Mock Logic Games

Colony World

Homesteader

You came to this alien world to make a new life for you and your family.  You’ve got your own small farm and household in the colony where you attempt to eek out enough to feed yourselves and have enough left over to trade for you can’t make on your own. It will take work, and sacrifice, but here, in this new beginning, you have a chance to form something that could last… if you can keep your family together through the hard road ahead.

Stats

  • Cool+2 Hard=0 Hot-1 Sharp+2 Xeno-1
  • Cool+2 Hard+1 Hot+1 Sharp=0 Xeno-1
  • Cool+2 Hard-1 Hot+1 Sharp+1 Xeno=0
  • Cool+2 Hard=0 Hot=0 Sharp+1 Xeno-1

Gear

Personal fashion worth up to 1-armor.

Home Defense Weapon (pick one):

  • Magnum (3-harm close reload loud)
  • Shotgun (3-harm close messy loud)

Dangerous Tool (pick one):

  • Crowbar (2-harm hand messy)
  • Big Wrench (2-harm hand messy)
  • Chain (1-harm hand area)

1 Credit

Family

Your family has a collection separate stats determined by you particular family’s members. Your family is composed of  any combination of spouses, children, or even indentured servants.  The overall unity and happiness of the family is measured in the Morale. Unfortunately, things don’t always go well, and when they don’t, Disquiet is a measure of how much turmoil the family suffers. Each family also has Surplus and Want, reflecting just what happens when things go well, or not.

Your family can have up to 3 core members.

By default, your family starts at:

  • Morale +1
  • Disquiet +1
  • Surplus: 1 Credit
  • Wants: Hunger

Member 1

  • Name:
  • Pick one: Young, Grown, Older
  • Pick one:
    • Spouse (Disquiet: +1, Surplus: +1 Credit, Want: Anxiety)
    • Child (+1 Morale, Want: Endangered)

Member 2

  • Name:
  • Pick one: Young, Grown, Older
  • Pick one:
    • Spouse (Disquiet: +1, Surplus: +1 Credit, Want: Anxiety)
    • Indentured (-1 Morale, Surplus: +1 Credit, Want: Desertion)

Member 3

  • Name:
  • Pick one: Young, Grown, Older
  • Pick one:
    • Child (+1 Morale, Want: Endangered)
    • Indentured (-1 Morale, Surplus: +1 Credit, Want: Desertion)

Moves

You get Head of the Household and Steadfast and 1 other moves:

  • Head of the Household: When one or more of your family is present and in danger…
    • if you try to Seize Something by Force, add your family morale to your roll.
    • if you Go Aggro, add your family morale to your roll.
    • if you Interact with the Alien, add your family morale to your roll.
    • if someone Interferes with you, add your family Disquiet to their roll.
  • Steadfast: Whenever there’s a stretch of downtime in play, or between sessions, roll+morale. On a 10+, you family is in Surplus. On a 7-9, you are in Surplus but also choose Wants equal to Disquiet. On a miss only choose Wants equal to Disquiet.
  • Good Neighbor: When you assist someone who is rolling, roll+cool instead of hx.
  • Us Against the World: When you Interact With The Alien, add your family morale to the roll weather or not your family is present.
  • Farm Hands: You hire on a crew of 15 farm hands.  They don’t count as family members, but they are close. Profit -1 Credit, Want: idle. They count as a small gang (2-harm gang small 1-armor loyal)
  • Family Focus: Gain +1 to Family Morale
  • Green Thumb: Profit: +1 Credit

Advances:

  • Get +1 Hard (max +2)
  • Get +1 Hot (max +2)
  • Get +1 Sharp (max +2)
  • Get +1 Xeno (max +2)
  • Get a new Homesteader move
  • Get a new Homesteader move
  • Get a move from another Playbook
  • Get a move from another Playbook
  • Take on a 4th Family member, Pick one: Spouse, Child, Indentured.

The Ungiven Future

  • get +1 to any stat (max stat+3)
  • retire your character and their family (to safety)
  • create a second character to play
  • change your character to a new type
  • choose 3 basic moves and advance them.
  • advance the other 4 basic moves.

Outcast

Where did they expect you would go?  Maybe they hoped you would all walk a few days out into the wilderness and quietly die.  Maybe they thought you would all go start your own little colony, despite not having basic supplies or tools.  They probably didn’t care, so long as you left.  Maybe you’ll make them regret that.

Stats

Pick one:

  • Cool+1 Hard+2 Hot-1 Sharp=0 Xeno+1
  • Cool+1 Hard+2 Hot-2 Sharp-1 Xeno+2
  • Cool=0 Hard+2 Hot+1 Sharp-1 Xeno=0
  • Cool+1 Hard+2 Hot+1 Sharp=0 Xeno-1

Gear

Patched rugged fashion worth 2-armor.

Scavenged Weapons (pick 1):

  • .38 revolver (2-harm close reload loud)
  • Bolt action rifle (2-harm far reload loud)
  • Stun gun (s-harm hand reload)
  • Machete (3-harm hand messy)

Primitive Weapons (pick 2):

  • Spear (2-harm hand area)
  • Bow and Arrows (2-harm close reload)
  • Flint Blade (2-harm hand)
  • Club (2-harm hand messy)
  • Stone Axe (3-harm hand messy)

Camp

You’re the leader of a camp of people no longer able or allowed to live in the colony itself.

By default your camp has 40 or so people in it, and counts as a gang. (2-harm gang 2-armor mobile)

Why were you and your people unwelcome in the colony? (pick one):

  • Attempted a coup of the colony leadership. (+Unruly)
  • Vat grown slaves that revolted. (+Vulnerable: Reprisals)
  • Exhibited symptoms of a strange alien disease. (+Vulnerable: Disease)
  • Indentured that refused to work. (+Vulnerable: Desertion)
  • Religious separatists that spoke out about the colony’s path. (-1 harm)
  • Driven mad by the journey or the alien world. (-1 armor)
  • Each of us has our own individual crime. (+Savage)
  • Leftovers from a previous failed penal colony. (-mobile)

Pick one:

  • Your camp consists of 60 or so people. (Your gang is large instead of medium)
  • Your people is well-armed. (+1 harm)
  • Your people are well-armored. (+1 armor)
  • Your people are self-sufficient, scavenging and living off the alien land. (+rich)

Exiled

When you attempt to enter the colony, roll+hard.  On a 10+, you’re enemies have not immediately detected you.  On a 7-9, you’re in but an alarm was raised.  On a miss, you’ll need to find a another way in.

Moves

You gain Dominance and two other moves:

  • Dominance: When you try to impose your will on your gang, roll+hard. On a 10+, all 3. On a 7–9, choose 1. On a miss, someone in your gang makes a dedicated bid to replace you for Dominance.
    • They do what you want.
    • They don’t fight back over it.
    • You don’t have to make an example of one of them.
  • Intimidating Presence: when you give someone an order or a warning, roll+hard. On a hit, they choose one. On a 10+, take +1forward against them as well. On a miss, they do what they like and you take -1forward against them.
    • They do it, following your order or heeding your warning.
    • They freeze.
    • They back away, hands where you can see them.
    • They attack you.
  • Outsider’s Eyes: When you read a sitch, roll+hard instead of sharp.
  • Lurking Threat: At the beginning of the session, roll+hard. On a 10+, hold 1+1. On a 7–9, hold 1. At any time, either you or the MC can spend your hold to have you already be there, just waiting for your chance, with or without any clear explanation why. If your hold was 1+1, take +1forward now. On a miss, the MC holds 1, and can spend it to have you already be there, but somehow pinned, caught or trapped.
  • Before the Fall: Choose a move from another playbook. (During initial character creation, choose it from a playbook that isn’t otherwise in play.)
  • Predatory: When you interfere with someone who’s rolling, roll+hard instead of hx. Jerk.
  • Born Survivor: At the End of a Every Session, if your harm countdown timer is past 6:00, roll+hard. On a 10+, you stabilized yourself and your harm returns to 6:00. On a 7-9, your harm resets to 9:00 if it was worse. On a miss, you can choose to take a Debility right now to reset it to 9:00, or deal with your wounds like anyone else.

Advancement

  • Get +1 Hard (max +3)
  • Get +1 Cool (max +2)
  • Get +1 Hot (max +2)
  • Get +1 Sharp (max +2)
  • Get +1 Xeno (max +2)
  • Get a new Outcast move
  • Get a new Outcast move
  • Get a move from another Playbook
  • Get a move from another Playbook
  • Pick a new option for your gang

The Ungiven Future

  • get +1 to any stat (max stat+3)
  • retire your character (to safety)
  • create a second character to play
  • change your character to a new type
  • choose 3 basic moves and advance them.
  • advance the other 4 basic moves.

Prodigy

They sent you here because you were brilliant, a master of multiple scientific fields by the time you were old enough to drink.  It made good sense in some ways, why waste all that space and mass on a team of scientists when you can send one genius? You can’t believe you were foolish enough to think being the smartest person on a planet was a good idea.

Stats

Pick one:

  • Cool+1 Hard=0 Hot+1 Sharp+3 Xeno-2
  • Cool+1 Hard+1 Hot=0 Sharp+3 Weird-2
  • Cool-1 Hard+1 Hot-1 Sharp+3 Weird+1
  • Cool+2 Hard=0 Hot-1 Sharp+3 Weird-2

Gear

You fashion befitting your style.

Dangerous Tool (pick one):

  • Crowbar (2-harm hand messy)
  • Big Wrench (2-harm hand messy)
  • Chain (1-harm hand area)
  • Scalpels (3-harm intimate hi-tech)
  • Chillstab (s-harm tag hi-tech)

3 credits

Laboratory

Within the colony you have a custom lab in which to work the scientific and engineering miracles needed to keep the colony going.

Choose 3:

  • a garage
  • a darkroom
  • a controlled growing environment
  • skilled labor (Pick 3 names)
  • a junkyard of raw materials
  • an RV rover big enough to transport your lab.
  • electronica
  • life support
  • clone vat
  • machining tools
  • transmitters & receivers
  • a proving range
  • a relic of Earth
  • booby traps

When you go into your lab and dedicate yourself to making a thing, or to getting to the bottom of something, decide what and tell the MC. The MC will tell you “sure, no problem, but…” and then 1 to 4 of the following:

  • It’s going to take hours/days/weeks/months of work;
  • First you’ll have to get/build/fix/figure out ___;
  • You’re going to need ___ to help you with it;
  • It’s going to cost you a ton of credits;
  • The best you’ll be able to do is a crap version, weak and unreliable;
  • It’s going to mean exposing yourself (plus colleagues) to serious danger;
  • You’re going to have to add ___ to your lab first;
  • It’s going to take several/dozens/hundreds of tries;
  • You’re going to have to take ___ apart to do it.

The MC might connect them all with “and,” or might throw in a merciful “or.” Once you’ve accomplished the necessaries, you can go ahead and accomplish the thing itself. The MC will stat it up, or spill, or whatever it calls for.

Moves

Pick 3:

  • MD: You have a well stocked Medical Kit with a capacity of 3.
  • Consultant: When a character comes to you for advice, tell them what you honestly think the best course is. If they do it, they take +1 to any rolls they make in the doing, and you mark an experience circle.
  • Calculated Cool: When you Do Something Under Fire, roll+sharp instead of cool.
  • Nerd Rage: When you Go Aggro on someone, roll+Sharp instead of hard.
  • Abductive Reasoning: Advance the Read a Sitch and Read a Person moves.
  • All According to Plan: At the beginning of the session, roll+sharp. On a 10+, hold 3. On a 7–9, hold 1. At any time, you can spend a hold 1 for 1, to help or hinder them as though you’d hit the roll with a 10+
  • Keeping My Head Down: When you are doing anything other than fighting, such as healing or simply hiding, you get +1 armor.

Advancement

  • Get +1 Hard (max +2)
  • Get +1 Cool (max +2)
  • Get +1 Hot (max +2)
  • Get +1 Xeno (max +2)
  • Get a new Prodigy move
  • Get a new Prodigy move
  • Get a move from another Playbook
  • Get a move from another Playbook
  • Add another option to your Lab
  • Add another option to your Lab

The Ungiven Future

  • get +1 to any stat (max stat+3)
  • retire your character (to safety)
  • create a second character to play
  • change your character to a new type
  • choose 3 basic moves and advance them.
  • advance the other 4 basic moves.

Reprogrammed Convict

You didn’t remember who you were. They said you’re a criminal.  They said you were caught, tried, and sentenced to reprograming.  They said where once you preyed on society, now you would serve it.  They said you’d never remember.

Stats

Pick what you were: (Pick one)

  • Cool+1 Hard+1 Hot-1 Sharp+2 Xeno-1
  • Cool-1 Hard+1 Hot+1 Sharp+2 Xeno-1

What were you reprogrammed for: (Pick one)

  • Labor: +1 Hard
  • Care: +1 Hot
  • Service: +1 Cool

Gear

Cyber-brain: implanted and internally powered radio and computer.

Fashion suitable for your work.

Dangerous Tool (pick one):

  • Crowbar (2-harm hand messy)
  • Big Wrench (2-harm hand messy)
  • Chain (1-harm hand area)
  • Scalpels (3-harm intimate hi-tech)
  • Chillstab (s-harm tag hi-tech)

Indentured

You are an indentured servant of someone else, and not a free citizen.  Moreover, you’re re-programing influences your behavior to make you obedient and and less aggressive.   Who owns your contract? (permission from a player is required.)

When you try to disobey your master, you are acting under fire.

If you haven’t inflicted any harm on anyone during the session, then at the end of the session, mark experience.

Memories

You were once a citizen on Earth, before your re-programing. Sometimes you can almost remember it…

At the beginning of each session, roll+sharp. On a hit, ask the MC one of the following questions and she’ll answer it. On a 10+, you can ask a followup question, which can be from the list but needn’t be. On a miss, the MC will choose a question and you will answer it.

  • What was my name?
  • Where did I live?
  • Who did I love?
  • Who did I hate?
  • Who was my friend?
  • Who betrayed me?
  • Who have I betrayed?
  • Who protected me?
  • Who did I protect?
  • What did I fear?
  • What crime did I commit?
  • What crime did they convict me of?
  • Who was the victim?
  • Who witnessed the act?
  • What don’t they want me remembering?
  • What do I not want to remember?
  • What do I regret doing?
  • What do I regret not doing?

Moves

Choose 3:

  • Implanted: Pick one:
    • Cyber-guts: take -2 on all “when you suffer harm” rolls.
    • Cyber-medical-gauntlet: a well-stocked medical kit in your arm, with a capacity of 2-stock.
    • Cyber-scanner: When you get a hit on Read a Sitch, ask one more question.
    • Cyber-thermal-polygraph: When you get a hit on Read a Person, you can ask “is your character telling the truth?” without spending a hold.
  • More Machine Than Man: Pick another implant from this playbook.
  • Reasoned Argument: When you seduce or manipulate, roll+sharp instead of hot.
  • Implant: Co-Processor: +1 sharp (max +3)
  • Insubordinate: When you successfully disobey your master, mark experience.
  • Trained Assistant: You can choose to roll+sharp instead of hx when you help someone who’s rolling.
  • Servants Whisper: When you want to know something about someone important (your call), roll+sharp. On a hit, you can ask the MC questions. On a 10+, ask 3. On a 7-9, ask 1:
    • how are they doing? what’s up with them?
    • what or who do they love best?
    • who do they know, like and/or trust?
    • when next should I expect to see them?
    • how could I get to them, physically or emotionally?

Advancement

  • Get +1 Hard (max +2)
  • Get +1 Cool (max +2)
  • Get +1 Hot (max +2)
  • Get +1 Xeno (max +2)
  • Get a new Reprogrammed move
  • Get a new Reprogrammed move
  • Get a move from another Playbook
  • Get a move from another Playbook
  • Your master has prepared a Lab (detail) for you to work in
  • Your master issues you a Vehicle (detail)

The Ungiven Future

  • You have no master now. You are free.
  • get +1 to any stat (max stat+3)
  • retire your character (to safety)
  • create a second character to play
  • change your character to a new type
  • choose 3 basic moves and advance them.
  • advance the other 4 basic moves.

Void Touched

They were wrong when they told you that you wouldn’t dream in cryo-sleep, although you doubt the dreams you had were actually your own. The songs and voices that called to you through the long cold night of interstellar flight could not have been human.  Maybe it was the stars, or the darkness in between… or maybe it was this new world welcoming you.

Stats

Pick one:

  • Cool+1 Hard+1 Hot-2 Sharp+1 Weird+2
  • Cool=0 Hard+1 Hot=0 Sharp=0 Weird+2
  • Cool+1 Hard+2 Hot-1 Sharp-2 Weird+2
  • Cool+2 Hard-1 Hot-1 Sharp=0 Weird+2

Gear

Tatters of clothing

Primitive Weapons (pick 2):

  • Spear (2-harm hand area)
  • Bow and Arrows (2-harm close reload)
  • Flint Blade (2-harm hand)
  • Club (2-harm hand messy)
  • Stone Axe (3-harm hand messy)

Calling

An inhuman voice called to you in the long cryo-sleep.  What did it sound like? (pick one)

  • It sounded like a thousand chittering insects…
    • An insectoid swarm follows and obeys you (2-harm gang small 2-armor savage)
    • As the Pseudo-Matriarch when you try to impose your will on your swarm, roll+xeno. On a 10+, all 3. On a 7–9, choose 1. On a miss they do what they want no mater what you want.
      • they do what you want
      • they don’t harm anyone you don’t want harmed
      • they don’t draw more attention to themselves than they need to
  • It sounded like the void of space itself was reverberating in my mind…
    • When you seek the Guidance of the voice, roll+xeno to see what it directs you to do. On a 10+ mark experience and take a +1 if you do as the voice wishes. On a 7–9, take a +1 if you do what it wants and act under fire if you don’t. On a miss, it has its own agenda and act under fire if you don’t follow it.
  • It sounded like a chorus of those I’ve lost and left-behind….
    • When you Ask a Boon in This World from the voice, roll+xeno. On a hit, you can choose 1:
      • Mentally reach through the alien world to something or someone connected to it.
      • Isolate and protect a person or thing from the alien world’s dangers.
      • Isolate and contain a fragment of the alien world’s dangers.
      • Direct the alien world’s threats towards a target.
      • Gain an understanding of a fragment of the alien world’s nature.
    • By default, the effect will last only as long as you maintain it, will reach only shallowly into the world’s influence as it is local to you, and will bleed instability. On a 10+, choose 2; on a 7–9, choose 1:
      • It’ll persist (for a while) without your actively maintaining it.
      • It reaches deep into the world’s influence.
      • It reaches broadly throughout the world.
      • It’s stable and contained, no bleeding.

Moves

You gain Storm’s Child and one other move:

  • Storm’s Child: You and yours are immune to the dangers of the alien storms.
  • Storm Caller: When you call someone’s name into an alien storm, roll+xeno. On a hit, they come to you unhindered by the storm, with or without any clear explanation why. On a 10+, take +1forward against them. On a miss, the MC will ask you 3 questions; answer them truthfully.
  • Savage Attire: The way you move unencumbered counts as armor. If you’re wearing no more that tatters, 2-armor; if you’re wearing non-armor fashion, 1-armor. If you’re wearing armor, use it instead.
  • Healing Touch: When you put your hands skin-to-skin on a wounded person and beseech the world to spare them, roll+xeno. On a 10+, heal 1 segment. On a 7–9, heal 1 segment, but you’re acting under fire from your patient’s pain. On a miss: first, you don’t heal them. Second, you’ve opened both your minds to the alien nature of the world, without protection or preparation. For you, and for your patient if your patient’s a fellow player’s character, treat it as though you’ve made the Interact with the Alien move and missed the roll. For patients belonging to the MC, their experience and fate are up to the MC.
  • Emissary of this World: When you aren’t using a human weapon, roll+xeno instead of hard when you Seize by Force.
  • Through Alien Eyes: When you Read a Sitch, roll+xeno instead of sharp.
  • Certainty in Madness: +1 Xeno (+3 max)

Advancement

  • Get +1 Hard (max +2)
  • Get +1 Cool (max +2)
  • Get +1 Hot (max +2)
  • Get +1 Sharp (max +2)
  • Get a new Void Touched move
  • Get a new Void Touched move
  • Get a move from another Playbook
  • Get a move from another Playbook
  • Gain one of the other Calling features
  • Gain Survey 1 and the Alien Ruins territory

The Ungiven Future

  • get +1 to any stat (max stat+3)
  • retire your character (to safety)
  • create a second character to play
  • change your character to a new type
  • choose 3 basic moves and advance them.
  • advance the other 4 basic moves.

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