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…
- …stealth, focus or cunning, roll +Mettle.
- …research and experimentation, roll +Expertise.
- …exploration, labor or strenuous activity, roll +Physique.
- …informants, interviews or gossip, roll +Influence.
- …the SectorNet or open networks, 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.
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:
- The negotiations take many days to complete.
- The goods need special care (fragile, hazardous, etc.).
- The goods are very odd, distasteful, or bizarre.
- The provenance or legality of the goods is dubious.
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:
- Traceback: The scape’s admins have identified the Host’s location. Expect retaliation (electronic, legal, violent, etc.).
- Stack Overflow: Random harm is dealt to devices and users in the Host, target, or intermediary gridscapes.
- Fragmentation: You suffer physical, mental or emotional Debilities. The stronger the defenses, the worse the harm.
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…
- …stealth, piloting, accuracy or discipline, roll +Mettle.
- …knowledge, mechanics or first-aid, roll +Expertise.
- …athletics, endurance, strength or health, roll +Physique.
- …charm, diplomacy, bargaining or lies, roll +Influence.
- …open computer systems and networks, 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 (+Stat)
When an ally makes a Move and you affect the result using…
- …stealth, piloting, accuracy or bravery, roll +Mettle.
- …education, mechanics or first aid, roll +Expertise.
- …athletics, endurance, strength or health, roll +Physique.
- …charm, diplomacy, bargaining or lies, roll +Influence.
- …open computer systems and networks, 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 full success (10+).
- Turn a full success (10+) into a partial success (7–9).
- Turn a partial success (7–9) into a failure (6-).
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:
- You suffer harm during the exchange.
- The exchange causes undesirable collateral damage.
- The battle shifts, changing threats or adding new ones.
- The targets actually suffer a lesser fate (GM chooses).
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:
- You suffer harm during the exchange.
- The exchange causes undesirable collateral damage.
- The battle shifts, changing threats or adding new ones.
- The targets actually suffer a lesser fate (GM chooses).
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.
- Treat a single minor, major or severe injury/damage.
- Treat a malfunction or minor debility.
- Stabilize a major debility.
- Perform a medical/technical procedure.
Stand Against the Darkness (+Stat)
When you stand between an overwhelming foe and their goal…
- …using firepower, precision, or sheer bravery, roll +Mettle.
- …using melee, grappling, or just brute force, roll +Physique.
- …using leadership, taunts, or impassioned speech, roll +Influence.
- …using machinery, vehicles, or explosives, roll +Expertise.
- …using programming, electronics, or hacking, roll +Interface.
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.
- You are disarmed, paralyzed, or otherwise rendered harmless.
- You disappear: lost, thrown far away, or are forced to flee.
- Massive damage is done to surrounding property.
- Innocent bystanders are maimed or killed.
- You suffer a severe injury. You may Brace for Impact.
- You suffer a critical injury. You may Brace for Impact.
- You suffer a fatal injury. You may Brace for Impact.
- You suffer a physical or psychological trauma.
- You die. Quickly.
- You die. Painfully.
- You die. Messily.
- The villain achieves their goal.
Assets
Melee Weapons
Melee Weapon Design: All Class 0 Melee Weapons have the following properties:
- Optimal Range: Melee
- Choose 1 free upgrade
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:
- Pistol: One handed ranged weapon, optimal Ranges: Adjacent, Close
- Rifle: Two handed ranged weapon, optimal Ranges: Close, Far
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:
- Heavy Weapon: Two-handed ranged weapon, optimal Ranges: Far, Distant
- Destructive: Causes property damage, damages machinery and vehicles
- Clumsy: Heavy and awkward, forces Face Adversity on physical activity
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:
- Grenade (One-handed thrown explosive, optimal Range: Close)
- Timed: Explodes after fixed time
- Charge (Two-handed placed explosive, optimal Range: Melee)
- Triggered: Explodes when conditions are met (signal, proximity, etc.)
- Destructive: Causes property damage, damages machinery and vehicles
- Missile (Launched, optimal Range: Distant, Very Distant)
- Massive: Must be dropped from a vehicle or launched from artillery
- Impact: Explodes when it collides with a solid object
- Destructive: Causes property damage; damages machinery, vehicles
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:
- Optimal Range: Distant, Very Distant
- Breaching: Damages starships and reinforced structures
- Penetrating: Ignores Armor
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:
- Rugged: Crude, patched, aged, and worn
- Simple: Utilitarian, favors function over looks
- Cultural: Incorporates popular styles/elements of a culture
- Formal: Well cut and stylish
- Uniform: Easily identifiable as belonging to a specific faction or group
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
- Choose a body part to receive the Mod
- Mods are Class 1 Assets
- A character’s body can only support ONE Mod
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:
- Bike: A fast, two-wheeled vehicle with a maneuverable frame; up to one passenger
- Groundcar: A sturdy 4 or 6-wheeled transport; fits a driver plus up to 4 passengers
- Walker: A bipedal humanoid chassis with lifter arms; 1 pilot suspended within
- Quad Walker: A quadruped vehicle for up to 3 people; all-terrain mobility with stability
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:
- Shuttle: A flying vehicle for up to six people that can hover and take off vertically
- Speeder: A tiny, maneuverable flying vehicle; space for a pilot and at most one passenger
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:
- Squad: Disciplined and stolid, equipped with a similar type of weaponry (pistols, stun batons, rifles, etc.); able to guard areas and engage in small-scale combat
- Techs: Educated and well trained, equipped with basic tools; able to provide technical or manual assistance to a variety of scientific or engineering projects
- Gang: Crude and self-reliant, equipped with a smattering of mismatched weaponry (pistols, shotguns, chains, knives, etc.); able to attack people or break things
- Staff: Refined and professional; able to serve guests, keep accounts, prepare meals, and perform daily household chores
- Artificial: Choose form (robot, undead, golem, spirit, etc.); obedient, but rarely takes initiative or acts on their own; Commanded with +Interface
Upgrades: Pick one upgrade when designing a Class 1 Crew, pick two for Class 2, etc.
Alien | Belongs to an existing Xeno or Evolved species, shares that species’ traits |
Armed | Choose a Class 1 Firearm: the Crew is equipped with it and trained in its use |
Artillery | Able to bombard with artillery, turrets, or starship weaponry |
Athletic | Graceful, swift, strong, and flexible; much better than average, physically |
Attuned | Resists and makes use of chosen element (fire, ice, acid, dark, light, etc.) |
Beautiful | Chosen for their good looks and wit; able to distract and entertain |
Builders | Able to build small structures or assist in construction projects |
Criminal | Able to commit small-scale criminal activity or assist with larger crimes |
Cybernetic | Each member has an augmented sense, implanted armor, or grafted weapon |
Enigmatic | Powerful, mysterious, and have their own inscrutable agenda |
Equipped | Choose a Kit: the Crew carries various tools from that kit, and can use them |
Fearless | Never afraid or intimidated, will follow insane orders but often go too far |
Imposing | Imposing in some way; able to frighten, threaten, dissuade, etc. |
Informants | Able to collect information and report back, or pass in information |
Loyal | Only take orders from you; quickly recovers to their normal disposition |
Mechanics | Able to service and maintain machinery, and assist in repairs and overhauls |
Medics | Able to provide long-term convalescent care or assist in medical procedures |
Numerous | There are a large number of them, you have trouble keeping track of them all |
Regenerating | Crew eventually rebuilds, reconstructs, or restores itself after harm/losses |
Rugged | Can work in harsh climates for extended periods of time |
Spiritual | Able to perform minor rituals or assist in larger rites |
Stealthy | Able to sneak into (or out of) places, and pass unnoticed |
Summoned | Commanded into existence; dismissed when their task is complete |
Teamsters | Able to quickly load, unload, assemble, and pack away heavy objects and cargo |
Virtual | Their avatars automatically follow you into the SectorNet |
Wreckers | Able to destroy terrain and structures |
Zealots | Dedicated 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:
- Natural Weapon: Choose a Melee Weapon upgrade: the beast uses that as a natural weapon to hunt or defend themselves; can be Commanded to attack
- Natural Locomotion: Choose a means of locomotion for the beast (e.g., slithering, leaping, climbing, swimming, gliding, hovering, flying)
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:
- Minor: Caused by point defense guns, heavy weapons.
- Major: Caused by heavy weapons with Breaching, smaller collisions, short falls.
- Severe: Caused by artillery strikes, anti-tank mines, same-size collisions.
- Critical: Caused by artillery missiles, larger collisions, crash landings.
- Fatal: Caused by extreme crash landings, reactor overload/explosion.
Vessel Creation
- Choose a form to define how the Vessel moves.
- Select upgrades to define what the Vessel can do.
- Determine the Vessel’s tier based on the number of upgrades.
- 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:
- Dietary restrictions or preferences.
- Skin texture/pigment, including phenotype variations.
- Number/placement of eyes, mouth(s).
- Horns, hair, ridges, or other features.
- Preferred environments (gravity, air composition, etc.).
- Sexual/reproductive peculiarities.
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 (Ignore organic weakness)
- Electronic (Harmed by EMP)
- Repairable (Does not heal naturally)
- Upgradable (Support for 2 additional cybernetic Mods)
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:
- Hive Mind (Link – Brain)
- Scythe Claws (Prehensile [Severing] – Shoulders)
- Bounding Leaps (Locomotion [Leaping] – Legs)
Jellyfish:
- Bio-electric Field (Projectile [Shock] – Skin)
- Tentacles (Prehensile [Flexible] – Lower Body)
- Bioluminescence (Beauty – Skin)
Silicate:
- Rock Solid (Reinforced – Flesh)
- Fireproof (Adaptation – Fire)
- Density (Adaptation – High Pressure)
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:
- Winged
- Flight (from the Kinetic career)
- The species has large wings which allow it to hover, glide, and soar.
- Pheromones
- Leadership (from the Personality career)
- The species naturally attracts servile followers.
- Telempathic
- Telepathy (from the Telepath career)
- The species can read emotions and communicate telepathically.
- Massive
- Heavy Lifting (from the Military career)
- The species is wide and solid, able to lift great weights effortlessly.
- Fluid
- Transform (from the Arcane career)
- The spices are natural shapeshifters, able to take on many different forms.
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:
- Ascendant: The former host personality is preserved. The host is aware of its surroundings, and maintains its own thoughts and feelings. It can communicate with the symbiont.
- Dominant: The former host is dormant and unaware of anything that transpires while the symbiont is in control.
- Absolute: The former host personality is destroyed when the symbiont takes over the body. The body dies when the symbiont leaves.
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:
- The symbiont’s natural health (+Physique) asserts itself over the host’s physiology.
- Any injuries or physical debilities are left behind on the old body. The symbiont retains any mental and emotional debilities.
- Any cybernetics or biomods are left behind on the old body. The symbiont gains any cybernetics or biomods on the new body.
- Redistribute the character’s Debt between available factions, based on the new host’s relationships with said factions.
- The host’s memories can be Accessed as if they were a computer system; a higher +Interface allows the symbiont to parse memories and thoughts to find what they want to know.
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.