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  Far Beyond Humanity 
  First Edition, July 2017 
  ©MMXVII Sean Gomes 
  All Rights Reserved 
   
   
   
   
   
  Cover Art by Aurore Folny 
  Interior Art by Juan Ochoa 
  Misc Graphics and Art by Sean Gomes 
  Additional Images by NASA 
   
  Edited by Julie Dubé 
  Book Design by Sean Gomes 
   
   
   
   
   
  Dedicated to my wife Julie and my son Leo, the binary star 
  system that brightens and warms my world. 
   
   
   
   
  Special thanks: 
   
  To D. Vincent Baker, for creating the Apocalypse engine 
  and inspiring the creation of this game. 
   
  To my weekly playtest group: Josh, Michael, Chad, and Jon  
  for putting up with my random game designs week after week. 
   
   
   
   
  Uncharted Worlds by Sean Gomes is licensed under a 
  Creative Commons Attribution-ShareAlike 3.0 Unported License. 
  
  3 
  Contents 
   
  District 01 – Central: Page 5 
  Introduction 
  What is Far Beyond Humanity, Designing a Campaign, Long-Term 
  Advancement, Group Careers/Assets. 
   
   
  District 02 – Judicial: Page 13 
  New Rules 
  Updated Stats, Command: Intelligent vs Mindless, Cramped Quarters: 
  Community and Isolation, Cargo: Fuel Shortage, Magic. 
   
   
  District 03 – Industrial: Page 21 
  Technology 
  Cybernetic Modules and Bio-Modification (Mods), The SectorNet, Alternate 
  FTL Travel, Vessels. 
   
   
  District 04 – Slums: Page 35 
  Adversity 
  Villains, Overwhelming Foes, Horror, Trauma. 
   
   
  District 05 – Residential: Page 45 
  Characters 
  New Careers, New Origins. 
   
   
  District 06 – Immigration: Page 75 
  Species 
  Alien Forms, Alien Societies. 
   
   
  District 07 – Commercial: Page 87 
  Assets 
  Market Types, Asset Standards, Assets. 
   
   
  District 08 – Theater: Page 105 
  Kickstarter Thanks 
   
  
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  5 
   
   
   
   
   
  District 01 - Central 
  District 01 - Central 
   
  Introduction 
  The Central chapter deals with creating 
  and running an Uncharted Worlds 
  campaign using the new Far Beyond 
  Humanity resources: 
   
  What is Far Beyond Humanity: An 
  overview of this book and how to use it 
  in conjunction with Uncharted Worlds. 
   
  Designing a Campaign: Guidelines for 
  crafting different styles of campaign. 
   
  Long-Term Advancement: Alternate 
  character advancements to purchase 
  with XP. 
   
  Group Careers/Assets: Defining the 
  theme of the group of characters. 
  “Go make some new disasters. That’s what I’m counting on.” 
  - GlaDOS, Portal 2 
  
  6 
  What is Far Beyond Humanity? 
   
  Far Beyond Humanity is a supplement to the Uncharted Worlds roleplaying game. 
  It expands the character creation options of Uncharted Worlds, opening the door to 
  aliens, robots, and strange cultures and careers.  
   
  Far Beyond Humanity explores the vast and truly bizarre realms beyond the 
  boundaries of humanity. It’s a suite of origins, careers, and assets that can be pick-
  and-mixed to dictate the shape of your Uncharted Worlds universe. The book 
  provides advice about handling these new frontiers, and a selection of new rules and 
  custom Moves to flesh out the game. 
   
  The core principles of Uncharted Worlds are still very present in Far Beyond 
  Humanity. It is still a narrative-driven roleplaying game which seeks to lovingly 
  recreate the larger-than-life adventure of the space opera genre. While the basic 
  game is very humanocentric and grounded in a fictional sort of reality, this book 
  greatly widens that scope, allowing gaming groups to simulate the more 
  transmundane aspects of their favorite flavors of space opera. 
   
  Whether your table wants to hunt rogue telepaths and alien infiltrators, clash against 
  the xeno-invaders in an inter-species galactic war, fight for robotic emancipation, or 
  face the horrors that exist beyond the stars, Far Beyond Humanity can take you 
  there. 
   
   
  You will need Uncharted Worlds to use this book 
  Since this book is a supplement, it doesn’t include the basic rules of Uncharted 
  Worlds, nor does it teach you how to play the basic game. Reminder sections are 
  present, so the reader doesn’t have to flip back and forth excessively between the two 
  books, but the reader is expected to have at least a passing knowledge of the core 
  mechanics and themes of Uncharted Worlds. 
   
   
    
   
   
  
  7 
  Designing a Campaign 
   
  When creating a campaign, it’s unlikely that every aspect presented in this book will 
  be applicable to the joint vision that all the players had. More often than not, only 
  certain careers, origins or rules will be added, and the rest set aside. 
   
  Before starting the game, make sure that everyone is on the same page as to the 
  scope and style of game. When choosing a setting during campaign setup (Sector 11 
  in Uncharted Worlds), be clear about what elements of Far Beyond Humanity 
  would be appropriate with that vision. It helps to use television shows, movies, and 
  books as points of reference. Note that “elements” doesn’t always directly refer to 
  individual origins, careers, and so on, but may refer to a more general style, theme 
  or trope.  
   
  Example Campaign Styles: 
  Far Future Tech: Human and robotic characters. Technocrat and Augmented 
  careers are very common. Cybernetic upgrades are the social norm. Primitive, 
  Isolated, and Rustic origins are vanishingly rare. Psionics are unlocked through 
  science/implants, Psychics are more common than Kinetics. There are no Shaper or 
  Chosen careers, no supernatural assets. 
  Technomancy: No non-human characters. Most technology has a ritual or mystical 
  aspect. Jump travel crosses through bizarre outer realms. Arcane and Chosen careers 
  are common, dangerous, and mistrusted. Mutations are often incurable, mutants 
  are very common. Demons, abominations, and elder beings lurk below fetid hive 
  cities and in the darkness between the stars. 
  Galactic Empires: Alien species are very common. A number of species have formed 
  empires that divide up known space. Most other species have strong cultures. 
  Humanoid species each have an affinity for a different “exotic” or “supernatural” 
  technique (telepathy, telekinesis, shaping, cybernetics, etc.). 
  Imperial Might: One dominant faction or empire-level species. Other species are 
  less common and hold little social power, or are enemies of the State. Supernatural 
  careers are heavily restricted or illegal, used only by the State. Robots and AI are 
  used as slave labor. A rigid caste system means a character’s Origin determines their 
  status in day-to-day society. 
   
  Use broad strokes to get a general idea of the universe, and let the players discover 
  the world-building details during play, where they will no doubt cause a stir. As 
  always, paint in primary colors. 
   
   
  Introducing elements to an existing campaign 
   
  Groups with ongoing Uncharted Worlds campaigns can choose to integrate the Far 
  Beyond Humanity material into their current or upcoming narrative. Adding the 
  fantastic or otherworldly aspects in this book will most likely have deep impacts on 
  the story. Thus the choice of which element or elements to add is also a vote as to 
  the direction of the short-term narrative, and shapes the long-term world-building.  
  
  8 
  Long-Term Advancement 
   
  These new advancement rules are balanced for long-running campaigns, reducing 
  skill-bloat and giving more options for spending XP in campaigns that last dozens of 
  sessions. 
   
  Maximum 7 Skills 
  The rules for gaining new career skills are unchanged from the original rules: gaining 
  a new skill costs an amount of experience equal to the number of skills the character 
  currently has (including Origin and Career skills, plus any Species and/or Group 
  skills). A character’s fifth skill would cost 4xp, the sixth would cost 5xp, and the 
  seventh would cost 6xp. 
   
  However, a character can only have a maximum of 7 skills, including Origin, 
  Species, Group, and Career. Any further XP earned can only be used to gain 
  alternate advancements (For more information, see the following section). 
  Characters can gain alternate advancements before they have reached their 
  maximum number of skills. 
   
   
  Alternate Advancements 
  When a character has significant downtime, the player can spend XP to gain one of 
  the alternate advancements listed on page 9. The following rules apply: 
   
  XP can only be spent on a character during downtime that lasts at least a 
  few days. Some advancements require more time than others, especially 
  those that require “extended downtime”.  
   
  Only one advancement can be pursued at a time. Even if a character has 
  accrued enough XP to purchase multiple advancements, they can only 
  actively pursue a single one until the next downtime. 
   
  The chosen advancement should make narrative sense to the character 
  and the current situation. Characters should avoid choosing advancements 
  which would be nonsensical or impossible, such as trying to adopt a Primal 
  lifestyle (Adapt) while on a space station. 
   
   
  Choosing a new Advancement Trigger 
  Once they have advanced their character, a player can choose to change their 
  Advancement Trigger.  
   
  Unlike the base advancement rules, it is not necessary to choose a new Trigger each 
  time the character advances. However, the player is strongly encouraged to 
  reconsider their Advancement Triggers after certain major milestones or life changes 
  (such as critical injuries, emotional turning points, story arc completion, changing 
  careers with the Renounce advancement, etc.). 
   
    
   
   
  
  9 
  Alternate Advancements. Spend XP during downtime to choose an Advancement. 
   
  Advancement  
  Cost 
  Description 
  Research 
  1 XP 
  Gain a Data point about the subject that you spent all 
  your downtime studying, or about a topic related to your 
  field of expertise. 
  Therapy 
  2 XP 
  Ongoing physiotherapy/ psychotherapy erases your 
  current major debilities. The third such therapy also turns 
  a trauma into a Scar. 
  Relate 
  3 XP 
  Choose an NPC who you frequent during the downtime, 
  and describe your new closer personal or professional 
  relationship. The NPC still has their own life.  
  Plan 
  4 XP 
  Describe a goal, event, or act. The GM will provide you 
  with a lead, the first step to accomplishing that goal. 
  Example: Liberate Novanna station, find my parents, 
  dismantle the smuggler network, start a criminal cartel, etc. 
  Acquit 
  5 XP 
  Choose a Faction. You spend your downtime negotiating, 
  mitigating, or obfuscating your outstanding Debts. 
  Reduce your Debt to the chosen Faction by 1, to a 
  minimum of 1. 
  Prosper 
  6 XP 
  Your personal wealth has increased, improving your 
  overall lifestyle. It remains to be seen whether you can 
  maintain this new level of prosperity. 
  Establish 
  7 XP 
  Choose a workspace from any Career. You establish, 
  claim, or otherwise create that workspace, appropriate to 
  the current setting (Starship room, Colony building, City 
  business, etc.).  
  Refine 
  8 XP 
  Choose a skill from one of your Careers to refocus your 
  efforts. You may discard one of your Career skills (of any 
  Career) and replace it with the chosen skill. 
  Adapt 
  9 XP 
  After extended downtime immersed in a new way of life, 
  you forgo your Origin, and take on that way of life as your 
  new Origin. You lose your old Origin skill, and choose a 
  new one. 
  Renounce 
  10 XP 
  Choose a Career. After extended downtime immersed in 
  that trade, replace one of your current Careers with the 
  new one. Name a new archetype. Replace any old Career 
  skills with skills from the new Career. 
   
  
  10 
  Group Careers 
   
  A Group Career is a campaign option that creates a common thread tying all the 
  characters together. 
   
  While the character creation rules allow players to assemble the archetypes they’d 
  most like to play in a space opera setting, it can also lead to a rag-tag, eclectic group 
  of protagonists that don’t share motivations, methods, or skill-sets. The Group 
  Career option seeks to create a more unified and established group of protagonists. 
   
   
  Declaring a career 
  After deciding on the setting and style of campaign, the players choose the style of 
  the group of characters by selecting a single career that fits the shared vision for the 
  campaign. 
   
  The Group Career offers a bonus skill that ties the characters to the career and to 
  each other. It also ties the characters together thematically, and dictates what 
  opportunities they’ll pursue and what problems they’ll be called to fix. 
   
   
  Gain a bonus skill during character creation 
  Continue with character creation as normal, with the knowledge of what the team’s 
  career is. When choosing skills for a character, pick an additional skill from the 
  group’s career. Each character will have the following:   
   
  1 Origin skill, representing the character’s youth and formative years 
   
  3 Career skills, representing the character’s professional growth 
   
  1 Group skill, representing the character’s integration/role in the team 
   
  It’s entirely possible (even likely) for a character to have the same career as the group 
  career. In that case, the group career is simply a continuation of the character’s 
  personal career growth. 
   
   
  Adding new characters to the group 
  The bonus Group Career skill represents a well-established working relationship. 
  When a new character is added to the team (a new player joins the group, or an old 
  character is retired or killed), they do not immediately get to choose a group skill.  
   
  Instead, they’ll spend play-time “joining” the group, integrating and finding their 
  niche within the team dynamics. This usually comes after a major story wrap-up, a 
  long period of downtime, or a particularly important act where the new character 
  “proves themselves”. 
   
  Once the players feel that the new character is part of the group, the character gains 
  the bonus skill from the Group Career. 
   
   
  
  11 
  Skill choices 
  Usually, each player chooses the group skill that most represents their character’s 
  role within the group, how they contribute to the group’s success, or the thankless 
  task that has been foisted on the character.  
   
   
  Examples: 
  A Military group will undoubtedly see a lot of combat, acting as soldiers, 
  raiders, bounty hunters, spec ops, etc. The Military career skills provide a 
  variety of battlefield roles: Tactics, Authority, Unique Weapon, Toughness, 
  or Heavy Lifting. 
   
  A Chosen group are figures of destiny, agents of a higher power. Their 
  cause is just, their path is righteous. The skill each chooses is the way the 
  divine manifests itself through them: Lay on Hands, Pact, Relic, Wisdom, 
  or Inscription. 
   
  Note that these roles don’t override the character’s archetype. They can still be a 
  Gunslinger in a Chosen group, or a Field Researcher in a Military group. The bonus 
  skill merely situates the character, no matter who they are, within the context of the 
  team. The characters themselves will vary wildly in archetype and career 
  combinations, but their group skill is where their purpose and methods converge 
  with the rest of the group. 
   
   
  Group Assets 
   
  As an alternative to the Group Career, each character in the new campaign can be 
  granted a particular Asset that drives home the style of the campaign itself, creating 
  unity without forcing the characters to spend their own Asset choices.  
   
   
  Examples: 
  In a Colony setting, each character designs a personalized Class 1 Land 
  Vehicle to race around the sand-dunes and be witnessed. 
   
  In a Grand Starship or Space Station setting, each character could have 
  their own Class 1 Flyer which also has the Sealed upgrade as a bonus. This 
  could be a campaign about an attack wing of fighter ships, or mining and 
  transport barges operating off the main ship/station, or a motley collection 
  of salvage and repair vessels. 
  
  12 
   
   
   
  
  13 
   
   
   
   
   
   
  District 02 - Judicial 
   
   
   
  District 02 - Judicial 
  Updated Rules 
  The Judicial chapter updates rules from 
  the Uncharted World core book, 
  bringing them in line with the new 
  elements in this book or providing new 
  optional variants. 
   
  Updated Stats: Broadens the 
  interpretation of each of the five stats to 
  include the new elements of this book. 
   
  Command: Intelligent vs Mindless: 
  Rules for using Command on non-
  sentient beings such as robots, golems, 
  and zombies. 
   
  Cramped Quarters: Community and 
  Isolation: Broader scope for the 
  Cramped Quarters Move. 
   
  Cargo: Fuel Shortage: A rules 
  alternative that makes fuel a precious 
  commodity. 
   
  Magic: Integrating arcane, divine, and 
  psionic magic into a game. 
  “Pray I do not alter it further.” 
  - Darth Vader, The Empire Strikes Back 
  
  14 
  This chapter provides optional rule alterations to the Uncharted Worlds core rules. 
  Many of these new rules complement the new mechanics found elsewhere in this 
  book, but are not intrinsically tied to them and can be applied separately. 
   
   
  Updated Stats 
   
  Because Far Beyond Humanity is adding many new concepts that weren’t included 
  in the core Uncharted Worlds game, the characters will doubtlessly run into 
  situations that are not covered in their standard Stat description.  
   
  Rather than introduce new stats to handle the new mechanics, each of the 5 core 
  stats (Mettle, Physique, Influence, Expertise, and Interface) has increased in scope to 
  accommodate the new dangers and opportunities the characters will face. 
   
   
  Mettle is focus and willpower. It provides the unwavering mental fortitude needed 
  to control volatile inner forces and face cosmic horrors. 
  Physique extends beyond the self. It is a measure of one’s raw inner strength made 
  manifest. It is body language, a tool of physical expression. 
  Influence is more than words. It is a fundamental understanding of mental and 
  emotional manipulation, of how to plant and cultivate an idea. 
  Expertise is a measure of learned skills, education, and raw talent. It applies equally 
  to practical handiwork, academic studies, or more esoteric and arcane pursuits. 
  Interface approaches everything through the lens of data. It sifts and parses 
  everything; digital code, raw thoughts, the interwoven lines of magic, and so forth. 
   
   
  
  15 
  COMMAND (+Influence / +Interface) 
  When you issue a command to an intelligent group 
  that is inclined to follow your orders, 
  Roll+Influence. 
   
  When you issue a command to a mindless group 
  that obeys your orders, Roll+Interface. 
   
  On a 10+, they follow those orders to the best of 
  their ability, though there may be costs in time, 
  resources, or personnel. 
  On a 7-9, as above, but their disposition or 
  effectiveness has been significantly impacted in 
  some way. This crew will not accept a new 
  Command until those issues have been dealt with. 
  Command: Intelligent vs. Mindless 
   
  In Uncharted Worlds, the Command Move mostly applies to groups who are 
  inclined to follow orders. It is intended to be used to accomplish tasks by directing 
  and coordinating people (mostly Crews). The Command Move uses Influence as its 
  stat, because convincing multiple people to do anything is a difficult job in its own 
  right. 
   
  Far Beyond Humanity 
  introduces new kinds of 
  Crews that can be 
  Commanded: the mindless. 
  They are the animate objects, 
  the undead, the artificial life 
  forms, the robot drones, and 
  mechanical servitors.  
   
  The mindless are made to be 
  servile, and don’t need to be 
  convinced, or inspired, or led. 
  They obey. However, a 
  mindless Crew also doesn’t 
  improvise, or learn, or take 
  the initiative. Being unable to 
  think for themselves means 
  they can’t make decisions. 
   
  Mindless Crews and entities are Commanded with +Interface, not +Influence. 
   
  When Commanding a mindless group, the character isn’t leveraging their influence 
  and leadership. Instead, the character is providing direct instructions that will be 
  obeyed to the best of the group’s ability. The character is verbally programming the 
  mindless group in real-time, trying to make their orders and sequencing as precise as 
  possible. They have to account for complications that could disrupt the orders, and 
  avoid open-ended or recursive instructions. 
   
   
  Command Prompt 
  Of course, mindless beings are usually slaved to a single person or group. 
  The loyalty of intelligent beings is notoriously fickle, and they can be 
  convinced, intimidated, bribed, and so forth. Mindless beings need to be 
  Accessed to “convince” them to obey (Uncharted Worlds core book, page 
  25).  
   
   
  Artificial Intelligence (AI) 
  Artificial Intelligence is a special case, where the subject is both intelligent 
  and free-willed enough to respond to influence, but is often programmed 
  to obey. An AI can be Commanded by +Interface only by the AI’s owner (if 
  any). Anyone else has to Command an AI with +Influence, just like any 
  other intelligence. The AI’s owner can still use +Influence to Command 
  their AI, rather than invoking the encoded obedience. 
  
  16 
  Cramped Quarters: Community and Isolation 
   
  Cramped Quarters is intended to be a social “downtime” Move, either improving or 
  harming relationships, or exploring what we know about the characters themselves. 
  Uncharted Worlds applies this Move primarily to starships and other small-group 
  settings. 
    
  Far Beyond Humanity introduces variant applications of the Cramped Quarters 
  Move, applying it to communities and isolation. 
   
    
  Community Life 
  As empires spread across the stars, the opportunity for multi-species communities 
  becomes more and more common. Creatures of different shapes, cultures, diets, and 
  ideologies live together, though rarely in harmony. 
    
  When characters spend time in a community as an obvious outsider, the GM can 
  call on them to make Cramped Quarters checks. The result will dictate how deftly 
  the character navigates the socio-political landscape, what misunderstandings or 
  faux-pas the character commits, or what trouble they attract from the locals. 
    
  When using Cramped Quarters in this way, the “other character or NPC” is the 
  community as a whole, the figures of authority, and the people who live there. 
   
  A 10+ fosters understanding or respect between the character and the locals, 
  through language, customs, festivals, friendships, etc. 
   
  The secrets revealed on a 7-9 are usually embarrassments, denigrations or 
  debasements, secret shameful acts, growing prejudices, etc. 
   
  A 6- creates further complications as the character runs afoul of some aspect of 
  the society: prejudices, authorities, cultural pressures, ideologies, etc. 
    
   
  Isolation 
  There will be times when a character is alone with their best friend and worst enemy: 
  themselves. It may be forced isolation or self-imposed meditative seclusion. The 
  experience will likely have a lasting impact on the way the character thinks and how 
  they feel about themselves. 
    
  When a character spends an extended period of time isolated from all social contact, 
  the GM can have them make Cramped Quarters checks. The result will determine 
  how well the character handles the isolation. 
    
  When using Cramped Quarters this way, the “other character or NPC” is the 
  character themselves. 
   
  On a 10+, the character finds a small measure of contentment or fulfilment in 
  their solitude. Their relationship with themselves improves. 
   
  The secret revealed on a 7-9 is an important act of introspection, a truth they’ve 
  previously ignored, forgotten, repressed, or refused to admit. 
   
  On a 6-, the character takes a turn for the worse. They begin to develop negative 
  behaviors or thoughts. 
  
  17 
  RUN ON FUMES (+Fuel Class) 
  When you push your ship in a Fuel-
  scarce situation, Roll + the loaded 
  Fuel's Class. 
   
  On a 10+, the Fuel supply holds. 
  On a 7-9, reduce the Fuel's class by 1. 
  On a 6-, reduce the Fuel's class by 3. 
  Cargo: Fuel Shortage 
   
  Out on the fringes of known space, beyond the refineries of civilization, lies a 
  frontier where decent fuel is vanishingly scarce. Communities are forced to subsist 
  on a smattering of inferior, unrefined fuels harvested from mines, asteroids and 
  local gas giants. Taken for granted in the core worlds, fuel is the lifeblood of 
  commerce, exploration, safety, and colonization on the ragged edge of space. 
    
  Fuel Shortage is a variant set of rules for frontier settings in campaigns where 
  scarcity plays an important role. Adopting this rule set will make a campaign feel 
  more desperate, with tighter profit margins and a greater focus on trade and 
  profitability to stay aloft. Ships will need to refuel between trips, and it’s possible for 
  a ship to stall or even become stranded if its fuel supply runs out. Fuel itself becomes 
  a much sought-after commodity. 
   
    
  Fuel as Cargo 
  In a Fuel Shortage campaign, units of fuel count as a special type of Cargo 
  (Uncharted Worlds core book, page 126). Like any other Cargo, fuel is graded from 
  Class 0 to Class 4. A fuel’s value depends on its source, purity and level of 
  refinement. Some, like hydrogen, are plentiful but inefficient. Others, like dark 
  matter or cordeliarite, are incredibly powerful but rare. 
   
  Fuel units can be used as part of a Barter to gain Cargo units, and Cargo 
  can be used to Barter for Fuel. Fuel can also be sold as part of Acquisitions. 
   
  Fuel takes up as much space as a vehicle or unit of Cargo, and must be 
  transported in the cargo space of starships and aboard vehicles with the 
  Transport upgrade.  
   
   
  Running on Fumes 
  Starships must always have a unit of Fuel loaded into their reactor. Once loaded, the 
  unit of fuel doesn’t take up Cargo space anymore, but is not recoverable. Reactors 
  can only accept one unit of Fuel at a time, and old Fuel has to be jettisoned before 
  new, better Fuel can be added. 
   
  While routine starship operations can be maintained for a very long time, taxing 
  maneuvers may result in a ship running out of fuel during the attempt. Taxing 
  maneuvers include overuse of energy weapons, heavy use of shields, extended 
  atmospheric flight, and of course Wild Jumps.  
   
  When pushing a ship in these situations, 
  use the Run On Fumes custom Move. 
  Failures and Partial Successes will reduce 
  the class of the Fuel loaded into the 
  reactor. Should the Fuel’s class fall below 0, 
  the Fuel is expended. 
   
  A starship without Fuel is effectively dead 
  in space, drifting powerlessly with only 
  emergency life support.  
  
  18 
  Magic 
   
  Fantastical elements such as mysticism and magic are both very easy and very 
  dangerous to add to a space opera setting. On the one hand, they are elements of 
  unexplained wonder, inherently filled with romanticism and mystery. On the other 
  hand, they must be carefully balanced against the power of technology and science, 
  lest the two clash and create narrative pitfalls. 
   
  In a sci-fi setting, supernatural powers are best kept to the margins, limited by 
  secrecy, difficulty, or fear, and often dismissed as mere superstition.  
   
   
  Harnessing the Supernatural 
  Supernatural powers are tools that the characters can harness to perform acts 
  beyond their usual abilities. They allow characters to approach problems from a new 
  direction. However, unless otherwise noted, the standard rules for using stats still 
  applies; +Mettle for precision and focus, +Physique for strenuous activity, and so 
  forth. 
   
  As with any other action, using magic does not inherently trigger a Move. In many 
  cases, magical talents can be folded into mundane activities without triggering a 
  Move. A character can cook a meal by Evoking flames, or use a Barrier to keep the 
  rain off while they work, or use Precognition to catch the ending of a favorite soap 
  opera’s current storyline. 
   
   
  Types of Magic 
  Supernatural power can come from a number of sources, which can limit or expand 
  the prevalence of magic in a campaign.  
   
  Arcane magic is an overt expression of raw power. It bends reality to its will 
  through sheer force. It is volatile, capricious, and riddled with unexpected 
  rules and complications. Some practitioners spend years or decades 
  painstakingly recreating spells and rituals from ancient texts. Others find 
  themselves naturally inflicted with these barely controlled powers from a 
  young age. 
   
  Divine might is granted by a greater being, by gods, cosmic entities, 
  eldritch horrors, or even stranger things. The powers are manifestations of 
  the patron’s will. Should faith fail, or should the patron become displeased, 
  such powers can dwindle or vanish altogether. Some practitioners devote 
  their lives to the service of these great and terrifying patrons in exchange 
  for power. Others are chosen by their patrons, often against their will.  
   
  Psionic control is subtle, internal and disciplined. It is a manifestation of 
  pure inner willpower, a living expression of mind over matter. In exchange 
  for supernatural power, psionic power demands supernatural discipline 
  and control. Practitioners spend years honing their minds and bodies to 
  harness the power within.  
   
   
  
  19 
  Arcane Equipment  
  Objects can also be imbued with the supernatural. Even campaigns without direct 
  magic may still have enchanted objects; relics from the distant past, remnants of an 
  ancient species, oddities that defy the known laws of reality, or technology so 
  advanced that it is indistinguishable from magic. While such enchantments can 
  technically be applied to any weapon, armor, or vehicle, many of these Assets take 
  archaic or esoteric forms; holy swords, blessed robes, or spears and magic helmets. 
   
  Many of the new upgrades presented in Chapter 7 (page 87) are pseudo-magical in 
  nature or interact with the supernatural in some way. Most of the standard upgrades 
  from the Uncharted Worlds core book can also be granted by magic rather than 
  technology. 
   
  Magic Assets function just like their mundane counterparts. Their differences are 
  mostly descriptive.  
   
   
  “Over the centuries, mankind has tried many ways of combating the forces of 
  evil... prayer, fasting, good works and so on. Up until Doom, no one seemed to 
  have thought about the double-barrel shotgun. Eat leaden death, demon...” 
   
  - Sir Terry Pratchett (GNU) 
   
   
  
  20 
   
   
   
   
  
  21 
   
   
   
   
   
  District 03 - Industrial 
  District 03 - Industrial 
  Technology 
  The Industrial chapter introduces 
  new tools and machinery that 
  fundamentally alters the 
  technological landscape of a 
  campaign: 
   
  Cybernetic Modules and Bio-
  Modification (Mods): These pieces 
  of technology replace and improve 
  the character’s body. 
   
  The SectorNet: A maze-like virtual 
  reality that links a society’s systems 
  together. 
   
  Alternate FTL Travel: Replacement 
  options for Jump travel. 
   
  Vessels: Massive starship-level 
  vehicles: mega tanks, airships and 
  giant robots. 
   
   
   
  “And the people bowed and prayed, to the neon god they made.” 
  - Simon and Garfunkel, The Sound of Silence 
  
  22 
  Cybernetic Modules and Bio-modification (Mods) 
   
  As technologies advance, many species find themselves stunted not by their tools, 
  minds, or determination, but by their own physical limitations. Cybernetics and 
  Bio-modification (Mods) are two fields of research that seek to artificially enhance 
  the individual and break through those limitations. Each Mod is designed to 
  enhance a certain aspect of the subject, such as senses, resilience, multitasking, 
  beauty, and so forth. 
   
   
  Mods are Class 1 Assets. Like all the Assets presented in Uncharted 
  Worlds, Mods grant narrative tools to the characters (Uncharted Worlds 
  core book, page 110). Unlike other Assets, Mods are relatively permanent 
  and can’t be swapped out at a moment’s notice. On the other hand, they 
  can’t easily be stolen or lost (without a lot of messy side-effects). 
   
   
  A character’s body can only support ONE Mod. Each additional Mod 
  grants a permanent major Debility until removed. 
   
   
   
  
  23 
  Creating a Mod: 
  1. 
  Choose either Cybermod or Biomod. 
  2. 
  Select Mod type (see list below). 
  3. 
  Determine its form and where it will be attached. 
  4. 
  Name the Mod. 
   
  Adaptation 
  Choose a type of environment. You can function normally in that 
  environment. 
  Amplifier 
  Increases memory, attention, thought speed, and the range of supernatural 
  abilities. 
  Beauty 
  Designed to be stunning, dazzling, and distracting.  
  Camouflage 
  Blend into your surroundings, especially when not moving. 
  Connector 
  Choose a type of vehicle, system, or organism. You can physically attach 
  yourself to it, allowing a direct neural interaction. 
  Implements 
  Choose a Kit. It is built directly into your body. 
  Link 
  Share thoughts and emotions with others who have the same link. 
  Locomotion 
  Choose a new means of locomotion: slithering, leaping, climbing, 
  swimming, gliding, hovering. 
  Perception 
  Choose a type of information. You can receive sensory data about it when 
  you focus. The more specific the type of information, the more detailed the 
  data collected. 
  Projectile 
  Create effects/projectiles like a Class 1 Firearm. Biomod: Regrow/refill 
  ammunition over time. Cybermod: Spent ammo/cells can be replaced. 
  Prehensile 
  Independent extra limb (or pair of limbs) ending in a Class 0 Melee 
  weapon. 
  Reinforced 
  + 1 Armor. Difficult to damage/break. 
  Replacement 
  Create a Class 1 Melee Weapon that replaces a limb. Manual tasks using 
  that limb are Clumsy without an appropriate upgrade (Glove, Flexible, 
  Hidden, Living, etc.). Does not count towards Mod support maximum. 
  Storage 
  Hollow section which can store a variety of small objects. Resists scans. 
   
   
   
  
  24 
  Cybernetics 
  Cybernetic modules, or Cybermods, are synthetic Mods commonly available to 
  high-tech societies. They are electronics and machinery directly connected to, and 
  driven by, one’s body. The most basic Cybermods are prosthetics: synthetic 
  replacements for missing/damaged parts and organs which simply replicate usual 
  bodily functions. More sophisticated cybernetics seek to improve upon nature, 
  rather than merely replace missing pieces. 
   
  Acquisition 
  Cybernetics can be purchased from most major Markets, and almost any 
  Tech Market will have a wide array of synthetic organ and limb 
  replacements. 
   
  Installation 
  Attaching a piece of cybernetic equipment almost always requires extensive 
  surgery. The component has to be connected to the subject’s existing 
  physiology, and often interfaces directly with the brain in some way. To 
  avoid rejection, infection, or cyber-psychosis, the surgery is best handled by 
  elite tech surgeons in specialized surgical facilities (hired in major Markets 
  with an Acquisition). 
   
  Damage 
  Cybernetic pieces tend to be more durable than the flesh and bone they’re 
  replacing. Injuries from non-Destructive sources rarely cause damage to 
  cybernetic components. However, most Cybermods are vulnerable to EMP 
  damage. 
   
  Repair/Replacement 
  Cybermods can be repaired and replaced like any piece of machinery. 
  Surface damage and malfunctions can be repaired in situ by an engineer 
  with the appropriate skills. Internal damage, especially to the interface 
  between body and machine, requires a skilled surgeon. 
   
   
  Example Cybermods: 
   
  Name 
  Body Part 
  Effect 
  Servo-Arm 
  Shoulder 
  Prehensile [Glove] 
  Rebreather 
  Face 
  Adaptation [Toxic] 
  Digit-Tools 
  Hands 
  Implements [Engineering] 
  Ocular Implant 
  Eye 
  Perception [Distant] 
  Targeting Eye 
  Eye 
  Perception [Locked Target] 
  SectorNet Skulljack 
  Head 
  Connector [SectorNet] 
  Holo-Tattoos 
  Skin 
  Beauty 
  Eye Beam 
  Eye 
  Projectile [Laser] 
  Subdermal Plating 
  Skin 
  Reinforced 
   
  
  25 
  Bio-Modifications 
  Biological modifications, or Biomods, are organic Mods commonly available to very 
  advanced and alien societies, especially those that favor the organic over the 
  synthetic. Biomods are made of living tissue, grown or grafted to living hosts. They 
  are flesh, bone, skin, organs, glands, limbs, and so forth. 
   
  Acquisition 
  Biomods are occasionally available in major Markets, especially ones that 
  offer advanced medical treatments. Rare flesh markets offer bizarre, 
  experimental, and unique Biomods, often at bargain prices. 
   
  Installation 
  The Biomod grafting process itself is a relatively simple medical procedure. 
  The subject then undergoes several weeks of uncomfortable growth and 
  adjustment before the Biomod is fully incorporated and usable. Expensive 
  maturation procedures can accelerate the growth and bonding, reducing 
  the “installation” time to mere days. 
   
  Damage 
  Biomods are as much a part of the host’s body as any of their other limbs 
  and organs, and extreme bodily harm could result in a broken, ruptured, or 
  burst Biomod. Weapons that have particularly nasty effects against flesh 
  (Chemical, Messy, Shredding, etc.) are equally harmful to Biomods.  
   
  Repair/Replacement 
  Biomods can repair themselves using the body’s natural regenerative 
  capabilities. More severe damage might require medical intervention, 
  coupled with an extended recovery period. Finally, a critically damaged 
  Biomod must usually be amputated or surgically removed before being 
  replaced by a freshly grown replacement. 
   
   
  Example Biomods: 
   
  Name 
  Body Part 
  Effect 
  Shifting Skin 
  Skin 
  Camoflage 
  Acid Spit 
  Mouth 
  Projectile [Chemical: Acid] 
  Razor Quills 
  Back 
  Projectile [Shrapnel] 
  Bio-electric Field 
  Skin 
  Projectile [Shock] 
  Redundant Organs 
  Organs 
  Adaptation [Disease] 
  Gills 
  Neck 
  Adaptation [Water] 
  Hive Mind 
  Brain 
  Link 
  Chemical Hunter 
  Nose 
  Perception [Smell] 
  Claws 
  Hands 
  Retractable [Severing] 
  Scales 
  Skin 
  Reinforced 
  Tail 
  Spine 
  Prehensile [Flexible] 
  Proboscis 
  Mouth 
  Connector [Blood] 
  
  26 
  The SectorNet 
   
  SectorNets handle the information traffic for an entire star-system, linking planets, 
  space stations, and outposts, all with minimal communication lag. All but the most 
  backwater star-systems have at least some version of the SectorNet that coordinates 
  everything from traffic to crop harvests to Jump Point priorities to school testing 
  schedules.  
   
  Common SectorNet Activities: 
   
  Seeking common information is an Assessment using +Interface. 
   
  Social interactions requires +Influence, as if the participants were face to face. 
   
  Minor purchases are still based on the character’s wealth, but are anonymous. 
   
  Major purchases made over the SectorNet are Acquisitions, as per normal. 
   
  When a civilization’s information flow becomes too dense, it often requires a virtual 
  reality interface to handle the sheer volume of data. These digital realms are built 
  entirely out of information and user-interfaces, an endless stream of knowledge and 
  secrets stitched into three-dimensional gridscapes. 
   
   
  Gridscapes 
  Gridscapes (also simply known as “scapes”) are shifting virtual realities forged of 
  pure data, created by large clusters of SectorNet-enabled technology. Each major 
  network has its unique gridscape within the SectorNet, while minor networks or 
  independent systems get randomly clustered together. 
   
  Scape Appearance 
  From the inside, each scape is a self-contained digital labyrinth of glowing 
  geometric forms. The more data stored in a gridscape, the more densely 
  packed the shapes are. High-traffic scapes are ever-shifting realms of 
  speeding geometries, while long-term data cold-storage manifest as 
  megalithic tombs. 
   
  The shapes and colors of these data-structures are arbitrary, though 
  powerful cyber-presences curate and shape the geometry of their personal 
  corner of the SectorNet. Over the years, many long-standing scapes are 
  molded to reflect their hosts and owners. Fragile virtual gardens, shrines 
  and museums can be found hidden amid the glowing geometric mazes. 
   
  Scape Connections 
  Gridscapes are connected by proximity. If they are not blocked by their 
  respective administrators, adjacent scapes naturally form connections 
  through regular communication. Uplink towers and downlink satellites 
  create long-distance, orbital and interplanetary SectorNet connections that 
  bypass this circuitous networking. 
   
  Secret access points and backdoors between secured scapes crop up 
  regularly as intruders make their own paths through the SectorNet. These 
  security breaches quickly degrade or are patched over in security sweeps. 
   
    
  
  27 
  Navigating the Gridscape 
  To enter and experience the gridscape in its “true” form, a character needs access to 
  a SectorNet-enabled system, known as the Host, and one of the following: 
   
  Attire with the “Connected” upgrade (grid-suit). 
   
  A SectorNet “Connector” cybermod/biomod (skull-jack, grid-socket). 
   
  A virtual reality Kit (VR gear). 
   
  Once in the gridscape, a character is no longer aware of their real-world 
  surroundings and is barely aware of their own vital signs. They see, hear, and feel the 
  pulse of the SectorNet. From their Host, they can interact with other denizens of the 
  SectorNet, travel on open system routes, make data queries, and freely interface with 
  public access-points. 
   
   
  Threats on the Gridscape 
  Passive, mindless and intelligent Threats exist in this reality as well, creating extra 
  layers of danger when exploring the Gridscape. Characters must Face Adversity 
  using their +Mettle or +Expertise, or +Influence in the case of intelligent Threats 
  (Uncharted Worlds core book, page 44). 
   
  Passive Threats include firewalls, mazes, lockouts, alarms and booby-traps. 
  They are deliberate threats that exist to deter intrusion from undesirables. 
  These threats almost always perform an authentication pass before 
  triggering, and ignore users with appropriate credentials. 
   
   
  Mindless Threats are sifters, brute forces, corruptions, viruses and 
  overloads. These are relentless dangers, constantly performing their task 
  until disabled. They frequently cause collateral damage, and can spread 
  from scape to scape if left unchecked. Some “dark” programs create 
  focused mindless threats, hunters, and trace-backs that single-mindedly 
  pursue their target. 
   
   
  Intelligent Threats are other users, system admins and artificial 
  intelligences. These threats run the full gamut of motivations and methods. 
  Some are benign protectors of their Hosts. Others are devious con artists. 
  Others are malicious hackers who prey on the weak and unprotected. 
   
   
  
  28 
  BREACH (+Interface) 
  When you invade a gridscape, describe your 
  tactics and target system, then Roll+Interface. 
   
  On a 10+, you successfully breach the gridscape. 
  The defenses are overcome and the targeted 
  system is open to you. This counts as a successful 
  Access. 
  On a 7-9, as above, but the GM chooses 1: 
   
  Traceback: The scape’s admins have 
  identified the Host’s location. Expect 
  retaliation (electronic, legal, violent, etc.). 
   
  Stack Overflow: Random harm is dealt to 
  devices and users in the Host, target, or 
  intermediary gridscapes. 
   
  Fragmentation: You suffer physical, mental 
  or emotional Debilities. The stronger the 
  defenses, the worse the harm. 
  Breaching 
  Invading a system from the 
  outside requires an Access Move 
  to defeat that system’s 
  protections and open it to the 
  character. However, Access 
  requires direct contact with the 
  system in question, or at least 
  physical proximity. This isn’t 
  always possible, since so many 
  of the most lucrative targets are 
  locked away behind real-world 
  security as well. 
   
  Breaching approaches the 
  problem from the inside, 
  breaking into the system 
  through its gridscape. The 
  character enters the SectorNet 
  and navigates from their Host 
  scape to their target. If they are able to defeat the target’s defenses, they Access the 
  system from within.  
   
  Using the SectorNet to breach a system is a special Move, a cross between Access and 
  Launch Assault. 
   
  Breaches play out much like Launch Assaults, with rapid-fire back and forth 
  between the characters and the GM. However, the shifting, malleable simulated 
  reality grants the opportunity to create and shape the environment as part of the 
  Breach. Physics-defying stunts and reality-warping exchanges are the norm during 
  heated scape battles. Naturally, system admins will have much more power and 
  control on their home turf. 
   
   
   
  
  29 
  Alternate FTL Travel 
   
  The Jump Points and Wild Jumps at the core of Uncharted Worlds provide a binary 
  choice for faster-than-light (FTL) travel. Characters can choose to travel slowly and 
  safely, or they can opt for fast, risky and potentially rewarding. This section provides 
  guidelines for alternate methods of interstellar travel: Warp travel, Gate travel, and 
  no faster-than-light travel at all. Each method will change the dynamics of the game. 
   
   
  Warp Travel 
  Warp is an especially advanced form of interstellar travel which accelerates ships 
  along a straight line to their destination. Since warp travel is linear, the duration of 
  the trip is entirely distance-based. 
   
  Warp travel is especially safe, needing only an unobstructed line of acceleration until 
  the ship reaches faster-than-light speeds. At that point the only danger to the ship is 
  internal damage, decelerating into solid matter, or running through disruptive 
  stellar phenomena. 
   
  Wild Jumps in a Warp-capable setting rarely happen, and are usually 
  caused by natural phenomena like wormholes. 
   
   
  Gate Travel 
  Gates are massive structures that link two points in space. They allow any type of 
  ship to travel across vast distances without a dedicated FTL drive. Ships in Gate 
  settings almost never have FTL drives, save for the few rare capital ships that can 
  effectively generate their own temporary one-way gate. 
   
  Gate travel naturally creates interstellar networks. Easily defended cul-de-sac 
  systems connect to hub systems, which branch off into long trade lanes that snake 
  across the galaxy. 
   
  Wild Jumps in Gate networks are caused by taking a gate with an inactive 
  exit point. Doing so will likely dump the ship somewhere in the gulfs of 
  space between the entrance and its destination. 
   
   
  No FTL Travel 
  In settings without faster-than-light drives, travel is restricted to week- and month-
  long trips between neighboring planets, moons and space stations. 
   
  Because of the length of travel, interplanetary vessels in these settings usually have 
  cryochambers for passengers, with a skeleton crew that rotates in and out of cryo-
  sleep. 
   
  Wild Jumps in settings without faster-than-light travel are reserved for 
  those suicidal enough to use highly experimental, highly dangerous Jump 
  drives, assuming such devices even exist. 
  
  30 
  BRACE FOR IMPACT (+Armor) 
  When the Vessel would suffer harm, the GM will 
  declare the Severity. The pilot Rolls+Armor.  
   
  If the Vessel has a Shield Generator, anyone 
  operating that station adds their +Interface to the 
  roll. 
   
  On a 13+, the severity is reduced by two levels. 
  On a 10-12, the severity is reduced by one level. 
  On a 7-9, suffer damage of that severity. 
  On a 6-, the Vessel also suffers malfunctions or 
  incurs costs/troubles, at the GM’s discretion. 
  Vessels 
   
  “Vessel” is the catch-all term for large, powerful vehicles: colossal mechs, heavy 
  tanks bristling with guns, sleek grav-platforms, titanic crawlers, and so forth. Most 
  notably, starships are also Vessels. 
   
  Vessels are a huge step above the commonly available vehicle Assets. These titanic 
  machines are usually narrative objects, without stats or upgrades, entirely 
  constrained by fiction. Most are so large that they act as locations or background 
  elements. Each of these Vessels represents millions or billions of credits worth of 
  technology, components, and labor. 
   
  While this level of granularity is not often needed over the course of an Uncharted 
  Worlds story, the custom rules presented in this chapter can be used to create 
  mechanically consistent Vessels should the campaign style or current situation 
  warrant it.  
   
   
  Vessel Operations 
  The rules that govern Starship operations (Uncharted Worlds core book, page 143) 
  apply just as well to all other types of Vessel. 
   
  All of a Vessel’s systems and capabilities are tied to stations on board. Characters use 
  these stations to act, perform tasks, and generally control the Vessel. Stations are 
  assigned to various sections of the Vessel, and characters will have to move from 
  section to section within the Vessel in order to use the different components. 
   
  When using a station to accomplish an opposed task, the character will usually Face 
  Adversity using an appropriate stat. Mettle (precision), Expertise (repairs) and 
  Interface (calibration) tend to be the most applicable stats when crewing a Vessel. 
   
   
  Vessel Damage 
  Vessels shrug off most types of 
  damage, and can only be 
  harmed by weaponry capable of 
  Breaching, such as static 
  defenses, high explosives or the 
  guns of other Vessels. 
   
  Guidelines for assigning damage 
  severity: 
   
  Minor: Caused by point 
  defense guns, heavy 
  weapons. 
   
  Major: Caused by heavy 
  weapons with Breaching, 
  smaller collisions, short falls. 
   
  Severe: Caused by artillery strikes, anti-tank mines, same-size collisions. 
   
  Critical: Caused by artillery missiles, larger collisions, crash landings. 
   
  Fatal: Caused by extreme crash landings, reactor overload/explosion. 
  
  31 
  Creating a Vessel 
  Designing a Vessel is similar to creating an Asset. Follow these steps: 
  1. 
  Choose a form to define how the Vessel moves (page 32). 
  2. 
  Select upgrades to define what the Vessel can do (page 33). 
  3. 
  Determine the Vessel’s tier based on the number of upgrades. 
  4. 
  Assign sections for Tier II and higher. (1 section per tier.) 
   
  Each selected upgrade increases the Class of the Vessel. Unlike Assets, these 
  machines are not limited to a maximum Class 3. Vessels have no upper limit of 
  upgrades. Instead, higher Class machines are measured in tiers, and are larger and 
  far more costly than their lower-tier equivalents. 
   
   
  Forms 
  The Vessel’s form is chosen from page 32, and determines its shape and 
  mobility. The most common shapes are Crawler, Grav-Flyer, Grav-
  Platform, Humanoid Mecha, Quadruped Mecha, Watercraft and, most 
  importantly, Starship.  
   
   
  Upgrades 
  Upgrades are chosen from the list on page 33. Each upgrade provides new 
  capabilities for the Vessel. Upgrades can be selected more than once. Once 
  selected, all upgrades need to be assigned to the appropriate sections of the 
  Vessel. If an upgrade provides multiple systems/components, they can be 
  distributed between multiple sections. Characters control the ship through 
  these stations. 
   
  X: Many Vessel upgrades provide X of something. X is always 
  equal to the Vessel’s tier. For example, a Tier III Vessel with 2 
  Turret upgrades would have 6 mounted turrets, since each Turret 
  upgrade grants 3 because of the Vessel’s tier. 
   
   
  Tiers 
  The true might of the Vessels is measured by tier. For every 3 upgrades, a 
  Vessel increases by one tier. Tier I: Class 0-3, Tier II: Class 4-6, Tier III: 
  Class 7-9, and so forth. A Vessel’s tier dictates its scale; its size, weight, 
  energy consumption, and the scale of all upgrades. The tier also 
  exponentially increases production cost, materials, and construction time. 
   
   
  Sections 
  Larger machines are divided into interconnected sections, each with its 
  own role. A Vessel has one section per tier. From Tier II onwards, at least 
  one section must be designated as the helm which houses the steering, and 
  one as engineering which houses the machine’s power source. Additional 
  sections are added with each tier, and are usually assigned roles based on 
  the configuration of the vehicle itself. 
   
   
  
  32 
  Vessel Forms 
   
  Crawler 
  Land Vessel. Moves overland on wheels or treads. Does not 
  suffer additional damage if locomotion is disabled. Easiest 
  Vessel to build, fix and maintain. Negligible penalties for 
  excess weight. 
  Grav-Flyer 
  Sky Vessel. Fast moving plane/grav-tank, propelled by gravity 
  engines. Must keep moving. Can land and take off on 
  prepared surfaces (landing strips). Low stability, can be 
  destabilized by harsh weather and environmental dangers. 
  Will crash if gravity engines fail. 
  Grav-Platform 
  Sky Vessel. Slow moving skyship held aloft by gravity 
  engines. Can hover in place. Can land and take off on almost 
  any surface. Extremely stable. Will crash if gravity engines 
  fail. 
  Mecha, Humanoid 
  Land Vessel. Strides across terrain on two legs. Full range of 
  humanoid motion. Capable of picking up, carrying, and 
  manipulating objects. Ignores normal “Sections” rules, 
  instead has 5 Sections (Torso, Left Arm, Right Arm, Left Leg, 
  Right Leg). All aspects of the Mecha are controlled from the 
  Torso section. Damage to the legs causes a short fall. 
  Mecha, Quadruped 
  Land Vessel. Strides across terrain on four legs. Greater 
  stability and terrain navigation. In addition to the usual 
  compliment of sections, it has four additional sections (Front 
  Left Leg, Front Right Leg, Back Left Leg, Back Right Leg). 
  Damage to the legs causes a short fall. 
  Starship 
  Space Vessel. Operates in vacuum, can enter and exit 
  planetary atmospheres. Tier I-II can land on any surface, Tier 
  III-IV can land on prepared surfaces (landing pads).Tier V+ 
  count landings as crash landings. Vulnerable to hull breaches 
  (decompression). 
  Watercraft 
  Ocean Vessel. Floats on or under liquid or semi-liquid 
  surfaces. Does not suffer additional issues/damage if 
  locomotion is disabled. Venerable to hull breaches (sinking). 
   
  
  33 
  Vessel Upgrades (Reminder: X is equal to the Vessel’s Tier.) 
   
  Armored 
  Gain +1 when rolling Brace for Impact. Vessel is slightly slower, 
  bulkier and heavier for each instance of Armored. 
  Artificial 
  Gravity 
  Creates its own internal gravity. Can create small gravitational fields 
  to stabilize or tractor in nearby objects. 
  Artillery 
  Design an Artillery Weapon (page 96). The Vessel has that weapon 
  attached. 
  Automated 
  Choose an upgrade installed on this Vessel. That upgrade doesn’t 
  need to be manually operated, and will act as programmed. 
  Boosters 
  Allows non-flying Vessels to jump, hover, or fly. Gives airborne 
  Vessels a massive burst of speed. Requires a Reactor. 
  Cargo Bay 
  Holds X Cargo containers. 
  Cloak 
  The Vessel fades from view, and is almost undetectable. It moves 
  slowly and can’t attack while Cloaked. Requires a Reactor. 
  Jump-
  Drive 
  Starship only. Allows the Vessel to use Jump Points and make Wild 
  Jumps. Requires a Reactor. 
  Launch Bay 
  Holds X Vehicles. Vehicles can be launched/deployed from here. 
  Life 
  Support 
  Creates its own oxygen. Recycles water and waste for up to 10 people 
  per tier. Necessary for Starships. 
  Massive 
  Built at a greater scale, increase the Vessel’s Tier by 1. 
  Pivot 
  The section where this is installed is can rotate/pivot independently of 
  the angle of the rest of the Vessel. 
  Quarters 
  Choose X: Single luxury suite, 2 regular rooms, common room for 4 
  people, or 8 cryochambers. 
  Reactor 
  A dedicated energy source for demanding systems like Boosters, 
  Jump-Drives, Shields, or Cloak. Can only power one system at a time. 
  Sensors 
  Long-range detection across multiple bands. Includes advanced 
  targeting and satellite uplink. 
  Shields 
  Deflects environmental harm and debris. Can be actively used by a 
  character to add their +Interface to the Vessel’s Brace For Impact roll. 
  Stylish 
  Impressive, unique, artistic, inspires awe and/or fear.  
  Turrets 
  Design a Heavy Weapon (page 94). The Vessel has X turrets equipped 
  with that weapon. Each turret covers a semi-spherical arc. 
  Weapon 
  The Vessel’s hull is equipped with a massive weapon that can be used 
  to ram or sideswipe. Mecha Vessels swing this as a Melee weapon. 
  Workspace 
  Choose a workspace from any career to install in this section. The 
  higher the tier of Vessel, the larger the workspace. 
   
   
  
  34 
   
   
   
  
  35 
   
   
   
   
   
  District 04 - Slums 
   
   
   
  District 04 - Slums 
  Adversity 
  The Slums chapter deals with all the 
  hardships and adversity that the 
  characters will have to face: 
   
  Villains: A powerful enemy that 
  will pose a challenge for an entire 
  group of characters. 
   
  Overwhelming Foe: A nigh 
  unstoppable enemy that can only 
  be beaten through sacrifice and 
  attrition. 
   
  Horror: Turning Uncharted 
  Worlds from space opera to sci-fi 
  horror. 
   
  Trauma: All the pain, suffering, 
  and glimpses of unfathomable evils 
  eventually take their toll on even 
  the strongest bodies and minds. 
  “Fear is the mind-killer. Fear is the little-death that brings total obliteration.” 
  - Bene Gesserit Litany, Dune 
  
  36 
  Villains 
   
  Space opera characters (i.e. big damn heroes) are usually the narrative equivalent to 
  a dozen thugs, several soldiers/enforcers, a few elite troopers, or a single important 
  antagonist. 
   
  The addition of fantastical elements to a campaign also introduces the other end of 
  that spectrum, where a greater villain is too mighty, skillful, or empowered for one 
  hero to handle. These beings don’t succumb to conventional tactics, and will need a 
  coordinated effort. 
   
   
  Villains as Layered Threats 
  The Threats and Combat chapter of Uncharted Worlds (Uncharted Worlds core 
  book, page 43) frames obstacles, dangers and antagonists as “threats”. Villains are 
  single entities that can only be expressed as a collection of interlocking threats, 
  similar to the rules governing enemy starships during space battles. The villain’s 
  “core” self is surrounded and protected by their powers. 
   
  The villain itself is the core threat that must be defeated. This is the agenda, the 
  motivation, the driving force. It is an Intelligent Threat, a nuanced danger with 
  secondary agendas. 
   
  The core threat is protected by the villain’s powers. These defensive threats deflect, 
  cancel or punish attacks on the villain. Powers are the villain’s might made manifest, 
  the reason why victory will take the concerted efforts of multiple characters. Powers 
  are usually Passive or Mindless Threats.  
   
   
  Powers  
  Whenever characters take on a villain, determine whether that approach will cause 
  one or more of the villain’s powers to hinder or harm the characters.  
   
  Like an external threat, the power must be overcome, circumvented or disabled in 
  order to even have a chance to take on the villain themselves. Overcoming a power 
  can be an arduous task in its own right, and characters will need to coordinate to 
  create that opening. 
   
  Example Power 
  Agenda 
  Telekinetic Might 
  Deflect projectiles. Pull weapons from hands. Push attackers away. 
  Acidic Blood 
  Spray everywhere when injured. Dissolve metal, flesh, bone. 
  Incredible Speed 
  Dodge attacks. Traverse great distances quickly. Surprise attacks. 
  Weapon Mastery 
  Block, deflect, and parry attacks. Cut victims to ribbons. 
  Regeneration 
  Ignore damage. Regrow lost limbs. Reform after death. 
  Terrifying Presence 
  Cause panic, terror. Break the will of attackers. 
  Invisibility 
  Can’t be seen. Can’t be hit.  
  Pacifying Aura 
  Pacify and calm. Render others suggestable.  
  Miasma 
  Cloud vision. Sap strength. Poison. Choke. 
  
  37 
   
  Establishing a Villain’s Power Level 
  Since so much of Uncharted Worlds gameplay relies on honest agreement of what is 
  a narratively plausible course of action, establishing the power level of a newly-
  introduced antagonist is highly recommended.  
   
  A villain’s powers limit the characters’ options. Players need to know what tactics 
  and solutions are off the table. Having a broad inkling as to the villain’s powers will 
  save a lot of player frustration and encourage creative solutions. 
   
  The easiest way to establish an antagonist’s power is to overtly express it in the 
  narrative, using the NPCs, the backstory, or the character’s own gut feeling as a 
  voice. Their might is known through rumors or legends, or can be palpably felt.  
   
  The knowledge can be imparted well ahead, to the point of 
  foreshadowing: “The trail of dismembered corpses and acid-chewed walls 
  mark the creature’s passage though the ship. Spent casings show that pulse 
  rifles didn’t have enough accuracy or stopping power to put it down.” 
   
  The knowledge can be imparted right before a character commits to a 
  course of action, a gut feeling or sixth sense or last-second awareness that 
  makes them reconsider: “As you line up your sniper sights on the cultist 
  leader, a faint distortion catches your eye. Some sort of advanced kinetic shield. 
  Damn. No way your shot goes through as long as it’s up.” 
   
   
  Don’t Roll Unless You Mean It 
  If a GM calls for a player to roll a Move, the GM implicitly agrees to abide by the 
  result of that Move.  
   
  If a player’s action would run right into a villain’s strength, especially if that strength 
  had yet to be revealed, then the GM should force a “rebuff” instead of rolling. 
   
  A rebuffed character simply bounces off the villain’s power. Describe how the 
  villain’s power counteracts the character’s Move without harming the character in 
  return. The character should not suffer any form of penalty or consequence for this, 
  and is instead rewarded with information about the villain. 
   
  If the characters are fully aware of a villain’s power and decide to throw themselves 
  into the foe’s jaws anyway, then they still don’t get to make a Move and will suffer 
  for their arrogance. 
   
   
  
  38 
  STAND AGAINST THE DARKNESS (+Stat) 
  When you stand between an overwhelming foe 
  and their goal, Roll+Stat.  
   
  On a 13+, suffer a consequence from the list and 
  the foe is slowed, driven back, distracted. The 
  third time this happens, the foe is defeated. 
  On a 10-12, you create an opening. All further 
  attempts to Stand Against the Darkness gain a 
  cumulative +1. 
  On a 7-9, +1 to all further Stand Against the 
  Darkness, and suffer a consequence from the list. 
  On a 6-, suffer 2 consequences from the list. 
  Overwhelming Foe 
   
  When an enemy proves to be 
  unstoppable, the characters’ only 
  hope is a valiant last stand. 
   
  These variant rules should not be 
  used lightly and should be 
  reserved for final confrontations 
  against impossible odds. It’s very 
  likely that at least one character 
  will be killed. Fair warning. 
   
  The ‘Stand Against the Darkness’ 
  Move is triggered when a character does anything to impede the unstoppable villain. 
  This Move is called instead of whichever Move would normally be triggered. 
   
  When you stand between an overwhelming foe and their goal… 
  …using firepower, precision, or sheer bravery, Roll+Mettle. 
  …using melee, grappling, or just brute force, Roll+Physique. 
  …using leadership, taunts, or impassioned speech, Roll+Influence. 
  …using machinery, vehicles, or explosives, Roll+Expertise. 
  …using programming, electronics, or hacking, Roll+Interface. 
   
  If a character would suffer a consequence while Standing Against the Darkness, they 
  must choose 1 of the options from the following list. Each option can only be 
  selected once by anyone. Once selected, the same option cannot be selected again by 
  any character against this foe. 
   
  List of consequences 
   You are disarmed, paralyzed, or otherwise rendered harmless. 
   You disappear: lost, thrown far away, or are forced to flee. 
   Massive damage is done to surrounding property. 
   Innocent bystanders are maimed or killed.* 
   You suffer a severe injury. You may Brace for Impact. 
   You suffer a critical injury. You may Brace for Impact. 
   You suffer a fatal injury. You may Brace for Impact. 
   You suffer a physical or psychological trauma (see page 42). 
   You die. Quickly. 
   You die. Painfully. 
   You die. Messily. 
   The villain achieves their goal.  
  (*Cannot be selected if there are no innocent bystanders) 
   
   
  Altering the Result 
  Characters can Get Involved when their allies Stand Against the Darkness, 
  and can push a result of 10-12 to a 13+! However, every Get Involved result 
  of 7-9 or 6- is a consequence that has to be chosen from the list. 
   
  Data Points can be spent to alter the result. Know thy enemy. 
   
   
  
  39 
  Horror 
   
  While most of Uncharted Worlds focuses on producing that iconic, primary-color, 
  lasers and spaceships-style space opera, the sci-fi genre is rife with opportunities to 
  descend into the realm of horror. Characters are routinely put into isolated 
  situations, forced to crawl through dark, claustrophobic environments, and 
  regularly come into contact with unknown creatures and phenomena. 
   
  Creating a horror experience is all about pacing. The cycle of Rising Tension and 
  Horror Revealed builds tension, keeps characters on their toes, and keeps them 
  wondering Who Will Be Next. The cycle of tension is: 
   
   
  Rising Tension: Important or long-term actions increase the level of tension. 
  The tension can be increased further as a cost or consequence of failed and 
  partially successful Moves. 
  o 
  Emerging Horror (optional): The GM prompts the characters as they 
  discover new, disturbing information. The details shape the nature of 
  the Horror. 
   
  The Horror Revealed: When a player rolls lower than the level of tension 
  during a Move, the horror becomes part of the scene and all consequences are 
  greatly increased. 
   
  Safe for Now: If the characters escape or drive the Horror off, the tension resets 
  to 1. 
   
   
  Rising Tension 
  Keep track of the level of tension where the players can see it, using counters or 
  simply marking it on a piece of paper. The tension level starts at 1. Each time a 
  character does something important, risky or time-consuming, increase the level by 
  1, even if that action did not trigger a Move. 
   
  While the tension is rising, consequences from failed or partially successful Moves 
  should be relatively “soft” (Uncharted Worlds core book, page 36). The 
  consequences themselves will usually involve wasting time, consuming resources, 
  and putting the characters into unfavorable positions that attract the Horror. Most 
  importantly, a failed or partially successful Move will also increase the tension level 
  by an additional 1. 
   
  When a character makes a Move and the roll is lower than the tension level, the 
  Horror immediately becomes part of the scene (see Horror Revealed, page 40). 
   
  Get Involved: The Get Involved Move is an exception to the above rule; it 
  never triggers the Horror Revealed event. Also, since Get Involved only 
  alters the result of a Move, and does not change the roll, it cannot prevent 
  the Horror Revealed from triggering. 
   
  Data Points: A spent Data Point does increase the roll, and can be used to 
  prevent the Horror Revealed from triggering. 
   
   
  
  40 
  Emerging Horror (GM Prompting in a Horror Scenario) 
  There will be occasions where the Horror that threatens the characters will be 
  obvious: the rising dark waters, the creature they observed from afar, the elder being 
  they’ve been studying, etc. Other times, the GM will see an opportunity to inject a 
  bit of dread into the narrative without a specific terror in mind. 
   
  Like every other aspect of an Uncharted Worlds game, the GM can prompt the 
  players to collaboratively discover the Horror that awaits them all. Prompting allows 
  the GM to leave important gaps in their knowledge, and get the answers from the 
  perspective of the characters. (For more on Prompting, see the Uncharted Worlds 
  core book, page 40). 
   
  Tips for Prompting Horror 
   
  Use other senses: Actually seeing the Horror is the last thing that 
  should happen (and may well be the last thing a character will ever 
  see). Instead, prompt the character to describe their other senses; what 
  they hear, what they smell, what they feel. For example: 
  o 
  What chilling noise crackles over the comm-line? 
  o 
  What do you hear while crawling in the vents? Which way is it 
  coming from? 
  o 
  That’s an unusual smell, certainly not normal. How would 
  you describe it? 
   
  Show the Horror’s passage: The Horror’s effect on the environment or 
  its victims goes a long way to understanding it. Prompting the 
  characters to describe the damage the Horror has caused will give 
  everyone a good idea of its capabilities. For example: 
  o 
  What’s the state of the colonists’ remains? Can you tell how 
  they died? 
  o 
  This was supposed to be a dead end, how did it get through? 
  o 
  What just landed on your shoulder? 
   
  Build up the suspense: At low levels of tension, the prompts should 
  lead to vague, mysterious, and disturbing hints of what the Horror 
  truly is. As the tension rises, the prompts will naturally build on the 
  previous discoveries and become more focused. 
   
  The answers will collaboratively sketch an outline for the moment the Horror is 
  revealed. Depending on how long it took for the Horror Revealed to trigger, details 
  about the Horror could be fairly scarce or very well defined. It is up to the GM to 
  glean information from the prompting and introduce the Horror based on that 
  information, filling in details as necessary. 
   
  Horror Revealed 
  When a character makes a Move and the roll is lower than the level of tension, then 
  the Horror immediately becomes part of the scene.  
   
  From this point on, and until the characters escape or drive away the Horror, all 
  consequences will be significantly harsher. Don’t pull punches, use hard GM Moves 
  that cause significant harm or puts the characters in dire situations.  
   
  A Horror can’t be defeated by usual means, if at all. If the Horror is a physical entity 
  and the characters are foolish enough to try to tackle it head-on, it should be 
  considered an Overwhelming Foe (see page 38). 
  
  41 
  Safe for Now 
  If the characters manage to escape the Horror or drive it off, reset the tension to 1 
  and return to the Rising Tension phase (page 39). The cycle of Rising Tension and 
  Horror Revealed will continue as long as the Horror is present. 
   
  While the initial Rising Tension is used to foreshadow the Horror itself, subsequent 
  Rising Tensions are opportunities to explore solutions; how to defeat, imprison or 
  cure the horror, or at least how to permanently escape it and let it be someone else’s 
  problem. 
   
   
  Example Horrors 
   
  Horror 
  Rising Tension 
  Horror Revealed 
  The Tide 
  Leaks, drips, sound of sloshing 
  water, creak of high pressure. 
  Walls/doors bust, rooms flood, 
  equipment shorts out, victims drown. 
  The Swarm 
  Skittering in the vents, chewed 
  material, egg clusters, slime. 
  Swarms pour out of cracks/holes, 
  biting, devouring, victims reduced to 
  skeletons. 
  The Warp 
  Whispers, disturbing dreams, 
  time shifts, ritual markings, 
  chanting. 
  Distortion of physics, 
  incomprehensible visions, victims 
  liquefied or insane. 
  The Infected 
  Injury, exposure to foreign 
  environments, mistrust, paranoia. 
  Take control of victim, kill those 
  nearby, burst out of victim, find new 
  host. 
  The Shadow 
  Darkness, silence, disappearances, 
  hissing, moving shadows. 
  Sudden deadly attack, no witnesses, 
  victim killed quickly, Horror vanishes. 
  The Undead 
  Rotting smell, chewed corpses, 
  blood, moaning, missing people. 
  Horde breaks through doors/barriers, 
  bitten victims become undead. 
  The Slayer 
  Gruesome murders, heavy 
  breathing, loud footsteps. 
  Traps cripple, debilitate, cause 
  suffering. Victims slowly, gruesomely 
  killed. 
   
   
  Long-Term Horror 
  The narrative structure of horror does not lend itself well to long-term campaigns. 
  To maintain its effectiveness, the Horror must always pose a very real, tangible 
  threat to the survival of the protagonists. If the Horror fails to kill the characters 
  again and again, it loses much of its terrifying aspect and merely becomes another 
  threat that the characters have to deal with. The alternative is that the Horror wins, 
  which usually marks a gruesome end to the story as a whole.  
   
  Even if a sweet-spot can be found between an ineffectual Horror and party-wipe, the 
  constant tension would prove exhausting. The Horror rules are best used as part of a 
  one-shot or short campaign. For longer campaigns, allow for a few “rest” sessions 
  before starting a new horror-style story, possibly with a new or evolved variant of 
  the previous Horror. 
   
   
  
  42 
  Trauma 
   
  Physical and Psychological trauma are long-lasting debilities that characters will 
  carry with them throughout their story. When a character is subjected to events 
  beyond their limits, they may come out of the experience carrying more than mere 
  scars. 
   
  Trauma is an adversary that vexes, antagonizes, and punishes the character at every 
  turn. Trauma is a personal, internal villain that takes heroic effort to overcome again 
  and again. 
   
   
  Inflicting Trauma 
  Trauma is by far the harshest condition that can be inflicted on a character this side 
  of death. It is not merely an injury; it will become an antagonist, a part of that 
  character’s personal story. As such, traumas should be reserved for appropriately 
  dire situations, the turning point in a character arc. More importantly, make sure 
  that the character’s player and the rest of the table are on-board with the idea. 
  Otherwise, simply use Major Debilities (Uncharted Worlds core book, page 54). 
   
  Physical Trauma is the result of the character’s body being pushed past its 
  breaking point. This most often comes from a near fatal injury that leaves the 
  character with long-lasting physical impairment. For example: 
   
  A character suffers a Critical Wound and rolls a 6- on their Brace For 
  Impact. The resulting injury will turn into a trauma when healed, rather 
  than a Scar. 
   
  A character that suffered a Fatal Wound in a particularly heroic or 
  spectacular act could barely survive, but carry a physical trauma with them. 
   
  A botched Patch Up of a Critical Wound may cause permanent damage, 
  especially if performed in unsuitable conditions or without appropriate 
  medical equipment. 
   
  Deadly diseases, infections, and poisons can cause trauma if not cured in 
  time (Major Debilities, Uncharted Worlds core book, page 56). 
   
  Psychological Trauma is the result of overwhelming distress. This is most often 
  the result of disturbing experiences that violate the character’s fundamental 
  understanding of their reality. For example: 
   
  Any of the causes of physical trauma above can also be jarring enough to 
  cause a psychological trauma instead. 
   
  A character can develop a trauma after being subjected to extended periods 
  of suffering, such as starvation, isolation, torture, etc. 
   
  Catastrophic loss or betrayal has a significant chance of causing trauma, 
  especially if they destroy the character’s deepest convictions. 
   
  Exposure to supernatural terrors always carries a risk of permanent trauma, 
  as the mind is unable to process that which should not be. 
   
  Gross misuse and violations of Psychic powers can cause permanent mental 
  injuries in the victim and/or the practitioner. 
   
  Robotic characters can develop psychological trauma after being subjected 
  to powerful electromagnetic harm. 
   
  
  43 
  Suffering Trauma 
  Once a character is afflicted with trauma, the following happens: 
   
  The character records the trauma as an Injury on their character sheet. 
   
  The character gains a new XP trigger in addition to their existing one: 
  o 
  “A victory in spite of trauma.” 
   
  From that point on the trauma acts much like a Passive Threat (Uncharted Worlds 
  core book, page 45) that only targets the character themselves. Others may not even 
  be aware of it unless they notice the shift in the character’s behavior. 
   
  The GM can choose to inflict a trauma-induced debility as part of a GM Move, 
  usually as part of a failed Move that involved the traumatized character. The GM can 
  also inflict a trauma-induced debility after an extended period of down-time. 
   
  Trauma’s primary agenda is to occasionally impede the character by afflicting them 
  with minor debilities (Uncharted Worlds core book, page 56), usually at the worst 
  possible time. The debilities include stiffness, nausea, depression, insomnia, and so 
  forth. Without treatment, debilities will get more severe, leading to paralysis, 
  hallucinations or suicidal ideation. 
   
   
  Overcoming Trauma 
  The minor debilities caused by trauma can be treated by a Patch Up, just as any 
  other minor debility. Whether this Patch Up takes the form of medication or 
  therapy, ultimately it only serves to treat the symptoms of the trauma. Overcoming 
  the trauma itself is a far more arduous task. 
   
  Treatment of physical or emotional trauma range wildly, depending on the 
  technological and sociological advancement of local markets (see Market Types, 
  page 88). Treatment can include extended physiotherapy and psychotherapy, 
  invasive and complicated neurosurgeries, bizarre and inscrutable rituals, and 
  stranger, more alien methods.  
   
  No matter what form the therapy takes, the character will have to undergo the 
  Therapy Advancement three times from the Advancement track (page 9) on three 
  separate occasions. Each round of the Therapy Advancement takes place over an 
  extended downtime and costs 2xp.  
   
  After the third successful Therapy, the trauma becomes a Scar, permanently 
  recorded in the character’s injuries, but no longer actively vexing them. The 
  character triggers their “A victory in spite of trauma” XP trigger one last time, and 
  then erases it. 
   
   
  
  44 
   
   
   
  
  45 
   
   
   
   
   
  District 05 - Residential 
   
   
   
  District 05 – Residential 
  Characters 
  The Residential chapter offers 
  exotic new career and origin 
  options to mix and match with the 
  careers from the Uncharted Worlds 
  core book: 
   
  New Careers: Augmented, Chosen, 
  Consul, Fanatic, Kinetic, Psychic, 
  and Shaper. 
   
  New Origins: Forlorn, Occult, 
  Primal, Programmed, and Spiritual. 
  “We prefer your extinction to the loss of our job.” 
  - Calvin and Hobbes 
  
  46 
  New Careers 
   
  This supplement introduces 7 new careers from a variety of mundane and 
  supernatural fields. The new careers are designed to be combined with each other or 
  with the 10 original careers from the Uncharted Worlds core book, increasing the 
  number of possible career-career combinations from 45 to 136. For a quick glance at 
  the original careers, refer to page 62 and 63 of this book.  
   
   
  Supernatural Careers 
  A number of careers presented in this chapter defy mundane explanation. The 
  Shaper and Chosen careers involve manipulating reality by invoking ancient secrets 
  or communing with cosmic entities, while the Kinetic and Psychic careers are about 
  asserting mind over body, giving the character the ability to manipulate minds and 
  matter through rigorous self-discipline and mastery. 
   
  Consider the shape and thematic elements of a character’s power when choosing a 
  supernatural skill from one of these careers. Ensure that the fiction of the skill is a 
  good match for both the character and the setting. When in doubt, present an 
  interpretation to the table and discuss if it could be made to fit (and how). 
   
  Example: JinLai chose a Mad Chemist 
  archetype. She’s an Academic Shaper in 
  order to have access to Chemistry and 
  Alchemy. However, JinLai’s player 
  states that despite being “arcane”, the 
  character’s theme and fiction is firmly 
  rooted in ‘weird science’, rather than 
  hokey mystic mumbo-jumbo.  
   
  Similarly, a supernaturally-inclined archetype 
  can tie mundane skills to their theme. 
   
  Example: Krov is a Kinetic Military. 
  The character’s fiction leans heavily on 
  their telekinetic abilities. Even though 
  their Toughness and Heavy Lifting 
  skills are mundane skills from the 
  Military career, they can easily be re-
  framed as byproducts of Krov’s kinetic 
  mastery. 
   
  
  47 
  List of New Careers 
   
  Augmented 
  (page 48) 
  Improved by science 
  and technology, piece 
  by piece. 
  Harder: Automatically reduce damage by one step. 
  Better: Support two additional Cybernetic Mods. 
  Faster: Perform extreme acts of acrobatics and flexibility. 
  Stronger: Destructive, Impacting and Penetrating strikes. 
  Technologic: Establish wireless mental connections. 
  Chosen 
  (page 50) 
  Communion with a 
  higher power, shielded 
  and guided by faith. 
  Pact: Your deity is a Faction, prayers call in Favors. 
  Lay On Hands: Patch Up takes only a touch and word. 
  Wisdom: Peace, quiet, enlightenment, and introspection. 
  Relic: Gain a sacred Class 3 melee weapon. 
  Inscribe: Add an Attire upgrade to a person or Attire. 
  Consul 
  (page 52) 
  Well-travelled, adaptive, 
  and subtly 
  manipulative. 
  Trinkets: Free Class 1 Cargo from foreign societies. 
  Linguist: Read, write, and speak almost all languages. 
  Adaptive: Use alien tools and equipment, eat their food. 
  Advice: Steer someone towards a decision or desire. 
  Mediate: Inform, escalate, or defuse an argument. 
  Fanatic 
  (page 54) 
  Fearless, relentless, and 
  obsessive pursuit of 
  one’s goals. 
  Bravery: You and your Crew are fearless. 
  Nemesis: Gain a Data Point about the cause of a failure. 
  Obsession: Data Points are always about this subject. 
  Terrify: Roll +Influence or Physique to terrify others. 
  Martyr: Interpose yourself and suffer harm instead. 
  Kinetic 
  (page 56) 
  Mental command of the 
  fundamental laws of 
  physics. 
  Telekinesis: Project physical actions at a short distance. 
  Launch: Throw objects with +Mettle or +Physique. 
  Barrier: Create a barrier with your +Mettle. 
  Animate: A collection of objects becomes a Class 1 Crew. 
  Flight: You can glide, soar, and hover. 
  Psychic 
  (page 58) 
  Extension of the senses 
  into the past, the future, 
  and the minds of others. 
  Telepathy: Communicate mentally and sense life force. 
  Probe: Access people’s heads as if they were computers. 
  Compel: Give a Command that cannot be refused. 
  Precognition: Suffer minor mental harm, reroll a Move. 
  Clairvoyance: +Mettle Assessment over any distance. 
  Shaper 
  (page 60) 
  Molds and shapes the 
  very fabric of reality as if 
  it were clay. 
  Teleport: Move instantly to a location you see or know. 
  Regenerate: Reduce injury severity, regrow limbs. 
  Evoke: Create fire, frost, lightning, light, and darkness. 
  Alchemy: Patch Up can corrupt, cleanse or transmute. 
  Transform: Take on the form of what you studied.  
   
  
  48 
  AUGMENTED 
  Career Path – Physique/Interface/Mettle 
   
  The Augmented career is the source of a wide 
  variety of permanent physical and mental 
  enhancements through deep cybernetics (though 
  gene-modding and mutations can bring about 
  similar effects). People from all walks of life 
  embrace the Augmented lifestyle to upgrade 
  their capabilities. Augmented Technocrats are 
  hyper-connected; they are able to converse 
  directly with their systems. Clandestine 
  Augmented are swift, stealthy cyber-ninjas. 
  Industrial Augmented are perpetually upgrading themselves with new add-ons. 
   
   
  Skills: 
  Choose three Skills from the ones offered by your two careers. See the opposite page for full Skill 
  descriptions. 
   
  Harder: Automatically reduce damage by one step. 
   
  Better: Support two additional Cybernetic Mods. 
   
  Faster: Perform extreme acts of acrobatics and flexibility. 
   
  Stronger: Destructive, Impacting and Penetrating strikes. 
   
  Technologic: Establish wireless mental connections. 
   
   
  Descriptions:  
  Choose 1 description from this list. This is a facet of your physical appearance or behavior (along 
  with the other 2 choices from your other career and origin). 
  Wired, Rusty, Polished, Glitchy, Chrome, Patched. 
   
   
  Workspace:  
  Choose a single workspace from the ones offered by your two careers. This workspace is integrated 
  into the Setting as a room, sector, or building. 
   
  Powered:  A powerful generator or backup system. Converts fuel into power, 
  can recharge batteries and energy cells. 
   
  Collector: Tools and machinery designed to gather a specific type of fuel into 
  appropriate storage units. 
   
   
  Advancement: 
  Choose one of the following triggers to gain XP during the game. 
  Each session, all characters mark XP the first time: 
   
  A surgical encounter is endured. 
   
  A key component is installed. 
   
  A limitation is surpassed. 
   
  A body’s limits are reached. 
   
  An old wound causes new pain. 
   
   
  
  49 
   
   
  Harder 
  You resist damage as a Vehicle 
  would: Incoming damage is 
  reduced by one step before you 
  Brace for Impact, unless that 
  damage has Penetrating or 
  Breaching. 
  Work it… 
  Better 
  Your body can support two 
  additional cybernetic Mods. You 
  gain two free cybermods if this 
  Skill was chosen during 
  character creation. 
  Make it… 
  Faster 
  Your run speed and reaction 
  time are incredibly fast. You can 
  include extreme acts of 
  acrobatics, reflexes, and/or 
  flexibility in your Moves (quick-
  drawing weapons, catching 
  bullets, running up walls, 
  outrunning explosions, sprinting 
  on water, etc.). 
  Do it… 
  Technologic 
  You can establish a wireless 
  mental connection to any 
  computer system within line of 
  sight. Open and Accessed 
  systems remain connected to 
  you as long as you are within 
  signal range. 
  Write it, cut it, paste it, save it, load it, 
  check it, quick, rewrite it. 
  Stronger 
  Your unarmed and melee attacks 
  are Destructive, Impact, and 
  Penetrating. 
  Our work is never over. 
  
  50 
  CHOSEN 
  Career Path – Influence/Expertise/Physique 
   
  The Chosen career channels the powers of great, 
  unknowable cosmic forces, often characterized 
  as holy or unholy. The level of absolute faith 
  required is exceptionally rare, but can manifest 
  in any other career. Industrial Chosen are 
  machine-worshiping tech-priests. Chosen 
  Academics are healers and scholars, unravelling 
  the mysteries of faith. Chosen Explorers are 
  pilgrims and wanderers, seeking the divine in the 
  most remote corners of untamed worlds. 
   
   
  Skills: 
  Choose three Skills from the ones offered by your two careers. See the opposite page for full Skill 
  descriptions. 
   
  Pact: Your deity is a Faction, prayers call in Favors. 
   
  Lay On Hands: Patch Up takes only a touch and word. 
   
  Wisdom: Peace, quiet, enlightenment, and introspection. 
   
  Relic: Gain a sacred Class 3 melee weapon. 
   
  Inscribe: Add an Attire upgrade to a person or Attire. 
   
   
  Descriptions:  
  Choose 1 description from this list. This is a facet of your physical appearance or behavior (along 
  with the other 2 choices from your other career and origin). 
  Tranquil, Radiant, Ominous, Emaciated, Ancient, Distant. 
   
   
  Workspace:  
  Choose a single workspace from the ones offered by your two careers. This workspace is integrated 
  into the Setting as a room, sector, or building. 
   
  Ceremonial:  An elaborate, gaudy space, covered in trappings of religious 
  and/or spiritual significance, suitable for religious celebrations. 
   
  Holy: A peaceful, austere space wholly dedicated to a greater being or spiritual 
  force. A place of quiet contemplation and prayer. 
   
   
  Advancement: 
  Choose one of the following triggers to gain XP during the game. 
  Each session, all characters mark XP the first time: 
   
  A heresy is vanquished. 
   
  A scripture is fulfilled. 
   
  A prayer is heeded. 
   
  A sinner repents. 
   
  A death is denied. 
   
  
  51 
   
   
  Pact 
  Create a Faction consisting of 
  just your deity. You gain 1 Favor 
  and 3 Debt with it. You 
  communicate with your deity 
  through prayer and can call in 
  Favors. Your deity makes 
  demands and calls in your Debts 
  through dreams and prophecy. 
  So shall it be. 
  Lay On Hands 
  Your Patch Up takes only a few 
  seconds. You do not need tools 
  or materials to perform a Patch 
  Up, just a touch and a word. 
  Just say the word and I shall be healed. 
  Wisdom 
  When you are in Cramped Quarters 
  with yourself or another, choose any 
  number of the following: 
   
  Peace: Each participant recovers 
  from a minor debility. 
   
  Quiet: Get Involved has no 
  effect on the Cramped Quarters. 
   
  Enlightenment: Do not roll, 
  simply use the 7-9 result. 
   
  Introspection: Each participant 
  may change their XP trigger. 
  Balance in all things. 
  Inscribe 
  When you perform a Patch Up 
  using a Ritual Kit, you can very 
  temporarily add an Attire 
  upgrade to a person or set of 
  Attire. 
  Enchantment! 
  Relic 
  Create a Class 3 melee weapon. 
  Choose one:  
   
  It is a symbol of your order. 
   
  It is a sign of your greatness. 
   
  It is feared and reviled. 
  A Relic is almost indestructible. 
  If you become separated, you 
  always have a vague, painful 
  sense of where it is. 
  A weapon fora more civilized age. 
  
  52 
  CONSUL 
  Career Path – Influence/Mettle/Expertise 
   
  The Consul career employs diplomacy, politics, 
  and a keen understanding of empires, species, 
  and peoples. This deep understanding of others 
  can prove invaluable to many other careers. 
  Commercial Consuls are intergalactic 
  entrepreneurs, dealing in the most exotic goods. 
  Military Consuls are interpreters and cultural 
  guides for peacekeeping forces. Consul Starfarers 
  have Been There and Done That, no matter how 
  far There is and how bizarre That may be. 
   
   
  Skills: 
  Choose three Skills from the ones offered by your two careers. See the opposite page for full Skill 
  descriptions. 
   
  Trinkets: Free Class 1 Cargo from foreign societies. 
   
  Linguist: Read, write, and speak almost all languages. 
   
  Adaptive: Use alien tools and equipment, eat their food. 
   
  Advice: Steer someone towards a decision or desire. 
   
  Mediate: Inform, escalate, or defuse an argument. 
   
   
  Descriptions:  
  Choose 1 description from this list. This is a facet of your physical appearance or behavior (along 
  with the other 2 choices from your other career and origin). 
  Servile, Quirky, Effacing, Polite, Snobbish, Painted. 
   
   
  Workspace:  
  Choose a single workspace from the ones offered by your two careers. This workspace is integrated 
  into the Setting as a room, sector, or building. 
   
  Habitat:  Highly controlled, sealed space. Mimics natural habitats or planetary 
  environments. Self-contained life support, gravity simulators, and so on. 
   
  Culinary: Designed to produce and serve food, either providing a wide variety 
  of dishes, or tailored to a specific species or culture. 
   
   
  Advancement: 
  Choose one of the following triggers to gain XP during the game. 
  Each session, all characters mark XP the first time: 
   
  An abuse of power is resisted. 
   
  A taste of exotica is enjoyed. 
   
  A voice is no longer silenced. 
   
  An embarrassment proves critical. 
   
  A foreign belief is embraced. 
   
  
  53 
   
   
  Trinkets 
  Whenever you successfully 
  engage a foreign society (visit, 
  experience, infiltrate, attack, 
  etc.), gain a Class 1 Cargo of 
  miscellaneous baubles, trinkets, 
  and other cultural detritus. 
  No finer pots in brass or silver. 
  Linguist 
  You can communicate passably 
  in the languages of all known 
  societies and species. A 
  successful Assessment of a 
  newly-encountered or long-dead 
  culture grants you permanent 
  access to their written and/or 
  spoken language. 
  Fluent in over six million forms of 
  communication. 
  Mediate 
  When you successfully interfere or 
  Get Involved in an interpersonal 
  situation (including Cramped 
  Quarters), choose 1: 
   
  Each participant gains a Data 
  Point about another participant. 
   
  Escalate the situation. The 
  choices are now Fight or Flight. 
   
  Defuse the situation. Violence is 
  currently not an option. 
  Or so help me I’ll turn this starship around! 
  Advise 
  When you steer someone 
  towards a decision or desire, 
  Roll+Influence. 
  On a 10+, they readily accept 
  your advice and will act on it if 
  they can. 
  On a 7-9, they’re cautious, 
  conflicted or confused. They 
  need time before they’re ready to 
  act. 
  It’s just a wafer thin mint. 
  Adaptive 
  You can partake of all the most 
  exotic consumables (food, drink, 
  narcotics, etc.) avoiding those 
  that are poisonous to your 
  species. You can use machinery, 
  games, devices, vehicles, tools, 
  equipment, and weapons not 
  designed for your species. 
  Allamaraine! 
  
  54 
  FANATIC 
  Career Path –Mettle/Physique/Influence 
   
  The Fanatic career is one of zealous devotion to 
  a cause or ideal, focusing mind and body 
  towards a singular purpose. Other careers 
  benefit greatly from the Fanatic’s single-minded 
  fervor. Clandestine Fanatics are exceptionally 
  paranoid inquisitors. Fanatic Personalities are 
  passionate, patriotic, inspirational demagogues. 
  Fanatic Scoundrels are desperate freedom 
  fighters, willing to sacrifice all for their cause. 
   
   
  Skills: 
  Choose three Skills from the ones offered by your two careers. See the opposite page for full Skill 
  descriptions. 
   
  Bravery: You and your Crew are fearless. 
   
  Nemesis: Gain a Data Point about the cause of a failure. 
   
  Obsession: Data Points are always about this subject. 
   
  Terrify: Roll +Influence or Physique to terrify others. 
   
  Martyr: Interpose yourself and suffer harm instead. 
   
   
  Descriptions:  
  Choose 1 description from this list. This is a facet of your physical appearance or behavior (along 
  with the other 2 choices from your other career and origin). 
  Haggard, Twitchy, Frothing, Intense, Loudmouthed, Wild-Eyed. 
   
   
  Workspace:  
  Choose a single workspace from the ones offered by your two careers. This workspace is integrated 
  into the Setting as a room, sector, or building. 
   
  Discipline:  Secure, private, sound-proofed confines. Provides extreme mental 
  and physical conditioning, exertion, torture, or self-punishment. 
   
  Shrine: A deeply personal space entirely devoted to your obsession, filled with 
  samples, inspirations, trinkets and memorabilia. 
   
   
  Advancement: 
  Choose one of the following triggers to gain XP during the game. 
  Each session, all characters mark XP the first time: 
   
  An opponent is shown the error of their ways. 
   
  A problem is purged by fire. 
   
  A fear proves to be justified. 
   
  An injustice is rectified. 
   
  A hero suffers for their cause. 
   
  
  55 
   
   
  Bravery 
  You feel no terror, revulsion or 
  hopelessness. You never have to 
  Face Adversity to overcome 
  emotions. Any Crew you 
  Command is Fearless. 
  Fear is the mind killer. 
  Nemesis 
  Whenever you fail a Move, 
  declare who or what caused you 
  to fail. You gain a Data Point 
  about that subject. 
  What doesn’t kill you will wish it had. 
  Terrify 
  When your presence becomes 
  known, Roll+Influence or 
  +Physique. 
  On a 10+, people are meek and 
  respectful.  
  On a 7-9, people are cautious 
  and worried.  
  On a 6-, people are panicked and 
  hostile. 
  It is safer to be feared than loved. 
  Obsession 
  Choose the subject of your 
  Obsession. When you would 
  gain a Data Point about a 
  tangentially related subject, gain 
  a Data Point about your 
  Obsession instead. 
  I want to believe. 
  Martyr 
  When a nearby victim would 
  suffer harm or consequences, you 
  may interpose yourself and 
  Roll+Mettle.  
  On a 10+, they are protected, and 
  you suffer a lesser consequence.  
  On a 7-9, you suffer instead of 
  them.  
  On a 6-, you share in their 
  suffering. 
  I will be your shield. 
  
  56 
  KINETIC 
  Career Path –Physique/Mettle/Interface 
   
  The Kinetic career takes control of fundamental 
  physical forces; projecting, accelerating, 
  suspending and redirecting. Such direct control 
  over physics can be leveraged by many other 
  careers. Kinetic Starfarers are graceful masters of 
  gravity manipulation. Augmented Kinetics are 
  cybernetic monks, able to project terrific 
  destructive punches. Industrial Kinetics are 
  inventive artificers, surrounded by golems and 
  force shields. 
   
   
  Skills: 
  Choose three Skills from the ones offered by your two careers. See the opposite page for full Skill 
  descriptions. 
   
  Telekinesis: Project physical actions at a short distance. 
   
  Launch: Throw objects with +Mettle or +Physique. 
   
  Barrier: Create a barrier with your +Mettle. 
   
  Animate: A collection of objects becomes a Class 1 Crew. 
   
  Flight: You can glide, soar, and hover. 
   
   
  Descriptions:  
  Choose 1 description from this list. This is a facet of your physical appearance or behavior (along 
  with the other 2 choices from your other career and origin). 
  Pushy, Stout, Jittery, Sturdy, Light, Flexible. 
   
   
  Workspace:  
  Choose a single workspace from the ones offered by your two careers. This workspace is integrated 
  into the Setting as a room, sector, or building. 
   
  Arena:  Open area designed for physical activity. Contains protective measures 
  and equipment appropriate to the activity. 
   
  Shielded:  A workspace designed to either provide a force field or augment 
  existing defenses. Creates barriers between or within other workspaces. 
   
   
  Advancement: 
  Choose one of the following triggers to gain XP during the game. 
  Each session, all characters mark XP the first time: 
   
  A single pebble causes a landslide. 
   
  A plan is thwarted by gravity. 
   
  A great weight is lifted.  
   
  A danger is turned aside. 
   
  A moment balance is achieved.  
   
  
  57 
   
   
  Telekinesis 
  You can project physical actions 
  over a short distance (interact, 
  carry, punch, etc.), using the 
  appropriate +Stats as if you were 
  physically there. 
  Nothing is beyond my reach. 
  Launch 
  You can propel small, inanimate 
  objects with deadly speed and 
  precision using +Mettle. Large, 
  oddly shaped or defiant subjects 
  (small vehicles, people) tend to 
  be clumsier projectiles, and are 
  propelled with +Physique. 
  Catch! 
  Animate 
  Choose a collection of objects. 
  Those objects become a Class 1 
  Artificial Crew (see page 101) 
  with an upgrade that matches 
  the materials used. You can only 
  have one Animated Crew at a 
  time. 
  Some assembly required. Batteries not 
  included. 
  Barrier 
  You can project a flat or 
  hemispherical barrier of force 
  that deflects or resists impacts, 
  leveraging your +Mettle as a 
  manifestation of solid willpower. 
  This is extremely encumbering; 
  you will be Clumsy while 
  maintaining it. 
  Weather any storm. 
  Flight 
  You can soar, glide, and hover in 
  midair. 
  The knack lies in learning how to throw 
  yourself at the ground and miss. 
  
  58 
  PSYCHIC 
  Career Path – Interface/Influence/Mettle 
   
  The Psychic career extends the senses, able to 
  gaze into the past, glimpse the future, and reach 
  into the hearts and minds of those nearby. Many 
  careers have come to rely on this invasive 
  knowledge. Psychic Personalities are councillors 
  and viziers, staying behind the scenes. Psychic 
  Technocrats are terrifying mind-benders, able to 
  download, erase, and reprogram minds. 
  Commercial Psychics are commercial telepaths, 
  making business transactions at the speed of 
  thought. 
   
   
  Skills: 
  Choose three Skills from the ones offered by your two careers. See the opposite page for full Skill 
  descriptions. 
   
  Telepathy: Communicate mentally and sense life force. 
   
  Probe: Access people’s heads as if they were computers. 
   
  Compel: Give a Command that cannot be refused. 
   
  Precognition: Suffer minor mental harm, reroll a Move. 
   
  Clairvoyance: +Mettle Assessment over any distance. 
   
   
  Descriptions:  
  Choose 1 description from this list. This is a facet of your physical appearance or behavior (along 
  with the other 2 choices from your other career and origin). 
  Somber, Introspective, Sedate, Blank-eyed, Whispering, Unnerving. 
   
   
  Workspace:  
  Choose a single workspace from the ones offered by your two careers. This workspace is integrated 
  into the Setting as a room, sector, or building. 
   
  Tranquil:  A peaceful, austere, quiet space, suitable for meditation and deep 
  thought. Simple decorations and few distractions. 
   
  Nullified: Sound absorbing, featureless, with full light control. Cancels and 
  suppresses weak forms of psionic and supernatural energies. 
   
   
  Advancement: 
  Choose one of the following triggers to gain XP during the game. 
  Each session, all characters mark XP the first time: 
   
  An unwilling pawn acts. 
   
  A future refused to change. 
   
  A mind is opened. 
   
  A great disturbance gives pause. 
   
  An unquiet psyche finds rest. 
   
  
  59 
   
   
  Telepathy 
  With a moment of focus, you can: 
   
  Communicate mentally with 
  someone within line of sight. 
   
  Communicate mentally with 
  someone you know well. 
   
  Sense the general life force, 
  health, and emotional state of 
  everyone within a given area. 
  That’s right. I think words I would never 
  say. 
  Probe 
  Grasping the head of another 
  being allows you to forcefully 
  Access their mind (with 
  +Interface), exactly as if it was a 
  computer system. 
  Your thoughts, to my thoughts. 
  Precognition 
  If your mind is clear, you may 
  suffer a minor mental debility 
  (headache, nausea, vertigo, etc.) 
  to declare that a roll you just 
  made was merely a glimpse of 
  possible future. Briefly describe 
  the immediate or long-term 
  consequences of that future, 
  then reroll. 
  It was all just a dream. Or was it? 
  Compel 
  You can Command any group or 
  individual, no matter their 
  disposition, no matter the command.  
  On a 10+, choose 1 consequence.  
  On a 7-9, choose 2 consequences. 
   
  They only obey non-harmful 
  parts of your command. 
   
  They are stilted, clumsy, and 
  obviously controlled. 
   
  You suffer a mental or 
  emotional debility as backlash. 
  Go about your business. Move along. 
  Clairvoyance 
  Meditation allows you to use 
  your +Mettle to make 
  Assessment about specific 
  people, objects, and locations 
  over any distance. The glimpses 
  granted by a failed Clairvoyance 
  can be extremely disturbing. 
  Seek and ye shall find. 
  
  60 
  SHAPER 
  Career Path – Expertise/Mettle/Physique 
   
  The Shaper career pushes at the very boundaries 
  of reality, tapping into vast, primordial energies 
  of the cosmos and making them dance. Shaper 
  training provides controlled, reality-warping 
  power to other careers. Military Shapers wield 
  flame and lightning as weapons. Shaper 
  Explorers adopt the forms of each new life they 
  encounter. Academic Shapers are elusive magi, 
  unravelling the mysteries of reality itself. 
   
   
  Skills: 
  Choose three Skills from the ones offered by your two careers. See the opposite page for full Skill 
  descriptions. 
   
  Teleport: Move instantly to a location you see or know. 
   
  Regenerate: Reduce injury severity, regrow limbs. 
   
  Evoke: Create fire, frost, lightning, light, and darkness. 
   
  Alchemy: Patch Up can corrupt, cleanse or transmute. 
   
  Transform: Take on the form of what you studied. 
   
   
  Descriptions:  
  Choose 1 description from this list. This is a facet of your physical appearance or behavior (along 
  with the other 2 choices from your other career and origin). 
  Wizened, Gruff, Enigmatic, Rune-Marked, Near-sighted, Muttering. 
   
   
  Workspace:  
  Choose a single workspace from the ones offered by your two careers. This workspace is integrated 
  into the Setting as a room, sector, or building. 
   
  Mystic:  Full of ancient tomes, curios, and baubles. Equipped for magical study 
  and experimentation. Marked with runes of protection and binding. Cannot be 
  entered or exited by supernatural beings, unless allowed. 
   
  Elemental: Tied to a specific element (fire, frost, lightning, light or darkness). 
  Generates and/or contains that element. 
   
   
  Advancement: 
  Choose one of the following triggers to gain XP during the game. 
  Each session, all characters mark XP the first time: 
   
  An environment shifts to suit one’s needs. 
   
  A universal law is transgressed. 
   
  A step is taken between two worlds. 
   
  A fundamental change is wrought. 
   
  A hard truth is reached. 
   
  
  61 
   
   
  Teleport 
  You can instantly move yourself 
  and nearby targets across any 
  distance, using +Mettle to 
  overcome potential adversity, if 
  you either: 
   
  See your destination clearly. 
   
  Know the destination 
  intimately. 
   
  Don’t care where you end 
  up, as long as it’s Not Here. 
  Are we there yet? 
  Regeneration 
  A moment of stillness allows you 
  to reduce the severity of one of 
  your injuries by one step, if 
  available. This can regrow 
  limbs/organs lost to Critical 
  Injuries, and happens while you 
  are dead. 
  Just a flesh wound. 
  Alchemy 
  When using a Ritual Kit to Patch 
  Up a person, object, or material, 
  choose from this list instead of 
  the standard Patch Up: 
  Spread rust, rot, or erosion. 
  Purify, clean, and rejuvenate. 
  Transmute one material into 
  another. 
  Equivalent exchange. 
  Evoke 
  Each time you Evoke the 
  elements, choose between Fire, 
  Frost, Lightning, Darkness, and 
  Light. You may create and 
  manipulate that element as part 
  of any Move or Skill. You may 
  wield it as a weapon when you 
  Launch Assault or Open Fire. 
  You may only Evoke one 
  element at a time. 
  By your powers combined... 
  Transform 
  You can take on the form and bodily 
  capabilities of a physical subject up to 
  three times bigger or smaller than 
  you… 
   
  Immediately after an 
  Assessment of the subject. 
   
  At any time by spending a Data 
  Point about the subject. 
  You can return to your original form 
  at any time. Assuming a shape larger 
  than the available area is a bad idea. 
  They told us we could be anything… 
  
  62 
  Reference: Careers from Uncharted Worlds core book. 
   
  Academic 
  (UW page 76) 
  Education: When you gain a Data Point, share it with your allies. 
  Chemistry: Roll+Expertise to create antidote, drug, poison, etc. 
  Surgery: Your Patch Up treats critical injuries, installs cybernetics. 
  Deduction: Discover vulnerabilities, dangers, or causes. 
  Technobabble: Command grants technical knowledge, uses +Expertise. 
  Clandestine 
  (UW page 78) 
  Stealth: Vanish while unobserved, then show up at any point. 
  Sabotage: Roll+[Stat] to cause plans, machines, situations to fail. 
  Assassination: A 10+ Roll that kills someone leaves no evidence. 
  Surveillance: After an Access, you can continually track that person. 
  Interrogation: Gain 3 Data Points about someone at your mercy. 
  Commercial 
  (UW page 80) 
  Outfit: Gain a custom-designed Class 3 Attire. 
  Marketing: Immediately find Elite, Secretive, or Motivated markets. 
  Acumen: Find what to exploit, what’s in demand, or who’s in charge. 
  Luxury: Lavish lifestyle. Gain an NPC retainer (butler, consort, etc.). 
  Bribe: Acquisition makes political, legal and diplomatic purchases. 
  Explorer 
  (UW page 82) 
  Boldly Go: Roll+Mettle, find something profitable, useful, or awesome. 
  Reconnaissance: Wilderness Assessments gain 3 data points on success. 
  Survival: Scrounge up food, medicine, wilderness kits, melee weapons. 
  Recklessness: Roll 1d6, 50/50 chance of huge success or abject failure. 
  Custom Vehicle: Gain a custom-designed Class 3 Land Vehicle. 
  Industrial 
  (UW page 84) 
  Repair: Your Patch Up repairs critical breakages, rebuilds machines. 
  Construction: Build shelters, defenses, concealment or workspaces. 
  Tinker: Assemble shoddy weapons, explosives and engineering kits. 
  Upgrade: Add an extra upgrade to a weapon or vehicle. 
  Dismantle: Roll+Physique to dismantle something quickly, quietly, etc. 
   
   
   
  
  63 
  Reference: Careers from Uncharted Worlds core book (continued). 
   
  Military 
  (UW page 86) 
  Tactics: You choose the consequences of Launch Assault/Open Fire. 
  Toughness: You can suffer two injuries of each severity. 
  Unique Weapon: Gain a custom Class 3 Firearm or Heavy Weapon. 
  Heavy Lifting: Ignore Clumsy caused by heavy weights. 
  Authority: Commands given while in power override loyalty.  
  Personality 
  (UW page 88) 
  Fame: People know you/your work. Allies can use your +Influence. 
  Leadership: Gain a hand-picked Class 3 Crew. 
  Contacts: Introduce a new NPC whenever you go anywhere civilized. 
  Inspiration: Roll+Influence or +Physique to spread an emotion. 
  Diplomacy: Calling in a Favor will never be denied or prevented. 
  Scoundrel 
  (UW page 90) 
  Criminal: Crimes that roll 10+ leave no evidence. 
  Sneak Attack: Roll+Mettle to kill, injure, rob, or capture a victim. 
  Scapegoat: Roll+Expertise to redirect social/legal/financial harm. 
  False Identity: Maintain fake identities, cannot incur Debt or Favor. 
  Addict: Choose a stat. Gain an extra +1, or -2 if you can’t get drugs. 
  Starfarer 
  (UW page 92) 
  Weightless: Ignore the Clumsy trait while flying, falling, or in zero-G. 
  Cosmopolitan: Successful cultural Assessments grant 3 Data Points. 
  Navigation: Plan voyages that are fast, safe, pleasant, or profitable. 
  Calibrations: Get Involved+Interface to prepare a vehicle/console. 
  Custom Flyer: Gain a custom-designed Class 3 Flyer. 
  Technocrat 
  (UW page 94) 
  Upload: Spend a Data Point to erase, spread, or alter facts about it. 
  Hijack: Access locks out everyone else. 
  Program: After Accessing a system, choose a behavior and a trigger. 
  Network: Track, Get Involved, and issue Commands remotely. 
  Artificial Intelligence: Gain a loyal AI NPC that can inhabit systems. 
   
   
   
  
  64 
  New Origins 
   
  Far Beyond Humanity introduces 5 new Origins to expand the character creation 
  options available to players. 
   
  Like the Origins from the Uncharted Worlds core book, the Far Beyond Humanity’s 
  Origins provide two character customization options. The first option is the Unique 
  skill that each Origin provides. The second (but by no means lesser) option is a 
  selection of cross-career skills. 
   
  All Origins are highly reliant on greater social contexts, especially species and society 
  (see Species, page 75), and are open to many different interpretations.  
   
   
  Unique Origin Skill 
  Each Origin provides one skill that alters the character’s basic stat-line (Mettle, 
  Physique, Influence, Expertise, Interface). Each Origin in the Uncharted Worlds 
  core book grants a +1 to a particular stat, along with hints at their lives, their 
  behaviors, or their mores.  
   
  Each Origin introduced in Far Beyond Humanity provides a stat-replacement effect. 
  A character following the behavior outlined in the skill can use the skill’s favored stat 
  instead of the usual stat called for by the rules. For example, the Primal Origin 
  allows characters to use their +Physique if they approach any problem with violence 
  and brute force. 
   
  The last line of each of the 5 unique Origin skill is a guideline for GMs. 
  They are not hard-and-fast consequences, merely suggestions. It is 
  important to note that while these skills do allow stat replacement, they 
  should not be applied to every single situation. It’s up to the table, both 
  GM and players, to ensure that the narrative isn’t being unduly bent out of 
  shape to accommodate implausible descriptions. 
   
   
  Cross-career Skills 
  Each Origin also offers the choice of 3 other skills. Each of these 3 skills comes from 
  a different career, providing a more diverse selection of skills to start with. These 
  skills are useful when the player had a specific skill combination in mind, or when 
  the Origin fits the character’s history, but the Unique skill was not in line with the 
  player’s vision for the character. 
   
  When creating a character, consider how a skill manifests, given its provenance. 
  Despite the fact that these skills come from specific careers, the “dressing” of the skill 
  will prove very different if it comes from an Origin. For example, the Primal Origin 
  allows characters to learn the skill “Launch”, a skill that allows the character to 
  throw things with great force and accuracy. While this is a skill that belongs in the 
  Kinetic career, the Primal character approaches it very differently. A Kinetic 
  character propels objects with precise telekinetic bursts. A Primal character just 
  chucks a scooter at some poor jacksocket’s head. Same game mechanics, very 
  different flavor. 
   
   
  
  65 
  Origin Interpretations 
  Origins represent a character’s youth. The environment in which they grew up 
  shaped them in many, many ways; physically, mentally, emotionally, spiritually. 
  Most of the character’s behaviors, beliefs, and prejudices can be traced back to these 
  years. As such, the choice of Origin will almost always color the career choices the 
  characters make later in life. 
   
  Origins are designed to portray as many lifestyles as possible and are mostly centered 
  around popular tropes found in science fiction. Like so much else in Uncharted 
  Worlds, they are painted in broad strokes, in primary colors. Through play, the 
  character will provide detail and nuance to their unique version of that Origin. 
   
  The descriptions presented in the Origins are far from written in stone. The 
  permutations of lifestyles are endless, doubly so when we add more fantastical 
  elements to the mix. Groups are strongly encouraged to re-interpret the Origins 
  presented here and in Uncharted Worlds so that they fit the story they wish to tell, 
  rather than the other way around. What may seem like a missing Origin may in fact 
  have multiple applicable origins, with just a bit of creative re-imagining. 
   
  For example, a cloned character has a Humanoid “Cloned” species and can be: 
   
  Part of a large batch of similar clones (Crowded). 
   
  A one-off work of experimental science (Advanced). 
   
  Groomed to replace someone important (Privileged). 
   
  A sleeper agent, unaware they are a clone (Programmed). 
   
  Part of a super-soldier program (Regimented). 
   
   
   
  
  66 
  List of New Origins 
   
  Forlorn 
  (page 67) 
  Lost souls, far from 
  their own people, so 
  very alone. 
  Insolence: Defy customs and propriety to use +Mettle. 
  Boldly Go: Find something profitable, useful, or awesome. 
  Navigation: Voyages are fast, safe, pleasant, or profitable. 
  Trinkets: Free Class 1 Cargo from foreign societies. 
  Occult 
  (page 68) 
  Shaped by the 
  bizarre, the 
  disturbing, the 
  mystical. 
  Ritual: Perform rituals, hexes and charms to use +Expertise. 
  Alchemy: Patch Up can corrupt, cleanse or transmute. 
  Relic: Gain a sacred Class 3 melee weapon. 
  Animate: A collection of objects becomes a Class 1 Crew. 
  Primal 
  (page 69) 
  Powerful and 
  passionate 
  inhabitants of savage 
  worlds. 
  Strength: Use violence, rage and brute force to use +Physique. 
  Terrify: Roll +Influence or Physique to terrify others. 
  Launch: Throw objects with +Mettle or +Physique. 
  Stronger: Destructive, Impacting and Penetrating strikes. 
  Programmed 
  (page 70) 
  Indoctrinated 
  subjects with minds 
  full of secrets. 
  Abnegation: Surrender to indoctrination to use +Interface. 
  False Identity: Maintain fake identities, no Debt or Favor. 
  Obsession: Data Points are always about this subject. 
  Linguist: Read, write, and speak almost all languages. 
  Spiritual 
  (page 71) 
  Serene and 
  disciplined followers 
  of ascetic faiths. 
  Tranquility: Invoke koans and parables to use +Influence. 
  Pact: Your deity is a Faction, prayers call in Favors. 
  Precognition: Suffer minor mental harm, reroll a Move. 
  Inspiration: Roll+Influence/+Physique to spread an emotion. 
   
   
   
  
  67 
  FORLORN 
  Origin 
   
  The Forlorn are the lost, the forgotten, those far 
  away from the bones of their ancestors. They 
  were abandoned, or abducted, or are simply the 
  last of their kind. The Forlorn grew up 
  surrounded by societies and people that didn’t 
  understand them, that may have even feared or 
  reviled them. In their hearts, the Forlorn know 
  that they are alone. That they can rely on no one 
  but themselves. 
   
  Descriptions:  
  Choose 1 description from this list. This is a facet of your physical appearance or behavior (along 
  with the other 2 choices from your careers). 
  Distrustful, Intrepid, Grim, Mismatched, Independent, Rude. 
   
  Skills:  Choose 1 
   
   
  Insolence 
  When you solve a problem by 
  defying customs, propriety, and 
  the desires of those around you, 
  you can roll +Mettle instead of 
  whatever the usual stat would be. 
  This will likely be selfish, rude, 
  and possibly hurtful. 
  I won’t do what you tell me. 
  Boldly Go 
  When leading an expedition into the 
  unknown, Roll+Mettle.  
  On a 10+, choose 1. 
  On a 7-9, the GM will choose 1. 
  You encounter… 
   
  something potentially profitable. 
   
  something currently useful. 
   
  something uniquely awesome. 
  The final frontier. 
  Navigation 
  When you plan a long voyage,  
  choose 1. The voyage will be: 
   
  Fast: You know a shortcut. 
   
  Safe: Choose a Faction to avoid. 
   
  Pleasant: +2 to Cramped 
  Quarters rolls. 
   
  Profitable: If you deliver the 
  passengers who are asking for 
  passage. 
  Should have taken that left turn at the 
  Albuquerque nebula. 
  Trinkets 
  Whenever you successfully 
  engage a foreign society (visit, 
  experience, infiltrate, attack, 
  etc.), gain a Class 1 Cargo of 
  miscellaneous baubles, trinkets, 
  and other cultural detritus. 
  No finer pots in brass or silver. 
  
  68 
  OCCULT 
  Origin 
   
  The Occult grew up surrounded by the strange 
  and the powerful. They come from cultures 
  deeply rooted in mysticism and the supernatural. 
  Their way of life has been molded by rituals and 
  secrets. They hail from heretic cabals or 
  prestigious mystic academies. Many lived on the 
  very edge of the abyss, and have spent their lives 
  gazing into the dark heart of the cosmos. 
   
   
  Descriptions:  
  Choose 1 description from this list. This is a facet of your physical appearance or behavior (along 
  with the other 2 choices from your careers). 
  Peculiar, Solitary, Bleak, Haunted, Raving, Eccentric. 
   
  Skills:  Choose 1 
   
   
  Ritual 
  When you entrust a situation to 
  the power of your rituals, 
  fortunes, hexes, and charms, you 
  can roll +Expertise instead of 
  whatever the usual stat would be. 
  This will likely be complicated, 
  unpredictable, and deeply 
  unsettling. 
  Ph'nglui mglw'nfah wgah'nagl fhtagn! 
  Relic 
  Create a Class 3 melee weapon. 
  Choose one:  
   
  It is a symbol of your order. 
   
  It is a sign of your greatness. 
   
  It is feared and reviled. 
  A Relic is almost indestructible. 
  If you become separated, you 
  always have a vague, painful 
  sense of where it is. 
  A weapon for a more civilized age. 
  Alchemy 
  When using a Ritual Kit to Patch 
  Up a person, object, or material, 
  choose from this list instead of 
  the standard Patch Up: 
  Spread rust, rot, or erosion. 
  Purify, clean, and rejuvenate. 
  Transmute one material into 
  another. 
  Equivalent exchange. 
  Animate 
  Choose a collection of objects. 
  Those objects become a Class 1 
  Artificial Crew (see page 101) 
  with an upgrade that matches 
  the materials used. You can only 
  have one Animated Crew at a 
  time. 
  Some assembly required. Batteries not 
  included. 
  
  69 
  PRIMAL 
  Origin 
   
  The Primal hail from savage, primeval worlds. 
  Their lives lack all but the most basic 
  technologies. They are forced to fight for 
  survival, for dominance, red in tooth and nail. 
  From this crucible come the fiercest beings to 
  step onto the galactic stage. Whether they are 
  from a lost colony, an exiled people, or an 
  uplifted species, they are intelligent, adaptable, 
  passionate, and fierce beyond measure. 
   
  Descriptions:  
  Choose 1 description from this list. This is a facet of your physical appearance or behavior (along 
  with the other 2 choices from your careers). 
  Feral, Brutish, Titanic, Stilted, Slow, Ravenous. 
   
  Skills:  Choose 1 
   
   
  Strength 
  When you handle a situation 
  with rage, violence, and brute 
  force, you can roll +Physique 
  instead of whatever the usual stat 
  would be. This will likely be 
  loud, ugly, and possibly painful. 
  You wouldn’t like me when I’m angry. 
  Launch 
  You can propel small, inanimate 
  objects with deadly speed and 
  precision using +Mettle. Large, 
  oddly shaped or defiant subjects 
  (small vehicles, people) tend to 
  be clumsier projectiles, and are 
  propelled with +Physique. 
  Catch! 
  Terrify 
  When your presence becomes 
  known, Roll+Influence or 
  +Physique. 
  On a 10+, people are meek and 
  respectful.  
  On a 7-9, people are cautious 
  and worried.  
  On a 6-, people are panicked and 
  hostile. 
  It is safer to be feared than loved. 
  Stronger 
  Your unarmed and melee attacks 
  are Destructive, Impact, and 
  Penetrating. 
  Our work is never over. 
  
  70 
  PROGRAMMED 
  Origin 
   
  Where others have childhoods, the Programmed 
  have indoctrination. Some are sleeper agents, 
  living weapons in the arsenal of their creators. 
  Others are members of interconnected hive-
  minds, carrying deeply-rooted genetic memories. 
  They carry dormant knowledge and directives in 
  their minds, never knowing when their latent 
  indoctrination will surface next. 
   
   
  Descriptions:  
  Choose 1 description from this list. This is a facet of your physical appearance or behavior (along 
  with the other 2 choices from your careers). 
  Harmless, Exhausted, Skittish, Mercurial, Orderly, Interested. 
   
  Skills:  Choose 1 
   
   
  Abnegation 
  When you black out and allow 
  your programming to take over 
  in order to solve a problem, you 
  can roll +Interface instead of 
  whatever the usual stat would be. 
  Your programming won’t 
  undermine its own agenda. 
  Two by two. Hands of blue. 
  False Identity 
  You maintain a number of fake 
  identities that have neutral 
  standing with all factions. As 
  long as a chosen identity holds, 
  your actions do not incur Debt 
  or earn Favor. 
  You have me confused with someone else. 
  Obsession 
  Choose the subject of your 
  Obsession. When you would 
  gain a Data Point about a 
  tangentially related subject, gain 
  a Data Point about your 
  Obsession instead. 
  I want to believe. 
  Linguist 
  You can communicate passably 
  in the languages of all known 
  societies and species. A 
  successful Assessment of a 
  newly-encountered or long-dead 
  culture grants you permanent 
  access to their written and/or 
  spoken language. 
  Fluent in over six million forms of 
  communication. 
  
  71 
  SPIRITUAL 
  Origin 
   
  The Spiritual are born to serene lives of quiet 
  contemplation. They come from distant 
  monasteries, secluded temples and hidden 
  shrines. Surrounded by strict asceticism, far away 
  from temptation and worldly concerns, they 
  train their bodies, minds, and souls for the 
  eventual day when they must leave their 
  cloistered lives. 
   
   
  Descriptions:  
  Choose 1 description from this list. This is a facet of your physical appearance or behavior (along 
  with the other 2 choices from your careers). 
  Venerable, Serene, Abstinent, Stern, Demure, Sensible.  
   
  Skills:  Choose 1 
   
   
   
  Tranquility 
  When you handle a situation 
  with the wisdom of a koan, 
  parable, or aphorism, you can 
  roll +Influence instead of 
  whatever the usual stat would be. 
  This will likely be soft, subtle, 
  and slow. 
  Leaves from the vine, falling so slow. 
  Pact 
  Create a Faction consisting of 
  just your deity. You gain 1 Favor 
  and 3 Debt with it. You 
  communicate with your deity 
  through prayer and can call in 
  Favors. Your deity makes 
  demands and calls in your Debts 
  through dreams and prophecy. 
  So shall it be. 
  Precognition 
  If your mind is clear, you may 
  suffer a minor mental debility 
  (headache, nausea, vertigo, etc.) 
  to declare that a roll you just 
  made was merely a glimpse of 
  possible future. Briefly describe 
  the immediate or long-term 
  consequences of that future, 
  then reroll. 
  It was all just a dream. Or was it? 
  Inspiration 
  Choose an emotion and the 
  medium/art with which you convey 
  it, then Roll+Influence or +Physique. 
  On a 7-9, the emotion takes hold of 
  your audience. 
  On a 10+, as above, and choose 1: 
   
  You gain a keen admirer. 
   
  You are treated lavishly. 
   
  You can Command the 
  audience. 
  What is art? 
  
  72 
  Reference: Origins from the Uncharted Worlds core book. 
   
  Advanced 
  (UW page 97) 
  Cutting Edge: +1 Interface, to a maximum of +2. 
  Surveillance: After an Access, you can continually track that person. 
  Artificial Intelligence: Gain a loyal AI NPC that can inhabit systems. 
  Custom Flyer: Gain a custom-designed Class 3 Flyer. 
  Brutal 
  (UW page 98) 
  Branded: +1 Physique, to a maximum of +2. 
  Assassination: A 10+ Roll that kills someone leaves no evidence. 
  Toughness: You can suffer two injuries of each severity. 
  Sneak Attack: Roll+Mettle to kill, injure, rob, or capture a victim. 
  Colonist 
  (UW page 99) 
  Resourceful: +1 Expertise, to a maximum of +2. 
  Tinker: Assemble shoddy weapons, explosives, and engineering kits. 
  Custom Vehicle: Gain a custom-designed Class 3 Land Vehicle. 
  Heavy Lifting: Ignore Clumsy caused by heavy weights. 
  Crowded 
  (UW page 100) 
  Affable: +1 Influence, to a maximum of +2. 
  Contacts: Introduce a new NPC whenever you go anywhere civilized. 
  Network: Track, Get Involved, and issue Commands remotely. 
  Bribe: Acquisition makes political, legal and diplomatic purchases. 
  Galactic 
  (UW page 101) 
  Fine Tuning: +1 Expertise, to a maximum of +2. 
  Repair: Your Patch Up repairs critical breakages, rebuilds machines. 
  Weightless: Ignore the Clumsy trait while flying, falling, or in zero-G. 
  Program: After Accessing a system, choose a behavior and a trigger. 
   
   
   
  
  73 
  Reference: Origins from the Uncharted Worlds core book (continued). 
   
  Impoverished 
  (UW page 102) 
  Scrappy: +1 Mettle, to a maximum of +2. 
  Stealth: Vanish while unobserved, then show up at any later point. 
  Recklessness: Roll 1d6, 50% spectacular success, 50% abject failure. 
  Criminal: Crimes that roll 10+ leave no evidence. 
  Privileged 
  (UW page 103) 
  Decorum: +1 Influence, to a maximum of +2. 
  Fame: People know you/your work. Allies can use your +Influence. 
  Luxury: Lavish lifestyle. Gain an NPC retainer (butler, consort, etc.). 
  Scapegoat: Roll+Expertise to pass on social/legal/financial harm. 
  Productive 
  (UW page 104) 
  Vocation: +1 Expertise, to a maximum of +2. 
  Calibrations: Get Involved+Interface to prepare a vehicle/console. 
  Education: When you gain a Data Point, share it with your allies. 
  Acumen: Find what to exploit, what’s in  demand, or who’s in charge. 
  Regimented 
  (UW page 105) 
  Disciplined: +1 Mettle, to a maximum of +2. 
  Leadership: Gain a hand-picked Class 3 Crew. 
  Tactics: You choose the consequences of Launch Assault/Open Fire. 
  Deduction: Discover vulnerabilities, dangers, or causes. 
  Rustic 
  (UW page 106) 
  Hard Labor: +1 Physique, to a maximum of +2. 
  Construction: Build shelters, defenses, concealment, or workspaces. 
  Survival: Scrounge up food, medicine, wilderness kits, melee weapons. 
  Chemistry: Roll+Expertise to create antidote, vaccine, drug, poison, etc. 
   
   
  
  74 
   
   
   
  
  75 
   
   
   
   
   
  District 06 - Immigration 
   
   
   
   
  District 06 - Immigration 
  Species 
  The Immigration chapter deals 
  with the creation of alien species 
  and their societies. These species 
  can then be used by players to make 
  their characters. 
   
  Alien Forms: Determine the shape 
  and abilities of a given alien: 
  Humanoid, Robotic, Xeno, 
  Evolved, or Symbiotic. 
   
  Alien Societies: Determine how the 
  alien’s society fits in with the rest of 
  the galaxy: Independent, Cultural, 
  or Imperial. 
  “It's a rock! It doesn't have any vulnerable spots!” 
  - Jason Nesmith, Galaxy Quest 
  
  76 
  Players can now choose a species for their character during character creation. The 
  species itself should be designed as a group, as part of world building and character 
  creation. 
   
  To design an alien species: 
   
  Choose the form of that species (below). 
   
  Decide what kind of society they have (see page 82). 
   
  When creating a character, choosing an alien species other than humanoid costs one 
  of that character’s starting Career Skills. Non-humanoid characters choose 1 Origin 
  Skill and 2 Career Skills during character creation.  
   
   
  Alien Forms 
   
  Forms are the broadest physical outline of the species. The form determines the 
  layout of the species’ limbs, the composition of their bodies, and any unique 
  physiological abilities they may have. 
   
  Humanoid 
  (page 77) 
  The most common, ubiquitous kind of starfaring species. No 
  special advantages or disadvantages. 
  Robotic 
  (page 78) 
  Resilient constructs created by another species. Does not suffer 
  from organic needs and weaknesses (air, food, water, disease, 
  etc.). 
  Xeno 
  (page 79) 
  A species with a non-humanoid bodily configuration. Gains 
  many unique physical features. 
  Evolved 
  (page 80) 
  A species with a very advanced and useful evolutionary 
  adaptation. Gains a physiological trait that mimics a Skill. 
  Symbiotic 
  (page 81) 
  A tiny organic species that inhabits another species in either a 
  symbiotic or parasitic relationship. 
    
   
   
  
  77 
  Humanoid 
   
  Humanoids are by far the most common type of spacefaring species. They have the 
  same general body shape; two arms, two legs, a head that contains most of their 
  sensory and cognitive organs, and a trunk-like body that contains the remaining 
  organs. 
   
  Humanoid species differentiate themselves from each other based on much smaller 
  details, such as skin, diet, and secondary facial and body features. A Ta’th is a 
  Human with scales and four glowing eyes, a Human is a Radhi with brown skin and 
  hair instead of horns, and so forth. 
   
   
  When designing a humanoid species, name it, and describe one or more unique 
  physical aspects of the species (compared to most other humanoids). For example: 
   
  Dietary restrictions or preferences. 
   
  Skin texture/pigment, including phenotype variations. 
   
  Number/placement of eyes, mouth(s). 
   
  Horns, hair, ridges, or other features. 
   
  Preferred environments (gravity, air composition, etc.). 
   
  Sexual/reproductive peculiarities. 
   
   
  When creating a humanoid character, follow the steps of character creation as 
  normal (See page 74 of the Uncharted Worlds core book). Rules-wise, there are no 
  notable differences between humanoid species. 
   
    
   
   
  
  78 
  Robotic 
   
  As a species, robots are humanoid constructs built by another species, often with a 
  subservient role in mind. Humanoid robots tend to share certain broad physical 
  characteristics with their creators, especially size and bodily proportions, since the 
  two need to function in the same spaces and use the same technology. 
   
  Though considerably more uniform than organic species, robots of the same species 
  can come from different generations, production runs, or model types.  
   
   
  When creating a robotic character, that character gains the following additional 
  rules but only selects two Career skills instead of three: 
   
  Inorganic (Ignore organic weakness) 
   
  Electronic (Harmed by EMP) 
   
  Repairable (Does not heal naturally) 
   
  Upgradable (Support for 2 additional cybernetic Mods) 
   
  Inorganic: Robots are immune to the weaknesses and needs that affect organic 
  species. Robotic characters don’t need to eat, drink or breathe to function. They are 
  unaffected by organic dangers such as asphyxiation, bleeding, infection and 
  intoxication. While they are aware of physical contact, robots are not incapacitated 
  by pain and can ignore physiological discomfort. 
   
  Electronic: Electromagnetic pulses and shock damage can cause significant damage 
  to a robot’s mind/central processor. Indirect exposure to electromagnetic harm can 
  cause minor sensory, mental and emotional debilities in a robotic character, while 
  full-force EMP damage could cause permanent trauma (see Trauma on page 42). 
   
  Upgradable: Robots can readily accept cybernetic upgrades to their base form. As 
  such, robotic character can support 2 additional Mods. Mods are purchased and 
  installed as normal (see Mods on page 22). However, robots can only support 
  cybernetic modules, and cannot have bio-mods installed. 
   
  Repairable: Any damage or debility needs to be repaired. Patch Up will fix most 
  issues, though severe damage requires a hired technician or a character with the 
  Repair skill. The only truly essential components are the power core and their 
  central processor. Other repairs, such as limb reattachment or replacement, are 
  fairly routine procedures without much risk. 
   
   
  
  79 
  Xeno 
   
  While the vast majority of spacefaring species are bipedal humanoids, every so often 
  a species with a very different configuration reaches the stars. These xeno species 
  have unique evolutionary advantages which set them apart from the usual bipeds. 
   
   
  When designing a xeno species, create 3 Biomods from the Mod section on page 22. 
  These “biomods” are evolutionary traits shared by the entire species, and every 
  member of the species has them. Their society and culture will likely be affected by 
  these traits as well, and their tools and equipment will likewise be very different. 
   
   
  When creating a xeno character, the character automatically gains their species’ 
  traits, but only selects two Career skills instead of three. The species traits do not 
  count towards the character’s limit of Mods. Any starting Assets are assumed to be 
  designed for that character’s traits. Any Crew chosen as a starting Asset may take the 
  “Xeno” upgrade for free, as long as the Crew is of the same xeno species as the 
  character. 
   
  Examples: 
   
  Insectoid 
   
  Hive Mind (Link – Brain) 
   
  Scythe Claws (Prehensile [Severing] – Shoulders) 
   
  Bounding Leaps (Locomotion [Leaping] – Legs) 
   
  Jellyfish 
   
  Bio-electric Field (Projectile [Shock] – Skin) 
   
  Tentacles (Prehensile [Flexible] – Lower Body) 
   
  Bioluminescence (Beauty – Skin) 
   
  Silicate 
   
  Rock Solid (Reinforced – Flesh) 
   
  Fireproof (Adaptation – Fire) 
   
  Density (Adaptation – High Pressure) 
    
   
   
  
  80 
  Evolved 
   
  The physiology of certain bipedal species grants them innate abilities that would take 
  others decades to master. The species’ cultures, societies, and technology tend to 
  revolve around this natural propensity, and it is often a source of both prejudice and 
  pride when dealing with other peoples. 
   
   
  When designing an evolved species, choose a skill from any Career and describe the 
  physiological adaptation that grants the skill in question (see the Characters chapter 
  on page 45). Every member of the evolved species exhibits that physiological 
  characteristic. 
   
   
  When creating an evolved character, the character automatically gains their species’ 
  natural gift, but only selects two Career skills instead of three. Any starting Assets are 
  assumed to be designed for that character’s particular physiology. Any Crew chosen 
  as a starting Asset may take the “Alien” upgrade for free, as long as the Crew is of the 
  same evolved species as the character. 
   
   
  Example evolved species: 
   
   
  Winged 
  Flight (from the Kinetic career) 
  The species has large wings which allow it to hover, glide, and soar. 
   
   
  Pheromones 
  Leadership (from the Personality career) 
  The species naturally attracts servile followers. 
   
   
  Telempathic 
  Telepathy (from the Telepath career) 
  The species can read emotions and communicate telepathically. 
   
   
  Massive 
  Heavy Lifting (from the Military career) 
  The species is wide and solid, able to lift great weights effortlessly. 
   
   
  Fluid 
  Transform (from the Arcane career) 
  The spices are natural shapeshifters, able to take on many different forms. 
    
   
   
  
  81 
  JOINING (+Physique) 
  When you enter a helpless or willing humanoid 
  and assert control, Roll +Physique. 
   
  On a 10+, choose 1 flaw: 
  On a 7-9, choose 2 flaws: 
  On a 6-, the GM chooses 3 flaws: 
   
  The host’s memories can’t be Accessed. 
   
  Occasional resistance, disobedience, 
  unbidden memories or residual behaviors. 
   
  Gain unexpected Debts (GM redistributes 
  existing Debt). 
   
  The host is flawed (-1 to a chosen stat 
  while Joined). 
   
  Gain unexpected, problematic contacts. 
   
  The joining was traumatic (see page 42). 
   
  The host will die when you leave. 
  Symbiotic 
   
  Symbionts are very small organic creatures whose unique biology requires them to 
  inhabit a host humanoid in order to travel and interact with the galaxy at large. The 
  relationship between a symbiont and their chosen host  varies from species to 
  species, though most tend towards some form of parasitism. 
   
  Though each transference from one host to another can be a painful ordeal, 
  symbionts often have dozens of host bodies during their exceptionally long lifetimes. 
  Some destructive or capricious symbionts change hosts as frequently as other species 
  change their clothing. Symbiotic species cannot survive outside of a host body for 
  very long unless they are stored in artificial life-support. 
   
   
  When designing a symbiotic species, choose its relationship to its host: 
   
  Ascendant: The former host personality is preserved. The host is aware of its 
  surroundings, and maintains its own thoughts and feelings. It can communicate 
  with the symbiont. 
   
  Dominant: The former host is dormant and unaware of anything that 
  transpires while the symbiont is in control. 
   
  Absolute: The former host personality is destroyed when the symbiont takes 
  over the body. The body dies when the symbiont leaves. 
   
   
  When creating a symbiotic 
  character, the character gains the 
  “Joining” Move but only selects 
  two Career skills instead of three. 
  Describe the body they currently 
  inhabit. 
   
  When a symbiont character 
  takes a host:  
   
  The symbiont’s natural 
  health (+Physique) asserts 
  itself over the host’s 
  physiology. 
   
  Any injuries or physical 
  debilities are left behind on 
  the old body. The symbiont 
  retains any mental and 
  emotional debilities. 
   
  Any cybernetics or biomods are left behind on the old body. The symbiont 
  gains any cybernetics or biomods on the new body. 
   
  Redistribute the character’s Debt between available factions, based on the new 
  host’s relationships with said factions. 
   
  The host’s memories can be Accessed as if they were a computer system; a 
  higher +Interface allows the symbiont to parse memories and thoughts to find 
  what they want to know. 
   
  
  82 
  Alien Societies 
   
  After designing a species’ form, choose what kind of society they have. 
   
  Societies are the measure of how unified a species is when it comes to social and 
  cultural behaviors. The society determines a species’ most likely Origins, their 
  strongest drives and beliefs, and the traits and stereotypes that others assign to the 
  species. 
   
   
  Independent 
  (page 83) 
  The species has no particular unity of belief. They can be 
  found alone or in small groups across the galaxy. 
  Cultural 
  (page 84) 
  The species favors certain origins and careers, either socially 
  or physiologically. 
  Imperial 
  (page 85) 
  The species is also a Faction, and all members of that species 
  ascribe to its ideologies. 
   
   
   
   
   
  
  83 
  Independent 
   
  An independent species has no unified society or identity. Various notable groups 
  and ideologies may exist on a national or community level, but no one social 
  structure comes close to dominating the species. There is little overarching species-
  level solidarity to speak of, though smaller community/in-group tribalism is still 
  very present. 
   
  Out beyond their homeworld, members of this species rarely form species-based 
  communities or enclaves. They can be found in ones and twos across the galaxy, 
  working alongside any other species or society.  
   
  Many members of independent species adopt local beliefs and traditions, or simply 
  maintain their neutrality. Some favor pragmatism and adaptability, while others 
  become fiercely attached to their new way of life.  
   
   
   
  
  84 
  Cultural 
   
  A cultural species shares a strong, vibrant identity that shapes almost all members of 
  that species. The shared beliefs and values of the species are instilled from a young 
  age, shaping each generation into socially acceptable members of the species. While 
  this kind of species is active on the galactic scale, it lacks the might and scope of an 
  empire-level species, and has a much smaller impact on galactic affairs. 
   
   
  When introducing a cultural species, choose 1-2 Origins and 1-2 Careers that are 
  heavily favored by that species (see the Characters chapter on page 45). These 
  Origins and Careers define the species socially and culturally.  
   
  The members of the species were born and raised in those conditions, and with 
  those values. The society as a whole heavily favors those careers. Their ethics and 
  morality revolves around those ideals. Every member of the species encountered is 
  of the favored Origin or engages in the favored Career, or both. 
   
   
  When creating a character of a cultural species, the character’s Origin should be 
  one of the favored Origins, and at least one of their Careers should be a Career 
  favored by their species. If not, the character will be considered a deviant, outcast, 
  traitor or pariah by their own species, making interactions with them considerably 
  more hostile. 
   
   
  
  85 
  Imperial 
   
  An imperial species has reached the stars as a unified galactic power, and functions 
  as a Faction. Almost all members of the species are also proud members of the 
  empire. While other species may live within or work alongside an empire, the 
  faction’s primary goal is almost always to serve the interests of its own species.  
   
   
  When introducing an imperial species, follow the usual method for introducing a 
  Faction, describing their Power, Reach, Structure and Ideology (Uncharted Worlds 
  core book, page 129).  
   
  The source of an empire’s Power is its sheer size. Most other Factions can’t 
  hope to match the raw workforce and resources of an entire species. Most 
  of the aspects of that power (military, economy, production, science) are 
  needed to simply support and protect the stability of the empire. It takes 
  great and terrible times to mobilize an empire towards a singular goal. 
   
  Wherever a member of the species is found in a position of power or 
  authority, there too is the extent of the empire’s Reach. Most empires 
  establish colonies, starbases, and listening posts out on the fringes of space, 
  and even the most insular empires will have agents stationed in major cities 
  across the galaxy. 
   
  An empire’s Structure is most often some form of centralized government 
  which pursues diplomatic, commercial and military agendas. And when an 
  empire acts on the galactic stage, it affects the reputations and lives of all 
  members of that species. Beyond the government, the species organises 
  itself by family, clan, pod, or other such tribal models. 
   
  The empire’s Ideology forms the very core identity of all members of the 
  species, and has done so for decades if not centuries. The empire is unified 
  and strengthened by its shared beliefs and practices, and in turn it cultivates 
  and promotes the ideals that make it strongest. 
   
   
  When creating a character of an imperial species, it is very likely that the character 
  will start the game having sworn allegiance to the empire, starting with 3 Debt of 
  social obligation and 1 Favor to call upon from their people. If not, at least 1 Debt 
  must be placed with the empire, representing the nigh-inescapable familial, societal, 
  and professional obligations to their people (Uncharted Worlds core book, page 
  132). 
   
   
  
  86 
   
   
   
  
  87 
   
   
   
   
   
  District 07 - Commercial 
   
   
   
  District 07 - Commercial 
  Assets 
  The Commercial chapter 
  introduces new types of Assets and 
  new upgrades for existing Assets. 
   
  Market Types: Seed a campaign 
  with a diverse collection of 
  marketplaces, each with its own 
  opportunities. 
   
  Asset Standards: Alter the basic 
  functionality/pattern of any kind of 
  Asset. 
   
  Assets: Melee Weapons, Firearms, 
  Heavy Weapons, Explosives, 
  Artillery, Attire, Mods, Land 
  Vehicles, Flyers, Crew, Beasts, and 
  Kits. 
  “It’s not stupid. It’s ADVANCED.” 
  - Almighty Tallest, Invader Zim 
  
  88 
  In addition to providing all-new upgrades for existing Assets, Far Beyond Humanity 
  also introduces entirely new Asset types and technologies that can fundamentally 
  alter the style and tone of the game. 
   
  Like the Assets in the original Uncharted Worlds, the new Asset types grant narrative 
  tools to the character, allowing them to solve (and cause) problems in strange and 
  wonderful new ways. 
   
   
  Market Types 
  The Assets chapter of Uncharted Worlds assumes a similar level and style of 
  technology across the galaxy. The potential for greater variety and sheer alien oddity 
  in Far Beyond Humanity necessitates markets that are just as varied. Use this section 
  rather than the Minor, Standard, and Major Markets from Uncharted Worlds. 
   
  When introducing a new market, choose the Origin that most closely expresses its 
  general tone, spirit, and technology level. This will provide a narrative guideline as 
  to what the characters can expect to find. See page 89 for examples of each kind of 
  market. A particularly important and complex marketspace could be expressed 
  through a combination of two Origins. 
   
   
  Market Distribution 
  The frequency of new markets should depend on the scope of the game. 
  The further and faster the characters are expected to travel, the more space 
  each market takes up.  
   
  In a standard Starship game, where players are free to fly from star system 
  to star system, they can expect to find a single market per planet or space 
  station. In a City game, each district of the city would have its own unique 
  market that matches the district’s motif. And so forth. 
   
   
  Secondary Markets 
  Sub-markets can exist within a major market. These secondary markets 
  tend to be exclusive, secretive, dangerous, and/or illegal. Characters can risk 
  seeking them out if the primary market can’t provide them with the kinds 
  of Assets they need. 
   
  Note that the Commercial career’s Marketing skill (Uncharted Worlds core 
  book, page 81) allows characters to find secondary markets with ease. 
   
   
  Evolving Markets 
  Markets will change as the story progresses. Major events and shifts in the 
  balance of power will change the Market type. If the Scientific Cabal faction 
  takes over a space station that was once Crowded, that market will probably 
  be Advanced or Galactic the next time the characters visit. Wars and great 
  catastrophes can turn any market into an Impoverished or Brutal market. 
  
  89 
  Market Types 
   
  Advanced 
  Highly competitive, cutting-edge market. Class 2 Assets available, 
  Class 1 Assets commonplace, occasional Class 3 prototype. 
  Advanced medical procedures (cybermods) performed regularly. 
  Brutal 
  Vile, despicable, and dangerous market. Every Asset and service 
  available for a price, no matter how illegal or depraved. Slave 
  Crews indoctrinated with free Loyalty upgrade. 
  Colonist 
  High demand for food, medical supplies, tools, and work vehicles. 
  Few goods or services for sale, mostly Class 0 Assets and excess 
  survival supplies. 
  Crowded 
  Chaotic, unpredictable market. Eclectic selection of goods and 
  services that changes from day to day. Mostly junk, but many 
  Class 0 and Class 1 goods available. Diverse selection of Crews. 
  Forlorn 
  Isolated, independent market. Factions have no direct control of 
  the market. Characters cannot call in Favors here. Equal parts 
  trash and treasure. 
  Galactic 
  Cultural cross-roads market. Assets from the far reaches of the 
  galaxy. Class 1 and Class 2 assets in a wide variety of cultural styles 
  and variations. Non-humanoid Attire and Crew often available. 
  Impoverished 
  Meager market, with no real value. High demand for basic 
  necessities, little to no profit or trade potential. Abundant Class 0 
  Crews. Occasional unique Asset, traded out of desperation. 
  Occult 
  Bizarre, confusing, exotic market. No “normal” Assets, only 
  strange, alien goods. Market likely to follow strange trading 
  customs, or have unusual currency/measure of exchange. 
  Primal 
  Primitive, archaic market. Deals uniquely in very low tech Assets 
  (melee weapons, animals, etc.). High technology viewed with 
  suspicion. No medical care beyond crude Patch Up. 
  Privileged 
  Market that caters to a specific in-group, rarely dealing with the 
  unprivileged. All Assets are of superior craftsmanship, often have 
  the Stylish upgrade. Class 2 Assets, occasional Class 3. No Class 0. 
  Productive 
  Abundance of manufactured goods. High demand for raw 
  materials, processed materials and basic components. Class 0 
  Assets commonplace, all Class 1s readily available. 
  Programmed 
  A digital marketplace. Trades primarily in information. Data 
  Points can be purchased through Acquisition (3 Data Points 
  about a single subject). Goods ordered and fulfilled anonymously. 
  Regimented 
  Strictly controlled market. All transactions are done through a 
  regulatory body, usually a Faction. Extensive list of restricted and 
  banned Assets and cargo types. Fill out form 76-F in triplicate. 
  Rustic 
  Simple goods available, mostly Class 0 goods with a few Class 1s. 
  Cargo types limited to natural resources, food, and hand-made 
  items. 
  Spiritual 
  Religious, often theocratic market. Goods exchanged for religious 
  services: blessings, prayers, healing, indulgences, political favor, 
  etc. Blessed items and religious Crews available, though rare. 
   
   
  
  90 
  Asset Standards 
   
  The Asset default forms and upgrades presented in the Uncharted Worlds are 
  shaped by a number of sci-fi tropes about science, technology, and armaments. In 
  Far Beyond Humanity, different standards apply in certain markets or across a 
  campaign setting as a whole. 
   
  A “Standard” means that all Assets of a certain type (weapons, attire, crew, etc.) will 
  have default Upgrades assigned to their base template. A new “reverse” Upgrade is 
  usually available to remove or counteract that standard. 
   
  Asset Standards should not be applied lightly. They represent a very fundamental 
  philosophical decision made by that market or culture, something they have 
  embraced and enforced society-wide. 
   
   
  Example Standards 
   
  Standard: Keyed Weapons 
  All commercial and military firearms and heavy weapons, even Class 0, 
  have the Keyed upgrade for free. The weapon is genetically printed, only 
  usable by its owner, and is easily traceable by authorities. The following 
  illegal upgrade replaces Keyed and can be purchased for firearms and heavy 
  weapons.  
  Unlocked 
  Can be fired by anyone. Untraceable, does not have a registry 
  or signature. 
   
  Standard: Stunners 
  The Stun upgrade is the default for commercial firearms. Weapons 
  designed for civilian protection and law enforcement are always non-lethal. 
  Taking an upgrade that alters the weapon’s damage type (laser, severing, 
  etc.) also removes the Stun feature. 
   
  Standard: Energy 
  Weapons that fire physical projectiles have been entirely phased out and 
  replaced by energy weapons. All firearms and heavy weapons automatically 
  gain Laser as a free upgrade. The following archaic upgrade replaces Laser 
  and can be purchased for firearms and heavy weapons. 
  Bullets 
  Fires fast-moving physical projectiles rather than energy. 
  Good against shields. 
   
  Standard: Organic 
  All available weapons and attire are organic in nature, and have the 
  “Living” upgrade. Additionally, when designing a Class 0 land vehicle or 
  flyer, the only available design is “Beast”. The following upgrade is available 
  for all weapons and attire:  
  Synthetic 
  Made of inorganic materials. Does not heal naturally, but can 
  be repaired. 
    
   
   
  
  91 
  Asset Types 
   
  Many Assets in the following chapter are updates to Assets from the Uncharted 
  Worlds core book (page 113), each with a handful of additional upgrades. Far 
  Beyond Humanity also introduces new types of Assets: Mods (cybernetics and 
  biomods), artillery and beasts.  
   
  Asset Type 
  Description 
  Melee Weapons 
  (page 92) 
  Weapons for close-quarters combat. 1 free upgrade. 
  Firearms 
  (page 93) 
  Pistol (one-handed) or Rifle (two-handed) ranged weapons. 
  Heavy Weapons 
  (page 94) 
  Clumsy, destructive long range weapons. 
  Explosives 
  (page 95) 
  Grenade (thrown), Charge (placed), or Missile (launched). 
  Artillery 
  (page 96) 
  Massive weaponry, needs to be mounted on buildings/vehicles. 
  Attire 
  (page 97) 
  Clothes, protective gear, specialty equipment, or armor. 
  Mods 
  (page 98) 
  Cybernetic modules and Biomodifications. Class 1 Assets. 
  Land Vehicles 
  (page 99) 
  Bike, Groundcar, Walker, and Quadwalker transportation. 
  Flyer 
  (page 100) 
  Speeder (small, fast) or shuttle (large) flying vehicle. 
  Crew 
  (page 101) 
  Squad, Techs, Gang, Staff, or Artificial followers. 
  Beasts 
  (page 102) 
  Loyal, well trained guard animals and beasts of burden. 
  Kits 
  (page 103) 
  Tools needed to perform specific jobs. Class 1 Assets. 
   
  
  92 
  Melee Weapons 
   
  Melee Weapon Design: All Class 0 Melee Weapons have the following properties: 
   
  Optimal Ranges: Melee. 
   
  Choose 1 free upgrade (weapon form). 
   
  New Melee Weapon upgrades 
  Consecrated 
  Dedicated to a cause. Causes great harm to enemies of the cause.  
  Dangerous 
  Causes harm to anyone but its true owner. 
  Disruptive 
  Harms shields, supernatural forces, magic, and incorporeal creatures. 
  Elemental 
  Creates a lasting elemental reaction. Ex: fire, corrosion, frost, smoke, etc. 
  Living 
  A living organic creature. Minor mobility. Regrows and regenerates if hurt. 
  Paired 
  Two weapons that act in perfect tandem. Mediocre if used separately. 
  Radiant 
  Glows with light. Unleashes blinding flashes. 
  Specialized 
  Choose a skill. Lessens/diverts/absorbs some of the consequences of failures. 
  Summoned 
  Called into existence from nothing, can be dismissed. 
  Switching 
  Choose 2 basic upgrades. The weapon can switch forms between those two. 
  Syphon 
  Choose  the element or concept this weapon drinks (heat, blood, fear, etc.). 
  Virtual 
  A cyber weapon program that also exists inside the SectorNet. 
   
   
  Basic Melee Weapon upgrades (Reprinted from Uncharted Worlds page 115) 
  Concealed 
  Inconspicuous, easily hidden, doesn’t show on scanners. 
  Defensive 
  Can parry, deflect, and disarm. 
  Destructive 
  Causes property damage and damages machinery and vehicles. 
  Energy 
  Glows with incandescent energy, melts, burns, cauterizes. 
  Flexible 
  Whip-like length capable of binding and lashing. Optimal Range: Adjacent 
  Glove 
  A heavy, weaponized glove. Can still manipulate objects. 
  Hafted 
  Two handed. Long reach. Sweeping attacks. Range: Melee, Adjacent 
  Heavy 
  Two handed. Massive, resilient. Heavy, devastating attacks, hard to block.  
  Impact 
  Heavy kinetic force that breaks bones and knocks people over. 
  Piercing 
  Can pin targets, pierce thin materials, and stab with great accuracy. 
  Ripper 
  Loud mechanical motion rips, tears, grinds or shreds  
  Severing 
  Chops, cuts, causes bleeding and can sever limbs. 
  Shock 
  Electrocutes, harms electronics and robots. Can stun on low settings. 
  Stylish 
  Looks impressive, distinctive, and unique. 
  Thrown 
  Range: Adjacent, Close. Handful of one-handed throwing weapons. 
   
   
   
  
  93 
  Firearms 
   
  Firearm Design: Choose one of the following basic designs for a Class 0 Firearm: 
   
  Pistol: One-handed ranged weapon, Optimal Ranges: Adjacent, Close. 
   
  Rifle: Two-handed ranged weapon, Optimal Ranges: Close, Far. 
   
   
  New Firearm upgrades 
  Channel 
  Choose a Skill. Characters with that Skill can use it through the weapon. 
  Charged 
  Takes significant time to charge up, vastly increased damage at full charge. 
  Consecrated 
  Dedicated to a cause. Causes great harm to enemies of the cause.  
  Disruptive 
  Harms shields, supernatural forces, magic, and incorporeal creatures. 
  Living 
  A living organic creature. Regrows its own ammo over time. 
  Paired 
  Two pistols that act in perfect tandem. Mediocre if used separately. 
  Radiant 
  Projectiles unleash blinding flashes and illuminate targets. 
  Ricochet 
  Projectiles bounce off hard surfaces, allowing for trick shots. 
  Summoned 
  Called into existence from nothing, can be dismissed. 
  Switching 
  Choose 2 basic upgrades. The weapon can switch forms between those two. 
  Syphon 
  Choose the element or concept this weapon drinks (heat, blood, fear, etc.). 
  Virtual 
  A cyber weapon program that also exists inside the SectorNet. 
   
   
  Basic Firearm upgrades (Reprinted from Uncharted Worlds page 116) 
  Attachment 
  Attach Class 0 Small weapon with Sharp, Ripper, Energy or Shock. 
  Burst 
  Instead of a single shot, sprays shots in a wide cone. 
  Concealed 
  Inconspicuous, easily hidden, doesn’t  show on scanners. 
  Chemical 
  Creates a lasting chemical reaction. Ex: fire, corrosion, frost, smoke, etc. 
  Destructive 
  Causes property damage, damages machinery and vehicles. 
  Explosive 
  Loud. Causes messy wounds and property damage near the point of impact. 
  Impact 
  Heavy kinetic force that breaks bones and knocks people over. 
  Keyed 
  Can only be fired by you unless you unlock it. 
  Laser 
  Projects focused beams of energy that can cut or melt materials. 
  Launcher 
  Lobbed, arcing projectile with a modest area of effect. 
  Mounted 
  Mounted to a forearm or shoulder rig, keeps hands free. 
  Penetrating 
  Ignores Armor. 
  Plasma 
  Fires bright bolts of supercharged, burning energy. 
  Rapid Fire 
  Unleashes suppressing fire at multiple targets.  
  Scope 
  Can fire at distant objects. Optimal Ranges: Far, Distant.  
  Shock 
  Electrocutes, harms electronics and robots. 
  Shrapnel 
  Causes heavy bleeding and disfigurement around the target. 
  Silenced 
  Suppressed muzzle flash and practically silent shot. 
  Stabilized 
  No recoil, can be used in micro-gravity environments. 
  Stun 
  Non-lethal. Stuns, snares, or renders unconscious. 
  Stylish 
  Looks impressive, distinctive, and unique. 
  
  94 
  Heavy Weapons 
   
  Heavy Weapon Design: All Class 0 Heavy Weapons have the following properties: 
   
  Two-handed ranged weapon. Optimal Range: Far, Distant. 
   
  Destructive Causes property damage, damages machinery and vehicles. 
   
  Clumsy: Heavy and awkward, forces Face Adversity on physical activity while 
  carrying it. 
   
  New Heavy Weapon upgrades 
  Charged 
  Takes significant time to charge up, vastly increased damage at full charge. 
  Consecrated 
  Dedicated to a cause. Causes great harm to enemies of the cause.  
  Disruptive 
  Harms shields, supernatural forces, magic, and incorporeal creatures. 
  Implosion 
  Creates a brief implosion that draws in nearby targets and objects. 
  Living 
  A living organic creature. Regrows its own ammo over time. 
  Ricochet 
  Projectiles bounce off hard surfaces, allowing for trick shots. 
  Summoned 
  Called into existence from nothing, can be dismissed. 
  Switching 
  Choose 2 basic upgrades. The weapon can switch forms between those two. 
  Turret 
  Can be deployed and given simple directives. Fires using your +Interface. 
  Virtual 
  A cyber weapon program that also exists inside the SectorNet. 
  Volatile 
  Breaching, Impact, and Detonation on a roll of 10+, then needs to recharge. 
   
   
  Basic Heavy Weapon upgrades (Reprinted from Uncharted Worlds page 117) 
  Breaching 
  Damages starships and reinforced structures. 
  Chemical 
  Creates a lasting chemical reaction. Ex: fire, corrosion, frost, smoke, etc. 
  Concussive 
  Exceptionally loud and bright. Stuns, deafens, blinds, and knocks away. 
  Detonation 
  Explodes in a large blast radius. 
  Impact 
  Heavy kinetic force that breaks bones and knocks people over. 
  Keyed 
  Can only be fired by you unless you unlock it. 
  Laser 
  Projects focused beams of energy that can cut or melt materials. 
  Penetrating 
  Ignores Armor. 
  Plasma 
  Fires bright bolts of supercharged, burning energy. 
  Seeking 
  Projectile arcs towards a moving target. 
  Shock 
  Electrocutes, harms electronics and robots. 
  Shrapnel 
  Causes amputation, bleeding, and disfigurement in a wide radius. 
  Spray 
  Reduces distance but increases coverage to a wide cone. Optimal Range: Close. 
  Stun 
  Non-lethal. Stuns, snares, or renders unconscious. 
  Stylish 
  Looks impressive, distinctive, and unique. 
  Sustained 
  Unleashes a constant suppressing fire at multiple targets. 
   
   
   
  
  95 
  Explosives 
   
  Explosive Design: Choose one of the following basic designs for a Class 0 Explosive: 
   
  Grenade (One-handed thrown explosive. Optimal Range: Close) 
  o 
  Timed: Explodes after fixed time. 
   
  Charge (Two-handed placed explosive. Optimal Range: Melee) 
  o 
  Triggered: Explodes when conditions are met (signal, proximity, etc.) 
  o 
  Destructive: Causes property damage. Damages machinery, vehicles. 
   
  Missile (new design) (Launched. Optimal Range: Distant, Very Distant) 
  o 
  Massive: Must be dropped from a vehicle or launched from artillery. 
  o 
  Impact: Explodes when it collides with a solid object. 
  o 
  Destructive: Causes property damage. Damages machinery, vehicles. 
   
  New Explosive upgrades 
  Consecrated 
  Dedicated to a cause. Causes great harm to enemies of the cause.  
  Disruptive 
  Harms shields, supernatural forces, magic, and incorporeal creatures. 
  Implosion 
  Creates a brief implosion that draws in nearby targets and objects. 
  Ongoing 
  Continuous effect for several minutes, or repeats multiple times over an hour. 
  Scanner 
  Sends back telemetry needed to perform an Assessment. Non-lethal. 
  Seeking 
  Grenade/Missile only. Used with +Interface, seeks target before exploding. 
  Summoned 
  Called into existence from nothing, can be dismissed. 
  Triggered 
  Grenade only. Explodes when conditions are met (signal, proximity, etc.). 
  Virtual 
  A cyber weapon program that also exists inside the SectorNet. 
  Volatile 
  Becomes Breaching, Concussive, and Kinetic on a roll of 10+ when using it. 
   
   
  Basic Explosive upgrades (Reprinted from Uncharted Worlds page 118) 
  Breaching 
  Breaches reinforced buildings and starships. Charge only. 
  Chemical 
  Creates a lasting chemical reaction. Ex: incendiary, corrosion, frost, smoke etc. 
  Cluster 
  Scatters secondary explosives in the area, which detonate moments later. 
  Concealed 
  Inconspicuous, easily hidden, doesn’t show on scanners. 
  Concussive 
  Exceptionally loud and bright. Stuns, deafens, blinds, and knocks away. 
  Destructive 
  Causes property damage, damages machinery and vehicles. Grenade only. 
  Focused 
  Directed high explosive force, little collateral damage. 
  Haywire 
  Scrambles and disrupts electronic systems, scanners, and advanced weaponry. 
  High Yield 
  Massive area of effect, city block or more. Charge or Missile only. 
  Kinetic 
  Heavy kinetic force that breaks bones and knocks people over. 
  Plasma 
  Creates a nova of incandescent energy that vaporizes matter. 
  Shock 
  Electrocutes, harms electronics and robots. 
  Shrapnel 
  Causes heavy bleeding, dismemberment, and disfigurement. 
  Sticky 
  Attaches itself to any surfaces, difficult to remove. 
  Stun 
  Non-lethal. Stuns, snares, or renders unconscious. 
  Stylish 
  Creates impressive, distinctive, and unique visual effects. 
   
   
   
  
  96 
  Artillery 
   
  Artillery is a class of massive, long-range weapons of war. They are so huge that they 
  cannot be carried, and must be mounted to a vehicle, vessel or stationary 
  emplacement before they can be fired. Artillery is often used as a defensive measure 
  for military bases and space stations, or as offensive weapons on war ships and heavy 
  tanks. 
   
  Excessive Force: Artillery is not limited to being Class 3. Powerful military 
  factions can fund the construction of truly massive weapons up to Class 9. 
   
  Artillery Design: All Class 0 Artillery have the following properties: 
   
  Optimal Range: Distant, Very Distant. 
   
  Breaching: Damages starships and reinforced structures. 
   
  Penetrating: Ignores Armor. 
    
  Upgrades: Pick 1 upgrade when designing a Class 1 Artillery, pick 2 for a Class 2, etc. 
  Armored 
  Resists non-Breaching damage. Crew +2 Armor from outside harm. 
  Charged 
  Takes significant time to charge up, vastly increased damage at full charge. 
  Chemical 
  Creates a lasting chemical reaction. Ex: fire, corrosion, frost, smoke, etc. 
  Concussive 
  Exceptionally loud and bright. Stuns, deafens, blinds, and knocks away. 
  Consecrated 
  Dedicated to a cause. Causes great harm to enemies of the cause.  
  Detonation 
  Explodes in a large blast radius. 
  Disruptive 
  Harms shields, supernatural forces, magic, and incorporeal creatures. 
  Impact 
  Heavy kinetic force that breaks bones and knocks people over. 
  Implosion 
  Creates a brief implosion that draws in nearby targets and objects. 
  Keyed 
  Can only be fired by its owner unless they unlock it. 
  Laser 
  Projects focused beams of energy that can cut or melt materials. 
  Launcher 
  Launches Missile explosives (see page 95). 
  Living 
  A living organic creature. Minor mobility. Regrows its own ammo over time. 
  Ongoing 
  Constant effect for several minutes, or repeats multiple times over an hour. 
  Plasma 
  Fires bright bolts of supercharged, burning energy. 
  Portable 
  Can be disassembled, carried, and set up elsewhere. Must be set up to fire. 
  Seeking 
  Fired with +Interface. Projectile arcs towards a moving target. 
  Shielded 
  Crew gains +1 Armor. Blocks remote Access and hacking. 
  Shock 
  Electrocutes, harms electronics and robots. 
  Shrapnel 
  Causes amputation, bleeding, and disfigurement in a wide radius. 
  Spray 
  Reduces distance but increases coverage to a wide cone. Optimal Range: Far. 
  Stun 
  Non-lethal. Stuns, snares or renders unconscious. 
  Stylish 
  Looks impressive, distinctive, and unique. 
  Summoned 
  Called into existence from nothing, can be dismissed. 
  Sustained 
  Unleashes a constant suppressing fire at multiple targets. 
  Switching 
  Choose 2 upgrades. The weapon can switch forms between those two. 
  Volatile 
  Concussive, Impact, and Detonation on a roll of 10+, then needs to recharge. 
   
  
  97 
  Attire 
   
  Attire Design: Choose one of the following looks for Class 0 Attire: 
   
  Rugged: Crude, patched, aged, and worn. 
   
  Simple: Utilitarian, favors function over looks. 
   
  Cultural: Incorporates popular styles/elements of a culture. 
   
  Formal: Well cut and stylish. 
   
  Uniform: Easily identifiable as belonging to a specific faction or group. 
   
  New Attire upgrades 
  Consecrated 
  Dedicated to a cause. Grants +2 Armor against enemies of that cause.  
  Disruptive 
  The wearer and those nearby cannot use supernatural abilities. 
  Emotional 
  Constantly creates the chosen mental state (rage, bliss, focus, etc.). 
  Folding 
  Aspects of the attire inconspicuously fold away, deployed when needed. 
  Living 
  A living organic creature. Heals and regrows naturally if damaged. 
  Sharp 
  Bladed, spiked, etc. Limbs and body count as Severing melee weapons. 
  Shifting 
  Mimic different Designs at will (rugged, simple, cultural, formal, uniform). 
  Summoned 
  Called into existence from nothing, can be dismissed. 
  Virtual 
  A cyber armor program that also exists inside the SectorNet. 
   
   
  Basic Attire upgrades (Reprinted from Uncharted Worlds page 119) 
  Armored 
  +2 Armor. 
  Carapace 
  Clumsy, +3 Armor. 
  Comms 
  Can receive and broadcast signals over great distances. 
  Connected 
  Built in computer with eye-piece HUD, connects wirelessly to other systems. 
  Impressive 
  Ostentatious, distinctive, intimidating, with embellishments and accessories. 
  Jump Jets 
  Can give small burst jumps, slow descent, and controlled flight in zero-g. 
  Meshweave 
  +1 Armor that looks like normal fabric. 
  Rig 
  Choose the Kit that is integrated in the suit. A second Kit can still be carried. 
  Tough 
  Protects from elements, hard to damage, easy to repair. 
  Sealed 
  An airtight suit, helmet and oxygen tank. Functions in space or under water. 
  Sensor 
  Choose a type of information. Screen scans and displays that information. 
  Shielded 
  +1 Armor provided by thin, invisible energy shield projected by the suit. 
  Stealthy 
  Muffled, blends in to environments and is difficult to pick up on scanners. 
  Visor 
  Choose a type of information. The visor detects that subject. 
   
   
   
  
  98 
  Mods (Cybernetic Modules and Bio-modification) 
   
  Mod Design 
   
  Choose a body part to receive the Mod. 
   
  Mods are Class 1 Assets.  
   
  A character’s body can only support ONE Mod. 
   
  See page 22 for more details about Mods. 
   
   
  Adaptation 
  Choose a type of environment. You can function normally in that 
  environment. 
  Amplifier 
  Increases memory, attention, thought speed, and the range of supernatural 
  abilities. 
  Beauty 
  Designed to be stunning, dazzling, and distracting.  
  Camouflage 
  Blend into your surroundings, especially when not moving. 
  Connector 
  Choose a type of vehicle, system, or organism. You can physically attach 
  yourself to it, allowing a direct neural interaction. 
  Implements 
  Choose a Kit. It is built directly into your body. 
  Link 
  Share thoughts and emotions with others who have the same link. 
  Locomotion 
  Choose a new means of locomotion: slithering, leaping, climbing, 
  swimming, gliding, hovering. 
  Perception 
  Choose a type of information. You can receive sensory data about it when 
  you focus. The more specific the type of information, the more detailed the 
  data collected. 
  Projectile 
  Create effects/projectiles like a Class 1 Firearm. Biomod: Regrow/refill 
  ammunition over time. Cybermod: Spent ammo/cells can be replaced. 
  Prehensile 
  Independent extra limb (or pair of limbs) ending in a Class 0 Melee 
  weapon. 
  Reinforced 
  + 1 Armor. Difficult to damage/break. 
  Replacement 
  Create a Class 1 Melee Weapon that replaces a limb. Manual tasks using 
  that limb are Clumsy without an appropriate upgrade (Glove, Flexible, 
  Hidden, Living, etc.). Does not count towards Mod support maximum. 
  Storage 
  Hollow section which can store a variety of small objects. Resists scans. 
   
   
  
  99 
  Land Vehicles 
   
  Land Vehicle Design: All Land Vehicles have a base 2 Armor. 
  Choose one of the following basic designs for a Class 0 Vehicle: 
   
  Bike: A fast, wheeled vehicle with a maneuverable frame. Up to one passenger. 
   
  Groundcar: A sturdy wheeled transport. Fits a driver and up to 4 passengers. 
   
  Walker: A bipedal humanoid chassis with lifter arms. 1 pilot suspended within. 
   
  QuadWalker: A quadruped vehicle for up to 3 people. All-terrain mobility with 
  stability. 
   
   
  New Land Vehicle upgrades 
  Battering 
  Deals extra ramming damage. +6 Armor against head-on collisions. 
  Bladed 
  Covered in sharp implements. Can cut down or impale targets on foot. 
  Containment 
  Locked, sealed, shielded compartment. Special codes/keys needed to open. 
  Folding 
  Aspects of the vehicle inconspicuously fold away, deployed when needed. 
  Keyed 
  Designed to be piloted by a chosen person, hostile/resistant to other pilots. 
  Living 
  A living organic creature. Heals and regrows naturally if damaged. 
  Platform 
  Can attach an Artillery weapon (see page 96). Vehicle is slow and Clumsy. 
  Shielded 
  +1 Armor (grav field). Blocks remote Access and hacking. 
  Summoned 
  Called into existence from nothing, can be dismissed. 
  Transforming 
  Chose a Vehicle/Flyer design. Can change to that design and back again. 
  Virtual 
  A cyber vehicle program that also exists inside the SectorNet. 
   
   
  Basic Land Vehicle upgrades (Reprinted from Uncharted Worlds page 121) 
  Agile 
  Quick, maneuverable, able to perform stunts. 
  Armed 
  A heavy weapon attached to the vehicle, fired by the pilot. 
  Boosters 
  Greatly increases overland speed. Allows short jumps. 
  Controlled 
  Can be remotely activated and given directions. 
  Luxury 
  Impressive, high quality, comfortable. Various quality-of-life features. 
  Plated 
  +3 Armor. 
  Reinforced 
  Ponderous. +3 Armor. Ignores non-Breaching damage. 
  Rugged 
  Protects from elements, resists environmental damage, easy to repair. 
  Sealed 
  Fully enclosed frame, oxygen source. Can function in space, under water, etc. 
  Sensors 
  The vehicle gathers various types of information. 
  Stealthy 
  Silent, difficult to pick up on sensors, occupants invisible to sensors. 
  Tool 
  Choose a melee weapon upgrade to represent a tool attached to this vehicle. 
  Transport 
  Can carry a dozen people or a cargo container. Groundcar/Quad Walker only. 
  Turret 
  A heavy weapon on a swivel mount, fired by a passenger. 
  Workspace 
  Choose a Kit to be integrated into the vehicle. 
   
   
   
  
  100 
  Flyers 
   
  Flyer Design: Choose one of the following basic designs for a Class 0 Flyer: 
   
  Speeder: Tiny, maneuverable flying vehicle. Space for a pilot and one passenger.  
   
  Shuttle: A flying vehicle for up to six people that can hover and take off 
  vertically. 
   
   
  New Flyer upgrades 
  Battering 
  Designed for ramming. Head-on collisions only cause Major damage. 
  Bladed 
  Covered in sharp implements. Can cut down or impale targets on foot. 
  Containment 
  Locked, sealed, shielded compartment. Special codes/keys needed to open. 
  Folding 
  Aspects of the vehicle inconspicuously fold away, deployed when needed. 
  Keyed 
  Designed to be piloted by a chosen person, hostile/resistant to other pilots. 
  Launcher 
  Can carry and launch Missile explosives (see page 95). 
  Living 
  A living organic creature. Heals and regrows naturally if damaged. 
  Summoned 
  Called into existence from nothing, can be dismissed. 
  Transforming 
  Chose a Vehicle or Flyer design. Can change to that design and back again. 
  Virtual 
  A cyber vehicle program that also exists inside the SectorNet. 
   
   
  Basic Flyer upgrades (Reprinted from Uncharted Worlds page 122) 
  Agile 
  Quick, maneuverable, able to perform stunts. 
  Armed 
  A heavy weapon attached to the vehicle, fired by the pilot. 
  Armored 
  +2 Armor 
  Controlled 
  Can be remotely activated and given directions. 
  Luxury 
  Impressive, high quality, comfortable. Various quality-of-life features. 
  Rugged 
  Protects from elements, resists environmental damage, easy to repair. 
  Sealed 
  Fully enclosed frame,oxygen source. Can function in space, under water, etc. 
  Sensors 
  The vehicle gathers various types of information. 
  Shielded 
  +1 Armor provided by extended grav field. Blocks remote Access and hacking. 
  Stealthy 
  Silent, difficult to pick up on sensors, occupants invisible to sensors. 
  Tool 
  Choose a melee weapon upgrade to represent a tool attached to this vehicle. 
  Transport 
  Can carry a dozen people or a cargo container. Shuttle only. 
  Turret 
  A heavy weapon on a swivel mount, fired by a passenger. 
  Workspace 
  Choose a Kit to be integrated into the vehicle. 
   
   
   
  
  101 
  Crew 
   
  Crew Design: Choose one of the following basic designs for a Class 0 Crew: 
   
  Squad: Disciplined and stolid. Equipped with a similar type of weaponry (pistols, stun 
  batons, rifles, etc.). Able to guard areas and engage in small-scale combat. 
   
  Techs: Educated and well trained. Equipped with basic tools. Able to provide technical 
  or manual assistance to a variety of scientific or engineering projects. 
   
  Gang: Crude and self-reliant. Equipped with a smattering of mismatched weaponry 
  (pistols, shotguns, chains, knives, etc.). Able to attack people or break things. 
   
  Staff: Refined and professional. Able to serve guests, keep accounts, prepare meals and 
  perform daily household chores. 
   
  Artificial (new design): Choose form (robot, undead, golem, spirit, etc.). Obedient, 
  but rarely takes initiative or acts on their own. Commanded with +Interface. 
   
  New Crew upgrades 
  Alien 
  Belongs to an existing Xeno or Evolved species, shares that species’ traits. 
  Attuned 
  Resists and makes use of chosen element (fire, ice, acid, dark, light, etc.). 
  Cybernetic 
  Each member has an augmented sense, implanted armor, or grafted weapon.   
  Enigmatic 
  Powerful, mysterious, and have their own inscrutable agenda. 
  Regenerating 
  Crew eventually rebuilds, reconstructs, or restores itself after harm/losses. 
  Spiritual 
  Able to perform minor rituals or assist in larger rites. 
  Summoned 
  Commanded into existence. Dismissed when their task is complete. 
  Virtual 
  Their avatars automatically follow you into the SectorNet. 
  Zealots 
  Dedicated to a cause. Will try to advance the cause when they have no orders. 
   
   
  Basic Crew upgrades (Reprinted from Uncharted Worlds page 124) 
  Armed 
  Choose a Class 1 Firearm. The crew is equipped with it and trained in its use. 
  Artillery 
  Able to bombard with artillery, turrets, or starship weaponry. 
  Athletic 
  Graceful, swift, strong, and flexible. Much better than average, physically. 
  Beautiful 
  Chosen for their good looks and wit. Able to distract and entertain. 
  Builders 
  Able to build small structures or assist in construction projects. 
  Criminal 
  Able to commit small-scale criminal activities or assist with larger crimes. 
  Equipped 
  Choose a Kit. The crew carries various tools from that kit and can use them. 
  Fearless 
  Never afraid or intimidated, will follow insane orders, but often go too far. 
  Imposing 
  Imposing in some way. Able to frighten, threaten, dissuade, etc. 
  Informants 
  Able to collect information and report back, or pass on information. 
  Loyal 
  Only take orders from you. Quickly recover to their normal disposition 
  Mechanics 
  Able to service and maintain machinery, and assist in repairs and overhauls. 
  Medics 
  Able to provide long-term convalescent care or assist in medical procedures. 
  Numerous 
  There are a large number of them, you have trouble keeping track of them all. 
  Rugged 
  Can work in harsh climates for extended periods of time. 
  Stealthy 
  Able to sneak into (or out of) places, and pass unnoticed. 
  Teamsters 
  Able to quickly load, unload, assemble, and pack away heavy objects/cargo. 
  Wreckers 
  Able to destroy terrain and structures. 
   
  
  102 
  Beasts 
   
  Beasts are xeno-fauna trained to serve a master. They usually serve as guardians, 
  companions, mounts, or beasts of burden. While most societies have replaced these 
  by robotic servants (see Artificial Crew, page 101), many low-tech markets rely on 
  local animals to fill those roles, especially Colony, Rustic, and Primal markets. 
   
  Call to Heel: Beasts respond to Command (+ Influence) just like Crew 
  would. Their low intelligence and manual skill limits what task they can 
  reasonably be Commanded to perform. 
   
   
  Beast Design: Choose one of the following basic designs for a Class 0 Beast: 
   
  Natural Weapon: Choose a Melee Weapon upgrade. The beast uses that as a 
  natural weapon to hunt or defend themselves. Can be Commanded to attack. 
   
  Natural Locomotion: Choose a means of locomotion for the beast (slithering, 
  leaping, climbing, swimming, gliding, hovering, flying). 
   
  Adaptation 
  Perfectly at home in the chosen environment. Can survive harsh climates. 
  Attuned 
  Resists and makes use of chosen element (fire, ice, acid, dark, light, etc.). 
  Beautiful 
  Impressive, aesthetically pleasing. Can distract, charm, and entertain. 
  Bond 
  Share thoughts and emotions with their master and others with this bond. 
  Deadly 
  Choose a melee weapon upgrade. They attack with that upgrade. 
  Destructive 
  Causes property damage, harms vehicles. 
  Dextrous 
  Able to carry objects with their hands and perform simple manipulations. 
  Disruptive 
  Harms shields, supernatural forces, magic, and incorporeal creatures. 
  Emotional 
  Constantly creates a chosen mental state (rage, bliss, focus, etc.). 
  Mighty 
  Can carry or drag heavy burdens for extended periods of time. 
  Mount 
  Large. Can be ridden. Steered with +Influence or +Physique.  
  Movement 
  New locomotion: slithering, leaping, climbing, swimming, flying, hovering. 
  Pack 
  Several animals that work as a team. They take up more room and food. 
  Perception 
  Choose a sense (sight, hearing, smell, vibration, etc.).It is extremely advanced. 
  Protective 
  Able to interpose themselves to protect others. 
  Stealthy 
  Camouflaged, silent, able to sneak and pass unnoticed. 
  Summoned 
  Commanded into existence. Dismissed when their task is complete. 
  Terrifying 
  Able to frighten or threaten. 
  Tiny 
  Very small. Can fit on a shoulder or in a pouch. (Cannot be a Mount). 
  Tough 
  Can survive most harm with only minor injuries. 
  Virtual 
  Their avatars automatically follow you into the SectorNet. 
   
   
   
  
  103 
  Kits 
   
  Kit Design: 
   
  Kits are Class 1 Assets. 
   
  Carrying more than 1 Kit makes a character Clumsy. 
   
  Art Kit (New) 
  Tools to create visual artwork. Paints, brushes, writing 
  implements, paper, chisels, files, twine, tarps, music 
  instruments, etc. 
  Broadcast Kit 
  Tools to send and receive signals. Collapsible broadcast 
  antenna, signal boosters, wires, vid screens, recording 
  hardware, portable data drives, etc. 
  Computer Kit 
  Tools to access, program, diagnose and repair computer 
  systems. Laptops, diagnostic tools, wires, handheld power 
  sources, portable data drives, etc. 
  Engineering Kit 
  Tools to repair and dismantle machinery. Hammers, drills, 
  cutters, wrenches, welders, grips, cables, diagnostic tools, cage 
  lamps, miscellaneous spare parts, etc. 
  Infiltration Kit 
  Tools to gain access to forbidden places. Mechanical 
  lockpicks, intrusion hardware, chloroform, glass cutters, 
  disguises, ropes, climbing tools, etc. 
  Medical Kit 
  Tools to perform medical treatments. Bandages, scalpels, gels, 
  stimms, scissors, pain killers, surgical braces, dermal regen 
  spray, etc. 
  Research Kit 
  Tools to study and experiment out in the field. Specimen jars, 
  hammer and chisel, scalpels, chemical analyser, data recorder, 
  etc. 
  Ritual Kit (New) 
  Tools to practice religious and mystic ceremonies. Candles, 
  incense, chalk, dusts, oils, texts, totems, charms, etc. 
  Survey Kit 
  Tools to observe and monitor. Range finders, tracking 
  devices, motion sensors, deep scanner tripod, holo-map 
  projector, data recorder, deployable transmitter, etc. 
  VR Kit (New) 
  Tools to connect to local cyberscapes. Virtual reality headset, 
  vital-sign monitors, glove-based interface, universal jacks, 
  external storage drives, etc. 
  Wilderness Kit 
  Tools to traverse hostile landscapes. Ropes, climbing tools, 
  light sources, breather mask, tent, sleeping bag, heat lamp, 
  thermal blanket, water filter, etc. 
   
   
   
  
  104 
   
   
   
  
  105 
   
   
   
   
   
   
  District 08 - Theater 
   
   
  District 08 - Theater 
  Kickstarter Thanks 
  My most heartfelt thanks to the 
  Uncharted Worlds community for 
  all your support. I don’t think I’ll 
  ever get over how amazing it is to 
  have so many people playing and 
  enjoying my game. 
   
  Thank you all for your patience 
  while waiting for Far Beyond 
  Humanity. You are all fantastic. 
  “You must construct additional Pylons.” 
  - Protoss Advisor, Starcraft 
  
  106 
  Special Thanks 
  Antonio Ruiz 
  David Andrews 
  Eugene Wheeler 
  Jonathan Eisenhauer 
  Jonathan Venne 
  Josh McGraw 
  Julie Murray 
  Leanne M Harney 
  Patrick Murray 
  Philip Espi 
  Richard Kamerman 
  Ryan McAuley 
   
  Thanks 
  “TravelingTim” Salisbury 
  Aaron Bassham 
  Aaron Merhoff 
  Aaron Powell 
  Adam Chen 
  Adam Dray 
  Adam Drew 
  Adam Ludwig 
  Adam Muszkiewicz 
  Adam N. Marin 
  Adam Rajski 
  Adrian J. George III 
  Adrian Price 
  Al Billings 
  Alejandro Albert Garcia 
  Alessandro Ricco’ 
  Alex Gomes 
  Alex Goodman 
  Alex Prouty 
  Alex Twohy 
  Alexander Siegelin 
  Alexandre Lefebvre 
  Alfred Rudzki Hitchcock 
  Anastasia & Paride 
  Andrea “Ander” Ungaro 
  Andrea “Lord Lance” Parducci 
  Andrea Mognon 
  Andreas Eriksson 
  Andrew Kenrick 
  Andrew Maggert 
  Andrew Medeiros 
  Andrew Murray 
  Andrew Piseck 
  Andrew Temple 
  Andy Buell 
  Andy Leighton 
  Angelo Pileggi 
  Aniket Schneider 
  Antoine Pempie 
  Antonio Nelson Ruiz 
  Ariane Champagne 
  Arlene Medder 
  Barac Wiley 
  Bastien ‘Acritarche’ Wauthoz 
  Benjamin “Black Lotos” Welke 
  Bill “Foo Dog” Valera 
  Blake Hutchins 
  Brad Habegger 
  Brad Osborne 
  Brand Robins 
  Brandon Reef 
  Brandon Wolff 
  Brendan Conway 
  Brennan Dawson 
  Brett Easterbrook 
  Brian Vander Veen 
  Bruce Curd 
  Bryan Lotz 
  Bryan Rennekamp 
  C.M. Reiss 
  C.S. Partridge 
  Cam Banks 
  Carsten Husek 
  Chad “IamFrums” Padgett 
  Chad Bale 
  Chis Jensen Romer 
  Chissst 
  Chris Backhuus 
  Chris Lenk 
  Chris McEligot 
  Chris Smith 
  Chris Stacey-McAlonen 
  Chris Whetstone 
  Christian “Corvus” Häusler 
  Christian Biskup 
  Christopher Allen 
  Christopher Corbett 
  Christopher Daigle 
  Christopher Mangum 
  Clint Gilley 
  Coiffier Christophe 
  Colin Matter 
  Craig Hindle 
  Craig Maloney 
  Dan Forsman 
  Dan Luxenberg 
  Daniel G. Dyrda 
  Daniel Lofton 
  Daniel Moran 
  
  107 
  Daniel Schulte 
  Daniele Di Rubbo 
  Darren Buckley 
  Darren Pearce 
  Dave Chalker 
  Dave Ring 
  David Benson 
  David Dalton 
  David Harrison 
  Davy Claessens 
  Davy Regent 
  Dean Gilbert 
  Declan Feeney 
  Derek Schaffer 
  Devin 
  Dicey Dave 
  Dominic Mooney 
  Donna Almendrala 
  Doug B. 
  Doug Bonar 
  Dr. Alberto Colombo 
  Duncan Pickard 
  Dylan Clayton 
  Dylan Durrant 
  Dylan Knight 
  Dylan L. Rogers 
  DysonFountain 
  Ed Kowalczewski 
  Eden Brandeis 
  Edouard Contesse 
  Edward Lynch 
  Eric Aubey 
  Eric Brousseau 
  Eric Gascon 
  Eric Iacono 
  Eric Sargent 
  Eva Denehy 
  Felix Girke 
  Filip Staffa 
  Filippo Becherucci 
  Filippo Guaitamacchi 
  Fred Herman 
  Frédéri Pochard 
  Frost Holliman 
  Gareth Davies 
  Gary Anastasio 
  Gary Montgomery 
  Graham Spearing 
  Guillaume Nocker 
  Guns_n_Droids 
  Gustaf Sjöstedt 
  Jim Hart 
  Guy Milner 
  Gwathdring 
  H. M. ‘Dain’ Lybarger 
  Hamish Cameron 
  Hana Elise Hornburg 
  Hank Raab 
  Henning Wollny 
  Henry de Veuve 
  Herman Duyker 
  Iacopo Benigni 
  Igor “Bone” Toscano 
  Ingo 
  Isaac VanDuyn 
  J. D. Beers 
  j0rdi 
  Jack Gulick 
  Jacob Ross 
  Jahmal Brown 
  Jakob Pape 
  James Diffin 
  James Husband 
  James Mendez Hodes 
  James P. Sauers III 
  James Stuart 
  James Vick 
  Jamie Campbell 
  Jamie Manley 
  Jan Onderka 
  Jared Hunt 
  Jared Schincariol 
  Jarrod Holst 
  Jason Italiano 
  Jason M. Heath 
  Jason “thedarklorde” VandenBerghe 
  Jay Watson 
  Jayle Enn 
  JD Nutt 
  Jean-Olivier “Volsung” Ferrer 
  Jeff Greig 
  Jeff Healy 
  Jens Alfke 
  Jeremiah Frye 
  Jeremy Collins 
  Jeremy Livingston 
  Jeremy Scott 
  Jeremy Strandberg 
  Jeremy Tidwell 
  Jeremy Zimmerman 
  Jérôme Larré 
  Jesse Rosenblum 
  Jessica Thomas 
  Jim “Wilmanric” Pacek 
  
  108 
  Joakim Andersson 
  Joe Goddard 
  John “Millionwordman” Dodd 
  John Bogart 
  John C Barstow 
  John Elson 
  John Harper 
  John Marron 
  John Schuhr 
  John Weinert 
  Johnstone Metzger 
  Jon Bristow 
  Jon Lapak 
  Jon Rosebaugh 
  Jonas Schiött 
  Jonatan Kilhamn 
  Jonathan “Buddha” Davis 
  Jonathan Lee 
  Jonathan McGraw 
  Jonathan Moore 
  Jonathan Richard 
  Jordan Raymond 
  Jorge del Barrio 
  Jose Carvallo 
  Josef Novak 
  Joseph Le May 
  Joshua Chewning 
  Joshua Krage 
  Joshua Ramsey 
  Judd Karlman 
  Julien Harroch 
  Justin Peters 
  Justin Schmid 
  Kai Tave 
  Karen “Kraken” Gomes 
  Karl Scheer 
  Katie D. 
  Keith Stetson 
  Kerry Harrison 
  Kevin Cook 
  Kevin Tompos 
  Kirt Andrew Dankmyer 
  Kristopher J Miller 
  Kurt McMahon 
  Larry 
  Lars Enzweiler 
  Lester Ward 
  Liam Murray 
  Lindsey Wilson 
  Luca Ghibaudo 
  Lukas Myhan 
  Nick Brooke 
  Malcolm Harbrow 
  Manny S. 
  Manu Marron 
  Marc Majcher 
  Marchand 
  Marcin Kuczynski 
  Marcus Morrisey 
  Mark Delsing 
  Mark Harris 
  Markus Viklund 
  Marshall Miller 
  Martin Bailey 
  Martin Greening 
  Martin Hinves 
  Matt Wilson 
  Matthew Caulder 
  Matthew Coverdale 
  Matthew Klein 
  Matthew Montgomery 
  Matthew Nielsen 
  Matthew Shaw 
  Matthias Haan 
  Max Perman 
  Mel White 
  Michael (D) Draper 
  Michael Bayha 
  Michael C Maroon 
  Michael Davis 
  Michael Harrel 
  Michael Luipersbeck 
  Michael Meyer 
  Michael Phillips 
  Michael R. Nutter 
  Michael Schmitz 
  Michael Wight 
  Michal Kostrzewa 
  Michele Gelli 
  Mike Quintanilla 
  Mike W. Leavitt 
  Mikko Västi 
  Mischa Krilov 
  Misha Bushyager 
  Morgan Crooks 
  Morgan Weeks 
  Morry Veer 
  Myles Corcoran 
  Nadia Cerezo 
  Naomi Booth 
  Nathan Campbell 
  Nathan Mitchell 
  Nicholas Cadigan 
  Nicholas Kerr 
  
  109 
  Nick Sawlidi 
  Nicolas Bérubé 
  Noah Doyle 
  Oh SeungHan 
  Omar Amador 
  Oscar Ulloa 
  Parke Hultman 
  Pascalahad 
  Patrice Mermoud 
  Patrick 
  Patrick C Brannick 
  Patrick Gamblin 
  Patrick Henry Downs 
  Patrick Lapienis 
  Patrick Tremblay 
  Paul Arezina 
  Paul Drussel 
  Paul Frack 
  Paul M Beakley 
  Paul McBride 
  Paul Riddle 
  Paul Stabile 
  Pedro Pablo Calvo 
  Pete Griffith 
  Peter “Pskion” Rivera 
  Peter Aronson 
  Peter Peretti 
  Peter Woodworth 
  Petri Leinonen 
  Phil Ames 
  Phil Ulrich 
  Philippe “Sildoenfein” D. 
  Phips Peter 
  Quek Xiongwei 
  Quentin Hudspeth 
  Rachael Hodson 
  Rachel Blackman 
  Rachel E.S. Walton 
  Ralph Mazza 
  Ralph Röschlaub 
  Randy Mosiondz 
  Rebecca Glenn 
  Rene Kerkdyk 
  Rezner Ladislav 
  Richard Evans 
  Richard Greene 
  Richard Robertson 
  Rob Alexander 
  Robert Bersch 
  Robert Carnel 
  Robert Ruthven 
  Theo 
  Rohan Wolsey 
  Roland Payerl 
  Roland Volz 
  Ross Smith 
  Russell Borogove 
  Russell Hoyle 
  Ryan Good 
  Ryan Priestly 
  Ryan Rhodes 
  SagJangi 
  Sami Veillard 
  Samuel Tardif 
  Sarah DeSoto 
  Sasha Pixlee 
  Schubacca 
  Scott Hamilton 
  Scott Maclure 
  Scott McQuade 
  Scott Reichelt 
  Scott Udall 
  Sean Kelley 
  Sean M Smith 
  Seth BC 
  Seth Harris 
  Seth Hartley 
  Seyed Razavi 
  Shan Lewis 
  ShimmerGeek 
  ShineDog 
  Simon Geard 
  Stacie Winters 
  Stanislav Kontár 
  Stefan Lerbech 
  Stefan Riewe 
  Stéphane Blais 
  Stephanie Bryant 
  Stephen 
  Stephen Holowczyk 
  Stephen Joseph Ellis 
  Steve Burnett 
  Steve Lord 
  Steve Moore 
  Steven D Warble 
  Steven K. Watkins 
  Stras Acimovic 
  Svend Andersen 
  Taejas Kudva 
  Tayler Stokes 
  Ted Snell 
  Tememn 
  Thalia Rego Ramos 
   
  
  110 
  Thomas Gordon 
  Thomas McGrenery 
  Tim Ellis 
  Tim griffin 
  Tim Jensen and Willow Palecek 
  Timothy Carroll 
  Todd Humphries 
  Todd Zircher 
  Torstein Rodset 
  Toshihiko Kambayashi 
  Tracy Landrum 
  Trevor Bart 
  Trevor Osterdale 
  Trey Mercer 
  Trip Space-Parasite 
  Tyler Hadley 
  Tyler Heath 
  Vicente Cartas Espinel 
  Vincent Baker 
  Virginia Nazareth 
  Viveka Nylund 
  Vojtech Pribyl 
  Warren Merrifield 
  Will Howard 
  Will Mitchell 
  Wolfgang Reich 
  Wright S. Johnson 
  Zack Wenning 
  Zane Dempsey 
  Zyler Vega 
   
   
   
  
  111 
   
  The End 
   
   
  
  112 
   
   
  
  113 
   
   
  
  114 
   
   
  
SOURCE: textdata/thevault/Uncharted Worlds (PbtA)/Uncharted Worlds - Far Beyond Humanity.pdf