TEXT: A N D R O M E D A
  E PI C  SPACE  OPE RA  IN A N ALIEN GALAXY
  A WORLD OF 
  ADVENTURE FOR
  Bill White
  
  This adventure was made awesome thanks to our Patreon patrons at patreon.com/evilhat—thanks folks!
  INSIDERS
  Alan Bartholet
  Alexander Keane
  Andrew Dunne
  Andrew Pomfret
  Arlo B Evans
  Bartolome Mayol
  Ben Mullen
  Benjamin Patrick 
  Huff
  Brett Abbott
  brian allred
  C. J. Hunter
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  vargr1 
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  Zach    
  ADVENTURERS
  A Person
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  C 
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  eric 
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  Jonathan 
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  Josh Rose
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  Holbert
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  m.h. 
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  Marc Kevin Hall
  Marc Margelli
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  Martin 
  Martin Deppe
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  Matt Timm
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  Max 
  Max Kaehn
  Meera Barry
  Melanie Patstone
  Mic 
  Micah Davis
  Michael 
  Michael 
  Michael Barrett
  Michael Bradford
  Michael Brewer
  Michael D. Blanchard
  Michael D. Ranalli Jr.
  Michael Hill
  Michael Hopcroft
  Michael McCully
  Michael Meyer
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  MonkeeBoom 
  Mook 
  Nat 
  Nat 
  Nathan Barnes
  Nathan Hare
  Nathan Reed
  Nessalantha 
  Nichlas Dyhr 
  Hummelsberger
  Nicholas Hopkins
  Nicholas Pilon
  Nick 
  Nick Bate
  Nick Daly
  Nick pater
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  Obsessive Comics 
  Disorder
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  paolo castelli
  Patrice Hédé
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  Patrick Ewing
  Patrick Fittkau
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  Paul 
  Paul Arezina
  Paul Olson
  Paul Rivers
  Pavel Zhukov
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  Philippe Marichal
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  R Roy
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  Ruben Smith-Zempel
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  Ryan Gigliotti
  Ryan Junk
  Sam Hawken
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  Sarah Williams
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  Scot Ryder
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  Scott Dexter
  Scott Greenleaf
  Scott Martin
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  Simon Brunning
  Simon White
  Simon Withers
  Sion Rodriguez y 
  Gibson
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  Sophie Lagace
  Spencer Williams
  Stefan Feltmann
  Stephan 
  Stephanie Bryant 
  (Mortaine)
  Stephen Figgins
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  Steven Code
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  Steven desJardins
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  The Roach
  Thomas 
  Thomas 
  Thomas Balls-Thies
  Thomas Elmeblom
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  Tim Davis
  Tim Popelier
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  Tony Ewing
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  Tsht 
  Tyson Monagle
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  Urs Blumentritt
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  Ville Lavonius
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  waelcyrge 
  Wayne Coburn
  Wayne Peacock
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  Will Foy
  Will Triumph
  William Johnson
  Wulf 
  Xavier 
  Aubuchon-Mendoza
  Yonatan Munk
  Z Esgate
  Zeb Walker
  Zeph Wibby
  
  ANDROMEDA
  A WORLD OF 
  ADVENTURE FOR
  WRITING & ADVENTURE DESIGN
  BILL WHITE
  DEVELOPMENT
  ROB DONOGHUE, 
  JOHSUA YEARSLEY, 
  BRIAN ENGARD 
  & MIKE OLSON
  EDITING
  JOSHUA YEARSLEY
  PROJECT MANAGEMENT
  SEAN NITTNER
  ART DIRECTION
  BRIAN PATTERSON
  LAYOUT
  FRED HICKS
  INTERIOR & COVER  
  ARTWORK
  JASON GORCOFF
  MARKETING
  CARRIE HARRIS
  BUSINESS DEVELOPMENT
  CHRIS HANRAHAN
  
  An Evil Hat Productions Publication
  www.evilhat.com • feedback@evilhat.com
  @EvilHatOfficial on Twitter
  facebook.com/EvilHatProductions
  Andromeda
  Copyright ©2017 Evil Hat Productions, LLC and Bill White.
  All rights reserved.
  First published in 2017 by Evil Hat Productions, LLC.
  10125 Colesville Rd #318, Silver Spring, MD 20901.
  Evil Hat Productions and the Evil Hat and Fate logos are trademarks 
  owned by Evil Hat Productions, LLC. All rights reserved.
  No part of this publication may be reproduced, stored in a 
  retrieval system, or transmitted in any form or by any means, 
  electronic, mechanical, photocopying, recording, or otherwise, 
  without the prior express permission of the publisher. 
  That said, if you’re doing it for personal use, knock yourself 
  out. That’s not only allowed, we encourage you to do it.
  For those working at a copy shop and not at all sure if this means 
  the person standing at your counter can make copies of this thing, they can. 
  This is “express permission.” Carry on.
  This is a game where people make up stories about wonderful, terrible, 
  impossible, glorious things. All the characters and events portrayed in 
  this work are fictional. Any resemblance to real people, galactic-scale 
  diasporas, generation ships, bizarre alien star empires, space whales, 
  propaganda officers, names pronounceable or unpronounceable, or 
  native Esperanto speakers is purely coincidental, but kinda amuzega.
  
  CONTENTS
  Introduction ...................................................................................... 3
  Inspirations  ....................................................................................................3
  The Ark’s Factions ...................................................................................... 4
  Andromeda ....................................................................................................7
  Playing Andromeda ......................................................................... 8
  Using the Deck of Fate ..............................................................................8
  The Big Issues .............................................................................................10
  Creating Alien Threats ....................................................................12
  Species Name .............................................................................................. 13
  High Concept............................................................................................... 13
  Alien Agenda ...............................................................................................14
  Alien Skills .....................................................................................................16
  Alien Stunts and Extras ...........................................................................16
  Alien Stress and Consequences ........................................................... 17
  Creating the Space Ark and Factions ...........................................18
  Cohort ............................................................................................................18
  Payload ..........................................................................................................19
  The Factions ................................................................................................19
  Space Ark Infrastructure ......................................................................... 21
  The Situation Now ..................................................................................... 21
  Creating Characters  ...................................................................... 22
  Affiliation ...................................................................................................... 22
  Authority ...................................................................................................... 25
  Agenda ......................................................................................................... 25
  Free Aspects ...............................................................................................26
  Names ........................................................................................................... 27
  Skills ...............................................................................................................29
  Stress and Consequences ......................................................................29
  Stunts, Refresh, and Extras ...................................................................30
  Extras................................................................................................ 32
  Companions ................................................................................................ 32
  Eco-Culture (Xenoculture) .................................................................... 33
  Extended Longevity ................................................................................34
  Genius ............................................................................................................34
  Mastermind ..................................................................................................34
  Technoscience ............................................................................................34
  Agendas ...........................................................................................36
  Accruing Agenda Points ........................................................................36
  Classifying Agendas ................................................................................36
  Advancing Agendas ................................................................................. 37
  Conflicting Agendas ................................................................................39
  Taking Action on a Galactic Stage .............................................. 40
  Declaring and Resolving Actions ........................................................40
  Using Factions and Alien Threats .......................................................43
  Advancing the Clock ...............................................................................44
  The GM’s Refresh and Fate Points ......................................................50
  Aggressive Scene Framing ....................................................................50
  Record Sheets ................................................................................. 53
  
  Having fled across the gulf 
  between the galaxies to escape 
  the devastating loss of the 
  Milky Way’s galactic civilization, 
  the remnants of humanity 
  have arrived at Andromeda. 
  Aboard their world-sized space 
  ark, its most visionary elite pursue 
  centuries-spanning agendas on 
  behalf of or despite the powerful 
  factions that rule the ship. 
  They must outmaneuver their 
  shipboard rivals and deal with the 
  alien empires and other dangers 
  from Andromeda that resist 
  the arrival of human beings. 
  The space ark’s leaders are 
  larger-than-life heroes who 
  command solar-scale tools and 
  planet-shattering weapons, as 
  they seek to find a new home for 
  humanity in a hostile galaxy.
  2
  
  INTRODUCTION
  Hundreds of space arks set out on the journey across the millions of light-years 
  between the devastation of the Milky Way and the promise of Andromeda. Your 
  game is the story of one of them. 
  Each space ark is an enormous planetoid built around a gigantic antimatter 
  power plant that energizes the voracious but mighty pelegilo (overdrive engine) 
  pushing the ship forward at FTL speeds—a world-ship in truth! The fastest of these 
  space arks, traveling at inertialess pseudovelocities approaching 15 light-years per 
  day, still requires nearly 500 years to cross the gap between the Milky Way and its 
  neighbor, while the slowest ships need thousands of ship-years to make the trip.
  You’ll play the leaders, scientists, and moral figureheads aboard one such 
  space ark. The ship has arrived in a strange new galaxy where alien civilizations 
  want to destroy you and internal tensions threaten to tear you apart. How will 
  humanity make a place for itself in Andromeda? As you explore, you will face 
  alien civilizations that will fiercely resist any intrusion. Meanwhile, aboard your 
  own ship, interpersonal antagonisms, factional tensions, and political differences 
  will cause conflicts that must be settled, won, or put aside if the journey is not 
  to end in disaster.
  Inspirations 
  Andromeda draws upon space opera old-school and new. It self-consciously invokes 
  bits and pieces of E. E. “Doc” Smith’s Lensman series, Isaac Asimov’s Foundation 
  trilogy, and Roger Zelazny’s Lord of Light, as well as Frank Herbert’s Dune (the 
  earlier titles) and Gene Wolfe’s Book of the Long Sun trilogy. Other useful touch-
  stones include Linda Nagata’s Vast, Anne Leckie’s Ancillary Justice and its sequels, 
  and to some degree David Brin’s Uplift series. 
  However, it may owe the most to Somtow Sucharitkul’s overwritten but under-
  appreciated Chronicles of the High Inquest series from the 1980s, consisting of the 
  novels Light on the Sound, Throne of Madness, and The Darkling Wind, as well as 
  the stories collected in Utopia Hunters. 
  The unifying motif in all these works is the grandeur of scope and loftiness of 
  human ambition—the very essence of space opera! Playing in this genre gives 
  you a chance to stride upon a stage the size of a galaxy as you craft grand plans 
  and strive to make them real.
  3
  ANDROMEDA
  
  The Ark’s Factions
  A microcosm of a now-lost galactic civilization, each space ark is led by the ship’s 
  Kosmegestrantoj, elite guardians of humanity’s greater good. The space ark’s opera-
  tions are run and maintained by the technoscientific expertise of the Kestegistoj, 
  who were the scientists and engineers of humanity’s galactic civilization. Each 
  ship carries to Andromeda a society of passengers known as the Planedanoj who 
  may be recently thawed sleepers, a new generation descended from the original 
  Milky Way refugees, or freshly decanted clone-citizens; this populace is guided 
  and comforted by the ministrations of the Agamistoj, a hierarchical body that 
  combines the priestly, educational, and cultural functions of church, school, and 
  media as well as the scholarly orientation of the academy and the aesthetic orienta-
  tion of the museum. The Agamistoj have a powerful ability to shape the behavior 
  of the shipboard population, including the Kestegistoj and the Kosmegestrantoj, 
  via subtle interventions within the built environment of the space ark, including 
  social as well as physical elements. The Agamistoj play a long game, and have a 
  reputation as both master manipulators and shrewd counselors.
  In short, the Kosmegestrantoj lead, protect, and command while the Kestegistoj 
  build and maintain, and the Agamistoj teach, guide, and inspire the populace 
  as well as possibly manipulate them and the other two factions. The Planedanoj, 
  of course, live and work. Each faction pursues its own (self-aggrandizing or 
  otherwise) agenda while at the same time fulfilling its societal functions. 
  TRY IT WITH ESPERANTO
  As J. R. R. Tolkien showed us, a different time and place 
  can be very effectively evoked through its language. To 
  that end, Andromeda uses the artificial language Esperanto 
  as the source of words for its people, groups, and things. 
  Admittedly, Esperanto is a very Eurocentric universal lan-
  guage, but as something that sounds strange but not totally 
  incomprehensible to English-speakers’ ears, it is a good 
  stand-in for a far-future human tongue. Typically, singular 
  nouns end in “-o” and plural nouns in “-oj.” Additional 
  information about Esperanto is widely available online.
  4
  FATE: WORLDS OF ADVENTURE
  
  The Kosmegestrantoj (Space Admiralty)
  The Kosmegestrantoj (COZ muh guh STRANT oy) or “Space Admiralty” (liter-
  ally “Great Space Leaders”) were the overlords of the Milky Way’s galactic society, 
  a meritocratic class of rulers recruited from the most talented among all segments 
  of humanity. Their authority derived from their profound ideological commit-
  ment to the greater good of the whole human race, inculcated from a young age 
  and reinforced by advanced psychological techniques developed by the Agamistoj. 
  As a result of their adherence to an esoteric, almost monastic regimen of philo-
  sophical introspection and physical augmentation that separated them from the 
  common ruck of humanity while simultaneously binding them to its service, each 
  Admiral is a paragon of human exceptionality. The Kosmegestrantoj thus form an 
  elite cadre aboard the space ark; it is their task now to discern the proper course 
  for the ship and its people.
  The Kestegistoj (Arkwrights)
  The Kestegistoj (KEST egg IST oy) or “Arkwrights” made up a collection of 
  technical guilds, many hereditary in nature, which each regarded the others 
  as rivals and competitors in the shifting technocratic hierarchy that supported 
  galactic civilization. During the journey between the galaxies, those who main-
  tained the ship’s infrastructure held the greatest influence in the ship’s counsels; 
  now that the ark has apparently reached its destination, those who possess the 
  knowledge and means to exploit the opportunities available in Andromeda are 
  coming into their own. 
  The Agamistoj (Mediators)
  The quasi-ecclesiastical Agamistoj (AG am IST oy) or “Mediators” (literally 
  “Officious Ones”) combined the functions of media, religion, social science, educa-
  tion, and the arts, serving to propagate, critique, and refine the values of galactic 
  civilization across its many worlds as well as to preserve its memories and tradi-
  tions. Now, its role is both to draw upon the accumulated experience of human 
  civilization so they might advise the Kosmegestrantoj and reshape the populace 
  of the space ark in line with the decisions of the Kosmegestrantoj. The highest 
  secret of the Agamistoj—unknown to the populace, or perhaps merely suspected 
  but unconfirmed—is their ability to mathematically model and memetically 
  manipulate the behaviors and beliefs of the populace and the other factions, a 
  science they call clionomy (klee ON uh MEE). 
  5
  ANDROMEDA
  
  The Planedanoj (Planet-Dwellers)
  Each inhabited planet or artificial habitat in the Milky Way had its own fairly 
  stable and homogeneous society, referred to as its Planedanoj (PLAN eh DAN 
  oy), though the Kosmegestrantoj frequently commanded interstellar migration 
  and wholesale transfers of planetary populations in order to accrue the advan-
  tages of cultural mingling and diversity, as well as sometimes to serve as obscure 
  object lessons to young Kosmegestrantoj. The populace of the space ark may 
  thus be derived from the inhabitants of a single world transported en masse, or 
  an admixture of refugees from a plethora of worlds. 
  Additionally, the time spent on the journey will affect the society aboard a genera-
  tion ship. In contrast, the societies aboard sleeper ships (whose thawed passengers 
  will have memories of life in the Milky Way) and crèche ships (which will have 
  conditioned or indoctrinated the initial cohort of human beings decanted ab ovo 
  to jumpstart a human society de novo) will hew more closely to the traditional 
  assumptions of galactic society, particularly about hierarchy and duty.
  6
  FATE: WORLDS OF ADVENTURE
  
  Andromeda
  Andromeda lies approximately 2.5 million light-years away from the Milky Way. 
  It is a spiral galaxy that encompasses on the order of one trillion stars within a 
  diameter of about 220,000 light-years. At its center is a compact cluster of stars 
  in eccentric orbit around a massive black hole. The spherical bulge around the 
  nucleus is about 10,000 light-years in diameter, while the thin disk containing 
  Andromeda’s spiral arms and the bulk of its stars—about 70%—is about 1,000 
  light-years thick. This structure is embedded in a larger but much less dense thick 
  disk some 42,000 light-years thick, and a galactic halo that includes widely scat-
  tered globular clusters surrounds the galaxy as a whole.
  Andromeda is inhabited by hundreds if not thousands of sentient starfaring 
  species, all involved in an ongoing power struggle to defend their spheres of influ-
  ence and to control and fulfill their destinies amid the stars. The arrival of human 
  interlopers from another galaxy is naturally seen by some as an opportunity as 
  well as a threat, and the aliens that the space ark encounters will seek to gain some 
  advantage from or leverage over the newcomers, if they’re not committed to the 
  humans’ utter extermination.
  From the perspective of ships approaching Andromeda from the direction of the 
  Milky Way, the galaxy appears to be slightly tilted toward them at an angle to their 
  galactic plane. Thus, space arks will encounter Andromeda not quite edge-on. The 
  sparse galactic halo contains scattered concentrations of stars, each either a densely 
  packed globular cluster or a more diffuse star cloud that is perhaps a remnant of a 
  collision with another galaxy. As the space ark enters the elliptical spheroid of the 
  thick disk, the old, metal-poor stars it encounters will be on average about 1750 
  light-years apart. Once it hits the thin disk, comprising the spiral arms that whirl 
  around the galactic center, the average separation of stars drops to about 16 light-
  years. Within the spheroidal bulge at the center, 10,000 light-years in radius, the 
  average separation of stars is only 5 light-years.
  The cosmological structure of the galaxy affects its political dynamics. The densely 
  packed, metal-rich stars of the galactic nucleus—with a supermassive black hole 
  at its center providing a dangerous but powerful energy source—is a key prize for 
  those civilizations with the scientific and technological capability to make use of 
  its resources. Complete possession of the galactic nucleus, were it to fall into the 
  hands of a single galactic empire, might be enough to make its masters the lords 
  of Andromeda. 
  Thus, the civilizations vying for supremacy in the Andromedan Bulge tend to be 
  careful, devious, and patient, knowing that a misstep that gives a rival an advantage 
  is worse than a squandered opportunity—but the fighting is fierce and deadly when 
  it erupts. The civilizations of the spiral arms, on the other hand, tend to be fractious 
  and venturesome, seeking via bold strokes to rise in the multi-dimensional pecking 
  order that shapes interstellar relations in the galaxy. A reputation for fearsomeness 
  or indomitability may cause potential aggressors to seek easier pickings elsewhere. 
  So there is much in the way of martial posturing, bluster, and demonstration, with 
  violence quick to emerge but equally quick to subside. Out in the thick disk and 
  the halo are the marginal civilizations, reliant on their isolation to protect them but 
  quick to capitalize on any fortuitous influx of energy or resources to add to their 
  stock of assets. A passing space ark will be viewed as a prize, indeed.
  7
  
  PLAYING ANDROMEDA
  Andromeda is a game of massive scale. For the most part, the opponents that range 
  themselves against the player characters are entire alien species: space empires, 
  planetary bastions, and perhaps even rogue space arks. To deal with these threats, 
  you must mobilize the sometimes fractious and recalcitrant factions of the space 
  ark, and secure the cooperation of other player characters—not always an easy task. 
  To represent the subtle maneuvering that such mobilization and coordination 
  requires, your character will have an agenda (page 36). As you succeed at spe-
  cific actions, you will accumulate S and M icons as agenda points, which you 
  can later spend to advance your agenda (page 37). The factions of the space 
  ark will have their own agendas, which may conflict with yours. 
  When you advance your agenda, any of your excess agenda points flow into 
  your resource pools (page 21), available to activate certain extras, with S icons 
  representing the resources needed to employ Technoscience extras (page 34) 
  and M icons doing the same for Eco-Culture extras (page 33). 
  The alien civilizations, controlled by the GM, also accumulate agenda points 
  and have analogous Xenoscience and Xenoculture resource pools (page 43).
  Using the Deck of Fate
  In Andromeda, you won’t roll fate dice to resolve your actions. Instead, you’ll draw 
  fate cards from a single 81-card Deck of Fate. If you don’t have a 
  Deck of Fate, you can use the Deck of Fate Mobile Edition, pro-
  duced by Hidden Achievement for mobile devices (iPhone, Android, 
  others). If that isn’t an option, read “Playing Without the Deck of 
  Fate” (page 10). 
  In general, whenever Fate rules would prompt you to roll the 
  dice, you’ll instead draw the top card from the deck, use that as the 
  result, and then discard the card. Each fate card has three elements: 
  • The dice result, one of the 81 unique outcomes of rolling four fate dice, 
  as well as the roll’s numeric result of -4 to +4.
  • Two aspect-like phrases that can be used to describe the numeric result: for 
  example, something like “Out of Control” for a -2 result. In Andromeda, 
  these are used as execution aspects.
  • One to three S (sun), M (moon), or E (eclipse) icons. These icons 
  represent the material and social resources needed to advance agendas 
  (page 37) and to activate extras (page 32). 
  8
  FATE: WORLDS OF ADVENTURE
  
  Creating Execution Aspects
  Whenever you draw a card, choose one of the two phrases written on it. This 
  phrase characterizes how your character executed the action, and it becomes a 
  situation aspect called an execution aspect. This aspect may be invoked once 
  by anyone, as normal, by spending a fate point. Once your action is completed, 
  the execution aspect goes away.
  If multiple players want to invoke your execution aspect, you choose who gets 
  to invoke it. If the card’s numeric result was Mediocre (+0) or positive, you can 
  choose yourself. If it was negative, you must choose an opposing player if any 
  wish to invoke it.
  A Kosmegestranto PC is attempting to lead a group of desperate 
  refugees off of a Failing Space ark. She wishes to create an advan-
  tage by giving an inspirational speech to the assembled refugees, but 
  unfortunately draws a card showing the roll ---+, which gives a 
  Terrible (-2) numeric result as well as the choice of panicking or cruel 
  Fate. The player picks panicking, saying, “I am definitely right on the 
  edge of losing it right now.” Since the card’s numeric result is nega-
  tive, an opposing player could spend a fate point to invoke panicking, 
  making things worse for the active PC. If no one invokes it, and the 
  active player could concoct a convincing enough rationale for how her 
  character’s desperation spurred her ability to inspire the refugees, she 
  could spend a fate point to invoke it in her own favor.
  Accumulating Agenda Points
  When you succeed at an action that does not target a PC, add the card’s S or M 
  icons to your matching pool of agenda points. If the card instead has an E, add 
  any combination of three S and M icons to your agenda pools.
  For more details on agendas and spending agenda points, read Agendas 
  (page 36).
  Shuffling the Discard Pile
  Shuffle the discard pile back into the Deck of Fate under these circumstances:
  • After an agenda is advanced (page 37). 
  • After the last card in the deck is drawn.
  • After a card with an E icon is drawn.
  9
  ANDROMEDA
  
  Playing Without the Deck of Fate
  If you don’t have a Deck of Fate, you can still play Andromeda, even though fate 
  dice don’t have icons. When you need to determine the icons for a roll, you can 
  consult the following table. 
  The table indicates the number of icons produced by a roll; to determine the 
  type of icon, you’ll need to roll another die or flip a coin. For example, for each 
  icon received, you’d roll a six-sided die, producing a M on 1–3 and a S on 4–6. 
  As with the Deck of Fate, an E is wild: treat it as any combination of three S 
  and M icons. 
  This additional die rolling increases the handling time for resolving actions, so 
  you’ll probably only want to forego the Deck of Fate out of necessity.
  0
  +
  ++
  +++
  ++++
  0
  E
  3 icons
  2 icons
  3 icons
  E
  -
  3 icons
  1 icon
  1 icon
  3 icons
  --
  2 icons
  1 icon
  2 icons
  ---
  3 icons
  3 icons
  Per icon, roll 1d6:
  1–3 = M    4–6 = S
  ----
  E
  The Big Issues
  In Andromeda, the big issues driving the PCs to action are the internal tensions 
  besetting the space ark and the threat of destruction—or worse!—at the hands 
  of the alien civilizations inhabiting Andromeda.
  These big issues naturally produce some campaign aspects. They may be used 
  to shape the direction of fictional events, and will change in response to the 
  characters’ actions. The starting campaign aspects are as follows.
  Human Refugees in a Strange New Galaxy
  Human beings in gigantic space arks have arrived in Andromeda fleeing the 
  destruction of the Milky Way. The loss of their homeworlds and humanity’s 
  galactic civilization, utopian at least in memory, is a constant goad and a source 
  of anguish and pain for many, even those who may have never seen the light of 
  the Milky Way’s now-lost 100 billion stars. Much of Andromeda is unknown 
  to the newly arrived human refugees, and they have no base of operations or 
  infrastructure other than what they have brought with them. Later arrivals will 
  find themselves competing with other humans also seeking a place for themselves 
  in the new galaxy. In the face of what has been lost and the uncertainty about 
  their surroundings and future, the proper course of action for the space ark is a 
  contentious issue among the factions aboard.
  In Play: Human Refugees in a Strange New Galaxy can be compelled to 
  confront PCs with the difficulties of being the sole remnant of humanity in the 
  immediate stellar neighborhood—including the social, psychological, and practical 
  challenges that such a position entails—as well as to introduce mysterious (and 
  potentially dangerous) astronomical phenomena of unknown origin.
  10
  FATE: WORLDS OF ADVENTURE
  
  The Old Order Persists
  The civilization of the Milky Way was marked by the stratification of galactic society 
  into planet-bound populations ruled over by the elite Kosmegestrantoj, served 
  on the one hand by competing guilds of technologically specialized Kestegistoj 
  and on the other by the Agamistoj responsible for preserving, enhancing, and 
  disseminating galactic high culture. Aboard the space ark, this relatively rigid social 
  structure and dynamic continues to influence shipboard politics and decision-
  making. The stability of the society stems from each faction seeking to preserve 
  itself and its authority as well as its extant power relations with the other factions.
  In Play: The Old Order Persists can be compelled to introduce friction and 
  tensions among and within the factions, particularly when related to resistance to 
  prospective changes, as well as to represent how the persistent status hierarchies 
  and cultural differences affect the relationships between members of different 
  factions. Players, you can invoke it to gain the benefits of your faction’s privileges, 
  prerogatives, and preferential access to certain resources. 
  Always More Aliens
  Unlike the Milky Way, where humanity was the only starfaring culture and the 
  overwhelmingly dominant sentient species, Andromeda is filled with space-going 
  alien civilizations, each jealous of its own status and prerogatives and suspicious 
  of the intentions and motives of its rivals. These civilizations are related to each 
  other in shifting patterns of alliance and enmity, and leaving the sphere of influ-
  ence of one alien race, or the zone of contention of several, will more than likely 
  merely bring the space ark into contact with another set of aliens, perhaps even 
  stranger and more menacing than the last.
  In Play: GMs, you can compel Always More Aliens to introduce new alien 
  civilizations whose presence will no doubt complicate the journey of the space ark.
  11
  ANDROMEDA
  
  CREATING ALIEN THREATS
  WHAT DOES AN ALIEN 
  THREAT REPRESENT?
  An alien threat represents an entire civi-
  lization opposing the ark. When an alien 
  threat acts, though, the GM might de-
  scribe a horde of charging aliens, an alien 
  space fleet, or a bizarre alien diplomat 
  and its entourage. Parts of an alien threat 
  such as fleets and planets are just color, 
  and don’t have their own character sheets. 
  Usually, dealing with individual aliens 
  can be handled purely by talking:
  “The alien commander levels his pistol! 
  What do you do?” 
  “I shoot his brains out!” 
  “Green goop flies out of the thing’s 
  cranium as the neutronium slug pierces 
  its brain. The other aliens express shock 
  and dismay.” 
  This back-and-forth simply establishes 
  context for whatever comes next in the 
  story. The aliens might take action against 
  the space ark, or simply demand that the 
  perpetrator be handed over to face alien 
  justice. As long as the aliens are advanc-
  ing their agenda, they pose a threat to 
  the space ark.
  Suppose the aliens seek revenge by 
  sending a huge space fleet against the 
  space ark. The PCs may seek to do battle 
  with it, run away from it, or hide from it. 
  Defeating that alien fleet in battle would 
  probably give the alien threat a conse-
  quence like DisrupteD Fleet. 
  Notice that it makes tactical sense 
  for PCs to take on smaller elements 
  of an alien threat first to give it some 
  consequences, and then use those con-
  sequences to defeat the alien threat as 
  a whole. This has the added benefit of 
  letting you introduce and letting players 
  interact with specific, colorful elements 
  of the alien threat.
  GMs, you can create alien threats 
  before play begins, or facilitate it 
  as a group activity at the table. The 
  former is probably the better option 
  when play time is tight, as in a demo 
  or convention gaming slot. Generally, 
  three to five alien threats will be 
  enough if you prepare beforehand; 
  for group prep at the table, the play-
  ers can create one apiece.
  New aliens can also show up when 
  any agenda is advanced (page 37). 
  GMs, you’ll want to become comfort-
  able with creating and introducing 
  new alien threats more or less on the 
  fly. Alternately, you can task a player 
  with rolling up the new alien, since 
  some players will find it particularly 
  fun and engaging, or the group can 
  brainstorm to flesh out the new alien.
  To create an alien threat, you’ll give 
  it a name, determine its high con-
  cept, establish its agenda, and note its 
  skills, stunts, and extras. You’ll record 
  these on the alien record sheet at 
  the end of the book. This sheet also 
  keeps track of the aliens’ Xenoscience 
  and Xenoculture pools, measured in 
  S and M icons, respectively, as well 
  as their accumulated agenda points. 
  Through the following sections, 
  you’ll determine the aliens’ name, 
  high concept, agenda, and skills by 
  drawing a fate card a total of four 
  times. Each time you draw, add 
  points to the alien civilization’s 
  Xenoscience pool equal in number 
  to the S icons on the card, and 
  add points to the alien civilization’s 
  Xenoculture pool equal in number to 
  the M icons on the card. As always, 
  the E counts as three icons in any 
  combination.
  12
  FATE: WORLDS OF ADVENTURE
  
  Species Name
  To invent a name for an alien species, draw two fate cards and combine the 
  results from the following table to form an evocative neologistic eponym such as 
  “Arachno-Bots” or “Psycho-Saurs.” 
  If the two results are the same, either combine the prefix and the suffix, add “-(n)
  ids” or “-(n)oids” to the end of the prefix term (thus “Arachnoids” or “Psychonids”), 
  or if all else fails discard the fate card and draw another to get a different result. 
  There is nothing stopping you from simply inventing the species name out of 
  your own imagination, but if you do, you’ll still need to draw two fate cards to 
  see what icons you get for the Xenoscience and Xenoculture pools.
  0
  +
  ++
  +++
  ++++
  0
  Myco- 
  -Fungi
  Ultra- 
  -Lords
  Cerebro- 
  -Brains
  Robo- 
  -Bots 
  (-Mechs)
  Cetaceo- 
  -Whales
  -
  Nano- 
  -Mites
  Pseudo- 
  -Morphs
  Astro- 
  -Nauts
  Reptilo- 
  -Saurs
  --
  Xeno- 
  -Phytes
  Cyber(o)- 
  -Borgs
  Arachno- 
  -Spiders
  ---
  Andro- 
  -Men
  Insecto- 
  -Bugs
  ----
  Psycho- 
  -Minds
  High Concept
  To create the aliens’ high concept, use the keywords of the aliens’ species name. 
  Choose one keyword associated with each part of the name and append the word 
  “Aliens”; thus, the Arachno-Bots would be Inorganic Web-Spinning Aliens while 
  the Robo-Spiders would be Crawling Programmed Aliens. If you made up the 
  aliens’ species name, you’ll have to invent the high concept as well.
  • Andro-/-Men: Humanoid; Patriarchal
  • Arachno-/-Spiders: Web-Spinning; Crawling
  • Astro-/-Nauts: Space-Going; Inquisitive
  • Cerebro/-Brains: Coldly Calculating; Psionic
  • Cetaceo-/-Whales: Serenely Bulky; Song-Singing
  • Cyber(o)-/-Borgs: Cybernetically Enhanced; Mind-Networked
  • Insecto-/-Bugs: Chitinous; Hivemind-Controlled
  • Myco-/-Fungi: Rhizomatic; Symbiotic
  • Nano-/-Mites: Miniaturized; Viral
  • Pseudo-/-Morphs: Shape-Shifting; Tentacled
  • Psycho-/-Minds: Psychic; Aggressive
  • Reptilo-/-Saurs: Reptilian; Venomous
  • Robo-/-Bots: Inorganic; Programmed
  • Ultra-/-Lords: Arrogant; Genetically Enhanced
  • Xeno-/-Phytes: Bizarre; Incomprehensible
  13
  ANDROMEDA
  
  Alien Agenda
  To determine what the aliens want with respect to humanity or to the galaxy at 
  large, draw a fate card and consult the Alien Agenda table. Each agenda modifies 
  the aliens’ skills, which you will finalize in the next section.
  If you don’t want to choose an agenda randomly, you can draw a fate card and 
  invent an agenda related to one of the card’s execution aspects; if you do this, 
  increase the aliens’ skills by a total number of points equal to one rolled fate die 
  with a +2 bonus. 
  The rules for agendas are discussed in greater detail in Agendas (page 36).
  0
  +
  ++
  +++
  ++++
  0
  Complete 
  Assimilation 
  Defensive 
  Alliances 
  Knowledge 
  Acquisition
  Trade 
  Partners
  Singular 
  Ascension
  -
  Ritual 
  Purification 
  Interstellar 
  Hegemony 
  Peaceful 
  Expansion
  Experimental 
  Subjects
  --
  Plunder 
  Captives 
  Military 
  Conquest 
  Religious 
  Converts
  ---
  Host Bodies 
  New Slave 
  Species
  ----
  Complete 
  Extermination
  Complete Assimilation: The aliens seek to eradicate human individuality and 
  difference. 
  -1 Empathy, +3 Presence
  Complete Extermination: The aliens seek to eradicate human existence. 
  -1 Empathy, +1 Intellect, +1 Physique, +1 Presence
  Defensive Alliances: The aliens face potential threats everywhere, and want to 
  entangle humanity in their political and military problems. 
  +1 Empathy, +1 Intellect, -1 Physique, +1 Presence
  Experimental Subjects: The aliens need test subjects for their strange and grue-
  some biological investigations, and humans will do nicely. 
  -1 Empathy, +3 Intellect
  Host Bodies: The aliens are parasitic in one or more stages of their life cycle, and 
  need host bodies as a food source or reproduction vector, or for other purpose. 
  Humans are ideal! 
  +2 Empathy, +2 Intellect, -2 Physique
  Interstellar Hegemony: The aliens seek to organize galactic society in the service 
  of their interests and to control the actions of other civilizations. 
  +2 Presence
  14
  FATE: WORLDS OF ADVENTURE
  
  Knowledge Acquisition: The aliens aggressively 
  seek to acquire human technoscientific and cul-
  tural secrets. 
  +1 Empathy, +1 Intellect, +1 Physique, -1 Presence 
  Military Conquest: The aliens seek political control 
  over wide swaths of galactic territory. 
  +1 Physique, +1 Presence
  New Slave Species: The aliens seek servitor species, 
  and once the human spirit is broken by the taste 
  of the neurolash, they will add some much-needed 
  variety to the masters’ panoply of slave classes. 
  +2 Presence
  Peaceful Expansion: The aliens are peaceful but 
  oriented toward growth, expansion, and develop-
  ment, and will compete with other species to exploit 
  resources with more ruthless efficiency. 
  +2 Empathy
  Religious Converts: The aliens expound some 
  cultural myth as revealed truth and aggressively pros-
  elytize to gain new members of their congregation. 
  +1 Empathy, +1 Presence
  Ritual Purification: The aliens feel compelled to 
  subject humanity to some bizarre and probably 
  humiliating ritual in order to render them fit for 
  association with the civilized peoples of the galaxy. 
  +1 Presence
  Singular Ascension: The aliens’ efforts to enact a 
  technologically enabled transcendence into a higher 
  form of existence require human assistance. Add 
  SS to the alien’s Xenoscience pool. 
  +2 Intellect
  Plunder and Captives: The aliens are little more 
  than glorified space pirates, who make a living 
  preying upon the weak and extorting valuables 
  from them in return for their lives. 
  +1 Physique, +1 Presence
  Trade Partners: The aliens are mercantile in nature 
  or at least in aspiration, and seek markets for their 
  goods, sources of raw materials, and valuable 
  commodities. 
  +2 Empathy
  15
  ANDROMEDA
  
  Alien Skills
  All of the aliens’ skills begin at Average (+1), though some were modified by their 
  agenda. To determine the aliens’ skill ranks, draw a fate card and read its die 
  results as four separate rolls of one fate die. Assign each die result to one skill. A 
  + adds one rank, a - subtracts one rank, and 0 does nothing.
  Though they are explained in greater detail in Creating Characters (page 22), 
  here are brief descriptions of the four skills:
  • Physique: How physically capable the alien species is.
  • Intellect: How intelligent and mentally capable the alien species is.
  • Presence: How imposing the alien species is to other races.
  • Empathy: How well the alien species is able to understand the motiva-
  tions of others.
  Alien Stunts and Extras
  Just like with characters, you may give the aliens stunts (page 30) or extras 
  (pages 17 and 32) powered by spending Xenoscience or Xenoculture points. 
  In general, Xenoscience extras involve extraordinary technological abilities, while 
  Xenoculture extras involve bizarre alien perspectives. 
  Each alien threat gets 2 free stunts or extras. Aliens are NPCs, so they don’t 
  have their own fate points, but instead draw from the GM’s pool. An alien with 
  more than 2 stunts or extras pays for the excess out of the GM’s refresh, which 
  is reduced as long as the alien threat is in play.
  The Xenoscience and Xenoculture pools begin empty.
  Andrea, the GM, is statting up an alien species called the Myco-Borgs, 
  having defined them as cybernetically enhanced rhizomatic alienS 
  with the agenda knowledge acquiSition. She imagines them as com-
  prising colonies of sessile silicon-based processors that send out 
  creeping tendrils of machinery to probe and sense and manipulate 
  the environment. She gives them these two stunts: 
  Silicon Multi-Mind: +2 to create advantages with Intellect when ana-
  lyzing behavior patterns.
  Creeping Electronic Tendrils: +1 to attack or overcome with Physique 
  when dealing with stationary or slow-moving objects.
  Andrea would also like to use the Myco-Borgs’ Xenoculture pool, so 
  she gives them an extra reflecting their incredible analytic capability:
  Quantum Analysis: You may spend a Xenoculture point to prevent 
  the invocation of a specific aspect against the Myco-Borgs until the 
  end of the scene.
  Because the Myco-Borgs are starting with three stunts and extras—one 
  more than the standard allotment of two—Andrea reduces her refresh 
  by one for as long as they remain an active threat.
  16
  FATE: WORLDS OF ADVENTURE
  
  Sample Xenoscience Extras
  Dyson Sphere: The aliens can create star-encompassing shells or swarms that 
  allows the total energy output of a sun to be captured. You can spend a fate point 
  to create such a shell and assign it a position in the galaxy. As long as the Dyson 
  sphere exists, add one S to your Xenoscience pool at the beginning of each scene.
  Nova Bomb: The aliens have the ability to create weaponry that induces supernova-
  like stellar explosions. You can spend a Xenoscience point to detonate a target 
  star accessible to the alien threat’s forces. This results in an Astronomical (+10) 
  attack on worlds and starships in the system.
  Wormhole Mastery: The aliens have the capability to open up a temporary 
  wormhole. You can spend a Xenoscience point to permit the forces of this alien 
  threat to appear anywhere in the galaxy they desire.
  Sample Xenoculture Extras
  Alien Art: The aliens can create mesmerizing pieces of aesthetic expression that 
  transcend cultural and species boundaries. You can spend a fate point to create 
  such a piece; thereafter, as long as the piece exists, you may spend a Xenoculture 
  point to draw a fate card and add any M on it to your agenda pool.
  Alien Culture: The aliens have produced a vibrant and resilient set of customs 
  and folkways. You can spend one, two, or three Xenoculture points to remove 
  a mild, moderate, or severe consequence, respectively, that has been defined as 
  social, cultural, political, or ideological.
  Alien Philosophy: The aliens have developed a particularly compelling belief 
  system. You can spend a Xenoculture point to permit an individual proponent of 
  this philosophy to ignore the scale-derived base defense (page 41) of a popula-
  tion when attacking or creating an advantage with Presence.
  Alien Stress and Consequences
  Like characters, alien species don’t have stress tracks, but they do have one each of 
  mild, moderate, and severe consequence slots. They can also spend Xenoscience 
  or Xenoculture points to negate stress on a one-for-one basis. Xenoscience can 
  negate military or ecological stress, while Xenoculture can negate or political or 
  cultural stress.
  17
  ANDROMEDA
  
  CREATING THE SPACE ARK AND FACTIONS
  GMs, you can create the ship as part of your prep for play, or if your players are 
  the sort of people who enjoy this kind of thing, you can create the setting together 
  during your first session of play. You’ll keep track of the various elements of the 
  refugee world-ship with the space ark record sheet, found in the back of the 
  book, which also serves as a sort of game map during play.
  The first thing to establish is the condition of the space ark based on its cohort 
  and payload. Players, you may choose these as a group or determine them randomly. 
  Cohort
  This refers to when the space ark arrived at Andromeda in relation to other space 
  arks. This is usually but not necessarily associated with when it left the Milky 
  Way, but it’s possible that a world-ship moving particularly slowly or quickly may 
  have arrived later or sooner than its nominal cohort.
  To choose the cohort randomly, roll a fate die. A + means first wave, a 0 
  means main sequence, and a - means trailing edge. Paired with each cohort is 
  an example scenario that you can use to frame the start of play.
  First Wave: The ship was among the first to arrive at Andromeda. Aliens it 
  encounters will probably be unfamiliar with humans. It is highly unlikely that 
  there will be any other human beings in the vicinity of the space ark. 
  Starting Scenario: The space ark has decelerated to galactic cruising speed, and 
  finds itself surrounded by suspicious aliens, who begin to investigate the new arrivals. 
  Main Sequence: The ship arrived with the main stream of the human influx. 
  Aliens it encounters will probably know of humans, at least by reputation and 
  often by direct (and unpleasant) experience. 
  Starting Scenario: A distress call arrives from another space ark, thousands of 
  light-years away from their own, that has tangled with a superior alien force.
  Trailing Edge: The ship is among the last to arrive. Aliens it encounters will cer-
  tainly have direct experience with previous human arrivals, and have been affected 
  to at least some and perhaps a significant degree. Other humans encountered by the 
  space ark may have reached their own special sort of accommodation with one or 
  more alien civilizations, and have established colonies or even strange new worlds. 
  Starting Scenario: The space ark is wooed by rival delegations, one from an 
  interstellar empire served by seemingly human mercenaries, the other from a 
  beleaguered alliance of planets threatened by the empire.
  18
  FATE: WORLDS OF ADVENTURE
  
  Payload
  This refers to the way that the space 
  ark’s human populace was transported 
  between galaxies. The continuity of the 
  crew—the Kosmegestrantoj, Kestegistoj, 
  and Agamistoj—may have been ensured 
  by alternate means.
  To choose the payload randomly, roll 
  a fate die. 
   
  +Generation Ship: Generations 
  of human beings lived and died 
  during the journey between the 
  galaxies; the ship is their home. 
   
  0Sleeper Ship: Refugees from the 
  human civilization of the Milky 
  Way were placed in millennia-
  long hibernation and recently 
  awoke at journey’s end. 
   
  -Crèche Ship: The space ark 
  traveled between the galaxies 
  essentially empty of passengers. 
  As it reached the end of its jour-
  ney, new cohorts of embryos 
  were created by artificial means, 
  decanted, and raised by the crew 
  or by automated instruction.
  The Factions
  Now, you’ll define the nature the various factions aboard the space ark. Draw a 
  fate card for each of the four factions: the Kosmegestrantoj, Kestegistoj, Agamistoj, 
  and Planedanoj.
  Faction Agenda: Use one or both of the aspect-like phrases to define the faction’s 
  agenda. This is an aspect that answers the question “What do these people want?” 
  In a group setting, the GM will facilitate this conversation, making sure that the 
  group supports and understands the selected answer while maintaining the desired 
  degree of internal coherence and cogency of the story and situation. For solo 
  prep, GMs, you’ll need to rely on your own judgment for the choice of agenda.
  Faction Size: Each faction begins at Great (+4) size, modified by the result of its 
  fate card so that it ranges in size from Mediocre (+0), representing a few individu-
  als, to Legendary (+8), encompassing billions of people.
  SHIP NAMES
  To name your characters’ space ark, 
  you can choose from this list or invent 
  it yourselves. In the event that the PCs’ 
  space ark encounters another space 
  ark from the Milky Way, you may like-
  wise use this table to name it or invent 
  a name.
  • Cassiopeia
  • Celestia
  • Estelar Esploristo (Stellar 
  Explorer)
  • Galaxian
  • Grandan Rifuginto (Great Refugee)
  • Homara Espero (Hope of 
  Humanity)
  • Kaipuke Nui Te Ao (Great World 
  Ship)
  • Kosmokratisto (Lord of Space)
  • Perseides
  • Planedo Naudek-Nau (Planet 
  Ninety-Nine)
  • Potenca Konkeranto (Powerful 
  Conqueror)
  • Spirito de Sol (Spirit of Sol)
  • Stelo Vaganto (Stellar Wanderer)
  • Titaniko
  19
  ANDROMEDA
  
  The space ark is a first-wave generation ship named the Cassiopeia. To 
  determine the agenda of the Kosmegestrantoj, the GM draws a Fate 
  card that gives the choice between “Weaksauce” and “Thick-Witted.” 
  Clearly, the agenda is not something the Great Space Leaders want! 
  Rather, it’s a problem they’re trying to deal with. “Weaksauce” implies 
  a feckless leader, which is cool, but “Thick-Witted” could mean that the 
  special training regimen of philosophical introspection and physical aug-
  mentation they undergo has over the course of their journey produced 
  a caste of muscle-bound lunkheads who debate meaningless abstrac-
  tions, leading to an agenda of pragmatic philoSophical reFormulation. 
  Alternately, the Kosmegestrantoj might see the Planedanoj as unsatisfy-
  ingly reluctant to fully adopt the Kosmegismo—philosophical principles 
  that have served them so well over the millenia—and so desire to 
  convert them all to koSmegiSmo. This being rife with potential conflict 
  and drama, it strikes the group as a better choice.
  For the Agamistoj, the GM draws a card with “Treading Water” 
  and “Grounded.” “Treading Water” nicely complements an aggressive 
  Space Admiral push to proselytize, without using the Agamistoj as 
  their proper intermediaries, leading to an agenda of reStore agamiSto 
  teaching authority. “Grounded” might be even better, though, since 
  it suggests that the Kosmegestrantoj have also gone so far as to exile 
  some Agamistoj on a peripheral world on the edge of Andromeda for 
  working against them. The faction agenda would be the same, but 
  the existence of exiled Agamistoj somewhere behind the space ark is 
  an intriguing story detail that would no doubt be worked into many 
  a character backstory.
  For the Kestegistoj, the GM draws a card with “No Obstacles” and 
  “Clear Path,” which are almost identical in meaning. This card can be 
  read as either signifying an opportunity for the Arkwrights (the squab-
  bling of their rivals gives them a chance to get what they really want) 
  or as one of their goals. Shifting the focus to outside the ship seems 
  like it would add interesting complications at this stage, so someone 
  suggests that the Cassiopeia has entered a dangerous region of space 
  where gravity fluxes being generated by an artificial black hole prevent 
  the ship from moving safely, so the faction agenda is written as get 
  the Ship moving again.
  Finally, for the Planedanoj, the GM draws a card with “Could Be 
  Better” and “Could Be Worse,” which does seem to about sum up 
  their situation. In this context, however, these phrases taken together 
  may signify divided loyalties among the Planedanoj, some of whom 
  have indeed taken up a belief in the philosophy of Kosmegismo and 
  others of whom have explicitly rejected it for one reason or another. 
  As a whole, then, the agenda for the Planedanoj involves having them 
  reSolve their internal conFlict about koSmegiSmo.
  20
  FATE: WORLDS OF ADVENTURE
  
  Space Ark Infrastructure
  As factions are being created, some other aspects of the space ark’s constitution 
  are determined as well.
  Technoscience Pool: This pool begins empty. Kestegisto and Kosmegestranto char-
  acters have access to the Technoscience pool by default. Agamisto and Planedano 
  characters do not.
  Eco-Culture Pool: This pool begins empty. Agamisto and Kosmegestranto 
  characters have access to the Eco-Culture pool by default. The Kestegisto and 
  Planedano characters do not.
  GMs, the space ark’s resource pools are a PC resource, so you normally cannot 
  access these pools, even when taking action on behalf of a faction. However, you 
  may give access to a faction by advancing their agenda (page 37). If a faction 
  does gain access to a resource pool, you may use it on that faction’s behalf like 
  you use the Xenoscience and Xenoculture pools for the alien threat. 
  Stress and Consequences: Factions have no stress boxes. However, if a faction 
  has access to the Technoscience or Eco-Culture pool, it can spend Technoscience 
  or Eco-Culture points to respectively negate physical (military or ecological) or 
  social (political or cultural) stress, one-for-one. Players, if you are defending on 
  behalf of your faction, you may spend from the pools that the faction can access. 
  Factions don’t have their own consequence slots, either, but the space ark has one 
  each of mild, moderate, and severe consequence slots, and factions may use the 
  ark’s consequence slots. 
  The Situation Now
  As play begins, GMs, you may establish the initial situation facing the PCs by 
  using the one-sentence scenario description for the space ark’s cohort (first wave, 
  main sequence, or trailing) or a similar orienting statement of your own device. 
  If you need inspiration, you may also draw a fate card and read one or both of 
  its aspect-like phrases to flesh out the particulars. 
  Draw upon the existing descriptions of the factions and the alien threats to 
  weave together a snapshot of goings-on, immediate needs, and pressing concerns. 
  This needn’t be much more than a sentence or two to start, since it can be fleshed 
  out during character creation, but it will provide a place to begin. You can draw 
  upon this snapshot to add situation aspects to the space ark record sheet.
  In essence, however, the situation faced by the characters is usually that their 
  space ark has arrived at the Andromeda galaxy where potentially hostile forces 
  (represented by two or three alien threats) are mustering around them while 
  internal dissent, disagreement, or rivalry threatens its ability to respond.
  21
  ANDROMEDA
  
  CREATING CHARACTERS 
  Once the setting is done, everyone should create characters. You may wish to have 
  the players spend at least a little time discussing the elements of the setting they’d 
  like to focus on, or you can simply have players bounce their character ideas back 
  and forth a little bit before committing anything to paper.
  Each character starts with an affiliation, an authority, an agenda, 2 free aspects, 
  3 free stunts/extras, and 3 refresh. 
  Affiliation
  This is where your character’s loyalties are expected to lie, by virtue of birth, edu-
  cation, upbringing, indoctrination, or other training. 
  Choose an affiliation with one of the major factions—the Kosmegestrantoj, 
  Kestegistoj, Agamistoj, or Planedanoj—or with some other group. Your affiliation 
  is an aspect, but you won’t need to write it out on your character sheet. Instead, 
  just check the box for your affiliation. If you select “Other” as your affiliation, 
  though, you’ll need to write it out as an aspect.
  Technoscience Pool: Kestegisto and Kosmegestranto characters have access to 
  the Technoscience pool by default. Agamisto and Planedano characters do not.
  Eco-Culture Pool: Agamisto and Kosmegestranto characters have access to the 
  Eco-Culture pool by default. The Kestegisto and Planedano characters do not.
  Kosmegestrantoj
  You are a Kosmegestranto (“Space Admiral”), having been recruited at a young 
  age or even bred especially to become one of the leaders of the space ark. 
  Players, you can invoke this affiliation whenever knowledge of the space ark’s 
  command structures and decision-making routines would be helpful; furthermore, 
  Kosmegestrantoj are trained in space combat, planetary warfare, and hand-to-hand 
  fighting techniques. GMs, you may compel this affiliation in order to make the 
  character subject to orders, duties, and the Kosmegestrantoj’s ideological com-
  mitment to the greater good of all humanity—even at the expense of individual 
  human beings.
  Kosmegestranto characters may have aspects reflecting the pressures they face 
  as a result of their authority and the duties with which they are charged, as well as 
  the tensions between their ideals and the exigencies of leadership and governance.
  Sample Aspects for Kosmegestranto Characters: Burden of Command; A 
  Warrior’s Code; Bound to Discipline; In the Service of the Greater 
  Good; Genetic Paragon; Promoted Too Fast; No Sacrifice Too Great
  22
  FATE: WORLDS OF ADVENTURE
  
  Kestegistoj 
  You are a Kestegisto (“Arkwright”), having been born 
  into or accepted as a youth as an apprentice in one of 
  the technoscientific guilds that operates the starship, 
  maintains its systems, and builds new equipment. 
  Players, you can invoke this affiliation whenever 
  knowledge of technical systems or natural phenomena 
  would be helpful; GMs, you can compel it whenever the 
  jealous protection of guild secrets, the ferocious rivalries 
  between guilds, or the politics of guild membership 
  may affect the character’s decisions. 
  Kestegisto characters may have aspects reflecting their 
  immersion both in guild politics and politicking, their 
  technoscientific goals or obsessions, and the pressures 
  of family aspirations, reputations, and rivalries.
  Sample Aspects: All for the Guild!; The Right Tool 
  for the Job; Lesser Son of a Famous Father; But 
  It’s a Tradition!; It Needs More Power!; To Build 
  a Wall Around a Star; Racing for a Wormhole 
  Stabilization Theory
  Agamistoj
  You are an Agamisto (“Mediator”), with a broad knowl-
  edge of human cultural endeavor and aesthetic practice. 
  Players, you can invoke this affiliation to draw upon 
  the specialized social authority and cultural knowledge 
  of the Agamistoj, particularly when you’re creating 
  powerful cultural messages. GMs, you can invoke 
  this affiliation to subject the character to the demands 
  and obligations of that authority: people looking for 
  guidance, advice, and special favors, for example, or 
  resistance to the Agamisto’s influence among recalcitrant 
  subcultures and social movements.
  Agamisto characters may have aspects reflecting their 
  reputation as behind-the-scenes manipulators as well 
  as their social prestige, their ability to shape the tastes 
  and preferences of others, and their commitment to the 
  various traditions of aesthetic orthodoxy and heresy to 
  which the Agamistoj are heir.
  Sample Aspects: Supercilious Aesthete; Has the 
  Grand Admiral’s Ear; Enciklopedio Galaksia; 
  Influistino of Habitat Seven Gamma; Panjandromo 
  of the Ecclesiasty of Punctilious Perseveration
  23
  ANDROMEDA
  
  Planedanoj
  You are a Planedano (“Planet Dweller”), a member of the common people of 
  the ship. Players, you can invoke this affiliation to gain the advantages of being 
  one of the masses, with ties to the people; GMs, you can compel this affiliation 
  to subject the character to the disadvantages of not belonging to the elite. GMs 
  and players, you’ll need to work together to decide exactly what these advantages 
  and disadvantages are.
  Planedano characters will have aspects reflecting their relationship to and 
  enfranchisement within the existing power structure; except on the most egalitar-
  ian of space arks, Planedano PCs will probably be important dissidents, resisters, 
  or outright rebels. 
  Sample Aspects: First Unfrozen; A Planet of Our Own; Vocal Dissenter; 
  Big Boss of a Little Crèche; It Was Better in the Milky Way; Hatched, 
  Not Born
  Other
  You may be an alien from an Andromedan civilization, a human being from a 
  different space ark or colony, or something even stranger. GMs and players, you’ll 
  need to work together to determine the effects of invoking and compelling this 
  affiliation.
  24
  
  Authority
  This aspect indicates the source of your 
  character’s shipboard authority, influence, 
  or power, and possibly their area of respon-
  sibility or obligation. In general, you’ll want 
  to give your character a position aboard 
  the ship with a large scope for action and a 
  good deal of personal autonomy. Make sure 
  they have lots of resources and opportuni-
  ties to act and interact.
  Authority Examples
  Master of the Overdrive: You have enor-
  mous influence over where the ship goes 
  and how fast it gets there. 
  Defense Squadron Commander: You have 
  lots of subordinates inclined to loyalty and 
  quick obedience, and you have a big say in 
  the space ark’s defensive plans, strategies, 
  and arrangements. 
  Senior Tastemaker: You have a great deal 
  of pull with the populace, who may at least 
  regard you as a noteworthy celebrity if not 
  to avidly emulate your stylish modishness. 
  You’ll also be influential among a clique or 
  coterie of junior tastemakers who fall into 
  your orbit.
  Agenda
  This aspect is your character’s long-term goal, desire, ambition, or intention. It 
  can be advanced or thwarted, and may change over time, particularly if you’re 
  successful in achieving your aims. Often, you’ll want to write up an agenda that 
  supports or opposes the agenda of a faction or alien threat, but you may choose 
  to pursue entirely personal goals. 
  Examples: Build My Own Starship; Make the Kestegistoj Pay for What 
  They’ve Done; Find a New Home for My People
  For more on agendas, read Agendas (page 36).
  AUTHORITY ASPECTS 
  AS SHIPBUILDING
  Players, use your authority aspect 
  to help shape and reinforce your 
  group’s understanding of the set-
  ting. Authority aspects may reflect 
  byzantine power structures or uto-
  pian systems of governance, for 
  example, as well as the preflight 
  or in-flight history of the space ark. 
  For example, you might decide 
  that your Agamisto character is 
  the Senior Vocalizer for the Grand 
  Admiral, implying that there is a 
  whole crew of Agamistoj who “vo-
  calize” for the Grand Admiral. This 
  job seems like it should include at 
  least the duties of a public spokes-
  person, which invites questions 
  about who listens to them, how, and 
  what they say. We may learn from 
  you that the Grand Admiral never 
  addresses non-Kosmegestrantoj 
  except through his attendant vo-
  calizers, making them courtiers of 
  great influence.
  25
  ANDROMEDA
  
  Free Aspects
  Free aspects cover everything else. If you wish, you can choose these aspects in 
  play rather than now. Here is a list of ideas and suggestions:
  Background: Something about your personal history or origins—perhaps even 
  before you came to be on the ship, if circumstances permit. 
  Examples: I Helped Destroy the Milky Way—But It Wasn’t My Fault; 
  Scion of Old Earth
  Belief: An idea to which you subscribe, particularly one related to your motiva-
  tions, intentions, or judgments. 
  Examples: The Younger Kestegistoj Do Not See the Big Picture the Way 
  I Do; The Planedanoj Are Beneath Me
  Privilege: Some additional social capital, rank, or special status that grants you 
  access to resources or treatment not generally available. This may reinforce or 
  supplement your authority aspect, or it may reflect some other source of advantage. 
  Examples: I Am King in the Ship’s Infrastructure; My Father Is the 
  Grand Admiral
  Faction Relationship: An aspect indicating your status within or relationship to 
  one of the factions. You may be high-status or low-status, a consummate insider 
  or the odd one out, the golden child or the perpetual scapegoat, but the connec-
  tion is important to you. 
  Examples: The Kosmegestrantoj Need Me but Do Not Trust Me; I’m the 
  Agamistoj’s Worst Nightmare
  Specific Experience: Something happened to you, or you participated in some 
  experience, event, or encounter that had a profound effect on you. 
  Examples: My Failure at Omicron Zeta Haunts Me; Painful Memories 
  of the Clone Rebellion
  Personal Relationship: An aspect indicating your connection to or relationship 
  with a PC, NPC, or group of characters below the level of a faction—a family, 
  team, company, or crew, for example. The relationship may be personal or profes-
  sional, it may be friendly or rivalrous, but it matters to you. These sorts of aspects 
  can justify companion extras (page 32).
  Examples: My Loyal Apprentice Iskandro Valono; Crack Starfighter 
  Squadron Comrades 
  Possessions: While rules for weapons, armor, vehicles, and some other types of 
  equipment are described in Extras (page 32), specific possessions that have, for 
  example, personal importance, cultural significance, or economic value can be 
  called out as aspects. 
  Examples: Private Museum of Classics from Seventh-Millennium Grand 
  Masters; The Last Transmission from Alpha Centauri VII
  26
  FATE: WORLDS OF ADVENTURE
  
  You’ll want to create aspects that are evocative or suggestive, particularly if they 
  help to flesh out background details that have been established during setting 
  creation. GMs, you should also pay attention to how pinning down character 
  aspects may sometimes contradict or challenge those details, and work to advance 
  those contradictions. Usually, shifting the setting to suit the character results in 
  more rewarding play, but when other PCs are affected by a possible shift, some 
  creative brainstorming to find a mutually satisfying solution may be necessary.
  Names
  If your group believes that how things sound is important to the tone and feel of 
  the game, you can agree on a set of naming conventions for characters. These names, 
  derived from Esperanto, are offered as a default option, but you may choose your 
  own. Choose or draw inspiration from these lists; diminutives are in parentheses.
  First Names
  Amema (Memanja)
  Angelula (Gelunja)
  Anna (Anja)
  Aprila (Prinja)
  Bestina (Benja)
  Blondina (Blonja)
  Blondo (Bloncjo)
  Braveculo (Bravecjo)
  Casanto (Cascjo)
  Cinabro (Cincjo)
  Diano (Dicjo)
  Direktulo (Direcjo)
  Emilia (Eminja)
  Ernesto (Ernecjo)
  Flora (Flonja)
  Fratina (Franja)
  Frato (Fracjo)
  Furioza (Ozanja)
  Gotfredo (Gocjo)
  Iago (Iacjo)
  Johanino (Jonja)
  Johano (Jocjo)
  Juvela (Velanja)
  Larissa (Larnja)
  Leonina (Leonja)
  Lupo (Lucjo)
  Meila (Menja)
  Platena (Planja)
  Prudenta (Prunja)
  Rozulo (Rozucjo)
  Rugulo (Rucjo)
  Stelita (Stelnja)
  Strigo (Stricjo)
  Tajloro (Tajcjo)
  Vespera (Venja)
  Viro (Vircjo)
  Vivita (Vivinja)
  Vocegulo (Vocjo)
  Volund (Volucjo)
  Vulpo (Vulcjo)
  Surnames
  Atreofilo
  Forgisto
  Franko
  Johanido
  Greko
  Kelistulo
  Kosmosipano
  Liberaj
  Marsiano
  Muellsto
  Orionano
  Noktulido
  Panisto
  Plutonano
  Spaconavigisto
  Terano
  Ursolupulo
  Venerido
  Verdulo
  Vojagantido
  27
  ANDROMEDA
  
  Ranks, Titles, and Positions
  Each character, other than the Planedanoj, will possess some rank or status within 
  at least their own faction, which may affect rank order (page 40). We give 
  some suggestions for appropriate and evocative titles here. You’re encouraged 
  to invent other titles, suggestive of your character’s lofty place in their faction’s 
  hierarchy, if you wish. 
  KOSMEGESTRANTOJ RANKS
  Kosmegisto Neplenaga 
  (Junior Starfarer)
  Kosmegisto (Starfarer)
  Kosmegestro (Star Admiral)
  Kosmegestro Plenaga 
  (Senior Star Admiral)
  Kosmegestro Alta  
  (High Star Admiral)
  KESTEGISTOJ TITLES
  Lernanto (Apprentice)
  Taglorboristo (Journeyman)
  Majstro (Master)
  Majstro Mosto (Grandmaster)
  AGAMISTOJ POSITIONS
  Agamisto (Official)
  Agamestro (Chief Official)
  Akademiano (Academician)
  Clionomo (Clionomician)
  Disenjador (Designer)
  Gustisto (Tastemaker)
  Interulo (Mediator)
  Kreinto (Artist)
  Kritikisto (Critic)
  Lerneganto (Instructor)
  Ludanto (Performer)
  Observanto (Observer)
  Teoriulo (Theorist)
  Zorganto (Curator)
  28
  FATE: WORLDS OF ADVENTURE
  
  Skills
  Your character has four skills. Each skill starts at Mediocre (+0), and you get six 
  skill points to spend on increasing their skill ranks. A skill cannot be increased 
  beyond Great (+4) or decreased below Terrible (-2). Dropping a skill to a negative 
  rank gives you bonus points that you can spend to increase other skills.
  Empathy
  Empathy involves feeling, expressing, and giving vent to emotions as well as 
  understanding the emotional states of others. It is typically used to create advan-
  tages and overcome in situations involving interpersonal relationships as well as 
  to defend when experiencing psychological pressure or emotional distress.
  Intellect
  Intellect involves thought, perception, reasoning, memory, and cognition. It 
  includes the operation of equipment for which strength and agility are less impor-
  tant than knowledge and intelligence. It is typically used to create advantages 
  and overcome in situations where making sense of how things work or function 
  is important. It is sometimes used to defend against efforts to confuse, mislead, 
  or trick.
  Physique
  Physique is embodied in activity of all sorts, including fighting, running, and 
  anything of a similar nature. It is typically used to attack, defend, create advantages, 
  and overcome in physical situations.
  Presence
  Presence involves social interaction at all levels, from one-on-one conversation 
  to mass appeals for support. It includes persuasion, negotiation, deception, and 
  other kinds of instrumental communication. It is typically used to attack, create 
  advantages, and overcome in situations related to social interaction and inter-
  personal communication.
  Stress and Consequences
  Characters don’t have stress tracks. Instead, they can absorb stress by taking 
  consequences. Each character gets one mild, one moderate, and one severe con-
  sequence slot, and may also take an extreme consequence, as described in Fate 
  Core (page 166). 
  Characters with access to the space ark’s Technoscience pool can spend from 
  it to negate physical stress on a one-for-one basis. Characters with access to the 
  space ark’s Eco-Culture pool can spend from it to negate social stress on a one-
  for-one basis.
  29
  ANDROMEDA
  
  Stunts, Refresh, and Extras
  Your character begins with 3 free stunts/extras and 3 refresh, which you may spend 
  to buy more stunts and extras. Extras are discussed later (page 32). Stunts are 
  the special skills, qualities, and attributes of your character, and typically take 
  one of the following forms:
  Action Bonus: Because I [have this unusual feature or characteristic], I gain [+2 
  to one type of action or +1 to two types of action] with [a specific skill] [under 
  specific circumstances].
  Skill Substitution: Because I [have this unusual feature or characteristic], I may 
  use [one skill] in place of [another skill] for [one or two types of action] [under 
  specific circumstances].
  Stunts are often best derived from features of your character’s background, train-
  ing, education, heritage, or other innate qualities rather than from specific items 
  of gear or equipment, which are usually treated as skill-like extras.
  Typical Physique Stunts
  Blade Training: Because I have trained with bladed weapons, I gain +1 to attack 
  and defend with Physique when I am fighting with a blade.
  Feint Mastery: Because I am adept at making my opponent commit to a pre-
  mature attack, I gain +2 to create advantages with Physique when I am fighting 
  with a blade and trying to open up a foe’s defenses. 
  High Strength: Because I am very strong, I gain +1 to attack and overcome with 
  Physique when I am exerting my physical strength.
  High Agility: Because I am very fast and nimble, I gain +1 to create advantage and 
  defend with Physique when I am running, maneuvering, or positioning myself.
  High Accuracy: Because I have great hand–eye coordination, I gain +2 to attack 
  with Physique when I am throwing or shooting.
  Intimidating Bulk: Because I am huge and menacing, I may use Physique in 
  place of Presence to attack and create advantages when I am trying to intimidate, 
  frighten, or scare others.
  Physical Grace: Because I carry myself with an elegant grace, I may use Physique 
  in place of Presence to create advantages or overcome when I am trying to create 
  a favorable impression on those susceptible to human beauty.
  Typical Intellect Stunts
  Leverage: Because I am clever and able to figure out how to use my size and 
  strength to advantage, I may use Intellect in place of Physique to overcome physi-
  cal obstacles, barriers, or challenges.
  Prodigious Memory: Because I rarely forget anything I’ve learned, I gain +1 
  to create advantages and overcome using Intellect when remembering recorded 
  information.
  30
  FATE: WORLDS OF ADVENTURE
  
  Puzzle-Solver: Because I am good at figuring things out, I gain +2 to overcome 
  using Intellect when trying to solve an intellectual puzzle, mystery, or conundrum.
  Sensors Expert: Because I am skilled at interpreting ship’s sensors, I gain +1 
  to create advantages and overcome with Intellect involving the use of scanning 
  equipment.
  Scholar: Because I am learned and erudite, I gain +2 to create advantages with 
  Intellect when I am making scholarly observations, deductions, or conclusions.
  Typical Presence Stunts
  Charismatic Leader: Because I instill confidence in others, I gain +2 to create 
  advantages with Presence when I am attempting to lead them in a dangerous 
  situation.
  Charming: Because I can easily make people like me, I gain +2 to create advantages 
  with Presence when I am engaging in purely social interaction.
  Insensitive: Because I am stubborn and do not bend easily, I may defend against 
  Presence attacks by using Presence in place of Empathy when I am being per-
  suaded, cajoled, or bullied. 
  Martinet: Because I am strong-willed and confident, I gain +2 to attack with 
  Presence when I am dealing with insubordinate, mutinous, or even just recalci-
  trant subordinates.
  Sharp-Tongued: Because I can be verbally acidulous, I gain +1 to attack or 
  overcome with Presence when I am able to toss in a verbal barb, jab, or similarly 
  cutting remark.
  Virtuoso Performer: Because I am a skilled ultramin player, I gain +2 to create 
  advantages with Presence when I use its eerie musical tones to leave an aesthetic 
  impression on my audience.
  Typical Empathy Stunts
  Dramatic: Because I am highly expressive, I gain +2 to create advantages with 
  Empathy when I am trying to make sure that people around me know how I 
  really feel about something.
  Good Listener: Because I am willing to lend a sympathetic ear, I gain +2 to create 
  advantages with Empathy when I am paying attention to things that others are 
  saying about themselves.
  Strong-Willed: Because I know my own mind and am firm of purpose, I gain +2 
  to defend with Empathy when I am resisting efforts to persuade or intimidate me.
  Xenophile: Because I am good at intuiting how aliens might think, I gain +2 
  to overcome with Empathy when I am trying to make sense of alien motives, 
  ideals, or values.
  31
  ANDROMEDA
  
  EXTRAS
  In Andromeda, extras represent some of the special resources available to the 
  characters, particularly those that make it easier for them to operate at higher 
  scales than the personal, exerting influence over the space ark and beyond. By 
  far the most common sort of extra gives you an ability that costs points from the 
  Technoscience or Eco-Culture resource pool, so to use it you must have access 
  to that pool. Feel free to invent similar abilities modeled on those described here.
  Companions
  Requirements: An aspect specifying a personal relationship with one or more 
  companions, friends, allies, or followers.
  Cost: 1 refresh for one companion (personal scale), +1 per increase in scale step 
  (page 41)
  These are the friends, confederates, loyal servitors, henchmen, crewmates, or—
  more broadly—entities who help you and sometimes rely on you. When you 
  take this extra, identify a companion or companions who are helpful to you. The 
  companion has a high concept, which may be the same as your access-granting 
  aspect, and has a consequence slot: mild if the companion's scale is personal or 
  local, moderate if regional or intercontinental, severe if planetary or interplan-
  etary, extreme if interstellar. Scaling up implies greater numbers, although you 
  might choose to create, for example, one starwhale companion that operates at 
  the planetary scale. If you have a companion, you can act on your companion’s 
  scale, rather than your own, if the fictional circumstances warrant.
  32
  
  Eco-Culture (Xenoculture)
  Eco-Culture extras encompass sophisticated cultural knowledge or practices. 
  Aliens have access to the Xenoculture version. 
  Klionomio (Clionomy)
  Requirements: Automatic for Agamisto characters; requires Clionomisto for 
  other characters
  Cost: 1 refresh
  Clionomy is the discipline encompassing the knowledge of and ability to apply 
  historical laws to cause societal change or stasis within human societies and, albeit 
  at greater difficulty, within alien civilizations. This is the culminating social science 
  of humanity, allowing social behavior to be predicted and controlled at the aggre-
  gate level by means of skillful memetic interventions. Clionomy is the province 
  of the Agamistoj. You may spend Eco-Culture points to reduce the base defense 
  of a human population versus one type of action using one skill by one step per 
  point spent, which lasts until the end of the scene. A human population may be 
  an entire planetary population or a distinct subgroup such as a space-ark faction.
  Manipulado (Manipulation)
  Requirements: Automatic for Agamisto characters; requires Manipuladisto 
  for other characters
  Cost: 1 refresh
  You are adept at behind-the-scenes manipulation of events. You may spend an 
  Eco-Culture point to interpret the situation card—the fate card drawn at the 
  beginning of a scene to influence scene framing (page 50). If multiple play-
  ers wish to employ this ability, they must bid fate points to secure the privilege; 
  higher-ranking characters bid first.
  Memetika (Memetics)
  Requirements: Automatic for Agamisto characters; requires Memetikisto for 
  other characters
  Cost: 1 refresh
  You are skilled at creating influential messages and modes of thought. As long as 
  you have access to mass-communication technology, you may use an action and 
  spend an Eco-Culture point to draw a fate card and add any M icons on it to 
  any character or faction agenda pool.
  Xenologio (Xenology)
  Requirements: Automatic for Agamisto characters; requires Xenologisto for 
  other characters
  Cost: 1 refresh 
  You have studied and understand how to learn about alien cultures and societies. 
  You may spend Eco-Culture as fate points to invoke aspects of alien threats that 
  have been established or identified in play.
  33
  ANDROMEDA
  
  Extended Longevity
  Requirements: A character whose concept is consistent with quasi-immortality
  Cost: 1+ refresh
  You have access to lifespan-enhancing medicine, technology, or similar means. 
  You gain +2 to aging rolls (page 46) per refresh spent on this extra.
  Genius
  Requirements: An aspect indicating superlative technical or creative abilities
  Cost: 1 refresh 
  You are a scientific or artistic genius. When you take this extra, choose one type of 
  icon. When you would gain any icons of this type from succeeding on an action, 
  you gain one more icon of this type. 
  Mastermind
  Requirements: An aspect indicating superlative planning or manipulation abilities
  Cost: 1 refresh 
  You make complex, interlocking plans—wheels within wheels within wheels. You 
  may add another agenda to your character sheet. When you accrue agenda points, 
  you may split them among your agendas as you like.
  Technoscience (Xenoscience)
  Technoscience extras indicate access to powerful scientific knowledge and tech-
  nological devices. Aliens have access to the Xenoscience version. 
  Ansibilado (FTL Communications)
  Requirements: Automatic for Kestegistoj; requires Ansibilisto for other characters
  Cost: 1 refresh
  You understand the inner workings and operations of the ansible, or ansibilo, a 
  faster-than-light communications device. You may spend a Technoscience point 
  to create a pair of ansible stations that may signal instantaneously to each other 
  over any distance. Each ansible station of this pair may only communicate with 
  its partner, and no more than two stations can be paired. The two stations are 
  created together at the same location and must be transported to separate locations 
  by other means. Though communication via ansible link is instantaneous, the 
  quantum entanglement of the particles in the ansibles is subject to interference 
  and disruption by technoscientific means.
  Armiloforgado (Weaponeering)
  Requirements: Automatic for Kestegistoj; requires Armiloforgisto for other 
  characters
  Cost: 1 refresh 
  You have access to powerful and sophisticated tools for building large-scale 
  weapons of mass destruction, from suitcase nukes to sun-bombs. You may spend 
  Technoscience points to reduce the base difficulty of attacking large-scale targets 
  by one step per point spent.
  34
  
  Esplorado (Scientific Research)
  Requirements: Automatic for Kestegistoj; requires Esploradisto for other 
  characters
  Cost: 1 refresh 
  You are skilled at investigating scientific questions and applying the results to 
  technical issues. You may spend an action and a fate point to draw a fate card 
  and add any S icons on it to any character or faction agenda pool. 
  Konstruego (Macroengineering)
  Requirements: Automatic for Kestegistoj; requires Konstruegisto for other 
  characters
  Cost: 1 refresh 
  You have access to powerful and sophisticated tools for building large-scale arti-
  facts and constructs, including space elevators, starships, Dyson spheres, stargates, 
  and so forth. You may spend Technoscience points to reduce the base difficulty 
  of creating or modifying large physical structures by one step per point spent.
  Pelegilado (Overdrive Engineering)
  Requirements: Automatic for Kestegistoj; requires Pelegilisto for other characters
  Cost: 1 refresh 
  The pelegilo, or overdrive engine, warps space around a ship so that it moves 
  with a pseudovelocity many thousands of times faster than light, amounting to 
  light-years per day. With knowledge of pelegilado, you may spend Technoscience 
  points to power up your ship’s overdrive until the end of the scene, enabling space 
  travel (page 46), or to create a new overdrive capable of FTL speeds. You may 
  also spend Technoscience points to increase the FTL speed of a working overdrive 
  engine by one step per point spent.
  Vivoformado (Lifeshaping)
  Requirements: Automatic for Kestegistoj; requires Vivoformadisto for other 
  characters
  Cost: 1 refresh 
  You can manipulate the genetics of individual organisms, bloodlines, and even 
  entire species. You may spend Technoscience points to reduce the base difficulty of 
  affecting the genetic composition or makeup of a species by one step per point spent.
  35
  ANDROMEDA
  
  Just Dumb Luck
  Excitement 
  Builds
  eck.indd   80
  9/10/14   2:35 PM
  CHARACTER NAME
  REFRESH
  DESCRIPTION
  AUTHORITY
  Includes gear, vehicles, special talents, privileges, & advantages.
  AGENDA
  FREE
  SKILLS
  ASPECTS
  STUNTS AND EXTRAS
  PHYSIQUE
  INTELLECT
  PRESENCE
  EMPATHY
  AFFILIATION
  Kosmegestrantoj
  Kestegistoj
  Agamistoj
  Planedanoj
  Other
  AGENDA
  Technical SS/LEVEL
  Social 
  MM/LEVEL
  Mixed 
  SM/LEVEL
  LIFETIME (2)::MULTIGENERATIONAL (4)
  ::EVOLUTIONARY (6)::ASTRONOMICAL (8)
  CONSEQUENCES
  MILD (2)
  MODERATE (4)
  SEVERE (6)
  AGE
  MILD
  DEAD
  SEV
  MOD
  Andromeda Character Sheet ©2016 Evil Hat Productions, LLC. May be printed and photocopied for personal use.
  AGENDAS
  Agendas are aspects—possessed by individual PCs, space-ark factions, and alien 
  threats—representing long-term goals. The pursuit and fulfillment of agendas 
  helps drive the action in Andromeda. 
  Accruing Agenda Points
  Players, you’ll accrue agenda points when you succeed at an action, adding the 
  S or M icons on the fate card you drew as agenda points into your pools. If the 
  card instead has an E, add any combination of three S and M icons to your 
  agenda pools. Some extras will let you accrue agenda points even when you fail 
  or by spending fate points. 
  When a PC’s action targets another PC, neither character can accrue agenda 
  points from that action. 
  You may accumulate agenda points when defending and opposing rolls. Factions 
  and alien threats may accrue agenda points as the cost when a PC succeeds at a 
  cost, gaining the icons on the card drawn for the PC’s action. Similarly, when a 
  faction or alien threat succeeds at a cost, an appropriate cost is an opposing PC 
  accruing agenda points from the drawn card. GMs, you may act on behalf of 
  factions and alien threats, which allows them to also accrue agenda points in the 
  same way as the PCs. 
  At the end of a scene, if a faction or alien threat—or any other entity with an 
  agenda, should it emerge—took no actions during the scene, it gets some free 
  agenda points: draw a fate card and add the card’s icons to the entity’s agenda pools.
  Classifying Agendas
  Each agenda is classified as technical, social, or mixed, which determines the 
  type or types of icons that must be spent to bring it to fruition.
  Technical: These agendas are about making or confirming scientific discoveries, 
  constructing technological contrivances, or solving logistical problems—anything 
  requiring the coordination of efforts to direct flows of matter and energy. Technical 
  agendas are advanced using S icons. 
  Social: These agendas are about altering individual or group beliefs, attitudes, 
  or behaviors—anything requiring intervention in the psychological processes of 
  sentient individuals. Social agendas are advanced using M icons.
  Mixed: These agendas require combining elements of the technical and the 
  social in order to succeed. Mixed agendas are advanced using equal numbers of 
  S and M icons.
  36
  FATE: WORLDS OF ADVENTURE
  
  Advancing Agendas
  At the end of a scene, characters, factions, and alien threats that have accrued 
  agenda points may advance agendas. Players, you may advance the agenda of your 
  character or your character’s faction. GMs, you may advance the agendas of an 
  alien threat or any factions, assuming no players wish to advance those factions. 
  Advance agendas in rank order (page 40).
  When you advance an agenda, choose its level of benefit: lifetime, multigenera-
  tional, evolutionary, or astronomical. Per level of benefit desired, technical agendas 
  cost SS, social agendas cost MM, and mixed agendas cost SM. 
  After advancing your agenda, add all of your unspent S icons to your 
  Technoscience pool and add all of your unspent M icons to your Eco-Culture 
  pool. When the aliens advance an agenda, they add all of their unspent S icons to 
  their Xenoscience pool and all of their unspent M icons to their Xenoculture pool.
  Once you have advanced an agenda, you may rewrite it to reflect any change 
  in the current circumstances.
  Danielle, playing the Agamisto propagandist Vulcja Venerido, advances 
  her personal agenda to create a Spy network among the planedanoj, 
  which includes both recruiting individuals as agents and establishing 
  the means through which they’ll report back to her—spy gadgets and 
  the like. It’s been decided that this constitutes a mixed agenda. Danielle, 
  having accumulated SSSSMM in Venerido’s agenda pool, decides to 
  advance the agenda at the end of a scene. All six icons are expended. 
  With two SM pairs, Danielle achieves a multigenerational agenda. The 
  remaining icons, SS, add to the space ark’s Technoscience resource 
  pool, increasing it by two.
   A
  G A LAXY
  REFRESH
  DESCRIPTION
  , & advantages.
  SKILLS
  PHYSIQUE
  INTELLECT
  PRESENCE
  EMPATHY
  AFFILIATION
  Kosmegestrantoj
  Kestegistoj
  Agamistoj
  Planedanoj
  Other
  AGENDA
  Technical SS/LEVEL
  Social 
  MM/LEVEL
  Mixed 
  SM/LEVEL
  LIFETIME (2)::MULTIGENERATIONAL (4)
  ::EVOLUTIONARY (6)::ASTRONOMICAL (8)
  AGE
  MILD
  DEAD
  SEV
  MOD
  ns, LLC. May be printed and photocopied for personal use.
  RECORD SHEETS
  A N D R O M E D A
  E P I C  S PAC E  O P E RA  I N  A N  A L I E N  G A LAXY
  CHARACTER NAME
  DESCRIP
  AUTHORITY
  Includes gear, vehicles, special talents, privileges, & advantages.
  AGENDA
  FREE
  ASPECTS
  STUNTS AND EXTRAS
  Ko
  Ke
  Ag
  Pl
  Ot
  Create a Spy Network  
  Among the Planedanoj
  Two pairs = Multigenerational 
  mixed agenda advancement.
  TECHNOSCIENCE
  ECO-CULTURE
  PLANEDANOJ THE COMMON PEOPLE
  Technical
  Social
  Mixed
  Scale
  AGENDA
  Andromeda Space Ark Sheet ©2016 Evil Hat Productions, LLC. May be printed and photocopied for personal use.
  E P I C  S PAC E  O P E RA  I N  A N  A L I E N  G A LAXY
  ARK NAME
  TROUBLE
  First Wave
  Main Sequence
  Trailing Edge
  Generation Ship
  Sleeper Ship
  Crèche Ship
  CONSEQUENCES
  MILD (2)
  MODERATE (4)
  SEVERE (6)
  KOSMEGESTRANTOJ DEVOTED MERITOCRATIC ELITE
  Technical
  Social
  Mixed
  Scale
  AGENDA
  AGAMISTOJ QUASI-ECCLESIASTICAL AESTHETIC DESIGNERS
  Technical
  Social
  Mixed
  Scale
  AGENDA
  KESTEGISTOJ RIVALROUS TECHNO-GUILDS
  Technical
  Social
  Mixed
  Scale
  AGENDA
  SCENARIO
  Left-over icons move 
  to their respective pool.
  2
  37
  ANDROMEDA
  
  Lifetime Agenda
  Cost: 2 icons
  When you advance a lifetime agenda, you may gain the following benefits:
  • Increase a skill by one rank, and decrease another skill by one rank.
  • Replace a stunt or buy a new stunt.
  • Rewrite one of your aspects, except your affiliation.
  • Gain access, for one scene, to a resource pool that you normally cannot access.
  • Adjust the scale of a faction or other entity by +1 step or -1 step.
  • Create a new entity at local scale.
  Multigenerational Agenda
  Cost: 4 icons
  When you advance a multigenerational agenda, you may gain the following benefits:
  • Increase one skill by one rank. 
  • Rewrite a severe consequence. 
  • Impose a mild consequence on a space ark or alien civilization.
  • Change your affiliation.
  • Rewrite your or your faction’s agenda. 
  • Gain access, for one scenario, to a resource pool that you normally cannot 
  access.
  • Adjust the scale of a faction or other entity by +2 steps or -2 steps.
  • Create a new entity at regional scale.
  Evolutionary Agenda
  Cost: 6 icons
  When you advance an evolutionary agenda, you may gain the following benefits:
  • Rewrite an extreme consequence.
  • Gain one refresh.
  • Increase one skill by one rank, beyond Great (+4). 
  • Impose a moderate consequence on a space ark or alien civilization. 
  • Gain access, for the campaign, to a resource pool that you normally cannot 
  access.
  • Adjust the scale of a faction or other entity by +4 steps or -4 steps.
  • Create a new entity at intercontinental scale.
  Astronomical Agenda
  Cost: 8 icons
  When you advance an astronomical agenda, you may gain the following benefits:
  • Create a new campaign aspect or rewrite an existing campaign aspect.
  • Impose a severe consequence on a space ark or alien civilization.
  • Shift to a new scenario.
  • Adjust the scale of a faction or other entity by +8 or -8.
  • Create a new entity at planetary scale.
  38
  FATE: WORLDS OF ADVENTURE
  
  X
  X
  TECHNOSCIENCE
  ECO-CULTURE
  PLANEDANOJ THE COMMON PEOPLE
  Technical
  Social
  Mixed
  Scale
  AGENDA
  Andromeda Space Ark Sheet ©2016 Evil Hat Productions, LLC. May be printed and photocopied for personal use.
  E P I C  S PAC E  O P E RA  I N  A N  A L I E N  G A LAXY
  TROUBLE
  First Wave
  Main Sequence
  Trailing Edge
  Generation Ship
  Sleeper Ship
  Crèche Ship
  CONSEQUENCES
  MILD (2)
  MODERATE (4)
  SEVERE (6)
  KOSMEGESTRANTOJ DEVOTED MERITOCRATIC ELITE
  Technical
  Social
  Mixed
  Scale
  AGENDA
  AGAMISTOJ QUASI-ECCLESIASTICAL AESTHETIC DESIGNERS
  Technical
  Social
  Mixed
  Scale
  AGENDA
  KESTEGISTOJ RIVALROUS TECHNO-GUILDS
  Technical
  Social
  Mixed
  Scale
  AGENDA
  SCENARIO
  Conflicting Agendas
  When you advance an agenda that conflicts with another agenda, anyone who 
  could advance the conflicting agenda can spend any of their accrued agenda 
  points to forestall your agenda. Spent agenda points eliminate matching icons 
  from your agenda.
  Karin, playing a Planedano named Feranja Luista, notices that the 
  Planedanoj agenda, throw oFF agamiSto inFluence, seems to conflict 
  with Danielle’s desire for Vulcja Venerido to create a spy network among 
  the populace. The Planedanoj agenda pool contains SSS, so Karin 
  opts to spend all three, reducing Danielle’s pool from SSSSMM to 
  SMM. Danielle will now only reach a lifetime agenda, spending SM, 
  and the excess M will add one Eco-Culture point to the space ark’s pool.
  TECHNOSCIENCE
  ECO-CULTURE
  PLANEDANOJ THE COMMON PEOPLE
  Technical
  Social
  Mixed
  Scale
  AGENDA
  Andromeda Space Ark Sheet ©2016 Evil Hat Productions, LLC. May be printed and photocopied for personal use.
  CONSEQUENCES
  MILD (2)
  MODERATE (4)
  SEVERE (6)
  AGAMISTOJ QUASI-ECCLESIASTICAL AESTHETIC DESIGNERS
  Technical
  Social
  Mixed
  Scale
  AGENDA
  KESTEGISTOJ RIVALROUS TECHNO-GUILDS
  Technical
  Social
  Mixed
  Scale
  AGENDA
  Throw off  
  Agamisto Influence
  After the Planedanoj remove 
  she has:
  The Planedanoj can resist 
  Vulcja's efforts with these. 
  Vulcja starts with:
  X
  1
  So Vulcja is left with one pair, meaning she 
  gets only a lifetime advancement instead.
  39
  ANDROMEDA
  
  TAKING ACTION ON A GALACTIC STAGE
  Usually, Fate games are designed with the idea that PCs will face opponents of about 
  the same scale or scope as themselves. They fight antagonists who are individu-
  als, like themselves, and whose activities can be identified as part of the problem 
  and cause specific harms to the PCs or people they care about. This is often not 
  the case in Andromeda, where the opposition includes entire alien civilizations 
  whose efforts to defeat the space ark may not be easily discerned and countered. 
  This chapter gives rules for facing problems on such massive scales, and intro-
  duces some of the devices that the GM can use to convey this situation to the 
  players during the game.
  Declaring and Resolving Actions
  Players, in each exchange during a scene, you’ll declare your actions in rank order. 
  Players, if your character is ranked higher than others, you may wait to declare your 
  character’s actions until those lower-ranked characters have declared their actions.
  To determine the relative seniority of the characters, check the following list. 
  Characters who don’t belong to any faction are ranked in the “aliens and others” 
  category.
  • The highest-ranking Kosmegestranto has the highest initiative.
  • The highest-ranking Agamisto comes second.
  • The highest-ranking Kestegisto comes third.
  • Lower-ranking Kosmegestrantoj follow in order.
  • Lower-ranking Agamistoj follow in order.
  • Lower-ranking Kestegistoj follow in order.
  • Aliens and others follow in order.
  • All Planedanoj follow in order.
  Using a set initiative order is a convenient compromise between 
  rolling for initiative each exchange, which can be time-consuming 
  and hard to track, and relying on some combination of group 
  consensus and GM fiat.
  GMs, you don’t have to declare the intentions of alien threats or space-ark fac-
  tions at this point. Instead, you’ll pay fate points to interrupt the action during 
  a scene. There’s more on this in “Using Factions and Alien Threats” (page 43).
  After the players have declared their characters’ actions, GMs, you will decide the 
  order in which to resolve those actions and who will oppose each character’s action. 
  The order of resolution does not have to be the same as the order of declaration; 
  in general, advance short-term actions first and then move to longer-term actions. 
  As long as the situation established at the beginning of the scene seems to remain 
  unadvanced, continue the scene. Run through the initiative order again, allowing 
  players to declare their actions and assigning opposition to them as needed, and 
  advance their declarations as appropriate.
  40
  FATE: WORLDS OF ADVENTURE
  
  Large-Scale Action
  In Andromeda, the action is often asymmetric: individual PCs will be taking 
  actions to influence or direct the actions of groups and organizations up to the 
  level of planetary populations and beyond—as well as to affect the behavior of 
  large and enduring physical phenomena up to and including planets, suns, and 
  other astronomical objects—not to mention manipulating the genetic codes or 
  altering the ecologies of entire species.
  To determine the difficulty of engaging in such actions, GMs, you’ll assign the 
  opposition a base defense based on its scale, then draw a fate card and add its 
  numeric result to the base defense.
  Note well what these rules suggest! A lot of the time during the 
  game, you’ll be determining the strength of the resistance on the 
  fly based on the scale of the result a PC is trying to achieve. Clever 
  PCs will target smaller-scale elements to gain advantages on a 
  larger-scale defender, garnering a sufficient number to confront 
  the defender on more equal terms.
   
  SCALE TABLE
  Scale
  Examples
  Base Defense
  Personal
  Individuals, personal vehicles, rooms
  Mediocre (+0)
  Local
  Large groups (hundreds), shuttlecraft, 
  big buildings, neighborhoods
  Fair (+2)
  Regional
  Large organizations (tens 
  of thousands), orbital 
  vessels, major cities
  Great (+4)
  Intercontinental
  Mega-cities, nation-states 
  (millions), interplanetary craft
  Fantastic (+6)
  Planetary
  Planetary populations 
  (billions), starships, planets
  Legendary (+8)
  Interplanetary
  System-wide civilizations (trillions), 
  space arks, star fleets, stars
  Astronomical (+10)
  Interstellar
  Multi-system civilizations 
  (quadrillions), space armadas, nebulae
  Cosmic (+12)
  Having returned from the recon mission, the Space Marine Commander 
  Prinja Greko wishes to create an advantage for the upcoming invasion 
  of the alien planet by devising an advantageous battle plan. As an indi-
  vidual grappling with the complexity of understanding the defenses of 
  an entire planet, she is operating at a planetary scale and thus faces a 
  base defense of Legendary (+8). Luckily, she can probably draw upon 
  her training (her stunts) and the resources of the space ark (her extras) 
  to help her. Unfortunately for her, the GM has resources to help the 
  aliens; these are discussed in greater detail below.
  41
  
  Time as a Factor
  Accomplishing something on a large scale takes time, which thus serves as both 
  a constraint on and a resource for character action. GMs, you can use what’s 
  happening in the fiction to establish about how long the current scene will last.
  Several PCs are aboard an interstellar starship en route to scout out 
  a likely colony world a dozen light-years away. A previous calculation 
  established that the ship can cover this distance in three or four days 
  (“a few days” in Fate Core terms). Andrea, the GM, determines that 
  the scene will cover the entire remainder of the trip, saying, “What 
  happens on the ship?” 
  Iago Kelistulo, the Kestegisto PC, is trying to overcome liFe Support 
  malFunctionS on the scout ship. The base defense of the starship is 
  Legendary (+8) and it draws a card with a Mediocre (+0) result. If 
  Iago’s result is Legendary (+8), it takes a few days—the whole trip—to 
  complete repairs, removing the liFe Support malFunctionS. If the result 
  is better, it takes less time to make the repairs: one day (+9), half a 
  day (+10), several hours (+11), a few hours (+12), and so forth. If Iago’s 
  result is worse, it takes more time: several days (+7), a week (+6), half 
  a month (+5), and so forth, so the repairs will be ongoing when the 
  starship arrives at the destination world.
  In the meantime, other characters will be completing other actions—
  interacting with each other, preparing for the scouting expedition, and 
  so forth. If their desired result will take more or less than a few days, 
  they may receive a bonus or penalty to completing the action. Canny 
  players will calibrate their intentions to the time available.
  If a scene is sufficiently long—a few weeks or more—you may use the rules for 
  advancing the clock (page 44) to reflect the effects of passing time.
  42
  FATE: WORLDS OF ADVENTURE
  
  Using Factions and Alien Threats
  GMs, your main role is responsive, showing the players how the space ark and 
  the surrounding galaxy react to their efforts. At the same time, you’ll want to be 
  able to initiate action on the part of their human rivals and alien enemies so that 
  the setting is dynamic, challenging, and sometimes surprising. 
  GMs, by spending a fate point, you can make a faction or alien threat take an 
  action during a scene. You can do this between resolving the actions of any two 
  PCs. Otherwise, your NPCs merely react to the PCs’ actions, usually by defending.
  Factions and alien threats typically act in pursuit of their own agendas. To 
  determine the result when a faction acts, you’ll draw a card and add the faction’s 
  base defense. When an alien threat acts, you’ll choose a skill, draw a fate card, 
  and add the aliens’ base defense (page 41). 
  The space ark, commanded by the Grand Admiral Stelito Terano, encoun-
  ters a small alien scout ship, whose captain responds to Terano’s 
  attempts to overawe him. The Grand Admiral is attempting to create 
  an advantage against the alien captain, an NPC whose base defense as 
  an individual is Mediocre (+0). Terano takes this action with Presence, 
  which the alien captain opposes with its species’ Empathy. Enraged, the 
  captain orders his ship to attack the space ark. The alien ship attacks 
  with its species’ Intellect plus its base defense, which Andrea, the GM, 
  decides is Epic (+7) for a small starship. The space ark defends with its 
  base defense of +10. If Grand Admiral Terano is actively taking charge of 
  the space ark’s defense, barking orders and inspiring the crew, Andrea 
  would add Terano’s Presence to the defense.
  Aliens may freely use Xenoscience and Xenoculture in play. 
  Xenoscience
  Alien threats can spend Xenoscience points to negate stress caused by physical 
  attacks, such as military or ecological damage, on a one-for-one basis. They can 
  also spend a Xenoscience point to add a durable situation aspect representing a 
  military, ecological, economic, industrial, or similar resource, with a free invocation.
  Xenoscience may thus be used to create an Attack Fleet or Space Armada, a 
  Fortress World or Bastion Planet, a Nanotech Swarm, an Ecologically 
  Diverse Planetary Habitat, or a Rare Element-Rich Asteroid Cluster. 
  Xenoculture
  Alien threats spend Xenoculture points to negate stress caused by social attacks, 
  such as political or cultural damage, on a one-for-one basis. They can also spend 
  a Xenoculture point to add a durable situation aspect representing a cultural, 
  diplomatic, or political resource.
  Xenoculture may thus be used to create a Zealous Religious Order or a 
  Widespread Authoritarian Mindset. It may be used to introduce a Trade 
  Agreement or a Beloved Leader or Fearsome Tyrant.
  43
  ANDROMEDA
  
  Advancing the Clock
  GMs, sometimes it will make sense to advance the clock, jumping forward in 
  time before beginning a new scene. Use these rules to give the feel of the effect 
  of time’s passage. Remember that framing scenes aggressively will help keep the 
  characters’ actions on similar time and distance scales, helping to ensure that 
  moving the clock forward won’t disrupt the players’ sense of continuity of the 
  ongoing action. Your ability to frame the scene greatly affects what actions the 
  characters might conceive and attempt.
  But if a character hasn’t finished acting by the end of a scene, it’s okay. At least 
  you’ll all know what the character’s up to when the next scene starts. Refer to 
  the fiction to deal with this sort of thing. When a player asks, “Can I act in this 
  scene even though I’m still working on this other thing?” your answer will be 
  “Yes,” “No,” or “Tell you what, spend a fate point and you can.”
  When you advance the clock, do the following:
  • Move any starships and space arks with powered-up overdrives.
  • Roll for aging to characters.
  • Roll for wear and tear on the space ark.
  • Roll for cultural change to the societies of the space ark, active alien threats, 
  and other colonies. 
  All of these rolls have a difficulty equal to the clock increment, the rough 
  amount of time passed. Often, the clock increment depends on the distance the 
  space ark must travel to reach its intended destination. In other circumstances, 
  it depends on the time needed to conduct important activities like terraforming 
  a planet or building an important technoscientific structure. These rolls can be 
  affected by invokes and compels, as normal.
  hackeryandcodewordsmuchto 
  besortedoutandverylitleofit 
  workinglikeitshouldWTFARGH
  ACCESS DENIED
  hackeryandcodewordsmuchto 
  workinglikeitshouldWTFARGH
  besortedoutandverylitleofit
  ACCESS DENIED
  44
  
  THE CLOCK
  Clock Increment
  Difficulty
  Typical Overdrive Distance
  A few weeks
  Mediocre (+0)
  Up to 50 ly
  Several weeks
  Average (+1)
  Up to 100 ly
  A month
  Fair (+2)
  Up to 250 ly
  A few months
  Good (+3)
  Up to 500 ly
  Several months
  Great (+4)
  Up to 1000 ly
  A year
  Superb (+5)
  Up to 2500 ly
  A few years
  Fantastic (+6)
  Up to 5000 ly (e.g., 
  width of a spiral arm)
  Several years
  Epic (+7)
  Up to 10,000 ly
  A decade
  Legendary (+8)
  Up to 25,000 ly
  A few decades
  Astonishing (+9)
  Up to 50,000 ly (e.g., 
  from galactic edge to 
  globular cluster)
  Several decades
  Astronomical (+10)
  Up to 100,000 ly (e.g., 
  galactic radius)
  A century
  Galactic (+11)
  Up to 250,000 ly (e.g., 
  galactic diameter)
  A few centuries
  Cosmic (+12)
  Up to 500,000 ly
  workinglikeitshouldWTFARGH
  hackeryandcodewordsmuchto 
  besortedoutandverylitleofit
  ACCESS DENIED
  besortedoutandverylitleofit 
  hackeryandcodewordsmuchto 
  workinglikeitshouldWTFARGH
  ACCESS GRANTED
  45
  ANDROMEDA
  
  Space Travel
  A starship with a powered-up overdrive moves the distance associated with 
  the passing clock increment, which may be during the scene or as the clock is 
  advanced between scenes. A pelegilisto PC (page 35) can spend Technoscience 
  points to power up the overdrive for a scene; between scenes, in the absence of 
  a pelegilisto, the player with the highest-ranking PC can authorize spending 
  Technoscience points to power up the overdrive. But only a pelegilisto PC can 
  spend Technoscience points to increase the FTL speed of the overdrive; each 
  spent Technoscience point increases the distance the ship may travel by one step 
  on The Clock table.
  Terraformer Iago Kelistulo is a Kestegisto with the pelegilado extra. 
  He wants to give the space ark a boost as it runs from an alien threat. 
  The clock is advancing a month between scenes, which would nor-
  mally allow the space ark to move up to 250 light-years. But the 
  alien threat is a space empire 1000 light-years in radius. So Frances 
  spends a Technoscience point to activate the overdrive, and then two 
  Technoscience points to increase the space ark’s typical overdrive 
  distance by two steps on The Clock table, meaning that the ark can 
  move up to 1000 light-years.
  Aging
  On a galactic scale, human PCs have to worry about getting old. Players, when 
  your character passes the physical age of 30, roll for aging. This is an overcome 
  action using Physique versus a difficulty equal to the clock increment. You can 
  add the icons on the fate card you draw to your agenda pools, regardless of the 
  outcome of the aging roll. You may forgo this roll by invoking a relevant aspect 
  like Medical Longevity. 
  If you fail on the aging roll, take a mild consequence and mark one aging 
  failure on your character sheet. The second time you fail an aging roll, take a 
  moderate consequence and mark another aging failure. The third time, take a 
  severe consequence and mark another. If you fail a fourth time, you suffer an 
  extreme consequence: death. 
  Certain technological interventions—personality uploading, medical rejuvena-
  tion, and so forth—may be used to stave off death; if you use such an intervention, 
  you’ll likely either radically redesign your character or create an entirely new one.
  DEATH AND LEGACY
  If your character does die, you may set aside any accumulated agenda points as 
  their legacy. You may designate another PC or NPC to carry on that legacy. That 
  character may act to support the legacy agenda, though they will also continue 
  to pursue their own agenda. You may of course make a new character to receive 
  your dead character’s legacy, but you don’t have to.
  46
  FATE: WORLDS OF ADVENTURE
  
  Wear and Tear
  Traveling through space has the potential to cause damage to a spacecraft, starship, 
  or space ark. This is an overcome action using the craft’s base defense versus the 
  clock increment. On a failure, add a situation aspect reflecting the damage to 
  the craft when the next scene begins. If desired, you can determine the situation 
  aspect by consulting the Starship Damage table. The GM receives a free invoca-
  tion of this situation aspect.
  STARSHIP DAMAGE
  0
  +
  ++
  +++
  ++++
  0
  Life Support 
  Malfunction!
  Helm Control 
  Issues
  Internal 
  Comms Fault
  Waste Cycling 
  Reflux
  Overdrive 
  Overload!
  -
  Environmental 
  Problems
  Hull Plating 
  Ablation
  Sensor 
  Malfunction
  Minor 
  Radiation Leak
  --
  Structural 
  Compromise
  Power 
  Fluctuations
  Weapons 
  Malfunction
  ---
  Programming 
  Glitch
  Manifest 
  Design Flaws
  ----
  Antimatter 
  Containment 
  Fault!
  47
  ANDROMEDA
  
  Cultural Change
  When advancing the clock, roll for cultural change aboard the space ark, for 
  active alien threats, and for any separate colony worlds and settlements that have 
  been established. 
  Aboard the space ark, roll for each faction separately. Each faction can add the 
  icons on its drawn fate card to its agenda pools. Similarly, an alien threat can add 
  the icons on its drawn card to its agenda pools. If the players have established 
  a settlement, colony, or outpost with a separate agenda, then it too can add the 
  icons on its drawn card to its agenda pools.
  Add the numeric result of the drawn card to the base defense of the culture, 
  and compare it to the difficulty equal to the clock increment. On a failure, shuffle 
  the discarded fate cards back into the Deck of Fate, draw a new card, consult the 
  Cultural Change table, and implement the result. You can wait until all the rolls 
  are done before determining the effects of cultural change.
  48
  
  CULTURAL CHANGE
  0
  +
  ++
  +++
  ++++
  0
  Dark Age
  Golden Age
  Cultural 
  Advance
  Accelerando
  Singularity
  -
  Cultural 
  Decadence
  New Political 
  Order
  New Cultural 
  Order
  Breakthrough
  --
  Economic 
  Slowdown
  New Social 
  Order
  Religious 
  Fervor
  ---
  Economic 
  Depression
  Flight from 
  Reason
  ----
  Collapse
  Accelerando: Add SSS to the culture’s Xenoscience pool.
  Breakthrough: Add SS to the culture’s Xenoscience pool.
  Collapse: Give a severe consequence to the culture.
  Cultural Advance: Add MMM to the culture’s Xenoculture pool.
  Cultural Decadence: Remove M from the culture’s Xenoculture pool.
  Dark Age: Remove SM from the culture’s resource pools.
  Economic Depression: Give a moderate consequence to the culture.
  Economic Slowdown: Give a minor consequence to the culture.
  Flight from Reason: Remove S from the culture’s Xenoscience pool.
  Golden Age: Create as a boost with two free tags for members of the culture.
  New Cultural Order: Create an aspect reflecting the emergence of new aesthetic 
  tastes or cultural preferences.
  New Political Order: Create an aspect reflecting the shift in governmental 
  arrangement or power structures.
  New Social Order: Create an aspect reflecting changes in social organization or 
  hierarchies.
  Religious Fervor: Add Zealous Followers of [Object], an object of reli-
  gious veneration, with a free invocation for the GM. Add M to the culture’s 
  Xenoculture pool.
  Singularity: Replace all of the culture’s other aspects with Disembodied Machine-
  Mind Culture, which has two free invocations for members of the culture, and 
  add any three icons to the culture’s resource pools.
  49
  ANDROMEDA
  
  The GM’s Refresh and Fate Points
  The GM’s refresh is one plus twice the number of players. So if there are four 
  players and one GM, the GM’s refresh is 9. When the players refresh their fate 
  points, the GM does too. 
  Aggressive Scene Framing
  GMs, one of your most important jobs is to provide a sense of continuity and 
  coherence to the ongoing events of the game, which include the PCs’ actions as 
  well as the overt reactions and behind-the-scenes endeavors of space-ark factions 
  and alien threats. In other words, as in most Fate games, it is your job to set the 
  scene for play.
  However, a scene in Andromeda should not necessarily be understood in terms 
  of the classical unities of time, space, and action—you’re not trying to ensure 
  that all of the characters are in the same place at the same time undertaking the 
  same project. Rather, you should convey to the players a strong sense of where 
  the space ark is in relation to the surrounding galaxy and possible alien threats, 
  where characters are in relation to each other, and what’s happening aboard the 
  space ark as a whole. Armed with this knowledge, characters can take action in 
  response to the situation as it exists.
  You may also advance the clock (page 44) to aid in aggressive scene framing, 
  fast-forwarding through the ship’s journey to get to the important decision points. 
  Because Andromeda has such a wide scope, this sort of active GM intervention 
  in the narration flow is important because it prevents your game from getting 
  bogged down in minutiae.
  The Situation Card
  At the beginning of the scene, it can be useful to draw a fate card and read one 
  of the execution aspects as a prompt to describe the current situation, both to 
  give you inspiration and to mark a procedural beat orienting the players. It takes 
  some practice to do this well; the Deck of Fate works best when it’s used to answer 
  questions about developments to the current situation.
  It is time for a new scene; the space ark has just belligerently conquered 
  a Psycho-Saur fortress planet at the edge of their space empire while 
  continuing to face the problem of Cetaceo-Naut space raids. Meanwhile, 
  inside the space ark, the Kestegistoj are demanding more resources 
  for repairs to the space ark, while a large contingent of Planedanoj 
  want to leave the ship and settle on the Psycho-Saur planet. Having 
  established these important particulars, Andrea, the GM, draws a fate 
  card to move events forward.
  Andrea draws the +-++ fate card, which has the execution aspects 
  joke’S on them and Fell your way. She picks the former, feeling that 
  it’s more relevant, and decides that it’s talking about the would-be 
  emigrants to the Psycho-Saur world, who clearly will fall victim to a 
  nest of Psycho-Saur mental infiltrators. “As the Kosmegestranto troops 
  50
  FATE: WORLDS OF ADVENTURE
  
  continue to mop up,” Andrea says, “a small contingent from among the 
  Planedanoj, along with a few Agamisto advisers and Kestegisto techni-
  cians, proudly depart the space ark and begin building a settlement 
  they call nova ganimedo. Things go well for a few weeks, but then a 
  scouting party exploring outside the perimeter of the settlement fails 
  to report back. Increasingly worried messages from Nova Ganimedo 
  report further disappearances, incidents of sabotage, and poSSible 
  pSycho-Saur activity. What do you do?”
  Be flexible in how you use the situation card, GMs. Interpret the card by 
  accounting for the situation, the players’ inclinations, and the characters’ motiva-
  tions, along with what would be interesting to watch, and use all this to establish 
  the scene, as in the following example. Your interpretation may lead to conflict 
  between characters, but you don’t need to push for it.
  It is the middle of the game, and the space ark has entered a hostile 
  system belonging to a militaristic empire ruled by inorganic shape-
  shifters. The PCs are Prinja Greko, a Kosmegestranto Space Marine 
  commander; Iago Kelistulo, a Kestegisto terraformer; and Vulcja 
  Venerido, an Agamisto propagandist. Andrea, the GM, learns that Greko 
  is chomping for a fight on the ground, Kelistulo wants to do something 
  to mess with the aliens’ biosphere to make it unlivable for them, and 
  Venerido contrariwise is interested in making contact with the aliens in 
  hopes of suborning their planetary populace to the space ark’s cause. 
  Andrea sets the scene, starting with the situation aspect planetSide 
  recon miSSion, having judged that such a situation gives the PCs room 
  to act on their contradictory inclinations. She then draws the +-+- 
  fate card, which has the motifs “Could Be Better” and “Could Be Worse.”
  “Obviously,” she says to the players, “this suggests that you’ve landed 
  under less than ideal circumstances,” choosing could be better. She 
  then adds a second situation aspect called we’ve been Spotted! and 
  describes Silicoid alien ScoutS scuttling away from the drop site to 
  report to their higher echelons. “What do you do?” she asks the players, 
  allowing them each to establish whether they’re on the ground with 
  the recon mission or back aboard the space ark.
  Compelling Aspects as Scene Framing
  GMs, as discussed in Fate Core (pages 228–231), you can always compel char-
  acters at the beginning of a scene with all types of aspects, presenting them with 
  problems derived from those aspects that, if not addressed by the PCs, will get 
  worse by the time the next scene occurs. In general, offer a compel to one player, 
  whose refusal—by paying fate points—reflects the expenditure of off-screen time, 
  energy, and resources to deal with the issue.
  51
  ANDROMEDA
  
  Questions the Players Will Ask
  ARE WE TOGETHER?
  You can be. It doesn’t really matter, though, because regardless of their proxim-
  ity or distance to each other on the space ark or within nearby space, characters 
  should able to talk to each other, thanks to the communication technologies they’ll 
  have on hand. It gets more complicated once they are separated by light-years 
  of distance, but the point-to-point FTL communicator known as the ansibilo 
  (ansible) may void that complication. In any event, it may be better if you’re not 
  together, since this gives characters more scope for individual action.
  DO WE KNOW EACH OTHER?
  Probably. Since you’re all important people aboard the space ark, you’ve prob-
  ably at least heard of each other. The benefit of the characters knowing each 
  other is that it helps them coordinate their actions—assuming their interests are 
  complementary. Even if they’re not, conflicting agendas can create interesting 
  intercharacter tensions that inform play in exciting ways. The danger, of course, 
  is that conflict between characters will spill out to the players in ways that aren’t 
  fun. (This is why targeting another PC with an action doesn’t earn you agenda 
  points: to incentivize indirect action rather than direct conflict between PCs.) But 
  some players will be sensitive to the danger and so will want to fly below the radar, 
  avoiding the interference of other PCs. This can work, but it probably shouldn’t 
  be encouraged—having each player choose an aspect that connects their PC to 
  another one is still a good idea, even absent a formal phase trio.
  Drawing Maps
  Sketching out local star maps, planet maps, and ship blueprints is helpful for 
  establishing where things are in relation to one another, and doing so can help 
  players visualize their characters’ locations and surroundings. Players of Kestegisto 
  characters could be asked to draw space-ark blueprints, if desired, while players 
  of Agamisto characters could be asked to provide the layout of inhabited spaces. 
  If you have any alien characters, their players could draw planetary map and 
  system diagrams. 
  In play, most of these maps are more likely to be useful for their orienting effect 
  rather than serving to regulate movement in the way a zone map would. Even 
  so, specific conflicts may warrant creating zone maps, inspired by any relevant 
  orientation maps that you and your players have created. Local star maps, show-
  ing how far away star systems are from each other, should be scaled in light-years 
  so that they can be used to determine interstellar travel times using the space 
  ark’s overdrive engines. 
  52
  FATE: WORLDS OF ADVENTURE
  
  A N D R O M E D A
  E P I C  S PAC E  O P E RA  I N  A N  A L I E N  G A LAXY
  CHARACTER NAME
  REFRESH
  DESCRIPTION
  AUTHORITY
  Includes gear, vehicles, special talents, privileges, & advantages.
  AGENDA
  FREE
  SKILLS
  ASPECTS
  STUNTS AND EXTRAS
  PHYSIQUE
  INTELLECT
  PRESENCE
  EMPATHY
  AFFILIATION
  Kosmegestrantoj
  Kestegistoj
  Agamistoj
  Planedanoj
  Other
  AGENDA
  Technical SS/LEVEL
  Social 
  MM/LEVEL
  Mixed 
  SM/LEVEL
  LIFETIME (2)::MULTIGENERATIONAL (4)
  ::EVOLUTIONARY (6)::ASTRONOMICAL (8)
  CONSEQUENCES
  MILD (2)
  MODERATE (4)
  SEVERE (6)
  AGE
  MILD
  DEAD
  SEV
  MOD
  Andromeda Character Sheet ©2016 Evil Hat Productions, LLC. May be printed and photocopied for personal use.
  
  Andromeda Alien Species Sheet ©2016 Evil Hat Productions, LLC. May be printed and photocopied for personal use.
  A N D R O M E D A
  E P I C  S PAC E  O P E RA  I N  A N  A L I E N  G A LAXY
  ALIEN SPECIES NAME
  HIGH CONCEPT
  AGENDA
  SKILLS
  ASPECTS
  STUNTS AND EXTRAS
  PHYSIQUE
  INTELLECT
  PRESENCE
  EMPATHY
  ALIEN SPECIES 
  RECORD SHEET
  AGENDA
  Technical SS/LEVEL
  Social 
  MM/LEVEL
  Mixed 
  SM/LEVEL
  LIFETIME (2)::MULTIGENERATIONAL (4)
  ::EVOLUTIONARY (6)::ASTRONOMICAL (8)
  CONSEQUENCES
  MILD (2)
  MODERATE (4)
  SEVERE (6)
  XENOSCIENCE
  XENOCULTURE
  
  TECHNOSCIENCE
  ECO-CULTURE
  PLANEDANOJ THE COMMON PEOPLE
  Technical
  Social
  Mixed
  Scale
  AGENDA
  Andromeda Space Ark Sheet ©2016 Evil Hat Productions, LLC. May be printed and photocopied for personal use.
  A N D R O M E D A
  E P I C  S PAC E  O P E RA  I N  A N  A L I E N  G A LAXY
  ARK NAME
  TROUBLE
  First Wave
  Main Sequence
  Trailing Edge
  Generation Ship
  Sleeper Ship
  Crèche Ship
  CONSEQUENCES
  MILD (2)
  MODERATE (4)
  SEVERE (6)
  KOSMEGESTRANTOJ DEVOTED MERITOCRATIC ELITE
  Technical
  Social
  Mixed
  Scale
  AGENDA
  AGAMISTOJ QUASI-ECCLESIASTICAL AESTHETIC DESIGNERS
  Technical
  Social
  Mixed
  Scale
  AGENDA
  KESTEGISTOJ RIVALROUS TECHNO-GUILDS
  Technical
  Social
  Mixed
  Scale
  AGENDA
  SCENARIO
  
SOURCE: textdata/thevault/FATE (fudge) [multi]/World of Adventure/Andromeda.pdf