Enable to indicate that your character has mixed parentage. Selecting a secondary species unlocks additional options, but may come with some drawbacks.
WHO
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Logic
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Feelings
Logic
The higher the number, the better you are at Logic (science, cold rationality, reasoning, or any kind of calm, precise action).
Roll under to succeed at tasks that involve science, cold rationality, reasoning, or any kind of calm, precise action.
Feelings
The lower the number, the better you are at Feelings (intuition, diplomacy, physical activity, or any kind of wild, passionate action).
Roll over to succeed at tasks that involve intuition, diplomacy, physical activity, or any kind of wild, passionate action.
Tier
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Magic
Magic
The lower the number, the better you are at Magic (unpredictable, yet powerful force).
Roll over to succeed on Magic rolls. Magic is an unpredictable, yet powerful force. All sentient beings are attuned with a magical force to some extent.
Tech
The higher the number, the better you are at Tech (advanced technology, such as firearms, computers or starships).
Roll under to succeed on Tech rolls. You roll for Tech when using advanced technology, such as firearms, computers or starships.
Abilities
Lore
Rules
Item List
Skill List
Dice Rolls
Minor Effects
Major Effects
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Click to reset all character attributes, Abillities and dice numbers, and remove any Items gained from attributes. Nothing else is reset or deleted in the process.
Karma
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Skills
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Traits
Status
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Artifacts
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Cyberware
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BODY PART
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Contacts
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TYPE
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SKILLS
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Skills:
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Abilities
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Tier 1
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Tier 3
Tier 4
Tier 5
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Nothing yet! Select character attributes to view Abilities.
Lore
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Introduction
Immortal Freedom is a sci-fantasy homebrew RPG set within a small star cluster on the edge of an irregularly shaped galaxy. The residents of the star cluster have access to advanced technology and magic; futuristic vehicles, mega cities, sentient alien life, faster-than-light travel, holographic technology and resonating magical crystal power sources are just some of the wonders considered mundane by most people. Political tensions are mounting between the various space-faring civilizations within the sector, fueled primarily by the Terran Republic's propensity for expansion and the Erelan Empire's passitivity. With powerful technology or the limitless potential of magic at your fingertips, how will you make your mark in this tumultuous age?
Rules
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Immortal Freedom primarily uses the Lasers & Feelings game system, with supporting mechanics from Powered by the Apocalypse, and content from the Cypher System and Shadowrun. The rules are intentionally made simple, with focus on allowing players to create a narrative with the Game Master (GM) instead of worrying about numbers.
Character Creation
Character Attributes
Step #1 – Select a Species
Your character's Species provides a background to your character, giving you something to build on—though it doesn't determine who they are. Selecting a Species grants Tier 1 Abilities. Your character is fluent in their Species' primary language, and is trained in the lore and civil norms of their civilization.
You can also click or tap the 🄷 button if your character has parents from two different Species. Selecting a secondary Species unlocks additional options, but may come with some drawbacks.
Step #2 – Select a Type
Your character's Type helps determine your character's place in the world and relationship with other people in the setting, and is the core of your character. Your character is granted new Abilities specific to their selected Type every time they ascend to a new Tier.
Step #3 – Select a Descriptor
Your character's Descriptor places your character in the situation and helps provide motivation. It flavours everything they do and helps to define them. Selecting a Descriptor grants Tier 1 Abilities.
Step #4 – Select a Focus
Your character's Focus makes them unique, whether among others of the same Type, or just within your group. Your character is granted new Abilities specific to their selected Focus every time they ascend to a new Tier.
Step #5 – Make Selections
Some of your character attribute choices may allow you to select between different Abilities or Items. You may notice occasionally that you'll receive a Skill or Item labelled with (of your choice) or similar. Replace the text with something appropriate; feel free to consult the Item List or Skill List if needed. You may also notice that the Abilities button sometimes becomes a Make Selections button. Click or tap this button to choose between different options for your character.
Step #6 – Choose Your Numbers
Choose a number from 2 to 5. The higher the number, the better your character is at LOGIC (science, cold rationality, reasoning, or any kind of calm, precise action). The lower the number, the better your character is at FEELINGS (intuition, diplomacy, physical activity, or any kind of wild, passionate action). Select the appropriate number bar on the scale once you've made your choice.
Choose a number from 2 to 7. The higher the number, the better your character is at TECH (advanced technology, such as firearms, computers or starships). The lower the number, the better your character is at MAGIC (unpredictable, yet powerful force). Select the appropriate number bar on the scale once you've made your choice.
Until you select a number, the scales are arranged by how adept your character is in each respective aspect. Once you select a number, the aspects will flip and you can use the scale to visually determine if your roll was successful.
Give Your Character a Name
Doesn't really matter what it is, but try to stay respectful. If you need some help, here are some suggestions:
Within the extensive range of character choices available, some choices can touch on sensitive topics, such as the Experiences Savant Syndrome or Wrestles with Multiple Personalities Foci—which deal with autism and dissociative identity disorder, respectively. These are not meant as complete representations of individuals in the real world, nor are they meant as commentary or judgment on these same individuals. I strongly suggest you avoid making any character choices in poor taste, and try to be sensitive to the struggles real people face every day. If you make character choices that include sensitive topics, your goal should be empowerment and representation, not ridicule.
Character Arcs
When first creating your character, you can choose a Character Arcs at no cost. Subsequent Character Arcs cost 1 XP. Character Arcs give your character direction within the story, while allowing you to gain some extra XP along the way. You don't need to know how your Arc ends, but you should have a general goal to aim for. Character Arcs have different steps that mark your character's progress through the Arc. Each Arc eventually reaches a climax, and then finishes with a final resolution.
Opening (0 XP) – Your character agrees to do a task or undertake a mission.
Step(s) (2 XP) – Actions that move your character towards the climax. There should be at least one step on the way to the climax.
Climax (4 XP or 2 XP) – The point at which your character succeeds or fails at their goal. If successful, earn 4 XP. If you fail, earn 2 XP instead.
Resolution (1 XP) – Your character reflects on what happened, ties up any loose ends, and figures out what happens next.
Character Arcs are not mandatory. Keep track of your Character Arc in your notes.
The following are common Character Arcs that you can choose, though you can create a new one with the GM's help.
Aid a Friend
When a PC friend takes a Character Arc, you can select this arc to help them with whatever their arc is (if appropriate). If the friend is an NPC, the steps and climax are lifted from another arc appropriate to whatever they seek to do. It's difficult, but possible, to aid a friend with an arc even if that friend is unwilling to accept (or is ignorant of) your help. The cost and rewards for a character with this arc are the same as those described in the original character arc.
Opening – Offering to help (or responding to a request for help).
Step(s) & Climax – Depends on the friend's arc. Rewards are the same for you as for the friend.
Resolution – You speak with your friend and learn if they are satisfied. Together, you share what you've learned (if anything) and where you will go from here.
Assist an Organization
You set out to accomplish something that will further an organization. You're probably allied with them or they are rewarding you for your help in some fashion.
Opening – You work out all the details of what's expected of you, and what rewards (if any) you might get. You also get the specifics of what's required to join and advance.
Step – Sizing up the task. This requires some action. A reconnaissance mission. An investigation.
Step(s) – Undertaking the task. Because this arc can vary so widely based on the task involved, there might be multiple steps like this one.
Climax – Completing the task.
Resolution – Collecting your reward (if any) and conferring with the people in the organization that you spoke to. Perhaps getting access to higher-ranking people in the organization. You can choose to have your connection to the organization increase rather than take the standard reward.
Avenge
Someone close to you or important to you in some way has been wronged. The most overt version of this arc would be to avenge someone's death. Avenging is different than revenge, as revenge is personal—you are the wronged party. But in the Avenge character arc, you are avenging a wrong done to someone else.
Opening – You publicly declare that you are going to avenge the victim(s). This is optional.
Step(s) – You track down the guilty party. This might not be physically finding them if you already know where they are. Instead, it might be discovering a way to get at them if they are distant, difficult to reach, or well protected. This step might be repeated multiple times, if applicable.
Step – You finally find the guilty party, or find a path or make a plan to reach them. Now all that's left is to confront them.
Climax – You confront the guilty party. This might be a public accusation and demonstration of guilt, a trial, or an attack to kill, wound, or apprehend them—whatever you choose to be appropriate.
Resolution – You resolve the outcome and the ramifications of the confrontation and decide what to do next.
Birth
You are becoming a parent. The Birth Character Arc assumes you already have a partner or a surrogate. If you want your character to find a romantic partner or spouse, you can use the Romance arc. And of course, nonhuman characters might reproduce in other ways. This arc is usually followed by the Raise a Child arc.
Opening – Impregnation.
Step – Finding a caretaker. This might be a physician, midwife, doula, or similar person. This is optional.
Step – A complication arises that threatens the pregnancy, the birth parent, or both.
Step – You prepare a place for the delivery as well as a safe place for the infant to live once born.
Climax – The baby is born. Success means the child survives.
Resolution – You get the baby to the place you have prepared and settle in, deciding what to do next.
Build
You are going to build a physical structure—a house, a fortress, a workshop, a defensive wall, and so on. This arc would also cover renovating an existing structure or substantially adding to one. Of course, this doesn't have to be physical construction. You might build something with spells or other supernatural abilities.
Opening – Make a plan. This almost certainly involves literally drawing up blueprints or plans.
Step(s) – Find a site. This might be extremely straightforward—a simple examination of the site—or it might be an entire exploratory adventure. (If the latter, it might involve multiple such steps.)
Step(s) – Gather materials. Depending on what you are building and what it is made out of, this could involve multiple steps. There probably are substantial costs involved as well.
Step(s) – Construction. Depending on what you are building, this could involve multiple steps. It might also take a considerable amount of time and work.
Climax – The structure is finished.
Resolution – You put the structure to its desired use and see if it holds up.
Cleanse
Someone or something has been contaminated, probably by evil spirits, radiation, a deadly virus, foul magic, or the like, and you want to rid them of such influences or contaminants. This could also be a curse, a possession, an infestation, or something else.
Opening – You determine the nature of the contamination.
Step – Find the solution. Almost every contamination has its own particular solution, and this likely involves research and consultation.
Step – The solution probably involves materials, spells, or other things that you must gather and prepare.
Climax – You confront the contamination.
Resolution – You reflect on the events that have transpired and what effects they might have on the future. How can you keep this from happening again?
Creation
You want to make something. This might be a magic item, a painting, a novel, or a machine.
Opening – You figure out what you need, what you're going to do, and how you're going to do it.
Step(s) – Gather materials. Depending on what you are creating and what it is made out of, this could involve multiple steps. There probably are substantial costs involved as well.
Step(s) – Progress. Depending on what you are creating, this could involve multiple steps. It might also take a considerable amount of time and work.
Climax – It's finished! Is it what you wanted? Does it work?
Resolution – You think about what you have learned from the process and use or enjoy the fruits of your labor.
Defeat a Foe
Someone stands in your way or is threatening you. You must overcome the challenge they represent. Defeat doesn't always mean kill or even fight. Defeating a foe could mean beating them in a chess match or in competition for a desired mentor.
Opening – Sizing up the competition. This requires some action. A reconnaissance mission. An investigation.
Step(s) – You travel toward your opponent, overcome their lackeys, or take steps to reach them so you can confront them. This step can take many forms, and there might be more than one such step. This step is always active.
Climax – The contest, challenge, fight, or confrontation occurs.
Resolution – You reflect on what you've learned and what the consequences of your actions might be.
Defense
A person, place, or thing is threatened, and you want to protect it.
Opening – What are you defending, and what threats are involved?
Step – Account for your resources. How are you going to defend?
Step(s) – The forces threatening what you are protecting probably make an initial threat that you'll have to defeat. It's not the main threat, though. There might be multiple such initial threats.
Climax – The true threat reveals itself and you confront it.
Resolution – A time for reflection on everything that occurred, and an assessment of the person, place, or thing's safety going forward.
Develop a Bond
You want to get closer to another character. This might be to make a friend, find a mentor, or establish a contact in a position of power. It might be to turn a friend into a much closer friend. The character might be an NPC or a PC.
Opening – You learn what you can about the other character.
Step – You attempt to make contact. This might involve sending messages or gifts through a courier, using an intermediary, or just going up and saying hello, depending on the situation.
Step(s) – Building a relationship. There might be many such steps as you develop the relationship.
Climax – You succeed or fail at forging the bond.
Resolution – You enjoy the fruits of your new relationship.
Enterprise
You want to create and run a business or start an organization. Maybe you're a craftsperson who wants to sell your creations. Maybe you like baking and you want to start a catering service. Or maybe you want to start a secret society or found a school to teach young mutants how to use their powers. You'll almost certainly have to make new connections, find (and somehow pay for) a location, and deal with all manner of administrative duties.
Opening – What's your goal, and how are you going to achieve it?
Step – How much financing does the enterprise need compared to what you've got? If you need more, how will you get it? How many people other than yourself are needed to begin, and how many will you need to sustain things once they are up and running?
Step – You probably need a place to run your enterprise—a store, a workshop, a base of operations, and so on. You find a location and look into what it will take to buy or rent it.
Step(s) – You procure the needed equipment or personnel. You make the connections and deals to get things started. You obtain important permits or other legal documents. You test new products. You actually start the business. Each of these developments (and likely others) can be counted as a separate step, so there will be many steps.
Climax – You determine whether your enterprise will take off and carry on into the future, or fall apart before it gets a chance to blossom. This occurs in a single dramatic moment—your first major client, your organization's first big meeting or mission, or whatever else is appropriate.
Resolution – A time for reflection on everything that occurred, and how you're going to move forward.
Establishment
You want to prove yourself as someone of importance. This can take many forms—socially, within your order, financially, or even romantically.
Opening – You assess yourself as well as who you need to prove yourself to.
Step(s) – You improve your look. Enhance your wardrobe. Spruce up your house. Whatever it takes to get attention from the right people. There might be many such steps.
Step(s) – You need to get the word out to get people talking about you. There might be many such steps.
Climax – You do something big, like host a party for influential people or produce a play that you wrote. You make a big splash or a big crash.
Resolution – You reflect on what you did and where you go from here.
Explore
Something out there is unknown and you want to explore its secrets. This is most likely an area of wilderness, a new planet, an otherworldly dimension, or something similar.
Opening – Not only do you draw up a plan for your exploration, but if appropriate, you also make a formal declaration to relevant parties of what you're going to do.
Step(s) – You get the supplies, vehicles, and help you need. Depending on where you are going and what is required, this could involve multiple steps. There probably are substantial costs involved as well.
Step(s) – You go where you wish to explore. There might be many such steps, depending on how long it takes to get there.
Step(s) – This is the meat of the arc, but it's probably a series of small moves and minor victories. There might be many such steps.
Climax – You make the big discovery or truly master the area. You might not have explored every inch of the place, but if you are successful, you can claim to be done.
Resolution – You return home and possibly share your findings.
Fall from Grace
This is an odd Character Arc in that it's (presumably) not something that a character would want. It is something that a player selects on a meta level for the character because it makes for an interesting story. It also sets up the potential for future arcs, such as Redemption. It's important that this involve actions you take. For example, you fall into substance abuse. You treat people badly. You make mistakes that endanger others. In other words, the fall isn't orchestrated by someone else—it's all your own doing.
Opening – Things go bad.
Step(s) – Things get worse. Depending on the situation, this might involve many steps.
Step – You treat others poorly as you descend.
Climax – There is no chance for success here. Only failure.
Resolution – You wallow in your own misery.
Finish a Great Work
Something that was begun in the past must now be completed. This might involve destroying an evil artifact, finishing the construction of a monument, developing the final steps of a cure for a disease, or uncovering a lost temple forgotten to the ages.
Opening – You look at what has come before and where it still needs to go. This almost certainly involves some real research.
Step – You make a plan on how to move forward.
Step(s) – You make significant progress or overcome a barrier to completion. This may involve multiple such steps.
Climax – Completion. This involves the big finish to the past work.
Resolution – You reflect on what you did and where you go from here.
Growth
Willingly or unwillingly, you are going to change. This is another meta arc. It's less about a goal and more about character development. While it's possible that the growth involved is intentional, in most people's lives and stories, it is emergent. A character might become less selfish, braver, a better leader, or experience some other form of growth.
Opening – Change usually begins slowly, in a small, almost imperceptible way.
Step(s) – Change. Growth involves many small steps.
Step – Overcoming an obstacle. The temptation to resort to your old ways is always present.
Climax – This is a dramatic about-face. This is the moment where you do something the "old you" would never have done, and it has a profound effect on you and those around you. With either success or failure, growth is possible.
Resolution – You recognize the change in yourself and move forward.
Instruction
You teach a pupil. You have knowledge on a topic and are willing to share. This can be a skill, an area of lore, a combat style, or the use of a special ability. This is usually a fairly long-term arc. Sometimes teaching a pupil is a side matter, and sometimes the pupil takes on more of an apprentice role and spends a great deal of time with you, traveling with you and perhaps even living in your house (or you living in theirs). This is different from the Uplift arc, in that you're teaching a specific skill or ability versus providing life guidance.
Opening – Taking on the student.
Step – You assess your pupil's strengths and weaknesses and try to get an idea of what they need to learn and how you can teach it to them.
Step(s) – The lessons. Teaching is often a slow, gradual process.
Step – Many times, a student needs to have a moment of crisis to really learn something. Maybe they get dejected, or maybe they rebel against your teaching techniques.
Climax – Graduation. This is when you recognize that the pupil has learned what they need. It usually comes at a dramatic moment.
Resolution – You and the pupil say your goodbyes, and you look toward the future.
Join an Organization
You want to join an organization. This might be a military organization, a corporation, a secret society, a religion, or something else.
Opening – You learn all you can about the organization and how one becomes a member.
Step(s) – Making a Contact. Friends on the inside are always important.
Step(s) – The organization might want to test your worth, or this might be a ceremony you must take part in. It might include paying some sort of dues or fee. Or all of these things.
Climax – Proving your worth. This is the point at which you attempt to show the organization that they would be better off with you as a member.
Resolution – You consider your efforts and assess what your membership gets you.
Justice
You try to right a wrong or bring a wrongdoer to justice.
Opening – You publicly declare that you are going to bring justice in this situation. This is optional.
Step(s) – You track down the guilty party, assuming there is one. This might not be physically finding them if you already know where they are. Instead, it might be discovering a way to get at them if they are distant, difficult to reach, or well protected. This step might be repeated multiple times, if applicable.
Step – Righting a wrong does not always involve confronting a wrongdoer. Part of it might be about helping those who were wronged.
Climax – You confront the guilty party. This might be a public accusation and demonstration of guilt, a trial, or an attack to kill, wound, or apprehend them—whatever you choose to be appropriate.
Resolution – You resolve the outcome and ramifications of the confrontation and decide what to do next.
Learn
You want to learn something. This isn't the same as the Uncover a Secret arc, in which you're looking for a bit of information. This is a skill or whole area of knowledge you want to gain proficiency with. This is learning a new language, how to play an instrument, or how to be a good cook. Thus, it's not about gaining a level or rank in climbing, but learning to be an experienced mountaineer.
Opening – Focusing on the problem.
Step – Finding a teacher or a way to teach yourself. Now you can truly begin.
Step(s) – Depending on what you're learning, this could involve one step or quite a few.
Climax – You put your new knowledge to the test in a real situation.
Resolution – You relax a bit and decide what to do next.
Master a Skill
You're skilled, but you want to become the best. This arc might logically follow the Learn arc. As with the Learn arc, this can involve any kind of training at all, not just a skill.
Opening – You've learned the basics. Now it's time for the advanced material.
Step – You find a master to help you become a master.
Step(s) – Learn. Depending on what you're mastering, this could involve one step or quite a few.
Step – Eventually, you realize that even a master cannot teach you the last step. You must learn it on your own.
Climax – You put your mastery to the test in a real situation—and considering your goal, it's probably a very important situation.
Resolution – You relax a bit and decide what to do next.
Mysterious Background
You don't know who your parents were, but you want to find out. The mystery might be something other than your parentage, but that's a common theme in this kind of arc. You want to know where you come from—there's some kind of mystery in your past.
Opening – Beginning the search.
Step – You look into your own family background, if possible.
Step(s) – You talk to people who might know. You follow clues.
Climax – You discover the secret of your own background. You determine if what you learn is good or bad, but either way discovery means success.
Resolution – You contemplate how this new knowledge sits with you.
New Discovery
You want to invent a new device, process, spell, or something similar. A cure for a heretofore unknown disease? An invocation with a result you've never heard of before? A method for getting into an impregnable vault? Any of these and more could be your discovery. While similar to the Creation arc and the Learn arc, the New Discovery arc involves blazing a new trail. No one can teach you what you want to know. You've got to do it on your own.
Opening – You draw up plans for the thing you want to invent or discover.
Step – You learn what people have done before and recognize where they fell short.
Step(s) – You test your hypothesis. This often ends in many failures before you get a success.
Climax – Eureka! It's time to put the discovery to the true test.
Resolution – You reflect on your discovery and probably compile your notes and write it all down, for posterity's sake if nothing else.
Raise a Child
You raise a child to adulthood. It can be your biological child or one you adopt. It can even be a child taken under your wing, more a young protégé than a son or daughter. This is obviously a very long-term arc.
Opening – Sharing your home. The child now lives with you.
Step – You learn to meet the child's basic needs.
Step(s) – You teach them to walk, talk, and read. You teach them to care for themselves.
Step(s) – The child loves you. Relies on you. Trusts you. Eventually, helps you.
Step(s) – You instill your basic ethics in the child, hoping that they will mature into an adult you can be proud of.
Climax – At some point the child leaves the proverbial nest. You determine, at this point, your own success or failure.
Resolution – You reflect on the memories you have made.
Recover from a Wound (or Trauma)
You need to heal. This isn't just for healing simple damage. This involves recovering from a major debilitating injury, illness, or shock. Severe damage, the loss of a body part, and emotional trauma all fall into this category.
Opening – The first thing you need to do is rest.
Step – You take care of your own needs.
Step – Someone helps.
Step – Some kind of drug, cure, poultice, potion, or remedy aids your recovery.
Step – With the help of someone else, you exercise your injury or cope with your trauma.
Climax – You try to move on and use what has been damaged (or learn how to function without it).
Resolution – You get on with your life.
Redemption
You've done something very wrong, but you want to atone and make it right again. This is like the Justice arc or the Undo a Wrong arc, except you are the wrongdoer. This could be a follow-up to the Fall From Grace arc.
Opening – You are determined to rebuild, recover, and restore.
Step – You apologize and ask for forgiveness.
Step – You determine what needs to be done to atone for your transgression.
Climax – You perform an act that you hope will redeem your past misdeed.
Resolution – You reflect on what has happened but now look to the future.
Repay a Debt
You owe someone something, and it's time to make good.
Opening – You determine to do what is needed to make good on the debt. It might involve repaying money, but more appropriately it's performing a deed or a series of deeds.
Step – You discuss the matter with the person you owe, if possible. You ensure that what you're doing is what they want.
Climax – Either you do something to earn the money or goods you owe, or you undertake a major task that will compensate the other person.
Resolution – You relax knowing that your debt is repaid, and you look to the future.
Rescue
Someone or something of great importance has been taken, and you want to get them or it back.
Opening – You determine what has happened, and who or what is missing.
Step – You discover who has taken them, and where.
Step – You go to where they are being held and get information on the location and who is involved. Maybe make a plan.
Climax – Rescue operation. You go in and get them.
Resolution – You return them home.
Restoration
You're down but not out. You want to restore your good name. Recover what you've lost. Rebuild what has been destroyed. You've fallen down or have been knocked down, but either way you want to pick yourself up. This is a possible follow-up to the Fall From Grace arc.
Opening – You are determined to rebuild, recover, and restore.
Step(s) – You rebuild, recover, and restore. If all your money was stolen, you make more. If your house was destroyed, you rebuild it. If your reputation was tarnished, you perform deeds that restore your good name.
Climax – You undertake one last major task that will bring things back to where they were (or close to it). A lot is riding on this moment.
Resolution – You enjoy a return to things the way they were before.
Revenge
Someone did something that harmed you. Unlike the Avenge arc, this arc probably isn't about tracking down a murderer, but it might involve pursuing someone who stole from you, hurt you, or otherwise brought you grief. The key is that it's personal. Otherwise, use the Justice arc.
Opening – You swear revenge.
Step(s) – You find a clue to tracking down the culprit.
Climax – You confront the culprit.
Resolution – You deal with the aftermath of the confrontation and move on. You think about whether you are satisfied by gaining your revenge.
Romance
You want to strike up a relationship with a romantic partner. Perhaps you have a specific person in mind, or maybe you're just interested in a relationship in general.
Opening(s) – You meet someone you are interested in. (Since this can be short-lived, it's possible to have this opening occur more than once.)
Step(s) – You begin seeing the person regularly. Although not every "date" is a step in the arc, significant moments are, and there may be a few of them.
Climax – You may or may not be interested in a monogamous relationship. Regardless, you and your love have made some kind of commitment to each other.
Resolution – You think about the future. Marriage? Children? These are only some of the possibilities.
Solve a Mystery
Different from the Learn arc and the Uncover a Secret arc, this arc is about solving a crime or a similar action committed in the fairly recent past. It's not about practice or study, but about questions and answers. In theory, the mystery doesn't have to be a crime. It might be "Why is this strange caustic substance leaking into my basement?"
Opening – Pledging to solve the mystery.
Step – Research. You get some background.
Step(s) – You ask questions. You look for clues. You cast divinations. This likely encompasses many such steps.
Climax – You come upon what you believe to be the solution to the mystery.
Resolution – In this step, which is far more active than most resolutions, you confront the people involved in the mystery with what you've discovered, or you use the information in some way (such as taking it to the proper authorities).
Theft
Someone else has something you want.
Opening – You make a plan.
Step – You scout out the location of the thing (or learn its location).
Step(s) – Sometimes, many steps are involved before you reach the object you wish to take. For example, if, in order to steal something from a vault, you need to approach one of the guards while they are off duty and bribe them to look the other way when you break in, that is covered in this step.
Climax – You make your heist.
Resolution – You decide what to do with the thing you've stolen and contemplate the repercussions you might face for stealing it.
Train a Creature
You want to domesticate and train an animal or other creature. While the beast doesn't need to be wild, it must not already be domesticated and trained.
Opening – You get to know the creature a bit, and it gets to know you.
Step – You get information on the type of creature or advice from others who have trained one.
Step – After some work, the creature is no longer a threat to you or anyone else, and it can live peacefully in your home or wherever you wish.
Step(s) – Each time you use this step, you teach the creature a new, significant command that it will obey regularly and immediately.
Climax – Believing the creature's training to be complete, you put it in a situation where that is put to the test.
Resolution – You reflect on the experience.
Transformation
You want to be different in a specific way. Because the Growth arc covers internal change, this one focuses primarily on external change. This could take many forms, and probably varies greatly by genre. In some settings, it could even be death, which might turn you into a ghost. For the change to be an arc, it should be difficult and perhaps risky.
Opening – Deciding on the transformation.
Step – You look into how the change can be made and what it entails.
Step(s) – This is an active step toward making the change. It might involve getting more information, materials or ingredients, or something else.
Climax – You make the change, with some risk of failure or disaster.
Resolution – You contemplate how this change affects you going forward.
Uncover a Secret
There is knowledge out there that you want. It could be an attempt to find and learn a specific special ability. This could also be a hunt for a lost password or a key that will open a sealed door, the true name of a devil, the secret background of an important person, or how the ancients constructed that strange monolith.
Opening – You give your goal a name. "I am seeking the lost martial art of the Khendrix, who could slice steel with their bare hands."
Step(s) – You scour libraries and old tomes for clues and information.
Step(s) – You talk to people to gain clues and information.
Step(s) – You track down the source of the secret information and travel to it.
Climax – You find and attempt to use the secret, whatever that entails.
Resolution – You contemplate how this secret affects you and the world.
Undo a Wrong
Someone did something horrible, and its ramifications are still felt, even if it happened long ago. You seek to undo the damage, or at least stop it from continuing. This is different from the Justice arc because this isn't about justice (or even revenge)—it's about literally undoing something bad that happened in the past, such as a great library being burned to the ground, a sovereign people being driven from their land, and so on.
Opening – Vowing to put right what once went wrong.
Step – You learn all you can about the situation and then make a plan to put things right.
Step(s) – Progress. This is an active step toward undoing the wrong. It might involve finding something, defeating someone, destroying something, building something, or almost anything else, depending on the circumstances.
Climax – You face the challenge of the former wrong, and either overcome it or fail.
Resolution – You reflect on what you've accomplished and think about the future.
Uplift
You help someone (or a group of people) to become more than they are, providing overt or subtle guidance, allowing your ward(s) to grow into more than what they are. This can be a technological, cultural, sociological, physical or psychological uplifting; it depends on your capabilities as well as the area in which your ward(s) are lacking. This is different from the Instruction arc, which focuses more on teaching a specific skill or ability, versus general life guidance.
Opening – Taking your ward(s) under your wing. You identify a person (or group of people) to uplift.
Step – You assess what you need to uplift in your ward(s) so that they become greater than they currently are. This could take the form of technological, cultural, sociological, physical or psychological uplifting.
Step(s) – Guidance. You spend time guiding your ward(s), slowly introducing them to new concepts and testing them on what you've taught.
Step – Your ward(s) are overwhelmed by the implications of what you're teaching them; they've crossed some kind of threshold, understanding the implications of their newfound knowledge, and it scares them. They have a crisis of faith in your teachings, or their mind(s) are weighted by what they now know.
Climax – You either feel confident that your ward(s) can now face the word as being greater than they were when you found them, or you have irrevocably damaged their perception of the world for the worst.
Resolution – You and your ward(s) say your goodbyes, and you look toward the future.
Starting Equipment
Selecting a Type gives your character the following:
Appropriate clothing for the selected Type. This can be anything you desire, but should fit your character.
An Expensive Item, such as a small weapon, expensive clothing, a Magical ward, or a small piece of technology.
It is highly recommended that you use your expensive Item for an automatic translator if you're likely to interact with civilized aliens.
Two Moderately Priced Items, such as a bedroll, a dagger, clothing, or a simple piece of technology.
Up to four Inexpensive Items, such as a small bag, a small primitive weapon, rations, ammo or a light source.
A weapon of your choice, depending on your character's Type. Magic users do not get a weapon by default.
You may also get additional Items from your character's Descriptor, Species or Focus. Feel free to consult the Item List for suggestions if you're unsure what to give your character.
Playing the Game
Encounters
Immortal Freedom is primarily experienced as a series of encounters strung together to build a narrative. Here's how most encounters are carried out:
The GM sets up a scene.
You tell the GM what you want to do.
The GM determines if the Task requires a roll to perform, and tells you whether the Task is best suited for Logic or Feelings.
You (with help from the GM) determine if any of your Abilities or Items can be used to add (or remove) dice from your dice pool.
You roll your dice pool to take an Action. If you succeed, you accomplish what you set out to do.
Once your turn is resolved, someone else is allowed their turn.
You can only take one Action on your turn, unless modified by an Ability or a voluntary penalty. Once everyone has had their turn, opponents (if any) then take their turn in unison. There is no set order for player actions. Opponents always act last (unless they get the drop on you).
The Impact of Magic
While most civilized species are aware of Magic, very few actively study and utilize it. Those that study Magic understand its potential for creation, as well as its prepotency for destruction. For all others, Magic is mysterious and often intimidating. Not all cultures vilify Magic, but almost all civilized beings regard Magic with caution if uninitiated to its intricacies. For this reason, the effects of using Magic extend beyond just its contingencies; there may be social ramifications for using Magic around people who revile or fear its use. It does bode well for Magic users then that when using their powers, their eyes and skin visibly glow, signaling to all of their magical prowess.
If your character has access to Magic, there's a chance that friendly or neutral NPCs will turn hostile if your character uses Magic in their presence if they harbor hatred towards Magic. Similarly, an agreeable opponent may become entirely antagonistic if they do not approve of the use of Magic. Even in cases where characters or creatures simply fear Magic, they may act differently towards your character when you use Magic, treating them with undue difference. This has no direct impact on your character's Abilities, but may shape how encounters unfold.
Whenever you wish—and with the GM's approval—your character can attempt to use Magic in a clandestine manner by removing a die from your dice pool on a Magic roll.
Technology—How Does It Work?
Technology is the great equalizer of the modern age. With it, any individual can rise from a trash heap to the top of the world. However, the use of Tech requires access to advanced technology suitable for space-faring beings, and the materials to build or power it. A K'ohma native to Erelon—as an example—is unlikely to have access to an energy rifle. However, a Terran colonist on Kiplar is likely to have a datapad somewhere in their home. This should be taken into consideration when using Tech Abilities, or performing Tasks that involve technology. Tech is not Magic; your character needs to have access to the actual physical technology to perform Tech Actions.
Rolling the Dice
When you perform a Task, roll 1d6(Logic/Feelings) or 1d8(Magic/Tech) to find out how it goes. Your character's Abilities modify how many dice you roll, can affect the outcome, or may change the requirements for success.
Dice Scales
You must almost always roll 1d6 for Logic or Feelings when you roll for a Task.
If you're using FEELINGS (rapport, passion), you want to roll OVER your number.
If you're using LOGIC (science, reason), you want to roll UNDER your number.
Your 1d8Magic or Tech die is primarily used to enhance your regular rolls, but it can also replace your 1d6 in certain circumstances.
If you're using MAGIC (when using Magic), you want to roll OVER your number.
If you're using TECH (advanced technology), you want to roll UNDER your number.
Until you select a number, the scales are arranged by how adept you are in each respective aspect. Once you select a number, the aspects will flip and you can use the scale to visually determine if your roll was successful.
Measuring Success
If none of your dice succeed, it goes horribly wrong. The GM incurs an Intrusion on your character.
If only one die succeeds, you barely manage it; it's a Mixed Success. The GM inflicts a complication, harm or cost.
If two dice succeed, your character does it well. Good job, it's a regular Success!
If three or more dice succeed, you get a Critical Success! The GM tells you some extra effect you get.
If you roll your number exactly, you gain free Insight. Ask the GM a question and they'll answer you honestly.
You can also choose to succeed on the die instead of asking a question.
When you roll to take an Action, the results of that roll determine whether or not the intended Action succeeds, and how well it succeeds. The results from your roll do not determine whether the outcome you expected from taking that Action occurs. For example, your intent may be to destroy a starship by firing your starship's lasers, or to solve a mystery by investigating the murder scene. Getting a critical success on your Task roll would not destroy the enemy starship or solve the murder on its own; rather, it would guarantee that you hit the target with your starship's weapon, while also disabling one of the enemy's systems, and would guarantee that you find evidence toward the murderer's identity, while also providing additional information to catch them before their next murder.
Social Encounters
In your adventures, you will encounter other characters and creatures. When you do, they can either have a Friendly, Neutral or Hostile disposition towards you, based on factors such as history, prejudice, social class and mood. A character or creature's disposition is key to how they will interact with you, influencing the results of any social interaction Tasks you perform with them, such as persuasion, deception or intimidation.
It is not always immediately obvious what a character or creature's disposition is towards you, though their speech and actions may be enough to betray how they feel about you. When this is not the case, you can use the insight or empathy Skills, mind reading Abilities, or gather Insight related to to your target to get an idea of how they will react to your presence. You can also gather information from other sources; for example, you could speak to relatives or try to find written records about the target.
The attitude of a character or creature might change over the course of a conversation. If you say or do the right things during an interaction, you can make a Hostile creature temporarily Neutral, or make a Neutral character temporarily Friendly. Likewise, a gaffe, insult, or harmful deed might make a Friendly creature temporarily Neutral or turn a Neutral character Hostile.
Regardless of whether you know a character or creature's disposition or not, how it reacts to your presence changes the results of your die roll when trying to persuade, intimidate, deceive or otherwise influence their mind, as shown in the table below.
Friendly
Neutral
Hostile
Mixed Success
Does as asked without taking risks or making sacrifices.
Offers no help but does no harm.
Opposes your actions and might take risks to do so.
Success
Accepts a minor risk or sacrifice to do as asked.
Does as asked as long as no risks or sacrifices are involved.
Offers no help but does no harm.
Critical Success
Accepts a significant risk or sacrifice to do as asked.
Accepts a minor risk or sacrifice to do as asked.
Does as asked as long as no risks or sacrifices are involved.
Re-rolling
If ever you are unsatisfied with the results of your roll, you can pay 1 XP to roll again to take the same Action (or a different Action) within the same round. You can do this as often as you want within the same round, though it may end up costing you a lot of XP.
If you retry the same Action multiple rounds in a row after failing the first time, remove a die from your dice pool for each successive repeat attempt.
Example: If you rolled two dice to climb over a fence and failed, you only roll one die the next time you attempt it in the next round (does not apply if you re-roll in the same round).
Experience Points
Experience points (XP) are the currency by which players gain benefits for their characters. The most common ways to earn XP are through Intrusions and by accomplishing things within the world. Sometimes, experience points are earned during a game session, and sometimes they're earned between sessions.
Gaining XP
Anytime a player gets an Intrusion, they get 2 XP. They keep 1 XP, and immediately give 1 XP to another player and justify the gift (perhaps the other player had a good idea, told a joke, or performed an action that saved a life).
Other sources of XP:
Character Arcs
Opening – 0 XP
Step(s) – 2 XP each
Climax – 4 XP on success, 2 XP on failure
Resolution – 1 XP
Finding an Artifact – 1 XP
Other Discoveries – 1 XP
Mission Completion – 1XP
Spending XP
Experience points are meant to be used. Hoarding them is not a good idea; if a player accumulates more than 10 XP, the GM may require them to spend some. You can have up to 90 total XP, minus the amount of XP needed to advance each Tier.
Ways to spend XP:
Re-roll Any Roll in the Game – 1 XP
Refuse an Intrusion – 1 XP
Gain a New Character Arc – 1 XP
Gain Insight – 2 XP
Craft Artifact – 4 XP
Ascend to New Tier – 16 XP
Distance & Ranges
Distance is simplified into three basic categories:
Immediate Range – Up to 10 feet (3 m), or up to one hex ⬢ or square ■ away. Also called melee range or touching distance. Your character can move an immediate distance as part of another Action on your turn. Magic, blades, blunt weapons, polearms, unarmed attacks and whips are effective at immediate range. All other weapons (except explosives) have disadvantage.
Short Range – Up to 50 feet (15 m), or up to three hexes ⬢ or squares ■ away. Your character can move a short range as your entire Action on your turn. Magic, automatic weapons, bows, crossbows, pistols, rifles, shotguns and throwing weapons are effective at short range.
Long Range – Up to 100 feet (30 m), or up to seven hexes ⬢ or squares ■ away. You can move a long range on your turn if you roll for it. Automatic weapons, bows, crossbows, pistols, rifles, shotguns and throwing weapons are effective at long range.
Numbers for hexes ⬢ and squares ■ are kept low to help keep the play area manageable. Anything outside these ranges is specified within Ability descriptions.
Travel
Typical characters can travel about 20 miles (32 km) per day, averaging about 3 miles (5 km) per hour, including a few stops. When traveling overland, they can move about 12 miles (19 km) per day, averaging 2 miles (3 km) per hour, again with some stops. Mounted characters can go twice as far. Other modes of travel (vehicles, starships, Magic, and so on) have their own rates of movement.
Vox Travel
Space travel relies on the ability for starships to travel at Vox speeds. Most starships have a max speed of Vox VI or Vox VII. The maximum speed for any manned starship at this moment in history is Vox XI. Travelling between planets within the same solar system generally takes between a few minutes to a few hours, depending on the type of ship and its cargo. Travel between solar systems can take between a few hours to multiple days for the same reasons.
Vox Speed
Speed (c)
Travel Time (Interplanetary)*
Travel Time (Interstellar)**
Vox I
0.01c
7 days
500 years
Vox II
0.07c
24 hours
70 years
Vox III
0.51c
3 hours
10 years
Vox IV
3.61c
30 minutes
1.4 years
Vox V
25.7c
4 minutes
70 days
Vox VI
183c
30 seconds
10 days
Vox VII
1303c
5 seconds
1.4 days
Vox VIII
9276c
600 milliseconds
5 hours
Vox IX
66,045c
90 milliseconds
40 minutes
Vox X
470,240c
–
6 minutes
Vox XI
3,348,112c
–
50 seconds
Vox XII
23,838,557c
–
7 seconds
Vox XIII
169,730,528c
–
1 second
Vox XIV
1,208,481,366c
–
130 milliseconds
Vox XV
8,604,387,327c
–
18 milliseconds
*with an average of 12 AU between each planet
**with an average of 5 light years between each star
Crafting
Crafting Items takes both time and the necessary materials. The same goes for Artifacts, though there's also an XP cost associated with crafting new Artifacts. The GM may overrule some attempts at creation, building, or repair, requiring that the character have a certain level of skill, proper tools and materials, and so forth.
Tinkering & Repair
Generally, repairing or tinkering with an Item takes somewhere between half the creation time and the full creation time, depending on the Item, the aspect that needs repairing, and the circumstances.
Crafting Artifacts
Crafting new Artifacts is incredibly difficult, and may require that the character spend many years building the Artifact. Building new Artifacts costs a minimum of 4 XP and takes at least one year.
Harm & Damage
Whenever any character—including yours—is attacked, they take Harm. You shouldn't worry about tracking your character's Harm; the GM will do this for you, or may not track Harm at all. The main purpose of Harm is to keep track of wounds inflicted on your character to create narrative moments.
Sustainability
Injury severity depends on how much Harm your character has suffered:
At 0 to 3 Harm, wounds have only minor, short term effects, and can usually be ignored.
At 4 to 7 Harm, wounds are serious and Unstable. You remove a die from your dice pool on rolls related to your injuries.
At 8 Harm, your character is dead.
NPC's in the world can sustain the same amount of Harm as your character. Non-humanoid creatures may be able to sustain more (or less) Harm, depending on their size and relative strength. Some Abilities allow you to mitigate complications from sustaining Harm.
Healing
There are four ways to heal Harm:
Short Rest – Whenever your character performs a Short Rest, they heal Harm equal to their Tier, divided by 2, rounded up.
Long Rest – Whenever your character performs a Long Rest, they stabilize so that they are no longer Unstable, healing up to 3 Harm. If your character's Harm is below 4, they heal any remaining Harm instead so that they have 0 Harm.
Healing Task – As a Task roll, someone can heal Harm equal to their Tier, divided by 2, rounded up.
Healing Abilities – Heal Harm equal to an Ability's Tier (unless otherwise modified in the Ability description).
Sources of Harm
Most of the Harm your character receives will be from enemy Attacks, but experiences such as falling from a great height, being burned in a fire, and spending time in severe weather also cause Harm. Most environmental effects such as winter cold, high temperatures, or background radiation indirectly affect everything in the area. The amount of Harm received depends greatly on how protected your character is from the environment.
Keeping Track of Harm
It's highly recommended that you don't track your character's Harm, allowing the GM to keep track of Harm whenever they sustain injuries instead—if they choose to use Harm at all. As an example:
Your character enters a combat encounter already having sustained 3 Harm.
They try to run at an outlaw, but you fail your roll and get an Intrusion.
For your Intrusion, the GM says: "The outlaw fires their laser pistol at you in response. The force of the blast is enough for you to drop your sword. Your arm is now bleeding profusely."
In practice, this adds 2 Harm, for a total of 5 Harm.
The GM follows up by saying: "You're now suffering complications from your arm injury. Remove one die from your dice pool until you can get your arm healed."
Alternatively, the GM can just tell you what your character's Harm numbers are. However, the focus should be on building a narrative, and not on keeping track of numbers.
Taking Actions
Anything your character does in a given round is an Action. It's easiest to think of an Action as a single thing that your character can do in five to ten seconds.
On your turn, your character can either perform a Feat or a Task.
Feats are granted by character attributes. Tasks are anything your character does that requires a roll, such as Attacking an opponent, persuading a shopkeep to sell you something, or picking a lock to enter a room. Some Feats may allow your character to act more than once per turn—but generally speaking—your character can only do one thing per round. However, you can modify your intended Action with any combination of the following:
A single related Skill.
Any related Items.
Any related Cyberware.
Any related Artifacts.
Any related Traits.
Only one Skill can apply to any Action your character performs. If the only applicable Skill is one you have inability in, you must use it. You can use any number of Items, Cyberware or Artifacts that apply to the situation. Any and all related Traits should be used—if the situation warrants their use—even if some have negative effects.
Action: Perform a Feat
Feats are granted by character attributes. If a Feat affects another character in any kind of unwanted manner, it's considered an Attack when used. This is true even if the Feat is normally not considered an Attack. For example, if a character has a healing touch, and their friend doesn't want to be healed for some reason, an attempt to heal their unwilling friend is handled as an Attack.
You're not constrained by your Feats; you should instead take them as suggestions of what your character is capable of—especially if they can use Magic. For example, a Tier 1 Recondite has access to Psi Slice to damage foes. You may decide your character prefers to set things on fire. In that case, your character could try to burn your foes from within using Magic. The GM has final say on what is possible, but you should try to experiment as much as possible.
Action: Attack
An Attack is anything your character does to someone that they don't want to happen. You either roll for Logic or Feelings when Attacking. Generally speaking, ranged Attacks require Logic, while melee Attacks use Feelings. If your character has access to Magic, you can roll for Magic when Attacking instead. If your character has a weapon that uses advanced technology—or weaponized Cyberware—you can roll for Tech instead when Attacking.
Damage & Harm
Damage is based on your character's current Tier and how successful your roll is. If your GM is using Harm in their game, a Tier 1 character would deal 1 Harm against a target, while a Tier 6 character would deal up to 6 Harm. Similarly to how Harm is tracked for player characters, GMs are encouraged not to divulge damage numbers or enemy Harm counts, focusing on the narrative aspects of combat instead.
Minor Effects
Anytime your character Attacks—for any type of Attack—you can trade the ability to deal damage and remove a die from your dice pool in exchange for a minor effect. A minor effect is anything that would cause the target to be disadvantaged the next time they act, but won't prevent them from taking Actions entirely.
Blind – Target is unable to see and automatically fails on all sight-related rolls. If the target relies on sight to perform other Actions—such as Attacking or piloting a starship—they have disadvantage on those rolls.
Daze – Target removes a die from their dice pool on all rolls until the effect expires.
Disarm – Target has their weapon removed, and must spend an Action to re-equip the weapon before they can use it again.
Move – Target is moved to a desired position as specified by the attacker.
Periodic Harm – Target takes damage over time, either from being poisoned or burned, from frostbite, or from a bleeding wound. The effect continues until the source is healed, cured, cleansed or it wears off. Normally, Harm is inflicted during a mixed success or as part of an Intrusion.
Pin – Target is unable to move, but can still take any other Action that does not require movement.
Taunt – Target is forced to focus on a specific threat, though they can take any Action as long as they don't focus another target.
Major Effects
Major effects can only be inflicted through specific Abilities, a critical success, or special circumstance. Major effects take away a target's agency, limiting what they can do, or preventing them from taking any Actions at all.
Banish – Target is displaced to another plane of existence for a set period of time.
Confuse – Target Attacks other targets at random—allies and foes alike.
Control – Target follows the verbal or mental commands of the character or creature who controls them.
Distract – Target takes no other Action other than to defend itself. They are focused entirely on the source of the distraction.
Fear – Target runs away from a perceived threat, taking no other Action.
Infect – Target is infected with a disease, virus or bacterial infection. They remove a die from their dice pol on all physical Tasks until the infection is cured, cleansed or runs its course. Some is cannot be cured or cleansed.
Intimidate – Target takes no other Action other than to defend itself from a perceived threat. They are focused entirely on the perceived threat.
Knock Down – Target is knocked down and becomes prone. Prone targets must spend an Action to get up before they can move or make most physical Actions.
Pacify – Target is unable to Attack, but can take other Actions and use Abilities.
Silence – Target is unable to use Abilities or speak, but can take physical Actions and perform physical Attacks.
Sleep – Target immediately falls asleep, and is unable to take any Actions. This usually counts as a Rest.
Stasis – Target is unable to take any Actions, cannot be interacted with, and is immune to all damage.
Stun – Target is unable to take any Actions.
Cover
While in full cover, a target cannot be target by direct Attacks. While in half cover, a target avoids the negative effects of mixed successes from combat.
Action: Move
Moving distance is simplified into three basic categories:
Immediate – Up to 10 feet (3 m), or up to one hex ⬢ or square ■ away. Also called melee range or touching distance. Your character can move an immediate distance as part of another Action on your turn.
Short – Up to 50 feet (15 m), or up to three hexes ⬢ or squares ■ away. Your character can move a short range as their entire Action on your turn.
Long – Up to 100 feet (30 m), or up to seven hexes ⬢ or squares ■ away. Your character can move a long range on your turn if you roll for it.
Any movement distance beyond what is listed above is specified within Ability descriptions.
Difficult Terrain
An area with obstacles that hinders movement, or causes complications when characters or creatures attempt to move through it. Examples include: swampland, uneven terrain, high gravity, knee-deep water, cramped spaces, and so on. Every range category has stricter requirements.
Immediate – Your character cannot move an immediate distance as part of another Action on your turn while traversing difficult or rough terrain. Your character can only move an immediate distance as your entire Action on your turn.
Short – You must roll if you want your character to move a short distance as their Action on your turn while traversing difficult or rough terrain.
Long – It is (basically) impossible to move a long distance while traversing difficult or rough terrain. Your character may be able to move a long distance if you critically succeed on your roll to move a short distance.
Swimming
If submerged in a liquid (like water), movement is handled through swimming Tasks. Ranges are slightly smaller, but the Actions you can take remain the same.
Immediate – Up to 2 feet (60 cm), or within the same hex ⬢ or square ■. Also called melee range or touching distance. Your character can only move an immediate distance as your entire Action on your turn.
Short – Up to 12 feet (4 m), or up to two hexes ⬢ or squares ■. You must roll if you want your character to move a short distance as their Action.
Long – Up to 25 feet (7.5 m), or up to three hexes ⬢ or squares ■. It is (basically) impossible to move a long distance while swimming. Your character may be able to move a long distance if you critically succeed on your roll to move a short distance.
Low Gravity
Movement in low gravity is easier, but ranges stay the same. Add a die to your dice pool for all movement rolls while in low gravity. Examples include: some starships and satellites, moons, asteroids, and so on.
Zero Gravity
In an environment with no gravity, characters cannot move normally. Ranges stay the same, but your character must push themselves off of surfaces or objects to move around. Unless the character's movement takes them to a stable object that they can grab or land against, they continue to drift in that direction each round.
Action: Help
You can use your character's Action on your turn to help someone else with their Task. Like most Actions, you must roll to help. If you succeed, you add a die to the target's dice pool for whatever Task they want to achieve. However, there's some risk involved; if the target fails on their roll, you will also incur consequences of that failure. By default, achieving a critical success on a Help roll has no impact.
Action: Rest
Your character can recover from Harm and reset the cooldowns on some Abilities by Resting.
Short Rest
It takes only a few seconds for your character to catch their breath when Short Resting. If your character Rests this way in the middle of an encounter, it takes one Action on your turn. Your character can generally only Short Rest once between each Long Rest. Whenever your character performs a Short Rest, they heal Harm equal to their Tier, divided by 2, rounded up. So a Tier 3 character would heal 2 Harm, while a Tier 6 character would heal 3.
Long Rest
Once every 12 hours, your character can Rest for at least 8 hours. Usually, this occurs when they stop for the day to eat and sleep. There may be consequences if your character goes more than 24 hours without Long Resting; it'll be up to the GM to decide if this has any effect. Whenever your character performs a Long Rest, they stabilize so that they are no longer Unstable, healing up to 3 Harm. If your character's Harm is below 4, they heal any remaining Harm instead so that they have 0 Harm.
Do Something Else
Players can try anything they can think of, although that doesn't mean anything is possible. Players should not feel constrained by game mechanics when taking Actions. Skills are not required to attempt a Task; they are suggestions as to possible Actions one can take. Someone who's never picked a lock can still try, as an example.
Gain Insight
At any time, you can spend 2 XP or roll to gain Insight related to your character's current mission or goal. If your character has an Ability that gives Insight, or you roll your character's exact number, you don't need to spend the 2 XP.
Heal
Your character can administer aid through bandaging and other succor, attempting to heal a patient—including themselves. Your character can heal Harm equal to their Tier, divided by 2, rounded up. So for example, a Tier 3 character can heal up to 2 Harm, while a Tier 6 character can heal up to 3.
Guard
In a combat encounter, a character can stand Guard as their Action. They do not make attacks, but instead stand still to reduce the amount of damage they take from opponents in combat. This is useful for blocking a doorway, guarding a friend, and so forth. By default, Guarding halves the amount of Harm received from Attacks. Your character generally cannot Guard and Take an Attack in the same round.
Take an Attack
A character can use their Action to throw themselves in front of a foe's Attack to save a nearby comrade. Your character generally cannot Guard and Take an Attack in the same round.
Manage Inventory
Switching equipment, Items and Artifacts from one state to another generally requires an Action to complete. So readying a stashed Item, equipping a readied Item—and so on—would require an Action.
Character Sheet Sections
Skills
Skills are what your character is capable at doing. They can either be trained, practiced or have inability in a Skill. If they're trained in a Skill (+1d), you add a die to your dice pool when performing a related Task. If they have an inability in a Skill (-1d), you remove a die instead. Being practiced (✦) has no effect, with the exception of languages. Your character must be practiced in a language to speak it.
When tackling a Task, you can only choose one applicable Skill, though you sometimes have some space to decide which Skill is appropriate. In general, Skills should never be too broad or too narrow. For example, saying your character is skilled in "Attacks" is too broad, but saying they're skilled at "Kicking" is too narrow.
Skill List
This is not a comprehensive list of all of the Skills available to your character; it's a just a list of suggestions, as well as definitions for existing Skills granted by character attributes.
Skill
Type
Description
Aeyan Civil Norms
Social Skill
Familiarity with the laws, culture and societal norms of the Aeyen.
Aeyan Language
Language Skill
Ability to speak the Aeyan language.
Aeyan Lore
Knowledge Skill
Familiarity with Aeyan lore.
Animal Handling
Knowledge Skill
Ability to work with, respond to, and interact with animals within their surroundings.
Art
Knowledge Skill
Ability to produce works of visual art to sell, gift or present to people.
Astronomy
Science Skill Knowledge Skill
Branch of science which deals with celestial objects, space, and the physical universe as a whole.
Aura Magic
Magic Skill
Affinity to Aura Magic reduces the difficulty of using and defending against Aura Magic.
Automatic Weapons
Combat Skill
Proficiency with handheld rapid-fire guns, such as machine pistols, submachine guns, and automatic rifles.
Balance
Physical Skill
Ability to balance on ledges, on the tip of one's toes or tight platforms.
Bartering
Social Skill
Ability to haggle with traders over prices.
Biology
Science Skill Knowledge Skill
The study of living organisms, including their morphology, physiology, anatomy, behavior, origin, and distribution.
Blades
Combat Skill
Proficiency with melee bladed weapons, such as daggers, swords or spears.
Blunt Weapons
Combat Skill
Proficiency with melee blunt weapons, such as sticks, maces or staves.
Botany
Science Skill Knowledge Skill
Scientific study of plants, including their physiology, structure, genetics, ecology, distribution, classification, and economic importance.
Bows
Combat Skill
Proficiency with long bows or short bows.
Breaking Things
Physical Skill
Proficiency in breaking things apart or reducing objects to rubble.
Brewing
Crafting Skill
Ability to distill spirits, beer and other alcohol.
Bribery
Social Skill
Ability to convince someone to take money in exchange for a favour.
Bureaucracy
Knowledge Skill
Familiarity with procedure necessary for running an organization or government.
Carpentry
Crafting Skill
Ability to make or repair objects in wood.
Carrying
Physical Skill
Ability to carry a large amount of objects or people for extended periods.
Chemistry
Science Skill Knowledge Skill
Science that deals with the identification of the substances of which matter is composed; the investigation of their properties and the ways in which they interact, combine, and change; and the use of these processes to form new substances.
Civil Norms
Social Skill
Familiarity with the laws, culture and societal norms of a specific civilization.
Civility
Social Skill
Proficiency in formal politeness and courtesy in behavior or speech.
Climbing
Physical Skill
Ability to climb sheer surfaces.
Computers
Knowledge Skill
Familiarity with computers and networks, as well as the ability to repair or improve existing systems.
Conduct Tests
Science Skill Knowledge Skill
Ability to conduct experiments or tests to discover proof, discern the truth, or glean information.
Cooking
Knowledge Skill
Ability to prepare various kinds of meals for consumption.
Crossbows
Combat Skill
Proficiency with one-handed or two-handed crossbows.
Deception
Negative Social Skill
Ability to deceive someone into believing something that is not true. Otherwise known as lying.
Disguise
Social Skill
Ability to disguise one's self to appear as someone else, or to blend in with a crowd.
Divine Magic
Magic Skill
Affinity to the Divine reduces the difficulty of using and defending against Divine Magic, and their Magic is more effective against Psi Magic, artificial lifeforms or cyborgs.
Domestic Duties
Physical Skill
Proficiency with cleaning, tidying up or organizing a space.
Earth Magic
Magic Skill
Affinity to the Earth element reduces the difficulty of using and defending against Earth Magic.
Electronics
Crafting Skill
Familiarity with various electronic components, as well as the ability to repair or improve existing systems.
Empathy
Positive Social Skill
Ability to understand the feelings and emotional states of others.
Energy Bow Crafting
Crafting Skill
Ability to craft energy bows.
Energy Cell Crafting
Crafting Skill
Ability to craft energy cells using crystals and the proper materials for housing them.
Engineering
Science Skill Knowledge Skill
Science concerned with the design, building, and use of engines, machines, and structures.
Erelan Civil Norms
Social Skill
Familiarity with the laws, culture and societal norms of the Erelen.
Erelan Language
Language Skill
Ability to speak the Erelan language.
Erelan Lore
Knowledge Skill
Familiarity with Erelan lore.
Escape
Physical Skill
Ability to escape bonds, danger or immediate capture by individuals.
Explosives
Combat Skill
Proficiency with grenades, explosives and mines.
Finesse
Physical Skill
Ability to perform Tasks in a subtle and delicate manner.
Fire Magic
Magic Skill
Affinity to the Fire element reduces the difficulty of using and defending against Fire Magic.
Frost Magic
Magic Skill
Affinity to the Frost element reduces the difficulty of using and defending against Frost Magic.
Geography
Science Skill Knowledge Skill
Study of the physical features of planets and their atmosphere, and of civilized activity as it affects and is affected by these, including the distribution of populations and resources, land use, and industries.
Geology
Science Skill Knowledge Skill
Science that deals with a planet's physical structure and substance, its history, and the processes that act on it.
Gripping
Physical Skill
Ability to latch on and hold on to things for long periods of time.
Healing
Knowledge Skill
Ability to heal Harm on characters and creatures.
History
Science Skill Knowledge Skill
Study of past events, particularly in the affairs of civilized beings.
Hunting
Physical Skill
Ability to hunt animals in the wild.
Identify
Knowledge Skill
Ability to identify the quality, importance, function, or power of things, characters or creatures.
Insight
Positive Social Skill
Ability to see through lies and deception, and—to a certain extent—discern feelings, beliefs or plans.
Intimidation
Negative Social Skill
Ability to intimidate others to get them to do what you want, or to instill fear in them.
Jumping
Physical Skill
Ability to jump vertically or horizontally.
K'ohman Civil Norms
Social Skill
Familiarity with the laws, culture and societal norms of the K'ohma.
K'ohman Language
Language Skill
Ability to speak the K'ohman language.
K'ohman Lore
Knowledge Skill
Familiarity with K'ohman lore.
Land Vehicle Piloting
Physical Skill
Ability to pilot land-based vehicles when on the surface of planets or moons.
Leatherworking
Crafting Skill
Ability to make or repair objects from leather.
Lifting
Physical Skill
Ability to lift heavy objects for an extended period of time.
Lockpicking
Physical Skill
Ability to unlock a lock by manipulating the components of the lock device without the original key.
Low Gravity Maneuvers
Physical Skill
Ability to perform physical Actions while in low or zero gravity environments.
Machines
Crafting Skill
Ability to build, repair or tinker with machines.
Mathematics
Science Skill Knowledge Skill
Science of numbers, quantity, and space.
Metalworking
Crafting Skill
Ability to make or repair objects from metal.
Pathfinding
Knowledge Skill
Ability to navigate natural locales, like forests, jungles or deserts.
Perception
Physical Skill
Ability to see in hard to see places, or to find objects hidden in plain view.
Performance
Social Skill
Ability to perform for audiences for the purpose of entertainment, including dancing and interpretive works.
Persuasion
Positive Social Skill
Ability to persuade an individual to do what you want through logic or empathy.
Philosophy
Science Skill Knowledge Skill
Study of the fundamental nature of knowledge, reality, and existence, especially when considered as an academic discipline.
Physics
Science Skill Knowledge Skill
Science concerned with the nature and properties of matter and energy. The subject matter of physics includes mechanics, heat, light and other radiation, sound, electricity, magnetism, and the structure of atoms.
Pickpocketing
Physical Skill
Ability to steal from a person's pockets without them noticing.
Pistols
Combat Skill
Proficiency with small, one-handed firearms, such as handguns, revolvers or semi-automatic pistols.
Plumbing
Crafting Skill
Ability to setup or repair plumbing systems.
Poisons
Crafting Skill
Ability to craft poisons to imbue weapons and for ingestion.
Polearms
Combat Skill
Proficiency with weapons whose primary construction is a long shaft, such as spears, halberds or staves.
Primal Magic
Magic Skill
Affinity to Primal nature reduces the difficulty of using and defending against Primal Magic.
Primitive Construction
Crafting Skill
Ability to craft using natural materials like animal hides and bones, dirt, rocks and trees.
Psi Magic
Magic Skill
Affinity to Psi reduces the difficulty of using and defending against Psi Magic.
Psychology
Science Skill Knowledge Skill
Study of the mind and its functions, especially those affecting behavior in a given context.
Research
Knowledge Skill
Ability to find information from a database of knowledge.
Riding
Physical Skill
Ability to ride animals for transportation.
Rifles
Combat Skill
Proficiency with using heavy firearms, such as sniper rifles, semi-automatic rifles or battle rifles.
Robotics
Crafting Skill
Ability to build and program robots, as well as the ability to repair or improve existing systems.
Rolling
Physical Skill
Ability to dodge or move in a specific distance by rolling on the ground.
Running
Physical Skill
Proficiency in running long distances.
Sabotage
Physical Skill
Ability to cause something to malfunction without being detected.
Scavenging
Knowledge Skill
Ability to scavenge Items or technology from unclaimed material, or to gather food when in the wild.
Seduction
Social Skill
Ability to seduce others using sensuality alone, convincing them to do something they'd otherwise not choose to do on their own.
Shotguns
Combat Skill
Proficiency with using medium firearms, such as automatic shotguns or pump-action shotguns.
Shouting
Physical Skill
Proficiency with yelling coherent speech across a large distance. Can help to convey information more effectively in some cases.
Sleight of Hand
Physical Skill
Ability to fool someone using only hands and the power of misdirection.
Starship Engineering
Science Skill Knowledge Skill
Familiarity with the inner workings of starships, as well as the ability to repair or improve them.
Starship Piloting
Knowledge Skill
Ability to pilot starships and shuttles.
Starship Sensors
Knowledge Skill
Familiarity with sensor systems on shuttles and interstellar ships to help in perceiving outside entities.
Starship Weapons System
Knowledge Skill
Proficiency with the targeting systems on shuttles and interstellar ships.
Stealth
Physical Skill
Ability to sneak past individuals or security systems without alerting them.
Storm Magic
Magic Skill
Affinity to Storm elements reduces the difficulty of using and defending against Storm Magic.
Storytelling
Social Skill
Ability to create a narrative (such as a story, play, or scenario).
Superstitions
Knowledge Skill
Knowledge of superstitions across cultures, as well as ways to avoid bad luck or misfortune related to those superstitions.
Survival
Knowledge Skill
Ability to survive out in the wild, with sub-skills such as camping, water collection, animal avoidance and more.
Swimming
Physical Skill
Ability to swim in liquid substances.
T'av Civil Norms
Social Skill
Familiarity with the laws, culture and societal norms of the T'av.
T'av Language
Language Skill
Ability to speak the T'av language.
T'av Lore
Knowledge Skill
Familiarity with T'av lore.
Terran Civil Norms
Social Skill
Familiarity with the laws, culture and societal norms of the Terran.
Terran Language
Language Skill
Ability to speak the Terran language.
Terran Lore
Knowledge Skill
Familiarity with Terran lore.
Theology
Knowledge Skill
The study of the nature of gods and religious belief
Throwing
Physical Skill
Ability to throw objects with strength without necessarily worrying about accuracy.
Throwing Weapons
Combat Skill
Proficiency with throwing weapons, such as throwing knives, ninja stars or darts.
Torture
Physical Skill
Ability to inflict mental or physical pain on another person.
Tracking
Knowledge Skill
Ability to follow or find a specific creature or character.
Travel
Knowledge Skill
Ability to navigate from one distinct location to another.
Trivia
Knowledge Skill
Ability to call up pieces of trivia. This skill can be used to gain Insight without paying XP.
Unarmed Attacks
Combat Skill
Proficiency with using one's body as a weapon, including actions such as kicking, punching or wrestling.
Urban Navigation
Knowledge Skill
Ability to navigate cities, towns and urban locales.
Whips
Combat Skill
Proficiency at Attacking or performing actions with whips.
Writing
Knowledge Skill
Proficiency in communicating via the written word.
Feats, Traits & Statuses
The majority of your character's Abilities are Feats and Traits, which are granted by character attributes. Feats count as an entire Action when used, while a Trait is a passive Ability that changes how your character functions.
Statuses are passive Abilities that have specific conditions, such as only being active for a certain amount of time. Once activated, they act like Traits, passively changing how your character functions. Once their condition has expired or has been met, the Status no longer has an effect until re-activated.
Ability Dice Rolls
Every Ability either modifies your dice pool, gives you an extra effect or allows your character to do something they'd otherwise not be able to do. Check the description of each Ability by clicking the Abilities button to know exactly what it does. You can also review the table below for an overview of what effect each dice roll has.
Dice Roll
Effect
-1d
Remove any one die from your dice pool.
+1d
Add a die to your dice pool. This can be a 1d6 or 1d8, depending on the type of roll.
+2d
Add two dice to your dice pool. These can be 1d6s or 1d8s, depending on the type of roll.
+3d
Add three dice to your dice pool. These can be 1d6s or 1d8s, depending on the type of roll.
½ Time
The associated Task takes half the amount of time to complete.
½ Time/XP
The associated Task takes half the amount of time and XP to complete.
1d
Roll at least one die.
2d
Roll at least twice dice.
3d
Roll at least three dice.
1d2
Roll 1d2 (or flip a coin).
1d4
Roll 1d4.
1d6
Roll 1d6.
Extra 1d6
Add a 1d6 with special attributes to your dice pool.
1d10
Roll 1d10.
2x Action
Perform up to two Actions this round. One of the Actions your character performs cannot be a Feat.
2x Time
Completing Tasks takes twice as much time to complete than normal.
Multi Action
Perform multiple Actions this round. One of the Actions your character performs cannot be a Feat.
2x Magic
Roll at least two Magic dice (1d8) instead of rolling for Logic or Feelings (1d6).
2x Attack
Attack up to two times this round. Your character cannot perform any other Actions other than Attacking.
3x Attack
Attack up to three times this round. Your character cannot perform any other Actions other than Attacking.
5x Attack
Attack up to five times this round. Your character cannot perform any other Actions other than Attacking.
2x Target
Target up to two targets this round with a single Attack, or with whatever effect this Ability has. You roll once for the entire Action.
3x Target
Target up to three targets this round with a single Attack, or with whatever effect this Ability has. You roll once for the entire Action.
5x Target
Target up to five targets this round with a single Attack, or with whatever effect this Ability has. You roll once for the entire Action.
6x Target
Target up to six targets this round with a single Attack, or with whatever effect this Ability has. You roll once for the entire Action.
Target All
Target all targets within range this round with a single Attack, or with whatever effect this Ability has. You roll once for the entire Action.
Advantage
Roll your dice pool twice, and select the more favourable result.
Blind
Blind the target when Attacking, causing them to have disadvantage on all rolls involving sight. You don't need to remove a die from your dice pool to cause this minor effect, though your character doesn't deal damage to the target (unless otherwise stated in the Ability description).
Control
Control the actions of the target.
Daze
Daze the target when Attacking, causing them to remove a die from their dice pool on any roll. You don't need to remove a die from your dice pool to cause this minor effect, though your character doesn't deal damage to the target (unless otherwise stated in the Ability description).
Die
Kill your character.
Disadvantage
Roll your dice pool twice, and select the least favourable result.
Disarm
Disarm the target's weapon when Attacking, so that they must spend an Action to re-equip their weapon. You don't need to remove a die from your dice pool to cause this minor effect, though your character doesn't deal damage to the target (unless otherwise stated in the Ability description).
Disrupt
Cause a specific set of effects when Attacking. You don't need to remove a die from your dice pool to cause these minor effect, though your character doesn't deal damage to the target (unless otherwise stated in the Ability description).
Distract
Distract the target when Attacking, so that they take no other Action other than to defend itself, and become focused entirely on the source of the distraction.
Fear
Instill fear in the target when Attacking, causing them to run away as their Action.
Feelings
Roll for Feelings (1d6). Or, the associated Ability has something to do with Feelings that isn't directly related to your roll.
Guard
Guard against Attacks made against your character, halving the amount of Harm received.
Heal
Modifies how healing Tasks work. Or, the associated Ability has something to do with healing that isn't directly related to your roll.
Help
Modifies how helping Actions work. Or, the associated Ability has something to do with helping that isn't directly related to your roll.
Insight
Get Insight without needing to roll or without needing to pay 2 XP. Or, the associated Ability has something to do with Insight that isn't directly related to your roll. Feats with this dice roll always succeed.
Intrusion
Inflict the equivalent of a GM Intrusion onto the target.
Intrusions
Modifies how Intrusions work.
Investigate
Modifies how investigation Tasks work. Or, the associated Ability has something to do with investigating that isn't directly related to your roll.
Karma
Add a die to any dice roll, heal a point of Harm on yourself, gain 1 XP, re-roll a dice roll or gain Insight.
Knock Down
Knock down the target so that they become prone when Attacking.
Logic
Roll for Logic (1d6). Or, the associated Ability has something to do with Logic that isn't directly related to your roll.
Loot
Modifies how looting works. Or, the associated Ability has something to do with looting that isn't directly related to your roll.
Magic
Roll for Magic (1d8) instead of rolling for Logic or Feelings (1d6). Or, the associated Ability has something to do with Magic that isn't directly related to your roll.
M-Banish
Roll for Magic (1d8) instead of rolling for Logic or Feelings (1d6). Banish the target when Attacking, displacing them to another plane of existence for a short period of time.
M-Blind
Roll for Magic (1d8) instead of rolling for Logic or Feelings (1d6). Blind the target when Attacking, causing them to have disadvantage on all rolls involving sight. You don't need to remove a die from your dice pool to cause this minor effect, though your character doesn't deal damage to the target (unless otherwise stated in the Ability description).
M-Confuse
Roll for Magic (1d8) instead of rolling for Logic or Feelings (1d6). Confuse the target when Attacking, so that they Attack allies and foes at random.
M-Control
Roll for Magic (1d8) instead of rolling for Logic or Feelings (1d6). Control the actions of the target.
M-Daze
Roll for Magic (1d8) instead of rolling for Logic or Feelings (1d6). Daze the target when Attacking, causing them to remove a die from their dice pool on any roll. You don't need to remove a die from your dice pool to cause this minor effect, though your character doesn't deal damage to the target (unless otherwise stated in the Ability description).
M-Fear
Roll for Magic (1d8) instead of rolling for Logic or Feelings (1d6). Fear the target when Attacking, causing them to run away as their Action.
M-Guard
Roll for Magic (1d8) instead of rolling for Logic or Feelings (1d6). Guard against Attacks made against your character, halving the amount of Harm received.
M-Insight
Gives you Insight without needing to roll or without needing to pay 2 XP. Feats with this dice roll always succeed.
M-Knock Down
Roll for Magic (1d8) instead of rolling for Logic or Feelings (1d6). Knock down the target so they become prone when Attacking.
M-Move
Roll for Magic (1d8) instead of rolling for Logic or Feelings (1d6). Move the target into a desired position when Attacking. You don't need to remove a die from your dice pool to cause this minor effect, though your character doesn't deal damage to the target (unless otherwise stated in the Ability description).
M-Pacify
Roll for Magic (1d8) instead of rolling for Logic or Feelings (1d6). Pacify the target when Attacking, so that they cannot Attack, but can still take other Actions and use Abillities.
M-Pin
Roll for Magic (1d8) instead of rolling for Logic or Feelings (1d6). Pin the target when Attacking, so that they can't move. You don't need to remove a die from your dice pool to cause this minor effect, though your character doesn't deal damage to the target (unless otherwise stated in the Ability description).
M-Sleep
Roll for Magic (1d8) instead of rolling for Logic or Feelings (1d6). Cause the target to fall asleep. While asleep, a target is unable to take any Actions. This counts as a Rest.
M-Stasis
Roll for Magic (1d8) instead of rolling for Logic or Feelings (1d6). Cause the target to enter a state of stasis. While in stasis, a target is unable to take any Actions, cannot be interacted with, and is immune to all damage.
M-Stun
Roll for Magic (1d8) instead of rolling for Logic or Feelings (1d6). Stun the target when Attacking, so that they can't take any Actions.
Move
Move the target into a desired position when Attacking. You don't need to remove a die from your dice pool to cause this minor effect, though your character doesn't deal damage to the target (unless otherwise stated in the Ability description).
Pacify
Pacify the target when Attacking, so that they cannot Attack, but can still take other Actions and use Abillities.
Pin
Pin the target when Attacking, so that they can't move. You don't need to remove a die from your dice pool to cause this minor effect, though your character doesn't deal damage to the target (unless otherwise stated in the Ability description).
Re-roll
Modifies your ability to re-roll Task rolls. Or, the associated Ability has something to do with re-rolling that isn't directly related to your roll.
Rest
Take an additional Short Rest. Or, the associated Ability has something to do with Rests that isn't directly related to your roll.
Stun
Stun the target when Attacking, so that they can't take any Actions.
Success
Automatically succeed on a Task without needing to roll. Or, the associated Ability has something to do with successful or critically successful rolls that isn't directly related to your roll.
Take Attack
Take an Attack aimed at another target.
Taunt
Taunt the target when Attacking, forcing them to focus on your character. You don't need to remove a die from your dice pool to cause this minor effect, though your character doesn't deal damage to the target (unless otherwise stated in the Ability description).
Tech
Roll for Tech (1d8) instead of rolling for Logic or Felings (1d6). Or, the associated Ability has something to do with Tech that isn't directly related to your roll.
T-Control
Roll for Tech (1d8) instead of rolling for Logic or Feelings (1d6).Control the actions of the target.
T-Insight
Gives you Insight without needing to roll or without needing to pay 2 XP. Feats with this dice roll always succeed.
T-Move
Roll for Tech (1d8) instead of rolling for Logic or Felings (1d6). Move the target into a desired position when you Attack. You don't need to remove a die from your dice pool to cause this minor effect.
T-Pin
Roll for Tech (1d8) instead of rolling for Logic or Felings (1d6). Pin the target when Attacking, so that they can't move. You don't need to remove a die from your dice pool to cause this minor effect, though your character doesn't deal damage to the target (unless otherwise stated in the Ability description).
T-Stun
Roll for Tech (1d8) instead of rolling for Logic or Felings (1d6). Stun the target when Attacking, so that they can't take any Actions. You don't need to remove a die from your dice pool to cause this minor effect, though your character doesn't deal damage to the target (unless otherwise stated in the Ability description).
XP
Get XP. Or, the associated Ability has something to do with XP that isn't directly related to your roll.
Area of Effect (AoE)
Abilities that affect an area or have the “Target All” dice roll damage everything within range of the Attack, including allies and objects. You can spend an Action setting up the Attack to only hit foes or warn allies to move, or you can remove a die from your dice pool to focus the Attack only on enemies. Otherwise, allies take as much damage as all other characters, creatures or objects within range.
You only roll once when using Abilities that affect multiple targets.
Inventory & Artifacts
Items only play a small role in the game, and are mostly available so you can customize your character, or to allow them to perform specific actions. An Item is any object that your character can feasibly claim to own. This could be something as simple as a rock or a water bottle, to assets like starships or a house.
Artifacts are more powerful than equipment, with effects equivalent or surpassing the capabilities of character Abilities. Artifacts can be found on adventures—or in rare circumstances, purchased—and must be identified before they can be used properly. They can also be crafted, though this takes a long time and requires expensive materials.
Inventory Management
Items and Artifacts can be in one of three states: Equipped, Readied or Stashed. Equipped inventory can be used immediately or is in constant use. Examples include clothing or a weapon. Readied inventory is stored on a character's person, and can be used immediately or equipped using an Action. Examples include consumables or additional weapons. Stashed inventory is stored either in a bag or somewhere out of reach, and would require at least one Action to retrieve. Examples include items stored on a starship or in a purse.
Switching equipment, Items and Artifacts from one state to another generally requires an Action to complete. So readying a stashed Item, equipping a readied Item—and so on—would require an Action.
Currency & Prices
The primary currency within the star cluster are Credits (Є), which were introduced by the Terran Republic during the formation of the Coalition of Planets. Regardless of whether or not a specific civilization uses credits, all Items are valued in credits. There are five price categories for goods and services:
Inexpensive Items – up to 1000Є
Moderately Priced Items – 1000Є to 100,000Є
Expensive Items – 100,000Є to 1,000,000Є
Very Expensive Items – 1,000,000Є to 1,000,000,000Є
Exorbitant Items – over 1,000,000,000Є
All Items are bought and sold using the price categories above, though non-player characters and player characters are welcome to refer to the value of Items by their credit value. Generally speaking, each category is ten times more valuable than the one below it.
Item List
This is not a comprehensive list of Items, but rather a list of suggestions, with prices for common Items within the star cluster. The prices are also simply examples; price categories may vary slightly by location, quality of the Item and bartering Skill.
Item
Type
Price Category
Description
A.A.D.A
Contact
Expensive
A.A.D.A. (Autonomous Aerial Drone Assistant) is a tiny robot assistant that follows your character closely. It cannot take independent Actions or leave your character's immediate area.
Advanced Battleaxe
Weapon
Expensive
Battleaxe made from advanced materials, or that includes technology to make it more effective.
Advanced Staff
Weapon
Expensive
Staff made from advanced materials, or that includes technology to make it more effective.
Advanced Sword
Weapon
Expensive
Sword made from advanced materials, or that includes technology to make it more effective.
AEG Membership Card
Item
Moderately Priced
Marks your character as a member of the Archeology and Exploration Guild (AEG) and allows them to benefit from several benefits, including a base of operations, somewhere to conduct research on a variety of geographical and historical topics, Contacts among other members of the AEG, and access to a variety of leads about sites of interest that no one else has yet explored.
All-Terrain Land Vehicle
Item
Very Expensive
All-terrain land vehicle capable of carrying between two to six people, depending on the size of the vehicle. Requires some kind of fuel source to function.
Android Assistant
Contact
Very Expensive
Humanoid android that follows your character around and acts as you direct.
Armored Envirosuit
Clothing
Very Expensive
Allows your character to survive in harsh environments and to take a few hits from weapons. Has limited air supply and can shield them from the elements, up to a certain extent.
Automatic Machine Gun
Weapon
Very Expensive
Can use energy cells or slug ammo.
Automatic Translator
Item
Expensive
Powerful and compact translator, generally made to fit around the ear. Translates all verbal communication into a language your character can understand. Can also be used to translate your character's speech into something the recipient can understand. Requires that the language you want to translate to or from exist within its database.
Bag of Heavy Tools
Item
Moderately Priced
Tools that allow your character to craft, tinker and repair a variety of large machines and constructs.
Bag of Light Tools
Item
Moderately Priced
Tools that allow your character to craft, tinker and repair a variety of Items, machines or other objects.
Beast Rations
Item
Inexpensive
Food meant for animals.
Bedroll
Item
Moderately Priced
Binoculars
Item
Moderately Priced
Blowgun
Weapon
Moderately Priced
Bolt Cutters
Item
Moderately Priced
Book
Item
Inexpensive
Business Suit
Clothing
Moderately Priced
Candle
Item
Inexpensive
Cannon Turret
Item
Exorbitant
Mounted turret capable of shooting down shuttles, land vehicles and even small starships.
Climate Controlled Jumpsuit
Clothing
Expensive
Simple envirosuit that allows your character to remain comfortable in environments with higher or lower average temperatures.
Climbing Gear
Item
Moderately Priced
Combat Uniform
Clothing
Moderately Priced
Communicator
Item
Moderately Priced
Small communicator meant for staying in contact on a single communication channel.
Compass
Item
Moderately Priced
Construction Hammer
Weapon
Moderately Priced
Crafting Tools
Item
Moderately Priced
Tools that allow your character to craft a specific type of object.
Crowbar
Item
Moderately Priced
Crystal Dust
Item
Moderately Priced
A single 1 oz (30 ml) dose of Crystal dust, which has multiple applications, but is most often used as a key component in secondary power generation for starships and by Magic users looking to temporarily boost their power. When consumed directly by a person, adds a die to their dice pool for a single Magic roll, but removes a die from their dice pool on all physical Tasks for one hour following. Consistent usage can have permanent negative health effects.
Dagger
Weapon
Moderately Priced
Datapad
Item
Moderately Priced
Handheld computing device with networking capabilities.
Deck Computer
Item
Very Expensive
Portable but advanced computer used primarily by IT techs, engineers and hackers.
Disguise Kit
Item
Moderately Priced
Small kit that allows your character to craft disguises.
Diving Suit
Clothing
Expensive
Drink
Item
Inexpensive
Water or some other kind of potable liquid.
Duct Tape
Item
Inexpensive
Multi-purpose and ubiquitous.
Energy Bow
Weapon
Expensive
Bow that fires energy projectiles instead of physical ammo using energy cells.
Energy Crossbow
Weapon
Expensive
Crossbow that fires energy projectiles instead of physical ammo using energy cells.
Energy Cell
Item
Inexpensive
Ammo for energy-based weapons. Like most ammo, you should only need to "reload" your weapon when you get an Intrusion or mixed success roll, or a significant amount of time has passed since the last "reload".
Enviro Scanner
Item
Moderately Priced
This multifunction device can receive radio transmissions, automatically map locations the wearer has visited, play various forms of media, and keep voice and written records. Also, the wearer can scan for specific materials, toxic traces, and life forms within short range.
Envirosuit
Clothing
Very Expensive
Allows your character to survive in harsh environments. Has limited air supply and can shield you from the elements, up to a certain extent.
Expandable Baton
Weapon
Moderately Priced
Explorer's Pack
Item
Moderately Priced
A backpack used to store other Items. Allows characters to carry more Items than they would normally.
Field Science Kit
Item
Moderately Priced
A portable science lab which can be used to make calculations, take measurements or conduct tests.
First Aid Kit
Item
Moderately Priced
Makes it possible for your character to heal someone without the use of Magic.
Flashlight
Item
Inexpensive
Fuel
Item
Inexpensive
A micro-unit of fuel equals about 10 miles (16 km) of distance in any vehicle. In starships, fuel is only used for small distances, though a small amount of fuel is also spent when going at Vox speeds. Generally speaking, you only need to refuel when you get a mixed success or Intrusion on a roll, or a significant amount of time has passed since the last refueling.
Handaxe
Weapon
Moderately Priced
Handcuffs
Item
Moderately Priced
Hand Grenade
Item
Moderately Priced
Heavy Handgun
Weapon
Very Expensive
Large single-action handgun primarily used for sport or for punching holes in starships. Can use energy cells or slug ammo.
Heavy Rifle
Weapon
Very Expensive
Large single-action rifle primarily used for sport or for punching holes in starships. Can use energy cells or slug ammo.
Hourglass
Item
Moderately Priced
Interstellar Passports
Item
Moderately Priced
Papers needed to land on any occupied planet within the Coalition of Planets.
Invisibility Suit
Clothing
Very Expensive
Allows your character to turn completely invisible to physical perception.
Jetpack
Item
Very Expensive
Large Black Cloak
Clothing
Moderately Priced
Leather Jacket
Clothing
Moderately Priced
Machine Tools
Item
Moderately Priced
Tools that allow your character to build, tinker or repair machines.
Magic Inhibitor
Item
Expensive
Small device that can be attached to a Magic user to stop them from being able to use Magic for at least 24 hours, or until the device is removed. Is spent after use.
Magical Ward
Item
Expensive
Small device that blocks any incoming harmful Magic Attack. Is spent after use.
Night Vision Goggles
Item
Expensive
Padlock
Item
Inexpensive
Power Armour
Item
Very Expensive
Provides breathable air for up to eight hours and a comfortable environment even in bitter heat, cold, or underwater to a depth of 4 miles (6 km); and it allows your character to see in the dark up to a short distance.
Precursor Envirosuit
Clothing
Exorbitant
Allows your character to survive in the vacuum of space using suit reserves for up to twelve hours at a time, with enough fuel to get around in zero gravity on jets of ionized gas for that same period.
Primitive Arrows
Item
Inexpensive
Ammo for primitive bows. Like most ammo, you should only need to "reload" your quiver when you get an Intrusion or mixed success roll, or a significant amount of time has passed since the last "reload".
Primitive Battleaxe
Weapon
Moderately Priced
Primitive Bow
Weapon
Moderately Priced
Primitive Crossbow
Weapon
Moderately Priced
Primitive Crossbow Bolts
Item
Inexpensive
Ammo for primitive crossbows. Like most ammo, you should only need to "reload" your quiver when you get an Intrusion or mixed success roll, or a significant amount of time has passed since the last "reload".
Primitive Outfit
Clothing
Moderately Priced
Made up of hides, furs and leaves.
Primitive Staff
Weapon
Moderately Priced
Primitive Sword
Weapon
Moderately Priced
Psi Field Generator
Item
Very Expensive
Generates a dome-shaped force field around the user using Psi Magic.
Pump Action Shotgun
Weapon
Expensive
Can use energy cells or slug ammo.
Rations
Item
Inexpensive
Enough food for one day.
Respirator
Item
Moderately Priced
Filters air so your character can breathe in toxic or dangerous environments. Does not have a dedicated air supply.
Revolver
Weapon
Expensive
Can use energy cells or slug ammo.
Robotics Tool Kit
Item
Moderately Priced
Tools required to repair, tinker with or build robots.
Rope
Item
Moderately Priced
Semi-Automatic Pistol
Weapon
Expensive
Can use energy cells or slug ammo.
Semi-Automatic Rifle
Weapon
Expensive
Can use energy cells or slug ammo.
Semi-Automatic Shotgun
Weapon
Expensive
Can use energy cells or slug ammo.
Shiv
Weapon
Inexpensive
Signal Horn
Item
Moderately Priced
Simple Bag
Item
Inexpensive
Enough to carry a meal or some other small objects.
Simple Knife
Weapon
Inexpensive
Simple Meal
Item
Inexpensive
Takes more space than Rations and must be prepared before consuming, but provides enough food for one day and heals 1 Harm.
Single-Shot Rifle
Weapon
Expensive
Can use energy cells or slug ammo.
Slug Ammo
Item
Inexpensive
Ammo for projectile-based ranged weapons. Like most ammo, you should only need to reload your weapon when you get an Intrusion or mixed success roll, or a significant amount of time has passed since the last reload.
Small Pack
Item
Moderately Priced
Small tote bag, purse, fanny pack, etc.
Sniper Rifle
Weapon
Expensive
Can use energy cells or slug ammo.
Spare Parts
Item
Moderately Priced
A collection of various machine parts used to repair or build machines or robots.
Straightjacket
Clothing
Moderately Priced
Stun Baton
Weapon
Moderately Priced
Can cause damage or stun an opponent with electrical damage.
Surveillance Equipment
Item
Expensive
Survival Tools
Item
Moderately Priced
Tools for surviving in the wild.
Starship
Item
Exorbitant
From large starships to small shuttles.
Submachine Gun
Weapon
Expensive
Can use energy cells or slug ammo.
Survival Tools
Item
Moderately Priced
A collection of tools that facilitate excursions into the wilderness.
Tent
Item
Moderately Priced
Enough for 2-3 people to Long Rest.
Thievery Kit
Item
Moderately Priced
Has the tools necessary to break into buildings or to open locked containers.
Throwing Knife
Weapon
Inexpensive
Throwing Star
Weapon
Inexpensive
Tinker Tools
Item
Moderately Priced
Tools used for tinkering with machines or robots.
Toolbox
Item
Moderately Priced
A collection of basic tradesman tools in a nifty toolbox.
Torch
Item
Inexpensive
Underwater Breathing Device
Item
Expensive
When fitted in your character's mouth, allows them to breathe underwater. The device functions for up to four hours at a time, after which you must wait four hours before they can use it again.
Wooden Club
Weapon
Inexpensive
Writing Instruments
Item
Inexpensive
Some kind of writing instrument such as a pen, quill or pen, with something to write on, like paper, parchment or the like.
Xibogen Fiber Armor
Clothing
Expensive
Flexible armor made from xibogen fibers, capable of absorbing some damage.
Contacts
Contacts are non-player characters that your character has become familiar with. You can add Contacts to the Contacts list on your character sheet to keep track of them. Contacts can have Skills, such as crafting Items, navigating a jungle or bartering for an auction item on your behalf. Contacts with Skills may only assist your character if they trust your character, or if the Contact is acquired through an Ability.
Some non-player characters can also become Companions. Companions travel with your character and act independently of them, but you have control over their Actions during encounters, unless otherwise stated in an Ability's description. If your character's Companions need to perform an Action, you roll for them. They follow the same rules as player characters when it comes to taking Actions and taking Harm.
Cyberware
Cyberware allows you to augment your current abilities, or make up for missing limbs and organs. Civilized beings are generally accepting of cybernetic enhancements, though prejudice is common, especially against those who choose to modify their bodies beyond what's considered necessary for everyday life. The more a person changes their appearance through cybernetics, the more they'll be treated differently by the majority of civilized beings in the star cluster.
Installing Cyberware costs at least the equivalent of an Expensive Item, with some of the more advanced Cyberware costing as much as an Exorbitant Item instead. Unless otherwise agreed upon by the GM, Cyberware only allows you to perform actions you would normally not be able to do, such as accessing a network without need of a separate device, see in the dark or run a long distance without needing to roll. More expensive Cyberware acquired at higher Tiers may give flat bonuses to Task rolls instead.
Click or tap the Optional button, then click or tap Cyberware to enable the section. You are not able to disable the Cyberware section if your character has received Cyberware from character attributes. To install Cyberware, click or tap the body part you'd like to modify, and click or tap AddMod().
Glossary
Term
Definition
Ability
Anything granted by your character attributes that allows you to do something, or changes how your character reacts to the world, including Feats, Traits, Items, Artifacts, Contacts and notes.
Action
Any time your character acts during an encounter, they are performing an Action. An Action lasts between 5 to 10 seconds on average.
Ambient Damage
Any damage received from the environment, such as high or low temperatures or unfamiliar gravity. Some Abilities can cause ambient damage as well, which means they persist or ignore any protection.
Area of Effect
Abilities that affect an area or have the "Target All" dice roll damage everything within range of the Attack, including allies and objects.
Artifact
Artifacts are more powerful than equipment, with effects equivalent or surpassing the capabilities of character Abilities. Artifacts can be found on adventures and must be identified before they can be used properly. They can also be crafted, though this takes a long time and requires expensive materials.
Attack
Anything your character does to someone that they don't want to happen. You either roll for Logic or Feelings when Attacking. Generally speaking, ranged Attacks require Logic, while melee Attacks use Feelings.
Being
Any creature or character with consciousness or intelligence. Something that is a creature but not a being might be a mechanical bear, for example.
Character
Any player character or non-player character that is considered to be sentient. This can include robots or androids, depending on the context.
Character Arc
Your character's own personal journey through the narrative. Following a Character Arc gives your character a purpose and additional XP.
Character Attribute
Options on your character sheet that define who your character is and what Abilities they have access to, such as their Species, Type, Descriptor, or Focus.
Companion
Companions travel with your character and act independently of them, but you have control over their Actions during encounters.
Contact
Any non-player character with which your character has a previous relationship with. Some Contacts may have Skills or be Companions.
Cooldown
An amount of time or some kind of threshold that must be passed before an Ability can be used again.
Crafting
The act of crafting Items or Artifacts. Crafting requires a Task roll, time and the necessary materials to create the desired Item.
Creature
Any non-player character that does not fit the mould of "character", such as monsters or animals.
Cyberware
Cyberware allows you to augment your character's current Abilities, or make up for missing limbs and organs. They are cybernetic enhancements that can fundamentally change a person's physiology.
Descriptor
Your character's Descriptor places your character in the situation and helps provide motivation. It flavours everything they do and helps to define them.
Dice Pool
The collection of available dice you have available to perform a roll when directing your character to take an Action.
Difficult Terrain
An area with obstacles that hinders movement, or causes complications when characters or creatures attempt to move through it.
Equipped
Equipped inventory can be used immediately or is in constant use. Examples include clothing or a weapon.
Encounter
Any interaction a player character has with the world in which they need to perform Tasks to accomplish something.
Exorbitant Items
Items valued over 1,000,000,000Є, such as starships, houses, siege weapons or impossibly advanced technology.
Expensive Items
Items valued between 100,000Є and 1,000,000Є, such as advanced weapons, ranged weapons, technology or fancy clothing.
Feat
Your character can perform a Feat on your turn instead of taking another Action, utilizing whatever bonus the Ability provides in the process. Feats are granted by character attributes—most commonly from your character's Type.
Focus
Your character's Focus makes them unique, whether among others of the same Type, or just within your group.
Game Master (GM)
Person who organizes and oversees the game, in particular by narrating the details of the story that are not controlled by the players.
Harm
A measure of how much damage a character or creature has sustained. The higher the Harm, the more wounded and potentially on death's door a being is.
Hybrid
Person who has parents from two different species. Most hybrids are ostracized from society.
Immediate Range
Up to 10 feet (3 m), or up to one hex ⬢ or square ■ away. Also called melee range or touching distance. Your character can move an immediate distance as part of another Action on your turn. Magic, blades, blunt weapons, polearms, unarmed attacks and whips are effective at immediate range. All other weapons (except explosives) have disadvantage.
Inexpensive Item
Items valued up to 1000Є, such as food, water, candles or duct tape.
Insight
Piece of information related to current goal. Insights are absolute truths about the world presented by the GM to help players approach encounters with as much information as possible. Insight can be gained through Abilities, a special Task or may be presented by the GM.
Intrusion
An unexpected complication caused by a failed roll, or through GM intervention. Intrusions should generally sabotage the players' plans.
Invisibility
Target cannot be perceived visually through mundane methods.
Item
Any object that you can feasibly claim to own. This could be something as simple as a rock or a water bottle, to assets like starships or a house.
Karma
A special resource unique to the Charitable descriptor that can be spent for various benefits.
Language
Every species has its own common language that can be translated by most translators in circulation. Each species may also have regional, ancestral or cultural dialects or languages.
Long Range
Up to 100 feet (30 m), or up to seven hexes ⬢ or squares ■ away. You can move a long range on your turn if you roll for it. Automatic weapons, bows, crossbows, pistols, rifles, shotguns and throwing weapons are effective at long range.
Long Rest
Rest for at least 8 hours, stabilizing your character so that they are no longer Unstable, healing up to 3 Harm. If your character's Harm is below 4, they heal any remaining Harm instead so that they have 0 Harm. Long Resting also resets Abilities that have a "Rest" or "Long Rest" cooldown, and resets your character's Short Rest cooldown.
Loot
Items, Artifacts or currency gathered from your character's adventure, which then becomes a part of their inventory. Loot can be acquired from the bodies of foes or out in the world.
Low Gravity
Movement in low gravity is easier, but ranges stay the same. Add a die to your dice pool for all movement rolls if in low gravity.
Major Effect
A major effect is anything that would prevent a target from taking their intended action.
Melee
Attacks or Actions made within immediate distance of a target are considered to be in melee range.
Minor Effect
A minor effect is anything that would cause the target to be disadvantaged the next time they act, but won't prevent them from taking their intended action.
Moderately Priced Items
Items valued between 1000Є and 100,000Є, such as clothing, melee weapons, explorer packs, or primitive weapons.
Modifier
Modifier add or remove a dice from your dice pool during combat—or may prevent Attacks entirely.
Narrative
That which gives purpose and direction to the game; the GM drives the narrative, with the players on for the ride.
Non-player Character (NPC)
Any character not directly controlled by a player. This includes Companions and characters controlled by the GM.
Notes
A section of the character sheet used to keep track of story developments, conditions or any other piece of information that doesn't fit within the other sections in the character sheet.
Number
When rolling dice, you either need to roll above or below a certain number to succeed. Your character has a dedicated number for each type of die; this number does not change as you play the game.
Number Scale
A visual representation of your character's numbers, so you can visualize how proficient your character is in each aspect, and then quickly determine if your roll was successful.
Person
Player characters or non-player characters that are sentient, have consciousness and have autonomy. Would not include robots, androids or any other artificial beings (unless they are considered "a person" by their peers).
Player
Person who controls a singular character (and possibly some Companions) during the game, following the GM's instructions and lead in the narrative.
Player Character (PC)
Characters controlled by players. Every player only controls one character, but may have multiple Companions.
Prone
Target is flat on the ground, and must spend an Action to get up before they can move or make most physical Actions.
Ranged
Attacks and Actions performed outside of immediate range are considered to be ranged.
Readied
Readied inventory is stored on a character's person, and can be used immediately or equipped using an Action. Examples include consumables or additional weapons.
Rest
Your character can either Short Rest or Long Rest to heal a small about of Harm and reset some of their Ability cooldowns.
Repair
The act of repairing an Item or an Artifact so that it functions as intended. Takes somewhere between half the creation time and the full creation time, depending on the Item, the aspect that needs repairing, and the circumstances.
Round
Rounds represent the passage of time in encounters. Every round lasts an average of 5 to 10 seconds, multiplied by the amount of characters present. Rounds are made up of turns.
Secondary Species
If your character is a hybrid, they will have a primary and a secondary Species. There is no degree of importance between the secondary and primary Species.
Short Range
Up to 50 feet (15 m), or up to three hexes ⬢ or squares ■ away. Your character can move a short range as your entire Action on your turn. Magic, automatic weapons, bows, crossbows, pistols, rifles, shotguns and throwing weapons are effective at short range.
Short Rest
Rest for one or more rounds, healing Harm equal to your character's Tier, divide by 2, rounded up. Short Resting also resets Abilities that have a "Rest" or "Short Rest" cooldown. Your character can only Short Rest once between each Long Rest.
Skill
Enhances or impedes your character when performing associated Tasks. Skills can be used in conjunction with Feats or Traits.
Species
There are many different species of humanoids within the star cluster. Most live on different planets, though some share the same homeworld. Generally speaking, characters are of a different species if their physiology and culture are significantly different.
Stashed
Stashed inventory is stored either in a bag or somewhere out of reach, and would require at least one Action to retrieve. Examples include items stored on a starship or in a purse.
Status
Passive Abilities that have specific conditions, such as only being active for a certain amount of time. Once their condition has expired or has been met, the Status no longer has an effect until re-activated.
Target
Can be basically anything you can perceive; objects, creatures or characters. As long as you can perceive it, it is a target.
Task
Tasks are anything your character does that requires a roll, such as Attacking, persuading a shopkeep or picking a lock.
Tier
Tiers are how you track your character's growth. Anytime you have 16 XP or more, you can spend 16 XP to advance to the next tier—up to Tier 6. Each Tier grants you additional Abilities.
Tinkering
The act of modifying an Item or Artifact so that it does something else than initially intended. Takes somewhere between half the creation time and the full creation time, depending on the Item and the circumstances.
Trait
Passively affects your character and how they interact with the world. Traits are most often not optional, and must be applied to any situation in which they apply. Traits can be used in conjunction with Feats and Skills.
Turn
Every round, each player character has a turn to take an Action, though they may forego their turn if they wish. After every player character has had their turn, non-player characters get their turn before the next round begins.
Type
Your character's Type helps determine your character's place in the world and relationship with other people in the setting, and is the core of your character.
Very Expensive Items
Items valued between 1,000,000Є and 1,000,000,000Є, such as space-faring technology, heavy ranged weapons, bleeding-edge technology or very rare Items.
Vox
Measurement unit for faster-than-light speed. Engines that can go faster than light are called "Vox Engines".
Experience Points (XP)
Experience Points are the currency by which players gain benefits for their characters. The most common ways to earn XP are through Intrusions and by accomplishing things within the world.
Zero Gravity
In an environment with no gravity, characters cannot move normally. Your character must push themselves off of surfaces or objects to move around. Unless the character's movement takes them to a stable object that they can grab or land against, they continue to drift in that direction each round