Galactic 2e
Galactic 2e
Galactic 2e
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GALACTIC 2ND EDITION is a game by riley rethal.
and thank you to luke jordan, natalie libre, the tabletop treehouse
discord, and my mom for helping me a ton with this whole project.
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galactic is a game of belonging outside belonging about rebellion
and relationships in space.
galactic 2e is built first and foremost for gmless play, meaning that
every player makes a character and creates the story together,
characterizing the setting and taking on the roles of pillars and
npcs when the story calls for it. however, it can also be played with
a gm role, where one player takes on the role of the pillars and
npcs while the rest of the group plays their individual characters.
but why stop there? you could just as easily play a game of
galactic where two players took two pillars each, with the rest of
the group playing character roles, or even a game with everyone
taking the role of a pillar, with one player as the sole protagonist of
a sprawling story.
the rest of these instructions assume that you will be playing in the
more traditional gmless style, but work with your group to figure
out what you think is best. this game is a tool for you to use to tell
your own story.
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before you begin play, make sure your group discusses what you
want your story to include and what you don’t. establish the tone
you’re aiming for so that everyone’s on the same page.
get into the habit of asking questions. if you’re not sure if all the
players at the table would be comfortable with something you
want to suggest, ask in a way that makes it easy for someone else
to take the story in another direction. “do you think...” “what if...”
“how about...” are all good ways to frame scenes and add details
while making sure everyone is on board. plus, it’s more fun when
everyone feels good about adding things to the story!
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randomly distribute the character roles between the players, and
have everyone go around in a circle and introduce the roles
they’re holding by reading the name and description out loud.
once all of the roles have been read, everyone picks the one they
would like to play.
your choices will reveal more about your character’s life, but they’ll
also help to define the type of community you’re in, and what
kinds of relationships you’re interested in exploring through play.
you can choose to flesh out these characters right then, or leave
those details to be discovered as your story unfolds.
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randomly distribute the four pillars of the setting between the
players. these are the larger forces of the world that your
characters will interact with.
throughout play it’s likely that pillars will trade hands and be
played by different people. as a general rule, when a character
interacts with an aspect of a pillar, someone else should pick it up
and act as that pillar.
in galactic, you will meet many characters who are not the main
characters you just created. these are called non-player
characters, or npcs. some may only exist in your story for a
moment, to provide a line or two of dialogue or react to a situation,
but some may become so involved in your story that you’ll want to
give them a bigger role in the mechanics of your game.
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now that you have some ideas of your characters and the world
you’re in, it’s time to put all of that together. what does your group
look like? with whom are you allied? do you have a mission?
to help with this, your roles come with questions to ask the players
to the left and right of you. these answers can help you flesh out
your characters’ relationships and history. the answers can be
short and sweet, or might lead the conversation in a new direction.
you can also create a more specific setting for your story by
deciding the place you are in. choose or roll 1-3 places from the
table on page 28, and circle choices to figure out the shape of
your story. maybe your crew is infiltrating a mandate bureaucracy
that exists to manage the ruin of a former liberation cell, or
perhaps you’ve caught wind of a hidden market right in the middle
of a desert that sells just the tools you need, if you could just get
past the storm on its edges.
you can either leap into scenes as they are brought up, then
return to questions still unasked afterwards, or go through and
answer all the questions while noting down scene ideas, then play
them all out.
scenes can take only a minute or two, or much longer than that.
they may stand alone, or they may flow naturally into each other;
to frame a scene, establish where you are, which characters are
there, and what you’re doing.
in a scene, make the moves from your role, and make them boldly.
play to find out who your character is and what they do next. each
character role comes with some tips to help guide you.
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when a character interacts with a pillar, someone less involved
with that part of the scene should pick it up and play as that pillar.
this may mean introducing an npc, making moves as the pillar, or
describing details about your surroundings.
during a scene, you can narrate in first person (“i do this”), or third
(“my character does this”). you can play out your scene through
narration—talking as yourselves about what your characters and
others present in the scene do, or through in-character roleplay, or
a combination. do whatever feels most comfortable to you.
pillars and npcs have moves as well, but only vulnerable and
lateral ones. all moves are written from the second person
perspective of the character or pillar being played, so when it says
“gain a token”, whoever is doing the move gains a token.
each pillar has its own token pool, but npcs do not. when npcs
make moves, they act as extensions of pillars. for example, the
bounty hunter you’re negotiating with can make the mercenary
move ask “what’s in it for me” and gain a token, and that token will
be added to the scum & villainy token pool, to be used by the pillar
itself, a different scum & villainy npc, or that same bounty hunter.
in the same vein, when you make a lateral move that affects an
npc, or maybe even a more abstract group or concept, give that
token to the pillar that npc or group is attached to.
when you play galactic, your group will be moving tokens around,
cycling them in and out of play, as well as between players and
pillars. the best way to think about the function of tokens in
galactic is as representations of narrative focus. when you gain a
token, you are announcing your presence in the story. when you
give someone a token, you are putting the metaphorical spotlight
on them, inviting them to take action. when you spend a token,
you are having your moment in the spotlight, focusing the story on
you and your dramatic strong move.
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galactic uses some unfamiliar words to describe familiar facets of
the genre. feel free to change them back to their “canon”
equivalents if you’d like to play this game in a particular universe.
some of these words may not come up at all in your game
depending on what types of characters you decide to play.
whatever way your particular game goes, here are some
definitions to make it easier.
on the rest of these pages, you will find the character roles, pillars,
places, and traits to use in your game.
first are the 6 character roles: the ace, the nova, the defector, the
diplomat, the scoundrel, and the mechanic.
then, the 4 pillars: the space between, the mandate, the liberation,
and the scum & villainy.
if you are playing in person, you will want to print these out (there
is also a version of just these pages on the itch page without page
numbers), so that you and your group can circle character
creation prompts and place tokens on the pillars.
next is the places and traits, which each have a table at the
beginning of their sections with all 36 of them listed. you can print
these pages out as well if you would like, but you can also just
have a pdf reader on hand to read and copy from, depending on
how much paper and screens your group would prefer.
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the ace is a skilled pilot.
their power comes from their agility, conviction, and nerve.
• get invested in things, people, and ideas, and try to bring them
into your orbit.
• get yourself into trouble and get other people out of trouble,
sometimes at the same time.
• make your character larger than life, while also being fallible
and relatable.
spend a token
• get yourself or someone else out of harm’s way.
• make a daring maneuver to gain an advantageous position.
• maneuver an unfamiliar vehicle without trouble.
• take the lead in a moment of confusion or despair.
• ask “how are you vulnerable to me?”
give a token
• ask the right person for help or guidance, and give them a
token.
• ask “how could i best encourage you or give you hope right
now?” and give them a token if you act on their answer.
gain a token
• make a rash maneuver that puts you or others in danger.
• question someone’s authority in a time of confusion or despair.
• disregard the advice or concerns of those around you.
• say “we’ve got company.”
• ask “what makes me vulnerable in this situation?”
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proud smile, bashful smile, cocky smirk, warm smile, broad smile,
flirtatious smirk, naive smile.
bright eyes, determined eyes, weary eyes, earnest eyes, sharp
eyes, fierce gaze, kind eyes.
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the nova is attuned to the space between.
their power comes from their emotion, focus, and intuition.
spend a token
• receive a vision of the past, present, or future.
• reveal someone’s hidden emotions, to themself or others.
• use the space between to protect yourself or others.
• learn the secrets or purpose of something not understood.
• say “there is something here that we are missing.”
give a token
• heal or soothe someone’s pain or duress, and give them a token.
• ask “why are you pursuing the goal that you are?” and give
them a token if they provide an answer.
gain a token
• act on impulse, putting yourself in a dangerous situation.
• lose control of yourself or the space between and put
someone you care about in danger.
• react with scorn or doubt to something or someone you do not
understand.
• assume good intentions from someone who means you harm.
• ask “how do i fall short of expectations right now?”
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friendly face, haunted face, weary face, soft face, angular face,
shadowed face, somber face.
sparkling eyes, squinting eyes, laughing eyes, distant eyes,
piercing eyes, curious eyes, resentful eyes, wandering eyes.
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the defector used to work for the mandate, but got out.
their power comes from their compassion, determination, and will
to change.
• explore the ways your time at the mandate has influenced the
way you think.
• allow your character to learn and grow, and encourage others
to do the same.
• make your character larger than life, while also being fallible
and relatable.
spend a token
• reveal a previously unknown mandate vulnerability.
• quickly pick up a new skill.
• triumph over someone or something which once oppressed
you.
give a token
• find an ally in an unlikely place, and give them a token.
• put yourself in danger to help someone, and give them a token.
• ask “how can i best help you right now?”, give them a token if
you act on their answer.
• ask “who or what is really in control here?”, and give a token to
the answer.
gain a token
• lie about your abilities or knowledge.
• run from a problem instead of facing it.
• reveal a harmful belief you have not unlearned.
• ask “who do you want me to be?”
• ask “what would i gain by leaving in this moment?”
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nervous eyes, determined eyes, weary eyes, pleading eyes,
darting eyes, daring eyes, questioning eyes.
gentle voice, passionate voice, unsure speech, rough voice,
tripping over words, curt speech, sincere voice.
• what did i do recently that made you finally feel like you could
trust me?
• what did you teach me recently?
• what was the first thing you noticed about me?
• why do i trust you more than anyone else here?
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the diplomat has a position of power or influence in the galaxy.
their power comes from their leadership, negotiation, and strategy.
• explore the ways your personal and public lives intersect and
influence each other.
• make big decisions, and make them matter.
• make your character larger than life, while also being fallible
and relatable.
spend a token
• reveal a contingency plan at a critical moment.
• de-escalate conflict between parties with a common goal.
• enact a plan or order and follow it through.
give a token
• call in a favor from an ally, and give them a token.
• give someone a new responsibility, and give them a token.
• show someone you believe in them, and give them a token.
• ask “what would get you to side with me or my cause right
now?” and give them a token if you act on their answer.
gain a token
• act on impulse, putting yourself in a dangerous situation.
• get captured.
• discover a betrayal from a supposed ally.
• tell a hard truth in a way that hurts.
• ask “what have you been hiding from me?”
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demanding voice, tired voice, formal speech, hopeful voice, adept
code-switching, caring voice, reassuring voice.
polite smile, disarming smile, grim smile, sincere smile, proud
smile, confident smile, wistful smile.
spend a token
• know exactly where you’re going when others are lost.
• win a fight you didn’t start.
• get out of a bad situation at the last moment.
• pull off an absurd stunt to take advantage of an unexpected
opportunity.
• reveal that you stole something earlier.
give a token
• call in a favor from someone you know, and give them a token.
• ask “what would [player character] do in this situation?” and
ask them for a token.
gain a token
• start a fight you can’t win.
• walk into a situation unprepared.
• provoke the suspicion or distrust of others.
• tell someone something secret or guarded about yourself.
• ask “who here hates my guts?”
• ask “what have i failed to realize about you?”
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laughing smile, open smile, cocky smirk, fond smile, crooked grin,
secret smile, wistful smile.
folded arms, hands constantly fidgeting, hands curled into fists,
finger on the trigger, hand out to shake, hands that wander into
others’ pockets.
the trusty ship you stole, a safe house no one’s found, a real
friend, a coveted contract, official mandate paperwork, a favor
owed from someone powerful, hope for a way out, a high-grade
blaster, the ability to relax, a sense of belonging.
spend a token
• jury-rig a temporary solution while under duress.
• discern a secret or hidden function of a machine.
• break something in the exact way you mean to.
• ask “what piece am i missing to make this work?”
give a token
• add a functionality to something you fix; give a token to the
person you helped.
• ask “will you help me with this?” and give them a token if they
say yes.
gain a token
• uncover an unexpected power or secret in something you’re
working on.
• admit you don’t understand something.
• disregard someone’s wants or needs in favor of your work.
• say “fixing this will take a resource we don’t have.”
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appraising eyes, distant eyes, curious eyes, intense stare, focused
eyes, skittish eyes, earnest eyes.
greasy hands, distracted hands, worn hands, gloved hands, clean
hands, scarred hands, careful hands.
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the connections between people are what surround us and give us
strength. the galaxy is never silent; it is alive and humming with
energy that you can feel if you pay attention.
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sometimes it feels like there’s no escape from its gravity. the
mandate is an intergalactic superpower that uses its might to
control the galaxy with fear, propaganda, and alienation.
the only way the mandate can perpetuate itself is with constant
aggression, advancement of weaponry, and violence, and we
know that it will eventually collapse under its own weight. however,
until then it continues to cause death and destruction across the
galaxy.
• show the power the mandate wields but remember that it is not
absolute.
• show the humanity of individuals within the mandate and how
it is subsumed by the demands of an empire.
• ask compelling questions and build on the answers.
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there are many in the galaxy who are not willing to go down
without a fight. the liberation are your comrades in arms, the
people of the galaxy who are actively resisting and fighting back
against the mandate.
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ya know, criminals.
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1. natural places 4. forgotten places
1. swamp 1. hallow
2. forest 2. mountain
3. desert 3. ruin
4. ocean 4. shipwreck
5. tundra 5. cave
6. storm 6. junkyard
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choose 2-3 aesthetic elements: towering dunes, many suns in the
sky, strange pillars of metal, half-buried abandoned spaceships,
mirages in the mist, a vicious and solitary creature.
choose 1-2 rumored to be here: an oasis with healing waters, an
underground alien culture, a coven of prophets, a field of glass.
choose 2-3 aesthetic elements: water that seeps into your clothes,
heaviness in the air, hostile flora, bubbling mud, swarms of bugs,
slow and lumbering creatures.
choose 1-2 rumored to be here: a strange but kind swamp
creature, a nova training in solitude, a lost artifact, a portal to the
planet lost to time.
choose 2-3 aesthetic elements: the setting sun, the whipping wind,
jagged rocks, a forgotten campsite, a view of everything, narrow
and winding paths.
choose 1-2 rumored to be here: an impossible climb, a tear in the
space between, a sleeping giant, an isolated culture.
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choose 2-3 aesthetic elements: cramped walkways, eclectic
apartments, clotheslines crisscrossing the streets, smog in the air,
a feeling of community, children playing.
choose 1-2 rumored to be here: an infamous smuggler who retired
long ago, a young girl with prophetic abilities, constant mandate
surveillance, preparations for a festival.
choose 2-3 aesthetic elements: crops as far as the eye can see,
automated machinery hovering just above, a small cluster of
homes on the fringes, tired workers, the lingering effects of a
mandate attack, lumbering alien creatures kept as livestock.
choose 1-2 rumored to be here: an old retired nova with stories of
the eridian war, a childhood best friend, a long-lost scion hidden
away for their own safety, a burgeoning liberation cell formed by
disgruntled workers.
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choose 2-3 aesthetic elements: a beautiful meadow, sight of the
water below, strong winds, the nests of flying creatures, a feeling
of calm, big boulders.
choose 1-2 rumored to be here: a lost nova living as a hermit, rare
flora which only bloom at night, the perfect spot for a ship to take
off, an old abandoned mandate telescope.
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choose 2-3 aesthetic elements: pictures on the walls, memories
from a different life, a steady routine, a cluttered desk, hidden
snacks, something… off about this whole thing.
choose 1-2 rumored to be here: an old friend, a concealed
weapon, incriminating evidence, a place to rest.
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1. social traits 4. authoritative traits
1. friendly 1. austere'
2. connected 2. daring
3. conciliatory 3. commanding
4. compassionate 4. dramatic
5. gossipy 5. cocky
6. troublemaker 6. rousing
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choose 1-2 moves:
• tell a good joke or story, and gain a token.
• go out of your way to talk to someone, and give them a token.
• ask “is there anything i can do to help?” and give them a token
if they say yes.
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choose 1-2 moves:
• pull a prank, and gain a token.
• start a fight or argument, and give those involved a token.
• encourage someone to cause trouble with you, and give them
a token if they do.
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choose 1-2 moves:
• reference a text or tradition no one else here has heard of, and
gain a token.
• know something useful and relevant, and give the person you
help a token.
• ask “do you want my advice?” and give them a token if they
say yes.
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choose 1-2 moves:
• tower over others, literally or metaphorically, and gain a token.
• give someone a direct order or threat, and give them a token.
• block someone’s path forward, and give them a token.
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choose 1-2 moves:
• sigh deeply, and gain a token.
• lash out at someone for something minor, and give them a
token.
• take on more than you can handle, and give the person who
comes to your rescue a token.
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