Tuesday, September 29, 2026

Starfarer



Hi-tech sci-fi hack of Wayfarer by Chaoclypse. 

Character Creation 

Roll 2d6 down the line for the four Stats: Strength (STR), Speed (SPD), Intellect (INT), Privilege (PRV).

HP is average of STR and PRV, rounded down.

Every character starts at Level 0.

Privilege Bonus

Characters with a PRV score of 11+ receive material bonuses in a personal estate on their homeworld OR an 8-person starship, and Sector-wide corporate contacts OR connections to government officials.

Skills 

Allocate 5 rolls between the Regular, Special, Streetrat, Landlord, or Institutional Skill tables to determine Skills. For example, a player can roll 3 times on Common Skills and twice on Specialized.

For each skill, allocate an inventory item appropriate to said skill.

After the first 5 Skills, players may choose to make a Death Save to survive another 5 years of life and gain a new Skill. 

Common Skills

  1. Melee Combat (Specify weapon)
  2. Ranged Combat (Specify weapon)
  3. Survival (Specify Worlds or Void)
  4. Piloting (Specify vehicle type)
  5. Tech Repairs
  6. Computing

Specialized Skills

  1. Medical
  2. Admin
  3. Cultural Studies
  4. Pharmacology
  5. Astrobiology
  6. Engineering

Streetrat Skills (Must have PRV 6-)

  1. Fraud
  2. Extortion
  3. Streetwise OR Cultural Studies
  4. Pharmacology
  5. Piloting (Specify planet-based vehicle)
  6. Tech Repairs OR Computing

Landlord Skills (Must have a PRV 8+)

  1. Fraud
  2. Bribery
  3. Sector Law OR Admin
  4. Pharmacology
  5. Piloting (Specify vehicle type)
  6. Engineering OR Computing

Institutional Skills (Must have INT 8+ or PRV 8+)

  1. Medical
  2. Sector Law
  3. Astrobiology
  4. Cybernetics
  5. Superintelligences
  6. Genemodding

Encumbrance

Inventories are slot based. Characters have an encumbrance maximum that is equal to their current STR+2.

Checks

To attempt an action where success is uncertain, roll 8+ on 2d6 to succeed.

If the task is easy, and you still feel it necessitates a Check, roll 6+.

If the difficulty is unclear, roll 2d6 for the target number. Any result below 6 is trivial and does not require a check. Even most easy tasks do not require a Check.

Dice Modifiers

Some conditions may modify the Check, called a Dice Modifier, or DM. This boon or bane applies to the 2d6 result.

  • If a Stat applies to a the Check: 
    • Stats of 6- grant -2 DM 
    • Stats of 10+ grant +2 DM 
  • If Skill applies to the Check: Add the Skill bonus. 
    • If lacking a Skill required for the Check, -4 DM.

Stat Checks

If a singular Stat is all that matters, roll 2d6 under or equal to the stat to succeed.

World

Base chance of encounter/patron/rumor: 2-in-6 

If actively searching (takes time): 4-in-6

Reaction rolls

Roll reactions when a character’s reaction to the party is unclear. This also works for unclear situations.

2d6

Reaction

5-

Negative

6-8

Neutral

9+

Positive

Combat

Combat uses Checks as per normal. Each combat round, characters may move between range bands, and perform an attack.

To hit

2d6

No Armor

6+

Modest Armor

8+

Full Armor

10+

Slow targets gain +2 DM to hit; fast targets gain -2 DM.

Range Bands

Effective Weapons

Close

Melee

Medium

Throwable + Ranged

Far

Ranged

Distant

Ranged, -2 DM

Attempting to flee uses a combat round. Make a check with a +2 DM if Distant, and -2 DM if Close.

Damage

If less-than-lethal, take d3 damage. If it could kill a person, d6 damage. If it could blow a hole in a wall, 2d6 damage. If it could destroy an engine block, 4d6 damage.

Surprise

For random encounters, 2-in-6 chance of surprise for both sides. Roll d6 for distance, with -1 DM for each side that’s surprised:

d6

Distance

1-

Close

2-3

Medium

4-5

Far

6+

Distant

Death Saves

At 0 HP, enemies are killed (or unconscious), but player characters may make a Death Save, and roll 2d6 under SPD.

If failed, the character dies. The higher the difference, the more gruesome the death. A natural 12 is always a horrendous sight to behold.

On success, set HP to 0. Roll d6, with a +1 DM for every death save made that session.

d6

Death Save Effect

1

Gain d3+1 HP, and immediately perform a free action.

2

Gain d3 HP. Downed.

3

Unconscious.

4

Unconscious. Lose 1 point in a narratively appropriate Stat.

5

Unconscious. Scarred: Lose d3 points in a narratively appropriate Stat.

6

Unconscious. Bleeding out. Dead in 2d6 rounds without Medical intervention.

7+

Die on your own terms: Do one last action with +4 DM.



If any Stat drops to 0, the character dies.

Unconsciousness normally lasts 10 minutes, usually rendering the character useless for the rest of the fight.

Advancement

Award XP at the end of each session. If: 

  • a character took a significant risk, earn 1 XP. 
  • a character was in immense or constant risk, earn 2 XP.

The character needs XP equal to the level they are trying to reach, cumulatively. Player characters start at Level 0.

Level

XP required

1

1 XP

2

3 XP

3

6 XP

4

10 XP

5

15 XP


etc.

Level Bonus

Each level, do the following: 

  • Add +d3 to maximum HP 
  • +1 to a chosen Skill, up to a max of 3 
    • Note: This must be a skill used in a risky situation during this advancement stage
    • To increase skills beyond 3, one must seek out willing masters and prove their worth or parley with them.

To learn a new Skill, one must find a teacher with at least 3+ in the Skill, and a month of dedicated training time. This achieves a Skill of 0, preventing the -4 DM for lack of specialized skills.

Tuesday, September 1, 2026

Re: Second Wave Solarpunk

This post was originally a Discord reply to the Planets & Monsters post, Second Wave Solarpunk. and then I realized thanks to Seraphina's Short Blog Manifesto that I should just post this on my own, very infrequently used blog.

Planets & Monsters writes:

[Solarpunk] slaps trees on skyscrapers instead of wondering how society might have to change to get into ecological balance. It isn't looking to imagine new ways of living outside the capitalist mode of production. 

Bingo. The major failure of solarpunk fiction (and the greater aesthetic form), is in failing to present new, anticapitalist economic pathways, and instead buying wholeheartedly into the messianic techbro mindset that "tech will save us," which it cannot. Only we as people can help each other. We might use tech to assist, but it must be a human endeavor.

Science fiction that imagines a better future doesn't imagine a world without conflict, it imagines what new conflicts will be there, or what conflicts that exist today have taken new form in the future.  

What Planet & Monsters writes about here is the basis for the critical utopia genre, as Tom Moylan calls it in his seminal work Demand the Impossible (1986). 

Planet & Monsters is not looking for Second Wave Solarpunk, but for the critical utopia. A genre that takes in the true, face value of the challenges of modern and future civilization and presents a better way of life in the path forward. It's hard, many failures occur along the way, and life is not the idyllic perfect society, but one of struggle and constant fighting for a better life. Ursula K. Le Guin's The Dispossessed and especially Kim Stanley Robinson's Mars trilogy are perfect examples of this genre.

Kim Stanely Robinson (KSR) has based his whole writing career on writing utopian fiction, and I think his books are more "solarpunk" than anything else lauded as such. I still find it striking how the dichotomy of futures between The Gold Coast and Pacific Edge reflects our modern times, and these were written in the 80s. The latter is a major solarpunk book, and I don't think I've ever met anyone who has actually read it (but I haven't been asking around for the past few years either, granted).

KSR collected an anthology that hits at the utopian heart of that solarpunk's arrow missed, Future Primitive: The New Ecotopias. I grabbed this from my university library in 2010, and I'm not sure it's widely available. This book was how I discovered Terry Bisson & Gene Wolfe. I read it shortly after reading Le Guin's Planets of Exile & Illusion for the first time.

Anywho, great post from Planets & Monsters that let me relive my uni days of studying utopianism. 

Thursday, May 28, 2026

Decagone Driven to the Maw

I'm running a Classic Traveller campaign right now, and have a medieval tech level planet named Lorien.

The ruler of the planet is a religious dictator, Uzuale. Pontiff Uzuale de Lorien.

My brain went: "Hrm, de Lorien. Delorean. I need a medieval sci-fi time travel adventure."

Not without grand surprise, that subgenre suffers a bit of a dearth in adventures. But the characters, one of whom is a Duke, got invited to the Pontiff's banquet, so I had to get this one in. I adore the Mothership adventure Decagone, by my pal WacoMatrixo. I just needed a D&D-like banquet adventure to run, and the OSR module that popped into my mind was Brad Kerr's Demon Driven to the Maw. 

Now kiss

So you have the "Why?" Now the "How?"

This next bit contains massive spoilers for both modules. Don't read if you want to play either module.


Demon Driven to the Maw is set in a Scottish castle overrun by beautiful, secretly-hooved vampires called Baobhan Sith who have opened a gate to hell so the Devil himself can attend their party where they intend to eat and kill all the villagers for Satan's amusement.

Decagone is a time loop module set on an ocean-floor research base where the crew members are living the same 10 minutes over and over until they stop the experiment doing this to them, or die from exhaustion and stress.

Lorien has a good spaceport on a trace atmosphere, waterless, 60% gravity world, where hundred of millions of people live under a religious dictatorship with medieval technology (i.e. C5108D93).

A big part of the fun in making Classic Traveller work is taking a sentence like that, and forcing it to make sense. How can a medieval society survive on a world with basically no atmosphere or natural water? Well, on Lorien, they live in pressurized cave systems, ancient and massive lava tubes caverns deep underground. The sector at large follows Starseed, a religion based on teachings of The Shepherd for surviving on hostile worlds, so the Pontiff Uzuale de Lorien uses these teaching to motivate the mining industries and "piously" enrich Lorien.

I took the castle from Demon Driven to the Maw, and the time loop mechanic from Decagone. I extended it to 15 minutes because the castle is quite a bit larger than the suboceanic research lab. For the map, I swapped the Hell's Maw for the final two rooms of Decagone, with a secret passage from the Chapel to Decagone's Security Booth. 

Instead of a murder vampire party, the time loop became "The Festivities," which is a Purge-like party where everyone gets assigned a mask, based on Demon Driven to the Maw NPCs:

  • Red Caps: ugly man red masks (2-in-6)
  • Baobhan Sith: beautiful genderless white masks (1-in-6, on a 3)
  • Villagers: stoic male black masks (3-in-6, on 4-6)
  • The maskless Baobhan Sith chef was a robot, and I was rolling 2-in-6 chances for other hidden white mask robots 
Why do this though? Well, to rout out the "sinners" and for the Pontiff and his robotic servants to collect information on the nobles and influential of Lorien. I borrowed the shady secret police angle from Hard to Be a God by the Strugatsky brothers. There's some basic rules to follow during the Festivities:
  • Red mask: Must do what white masks say / provocateurs
  • White mask: Must do what black masks say / investigators
  • Black mask: Must only speak when spoken to / arbiters
  • Anyone rule-breaking or slothful must have their liver removed (i.e. killed)
The loop began with the Pontiff asking everyone to put on their masks, as he was to admit in the workers, commoners, to eat the leftovers from the banquet and join the festivities. This leads to many people not knowing the rules off the bat, including the PCs. 

In Decagone, it's implied the PCs are just out of range of the artifact's effects when the experiment starts charging the artifact. On Lorien, the people know what they're doing, and time the loop accordingly as the Pontiff wishes. The Pontiff also is immune, as are his secretly robotic servants. 

But why were the PCs immune to the loop? Well, a few days earlier, the Traveller's Aid Society came around distributing "vitamin enhanced water" which yeah, had vitamins but also a coppery metal taste of esoteric nanobots that interfere with the time loop device. (Yes, a magic protective potion, I know.) The PCs drank the lightly green water. 

And how to stop the loop in such a big castle filled with such grotesque violence? There were three "tests of faith":

  • Fight back heroically upon violent provocation (so that a bot/Pontiff sees it)
  • Defeat the Pontiff in the religious debate/card game (i.e. Helal)
  • Get past Decagone's laser corridor, into the artifact room.

What I didn't anticipate, and frankly should have, was that one of the players, the Duke, was wearing Reflec armor which is highly effective against laser weaponry. He didn't have any time left though to figure out who the three scientists were, nor what the artifact was.

And since the players may read this, that info will have to wait for another blog post.

Sunday, December 28, 2025

5MW RPG: Sectors, Serpents, and Gameplay Phases

Sectors contain one or many Systems. Systems consist of one or more stars, brown dwarfs, or black holes, and their orbiting bodies which always includes at least one World.

WIP player-facing Starmap for 5MW RPG

Sectors

Sectors are groups of Systems connected through hyperspace. Systems within the same Sector are not necessarily physical astronomical neighbors, but are spacetime is folded such as the Jumps required between them are “shorter” in practice. Sectors are depicted in game as hex map segments called Sector Segments.

Sector Segments take sizes between a single System up to ten Systems. Avatars construct their own starmaps in 5MW, placing their Sector Segments on a larger, empty hexmap, weaving their own tapestry of Sectors as they explore the 5 Million Worlds.

The idea here is that the frontier is always unknown, and that folks can build their own independent Sectors to plug-and-play as needed.

Systems

Star systems—whether a solitary star, multiple star system, brown dwarf or black hole—is called a System. Systems are often named [Star]-Sys or [World]-Sys, e.g. Spindle-Sys, Breq-Sys, etc. This abbreviation is common, e.g. in-Sys travel, out-Sys trading, etc.

Each Sys contains at least one World and one Ansible. A System, its Worlds, and other major orbital bodies are represented on a System Map: 

From the Mothership Search & Rescue Campaign post 

Worlds

A World is an orbital body where people live. This may be a planet, moon, asteroid, space station, superstructure, etc. Depending on their Form, some Avatars may need to make a Body Save against World Shock when visiting certain Worlds.

World Maps can be acquired through a World’s organization, or a close orbit scan with consent from the World’s peoples.

World Shock

Ecologies and 

Ansibles

Ansibles are the single ubiquitous remnant of the Serpents: superluminal communication nodes. From an Ansible, any Sys can communicate with another Ansible within its network in real time. Fully functional Ansibles can even use the Uplink to travel between systems, uploading the Mind and printing a new body at the System destination. Most Ansibles, however, are either derelict, thought lost, or controlled by a World’s power to disseminate or control information across the Sector.

Serpents & Serpentware

Extremely few in the 5 Million Worlds know what Serpents were/are, but their proximity to the Avatars is widespread, whether as myth, spacer tales, or historical or archaeological “fact”. Many cultures blame Serpents for the constant disappearances of large-scale Artificial Minds, Hive Minds, and other forms of superintelligence.

Serpents were/are capable of creating technology beyond the ability of any culture in 5MW Space to fabricate, and left remnants of these feats behind: superstructures and Serpentware, as well as two loose orders: the Serpent’s Lance and the Avatars.

Serpentware

While reproducing Serpentware is nigh-impossible, those with the necessary Skills and resources can repair and maintain this technology. Repairs of superstructure habitats, and the teaching of these methods, is common work for Avatars.

Other Serpentware ranges from personal equipment to starship components.

Serpentware Repairs

Serpentware almost always exists as part of a larger technological system. If Serpentware needs repairing, other Serpent ruins are very likely to be within the same System. Salvaging without permission is frowned upon, but sometimes skipped in pressing crises. Usable salvage for fixing Serpentware is counted in units called Remnants.

When maintenance requires newly fabricated components, an Avatar must use a Serpent Forge. Such incredible replication machines are found within superstructures, and very infrequently anywhere else.

Chrysalis

A Chrysalis is Serpentware whose main function is an advanced cryopod for unshielded Jumps through hyperspace. Their advanced functions include: healing pod, downloading a Mind, bio-print new bodies, and collecting a library of Forms for the Avatars to change between. A Chrysalis requires expending Exotic Matter to perform a single advanced function, and must have a hardwire connection to an Ansible.

Personal Serpentware

Highly advanced cyberware, bioware, personal protection, and other equipment also exists throughout the 5 Million Worlds. Yet Serpentware rarely exists in a vacuum; it serves its location, and holds importance to the peoples of its World. Such treasures belong to the World and its cultures, not those who find them. How the Avatars handle such encounters is important for their reputation.

Serpent’s Lance

Hunters who seek Avatars who have broken the Code, their promise to help. Members of the Lance are often former Avatars, with advanced starships and Serpentware. The Lance is not immune to corruption or transmuted belief systems.

Call of the Avatar

Avatars are mediators, liberators, merchants, explorers, and troubleshooters. They answer the Call of the Avatar to fight for peace, resolve crises, and help the peoples of the 5 Million Worlds. This is the Avatar’s pledge. Breaking this pledge may attract the ire of the Serpent’s Lance; Following this pledge may attract the ire of local Sector powers. The lives and adventure of Avatars tend to follow this pattern:

Starfaring Phase

The Avatars choose where to travel. They may begin with a small Sector map, or must find an Ansible to discover local hyperlanes.

In order to Jump to another system, Avatars must have a Jump Drive or better.* Out of respect for privacy and local traffic safety, Jump Points tend to be on the polar stellar axis of a System. Jumping elsewhere in a System is possible, with the relevant Skills, but often attracts major disfavor with space-faring locals.

Avatars may spend one unit of Exotic Matter and two weeks per light year, if they have a vessel capable of such stocking capacity, and the Warden is so inclined to build out a Realspace star map.

Avatars may begin with a small starship capable of superluminal travel called a Wedge.

Wedge

  1. Airlock with Docking Sleeve.
  2. Lander Bay. Contains one Lander Pod to travel to and from Worlds without their own travel infrastructure.
  3. Bridge. Piloting, Comms, Sensors.
  4. Commons. Bunks and central living space.
  5. Cryobay. 10 cryopods.
  6. Engines. Jump-I Drive for hyperspace travel (expends one unit of Exotic Matter per single hex Jump), and Loop-I Drive for in-system superluminal travel (expends one unit of Exotic Matter per three in-Sys uses).

Contact Phase

While contacting the peoples of a World when entering a System is technically optional, it is the done thing. Space pirates and warlords never call ahead, so Contact is common courtesy, and achieved across two steps: Ansible Ping and World Ping.

1) Ansible Ping

Avatars may attempt to ping the local System’s Ansible. If the Ansible is online, the Avatars can contact those who run the Ansible, even if only the Ansible's Virtual Intelligence that remains. If the Ansible is offline, they may skip to the World Ping and attempt to discover the Ansible’s location in the Looping Phase.

2) World Ping

Avatars may attempt to directly ping a local System’s Worlds. This may be necessary to contact peoples who do not control their Ansible, whether due to power or technological struggles. Such communications can be more easily hidden or obfuscated.

If neither pings yields results or the Avatars skip Contact, move into the Looping Phase.

Looping Phase

During the Looping Phase, the Avatars’ starship enters the standard stellar orbit. Except under unusual circumstances, a starship’s sensors can deliver a System map. Detailed information on planetary bodies, or World maps may require travelling to the orbital body.

If the Avatars chose to skip both pings, and the System has the means to initiate Contact, they attempt to ping the Avatars during the Looping Phase. Avatars enter Contact at Disadvantage.

In-Sys Travel

Looping the Sys, Avatars may travel between orbits, collect Matter, and explore Worlds using the starship’s Loop Drive. Travelling between any two regions, regardless of distance, requires two weeks and expends one use of Exotic Matter on the starship’s Loop Drive.

Looping on Mundane momentum does not expend Exotic Matter, and takes much longer.

With a comfortable starship, Avatars may Expend Limit on projects while Looping (pg. xx).

Travelling within a System depends on the infrastructure, regulations, and other local factors. Mostly, Avatar starships have free reign to travel across the system, but in certain cases they may be required to dock their starship and use local travel infrastructure, or perform special jobs or duties to extract Matter from the System.

Whether using a World’s infrastructure or their Landing Pod, Avatars may visit a Worlds to answer the Call.

The Call Phase

This is the adventure phase of the game, and makes up for most of the play. What happens depends on the World, its Peoples, the nature of the Call, and how the Avatars choose to resolve the issue.


Saturday, December 20, 2025

5MW RPG, 1d100 Mementos

As the companion to the 1d100 Past Life table I posted earlier this week, here is the 1d100 Mementos table. As David Blandy talked about, lore lives in the tables, and I've tried to do that here for the Mementos that the Avatars take with them from their homeworld.

So, what do you carry with you? And why do you hold onto it?

1d100 Mementos
00 Book: The Truth about the Serpents
01 Royal Icon (beheaded)
02 Serpent Sticks*
03 Union Local Patch
04 Visard Mask (replica)
05 Black Box (ship lost)
06 Manual: Inter-species Conflict Resolution
07 Anti-Rad Gloves
08 Bounty Card, expired
09 Fuel Purity Tests, half used
10 Play: The Rokaner's Travails
11 Modulating Spray Can, needs refill
12 Postcard, blank: White Sands of Foret's Gulf
13 Wooden walking stick, covered in carved symbols
14 Parachute, needs patching.
15 Simspace, The Cataphract Wars. Unfinished.
16 Silver locket, photo inside
17 Bloodied shirt, not yours
18 Seeds, orphidean flowers
19 Pamphlet, It's YOUR Block: How to take it back
20 Three polished stones.
21 Hoverbot, fist-sized.
22 Gecko Gear
23 Bejeweled Brass Knuckles
24 Duct Tape
25 Brown Belt, martial arts
26 Spiked Biker's helmet
27 Four condoms
28 Boxing gloves
29 Infographic flyer, Lookout for atmo-theives
30 Sparring broadsword, trophy
31 Seven datachip teeth, not yours
32 Collapsible oar
33 Handbook: Dialects of Sector-XI Stalactites
34 Satchel, garden tools
35 Book: Diary of a Survivor: the Sunflower Mutinies
36 Fanged dentures
37 Antimatter wire cutters, one use left
38 Dreamweed and glass pipe
39 Police badge, bent in half
40 Ritual hair treatment kit
41 Data crystals, concert recordings
42 Cloak, always growing
43 Defunct Teleportation Key
44 Skull, insectoid transhuman
45 Eggs, rock-eating silk weavers
46 Tricorn hat, regal heraldry
47 Briefcase, assorted bones
48 Typewriter ink ribbons
49 Hypervision goggles, old
50 Can, Mold-a-Face
51 Holobelt. Plays outdated adverts
52 Blade sharpener
53 Photosynthetic skin graft, one arm.
54 Energy Hook anchors, scavenged
55 Manual: First Contact Protocols
56 Musical instrument
57 Imperial credentials
58 Cactus, hand-sized
59 Third eye, headstrap
60 Playing cards, marked
61 Novel: She Lived Under Behemoth
62 Pack of candles
63 Molecular glue, stuck closed
64 Mech model, boxed
65 Large scissors
66 Headstrap, auto-cooling
67 Stuffed animal, talking geiger counter
68 Can, Cleaning Oil
69 Aerogel stitch case, empty
70 Antisound umbrella, dancing cartoons
71 Robotic hand, not yours
72 Pamphlet: Holst-Sys Connection Map
73 Sunglasses, out of style
74 Flightsuit control gloves
75 Welded figurine, self-portrait
76 Idol, Synthetic Amalgam Lords
77 Flask, last of your moonshine
78 Business card, Jung & Butler, Sector Law Specialists
79 Apartment key, nullified
80 Whittling knife & wood
81 Case, board game pieces
82 VI assistant, stuck on far-sector foreign language
83 Devotion bracelets, nullified
84 Holo-watch, portrait of former crew
85 Animal collar and tag
86 Datasticks, labeled "Home"
87 Novel: The Cartographer's Mercy
88 Blueprints, Steam Engine
89 Pin: Diadem of Stars
90 Yellowed rebreather
91 Iron Lung Smokes
92 Patch: Aja Terrarium shows elliptical orbit
93 Rain-repelling poncho, too small
94 Perfume bottle, empty
95 Canned Syrtian Pockfruit
96 Simspace goggles, broken
97 Empty bottle, Deadhead pills
98 Spacedog Bobblehead
99 Book: Call of the Avatar


*Serpent Sticks is a dice game based on a game that appears in C. J. Cherryh's Serpent's Reach.  

Thursday, December 18, 2025

5MW RPG, 1d100 Past Lives

The 5 Million Worlds are vast. Not all worlds are star-faring, but perhaps yours is. Through hardship, you've earned a place on a starship. Whatever life you had before, now begins a new one. A new birth. You are starborn. You are an Avatar.

5 Million Worlds is a space adventure RPG where you and your fellow Avatars explore space, seek new peoples, and help those in need. 

What did you do in your Past Life, before you became an Avatar?

1d100 Past Lives

Roll 1d100 for your Past Life, and take the associated Skill. In case of Skill doubles, you gain Advantage[+] with that Skill. You may also discuss another Skill choice with your Warden that you feel is relevant.

1d100 Past Life Skill
00 Retired Avatar Serpentware
01 Site Foreman Extraction
02 Gateway Mechanic Hyperspace
03 Regional Preservationist Ecology
04 Residential Healthcare Provider Medicine
05 Emulant Manufacturer Synthetics
06 Sector Scout Captain Sophontology
07 Cloning Expert Biotech
08 Xenoanthropologist Cultures
09 Fallout Survivor Eschatology
10 Metropole Construction Superstructures
11 Youth Instructor Systems, Polyglot
12 Wildlife Exobiologist Zoology
13 Outsys Merchant Worldwise
14 Dockmaster Spacewise
15 Rights Activist Law
16 Solar Mass Physicist Astrophysics
17 Group Therapist Psychology
18 Life Support Regulator Habitats
19 City Planner Admin
20 Rewilding Planter Botany
21 Space Pirate Ordnance
22 Fertility Doctor Medicine
23 Naval Lieutenant Command
24 Esoteric Broker Xenotech
25 Upcycle Scavenger Mechanical Repair
26 Diaspora Genealogist Psychohistory
27 Serpent Researcher Serpentware
28 Synthetic Life Advocate Synthetics
29 Farmer Botany, Zoology
30 Hybrid Materials Synthesizer Materials
31 Shipyard Patrol Command
32 Nomadic Performer Art
33 Regional Magistrate Law
34 Violent Crimes Inspector Worldwise
35 Mind Resources Director Sophontology
36 Deep History Advisor Psychohistory
37 Backalley Genemodder Biotech
38 Terraformer Planetology
39 Digital Cowboy Uplink
40 Cross-reality Integrationist Hyperspace
41 Technopriest Serpentware
42 Bio-Residence Healthcare Provider Pharmacology
43 High-Performance Athlete Athletics
44 Leak Locator Habitats
45 Hydrologist Ecology
46 Serpent Tongue Scholar Eschatology
47 EVA Repair Lead Zero-G
48 Anti-boarding Tactical Response CQC
49 Fracture Evaluator Materials
50 Superstructure Engineer Superstructures
51 Geothermal Energy Specialist Reactors
52 Sys-admin Spacewise
53 Uplink Admin Uplink
54 Biodata Surgeon Surgery
55 Chief Medical Officer Surgery
56 Residential Consul Polyglot
57 Sex Worker Psychology
58 Heavy Security CQC
59 Frontline Field Medic Medicine
60 Cultural Ritual Keeper Cultures
61 Simspace Architect Simspace
62 Exoplanetary Arborist Botany
63 Deep Sea Oceanic Upkeep Mechanical Repair
64 Organized Crime Pharmacology
65 Gas Giant Diver Habitats
66 Macrodata Analyst Systems
67 Materials Allocation Manager Admin
68 Realspace Entertainer Art
69 Simspace Entertainer Simspace
70 Local Chieftan Command
71 Space Elevator Technician Superstructures
72 Moisture Farmer Synthetics
73 Indentured Mineral Miner Extraction
74 Shock Trooper Firearms
75 Lumberjack Ecology
76 Reclusive Clergymember Worldwise
77 Import/Export Customs Official Polyglot
78 Insys Merchant Spacewise
79 Radiation Nurse Biotech
80 Traffic Controller Systems
81 Contact Diplomat Sophontology
82 Enlisted Imperial Firearms
83 Wanted “Terrorist” Ordnance
84 Institute Professor Xenotech
85 Hull Patcher Mechanical Repair
86 Welfare Sociologist Psychology
87 Hyperspace Diagnostics Hyperspace
88 Ansible Comms Operator Uplink
89 Trade Union Licensor Admin
90 Megacity Crawler Athletics
91 HabBubble Constructor Materials
92 Exotic Materials Chemist Exotics
93 Apocalypse Cult Leader Eschatology
94 Ice Pusher Reactors
95 Deep Space Astronomer Astrophysics
96 Gas Giant Skimmer Planetology
97 Rock Hopper Extraction
98 Ring Preservationist Zoology
99 Space Debris Cleaner Zero-G

 


Starfarer

Hi-tech sci-fi hack of Wayfarer by Chaoclypse .  Character Creation  Roll 2d6 down the line for the four Stats: Strength (STR), Speed (SPD),...