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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

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.

2011 William F. Hostman. All Rights Reserved.

Table Of Contents
Copyright Notice
2
Attention Kinkos
2
Dedication
3
External View & Schematic 4
Setting
5
The Starship Esperanza
5
Drive Performance
5
Space Units
6
The Trip
6
The People
6
The Accident
7
Waking Up the Next Shift
7
And What Shall Go Wrong Now? 7

Deck Plans
Main Deck
Storage Deck
Blackwater Deck
Whitewater Deck
Operations Deck
Freezer Deck
Telescope Deck
Telescope Access Deck
Computer Decks
EVA Decks
CAM Decks
Other Deck Notes

Building a Crew
The Crew's Ratings
Qualification to be on Ship
Secondary Ratings
How You Like Them
Gear

The Computer
Teaching AI's Other Skills

Frozen Characters
Finding Them in the Freezers

Game System
The Table
The Task Roll
Achilles Heel
What to Do With Tasks

8
8
8
8
8
8
8
9
9
9
9
9
10

17
17
18
18
18
19

19
19

20
20

21
21
21
21
22

Opposed Rolls
Help

Fate Points
Fate And Aspects

Aspects
Uses
Stumping
Compelling
Invoking
Tagging
Guarding
Changing Aspects

Conditions
System Conditions
1-disposition conditions
Endurance Conditions
Physical Battery
Mental Trauma
Social Distress
Health Conditions
Radiation

Conflict

22
22

22
22

23
23
23
23
23
23
24
24

24
24
25
25
25
25
26
26
26

27

Disposition.
27
Compromises
28
Accepting Conditions instead of
Disposition Loss
29
Ending the Conflict
29
Scripting
29
Repeating
29
Combat Actions Table
30
Press
30
Defend
30
Regroup
30
End
31

Experience
31
Friends and Maintaining Them.
31
Making New Friends
Improving Friendships
Losing Friendships
Putting Them At Risk
Taking Advantage of Them

2011 William F. Hostman. All Rights Reserved.

31
32
32
32
32
1

Broken Starship: Missing Manifest

Cycles of the game


Weekly Cycle

33
33

Scene Budget (Standard Option)


33
Color Scenes
33
Solo Scenes
33
Group Scene
33
Action Scene
33
Spare Scenes
34
Doing the Required Stuff
34
The Short Weekly Action Form
34
Simulationist Option (Optional) 34
Stuff Must Get Done
34
Monitoring the Drives
34
Maintaining Life Support
34
Growing The Food
35
Cooking
35
Downtime
35
Sleep
35
Socializing
35
Overworking
35

Thawing People
Getting People to Help

36
36

Events
37
Routine Events
37
Deep Space Travel Events 37
Radiation from Dense Medium 38

Referee's Secrets
Events
The Computer
The Course
The Landers
Crew Roster
Have Fun!
Desiger's Notes
Forms and Charts
Character Sheet
AI Character Sheet
Conflict Side Sheet
Scripting Sheet
NPC Character Sheet
Weekly Activity Form

39
39
39
39
40
40
40
40
CS1-CS4
AICCS
CSS
SS
NPC1-2
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.

2011 William F. Hostman. All Rights Reserved.

Broken Starship: Missing Manifest

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

2011 William F. Hostman. All Rights Reserved.

Broken Starship: Missing Manifest

Engineering (R/D)
Fuel Stores
Central Core
Food Growth
Habitat

UNSS Esperanza

UNSS Esperanza External view

EXTERNAL VIEW & SCHEMATIC

2011 William F. Hostman. All Rights Reserved.

Broken Starship: Missing Manifest

Setting
THE 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...

2011 William F. Hostman. All Rights Reserved.

Setting

Broken Starship: Missing Manifest

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(v/c))
Perceived week= (1/gamma) real weeks.
Travel Formulae:
T=2(D/A)
D=0.25AT
A=4D/T

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.

2011 William F. Hostman. All Rights Reserved.

Broken Starship: Missing Manifest

Setting

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.

2011 William F. Hostman. All Rights Reserved.

Setting

Broken Starship: Missing Manifest

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.
8

2011 William F. Hostman. All Rights Reserved.

Broken Starship: Missing Manifest

Setting

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.
2011 William F. Hostman. All Rights Reserved.

Setting

Broken Starship: Missing Manifest

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.
Deck

0
1
2
3-7
8
9
10-19
20
21-30
31

CENTRAL CORE ORDER


Description
Deck
Telescope
Telescope Acccess
Forward EVA
Computer decks
Spares
Operations
Freezer
Stowage
Freezer
Stowage B

32
33
34
35
36
37
38
39-40
41
42

Description

CAM-Clothing
Stowage C
CAM-Metals
Stowage D
CAM-Plastics
Aft EVA
Spares
Fusion Engineering
Ion Engineering
Ion Engineering

SPIN ARM DECKS

10

Deck

Description

Deck

Description

0
1

White Water
Storage

31
32

Main
Black Water

2011 William F. Hostman. All Rights Reserved.

Beds
Fresher
5
15
0
10
Quarters
Meters
Ladderway
VideoDataTerm/Entetainment Center.
Food Prep
Freezer
Restrooms
Locker
Seating
Machinery or Computer Banks

Master Key

Broken Starship: Missing Manifest

2011 William F. Hostman. All Rights Reserved.

Setting

11

Broken Starship: Missing Manifest

12

0
Storage Deck

Main Habitat Deck

15 Meters

Setting

2011 William F. Hostman. All Rights Reserved.

15 Meters

Setting

Ops Deck Zero G

Freezer Deck Zero G

Broken Starship: Missing Manifest

2011 William F. Hostman. All Rights Reserved.

13

CAM Decks Zero G


14

15 Meters

Broken Starship: Missing Manifest

Computer Deck Zero G

Setting

2011 William F. Hostman. All Rights Reserved.

15 Meters

Setting

Airlock Decks Zero G

Spares Deck Zero G

Broken Starship: Missing Manifest

2011 William F. Hostman. All Rights Reserved.

15

Telescope Deck Zero G


16

15 Meters

Broken Starship: Missing Manifest

TS Access Deck

Setting

2011 William F. Hostman. All Rights Reserved.

Broken Starship: Missing Manifest

Building a Crew
The 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
Level
Foci - Max:

0
0
0

1
1
0

3
2
1

6
3
2

10
4
3

15
5
4

21
6
4

28
7
4

36
8
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.)
17

2011 William F. Hostman. All Rights Reserved.

Building A Crew

Broken Starship: Missing Manifest

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 10aspects.
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 40age 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
18

2011 William F. Hostman. All Rights Reserved.

Broken Starship: Missing Manifest

Building A Crew

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 2C,
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.

2011 William F. Hostman. All Rights Reserved.

19

Building A Crew

Broken Starship: Missing Manifest

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.)

20

2011 William F. Hostman. All Rights Reserved.

Broken Starship: Missing Manifest

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 TABLE
TN

Skill + Specialty Relevant Conditions


Routine Mod
Hard Form Incred Ridic Absurd
Keep
L
L
M
H
H+L
H+M
All
Auto
TN 2
TN 6
TN8 TN10 TN16 TN18 TN24
Level

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.
2011 William F. Hostman. All Rights Reserved.

Broken Starship: Missing Manifest

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.

22

2011 William F. Hostman. All Rights Reserved.

Broken Starship: Missing Manifest

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.
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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.

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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 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 SEQUENCE
1
2
3
4
5

Initiate (1F)
Target Response
Others Pick sides
Rounds
Resolve Concessions

CONFLICT ROUND SEQUENCE


4.1
4.2
4.3
4.4
4.5
4.6

Everyone scripts
Everyone reveals
Resolve in Ref's choice
Apply effects
Check for Disposition 0
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 TABLE
Percent
Remaining

>80

Steps Lost

60.1
to
80
1

40.1
to
60
2

20.1
to
40
3

0.1
to
20
4

19.9
to
0
5

CONCESSIONS LEVELS TABLE


Steps

Goal

0
1
2
3
4

All
Mostly
Partly
None of It
N/A

+1
+1

N/A
N/A

28

Physical

Social

Mental

Endurance

none
none
none
none
Bruised
Shamed
Shocked
Tired
Battered Catatonic
Broken Exhausted
Dying
Both
Both
both
Chunky
Dead or
Dead or
N/A
Salsa Time Aspect
Aspect
add All to level. (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 1disposition 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 TABLE
Difficulty

Press

Defend
Primary

Defend
Secondary

Regroup

Moderate
Hard
Formidable
Incredible
Ridiculous
Absurd

Inflict 1
Inflict 2
Inflict 3
Inflict 4
Inflict 5
Inflict 6

-1 Loss
-2 Loss
-3 Loss
-4 Loss
-5 Loss
-6 Loss

-0 loss
-1 Loss
-1 Loss
-2 Loss
-2 Loss
-3 Loss

+0
+1
+1
+2
+2
+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 selftag 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 game


The 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.
2011 William F. Hostman. All Rights Reserved.

Broken Starship: Missing Manifest

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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Events
Every 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 TABLES
Roll
System
1
Ion Drives
2
Fusion Power
3
Computer
4 Habitat Rotation
5
Entertainment
6
Life Support
7
Hyrdoponics
8
Aeroponics
9
Freezers
10
CAM

Severity
Trivial
Routine
Moderate
Moderate
Hard
Hard
Difficult
Difficult
Formidable
Incredible

Time
Type
0000-0400
Out of
0400-0800 Adjustment
0800-1200
1200-1600
1600-2000
2000-2400 Broken Part
PC on watch
Multiple Issues
at once
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.

2011 William F. Hostman. All Rights Reserved.

Broken Starship: Missing Manifest

DEEP SPACE TRAVEL EVENT TABLES


Roll
1-3
4-5
6
7
8
9
10

Event
Radiation from dense medium
Slowing from very dense medium
flyby of solid object
Mission Cancellation
Laser Comm Contact
Sound generation from microparticle hits
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 Secrets
They 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.

2011 William F. Hostman. All Rights Reserved.

Broken Starship: Missing Manifest

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 SHEET
Name
Specialty
Secodaries
Skill

Age
Easygoing
Level

Focus

Lvl.

Focus

Lvl.

Astronautics
Athletics
Charisma
Combat
Computers
Engineer
Farming
Knowledge
Medical
Perform
Piloting
Socialize
Sciences
Technical
Scenes
CS1

Color Solo Action

Group

2011 William F. Hostman. All Rights Reserved.

CS-1

Broken Starship: Missing Manifest

CHARACTER SHEET
Frozen Friends List

Name
Specialty
Name
Specialty
Name
Specialty
Name
Specialty
Name
Specialty
Name
Specialty
Name
Specialty

Age
Relationship
Age
Relationship
Age
Relationship
Age
Relationship
Age
Relationship
Age
Relationship
Age
Relationship
Aspects

CS2

Things

2011 William F. Hostman. All Rights Reserved.

CS-2

Broken Starship: Missing Manifest

CHARACTER SHEET
System Conditions

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 Conditions

Fate

Refresh
End of Last Session
CS3

2011 William F. Hostman. All Rights Reserved.

CS-3

Broken Starship: Missing Manifest

CONCESSIONS STEPS TABLE


Percent
Remaining

>80

Steps Lost

60.1
to
80
1

40.1
to
60
2

20.1
to
40
3

0.1
to
20
4

19.9
to
0
5

CONCESSIONS LEVELS TABLE


Steps

Goal

Physical

0
1
2
3
4

All
Mostly
Partly
None of It
N/A

+1
+1

N/A
N/A

Social

Mental

Endurance

none
none
none
none
Bruised
Shamed
Shocked
Tired
Battered Catatonic
Broken Exhausted
Dying
Both
Both
both
Chunky
Dead or
Dead or
N/A
Salsa Time Aspect
Aspect
add All to level. (max once)
add 1d6 levels (max once)

CHARACTER GENERATION TABLES


Total Points
Level
Foci - Max:
Skill Points
Aspects
Achilles Heel
Gear

0
1
3
0
1
2
0
0
1
3x(Age15)
up to Age/5
1
1/2 cu meter

6
3
2

10
4
3

15
5
4

21
6
4

Friend Points
Refresh
Specialty
Secondary

28 36
7
8
4
4
40Age
10-Aspects
Min. total=5
Min. total=4

COMBAT ACTIONS TABLE


Difficulty

Press

Defend
Primary

Defend
Secondary

Regroup

Moderate
Hard
Formidable
Incredible
Ridiculous
Absurd

Inflict 1
Inflict 2
Inflict 3
Inflict 4
Inflict 5
Inflict 6

-1 Loss
-2 Loss
-3 Loss
-4 Loss
-5 Loss
-6 Loss

-0 loss
-1 Loss
-2 Loss
-2 Loss
-3 Loss
-3 Loss

+0
+1
+1
+2
+2
+3

CS4

2011 William F. Hostman. All Rights Reserved.

CS-4

Broken Starship: Missing Manifest

AI COMPUTER CHARACTER SHEET


Name

Age

Specialty

AI Computer

Secodaries
Skill

Easygoing

10

Focus

Lvl.

None.
Level

Focus

Lvl.

Charisma
Knowledge
Socialize

Aspects

System Conditions

Startled (M - rounds)
Shocked (M - days)
Broken (M - weeks)
Embarrassed (S - minutes)
Shamed (S - hours)
Catatonic (S - days)

Notifies Crew of Issues with ship,


Don't Interact with Crew
Protect Ship
Protect Crew

Other Conditions

Relationships

AICCS

2011 William F. Hostman. All Rights Reserved.

AICCS

Broken Starship: Missing Manifest

CONFLICT SIDE SHEET


Started By
Goal
Target Group
Side Members and Disposition contributions

Total Disposition
Oppsing Sides Taken Out & your Dispo that round

Regroup

Limit
In Group
Outside Gp
Notes

CSS1

Step Losses

Total Step Losses Owed


Goal Losses
Physical Loses
Mental Losses
Social Losses
Endurance Losses
Opponent Refund

2011 William F. Hostman. All Rights Reserved.

CSS-1

Broken Starship: Missing Manifest

SCRIPTNG SHEET
Character
Action
Difficulty

Round 1
Target
Ending Dispo

Description
Round 2
Character
Action
Difficulty

Target
Ending Dispo

Description
Round 3
Character
Action
Difficulty

Target
Ending Dispo

Description
Round 4
Character
Action
Difficulty

Target
Ending Dispo

Description
Round 5
Character
Action
Difficulty

Target
Ending Dispo

Description
Action Notes
Press
Regroup
SS

Damage Target
Disposition
Repair Own
Disposition

Defend
End

Prevent losing own


Disposition
Vote to end combat;
no action.

2011 William F. Hostman. All Rights Reserved.

SS

Broken Starship: Missing Manifest

NPC CHARACTER SHEET


Name
Specialty
Secodaries
Skill

Age
Easygoing
Level

Focus

Lvl.

Focus

Lvl.

Astronautics
Athletics
Charisma
Combat
Computers
Engineer
Farming
Knowledge
Medical
Perform
Piloting
Socialize
Sciences
Technical
Frozen Friends List

Name
Specialty
Name
Specialty
Name
Specialty
Name
Specialty
Name
Specialty
Name
Specialty
NPC-1

Age
Relationship
Age
Relationship
Age
Relationship
Age
Relationship
Age
Relationship
Age
Relationship

2011 William F. Hostman. All Rights Reserved.

NPC-1

Broken Starship: Missing Manifest

NPC CHARACTER SHEET


System Conditions

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 Conditions

Aspects

Gear

Fate

Refresh
End of Last Session
NPC-2

2011 William F. Hostman. All Rights Reserved.

NPC-2

Broken Starship: Missing Manifest

WEEK ACTIVITY FORM


Which Crew
Week

D
Time
D 0000-0400
A 0400-0800
Y 0800-1200
1200-1600
1 1600-2000
2000-2400
D 0000-0400
A 0400-0800
Y 0800-1200
1200-1600
2 1600-2000
2000-2400
D 0000-0400
A 0400-0800
Y 0800-1200
1200-1600
3 1600-2000
2000-2400
D 0000-0400
A 0400-0800
Y 0800-1200
1200-1600
4 1600-2000
2000-2400
D 0000-0400
A 0400-0800
Y 0800-1200
1200-1600
5 1600-2000
2000-2400
WAF-1

Action

2011 William F. Hostman. All Rights Reserved.

Sc?

WAF-1

Broken Starship: Missing Manifest

WEEK ACTIVITY FORM


Which Crew
Week

D
Time
D 0000-0400
A 0400-0800
Y 0800-1200
1200-1600
6 1600-2000
2000-2400
D 0000-0400
A 0400-0800
Y 0800-1200
1200-1600
7 1600-2000
2000-2400
S
Color
C
Solo
E
Group
N
Action
E
Spare
S
Conflict
Fus PP
M
A HP Ion Drive
I Life Support
N
T Hydroponics
Aeroponics
Who?
S
O
Who?
C
Who?
I
Who?
A
Who?
L
Who?
Who?

Action

Sc?

WAF-2 2011 William F. Hostman. All Rights Reserved. WAF-2

Broken Starship: Missing Manifest

SHORT WEEKLY ACTIVITY FORM


Which Crew
Week

ITEM

S
C
E
N
E
S

M
A
I
N
T

S
O
C
I
A
L

E
V
E
N
T

ACTION

SC?

Color
Solo
Group
Action
Spare
Spare
Spare
Spare
Spare
Conflict
Conflict
Fusion PP
HP Ion Drive
Life Support
Hydroponics
Aeroponics
Who?
Who?
Who?
Who?
Who?
Who?
Who?
Type
When
Notes

sWAF

2011 William F. Hostman. All Rights Reserved.

SWAF

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