ID-AS = Impulse Drive - Armistice Space Foibles Foibles are covered on pages 30 and 31 of the rulebook you can find here- <a href="https://drive.google.com/open?id=0Bx9hFiV0gL5zT21zSGxTdzJVNEU" rel="nofollow">https://drive.google.com/open?id=0Bx9hFiV0gL5zT21zSGxTdzJVNEU</a> Or you can see the forum post on it here (if you are logged in)- <a href="https://app.roll20.net/forum/post/5787669/foibles/?pageforid=5787669#post-5787669" rel="nofollow">https://app.roll20.net/forum/post/5787669/foibles/?pageforid=5787669#post-5787669</a> Flags Flags are covered here- <a href="http://walkingmind.evilhat.com/2015/09/07/from-bonds-to-flags/" rel="nofollow">http://walkingmind.evilhat.com/2015/09/07/from-bonds-to-flags/</a> Gear You start with a number of gear slots - which is gear you carry with you when fulfilling a mission, and a slightly larger number (ie 1 more) owned gear. You can find the list of gear you can have, and the slots you start with to carry them, on your character sheet here- <a href="https://drive.google.com/open?id=0Bx9hFiV0gL5zLUE4cnFaSzRaa1U" rel="nofollow">https://drive.google.com/open?id=0Bx9hFiV0gL5zLUE4cnFaSzRaa1U</a> Moves You start with your Archetype's signature move and your background move (if your background has one). Plus all the generic moves you can find here- <a href="https://drive.google.com/open?id=19pXthvRBhRja71IstogBk99-wcn0lD6Di4sfgaXEGNw" rel="nofollow">https://drive.google.com/open?id=19pXthvRBhRja71IstogBk99-wcn0lD6Di4sfgaXEGNw</a> Group things to decide Ship Which ship - Predator or Vanguard (check the handouts). The Predator -Page 94 You are a crew of dangerous Mercenaries with a ship. You take on dangerous and violent missions for money. But not everything is blaster fire and raining Guilders. You have a Nemesis, and no matter what you do, There Will Be Blood. The Predator is about being dangerous individuals for hire, and having a reputation for it. The Predator may be kitted out to be a dangerous vessel in its own right, and may have a squadron of smaller vehicles to fight alongside it, or a squad of hardened soldiers to help in the wettest of work. But all this danger brings with it powerful and motivated enemies. You have a Nemesis who wants to destroy you, and will stop at noting in the pursuit of that goal. Touchstones: Dark Matter. The Vanguard -Page 98 You are semi-autonomous special agents of an organisation. Your organisation may be an espionage & intelligence agency, a corporation, a government, or a security & investigation agency or association. It may be a local organisation looking to expand or already a galaxy spanning. Your Organisation gives you missions, but leave how you complete them up to you. The Vanguard is probably the largest and most technologically advanced of the Impulse Drive Ship Playbooks. Your crew is a squad of elite (or expendable) operatives a patron Organisation has financed. You have all the best toys, but they have come at the price of your freedom. You have a Duty to your Organisation and their interests, and where they send you, you are obliged to go. Touchstones: Mass Effect, Star Trek.Making the ship is a group activity. Everyone should talk about the ship, what it looks like, what it’s good at, and what it’s bad at. Talk about how big it is, what it’s shape is, and what it’s internal layout may be. List some of the important rooms your Crew will spend time in. Some characters get to say something about the ship, their relationship to it, or it’s past. Other Players may make suggestions on these aspects, but the nominated player gets to make the final say. The Agency Where is the main base in Armistice Space? Are there planet based outposts on all planets? Just the ones belonging to the 5 main factions? How big a presence does it have here? How many other members? What are members of the agency called? What are their ranks in the organisation (assuming you will be fairly low down in it) How legitimate or dodgy are the contracts they are willing to issue?