Cimri Staelish

Sasha Maran's page

61 posts. Alias of Sarah 'queen' B..


Gender

Gemini I Raw -1, Smooth +1 I Influence, Playing Both Sieds, The Personal Touch I Pressure 2/5 I XP 3/5

About Sasha Maran

Captain Sasha Maran, Quartermaster

Gemini

Raw: -1
Hard: 0
Sharp: 0
Warm: 0
Smooth: +1

XP:0

Pressure: 0

PLAYBOOK MOVES

Influencer When you Pull Strings, you may choose one more option from the first list or have the GM choose one less from the second list.

Playing Both Sides. When you consort with a dangerous faction, roll to Pull Strings with a +1 bonus. On a 7 or less they always demand a favour in return, and their favours are always either utterly terrible or seemingly innocuous. If you do it, they’ll give you what you want even on a Miss.

At the start of play, Sasha has an in with the Nexus, Union and Intelligence.

The Personal Touch.* When you give someone your undivided attention and make them feel special, roll +Smooth. On a 10+ you both Erase one Pressure. On a 7–9, only they do. Either way, you ask them a question from the list below:
*What has been troubling you lately?
*What do you most need at the moment?
*What secret have you been holding on to?
*What do you most care about?
*How could I touch your heart?

CARDINAL MOVES

(using these moves adds +1 XP - but you can't Mark Pressure to improve the roll)

Reach Out When you Reach Out to someone who matters to you, choose one or more:
*Share a significant doubt or fear with them.
*Share a significant hope or dream with them.
*Share a significant failure or regret with them.
*Share your feelings about them.

For PCs, ask them if they respond positively, and roll +Warm if they do. For NPCs, roll first: on a Hit, they respond positively. On a 10+, you each Erase one Pressure; on 7–9, choose one of you who Erases one Pressure. Either way, increase your Relationship with each other by one.

Let Loose When you Let Loose and indulge your base needs, roll +Raw. On a Hit, everyone involved Erases one Pressure. On a 10+, you choose one option from the list below and decide the details; on a 7–9 you still choose, but the GM decides the details, and they’ll make it something you’ll immediately regret.

*You end up in the arms of someone you shouldn’t.
*You share a secret you shouldn’t.
*You make a promise you shouldn’t.
*You anger or alienate someone that matters to you (you may reduce an
appropriate Relationship).

Say what happens, and who else is involved.
On a Miss, the same as a 7–9 but nobody erases any Pressure.

Call Someone OUt (R) When you Call Someone Out, tell them what their problem is and what they’d need to do to convince you otherwise, and roll +Hard. On a Hit they choose from the options below; on a 10+ they are limited to the first two options, and if they choose the first they Mark XP.

*They act to prove you wrong by doing what you asked.
*They openly and forcefully refuse to do what you asked them to (and they Mark Pressure).
*They openly and unequivocally admit you’re right.
*They act contrite and give you something they think you want.
*They respond by Calling You Out.

Raise The Pressure When you Raise The Pressure on yourself, pushing yourself beyond your limits, Mark Pressure up to three times and add +1 per Pressure Marked to a roll you just made. You can only Raise The Pressure once per roll. The usual maximum of +4 added to a roll applies.

BASIC MOVES

Engage in BAttle Roll +Raw. On a Hit, choose:
*You overcome a tough target’s defences, or destroy a number of weaker targets.
*You hold off a determined assault or drive away a formidable opponent.
*You keep a target safe during the batlle.

On a 7–9, choose two:
*You take fire in the process and must Weather Serious Harm.
*Someone or something else gets damaged or destroyed, the GM says who
or what.
*Your actions leave you or someone else exposed, the GM will say who takes advantage.

Shake Off When you Shake Off a threat, roll +Hard. On a Hit, you’ve shaken it off, but on a 7–9, the GM chooses:
!It’s out of the frying pan, into the fire.
!You don’t escape unscathed.
!You lose or use up something in the process.
!The threat intensifies, escalates, or targets someone else.

On a 10+ you’re in full control, take +1 forward.

Weather Serious Harm When you Weather Serious Harm, roll +Hard. On a 10+, you withstand it but must Mark Pressure. On a 7–9 it hits you hard, the GM chooses two (may pick the same one twice):
*You must Mark Pressure.
*You are injured or (for pilots only) your fighter takes damage to a specific system – the GM says how it’s slowing you down, gettng in the way, or putting you in a spot.
*You lose something important (an item, your secure well-defended positon, etc).
On a 6 or less you feel the full force of it: you are out of control, lost, trapped or helpless, and the GM may start a Doom Clock.

Seek Out When you Seek Out something well hidden, say what you’re looking for or just that you’re sure there’s something to find here, and roll +Sharp. On a Hit, you find it. On a 7–9, the GM chooses one:
*You attract unwanted attention.
*You discover something unexpected and horrifying (implicate a friend,
discover a terrible truth, expose your own weakness, etc).
*You’ve found it, but something stands between you and it.
Your investigation takes a long time (allowing your enemies to advance their plans, or using up resources).

Pull STrings (R) When you Pull Strings on the fleet, say who you’re going to for help and what you want them to do, and roll +Smooth. On a Hit choose one:
*Gain help with a specific task from an NPC or group and Hold one towards
choosing an option from the Support or Interfere Move list, or taking an
Action At Scale.
*You gain temporary access to rare or restricted equipment, resources, skills, or information.
*Change people’s behaviour on the fleet at large (curfew, rationing, calm
rioting, etc).

On a 7–9, the GM chooses two:
*You can’t do it without help from someone you you’d rather not get involved with.
*Someone demands a favour in return, or else they won’t help.
*You attract unwanted attention.
*There’s an unexpected cost or consequence.

Cover Up When you Cover Up something serious, roll +Smooth. On a 10+ they buy your deception, as long as no clear countervailing evidence appears. On a 7–9, the GM chooses:
*They’re only fooled temporarily.
*You must give a concrete assurance, provide some extra corroboration, or do something extra to throw them off.
*Someone realizes you’re up to something, and it won’t be the last you hear of this

Support/Interfere (R) When you Support or Interfere with another character’s Move, Mark Pressure and roll +Warm (support) or +Sharp (interfere). On a 10+, Hold two. On a 7–9 Hold one, and be prepared to be entangled in any fallout from the Move. Spend Hold to:
*Give +/–1 to the Move after they roll.
*Create an opportunity or problem for them.
*Redirect a negative impact of the Move from the person making it onto
someone else.

When an NPC supports your Move, you roll +Relaonship on their behalf.

Wait Hleplessly When you Wait Helplessly as others tackle a major problem, aer another player rolls the dice you can say what you’re doing to cope and Mark two Pressure to give them +1 to their roll.

RELATIONSHIPS

Thea "Firefly" Gillis - Sasha has almost nothing in common with the hotshot pilots who risk their lives for an adrenaline high. But she does, weirdly have somethign of a soft spot for them - their devotion to duty and searing belief in something more than themselves is just refreshingly different. She also knows the warning signs for when those buttoned up types are starting to come undone, and in her mind Thea is a big light and siren blaring Red Alert, personal attention needed right frakking now.

Deigon "Gunny" Black - The grizzled veteran is a good customer, pays on time and doesn't cause trouble. He's been known to keep the peace in Sasha's bar when soem of the younger guys are being a bit too rowdy, and she appreciates that.

Oscar Hallward - Civilians who ask quesitons can be annoying, or useful. It jsut depends on which way their curiosity is pointing, and Sasha has done her best to make sure it never points at her for too long. The two of them have an arrangment that is mutually profitable, although Sasha can tell that Oscar would prefer not to have to pay: something somthing civic duty something. Fine words. You can't eat fine words, you know?