Impulse Drive - Corebook - Misfits And Spaceships (Updated).pdf

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A roleplaying game about misfits and spaceships
powered by the apocalypse
Adrian Thoen
Play a crew of mis ts and scoundrels living a life of danger and adventure as they
explore space and try to make their ship a home in a technicolor sea of stars. Fight
dangerous organizations, investigate unnerving mysteries, and nd trouble in a game
that rewards you when your characters face their shortcomings. Grow your characters
and ship with new gear and abilities as you discover and create the universe together,
as a group.
Impulse Drive
is a roleplaying game about making a living on the fringe of civilized
space, inspired by ction such as
Farscape, Fire y, Mass E ect, Star Wars,
and many
others. Find some friends, grab a handful of six sided dice, and strap on your spacesuit.
is book includes all the rules you need to have your own space adventures about
mis ts and spaceships, including eight iconic character archetypes:
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e Hound, a rogue lawkeeper or bounty hunter.
e In ltrator, a skilled burglar or assassin.
e Intellect, an expert scientist, physician, or mechanic.
e Mystic, a wise religious gure or member of an ancient order of knights.
e Outsider, a truly strange or out-of-place alien.
e Scoundrel, a down on their luck con artist or street rat.
e Tempest, a volatile hothead with dangerous powers.
e Warhorse, a battle-scarred war veteran who has seen everything.
As well as four ship playbooks that help you set the stage for your adventures:
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e Smuggler, a beat up old freighter with some hidden surprises and a big debt.
e Predator, a dangerous mercenary vessel with a dangerous nemesis a er them.
e Vanguard, a state-of-the-art ship in the employ of a powerful galactic civilization
or organisation.
e Marauder, a pirate vessel with a bad reputation.
Table of Content
004 Introduction
005 The Pitch
006 Using this book
006 I’m just browsing.
006 I’m going to be a player.
006 I’m going to run this game.
007 Acknowledgment and License
008 Playing Impulse Drive
009 The Crew and the Space Master
010 Common Terms at a Glance
010 Archetypes
010 The Five Approaches
011 Advances and XP
011 Hooks
011 Harm
011 Stress
011 Calamity
011 Gear
011 Tags
011 The Crew
012 The Space Master
012 The Fiction
012 Scenes, Episodes, and Seasons
012 Moves
012 Triggers
012 Process
012 Outcome
013 Rolling Dice and Processes
Advantage
013
013 Disadvantage
013 Going Forward
013 Ongoing
013 Choose
013
Hold
013 Discharge
014 Calls
014 Contract
014 Strain
014 Ranges
014 Personal Range Tags:
Vehicle Range Tags:
015
015
Ship Range Tags:
016 The Universal Moves
017 Combat Moves
018 Action Moves
021 Influence Moves
023 Investigation Moves
026 Exploration Moves
028 Hurt, Death, and Healing
028 Harm
028 Example Harm:
030 Dealing or Suffering Harm
030 Damage: Harm for Ships and
Vehicles
030
Stress and Calamity
031 Death in the Void
032 Substitute Harm
032 Healing
032 Medical Treatment
033 The Flow of Combat
034 The Cycle of Action and Danger
036 Other Moves
038 Commerce & Ship Payment Moves
040 Accommodation
041 Cargo Moves
042 Plot Moves
045 The Crew
046 Your Agenda & Principles
046 Player’s Agenda
047 Player Principles
049
Always Say
050 Building Your Character
051 Choose an Archetype
051 The Hound
051
The Infiltrator
051 The Intellect
051 The Mystic
051 The Outsider
052 The Scoundrel
052 The Tempest
052 The Warhorse
053 Name & Description
054 Assign The Five Approaches
055 Archetype Moves
055 Hooks
Goals
056
056 Instincts
056 Traits
057
Connections
057 Gear
059 The Archetypes
060 The Hound
065 The Infiltrator
071 The Intellect
076 The Mystic
081 The Outsider
086 The Scoundrel
091 The Tempest
096 The Warhorse
101 Gear
102 Gear Permanence
102 Gear Tags
104 Gear and Weapons
104
Gear Lists:
106 Weapons
107 Equipment
109 Armor and Shields
110 Modifications
113 Vehicles
115 +Strengths and -Weaknesses
116 +Strengths
116 -Weaknesses
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117
Ranges in Vehicle Combat
118 Vehicles
119 Your Ship
120
Making your Ship
120
Choose a ship Playbook
122 Choose a name
122 Choose a look
122 Your Ship’s Strain
123
Upgrades, Modules, and other
Ship Advancements
124 Moves & Your Ship
125 Ship Playbooks
127 Smuggler Ship
134 Predator Ship
141 Vanguard Ship
149 Marauder Ship
154 The Space Master
155 Running Impulse Drive:
A Framework
155 How to be the Space Master
156 Agenda, Principles, and Calls:
Rules for the SM
156 Agenda
157 Always Say
157 Principles
162 SM Calls
162
When to Make a Call
163 Hard Calls and soft Calls.
163 Choosing a Call
163 Making your Call
165 Show danger approaching
165 Offer an opportunity, with or
without a cost
165 Show the stars moving elsewhere
165 Use up their Resources
165 Destabilize the environment
166
Give them Advantage or
Disadvantage
166
Turn their Move back on them
166
Tell them the possible
consequences and ask
167 Strains
168 Components of your Strains
168 Strain Name or Premise:
168 Strain Type:
168 Description & Notes:
168 Climax:
168 Fuse:
168 Burn:
169 Types of Strains
169
Scene Strains:
169
Episode Strains:
170
Season Strains:
170
Using Strains to add urgency to
a Contract
171 Getting Ready to Play
171 Prep
171 Cards
172 Getting Started
174 The First Session
174
Establish details, describe
174
Use what they give you
175
Ask questions
175
Leave blanks
175
Look for interesting facts
175
Pay attention to characters’
Hooks
175
Help the players understand the
Moves
175
Give each character a chance to
shine
176 Introduce NPCs
176
Make note of the Crew’s enemies
176 The Second Session and Beyond
176 Fallout and Consequences
176 Machinations and Disputes
177 Trouble left behind, trouble that
follows
178 Creating a Contract
179
1. Look at the situation, find
opportunities
179 2. Choose a Client
180 3. Choose a type of Contract
180 4. Detail the Contract
180 5. Finalize the Contract
180 6. Present it to the Crew
180 Randomized Contracts
181 The Milk Run
182 The Heist
184 The Assault
185 The Defense
186 The Salvage
187 The Investigation
189 Locations
190 Making Locations
190 Objects in Space
190 Starmap
191
In a System
191
Settlement
192
Rooms
192
Places In a Settlement
192
Interesting locations
193 Tags for Locations
193 Connections
193 Description
194 NPCs
194 Example NPCs
194 NPC Tags
195 Impulse
196
Connections
196
Health
196 Attack
196 Calls
197
Description
197
Disposition
199 NPCs as Adversaries
200
200
200
201
201
202
203
204
205
206
207
208
208
209
210
211
212
212
212
212
213
Basic NPCs
People
Aliens
People NPCs
Civilians
Mooks
Authorities
Hunters
Soldiers
Brutes
Leader
Alien NPCs
Stranger
Swarm
Beast
Enigma
Making NPC Ships
Ship names:
Ship look:
NPC Ship Calls:
NPC Ship Classes, Systems, and
Tags:
215 Groups
215 Group Tags
215 Types of Groups:
215 Tech Level:
216 Other Group Tags:
216 Example Groups:
217 Impulse
217 Connections
217 Calls
217 Description
218 Random Names:
220 Drifting
221 New or different Universal Moves
224
Extra Moves for all Archetypes
226 Unique or Rare Gear, Vehicles,
Ship Systems, or Weapons
228
Mutations
230 Creating Custom Moves
230 The Components of a Move
232
Types of Moves
232
Iterate
233 Big Changes to Primary
Mechanics: A Different Game
233 Starting With More
233 Change Difficulty
234 Transmission End
235 My Thanks
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