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Project
VANGUARD playtest files 27 July 2009
Gimme the elevator pitch!
It’s the far future. You’re part of the crew of a ship, in
Project Vanguard. Your mission is to protect the people of
the planet Caliban and its colonies. You’ll travel to strange
worlds, discover mysteries, trade, negotiate and fight with
aliens, and explore the ruins the Solar Federation, a great
society of humankind that spanned thousands of worlds
and now lies in ruins.
Along the way, as you set aside your differences and
learn to trust one another, you will hopefully find a way
to stop the deadly Scourge.

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Welcome!

Introduction
Part 1
Starships in dubious battle over alien worlds. Lost
civilizations.
An unfathomable evil. The fate of humankind in the
balance.
Remarkable acts of courage. Risk and sacrifice. Hope.
These are the elements of Vanguard, the space-fantasy
game you’re holding in your hands. With Vanguard, you
and your friends take on the roles of a starship crew who
undertake perilous quests. You’ll send your crew around
the galaxy, to confront strange aliens, explore ancient
ruins and battle for their lives. You’ll create stories that
involve danger, excitement, friendship, maybe love and
betrayal. You’ll have fun.
Can your crew stop the deadly Scourge from
returning and destroying all humankind? Perhaps they
can, but at what cost? That’s what you’ll find out when
you play.

How to Use This Book


The information on these pages is a combination rules
manual and strategy guide. It’ll tell you things like the
order of play, who says what, when to roll dice and all the
usual rule booklet stuff. But it also tells you how and why,
things to consider when playing, choices other players
have made—including me, the author—and the results
of those choices.
There are four parts to the book, ordered like so.

Part One: Introduction to Vanguard. This is what


you’re reading now. It’s a quick overview of the game’s
purpose, a taste of the setting and rules.

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Part Two: A Galaxy in Ruin. This section describes the What Do You Need? other things in the game. If you don’t mind not playing
setting of Vanguard. It’s the far future, and you and your the hero, you might make a good GM.
friends will want to make sure you’re imagining the same In addition to this book, you’ll need a few additional The GM is a facilitator, making sure everyone
stuff when you play. Is there artificial gravity? How do items in order to play. participates. If you think you can get everyone to pay
people travel between worlds? Who’s in charge? Do killer attention to you, you might make a good GM.
robots prowl the stars? Are there laser guns? Read this Friends. It’s amazing how useful friends are. For this It can take a little extra work to be GM, but it’s
section and find out. game, you’ll want four or five people in the group not necessarily hard work; it can be a very rewarding
altogether. Having three or six people in the group will experience.
Part Three Setting Up. This section is where you start run you into some difficulty, but it’s doable. If you happen
putting your own creative talents to use. Create the crew to get eight people together, congratulations on having so
of a starship. Invent the movers and shakers of the galaxy. many friends who want to play. I suggest splitting up into The Time
Design worlds. Put the characters in danger. Read this two groups in such case.
section to find out how. Each time you play, we call that a session. Sort of like how
Dice. Vanguard uses dice of all kinds, the kind you’ll bands talk about “jam sessions,” you get together and
Part Four: The Game in Motion. This section explains find in special hobby stores or online at places like www. jam but with spaceships instead of electric guitars, and
how to create the story that involves the characters. How chessex.com. Each player in the group should have some the neighbors don’t complain as much. One session of
do you agree on what happens? Who gets to say things to roll. Vanguard will probably take 2-3 hours. Completing the
about what’s going on? How do you know when the game takes a lot of sessions. You can play this for a long
story’s over? Read this section to learn how. Paper and pens or pencils. If you have an Internet time if you want and not worry about getting to the end.
connection, you can visit [website] and download some The best thing about a game like this is that it gets better
handy record sheets. Even then, having some blank paper as you play. Just as TV shows get better as the writers and
What Do You Do? is useful for taking notes. actors get a sense of the characters, Vanguard will get
better as you get to know the setting and the story.
You’re playing operatives in Project Vanguard, assigned
with protecting the Commonwealth. You have very few The GM
resources, and fewer allies, but the Scourge is coming, the Dice and Tests
mythical destroyer of humankind. You may be the only The GM has different responsibilities than the other
ones who can stop it. players: When something or someone is in the character’s way,
Your characters will travel to alien worlds, explore The GM needs to to prep work before you play. If you the GM will ask you to make a test by rolling a die or dice.
ancient ruins, face off against deadly foes, and hopefully can commit to taking extra time, you might be a good When you roll, it’s about what your character is doing. Can
come to terms with their differences. If you’re brave and GM. you leap out of the way? Can you provide a convincing
lucky, you can defeat the Scourge. The GM needs to be an arbitrator, a judge. If you explanation? Can you bypass the security system? Those
think you can learn the rules and apply them fairly, you are all examples of tests you might be asked to make.
might be a good GM. The GM won’t ask you to make a test unless there’s a
Instead of playing an agent of Project Vanguard, the meaningful consequence at risk. Can you remember to
GM plays all the non-characters, aliens, monsters and take out the garbage? There’s nothing about that to really

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drive tension. Can you remember the passcode before
the alarm goes off? That’s a moment of crisis. That’s
when you roll the dice.
Which dice you roll depends on your character’s
training. You have seven areas of training, and the GM
will tell you which one to use based on what you say
you’re doing. If you get a 4 or higher on your roll, your
character is successful.

Vincent says his character Belecia is trying to ambush an alien


thug. The GM says that action uses Covert Ops. Belecia has a
d8 in that training. Vincent rolls and gets a 6. Success!

An Example of Play
Are you wondering what it’s like? It differs from group to
group, but here’s how it looks when Emily, Joshua, Julia
and Vincent play. Julia is the GM. Emily is playing Iona,
a scout and the ship’s captain. Joshua is playing Pranav,
a stylish trader. Vincent is playing Belecia , a technical
whiz.
Julia: The landing site looks like it was hit with a massive
explosion. As Iona brings the ship down you can see the Joshua: Of course! It’s always that easy. Julia: So what’s your next move, everyone?
wreckage of the landing craft. Julia: You know that these facilities are often well-protected Emily: J, is Pranav taking his rifle?
Emily: But I’m still picking up that emergency signal. by automated defenses, like turrets and other things. Joshua: Naturally.
Julia: Yeah, there’s some kind of structure below. It’s a big Vincent: Other things? That sounds ominous. Emily: Okay, then Pranav takes the lead, and we jog across
cylinder sticking up out of the ground at a shallow angle. Emily: (as her character Iona) All right, crew, let’s load to the structure, keeping a watch in case any of those
Vincent: Can I tell what it is? up. There could be Commonwealth survivors in there marauders decided to stick around.
Julia: It’s definitely not Commonwealth. It looks a lot like somewhere, and they won’t last long if we don’t get Vincent: Belecia is hiding behind Iona as much as possible.
some Federation-era buildings in your archives. In fact, moving. Emily: How did you ever get accepted into the program
it matches some designs you’ve seen for research facilities. Joshua: (as his character Pranav) Captain, I do believe any without a spine?
Long ago, the ancient Federation put a lot of them opposition we meet will regret it severely. Vincent: As a scientist, Belecia understands the value of
underground on desolate worlds, for privacy. Vincent: (as his character Belecia) You always say that. human life, especially her own.
Joshua: Sounds like this place is going to be full of good loot! Joshua: (as Pranav) and they always do regret it, don’t they? Julia: The ground is blackened. It’s like walking on charcoal.
Emily: Sure, just sitting out in the open, ready for us to take. Eventually. No sign of trouble as you march across to the structure,

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which looms above you without a scratch. Soil erosion has player. They’re enjoying what’s happening and cheering
left the hatch, large enough for a vehicle, about a meter off each other on, but they’re also comfortable with a little
the ground. side chatter.
Joshua: Huh. Maybe we should get the rover.
Emily: (as Iona) No time now. We need to get this hatch
open.
Vincent: I can do that!
Julia: There’s some kind of electonic keypad-like thing to one
side. It still has power. There’s a small screen with softly
glowing icons. You’ve seen enough of these to recognize a
fairly complex security system in place.
Vincent: Okay, I grab a couple tools off my tool harness.
Julia: Defeating the security mechanism is a Technology roll.
Vincent: Hmm. Okay, That’s a d10, and I’m already using
my tools for another d8. [he rolls] A mixed hit.
Julia: Hmm. Okay, you get the hatch open. A tunnel descends
into the darkness. The air is dry, cool and musty, a strong
contrast from the heavy air outside.
Vincent: What happens because of the mixed hit?
Julia: (raising an eyebrow) Nothing yet.
Joshua: Okay, I’m switching on my light and creeping
forward.
Emily: (as Iona) Everybody stay sharp.
Julia: The tunnel descends two hundred meters down, or
thereabouts, and then opens up into a larger area, maybe
the size of an underground parking garage. There’s what
looks like a lift across from you, and a couple parked
vehicles, the big all terrain type sort of like hum vees. You’re
right out in the open when the robots come swarning out of
the ventilation ducts.
Emily: Oh no!
Julia: They’re bone white, a bit like headless skeletons. One
slams into Belecia, sending her bowling over. Belecia, you
feel a sharp pain lance up your arm.
When this group plays, there’s a lot of switching back
and forth between speaking as the character and as the

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What’s this

A Galaxy in Ruin
Part 2
Stuff?
This is a quick-start guide to the setting of Vanguard.
Eight pages, with plenty of artwork.
• Caliban: Home of humankind
• The Prophet Isabel: A mythical figure, or more than
that?
• Project Vanguard: the organization your characters are
a part of.
• The Remnants: Ruins of the ancient Solar Federation,
now inhabited by clans of aliens.
• Alien Species: hundreds of different kinds, all with
their own opinions about humans.
• Galactic factions: the movers and shakers of the
galaxy.
• Lost Technology: the wonders that you might find
when exploring distant worlds and strange ruins.
• Space Travel: a primer on travel between worlds.

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Galactipedia mountains, glaciers and shrublands, with temperate areas The territories have, since time immemorial, been
limited to the equatorial region. The equator is also home rivals over Caliban’s limited resources. Until the
The Planet Caliban to the world’s only saltwater sea. The remainder of surface founding of the Commonwealth many had been fighting
water is glacial ice or numerous rivers that feed into the openly for generations. Many believe that the most bitter
Caliban has been the home of humankind for at least a sea. of enemies still fight one another through the use of
thousand years, probably much longer. Up until the last spies and sabotage.
century it was assumed to be humanity’s origin. For all Political Geography
its flaws, it is still the only place in the galaxy humans Approximately 400 million people live on Caliban. The Places of Interest
can really call Civilization. Every once in a while a space world is divided into hundreds of Territories, isolationist
traveler likes to return home and get a taste of the finer city-state governments numbering between a few Ban Shi City. The capital of The Gausaan Protectorate, 
things, such as familiar food or water that hasn’t been tens of thousands and several million. Most are fairly Ban Shi City is the largest city on Caliban, with a
reprocessed through the ship’s systems a hundred times. small, while thirteen have been recognized as “greater” population of more than 3 million within the city confines.
territories. The latter wield significant political, economic Built into the side of the Black Mountains overlooking
Physical description and military power, especially in current times, as only the Yanyi River, the city consists of a series of terraces,
Caliban is a dry, rocky world, the fourth planet out from a the greater territories have the means to colonize worlds tunnels and bridges. The mountains provide significant
yellow-white star called Prospero. The surface is primarily independently. raw materials and industry, while the river brings in food
from the nearby Yukai Valley.

Unity Orbital Station. Home of the Commonwealth,


Unity Orbital Station is one of dozens of stations
occupying Caliban’s orbital space.  Representatives from
Caliban’s territories meet here regularly to bicker and
point fingers. The Commonwealth Secretary General
resides on the station, which hosts a variety of cutting-
edge defenses.

The Wastes. Caliban’s inhospitable polar regions are


known collectively as the Wastes. The Church of Isabel
maintains secretive monasteries throughout the Wastes,
and rumors abound of ruins and wreckage from the time
of Isabel.

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Galactipedia If Isabel was a real person, no trace of her survives now. Providence
Ancient scrolls speak no more of her after telling how she In distant orbit, among the asteroids of the Reef, the
The Prophet Isabel founded the new city of Naugab. No Territory claims to Providence rested quietly for millenia, pitted and gutted
be her final resting place. There are no writings, no bones, by micrometeors, blasted by the solar wind. What’s left of
Every religion on Caliban credits Isabel with the saving of not even a wisp of legend about where she went. the ship remains in its original orbit as a sort of historical
humankind from extinction. A prophet, she foresaw the site. The Commonwealth maintains it in cooperation
coming of the Scourge and led her followers away from Religion on Caliban with a handful of larger religious organizations.
the destruction to start anew. Purely a myth? Or is the The people of Caliban are no more and no less spiritual
derelict starship in distant orbit a vessel she captained than their ancient ancestors in 21st Century Earth. Many The Monasteries of the Wastes
aeons ago? Did she colonize Caliban long before the of them believe in an afterlife and in a power greater Scattered across Caliban’s more inhospitable regions,
dawn of recorded history with the last survivors of the than themselves. Millenia of change has re-shaped these monasteries of the Brotherhood of Stavros may hide
human race? beliefs to something like a mixture of Christianity, Islam, many secrets assumed lost. Deep in the Wastes,
Hinduism and Taoism. ancient monasteries may hide lost knowledge of Isabel’s
whereabouts. While the monasteries rarely open their
doors to those outside the faith, their traveling monks
often preach about the dangers of technology and space
travel.

The Scourge
Ancient scrolls describe the Scourge leveling cities and
reducing the great empire of Sulaa Betereesh to utter ruin.
Religious groups occasionally call the Scourge the wrath
of the divine. Scholars sometimes speculate that it was
a plague or perhaps a war. Like any information dating
back to the shadow years, details of the Scourge are sorely
lacking.

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Galactipedia After a band of alien marauders led a devastating
attack on Auringonnousu, the Commonwealth
Project Vanguard Council met to discuss a plan for improved interstellar
intelligence. If the territories were ill equipped to defend
“You have your ships, your crew, and your wits. Do their individual holdings from marauders, then they
what you must.” would most certainly fail against an organized force
—Secretary General Yasuo Foote from a hostile alien clan. Agents of the Commonwealth
would need to take measures to prevent such an attack
Caliban’s dozens of Territories don’t like each other. from happening. As commitment from the territories
They’ve been fighting for ages. If it weren’t for the discovery remained minimal, any initiative would require a
of the Providence, they’d probably still be fighting openly minimal budget. Further, the demonstrated inferiority
right now, but their curiosity won out. No Caliban-built of Commonwealth military technology meant that
spacecraft had yet traveled out to the Reef, and no crewed sustained operations would need a layer of deniability
spacecraft had traveled farther than Caliban’s moons. To that would prevent retaliation from hostile aliens.
learn the secrets of the Providence, the territories would Their solution: Project Vanguard. Individuals would
have no choice but to work together. be recruited to form starship crews, operating under
Thus the Commonwealth was born. All 12 greater a functional cover that would allow them various
territories contributed heavily to the Providence mission, intelligence capabilities. The cover would ideally be
designing and producing a spacecraft capable of traveling self sustaining, so that the Commonwealth would only
the distance in only 11 years. A remarkable feat, it built provide occasional, indirect support.
relationships that paved the way for increased trade Vanguard crews have three mission objectives.
and a spike in scientific and economic development.
Humankind rose from a dark age into a new era of • Strengthen the Commonwealth. Increase trade, recruit
enlightenment and prosperity. Caliban enjoyed a period allies, and recover valuable technology.
of relative peace. • Weaken the Enemies of the Commonwealth. Destroy
That peace slowly died as the Territories began to their ships, sabotage their industry, break their
unlock the secrets of the ancient spacecraft. They built alliances, and sow dissent among their ranks.
their own starships and founded colonies on lush green • Investigate the Scourge. Confirm its existence. Evaluate
worlds. Their newfound resources helped to rekindle its threat to the Commonwealth and humankind.
the old rivalries, and their faith in the Commonwealth A dozen crews have been assembled from the best and
began to fade. Now, the Commonwealth is weak, and brightest humankind has to offer. Time will tell if their
humankind’s enemies are numerous. Fast approaching mission is successful.
its 25th anniversary, the Commonwealth has little
power of its own. It enforces trade agreements and
interterritorial justice.

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Galactipedia claimed – by clans of aliens, and they rarely cooperate explorers from Caliban have yet to find two clans in
with humans. open alliance. This is fortunate for humankind, as many
The Remnants Commonwealth reports estimate that the territory of of these clans are hostile toward humans, and even an
the Remnant Clans covers over 20 billion cubic parsecs, attack from a single clan could overwhelm Caliban and
Long ago, the Solar Federation spread humankind across all but ensuring that human starships will encounter its colonies.
the galaxy, with technology far beyond the wildest dreams Remnant aliens sooner or later. They are powerful, The various clans of the Remnants occupy numerous
of the people of the Commonwealth. Now all that’s left numerous, and unpredictable. Ship crews are advised to worlds that were formerly part of the Solar Federation.
of it is a great expanse of ruins: the Remnants. World exercise extreme caution in their presence. A given clan’s territory may be scattered within the ruins
after world, human travelers have found no trace of the Remnant aliens are divided into clan-like states, of cities, settlements and various production facilities.
former occupants. What happened to the Federation and typically at the planetary level. A clan may be composed Depending on the outlook of the clan, these locations
all its people remains a mystery. The Scourge? No one is of multiple species, and the same species may populate may be occupied, ignored or cordoned off as holy or
certain. Most of these worlds are presently occupied – or multiple clans. Clans may trade with one another, but cursed places.
While the risks of traveling in the Remnants are
great, so are the rewards. Explorers have returned with
their holds full of valuable relics and lost knowledge.
The territories will pay great sums to adventurers brave
enough to find them advanced technology.

Places of Interest

The Drift. A seemingly endless collection of ruined


hulks, welded together into a gigantic, sprawling space
station floating deep in the void between worlds. It serves
as a meeting place, as neutral ground for negotiations,
as a hideout for anyone who wants to disappear, and a
thriving market in goods and services.

The Core. The Core is what the remnant aliens all call it.
It’s an area of space on the far side of the remnants from
Caliban. Every single clan avoids it as a dangerous place
full of unnamed terrors. It may actually be the heart of the
old Federation, or it may an area where the Scourge or
something equally terrible lurks. Very few human ships
have ventured in. None has yet returned.

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Galactipedia by the fallout. Over the millennia, the Remnant aliens the human territories than outside them. In some cases,
have developed complex technological societies, on par Remnant clans may more closely resemble modern day
Alien Species with or superior to humankind. Any given Clan will be civilization than humans from Caliban.
comprised of numerous alien species of the same types Clans are commonly led by a Zektiv, an elected
The galaxy is full of life. Many worlds are believed to have as most other Clans. official.
been biologically altered by the scientists of the Solar
Federation, but many more have developed life all on Customs Attitudes
their own. That includes intelligent, cunning, building, As nearly all Remnant aliens are descended from species Travelers never know what to expect from Remnant
deceiving, weapon-pointing life just like us. that were firmly integrated into the Federation, they aliens. Almost all of them have historical references to
Almost all intelligent life in the vicinity of Caliban will often have customs and behaviors in common with human beings, either integrated into their mythology or
is made up of the Remnant Clans, tribal societies that humans from Caliban. The similarities may include preserved in scraps of ancient knowledge. Many Clans
emerged from the wreckage of the Federation. When religious beliefs, social gatherings, family organization, are indifferent and treat humans as they would any other
the Scourge ravaged humankind, these aliens were left rights and responsibilities. In fact, travelers from Caliban spacefarers. Some believe that humans are the bringers
physically unharmed, but they were socially devastated may discover that there is more cultural variation within of death and destruction. Such beliefs may prompt
clanmembers to flee or attack, depending on their nature.
Other clans believe that humans are destined to bring
about a new era of enlightenment.

Alien Language
Just like the humans of Caliban, most clans speak a
language descended from the universal language of the
Federation, which itself was an amalgam of various Earth
languages (especially Mandarin, English and Spanish),
modified for ease of use by various alien mouths and
voiceboxes. A thousand or more years of drift means that
communication is usually difficult despite the common
heritage, but most travelers can pick up Clan dialects
quickly.

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Galactipedia for each crew will be in determining which groups they Although the articles of the Commonwealth encourage and
can tolerate, and which ones require too high a cost. enforce the shared development of technology, members
Galactic Factions of the Ladder allocate funds for development above and
Solopgan Mining Consortium. The new era of beyond those required by the Commonwealth.
Despite Caliban’s small contribution to the galactic exploration and colonization that followed the
population, humankind has established its fair share development of the jump drive has put a great demand The Wheel. Smaller Territories often lack the resources
of movers and shakers. Clans remain the biggest, most on raw materials, especially processed ore. Solopgan Dal to defend their colonies effectively, so they hire out to
influential groups by a wide margin, but human groups is a few steps ahead of Caliban’s other Territories, with mercenary groups like the Wheel. This one in particular
are often more diverse and specialized. well established operations on several worlds. is strong enough to scare off Remnant marauders, but
As a handful of people on a small ship, Vanguard organized operations might prove too much for them.
operatives will find cooperation with one or more of the The Ladder. A few of Caliban’s more affluent Territories
various galactic factions an inevitability. The challenge – ones who don’t absolutely despise each other – have The White Wind. This mysterious band of covert agents
established the Ladder as a private research concern. serves the needs of xenophobic clan Covri, declared
enemy of humankind and just about every other Remnant
clan. They believe humankind must be removed from the
galaxy in order for the age of enlightenment to begin.
Recognizable only by their crescent moon medallions,
they operate in secret throughout the Remnants.

The Chain. In the darkest corners of taverns on remote


Remnant worlds, in hushed whispers, you might hear
mention of the Chain. They are reputed to be a merciless
and secretive group of slave traders who prey on careless
travelers and defenseless worlds, selling labor to the
powerful and unscrupulous. They operate from a fortress
called the Citadel, built into a large asteroid in a remote
star system. In this fortress one might find more thana
few unfortunate humans, but the Commonwealth is in no
position to begin an inquiry, let alone demand release.

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Galactipedia researchers wary but curious. Objects that seem delicate Computers
and artistic may turn out to be highly explosive. Federation technology reached the point where Virtual
Lost Technology The alien clans of the Remnants wield a strange Intelligences (VI) were commonplace. While not capable
mix of advanced and primitive tech. Some clans have of true independent thought, VIs exhibit humanlike
Caliban’s technology is founded on reliability. Compared made great advances, while others utterly shun some behavior and are capable of complex processes. They
to the sleek and graceful designs of the ancient Federation, technologies out of superstition or religious belief. often function as a sort of “customer service” interface,
it’s bulky, simple and crude. It does what it needs to, providing answers on a specific range of topics.
consistently, and it’s easy to repair in the rare event that Energy Rumors abound of more powerful, self-aware
it does break down. Machines and gadgets are most Fusion power has been available on Caliban since the computers, but no evidence exists.
often designed with a single localized purpose, avoiding beginning of recorded history. It’s most likely a technology
catastrophe for Caliban’s large rural and independent- that was never lost during the fall. The Providence and Medicine
minded population. other Federation discoveries tend to confirm this. Their One of the most incredible discoveries in the Remnants
Scientists from Caliban often have a difficult time designs were smaller and more efficient, but the principles has been a medical serum referred to commonly as
understanding the technology of the Federation. Most remain similar. regen. Scientists believe it’s a kind of nanotechnological
recovered items are treated like wild animals, with solution. In any case, it possesses the ability to rapidly
regenerate damaged tissue, even nerve damage. No one
has successfully replicated it, so governments and wealthy
individuals will pay great sums to receive a dose.

Warfare
The weapons recovered from ruins – and those sometimes
wielded by Remnant marauders – are energy based. In
practice they’re far more accurate than Caliban’s chemical
slugthrowers, and they’re usually more compact. They’re
often difficult to maintain, however, so most space
travelers prefer to stick with something reliable.
The Solar Federation is believed to have had fine
control over force fields, allowing for individual energy
shields. None has been found yet.

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Galactipedia The Quantum Jump Drive • Jumping a ship into unexplored territory is dangerous.
Barely understood technology acquired from the derelict • Travelers have discovered habitable worlds roughly
Space Travel spacecraft Providence, the jump drive allows ships to once every 100–200 parsecs.
travel instantaneously from one location to another. The • In 10 days a typical ship can travel up to 500 parsecs.
Space travel is a booming business nowadays, and the drive requires massive amounts of power, which usually Along well charted routes ships can travel much faster.
galaxy is full of ships, ranging from small work pods to requires several minutes to charge up in a capacitor. • It takes about 15 minutes to charge up the drive for a
gargantuan jump-barges. Human beings account for a Gravity makes the operation of the drive difficult and jump.
substantial portion of the ships out there, despite their dangerous; scientists speculate that in the complete
relatively small slice of the galactic population. Most absence of a gravitational pull the drive’s range might be
species have the good sense to remain on solid ground, unlimited. Ships from the Federation may have visited
in a breathable atmosphere, protected from cosmic rays, other galaxies.
debris and nightmare temperatures. Not so with human
beings. The territories, their militaries and their numerous Space Travel Factoids
trading guilds have now filled the skies with starships of • It takes about 8 jumps for a ship to reach the outer edge
all types. of a solar system.

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How to

Getting Started
Part 3
Begin
The first time you play, you’re going to decide who the
characters are and what their ship is like. You’re going
to learn a little bit about the setting, and you’re going to
come up with some ingredients for upcoming missions,
things like worlds, factions and goals.
GM, you’re the facilitator for all this. Your job here is
to keep the process moving. Everyone else, your job is
to listen to everyone else’s contributions and make sure
you’re thinking about the game as a group.

Game Prep Checklist


• (Players) Create Vanguard Operatives
• (Players) Customize the Triad L-117
• (Everyone) Create Worlds and other Locations
• (Everyone) Create Factions
• (GM) Create the first mission
• (Players) Come up with a mission goal

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Creating
Adanbre. The smallest of the greater territories, Adanbre People from Solapgan Dal often seem rustic and
borders Caliban’s extensive equatorial Wastes. This primitive to those from other territories.

Operatives
location has helped them develop a better relationship
with a few of the reclusive desert monasteries.
People from Adanbre tend to be fairly devout Background
followers of the Scrolls of Isabel.
Everyone except the GM plays one Vanguard operative. Your exceptional performance in a previous job is what
This character is highly trained in many areas that allow The Gausaan Protectorate. Home to Ban Shi City, led to your recruitment into this program. Choose one of
him or her to complete a variety of missions. This the largest city on Caliban, this territory acquired its these backgrounds.
character may not be an expert at everything, but he or technological and industrial advantage long ago through
she is definitely among the best and brightest that Caliban the ruthless conquest of several neighbors. Ambassador. You’ve spent time on alien worlds and
has to offer. People from Gausaan are likely to be well educated know how to deal with strange peoples and their customs.
and equally likely to seem arrogant. Training: Diplomacy 1d10, Academics 1d8. Gear: nice
wardrobe 1d6.
How to create an Nusurai. Nearly crushed by its enemies before the
operative: founding of the Commonwealth, Nusurai has taken an Bodyguard. You’re tough and alert. Knowing how to be
aggressive stance toward the colonization of new worlds. discrete in a tense situation makes you a valuable asset.
• Choose a Home Territory People from Nusurai are often very disciplined and Training: Battle 1d10, Covert ops 1d8. Gear: concealed
• Choose a background can seem stern to those from other territories. armor 1d6.
• Assign training
• Choose gear The Polar League. One of the few territories in Caliban’s Bounty Hunter. Few people can surprise you, and when
• Choose an ally southern regions, the Polar League is accustomed to they do, it’s usually not enough to stop you. Training:
• Assign tension isolationism, and old habits die hard. Covert ops 1d10, Battle 1d8; Gear: tracking device 1d6.
People from the Polar League often come across as
aloof and formal to those from other territories. Bush Pilot. Flying a ship out on the frontier is different
Home Territory than being some shuttle jockey. For one thing, you tend to
The Republic of Leban. A small, well-defended territory get shot at a lot more often. Training: Spacefaring 1d10,
Caliban is not exactly a garden paradise. Resources are in the Tsur-ha Mountains, Leban has a reputation for Battle 1d8; gear: Flight Suit 1d6.
scarce, and in a technological dark age that leads to a lot excellent research facilities.
of fighting and distrust. Even though the Commonwealth People from Leban can appear distracted and absent Deep Space Salvage. Recovering ancient technology
has put a stop to outright fighting, no two Territories minded. means slogging around in dangerous old ruins. It’s not for
would call each other pals. everyone. Training: Technology 1d10, Exploration 1d8;
There are 12 greater territories and dozens of lesser Solopgan Dal. This territory controls some of the most Gear: tools 1d6.
territories. Choose one from the list below, or come up fertile farmland on the planet, which has often made them
with your own. a pawn in the games of larger territories. Planetary Survey. Forget those losers in the lab. You
get your feet dirty, and you study those razor sharp teeth

17
up close and personal. Training: Exploration 1d10, Training
Academics 1d8; Gear: field survey kit 1d6.
All Vanguard operatives receive at least minimal training
Professor. You’re an expert on just about everything, and in the required areas. They aren’t about to put you on a
that includes wining and dining the people with grant valuable ship like the L-117 if you don’t know how to fly
money. Training: Academics 1d10, Diplomacy 1d8; it, and they aren’t going to send you to a remote jungle
Gear: Galactipedia 1d6. planet if you’re going to catch some strange infection in
the first 15 minutes after planetfall. You’re better than
Research Scientist. Unlike the professor, you shunned that.
the classroom in favor of the laboratory, devoting your life Your training score tells you just how well trained
to science itself. Training: Academics 1d10, Technology you are in any given area. 1d6 means you’re pretty
1d8; Gear: Portable Lab 1d6. competent. 1d8 and 1d10 are areas of expertise for you.
1d4 means you’re just barely qualified, and in a crisis you
Security Specialist. Businesses and individuals have might have trouble.
hired you to test security systems. It might not always
have been legal. You might not have asked. Training: Assigning Your Training Scores
Technology 1d10, Covert Ops 1d8; Gear: B&E Kit 1d6. Your background provides two training scores. For the
rest, choose one at 1d8, three at 1d6, and one at 1d4.
Scout. They sent you to faraway worlds on a tiny ship, and
you always came back alive. Not like the others. Training: Academics. Education, general knowledge, research
Exploration 1d10, Spacefaring 1d8; Gear: Survival kit skills and critical thinking.
1d6.
Battle. Tactics, self defense, use of firearms and other
Soldier. They hand you a rifle and drop you on some weapons, coolness under fire.
bug-infested swamp world. Same old, same old. Training:
Pranav’s background as an ambassador gives him excellent interpersonal
Battle 1d10, Exploration 1d8; Gear: Rifle 1d6. skills and expensive tastes.
Covert Ops. Stealth, ambush, security systems,
alertness.
Spacehand. You’ve worked on starships pretty much
your whole life. You know their systems backward and Undercover Agent. You know how to steal secrets, either Diplomacy. Etiquette, negotiation, understanding of
forward. Training: Spacefaring 1d10, Technology 1d8; through stealth or charm. Sometimes both. Training: body language.
Gear: ??? 1d6 Covert ops 1d10, Diplomacy 1d8; Gear: stealth suit 1d6.
Exploration. Survival skills, fitness, climbing,
Trader. Traveling around the galaxy in a ship, buying and swimming.
selling goods. Some people would call that crazy. Not
you. Training: Diplomacy 1d10, Spacefaring 1d8; Gear: Spacefaring. Operation of various starship systems,
??? 1d6. getting around in microgravity, spacesuit training.

18
Technology. Identification, repair, modification and • Mansourtech V-series hand comm (1d6).
Scale
operation. • Syndico 1029e pistol (1d6).
• Each character background also provides a special
Examples piece of gear.
one
Emily decides that her character used to be a scout. • Choose one additional item of gear rated at 1d6.
That gives her two training scores: Exploration 1d10 and
Spacefaring 1d8. She gets one more exceptional score,
so Emily checks in with everyone else to see what they’re Allies
choosing. They all agree that Emily’s character will be group
the ship’s captain, so Emily assigns the remaining 1d8 to Allies allow characters to overcome threats on a large
Diplomacy. Her weak stat will be Technology at 1d4. scale. If you want to rescue the entire population of a
Vincent’s character has Deep Space Salvage as her world, for example, you can’t do it on your own. You need
background. That provides Technology at 1d10 and help. That’s where allies come in.
Exploration at 1d8. Vincent figures his character probably Allies are rated by scale. Trying to resolve a threat or community
learned a thing or two about staying hidden among obstacle at too large a scale is simply impossible without
dangerous alien ruins and assigns the remaining 1d8 to the help of an ally at a similar scale. The graph below
Covert Ops. He assigns the 1d4 to Battle. Let someone else explains:
do the fighting.
faction
Joshua’s character used to be an Ambassador, all fancy One. one person or a handful of individuals and their
and pompous. That gives him a 1d10 in Diplomacy and a equivalent resources. A trio of thugs.
1d8 in Academics. He decides this character used to own a
private space yacht and assigns the 1d8 to Spacefaring. This Group. People or beings measured in dozens. A small
will be difficult. See part 4, The Game in Motion for an
character’s weak stat is Covert ops at 1d4. Sneaking around warship. The crew of an outpost. The members of a
explanation of how to use allies.
is uncouth! mercenary band.
Choose an ally, at group scale, rated at 1d6. Allies
always provide a d6.
Community. The combined resources of people measured
Gear by the hundreds. A large warship or a task force of smaller
ships. A young colony. A criminal organization.
Vanguard takes a people-first approach to equipment. Tension
Gadgets sometimes come in handy, but they will never Faction. People and resources on the scale of
Crews of Vanguard operatives are assembled from an
make as much of an impact as skills and training. Still, governments and equally large organizations. The entire
almost countless number of Territories and colonies.
every once in a while they might provide that slight edge Commonwealth army. A Remnant clan homeworld.
They all carry with them eons’ worth of mistrust. Prior to
that you need to pull through.
the founding of the Commonwealth, they waged endless
All Vanguard operatives receive the following gear: If you want to affect anything at the community level,
war with one another. Now they’ve been cast together,
you need an ally of at least group scale. Even then, it
• Vollard Cosmos-1 pressure suit (1d6).

19
forced to put aside the rivalry and work together for the world, and b) a way to support their ongoing operations.
greater good. They need a cover.
Maybe your characters can put aside those old The most common covers are of independent traders
rivalries and cooperate, but rest assured that when you and explorers, but they are absolutely not the only
spend enough time on a tiny ship with other people, choices available to a crew. Choose a cover that takes
you’ll begin to form strong opinions about them. advantage of your characters’ abilities.
Tension between your character and other characters Emily, Joshua and Vincent decide that their crew
is a state of unrest. There are feelings that haven’t been operates as a technology recovery crew, exploring worlds,
fully addressed or resolved. Maybe they’re bad feelings, locating caches of Federation technology, and selling it. This
like “Pranav is such an annoying know-it-all.” Maybe cover takes advantage of Iona’s explorer skills, Belecia’s
they’re good feelings, like “I am so totally in love with understanding of technology and Pranav’s charm.
Iona.” Either way, they draw attention to the relationship,
and that’s a good thing from the perspective of the
audience.

Assigning Tension
Rather than write down “this is what our tension is
about” on the sheet, do a little kibbitzing with the other
players about the sorts of things that might cause tension
between any two characters. People are complicated, and
so are their relationships. When play begins, you’ll see the
tension between characters develop naturally.
Tension between all characters begins at zero, but
you’ll find that it changes quickly once you start playing.

Cover
Operatives in Project Vanguard carry no official
Commonwealth ID. They have no direct line to resources.
They will not be protected by the Commonwealth if their
operations are discovered. For their mission to work, they
need a) a plausible reason to be travelling from world to

20
The Triad
human ships do in the Remnants. It has no warship- Subsystems: Gas scoop and fuel processor; lifeboat;
grade systems. It won’t be perceived as a threat. Usually. external spotlight; workshop; laboratory

L-117
Third, as a multipurpose craft it’s easy to personalize
to the needs and cover of each crew. The craft comes in
a variety of standard configurations, including trader, Ship Systems
Every Vanguard crew is assigned their own configured scout and even yacht.
Triad L-117 Multipurpose Light Interstellar Utility Craft. The standard model provides seven systems rated at 1d6.
It’s an ideal ship for the program for three reasons. Technical Specifications Hull: Ceram Composite. Designed to withstand heat
First and foremost, the Triad L-117 Multipurpose Overall Length: 46 m up to 2000 K, the L-117’s hull is not combat rated and
craft is inexpensive, as starships go. Lacking the budget Width: 18.5 m will prove ineffective against the lightest ship-grade
to form its own spacefleet, the Commonwealth had no Mass (unloaded): 66,800 kg weaponry. Can be upgraded to incorporate a CNT
choice but to consider cost when outfitting Vanguard Fuel: LH2 26,500 L Matrix sandwiched between two ceram layers (1d8).
crews. Capacity: 6 persons, 40 standard days Engines: Two Proteus Mk II Multithrusters.
Second, the L-117 is an unremarkable, widely used Cargo: 50 cubic meters Generating 966 kN each in full thruster mode (just
design. It won’t stick out, at least not any more than under 3G unloaded), these engines support full jet/
scramjet operation and allow VTOL operations. Can
be upgraded to Mk III engines at 1,298 kN thrust each
(1d8).
Power Plant: 2.6 MW fusion turbine. Charges the
jump drive in just over 17 minutes. Can be upgraded to a
3.2 MW turbine (1d8).
Computer Database: Selito 966. 9.66 MHz, 640K
RAM. Can be upgraded to a Selito 1225, @ 12.2 Mhz,
with 2MB RAM (1d8).
Communications Array: Nebulon 14 Radio/Laser
Combo. 300,000 km general broadcast range, virtually
unlimited tight-beam. Can be upgraded to include
Quantum transceiver with 18 pc range (1d8).
Sensor Array: Kaamat-Bao 226, includes adaptive
radar and energy sensors at 1.0 LS active range. Can be
upgraded to Pandril Hi-Scan with increased accuracy
and sensitivity (1d8).
Armament: Syndico Electromax 20mm gauss
autocannon. Can be upgraded to Malik B-series 25mm
gauss autocannon (1d8).

21
Worlds &
Configuring your ship Someone Important. Name a VIP in this organization.
Choose one of the packages below. examples: Warleader Xigfor Alayt, Secretary Talion Ondape,

Factions
General Curpt.
Scout. Upgraded Sensors & Computer. Storage for
medium vehicle. 10 cubic meters of cargo. Want. What does this organization want? examples:
Every player creates a world or a faction for the GM to wealth, power, control, justice, peace.
Trader. Upgraded Power Plant and Engines. Full cargo bring into play. Keep the information very light and
space. high level. On an index card, write the following, if it’s a
world:
Yacht. Upgraded Engines and Communications.
Accomodations for 4 more passengers. Luxury provisions. World Name. examples: Vayaron, Ontos Ve, Dith Aba Vu,
Full entertainment suite. 10 cubic meters of cargo. Culcorsis.

Paramilitary. Upgraded Hull and Armament. Environment. Most worlds you visit will have breathable
Accomodations for 8 more passengers. 10 cubic meters atmospheres. The jump drive lets explorers skip past the
of cargo. more hostile worlds. examples: Jungle, canyons, high winds,
archipelago, very cold.
Vincent, Emily and Joshua are a technology recovery crew. A
trader or a scout would probably be the best configuration for Settlement. Who’s there, and why? examples: human
their needs. They opt for a scout, agreeing that it’s better to go colony world, research outpost, Clan holy site, mining
in quietly than risk it all for a bigger cargo. operations.

Who’s the Captain? Rumor. What has been said about this world? examples:
Someone is nominally in charge of the ship. Who’s it the White Wind have a secret base, guerilla fighters are being
going to be? Operatives don’t have uniforms or insignia, funded by Clan Obor.
and there’s no real rank structure, but the Commonwealth
will assign one person with the overall responsibility for Write this if it’s a faction:
the ship.
Faction Name. examples: The Hammers, the Sunbi Trade
Guild.

Description. What’s the organization’s purpose?


examples: Remnant Clan, Human Crime Syndicate,
Mercenary Band.

22
Creating
with the rumor “secret Federation-era base somewhere on
the planet” then the Commonwealth assignment might

a Mission
be “investigate rumors of possible Federation-era base.”
Sometimes the Commonwealth is less specific and will
just say “investigate value of world for Commonwealth
Missions focus on the three directives of Vanguard interests.” In the latter case, it usually means the GM has
operatives: something unusual to throw at the crew.
• Strengthen the Commonwealth. Increase trade, recruit
allies, and recover valuable technology.
• Weaken the Enemies of the Commonwealth. Destroy
their ships, sabotage their industry, break their The Crisis
alliances, and sow dissent among their ranks.
• Investigate the Scourge. Confirm its existence. Evaluate Worlds are always in a state of unrest when the ships
its threat to the Commonwealth and humankind. arrive. Just like Earth in 2009, no world is completely at
• The unspoken directive, of course, is fight the Scourge peace. There’s something going on that the crew can use
and prevent it from destroying all of humankind, to their advantage.
because of course it exists and of course it’s a threat. It’s important to set up the crisis, whatever it is, so that
it lacks any implicit morality judgment. The crew should
Every mission involves a world. It can be a world one of be free to take whatever actions they deem necessary
the players created, one of the worlds described in this to follow their three directives. Otherwise villainous
document, or one you make up on your own. groups might be made allies, if the crew decide they’re
Every mission also involves at least two factions. necessary to strengthen the commonwealth.
Again, factions can be player created, stock ones, or
factions you create just for this mission.
Use at least one player-created world or faction per Scale
adventure. If you don’t use a world, then use one of the
factions, or vice versa. Factoring in scale means thinking about who’s affected
by the crisis. If the problem exists on a planet-wide scale,
then the operatives won’t be able to effect a change on
Mission Assignment their own.
That means you need to make sure the characters
For each mission, the ship receives a coded transmission potentially have the means to solve the crisis, either
from the Commonwealth assigning them to a world. directly or through allies.
Sometimes the Commonwealth has a few vague directions,
which will be tied into the information on world and
faction cards. For example, if someone creates a world

23
Action

The Game in Motion


Part 4
The GM asks a player to make a roll when an obstacle
blocks the character’s path or when someone or
something is actively threatening the character. Success
(4+) on a die means the obstacle is circumvented or the
threat is averted.

Which Dice Do I roll?


• One die from training (GM decides)
• Maybe another die from supporting training (you
decide)
• Maybe a d6 from appropriate gear (you decide)
• Maybe a d6 from an ally (you decide)

Dice from Training

Players roll one die for the training that best covers the
action they describe. The GM decides which training is
applicable to each roll, using the guidelines below.

Academics. Decipher an alien language; learn the


customs of an alien clan; determine what killed an alien
you found dead; create an antidote for a deadly poison;
know things about science, medicine, history, linguistics
and mythology.

Battle. Throw a punch, fire a gun or swing a sword; use


a starship’s weapons or defenses; shout orders; drive a
military vehicle; know things about strategy and tactics.

Covert Ops. Set up an ambush; surprise an opponent with


a concealed weapon; distract someone; sneak around;
know things about security systems and defenses.

24
Diplomacy. Fight in a ceremonial duel; get someone Gear Help from operatives
to like you more; talk your way into an exclusive party;
negotiate a treaty; know things about who’s who and When characters have appropriate gear, they can roll that To aid another operative, roll the same training as the
politics. item’s die for support as well. operative taking initial action. If the result includes a
mishap (see below) the GM can decide to apply it to the
Exploration. Hunt ferocious beasts; avoid fatigue; build Pranav is using his trusty duelling saber for an additional d6 helping character.
a shelter; patch up an injury; run, jump, climb and swim. on his roll.

Spacefaring. Operate any of a starship’s systems; know Results and


things about star systems; get into a spacesuit while the Allies Consequences
ship is violently decompressing; maneuver gracefully in
microgravity. Allies support rolls just like training and gear, with an For a character’s action to succeed, one die must come up
additional benefit. They allow characters to overcome 4 or higher. A player rolling their character’s best training
Technology. Operate computers and other unusual threats and obstacles that would otherwise have been too die (a d10) has a 70 percent chance of success. Adding in
gadgets; repair things; defeat security systems; find a big for them. a d8 from supporting abilities increases the likelihood to
weak spot on an enemy starship. Characters can attempt to roll against obstacles one
Success! No consequences. No side effects.
step larger than they are in scale (group scale), but at a -2
to the result on each die. That means players need to roll
Supporting Abilities 6 or better. By using an ally at group scale, the characters Success with a mishap
can cancel out the penalty.
Players can supplement their rolls with dice from one Rolling against an obstacle or threat two steps larger
additional training stat so long as they can explain why is impossible. Characters must find allies to help them Failure! A consequence.

the training applies. Exploration, for example, probably against problems that big.
comes in handy when a character is attempting covert Iona is a friend of Clan Comahr at Group scale. That Failure! A consequence and
two mishaps.
operations in a dense jungle. means she can call upon limited support from the Clan.
If she wants to take on an enemy warship using only the
Joshua has gotten Pranav involved in a duel with Gargoz, Juniper, Emily will have to roll a 6 or better. By enlisting almost 90 percent.
an acclaimed swordfighter. Pranav’s Battle training is decent the Clan’s help, she can drop the target number back to If at least one die does not come up 4 or higher, the
but surely not enough. Joshua says he wants to use Pranav’s 4 and roll an additional d6. The Clan might also lend her action has failed, and the GM can assign a consequence.
Academics training to help him out. He says Pranav has enough support to attempt a similar attack against a task If the player rolls more than one die, and at least
studied recordings of Gargoz to look for a weakness. Now force of ships (Community Scale), but then her target one does not come up 4 or higher, then the character
when Joshua rolls, he uses the d6 for Pranav’s Battle and the number would again be 6. Attacking the entire space suffers a mishap of some kind. The intended action still
d8 for Pranav’s Academics. force of a Remnant Clan would still be completely out of succeeds, but an unfortunate side effect occurs.
the question.

25
Consequences Assign Harm. Every Vanguard character has a harm Harm and Impairment
Failure is bad news. When all dice come up 3 or less, the tracker on their character sheet. If the GM chooses harm
GM is free to deliver consequences. as a consequence, the character ticks off one of the harm The harm tracker looks like this:
First and foremost, what the character is trying to do boxes. The sixth box equals death unless another character
doesn’t happen. Failure to do that may provide obvious can step in with emergency medical aid.
consequences (e.g. if you’re trying to protect someone).
If not, then the GM has a list of them to choose from: Mishaps
As opposed to outright failure, a mishap is more along It represents bruising, injury, stress… anything that will
Split the Characters Up. This is usually a prelude to the lines of “that didn’t go quite as smoothly as planned.” wear a character down. When the GM says “you take
some future, sinister maneuver. Get a character alone and Assign a mishap for each die that rolls 3 or less. harm,” fill in one of the little boxes, like this:
create an upleasant threat. When characters are split up,
assume they can’t help one another. Assign Harm. Protecting someone else from harm is a x
great way to take some yourself. If it makes sense, you can
Take Someone Prisoner. Being hauled off in chains stack this with harm you assigned as a consequence.
makes for a satisfyingly bad consequence for botched Filling in the last box puts a character at death’s door. He
negotiations, covert operations or a fight. When you’re Impair Gear. This one is good when they just used the or she will die if some other character doesn’t leap to the
taken prisoner, you don’t have access to help from other equipment for the roll. Gun’s out of ammo. Spilled wine rescue and perform some vigorous CPR.
characters or your gear. Allies might provide help via on that fancy outfit. When gear is impaired, you can no As a player, you have the option of impairing a stat on
flashback. longer use it for rolls. your sheet instead of checking off one of those boxes. It
must be training that the character used in their action.
Raise the Stakes. Whatever they didn’t manage to stop Impair an ally. If characters bring in allies and things don’t You can’t impair Academics after botching a repair
has now expanded to even greater consequences. Start go well, it’s going to hurt the relationship. When allies are unless you rolled Academics as support training.
backing them into a corner. A plasma fire raging out of impaired they drop in scale. The clan navy is no longer
control is now spreading across the city. The virus just willing to commit its entire force after that disaster, surely Healing
mutated to something more deadly. Jobasa rejects your you understand. If an ally at personal scale is impaired, Recovering from harm is a slow and costly process.
insulting counter offer and now wants double the original that relationship is severed. Use allies wisely. • If you’ve taken 1-2 harm, a successful Explorer roll can
amount. remove one. GM: assigning harm on a failed medical
Start a countdown. Something bad is going to happen roll is mean. I didn’t say you can’t do it, but come on.
Do Something Bad to an NPC. Vanguard operatives soon. Maybe they tripped an alarm. Maybe they jogged • If you’ve taken 3 or more, you’ll have to wait for it to
enjoy a certain amount of protection from instant someone’s memory. Maybe a guard escaped to warn heal on its own or else spend Fortune to heal it up
disintegration. The GM can’t just decide that they’re Jobasa that you’re in his warehouse. This isn’t a secret quickly.
dead and gone. NPCs are an entirely different story. On a countdown. This is something uncomfortably obvious.
failure they can be subjected to all kinds of terrible things.
Death might not be the worst thing you can decide on. Introduce a new threat. Use a mishap as another
opportunity for the player to roll. Best if it’s something
that requires different training.

26
Tension threat to be more of a threat, an obstacle to be more of an If you’re doing the math, you’ll see that a ship that has
obstacle. taken 3 harm will cost 6 Fortune to repair fully.
When your character acts to develop tension in play, When you spend 1 hazard, the threat/obstacle
another player (the GM or anybody) can award you a re- requires the player to make two successful rolls before
roll. I suggest tracking them with pennies. making two failed rolls (i.e. best two out of three). Spend Fortune
When you’re with that character, or when your action 2 hazard to require three successful rolls before three
is relevant to that character somehow, you can spend failed rolls (best three out of five). The economy among the remnant worlds, and even
your re-roll to do just that: re-roll any die, yours or the While it can actually improve the character’s overall among the Territories to some extent, bears a great
other player’s. odds of success, the drawback in play is that characters resemblance to trade in the ancient world. There’s no
If you decide to use your re-roll after failing, that still suffer consequences if they fail a single roll. Their standard currency, no set of exchange rates, and little or
failure has still happened, but the goal is still attainable. goal is still attainable, but they’re getting beat up along no established law to ensure that trade and exchange is
Tell the GM you want to use the re-roll, and he or she the way. fair and just.
will adjust the consequences so that you can still save the Since Vanguard crews are expected to subsidize their
day. missions through a cover operation, they’ll have to
You can also spend a re-roll on the character you have Starships understand what typically costs what.
tension with. You can allow them to re-roll a failure, or­ First things first: nobody wants to keep track of how
you can force them to re-roll a success. When characters are aboard the L-117, they can many coins you have in your pocket or how many goats
Either way, the influence you have over the character’s supplement their actions with appropriate ship systems. there are in the cargo hold. Vanguard goes abstract for
roll is indirect. It doesn’t mean you’re directly interfering. The GM can assign harm directly to the ship when it such things, tracking wealth in Fortune.
It means the tension between you is affecting what they makes sense to do so. The ship has a harm tracker that
do. looks just like the one for characters. Players who bring Things Worth 1 Fortune
about the harm can choose to impair systems instead.
Re-roll Rules: Ship systems, as with gear, become unusable when • 10 days of ship maintenance, life support, etc.
• You can only re-roll once per action. they’re impaired. On a ship that’s pretty dangerous. The • any basic d6 gear
• You can’t “bank” re-rolls. The most you can have with ship can’t maneuver without engines. The hull won’t • 1 harm worth of healing, on the spot
another character is one at a time. hold air. The sensors will be blind, and so on. • 1 step recovery of an impaired training stat, on the
• As soon as you spend a re-roll, you’re eligible to earn spot
another one. Repairs • A night of revelry
Fixing a ship is expensive. There’s no getting around it. • Enough of a bribe to help you establish relations with
Even if the characters can do a few repairs themselves, it’s a potential ally.
Hazard going to cost them. • Hiring a group of mercenaries for a day (counts as 1d6
• The first step of repair costs 1 Fortune ally)
Hazard is the GM’s resource for a rise and fall in action. • The second step of repair costs 2 Fortune
GM, you start the game with 3 hazard tokens plus 1d6 per • The third and remaining steps of repair cost 3 fortune Things that cost more
player (not counting you). Spend them when you want a each. • an item of gear worth 1d8: 3 fortune

27
A Few
• an item of gear worth 1d10, assuming you can find it: counts toward this favor you did, sticking your neck out
6 fortune like that.

Notes
• For those allies who enjoy wealth, enough to restore • Getting an individual ally requires 1 Hazard worth
your status* to group from individual: 2 of effort. Send the character on an errand of that
• …to restore your status from group to community: 3 magnitude.
• …to restore your status from community to faction: 5 • Getting that ally to increase to group scale will require This game by Matt Wilson yadda yadda copyright etc.
an additional 2 Hazard worth of effort.
*You can often buy your way back into someone’s good graces, • Increasing the ally to a community level will require an Furiously, terribly inspired by the likes of Trollbabe and
but this isn’t the way to gain all new allies. additional 3 Hazard worth of effort. Apocalypse World. Vincent told me he would endorse a
• Finally, getting the ally up to a faction level requires total knockoff of his game, so we’re cool, no need to rat
Earning Fortune another 5 Hazard worth of effort. me out. John Harper hardly ever gave me a really good
Characters can earn Fortune by doing jobs, trading GM, divide up the higher-level ally favors into multiple idea, except for basically all of them. There’s probably
goods, even stealing loot. GM, every time you blow a chores. Allies might sometimes require just one thing something in here from Mouse Guard that I’m not even
Hazard token, roll a d4. That’s Fortune that you can award from a character, but sometimes they’ll need to do a few consciously aware of.
the characters when an opportunity presents itself in the things. Besides, eating up 3 Hazard at once is 7-8 Fortune You don’t have to squint much to see Galactic. Same
story. that the group would probably like to have on hand. setting (but much less of it), slightly different situation,
much faster setup, and a slim, zippy set of rules. You
can probably play this on the fly. I think it might need
Building Allies Improving Scores some prep time, but then I thought that about Primetime
Adventures. What do I know?
Allies are essential to a victory over the Scourge. Getting On every roll, if there’s at least one 1 showing, tick off a Many inspirations, including Firefly, Battlestar
them to be your allies usually requires doing something box on the improvement track. Galactica, the computer game Homeworld, and some
for them. Chocolates and a card will not be enough. When that track fills up, choose something from the other things I can’t think of offhand.
Characters work their way in with allies, starting with improvement list. You can only choose each option The awesome art is by Leo Lingas, Bill Mudron, Ed
an individual. Maybe this person is important in the once. Heil, Kennon James and Ricky Hunter. Jennifer Rodgers
organization. Maybe what the crew did means she likes Improvement list: did that fantastic color piece.
them enough to help out, but she won’t commit the • Increase a d4 trait to a d6
resources of the group she’s part of. But if the operative • Increase a d6 trait to a d8
does something important for her, then she will return • Increase a d6 trait to a d8 Colophon
the favor. • Increase a d8 trait to a d10
• Increase a d10 trait to a d12 For a playtest? Oh why not. The body text is Arno. Headers
Earning Favor • Windfall: get 5 fortune are Korataki. The handwritten looking comic notes
To get allies to like you enough to be your allies, you’ll • Uncommon Bond: get a new group ally are done in Fold and Staple.
have to do things for them. Each scale has a Hazard cost.
That’s Hazard the GM doesn’t roll for Fortune. It just

28
Project Improvement List

VANGUARD Player Sheet


Character

Increase a d4 trait to a d6

Player Increase a d6 trait to a d8

Increase a d6 trait to a d8

Position
Increase a d8 trait to a d10

Academics Increase a d10 trait to a d12


Background

Windfall: get 6 fortune

Covert Ops Harm Uncommon Bond: new group ally

Diplomacy

Exploration
Training Fortune Character
Describe your action. The GM
will tell you which training to roll.
Spend Fortune on new
Spacefaring
Check a box whenever you roll a 1
gear, healing, ship repairs
and other services. Character

Technology
Character

Warfare
Character

Tension
Spend the tension between your character
and the other characters to re-roll your dice
or theirs when you’re in a scene together.
Award tension to other players when you
see it come up in play.

i
g Rolling Dice
4+ on any die is a success.
c
3 or less on any die is a mishap
f
A 1 on your training die, check a box
i
g

Gear Allies c
Harm
If you don’t want to check harm, you can
impair the appropriate training by one
f
step.
i
Rolling gear dice along with your Allies help you beat obstacles g
training will increase your chance that would otherwise be much Improvement
of success while creating new risks too large for you to overcome c Check a box whenever you roll at least
f one 1 on any roll. After 6 checks,
choose something from the list.
i
g
Recovery
c Recover 1 harm for free at the end of
f a mission. Recover 1 harm with an
i Explorer roll. Otherwise pay Fortune.
g
Scale
c Even the best character can’t take
f on the whole system single handedly.
i Gain allies at large scales so you can
g fight armies with armies.

c
f
Project
VANGUARD Ship Sheet
Ship Name

Configuration

Harm

Roll this die when the ship is in battle

Armament
Roll this die when the ship
is attempting complex maneuvers

Engines
Roll this die when you’re pushing
the ship’s systems to their limits

Power

Roll this die when you’re attempting


to make complex calculations

Computer

Roll this die when the ship is


attempting to make radio contact

Comms Hull
Roll this die when the ship is taking fire
or under great stress

Sensors

Roll this die when the ship is


scanning for enemy ships

30

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