Reference — GM Record Sheets
Two fill-in templates for running a campaign's world and its powers. Copy a block per world or faction. Keep them light — Wanderstar tracks fiction, not numbers (Chapters 34, 37).
Sector overview§
A region is a handful of systems and the factions whose reach spans them. Sketch the whole sector here; develop each system on its own record below as the crew turns toward it.
SECTOR: ____________________ The "now" (era): ____________________
Systems (name — one-line character):
• ________________________________________________
• ________________________________________________
• ________________________________________________
• ________________________________________________
Factions in play (name → Ch 34 tracker):
• ________________________________________________
• ________________________________________________
Open threads / rumors running:
• ________________________________________________
• ________________________________________________
System / world record (Ch 37)§
SYSTEM: ____________________
System contents: ________________________________________________
MAIN WORLD: ____________________
Character: ____________________________________________________
Hook: _________________________________________________________
Who runs it: __________________________________________________
TL / notable gear sources (Ch 24, 34): _______________________
Other bodies (moons, belts, stations):
• ________________________________________________
• ________________________________________________
Settlement(s) visited:
Name: ____________________ Runs it: __________________________
Needs: ________________________ Fears: _____________________
Factions present (Ch 34): ________________________________________
Current encounters / situation (Ch 41): _________________________
________________________________________________________________
Faction tracker (Ch 34)§
One block per faction. The clock is the only "number," and it moves on the faction turn between sessions.
FACTION: ____________________
Kind (Ch 34): _________________________________________________
Agenda (what they want now): __________________________________
Reach & methods (what they can do, and where it ends): ________
______________________________________________________________
Pressure point (the lever the crew can pull): _________________
Standing toward the crew (circle): Ally Contact Rival Enemy
Influence clock — fill segments as the agenda advances:
4-step: [ ] [ ] [ ] [ ]
6-step: [ ] [ ] [ ] [ ] [ ] [ ]
8-step: [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ]
(Use the row that matches the ambition's size; ignore the rest.)
When it fills → they succeed. New agenda: ____________________
Faction-turn log (what moved the clock, and when):
• ______________________________________________________
• ______________________________________________________
The faction turn — a checklist§
Run this between sessions, or during a jump week (Ch 27), for each faction the crew didn't hold in check:
- Did the crew help, serve, or ignore the agenda? → tick the clock forward (one, or two if they served it directly).
- Did the crew or a rival faction hinder it? → tick it back, or stall it.
- Touched by nothing? → it still creeps forward one on its own.
- Clock filled? → resolve the agenda, change the world to match, and set the next one (often larger). Seed the result into a rumor (Ch 33) so the crew can discover it.
Remember: the players learn what happened only when they arrive somewhere and find it already done. No word outruns a ship.
Solo & co-op play sheet (Part X)§
For playing with no GM. These three lists are the web a GM would otherwise hold in their head (Chapter 44); keep them current between scenes. Pair with the sector and faction blocks above — the faction turn runs the same with no GM.
CAMPAIGN: ____________________ Mode (circle): Solo Co-op
Lines / veils (off the table — set together, Ch 42):
• ________________________________________________
THREADS — open loops to pull forward (Ch 44)
[ ] ______________________________________________
[ ] ______________________________________________
[ ] ______________________________________________
[ ] ______________________________________________
CAST — who we've met (want · where they stand, Ch 35)
• ____________________ → ________________________
• ____________________ → ________________________
• ____________________ → ________________________
POWERS — factions & clocks (full block above, Ch 34)
• ____________________ clock: [ ][ ][ ][ ][ ][ ][ ][ ]
CO-OP ONLY
Authority model (circle): Rotating lead Distributed
Spotlight order: _________________________________
Oracle / scene log§
A running record doubles as memory and as the story itself (Chapter 45). One line per question or beat. For a shared shorthand that captures these threads, cast, clocks, and rolls in a portable format, see Journaling Your Play (Appendix A5).
SCENE: ____________________________________________
Q: ____________________ Odds: L / E / U Roll: ____ → Yes / No (spark? ____)
Q: ____________________ Odds: L / E / U Roll: ____ → Yes / No (spark? ____)
Outcome / new thread: ___________________________