TEXT:   EMPEROR’S EYES
  Unearth a powerful, lost, mystic artifact and 
  keep it for yourself.
  {
  { Break into The Emperor’s own 
  records vault to track down the 
  location of a unique mystic artifact. 
  Describe the artifact.
  {
  { Decode the encrypted records of the 
  lost artifact. What item or technology 
  has The Emperor forbidden His 
  agents to use?
  {
  { Enlist an Imperial citizen born with 
  the gift of Sorcery to help direct the 
  excavation. Why do they help you?
  {
  { Secure interstellar travel lanes 
  to ensure that your excavation is 
  undisturbed. How is interstellar travel 
  accomplished in this universe?
  {
  { Command legions of soldiers to crush 
  the defenders of this sacred relic or any 
  local inhabitants of the planet. Who 
  once proudly defended this sacred relic?
  Name:
  Agamemnon, Ajax, Alexander, Alia, Bel, Bellonda, 
  Blain, Brizon, Cassandra, Chan, Cleon, Corran, 
  Corysta, Dillard, Dillon, Diomedes, Doria, Drago, 
  Duncan, Dutch, Erasmus, Feyd, Galen, Hawkins, 
  Hecate, Helen, Helena, Isambard, Jessica, Kyp, Kyra, 
  Leto, Madeline, Mara, Margot, Natasi, Nomi, Octavia, 
  Preem, Quentin, Rayna, Rennes, Sersa, Siona, Thufir, 
  Vaako, Vladimir, Wensicia, Wilhuff, Winston, Xerxes, 
  Zev, Zoal
  Species:
  {
  { Human
  (Gain +1 to a skill)
  {
  { Alien: ___________ 
  (Gain a Special Ability)
  Homeworld: Gain +1 to Moves while in 
  your galactic homeworld location.
  {
  {
  forbidden Deep Core
  {
  {
  industrialized Core Worlds
  {
  {
  commerce-rich Core Worlds
  {
  {
  pollutant-choked Core Worlds
  {
  {
  Mid Rim borderlands
  {
  {
  untouched Outer Rim
  {
  {
  lawless Outer Rim
  {
  {
  savage Outer Rim
  {
  {
  desolate Outer Rim
  {
  {
  mysterious Unknown Regions
  {
  {
  the horrific Great Void
  Raiment:
  Features:
  Career:
  Combat:
  Cunning:
  Loyalty:
  Reputation:
  Starting Stats:
  (+0,+0,+0,+1) or (-1,+0,+1,+1) or (-1,+0,+0,+2) 
  or (-2,+0,+1,+2)
  Destiny:
  Prophecy Notes:
  Wounds (3): 
  {
  {{ {{ {
  Special Abilities
  {
  {
  Advanced Training: Gain an additional 
  random Career.
  {
  {
  Chosen One: Gain +2 to rolls made when you 
  Prepare for each point of Destiny spent during 
  this Move instead of +1.
  {
  {
  Mystic Prophet: Gain +1 Destiny when a 
  Prophecy you relate becomes true.
  {
  {
  Shared Glory: When you and one other agent 
  gain an Honors card at the same time, you 
  immediately look at both cards and choose 
  which agent receives which card. Describe the 
  shared history your agents have with each other.
  {
  {
  Imperial Court: Gain +1 to Moves made while 
  on the Imperial Homeworld.
  
  MOVES REFERENCE SHEET
  1). Prepare
  Describe what means and methods you use to gain an unfair 
  advantage against the enemies of The Emperor.
  Do you gain valuable intelligence, illegal equipment, a 
  notorious non-player ally, or something else entirely?
  Any agent may use this item to gain +1 to any number 
  of rolls, but must describe in the shared fiction how this item 
  benefits the specific situation.
  If you prepare by using your wits and knowledge, roll 
  +Cunning.
  If you prepare by using your imposing presence and illicit 
  personal connections, roll +Reputation.
  On a 10+, you get the advantage you wanted and gain +1 
  Destiny.
  On a 7-9, you gain the advantage, but must choose either:
  Your strike team continues late and under duress. Declare 
  an additional Edict.
  Your enemies strike in your moment of weakness. The 
  Mission Leader chooses an agent to lead the way out of 
  an Ambush.
  On a miss, you must do both and don’t get the advantage.
  2). Travel
  Describe how you use your unique wealth, abilities, and 
  personal connections to get you there.
  If you travel by flaunting a vulgar display of power, roll 
  +Reputation.
  If you travel by stealth or subterfuge, roll +Cunning.
  If you travel by diplomatic means, roll +Loyalty.
  On a 10+, you get there without a hitch. Gain +1 Destiny.
  On a 7-9, your intelligences sources were faulty, the enemy is 
  on the move and has already relocated, or you have become 
  hopelessly lost. You must Suffer 1 Wound and then choose 
  a consequence:
  You must Travel again.
  Your enemies strike in your moment of weakness. The Mission 
  Leader chooses an agent to lead the way out of an Ambush.
  On a miss, the team gets to their location, but walks right into 
  a trap. Declare an Edict for all skills.
  3). Operation
  Describe what powers, equipment, and resources you bring to 
  bear against the problem.
  If you operate through strength of arms, roll +Combat.
  If you operate through clever strategies, roll +Cunning.
  If you operate through leveraging Imperial military might, roll 
  +Loyalty.
  If you operate through fear and intimidation, roll 
  +Reputation.
  On a 10+, the task is completed flawlessly and you gain +1 
  Destiny. 
  On a 7-9, the operation is complete, but something went 
  terribly wrong. You must Suffer 1 Wound and the Mission 
  Leader may Advance his or her secret agenda.
  If the Operation is complete (7+), the mission is a success. 
  Each agent that has not been knocked out of the mission, 
  including the Mission Leader, draws an Honors card. Then, 
  start a new Mission.
  On a miss, abort the mission. The mission is a failure and 
  you are blamed for it. Return to the Imperial Homeworld to 
  Face The Emperor. Describe the mitigating circumstances 
  for your failure to the deaf ears of The Emperor. Then, start 
  a new Mission.
  Ambush
  Roll +Combat.
  On a 10+, you break through with minimal casualties. Gain 
  +1 Destiny.
  On a 7-9, you win the battle but you and an agent of your 
  choice each Suffer 1 Wound.
  On a miss, you go out in a blaze of glory. Suffer 10 
  Wounds and then each other agent, including the Mission 
  Leader, must Suffer 1 Wound.
  Betray An Agent
  Describe how you threaten or ignore the goals of The 
  Emperor in order to further your own selfish needs, choose 
  another agent to betray, and roll the dice.
  On a 10+, it is a shocking betrayal. You Advance your 
  secret agenda and cause the other agent to Suffer 2 
  Wounds.
  On a 7-9, your treachery was successful, but predictable. You 
  Advance your secret agenda and cause both yourself and the 
  other agent to Suffer 1 Wound.
  On a miss, you must immediately Face The Emperor.
  Face The Emperor
  Describe how you go about avoiding a painful death. This 
  Move takes place in the Imperial Homeworld location.
  If you play the sycophant and loyal servant; roll +Loyalty.
  What additional, distasteful service do you provide The 
  Emperor?
  If you show defiance and are willing to prove The Emperor 
  wrong, roll +Combat.
  What flaw do you point out to The Emperor?
  On a 10+, The Emperor is pleased. Gain a new Honors 
  Card and return to duty.
  On a 7-9, endure a grueling, painful interrogation and 
  Suffer 3 Wounds.
  On a miss, you are publicly executed. Describe it.
  Suffer a Wound
  When you suffer a total of 3 wounds, you are knocked out.
  You cannot participate in the current mission. 
  Your body is horribly scarred. Describe it.
  Remove all wounds at the start of a new Mission.
  If all agents on a mission, besides the current Mission Leader, 
  have been knocked out by either suffering too many wounds 
  or being executed, the mission is a failure or the Mission 
  Leader must immediately Face The Emperor.
  
    EMPEROR’S HAND
  For the good of all, assassinate The Emperor.
  {
  { Research The Emperor’s daily 
  routines to discover when he is 
  vulnerable. Describe His vulnerability.
  {
  { Enlist a susceptible Imperial Royal 
  Guard into helping your goal. How did 
  you turn her against The Emperor?
  {
  { Acquire an explosive device that has the 
  potential to slip past The Emperor’s 
  mystic senses. What terrifying 
  catastrophe happened to Earth?
  {
  { Hide the bomb on an Imperial shuttle. 
  What policy or event perpetrated by 
  The Emperor do you hate the most?
  {
  { Detonate the bomb at the exact right 
  moment. How do you escape retribution?
  Name:
  Agamemnon, Ajax, Alexander, Alia, Bel, Bellonda, 
  Blain, Brizon, Cassandra, Chan, Cleon, Corran, 
  Corysta, Dillard, Dillon, Diomedes, Doria, Drago, 
  Duncan, Dutch, Erasmus, Feyd, Galen, Hawkins, 
  Hecate, Helen, Helena, Isambard, Jessica, Kyp, Kyra, 
  Leto, Madeline, Mara, Margot, Natasi, Nomi, Octavia, 
  Preem, Quentin, Rayna, Rennes, Sersa, Siona, Thufir, 
  Vaako, Vladimir, Wensicia, Wilhuff, Winston, Xerxes, 
  Zev, Zoal
  Species:
  {
  { Human
  (Gain +1 to a skill)
  {
  { Alien: ___________ 
  (Gain a Special Ability)
  Homeworld: Gain +1 to Moves while in 
  your galactic homeworld location.
  {
  { forbidden Deep Core
  {
  { industrialized Core Worlds
  {
  { commerce-rich Core Worlds
  {
  { pollutant-choked Core Worlds
  {
  { Mid Rim borderlands
  {
  { untouched Outer Rim
  {
  { lawless Outer Rim
  {
  { savage Outer Rim
  {
  { desolate Outer Rim
  {
  { mysterious Unknown Regions
  {
  { the horrific Great Void
  Raiment:
  Features:
  Career:
  Combat:
  Cunning:
  Loyalty:
  Reputation:
  Starting Stats:
  (+0,+0,+0,+1) or (-1,+0,+1,+1) or (-1,+0,+0,+2) 
  or (-2,+0,+1,+2)
  Destiny:
  Prophecy Notes:
  Wounds (3): 
  {
  {{ {{ {
  Special Abilities
  {
  { Conspirator: Gain +1 Destiny if you turned 
  The Emperor’s attention on another agent 
  during the mission.
  {
  { Informant: Call out another agent you despise 
  during the Mission Briefing and roll +Loyalty.
  On a 10+, give your enemy -1 to all rolls 
  made during this mission.
  On 7-9, give your enemy -1 to a single roll 
  made during this mission.
  On a miss, your enemy gains an Honors card.
  {
  { Inner Circle: When you Vote, your decision 
  counts as 1 additional vote.
  {
  { Vengeful: When another agent makes you 
  Suffer A Wound, gain +1 Destiny.
  {
  { Imperial Court: Gain +1 to Moves made while 
  on the Imperial Homeworld.
  
  MOVES REFERENCE SHEET
  1). Prepare
  Describe what means and methods you use to gain an unfair 
  advantage against the enemies of The Emperor.
  Do you gain valuable intelligence, illegal equipment, a 
  notorious non-player ally, or something else entirely?
  Any agent may use this item to gain +1 to any number 
  of rolls, but must describe in the shared fiction how this item 
  benefits the specific situation.
  If you prepare by using your wits and knowledge, roll 
  +Cunning.
  If you prepare by using your imposing presence and illicit 
  personal connections, roll +Reputation.
  On a 10+, you get the advantage you wanted and gain +1 
  Destiny.
  On a 7-9, you gain the advantage, but must choose either:
  Your strike team continues late and under duress. Declare 
  an additional Edict.
  Your enemies strike in your moment of weakness. The 
  Mission Leader chooses an agent to lead the way out of 
  an Ambush.
  On a miss, you must do both and don’t get the advantage.
  2). Travel
  Describe how you use your unique wealth, abilities, and 
  personal connections to get you there.
  If you travel by flaunting a vulgar display of power, roll 
  +Reputation.
  If you travel by stealth or subterfuge, roll +Cunning.
  If you travel by diplomatic means, roll +Loyalty.
  On a 10+, you get there without a hitch. Gain +1 Destiny.
  On a 7-9, your intelligences sources were faulty, the enemy is 
  on the move and has already relocated, or you have become 
  hopelessly lost. You must Suffer 1 Wound and then choose 
  a consequence:
  You must Travel again.
  Your enemies strike in your moment of weakness. The Mission 
  Leader chooses an agent to lead the way out of an Ambush.
  On a miss, the team gets to their location, but walks right into 
  a trap. Declare an Edict for all skills.
  3). Operation
  Describe what powers, equipment, and resources you bring to 
  bear against the problem.
  If you operate through strength of arms, roll +Combat.
  If you operate through clever strategies, roll +Cunning.
  If you operate through leveraging Imperial military might, roll 
  +Loyalty.
  If you operate through fear and intimidation, roll 
  +Reputation.
  On a 10+, the task is completed flawlessly and you gain +1 
  Destiny. 
  On a 7-9, the operation is complete, but something went 
  terribly wrong. You must Suffer 1 Wound and the Mission 
  Leader may Advance his or her secret agenda.
  If the Operation is complete (7+), the mission is a success. 
  Each agent that has not been knocked out of the mission, 
  including the Mission Leader, draws an Honors card. Then, 
  start a new Mission.
  On a miss, abort the mission. The mission is a failure and 
  you are blamed for it. Return to the Imperial Homeworld to 
  Face The Emperor. Describe the mitigating circumstances 
  for your failure to the deaf ears of The Emperor. Then, start 
  a new Mission.
  Ambush
  Roll +Combat.
  On a 10+, you break through with minimal casualties. Gain 
  +1 Destiny.
  On a 7-9, you win the battle but you and an agent of your 
  choice each Suffer 1 Wound.
  On a miss, you go out in a blaze of glory. Suffer 10 
  Wounds and then each other agent, including the Mission 
  Leader, must Suffer 1 Wound.
  Betray An Agent
  Describe how you threaten or ignore the goals of The 
  Emperor in order to further your own selfish needs, choose 
  another agent to betray, and roll the dice.
  On a 10+, it is a shocking betrayal. You Advance your 
  secret agenda and cause the other agent to Suffer 2 
  Wounds.
  On a 7-9, your treachery was successful, but predictable. You 
  Advance your secret agenda and cause both yourself and the 
  other agent to Suffer 1 Wound.
  On a miss, you must immediately Face The Emperor.
  Face The Emperor
  Describe how you go about avoiding a painful death. This 
  Move takes place in the Imperial Homeworld location.
  If you play the sycophant and loyal servant; roll +Loyalty.
  What additional, distasteful service do you provide The 
  Emperor?
  If you show defiance and are willing to prove The Emperor 
  wrong, roll +Combat.
  What flaw do you point out to The Emperor?
  On a 10+, The Emperor is pleased. Gain a new Honors 
  Card and return to duty.
  On a 7-9, endure a grueling, painful interrogation and 
  Suffer 3 Wounds.
  On a miss, you are publicly executed. Describe it.
  Suffer a Wound
  When you suffer a total of 3 wounds, you are knocked out.
  You cannot participate in the current mission. 
  Your body is horribly scarred. Describe it.
  Remove all wounds at the start of a new Mission.
  If all agents on a mission, besides the current Mission Leader, 
  have been knocked out by either suffering too many wounds 
  or being executed, the mission is a failure or the Mission 
  Leader must immediately Face The Emperor.
  
      STORM GENERAL
  Oversee the illegal genocide of an entire 
  sentient species.
  {
  { Conduct research into the 
  physiological weaknesses of a hated 
  species. Describe them.
  {
  { Turn the galactic citizenry to hate the 
  species with a passionate fervor. Why 
  do they hate?
  {
  { Occupy the species’ homeworld with 
  legions of soldiers. Briefly describe a 
  now-extinct alien species. How did 
  The Emperor commit this genocide?
  {
  { Design a poison, plague, or other means 
  of mass murder. How does it work?
  {
  { Manufacture the poison or plague 
  on a grand scale. How old is The 
  Emperor and who is His successor?
  Name:
  Agamemnon, Ajax, Alexander, Alia, Bel, Bellonda, 
  Blain, Brizon, Cassandra, Chan, Cleon, Corran, 
  Corysta, Dillard, Dillon, Diomedes, Doria, Drago, 
  Duncan, Dutch, Erasmus, Feyd, Galen, Hawkins, 
  Hecate, Helen, Helena, Isambard, Jessica, Kyp, Kyra, 
  Leto, Madeline, Mara, Margot, Natasi, Nomi, Octavia, 
  Preem, Quentin, Rayna, Rennes, Sersa, Siona, Thufir, 
  Vaako, Vladimir, Wensicia, Wilhuff, Winston, Xerxes, 
  Zev, Zoal
  Species:
  {
  { Human
  (Gain +1 to a skill)
  {
  { Alien: ___________ 
  (Gain a Special Ability)
  Homeworld: Gain +1 to Moves while in 
  your galactic homeworld location.
  {
  { forbidden Deep Core
  {
  { industrialized Core Worlds
  {
  { commerce-rich Core Worlds
  {
  { pollutant-choked Core Worlds
  {
  { Mid Rim borderlands
  {
  { untouched Outer Rim
  {
  { lawless Outer Rim
  {
  { savage Outer Rim
  {
  { desolate Outer Rim
  {
  { mysterious Unknown Regions
  {
  { the horrific Great Void
  Raiment:
  Features:
  Career:
  Combat:
  Cunning:
  Loyalty:
  Reputation:
  Starting Stats:
  (+0,+0,+0,+1) or (-1,+0,+1,+1) or (-1,+0,+0,+2) 
  or (-2,+0,+1,+2)
  Destiny:
  Prophecy Notes:
  Wounds (3): 
  {
  {{ {{ {
  Special Abilities
  {
  { Advanced Training: Gain an additional 
  random Career.
  {
  { Chosen One: Gain +2 to rolls made when you 
  use Operation for each point of Destiny spent 
  during this Move, instead of +1.
  {
  { Committed Followers: Your followers are 
  legion and will gladly sacrifice themselves for 
  you. Describe the personal guard that has 
  formed around you. When you Face The 
  Emperor, you may use Reputation.
  {
  { Vicious: When you are Mission Leader and an 
  agent must Suffer A Wound, you may choose 
  to force that agent to suffer an additional wound.
  {
  { Traveler: Gain three additional Homeworld 
  locations.
  
  MOVES REFERENCE SHEET
  1). Prepare
  Describe what means and methods you use to gain an unfair 
  advantage against the enemies of The Emperor.
  Do you gain valuable intelligence, illegal equipment, a 
  notorious non-player ally, or something else entirely?
  Any agent may use this item to gain +1 to any number 
  of rolls, but must describe in the shared fiction how this item 
  benefits the specific situation.
  If you prepare by using your wits and knowledge, roll 
  +Cunning.
  If you prepare by using your imposing presence and illicit 
  personal connections, roll +Reputation.
  On a 10+, you get the advantage you wanted and gain +1 
  Destiny.
  On a 7-9, you gain the advantage, but must choose either:
  Your strike team continues late and under duress. Declare 
  an additional Edict.
  Your enemies strike in your moment of weakness. The 
  Mission Leader chooses an agent to lead the way out of 
  an Ambush.
  On a miss, you must do both and don’t get the advantage.
  2). Travel
  Describe how you use your unique wealth, abilities, and 
  personal connections to get you there.
  If you travel by flaunting a vulgar display of power, roll 
  +Reputation.
  If you travel by stealth or subterfuge, roll +Cunning.
  If you travel by diplomatic means, roll +Loyalty.
  On a 10+, you get there without a hitch. Gain +1 Destiny.
  On a 7-9, your intelligences sources were faulty, the enemy is 
  on the move and has already relocated, or you have become 
  hopelessly lost. You must Suffer 1 Wound and then choose 
  a consequence:
  You must Travel again.
  Your enemies strike in your moment of weakness. The Mission 
  Leader chooses an agent to lead the way out of an Ambush.
  On a miss, the team gets to their location, but walks right into 
  a trap. Declare an Edict for all skills.
  3). Operation
  Describe what powers, equipment, and resources you bring to 
  bear against the problem.
  If you operate through strength of arms, roll +Combat.
  If you operate through clever strategies, roll +Cunning.
  If you operate through leveraging Imperial military might, roll 
  +Loyalty.
  If you operate through fear and intimidation, roll 
  +Reputation.
  On a 10+, the task is completed flawlessly and you gain +1 
  Destiny. 
  On a 7-9, the operation is complete, but something went 
  terribly wrong. You must Suffer 1 Wound and the Mission 
  Leader may Advance his or her secret agenda.
  If the Operation is complete (7+), the mission is a success. 
  Each agent that has not been knocked out of the mission, 
  including the Mission Leader, draws an Honors card. Then, 
  start a new Mission.
  On a miss, abort the mission. The mission is a failure and 
  you are blamed for it. Return to the Imperial Homeworld to 
  Face The Emperor. Describe the mitigating circumstances 
  for your failure to the deaf ears of The Emperor. Then, start 
  a new Mission.
  Ambush
  Roll +Combat.
  On a 10+, you break through with minimal casualties. Gain 
  +1 Destiny.
  On a 7-9, you win the battle but you and an agent of your 
  choice each Suffer 1 Wound.
  On a miss, you go out in a blaze of glory. Suffer 10 
  Wounds and then each other agent, including the Mission 
  Leader, must Suffer 1 Wound.
  Betray An Agent
  Describe how you threaten or ignore the goals of The 
  Emperor in order to further your own selfish needs, choose 
  another agent to betray, and roll the dice.
  On a 10+, it is a shocking betrayal. You Advance your 
  secret agenda and cause the other agent to Suffer 2 
  Wounds.
  On a 7-9, your treachery was successful, but predictable. You 
  Advance your secret agenda and cause both yourself and the 
  other agent to Suffer 1 Wound.
  On a miss, you must immediately Face The Emperor.
  Face The Emperor
  Describe how you go about avoiding a painful death. This 
  Move takes place in the Imperial Homeworld location.
  If you play the sycophant and loyal servant; roll +Loyalty.
  What additional, distasteful service do you provide The 
  Emperor?
  If you show defiance and are willing to prove The Emperor 
  wrong, roll +Combat.
  What flaw do you point out to The Emperor?
  On a 10+, The Emperor is pleased. Gain a new Honors 
  Card and return to duty.
  On a 7-9, endure a grueling, painful interrogation and 
  Suffer 3 Wounds.
  On a miss, you are publicly executed. Describe it.
  Suffer a Wound
  When you suffer a total of 3 wounds, you are knocked out.
  You cannot participate in the current mission. 
  Your body is horribly scarred. Describe it.
  Remove all wounds at the start of a new Mission.
  If all agents on a mission, besides the current Mission Leader, 
  have been knocked out by either suffering too many wounds 
  or being executed, the mission is a failure or the Mission 
  Leader must immediately Face The Emperor.
  
     EMPEROR’S REACH
  Embezzle funds from ten quadrillion intergalac-
  tic bank accounts and retire to a life of luxury.
  {
  { Research the hidden weaknesses in the 
  Imperial Banking System. What are they?
  {
  { Gather an inner circle of accomplices, 
  assistants, and scapegoats. How do 
  they benefit?
  {
  { Secure a hidden intergalactic escape 
  route. What hazard of interstellar travel 
  has never been tamed?
  {
  { Destroy incriminating evidence of your 
  wrong-doings by any means necessary. 
  Who got too close and what did you 
  do to them?
  {
  { Transfer untold sums of money from 
  hacked bank accounts. Why personal 
  connection did you have with The 
  Emperor before becoming one of 
  His agents?
  Name:
  Agamemnon, Ajax, Alexander, Alia, Bel, Bellonda, 
  Blain, Brizon, Cassandra, Chan, Cleon, Corran, 
  Corysta, Dillard, Dillon, Diomedes, Doria, Drago, 
  Duncan, Dutch, Erasmus, Feyd, Galen, Hawkins, 
  Hecate, Helen, Helena, Isambard, Jessica, Kyp, Kyra, 
  Leto, Madeline, Mara, Margot, Natasi, Nomi, Octavia, 
  Preem, Quentin, Rayna, Rennes, Sersa, Siona, Thufir, 
  Vaako, Vladimir, Wensicia, Wilhuff, Winston, Xerxes, 
  Zev, Zoal
  Species:
  {
  { Human
  (Gain +1 to a skill)
  {
  { Alien: ___________ 
  (Gain a Special Ability)
  Homeworld: Gain +1 to Moves while in 
  your galactic homeworld location.
  {
  { forbidden Deep Core
  {
  { industrialized Core Worlds
  {
  { commerce-rich Core Worlds
  {
  { pollutant-choked Core Worlds
  {
  { Mid Rim borderlands
  {
  { untouched Outer Rim
  {
  { lawless Outer Rim
  {
  { savage Outer Rim
  {
  { desolate Outer Rim
  {
  { mysterious Unknown Regions
  {
  { the horrific Great Void
  Raiment:
  Features:
  Career:
  Combat:
  Cunning:
  Loyalty:
  Reputation:
  Starting Stats:
  (+0,+0,+0,+1) or (-1,+0,+1,+1) or (-1,+0,+0,+2) 
  or (-2,+0,+1,+2)
  Destiny:
  Prophecy Notes:
  Wounds (3): 
  {
  {{ {{ {
  Special Abilities
  {
  { Advanced Training: Gain an additional 
  random Career.
  {
  { Backstabber: When you Betray An Agent, you 
  may deal 3 Wounds to the agent you betray, no 
  matter the dice results.
  {
  { Escape Route: You have plans within plans 
  within plans. When you Face The Emperor, 
  you may use Cunning, but must describe your 
  machinations.
  {
  { Friends in High Places: You can Prepare 
  using Loyalty. Describe who you know that is 
  bailing you out.
  {
  { Imperial Court: Gain +1 to Moves made while 
  on the Imperial Homeworld.
  
  MOVES REFERENCE SHEET
  1). Prepare
  Describe what means and methods you use to gain an unfair 
  advantage against the enemies of The Emperor.
  Do you gain valuable intelligence, illegal equipment, a 
  notorious non-player ally, or something else entirely?
  Any agent may use this item to gain +1 to any number 
  of rolls, but must describe in the shared fiction how this item 
  benefits the specific situation.
  If you prepare by using your wits and knowledge, roll 
  +Cunning.
  If you prepare by using your imposing presence and illicit 
  personal connections, roll +Reputation.
  On a 10+, you get the advantage you wanted and gain +1 
  Destiny.
  On a 7-9, you gain the advantage, but must choose either:
  Your strike team continues late and under duress. Declare 
  an additional Edict.
  Your enemies strike in your moment of weakness. The 
  Mission Leader chooses an agent to lead the way out of 
  an Ambush.
  On a miss, you must do both and don’t get the advantage.
  2). Travel
  Describe how you use your unique wealth, abilities, and 
  personal connections to get you there.
  If you travel by flaunting a vulgar display of power, roll 
  +Reputation.
  If you travel by stealth or subterfuge, roll +Cunning.
  If you travel by diplomatic means, roll +Loyalty.
  On a 10+, you get there without a hitch. Gain +1 Destiny.
  On a 7-9, your intelligences sources were faulty, the enemy is 
  on the move and has already relocated, or you have become 
  hopelessly lost. You must Suffer 1 Wound and then choose 
  a consequence:
  You must Travel again.
  Your enemies strike in your moment of weakness. The Mission 
  Leader chooses an agent to lead the way out of an Ambush.
  On a miss, the team gets to their location, but walks right into 
  a trap. Declare an Edict for all skills.
  3). Operation
  Describe what powers, equipment, and resources you bring to 
  bear against the problem.
  If you operate through strength of arms, roll +Combat.
  If you operate through clever strategies, roll +Cunning.
  If you operate through leveraging Imperial military might, roll 
  +Loyalty.
  If you operate through fear and intimidation, roll 
  +Reputation.
  On a 10+, the task is completed flawlessly and you gain +1 
  Destiny. 
  On a 7-9, the operation is complete, but something went 
  terribly wrong. You must Suffer 1 Wound and the Mission 
  Leader may Advance his or her secret agenda.
  If the Operation is complete (7+), the mission is a success. 
  Each agent that has not been knocked out of the mission, 
  including the Mission Leader, draws an Honors card. Then, 
  start a new Mission.
  On a miss, abort the mission. The mission is a failure and 
  you are blamed for it. Return to the Imperial Homeworld to 
  Face The Emperor. Describe the mitigating circumstances 
  for your failure to the deaf ears of The Emperor. Then, start 
  a new Mission.
  Ambush
  Roll +Combat.
  On a 10+, you break through with minimal casualties. Gain 
  +1 Destiny.
  On a 7-9, you win the battle but you and an agent of your 
  choice each Suffer 1 Wound.
  On a miss, you go out in a blaze of glory. Suffer 10 
  Wounds and then each other agent, including the Mission 
  Leader, must Suffer 1 Wound.
  Betray An Agent
  Describe how you threaten or ignore the goals of The 
  Emperor in order to further your own selfish needs, choose 
  another agent to betray, and roll the dice.
  On a 10+, it is a shocking betrayal. You Advance your 
  secret agenda and cause the other agent to Suffer 2 
  Wounds.
  On a 7-9, your treachery was successful, but predictable. You 
  Advance your secret agenda and cause both yourself and the 
  other agent to Suffer 1 Wound.
  On a miss, you must immediately Face The Emperor.
  Face The Emperor
  Describe how you go about avoiding a painful death. This 
  Move takes place in the Imperial Homeworld location.
  If you play the sycophant and loyal servant; roll +Loyalty.
  What additional, distasteful service do you provide The 
  Emperor?
  If you show defiance and are willing to prove The Emperor 
  wrong, roll +Combat.
  What flaw do you point out to The Emperor?
  On a 10+, The Emperor is pleased. Gain a new Honors 
  Card and return to duty.
  On a 7-9, endure a grueling, painful interrogation and 
  Suffer 3 Wounds.
  On a miss, you are publicly executed. Describe it.
  Suffer a Wound
  When you suffer a total of 3 wounds, you are knocked out.
  You cannot participate in the current mission. 
  Your body is horribly scarred. Describe it.
  Remove all wounds at the start of a new Mission.
  If all agents on a mission, besides the current Mission Leader, 
  have been knocked out by either suffering too many wounds 
  or being executed, the mission is a failure or the Mission 
  Leader must immediately Face The Emperor.
  
     EMPEROR’S VOICE
  Win the safety and freedom of your oppressed 
  homeworld by destroying its local rivals 
  through abuse of Imperial power.
  {
  { Defeat your homeworld’s rival’s naval 
  capabilities in flawless victory. How is 
  this achieved?
  {
  { Hide all evidence of your inappropriate 
  influence and use of galactic resources 
  on what should be a purely local 
  matter. What looming threat troubles 
  The Emperor much more than His 
  agents’ petty scheming?
  {
  { Occupy your rivals’ homeworld 
  with legions of soldiers. Describe            
  the occupation.
  {
  { Promote your homeworld or species’ 
  rights and raise Galactic awareness. 
  Are Humans the swarming majority in 
  the universe with teeming masses, or 
  are they the elite nobility?
  {
  { Arrange for the ascent of a friendly and 
  pliable Planetary Governor to oversee 
  this sector and ensure the prosperity 
  of your people at the expense of your 
  rivals. How do you leverage this patsy 
  to do your bidding?
  Name:
  Agamemnon, Ajax, Alexander, Alia, Bel, Bellonda, 
  Blain, Brizon, Cassandra, Chan, Cleon, Corran, 
  Corysta, Dillard, Dillon, Diomedes, Doria, Drago, 
  Duncan, Dutch, Erasmus, Feyd, Galen, Hawkins, 
  Hecate, Helen, Helena, Isambard, Jessica, Kyp, Kyra, 
  Leto, Madeline, Mara, Margot, Natasi, Nomi, Octavia, 
  Preem, Quentin, Rayna, Rennes, Sersa, Siona, Thufir, 
  Vaako, Vladimir, Wensicia, Wilhuff, Winston, Xerxes, 
  Zev, Zoal
  Species:
  {
  { Human
  (Gain +1 to a skill)
  {
  { Alien: ___________ 
  (Gain a Special Ability)
  Homeworld: Gain +1 to Moves while in 
  your galactic homeworld location.
  {
  { forbidden Deep Core
  {
  { industrialized Core Worlds
  {
  { commerce-rich Core Worlds
  {
  { pollutant-choked Core Worlds
  {
  { Mid Rim borderlands
  {
  { untouched Outer Rim
  {
  { lawless Outer Rim
  {
  { savage Outer Rim
  {
  { desolate Outer Rim
  {
  { mysterious Unknown Regions
  {
  { the horrific Great Void
  Raiment:
  Features:
  Career:
  Combat:
  Cunning:
  Loyalty:
  Reputation:
  Starting Stats:
  (+0,+0,+0,+1) or (-1,+0,+1,+1) or (-1,+0,+0,+2) 
  or (-2,+0,+1,+2)
  Destiny:
  Prophecy Notes:
  Wounds (3): 
  {
  {{ {{ {
  Special Abilities
  {
  { Connected: Gain an additional +1 Destiny 
  when you roll 10+ on Prepare.
  {
  { Daredevil: Gain +1 Destiny when you walk 
  away from a wrecked vehicle during the mission.
  {
  { Inner Circle: When you Vote, your decision 
  counts as 1 additional vote. What worn symbol 
  of office sets you apart from the other agents?
  {
  { Interrogator: Gain +1 Destiny you roll 10+ 
  on an Ambush. Describe how you extracted this 
  invaluable intelligence data.
  {
  { Imperial Court: Gain +1 to Moves made while 
  on the Imperial Homeworld.
  
  MOVES REFERENCE SHEET
  1). Prepare
  Describe what means and methods you use to gain an unfair 
  advantage against the enemies of The Emperor.
  Do you gain valuable intelligence, illegal equipment, a 
  notorious non-player ally, or something else entirely?
  Any agent may use this item to gain +1 to any number 
  of rolls, but must describe in the shared fiction how this item 
  benefits the specific situation.
  If you prepare by using your wits and knowledge, roll 
  +Cunning.
  If you prepare by using your imposing presence and illicit 
  personal connections, roll +Reputation.
  On a 10+, you get the advantage you wanted and gain +1 
  Destiny.
  On a 7-9, you gain the advantage, but must choose either:
  Your strike team continues late and under duress. Declare 
  an additional Edict.
  Your enemies strike in your moment of weakness. The 
  Mission Leader chooses an agent to lead the way out of 
  an Ambush.
  On a miss, you must do both and don’t get the advantage.
  2). Travel
  Describe how you use your unique wealth, abilities, and 
  personal connections to get you there.
  If you travel by flaunting a vulgar display of power, roll 
  +Reputation.
  If you travel by stealth or subterfuge, roll +Cunning.
  If you travel by diplomatic means, roll +Loyalty.
  On a 10+, you get there without a hitch. Gain +1 Destiny.
  On a 7-9, your intelligences sources were faulty, the enemy is 
  on the move and has already relocated, or you have become 
  hopelessly lost. You must Suffer 1 Wound and then choose 
  a consequence:
  You must Travel again.
  Your enemies strike in your moment of weakness. The Mission 
  Leader chooses an agent to lead the way out of an Ambush.
  On a miss, the team gets to their location, but walks right into 
  a trap. Declare an Edict for all skills.
  3). Operation
  Describe what powers, equipment, and resources you bring to 
  bear against the problem.
  If you operate through strength of arms, roll +Combat.
  If you operate through clever strategies, roll +Cunning.
  If you operate through leveraging Imperial military might, roll 
  +Loyalty.
  If you operate through fear and intimidation, roll 
  +Reputation.
  On a 10+, the task is completed flawlessly and you gain +1 
  Destiny. 
  On a 7-9, the operation is complete, but something went 
  terribly wrong. You must Suffer 1 Wound and the Mission 
  Leader may Advance his or her secret agenda.
  If the Operation is complete (7+), the mission is a success. 
  Each agent that has not been knocked out of the mission, 
  including the Mission Leader, draws an Honors card. Then, 
  start a new Mission.
  On a miss, abort the mission. The mission is a failure and 
  you are blamed for it. Return to the Imperial Homeworld to 
  Face The Emperor. Describe the mitigating circumstances 
  for your failure to the deaf ears of The Emperor. Then, start 
  a new Mission.
  Ambush
  Roll +Combat.
  On a 10+, you break through with minimal casualties. Gain 
  +1 Destiny.
  On a 7-9, you win the battle but you and an agent of your 
  choice each Suffer 1 Wound.
  On a miss, you go out in a blaze of glory. Suffer 10 
  Wounds and then each other agent, including the Mission 
  Leader, must Suffer 1 Wound.
  Betray An Agent
  Describe how you threaten or ignore the goals of The 
  Emperor in order to further your own selfish needs, choose 
  another agent to betray, and roll the dice.
  On a 10+, it is a shocking betrayal. You Advance your 
  secret agenda and cause the other agent to Suffer 2 
  Wounds.
  On a 7-9, your treachery was successful, but predictable. You 
  Advance your secret agenda and cause both yourself and the 
  other agent to Suffer 1 Wound.
  On a miss, you must immediately Face The Emperor.
  Face The Emperor
  Describe how you go about avoiding a painful death. This 
  Move takes place in the Imperial Homeworld location.
  If you play the sycophant and loyal servant; roll +Loyalty.
  What additional, distasteful service do you provide The 
  Emperor?
  If you show defiance and are willing to prove The Emperor 
  wrong, roll +Combat.
  What flaw do you point out to The Emperor?
  On a 10+, The Emperor is pleased. Gain a new Honors 
  Card and return to duty.
  On a 7-9, endure a grueling, painful interrogation and 
  Suffer 3 Wounds.
  On a miss, you are publicly executed. Describe it.
  Suffer a Wound
  When you suffer a total of 3 wounds, you are knocked out.
  You cannot participate in the current mission. 
  Your body is horribly scarred. Describe it.
  Remove all wounds at the start of a new Mission.
  If all agents on a mission, besides the current Mission Leader, 
  have been knocked out by either suffering too many wounds 
  or being executed, the mission is a failure or the Mission 
  Leader must immediately Face The Emperor.
  
      SORCERER-LORD
  Train a mystic apprentice, violating a sacred 
  Imperial edict.
  {
  { Find an Imperial citizen born with the 
  gift of sorcery to be your apprentice. 
  What limited resource is extremely 
  valuable and fought over throughout 
  the Human Empire? 
  {
  { Obtain the advanced materials 
  necessary for your apprentice to craft 
  his or her own Sorcerer Blade, a 
  sacred tradition. What are they and 
  why are they so difficult to obtain?
  {
  { Find the emotional weaknesses in 
  your apprentice’s psyche, using it to 
  manipulate your apprentice to do your 
  bidding. Describe it.
  {
  { Obfuscate your apprentice’s true role 
  in The Empire by providing him or her 
  with a false identity. Describe it.
  {
  { Complete your apprentice’s training. 
  What is an unusual weapon used by 
  an alien species in the universe?
  Name:
  Agamemnon, Ajax, Alexander, Alia, Bel, Bellonda, 
  Blain, Brizon, Cassandra, Chan, Cleon, Corran, 
  Corysta, Dillard, Dillon, Diomedes, Doria, Drago, 
  Duncan, Dutch, Erasmus, Feyd, Galen, Hawkins, 
  Hecate, Helen, Helena, Isambard, Jessica, Kyp, Kyra, 
  Leto, Madeline, Mara, Margot, Natasi, Nomi, Octavia, 
  Preem, Quentin, Rayna, Rennes, Sersa, Siona, Thufir, 
  Vaako, Vladimir, Wensicia, Wilhuff, Winston, Xerxes, 
  Zev, Zoal
  Species:
  {
  { Human
  (Gain +1 to a skill)
  {
  { Alien: ___________ 
  (Gain a Special Ability)
  Homeworld: Gain +1 to Moves while in 
  your galactic homeworld location.
  {
  { forbidden Deep Core
  {
  { industrialized Core Worlds
  {
  { commerce-rich Core Worlds
  {
  { pollutant-choked Core Worlds
  {
  { Mid Rim borderlands
  {
  { untouched Outer Rim
  {
  { lawless Outer Rim
  {
  { savage Outer Rim
  {
  { desolate Outer Rim
  {
  { mysterious Unknown Regions
  {
  { the horrific Great Void
  Raiment:
  Features:
  Career:
  Combat:
  Cunning:
  Loyalty:
  Reputation:
  Starting Stats:
  (+0,+0,+0,+1) or (-1,+0,+1,+1) or (-1,+0,+0,+2) 
  or (-2,+0,+1,+2)
  Destiny:
  Prophecy Notes:
  Wounds (3): 
  {
  {{ {{ {
  Special Abilities
  {
  { Chosen One: Gain +2 to rolls made when you 
  Face The Emperor for each point of Destiny 
  spent during this Move instead of +1.
  {
  { Inner Circle: When you Vote, your decision 
  counts as 1 additional vote. What worn symbol 
  of office sets you apart from the other agents?
  {
  { Mystic Councilor: When you reveal the 
  Prophecy of an agent, that agent takes -1 to 
  Moves until that Prophecy is fulfilled.
  {
  { Mystic Defender: You may spend 1 Destiny to 
  negate Wounds on yourself or any other agent 
  coming from the results of a single Move.
  {
  { Traveler: Gain three additional Homeworld 
  locations.
  
  MOVES REFERENCE SHEET
  1). Prepare
  Describe what means and methods you use to gain an unfair 
  advantage against the enemies of The Emperor.
  Do you gain valuable intelligence, illegal equipment, a 
  notorious non-player ally, or something else entirely?
  Any agent may use this item to gain +1 to any number 
  of rolls, but must describe in the shared fiction how this item 
  benefits the specific situation.
  If you prepare by using your wits and knowledge, roll 
  +Cunning.
  If you prepare by using your imposing presence and illicit 
  personal connections, roll +Reputation.
  On a 10+, you get the advantage you wanted and gain +1 
  Destiny.
  On a 7-9, you gain the advantage, but must choose either:
  Your strike team continues late and under duress. Declare 
  an additional Edict.
  Your enemies strike in your moment of weakness. The 
  Mission Leader chooses an agent to lead the way out of 
  an Ambush.
  On a miss, you must do both and don’t get the advantage.
  2). Travel
  Describe how you use your unique wealth, abilities, and 
  personal connections to get you there.
  If you travel by flaunting a vulgar display of power, roll 
  +Reputation.
  If you travel by stealth or subterfuge, roll +Cunning.
  If you travel by diplomatic means, roll +Loyalty.
  On a 10+, you get there without a hitch. Gain +1 Destiny.
  On a 7-9, your intelligences sources were faulty, the enemy is 
  on the move and has already relocated, or you have become 
  hopelessly lost. You must Suffer 1 Wound and then choose 
  a consequence:
  You must Travel again.
  Your enemies strike in your moment of weakness. The Mission 
  Leader chooses an agent to lead the way out of an Ambush.
  On a miss, the team gets to their location, but walks right into 
  a trap. Declare an Edict for all skills.
  3). Operation
  Describe what powers, equipment, and resources you bring to 
  bear against the problem.
  If you operate through strength of arms, roll +Combat.
  If you operate through clever strategies, roll +Cunning.
  If you operate through leveraging Imperial military might, roll 
  +Loyalty.
  If you operate through fear and intimidation, roll 
  +Reputation.
  On a 10+, the task is completed flawlessly and you gain +1 
  Destiny. 
  On a 7-9, the operation is complete, but something went 
  terribly wrong. You must Suffer 1 Wound and the Mission 
  Leader may Advance his or her secret agenda.
  If the Operation is complete (7+), the mission is a success. 
  Each agent that has not been knocked out of the mission, 
  including the Mission Leader, draws an Honors card. Then, 
  start a new Mission.
  On a miss, abort the mission. The mission is a failure and 
  you are blamed for it. Return to the Imperial Homeworld to 
  Face The Emperor. Describe the mitigating circumstances 
  for your failure to the deaf ears of The Emperor. Then, start 
  a new Mission.
  Ambush
  Roll +Combat.
  On a 10+, you break through with minimal casualties. Gain 
  +1 Destiny.
  On a 7-9, you win the battle but you and an agent of your 
  choice each Suffer 1 Wound.
  On a miss, you go out in a blaze of glory. Suffer 10 
  Wounds and then each other agent, including the Mission 
  Leader, must Suffer 1 Wound.
  Betray An Agent
  Describe how you threaten or ignore the goals of The 
  Emperor in order to further your own selfish needs, choose 
  another agent to betray, and roll the dice.
  On a 10+, it is a shocking betrayal. You Advance your 
  secret agenda and cause the other agent to Suffer 2 
  Wounds.
  On a 7-9, your treachery was successful, but predictable. You 
  Advance your secret agenda and cause both yourself and the 
  other agent to Suffer 1 Wound.
  On a miss, you must immediately Face The Emperor.
  Face The Emperor
  Describe how you go about avoiding a painful death. This 
  Move takes place in the Imperial Homeworld location.
  If you play the sycophant and loyal servant; roll +Loyalty.
  What additional, distasteful service do you provide The 
  Emperor?
  If you show defiance and are willing to prove The Emperor 
  wrong, roll +Combat.
  What flaw do you point out to The Emperor?
  On a 10+, The Emperor is pleased. Gain a new Honors 
  Card and return to duty.
  On a 7-9, endure a grueling, painful interrogation and 
  Suffer 3 Wounds.
  On a miss, you are publicly executed. Describe it.
  Suffer a Wound
  When you suffer a total of 3 wounds, you are knocked out.
  You cannot participate in the current mission. 
  Your body is horribly scarred. Describe it.
  Remove all wounds at the start of a new Mission.
  If all agents on a mission, besides the current Mission Leader, 
  have been knocked out by either suffering too many wounds 
  or being executed, the mission is a failure or the Mission 
  Leader must immediately Face The Emperor.
  
     GRAND ADMIRAL
  Execute a mass military defection to the 
  enemies of The Human Empire.
  {
  { Research and download encrypted 
  troop movements and other military 
  plans. What force in the universe is 
  able to rival The Human Empire?
  {
  { Gather support from like-minded 
  Imperial military officers. What pushed 
  them over the edge?
  {
  { Arrange for starships full of supporters 
  and supplies to defect with you. What 
  is The Emperor’s most powerful 
  military asset?
  {
  { Make contact with enemy military and 
  political leaders. How do you assuage 
  their misgivings?
  {
  { Secure a secret rendezvous for a 
  clandestine meeting. What do you 
  receive in return for delivering on your 
  promised defection?
  Name:
  Agamemnon, Ajax, Alexander, Alia, Bel, Bellonda, 
  Blain, Brizon, Cassandra, Chan, Cleon, Corran, 
  Corysta, Dillard, Dillon, Diomedes, Doria, Drago, 
  Duncan, Dutch, Erasmus, Feyd, Galen, Hawkins, 
  Hecate, Helen, Helena, Isambard, Jessica, Kyp, Kyra, 
  Leto, Madeline, Mara, Margot, Natasi, Nomi, Octavia, 
  Preem, Quentin, Rayna, Rennes, Sersa, Siona, Thufir, 
  Vaako, Vladimir, Wensicia, Wilhuff, Winston, Xerxes, 
  Zev, Zoal
  Species:
  {
  { Human
  (Gain +1 to a skill)
  {
  { Alien: ___________ 
  (Gain a Special Ability)
  Homeworld: Gain +1 to Moves while in 
  your galactic homeworld location.
  {
  { forbidden Deep Core
  {
  { industrialized Core Worlds
  {
  { commerce-rich Core Worlds
  {
  { pollutant-choked Core Worlds
  {
  { Mid Rim borderlands
  {
  { untouched Outer Rim
  {
  { lawless Outer Rim
  {
  { savage Outer Rim
  {
  { desolate Outer Rim
  {
  { mysterious Unknown Regions
  {
  { the horrific Great Void
  Raiment:
  Features:
  Career:
  Combat:
  Cunning:
  Loyalty:
  Reputation:
  Starting Stats:
  (+0,+0,+0,+1) or (-1,+0,+1,+1) or (-1,+0,+0,+2) 
  or (-2,+0,+1,+2)
  Destiny:
  Prophecy Notes:
  Wounds (3): 
  {
  {{ {{ {
  Special Abilities
  {
  { Advanced Training: Gain an additional 
  random Career.
  {
  { Chosen One: Gain +2 to rolls made when you 
  Travel for each point of Destiny spent during 
  this Move instead of +1.
  {
  { Inner Circle: When you Vote, your decision 
  counts as 1 additional vote. What worn symbol 
  of office sets you apart from the other agents?
  {
  { Protector: Gain +1 Destiny if you save 
  someone’s life during the mission.
  {
  { Pull Rank: Gain +1 to Betray an Agent rolls.
  
  MOVES REFERENCE SHEET
  1). Prepare
  Describe what means and methods you use to gain an unfair 
  advantage against the enemies of The Emperor.
  Do you gain valuable intelligence, illegal equipment, a 
  notorious non-player ally, or something else entirely?
  Any agent may use this item to gain +1 to any number 
  of rolls, but must describe in the shared fiction how this item 
  benefits the specific situation.
  If you prepare by using your wits and knowledge, roll 
  +Cunning.
  If you prepare by using your imposing presence and illicit 
  personal connections, roll +Reputation.
  On a 10+, you get the advantage you wanted and gain +1 
  Destiny.
  On a 7-9, you gain the advantage, but must choose either:
  Your strike team continues late and under duress. Declare 
  an additional Edict.
  Your enemies strike in your moment of weakness. The 
  Mission Leader chooses an agent to lead the way out of 
  an Ambush.
  On a miss, you must do both and don’t get the advantage.
  2). Travel
  Describe how you use your unique wealth, abilities, and 
  personal connections to get you there.
  If you travel by flaunting a vulgar display of power, roll 
  +Reputation.
  If you travel by stealth or subterfuge, roll +Cunning.
  If you travel by diplomatic means, roll +Loyalty.
  On a 10+, you get there without a hitch. Gain +1 Destiny.
  On a 7-9, your intelligences sources were faulty, the enemy is 
  on the move and has already relocated, or you have become 
  hopelessly lost. You must Suffer 1 Wound and then choose 
  a consequence:
  You must Travel again.
  Your enemies strike in your moment of weakness. The Mission 
  Leader chooses an agent to lead the way out of an Ambush.
  On a miss, the team gets to their location, but walks right into 
  a trap. Declare an Edict for all skills.
  3). Operation
  Describe what powers, equipment, and resources you bring to 
  bear against the problem.
  If you operate through strength of arms, roll +Combat.
  If you operate through clever strategies, roll +Cunning.
  If you operate through leveraging Imperial military might, roll 
  +Loyalty.
  If you operate through fear and intimidation, roll 
  +Reputation.
  On a 10+, the task is completed flawlessly and you gain +1 
  Destiny. 
  On a 7-9, the operation is complete, but something went 
  terribly wrong. You must Suffer 1 Wound and the Mission 
  Leader may Advance his or her secret agenda.
  If the Operation is complete (7+), the mission is a success. 
  Each agent that has not been knocked out of the mission, 
  including the Mission Leader, draws an Honors card. Then, 
  start a new Mission.
  On a miss, abort the mission. The mission is a failure and 
  you are blamed for it. Return to the Imperial Homeworld to 
  Face The Emperor. Describe the mitigating circumstances 
  for your failure to the deaf ears of The Emperor. Then, start 
  a new Mission.
  Ambush
  Roll +Combat.
  On a 10+, you break through with minimal casualties. Gain 
  +1 Destiny.
  On a 7-9, you win the battle but you and an agent of your 
  choice each Suffer 1 Wound.
  On a miss, you go out in a blaze of glory. Suffer 10 
  Wounds and then each other agent, including the Mission 
  Leader, must Suffer 1 Wound.
  Betray An Agent
  Describe how you threaten or ignore the goals of The 
  Emperor in order to further your own selfish needs, choose 
  another agent to betray, and roll the dice.
  On a 10+, it is a shocking betrayal. You Advance your 
  secret agenda and cause the other agent to Suffer 2 
  Wounds.
  On a 7-9, your treachery was successful, but predictable. You 
  Advance your secret agenda and cause both yourself and the 
  other agent to Suffer 1 Wound.
  On a miss, you must immediately Face The Emperor.
  Face The Emperor
  Describe how you go about avoiding a painful death. This 
  Move takes place in the Imperial Homeworld location.
  If you play the sycophant and loyal servant; roll +Loyalty.
  What additional, distasteful service do you provide The 
  Emperor?
  If you show defiance and are willing to prove The Emperor 
  wrong, roll +Combat.
  What flaw do you point out to The Emperor?
  On a 10+, The Emperor is pleased. Gain a new Honors 
  Card and return to duty.
  On a 7-9, endure a grueling, painful interrogation and 
  Suffer 3 Wounds.
  On a miss, you are publicly executed. Describe it.
  Suffer a Wound
  When you suffer a total of 3 wounds, you are knocked out.
  You cannot participate in the current mission. 
  Your body is horribly scarred. Describe it.
  Remove all wounds at the start of a new Mission.
  If all agents on a mission, besides the current Mission Leader, 
  have been knocked out by either suffering too many wounds 
  or being executed, the mission is a failure or the Mission 
  Leader must immediately Face The Emperor.
  
      HERESIARCH
  You are an arch-heretic and supreme traitor, 
  hiding right under The Emperor’s nose. 
  Spread the corruption of your heresy to the 
  corners of the universe.
  {
  { Develop and hone your innate mystic 
  powers using controversial and 
  unethical methods. What forbidden 
  ritual do you use?
  {
  { Establish a cult of personality around 
  yourself, inspiring your followers to 
  sacrifice their lives for you. Draw a 
  sorcerous icon to represent your order, 
  and show it to the other agents.
  {
  { Hide your newly formed religion 
  from the gaze of The Emperor and 
  His time-prophets. What artifact or 
  supernatural power allows you to do 
  this impossible task?
  {
  { Covertly spread the cult throughout the 
  corners of the Human Empire. What 
  secret, horrific evils does The Emperor 
  protect Humanity from?
  {
  { Seize power in a sudden coup 
  throughout the galactic superstring 
  local cluster, anointing yourself as The 
  Emperor. What terrible fate awaits your 
  divine predecessor and what glories are 
  shown during your coronation?
  Name:
  Agamemnon, Ajax, Alexander, Alia, Bel, Bellonda, 
  Blain, Brizon, Cassandra, Chan, Cleon, Corran, 
  Corysta, Dillard, Dillon, Diomedes, Doria, Drago, 
  Duncan, Dutch, Erasmus, Feyd, Galen, Hawkins, 
  Hecate, Helen, Helena, Isambard, Jessica, Kyp, Kyra, 
  Leto, Madeline, Mara, Margot, Natasi, Nomi, Octavia, 
  Preem, Quentin, Rayna, Rennes, Sersa, Siona, Thufir, 
  Vaako, Vladimir, Wensicia, Wilhuff, Winston, Xerxes, 
  Zev, Zoal
  Species:
  {
  { Human
  (Gain +1 to a skill)
  {
  { Alien: ___________ 
  (Gain a Special Ability)
  Homeworld: Gain +1 to Moves while in 
  your galactic homeworld location.
  {
  { forbidden Deep Core
  {
  { industrialized Core Worlds
  {
  { commerce-rich Core Worlds
  {
  { pollutant-choked Core Worlds
  {
  { Mid Rim borderlands
  {
  { untouched Outer Rim
  {
  { lawless Outer Rim
  {
  { savage Outer Rim
  {
  { desolate Outer Rim
  {
  { mysterious Unknown Regions
  {
  { the horrific Great Void
  Raiment:
  Features:
  Career:
  Combat:
  Cunning:
  Loyalty:
  Reputation:
  Starting Stats:
  (+0,+0,+0,+1) or (-1,+0,+1,+1) or (-1,+0,+0,+2) 
  or (-2,+0,+1,+2)
  Destiny:
  Prophecy Notes:
  Wounds (3): 
  {
  {{ {{ {
  Special Abilities
  {
  { Committed Followers: Your followers are 
  legion and will gladly sacrifice themselves for 
  you. Describe the personal guard that has formed 
  around you. When you Face The Emperor, you 
  may use Reputation.
  {
  { Honored Matron: When you face an Ambush, 
  you may use Cunning.
  {
  { Shared Fate: During Prophecy, choose another 
  agent. Both of your prophecies apply to both of you. 
  Both agents may fulfill either one of the prophecies.
  {
  { Save Against Death: When you are publicly 
  executed, your spirit is instead transferred or 
  reborn into another host and you may keep all 
  of your accrued Special Abilities. Describe this 
  corrupt process.
  {
  { Traveler: Gain three additional Homeworld 
  locations.
  
  MOVES REFERENCE SHEET
  1). Prepare
  Describe what means and methods you use to gain an unfair 
  advantage against the enemies of The Emperor.
  Do you gain valuable intelligence, illegal equipment, a 
  notorious non-player ally, or something else entirely?
  Any agent may use this item to gain +1 to any number 
  of rolls, but must describe in the shared fiction how this item 
  benefits the specific situation.
  If you prepare by using your wits and knowledge, roll 
  +Cunning.
  If you prepare by using your imposing presence and illicit 
  personal connections, roll +Reputation.
  On a 10+, you get the advantage you wanted and gain +1 
  Destiny.
  On a 7-9, you gain the advantage, but must choose either:
  Your strike team continues late and under duress. Declare 
  an additional Edict.
  Your enemies strike in your moment of weakness. The 
  Mission Leader chooses an agent to lead the way out of 
  an Ambush.
  On a miss, you must do both and don’t get the advantage.
  2). Travel
  Describe how you use your unique wealth, abilities, and 
  personal connections to get you there.
  If you travel by flaunting a vulgar display of power, roll 
  +Reputation.
  If you travel by stealth or subterfuge, roll +Cunning.
  If you travel by diplomatic means, roll +Loyalty.
  On a 10+, you get there without a hitch. Gain +1 Destiny.
  On a 7-9, your intelligences sources were faulty, the enemy is 
  on the move and has already relocated, or you have become 
  hopelessly lost. You must Suffer 1 Wound and then choose 
  a consequence:
  You must Travel again.
  Your enemies strike in your moment of weakness. The Mission 
  Leader chooses an agent to lead the way out of an Ambush.
  On a miss, the team gets to their location, but walks right into 
  a trap. Declare an Edict for all skills.
  3). Operation
  Describe what powers, equipment, and resources you bring to 
  bear against the problem.
  If you operate through strength of arms, roll +Combat.
  If you operate through clever strategies, roll +Cunning.
  If you operate through leveraging Imperial military might, roll 
  +Loyalty.
  If you operate through fear and intimidation, roll 
  +Reputation.
  On a 10+, the task is completed flawlessly and you gain +1 
  Destiny. 
  On a 7-9, the operation is complete, but something went 
  terribly wrong. You must Suffer 1 Wound and the Mission 
  Leader may Advance his or her secret agenda.
  If the Operation is complete (7+), the mission is a success. 
  Each agent that has not been knocked out of the mission, 
  including the Mission Leader, draws an Honors card. Then, 
  start a new Mission.
  On a miss, abort the mission. The mission is a failure and 
  you are blamed for it. Return to the Imperial Homeworld to 
  Face The Emperor. Describe the mitigating circumstances 
  for your failure to the deaf ears of The Emperor. Then, start 
  a new Mission.
  Ambush
  Roll +Combat.
  On a 10+, you break through with minimal casualties. Gain 
  +1 Destiny.
  On a 7-9, you win the battle but you and an agent of your 
  choice each Suffer 1 Wound.
  On a miss, you go out in a blaze of glory. Suffer 10 
  Wounds and then each other agent, including the Mission 
  Leader, must Suffer 1 Wound.
  Betray An Agent
  Describe how you threaten or ignore the goals of The 
  Emperor in order to further your own selfish needs, choose 
  another agent to betray, and roll the dice.
  On a 10+, it is a shocking betrayal. You Advance your 
  secret agenda and cause the other agent to Suffer 2 
  Wounds.
  On a 7-9, your treachery was successful, but predictable. You 
  Advance your secret agenda and cause both yourself and the 
  other agent to Suffer 1 Wound.
  On a miss, you must immediately Face The Emperor.
  Face The Emperor
  Describe how you go about avoiding a painful death. This 
  Move takes place in the Imperial Homeworld location.
  If you play the sycophant and loyal servant; roll +Loyalty.
  What additional, distasteful service do you provide The 
  Emperor?
  If you show defiance and are willing to prove The Emperor 
  wrong, roll +Combat.
  What flaw do you point out to The Emperor?
  On a 10+, The Emperor is pleased. Gain a new Honors 
  Card and return to duty.
  On a 7-9, endure a grueling, painful interrogation and 
  Suffer 3 Wounds.
  On a miss, you are publicly executed. Describe it.
  Suffer a Wound
  When you suffer a total of 3 wounds, you are knocked out.
  You cannot participate in the current mission. 
  Your body is horribly scarred. Describe it.
  Remove all wounds at the start of a new Mission.
  If all agents on a mission, besides the current Mission Leader, 
  have been knocked out by either suffering too many wounds 
  or being executed, the mission is a failure or the Mission 
  Leader must immediately Face The Emperor.
  
     HIGH INQUISITOR
  Track down and kill an escaped, hidden 
  Sorcerer-Lord before The Emperor takes them 
  on as a new apprentice.
  {
  { Find an Imperial citizen that is 
  suspected of being a Sorcerer-Lord. 
  Who else opposes The Emperor, 
  acting from within the Human Empire?
  {
  { Build or acquire a unique weapon 
  befitting a powerful Sorcerer-Lord. 
  Describe it.
  {
  { Discover what weaknesses haunt the 
  exiled Sorcerer-Lord. What are they?
  {
  { Convince any sympathetic citizenry 
  harboring this fugitive to turn him or 
  her out. How do you manipulate the 
  people to betray the Sorcerer-Lord?
  {
  { Strike down the Sorcerer-Lord in an 
  epic duel. What lurks in the hidden 
  central core of each galaxy?
  Name:
  Agamemnon, Ajax, Alexander, Alia, Bel, Bellonda, 
  Blain, Brizon, Cassandra, Chan, Cleon, Corran, 
  Corysta, Dillard, Dillon, Diomedes, Doria, Drago, 
  Duncan, Dutch, Erasmus, Feyd, Galen, Hawkins, 
  Hecate, Helen, Helena, Isambard, Jessica, Kyp, Kyra, 
  Leto, Madeline, Mara, Margot, Natasi, Nomi, Octavia, 
  Preem, Quentin, Rayna, Rennes, Sersa, Siona, Thufir, 
  Vaako, Vladimir, Wensicia, Wilhuff, Winston, Xerxes, 
  Zev, Zoal
  Species:
  {
  { Human
  (Gain +1 to a skill)
  {
  { Alien: ___________ 
  (Gain a Special Ability)
  Homeworld: Gain +1 to Moves while in 
  your galactic homeworld location.
  {
  { forbidden Deep Core
  {
  { industrialized Core Worlds
  {
  { commerce-rich Core Worlds
  {
  { pollutant-choked Core Worlds
  {
  { Mid Rim borderlands
  {
  { untouched Outer Rim
  {
  { lawless Outer Rim
  {
  { savage Outer Rim
  {
  { desolate Outer Rim
  {
  { mysterious Unknown Regions
  {
  { the horrific Great Void
  Raiment:
  Features:
  Career:
  Combat:
  Cunning:
  Loyalty:
  Reputation:
  Starting Stats:
  (+0,+0,+0,+1) or (-1,+0,+1,+1) or (-1,+0,+0,+2) 
  or (-2,+0,+1,+2)
  Destiny:
  Prophecy Notes:
  Wounds (3): 
  {
  {{ {{ {
  Special Abilities
  {
  { Advanced Training: Gain an additional 
  random Career.
  {
  { Blood Sorcery: Before rolling dice during a 
  Move, you may Suffer 2 Wounds to instead roll 
  three dice and discard the lowest single die result. 
  {
  { Dark Bargain: At any time, you may choose to 
  Face The Emperor and remove all wounds.
  {
  { Inner Circle: When you Vote, your decision 
  counts as 1 additional vote. What worn symbol 
  of office sets you apart from the other agents?
  {
  { Traveler: Gain three additional Homeworld 
  locations.
  
  MOVES REFERENCE SHEET
  1). Prepare
  Describe what means and methods you use to gain an unfair 
  advantage against the enemies of The Emperor.
  Do you gain valuable intelligence, illegal equipment, a 
  notorious non-player ally, or something else entirely?
  Any agent may use this item to gain +1 to any number 
  of rolls, but must describe in the shared fiction how this item 
  benefits the specific situation.
  If you prepare by using your wits and knowledge, roll 
  +Cunning.
  If you prepare by using your imposing presence and illicit 
  personal connections, roll +Reputation.
  On a 10+, you get the advantage you wanted and gain +1 
  Destiny.
  On a 7-9, you gain the advantage, but must choose either:
  Your strike team continues late and under duress. Declare 
  an additional Edict.
  Your enemies strike in your moment of weakness. The 
  Mission Leader chooses an agent to lead the way out of 
  an Ambush.
  On a miss, you must do both and don’t get the advantage.
  2). Travel
  Describe how you use your unique wealth, abilities, and 
  personal connections to get you there.
  If you travel by flaunting a vulgar display of power, roll 
  +Reputation.
  If you travel by stealth or subterfuge, roll +Cunning.
  If you travel by diplomatic means, roll +Loyalty.
  On a 10+, you get there without a hitch. Gain +1 Destiny.
  On a 7-9, your intelligences sources were faulty, the enemy is 
  on the move and has already relocated, or you have become 
  hopelessly lost. You must Suffer 1 Wound and then choose 
  a consequence:
  You must Travel again.
  Your enemies strike in your moment of weakness. The Mission 
  Leader chooses an agent to lead the way out of an Ambush.
  On a miss, the team gets to their location, but walks right into 
  a trap. Declare an Edict for all skills.
  3). Operation
  Describe what powers, equipment, and resources you bring to 
  bear against the problem.
  If you operate through strength of arms, roll +Combat.
  If you operate through clever strategies, roll +Cunning.
  If you operate through leveraging Imperial military might, roll 
  +Loyalty.
  If you operate through fear and intimidation, roll 
  +Reputation.
  On a 10+, the task is completed flawlessly and you gain +1 
  Destiny. 
  On a 7-9, the operation is complete, but something went 
  terribly wrong. You must Suffer 1 Wound and the Mission 
  Leader may Advance his or her secret agenda.
  If the Operation is complete (7+), the mission is a success. 
  Each agent that has not been knocked out of the mission, 
  including the Mission Leader, draws an Honors card. Then, 
  start a new Mission.
  On a miss, abort the mission. The mission is a failure and 
  you are blamed for it. Return to the Imperial Homeworld to 
  Face The Emperor. Describe the mitigating circumstances 
  for your failure to the deaf ears of The Emperor. Then, start 
  a new Mission.
  Ambush
  Roll +Combat.
  On a 10+, you break through with minimal casualties. Gain 
  +1 Destiny.
  On a 7-9, you win the battle but you and an agent of your 
  choice each Suffer 1 Wound.
  On a miss, you go out in a blaze of glory. Suffer 10 
  Wounds and then each other agent, including the Mission 
  Leader, must Suffer 1 Wound.
  Betray An Agent
  Describe how you threaten or ignore the goals of The 
  Emperor in order to further your own selfish needs, choose 
  another agent to betray, and roll the dice.
  On a 10+, it is a shocking betrayal. You Advance your 
  secret agenda and cause the other agent to Suffer 2 
  Wounds.
  On a 7-9, your treachery was successful, but predictable. You 
  Advance your secret agenda and cause both yourself and the 
  other agent to Suffer 1 Wound.
  On a miss, you must immediately Face The Emperor.
  Face The Emperor
  Describe how you go about avoiding a painful death. This 
  Move takes place in the Imperial Homeworld location.
  If you play the sycophant and loyal servant; roll +Loyalty.
  What additional, distasteful service do you provide The 
  Emperor?
  If you show defiance and are willing to prove The Emperor 
  wrong, roll +Combat.
  What flaw do you point out to The Emperor?
  On a 10+, The Emperor is pleased. Gain a new Honors 
  Card and return to duty.
  On a 7-9, endure a grueling, painful interrogation and 
  Suffer 3 Wounds.
  On a miss, you are publicly executed. Describe it.
  Suffer a Wound
  When you suffer a total of 3 wounds, you are knocked out.
  You cannot participate in the current mission. 
  Your body is horribly scarred. Describe it.
  Remove all wounds at the start of a new Mission.
  If all agents on a mission, besides the current Mission Leader, 
  have been knocked out by either suffering too many wounds 
  or being executed, the mission is a failure or the Mission 
  Leader must immediately Face The Emperor.
  
     PLANETARY GOVERNOR
  Construct a devastating technological super-
  weapon without The Emperor’s approval.
  {
  { Ensure that the public is kept 
  in the dark regarding this new 
  technological terror. Are alien species 
  who collaborate with the Human 
  Empire rewarded for their loyalty, or 
  dispatched with the rest?
  {
  { Appropriate a small Imperial fleet 
  to protect the construction zone and 
  project home star system. How do you 
  justify these actions to the public?
  {
  { Enlist legions of soldiers to provide 
  both security and a labor force. What 
  does The Human Empire do or have to 
  maintain leverage over its vassals?
  {
  { Gather together the necessary 
  materials needed for your plan. What 
  rare resource do you plunder, and 
  from whom?
  {
  { Finalize your initial plans with the 
  piece of strange, new technology that 
  makes it all possible. Describe the new 
  ultimate power in the galaxy.
  Name:
  Agamemnon, Ajax, Alexander, Alia, Bel, Bellonda, 
  Blain, Brizon, Cassandra, Chan, Cleon, Corran, 
  Corysta, Dillard, Dillon, Diomedes, Doria, Drago, 
  Duncan, Dutch, Erasmus, Feyd, Galen, Hawkins, 
  Hecate, Helen, Helena, Isambard, Jessica, Kyp, Kyra, 
  Leto, Madeline, Mara, Margot, Natasi, Nomi, Octavia, 
  Preem, Quentin, Rayna, Rennes, Sersa, Siona, Thufir, 
  Vaako, Vladimir, Wensicia, Wilhuff, Winston, Xerxes, 
  Zev, Zoal
  Species:
  {
  { Human
  (Gain +1 to a skill)
  {
  { Alien: ___________ 
  (Gain a Special Ability)
  Homeworld: Gain +1 to Moves while in 
  your galactic homeworld location.
  {
  { forbidden Deep Core
  {
  { industrialized Core Worlds
  {
  { commerce-rich Core Worlds
  {
  { pollutant-choked Core Worlds
  {
  { Mid Rim borderlands
  {
  { untouched Outer Rim
  {
  { lawless Outer Rim
  {
  { savage Outer Rim
  {
  { desolate Outer Rim
  {
  { mysterious Unknown Regions
  {
  { the horrific Great Void
  Raiment:
  Features:
  Career:
  Combat:
  Cunning:
  Loyalty:
  Reputation:
  Starting Stats:
  (+0,+0,+0,+1) or (-1,+0,+1,+1) or (-1,+0,+0,+2) 
  or (-2,+0,+1,+2)
  Destiny:
  Prophecy Notes:
  Wounds (3): 
  {
  {{ {{ {
  Special Abilities
  {
  { Advanced Training: Gain an additional 
  random Career.
  {
  { Inner Circle: When you Vote, your decision 
  counts as 1 additional vote. What worn symbol 
  of office sets you apart from the other agents?
  {
  { Praetorian Guard: When you face an 
  Ambush, you may use Loyalty.
  {
  { Resilient: You are knocked out of the mission 
  upon receiving 4 Wounds instead of 3.
  {
  { Ruthless: Gain +1 to rolls when you Prepare 
  through Reputation. When you Prepare 
  through Cunning, you must discard an 
  Honors card.
  
  MOVES REFERENCE SHEET
  1). Prepare
  Describe what means and methods you use to gain an unfair 
  advantage against the enemies of The Emperor.
  Do you gain valuable intelligence, illegal equipment, a 
  notorious non-player ally, or something else entirely?
  Any agent may use this item to gain +1 to any number 
  of rolls, but must describe in the shared fiction how this item 
  benefits the specific situation.
  If you prepare by using your wits and knowledge, roll 
  +Cunning.
  If you prepare by using your imposing presence and illicit 
  personal connections, roll +Reputation.
  On a 10+, you get the advantage you wanted and gain +1 
  Destiny.
  On a 7-9, you gain the advantage, but must choose either:
  Your strike team continues late and under duress. Declare 
  an additional Edict.
  Your enemies strike in your moment of weakness. The 
  Mission Leader chooses an agent to lead the way out of 
  an Ambush.
  On a miss, you must do both and don’t get the advantage.
  2). Travel
  Describe how you use your unique wealth, abilities, and 
  personal connections to get you there.
  If you travel by flaunting a vulgar display of power, roll 
  +Reputation.
  If you travel by stealth or subterfuge, roll +Cunning.
  If you travel by diplomatic means, roll +Loyalty.
  On a 10+, you get there without a hitch. Gain +1 Destiny.
  On a 7-9, your intelligences sources were faulty, the enemy is 
  on the move and has already relocated, or you have become 
  hopelessly lost. You must Suffer 1 Wound and then choose 
  a consequence:
  You must Travel again.
  Your enemies strike in your moment of weakness. The Mission 
  Leader chooses an agent to lead the way out of an Ambush.
  On a miss, the team gets to their location, but walks right into 
  a trap. Declare an Edict for all skills.
  3). Operation
  Describe what powers, equipment, and resources you bring to 
  bear against the problem.
  If you operate through strength of arms, roll +Combat.
  If you operate through clever strategies, roll +Cunning.
  If you operate through leveraging Imperial military might, roll 
  +Loyalty.
  If you operate through fear and intimidation, roll 
  +Reputation.
  On a 10+, the task is completed flawlessly and you gain +1 
  Destiny. 
  On a 7-9, the operation is complete, but something went 
  terribly wrong. You must Suffer 1 Wound and the Mission 
  Leader may Advance his or her secret agenda.
  If the Operation is complete (7+), the mission is a success. 
  Each agent that has not been knocked out of the mission, 
  including the Mission Leader, draws an Honors card. Then, 
  start a new Mission.
  On a miss, abort the mission. The mission is a failure and 
  you are blamed for it. Return to the Imperial Homeworld to 
  Face The Emperor. Describe the mitigating circumstances 
  for your failure to the deaf ears of The Emperor. Then, start 
  a new Mission.
  Ambush
  Roll +Combat.
  On a 10+, you break through with minimal casualties. Gain 
  +1 Destiny.
  On a 7-9, you win the battle but you and an agent of your 
  choice each Suffer 1 Wound.
  On a miss, you go out in a blaze of glory. Suffer 10 
  Wounds and then each other agent, including the Mission 
  Leader, must Suffer 1 Wound.
  Betray An Agent
  Describe how you threaten or ignore the goals of The 
  Emperor in order to further your own selfish needs, choose 
  another agent to betray, and roll the dice.
  On a 10+, it is a shocking betrayal. You Advance your 
  secret agenda and cause the other agent to Suffer 2 
  Wounds.
  On a 7-9, your treachery was successful, but predictable. You 
  Advance your secret agenda and cause both yourself and the 
  other agent to Suffer 1 Wound.
  On a miss, you must immediately Face The Emperor.
  Face The Emperor
  Describe how you go about avoiding a painful death. This 
  Move takes place in the Imperial Homeworld location.
  If you play the sycophant and loyal servant; roll +Loyalty.
  What additional, distasteful service do you provide The 
  Emperor?
  If you show defiance and are willing to prove The Emperor 
  wrong, roll +Combat.
  What flaw do you point out to The Emperor?
  On a 10+, The Emperor is pleased. Gain a new Honors 
  Card and return to duty.
  On a 7-9, endure a grueling, painful interrogation and 
  Suffer 3 Wounds.
  On a miss, you are publicly executed. Describe it.
  Suffer a Wound
  When you suffer a total of 3 wounds, you are knocked out.
  You cannot participate in the current mission. 
  Your body is horribly scarred. Describe it.
  Remove all wounds at the start of a new Mission.
  If all agents on a mission, besides the current Mission Leader, 
  have been knocked out by either suffering too many wounds 
  or being executed, the mission is a failure or the Mission 
  Leader must immediately Face The Emperor.
  
     SHADOW COMMANDER
  Someone has deeply wronged you in your 
  past history. Now is the time for them to be 
  judged for their crimes.
  {
  { Find the hidden proof of your nemesis’ 
  wrong-doings, or plant evidence to 
  frame this hated foe for a crime he or 
  she did not commit. What is the crime?
  {
  { Pull strings to arrange for this trial, a 
  personal vendetta. How and when did 
  The Emperor come to power?
  {
  { Discredit any witnesses brought by the 
  defense. Who do you publicly destroy on 
  both a professional and emotional level?
  {
  { Arrange for witnesses to step forward 
  in your favor. Where is the Imperial 
  Homeworld and how is it protected?
  {
  { Win the trial, humiliate your nemesis 
  in a public forum, and see him or her 
  sent to prison in shame. Describe it.
  Name:
  Agamemnon, Ajax, Alexander, Alia, Bel, Bellonda, 
  Blain, Brizon, Cassandra, Chan, Cleon, Corran, 
  Corysta, Dillard, Dillon, Diomedes, Doria, Drago, 
  Duncan, Dutch, Erasmus, Feyd, Galen, Hawkins, 
  Hecate, Helen, Helena, Isambard, Jessica, Kyp, Kyra, 
  Leto, Madeline, Mara, Margot, Natasi, Nomi, Octavia, 
  Preem, Quentin, Rayna, Rennes, Sersa, Siona, Thufir, 
  Vaako, Vladimir, Wensicia, Wilhuff, Winston, Xerxes, 
  Zev, Zoal
  Species:
  {
  { Human
  (Gain +1 to a skill)
  {
  { Alien: ___________ 
  (Gain a Special Ability)
  Homeworld: Gain +1 to Moves while in 
  your galactic homeworld location.
  {
  { forbidden Deep Core
  {
  { industrialized Core Worlds
  {
  { commerce-rich Core Worlds
  {
  { pollutant-choked Core Worlds
  {
  { Mid Rim borderlands
  {
  { untouched Outer Rim
  {
  { lawless Outer Rim
  {
  { savage Outer Rim
  {
  { desolate Outer Rim
  {
  { mysterious Unknown Regions
  {
  { the horrific Great Void
  Raiment:
  Features:
  Career:
  Combat:
  Cunning:
  Loyalty:
  Reputation:
  Starting Stats:
  (+0,+0,+0,+1) or (-1,+0,+1,+1) or (-1,+0,+0,+2) 
  or (-2,+0,+1,+2)
  Destiny:
  Prophecy Notes:
  Wounds (3): 
  {
  {{ {{ {
  Special Abilities
  {
  { Advanced Training: Gain an additional 
  random Career.
  {
  { Blood Sacrifice: Gain +1 Destiny if another 
  agent is executed while you are Mission Leader.
  {
  { Close Watch: You may spend 1 Destiny to 
  choose the consequences for another agent 
  during a Move.
  {
  { Sadist: At the end of a successful mission, gain 
  +1 Destiny if you showed unnecessary cruelty 
  during the mission.
  {
  { Traveler: Gain three additional Homeworld 
  locations.
  
  MOVES REFERENCE SHEET
  1). Prepare
  Describe what means and methods you use to gain an unfair 
  advantage against the enemies of The Emperor.
  Do you gain valuable intelligence, illegal equipment, a 
  notorious non-player ally, or something else entirely?
  Any agent may use this item to gain +1 to any number 
  of rolls, but must describe in the shared fiction how this item 
  benefits the specific situation.
  If you prepare by using your wits and knowledge, roll 
  +Cunning.
  If you prepare by using your imposing presence and illicit 
  personal connections, roll +Reputation.
  On a 10+, you get the advantage you wanted and gain +1 
  Destiny.
  On a 7-9, you gain the advantage, but must choose either:
  Your strike team continues late and under duress. Declare 
  an additional Edict.
  Your enemies strike in your moment of weakness. The 
  Mission Leader chooses an agent to lead the way out of 
  an Ambush.
  On a miss, you must do both and don’t get the advantage.
  2). Travel
  Describe how you use your unique wealth, abilities, and 
  personal connections to get you there.
  If you travel by flaunting a vulgar display of power, roll 
  +Reputation.
  If you travel by stealth or subterfuge, roll +Cunning.
  If you travel by diplomatic means, roll +Loyalty.
  On a 10+, you get there without a hitch. Gain +1 Destiny.
  On a 7-9, your intelligences sources were faulty, the enemy is 
  on the move and has already relocated, or you have become 
  hopelessly lost. You must Suffer 1 Wound and then choose 
  a consequence:
  You must Travel again.
  Your enemies strike in your moment of weakness. The Mission 
  Leader chooses an agent to lead the way out of an Ambush.
  On a miss, the team gets to their location, but walks right into 
  a trap. Declare an Edict for all skills.
  3). Operation
  Describe what powers, equipment, and resources you bring to 
  bear against the problem.
  If you operate through strength of arms, roll +Combat.
  If you operate through clever strategies, roll +Cunning.
  If you operate through leveraging Imperial military might, roll 
  +Loyalty.
  If you operate through fear and intimidation, roll 
  +Reputation.
  On a 10+, the task is completed flawlessly and you gain +1 
  Destiny. 
  On a 7-9, the operation is complete, but something went 
  terribly wrong. You must Suffer 1 Wound and the Mission 
  Leader may Advance his or her secret agenda.
  If the Operation is complete (7+), the mission is a success. 
  Each agent that has not been knocked out of the mission, 
  including the Mission Leader, draws an Honors card. Then, 
  start a new Mission.
  On a miss, abort the mission. The mission is a failure and 
  you are blamed for it. Return to the Imperial Homeworld to 
  Face The Emperor. Describe the mitigating circumstances 
  for your failure to the deaf ears of The Emperor. Then, start 
  a new Mission.
  Ambush
  Roll +Combat.
  On a 10+, you break through with minimal casualties. Gain 
  +1 Destiny.
  On a 7-9, you win the battle but you and an agent of your 
  choice each Suffer 1 Wound.
  On a miss, you go out in a blaze of glory. Suffer 10 
  Wounds and then each other agent, including the Mission 
  Leader, must Suffer 1 Wound.
  Betray An Agent
  Describe how you threaten or ignore the goals of The 
  Emperor in order to further your own selfish needs, choose 
  another agent to betray, and roll the dice.
  On a 10+, it is a shocking betrayal. You Advance your 
  secret agenda and cause the other agent to Suffer 2 
  Wounds.
  On a 7-9, your treachery was successful, but predictable. You 
  Advance your secret agenda and cause both yourself and the 
  other agent to Suffer 1 Wound.
  On a miss, you must immediately Face The Emperor.
  Face The Emperor
  Describe how you go about avoiding a painful death. This 
  Move takes place in the Imperial Homeworld location.
  If you play the sycophant and loyal servant; roll +Loyalty.
  What additional, distasteful service do you provide The 
  Emperor?
  If you show defiance and are willing to prove The Emperor 
  wrong, roll +Combat.
  What flaw do you point out to The Emperor?
  On a 10+, The Emperor is pleased. Gain a new Honors 
  Card and return to duty.
  On a 7-9, endure a grueling, painful interrogation and 
  Suffer 3 Wounds.
  On a miss, you are publicly executed. Describe it.
  Suffer a Wound
  When you suffer a total of 3 wounds, you are knocked out.
  You cannot participate in the current mission. 
  Your body is horribly scarred. Describe it.
  Remove all wounds at the start of a new Mission.
  If all agents on a mission, besides the current Mission Leader, 
  have been knocked out by either suffering too many wounds 
  or being executed, the mission is a failure or the Mission 
  Leader must immediately Face The Emperor.
  
      BLANK SHEET
  {
  {  
   
   
   
  {
  {  
   
   
   
  {
  {  
   
   
   
  {
  {  
   
   
   
  {
  {  
   
   
   
  Name:
  Agamemnon, Ajax, Alexander, Alia, Bel, Bellonda, 
  Blain, Brizon, Cassandra, Chan, Cleon, Corran, 
  Corysta, Dillard, Dillon, Diomedes, Doria, Drago, 
  Duncan, Dutch, Erasmus, Feyd, Galen, Hawkins, 
  Hecate, Helen, Helena, Isambard, Jessica, Kyp, Kyra, 
  Leto, Madeline, Mara, Margot, Natasi, Nomi, Octavia, 
  Preem, Quentin, Rayna, Rennes, Sersa, Siona, Thufir, 
  Vaako, Vladimir, Wensicia, Wilhuff, Winston, Xerxes, 
  Zev, Zoal
  Species:
  {
  { Human
  (Gain +1 to a skill)
  {
  { Alien: ___________ 
  (Gain a Special Ability)
  Homeworld: Gain +1 to Moves while in 
  your galactic homeworld location.
  {
  { forbidden Deep Core
  {
  { industrialized Core Worlds
  {
  { commerce-rich Core Worlds
  {
  { pollutant-choked Core Worlds
  {
  { Mid Rim borderlands
  {
  { untouched Outer Rim
  {
  { lawless Outer Rim
  {
  { savage Outer Rim
  {
  { desolate Outer Rim
  {
  { mysterious Unknown Regions
  {
  { the horrific Great Void
  Raiment:
  Features:
  Career:
  Combat:
  Cunning:
  Loyalty:
  Reputation:
  Starting Stats:
  (+0,+0,+0,+1) or (-1,+0,+1,+1) or (-1,+0,+0,+2) 
  or (-2,+0,+1,+2)
  Destiny:
  Prophecy Notes:
  Wounds (3): 
  {
  {{ {{ {
  Special Abilities
  {
  {  
   
  {
  {  
   
  {
  {  
   
  {
  {  
   
  {
  {
  
  MOVES REFERENCE SHEET
  1). Prepare
  Describe what means and methods you use to gain an unfair 
  advantage against the enemies of The Emperor.
  Do you gain valuable intelligence, illegal equipment, a 
  notorious non-player ally, or something else entirely?
  Any agent may use this item to gain +1 to any number 
  of rolls, but must describe in the shared fiction how this item 
  benefits the specific situation.
  If you prepare by using your wits and knowledge, roll 
  +Cunning.
  If you prepare by using your imposing presence and illicit 
  personal connections, roll +Reputation.
  On a 10+, you get the advantage you wanted and gain +1 
  Destiny.
  On a 7-9, you gain the advantage, but must choose either:
  Your strike team continues late and under duress. Declare 
  an additional Edict.
  Your enemies strike in your moment of weakness. The 
  Mission Leader chooses an agent to lead the way out of 
  an Ambush.
  On a miss, you must do both and don’t get the advantage.
  2). Travel
  Describe how you use your unique wealth, abilities, and 
  personal connections to get you there.
  If you travel by flaunting a vulgar display of power, roll 
  +Reputation.
  If you travel by stealth or subterfuge, roll +Cunning.
  If you travel by diplomatic means, roll +Loyalty.
  On a 10+, you get there without a hitch. Gain +1 Destiny.
  On a 7-9, your intelligences sources were faulty, the enemy is 
  on the move and has already relocated, or you have become 
  hopelessly lost. You must Suffer 1 Wound and then choose 
  a consequence:
  You must Travel again.
  Your enemies strike in your moment of weakness. The Mission 
  Leader chooses an agent to lead the way out of an Ambush.
  On a miss, the team gets to their location, but walks right into 
  a trap. Declare an Edict for all skills.
  3). Operation
  Describe what powers, equipment, and resources you bring to 
  bear against the problem.
  If you operate through strength of arms, roll +Combat.
  If you operate through clever strategies, roll +Cunning.
  If you operate through leveraging Imperial military might, roll 
  +Loyalty.
  If you operate through fear and intimidation, roll 
  +Reputation.
  On a 10+, the task is completed flawlessly and you gain +1 
  Destiny. 
  On a 7-9, the operation is complete, but something went 
  terribly wrong. You must Suffer 1 Wound and the Mission 
  Leader may Advance his or her secret agenda.
  If the Operation is complete (7+), the mission is a success. 
  Each agent that has not been knocked out of the mission, 
  including the Mission Leader, draws an Honors card. Then, 
  start a new Mission.
  On a miss, abort the mission. The mission is a failure and 
  you are blamed for it. Return to the Imperial Homeworld to 
  Face The Emperor. Describe the mitigating circumstances 
  for your failure to the deaf ears of The Emperor. Then, start 
  a new Mission.
  Ambush
  Roll +Combat.
  On a 10+, you break through with minimal casualties. Gain 
  +1 Destiny.
  On a 7-9, you win the battle but you and an agent of your 
  choice each Suffer 1 Wound.
  On a miss, you go out in a blaze of glory. Suffer 10 
  Wounds and then each other agent, including the Mission 
  Leader, must Suffer 1 Wound.
  Betray An Agent
  Describe how you threaten or ignore the goals of The 
  Emperor in order to further your own selfish needs, choose 
  another agent to betray, and roll the dice.
  On a 10+, it is a shocking betrayal. You Advance your 
  secret agenda and cause the other agent to Suffer 2 
  Wounds.
  On a 7-9, your treachery was successful, but predictable. You 
  Advance your secret agenda and cause both yourself and the 
  other agent to Suffer 1 Wound.
  On a miss, you must immediately Face The Emperor.
  Face The Emperor
  Describe how you go about avoiding a painful death. This 
  Move takes place in the Imperial Homeworld location.
  If you play the sycophant and loyal servant; roll +Loyalty.
  What additional, distasteful service do you provide The 
  Emperor?
  If you show defiance and are willing to prove The Emperor 
  wrong, roll +Combat.
  What flaw do you point out to The Emperor?
  On a 10+, The Emperor is pleased. Gain a new Honors 
  Card and return to duty.
  On a 7-9, endure a grueling, painful interrogation and 
  Suffer 3 Wounds.
  On a miss, you are publicly executed. Describe it.
  Suffer a Wound
  When you suffer a total of 3 wounds, you are knocked out.
  You cannot participate in the current mission. 
  Your body is horribly scarred. Describe it.
  Remove all wounds at the start of a new Mission.
  If all agents on a mission, besides the current Mission Leader, 
  have been knocked out by either suffering too many wounds 
  or being executed, the mission is a failure or the Mission 
  Leader must immediately Face The Emperor.
  
SOURCE: textdata/thevault/Crush the Rebellion (PbtA)/CRUSH the REBELLION - Agent Sheets.pdf