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UNCHARTED WORLDS
Design Doc v0.83

Uncharted Worlds by Sean Gomes is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License.

Chapters:
Training Simulator
o Game Concepts
o Standard Moves
o Quick Start Guide
Example of Play
Premade Characters
Administration Offices
o Running the Game
o GM Principles
o GM Moves
Habitation Ring
o Character Creation
o Origins
o Careers
Galactic Embassy
o Factions
o Debt
o Favor
Marketplace
o Weapons
o Suits
o Gadgets
o Vehicles
Shipyard
o Ships
o Crew, Passengers and Cargo
o Ship Combat
Medbay
o Harm
o Armor
o Health
o Stun
o Afflictions
Drop Pods
o Combat
o Exploration Planetary
o Exploration Space
Trash Compactor
o Glossary
o Misc

Uncharted Worlds by Sean Gomes is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License.

SUMMARY
Uncharted Worlds is a Space Opera roleplaying game built upon the Apocalypse World rules. Its inspired by the big,
bold, larger-than-life space-faring epics like Mass Effect, Firefly, Star Trek, and by games like Traveller, Masters of Orion,
Starcraft (and a bit of Galaxy Trucker).

In here, within the core of civilized space, inhabited planets and space stations cluster together; each cluster an
island in the vast sea of space. This archipelago of human civilization is loosely tied together by a string of
Jump points, precious lanes between the stars. The political and cultural landscape of each sector is
unique, an ever shifting melting pot of wars, vendettas, aggressive commerce and
diplomatic incidents. A smart, savvy crew can build prosperity,
influence and power by providing services for the right
Out there,
factions, and playing them against each other. A
past the boundaries
foolish crew will be crushed under the weight
of civilized space, lies
of their ever increasing Debt, imprisoned,
the frontier of mankind.
sold into slavery, or just vanish
Thousands of uncharted planets
without a trace. Of course,
to explore, colonize and exploit. There
when the stakes get
are no wormholes there; jumps between
too high, one can
stars are made blindly by the brave and foolish,
always escape
never knowing exactly where theyll come out. But
Out There
there are prizes, for those who are willing to risk the trip.
Crystals that can power a ship for a year, dust that grants visions
of the future, waters that restore youth. And stranger things still. Artefacts
of unknown origin and bizarre function. Anomalies which defy the known laws of physics.
Caches of data which could reshape the course of technological advancement. A bold, courageous crew
can earn fame, fortune and glory being the first to uncover these mysteries. A foolish, unprepared crew will leave their
bones on a distant, hostile world for the next group of explorers to find. Of course, even if a great discovery is made,
fame and glory is only granted to those who bring it back to civilized space, back In Here

Uncharted Worlds is a game of exploration and inter-faction conflict. The players are the owners of an interstellar vessel,
travelling from world to world with a handful of crewmen, exploring new and dangerous worlds, trying to pay off their
debts while earning favor with the new factions they encounter.

The ship is a home, the crew a dysfunctional family


The players ship needs to feel like their communal living space. Its their home, their base camp, their livelihood. Its
also the source of their crippling debt, and a font of malfunctions, minor breakages, odd noises, duct-taped fixes, smelly
air and blocked up toilets. The crew are stuck in cramped quarters for days and weeks on end, especially during Jump
chains. Tempers flare, people get on each others nerves, and rumors and cliques rear their ugly heads. The players will
have to deal with their own subordinates, the other players, and the subordinates of the other players. Ambition, greed,
laziness and pettiness can turn a normal mission into a powder keg.

Debt makes the galaxy go round


While contact between systems is limited due to the lack of FTL communication, all planets, all of humanity, is
connected in a galaxy-spanning web of debt to each other. While this often means monetary debt, it also often takes the
form of debts of honor, oaths of service, declarations of loyalty, oaths of fealty, friendship, cultural requirements, social
expectations, duty, bargains and favors. Everyone owes and/or is owed. And everyone will eventually come collecting.

Uncharted Worlds by Sean Gomes is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License.

GM PRINCIPLES
Embrace the deadly beauty of the galaxy

Address the characters directly

Humans are pretty frail, all told, and there are nearly limitless
things in the galaxy that can kill us. From crushing gravity to
incandescent radiation storms. From toxic atmospheres to the
vacuum of starry space. From mountainous behemoths to
delicate, gossamer parasites, there will always be something
beautiful and deadly waiting over the next horizon.

This is a small act that has a big impact; it serves to frame


everyones mind firmly within the game, and reminds them that
they are playing a role. Dont say Bob, what do you do? or
even Bob, what does Danov do. Say, instead Danov, what do
you do? The camera is focused on the character, not the one
pulling his strings.

Paint in primary colors

Be a fan of the player characters

Go big. Be larger than life. Use a bold palette that reinforces


the emotional impact of the scene. Poor, high population planets
arent just poor and over-populated, theyre rainy, oily, filthy
pits; hive-cities crammed with malnourished people under
purple storm clouds, and lit by crackling orange electric signs.
Rich planets are covered in gold and silver spires and arches,
reflecting perfectly blue skies as chrome-plated hover cars
stream in orderly lines around them. Space pirates are unkempt,
unwashed, scarred individuals in ramshackle ships, lit only by
crimson emergency lighting. Paint settings and planets in solid,
bold, primary colors, and make them memorable.

Allow the characters to win. Oppose them, challenge them, but


dont take away their hard-earned victory. Cheer them on. Dont
cheat them. Share in their triumphs, even while planning their
next challenge. Give the characters opportunities to shine. Give
them opportunities to make a difference. Give each of them
time in the spotlight. Let their decisions and actions shape the
galaxy.

Make each new world unique and full of interest


Each new planet is a chance to see something new and strange.
Think of a planet as a very large NPC; it has its moods, its style,
its personality. Think of things that make it unique, different to
all the previous planets. This can be its climate or geography, or
it can be its fauna or flora, or it can be its peoples, architecture,
culture or politics. Remember to paint in primary colors.

Work within the narrative


You should never name your GM Move or indicate why its
happened. In pure game mechanics, there is an obvious causeeffect. In the fiction, this should be obfuscated as much as
possible so as to appear natural, logical and entirely driven by
current events and whats going on behind the scenes. If
someone rolls 6- on an Assault and you choose to Involve a
Faction, weave it into the narrative; the gunfire alerted local
authorities, whose gunship is sweeping its searchlights over the
fight.

Prompt the players to shape reality


Reveal the dark heart of the Factions
Factions are the big movers and shakers in the galaxy, and they
inevitably are at each others throats. Theres no wide-spread
peace, just a veneer of vicious, icy politeness as they stare at
each other across the stars waiting for someone to blink. Some
may have alliances, but as soon as a faction stumbles or looks
weak (or worse, looks like they may gain an advantage), the
others are ready to swoop in. Have Factions fight for the
characters loyalty. Have them tempt, bribe, threaten or
blackmail the characters into acting against other Factions. Have
the Factions plans interfere or impede the player. Give the
characters chances to betray, undermine or support various
factions for various reasons. Show the Factions dark heart.

Speak the Truth


When you state something, it is a fact. When you answer a
question, it is a fact. Even if you just made it up on the spot. Be
generous with information.

Dont pre-write stories. This is very important. Set the scene, but
leave glaring gaps. Leave things unknown to you in the starting
setting. During play, prompt the players to fill in those important
gaps, and run with their answer. Ask them about things that
interest you, as them follow-up questions. And, most
importantly, ask them through their characters eyes (Address
the characters directly); ask about stuff that their character
experiences, that their character knows.
Danov, youre at the helm; what Faction controls the ship
turning to target you? Whats distinct about their starships
design that you know immediately its them?
Kyto, what part of the ship desperately needs attention next
time you get to a stardock?
Kepplun, youve been aware of the creatures tracking you from
some time. What do they look like? How do they like to attack
their prey?
See page xx for more about prompts.

Uncharted Worlds by Sean Gomes is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License.

PLAYER PRINCIPLES
Act with conviction
When a character wants to do something, just have them do it.
Asking the GM can I do X? is not a fair question. The GM
doesnt know. At best, the GM will flat out say no because its
not physically possible, but thats just logic. Otherwise, it is up to
the player to determine what their character attempts within
the current situation. Note that the decision to act includes
accepting the costs and consequences.

Act as your character


When choosing how to act, consider the character, first and
foremost. Consider what they can do, physically and mentally.
Consider what they would do, emotionally and ethically. Dont
always take the most optimal action, dont always try to use
their highest stat; take the action that the character would take,
considering their background, their careers, their
goals/aspirations/fears/etc. Act with the information the
character has, not the player.

Weave an awesome narrative


Always consider how to make the story better and more
entertaining for everyone, rather than what would be the easiest
to overcome. When the GM prompts for something, resist the
urge to outsmart the GM and say something exploitable or
silly. The GM and the players are working together to create a
narrative, and the GM prompts allow the players to color the
universe. Similarly, acting in a way that is not in keeping with the
tone and the setting will just break the immersion and the
narrative. Strive to make an epic worth retelling.

Respect player boundaries


There may be animosity between characters, but do not bring
that into the real world. Be respectful of the other players and
their things. This includes being respectful of their characters.
Dont take over other characters or speak for them. Dont do
bad things to other characters without their players consent,
and only if it makes for an interesting story (Weave an awesome
narrative).

Respect GMs role


The GM is there to keep the story going. They are not an
opponent to defeat. They are not an enemy to outwit. They are
there to keep the universe running so the players can be the
stars. The GM has the right (and duty) to reign in behavior that
they feel is disruptive or goes against the tone and story of the
game. Unless the GM specifically prompts them, the players
should refrain from altering or inventing facts about the world.

Uncharted Worlds by Sean Gomes is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License.

SEQUENCE OF PLAY
Step 1. The GM sets the scene.
The GM describes the setting and the current situation,
giving a broad overview of the current events and
opportunities. Then the GM asks the players What Do You
Do?

Step 2. One or more players respond.


The players describe what their characters do, how they
react to the presented situation, etc. The players can ask
for further clarification or information on what the GM
described, but only from their own perspective.

This is an excellent time for the GM to prompt players to fill


in major gaps.

If a character feels that they cannot act in the current


situation, the GM is encouraged to ask them about
something else; how they feel about the situation, about
an NPC, about another character.

Step 3. Make a Move.


If the described action is central enough to trigger a player
Move, the GM will call upon the player to roll 2d6 and add
the appropriate stat.
If the roll is 10+, the Move succeeds; the action plays out
as the player wanted it to.
If the roll is 7-9, the Move mostly succeeds, but the GM
gets to throw in a complication or twist.
If the roll is 6-, the Move likely fails, and GM gets to throw
in consequences.

Remember that a 7-9 is a success. A success with a


cost, but a cost that shouldnt invalidate the success
itself.

Step 4. The GM refreshes the scene.


The GM then sums up the situation that was caused by the
success or failure of that action, and the resulting
consequences, and asks the players again: What Do You
Do?

Return to Step 2 and repeat.

Uncharted Worlds by Sean Gomes is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License.

STATS
Stats represent the characters physical, mental, social and emotional strengths and weaknesses. They provide bonuses
(or penalties) to rolls. For example, a Move that involves jumping and climbing would roll using the Physique stat
(Roll+Physique); if the character had a +1 in Physique, they would add +1 to the result of their roll. Most of the time, a
Move will call for a specific Stat on a Roll; Roll+Influence always rolls 2d6 + the characters Influence stat. Occasionally,
there will be a call for Roll+[Stat]. In this case, which Stat is used is based on how the action was described; describe
the action, the GM will tell the player what Stat to use.
The stats are:

Mettle: The ability to stand your ground in a fight. Your nerves of steel. The steadiness of your hand, the speed
of your reflexes, combat skill, and the discipline to act under the worst kinds of pressure.

Influence: The ability to affect other people. Your charisma, political clout, force of personality, popularity, style
and poise. Allows you to manipulate and command others, make friends and influence people.

Expertise: Your creativity, cleverness, savvy, perception, logic and tactics. Allows you to invent, create and fix.

Physique: The ability to leverage your physical fitness. Your physical condition, health, strength, flexibility,
appearance and endurance. Allows you to brawl and resist toxins, illness and fatigue.

Interface: The ability to use technology to its fullest potential. Your technical expertise, familiarity with complex
systems and programming knowledge. Allows you to access information networks, hack computers and push the
limits of electronics.

SECONDARY STATS
These are not physical, mental or social attributes of the character themselves, but rather outside attributes that
characters are called to roll in appropriate situations. Roll+Armor or Roll+Favor the same way you would Roll+ any other
stat.

Armor: Determined by what suit, clothing or armor youre wearing. Allows you to resist injury using the Brace
For Impact move.

Favor/Debt: How many favors a faction owes you, or how much you owe them. Allows you convince factions to
give you what you need, using the Acquisition move. See Favor/Debt later in this section

Uncharted Worlds by Sean Gomes is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License.

DATA POINTS
Data Points are small but critically useful bits of information about a subject, which can be leveraged to tip the scales
during a particularly tense moment.
Data Points are earned by making particularly successful Assessments, from certain skills, from Acquisitions or as
rewards. There are no limits to how many Data Points a character can have, but they quickly expire if they are no longer
pertinent or are rendered obsolete/out-of-date.
Each Data Point concerns a specific topic or subject, and can be spent to grant a +1 to any roll that directly involves or
leverages the information in that Data Point. Only one Data Point can be spent per roll, no matter how many would
apply.

INJURY
Bodily harm is always a risk in dangerous, hostile situations. A character usually comes to harm due to a failed Move, as
a cost of a partially successful one, or due to a narrative choice they made. When this happens the character makes a
Brace For Impact move, which will try to mitigate some of the damage.
BRACE FOR IMPACT (+Armor)
When you would suffer harm, the GM will tell you the Severity (Minor, Major, Severe, Critical or Fatal). Roll+Armor.
On a 13+, the severity is reduced by two.
On a 10-12, the severity is reduced by one.
On a 7-9, you suffer an injury of that severity.
On a 6-, you suffer an injury of a greater severity, or suffer extra costs/troubles, at the GMs discretion.

There are five severities of harm, Minor, Major, Severe, Critical and Fatal. When a character suffers an injury, the GM
will describe an injury of the appropriate severity (or ask the player or another player to do so). Write it on the sheet. A
character can have only one each type of injury; further injuries of that severity are increased to the next level of
severity.

Minor
Injury
Major
Injury
Severe
Injury
Critical
Injury
Fatal
Injury

Source
Brawling, Short Falls, Strains,
Extreme Heat/ Cold, Debris
Melee Weapons, claws/fangs/etc,
Fire, Shocks, Falling Objects
Most Pistols/Rifles/Shotguns, Long
Falls, Vehicle Collision, Grenades
Heavy Weapons, Explosions,
Mines, Structural Collapse
Ship Weapons, Artillery Strikes,
Explosive Decompression.

Example of Injury
Bruises, Winded, Cuts, Scrapes, Scorches,
Pulled Muscles, Deafness, Broken Teeth
Bleeding Wounds, Burns, Cracked Bones,
Concussions, Limping, Numbness
Copious Bleeding, Broken Bones, Burned
Flesh, Gaping Wounds
Dismemberment, Organ Damage,
Disfigurement, Shattered Bones
Death. Disintegration. Decapitation. Gory
Chunks. Red Mist. Dog Food.

Healing Time
An hour or two, or almost
instantly with first aid.
A few days, or a few hours
after medical attention.
A week or two, or a few days
after medical attention.
Cannot heal naturally,
requires surgery.
Permanent.

Uncharted Worlds by Sean Gomes is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License.

DEBT AND FAVOR


Whenever the characters do important tasks for a faction or otherwise help them out, the group earns favor with that
faction. Favors can be called in to purchase items that would be too expensive or difficult to obtain through normal
means. Whenever the characters receive goods or services from a faction that does not favor them, or when the
characters work against a factions interests, the team earns debt with that faction. Debt can be repaid by earning favor
with that faction.
Favor and debt with each faction is tracked for the entire party; any character can earn debt for the group with their
acquisitions, or can earn favor for the group. Favor/Debt is tracked from +4 (highly favored) to -4 (deeply in debt). Each
favor the group earns with a faction adds +1 (either adding favor or eliminating debt). Each debt the group earns with a
faction subtracts -1 (either adding debt or erasing/expending favor). Gaining favor when already at +4, or accruing debt
when already at -4 will instead start to affect the Standing of the characters (see Standing, below).
The faction at large must be made aware of these actions to earn the Favor or Debt. For certain acts like Acquisitions or
acts in high-communication areas, the faction is usually immediately aware. In backwater sectors or in the depths of
space, the faction is unlikely to find out right away unless their agents manage to report back, or an investigation finds
out later.
Earning Favor:
Completing a mission for a faction: 1 Favor
Actions resulting in significant gain for a faction: 1 Favor
Going above and beyond to advance the factions interests: 2 Favor
Incurring Debt:
Making an Acquisition: 0-1 Debt
Breaking a promise/failing a mission: 1 Debt
Damaging a factions property or assets: 1 Debt
Initiating overt, hostile action against a faction: 2 Debt

Example: The crew of the Pyrrhic perform a reconnaissance mission for the Galactic Navy. They already had 1 Favor with
them, so at the end, they have 2 Favor. Later, one of the characters purchases a shuttle from the Galactic Navy (see
Acquisition move), and calls in a Favor to pay for it. This reduces the team back down to 1 Favor. Later, they find
themselves in deep trouble with the Criminal Syndicate, with whom they have 2 Debt (-2 Favor). They agree to perform a
mission for the Syndicate in order to keep the goon squad off their back. If the characters perform the mission, theyll
earn 1 Favor, thus erasing 1 Debt and bringing them up to -1 with the Syndicate (which will make the Syndicate a little
easier to deal with in the future). On the other hand, if they hit the Jump drives and flee as soon as they get clear, the
Syndicate will consider that a significant breach of trust; in that case, the Pyrrhic will have 3 Debt (-3 Favor) with the
Syndicate.

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10

STANDING
While Debt and Favor represents a teams business relationship with a faction, each character in that group has a
Standing, which represents their own personal relationship with the faction. A characters Standing determines how the
members of that faction will deal with the character. There are 5 levels of Standing; Great, Good, Neutral, Bad, Terrible.
A character starts in Good standing with one faction, and can choose to either have a Bad standing with 2 other factions
or have a Terrible standing with one other faction.

Great: The faction holds you in the highest regards. You are an honorary member of the faction, if not a member in
truth, and are treated with respect and admiration. They are willing to go to considerable lengths to help you out,
and you can request exceptional goods or services when making an Acquisition from them.
Good: You have a generally good rapport with the faction. They are open to most Acquisition requests, and will
often have requests, information and opportunities for you.
Neutral: You are not on the factions radar. You may be unknown to them, or they may be unsure whose side youre
on. Theyre still very willing to supply you with basic Acquisitions. They may have missions for neutral, independent
agents such as yourself.
Bad: The faction certainly has problems with you, which will color any present dealings. They will generally be
harsher, more demanding and less forgiving. They may obstruct or interfere with you in a variety of minor ways,
depending on their ideologies and methods. Alternatively, they may demand you perform tasks for them. Or else.
Terrible: The faction really hates you. Interactions with them will tend to be hostile, if not outright violent. They
want you broken in some way; financially, socially, emotionally or physically. If youre within their sphere of
influence, it will be hard to convince them to leave you alone, and harder still to earn any semblance of good will.

Gaining Standing:
Standing with a faction is earned by providing consistent, undeniable assistance to the factions cause. After earning a
significant amount of favor without asking for any recompense, continuing to promote the factions cause will greatly
improve their disposition. If the group already has 4 Favor with a faction, each time they earn another Favor, the group
instead chooses one member who was instrumental in gaining that Favor. The chosen characters Standing with the
faction increases. It is also possible to immediately increase in Standing by performing an act of unprecedented
heroism/brilliance which aligns itself with the factions goals and ideologies.
Losing Standing:
Standing with a faction is lost by disrupting or impeding a factions goals. After incurring a significant amount of debt
without providing reparations, continuing to antagonize a faction will greatly sour their disposition. If the group has 4
Debt with a faction, each time they incur another Debt, the group instead chooses one member who was primarily to
blame for incurring that Debt. The chosen characters Standing with the faction decreases. It is also possible to
immediately lose Standing by performing a shocking, grievous act that goes against everything the faction stands for.

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11

COMMERCE
Acquisition
It is assumed that the characters have a small but significant private reserve of funds, which can stretch to cover day to
day expenses. Food, modest lodging, tips, clothing, public transport, rentals; all are assumed to come out of the
characters personal funds. Similarly, grade 0-1 weapons, grade 0 vehicles and Common armors are all within a
characters means to purchase. For more significant, more costly or rarer purchases, the character must rely on the good
will of a faction, using the Acquisition move described below.
ACQUISITION (+FAVOR)
When you request a significant purchase of goods or services from a faction, Roll+Favor. Additionally, any cargo you trade away in this
deal adds its value to the result of the roll. Allies cannot Get Involved with an Acquisition.
On a 13+, the faction grants your request, no strings attached.
On a 10-12, the faction grants your request if you fulfill one of the following:
On a 7-9, the faction grants your request if you fulfill two of the following:

Have a Great standing with them

Expend 1 Favor with them

Earn 1 Debt with them

Agree to perform a task for the faction

Cargo
Collections of trade goods are measured in cargo units, and can be ferried from planet to planet, traded and exchanged
for profit. Each unit of cargo has a value, tracked separately. The higher the value, the rarer, more expensive and more
in-demand the wares. It takes an Acquisition to fill an average ships cargo hold with 4 units of value 1 cargo. Once those
goods have been transported to a foreign market (a planetary, station, colony or fleet), the characters can use the Barter
move (see below) to find buyers interested in their wares, exchanging them for local goods that will hopefully be more
valuable elsewhere in the galaxy.
One or more units of cargo can be spent after an Acquisition roll is made to increase the result by the value of the cargo.
Note that the whole unit must be expended.
BARTER (+no bonus)
When you spend at least a day in a market (planetary, station, colony, fleet) trading away one unit of foreign cargo for more valuable
local cargo, Roll (no bonus). Allies cannot Get Involved with a Barter.
On a 6-, something prevents the trade, or at least prevents it from being profitable; laws, competition, obstructions or simply lack of
interested parties. You cant attempt to Barter away this cargo in this market for quite some time.
On a 7-9, your new cargo has a value 1 higher than the cargo you traded, to a maximum value of 4.
On a 10+, choose 1:

Your new cargo has a value 1 higher than the cargo you traded, to a maximum value of 4.

You gain a number of new cargo units equal to the value of the cargo you traded; each of these new cargo units has a value of 1.

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12

Standard Moves
All characters have access to the different Standard Moves, and can use them freely. Career-specific skills can grant
specialized Moves or alter these Standard Moves.
Face Adversity: Overcome danger or opposition. The most commonly used Move
Assessment: Get a critical answer to an important question
Get Involved: Help or hinder an allys efforts
Brace For Impact: Try to mitigate incoming damage using your Armor
Open Fire: Engage in long-range firefights using your Mettle
Launch Assault: Engage in close-quarters combat using your Physique
Patch Up: Alleviate injuries or damage using your Expertise
Command: Give orders to npcs using your Influence
Program: Give orders to computers/robots using your Interface
Acquisition: Convince a faction to provide you with equipment/services
Barter: Exchange foreign cargo for higher valued local cargo
Cramped Quarters: Find out how well or poorly you get along with your allies
Wild Jump: Make a jump into the unknown

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13

COMMON MOVES
FACE ADVERSITY
When you overcome opposition or danger using
stealth, piloting, accuracy, discipline or bravery, Roll+Mettle
knowledge, education, mechanics, first aid or logic, Roll+Expertise
athletics, endurance, strength or health, Roll+Physique
charm, diplomacy, bargaining or lies, Roll+Influence
computer systems, electronics, or hacking, Roll+Interface
On a 10+ you overcome the opposition or danger, just as you described.
On a 7-9, the danger is overcome, but at a price; the GM will offer you a cost or a hard choice.

GET INVOLVED
When an ally makes a Move and you affect the result using
stealth, piloting, accuracy, discipline or bravery, Roll+Mettle
knowledge, education, mechanics, first aid or logic, Roll+Expertise
athletics, endurance, strength or health, Roll+Physique
charm, diplomacy, bargaining or lies, Roll+Influence
computer systems, electronics, or hacking, Roll+Interface
On a 10+ Choose 1
Turn a failure(6-) into a partial success (7-9)
Turn a partial success(7-9) into a complete success (10+)
Turn a complete success(10+) into a partial success(7-9), you can suggest the consequence to the GM
Turn a partial success(7-9) into a failure(6-), you can suggest the consequence to the GM
On a 7-9, as above, and you incur a cost, complication or hard choice in order to get involved.

ASSESSMENT
When you collect critical information about an important, dangerous or mysterious subject using
stealth, focus or cunning, Roll+Mettle
research, knowledge and logic, Roll+Expertise
hard work or strenuous activity, Roll+Physique
informants or gossip, Roll+Influence
the SectorNet or electronics/devices, Roll+Interface
On a 10+, you gain significant information about the subject, and earn a Data Point about it as well.
On a 7-9, the GM will reveal interesting, potentially useful information about the subject. Or they might ask you to do so.
On a 6-, the GM will reveal facts about the subject you probably wish were not true.

BRACE FOR IMPACT (+Armor)


When you would suffer harm, the GM will tell you the Severity (Minor, Major, Severe, Critical or Fatal). Roll+Armor.
On a 13+, the severity is reduced by two.
On a 10-12, the severity is reduced by one.
On a 7-9, you suffer an injury of that severity.
On a 6-, you suffer an injury of a greater severity, or suffer extra costs/troubles, at the GMs discretion.

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14

STAT MOVES
OPEN FIRE (+Mettle)
When you engage enemy forces in long ranged, cover-to-cover firefights, describe your goal and tactics then Roll+Mettle
On a 10+, you achieve your objective.
On a 7-9, you achieve your objective, but the GM will choose 1 or more of the following consequences.
Your side suffers harm during the attack.
The attack causes significant, undesirable collateral damage.
The encounter creates a short-term complication.
The encounter will have long-term ramifications.

LAUNCH ASSAULT (+Physique)


When you engage enemy forces in chaotic close-quarters combat, describe your goal and tactics then Roll+Physique.
On a 10+, you achieve your objective.
On a 7-9, you achieve your objective, but the GM will choose 1 or more of the following consequences.
Your side suffers harm during the attack.
The attack causes significant, undesirable collateral damage.
The encounter creates a short-term complication.
The encounter will have long-term ramifications.

PATCH UP (+Expertise)
When using appropriate medical supplies/tools to repair damage to people or machinery, Roll+Expertise
On a 10+, choose 1 from the list below
On a 7-9, choose 1, but youve reached the limit of what you can do; you cannot re-attempt to Patch Up the subject.
The subject is temporarily able to function despite pain/physical disability.
The damage is stabilized and will not get worse.
The subjects behavior or mental state is recovered.
The subject is no longer incapacitated

COMMAND (+Influence)
When you issue a command to a group that is inclined to follow your orders, Roll+Influence.
On a 10+, they follow those orders to the best of their ability, though they may suffer costs or complications.
On a 7-9, as above, but their disposition or effectiveness has been significantly impacted (casualties, bribed, lost,
demoralized, panicked, exhausted, disgruntled, injured, etc). This crew will not accept a new Command until those
complications/issues have been dealt with

PROGRAM (+Interface)
When you transmit instructions to robots, AI or other computer systems that are open to your directives, Roll+Interface.
On a 10+, they follow your instructions to the best of their ability, though they may suffer costs or complications.
On a 7-9, as above, but executing the program causes degradation, bugs, damage, glitches or other breakdowns. This
technology will not accept a new Program until those complications/issues have been rectified.

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15

COMMERCE MOVES
ACQUISITION (+Favor)
When you request a significant purchase of goods or services from a faction, Roll+Favor. Any cargo you trade away in
this deal adds its value to the result of the roll. Allies cannot Get Involved with an Acquisition.
On a 13+, the faction grants your request, no strings attached.
On a 10-12, the faction grants your request if you fulfill one of the following:
On a 7-9, the faction grants your request if you fulfill two of the following:
Have a Great standing with them
Expend 1 Favor with them
Earn 1 Debt with them
Agree to perform a task for the faction

BARTER
When you spend at least a day in a market (planetary, station, colony, fleet) trading away one unit of foreign cargo for
more valuable local cargo, Roll 2d6. Allies cannot Get Involved with a Barter.
On a 6-, something prevents the trade, or at least prevents it from being profitable; laws, competition, obstructions or
simply lack of interested parties. You cant attempt to Barter away this cargo in this market for quite some time.
On a 7-9, your new cargo has a value 1 higher than the cargo you traded, to a maximum value of 4.
On a 10+, choose 1:
Your new cargo has a value 1 higher than the cargo you traded, to a maximum value of 4.
You gain a number of new cargo units equal to the value of the cargo you traded; each of these new cargo units
has a value of 1.

TRAVEL MOVES
CRAMPED QUARTERS
(Done by one player for each leg of an interstellar journey, or after long periods of close proximity).
When youve been trapped in cramped quarters, choose another character trapped with you (PC or NPC) then Roll 2d6.
On a 10+, describe how you and that character bonded in some way in the past few days.
On a 7-9, describe the minor disagreement or annoyance that passed between the two of you in the past few days.
On a 6-, describe what happened between the two of you in the past few days that caused anger, bad blood and/or hurt
feelings.

WILD JUMP
When you force your ship to make a Wild Jump, Roll 2d6. Allies cannot Get Involved in a Wild Jump
On a 10+, the crew only suffers nausea, headaches and other minor effects. Choose 1 from the list below.
On a 7-9, the illness and hallucinations are pronounced. The GM chooses 1 from the list below.
You find an uncharted world, ready for exploration
You find exploitable resources, there for the taking
You discover a scientifically interesting phenomenon
You discover ancient wreckage or ruins of unknown origin
You find yourself in a civilized sector half-way across the galaxy
You encounter a new, previously unknown faction or culture
On a 6-, the GM will describe the ugly, debilitating, terrifying consequences. Its full of stars.

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16

Quickstart
For your first game, or for a quick one-shot game, your group can follow these steps rather than going through the full
character creation. The full character and faction creation rules take longer, but produce more personalized experiences
for a longer running campaign.
Players: Choose your Archetype. Archetypes are the culmination of a characters origins, career training and
miscellaneous skills. These are full-fledged characters that are archetypical to the space opera genre; the mercenary, the
engineer, the scientist, etc. Choose an archetype sheet that interests you. Each Archetype has a couple of
customisations to make when selecting them; choices of gear, which secondary skill they have, their physical
appearance, etc. [Not yet implemented premade archetypes coming in future update]
GM: Generate Factions. Roll on the Faction chart to populate this sector of the galaxy with 5 different factions. Factions
are far-reaching, system-wide organisations with grand scope, influence and resources. They are galactic-scale movers
and shakers, with solid, overt philosophies and goals. Come up with suitable, simple, catchy names for each of them and
fill in the galactic sheet.
Players: Determine your Standing. Choose a faction that you feel is generally most aligned with your character and vice
versa. Mark that faction on your character sheet in Good Standing. Then either choose 2 factions that your character
doesnt get along with and mark them both as Bad Standing -OR- choose a faction that is opposed to your character (and
vice versa) and mark that faction on your sheet in Terrible Standing.
Standing will generally determine how members of a faction will react to you.
Players: Purchase a ship and name it. As a group, decide which faction originally owned the ship. Each player gets 3
Debt towards that Faction. You are all now the co-owners a moderate sized starship with Jump capabilities and 4 units of
cargo space (which can each hold a unit of cargo or a vehicle). Name the ship.
GM: Set the scene, prompt the players. Read out one of the starting scenarios, and ask the players the suggested
questions to fill in the details. Play proceeds from there (see Running the Game). [Not yet implemented starting
scenarios coming in future update]

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17

Random Faction generator (roll 6d6)

1-2

3-4

5-6

1.
2.
3.
4.
5.
6.
1.
2.
3.
4.
5.
6.
1.
2.
3.
4.
5.
6.

Sinister
Controlling
Secretive
Popular
Rapacious
Austere
Wealthy
Honorable
Violent
Degenerate
Defiant
Tyrannical
Brutal
Underhanded
Ancient
Violent
Fanatic
Brave

1.
2.
3.
4.
5.
6.
1.
2.
3.
4.
5.
6.
1.
2.
3.
4.
5.
6.

Expansionist
Scientific
Authoritarian
Colonizing
Trade
Mercenary
Merchant
Industrious
Criminal
Military
Anarchist
Starfaring
Rebel
High Tech
Diplomatic
Corporate
Regimented
Political

1.
2.
3.
4.
5.
6.
1.
2.
3.
4.
5.
6.
1.
2.
3.
4.
5.
6.

Government
Cult
Fleet
Syndicate
Corporation
Federation
Society
Coalition
Armada
Network
Consortium
Council
Empire
Religion
Regime
Cartel
Alliance
Legion

Example: A roll of 2-4-3-6-1-2 would give a Popular(2,4) Starfaring (3,6) Cult (1,2)

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1-2

3-4

5-6

18

FULL CHARACTER CREATION


Step I: Create Archetype Combine 2 Careers
Of the 10 career paths below, choose 2 of them and combine them together to create your archetype. Give your unique
archetype a name that suits the overall concept/flavor of the combination. For example, a Military-Explorer might be a
Scout archetype, or a Guerilla archetype or even a Conquistador archetype.
Academic (p15)

Clandestine (p17)

Commercial (p19)

Explorer (p21)

Industrial (p23)

Skills:
Learning, Chemistry,
Medicine, Deduction,
Technobabble

Skills:
Stealth, Assassination,
Surveillance, Sabotage
Interrogation

Skills:
Trade, Broker, Bribe,
Procurement, Luxury

Skills:
Recklessness, Survivalist
Beast Tamer, Boldly Go,
Custom Vehicle

Skills:
Tinker, Build, Repair,
Upgrade, Dismantle

Military (p25)

Personality (p27)

Scoundrel (p29)

Starfarer (p31)

Technocrat (p33)

Skills:
Unique Weapon,
Toughness, Tactics,
Heavy Lifting, Authority

Skills:
Fame, Subversion,
Leadership, Contacts,
Performance

Skills:
Criminal, Sneak Attack,
Scapegoat, Schemer,
False Identity

Skills:
Traveller, Cosmopolitan,
Navigation, Calibration
Personal Vehicle

Skills:
Upload, Hacking,
Coding, AI, Data
Manipulation

Step II: Choose Origin


Choose your characters background; what kind of life they grew up in, where they came from, what potential hardships
they suffered or advantages they had. The origin gives a selection of skill options from a variety of careers, and can also
offer a stat boost as a skill.

Advanced (p36)

Colonist (p37)

Crowded (p38)

Frontier (p39)

Impoverished (p40)

Skills:
Cutting Edge (Interface),
Artificial Intelligence,
Calibrations, Sabotage

Skills:
Resourceful (Expertise),
Tinker, Heavy Lifting,
Custom Vehicle

Skills:
Affable (Influence),
Cosmopolitan, Bribe,
Contacts

Skills:
Hard Labor (Physique)
Build, Survivalist,
Medicine

Skills:
Scrappy (Mettle),
Stealth, Criminal,
Recklessness

Privileged (p41)

Productive (p42)

Regimented (p43)

Spacer (p44)

Violent (p45)

Skills:
Decorum (Influence),
Luxury, Fame, Schemer

Skills:
Vocation (Expertise),
Learning, Procurement,
Data Manipulation

Skills:
Disciplined (Mettle)
Leadership, Tactics,
Deduction

Skills:
Fine Tuning (Interface),
Coding, Repair,
Navigation

Skills:
Branded (Physique),
Toughness, Sneak
Attack, Assassination

Step III: Choose Skills


Choose 1 skill from your Origin
Choose 3 skills between either Career.
You cannot pick the same skill twice, even if it is offered by your Origin and one of your Careers.

Step IV: Distribute Stats


Assign each of the following numbers to one of your 5 stats: +2, +1, +1, 0 and -1.

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19

Step V: Choose Descriptions


Choose one of the descriptions from your Origin and one from each Career. Together these make up a broad description
of your character, physically and behaviorally. Alternatively, you can invent your own descriptions.

Step VI: Choose Rooms


Choose two rooms between the Room lists offered by your careers. These are rooms that are installed on your partys
ship. If youre not playing in a campaign with a ship, these are more permanent rooms that you may own or work in, at
the GMs discretion.

Step VII: Define Iconic Gadget


Create a Gadget that is iconic for your characters personality, profession or history. They set the tone for your
character, supporting their skills and interests. Iconic Gadgets can be discarded, destroyed or otherwise lost during the
course of the adventures, just like any other Gadget.

Step VIII: Choose Starting Equipment


Choose an equipment package for your character (See Weapons and Gear, p28 & p29)
Fighter Package

A weapon with 2 upgrades


A weapon with 1 upgrade
A set of Gear with 2 Common upgrades

Leader Package
A weapon with 1 upgrade
A set of Gear with 2 Common upgrades
A crew with 2 upgrades

Survivor Package
A weapon with 1 upgrade
A set of Gear with 2 Uncommon (or Common) upgrades

A set of Gear with 2 Common upgrades

Driver Package
A weapon with 1 upgrade
A set of Gear with 2 Common upgrades
A vehicle with 1 upgrade

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20

Careers
Academic (p15)

Clandestine (p17)

Commercial (p19)

Explorer (p21)

Industrial (p23)

Skills:
Learning, Chemistry,
Medicine, Deduction,
Technobabble

Skills:
Stealth, Assassination,
Surveillance, Sabotage
Interrogation

Skills:
Trade, Broker, Bribe,
Procurement, Luxury

Skills:
Recklessness, Survivalist
Beast Tamer, Boldly Go,
Custom Vehicle

Skills:
Tinker, Build, Repair,
Upgrade, Dismantle

Military (p25)

Personality (p27)

Scoundrel (p29)

Starfarer (p31)

Technocrat (p33)

Skills:
Unique Weapon,
Toughness, Tactics,
Heavy Lifting, Authority

Skills:
Fame, Subversion,
Leadership, Contacts,
Performance

Skills:
Criminal, Sneak Attack,
Scapegoat, Schemer,
False Identity

Skills:
Traveller, Cosmopolitan,
Navigation, Calibration
Personal Vehicle

Skills:
Upload, Hacking,
Coding, AI, Data
Manipulation

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21

ACADEMIC
Career Path Expertise/Interface

The Academic career represents years of study and learning, with a strong focus
on science and logic. Academics can be found in specialist positions in other fields,
leveraging their years of study; Military Academics tend to be field medics,
Clandestine Academics are often detectives, Academic Explorers range from
xenobiologists to expeditionary researchers.

Skills:
If one of your careers is Academic, you can choose from these Skills during character creation.
The careers Skill list (see opposite page) has more detailed descriptions of each skill.

Learning: Learn more and teach it to others


Chemistry: Concoct various chemicals
Medicine: Perform difficult medical procedures
Deduction: Draw quick conclusions about the situation
Technobabble: Give detailed, technical direction

Descriptions:
Choose 1 description for your character from this list. This is a facet of your physical appearance or behavior (along with the other 2 choices from
your other career and origin).

Thin, Pallid, Elderly, Kind-hearted, Aloof, Distracted.

Rooms:
Choose a total of 2 rooms between your two careers. These are spaces that are built into your ship. (If youre not playing with a ship, these can be
spaces/ structures owned by you or available to you, at the GMs discretion)

Laboratory: Equipped to perform a variety of experiments and research.


Medical Bay: Set up for medical attention, surgical procedures and long-term care.
Containment Unit: Capable of safely storing dangerous subjects/materials for further study.
Study: Comfortable, quiet room containing a wide variety of educational media.

Advancement:
At the end of each session you can spend 1 XP in this career if you accomplished an appropriate milestone during the session. Once youve spent
enough XP in this career, you earn a new Skill from the careers Skill list (see opposite page). Note that you dont necessarily have to succeed a task;
a dedicated attempt is usually enough.
Academic Milestones are usually related to specialist fields of study and experimentation. Example Academic Milestones include:

Spend significant downtime studying


Attend an institute of higher learning
Attempt a life-saving medical procedure
Participate in an important scientific experiment
Investigate a mystery
Tackle a problem using an overly convoluted solution
Invert the tachyon pulse by sending it through an auxiliary deflector array
Have a Great standing with a scientific or technological faction

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22

ACADEMIC SKILLS

Learning

Chemistry

When you make an Assessment, on a 10+ you gain 3


Data Points about the subject, and on a 7-9 you gain
1 Data Point. As long as you spend part of your
downtime educating yourself about a subject, Data
Points associated with that subject dont expire.

When creating an antidote, vaccine, drug, poison or


pathogen in a lab, state the effect you want it to
have and its method of transmission (spray, injector,
pill, etc), then Roll+Expertise. On a 10+, you
successfully create it. On a 7-9, it will have reduced
potency or unintended side effects.

Deduction

Medicine
When you Patch Up a living being in a suitable
environment over the course of several hours, you
may choose one of the following instead of the
normal choices.
Remove all minor and major injuries.
Allow severe and critical injury to begin healing.
Reconstruct/replace permanent injuries.
Perform a regular Patch Up on several subjects
at the same time.
Make permanent cosmetic alterations.

When you first witness a situation, you may ask one


of the following questions, the GM will answer
honestly:
Who/what is most vulnerable in this situation?
Who/what is most dangerous in this situation?
What is profitable about this situation?
Who/what caused this situation?

Technobabble
You can Command NPCs with your Expertise rather
than your Influence. As long as you are able to give
them detailed direction, your allies can use your
Expertise when they Get Involved with your actions
(assuming they follow your instructions).

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23

CLANDESTINE
Career Path Mettle/Interface

The Clandestine career is a sinister profession, relying on information and


invisibility. Clandestine operatives in other professions tend toward low profiles
and subtlety; Clandestine Industrials make terrifying saboteurs, Clandestine
Scoundrels are deadly assassins, Clandestine Personalities are deft infiltrators and
spies. Ironically, Clandestine operatives also make effective (if scary) law
enforcement agents.

Skills:
If one of your careers is Clandestine, you can choose from these Skills during character creation.
The careers Skill list (see opposite page) has more detailed descriptions of each skill.

Stealth: Vanish without a trace, show up elsewhere


Sabotage: Tamper with something, make it fail
Assassination: Arrange someones death
Surveillance: Keep an eye on a person or place
Informant: Sell your Codex Entries to make Aquisitions

Descriptions:
Choose 1 description for your character from this list. This is a facet of your physical appearance or behavior (along with the other 2 choices from
your other career and origin).

Hawk nosed, Sinister, Wiry, Bland, Suspicious, Bald.

Rooms:
Choose a total of 2 rooms between your two careers. These are spaces that are built into your ship. (If youre not playing with a ship, these can be
spaces/ structures owned by you or available to you, at the GMs discretion)

Security Office: Monitoring station tied to multiple visual and audio security feeds.
Private Comms: Private room with a secure communication array on an encoded channel.
Hidden Passage: Connects to various other rooms through hidden hatches.
Interrogation Room: Equipped with a variety of restraints.

Advancement:
At the end of each session you can spend 1 XP in this career if you accomplished an appropriate milestone during the session. Once youve spent
enough XP in this career, you earn a new Skill from the careers Skill list (see opposite page). Note that you dont necessarily have to succeed a task;
a dedicated attempt is usually enough.
Clandestine Milestones are usually related to espionage and wetworks. Example Clandestine Milestones include:

Arrange an accident
Vanish when someone is looking for you
Follow someone without being seen
Kill someone who really deserves it
Hurt or scare someone in order to get information
Make an arrest
Have a Great standing with a secretive or authoritarian faction

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24

CLANDESTINE SKILLS

Stealth
Whenever you can move around freely and are
unobserved, you can choose to vanish without a
trace. While missing, you may show up in the midst
of events, as long as you can explain how you got
there.

Sabotage
When you tamper with something (information,
machinery, social situations, tactical plans, etc),
describe how you go about it and Roll+[Stat].
On a 10+ the target of your tampering is doomed to
fail, just as you planned.
On a 7-9, the target of your tampering is doomed to
fail spectacularly, horrifically or comically, at the
GMs discretion.

Assassination
When you want a lightly guarded or unsuspecting
NPC out of the picture, describe how you arrange
their death and Roll+Mettle.
On a hit, theyre dead, and no one knows it was you.
On a 7-9, theyre dead, but there may be evidence
linking it to you.

Surveillance
You can put a single Place (room, building, street,
city/station) or Person (individual, group, faction)
under surveillance at a time. You may ask the
following questions about the chosen target. Broad
and distant targets provide less precise/timely
answers.
Place: Who is there? What is going on there?
Person: Where are they? What are they doing?

Interrogation
When you spend time questioning someone who is
completely under your power, you gain 3 Data
Points about them; their lives, their job, their
friends, their family, their guilt, their shame, etc.

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25

COMMERCIAL
Career Path Influence/Expertise

The Commercial careers strength lies in making deals, acquiring goods and
managing the complex web of inter-faction debt and influence. Almost all other
careers benefit in some way from the Commercials purchasing power.
Commercial Industrials turn scrap into profit, Commercial Technocrats are always
aware of the best prices and opportunities, Commercial Starfarers haul cargo to
the farthest reaches of space.

Skills:
If one of your careers is Commercial, you can choose from these Skills during character creation.
The careers Skill list (see opposite page) has more detailed descriptions of each skill.

Trade: Sell a cargo-hold full of goods for profit


Procurement: Make safer, better Acquisitions
Broker: Manage Debt and Favor
Luxury: Own nice things, have an assistant NPC
Bribe: Make social/political Acquisitions

Descriptions:
Choose 1 description for your character from this list. This is a facet of your physical appearance or behavior (along with the other 2 choices from
your other career and origin).

Thick, Well-Fed, Manicured, Harried, Miserly, Cunning.

Rooms:
Choose a total of 2 rooms between your two careers. These are spaces that are built into your ship. (If youre not playing with a ship, these can be
spaces/ structures owned by you or available to you, at the GMs discretion)

Cargo Hold: Capable of holding, loading and unloading trade goods.


Vault: Holds a variety of valuables, locked and secured.
High Berthing: Space suitable for up to 2 VIP guests.
Kitchen: Semi-automated food preparation area, provides better meals.

Advancement:
At the end of each session you can spend 1 XP in this career if you accomplished an appropriate milestone during the session. Once youve spent
enough XP in this career, you earn a new Skill from the careers Skill list (see opposite page). Note that you dont necessarily have to succeed a task;
a dedicated attempt is usually enough.
Commercial Milestones are usually related to earning and spending wealth. Example Commercial Milestones include:

Buy something expensive and frivolous


Engage in lavish hedonism and carousing
Exchange a cargohold of goods as part of an Acquisition
Find valuable, unclaimed resources and sell the rights to them
Make an Acquisition from a faction despite your Bad/Terrible reputation
Spend Favor/earn Debt to help an ally
Deliver desperately needed goods
Have a Great standing with a commercial or corporate faction

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26

COMMERCIAL SKILLS

Trade

Procurement

You add your +Expertise or +Influence when you


Barter. When you roll 10+ on a Barter, choose 1 of
the following instead:
Your new cargo has a value 1 higher than the
cargo you traded, to a maximum value of 8.
You gain 2 cargo units each worth half the value
of the cargo you traded (rounded up).
If the cargo youre trading has a value of 4+, it
can be donated to a faction for a Favor.

When making an Acquisition, choose 1.


The details of the purchase are kept secret
The item/service is especially good quality
Delivery and/or installation is fast and free
Theyll ignore your Bad or Terrible standing

Broker
When you make an Acquisition, you may expend
Favor or earn Debt with any faction, rather than just
the one providing the purchase.
You can Get Involved with Acquisitions made by
allies.

Luxury
Your clothing, belongings and quarters are all lavish
and expensive. Gain one of the following NPCs as a
retainer: Butler, Assistant, Consort, Bodyguard or
Advisor. Name them and give them a 2-4 word
description.

Bribe
Acquisition can also be used to purchase:
Political power
Legal decisions
Faction involvement
Diplomatic immunity

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27

EXPLORER
Career Path Mettle/Physique

The Explorer is the most daring and risky career, forever seeking new horizons
and new treasures. Other careers that regularly deal with harsh environments and
unexplored reaches benefit from the Explorers courage and survival instinct.
Commercial Explorers are prospectors or big game hunters seeking profit on
hostile planets, Explorer Starfarers daredevil pilots and daring navigators, Military
Explorers tend to be guerilla fighters or scouts.

Skills:
If one of your careers is Explorer, you can choose from these Skills during character creation.
The careers Skill list (see opposite page) has more detailed descriptions of each skill.

Survivalist: Know a little bit about every environment


Boldly Go: Venture into the unknown, hopefully find something awesome
Recklessness: Gamble with the outcome of an untested, desperate act
Beast Tamer: Gain the loyalty of an alien beast NPC
Custom Vehicle: Own a unique, souped-up land vehicle/walker

Descriptions:
Choose 1 description for your character from this list. This is a facet of your physical appearance or behavior (along with the other 2 choices from
your other career and origin).

Weathered, Battered, Unkempt, Rude, Cheerful, Brash.

Rooms:
Choose a total of 2 rooms between your two careers. These are spaces that are built into your ship. (If youre not playing with a ship, these can be
spaces/ structures owned by you or available to you, at the GMs discretion)

Hydroponics Bay: Grows a variety of edible plant life.


Decontamination Chamber: Wipes out dangerous particles and contaminants.
Vehicle Hangar: A space to store and maintain vehicles, equipped with a loading/unloading ramp.
Probe Station: Capable of launching small telemetry probes and receiving their readings.

Advancement:
At the end of each session you can spend 1 XP in this career if you accomplished an appropriate milestone during the session. Once youve spent
enough XP in this career, you earn a new Skill from the careers Skill list (see opposite page). Note that you dont necessarily have to succeed a task;
a dedicated attempt is usually enough.
Explorer Milestones are usually related to discovery and risk-taking. Example Explorer Milestones include:

Experience a Wild Jump


Make a leap of faith
Survive in a harsh wilderness
Encounter a little known hostile plant or animal
Open/activate/taste something completely unknown
Assist in colonizing an inhospitable land
Be the first to test a prototype
Have a Great standing with a colonial or expansionist faction

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28

EXPLORER SKILLS

Boldly Go
When leading an expedition into the unknown,
Roll+Mettle.
On a 10+, choose 1.
On a 7-9, the GM will choose 1.
You encounter something potentially profitable
You encounter something currently useful
You encounter something uniquely awesome

Survivalist
After experiencing a wilderness first-hand, tell the
GM one strange, unusual or interesting fact about
an aspect of that wilderness (animals, plants,
weather, terrain, hazards, etc). You gain 3 Data
Points about that wilderness.

Recklessness

Beast Tamer
You have tamed an exotic alien creature of animal
intelligence, which can be Commanded. Give a short
description of your obedient beast NPC, and
describe its role (guard, hunting, beauty,
companionship, labor, mount, etc). It takes
significant time and effort to tame a newly
encountered beast, and you can only have one
tamed beast at a time

If its the first time you attempt a particular


untested, unpredictable, desperate and probably
dangerous act, you may choose to trust your
beginners luck. Roll as normal. A 7-9 counts as a
complete success (10+). A 6- is an especially
catastrophic, disastrous failure. Your allies cannot
Get Involved in this roll.

Custom Vehicle
You own a Custom Land Vehicle or Walker with 3
upgrades (see page xx). If your vehicle is ever lost,
you can abandon it and spend an extended period of
time claiming a new vehicle as your Custom Vehicle,
adding an extra upgrade to it.

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29

INDUSTRIAL
Career Path Expertise/Interface

The Industrial career shapes the world around them, constructing, improving,
demolishing. Other careers benefit greatly from the Industrials ability to create,
repair, maintain a variety of machines. Industrial Explorers are settlers and
pioneers, Industrial Academics tend to be inventors working on new prototypes,
Industrial Scoundrels are scavengers and wreck-divers.

Skills:
If one of your careers is Industrial, you can choose from these Skills during character creation.
The careers Skill list (see opposite page) has more detailed descriptions of each skill.

Repair: Fix machinery, rather than just patching it up


Build: Improve, reinforce or secure structures
Tinker: Turn miscellaneous components into something useful
Upgrade: Temporarily improve a weapon, gear or vehicle
Dismantle: Salvage or wreck machinery

Descriptions:
Choose 1 description for your character from this list. This is a facet of your physical appearance or behavior (along with the other 2 choices from
your other career and origin).

Muscled, Grimy, Wrinkled, Rigorous, Rugged, Focused.

Rooms:
Choose a total of 2 rooms between your two careers. These are spaces that are built into your ship. (If youre not playing with a ship, these can be
spaces/ structures owned by you or available to you, at the GMs discretion)

Workshop: Equipped with workbenches and tool racks.


Repair Bay: Set up to handle large machinery, with winches and lifts.
Secure Reactor: A reactor room with emergency lockdown protocols and blast doors.
Servo Arms: Multiple servo arms attached to the ship, controlled from Engineering

Advancement:
At the end of each session you can spend 1 XP in this career if you accomplished an appropriate milestone during the session. Once youve spent
enough XP in this career, you earn a new Skill from the careers Skill list (see opposite page). Note that you dont necessarily have to succeed a task;
a dedicated attempt is usually enough.
Industrial Milestones are usually related to interacting with structures and machinery. Example Industrial Milestones include:

Keep something working against all odds


Prevent a catastrophic failure
Participate in a significant engineering project
Build a useful temporary structure
Use seemingly useless scrap to solve a problem
Blow something up
Figure out why something blew up
Have a Great standing with an industrial or military faction

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30

INDUSTRIAL SKILLS
Repair

Build
With enough time and materials, you can give up to
one of the following upgrades to a room, small
structure, or can build a small structure with that
property.
Resistant to damage/weather/elements
Tactically advantageous positions (cover, etc)
Hidden and/or difficult to access
Workspace (lab, workshop, hospital, etc)

When you Patch Up a machine or mechanical


components in a suitable environment over the
course of several hours, you may choose one of the
following instead of the normal choices.
Repair all minor and major damage.
Repair a severe or critical damage.
Replace permanently damaged parts
Perform a regular Patch Up on several machines
at the same time.
Make permanent cosmetic alterations.

Tinker
When you fashion a useful object out of
miscellaneous components you have at hand,
Roll+Expertise. On a 10+ choose 1. On a 7-9, as
above, but there is a flaw

Upgrade
When you wish to add a temporary upgrade to a
vehicle, gear or weapon, choose the desired
upgrade from that objects list, then Roll+Ingenuity.
On a 10+, the item has the upgrade for now.
On a 7-9, the project has an extra cost in time or
resources. You can only have one temporary
upgrade active at a time.

A small or large melee weapon with 1 upgrade


A set of Gear with 1 common, non-EnviroSuit upgrade
A grenade with 1 upgrade (single use grenade belt)
An explosive with 1 upgrade (single use explosive satchel)
A short-lived or single-use Gadget

Dismantle
When forcefully dismantling technology, breaking
machinery, destroying a structure or salvaging a
wreck, Roll+Physique. On a 10+, choose 2. On a 7-9,
choose 1.
It doesnt take very long to do.
You recover a 1-value cargo unit worth of scrap
You recover useful components.
You could reassemble/repair it quite easily.
Gain 3 Data Points about this kind of machinery

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31

MILITARY
Career Path Mettle/Personality

The Military career is a specialist of combat, with a heavy reliance on command,


discipline and strategy. Other careers which have to deal with hostilities or war
zones benefit greatly from the Military careers command of the battlefield.
Military Industrials are combat engineers, Military Personalities are generals and
commanders, Commercial Military are well-equipped (and often expensive)
mercenaries for hire.

Skills:
If one of your careers is Military, you can choose from these Skills during character creation.
The careers Skill list (see opposite page) has more detailed descriptions of each skill.

Tactics: Control the battle with much more precision


Toughness: Take a lot more punishment
Unique Weapon: There arent many like it, and this ones yours
Heavy Lifting: Ignore the Clumsy tag on heavy armor, heavy weapons
Authority: Command from a position of superiority, it will be obeyed

Descriptions:
Choose 1 description for your character from this list. This is a facet of your physical appearance or behavior (along with the other 2 choices from
your other career and origin).

Scarred, Grizzled, Massive, Skittish, Weary, Grim.

Rooms:
Choose a total of 2 rooms between your two careers. These are spaces that are built into your ship. (If youre not playing with a ship, these can be
spaces/ structures owned by you or available to you, at the GMs discretion)

Gym: A variety of free weights, a number of exercise machines and an open area for sparring
Briefing Room: A functional, professional meeting room with tactical display table.
Holding Cells: Securely holds up to 4 prisoners.
Quarters: Military accommodations for a dozen crew/soldiers; bunk beds, footlockers, etc.

Advancement:
At the end of each session you can spend 1 XP in this career if you accomplished an appropriate milestone during the session. Once youve spent
enough XP in this career, you earn a new Skill from the careers Skill list (see opposite page). Note that you dont necessarily have to succeed a task;
a dedicated attempt is usually enough.
Military Milestones are usually related to combat and leadership. Example Military Milestones include:

Hold the line


Outwit or outmaneuver an enemy on the field of battle
Suffer multiple injuries in a short span of time
Show an inordinate propensity towards a specific weapon
Tackle a problem with guns blazing
Give a command that puts peoples lives at risk
Spend significant downtime working out
Have a Great standing with a military or authoritarian faction

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32

MILITARY SKILLS

Toughness
You can have 2 injuries of the same severity; the
second newly suffered injury does not increase in
severity if you already have an injury of that severity.

Tactics
When you roll 7-9 on an Open Fire or Launch
Assault, the GM does not choose consequences.
Either you choose 1 of the consequences, or choose
to stalemate the combat; neither side gains any
ground.

Unique Weapon
You have a Unique Weapon with 3 upgrades (see
weapon section, page xx). If your weapon is ever lost
or damaged, you can abandon it and spend an
extended period of time claiming a new weapon as
your Unique Weapon, adding an extra upgrade to it.

Heavy Lifting
You are trained in wearing cumbersome armor and
carrying heavy weights. You ignore the Clumsy tag
when burdened by weight or wearing heavy armors.
You can don or remove armor in little to no time.

Authority
Whenever you are in a position of clear superiority
over a group of NPCs, you can Command those NPCs
even if the order goes against their own traits and/or
desires.

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33

PERSONALITY
Career Path Influence/Physique

The Personality career revolves around influencing others through charm, good
looks and oratory. Personality is useful to any career that relies on persuasion or
fame. Commercial Personalities are powerful traders and brokers, Starfarer
Personalities are interplanetary diplomats and negotiators, Explorer Personalities
are famous explorers and daredevils.

Skills:
If one of your careers is Personality, you can choose from these Skills during character creation.
The careers Skill list (see opposite page) has more detailed descriptions of each skill.

Fame: Everybody knows your name, your allies share in that fame
Leadership: You have a loyal, talented, hand-picked Crew
Contacts: Call upon local NPCs to do jobs/favors for you
Performance: Incite emotions through oratory or artistry
Subversion: Leverage personal information to Command people

Descriptions:
Choose 1 description for your character from this list. This is a facet of your physical appearance or behavior (along with the other 2 choices from
your other career and origin).

Stunning, Sexy, Chiselled, Placid, Soft, Haughty.

Rooms:
Choose a total of 2 rooms between your two careers. These are spaces that are built into your ship. (If youre not playing with a ship, these can be
spaces/ structures owned by you or available to you, at the GMs discretion)

Showcase: A small gallery for trophies, artwork or other acquisitions.


Crew Quarters: Small, individual quarters for a several crew members.
Lounge: Comfortable communal room, suitable for relaxation and recreation
Studio: A small room equipped for a specific type of art.

Advancement:
At the end of each session you can spend 1 XP in this career if you accomplished an appropriate milestone during the session. Once youve spent
enough XP in this career, you earn a new Skill from the careers Skill list (see opposite page). Note that you dont necessarily have to succeed a task;
a dedicated attempt is usually enough.
Personality Milestones are usually related to popularity, charm and social networking. Example Personality Milestones include:

Appear on galactic news media


Achieve a goal through charm/seduction
Tackle a violent problem using diplomacy
Do a personal favor for someone who cant repay you
Incite or prevent a riot
Meet a new faction, make a lasting first impression
Reduce someone to tears/fill someone with spitting rage
Have a Great standing with an diplomatic or populist faction

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34

PERSONALITY SKILLS

Leadership
You have a loyal, talented, hand-picked Crew at your
command with 3 upgrades (see Crew section). Given
enough time and training, you can replace lost
members of this Crew with new NPCs.

Fame
Decide what you are famous/infamous for. Factions,
groups and people of importance always know who
you are when you meet them. Allies may use your
+Influence if they speak in your name, but they may
make you look bad.

Performance
When you engage in your chosen oratory, art or
performance, Roll+Influence or Roll+Physique. On a
7-9, choose a mental state (joy, sadness, anger, etc);
it affects most of the audience. On a 10+, as above,
and choose 1.

Contacts
When you arrive in a city, station, colony or starship
youve been to in the past (your choice), name an
NPC that you know in the area, choose what faction
they belong to (if any), and give them a short
description (their job, how you met, etc). You gain a
Data Point about that person.

You gain a keen admirer in the audience


You are treated lavishly and with respect
You gain temporarily have Great standing with an
interested faction
You gain the temporary loyalty of a handful of NPCs
(temporary Crew, trait: Social)

Subversion
As long as you have an embarrassing, damaging,
intimate or personal Data Point about an NPC, you
can Command that NPC. You can expend that Data
Point to reroll that Command roll instead of gaining
+1 to the roll.

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35

SCOUNDREL
Career Path Mettle/Expertise

The Scoundrel is the most underhanded career, using lies, violence, betrayal and
theft to achieve their goals. Scoundrel can be a benefit to other careers that live
outside the law. Military Scoundrels are raiders and space pirates, Commercial
Scoundrels are smugglers, Scoundrel Personalities are expert con-artists.

Skills:
If one of your careers is Scoundrel, you can choose from these Skills during character creation.
The careers Skill list (see opposite page) has more detailed descriptions of each skill.

Sneak Attack: Strike out of nowhere, with precision. You shot first.
Criminal: Plan and execute a crime.
False Identity: Maintain a false identity, neutral to all Factions.
Scapegoat: Deftly pass consequences onto someone else.
Schemer: Betray one faction to earn Favor with another.

Descriptions:
Choose 1 description for your character from this list. This is a facet of your physical appearance or behavior (along with the other 2 choices from
your other career and origin).

Thick, Dapper, Sly, Meaty, Slick, Cold.

Rooms:
Choose a total of 2 rooms between your two careers. These are spaces that are built into your ship. (If youre not playing with a ship, these can be
spaces/ structures owned by you or available to you, at the GMs discretion)

Hidden Cargo: A secret cargo hold thats hard to find by normal means.
Escape Pod: A cramped one-man escape pod, capable of sustaining someone for a week.
Gaming Room: A multi-purpose table suitable for gambling, card games and board games.
Front: Made to look like an innocuous room/workspace, with an adjoining private room.

Advancement:
At the end of each session you can spend 1 XP in this career if you accomplished an appropriate milestone during the session. Once youve spent
enough XP in this career, you earn a new Skill from the careers Skill list (see opposite page). Note that you dont necessarily have to succeed a task;
a dedicated attempt is usually enough.
Scoundrel Milestones are usually related to some form of criminal activity. Example Scoundrel Milestones include:

Participate in a heist
Commit significant vandalism
Use someone elses identity
Smuggle something or someone
Shoot first
Betray someones trust
Escape the consequences of your actions
Have a Great standing with a criminal or rebel faction

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36

SCOUNDREL SKILLS

Criminal

Sneak Attack
When you make sudden, unexpected hostile action
out of nowhere, Roll+Mettle. On a 10+, choose 1. On
a 7-9, the GM picks 2 options, choose 1 of them.
Kill someone
Disable someone
Capture someone
Cause confusion/panic

When you see an opportunity, choose a crime below


and Roll + [Stat]. On 10+, you succeed. On a 7-9, you
succeed, but you come to the negative attention of
local authorities.
Larceny: Gain a 2-value unit of Cargo
Burglary: Gain a specific small item
Arson: Destroy a piece of property
Assault: Hurt, embarrass, frighten or anger
someone

Scapegoat

False Identity

When you would suffer a social, legal or financial


consequence, you may name an individual or faction
and Roll+Expertise. On a 10+, you pass the
consequence on to them. On a 7-9, as above, but
they know it was you. On a 6-, youre stuck with the
consequences, and they know what you tried to do.

You maintain a false identity, and can switch


between it and your own. The identity starts with
Neutral standing with all Factions. The identity has
its own Favor/Debt rating, unrelated to the group. It
can have a maximum of 1 Favor or Debt with each
faction; any further gain will cause gain/loss of
Standing instead. It takes significant time to
construct a new, fresh false identity.

Schemer
If you are in Good standing with a faction, your
group does not earn Debt for the following (as long
as you are directly involved): working for the
opposite faction during a conflict, working against
their goals/philosophy, failing missions, breaking
promises, not upholding deals.

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37

STARFARER
Career Path Influence/Interface

The Starfarer career travels all over the galaxy, experiencing a multitude of
cultures and societies. The Starfarers ease with spaceships, vehicles and
navigation make it useful to many other careers that are on the move. Industrial
Starfarers are starship engineers, Academic Starfarers range from astrophysicists
to stellar anthropologists, Military Starfarers are fearsome space marines.

Skills:
If one of your careers is Starfarer, you can choose from these Skills during character creation.
The careers Skill list (see opposite page) has more detailed descriptions of each skill.

Cosmopolitan: You learn the quirks of new societies very quickly


Traveller: You can take on passengers to distant destinations
Navigation: You know the best way around familiar cities and stars
Calibrations: You know how to get the most out o.
Personalized Vehicle:

Descriptions:
Choose 1 description for your character from this list. This is a facet of your physical appearance or behavior (along with the other 2 choices from
your other career and origin).

Bony, Quick, Tall, Sunny, Restless, Tolerant.

Rooms:
Choose a total of 2 rooms between your two careers. These are spaces that are built into your ship. (If youre not playing with a ship, these can be
spaces/ structures owned by you or available to you, at the GMs discretion)

Astrogation: A room-sized interactive holographic starmap, with orbital physics trajectories.


Shuttle Bay: A space to store and maintain shuttles and fighters, equipped with a large set of airlock doors
Low Berthing: Modest 2-person guest rooms for a dozen passengers.
Observation Deck: A panoramic viewing room with shielded, reinforced, full-wall windows.

Advancement:
At the end of each session you can spend 1 XP in this career if you accomplished an appropriate milestone during the session. Once youve spent
enough XP in this career, you earn a new Skill from the careers Skill list (see opposite page). Note that you dont necessarily have to succeed a task;
a dedicated attempt is usually enough.
Starfarer Milestones are usually related to all manner of space travel. Example Starfarer Milestones include:

Spend significant time living on a space station/starship


Visit a civilized world youve visited before
Travel for a long period with a dozen other passengers
Spend an inordinate amount of time tweaking a system
Tackle a problem using a shuttle or speeder
Lead people into or out of a factions territory
Be subjected to the effects of Cramped Quarters
Have a Great standing with a nomadic or starfaring faction

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38

STARFARER SKILLS

Traveller

Cosmopolitan

When offering passage to a distant destination,


Roll+Influence. On a 10+, choose 1 reward youll get
for delivering them safely. On a 7-9, the GM will
choose 1.
They belong to a local Faction (+Favor)
They have valuable information (knowledge)
They are willing to work (temporary crew)
They have goods to trade (2-value cargo)

After experiencing a society first-hand, tell the GM


one strange, unusual or interesting fact about an
aspect of that society (culture, traditions, laws,
government, economy, etc). You get 3 Data Points
about that society.

Navigation

Calibrations

When navigating stars or cities that are familiar to


you (you decide), choose 1.
The trip is short and pleasant. (+2 to Cramped
Quarters rolls)
Choose a Faction; the trip passes into their turf
Choose a Faction; the trip avoids their turf
Your passage goes unnoticed by those not on
high alert

You gain 3 Data Points about a ships system or


vehicle when you spend the majority of your
downtime adjusting, tweaking, aligning, maintaining
and readjusting it. Your old Data Points expire if you
start lavishing attention on a different system or
vehicle.

Personalized Vehicle
You own either a Shuttle or a Speeder with 3
upgrades (see page xx). If your vehicle is ever lost,
you can abandon it and spend an extended period of
time claiming a new Shuttle or Speeder as your
Personalized Vehicle, adding an extra upgrade to it.

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39

TECHNOCRAT
Career Path Physique/Interface

The Technocrat career is the most wired-in and computer-centric of the careers,
focusing on programming, data and electronic warfare. Other careers benefit
from Technocrats mastery of the computer systems that run almost all of civilized
space. An Academic Technocrats thirst for information knows no bounds,
Technocrat Starfarers are frighteningly connected pilots, and Military Technocrats
can lead robotic soldiers as easily as humans.

Skills:
If one of your careers is Technocrat, you can choose from these Skills during character creation.
The careers Skill list (see opposite page) has more detailed descriptions of each skill.

Technophile: Dressed to kill in the highest tech suit available


Hacking: Breach closed systems, steal their megahurtz
Coding: Add extra effects to your Programs.
Data Manipulation: Spread, alter or erase data on the SectorNet. Cant stop the signal.
Artificial Intelligence: Gain an AI NPC that lives inside computers

Descriptions:
Choose 1 description for your character from this list. This is a facet of your physical appearance or behavior (along with the other 2 choices from
your other career and origin).

Nearsighted, Lanky, Underfed, Smug, Awkward, Intense.

Rooms:
Choose a total of 2 rooms between your two careers. These are spaces that are built into your ship. (If youre not playing with a ship, these can be
spaces/ structures owned by you or available to you, at the GMs discretion)

Advanced Computer Core: Suited for complicated calculations and simulations


Boosted Signal Array: Greatly increased electronic communication range.
VR Suite: Padded, reclined seats equipped with VR headsets.
Recreational Holo: Recreation room with holographic projector.

Advancement:
At the end of each session you can spend 1 XP in this career if you accomplished an appropriate milestone during the session. Once youve spent
enough XP in this career, you earn a new Skill from the careers Skill list (see opposite page). Note that you dont necessarily have to succeed a task;
a dedicated attempt is usually enough.
Technocrat Milestones are usually related to acquiring and sifting data. Example Technocrat Milestones include:

Spend significant downtime browsing the SectorNet


Automate a task or procedure
Break into a closed computer system
Tackle a dangerous situation using a Program
Make something go haywire
Spread a truth or a lie
Gain a Codex Entry from a faction database
Have a Great standing with a technological or secretive faction

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40

TECHNOCRAT SKILLS

Technophile

Hacking

You have a set of Advanced Gear with 3 common or


uncommon upgrades (see Gear section, page xx). If
your gear is ever lost or damaged, you can abandon
it and spend an extended period of time claiming a
new set of gear as your Advanced Gear, adding an
extra upgrade to it.

When making a run on a closed, protected system,


Roll+Interface. On a 7-9, the system is now open to
you. On a 10+, as above, and you can immediately
run a Program on that system without rolling
(automatic 10+).

Coding
When you successfully Program a system, choose 1:
You can end the Program with a word
Lock out everyone else from this system
You leave no traces of your passage
Run a second program after this one
Gain 3 Data Points about the system

Data Manipulation
Whenever you earn Data Points and have access to
the SectorNet, choose 1:
The topic is erased, hidden, classified or
otherwise rendered difficult to access
The topic is spread across the SectorNet and
becomes common knowledge
Alter a pivotal fact in the topic.

Artificial Intelligence
You have the loyalty of a digital, artificial intelligence
NPC. Give it a name and 2-4 word description of its
personality. Your AI can enter open systems,
controlling them to obey complicated and subtle
Programs. Your AI can only be in one system at a
time.

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41

Origins
Advanced (p36)

Colonist (p37)

Crowded (p38)

Frontier (p39)

Impoverished (p40)

Skills:
Cutting Edge (Interface),
Artificial Intelligence,
Calibrations, Sabotage

Skills:
Resourceful (Expertise),
Tinker, Heavy Lifting,
Custom Vehicle

Skills:
Affable (Influence),
Cosmopolitan, Bribe,
Contacts

Skills:
Hard Labor (Physique)
Build, Survivalist,
Medicine

Skills:
Scrappy (Mettle),
Stealth, Criminal,
Recklessness

Privileged (p41)

Productive (p42)

Regimented (p43)

Spacer (p44)

Violent (p45)

Skills:
Decorum (Influence),
Luxury, Fame, Schemer

Skills:
Vocation (Expertise),
Learning, Procurement,
Data Manipulation

Skills:
Disciplined (Mettle)
Leadership, Tactics,
Deduction

Skills:
Fine Tuning (Interface),
Coding, Repair,
Navigation

Skills:
Branded (Physique),
Toughness, Sneak
Attack, Assassination

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42

ADVANCED
Origin

The Advanced grew up in prosperous, high tech societies, well ahead of the galactic
technology curve, enjoying an unprecedented quality of life. Technologies and gadgets that
would be rare or fantastical elsewhere were considered commonplace.

Descriptions:
Choose 1 description for your character from this list. This is a facet of your physical appearance or behavior (along with the other 2 choices from
your other career and origin).

Angular, Robust, Strapping, Carefree, Lazy, Arrogant.

Skills: Choose 1 of these skills if youve had an Advanced origin.

Cutting Edge
Interacting with new, advanced technology comes
naturally to you. On the other hand, dealing with
old, clunky, obsolete dreck is rather aggravating.
You gain +1 to your Interface stat, to a maximum of
+2.

Calibrations
You gain 3 Data Points about a ships system or
vehicle when you spend the majority of your
downtime adjusting, tweaking, aligning, maintaining
and readjusting it. Your old Data Points expire if you
start lavishing attention on a different system or
vehicle.

Artificial Intelligence
You have the loyalty of a digital, artificial intelligence
NPC. Give it a name and 2-4 word description of its
personality. Your AI can enter open systems,
controlling them to obey complicated and subtle
Programs. Your AI can only be in one system at a
time.

Sabotage
When you tamper with something (information,
machinery, social situations, tactical plans, etc),
describe how you go about it and Roll+[Stat].
On a 10+ the target of your tampering is doomed to
fail, just as you planned.
On a 7-9, the target of your tampering is doomed to
fail spectacularly, horrifically or comically, at the
GMs discretion.

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43

COLONIST
Origin

The Colonists are born and raised out on the fringes of galactic civilization, living in domes,
colony pods or habitation modules, working diligently and tirelessly to terraform planets to
make them more hospitable for the next generation.

Descriptions:
Choose 1 description for your character from this list. This is a facet of your physical appearance or behavior (along with the other 2 choices from
your other career and origin).

Hard, Serious, Calloused, Dusky, Solid, Prudent.

Skills: Choose 1 of these skills if youve had a Colonist origin.

Tinker
Resourceful
Youre good at making do with limited resources,
and getting the most out of what you have, making
you a bit of a hoarder. You gain +1 to your Expertise
stat, to a maximum of +2.

When you fashion a useful object out of


miscellaneous components you have at hand,
Roll+Expertise. On a 10+ choose 1. On a 7-9, as
above, but there is a flaw

A small or large melee weapon with 1 upgrade


A set of Gear with 1 common, non-EnviroSuit upgrade
A grenade with 1 upgrade (single use grenade belt)
An explosive with 1 upgrade (single use explosive satchel)
A short-lived or single-use Gadget

Custom Vehicle

Heavy Lifting

You own a Custom Land Vehicle or Walker with 3


upgrades (see page xx). If your vehicle is ever lost,
you can abandon it and spend an extended period of
time claiming a new vehicle as your Custom Vehicle,
adding an extra upgrade to it.

You are trained in wearing cumbersome armor and


carrying heavy weights. You ignore the Clumsy tag
when burdened by weight or wearing heavy armors.
You can don or remove armor in little to no time.

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44

CROWDED
Origin

The Crowded have lived their lives shoulder-to-shoulder with humanity. They come from the
cramped confines of heavily populated hive cities, underground facilities, domes and space
stations; one face among billions in the most densely overpopulated worlds.

Descriptions:
Choose 1 description for your character from this list. This is a facet of your physical appearance or behavior (along with the other 2 choices from
your other career and origin).

Lively, Compact, Stout, Spare, Loud, Agoraphobic.

Skills: Choose 1 of these skills if youve had a Crowded origin.

Cosmopolitan

Affable
You get along well with almost everyone in your
own way. You are most comfortable around others,
and get lonely quickly. You gain +1 to your Influence
stat, to a maximum of +2.

After experiencing a society first-hand, tell the GM


one strange, unusual or interesting fact about an
aspect of that society (culture, traditions, laws,
government, economy, etc). You get 3 Data Points
about that society.

Contacts

Bribe
Acquisition can also be used to purchase:
Political power
Legal decisions
Faction involvement
Diplomatic immunity

When you arrive in a city, station, colony or starship


youve been to in the past (your choice), name an
NPC that you know in the area, choose what faction
they belong to (if any), and give them a short
description (their job, how you met, etc). You gain a
Data Point about that person.

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45

RUSTIC
Origin

The Rustic were raised on the very edges of galactic society, on the most inhospitable and
savage worlds. With only basic machinery and tools, they were forced to toil by the sweat of
their brow, shaping the hostile landscape.

Descriptions:
Choose 1 description for your character from this list. This is a facet of your physical appearance or behavior (along with the other 2 choices from
your other career and origin).

Wrinkled, Creaking, Rangy, Aged, Weary, Strong.

Skills: Choose 1 of these skills if youve had a Rustic origin.

Hard Labor
You can perform long grueling hours of physical
labor with minimal rest. Youve collected a wide
variety of aches, pains and minor ailments from
doing this. You gain +1 to your Physique stat, to a
maximum of +2.

Build
With enough time and materials, you can give up to
one of the following upgrades to a room, small
structure, or can build a small structure with that
property.
Resistant to damage/weather/elements
Tactically advantageous positions (cover, etc)
Hidden and/or difficult to access
Workspace (lab, workshop, hospital, etc)

Medicine
When you Patch Up a living being in a suitable
environment over the course of several hours, you
may choose one of the following instead of the
normal choices.
Remove all minor and major injuries.
Allow severe and critical injury to begin healing.
Reconstruct/replace permanent injuries.
Perform a regular Patch Up on several subjects
at the same time.
Make permanent cosmetic alterations.

Survivalist
After experiencing a wilderness first-hand, tell the
GM one strange, unusual or interesting fact about an
aspect of that wilderness (animals, plants, weather,
terrain, hazards, etc). You gain 3 Data Points about
that wilderness.

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46

IMPOVERISHED
Origin

The Impoverished grew up on the margins, in the slums, in slavery and prisons and filth. They
have little to call their own, only what they could scrape and scrounge together. Theyve
fought tooth and nail to survive against oppressive conditions.

Descriptions:
Choose 1 description for your character from this list. This is a facet of your physical appearance or behavior (along with the other 2 choices from
your other career and origin).

Gaunt, Haggard, Sickly, Filthy, Vulgar, Fierce.

Skills: Choose 1 of these skills if youve had an Impoverished origin.

Scrappy
Life has beaten you down, but you never, ever give
up. No matter how bad things get, you rarely back
down, even when you really should. You gain +1 to
your Mettle stat, to a maximum of +2.

Stealth
Whenever you can move around freely and are
unobserved, you can choose to vanish without a
trace. While missing, you may show up in the midst
of events, as long as you can explain how you got
there.

Criminal
Recklessness
If its the first time you attempt a particular
untested, unpredictable, desperate and probably
dangerous act, you may choose to trust your
beginners luck. Roll as normal. A 7-9 counts as a
complete success (10+). A 6- is an especially
catastrophic, disastrous failure. Your allies cannot
Get Involved in this roll.

When you see an opportunity, choose a crime below


and Roll + [Stat]. On 10+, you succeed. On a 7-9, you
succeed, but you come to the negative attention of
local authorities.
Larceny: Gain a 2-value unit of Cargo
Burglary: Gain a specific small item
Arson: Destroy a piece of property
Assault: Hurt, embarrass, frighten or anger
someone

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47

PRIVILIGED
Origin

The Privileged are the nobility of the galaxy, the elite. Their families hold great power and
influence, be it financial, political or religious. Moving in such exalted circles, wielding their
family name and power, they have grown up expecting courtesy, respect and deference.

Descriptions:
Choose 1 description for your character from this list. This is a facet of your physical appearance or behavior (along with the other 2 choices from
your other career and origin).

Manicured, Plump, Groomed, Snobbish, Sleek, Pompous.

Skills: Choose 1 of these skills if youve had a Privileged origin.

Decorum

Luxury

You are well versed in the rules of etiquette, civility


and propriety. You can carry yourself with grace in
formal affairs, but are ill-at-ease in casual settings.
You gain +1 to your Influence stat, to a maximum of
+2.

Your clothing, belongings and quarters are all lavish


and expensive. Gain one of the following NPCs as a
retainer: Butler, Assistant, Consort, Bodyguard or
Advisor. Name them and give them a 2-4 word
description.

Fame

Schemer

Decide what you are famous/infamous for. Factions,


groups and people of importance always know who
you are when you meet them. Allies may use your
+Influence if they speak in your name, but they may
make you look bad.

If you are in Good standing with a faction, your


group does not earn Debt for the following (as long
as you are directly involved): working for the
opposite faction during a conflict, working against
their goals/philosophy, failing missions, breaking
promises, not upholding deals.

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48

PRODUCTIVE
Origin

The Productive live in societies, cultures or groups that place high importance on education
and industry. From extremely young ages, they begin training for their destined profession,
devoting any spare time to higher education and secondary vocations.

Descriptions:
Choose 1 description for your character from this list. This is a facet of your physical appearance or behavior (along with the other 2 choices from
your other career and origin).

Slight, Curious, Faded, Greying, Detached, Introverted.

Skills: Choose 1 of these skills if youve had a Productive origin.

Vocation
Youve spent many years training in a variety of
techniques and trades. Sadly, youve never had time
for fun or relaxation. You gain +1 to your Expertise
stat, to a maximum of +2.

Learning
When you make an Assessment, on a 10+ you gain 3
Data Points about the subject, and on a 7-9 you gain
1 Data Point. As long as you spend part of your
downtime educating yourself about a subject, Data
Points associated with that subject dont expire.

Data Manipulation
Whenever you earn Data Points and have access to
the SectorNet, choose 1:
The topic is erased, hidden, classified or
otherwise rendered difficult to access
The topic is spread across the SectorNet and
becomes common knowledge
Alter a pivotal fact in the topic.

Procurement
When making an Acquisition, choose 1.
The details of the purchase are kept secret
The item/service is especially good quality
Delivery and/or installation is fast and free
Theyll ignore your Bad or Terrible standing

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49

REGIMENTED
Origin

The Regimented have lived very strict lives. Whether in a militaristic society, a religious
organisation or an authoritarian government, they have been indoctrinated to the advantages
of discipline, obedience and loyalty, their lives organised and orderly.

Descriptions:
Choose 1 description for your character from this list. This is a facet of your physical appearance or behavior (along with the other 2 choices from
your other career and origin).

Athletic, Meditative, Sturdy, Organised, Formal, Strict.

Skills: Choose 1 of these skills if youve had a Regimented origin.

Disciplined

Leadership

You know the rules, the codes, the processes, the


scripture, the laws. They give you stability. You
dont deal well with change. You gain +1 to your
Mettle stat, to a maximum of +2.

You have a loyal, talented, hand-picked Crew at your


command with 3 upgrades (see Crew section). Given
enough time and training, you can replace lost
members of this Crew with new NPCs.

Deduction

Tactics
When you roll 7-9 on an Open Fire or Launch
Assault, the GM does not choose consequences.
Either you choose 1 of the consequences, or choose
to stalemate the combat; neither side gains any
ground.

When you first witness a situation, you may ask one


of the following questions:
Who/what is most vulnerable in this situation?
Who/what is most dangerous in this situation?
What is profitable about this situation?
Who/what caused this situation?

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50

GALACTIC
Origin

The Galactics are born and raised in orbital stations, starships and asteroid mining colonies.
Most have lived their whole lives among the stars, surrounded and protected by metals,
plastics, machinery and electronics, breathing recycled air and eating hydroponic food.

Descriptions:
Choose 1 description for your character from this list. This is a facet of your physical appearance or behavior (along with the other 2 choices from
your other career and origin).

Sharp, Guarded, Frigid, Isolated, Energetic, Graceful.

Skills: Choose 1 of these skills if youve had a Galactic origin.

Fine Tuning

Coding

Youre adept at interfacing with everything from


climate controls to heuristically programmed
algorithmic computers. Youve gotten quite used to
having an artificial environment set just the way
you want it. You gain +1 to your Interface stat, to a
maximum of +2.

When you successfully Program a system, choose 1:


You can end the Program with a word
Lock out everyone else from this system
You leave no traces of your passage
Run a second program after this one
Gain 3 Data Points about the system

Repair
Navigation
When navigating stars or cities that are familiar to
you (you decide), choose 1.
The trip is short and pleasant. (+2 to Cramped
Quarters rolls)
Choose a Faction; the trip passes into their turf
Choose a Faction; the trip avoids their turf
Your passage goes unnoticed by those not on
high alert

When you Patch Up a machine or mechanical


components in a suitable environment over the
course of several hours, you may choose one of the
following instead of the normal choices.
Repair all minor and major damage.
Repair a severe or critical damage.
Replace permanently damaged parts
Perform a regular Patch Up on several machines
at the same time.
Make permanent cosmetic alterations

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51

BRUTAL
Origin

The Brutal were forged in the most volatile conditions; war zones, slavery or in barbaric,
bloodthirsty societies. Life was short and cruel, blood and pain are the norm. There was no
room for weakness or mercy, no place for honor or fair play.

Descriptions:
Choose 1 description for your character from this list. This is a facet of your physical appearance or behavior (along with the other 2 choices from
your other career and origin).

Tired, Disfigured, Suppressed, Cruel, Angry, Severe.

Skills: Choose 1 of these skills if youve had a Brutal origin.

Branded

Assassination

You have a prominent, recognisable physical mark


(scars, burns, tattoos, prison barcode, slave brand),
as a testament to the hardships youve survived.
You gain +1 to your Physique stat, to a maximum of
+2.

When you want a lightly guarded or unsuspecting


NPC out of the picture, describe how you arrange
their death and Roll+Mettle.
On a hit, theyre dead, and no one knows it was you.
On a 7-9, theyre dead, but there may be evidence
linking it to you.

Sneak Attack
Toughness
You can have 2 injuries of the same severity; the
second newly suffered injury does not increase in
severity if you already have an injury of that
severity.

When you make sudden, unexpected hostile action


out of nowhere, Roll+Mettle. On a 10+, choose 1. On
a 7-9, the GM picks 2 options, choose 1 of them.
Kill someone
Disable someone
Capture someone
Cause confusion/panic

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52

LEVELING
Each career has a number of example milestones in its Advancement section. At the end of each session, if the player
has achieved a milestone similar to one of those, the player earns 1xp in that Career. The player can spend the XP
earned in a single career to gain a skill from that career. The amount of XP they need to spend is equal to their current
non-Origin skills; 3xp to earn their first new skill, then 4xp, then 5.
Note that earning XP in ones own careers is quite easy; the skills a character starts with allows them to easily achieve a
career milestone during regular play. Achieving milestones from outside their careers will require more effort and the
ability to spot opportunities during play.

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53

ITEMS, VEHICLES, CREW

When creating a character, choose one of these 4 starting packages.


Fighter Package
Survivor Package
A weapon with 2 upgrades
A weapon with 1 upgrade
A weapon with 1 upgrade
A set of gear with 2 upgrades

A set of gear with 1 upgrade

Leader Package
A weapon with 1 upgrade
A set of gear with 1 upgrade
A crew with 2 upgrades

A set of gear with 1 upgrade

Driver Package
A weapon with 1 upgrade
A set of gear with 1 upgrade
A vehicle with 2 upgrades

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54

WEAPONS
There are a myriad of weapons available that can cause all kinds of harm to your enemies. Weapons fall into several
broad categories, and are further refined by upgrades. Most common weapons have 0-2 upgrades; weapons lacking
upgrades are cheap and plentiful, while weapons with 2 or more upgrades may be rare, licensed, restricted or outright
banned, depending on the sector. Some alien and relic weapons have very bizarre upgrades, not included in these lists.
A weapon will state its type (Melee, Ranged, Thrown) and a range (Grappled, Adjacent, Close, Far, Distant). They may
have other properties, like [Two-handed]; these are described later in this section. Weapons also have Tags, which are
most often added as an upgrade. Tags are words with + in front of them. These represent what the weapon is
specifically designed to do. They allow for descriptive usage, such as using a Laser weapons +Cut to slice a hole in a door.

Small Melee

Large Melee

Grenade Belt

[Melee: Grapple, Adjacent]

[Melee: Adjacent][2-Handed]
Default Tags: +Knockdown

[Thrown: Close]
Default Tags: +Area

Sharp: +Sever, +Bleed


Concealed: +Hidden
Light: [Thrown: Adjacent, Close]
Shock: +Stun
Energy: +Burn, +Melt
Piercing: +Pin
Flexible: +Grab
Glove: [Unarmed]

Sharp: +Sever, +Bleed


Hafted: +Area, +Knockback
Heavy: +Break Bones
Destructive: +Property Damage
Energy: +Burn
Shock: +Stun
Piercing: +Pin

Plasma: +Burn
Shredder: +Messy, +Bleed
High Impact: +Break Bones, +Knockback
AP: +Ignores Armor, + Property Damage
Flashbang: +Stun
Concealed: +Hidden
EMP: +Haywire

Small Firearm

Long Firearm

Large Firearm

[Ranged: Adjacent, Close]

[Ranged: Close, Far][2-Handed]

[Ranged: Close][2-Handed]
Default Tags: +Knockdown

Laser: +Melt, +Cut


Shredder: +Bleed
Explosive: +Messy, +Property Damage
AP: +Ignores Armor
Concealed: +Hidden
Silenced: +Silent
Shock: +Stun
Incendiary: +Burn

Laser: +Melt, +Cut


Shredder: +Bleed
Explosive: +Messy, +Property Damage
Burst Fire: +Suppressive Fire
Rapid Fire: +Area
AP: +Ignores Armor
Silenced: +Silent
Long Barrel: [Ranged: Distant]

Plasma: +Burn
Shredder: +Bleed
Explosive: +Messy, +Property Damage
High Impact: +Break Bones, +Knockback
Grenade Launcher: +Area
AP: +Ignores Armor
Shock: +Stun

Sustained Heavy Weapon

Launcher Heavy Weapon

Explosives Satchel

[Ranged: Close, Far][2-Handed]


[Clumsy][Ignores Armor]
Default Tags: +Suppressive Fire

[Ranged: Far, Distant][2-Handed]


[Clumsy][Ignores Armor]
Default Tags: +Area, +Knockback

[Melee: Grapple][2-Handed][Clumsy]
[Timed Detonation]
Default Tags: +Large Area, +Property
Damage

Laser: +Melt, +Cut


Plasma Fire: +Burn
Shredder: +Bleed, +Sever
Breaching: +Pierces Hulls
Shock: +Stun
Demolishing: +Property Damage
Spray: +Area

Plasma: +Burn
Shredder: +Bleed, +Sever
Breaching: +Pierces Hulls
Demolishing: +Property Damage
Concussive: +Stun, +Break Bones
Smart: +Indirect Fire
EMP: +Haywire

Plasma: +Burn, Melt


Shredder: +Bleed, +Messy
Breaching: +Pierces Hulls, +Ignores Armor
Concussive: +Stun, +Break Bones
Proximity: +Proximity Detonation
Triggered: +Trigger Detonation
Inconspicuous: +Hidden
High Yield: +Massive Area

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55

GEAR
Gear encompasses a characters loadout; their armor, clothing, and the non-weapon contents of their pouches, belts
and backpacks. Gear can include helmets and visors with HUDs (heads up display). All Gear is assumed to have
commercial-grade audio communicators built in, either ear pieces or wrist comms. Standard Gear has 0-2 upgrades,
though 2-upgrade Gear is expensive, complicated or specialized enough that it requires an Acquisition to purchase.
Some alien, relic or experimental sets of Gear have truly bizarre properties (gravity fields, shape-changing, personal
force fields, intelligent, etc) and are not included here
Combat Gear 1 Armor
Reinforced. +1 Armor, hard to damage
Armor Plated. +2 Armor, Clumsy
Jump Jets. Long jumps, slow descent, zero-g control
Career Kit
Sensors

Hazard Gear Protects from hazardous elements


Life Support. Vacuum sealed, space worthy
Carapace. +2 Armor, Clumsy
Jump Jets. Long jumps, slow descent, zero-g control
Career Kit
Sensors

Utility Gear Career Kit


Rugged. +1 Armor, easy to repair
Secondary Career Kit
Additional Career Kit
Sensors
Secondary Sensors

Stealth Gear Inconspicuous, stealthy clothing


Meshweave. +1 Armor, looks like clothes
Adaptive camo. Changes color, blends into terrain
Sensor void. Does not show up to scanners
Career Kit
Sensors

Career Kits
Career Kits are a collection of all the gadgets, tools and other miscellaneous pieces of gear needed for that career. If you
are wearing a set of Gear that incorporates a Career Kit, you can pull an appropriate gadget out of a pouch, back pack or
belt. Career Kits also affect the general look/style of the gear itself. It is not necessary for a character to have a career in
order to wear Gear with that careers kit. Many kits, such as the Explorer Kit or the Industrial Kit, can be useful to anyone
in a given situation.
Academic Kit Sterile. Medical supplies, chemical analyzers, data recorders, sealed sample containers, etc.
Clandestine Kit Somber. Remote camera, handcuffs, electronic/mechanical locks, chloroform, etc.
Commercial Kit Expensive, stylish, lavish, ostentatious. Jewelry, personal electronic seal, etc.
Explorer Kit Heavy backpack. Climbing tools, grappling line, deployable tent, heat/light sticks, water filter, etc.
Industrial Kit Straps and belts. Tools, cutters, welding torch, crowbar, cage lamp, clamps, spare parts, etc.
Military Kit Badges and insignias. Range finder, field rations, folding shovel, sleeping bag, etc.
Personality Kit Formal, dignified, powerful, attractive. Digital signet, holo-communicator, etc.
Scoundrel Kit Shabby, comfortable. Recreational drugs, hidden pockets, lock picks, fake credits, etc.
Starfarer Kit Utilitarian. Mag clamps, emergency oxygen mask, deployable tether, gas-propulsion unit, etc.
Technocrat Kit Wired. Holo-display, connection ports, cables, diagnostic tools, integrated computer, etc.
Sensors
When selecting a Sensor, choose what element it detects (example: Radiation, heat, movement, metal, seismic activity,
etc). When active, the sensors detects the presence or absence of that element and displays on whatever visor or wrist
panel your Gear is equipped with.

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56

VEHICLES
When a character builds or purchases a vehicle, they choose a base type and then can add modifications to customize it.
A vehicle can have 0-2 upgrades, and the more modifications, the rarer it is to find and more expensive it is to purchase
and maintain.
Shuttle

Land vehicle

1 pilot + 1 co-pilot + 2 passengers


Average speed 2 Armor
Special: Atmosphere sealed, flight, space flight, needs landing area,
cannot hover.

Agile Fast, capable of performing stunts

Armored +2 Armor

Armed Armed with a heavy weapon

Transport Room for cargo/dozen people

Sensors Get readings/telemetry

Stealthy Almost invisible to sensors

Luxury Comfortable, looks amazing

Hover Hover, vertical take-off/landing

Tool Drill/crane/bulldozer/etc (choose 1)

1 pilot +1 (bike) or +4 (car) passengers


Average speed 4 Armor
Special: Easy to repair, resists elements, inexpensive, land-bound

Agile Fast, capable of performing stunts

Armored +2 Armor

Armed Armed with a heavy weapon

Transport Room for cargo/dozen people

Sensors Get readings/telemetry

Stealthy Almost invisible to sensors

Luxury Comfortable, looks amazing

Sealed Atmosphere sealed

Workspace Small lab/workshop

Tool Drill/crane/bulldozer/etc (choose 1)

Speeder

Walker

1 pilot +1 (bike) or +4 (car) passengers


Fast speed 1 Armor
Special: Flight, hover, capable of performing stunts, vertical takeoff/landing, fragile

Armored +2 Armor

Armed Armed with a heavy weapon

Transport Room for cargo/dozen people

Sensors Get readings/telemetry

Stealthy Almost invisible to sensors

Luxury Comfortable, looks amazing

Sealed Atmosphere sealed, spaceworthy

Tool Drill/crane/bulldozer/etc (choose 1)

1 pilot (biped) or 1 pilot + 1 co-pilot (quadruped)


Slow speed 3 armor
Special: Land-bound, all-terrain, short jump jets, walker, lifter claws

Armored +2 Armor

Armed Armed with a heavy weapon

Sensors Get readings/telemetry

Stealthy Almost invisible to sensors

Rugged Easy to repair, resists elements

Sealed Atmosphere sealed, spaceworthy

Tool Drill/crane/bulldozer/etc (choose 1)

Boosters Average speed, longer jump jets

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57

CREW
Crews are a group of a half-dozen NPCs who are currently following the orders of a character. A character can use the
Command move to get the Crew to perform important tasks, as long as the task is within the capabilities of the crew and
doesnt go against their ethics/beliefs. There are four basic Crews; Squads, Techs, Gangs and Staff (see below), that can
be easily be hired in most civilized areas. Crews can have 0-2 upgrades, which increase their skillset and give more
options for Command. A Crew with 2 upgrades is highly trained and requires an Acquisition to obtain such a rare and
skilled team.
COMMAND (+Influence)
When you issue a command to a group or Crew that is inclined to follow your orders, Roll+Influence.
On a 10+, they follow those orders to the best of their ability, though they may suffer costs or complications.
On a 7-9, as above, but their disposition or effectiveness has been significantly impacted (casualties, bribed, lost, demoralized, panicked,
exhausted, disgruntled, injured, etc). This crew will not accept a new Command until those complications/issues have been dealt with.

Obtaining a New Crew


A Crew can be earned by seeking them out for a specific task. The character simply states what kind of Crew they want
(Squad, Techs, Gang, Staff). The GM is free to offer a choice of upgrades, or (if the workforce is robust enough) leave the
option open to the character. In most circumstances, a Crew with 0 or 1 upgrade can be found quite easily, but might
require Facing Adversity if the situation is tenuous or able-bodied workers are in short supply (Terrible reputation,
manpower shortage, ongoing war, plague/disease outbreak, famine, etc).
A short-term, recently hired Crew is unlikely to leave their own society/home; unless specifically hired for a long-term
voyage, once their job is done they will most likely leave the employ of the characters and return to their own lives.
Alternatively, Crews can be temporary and situational; groups of people with similar skillsets forced into cooperation
with the characters due to a crisis. They follow Commands just like hired Crews. These Crews will leave the employ of
the characters as soon as they can safely do so.
Fleshing Out a Crew
Unlike weapons, gear and vehicles, Crew are made up of a half-dozen people, with their own names, drives, beliefs and
aspirations. When a Crew is first introduced, name and describe two or three of the crewmembers, and give them short
descriptions. Further development of these NPCs should happen during the game, with the GM prompting the Crews
leader or other characters to provide more detail about the crewmembers.
Losing a Crew
Crew are just as susceptible as characters to the dangers of the universe, if not more so. In addition to the panoply of
inventive and bizarre injuries and deaths out there, legal, political and personal upheavals can take one or crewmembers
out of action. A crew that has suffered too many losses cant function until new, similar members can be found and
integrated into the group. Furthermore, if a crew is neglected, abused or mistreated, it can leave, become stubborn and
rebellious, or go into outright sabotage/mutiny, at the GMs discretion.

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58

SQUAD
The crew is disciplined and stolid. They are equipped with standard weaponry (stunner pistols, stun batons, rifles) and
can be Commanded to guard areas and engage in small-scale combat.
Tactics: The crew fights as a unit in large-scale combat engagements. They can be Commanded to engage in
tactical warfare and take objectives.
Armed: The crew is versed in advanced weaponry, and is equipped with the Grade 1 melee, ranged or heavy
weapons of your choice.
Equipped: The crew is fully kitted out with advanced Gear. Choose a Grade 1 set of Gear; the entire crew is
equipped with that Gear set.
Intimidating: The crew is imposing in some way, you decide why. The crew can be Commanded to disperse
crowds and intimidate individuals.
Sappers: The crew knows how to handle digging equipment and explosives, and can be Commanded to destroy
structures and terrain.
Loyalty: The crew doesnt question orders and quickly recovers to their normal disposition. They only take
commands from you.
Faction: The crew belongs to a faction. They can be Commanded to interact with their faction on your behalf, or
to interact with others on their factions behalf, but are reticent to act against the factions agenda.
Artillery: The crew knows their way around vehicle, ship and artillery weapons, and can be Commanded to
bombard targets.
Pilots: The crew can pilot a variety of vehicles, and can be Commanded to perform specific maneuvers. Vehicles
not included.
TECHS
The crew is educated and intelligent, and can be Commanded to provide technical or manual assistance to a variety of
scientific or engineering projects.
Researchers: The crew is capable of running a lab/workspace for extended periods of time, and can be
Commanded to perform experiments and record scientific data
Maintenance: The crew automatically provides day-to-day maintenance, and can be Commanded to repair
more serious damage over time.
Construction: The crew can be Commanded to build small temporary structures or assist in larger construction
projects.
Medical Training: The crew can be Commanded provide long-term medical care for convalescent patients or
assist in surgical procedures.
Field Training: The crew is capable of performing their duty in a variety of harsh conditions. They have moderate
survival skills, and can improvise with less than ideal materials.
Side Arms: The crew is equipped with small firearms and melee weaponry (pistols, batons, knives, etc) and can
be Commanded to engage in small-scale combat.
Equipped: The crew is fully kitted out with advanced Gear. Choose a Grade 1 set of Gear; the entire crew is
equipped with that Gear set.
Loyalty: The crew doesnt question orders and quickly recovers to their normal disposition. They only take
commands from you.
Faction: The crew belongs to a faction. They can be Commanded to interact with their faction on your behalf, or
to interact with others on their factions behalf, but are reticent to act against the factions agenda.

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59

GANG
The crew is crude and self-reliant. They are equipped with a smattering of mismatched and eclectic weaponry (pistols,
shotguns, chains, knives, etc) and can be Commanded to attack people or break things.
Armed: The crew is versed in advanced weaponry, and is equipped with the Grade 1 melee, ranged or heavy
weapons of your choice.
Intimidating: The crew is imposing in some way, you decide why. The crew can be Commanded to disperse
crowds and intimidate individuals.
Arsonists: The crew knows how to handle flammable materials and explosives, and can be Commanded to
destroy structures.
Criminals: The crew has their hands in all sorts of underhanded dealings. They can be Commanded to commit
small-scale criminal activity or assist in a larger-scale crime.
Infiltrators: The crew is able to get into places where they really shouldnt be. They can be Commanded to break
into or sneak into restricted areas
Faction: The crew belongs to a faction. They can be Commanded to interact with their faction on your behalf, or
to interact with others on their factions behalf, but are reticent to act against the factions agenda.
Construction: The crew can be Commanded to build small temporary structures or assist in larger construction
projects.
Crazed: The crew is undisciplined and fearless. They are never afraid or intimidated and will follow the most
insane Commands, but can go too far in following orders.
Fodder: They may be the dregs of society, but what this crew lacks in skills, it makes up for in numbers. There
are always more replacement crew members, and it would take an absolute catastrophe to wipe them all out.
STAFF
The crew is refined and professional. They can be Commanded to serve guests, keep accounts, prepare meals and
perform daily household chores.
Beauty: The crew are gorgeous, witty and well dressed, and can be Commanded to dazzle and distract guests
with conversation or more intimate methods.
Artists: The crew are artists, actors, dancers and/or singers, and can be Commanded to provide entertainment
for individuals or small crowds, or assist in larger entertainment productions.
Diplomats: The crew is well-spoken and cultured, and can be Commanded to provide communication between
potentially hostile parties.
Lawyers: The crew can be Commanded to research local laws and customs, provide legal advice and assist in
legal action against third parties.
Infiltrators: The crew is able to get into places where they really shouldnt be. They can be Commanded to ease
their way or charm their way into otherwise restricted areas.
Spies: The crew keeps its eyes and ears open, and can be Commanded to collect gossip and observations and
report them back to you.
Side Arms: The crew is equipped with small firearms and melee weaponry (pistols, batons, knives, etc) and can
be Commanded to engage in small-scale combat.
Loyalty: The crew doesnt question orders and quickly recovers to their normal disposition. They only take
commands from you.
Faction: The crew belongs to a faction. They can be Commanded to interact with their faction on your behalf, or
to interact with others on their factions behalf, but are reticent to act against the factions agenda.

Uncharted Worlds by Sean Gomes is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License.

60

STARSHIPS
Bridge

Engineering

The Bridge is the center of operations for the ship. It has


the following stations:

The Engineering section is the core of the ship. It has the


following stations:

Piloting: The person manning this Station can perform


Moves that displace the ship, such as evasive
maneuvers, escapes, weaving through debris, taking
off or landing in harsh conditions, etc

Generator: The person manning this station can Get


Involved in the actions of other stations by redirecting
power, and can repair and maintain the power core of
the ship.

Sensors: The person manning this Station can perform


Moves that rely on awareness through the ships
senses. Assessing Situations, examining phenomena,
etc

Shields: The person manning this station can Patch Up


depleted Shields and can Program it to provide casespecific shielding.

Life Support: This station handles the air filters, water


and matter recycling and gravity engines. It is not
usually directly used, but must be kept repaired and
maintained.

Comms: The person manning this Station can


Command followers in any part of the Ship as well as
use the communications array.

Primary Weapon: The person manning this Station can


fire the weapon mounted on it (see the Weapons
section below)

Reactors: While the ships movement is controlled


from the Bridge, any stress or damage to the reactors
is assessed and repaired from here.

Point Defense Guns: The person manning this Station


can fire the weapon mounted on it (see the Weapons
section below)

Servo Arm Control: This station allows the ships


servo-arm to grab and manipulate nearby objects

Launcher Station: The person manning this station can


launch the heavy weaponry mounted on it (see the
Weapons section below)

Stations
The ship has multiple stations, which can have on person operating them at a time. Each station allows its operator to
perform actions through the ship; the Piloting station allows the operator to pilot the ship, the Shield station allows its
operator to monitor and maintain the shields, etc. A character on the Bridge can move between stations on the Bridge;
but moving between the Bridge and Engineering takes time.
Actions
The characters operate the ship as an extension of themselves, but can only perform those actions through the
appropriate Stations. The pilot moves the ship, the sensors can be used to look around, eavesdrop and watch for
trouble, the comms can converse and command, etc. Rolls are made by the characters, using that characters own stats,
to perform risky actions through the ship.
Combat
Ship combat is handled much like any other threat or hazardous situation; each enemy ship encounter is a multi-piece
puzzle presented by the GM (defeat the shields, defeat their weapons/engines/hull, evade their attacks, etc). The GM
starts by describing the obvious threats presented by the hostile ship. The players use the tools provided by their own
ship (weapons, sensors, shields, piloting, etc) to overcome the challenges presented by the fight.

Uncharted Worlds by Sean Gomes is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License.

61

FACE ADVERSITY
When you act while faced with opposition or danger, describe how
you overcome it and Roll+Stat. On a 10+ you overcome the danger.
On a 7-9, the danger can be overcome, but at a price; the GM will
offer you a minor consequence, a cost or a hard choice.
Face Adversity is the most commonly used Move. It represents a
character attempting something that has dangerous consequences
or something simple made dangerous by outside forces (or both).
The character should only be called to Face Adversity if the
consequences of the action are important. Often, a situation will
require a charcter to Face Adversity before attempting another
move (climbing a control tower before hacking the signal, crossing a
minefield before engaging an enemy, etc). Furthermore, a partially
successful or failed Move could force the character to Face Adversity
as well, creating a chain of danger they have to overcome.
The +Stat roll means that a character uses the stat most appropriate
for the situation and for their own description. See the sidebar for
which stat to use.

Roll

If you are trying to overcome the


problem using

+Mettle

Aim, Courage, Discipline, Nerves,


Stealth, Daring, Tactics, Reflexes

+Physique

Strength, Stamina, Speed, Melee,


Agility, Partying, Good Looks, Sex

+Expertise

Knowledge, Education,
Craftsmanship, Cunning, Wit

+Influence

Charm, Diplomacy, Deception,


Oratory, Leadership, Politics, Art

+Interface

Technology, Robotics,
Programming, Computers

Since it covers every action that is not covered by another Move, the GM will most often call a character to Face
Adversity; when in doubt, Face Adversity.
EXAMPLE:
Player: Im going to move stealthily through the air ducts and drop down into the cargo bay, behind some crates.
GM: There are a few crewmembers around who might spot you and raise the alarm (stating the consequence for
failure). Face Adversity using your Mettle
Player: I have +1 Mettle so thats 8
GM: A partial success. You drop down out of the air duct and land right next to a junior tech crouching amid the crates,
scanning their ID codes into her data pad. Shes boggling at you like a deer in the headlights. Shes no physical threat;
stick thin, barely out of that awkward acne phase, not even armed but shes about to scream and raise hell. You still
have a split second to act, to ensure that your infiltration doesnt raise an alarm. What do you do? (The GM should
always ask this.)
At this point, things could go a number of ways, which triggers further Face Adversity. For example:

If the character chooses to silently take her down (choke hold, snapping her neck, silenced pistol at point blank
range, etc), itll be a test of speed and strength, and the character would roll +Physique.
If the character chooses to try to talk her down (bribe, diplomacy, charm, intimidation), itll be a test of social
ability, so the character would roll +Influence.
If the character opts to just leg it, abandoning the stealthy approach, theres no need to roll just yet: in this
instance, the character is deciding to cut their losses, making their partially successful stealth attempt a failure
(instead of trying to salvage it and risking compounding the failure). However, the raised alarm will obviously
create a new set of Adversity to Face very soon.

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62

GET INVOLVED
After an ally performs a Move that is not a full success (10+), they
may describe what you can do to help them. If you do so, Roll+[Stat].
On a 10+, upgrade their result by a category; a failure (6-) becomes a
partial success, and a partial success (7-9) becomes a full success. On
a 7-9, as above, but you incur costs, problems or consequences for
your troubles.
Get Involved allows a character to help another when things go bad.
As the name implies, it requires a direct involvement of the one
providing the help, which means they may also share in any
consequences of the primary Move. Most importantly, the
consequences for a partially successful or failed Get Involved apply
in addition to any consequences incurred by being involved in the
main Move. Furthermore, a failed Get Involved can actually hinder a
partially successful Move. Getting Involved can be very risky, but it
can also be a lifesaver.

Roll

If you are trying to help using

+Mettle

Aim, Courage, Discipline, Nerves,


Stealth, Daring, Tactics, Reflexes

+Physique

Strength, Stamina, Speed, Melee,


Agility, Partying, Good Looks, Sex

+Expertise

Knowledge, Education,
Craftsmanship, Cunning, Wit

+Influence

Charm, Diplomacy, Deception,


Oratory, Leadership, Politics, Art

+Interface

Technology, Robotics,
Programming, Computers

A character only rolls a Get Involved after finding out the result of
their allys roll. They can be present and helping beforehand,
narratively, but they dont need to risk a roll unless they feel it necessary. A character that is not present, unaware of the
problem, or is otherwise occupied usually cant Get Involved. Any number of characters can Get Involved, as long as
theyre reasonably able.
After the main roll, the GM can offer suggestions as to what another player could do to help, or can leave it up to the
characters. Describing how the character Gets Involved is very important: it determines the +Stat used for the roll. See
the sidebar for guidelines.
EXAMPLE:
Doctor: I wince, ignoring my own wound, and begin surgery on the incapacitated officer. *Roll* Argh, 5!
Soldier: I can see that the Doctor is too shaky to do it, but she has the knowledge. I gently but firmly take the tools from
her and demand that she direct me. I may only have basic field first aid training, but I have steadier hands at the
moment. (Note that a player shouldnt come right out and say Im using Mettle, though itll often be obvious which
+Stat applies)
GM: Alright, Get Involved using your Mettle.
Soldier: *Roll* 6! +2 for my Mettle, that makes 8. So the surgery is a partial success and you also get a consequence for
the Get Involved
Pilot: Im going to Get Involved as well to make the surgery a full success.
GM: Arent you piloting the ship? What are you suddenly doing in the medbay?
Pilot: Oh yeah. Never mind.
GM: Soldier, you follow the instructions well enough, yet make a number of small but costly mistakes, and end up using
a significant amount of the medbays supply of blood packs and derma-regen patches. Youll need to restock next time
you reach a market that supplies medical facilities (the consequence of the Get Involveds partial success). Youve
managed the surgery, but any more surgery will do more harm than good; hell have to heal the rest naturally or youll
have to get him to a proper hospital (the consequence of a partially successful Patch Up move).

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63
GET INVOLVED (+Stat)
After an ally performs a Move that is not a full success (10+), they may describe what you can do to help them. If you do
so, Roll+[Stat]. On a 10+, upgrade their result by a category; a failure (6-) becomes a partial success, and a partial success
(7-9) becomes a full success. On a 7-9, as above, but you incur costs, problems or consequences for your troubles.
Get Involved allows players to help each other when things go bad. As the name implies, it requires a direct involvement
of the one providing the help, which means they also share in any consequences of the primary Move. Most
importantly, the consequences for a partially successful or failed Get Involved apply in addition to any consequences
incurred by being involved in the main Move. Getting Involved can be very risky, but it can also be a lifesaver.
The +Stat roll means that a character uses the stat most appropriate for the situation and for their own description.

Uncharted Worlds by Sean Gomes is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License.

64
GM Moves:
Use a Faction move
Make something malfunction
Cause collateral damage
Cause Harm
Foreshadow a looming threat
Reveal an immediate danger
Divulge troubling information
Expend their resources
Present a vexing choice
Declare a cost and let them choose
Faction Moves:
Get drawn in
Interfere
Demand tribute
Seize by force or guile
Lay a claim
Make a show of strength
Withdraw or retreat
Detailed Basic Moves
Ship Sections

Uncharted Worlds by Sean Gomes is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License.

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