Beruflich Dokumente
Kultur Dokumente
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.
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
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.
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.
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?
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.
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.
Uncharted Worlds by Sean Gomes is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License.
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.
Uncharted Worlds by Sean Gomes is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License.
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:
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.
Uncharted Worlds by Sean Gomes is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License.
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
Uncharted Worlds by Sean Gomes is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License.
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.
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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.
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
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
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
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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19
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
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.
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).
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)
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:
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22
ACADEMIC SKILLS
Learning
Chemistry
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.
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
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.
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).
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.
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).
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)
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:
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26
COMMERCIAL SKILLS
Trade
Procurement
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.
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).
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)
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:
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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
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.
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).
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)
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:
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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)
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.
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
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.
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).
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:
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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).
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)
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:
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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.
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).
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
Scapegoat
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.
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).
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)
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:
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38
STARFARER SKILLS
Traveller
Cosmopolitan
Navigation
Calibrations
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.
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).
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)
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:
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40
TECHNOCRAT SKILLS
Technophile
Hacking
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).
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).
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.
Custom Vehicle
Heavy Lifting
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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).
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.
Contacts
Bribe
Acquisition can also be used to purchase:
Political power
Legal decisions
Faction involvement
Diplomatic immunity
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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).
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).
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.
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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).
Decorum
Luxury
Fame
Schemer
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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).
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).
Disciplined
Leadership
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.
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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).
Fine Tuning
Coding
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
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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).
Branded
Assassination
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.
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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
Leader Package
A weapon with 1 upgrade
A set of gear with 1 upgrade
A crew with 2 upgrades
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: Adjacent][2-Handed]
Default Tags: +Knockdown
[Thrown: Close]
Default Tags: +Area
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: Close][2-Handed]
Default Tags: +Knockdown
Plasma: +Burn
Shredder: +Bleed
Explosive: +Messy, +Property Damage
High Impact: +Break Bones, +Knockback
Grenade Launcher: +Area
AP: +Ignores Armor
Shock: +Stun
Explosives Satchel
[Melee: Grapple][2-Handed][Clumsy]
[Timed Detonation]
Default Tags: +Large Area, +Property
Damage
Plasma: +Burn
Shredder: +Bleed, +Sever
Breaching: +Pierces Hulls
Demolishing: +Property Damage
Concussive: +Stun, +Break Bones
Smart: +Indirect Fire
EMP: +Haywire
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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
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
Armored +2 Armor
Armored +2 Armor
Speeder
Walker
Armored +2 Armor
Armored +2 Armor
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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.
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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.
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60
STARSHIPS
Bridge
Engineering
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.
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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
+Mettle
+Physique
+Expertise
Knowledge, Education,
Craftsmanship, Cunning, Wit
+Influence
+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
+Mettle
+Physique
+Expertise
Knowledge, Education,
Craftsmanship, Cunning, Wit
+Influence
+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).
Uncharted Worlds by Sean Gomes is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License.
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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.