftIndent:5.999999><pRightIndent:1.000000><pHyphenation:0><pRuleAboveStroke:1.081305><pRuleBelowStroke:1.081305><cSize:10.813051><cHorizontalScale:0.924808><cStrokeWeight:1.039858><cLeading:10.813051><cFont:Pirate Ship><cMiterLimit:4.159432><cKentenSize:-1.081306><cBoutenHorizontalScale:0.924808>Capital Ships 100,000,000 G
<cSize:><cHorizontalScale:><cStrokeWeight:><cLeading:><cFont:><cMiterLimit:><cKentenSize:><cBoutenHorizontalScale:><pLeftIndent:><pRightIndent:><pHyphenation:><pRuleAboveStroke:><pRuleBelowStroke:><ParaStyle:><pLeftIndent:1.000000><pRightIndent:1.000000><pHyphenation:0><pSpaceAfter:4.325220><pRuleAboveStroke:1.081305><pRuleBelowStroke:1.081305><cSize:8.650441><cHorizontalScale:0.924808><cStrokeWeight:1.039858><cBaselineShift:-5.406526><cLeading:10.813051><cFont:Pirate Ship><cMiterLimit:4.159432><cKentenSize:-1.081306><cBoutenHorizontalScale:0.924808>Hardpoints 12-24
<cSize:><cHorizontalScale:><cStrokeWeight:><cBaselineShift:><cLeading:><cFont:><cMiterLimit:><cKentenSize:><cBoutenHorizontalScale:><pLeftIndent:><pRightIndent:><pHyphenation:><pSpaceAfter:><pRuleAboveStroke:><pRuleBelowStroke:><ParaStyle:><pLeftIndent:2.000000><pHyphenation:0><pSpaceAfter:3.243915><pRuleAboveStroke:1.081305><pRuleBelowStroke:1.081305><pSingleWordAlignment:Left><bnListType:Bullet><bnBulletCharacter:UnicodeWithFont\,8226><bulFont:Calibri><bulTypeFace:Bold><bulTextAfter:><cTypeface:Bold><cSize:9.731746><cHorizontalScale:0.924808><cStrokeWeight:1.039858><cLeading:12.975661><cFont:Calibri><cMiterLimit:4.159432><cKentenSize:-1.081306><cBoutenHorizontalScale:0.924808>Standard: <cTypeface:><cSize:><cHorizontalScale:><cStrokeWeight:><cLeading:><cFont:><cMiterLimit:><cKentenSize:><cBoutenHorizontalScale:><CharStyle:Char Italic><cSize:9.731746><cHorizontalScale:0.924808><cStrokeWeight:1.039858><cLeading:12.975661><cFont:Calibri><cMiterLimit:4.159432><cKentenSize:-1.081306><cBoutenHorizontalScale:0.924808>Helm 1, Tactical  0, Engineering 1, Armored, Cargo N, Fuel 500, Heavily Armed 4, Life Support 5,000,000, Shielding,  Spacefaring, 100,000,000 Guilders,
<cSize:><cHorizontalScale:><cStrokeWeight:><cLeading:><cFont:><cMiterLimit:><cKentenSize:><cBoutenHorizontalScale:><CharStyle:><pLeftIndent:><pHyphenation:><pSpaceAfter:><pRuleAboveStroke:><pRuleBelowStroke:><pSingleWordAlignment:><bnListType:><bnBulletCharacter:><bulFont:><bulTypeFace:><bulTextAfter:><ParaStyle:Gear \& Vehicles>Devastator: <CharStyle:Char Italic>Helm 0, Tactical  2, Engineering 0, Armored, Cargo N, Fuel 500, Heavily Armed 8, Life Support5,000,000, <cSize:9.731746><cHorizontalScale:0.924808><cStrokeWeight:1.039858><cLeading:12.975661><cMiterLimit:4.159432><cKentenSize:-1.081306><cBoutenHorizontalScale:0.924808>Shielding,  <cSize:><cHorizontalScale:><cStrokeWeight:><cLeading:><cMiterLimit:><cKentenSize:><cBoutenHorizontalScale:>Spacefaring, 100,000,000 Guilders,<CharStyle:>
<ParaStyle:><pLeftIndent:2.000000><pHyphenation:0><pSpaceAfter:3.243915><pRuleAboveStroke:1.081305><pRuleBelowStroke:1.081305><pSingleWordAlignment:Left><bnListType:Bullet><bnBulletCharacter:UnicodeWithFont\,8226><bulFont:Calibri><bulTypeFace:Bold><bulTextAfter:><cTypeface:Bold><cSize:9.731746><cHorizontalScale:0.924808><cStrokeWeight:1.039858><cBaselineShift:0.000000><cLeading:12.975661><cFont:Calibri><cSkew:0.000000><cMiterLimit:4.159432><cKentenSize:-1.081306><cBoutenHorizontalScale:0.924808>Colonist: <cTypeface:><cSize:><cHorizontalScale:><cStrokeWeight:><cBaselineShift:><cLeading:><cFont:><cSkew:><cMiterLimit:><cKentenSize:><cBoutenHorizontalScale:><CharStyle:Char Italic><cSize:9.731746><cHorizontalScale:0.924808><cStrokeWeight:1.039858><cBaselineShift:0.000000><cLeading:12.975661><cFont:Calibri><cSkew:0.000000><cMiterLimit:4.159432><cKentenSize:-1.081306><cBoutenHorizontalScale:0.924808>Helm 0, Tactical  0, Engineering 2, Armored, Cargo N, Fuel 500, Heavily Armed 4, Life Support 5,000,000, Shielding,  Spacefaring, 100,000,000 Guilders,
<cSize:><cHorizontalScale:><cStrokeWeight:><cBaselineShift:><cLeading:><cFont:><cSkew:><cMiterLimit:><cKentenSize:><cBoutenHorizontalScale:><CharStyle:><pLeftIndent:><pHyphenation:><pSpaceAfter:><pRuleAboveStroke:><pRuleBelowStroke:><pSingleWordAlignment:><bnListType:><bnBulletCharacter:><bulFont:><bulTypeFace:><bulTextAfter:><ParaStyle:New Title Sub><cTypeface:Bold><cSize:9.731746><cHorizontalScale:0.924808><cStrokeWeight:1.039858><cBaselineShift:0.000000><cLeading:12.975661><cFont:Calibri><cSkew:0.000000><cMiterLimit:4.159432><cKentenSize:-1.081306><cBoutenHorizontalScale:0.924808>Flagship: <cTypeface:><cSize:><cHorizontalScale:><cStrokeWeight:><cBaselineShift:><cLeading:><cFont:><cSkew:><cMiterLimit:><cKentenSize:><cBoutenHorizontalScale:><CharStyle:Char Italic><cSize:9.731746><cHorizontalScale:0.924808><cStrokeWeight:1.039858><cBaselineShift:0.000000><cLeading:12.975661><cFont:Calibri><cSkew:0.000000><cMiterLimit:4.159432><cKentenSize:-1.081306><cBoutenHorizontalScale:0.924808>Helm 2, Tactical  0, Engineering 0, Armored, Cargo N, Fuel 500, Heavily Armed 6, Life Support 5,000,000, Shielding,  Spacefaring, <cSize:><cHorizontalScale:><cStrokeWeight:><cBaselineShift:><cLeading:><cFont:><cSkew:><cMiterLimit:><cKentenSize:><cBoutenHorizontalScale:><cSize:9.731746><cHorizontalScale:0.924808><cStrokeWeight:1.039858><cBaselineShift:0.000000><cLeading:12.975661><cFont:Calibri><cSkew:0.000000><cMiterLimit:4.159432><cKentenSize:-1.081306><cBoutenHorizontalScale:0.924808>100,000,000 Guilders,<cSize:><cHorizontalScale:><cStrokeWeight:><cBaselineShift:><cLeading:><cFont:><cSkew:><cMiterLimit:><cKentenSize:><cBoutenHorizontalScale:><CharStyle:>
<ParaStyle:New Title Sub>Ship Systems
<ParaStyle:NormalParagraphStyle><pRuleAboveStroke:1.081305><pRuleBelowStroke:1.081305><cSize:8.650441><cHorizontalScale:0.924808><cStrokeWeight:1.039858><cLeading:10.813051><cMiterLimit:4.159432><cKentenSize:-1.081306><cBoutenHorizontalScale:0.924808>Choose the secondary and weapon systems as directed by the chosen ship class.
<cSize:><cHorizontalScale:><cStrokeWeight:><cLeading:><cMiterLimit:><cKentenSize:><cBoutenHorizontalScale:><pRuleAboveStroke:><pRuleBelowStroke:><ParaStyle:NormalParagraphStyle><pRuleAboveStroke:1.081305><pRuleBelowStroke:1.081305><cSize:8.650441><cHorizontalScale:0.924808><cStrokeWeight:1.039858><cLeading:10.813051><cMiterLimit:4.159432><cKentenSize:-1.081306><cBoutenHorizontalScale:0.924808>
<cSize:><cHorizontalScale:><cStrokeWeight:><cLeading:><cMiterLimit:><cKentenSize:><cBoutenHorizontalScale:><pRuleAboveStroke:><pRuleBelowStroke:><ParaStyle:><pLeftIndent:5.999999><pRightIndent:1.000000><pHyphenation:0><pRuleAboveStroke:1.081305><pRuleBelowStroke:1.081305><cSize:10.813051><cHorizontalScale:0.924808><cStrokeWeight:1.039858><cLeading:10.813051><cFont:Pirate Ship><cMiterLimit:4.159432><cKentenSize:-1.081306><cBoutenHorizontalScale:0.924808>Ship Secondary systems:
<cSize:><cHorizontalScale:><cStrokeWeight:><cLeading:><cFont:><cMiterLimit:><cKentenSize:><cBoutenHorizontalScale:><pLeftIndent:><pRightIndent:><pHyphenation:><pRuleAboveStroke:><pRuleBelowStroke:><ParaStyle:Gear \& Vehicles><cSize:8.650441><cHorizontalScale:0.924808><cStrokeWeight:1.039858><cLeading:10.813051><cMiterLimit:4.159432><cKentenSize:-1.081306><cBoutenHorizontalScale:0.924808>Medbay: <cSize:><cHorizontalScale:><cStrokeWeight:><cLeading:><cMiterLimit:><cKentenSize:><cBoutenHorizontalScale:><CharStyle:Char Italic><cSize:8.650441><cHorizontalScale:0.924808><cStrokeWeight:1.039858><cLeading:10.813051><cMiterLimit:4.159432><cKentenSize:-1.081306><cBoutenHorizontalScale:0.924808>time in medbay is considered rest or treatment for healing harm.
<cSize:><cHorizontalScale:><cStrokeWeight:><cLeading:><cMiterLimit:><cKentenSize:><cBoutenHorizontalScale:><CharStyle:><ParaStyle:Gear \& Vehicles><cSize:8.650441><cHorizontalScale:0.924808><cStrokeWeight:1.039858><cLeading:10.813051><cMiterLimit:4.159432><cKentenSize:-1.081306><cBoutenHorizontalScale:0.924808>Expanded cargo bay: <cSize:><cHorizontalScale:><cStrokeWeight:><cLeading:><cMiterLimit:><cKentenSize:><cBoutenHorizontalScale:><CharStyle:Char Italic><cSize:8.650441><cHorizontalScale:0.924808><cStrokeWeight:1.039858><cLeading:10.813051><cMiterLimit:4.159432><cKentenSize:-1.081306><cBoutenHorizontalScale:0.924808>Able to carry large amounts of cargo.
<cSize:><cHorizontalScale:><cStrokeWeight:><cLeading:><cMiterLimit:><cKentenSize:><cBoutenHorizontalScale:><CharStyle:><ParaStyle:Gear \& Vehicles><cSize:8.650441><cHorizontalScale:0.924808><cStrokeWeight:1.039858><cLeading:10.813051><cMiterLimit:4.159432><cKentenSize:-1.081306><cBoutenHorizontalScale:0.924808>Hidden compartments: <cSize:><cHorizontalScale:><cStrokeWeight:><cLeading:><cMiterLimit:><cKentenSize:><cBoutenHorizontalScale:><CharStyle:Char Italic><cSize:8.650441><cHorizontalScale:0.924808><cStrokeWeight:1.039858><cLeading:10.813051><cMiterLimit:4.159432><cKentenSize:-1.081306><cBoutenHorizontalScale:0.924808>Hides cargo or passengers from prying eyes and scanners.
<cSize:><cHorizontalScale:><cStrokeWeight:><cLeading:><cMiterLimit:><cKentenSize:><cBoutenHorizontalScale:><CharStyle:><ParaStyle:Gear \& Vehicles><cSize:8.650441><cHorizontalScale:0.924808><cStrokeWeight:1.039858><cLeading:10.813051><cMiterLimit:4.159432><cKentenSize:-1.081306><cBoutenHorizontalScale:0.924808>Ram scoop: <cSize:><cHorizontalScale:><cStrokeWeight:><cLeading:><cMiterLimit:><cKentenSize:><cBoutenHorizontalScale:><CharStyle:Char Italic><cSize:8.650441><cHorizontalScale:0.924808><cStrokeWeight:1.039858><cLeading:10.813051><cMiterLimit:4.159432><cKentenSize:-1.081306><cBoutenHorizontalScale:0.924808>Collect fuel from gas giants, suns, and nebulae, and free floating cargo in space.
<cSize:><cHorizontalScale:><cStrokeWeight:><cLeading:><cMiterLimit:><cKentenSize:><cBoutenHorizontalScale:><CharStyle:><ParaStyle:Gear \& Vehicles><cSize:8.650441><cHorizontalScale:0.924808><cStrokeWeight:1.039858><cLeading:10.813051><cMiterLimit:4.159432><cKentenSize:-1.081306><cBoutenHorizontalScale:0.924808>Tether: <cSize:><cHorizontalScale:><cStrokeWeight:><cLeading:><cMiterLimit:><cKentenSize:><cBoutenHorizontalScale:><CharStyle:Char Italic><cSize:8.650441><cHorizontalScale:0.924808><cStrokeWeight:1.039858><cLeading:10.813051><cMiterLimit:4.159432><cKentenSize:-1.081306><cBoutenHorizontalScale:0.924808>used to lock proximity to an object outside your ship.
<cSize:><cHorizontalScale:><cStrokeWeight:><cLeading:><cMiterLimit:><cKentenSize:><cBoutenHorizontalScale:><CharStyle:><ParaStyle:Gear \& Vehicles><cSize:8.650441><cHorizontalScale:0.924808><cStrokeWeight:1.039858><cLeading:10.813051><cMiterLimit:4.159432><cKentenSize:-1.081306><cBoutenHorizontalScale:0.924808>Cryo pods: <cSize:><cHorizontalScale:><cStrokeWeight:><cLeading:><cMiterLimit:><cKentenSize:><cBoutenHorizontalScale:><CharStyle:Char Italic><cSize:8.650441><cHorizontalScale:0.924808><cStrokeWeight:1.039858><cLeading:10.813051><cMiterLimit:4.159432><cKentenSize:-1.081306><cBoutenHorizontalScale:0.924808>conserve life support during space travel, and escape a damaged ship.
<cSize:><cHorizontalScale:><cStrokeWeight:><cLeading:><cMiterLimit:><cKentenSize:><cBoutenHorizontalScale:><CharStyle:><ParaStyle:Gear \& Vehicles><cSize:8.650441><cHorizontalScale:0.924808><cStrokeWeight:1.039858><cLeading:10.813051><cMiterLimit:4.159432><cKentenSize:-1.081306><cBoutenHorizontalScale:0.924808>Reinforced systems: <cSize:><cHorizontalScale:><cStrokeWeight:><cLeading:><cMiterLimit:><cKentenSize:><cBoutenHorizontalScale:><CharStyle:Char Italic><cSize:8.650441><cHorizontalScale:0.924808><cStrokeWeight:1.039858><cLeading:10.813051><cMiterLimit:4.159432><cKentenSize:-1.081306><cBoutenHorizontalScale:0.924808>Repair a damaged system, if given the chance.
<cSize:><cHorizontalScale:><cStrokeWeight:><cLeading:><cMiterLimit:><cKentenSize:><cBoutenHorizontalScale:><CharStyle:><ParaStyle:Gear \& Vehicles><cSize:8.650441><cHorizontalScale:0.924808><cStrokeWeight:1.039858><cLeading:10.813051><cMiterLimit:4.159432><cKentenSize:-1.081306><cBoutenHorizontalScale:0.924808>Ship shielding: <cSize:><cHorizontalScale:><cStrokeWeight:><cLeading:><cMiterLimit:><cKentenSize:><cBoutenHorizontalScale:><CharStyle:Char Italic><cSize:8.000000><cLeading:10.000000>When you divert damage from another system to your ship shielding, for each point of damage your shields absorb, spend 3 Fuel.<cSize:><cLeading:><CharStyle:><CharStyle:Letter V\:Char Italic><cBaselineShift:0.000000><cFont:Calibri><cSkew:0.000000>
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<ParaStyle:New Title Sub>NPC Ship calls:
<ParaStyle:NormalParagraphStyle>Write up to three calls that describes how the ship and it<0x2019> crew behaves.
<ParaStyle:bullets tags>Maneuver into a favorable position.
<ParaStyle:bullets tags>Fire weapons at them.
<ParaStyle:bullets tags>Hail them.
<ParaStyle:bullets tags>Dock with them.
<ParaStyle:bullets tags>Hold steady.
<ParaStyle:bullets tags>Escape.
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<ParaStyle:New Title>Groups
<ParaStyle:NormalParagraphStyle>Groups are used to describe and track the various gangs, cultures, civilizations, and organizations in your game. Groups will often work against each other, and these conflicts will create opportunities  for the Crew to influence the outcome of the conflicts or just earn some Guilders. As with locations and NPCs, less is more. Write enough to start using a group and get a sense of what they<0x2019>re like, and then discover more about them through play.
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<ParaStyle:New Title Sub>Group tags
<ParaStyle:NormalParagraphStyle>Tags for groups will help you determine how that group behaves, and the types of things they can do, and how they interact with the rules and the fiction. This list of tags is a starting point, but create your own as you need them.
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<ParaStyle:new move name>Types of Groups:
<ParaStyle:bullets moves><CharStyle:Char Bold>Crew<CharStyle:>: A group that work and/or live on a ship full time.
<ParaStyle:bullets moves><CharStyle:Char Bold>Gang<CharStyle:>: A small group that defends a patch of territory. Often criminal and violent.
<ParaStyle:bullets moves><CharStyle:Char Bold>Organization<CharStyle:>: A large group that is unified by a purpose and has a hierarchy.
<ParaStyle:bullets moves><CharStyle:Char Bold>Society<CharStyle:>: A group that lives together using shared social values and norms.
<ParaStyle:bullets moves><CharStyle:Char Bold>Civilization<CharStyle:>: A large group defined by it<0x2019>s territories, societies, Cultures, common languages, and technological achievements under a unified Government.
<ParaStyle:bullets tags><CharStyle:Char Bold>Monoculture<CharStyle:>: A group where everyone shares the same sensibilities of society, art, language, and history.
<ParaStyle:bullets tags><CharStyle:Char Bold>Multiculture<CharStyle:>: A group that has a mix of different sensibilities of society, art, language, and history.
<ParaStyle:bullets moves><CharStyle:Char Bold>Species<CharStyle:>: A group defined by it<0x2019>s shared genes and place of origin.
<ParaStyle:bullets moves><CharStyle:Char Bold>Army<CharStyle:>: An organization united by military training and objectives. 
<ParaStyle:bullets moves><CharStyle:Char Bold>Corporation<CharStyle:>: An organization united by commercial pursuits.
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<ParaStyle:new move name>Tech Level:
<ParaStyle:bullets moves><CharStyle:Char Bold>Primitive<CharStyle:>: Simple stone and wood tools, very simple society.
<ParaStyle:bullets moves><CharStyle:Char Bold>Pre-Industrial<CharStyle:>: Equivalent to any period in human history before the Industrial revolution.
<ParaStyle:bullets moves><CharStyle:Char Bold>Industrial<CharStyle:>: Any technology after the industrial revolution, but before the discovery of FTL travel. Able to establish colonies on planets in their local system at their peak.
<ParaStyle:bullets moves><CharStyle:Char Bold>Post-Light<CharStyle:>: Capable of FTL travel, and supporting ships with FTL capabilities.
<ParaStyle:bullets moves><CharStyle:Char Bold>Post-Scarcity<CharStyle:>: Any citizen can live comfortably with access to shelter, food, water, and other amenities without the need for work, currency, or shortage.
<ParaStyle:bullets moves><CharStyle:Char Bold>Post-Singularity<CharStyle:>: Capable of creating A.I. Which can learn and self improve to be as smart as a biological person, or smarter.
<ParaStyle:bullets moves><CharStyle:Char Bold>Cosmic<CharStyle:>: Able to build and move worlds and stars.
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<ParaStyle:new move name>Other group tags:
<ParaStyle:bullets moves><CharStyle:Char Bold>Influential<CharStyle:>: They have the wealth or power to influence others.
<ParaStyle:bullets moves><CharStyle:Char Bold>Committed<CharStyle:>: The have a cause they believe in, and are ready to die, or kill for their cause.
<ParaStyle:bullets moves><CharStyle:Char Bold>Criminal<CharStyle:>: Their activities are often against the law.
<ParaStyle:bullets moves><CharStyle:Char Bold>Authority<CharStyle:>: They hold a position of authority, or act like they do.
<ParaStyle:bullets moves><CharStyle:Char Bold>Warmongers<CharStyle:>: They are warlike, and will try to settle most conflicts with violence.
<ParaStyle:bullets moves><CharStyle:Char Bold>Pacifists<CharStyle:>: The abhor violence, and will try to never commit a violent act, no matter what<0x2019>s at stake.
<ParaStyle:bullets moves><CharStyle:Char Bold>Religious<CharStyle:>: They strongly believe in and follow a spiritual doctrine.
<ParaStyle:bullets moves><CharStyle:Char Bold>Unforgiving<CharStyle:>: They do not forgive insult or opposition.
<ParaStyle:bullets moves><CharStyle:Char Bold>Prolific<CharStyle:>: They have members everywhere.
<ParaStyle:bullets moves><CharStyle:Char Bold>Xenophobic<CharStyle:>: They hate the alien and the different.
<ParaStyle:bullets moves><CharStyle:Char Bold>Friendly<CharStyle:>: They are open and welcoming to strangers.
<ParaStyle:bullets moves><CharStyle:Char Bold>Savvy<CharStyle:>: they are adept at making deals and brokering negotiations.
<ParaStyle:bullets moves><CharStyle:Char Bold>Desperate<CharStyle:>: Their situation is dire, and they will look for any avenue to escape.
<ParaStyle:bullets moves><CharStyle:Char Bold>Secretive<CharStyle:>: They keep their presence and activities hidden from others.
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<ParaStyle:New Title Sub>Example groups:
<ParaStyle:Paragraph Bold>Here are a few examples you may use as inspiration.
<ParaStyle:bullets moves>A backwater colony planet, with few resources, little support, and minimal rules.
<ParaStyle:bullets moves>A peaceful colony
<ParaStyle:bullets moves>A zealous cult, pursuing their goal with an unshakable faith, no matter who is harmed on the way.
<ParaStyle:bullets moves>A greedy corporation, intent on profits via any means.
<ParaStyle:bullets moves>A struggling security force or authority, lacking the resources to police and protect.
<ParaStyle:bullets moves>A small gang of street youths, protective of their territory and distrustful of everyone else.
<ParaStyle:bullets moves>A merchant guild, obsessed with balance and fairness.
<ParaStyle:bullets moves>A criminal organization, divided by internal power struggles.
<ParaStyle:bullets moves>A sector-spanning empire, expanding and adding new member worlds and cultures...
<ParaStyle:bullets tags>Through diplomacy and peace
<ParaStyle:bullets tags>Through war and conquest
<ParaStyle:bullets tags>Through trade and prosperity
<ParaStyle:bullets moves>An ancient religion, couched in superstition and ceremony...
<ParaStyle:bullets tags>With a positive message at it<0x2019>s core
<ParaStyle:bullets tags>With it<0x2019>s original message lost to time
<ParaStyle:bullets tags>With a bitter and toxic message demanding obedience
<ParaStyle:bullets moves>A multicultural society on a hub world, vibrant with diversity and commerce.
<ParaStyle:bullets moves>A secret organization that collects and archives knowledge across the galaxy.
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<ParaStyle:New Title Sub>Impulse
<ParaStyle:NormalParagraphStyle>Just like NPCs, groups have an impulse that signifies their purpose, desire, or common behavior in a simple sentence. These are some example impulses, use them for inspiration to write your own.
<ParaStyle:bullets moves>To enforce order
<ParaStyle:bullets moves>To undermine authority
<ParaStyle:bullets moves>To spread your doctrine
<ParaStyle:bullets moves>To conquer and enslave
<ParaStyle:bullets moves>To amass wealth
<ParaStyle:bullets moves>To destroy a hated enemy
<ParaStyle:bullets moves>To dig out a hidden or forgotten truth
<ParaStyle:bullets moves>To chart the unexplored
<ParaStyle:bullets moves>To cure an illness
<ParaStyle:bullets moves>To find something lost
<ParaStyle:bullets moves>To make a scientific breakthrough
<ParaStyle:bullets moves>To bury a shameful or destructive secret
<ParaStyle:bullets moves>To survive just one more day
<ParaStyle:bullets moves>To spread suffering
<ParaStyle:bullets moves>To claim control of a territory
<ParaStyle:bullets moves>To bring peace to a war-torn area
<ParaStyle:bullets moves>To amass power and influence
<ParaStyle:bullets moves>To win the subservience of the masses
<ParaStyle:bullets moves>To abolish a technology, drug, or behavior
<ParaStyle:bullets moves>To proliferate a technology, drug, or behavior
<ParaStyle:bullets moves>To save a person or group from a disaster
<ParaStyle:bullets moves>To secure your borders
<ParaStyle:bullets moves>To live in safety
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<ParaStyle:New Title Sub>Connections
<ParaStyle:bullets moves>It rules the _________
<ParaStyle:bullets moves>It is allied with _________
<ParaStyle:bullets moves>It is enemies with _________
<ParaStyle:bullets moves>It has contracts/treaties with _________
<ParaStyle:bullets moves>It has a complicated past with _________
<ParaStyle:bullets moves>It exploits _________
<ParaStyle:bullets moves>It is a member of __________
<ParaStyle:bullets moves>It lives in __________
<ParaStyle:bullets moves>It hates/loves __________
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<ParaStyle:New Title Sub>Calls
<ParaStyle:bullets moves>Make deals and recall threats from the shadows
<ParaStyle:bullets moves>Intimidate others with a show of force
<ParaStyle:bullets moves>Bring you might to bear on those that defy you
<ParaStyle:bullets moves>Use your influence or wealth to enforce your will
<ParaStyle:bullets moves>Hint at a greater mystery as yet undiscovered
<ParaStyle:bullets moves>Use threats and intimidation to push them into a tight spot
<ParaStyle:bullets moves>Hire or buy someone that can the job done
<ParaStyle:bullets moves>Send trained assassins after you enemy
<ParaStyle:bullets moves>Execute a well made plan or attack
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<ParaStyle:New Title Sub>Description
<ParaStyle:NormalParagraphStyle>You may write a brief description for groups that will factor heavily in the game, or a few sentences to help add background flavor to a scene. Less is definitely more, just write enough to conjure up a sense of the group.
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<ParaStyle:New Title>Jobs
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<ParaStyle:NormalParagraphStyle>Jobs are how the crew most often earns money to pay off their debts and keep their ship running. Jobs have an employer, a task, at least one complication, and a value.
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<ParaStyle:new move name>Employer
<ParaStyle:NormalParagraphStyle>If the employer is new to the crew, choose or roll 2d6+Rep, and choose 1 other quality of the Employer.
<ParaStyle:bullets tags><CharStyle:Char Bold>2: Poor: <CharStyle:><CharStyle:Char Italic>The employer is has very little in the way of wealth.
<CharStyle:><ParaStyle:bullets tags><CharStyle:Char Bold>3: Downtrodden: <CharStyle:><CharStyle:Char Italic>The employer suffers under unfair rule or is persecuted by another.
<CharStyle:><ParaStyle:bullets tags><CharStyle:Char Bold>4: Underground: <CharStyle:><CharStyle:Char Italic>The employer is a criminal or has connections to criminals
<CharStyle:><ParaStyle:bullets tags><CharStyle:Char Bold>5: Organization: <CharStyle:><CharStyle:Char Italic>The employer is an organization or company
<CharStyle:><ParaStyle:bullets tags><CharStyle:Char Bold>6: Public: <CharStyle:><CharStyle:Char Italic>The employer is a notable public figure, celebrity, or leader.
<CharStyle:><ParaStyle:bullets tags><CharStyle:Char Bold>7-9: Connected: <CharStyle:><CharStyle:Char Italic>The employer is somehow connected to a crew member.
<CharStyle:><ParaStyle:bullets tags><CharStyle:Char Bold>10: Mysterious: <CharStyle:><CharStyle:Char Italic>the employer has kept their identity secret.
<CharStyle:><ParaStyle:bullets tags><CharStyle:Char Bold>11: Wealthy: <CharStyle:><CharStyle:Char Italic>The employer is wealthy.
<CharStyle:><ParaStyle:bullets tags><CharStyle:Char Italic>12: Powerful: The employer has a lot of influence.<CharStyle:>
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<ParaStyle:new move name>Task
<ParaStyle:NormalParagraphStyle>The task is simply what needs to be done. It may be transport, escort, delivery, salvage, negotiation, or less legal exploits such as smuggling, intimidation, theft, piracy, destruction, or murder. If the job is shady or top secret, there may not be a lot of specifics given to the crew, which leads to great opportunities for complication.
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<ParaStyle:new move name>Job Seeds
<ParaStyle:NormalParagraphStyle>Roll 1d6 to establish what type of job you create, then 1d6 to establish the subject of the Job.
<ParaStyle:Paragraph Bold><pTextAlignment:Center><TableStyle:\[Basic Table\]><TableStart:7,7:0:0<tCellDefaultCellType:Text>><ColStart:<tColAttrWidth:54.82414698150001>><ColStart:<tColAttrWidth:82.99999999999994>><ColStart:<tColAttrWidth:82.99999999999994>><ColStart:<tColAttrWidth:82.99999999999994>><ColStart:<tColAttrWidth:82.99999999999994>><ColStart:<tColAttrWidth:82.99999999999994>><ColStart:<tColAttrWidth:82.99999999999994>><RowStart:<tRowAttrHeight:19.14156794500713><tRowAttrMinRowSize:19.14156794500713><tRowAutoGrow:0>><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Registration><tCellAttrFillTint:10>><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellAttrLeftInset:3><tCellAttrTopInset:3><tCellAttrRightInset:3><tCellAttrBottomInset:3><tCellFillColor:Registration><tCellAttrFillTint:10>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center><cTypeface:Bold>1: Investigate<cTypeface:><pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellAttrLeftInset:3><tCellAttrTopInset:3><tCellAttrRightInset:3><tCellAttrBottomInset:3><tCellFillColor:Registration><tCellAttrFillTint:10>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center><cTypeface:Bold>2: Deliver<cTypeface:><pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellAttrLeftInset:3><tCellAttrTopInset:3><tCellAttrRightInset:3><tCellAttrBottomInset:3><tCellFillColor:Registration><tCellAttrFillTint:10>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center><cTypeface:Bold>3: Protect<cTypeface:><pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellAttrLeftInset:3><tCellAttrTopInset:3><tCellAttrRightInset:3><tCellAttrBottomInset:3><tCellFillColor:Registration><tCellAttrFillTint:10>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center><cTypeface:Bold>4: Take<cTypeface:><pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellAttrLeftInset:3><tCellAttrTopInset:3><tCellAttrRightInset:3><tCellAttrBottomInset:3><tCellFillColor:Registration><tCellAttrFillTint:10>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center><cTypeface:Bold>5: Destroy<cTypeface:><pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellAttrLeftInset:3><tCellAttrTopInset:3><tCellAttrRightInset:3><tCellAttrBottomInset:3><tCellFillColor:Registration><tCellAttrFillTint:10>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center><cTypeface:Bold>6: Negotiate<cTypeface:><pTextAlignment:><CellEnd:><RowEnd:><RowStart:<tRowAttrHeight:31.334236387260887><tRowAttrMinRowSize:31.334236387260887><tRowAutoGrow:0>><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Registration><tCellAttrFillTint:10><tTextCellVerticalJustification:1>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center><cTypeface:Bold>1: Person<cTypeface:><pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellAttrLeftInset:3><tCellAttrTopInset:3><tCellAttrRightInset:3><tCellAttrBottomInset:3><tCellFillColor:Paper><tCellAttrFillTint:-1><tTextCellVerticalJustification:1>><ParaStyle:Table Content>Identify the perpetrator of a crime.<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellAttrLeftInset:3><tCellAttrTopInset:3><tCellAttrRightInset:3><tCellAttrBottomInset:3><tCellFillColor:Paper><tCellAttrFillTint:-1><tTextCellVerticalJustification:1>><ParaStyle:Table Content>Deliver passengers from one location to another<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellAttrLeftInset:3><tCellAttrTopInset:3><tCellAttrRightInset:3><tCellAttrBottomInset:3><tCellFillColor:Paper><tCellAttrFillTint:-1><tTextCellVerticalJustification:1>><ParaStyle:Table Content>Protect a VIP from external threats.<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellAttrLeftInset:3><tCellAttrTopInset:3><tCellAttrRightInset:3><tCellAttrBottomInset:3><tCellFillColor:Paper><tCellAttrFillTint:-1><tTextCellVerticalJustification:1>><ParaStyle:Table Content>Hunt down and capture a fugitive.<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellAttrLeftInset:3><tCellAttrTopInset:3><tCellAttrRightInset:3><tCellAttrBottomInset:3><tCellFillColor:Paper><tCellAttrFillTint:-1><tTextCellVerticalJustification:1>><ParaStyle:Table Content>Hunt down and kill a dangerous criminal.<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellAttrLeftInset:3><tCellAttrTopInset:3><tCellAttrRightInset:3><tCellAttrBottomInset:3><tCellFillColor:Paper><tCellAttrFillTint:-1><tTextCellVerticalJustification:1>><ParaStyle:Table Content>Secure the services of a skilled or valuable person.<CellEnd:><RowEnd:><RowStart:<tRowAttrHeight:40.60177010423205><tRowAttrMinRowSize:40.60177010423205><tRowAutoGrow:0>><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Registration><tCellAttrFillTint:10><tTextCellVerticalJustification:1>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center><cTypeface:Bold>2: Resource<cTypeface:><pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellAttrLeftInset:3><tCellAttrTopInset:3><tCellAttrRightInset:3><tCellAttrBottomInset:3><tCellFillColor:Paper><tCellAttrFillTint:-1><tTextCellVerticalJustification:1>><ParaStyle:Table Content>Locate hidden or lost property, knowledge, or an artifact.<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellAttrLeftInset:3><tCellAttrTopInset:3><tCellAttrRightInset:3><tCellAttrBottomInset:3><tCellFillColor:Paper><tCellAttrFillTint:-1><tTextCellVerticalJustification:1>><ParaStyle:Table Content>Take goods, information, or a valuable item to it<0x2019>s destination.<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellAttrLeftInset:3><tCellAttrTopInset:3><tCellAttrRightInset:3><tCellAttrBottomInset:3><tCellFillColor:Paper><tCellAttrFillTint:-1><tTextCellVerticalJustification:1>><ParaStyle:Table Content>Protect  valuable information, item or artifact from theft.<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellAttrLeftInset:3><tCellAttrTopInset:3><tCellAttrRightInset:3><tCellAttrBottomInset:3><tCellFillColor:Paper><tCellAttrFillTint:-1><tTextCellVerticalJustification:1>><ParaStyle:Table Content>Steal coveted goods, information,  or an item.<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellAttrLeftInset:3><tCellAttrTopInset:3><tCellAttrRightInset:3><tCellAttrBottomInset:3><tCellFillColor:Paper><tCellAttrFillTint:-1><tTextCellVerticalJustification:1>><ParaStyle:Table Content>Ensure the destruction of sensitive information, goods, or an object.<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellAttrLeftInset:3><tCellAttrTopInset:3><tCellAttrRightInset:3><tCellAttrBottomInset:3><tCellFillColor:Paper><tCellAttrFillTint:-1><tTextCellVerticalJustification:1>><ParaStyle:Table Content>Negotiate for the exchange of information, goods, or an object.<CellEnd:><RowEnd:><RowStart:<tRowAttrHeight:39.29677770396566><tRowAttrMinRowSize:39.29677770396566><tRowAutoGrow:0>><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Registration><tCellAttrFillTint:10><tTextCellVerticalJustification:1>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center><cTypeface:Bold>3: Place<cTypeface:><pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellAttrLeftInset:3><tCellAttrTopInset:3><tCellAttrRightInset:3><tCellAttrBottomInset:3><tCellFillColor:Paper><tCellAttrFillTint:-1><tTextCellVerticalJustification:1>><ParaStyle:Table Content>Survey a remote or unstable location.<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellAttrLeftInset:3><tCellAttrTopInset:3><tCellAttrRightInset:3><tCellAttrBottomInset:3><tCellFillColor:Paper><tCellAttrFillTint:-1><tTextCellVerticalJustification:1>><ParaStyle:Table Content>Deliver something through dangerous, or unpredictable territory.<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellAttrLeftInset:3><tCellAttrTopInset:3><tCellAttrRightInset:3><tCellAttrBottomInset:3><tCellFillColor:Paper><tCellAttrFillTint:-1><tTextCellVerticalJustification:1>><ParaStyle:Table Content>Defend a vulnerable or besieged location from looters.<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellAttrLeftInset:3><tCellAttrTopInset:3><tCellAttrRightInset:3><tCellAttrBottomInset:3><tCellFillColor:Paper><tCellAttrFillTint:-1><tTextCellVerticalJustification:1>><ParaStyle:Table Content>Infiltrate a well guarded facility or compound, and roll again for objective.<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellAttrLeftInset:3><tCellAttrTopInset:3><tCellAttrRightInset:3><tCellAttrBottomInset:3><tCellFillColor:Paper><tCellAttrFillTint:-1><tTextCellVerticalJustification:1>><ParaStyle:Table Content>Perform and unscheduled demolition of a hostile location.<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellAttrLeftInset:3><tCellAttrTopInset:3><tCellAttrRightInset:3><tCellAttrBottomInset:3><tCellFillColor:Paper><tCellAttrFillTint:-1><tTextCellVerticalJustification:1>><ParaStyle:Table Content>Settle a dispute over territory or land rights.<CellEnd:><RowEnd:><RowStart:<tRowAttrHeight:48.46473381942914><tRowAttrMinRowSize:48.46473381942914><tRowAutoGrow:0>><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Registration><tCellAttrFillTint:10><tTextCellVerticalJustification:1>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center><cTypeface:Bold>4: Relationship<cTypeface:><pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellAttrLeftInset:3><tCellAttrTopInset:3><tCellAttrRightInset:3><tCellAttrBottomInset:3><tCellFillColor:Paper><tCellAttrFillTint:-1><tTextCellVerticalJustification:1>><ParaStyle:Table Content>Uncover a conspiracy or hidden connection.<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellAttrLeftInset:3><tCellAttrTopInset:3><tCellAttrRightInset:3><tCellAttrBottomInset:3><tCellFillColor:Paper><tCellAttrFillTint:-1><tTextCellVerticalJustification:1>><ParaStyle:Table Content>Deliver someone or something of personal value.<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellAttrLeftInset:3><tCellAttrTopInset:3><tCellAttrRightInset:3><tCellAttrBottomInset:3><tCellFillColor:Paper><tCellAttrFillTint:-1><tTextCellVerticalJustification:1>><ParaStyle:Table Content>Escort someone close or important to a crew member on a journey or mission.<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellAttrLeftInset:3><tCellAttrTopInset:3><tCellAttrRightInset:3><tCellAttrBottomInset:3><tCellFillColor:Paper><tCellAttrFillTint:-1><tTextCellVerticalJustification:1>><ParaStyle:Table Content>Ensure the safe return of a hostage or kidnapping victim.<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellAttrLeftInset:3><tCellAttrTopInset:3><tCellAttrRightInset:3><tCellAttrBottomInset:3><tCellFillColor:Paper><tCellAttrFillTint:-1><tTextCellVerticalJustification:1>><ParaStyle:Table Content>End the threat of a rival or enemy, permanently.<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellAttrLeftInset:3><tCellAttrTopInset:3><tCellAttrRightInset:3><tCellAttrBottomInset:3><tCellFillColor:Paper><tCellAttrFillTint:-1><tTextCellVerticalJustification:1>><ParaStyle:Table Content>Ensure the success of a marriage, union, or merger.<CellEnd:><RowEnd:><RowStart:<tRowAttrHeight:39.550955595471606><tRowAttrMinRowSize:39.550955595471606><tRowAutoGrow:0>><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Registration><tCellAttrFillTint:10><tTextCellVerticalJustification:1>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center><cTypeface:Bold>5: Event<cTypeface:><pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellAttrLeftInset:3><tCellAttrTopInset:3><tCellAttrRightInset:3><tCellAttrBottomInset:3><tCellFillColor:Paper><tCellAttrFillTint:-1><tTextCellVerticalJustification:1>><ParaStyle:Table Content>Solve a mysterious crime or phenomenon.<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellAttrLeftInset:3><tCellAttrTopInset:3><tCellAttrRightInset:3><tCellAttrBottomInset:3><tCellFillColor:Paper><tCellAttrFillTint:-1><tTextCellVerticalJustification:1>><ParaStyle:Table Content>Deliver something or someone before an important event.<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellAttrLeftInset:3><tCellAttrTopInset:3><tCellAttrRightInset:3><tCellAttrBottomInset:3><tCellFillColor:Paper><tCellAttrFillTint:-1><tTextCellVerticalJustification:1>><ParaStyle:Table Content>Guard volatile, unstable, or dangerous materials from disturbance.<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellAttrLeftInset:3><tCellAttrTopInset:3><tCellAttrRightInset:3><tCellAttrBottomInset:3><tCellFillColor:Paper><tCellAttrFillTint:-1><tTextCellVerticalJustification:1>><ParaStyle:Table Content>Steal something during a high profile event.<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellAttrLeftInset:3><tCellAttrTopInset:3><tCellAttrRightInset:3><tCellAttrBottomInset:3><tCellFillColor:Paper><tCellAttrFillTint:-1><tTextCellVerticalJustification:1>><ParaStyle:Table Content>Assassinate a target at a high profile public event .<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellAttrLeftInset:3><tCellAttrTopInset:3><tCellAttrRightInset:3><tCellAttrBottomInset:3><tCellFillColor:Paper><tCellAttrFillTint:-1><tTextCellVerticalJustification:1>><ParaStyle:Table Content>Participate in  summit, council, or congress, legitimate or otherwise.<CellEnd:><RowEnd:><RowStart:<tRowAttrHeight:42.17804454122546><tRowAttrMinRowSize:42.17804454122546><tRowAutoGrow:0>><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Registration><tCellAttrFillTint:10><tTextCellVerticalJustification:1>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center><cTypeface:Bold>6: Group<cTypeface:><pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellAttrLeftInset:3><tCellAttrTopInset:3><tCellAttrRightInset:3><tCellAttrBottomInset:3><tCellFillColor:Paper><tCellAttrFillTint:-1><tTextCellVerticalJustification:1>><ParaStyle:Table Content>Reconnaissance in enemy territory.<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellAttrLeftInset:3><tCellAttrTopInset:3><tCellAttrRightInset:3><tCellAttrBottomInset:3><tCellFillColor:Paper><tCellAttrFillTint:-1><tTextCellVerticalJustification:1>><ParaStyle:Table Content>Deliver something or someone before an important event.<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellAttrLeftInset:3><tCellAttrTopInset:3><tCellAttrRightInset:3><tCellAttrBottomInset:3><tCellFillColor:Paper><tCellAttrFillTint:-1><tTextCellVerticalJustification:1>><ParaStyle:Table Content>Defend a vulnerable group or community from invaders or marauders.<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellAttrLeftInset:3><tCellAttrTopInset:3><tCellAttrRightInset:3><tCellAttrBottomInset:3><tCellFillColor:Paper><tCellAttrFillTint:-1><tTextCellVerticalJustification:1>><ParaStyle:Table Content>Help a group of upstarts or underdogs seize control of hostile turf or territory.<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellAttrLeftInset:3><tCellAttrTopInset:3><tCellAttrRightInset:3><tCellAttrBottomInset:3><tCellFillColor:Paper><tCellAttrFillTint:-1><tTextCellVerticalJustification:1>><ParaStyle:Table Content>Annihilate or destabilize a dangerous or powerful group.<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellAttrLeftInset:3><tCellAttrTopInset:3><tCellAttrRightInset:3><tCellAttrBottomInset:3><tCellFillColor:Paper><tCellAttrFillTint:-1><tTextCellVerticalJustification:1>><ParaStyle:Table Content>Ease or resolve tensions between a remote colony and home or native interests.<CellEnd:><RowEnd:><TableEnd:>
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<ParaStyle:new move name>Complication
<ParaStyle:NormalParagraphStyle>Every interesting job has a complication. Complications are things that will make the job harder, or more unsavory. The crew may be informed before Hand, or the complication may be something that was withheld from them, or that they could not anticipate. It may force them to make hard decisions or make sacrifices. Most jobs will only have one complication, but if it makes sense considering the parties involved, you may have another.
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<cSize:><cBaselineShift:><cFont:><ParaStyle:NormalParagraphStyle>Roll 1 D6 to determine the nature of an unforeseen complication on a Job and then another D6 for more specific information:
<ParaStyle:Paragraph Bold><TableStyle:\[Basic Table\]><TableStart:7,7:0:0<tCellDefaultCellType:Text>><ColStart:<tColAttrWidth:27.97244094449985>><ColStart:<tColAttrWidth:88>><ColStart:<tColAttrWidth:88>><ColStart:<tColAttrWidth:88>><ColStart:<tColAttrWidth:88>><ColStart:<tColAttrWidth:88>><ColStart:<tColAttrWidth:88>><RowStart:<tRowAttrHeight:14.908156165568867><tRowAttrMinRowSize:14.908156165568867>><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Registration><tCellAttrFillTint:10>><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Registration><tCellAttrFillTint:30>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center><cTypeface:Bold>1: Compromise<cTypeface:><pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Registration><tCellAttrFillTint:30>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center><cTypeface:Bold>2: Relationships<cTypeface:><pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Registration><tCellAttrFillTint:30>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center><cTypeface:Bold>3: Hazards<cTypeface:><pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Registration><tCellAttrFillTint:30>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center><cTypeface:Bold>4: Surprise<cTypeface:><pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Registration><tCellAttrFillTint:30>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center><cTypeface:Bold>5: Condition<cTypeface:><pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Registration><tCellAttrFillTint:30>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center><cTypeface:Bold>6: Mixed Bag<cTypeface:><pTextAlignment:><CellEnd:><RowEnd:><RowStart:<tRowAttrHeight:43.25><tRowAttrMinRowSize:30.424736649740552>><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Registration><tCellAttrFillTint:10><tTextCellVerticalJustification:1>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center><cTypeface:Bold>1<cTypeface:><pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1><tTextCellVerticalJustification:1>><ParaStyle:Table Content>You<0x2019>re going to have to bribe or pay someone off.<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1><tTextCellVerticalJustification:1>><ParaStyle:Table Content>An enemy or rival from a crew member<0x2019>s past is involved.<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1><tTextCellVerticalJustification:1>><ParaStyle:Table Content>The environment or situation is unstable<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1><tTextCellVerticalJustification:1>><ParaStyle:Table Content>Setup: The job was a setup all along, and a member of the crew is someone<0x2019>s target.<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1><tTextCellVerticalJustification:1>><ParaStyle:Table Content>Time sensitive: there is a deadline for the Job.<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1><tTextCellVerticalJustification:1>><ParaStyle:Table Content>Secondary Objective: Roll or choose again on the Job Seed chart.<CellEnd:><RowEnd:><RowStart:<tRowAttrHeight:43.25><tRowAttrMinRowSize:30.424736649740552>><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Registration><tCellAttrFillTint:10><tTextCellVerticalJustification:1>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center><cTypeface:Bold>2<cTypeface:><pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1><tTextCellVerticalJustification:1>><ParaStyle:Table Content>You will have to owe or cash in some favors<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1><tTextCellVerticalJustification:1>><ParaStyle:Table Content>A lover, friend, or family member of a crew member is involved.<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1><tTextCellVerticalJustification:1>><ParaStyle:Table Content>There is open conflict or war involved.<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1><tTextCellVerticalJustification:1>><ParaStyle:Table Content>Better Offer: Someone makes the crew a better offer to betray their employer.<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1><tTextCellVerticalJustification:1>><ParaStyle:Table Content>By the book: You can<0x2019>t be caught breaking any laws<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1><tTextCellVerticalJustification:1>><ParaStyle:Table Content>Collateral Damage: There is a high potential for bystanders or innocents to be harmed<CellEnd:><RowEnd:><RowStart:<tRowAttrHeight:43.25><tRowAttrMinRowSize:30.424736649740552>><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Registration><tCellAttrFillTint:10><tTextCellVerticalJustification:1>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center><cTypeface:Bold>3<cTypeface:><pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1><tTextCellVerticalJustification:1>><ParaStyle:Table Content>You will need to earn your employer<0x2019>s trust somehow first<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1><tTextCellVerticalJustification:1>><ParaStyle:Table Content>A crew member owes a debt that cannot be ignored to someone involved<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1><tTextCellVerticalJustification:1>><ParaStyle:Table Content>The environment is naturally dangerous to you<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1><tTextCellVerticalJustification:1>><ParaStyle:Table Content>Long Trip: You<0x2019>re going to have to travel a long distance for the job<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1><tTextCellVerticalJustification:1>><ParaStyle:Table Content>Illegal: you will have to break some laws to complete the Job<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1><tTextCellVerticalJustification:1>><ParaStyle:Table Content>Dark Secret: Something about the job hints at a deeper, more disturbing mystery.<CellEnd:><RowEnd:><RowStart:<tRowAttrHeight:43.25><tRowAttrMinRowSize:43.25>><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Registration><tCellAttrFillTint:10><tTextCellVerticalJustification:1>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center><cTypeface:Bold>4<cTypeface:><pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1><tTextCellVerticalJustification:1>><ParaStyle:Table Content>A crew member will have to choose between their own wishes and the job<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1><tTextCellVerticalJustification:1>><ParaStyle:Table Content>A crew member has a complicated history with someone involved<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1><tTextCellVerticalJustification:1>><ParaStyle:Table Content>The subject of your mission is a direct threat to a crew member.<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1><tTextCellVerticalJustification:1>><ParaStyle:Table Content>Mother Lode: The subject of the job is worth considerably more than the crew was led to believe<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1><tTextCellVerticalJustification:1>><ParaStyle:Table Content>Unharmed: Something specific must come out of the job unharmed or undamaged<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1><tTextCellVerticalJustification:1>><ParaStyle:Table Content>Overwhelming Threat: A hostile party has a powerful weapon or ally on their side<CellEnd:><RowEnd:><RowStart:<tRowAttrHeight:43.25><tRowAttrMinRowSize:43.25>><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Registration><tCellAttrFillTint:10><tTextCellVerticalJustification:1>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center><cTypeface:Bold>5<cTypeface:><pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1><tTextCellVerticalJustification:1>><ParaStyle:Table Content>Alternate Pay: Your employer can<0x2019>t pay in Guilders, but can pay with favors or other goods.<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1><tTextCellVerticalJustification:1>><ParaStyle:Table Content>The subject of the job carries personal importance for a crew member<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1><tTextCellVerticalJustification:1>><ParaStyle:Table Content>Laws or social constraints will interfere with the job.<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1><tTextCellVerticalJustification:1>><ParaStyle:Table Content>Morally Bankrupt: The job turns out to have an extremely amoral component<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1><tTextCellVerticalJustification:1>><ParaStyle:Table Content>Discretion Required: The job requires a low profile or stealthy approach<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1><tTextCellVerticalJustification:1>><ParaStyle:Table Content>You<0x2019>ll need something from someone you<0x2019>ve previously crossed<CellEnd:><RowEnd:><RowStart:<tRowAttrHeight:53.25><tRowAttrMinRowSize:43.25>><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Registration><tCellAttrFillTint:10><tTextCellVerticalJustification:1>><ParaStyle:NormalParagraphStyle><pTextAlignment:Center><cTypeface:Bold>6<cTypeface:><pTextAlignment:><CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1><tTextCellVerticalJustification:1>><ParaStyle:Table Content>Someone will have to decide between the expedient/easy option or the hard/right option<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1><tTextCellVerticalJustification:1>><ParaStyle:Table Content>Conflicting Loyalties: two friends of crew members are in conflict over the job.<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1><tTextCellVerticalJustification:1>><ParaStyle:Table Content>A large group of innocent people are put in danger<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1><tTextCellVerticalJustification:1>><ParaStyle:Table Content>Faux Pas: Something a crew member does upsets a local leader or group, making them hostile to the crew.<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1><tTextCellVerticalJustification:1>><ParaStyle:Table Content>No Questions Asked: You don<0x2019>t have the full picture, and you<0x2019>re expected to keep it that way.<CellEnd:><CellStyle:\[None\]><StylePriority:0><CellStart:1,1<tCellFillColor:Paper><tCellAttrFillTint:-1><tTextCellVerticalJustification:1>><ParaStyle:Table Content>Very complicated: Add or roll 2 complications from this chart. Ignore this result if you get it again<CellEnd:><RowEnd:><TableEnd:>
<ParaStyle:NormalParagraphStyle>
<ParaStyle:NormalParagraphStyle>
<ParaStyle:NormalParagraphStyle>
<ParaStyle:NormalParagraphStyle>
<ParaStyle:NormalParagraphStyle>
<ParaStyle:new move name>Basic Job Values:
<ParaStyle:NormalParagraphStyle>These are the base values for jobs. Consider the base cost depending on how tough or complicated the job is likely to be.
<ParaStyle:bullets tags>A simple job: 1000 Guilders.
<ParaStyle:bullets tags>A challenging job: 5000 Guilders.
<ParaStyle:bullets tags>A very difficult job: 10,000 Guilders.
<ParaStyle:bullets tags>A near impossible job: 25,0000 Guilders.
<ParaStyle:NormalParagraphStyle>
<ParaStyle:new move name>Total Fee
<ParaStyle:NormalParagraphStyle>Look through the below modifiers to figure out which apply to the Job,  then add the attached numbers together. Multiply the base Job value by the total modifier.
<ParaStyle:bullets tags>It<0x2019>s going to take a few days: +1.
<ParaStyle:bullets tags>It<0x2019>s going to take a few weeks: +2
<ParaStyle:bullets tags>It<0x2019>s going to take a few months: +3.
<ParaStyle:bullets tags>Clearly illegal: There<0x2019>s no doubt it<0x2019>s against local or galactic law: +2.
<ParaStyle:bullets tags>No questions asked: you don<0x2019>t have the full picture as part of the job: +1.
<ParaStyle:bullets tags>Discretion Required: You are required to keep your actions quiet or secret: +1.
<ParaStyle:bullets tags>Condition: ________________________: +1.
<ParaStyle:bullets tags>Employer obviously wealthy: +1.
<ParaStyle:bullets tags>Employer obviously poor: -2.
<ParaStyle:NormalParagraphStyle>
<ParaStyle:NormalParagraphStyle>
<ParaStyle:NormalParagraphStyle>
<ParaStyle:New Title Sub>Random names:
<ParaStyle:NormalParagraphStyle>Use this chart when you quickly need a name for a location, NPC, or group.
<ParaStyle:NormalParagraphStyle>
<ParaStyle:NormalParagraphStyle><CharStyle:Char Bold>Aahotep<CharStyle:>
<ParaStyle:NormalParagraphStyle>Abassi
<ParaStyle:NormalParagraphStyle>Abbasi
<ParaStyle:NormalParagraphStyle>Abdulla
<ParaStyle:NormalParagraphStyle>Abiku
<ParaStyle:NormalParagraphStyle>Aching
<ParaStyle:NormalParagraphStyle>Achstur
<ParaStyle:NormalParagraphStyle>Achusia
<ParaStyle:NormalParagraphStyle>Addaya
<ParaStyle:NormalParagraphStyle>Adro
<ParaStyle:NormalParagraphStyle>Agemos
<ParaStyle:NormalParagraphStyle>Ahaneith
<ParaStyle:NormalParagraphStyle>Aibeb
<ParaStyle:NormalParagraphStyle>Aleeg
<ParaStyle:NormalParagraphStyle>Alpha
<ParaStyle:NormalParagraphStyle>Ammit
<ParaStyle:NormalParagraphStyle>Anen
<ParaStyle:NormalParagraphStyle>Aniket
<ParaStyle:NormalParagraphStyle>Anont
<ParaStyle:NormalParagraphStyle>Ansari
<ParaStyle:NormalParagraphStyle>Anubis
<ParaStyle:NormalParagraphStyle>Apophis
<ParaStyle:NormalParagraphStyle>Arpera
<ParaStyle:NormalParagraphStyle>Aryd
<ParaStyle:NormalParagraphStyle>Asarda
<ParaStyle:NormalParagraphStyle>Aslam
<ParaStyle:NormalParagraphStyle>Asmaa
<ParaStyle:NormalParagraphStyle>Atiyya
<ParaStyle:NormalParagraphStyle>Atos
<ParaStyle:NormalParagraphStyle>Awus
<ParaStyle:NormalParagraphStyle>Ayub
<ParaStyle:NormalParagraphStyle><CharStyle:Char Bold>Baldr<CharStyle:>
<ParaStyle:NormalParagraphStyle>Basha
<ParaStyle:NormalParagraphStyle>Bast
<ParaStyle:NormalParagraphStyle>Been
<ParaStyle:NormalParagraphStyle>Begrelmir
<ParaStyle:NormalParagraphStyle>Beldbel
<ParaStyle:NormalParagraphStyle>Beta
<ParaStyle:NormalParagraphStyle>Beyla
<ParaStyle:NormalParagraphStyle>Biambe
<ParaStyle:NormalParagraphStyle>Bobur
<ParaStyle:NormalParagraphStyle>Bragi
<ParaStyle:NormalParagraphStyle>Burki
<ParaStyle:NormalParagraphStyle><CharStyle:Char Bold>Chango<CharStyle:>
<ParaStyle:NormalParagraphStyle>Chashye
<ParaStyle:NormalParagraphStyle>Cheigh
<ParaStyle:NormalParagraphStyle>Cheinia
<ParaStyle:NormalParagraphStyle>Chekenth
<ParaStyle:NormalParagraphStyle>Chi
<ParaStyle:NormalParagraphStyle>Chrim
<ParaStyle:NormalParagraphStyle>Chrohkim
<ParaStyle:NormalParagraphStyle>Chroos
<ParaStyle:NormalParagraphStyle>Chuku
<ParaStyle:NormalParagraphStyle>Cleskel
<ParaStyle:NormalParagraphStyle>Coaugh
<ParaStyle:NormalParagraphStyle>Coves
<ParaStyle:NormalParagraphStyle>Cyim
<ParaStyle:NormalParagraphStyle><CharStyle:Char Bold>Dansum<CharStyle:>
<ParaStyle:NormalParagraphStyle>Deghd
<ParaStyle:NormalParagraphStyle>Delaw
<ParaStyle:NormalParagraphStyle>Delftan
<ParaStyle:NormalParagraphStyle>Delta
<ParaStyle:NormalParagraphStyle>Dimo
<ParaStyle:NormalParagraphStyle>Ditaolane
<ParaStyle:NormalParagraphStyle>Dragkin
<ParaStyle:NormalParagraphStyle>Dreough
<ParaStyle:NormalParagraphStyle>Dxui
<ParaStyle:NormalParagraphStyle>Dynigh
<ParaStyle:NormalParagraphStyle>Dynov
<ParaStyle:NormalParagraphStyle>Dytdan
<ParaStyle:NormalParagraphStyle><CharStyle:Char Bold>Ebore<CharStyle:>
<ParaStyle:NormalParagraphStyle>Echler
<ParaStyle:NormalParagraphStyle>Echosia
<ParaStyle:NormalParagraphStyle>Echus
<ParaStyle:NormalParagraphStyle>Eir
<ParaStyle:NormalParagraphStyle>Elamin
<ParaStyle:NormalParagraphStyle>Eldhat
<ParaStyle:NormalParagraphStyle>Elegua
<ParaStyle:NormalParagraphStyle>Elusa
<ParaStyle:NormalParagraphStyle>Emtia
<ParaStyle:NormalParagraphStyle>Emyd
<ParaStyle:NormalParagraphStyle>Endel
<ParaStyle:NormalParagraphStyle>Endus
<ParaStyle:NormalParagraphStyle>Enghqua
<ParaStyle:NormalParagraphStyle>Enkai
<ParaStyle:NormalParagraphStyle>Enrris
<ParaStyle:NormalParagraphStyle>Enthbard
<ParaStyle:NormalParagraphStyle>Enwor
<ParaStyle:NormalParagraphStyle>Epsilon
<ParaStyle:NormalParagraphStyle>Erjtia
<ParaStyle:NormalParagraphStyle>Eta
<ParaStyle:NormalParagraphStyle>Etilia
<ParaStyle:NormalParagraphStyle>Etuph
<ParaStyle:NormalParagraphStyle><CharStyle:Char Bold>Faraj<CharStyle:>
<ParaStyle:NormalParagraphStyle>Faro
<ParaStyle:NormalParagraphStyle>Fenrir
<ParaStyle:NormalParagraphStyle>Fera
<ParaStyle:NormalParagraphStyle>Fian
<ParaStyle:NormalParagraphStyle>Freyja
<ParaStyle:NormalParagraphStyle>Freyr
<ParaStyle:NormalParagraphStyle>Frigg
<ParaStyle:NormalParagraphStyle><CharStyle:Char Bold>Gamma<CharStyle:>
<ParaStyle:NormalParagraphStyle>Garorm
<ParaStyle:NormalParagraphStyle>Ghaol
<ParaStyle:NormalParagraphStyle>Ghassaan
<ParaStyle:NormalParagraphStyle>Ghekre
<ParaStyle:NormalParagraphStyle>Gist
<ParaStyle:NormalParagraphStyle>Gullveig
<ParaStyle:NormalParagraphStyle><CharStyle:Char Bold>Haitse<CharStyle:>
<ParaStyle:NormalParagraphStyle>Hapi
<ParaStyle:NormalParagraphStyle>Hashem
<ParaStyle:NormalParagraphStyle>Hassen
<ParaStyle:NormalParagraphStyle>Hatinia
<ParaStyle:NormalParagraphStyle>Heimdall
<ParaStyle:NormalParagraphStyle>Heket
<ParaStyle:NormalParagraphStyle>Hel
<ParaStyle:NormalParagraphStyle>Hilaal
<ParaStyle:NormalParagraphStyle>Horghdar
<ParaStyle:NormalParagraphStyle>Horus
<ParaStyle:NormalParagraphStyle>Humaidaan
<ParaStyle:NormalParagraphStyle>Huveane
<ParaStyle:NormalParagraphStyle><CharStyle:Char Bold> <CharStyle:>
<ParaStyle:NormalParagraphStyle>Ianyso
<ParaStyle:NormalParagraphStyle>Iaocia
<ParaStyle:NormalParagraphStyle>Iasia
<ParaStyle:NormalParagraphStyle>Iatheru
<ParaStyle:NormalParagraphStyle>Ightacia
<ParaStyle:NormalParagraphStyle>Imighta
<ParaStyle:NormalParagraphStyle>Inar
<ParaStyle:NormalParagraphStyle>Ingsam
<ParaStyle:NormalParagraphStyle>Iota
<ParaStyle:NormalParagraphStyle>Irpa
<ParaStyle:NormalParagraphStyle>Irpol
<ParaStyle:NormalParagraphStyle>Irtia
<ParaStyle:NormalParagraphStyle>Irtoru
<ParaStyle:NormalParagraphStyle>Isis
<ParaStyle:NormalParagraphStyle>Itawi
<ParaStyle:NormalParagraphStyle><CharStyle:Char Bold>Jakuta<CharStyle:>
<ParaStyle:NormalParagraphStyle>Jamaal
<ParaStyle:NormalParagraphStyle>Jeelm
<ParaStyle:NormalParagraphStyle>Jok
<ParaStyle:NormalParagraphStyle>Juwairiya
<ParaStyle:NormalParagraphStyle><CharStyle:Char Bold>Kappa<CharStyle:>
<ParaStyle:NormalParagraphStyle>Keas
<ParaStyle:NormalParagraphStyle>Kelelia
<ParaStyle:NormalParagraphStyle>Kimhtur
<ParaStyle:NormalParagraphStyle>Kinqua
<ParaStyle:NormalParagraphStyle>Kothar
<ParaStyle:NormalParagraphStyle>Kufaugh
<ParaStyle:NormalParagraphStyle><CharStyle:Char Bold>Lambda<CharStyle:>
<ParaStyle:NormalParagraphStyle>Laon
<ParaStyle:NormalParagraphStyle>Laryn
<ParaStyle:NormalParagraphStyle>Lemos
<ParaStyle:NormalParagraphStyle>Lewor
<ParaStyle:NormalParagraphStyle>Lleack
<ParaStyle:NormalParagraphStyle>Llynys
<ParaStyle:NormalParagraphStyle>Loki
<ParaStyle:NormalParagraphStyle>Loves
<ParaStyle:NormalParagraphStyle><CharStyle:Char Bold>Mahboob<CharStyle:>
<ParaStyle:NormalParagraphStyle>Mahmood
<ParaStyle:NormalParagraphStyle>Maisara
<ParaStyle:NormalParagraphStyle>Malik
<ParaStyle:NormalParagraphStyle>Mannan
<ParaStyle:NormalParagraphStyle>Marwaan
<ParaStyle:NormalParagraphStyle>Massim
<ParaStyle:NormalParagraphStyle>Ma<0x2019>at
<ParaStyle:NormalParagraphStyle>Mebeghe
<ParaStyle:NormalParagraphStyle>Meili
<ParaStyle:NormalParagraphStyle>Melpomene
<ParaStyle:NormalParagraphStyle>Monda
<ParaStyle:NormalParagraphStyle>Mostafa
<ParaStyle:NormalParagraphStyle>Mosynt
<ParaStyle:NormalParagraphStyle>Mu
<ParaStyle:NormalParagraphStyle>Munir
<ParaStyle:NormalParagraphStyle>Muslih
<ParaStyle:NormalParagraphStyle>Myest
<ParaStyle:NormalParagraphStyle><CharStyle:Char Bold>Nalacko<CharStyle:>
<ParaStyle:NormalParagraphStyle>Naseera
<ParaStyle:NormalParagraphStyle>Nasilele
<ParaStyle:NormalParagraphStyle>Nazeeha
<ParaStyle:NormalParagraphStyle>Nef
<ParaStyle:NormalParagraphStyle>Nephthys
<ParaStyle:NormalParagraphStyle>Nerthus
<ParaStyle:NormalParagraphStyle>Ninnr
<ParaStyle:NormalParagraphStyle>Nirgkal
<ParaStyle:NormalParagraphStyle>Nob
<ParaStyle:NormalParagraphStyle>Nount
<ParaStyle:NormalParagraphStyle>Nu
<ParaStyle:NormalParagraphStyle>Nuha
<ParaStyle:NormalParagraphStyle>Nyem
<ParaStyle:NormalParagraphStyle>Nyhin
<ParaStyle:NormalParagraphStyle>Nysver
<ParaStyle:NormalParagraphStyle>Nzame
<ParaStyle:NormalParagraphStyle><CharStyle:Char Bold>Odin<CharStyle:>
<ParaStyle:NormalParagraphStyle>Odudu
<ParaStyle:NormalParagraphStyle>Omega
<ParaStyle:NormalParagraphStyle>Omicron
<ParaStyle:NormalParagraphStyle>Omos
<ParaStyle:NormalParagraphStyle>Onor
<ParaStyle:NormalParagraphStyle>Osiris
<ParaStyle:NormalParagraphStyle>Osumi
<ParaStyle:NormalParagraphStyle>Oughking
<ParaStyle:NormalParagraphStyle>Oughor
<ParaStyle:NormalParagraphStyle><CharStyle:Char Bold>Paklou<CharStyle:>
<ParaStyle:NormalParagraphStyle>Paryn
<ParaStyle:NormalParagraphStyle>Pernusk
<ParaStyle:NormalParagraphStyle>Phi
<ParaStyle:NormalParagraphStyle>Pi
<ParaStyle:NormalParagraphStyle>Pik
<ParaStyle:NormalParagraphStyle>Poeng
<ParaStyle:NormalParagraphStyle>Psi
<ParaStyle:NormalParagraphStyle><CharStyle:Char Bold>Qamta<CharStyle:>
<ParaStyle:NormalParagraphStyle>Quaquei
<ParaStyle:NormalParagraphStyle>Quaycia
<ParaStyle:NormalParagraphStyle><CharStyle:Char Bold>Raaida<CharStyle:>
<ParaStyle:NormalParagraphStyle>Radacia
<ParaStyle:NormalParagraphStyle>Ran
<ParaStyle:NormalParagraphStyle>Rayilt
<ParaStyle:NormalParagraphStyle>Rayrod
<ParaStyle:NormalParagraphStyle>Rho
<ParaStyle:NormalParagraphStyle>Rhulor
<ParaStyle:NormalParagraphStyle>Rilulia
<ParaStyle:NormalParagraphStyle>Risiss
<ParaStyle:NormalParagraphStyle>Ritor
<ParaStyle:NormalParagraphStyle>Rynoll
<ParaStyle:NormalParagraphStyle>Rynrril
<ParaStyle:NormalParagraphStyle><CharStyle:Char Bold>Salama<CharStyle:>
<ParaStyle:NormalParagraphStyle>Sayert
<ParaStyle:NormalParagraphStyle>Sekhmet
<ParaStyle:NormalParagraphStyle>Serdald
<ParaStyle:NormalParagraphStyle>Serqet
<ParaStyle:NormalParagraphStyle>Shaban
<ParaStyle:NormalParagraphStyle>Shaer
<ParaStyle:NormalParagraphStyle>Shaker
<ParaStyle:NormalParagraphStyle>Sharad
<ParaStyle:NormalParagraphStyle>Shydel
<ParaStyle:NormalParagraphStyle>Shyol
<ParaStyle:NormalParagraphStyle>Shyrod
<ParaStyle:NormalParagraphStyle>Shysul
<ParaStyle:NormalParagraphStyle>Siddique
<ParaStyle:NormalParagraphStyle>Sidlold
<ParaStyle:NormalParagraphStyle>Sigma
<ParaStyle:NormalParagraphStyle>Sins
<ParaStyle:NormalParagraphStyle>Sjofn
<ParaStyle:NormalParagraphStyle>Skelesia
<ParaStyle:NormalParagraphStyle>Skelgshy
<ParaStyle:NormalParagraphStyle>Slyough
<ParaStyle:NormalParagraphStyle>Snaorm
<ParaStyle:NormalParagraphStyle>Snirny
<ParaStyle:NormalParagraphStyle>Sobek
<ParaStyle:NormalParagraphStyle>Sockrther
<ParaStyle:NormalParagraphStyle>Sothusk
<ParaStyle:NormalParagraphStyle>Sotur
<ParaStyle:NormalParagraphStyle>Stield
<ParaStyle:NormalParagraphStyle>Suer
<ParaStyle:NormalParagraphStyle>Swadiss
<ParaStyle:NormalParagraphStyle><CharStyle:Char Bold>Taem<CharStyle:>
<ParaStyle:NormalParagraphStyle>Taiard
<ParaStyle:NormalParagraphStyle>Tanage
<ParaStyle:NormalParagraphStyle>Tanalea
<ParaStyle:NormalParagraphStyle>Tanfauna
<ParaStyle:NormalParagraphStyle>Tani
<ParaStyle:NormalParagraphStyle>Tarrgh
<ParaStyle:NormalParagraphStyle>Tau
<ParaStyle:NormalParagraphStyle>Taxxu
<ParaStyle:NormalParagraphStyle>Tes
<ParaStyle:NormalParagraphStyle>Thaabita
<ParaStyle:NormalParagraphStyle>Thald
<ParaStyle:NormalParagraphStyle>Therath
<ParaStyle:NormalParagraphStyle>Therhban
<ParaStyle:NormalParagraphStyle>Theta
<ParaStyle:NormalParagraphStyle>Thisam
<ParaStyle:NormalParagraphStyle>Thor
<ParaStyle:NormalParagraphStyle>Thoth
<ParaStyle:NormalParagraphStyle>Thriclt
<ParaStyle:NormalParagraphStyle>Tiet
<ParaStyle:NormalParagraphStyle>Tinenia
<ParaStyle:NormalParagraphStyle>Tion
<ParaStyle:NormalParagraphStyle>Titen
<ParaStyle:NormalParagraphStyle>Tum
<ParaStyle:NormalParagraphStyle>Turick
<ParaStyle:NormalParagraphStyle>Tyr
<ParaStyle:NormalParagraphStyle><CharStyle:Char Bold>Uhlanga<CharStyle:>
<ParaStyle:NormalParagraphStyle>Untpque
<ParaStyle:NormalParagraphStyle>Untsbel
<ParaStyle:NormalParagraphStyle>Upsilon
<ParaStyle:NormalParagraphStyle>Urnlray
<ParaStyle:NormalParagraphStyle>Urnvtan
<ParaStyle:NormalParagraphStyle><CharStyle:Char Bold>Vili<CharStyle:>
<ParaStyle:NormalParagraphStyle>Vor
<ParaStyle:NormalParagraphStyle><CharStyle:Char Bold>Wakim<CharStyle:>
<ParaStyle:NormalParagraphStyle>Whurad
<ParaStyle:NormalParagraphStyle><CharStyle:Char Bold>Xi<CharStyle:>
<ParaStyle:NormalParagraphStyle><CharStyle:Char Bold>Zayyaan<CharStyle:>
<ParaStyle:NormalParagraphStyle>Zentra
<ParaStyle:NormalParagraphStyle>Zeta
<ParaStyle:NormalParagraphStyle>Zhiskel
<ParaStyle:NormalParagraphStyle>Zisa
<ParaStyle:NormalParagraphStyle>Zuhriyaa
<ParaStyle:NormalParagraphStyle>Zyves
<ParaStyle:NormalParagraphStyle>
<ParaStyle:NormalParagraphStyle>
<ParaStyle:NormalParagraphStyle>
<ParaStyle:NormalParagraphStyle>
<ParaStyle:NormalParagraphStyle>
<ParaStyle:NormalParagraphStyle>
<ParaStyle:NormalParagraphStyle>
<ParaStyle:New Title Sub>New or different Universal Moves
<ParaStyle:NormalParagraphStyle>The Moves you find in this section aren<0x2019>t part of the main experience for Impulse Drive, but you can use them to replce aspects of the rules or add to the rules to create a slightly different experience. It<0x2019>s recommended you play Impulse Drive in its standard state before trying this stuff out in your game, just to understand how all the parts fit together before you start messing with them.
<ParaStyle:NormalParagraphStyle>
<ParaStyle:new move name>Bleeding Out 
<ParaStyle:NormalParagraphStyle>When y<CharStyle:Letter V\:Char Bold>ou mark <0x201C>I can<0x2019>t go on<0x201D> on the Harm tracker<CharStyle:> , you are instead Bleeding Out. Roll+Stalwart. On a 10+, you stabilize, Uncheck <0x201C>I Can<0x2019>t go on<0x201D> and get back up. On a 7-9, you<0x2019>re out of action until someone uses some kind of Healing on you. On a 6-, you are beyond the help of field medicine, if you don<0x2019>t get to a hospital or medbay soon you will die.
<ParaStyle:NormalParagraphStyle>
<ParaStyle:NormalParagraphStyle>If <CharStyle:Letter V\:Char Bold>you suffer further harm while bleeding out<CharStyle:>, you die.
<ParaStyle:NormalParagraphStyle>
<ParaStyle:NormalParagraphStyle><CharStyle:Char Italic>Bleeding Out is a variant move designed to keep characters from dying as easily as they can in the base game.
<CharStyle:><ParaStyle:NormalParagraphStyle>
<ParaStyle:new move name>Ship Maintenance 
<ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:big bold>5000 Guilders per 20 days <CharStyle:>
<ParaStyle:NormalParagraphStyle>Your ship requires regular maintenance and tuning in order to keep its systems running smoothly and reliably. The average maintenance costs are around 5000 Guilders every 20 days, and takes 2 days in a repair bay or ship dock. When <CharStyle:Letter V\:Char Bold>your ship has not had maintenance in the last 20 days<CharStyle:>, any rolls you make using the Ship<0x2019>s primary systems or Drive are at Disadvantage.
<ParaStyle:NormalParagraphStyle>
<ParaStyle:NormalParagraphStyle><CharStyle:Char Italic>Ship Maintenance is another cost you can add to the game to act as further incentive to find work. It makes the danger of not looking after the ship very real when they need to make an engineering roll.<CharStyle:>
<ParaStyle:NormalParagraphStyle>
<ParaStyle:new move name>Astronav Maps 
<ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:big bold>50,000 Guilders per 100 days, or when in a new Cluster<CharStyle:>
<ParaStyle:NormalParagraphStyle>Astronav Maps are maps of a Cluster with FTL hazards and routes. Over time, instabilities and inconsistencies in space cause old Astronavigational data to become outdated, making FTL travel more unpredictable and dangerous. Your Ship starts with new Astronav Maps for the Cluster it starts in. When <CharStyle:Char Bold>you use your drive to travel in or to a Cluster where you have no or outdated Astronav Maps<CharStyle:>, you are at Disadvantage. You do not need Astronav Maps when using Gate Travel.
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<ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:Char Italic>Astronav Maps can be a great way to start your game off in a local area and keep local threats close. The danger of flying around in a new Cluster at Disadvantage is a dangerous prospect. When the players are rich or desperate enough, they may seek their fortune on far-away stars. It also adds another cost over their heads, but means you need to spend more effort counting the number of days that have passed before their current maps become useless.<CharStyle:>
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<ParaStyle:new move name>Atypical Archetypes
<ParaStyle:NormalParagraphStyle>When <CharStyle:Char Bold>you have taken at least 4 Advanced moves from your Archetype<CharStyle:>, you may select an Advanced move from the Universal Advanced Moves section of Impulse Drive, or a move from another Archetype. If <CharStyle:Letter V\:Char Bold>that Archetype is not currently being used<CharStyle:>, consult the SM first, and if they say yes, you may do it. If <CharStyle:Letter V\:Char Bold>that Archetype is currently being used by another player<CharStyle:>, clear it with both the SM and the player first. You may only have a maximum of up to 2 moves from other Archetypes.
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<ParaStyle:NormalParagraphStyle><CharStyle:Char Italic>This move can be used for players that want to drift the concept of their character away from the core Archetype they are playing. Because moves allow players to shine the spotlight on a particular thing about their character, it is required to get buy in from both the SM and the other player to take a move that might affect their spotlight. If it is just a specific circumstance or narrow field that the advancing player wants to focus on, you can consider working with them to create a custom move that does what they<0x2019>re looking for. Consult the <0x201C>Creating Moves<0x201D> section of Drifting on page XX for more information.<CharStyle:>
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<ParaStyle:new move name>Cool story bro
<ParaStyle:NormalParagraphStyle>When <CharStyle:Char Bold>another player reveals a painful or meaningful moment of their past and you make a dismissive or sarcastic remark<CharStyle:>, they gain 2 Hooks on you, and you gain an Advance.
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<ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:Char Italic>This advanced move is in the drifting section because it<0x2019>s not for every group of players, or every game. If your group likes the move, add it to the list of Universal Advanced moves. The move is designed to give a sardonic jerk vibe to a character, but make sure when it<0x2019>s used, the move is directed between characters, and never players.<CharStyle:>
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<ParaStyle:new move name>Crash Course
<ParaStyle:NormalParagraphStyle>When<CharStyle:Char Bold> you spend your downtime trying to learn a new skill or amass knowledge on a subject<CharStyle:>, tell the SM what you want to lean, and they will tell you <0x201C>sure, but<0x2026><0x201D> and then:
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<ParaStyle:NormalParagraphStyle><CharStyle:Char Bold>They will tell you one of the following:<CharStyle:>
<ParaStyle:bullets moves>It will take (5, 10, 20,) hours of downtime to study and/or practice, but you<0x2019>ll only get a basic understanding.
<ParaStyle:bullets moves>It will take (5, 10, 20, 50) days of downtime to study and/or practice to master it.
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<ParaStyle:NormalParagraphStyle><CharStyle:Char Bold>And perhaps one or more of the following:<CharStyle:>
<ParaStyle:bullets moves>You will need ___________ to teach you.
<ParaStyle:bullets moves>You will need to work on  __________ to understand it.
<ParaStyle:bullets moves>First you must _________.
<ParaStyle:bullets moves>It will cost _________.
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<ParaStyle:NormalParagraphStyle>When you have completed your study or training, you will have a basic understanding, be an expert, or you may take a new move. The SM will tell you which.
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<ParaStyle:NormalParagraphStyle><CharStyle:Char Italic>This move can be used if a player wants to learn another Archetype<0x2019>s move that<0x2019>s based on a skill ort knowledge. It is recommended that before a player learns a move that is part of another players Archetype, you get permission from that player, since their character<0x2019>s impact may be diluted if there<0x2019>s another character that can do what makes their character unique. At its core, this move is best suited for characters to gain new topics on which they can roll the Share Expertise move. This move can be stretched to fill the space when a player says <0x201C>I want my character to do a thing, but there<0x2019>s no rules for how I can do the thing, or get the ability to do the thing.<0x201D><CharStyle:>
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<ParaStyle:new move name>Turning of the Stars
<ParaStyle:NormalParagraphStyle>When <CharStyle:Char Bold>your group skips over an amount of time in-game longer than 20 days<CharStyle:>, roll+Rep for each 20 day period. On a 10+, the crew earns enough Guilders on bit jobs to keep up with their Debt<0x2019>s payments, and the SM holds X. On a 7-9, they earn enough Guilders to make payments, but the SM holds Y. On a 6-, the SM holds Y, but the crew doesn<0x2019>t earn enough Guilders to pay this period<0x2019>s payment, they will have to pay from their Capital, or put it in the Overdue Payments section.
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<ParaStyle:NormalParagraphStyle>The SM spends hold, 1 for 1, on the following. The Hold can be spent straight away, or when the opportunity arises over upcoming sessions.
<ParaStyle:bullets moves>Someone makes an enemy of an NPC or Faction. Name the NPC or Faction, and ask which crew member pissed them off.
<ParaStyle:bullets moves>Someone has made a meaningful connection or relationship with an NPC. Ask which crew member has developed the relationship, with whom, and the nature of the relationship.
<ParaStyle:bullets moves>Two separate groups or factions have broken into open conflict, or escalated their open conflict. Say which factions are in conflict and hinmt at what the conflict is about.
<ParaStyle:bullets moves>An NPC or group has risen to power, say who.
<ParaStyle:bullets moves>An NPC or group has been destroyed or fallen on hard times, say who.
<ParaStyle:bullets moves>An NPC or group has come to the crew with a job, request, or called in a favor. Say who it is, and what they want.
<ParaStyle:bullets moves>A local disaster or conflict has distupted some aspect of local society or infrastructure.
<ParaStyle:bullets moves>A new discovery has started a local or remote gold rush or race for technological superiority.
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<ParaStyle:NormalParagraphStyle>Once you have made all the neccesary rolls, ask the players what their characters did with their extended downtime, and resolve any mechanics that need to be resolved, before normal play picks up.
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<ParaStyle:NormalParagraphStyle><CharStyle:Char Italic>This move is designed to be used when the players want to do something that that will take an extended period of time, but don<0x2019>t want to play that time out day-by-day. If you have months of boring busy work ahead of your group, you can condense that into a few rolls that will give you hooks for exploring how the setting has changed in the intervening time. Examples of where this may come into play are when the ship needs extensive repairs or is getting upgraded, or a character is having Enhancements added which take a long time, or any other kind of long term project with lots of borking hours of drudgery, or a very long journey none of your group is interested in the day-to-day play out of.
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<ParaStyle:new move name>Customize Gear
<ParaStyle:NormalParagraphStyle>When <CharStyle:Char Bold>you want to spend time customizing or upgrading a piece of gear or vehicle with a new tag or to add a feature<CharStyle:>, tell the GM what you want. They will say <0x201C>Sorry, it can<0x2019>t be done<0x201D> or  <0x201C>Sure, but...<0x201D> and then some of the following.
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<ParaStyle:bullets moves>It will cost (half the original cost) (the original cost) (2x the original cost)
<ParaStyle:bullets moves>It will take (5 days, 10 days, 20 days, 50 days) to complete the modifications.
<ParaStyle:bullets moves>You will need __________ to do it first.
<ParaStyle:bullets moves>You<0x2019>ll only be able to make a less effective or less reliable version.
<ParaStyle:bullets moves>It will have the drawback of __________.
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<ParaStyle:NormalParagraphStyle>The SM will connect them with an <0x201C>and<0x201D> or a merciful <0x201C>or<0x201D>. When you have completed the requirements, your gear is customized and ready to use.
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<ParaStyle:NormalParagraphStyle><CharStyle:Char Italic>The default gear in Impulse Drive is by design simple with only general descriptions. It<0x2019>s up to you and your players to describe how these items look and behave aesthetically. If a player wants to mod their gear to have a purely aesthetic effect that doesn<0x2019>t impact the fiction or the rules, just let them do it. However, if they want a weapon that does more damage, or an item that has an extra tag, or is fictionally effective in a way that it normally wouldn<0x2019>t, that is where this move can be useful. It is worth noting that combining certain existing tags can be very powerful or implausible. Adding trinket to an item is generally not recommended, since that means they can take it without filling up their gear slots. Gear choices can be a fin challenge, and the trinket tag applied widely can short circuit that. The Concealed tag can also seem implausible when applied to a sniper rifle.<CharStyle:>
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<ParaStyle:New Title Sub>Unique or rare gear, ship systems, or weapons
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<ParaStyle:new move name>Ship Weapon
<ParaStyle:Gear \& Vehicles>Antimatter Bomb: <CharStyle:Char Italic>Long, Penetrating, Illegal, 5 Damage, 200,000 Guilders
<CharStyle:><ParaStyle:NormalParagraphStyle>The Antimatter Bomb is a lethal, destructive weapon that sets of a devastating matter-antimatter explosion. Due to how Antimatter bombs affect FTL space, their use is outlawed in most Clusters.
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<ParaStyle:new move name>Ship secondary system: Cloaking Device 
<ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:big bold>1,000,000 Guilders<CharStyle:>
<ParaStyle:NormalParagraphStyle>An experimental set of systems and projectors that allow the ship to hide itself from enemy sensors. While <CharStyle:Letter V\:Char Bold>your Cloaking Device is activated<CharStyle:>, you cannot be detected or targeted. For <CharStyle:Letter V\:Char Bold>each hour you keep your ship in low power mode and stay still with your Cloaking Device activated<CharStyle:>, spend 1 Fuel. Any time <CharStyle:Char Bold>you move your ship, or use a secondary system or weapon<CharStyle:>, spend 5 Fuel to stay cloaked.
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<ParaStyle:new move name>Gear: The Guide 
<ParaStyle:NormalParagraphStyle><CharStyle:Char Italic>Trinket, ? Guilders<CharStyle:>
<ParaStyle:NormalParagraphStyle>The Guide is a device shaped like a small, battered travel guide with a thin faux leather cover, and the faded words <0x201C>don<0x2019>t panic<0x201D> written across its front in friendly letters. When <CharStyle:Letter V\:Char Bold>you consult The Guide on a new place or culture<CharStyle:>, it will give a description in a friendly, upbeat tone, intended to inform travelers and tourists, and you will have Advantage on Cultural Adaptation.
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<ParaStyle:New Title Sub>Creating Custom Moves
<ParaStyle:NormalParagraphStyle>Impulse Drive is designed to create a certain type of experience. You can enhance or change that experience by creating new player moves that replace basic moves, describe special circumstances or situations that may occur on a particular job or in a certain situation (When you inject the untested Hyper Serum), or add to the players Advanced Moves choices. You can also take themoves already in this game, and tweak them to do something different, with new triggers or outcomes.
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<ParaStyle:NormalParagraphStyle>Eventually, you may have an idea for a new Archetype, and write a whole suite of custom moves for them. That<0x2019>s great! Impulse Drive is purposefully liscenced for anyone to come along and create content for it and release it themselves either for free or for some money.
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<ParaStyle:new move name>The Components of a Move
<ParaStyle:NormalParagraphStyle>Moves are made up of a Trigger, a Process, and an Outcome. The Trigger tells you when a move comes into play, the Process tells you how to determine the Outcome, and the Outcome tells you how the move affects the game going forward.
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<ParaStyle:Harm title>The Trigger
<ParaStyle:NormalParagraphStyle>The most logical point to start creating a move is the trigger. This is the action or circumstance that brings the rules (or process) of the move into play. Writing a good trigger is one of the most important parts of writing the move. Some action or event will come up, and you will feel like there should be some process to resolve it. Triggers can both be fictional events in the game, or play off another component of the rules. Usually, if another move is part of the trigger, it<0x2019>s recommended that you tie some more specific fictional requirement to the trigger, to describe how the character<0x2019>s behavior or situation is different from any other time the mentioned rule comes into play.
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<ParaStyle:NormalParagraphStyle><CharStyle:Letter V\:Char Bold>Here are some broad types of triggers:<CharStyle:>
<ParaStyle:bullets tags>When a character takes action. Examples: Scope it Out, Brain Spike (Tempest), Bloodhound (Hound).
<ParaStyle:bullets tags>When a character takes action under specific circumstances. Examples: Acquire Target, Paranoid Android (Hound), Too Much Confusion (Outsider).
<ParaStyle:bullets tags>When circumstances dictate, no character action. Examples: Into the Abyss, Session Debrief.
<ParaStyle:bullets tags>When a character uses a thing. Examples: Unique items, Heavy Arsenal (Warhorse).
<ParaStyle:bullets tags>From now on. Examples: Walking Tank (Warhorse), Sting like a Bee (Infiltrator).
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<ParaStyle:Harm title>The Outcome
<ParaStyle:NormalParagraphStyle>You can start with the outcome. This is the consequences or result of the move. It includes the results of actions the players set out to do, or the consequences of failure or success, and will modify the situation the crew finds themselves in. The Outcome sometimes will feed into other mechanics, but most often will have some fictional impact. Start with the outcome if you know there<0x2019>s something that is the possible result of a situation, or that a particular kind of character often does that you want to reinforce with some rules.
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<ParaStyle:Harm title>The Process
<ParaStyle:NormalParagraphStyle>The process is usually the last part of creating the move. There are several existing mechanics built into Impulse Drive that you can draw on already, and mechanics from other Powered by the Apocalypse systems that you can mine. You may have your own idea for a mechanic or process that you want to add to the game using some moves. Beware of creating an entirely mechanical move that doesn<0x2019>t consult or change the fiction at all though. Impulse Drive flourishes on the idea of Fiction in, Fiction out.
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<ParaStyle:NormalParagraphStyle>Here are some example Proccess:
<ParaStyle:bullets moves>Roll 2d6+X, apply fictional outcome based on result: 
<ParaStyle:bullets tags>10+: It<0x2019>s great
<ParaStyle:bullets tags>7-9: You get what you want, but...
<ParaStyle:bullets tags>6-: The SM tells you what happens.
<ParaStyle:bullets moves>Roll 2d6+X and make a number of choices from a list based on your results.
<ParaStyle:bullets moves>Roll 2d6+X, and hold a number based on your result. Spend hold on a related list of choices as you continue to play.
<ParaStyle:bullets moves>Apply Advantage or Disadvantage according to a specific situation.
<ParaStyle:bullets moves>Describe a specific outcome based on a specific situational trigger.
<ParaStyle:bullets moves>Say what you want, and the SM will tell ou the requirements baseec on a list.
<ParaStyle:bullets moves>Gain or spend a pecific resource (Hold, Hooks, Advances, Storm, Ammo, Uses, Fuel, time.)
<ParaStyle:bullets moves>Deal , heal, or suffer Harm.
<ParaStyle:bullets moves>Deal or suffer Stress.
<ParaStyle:bullets moves>Break, ignore, or apply an existing rule in a specific situation.
<ParaStyle:bullets moves>Add options to an existing move.
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<ParaStyle:new move name>Types of Moves
<ParaStyle:NormalParagraphStyle>What role the move is fulfilling determines what kind of move you<0x2019>re creating.
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<ParaStyle:Harm title>Situational
<ParaStyle:NormalParagraphStyle>Moves for dealing with the current situation or a unique element of the worlds your characters are exploring are special moves. The triggers for these moves will usually be based on the crew interacting with something specific, or being put into a particular situation. Situational moves may not be a part of extended play, and only feature in a particular location or when dealing with a particular phenomenon. Often, these moves are designed for introducing or dealing with specific dangers or situations, and it<0x2019>s not unusual for situational moves to have negative outcomes. 
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<ParaStyle:NormalParagraphStyle>Have these moves printed somewhere that everyone can see them. If the move is something the Crew wouldn<0x2019>t have any idea about, you might not display the move, or you may display only the trigger, delicious bait for the players curiosity.
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<ParaStyle:Harm title>Abilities, competency, and powers
<ParaStyle:NormalParagraphStyle>These types of moves are there to express some unique capability of a players character. These moves usually have positive outcomes and express the characters competency or abilities. These usually end up bing Advanced Moves for a particular Archetype, or universal Advanced moves. If the move is tied to a specific Archetype, add this move to their Advanced Moves list. If the move is one that any Archetype could take, or one that could be opened up by some fictional condition, add it to the Universal Advanced moves list. 
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<ParaStyle:new move name>Iterate
<ParaStyle:NormalParagraphStyle>Once you have your move drafted up, go over it. look for situations where it may apply, but might not work. look for non-choices where there is one option that would always be picked, or never be picked. is the move too harsh, or too soft? troubleshoot where you can, look for advice among your gaming friends or the many roleplaying and PBTA communities online for advice. When you take the move to your players, tell them it<0x2019>s a work in progress, and if they<0x2019>re cool to play with it, and that it may be tweaked to work better in the future.
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<ParaStyle:new move name>SM Calls
<ParaStyle:NormalParagraphStyle>You can also write custom SM calls for specific situations, locations, groups, or NPCs. This is pretty common, and you can trigger these calls of when the players characters interact with an element of the situation in a particular way. The SM Calls are usually short <0x201C>If, then<0x201D> statements.
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<ParaStyle:New Title Sub>Big changes to primary mechanics: A different game
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<ParaStyle:New Title>My Thanks
<ParaStyle:NormalParagraphStyle>The people listed below have helped me with their time, advice, inspiration, wisdom, and enthusiasm throughout this games development. I would like to thank all of you for helping me to make this game.
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<ParaStyle:new move name>Intrepid Playtesters
<ParaStyle:NormalParagraphStyle>People that played the game and gave me valuable feedback.
<ParaStyle:Gear \& Vehicles>Misha Polonsky
<ParaStyle:Gear \& Vehicles>Deanna Nygren
<ParaStyle:Gear \& Vehicles>Trenton Kennedy
<ParaStyle:Gear \& Vehicles>Johnstone Metzger
<ParaStyle:Gear \& Vehicles>Radioactive Bears
<ParaStyle:Gear \& Vehicles>Andrew Freak
<ParaStyle:Gear \& Vehicles>Adam Steel
<ParaStyle:Gear \& Vehicles>Will Nicholas
<ParaStyle:Gear \& Vehicles>Simone Hodgetts
<ParaStyle:Gear \& Vehicles>James Macartney
<ParaStyle:Gear \& Vehicles>Heath Borton
<ParaStyle:Gear \& Vehicles>Nick Frech
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<ParaStyle:new move name>Sage Advisors
<ParaStyle:NormalParagraphStyle>People who read my game, and gave excellent advice and ideas that helped shape this game into what it is.
<ParaStyle:Gear \& Vehicles>Alex Norris
<ParaStyle:Gear \& Vehicles>Jay Vee
<ParaStyle:Gear \& Vehicles>DemonMage
<ParaStyle:Gear \& Vehicles>Deltasquid
<ParaStyle:Gear \& Vehicles>Fenarisk
<ParaStyle:Gear \& Vehicles>Covok
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<ParaStyle:new move name>Inspiring Pioneers
<ParaStyle:NormalParagraphStyle>Folk who have inspired me and the design of this game with their own works and endeavours.
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<ParaStyle:New Title>Changelog
<ParaStyle:NormalParagraphStyle>Here are the listed changed. Changes were only recorded since version 2.3.
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<ParaStyle:Gear \& Vehicles>2.3.1
<ParaStyle:bullets tags>15/04/2016 Editing pass over introduction fiction, Added Jim Jacobson as editor to license.
<ParaStyle:Gear \& Vehicles>2.3: 
<ParaStyle:bullets tags>Change log added.
<ParaStyle:bullets tags>Move quick reference sheet created.
<ParaStyle:bullets tags>Added Universal Advanced Move: Prestidigital Interface.
<ParaStyle:bullets tags>Added option in Intellect<0x2019>s expertise  signature move: Programming, artificial intelligence, and Cyberspace.
<ParaStyle:bullets tags>Added drifting instructions on taking moves from other playbooks as advanced moves.
<ParaStyle:bullets tags>Added more detailed explanations for the Space Master<0x2019>s rules.
<ParaStyle:bullets tags>Added more detailed explanations for Player Agenda and Principles.
<ParaStyle:bullets tags>Fixed error on class playsheets where distributing Hooks during play was also giving Advances.