Stars without number revised free download pdf

Stars without number revised free download pdf

stars without number revised free download pdf

Free Edition Table of Contents Into the Waiting Night Character Creation Psionics Systems Equipment and Vehicles Starships The History of. Stars Without Number [Kevin Crawford] on Amazon.com. *FREE* ZWEIHANDER Grim & Perilous RPG: Revised Core Rulebook. ZWEIHANDER Grim a Kindle? Get your Kindle here, or download a FREE Kindle Reading App​. Otherwise get your free basic pdf, a complete game, from drivethrurpg.com. You can also. Stars Without Number: Free Edition, We will be using the free version of You will need to sign in/up to download a legal copy of this PDF for.

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Table of Contents

Into the Waiting Night 1
Character Creation 3
Psionics 29
Systems 45
Equipment and Vehicles 61
Starships 93
The History of Space 121
Sector Creation 129
Adventure Creation 173
Xenobestiary 193
Factions 211
Game Master Resources 231

Like What You See?

If you enjoy the content in this free version of Stars Without Number: Revised Edition, you can
get even more with the PDF and print versions at DriveThruRPG.

What does the paid version add? It includes transhuman campaign rules for body-swap-
ping post-scarcity adventures, OSR-compatible “space magic” for GMs who like a little more
fantasy in their sci-fi, heroic PC rules for star-striding space operatic protagonists, True AI
rules for playing the half-embodied godminds of the far future, planetary society guidelines
for building interesting new cultures, and mech rules for campaigns that like a little humanoid
armored vehicle spice to their play. All told, it’s more than sixty pages of piping-hot content.

And if even that isn’t enough, scoop up some of the existing first edition Stars Without
Number offerings, like the space-navy adventures of Skyward Steel, the espionage campaign
tools of Darkness Visible, or the merchant trader guide that is Suns of Gold. This revised version
was built for backward compatibility, so nothing will stop your all-new adventures.

ISBN 978-1-936673-94-0
©2017 Sine Nomine Publishing, Inc.
Written by Kevin Crawford
Cover background provided by NASA, ESA, and The Hubble Heritage Team (STScI), and edited by Jeff Brown.
Interior art by Jeff Brown, Christof Grobelski, Norah Khor, Aaron Lee, Joyce Maureira, Nick Ong, Grzegorz Pedrycz,
and Tan Ho Sim. Some art © grandfailure / Adobe Stock.
Character sheet by Brian McGillivray


INTO THE WAITING NIGHT

Welcome, reader, to Stars Without Number, a science Stars Without Number is above all a set of tools
fiction role-playing game. Within the pages of this for players and game masters bent on sci-fi adventure.
book you will find all that you require to forge mighty While the setting is built to provide a wide scope for
tales both of victory and bitter defeat amid the silent daring deeds, the game is fundamentally meant to be
stars above. You will fashion heroes fit for this new reshaped and refocused to suit your particular interests
age of exploration and rediscovery, men and women and desires. Whether a gritty game of desperate mer-
capable of unearthing the lost wonders of humanity’s cenary gunmen in an interstellar war zone or a dashing
fallen empire. The scattered sectors of the old Terran campaign of star-faring adventurers in a space-operatic
Mandate have been out of communication for centu- sector, the game is meant to fit the needs and tone of
ries, and no one living can know all the strange won- your desired play.
ders that have been born in the Silence. Every fresh
world is a new marvel to discover, and the brave souls Stars Without Number belongs to the “old-school
willing to repair the broken web of contact can expect renaissance” trend in gaming, and draws much of its
rich rewards for their efforts. mechanical inspiration from the classic games of the
seventies and the work of such authors as Gary Gygax,
Stars Without Number is not only a game of discov- Tom Moldvay, Zeb Cook, Marc Miller, and other lu-
ery, however. There are adventures to be had in more minaries of those days. While many people now prefer
familiar places as well. New polities and young empires different mechanical frameworks for their play, these
have sprung up in the centuries since the collapse of the “old-school” rules are understood by a tremendous
Terran Mandate, and they struggle with each other as number of gamers and form a convenient lingua franca
hotly as their technology and resources allow. The right between many different OSR games. These games are
hero at the right time can shift the fate of worlds, and usually broadly compatible with each other, and allow
heroes willing to fight for their beliefs can be the great- players to loot material from many different authors
est resources a struggling star nation possesses. There and time periods with limited effort at conversion.
are adventures to be had in dealing with the powers
of a stellar sector, where men and women are needed This game is also designed to be a “sandbox game”,
to foil the sinister plans of enemies and bring victory. one built to ease the creation of active, living campaign
worlds where the PCs aren’t the only important figures,
Not every hero has a mind for high goals, howev- and where a hero doesn’t necessarily have any narrative
er. Many desire nothing more than freedom and the armor against failure and death. While it can certainly
credits to enjoy it. Whether hauling cargo to backwater be played in a more conventional adventure path or
worlds or selling their lasers to the highest bidder, these story-arc manner, Stars Without Number is stocked
mercenary adventurers go where the pay is good and with a wide range of tools, techniques, and guidelines
the danger is acceptable. Some have greater ideals than for easing sandbox play. The surprise and freshness
their next patron’s pay, while others have no devotion inherent in a good sandbox game can be a refreshing
to anything but their own interest. Stars Without Num- change of pace for many groups, and in this book you’ll
ber has room for both kinds of heroes, and tools to help find what you need to play in that style.
a game master provide the adventures they require.
The book you hold in hand right now is the re-
A Word to Newbies vised edition of the original 2010 version of the game.
In compiling the revision, I have been careful to keep it
If Stars Without Number is your first tabletop compatible with the existing material for the game, so
role-playing game, you’re a rare soul. Most of you should be able to use original edition supplements
the readers of this book will already be familiar with minimal fuss. Rather than changing the bones of
with the hobby, but fear not; tabletop RPGs aren’t the system, I have instead added additional material to
hard to understand. Just think of them as a pen- help GMs and entertain players, expanding the scope
cil-and-paper equivalent of a computer RPG, with of the game. If you are reading the free PDF version of
a “game master” or “GM” in place of the computer, this game, you will find everything you need for a full
and 2-5 players playing “player character” avatars. campaign in these pages. If you have the deluxe version
in hand, you will find almost a hundred pages of bonus
You’ll need paper, pencils, and a set of poly- content to supply you with tools for transhuman sci-
hedral dice or a dice app to play the game. You fi campaigns, space-operatic heroes, stellar wizardry,
can get gaming dice online easily. When the book mechs, artificial intelligences, and tools for building
tells you to roll “2d10+1”, for example, it means sci-fi societies.
to roll two ten-sided dice and add them together,
then add one to the result. “d00” means to roll two Above all, Stars Without Number is your game now.
10-sided dice and read them as ones and tens. There is no one “correct” way to play it. There is only
your way to play it, and you should feel free to make it
the game you want to play.


CHARACTER CREATION

Before you can begin playing Stars Without Number, empire that conquered my world”. Whatever it is, it
you need to roll up a character. While the game can should give your character an immediate reason to go
theoretically work with just a single player and a GM, out and do something.
things work best with 2–5 friends in addition to the
GM. A lone adventurer can get in a lot of trouble out This will to act is especially crucial in Stars With-
there, and a small group can find it hard to include all out Number, because this game is designed to support
the different skills and talents that are often required a “sandbox” style of gaming. Unlike many other games
to survive a sticky situation. that encourage the development of a particular story
or the playing out of a specific plot line, Stars Without
With that in mind, you and the others in your Number presents an entire interstellar sector to your
gaming group should give a little thought to making characters and invites you to choose for yourself how
characters that work well together. Grim loners make to experience it. Stories will arise based on what your
good book protagonists, but they don’t survive well characters do and how they respond to the adventure
when there’s no author around to bail them out. situations provided by the GM.

When making a character, some players like to As a player, you need to cooperate with your GM.
simply throw the dice and see where they lead. Others This doesn’t necessarily mean following every lead and
prefer to know a little more about the game world and hook you’re given without demurral, but it does mean
like to have more detail provided beforehand about the that you need to respond to the situations and possi-
worlds and themes of the game. For those who’d prefer bilities that are given to you.
a more detailed discussion of the world of Stars Without
Number, you can skip ahead to page 120 and read up on You also need to keep in mind that your adven-
it there. For the rest of you… turers exist in a very large world that is not scaled to
your characters’ abilities. If you insist on throwing your
What Players Need To Know characters into situations or challenges that seem over-
whelming, the odds are that they will overwhelm you.
Your character is an adventurer in the year 3200, a Scouting, reconnaissance, and careful intelligence gath-
dweller among the scattered worlds of a great human ering will help you recognize no-win situations before
diaspora. For whatever reason, he or she has decided you push ahead into them. By the same token, don’t
to leave their old life behind and take up a starfaring hesitate to flee if your party appears to be facing certain
existence, daring perils and seeking new frontiers in doom. A keen sense of when to decamp the field is
search of glory, riches, or their own personal ambitions. often an experienced adventurer’s most valuable asset.

Many worlds have recovered from the despera- Rolling a Character
tion of the centuries-long Silence, and can once again
manufacture spacecraft and other advanced technology. Stars Without Number belongs to a somewhat older
Other worlds are “lost worlds”, still cut off from inter- tradition in tabletop RPGs, one where characters
stellar trade and forced to make do with the resources aren’t so much “built” as they are “rolled”. Players
of their own planet. Lostworlders are often considered often don’t know who exactly they’re going to be
barbaric by technologically advanced worlds. playing in a campaign, and rely on random rolls to
determine a hero’s aptitudes and skills. Part of the
Tramp freighters, small merchant ships, and scout pleasure of the game is throwing these new-rolled
craft serve most worlds, even the most backward. If cyphers into play and exploring their personalities
your character comes from a primitive or isolated cul- and motivations directly through the events of the
ture, it’s probable that he or she hitched a ride aboard adventures they undertake.
such a ship to travel to a more cosmopolitan life. It may
or may not have been a voluntary choice. In most modern games, however, a player
expects to be able to create exactly the kind of PC
In actual play, your character should be motivated they’ve envisioned before the campaign begins.
to act, and to act as part of a group. The game does They don’t want to rely on random rolls to give
not deal well with hostile loners, apathetic brooders, or them the character they’re going to be playing.
other characters that have to be coaxed into engaging
with the world and cooperating with the rest of the This is a perfectly valid preference, and play-
group. The world of Stars Without Number is danger- ers who want to have full control over creating
ous, and characters who cringe from peril or insist on their hero can do so with an attribute array and
facing it alone will find only boredom or an early grave. skills picked from a selected background. Even
so, players without strong feelings on the matter
Every character should have a goal from the very might find it refreshing to let their hero’s past be
start. This might be something as simple as “become discovered by the unpredictable chance of the dice.
wealthy beyond my fondest dreams of avarice” or “be
known as the greatest pilot in the sector”. It might be
as elaborate as “engineer the downfall of the interstellar


4• Summary of Character Creation

A Summary of Character Creation

For your convenience, here’s a quick summary of the you can add two points to either Intelligence,
character creation process. Experienced players can Wisdom, or Charisma, or divide the bonus be-
simply go down the list to generate their next interstel- tween two of them.
lar freebooter, while those new to the game can use it as
a guide reference as they go through the steps detailed 6. Choose your class, representing those talents
on the following pages. A blank character sheet can be you have that are most relevant to an adven-
found at the end of the book. turer’s lifestyle. If your hero isn’t well-described
by Warrior, Expert, or Psychic, you can choose
Note that some steps indicate that you should roll Adventurer and mix your class abilities.
or pick skills, as described on page 7. The first time you
roll or pick a skill, it starts at level-0. The second time, 7. Choose your foci, representing the side talents
it becomes level-1. The third time, you can instead pick or particular specializations of your hero. You
any other non-psychic skill of your choice that’s less can pick one level of a focus of your choice.
than level-1. No novice hero’s skills can exceed level-1 Characters with the Expert class or the Partial
during character creation. Expert feature of the Adventurer class get one
level of a non-combat, non-psychic focus for
1. Roll your six attributes or assign them from an free in addition to this. They can spend both
array, using Strength, Dexterity, Constitution, levels on the same focus, starting with level 2
Intelligence, Wisdom, and Charisma. Attributes in it if they wish. Characters with the Warrior
reflect the basic potential of your hero. Roll 3d6 class or Partial Warrior feature of the Adventur-
six times and assign them in order, or use an er class can do the same in choosing one level of
array of 14, 12, 11, 10, 9, 7 assigned as you wish. a combat focus.
If you randomly roll your scores you may then
pick one attribute to change to a score of 14. 8. Optionally, if your GM is allowing alien PCs or
VI or True AI PCs, you can make your character
2. Mark down your attribute modifiers for each into one such creature by spending your focus
score. When rolling dice that are affected by an level on the appropriate origin focus. Aliens and
attribute, you don’t apply the whole score; in- VIs are described in the Xenobestiary chapter,
stead, you apply the attribute modifier. A score starting on page 192, while True AIs are part
of 3 is a -2, 4—7 is a -1, 8—13 is no modifier, of the deluxe Stars Without Number core book,
14—17 is +1, and 18 is +2. starting on page 280.

3. Pick a background from the list on page 9, one 9. Now pick one non-psychic skill of your choice to
that most closely reflects your hero’s past ex- reflect your hero’s outside interests, natural tal-
periences. You gain the skill listed under the ents, hobby expertise, or other personal focus.
background name at level-0, which equates to
an ordinary working knowledge of it. 10. If you’ve chosen the Psychic class or chosen to be
an Adventurer with the Partial Psychic ability,
4. Decide whether to roll for additional skills or you are a psychic PC, with powers described
pick them. If you pick skills, you can choose two in the following section, starting on page 28.
more skills from the Learning table for your Psychics can pick two psychic skills from those
background, with the exception of entries that listed on page 8, while Partial Psychics can pick
say “Any Skill”, which you may not pick. You one. If a Psychic picks the same skill twice, they
cannot pick entries from the Growth table. If get it at level-1 expertise, and can pick a free
you’re not sure what to pick, just take the “Quick level-1 technique from those listed for that dis-
Skills” listed for your background at level-0, cipline. Both Psychics and Partial Psychics get
which include your background’s beginning skill. the level-0 abilities associated with their skills,
as described under each discipline they possess.
5. If you choose to roll for your skills, you can roll up Both also have a maximum Effort score equal to
to three times, dividing up your rolls between 1 plus their highest psychic skill plus the better of
the Growth and Learning tables as you wish. their Wisdom or Constitution modifiers.
When you roll on the Growth table, some re-
sults may say “+2 Physical” or “+2 Mental”. In 11. Roll your maximum hit points on 1d6, adding
the former case, you can add two points to ei- your Constitution modifier. Even a penalty can’t
ther Strength, Dexterity, or Constitution, or one reduce your hit points below 1. Warrior PCs
point to two different stats. In the latter case,


Summary of Character Creation •5

Stars Without Number Administer Pilot Work Hitpoints / Conditions Character Sheet
Connect Program Biopsionics
18Name Exert Punch Metapsionics 11 Max: Attributes
Background Fix Precognition
Heal 4, 5, 9Shoot Telekinesis 3(-2) | 4-7(-1) | 8-13(+0) | 14-17(+1) | 18(+2)
3 Know Telepathy
Lead Sneak Teleportation 1, 2STR
Notice Stab
Class Perform Survive (1D6 + Con) x Level Warriors: Additional +2 per level DEX
Talk CON
6 Trade System Strain Permanent:

Level XP +3sp per lvl (Experts: +1 bonus non-combat) Cost: new value + 1 Max: +2 at lvl 3 | +3 at lvl 6 | +4 at lvl 9 Max = CON INT
WIS
Lvl 2 = 3xp Lvl 7 = 39xp Base Atk Bonus + 12Warrior = +Lvl | Other = +(Lvl ÷ 2) Skill Points Saves
Lvl 3 = 6xp Lvl 8 = 54xp CHA
Homeworld Lvl 4 = 12xp Lvl 9 = 72xp Partial Warrior = +1 at lvl 1 & lvl 5 Physical Evasion Mental
Lvl 5 = 18xp Lvl 10 = 93xp Boosts: 1st:1sp(lvl1) | 2nd:2sp(lvl1)
Employer Lvl 6 = 27xp Lvl 11+ = +24 Foci +1 Focus at lvl 2, lvl 5, lvl 7 & lvl 10 17 3rd:3sp(lvl3) | 4th:4sp(lvl6) | 5th:5sp(lvl9)

Species Range and Ammo Total Atk Bonus Lvl 16 - lvl - [Str | Con] 16 - lvl - [Dex | Int] 16 - lvl -[Wis | Cha]

Weapons + Cybernetics / Innate Abilities

Name 14, 15 + Lvl
Mods
+ 7,8 Lvl Psionic Techniques +1 on new Psychic Skill Lvl
Name Lvl
Mods +
Lvl
Name +
Mods Lvl 10
AC
Name Readied Items Max Enc = STR ÷ 2
Mods 16 AC
13
Name AC
Mods Psionic Effort Effort: 1 + Highest Psychic Skill + Highest of Wis or Con Max:

Armor Credits Debts

Name
Mods

Name
Mods

Name
Mods

and Adventurers with the Partial Warrior class 16. Record your Armor Class, the measure of how
option add 2 points to this total. Hit points in- hard it is to hurt your hero in a fight. Different
dicate how close your hero is to being defeated. suits of armor grant different Armor Classes; if
you aren’t wearing any armor at all, your base
12. Note down any base attack bonus you may have. AC is 10. Add your Dexterity modifier to this. In
The higher the attack bonus, the easier it is for order to hurt your PC, an enemy has to roll an
your hero to land a telling blow or shot on a attack roll on a d20, adding their attack bonus
hostile opponent. For most PCs, this bonus is and equaling or exceeding your Armor Class.
+0. If you are a Warrior or an Adventurer with
the Partial Warrior class option, it’s +1. 17. Note down your beginning saving throw scores
for your Physical, Evasion, and Mental saving
13. Choose one of the equipment packages on page 25 throws. Physical saves against poison, disease,
or roll 2d6 x 100 to find out how many starting or exhaustion are 15 minus the best of your
credits you have with which to buy gear. Strength or Constitution modifiers. Evasion
saves to dodge sudden perils or dive away from
14. Mark down your total hit bonus with your weap- explosives are 15 minus the best of your Intelli-
onry. This is equal to your base attack bonus, gence and Dexterity modifiers. Mental saves to
plus either your Punch, Stab, or Shoot skill de- resist psychic influence or mind-bending tech-
pending on the kind of weapon it is, plus your nology are 15 minus the best of your Wisdom or
relevant attribute modifier. The weapon tables Charisma modifiers. To resist these perils, you
starting on page 66 will tell you what attribute need to equal or beat the save on a d20.
is used for a particular weapon. If two attributes
are listed, use the best one for your hero. If you 18. Lastly, wrap up your PC with a name and a goal.
haven’t even got level-0 skill, take a -2 penalty. Every hero needs to have a goal when they set
out adventuring. This goal might change, but
15. Note down the damage done by your weapons. your PC should always have some reason to go
This is equal to its base damage dice plus its at- out and interact with the world before them.
tribute modifier. If it’s a Punch weapon, you can Stay-at-home PCs and those unwilling to dare
add your Punch skill as well. greatly for their aims are rarely fun to play.


6• Attributes

Attributes Attribute Affects....
Strength
The first step in creating a character is to determine Dexterity Physical prowess, melee combat,
the character’s six attributes. Attributes describe how Constitution carrying gear, brute force
strong, quick, clever, perceptive, hardy, or charming Intelligence
your hero might be. Attributes are measured by scores Wisdom Speed, evasion, manual dexterity,
ranging from 3 to 18, with 3 reflecting an attribute Charisma reaction time, combat initiative
so weak that the PC is barely fit for adventuring and
an 18 marking the maximum possible aptitude for an Hardiness, enduring injury, resisting
ordinary human. toxins, going without food or sleep

To generate a character’s attributes, roll 3d6 six Memory, reasoning, technical skills,
times and assign the results in order to Strength, Dex- general education
terity, Constitution, Intelligence, Wisdom, and Charis-
ma. You may then change one attribute of your choice Noticing things, making judgments,
to 14 if you wish to ensure that your new adventurer reading situations, intuition
is gifted in at least one way.
Commanding, charming, attracting
If you prefer not to roll, you may instead assign attention, being taken seriously
the following scores to your attributes in any order you
wish: 14, 12, 11, 10, 9, and 7. If you assign your scores, Attribute Score Modifier
you cannot replace one of them with a 14. -2
3 -1
Once you’ve assigned your attributes, record the 4—7 +0
modifier for each of them. This modifier is applied to 8—13 +1
relevant skill checks or other rolls related to the attri- 14—17 +2
bute. If your attribute score changes during play, ei-
ther from some crippling injury or from improvements 18
granted by your background or experience, you should
make sure to update any changed modifier.

Rolling a PC’s Attributes

Simon’s rolling up a character for a new campaign. Simon takes three six-sided dice in hand and
The first step is to figure out what kind of hero he’s rolls them six times, assigning each number in order
going to be playing in the upcoming game, and that to his Strength, Dexterity, Constitution, Intelligence,
means determining attributes. Wisdom, and Charisma scores. His results are 10, 4,
13, 16, 8, and 7.
If Simon had a particular concept he knew he
wanted to play, choosing to use the array might be Since 10 or 11 is an average human score, Simon
a good idea. It provides a predictable set of numbers can see that this PC has a very considerable intel-
he can put in whatever order he wishes, and unless lect counterbalanced by pronounced clumsiness and
his concept requires that his PC be particularly gifted poor social skills. Because he rolled his statistics, he
in more than one attribute, the 14 that’s part of the can replace one of the rolls with a score of 14. After
array would ensure that he was capable in whatever some consideration, Simon decides that swapping
natural aptitude was most important to the concept. out his bad Dexterity score makes the most sense.

On the other hand, even if he rolls the dice, he Now Simon notes down the attribute modifi-
knows his hero is going to be good at something. He ers for each of his scores: a Strength of 10 is +0, a
can put that free 14 in any attribute he wishes, so if Dexterity of 14 is +1, a Constitution of 13 is +0, an
all he cares about is making sure his PC is quick, he Intelligence of 16 is +1, a Wisdom of 8 is +0, and a
can rest assured that random rolling will still pro- Charisma of 7 is -1.
duce a quick PC.
When rolling skill checks, attack rolls, or other
Simon, however, really doesn’t have any partic- things modified by an attribute, Simon will be using
ular concept he knows he wants to play for this cam- the modifier rather than the full attribute score. The
paign. He decides he’s going to let the dice determine scores themselves might change a little due to his
what kind of hero he’s going to play. Letting the dice hero’s background or future personal training, but
make the decision helps him break out of any ruts he mostly they’ll serve as cues for playing the PC. With
might be in when it comes to character concepts, and a Wisdom of 8, for example, Simon’s hero might not
it can make him consider ideas that might be fresher have a penalty to rolls, but he probably makes the
in play than his usual fare. occasional decision he lives to regret.


Skills •7

Skills Skill Checks

Your hero’s learned capabilities are skills, and every Your hero is assumed to be competent at all the ordi-
star-faring adventurer has their share of them. A hero nary functions of their role and background. If he’s a
can usually attempt to do anything, whether it’s to moisture farmer from a back-of-nowhere desert world,
climb a sun-scorched cliff on an alien world, talk down he’s going to know how to keep a dew still running and
an enraged lostworlder warlord, or fire a mag rifle at how to put on a coolsuit. If she’s a corporate magnate’s
a charging xenomorph, but having the right skill can succession-groomed daughter from a megacorp-dom-
make a vast difference in results. inated hiveworld, she’s going to know how to read a
balance sheet and speak during a meeting with C-level
Skills are measured in a rating from level-0 for executives. They will never fail at these basic tasks un-
competent practitioners to level-4 for the best in the less some situation makes them much harder than usual.
sector. Novice heroes start with level-0 or level-1 in
their skills. You’ll choose or roll skills in the next sec- Sometimes, however, the hero will be faced with
tion, when you select a background for your character. a situation outside their usual experience, or will try
to accomplish a normal task while under considerable
Skill Level Basic competence in the skill, such as strain or disadvantage. In those cases, you’ll need to
Level-0 an ordinary practitioner would have roll a skill check.
Level-1
Level-2 An experienced professional in the To roll a skill check, roll 2d6 and add the most
Level-3 skill, clearly better than most applicable attribute modifier and skill level. If the total
Level-4 is equal or greater than the difficulty of the check, you
Veteran expert, one respected even succeed. If less, something goes wrong, or you fail out-
by those with considerable experience right in the attempt, or something unexpected happens.

Master of the skill, likely one of the If you haven’t even got level-0 in the relevant skill
best on the planet you take a -1 penalty to the roll. Some particularly tech-
nical or difficult feats might not be achievable at all
Superlative expertise, one of the best without some grounding in the skill.
in the entire stellar sector.


8• Attributes Pilot: Use this skill to pilot vehicles or ride beasts. Roll
it to fly spaceships, drive vehicles, ride animals,
The Skill List or tend to basic vehicle repair. This skill doesn’t
help you with things entirely outside the scope
The following skills are standard choices for most cam- of your background or experience, though with
paigns. Games set in unusual reaches of space or unique some practice a PC can expand their expertise.
settings might alter this list.
Program: Operating or hacking computing and com-
Skills are general, and some of them may overlap munications hardware. Roll it to program or hack
in some situations. A hero trying to clear a jammed dis- computers, control computer-operated hardware,
ruptor cannon before the aliens break through the door operate communications tech, or decrypt things.
might plausibly check either Fix to repair it or Shoot to
represent their familiarity with weapons maintenance. Punch: Use it as a combat skill when fighting unarmed.
Assuming the GM agrees, you can roll whichever skill If your PC means to make a habit of this rather
is better for you. than as a recourse of desperation, you should take
the Unarmed Fighter focus described later.
Administer: Manage an organization, handle paper-
work, analyze records, and keep an institution Shoot: Use it as a combat skill when using ranged weap-
functioning on a daily basis. Roll it for bureau- onry, whether hurled rocks, bows, laser pistols,
cratic expertise, organizational management, le- combat rifles, or ship’s gunnery.
gal knowledge, dealing with government agencies,
and understanding how institutions really work. Sneak: Move without drawing notice. Roll it for stealth,
disguise, infiltration, manual legerdemain, pick-
Connect: Find people who can be helpful to your pur- pocketing, and the defeat of security measures.
poses and get them to cooperate with you. Roll
it to make useful connections with others, find Stab: Use it as a combat skill when wielding melee
people you know, know where to get illicit goods weapons, whether primitive or complex.
and services, and be familiar with foreign cultures
and languages. You can use it in place of Talk for Survive: Obtain the basics of food, water, and shelter
persuading people you find via this skill. in hostile environments, along with avoiding their
natural perils. Roll it to handle animals, navigate
Exert: Apply trained speed, strength, or stamina in difficult terrain, scrounge urban resources, make
some feat of physical exertion. Roll it to run, jump, basic tools, and avoid wild beasts or gangs.
lift, swim, climb, throw, and so forth. You can use
it as a combat skill when throwing things, though Talk: Convince other people of the facts you want them
it doesn’t qualify as a combat skill for other ends. to believe. What they do with that conviction may
not be completely predictable. Roll it to persuade,
Fix: Create and repair devices both simple and complex. charm, or deceive others in conversation.
How complex will depend on your character’s
background; a lostworlder blacksmith is going to Trade: Find what you need on the market and sell what
need some study time before he’s ready to fix that you have. Roll it to sell or buy things, figure out
broken fusion reactor, though he can do it eventu- where to purchase hard-to-get or illicit goods, deal
ally. Roll it to fix things, build things, and identify with customs agents, or run a business.
what something is supposed to do.
Work: This is a catch-all skill for professions not repre-
Heal: Employ medical and psychological treatment for sented by other skills. Roll it to work at a particular
the injured or disturbed. Roll it to cure diseases, profession, art, or trade.
stabilize the critically injured, treat psychological
disorders, or diagnose illnesses. Psychic Skills

Know: Know facts about academic or scientific fields. Unlike other skills, psychic skills are restricted to char-
Roll it to understand planetary ecologies, remem- acters with the Psychic class or the Partial Psychic class
ber relevant history, solve science mysteries, and option for Adventurers. You cannot choose or roll
know the basic facts about rare or esoteric topics. these skills in character creation unless specifically told
to pick a psychic skill.
Lead: Convince others to also do whatever it is you’re
trying to do. Talk might persuade them that fol- Biopsionics: Master powers of physical repair, body aug-
lowing you is smart, but Lead can make them do mentation, and shapeshifting.
it even when they think it’s a bad idea. Roll it to
lead troops in combat, convince others to follow Metapsionics: Master powers that nullify, boost, and
you, or maintain morale and discipline. shape the use of other psychic abilities.

Notice: Spot anomalies or interesting facts about your Precognition: Master the ability to sense future events
environment. Roll it for searching places, detect- and control probability.
ing ambushes, spotting things, and reading the
emotional state of other people. Telekinesis: Master the remote control of kinetic energy
to move objects and fabricate force constructs.
Perform: Exhibit some performative skill. Roll it to
dance, sing, orate, act, or otherwise put on a con- Telepathy: Master the reading and influencing of other
vincing or emotionally moving performance. sapient minds.

Teleportation: Master the arts of physical translocation
of yourself and allies.


backgrounds •9

Choosing a Background Training Skills and Attributes

It’s unlikely that your character sprang forth full-grown When your character is allowed to pick or roll a skill,
from the endless depths of space, so it’s probable that he you learn it at level-0 expertise the first time you re-
or she had some sort of background before adventuring ceive it. If you receive it a second time, it becomes lev-
and some kind of training in a field suitable for the life el-1. If some mechanic or skill choice allows or obliges
of an interstellar wayfarer. Of course, the call of adven- you to pick it a third time, you can instead choose any
ture is somewhat indiscriminate, and some people from non-psychic skill in its place. The only way to raise
very unlikely walks of life might find themselves hurled psychic skills during character creation is via special
into the potentially-lethal excitement of deep space. To abilities or foci that specifically boost them. No starting
determine your hero’s past training, you need to choose character can begin with a skill level higher than level-1.
or roll a background.
Sometimes you’re allowed to pick “Any Skill”. This
A background is simply a thumbnail description means you can choose any non-psychic skill to improve.
of the kind of life your hero lived before they took up Other entries that read “Any Combat” mean that you
adventuring. It may not have been the only thing they can pick either Stab, Shoot, or Punch as you choose.
did with their life, but it’s the thing that taught them You cannot raise psychic skills with “Any Skill” picks.
most of their existing skills.
Rolls on the Growth table that improve your basic
When you’ve chosen or rolled your background, attributes can boost them up to a maximum of 18. A
take a moment to think about your character’s past. bonus that applies to “Any Stat” can be applied to any
Decide how your character came to take up that pro- attribute. If the roll says to add the bonus to Physical at-
fession, and what made them put it down to follow a tributes, you can add the bonus to either Strength, Dex-
more adventurous lifestyle. Did they do it for excite- terity, or Constitution. If the roll says to add a bonus
ment? Friendship? Money? Or were they just running to your Mental attributes, you can apply the points to
from a situation they couldn’t handle? either Intelligence, Wisdom, or Charisma. If the bonus
is +2, you may split the points between two different
You will also want to pick a homeworld for your attributes of the appropriate type if you wish.
PC. Your GM can give you some suggestions for worlds
in their campaign that would fit your character concept, d20 Background
or you might simply make up your own homeworld or
native space habitat with the GM’s permission, as you 1 Barbarian, born of a primitive world
might be from some far-distant sector of space.
2 Clergy, a consecrated man or woman
Twenty backgrounds are provided on the follow-
ing pages. You may roll randomly to see where your 3 Courtesan, trading on pleasurable company
hero comes from, or pick one that suits you. If none of
the backgrounds appeal to you, you can simply describe 4 Criminal. thief, rogue, liar, or worse
your hero’s prior life to the GM and pick any three
skills that fit that past. 5 Dilettante, with money if not purpose

Backgrounds, Skills, and Growth 6 Entertainer, artful and beguiling

Once you pick a background, your hero gains several 7 Merchant, whether peddler or far trader
skills associated with their past.
8 Noble, by blood or by social capital
First, you get the free skill associated with the
background. Every member of that role or profession 9 Official, a functionary of some greater state
needs this skill to function competently, so your hero
gets it as well. 10 Peasant, whether primitive or high-tech

Next, you may either pick two other skills from 11 Physician, a healer of the sick and maimed
the Learning table for your background, or make three
random rolls divided between the Growth and Learn- 12 Pilot, or rider, or sailor, or vehicle-driver
ing tables. If you pick skills, you can select exactly the
talents you want for your hero, while going with ran- 13 Politician, aspiring to leadership and control
dom rolls allows your character a little wider range of
competence and the option of attribute improvements 14 Scholar, a scientist or academic
at the cost of perfect control over their development. If
you pick skills, you may pick the same skill twice if you 15 Soldier, whether mercenary or conscript
wish, to improve its starting proficiency.
16 Spacer, dwelling in the deep-space habs
If you’re not sure what to pick, just take the three
skills listed under “Quick Skills” for your background. 17 Technician, artisan, engineer, or builder
They’re the ones most critical to the profession.
18 Thug, ruffian, or strong arm of the people

19 Vagabond, roaming without a home

20 Worker, a cube drone or day laborer


10• backgrounds

Barbarian Free Skill d6 Growth d8 Learning
Survive-0 1 +1 Any Stat 1 Any Combat
Standards of barbarism vary when many worlds 2 +2 Physical 2 Connect
are capable of interstellar spaceflight, but your Quick Skills 3 +2 Physical 3 Exert
hero comes from a savage world of low technology Survive-0 4 +2 Mental 4 Lead
and high violence. Their planet may have survived Notice-0 5 Exert 5 Notice
an all-consuming war, or been deprived of critical Any Combat-0 6 Any Skill 6 Punch
materials or energy resources, or simply have been 7 Sneak
colonized by confirmed Luddites. Other barbarians 8 Survive
might be drawn from the impoverished underclass
of advanced worlds or the technologically-degen-
erate inheritors of some high-tech space station or
planetary hab.

Clergy Free Skill d6 Growth d8 Learning
Talk-0 1 +1 Any Stat 1 Administer
Faith is nigh-universal among human civilizations, 2 +2 Mental 2 Connect
and your hero is dedicated to one such belief. Some Quick Skills 3 +2 Physical 3 Know
clergy are conventional priests or priestesses, while Talk-0 4 +2 Mental 4 Lead
others might be cloistered monastics or nuns, or Perform-0 5 Connect 5 Notice
more martial warrior-monks. Modern-day faiths Know-0 6 Any Skill 6 Perform
such as Christianity, Islam, Judaism, Hinduism, 7 Talk
Buddhism, and other creeds all exist in various sec- 8 Talk
tors, often in altered form, while some worlds have
developed entirely new deities or faiths. If you’d like
to create your own religion, you can work with the
GM to define its characteristic beliefs.

Building a Background for a PC

Simon’s got his hero’s attributes set, but those are just His first roll is on the Growth table, and it
part of making a character. He also needs to figure comes up “+2 Mental”. He immediately puts it into
out where this hero came from, and what kind of Intelligence, raising the score to 18 and giving it a +2
life they’ve led before they took up the mantle of an modifier instead of +1. Basil is a brilliant man.
adventuring existence.
His second roll he makes on the Learning table,
If he had a particular preference for a back- and it comes up “Know”. He already has Know at
ground, he could simply pick one of the list on page level-0, so now he gets Know-1. His third roll comes
9. If none of those fit, he could just write down a up “Talk”, giving him Talk-0.
few sentences about the background he did want and
pick three skills that fit it, assuming the GM agreed A brief view of Basil’s history shows him as a
it made sense, or rolled on the existing background brilliant young scholar with a keenly refined mind,
tables that best fit their custom past. But Simon is an excellent grasp of intellectual topics, and enough
still uncertain about the nature of his hero, so he glibness to get through a thesis defense. Simon de-
decides to roll randomly for a background. cides that Basil’s occasional fits of social ineptitude
have torpedoed his career in academia, however, and
He gets a 15, so his hero is a scholar. As a scholar, have forced him out into the world to make a living
he automatically gets the Know skill at level-0, and as an interstellar freebooter.
needs to decide what kind of scholar he is. Simon
considers his options and decides to go with some- Simon also needs to pick a homeworld for Basil.
thing he knows; his PC is a literature post-doc by the While he could ask the GM for a list of likely places,
name of Basil Hayes. he decides that Basil hails from the cold and inhospi-
table world of Karelia, a planet that relies mostly on
Simon decides that Basil should continue with trading the long-duty service contracts of its citizens
his random rolling rather than just choosing two to other, wealthier worlds in exchange for vital tech.
more skills from the Learning table for a scholar. The GM thinks that Karelia sounds like the sort of
Because he chooses to randomly roll, he can make world that would fit in the campaign, and so allows
three rolls, splitting them as he wishes between the it. Simon can make up any other details of the world
Learning or the Growth table. that are needed as the campaign plays out.


backgrounds •11

Courtesan Free Skill d6 Growth d8 Learning
Perform-0 1 +1 Any Stat 1 Any Combat
Your hero’s career was one of proffered pleasure. 2 +2 Mental 2 Connect
Simple prostitution is one form of this background, Quick Skills 3 +2 Mental 3 Exert
perhaps as an ordinary streetwalker, a part-time Perform-0 4 +2 Physical 4 Notice
amateur with bills to pay, or an expensive com- Notice-0 5 Connect 5 Perform
panion to the wealthy, but other forms of satisfac- Connect-0 6 Any Skill 6 Survive
tion exist among the many worlds. Refined artists 7 Talk
of conversation and grace command high fees in 8 Trade
some societies, while others pay well for the sim-
ple company of certain men and women with the
right bloodlines, special appearance, or auspicious
personal qualities esteemed by their culture.

Criminal Free Skill d6 Growth d8 Learning
Sneak-0 1 +1 Any Stat 1 Administer
Whether thief, murderer, forger, smuggler, spy, or 2 +2 Mental 2 Any Combat
some other variety of malefactor, your hero was a Quick Skills 3 +2 Physical 3 Connect
criminal. Some such rogues are guilty only of cross- Sneak-0 4 +2 Mental 4 Notice
ing some oppressive government or offending a Connect-0 5 Connect 5 Program
planetary lord, while others have done things that Talk-0 6 Any Skill 6 Sneak
no civilized society could tolerate. Still, their ability 7 Talk
to deal with the most desperate and dangerous of 8 Trade
contacts and navigate the perils of a less-than-legal
adventure can make them attractive associates for a
party of freebooters bent on profit and glory more
than strict legality.

Dilettante Free Skill d6 Growth d8 Learning
Connect-0 1 +1 Any Stat 1 Any Skill
Your hero never had a profession, strictly speaking, 2 +1 Any Stat 2 Any Skill
but spent their formative years in travel, socializing, Quick Skills 3 +1 Any Stat 3 Connect
and a series of engaging hobbies. They might have Connect-0 4 +1 Any Stat 4 Know
been the scion of a wealthy industrialist, a planetary Know-0 5 Connect 5 Perform
noble’s younger offspring, or a hanger-on to some- Talk-0 6 Any Skill 6 Pilot
one with the money and influence they lacked. By 7 Talk
the time your hero’s adventures start, they’ve run 8 Trade
through the money that once fueled their lifestyle.
Extreme measures may be necessary to acquire fur-
ther funding.

Entertainer Free Skill d6 Growth d8 Learning
Perform-0 1 +1 Any Stat 1 Any Combat
Singers, dancers, actors, poets, writers… the inter- 2 +2 Mental 2 Connect
stellar reaches teem with artists of unnumbered Quick Skills 3 +2 Mental 3 Exert
styles and mediums, some of which are only physi- Perform-0 4 +2 Physical 4 Notice
cally possible with advanced technological support. Talk-0 5 Connect 5 Perform
Your hero was a dedicated entertainer, one likely Connect-0 6 Any Skill 6 Perform
focused in a particular form of art. Patrons and 7 Sneak
talent scouts can be temperamental, however, and 8 Talk
sometimes a budding artist needs to take steps to
find their audience. Or at least, to find their audi-
ence’s money.


12• backgrounds

Merchant Free Skill d6 Growth d8 Learning
Trade-0 1 +1 Any Stat 1 Administer
Your hero was or is a trader. Some merchants are 2 +2 Mental 2 Any Combat
mere peddlers and shopkeepers on primitive, low- Quick Skills 3 +2 Mental 3 Connect
tech worlds, while others are daring far traders Trade-0 4 +2 Mental 4 Fix
who venture to distant worlds to bring home their Talk-0 5 Connect 5 Know
alien treasures. The nature of trade varies widely Connect-0 6 Any Skill 6 Notice
among worlds. On some of them, it’s a business of 7 Trade
soberly-dressed men and women ticking off trades 8 Talk
on virtual terminals, while on others it is a more…
active pursuit, requiring the judicious application of
monoblades and deniable gunfire against compet-
itors. Sometimes a deal goes bad or capital needs
to be raised, and a merchant’s natural talents are
turned toward the perils of adventure.

Noble Free Skill d6 Growth d8 Learning
Lead-0 1 +1 Any Stat 1 Administer
Many planets are ruled by a class of nobles, and your 2 +2 Mental 2 Any Combat
hero was a member of one such exalted group. Such Quick Skills 3 +2 Mental 3 Connect
planets are often worlds of exquisite courtesy al- Lead-0 4 +2 Mental 4 Know
loyed with utterly remorseless violence, and a mis- Connect-0 5 Connect 5 Lead
placed word at the morning levee can result in an Administer-0 6 Any Skill 6 Notice
executioner’s monoblade at noon. Your hero has 7 Pilot
done something or been the victim of something to 8 Talk
dislodge them from their comfortable place at court.
Without their familiar allies, wealth, or influence,
they must take a new place in the world, however
distasteful that claiming might be.

Official Free Skill d6 Growth d8 Learning
Administer-0 1 +1 Any Stat 1 Administer
Most advanced worlds run on their bureaucra- 2 +2 Mental 2 Any Skill
cies, the legions of faceless men and women who Quick Skills 3 +2 Mental 3 Connect
fill unnumbered roles in keeping the government Administer-0 4 +2 Mental 4 Know
running as it should. Your hero was one such offi- Talk-0 5 Connect 5 Lead
cial. Some were law enforcement officers, others Connect-0 6 Any Skill 6 Notice
government office clerks or tax officials or trade 7 Talk
inspectors. However necessary the work may be, 8 Trade
it is often of unendurably tedious nature, and any
man or woman with an adventurous spark to their
blood will soon find themselves desperate for more
exciting use of their talents.

Peasant Free Skill d6 Growth d8 Learning
Exert-0 1 +1 Any Stat 1 Connect
A technologically-advanced world can usually pro- 2 +2 Physical 2 Exert
duce all its necessary foodstuffs and basic resources Quick Skills 3 +2 Physical 3 Fix
with a handful of workers, the bulk of the labor be- Exert-0 4 +2 Physical 4 Notice
ing performed by agricultural bots. On more prim- Sneak-0 5 Exert 5 Sneak
itive worlds, or those with a natural environment Survive-0 6 Any Skill 6 Survive
that requires close personal attention to crops, a 7 Trade
class of peasants will emerge. These men and wom- 8 Work
en often become chattel, part and parcel of the land
they occupy and traded among their betters like the
farm equipment of richer worlds. Your hero was
not satisfied with that life, and has done something
to break free from their muddy and toilsome past.


backgrounds •13

Physician Free Skill d6 Growth d8 Learning
Heal-0 1 +1 Any Stat 1 Administer
Bodies wear and break, even on worlds that pos- 2 +2 Physical 2 Connect
sess the full resources of advanced postech medicine. Quick Skills 3 +2 Mental 3 Fix
Your hero was a physician, one trained to cure the Heal-0 4 +2 Mental 4 Heal
maladies of the body or the afflictions of the mind. Know-0 5 Connect 5 Know
Some physicians are conventional health workers, Notice-0 6 Any Skill 6 Notice
while others are ship’s surgeons, military medics, 7 Talk
missionary healers of an expanding faith, or dubi- 8 Trade
ous slum doctors who’ll graft over laser burns with
no awkward questions asked. Wherever men and
women go into danger, however, the skills of a phy-
sician are eagerly sought.

Pilot Free Skill d6 Growth d8 Learning
Pilot-0 1 +1 Any Stat 1 Connect
A pilot’s role is a broad one in the far future. The 2 +2 Physical 2 Exert
most glamorous and talented navigate starships Quick Skills 3 +2 Physical 3 Fix
through the metadimensional storms of interstellar Pilot-0 4 +2 Mental 4 Notice
space, while less admired figures fly the innumera- Fix-0 5 Connect 5 Pilot
ble intra-system shuttles and atmosphere craft that Shoot or Trade-0 6 Any Skill 6 Pilot
serve in most advanced systems. On other worlds, 7 Shoot
this career might reflect a long-haul trucker, or a 8 Trade
horse-riding messenger, or an intrepid sailor on an
alien sea. As the Pilot skill covers all these modes
of transport, any character whose role revolves
around vehicles or riding beasts might justify their
selection of this career.


14• backgrounds

Politician Free Skill d6 Growth d8 Learning
Talk-0 1 +1 Any Stat 1 Administer
The nature of a political career varies from world 2 +2 Mental 2 Connect
to world. On some, it’s much like one we’d recog- Quick Skills 3 +2 Mental 3 Connect
nize, with glad-handing voters, loud rallies, and Talk-0 4 +2 Mental 4 Lead
quiet back room deals with supposed rivals in Lead-0 5 Connect 5 Notice
government. On others, it might involve a great Connect-0 6 Any Skill 6 Perform
deal more ceremonial combat, appeals to councils 7 Talk
of elders, and success at ritual trials. Whatever the 8 Talk
details, your hero was a politician in their home
culture. Something went wrong, though, and the
only way to fix it is to get clear of your constitu-
ents for a while and seek some alternative means
of advancement.

Scholar Free Skill d6 Growth d8 Learning
Know-0 1 +1 Any Stat 1 Administer
Scientists, sages, and professors all qualify under 2 +2 Mental 2 Connect
this career. Your hero was one such, a man or Quick Skills 3 +2 Mental 3 Fix
woman with a life dedicated to knowledge and un- Know-0 4 +2 Mental 4 Know
derstanding. It might have involved the technical Connect-0 5 Connect 5 Notice
expertise of a metadimensional structures engineer Administer-0 6 Any Skill 6 Perform
or the sacred memorization of the chronicles of 7 Program
some lostworlder sage-order, but your hero’s life 8 Talk
was in learning. Sometimes that learning cannot be
found in familiar surroundings, however, and for
one reason or another, willing or not, your hero
must venture out into the wider world.

Soldier Free Skill d6 Growth d8 Learning
Any Combat-0 1 +1 Any Stat 1 Administer
Whatever the technology or structure of their par- 2 +2 Physical 2 Any Combat
ent world, a soldier’s work is universal. Your hero Quick Skills 3 +2 Physical 3 Exert
was a professional fighter, whether that took the Any Combat-0 4 +2 Physical 4 Fix
form of a barbarian noble’s thegn, a faceless con- Exert-0 5 Exert 5 Lead
script in a planetary army, or an elite soldier in the Survive-0 6 Any Skill 6 Notice
service of a megacorp’s private military. Whether it 7 Sneak
was because they were on the losing side, choosing 8 Survive
to leave the service, or being forced to flee a cause
they couldn’t fight for, they now find themselves
navigating a world where their most salable skill
is one that can cause them a great deal of trouble.

Spacer Free Skill d6 Growth d8 Learning
Fix-0 1 +1 Any Stat 1 Administer
Almost every advanced world is highly dependent 2 +2 Physical 2 Connect
upon the resources that space flight brings them. Quick Skills 3 +2 Physical 3 Exert
Some of this work can be automated, but every re- Fix-0 4 +2 Mental 4 Fix
ally important task needs a flexible human operator Pilot-0 5 Exert 5 Know
to oversee the work. Your hero is one such spacer, Program-0 6 Any Skill 6 Pilot
either a worker who toils in the sky or a native void- 7 Program
born man or woman who has spent their entire 8 Talk
life outside of natural gravity. It’s not uncommon
for such workers to find better prospects in places
where they can breathe without a vacc suit.


backgrounds •15

Technician Free Skill d6 Growth d8 Learning
Fix-0 1 +1 Any Stat 1 Administer
Old things break and new things need to be made. 2 +2 Physical 2 Connect
Whether a humble lostworlder blacksmith or an Quick Skills 3 +2 Mental 3 Exert
erudite astronautic engineer, your hero made a ca- Fix-0 4 +2 Mental 4 Fix
reer out of building and mending the fruits of tech- Exert-0 5 Connect 5 Fix
nology. While almost every society has a need for Notice-0 6 Any Skill 6 Know
such services, not all of them treat their providers as 7 Notice
generously as a technician might wish. Sometimes, 8 Pilot
these same talents can be turned toward less licit
ends, and a skilled technician’s expertise is always
useful to an adventuring group that plans to rely on
anything more sophisticated than a sharpened stick.

Thug Free Skill d6 Growth d8 Learning
Any Combat-0 1 +1 Any Stat 1 Any Combat
Your hero was a bruiser. They might have had a no- 2 +2 Mental 2 Connect
tional allegiance to some so-called “army”, or have Quick Skills 3 +2 Physical 3 Exert
been part of some crime boss’ strong-arm crew, or Any Combat-0 4 +2 Physical 4 Notice
simply been a private contractor of misfortune for Talk-0 5 Connect 5 Sneak
those who failed to pay up. They might have even Connect-0 6 Any Skill 6 Stab or Shoot
been a fist in a righteous cause, defending their 7 Survive
neighborhood from hostile outsiders or serving as 8 Talk
informal muscle for a local leader in need of pro-
tection. Whatever the details, they’ve had to move
on from their old life, and their new one is likely to
involve a similar application of directed force.

Vagabond Free Skill d6 Growth d8 Learning
Survive-0 1 +1 Any Stat 1 Any Combat
A dilettante has money and friends; your hero sim- 2 +2 Physical 2 Connect
ply has the road. Whether they were knocked loose Quick Skills 3 +2 Physical 3 Notice
from polite society at a young age or have recently Survive-0 4 +2 Mental 4 Perform
found themselves cast out of a familiar life, they Sneak-0 5 Exert 5 Pilot
now roam the ways of the world and the spaces be- Notice-0 6 Any Skill 6 Sneak
tween. Some heroes find this life satisfying, with its 7 Survive
constant novelty and the regular excitement of bare 8 Work
survival. Others long for a more stable arrangement,
and are willing to lend their pragmatic talents to a
group that offers some prospect of profit.

Worker Free Skill d6 Growth d8 Learning
Work-0 1 +1 Any Stat 1 Administer
Countless in number, every industrialized world 2 +1 Any Stat 2 Any Skill
has swarms of workers to operate the machines and Quick Skills 3 +1 Any Stat 3 Connect
perform the labor that keeps society functioning. Connect-0 4 +1 Any Stat 4 Exert
Cooks, factory laborers, mine workers, personal Exert-0 5 Exert 5 Fix
servants, lawyers, clerks, and innumerable other Work-0 6 Any Skill 6 Pilot
roles are covered under this career. If your hero 7 Program
rolls or picks Work as a skill but has a career that 8 Work
would better fit another existing skill, they may sub-
stitute it accordingly. Thus, a wage-slave program-
mer might take Program instead of Work, while a
lawyer would use Administer instead as a reflection
of their litigious talent.


16• Character Classes troubled by anything worse than portside brawls, but
inside her burns a seething, latent fury that is ready to
Character Classes explode at the first opportunity. She’s a Warrior, even
though she might not realize her talents until the first
In one way or another, your character is cut out for time she snatches up a dropped laser rifle and unleashes
adventure. Your hero might be a veteran combatant, a barrage of death on a pack of alien warbeasts. You
skilled with blade or laser, or they might be a psychic should pick whatever class for your hero that matches
gifted with uncanny abilities. It’s just as possible that the kind of play you want to have with them.
they could have remarkable talents as a pilot, or be
the smoothest grifter in the hive-slum they grew up There are four possible classes you can choose for
in. Whatever their particular background, your hero’s your hero: Adventurer, Expert, Psychic, and Warrior.
primary focus is their class. Experts are PCs that rely on non-combat skills such as
stealth, persuasion, technical expertise, piloting skills,
Your class represents your hero’s best set of tools vast learning, or personal connections. Psychics are
for dealing with their problems. They’re the skills and those rare men and women affected by Metadimen-
capabilities that they’re most likely to turn to to resolve sional Extroversion Syndrome, ones capable of chan-
a problem, but not their only tools. A Psychic can still neling these metadimensional energies to perform
shoot a gun and a Warrior can try to fast-talk a mark. feats of telekinesis, precognition, telepathy, and other
psionic disciplines. Warriors are hardened combatants,
Choosing a class helps ensure that your hero is skilled in the arts of war and violent conflict, and Ad-
good at something that might contribute to a bold party venturers include those with a mix of talents and abili-
of interstellar adventurers. Experts always have a knack ties, ones who don’t fit well into one of the other classes.
at exercising non-combat skills, Warriors are always
good in a scrap, and Psychics always have a unique Choose a class that best fits your character’s con-
power or two to employ at need. Your hero might have cept. If Expert, Psychic, or Warrior don’t fit your image
led a quiet life as a starport customs clerk until recently, of your hero, or if you want to customize their abilities,
but their natural talents will ensure that they can do you can choose the Adventurer class.
something that the rest of the group will find useful.

In the same vein, you don’t have to choose a class
that “naturally” fits with your background. That star-
port customs clerk might have led a peaceful life un-


Character Classes •17

Expert Class Abilities

Your hero is exceptionally good at a useful skill. Doc- Every Expert PC has certain special abilities.
tors, cat burglars, starship pilots, grifters, technicians,
or any other concept that focuses on expertise in a • You gain a free level in a non-combat focus relat-
non-combat skill should pick the Expert class. Experts ed to your background. Most concepts will take
are the best at such skills and gain more of them than Specialist in their main skill, though Diplomat, Star-
other classes do. farer, Healer, or some other focus might suit better.
You may not take a combat-oriented focus with
Just as a Warrior can be relied upon to make a this perk. In case of uncertainty, the GM decides
shot when the chips are down, an Expert has a knack whether or not a focus is permitted.
for succeeding at the moments of greatest importance.
Once per scene, an Expert can reroll a failed skill check, • Once per scene, you can reroll a failed skill check,
taking the new result if it’s better. This benefit can be taking the new roll if it’s better.
applied to any skill check, even those that the Expert
isn’t specially focused in. Their natural talent bleeds • When you advance an experience level, you
over into everything they do. gain a bonus skill point that can be spent on any
non-combat, non-psychic skill. You can save this
In their chosen field, however, the Expert is excep- point to spend later if you wish.
tionally gifted. Aside from the free focus level that all
PCs get at the start of the game, an Expert can choose Hit Points and Attack Bonus
an additional level in a non-combat focus related to
their background. They can spend both of these levels To get your starting maximum hit points, roll 1d6 and
on the same focus if they wish, thus starting the game add your Constitution modifier, to a minimum of 1 hit
with level 2 in that particular knack. point. Your attack bonus is equal to half your character
level, rounded down, so it’s +0 at first level.
Psychic
Class Abilities
Your hero has received training in controlling their nat-
ural Metadimensional Extroversion Syndrome, and can Every Psychic PC has certain special abilities.
wield the psychic powers that come from that strange
affliction. Controlling and developing psychic abilities • Unlike Warriors or Experts, you are capable of
is an extremely demanding process but allows for feats learning psychic disciplines and their associated
wholly impossible to ordinary men and women. techniques, as described starting on page 28.

Psychics are extremely rare in the general popula- • When you pick this class, choose any two psychic
tion. Averages vary with worlds, but most range from skills as bonus skills. You can pick the same one
one in ten thousand to one in a hundred thousand who twice to obtain level-1 proficiency in it and a free
have the MES condition that make them amenable to level-1 technique from that discipline.
psychic training. Some of these go their entire lives
without realizing their capabilities. Others end up ex- • You have an Effort score, which can be used to
ploiting their native abilities without training, almost fuel psychic abilities. Your maximum Effort is
inevitably ending up seriously brain-damaged or crazed equal to 1 plus your highest psychic skill plus the
by the effects of unmediated metadimensional energy. better of your Wisdom or Constitution modifi-
ers. Even with a penalty, your maximum Effort
Your hero has been fortunate enough to find a psy- cannot be lower than 1.
chic academy or other training institution capable of
molding and directing these abilities. They may have Hit Points and Attack Bonus
come to this later in life, or been recruited young by a
society that carefully watches for MES symptoms. To get your starting maximum hit points, roll 1d6 and
add your Constitution modifier, to a minimum of 1 hit
Some societies deal with their psychics more gen- point. Your attack bonus is equal to half your character
erously than others. On some worlds, psychic powers level, rounded down, so it’s +0 at first level.
are accepted and their possessors can look forward to
lucrative and respected employment. On others, fear of
these uncanny powers and memories of the horrors of
the Scream lead to less welcoming treatment.


18• Character Classes

Warrior Class Abilities

Whether a hiveworld thug, barbarian lostworlder, Every Warrior PC has certain special abilities.
gengineered combat hominid, or a natural-born kill-
er wasting their potential in a desk job, your hero has • You gain a free level in a combat-related focus as-
a real talent for inflicting mayhem. Combat in Stars sociated with your background. The GM decides
Without Number is extremely dangerous, but your hero if a focus qualifies if it’s an ambiguous case.
has the talents to survive situations that would kill a
less martial adventurer. • Warriors are lucky in combat. Once per scene, as
an Instant ability, you can either choose to ne-
As a gifted purveyor of violence, you get to pick gate a successful attack roll against you or turn a
an extra combat-related focus associated with your missed attack roll you made into a successful hit.
special brand of havoc. While a character of any class You can use this ability after the dice are rolled,
can take these special combat talents, you get this ad- but it cannot be used against environmental dam-
ditional pick and a better natural hit bonus than heroes age, effects without an attack roll, or hits on a
of other classes. vehicle you’re occupying.

Most importantly, however, Warriors have an un- • You gain two extra maximum hit points at each
canny gift for making a shot when a hit is desperately character level.
needed, or dodging a bullet when their life is on the
line. Once per scene, a Warrior can either automati- Hit Points and Attack Bonus
cally negate a successful combat hit they just received,
taking no damage from it, or else they can turn one To get your starting maximum hit points, roll 1d6+2
of their own missed attack rolls into an automatic hit. and add your Constitution modifier, to a minimum of
This versatility makes Warriors exceptionally danger- 1 hit point. Your attack bonus is equal to your character
ous enemies in a one-on-one fight, and significantly level so it is +1 at first level.
more likely to survive the gory chaos of a general melee.
Partial Psychic
Adventurer
You are a restricted psychic. Pick one psychic discipline
The Adventurer class is the catch-all for heroes who as a bonus skill at level-0. You can improve this skill
don’t fit so neatly into the other three categories. Per- with foci or skill points gained from advancing a level,
haps your mercenary spent her girlhood at a psychic but you cannot learn or improve any other psychic skill.
academy, or maybe your combat medic knows more Your maximum Effort equals 1 plus this psychic skill’s
about using a laser rifle than most physicians do. You level plus the best of your Wisdom or Constitution
can use the Adventurer class to customize your hero’s modifiers, down to a minimum of 1.
abilities, trading focus for wider versatility.
Partial Warrior
Adventurers split their focus between different
spheres, gaining weaker versions of each class’ ben- You gain a free level in a combat focus related to your
efits. For example, an Adventurer who is a psionic background. Gain +1 to your attack bonus at first and
warrior-adept might have considerable powers of fifth levels. Gain 2 extra maximum hit points each level.
telekinetic force and a brutal expertise at bare-handed Thus, at first level, you’d roll 1d6+2 for your maximum
combat, but they won’t have access to the wider psionic hit points. At second, you’d roll 2d6+4, and so forth.
potential of an unrestricted Psychic or the death-defy-
ing combat luck of a hardened Warrior. Hit Points and Attack Bonus

To define your Adventurer’s abilities, pick two of To get your starting maximum hit points, roll 1d6 and
the following three partial classes. add your Constitution modifier, to a minimum of 1 hit
point. Adventurers who’ve taken the Partial Warrior
Partial Expert option add 2 hit points to their maximum.

You gain a free level in a non-combat focus related to The base attack bonus for Adventurers is equal to
your background. Most concepts will take Specialist, half their character level, rounded down, so +0 at first
though Diplomat, Starfarer, Healer, or some other focus level. If the PC has taken the Partial Warrior option
might suit better. Gain an extra skill point every time their class bonus increases this to +1 at first level.
you gain a character level which can be spent on any
non-psychic, non-combat skill.


Choosing a Focus Foci •19

Every member of a class has certain baseline abilities Origin Foci
that let them do well at their role. Warriors are always
good combatants, Experts are always gifted with their If you include aliens or robots in your campaign, you
skills, and Psychics always have a few pertinent psionic can represent them with origin foci. Origin foci are
abilities. Aside from these baseline abilities, characters taken the same way as any other foci, and may be pur-
also have a focus. chased with a beginning character’s focus level.

A focus is an additional knack, perk, or aptitude If a GM is feeling generous, they can allow a PC
that a hero has, one that grants them certain benefits to take a level in an origin focus as well as their usual
in play. Each focus has one or more levels of increas- free focus level, in order to allow a hero to start as an
ingly-strong effect. For example, someone with level alien with some additional knack. A PC who takes this
1 in the Die Hard focus gains two extra maximum hit option doesn’t get their usual bonus focus at level 2;
points each level and automatically stabilizes after a they’ve already spent it on being unusual.
mortal wound, while someone with level 2 can negate
the first injury they suffer each day that would inca- Origin foci for robotic VIs are on page 199. Avail-
pacitate or kill them. The benefits of a focus stack, so able alien races will vary with the campaign setting, but
if you take level 2 in one, you get all the benefits from details on making these race are on page 209.
level 1 as well.
Choosing A Class and Focus
Any character can pick any focus, and it doesn’t
have to “match” the class you selected. A Psychic can Basil Hayes needs a class. While an obvious pick
choose the Unarmed Combatant focus for fistic prow- would be Expert to match his background, Simon
ess, while a Warrior might have enough experience decides it would be more amusing to make him a
with battlefield trauma to qualify as a Healer. The only soldier; specifically, the sniper “Basilisk” Hayes, the
obligation is that you explain how your hero picked dire-eyed wraith of the cold Karelian forest. Given
up the training or exhibited their natural aptitude for the complete lack of a market for his PhD and his
the focus. own natural poor judgment, Basil signed up with
a Karelian mercenary outfit. He’s just gotten out
Many foci give a bonus level in a skill as part of of his tour of duty, but at least now his skills are
their level 1 benefits. These bonus levels work like any significantly more marketable.
other skill pick; they either give you the skill at lev-
el-0, raise an existing level-0 skill to level-1, or let you While Simon could go with the Adventurer
pick any other non-psychic skill if the skill is already class for Basil and make him a Partial Warrior/
at level-1. Partial Expert, he decides to make Basil a full-
fledged Warrior. His intellectual talents can be
Unless indicated otherwise a focus can be taken useful, but Basil’s main utility to the group is his
only once. Once you’ve taken level 1 of Die Hard, you ability to deal with combat situations.
can’t pick it again to get an additional two hit points per
level. Some skill-oriented foci allow you to pick them Every PC gets to pick one focus of any kind,
more than once to apply to different skills. and a Warrior gets to pick one combat-related
focus. Basil’s first choice is easy, as clearly he’s a
Beginning PCs can pick one level of focus. PCs Sniper, so he writes that down as a level 1 focus.
with the Expert class or the Partial Expert Adventur- Rather than taking a second level in that with his
er class option can choose an additional level in any other pick, Simon decides to have Basil pick up
non-combat focus related to their background, in- a level of the Gunslinger focus. Basil will get the
cluding level 2 in their initial choice. Most will choose chance to pick more foci as he gains experience.
Specialist, Healer, Diplomat, or some other similar focus,
but the GM can allow other non-combat foci. PCs with Each of these foci grant a bonus level in Shoot,
the Warrior class or the Partial Warrior Adventurer so they stack together to give the young sniper a
class option can do the same in choosing an additional Shoot-1 skill. Basil’s now as deft with a rifle as he
combat-related focus. is with 19th century Terran Victorian poetry.

As your hero advances in experience, you’ll get the Lastly, Basil gets to pick any single non-psy-
opportunity to pick up new foci or improve existing chic skill of his choice as a hobby or natural talent.
ones as you refine your talents or learn new tricks. In He decides that a sniper isn’t much of a sniper
some cases, you might work with the GM to come up without being hard to spot, so picks Sneak-0 as his
with a custom focus reflecting your PC’s specific special skill. This free skill pick is often useful for filling in
talent or a perk that makes sense given their recent the necessary talents of a concept that aren’t sup-
adventures. Foci are an important part of a hero’s char- plied by the Learning table or bonus skills granted
acter, and they should always reflect something basic by a hero’s foci.
about how they tend to interact with the world.


20• Foci

The Focus List Authority

Alert You have an uncanny kind of charisma about you, one
that makes others instinctively follow your instructions
You are keenly aware of your surroundings and virtual- and further your causes. At level 1, this is a knack of
ly impossible to take unaware. You have an instinctive charm and personal magnetism, while level 2 might
alacrity of response that helps you act before less wary suggest latent telepathic influence or transhuman me-
persons can think to move. metic hacking augmentations. Where this focus refers
Level 1: Gain Notice as a bonus skill. You cannot be to followers, it means NPCs who have voluntarily cho-
sen to be in your service. PCs never count as followers.
surprised, nor can others use the Execution Attack Level 1: Gain Lead as a bonus skill. Once per day, you
option on you. When you roll initiative, roll twice
and take the best result. can make a request from an NPC who is not open-
Level 2: You always act first in a combat round unless ly hostile to you, rolling a Cha/Lead skill check at
someone else involved is also this Alert. a difficulty of the NPC’s Morale score. If you suc-
ceed, they will comply with the request, provided
Armsman it is not harmful or extremely uncharacteristic.
Level 2: Those who follow you are fired with confi-
You have an unusual competence with thrown weap- dence. Any NPC being directly led by you gains a
ons and melee attacks. This focus’ benefits do not apply Morale and hit roll bonus equal to your Lead skill
to unarmed attacks or projectile weapons. For thrown and a +1 bonus on all skill checks. Your followers
weapons, you can’t use the benefits of the Armsman will not act against your interests unless under
focus at the same time as Gunslinger. extreme pressure.
Level 1: Gain Stab as a bonus skill. You can draw or
Close Combatant
sheath a Stowed melee or thrown weapon as an
Instant action. You may add your Stab skill level to You’ve had all too much practice at close-in fighting
a melee or thrown weapon’s damage roll or Shock and desperate struggles with pistol or blade. You’re ex-
damage, assuming it has any to begin with. tremely skilled at avoiding injury in melee combat, and
Level 2: Your primitive melee and thrown weapons at level 2 you can dodge through a melee scrum without
count as TL4 weapons for the purpose of over- fear of being knifed in passing.
coming advanced armors. Even on a miss with a Level 1: Gain any combat skill as a bonus skill. You can
melee weapon, you do an unmodified 1d4 damage
to the target, plus any Shock damage. This bonus use pistol-sized ranged weapons in melee with-
damage doesn’t apply to thrown weapons or at- out suffering penalties for the proximity of melee
tacks that use the Punch skill. attackers. You ignore Shock damage from melee
assailants, even if you’re unarmored at the time.
Assassin Level 2: The Shock damage from your melee attacks
treats all targets as if they were AC 10. The Fight-
You are practiced at sudden murder, and have certain ing Withdrawal combat action is treated as an On
advantages in carrying out an Execution Attack as de- Turn action for you and can be performed freely.
scribed in the rules on page 52.
Level 1: Gain Sneak as a bonus skill. You can conceal an Connected

object no larger than a knife or pistol from any- You’re remarkably gifted at making friends and forging
thing less invasive than a strip search, including ties with the people around you. Wherever you go, you
normal TL4 weapon detection devices. You can always seem to know somebody useful to your ends.
draw or produce this object as an On Turn action, Level 1: Gain Connect as a bonus skill. If you’ve spent
and your point-blank ranged attacks made from
surprise with it cannot miss the target. at least a week in a not-entirely-hostile location,
Level 2: You can take a Move action on the same round you’ll have built a web of contacts willing to do
as you make an Execution Attack, closing rapidly favors for you that are no more than mildly illegal.
with a target before you attack. You may split this You can call on one favor per game day and the
Move action when making an Execution Attack, GM decides how far they’ll go for you.
taking part of it before you murder your target Level 2: Once per game session, if it’s not entirely im-
and part of it afterwards. This movement happens plausible, you meet someone you know who is
too quickly to alert a victim or to be hindered by willing to do modest favors for you. You can de-
bodyguards, barring an actual physical wall of cide when and where you want to meet this per-
meat between you and your prey. son, but the GM decides who they are and what
they can do for you.


Die Hard Foci •21

You are surprisingly hard to kill. You can survive inju- Healer
ries or bear up under stresses that would incapacitate a
less determined hero. Healing comes naturally to you, and you’re particularly
Level 1: You gain an extra 2 maximum hit points per gifted at preventing the quick bleed-out of wounded
allies and comrades.
level. This bonus applies retroactively if you take Level 1: Gain Heal as a bonus skill. You may attempt to
this focus after first level. You automatically stabi-
lize if mortally wounded by anything smaller than stabilize one mortally-wounded adjacent person
a Heavy weapon. per round as an On Turn action. When rolling
Level 2: The first time each day that you are reduced to Heal skill checks, roll 3d6 and drop the lowest die.
zero hit points by an injury, you instead survive Level 2: Stims or other technological healing devices
with one hit point remaining. This ability can’t applied by you heal twice as many hit points as
save you from Heavy weapons or similar trauma. normal. Using only basic medical supplies, you
can heal 1d6+Heal skill hit points of damage to
Diplomat every injured or wounded person in your group
with ten minutes of first aid spread among them.
You know how to get your way in personal negotia- Such healing can be applied to a given target only
tions, and can manipulate the attitudes of those around once per day.
you. Even so, while smooth words are versatile, they’ll
only work if your interlocutor is actually willing to Henchkeeper
listen to you.
Level 1: Gain Talk as a bonus skill. You speak all the lan- You have an distinct knack for picking up lost souls
who willingly do your bidding. You might induce them
guages common to the sector and can learn new with promises of money, power, excitement, sex, or
ones to a workable level in a week, becoming flu- some other prize that you may or may not eventually
ent in a month. Reroll 1s on any skill check dice grant. A henchman obtained with this focus will serve
related to negotiation or diplomacy. in loyal fashion until clearly betrayed or placed in unac-
Level 2: Once per game session, shift an intelligent ceptable danger. Henchmen are not “important” people
NPC’s reaction roll one step closer to friendly if in their society, and are usually marginal sorts, outcasts,
you can talk to them for at least thirty seconds. the desperate, or other persons with few options.

Gunslinger You can use more conventional pay or induce-
ments to acquire additional henchmen, but these extra
You have a gift with a gun. While this talent most com- hirelings are no more loyal or competent than your pay
monly applies to slugthrowers or energy weapons, it and treatment can purchase.
is also applicable to thrown weapons, bows, or other Level 1: Gain Lead as a bonus skill. You can acquire
ranged weapons that can be used with the Shoot skill.
For thrown weapons, you can’t use the benefits of the henchmen within 24 hours of arriving in a com-
Armsman focus at the same time as Gunslinger. munity, assuming anyone is suitable hench mate-
Level 1: Gain Shoot as a bonus skill. You can draw or rial. These henchmen will not fight except to save
their own lives, but will escort you on adventures
holster a Stowed ranged weapon as an On Turn and risk great danger to help you. Most hench-
action. You may add your Shoot skill level to a men will be treated as Peaceful Humans from the
ranged weapon’s damage roll. Xenobestiary section of the book. You can have
Level 2: Once per round, you can reload a ranged weap- one henchmen at a time for every three charac-
on as an On Turn action if it takes no more than ter levels you have, rounded up. You can release
one round to reload. Even on a miss with a Shoot henchmen with no hard feelings at any plausible
attack, you do an unmodified 1d4 damage. time and pick them back up later should you be
without a current henchman.
Hacker Level 2: Your henchmen are remarkably loyal and
determined, and will fight for you against any-
You have a considerable fluency with digital security thing but clearly overwhelming odds. Whether
measures and standard encryption methods. You know through natural competence or their devotion
how to make computerized systems obey you until to you, they’re treated as Martial Humans from
their automatic failsafes come down on your control. the Xenobestiary section. You can make faithful
Level 1: Gain Program as a bonus skill. When attempt- henchmen out of skilled and highly-capable NPCs,
but this requires that you actually have done them
ing to hack a database or computerized system, some favor or help that would reasonably earn
roll 3d6 on the skill check and drop the lowest die. such fierce loyalty.
Level 2: Your hack duration increases to 1d4+Program
skill x 10 minutes. You have an instinctive under-
standing of the tech; you never need to learn the
data protocols for a strange system and are always
treated as familiar with it.


22• Foci Sniper

Ironhide You are an expert at placing a bullet or beam on an
unsuspecting target. These special benefits only apply
Whether through uncanny reflexes, remarkable luck, when making an Execution Attack with a firearm or
gengineered skin fibers, or subtle telekinetic shielding, bow, as described on page 52.
you have natural defenses equivalent to high-quality Level 1: Gain Shoot as a bonus skill. When making
combat armor. The benefits of this focus don’t stack
with armor, though Dexterity or shield modifiers apply. a skill check for an Execution Attack or target
Level 1: You have an innate Armor Class of 15 plus half shooting, roll 3d6 and drop the lowest die.
Level 2: A target hit by your Execution Attack takes a
your character level, rounded up. -4 penalty on the Physical saving throw to avoid
Level 2: Your abilities are so effective that they render immediate mortal injury. Even if the save is suc-
cessful, the target takes double the normal damage
you immune to unarmed attacks or primitive inflicted by the attack.
weaponry as if you wore powered armor.
Specialist
Psychic Training
You are remarkably talented at a particular skill. Wheth-
You’ve had special training in a particular psychic disci- er a marvelous cat burglar, a world-famous athlete, a
pline. You must be a Psychic or have taken the Partial brilliant engineer, or some other savant, your expertise
Psychic class option as an Adventurer to pick this focus. is extremely reliable. You may take this focus more than
In the latter case, you can only take training in the dis- once for different skills.
cipline you initially chose as a Partial Psychic. As with Level 1: Gain a non-combat, non-psychic skill as a bonus.
most foci, this focus can be taken only once.
Level 1: Gain any psychic skill as a bonus. If this im- Roll 3d6 and drop the lowest die for all skill checks
in this skill.
proves it to level-1 proficiency, choose a free lev- Level 2: Roll 4d6 and drop the two lowest dice for all
el-1 technique from that discipline. Your maxi- skill checks in this skill.
mum Effort increases by one.
Level 2: When you advance a level, the bonus psychic Star Captain
skill you chose for the first level of the focus auto-
matically gets one skill point put toward increas- You have a tremendous natural talent for ship combat,
ing it or purchasing a technique from it. You may and can make any starship you captain a significantly
save these points for later, if more are required to more fearsome opponent. You must take the captain’s
raise the skill or buy a particular technique. These role during a fight as described on page 117 of the Ship
points are awarded retroactively if you take this Combat rules in order to benefit from this focus.
focus level later in the game. Level 1: Gain Lead as a bonus skill. Your ship gains 2

Savage Fray extra Command Points at the start of each turn.
Level 2: A ship you captain gains bonus hit points equal
You are a whirlwind of bloody havoc in melee combat,
and can survive being surrounded far better than most to 20% of its maximum at the start of each com-
combatants. bat. Damage is taken from these bonus points first,
Level 1: Gain Stab as a bonus skill. All enemies adjacent and they vanish at the end of the fight and do not
require repairs to replenish before the next. In ad-
to you at the end of your turn whom you have not dition, once per engagement, you may resolve a
attacked suffer the Shock damage of your weapon Crisis as an Instant action by explaining how your
if their Armor Class is not too high to be affected. leadership resolves the problem.
Level 2: After suffering your first melee hit in a round,
any further melee attacks from other assailants au- Starfarer
tomatically miss you. If the attacker who hits you
has multiple attacks, they may attempt all of them, You are an expert in the plotting and execution of inter-
but other foes around you simply miss. stellar spike drills. While most experienced pilots can
manage conventional drills along well-charted spike
Shocking Assault routes, you have the knack for forging new drill paths
and cutting courses too dangerous for lesser navigators.
You’re extremely dangerous to enemies around you. Level 1: Gain Pilot as a bonus skill. You automatically
The ferocity of your melee attacks stresses and distracts
enemies even when your blows don’t draw blood. succeed at all spike drill-related skill checks of dif-
Level 1: Gain Punch or Stab as a bonus skill. The Shock ficulty 10 or less.
Level 2: Double your Pilot skill for all spike drill-relat-
damage of your weapon treats all targets as if they ed skill checks. Spike drives of ships you navigate
were AC 10, assuming your weapon is capable of are treated as one level higher; thus, a drive-1 is
harming the target in the first place. treated as a drive-2, up to a maximum of drive-7.
Level 2: In addition, you gain a +2 bonus to the Shock Spike drills you personally oversee take only half
damage rating of all melee weapons and unarmed the time they would otherwise require.
attacks. Regular hits never do less damage than
this Shock would do on a miss.


Tinker Foci •23

You have a natural knack for modifying and improving Wanderer
equipment, as given in the rules on page 100.
Level 1: Gain Fix as a bonus skill. Your Maintenance Your hero gets around. As part of a life on the road,
they’ve mastered a number of tricks for ensuring their

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stars without number revised free download pdf

Stars without number revised free download pdf

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