Playtest Alpha— unfinished and still changing.
Rulebook

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:

  1. Did the crew help, serve, or ignore the agenda? → tick the clock forward (one, or two if they served it directly).
  2. Did the crew or a rival faction hinder it? → tick it back, or stall it.
  3. Touched by nothing? → it still creeps forward one on its own.
  4. 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: ___________________________