You were hired by the Book of the Sky to recover a microfilm canister from a derelict industrial space station in index. The microfilm canister can be recognised by the codeword POEMAS on the edge of the film. The job will pay 50 C¥ in total.
You will be transported to the system in a container, and then a shuttle to get close to the space station. The shuttle will be an illegal one, given that the station is currently under a blockade established by the ICO.
The site is a large, failed industrial site in the system, built to produce syntetics, which were later made forbidden. It was formerly run by Transdyne Cybersystems.
The Game
Players describe what they do. The GM advises when their action is impossible, demands a cost or extra steps, or presents a risk. Players can revise their plans before committing to a change in goals or stakes.
Character Creation
All personnel for hire are required to have their personal files available for corporate access.
OPEN PERSONNEL ID
SKILLSETS FOR HIRE
KNOWN SKILLSETS FOR HIRE
DEFENSE
Toughness
Reflexes
Willpower
OFFENCE
Gunnery
Marksmanship
Firearms
Brawl
Melee
BODY
Athletics
Force
Stamina
Sleight of hand
Stealth
SCIENCES
Linguistics
Zoology
Botany
Geology
Chemistry
Mathematics
Archaeology
Psychology
Pathology
Ecology
Pharmacology
Physics
Sophontology
Exobiology
Surgery
Planetology
Theology
FIELD
Military Operations
Wilderness Survival
Tracking
Field Medicine
Taming
Orienteering
Perception
COMMAND
Persuasion
Deception
Intimidation
Cunning
Domination
Faith
Forgery
Reaction
CHARISMA
Presence
Arts
Leadership
Conduct
Expression
Negotiation
Seduction
Empathy
MOBILITY
Hyperspace
Piloting
Astronavigation
Navigation
Driving
ENGINEERING
Industrial Operations
Crafting
Hacking
Mining
Mechanical Repair
Explosives
Robotics
Cybernetics
Artificial Intelligence
Electronics
Zero-G
Rolling
Only roll to avoid risk. Roll a skill die — d6 by default, higher with a relevant skill. If aided by an ally, both roll their skill dice and share the risk. Take the highest die.
| 1-2 | Disaster. Suffer the full risk. GM decides if you succeed at all. If you risk death, you die. |
| 3-4 | Setback. A lesser consequence or partial success. If you risk death, you’re injured. |
| 5+ | Success. The higher the roll, the better. |
When you roll your skill die maximum, you can choose to turn the Success into a Disaster. If you do so, your skill die improves (d6 → d8 → d10 → d12).
Gear
You can carry all the narratively appropriate gear. Some items are Bulky. You can only comfortably carry one Bulky item. A second item hinders you. Three or more is impossible in most circumstances.
Say how your armour or weapon breaks to turn a hit into a hindrance. A broken gear is useless until it is repaired. Injuries take time and/or medical attention to heal.
Groups
Locations
Chapters