1. Characters

Meade Grey

Attributes and Actions

● Insight

  • ■□□ Doctor
  • □□□ Hack
  • □□□ Rig
  • ■□□ Study

● Prowess

  • □□□ Helm
  • □□□ Scramble
  • ■□□ Scrap
  • ■□□ Skulk

● Resolve

  • ■□□ Attune
  • ■□□ Command
  • ■■□ Consort
  • ■■□ Sway

Abilities

Serendipitous

  • Your crew starts with +1 gambit when the pool resets.
    • This increases the crew's starting gambits on a job.  You're just plain luckier than other people.


Never Tell Me The Odds

  • You generate gambits on desperate rolls.  You may also generate gambits even if you spent a gambit.
    • Normally you only generate gambits on risky rolls for which you have not spent a gambit.  Your ability to "stretch" gambits, regenerating them on rolls you have already spent them on, gives you the ability to put yourself in situations others might not even want to consider.


Devil's Own Luck

  • You may expend your special armour to resist the consequences of blaster fire, or to push yourself when talking your way out of (or running from) trouble.
    • When you use this ability, tick the special armour box on your playbook sheet.  Blaster fire can extend to pistols and being shot in any way, and running from trouble can be via spaceship as much as your feet.  If you use this ability to push yourself, you get one of the benefits (+1d, +1 effect, act despite severe harm) but you don't take 2 stress.  Your special armour is restored when you select your load at the start of a job.


Veteran I: Hedonist [Pilot]

  • When you indulge your vice, you may adjust the dice outcome by +/-2.  An ally who joins you may do the same.
    • Any ally must join you in whatever vice you're indulging (or you can indulge via a crew ability, such as the Stardancer's Home Cooking).  You can adjust the outcome by less than 2, or not adjust it at all.  You can also recover more than 6 stress on a vice roll this way.

Buoyant Oleaginousness