About Sasha MaranCaptain Sasha Maran, Quartermaster Gemini Raw: -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:
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:
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.
Say what happens, and who else is involved.
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.
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:
On a 7–9, choose two:
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:
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):
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:
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:
On a 7–9, the GM chooses two:
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:
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:
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? |