GALACTIC CALTROP CORE: The Ace
0. Choose a Ship and Crew
Your characters will be influenced by the ship you fly, so
discuss the ship selection for your game first. Pick the ship
now, but detail the ship during crew creation.
1. Choose a Playbook
Your playbook determines your character’s role and reputation,
their special abilities, and how they advance. Multiple players can
choose the same playbook.
2. Choose a Heritage
Pick one on the sheet and add a note about your family life.
3. Choose a Background
Pick one on the sheet and add a detail about your specific history.
4. Choose One Friend and One Rival
Mark someone on your contact list who is a close friend, long-time ally, family relation, lover, etc. Mark another who is a former friend turned rival, enemy, scorned lover, betrayed partner, etc.
5. Record Your Name, Alias, and Look
Choose from the lists (right), or write down your own.
SKILLS:
--Attune to The Way to communicate with non-sentient species or robots; sense unseen danger or killing intent; safely handle Precursor artifacts or remnants.
--Command obedience with your force of personality; intimidate or threaten; lead an action with NPCs; order people to do what you want.
--Consort with connections from your heritage, background, friends, or rivals to gain access to resources, information, people, or places.
--Doctor someone who’s been injured; handle and identify substances; do science; comfort, support, or elicit sympathy.
--Hack computers, systems, and digital locks; reprogram robots or drones; jam surveillance and communications.
--Helm a vehicle; fire ship weaponry; plot a jump or in-system course; escape a chasing ship.
--Rig together mechanical solutions; disable, modify, repair, or create mechanisms; disable a trap, pick a lock, or crack a safe; rig explosives.
--Scramble to a positon or away from danger; lift, run, climb, jump, or swim; traverse harsh environments.
--Scrap with an opponent in blaster or physical combat; assault or hold a position; brawl, fight with melee weapons, or wrestle.
--Skulk about unseen; pick pockets; employ subtle misdirection or sleight of
hand.
--Study a person, document, database, or thing with close scrutiny to gather information and apply knowledge; gain a deeper understanding; do research.
--Sway someone with charm, logic, disguise, or bluffing; change attitudes or behavior with manipulation or seduction.
doctor hack rig study
helm scramble scrap skulk
attune command consort sway
THE ACE
--the ace is a skilled pilot.
--their power comes from their agility, conviction, and nerve.
get invested in things, people, and ideas, and try to bring them into your life.
get yourself into trouble and get other people out of trouble, sometimes at the same time.
make your character larger than life, while also being fallible and relatable.
Suggested Background: Guilder, Military, Syndicate
STARTING SKILLS: Helm 4, and then choose 1 more of these to start at 3, and 2 more to start at 2
rig scramble scrap skulk command consort sway
spend a token:
get yourself or someone else out of harm’s way.
make a daring maneuver to gain an advantageous position.
maneuver an unfamiliar vehicle without trouble.
take the lead in a moment of confusion or despair.
give a token
ask the right person for help or guidance, and give them a token.
ask “how could i best encourage you or give you hope right now?” and give them a token if you act on their answer.
gain a token
make a rash maneuver that puts you or others in danger.
question someone’s authority in a time of confusion or despair.
say “we’ve got company.”
Look (choose one from each row):
--proud smile, bashful smile, cocky smirk, warm smile, broad smile, flirtatious smirk, naive smile.
--bright eyes, determined eyes, weary eyes, earnest eyes, sharp eyes, fierce gaze, kind eyes.
Choose 2 or 3 wardrobe styles:
--neon coveralls, a customized helmet, a leather jacket, vests, a sentimental ring, perfectly-styled hair, too many pockets, a statement scarf, leather gloves, button-up shirts, an old blaster.
What do you long for? Choose as many as you want:
freedom, adventure, stability, love, the sky, renown, revenge, respect, something new.
Choose 2 extra specialties you have:
--fixing ships, scavenging, interrogation, going undercover, pushing people’s buttons, leading my team, swaying others to the cause.
Choose 2 relationships:
my austere or learned commander who i see as a mentor
the innocent or curious rookie i recruited not long ago
the anxious or inventive droid i’ve befriended
the mercenary leader of the smuggling crew i abandoned
the awkward or daring pilot who sees me as their rival
THE NOVA
the nova is attuned to The Way.
their power comes from their emotion, focus, and intuition.
explore the role of teacher as well as student.
let your character develop a signature style, and use it to help describe how your actions and beliefs.
make your character larger than life, while also being fallible and relatable.
Suggested Background: any
STARTING SKILLS: Attune 4, and then choose 1 more of these to start at 3, and then 2 more to start at 2:
doctor study
scrap skulk
command sway
spend a token:
receive a vision of the past, present, or future.
reveal someone’s hidden emotions, to themself or others.
use The Way to protect yourself or others.
learn the secrets or purpose of something not understood.
say “there is something here that we are missing.”
give a token
heal or soothe someone’s pain or duress, and give them a token.
ask “why are you pursuing the goal that you are?” and give them a token if they provide an answer.
gain a token
act on impulse, putting yourself in a dangerous situation.
lose control of yourself or The Way and put someone you care about in danger.
react with scorn or doubt to something or someone you do not understand.
assume good intentions from someone who means you harm.
ask “how do i fall short of expectations right now?”
Look (choose one from each row):
--friendly face, haunted face, weary face, soft face, angular face, shadowed face, somber face.
--sparkling eyes, squinting eyes, laughing eyes, distant eyes, piercing eyes, curious eyes, resentful eyes, wandering eyes.
Choose 2 or 3 wardrobe styles:
--flowing robes, fabric bracers, a starblade holster, scrounge-ups, the same thing for literal years, all-black everything, leather belts, all-beige everything, mismatched fabrics, loose-fitting shirts, simple jewelry, tied-back hair.
Who were you before you realized you were a Nova? Choose one:
--a scavenger, a farmhand, space royalty, i don’t remember, a smuggler, a mechanic, royalty, i’ve spent my whole life training in The Way, a scholar.
Choose 2 things you have and two you're searching for:
a starblade, my inner balance, the ancient nova texts, the secret to my heritage, the mandate’s hidden vulnerability, a sense of belonging, respect from those i admire, my destiny.
Choose 2 relationships:
my wise or ethereal mentor with unconventional methods
the burdened boy i see in visions
the attuned or troublemaker kid who asked me to teach them
the austere or innocent family i left long ago
DEFECTOR:
the defector used to work for the regime or a cult, but got out.
their power comes from their compassion, determination, and will to change.
explore the ways your time in the regime or the cult has influenced the way you think.
allow your character to learn and grow, and encourage others to do the same.
make your character larger than life, while also being fallible and relatable.
Suggested Background: academic (Engineers' Guild), cult (the Seekers, Acolytes of Kadesh, The Agony, Hittari Cult, Church of Stellar Flame, Nightspeakers, Sunbiters), labor, guilder (Starsmiths'), military (Regime), nobility
STARTING SKILLS: Choose one of these to start at 4, and then choose 1 more of these to start at 3, and then 2 more to start at 2:
doctor hack rig study
helm scramble scrap skulk
attune command consort sway
spend a token:
reveal a previously-unknown regime vulnerability.
quickly pick up a new skill.
triumph over someone or something which once oppressed you.
give a token:
find an ally in an unlikely place, and give them a token.
put yourself in danger to help someone, and give them a token.
ask “how can i best help you right now?”, give them a token if you act on their answer.
ask “who or what is really in control here?”, and give a token to the answer.
gain a token
lie about your abilities or knowledge.
run from a problem instead of facing it.
reveal a harmful belief you have not unlearned.
ask “who do you want me to be?”
ask “what would i gain by leaving in this moment?”
Look (choose one from each row):
--nervous eyes, determined eyes, weary eyes, pleading eyes, darting eyes, daring eyes, questioning eyes.
--gentle voice, passionate voice, unsure speech, rough voice, tripping over words, curt speech, sincere voice.
Choose 2 or 3 wardrobe styles:
whatever others have given me, bright colors, a signature jacket, a permanent mark from my past, discrete clothing, goggles, a manypocketed vest, my old uniform, a token from someone i love, repurposed fabric.
What was the last straw?
a command to shoot civilians, my comrade was killed for nothing, a liberation fighter spared me, i fell in love, i stumbled upon secret plans for an atrocity, my whole squadron revolted at once, i felt something calling me.
Choose 2 phrases that summarize what you have been or are now, and 2 you want to be:
calm under pressure, at peace with my past, devoted to the liberation, knowledgeable about The Way, a reliable friend, brave, confident, fitting in with this new environment, able to fight against my former comrades.
Choose 2 relationships:
my old commanding officer who wants me dead; they are scheming or analytical
the cunning or stealthy bounty hunter on my tail
the passionate or daring pilot who helped me escape
the cynical or zealous liberation fighter who reluctantly trusts me
the fellow defector i met after my escape; they are faithful or rousing
my best friend i left without saying goodbye; they are compassionate or conciliatory
THE DIPLOMAT:
the diplomat has a position of power or influence in the galaxy.
their power comes from their leadership, negotiation, and strategy.
explore the ways your personal and public lives intersect and influence each other.
make big decisions, and make them matter.
make your character larger than life, while also being fallible and relatable.
Suggested background: academic, guilder, syndicate, nobility.
STARTING SKILLS: Choose one of these (that is NOT Attune) to start at 4, and then choose 1 more of these to start at 3:
study attune command consort sway
and then 2 more of these (that you didn't just pick) to start at 2:
doctor study
helm scrap skulk
attune command consort sway
spend a token:
reveal a contingency plan at a critical moment.
de-escalate conflict between parties with a common goal.
enact a plan or order and follow it through.
give a token:
call in a favor from an ally, and give them a token.
give someone a new responsibility, and give them a token.
show someone you believe in them, and give them a token.
ask “what would get you to side with me or my cause right now?” and give them a token if you act on their answer.
gain a token:
act on impulse, putting yourself in a dangerous situation.
get captured.
discover a betrayal from a supposed ally.
tell a hard truth in a way that hurts.
ask “what have you been hiding from me?”
Look (choose one from each row):
--demanding voice, tired voice, formal speech, hopeful voice, adept code-switching, caring voice, reassuring voice.
--polite smile, disarming smile, grim smile, sincere smile, proud smile, confident smile, wistful smile.
Choose 2 or 3 wardrobe styles:
formal wear, military getup, impractical dresses, simple clothes, a signature hairstyle, all-white everything, a concealed blaster, hoods, pristine clothing, flowy dresses, metallic accents.
Choose 2 Beliefs:
reduction of harm always comes first, if someone must do something they will regret it should be me, The Way will always show the path forward, hope is always stronger than fear, there is no such thing as negotiation with the regime, only the powerful are able to make the toughest choices, violence is necessary for creating a peaceful future, the end of the war is near.
Choose 2 things you cause others to feel:
respect, righteous anger, reassurance, determination, focus, inspiration, faith, obedience.
Choose 3 relationships:
my missing twin; they are faithful or dramatic
the maverick or wise leader of the other liberation operatives with disagreeable methods
my ancient or observant bodyguard
my analytical or awkward droid
the young upstart pilot who reminds me of my younger self; they are passionate or burdened
my commanding or mercenary politician mother
the daring smuggler who still owes me
a stealthy or scheming spy in the mandate
my cocky or protective ex
THE SCOUNDREL:
the scoundrel is a member of the underbelly of the galaxy.
their power comes from their connections, recklessness, and criminal history.
explore the tensions between selfishness, loyalty, cynicism, and hope.
do things your own way, for better and worse.
make your character larger than life, while also being fallible and relatable.
Suggested Background: Definitely syndicate-- but possibly labor, military, nobility
STARTING SKILLS: Choose one of these to start at 4:
hack scramble skulk consort sway
and then choose 1 more of these (that you didn't just choose above) to start at 3, and 2 more to start at 2:
hack rig study helm scramble scrap skulk consort sway
spend a token
know exactly where you’re going when others are lost.
win a fight you didn’t start.
get out of a bad situation at the last moment.
pull off an absurd stunt to take advantage of an unexpected opportunity.
reveal that you stole something earlier.
give a token
call in a favor from someone you know, and give them a token.
ask “what would [player character] do in this situation?” and ask them for a token.
gain a token
start a fight you can’t win.
walk into a situation unprepared.
provoke the suspicion or distrust of others.
tell someone something secret or guarded about yourself.
ask “who here hates my guts?”
ask “what have i failed to realize about you?”
Look (choose one from each row):
--laughing smile, open smile, cocky smirk, fond smile, crooked grin, secret smile, wistful smile.
--folded arms, hands constantly fidgeting, hands curled into fists, finger on the trigger, hand out to shake, hands that wander into others’ pockets.
Choose 2 or 3 wardrobe styles:
a vest, lots of capes, space jeans, big coats, formal wear, extravagant outfits, a signature outfit, overly casual clothes, a fancy blaster holster.
Choose 2 you have now, and 2 you've lost:
the trusty ship you stole, a safehouse that no one’s found, a real friend, a coveted contract, official mandate paperwork, a favor owed from someone powerful, hope for a way out, a high-grade blaster, the ability to relax, a sense of belonging.
Choose 2 kinds of jobs you tend to do:
bounty hunting, stealing, assassination, smuggling, conning rich people, acting as a getaway ship, cheating at gambling.
Choose 3 relationships:
the focused or rousing ex i betrayed
the scheming or commanding mob boss i still owe
the observant bounty hunter on my tail
my cunning or attuned ex who’s a regime officer now
the troublemaker or conciliatory droid i hacked to be sarcastic
my cocky or passionate rival who always gets the best jobs
the mercenary friend who stole from me and left
the friendly or gossipy bartender at my old favorite joint
the maverick or connected information broker who sometimes gives me tips
THE MECHANIC:
the mechanic is a fixer.
their power comes from their mechanical knowledge, drive, and insight.
make decisions about the material resources of the world, and make them relevant to your character and the team.
involve fellow players in brainstorming interesting risks or complications when you tinker with things.
make your character larger than life, while also being fallible and relatable.
Suggested background: academic, labor, guilder, military, syndicate
STARTING SKILLS: Rig 4, and then choose 1 of these to start at 3: hack study skulk consort
Then choose two more of these (that you didn't already pick) to start at 2:
hack study
helm scrap skulk
consort sway
spend a token:
jury-rig a temporary solution while under duress (without having to roll)
discern a secret or hidden function of a machine.
break something in the exact way you mean to.
ask “what piece am i missing to make this work?”
give a token:
add a functionality to something you fix; give a token to the person you helped.
ask “will you help me with this?” and give them a token if they say yes.
gain a token:
uncover an unexpected power or secret in something you’re working on.
admit you don’t understand something.
disregard someone’s wants or needs in favor of your work.
say “fixing this will take a resource we don’t have.”
Look (choose one from each row):
--appraising eyes, distant eyes, curious eyes, intense stare, focused eyes, skittish eyes, earnest eyes.
--greasy hands, distracted hands, worn hands, gloved hands, clean hands, scarred hands, careful hands.
Choose 2 or 3 wardrobe styles:
grease stains, overalls, tool belt, a repurposed uniform, hastily tied-back hair, goggles, the same shirt in different colors, dark coveralls, a ring of keys.
Choose 2 desired currencies:
gossip, compliments, spare parts, license for experimentation, conversation while i work, small favors, no questions asked, credits.
Choose 3 you always have with you:
the right tools, something to write with, some random spare parts, a knife, memories of loss, fading scars, suspicion.
Choose 2 relationships:
the anxious or troublemaker pilot whose ship i’m always repairing
my friendly or gossipy helper droid
the inventive kid who wants to be my apprentice
the observant or curious droid i help to maintain itself
the cunning or connected smuggler who gets me rare parts
my focused or learned older sister who taught me how to fix things
the austere or dramatic ex who still comes to me for repairs
MUSCLE:
you know that sometimes violence will come for you even when you don't want it, and that sometimes you have to be ready to meet it with force.
your power comes from your physicality, your practiced moves, and your willingness to resist.
Suggested background: cult, guilder, military, syndicate, nobility.
STARTING SKILLS: Scrap 4, and then choose 1 of these to start at 3: scramble, skulk, consort, command, sway
Then choose two more of these (that you didn't already pick) to start at 2:
doctor rig helm scramble skulk attune command consort sway
spend a token:
--to perform a feat of physical force that verges on the superhuman, like engaging a small gang on equal footing in close combat (without having to roll dice)
--to defeat someone who's a little tougher than you (without having to roll dice)
--to help an ally defeat someone in combat who's a little tougher than either of you (although not tougher than both of you put together) (without having to roll dice)
--To intimidate someone else
give a token:
--To protect a teammate during combat (without having to roll dice)
--To weaken someone or something else during combat (or to otherwise make someone or something else vulnerable) so that an ally can follow up on the advantage you just created
gain a token:
--when you let your armor or weapon you're currently using get broken to escape damage or to escape a dangerous situation (without having to roll dice)
--when you humble yourself so as to avoid combat
--to take damage that was about to happen to someone very nearby you
Choose 1 that's a friend and one that's an enemy:
--Krieger, a blaster-pistol duelist
--Shod, a weapons dealer
--Chon-zek, a bounty hunter
--Yazu, a crooked cop
--Aya, an assassin
Choose two of these you possess:
--a fancy Sniper Rifle
--a fancy Flamethrower
--a fancy Vibro-Blade
--a fancy Detonator Launcher
--an amazing Martial Art Style
--an accessory you wear that you believe gives you luck sometimes in some mysterious, mystical way
THE ICONOCLAST:
The iconoclast is disillusioned by the endless cycles of history.
They’re here to put an end to it.
Their power comes from their knowledge, determination, and doubt.
seek out opportunities to give counsel, provide different viewpoints, and
question others.
keep the bigger picture in mind, and make it as big as you can.
make your character larger than life, while also being fallible and relatable.
Suggested background: academic, labor, cult, syndicate, nobility
STARTING SKILLS: Choose one of these to start at 4, and then choose 1 more of these to start at 3: doctor study helm scrap skulk attune command sway
Now choose 2 more (that you didn't already pick) to start at 2:
doctor hack rig study
helm scramble scrap skulk
attune command consort sway
spend a token to:
seize upon their fatal flaw or your secret knowledge
make someone hear the truth of your words
do something that defies history
ask “how can I change this?”
give a token to:
make a sacrifice for them, and give them a token
use a hard truth against them, and give them a token if they relent
complicate a too-simple explanation, and give them a token
question their beliefs, motives, or methods, and give them a token if their answer pleases you
ask “have you listened to anything I’ve said?” and give them a token (regardless of how they answer)
gain a token when you:
bicker and push them away
ignore someone else’s valuable perspective
give in to doubt or despair in the moment
lose too much time thinking about the past or planning for the future
get waylaid by unforeseen complications
say “there’s nothing I can teach you”
You get +1 when you:
resist categorization, labels, or allegiances
strengthen your ideas or conviction in conflict
listen to the echoes of history
Look (choose one from each row):
--whispers in the ear, calm pronouncements, never at a loss for words, terse language, firm declarations, fiery speeches, dripping with sarcasm
--tired gaze, furious glare, closed eyes, old eyes, eager eyes, mischievous eyes, scarred face, guarded scowl
Choose 2 or 3 wardrobe styles:
hooded robes, tattered rags, relics of the past, scarred-and-dented armor, mask, inconspicuous garb, rebel uniform, a few changes of clothes, a weapon fallen to disuse, cybernetic limb
What do you fight for?
an end to war forever, justice enshrined in law, revenge, love, to unseat the idols of the past, the recognition you deserve, to push the galaxy beyond mere “good and evil,” a new way of being, to break people's preconceptions of/understanding of The Way
Choose 2 weapons you wield and one your forsook:
your famous starblade, mastery of The Way, poison, deceit & half-truths, far-reaching influence, patience, a legion of pawns, hatred, hunger, pain, betrayal, illegally-modified heavy blaster, hidden blades and assassins, a personal warship, your unshakable will, a weapon of last resort
Choose 2 relationships:
my faithful or cynical ex-apprentice, who still remembers my teachings
my focused or austere master, who abandoned me and gave me up for dead
the rousing and attuned ideologue who inspires me even after all this time
my learned or conciliatory master whose answers never satisfied me
my ancient or zealous opponent who hounds me to this day
my scheming or stealthy minion of mysterious origins
my troublemaker or inventive master who showed me something new
the mercenary or cunning mandate double-agent who passes me intel
my burdened or protective partner from way back when I had time for love
My analytical or commanding master who led me in the war
you are THE CONFLICTED:
--the conflicted exists torn between the void and the stars
--their power comes from their attunement to both sides
Tips:
make it messy: implicate others in your doubts, fears, and moments of over-confidence
creep in the shadows, raising tensions, then strike when least expected
make your character larger than life, while also being fallible and relatable
Suggested background: academic, cult, nobility
STARTING SKILLS: Choose one of these to start at 4, and then choose 1 more of these to start at 3: hack study helm scrap attune sway
Now choose 2 more (that you didn't already pick) to start at 2:
doctor hack rig study helm scrap skulk attune command sway
spend a token to:
take advantage of a pause to seize what you want
talk someone down, who’s reveling in greed or power
be recognized as kin, in a place you don’t belong
reveal a secret you’ve heard about someone’s past
give a token to:
make a confession to ease someone’s pain, and give them a token
tell someone why they struggle. if they hear you, give them a token.
ask, “how do you act with such confidence?” and give them a token if they answer.
gain a token when you:
suddenly overreact, based on your insecurities
misinterpret someone’s desires, and act on their behalf
escalate a conflict, by taunting both sides
ask, “why is there no purely good solution?”
Choose a look:
--slumped stance, prideful posture, crouched stance, fidgeting stance, broken stance, broad stance, fanciful poise
--haunted face, scarred face, meek face, regretful face, unreadable face, taut face, mischievous face, open face, mask
2 - 3 Wardrobe Styles:
a shroud, traveler’s cloak, the fur of a beast you’ve slain, patchwork clothing, tattered clothes, unruly hair, bald, tattoos, dented metallic arm guards, a locket, worn boots, an oddly-colored starblade
Choose 2 things that pull you towards the Void, and 2 that pull you towards the Stars:
family, a mentor, a near death experience, a painful loss, witnessing horrors, questions without answer, a desire to matter, lies
Choose 2 reasons why people put trust in you, in spite of how you waver:
sympathy, lack of options, respect for your power, the earnestness in your voice, someone vouching for you, fear, obligation, you don’t know
Choose 1 relationship who’d be happy to see you, and 1 who would not:
an austere and cynical former teacher, who taught you all you know
an ancient and compassionate guide, who aided when you were lost
an attuned and gossipy innkeeper, who spied on you while you stayed
an analytical and cocky rival, wounded in your last confrontation
a dramatic and ethereal child, who comes to you on darkest nights
a scheming and maverick hot shot, who wants to cash in on your strengths
[7 blank lines suppressed]
EVERYONE CHOOSES A HERITAGE AND A BACKGROUND:
heritage (pick 1 or roll randomly):
1--the regime: you were born a member of the evil capitalist regime
2--spacer: you were born a citizen of independent free space-- your home was a starship or space station, not a planet-- or at least not one with an atmosphere you could breathe
3--colonist: you grew up trying to make a life on a planet. you decide if the regime was threatening your colony a lot, a little, or not at all
4--manufactured: you're either a robot or some sort of biological thing made in a lab or vat or factory
5--wanderer: you were born to a family (or adopted by one or more guardians) who was/were always on the move.
6--xeno: you were born a life form very different from the human-standard-- and I don't just mean that you have an unusual skin and/or eye color or horns, I mean really different. Explain what sort of non-human you are, and how you are different. You must choose one useful thing, and one problematic thing.
background-- before you started adventuring, you were (pick 1 or roll randomly):
1--academic: a studier of some sort of science or learning. Includes the Science Guild.
2--labor: a humble worker
3--cult: choose a cult: the Seekers, Acolytes of Kadesh, The Agony, Hittari Cult, Church of Stellar Flame, Mendicants, Nightspeakers, Sunbiters
4--guilder: choose a guild: Merchants' Guild, Conclave 01 (mining guild), Pilots' Guild, Starsmiths Guild
5--military: 51st Legion, The Lost Legion, The Red Wolves
6--syndicate: the Ashen Knives (assassins), The Cobalt Syndicate (smuggling), Borniko Syndicate (theft), Draxler's Raiders (piracy), Dyrinek Gang (protection rackets), Janus Syndicate (weapons theft/smuggling, includes some piracy), The Maelstrom (piracy), The Holt Society (drugs), The Wreckers (aggressive salvaging)
7-nobility: You were born to a life of power. Describe what your family is in charge of (a city-state, a space station, a spaceship, a continent, a planet, a moon), and distribute 5 points to each of these: Wealth, Tech, and Weird. You can distribute 6 points if you accept that your territory includes a strong Syndicate presence (if so, pick 1 to 3 Syndicates that operate strongly there). Don't put more than 3 points in any one thing.
----High Wealth: the territory is very wealthy, has lots of resources, or both.
----High Tech: the territory has a high tech level, and lots of defenses against attackers.
----High Weird: the territory has mystical people or things of great power, very possibly including Precursor artifacts or machines or other stuff.
--51st Legion: powerful mercenaries who own a big battleship, The Scorpion. Often hired to keep the peace when things get turbulent.
--Acolytes of Kadesh: A collective that eschews individuality. Initiates adopt the same garb, and the same name, in the pursuit of perfection at any cost.
--The Agony: Cult of humans who infect themselves with Way-sensitive creatures to access the universe in unsettling ways. Named after the pain most endure for their abilities.
--Ashen Knives: Dangerous criminal syndicate known for their control of gambling and assassination in the sector.
--Hittari Cult: Precursor worshippers claiming descent from the Precursors. They carry vials of gasses from the Ashtari Cloud which they inhale to connect to their ancestors (or so they say).
--Borniko Syndicate: A tightly knit group of thieves who steal high-end technological supplies. Man, the Merchants' Guild hates these guys.
--Church of Stellar Flame: Religious zealots with only a few powerful members. Stretched thin, they're using their influence to seek out and eradicate dangerous artifacts and mystical activity in the sector.
--Cobalt Syndicate: Organized labor union dabbling in a little crime to fund their demands for a better life. Usually wear blue somewhere on them.
--Conclave 01: Independent, sentient robots led by an ancient robot known as the Prime. Working to control the mining sites-- and to gain control over Precursor AI modules used for advanced programming of robots.
--Cult of the Seekers: Wandering mystics studying artifacts and seeking new places. Members include the Hegemon's mother. They want to open the Hantu gate.
--Draxler's Raiders: Pirates who specialize in disabling ships before boarding.
--Dyrinek Gang: Mostly young, mostly xeno, disenfranchised folks who have turned to crime, and found strength and solidarity with each other. (Protection rackets)
--Pilots' Guild. Many organize illegal races. Many pilot for pay, and a few test dangerous new engine/flight technologies for the Science Guild.
--Guild of Engineers: Supposedly an independent guild, but really, they're mostly under the control of the Regime. Responsible for resource acquisition, cybernetics, AI, tech advancement, and research. The Science Guild are the not-at-all-evil-by-comparison version, actually as free of the Regime's influence.
--Isotropa Secure: The most notorious prison system in the Procyon sector, housing the worst of the worst. Brokers audiences with its population and commutations for those with power and wealth.
--Janus Syndicate: Weapons dealers that specialize in ship weapons, headed up by the ruthless Viktor Bax, who insists on doing the first deal with every client in person.
--The Lost Legion: Formerly the Hegemon's personal guard, they rebelled when the current Hegemon rose to power. They seek to see the Hegemon dethroned and have been guns for hire ever since the schism.
--The Starless Veil: The Hegemon's Spies.
--The Maelstrom: Rowdy space pirates living in a difficult-to-navigate nebula. Often clash
with the 51st Legion.
--Mendicants: Originally the Church of the Emerald Heart, their organization was politically destroyed. Now they wander the stars as traveling physicians and healers.
--Nightspeakers: Mystics with dark proclivities bent on seeking a particular set of dangerous Precursor artifacts.
--the Sah'iir: Tall, purple-skinned xenos who travel with blindfolded servants that speak for them. Invented the ansible network for the Regime. Have creepy black-metal ships. Very rich, and work as merchant-families.
--The Red Wolves: Although they often hire themselves out as bounty hunters, the Scarlet Wolves are a renowned group of Mercenaries. Each bears a distinctive tattoo of a wolf holding a star in its mouth.
--Starsmiths Guild: All ships in Hegemonic space are supposed to be certified and registered with the Starsmiths Guild, although there's a lot of bribery and corruption...
--Sunbiters: Ur-archeologists obsessed with recreating the secrets of Precursor power plants. Looking to extinguish a star in pursuit of their goals.
--The Holt Society: A syndicate running drug dens masquerading as society houses. Their drugs are cooked with rare Aketi animals and Vosian crystals -- which sometimes gives them supply-chain trouble.
--Zorex: The most successful information broker to ever live. Can access any terminal in the system - though no-one can explain how. Frantically seeking a sister the Hegemony took hostage.
--The Wreckers: Scavengers and thieves with a few brilliant hackers, who incite factions to fight so that they may pick the battlefields clean later.
Vice:
faith
gambling
luxury
obligation
fun
weird
This message was last edited by the GM at 02:16, Thu 13 Oct 2022.