22 KiB
Space Station 33 — Card Illustrations
98 cards total
Action Cards (48)
New Arrival
A: Introduce a new cast member. They arrive at the station for the first time. B: Introduce a cast member who has been here all along — their timeline starts at the very beginning.
Departure
A: A cast member leaves the station permanently. Give them an end date and a reason. B: A cast member dies. The cause should be connected to an existing event or project.
Foundation Work
A: Start a new engineering project with no end date. It is still ongoing. B: Start a new science project with no end date. Its outcome is not yet known.
Completion
A: Mark an active project as completed. Add a sentence about what it produced. B: Mark an active project as abandoned. Explain what stopped it.
Crisis
A: Create a dark event that threatens or damages an existing project. B: Create a dark event that puts a cast member in danger or changes them permanently.
Breakthrough
A: Create a light event announcing a discovery. Define the discovery as a keyword. B: Create a light event marking a milestone in [PROJECT].
The Record
A: Create an event that references an existing keyword using bold. B: Create an event that mentions [CAST].
Consequence
A: Create an event that is a direct result of [PROJECT]. B: Create a dark event that permanently changes what a cast member does or believes.
Terminology
A: Define a new keyword naming something unique to this station — a place, substance, or system. B: Define a keyword that names a recurring problem the colony cannot fully solve.
The Archive
A: Add a definition to [KEYWORD]. B: Create an event that uses at least two existing keywords in its description.
Before and After
A: Create an event placed near the very start of the timeline. B: Create an event placed near the very end of the timeline.
The Gap
A: Find the longest empty stretch on the timeline and place an event there. B: Start a project that spans at least half the total length of the timeline.
Resource Strain
A: Create a dark event about scarcity. Reference a keyword or project by name. B: Create a dark event that forces [PROJECT] to end prematurely — mark it abandoned.
Disagreement
A: Create an event where [CAST] and [CAST] are in direct conflict. B: Create an event that splits the colony's opinion on whether a project should continue.
The Cost
A: End [CAST] — their involvement in a project brings their time on the station to a close. B: Mark a project abandoned during the same period as a dark event already on the timeline.
Something New
A: Create a light event introducing technology unique to this world. Keyword it. B: Start a science project that was directly inspired by something in an existing event.
Against the Odds
A: Create a light event where an abandoned project unexpectedly produces results. B: Introduce a cast member who has come to solve a problem named in an existing keyword.
Legacy
A: Create an event that references a cast member who has already died or left. B: Start a project named after or dedicated to [CAST].
Witness
A: Create an event where [CAST] is the sole witness to something. B: Create a light event celebrating [CAST]'s achievement.
The Successor
A: Introduce a new cast member who takes over a role from [CAST]. Connect them in the description. B: A cast member's departure directly inspires a new project. Start that project.
The Quiet Years
A: Create a light event that is calm, routine, and unremarkable — but it happened. B: Add a cast member who lives quietly in the background and appears in no events.
What They Left Behind
A: [CAST] departs and leaves something behind. Define what it is as a keyword. B: Create an event that references a cast member who is no longer on the station.
The Turning Point
A: Create a dark event that marks the moment things started going wrong for the colony. B: Create a light event that marks the moment things started getting better.
Names and Numbers
A: Define a measurement, unit, or index unique to this world as a keyword. B: Create an event that puts a precise number or quantity to something previously vague.
The Unexpected
A: Introduce a cast member arriving from outside — not a planned transfer. Who are they? B: Create an event that surprises the other players. It must contradict an existing assumption.
Revisit
A: Add new detail to an existing event — something that was not known at the time. B: Give [CAST] more background. Edit their description.
The Pattern
A: Create an event that echoes a previous event. Use [KEYWORD] in your description. B: Start a project that was clearly born from the failure of an earlier one.
Milestone
A: Create a significant event at approximately the midpoint of the timeline. B: Start a project that was planned from the very beginning of the colony.
Human Cost
A: End a cast member who never appeared in any recorded event. They are gone, unwitnessed. B: Create a dark event that directly involves [CAST], [CAST], and [CAST].
Echoes
A: Create an event set early in the timeline that explains the origin of an existing keyword. B: Introduce a cast member whose arrival predates an existing event — backfill their entry.
Jargon
A: Define a technical term used by engineers or scientists as a keyword. B: Define a nickname, slang term, or station-specific title as a keyword.
Parallel Lives
A: Introduce two cast members who arrive at the station on the same date. B: Introduce a cast member who arrives at exactly the same time as a project begins.
Free Move
A: Create any entry of your choosing — event, project, or cast. Make it count. B: End any single ongoing element: a project or a cast member's time on the station.
Storm Before Calm
A: Create a dark event, then immediately create a light event within the same year. B: End a long-running project with an event that explains how it finally concluded.
Pivot
A: An active project changes its stated goal entirely. Update its description to reflect the shift. B: Mark one active project as abandoned and use its resources to start a replacement.
The Face of It
A: [CAST] publicly champions [PROJECT]. Introduce them or update their description. B: Introduce a cast member who works quietly against an active project. No one else knows.
Old Blood
A: Introduce a cast member who arrived in the earliest days of the station. B: Create an event commemorating someone who died before the timeline began.
Rumour
A: Create an event that mentions something unexplained. Define that thing as a new keyword. B: Create an event that references a keyword but adds conflicting information about it.
The Day Everything Changed
A: Create a pivotal dark event. Every active project at that date is affected — reference at least one. B: Create a light event so significant it changes the station's identity. Define a keyword for what it produced.
Investigator
A: Create an event investigating the cause of something — the answer involves [KEYWORD]. B: Introduce a cast member brought in to solve the problem of [KEYWORD].
Long Shadow
A: Create an event whose consequences only become clear much later on the timeline. B: Start a project motivated by grief — connect it to a cast member who is no longer on the station.
Hard Labour
A: Create a labour event — something built, dug, welded, or moved by human hands. Give it discipline: Labour. B: Start a labour project with no end date. It involves physical work that will take years.
The Body Count
A: Create a dark labour event — [CAST] is injured or killed doing dangerous physical work. B: Create a dark labour event about unsafe conditions. Define the hazard as a keyword.
The Work Crew
A: Introduce a cast member who does manual labour — maintenance, construction, extraction. B: Create a light labour event celebrating the completion of something difficult and physical.
The Deep Cut
A: A labour project hits an unexpected obstacle. Create a dark event that delays or changes it. B: A labour project succeeds ahead of schedule. Create a light event marking the milestone. Mark the project completed.
The Lab
A: Create a science event — a discovery, an experiment, a result. Give it discipline: Science. B: Start a science project with no end date. Its purpose is to answer a question no one can answer yet.
Infrastructure
A: Create an engineering event — something planned, built, or repaired. Give it discipline: Engineering. B: Start an engineering project that addresses a structural or systems problem on the station.
Cross-Discipline
A: Create an event that bridges two disciplines — reference a science project in an engineering event, or vice versa. B: Introduce a cast member whose work crosses disciplines. They do not fit neatly into one category.
Question Cards (30)
What's Working?
Q: Which sector is doing best right now — science, engineering, or labour? Why is it ahead of the others? A: Create an event celebrating that sector's success. B: Define a keyword for the practice or discovery that gave them the edge.
The Link to Earth
Q: How does communication with Earth work? How long does a message take? Who controls access to it? A: Create an event involving a message sent to or received from Earth. B: Define a keyword for the communication system, protocol, or relay used.
Off the Clock
Q: What do people do for leisure on the station? What is the one thing most people look forward to? A: Create a light event centred on a leisure activity or communal gathering. B: Define a keyword for a pastime, tradition, or gathering place unique to this station.
Who's Actually in Charge?
Q: How is authority structured? Is the person with the title the person with the power? A: Introduce a cast member who holds formal authority over some part of the station. B: Create an event where the real decision-maker acts — and it is not who you would expect.
The Open Problem
Q: What is the one problem the station has never been able to solve? Has anyone stopped trying? A: Define the problem as a keyword. B: Create an event where someone tries and fails to solve it.
Never Seen the Sky
Q: What do children born on the station think of Earth? Do they want to go there, or does it feel like a myth? A: Introduce a cast member who was born here and has never left. B: Create an event where someone born here confronts what Earth means to them.
The Hard Jobs
Q: What is the most dangerous job on the station? Who does it, and why? A: Introduce a cast member who does this dangerous work. B: Create an event caused by the dangers of this work — an accident, a close call, or a death.
What Time Is It?
Q: How does the station measure time? Do people still use Earth calendars, or has something local replaced them? A: Define the station's time-keeping system as a keyword. B: Create an event where the difference between station time and Earth time causes a problem.
What Keeps Them Up at Night?
Q: What do people on the station fear most? Is it spoken aloud or only whispered? A: Create a dark event that embodies this fear. B: Define the feared thing as a keyword.
The Dead
Q: How does the station handle death? Are the dead buried, recycled, sent back to Earth? What do people believe happens after? A: Create an event centred on a death and how the community responds. B: Define a keyword for the ritual, practice, or location associated with the dead.
Contested Ground
Q: What space on the station do people argue about most — a room, a corridor, a resource? Who claims it and why? A: Define the contested space as a keyword. B: Create an event where the contest over this space comes to a head.
The Founders
Q: Who were the people who first established this station? Are they remembered as heroes, cautionary tales, or forgotten entirely? A: Create an event set near the very beginning of the timeline that shows what they built or broke. B: Introduce a cast member who is directly descended from or trained by one of the founders.
The Unwritten Rule
Q: What is the one rule everyone follows even though it has never been written down? What happens when someone breaks it? A: Define the rule as a keyword. B: Create an event where someone breaks the rule and the community responds.
What Home Means
Q: What does 'home' mean to someone born here, versus someone who chose to come? Do they use the same word? A: Create an event exploring what home means to a specific cast member — @"mention" them. B: Define a keyword for the word, place, or feeling that people here call home.
Those Who Left
Q: What happened to people who chose to return to Earth or go elsewhere? Are they talked about? Missed? Resented? A: Create an event about a departure and how the remaining community responded. B: Introduce a cast member who came back after having left once before.
The World They Left
Q: Pick a cast member. What was their relationship with Earth? Did they leave willingly? A: Update their description with a detail about their life before the station. B: Create an event that reveals this aspect of their history.
Why Are They Here?
Q: Pick a cast member. What brought them to this station specifically? Was it duty, desperation, or ambition? A: Create an event set at their arrival that shows the circumstances. B: Update their description with the reason they came and what they expected to find.
When They're Not Working
Q: Pick a cast member. What do they do when they are off duty? What do they need to feel like themselves? A: Create a light event featuring them in an off-duty moment. B: Update their description with a personal habit, ritual, or pastime.
What They're Afraid Of
Q: Pick a cast member. What is their greatest fear — the one they won't admit to? A: Create an event that brings this fear close to the surface. B: Update their description with a line about what they are afraid of and why.
What Others Think
Q: Pick a cast member. What do most people on the station think of them? Is that reputation accurate? A: Create an event that shows how others react to or talk about them. B: Update their description with a detail that complicates their public reputation.
Their Finest Hour
Q: Pick a cast member. What is the moment they are most proud of — even if no one else knows about it? A: Create an event that records this achievement. B: Update their description with this accomplishment and what it cost them.
The Thing They'd Undo
Q: Pick a cast member. What is the decision they most regret? Do they let it show? A: Create an event that was caused by or stems from this regret. B: Update their description with a line about this regret and how they carry it.
What They'd Die For
Q: Pick a cast member. What would they sacrifice everything for — a person, a belief, a piece of the station? A: Create an event where they are pushed close to that line. B: Update their description with what they value above their own survival.
The Connection
Q: Pick two cast members. What is the relationship between them? Do they know each other? Is it warm or fraught? A: Create an event showing the relationship between [CAST] and [CAST] — what does it look like in action? B: Update the descriptions of [CAST] and [CAST] to acknowledge the connection between them.
How They See It Ending
Q: Pick a cast member. Do they think the station will survive? What do they believe the future holds? A: Create an event that reflects their hope or despair about the station's future. B: Update their description with their personal vision of how this ends.
What They're Hiding
Q: Pick a cast member. What are they keeping from the rest of the station? Is it for their protection or someone else's? A: Create an event where the secret almost comes out. B: Update their description with a hidden truth — vague enough that others can build on it.
The Minority Opinion
Q: Pick a cast member. What do they believe that almost no one else on the station does? A: Create an event where this belief puts them at odds with others. B: Update their description with this belief and where it came from.
How They Grieve
Q: Pick a cast member. How do they handle loss? Do they go silent, go to work, go looking for someone to blame? A: Create a dark event that forces them to grieve something or someone. B: Update their description with how they cope — and whether it works.
The Threshold
Q: Pick a cast member. What would it take for them to leave the station? Is that threshold close? A: Create an event that brings them to the edge of that decision. B: Update their description with the one condition under which they would go.
Their Take on Power
Q: Pick a cast member. What do they think of how the station is run? Do they trust those in charge? A: Create an event where their opinion on leadership is tested or confirmed. B: Update their description with their stance on authority — loyal, cynical, or something more complicated.
Mystery Cards (10)
The Disappearance
A: [CAST] vanishes for a period with no explanation. Create a dark event recording when they were last seen — and nothing more. B: Something on the station goes missing: equipment, records, a person's entire file. Define what it is as a keyword.
Not What It Seems
A: [PROJECT]'s stated purpose and its real purpose are different. Update its description to hint at this — obliquely. B: Create an event where something clearly happened, but the official record does not explain it.
The Other Name
A: Introduce a cast member who is using a false identity. No one on the station knows who they really are. B: A keyword that everyone uses turns out to mean something different to one group. Create an event that hints at this.
Redacted
A: Create an event where the details have been deliberately obscured — something happened, but the record is incomplete. B: [CAST] knows something they refuse to say. Update their description with what they know but will not share.
The Signal
A: Create an event about a transmission or signal that no one on the station can explain. Define it as a keyword. B: Create a dark event suggesting someone has been communicating with someone they should not be communicating with.
No Body Found
A: [CAST] is gone but there is no body and no confirmed cause. Give them an end date — leave the reason deliberately blank. B: Create an event where someone was seen somewhere they should not have been. It was never mentioned again.
The Watcher
A: Introduce a cast member who has been quietly observing something for a long time. Their description should raise more questions than it answers. B: Create an event where it becomes clear someone knew something was going to happen — and said nothing.
Classified
A: A project exists that almost nobody knows about. Start one with a deliberately vague description. B: Create an event that references something which officially does not exist. Do not explain it.
The Two Stories
A: Create an event where [CAST] and [CAST] tell conflicting versions of what happened. B: Define a keyword that carries two competing meanings. Note both in its definition without resolving which is true.
Something in the Walls
A: Create a dark event where an ordinary part of the station behaves unexpectedly. No cause is found. B: Define a keyword for a recurring anomaly that the station cannot explain and has learned to ignore.
Exploration Cards (10)
Uncharted
A: Create an event about discovering an unmapped section of the station. Define it as a keyword. B: Start a project to map, survey, or document an area no one has fully explored.
Beyond the Seal
A: Create an event where someone goes where they are not supposed to go. What did they find? B: Create a dark event about what happens when a physical or social boundary is crossed for the first time.
First Survey
A: Create a science event recording the first systematic study of something on the station. What was found? B: Introduce a cast member who spends their time cataloguing things others overlook.
Something Old
A: Create an event where an old section of the station is reopened. What was left behind? Define it as a keyword. B: Create an event discovering records or materials from the station's earliest days — before the current colony.
Outer Edge
A: Create an event where someone reaches the outermost part of the station. What is the view from there? B: Start a project to extend the station's reach — physically or in terms of knowledge.
What Lives There
A: Create an event about discovering something — biological, mechanical, or social — in a place no one expected. B: Define a keyword for something that exists on the station that most people do not know about.
The Map Was Wrong
A: Create an event where an established understanding ([KEYWORD]) turns out to be incomplete or incorrect. B: Create a dark event where acting on wrong information leads to a serious consequence.
Into the Dark
A: Create a dark event where an exploration goes badly. Something is found that should not have been found. B: Introduce a cast member who returned from a solo exploration changed in a way they will not explain.
The Expedition
A: Start a science or labour project explicitly about going somewhere on the station no one has been before. B: Create an event where a small group ventures somewhere together — and not everyone comes back the same.
Deeper Still
A: An earlier exploration revealed something. Create an event where someone goes back to look more carefully. B: Create a light event where the unknown turns out to be less threatening than feared — and more interesting.