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Broken Starship:
Missing Manifest
An RPG aboard A Colony Ship gone Wrong
By William F. Hostman
©2011 William F. Hostman. All Rights Reserved. Permission granted to Board Game Geek to distribute this edition at no charge.Version 1.1
BROKEN STARSHIP: MISSING MANIFEST
Science fiction stories of survival aboard a slower-than-light colony ship bound for Alpha Centauri. The ads said...
Come, sign on to the SS Esperanza. The 35 year journey is a one way trip to a new and unspoiled homeworld. Everyone will serve at least 3 tours of 6 months each awake, and spend the rest in pleasant and safe hibernation. Onboard hydroponics and aeroponics provide fresh food, limited amounts of fish and shrimp are grown as well.
Not one of them mentioned the computer being an AI, nor the acute but short-term psychological effects of the cryosleep chemicals, and the problems of limited space.
A ROLE-PLAYING GAME
This is a roleplaying game for 3 to 5 players and a Referee. A standard set of polyhedral dice is required, and one set per player is preferable. Also needed are writing implements, and paper. Printouts or photocopies of the sheets are also suggested.
This book includes color maps.
Broken Starship: Missing Manifest
©2011 William F. Hostman. All Rights Reserved.
Table Of ContentsCopyright Notice 2Attention Kinkos 2Dedication 3External View & Schematic 4Setting 5
The Starship Esperanza 5Drive Performance 5Space Units 6The Trip 6The People 6The Accident 7Waking Up the Next Shift 7And What Shall Go Wrong Now? 7
Deck Plans 8Main Deck 8Storage Deck 8Blackwater Deck 8Whitewater Deck 8Operations Deck 8Freezer Deck 8Telescope Deck 9Telescope Access Deck 9Computer Decks 9EVA Decks 9CAM Decks 9Other Deck Notes 10
Building a Crew 17The Crew's Ratings 17
Qualification to be on Ship 18Secondary Ratings 18
How You Like Them 18Gear 19
The Computer 19Teaching AI's Other Skills 19
Frozen Characters 20Finding Them in the Freezers 20
Game System 21The Table 21The Task Roll 21
Achilles Heel 21What to Do With Tasks 22
Opposed Rolls 22Help 22
Fate Points 22Fate And Aspects 22
Aspects 23Uses 23
Stumping 23Compelling 23Invoking 23Tagging 23Guarding 24
Changing Aspects 24
Conditions 24System Conditions 24
1-disposition conditions 25Endurance Conditions 25Physical Battery 25Mental Trauma 25Social Distress 26Health Conditions 26Radiation 26
Conflict 27Disposition. 27
Compromises 28Accepting Conditions instead of Disposition Loss 29
Ending the Conflict 29Scripting 29
Repeating 29Combat Actions Table 30Press 30Defend 30Regroup 30End 31
Experience 31Friends and Maintaining Them. 31
Making New Friends 31Improving Friendships 32Losing Friendships 32
Putting Them At Risk 32Taking Advantage of Them 32
©2011 William F. Hostman. All Rights Reserved. 1
Cycles of the game 33Weekly Cycle 33
Scene Budget (Standard Option) 33
Color Scenes 33Solo Scenes 33Group Scene 33Action Scene 33Spare Scenes 34Doing the Required Stuff 34The Short Weekly Action Form 34
Simulationist Option (Optional) 34Stuff Must Get Done 34
Monitoring the Drives 34Maintaining Life Support 34Growing The Food 35Cooking 35
Downtime 35Sleep 35Socializing 35
Overworking 35
Thawing People 36Getting People to Help 36
Events 37Routine Events 37Deep Space Travel Events 37
Radiation from Dense Medium 38
Referee's Secrets 39Events 39The Computer 39The Course 39The Landers 40Crew Roster 40Have Fun! 40Desiger's Notes 40Forms and Charts
Character Sheet CS1-CS4AI Character Sheet AICCSConflict Side Sheet CSSScripting Sheet SSNPC Character Sheet NPC1-2Weekly Activity Form WAF1-2
COPYRIGHT NOTICE
Broken Starship: Missing Manifest is ©2011 William F. Hostman. All Rights Reserved.
Permission granted to Board Game Geek/RPG Geek to distribute this edition at no charge.
Permission granted to have printed for personal use only.
ATTENTION KINKOS
The PDF may be printed and bound by you upon request from anyone. It is intended to be printed on half-letter sized paper, double sided, and bound. You may charge only your normal fees.
Broken Starship: Missing Manifest
2 ©2011 William F. Hostman. All Rights Reserved.
CREDITS
All art and text by William F. Hostman
Concept inspired by
• Paranoia RPG by Greg Costikyan, Dan Gelber, and Eric Goldberg
• The movie Slient Running
• The TV Series Star Trek by Gene Roddenberry
• The TV Series Babylon 5 and Crusade, by JM Straczinski
• 2001 A Space Oddessy, Book and Movie, Kubric & Asimov. I didn't realize this until someone else pointed it out.
Revised Edition.
DEDICATION
This book is dedicated to the following:
• My Wife, who puts up with me
• Esperanza Maria Diego, MKA Hope Marie Macintire, for whom the ship is named.
• Marc W. Miller, Creator of the Traveller™ RPG.
• All fans of hardish space opera
Broken Starship: Missing Manifest
©2011 William F. Hostman. All Rights Reserved. 3
EXTERNAL VIEW & SCHEMATIC
UNSS E
speranza �–
External v
iew
Hab
itat
Food
Gro
wth
Cen
tral
Cor
eFu
el S
tore
sEn
gine
erin
g (R
/D
)
UNSS E
speranza
Broken Starship: Missing Manifest
4 ©2011 William F. Hostman. All Rights Reserved.
SettingTHE STARSHIP ESPERANZA
The United Nations Starship Esperanza is 3.6 kilometers long freezer ship, with a constantly active crew of a few people. It's got 200 people frozen, including the 10 backup pilots, the 20 engineers, and 20 medics.
At the front of the ship is the monstrously tough shield protects the ship from impact induced radiation.
At any given point, there is supposed to be an engineer and a medic active. The engines need an engineer to perform maintenance on them weekly, and freezing and thawing people takes time – A lot of time – and a heavy dose of medical skill.
The high performance ion drives produce a steady 0.5m/s/s acceleration… just under 1/20th of a G. But they are turned off after week
There are a total of 16 cabins, 6 fresher units, 6 restrooms, and 220 freezers. 2 freshers and restrooms are in the Low-G core, and 2 in each spin gravity pod.
There is a huge radiation shield up front. The ship carries some 5000 person-weeks of deep-frozen food-stuffs, plus aeroponics and hydroponics which produce (normally) 2 person weeks of food per week, but can be ramped up to 12 person weeks per week; 10,000 person-weeks of supplies for them.
DRIVE PERFORMANCE
Each week is 300km/s acceleration Doesn't seem like much, but it's actually quite a bit.
The ship could go faster, but the drive can't quite produce much effective thrust past about 0.25c, and time dilation is becoming notable. As it is, the ship is doing
Various sections of the drive continue to fire on rotating schedules during the trip. This is to overcome the drag impose by moving just under 20 PSL. This means a gamma of about 1.02… Losing just about 1 minute 13 seconds per hour...
Broken Starship: Missing Manifest
©2011 William F. Hostman. All Rights Reserved. 5
SPACE UNITS
299792458m/s = c = speed of light.
2997924.58m/s = PSL = %c = Percent of the speed of light.
3.08568025e16m = 1 parsec
9.4607304725808e15 m = 1LY
4.1343392165178100e16 m = Distance to AC system
Gamma= 1/√(1–(v²/c²))
Perceived week= (1/gamma) real weeks.
Travel Formulae:
T=2√(D/A)
D=0.25AT²
A=4D/T²
THE TRIP
The trip is to the newly discovered Alpha Centari C (AC-E), the second world out from Alpha Centauri. The trip will take 1500 weeks (almost 30 years) using the new drives. Each engineer and medic is supposed to serve 2 one year stretches.
Everything indicates that AC-C is habitable; the oxygen-nitrogen lines and IR levels indicate it's in the goldilocks zone and has a breathable atmosphere.
THE PEOPLE
Everyone aboard is a highly cross-trained colonist.
Everyone has been trained in several key skills for the colony. Almost everyone knows someone else in the crew. The crew, however, suffer from a form of neural shock on waking; This was unforeseen, and until someone has been frozen a year, not a problem. But the subtle changes result in a variety of personality disorders, and memory loss, that fade with time. Sadly, given that the training program picked 3000 people for training, you don't know all that many people in the ship's company. All colonists are between 21 and 35 years old, and no medic nor engineer is over 30.
Setting Broken Starship: Missing Manifest
6 ©2011 William F. Hostman. All Rights Reserved.
THE ACCIDENT
Everything was going fine. And then something happened. But you are not certain what, however, it resulted in the computer memory being completely erased, and the backup discs are missing. Somehow, the core systems are back up, but all personnel data is missing. As are the spares and supplies rosters.
And the computer now has an AI. No one is certain how or why.
And that's because it happened before you woke up, and no one awake ever found out.
You aren't certain, either, that the computer is sane.
WAKING UP THE NEXT SHIFT
When it comes time to wake the next shift, first you have to find them. If you know them, great. Jus spend 30 seconds at each berth staring at the frozen faces until you find the one you recognize.
If not… well… it's time to guess. That takes time. And if you get it wrong, your shift isn't over until the next shift is awake and functional. And if you guess wrong, well, then, you'd better try again.
AND WHAT SHALL GO WRONG NOW?Expect things to go wrong. Expect not to be able to fix them. Expect to have to unfreeze people who can. If the PC's are actually able to handle everything, odds are, you'll need to have one or more go off the deep end.
Broken Starship: Missing Manifest Setting
©2011 William F. Hostman. All Rights Reserved. 7
DECK PLANS
MAIN DECK (A2)Main Habitat Deck (one on either arm. 8 staterooms, 2 freshers (Combined shower/laundry facility), one kitchen facility, 2 restrooms, 2 couches, table with 4 chairs, 4 bean bags, one desk per stateroom, one bed per stateroom (super single). One large display.
STORAGE DECK (A1)There are 10 replacements for every item. stored on the deck above, except the walls, for which there are only three. The central shaft is 2m across. The toilets are airline style dry-bowl wet-flush.
BLACKWATER DECK (A3)The deck below main deck is black water storage and treatment. No plan is provided.
WHITEWATER DECK (A0)No plan is provided. The deck above the stowage is the whitewater. It's got just the ladder and a small bit of accessible pumping machinery.
OPERATIONS DECK (C9)The ship's Command Center. It's fully equipped for Zero-G operations. While the chairs are standard, and the displays as well, they are fit into brackets.
The freshers and restrooms are Zero-G fittings, not the standard.
The side ladderways connect to the ladderways in the spin-gravity arms, while the central on this deck leads down to freezer decks, and eventually, Engineering, and forward to the Computer decks.
FREEZER DECK (C10-19, C21-30)There are 20 freezer decks running down the spine.
Each has 15 lockers (5 are medical, 10 are for frozen personnel), 15 freezers, and a control panel system connected to the mainframe.
Setting Broken Starship: Missing Manifest
8 ©2011 William F. Hostman. All Rights Reserved.
TELESCOPE DECK (C0)Shown is the interferometer and the 4 beam paths. The 4 paths lead about10m to the edge of the 10m reflectors' 11m housings. The whole deck is in vacuum, and the ladderway is offset from centerline.
Note that each telescope sits behind a 5m shield door, and the scope is only able to be aimed more than ±5° by aiming the ship. In the interstellar medium, at the speed attained, total mission exposure time for the mirrors is supposed to be kept under 1680 hours to avoid fogging due to surface pitting.
TELESCOPE ACCESS DECK (C1)The deck is the terminus of the main shaft, and the airlock for the telescope deck. There is a suit locker with standard sized suits for interferometer maintenance.
SPARES (C8, C38)Decks of boxes of replacement circuit boards, programmable chips, nuts, bolts, spooled wires, and such. Also, it has bolts of fabrics, and more.
COMPUTER DECKS (C3-7)There are 5 computer decks. Like the other Zero-G decks, everthing is bracketed.
Each computer deck is capable of running the whole ship, and each is separated by 3 m of protection from EMF from the others.
EVA DECKS (C2, C38)There are 2 EVA decks. They have 2 airlocks, and 10 lockers, and not much else. The Airlocks are 2-chamber airlocks, to provide redundant systems.
Note that the airlocks extend through the shielding only part way; the tunnel continues at 2x2x3m the
CAM DECKS (C32, C34, C36)There are 3 Computer Aided Manufacturing decks. CAM-1 is plastics, CAM-2 is Metals, and CAM-3 is Clothing.
Broken Starship: Missing Manifest Setting
©2011 William F. Hostman. All Rights Reserved. 9
STOWAGE A (C20)Spare clothing for all persons, plus gear for colonial efforts.
STOWAGE B, C, D (C31, C33, C35)Large decks for raw materials for the CAM deck fabricators. Use the same plan as the spares decks.
FUSION ENGINEERING (C39, C40) No plan is provided. These decks consist of machinery and control systems for the fusion plant.
ION ENGINEERING (C41, C42)No plan is provided. C41 is controls, C42 is access to the various drive units.
OTHER DECK NOTES
There's 1m of radiation shielding surrounding all the decks on the arms. 3m of structure and 2m of shielding surrounds the central core. All decks have handwashing and water stations along the ladderway.
CENTRAL CORE ORDERCENTRAL CORE ORDERCENTRAL CORE ORDERCENTRAL CORE ORDER
Deck Description Deck Description
0 Telescope 32 CAM-Clothing
1 Telescope Acccess 33 Stowage C
2 Forward EVA 34 CAM-Metals
3-7 Computer decks 35 Stowage D
8 Spares 36 CAM-Plastics
9 Operations 37 Aft EVA
10-19 Freezer 38 Spares
20 Stowage 39-40 Fusion Engineering
21-30 Freezer 41 Ion Engineering
31 Stowage B 42 Ion Engineering
SPIN ARM DECKSSPIN ARM DECKSSPIN ARM DECKSSPIN ARM DECKS
Deck Description Deck Description
0 White Water 31 Main
1 Storage 32 Black Water
Setting Broken Starship: Missing Manifest
10 ©2011 William F. Hostman. All Rights Reserved.
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Mai
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Setting Broken Starship: Missing Manifest
12 ©2011 William F. Hostman. All Rights Reserved.
Ops
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Setting Broken Starship: Missing Manifest
14 ©2011 William F. Hostman. All Rights Reserved.
Air
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Tele
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Setting Broken Starship: Missing Manifest
16 ©2011 William F. Hostman. All Rights Reserved.
Building a CrewThe basic rule for crew is that there should be no more than 12 active ever, as that's all the life support can handle. No ship should have more than 4 "starting" PC's.
THE CREW'S RATINGS
Each crewman has skills, rated from 0 to 8:
Astronautics, Athletics, Charisma, Combat, Computers, Engineer, Farming, Knowledge, Medical, Piloting, Socialize, Sciences, Technical.
The skills are intentionally broad.
A character gets skill points based upon age: 3*(age-15). An engineer or medic should be between 21 and 31, so you may roll 2d6+19; other types may be between 21 and 35, so you may roll 3d6+18 for their age. Starting characters may be picked.
So the youngest character is 21, that means 18 points. A 30 year old would have 45 points, and a 35 year old would have 60 points...
Each level costs it's own rating, so to buy level 2 costs 3 (1 for level 1, and 2 for level 2.)
Total Points 0 1 3 6 10 15 21 28 36Level 0 1 2 3 4 5 6 7 8
Foci - Max: 0 0 1 2 3 4 4 4 4
Also, you can spend points for skill foci. A skill focus is a narrow skill; it costs the same as a skill, but is added to a skill for rolling. Each focus is restricted to one skill. No focus may equal nor exceed the skill it is based upon, nor greater than +4. You may not have more foci than the maximum level your foci may be, either.
Also, you may take up to 1 aspect per 5 years of age. Aspects are discussed later, and are not bought with points.
You must also have one skill at which you always fail, this is called your Achilles Heel. While you might spend points on it, all tasks fail; the roll is to avoid a botch. (If it's a 0, and you attempt it, it always botches.)
Broken Starship: Missing Manifest
17 ©2011 William F. Hostman. All Rights Reserved.
Further, you must define your relationship with other characters. You get 40-age points of relationships, separate from skill points, which may.
You start with a fate refresh of 10–aspects.
Finally, you have an Easygoing factor. Pick a number from 1 to 10. Write it in.
QUALIFICATION TO BE ON SHIP
Crew qualification: one must have one's specialty at 5 to be on the crew.
Some may be met with foci… the following list includes the core skill and which foci matter for the main specialties.
Medical: Medical and Cryogenics must be 5+
Engineering: Engineer and the lower of Fusion or Ion Drives
Pilot: Pilot, and the lower of Landers and Deep Space Vehicles.
In-flight Farmer: Faming and lower of Aeroponics or Hydroponics.
Dirtside Farmer: Farming and lower of Terraforming or Dirtside.
Security: Combat and Guns.
Computer Technician: Computer.
SECONDARY RATINGS
Any skill at 4, or any of the above specialties totaling 4, is a rating. Many characters will have secondary ratings.
Charm+Sex is a companion rating. It is the only rating one isn't required to list.
HOW YOU LIKE THEM
Roll 1d6 for each other PC, recording that score. That's how much your character likes that character. It goes in Other Relationships.
You have 40–age points to spend on frozen friend relationships. If you don't have at least a 1, you won't be able to find them. You may declare their specialty, age, and one aspect they have. You may only have 7 frozen friends.
They will have at least a 1 relationship for you. At least after Thaw-Shock ends…
Building A Crew Broken Starship: Missing Manifest
18 ©2011 William F. Hostman. All Rights Reserved.
GEAR
Every character has a locker, 0.5 x 0.5 x 1 meter gear locker. No physical weapons, drugs, nor perishables go in it; it's kept at 2°C, 20% relative humidity, and locked to the character's thumbprint. The lock is not even able to be overridden by the computer — it isn't connected to it!
If gear helps on a task, it's a free reroll of 1 die.
If a character has a weapon, he can use it to do +1 disposition loss in the correct type of conflict. Note that a damaging secret is a social conflict weapon; a vial of contact hallucinogen would be a mental one. Knives, wrenches, and guns are physical ones.
Many things not thought of as weapons are used as weapons in non-physical conflicts.
THE COMPUTER
The ship's computer is an AI. It starts with three skills, and only three skills: Charisma, Socialize, and Knowledge. Roll 1d4, 1d6, and 1d8: the lowest goes in charisma, the highest in knowledge.
The computer is also crazy. It was told to protect the ship from the crew, and the crew from each other. It was also told not to let the crew know it was an AI.
It always has the aspects: "Notifies Crew of Issues with ship," "Don't Interact with Crew," "Protect Ship," and "Protect Crew." Each player secretly writes another aspect for it, relating either to crew, the mission, or people in general. These are revealed before play begins.
It can't lie, but it can withhold information. It can run drills, but it has to announce them… but only within the crew quarters.
It doesn't know what happened. It was turned off during the accident.
TEACHING AI'S OTHER SKILLS
This takes 4 hours a day for 25 weeks.
It requires a skill roll at formidable. On a success, the AI gains 1 point in the skill or specialization taught.
Broken Starship: Missing Manifest Building A Crew
©2011 William F. Hostman. All Rights Reserved. 19
FROZEN CHARACTERS
Frozen Characters who have not been age-defined are randomly rolled for age.
All frozen characters have 1d6 frozen friends, and roll 1d6 for the rating of the best, and then 1d6-1 for the second, etc, with a minimum of 1 per, until they run out of friend points. The remainder are at 0. The reciprocal relationship with a PC or known NPC is the 1d6th relationship.
The specialty will almost always be a 4 and 2 foci at +1, unless a 5 is required.
Deduct the requisite points.
Now, roll 1d12 again, starting from the specialty skill. Count that many skills down. Roll 1d4. If you have the points, buy that level; if not, buy the best level you can afford. Repeat until out of points. If you land on a skill you already have, increase it by +1 if you can, or the best specialty you can if you can't raise the best, or add a new specialty if you can't raise an existing one; if all allowed are possessed, roll a new location.
Yes, if you land on the Achilles Heel, you DO raise it normally. Heck, it's even possible for an NPC to be secondary qualified in their Achilles Heel.
Each player at the table except the one connected to the Frozen one may now create an aspect for the character.
FINDING THEM IN THE FREEZERS
It takes time to find your friends.
It takes a few seconds to look at each face in the freezers…. but there are over a hundred. It takes 1d6/ hours, or one narration scene, to find a friend. (That's about 5 minutes per deck, counting travel and search time.)
Building A Crew Broken Starship: Missing Manifest
20 ©2011 William F. Hostman. All Rights Reserved.
Game System
THE TABLE
In any action, the table is all the players except the one acting and the one being affected.
The Table, not the Ref, is the last line of appeal. If the action is PVP, the Ref is part of the table.
THE TASK ROLL
A task roll is one of several difficulties.
Task rolls are always made using 1d6, 1d8, and 1d10. You will read 1 or more of the dice. Your Target Number (TN) is the sum of one skill, one specialty if it applies, and any additions from fate
Routine: if you have skill 2+, you make it. No roll needed. Skill 1 still gets to roll as if it's moderate. Even in your Achilles Heel.
Moderate: Roll the dice. Remove the highest two dice.
Hard: Roll the dice, remove the highest and lowest.
Formidable: roll the dice, remove the lowest two dice.
Incredible: Roll the dice, keep the highest and lowest, removing only the middle.
Ridiculous: Remove the lowest die.
Absurd: Keep them all.
If the total of the dice after adjusting for difficulty is less than your skill+focus, you succeeded. Otherwise, you failed.
If the roll was more than 4 over your skill, you may have botched; roll to avoid botching at 1 level harder.
TASK TABLETASK TABLETASK TABLETASK TABLETASK TABLETASK TABLETASK TABLETASK TABLE
TN Skill + Specialty – Relevant ConditionsSkill + Specialty – Relevant ConditionsSkill + Specialty – Relevant ConditionsSkill + Specialty – Relevant ConditionsSkill + Specialty – Relevant ConditionsSkill + Specialty – Relevant ConditionsSkill + Specialty – Relevant ConditionsLevel Routine Mod Hard Form Incred Ridic AbsurdKeep L L M H H+L H+M AllAuto TN 2 TN 6 TN8 TN10 TN16 TN18 TN24
ACHILLES HEEL
If the skill was your achilles heel, and the difficulty was more than routine you fail. Roll to avoid botching as if you'd rolled 4 over.
Broken Starship: Missing Manifest
©2011 William F. Hostman. All Rights Reserved.
WHAT TO DO WITH TASKS
A Task Roll shouldn't be made for anything that someone trained by the military to do that skill could do. The frozen marine isn't going to be rolling for cleaning his rifle, and no one is going to roll to power on a computer terminal.
All Tasks should be for some resolution of a major chunk of a sub problem.
Note that a particular failed task can not be retried by that character until 7 days later…
OPPOSED ROLLS
Opposed rolls are done normally at hard. Aspects can modify this by tagging, guarding, or invoking. If one succeeds while the other fails, they win. If both succeed, the highest die kept wins. If both fail, nothing happens, it's a tie.
HELP
Helpers with the same focus add +1 to the TN, as long as their skill is at least half the TN of the acting character before their addition. It takes 2 helpers and a fate to get a +2, and 4 helpers and a fate to get a +3.
FATE POINTS
Fate points are refreshed each session of play.
If you ended the previous session with less than (10 – you number of aspects) you go up to that many. If you had that many or more, you gain 1.
FATE AND ASPECTS
Compelling wagers a fate point.
Stumping earns a fate point if everyone else agrees.
Tagging, Invoking, and Guarding cost one fate point.
Tagging a condition costs nothing, but you may want to spend on it anyway.
Broken Starship: Missing Manifest
22 ©2011 William F. Hostman. All Rights Reserved.
ASPECTS
An aspect is a short phrase that describes some background element of the character. It can be something they have done, something they believe, a reputation, or even a limitation.
Aspects earn fate for characters, and fate spent with an aspect can be used to boost a task.
USES
STUMPING
You can "Stump" for fate with your aspects. If you play your character in such a way that the majority of players think you played the aspect, and the ref feels it was suitable for the story, the ref gives you an extra fate point. You may only stump once per scene.
COMPELLING
If someone offers you a fate point, and a discrete action related to one of your aspects, you must either take the fate and do the action, or give one to the person offering instead. If it doesn't seem to fit, you may appeal to the table… if everyone else agrees with you, you still get the fate, but don't get the action. (This applies also to the ref.
If you fail to obey the compel after taking the fate, you must give up one fate per scene your character is in until you do it.
INVOKING
If you see that your roll is going to fail, and you have a fate point and an aspect that applies, you may reroll one of the dice by spending that fate point, describing how the aspect allows you to succeed, and then rerolling whichever dice you wish to do so. (Hint: if your d10 won't be a botch, keep it, and reroll the d6 or d8.)
You can invoke only once per task.
TAGGING
If someone has an aspect that would make what you're doing to them easier, spend a fate point, and add one to your target number.
Broken Starship: Missing Manifest
©2011 William F. Hostman. All Rights Reserved. 23
You can tag an aspect only once per task.
GUARDING
If you are being affected by someone else's action, and you have a tag that would help you against it, after they roll, you may declare your guard.
Spend a fate, and narrate how their success just got harder. You either reroll one of their dice, or decrease the TN by 1, your choice. But you have to pop up with the decision quickly; the ref and the table can decide you took too long if it takes more than 10 seconds to decide.
CHANGING ASPECTS
One aspect can be changed at the end of any session, provided the new version is related to the old one, for free.
An aspect can be deleted for a fate cost equal to 20–(total aspects) Fate (minimum 1).
An aspect can be added, deleted, or force-changed by a conflict.
CONDITIONS
A condition is a temporary aspect. Several are specific to conflicts: Stunned, startled, embarrassed, wounded, scared, shamed, taken out. Others may be made up on the spot as appropriate.
They can be stumped and compelled normally. They may never be invoked, and tagging them doesn't cost a fate point.
Only one condition can be tagged.
Conditions may have a number; if so, each time they are tagged for free, the number is reduced by 1. You can spend a fate to tag, and not reduce the number.
You can free tag more than one condition, but only one may affect TN.
SYSTEM CONDITIONS
These specific conditions reflect normal methods of avoiding being knocked out of conflicts.
Broken Starship: Missing Manifest
24 ©2011 William F. Hostman. All Rights Reserved.
1-DISPOSITION CONDITIONS
Tired, stunned, startled are "1-disposition conditions," meaning they may be taken instead of taking 1 point of disposition loss.
Other conditions are only by compromises.
ENDURANCE CONDITIONS
Tired (E - Hours Rest)Burned Out (E - Sleeps)
Each time one of these is taken instead of a disposition loss, give it one level. They apply to any task.
Tired is acquired after being awake 12 hours, and every 4 hours after that, and after 8 hours of work, and every 4 thereafter, or 4 and 2 for manual labor (including spacewalks).
A melee or ranged weapon conflict can only inflict one tired on any character.
PHYSICAL BATTERY
Stunned (P - rounds) Bruised (P - days) Battered (P - weeks) Dying (P - N/A) Character spends 1 fate per hour to not die.
These apply only when the character is facing physical trauma. Exposure to vacuum does a bruised per minute, and a battered per hour, or any remaining fraction thereof. If you have more bruised than your refresh, remove that many and
Stunned is a 1-disposition. The others are default compromises.
MENTAL TRAUMA
Startled (M - rounds) Shocked (M - days) Broken (M - weeks)
Mental Trauma can only be inflicted by gore, violence, terror, drugs, or other such horrific things. Startled is a 1-loss, the others are compromises.
Mental Trauma of shocked or broken can be inflicted outside of combat; the character is offered a fate point, and told the difficulty of resisting; if he accepts the fate, he makes the resist
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test; on a success, he is startled for the die-total in rounds. If he refuses, he pays a fate. The table must approve the plan, however.
SOCIAL DISTRESS
Embarrassed (S - minutes)Shamed (S - hours) Catatonic (S - days)
In social conflicts, Embarassed is a 1-loss. Shamed and Catatonic are consequences from conflict, or from special tasks.
If you have more than 7 days shamed, convert it to a day catatonic.
HEALTH CONDITIONS
Ill (H - Days)
Severely Ill (H - weeks)
These two represent poisons, diseases, and other such conditions. They are only gained when the table agrees that they are suitable.
RADIATION
There are 5 levels of radiation conditions. Each is permanent.
If you already have the radiation condition, take the next one.
Lightly Radiated, Moderately Radiated, Heavily Radiated, Severely Radiated, and Lethally Radiated.
RADIATION TABLERADIATION TABLE
Radiation Level Automatic Additional Conditions
Lightly Radiated Ill at 1d6
Moderately Radiated Ill at 1d8
Heavily Radiated Ill at 1d10 bruised at 1d6
Severely Radiated Severely Ill 1d6, Ill 1d10, Bruised 1d10
Lethally Radiated Dying, Severely Ill 1d6, Ill 1d10, Bruised 1d10
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CONFLICT
CONFLICT SEQUENCECONFLICT SEQUENCE CONFLICT ROUND SEQUENCECONFLICT ROUND SEQUENCE
1 Initiate (1F) 4.1 Everyone scripts
2 Target Response 4.2 Everyone reveals
3 Others Pick sides 4.3 Resolve in Ref's choice
4 Rounds 4.4 Apply effects
5 Resolve Concessions 4.5 Check for Disposition 0
4.6 Check for remaining sides
In a conflict, each side states a conflict goal. This is usually inflicting a change of aspect, adding an aspect, deleting an aspect, or killing someone. Aspects can only be imposed by conflicts.
A conflict is created by a statement of intent. The character starting it spends a fate, says what effect he's aiming for, writes this down, starts his disposition (see below), and sees who picks sides. The target may either agree to it or create a second side; the goal may be directly opposed, but it's actually far more fun if it's tangential, rather than opposed.
Then, in descending current fate point order, all other in-scene characters pick sides (All NPC's have their full refresh for this purpose, unless the Ref is tracking them). Picking a side means stating a target, and a goal, or joining someone who has already made such a statement. It's best to write these down on a "Conflict Side Sheet." Ties get broken by fate at end of last session, and then by refresh, and then by roll off of a d10, again, all in descending order, or by agreement.
In each round of conflict, each participant scripts his action, then all are resolved as if simultaneous. Note that actions never affect other actions in the same round.
DISPOSITION.The best fit skill for the goal is the disposition skill. If a specialty applies, it also counts. This skill total becomes the starting Disposition.
Each person after the first on a given side adds half their skill to the disposition.
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When you run out of disposition, you are done. Your opponents (everyone who targeted your group) will get their goal.
COMPROMISES
When your opponent runs out of disposition, record your disposition at that point.
After the end of the conflict (see Ending Conflict, below), you'll have to give a compromise based upon what your disposition was. Every 20% lost is one step of compromise.
You must take steps equal to the concession level from the allowed columns by the nature of the conflict.
In some cases, you may wish to give back a level to the loser, rather than be brutalized yourself. That's fine. They also have to do the goal. When both sides agree to reduce their level losses by 1, they may do so. Once agreed, however, it's done. Also, the loser may only reduce the goal step losses with opponent permission. If a loser has multiple opponents, they must take one further step for each opponent group active after they dropped out who was targeting them.
CONCESSIONS STEPS TABLECONCESSIONS STEPS TABLECONCESSIONS STEPS TABLECONCESSIONS STEPS TABLECONCESSIONS STEPS TABLECONCESSIONS STEPS TABLECONCESSIONS STEPS TABLE
Percent Remaining
>80 60.1to80
40.1to60
20.1to40
0.1to20
–19.9 to0
Steps Lost 0 1 2 3 4 5
CONCESSIONS LEVELS TABLECONCESSIONS LEVELS TABLECONCESSIONS LEVELS TABLECONCESSIONS LEVELS TABLECONCESSIONS LEVELS TABLECONCESSIONS LEVELS TABLE
Steps Goal Physical Social Mental Endurance
0 All none none none none
1 Mostly Bruised Shamed Shocked Tired
2 Partly Battered Catatonic Broken Exhausted
3 None of It Dying Both Both both
4 —N/A— Chunky Salsa Time
Dead or Aspect
Dead or Aspect
—N/A—
+1 —N/A— add All to level. (max once)add All to level. (max once)add All to level. (max once)add All to level. (max once)
+1 —N/A— add 1d6 levels (max once)add 1d6 levels (max once)add 1d6 levels (max once)add 1d6 levels (max once)
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ACCEPTING CONDITIONS INSTEAD OF DISPOSITION LOSS
Once each per conflict, you can accept a physical or mental 1-disposition concession. It always has 1d6 levels, and fate may not be used to modify it.
ENDING THE CONFLICT
A conflict ends when no sides' original targets are left active, or when all sides script "End."
SCRIPTING
There are 4 types of action: Press, Defend, Regroup, and End.
Press is an action to damage disposition. It requires a target group.
Defend is an action to prevent losing disposition. It requires a target group, but will have reduced effect on other groups.
Regroup is an action to gain disposition. It normally targets one's own group, but may target another group with the same
The table is the final arbiter of which skills may be used for which, but in general, brawling will be Combat+Brawl, melee weapons and pistols will be Combat+Close Combat, and long range pistols and rifles will be Combat+Firefight for Press actions in physical combat. Defend actions will often be Athletics, but sometimes might be close combat.
You must list action type, skill, difficulty, and target on the scripting sheet, and a one-liner for the action. Everyone announces, and then, in declaration order, describes and resolves their action. The effects are applied only at the end of the sequence.
REPEATING
You may not repeat the same action more than 2 times in a row.
Unless you're an AI or a robot. When NPC's, they always randomize (1d10) between press (1-5), defend (6-9), and end (10). Sucks to be an NPC AI. A PC AI (it's allowed — if the Ref agrees) scripts normally, but may spend a fate to rescript after.
NPC AI Targeting is randomized (1d8) between Primary Target (1-5) and any group targeting the AI (6-8), rolling a d20 and
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counting up from lowest disposition to highest, until you have more disposition in the group than remaining from the d20; target that group.
COMBAT ACTIONS TABLE
COMBAT ACTIONS TABLECOMBAT ACTIONS TABLECOMBAT ACTIONS TABLECOMBAT ACTIONS TABLECOMBAT ACTIONS TABLE
Difficulty PressDefend Primary
Defend Secondary
Regroup
Moderate Inflict 1 -1 Loss -0 loss +0
Hard Inflict 2 -2 Loss -1 Loss +1
Formidable Inflict 3 -3 Loss -1 Loss +1
Incredible Inflict 4 -4 Loss -2 Loss +2
Ridiculous Inflict 5 -5 Loss -2 Loss +2
Absurd Inflict 6 -6 Loss -3 Loss +3
PRESS
You make some form of action which impedes the targeted group. You may target any group, but you must target your primary target at least once every three times you press.
If they do not defend, you simply do damage to their disposition by the difficulty on a success.
On a Botch, you lose 1 disposition of your own, and take a table given concession, as well, or you take 1d6 levels of stuns.
DEFEND
If you succeed in your defend, you prevent yourself from losing disposition past a certain amount. State your difficulty, describe what you're doing, let people make use of aspects. You must self-tag your consequences, but you get fate for them, 1 per 2 consequences, minimum 1 if any.
When someone else attacks you this round, they will do reduced disposition losses. On a botch, all disposition losses done by presses on you are increased by 1, and you gain 1d6 stun levels.
REGROUP
On a regroup, you raise your group's disposition or another groups disposition. It's the only self-targeted action allowed. It
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might represent firs aid, morale boosting war chants, or other such silliness.
On a botch, the entire group acquires a demoralized consequence at 1d6 levels.
END
If you script End, you take no action. If everyone scrips End, the conflict ends.
You must script end when compelled on any system action.
EXPERIENCE
Every 15 weeks unfrozen, you gain one skill point. Put it where you want.
Skill points work exactly as in character generation, and may not be saved; you may have extra points above what is required for a given level of skill or specialty.
Also, every 50 weeks active, you must add 1 to your age.
Note that experience points are not used to affect aspects. Aspects are changed using fate points, and may be adjusted every session.
FRIENDS AND MAINTAINING THEM.Friends are not free. Seriously, it takes effort to maintain friends.
NPC's don't tract friendships, per se; the rating on your sheet is (for playability) mutual.
To maintain a friendship, you need to socialize with them. Every 50 weeks unfrozen, you must lose 1 point from all friends whom you haven't spent the relationship's level in hours with in the last year. No friendship drops below your easygoing factor this way.
MAKING NEW FRIENDS
When you first meet someone, the initial relationship is at 1d6-(age/5). Yep, Older folks are unlikely to make friends as quick
This can result in positive or negative reactions.
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IMPROVING FRIENDSHIPS
If you spend time just socializing with them, you can make a Socialize roll once per week where you socialize with them; if you succeed, one point is added towards the next level.
If you want to make a good first impression, you can use Charm. Routine is no bonus, moderate is 1, hard is 2, formidable is 3, etc. The number is the minimum roll of the die. On a botch, however, the initial reaction will be 0+Easygoing-2d6. On a failure, it's just an additional DM-1.
LOSING FRIENDSHIPS
Lots of things can cost friendships.
PUTTING THEM AT RISK
Any time you do something which puts them at risk, they need to make an easygoing check on the level of risk.
Having them do their job is routine; having them take a 10 minute naked spacewalk to fix a radiation leak is absurd.
TAKING ADVANTAGE OF THEM
If someone catches you taking their stuff, romancing their significant other, or doing something mean, lose some points. The first time, lose a point, and gain a doubtful tag.
With a doubtful tag, a d4 points are lost per breach of trust. If a 4 is rolled, or the roll is higher than their easygoing factor, it goes to a dubious tag.
With a dubious tag, a d6 is lost per breach of trust, and on a 6, or higher than their easygoing factor, it goes to distrustful.
Distrustful is a d8 per breach, and on an 8, or higher than their easygoing, it goes to a Betrayed tag.
A betrayed tag means a d10 per breach in points lost. If it is higher than their easygoing, they gain a new aspect about how they feel about you.
It takes at least a week, and a successful socializing tag roll, to heal a level of this tagging. The actual time is a roll of the die by the tag being healed. And they don't need to be healed in order, but only the worst matters.
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Cycles of the gameThe game plays i cycles. The most important is the week, since that's what things are measured in.
WEEKLY CYCLE
Each game-week, every character gets 4 scenes, and 3 things must be done by someone. And maybe something bad happens.
SCENE BUDGET (STANDARD OPTION)One scene is a color scene. 1 scene is a solo scene. 1 is a group scene. 1 scene is an action scene. The ref has one of each scene type, plus an additional "spare" scene per 2 players.
Scenes happen in any order the group agrees on.
COLOR SCENES
The character describes some action that requires no rolls. It can be a diary Entry, recording a message tape, or even a message from Earth.
It's all talk. If everyone gives it a thumb's up, get a fate chip.
Anyone who wants to interrupt MUST give a fate chip to the character.
If everyone gives a thumb's down, it's an indicator that it was either too short, too long, or too "out there" for the table.
SOLO SCENES
The character works on some task by himself. He may make up to 3 related task rolls by himself.
GROUP SCENE
The player invites one or more other characters for a scene. Everyone gets one action which may or may not be needed.
ACTION SCENE
The character and any others who wish to and would reasonably be present are. If the calling player doesn't want you there, he can compel you to not show up… likewise, he can compel you to show up.
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One key issue is stated, and it may be worked on. Everyone present may make up to 3 rolls to accomplish actions, but they must all relate to the business at hand.
SPARE SCENES
The Referee may pick the scene to be any of the other types.
DOING THE REQUIRED STUFF
Note that maintenance and such are all done with routine tasks. This means that, if you have skill 2+, you don't need to roll, and can do them by reference in your log entries. Limit 3 per log entry.
THE SHORT WEEKLY ACTION FORM
The form includes space to track what scenes the character has taken, what maintenance they narrated in, whom they socialized with, and what the event was.
SIMULATIONIST OPTION (OPTIONAL)Instead of using scenes, use the Weekly Action Form to track what your characters do during the week. It adds detailed time tracking, but loses the event section.
This option is why all the time requirements are listed.
STUFF MUST GET DONE
Every week, someone must grow the food, someone must monitor the drives, and someone must maintain the life support.
The time can be cut in half by upping the difficulties by 2 steps.
MONITORING THE DRIVES
It's a routine Engineering+Fusion to monitor the fusion plant.
It's a routine Engineering+Ion-Drive to monitor the drives.
Each is about 2 hours a day.
if you fail, that system gets an event. On a botch, that system goes off-line next week as a Ref's scene.
MAINTAINING LIFE SUPPORT
Life Support requires filters to be cleaned, chemicals to be monitored, and more. It's routine technical task.
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GROWING THE FOOD
Growing food using supplies is routine on Farming+Hydroponics or Farming+Aeroponics. It takes 2 hours per week plus 1 hour per week per person-week of food. Grown food only keeps 4 weeks.
If you grew food last week, you can attempt to grow again without using supplies; this is hard.
If you sacrificed a person-week of food last week, you can make a Moderate Farming+Seed test to convert one person-week of unharvested food to suitable seeds.
COOKING
Cooking the food takes 1 hour a day. Longer may be allowed. Cooking is routine Knowledge+Cooking, or Perform+Cooking, depending on which way you bought it. (It can also be Science+Cooking, but that's a morale issue…)
DOWNTIME
Everyone needs some downtime. Downtime includes socializing and sleep, recreation
SLEEP
Every character needs to sleep at least 6 hours per 30, allowing 8 per 24 is more normal.
SOCIALIZING
A character must socialize at least one hour per day for optimum efficiency.
If one goes Easygoing Days without it, make an Easygoing test or gain some social consequence that goes away only with Medical+Psychology by another character.
If one goes Easygoing Weeks without socializing, all relationships go down by 1.
OVERWORKING
If a character works more than their easygoing+relationship with someone in a given week
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THAWING PEOPLE
A person frozen for more than 50 weeks has mental issues. They take a penalty to all relationships equal to 1d6 to all relationships. This drops by 1 point each 8-hour sleep. They also have an "Antisocial" aspect for that same duration.
Anyone you meet during this time has that same penalty, but the score generated is permanently at the reduced value.
This can result in negative relationships.
GETTING PEOPLE TO HELP
PC's always get to choose whether to help.
NPC's have to be convinced. ALWAYS. No exceptions.
If the task is in their specialty, safe, and they like you, it's Routine Easygoing+Relationship.
If it's hard, up one level.
If it's dangerous, up one level.
If it's outside their specialty and secondaries, up one level.
If you've set time limits that amount to "Do it now", up one level.
If they have an aspect affecting it, up or down one level (maximum ±2). This does not use fate.
If the roll succeeds, they do it.
If it fails, they don't.
If it botches, they say they will, then either sabotage it, or not do it out of spite.
You can try a charm roll to get them to do things, too.
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EventsEvery week, there is the possibility of events.
When an event occurs, it may be randomly determined on the following tables, rolling once for each column.
ROUTINE EVENTS
Don't hesitate to bone the situation badly…. with enough help most can be overcome. It's pretty schematic, so some Ref improvisation is needed.
Generally, roll d6, d8, and d10 on each of severity, time, and type, and keep the lowest, unless they've been inattentive to moderate (then keep middle), or totally unmaintained (keep high).
EVENT TABLESEVENT TABLESEVENT TABLESEVENT TABLESEVENT TABLES
Roll System Severity Time Type
1 Ion Drives Trivial 0000-0400 Out of Adjustment2 Fusion Power Routine 0400-0800
Out of Adjustment
3 Computer Moderate 0800-1200
Out of Adjustment
4 Habitat Rotation Moderate 1200-1600
Out of Adjustment
5 Entertainment Hard 1600-2000
Out of Adjustment
6 Life Support Hard 2000-2400 Broken Part
7 Hyrdoponics Difficult PC on watch
Broken Part
8 Aeroponics Difficult
PC on watch
Multiple Issues at once9 Freezers Formidable
PC on watch
Multiple Issues at once
10 CAM Incredible Make it hurt Catastrophic
Note that only a botch should kill the ship. And only on a catastrophic. There are enough spares to repair the ship repeatedly.
DEEP SPACE TRAVEL EVENTS
Deep space travel has a few issues, too. They are rare (1% chance per week), but real. D6 if realistic, d8 cinematic, and d10 Space Opera
The events here are much more dangerous.
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DEEP SPACE TRAVEL EVENT TABLESDEEP SPACE TRAVEL EVENT TABLES
Roll Event
1-3 Radiation from dense medium
4-5 Slowing from very dense medium
6 flyby of solid object
7 Mission Cancellation
8 Laser Comm Contact
9 Sound generation from microparticle hits
10 Alien Contact
RADIATION FROM DENSE MEDIUM
Radiation from dense medium is pretty straight forward: everyone has to hide in the much better shielded core decks. It's unpleasant, but not terribly harmful.
No EVA is possible during these events; doing so results in a permanent "Lightly radiated" Consequence
Slowing from the medium is a factor; the ship has to spend a small part of a day under thrust every 10 weeks already, and dense medium increases this.
But, since the AI can't calculate the piloting required, someone else will have to do so. Cue the pilot…
Flyby of a solid object is of little consequence. In all seriousness, the odds of a hit are astronomically low. The week the event is rolled is the week of detection. It's 1d10 weeks before contact. A mean Referee might make a routine piloting required to dodge it…
Laser Comm Contact is a Referee special… usually it's a message from home. And 9 of 10 times, it will be bad news.
Mission Cancellation means turning around and heading home. After a massive bit of braking. It will take as long as the trip out took, plus 50 weeks.
Alien Contact is entirely at the Referee's call as to the nature of it.
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Referee's SecretsThey are obfuscated. Highlighting them should allow reading them.
EVENTS
There should be an event every week.
Whether they notice or not is another matter.
If they screw up the rolls, hit them with multiple events.
THE COMPUTER
The Computer isn't as crazy as it might seem. It's just bored. It's trying desperately to amuse itself by messing with the PC's.
If it gets conflicting directives, IE, aspects, it will ignore both until compelled.
It is running off of computer decks 1 and 2, with 3 as the systems backup.
Further, it's not original to the ship. It was written by a guy on shift 1 who went completely bonkers.
He succeeded… but the reason it's not supposed to reveal itself is because it's not original equipment.
THE COURSE
The AI realized, when using the forward sensor systems (including the 4x10m optical interferometer) that the destination world had 0.01% cyanide in the atmosphere, just below the main cloud layer. It changed course.
It's sending the crew to Barnards, instead. It convinced a pilot to do this. Figuring out the course is a hard astronautics without the main scopes, and routine with them.
The scopes are accessible from Computer deck 1, but the panels are hidden.
Worse, the computer had the course programed by a pilot who didn't succeed. If not discovered by week 500, it's going to be a long LONG trip.
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The ship has enough fuel to make it, but food will be an issue. It's twice as far, so it will take about twice as long unless the course is optimized…. preventing a return to earth.
THE LANDERS
The Landing Craft are designed for two way, fusion powered flight, to/from orbit. But they are all suffering radiation damage to the heat shielding, and are not serviceable for more than two trips.
CREW ROSTER
The missing crew roster is due to the AI botching a computer roll to assimilate the data. It knows about every crewman, but not in any linkage to where they are, nor what their names are. It will recognize them by photo, and know their specialties, qualifications, and personality profiles.
A complete list of ship's complement is in each lander.
HAVE FUN!There is so much more that could be written….
This can easily be played for camp factor, or as a serious survive the trip.
DESIGER'S NOTES
A normal mini-campaign is about waking up the right people to do what the PC's can't. Yes, it's intentional that the PC's are not competent across the board unless they're old. And then, they didn't make as many friends.
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CHARACTER SHEETCHARACTER SHEETCHARACTER SHEETCHARACTER SHEETCHARACTER SHEETCHARACTER SHEET
Name Age
Specialty Easygoing
SecodariesSkill Level Focus Lvl. Focus Lvl.
AstronauticsAstronautics
AthleticsAthletics
CharismaCharisma
CombatCombat
ComputersComputers
EngineerEngineer
FarmingFarming
KnowledgeKnowledge
MedicalMedical
PerformPerform
PilotingPiloting
SocializeSocialize
SciencesSciences
TechnicalTechnical
Scenes Color Solo Action GroupColor Solo Action GroupColor Solo Action GroupColor Solo Action GroupColor Solo Action Group
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CHARACTER SHEETCHARACTER SHEETCHARACTER SHEETCHARACTER SHEETCHARACTER SHEETCHARACTER SHEETCHARACTER SHEET
Frozen Friends ListFrozen Friends ListFrozen Friends ListFrozen Friends ListFrozen Friends ListFrozen Friends ListFrozen Friends List
Name AgeAge
Specialty Relationship
Name AgeAge
Specialty Relationship
Name AgeAge
Specialty Relationship
Name AgeAge
Specialty Relationship
Name AgeAge
Specialty Relationship
Name AgeAge
Specialty Relationship
Name AgeAge
Specialty RelationshipAspectsAspectsAspects ThingsThingsThingsThings
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CHARACTER SHEETCHARACTER SHEETCHARACTER SHEETCHARACTER SHEETCHARACTER SHEET
System ConditionsSystem Conditions Relationships (points/Level)Relationships (points/Level)Relationships (points/Level)
Tired (E - Hours Rest)
Burned Out (E - Sleeps)
Stunned (P - rounds)
Bruised (P - days)
Wounded (P - weeks)
Startled (M - rounds)
Shocked (M - days)
Broken (M - weeks)
Embarrassed (S - minutes)
Shamed (S - hours)
Catatonic (S - days)
Ill (H - Days)
Severely Ill (H - weeks)Other ConditionsOther Conditions
FateFateFate
RefreshRefresh
End of Last SessionEnd of Last Session
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CONCESSIONS STEPS TABLECONCESSIONS STEPS TABLECONCESSIONS STEPS TABLECONCESSIONS STEPS TABLECONCESSIONS STEPS TABLECONCESSIONS STEPS TABLECONCESSIONS STEPS TABLE
Percent Remaining
>80 60.1to80
40.1to60
20.1to40
0.1to20
–19.9 to0
Steps Lost 0 1 2 3 4 5
CONCESSIONS LEVELS TABLECONCESSIONS LEVELS TABLECONCESSIONS LEVELS TABLECONCESSIONS LEVELS TABLECONCESSIONS LEVELS TABLECONCESSIONS LEVELS TABLE
Steps Goal Physical Social Mental Endurance
0 All none none none none
1 Mostly Bruised Shamed Shocked Tired
2 Partly Battered Catatonic Broken Exhausted
3 None of It Dying Both Both both
4 —N/A— Chunky Salsa Time
Dead or Aspect
Dead or Aspect
—N/A—
+1 —N/A— add All to level. (max once)add All to level. (max once)add All to level. (max once)add All to level. (max once)
+1 —N/A— add 1d6 levels (max once)add 1d6 levels (max once)add 1d6 levels (max once)add 1d6 levels (max once)
CHARACTER GENERATION TABLESCHARACTER GENERATION TABLESCHARACTER GENERATION TABLESCHARACTER GENERATION TABLESCHARACTER GENERATION TABLESCHARACTER GENERATION TABLESCHARACTER GENERATION TABLESCHARACTER GENERATION TABLESCHARACTER GENERATION TABLESCHARACTER GENERATION TABLES
Total Points 0 1 3 6 10 15 21 28 36Level 0 1 2 3 4 5 6 7 8
Foci - Max: 0 0 1 2 3 4 4 4 4Skill Points 3x(Age–15)3x(Age–15)3x(Age–15) Friend PointsFriend PointsFriend Points 40–Age40–Age40–Age
Aspects up to Age/5up to Age/5up to Age/5 RefreshRefreshRefresh 10-Aspects10-Aspects10-AspectsAchilles Heel 111 SpecialtySpecialtySpecialty Min. total=5Min. total=5Min. total=5
Gear 1/2 cu meter1/2 cu meter1/2 cu meter SecondarySecondarySecondary Min. total=4Min. total=4Min. total=4
COMBAT ACTIONS TABLECOMBAT ACTIONS TABLECOMBAT ACTIONS TABLECOMBAT ACTIONS TABLECOMBAT ACTIONS TABLE
Difficulty PressDefend Primary
Defend Secondary
Regroup
Moderate Inflict 1 -1 Loss -0 loss +0
Hard Inflict 2 -2 Loss -1 Loss +1
Formidable Inflict 3 -3 Loss -2 Loss +1
Incredible Inflict 4 -4 Loss -2 Loss +2
Ridiculous Inflict 5 -5 Loss -3 Loss +2
Absurd Inflict 6 -6 Loss -3 Loss +3
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AI COMPUTER CHARACTER SHEETAI COMPUTER CHARACTER SHEETAI COMPUTER CHARACTER SHEETAI COMPUTER CHARACTER SHEETAI COMPUTER CHARACTER SHEETAI COMPUTER CHARACTER SHEETAI COMPUTER CHARACTER SHEETAI COMPUTER CHARACTER SHEET
Name Age
Specialty AI ComputerAI ComputerAI ComputerAI ComputerAI Computer Easygoing 10Secodaries None.None.None.None.None.None.None.
Skill Level FocusFocusFocus Lvl. Focus Lvl.
CharismaCharisma
KnowledgeKnowledge
SocializeSocialize
System ConditionsSystem ConditionsSystem ConditionsSystem Conditions AspectsAspectsAspectsAspects
Startled (M - rounds) Startled (M - rounds) Startled (M - rounds) Notifies Crew of Issues with ship,Notifies Crew of Issues with ship,Notifies Crew of Issues with ship,Notifies Crew of Issues with ship,
Shocked (M - days) Shocked (M - days) Shocked (M - days) Don't Interact with CrewDon't Interact with CrewDon't Interact with CrewDon't Interact with Crew
Broken (M - weeks) Broken (M - weeks) Broken (M - weeks) Protect ShipProtect ShipProtect ShipProtect Ship
Embarrassed (S - minutes)Embarrassed (S - minutes)Embarrassed (S - minutes) Protect CrewProtect CrewProtect CrewProtect Crew
Shamed (S - hours) Shamed (S - hours) Shamed (S - hours)
Catatonic (S - days)Catatonic (S - days)Catatonic (S - days)Other ConditionsOther ConditionsOther ConditionsOther Conditions
RelationshipsRelationshipsRelationshipsRelationshipsRelationshipsRelationshipsRelationshipsRelationships
Broken Starship: Missing Manifest
AICCS ©2011 William F. Hostman. All Rights Reserved. AICCS
CONFLICT SIDE SHEETCONFLICT SIDE SHEETCONFLICT SIDE SHEETCONFLICT SIDE SHEET
Started By
GoalGoal
Target Group
Side Members and Disposition contributionsSide Members and Disposition contributionsSide Members and Disposition contributionsSide Members and Disposition contributions
Total DispositionOppsing Sides Taken Out & your Dispo that roundOppsing Sides Taken Out & your Dispo that roundOppsing Sides Taken Out & your Dispo that roundOppsing Sides Taken Out & your Dispo that round
RegroupRegroup Step Losses Step Losses
Limit Total Step Losses Owed
In Group Goal Losses
Outside Gp Physical LosesNotesNotes Mental Losses
Social Losses
Endurance Losses
Opponent Refund
Broken Starship: Missing Manifest
CSS–1 ©2011 William F. Hostman. All Rights Reserved. CSS-1
SCRIPTNG SHEETSCRIPTNG SHEETSCRIPTNG SHEETSCRIPTNG SHEET
Character
Round 1Round 1Round 1Round 1
Action Target
Difficulty Ending Dispo
DescriptionDescription
Round 2Round 2Round 2Round 2
Character
Action Target
Difficulty Ending Dispo
DescriptionDescription
Round 3Round 3Round 3Round 3
Character
Action Target
Difficulty Ending Dispo
DescriptionDescription
Round 4Round 4Round 4Round 4
Character
Action Target
Difficulty Ending Dispo
DescriptionDescription
Round 5Round 5Round 5Round 5
Character
Action Target
Difficulty Ending Dispo
DescriptionDescription
Action NotesAction NotesAction NotesAction Notes
PressDamage Target
DispositionDefend
Prevent losing own Disposition
RegroupRepair Own Disposition
EndVote to end combat;
no action.
Broken Starship: Missing Manifest
SS ©2011 William F. Hostman. All Rights Reserved. SS
NPC CHARACTER SHEETNPC CHARACTER SHEETNPC CHARACTER SHEETNPC CHARACTER SHEETNPC CHARACTER SHEETNPC CHARACTER SHEET
Name Age
Specialty Easygoing
SecodariesSkill Level Focus Lvl. Focus Lvl.
Astronautics
Athletics
Charisma
Combat
Computers
Engineer
Farming
Knowledge
Medical
Perform
Piloting
Socialize
Sciences
Technical
Frozen Friends ListFrozen Friends ListFrozen Friends ListFrozen Friends ListFrozen Friends List
Name AgeAge
Specialty Relationship
Name AgeAge
Specialty Relationship
Name AgeAge
Specialty Relationship
Name AgeAge
Specialty Relationship
Name AgeAge
Specialty Relationship
Name AgeAge
Specialty Relationship
Broken Starship: Missing Manifest
NPC-1 ©2011 William F. Hostman. All Rights Reserved. NPC-1
NPC CHARACTER SHEETNPC CHARACTER SHEETNPC CHARACTER SHEETNPC CHARACTER SHEETNPC CHARACTER SHEET
System ConditionsSystem Conditions Relationships (points/Level)Relationships (points/Level)Relationships (points/Level)
Tired (E - Hours Rest)
Burned Out (E - Sleeps)
Stunned (P - rounds)
Bruised (P - days)
Wounded (P - weeks)
Startled (M - rounds)
Shocked (M - days)
Broken (M - weeks)
Embarrassed (S - minutes)
Shamed (S - hours)
Catatonic (S - days)
Ill (H - Days)
Severely Ill (H - weeks)Other ConditionsOther Conditions AspectsAspectsAspects
GearGear
FateFateFate
RefreshRefresh
End of Last SessionEnd of Last Session
Broken Starship: Missing Manifest
NPC-2 ©2011 William F. Hostman. All Rights Reserved. NPC-2
WEEK ACTIVITY FORMWEEK ACTIVITY FORMWEEK ACTIVITY FORMWEEK ACTIVITY FORM
Which CrewWhich Crew
WeekWeek
D Time Action Sc?
D
A
Y
1
0000-0400D
A
Y
1
0400-0800
D
A
Y
1
0800-1200
D
A
Y
1
1200-1600
D
A
Y
1 1600-2000
D
A
Y
12000-2400
D
A
Y
2
0000-0400D
A
Y
2
0400-0800
D
A
Y
2
0800-1200
D
A
Y
2
1200-1600
D
A
Y
2 1600-2000
D
A
Y
22000-2400
D
A
Y
3
0000-0400D
A
Y
3
0400-0800
D
A
Y
3
0800-1200
D
A
Y
3
1200-1600
D
A
Y
3 1600-2000
D
A
Y
32000-2400
D
A
Y
4
0000-0400D
A
Y
4
0400-0800
D
A
Y
4
0800-1200
D
A
Y
4
1200-1600
D
A
Y
4 1600-2000
D
A
Y
42000-2400
D
A
Y
5
0000-0400D
A
Y
5
0400-0800
D
A
Y
5
0800-1200
D
A
Y
5
1200-1600
D
A
Y
5 1600-2000
D
A
Y
52000-2400
Broken Starship: Missing Manifest
WAF-1 ©2011 William F. Hostman. All Rights Reserved. WAF-1
WEEK ACTIVITY FORMWEEK ACTIVITY FORMWEEK ACTIVITY FORMWEEK ACTIVITY FORM
Which CrewWhich Crew
WeekWeek
D Time Action Sc?
D
A
Y
6
0000-0400D
A
Y
6
0400-0800
D
A
Y
6
0800-1200
D
A
Y
6
1200-1600
D
A
Y
6 1600-2000
D
A
Y
62000-2400
D
A
Y
7
0000-0400D
A
Y
7
0400-0800
D
A
Y
7
0800-1200
D
A
Y
7
1200-1600
D
A
Y
7 1600-2000
D
A
Y
72000-2400
SCENES
ColorSCENES
Solo
SCENES
Group
SCENES
Action
SCENES Spare
SCENES
Conflict
MAINT
Fus PPMAINT
HP Ion Drive
MAINT
Life Support
MAINT Hydroponics
MAINT
Aeroponics
SOCIAL
Who?SOCIAL
Who?
SOCIAL
Who?
SOCIAL
Who?
SOCIAL Who?
SOCIAL
Who?
SOCIAL
Who?
Broken Starship: Missing Manifest
WAF-2 ©2011 William F. Hostman. All Rights Reserved. WAF-2
SHORT WEEKLY ACTIVITY FORMSHORT WEEKLY ACTIVITY FORMSHORT WEEKLY ACTIVITY FORMSHORT WEEKLY ACTIVITY FORM
Which CrewWhich Crew
WeekWeek
ITEMITEM ACTION SC?
SCENES
Color
SCENES
Solo
SCENES
Group
SCENES
ActionSCENES
SpareSCENES
Spare
SCENES
Spare
SCENES Spare
SCENES
Spare
SCENES
Conflict
SCENES
Conflict
MAINT
Fusion PPMAINT
HP Ion DriveMAINT
Life Support
MAINT
Hydroponics
MAINT
Aeroponics
SOCIAL
Who?
SOCIAL
Who?SOCIAL
Who?SOCIAL
Who?
SOCIAL
Who?
SOCIAL Who?
SOCIAL
Who?
EVENT
Type
EVENT
WhenEVENT
NotesEVENT
NotesEVENT
NotesEVENT
NotesEVENT
Notes
Broken Starship: Missing Manifest
sWAF ©2011 William F. Hostman. All Rights Reserved. SWAF
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