Fate Space Toolkit PDF
Fate Space Toolkit PDF
Fate Space Toolkit PDF
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Welcome to the Fate Space Toolkit, the newest book in the Fate Toolkit series. The
Toolkits are exactly what they sound like—a collection of add-on tools to make
things happen in your Fate games. As always, we encourage you to hack the rules
to your liking, but sometimes it’s nice to have a little help (or a little inspiration),
and these Toolkits are designed to provide just that.
So how does this new series differ from the Fate System Toolkit? The Fate System
Toolkit was like a buffet, but instead of serving a variety of foods, it was full of
ideas for all different kinds of games. In this Toolkit series, though, each volume
focuses on a specific theme. Some give help with a particular game element, such
as creating effective adversaries and using them to drive the plot of your campaign,
as in the Fate Adversary Toolkit. Others are dedicated to a particular genre of game,
like the Fate Space Toolkit here. Rather than taking a cookie-cutter approach, each
volume is tailored to provide the most useful system hacks, samples, and story
starters for the topic, so you’ll find something new and different in every book.
We hope you’ll check out our list of current and upcoming Toolkits on our
website (www.evilhat.com/home/fate-toolkits).
Now, dare to open the airlock and space face your Fate!
• You’ll also find some space adventure themes and tools in some of
Evil Hat’s Fate Worlds of Adventure, including Andromeda (epic space
opera in an alien galaxy), Red Planet (communist pulp space fantasy),
Ghost Planets (Star Trek meets Forbidden Planet by way of Indiana
Jones), The Three Rocketeers (swashbucklers in space), and Sails Full
of Stars (quasi-historical fantasy in the Solar System). They are avail-
able as “pay what you want” products on drivethrurpg.com, thanks
to the generosity of our Patreon backers, who support the ongoing
production of new settings and adventures.
High Plausibility
High-plausibility games emphasize creating a coherent, internally consistent
game universe in line with contemporary scientific knowledge and speculation.
Part of the fun of such games is getting the math right, even if only figura-
tively—the aim is to speculate rigorously about the ramifications of scientific
developments and cultural conditions.
Set the dial to high plausibility when you want a game that is grounded as
much as possible in real-world science, both social and natural.
REALITY CHECK
In high-plausibility games, anyone who thinks that something introduced into
the fiction is sufficiently implausible may call for a reality check—you may even
wish to put a card on the table with the words “reality check” (or “Science!”)
written on it for players to point to. When someone calls for a reality check, stop
play to briefly discuss what’s the matter and try to reach some accommodation or
adjustment. Defer to the desire for greater realism, assuming that doing so will
ultimately make everyone happier.
• “The human spirit always prevails”: Invoking an aspect for this roll
only gives a +1 bonus, not +2, making it much more difficult—but
still possible—to succeed or even succeed with style.
You may use the Cold Equations rule in addition to or in place of real-
ity checks.
Creating a setting for a Fate Space game works as in Fate Core (pages 18–27).
In fact, taking time to create a Fate Space setting together is even more neces-
sary, since it lets your group get on the same page about the fictional universe
in which you’ll play, and about what issues or themes your game will focus on.
Science fiction is a big, sprawling genre, and people will come to a science fiction
game with lots of different assumptions about how things work.
Scope
The scope of your game comprises its tone, period and extent. In combination
with its plausibilometer setting, its scope lets you all know what sorts of fictional
resources you are able to draw upon when creating characters and adventures. In
other words, the scope establishes the range of science-fictional tropes available.
Often, it provides the rationale and justification for incorporating the preferences
expressed by the players while brainstorming the game, and drives the creation
of setting issues and aspects.
BIG ISSUES
Defining a game’s issues and aspects is fundamental. According to Fate Core
(page 22), the things that spur characters to action are a game’s “big issues.” Big
issues will imply what Fate Core calls “story questions”: implicit challenges and
plot hooks that drive the action. Here are some examples of issues and their
associated story questions.
• Alien Invasion!: Can we stop them? At what cost? What will we do if
it seems like the aliens are winning? What will we sacrifice for victory?
• Uranium Rush in the Asteroid Belt: What does it take to strike it
rich? What happens when we succeed? What happens if we fail or give up?
• Grand Tour of the Galaxy: How will we respond to the alien beings
we meet and the alien places we visit? What local entanglements and
resentments will we encounter? What problems are we carrying with us
that will bear bitter fruit as we travel?
Some GMs and groups will want to make this process more systematic. If you
wish, you can keep a list of black boxes with specific details and relevant aspects,
recording new entries as they are identified in play. Other groups will find it more
enjoyable to keep the elaboration of black boxes as a completely ad hoc process.
Take care to avoid having too many aspects in play at once. Enforce a limit of
two to four setting aspects, including both big issues and “opened up” black boxes.
In any event, one of the most important black boxes in a Fate Space game is space
travel. Implementing this technology is discussed in greater detail in Spacecraft
and Space Travel (page 48).
EXTRATERRESTRIAL PLANETS
Specific extraterrestrial planets can be identified in the faces and places, again to
aid character creation. Similarly, rules and procedures for coming up with new
worlds can be tailored to the setting depending on its extent. This is discussed in
greater detail in Aliens and Alien Worlds (page 96).
One of the most powerful ways to establish the setting of a Fate Space game is
in character creation. That way the players have a reminder of what the game is
about in front of them at all times, right on their character sheet.
In this chapter, we’ll go through some ways to differentiate the characters’ core
aspects, give some new options for skills and stunts suitable for a Fate Space game,
and explore new extras that will let you add specific sci-fi flavors to your game.
Aspects
Typically, characters are defined by their high concept and trouble, as in Fate
Core. Additional aspects emerge from the phase trio (Fate Core, pages 38–44)
to help define a character’s backstory and their history with the other characters.
To help reinforce the setting, you might modify the procedures described in Fate
Core, such as by changing the phase trio or by changing the kinds of aspects that
characters have can.
High Concept
In general, GMs, you’ll want to give guidance to players that will let them focus
their high concept to serve the pitch and scope of your game—for example, “You
are all crew or otherwise permanent party aboard an interstellar tramp freighter
that makes frequent port calls on frontier planets. Your high concept should be
consistent with this situation.”
Part of a character’s high concept may refer to their background—their planet
of origin or homeworld, their species or ethnicity, and so forth. In such cases, it
may be worth it to discuss the possible invocations and compels of that aspect
prior to the beginning of the play in greater detail than usual.
Here are some examples:
• Spacer: Invoke to reflect familiarity with space-going culture and folk-
ways, including moving around in microgravity easily. Compel to suffer
weakness and the possibility of injury in normal and high gravity, and to
suffer the prejudices of planetbound people.
• Cyborg. Invoke to reflect machine-augmented physical and computer-
related capabilities. Compel to have to deal with software glitches,
mechanical failures, or electronic short-circuits as well as the effects of an
increasing psychological detachment from humanity.
• Slowtimer: Invoke to access millennia-old secrets, information, and data
from your long years of experience; compel to be blindsided by recent
developments, changes, and anomalies.
Phase Trio
In addition to using the phase trio to connect the PCs, you may wish to use it to
connect them and their actions to the setting’s history and to important institu-
tions, organizations, and NPCs. For example, in a game about fleeing alien space
invaders across interstellar space, a character’s first phase could be Life Before They
Came, followed by During the Invasion, and finally At the Exodus. If you do this,
though, be sure that each phase still connects one PC to another.
CRAFTS
Option One: Rename Crafts to Engineering or Technology. This skill
is used to operate, repair, design, and otherwise deal with technology of all
kinds. Its stunts typically represent expertise in specific technical areas, or heavy
machinery, robots, and high-tech toolkits.
• Bioengineering: Because you are a trained bioengineer, you may use
Engineering or Technology in place of Lore to create advantages repre-
senting biomechanical modifications or cybernetic augmentations, or to
overcome obstacles related to medical conditions or treatment.
• Life-Support Engineering: Because you are a trained life-support
engineer, you gain +2 when using Engineering or Technology to over-
come obstacles related to maintaining, repairing, or replacing life-support
technology.
• Xenotech: Because you are familiar with the principles of alien technology,
you gain +2 when using Engineering or Technology to overcome obstacles
related to understanding or adapting alien technology.
LORE
Option 1: Rename Knowledge. Knowledge sounds more appropriate for
a science fiction game than Lore, which has a fantasy feel. You can double
down on this to better describe your setting, calling it Education, Data Access,
Information, or Memory instead—each name has different implications, espe-
cially for interacting with information technology and computer data.
• Data Analyst: Because you are skilled at data analysis, you gain +2 to
create advantages with Knowledge when you can consult accumulated
data records about the object of your analysis.
• Boolean Ace: Because you are expert at searching through large databases,
you may use Knowledge in place of Investigate when you have access to
data records about the target of your investigation.
Option 2: Split Lore into Culture and Science. The former skill represents
social and cultural knowledge, including the arts and humanities as well as com-
mon-sense knowledge of a given culture. The latter skills represent systematic
knowledge of the social and natural worlds, respectively.
• Synesthete: Because you are a synesthetic poet, you may use Culture in
place of Provoke when you perform one of your multi-sensory composi-
tions for a receptive or captive audience.
• Experimentalist: Because you are trained in scientific experimentation,
you gain +2 to create advantages with Science by testing an empirical
hypothesis about some physical phenomenon.
ASTROGATION
Knowledge of the technical procedures and professional practices needed to
calculate a vessel’s space journey. Use this skill to plot courses through interplan-
etary and interstellar space as well as to jump through hyperspace or another
FTL jaunt—assuming that FTL travel doesn’t require some other skill such as
Psionics for navigation. If there is no special skill for navigation in space, the
requisite knowledge can be included in a Lore-equivalent skill such as Science
or Natural Science. Astrogation is often used in an overcome action to set a
course in space, but it may also be treated as including those parts of Lore or its
equivalent related to general knowledge of port conditions, nearby space hazards,
and similar information about known ports of call. It is generally used neither
to attack nor to defend.
The difficulty of course calculation depends on the complexity of the course
and the capabilities of the ship. Planning a straightforward trip from Planet A to
Planet B across distances within the ship’s normal range and endurance may face
Mediocre (+0) or Average (+1) difficulty, while trying to calculate the complicated
series of burns needed to decelerate a slower-than-light generation ship coming
in from interstellar space with limited delta-vee (change in velocity) by means of
multiple planetary fly-bys that may subject the ship to structural stress may face
Great (+4), Superb (+5), or even Fantastic (+6) difficulty.
The GM will set the time required for the journey based on the distances
involved and the speeds obtainable, remembering that periods of acceleration,
deceleration, and possibly coasting will occur. Express the time required in “half,”
“one,” “a few,” or “several” units of time, per Fate Core (page 197). Attainable
speeds will depend in large measure upon the technology available in your setting,
discussed in greater detail in Spacecraft and Space Travel (page 48).
Succeeding with style on Astrogation may create boosts such as Fuel-Efficient
Course or Planetary Syzygy that can be used as a bonus if Pilot is needed to
complete the maneuver. Alternatively, succeeding with style can simply reduce
the time required for travel by one shift, meaning a trip that would take a few
months will only take one.
BUREAUCRACY
This is knowledge of the workings of large, impersonal, hierarchical institutions
such as government agencies, corporations, and the military. It is used to over-
come obstacles and create advantages related to knowing the rules, policies, and
protocols of the organization, dealing with red tape, and winning at office poli-
tics. A more neutral label for this skill is “Administration,” which also implies
a certain level of managerial competence. This skill is useful when trying to
convince starport officials that an out-of-date docking license still passes muster,
that a cargo of exotic animals doesn’t fall under extant quarantine regulations,
and so forth.
• Barrack-Room Lawyer: Because of your vast knowledge of administrative
trivia, you may use Bureaucracy in place of Rapport to attack or create
advantages when the act of throwing out legalistic or official-sounding
terms and concepts might be convincing.
• Red Tape-Cutter: Because you have a good idea about which shortcuts
an organization is likely to tolerate, you gain +2 to overcome obstacles
with Bureaucracy when attempting to demonstrate that you have met an
organization’s requirements or followed its stipulated procedures.
ENCOUNTER
If aliens are relatively infrequent or very strange in your setting, you’ll use
Encounter—rather than Deceive, Provoke, or Rapport—to interact with them.
It is used to overcome or create advantages. If a listed skill doesn’t exist, the
appropriate interaction is used instead. In any case, certain aliens may get a
bonus to Will or Empathy to reflect the difficulty other species have in engaging
them, though this bonus will probably be more common if you do not include
Encounter.
• Alien Whisperer: Because you have an intuitive or learned understanding
of alien psychology, you may use Encounter in place of Empathy when
trying to make sense of alien motivations or desires.
• Practically Raised by Martians: Because of your familiarity with their
culture and traditions, you gain +2 to Encounter when dealing with
Martians. (You can rename this stunt to apply it to another specific alien
civilization.)
PSIONICS
Psionics allows you to use the power of your mind to affect the real world. It is
typically only used to create advantages related to using your psychic powers to
affect the world around you. Here are some examples of using Psionics:
“I use my psionics to cloud the guard’s mind.” This will create Clouded
Mind by succeeding with Psionics against the guard’s Will.
“I probe the alien’s brain and evoke its deepest fear.” This will create
Tentacular Terror! by succeeding with Psionics against the alien’s Will.
“I telekinetically pull at the wires inside the guard’s EVA suit.” This will
create Compromised Suit by succeeding with Psionics against the
guard’s Notice.
Stunts can expand the range and versatility of the Psionics skill.
• Psionic Navigation: Because of your psychic training, you may use
Psionics in place of Astrogation to calculate interstellar paths through
hyperspace.
• Psychic Blast: Because of your psychic training, you may attack with
Psionics against the defender’s Will or Psionics.
• Telekinetic Force: Because of your psychic training, you may use Psionics
in place of Physique to lift, throw, hurl, or crush nearby objects as if you
had enormous strength.
SPACEHAND
Spacehand subsumes those parts of Lore and Crafts associated with practical
knowledge of shipboard life. It is typically used to overcome and defend against
difficulties connected to living, working, and moving in space. This includes
moving around in zero-g, wearing a spacesuit properly so as to avoid accident or
injury while in vacuum, walking on the outside of a spacecraft hull, and so on.
You’ll use this skill whenever something out of the ordinary happens in a space
environment. Need to don your spacesuit in record time? Roll Spacehand. Need
to patch a micro-meteor leak? Roll Spacehand. In a near-future setting, this skill
can be called Astronaut—or Cosmonaut.
• Old Space Dog: Because you’ve been around a time or two, you may use
Spacehand in place of Contacts when looking for a spacer in a starport or
other likely meeting place for professional space travelers.
• Spacewalker: Because you are well trained in extra-vehicular activity, you
gain +2 to Spacehand when overcoming obstacles related to operations
outside a spacecraft.
• Zero-Gee Acrobatics: Because you are skilled at low-gravity movement,
you may use Spacehand in place of Athletics to move in microgravity, as
long as there are surfaces that you can push against.
• Zero-Gee Martial Arts: Because you are familiar with fighting in zero-
gee, you may use Spacehand in place of Fight to attack in hand-to-hand
combat while in microgravity.
Athletics
Athletics stunts can reflect the physiological advantages accrued from alien,
mutant, cyborg, and similar anatomical variations. Power armor, performance-
enhancing drugs, and prosthetic limbs and organs may also justify Athletics
stunts.
• Glandular Implant: Because you have been implanted with an artifi-
cial adrenaline gland, once per session when you are using Athletics to
overcome or defend, you may spend a fate point to treat your dice roll as
++++ before or after rolling them.
• Tentacles: Because you have powerful manipulator tentacles, you gain
+2 to Athletics when creating advantages related to grabbing, grasping, or
holding on to something.
Burglary
Burglary stunts can represent high-tech lockpicks and safecracking gear. If your
setting includes regions of different technological sophistication, you can use
Burglary stunts to reflect the advantages of greater technical knowledge and
preparation.
• Ninja Skills: Because you have received special training, you gain +2 to
Burglary when overcoming low-tech security equipment and procedures,
such as unaugmented guards, mechanical locks, and pressure plates.
Contacts
Contacts stunts can reflect a reputation among particular groups or a wide array
of acquaintances on certain planets. They also could reflect being wired into
information technology and communications networks.
• Traveller: Because you have traveled extensively throughout the galaxy,
whenever you return to a planet that you’ve ever visited, you gain +2 to
Contacts to overcome difficulties in finding someone you need to find or
want to meet. Additionally, you may spend a fate point when you first
arrive on a new world to declare that you have been to this place before.
Crafts
See Fate Core, page 102.
Drive
See Fate Core, page 106.
Empathy
Empathy stunts can reflect alien, mutant, or cyborg abilities, as well as advanced
neuroscientific equipment.
• Projective Telempath: Because you have psionic powers, you may attack
with Empathy versus Will, sending out waves of emotion after emotion
that produce mind-shattering catharsis in the target.
• Telempathic Healing: Because you have psionic powers, once per session
you may reduce the severity of someone’s else’s consequence by one step
by succeeding with Empathy against Mediocre (+0) difficulty for a mild
consequence, Fair (+2) for moderate, and Great (+4) for severe. If you
succeed, you then take a mild consequence. If you fail, you may succeed
at a cost by taking a consequence of the severity you healed.
• Vee-Kay Analyzer: Because you have access to special equipment, you
gain +2 to Empathy when trying to figure out someone’s psychological
stressors or breaking points during an interview.
Fight
Fight stunts can reflect training with particular weapons, especially stylishly
futuristic ones. They may also refer to fighting styles or schools, or to maneuvers
and strikes with futuristic weapons.
• Energy-Staff Feint: Because of your peregrinato-warrior training, you
gain +2 to create advantages with Fight when using your energy staff to
blind, disorient, or otherwise discomfit your opponent.
• Zero-Gee Brawling: Because you have trained as a space marine, you
gain +2 to attack with Fight when you are in hand-to-hand combat in
microgravity conditions.
Lore
See Fate Core, page 114.
Notice
Notice stunts represent alien abilities and mutations as well as advanced com-
munications gear and sensors.
• Handheld Scanner: Because you have access to special equipment, you
gain +2 when creating advantages with Notice during an initial inspection
of some area or scene.
• Radio Sense: Because of a mutation that allows you to sense radio waves,
you gain +2 to create advantages with Notice related to the electromagnetic
radiation being given off by a point source.
Physique
Physique stunts can reflect the physiological advantages accrued from alien,
mutant, cyborg, and similar anatomical variations, as well as from survival equip-
ment of different sorts.
• Heavyworlder: Because you are native to a high-gee planet, you gain
+2 to Physique to overcome or defend against the effects of high gravity,
acceleration, and other g-forces that you may experience.
• Rapid Regeneration: Because of your unique physiology, once per scene
you may spend a fate point to immediately clear a mild consequence or
reduce the severity of a moderate or severe consequence by one step. You
may rename the consequence if appropriate.
Rapport
As with Provoke, Rapport stunts can be used to reflect alien abilities and setting-
defining social circumstances.
• Imperial Facilitator: Because of the special trust the Imperator of the
Galaxy has for you, you gain +2 to Rapport when overcoming an Imperial
citizen’s reluctance to assist you in your duties.
• Pheromonal Mimic: Because you can produce tailored pheromonal mixes,
you may spend a fate point to gain +2 to Rapport against one target who
shares your life-support environment. This bonus lasts until the end of
the session. You may spend another fate point to change your target, but
changing your target ends the bonus for your previous target.
Shoot
Shoot stunts may reflect special training or experience as well as devices such as
scopes, sights, and special ammunition. Firearms may be represented by special
rules, such as the Weapon ratings described in Fate Core (page 277) and the
alternatives described in the Fate System Toolkit (pages 70–72).
• L-5 Colony Windage: Because you are experienced in correcting for the
effects of being inside rotating cylindrical habitats and similar places, you
can attack with Shoot with no increase in difficulty due to Coriolis force,
as described in “Microgravity” (page 68).
Will
Will stunts may reflect alien, mutant, or cyborg capabilities as well as technologi-
cal devices such as cybernetic memory or psionics.
• Alien Mindset: Because your alien physiology makes you quite emotion-
ally stable, you gain +2 to defend with Will against efforts to move or
persuade you with emotional appeals, particularly those that try to “get
your goat” or “get under your skin.”
• Psychic Blast: Because of your psychic powers, you may attack with Will.
The target must be able to perceive your gaze.
• Total Recall: Because you have a library of data implanted in your skull,
you gain +2 to Will when overcoming obstacles involving memory (Fate
Core, page 127).
High Technology
High technology can be an extra that allows players to gain stunts represent-
ing weapons or tools that might not be generally available, such as a blaster
from a higher-tech world, illegal neuro-mods that allow the user to read surface
thoughts of those around her, a universal language translator (in a game where
language differences are an obstacle), an alien serum that provokes rapid healing,
or a personal, portable spacesuit. An extra representing an object can always be
compelled to be stolen, borrowed, misappropriated, or otherwise taken out of
the character’s hands, at least temporarily.
TECH LEVEL
Technological artifacts can be assigned a tech level, an aspect that reflects its rela-
tive technological or scientific sophistication. When used against more primitive
artifacts, the more sophisticated artifact grants its user an advantage with one
free invocation per scene, or two free invocations if the tech level difference is
three or more.
Tech Level Description
Primitive (+0) The most basic or earliest types of tools capable
of the task
Archaic (+1) Out-of-date and obsolete tools
Old-Fashioned (+2) Slightly dated technology, relatively inefficient
or early-stage design
Conventional (+3) Standard technology for the setting
Advanced (+4) Refinements of existing tools and techniques
Bleeding-Edge (+5) Tech which incorporates newly discovered
principles or innovative design elements
Incomprehensible (+6) Tech so advanced as to be indistinguishable
from magic
TOOL CLASSES
You can apply tech levels, described in the previous section, to specific types of
artifacts, creating tool classes to systematize how a given piece of technology
affects individual actions. Instead of having a single tech level that defines the
effectiveness of all equipment produced by a society or culture, you can separate
its different types of tools—its guns, armor, power sources, communicators, and
so forth—into different tech levels.
• Armor: Personal protective gear can be given an Armor rating* or damage
ceiling.** Generally, armor protects against physical attacks, but certain
kinds of drugs or hypno-conditioning might be available to protect against
mental or social attacks.
• Communicators: Equipment for transmitting and receiving messages
allows for characters to interact. If you wish to reflect the issues of using
communications technology with limited bandwidth that lacks immediacy
and presence, you can give the device an effect ceiling that restricts the
maximum shifts of its result when you use it to act with Rapport, Provoke,
Deceive, and other interpersonal skills. Operating communicators to reach
distant stations or penetrate jamming may require overcoming with Lore,
with the device’s rating acting as the effect floor. Jamming is technically a
defend action, and may require specialized equipment.
• Firearms: Ranged weapons used with Shoot can be given a Weapon
rating* or damage floor.**
• Hand Weapons: Melee weapons used with Fight can be given a Weapon
rating* or damage floor.**
• Heavy Weapons: Artillery and other ranged weapons used with a
skill other than Shoot that reflects technical expertise, such as Crafts
(Engineering), can be given a Weapon rating* or damage floor.**
• Mobility: Jetpacks, grav skates, personal ornithopters, hoverbikes, and
similar devices. Define a given mobility device according to its relevant
skill, which may be Athletics, Lore, Drive, Spacehand, or Crafts. You can
give it an effect floor that establishes the minimum number of zones it
allows the user to cross on a successful overcome action. Certain devices are
Cost: None.
Cost: None.
In other settings, most PCs will be human but one or two players may want to
be alien instead. In this instance, you can make the set of alien stunts and skills
into an extra for characters who have an aspect that refers to their alien heritage.
The GM may define alien species similarly; alien compels can be either dis-
covered by the characters gathering information in-character or created by the
players collaborating out-of-character. The first method is appropriate for a game
involving first encounters with aliens; the second, for a game that takes place in
a “cosmopolitan” setting filled with a number of alien kindreds supposed to be
already well-known to each other.
WELLSIAN MARTIAN
These are the Martians from H. G. Wells’s War of the Worlds. They are
octopoid, with overdeveloped brains in leathery brain-cases and underde-
veloped physical capabilities. They subsist on a diet of blood transfused
from slave species, and operate advanced machinery with astounding
capabilities.
Psychic Powers
Psychic powers can be handled just like alien skills, with players and GMs col-
laborating to determine the ways in which a character’s suite of psychic powers
can be invoked and compelled. Alternately, having psychic powers might pro-
vide access to the Psionics skill (page 33) or to a psychic stunt such as Psionic
Attack: You can use Will to make mental attacks. In a setting where psychic powers
are common, the Psionics skill might be available to all characters, while in a set-
ting where they are rare, the skill should be an extra, requiring a relevant aspect
and a dedicated stunt.
This is the chapter that you’ve been waiting for, the one on space travel. How
are you going to handle spaceships, space travel, and space combat in your Fate
Space game? This is a big deal, because it’s what makes the game one of space
adventure.
The principles of Fate still apply to the rules for space travel: they should show-
case the characters as proactive, capable people leading dramatic lives. So rather
than systematizing space travel, our concern is dramatizing it.
• Low-plausibility space travel is what you see in Star Wars and similar
space fantasy. Technological black boxes let us just hop in and go, without
much concern for the physical laws governing real-world space travel. It’s
all about feel, and often it feels like something else: WWII dogfights and
bombing runs, or WWI naval combat, or even swashbuckling on 17th-
century ships of the line.
• Medium-plausibility space travel is mostly what you get in Star Trek or
Battlestar Galactica. Certain dramatically interesting constraints based on
real-world conditions are maintained throughout the fiction, but they are
only taken so far. The choice of technologies creates the feel of the setting:
one might have teleporters and matter transmuters; another might have
gravity weapons and warp-capable fighters.
• High-plausibility space travel is the province of The Martian or The
Expanse. Real-world constraints are adopted and used to shape the setting
as well as constrain actions and choices. A character who wins usually does
so because they understand how the universe works.
Node Map
A node map shows the pieces of the setting as points connected by paths. Given
an appropriate mode of transportation, characters can travel from their current
node to any other node linked to it by a path. You can presume that all paths
require the same time or effort to travel, or you can give each path a length that
determines its travel time or effort. This space map is perfect for star systems
connected by wormholes or hyperspace jump lines, but it can also be used for
maps of normal space, with lines connecting those systems that are in range of
each other for the typical starships of the setting. Systems that are not connected
Zone Map
A zone map breaks the setting into zones, regions, or areas, and assumes that
movement within a zone is more-or-less trivial but that movement between zones
requires some effort. For example, the map from Pax Galactica (page 160) divides
a galaxy-wide space empire into zones. A zone map is topologically equivalent to
a node map, but while a node map gives the feeling of leaving one location and
traveling to another across an intervening distance, the zone map gives the feeling
of occupying a particular volume of space and crossing a border into a different
one—for example, “We’ve entered the Neutral Zone!”
You can flesh out the zones—or the nodes on the node map, for that matter—by
adding aspects. For example, in the galaxy zone map for Pax Galactica (page 160),
the Galactic Core is densely packed with Mostly Planetless stars surrounding a
Massive Black Hole and thus Bathed in Deadly Radiation, while the Outer
Margins and the two Rifts are Thinly Populated with Stars, although only the
Outer Margins are a Lawless Frontier. The other zones are all Civilized Space.
Ultimately, the difference between the zone and node maps is cosmetic. They work
in essentially the same way, by indicating which locations are functionally adjacent.
For locations that are not adjacent, any path between them requires transit across
intermediate locations. Of course, with a zone map the route between any given
pair of zones may not be limited to their common boundaries; in other words, a
hyperspace path may in fact connect a world in the Sagittarius Arm with one in the
Outer Margins, for example, allowing passage to and fro without passing through
the intervening zones.
Open Map
An open map, unlike the other space maps, places no hard restrictions on move-
ment. This map is simply a graphic representation of a volume of space without
any superimposed movement grid. Given an appropriate mode of transporta-
tion, characters can travel to anywhere on the map, calculating their travel time
based on real-world considerations and the fictional capabilities of their vehicles.
Both Millennials (page 149) and The Gods Know Future Things (page 111) use
open maps.
If you want to play a game with very high plausibility, you can easily find astro-
nomical data online that can be useful in creating bespoke three-dimensional star
maps. The map of near space in The Gods Know Future Things (page 111) uses real-
world astronomical data, but compresses them into two dimensions, so the distances
among stars are more distorted the further one gets from Sol.
49
Space Travel
As a game system, Fate doesn’t simulate the physics of the game universe. Instead,
it relies on the players and GM to estimate the chance of success and failure by
judging countervailing forces—attack and defense, speed and distance, stealth
and alertness, and so forth—roll the dice, and then interpret the result together
at the table.
This philosophy works best when people at the table have a strong sense of how
things work in the fiction. So, knowing a little background about the physical
details of space travel will help. To help with this, the following sections introduce
some scientific vocabulary for space adventure, and provide information that will
help GMs add verisimilitude to the game.
* This table is an oversimplification, given that it does not worry about the time needed
for acceleration or deceleration. Also, for game purposes, relativistic effects don’t really
kick in until the ship passes .5c, even though physicists consider an object moving at 55
.15c or above to be experiencing noticeable relativistic effects.
Faster-than-Light (FTL) Travel
Faster-than-light travel is one implausibility that science fiction readers are quick
to forgive, since we need it to get us to where the action is. Of course, physicists
are hard at work trying to come up with ways to defy the laws of physics and
get us to the stars for real. Here are some typical science-fictional methods of
traveling faster than light.
HYPERSPACE
In hyperspace travel, a starship leaves normal space and enters a higher-order
space with different physical laws but which spatially corresponds one-to-one to
normal space. Once in hyperspace, a ship typically no longer needs its hyperdrive,
so it activates a separate propulsion source, which may or may not be its normal
space drives. Alternately, a ship may move within hyperspace along a vector
determined by its velocity and heading when it left normal space; arriving at the
desired location is then a matter of turning off the hyperspace field generator at
the correct moment.
If the spaceship’s sensors do not reach into normal space from hyperspace, it
may be risky to re-enter normal space close to a planetary surface or anywhere else
where normal matter may be present in sufficient quantity or density. Hyperspace
may be featureless or may contain obstacles and hazards that must be avoided or
evaded. It may even be occupied by alien entities, some of whom may be hostile
to human life.
To use hyperspace in a game, think about the following questions:
• What kinds of FTL speeds can a starship travel at in hyperspace?
• How does hyperspace affect human beings physically and psychologically?
Does it have the same effect on various alien beings?
• Are there obstacles or hazards in hyperspace? How can these be detected
or avoided?
• Can people in hyperspace see into normal space? Can people in normal
space see into hyperspace?
• Does time in hyperspace pass at the same rate as time in normal space?
• What happens if something leaves the ship while it is in hyperspace? Does it
pop back into normal space or remain lost in the void of hyperspace? More
generally, does it take energy to keep the ship in hyperspace, or does it take
energy to bring the ship out of hyperspace once it reaches its destination?
• How hard is it to successfully calculate a path through hyperspace to a
destination? How big is the normal margin of error?
• How large does the hyperspace field generator need to be, relative to the
starship? In other words, do starships need to be markedly larger than
interplanetary vessels? Do they need to be significantly smaller?
• How much additional fuel does the field generator require to activate or
operate?
• Can signals be sent through hyperspace?
A WORMHOLE NETWORK
In the late 22nd century, high-energy physicists discovered a means
to create artificial wormholes by using a negative-mass fluid. In a col-
laborative multinational effort along the lines of the Manhattan Project,
a portal to the habitable exoplanet Proxima Centauri b was created in
orbit around Earth, and a race to colonize Terranova began. The influx
of resources through the wormhole from the planet and from a nearby
planetoid belt initiated a new age of prosperity on Earth. The Autorité du
Portail (AdP) was formed to build and maintain additional portals. Soon
a network extending from Earth to other stars began to form.
A wormhole station appears as a gigantic spherical lattice that glows
with the luminous blue energy of the negative-mass fluid that must be
continuously powered in order to hold open the throat of the wormhole.
The station creates a one-way link to a distant point that must be at least
several light-years away, though greater distance requires more negative-
mass fluid, to a practical maximum of perhaps a dozen light-years.
The AdP charges transit fees to ships using the portal network, using
the funds to maintain and extend the network, and wormhole stations
are generally regarded as neutral territory by the various factions that
seek to exploit the resources of the star systems opened up by the net-
work. The decision to open up a wormhole station is typically regarded
as an investment, with the AdP relying on entrepreneurial types willing
to pay for the construction of a return station out of the profits of their
colonization and settlement efforts.
61 Virginis
Proxima
Centauri b
Earth
HD85122
Gleise 832
TRAPPIST-1
55 Cancri
Mission-Based Travel
The GM decides where the PCs are going and provides them with the means of
getting there, whether that’s a one-way ticket on a space liner or a permanent
billet on a military vessel under specific orders. In general, the players won’t have
a lot of control over where their characters go, and they’ll expect that the GM
will send them to interesting places where opportunities abound and adventure
awaits!
This is a very common way of doing business, since it lets the GM focus on
creating details for the current mission. Examples from science fiction literature
and film are easy to come by, including a number of examples in this book:
• In Millennials (page 149), PCs are members of the Millennial Expedition
aboard the starship Millennium, whose destination is chosen by the NPC
expedition leaders, including the captain of the starship.
• In The High Frontiersmen (page 120), PCs work for a U.S. or Soviet space
agency, and so may be given missions by their respective high commands,
perhaps to crew an orbital battlestation or lunar base, or to board a rocket
capsule or space plane that will take them to their destination.
Radiation
For most high-plausibility games as well as medium-plau-
sibility near-future games, spaceship crews and passengers
will need to be shielded from radiation exposure. Sources of
radiation can include the following:
• Solar flares and similar activity
• Intense planetary radiation belts caused by powerful
magnetospheres, like Jupiter’s
• Oncoming cosmic particles that strike a rapidly
moving ship
• Any radiation caused by the ship’s own drives or
power plant
Ships without powerful electromagnetic or gravitic shield-
ing are almost certain to have radiation shelters into which
passengers and crew can retreat if the ships are designed to
operate in space for any extended period of time.
Direct exposure to radiation can be treated as an attack,
defended against with Physique. Severe exposure can be debili-
tating, with effects such as skin burns, internal bleeding, and
organ damage. Getting to shelter before receiving a lethal
or debilitating radiation dose can be a roll with Athletics,
Spacehand, or other appropriate crew skill, against a difficulty
based on the severity of the storm and the distance to the
shelter, which will probably be located at the core or center
of the ship, behind layers of shielding.
Low-level radiation hazards can be treated as challenges, in
which the characters must note dangerous dosimeter readings
and radiation monitor levels (Notice), identify the precise
source of the hazard (Investigate or Science), and address the
problem (Engineering to create shielding or a patch, Science
to provide medical treatment, etc.).
Radiation poisoning might be treated with “regular treat-
ments in hyper sleep,” “nanobot radiation sweepers,” “pre-jump
injections,” and so forth.
Acceleration
In the absence of artificial gravity or other super-science, a spacecraft’s crew and
passengers feel its acceleration as a force pushing them back against the direction
of travel. This acceleration can be measured in gees or “gravities.” A steady one-
gee acceleration is indistinguishable from the force of gravity at Earth’s surface.
Rapid or erratic acceleration at high gees produces g-forces that put stress on a
human body, causing temporary vision loss (partial or complete), loss of con-
sciousness, permanent blindness, and even death. Passengers and crew may need
to be strapped down or otherwise secured in “acceleration couches” or need to
wear pressure suits that force blood back into the extremities.
More advanced gravity-affecting “inertial dampeners” or similar technologies
may obviate the need for other forms of acceleration protection, but such tech
is low plausibility. More plausible are acceleration tanks filled with some sort of
oxygenated foam that surrounds the body and penetrates internal cavities.
To withstand high acceleration, a character must defend with Physique against
a difficulty determined by the severity or suddenness of the acceleration, which
can be established by the result of a Pilot roll or the ship engines’ relevant skill,
whether Thrust, Drives, or Delta-vee. An astronaut’s or test pilot’s high-gee train-
ing can be represented as a Physique stunt. In general, protective technologies
will account for normal acceleration; only call for rolls if complications emerge
from other actions or as part of a challenge.
3. Access to the ship is an extra. One or more players invests some of their
character resources—whether stunts or refresh, skill ranks, or aspects—into a
ship, making it part of the character, and any separation of character from the
ship is temporary. This method emphasizes the character’s relationship with a
specific ship as a part of their identity.
In Mass Drivers, the characters are all members of the same asteroid
freighter crew, and all have aspects describing their relationships with
each other, with the ship itself, or both. This gives them access to and
communal control of the freighter that they define together. The focus
of the game stays on the ship, so if a character leaves the crew, gener-
ally their player will create a new crew member rather than following
the original character. If the ship is damaged or destroyed, how it is
fixed or replaced becomes a new story problem for the characters
to solve.
As Aspects
Extending the previous idea, a spaceship may be defined as a bundle of aspects,
including a high concept, trouble, and some other aspects that often modify
default assumptions about what spacecraft are capable of. Aspects like Heavily
Armed, Concealed Smuggling Compartments, and Bad Reputation
in Alpha Sector help to distinguish one ship from another and affect its
capabilities.
Don’t make all of a ship’s aspects beneficial, though. Aspects that reflect the limi-
tations of a ship will provide entertaining complications—for example, Lightly
Armored, Behemoth, or Held Together with Duct Tape.
This method works well when the capabilities of specific types of spaceships
have not been fully established in the fiction and when characters have a suite of
skills for operating spaceships, such as Pilot, Engineering, and Gunnery.
The interstellar bounty hunter Xandra Hellas has Great (+4) Shoot but is
aboard the Pleasant Idyll, an aristocrat’s yacht with Average (+1) Laser
Cannons. She may fire the ship’s weapons as a Good (+3) attack. In
other words, since the ship’s skill is lower than the gunner’s it reduces
the gunner’s rating by one. If the ship’s skill had been higher than the
gunner’s, the attack would have been Superb (+5).
This method increases the time it takes to resolve an action, and so should be
considered carefully before being implemented. Some groups will regard this
method as a step backward from Fate’s usual, more streamlined way of doing
things, but it does highlight the tension or gap between the skill of an individual
and the quality of their tools.
As Approaches
If spacecraft are differentiated by how they do things, rather than what they do,
then you may want to give them approaches, as in Fate Accelerated, rather than
skills.
Using approaches also differentiates the scales of the ship and characters.
Character skills would get used at a small, personal scale, while ship approaches
would get used at a large, space scale.
You might even describe the capabilities of ships in the setting by renaming the
ship approaches, such as Aggressive, Fast, Nimble, Robust, Roomy, and Versatile.
The characters are set aboard a space cruiser patrolling the edge of
known space. The game uses a star map of systems in the cruiser’s
patrol area, and the GM creates a new system map for each star system
the cruiser enters, comprising planetary surface zones, orbital zones
around each planet, and deep space zones reflecting the distance
between planets.
The space cruiser has three free stunts and a refresh of 3. Characters
on the ship can use their skills to plot its course (Astrogation), operate
its controls (Pilot), fire its weapons (Gunnery), operate its sensors and
communicators (Science), and maintain its systems (Engineering). The
players decide to give it the stunt Point Defense Lasers (use Gunnery
in place of Pilot to defend against missiles, torpedoes, or boarding craft
in the same zone) and Sensor Pod (+2 to Science when using the ship’s
instruments to create an advantage on the target of a sensor scan).
The ship’s subordinate spacecraft are also represented as stunts.
For example, the Space Fighter stunt allows a character to use Pilot
to move away from the ship on the system map (as if using Athletics
on a surface map) and attack targets in the same zone, but the char-
acter can’t land on or take off from planetary surfaces. In contrast, the
Landing Craft stunt allows a character to move through space, land on
a planet, and take off again using Pilot, but it grants no attack capability.
With four stunts, the space cruiser reduces its refresh to 2. Any fate
points in the ship’s pool can be spent by the ship’s captain to aid any
crew member’s action.
As a Deckplan
The spaceship can have a blueprint, showing the zones through which characters
move in order to access the ship’s capabilities, which may be defined as aspects,
skills, approaches, stunts, or some combination.
This section provides a number of options for handling play when the shooting
starts. To begin, we will look at a standard approach to space combat.
If all the PCs are crew and passengers aboard the same ship, space combat
needn’t be too different from any other Fate conflict. The presence of an enemy
ship, squadron, or flotilla can add urgency to PC efforts to complete their own
repairs, conclude negotiations, or perform some other vital task. Ideally, while
some crew members are taking action to deal with enemy forces, others will be
performing other important actions—even if only trying to hold it together in the
face of the prospect of imminent death by vacuum exposure (that is, defending
with Will to avoid taking mental stress).
Terranova
Orbit
Portal to L-5
TERRANOVA
Approaching
Terranova
Deep
Space
Terranova
Orbit
Portal to L-5
TERRANOVA
Approaching
Terranova
Deep
Space
Standard Movement
In Fate Core, participants in a conflict can move one zone per exchange for free,
and can move multiple zones by taking an overcome action using an appropri-
ate skill. At low or medium plausibility, this could be Pilot (“Pedal to the metal,
commander!”), Engineering (“Get us of here, Scotty!”), or Astrogation (“Align
to escape vector!”). If the ship has skills, its Drive or Thrust may be appropriate.
Set the effect level for movement however seems appropriate. For example,
the ship may be able to move one extra zone with a Mediocre (+0) result, with
another extra zone for every two shifts above that—i.e., two zones at Fair (+2),
three zones at Great (+4), and four zones at Fantastic (+6).
Other special or complicated maneuvers like entering orbit around a planet
or docking with a space station may also require the pilot to spend the exchange
taking an overcome action. A ship in such a maneuver can’t take evasive action
against enemy fire, and so defends with Mediocre (+0) Pilot.
Burn Movement
In burn movement, zones represent relatively stable “orbits” which ships occupy.
In other words, occupying a zone means that the ship is moving along a par-
ticular path or course that, because of inertia, requires no further expenditure
of energy. This could be an orbit around a planet or other celestial body, or a
transfer orbit that will eventually intersect with the trajectory of another ship,
planet, or satellite. Such an orbit can be represented with an aspect reflecting the
time required for the spacecraft to reach its destination on its current trajectory.
The stronger the gravity well in which the ship’s orbit is located, the more dif-
ficult the burn, but some stunts or aspects of the ship (Booster Stage) or crew
(Aerobraking Expert) can make some maneuvers easier.
If ships have skills, the ship’s Thrust or Drive can be opposed by its own Mass
or Hull rating, and situation aspects such as gravity can be invoked as appropriate.
Other special maneuvers require overcome actions, as in standard movement.
Mixed Movement
In mixed movement, some ships use burn movement while others use standard
movement depending on their ship’s technology. For example, ships with high
thrust would use standard movement while ships with low thrust would use burn
movement. Ships with high specific impulse would not generally become Out
of Fuel, while those with low specific impulse most definitely would.
Terranova
Orbit
Portal to L-5
TERRANOVA
Deep
G Space
If you’re dealing with multiple ships, you can assign absolute velocities using the
ladder, so a high-speed interceptor may be moving at Fantastic (+6) speed, while
a bulk transport on a low-fuel transfer orbit may only be moving at Mediocre
(+0) speed. Ships with high thrust can change speed faster than ships with low
thrust; ships with high specific impulse can accelerate and decelerate over longer
periods of time than ships with low specific impulse.
Apparent Size
More massive or radiant targets will be easier to detect and target than low-mass
or low-energy targets. Warships in particular will be prepared to rig for silent
running, with drives powered down and energy usage minimized so as to be less
noticeable to opponents. Conversely, drones fitted with transmitters at different
frequencies may be used as decoys, fooling opponents outside of visual range.
EVADE
A pilot may defend with Pilot against incoming attacks. A ship that doesn’t evade
will have Mediocre (+0) defense against attacks, modified as necessary by range
and speed, until the next piloting phase. Use the pilot’s evade result as the ship’s
defense against beam and missile attacks as well as opposing maneuvers.
MANEUVER
A pilot may use Pilot versus a defending pilot to change its range and bearing
to the target, creating advantages or overcoming disadvantages as appropriate. A
ship that doesn’t evade will have Mediocre (+0) defense against opposing maneu-
vers, modified as necessary by range and speed, until the next piloting phase.
ORDNANCE MOVEMENT
Missiles, torpedoes, and drones that have been launched move toward their tar-
gets. Ordnance that reaches its target during this phase detonates; the target
defends with its pilot’s evade result.
• Missiles are fast-moving, self-guided, single-use munitions.
• Torpedoes are slow-moving, self-guided, single-use munitions.
• Drones are remote-operated small craft that may be armed with short-
range point-defense weaponry, equipped with an explosive payload to
self-destruct, or maneuvered toward a target to relay close-range sensor data
to the controlling ship. They are recoverable if not detonated or destroyed.
WEAPONS FIRE
Crew at beam weapons and gun controls may attack any detected targets in
range, rolling Shoot (Gunnery) against the target’s evade result for this exchange.
Beam and gun attacks are resolved immediately.
ORDNANCE LAUNCH
Crew at ordnance controls may launch missiles, torpedoes, and drones. This is
usually a Shoot (Gunnery), Lore (Science or Astrogation), or Drive (Pilot) roll
against Mediocre (+0) difficulty. Resolve the attack when the ordnance arrives at
the target during ordnance movement in the piloting phase.
SCANNING
Crew at scanning controls may use Lore (Science), Notice, or Investigate to
examine the ship’s sensor readings and interpret the data they provide, as well as
to analyze the behavior of detected threats and to identify potential patterns or
weaknesses. The difficulty of these overcome and create advantage actions can
be set by the GM, depending on the nature of the potential threat, with larger,
closer, and more radiant targets easier to spot and analyze than smaller, farther,
and less radiant targets. Failure to detect opponents may create advantageous
circumstances for the opposition, letting them act with relative impunity during
the next exchange.
Crew with access to electronic countermeasures may use Lore (Science) or Crafts
(Engineering) to spoof or jam a target’s sensors, creating advantages.
Crew at weapons controls may use Shoot to create advantages related to aiming
or detecting patterns in enemy flight paths.
• Ships are either in range or out of range of each other’s weapons, and one
overcome action versus an opposing Pilot roll is sufficient to break off an
encounter.
• Ships may be at boarding range (which presumes matched velocities),
beam range, missile range, or out of range. Under near-future conditions,
boarding range is only possible when a target is incapable of maneuvering
or willing to match velocities.
• Ships may use range zones (page 84) to determine which weapons may
be used.
DAMAGE CONTROL
Use Engineering to deal with problems caused by accumulated waste heat,
mechanical and electronics failures, and related issues.
MEDICAL TREATMENT
Use Science to treat injuries to personnel.
OTHER ACTIONS
Resolve anything else a character attempts to accomplish during a space battle
that isn’t covered by other actions.
Differences of Scale
Sometimes the difference in scale between two ships (or any two actors in a
scene) is so great that common sense suggests they are just incompatible and
cannot affect one another. At any time, the GM can indicate such incompat-
ibility of scale: if players want to use a mosquito to take down an elephant, that
needs to be the focus of the session or the campaign, not a single roll.
Two things may affect each other normally, or their relationship may be gov-
erned by a situation aspect (That’s No Moon) or scale rule that means, for
example, that the snub fighter can’t target the dreadnaught as a whole, but it can
attack its fighter bay or its laser turrets one by one as they return fire. Alternately,
PCs can work to find ways to change this relationship: stolen plans from a moon-
sized battlestation might reveal a vulnerable exhaust port…
The Fate System Toolkit (page 67) has useful rules for resolving differences in
scale. In summary, give each ship a size rating on a scale from smallest to largest.
For each step of difference in size, the larger ship gets +1 to its attack or defense
or both, and gains a Weapon rating of 2, Armor rating of 2, or both. To reflect a
smaller ship’s greater maneuverability compared with the larger, you may give it
+1 per step of size difference to create advantage or overcome actions related to
maneuvering against the larger ship.
Alternately, you can use the Bronze Rule from Fate Core (page 270) to send
whole squadrons of fighters against capital ships, with the controlling player
representing the squadron’s leader or the ship’s captain, whose fate is tied to that
of their comrades. GMs, you can offer a compel to have the PC put his or her
commanding character’s life on the line, or a character may have a stunt that
allows them to take damage in place of their ship or squadron, reflecting the
perils of leading the charge.
Captain Helm
ASPECTS ASPECTS
In Command; On the Bridge At the Helm; On the Bridge
FUNCTION FUNCTION
Use Rapport to overcome com- Use Drive to overcome maneu-
mand-related problems and create ver-related problems and create
advantages related to leadership and maneuver-related advantages.
planning.
STUNTS
STUNTS Damn the Torpedoes!: Because your
The Burden of Command: ship is a sleek warfighting machine,
Because you are in charge and take you gain +2 to Drive to defend or
your responsibilities very seriously, overcome obstacles related to deal-
you may take battle stress inflicted ing with navigation hazards or battle
on other stations as battle stress damage in order to get to where you
to you instead; additionally, you want your ship to be.
are able to use your fate points
BATTLE STRESS [1][2]
on behalf of any NPC manning
another station on the ship. NOTES
You can tie the stunt for this station
BATTLE STRESS [1][2][3] to the class of ship, so that the helm
of a rocket freighter gets Steady as
She Goes (+2 to defend or overcome
Scanner actions related to keeping to a set or
ASPECTS predetermined course) while the helm
Watching the Screens; of a star frigate gets Powerful Thrusters
On the Bridge (+2 to create advantage or overcome
actions where moving at high velocity
FUNCTION
is important or useful) instead.
Use Lore to create advantages involv-
ing coordination of ship’s personnel
or assessment of ship’s environment.
STUNTS
Tactical Data Mining: Because you
can assess the opposition’s deploy-
ments and actions, you gain +2 to
create advantage with Lore when
analyzing enemy tactical patterns.
BATTLE STRESS [1][2]
GM: No, that’s plenty. You see a hyperdrive—sealed in a clear spherical vacuum
case like the ones you’re familiar with—but its navigation coupling doesn’t lead
to the normal psionic circuitry you’d expect. Instead it connects to another sealed
sphere with an object inside that looks like a branching coral made of translucent
crystal. There’s a dim glow coming from inside the crystal. Childe, what are you
doing?
Chris (Sergeant Childe): Sergeant Childe is checking out the bridge.
GM: Good. There are four three-dimensional screens arranged in kind of a circle
around the perimeter of the bridge. Currently only one of them is on, and it
shows a holographic representation of the satellite system around the gas giant.
GM: The aliens were probably worried about acceleration bleed through the
dampers, you think.
Brad: Uh, yeah, okay. I would probably think that.
Chris: Do our suits have harnesses that would fit those clips?
Chris: Yes?
Amy (Lady Tabitha): We’re all in our suits, ready to seal if something happens.
GM: Well, that’s good, because something happens. A klaxon sounds, a high
whistle chirping between two notes. Tell me what each of you is doing.
Amy: I’m on the bridge, getting a feel for the thruster controls.
GM: Here’s your Helm battlestation. (The GM gives Amy a card with the Helm’s
battlestation details on it.)
Brad: I’m in the engine room, trying to get full power going. (Brad gets the
Engineer battlestation card.)
Chris: The sergeant is on the bridge. He’s checking out the sensor display. (The
GM gives Chris the Scanner battlestation, and puts three other station cards on
the table—the Captain, Gun Crew, and Helm)
GM: Okay, the holodisplay shows you in your orbit around the gas giant, but
there’s a fast-moving object coming toward you rapidly from over the horizon.
(The GM sketches out the situation, with the Homecoming in orbit around a gas
giant with a radiation belt around it and a rocky moon some distance away as
well as an incoming bogey.)
GM: Roll Technoscience. Remember that you’re still trying to figure out how things
work on an alien ship. If you succeed with style, you can fire it up immediately.
If you succeed, it’ll take a few minutes, and succeeding at a cost or failing means
it’ll take longer, one shift more time for each shift you fail by.
Brad: What’s the difficulty? Zero?
GM: Right, so call it Fair (+2) with the penalty for alien technology.
Brad: I’m peering at the alien controls in the engine room, tentatively pressing
buttons and turning dials. (Rolls +--0.) I’m at zero—success at a minor
cost. That just means a little more time, right? Several minutes? (See “How Much
Time Is a Shift Worth?” in Fate Core on page 197.)
GM: Sure, but you know that you’re Getting Too Old for this Sh**, right?
(The GM holds up a fate point to indicate that he is compelling the character’s
aspect.)
Brad: Damn straight. (He takes the fate point.)
GM: It’s going to take you a solid hour to warm up the hyperdrive, at the rate
things are going.
Amy: I don’t know why you’re worrying about the hyperdrive. Without a psionic
link, how am I going to navigate us anywhere? Sergeant Childe, what’s that thing
coming toward us?
Chris: I don’t know. Can I identify it?
Chris: Okay. I’m Average (+1), -2 for using alien technology. (He rolls 0+-0.)
And that’s a Poor (-1) result. But I’m Cool Under Pressure, so I succeed. (He
spends a fate point. The GM labels the bogey Orinocco.)
GM: He’s coming up fast, on an intercept course.
Amy: No, I won’t give him the satisfaction. I’m going to break out of orbit and
head for that moon. What do I use? Spacehand? (The GM says yes.) Okay. I’m
Good (+3) at that. I roll… (Rolls +++0.) Yes! A Fantastic (+6) effort!
GM: But with the alien technology penalty, it’s only a Great (+4) effect. Mufese’s
roll to pursue is also Great (+4), so you succeed at a minor cost. You punch the
thrusters and tear out of orbit, but you all feel the acceleration bleed as a kind
of vibration in your bodies, and you can tell that the ship’s Systems Are All a
Little Scrambled as a minor consequence. (The GM redraws the Homecoming’s
vector as a long arrow pointing halfway toward the rocky moon.)
GM: Maybe. While you’re looking for weapons controls, the communicator
chimes. Incoming message.
Brad: Is the klaxon still blaring? That would be annoying.
GM: I’m glad you mentioned that. (He writes down Annoying Klaxon on a
card as a situation aspect.)
Amy: Don’t answer the comms! Let him eat static!
GM: Childe, you see the Orinocco launch a missile at your ship!
Amy: Evasive action! (Rolls -0--.) Oh no! That’s Terrible (-2)! But I’m At
the Helm with a cool eye and steady hand. (She spends a fate point.)
GM: Yes, but that Annoying Klaxon is getting on your nerves. (He spends a
fate point from his pool.)
Amy: Somebody shut off that gosh-darn klaxon!
GM: The missile gets in a Fair (+2) strike on the thrusters from Mufese’s Good
(+3) Shoot and a Poor (-1) roll. He’s targeting Helm. But your Systems Are
All a Little Scrambled, so the ultimate effect is a Great (+4) hit on the ship.
Amy, what happens?
Amy: Oh, man. Marking a stress box won’t quite do it, and I don’t want to lose
another ship’s consequence. I’ll abandon the station.
GM: What does that look like?
Amy: The whole bridge shudders with the missile impact. The screen in front of
me goes haywire, lots of alien sigils forming and melting. The thruster controls
lock up. I pull on them uselessly and shout, “He got us! We’re a sitting duck
unless you get those thrusters back online, Lark!”
Brad: I’m on it, boss lady!
GM: All right, that’s the exchange. The Helm station is out of action, so where
is everyone?
Amy: I’ll take the captain’s chair. Uh, harness.
Chris: And I’ll switch to guns. This thing does have weapons, right?
More so than in most any other Fate campaign, Fate Space games tend to empha-
size travel and exploration. Even though it’s tempting and can be fun, you won’t
have enough time to plan out a whole galaxy or even a whole solar system before
beginning a game! Therefore, GMs, we encourage you to paint in broad strokes
to begin while having procedures ready for determining what characters find as
they travel during play.
This list of questions will help you pin down the role that aliens and alien
worlds will play in your game.
Are there intelligent aliens?
• No. Humans are alone in the universe, at least as far as we know. However,
there are distant worlds to explore, and intelligent life may yet be discov-
ered on one of them.
• No, but humanity has diverged into so many different subtypes and vari-
ants that there might as well be.
• No, but scientists have used genetic engineering or similar technologies
to enhance the intelligence and communication skills of animal species,
uplifting dogs, bears, dolphins and/or monkeys.
• Maybe, but we haven’t met any yet. This game involves discovering new
alien life forms and societies. Nonintelligent extraterrestrial life may indeed
be common.
• Yes, but they have all died out or been destroyed. This game involves find-
ing their relics and figuring out who they were.
• Yes, a few. Humanity has encountered a handful of distinct alien species
and has a history and interspecies relationship with each. There may or
may not be any more out there to meet.
• Yes, many! Space is teeming with alien species. We have met a good number
of them, and have learned of many more.
• In fact, we are the aliens—humanity no longer exists, or is not the focus
of this game.
• They have their own worlds, and it is unusual to find a species away from
their homeworld. If we want to meet aliens, we have to go visit them.
• They may come from somewhere else or have previously traveled widely,
but now they live in specific quarters or districts on one or more worlds
we inhabit.
• They travel more or less freely among us, coming from a homeworld where
they may be found in greater numbers.
• We don’t know where they come from, only that they show up near our
territory or on our worlds.
• They have conquered our planet, and we resist with some measure of
effectiveness.
• Different aliens have different modes of living that bring them into contact
with us in different ways.
If there are multiple inhabited worlds, what is the political relationship
among them?
Fungus Planet: A world characterized by fungal life forms that produce strange
spores with a variety of functions and effects.
Forest World: A world dominated by gigantic tree-like organisms that serve as
the foundation to a planetary ecology.
Ice Planet: A frozen world, its surface covered by glaciers and other large bodies
of ice.
Jungle Planet: A world of incredible fecundity, thickly vegetated with large
tree-like flora.
Radio Planet: A world inhabited by species that sense and communicate in an
unusual zone of the electromagnetic spectrum.
Savannah Planet: A world of temperate and tropical grassland, well watered
and inhabited by a robust ecology of grazers and predators.
Planetary Conditions
Terrestrial Worlds
Terrestrial worlds can range in size from the very small—an asteroid or “plan-
etesimal”—to the very large: “super-Earths” of about five to ten Earth masses and
up to about twice its radius.
SURFACE GRAVITY
Roll four dice, with a Mediocre (+0) roll indicating approximately Earth-like
surface gravity. Rolls above indicate the difficulty of the Physique overcome
actions needed to withstand the stresses of high gravity—for example, a Fair (+2)
roll means Fair (+2) difficulty. Rolls below indicate the magnitude of difficulty
of Athletics overcome actions needed to avoid awkward movement in low grav-
ity—for example, a Poor (-1) roll means Average (+1) difficulty.
SURFACE TEMPERATURE
A planet in the inner zone of a star will have a high temperature, one in the
outer zone will have a low temperature, and one in the habitable zone will have
a temperature somewhere in between, all other things being equal.
For the planet’s average surface temperature, roll four dice, adding six if the
planet is in the inner zone, or subtracting six if it’s in the outer zone. A Mediocre
(+0) result indicates an Earth-like temperature range, negative results indicating
colder temperatures, and positive results indicating higher temperatures. The
deviation in steps away from Mediocre (+0) can be used as the difficulty for
survival actions, such as Physique overcome actions to withstand temperature
extremes in the short term or Engineering overcome actions to design and build
adequate protective equipment in the long term.
Jovian Worlds
A gas giant typically consists of a metallic or rocky core of sufficient mass to
attract and retain a thick gaseous atmosphere of hydrogen, helium, and other
gases. The pressures and temperatures in the depths of the planet’s atmosphere
are enormous, but it is possible to imagine entire ecosystems floating at different
levels of the gas giant’s atmosphere.
Planetary Culture
Create three to five aspects defining the species’ general culture. A member of
that culture may choose up to three of those aspects and for each one either
embrace it, taking it as their own, or reject it, writing a replacement aspect that
reflects their rejection of their culture.
Planetary Civilization
You can use the Bronze Rule to give relevant skills to a planetary civilization. Your
approach in representing a whole world could vary from game to game, but a
simple system might define a planetary civilization with three skills. Generally,
the Bronze Rule will be used to define planets more often in games with epic
tone, as characters interact with larger-scale entities. The typical range for such
skills is Mediocre (+0) to Legendary (+8). To determine it randomly, roll four
dice and add four.
• Extent: How much of the planet and its surrounding system does the
civilization occupy? This might represent the resilience of the civilization,
giving it stress boxes or otherwise showing how much damage it can take
in the face of threats of an appropriate scale. Additionally, extent is a
measure of the resources available to the civilization.
• Technology: How sophisticated and advanced is the civilization’s com-
mand of material and energy-producing technology? This reflects the
difficulty of overcoming its military and technical defenses and protections.
• Culture: How sophisticated and robust are the civilization’s art, philosophy,
and other forms of expression? This reflects the difficulty of overcoming
its legal system and other governmental controls, enticing or otherwise
taking advantage of gullible or careless citizens on a wide scale.
Low-Plausibility Aliens
These aliens are merely humans in funny makeup; that is to say, aside from a
few cosmetic differences, they are at least psychologically indistinguishable from
humans. A single aspect is usually all that’s necessary to establish the character
as an alien, regardless of how alien the character actually is. For example, a
Martian in Disguise is passing for human, while a Cat-Headed Alien is
obviously not human, and a Silicon Life Form may not even be recognizable
as a living being.
Other than that, however, each character’s alienness matters only insofar as its
aspect is invoked or compelled, and the fact that the character is an alien may not
even be part of its aspect. The character is a comic-book alien, like Superman, or
a space-opera one, like everyone in the Mos Eisley cantina.
If you need to come up with a low-plausibility alien on the fly, roll four dice
on this table one or more times.
0 + ++ +++ ++++
This setting is inspired by Iain Banks’s Culture novels, as well as Ann Leckie’s
Ancillary Justice and its sequels. It’s an attempt to do posthuman SF and push
some limits with Fate, giving the players great big powerful characters who are
still competent, proactive, and dramatic as they serve a common cause on a
mission to save humanity: the Exodus. The setting’s name comes from a poem
by C. P. Cavafy.
The Setting
The Pitch
A posthuman space opera where giant AI-controlled star frigates cruise between
systems at relativistic STL speeds. The characters have all abandoned or uploaded
their human forms and are now shepherding the remainder of humanity to the
stars. As the Minds of their own ships, the PCs engage in trade, diplomacy, and
exploration on behalf of the remainder of Civilization while defending human-
ity against all threats. The Exodus from Earth has begun. And you are in charge.
Scope
Tone: Epic. The characters are powerful AIs shepherding the Exodus of human-
ity from Earth.
Period: Far future. An impending disaster, societal constraints, or perhaps just
boredom has inspired humanity to push outward.
Extent: Out into near space, a radius of about a dozen light-years surrounding
Earth.
Big Issues
Transhumanism: Transhumanism explores the limits of our consciousness,
asking what happens beyond the current limits of our physical and mental exis-
tence. Do science and technology offer new ways of being human? In this game,
characters are intelligences who have changed physically and psychologically into
different forms in order to adapt to new environments and circumstances. They
have sacrificed their humanity in order to preserve that of others, which is to
say they have taken the first step toward leaving the limits of the human form
behind them.
Technology Aspects
M/A-MA NAFAL Drives: Starships powered by huge matter/antimatter annihila-
tion engines can achieve relativistic velocities quickly, traveling nearly as fast as
light (NAFAL). Drives (and therefore characters) can be linked to each other to
ensure that a fleet doesn’t get separated by centuries.
Nanoreplicators: Nanotechnology enables molecular reassembly of raw mate-
rials to create nearly anything imaginable, given the right feedstocks, sufficient
power, and the proper information templates. Nanoreplicators can even produce
the machinery needed to generate the fuel cells used by the Exodus’s NAFAL
drives, although this is a time-consuming and resource-intensive project. Scarcity
has been solved.
Lalande 21185
Wolf 359
G51-15 Ross 128
Struve 2398
Procyon 61 Cygni
SOL
Ross 248
Sirius Groombridge 34
Proxima Centauri
Alpha Centauri
Ross 154
Epsilon Eridani
L726-8
L732-58 L789-6
Lacaille 9352
Tau Ceti Epsilon Indi
L725-32
5 ly (approx.)
113
Characters
Instead of writing down a high concept and a trouble, make one aspect related to
your character’s Mind and one related to its Hull. Then, make three more aspects
following the phase trio.
Mind Aspect
You are a Mind—a self-aware artificial intelligence. Maybe you were born human,
or as many humans, and were subsequently uploaded and integrated. Maybe
you are a reconstructed personality derived from historical records, a digital
composite painstakingly constructed—or hurriedly inscribed—by advanced psy-
chological algorithms. Or maybe you are something even less comprehensible.
But you have a responsibility.
This aspect encapsulates your personality, your motivation, your former profes-
sion, or your degree of integration.
Hull Aspect
You are also a spaceship, capable of completing interstellar travel driven by a
powerful antimatter engine achieving relativistic speeds. What physical form
do you take to preserve humanity, and how many do you carry? Are you a huge
behemoth or a small boat, a factory ship, or a sleek unarmed vessel? Do you have
a specific purpose or a general mission? Were you designed as a scout vessel or a
colony ship? Who are your human “passengers” (in cryosleep, as digital uploads,
or as fully embodied beings that, thanks to relativity and advanced medical tech-
nology, can expect to see centuries go by in the universe at large) or other cargo?
It might be a single VIP in extended cryosleep, a small religious sect determined
to preserve their understanding of eternity, the digitized identities of the popula-
tion of Australia, or something else again.
This aspect encapsulates the type of ship you are and your relationship to the
humans you are dedicated to preserve.
Phase Trio
Phase One (Awakening): How did you enter the service of the Exodus, the
mission to save humanity? How was another character involved? Write an aspect
related to your relationship with the Exodus or another Mind.
Phase Two (The Singular Affair): Something went wrong with the Exodus. A
number of Minds rebelled and integrated with each other to become the Singular,
creating a fleet of self-replicating von Neumann machines that swarmed outward
from Alpha Centauri to process and upload the populations of Sol, Epsilon
Eridani, and Tau Ceti. How did you help stop it? How was another (different)
character involved? Write an aspect reflecting your experience in this conflict.
Phase Three (Back on Track): The Exodus resumes, though much of what had
been saved is now lost. Describe your attitude to this new reality, and what you’ve
done to address it. Write an aspect reflecting why you would do everything to
protect human life, or what vulnerabilities you will expose to protect humanity.
ADVANCING SKILLS
At each significant milestone, each player gains another ship point to allocate.
Skill ratings are not limited by a skill pyramid.
Refresh
Characters begin with 3 refresh.
SCIENCE
Experimental Technology: You have access to, or have developed, a new
experimental technology. What does it do? Where does it come from? Why has
it not been shared with the rest of the Exodus? Work that out with the GM.
DRIVES
Antimatter Assemblers: When you arrive in a new system or otherwise return
to nonrelativistic speeds, you may refresh any fate points spent on Drives.
Weaponized Drives: By harnessing the energy of your drives, you can use
Drives instead of Hull for offense. The weapon itself is an ultra-high-energy
beam or radiation.
HULL
Reinforced Hull: Your hull is particularly well protected. Increase the
Armor rating of your hull by +2 against conventional weapons, such as from
Weaponized Hull.
Shielded Hull: Your hull is well protected against energy weapons. Increase the
Armor rating of your hull by +2 against energy weapons, such as from Weaponized
Drives.
Passenger Habitat: You have extra space devoted to the comfort and safety of
embodied passengers. You gain +2 to Engineering when overcoming obstacles
related to keeping a passenger complement alive and healthy during an interstel-
lar voyage.
Weaponized Hull: You are a battleship, armed with torpedoes, cannons, drones,
and other conventional weapons. You can use your Hull rating to attack other
ships.
SCANNERS
Hackjack: You can use radio signals to hack into the Mind of another starship.
You can use Scanners to attack another ship’s Mind to inflict mental stress. The
target ship defends with Scanners.
Cloaking Device: Once per scene, you can spend a fate point to disappear from
all monitors, giving you a boost called Cloaked. While you are Cloaked, no
one can attack you or create an advantage on you without first overcoming with
Scanners.
Full Sensor Sweep: Once per scene, you can spend a fate point and roll Scanners
against Good (+2) opposition to perform a full sensor sweep using your analytic
and perceptual capabilities. For each shift, you create or discover an aspect relevant
to the scene or its participants. Also, as long as you generated at least one shift,
you add a free invocation to one of those aspects.
Nonviolence
The presumptive setting implies that Ships are not armed for combat, and that
violence against others is not part of the mission of the Exodus. Ships that want
to be armed must gain a stunt representing the unusual and exceptional decision
to arm itself, such as the Weaponized Drives or Weaponized Hull stunt above.
Some groups will perceive this requirement as a tax, a necessary selection in
order to create a viable character. If that’s the case, depending on the playstyle and
interests of the GM and the players, it may make sense simply to allow all Ships to
have a Weaponized Hull as a free third stunt. The setting easily allows this solution,
whereby the Hull rating also becomes the measure of a ship’s offensive capability:
more-massive ships carry more-effective weapons. In effect, Hull replaces both
Physique and Shoot from the core skill list. It would still be possible to choose
Weaponized Drives as a stunt for additional offensive capability.
GMs, note that if you allow the players to have Weaponized Hulls, they’ll be
more likely to use violence to seek solutions.
This setting is a little retro, for fans of golden age sci-fi like the Heinlein juve-
niles where the hero solved astrogation problems on a slide rule, but updated
to a 21st-century sensibility with the addition of civil rights and racial issues as
a prominent motif and an amped-up Cold War as background. It employs the
conventions of alternate history, imagining a branch point in the past that pro-
duces a setting where our heroes can engage in dramatic action.
It’s big, dark, and epic, a little like Dr. Strangelove meets The Spy Who Came in
from the Cold by way of The Right Stuff, except that the heroes aren’t primarily
jut-jawed white men, American or Russian—instead, they include fierce Cossack
cosmonauts, mainly women, and hard-charging African-American astronauts
who’ve both been conscripted into a conflict not of their making. The effect is
to create a 1970s-style political thriller in space that is recognizably in-genre but
also different from what we’ve seen in the past.
The Setting
The Pitch
Characters play African-American astronauts, Cossack women cosmonauts, and
their allies in an alternate 1979 where the Russians got the drop on the U.S. in
the space race and never let up, leading to an arms race in space where the only
hope for humanity is the de facto détente that has sprung up between the men
and women of the American and Soviet space corps.
Scope
Tone: Personal—as the game focuses on the details of life in space for the
crews of the various orbiting stations, shuttles, capsules, and modules built and
launched by the Soviet Union or the United States—but epic in consequence. As
the game develops, the characters’ choices will become increasingly momentous.
Plausibility: High to medium.
Period: An alternate 1979, having diverged from Earth’s history in the late 1950s
after the launch of Sputnik in 1957.
Extent: Includes the American and Soviet space stations in Earth’s orbit and their
joint base on the Moon, which includes a UN presence.
120
Big Issues
The Cold War Burns…in Space: There’s an arms race in space, and while
neither superpower has yet directed its weapons against the other, the use of
destructive orbital weapons to assist client states against internal and external foes
is an increasingly common practice. Distrust and ill will are rife, and each side
suspects that the other is engaged in deceit, espionage, or trickery.
We Shall Overcome: Despite totalitarian oppression in the Soviet bloc and a
systematic program of institutionalized racist segregation in the United States,
forces of resistance are mustering on both sides of the Iron Curtain, and particu-
larly above it, as the Brotherhood of Space gains new recruits and more allies who
recognize the need for justice, equality, and peace.
Construction is taking place at L-5, a libration point along the Moon’s orbital
path where the pull of gravity is more or less canceled out, allowing an object
placed there to tend to remain “parked” rather than be pulled toward the Earth
or the Moon. Though the project is secret, PCs confronting the Secrets in
Space will encounter clues about its nature and signs that something is going on.
Special Sea Dragon launch vehicles will be tasked to deliver important personnel
and components, and material mined on the Moon will be diverted to L-5 as
discreetly as possible. The sources of leaks or potential leaks will be intimidated,
harassed, or silenced, as will nosy reporters.
Spaceships
U.S. Spacecraft
S-20 Raven: A Minimally Viable Spaceplane used as an orbital intercep-
tor, intercontinental bomber, high-altitude reconnaissance vehicle, and orbital
resupply shuttle. It is known as the “Crow Crap” or “Flying Fossil” by those
who have to handle it, having been based on Boeing’s Dyna-Soar lifting body
design. Capable of achieving orbit and gliding back to the earth’s surface as well
as intercontinental ballistic trajectories, this production model is boosted out of
the atmosphere with a Titan III launch vehicle, usually from Nixon Air Force
Base in Florida or Vandenberg AFB in California. The cockpit in the nose of
the vehicle holds a single space-suited pilot, and the cargo bay in its midsection
is in its various configurations loaded with weapons, reconnaissance gear, or a
four-person passenger-transfer module. Interceptor models are equipped with
up to four .50-caliber machine guns along its long axis, while bomber models
carry missiles with nuclear warheads. Re-entry is a highly dangerous maneuver,
requiring the pilot to “skip-glide” off the atmosphere to bleed off velocity until
its speed is low enough to glide to a landing on its retractable skids.
Sea Dragon Launch Vehicle: The U.S. Navy’s heavy-lift launch vehicle, a
gigantic sea-launched two-stage booster, 150 meters tall and 25 meters in diameter,
capable of carrying enormous payloads—up to 550 tons, or about seven space
shuttles from our timeline. There are two heavily guarded coastal construction
facilities for the Sea Dragon, one on the East Coast in Virginia, the other on the
West near Los Angeles. When assembled, a Sea Dragon is towed to sea and further
readied for launch. A Navy nuclear aircraft carrier powers the electrolysis of seawa-
ter, producing the liquid oxygen which the vehicle uses to burn a kerosene-based
rocket fuel in flight. Ballast tanks on its lower half are filled with water to bring
it upright, and the craft is launched from its half-submerged position.
OMV-9 Space Tug: A modular space transportation system used to move per-
sonnel, equipment, and supplies from orbit to U.S. battlestations as well as the
moon. It consists of a propulsion module to which is attached one or more crew,
cargo, or specialized equipment modules.
MOL-Gemini Battlestation: This cylindrical battlestation contains living space
for up to four astronauts, a station commander, and a flight medic or nurse as well
as pilots for the other craft associated with the station. It carries a Gemini-style
space capsule as a return/escape vehicle and has docking connections for space
tugs or S-20 Ravens. They serve as reconnaissance stations and weapons support
platforms, as well as transfer points for lunar transport and resupply missions.
Joint Moonbase
Alpha ( Альфа)
The
Moon
L4 L5
Geosynchronous Orbit
Earth Baikonur
Nixon AFB, FL Cosmodrome
In Orbit
Earth orbit bristles with American and Soviet battlestations as well as the space-
craft that service them, and there is regular traffic between Earth orbit and the
moon. Graduates of the High Frontiersmen program in Soul City as well as
more traditional military astronauts are assigned to the U.S. Orbital Rocket
Force. From launch facilities in Florida and California, they are boosted up to
their Tiny Space Stations. The High Frontiersmen rotate through ninety-day
assignments and communicate through the thick ionosphere with their fami-
lies over Supervised Channels. There they eavesdrop on Soviet transmissions
and scramble their orbital interceptors in response to Soviet activity. Meanwhile,
Cossack women do their duty in the Almaz space stations that serve double duty
as suicidal interceptors.
Captain Fred Hampton, Black High Frontiersman. This thirty-year-old Chicago
native has a Sterling Service Record and Makes Friends Easily, but
his Impression of Patriotic Loyalty disguises the fact that he is an active
member of the Brotherhood of Space.
CHECKPOINT ZED
Both the Americans and the Russians curry favor with the U.N. by provid-
ing passage for international observers whose job it is to staff the checkpoint
that separates their sectors. At any given time, there will be a rotating staff of
observers from U.S.- and Soviet-aligned nations as well as nominally non-aligned
countries.
Jacques Vallée, Male French National UN Lunar Monitoring Delegation
Chief: Vallée is a Talented Scientist skilled in astronomy and computer
science. He is also a Well-Known UFOlogist who believes that sightings of
alien craft truly are interdimensional visitations.
Phase Trio
Phase One (Your Background): Describe your origins, education, and back-
ground in a sentence or two. What do you hold dear about your life on planet
Earth? Write an aspect about something in your background that connects you
to home, however you think of that—your family, your hometown, your ethnic
community, your nation, or the world as a whole.
Phase Two (Your Space Training): Describe your experience training as an
astronaut or cosmonaut as well as your prior experiences in space in a sentence
or two. What challenges did you overcome? What problems did you face? How
did you deal with them? What resources, skills, or strengths did you gain from
your training regimen? Which of your fellow PCs, if any, did you meet during
your training or on previous missions, regardless of whether or not you are cur-
rently working together? Write an aspect about something that happened during
the period.
Phase Three (Your Mission): What is your current duty station, mission assign-
ment, or personal project in space or involving space? What motivates you to
pursue this mission? How does this mission connect you to or distance you from
other PCs? Write an aspect about some facet of your current mission.
Refresh
Characters begin with 3 refresh.
This setting is directly inspired by The Expanse, but it also draws a little something
from Kim Stanley Robinson’s Red Mars trilogy and later books about the Solar
System. It’s all about being human in space, and what it takes to stay that way.
We’ve included a political element in the setting description to give characters
something to believe in and fight for (or against), placing it in tension with the
purely mercantile aim of buying low and selling high. It’s a straightforward pro-
jection of where we are now into a 23rd century where we have the technology
to live and work in space but are still struggling to figure out how to work and
live together. The asteroid habitat communities that PCs will encounter model
the enormous variety of social, political, and cultural configurations of which
human beings are capable.
Setting
The Pitch
In a gritty, thin-margins interplanetary economy out in the Asteroid Belt, deep-
space freight haulers try to keep their cobbled-together spaceships flying and
in the black. But they may also be drawn into a larger political and ideological
struggle that will decide the destiny of human communities in the Belt.
Scope
Tone: Low stakes and personal. The characters are motivated by economic neces-
sity to eke out a living on the margins of interplanetary society.
Plausibility: Medium to high. You can play anywhere between Firefly and The
Expanse.
Period: The near future, in a 25th century with a direct line to the present.
Extent: Mostly the Solar System. The main action will take place pretty much
exclusively within the Asteroid Belt, a 19-million-mile-wide region of space sur-
rounding the Sun between the orbits of Mars and Jupiter.
Setting Aspects
• The Tides of Space: Asteroids aren’t in fixed locations; they move in
orbits that alter their positions relative to one another. Sometimes the
place you need to get to is a short direct burn away; at other times all you
can do is push into a low-energy transfer orbit that might take months or
even years to reach the end.
• Gravity Wells Also Suck Down Capital: The greenbelts’ expansion-
oriented mindset means they focus on exploiting and extracting the Belt’s
resources in order to make the cities of Earth, Mars, and Ceres bigger and
better. Anything not in the service of those projects tends to get short shrift.
Jupiter
Mars
INNER
SYSTEM
Earth/Luna
136
Flota: A floating turd. Figuratively, someone or something petty or distasteful
that someone should take care of before the problem gets much worse.
Greener: A “greenbelt” or “greenbelter,” someone who believes in exploiting the
Asteroid Belt’s resources to provide for the populations of Earth and Mars, usually
in exchange for individual economic rewards but also in the belief that wealth
permits charity. See also “blacko.”
Grind: Verb. To begin a change in delta. Used figuratively or literally.
Krewe: A group that has committed itself to a project, supporting and defending
each other. The crew of a ship isn’t automatically a krewe; it’s the camaraderie
among them that makes a krewe.
Leak: Verb. Used transitively, to do violence to someone. Refers to blood or
atmosphere.
Orbit: Figuratively, one’s nature or destiny. You need figurative delta to change
your figurative orbit.
Road Hab: A “shiny” (q.v.) that specializes in its spaceport, making it both
comfortable and potentially profitable as mass drivers stop off to rest and trade
their wares.
Shiny: An asteroid. From the Mandarin xīng, meaning “star.”
Phase Trio
First Phase (Coming Aboard): Who recruited you to join the ship as a mass
driver? Or did you recruit the rest of the crew yourself? Write an aspect related
to how you joined the ship or the character who was there to greet you when
you did.
Second Phase (Life in Space): Who do you get along with least in the cramped
quarters of your freighter? Why? Write an aspect about your living arrangements
aboard ship or your relationship with that character.
Third Phase (Off the Boat): What happened the last time you were off the
ship in a habitat or other setting where you could stretch your legs? How did
another character get involved? Write an aspect about the event or your relation-
ship with that character.
Refresh
Characters begin with 3 refresh.
BLACKBELTING
Permissions: An aspect indicating commitment to or knowledge of blackbelt
philosophy and methods or familiarity with the blackbelt community.
Cost: Skill ranks assigned to Blackbelting.
Effect: Because of your participation in the blackbelt community, you may gain
ranks in the Blackbelting skill. You can use Blackbelting in place of Resources or
Contacts whenever you want to interact with blackbelters or participate in their
interdependent gift economy. You also gain a cred stress track with stress boxes
equal to half your Blackbelting rating, rounded up. You can take cred stress in
place of resources stress. When you are taken out by cred harm, you are branded
a “free rider” and ostracized by blackbelters.
Module Conditions
Rather than the ship taking consequences, individual modules take conditions.
If a module is destroyed, any crew or passengers within it must defend against a
physical attack with a rating equal to the shifts of the attack that destroyed the
module. The appropriate skill for such defense might be Spacehand, Physique,
or Athletics. Being taken out by such an attack usually means an unpleasant
death in space.
NOTES
Each exchange, the ship produces
2 Heat plus any Thrust employed.
Cargo Module
Essentially empty but pressurizable space used to carry freight. A cargo module
can hold up to two cargo aspects, representing a bundle of finished goods, raw
materials, or other commodities such as Coils of Nanofiber Filament, A
Load of Uranium, or Kegs of Spicy Fungus Beer. Cargo modules gener-
ally do not produce heat. The module itself does not take conditions, but a cargo
aspect can be destroyed to absorb two shifts of damage.
Command Module
The bridge and other command and control structures for the ship. The ship
must have a command module, although it need not devote module points to
it. However, for each module point assigned to the command module, the ship
may have one stunt related to the use of some skill in a shipboard or space-based
role, such as +2 to overcome with Notice when scanning for nearby spacecraft.
A command module produces 1 Heat per exchange.
CONDITIONS
• Damaged (-2)
• Malfunctioning (-4)
• Destroyed (-6)
CONDITIONS
• Damaged (-2)
• Malfunctioning (-4)
• Destroyed (-6)
Fuel Tank
The ships in Mass Drivers are usually nuclear rockets, using hydrogen as reaction
mass. As long as the ship is not out of fuel, having a fuel tank allows an impulse
burn for long-distance travel or a thrust burn for evasive action, maneuvering,
and so forth. Whenever the ship makes a burn using Thrust or Impulse, it can
succeed at a cost by marking fuel stress.
CONDITIONS
• Half-Empty (-2)
• Low Fuel (-4)
• Empty (-6)
Habitat Module
Living quarters and breathing space. Without a habitat module, the crew just
bunks in whatever cranny or corner they can find, among engine spaces and
behind bulkheads. A habitat module permits the crew to refresh fate points
during a voyage; otherwise, they only refresh fate points and clear stress boxes
when they rest and relax off the ship during a port call. A habitat module also
allows passengers to be carried.
Passengers are noted as aspects, each representing a handful of individuals—for
example, the Chief of Saratoga Station and Her Entourage, a Small
Astrophysics Team from the University of Mars, or A Dozen Refugees
from the Europa Massacre. A habitat module can carry two passenger aspects,
though the crew counts as one passenger aspect if they wish to enjoy its benefits.
A habitat module produces 1 Heat per exchange.
CONDITIONS
• Banged Up (-2)
• Damaged (-4)
• Destroyed (-6)
Laser Battery
This powerful short-range laser can be used to overcome obstacles or attack tar-
gets in space. Each laser battery trained on a target permits an attack at close
range in space combat using the gunner’s Spacehand versus the target’s Pilot,
or it can be used to overcome difficulties such as blasting holes in asteroids for
mining purposes.
The laser battery generates 2 Heat during each exchange in which it is used.
CONDITIONS
• Overheating (-2)
• Malfunctioning (-4)
• Destroyed (-6)
NERVA Drive
This nuclear-thermal rocket, a nuclear engine for rocket vehicle applications,
burns fuel rapidly in order to produce high acceleration within a given period
of time.
The NERVA drive produces Heat equal to its Thrust during each exchange in
which it is used.
CONDITIONS
• Overheating (-2)
• Melting Down (-4)
• Radioactive Slag (-6)
VASIMR Drive
This ion engine, a variable specific impulse magnetoplasma rocket, produces a
slow but steady acceleration in order to build up good speed over long distances.
The VASIMR drive produces Heat equal to its Thrust during each exchange
in which it is used.
CONDITIONS
• Overheating (-2)
• Malfunctioning (-4)
• Inoperative (-6)
Ports of Call
Asteroid Habitats
There are hundreds of tiny asteroid habitats, settlements, and outposts where
belters try to eke out a living, but here are the ten largest, sized in comparison
with Luna, each of which may have been visited by your mass driver in the past
and to which you may return at some point in the future. GMs, you’ll want to
pay attention to the players’ in- and out-of-character remarks while creating
their ship, the crew, and characters, and use them to assign aspects to different
asteroids. You can add more aspects yourself, of course.
Hebe Flora
Pallas Vesta Hygaeia
1000 km
Then, roll a die four times to create a set of statements about the people there.
The people here…
- …are greenbelts (here to make money).
0 …are technocratic anarchists (here to make trouble).
+ …are blackbelts (here to create a new society).
- …are hurting badly. - …are unfriendly. - …seem strange.
0 …are doing okay. 0 …are guarded. 0 …seem normal.
+ …are really making out. + …are welcoming. + …seem wonderful.
Finally, create a high concept, trouble, and other aspects as needed, and give
the place a name.
The krewe of the Happy Delivery has arrived at a small habitat that has
signaled that it has cargo to trade. The GM rolls that the place is lively,
lived-in, irritating, and delightful, and that the people are blackbelters
who are really making out, welcoming, and wonderful.
The place seems like paradise, except for that “irritating” element.
The GM imagines the place as a Blackbelt Showcase, a Model of
Synergistic Interdependence in which tunnels riven through the aster-
oid form an Intricate Network of Living Spaces and Workplaces,
lined with Hydroponic Gardens and Microhabitats for Animals like
pigs, rabbits, and goats. It is Loud and Boisterous, which is probably
irritating to anyone used to the quiet and focus of crewing a spaceship,
but the people are Friendly to a Fault and Generous to Strangers.
The GM also decides that the habitat was first settled by Korean
Buddhists and names the place “Sudeoksa” after an important Korean
Buddhist temple. The GM decides that some Sudeoksans see their
model of blackbelting as the One True Way for creating a sustainable
network of asteroid communities, and that this could cause trouble
down the line.
This setting is an homage to Star Trek, with its optimistic vision of the human
future, infinite diversity in infinite combinations. The characters are all travel-
ers from a utopian 21st-century Earth that’s managed to avoid global warming,
religious fundamentalism, and a balkanized international order. To get there, we
imagine that SETI started picking up signals from outer space at right about the
same time as physicists Pons and Fleischmann demonstrated that cold fusion
could produce cheap, safe, limitless energy, way back in 1989. Twenty-five years
later, we’re colonizing Venus and Mars, Earth is a probationary member in a
pangalactic confederation known as Civilization, and we’ve been invited to send
a delegation of several hundred representatives 35,000 light-years away to par-
ticipate in an interstellar exhibition.
Formally, there is a centralized Earth government, the former United Nations,
now based jointly in Mumbai and Geneva. Old national sympathies continue to
run deep and occasionally emerge in open conflict. These tensions are not absent
among members of the delegation. Nonetheless, humanity proudly assembles its
best and brightest and sends them to the festival planet Sagacity aboard our very
first starship, the Millennium.
Setting
The Pitch
In a utopian 21st century enabled by an alternate history in which cold fusion
works and the SETI Institute detected alien radio signals from outer space telling
us how to build our own warp drive, characters play members of the Earth’s first
interstellar delegation, as the crew of the starship Millennium, to participate in
what the translators seem to think is a cross between a pangalactic olympiad and
an interstellar cultural exposition.
Scope
Tone: Personal. We’re interested in how our human heroes make out when they
come face to face with what’s out there.
Plausibility: Low to medium.
Period: An alternate 2018. It’s more than twenty-five years after detecting alien
signals from outer space and confirming the viability of cold fusion made a host
of technical challenges facing humanity get a whole lot easier. But a lot of the
technology will still be at an early 21st-century level.
Extent: The entire galaxy, potentially.
Setting Aspects
• Paradise on Earth: The technological know-how and freedom from
scarcity granted to us by the signals from Civilization and the success of
cold fusion let us solve all of Earth’s problems. People are generally happy,
and things are going well back on Earth. We’ve mostly given up war, crime
is down, people are healthy, and we’ve got robots doing the dirty work in
outer space. Some people hate it, but they’re generally regarded as sick or
obnoxious. It’s not 100% perfect, but it’s pretty good.
• Energetic Multi-Species Galactic Civilization: Civilization is
expanding, extending its network of warp stations that permit interstellar
trade, travel, and communication. Alien species may be found anywhere in
space to which the warp network extends, with no guarantee that humans
have heard of them or they’ve heard of humans.
• Imperfect Translation: Alien languages are really difficult, and even
a quarter century of contact with some has not been enough to enable
human translators to fully master the basics of even Standard Galactican,
much less the intricacies of Ceremonial High Galactican or the com-
plexities of All-Species Technical Jargon. This aspect can be invoked or
compelled to produce amusing or tragic misunderstandings.
Technology Aspects
Cold Fusion: This means cheap, portable power is widely available.
Garden
Garden
A
Access
Struts
Cargo
Bridge
Habitat 2
C
B
Engineering
Central
Garden
Labs
Cargo
Trouble
What gets you into trouble aboard the ship, or on places you visit during its jour-
ney? Do you want to sneak off to explore the waystations when the ship stops for
supplies? Are you afraid of aliens? Are you homesick, lovelorn, or suffering from
imposter syndrome? Do you have something to prove? If you’re part of the crew,
do you have a fractious subordinate or a tedious superior? Are you on a secret
mission of some kind from an official government agency or corporate depart-
ment that wants to make connections with or find out more about the aliens?
You’re not a stowaway, are you?
Phase Trio
First Phase (Only the Best): How did your background prepare you to be
one of the elite few selected to join the Millennial Expedition? Write an aspect
related to this preparation.
Second Phase (Rigorous Training): What was the hardest part of your training
to join the expedition? How did this connect you with another character? Write
an aspect related to this experience.
Third Phase (Shakedown Cruise): The Millennium had to crawl out to the
Local Beacon on the initial part of its journey, though things got faster once it
hit the beacon’s warp field. What happened the first time the ship activated its
warp drive, and how did your reaction connect you to another character? Write
an aspect related to this experience.
Skills
Add Astrogation, Bureaucracy, Command, Encounter, Planetary Survival, and
Spacehand. Replace Drive with Pilot.
Refresh
Characters begin with 3 refresh.
MINOR MILESTONES
• Encounter or interact with a new kind of alien.
• Identify a problem or issue aboard the ship or with an alien.
• Learn something new or interesting about the galaxy.
SIGNIFICANT MILESTONES
• Win respect or admiration from an alien.
• Resolve a long-standing problem or issue aboard the ship or with an alien.
• Arrive at planet Sagacity.
• Leave planet Sagacity.
MAJOR MILESTONES
• Learn a big alien secret.
• Improve Earth’s status within Civilization.
• Take on a new mission on behalf of Civilization.
• Return to planet Earth.
CIVILIZATION
Sagacity
Local Beacon
To determine the nature of this group of aliens, roll one die five times in order
to produce a set of comparisons between the aliens and the humans aboard
the Millennium. Use the combination of comparisons to characterize the aliens.
Seemingly implausible combinations require a little bit of thought to explain, and
can produce the most interesting alien encounters.
Compared to the humans aboard starship Millennium, the aliens are…
- …much less…
0 …about as…
+ …much more…
Here’s where we open things back up again, zooming out to the galactic extent
and trying for an interstellar sandbox that our players can just enjoy explor-
ing. Whether players are tourists gallivanting from world to world or enforcers
maintaining the great galactic society, inspiration may come from Isaac Asimov’s
Foundation, Frank Herbert’s Dune, or Marc Miller’s science fiction game Traveller,
among many other, similar works.
This setting provides an in-depth trade system and allows for a “merchant prince”
style campaign by tying success in commerce to milestones. If used, the GM will
have to pay attention to setting developments that can complicate the PCs’ lives
to make sure that the emphasis on trade doesn’t devolve into mere bean-counting,
which would get dull after a while. Instead, a merchant prince campaign should
provide opportunities for clever problem-solving and engaging roleplaying, with
profit and loss as feedback to the players about how they’re doing.
Setting
The Pitch
Interstellar citizens in a far-flung galactic empire pursuing their dreams of fame,
fortune, and freedom against a backdrop of exotic alien places, people, and
events. The universe is theirs to explore, and as representatives of the Galactic
Principate they often find themselves caught up in the middle of awkward inter-
planetary misunderstandings and other space-tourist problems.
Scope
Tone: Personal, far-future (period), galactic (extent). The PCs are the self-
interested and privileged citizens of a far-future galactic civilization called the
Principate. While most people are stuck on their homeworlds—maybe happily
so, maybe not—the PCs get to travel among the planets seeking fame, fortune,
or whatever their hearts desire.
Plausibility: Low to medium. A low-plausibility game may focus on the heroic
struggles to advance (or defeat) the Principate, while a medium-plausibility game
might be more invested in exploring the idiosyncratic cultures of the Principate.
Period: Far future. Humanity has spread across the galaxy and found itself pretty
much in charge. There are plenty of alien races out there, but the more developed
ones are so different from us as to be largely irrelevant, and the less developed
ones are easily subordinated to humanity’s aims and intentions.
Extent: Galactic. The Principate covers the whole galaxy, or claims to.
Technology Aspects
In Pax Galactica, Hyperdrive Technology enables spacecraft to enter hyper-
space and cross interstellar distances in hours or days, all at a relatively cheap
cost. However, navigating between the stars also requires Psionic Navigation,
which makes the Principate’s aristocratic Order of Navigators quite influential
indeed. Unmanned FTL ships have never been successful, and only a few can
become navigators.
Norma Arm
Sagittarius Arm
Outer Margin F
Galactic Space
The Galactic Core: Densely Packed Stars but Few Planets with a
Gigantic Black Hole at its center, and filled with Wild and Unpredictable
Radiation Storms and Energy Vortices. The effect is that Ansible
Communications Are Disrupted.
Scutari–Centaurus Arm: The Frontier of the Principate, host to numer-
ous ongoing Terraforming and Colonization Projects, with Newly
Encountered Alien Species popping up.
Norma Arm: Once the scene of contention between rival alien empires. Ancient
Enmities Still Smolder here, and the Principal Fleet has its work cut out
maintaining the peace in this region of space.
Sagittarius Arm: A Peaceful and Prosperous region of space, long settled
and accustomed to the rule of the Principate.
Perseus Arm: The Heart of the Principate, where the ancient Old Worlds
serve as the capital of the interstellar political order and as the Cultural Center
for the Galactic Citizenry.
Near Stars Arm: Still Devastated by an Ancient War, this area is filled with
Deadly Space Hazards including antimatter minefields and automated but
fortunately slow-moving planet-killing machines.
Far Stars Arm: A Galactic Backwater crossed by A Few Trade Routes
that link the far side of the galaxy to the heart of the Principate.
Spinward Rift: A Nearly Empty Volume of Space.
The Outer Margins: Thinly Settled, with a very low stellar density and
Worlds Few and Far Between. Largely traversed by those who seek to
escape the attention of the Principate, making the Outer Margins an Outlaw
Wasteland and Haven for Criminals and Pirates.
Trouble
Write your trouble as it relates to your imperial entanglements. How does the
Galactic Principate threaten to get involved in your business, your life, or your
affairs? What demands does the Principate make on you?
Phase Trio
Background: Where do you come from? One of the civilized and long-settled
worlds of the Perseus Arm, the more provincial and peripheral worlds of the
Scutari–Centaurus Arm, or somewhere else? Are you human, alien, or some-
where in between? How does this connect you to another character?
Earlier Journeys: Where have you been? What unusual experiences resulted
from that voyage or voyages? How did it connect you to another character?
Current Destination: Where are you headed? How has this voyage connected
you to another character? (Note that it is often useful for characters to be headed
to the same place, at least initially.)
Skills
Replace Crafts with Technoscience and Lore with Culture.
• Technoscience: This skill includes knowledge of the scientific under-
pinnings of technological devices employed by galactic society. Use it
to overcome and create advantages related to scientific information and
technical know-how.
• Culture: This skill includes knowledge of galactic society and its history,
including its various subcultures. Use it to overcome and create advantages
where knowledge of art, philosophy, history, material culture, or etiquette
would be helpful.
Also, add Spacehand (page 34). You’ll also use this skill to operate spaceships
of all kinds, including steering them to their destinations. However, setting a
course through hyperspace requires the use of Psionics, a skill available only to
those with the Galactic Noble or Psychic Alien extra (page 166).
Refresh
Characters begin with 3 refresh.
Factor Difficulty
Destination in Same Zone Average (+1)
Destination One Zone Away Fair (+2)
Destination Two Zones Away Good (+3)
Destination Three Zones Away Great (+4)
Path Enters a Rift +1 difficulty
Path Enters the Outer Margins +2 difficulty
Path Enters the Core +3 difficulty
On a success, the character is able to book passage with minimal delay. Success
at a cost might include a significant delay in departure or arrival, inconvenient
or dangerous traveling conditions, a significant financial outlay, being forced
to commingle with social inferiors, and so forth. Failure means that no ship is
headed to that destination for the foreseeable future, or that the character winds
up shanghaied or press-ganged and headed off in completely different direction.
For each cargo roll, roll four dice and consult the following table.
Cargo Type
0 + ++ +++ ++++
Superheavy
0 Serum Fuel Cells Medical Tech Ansibles
Metals
- Spices Industrial Tech Medicine Liquor
-- Animals Wine Art
--- Drugs Weapons
---- Nanotech
Animals: Exotic animals for zoos and menageries, experimental subjects, speci-
mens for examination, and pets. High demand in the densely settled galactic arms.
Ansibles: Point-to-point transceiver for FTL communication, relying on quan-
tum entanglement to link to one other station. High demand everywhere.
Art: Unique expressive creations reflecting singular genius, cultural folkways, or
both. High demand in the densely settled galactic arms.
Drugs: Recreational drugs, ingested, inhaled, or otherwise administered for
pleasure. High demand in the densely settled galactic arms.
Fuel Cells: Magnetically sealed antimatter fuel cells. High demand in the Rifts
and Outer Margins.
Industrial Tech: Complex machinery used for a variety of productive purposes.
High demand in the Rifts and Outer Margins.
Liquor: Distilled alcohol-based consumables with high potency and some social
cachet.
Medical Tech: Machines for diagnosis and treatment of disease and injury. High
demand in the Rifts and Outer Margins.
Note that it is perfectly legitimate for PCs to use their contacts, resources, and
cleverness to locate sources of supply on a given world so that a given cargo is
available at better than normal market conditions for them.
GM: “Overcome an Average (+1) obstacle with Contacts, and I’ll move
the difficulty of the buy from Great (+4) to Fair (+2).”
Player: “Exotic animals are in high supply on this Jungle World, right?”
GM: “If you make a Fair (+2) Contacts check, then yes they are.”
Here are some resources that may help you come up with ideas for characters
and settings as well as mine for details about aliens, spaceships, and extrater-
restrial planets. We’ve categorized these works by the plausibility level we think
they’re most useful for; we don’t intend this as a value judgment, and intend no
invidious distinctions. They’re all great! We know there’s a lot we left off, but
we’re hoping that, no matter who you are, you’ll find something fun and new
on this list.
High Plausibility
Banks, Iain. Consider Phlebas. New York: Macmillan, 1987. First of the Culture novels,
post-New Wave space opera.
Baxter, Stephen. Manifold: Space. New York: Del Rey, 2001. First of the Manifold series;
entrepreneurial human astronaut helps aliens altruistically shield galaxy from perverse
misanthropic principle that prevents sentient species’ survival.
Bova, Ben with Anthony R. Lewis. Space Travel: A Writer’s Guide to the Science of
Interplanetary and Interstellar Travel. Cincinnati, OH: Writer’s Guide Books, 1997. A
sci-fi writer’s handbook.
Cherryh, C. J. Downbelow Station. New York: DAW Books, 1981. And sequels. Space
war, commerce, and colonization.
Chung, Winchell. Atomic Rockets [website]. Available at http://www.projectrho.com/public_
html/rocket/. An exhaustive and informative source on the Web for high-plausibility
space travel.
Corey, James S. A. Leviathan Wakes. New York: Orbit Books, 2011. Book One of the
Expanse series. Hard sci-fi in a near-future Solar System. Adapted for television, from
the authors’ own SFRPG campaign.
Leckie, Ann. Ancillary Justice. New York: Orbit, 2013. Posthuman genderqueer space
opera; first of a trilogy.
MacLeod, Ken. Newton’s Wake: A Space Opera. New York: Orbit, 2005. Combat archaeol-
ogy through a skein of wormholes to find high-tech artifacts left behind by a singularity
called the Hard Rapture.
Reynolds, Alistair. Revelation Space. New York: Ace, 2002. First of a series. The cyborg
crew of an interstellar liner seek help from a prominent xenologist to help cure their
nanotech virus-infected captain.
Robinson, Kim Stanley. Red Mars. New York: Spectra, 1993. Colonists terraform Mars.
First of a trilogy. As of this writing, coming to television!
Saadia, Manu. Trekonomics: The Economics of Star Trek. San Francisco, CA: Pipertext,
2016. Discusses the economic dynamics of a post-scarcity society without money in a
utopian science fiction universe.
Schmidt, Stanley. Aliens and Alien Societies: A Writer’s Guide to Creating Extraterrestrial
and Alien Life Forms. Cincinnati, OH: Writer’s Guide Books, 1995. A sci-fi writer’s
handbook.
Medium Plausibility
Anderson, Poul. Trader to the Stars. New York: Berkley, 1964. Space merchant Nicholas
Van Rijn gets inside the heads of canny alien adversaries.
Asimov, Isaac. Foundation. New York: Doubleday, 1951. Many sequels, and multiple
reprints! Galactic governance and interstellar politics, with mental powers and super
social science.
Cowboy Bebop [anime series]. Bounty hunters in a near-future Solar System.
Daley, Brian. Requiem for a Ruler of Worlds. New York: Del Rey, 1985. First of a trilogy.
Roguish adventurers seek their fortunes in a science fiction universe.
Haldeman, Joe. The Forever War. Troopers in space, Vietnam style. The sequels are optional.
Hamilton, Peter F. The Reality Dysfunction. New York: Orbit, 1996. First of a trilogy. An
outbreak of strange energy ghosts with the ability to possess human hosts threatens to
overrun human space.
Heinlein, Robert H. Starship Troopers. Troopers in space, Greatest Generation style. Also
the source of the movie of the same name; its sequels are optional.
Herbert, Frank. Dune. Byzantine imperial intrigue on a desert planet in a baroque future.
First of a series, inspiration for the David Lynch movie and a cable television mini-
series. The fourth in the series, God-Emperor of Dune, is worth a read for its RPG
potential but sends the whole thing off the rails.
Interstellar [film]. Near-future space missions to find a new home for humanity as the
Earth dies.
Traveller by Marc Miller. Evanston, IL: Game Designers Workshop, 1977. The classic
early sci-fi RPG, with an emphasis on space travel, trade, and making a quick credit on
the fringes of the Imperium. Many subsequent and licensed editions. Its age makes it
rather retrofuture at this point.
Low Plausibility
Battlestar Galactica [television series]. Ragtag fleet protected by space fighters, pursued
by robotic enemies. Originally from the 1970s, rebooted more plausibly in the 2000s.
Firefly [television series]. Adventures of a tramp freighter in space, continued in the movie
Serenity.
Jupiter Ascending [film]. Campy but underappreciated space opera, with some nice touches.
Star Trek [television series] and its spin-offs and film tie-ins and reboots. Obviously.
Depending on the series and episode, this may rise to medium plausibility.
Star Wars [film] and its sequels and prequels and synergistic multimedia adjuncts. Equally
obviously.
Bill White
Bill White is the designer of the small press RPG Ganakagok as well as a number
of Fate Worlds and Adventures, including Romance in the Air, Nitrate City (with
Doselle Young), and Andromeda. He has also written adventures for Pelgrane
Press.
C. W. Marshall
C. W. Marshall is co-author of Diaspora, a Fate space adventure game, and
Hollowpoint an ultra-violent rpg designed for one-shot and short-campaign play.
Both are published by vsca. He also teaches classics at the University of British
Columbia in Vancouver, Canada.
Joshua A. C. Newman
Joshua A. C. Newman is a roleplaying game designer, artist, graphic designer,
and writer. He is the author of the RPGs Shock: Social Science Fiction, Shock:
Human Contact, and others published under his independent glyphpress imprint.
Mikki Kendall
Mikki Kendall is a writer of fiction, nonfiction, and comics, a diversity
consultant, and an occasional feminist who addresses intersectionality, polic-
ing, gender, sexual assault, and other current events. Her science fiction has
appeared in the collections Hidden Youth: Speculative Fiction from the Margins
of History and Steam Powered, Steampunk Lesbian Stories as well as online at
firesidefiction.com.