Caffeinated alien Uncharted Worlds

Common Moves

Acquisition (+Cargo)

When you demand important services or assets from a market able to supply those demands, roll +0. If you offer a cargo unit as part of the deal, roll +Class of that cargo.

On a 13+, the deal goes through; you get what you asked for.
On a 10–12, the deal goes through if the seller/market is amiably disposed towards the deal. Otherwise, as 7–9.
On a 7–9, the deal will only go through if you accept a cost, a task, or a lesser asset/service instead of what you asked for.
On a 6-, the deal will only go through if you call in a Favor.

Access (+Interface)

When you spend several minutes accessing a locked, protected system or network with the appropriate tools, roll +Interface.

On a 10+, credentials verified, access granted. The system is now open to Interface-based Moves.
On a 7–9, as above, but your breach is detected. The owners of the system will likely retaliate soon, either electronically, legally or physically.

Assessment (+Stat)

When you collect critical information about an important, dangerous or mysterious subject using…

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.

Barter (+Cargo)

When you exchange a foreign unit of cargo for local trade goods, roll +Class of the cargo unit.

On a 13+, you attract the attention of a faction or individual with a unique item or service to trade.
On a 10–12, you get a higher Class cargo of local goods in exchange, to a max of Class 4.
On a 7–9, you get a higher Class cargo, to a max of Class 4, and the GM chooses one flaw:

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 levels.
On a 10–12, the severity is reduced by one level.
On a 7–9, you suffer an injury of that severity.
On a 6-, you also suffer debilities, incur costs/troubles, or suffer an injury of a greater severity, at the GM’s discretion.

Breach (+Interface)

When you invade a gridscape, describe your tactics and target system, then roll +Interface.

On a 10+, you successfully breach the gridscape. The defenses are overcome and the targeted system is open to you. This counts as a successful Access.
On a 7–9, as above, but the GM chooses 1:

Command (+Influence/+Interface)

When you issue a command to an intelligent group that is inclined to follow your orders, roll +Influence.

When you issue a command to a mindless group that obeys your orders, roll +Interface.

On a 10+, they follow those orders to the best of their ability, though there may be costs in time, resources or personnel.
On a 7–9, as above, but their disposition or effectiveness has been significantly impacted in some way. This crew will not accept a new Command until those issues have been dealt with.

Face Adversity (+Stat)

When you overcome opposition or danger using…

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 (+Stat)

When an ally makes a Move and you affect the result using…

On a 10+, Choose 1:

On a 7–9, as above, but you incur a cost, complication or hard choice in order to get involved.

Launch Assault (+Physique)

When you engage enemy forces in chaotic close-quarters combat, describe your tactics and primary targets, then roll +Physique.

On a 10+, you win this engagement. Your targets are dead, injured, incapacitated, retreating, pinned, surrendering, etc.
On a 7–9, as above, but the GM will choose 1 or more of the following consequences:

Open Fire (+Mettle)

When you engage enemy forces in long ranged, cover-to-cover firefights, describe your tactics, primary targets and roll +Mettle.

On a 10+, you win this engagement. Your targets are dead, injured, incapacitated, retreating, pinned, surrendering, etc.
On a 7–9, as above, but the GM will choose 1 or more of the following consequences:

Patch Up (+Expertise)

When using appropriate medical supplies/tools to repair harm to people or machinery, roll +Expertise.

On a 10+, choose 1 from the list below.
On a 7–9, choose 1, but you’ve reached the limit of what you can do; you cannot re-attempt to Patch Up the subject for now.

Stand Against the Darkness (+Stat)

When you stand between an overwhelming foe and their goal…

On a 13+, suffer a consequence from the list and the foe is slowed, driven back, distracted. The third time this happens, the foe is defeated.
On a 10–12, you create an opening. All further attempts to Stand Against the Darkness gain a cumulative +1.
On a 7–9, +1 to all further Stand Against the Darkness, and suffer a consequence from the list.
On a 6-, suffer 2 consequences from the list.

Assets

Melee Weapons

Melee Weapon Design: All Class 0 Melee Weapons have the following properties:

Upgrades: Pick one upgrade when designing a Class 1 Melee Weapon, pick two for a Class 2, etc.

Concealed Inconspicuous, easily hidden, doesn’t show on scanners
Concecrated Dedicated to a cause; causes great harm to enemies of the cause
Dangerous Causes harm to anyone but its true owner
Defensive Can parry, deflect, and disarm
Destructive Causes property damage, damages machinery and vehicles
Disruptive Harms shields, supernatural forces, magic, and incorporeal creatures
Elemental Creates a lasting elemental reaction; e.g. fire, corrosion, frost, smoke, etc.
Energy Glows with incandescent energy, melts, burns, cauterizes
Flexible Whip length capable of binding and lashing; range: Adjacent
Glove A heavy, weaponized glove; can still manipulate objects
Hafted Two-handed; long reach; sweeping attacks; range: Melee, Adjacent
Heavy Two-handed; massive, resilient; devastating attacks, hard to block
Impact Heavy kinetic force that breaks bones and knocks people over
Impaling Can pin targets, pierce thin materials, and stab with great accuracy
Living A living organic creature; minor mobility, regrows and regenerates if hurt
Paired Two weapons that act in perfect tandem; mediocre if used separately
Penetrating Ignores Armor
Radiant Glows with light; unleashes blinding flashes
Ripper Loud mechanical motion rips, tears, grinds, or shreds
Severing Chops, cuts, cuases bleeding, and can sever limbs
Shock Electrocutes, causes malfunctions in electronics and robots
Specialized Choose a skill; lessens/diverts/absorbs some of the consequences of failures
Stun Non-lethal; stuns, snares, or render unconscious
Stylish Looks impressive, distinctive, and unique
Summoned Called into existence from nothing, can be dismissed
Switching Choose 2 basic upgrades: the weapon can switch forms between those two
Syphon Choose the element or concept this weapon drinks (heat, blood, fear, etc.)
Thrown Handful of small weapons or single two-handed; range: Adjacent, Close
Virtual A cyber weapon program that also exists inside the SectorNet
Firearms

Firearm Design: Choose one of the following basid designs for a Class 0 Firearm:

Upgrades: Pick one upgrade when designing a Class 1 Firearm, pick two for a Class 2, etc.

Attachment Attach Class 0 Small weapon with Sharp, Ripper, Energy, or Shock
Burst Instead of a single shot, sprays shots in a wide cone
Channel Choose a Skill. Characters with that Skill can use it through the weapon
Charged Takes significant time to charge up, vastly increased damage at full charge
Chemical Creates lasting chemical reaction; e.g., fire, corrosion, frost, smoke, etc
Concealed Inconspicuous, easily hidden, doesn’t show on scanners
Consecrated Dedicated to a cause. Causes great harm to enemies of the cause
Destructive Causes property damage, damages machinery and vehicles
Disruptive Harms shields, supernatural forces, magic, and incorporeal creatures
Explosive Loud; causes messy wounds, property damage near the point of impact
Impact Heavy kinetic force that breaks bones and knocks people over
Keyed Can only be fired by you unless you unlock it
Laser Projects focused beams or energy that can cut or melt materials
Launcher Lobbed, arcing projectile with a modest area of effect
Living A living organic creature. Regrows its own ammo over time
Mounted Mounted to a forearm or shoulder rig, keeps hands free
Paired Two pistols that act in perfect tandem. Mediocre if used separately
Penetrating Ignores Armor
Plasma Fires bright bolts of supercharged, burning energy
Radiant Projectiles unleash blinding flashes and illuminate targets
Rapid Fire Unleashed suppressing fire at multiple targets
Ricochet Projectiles bounce off hard surfaces, allowing for trick shots
Scope Can fire at distant objects; optimal Ranges: Far, Distant
Shock Electrocutes, causes malfunctions in electronics and robots
Shrapnel Causes amputation, bleeding and disfigurement in a small radius
Silenced Suppressed muzzle flash and practically silent shot
Stabilized No recoil, can be used in micro-gravity environments
Stun Non-lethal; stuns, snares, or render unconscious
Stylish Looks impressive, distinctive, and unique
Summoned Called into existence from nothing, can be dismissed
Switching Choose 2 basic upgrades. The weapon can switch forms between those two
Syphon Choose the element or concept this weapon drinks (heat, blood, fear, etc.)
Virtual A cyber weapon program that also exists inside the SectorNet
Heavy Weapons

Heavy Weapon Design: All Class 0 Heavy Weapons have the following properties:

Upgrades: Pick one upgrade when designing a Class 1 Heavy Weapon, pick two for a Class 2, etc.

Breaching Damages starships and reinforced structures
Charged Takes significant time to charge up, vastly increased damage at full charge
Chemical Creates lasting chemical reaction; e.g., fire, corrosion, frost, smoke, etc
Concussive Exceptionally loud and bright; deafens, blinds, and knocks away
Consecrated Dedicated to a cause. Causes great harm to enemies of the cause
Detonation Explodes in a large blast radius
Disruptive Harms shields, supernatural forces, magic, and incorporeal creatures
Impact Heavy kinetic force that breaks bones and knocks people over
Implosion Creates a brief implosion that draws in nearby targets and objects
Keyed Can only be fired by you unless you unlock it
Laser Projects focused beams of energy that can cut or melt materials
Living A living organic creature. Regrows its own ammo over time
Penetrating Ignores Armor
Plasma Fires bright bolts of supercharged, burning energy
Ricochet Projectiles bounce off hard surfaces, allowing for trick shots
Seeking Projectile arcs towards a moving target
Shock Electrocutes, causes malfunctions in electronics and robots
Shrapnel Causes amputation, bleeding, and disfigurement in a wide radius
Spray Reduce distance, coverage increased to wide cone; optimal Range: Close
Stun Non-lethal; stuns, snares, or render unconscious
Stylish Looks impressive, distinct, and unique
Summoned Called into existence from nothing, can be dismissed
Sustained Unleashes a constant suppressing fire at multiple targets
Switching Choose 2 basic upgrades. The weapon can switch forms between those two
Turret Can be deployed and given simple directives. Fires using your +Interface
Virtual A cyber weapon program that also exists inside the SectorNet
Volatile Breaching, Impact, and Detonation on a roll of 10+, then needs to recharge
Explosives

Explosive Design: Choose one of the following basic designs for a Class 0 Explosive:

Upgrades: Pick one upgrade when designing Class 1 Explosives, pick two for Class 2, etc.

Breaching Breaches reinforced buildings and starships; charge only
Chemical Creates lasting chemical reaction
Cluster Scatters secondary explosives in the area of effect, which then detonate
Concealed Inconspicuous, easily hidden, doesn’t show on scanners
Concussive Exceptionally loud and bright; deafens, blinds, and knocks away
Consecrated Dedicated to a cause; causes great harm to enemies of the cause
Destructive Causes property damage, damages machinery and vehicles
Disruptive Harms shields, supernatural forces, magic, and incorporeal creatures
Focused Directed high explosive force, little collateral damage
Haywire Disrupts electronic systems, scanners, and advanced weaponry
High Yield Massive area of effect, city block or more; charge/missile only
Implosion Creates a brief implosion that draws in nearby targets and objects
Kinetic Heavy kinetic force that breaks bones and knocks people over
Ongoing Continuous effect for several minutes, or repeats multiple times over an hour
Plasma Creates a nova of incandescent energy that vaporizes matter
Scanner Sends back telemetry needed to perform an Assessment; non-lethal
Seeking Used with +Interface, seeks target before exploding; grenade/missile only
Shock Electrocutes, causes malfunctions in electronics and robots
Shrapnel Causes amputation, bleeding, and disfigurement in a wide radius
Sticky Attaches itself to any surface, difficult to remove
Stun Non-lethal; stuns, snares, or renders unconscious
Stylish Looks impressive, distinctive, and unique
Summoned Called into existence from nothing, can be dismissed
Triggered Explodes when conditions are met (signal, proximity, etc.); grenade only
Virtual A cyber weapon program that also exists inside the SectorNet
Volatile Becomes Breaching, Concussive, and Kinetic on a roll of 10+ when using it
Artillery

Excessive Force: Artillery is not limited to being Class 3. Powerful military factions fund the construction of truly massive weapons up to Class 9.

Artillery Design: All Class 0 Artillery have the following properties:

Upgrades: Pick one upgrade when designing a Class 1 Artillery, pick two for a Class 2, etc.

Armored Resists non-Breaching damage; Crew +2 Armor from outside harm
Charged Takes significant time to charge up, vastly increased damage at full charge
Chemical Creates a lasting chemical reaction; e.g. fire, corrosion, frost, smoke, etc
Concussive Exceptionally loud and bright; stuns, deafens, blinds, and knocks away
Consecrated Dedicated to a cause; causes great harm to enemies of the cause
Detonation Explodes in a large blast radius
Disruptive Harms shields, supernatural forces, magic, and incorporeal creatures
Impact Heavy kinetic force that breaks bones and knocks people over
Implosion Creates a brief implosion that draws in nearby targets and objects
Keyed Can only be fired by its owner unless they unlock it
Laser Projects focused beams of energy that can cut or melt materials
Launcher Launches Missile explosives
Living A living organic creature; minor mobility, regrows its own ammo over time
Ongoing Constant effect for several minutes, or repeats multiple times over an hour
Plasma Fires bright bolts of supercharged, burning energy
Portable Can be disassembled, carried, and set up elsewhere; must be set up to fire
Seeking Fired with +Interface; projectile arcs towards a moving target
Shielded Crew gains +1 Armor; blocks remote Access and hacking
Shock Electrocutes, harms electronics and robots
Shrapnel Causes amputation, bleeding, and disfigurement in a wide radius
Spray Reduces distance but increases coverage to a wide cone; optimal Range: Far
Stun Non-lethal; stuns, snares or renders unconscious
Stylish Looks impressive, distinctive, and unique
Summoned Called into existence from nothing, can be dismissed
Sustained Unleashes a constant suppressing fire at multiple targets
Switching Choose 2 upgrades: the weapon can switch forms between those two
Volatile Concussive, Impact, and Detonation on a roll of 10+, then needs to recharge
Attire

Attire Design: Choose one of the following looks for Class 0 Attire:

Upgrades: Pick one upgrade when designing Class 1 Attire, pick two for Class 2, etc.

Armored +2 Armor
Carapace Clumsy, +3 Armor
Comms Can receive and broadcast signals over great distances
Connected Built-in CPU with eye-piece HUD, connects wirelessly to other systems
Consecrated Dedicated to a cause; grants +2 Armor against enemies of that cause
Disruptive The wearer and those nearby cannot use supernatural abilities
Emotional Constantly creates the chosen mental state (rage, bliss, focus, etc.)
Folding Aspects of the attire inconspicuously fold away, deployed when needed
Impressive Distinctive, intimidating, with embellishments and accessories
Jump Jets Can give small burst jumps, slow descent, and controlled flight in zero-g
Living A living organic creature; heals and regrows naturally if damaged
Meshweave +1 Armor that looks like normal fabric
Rig Choose the Kit that is integrated in the suit; a second Kit can still be carried
Sealed Airtight suit with helmet and oxygen tank
Sensor Choose a type of information; the wrist screen scans for that subject
Sharp Bladed, spiked, etc.; limbs and body count as Severing melee weapons
Shielded +1 Armor provided by thin, invisible energy shield projected by the suit
Shifting Mimic different Designs at will (rugged, simple, cultural, formal, uniform)
Stealthy Muffled, blends in to environments, difficult to pick up on scanners
Summoned Called into existence from nothing, can be dismissed
Tough Protects from elements, hard to damage, easy to repair
Virtual A cyber armor program that also exists inside the SectorNet
Visor Choose a type of information; the visor detects that subject
Mods (Cybernetic Modules and Bio-modifications)

Mod Design

Adaptation Choose a type of environment: you can function normally in that environment
Amplifier Increases memory, attention, thought speed, and the range of supernatural abilities
Beauty Designed to be stunning, dazzling, and distracting
Camouflage Blend into your surroundings, especially when not moving
Connector Choose a type of vehicle, system, or organism: you can physically attach yourself to it, allowing a direct neural interaction
Implements Choose a Kit: it is built directly into your body
Link Share thoughts and emotions with others who have the same link
Locomotion Choose a new means of locomotion: slithering, leaping, climbing, swimming, gliding, hovering
Perception Choose a type of information. You can receive sensory data about it when you focus; the more specific the type of information, the more detailed the data collected
Projectile Create effects/projectiles like a Class 1 Firearm; Biomod: Regrow/refill ammunition over time. Cybermod: Spent ammo/cells can be replaced
Prehensile Independent extra limb (or pair of limbs) ending in a Class 0 Melee weapon
Reinforced + 1 Armor; difficult to damage/break
Replacement Create a Class 1 Melee Weapon that replaces a limb: manual tasks using that limb are Clumsy without an appropriate upgrade (Glove, Flexible, Hidden, Living, etc.); does not count towards Mod support maximum
Storage Hollow section which can store a variety of small objects; resists scans
Land Vehicles

Land Vehicle Design: All Land Vehicles have a base 2 Armor. Choose one of the following designs for a Class 0 Land Vehicle:

Upgrades: Pick one upgrade when designing a Class 1 Land Vehicle, pick two for Class 2, etc.

Agile Quick, maneuverable, able to perform stunts
Armed A heavy weapon (purchased separately) attached to the vehicle, fired by the pilot
Battering Deals extra ramming damage; +6 Armor against head-on collisions
Bladed Covered in sharp implements; can cut down or impale targets on foot
Boosters Greatly increases overland speed; allows short jumps
Containment Locked, sealed, shielded compartment; special codes/keys needed to open
Controlled Can be remotely activated and given directions
Folding Aspects of the vehicle inconspicuously fold away, deployed when needed
Keyed Designed to be piloted by a chosen person, hostile/resistant to other pilots
Living A living organic creature; heals and regrows naturally if damaged
Luxury Impressive, high quality and very comfortable; various quality-of-life features
Plated +3 Armor
Platform Can attach an Artillery weapon; vehicle is slow and Clumsy
Reinforced Slow; +3 Armor; ignores Armor Piercing and Destructive; must be Breached
Rugged Protects from elements, resists environmental damage, easy to repair
Sealed Fully enclosed frame with oxygen source; can function in space, under water, etc.
Shielded +1 Armor (grav field); blocks remote Access and hacking
Stealthy Silent, difficult to pick up on sensors, occupants invisible to sensors
Summoned Called into existence from nothing, can be dismissed
Tool Attached to this vehicle:
Transforming Chose a Vehicle/Flyer design; can change to that design and back again
Transport Can carry a dozen people or a cargo container; Groundcar and Quad Walker only
Turret A heavy weapon (purchased separately) on a swivel mount, fired by a passenger
Virtual A cyber vehicle program that also exists inside the SectorNet
Workspace Choose a Kit to be integrated into the vehicle
Flyers

Flyer Design: Choose one of the following designs for a Class 0 Flyer:

Upgrades: Pick one upgrade when designing a Class 1 Flyer, pick two for Class 2, etc.

Agile Quick, maneuverable, able to perform stunts
Armed A heavy weapon (purchased separately) attached to the vehicle, fired by the pilot
Armored +2 Armor
Battering Designed for ramming; head-on collisions only cause Major damage
Bladed Covered in sharp implements; can cut down or impale targets on foot
Containment Locked, sealed, shielded compartment; special codes/keys needed to open
Controlled Can be remotely activated and given directions with Interface
Folding Aspects of the vehicle inconspicuously fold away, deployed when needed
Keyed Designed to be piloted by a chosen person, hostile/resistant to other pilots
Launcher Can carry and launch Missile explosives
Living A living organic creature; heals and regrows naturally if damaged
Luxury Impressive, high quality, and very comfortable; various quality-of-lite features
Rugged Protects from elements, resists environmental damage, easy to repair
Sealed Fully enclosed frame with oxygen source; can function in space, under water, etc.
Sensors The vehicle gathers various types of information
Shielded +1 Armor provided by extended grav field; blocks remote Access and hacking
Stealthy Silent, difficult to pick up on sensors, occupants invisible to sensors
Summoned Called into existence from nothing, can be dismissed
Tool Attached to this vehicle:
Transforming Choose a Vehicle or Flyer design: can change to that design and back again
Transport Can carry a dozen people or a cargo container; Shuttle only
Turret A heavy weapon (purchased separately) on a swivel mount, fired by a passenger
Virtual A cyber vehicle program that also exists inside the SectorNet
Workspace Choose a Kit to be integrated into the vehicle
Crews

Crew Design: Choose one of the following designs for a Class 0 Crew:

Upgrades: Pick one upgrade when designing a Class 1 Crew, pick two for Class 2, etc.

AlienBelongs to an existing Xeno or Evolved species, shares that species’ traits
ArmedChoose a Class 1 Firearm: the Crew is equipped with it and trained in its use
ArtilleryAble to bombard with artillery, turrets, or starship weaponry
AthleticGraceful, swift, strong, and flexible; much better than average, physically
AttunedResists and makes use of chosen element (fire, ice, acid, dark, light, etc.)
BeautifulChosen for their good looks and wit; able to distract and entertain
BuildersAble to build small structures or assist in construction projects
CriminalAble to commit small-scale criminal activity or assist with larger crimes
CyberneticEach member has an augmented sense, implanted armor, or grafted weapon
EnigmaticPowerful, mysterious, and have their own inscrutable agenda
EquippedChoose a Kit: the Crew carries various tools from that kit, and can use them
FearlessNever afraid or intimidated, will follow insane orders but often go too far
ImposingImposing in some way; able to frighten, threaten, dissuade, etc.
InformantsAble to collect information and report back, or pass in information
LoyalOnly take orders from you; quickly recovers to their normal disposition
MechanicsAble to service and maintain machinery, and assist in repairs and overhauls
MedicsAble to provide long-term convalescent care or assist in medical procedures
NumerousThere are a large number of them, you have trouble keeping track of them all
RegeneratingCrew eventually rebuilds, reconstructs, or restores itself after harm/losses
RuggedCan work in harsh climates for extended periods of time
SpiritualAble to perform minor rituals or assist in larger rites
StealthyAble to sneak into (or out of) places, and pass unnoticed
SummonedCommanded into existence; dismissed when their task is complete
TeamstersAble to quickly load, unload, assemble, and pack away heavy objects and cargo
VirtualTheir avatars automatically follow you into the SectorNet
WreckersAble to destroy terrain and structures
ZealotsDedicated to a cause; will try to advance the cause when they have no orders
Beasts

Call to Heel: Beasts respond to Command (+Influence) just like Crew would. Their low intelligence and manual skill limits what task they can reasonably be Commanded to perform.

Beast Design: Choose one of the following basic designs for a Class 0 Beast:

Adaptation Perfectly at home in the chosen environment; can survive harsh climates
Attuned Resists and makes use of chosen element (fire, ice, acid, dark, light, etc.)
Beautiful Impressive, aesthetically pleasing; can distract, charm, and entertain
Bond Share thoughts and emotions with their master and others with this bond
Deadly Choose a melee weapon upgrade; they attack with that upgrade
Destructive Causes property damage, harms vehicles
Dextrous Able to carry objects with their hands and perform simple manipulations
Disruptive Harms shields, supernatural forces, magic, and incorporeal creatures
Emotional Constantly creates a chosen mental state (rage, bliss, focus, etc.)
Mighty Can carry or drag heavy burdens for extended periods of time
Mount Large, can be ridden; steered with +Influence or +Physique
Movement New locomotion: slithering, leaping, climbing, swimming, flying, hovering
Pack Several animals that work as a team; they take up more room and food
Perception Choose a sense (sight, hearing, smell, vibration, etc.): it is extremely advanced
Protective Able to interpose themselves to protect others
Stealthy Camouflaged, silent, able to sneak and pass unnoticed
Summoned Commanded into existence; dismissed when their task is complete
Terrifying Able to frighten or threaten
Tiny Very small; can fit on a shoulder or in a pouch (cannot be a Mount)
Tough Can survive most harm with only minor injuries
Virtual Their avatars automatically follow you into the SectorNet
Kits
Art Kit
Tools to create visual artwork; paints, brushes, writing implements, paper, chisels, files, twine, tarps, music instruments, etc.
Broadcast Kit
Tools to send and receive signals; collapsible broadcast antenna, signal boosters, wires, vid screens, recording hardware, portable data drives, etc.
Computer Kit
Tools to access, program, diagnose and repair computer systems; laptops, diagnostic tools, wires, handheld power sources, portable data drives, etc.
Engineering Kit
Tools to repair and dismantle machinery; hammers, drills, cutters, wrenches, welders, grips, cables, diagnostic tools, cage lamps, misc spare parts, etc.
Infiltration Kit
Tools to gain access to forbidden places; mechanical lockpicks, intrusion hardware, chloroform, glass cutters, disguises, ropes, climbing tools, etc.
Medical Kit
Tools to perform medical treatments; bandages, scalpels, gels, stimms, surgical braces, dermal regen spray, etc.
Research Kit
Tools to study and experiment out in the field; specimen jars, hammer and chisel, scalpels, chemical analyser, data recorder, etc.
Ritual Kit
Tools to practice religious and mystic ceremonies; candles, incense, chalk, dusts, oils, texts, totems, charms, etc.
Survey Kit
Tools to observe and monitor; range finders, tracking devices, motion sensors, deep scanner tripod, holo-map projector, data recorder, deployable transmitter, etc.
VR Kit
Tools to connect to local cyberscapes; virtual reality headset, vital-sign monitors, glove-based interface, universal jacks, external storage drives, etc.
Wilderness Kit
Tools to traverse hostile landscapes; ropes, climbing tools, light source

Vessels

Vessels

“Vessel” is the catch-all term for large, powerful vehicles: colossal mechs, heavy tanks bristling with guns, sleek grav-platforms, titanic crawlers, and so forth. Most notably, starships are also Vessels.

Vessels are a huge step above the commonly available vehicle Assets. These titanic machines are usually narrative objects, without stats or upgrades, entirely constrained by fiction. Most are so large that they act as locations or background elements. Each of these Vessels represents millions or billions of credits worth of technology, components, and labor.

While this level of granularity is not often needed over the course of an Uncharted Worlds story, the custom rules presented in this chapter can be used to create mechanically consistent Vessels should the campaign style or current situation warrant it.

Vessel Operations

The rules that govern Starship operations apply just as well to all other types of Vessel.

All of a Vessel’s systems and capabilities are tied to stations on board. Characters use these stations to act, perform tasks, and generally control the Vessel. Stations are assigned to various sections of the Vessel, and characters will have to move from section to section within the Vessel in order to use the different components.

When using a station to accomplish an opposed task, the character will usually Face Adversity using an appropriate stat. Mettle (precision), Expertise (repairs) and Interface (calibration) tend to be the most applicable stats when crewing a Vessel.

Brace for Impact (+Armor)

When the Vessel would suffer harm, the GM will declare the Severity. The pilot rolls +Armor.

If the Vessel has a Shield Generator, anyone operating that station adds their +Interface to the roll.

On a 13+, the severity is reduced by two levels.
On a 10–12, the severity is reduced by one level.
On a 7–9, suffer damage of that severity.
On a 6-, the Vessel also suffers malfunctions or incurs costs/troubles, at the GM’s discretion.

Vessel Damage

Vessels shrug off most types of damage, and can only be harmed by weaponry capable of Breaching, such as static defenses, high explosives or the guns of other Vessels.

Guidelines for assigning damage severity:

Vessel Creation
  1. Choose a form to define how the Vessel moves.
  2. Select upgrades to define what the Vessel can do.
  3. Determine the Vessel’s tier based on the number of upgrades.
  4. Assign sections for Tier II and higher (one section per tier).

Vessel Forms

Crawler
Land Vessel. Moves overland on wheels or treads. Does not suffer additional damage if locomotion is disabled. Easiest Vessel to build, fix and maintain. Negligible penalties for excess weight.
Grav-Flyer
Sky Vessel. Fast moving plane/grav-tank, propelled by gravity engines. Must keep moving. Can land and take off on prepared surfaces (landing strips). Low stability, can be destabilized by harsh weather and environmental dangers. Will crash if gravity engines fail.
Grav-Platform
Sky Vessel. Slow moving skyship held aloft by gravity engines. Can hover in place. Can land and take off on almost any surface. Extremely stable. Will crash if gravity engines fail.
Mecha, Humanoid
Land Vessel. Strides across terrain on two legs. Full range of humanoid motion. Capable of picking up, carrying, and manipulating objects. Ignores normal “Sections” rules, instead has 5 Sections (Torso, Left Arm, Right Arm, Left Leg, Right Leg). All aspects of the Mecha are controlled from the Torso section. Damage to the legs causes a short fall.
Mecha, Quadruped
Land Vessel. Strides across terrain on four legs. Greater stability and terrain navigation. In addition to the usual compliment of sections, it has four additional sections (Front Left Leg, Front Right Leg, Back Left Leg, Back Right Leg). Damage to the legs causes a short fall.
Starship
Space Vessel. Operates in vacuum, can enter and exit planetary atmospheres. Tier I-II can land on any surface, Tier III-IV can land on prepared surfaces (landing pads). Tier V+ count landings as crash landings. Vulnerable to hull breaches (decompression).
Watercraft
Ocean Vessel. Floats on or under liquid or semi-liquid surfaces. Does not suffer additional issues/damage if locomotion is disabled. Venerable to hull breaches (sinking).

Vessel Upgrades

Armored Gain +1 when rolling Brace for Impact. Vessel is slightly slower, bulkier and heavier for each instance of Armored.
Artificial Gravity Creates its own internal gravity. Can create small gravitational fields to stabilize or tractor in nearby objects.
Artillery Design an Artillery Weapon. The Vessel has that weapon attached.
Automated Choose an upgrade installed on this Vessel. That upgrade doesn’t need to be manually operated, and will act as programmed.
Boosters Allows non-flying Vessels to jump, hover, or fly. Gives airborne Vessels a massive burst of speed. Requires a Reactor.
Cargo Bay Holds X Cargo containers.
Cloak The Vessel fades from view, and is almost undetectable. It moves slowly and can’t attack while Cloaked. Requires a Reactor.
Jump-Drive Starship only. Allows the Vessel to use Jump Points and make Wild Jumps. Requires a Reactor.
Launch Bay Holds X Vehicles. Vehicles can be launched/deployed from here.
Life Support Creates its own oxygen. Recycles water and waste for up to 10 people per tier. Necessary for Starships.
Massive Built at a greater scale, increase the Vessel’s Tier by 1.
Pivot The section where this is installed is can rotate/pivot independently of the angle of the rest of the Vessel.
Quarters Choose X: Single luxury suite, 2 regular rooms, common room for 4 people, or 8 cryochambers.
Reactor A dedicated energy source for demanding systems like Boosters, Jump-Drives, Shields, or Cloak. Can only power one system at a time.
Sensors Long-range detection across multiple bands. Includes advanced targeting and satellite uplink.
Shields Deflects environmental harm and debris. Can be actively used by a character to add their +Interface to the Vessel’s Brace For Impact roll.
Stylish Impressive, unique, artistic, inspires awe and/or fear.
Turrets Design a Heavy Weapon. The Vessel has X turrets equipped with that weapon. Each turret covers a semi-spherical arc.
Weapon The Vessel’s hull is equipped with a massive weapon that can be used to ram or sideswipe. Mecha Vessels swing this as a Melee weapon.
Workspace Choose a workspace from any career to install in this section. The higher the tier of Vessel, the larger the workspace.

Markets

Market Types
Advanced
Highly competitive, cutting-edge market: Class 2 Assets available, Class 1 Assets commonplace, occasional Class 3 prototype; Advanced medical procedures (cybermods) performed regularly
Brutal
Vile, despicable, and dangerous market: every Asset and service available for a price, no matter how illegal or depraved, slave Crews indoctrinated with free Loyalty upgrade
Colonist
High demand for food, medical supplies, tools, and work vehicles; few goods or services for sale, mostly Class 0 Assets and excess survival supplies
Crowded
Chaotic, unpredictable market: eclectic selection of goods and services that changes from day to day, mostly junk, but many Class 0 and Class 1 goods available. Diverse selection of Crews
Forlorn
Isolated, independent market: factions have no direct control of the market, characters cannot call in Favors here; equal parts trash and treasure
Galactic
Cultural cross-roads market: assets from the far reaches of the galaxy, Class 1 and Class 2 assets in a wide variety of cultural styles and variations; non-humanoid Attire and Crew often available
Impoverished
Meager market, with no real value: high demand for basic necessities, little to no profit or trade potential, abundant Class 0 Crews; occasional unique Asset, traded out of desperation
Occult
Bizarre, confusing, exotic market: no "normal" Assets, only strange, alien goods; market likely to follow strange trading customs, or have unusual currency/measure of exchange
Primal
Primitive, archaic market: deals uniquely in very low tech Assets (melee weapons, animals, etc.), high technology viewed with suspicion; no medical care beyond crude *Patch Up*
Priveleged
Market that caters to a specific in-group, rarely dealing with the unprivileged; all Assets are of superior craftsmanship, often have the Stylish upgrade; Class 2 Assets, occasional Class 3, no Class 0
Productive
Abundance of manufactured goods; high demand for raw materials, processed materials and basic components; Class 0 Assets commonplace, all Class 1s readily available
Programmed
A digital marketplace: trades primarily in information; Data Points can be purchased through Acquisition (3 Data Points about a single subject), goods ordered and fulfilled anonymously
Regimented
Strictly controlled market: all transactions are done through a regulatory body, usually a Faction; extensive list of restricted and banned Assets and cargo types
Rustic
Simple goods available, mostly Class 0 goods with a few Class 1s; Cargo types limited to natural resources, food, and hand-made items
Spiritual
Religious, often theocratic market: goods exchanged for religious services: blessings, prayers, healing, indulgences, political favor, etc.; blessed items and religious Crews available, though rare

Species

Alien Forms

Humanoid

Humanoids are by far the most common type of spacefaring species. They have the same general body shape; two arms, two legs, a head that contains most of their sensory and cognitive organs, and a trunk-like body that contains the remaining organs. Humanoid species differentiate themselves from each other based on much smaller details, such as skin, diet, and secondary facial and body features.

When designing a humanoid species, name it, and describe one or more unique physical aspects of the species (compared to most other humanoids). For example:

When creating a humanoid character, follow the steps of character creation as normal. Rules-wise, there are no notable differences between humanoid species.

Robotic

As a species, robots are humanoid constructs built by another species, often with a subservient role in mind. Humanoid robots tend to share certain broad physical characteristics with their creators, especially size and bodily proportions, since the two need to function in the same spaces and use the same technology.

Though considerably more uniform than organic species, robots of the same species can come from different generations, production runs, or model types.

When creating a robotic character, that character gains the following additional rules but only selects two Career skills instead of three:

Inorganic: Robots are immune to the weaknesses and needs that affect organic species. Robotic characters don’t need to eat, drink or breathe to function. They are unaffected by organic dangers such as asphyxiation, bleeding, infection and intoxication. While they are aware of physical contact, robots are not incapacitated by pain and can ignore physiological discomfort.

Electronic: Electromagnetic pulses and shock damage can cause significant damage to a robot’s mind/central processor. Indirect exposure to electromagnetic harm can cause minor sensory, mental and emotional debilities in a robotic character, while full-force EMP damage could cause permanent trauma.

Upgradable: Robots can readily accept cybernetic upgrades to their base form. As such, robotic character can support 2 additional Mods. Mods are purchased and installed as normal. However, robots can only support cybernetic modules, and cannot have bio-mods installed.

Repairable: Any damage or debility needs to be repaired. Patch Up will fix most issues, though severe damage requires a hired technician or a character with the Repair skill. The only truly essential components are the power core and their central processor. Other repairs, such as limb reattachment or replacement, are fairly routine procedures without much risk.

Xeno

While the vast majority of spacefaring species are bipedal humanoids, every so often a species with a very different configuration reaches the stars. These xeno species have unique evolutionary advantages which set them apart from the usual bipeds.

When designing a xeno species, create 3 Biomods. These “biomods” are evolutionary traits shared by the entire species, and every member of the species has them. Their society and culture will likely be affected by these traits as well, and their tools and equipment will likewise be very different.

When creating a xeno character, the character automatically gains their species’ traits, but only selects two Career skills instead of three. The species traits do not count towards the character’s limit of Mods. Any starting Assets are assumed to be designed for that character’s traits. Any Crew chosen as a starting Asset may take the “Xeno” upgrade for free, as long as the Crew is of the same xeno species as the character.

Examples

Insectoid:

Jellyfish:

Silicate:

Evolved

The physiology of certain bipedal species grants them innate abilities that would take others decades to master. The species’ cultures, societies, and technology tend to revolve around this natural propensity, and it is often a source of both prejudice and pride when dealing with other peoples.

When designing an evolved species, choose a skill from any Career and describe the physiological adaptation that grants the skill in question. Every member of the evolved species exhibits that physiological characteristic.

When creating an evolved character, the character automatically gains their species’ natural gift, but only selects two Career skills instead of three. Any starting Assets are assumed to be designed for that character’s particular physiology. Any Crew chosen as a starting Asset may take the “Alien” upgrade for free, as long as the Crew is of the same evolved species as the character.

Example evolved species:

Symbiotic

Symbionts are very small organic creatures whose unique biology requires them to inhabit a host humanoid in order to travel and interact with the galaxy at large. The relationship between a symbiont and their chosen host varies from species to species, though most tend towards some form of parasitism.

Though each transference from one host to another can be a painful ordeal, symbionts often have dozens of host bodies during their exceptionally long lifetimes. Some destructive or capricious symbionts change hosts as frequently as other species change their clothing. Symbiotic species cannot survive outside of a host body for very long unless they are stored in artificial life-support.

When designing a symbiotic species, choose its relationship to its host:

When creating a symbiotic character, the character gains the Joining Move but only selects two Career skills instead of three. Describe the body they currently inhabit.

Joining (+Physique)

When you enter a helpless or willing humanoid and assert control, roll +Physique.

On a 10+, choose one flaw:
On a 7-9, choose two flaws:
On a 6-, the GM chooses three flaws:

  • The host’s memories can’t be Accessed.
  • Occasional resistance, disobedience, unbidden memories or residual behaviors.
  • Gain unexpected Debts (GM redistributes existing Debt).
  • The host is flawed (-1 to a chosen stat while Joined).
  • Gain unexpected, problematic contacts.
  • The joining was traumatic (see page 42).
  • The host will die when you leave.

When a symbiont character takes a host:

Alien Societies

Independent

An independent species has no unified society or identity. Various notable groups and ideologies may exist on a national or community level, but no one social structure comes close to dominating the species. There is little overarching species- level solidarity to speak of, though smaller community/in-group tribalism is still very present.

Out beyond their homeworld, members of this species rarely form species-based communities or enclaves. They can be found in ones and twos across the galaxy, working alongside any other species or society.

Many members of independent species adopt local beliefs and traditions, or simply maintain their neutrality. Some favor pragmatism and adaptability, while others become fiercely attached to their new way of life.

Cultural

A cultural species shares a strong, vibrant identity that shapes almost all members of that species. The shared beliefs and values of the species are instilled from a young age, shaping each generation into socially acceptable members of the species. While this kind of species is active on the galactic scale, it lacks the might and scope of an empire-level species, and has a much smaller impact on galactic affairs.

When introducing a cultural species, choose 1-2 Origins and 1-2 Careers that are heavily favored by that species (see the Characters chapter on page 45). These Origins and Careers define the species socially and culturally.

The members of the species were born and raised in those conditions, and with those values. The society as a whole heavily favors those careers. Their ethics and morality revolves around those ideals. Every member of the species encountered is of the favored Origin or engages in the favored Career, or both.

When creating a character of a cultural species, the character’s Origin should be one of the favored Origins, and at least one of their Careers should be a Career favored by their species. If not, the character will be considered a deviant, outcast, traitor or pariah by their own species, making interactions with them considerably more hostile.

Imperial

An imperial species has reached the stars as a unified galactic power, and functions as a Faction. Almost all members of the species are also proud members of the empire. While other species may live within or work alongside an empire, the faction’s primary goal is almost always to serve the interests of its own species.

When introducing an imperial species, follow the usual method for introducing a Faction, describing their Power, Reach, Structure and Ideology.

When creating a character of an imperial species, it is very likely that the character will start the game having sworn allegiance to the empire, starting with 3 Debt of social obligation and 1 Favor to call upon from their people. If not, at least 1 Debt must be placed with the empire, representing the nigh-inescapable familial, societal, and professional obligations to their people.