Advanced
The Advanced grew up in prosperous, high tech societies, well ahead of the galactic technology curve, enjoying an unprecedented quality of life. Technologies and gadgets that would be rare or fantastical elsewhere were considered commonplace.
Descriptions: Angular, Robust, Strapping, Carefree, Lazy, Arrogant.
Skills
Cutting Edge
Interacting with new, advanced technology comes naturally to you. On the other hand, dealing with old, clunky, obsolete dreck is rather aggravating. You gain +1 to your Interface stat, to a maximum of +2.
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.
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.
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.
Brutal
The Brutal were forged in the most volatile conditions; war zones, slavery or in barbaric, bloodthirsty societies. Life was short and cruel, blood and pain are the norm. There was no room for weakness or mercy, no place for honor or fair play.
Descriptions: Tired, Disfigured, Suppressed, Cruel, Angry, Severe.
Skills
Branded
You have a prominent, recognisable physical mark (scars, burns, tattoos, prison barcode, slave brand), as a testament to the hardships you’ve survived. You gain +1 to your Physique stat, to a maximum of +2.
Assassination
Any successful (10+) Move that results in someone’s death also leaves no evidence that you committed the act.
Toughness
You can suffer two injuries of each severity, rather than one.
Sneak Attack
When you get the drop on someone, roll +Mettle.
On a 10+, choose one.
On a 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
Colonist
The Colonists are born and raised out on the fringes of galactic civilization, living in domes, colony pods or habitation modules, working diligently and tirelessly to terraform planets to make them more hospitable for the next generation.
Descriptions: Hard, Serious, Calloused, Dusky, Solid, Prudent.
Skills
Resourceful
You’re good at making do with limited resources, and getting the most out of what you have, making you a bit of a hoarder. You gain +1 to your Expertise stat, to a maximum of +2.
Tinker
You can assemble the following from scrap metal and spare parts:
- Shoddy Class 0 melee weapon
- Makeshift Class 0 explosive
- Crude Engineering Kit
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.
Heavy Lifting
Ignore the Clumsy trait inflicted by heavy weapons, heavy armor, encumbrance and high gravity.
Crowded
The Crowded have lived their lives shoulder-to- shoulder with humanity. They come from the cramped confines of heavily-populated hive cities, underground facilities, domes and space stations. They are one face among billions.
Descriptions: Lively, Compact, Stout, Spare, Loud, Agoraphobic.
Skills
Affable
You get along well with almost everyone in your own way. You are most comfortable around others, and get lonely quickly. You gain +1 to your Influence stat, to a maximum of +2.
Contacts
You have acquaintances and contacts all over the galaxy. When arriving anywhere civilized, introduce a contact. That NPC operates here.
Network
You can simultaneously track the location and health of a dozen willing subjects through a console or HUD. You are able to remotely Get Involved or issue Commands.
Bribe
You can use Acquisition to purchase the following:
- Political power
- Legal decisions
- Faction involvement
- Diplomatic immunity
Forlorn
The Forlorn are the lost, the forgotten, those far away from the bones of their ancestors. They were abandoned, or abducted, or are simply the last of their kind. The Forlorn grew up surrounded by societies and people that didn’t understand them, that may have even feared or reviled them. In their hearts, the Forlorn know that they are alone. That they can rely on no one but themselves.
Descriptions: Distrustful, Intrepid, Grim, Mismatched, Independent, Rude.
Skills
Insolence
When you solve a problem by defying customs, propriety, and the desires of those around you, you can roll +Mettle instead of whatever the usual stat would be. This will likely be selfish, rude, and possibly hurtful.
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.
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 rolls.
- Profitable: If you deliver the passengers who are asking for passage.
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.
Galactic
The Galactics are born and raised in orbital stations, starships, and asteroid mining colonies. Most have lived their whole lives among the stars, surrounded and protected by machinery and electronics, breathing recycled air and eating hydroponic food.
Descriptions: Sharp, Guarded, Stoic, Isolated, Energetic, Graceful.
Skills
Fine Tuning
You’re adept at interfacing with climate controlled living spaces; natural environments tend to be uncomfortable. You gain +1 to your Interface stat, to a maximum of +2.
Program
When you Access a system, choose a behavior that the system could perform and a condition that will trigger that behavior.
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.
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.
Impoverished
The Impoverished grew up on the margins, in the slums, in slavery and prisons and filth. They have little to call their own, only what they could scrape and scrounge together. They’ve fought tooth and nail to survive against oppressive conditions.
Descriptions: Gaunt, Haggard, Sickly, Filthy, Vulgar, Fierce.
Skills
Scrappy
Life has beaten you down, but you never, ever give up. No matter how bad things get, you rarely back down, even when you really should. You gain +1 to your Mettle stat, to a maximum of +2.
Stealth
Whenever you can move around freely and are unobserved, you can choose to vanish without a trace. While missing, you may show up in the midst of events, as long as you can explain how you got there.
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.
Criminal
Any successful (10+) Move that involves theft, smuggling, extortion or similar crimes also leaves no evidence that could indict you.
Occult
The Occult grew up surrounded by the strange and the powerful. They come from cultures deeply rooted in mysticism and the supernatural. Their way of life has been molded by rituals and secrets. They hail from heretic cabals or prestigious mystic academies. Many lived on the very edge of the abyss, and have spent their lives gazing into the dark heart of the cosmos.
Descriptions: Peculiar, Solitary, Bleak, Haunted, Raving, Eccentric.
Skills:
Ritual
When you entrust a situation to the power of your rituals, fortunes, hexes, and charms, you can roll +Expertise instead of whatever the usual stat would be. This will likely be complicated, unpredictable, and deeply unsettling.
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.
- Equivalent exchange.
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.
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.
Primal
The Primal hail from savage, primeval worlds. Their lives lack all but the most basic technologies. They are forced to fight for survival, for dominance, red in tooth and nail. From this crucible come the fiercest beings to step onto the galactic stage. Whether they are from a lost colony, an exiled people, or an uplifted species, they are intelligent, adaptable, passionate, and fierce beyond measure.
Descriptions: Feral, Brutish, Titanic, Stilted, Slow, Ravenous.
Skills
Strength
When you handle a situation with rage, violence, and brute force, you can roll +Physique instead of whatever the usual stat would be. This will likely be loud, ugly, and possibly painful.
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.
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.
Stronger
Your unarmed and melee attacks are Destructive, Impact, and Penetrating.
Priveleged
The Privileged are the nobility of the galaxy, the elite. Their families hold great power and influence, be it financial, political or religious. Moving in such exalted circles, wielding their family name and power, they have grown up expecting courtesy and respect.
Descriptions: Manicured, Plump, Groomed, Snobbish, Sleek, Pompous.
Skills
Decorum
You are well versed in the rules of etiquette, civility and propriety. You can carry yourself with grace in formal affairs, but are ill-at-ease in casual settings. You gain +1 to your Influence stat, to a maximum of +2.
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.
Fame
Decide what you are famous/infamous for. Factions, groups and people of importance always know who you are when you meet them. Allies may use your +Influence if they speak in your name, but you’ll suffer for any faux-pas.
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.
Productive
The Productive live in societies, cultures or groups that place high importance on education and social responsibility. From a young age they begin training for their destined profession, devoting any spare time to higher education and secondary vocations.
Descriptions: Slight, Curious, Faded, Greying, Detached, Introverted.
Skills
Vocation
You’ve spent many years training in a variety of techniques and trades. Sadly, you’ve never had time for fun or relaxation. You gain +1 to your Expertise stat, to a maximum of +2.
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.
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.
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?
Programmed
Where others have childhoods, the Programmed have indoctrination. Some are sleeper agents, living weapons in the arsenal of their creators. Others are members of interconnected hive-minds, carrying deeply-rooted genetic memories. They carry dormant knowledge and directives in their minds, never knowing when their latent indoctrination will surface next.
Descriptions: Harmless, Exhausted, Skittish, Mercurial, Orderly, Interested.
Skills
Abnegation
When you black out and allow your programming to take over in order to solve a problem, you can roll +Interface instead of whatever the usual stat would be. Your programming won’t undermine its own agenda.
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.
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.
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.
Regimented
The Regimented have lived very strict lives. Whether in a militaristic society, a religious organisation or an authoritarian government, they have been indoctrinated to the advantages of discipline, obedience and loyalty.
Descriptions: Athletic, Meditative, Sturdy, Organised, Formal, Strict.
Skills
Discipline
You know the rules, the codes, the processes, the scripture, the laws. They give you stability. You don’t deal well with change. You gain +1 to your Mettle stat, to a maximum of +2.
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.
Tactics
When you Open Fire or Launch Assault, you choose one or more consequences on a partial success (7-9), not the GM.
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?
Rustic
The Rustic were raised on the very edges of galactic society, on the most inhospitable and savage worlds. With only basic machinery and tools, they were forced to toil by the sweat of their brow, shaping the hostile landscape.
Descriptions: Wrinkled, Creaking, Wiry, Aged, Weary, Strong.
Skills
Hard Labor
You can perform long grueling hours of physical labor with minimal rest. You’ve collected a wide variety of aches, pains and minor ailments from doing this. You gain +1 to your Physique stat, to a maximum of +2.
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
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
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.
Spiritual
The Spiritual are born to serene lives of quiet contemplation. They come from distant monasteries, secluded temples and hidden shrines. Surrounded by strict asceticism, far away from temptation and worldly concerns, they train their bodies, minds, and souls for the eventual day when they must leave their cloistered lives.
Descriptions: Venerable, Serene, Abstinent, Stern, Demure, Sensible.
Skills
Tranquility
When you handle a situation with the wisdom of a koan, parable, or aphorism, you can roll +Influence instead of whatever the usual stat would be. This will likely be soft, subtle, and slow.
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.
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.
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.