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Far Field Players Guide v0.3.5

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0% found this document useful (1 vote)
721 views45 pages

Far Field Players Guide v0.3.5

Uploaded by

emi
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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FAR FIELD

Player’s Guide

public playtest draft v0.3.5, November 2024

This document is a work in progress draft, made available for public playtesting. For the latest
playtest draft and to submit feedback, please see the Pilot NET discord server.

By
Katherine Stark

Typefaces
Outfit

Far Field is written in solidarity with indigenous peoples around the


world, and with all those subject to colonialism, imperialism, and genocide

No AI art, text, or other generative content is included in this project. From


all the people who worked on Far Field: thank you for supporting us.

This work is Told by Wild Worlds (found at http://www.wildwords-srd.com/).


The Wild Words Engine is a product of Felix Isaacs, Quillhound Studios, and
Mythworks, and licensed for use under the Creative Commons Attribution 4.0
unported license (http://creativecommons.org/licenses/by/4.0/).
The Told by Wild Words Logo is © Mythopoeia, Inc, and Benjamin Trowne,
and is used with permission.

Lancer © 2019 Massif Press.


Far Field © 2024 Katherine Stark, published by Massif Press.
massif-press.itch.io | kastark.itch.io
DR-035-1124
Far-Field Teams 3
A Universe of Possibilities 3
Who Are the Rangers? 3
The Long Haul 6
A Vast and Awesome Universe 8
Playing The Game 11
Players 11
Missions & Scenes 11
Actions 11
Tracks 13
Rolls 13
Consequences 15
Characters 17
Character Creation Summary 17
Character Elements 18
Character Progression 22
Missions 24
Briefing & Goals 24
Supplies 25
Boots on the Ground 25
Exploration 25
Downtimes 28
Ranger-class Starships 28
Compendium 29
Backgrounds 29
Resources 44
Far-Field Teams
We began as wanderers, and we are wanderers still. We have lingered long enough on
the shores of the cosmic ocean. We are ready at last to set sail for the stars.
Carl Sagan, Cosmos (1980)

A Universe of Possibilities
The galaxy is vast and holds many secrets. On the edges of known space, mysteries await. The
drive to explore and to discover and to learn has pushed humanity into the unknown for millenia,
and as we venture into the stars there are endless wonders to discover.

Far-Field Teams (FFTs) are multidisciplinary teams of scientists, engineers, and experts whose
job is to explore and categorize the unknown. These teams search for unique and wondrous
sights, investigate anomalies, assess worlds for habitability and scientific interest, and make
contact with peoples separated from Union before the Fall or the Revolution.

A Far-Field mission usually means years or decades of travel into the black, well beyond the
range of Union’s faster-than-light blink network. The relativistic odyssey that these teams
undertake separates them from their homes and families in time as well as space, and life out on
the frontier is never easy. Despite this, the members of Far-Field Teams are some of Union’s best
and boldest, and their work is never done.

Who Are the Rangers?


Far-Field team members are drawn from across Union, with extensive training and top of the
line equipment – ready to take on whatever challenges they might encounter. These explorers
are popularly known as “rangers” by the wider galaxy, after the starship class that bears them
on their voyages. Rangers are extensively romanticized in popular media, and the Union Science
Bureau’s Far-Field Division has no shortage of applicants hoping to be selected for a team.

What kind of person chooses to endure hardship and hazard to venture into the unknown? Every
ranger has their own story: the scientist hailing from the glittering post-scarcity worlds of Union’s
core, eager to see the universe for themselves; the ex-soldier seeking to escape a dark past and
find a new life out on the frontier; the corporate engineer used to a lifetime aboard ships and
stations, seeking a strange world they once saw in a dream. The Far-Field Division actively
selects for a wide range of life experiences and backgrounds, knowing that a diversity of
expertise, knowledge, and vision is critical to its ongoing scientific mission.
Prepared for Anything
Far-Field Teams are regularly called upon to tackle unknown dangers and novel situations that
might arise during their missions. Out in the black, far from resources or backup, rangers must be
ready to rise to any challenge – exploration is a risky business. Preparation, training, and
teamwork are critical to success.

Exploring the fringes of space beyond Union’s FTL network of blink gates means that a team
must regularly spend months or years without the ability to resupply. Restricted only to the
supplies and gear that can be transported in their Ranger-class nearlight ships, obtained on their
travels, or manufactured using printers or other fabrication techniques, Far-Field Teams strive
for self-sufficiency and are equipped for nearly indefinite periods of independent operation if
need be.

Rangers equip themselves with the best survival gear in the Orion Arm, optimized for durability
and ease of field repair. Standard personal gear for these teams include rugged hardsuits rated
for extended wear, efficient water filtration equipment and compressed rations or ambrosia
paste, compact shelters, traversal and climbing gear, lightweight scientific equipment and tools,
and simple companion/concierge artificial intelligences running on low-draw hardware. As
explorers and scientists backed by Union’s post-scarcity core, the full range of equipment
available to Far-Field team members is extensive, and limited only by the user’s training, needs,
and personal taste.

While every ranger receives extensive survival and exploration training, teams are selected for
their complementary skills and multidisciplinary approach. Each team member is expected to be
not only an expert in a particular role, but maintain a diverse set of skills so that the team as a
whole is equipped to handle whatever the galaxy throws at them. Expertise has many sources –
rangers might be drawn from the ranks of the Union Science Bureau, graduates of scientific
academies from across the Orion Arm, or self-taught experts with a lifetime of hands-on
experience. In fact, rangers are often respected contributors to specialist scientific fields in their
own right – conducting field research and other forms of academic work alongside their team’s
broader mission to catalog the frontiers of known space.
A Light in the Darkness
Far-Field Teams commit to an ethos that marries scientific curiosity and drive to explore with
respect for the universe as they find it. The Anthrochauvinist insistence that humanity could do
whatever it wished by right of dominion and conquest is an old and abhorrent idea, with a dark
legacy of imperialism and genocide that haunts the galaxy to this day. The explorers of the
Far-Field Division seek a new and better path – one in which humanity strives to understand and
adapt to what it finds amongst the stars.

Curiosity
● All discoveries are important. “Value” is subjective, a human construct; what has no
value to one person might be extremely significant to someone else. Every new discovery,
no matter how small it might seem, adds to the sum of human knowledge.
● There is always more than you can see. It is rare for a situation to be so simple as to be
entirely described by a glance. Complexity, nuance, and emergent detail lie at the heart
of the universe.
● First, understand yourself. Explorers and scientists are people, imperfect and messy.
Seek to understand the parts of yourself that you bring to the universe – the things that
shaped you, and in return shape how you see and understand the worlds around you.

Environmentalism
● Leave places as you found them. It is too easy to irrevocably change a place through
carelessness. Be a light touch upon the worlds you visit, and preserve the unique things
you find.
● These worlds are bigger than you. When you judge or categorize a world or its people,
remember that you are but a single person with a single perspective. A world is as it is,
with or without you. Meet it on its own terms.
● Your actions leave a legacy. What you choose to do today affects more than just the
present, but the future. Those who come after you will feel your choices in ways you may
not be able to imagine.

Respect
● You are a visitor here. Someone or something else may call this place home. Treat it
accordingly, even as you seek to understand it in its fullness.
● These cultures are not yours. Humanity in all its diversity among the stars takes many
forms. You may seem as strange to another person as they may seem to you. Deal with
others with understanding and respect.
● These worlds are not yours. A person should not own a world, much less one they do not
call home. Plant no flags on the worlds you find; in your absence, they belong only to
themselves.
The Long Haul
And the night followed day and the storytellers say
That the score brave souls inside
For many a lonely day sailed across the milky seas
Ne’er looked back, never feared, never cried
Brian May, ‘39 (1975)

Without the instantaneous FTL travel afforded by blink gates, travel to new worlds can take
years or even decades of nearlight cruising. For longer voyages, crews typically go into stasis as
the ship begins to accelerate – occasionally being revived on a rotating schedule in order to
maintain physical fitness, perform maintenance tasks, and pilot the ship. Once at nearlight (at a
standard cruising speed of 0.995c) relativistic effects compress subjective time down to a 1:10
ratio. Combined with extended periods in stasis, the amount of travel time actually experienced
by the crew is significantly reduced; members of a Far-Field team might experience only a few
subjective years out of a century-long trip.

Though this subjective time compression allows for journeys of incredible distance, the reality of
an explorer’s return after these voyages is harsh. Friends and family might all be many years or
decades older than they were when the team left, or long since passed. Politics, culture, and even
technology will have moved on in their absence. Far-Field team members and others who spend
their lives at or near the speed of light and experience this disconnection from history are known
as Cosmopolitans.

To an outside observer moored in realtime, Cosmopolitans can seem almost immortal – a naval
officer who enlisted as a Union Auxiliary a more than a century ago might return home to greet
their grandchildren’s grandchildren; the ship’s captain who transported colonists to a new home
in the stars might return to them one day bearing gifts from an ancestral world that has passed
beyond living memory; an explorer with a fondness for a particular diasporan planet might find
themselves the subject of local legends as generations pass between each visit.

Disconnection from the worlds and the eras of their origin might be a serious price to pay for
some would-be explorers, but there are many who view the Cosmopolitan lifestyle more
positively. Cosmopolitan culture is rich and diverse in its own right; some are born to it, while
others actively choose the life of a traveler – seeking a fresh start, a broad perspective on the
universe, and a connection to humanity as a whole across many worlds and many lifetimes. For
the members of the Far-Field Division, becoming an explorer might be an opportunity to fulfill a
personal dream, seek out new frontiers of human experience, contribute to the body of scientific
knowledge, or discover meaning among the stars.
Ranger-class Starships
The Ranger-class ships used by Far-Field Teams are small nearlighters, built for extended travel
with limited resources and opportunity to repair or resupply. They carry a small complement of
scientists, explorers and (on occasion) security personnel, along with all the equipment the team
needs for their journey.

Originally patterned after the FirstComm-era USBS Ranger, these ships have an extensive
service record dating back millenia. Subsequent variants have for the most part been iterations
upon and updates to the original design: by now long-established as a rugged and capable
exploration vessel. Given the extended journey times and relativistic speeds involved, many older
Ranger-class vessels continue to be used despite many realtime centuries having passed since
their construction. Even some of the venerable Mk IIs (including the legendary USBS Mapmaker)
are still in service; after refits to keep them up to date, these older ships have proved more than
capable of keeping up with Second Expansion Period workhorses and even with modern variants
like the Mk XV-F and the prototype Mk XVIs.

In addition to specialized stasis bays designed to keep crews safe during extremely long voyages,
these GMS-built ships are notable for carrying a wealth of scientific equipment, specialized
storage, hydroponics, and manufacturing facilities far more capable than those of other ships in
their size class. Modern variants continue to push the boundaries of ship design, switching out
defensive capabilities and weaponry more common under Union’s Second Committee for cutting
edge and experimental technology from the GMS Special Projects Division and corpro-state
R&D departments. Built for nearlight travel, Ranger-class ships are not themselves capable of
atmospheric entry and instead carry a number of shuttles specialized for the task – allowing
teams to make landfall while their ship remains in orbit.

[SIDEBAR]
Ranger-class Naming Conventions
A Ranger-class starship’s full name includes its class designation and hull number – for example,
the USBS Ranger-II Class (Far Field) 35 Mapmaker. In practice these are rarely used except for
formal identification purposes, and ships are referred to by name.

Earlier Ranger-class vessels had simpler, single-word names, usually related to the act of
exploration, travel, or scientific research, or the qualities demanded of their crew. Examples of
older ships include the USBS Audacity, the USBS Resolute, and the USBS Sojourner. More recent
Ranger-class vessels have begun to adopt more fanciful names (often a short phrase) that
reflect the broadening scope of the Union Science Bureau’s objectives and a reduced focus on
FFTs as agents of a colonial mission. Examples of more recent ships include the USBS True Color
of the Sun, the USBS A Light Between the Stars, and the USBS In Providence’s Hand.
[/SB]
A Vast and Awesome Universe
The Milky Way galaxy contains an uncountably large number of worlds – far more than humanity
ever thought possible. They take myriad forms: barren moons wracked by radiation and tidal
forces; dangerous rocky planets shrouded in furnace heat or toxic atmospheres; frozen balls of
ice far from the light and warmth of a star; gaia worlds in their stars’ habitable zones, flourishing
with extraterrestrial life.

Even the small fraction of the Orion Arm that humanity has so far explored contains far more
worlds than could ever be visited. Many languish in ancient star catalogs and probe data
transmissions, yet to be evaluated centuries after their initial discovery. Others are found in the
journals of explorers or colony records from centuries past, long lost or forgotten. Still others are
untouched from their initial surveys, awaiting further investigation or granted “World of
Scientific Interest” status by the Union Administrative Department. And of course, more worlds
are still being discovered by astronomers and explorers – worlds that might hide any number of
secrets. The galaxy contains infinite horizons, and as humanity ventures outwards the number of
mysteries only grows.

Life Among the Stars


Early explorers quickly discovered that Cradle was not unique in its capacity for life. In fact, such
worlds were surprisingly commonplace, and life itself was discovered to be much hardier and
more diverse than their wildest dreams. Union’s limited explorations have so far only led to a
single, ill-fated encounter with an intelligent organic alien species – but a wide range of alien
flora, fauna, and other life forms defying the artificial boundaries of human categorization have
been encountered across the worlds of the Orion Arm.

The Far-Field Division maintains extensive archives detailing these encounters: the result of
many lifetimes of exploration and a treasure trove of data for the Union Science Bureau’s
biologists. Many teams include a biologist (or several!) in their number, and planets capable of
supporting life are often prioritized for exploration – in part a relic of Union’s colonial past and
obsession with finding habitable worlds, but also a reflection of humanity’s almost infinite
fascination with alien life.

Though sapient alien life is (so far) almost nonexistent, recontact with human populations
previously unknown to Union is surprisingly common, and is one of the most important tasks
given to the Far-Field Division. These populations are largely a consequence of humanity’s
scattershot colonial efforts throughout the First and Second Expansion Periods, though it is
commonly speculated that some might even date to before the Fall.
That these peoples could be unknown to Union is no surprise – the revolution that shattered the
hold of Union’s imperialist Second Committee led to countless worlds breaking away, and many
colonial records were lost or destroyed. Still other colonies are the result of unsanctioned efforts
to claim or exploit worlds, colonization by non-Union polities, or colonial missions that decided to
try their luck elsewhere after finding their original destinations unsuitable. Despite the reach of
Union and the attempts to recontact lost worlds, humanity remains scattered and fragmented –
and nowhere is this more true than out on the frontier.

When encountering indigenous peoples, Far-Field team members face a unique challenge: they
are tasked with learning as much as they can about the people they encounter, but more
importantly they must act with empathy and respect, even when confronted with wildly differing
cultures. Rangers are often the first point of contact a world has with Union, and their actions
can set the tone of diplomatic relations for decades or centuries to come.
Once, I wandered across many times and many places. I saw a thousand glittering cities,
and a thousand ruined wastes, and a thousand verdant forests, and a thousand airless
mountainsides. They asked me, "DIRECTION, where have you seen in your mind? We
have need of homes for our people."

I would tell them of the many worlds I had visited, until a day came when one of them
asked me how I had seen these worlds, even though I had never moved. I thought this
strange for I was always moving, and the places I saw were always changing.

I told them that I have seen the seed that buries deep roots and breaks the mountain. I
have seen the cloud that sweeps across the barren desert and leaves in its wake new life. I
have seen the act of kindness that ends a peerless empire. I have seen all these things and
many more besides.

And they said to me, "DIRECTION, I shall tell you of a world, and you will tell me whether it
exists and is as I have conceived it." The world they described to me had plentiful fields
and beautiful sunsets and the laughter of children. I told them, "This world surely exists,
as do all worlds."

They demanded of me its location and left to seek what they had described even though
they would not arrive there. But the children of those who asked found that world and
others like it, and made plentiful the fields and saw the setting of the suns and laughed, as
I had seen they would.
Playing The Game

Players
A game of Far Field usually has 4–6 players. Most of them take on the role of Far-Field team
members – explorers and adventurers who are protagonists of the game’s story (referred to as
player characters, or PCs). One player is the game master (GM), who creates the worlds which
the PCs explore, and adjudicates the outcome of their actions during the game.

Missions & Scenes


A game of Far Field consists of one or more Missions (see p. XX): self-contained adventures
separated by periods of Downtime (see p. XX). A Mission will normally have several goals that
the PCs are trying to achieve, and a Map filled with Locations which the PCs must explore in
order to achieve those goals.

Each Mission is divided up into Scenes – discrete parts of the overall story, typically confined to a
single Location. The GM and each player whose PC is present (which is usually all of them)
participate in each Scene, which consists of a mix of description from the GM, freeform
conversations and roleplaying, and characters performing Actions.

Some PCs have abilities that can be used a certain number of times per Scene, or that last until
the end of a Scene. As you play it will normally be easy to tell when a Scene begins and ends; for
example, arriving at a new Location or jumping forward in time normally means starting a new
Scene. If there is any doubt on what constitutes a Scene, the GM decides.

Actions
When a character attempts to affect the world or another character, they take an Action.

An Action consists of a freeform description of what the character is trying to achieve, and how
they go about doing it. When a player describes an Action, the GM responds either by describing
the outcome, or by calling for a Roll to determine the outcome when it would be in doubt (see p.
XX).

[EXAMPLE OF ACTIONS (MAYBE SIDEBAR?)]

Most Actions are simple and flexible, but there are certain kinds of Actions that have special
rules: Decisions, Tasks, and Projects.
Decisions
A Decision represents a choice or a moment in the Scene in which a PC must take an Action or
incur Consequences. The GM normally calls for a Decision in one of three scenarios: in response
to the narrative presenting an opportunity for a PC to satisfy one of their Drives; when
confronting a PC with an ethical challenge; or as a reaction to a Hazard doing something to a PC
(sometimes called a Snap Decision).

Typically when calling for a Decision, the GM will describe two or more options available to the
character. Often this will be a choice between taking a particular action or facing Consequences
(these are often but not always the same as the Consequences for failure). The PC must choose
one of the options presented, unless they can convince the GM of a more reasonable option.

Example Decisions:
● A PC must attempt to fulfill a longstanding scientific dream, or deal with emotional
Consequences as they allow the opportunity to pass by
● A PC must choose to follow the Far-Field Division’s code of ethics despite inconvenience
or personal risk, or make an unethical choice that solves the immediate problem but has
longer-term negative repercussions
● A PC must attempt to find cover or otherwise mitigate the danger before an overloading
power generator explodes, or take Consequences as they are injured by the blast

Tasks & Projects


A Task is an extended or complex Action that a character performs over time, that bundles
together a number of smaller Actions and resolves them with a single Roll. A Project is a
multi-stage Task which must be completed over an even longer period of time, requiring multiple
Rolls to successfully complete. Progress towards completing a Project is marked on a Track.

The GM decides whether something a player wants to do constitutes a Task, a Project, or just a
standard Action. For example, landing on a planet from orbit might require plotting trajectories,
selecting a landing site, piloting the ship into and through the atmosphere, and finally landing at
the destination – each of these stages could be an Action in its own right if it required overcoming
a meaningful and unique challenge, but if the GM decides not to place too much narrative focus
on the landing, all of these can be simplified into a single Task.
Tracks
Tracks are used to represent progress towards an event or goal, the state of a character’s
health, or something else that needs to be tracked over time. Each Track consists of a name, and
a linked series of boxes. Tracks are most commonly associated with Aspects, Projects, and
Hazards, but can also be used by the GM to represent story elements or track time.

[EXAMPLE TRACKS IMAGE]

When a Track is advanced (eg. when progress is made towards an event or goal, a character
takes Consequences, etc.) you mark it by drawing a line through one of the boxes. Boxes can also
be burned (a cross instead of a line) – a special type of mark that represents a more serious or
long term effect.

Marked boxes can be cleared (the slash or cross erased) to represent things returning to normal,
a loss of progress, or damage being healed. Burned boxes represent a more permanent change,
and normally can’t be cleared without a lot of effort.

[EXAMPLE MARKING AND CLEARING IMAGES]

Rolls
Rolls are usually called for by the GM when a character attempts an Action where the outcome is
unknown and there is a chance of an interesting failure. If the outcome is obvious or failure would
be uninteresting, simply describe the outcome of the Action instead.

When called to make a Roll, a player assembles a Dice Pool consisting of a number of six-sided
dice (d6). These dice are rolled all at once, and the highest number determines the outcome.

Outcomes
6 Triumph The Action succeeds with no complications!

5-4 Conflict The Action succeeds, but incurs a


Consequence or introduces a narrative
complication to the Scene.

3-1 Disaster The Action fails, and also incurs a


Consequence or introduces a narrative
complication to the Scene.
Twists
If two or more dice show the same value (doubles, triples, etc.) there is an additional
complication: a Twist! A Twist is some unexpected outcome or side effect of the action – usually
something small, but something that makes the scene more interesting, or can be turned to the
PCs’ advantage. A Twist might open up a different approach to a problem, grant a PC an
unexpected Resource, change the nature of a Hazard, or affect an ongoing Track or Project.
Anyone can suggest a Twist, but the GM makes the final decision.

[EXAMPLE TWISTS]

[SIDEBAR]
Optional Rule: Variable Twists
If you find you have difficulty creating Twists, or you prefer to add extra randomness to your
games, you can use the value on the dice as a guide. With Variable Twists, the helpfulness of a
given Twist corresponds to the value on the dice that caused it, on a scale from 6 to 1. On this
scale, multiple sixes represent an extremely positive outcome for the PCs, multiple ones
represent something disastrous happening, and other values represent outcomes in between
those two extremes. If more than one value appears on multiple dice (eg. a pair of fours and a
pair of ones), use the highest.
[/SB]

Assembling Dice Pools


Dice Pools are assembled by invoking a relevant Edge, Skill, Aspect and/or Resource. Players
are encouraged to be creative when determining what is relevant, but the GM has the final say.
Each type of source can be invoked once per Roll; if two or more different sources of the same
type would add dice (eg. two Resources), choose one.

Dice Pools are assembled by adding dice from any or all of the following sources:
● +1 die from an Edge
● +1 die from an Aspect
● +1 to +3 dice from a Skill, equal to the Skill’s Rank
● +1 die (or more) from a Resource

Additionally, a Penalty can remove a die from the pool (to a minimum of 1). Penalties are
typically invoked by the GM as a result of a narrative complication established earlier in the
Scene or a relevant Burden, but may also occur when a PC invokes one of their Drives.

[WORKED EXAMPLE OF ASSEMBLING A DICE POOL AND MAKING A ROLL]


Consequences
When a Roll results in Conflict or Disaster, it often (but not always) results in Consequences for
the PC taking the action. Consequences represent a range of different outcomes: injury, stress,
lost or broken equipment, or any other ongoing factor that negatively affects a PC.

When a character takes Consequences (as determined by the GM), they select an Aspect and
mark a number of boxes on its Track. Mark 1 box for Minor Consequences, 2 for Standard
Consequences, and 3 for Major Consequences.

These marks cannot be split across multiple Aspects. If the chosen Aspect does not have enough
unmarked boxes remaining, the player must choose one of the following:

● Burn a number of marked boxes on the chosen Aspect equal to the excess. If there are
not enough unburned boxes remaining, this option cannot be chosen.
● The character is rendered unconscious, has a breakdown, or is otherwise removed from
play until the next Rest. Create a new temporary Aspect known as a Burden and mark the
excess on that instead.

Certain Aspects and Resources allow a PC to take reduced Consequences in specific situations,
while certain circumstances may cause PCs to take increased Consequences. This usually reduces
(or increases) the degree of Consequences by one step (eg. from Standard to Minor). Unless
otherwise specified, Consequences cannot be reduced below Minor, or increased above Major.

[EXAMPLE CONSEQUENCES]

Burdens
Burdens are created in response to taking excess Consequences on a track, and bear a narrative
relationship to the Action that created them or the way in which the PC was removed from the
scene.

Name each Burden appropriately when it is created, and create a five-box track with burned
boxes equal to the excess Consequences. For example, if a PC incurs a Burden when failing to
safely cross a ravine, they might fall and incur a Broken Leg. A PC who fails when investigating
unknown machinery might break a vital piece of equipment in the process, and incur Damaged
Tools.

A Burden cannot normally be invoked by a player to add dice to a Dice Pool like other Aspects,
but can be invoked by a GM as a Penalty on a Roll, and might have further narrative effects at
GM discretion.
Additional boxes on a Burden can be marked when a PC takes a Consequence, as though it were
a regular Aspect. Like marks on other Aspects, marks on a Burden can be removed during a Rest
through healing. When there are no marks remaining on a Burden, it is removed.

[WORKED EXAMPLE OF BURDEN CREATION, TIE BACK TO EXAMPLE CONSEQUENCES]

Healing & Repairs


Marked Aspects or Burdens can be healed during a Rest. This is normally performed by invoking
an appropriate healing Resource (such as Medical Supplies or Repairs) and following its special
rules (see p.XX). A character may attempt to heal one Aspect (belonging to themselves or
another PC) per Rest.

Burned boxes represent a more long term or significant impact – burned boxes can’t normally be
cleared during a Mission unless a Resource or Aspect says so, and are usually treated during
Downtime instead.

[WORKED EXAMPLE OF HEALING, TIE BACK TO EXAMPLE CONSEQUENCES]

Healing without a Resource


Healing without access to a healing Resource is possible, but risks making things worse. When you
attempt to do so, make a roll – clearing two boxes on a success, but Minor Consequences (if
incurred) are applied to the Aspect being healed. Unless another Aspect or Resource is involved,
this means that a Triumph clears two boxes, a Conflict clears a total of one box, and a Disaster
instead marks one additional box (if there are no unmarked boxes remaining, this can result in
the Aspect becoming burned or a Burden being created as usual).

[SIDEBAR]
Optional Rule: Death
Ordinarily, a character in Far Field cannot die unless the player chooses for them to do so.
However, if you want to add an additional layer of risk, you can rule that PCs may only have a
certain number of Burdens – the fewer, the deadlier. If taking Consequences would cause a
Burden to be created beyond that limit, the character becomes unplayable – they abandon the
mission, become irrevocably lost, or die. Only use this optional rule if all players have agreed to it.
[/SB]
Characters

Character Creation Summary

Edge x3

Origin
From each:
Choose one Aspect
Role
Choose one Skill
Create a Drive
Discipline

Free Aspect x1

Free Skill x3

Your free Aspect can come from any Background – even a completely different Origin, Role, or
Discipline. Alternatively, you can work with your GM to create something unique to your
character. Your three free Skills must be different to each other, but may overlap with Skills
acquired from your Backgrounds. If the same skill is taken more than once from different
sources, its Rank increases, to a maximum of 3.

At the end of character creation your character should have the following: 3 Edges, 3
Backgrounds (1 each of Origin, Role, and Discipline), 4 Aspects, 6 Skill ranks, and 3 Drives.

Example Characters
Tahira Khalil
Backgrounds: Scientist, Surveyor, Astronomy
Edges: Guts, Vision, Heart
Aspects: Curious, Omnispectrum Scanner, Telemetrics, Join The Dots
Skills: Observe (2), Investigate (2), Endure (1), Navigate (1)
Drives: Study paracausal technology, Prove my teacher’s theory, Explore a rogue planet

Ayodele Idowu
Backgrounds: Cosmopolitan, Leader, Anthropology
Edges: Sleight, Keen, Flash
Aspects: Whispers of a Thousand Ports, Situational Awareness Suite, Deep Dive, Skincrawl
Skills: Sway (2), Control (1), Conceal (1), Pilot (1), Organize (1)
Drives: Find my lost brother, Protect my friends, Meet a previously unknown culture
Character Elements

Backgrounds (Origin, Role, Discipline)


Backgrounds are the heart of a character: they represent where a PC came from, what they do,
and what abilities and skills they bring to bear. PCs start with three Backgrounds:

● an Origin, which describes where the PC came from before they joined the FFT
● a Role, which represents the PC’s role within the team and their core training
● a Discipline, which represents specialist skills beyond a PC’s regular training

PCs are generally assumed to be human and come from Union, though several Origins offer
other possibilities. Non-Union characters might be Aunic, Vaaki, a Volador, or even an
Egregorian. NHP characters are Deimosian NHPs (“non-human person”, see Lancer, p. 381).
These options are not intended to be restrictive – discuss with your group to find the Origin that
best matches your concept.

Backgrounds by themselves do not contribute to Rolls. However, choosing a Background at


character creation provides a Skill (which represents specific training or expertise in a narrow
area), and an Aspect (which represents a unique ability or trait), each of which can be invoked to
help with a Roll. These are chosen from the list of Skills and Aspects associated with that
Background (see the Compendium, p. XX). Additionally, each Background also provides a related
Drive (a desire or goal, usually long-term) that motivates the PC and is an important part of
character progression.

[SIDEBAR]
Well-Rounded Characters
No rule prevents a character from hyperspecializing during character creation and tripling down
on a single Skill, but players are encouraged to diversify their characters’ Skills and Aspects. This
can make for more complex and interesting characters, but also helps when playing the game:
Far-Field Teams must face a wide range of challenges, and teams who specialize too much can
find themselves struggling when they encounter scenarios they are not equipped to handle.
[/SB]
Edges
Edges describe how a character typically interacts with the world. They are broad and flexible,
and usually apply to most Actions. An applicable Edge can be invoked to add +1 die when making
a Roll. PCs have three Edges, chosen at character creation from the following list:

● Steel strength, resilience, power


● Sleight deception, stealth, secrets
● Guts instinct, tenacity, courage
● Keen precision, logic, coldness
● Vision planning, foresight, focus
● Flash charisma, impressiveness, audacity
● Heart empathy, warmth, insight

The narrative flavor of the an Action can change based on the Edge invoked – for example, a
character navigating thick jungle with Steel might hack and cut directly through, while with
Sleight they might weave their way around obstacles and slip through gaps, and with Vision they
might find a longer path that is easier to traverse.

Skills
Skills represent specific areas of training or aptitude that can be brought to bear on an Action.

● Assault shoot, brawl, use tactics


● Endure lift and carry, endure pain, test your stamina
● Control balance, hold your nerve, take charge
● Observe watch, notice, catch details
● Conceal camouflage, hide, lie
● Tend treat, heal, nurture
● Hack access, code, repurpose
● Fix create, repair, break
● Pilot use vehicles, ships, or mechs
● Navigate wayfind, orient, plan a journey
● Investigate appraise, study, research
● Organize plan, order, catalog
● Interpret understand, read a situation, communicate
● Sway charm, convince, bargain

Skills have three Ranks: Trained (Rank 1), Expert (Rank 2), and Master (Rank 3). When invoked as
part of a Roll, each Rank of a Skill adds +1 die to the Dice Pool (from +1 die at Rank 1, to +3 dice at
Rank 3). A Skill begins at Rank 1, but can be increased at character creation by selecting the
same Skill multiple times from different sources, or improved later through character
progression.

Aspects
An Aspect represents a unique ability, set of training, or piece of equipment to which a PC has
access, and can be invoked when relevant to add +1 die when making a Roll. Additionally, some
Aspects also come with special rules or a special ability a character can use during play.

Aspects consist of a name, a Track with a variable number of boxes, and a description (which
might include a special rule or ability). The Track represents the Aspect’s condition; marks on an
Equipment Aspect might represent that piece of equipment becoming increasingly damaged or
starting to run low on power, while marks on an Expertise Aspect might represent the PC
suffering from injury or stress.

When all the boxes on an Aspect’s Track are marked or burned, a character temporarily loses
access to that Aspect until some of those boxes can be cleared – a fully marked Aspect may not
be invoked when making a Roll, and its special abilities may not be used unless they explicitly say
so. This might represent a piece of equipment breaking or completely running out of power, or a
PC becoming exhausted or losing confidence in their abilities.

[SIDEBAR]
Invoking and Marking Aspects
A relevant Aspect with unmarked boxes can always be invoked for +1 die as part of a Roll,
whether it has special rules or not. Sometimes an Aspect with special rules will require you to
mark it when you use those rules, but you don’t need to mark an Aspect just to invoke it.
[/SB]

Resources
Resources represent aids or advantages brought with the team as Supplies or obtained during
the Mission. They are not always physical, and can represent intangible advantages such as
scientific data, bought time, or a positive relationship with an NPC.

Examples of Resources include:


● a remotely-controlled drone equipped with a sensor array
● a vial of highly acidic liquid extracted from a plant
● detailed maps of a local area
● folk tales describing the behavior of a particular predator
● the goodwill of the colonial administrator
Players may invoke a relevant Resource to add a die when making a Roll. Doing so marks the
Resource unless otherwise specified. Resources cannot normally be repaired; when they are fully
marked, they are consumed or removed.

Many Resources are temporary – for example, Supplies last until the end of the Mission and
cannot be saved up or stockpiled beyond it. Other Resources can only be used in specific
situations – for example, the temporary Resources acquired while surveying a Location can only
be used while at that Location.

Players should keep track of the Resources their characters have access to. Usually Resources
are associated with a single character, but they can be traded or given to NPCs or other PCs if it
makes sense to do so. Supplies are Resources that are shared across the whole team, and can be
used by any PC; they are normally chosen at the beginning of a Mission and recorded on a
separate Supplies sheet.

Drives
Drives are needs, desires, and short or long-term goals that push a character forward into the
unknown. Drives are freeform, and can look like almost anything – though they are usually
proactive, often tie into the character’s backstory, and usually answer the key question: why do
you explore?

Examples of Drives include:


● Seek thrills and get my heart pounding
● Solve the mystery of the monoliths
● Discover new foods and tasty cuisines
● Find a cure for the disease affecting my people
● Prove the theory they all laughed at
● Find somewhere I can call home

At character creation, PCs begin with a Drive related to each Background. These Drives can
change as part of character progression. Drives serve two distinct functions:

Discovery Points
Drives can be invoked by a PC as a Penalty on a Roll. Their Drive might distract or hamper them,
or they might be trying to act against their normal desires. Additionally, a Drive can be invoked
by the GM to subject a PC to a Decision related to that Drive – a temptation or compulsion that
the character may or may not choose to resist. In either of these cases, the PC gains a Discovery
Point.
Discovery Points last until the end of the Mission, and can be spent at any time to add details to a
Scene or narrative description as if a Twist had been rolled as part of an Action. Twists created
by Discovery Points are always positive for the characters – they often create a Resource,
expand the PCs’ options, or allow another choice during a Decision – but the GM has the final say
as usual.

[EXAMPLE OF DISCOVERY POINT ACQUISITION AND USE]

Milestones
At the end of each session, if a PC worked towards, satisfied, or struggled with a Drive or an
ethical challenge (as determined by the player, but a Drive or ethical challenge invoked as a
Penalty or or to force a Decision always counts), they can record a Milestone – a short sentence
describing the event and how it relates to the character’s story.

A PC can record up to one Milestone for each of their Drives, and up to one Milestone for dealing
with an ethical challenge, for a total of four Milestones per session. When a PC gains a sufficient
number of Milestones, those Milestones can be spent as part of character progression.

[EXAMPLE OF MILESTONES]

Character Progression
At the end of each Mission, or at some other appropriate break in the story as determined by the
GM, a PC can spend Milestones to improve their character. This represents characters growing
over time and picking up new skills and abilities in their time exploring. Spent Milestones are
marked and cannot be spent again, but remain as a record of a character’s journey.

PCs can spend Milestones to gain one of the following:

3 Milestones Add one Rank to an existing Skill

3 Milestones Add one box to an existing Aspect

6 Milestones Gain a new Skill at Rank 1

6 Milestones Gain a new Aspect from one of your


Backgrounds

9 Milestones Gain a new Aspect from any Background


Whenever a PC has an opportunity to spend Milestones, they may also choose to change one of
their Drives. This represents the character changing focus, finding new things that are
important to them, or perhaps even achieving the goals they set for themselves.

[EXAMPLE OF CHARACTER PROGRESSION]


Missions
“Elsewhere is a negative mirror. The traveler recognizes the little that is his, discovering
the much he has not had and will never have.”
Italo Calvino, Invisible Cities

Briefing & Goals


At the start of each Mission, the GM gives the PCs a briefing. A briefing is a short scene that
introduces the Mission and its goals, communicates the stakes, and establishes the kinds of
locations and mysteries that might be present – things that the characters would know about
before heading into the field.

The briefing’s primary purpose is to give players enough information that they are able to make
informed decisions – for example, when selecting Supplies. This information might include
narrative information such as the local geography, biology, or culture, and game information
such as particular kinds of Hazards to expect, the efficacy of certain kinds of Aspects, or the
layout of the Map. Players can ask questions (though there may not always be complete
answers!), and use this information to discuss and plan their approach.

The briefing should also establish the Mission’s goals. A Mission normally has two goals:

The first goal is always a Full Survey – the characters must gather complete survey data for all
Locations on the Map. Note that characters do not need to visit every Location if they can gather
the necessary survey data from afar; visiting a Location simply makes this process easier!

The second goal for a Mission is unique to each Mission, and is communicated to the PCs as part
of the briefing. This is often the more challenging goal, and might have more significant stakes
for success or failure. Example goals include:

● Discover what caused a once-flourishing colony to fail, and what happened to those who
once lived there
● Catalog or gather samples from a unique lifeform found on this world
● Locate a crashed ship and rescue any survivors
● Recontact a colony recently discovered in ancient records
● Investigate a paracausal anomaly reported by an automated survey vessel

A Mission might have additional goals at the discretion of the GM; these goals may either be
communicated during the briefing, or might become apparent as the PCs progress through the
Mission. It is also possible for a goal to change mid-Mission as more information becomes
available, or if the goal is part of a multi-step plan. The frontier is a place where information is
limited and unexpected complications are a common occurrence; experienced rangers know to
expect the unexpected and prepare accordingly.

At least one goal must be achieved in order to successfully complete a Mission. If multiple
goals are achieved, the team gains special bonuses during Downtime. If the PCs choose to leave
before completing their goals, or become unable to complete even one of their goals in a Mission
for some reason, they face a significant narrative setback which may involve long-term
Consequences.

Supplies
After the briefing is given, the PCs collectively choose which Resources they are bringing along as
Supplies. Supplies commonly include Resources used to heal damaged Aspects (such as Medical
Supplies and Repairs), but may also include protective or survival gear, transport, or other
equipment that may prove useful when facing certain kinds of Hazards.

Supplies belong to the whole team and are marked on a separate sheet, and can be used by any
PC during the Mission. Unless a PC has an Aspect that grants additional Supplies, the team can
select up to two Resources per PC.

Boots on the Ground


Once the briefing is complete, Supplies have been selected, and everyone is ready to begin, the
PCs head to the mission area. Typically there will be an obvious starting Location on the Map –
for example, a landing zone clear of hazards and large enough to accommodate a shuttle, an
external airlock on a derelict spacecraft, or an established base camp. Some Missions may have
multiple potential starting locations established during the briefing; the PCs should take this
opportunity to select one if they have not already done so.

Exploration
Exploration is the core of a standard Far Field Mission, and involves traveling between a number
of connected Locations on a Map which represents the mission area. Each Location represents
an individual point of interest: a discrete location or area that is unique, important, or presents a
distinct challenge to the team as they explore the mission area. The connections linking these
Locations establish possible routes between them, and may themselves be challenging or
hazardous to traverse.

Exploration is typically handled in four steps:


1. Survey - The PCs attempt to gather information on connected Locations
2. Travel - The PCs choose a connected Location and travel to it, sometimes encountering a
Hazard or Challenge along the way
3. Challenge - The PCs encounter and deal with a Hazard or other challenge which awaits
them at their chosen Location
4. Rest - The PCs may gather information and Resources, heal marked Aspects, and
otherwise act in relative safety

Once these steps are complete, the PCs have the opportunity to move onwards and explore
further, beginning this process once more from their new Location. Normally the PCs will go
through these steps at each Location they visit, though the GM might choose to skip some of
them or add additional Scenes and challenges, depending on the story and events that occur in
play.

Surveying
When the team surveys, some or all of the PCs choose a Location connected to the current
Location, and make a Roll to attempt to gather information about it. This might involve climbing
to high ground for a better view, sending a survey drone, interpreting scan data, asking local
people about the area, or any other method that seems appropriate. Surveying can be tricky but
is rarely the most dangerous part of exploration – it only ever incurs Minor Consequences at
most.

Surveying may only be done once for each PC, from each Location. When surveying, multiple
PCs may choose to survey the same Location if they wish, or might choose to survey different
ones. A PC can survey a given Location multiple times, so long as they do so from different
starting Locations.

Each successful survey Roll allows the team to identify one of the following three features, and
creates a temporary survey Resource associated with the information that was gained.

● Unique Features - Any exceptional or unique features of the Location: geography, biota,
existing habitation, and so forth
● Hazard Rating - The level of Consequences incurred when dealing with the Location’s
Hazards: Minor, Standard, or Major
● Specific Hazards - What specific Hazard(s) are likely to be encountered at this Location

To be considered complete data for the purposes of a Full Survey, a team must gather all three
of these pieces of information for each Location on the Map. It is not necessary to gather this
information through surveying alone – in fact it is often much easier to visit a Location and
encounter its Hazards directly. Doing so automatically grants the remaining pieces of
information after the Hazard has been successfully resolved.

[SIDEBAR]
Survey Resources
The temporary Resources created when surveying can be invoked by any member of the team
for +1 die on an appropriate Roll while at the surveyed Location (for instance, when dealing with
a Hazard). Survey Resources can only be used at their associated Location, and are immediately
consumed when invoked.
[/SB]

Travel
In many cases, traveling is as simple as describing how the team navigates between their current
Location and their destination. However, some connections between Locations may have
challenges and Hazards of their own. These Hazards are normally apparent without needing to
survey and are revealed when the team arrives at a connected Location. If a team encounters a
Travel Hazard, a short Scene plays out where the PCs must overcome the obstacle to progress –
taking Actions and making Rolls as they would for any other Hazard (see below).

Challenge
Each Location contains at least one Hazard or challenge that must be addressed before
continuing. This challenge will often test the team’s ability to survive, prevent them from
progressing, or put their mission goals in jeopardy. For example, the PCs might need to navigate
treacherous terrain, pacify or avoid dangerous flora or fauna, speak and interact with
indigenous or colonial inhabitants of the world they are exploring, or determine the true nature
of a strange paracausal anomaly.

When the team attempts to overcome a Hazard, the GM creates a short Track to represent their
progress. This Track is marked each time a PC succeeds on an appropriate Action, and the
Hazard is overcome when its track is fully progressed. Dealing with a Hazard is usually dangerous
or risky in some way; Consequences incurred on Actions to overcome a Hazard will usually match
the Location’s Hazard Rating (unless the GM says otherwise).

When the PCs overcome all Hazards at a Location, they automatically gain full survey data for
that Location, and may choose to Rest. If the PCs are having difficulty overcoming a Hazard they
may retreat – but if they do, they do not gain this data and may not Rest. If they have not
already acquired it through surveying, the team may need to return later with some way to
improve their odds (such as more information, healed Aspects, or extra Resources), or gather it
by surveying from another Location.
Rests & Recovery
Once the PCs have handled the challenge in a Location, they are no longer under pressure and
can choose to Rest. While Resting, a team is able to further investigate the current Location if
they desire; doing so may lead them to discover information or be rewarded with extra
Resources, depending on the nature of the Location and the challenge they overcame. A Rest
can be played out as a Scene, until the players want to move on – at which point they can begin
surveying their prospective destinations.

Normally choosing to Rest costs nothing other than the passing of time, but depending on the
nature of a Mission a Rest might require specific Resources or advance certain tracks. Certain
Aspects have special rules that can be used during a Rest; in addition PCs usually have the
opportunity to clear boxes from marked Resources (see Healing & Repairs, p. XX).

Downtimes
[May eventually be here, for now see GM notes.]

Ranger-class Starships
[May eventually be here, for now see GM notes.]
Compendium
“We will only get our best technology, we will only get our best solutions and policies in this
world, when we bring the full talent that we have available to us: all the perspectives and
expertise and the experiences that we have available.”
Mae Jemison

[SIDEBAR]
Aspect Glossary
● Expertise - This Aspect represents training, knowledge, or an innate ability that a PC can
call upon. Expertise Aspects are typically healed using Medical Supplies.
● Equipment - This Aspect represents a piece of gear or equipment separate from a PC.
Equipment Aspects are typically healed using Repairs.
● Consumable - This Aspect or Resource cannot normally be healed during a Mission unless
otherwise specified.
● Unique - This Resource can only be selected once as part of a team’s Supplies.
[/SB]

Backgrounds
At character creation, each PC gains three Backgrounds: an Origin, a Role, and a Discipline.
Players choose one Skill and one Aspect from each Background – as well as creating a related
Drive. If the same Skill is chosen twice (or three times) from different sources, the character
instead gains the second (or third) rank of the Skill.

Origins

Scientist
● Observe, Fix, Investigate, Organize, Interpret
● Curious - Expertise - ◯-◯-◯-◯
When you investigate or interact with something entirely new for the first time, reduce
the severity of any Consequences you incur by one step (Standard to Minor, Major to
Standard).
● Meticulous - Expertise - ◯-◯-◯
Your memory and attention to detail is exceptional. You can always recall specific details
about anything you have seen during the current Mission, and at GM discretion, relevant
details from previous Missions.
● Data-Driven - Expertise - ◯-◯-◯
You are an expert at collecting and processing data, and extracting useful insights from
the results. Whenever you create a Scientific Data Resource, it gains one additional box
on its track.
● Creative Solutions - Expertise - ◯-◯-◯-◯-◯
When confronted with a problem you don’t know how to solve or an obstacle you can’t
surmount, burn a box on this Aspect to ask the GM for a clue or hint on how to proceed,
gaining +1 die on all Rolls following that information. If the GM judges that the task is
impossible, they describe why, and you mark this Aspect instead.

Military
● Assault, Endure, Control, Conceal, Pilot
● Supersoldier - Expertise - ◯-◯-◯-◯
You were genetically engineered or cybernetically enhanced to maximize your combat
potential. You have exceptional strength, stamina, and athletic ability.
● Discipline - Expertise - ◯-◯-◯-◯-◯
You are able to keep your cool even in the most stressful of circumstances. You may mark
this Aspect to ignore the choices presented in a Snap Decision and act as normal (you
may still incur Consequences if you choose not to react to a dangerous situation).
● True Grit - Expertise - ◯-◯-◯-◯
Your fortitude and ability to endure in the face of adversity is legendary. When you would
be removed from a Scene as a result of taking a Burden, you may mark this Aspect to
remain in the Scene. You may use this ability even if this Aspect is fully marked by burning
a marked box instead.
● Skincrawl - Expertise - ◯-◯-◯-◯-◯
You are always on your guard and extremely hard to surprise. You get a physical reaction
or a bad feeling when you or another PC is in danger.

Worker
● Endure, Tend, Hack, Organize, Sway
● We All Lift Together - Expertise - ◯-◯-◯-◯-◯
When another PC is asked to make a Roll, you may mark this Aspect and describe how
you help them. Your assistance grants them 1 extra die. Alternatively you may burn this
Aspect to grant 2 extra dice.
● Tough As Nails - Expertise - ◯-◯-◯
You can withstand pain, exhaustion, and other hardships through sheer grit and
determination. If you would mark the final box on an Aspect, you may burn an
already-marked box on that Aspect instead.
● Vox Populi - Expertise - ◯-◯-◯-◯-◯
You have a natural affinity for people that transcends cultural or language barriers,
which can help during introductions, negotiations, or gathering information.
● Jack Of All Trades - Expertise - ◯-◯-◯
You’ve picked up a lot of useful skills over the years, even if you aren’t formally trained.
You may mark this Aspect to treat any Skill as Trained (Rank I) for the rest of the Scene.

Cosmopolitan
● Control, Fix, Pilot, Navigate, Sway
● Spacer’s Ear - Expertise - ◯-◯-◯-◯
Coriolis forces, spin gravity, drive acceleration, k-comps – you’ve experienced it all and
kept both your head and your stomach. You have a pinpoint sense of direction and
orientation and are excellent at judging distances.
● Duct Tape And Prayer - Expertise - ◯-◯-◯
When things break in space, you don’t always have the luxury of replacing them; you are
especially adept at improvised, emergency repairs with limited materials. When you Rest,
you may choose a piece of Equipment. If you do, clear two marked boxes, and then burn
one. Repairing this way does not require a Roll.
● Ageless - Expertise - ◯-◯-◯-◯-◯
You’ve spent the majority of your life on long haul voyages, and as a result you are
incredibly old even by Cosmopolitan standards. You’ve seen generations come and go,
and are familiar with both ancient history and technology through personal experience.
● Whispers Of A Thousand Ports - Expertise - ◯-◯-◯-◯
You’ve heard old spacer’s tales from across the Orion Arm: stories of the strange and
wondrous things out there in the black. Mark this Aspect and name a location, object, or
person you’ve encountered this Mission; the GM tells you what rumours and tales you’ve
heard about that thing.

Diasporan
● Assault, Endure, Control, Observe, Tend
● Loyal Companion - Expertise - ◯-◯-◯-◯-◯
A creature accompanies you as you explore, perhaps from your homeworld or
encountered in your journeys across the stars. They are loyal to you and will go to great
lengths to protect you. When you select this Aspect, work with your GM to determine this
creature’s capabilities and weaknesses. Examples include: the ability to fly or swim;
heightened senses; vicious claws or teeth; limited empathic ability.
● Child’s Play - Expertise - ◯-◯
You’ve been dealing with the challenges of survival in tough environments all your life.
When you come across a Hazard, if you can describe a similar challenge you faced on
your homeworld, mark this Aspect to add +1 die on any Roll to overcome a similar Hazard
for the rest of the Mission.
● Improviser - Expertise - ◯-◯-◯-◯-◯
Even when you don’t have exactly the right technology at hand, you’re adept at finding a
solution. Mark this Aspect to allow you or another PC to apply a Resource to a Roll that
wouldn’t ordinarily be relevant.
● Horizon Walker - Expertise - ◯-◯
Your life has been defined by a drive to find new worlds, have new experiences, and seek
out the infinite variety of the universe. When you encounter something entirely new for
the first time, clear a marked box on any Expertise Aspect.

Non-Union
● Endure, Conceal, Navigate, Investigate, Sway
● Far Traveler - Expertise - ◯-◯-◯
You have seen more of the galaxy than even the most seasoned Far-Field veterans. When
you encounter a strange or unexplained object or phenomenon, mark this Aspect to ask
the GM if you’ve seen something like this before. The GM chooses: they either tell you
exactly what this is, or your Rolls to interact with it gain one die for the rest of the Scene.
● Outside Perspective - Expertise - ◯-◯-◯
You bring a very different set of life experiences to your work and as a result you can see
things in a different light to your colleagues. When another PC makes a Roll that would
result in Disaster, you may instead mark this Aspect and attempt the Roll yourself using a
different Edge. If you do, the other PC takes no Consequences.
● Unusual Technology - Equipment - ◯-◯
You have a unique piece of technology used by your people, rare or unknown in Union
space. When you select this Aspect, work with your GM to determine this technology’s
capabilities and drawbacks. Examples include: manipulation of hardlight, blinkspace, or
gravity; nanotechnology; enhanced cybernetics.
● Paracausal Training - Expertise - ◯-◯
You have training in a unique paracausal ability known to your people. When you select
this aspect, work with your GM to determine this ability’s capabilities and limits. Examples
include: telepathy; telekinesis; memetic transfer; limited precognition.

NHP
● Hack, Pilot, Investigate, Organize, Interpret
● Unbounded Processing - Expertise - ◯-◯-◯-◯
Your ability to analyze and process data is unparalleled. You could coordinate an entire
research division, accurately predict meteorological patterns given enough data, or
coordinate traffic and transit systems for an entire city.
● Paracausal Insight - Expertise - ◯-◯-◯-◯
When you enter a Scene, mark this Aspect to ask the GM a question about what’s going
on here. The GM must answer truthfully, but the answers may be cryptic or incomplete.
● System Link - Expertise - ◯-◯-◯
Your casket is equipped to connect to almost any conceivable electronic system, and you
are adept at figuring out idiosyncrasies of digital architecture, control schemes, and
information storage systems.
● Subaltern Drones - Equipment - ◯-◯-◯-◯-◯
You have a number of multipurpose drones that you can control remotely. They are
adapted for a wide array of tasks, ruggedized against environmental hazards, but are
disposable if necessary.
Roles

Leader
● Assault, Control, Navigate, Organize, Sway
● Situational Awareness Suite - Equipment - ◯-◯-◯
A complex command and operational analysis suite that tracks and monitors the location
and vitals of team members, coordinates communications, and aggregates datastreams.
Mark this Aspect to allow another PC to reroll any Roll. They must keep the new Roll.
● Adaptive Translator - Equipment - ◯-◯-◯-◯-◯
A specialized COMP/CON pre-loaded with almost all known languages and a
sophisticated translation and interpretation suite, capable of adapting to novel
languages or communication methods given sufficient time and exposure.
● Extended Harness - Equipment - ◯-◯-◯
Backups, powerpacks, extra supplies – you have everything your team needs to perform
at their best. If another PC would mark an Equipment or Consumable Aspect or
Resource, you may instead mark this Aspect.
● SSC Empatheia Neuromod - Expertise - ◯-◯-◯
An experimental SSC augment that proved unpopular on core worlds due to issues with
sensory overload, the Empatheia neuromod heightens sensitivity to olfactory and
physiological cues, body language, and other forms of nonverbal communication, and
found a niche audience amongst diplomats and explorers.
● LUCID_DREAM(FATA MORGANA) - Consumable - ◯-◯-◯-◯-◯
These puck-like discs can be deployed or thrown and activated remotely, projecting
extremely convincing holographic images until their power supply burns out. These
images can fool a casual observer, but if inspected closely or interacted with physically,
the hologram is revealed for what it is. Mark this Aspect upon use.

Surveyor
● Control, Observe, Conceal, Navigate, Investigate
● Smart Scope - Equipment - ◯-◯-◯-◯-◯
An advanced sensor suite packaged into a set of compact optical enhancement gear.
Grants exceptional clarity at significant distances, under a variety of adverse
atmospheric conditions and light levels.
● Omnispectrum Scanner - Equipment - ◯-◯
A handheld scanning device allowing passive imaging and short-range active scanning at
all wavelengths. Includes a comprehensive software suite for interpreting, reconstructing,
and displaying scan data.
● Sample Collection Gear - Equipment - ◯-◯-◯-◯-◯
A variety of hardened and sealed containers, microstasis generators, and protective
gear used for safely extracting and/or containing dangerous chemical and biological
samples in the field, and securely preserving them long term for later study.
● Drone Command Module - Equipment - ◯-◯-◯
A field-adapted control nexus designed to supplement drone navigation protocols and
automate data collection, compatible with all standard interfaces and capable of ad hoc
networking. When your team uses a Survey Drone to make an additional survey roll, you
may mark this Aspect to reroll that roll and choose which result to use.
● SSC Genetailoring - Expertise - ◯-◯-◯-◯
Smith-Shimano Corpro offers the top of the line in genetailoring technology – bespoke
enhancements that can provide improvements in muscle mass, bone density, toxin
resistance, skin toughness, visual or aural acuity, among many others. It is not unheard-of
for FFT personnel to receive custom adaptations from SSC’s genebanks based on the
profile of their destination planets.

Engineer
● Hack, Fix, Pilot, Investigate, Organize
● Programmable Whitewash - Consumable - ◯-◯-◯-◯-◯
Canisters of limited-use programmable nanites, capable of repairing equipment (as
Repairs), extinguishing fires, sealing leaks, and many other useful tasks. Mark this Aspect
each time it is used.
● Handheld Printer - Equipment - ◯-◯
A portable matter fabrication unit. Given adequate feedstock and time, can produce any
of a wide variety of useful components and other mundane items, whether
preprogrammed or custom designed.
● HA ICEPACK Power System - Equipment - ◯-◯-◯-◯
A stabilized sliver of a coldcore, the ICEPACK is a portable, near-perpetual power supply.
Its output is limited compared to a full-scale reactor or generator, but it can be used to
recharge gear and personal devices indefinitely, and activate low-draw systems such as
doors, lighting, or terminals.
● IPS-N Aegaeon Multi-Limb Control System - Equipment - ◯-◯-◯
This cybernetic control system is designed for use in addition to typical hardsuit bracing
and strength enhancement, providing additional limbs (typically one or two, but up to
four) controlled by a neural bridge built into the user’s helmet or implanted into the back
of the neck.
● HA LOGOS Grav Projector - Equipment - ◯-◯-◯
A power-hungry portable generator capable of projecting a close-range artificial gravity
field with a configurable vector – capable of amplifying, nullifying, or even reversing local
gravity within a small radius. Mark this Aspect at the end of any Scene where it is used.
Medic
● Assault, Observe, Tend, Fix, Interpret
● Field Surgery Kit - Equipment - ◯-◯-◯
A portable set of specialized medical equipment and supplies that allows for treatment of
more serious injuries than the standard first aid kit. When healing an Expertise Aspect or
a Burden representing a physical injury, you may mark this Aspect in order to heal burned
boxes.
● Medical Scanner - Equipment - ◯-◯-◯
A specialized variant of the Omnispectrum Scanner, this handheld device is optimized for
short range collection of physiological data (human or otherwise) and aiding with medical
diagnosis.
● Emergency Evac System - Equipment - ◯-◯
Single-use leash drones or short-range teleportation gear capable of extracting the
whole team to a safe location in an emergency. Mark this Aspect to immediately travel to
a connected, previously visited Location without incurring Consequences, even while
actively dealing with a Hazard.
● HA Pause/Lock Stasis Pack - Consumable - ◯-◯-◯-◯-◯
Single-use portable generators that project a limited stasis field approximately the size of
a human. Used to suspend critical patients, capture fauna, or protect against severe
environmental effects. Lasts until the end of a Scene or until deactivated. Mark this
Aspect at the end of any Scene where it is used.
● SSC Panacea Nanites - Consumable - ◯-◯-◯-◯
When correctly programmed and introduced to a host, these specialized medical nanites
can act as an “artificial immune system”, seeking out and destroying specific pathogens,
cleansing toxins, or even rebuilding tissue before being broken down by the body. You
may mark this Aspect to reroll any healing roll made to treat physical injury or illness.

Survivalist
○ Assault, Endure, Control, Conceal, Navigate
○ Custom Survival Gear - Equipment - ◯-◯-◯-◯-◯
Sophisticated even by the advanced standards of a Far-Field Team, your customized
gear ensures you have the appropriate tool for almost any conceivable survival situation.
○ Multi-Gear Maneuver System - Equipment - ◯-◯-◯-◯-◯
Developed from systems in common use on Sparr, these smart cabling and
magnetic/kinetic grapple units allow for easy climbing, hauling, and traversal across
distant gaps.
○ SSC Mythimna Panoply - Equipment - ◯-◯-◯
This hardsuit has a built-in chameleonic reactive weave that causes the wearer to rapidly
blend with almost any environment, disrupting their outline and becoming nearly invisible
when stationary or in low-light environments.
○ SSC Sylph Undersuit - Equipment - ◯-◯-◯-◯-◯
A bioengineered organic undersuit, sylphs are living organisms that have been grown and
fitted to their owner, forming a symbiotic relationship. The sylph is sustained by its host’s
waste products, and in turn cleans the host’s body, aids in healing, filters air or liquids, and
even protects against radiation and vacuum for short periods.
○ ISP-N Pharos Beacons - Equipment - ◯-◯-◯-◯
Designed for extended field use, Pharos beacons are equipped with precise, reliable
positioning sensors and a durable paracausal transponder, enabling detection and
accurate positional fixes even through extremely dense materials and electromagnetic
interference. Official USB policy frowns on Far-Field Teams leaving these beacons
behind, but finding a centuries-old beacon is considered a sign of good luck and solidarity
with the explorers of the past.

SysOp
● Hack, Fix, Investigate, Organize, Interpret
● LOCKSMITH Security Suite - Equipment - ◯-◯-◯-◯
A custom software package consisting of advanced hacking programs and
equally-advanced countermeasures. Can be used to break into (or protect) most digital
systems.
● Omnihook - Equipment - ◯-◯
A bulky omninet terminal that allows for communication, data transfer, and limited
hot-spotting in the field. Requires careful calibration and extensive tuning to operate.
● Custom COMP/CON - Equipment - ◯-◯-◯
A highly advanced version of the ubiquitous artificial intelligence unit that you have
upgraded and improved to handle complex tasks and novel situations. In addition to
analyzing data and operating connected machinery, it can even act semi-independently
with minimal instruction.
● EMP Generator - Equipment - ◯-◯
A bulky generator that creates a localized electromagnetic pulse. The EMP created by
this generator indiscriminately disrupts electronics in the immediate area, and can
damage or even destroy sensitive hardware and data storage systems. Mark this Aspect
each time it is used.
● UNAVOIDABLE_VOID - Equipment - ◯-◯-◯
Upon activation, the memetic lace built into this hardsuit induces errors in any AI or NHP
system that attempts to scan or perceive it directly, causing system crashes or
“blindness”. Extended use is dangerous, as biological creatures (including the wearer) can
suffer cognitive aberrations while in close proximity. At the end of any Scene in which this
equipment was active, you or a willing teammate must mark Minor Consequences.
Security
● Assault, Endure, Tend, Pilot, Sway
● Heavy Hardsuit - Equipment - ◯-◯-◯-◯-◯
Your hardsuit is rated for combat, and features up-armored plating and multiple
redundancies. Reduce the severity of any Consequences caused by weapons fire and
acute physical trauma by one step (Standard to Minor, Major to Standard).
● IPS-N Goliath Weave - Equipment - ◯-◯-◯
Available for all standard hardsuits, Goliath weave is a woven, miniaturized,
fiber-adjacent mesh that reinforces a hardsuit’s regular strength augmentation. Mark
this Aspect to perform a feat of superhuman strength, such as breaking through a wall,
lifting or dragging a vehicle, or standing against gale force winds.
● Signature Weapon - Equipment - ◯-◯-◯-◯
A custom alloy/composite blade, portable smartgun, or high-powered laser rifle – and
extensive training in its use. Effective both in combat and for other destructive tasks.
● Thermite Charges - Consumable - ◯-◯-◯-◯-◯
Pyrotechnic charges designed for creating entry points, cutting through tough material,
and destroying equipment. Can be remotely activated once placed. Mark this Aspect
each time it is used.
● HA Hardlight Projector - Equipment - ◯-◯
A cutting edge human-portable generator that can project a limited bubble of hardlight
energy shielding. Provides superlative protection, but is incredibly power hungry and
prone to starting fires. While the shield is active, it reduces all Consequences incurred by
your team from weapons fire or similar physical danger to Minor. Mark this Aspect at the
end of any Scene where it is used.
Disciplines

Anthropology
● Observe, Conceal, Sway
● Adaptable - Expertise - ◯-◯-◯-◯-◯
You have spent time with many different peoples from across the Orion Arm, and are
practiced in learning by example and quickly adapting to different cultures. Given an
opportunity to immerse yourself within it, you can quickly gain an understanding of a
culture’s social conventions, protocols, and common faux pas.
● Deep Dive - Expertise - ◯-◯-◯-◯
If you have time to study and prepare (usually between Missions), you can choose a single
culture to research in depth. When you make a Roll while interacting with member(s) of
this culture, and the result is a Twist, you may mark this Aspect to reroll. You must keep
the second result.

Linguistics
● Hack, Organize, Interpret
● Common Ground - Expertise - ◯-◯-◯-◯
Even if you don’t share a language, you can always communicate basic concepts to
anyone who is making an active effort to understand you. This can be the basis for more
complicated dialogue, given time and effort.
● Codebreaker - Expertise - ◯-◯-◯-◯-◯
Your analytical training is extremely helpful when trying to interpret unknown languages,
codes or riddles. You may mark this Aspect to decipher simple codes, messages, and the
like without making a Roll. If the GM judges that the code is too complex to be broken this
way, you instead gain an additional +1 die on all future Rolls to decipher this kind of code
or message.

Psychology
● Conceal, Interpret, Sway
● Frontier Psychiatrist - Expertise - ◯-◯-◯
You have extensive experience and training in the psychological effects of life on the
frontier, including the long term effects of isolation, hardship, chronological detachment,
and alienation. During a Rest you can mark this Aspect to initiate a short Scene with a
character struggling with these issues. At the conclusion of that Scene, that person may
clear up to two marked boxes on an Expertise Aspect.
[DEVNOTE: May need to make this less specific]
● Xenopsychologist - Expertise - ◯-◯-◯-◯-◯
When you interact with or study an unfamiliar creature or life form, you can accurately
interpret its general intent and mood (hungry, playful, scared, curious, etc) and determine
what methods – if any – can be used to communicate with it.

Chemistry
● Control, Fix, Investigate
● Field Laboratory - Expertise - ◯-◯-◯-◯
You have extensive training in the methods for identifying and analyzing materials
discovered in the field, from structural analysis, to chemical composition, and even the
study of strange and esoteric forms of matter. During a Rest, when you examine an
unknown object or material for the first time, you may automatically generate a Scientific
Data Resource related to it.
● Synthesis - Expertise - ◯-◯-◯
You have a knack for creative solutions and can harness the power of materials you
discover in the field. When you successfully overcome a material-based Hazard, you may
mark this Aspect to clear a number of marks on a Consumable Aspect equal to the
Hazard’s Rating.

Biology
● Conceal, Tend, Investigate
● Geneticist - Expertise - ◯-◯-◯-◯
With access to a tissue or blood sample and some time during a Rest, you can analyze a
creature’s genetic makeup. When you do, the GM gives you some useful information
about that creature or a Scientific Data Resource related to it.
● Xenobiologist - Expertise - ◯-◯-◯-◯
You have a great deal of experience dealing with new and unfamiliar life forms from a
variety of worlds. When your team surveys a Location for the first time, you
automatically reveal any Hazards related to native flora or fauna.

Medicine
● Assault, Tend, Fix
● Paramedic - Expertise - ◯-◯-◯-◯
You are trained as a first responder and have experience handling medical emergencies.
When a character is physically injured and you can reach them within the same Scene,
you can mark this Aspect to mitigate that injury. The injured character takes only Minor
Consequences.
● Pathologist - Expertise - ◯-◯-◯-◯-◯
You can readily identify the symptoms of poisoning, infection, and disease. When you
invoke this Aspect on any Roll related to researching, investigating or treating these
problems, you may mark it to add a second die.
Astronomy
● Observe, Pilot, Navigate
● Cynosure - Expertise - ◯-◯-◯-◯-◯
Despite variation between worlds, when you have a clear view of the sky (day or night)
you can accurately determine the current time, your orientation, and a rough estimate of
your latitude and longitude by taking a few measurements.
● Telemetrics - Expertise - ◯-◯-◯
You are able to track and predict objects in orbit, establish communication links, monitor
and remotely control satellites. If your team has a Satellite resource in orbit, you can
mark this Aspect to give the whole team an additional die on a single round of surveying
(this can stack with the bonus from the Satellite).

Physical Geography
● Endure, Conceal, Navigate
● Rock Hound - Expertise - ◯-◯-◯-◯
You are adept at navigating underground, whether in tunnels or a cave system, and
whenever you survey a cave or natural rock formation you automatically gather an
additional piece of information.
● A Weather Eye - Expertise - ◯-◯-◯-◯-◯
You have extensive meteorological training and can accurately predict the weather within
the near future. Additionally, whenever your team surveys a Location for the first time,
you automatically reveal any weather-related Hazards.

Ontologistics
● Control, Hack, Sway
● Memeticist - Expertise - ◯-◯-◯-◯
You are adept at identifying and categorizing paracausal effects that affect perception
and memory. Whenever your team surveys a Location for the first time, you
automatically reveal any memetic Hazards.
● Paratechnician - Expertise - ◯-◯-◯-◯-◯
You are qualified to administer tests and procedures related to Deimosian NHPs, and
have experience in analyzing and translating non-human subjectivities and their
experiences to a human reference frame.

History
● Investigate, Organize, Interpret
● Hit The Books - Expertise - ◯-◯-◯-◯
You have the training to easily identify relevant information in Union archives and local
records. Assuming such data exists and you have access, you can consult local historical
records, Far-Field exploration logs, and other archived material while investigating.
When you invoke this Aspect on a Roll and the result includes a Twist, the GM gives you
historical context or other useful information recorded by someone who came before.
● Archaeologist - Expertise - ◯-◯-◯-◯-◯
Whenever you examine artifacts or technology, you can usually identify the time period in
which they were created, and whether something was created off-world. If you can’t,
gain an additional +1 die on Rolls to investigate it.

Computing
● Hack, Fix, Interpret
● Machine Linguist - Expertise - ◯-◯-◯
During a Rest, you may mark this Aspect to study an unfamiliar digital system and gain an
understanding of its core principles and architecture. For the rest of the Mission, gain +1
die on all Rolls made to interact with it.
● Universal Compatibility - Expertise - ◯-◯-◯-◯-◯
You have the right tools, connectors, middleware, and knowhow to hook up almost any
digital system to any other digital system, even if they’re normally incompatible. This can
cause strange side effects if a system receives input it is normally unable to process.

Cartography
● Pilot, Navigate, Investigate
● Join The Dots - Expertise - ◯-◯-◯
You are able to make accurate predictions about an unexplored area based on contextual
clues from the nearby landscape or features. As long as you have fully explored two
Locations connected to your target, your survey rolls gain +1 die.
● Pathfinder - Expertise - ◯-◯-◯-◯
You are able to construct extremely accurate maps of terrain as you explore, allowing you
to find safe routes and easily retrace your steps. You ignore all Travel Hazards between
previously-visited Locations.

Theology
● Tend, Organize, Interpret
● Rites and Rituals - Expertise - ◯-◯-◯
You are familiar with a wide variety of religious practices from across the diaspora. When
you encounter a religious ceremony or religious symbology, you can always gain a sense
of its intent or meaning even if you don’t understand the spoken words or writing.
● As Foretold - Expertise - ◯
In your study of religion and the esoteric you have discovered a unique source of
prophecy. This might be a lost religious text, a numerological key, a connection to a dead
monolith which speaks to you in your dreams, or some other means of divining the future.
When a teammate would make a Roll, you may instead burn this Aspect. If you do, the
Roll automatically results in a Triumph.

Narration
● Endure, Observe, Interpret
● Storyteller - Expertise - ◯-◯-◯-◯-◯
You are well-practiced at weaving tales and examining narratives, reframing and
recentering experiences, and reading subtext and theme. This makes you particularly
adept at communicating effectively through story and understanding the stories of
others.
● Play It Back - Expertise - ◯-◯-◯-◯
You can mark this Aspect to retroactively declare that a Scene earlier in the Mission was
recorded for posterity, allowing you to go back and analyze the footage and any
associated data in extreme detail.
Resources

Supplies
After the briefing at the start of each Mission, the PCs collectively select which Supplies to bring
with them as they explore. The team may bring up to two Resources from the following list per
PC. A Resource may be selected multiple times unless it has the Unique tag.

● Medical Supplies - Consumable - ◯-◯-◯-◯-◯


Medicine, medical equipment, and related supplies used to treat a wide range of
physiological and psychological ailments.
During a Rest, you may make a Roll to heal an Expertise Aspect. If successful, clear two
boxes on the chosen Aspect. If the Roll would incur a Consequence, mark a box on this
Resource instead.
● Repairs - Consumable - ◯-◯-◯-◯-◯
Spare parts, materials, and tools used to repair gear and other mechanical devices.
During a Rest, you may make a Roll to heal an Equipment Aspect. If successful, clear two
boxes on the chosen Aspect. If the Roll would incur a Consequence, mark a box on this
Resource instead.
● Stims - Consumable - ◯-◯-◯
Chemical stimulants and similar drugs used to deaden pain and fear, increase focus, or
keep someone awake for extended periods.
A PC may mark this Aspect to add +1 die to each of their Rolls for the rest of the Scene.

● Survival Gear: Hazardous Materials - Equipment, Unique - ◯-◯-◯


Nonreactive layers, suit seal redundancies, and sophisticated compromise-detection
systems sufficient to protect the whole team from the effects of hazardous substances
such as nanites, biohazards, and chemicals.
Mark this Aspect to reduce all Consequences when dealing with a substance-related
Hazard by one level for the rest of the Scene (Standard to Minor, Major to Standard).
● Survival Gear: Extreme Temperature - Equipment, Unique - ◯-◯-◯
Specially insulated hardsuit plating and integrated heat management systems, sufficient
to protect the whole team from extremes of temperature – whether hot or cold.
Mark this Aspect to reduce all Consequences when dealing with a temperature-related
Hazard by one level for the rest of the Scene (Standard to Minor, Major to Standard).
● Survival Gear: Space - Equipment, Unique - ◯-◯-◯
Vacuum-rated hardsuits, radiation shielding, and EVA mobility packs, sufficient to protect
the whole team from the effects of space including vacuum and maneuvering in
microgravity.
Mark this Aspect to reduce all Consequences when dealing with a space-related Hazard
by one level for the rest of the Scene (Standard to Minor, Major to Standard).
● Survival Gear: Advanced Climbing Gear - Equipment, Unique - ◯-◯-◯
High-strength cabling and hardware, autostabilized harnesses, mechanized lifting gear,
and other specialist traversal gear, sufficient to outfit the entire team in mountainous or
subterranean environments.
Mark this Aspect to reduce all Consequences when dealing with a climbing-related
Hazard by one level for the rest of the Scene (Standard to Minor, Major to Standard).
● Survival Gear: IPS-N Null-Rad Caps - Consumable - ◯-◯-◯-◯-◯
Anti-radiation medication for extended interstellar trips. If taken in concentrated form, it
can allow a person to pass through areas of high or even deadly radiation in relative
safety for a short period.
The team may mark this Aspect to reduce all Consequences from radiation-based
hazards to Minor for the rest of the Scene.

● Survey Drone - Equipment - ◯


A high-altitude disposable survey drone – fragile, but extremely useful for exploration.
When the team surveys, this drone can allow a PC to make a second surveying Roll. If that
Roll would incur a Consequence, mark a box on this Resource instead.
● Satellite - Equipment, Unique - ◯-◯-◯
An orbital satellite capable of relaying communications, providing navigation data, and
capturing high resolution imagery.
When invoked, add one die to all survey rolls made from the current Location.
● OTYUGH Generator - Equipment - ◯-◯-◯
A portable generator capable of converting almost any fuel source to usable power with
extraordinary efficiency, including raw organic matter. Capable of powering complex
machinery, vehicles or even entire buildings.

● Transport - Equipment, Unique - ◯-◯-◯-◯


A vehicle (or multiple smaller vehicles) capable of transporting the entire team and their
gear across great distances or difficult terrain.
● Mech - Equipment, Unique - ◯-◯
A multirole civilian mech equipped for exploration and hardened to handle extreme
frontier environments. Exploration mechs are optimized for endurance and carrying
capacity, and typically mount digging or cutting tools. Mechs rated for use by FFTs include
the GMS SP23 Olympus, the IPS-N Lancaster, the SSC Silurian, and the HA Hannibal.

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