As a group, decide the premise: Everything is finished. The Great Work was [completed]/[thwarted]/[abandoned] [long ago]/[during your lifetime]/[just now], and the Final Threat was [defeated]/[victorious]/[postponed]. You didn’t play a big role. Now, all that’s left is your [solar system]/[space station]/[ship], and a rapidly shrinking light horizon. The universe has [several generations]/[one generation]/[less than your natural lifespan] left. Escape [is now]/[was always] impossible. All characters/factions/places have an: Attitude towards the end: [denial]/[anger]/[bargaining]/[depression]/[acceptance]. Players can’t choose Acceptance. Attachment: [technology]/[cultural symbol]/[ordinary household item]. This Attachment is the last of its kind and irreplaceable. There are no duplicates or sources of new Attachments except for other characters/factions/places. Advantage or Disadvantage. To resolve disputes: Roll 1d6 vs the gm’s target number or an opposing character’s roll. Everyone loses ties. Relevant Advantage(s), another character helping, minor use of Attachment: +1d6, drop the lowest. Relevant Disadvantages(s): +1d6, drop the highest. Full use of attachment - reroll retroactively, or roll d10s. Give up the Attachment forever. Combat: 3 successful attacks makes a character helpless. You cannot take an Attachment unless every Character defending it is helpless.
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