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