going rogue 2e singles - v2.3
going rogue 2e singles - v2.3
online
website: jessfrom.online games: jumpgategames.itch.io
the link icon on the loyal playbook made by creative stall of the
noun project. going rogue uses asset packs by sungraphica.
thank you satah, rhiannon, and callie for feedback on drafts of the
loyal. thank you marissa and bridget for copyediting. thank you dora
for organizing countless playtests. thank you to playtesters: aaron,
alexandra, aniket, ashlin, bee, bridget, dora, ellis, evan, fae, george,
izzy, j, jae, james-oliver, jeff, joe, kevin, lyn, marissa, maude, nora,
ren, rhiannon, riley, satah, serj, steph, vin, and zachary.
Going Rogue adds three new pillars. The first two are The
Parliament and The Intelligence, which represent two loose
structures within The Liberation and often find themselves in
conflict. While the exact nature of this conflict will depend on
your choices, the tension between these two groups is central
to the thematic questions posed by Going Rogue. It is
important to remember that neither The Parliament nor the
intelligence are “the bad guys.” Rather, they each represent a
necessary component of a liberation struggle, that, like all
groups of people, sometimes act in excess and become
barriers to what they believe in.
5
Going Rogue also adds The Bond, a special pillar that is only
used if a player chooses The Loyal playbook. This pillar
represents the unique connection between the loyal and one or
more other player characters.
The Bond is the only pillar to offer not only moves that can be
used by the pillar itself, but also additional moves for the player
characters that are associated with it. These moves are the only
case in which players may spend tokens held by a pillar to take
actions as their player character. More information about the
unique mechanics for this pillar can be found on page 52.
The pillars from the base game are also present in Going Rogue,
but you may find The Space Between and The Scum & Villainy
less important in your game. The Liberation will likely continue to
play a central role.
Tip: The Intelligence and The Parliament overlap with the base
game pillar The Liberation. Where possible, it’s better to associate
NPCs with either The Intelligence or The Parliament rather than
The Liberation pillar, as these new Going Rogue pillars play a
more specific story role. In the end, however, there may be NPCs
who are members of The Liberation within the fiction, but don’t fit
neatly into The Intelligence or The Parliament. In that case, it’s
best to associate that NPC with The Liberation pillar from the base
game and have them share that pillar’s token pool.
Once per session, any player may use the move ask a player
“What do you want out of this scene?” and gain a token.
Players are encouraged to ask this question as often as they like,
particularly if they are new to GM-less games, but a given player
may only claim a token for asking this question once per session.
6
Play in Going Rogue largely follows the same process for setup
as Galactic and other Belonging Outside Belonging games.
Online parties can use the playdoc template available at this link.
The rules on pages 4-10 of Galactic (excerpted in this book below
on pg. 8-15) can be used as to guide setup and the beginning of
play. There is one significant change:
• PILLAR AND PLAYBOOK CREATION ORDER: After
reading the flavor text for each playbook and having each
player choose one, move immediately into reading the flavor
text for The Parliament and The Intelligence and choose their
desires before finishing character creation. By learning
about the new pillars added in Going Rogue and choosing
their desires, you will better understand your game’s setting,
and may discover how and why The Parliament or The
Intelligence have chosen to bring your characters together.
Additionally, the type of characters that Going Rogue playbooks
lend themselves to are very different from the base game. Going
Rogue characters tend to be loners, and are often already in
conflict with other PCs before play begins. This can make it
difficult to determine why your party would be working together. If
a way of uniting the party doesn’t follow naturally from filling out
the Going Rogue pillars, you can also use the following strategies:
• When choosing your character’s relationships, brainstorm
with other players which contacts might in fact be shared.
Galactic is built first and foremost for GM-less play, meaning that
every player makes a character and creates the story together,
characterizing the setting and taking on the roles of pillars and
NPCs when the story calls for it. However, it can also be played
with a GM role, where one player takes on the role of the pillars
and NPCs while everyone else plays their individual characters.
But why stop there? You could just as easily play a game of
Galactic where two players take on the role of two pillars each,
while the rest of the group plays character roles, or even a game
where four players each take on the role of one pillar each, with a
fifth player as the sole protagonist of a sprawling story.
Before you begin play, make sure your group discusses what you
want your story to include and what you don’t. Establish the tone
you’re aiming for so that everyone’s on the same page.
Get into the habit of asking questions. If you’re not sure if all the
players at the table would be comfortable with something you
want to suggest, ask in a way that makes it easy for someone else
to take the story in another direction. “Do you think...” “What if...”
“How about...” are all good ways to frame scenes and add details
while making sure everyone is on board. Plus, it’s more fun when
everyone feels good about adding things to the story!
Once all of the roles have been read, everyone picks the one they
would like to play.
Throughout play it’s likely that pillars will trade hands and be
played by different people. As a general rule, when a character
interacts with an aspect of a pillar, someone else should pick it up
and act as that pillar.
In Galactic, you will meet many characters who are not the main
characters you just created. These are called non-player
characters, or NPCs. Some may only exist in your story for a
moment, to provide a line or two of dialogue or react to a situation,
but some may become so involved in your story that you’ll want to
give them a bigger role in the mechanics of your game.
To help with this, your roles come with questions to ask the
players to the left and right of you. These answers can help you
flesh out your characters’ relationships and history. The answers
can be short and sweet, or might lead the conversation in a new
direction.
You can either leap into scenes as they are brought up, then
return to questions still unasked afterwards, or go through and
answer all the questions while noting down scene ideas, then play
them all out.
Scenes can take only a minute or two, or much longer than that.
They may stand alone, or they may flow naturally into each other;
to frame a scene, establish where you are, which characters are
there, and what you’re doing.
In a scene, make the moves from your role, and make them
boldly. Play to find out who your character is and what they do
next. Each character role comes with some tips to help guide you.
Pillars and NPCs have moves as well, but only vulnerable and
lateral ones. All moves are written from the second person
perspective of the character or pillar being played, so when it says
“gain a token”, whoever is doing the move gains a token.
Each player character and pillar has its own token pool, but NPCs
do not. When NPCs make moves, they act as extensions of
pillars. For example, the bounty hunter you’re negotiating with can
make the Mercenary move Ask “What’s in it for me” and gain a
token, and that token will be added to the Scum & Villainy token
pool, to be used by the pillar itself, a different Scum & Villainy
NPC, or that same bounty hunter.
In the same vein, when you make a lateral move that affects an
NPC, or maybe even a more abstract group or concept, give that
token to the pillar that NPC or group is attached to.
When you play Galactic, your group will be moving tokens around,
cycling them in and out of play, as well as between players and
pillars. The best way to think about the function of tokens in
Galactic is as representations of narrative focus. When you gain a
token, you are announcing your presence in the story. When you
give someone a token, you are putting the metaphorical spotlight
on them, inviting them to take action. When you spend a token,
you are having your moment in the spotlight, focusing the story on
you and your dramatic strong move.
and thank you to luke jordan, natalie libre, the tabletop treehouse
discord, and my mom for helping me a ton with this whole project.
For example: The Knight Errant has the move “find yourself
surrounded.” To use this move, The Knight Errant may observe
they are already surrounded, and gain a token, or may suggest
that a number of hostile NPCs appear and surround them. If the
party agrees to establish this narrative element, they use the
move and gain a token.
16
As a game about tension and conflict—with playbooks made up of
loners and people at cross principles—Going Rogue is much
more likely than the base game to involve early and significant
player character conflict. Each playbook’s tips section has a
reminder: character conflict is not player conflict, and you can find
ways to move towards shared narrative goals even as characters
disagree. For those new to GM-less systems, this may not be
intuitive. Remember, you can discuss narrative possibilities out of
character with other players. You might ask: what can we
introduce into the narrative to ensure we become more tightly knit
as a crew or move towards certain plot beats even as our
characters explore their disagreements?
18
• STARTER TOKENS: Players new to Belonging Outside
Belonging systems sometimes find it surprising or difficult to
begin play without having all of their moves available and the
need to acquire a token before their characters can access the
narrative upbeat of a strong move or lateral move. The
typical way to handle this is by making an early vulnerable
move, or even more naturally, introducing plot elements
through a pillar move that gains a token for the pillar followed
by pillar move that gives this token to a player. However, new
players may have an easier time adjusting to token-based play
if each player character and each pillar begins play with 1
token that they can use immediately.
19
The Spy is a skilled operator, highly committed, but ruthless.
Their power comes from their cunning, determination, and
willingness to do whatever it takes.
Spend a token
• Vanish without anyone noticing.
• Commit to your principles in a moment of collective uncertainty.
• Move you and your comrades around an obstacle you can’t
overcome directly.
• Reveal a crucial piece of intelligence at the last moment.
• Reveal that a tool you need is already on hand, concealed.
Give a token
• Ask someone to put themselves at risk for the mission, and give
them a token if they do.
• Persuade a hesitant individual that an action is worth the
consequences, and give them a token if they listen.
Gain a token
• Lie to a comrade about your capabilities or intentions.
• Defend your principles and lose your cool in the process.
• Cause collateral damage to someone who didn't have it coming.
• Put yourself in a compromising situation with no plan for backup.
• Reveal sensitive intel to vent misgivings about your orders.
• Say “The mission is bigger than any of us.”
20
Hardened face, unreadable face, impassive face, sly face, shadowed
face, determined face, face of a friend.
Piercing eyes, searching eyes, resolute eyes, nervous eyes, watching
eyes, disarming eyes, fierce eyes.
Loyalty to those who have helped you in the past, to only kill those with
a weapon in hand, to never allow a child to be harmed, to allow harm
by inaction is to be responsible for that harm yourself, you must put
yourself in harm’s way if it means others won’t have to, retribution is
necessary against anyone who has brought harm.
The lover you left in order to protect them, the town that sheltered you
in a time of need, the child you saved, the family you ran from, the
defector who showed that people can improve, the person you could
never be, the chance to live a different life.
and select their trait (page 42)
• My scheming or cynical superior officer
• My daring or wise former squadmate that I keep in touch with
• My faithful or innocent friend who keeps me grounded
• The trusting or desperate contact I rely on for information
• The mercenary or connected officer that I can leverage
• The gossipy or maverick criminal who always has what I need
• My zealous or passionate ex with whom I had a fiery relationship—
and breakup
One left and one right
• How did I put you at risk recently? Were you angry about it?
• What lie did you catch me in? How did it make you feel?
• How have my unique connections or information been invaluable to
you recently?
21
The Leveraged is a nonbeliever compelled by circumstance.
Their power comes from their outside perspective, their desperation,
and their capacity to grow.
Spend a token
• Demonstrate a skill that no one around knew you had.
• Find yourself cornered, and smash your way out.
• Find yourself captured, and have the skills to get yourself, and
only yourself, free.
• Defy an order in order to succeed against long odds.
• Defy someone’s expectations of you.
Give a token
• Evoke someone’s sympathy, and give them a token if it works.
• Remind someone of a perspective they’ve forgotten, and given
them a token if they truly hear it.
Gain a token
• Get captured.
• Discover that someone you blame had noble intentions.
• Tell someone why you had it worse than them.
• Scoff at someone’s commitment to their principles.
• Say “Why should I care?”
• Ask a player or pillar “How can you take advantage of me?”
22
Sneering face, pained face, scoffing face, guarded face, worried face.
Scarred hands, weathered hands, small hands, crooked hands,
tattooed hands.
Connections that could keep you out of prison, your impounded ship,
the chance to see a loved one again, a captured comrade with a
checkered past, the knowledge of what you’ve done, your own guilt.
23
The Knight Errant once served a cause, and now searches for one.
Their power comes from their experience, grit, and renewed
passion.
• Explore the tension between the loss of your old cause and the
allure of your new one.
• As a player, seek out opportunities which might inspire your
reluctant character to recommit to community.
• Remember that character conflict is not player conflict; find
ways to move towards shared narrative goals as characters
disagree.
Spend a token
• Recommit to a long-lost principle.
• Win a fight you didn’t start.
• Stage a convincing or threatening distraction.
• Survive a blow that should have killed you.
• Intimidate someone in order to get what you want.
• Reveal an impressive accomplishment that you usually keep to
yourself.
Give a token
• Reveal an unexpected connection between another character
and your old cause, and give them a token.
• Ask a player or pillar “What can your character share that would
make me feel sympathy?” and give them a token if they share it.
Gain a token
• Find yourself surrounded.
• Respond to someone’s hope with cynicism.
• Sigh, and join someone on their quest.
• Tell someone they remind you of a person you used to be or
care about.
• Say “Don’t be naive.”
24
Grim face, weathered face, stony face, wrinkled face, sunken face,
scarred face.
Distant eyes, arresting eyes, burdened eyes, penetrating eyes,
tired eyes, steady eyes, suspicious eyes.
Duty to fight for the freedom of the oppressed, to take responsibility for
your actions, loyalty to those who fought beside you, to never harm the
innocent, forgive even when it is difficult, when the going gets tough
the tough get going, courage in the face of adversity.
25
The Convert joined the Liberation recently, and truly believes it can
make a difference.
Their power comes from their conscious optimism, energy, and luck.
Spend a token
• Succeed in something totally new using only beginner's luck.
• Use your one specialized skill, to inspiring success.
• Find confidence when those around you are discouraged.
• Use an object or skill from your past in an unexpected way.
• Encounter someone with a similar past, and convince them to
assist the Liberation.
Give a token
• Remind someone why the principles of The Liberation matter,
and give them a token if they listen.
• Ask someone for their advice or assistance while outside of
immediate danger, and give them a token if they provide it.
• Ask a player or pillar “How do you find my optimism or naiveté
inspiring or endearing in this moment?” and give them a token.
Gain a token
• Rush overconfidently into more danger than you can handle.
• Assume good intentions from someone who means you harm.
• Experience consequences for misreading a situation.
• Say “I thought we were better than that!”
• Ask a player or pillar “How can you take advantage of my
naiveté?”
26
Fresh face, young face, bewildered face, awestruck face, earnest face,
loving face.
Trusting eyes, hopeful eyes, naive eyes, excited eyes, innocent eyes,
curious eyes, starry eyes.
27
The Loyal is a stalwart friend, difficult to win over but unwavering in
their allegiance.
Their power comes from their tenacity, self-sacrifice, and
uncompromising commitment to care for those they are bonded to.
• Explore the tension between your trust and connection with your
bond, and your wariness around newcomers.
• As a player, seek out opportunities which might inspire your
character to believe in those who they previously doubted.
• Remember that character conflict is not player conflict; find
ways to move towards shared narrative goals as characters
disagree.
Spend a token
• Draw fire and take a hit, but refuse to go down.
State a blunt truth that no one else seems willing to name.
Be the threat so that a comrade doesn’t have to.
Appear at just the right moment to save a person or their plan.
Smash every barrier stopping you from reuniting with someone.
Give a token
• Offer someone your assistance or protection, and give them a
token if they take it.
• Ask a player or pillar “Why do you care about my opinion of
you?” and give them a token if they have an answer.
• Offer your loyalty to someone until the very end, and invite their
player to add their character to those sharing The Bond pillar. if
the they accept, give them all of your tokens.
Gain a token
• Put yourself in danger so that others don’t have to.
• Fail when someone is counting on you.
• Get involuntarily separated from a bonded character.
• Question someone’s loyalty or competence.
• Discover a threat to someone and choose not to protect them.
28 • ask an allied player or pillar “how have I underestimated you?”
Stoic face, scarred face, determined face, set face, unflinching face.
Resolute eyes, grey eyes, intense eyes, wary eyes, yearning eyes,
piercing eyes, LED eyes.
Fill out The Bond pillar (page 30) with one other player. the pillar
must start with only your two characters sharing that bond.
Saved you from imminent death, told you hard truths you needed to
hear, showed you the error of your ways, gave you something to
believe in, sheltered you when you needed it most, spared you when
they could have killed you, reprogrammed you.
and select their trait (page 42)
• The protective or compassionate medic who looks out for me
• The daring or rousing figure from my past that I admire
• The cynical or petulant newcomer that I wish my comrades
wouldn’t trust or rely on as much as they do
• The vengeful or scheming figure with a vendetta against me
• My independent or daring ex who I'm still not over
If a player chooses The Loyal playbook, they and one other player
begin play sharing The Bond. Both players must agree to share The
Bond. If no player uses The Loyal playbook, this pillar is not used.
____________________ ____________________
____________________ ____________________
____________________ ____________________
31
A revolution is nothing without its democracy. The Parliament
represents a diverse range of forces, factions, and commitments
joining together to try to negotiate their differences and devise a
plan that they can all share. At its best, The Parliament is a
comradely collectivity and an example of how a more just galaxy
would be governed.
32
A revolution is nothing without its might. It is The Liberation's spies
that enable its small fleet to succeed against a vast enemy. The
Intelligence is a clandestine network—and messy hierarchy—of
burdened people who do whatever it takes to rid the galaxy of The
Mandate. At its best, The Intelligence can turn a guaranteed defeat
into a galaxy-inspiring victory.
33
The connections between people are what surround us and give
us strength. The galaxy is never silent; it is alive and humming
with energy that you can feel if you pay attention.
The only way The Mandate can perpetuate itself is with constant
aggression, advancement of weaponry, and violence, and we
know that it will eventually collapse under its own weight.
However, until then it continues to cause death and destruction
across the galaxy.
Designers’ Note: It’s recommended that you not begin play with
a group fate already in place. While you may do so if you want,
instead consider taking time during setup to discuss if your
playgroup would be interested in potentially taking on a given
group fate during play. Then, as you play, if you encounter a
moment similar to the narrative described in the group fate’s
Trigger—accepting a mission, landing on a dangerous planet, or
something similarly dramatic and appropriate—discuss with your
party the possibility of taking on the group fate in that moment.
38
Group fates grant players access to a number of additional moves
known as fate moves. Similar to pillars, any character sharing the
fate may invoke a fate move at any time, but unlike pillars, fate
moves neither gain nor give tokens. Narratively, some fate moves
may involve actions taken by the player character that invoked it,
while other fate moves will primarily involve actions by the full
party or by NPCs and pillars. Fate moves must be done in a
specific order, and each one advances the clock associated with
the group fate. When the clock is complete, players gain access to
a final, special move costing no tokens, which they use individually
to seal their fate. When invoking fate moves, and in particular the
last fate move, it is best to consult the party and make sure
everyone sharing the fate is interested in advancing the clock at
that time.
Group fates are optional, but they provide two potential benefits.
First, if your playgroup plans to play only a single session, it can
provide structure and clock to ensure play proceeds towards a
dramatic conclusion on time. Second, it provides a sense of
dramatic irony in which players know the tragedy of their
characters’ inevitable fates, and allows the players to build a
narrative which highlight that irony.
39
Some dedicate their life to the cause.
One day, you all will dedicate everything.
____________________ ____________________
____________________ ____________________
____________________ ____________________
40
Any player may trigger intentionally or notice in play
Ask characters to follow you into a mission with impossible odds.
Each character who agrees shares this fate. Any character who
later decides to aid the mission may choose to join this Fate.
Any player sharing this Fate may use these moves to advance the
clock. By default, characters move through the clock together,
but characters may advance individually or in small groups if
they become separated or choose to split up.
1. Introduce a threat standing in the way of your mission.
2. Reveal the chance to escape, within a rapidly closing window.
Fated characters must choose individually whether to retreat
or forge on to the objective. Those who retreat are spared this
Fate and no longer share it—instead, they must live to tell.
3. Observe that the objective of your mission is in sight, but lies
behind a grave obstacle.
4. Characters sharing this Fate gain the move:
“Sacrifice yourself for the cause, and show how your final
act is critical to your party achieving their ultimate goal. If
there are any players that share this Fate but have not yet
used this move, you may give them your remaining
tokens. This move may be used without any tokens.”
41
When creating an NPC, choose
or roll two traits. You may use
any combination of the 6 traits
below and the 36 traits from 1. Cautious
Galactic (excerpted on page 2. Desperate
44). The NPC gains the moves 3. Independent
listed with their traits. Every 4. Petulant
NPC is grouped with a a pillar, 5. Trusting
and their moves gain and give 6. Vengeful
tokens from that pillar. See more
information on NPC creation on
page 11.
42
• Complain, and gain a token
• Narc on someone, and give them a token
• Have an explosive outburst at someone, and give them a
token
Note: If you’re currently filling out your playbook and trying to find
more details about the two traits associated with each of your
relationships, many of those traits come from the base game.
See pages 37-44 of Galactic by Riley Rethal (reprinted in this
book pg. 44-51 below) for the other 36 traits.
43
1. Social Traits 4. Authoritative Traits
1. Friendly 1. Austere
2. Connected 2. Daring
3. Conciliatory 3. Commanding
4. Compassionate 4. Dramatic
5. Gossipy 5. Cocky
6. Troublemaker 6. Rousing
Tip: Players using The Bond pillar may also invoke its player
moves, which are listed on The Bond pillar’s page. It may be
easiest to copy the player moves directly onto your playbook.
52
The philosophy behind Going Rogue