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ChapterCharacters

Characters

A life, four years at a time

Characteristics, origins and every step of the lifepath.

The checklist

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Every step of character creation, in order.

You do not buy a character. You live one: pick where you came from, pick a career, and then throw for what four years in it did to you — again, and again, until you leave. The steps below are that walk in order, and the order matters, because several of them take modifiers from the ones before.

Creating a character

  1. Roll your six characteristics and work out the modifier each one is worth.
  2. Choose a homeworld and take your background skills from it and from the education list.
  3. Choose a career and throw to qualify for it. Fail, and you take the Drifter career or submit to the draft.
  4. Take basic training for that career.
  5. Throw to survive the term.
  6. Throw for a commission if the career offers one, and then for advancement from whatever rank you now hold.
  7. Roll on one of the career skill tables for what the term taught you.
  8. Add four years to your age, and throw for ageing once you are old enough.
  9. Throw for reenlistment. Leaving here sends you to your benefits; staying sends you back to the survival throw.
  10. Roll your muster-out benefits when you leave the career.
  11. Start another career, or stop and finish the character.
  12. Buy your starting equipment.

Origins

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The species and homeworld you come from, chosen before any die.

Before you touch a die you decide what you are and where you grew up. The rules draw no distinction between members of the same species, whatever their gender or race — and what an alien species is, in a given setting, is the referee’s to define.

Within one species the rules draw no distinction between members. Gender changes nothing on your sheet and neither does the colour of your skin — heroes in this kind of fiction came in every shape and were unhindered by either, and the rules are written to match. In Nowhere Yet a chosen sex changes your portrait and nothing else.

An alien species may go further than that. A species can attach characteristic changes or outright abilities to a gender choice — the worked case is an insectoid species with four of them, queen, soldier, worker and drone, each carrying its own bonuses and penalties. Where a species does that, it is the species doing it, not the choice.

Nowhere Yet offers a fixed short list of origins rather than an open one, and each has its own entry at the end of this chapter saying what it changes. Two of them are human and differ only in the portrait they draw.

The other half of where you come from is the world itself. Your homeworld is a real place with a law level and trade codes of its own, and those decide the first skills you own before any career touches you. Every character has one, and the background-skill rules are where that draw is made.

Characteristics

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The six scores, what each governs, and how they are thrown.

Roll 2D6 six times and write the results down in the printed order: Strength, Dexterity, Endurance, Intelligence, Education, Social Standing. Those six numbers are your character before anything happens to them.

The six measure your most basic abilities and they touch almost everything you do. The first three are physical and the last three loosely mental. Above average buys you a bonus on rolls that lean on it; below average costs you one.

What each characteristic measures
CharacteristicShort formWhat it covers
StrengthStrPhysical strength and forcefulness.
DexterityDexCo-ordination, agility and reflexes.
EnduranceEndStamina, determination, and how much damage you can take.
IntelligenceIntIntellect and quickness of mind.
EducationEduLearning and experience.
Social StandingSocYour place in society.

There is an option for players who have a character in mind before they have the dice. With the referee’s approval, roll 2D6 six times and then assign the six results to the six characteristics however you like — highest to Education if you meant to play a scholar, and so on. Nowhere Yet rolls them where they fall.

Characteristic DM

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Turning a score into the modifier a check uses.

A score is not what you add to a roll. The modifier is: divide the score by three, drop the fraction, and subtract two. An average score of 7 is worth nothing either way, which is the point the whole ladder is built around.

Characteristic modifier
floor(score / 3) - 2
Characteristic Modifier by Score Range
Score RangePseudoHexModifier
0 through 20-2-2
3 through 53-5-1
6 through 86-8+0
9 through 119-B+1
12 through 14C-E+2
15 through 17F-H+3
18 through 20J-L+4
21 through 23M-P+5
24 through 26Q-S+6
27 through 29T-V+7
30 through 32W-Y+8
33 or higherZ+9

Score limits

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The floor, the ceiling, and what happens at zero.

A player character’s score does not normally go above 15, and does not normally fall permanently below 1. Both are ordinary limits with exceptions behind them rather than hard walls.

Scores move during play as well as during creation, and how they move decides whether the loss sticks. Ageing lowers physical scores permanently. Damage from combat, a fall, disease or poison lowers them temporarily. Mental trauma — a head injury, a psionic attack — lowers the mental three the same temporary way. Some medications and enhancements push a score up instead, and those can be either.

What moves a score, and whether it comes back
CauseAffectsPermanent?
AgeingPhysical scoresYes
Damage — combat, falling, disease, poisonPhysical scoresNo
Mental trauma — head injury, psionic attackMental scoresNo
Medication, enhancement and similarWhichever it targetsEither

Every time a score changes, work out its modifier again before the next roll. That is the whole reason a change matters — the number on the sheet is only ever a way of getting to the modifier.

Zero is the circumstance the floor is excepted for, and it is a crisis rather than a resting place. A score driven to zero by injury or by ageing forces an immediate and expensive decision, and the rules that drive it there are the ones that spell out what happens next.

Titles of nobility

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The social standing ladder and the title each rung carries.

Where a setting has a nobility, a high Social Standing is not just a good modifier — it is a title, and people use it. The ladder below is the usual one.

Titles of Nobility by Social Standing
Social StandingTitle
10 (A)Lord (Lady)
11 (B)Knight (Knightess, Dame)
12 (C)Baron (Baroness), Baronet
13 (D)Marquis (Marquesa, Marchioness)
14 (E)Count (Countess)
15 (F)Duke (Duchess)
16 (G)Archduke (Archduchess)
17 (H)Crown Prince (Crown Princess)
18 (J)Emperor (Empress)

These are examples, not law. Which scores are considered noble, and what each one is called, varies from setting to setting — the referee decides where the line falls and what the people on the far side of it are addressed as. The forms in parentheses are the ones traditionally given to women.

The ladder runs past the ceiling a player character’s scores are normally held to. Its top rungs are therefore mostly people you meet rather than people you roll, which is worth knowing before you plan a character around being addressed as one.

The UPP

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The six-digit string that states a character at a glance.

Your six characteristics are written as one unbroken string of six pseudohex digits, in the order they were rolled. It takes a little practice and then it reads at a glance.

Universal Persona Profile
123456, or 123456-7 for psionic characters
What each position holds
PositionCharacteristic
1Strength
2Dexterity
3Endurance
4Intelligence
5Education
6Social Standing
After the dashPsionic Strength, when the character has it

The seventh digit is not part of the six and is not rolled with them. It appears after a dash only once a character has a psionic strength at all, which is why an ordinary profile is six characters long and stays that way.

The character format

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The template a finished character is written out in.

A finished character is written out in five lines, in a fixed order. It is the form other players and referees will expect to read your character in.

The five lines

  1. Name, with rank or noble title if either applies, then the profile, then the age.
  2. The careers served, each with its number of terms in parentheses, then the funds in credits.
  3. The skill list, in alphabetical order, each skill followed by its level.
  4. Species traits, if the character is not human. Optional.
  5. Equipment, if there is any worth naming — significant property only.

Background skills

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The skills your homeworld gives you before any career.

Before you embark on any career you get a handful of skills for having grown up somewhere. The number is three plus your Education modifier, and every one of them arrives at level 0.

Background skills
3 + Education modifier

Up to the first two come from your homeworld. Growing up somewhere gave you skills that world had a use for, so you may take any skill matching its planetary description or one of its trade codes. If the world was already established in the referee’s setting, its description is where you look.

Homeworld Skills by Planetary Description
DescriptorSkill
No LawGun Combat-0
Low LawGun Combat-0
Medium LawGun Combat-0
High LawMelee Combat-0
Homeworld Skills by Trade Code
Trade CodeSkill
AgriculturalAnimals-0
AsteroidZero-G-0
DesertSurvival-0
Fluid OceansWatercraft-0
GardenAnimals-0
High TechnologyComputer-0
High PopulationStreetwise-0
Ice-CappedZero-G-0
IndustrialBroker-0
Low TechnologySurvival-0
PoorAnimals-0
RichCarousing-0
Water WorldWatercraft-0
VacuumZero-G-0

Whatever the homeworld does not fill comes from a formal education instead, and any character may take from that list: Admin, Advocate, Animals, Carousing, Comms, Computer, Electronics, Engineering, Life Sciences, Linguistics, Mechanics, Medicine, Physical Sciences, Social Sciences and Space Sciences. All at level 0, like the rest.

Qualification

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Throwing to enter the career you want.

Wanting a career is not the same as getting one. Each career prints a throw you must make to enter it, against the characteristic that career cares about. Miss it and you cannot enter that career this term.

A military career calls the same throw enlistment rather than qualification. It is the same check under a different name, and nothing about how it is made or what failing it costs is different.

A work history counts against you. Every career you have already entered is worth -2 on this throw, and it is cumulative — a third career is harder to get into than a second. Once you leave a career you cannot go back to it, either.

Qualification throw
2D6 + characteristic modifier - 2 per career already entered, against the career’s target

Failing leaves you two ways forward and you must take one of them: submit to the draft, which you may do only once in a whole character, or take the Drifter career for this term. The Drifter career is always open, and the rules for that career say on what terms.

The draft

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Where a failed qualification sends you instead.

The draft is what happens when you do not get to choose. There is no throw to qualify: roll one die, and the result is the service you are now in.

The Draft
1D6Draft Career
1Aerospace System Defense (Planetary Air Force)
2Marine
3Maritime System Defense (Planetary Navy)
4Navy
5Scout
6Surface System Defense (Planetary Army)

A draftee serves the term like anyone else, with one restriction: you may not attempt a commission in that first term of service. You may attempt one afterwards if you stay on. And you may only be drafted once in a whole character — after that the option is gone and Drifter is what is left.

The draft is also one of the two ways past the rule that a career once left cannot be re-entered. It can put you back into a service you were previously in and were thrown out of. It cannot put you back into one you left cleanly.

Terms

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The four-year block a career is served in.

A career is served in terms, and a term is about four years. Every lap of the career cycle — survive, throw for rank, learn something, age — is one term, and it adds four years to your character.

You start at the age of majority, typically eighteen. Every time you reenlist, and every time you enter a new career, it is for another term and another four years — so a character’s age is really a count of how many times they went round.

Age
age of majority + 4 years per term served

Basic training

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The skills a first term in a service gives you.

Your first term in a new career teaches you the basics of it. What that is worth depends on whether this is the first career of your life or a later one.

What basic training gives you
SituationWhat you get
Your first careerEvery skill on that career’s service skills table, at level 0.
Any later careerAny one skill from that career’s service skills table, at level 0, chosen by you.

That asymmetry is the rule rather than an oversight, and it is a real reason to think about which career you start with. Your first is where the breadth comes from; everything after it is one skill deep.

Survival

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The throw that decides whether a term goes as planned.

Every term in every career opens with a survival throw, against the target that career prints. Make it and the term goes as planned. A natural 2 is always a failure, whatever your modifiers would have made the total.

The source is blunt about what failure means: your character is dead and you make a new one. It then offers an optional rule — with the referee’s approval, keep the character and roll on the survival mishaps table instead. Something has gone wrong enough to force you out of the service, but you are alive.

Nowhere Yet always takes that optional rule. A failed survival throw here is never fatal; it always sends you to the mishap table, and the mishap rules say so again in their own right. This is a departure from the printed default and not a correction to it — the source means what it says, and this game has chosen otherwise, because a creation path that can end in nothing partway through is not something you can hand a player.

Mishaps

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What a failed survival throw does to a career, and to you.

A mishap is the career going wrong badly enough to end it. Roll one die on the table below; the result is always enough to force you out of the service, and you forfeit the benefit roll for that term.

Survival Mishaps
1D6Mishap
1Injured in action. (This is the same as a result of 2 on the Injury table.) Alternatively, roll twice on the Injury table and take the lower result.
2Honorably discharged from the service.
3Honorably discharged from the service after a long legal battle. Legal issues create a debt of Cr10,000.
4Dishonorably discharged from the service. Lose all benefits.
5Dishonorably discharged from the service after serving an extra 4 years in prison for a crime. Lose all benefits.
6Medically discharged from the service. Roll on the Injury table.

In the source this table is optional and the default is death. In Nowhere Yet it is where every failed survival throw goes, always. Said twice on purpose: it is the one place this game departs from the printed lifepath in a way a player will feel, and it is a design choice rather than a reading of the page.

A mishap ejects you after half a term — two years rather than four — so the term you were part-way through is cut short rather than completed.

Commission

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Becoming an officer, and what the rank is worth.

You begin every career at Rank 0. If the career offers a commission and you are still Rank 0, you may throw for it once in the term — and succeeding makes you a Rank 1 officer, on the officer rank ladder from then on.

In a military career a commission means joining the commissioned officers. In a civilian one it means getting a position in whatever hierarchy the work has. Some careers have no established hierarchy at all and offer no commission throw — for those there is nothing here to attempt.

A successful commission pays twice over. You take any bonus skills the rank ladder attaches to your new rank, and you gain an extra roll on any of that career’s skill tables this term. Trying for a commission is optional, and you may try once per term.

One character cannot: a draftee may not attempt a commission in their first term of service. Stay on past that term and the throw becomes available like anyone else’s.

Advancement

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Promotion within a career, and the skills it brings.

Advancement is promotion within the career you are already in. At Rank 1 or higher you may throw for it once each term, and succeeding moves you up one rung.

A successful advancement pays exactly as a commission does: you take any bonus skills the ladder attaches to your new rank, and you gain an extra roll on any of that career’s skill tables. You may attempt it once per term, and you may attempt it in the same term you were commissioned in.

Every career that offers a commission offers advancement, and a handful of careers offer neither — those have no hierarchy to climb. A career with no commission and no advancement gives you a second skill roll every term instead, which is its own kind of compensation.

Injury

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The injury table, and the characteristic each result takes.

Some things that happen during creation hurt you. When they do, roll one die on the injury table — and what it takes off is permanent, unless you pay to have it put back.

Injury Table
1D6Injury
1Nearly killed. Reduce one physical characteristic by 1D6, reduce both other physical characteristics by 2 (or one of them by 4).
2Severely injured. Reduce one physical characteristic by 1D6.
3Missing eye or limb. Reduce Strength or Dexterity by 2.
4Scarred. You are scarred and injured. Reduce any one physical characteristic by 2.
5Injured. Reduce any physical characteristic by 1.
6Lightly injured. No permanent effect.

Low is bad here, which is the opposite of every other throw in this chapter. It is a table lookup rather than a check, so nothing you have adds to it — a strong character and a frail one roll the same die.

If an injury takes any characteristic to zero, that is an injury crisis. As printed, the character dies unless they can pay 1D6 × Cr10,000 for medical care, which brings every characteristic back up to 1 — ability to pay is the test they live or die by. Survive a crisis and you are marked by it: you automatically fail every qualification check from then on, so you must either stay in the career you are in or become a Drifter if you want more terms.

Nowhere Yet replaces that branch rather than following it, because no character dies during creation here. The treatment happens: characteristics are restored to 1 exactly as paying for it would, and its cost becomes medical debt you carry out of creation. Being able to afford it stops deciding whether you live and starts deciding what you owe. This is a departure from the printed rule and not a reading of it.

The rest of the printed consequence stands untouched. A crisis still fails every later qualification check, so it still ends your career ladder — it just no longer ends you.

Medical bills

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What treatment costs, what a service covers, and what you owe.

An injury can be undone, and it is expensive: Cr5,000 for each point of characteristic you want restored. If you were hurt in the service of a patron or an organisation, some of that bill may not be yours.

Restoring a lost point
Cr5,000 per characteristic point

Throw 2D6 and add your rank. The result says what proportion of the bill your employer covers, and which row you read depends on the career you were serving in — the services cover most of it, ordinary employers rather less, and some careers have nobody to send the bill to.

Medical Bills
CareerRoll of 4+Roll of 8+Roll of 12+
Aerospace System Defense, Marine, Maritime System Defense, Navy, Scout, Surface System Defense75%100%100%
Agent, Athlete, Bureaucrat, Diplomat, Entertainer, Hunter, Mercenary, Merchant, Noble, Physician, Pirate, Scientist, Technician50%75%100%
Barbarian, Belter, Colonist, Drifter, Rogue0%50%75%

You do not pay any of this as you go. Whatever medical care and anagathics have cost you is settled at the end of creation, out of your muster-out benefits, before anything else is spent — and if you cannot cover it, you go into debt.

Ageing

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The throw that starts at a certain term, and what it takes.

Ageing begins at 34. Once your character is that old, throw 2D6 on the ageing table at the end of every term and subtract your total number of terms — so the longer you have served, the worse it gets.

Ageing throw
2D6 - total terms served, once the character is 34 or older
Ageing table
2D6Effects of ageing
–6Reduce three physical characteristics by 2, reduce one mental characteristic by 1
–5Reduce three physical characteristics by 2.
–4Reduce two physical characteristics by 2, reduce one physical characteristic by 1
–3Reduce one physical characteristic by 2, reduce two physical characteristics by 1
–2Reduce three physical characteristics by 1
–1Reduce two physical characteristics by 1
0Reduce one physical characteristic by 1
1+No effect

If ageing takes any characteristic to zero, that is an ageing crisis, and as printed it works exactly as an injury crisis does: the character dies unless 1D6 × Cr10,000 is paid for medical care, which brings every characteristic back up to 1, and a character who has been through one automatically fails every qualification check from then on.

And it is replaced here on exactly the same terms as the injury crisis. The characteristics are restored to 1, the cost is carried out of creation as medical debt, and nobody dies. Stated again rather than cross-referenced, because you can arrive at a crisis by damage taken in service or by years elapsed, and the replacement has to be where you land.

Anagathics

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Buying off ageing, and the debt and catch-up that follow.

Anagathic drugs hold ageing off. While you take them, add the number of terms you have been taking them for as a positive modifier on the ageing throw — so each term on the drugs offsets one of the terms the throw subtracts.

They only cancel ageing outright if you have been on them since your first term, because the count that helps you starts when the drugs do and the count that hurts you started when you did. Come to them late and you are slowing the decline rather than stopping it — the gap between the two numbers is however many terms you served before you started, and it never closes.

They cost 1D6 × Cr2,500 for every term you use them, paid out of your eventual muster-out cash like any other medical bill. Fail to cover it and you go into debt for the difference.

There are two catches and both are serious. Getting a reliable supply is dangerous and the drugs disrupt your biochemistry, so in any term you pass your first survival check you must make a second one — and failing either means a mishap and ejection from the career. And if you ever stop taking them, throw on the ageing table immediately, to represent the shock of a system starting to age again.

Reenlistment

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Throwing to serve another term, and being made to.

At the end of every term you decide whether to stay or go — and then you throw for it, against the target your career prints. Fail, and you cannot reenlist: you must leave the career whether you meant to or not.

A natural 12 is the other way the throw takes the decision away from you. Roll one, and you cannot leave: you are held for another term whatever you had planned.

This is the one throw in the whole of character creation made on flat dice. No characteristic modifier applies to it, so a brilliant character and a hopeless one are held or released on exactly the same odds.

Retirement

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Leaving after long service, and the pension it pays.

Seven terms is the end of the road. A character who has served seven or more must retire and can take no more prior experience — the one exception being a natural 12 on reenlistment, which holds them for another term regardless.

Five terms in a single service earns a pension, and you draw it annually for the rest of your life even if you go adventuring afterwards. The terms must be in one service: five terms spread over three careers earns nothing.

Retirement Pay by Terms Served
TermsAnnual Retirement Pay
5Cr10,000
6Cr12,000
7Cr14,000
8Cr16,000
9++Cr2,000 per term beyond 8

The cap itself is offered as the referee’s to move. A referee who wants characters in their prime rather than deeply experienced might set it at three or four terms; another might remove the maximum altogether. Nowhere Yet uses the printed seven.

Muster-out

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The benefit rolls a career ends with.

Leaving a career pays. You get one benefit roll for every term you served in which you did not lose your benefits, and rank pays on top of that — one extra roll at rank 4, two at rank 5, three at rank 6.

Each roll is taken on one of two tables, cash or material, and the tables are printed per career. Cash is credits. Material is everything else — characteristic improvements, passages, ship shares, a weapon, sometimes a vessel.

Several material benefits are obligations wearing the shape of a gift. The courier is a surplus 100-ton TL9 vessel held on a reserve basis from the scout exploration service, which also gives you free maintenance and fuel at any scout base and leaves every other expense to you; the research vessel is a 200-ton TL9 hull from a foundation, corporation or other affluent patron, who covers annual maintenance and nothing else. Both still belong to whoever granted them — you may use one as you see fit, and you may not sell or abandon it without consequences — and a courier comes with a standing liability to recall you and the ship to active duty at a moment’s notice. Each ship share is worth about Cr2,000,000 toward buying a vessel and cannot be redeemed for cash. A passage is one ticket, good for one jump to any destination. Society membership brings a free high passage every two months plus access to the society’s information network and its resorts; it is received once, and further receipts of it are worth nothing.

A starship can be bought for a fifth of its base value with a forty-year loan attached. Every further fifth you pay, in cash or in ship shares, takes ten years off the loan.

Final details

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Name, appearance and the things no die decides.

A set of scores and a skill list is not yet a character. The last few decisions cost no dice and are what make the one you have just built worth playing.

A name, at the very least — one that fits your group and the referee’s setting. Take a real one, take one off a character you like, or build one out of pieces of two.

A gender, which in most games means male or female though a referee or a setting may offer other options. Nothing says you must play a character of your own, and many people find playing a different one honestly a worthwhile challenge.

An appearance — height, weight, hair, how they dress. It costs nothing and it is what lets everyone else at the table picture your character; a distinctive feature is usually worth more than a paragraph of them.

And a personal goal, which is the one of these with teeth. It should take more than a single adventure to resolve — learning what an ancient civilisation was hiding, mastering the psionic arts, taking political power. A goal tells the referee what you are interested in, which is what lets them build story around you. It is fine for it to change; a goal that changes is usually a sign the character has grown.

Alien species

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Reference rule — not active yet

The non-human species the source describes.

Humans are the assumed species and have no special abilities or disadvantages as a species. Everything else is defined by the referee — the source offers the examples below as common archetypes rather than as a closed list, and some settings have no aliens in them at all.

The species described are Avians, Insectans, Merfolk, Reptilians and Espers. Each origin this game offers has its own entry further down; a species described here without one is published as background rather than as something you can be.

Espers are humans, or near-human humanoids, who have made psionics an ordinary part of life. They tend to be tall and slender, aloof and detached enough that other humans find them hard to read, and more inclined to the mystical or the philosophical than most. Mechanically they follow the standard human rules and add the psionic trait.

They are published here as a described species rather than as a playable origin, because the one thing that distinguishes them is psionic and no part of the shipped game reaches psionics.

One rule cuts across all of them. An alien species may measure standing by something other than Social Standing — caste, or charisma — and when you are dealing across that line, every modifier from Social Standing or its alien equivalent is halved, positive and negative alike.

Alien traits

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Reference rule — not active yet

The rules an alien body changes.

A species is described by the traits it holds, and the traits are what actually change a rule. Each entry below is one, and a species entry names which of them it has.

Traits that change what a body can do
TraitWhat it changes
AmphibiousBreathes underwater as well as on land, or holds its breath for Endurance × 10 minutes. Dexterity is halved on land.
AquaticAdapted to live underwater. If not also amphibious, cannot operate out of water without mechanical aid or telepresence.
Water DependentAn amphibious species that can survive out of water for one hour per 2 points of Endurance, and then begins to drown.
Natural Swimmer+2 on every skill check related to swimming.
Natural PilotAn innate understanding of multi-dimensional space: +2 on Piloting and Navigation checks.
FlyerCan fly using wings, and gains Athletics at level 0. Must spend a minor action every round on movement while aloft or stall. Flight can be sustained for as many hours as the creature’s Endurance, then needs as long again resting.
Great LeaperTreated as having Athletics at level 0. A significant-action Athletics check jumps four squares, plus one per point of Effect.
ArmoredFur, scales or an exoskeleton giving one point of natural armour.
Natural WeaponClaws, a bite or a sting, usable at personal range for +1 damage. Gains Natural Weapons at level 0.
Low-Light VisionSees twice as far as a human in poor light, and still distinguishes colour and detail.
No Fine ManipulatorsNo fingers or other prehensile appendages, so small objects, buttons and tight spaces are out of reach.
Traits that change how a body copes
TraitWhat it changes
Cold-BloodedSensitive to cold. Unprotected exposure to extreme cold is -2 to initiative and 1D6 damage every ten minutes.
Heat EnduranceTakes no hourly damage from hot weather and exposure.
Low Gravity AdaptationEvolved on a low-gravity world and needs no acclimatisation to one.
Heavy Gravity AdaptationEvolved on a high-gravity world and needs no acclimatisation to one.
Atmospheric RequirementsNeeds an unusual mix of gases and cannot survive most atmospheres unaided.
Fast MetabolismEats more, so life support costs double. +2 initiative in combat, and Endurance is halved for working out fatigue.
Slow MetabolismEats less, so life support costs half. -2 initiative in combat.
Traits that change a mind, a society or a score
TraitWhat it changes
Notable (Characteristic)+2 when rolling that characteristic unless the species says otherwise, and its racial maximum rises by the same amount.
Weak (Characteristic)-2 when rolling that characteristic unless the species says otherwise, and its racial maximum falls by the same amount.
SmallStrength and Endurance of 1D6, Dexterity of 3D6. About half a human’s size, which is the minimum for a sophont.
LargeConsiderably bigger than most sophonts — Strength and Endurance of 3D6 or 4D6, Dexterity of 1D6, and double life support. Some are Huge, and attacks against those get +1 to hit.
CasteSocial hierarchy is genetic. All social modifiers are halved when dealing with species that use Social Standing or charisma.
Hive MentalityDriven by the good of the current family group, at personal risk. An Intelligence check is needed to avoid taking that risk, at a difficulty set by how much the group stands to gain.
Naturally CuriousDriven to investigate. An Intelligence check is needed to avoid acting on a curious impulse, at a difficulty set by how mysterious the thing is.
Bad First ImpressionAppearance or manner that provokes an instinctive reaction. Most species are automatically unfriendly until a few minutes of acquaintance overcome it.
FeralUncivilised whatever its technical knowledge. Education is rolled on 1D6.
PsionicEvery member is psionic and may determine psionic strength and talents at the start of creation.
Anti-PsionicPsionic strength is always zero and cannot be trained, and the mental effects of psionics — telepathy and psionic assault included — do not land. A species cannot have both this and Psionic.
EngineeredAltered by some outside factor to suit new circumstances. Medical treatment at a technology level below the one it was created at takes a penalty equal to the difference.
UpliftedRaised from non-sentience by another species, usually becoming a client of that patron. Two are named as common: uplifted apes, Notable Strength and Endurance (+2) with every other characteristic Weak (-2) and the Uplifted trait; and uplifted dolphins, Notable Strength (+4) and Notable Endurance (+2) with Intelligence, Education and Social Standing Weak (-2), and the Uplifted, Aquatic (fully aquatic, air-breathers) and No Fine Manipulators traits.

The three tables above are one printed list, split here by what a trait actually touches — the body, its tolerances, or the mind and the sheet. The split is this site’s, made because thirty-odd entries in one column is a wall rather than a reference.

A species entry may also name a movement rate — a distance in metres beside a fast or slow speed. Those are that species’ own mechanics rather than entries on this list, so the number is on the species and there is no general speed trait to look up here. The origins below carry theirs.

Human (male)

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The baseline species, no characteristic changed.

Human, male. The baseline: no characteristic is changed, no trait is added, and every die you roll is the standard one.

Offering human as a choice at all is this project’s framing rather than a printed rule. The source has no human species entry — humans are the assumed default and its species section describes only the departures from them — so this entry exists to put the baseline on the same shelf as the four alien origins rather than leaving it as the thing you get by not choosing.

The sex is a portrait choice and this project’s own division of one printed species into two selectable bodies. It changes nothing on the sheet, which is what the rules say in terms: no distinction is drawn between members of the same species on grounds of gender. No per-sex characteristic difference is invented here, because none is printed.

Human (female)

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The baseline species, no characteristic changed.

Human, female. The same baseline as its counterpart: no characteristic changed, no trait added, every die the standard one.

The same original framing, for the same reason. The source offers no selectable human origin, so both of these entries are this project’s addition rather than a transcription — and the two differ only in the portrait they draw.

The rules are explicit that gender makes no mechanical difference within a species, and this build takes that at its word. An alien species may attach characteristic changes to a gender choice; the human species does not, and nothing here quietly invents one.

Avian

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Feathered and flight-capable on smaller worlds.

Avians are a small winged race descended from omnivore and hunter flyers, capable of flight on smaller worlds — light, fast and fragile.

They are homeothermic and bi-gendered, average about 1.2 metres tall, span over 2.5 metres wingtip to wingtip, and mass around 35 kilograms. Their natural aptitude for spatial awareness, both conceptual and physical, lends itself immediately to piloting and navigation.

Avian game mechanics
WhatValue
StrengthWeak — roll 1D6
DexterityNotable — roll 3D6
EnduranceWeak — roll 1D6
TraitsFlyer (9m), Low Gravity Adaptation, Natural Pilot, Slow Speed (4.5m), Small
Maturity22
Ageing starts46
Height105 + (2D6 × 2) centimetres
Mass20 + (2D6 × 2) kilograms

Insectan

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Chitinous, many-limbed, and built for a harder world.

Insectans are an insectoid race descended from carnivore and chaser stock, hard for most other species to understand and community-conscious to the point of putting the colony before the self.

They average 1.8 metres and around 90 kilograms, and are poikilothermic — they take their warmth from their surroundings. Their sense of individual identity is very limited and they more often think of themselves as an extension of the queen, though better nutrition and contact with other cultures have grown a minority with a stronger sense of self. They tend to serve the whole of interstellar society in service roles.

Their genders are worker and soldier, both sterile females, drone, a fertile male, and queen, a fertile female. There is little gross anatomical difference between them; carapace colouration and bearing are what let a non-Insectan tell one from another.

Insectan game mechanics
WhatValue
DexterityNotable — roll 2D6+2
TraitsArmored, Bad First Impression, Caste, Cold-Blooded, Fast Speed (9m), Great Leaper, Hive Mentality
Maturity18
Ageing starts34
Height160 + (2D6 × 5) centimetres
Mass60 + (2D6 × 5) kilograms

They have no Social Standing. In its place is a characteristic called Caste, generated exactly as Social Standing is, and every modification to Social Standing anywhere in character creation applies to Caste equally.

Merfolk

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Gilled and webbed, at home in water.

Merfolk were genetically manipulated from pure human stock for life on a waterworld, and with each passing generation they resemble their genetic ancestors a little less.

Their skin has shifted toward pale greens and blues, and gills, webbed appendages and a thin layer of protective blubber give them a distinctly amphibian look.

Merfolk game mechanics
WhatValue
CharacteristicsNo change — every score is rolled as a human’s is
TraitsAmphibious, Aquatic, Natural Swimmer, Water Dependent

Reptilian

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Scaled, cold-blooded and heavily built.

Reptilians descend from homeothermic carnivorous chaser stock and bear a strong saurian appearance — driven by territoriality and a primal need to hunt.

Their scales are brilliantly patterned, particularly among the males. They stand about 1.9 metres and mass around 85 kilograms, and they keep many of their saurian ancestors’ features. Discovering the jump drive gave them entire new worlds to claim.

Reptilian game mechanics
WhatValue
StrengthNotable — roll 2D6+1
DexterityNotable — roll 2D6+1
EnduranceWeak — roll 2D6-2
TraitsAnti-Psionic, Fast Speed (9m), Heat Endurance, Low-Light Vision, Natural Weapon (teeth), Low Gravity Adaptation
Maturity22
Ageing starts42
Height155 + (2D6 × 5) centimetres
Mass50 + (2D6 × 5) kilograms