Rules

Play

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. Only roll to avoid risk.

Rolling

Roll a skill die — d6 by default, higher with a relevant skill, or d4 if hindered by injury or circumstances. If helped by circumstances, roll an extra d6; if aided by an ally, they roll their skill die 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.

If success can’t get you what you want (you make the shot, but it’s bulletproof!), You’ll at least get useful info or set up an advantage.

Defence & harm

Say how your armour or weapon breaks to turn a hit into a lesser consequence. A broken gear is useless until it is repaired. Injuries take time and/or medical attention to heal.

If killed, make a new character to be introduced ASAP. Favour inclusion over realism.

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.

Change

Throughout the game, you will change. You may improve or acquire new skills. You may become long-term injured or get a disease. Most changes are treated narratively first, then dice may be rolled.

At the end of each session, players describe how they may have improved a skill and then roll their Skill die. If they roll the max, the skill increases.

Uncertainty

If something is uncertain and the rules do not support its resolution, consider the odds and roll a die.

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