Fortune rolls & action rolls don’t have to take place in the present. When the crew on a job and someone wants to establish something that happened in the past, they can flash back.

Flashbacks allow for the classic heist trope where the crew sets something up before the job, but the audience doesn’t learn about it until that setup pays off. Flashbacks also prevent over-planning before the job. Instead of talking through every possible scenario, the crew can retroactively “plan” for obstacles only when they come up.

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To flash back:

  1. The player calling the flashback says when it’s taking place and what it’s going to set up.
  2. The GM says what it costs:
  3. The GM says if a roll is needed:
  4. The player marks any required stress and makes any required rolls. </aside>

Flashbacks cannot undo something happening in the present. They also can’t “rewrite” things that happened in the past. Flashbacks can only add new info or resources on top of what already exists in the game world.

If an Imperial man-o-war appears on the horizon, a PC can flash back to when they stole an Imperial flag to fly on their sloop’s mast. They can’t flash back to when they blew up the man-o-war in dry dock two weeks ago – the man-o-war is here in front of them now.

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Notes on flashbacks:

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