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SharpersITD Quickstart

This document provides a quickstart guide for the tabletop roleplaying game Synthicide: Sharpers in the Dark. It summarizes the core rules and mechanics of the game, which is based on the Forged in the Dark system and set in a science fiction world dominated by synthetic beings and an oppressive cybernetic church. The game involves players taking on the role of "sharpers", rogue criminals who build a criminal organization to survive in this hostile galaxy. Key elements summarized include the action ratings used to determine dice rolls, how action rolls work and their possible outcomes, the different positions that can modify rolls, and an overview of the game's science fiction setting involving synthetics, the Tharnaxist Church, available

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0% found this document useful (0 votes)
45 views

SharpersITD Quickstart

This document provides a quickstart guide for the tabletop roleplaying game Synthicide: Sharpers in the Dark. It summarizes the core rules and mechanics of the game, which is based on the Forged in the Dark system and set in a science fiction world dominated by synthetic beings and an oppressive cybernetic church. The game involves players taking on the role of "sharpers", rogue criminals who build a criminal organization to survive in this hostile galaxy. Key elements summarized include the action ratings used to determine dice rolls, how action rolls work and their possible outcomes, the different positions that can modify rolls, and an overview of the game's science fiction setting involving synthetics, the Tharnaxist Church, available

Uploaded by

Sho Nen
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 40

I

SHARPERS IN THE DARK


A Forged in the Dark game by
Dustin DePenning & Michael Elliott

QUICKSTART

©Will Power Games 2021

This work is based on Blades in the Dark


(found at http://www.bladesinthedark.com/),
product of One Seven Design, developed and authored by John Harper,
and licensed for our use under the Creative Commons Attribution 3.0
Unported license (http://creativecommons.org/licenses/by/3.0/).
CONTENTS
INTRODUCTION05 CREW & CHARACTER
THE GAME 05 CREATION25
THE WORLD 05 CREW SHEET: MERCS 25
SHIP SHEET: CLIPPER 25
CORE RULES 08 STANDARD GEAR 29
ROLLING THE DICE 08 PLAYBOOKS30
ACTION RATINGS 08 BIOCLASSES32
ACTION ROLLS 09
ASSESSMENT FACTORS 12 SAMPLE SCORE:
PROGRESS CLOCKS 13 BARBARIAN’S 
CONSEQUENCES14 CAUSE37
ATTRIBUTE RATINGS 15 RIPTRAUS37
RESISTANCE ROLLS 15 FACTIONS38
ARMOR16 PLANNING38
RESOLVE & CYNICISM 16 COMPLICATIONS38
DEATH17 DEVIL’S BARGAINS 39
CHEATING DEATH 17 NPCs39
FORTUNE ROLLS 18 PAYOFF40

RUNNING SESSIONS 20
PLANNING A SCORE 20
LOADOUTS21
FLASHBACKS21
ENGAGEMENT ROLLS 22

02
03
INTRODUCTION
THE GAME
Synthicide: Sharpers in the Dark is a game about a group of daring sci-fi
rogues called sharpers. They build a criminal organization to survive as
second-class citizens in a galaxy dominated by other criminals, synths,
and a church of cybernetically enhanced humans. We play to find out if
the fledgling crew can thrive amidst the teeming threats that surround it.

Each player creates a character and works with the other players to
define the crew to which their characters belong. Each player strives to
bring their character to life as an interesting, daring sharper who reaches
boldly beyond their current safety and means.

The players work together with the Game Master (GM) to establish
the tone and style of the game by making judgment calls about the
mechanics, dice, and consequences of actions. The players take
responsibility as co-authors of the game along with the GM.

The GM establishes the dynamic world around the characters. She


plays all the non-player characters (NPCs) in the world by giving each
one a concrete desire and preferred method of action.

The GM helps organize the conversation of the game so it’s pointed


toward the interesting elements of play. She isn’t in charge of the story
and doesn’t have to plan events ahead of time. She presents interesting
opportunities to the players, then follows the chain of action and
consequences wherever they lead.

THE WORLD
Sharpers: As most planets are mired in violence and squalor, an
independent, transient lifestyle is popular among ship owners. However,
food and fuel are extremely expensive. Originally called “shippers,” these
drifters were soon associated with organized crime. Now they are called
“sharpers”—a negative epithet for a space smuggler.

04
Synthetics (Robots): Synthetics are free entities that do as they please.
The Church and powerful corporations commission their construction,
but these machines must be paid and are released after fulfilling
contracts. Effectively immortal, synthetics pass through personalities and
emotions in season. One may spend 100 years as a manual laborer and
suddenly decide it prefers hunting orphans for sport. Some synthetics
view the humans around them as friendly oddities. But to most
synthetics, man is nothing more than pond scum.

The Tharnaxist Church: Tharnaxist priests are cybernetically enhanced


humans obsessed with hoarding newly discovered technology. Driven
by their profane devotion to the synthetic god Ranix, the Church brutally
enforces their rule and utterly destroys those they deem a threat. With
absolute sovereignty over intergalactic trade and travel, the priests are
deliberately negligent, depriving the Galaxy of food, safety, and a real
system of laws. The Church only punishes those who mistreat synthetics
and priests.

Technology: Technological advancement varies in Synthicide. A sharper


may round a corner brandishing a gunpowder revolver only to have his
insides liquefied by a security guards’ beam rifle.

The Milky Way Galaxy: Earth, now known as Terran Altar, is a distant
memory of middling importance. Centuries ago humanity spread
throughout the entire galaxy, colonizing worlds and embracing new
technology. After facing near extinction by a war caused by a disease
known as the P-virus, humans now cower under the rule of synthetic
overlords and a tyrannical church, itself a paper-thin cover for synthetic
rule. Artifacts of the once-great human civilization are strewn throughout
the galaxy, the core of which is almost entirely burned out worlds
bombed to oblivion.

Lurans: A luran is a tiny crystal that glows in direct sunlight. Following


the rise of digital theft, interstellar credit economies destabilized and
shifted to physical currency. The Galaxy now exchanges lurans for
products and services. The small day-to-day transactions of the player
characters are not tracked, and instead lurans are used to denote major
purchases like bribes, medicine, nutritional food, or ship upgrades.

05
06
CORE RULES
ROLLING THE DICE
Synthicide uses six-sided dice. You roll several at once and read the
single highest result.

• If the highest die is a 6, it’s a full success—things go well. If you roll


more than one 6, it’s a critical success—you gain some additional
advantage.
• If the highest die is a 4 or 5, that’s a partial success—you do what
you were trying to do, but there are consequences: trouble, harm,
reduced effect, etc.
• If the highest die is 1-3, it’s a bad outcome. Things go poorly. You
probably don’t achieve your goal and you suffer complications, too.

If you ever need to roll but you have zero (or negative) dice, roll two
dice and take the single lowest result. You can’t roll a critical when
you have zero dice.

ACTION RATINGS
There are 16 actions in the game that the player characters use to
overcome obstacles. Each action has a rating (from zero to 4) that tells
you how many dice to roll when you perform that action.

You choose which action to perform to overcome an obstacle, by


describing what your character does. Actions that are poorly suited to
the situation may be less effective and may put the character in more
danger, but they can still be attempted. Usually, when you perform
an action, you’ll make an action roll to see how it turns out. The list of
actions is on the next page.

07
• Finesse - Resist consequences from dextrous actions, piloting ships,
messing with machines
·· Maneuver - Running, jumping, diving to cover, climbing, etc.
·· Pilot - Driving vehicles, navigating and piloting spaceships
·· Prowl - Picking pockets, keeping unseen
·· Tinker - Pick locks, make and repair hardware, rig electronics
• Force - Resist consequences from fights, explosions, gunfights
·· Battle - Brawling, skirmishing, fighting in close quarters
·· Murder - Killing a single person or synthetic with
deliberate intent
·· Shoot - Gunfights, ship’s guns, sniping
·· Wreck - explosives, using a vehicle as a battering ram, tearing
down walls
• Insight - Resist consequences from deception, understanding
·· Doctor - Surgery, applying first aid, making drugs
·· Hack - Coding, infiltrating networks
·· Survey - Taking in a location, observing, perceiving
·· Study - Closely scrutinizing a person or thing,
researching history
• Will - Resist consequences from psychic powers, unknown artifacts,
social conditions
·· Command - Giving orders, intimidating, organizing groups of
people
·· Connect - Consorting with people you share a history with,
being friendly
·· Psyche - Using psychic powers
·· Sway - Lying, performing, bullshitting

ACTION ROLLS
You make an action roll when your character does something potentially
dangerous, troublesome, or uncertain. The possible results of the action
roll depend on your character’s position. If there’s no danger or trouble at
hand, you don’t make an action roll. You might make a fortune roll (more
on this later), or the GM will simply say yes—and you accomplish your
goal. The action roll works as follows:

1. The Player States Their Goal: Your goal is the concrete outcome your
character will achieve when they overcome the obstacle at hand.

2. The Player Chooses the Action Rating: The player chooses which
action rating to roll, following from what their character is doing in the
narrative. If you want to roll your Battle action, then get in a fist fight. If
you want to roll your Command action, then order someone around.
08
3. The GM Sets the Position: Once the player chooses their action, the
GM sets the position for the roll. The position represents how dangerous
or troublesome the action might be.
• Controlled: You act on your terms. You exploit a
dominant advantage.
• Risky: You go head to head. You act under fire. You take a chance.
• Desperate: You overreach your capabilities. You’re in serious trouble.

By default, an action roll is risky. You wouldn’t be rolling if there was no


risk involved. If the situation seems more dangerous, make it desperate.
If it seems less dangerous, make it controlled.

4. The GM Sets the Effect Level: The GM assesses the likely effect level
of this action, given the factors of the situation. Essentially, the effect
level tells us “how much” this action can accomplish?

• Great: You achieve more than usual. How does the extra effort
manifest? What additional benefit do you enjoy? Fill in 3 segments
on a relevant clock (more on this later).
• Standard: You achieve what we’d expect as “normal” with this
action. Is that enough, or is there more left to do? Fill in 2 segments
on a relevant clock.
• Limited: You achieve a partial or weak effect. How is your impact
diminished? What effort remains to achieve your goal? Fill in 1
segment of a relevant clock.

5. Add Bonus Dice/Adjust Position & Effect: You can normally get
two bonus dice for your action roll (some special abilities might give you
additional bonus dice).

For one bonus die, you can get assistance from a teammate. They mark
1 resolve, say how they help you, and give you +1d. You can only get
1 assistance per action roll, and the character who assists may suffer
consequences that result from the action roll.

For another bonus die, you can either push yourself (mark 2 resolve) or
you can accept a Devil’s Bargain (you can’t get dice for both, it’s one or
the other).

You may also push yourself or use a Devil’s Bargain to


get increased effect instead of +1d. Declaring that you are using
certain items can also change a character’s position and effect. A hellfire
weapon will grant additional effect against most forms of armor or cover.
Wearing certain types of armor may make getting in a knife fight less
09
risky. Different groups will have different ideas of how position and effect
work. That’s okay! Dialing in how risky things are is all part of what makes
Synthicide work.

5.1 The Devil’s Bargain


PCs in Synthicide are reckless sharpers addicted to destructive vices—
they don’t always act in their own best interests. To reflect this, the
GM or any other player can offer you a bonus die or increased effect if
you accept a Devil’s Bargain. Common Devil’s Bargains include:

• Collateral damage, unintended harm.


• Sacrifice lurans or an item.
• Betraying a friend or loved one.
• Offending or angering a faction.
• Suffering harm.

The Devil’s Bargain occurs regardless of the outcome of the roll.


You make the deal, pay the price, and get the bonus die or
increased effect.

The Devil’s Bargain is always a free choice. If you don’t like one, just
reject it (or suggest how to alter it so you might consider taking it).
You can always just push yourself for that bonus die instead.

If it’s ever needed, the GM has final say over which Devil’s
Bargains are valid.

6. Roll the Dice and Judge the Result: Once the goal, action rating,
position, and effect have been established, add any bonus dice and roll the
dice pool to determine the outcome.

• If it’s a crit (multiple 6’s) you get what you want and have
increased effect. You achieve more than you thought you would, either
through careful action, gambits, or just plain luck. The PC describes
what their action looks like and what additional effect they have.
• If it’s a 6 you get what you want. The PC describes what their action
looks like.
• If it’s a 4/5 you get what you want but there’s a consequence. The
PC describes the success and the GM describes the consequence.
• If it’s a 1-3 you fail to get what you want and there’s
consequences. The GM describes what happens. In some instances
it might make sense or be more interesting for the player character’s
action to have some effect, but there will still be consequences.

10
ASSESSMENT FACTORS
To assess position and effect level, first start with your gut feeling, given
this situation. Then, if needed, assess three factors that may modify the
effect level: potency, scale, and quality. If the PC has an advantage in a
given factor, consider a higher effect level. If they have a disadvantage,
consider a reduced effect level or a more dangerous position.

Potency: The potency factor considers particular weaknesses, taking


extra time or a bigger risk, or the influence of technology or special
abilities. An infiltrator is more potent if all the lights are extinguished and
they move about in the dark.

Quality: Quality represents the effectiveness of tools, weapons, or other


resources, usually summarized by Tier. Crews and factions in Synthicide
each have Tier that generally describe the quality of items, tools,
weapons, etc. that they have access to. A Tier III faction has better locks,
ships, and armor than a Tier II crew. However special abilities and fine
items can help bridge this gap. Fine items count as +1 bonus in quality,
stacking with Tier. So a character who is part of a Tier I crew facing down
members of a Tier III faction can still be on even footing with the right
gear, actions, and abilities.

Scale: Scale represents the number of opponents, size of an area


covered, scope of influence, etc. Larger scale can be an advantage or
disadvantage depending on the situation. In battle, more people are
better. When infiltrating, more people are a hindrance.

When considering factors, effect level might be reduced below limited,


resulting in zero effect—or increased beyond great, resulting in an
extreme effect.

If a PC special ability gives “+1 effect,” it comes into play after the GM
has assessed the effect level. For example, if you ended up with zero
effect, the +1 effect bonus from your special ability would bump them
up to limited effect.

Also, remember that a PC can push themselves (mark 2 resolve) or


accept a Devil’s Bargain to get +1 effect on their action.

11
PROGRESS CLOCKS
A clock is a circle divided into segments that are useful for tracking
ongoing progress, incoming threats, and other long-term consequences,
projects, complications or faction goals. Clocks are 3 sizes:

4 segment clock: an immediate threat or overcoming a standard


obstacle. A spreading fire, incoming local reinforcements, hacking into a
secure computer, tinkering with a complicated lock.

6 segment clock: a distant threat or overcoming a complicated obstacle.


Reinforcements arriving from off-planet, breaking a synthetic’s defenses,
tracking a difficult to find assassin, an approaching storm.

8 segment clock: a far distant or long-term threat, or a near impossible


obstacle/long-term project. Inventing new designs, a faction’s long-term
goal, a spreading disease, an addiction.

Use clocks when you want to telegraph a threat during a


score, when a character has a long-term project or goal in mind, or to
telegraph complications that can linger with players, the crew, or their
ship. The threat or goal is achieved when all segments of the clock are
filled. Use clocks sparingly, don’t create one when a simple action roll
would suffice.

12
CONSEQUENCES
When a player gets a 1-3 or 4/5 result the GM describes one or more
consequences below:

• Reduced Effect: This consequence represents impaired


performance. The PC’s action isn’t as effective as they’d anticipated.
You hit him, but it’s only a flesh wound. She accepts the forged
invitation, but she’ll keep her eye on you throughout the night.
• Complication: This consequence represents trouble, mounting
danger, or a new threat. The GM might introduce an immediate
problem that results from the action right now: the room catches
fire, you’re disarmed, the target evades you and now it’s a chase,
reinforcements arrive, etc. Use this consequence when you want to
tick a troublesome clock using the character’s position:
·· Controlled: 1 tick
·· Risky: 2 ticks
·· Desperate: 3 ticks
• Lost Opportunity: This consequence represents shifting
circumstance. You had an opportunity to achieve your goal with this
action, but it slips away. To try again, you need a new approach—
usually a new form of action or a change in circumstances.
• Worse Position: This consequence represents losing control of the
situation—the action carries you into a more dangerous position.
Perhaps you make the leap across to the next rooftop, only to end
up dangling by your fingertips. You haven’t failed, but you haven’t
succeeded yet, either. You can try again, re-rolling at the new, worse
position. This is a good consequence to choose to show escalating
action.
• Harm: This consequence represents a long-lasting debility to one
of the character’s body parts: legs, arms, torso, or head. Each body
part has room to mark one instance of harm by default. If more harm
needs to be marked, the character is instead incapacitated, and must
push themselves to make an action roll. The level of harm suffered,
as well how harm is spread out across the body, is up to the GM
based on position:
·· Controlled: 1 harm to 1 body part
·· Risky: 1 harm to 2 body parts, or 1 harm to 1 body part and the
character is incapacitated
·· Desperate: 1 harm to 3 body parts, 1 harm to 2 body parts and
the character is incapacitated, or the character faces death

13
ATTRIBUTE RATINGS
There are four attributes in the game system that the player characters
use to resist bad consequences: Finesse, Force, Insight, and Will. Each
attribute has a rating (from zero to 4) that tells you how many dice to roll
when you use that attribute.

The rating for each attribute is equal to the number of dots in the first
column under that attribute. The more well-rounded your character is
with a particular set of actions, the better their attribute rating.

RESISTANCE ROLLS
Each attribute resists a different type of danger. If you get stabbed, for
example, you resist physical harm with your Force or Finesse ratings.
Resistance rolls always succeed—you diminish or deflect the bad
result—but the better your roll, the less resolve it costs to reduce or
avoid the danger.

• 1-3: Mark 3 Resolve


• 4/5: Mark 2 Resolve
• 6: Mark 1 Resolve
• Crit: Mark 0 Resolve

When the enemy has a big advantage, you’ll need to make a resistance
roll before you can take your own action. For example, when you duel
the master sword-fighter, she disarms you before you can strike. You
need to make a resistance roll to keep hold of your blade if you want to
attack her. Or perhaps you face a powerful ghost and attempt to Attune
with it to control its actions. But before you can make your own roll, you
must resist possession from the spirit.

The GM judges the threat level of the enemies and uses these
“preemptive” resistance rolls as needed to reflect the capabilities of
especially dangerous foes.

14
ARMOR
Armor can protect your body or other from harm. Whenever you take
harm you can mark armor: reinforced clothes, combat vest, ballistic
shield, etc. to negate one or more instances of harm, depending on the
position and the type of harm you’re facing. Reinforced clothes may
be enough to stop a knife wound, but probably not a hellfire rifle. Once
armor is marked it is used up. To protect your character from further
harm you will need to mark another piece of armor.

RESOLVE & CYNICISM


Player characters in Synthicide have a special reserve called resolve that
lets them push themselves, resist consequences, and even potentially
cheat death. Each player character starts with 8 resolve.

When you mark your last resolve, you clear the resolve track to empty
and then you select a cynical trait:

• Nihilistic: skeptical of any inherent meaning or truth in the world


• Amoral: Cold and uncaring, unconcerned with whether or not your
actions are moral
• Fatalistic: Resigned to your fate and the fate of existence
• Cold: Distrusting of other people, unmoved by suffering or emotions

Each point of cynicism fills a segment of the character’s resolve track,


up to a possible total of 3 (one for each cynicism) so the total amount
of resolve the character has decreases each time they gain cynicism. A
character must complete a long-term project to clear cynicism. The size
of the project’s clock depends on the complexity of the task. Volunteer
for a charity, care for their loved-ones, right an injustice, investigate a
crime, etc.

When you mark your 4th cynicism, you betray the crew, sell out to
another faction, become lost in vices, or just leave never to be heard
from again.

15
DEATH
When a character faces death they roll 1d6 for each cybernetic
enhancement and/or mutation, and the highest result determines
whether or not they are stable and can be rejuvenated once the
character can be brought back to safety.
• 1-3: You die.
• 4/5: You die unless you accept a major penalty determined by the
GM. For example: cynicism, broken cyberware, missing limb, etc. If
you accept this penalty your character is stable.
• 6: You die unless you accept a minor penalty determined by the GM.
For example: lingering harm, complication, debt, etc. If you accept
this penalty your character is stable.
• Crit: You are stable.

CHEATING DEATH
A character who is stable can be taken to a medical facility or be treated
by a professional to be brought back to life. If a character spends too
long in this condition they will eventually bleed out, get infections, or
otherwise die. How long a character can remain in this state is up for
your table to decide.

When you actually die, however, advanced medical procedures still have
a chance of bringing you back. To attempt to cheat death, you build a dice
pool based on how many lurans are spent on the procedure, and how
much resolve the dead character wishes to spend. You get +1d for each
luran spent and +1d for each resolve marked. You cannot exceed your
current resolve track when cheating death. For example if your character
has marked 5 of their 8 resolve, they can spend a max of 3 resolve. They
can’t max their resolve track, mark cynicism, and keep spending resolve.

When cheating death you get -1d for each cynicism marked. Once you
totaled the dice roll them and judge the highest result:
• 1-3: The procedure is a failure. You die.
• 4/5: You live with a major complication determined by the GM. For
example: Infection, addiction, cynicism, broken cyberware, etc.
• 6: You live, but with a minor complication determined by the GM. For
example: Debt, favours owed, faulty cyberware, etc.
• Crit: You live without complication.

16
FORTUNE ROLLS
The fortune roll is a tool the GM can use to disclaim decision making. You
use a fortune roll in two different ways:

• When you need to make a determination about a situation the


PCs aren’t directly involved in and don’t want to simply decide
the outcome.
• When an outcome is uncertain, but no other roll applies to the
situation at hand.

When you make a fortune roll you can roll 1d for sheer luck or create
a dice pool (from one to four) based on the situation at hand. If two
parties are directly opposed, make a fortune roll for each side to see how
they do, then assess the outcome of the situation by comparing their
performance levels. If the two parties are named NPCs, make opposed
action rolls instead.

The fortune roll is also a good tool to help the GM manage all the various
moving parts of the world. Sometimes a quick roll is enough to answer
a question or inspire an idea for what might happen next. Perhaps you
need to add ticks to a relevant clock without time passing, or to see how
many spare resources an NPC can give to a PC.

When you make a fortune roll you keep the single highest result to
determine how things go.

• Multiple 6’s: Exceptional result / Great effect. 5 Resources available,


tick a clock 5 times.
• 6: Good result / Standard, full effect. 3 Resources available, tick a
clock 3 times.
• 4/5: Mixed result / Limited, partial effect. 2 Resources available, tick
a clock 2 times.
• 1-3: Bad result / Poor, little effect. 1 Resources available, tick a clock
1 time

17
18
RUNNING SESSIONS
PLANNING A SCORE
Your crew spends time planning each score. They huddle around
a table in their ship or in a bar, looking at scrawled maps, whispering
plots and schemes, bickering about the best approach, and lamenting
the dangers ahead.

But you, the players, don’t have to do the nitty-gritty planning. The
characters take care of that, off-screen. All you have to do is choose
what type of plan the characters have already made. There’s no need
to sweat all the little details and try to cover every eventuality ahead
of time, because the engagement roll (detailed below) ultimately
determines how much trouble you’re in when the plan is put in motion.
No plan is ever perfect. You can’t account for everything. This system
assumes that there’s always some unknown factors and trouble—major
or minor—in every operation; you just have to make the best of it.

There are six different plans, each with a missing detail you need to
provide (see the list below). To “plan an operation,” simply choose the
plan and supply the detail. Then the GM will cut to the action as the first
moments of the operation unfold.

• Assault— Do violence to a target. Detail: The point of attack.


• Deception— Lure, trick, or manipulate. Detail: The
method of deception.
• Stealth— Trespass unseen. Detail: The point of infiltration.
• Social— Negotiate, bargain, or persuade. Detail: The social
connection.
• Transport— Carry cargo or people through danger. Detail: The route
and means.

When you choose a plan, you provide a missing detail, like the point of
attack, social connection, etc. If you don’t know the detail, you can make
an action roll or fortune roll to find additional information.

19
LOADOUTS
After the plan and detail are in place, each player chooses their
character’s load. This indicates how much stuff they’re carrying on the
operation. They don’t have to select individual items—just the maximum
amount they’ll have access to during the action.

• Light: You can carry up to 3 load of items. A light load looks like
everyday wear. You won’t look out of place on the street or in a fancy
party.
• Heavy: You can carry up to 6 load of items. A heavy load looks
suspicious. You look like a burdened sharper up to no good.

During a score a character may mark items on their character sheet up


to their maximum amount of load. For example, if your character is shot
by a fossil pistol and would like to be wearing armor to mitigate or avoid
the harm, they can mark combat vest as 2 of their load. You don’t have
to decide beforehand what you are carrying. Instead your sharper always
has what they need on hand, be that a disguise, pistol, tools, whatever.
This allows the player characters to be master planners and good at what
they do without the players having to agonize over what to pick.

FLASHBACKS
The rules don’t distinguish between actions performed in the present
moment and those performed in the past. When an operation is
underway, you can invoke a flashback to roll for an action in the past that
impacts your current situation. Maybe you convinced the pirates to blow
off their patrol tonight, so you make a Sway roll to see how that went.

The GM sets a resolve cost when you activate a flashback action.

• 0 Resolve: An ordinary action for which you had an easy opportunity.


• 1 Resolve: A complex action or unlikely opportunity.
• 2 (or more) Resolve: An elaborate action that involves special
opportunities or contingencies.

After the resolve cost is paid, a flashback action is handled just like any
other action. Sometimes it will entail an action roll, because there’s
some danger or trouble involved. Sometimes a flashback will entail a
fortune roll, because we just need to find out how well it went (or how

20
much, or how long, etc.). Sometimes a flashback won’t call for a roll at all
because you can just pay the resolve and it’s accomplished.

One of the best uses for a flashback is when the engagement roll goes
badly. After the GM describes the trouble you’re in, you can call for a
flashback to a special preparation you made, “just in case” something
like this happened. This way, your “flashback planning” will be focused
on the problems that do happen, not the problems that might happen.

ENGAGEMENT ROLLS
When the players describe an idea for their plan, the details of what
happens are omitted, but the broad swaths of the plan will be evident.
Sneaking into a pirate base to steal cargo and a killer robot sounds pretty
daring, but also sounds like something a group of pirates are prepared
for. Deceiving your target by pretending to belong to their crew might be
unexpected, but can be hard to pull off without help.

Once the players choose a plan and provide its loose detail, the GM cuts
to the action—describing the scene as the crew starts the operation
and encounters their first obstacle. But how is this established? The
way the GM describes the starting situation can have a huge impact on
how simple or troublesome the operation turns out to be. Rather than
expecting the GM to simply “get it right” each time, we use a dice roll
instead. This is the engagement roll.

The engagement roll is a fortune roll, starting with 1d for sheer


luck. Modify the dice pool for any major advantages or disadvantages
that apply.

• Is this operation particularly unexpected and daring? Take +1d. Is this


operation overly complex or contingent on many factors? Take -1d.
• Does the plan’s detail expose a vulnerability of the target or hit
them where they’re weakest? Take +1d. Is the target strongest
against this approach, or do they have particular defenses or special
preparations? Take -1d.
• Can any of your friends or contacts provide aid or insight for this
operation? Take +1d. Are any enemies or rivals interfering in the
operation? Take -1d.
• Are there any other elements that you want to consider? Maybe a
lower-Tier target will give you +1d. Maybe a higher-Tier target will
give you -1d. Maybe there’s a situation in the district that makes the
operation more or less tricky.
21
The engagement roll assumes that the PCs are approaching the target as
intelligently as they can, given the plan and detail they provided, so we
don’t need to play out tentative probing maneuvers, special precautions,
or other ponderous non-action. The engagement roll covers all of that.
The PCs are already in action, facing the first obstacle—up on the
rooftop, picking the lock on the window; kicking down the door of the
rival gang’s lair; maneuvering to speak with a Lord at the masquerade
party; etc.

Don’t make the engagement roll and then describe the PCs approaching
the target. It’s the approach that the engagement roll resolves. Cut to
the action that results because of that initial approach. Go straight to the
first serious obstacle in their path.

• Critical: Exceptional result. You’ve already overcome the first


obstacle and you’re in a controlled position for what’s next.
• 6: Good result. You’re in a controlled position when the
action starts.
• 4/5: Mixed result. You’re in a risky position when the action starts.
• 1-3: Bad result. You’re in a desperate position when the
action starts.

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CREW &
CHARACTER
CREATION
This quickstart version of Synthicide comes with 1 crew, 1 ship, and
3 character playbooks, and 3 character bioclasses. PCs are allowed to
select the same playbooks and bioclasses as each other if they want.

• Select 1 special ability for your crew. Your crew starts at tier 0 and
with 2 lurans.
• Your clipper starts with 1 fuel. Select one ship upgrade. You should
probably give it a name, for good luck.
• Choose a playbook for your character and select a special ability.
Assign 6 dots to any action ratings you like, with no more than 2
dots total in any individual action rating. Also select a bioclass for
your character, which will tell you if you start with any other abilities.

CREW SHEET: MERCS


Mercenaries are a staple of life in the Milky Way Galaxy. Hired to protect
VIPs, muscle for wars between factions, or just to smash and grab a
target. Mercs very rarely find themselves in a position where they have
no work. It’s just a question of whether or not you can stomach the work
you are given, or whether or not you will survive to spend those lurans.

SHIP SHEET: CLIPPER


The most common ship in the galaxy. Manufacturers model their designs
to a branded look, but all are cheap and functional. Clippers have just
enough armor to survive atmospheric reentry and just enough storage
for a profitable shipping run.

Hull Points: 3
Max fuel: 3 (Each point of fuel is enough for 1 jump
between jump gates)

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This ship comes with quarters for the crew members and a small cargo
hold big enough to fit a vehicle or 3 shipping containers. To add more
story hooks to your ship, feel free to select an Origin, Appearance, Flaw,
and Mystery.

ORIGIN
This is how your crew acquired the ship.

• Hard Earned: The crew pooled your resources to buy a ship. It was
hard work, but you’ve earned your independence.
• Stolen: The crew boosted the ship from its previous owner. You may
face revenge in the future, but for now you’re “safe.”
• Borrowed: A wealthy person is lending your crew the ship to
run errands. When you fail to check in, you risk making powerful
enemies.
• Salvaged: The ship was a junker when you bought it. Every day you
find another leak or tear.
• Discovered: There’s no knowing who owned this ship before you,
but who cares? It’s your ticket to the stars!
• Inherited: Someone in the crew inherited the ship from a family
member.
• Experimental: An inventor engineered this ship as the prototype for
a more reliable model. Your crew got the ship for a song.
• Custom Made: This ship was custom built for your crew by
someone who didn’t know what they were doing. Things don’t
always work.
• Synth Bankroller: A Synthetic onboard the ship convinced your
crew to share their company. You haven’t yet figured out why they
want you around.
• Church Gift: Your crew’s last gig for the Tharnaxist Church still
haunts your dreams at night, but now your crew is free to roam the
stars. You dread the day the Church reaches out to you and your
companions again.

25
APPEARANCE
What your ship looks like can define how others view you.

• Boring: You’re cruising in a basic bag of bolts.


• Overdone: A peculiar hull decorated with obscene amounts of paint
makes your ship stick out like a sore thumb.
• Cruddy: Wayfarers fail to take you seriously when they see your
ship, which has obviously seen better days.
• Sleek: Your ship is elegantly designed. Unsavory sorts assume
you’re easy prey.
• Fearsome: Intimidating spikes and battle scars adorn your ship.
Common folk feel on-edge when they see it.
• Ancient: The hull of your ship is older than its inner workings. No
one can tell who built it – or when.
• Church Surplus: Your ship was manufactured for the Tharnaxists.
Seeing it makes people question your motives.
• Workhorse: Your ship was built to move freight and mine asteroids.
Worn corporate markings and vestigial equipment cover it.
Onlookers assume you are reliable.
• Hideous: Someone with no sense of aesthetics designed and built
your ship. Laughter follows you at every dock.
• Gadgeted: Your ship is layered with advanced sensors and effectors.
Onlookers assume you know what you’re doing, and the Tharnaxists
eye you with undue suspicion.

FLAW
Starter ships are rarely perfect. What’s wrong with yours?

• Noisy Engines: The engines of your ship rattle excruciatingly


against your eardrums. People from miles away notice your ship
arriving and departing.
• Dark Exhaust: Visible exhaust isn’t typical, let alone the thick black
clouds streaming out of the engines of your vessel. Interested
parties may easily track you.
• Sluggish: Your ship can maintain a respectably high speed, but it
takes awhile to get there. Other spaceships always act before yours
in battle.
• Electro-Interference: Your ship jams communications and phone
signals. You may not send or receive transmissions while in flight.
• Stale Air: The life support air filtration system is busted. The ship
reeks with an awful stench.

26
• Toxic Residue: Your ship was exposed to a corrosive, poisonous
chemical and never cleaned properly. Passengers feel ill after
extended flights.
• Vermin: A colony of bizarre insects refuse to leave the ship. You’ve
learned to lock food away and to sleep with the lights on.
• Busted Climate Control: The climate controls within your ship are
broken. It’s always incredibly hot inside.

MYSTERY
There’s something strange about this starter ship. What does it mean?

• Time-Warp Jumps: When you use a jump gate, you occasionally


arrive 2 minutes sooner than when you left. No one can explain why.
• Tailing UFO: Someone is tracking your movements in the vacuum
of space. Whoever they are, their ship is smaller than a cruiser and
hovers just outside sensor range. They never come closer.
• Hidden Crypts: Cramped compartments within the interior of the
ship house human remains. You’re sure there are more you don’t
know about.
• Ghost Voices: In moments of duress, the ship’s intercoms come to
life with whispered words.
• Occult Graffiti: The interior is awash with indecipherable words
and symbols. They’ve proven impossible to remove with common
cleaning agents.
• Apparitions: When the lights are off, you can just make out
someone walking through the halls. They make no sound and leave
no evidence of their passing.
• Sleepers Share Dreams: Passengers on the ship occasionally
experience the same dream or nightmare.
• Objects Change Color: Sometimes after a jump, clothes and
equipment permanently change colors.

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STANDARD GEAR
This gear is available to all sharpers and can easily be replaced
if lost or broken.

• Knife: Large and good for cutting ropes, wires, and fingers. Good for
slipping past a combat vest or armour when you’re way too close to
your target. (1 load)
• Fossil Pistol: Cheap replica of a slug-firing pistol using gunpowder.
Well armoured and equipped soldiers, mercs, etc. may not even
notice when you shoot them with one of these. (1 load)
• Fossil Rifle: Cheap replica of a slug firing hunting rifle. Packs more
punch than a fossil pistol, but not much more. (2 load)
• Reinforced Clothing: Heavy jacket or vacuum-ready suit, offers
limited protection from blades and melee weapons, won’t be much
uses against firearms. (1 load)
• Combat Vest: Ballistic armor that offers protection from most
firearms. (2 load)
• Riot Shield: Arm mounted shield that protects from basic projectiles
and most firearms (2 load)
• Utility Belt: A belt or bandolier covered in pouches and holsters.
Utility belts can have a variety of typical tools or equipment: tape,
flashlight, rope, grappling hook, phone, etc. Whenever you produce
such an object from your utility belt, mark a use. (1 load, 3 uses)
• Industrial Lubricant: A gallon of super slick viscous liquid (1 load)
• Oxygen Tank: 5 hours of breathable air, or one hell of an improvised
explosive (2 load)
• Tool Set: Easily transported and used for common repairs and the
disabling of traps and locks (2 load)
• Cheap documents: Cargo manifest, ship license, identification,
anything easily forged. Passes a cursory inspection. (0 load)
• Trauma Kit: Everything you need for field surgery and to treat
wounds. (2 load)

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PLAYBOOKS
Each PC has selects both a playbook and a bioclass. Choose
one special ability from your playbook, and take note of the unique
items available to you.

GREASER
A tinkerer and artist with machines, you address challenges with
machines, tools, and improvisation. Unique Items:

• Fine tool set: Compact tools that can repair advanced tech,
weapons, and cybernetic implants. They can also break locks,
manacles, or help hotwire vehicles. Grants +1 effect when used.
(1 load)
• Fine crafting components: High grade metal alloys, pieces, and
small power sources. Everything you need to put together weapons,
or other equipment on the fly. Grants +1 effect when used. (2 load)
• Smart Belt: A utility belt with magnetic fasteners that allows the
user to carry more random tools and gear: tape, flashlight, rope,
grappling hook, phone, etc. (1 load, 5 uses)
• Mobile hack deck: This small computer may access wireless
networks and interface with electronics. Effective at bypassing
digital security. (1 load)
• Ship repair kit: Sealant, metal plates, portable welder, everything
you need to fix or maintain your spaceship. (2 load)
• Cooking supplies: A self-contained set of pots, pans, utensils and
a thermal stove. Everything you need for cooking a meal away from
your mess hall or civilization. (2 load)

MASK
A social manipulator and chameleon, you address challenges with
manipulation or spectacle. Unique Items:

• Fine documents: Forged papers, manifests, or records that seem


more legitimate than the original. Will pass all but the most detailed
inspections. Grants +1 effect when used. (0 load)
• Fine clothes: Fancy suit, dress or official uniform. Grants +1 effect
when used. (0 load when worn, 2 load when carried)
• Concealed weapon: A small knife or single use fossil pistol. Passes
a cursory inspection or pat-down. (0 load)
• Fake ID’s: Identification cards, papers or documents that provide
false names and information. Will pass a cursory inspection.
(3 total, 0 load each)

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• Spare face: A high-quality flexible prosthetic that covers and
obscures the wearers face and appears like genuine skin and hair.
(1 load)
• Fake luxury items: Gold plated jewelry, artificially aged liquor, fake
lurans. Will not pass a thorough inspection. (1 load)

STREET BLASTER
A firearm fanatic, you address challenges with guns or explosions.
Unique Items:

• Fine Hellfire Rifle: High-powered and volatile antimatter weapon.


The beam fired by this rifle disintegrates most materials, which
means it eats through most armour, ship hulls, etc. but also has the
potential for a lot of collateral damage. Grants +1 effect when used.
(2 load)
• Fine Arc Spreader Shotgun: Delivers harmful static electricity in a
wide arc. Grants +1 effect when used against synthetics or heavily
augmented targets. (2 load)
• Frag grenades: Handheld explosives that explode with high-velocity
shrapnel. Effective against organic targets and crowds.
(1 load, 3 uses)
• Obliterator: Rocket propelled intense force grenade launcher
capable of large scale destruction (destroys most vehicles, can
breach space ship hulls, etc.) but has potential for significant
collateral damage and spreading fires. (3 load)
• Ballistic Shield: Oversized shield large enough to cover any one
person from gunfire and explosives. (2 load)
• Structural Charges: Prepared high-powered explosives that can
bring down a bridge, apartment building, or cripple a spaceship. The
charges are designed specifically to create focused destruction on
load bearing objects, and will have less effect when used outside
that context. (2 load)

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BIOCLASSES
Bioclasses determine exactly how cybernetic or mutated your character
starts out, as well as what body-modification options exist further down
the road. A bioclass sheet also contains biographical information about
how your sharper got into the business and who they know. Make
selections from the following lists:

BIRTHPLACE
The circumstances of your birth can have a major affect on your outlook.

• Outer Space: You have no planet to return to. Wherever you feel
safe and wanted is your home.
• City World: Whether you were rich or poor, everyone from a lesser
planet just seems simple. Maybe they’re quaint, or maybe they’re
frustrating. It depends on your mood.
• Mining Colony: You don’t see a distinction between slavery and
hard, underpaid labor. You often awaken from nightmares of being
dragged back to that wretched life.
• Edge Settlement: Where you come from, starvation is more
threatening than mutants and men. You grew up making the most of
what you didn’t have and refuse to go-without again.
• Ruined World: Your home was never fully “rehabilitated” by the
Church. You learned to fear the unknown, stay close to other
survivors, and keep an eye on the nearest exit.
• Unpowered Space: The universe is alien to you. If you hadn’t
been scooped away from your homeworld, you never would have
appreciated the intricacies of space travel and the callousness of
other sentient beings. Your naivete leaves you waffling between
bewilderment and paranoia.
• Barbarian Space: You’re not blinded by “rules” or “institutions.”
You see corporations for what they really are: thugs and crooks with
lots of power.
• Military Post: Your parents were soldiers employed by the
Tharnaxist Church. Order holds the Galaxy together, and sharpers
seek to disrupt that order. You may have had a rude awakening late in
life, or not. That depends on how well you were indoctrinated.
• Among the Machines: Robots employed your parents as vassals.
Your awe or hatred of the Synthetics stems from their treatment of
your parents.
• Under the Church: Your holy guardian never took much interest in
you, and you’re grateful for it. You‘ve seen behind the facade of the
Priesthood’s immense power and want no part of it.

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SHARPER ORIGIN
How did you get into the business of professional crime?

• Orphaned: Your parents either died or abandoned you at a young


age. Growing up cold and hard, you never stay in one place for very
long.
• Disowned: Late in life, your family decided you’re not worthy of their
love or wealth. They left you alone without the luxuries you took for
granted.
• On the Run: You made the wrong person angry, and were forced to
leave everything behind. You hear that person is still looking for you.
• Just Out of Jail: You angered someone in power and in return they
locked you away. Isolated from everyone you loved and subjected
to years of forced labor, you’ve returned to the only way of life you
understand.
• Kidnapped: A gang robbed you of your former life and branded you
as their own. Your captors weren’t kind, but their hazing prepared
you for a cruel, uncaring world.
• Fell Into It: Facing hard decisions or an undeserving fate, you took
the first opportunity to cut and run. So far, you have no regrets.
• Family Business: Someone in your family was a sharper and took
you under their wing. It’s the only life you’ve ever known and you’re
proud of your heritage.
• Vigilantism: Your conviction borders religious zeal. You became
a sharper to protect the innocent and better the condition of all
mankind. Sometimes that takes getting your hands a little dirty.
• Restlessness: The utter chaos, shallow history, and cold injustice
of the universe confounds you—and yet you’re convinced of some
rhyme behind the reason. To sate your wanderlust, you became a
sharper.
• Lone Survivor: Once upon a time, you knew peace and security.
Then it was all taken from you. A pirate raid, heretic purge, or
industrial catastrophe killed everyone but you. You’ve been a sharper
ever since.

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CREW CONNECTION
What brought you to your current companioins?

• Happenstance: You joined up through chance and convenience.


Other connectors just aren’t that important to you.
• Love/Emotion: You have a strong emotional bond to someone in
your crew. Even if they don’t feel the same way, you hate being
separated from them.
• Professional History: You worked a dangerous job with another
character and came to respect them. You feel safer in their company.
• Luran Debt: Someone in your crew owes you money, or at least a
few favors. They don’t get to leave until you’re compensated.
• Shared Secret: You and another sharper share a secret. Consider
choosing the same scret from the next list to discern what both
characters are hiding.
• Shared Values: You share the outlook and values of another sharper
in your crew. Write three short value statements with the other
player to detail what is shared.
• Common Enemy: You and another sharper were wronged or
threatened by the same foe. Though you may not trust your new ally,
you’re confident they won’t betray you until your mutual adversary is
no more.
• Past Rivals: Another sharper once antagonized you. Perhaps you
competed for the same contracts or vied for the affections of the
same lover. Yet before spilling blood, the two of you came to terms
and now maintain a tentative truce.
• Blood Relation: You have family ties to another sharper. Their
knowledge of the bond is up to you.

YOUR SECRET
What weights on your soul? Will you share it with the rest of the crew?

• Blackmail: You made a mistake and if it comes out, it could ruin your
relationship with the other sharpers. The blackmailer may demand
hush money, but mostly they just enjoy intimidating you.
• Stalker: Some creep has an unhealthy interest in you. They keep
following you and messaging you, desperate for your attention.
• Amnesia: A few years of your life are missing. You have no idea
where they went.
• Family Legacy: One of your ancestors amassed incredible wealth
and power. Only you know how to reclaim their lost treasure.
• Missing Friend: Someone important to you disappeared recently.
You don’t know if they are alive or dead and you need closure.

33
• Church Interest: The Tharnaxist Church has not yet condemned you
for a crime, but someone is keeping tabs on you.
• Haunting Visions: An image in your mind won’t leave you alone.
Like a waking nightmare, it invades your senses. Is your vision a
premonition or a specter of the distant past?
• Strange Illness: A deadly illness looms over your future. It hasn’t
slowed you down yet, but you’ll die soon if you don’t find a cure.
• False Identity: Everything you’ve said about your origin story is
untrue—just something you made up to hide who you really are.
Choose another “fake secret” to draw suspicion away from your lie.

34
35
SAMPLE SCORE:
BARBARIAN’S
CAUSE
GM, read this aloud to the other players:

You have been approached by a Church Neophyte named Callan. He


represents a Church vicar. He says that a Tharnaxist cruiser was raided
recently by barbarian pirates. The raiders stole the chip’s cargo and
kidnapped a valuable Tharnaxist enforcer robot. They then retreated to
a backwater planet called Riptraus. The planet is covered in thick black
bark forests and is a known pirate refuge. Callan refuses to reveal the
contents of the cargo, but insists Church property be returned by any
means necessary. He is willing to pay 6 lurans, a standard rate, to get
the job done.

RIPTRAUS
The player characters know everything about Riptraus that was
mentioned in the setup, feel free to use the following details to illustrate
the setting as you play, or to use as answers to questions when the
players gather information before or during the score.

• The planet is home to lethal and megafauna predators who stalk the
forests
• Several pirate tribes have safehouses and settlements hidden in the
forests, the Deep Nova tribe being the most powerful
• The pirate tribes often war against each other, and occasionally join
forces to take down big scores
• Respiratory and other medical conditions are common on Riptraus,
due to allergic reactions to the wilderness, and dung from the violent
megafauna
• Chaos Rose, a powerful pirate faction, sometimes visits the area

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FACTIONS
When you need a complication or a devil’s bargain, keep these
factions in mind:

• Tharnaxist Church (Tier IV): The most powerful faction in the


galaxy, and defacto government. Members are heavily enhanced
by cybernetics
• Deep Nova (Tier II): Merciless pirates lead by synthetic overlords
• Chaos Rose (Tier III): Pirate aristocracy. The most wealthy and
flamboyant pirates in the Galaxy who value ostentatious displays
of wealth.

PLANNING
If the player’s need suggestions when planning, or are taking too long
strategizing, suggest these missing details:

• Assault: Siege the pirate stronghold on foot, use the crew’s ship as
a battering ram
• Deception: You’re disguised as another pirate tribe or for another
purpose
• Social: Convince a faction to let you purchase the stolen goods from
the pirates
• Stealth: Infiltrate the pirate stronghold or assassinate someone
important to sow chaos
• Transport: Intercept the stolen cargo as it’s transported

COMPLICATIONS
If you’re not sure what complication to introduce after an action roll or
how to start the action after the engagement roll, choose a complication
from the list that makes sense in the fiction:

• A massive Chaos Rose ship is in orbit around Riptraus, and they


have sent a shuttle which will arrive shortly.
• The pirates have started a party. There are hundreds of pirates and
dozens of ships.
• A hungry megafauna predator has arrived.
• The cargo was medicine already distributed to residents of Riptraus

37
• It is revealed that the pirates paid for the cargo fairly, but the Church
reneged on the deal
• Another pirate faction has arrived to steal the cargo and
enforcer robot

DEVIL’S BARGAINS
If you can’t think of a devil’s bargain to introduce or need more
suggestions for a complication, choose one from the list that makes
sense in the fiction:

• A rival pirate faction arrives


• The Church activates the enforcer robot remotely
• The Church triggers a self-destruct function in the enforcer robot
• The Church has sent another crew of sharpers to finish the job
• Stampeding group of megafauna are approaching
• Allergic reaction to the planet’s wildlife

NPCs
These are characters likely to show up during the score, set up,
and payoff:

• Callan, neophyte of the Tharnaxis Church (he/him, young, bald,


scrawny, nervous)
• Guillaume-13, a Vicar of the Tharnaxis Church (he/him, old,
shrewd, lots of cybernetic enhancements)
• 95-95, Deep Nova overlord (they/them, synthetic, cold, callous,
multiple arms)
• Caesar, Chaos Rose admiral (she/her, boisterous, daredevil, red hair,
scarred)
• Tharnaxis Enforcer Robot (beam weapons, thick armor, net access,
heavy ordnance)

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PAYOFF
If the crew delivers the cargo and the enforcer robot back to the
neophyte they are paid in full (6 lurans). The neophyte will attempt
to renege on the deal if they only bring back part of the cargo. If the
sharpers instead let the pirates keep the supplies, and tell them that the
Church hired them, the pirates will hire the crew to perform a score to
kill or kidnap the neophyte and Vicar and pay them 6 lurans to do so.

39

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