Academic
The Academic career represents years of study and learning, with a strong focus on science and logic. Academics can be found in specialist positions in other fields, leveraging their years of study; Military Academics tend to be field medics, Clandestine Academics are often detectives, Academic Explorers range from xenobiologists to expeditionary researchers.
Descriptions: Thin, Pallid, Elderly, Kind-hearted, Aloof, Distracted.
Workspace:
- Medical: Sterile environment. Medbay, cryotubes, surgical servo arms, isolation chamber, recovery ward.
- Research: Sensors gather scientific readings. Laboratory, containment units, sample scanners, sealed storage.
Advancement:
- A life is saved or destroyed by science.
- A vital lesson is imparted.
- An experiment yields surprising results.
- A subject is thoroughly analyzed.
- A fascinating phenomenon is explained.
Skills
Chemistry
When creating an antidote, vaccine, drug, poison or pathogen in a lab, state the effect you want it to have and its method of transmission (spray, injector, pill, etc.). roll +Expertise.
On a 10+, you successfully create it.
On a 7–9, it will have reduced potency or have unintended side effects.
Deduction
When you first witness a situation, you may ask one of the following questions, the GM will answer honestly. Who or what…
- is most vulnerable in this situation?
- is most dangerous in this situation?
- caused this situation?
Education
When you gain one or more Data Points about a subject, each ally that was present or involved also gains a Data Point about the subject.
Surgery
When using a medical facility, your Patch Up can be used to install prosthetics and perform surgical reconstruction on living beings. This treats critical injuries.
Technobabble
You can Command crew using Expertise rather than Influence. Subjects of your Command can perform minor technical or scientific tasks, no matter their skill set.
Augmented
The Augmented career is the source of a wide variety of permanent physical and mental enhancements through deep cybernetics (though gene-modding and mutations can bring about similar effects). People from all walks of life embrace the Augmented lifestyle to upgrade their capabilities. Augmented Technocrats are hyper-connected; they are able to converse directly with their systems. Clandestine Augmented are swift, stealthy cyber-ninjas. Industrial Augmented are perpetually upgrading themselves with new add-ons.
Descriptions: Wired, Rusty, Polished, Glitchy, Chrome, Patched.
Workspace:
- Powered: A powerful generator or backup system. Converts fuel into power, can recharge batteries and energy cells.
- Collector: Tools and machinery designed to gather a specific type of fuel into appropriate storage units.
Advancement:
- A surgical encounter is endured.
- A key component is installed.
- A limitation is surpassed.
- A body’s limits are reached.
- An old wound causes new pain.
Skills
Harder
You resist damage as a Vehicle would: incoming damage is reduced by one step before you Brace for Impact, unless that damage has Penetrating or Breaching.
Better
Your body can support two additional cybernetic Mods. You gain two free cybermods if this Skill was chosen during character creation.
Faster
Your run speed and reaction time are incredibly fast. You can include extreme acts of acrobatics, reflexes, and/or flexibility in your Moves (quick-drawing weapons, catching bullets, running up walls, outrunning explosions, sprinting on water, etc.).
Stronger
Your unarmed and melee attacks are Destructive, Impact, and Penetrating.
Technologic
You can establish a wireless mental connection to any computer system within line of sight. Open and Accessed systems remain connected to you as long as you are within signal range.
Chosen
The Chosen career channels the powers of great, unknowable cosmic forces, often characterized as holy or unholy. The level of absolute faith required is exceptionally rare, but can manifest in any other career. Industrial Chosen are machine-worshiping tech-priests. Chosen Academics are healers and scholars, unravelling the mysteries of faith. Chosen Explorers are pilgrims and wanderers, seeking the divine in the most remote corners of untamed worlds.
Descriptions: Tranquil, Radiant, Ominous, Emaciated, Ancient, Distant.
Workspace:
- Ceremonial: An elaborate, gaudy space, covered in trappings of religious and/or spiritual significance, suitable for religious celebrations.
- Holy: A peaceful, austere space wholly dedicated to a greater being or spiritual force. A place of quiet contemplation and prayer.
Advancement:
- A heresy is vanquished.
- A scripture is fulfilled.
- A prayer is heeded.
- A sinner repents.
- A death is denied.
Skills
Pact
Create a Faction consisting of just your deity. You gain 1 Favor and 3 Debt with it. You communicate with your deity through prayer and can call in Favors. Your deity makes demands and calls in your Debts through dreams and prophecy.
Lay On Hands
Your Patch Up takes only a few seconds. You do not need tools or materials to perform a Patch Up, just a touch and a word.
Wisdom
When you are in Cramped Quarters with yourself or another, choose any number of the following:
- Peace: Each participant recovers from a minor debility.
- Quiet: Get Involved has no effect on the Cramped Quarters.
- Enlightenment: Do not roll, simply use the 7–9 result.
- Introspection: Each participant may change their XP result.
Relic
Create a Class 3 melee weapon.
Choose one:
- It is a symbol of your order.
- It is a sign of your greatness.
- It is feared and reviled.
A Relic is almost indestructible. If you become separated, you always have a vague, painful sense of where it is.
Clandestine
The Clandestine career is a sinister profession, relying on information and invisibility. Clandestine operatives tend toward low profiles and subtlety, no matter their complimentary profession; Clandestine Industrials make terrifying saboteurs, Clandestine Scoundrels are deadly assassins, Clandestine Personalities are deft infiltrators and spies. Ironically, Clandestine operatives also make effective (if scary) law enforcement agents.
Descriptions: Hawk nosed, Sinister, Wiry, Bland, Suspicious, Bald.
Workspace:
- Stealthy: Difficult to detect, high tech camouflage, cloaking or concealment. Scanning bafflers, sound dampening, hidden doors/rooms.
- Secure: Sensors to track people and movement. Security cameras, monitoring stations, holding cells, security doors.
Advancement:
- An intentional “accident” happens.
- A victim experiences true fear.
- A conspiracy is uncovered.
- An act is performed covertly.
- A dark secret is extracted.
Skills
Assassination
Any successful (10+) Move that results in someone’s death also leaves no evidence that you committed the act.
Interrogation
When you question someone who is at your mercy, gain 3 Data Points about them: their lives, their job, their transactions, their friends, their family, their guilt, their shame, etc.
Sabotage
When you tamper with machines, plans, etc., describe how you go about it and roll +Stat.
On a 10+, the target of your tampering is doomed to fail, just as you planned.
On a 7–9, the target of your tampering is doomed to fail spectacularly, horrifically or comically, at the GM’s discretion.
Stealth
Whenever you can move around freely and are unobserved, you can choose to vanish without a trace. While missing, you may show up in the midst of events, as long as you can explain how you got there.
Surveillance
After you Access someone’s personal systems, you can track that person’s public movements from then on (general location, interactions, transactions, etc.). You can only have one surveillance subject at a time.
Commercial
The Commercial career’s strength lies in making deals, acquiring goods and managing the complex web of inter-faction debt and influence. Almost all other careers benefit in some way from the Commercial’s purchasing power. Commercial Industrials turn scrap into profit, Commercial Technocrats are always aware of the best prices and opportunities, Commercial Starfarers haul cargo to the farthest reaches of space.
Descriptions: Oily, Well-Fed, Manicured, Harried, Miserly, Cunning.
Workspace:
- Mercantile: Prominent advertisement, easy access. Large cargo storage space, automatic loader-unloader systems.
- Leisure: Relaxing, inviting, well-lit. Studio, lounge, entertainment systems, recreation area.
Advancement:
- A solution is purchased.
- A frivolous expense is made.
- A celebration is held.
- A rich resource is found.
- A cargo unit is exchanged.
Skills
Acumen
When you first visit a market or environment, you may ask one of the following questions, and the GM will answer honestly:
- What is profitably exploitable here?
- What is in high demand here?
- Who is the biggest economic player?
Bribe
You can use Acquisition to purchase the following:
- Political power
- Legal decisions
- Faction involvement
- Diplomatic immunity
Luxury
Your clothing, belongings and quarters are all lavish and expensive. Gain one of the following NPCs as a retainer: Butler, Assistant, Consort or Advisor. Name the NPC and give them a 2–4 word description.
Marketing
When you arrive in a civilized area, choose a type of market. You can easily find that kind of market here.
- Elite: High class, exacting.
- Secretive: Discrete, illicit.
- Motivated: Fast, agreeable.
Outfit
Own a unique Class 3 Attire. If your attire is ever lost or damaged, you can abandon it and spend an extended period of time claiming new attire as your Outfit, adding an extra upgrade for it.
Consul
The Consul career employs diplomacy, politics, and a keen understanding of empires, species, and peoples. This deep understanding of others can prove invaluable to many other careers. Commercial Consuls are intergalactic entrepreneurs, dealing in the most exotic goods. Military Consuls are interpreters and cultural guides for peacekeeping forces. Consul Starfarers have Been There and Done That, no matter how far There is and how bizarre That may be.
Descriptions: Servile, Quirky, Effacing, Polite, Snobbish, Painted.
Workspace:
- Habitat: Highly controlled, sealed space. Mimics natural habitats or planetary environments. Self-contained life support, gravity simulators, and so on.
- Culinary: Designed to produce and serve food, either providing a wide variety of dishes, or tailored to a specific species or culture.
Advancement:
- An abuse of power is resisted.
- A taste of exotica is enjoyed.
- A voice is no longer silenced.
- An embarrassment proves critical.
- A foreign belief is embraced.
Skills
Trinkets
Whenever you successfully engage a foreign society (visit, experience, infiltrate, attack, etc.), gain a Class 1 Cargo of miscellaneous baubles, trinkets, and other cultural detritus.
Linguist
You can communicate passably in the languages of all known societies and species. A successful Assessment of a newly-encountered or long-dead culture grants you permanent access to their written and/or spoken language.
Adaptive
You can partake of all the most exotic consumables (food, drink, narcotics, etc.) avoiding those that are poisonous to your species. You can use machinery, games, devices, vehicles, tools, equipment, and weapons not designed for your species.
Advise
When you steer someone towards a decision or desire, roll +Influence.
On a 10+, they readily accept your advice and will act on it if they can.
On a 7–9, they’re cautious, conflicted, or confused. They need time before they’re ready to act.
Mediate
When you successuflly interfere or Get Involved in an interpersonal situation (including Cramped Spaces), choose one:
- Each participant gains a Data Point about another participant.
- Escalate the situation. The choices are not Fight or Flight.
- Defuse the situation. Violence is currently not an option.
Explorer
The Explorer is the most daring and risky career, forever seeking new horizons and new treasures. Other careers that regularly deal with harsh environments and unexplored reaches benefit from the Explorer’s courage and survival instinct. Commercial Explorers are prospectors or big game hunters seeking profit on hostile planets, Explorer Starfarers daredevil pilots and daring navigators, Military Explorers tend to be guerilla fighters or scouts.
Descriptions: Weathered, Battered, Unkempt, Rude, Cheerful, Brash.
Workspace:
- Rugged: Withstands harsh climates and weather. Decontamination units, hydroponics facilities, advanced water/air/waste recyclers, self-sufficient.
- Survey: Planetary scanners (weather, geological activity, etc). Probe launcher, topography holo-projector, motor-pool.
Advancement:
- An alien wilderness is traversed.
- A bold act fails spectacularly.
- A needed item is scrounged up.
- A ludicrous stunt turns the tides.
- A forgotten place is excavated.
Skills
Boldly Go
When leading an expedition into the unknown, roll +Mettle.
On a 10+, choose one.
On a 7–9, the GM will choose one.You encounter…
- something potentially profitable
- something currently useful
- something uniquely awesome
Reconnaissance
When you make an Assessment of any aspect of a wilderness (animals, plants, weather, terrain, hazards, etc.) you gain three Data Points about that subject on a 10+, and one Data Point about that subject on a 7–9.
Survival
You can scrounge up the following from all but the most barren, inhospitable surroundings:
- Somewhat edible food and drink
- Basic medicine or first-aid materials
- Rustic Wilderness Kit
- Primitive Class 0 melee weapon
Recklessness
When you make a needlessly risky Move where the odds are a million to one, roll 1d6 instead of making a normal Roll. On a 4, 5, or 6, the Move is a fantastically lucky success. On a 1, 2, or 3, the Move is a spectacularly awful failure with harsh consequences.
Custom Vehicle
You own a custom-designed Class 3 land vehicle. If that vehicle is ever lost, you can spend an extended period of time claiming a new land vehicle as your Custom Vehicle, adding an extra upgrade to it.
Fanatic
The Fanatic career is one of zealous devotion to a cause or ideal, focusing mind and body towards a singular purpose. Other careers benefit greatly from the Fanatic’s single-minded fervor. Clandestine Fanatics are exceptionally paranoid inquisitors. Fanatic Personalities are passionate, patriotic, inspirational demagogues. Fanatic Scoundrels are desperate freedom fighters, willing to sacrifice all for their cause.
Descriptions: Haggard, Twitchy, Frothing, Intense, Loudmouthed, Wild-Eyed.
Workspace:
- Discipline: Secure, private, sound-proofed confines. Provides extreme mental and physical conditioning, exertion, torture, or self-punishment.
- Shrine: A deeply personal space entirely devoted to your obsession, filled with samples, inspirations, trinkets and memorabilia.
Advancement:
- An opponent is shown the error of their ways.
- A problem is purged by fire.
- A fear proves to be justified.
- An injustice is rectified.
- A hero suffers for their cause.
Skills
Bravery
You feel no terror, revulsion, or hopelessness. You never have to Face Adversity to overcome emotions. Any Crew you Command is Fearless.
Nemesis
Whenever you fail a Move, declare who or what caused you to fail. You gain a Data Point about that subject.
Obsession
Choose the subject of your Obsession. When you would gain a Data Point about a tangentially related subject, gain a Data Point about your Obsession instead.
Terrify
When your presence becomes known, roll +Influence or +Physique.
On a 10+, people are meek and respectful.
On a 7–9, people are cautious and worried.
On a 6-, people are panicked and hostile.
Martyr
When a nearby victim would suffer harm or consequences, you may interpose yourself and roll +Mettle.
On a 10+, they are protected, and you suffer a lesser consequence.
On a 7–9, you suffer instead of them.
On a 6-, you share in their suffering.
Industrial
The Industrial career shapes its surroundings by constructing, improving and demolishing. Other careers benefit greatly from the Industrial’s ability to create, repair, maintain a variety of machines. Industrial Explorers are settlers and pioneers, Industrial Academics tend to be inventors working on new prototypes, Industrial Scoundrels are scavengers and wreck-divers.
Descriptions: Muscled, Grimy, Wrinkled, Rigorous, Rugged, Focused.
Workspace:
- Refinery: Heavy raw-material collectors. Gathers, processes raw matter into refined materials. Material storage tanks.
- Manufactory: Engineering bays. Builds, upgrades and repairs. Workbenches, tool racks, winches, pulleys, lifts.
Advancement:
- A piece of junk proves pivotal.
- A piece of technology is “improved”.
- A breakage occurs.
- An explosion alters the situation.
- A structural weakness is exposed.
Skills
Repair
When using a repair bay or workshop, your Patch Up can be used to install replacement parts and perform major reconstruction on machines. This repairs critical and fatal breakages.
Construction
A few hours of work creates a small structure with one of the following traits, or adds that trait to an existing room.
- Shelter
- Defensible
- Concealed
- Workspace
Tinker
You can assemble the following from scrap metal and spare parts:
- Shoddy Class 0 melee weapon
- Makeshift Class 0 explosive
- Crude Engineering Kit
Upgrade
Your Patch Up can very temporarily add up to one additional upgrade to a weapon or vehicle, briefly increasing its Class by +1.
Dismantle
When forcefully dismantling, demolishing, or breaking something, roll +Physique.
On a 10+, choose two.
On a 7–9, choose one.
- It doesn’t take very long.
- It doesn’t attract too much attention.
- You recover useful components.
- You could rebuild or reassemble it.
- You gain a Data Point about it.
Kinetic
The Kinetic career takes control of fundamental physical forces; projecting, accelerating, suspending and redirecting. Such direct control over physics can be leveraged by many other careers. Kinetic Starfarers are graceful masters of gravity manipulation. Augmented Kinetics are cybernetic monks, able to project terrific destructive punches. Industrial Kinetics are inventive artificers, surrounded by golems and force shields.
Descriptions: Pushy, Stout, Jittery, Sturdy, Light, Flexible.
Workspace:
- Arena: Open area designed for physical activity. Contains protective measures and equipment appropriate to the activity.
- Shielded: A workspace designed to either provide a force field or augment existing defenses. Creates barriers between or within other workspaces.
Advancement:
- A single pebble causes a landslide.
- A plan is thwarted by gravity.
- A great weight is lifted.
- A danger is turned aside.
- A moment balance is achieved.
Skills
Telekinesis
You can project physical actions over a short distance (interact, carry, punch, etc.), using the appropriate +Stats as if you were physically there.
Launch
You can propel small, inanimate objects with deadly speed and precision using +Mettle. Large, oddly shaped or defiant subjects (small vehicles, people) tend to be clumsier projectiles, and are propelled with +Physique.
Barrier
You can project a flat or hemispherical barrier of force that deflects or resists impacts, leveraging your +Mettle as a manifestation of solid willpower. This is extremely encumbering; you will be Clumsy while maintaining it.
Animate
Choose a collection of objects. Those objects become a Class 1 Artificial Crew with an upgrade that matches the materials used. You can only have one Animated Crew at a time.
Flight
You can soar, glide, and hover in midair.
Military
The Military career specializes in combat, with a heavy reliance on command, discipline and strategy. Careers that have to deal with hostilities or war zones benefit greatly when combined with the Military career’s command of the battlefield. Military Industrials are combat engineers, Military Personalities are generals and commanders, Commercial Military are well- equipped (and often expensive) mercenaries for hire.
Descriptions: Scarred, Grizzled, Massive, Skittish, Weary, Grim.
Workspace:
- Armored: Made of reinforced materials. Difficult to damage, can withstand direct impacts and explosions. Reinforced blast doors, structurally sound.
- Barracks: Efficient, defensible, practical. Berthing for many soldiers, lockers, gym, training ring, mobilization area.
Advancement:
- An objective is taken by force.
- A perilous order is obeyed.
- An injury is sustained.
- A problem is resolved with firepower.
- A worthy enemy is exterminated.
Skills
Tactics
When you Open Fire or Launch Assault, you choose one or more consequences on a partial success (7–9), not the GM.
Toughness
You can suffer two injuries of each severity, rather than one.
Unique Weapon
Own a unique Class 3 firearm or heavy weapon. If that weapon is ever lost, you can abandon it and spend an extended period of tie claiming a new weapon as your Unique Weapon, adding an extra upgrade for it.
Heavy Lifting
Ignore the Clumsy trait inflicted by heavy weapons, heavy armor, encumbrance, and high gravity.
Authority
Whenever you are in a position of clear superiority over a group of NPCs, you can Command those NPCs even if the order goes against their own traits, loyalties, and willingness.
Personality
The Personality career revolves around influencing others through charm, good looks and oratory. Personality is useful to any career that relies on persuasion or fame. Commercial Personalities are powerful traders and brokers, Starfarer Personalities are interplanetary diplomats and negotiators, Explorer Personalities are famous explorers and daredevils.
Descriptions: Stunning, Sexy, Chiselled, Placid, Soft, Haughty.
Workspace:
- Habitation: Living space for many guests or crew. Communal eating rooms, extended life-support/facilities.
- Stately: Expensive, luxurious, finely appointed décor. More expensive to maintain, but provides much higher quality of life.
Advancement:
- A relationship changes drastically.
- A statement starts or ends a fight.
- A difficult promise is upheld.
- A rumor spreads like wildfire.
- An unlikely hero is exalted.
Skills
Fame
Decide what you are famous/infamous for. Factions, group, and people of importance always know who you are when you meet them. Allies may use your +Influence if they speak in your name, but you’ll suffer for any faux-pas.
Leadership
You have a hand-picked, elite Class 3 Crew. Given enough time and training, you can replace lost members of this crew with new NPCs.
Contacts
You have acquaintances and contacts all over the galaxy. When arriving anywhere civilized, introduce a contact. That NPC operates here.
Inspiration
Choose an emotion and the medium/art with which you convey it, then roll +Influence or +Physique.
On a 7–9, the emotion takes hold of your audience.
On a 10+, as above, and choose one:
- You gain a keen admirer.
- You are treated lavishly.
- You can Command the audience.
Diplomacy
Factions will ignore political boundaries, jurisdictions, your personal relationship, and even their own prejudices when you call in a Favor.
Psychic
The Psychic career extends the senses, able to gaze into the past, glimpse the future, and reach into the hearts and minds of those nearby. Many careers have come to rely on this invasive knowledge. Psychic Personalities are councillors and viziers, staying behind the scenes. Psychic Technocrats are terrifying mind-benders, able to download, erase, and reprogram minds. Commercial Psychics are commercial telepaths, making business transactions at the speed of thought.
Descriptions: Somber, Introspective, Sedate, Blank-eyed, Whispering, Unnerving.
Workspace:
- Tranquil: A peaceful, austere, quiet space, suitable for meditation and deep thought. Simple decorations and few distractions.
- Nullified: Sound absorbing, featureless, with full light control. Cancels and suppresses weak forms of psionic and supernatural energies.
Advancement:
- An unwilling pawn acts.
- A future refused to change.
- A mind is opened.
- A great disturbance gives pause.
- An unquiet psyche finds rest.
Skills
Telepathy
With a moment of focus, you can:
- Communicate mentally with someone within line of sight.
- Communicate mentally with someone you know well.
- Sense the general life force, health, and emotional state of everyone within a given area.
Probe
Grasping the head of another being allows you to forcefully Access their mind (with +Interface), exactly as if it was a computer system.
Compel
You can Command any group or individual, no matter their disposition, no matter the command.
On a 10+, choose one consequence.
On a 7–9, choose two conseqences.
- They only obey non-harmful parts of your command.
- They are stilted, clumsy, and obviously controlled.
- You suffer a mental or emotional debility as backlash.
Precognition
If your mind is clear, you may suffer a minor mental debility (headache, nausea, vertigo, etc.) to declare that a roll you just made was merely a glimpse of possible future. Briefly describe the immediate or long-term consequences of that future, then reroll.
Clairvoyance
Meditation allows you to use your +Mettle to make Assessment about specific people, objects, and locations over any distance. The glimpses granted by a failed Clairvoyance can be extremely disturbing.
Scoundrel
The Scoundrel is the most underhanded career, relying on lies, violence, betrayal and theft to achieve goals. The Scoundrel career can be a benefit to other careers that live outside the law. Military Scoundrels are raiders and space pirates, Commercial Scoundrels are smugglers, Scoundrel Personalities are expert con-artists.
Descriptions: Thick, Dapper, Sly, Meaty, Slick, Cold.
Workspace:
- Facade: False identification/registry, disguised as something else. Crawlspaces, hidden compartments, false walls.
- Sleazy: Ramshackle, grimy, dimly lit. Space for drinking, smoking, recreational drug use, or other vices.
Advancement:
- A deal ends in betrayal.
- A broken law goes unpunished.
- A valuable is stolen.
- A threat is pre-emptively removed.
- An unsuspecting victim is exploited.
Skills
Criminal
Any successful (10+) Move that involves theft, smuggling, extortion, or similar crimes also leaves no evidence that could indict you.
Sneak Attack
When you get the drop on someone, roll +Mettle.
On a 10+, choose one.
On 1 7–9, the GM will give you two of the following options; choose one of them.
- Kill them
- Injure them
- Rob/disarm them
- Capture/disable them
Scapegoat
When you would suffer social, legal, or financial consequences, name someone and roll +Expertise.
On a 10+, they suffer instead.
On a 7–9, as above. They know it was you.
On a 6-, it didn’t work, and they know what you tried to do.
False Identity
You maintain a number of fake identities that have neutral standing with all factions. as long as a chosen identity holds, your actions do not incur Debt or earn Favor.
Addict
Choose one of your five stats. As long as you regularly dose yourself with your drug of choice, increase that stat by +1. Failure to subsequently dose yourself will reduce that stat by -2 until you dose yourself again or recover from the lengthy effects of withdrawal.
Shaper
The Shaper career pushes at the very boundaries of reality, tapping into vast, primordial energies of the cosmos and making them dance. Shaper training provides controlled, reality-warping power to other careers. Military Shapers wield flame and lightning as weapons. Shaper Explorers adopt the forms of each new life they encounter. Academic Shapers are elusive magi, unravelling the mysteries of reality itself.
Descriptions: Wizened, Gruff, Enigmatic, Rune-Marked, Near-sighted, Muttering.
Workspace:
- Mystic: Full of ancient tomes, curios, and baubles. Equipped for magical study and experimentation. Marked with runes of protection and binding. Cannot be entered or exited by supernatural beings, unless allowed.
- Elemental: Tied to a specific element (fire, frost, lightning, light or darkness). Generates and/or contains that element.
Advancement:
- An environment shifts to suit one’s needs.
- A universal law is transgressed.
- A step is taken between two worlds.
- A fundamental change is wrought.
- A hard truth is reached.
Skills
Teleport
You can instantly move yourself and nearby targets across any distance, using +Mettle to overcome potential adversity, if you either:
- See your destination clearly.
- Know the destination intimately.
- Don’t care where you end up, as long as it’s Not Here.
Regeneration
A moment of stillness allows you to reduce the severity of one of your injuries by one step, if available. This can regrow limbs/organs lost to Critical Injuries, and happens while you are dead.
Evoke
Each time you Evoke the elements, choose between Fire, Frost, Lightning, Darkness, and Light. You may create and manipulate that element as part of any Move or Skill. You may wield it as a weapon when you Launch Assault or Open Fire. You may only Evoke one element at a time.
Alchemy
When using a Ritual Kit to Patch Up a person, object, or material, choose from this list instead of the standard Patch Up:
- Spread rust, rot, or erosion.
- Purify, clean, and rejuvenate.
- Transmute one material into another.
Transform
You can take on the form and bodily capabilities of a physical subject up to three times bigger or smaller than you…
- Immediately after an Assessment of the subject.
- At any time by spending a Data Point about the subject.
You can return to your original form at any time. Assuming a shape larger than the available area is a bad idea.
Starfarer
The Starfarer career involves traveling all over the galaxy, experiencing a multitude of cultures and societies. The Starfarer’s ease with spaceships, vehicles and navigation make it useful to many other careers that are on the move. Industrial Starfarers are starship engineers, Academic Starfarers are astrophysicists, Military Starfarers are ship gunners, fighter pilots and space marines.
Descriptions: Bony, Quick, Tall, Sunny, Restless, Tolerant.
Workspace:
- Navigation: Wide bay windows, observation decks, star-charts, holo-screens. Satellite uplinks, orbital tracking systems, airspace control/coordination tower.
- Launchpad: Aircraft/shuttle hangar with wide bay doors, launchpads for shuttles and speeders.
Advancement:
- A passenger reaches a destination.
- A solution leverages gravity.
- A piloting maneuver causes a reversal.
- A system is pushed to the limit.
- A new culture is experienced.
Skills
Weightless
Ignore the Clumsy trait and/or movement restrictions inflicted by micro-gravity, low-gravity, freefall, climbing, and jump jets. A successful (10+) Move while in those situations lets you describe a moment of exceptional acrobatic grace.
Cosmopolitan
When you make an Assessment of any aspect of a society (culture, traditions, laws, government, economy, etc.) you gain three Data Points about that subject on a 10+, and one Data Point about that subject on a 7–9.
Navigation
When you plan a long voyage, choose one.
The voyage will be:
- Fast – You know a shortcut.
- Safe – Choose a faction to avoid.
- Pleasant – +2 to Cramped Quarters.
- Profitable – If you deliver the passengers who are asking for passage.
Calibrations
When you diligently calibrate your favorite console or vehicle, make a Get Involved using Interface and record the result. The next time anyone uses it, the result of the Get Involved applies.
Custom Flyer
You own a custom-designed Class 3 shuttle or speeder vehicle. If that vehicle is ever lost, you can spend an extended period of time claiming a new vehicle as your Custom Vehicle, adding an extra upgrade to it.
Technocrat
The Technocrat career is the most wired-in and computer-centric of the careers, focusing on programming, data and electronic warfare. Other careers benefit from the Technocrat’s mastery of the computer systems that run almost all of civilized space. An Academic Technocrat’s thirst for information knows no bounds, Technocrat Starfarers are comms officers, and Military Technocrats control battlefield information.
Descriptions: Nearsighted, Lanky, Underfed, Smug, Awkward, Intense.
Workspace:
- Communication: High-powered communications array, transceivers, antennae. Screens, conference rooms, holo-projectors.
- Observer: Advanced, multi-band sensors, capable of long-distance scans. Probe launchers. Recording equipment, shielded data storage.
Advancement:
- A system’s security is breached.
- A solution is found on the SectorNet.
- A computer crash causes chaos.
- A pivotal data cluster is accessed.
- An offending program is expunged.
Skills
Upload
Expend a Data Point on the SectorNet to have the facts about the subject…
- be erased, hidden, or classified.
- become common knowledge.
- be falsified, pivotally altered.
Hijack
When you Access a system, it locks out everyone else. You can open the system to anyone you wish.
Program
When you Access a system, choose a behavior that the system could perform and a condition that will trigger that behavior.
Network
You can simultaneously track the locatoin and health of a dozen willing subjects through a console or HUD. You are able to remotely Get Involved or issue Commands.
Artificial Intelligence
You have the loyalty of a digital, artificial intelligence NPC. Give it a name and a 2–4 word description of its personality. It can enter, unlock, and activate systems at your Command. Your AI can only be in one system at a time.