Player Aid
Story Cards and DATA Cards may both include Story Choices and Challenges - treat them the same way.
Five Challenge types: Piloting, Diplomacy, Dexterity, Perception, Strength.
| Signal Tracker position | Challenge Level |
|---|---|
| 0 - 6 | 4 |
| 7 - 12 | 5 |
| 13 or higher | 6 |
Only Active Characters may perform Challenges. After performing a Challenge, flip the Character Card to its Inactive side. When the last Active Character performs a Challenge, all Characters become Active again.
Each Character has proficiencies shown on their card: +1 adds 1 to the die roll for that Challenge type; -1 subtracts 1.
You may use one Challenge Booster per Challenge. It must be in the possession of the Character performing the Challenge, and its type must match. Declare which booster you are using before rolling.
Roll the die. Add or subtract the Character's proficiency bonus for the Challenge type. Then apply any Challenge Booster bonus. The result is the Challenge Total.
After the Challenge, flip the Character Card to its Inactive side. If required to try again, you must use a different Active Character.
When the story directs you to a planet, place the Ship Mover there and take the 13 Story Cards for that planet. Always keep the Book Cover Card on top of the deck.
Raise the EPM Meter by 2 for every path segment traveled when moving between planets. Characters may freely exchange cards while en route.
You may travel to any planet that still has a Signal Booster Disc. A planet visit ends in one of three ways:
| Color | Signal Boost Range |
|---|---|
| Blue | 4 - 6 (weakest) |
| Yellow | 6 - 8 |
| Pink | 8 - 10 (strongest) |
Challenge Boosters: Kept in a Character's possession and reused across Challenges. Destroyed if you roll a 1 while using them.
Assist Items: One-time abilities. Follow the card's instructions, then discard it. The Starter Items dealt at setup are Assist Items.
Triggered when the Signal Tracker reaches 25. Go immediately to Story Card 13 of the current planet.