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Infinite Galaxies - Core Rules
Infinite Galaxies - Core Rules
Infinite Galaxies - Core Rules
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INFINITE GALAXIES i
CREDITS
WRITING & SYSTEM DESIGN RORY G. MACLEOD
EDITOR LAURA BRISKIN-LIMEHOUSE
ADDITIONAL EDITING STEVE WALLACE
& ART DIRECTION
LAYOUT & ADDITIONAL DESIGN AARON BROWN
WEB DESIGN EMILY DEARRING
COVER ARTIST JAROSLAW MARCINEK
INTERIOR ARTISTS JORGE F. MUÑOZ
MATT MORROW
MEHMET PINARCI
People, places, and things appearing in this text are not based on real people,
places, and things. Any appearance otherwise is coincidental.
References to existing intellectual properties are used under “fair use” and
do not constitute any endorsement or licensure on the part of Grendel’s Vault
Productions.
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CONTENTS
CREDITS II
1. WHAT IS INFINITE GALAXIES? 2
THE VIEW FROM ORBIT 2
FURTHER DOWN TO THE DETAILS 5
ROLEPLAYING IN A BRIGHT FUTURE 6
GAME INITIATIVES 7
ORIGINS OF THE GAME 7
THIS BOOK 8
YOUR GAME, YOUR STORY 10
2. HOW TO PLAY 12
THE GAME IN A NUTSHELL 12
PLAYER ROLES 13
PLAYER CHARACTERS 14
VESSELS 16
TIME 17
GAME TERMS 17
TAGS 21
DAMAGE AND RECOVERY 24
MOVES ESSENTIALS 26
BASIC MOVES 27
BASIC VESSEL MOVES 30
SPECIAL MOVES 31
EXAMPLE OF PLAY 36
3. HOW TO GM 38
WHAT IS A GAME MASTER? 38
PREPARATION 39
MANAGING THE GAME SESSION 40
INTERACTING WITH THE TABLE 41
THE GAME CONVERSATION 42
GM PRINCIPLES 45
GM MOVES 47
RESOURCE MANAGEMENT 53
IMPROVISATIONAL MOVES AND MODIFIERS 55
PLAYER GOALS 56
NON-PLAYER CHARACTER BASICS 59
MINIONS 63
STOCK NPCS 64
INFINITE GALAXIES iv
STOCK CREATURES 73
THE FIRST SESSION AND BEYOND 76
4. CHARACTER CREATION 82
THE IMPORTANCE OF CHARACTERS 82
SELECTING A PLAYBOOK 82
THE CHARACTER CREATION PROCESS 84
INTRODUCING YOUR CHARACTER 88
EXAMPLE OF PLAY 89
5. THE PLAYBOOKS 92
THE ACE 95
THE EXPLORER 101
THE JACK 107
THE LEADER 115
THE PSI 123
THE ROBOT 131
THE SCIENTIST 139
THE SOLDIER 147
THE SHIP 155
THE COMPANION 163
6. EXPERIENCE AND ADVANCEMENT 168
ABOUT EXPERIENCE 168
DRIVES AND RELATIONSHIPS 169
MILESTONES 170
THE END OF SESSION MOVE 173
ADVANCES 174
EXAMPLE OF PLAY 177
7. GEAR 180
GEAR BASICS 180
ECONOMY 181
STARTING GEAR 183
CHARACTER EQUIPMENT LISTS 185
8. VESSELS AND MOUNTS 194
VESSEL AND MOUNT BASICS 194
VESSEL RULES 194
VESSEL EQUIPMENT LISTS 198
STOCK STARSHIPS 205
NOTORIOUS STARSHIPS OF THE GALAXY 212
STOCK ATMOSPHERIC VESSELS 214
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INFINITE GALAXIES vi
13. A GAME’S STORY 262
THE LIFE OF A GAME’S STORY 262
ASKING GOOD QUESTIONS 263
PLAYER INPUT 264
INCORPORATING GAME MECHANICS
INTO STORY 265
14. CREATING AND CONTINUING A STORY 268
SOURCES FOR STORY CREATION 268
SCENES INTO STORY 268
STORY DIRECTION 271
CHARACTER CHANGE AS STORY 272
SETTING CHANGE AS STORY 273
15. THANKS 276
KICKSTARTER BACKERS 276
PERSONAL THANKS 278
INFLUENCES 279
APPENDIX A: THE STAR PATROL PRIMER 280
THE SOL SYSTEM 280
OTHER HUMANS IN THE UNIVERSE 280
TERRAN ALLIANCE 281
MID-SPACE 281
FAR-SPACE 282
THE MASSKAI EMPIRE 282
THE CORPORATE SECTOR 282
GROVOL 283
THE COLLECTIVE 283
APPENDIX B: STAR PATROL SPECIES AND ORIGINS 284
THE COLLECTIVE 284
CYGNAN 284
GRAY 284
MASSKAI 285
POR CHANTARII 285
WHITE APE 285
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This work is the Infinite Galaxies Core Rules, a self-contained set of rules and
game advice that will guide you through the entire game play experience.
This is a roleplaying game, meaning that players each take on the role of spe-
cific characters in the game. One of the players, the Game Master (GM), acts as a
sort of master of ceremonies, arbiter, referee, sounding board, and the one player
ultimately responsible for facilitating the game itself. In a roleplaying game, each
of the other players portrays a character of some sort. In Infinite Galaxies, players
select a playbook, which is a template of abilities and a framework around which
the character is developed. While most of the players play only one character, the
GM portrays just about everyone else (the characters encounter during the course
of the game).
Infinite Galaxies is built upon a few concepts. First, the players drive the action.
It is the players who take narrative control and pursue their desired path. The
Game Master is there to facilitate play, to make rulings, and to spur the action
forward when needed. Second, every action that requires a roll has an outcome.
In some games, there are many rolls that end up with no consequence. That is
not true of Infinite Galaxies. Every time the GM calls for a roll, something is going
to happen; there is always a consequence of taking action. Third, every player is
expected to contribute to the story; this is not a game where the Game Master
creates everything and the players are just there to enjoy their creations.
Of course, Infinite Galaxies is a science fiction game. The term science fiction
can mean different things to different people. The good news is that Infinite
Galaxies should be able to accommodate most of these ideas. Infinite Galaxies
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can be used to simulate many different science fiction concepts, from the soft
science of a sword-and-planet story (the Mars stories of Edgar Rice Burroughs or
space operas like Star Wars) to hard science (such as the novels of Isaac Asimov
or Arthur C. Clarke, and films such as 2001: A Space Odyssey). Though Infinite
Galaxies tends to be on the softer side of the science, there’s nothing in the game
preventing the players from creating a harder science setting.
The Infinite Galaxies rules are designed to emulate many different play styles
and settings. What this means for you is that you can create exactly the sort of
sci-fi game you and your fellow players want to experience. If you want a high-ad-
venture game, Infinite Galaxies can accommodate you. If you want a game of
intrigue and behind-the-scenes machinations, Infinite Galaxies can also do that.
While the Infinite Galaxies game has a default setting, Star Patrol, you are free to
create your own setting or use an existing one, such as a published setting from
another game or a fictional setting from novels, movies, or television. Infinite
Galaxies provides the framework into which you create the game you want to play.
Infinite Galaxies provides many options for playbooks and advancement. The
game comes with eight playbooks and each can be configured to suit a character
concept. Infinite Galaxies offers a great number of advancement options. Not only
does each playbook provide a player with many ways to pursue different paths, a
player may also select advancement from other playbooks. Infinite Galaxies does
not force a player into a certain path; there are so many advancement options
that even replaying the same playbook again may end up with a completely
different character.
Important in the design of Infinite Galaxies is that the game is effective for
both long and short term play. The game has been playtested in both one-shot,
convention style games and longer, campaign games. What we have found is
that the game is scalable to either situation. The Core Rules present some
options and guidelines to make the game most effective in both long games
and one-shots. Because Infinite Galaxies has been designed for many different
types of games, certain play styles and story elements are inherent to the game.
No matter what your group’s play style is (and this play style affects the game
experience), certain aspects found within the Infinite Galaxies rules are common
to all game experiences.
Of course, a game that provides for high adventure must also feature quick and
easy combat rules. Infinite Galaxies, which is based on the “Powered by the Apoc-
alypse” rules set, provides simple, easy to understand game mechanics. These
rules do not require maps or miniatures, although players can certainly use visual
aids. The action in Infinite Galaxies is more of an abstract experience, allowing for
greater flexibility than games that rely on more static and complex rules.
Assuming you like the idea of trying Infinite Galaxies, we hope that you will have an
opportunity to pitch the game to your friends and fellow gamers. To help you do this,
we have assembled a list of talking points to illustrate the basic strengths of Infinite
Galaxies and hopefully convince others to give the game a try.
»» If you have played another “Powered by the Apocalypse” game, you already
know the basics.
»» Infinite Galaxies can be used for many different settings and comes with its
own, Star Patrol.
»» The game has eight new playbooks designed to cover most science fiction
tropes.
»» Spaceships, aliens, robots, and futuristic weapons are seamlessly integrated
into the game.
»» Getting started is quick and easy and you can get a good feel for the game in
just a few hours.
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When a move calls for a roll of the dice, pick up two six-sided dice (called d6
sometimes) and roll then, adding the results together. The move will often direct
you to modify the roll with an ability (STR, DEX, INT, and so forth). The sum of all
of this is the result. On a 6 or less, the move fails. On a 7-9, it is a partial success.
On a 10+, it is a complete success. Moves will specify what happens on a partial
or complete success.
Being a science fiction game, Infinite Galaxies provides players with a list of
futuristic technologies. Characters use equipment to help them get the job done.
Unlike some games, however, Infinite Galaxies does not put a make-or-break
value on character equipment. The majority of what a character does in the game
does not use equipment at all; in many cases, equipment may be used to justify
triggering a move or provides a means to an end.
Infinite Galaxies has, inherent in its design, some assumptions regarding the
people, places, and things that are likely to be in your game. This is the default
setting, also known as Star Patrol. Though the impact of the Star Patrol setting
may be small in your game, it is worthwhile to understand that Infinite Galaxies
was built upon certain principles existing; if these do not exist in your game, you
are, of course, free to modify to suit what your game requires.
While Infinite Galaxies offers the players a fairly specific starting point, the game
does not presume that the players simply accept the design intentions and make
no changes. In fact, the designers intend that you will take what is written here and
expand upon it, to make Infinite Galaxies your own game. If you want to use the
game to simulate a grim future, or include darker characters, you are absolutely
free to do so. Just keep in mind that this is against the design intent and that you
may need to change or tweak some things to achieve your own vision.
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GAME INITIATIVES
Infinite Galaxies presents several game initiatives. These are key concepts that
are assumed to be part of play as well as principal themes and drives that drive
players to want to participate.
The first of these initiatives is exploration. Players can explore new places and
perhaps meet new and strange alien civilizations. Exploration is a key initiative
because it enables the setting to unfold. Even if the players are visiting a core
world, some place that their characters ought to be familiar with, it is new to the
players themselves, and thus, would be considered exploration.
The final initiative is the presentation of the “other”; players should encounter
strange aliens and sentient robots. These represent intelligences other than
humans. This is also a big staple of the science fiction genre.
Since the dawn of modern media (movies, TV, novels, and so forth), we have
had speculative fiction based on the idea that humanity might one day travel into
space. Infinite Galaxies (and any other science fiction RPG) would not exist without
the many science fiction works in movies, television, and the written media.
Though there are many different representations of the future (and of aliens,
space travel, robots, and so forth), a few stand out – see the Sidebar: Influences,
below.
Infinite Galaxies owes a measure of credit to the roleplaying games that have
come before. “Dungeons & Dragons”, in its many forms, is the seminal roleplaying
game and is the one most players have tried. Early science fiction games, such
as “Star Frontiers”, “Traveller”, “Battletech”, “Car Wars”, and even the early “Star
The mechanics and central concepts of the Infinite Galaxies game are “Powered
by the Apocalypse”, or “PbtA”. This rule system was developed by D. Vincent Baker
in the game, “Apocalypse World” then further developed and adapted in games
like “Dungeon World”, “Monsterhearts”, “Urban Shadows”, “No Country for Old
Kobolds”, and many others. Infinite Galaxies owes its very existence to this rule
system and would not exist without it.
Of these, “Dungeon World” has had the most direct influence on the develop-
ment of Infinite Galaxies. The playbooks and moves found within Infinite Galaxies
are closely tied to those found in Dungeon World; those who have played Dungeon
World should easily adapt to playing Infinite Galaxies.
THIS BOOK
The book that you’re reading is the Infinte Galaxies Core Rules. This is a
standalone book of rules and advice intended to facilitate running Infinite Galaxies,
without any other material. The Core Rules book contains all of the game’s moves,
playbooks, mechanics, equipment, and framework.
The Infinite Galaxies Core Rules contains everything you need to run the game
– except dice. These can be purchased at your local game retailer or at any number
of online retailers. For Infinite Galaxies, you will need several dice – four, six, eight,
ten, and twelve-sided dice (henceforth referred to as d4, d6, d8, d10, and d12,
respectively). You may also need pencils, pens, and paper (although some may
prefer to play with electronic materials).
The Infinite Galaxies Core Rules book is organized into five parts.
»» Part 1: The Basics introduces the game in concept, scope, mechanics, and
the expectations of game play. It includes chapters on the foundations of
the game, expectations, developing the game’s story, and game mechan-
ics.
»» Part 2: Characters & Gear explains how characters are the heart of Infinite
Galaxies; this part focuses on creating and playing characters. It includes
chapters on the character creation process, a comprehensive detail on
each of the ten playbooks, a discussion of experience and advancement,
and chapters on equipment and vessels.
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»» Part 4: Story discusses the elements of story that are important to playing
the game. It includes chapters examines critical aspects of story that can
be used in the game, how to convert story ideas into game action, and
how to create and continue a story.
INFLUENCES
One cannot ignore the significant influences that various media representations
of sci-fi have had on our collective view of the future. It is especially important to
call out two of the most significant sources of science fiction content: “Star Wars”
and “Star Trek”. Without these two franchises, it is hard to see how science fiction
would have risen to the popularity it enjoys today. Generally, “Star Wars” stories
involve morality, relationships, and larger-than-life characters. “Star Wars” features
huge landscapes against which these stories are told and millions of alien races in
a nearly infinite series of star systems and galaxies. “Star Trek” presents us with
a mostly harmonious future, one in which humanity has conquered many of the
conflicts we have been mired in for the past several thousand years. Humanity has
explored the stars and encountered many alien races. Technology is amazing and
helps people with tasks in their daily lives. For their parts, both “Star Wars” and
“Star Trek” have had their influences on Infinite Galaxies and continue to inform the
game’s style.
In addition to those franchises, it is worth pointing out other science fiction sources
from which the game’s design has drawn influence. “2001: A Space Odyssey” has
presented an interesting and arguably realistic vision of the near future, especially
in regards to spacecraft and artificial intelligence. Older works, such as “Flash
Gordon” and “Buck Rogers”, give us inspiration from their simplicity and sense of
high adventure in space and on other planets. The stories of pulp sci-fi, such as
those found in “Planet Stories”, “Amazing Stories”, “Analog”, “Asimov’s”, and many
others, have also had their say in the tonal design of this game.
Despite the assumptions and critical game elements presented in prior sections
of this chapter, it is intended that players will want to make Infinite Galaxies their
own game. In so doing, players may want to change some of the game’s assump-
tions. Because Infinite Galaxies has been designed to be mutable, changeable,
and polymorphic, there are certain dials that can be turned and buttons that can
be pushed to make the game into what you need it to be. If one of the standard
playbooks doesn’t fit into your game concept, throw it out. For example, if the play-
ers do not want psionics in their setting, they can remove the Psi playbook. Players
may wish to have humanity be the only intelligent species; simply removing all other
species from the game is easy enough. If you’d like to create a new playbook, by all
means, do so. Alien races and character origins are also easy to add to the game.
Though Infinite Galaxies presents many vessels and equipment for your use, the
list is by no means complete; you are free to come up with your own additions.
There are many other tweaks that you can choose to make. The most important
thing is that the game fits what you and your group needs.
You can play many different sorts of games using Infinite Galaxies. Though
the heart of Infinite Galaxies is in star-hopping action-adventure, these rules can
be used to present other stories. While some players enjoy a lot of combat and
action, others may prefer more engaging mysteries and investigative games.
Infinite Galaxies should serve well just about any sort of player. You can use Infinite
Galaxies to run a space exploration game, or a game heavy on intrigue and social
manipulation, or even a game focused on interplanetary trade or diplomacy that
rarely ventures into combat.
The Infinite Galaxies Core Rules includes what we call the default setting, also
known as Star Patrol. This is a very basic setting that underpins some of the design
decisions made to create this game. For more information, see Chapter 10: The
Star Patrol Setting.
Because Infinite Galaxies does not require a specific setting, you are free (and
encouraged) to create your own setting. You can even use Infinite Galaxies to repre-
sent existing settings. With a little work, Infinite Galaxies could be used for play in
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many settings found in science fiction media. For more information on developing
a new setting for Infinite Galaxies, see Part 3: Setting, and the chapters therein.
Infinite Galaxies does not function without the imagination and inspiration of
the players. Everyone – not only the Game Master, but also the other players –
provides new ideas, context, and direction for the game. Use what inspires you
about science fiction. Since the genre is fairly broad, players will have different
ideas about what a science fiction game means to them. Use these ideas as
much as possible as fuel for driving the game into new and interesting directions.
It is only by making use of these inspirations that your game will truly take flight.
As you become more experienced with Infinite Galaxies, you will learn the
mechanical foundations of the game. When you do, you may come to realize that
certain parts of the game may not work exactly within the conceit of the game
you’re running (or would like to run). In this case, throw out what doesn’t work for
you and tweak what already exists to make it better.
2. HOW TO PLAY
This chapter explains how to play Infinite Galaxies, its rules, its directives, and
its goals. In this chapter, we discuss the basics of game play, different player roles,
how the Player Characters (PCs) work in the game, how starships and other vessels
work, the effect of time in the game, important terms used in Infinite Galaxies, tags
found in the game and what they mean, the damage and recovery system, and a
lengthy section on moves used in the game.
Game play is driven by Player Character decisions and actions. The Game
Master (GM) operates mostly in the background, replying to and improvising from
player actions, decisions, and questions, but is equally important as someone who
can help guide the session along. While the GM does not come to the game with
concrete decisions about the game session (what will happen, who will live and
die), they should have some ideas formed about interesting things to bring into the
session (strange aliens, unusual technologies, fantastic places and people).
Everything in the game flows from character creation. For a detailed discussion
of this process, see Chapter 4: Character Creation. Once characters are created,
everything else in the game proceeds from that point forward – the GM will ask
questions about these characters (their backgrounds, their motivations, their
interpersonal relationships) and start formulating ideas about interesting situations
to put them in.
After characters are created, or perhaps during that process, the notion of a set-
ting will be introduced into the conversation. You may come into the game with an
idea as to what the setting will be – you can use a literary or cinematic setting, an
existing setting from another game, or a setting of your group’s creation. In order
to make decisions about their characters, and to move the game into actual play,
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players need to know something about the setting; if this is an existing setting,
players should already be familiar with it. If this is a brand-new setting that your
group is collectively creating, the players should ask questions about this setting
and make some decisions about it. For guidelines and pointers on creating and
using settings, see Part 3: Setting.
In an ongoing game, one that spans multiple sessions, the first session you
play will be devoted to character creation, setting creation, establishing who the
characters are and what they are doing, and perhaps some game play. In a one-
shot or convention game, you want to spend a lot less time on setting, some time
on character creation, but the majority of your time on actual play. Your mileage,
as they say, may vary. For a more involved run-down on what happens in your first
session, see Chapter 3: How to GM.
After characters are created, setting is established, and the players are ready
to play, anything goes. At that point, it is up to the GM and the other players to
drive the game forward and create some interesting and memorable moments in
their new Infinite Galaxies game.
PLAYER ROLES
In any Infinite Galaxies game, one of the players is designated as the GM. This
player does not control any of the PCs. Instead, the GM reacts to the PCs’ moves
and actions and controls NPCs. The GM has a special set of duties covered in
Chapter 3: How to GM.
When playing Infinite Galaxies, there are two very important principles. The
first is that you build upon the moment. From a style point of view, this means that
players should play as a reaction to what others have already done. You should
not attempt to counteract what others players have brought to the game, whether
ideas or actions. Instead, build upon that content. Make your contribution an
additive one, not a divisive one. The second principle is to spin it forward. In terms
of game style, this means that you not only accept that what has happened in the
game is fact and can’t be changed, you act upon that fiction and add your own
actions to push the story forward.
If you are a player, and not the GM, you will need to consider how you (and
your character) fit into the group. This is a consideration not only to promote the
roleplaying side of things, but also to build the group dynamic.
In terms of your character, you want to make sure what you choose to play one
that you like and that fits well into any established dynamic. If this is the group’s
first session, and you are all making characters at the same time, it is a good idea
to discuss your collective thoughts on what sort of group of characters you’d all
While the place your character has in the group can largely depend on the play-
book you choose, it also has a lot to do with the character’s history, personality,
and motivations. In making creation choices for your character, consider what the
other characters are bringing to the group and try to do something different – but
perhaps not too different.
Your role in the group is also to be part of a gaming group. This has little to do
with the character that you’re playing and extends into the real world. If you have
played games with this group before, you probably have defined a social place for
yourself within the group. If this is your first time gaming with this group, make sure
to understand where the other players are coming from and what their interests
are within the scope of roleplaying in general.
As a player, your goals are to enjoy yourself and advance your character (in any
number of ways). How you have fun is, ultimately, up to you. Some players revel
in social drama, while others like action and combat. If you are not having fun
because the type of play you enjoy is not being offered, you should mention this to
the GM. Advancing a character is another goal players should have. This can mean
earning experience and selecting Advances, but it can also mean advancing a
character’s own story and personal goals.
Some people do not fit into certain gaming groups, and that’s OK. Understand-
ing this early on and making clear why someone may not fit in (and doing it in a
polite way) can go a long way towards making a comfortable exit.
PLAYER CHARACTERS
In Infinite Galaxies, most of the players “run” one PC. This PC is a protagonist, to
use a dramatic term. This means that a PC drives the action and makes decisions
that cause the story to move forward. “Running” a PC means that a player makes
the decisions for that character. Usually, each player runs one PC, although there
may be rare situations in which a player might have control over more than one
character.
The PCs are the central figures in an Infinite Galaxies game. The plot focuses on
what the PCs do and what their interests are. The PC work together to accomplish
their goals and it is often the case that the PCs cannot succeed on their own.
Thus, the group dynamic is necessary to play the game and it is through exploring
relationships with the other PCs that a character grows and achieves goals within
the game.
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When game play starts, each player creates a PC from among the available
playbooks. A PC’s playbook is like a set of instructions that both tells the player
what options are available to that character and advises as to how that PC might
change in the future. The playbooks have been designed to be mostly self-con-
tained; once a player has read through a given playbook, they should have a
pretty good idea of that character’s abilities and special qualities.
As play continues, players will advance and change their PCs. The process
of character advancement is simple and is provided almost entirely within the
playbook. In most cases, a player chooses advancement options from within the
playbook, but players may also be able to choose advancement options from
other playbooks.
Unless you a playing in a “solo” game, there are going to be other PCs. Your
group will establish some “rules of the road” in terms of how the players best
interact with each other, but, generally, the PCs act towards the game goal,
though individual PCs may have different motivations for achieving it.
While the Ace character starts with a Ship (a sort of vessel that also acts like
a character in many ways), groups without an Ace may also acquire a starship or
otherwise be given control of vessels.
In most cases, a vessel is a set of statistics that are used for certain moves.
There are basic vessel moves in the game and a PC can use these when piloting
or traveling in a vessel (note that not all basic vessel moves can be used in all
vessels). Vessel moves are described later in this chapter.
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TIME
Gameplay occurs in two different time constructs – game sessions and
scenes. A game session is a self-contained unit of time that is bounded by the
“real-time” beginning and end of a session of play. A scene is an “artificial” time
construct that will be further explained.
Certain moves and effects within the game refer to the game session (or,
alternately, “session”). When this is the case, the “start” of the game session is
when everyone has arrived and is ready for gameplay to begin. Usually, the GM
will announce that the game is to begin. A session “ends” when the GM declares
it. Infinite Galaxies presents a special move, “End of Session”, that happens once
gameplay has concluded.
The notion of a scene is a bit more difficult to define. Unlike the session, which
begins and ends in real time, a scene is a construct created completely within
the gameplay. Anything that happens during gameplay does so during a scene. A
scene is defined as a specific unit of time in which action takes place at a certain
location or between the PCs and specific enemies or obstacles. A session will be
composed of one or more scenes (usually lots of scenes). A scene could be long
or short in duration. It might include only one PC or it could involve all of them.
It might all happen in a single room or it might be played out over an entire star
system. Generally, the GM will define when a scene begins or ends.
Some additional direction and guidance involving time in the game is present-
ed in Chapter 3: How to GM.
GAME TERMS
Infinite Galaxies is not a rules-heavy system. Still, there are a few terms that
deserve special attention. These terms are found within the text descriptions and
directions of moves and effects throughout the game. Understanding these terms
is key to running Infinite Galaxies in the manner in which it was designed.
Abilities:Even though Infinite Galaxies does not use “ability scores”, per se,
the game still uses modifiers (-1, 0, +1, +2, and +3) tied to abilities traditionally
used in similar games. When Infinite Galaxies refers to “abilities”, it is referring to
these modifiers.
“Better of (dice)”: Certain attacks direct that the “better of” dice are rolled to
determine the result. This is usually related to damage. In this case, roll multiple
dice (as directed) and use the highest result to calculate the total.
Choose: Many moves give choice about the outcome. This is quite common
in partial successes (7-9 results). In each case, the move should direct either the
player or the GM to make a choice. If a move does not state who makes the choice,
it defaults to the player.
Credit and Barter: Infinite Galaxies uses an abstract currency system. In this
system, Credit refers to “money” or liquid assets and Barter refers to valuable
items that might be traded for goods and services. Credit is used to buy things,
whereas Barter is used in conjunction with a special move designed to simulate
the trading of those goods.
Damage Die: Each playbook has a Damage Die listed. When the character
inflicts damage with a personal weapon, use this Damage Die as the base – other
factors may add to the resulting damage. For more information, see below.
Die Steps:When a move says that die steps are increased or decreased, it
refers to the following scale. The least die is d4. From there, it steps to d6, d8, d10,
d12, 2d6, 2d8, 2d10, and 2d12 (the highest).
Drawing Unwanted Attention:Many moves will give you the option of having
your character draw unwanted attention. What this means, in game terms, is that
someone else (a hostile force) is now taking aim at your character. An attack of
some kind is imminent. If no one does anything about this situation, the attack will
come. The GM should give you and the other players a chance to extract your char-
acter from this situation. If you use a move to get out of this unwanted attention
and get a failure or partial success, something harmful happens to the character.
Drives and Relationships:Characters earn Experience by triggering Drives and
Relationships. A Drive is a personal motivation or goal and a Relationship is an
interpersonal dependency or history between two characters. These are explained
in detail in Chapter 6:Experience and Advancement.
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Forward:This term always follows some sort of modifier to a roll, die result,
or effect. It means that you apply this modifier or effect to the next time you use
that move, die result, or effect. Unless otherwise specified, this modifier lasts no
longer than the next roll of this kind that you make. Some modifiers or effects are
specific to the next time a move is used; others are specific to a situation (such as
taking damage or using a resource).
In Danger:Many moves will give you the option of putting your character in
danger (it may read, “a dangerous spot”, as well). This means that your character
is in imminent danger of something bad happening to them. This could mean that
the character has found themselves at the precipice above a river of molten lava
or has stepped on the pressure plate to a trap. In any event, you and the other
players have a limited number of chances (usually, just one) to extricate your
character from this situation. If you use a move to get out of this dangerous spot
and fail or get a partial success, the situation will get worse (the trap may go off or
your character may fall off the cliff).
Success and Failure:When a move is made, and a die roll results, it is always a
failure, a partial success, or a complete success. Moves state what happens on a
partial or complete success and will sometimes say what happens on a failure (in
most cases, though, a failure means that the GM intervenes or makes a move of
their own). Within the context of the Infinite Galaxies game, success or failure are
game terms that refer to the result of a move.
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TAGS
Many moves in the Infinite Galaxies
game refer to standard names for ef-
fects and these are called “tags”. These
tags are normally encountered in the
equipment lists, but can also be found
in the text of some moves. This section
presents these tags and explains how
they are used in Infinite Galaxies.
Area:Weapons with this tag inflict damage over an area. Creatures near the
initial target take the same damage. Area damage does not discriminate between
friend and foe, so weapons with this tag must be used carefully.
Armor:Items with the Armor tag give the wearer an Armor value that reduces
the damage they take. Items with + Armor add to an existing Armor value. All
items that add Armor stack together to add to the total Armor value. In some
cases, Armor may only apply against certain damage types. For more information
about Armor, see below.
Autofire:Weapons with this tag can shoot multiple rounds at once. The tag is
used in conjunction with certain moves, like “Suppressive Fire”, to achieve certain
effects.
Far:This is a range tag that indicates the distance at which a weapon might be
used. This is an abstract value, perhaps 100 to 500ft for personal scale and 500ft
to two miles for vessel scale weapons. Because combat in Infinite Galaxies does
not use concrete distances, “Far” means as far as makes sense in the context of
what’s happening.
Heavy:Related to the Training tag, an item with the Heavy tag is bulky and
requires special combat training to use. The item imposes a -1 ongoing penalty to
anyone without the specific training (this usually comes by way of a move or origin
option).
Integral:Items with the Integral tag are specifically designed for robots. These
items are installed into sockets in the robot’s arms, legs, torso, or head, and
cannot be removed without a lot of effort. Biological beings cannot use these items
(although, cyborgs might).
Military:Related to the training tag, an item with the Military tag requires
special combat training to use. The item imposes a -1 ongoing penalty to anyone
without the specific training (this usually comes by way of a move or origin option).
Module:Certain vessel items must be installed into one of the vessel’s Module
slots. Since vessels only have so many Module slots, vessels will only have a few of
these items installed.
Near:This is a range tag that indicates the distance at which a weapon might
be used. This is an abstract value, perhaps 10 to 100ft for personal scale and less
than a 500ft for vessel scale weapons. Because combat in Infinite Galaxies does
not use concrete distances, “Near” means a nearby distance for a ranged weapon.
Precise:When the wielder of a weapon with the Precise tag uses the “Fight”
move, they can roll using DEX instead of STR.
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Reach:This is a range tag that indicates the distance at which a weapon might
be used. Reach weapons are intended for hand-to-hand combat, but they are long
enough to extend beyond the arm’s reach of a close weapon.
Shields:A vessel item with this tag adds to the vessel’s Shields value. Items
with + Shields add to an existing Shields value. All items that add Shields stack
together to add to the total Shields value. In some cases, Shields may only apply
against certain damage types. For more information about Shields, see below.
Thrown:A thrown item must be physically hurled at a target. For range purpos-
es, this is a distance of between 10 and 50ft, but environmental conditions may
limit (or enhance) how far the weapon can be thrown.
Two-Handed:This tag means that the item needs to be wielded with two
hands; unless the character has more than two hands, this will be the only item
they can wield.
Use:A Use means that the item can be used a number of times (there is
always a number next to this tag) before it runs out. An item with Uses differs
from a consumable item because it can be replenished – there are moves in the
game that refresh and recover Uses.
Volatile:An item with the Volatile tag can explode or cause harm at any time.
When a character with a Volatile item fails at a roll using that item, the GM might
cause the item to explode, causing harm to the character and, possibly, other
characters nearby.
Worn:An item with the Worn tag must be worn as clothing or otherwise carried
on the body. Only three items with the Worn tag may be in use at a time; if more
than three Worn items are in use, the player decides which to apply.
An Infinite Galaxies character has a Vitality value representing the damage that
the character can take before really bad things happen. Characters start play with
Vitality somewhere between 10 and 16 and this can be increased through ad-
vancement. When a character takes damage from something (an attack, a hazard,
so forth), the damage total is deducted from current Vitality. Armor can reduce the
damage total (and may reduce the damage to the point that the character doesn’t
lose any Vitality at all). Certain types of damage and attacks with certain tags (see
above) may bypass or ignore some armor. For a vessel, Shields act like Armor does
for characters.
damage, the character marks a Wound instead, which triggers the “Wounded”
move (see below). Taking any Wounds at all can be dangerous to a character and
can even knock a character unconscious.
The good news about Vitality is that, for most characters, all Vitality is recovered
at the end of a scene. Thus, having easy access to healing during a dangerous
encounter is not as important as in some other roleplaying games. Unfortunately,
Robots must be repaired (unless they have some way to repair themselves).
Likewise, vessels do not recover Hull on their own and must be repaired.
Recovering Wounds (and Critical, for vessels) takes more effort. Triggering the
“Rest” move (see below) can enable characters to naturally recover Wounds and
there are playbook moves that also heal a character’s Wounds. As with Vitality,
Robots do not recover Wounds on their own and must be repaired (vessels with
Critical marked are in the same boat).
Debilities are removed using equipment or playbook moves; the “Rest” move
does not enable a character to remove a debility.
Game play in Infinite Galaxies takes place using moves. Players can use basic,
special, and playbook moves. The Game Master has another set of moves, usually
called “hard moves” or “directives”. In this section, you will find the basic, basic
vessel, and special moves used in the Infinite Galaxies game. Aside from moves
found on the individual playbooks, this list comprises most other moves players will
be using in the game.
A move is “triggered”, meaning that the action a player describes provides justifi-
cation to enact the move. A player triggers a move by describing what their character
is doing. Not all actions in the game require a move. It is up to the GM to determine
whether or not an action requires that a move be used; often, a PC is able to do
something just by stating what they are doing (opening a door, pressing a button,
buying a steak dinner) and play continues. In determining whether a move has been
triggered, the critical decision to be made is whether there is any inherent danger in
taking action. Opening a door to an empty room does not require a move, but opening
a locked door, behind which are a dozen angry robots, that could be a move!
Once a move is triggered within the fiction, or game play, the GM will call for
a specific move to be used and the move proceeds according to the move’s text
description. In most cases, a move requires a roll, usually modified by an ability,
and the result will fail, partially succeed, or totally succeed. Some moves may not
require a roll.
Most moves in Infinite Galaxies will cause the player to roll dice. As has been
discussed, the result of any rolled move, to one degree or another, causes a change
in the story. The result of a move roll is going to be one of four possibilities: enhanced
success (12+, normally only used when unlocked using a move or advance), com-
plete success (10+), partial success (7-9), or a failure (6 or less). Certain moves have
“any success” listed as an outcome; in these cases, the “any success” outcome
applies, as does the listed “partial success” or “complete success” outcome.
Playbooks have moves that do not require rolls. In most cases, these moves
modify the ways in which other moves work. These utility moves are not used by
themselves; they are triggered along with whatever move they modify. It is up to the
player to keep track of times when a utility move changes the behavior of a certain
move, but the GM may rule that a general modification does not apply in a specific
situation.
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It is important to note that only player characters have moves that require rolls.
Other characters in the game, such as those under the GM’s control (Non-Player
Characters), do not roll for any moves they use.
TURN ORDER
Many roleplaying games have a turn order or initiative system that indicates the
order in which characters act in a combat scene. Infinite Galaxies does not specify
an order in which characters act; the first player to suggest an action goes and
then, the next, and so forth. In general, all PCs should have equal chance to take
actions, but it is up to the GM to handle this balance.
BASIC MOVES
These are the moves to which all Player Characters have access. Basic moves
are things that all characters should be doing on a regular basis. Consider the list
of basic moves to be an extension of what a character can do.
AID:When you assist someone in a task, state how you are helping. If you have
a Relationship with them, give them +1 forward to a roll to complete the task. If
you have a Special Relationship with them, the bonus is +2 forward instead. If the
subsequent roll is a failure or partial success, you share in their fate. Using “Aid”
to help a Non-Player Character is probably “Defy Danger” instead.
ANALYZE: When you assess a situation, person, or place, and look for opportu-
nities, roll + WIS.
Complete Success: Ask the GM three questions from the list below.
Partial Success: Ask one question.
»» If I do not act, what might happen? »» What here is not what it appears
»» What happened here recently? to be?
»» What here is useful or valuable »» What should I be careful to avoid?
to me? »» Who’s really in control here?
Add +1 forward when you act on the answer.
Enhanced: On a 12+, your allies also add +1 forward when acting on the answers.
DEFY DANGER: When you move out of or avoid impending danger, tell the GM
how. Then roll:
»» +STR to apply physical force against it
»» +DEX to quickly avoid it
»» +CON to endure physical pain and punishment
»» +INT to assess your options and choose the best course
»» +WIS to resist mental influence or distractions
»» +CHA to talk your way out of it
Complete Success: You avoid the danger and come out on top.
Partial Success: The GM will offer you a choice: you are put in a different danger,
you take damage, or you lose a resource.
Enhanced: On a 12+, you avoid the danger and grant an ally +1 forward against the
same danger.
FIGHT: When you attack an opponent with a close-combat weapon (it has the
close tag or something similar), roll + STR.
Complete Success: Deal your damage to the opponent. You may choose to add
+1d6 to this damage and you expose yourself to their attack.
Partial Success: You deal your damage, but expose yourself to their attack as well.
Enhanced: On a 12+, add +1d6 to your damage and you do not expose yourself to
their attack.
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INTERFERE: When you try to prevent someone’s action from succeeding, state
how you are stopping them. If you have a Relationship with them, give them a
-1 forward to the roll they make. If you have a Special Relationship, the penalty
is -2 forward instead. If the other character succeeds, the GM will offer you a
choice: you draw unwanted attention, you are put in danger, or you must spend
a resource. Using “Interfere” against a Non-Player Character is probably “Defy
Danger” instead.
NEGOTIATE: When you pursue a risky bargain, state what you are offering
(your leverage) and roll + CHA.
Any Success: Your negotiating partner will state what they want in return; you
must agree to these terms or the deal is off.
Partial Success: There is a sticking point or complication; select one:
»» They don’t agree to one of your terms (resolve this or the deal is off).
»» You are put in danger.
»» A third party enters the situation.
Non-player characters are free to reject bargains that go against their essential
natures or would cause them significant harm.
Enhanced: On a 12+, you may use 1-credit as your leverage (essentially, you are
buying their services).
SHOOT: When you attack an opponent with a ranged weapon (it has the near,
far, or thrown tags, or something similar), roll + DEX.
Any Success: Deal your damage to the opponent.
Partial Success: Also select one of the following:
»» Fire several shots; mark one Ammo or Recharge.
»» Move to get the shot; put yourself in danger or attract unwanted attention.
»» Take what you can get; subtract -1d6 from your damage.
Enhanced: On a 12+, roll twice for damage and use the better result.
EVASIVE ACTION: When piloting a vessel and you quickly avoid danger, roll +
SPD.
Complete Success: You evade the danger; add +1 forward against whatever
caused it.
Partial Success: You avoid the danger, but the GM chooses one:
»» Your vessel takes its damage.
»» Your vessel draws unwanted attention.
»» Your vessel is put in a different danger.
Enhanced: On a 12+, avoid the danger and deal your damage to it (where applica-
ble).
FIRE AT WILL: When you attack using your vessel’s weapons, roll + WPN.
Any Success: Deal your vessel’s damage to the target.
Complete Success: You may choose to add +1d6 to this damage and you expose
your vessel to their attack.
Partial Success: Your vessel is exposed to their attack as well. If your weapon has
Ammo or Recharge tags, mark one.
Enhanced: On a 12+, roll twice for damage and use the better result.
PREVAIL BY FORCE: When your vessel uses momentum and its mass to
defeat or punch through a physical obstacle (a large object, another vessel, etc),
roll + POW.
Any Success: Deal your vessel’s damage to the obstacle; you can choose to have
your vessel bypass the obstacle instead.
Partial Success: You also take the obstacle’s damage; if the obstacle doesn’t inflict
damage, your vessel is put in danger instead (if your vessel bypassed the obstacle,
it is put in a different danger).
Complete Success: If your vessel dealt damage, you can choose to add another
1d6 Damage, but you expose your vessel to the obstacle’s damage or your vessel
is put in danger.
Enhanced: On a 12+, add +1d6 damage and do not expose your vessel to harm or
Damage.
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SENSOR SCAN: When you scan something (a location, a ship, etc) using your
vessel’s sensors, roll + SEN.
Any Success: The GM must reveal something interesting about one item from the
list below.
Complete Success: Choose two items from the list.
»» Enemies there
»» Its environment
»» Its hazards
»» Its secrets
Enhanced: On a 12+, as complete success and add +1 forward to use any of the
information gained.
SPECIAL MOVES
These moves are used only in certain situations. The GM will let you know when.
ADVANCE: When you have time to reflect on your recent adventures and have
accumulated 9 or more Experience, select one advance from your Playbook. Then,
subtract 9 from your current total Experience. Unless otherwise stated, advances
may only be selected once.
BARTER: When you trade Barter for an item or service, say how much Barter
you will use and roll + (half Barter used, max +3). The GM may rule that some
items and services are not subject to Barter.
Complete Success: You receive the item or service at your asking price.
Partial Success: The exchange will require +1-Barter. The GM may state a mini-
mum Barter required for a given item or service.
Enhanced: On a 12+, you get the item or service for 1-Barter less (minimum
1-Barter).
CRASH LANDING: When the vessel you are piloting is reduced to 0 Hull, or
otherwise directed to do so, roll with no modifiers. The Ship playbook only triggers
this move when directed by the “Critical” move.
Complete Success: You are able to crash-land the vessel in a safe place; no one is
injured and nothing is destroyed. The vessel may be repaired normally.
Partial Success: The vessel lands, but choose one:
»» Everyone aboard your vessel takes 1d8 damage (ignores Armor).
»» Something aboard your vessel is irrevocably harmed.
»» Your vessel is beyond repair.
Enhanced: On a 12+, as complete success and you crash-land the vessel in a place
of your choosing.
CRITICAL: When you mark a Critical for your vessel, roll + POW.
Complete Success: Your vessel takes no further ill effect.
Partial Success: Your vessel either crashes (use the “Crash Landing” move) or
takes a Debility of your choice.
END OF SESSION: At the end of a game session, the GM asks the group the
following questions. If the players reply “yes” to these questions, each character
marks 1xp per question.
»» Did everyone trigger at least one Drive?
»» Did everyone trigger at least one Relationship?
»» Did we survive despite incredible odds?
»» Did any of us undergo a transformation – physical, mental, or spiritual?
»» Did any of us make a new ally or turn an enemy into a friend?
Finally, for each Milestone that passed (for good or ill), each PC earns 1xp.
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LOADED DOWN: When you are carrying more total weight than your Load,
you’re encumbered and take -1 ongoing until you unload something. If the total
weight is more than two higher than your Load, you must drop something or fail at
your next move.
KNOCKED OUT: When you are Knocked Out, you do not take actions. You are,
however, provided with three Reserve. These represent bonuses of +1 forward
that you can grant to your allies. They cannot be applied to rolls already made.
Only one Reserve may be applied to any single roll. These Reserve must be used
while you are Knocked Out or they are lost. If any roll modified by your Reserve
results in a complete success, you are revived with 4 Vitality (and no longer
Knocked Out). Any healing you receive will also revive you and you are no longer
Knocked Out. If the scene ends or you are affected by any sort of harmful actions
while you are Knocked Out, mark a Wound. You remain Knocked Out until revived
by healing or another move.
OTHERNAV: When you plot a course to travel using the OtherNav, mark a use
and roll + INT.
Complete Success: Your vessel arrives on time without issue. If someone is at
your destination, you have the drop on them.
Partial Success: You arrive at your destination, but choose one:
»» It takes twice as long as planned
»» Someone at the destination has the drop on you
»» The OtherNav or MAME must be repaired at the cost of 1-Credit or 1-Barter
WHAT IS OTHERNAV?
Many science fiction settings include “faster-than-light” (FTL) travel, the technolog-
ical ability to travel faster than light speed and travel between star systems. In Star
Patrol, the default setting for Infinite Galaxies, this is called “OtherNav”. In other
settings, this may be called “hyperspace” or “warp”. No matter the setting, the
OtherNav move represents using this sort of travel.
SUPPRESSIVE FIRE: When you are wielding a weapon with the Autofire tag
and you fire shots to protect an ally, roll + DEX.
Any Success: Your chosen ally can move out of danger.
Complete Success: The ally also adds +1 forward against someone threatening
them.
Enhanced: On a 12+, you and the ally add +1 forward against the same target.
TAKE WATCH: When you are on watch and something unknown approaches,
roll + WIS.
Complete Success: You are able to wake your allies and prepare a response.
Partial Success: Only you may react to this new danger.
Enhanced: On a 12+, as complete success, but you and your allies add +1 forward
against it.
WOUNDED: When you mark a Wound, roll + CON. If you have marked your final
Wound, move to the Void instead.
Complete Success: You take no further ill effect.
Partial Success: Choose to either be Knocked Out or take a Debility of your
choice.
Enhanced: On a 12+, you also recover one Wound.
THE VOID: When you move into the Void, your very life-force is draining from
your body and you are on the verge of death. If you were Knocked Out, you are no
longer in that condition. Roll with no modifiers.
Any Success: If you were directed to this move because you marked all of your
Wounds, recover one Wound.
Complete Success: You are revived with 4 Vitality and one Debility of the GM’s
choice.
Partial Success: You are revived with 1 Vitality and two Debilities (you choose one
and the GM chooses one).
Failure: You are dead – though methods may exist to revive even a dead body...
PC DEATH
Characters die. This is true in every form of literature created throughout our
history. Minor characters die more often than major ones, of course, but the threat
of death is something powerful to mortals and can drive characters to undertake
tasks they might otherwise avoid. Characters don’t want to die and, generally, they
don’t want others to die, either.
Death happens, though, and even in Infinite Galaxies, PCs face death on a regular
basis. When someone fails at “The Void”, for example, the character is likely to die.
This may not happen very often and the experience can be somewhat traumatizing
for newer players. Infinite Galaxies is not a particularly deadly game, but it is
certainly possible that a PC might die.
When PC death happens, the GM may want to discuss how the rest of the players
want to handle the situation. From a meta-game standpoint, unless the player
leaves the game, the dead character’s player will create a new character. In-game,
the rest of the group may need time to deal with the death and may not readily
accept the appearance of the new character. PC death and the introduction of a
new character is a good time to assess the group and how to add a new character
to make the group better.
The PCs may act in any order; Robert jumps in first and declares that Exander,
his Leader character, will go to a console and determine the nature of this alert.
Jim decides that this triggers the “Understand” move, so Robert rolls with Exan-
der’s INT and gets a partial success; Exander learns something interesting – the
life support system is failing – but not anything to do with repairing it. Shawn’s
Soldier, Audrey, is going to attack by firing her laser rifle at one of the aliens. This
triggers the “Shoot” move, so Shawn rolls with Audrey’s DEX and fails! Jim may
now use a “hard move” against Audrey, or the PCs in general, and decides that one
of the aliens dodges the attack and jumps atop Audrey, wrapping tentacles around
Audrey’s head. Audrey is now in danger and must extricate herself from this spot
or be choked to death. Because Audrey is in danger, she or someone else has one
chance to get them out before something worse happens. Michael thinks Audrey’s
Soldier is probably strong enough to break free of the tentacles, but wants to help
out; Michael has his Ace, Alexander, aid Audrey in her subsequent escape attempt
by pulling at the tentacles. Audrey triggers the “Defy Danger” move, using STR, and
gets +1 forward from Alexander’s “Aid” move. The result is a 9, a partial success,
which will get Audrey mostly out of danger, but something bad will still happen.
Exander has a Relationship with Audrey involving keeping Audrey out of danger,
and so, uses his “Issue Orders” playbook move to give Audrey a +1 to the result,
making it a 10, a complete success! Audrey escapes the tentacles and is free to
fight again.
The combat continues as Meeki, the Psi, leaps into battle. Meeki’s kreth jewel
is set into his curved sword and Meeki strikes at another tentacled alien. This
triggers the “Fight” move, but since Meeki has his kreth jewel in his weapon,
Meeki rolls with WIS instead of STR. The attack results in a complete success.
Meeki deals his damage and can choose to add another 1d6 but expose himself
to the alien’s attack. Meeki, not knowing what damage the aliens can do, decides
not to add the additional damage. Meeki rolls damage, rolling 1d8+2 (Meeki has
Reserve remaining, so adds his WIS to the damage total), dealing 6 damage to the
alien. Because the alien has thick, rubbery hide, it has 2 Armor and takes 4 of this
damage.
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Chad, playing Ansley, the Scientist, not being much of a fighter, decides to
see what can be done about the life support situation. Since Ansley is unfamiliar
with this command center, he wants to look for clues first. Jim decides that this
triggers the “Analyze” move. Ansley rolls with WIS and gets a partial success; this
allows Chad to ask Jim one question from the “Analyze” list. Chad asks, “What
here is useful or valuable to me?” and Jim reveals that there is a life support
console on the other side of the command center. In response, Ansley heads
over there. Unfortunately, one of the aliens is close to the life support console, so
Ansley will need to “Defy Danger” to avoid the alien. Because the “Analyze” result
grants Ansley +1 forward to his next move related to the answer, the +1 applies
to this “Defy Danger” move. Ansley moves forward carefully, using cover and
distractions to avoid the alien; Jim decides that this will use INT, so Ansley rolls
for “Defy Danger” and gets a complete success. Ansley safely gets to the console
and can now start figuring out how to fix the life support.
The scene continues as the PCs battle the aliens and try not to lose their
oxygen supply in the process!
NOTE: You can read more about the playbooks and playbook moves mentioned
here in Chapter 5: The Playbooks.
3. HOW TO GM
This chapter discusses what the Game Master does, how they prepare to run Infinite
Galaxies, managing a game session, the GM’s principles, interacting with the table,
GM-specific moves, resource management, the basics of improvisational moves and
modifiers, the game conversation, using player goals, how to use Non-Player Charac-
ters (NPCs), and what the GM does in the first session (and beyond).
The Game Master is foremost a player, one of many who are playing Infinite
Galaxies. While the GM is not “in charge”, they make decisions that directly affect
the game and have the primary responsibility to manage the game session and
keep the action moving forward. It often falls upon the GM’s shoulders to create
the initial story and setting elements or, at a minimum, provide the spark that
starts the story and game action. From there, the GM’s role is to respond to player
actions and move results. The GM is also the ultimate arbiter of rulings and will fill
in story and setting gaps, where needed.
All players, including the Game Master, contribute to the story and the ongoing
fiction. The GM is the conduit through which the game happens, but it is the open
table that really makes this concept shine. Historically, many roleplaying games
did not encourage player involvement in the story; in the traditional model, the GM
was the giver of content and the players’ roles were to interact with the GM’s world
and story. Infinite Galaxies, because it is a game focused on a collective narrative,
should be a collaborative effort.
This does not mean, however, that every potential contribution should be
forced into the game. Someone must decide whether a given idea works within the
framework of what has come before. The GM will usually be the person to decide
how to work new contributions into the story.
The Infinite Galaxies game flows from player move, to roll result, to potential GM
reaction to the consequence of that action (what happens). Because the GM’s role
in this is reactionary in nature, they need to improvise and become skilled at doing
so. Being fluent at interpreting the rules is essential, of course, as is a strong grasp
of the game’s story.
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even
Being a good Game Master requires the ability to creatively improvise in the
wake of player decisions and move results. Creativity is certainly an interesting
topic for discussion and probably too broad of a subject for a complete review in
these pages. It does, however, stand to reason that a discussion of the core of
what creativity means is warranted.
The Game Master must be a creative person, to a certain degree, and must
use creative ideas to power an Infinite Galaxies game. But what is creativity?
What makes someone creative? How does a creative GM come up with interesting
and challenging situations into which the PCs are inserted? How does the GM
continue to improvise, for hours at a time, to create a fun and exciting game?
There is no easy answer, or even a single answer, to these questions. Each GM is
a unique person, with their own unique talents and abilities, with experiences and
prejudices that make them a good judge of how to run the game.
Creatively running a game requires a few things, though, and not everyone
is suited to being a GM. Being free to be creative requires a certain amount of
confidence and fluency with the game system. Being distracted by the mechanics
of rules and boundaries takes away from the freedom that more experienced
and confident GMs may have. Once the GM has a good handle on the rules, not
necessarily mastery, they have the “intellectual space” to start thinking creatively.
A creative GM must also be able to quickly draw upon several different sources
for inspiration; the players, their own experience, and existing tropes in literature
and other media.
PREPARATION
The GM may be expected to do some form of preparation prior to the game’s
start. The amount of GM preparation required (or desired) depends on the nature
of the game itself. In a short game or one-shot, the GM may do quite a bit of
preparation. Because of the shortened time frame in which to complete the game,
the GM will need to create content; often, the GM comes to a short game with a
concept in mind (and perhaps the basics of a story, setting, and enemies). In a
longer game, the preparations are all about playing with the setting and character
contributions everyone has made. In this case, the game grows organically from
each player’s contributions; GM prep is different because the game’s story will be
more of a group effort.
In a one-shot game, which may go as long as four hours, but could be as short
as two hours, the GM will do more preparation than in a longer game. The short
time frame in which the game takes place necessitates some preparatory work
to ensure that the players have enough information to make character decisions
and that there is already a spark in place to get the session’s action moving. In a
Chapter 3: HOW TO GM 39
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short game, the GM is responsible for preparing a basic semblance of a setting – it
could be an existing setting from literature, TV, or the movies, or it could be a
setting of their own design (you could even use the Star Patrol setting from this
book). A short game may not provide a great deal of time to collectively create a
setting; the most you might hope for is some discussion of the setting details that
pertain to the characters. The GM for a short game should also consider what sort
of exciting escapades the characters might undertake, and this should include
several options that can change based on which playbooks the players select. For
example, if one of the PCs is an Ace, the GM should have something ready that
includes space combat.
The GM must monitor the amount of spotlight time each character has. Spot-
light refers to the amount of time a specific player is the focus of story or action
during a game session. In theory, every player should have the same amount of
spotlight time. Certainly, over the course of several game sessions, the spotlight
time should be evenly distributed. In reality, though, this distribution of spotlight
time doesn’t happen without the GM managing it.
would like to do when others are occupied. Spotlight is a particular problem when
the PCs are separated or engaged in different activities. To ensure proper spot-
light time during these moments, switch between characters at regular intervals,
perhaps every ten minutes (or less), pausing at a dramatic moment in one scene
to check in on another.
One of the most important differences between the GM and other players is
that the GM doesn’t roll dice. The GM should never roll dice, not to make moves
and not to randomly determine some outcome. When the GM makes a move,
the move is made and there is no random element to it (other than, perhaps, the
GM’s imagination); the consequence happens and the PCs must now deal with it.
The GM should never determine outcomes using dice or some other randomness;
decisions are deliberate and in line with the game’s fiction.
Chapter 3: HOW TO GM 41
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a screen, they can declare whatever results they want, and often are forced to do
so when things are likely leading to an outcome that will upset the other players.
Because the Infinite Galaxies GM does not roll dice, the sort of manipulation or
alteration of the players’ die roll results described above should not occur. You play
to find out what happens. Because the die roll results are not the only arbiter of the
final outcome of a move (or an entire adventure), there is no need to take such ac-
tion. In place of a string of terrible die rolls leading to really unfortunate results, the
GM always has the freedom to offer the players hard choices in place of damage or
losing resources. The GM has a lot of tools at their discretion and altering die rolls
should not be one of them.
When the GM speaks, they are giving information and, in doing so, shaping the
conversation and pushing the story in a certain direction. Most of the GM’s speech
describes a situation, a place, a person, an obstacle, or something else in the
story. It could be something new – a new Non-Player Character, a new starship, a
new mission – or it could be regarding something already established in the game.
In any event, what the GM says, to a certain extent, dictates the parameters of the
game regarding whatever they describe. What the GM says prescribes or prohibits
certain reactions from the other players. This can even happen at a subconscious
level; words and the way they are used can influence what happens next. It is very
important to understand the power that the GM wields in this regard.
For example, when the GM introduces a huge pirate space armada that just
showed up in the local star system, this information will cause the players to react
in certain ways. The players choose how to react, but their reactions are already
being shaped by how the GM introduces and describes this armada. Even the very
words used can change how the players react. Describing the armada as “hostile”
or “aggressive” creates a different reaction from words like “friendly” or “wounded”.
Interacting with the table also means listening. The Game Master should
always be listening to what’s happening among the players – in-character speech,
out-of-character talk, body language, side conversations – these things affect the
game and a wise GM will take mental note of these interactions and consider what
impact they might have on the story.
players are itching for combat, a planned social scene may turn quickly to violence.
Specific character choices, such as playbooks, Relationships, or selection of
Advances, also tell the GM what sort of game the other players want.
The conversation usually starts with a question, either from the GM or one
of the other players. The GM might ask a question about one of the PC’s Origin
choices or piece of equipment or a player might ask a question about some
aspect of the setting or some goal the PCs have. The GM should keep in mind
that a game conversation can go almost anywhere and be prepared to take action
based on where that conversation goes.
When running the Infinite Galaxies game, the Game Master should always take
into consideration the aims and needs of the group of players. Remember that
each player is an individual and has their own needs and wants from the game
experience. Since this experience differs from person to person, it is critical that
the GM asks questions and understands how players are reacting to the game.
Keeping players engaged in the game is one of the major functions the GM
has. Because each player is different, it is worthwhile to examine the common
types of personalities you may encounter in your Infinite Galaxies game. Below are
listed different types of players; each needs something different to stay engaged
in the game. Note that these are the writer’s names for these player types;
other works on the subject may have different terms. This is not meant to be an
exhaustive list, of course; the GM will need to use their own judgment in determin-
ing what the other players want.
The Cool Customer: This player acts somewhat detached and doesn’t directly
engage in the story very often. To get the Cool Customer involved in the game, ask
questions and make certain to include the answers in the game in some fashion.
The Fighter: This player wants to fight. They want their character to engage in
combat. Engaging the Fighter requires some combat scenes and, perhaps, some
scenes of high tension that may lead to combat.
The Jester: This player likes to make jokes. Humor in RPG play often comes
from a desire to be part of the group. Let the Jester make some decisions and
become invested in the outcome.
The Owner: This player likes to be in charge. To engage the Owner, give them
opportunities to take control, but limit it by event, time, resources, and so forth.
Chapter 3: HOW TO GM 43
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Give the Owner the illusion of power without allowing them to take over the game.
The Roleplayer: This player really enjoys the experience of playing someone else.
While you may or may not be the type of GM who does voices or creates unique
personalities for your NPCs, this may be the best way to engage this player. At the
very least, encourage the other players to enjoy what the Roleplayer does with his
or her character.
The Romantic: This player wants to engage in romance. With NPCs, the GM
can handle such things, but creating romantic relationships between PCs can be
a tricky thing and can cause interpersonal issues in the group. Steer this player
towards stories that involve social scenes and try to get them engaged by offering
NPCs that seem inclined towards deeper relationships with their character.
The Solo Artist: This player likes to take on tasks by themselves. In group activi-
ties, such as a roleplaying game, what this does is laser-focus the spotlight on one
character for a long period while everyone else gets distracted or bored. It’s a little
tricky getting the Solo Artist engaged, as they want to do things that might detract
from everyone else’s fun. Make sure to listen to the things that the player wants to
do and ensure that they have enough spotlight time to do them. Suggesting that
another player character go with them is a good idea, too.
The Strategist: This player likes to make plans, especially long-term or “big
picture” strategies. Getting the Strategist engaged in the game is not difficult;
create intricate plots that require big picture decision-making.
The Tactician: Like the Strategist, this player likes to make plans. The Tactician,
however, is more interested in what is happening right now and may not consider
long-term consequences. Engaging the Tactician usually requires combat scenes or
other episodes of high tension, where they can use tactical skills and really shine.
The Tag-Along: This player came to the game with someone else and is just
playing to be with their friend. The Tag-Along may be the worst type of player for the
GM to deal with because involving them may be impossible. Fear not, however. The
GM can try to engage the player by asking questions to find out what would interest
them.
The Talker: In a conversational game like Infinite Galaxies, this type of player can
either be hugely beneficial to the group or a giant pain. Getting the Talker engaged
in your game requires social scenes and lots of them. You want to ensure that all of
this talking gets us somewhere.
The Wanderer: This type of player likes to explore the setting. Engaging the
Wanderer is not difficult; remember to include exploration goals within your game’s
story and make sure that these explorations lead to something.
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GM PRINCIPLES
Following are eight principles that represent things that the Game Master
should try to do at all times. Following these principles makes the game experi-
ence better for everyone.
Play to Find Out What Happens: The most important principle of all! Rather
than work towards some predetermined outcome, play Infinite Galaxies with a
sense of wonder, adventure, and curiosity. Fun and enjoyment in a game often
come from the unexpected. Learn to let go and play to find out what happens.
Be a Fan of the Player Characters: One of the biggest secrets, perhaps not so
guarded a secret, is that you want the PCs to succeed! Through their choices, the
players are telling you what they want from the game and how they perceive their
characters’ roles in it. Be a fan of the PCs. Let them shine!
Breathe Life into Characters and Places: Make each significant character
and place in the game something special. NPCs should have unique or noteworthy
names that evoke something of the character’s nature. Places should likewise be
exceptional, riveting, and evocative. Make these characters and places something
to remember.
Cause Interesting Trouble for the Characters: When the characters fail rolls,
or make other errors in decision-making, it is your responsibility to make the
resulting trouble interesting in a way that creates more excitement in the game.
This means coming up with inventive ways to create obstacles for the characters;
not just invoking the same consequence over and over.
Chapter 3: HOW TO GM 45
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Respond to Character Actions to Spin the Story Forward:The game’s story
must always go forward. Keep the action moving! Improvise based on the results of
the characters’ actions and keep in mind the collective story the group is telling.
This second list of eight principles represents things that the Game Master
should avoid doing or letting happen in the game. These principles represent
avoiding pitfalls that can potentially ruin the experience for everyone.
Don’t Let the Game Become Boring: What makes a game boring is routine,
pointless, fruitless game play. Don’t let your game get this way! Inject fresh ideas,
situations, characters, and obstacles into the game. Infinite Galaxies should never
be trite or routine.
Don’t Trigger Moves without Support in the Fiction: M oves should not be
triggered by player whim; moves are triggered by the player doing something in
the fiction (taking an action) and suffering whatever consequences may result.
This also means that moves are not triggered every time a PC does something; in
certain cases, PCs may take actions that don’t require rolls.
Don’t Deny Success without Good Reason:In many roleplaying games, the
GM is set up in an adversarial role. In Infinite Galaxies, the GM is encouraged to
present obstacles for the PCs to overcome, but not to directly contravene their
aims and actions. There are times when a player will suggest an action that is
impossible and it is fine to explain why it will not be allowed. This should be a rarity,
though, and should always be supported by what’s happening in the story.
Don’t Over-Prepare: Infinite Galaxies is not a game that requires a lot of time
working on developing plots and enemies. In fact, once the GM is familiar enough
with the game, little preparation time is necessary. While some preparation is
always a good idea – no one likes to be caught completely off-guard – it is unwise
to spend an inordinate amount of time getting ready to run the game. The GM will
have to improvise, at some point during a game session, and that often throws
much of any prepared plot or mystery out the window, anyway.
Don’t Focus on One Character: While you want to give everyone time to shine,
be careful in how much time one character gets. Even if one character is involved
in a disproportionate amount of the story, make sure to cut to others from time to
time.
Don’t Refer to your Moves by Name: Your moves, both hard and soft GM
moves, should flow naturally within the story and in reaction to player actions or
when the players’ inaction creates an opportunity. Don’t announce the name of the
move; just do it, naturally, according to the fiction.
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Don’t Forget What Matters to the Players: The players have come to the
game to explore their characters, investigate strange, new worlds, and to roll
some dice and have fun. Don’t forget why they are here! Don’t forget to include
the players in decisions and in making the story work. When you introduce a new
character, place, situation, or obstacle, it should make sense within the story and
excite the players (including you). Above all else, have fun and make sure that the
other players are having fun.
GM MOVES
Like the other players, the GM has a list of moves that are implemented in
two cases. In the first case, when a player fails a move or gets a partial success,
the GM may use a hard or soft move in response. In the second case, when play
becomes stagnant or the other players look to the GM for guidance, the GM may
use a hard or soft move to get play moving again. See below for definitions of
these hard and soft moves and a list of each.
Not everything a Player Character does results in a roll. There are times,
especially when the PC undertakes a simple action (such as looking in a contain-
er, opening an unlocked door, looking for something that isn’t particularly well-hid-
den, speaking to a friendly NPC, and so forth) that does not require a roll. The GM
still reacts to these actions, but they are not moves in the strict sense. The GM’s
reaction will usually be a description of what was found within the container, what
was behind the door, what the NPC said, and so on. Simple player actions do not
require the GM to react with a hard or soft move, although in rare cases, it could
make sense to do so.
The Game Master will react to rolls resulting from Player Character moves. This
is the majority of the GM’s mechanical responsibility in the Infinite Galaxies game.
When a roll results in a failure, a 6 or less, the GM uses one of their hard moves.
When a roll result falls within the “partial success” range, a result of 7-9, the GM
will often use a soft move. Most basic and special moves list the consequences
of a partial success, but there are also times when the GM will need to create a
custom result; the soft moves listed below should suffice for these cases.
Chapter 3: HOW TO GM 47
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It is worth pointing out that the GM will use hard moves more often than the soft
moves in the next section. This is because most established moves in the Infinite
Galaxies rules have prescribed consequences when there is a partial success, but
not when the result is a failure. Thus, upon a failure, when the GM selects a hard
move to use, this is when the GM needs to be the most creative and mindful of the
impact of that hard move on the game.
Hard moves are those with the most critical and dire consequences to the PCs.
The point of these hard moves is to provide a consequence for failure. The inten-
tion is not to put the PCs into an unwinnable situation, but to spur the story forward
in an interesting way that turns the story, temporarily, against the PCs.
DEAL DAMAGE TO SOMEONE: T his is the hard move that the GM will most
often use in combat scenes. Dealing damage is easy (perhaps, too easy) and has
immediate consequences. The NPCs found later in this chapter have Damage
Dice. Use these to determine how much damage the player character takes when
fighting. Some moves will direct the PC to take damage, but you can also use
damage as the consequence of failure. Note that characters can take damage from
environmental effects, hazards, and obstacles as well as attacks.
Chapter 3: HOW TO GM 49
Part 1: The Basics
many veteran players will try to avoid. If an NPC important to the PCs is captured,
it means that the story will most likely turn towards freeing that NPC, or it might
mean that the PCs need to turn to a different NPC for assistance.
USE AN NPC’S INSTINCT: E ach of the NPCs listed in this chapter has one or
more instincts. These are actions that the NPC undertakes if they are not prevented
from doing so. When the GM uses this hard move, it means that the NPC undertakes
this action and the PCs can’t stop it. It could mean that the NPC flees or it could
mean that the NPC damages one or more of the characters. Instincts are entirely
dependent on the type of NPC. If you’ve created your own NPCs, make sure to list
one or more instincts so that you can use this hard move when called upon.
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Soft moves are a little looser, a little more forgiving in nature than the hard
moves listed above. The GM may not need to use soft moves very often; these
moves are used when a PC gets a partial success and that move does not have
a prescribed consequence for a partial success. The GM may also use soft
moves in conjunction with custom moves, in which there are not necessarily any
prescribed consequences. Soft moves are used when the GM wants to have an
impact on the game, but with a less dire result than a hard move.
In many cases, the PCs may ignore the soft move altogether, but when this
happens, the GM is free to introduce a hard move in its place. When the GM uses
one of these soft moves, the players should be reminded of the consequences of
ignoring it.
A NEW THREAT LOOMS:This soft move is similar to the hard move, “In-
troduce New Enemies”, but doesn’t directly bring those enemies or third parties
into the story – yet. The PCs still have an opportunity to do something about this
new threat. It causes the players to rethink their current situation and strategy.
Of course, if the PCs ignore the threat that looms, the GM is directed to bring that
threat into the game.
Chapter 3: HOW TO GM 51
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MARK A USE OF A RESOURCE:This is similar to the hard move, “Deny
Access to a Resource”, but to a lesser extent. In most cases, using this soft
move means that a PC will mark a Resource: Ammo, Recharge, Utility Belt, Space
Rations, and so forth; the soft move can also be used to cause a PC to spend
Credit or Barter as well. If a PC marks the last Use of one of these resources, it can
cause other problems, of course.
PUT SOMEONE IN DANGER: This soft move puts a character “in danger”.
In Infinite Galaxies, the concept of being “in danger” is a game mechanic. When a
character is put in danger, the character has one chance to get out of that danger
before a hard move is used against them (usually, damage or loss of a resource).
The character can choose to try to get themselves out of danger or another PC
could try to get them out of the dangerous spot. In most cases, the GM should not
allow multiple attempts to get the character out of danger, although it may make
sense to allow multiple characters to work together to do it (the “Aid” move works
well here).
RESOURCE MANAGEMENT
One of the GM’s most important roles in the Infinite Galaxies game is to
manage resources. This means causing the PCs to expend their resources and
providing new resources when the story calls for it. The PCs have access to a
lot of different resources that come in the form of physical items: Credit, Barter,
Ammo, Recharge, Uses of Space Rations, Medic Gear, Specialized Tools, Utility
Belts, and other sundry items. PC resources can also be viewed as less tangible
things, such as their Vitality values and Wounds they might mark. Reserve that is
spent to power playbook or basic moves is also a resource that PCs use. Friendly
NPCs can be a resource. Transportation (like a starship) and time might also be
viewed as resources.
All of the foregoing resources are things that the PCs use and the GM manages.
How well the GM manages these resources affects the outcome of the game. By
providing resources, the GM is making the PCs’ job easier and, conversely, by deny-
ing access to or reducing resources, the GM is making the PCs’ lives more difficult.
In most cases, the GM has a direct hand in managing Credit and Barter. While
there are some basic and playbook moves that use and generate Credit and
Barter, the GM is likely going to provide opportunities for the PCs to use and gain
these resources. Barter is normally traded for items; managing this resource is
usually as easy as causing the PCs to need something they can’t buy, they trade
Barter for it. Getting more Barter is usually the province of a playbook move, but
the GM might also create a custom move or situation that generates it. Credit,
on the other hand, is a resource that both the PCs and the GM will use and
generate. The GM should provide many opportunities for the PCs to earn Credit.
The simplest way is to pay the PCs for missions they complete for NPCs. PCs can
also receive Credit for selling items or services to friendly NPCs. Keep in mind that
Credit is an abstract resource. The amount of Credit that the entire team has is
a value that keeps increasing, exponentially, in purchasing power. In most cases,
the GM should not award large amounts of Credit. For more information about
how Credit works in the game, See Chapter 7: Gear.
Chapter 3: HOW TO GM 53
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Many basic and playbook moves will call for a PC to mark Ammo, Space Rations,
and Specialized Tools. A GM’s custom moves may also cause PCs to mark item
Uses. The special move, Restock, allows the PCs to recover spent Uses of many
items. There may be times when the GM steps in and provides ways for the PCs to
recover spent Uses of these items.
Dealing with Vitality and Wounds is not normally the GM’s domain. Enemies will
deplete the PCs’ Vitality, of course, and since Vitality is completely recovered at
the end of each scene, the GM doesn’t normally have to worry about it. Also, there
are playbook moves that allow PCs to recover Vitality during a scene. Wounds, on
the other hand, can last longer than a scene. Depending on whether a given group
has healing capabilities, the GM may step in and provide alternate ways for PCs to
recover marked Wounds.
The GM will manage access to the use of friendly NPCs. During the game, the
GM will provide many NPCs with which the PCs will interact. In some cases, these
are friendly NPCs who can provide information and other resources (equipment,
Credit, and so forth). The GM might remove access to a friendly NPC by having their
loyalties or motivations change, or enemy forces might capture or kill (or otherwise
silence) an NPC friendly to the PCs.
Managing transportation means changing how the PCs get from Point A to Point
B. While the PCs may already have a starship or other vessels, the GM can alter the
mode of transportation by providing different mission criteria or strange environ-
ments that change how the PCs travel. If the PCs do not have immediate means
to travel somewhere, the GM might provide an opportunity to get it, by paying for
travel, performing a service in kind, stealing a ship, and so forth. The GM might
deny access to transportation by destroying a vessel, forcing repairs upon the PCs,
or even having their means of transport stolen or hijacked.
Time management is critical to the story. Your game’s story should have some
sort of time elements, requirements that certain plot points be dealt with in a given
time frame, to put pressure on the PCs to accomplish their goals. If the PCs are
particularly clever or successful in dealing with a goal, the GM might find a way to
increase the amount of time they have; perhaps a friendly NPC helps them in some
way or the timetable changes to make it easier for the PCs to accomplish their
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goal. Reducing the amount of time that the PCs have at their disposal escalates
the pressure on them to complete their goals. This can happen when enemies get
an unexpected advantage, the PCs lose access to needed resources, or the plot
itself evolves in a way that disadvantages the PCs.
During the Infinite Galaxies game, situations may arise where the PCs have
clear advantages or disadvantages. When using moves in these situations, the
story may dictate that using certain moves may be easier or harder than usual. In
these cases, the GM can apply bonuses or penalties to roll results.
Chapter 3: HOW TO GM 55
Part 1: The Basics
when the story truly calls for them – a bonus may apply when the characters
prepare and plan in an exceptional fashion or make all possible arrangements for
success, while a penalty may apply when a string of poor rolls or bad decisions
dooms them. Finally, situational modifiers should always be announced to the
players prior to any rolls to be modified. Announcing the modifier gives the players
a chance to change their actions, knowing that the modifier will be applied. These
modifiers should never be applied in secret.
PLAYER GOALS
Player characters have many goals. The mechanical representation of one type
of goal is found in Drives and Relationships. PCs may also have goals outside
of those identified as Drives and Relationships; personal and group goals are
important considerations for a Game Master and making good use of them is key
to engaging the players and focusing the session on making progress toward these
goals.
The Game Master should try to ensure that the player characters have opportu-
nities to trigger their Drives and Relationships. Since triggering Drives and Rela-
tionships is one of the only ways that PCs earn Experience, it is paramount that the
PCs are put in situations where they can trigger these.
First and foremost, the GM should know what Drives and Relationships the Player
Characters are using. Remember that the players are going to be working vigorously
towards triggering these Drives and Relationships. Secondly, the wording of the
current Milestone should guide the players in a certain direction. Since the players
are normally selecting Drives after the Milestone is introduced, the players should be
choosing Drives that coincide, in some way, with the terms of the Milestone. Still, it is
a good idea to consider the Milestone itself and how it relates to the chosen Drives
and Relationships. Finally, ask questions! How do the players see themselves in the
given situation? What are they trying to do (or trying not to do)?
Once the GM has the PCs’ Drives and Relationships in mind, creating situations
where they can be triggered requires a good understanding of the story that’s
unfolding. If the players have chosen things that seem exploratory in nature, make
sure that they have opportunities to discover new people, places, and things. If the
Drives and Relationships relate to combat and danger, make sure that the PCs are
put into violent conflict. If the triggers are social in nature, make sure to allow a lot
of time to converse with NPCs and find clues to their current situation.
Players new to Infinite Galaxies will need time to adjust to this advancement
system. Make sure to remind them, perhaps multiple times, that they need to trig-
ger these Drives and Relationships for Experience and that their characters should
be actively trying to trigger them as much as possible. At the beginning of a new
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scene, it may be wise to review recent scenes to see whether Experience should
have been earned for triggering Drives or Relationships; this helps to reinforce the
Experience concept and hopefully, help new players understand when they should
be marking Experience in this system.
Within most roleplaying games, there are both character and group goals. Indi-
vidual characters have personal goals, things they want to accomplish that may or
may not have anything to do with the other characters. The group, of course, has
goals, and these probably have little to do with individual goals. The Game Master
needs to understand both types of goals, why they are important to the game, and
how to ensure that opportunities exist to accomplish them.
Often, players will create personal goals for their characters. This is a good
thing, as it tends to motivate players to get more engaged in the game. Personal
goals could be anything from gaining a certain Advance, acquiring a piece of
equipment, befriending or finding a specific NPC, joining an organization, gaining
vengeance for a past wrong done to them, or anything else. The Game Master
should not only encourage players to come up with personal goals for their
characters, but should also find ways to integrate these goals into the game.
Take care not to shed too much spotlight on these goals; let the players drive the
action and they will tell you, by their words and actions how much time they want
to devote to this.
Group goals are, for the most part, the bread-and-butter of an Infinite Galaxies
game. Milestones are, of course, group goals. Your Infinite Galaxies game will run
on Milestones, in one way or another, and these are excellent examples of group
goals. The group could have other goals, perhaps some more long-term in nature
than what appears as the terms of a Milestone. The group could wish to recruit
an NPC to their cause, they may wish to purchase or upgrade a ship, they might
want to join a large organization, right a past wrong done to them, take down a
vile dictator, or really anything else that involves more than one player character.
The GM should encourage the group to come up with goals that involve the entire
player group, or as many as possible.
The Game Master should encourage goals at the character and group level.
When there are concrete goals, the game works and engages players better.
Where possible, try to find common ground between the character and group
goals. Think of ways in which a group goal and a character goal might be accom-
plished in the same space. That way, you have both individual and group buy-in. A
successful game needs not only the engagement of the entire group, but also the
fun and excitement from achieving individual goals.
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REWARDS
Another kind of goal or motivation could be a reward. While some players motivate
themselves to play, or play for the pure fun of it, others are motivated by rewards,
such as money, power, influence, and items. Many roleplaying games promote the
power of money and items within the system, but Infinite Galaxies is not a game
focused on material wealth and items. Sure, having a starship or power armor will
help defeat an enemy, but the power of the PCs is in their intrinsic moves and abili-
ties. Still, material rewards are important, because they will often drive the players
to engage the story and attempt to achieve its goals. Non-material rewards, such as
titles, political power, influence, and information, can also be important motivators.
The time to reward is when the fiction demands it, and this can depend on the
nature of this potential reward. In general, the fiction will dictate when a reward
makes sense. The opportunity to present a reward, then, happens when the story
says it does. Often, a significant reward comes at the end of the mission or greater
effort. Smaller rewards come during an adventure and can appear in many forms.
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NPCs in the game may or may not be on friendly terms with the PCs. Even
those friendly NPCs may turn on the PCs and make things difficult. Players should
not expect that every NPC they come across has the PCs’ best interests at heart.
PCs should be especially suspicious of NPCs with no apparent motivations to be
helpful! They may just have an ulterior motive.
NPCs represent both obstacles for the PCs to overcome and opportunities
for aid in difficult times. Sometimes, an NPC could represent both. One of the
GM’s primary duties is to present NPCs in compelling and interesting ways. While
not every NPC will be memorable, it is part of the GM’s job to have them act in
consistent ways and make them a real part of the story.
In any Infinite Galaxies game, the PCs are very likely to run into other people in
the setting. In fact, it would hardly be interesting at all if the PCs were just left to
their own devices for the entire session. NPCs are those other characters whose
actions are under the Game Master’s purview. Using these NPCs is one of the
critical aspects to master when running the game.
Remember that NPCs (and anything else in the world) react to PC actions.
When a player rolls for a move, an NPC may need to react to the result. An NPC
might cause injury to the PC who missed on an attack or may need to respond to
an attempt to “Negotiate.” To use NPCs in reaction to player moves, understand
the NPC’s concept, tags, and statistics. NPCs also have instincts that may help
you improvise when an obvious reaction is not evident.
NPCs might be allies, enemies, or just people that act as part of the story in
one capacity or another. These are characters that might take actions or react to
the player characters’ actions. People who do not really interact with the player
Chapter 3: HOW TO GM 59
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characters are not NPCs and might be better termed crowd or rabble. An NPC
might be a rabidly aggressive Masskai warrior, a friendly robot courier, or even
a merchant trader. Player characters might interact with these NPCs in combat,
exploration, and social scenes.
Like items and effects, NPCs have tags. These tags have virtually no mechanical
function within the game. They are intended to give the GM an idea of the size of
these NPCs, where these NPCs are usually found, and how the NPC might behave.
Infinite Galaxies features a set of tags for people, places, and things. The following
section lists these tags and their definitions.
Aggressive:This behavior tag describes a creature who is usually looking for a fight
Air: This location tag is for flying creatures.
Authoritative: This behavior tag describes a creature who gives orders to others.
Curious: This behavior tag describes someone who likes to investigate or explore.
Egotist: This behavior tag describes someone who believes they are more
important than others.
Friendly: This behavior tag describes someone who makes friends or helps, usually
associated with a certain species or type of creature.
Hive-Mind: This behavior tag describes a group or individual that acts as one with
others of its kind.
Huge: This size tag is for creatures three to four times as large as humans.
Large: This size tag is for creatures about twice the size of a human.
Medium: This size tag is for a creature about the size of a human.
Militant: This behavior describes someone who is part of a strict social order.
Open: This behavior tag describes a creature who is usually non-aggressive.
Opportunist: This behavior tag describes someone who takes any chance to look
out for their own interests.
Small: This size tag is for creatures about half the size of a human.
Sneaky: This behavior tag describes a creature typically looking to trick someone or
slyly get out of danger.
Space: This location tag is for creatures found in spaceships or stations.
Subterranean: This location tag is for creatures found underground.
Task-Oriented: This behavior tag describes someone who focuses on the task
at hand.
Tiny: This size tag is for creatures about a quarter the size of a human.
Urban: This location tag is for creatures normally found in cities.
Water: This location tag is for swimming creatures.
Wilderness: This location tag is for creatures found in unsettled places.
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One of the tasks that the GM must take on is the creation of new NPCs. Some-
times, you will have prior notice and time to prepare. Other times, you will need to
create a new NPC during the game, with no notice whatsoever. The guidelines in
this section should help you with either situation.
The first step in the creation of an NPC is to understand the NPC’s concept.
This is a simple idea, the reason for the NPC’s existence in the first place. If you
don’t know why the NPC exists in your game, perhaps the NPC isn’t needed at
all. An NPC’s concept can also lead you to certain stats and move options. For
example, a “Robot Destroyer” is probably going to have high Damage, Armor, and
Vitality, while a Craven Diplomat probably will be lower in those values. The Robot
Destroyer is more likely to have combat-related purpose and instincts, while the
Craven Diplomat will be more interested in self-preservation and their standing
within the community.
Once you have defined the NPC’s concept, the next step is to decide upon any
tags that might be appropriate. Usually, an NPC will have a size tag, a location
tag, and one or more behavior tags. None of these tags have any game mechanic
behind them; they exist to help you run the character.
After you have assigned tags to your NPC, the next step is to determine values
for Damage, Armor, and Vitality. If you look at the stock NPCs later in this chapter,
you will see the range of values normally found in the NPCs of Infinite Galaxies.
Damage will be between 1d4 and 1d10 (usually). Damage values outside this
range should come with some sort of justification. Armor will run from 0 to 3,
although some particularly tough NPCs and Beasts might have 4 or even 5.
Vitality usually runs from 10 (lowest) to upwards of 20 or more.
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After you have assigned game mechanic values to your NPC, the last step is
deciding upon a purpose and at least two instincts.
To keep track of NPC stats and moves, we have found that it is very handy to
use index cards or scrap paper. These are small and easy to keep in a folder or
otherwise out of the way.
In Star Patrol, the default setting for Infinite Galaxies, Humans are considered
to be the most populous species in almost every star system. When you create
your own NPCs, the majority of them will likely be humans. If you do not specify a
species, your players are likely to assume it is a human. There’s nothing wrong with
this; we are, in fact, humans ourselves and far more likely to identify with a human
than anything else.
This does not have to be the case in your game, though. There are certainly
examples within science fiction literature and pop culture where humans are in the
minority. Should you decide to change the assumed popular superiority of human-
ity, it is a good idea to discuss this with your players. They may have preconceived
ideas about humans that may not fit in with your setting.
Next to alien species, robots are the second-most identifiable with a science
fiction setting. Artificial creations have long been part of the sci-fi experience and
your players are going to expect to see robots in your games. In the default setting
for Infinite Galaxies, robots are commonplace; they are found in any walk of life and
serving in many capacities throughout civilized worlds. Robots can be bodyguards,
pilots, maintenance technicians, navigators, and even diplomats.
In many science fiction settings, robots are treated as property. This will be
something you should discuss with your group of players. This is especially true
should one of your players has the Robot playbook.
Later in this chapter, there is a list of beasts for use in your Infinite Galaxies
game. Some of these also appear as creature mounts in Chapter 8: Vessels and
Mounts; note that the mounts are not the same as the stock beasts appearing
below, even though they are of the same general species.
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MINIONS
To represent groups of identical NPCs, use the Minions mechanic. Minions are
used to represent a group of alike, minor characters, and usually played in a com-
bat scene. In most cases, Minions are under the GM’s control. In some situations,
however, the players may come to control Minions. This section presents the rules
for both situations.
To create a set of Minions, decide how many characters this group represents.
This value is called “Number”. Vitality for a Minions character is calculated as 4 x
Number. Thus, having 6 Number gives the Minions a Vitality of 24.
Finally, and this step is only required for Minions controlled by the players,
decide how effective in combat you imagine that this group should be. Minions
controlled by players have a Combat value between -1 (worst) and +3 (best). Min-
ions controlled by players also have a Morale value, which is also between -1 and
+3. Morale represents the group’s general toughness and resolve. GM-controlled
Minions do not have Combat and Morale values.
Minions act like many other single characters. Minions act as one character,
taking actions and being damaged like a single entity. When Minions attack on
behalf of a Player Character, they use the “Fight” or “Shoot” moves, substituting the
Minions’ Combat value for STR or DEX. Minions can use other basic moves; the GM
will need to determine whether the move should roll using Combat or Morale.
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Damage done to Minions reduces the Number in the group (and will cause the
Damage to be recalculated). For every full 4 Vitality inflicted upon the Minions, the
Number and the Damage value (after the d4) is also reduced by one. When Minions
under player control is reduced to half its Vitality, the Minions character must use
the Morale Check move (see below). Subsequently, every time the Minions charac-
ter loses another Number, it must roll Morale Check again. GM-controlled Minions
do not use Morale Check.
Minions can be healed by normal means. It does not get Knocked Out or use
the Void move. When a Minions character runs out of Vitality, it is destroyed; the
members go their separate ways or are all killed or destroyed.
MORALE CHECK: Use this move as directed by the Minions rules. When the
Minions’ resolve is in question, roll + Morale. On a 10+, the Minions stay where
they are and continue the fight. On a 7-9, the Minions hesitate for a moment; they
do not act until the controlling character succeeds on a move. On a miss, someone
runs off; subtract four from the Minions’ Vitality and one from its Number.
STOCK NPCS
Below, you will find game statistics for NPCs who might be used in the Infinite
Galaxies game. Of course, this list is not exhaustive; you should create NPCs for
your own use and your setting. Use the sample NPCs below to help guide you in the
creation of your own unique NPCs.
Aliens represent something new and interesting about your game. The aliens
provided here are part of the Star Patrol setting; if you have your own setting,
ignore them or use their entries, reskinned, as your own aliens. Appendix B: Star
Patrol Species and Origins briefly describes the Aliens presented here.
Collective Mindset (Minion; 4): This is a group of Collective agents used to guard
something important or destroy something.
PURPOSE TAGS
Protect the Collective Medium, Urban/Space, Hive-Mind
INSTINCTS VIT ARMOR DMG
Guard a place of importance 16 0 1D4+4
Destroy inferior technology
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Collective Insightful:The Insightful travels the galaxy, looking for new things to add
to the Collective.
PURPOSE TAGS
Collect and gather interesting things Medium, Urban/Space, Hive-Mind
INSTINCTS VIT ARMOR DMG
Control others 10 0 1D6
Command allies
PURPOSE TAGS
Advance the Collective’s agenda Medium, Urban/Space, Authoritative,
Hive-Mind
INSTINCTS VIT ARMOR DMG
Summon allies 16 1 1D6+2
Manipulate the surroundings
Cygnan Explorer: The Explorer lives to see new and interesting places.
PURPOSE TAGS
Travel and see new places Medium, Urban/Space, Curious
INSTINCTS VIT ARMOR DMG
Explore using technology 12 1 1D6+2
Defend their vessel
Cygnan Pilot: Cygnans are known for their skill at piloting and space travel.
PURPOSE TAGS
Fly their starship Medium, Urban/Space, Task-Oriented
INSTINCTS VIT ARMOR DMG
Take passengers to new places 12 1 1D6+2
Show off piloting skills
Cygnan Wayfinder: Because they are well traveled, Cygans are skilled at leading
people to new places.
PURPOSE TAGS
Protect critical travel routes Medium, Wilderness/Space, Task-Oriented
INSTINCTS VIT ARMOR DMG
Guide others to their destinations 12 2 1D6+2
Protect those in their charge
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Gray Cultural Exchange Specialist: Grays regularly aid humanity in their under-
standing of the galaxy and these Cultural Exchange Specialists act as wayfarers
along the path to education.
PURPOSE TAGS
Promote cultural exchange with humans Small, Urban/Space, Friendly (Humans), Open
INSTINCTS VIT ARMOR DMG
Help humans understand 8 0 1D6
Strengthen relationships with humans
Gray Space Merchant: The Space Merchant is the typical gray who travels the stars,
selling various wares.
PURPOSE TAGS
Sell goods for profit Small, Urban/Space, Friendly (Humans), Open
INSTINCTS VIT ARMOR DMG
Protect their investments 8 0 1D6
Maintain good standing in galactic community
Gray Engineer: The Engineer is a skilled and experienced technician in all things
related to space travel.
PURPOSE TAGS
Learn about technologies Small, Urban/Space, Task-Oriented
INSTINCTS VIT ARMOR DMG
Command robots 10 1 1D6
Protect important technologies
Masskai Horde (Minion; 4): Masskai Hordes are commonly sent ahead in the battle
to gauge the strength of the enemy; they are considered disposable.
PURPOSE TAGS
Kill for pride and glory Medium, Urban/Wilderness/Space, Aggressive
INSTINCTS VIT ARMOR DMG
Prey upon the weak 16 2 1D4+4
Dominate others
PURPOSE TAGS
Prove their worth in battle Medium, Urban/Wilderness/Space, Aggressive
INSTINCTS VIT ARMOR DMG
Demonstrate skill with the Masskai Scytheblade 18 2 1D12
Drive a foe to surrender or die
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Masskai War Chieftain: The War Chieftain is the undisputed leader of a Masskai
clan and usually, its toughest and most skilled warrior, as well.
PURPOSE TAGS
Prove their tribe’s dominance Medium, Urban/Wilderness/Space, Authoritative
INSTINCTS VIT ARMOR DMG
Command and summon Masskai Hordes 20 3 1D10+1
Challenge a mighty foe to single combat
Por Chantarii Courier: A Courier is the Por Chantarii most likely to be encountered
in the galaxy; they travel various star systems to spread good cheer and news.
PURPOSE TAGS
Deliver important messages and packages Medium, Urban/Space, Open
INSTINCTS VIT ARMOR DMG
Speak with people of importance 10 1 1D6
Travel quickly to their destination
Por Chantarii Artist: The Artist is the highest aspiration among the Por Chantarii
culture; few leave Chantarus, but are sometimes found in the employ of the wealthy
or powerful.
PURPOSE TAGS
Create great works of art Medium, Urban/Space, Egotist
INSTINCTS VIT ARMOR DMG
Amaze others with artistry 12 0 1D6
Learn about new art forms and cultures
Por Chantarii Muse: The Muse is the rare Port Chantarii who has become the
obsession of an Artist and holds a special place in their society.
PURPOSE TAGS
Inspire others to greatness Medium, Urban/Space, Open
INSTINCTS VIT ARMOR DMG
Support art and artists 12 0 1D6
Promote favored artists to great status
White Ape Horde (Minion; 4): The White Apes send their Horde to protect some-
thing or someone of value. They attack anyone who gets too close.
PURPOSE TAGS
Hold off enemies Medium, Urban/Wilderness/Space, Aggressive
INSTINCTS VIT ARMOR DMG
Defeat or embarrass humans 16 2 1D4+4
Put others in their place
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White Ape Plunderer: The Plunderer is both a thief and a scavenger, stealing items
from the unsuspecting.
PURPOSE TAGS
Steal items of worth or importance Medium, Urban/Wilderness/Space, Sneaky
INSTINCTS VIT ARMOR DMG
Take things from humans 16 2 1d10+1
Get to safety
White Ape High Savant: The High Savant is the rare White Ape with psionic powers.
They are always elevated to places of high importance within White Ape society.
PURPOSE TAGS
Use psionics to command others Medium, Urban/Wilderness/Space, Authoritative
INSTINCTS VIT ARMOR DMG
Control the mind of an enemy 20 3 1D10+1
Inspire white ape forces to victory
In the default setting for Infinite Galaxies, humans are the most common NPC
found in the game. Humans are everywhere, even on the home planets of other
species.
Diplomat: The Diplomat travels the galaxy, looking to make deals with other human
or alien businesses or governments.
PURPOSE TAGS
Make complex agreements Medium, Urban/Space, Open
INSTINCTS VIT ARMOR DMG
Speak with hostile parties 10 1 1D6
Get information from contacts
Engineer: The Engineer is a skilled technician and can repair or design equipment or
vessels.
PURPOSE TAGS
Repair things Medium, Urban/Space, Task-Oriented
INSTINCTS VIT ARMOR DMG
Find a flaw in a design 12 1 1D6
Investigate a mechanical or electrical failure
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Gambler: The Gambler is often found in a casino or other place where games of
chance and skill are common.
PURPOSE TAGS
Hit the big score Medium, Urban, Sneaky
INSTINCTS VIT ARMOR DMG
Take a bet 10 0 1D8
Socialize with unsavory types
PURPOSE TAGS
Follow orders Medium, Urban/Wilderness/Space, Militant
INSTINCTS VIT ARMOR DMG
Lead grunts into battle 14 2 1D10
Strafe area (Area, Close, Near tags)
Grunt Soldiers (Minions; 4):The Soldiers are a group of military personnel as-
signed to a squad. A Sergeant often leads them. In many human militaries, a squad
consists of eight soldiers (two of these minion units)
PURPOSE TAGS
Follow orders Medium, Urban/Wilderness/Space, Militant
INSTINCTS VIT ARMOR DMG
Assist squad leader 16 2 1D4+4
Defend a place or person
Mercenary:A Mercenary may have military skills or experience and now sells their
abilities to the highest bidder.
PURPOSE TAGS
Finish the job Medium, Urban/Space, Opportunist
INSTINCTS VIT ARMOR DMG
Protect their self-interests 12 2 1D10+1
Do the dirty work
Military Officer:The Military Officer usually works behind the scenes, at a protect-
ed base or large ship, watching over an operation and leading from afar.
PURPOSE TAGS
Form a strategy Medium, Urban/Space, Authoritative
INSTINCTS VIT ARMOR DMG
Issue commands 14 2 1D6
Demand respect
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Pilot:The Pilot is commonly seen throughout the galaxy, flying their ship to new and
interesting destinations.
PURPOSE TAGS
Fly their ship Medium, Air/Urban/Space, Task-Oriented
INSTINCTS VIT ARMOR DMG
Take on passengers or cargo 14 1 1D8
See new and interesting places
Pirate:Pirates are everywhere in the galaxy and this entry represents a particularly
skilled or dangerous one.
PURPOSE TAGS
Take over a vessel Medium, Space, Sneaky
INSTINCTS VIT ARMOR DMG
Capture something of value 12 1 1D10
Destroy something
Planetary Guide:Humans have traveled far and seen many strange things. The
Planetary Guide can help take a group to a hidden or dangerous destination.
PURPOSE TAGS
Lead people through dangerous territories Medium, Urban/Wilderness, Curious
INSTINCTS VIT ARMOR DMG
Look out for danger 14 1 1D10
Avoid likely hazards
Royal Guards (Minions; 4):The Royal Guards are often assigned to protect a noble
or other dignitary. They are often equipped with the finest of weapons and armor.
PURPOSE TAGS
Protect the interests of the crown Medium, Urban, Militant
INSTINCTS VIT ARMOR DMG
Gang up on an enemy 16 2 1D4+4
Assume a defensive formation
PURPOSE TAGS
Get paid to transport illicit cargo Medium, Urban/Space, Sneaky
INSTINCTS VIT ARMOR DMG
Hide from authorities 12 1 1D8
Escape from trouble
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Star Patrol Officer:Star Patrol Officers are found throughout Terran Alliance space.
They are charged with protecting the peace and enforcing interstellar law.
PURPOSE TAGS
Enforce galactic law Medium, Space, Authoritative, Militant
INSTINCTS VIT ARMOR DMG
Arrest a law breaker 14 2 1D10
Look out for trouble
Thief:The Thief takes any opportunity to take an item of value and sell it on the
black market.
PURPOSE TAGS
Take something of value Medium, Urban, Opportunist, Sneaky
INSTINCTS VIT ARMOR DMG
Find an escape route 10 1 1D8
Fence stolen items
Aside from humans, robots are the next most-common NPC in Star Patrol.
Robots have taken on many of the more menial and dangerous tasks humans
and other species used to do. Robots are found everywhere and in almost any
situation.
Assassin Robots (Minions; 4):A group of Assassin Robots is sent after a specific
target and must complete their task or be destroyed.
PURPOSE TAGS
Kill their mark Medium, Urban/Space, Aggressive
INSTINCTS VIT ARMOR DMG
Trap the mark 16 2 1D4+4
Keep secret the details of their mission
PURPOSE TAGS
Kill its mark Medium, Urban/Space, Authoritative, Militant
INSTINCTS VIT ARMOR DMG
Bolster minions 16 3 1D10
Launch area attacks (Area, Far, Near)
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Counselor Robot:This robot is an essential aid in social situations. The Counselor
is not only programmed to assist in delicate political and diplomatic matters, but is
usually trained in thousands of languages.
PURPOSE TAGS
Counsel biologicals to success in social situations Medium, Urban/Space, Friendly
INSTINCTS VIT ARMOR DMG
Smooth over ruffled feathers 8 2 1D6
Stay away from violence
PURPOSE TAGS
Protect its charge Large, Urban/Space, Militant, Task-Oriented
INSTINCTS VIT ARMOR DMG
Emit electrical field (Area, Close, inflicts electrical 18 3 1D10+1
damage)
Shut down access
PURPOSE TAGS
Perform scheduled maintenance Small, Urban/Space, Hive-Mind
INSTINCTS VIT ARMOR DMG
Fix things 8 2 1D6
Stay away from violence
PURPOSE TAGS
Perform scheduled maintenance Small, Urban/Space, Hive-Mind
INSTINCTS VIT ARMOR DMG
Fix things 16 2 1D4+4
Stay away from violence
Messenger Robot:The Messenger Robot takes items or information from one place
to another.
PURPOSE TAGS
Deliver assigned message or item Medium, Urban, Friendly
INSTINCTS VIT ARMOR DMG
Move quickly through traffic 10 2 1D6
Stay away from violence
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PURPOSE TAGS
Safely get the ship to its destination Small, Space, Task-Oriented
INSTINCTS VIT ARMOR DMG
Warn biologicals of danger 10 2 1D6
Stay away from violence
PURPOSE TAGS
Destroy enemies Large, Urban/Space, Aggressive, Militant
INSTINCTS VIT ARMOR DMG
Shoot missiles (Area, Far, Near) 20 3 1D10+2
Gain tactical advantage
STOCK CREATURES
The creatures listed below are commonly found in the game’s default setting.
Many of these can also serve as creature mounts for the Player Characters. See
Chapter 8: Vessels and Mounts for the mount versions of these.
Coral Diver Pack (Minions; 4):Native to the Beta Hydra system, the Coral Driver
runs in packs and seeks prey in the water.
PURPOSE TAGS
Seek blood Medium, Water, Aggressive
INSTINCTS VIT ARMOR DMG
Swarm in shallow waters 16 1 1D4+4
Pull someone underwater
Ferrad Clutch (Minions; 4):The Ferrad creature, a horse-like beast, is native to the
Deros system and hunts in packs. They are known to be very territorial.
PURPOSE TAGS
Protect the nest Large, Wilderness, Militant
INSTINCTS VIT ARMOR DMG
Surround someone 16 2 1D4+4
Intimidate smaller creatures
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Firewing Terror:This space dragon, for want of a better term, is native to the Theta
Virgo system. Like its mythological counterpart, the Firewing flies using bat-like wings
and breathes fire.
PURPOSE TAGS
Protect its lair Medium, Air, Aggressive
INSTINCTS VIT ARMOR DMG
Terrorize from the air 16 2 1D10
Breathe fire (Area, Close, inflicts fire damage)
Graaki Swooper:Found in the Zeta Scorpius system, the Graaki is a large, eagle-like
creature that hunts from the air.
PURPOSE TAGS
Hunt prey in open spaces Large, Air, Aggressive
INSTINCTS VIT ARMOR DMG
Swoop in and grab someone 16 1 1D10
Knock someone back or down
PURPOSE TAGS
Hunt in hazardous waters Medium, Water, Aggressive
INSTINCTS VIT ARMOR DMG
Poison someone (take the Sick debility) 16 1 1D10
Drown someone
PURPOSE TAGS
Mentally control or trick someone Large, Air, Egotist
INSTINCTS VIT ARMOR DMG
Fly from danger 18 2 1D8
Poison someone with its tail (take the Sick debility)
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Sayyid Wavecruiser:The Sayyid is a large water creature native to the Beta Hydra
system. It is vaguely whale-like and somewhat intelligent.
PURPOSE TAGS
Patrol its watery territory Large, Water, Task-Oriented
INSTINCTS VIT ARMOR DMG
Swallow someone whole 20 2 1D8
Knock someone off a water vessel
PURPOSE TAGS
Move quickly to catch prey Medium, Wilderness, Opportunist, Sneaky
INSTINCTS VIT ARMOR DMG
Slash several nearby enemies (Area, Close) 16 2 1D10+2
Trap its prey
Stormer Bull:This vaguely humanoid creature sits at the top of the food chain on
Zeta Scorpius 1. Some of them can emanate electricity.
PURPOSE TAGS
Intimidate anyone in its path Large, Wilderness, Aggressive
INSTINCTS VIT ARMOR DMG
Knock someone down and gore them 20 3 1D10+2
Breathe electricity (Area, Close, inflicts electrical
damage)
Chapter 3: HOW TO GM 75
Part 1: The Basics
THE FIRST SESSION AND BEYOND
The very first Infinite Galaxies game session sets the tone and direction for the
remaining sessions, however many there may be. In life and in roleplaying games,
setting expectations is important, so that people understand what it is you’re trying
to do and what you hope to accomplish. It’s unfair to expect people to behave a
certain way, undertake or avoid certain actions, or stay on task, unless you delin-
eate, in specific terms, what you expect. The GM is not the only person in charge; it
is up to the entire group to define ground rules and police themselves.
Expectations can include (but certainly aren’t limited to) frequency and length
of game sessions, player participation in setting and story, roleplaying immersion,
player-versus-player combat or intrigue, and boundaries of discussion. There could
be limitations on frequency of game sessions because of peoples’ schedules or
the venue used. There could be reasons why profanity and dark subject matter
may bother some of the players or others in the game environment. While veteran
players may have more tolerance for unusual or layered stories, newer players
may need a more straightforward story. Based on what the group needs, setting
expectations helps everyone be on the same page.
Prior to the first session, there may be additional preparation beyond what the
typical session requires. The group may be using an established setting, such
as one from books, TV, or movies, or the group may be creating a new setting. In
either case, the GM and other players may wish to cobble together some notes,
nothing too in-depth, to be ready when the character creation phase starts. In
addition, if anything new is being introduced to the game, such as new rules,
alternate playbooks, or new equipment, these should be well defined prior to the
game’s start.
Preparation can include story sparks, ideas that may not be fully formed, but
can turn into story elements. The GM is often the one who comes to the game with
sparks; these are not plans, because plans are often too rigid, too staid in their
concept, to allow for the players to have the freedom they need to fully enjoy and
explore the game experience. Because Infinite Galaxies is a story game, the players
drive the action; giving the players a spark means that they have a concept in mind,
a general direction, perhaps a destination, but not all of the driving instructions.
During the first session, someone must provide the basic materials needed to
run the game. This person can be the GM, but it doesn’t have to be. At least one
player should have a copy of this book, the Infinite Galaxies Core Rules. There
should be copies of each playbook, copies of equipment lists, and each player will
need some dice and a pencil or pen. It is often a good idea for the GM to have a
set of index cards and a pen. These will be used to create Milestones or for other
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notes; the GM might also use index cards to keep track of NPC stats, Vitality, and
so forth.
While Infinite Galaxies does not require a map, gaming mat, or miniatures,
having visual aids is not a bad idea. Remember that game play in Infinite Galaxies
does not rely on exacting measurements, distance, targeting, and so forth. Visual
aids should be used to help players understand what’s happening; they should
not be used to overtly limit player actions.
Invariably, at some point during your game experience, players new to Infinite
Galaxies will try the game. These players may be new to roleplaying games as
well. Remember to teach them the game – its concepts, its rules, and why Infinite
Galaxies is fun to play. Remember that you were once new to roleplaying games
as well; someone else taught you the ropes.
New players need a brief overview of the rule mechanics, particularly how
moves are resolved. Pointing a new player to the basic moves is a good idea; no
matter which playbook they choose, they will need to reference the basic moves
often. The basic moves provide a good idea of how the structure works. Under-
standing the basic moves will help to get a grasp of how playbook moves work.
You may need to remind players new to story games that they drive the game, that
player creativity and input is not only encouraged, but required.
It may be a good idea to pair a new player with an experienced one. That way,
the game instruction can occur during the game, leaving the GM with more time
and effort to spend on running the game.
Once playbooks are selected, the players start making decisions about their
characters. Names and looks are completely up to the individual players, although
the GM may wish to restrict overly silly or otherwise distracting names or appear-
ances. Players may skip this part and move on to selecting a starting package or
their abilities. Keep in mind that there is no “right” order to character creation.
For the most part, what decisions the players need to make are laid out on the
playbook character sheets; the GM is there, of course, to resolve any questions.
Chapter 3: HOW TO GM 77
Part 1: The Basics
During character creation, players have a lot of decisions to make. Each of
these decisions has the potential to affect the story and the game you’re creating
together. It is best to allow (or encourage) the players to work together to create
their characters. That way, the group has cohesion, the different PCs can com-
plement each other, and this group character creation effort can help form the
underlying reasons why the PCs are together. For more advice regarding making
characters, see Chapter 4: Character Creation.
Note that this is an intentional diversion from the general rule found in most other
“Powered by the Apocalypse” games, which require that each player has a unique
playbook.
An important character creation step that should be left for the end of this
phase is creating Relationships. A review of the playbook character sheets and the
playbooks in Chapter 5: The Playbooks shows six Relationships for each playbook.
The design intention is that a player will fill in the names of each other PC into
one of those slots (leaving empty the extra slots). Thus, in a game with four player
characters, each character sheet will have three Relationships selected.
earn Experience; picking the right Relationships for the group will make a world
of difference. Choosing which Relationships to use can be a matter of knowing
the other characters and also knowing the other players. Because triggering
Relationships requires interaction with other players, it can be very important to
understand what motivates the other players and what they are likely to want to
do during the game.
During the first session, and especially during character creation, the players
are making decisions that will affect, in some way, the direction of the game.
Remember that Infinite Galaxies is a game based on players driving the action;
their character creation decisions will push the game’s story in certain directions.
It is best to be prepared for this eventuality.
In creating characters, players will give the GM story ideas and their character
choices that inform everyone else of their desired direction in the game. The GM
will take this information, as well as their own sparks, to create this first story.
When the GM comes to the first session with sparks, they take one of these
story concepts and add in what the players have contributed to turn that spark
into a story. If the GM did not come to the game with any story ideas, and there’s
nothing wrong with this approach, they should use what the players have put forth
to form a story for the game.
Assuming that the group wishes to play more than one session of Infinite
Galaxies, the GM should think about how to develop what parts of the story will
continue into the second session (and, perhaps, beyond). The ideal situation
would be that the plotlines introduced in the first session flow organically into
the second session. In addition, if the story is done right, elements of the first
session story will continue for multiple sessions. Sometimes, the GM will need to
create more material for the second session and beyond; this can happen when
the PCs accomplish everything set before them during the first session. Between
sessions, the GM should consider how to extend objectives or create interesting
side missions or objectives to fill future sessions.
Future sessions could also take inspiration from other sources, including
literature, TV, movies, or even adventures published for other game systems.
Because Infinite Galaxies is not a rules-heavy system, material written for other
games are easily adaptable to it. See Chapter 14: Creating and Continuing a Story
for more information on these topics.
Chapter 3: HOW TO GM 79
CHARACTERS
PART TWO:
+ GEAR
This part details how characters
work in the Infinite Galaxies Core
Rules. Chapters in Part 2 cover char-
acter creation (including detailed
playbooks), the experience and ad-
vancement system, gear, and vessels
and mounts.
Part 2: Characters & Gear
4. CHARACTER CREATION
This chapter presents the process of creating a character – from start to finish – and
introducing a new character to the game. Here is a discussion of the importance of
characters in the Infinite Galaxies game, how to select a playbook, a detailed character
creation process, and how to introduce a character into the game.
The characters provide a center for the game. Since the Player Characters (PCs)
drive the action and the story, and nothing takes place without the characters,
it is necessary that the first step in any Infinite Galaxies game is creation of the
characters. During the character creation process, players make choices that can
have implications further into the game. For example, the selection of an Origin
may imply the creation of an organization, an alien species, contacts within the
nobility or the underworld, and so forth. The selection of certain Relationships may
suggest an interesting backstory that could be mined for future story or plot.
SELECTING A PLAYBOOK
Character creation starts with choosing one of the eight playbooks made
available in the Core Rules. Each of the major playbooks – the Ace, the Explorer,
the Jack, the Leader, the Psi, the Robot, the Scientist, and Soldier – fits into a
specific place within the setting and your individual game. Though each playbook
has a general use in the game, individual characters, even of the same playbook,
may be very different in practice.
The very first thing the players do is decide on playbooks. Every player except
the Game Master (GM) will select a playbook from among those presented in
Chapter 5: The Playbooks. You can also download formatted character sheets for
each of the playbooks from the Infinite Galaxies website.
Two playbooks are presented at the end of this chapter: the Ship and the
Companion. These special playbooks are not Player Characters (PCs), per se, but
help the PCs during their adventures. The players do not start with a Companion,
but the player of an Ace will also be responsible for the Ship playbook.
»» The Ace is a pilot and starts with a starship. Groups including an Ace
will have the freedom to travel in their own vehicle, which can allow for
mobility. The Ace can pilot any sort of vehicle and is handy in combat.
»» The Explorer is the consummate scout and can get information on many
hostile environments or situations. Groups including an Explorer will have
ways to know what is going on ahead of their arrival and may have options
on ambushing the enemy or avoiding hazards.
»» The Leader is a character that provides crucial support for others, can
help locate equipment and resources, and advise in strategic decisions.
Groups including a Leader will get bonuses from this character and will
likely be more successful in their endeavors. Many Leaders can heal
other characters and that always comes in handy.
»» The Psi is a master of certain mental disciplines and can evoke these
powers for devastating effects. While some Psi are combat oriented
characters, others may have a myriad of uses outside combat Scenes.
The Psi is dependent on Reserve to fuel their powers.
»» The Scientist fixes things, specifically, robots and ships. Groups including
a Scientist will have the ability to repair a PC Robot or the Ace’s Ship (and
possibly, other vehicles). The Scientist excels at inventing devices and
may be good at sabotaging enemy technologies.
»» The Soldier is a combat-focused character, but one that has options be-
yond simply dealing damage. Make no mistake, however; in any situation,
the Soldier can inflict some harm on their enemies. Groups including
the Soldier will have more effectiveness in combat situations; Infinite
Galaxies should feature many opportunities for the Soldier to prove their
usefulness.
3. Select Size and Type; record Crew, Passengers, Abilities, Hull, Shields,
Damage Die, and Maintenance Requirement
During play, each of the players and the Game Master will refer to you by your
character’s name. This is done, in a way, to reinforce roleplaying.
Each Infinite Galaxies PC has a set of Abilities: Strength (STR), Dexterity (DEX),
Constitution (CON), Intelligence (INT), Wisdom (WIS), and Charisma (CHA). In the
game, moves refer to these Abilities, always with the abbreviations listed above.
These Abilities are represented as modifiers, from -1 (the lowest) to +3 (the
highest). PCs cannot have Abilities lower than -1 or higher than +3.
A player selects modifiers from the following array: +2, +1, +1, +0, +0, and -1.
Each of these is assigned to one of the six Abilities.
The Ship playbook also has Abilities. Note that these are different than those
found in PC playbooks and the Ship’s modifiers are based on the Size of vessel.
Playbooks also have values for Damage Die, Armor, and Vitality. These values
are used in response to the results of certain moves.
A character’s Damage Die starts at D6, D8, or D10. Players roll this type of die
when dealing damage. Characters use the same Damage Die regardless of how
they attack. Different weapons or attack forms may modify the damage total. The
Ship playbook also has a Damage Die. This works exactly as it does for a PC.
Armor reduces the damage that a character takes. The Armor value is the
amount by which the damage is reduced. Some attacks and effects may ignore
part or all of the Armor value. The Armor value is calculated based on equipment
The Ship has a Shields value. This works exactly like Armor does for a PC.
Because the Ship cannot “heal” during combat – except perhaps in very rare cases
– the Ace and their allies will want to increase the Shields value. See the basic
vessels moves for more information.
Vitality starts as a 12 or 16, with the CON modifier applied to it. Every time your
character takes damage, reduce the Vitality value by this amount (subtracting any
Armor from this damage, where applicable). When you receive healing, add the
healing amount to your current Vitality value. Healing cannot increase your Vitality
above the maximum value. You can increase your maximum Vitality when you
advance.
The Ship has a Hull value. This works exactly as does Vitality for a PC. When the
Ship takes damage, the Hull will need to be repaired; it does not heal on its own.
You will see that a playbook has three Wound checkboxes. When directed to do
so (usually when your Vitality is at 0 and you would take damage), a player marks
one of these boxes. Vessels have Critical checkboxes, which work in the same
manner. The “Wounded” move (and the “Critical” move for vessels) is triggered
with these boxes are marked.
Characters can be killed and the Ship can be destroyed when Wound and
Critical checkboxes are marked.
Each Infinite Galaxies playbook gives the character one or more default moves.
These moves are available to any character who selects that playbook. For exam-
ple, every Psi has the “Build Reserve”, “Reserve Moves”, and “Kreth Jewel” moves.
A few “default moves” are not moves at all, per se, but innate abilities. The Ace
gets their ship, the Robot, being an artificial creation, has certain innate benefits,
and the Soldier has their military training.
The choice of a starting package will define what special things a character can
do. When deciding on which package to take, it may be a good idea to consult with
the other players and discuss which characters fill certain roles in the group.
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DO WE NEED A HEALER?
Many groups want to have at least one character with the ability to heal the others.
Is it helpful to have a healer? Certainly. It is not, however, required. Since, for most
characters, Vitality is recovered at the end of a scene, healing may not be as urgent
as in some other roleplaying games. It is possible to survive without a healer, by
using medical items and the Rest move.
An Origin is a type of background for the character and provides some sort
of benefit during the game. In most cases, an Origin’s benefit is a “mini-move”,
something less than a full move; they usually modify or give the character
additional options for using existing moves. Origins are meant to be broad enough
to allow players quite a bit of leeway in developing their characters’ stories.
Most of the playbooks have an “Alien” Origin. This has been designed to be
intentionally vague as to actual nature of the alien species. The intent here is
for the player to define the alien species; the actual species itself confers no
special mechanical benefit aside from the Origin’s listed benefit. Star Patrol, the
“default setting” for Infinite Galaxies, provides additional Origin options for playing
members of an alien species. For more information, see Appendix B: Additional
Alien Origins. Other published or existing settings may have their own aliens. In
this case, the players should work together to define what alien species exist and
what Origin benefits they may have. In any case, using an “Alien” Origin from a
setting overrides and replaces the “Alien” option provided in a playbook.
Each playbook has six Relationships. For these, a player selects one other PC
for each. Each Relationship represents something a character gains Experience
from doing with, for, or to another character or, conversely, another character
must do to, for, or with them. It may make sense to wait until after characters are
introduced to decide on Relationships.
Each playbook also has six Drives. During play, a player will select two of these
and they, like Relationships, are triggered for Experience. A Drive is an action that
a character undertakes on their own or with their allies. A player only marks two
Drives when the GM introduces a Milestone; this is not done during character
creation.
For more information on triggering Relationships and Drives for Experience see
Chapter 6: Experience and Advancement.
Each playbook has a gear section. This section lists starting and optional
equipment a character has. Calculate and record Load; this is a character’s STR
+ (a number listed in the playbook). This is the maximum value of weight the char-
acter can carry on their person. Should the total weight exceed the Load value,
Every character playbook, except the Robot, gives the player a set of standard
gear and then, some selections to make from a list of options. Add the values of
any items with the weight tag and compare these against the Load maximum. If
a character starts with 1 or more Credit, this can be used to purchase additional
items. The Robot starts play with two Pods. They fit items with the Integral tag into
their Pods. These items can be purchased or otherwise acquired during play.
For a discussion on gear, how to use it, and how to acquire it, see Chapter 7:
Gear.
After the Player Characters are introduced to the group, it is time to introduce
them to the story that the players are going to build and play. This is a more
complicated process and will involve asking questions about each of the char-
acters, gathering that information into a cohesive repository of information, and
drawing story elements from whatever comes from that process. Often, the GM
will have a list of questions to ask the players about their characters; answers to
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these questions may kick off interesting discussions that can point the game in a
certain direction. For guidance and advice about creating your game’s story, and
weaving character details into that story, see Chapter 13: A Game’s Story.
EXAMPLE OF PLAY
Our players – Shawn, Elliott, Chad, Michael, Robert, and Jim – have gathered
to start a new Infinite Galaxies game. Shawn has decided on the Soldier play-
book, while Elliott has chosen the Psi playbook, Chad has chosen the Scientist
playbook, Michael has elected to play the Ace, and Robert has chosen the
Leader. Jim is the Game Master (GM).
The players begin a discussion of character roles in the group; they want
to make sure that the group has a coherent aim or purpose and that all major
points are covered. The players decide to select packages before doing anything
else with the characters. Robert wants to make sure that the group has healing
capability, so he announces that he’s choosing the Survival package, which
allows his character to do some healing; he also has the ability to recover spent
uses of items. Since more healing may not be necessary and they will have a
Ship that might need repair, Chad has decided against the Physician package
and goes with the Engineer package instead. Likewise, Robert’s decision to go
with a healing option means that Shawn’s Soldier doesn’t need to take the Medic
package. Having a Leader in the party might also make the Tactics package
moot, so Shawn decides to go with the Munitions package. None of these choices
really affect the Psi or the Ace, so Elliott chooses the Psionic Warrior package;
together with the Soldier, they will make an effective combo in combat. Michael
chooses the Showoff package for the Ace.
The players have selected names for their characters (in some groups, this is
one of the final steps). Elliott has named his Psi, “Meeki”. Michael has named his
Ace, “Alexander “Skills” Johansen”. Shawn has named his Soldier, “Audrey”. Chad
has named his Scientist, “Ansley”. Robert has named his Leader, “Exander”.
Since the players have all selected packages for their characters, they assign
ability modifiers. Shawn’s Soldier needs to be good at the Shoot move, so he
puts his best modifier, +2, in DEX. Elliott looks at the Psi, sees the need for WIS,
and puts his +2 modifier there. Chad, with the Scientist, needs INT for his moves,
Each player takes note of their Damage Dice; the Leader and Scientist have
D6, the Ace and Psi have D8, and the Soldier has a D10. They will calculate their
Armor value once they have decided on equipment. Each player calculates their
Vitality as described in their playbooks – Audrey, the Soldier, has a +1 CON, so her
Vitality is 17, the Ace has a +0 CON, so his Vitality is 12, the Leader’s CON is +1,
so Exander’s Vitality is 13, the Psi’s CON is +1, so Meeki’s Vitality is 17, and the
Scientist has a +0 CON, so his Vitality is 12.
The players have already selected packages for their characters, but they
briefly discuss the moves that they have. Chad, with the Scientist, describes the
playbook’s default move, “Create Device”, and the Engineer moves, “Repair”, which
can help fix the Ship, “Engineer’s Harness”, and “Master of Machines”. Shawn,
who has the Soldier playbook, describes the default move, “Combat Training” and
the Munitions moves, “Demolition”, “Fire in the Hole”, and “Lock ‘n Load”. The Psi,
Elliott’s character, has the default moves, “Build Reserve”, “Reserve Moves”, and
“Kreth Jewel”; the Psionic Warrior package gives him the moves, “Combat Trance”,
“Kreth Initiate”, and “Precog Defense”. Robert, with the Leader, has the default
moves, “Issue Orders” and “Reserve Benefit” and the Survival moves, “Patch
‘Em Up”, “Stashed Away”, and “Desperate Times”. Michael, with the Ace, has
the default moves, “You Ship”, which gives him access to the Ship playbook, and
“Re-Route Systems”, plus the Showoff moves of “Need for Speed”, “Stunt Pilot”,
and “All for One”.
Each player now chooses an Origin for their character. Shawn chooses the “Leg-
acy” option. Elliott and Chad chose the “Alien” Origin; they will need to describe
their alien species later. Michael, the Ace, chooses the “Academy Cadet” Origin.
Robert, with the Leader, selects the “Noble” option.
The group has decided to choose their Relationships once the characters have
been otherwise introduced, but we’ll skip ahead to that process. The players
carefully consider Relationships with the other PCs that will be easy to trigger
for experience during the game as well as fun to roleplay. We won’t list all of the
Relationships here, but we will touch on them in other “Example of Play” sections
in the book.
The final step is for each character to calculate Load, take note of starting
equipment, and make equipment choices. After Load is calculated (the playbooks
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list a default value + STR), the characters take note of what equipment they start
with. Audrey, the Soldier, has Flexsteel Armor, which gives her an Armor value of
2 and also a Laser Repeater, which is a weapon that adds +2 to her Damage. Our
Psi, Meeki, starts with Flexsteel Robes (Armor value of 1) and his Kreth weapon.
The Ace, Alexander, starts with a Laser Pistol, but no armor. The Leader, Exander,
starts with a Laser Pistol and a Synthleather Hauberk, which gives an Armor
value of 1. The Scientist, Ansley does not start with armor or weapons, but tools
used for his moves. Each of the characters also starts with Credit, which can be
used to buy other equipment. Each character then makes choices of optional
equipment as listed in their playbooks.
Michael, who has the Ace, will need to go through many of the previous steps
to fill out choices in the Ship playbook; those are not detailed here.
5. THE PLAYBOOKS
This chapter presents the Infinite Galaxies playbooks. Here, find the Ace, the Explorer,
the Jack, the Leader, the Psi, the Robot, and Scientist, the Soldier, the Ship, and the
Companion playbooks; players will use these to create and advance their characters.
CHOOSING A PLAYBOOK
What is a playbook? Why do I need one? How are other players making these
choices? If playing in a roleplaying game is a brand-new experience for you, or even
if you have some familiarity with Infinite Galaxies, it is highly advisable to have a
discussion with the other players, especially the GM, so that you understand what
choices you are being asked to make.
A playbook is a rule construct that presents special things your character can
do. Using the playbook walks you through making some decisions about your char-
acter; the choices you make will define your character and bring them into further
clarity. Using the playbook, you will select abilities your character might have, what
equipment they start play with, and how they interact with the other characters.
Often, you may not have a great deal of time for analysis and discussion. This
section provides a quick summary each of the playbooks that appear on the
following pages.
»» THE ACE is an expert pilot and begins play with their own starship (see
the Ship playbook). While the Ace is most comfortable and effective in the
cockpit of their own ship, they are quite adept at piloting other vessels and
may even be skilled at modifying and repairing vessels. Choosing to play the
Ace means that you want travel in the game, most likely space travel and you
are probably looking for some vehicle-based combat, as well.
»» THE EXPLORER is someone who finds people, places, and things, and often
guides others through dangerous regions to find a person, place, or thing.
The Explorer might be a fringe scout, a bounty hunter, or a survival expert.
Choosing to play the Explorer means that you want mysteries to solve, new
places to discover, and probably some travel.
»» THE JACK is someone who lives on the edge of risk, excitement, and legality.
The Jack has contacts, in the criminal underworld, and possibly elsewhere,
and can extract critical information from these contacts. The Jack might
also be an infiltration expert, a hacker, a social engineer, or even a duelist.
Choosing to play the Jack means you want to take risks, deal with shady
contacts, and maybe work outside the established laws of your culture.
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»» THE SOLDIER is trained to fight. While this person might come from a
military background, they are not necessarily a veteran of a state military;
they could easily have been a mercenary or work for a corporate military
force. In any case, the Soldier excels in combat and is trained to use many
heavy weapons and armor. Choosing the Soldier means that you want
combat and lots of it.
»» THE SHIP is a special playbook that is only used in conjunction with the Ace
playbook. This playbook represents a special space-faring vessel that is a
custom vehicle very closely tied to the Ace character.
“Fighter pilots have ice in their veins. They don’t have emotions. They think,
anticipate. They know that fear and other concerns cloud your mind from
what’s going on and what you should be involved in.”
- Buzz Aldrin
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THE ACE
You are the consummate pilot of all things that move. You start the game with
your own starship and you can upgrade this ship as the game continues. For many
of your moves, you will want good DEX and INT. You are good at piloting any sort of
vehicle and your starship is special. Your better Damage Die means that you may
serve in a secondary capacity in any combat scene. You are a specialized char-
acter, though, and there may be times when you find yourself without much to do
apart from piloting vehicles and engaging in combat; diversifying your character’s
abilities is paramount.
1. Name
Ace characters tend to be flashy, as are their names. Evoke a cavalier spirit of
nonchalance in the face of imminent danger. Here are some suggestions:
»» Male: George, Henry, Jonathan, Mark, Orville, Pollux, Red, or Solo
»» Female: Alexis, Ashley, Eva, Grace, Jordan, Natalie, Phoebe, or Willow
2. Look
Select one from each category or create your own:
»» Body – Athletic, Rotund, or Wiry
»» Eyes – Bright, Calculating, or Wide-Eyed
»» Fashion – Greasy Overalls, Spacer Gear, or Synthleathers
»» Hair – Bald, Slicked-Back, or Wild
»» Weapon – Gleaming, Latest Tech, or Old Trusty
3. Abilities
You have the following array of ability modifiers to assign: +2, +1, +1, 0, 0, and -1.
4. Damage Die
The Ace’s Damage Die is D8.
5. Vitality
The Ace begins play with Vitality equal to 12 + CON.
YOUR SHIP:You have a starship! Follow the instructions on the Ship playbook.
Fill this out as you would a character playbook. The Ship only earns xp for Mile-
stones, but you and your allies may contribute xp to it. If you somehow lose your
starship, you may acquire another; the GM and story will tell you how.
RE-ROUTE SYSTEMS: When piloting any vessel, you may re-route its system
priorities. When you do this, roll + INT.
Any Success: You may move 1 from a vessel ability (POW, SEN, SPD, or WPN) to any
other vessel ability. You may also reset the vessel’s abilities to their starting values.
Partial Success: The exchange is a 1:2 ratio (it costs 2 to increase another ability
by 1).
You can pool from multiple vessel abilities. A vessel ability may not be reduced
below -1 or above +3 and this modification lasts no longer than the current scene.
7. Packages
Next, select one of the following packages. You receive all moves within that
package.
LIMITED EDITION: Add another Package to your Ship playbook. This means
that your Ship starts with two Packages instead of one.
Package – Showoff
NEED FOR SPEED: When you push your vessel’s engines to their limits,
roll + DEX.
Any Success: Increase your vessel’s Speed by 1 for the duration of the scene.
Complete Success: If this triggers a Drive or Relationship, the bonus lasts for the
rest of the session.
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STUNT PILOT: When you pilot a vessel and perform tricky maneuvers, roll +
DEX.
Complete Success: Gain three Reserve.
Partial Success: Gain one Reserve.
Spend the Reserve to add +1 to any vessel move. If performing these tricky
maneuvers triggers a Drive, gain 1 more Reserve.
ALL FOR ONE: When you are the pilot of a vessel and score a 10+ on Evasive
Action, add +1 forward.
Package – Tech
TINKER: When you modify a vessel, choose one of the following options:
Increase Damage Die by one step, Increase Hull by 8, add a Critical checkbox,
Increase POW by 1, or Increase SPD by 1. Then, roll + INT.
Any Success: The modification succeeds and lasts until the end of the next scene.
Partial Success: You must spend 1-Credit or 1-Barter for parts or mark a Use of
Specialized Tools.
If making these modifications triggers a Drive, the modification lasts for the rest
of the session.
RIGHT TOOL FOR THE JOB: When you mark relevant Specialized Tools to
repair or modify a piece of technology, add +1 forward.
8. Origins
Select one of the following Origins for your character and gain the related benefit:
Academy Cadet: You come from a life of privilege and training. Add +1
ongoing when you socially interact with other pilots or engineers.
Alien: You are not human. Name and describe your alien species. When you
encounter alien technology or vessels, add +1 to “Understand” them.
Mercenary: You live for the mission. When you earn Credit or Barter for
completing a job, and this triggers a Drive, earn one more Credit or Barter.
10. Relationships
Choose a Relationship for each other Player Character. One of these can be a
Special Relationship. When the Relationship is triggered, gain 1 xp.
»» Special Relationship: I need ________ to get me somewhere in a hurry.
»» Relationship: I must train ________ in their ship duties.
»» Relationship: ________ needs me to get them out of danger.
»» Relationship: I’ll show ________ how speed kills.
»» Relationship: I need to keep ________ in tip-top shape.
»» Relationship: ________ must push me to try new things.
THE EXPLORER
You excel at finding people and places no one else can. You start with the ability
to lead a group into unknown or hostile territory. In a game where movement is
common, this is a valuable skill. Your moves use INT and WIS and later, some use
DEX. You are good at finding things and exploring new places. You may also be
good at interacting with alien cultures. You may serve in a secondary combat role.
You are not, however, much for social interactions.
1. Name
Explorers tend to be outgoing and adventurous. Evoke a sense of defying danger
and a spirit of discovering new people and places. Here are some suggestions:
»» Male: Aaron, Daniel, Fernando, Hanzo, Marco, Michael, Sergei, or Vandelis
»» Female: Aranthis, Greta, Jane, Layla, Nicole, Penelope, Stephanie, or Tanya
2. Look
»» Select one from each category or create your own:
»» Body – Athletic, Lanky, or Robust
»» Eyes – Aloof, Cool, or Squinting
»» Fashion – Camo Fatigues, Hunting Greens, or Synthleathers
»» Hair – Long, Military Cut, or Wild
»» Weapon – Black, Deadly, or Hidden
3. Abilities
You have the following array of ability modifiers to assign: +2, +1, +1, 0, 0, and -1.
4. Damage Die
The Explorer’s Damage Die is D8.
5. Vitality
The Explorer begins play with Vitality equal to 16 + CON.
6. Explorer Moves
The Explorer receives the Default Moves listed below: “Chosen Environment”,
“The Hunt”, and “Scout”.
7. Packages
Next, select one of the following packages. You receive all moves within that
package.
Package – Intuition
READ A PERSON: W
hen you size up someone to evaluate them, roll + WIS.
Any Success: The GM tells you one motivation, strength, or flaw.
Complete Success: You choose which the GM reveals.
SPOT VULNERABILITY: W
hen you examine an object for its weakness,
roll + WIS.
Any Success: The GM reveals its vulnerability.
Partial Success: You either draw unwanted attention or are put in danger (your
choice).
Package – Piloting
PATCH: W
hen you repair a vessel, roll + INT.
Any Success: Restore 1d8 Hull or one Critical to the vessel.
Partial Success: Choose one: It takes twice as long as expected or spend 1-Barter
or 1-Credit on parts.
Package – Trailblazing
A SAFE PLACE: W
hen you seek a safe place in unknown or hostile territory,
roll + WIS.
Any Success: You find a place and can use the “Rest” move there.
Partial Success: It is still dangerous; take -1 forward to “Take Watch”.
If seeking such a place triggers a Drive, no one gets the drop on you while resting.
TRACKING: W
hen you track someone, roll + WIS.
Complete Success: Choose three from the list.
Partial Success: Choose one.
»» When you find them, you have the drop on them.
»» You learn the direction they traveled and when they passed this spot.
»» You learn the numbers and species of your quarry.
»» You pick up a tendency; add +1 forward when dealing with them.
FLORA AND FAUNA: When you “Understand” a beast or plant species, add
+1 ongoing to deal with that species. This bonus lasts until you leave the species’
presence or the end of the session (whichever comes first).
8. Origins
Select one of the following Origins for your character and gain the related benefit:
Alien: You are not human. Name and describe your alien species. When you
“Travel Dangerous Territories” in your species’ home system / planet, you get a
complete success when you are the lead.
Search & Rescue: Y ou have found and rescued people. Once per scene, when
you are put in danger, you may take -1 forward to immediately get out of danger.
Sniper: You are a trained rifleman. When you have the drop on someone, add
+1 forward against them.
10. Relationships
Choose a Relationship for each other Player Character. One of these can be a
Special Relationship. When the Relationship is triggered, gain 1 xp.
»» Special Relationship: ________ must push me to try new things.
»» Relationship: I need to show ________ how to be self-reliant.
»» Relationship: I need ________ to protect me in times of crisis.
»» Relationship: I must guide ________ to safety.
»» Relationship: ________ needs me to fix their mess.
»» Relationship: I will take ________ to strange, new places.
- Sophocles
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THE JACK
You are well connected and you know how to get the things you need to get
the job done. You start with the ability to use your network of contacts to get
important information. This information might be vital to completing your mission.
Your moves use a combination of DEX, INT, and CHA. Your primary role is to gather
information and resources. You might also be called upon to spy on someone, im-
personate someone, or steal something. Depending on the package you choose,
you might also be a combat character. The main drawback for the Jack character
is reliance on multiple ability modifiers.
1. Name
Jacks are rogues, scoundrels, cheats, and thieves, but often with a heart of gold.
Your name could be duplicitous, yet charming. Here are some suggestions:
»» Male: Buck, Cando, Damian, Erelis, Jason, Jesse, Mitchell, or Travis
»» Female: Cora, Jamie, Kit, Landa, Rachel, Scarlett, Sydney, or Zoey
2. Look
Select one from each category or create your own:
»» Body -- Brawny, Fit, or Lithe
»» Eyes -- Charismatic, Critical, or Piercing
»» Fashion -- Duster and Hat, Haute Couture, or Swashbuckling
»» Hair -- Fancy Coiffure, Long, or Ponytail
»» Weapon -- Dashing, Hidden, or Shiny
3. Abilities
You have the following array of ability modifiers to assign: +2, +1, +1, 0, 0, and -1.
4. Damage Die
The Jack’s Damage Die is D8.
5. Vitality
The Jack begins play with Vitality equal to 12 + CON.
7. Packages
Next, select one of the following packages. You receive all moves within that package.
Package – Espionage
SHADOWING: When you follow someone, without their knowledge, roll + INT.
Complete Success: You follow them - undetected - as long as you wish.
Partial Success: You follow, but choose one: you are put in danger or you must
stop before getting what you want.
Package – Pistoleer
COVER FIRE: W
hen you are armed with two pistols and lay down cover fire,
roll + DEX.
Any Success: An ally of your choice moves out of danger.
Complete Success: They also add +1 forward against anyone threatening them; if
this triggers a Drive, you both add +1 forward.
WARNING SHOT: W
hen you have the drop on someone and are armed with a
pistol, you can choose to deal your damage or roll + DEX.
Any Success: Choose 1 effect from the following.
Complete Success: Also, deal your damage.
»» Disarmed: They drop whatever they are holding.
»» Intimidated: They run from you.
»» Stunned: For the moment, they stop whatever they were doing.
FEINT: W
hen you mislead someone for your own benefit, roll + CHA.
Complete Success: Gain three Reserve.
Partial Success: Gain one Reserve.
Spend your Reserve on the following:
»» Cause them to reveal a secret (the GM will tell you what it is).
»» Someone in danger swaps places with your target.
»» They stand in the way of an attack meant for you; add +1 Armor forward.
THIEF: W hen you quickly take something (an object you could palm) from a
target, name your intended prize and roll + DEX.
Any Success: You get the item.
Partial Success: The target or someone else knows you took it.
If taking an item triggers a Drive, add +1 forward.
PAYOFF: If a move calls for you to spend 1-Credit, gain 1-Credit at the end of the
scene (the GM will tell you how).
Alien: You are not human. Name and describe your alien species. When you are
exclusively among your own kind, add +1 to “Gather Information”.
Criminal: You were (or are) involved in illegal operations. When you “Gather
Information” from underworld contacts, you may pay 1-Credit to get a 10+ result.
Spy: You have worked undercover as a spy for a government or corp. You start
with the “Cover” advance.
9. Drives
When the GM introduces a Milestone, mark two of these Drives. When you trigger
one of these Drives, gain 1 xp. When a new Milestone is introduced, you can mark
two different Drives, if you wish.
»» Beguile your way into a social circle or institution.
»» Defeat someone by taking advantage of them.
»» Explore a seedy and dangerous place.
»» Find critical information no one else can.
»» Get someone else out of danger using skill and guile.
»» Steal an item critical to the mission at hand.
10. Relationships
Choose a Relationship for each other Player Character. One of these can be a
Special Relationship. When the Relationship is triggered, gain 1 xp.
»» Special Relationship: I’ll get ________ to tell me secrets.
»» Relationship: ________ will risk themselves to protect me.
»» Relationship: I use ________ as a distraction while I do my thing.
»» Relationship: ________ advises me when it comes to money.
»» Relationship: I’ll get ________ to abandon their strict morals.
»» Relationship: I need ________’s skills to get me into a secret place.
Kit sat in a nameless colony bar on the frontier planet, Cartos-3. Kit awaited the return
of their robot traveling companion, Seven-Seven-Nine, who was sent to meet Farsail
Tunn, a sketchy, underworld contact Kit had used from time to time as an intermediary
with the Scarlet Sun organization. Kit sent the robot because Kit was wanted for several
crimes on Cartos-3 and Seven-Seven-Nine was unknown to the local authorities.
“Another space rum and coke,” Kit said to the Goronian bartender.
As the drink order slid down the bar to Kit, Seven-Seven-Nine appeared in a doorway.
Blaster fire followed the robot into the bar. “Apologies, Kit,” Seven-Seven-Nine said.
“Imperials.”
Kit overturned a nearby table and drew a blaster pistol. Seven-Seven-Nine was quick
to join Kit there. Imperial blaster fire struck the table.
“How was our friend, Farsail?” Kit asked the robot.
“He was dead,” Seven-Seven-Nine replied coldly. “Imperials got there before I did.”
Kit wondered how the Imperials knew about Farsail, but had little time to ponder such
things at the moment.
“That door,” Kit said, motioning away from where the Imperial troopers had entered.
They knew, thought, that crossing to that exit would be across open space and the
troopers would certainly try to stop them. Kit knew that a distraction was in order.
Kit had the bright idea to throw a flash-bang grenade at the troopers. Giving Sev-
en-Seven-Nine the high sign, Kit popped up from behind the bar table. As Kit rose, they
drew blaster fire from the Imperials. This gave the robot the opportunity to make for the
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indicated exit. Seven-Seven-Nine made it. Now, it was Kit’s turn to dash for the door.
As they clicked the activator switch and drew back to throw the flash-bang grenade,
Kit saw a pair of Imperial Troopers approaching, a little too close for comfort, and,
in their panic, dropped the flash-bang grenade right at their feet. The approaching
Imperial troopers saw what it was, too late, and the explosion went off, unexpectedly for
both Kit and the troopers, creating a distraction that Kit hadn’t quite intended.
Disoriented and partially blinded, Kit recovered quickly and pointed themselves in
the direction of the door Seven-Seven-Nine had used to escape the bar. While the exit
was clumsy, to be sure, Kit had a better time of it than the two Imperial troopers who
had attempted to capture her.
Kit didn’t even look back into the bar. Looking at the robot, Kit said, “Let’s go for the
Salucean Fox.” This was the sleek starship Kit and Seven-Seven-Nine used to travel the
star lanes.
The robot shook his head in the negative. “Imperials surrounding the ship.”
Kit took the robot’s hand and led him further away from the nameless colony bar.
“Maybe our other friend can help us?” They traveled down some alleys and side-streets,
heading towards the colony’s red-light district.
“Our other friend?” Seven-Seven-Nine asked. “Dash Stardust?”
Kit smiled. “Precisely. That scoundrel owes me for that incident at the Alukin Nebula.”
Seven-Seven-Nine grabbed Kit to stop them in the middle of a dirty alley. “Isn’t
Dash Stardust employed by the same Scarlet Sun that most likely sold us out to the
Imperials?”
Frowning, Kit realized that Dash Stardust was far more loyal to credits than favors he
might owe. Though Dash seemed to have a romantic interest in Kit, that might all have
been a ruse to get what he wanted from Kit: a means of entry into the Scarlet Sun and
their gangster credits.
“We have to risk it,” Kit replied. “Dash has the only starships fast enough to outrun
those Imperial fighters and get us off this rock.”
Kit and Seven-Seven-Nine made their way to the bounty hunter enclave where Kit
knew Dash liked to hole up while on Cartos-3.
As Kit entered, leaving her robot companion behind for the moment, she spotted
Dash Stardust, the rapscallion starfarer, sitting right where she expected.
“Well, hello, Kit,” Dash said. “Funny seeing you here.”
Kit cautiously entered the place. “I… I need your help, Dash.” Kit looked around. The
place was dark, and purposefully so.
“I’m sure you do,” Dash replied. A figure emerged from the shadows behind Dash. It
was Imperial Commander Xeto, Kit’s nemesis. “I believe you know my friend.”
As Kit turned to flee the bounty hunter enclave, four Imperial guards moved in
behind her.
Xeto smiled, revealing a set of gleaming, cybernetic teeth. “Stay a while, won’t you?”
THE LEADER
Your skills and talents reside in providing guidance and instructions to others, in
planning, and in strategy. You start with the ability to provide bonuses to your al-
lies’ rolled moves. Your moves use INT and CHA. While you are primarily a support
character (and a good one), you are quite capable in combat and social scenes.
Depending on the starting package you choose, you may also be able to heal your
allies. A possible drawback for the Leader character is that you are heavily reliant
on other characters to achieve your goals.
1. Name
Leaders tend to be charismatic and attentive to detail. Your name could command
respect or fear in those you lead. Here are some suggestions:
»» Male: Allen, Caesar, Dolphus, Ethan, Kason, Kirk, Morrigan, or Rick
»» Female: Apollonia, Dale, Dyshara, Guinan, Kara, Mon, Petra, or Tyra
2. Look
Select one from each category or create your own:
»» Body – Athletic, Lean, or Willowy
»» Eyes – Bold, Commanding, or Concerned
»» Fashion – Conservative, Corporate, or Military Uniform
»» Hair – Bald, Military Cut, or Stylish
»» Weapon – Clean, Durable, or Obvious
3. Abilities
You have the following array of ability modifiers to assign: +2, +1, +1, 0, 0, and -1.
4. Damage Die
The Leader’s Damage Die is D6.
5. Vitality
The Leader begins play with Vitality equal to 12 + CON.
ISSUE ORDERS: Y ou start each session with three Reserve. When you issue
orders to those in your charge who can hear and see you, spend your Reserve to
grant an ally +1 to any roll result. You cannot grant multiple bonuses to the same
roll result. You may have no more than three Reserve at any time. When you Rest,
regain one Reserve. When you try to regain Reserve at other times, once per
scene, roll + INT.
Complete Success: Regain two Reserve.
Partial Success: Regain one Reserve.
When a Milestone passes, you recover all spent Reserve (back to your maximum).
RESERVE BENEFIT: W hile you have Reserve remaining, you gain one of the
following benefits. You may change the benefit when you make a move of any kind.
Add +1 ongoing to your damage
Add +1 ongoing to Armor
When you heal someone (by any means), you also regain 1d4 Vitality
7. Packages
Next, select one of the following packages. You receive all moves within that
package.
Package – By Example
SITUATIONAL AWARENESS: W hen you are in the heat of a dire situation and
everyone looks to you for answers, roll + INT. Add +1 forward when you or an ally of
your choice acts on information this move provides.
Complete Success: Ask the GM three questions from the list below or from the
Analyze basic move.
Partial Success: Ask the GM one question from the list below.
»» What source of potential danger has my team failed to discover?
»» Who here is hiding something from my team or me and what is it?
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SUDDEN RECOVERY: When you encourage your ally to press on, despite their
injuries, roll + CHA.
Any Success: The ally recovers 1d8 Vitality or one Wound.
Complete Success: Add your CHA to the Vitality recovered.
Package – Strategy
SOUND APPROACH: When a new scene starts, and you enact a strategic
plan for success, spend 1 Reserve and roll + INT.
Any Success: one ally of your choice adds +1 ongoing to a specific move until they
fail.
Complete Success: The bonus lasts for the rest of the scene.
PLAN OF ACTION: Y ou can “Issue Orders” to allies who are unable to see or
hear you (due to distance or other factors). If issuing these orders triggers a Drive,
you also add +1 forward to any move.
Package – Survival
PATCH ‘EM UP: W
hen you tend to someone’s injuries, spend a Use of Medic
Gear and roll + WIS.
Complete Success: The target recovers 2d6 Vitality.
Partial Success: The target recovers 1d6 Vitality and you must spend another
Use of Medic Gear; if healing someone triggers a Relationship (yours or someone
else’s), do not mark the extra Use of Medic Gear.
DESPERATE TIMES: W hen your allies look to you for guidance in a desperate
situation and you trigger a Drive, you may ask the GM one question, which must be
answered truthfully.
8. Origins
Select one of the following Origins for your character and gain the related benefit:
Alien: You are not human. Name and describe your alien species. Choose one
human character with whom you have a standard Relationship. When you “Aid”
them, their resulting move cannot be worse than a 7-9 result.
Military: You were (or are) an officer in the military. When you trigger a Drive or
Relationship by telling a story about your past, also add +1 forward to any move.
Noble: You hail from a wealthy family or clan. When you spend Credit because of
a move result, add +1 forward.
9. Drives
When the GM introduces a Milestone, mark two of these Drives. When you trigger
one of these Drives, gain 1 xp. When a new Milestone is introduced, you can mark
two different Drives, if you wish.
»» Discover new information about a group or culture.
»» Give critical advice to help an ally succeed.
»» Lead your allies to victory against a significant enemy.
»» Negotiate a deal that critically benefits you and your allies.
»» See a rational plan through to its successful end.
»» Spend a critical resource getting an ally back into the fight.
10. Relationships
Choose a Relationship for each other Player Character. One of these can be a
Special Relationship. When the Relationship is triggered, gain 1 xp.
»» Special Relationship: I must show ________ the error in their thinking. Again.
»» Relationship: ________ must keep me safe and able to lead us.
»» Relationship: I need to get the very best out of ________’s abilities.
»» Relationship: ________ must admire my magnetic personality.
»» Relationship: I must keep ________ ready and available for action.
»» Relationship: ________ must help me find the way out.
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Exander stood alone for a moment, looking out the window of the Draconian
cruiser, into the vastness of space. Exander knew he and his team had an urgent job to
do, to stop the Draconians from attacking and probably destroying Earth Two. Exander
had come to the Heartless with a team of ace commandoes, whose job was to infiltrate
the engine room and disable the Draconian cruiser long enough for Terran defense
forces to save Earth Two. That mission could be in jeopardy now, as the plan hinged
on Exander’s ability to keep the cruiser’s commanding officer occupied during the
infiltration.
“My goodness,” a male voice said behind Exander. He turned to see Prince Ardor,
commander of the Draconian cruiser and the fleet that had come to attack Earth Two.
This wasn’t the first time Exander had interacted with Prince Ardor, but it was
certainly the closest encounter they’d had.
eyeing Exander as if anticipating a savory meal. “Yes, here you are. You know,
Exander, I’ve wanted to meet you in person for quite some time.”
“And yet,” Exander said as he fidgeted in his pocket for his mini-communicator.
“You had me waiting for a good, what, ten minutes?”
Prince Ardor was now dangerously close, less than a meter away from Exander.
“Some things are worth waiting for.”
Though Prince Ardor appeared to be alone, and thus, easily overtaken and
defeated, Exander suspected that the prince’s guards were just beyond the doors to
this bedchamber and would come if there were any strange noises.
Exander knew he would have no better chance to signal his team of commandoes
to start their part of the mission. He silently pressed the red button on his communi-
cator, signaling to the commandoes to start their phase. Exander hoped that his plan
would work, that keeping Prince Ardor and his retinue of guards occupied with be
enough of a distraction to allow the infiltration of the engine room.
Prince Ardor shifted effortlessly to the huge bed situated not far from Exander.
“Come,” he said. “Join me here and let’s discuss this silly little invasion. That’s why
you’re really here, isn’t it?”
Exander smirked. While Prince Ardor was certainly a handsome Draconian, he was
still an avowed enemy of all Earthlings and could not be trusted. Still, Exander took
the chance to keep the prince occupied a bit longer.
Joining Prince Ardor on the bed, Exander forced a pleasant smile. “What is it you
wanted to talk about?”
The Draconian prince smiled in return. “Let’s start with the commandoes trying to
infiltrate my engine room.”
“Do not dwell in the past, do not dream of the future, concentrate the mind
on the present moment.”
- The Buddha
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THE PSI
You are an enigmatic master of mental powers. Depending on what package
you select, you have access to many different psionic abilities, including telepathy,
telekinesis, and the ability to manifest a weapon from your psionic energy. Your
moves use WIS and possibly INT. You may want to consider a good DEX or CON
as well. You are primarily a combat character and may also have powers that lend
themselves to social and investigative situations. You are, however, highly reliant on
building and using Reserve and may be at a disadvantage if you do not have any.
1. Name
Psi characters tend to be aloof and enigmatic. Your name could be mysterious or
even alien in nature. Here are some suggestions:
»» Male: Alor, Dral, Erath, Fen, Manis, Moren, Shawn, or Toris
»» Female: Aquia, Daneri, Hara, Locke, Nera, Sedi, Wuna, or Zana
2. Look
Select one from each category or create your own:
»» Body -- Average, Burly, or Thin
»» Eyes -- Empathetic, Exacting, or Knowing
»» Fashion -- Basics, Robes, or Traveling
»» Hair -- Close-Cut, Ponytail, or Wild
»» Weapon -- Ancient, Deadly, or Sturdy
3. Abilities
You have the following array of ability modifiers to assign: +2, +1, +1, 0, 0, and -1.
4. Damage Die
The Psi’s Damage Die is D8.
5. Vitality
The Psi begins play with Vitality equal to 16 + CON.
BUILD RESERVE:You start each session with three Reserve. You may have no
more than three Reserve at any time. You may spend Reserve to fuel your psionic
powers. In addition, you can choose to enhance a basic move by spending one
Reserve; this enhancement lasts until the end of the scene. When you “Rest”,
regain one Reserve. When you try to regain Reserve at other times, once per
scene, roll + WIS.
Complete Success: Regain two Reserve.
Partial Success: Regain one Reserve.
When a Milestone passes, you recover all spent Reserve (back to your maximum).
RESERVE MOVES: When a Psi move calls for you to spend Reserve, on a
complete success, you retain one of the Reserve you spent to use the move.
KRETH JEWEL: You have a Kreth jewel into which you have invested part of
your id, which represents your instinct and emotion. At any time, your jewel can
be in one of the following states – Bound (embedded in your forehead or hand),
Unbound (floating around your head or hand), or Weapon (inserted into a Kreth
weapon). These states provide the following benefits:
»» Bound: When you spend one Reserve, add +1 Armor for the rest of the scene.
»» Unbound: When you are alone and reach out with your psionic senses, add
+1 to “Analyze”.
»» Weapon: You may use WIS instead of STR to “Fight”.
In addition, you are trained in the use of Kreth weapons.
7. Packages
Next, select one of the following packages. You receive all moves within that
package.
COMBAT TRANCE: When you center yourself before entering combat, spend
one Reserve and roll + WIS.
Any Success: Add +1d4 damage ongoing until you fail a combat-related move or the
scene ends.
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KRETH INITIATE: When you wield a Kreth weapon and have Reserve remain-
ing, add your WIS to its Damage.
PRECOG DEFENSE: You can see attacks before they are made. While you
have Reserve remaining, add +1 Armor.
Package – Telekinesis
MOVE OBJECT: When you telekinetically move an object you can see, roll +
WIS and spend one Reserve (small object) or two Reserve (large object).
Any Success: You move the object.
As an attack, “Move Object” deals your damage (add +2 for a large object) and
has near range.
HINDRANCE: While you have Reserve, reduce damage from physical attacks
or effects by 1.
Package – Telepathy
TELEPATHIC LINK: When you establish a telepathic link with a living being,
roll + INT. If they are hostile to you, spend one Reserve.
Any Success: A communication link is established and this lasts until you use
another move.
Complete Success: It lasts for the rest of the scene.
You may use your telepathic link to send and receive thoughts. You may spend
one Reserve to read the thoughts of a hostile mind.
DANGER SENSE: While you have Reserve, you cannot be surprised by living
beings with hostile intent towards you.
Alien: You are not human. Name and describe your alien species. You may
spend one Reserve to immediately negate any mental control over you.
Monk: You were trained in a monastic order. When attacking unarmed or with a
Kreth weapon, add +1 to your damage.
Sorcerer: Your power comes from a place you don’t quite understand. When
you spend a Reserve, add +1 forward.
9. Drives
When the GM introduces a Milestone, mark two of these Drives. When you trigger
one of these Drives, gain 1 xp. When a new Milestone is introduced, you can mark
two different Drives, if you wish.
»» Defeat a force of superior numbers or firepower.
»» Demonstrate your power to those who doubt you.
»» Infiltrate a group or culture using your psionic powers.
»» Investigate a place or object of psionic power.
»» Steal critical information from someone’s mind.
»» Use your psionics to spirit someone from danger.
10.Relationships
Choose a Relationship for each other Player Character. One of these can be a
Special Relationship. When the Relationship is triggered, gain 1 xp.
»» Special Relationship: I must save ________ from certain death.
»» Relationship: ________ will make me stronger in battle.
»» Relationship: I need to show ________ that psionics are superior.
»» Relationship: ________ must take me to dangerous places.
»» Relationship: I must teach ________ to be self-reliant.
»» Relationship: ________ must keep me grounded in reality.
Meeki concentrated for what seemed like an eternity. He was barely aware of the
others in the Star Drive chamber – the Captain, Ransom, the navigation android whose
name Meeki couldn’t recall at the moment, and the Cerebrian ambassador, Coriand.
None of them could help Meeki now. Only Meeki’s psionic reserves could power this
Star Drive and cause it to come to life, saving the Emberian ship from certain doom.
Through the mask attached to his face, Meeki breathed deeply and received more
of the asasi spice that would briefly enhance his ability to concentrate his psionic
power into the Star Drive.
“This isn’t going to work,” Ransom said, snarling. She grabbed the radio comm and
called the engineering room. “We’ve got to get out of here on impulse power.”
“Wait…” Meeki replied. “I think… I’ve got it… just give me a moment.” The psi
strained against the crystalline-metal chamber, known as the chrysalis, in which he was
housed. Psionic power burst forth from Meeki, from his forehead, from the palms of his
outstretched hands, from his chest.
Sure enough, lights within the Star Drive chamber began to come to life. The
android, whose name Meeki now remembered was Torus, went to the drive power
readout. “Sixty-three percent reserve,” the android said.
“Barely enough for a short jump,” Ransom replied. “We could try it, but –”
Noises from outside the Star Drive chamber indicated that there wasn’t much time.
Asteroids were pelting the ship’s hull and, understandably, the crew and passengers
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were reacting with a panicked response. And the asteroids weren’t the only problem.
Ransom looked down at the radio comm with a frown. She picked up the comm,
listened, and quickly slammed it back down. “Those Andarian pirates are back. We
have to get out of here – NOW!”
“The pirates are back?” Ambassador Coriand asked with derision in his voice.
“Typical of these parts.” He turned to Ransom. “Any chance they’ll take us alive?”
More worrisome banging noises against the hull indicated that time was indeed
short. Torus looked away from the drive power readout and concentrated for a
moment. “We should get to the bridge.”
Ransom spoke into the radio comm. “You’ll have the Star Drive in…” She looked
over at Meeki. “Sixty seconds.” Ransom took Torus by the hand and started out of the
chamber towards the bridge. “Are you coming, Ambassador?” Coriand huffed and,
uncharacteristically without comment, fled the star drive chamber.
The asasi spice continued to flow as Meeki breathed in. Meeki knew one more
push might do it, but it might also cause the psi serious harm. As Meeki gathered his
psionic power for one last attempt to power the Star Drive, he could feel the anxiety
in the crew and passengers of the ship, he could see the pirate fighters strafing the
vessel, peppering the hull with laser fire, and could sense where the ship would need
to go.
The radio comm flashed to life again. “Star-Nav is online,” the voice said. It was
that of Torus, the cold, humorless android that also served as the ship’s navigator.
“Meeki,” the android voice said quietly, “shields are at four percent.”
As if Meeki needed more motivation to make this work, the psi strained one last
time. Meeki reminded himself that he wasn’t exactly trained to do this. Meeki was a
psi, to be certain, and the only one aboard this ship that could power the Star Drive,
but this was far beyond Meeki’s area of expertise. Meeki had been pressed into
service as the Emberian ship’s usual psi, Dargeron, had been captured by the same
pirates now attacking the ship.
Just as the asasi spice gas ran out, Meeki screamed and gave the Star Drive
everything he had. All seventeen psi crystals embedded into the crystalline-metal
housing in which Meeki was enclosed glowed with a white-hot light. It was go time.
- Tom Servo
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THE ROBOT
You are a robot, an artificial creation of first-rate metal alloys, high-grade
plastics, and gadgets beyond the imaginations of most. You may be designed for
combat, to defend those under your protection. You may be designed to serve as a
translator or guide. You may even be specialized in navigation. If you are a combat
design, you will want to have good STR and CON. Other designs are focused on INT
and CHA. One possible drawback for the Robot is that your choices are so divergent
that it is difficult to focus on one particular role.
1. Name
Being artificial, Robots often have mechanical-sounding names, like serial
numbers or model names. Your name could be a code or a model number. Here
are some suggestions:
»» Arr-Nine-Alpha, Five-One-Gamma, Kappa-Four-Nine, One-Zero-One, Sigma-
Five-Six, Six-Dee-Ten, Three-Cee-Seven, or Whiskey-Tango-Foxtrot
2. Look
Select one from each category or create your own:
»» Body – Bulky, Four-Legged, or Plastic
»» Circuitry – Embedded, Exposed, or Laminated
»» Eyes – Metallic, Multiple, or Radiant
»» Voice – Eerie, Machine, or Too-Human
»» Weapon – Functional, Rusty, or Unique
3. Abilities
You have the following array of ability modifiers to assign: +2, +1, +1, 0, 0, and -1.
4. Damage Die
The Robot’s Damage Die is D6.
5. Vitality
The Robot begins play with Vitality equal to 16 + CON.
6. Robot Moves
The Robot receives the Default Move listed below: “I, Robot”.
I, ROBOT: You are a robot! As such, you are immune to many things that tend
to befall living beings. You do not eat, breathe, or sleep. You are not susceptible
to poisons, diseases, or fatigue. Unfortunately, you do not heal, either. In order
to regain Vitality or Wounds, you must be repaired. You may also be at a social
disadvantage from time to time.
Package – Combat
Increase your Damage Die to D8.
AVOWED PROTECTOR: Effects modifying the “Defend” move also affect this
move. When you place someone in your protected charge, roll + CON.
Complete Success: Gain three Reserve.
Partial Success: Gain one Reserve.
If protecting someone in this manner triggers a Relationship (yours or someone
else’s), add one more Reserve. While you have Reserve from this move, you and
your charge add +1 ongoing to Armor. Spend your Reserve to:
»» Deal half your damage (rounded down) to someone attacking your charge
»» Grant an ally +2 forward against someone attacking your charge
»» Negate the effect or damage of an attack against your charge
»» Redirect an attack against your charge to you
MATTER GUN: Install a Matter Gun (3 Ammo, +2 Damage, Far, Integral. Near, 0
Weight) into one of your Pods.
Package – Navigation
NEVER LOST: When you are traveling and your sensors are active, your moves
made to determine direction or location cannot result in worse than a partial
success.
Package – Service
THE VOICE OF REASON: When you point out the flaw in your allies’ plans,
roll + INT.
Complete Success: The GM will reveal the flaw in these plans.
Partial Success: The GM will give you a lesser clue or point you in the right
direction.
If offering your advice triggers a Drive, you and your allies add +1 forward.
SOCIAL EXPERT: Once per session, when a biological with whom you have
a Relationship fails at a social move, your presence changes this to a partial
success.
Networked: You were one of many robots, designed to work together. When you
socially engage other robots, you cannot get worse than a partial success.
9. Drives
When the GM introduces a Milestone, mark two of these Drives. When you trigger
one of these Drives, gain 1 xp. When a new Milestone is introduced, you can mark
two different Drives, if you wish.
»» Free someone from real or figurative imprisonment.
»» Impress your allies with a show of force.
»» Investigate a new and interesting place.
»» Protect someone from imminent danger.
»» Prove your innate superiority to biologicals.
»» Solve a complex social dilemma.
10. Relationships
Choose a Relationship for each other Player Character. One of these can be a
Special Relationship. When the Relationship is triggered, gain 1 xp.
»» Special Relationship: ________ needs me to watch their back.
»» Relationship: I must ensure that ________ keeps their word.
»» Relationship: I need ________ to keep me in good repair.
»» Relationship: I must help ________ destroy something.
»» Relationship: ________ relies on my vast knowledge.
»» Relationship: I must take ________ to new places.
12.Robot Advances
When you have marked 9 xp, and you use the “Advance” move, select one of the
following options. Note that only some options can be selected more than once.
»» Add +4 to your Vitality or add a Wounds checkbox (may take up to three
times)
»» Increase Damage Die by one step
»» Increase one of your ability modifiers by +1 (maximum +3) (may take up to
three times)
»» Take a move from another starting Robot package (may take up to three
times)
»» Permanently enhance a basic or special move (may take up to three times)
»» Take on a Companion
»» Unlock a 3rd Drive. When a Milestone is introduced, you may mark three
Drives.
»» Advanced Power Management (rep. “Power Management”): If you drain a
power source, recover 8 Vitality or 4 Vitality and remove a Debility.
»» Combat Armor: Add +1 Armor
»» Consumption: When you drain a power source, roll + INT.
Complete Success: The source is completely drained and you are un-
harmed.
Partial Success: Choose: either the power source is drained and you are put
in danger or you draw unwanted attention.
»» Defensive Bond: If your Special Relationship is with a biological, add +1 to
“Defend” them.
»» Devil’s Advocate (req. the “Voice of Reason”): When you point out the flaw in
your allies’ plans and provide them advice, you mark 1 xp. This can occur no
more than once per session.
»» Gift of Gab: You can use “Social Expert” once per scene.
»» Integrated Pilot: When you pilot a vessel and use “Evasive Action”, you may
roll using your DEX instead of the vessel’s SPD.
»» More Pods: Add one Pod. (may take up to two times)
»» One with the Machine: When you connect to a network and delve its
knowledge, roll + INT to see what you learn.
Any Success: Choose one from the list below.
Partial Success: You also draw unwanted attention or are put in danger
(GM’s choice).
»» How to safely get somewhere
»» An important secret
»» The location of something or someone important
Sigma-Five-Six, a service robot and sometimes translator and negotiator, had worked
for the notorious space gangster, Auzogango, for many years, but it was time for that
to change. The gangster was known to destroy any robots that displeased him, even
if that was not their intent, and Sigma-Five-Six was about to bring some bad news to
Auzogango. Though it was Sigma-Five-Six’s duty to inform Auzogango that his proposed
deal with the Lemurian Ascension had been refused, Sigma-Five-Six was loathe to deliver
the message.
Sigma-Five-Six wandered the palace corridors, seeking some means to avoid taking the
unpleasant message to Auzogango. Turning a corner, Sigma-Five-Six ran into a quartet
of human cyber-mercenaries Auzogango was keeping on retainer. Sigma-Five-Six got the
sense that they were impatiently waiting for some reason to leave Auzogango’s palace.
“Pardon me, gentle-beings,” Sigma-Five-Six said to the one that appeared to be the
mercenary leader. “Are you headed to Lemuria or any points near the Sebul Nebula?”
Sigma-Five-Six tentatively asked.
The mercenary looked at his fellows. “We might be. Why do you ask? Does Auzogango
need us for something?”
“Oh, no I’m afraid.” Sigma-Five-Six was anxiously calculating the best way to gain the
mercenaries’ trust. “You see, it is I… I may need passage… away from here.” Sigma-Five-
Six seemed somewhat satisfied with the response.
There was a cacophony of shouting and thumping noises coming from downstairs,
in the direction of Auzogango’s audience chamber. In response, the cyber-mercenaries
instinctively reached for their laser weapons.
“Is this some kind of set-up?” the mercenary leader asked Sigma-Five-Six. “What’s
going on down there?”
If Sigma-Five-Six could show any sort of emotion at all, a shocked look would appear
on their face. “I have no idea what this is about!”
“Could be nothing, but…” the mercenary leader sent two of his fellows downstairs
to check out what was going on. The leader moved closer to Sigma-Five-Six. “You’re a
strange one,” he said. “You’re unlike most of the robots I’ve run across in my work. You’re
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always hanging around, curious about your boss and what he does.”
“I’m often called on to negotiate on Auzogango’s behalf,” Sigma-Five-Six replied,
backing up a few steps. “I must know what he is doing.”
The mercenary leader smiled. “You know, a service robot might make a really handy
spy.”
Sigma-Five-Six let out a laughing noise. Their programming indicated that laughing
was an appropriate response when accused of skullduggery. “I am no spy. Of that, I can
assure you.”
There were more noises coming from downstairs, more shouting, and some explo-
sions.
“All right,” the mercenary leader said. He called into his radio-comm. “Brooks, Felton,
where are you guys? Give me a sit-rep.” There was no reply.
“We’re going down there,” the mercenary leader said. He looked at Sigma-Five-Six.
“And you’re coming with us.”
The two remaining cyber-mercenaries led Sigma-Five-Six down into Auzogango’s
audience chamber. There, standing atop the “throne” upon which the space gangster
normally sat was Bujo, the gangster’s majordomo, holding court in front of many of his
loyal followers.
“Friends,” Bujo said. “We have sent the weak and ineffective Auzogango into hiding.
This will be a new day on this gods-forsaken rock.”
Sigma-Five-Six could hear sounds of fighting outside the palace. Though the conflict
seemed to have been decided within the palace, the matter was not altogether settled.
“Where’s your boss?” the mercenary leader asked Sigma-Five-Six. He looked at his
companion. “We should get paid and jet.”
“I have no idea where Auzogango might be,” Sigma-Five-Six replied. “And getting
paid for your services may be out of the question. If Bujo has taken control of the –”
The mercenary leader found the men he had sent down to the audience chamber
earlier. Both lay lead on the chamber floor. “That tears it. We’re out of here.”
As the two remaining cyber-mercenaries made for the palace exit, Sigma-Five-Six
followed. “Where will you go?”
The mercenary leader looked back over his shoulder at the robot. “Away from this
mess, that’s for sure. Your idea of heading to the Sebul Nebula sounds pretty good right
now.”
Sigma-Five-Six continued to follow the two mercenaries through the violent chaos that
continued in the palace courtyard.
“And you’ll take me with you?” Sigma-Five-Six asked.
“Of course,” the leader replied. “You’re a valuable commodity. I’m taking you in lieu
of payment. Auzogango owes us. Besides, I have plans for you.”
- Albert Einstein
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THE SCIENTIST
Your talents lie in studying the natural world, repairing broken things, and
creating devices of your own design. You start play with the ability to create new
devices or modify the function of existing devices. Your moves use INT (or WIS, if
you choose the Physician package). You may be good at sabotage, causing devic-
es and vehicles to fail. You may be a healer, to an extent. You might serve in an
information-gathering role in a secondary capacity. While you are not talented in
combat skills, you might be able to support the combat characters in your group.
1. Name
Scientist characters tend to be reserved, calculating people. Your character’s
name may suggest a shy or introverted personality. Here are some suggestions:
»» Male: Albert, Creighton, Douglas, Morris, Nicolai, Steve, Thaddeus, or
Wendell
»» Female: Ellen, Evelyn, Karina, Martha, Roberta, Sagittara, Vivian, or Wendy
2. Look
Select one from each category or create your own:
»» Body – Average. Bloated, or Emaciated
»» Eyes – Busy, Dull, or Penetrating
»» Fashion – Drab Utility, Uniform, or Unkempt
»» Hair – Bald, Greased, or Shaggy
»» Weapon – Antique, Sturdy, or Well-Designed
3. Abilities
You have the following array of ability modifiers to assign: +2, +1, +1, 0, 0, and -1.
4. Damage Die
The Scientist’s Damage Die is D6.
5. Vitality
The Scientist begins play with Vitality equal to 12 + CON.
6. Scientist Moves
The Scientist receives the Default Move listed below: “Create Device”.
CREATE DEVICE: When you create a device of your own design, or modify an
existing device to do something else, state the purpose. The GM will give you one
to four of the following requirements:
»» First, you must ________
7. Packages
Next, select one of the following packages. You receive all moves within that
package.
Package – Engineer
Package – Physician
FIRST AID: Add +1 to any moves made to assess or evaluate injuries. When
you treat an injured person, mark one Use of Medic Gear and roll + WIS.
Any Success: They regain 2d6 Vitality or one Wound.
Complete Success: Add your WIS to the Vitality recovered. You don’t need to
mark Medic Gear.
PHARMACOLOGY: You may roll with WIS for “Create Device”. When your
creation cures, heals, enhances, or aids in a medicinal or biochemical capacity, you
may change any of the GM’s requirements to “mark all remaining Uses of Medic
Gear”. If your device allows the user to recover Vitality, roll twice and use the higher
value.
Package – Saboteur
DISMANTLE: When you break down a piece of technology for parts, roll + INT.
Any Success: You recover a usable part; this counts as 1-Barter and you add +1
forward to the “Barter” move.
Complete Success: You can choose to create a Repair Module or restore a Use of
Specialized Tools instead of using it for “Barter”.
MACHINE SAVVY: When you interact with a machine or system and mark a
Use of Specialized Tools or spend Barter as a result, add +1 forward when dealing
with the same machine or system.
Alien: You are not human. Name and describe your alien species. When you
prove your technical superiority over humans, add +1 forward.
Self-Taught: When a move result calls for you to mark Medic Gear or Special-
ized Tools to heal or repair, and this use triggers a Drive or Relationship, you and
the subject add +1 forward.
9. Drives
When the GM introduces a Milestone, mark two of these Drives. When you trigger
one of these Drives, gain 1 xp. When a new Milestone is introduced, you can mark
two different Drives, if you wish.
»» Bring someone or something back from the brink of death or destruction.
»» Convey hidden knowledge to someone.
»» Create or modify a device critical to the team’s success.
»» Investigate a new technology or species.
»» Prove your intellectual superiority over your enemies.
»» Take a valuable commodity for your future use.
10.Relationships
Choose a Relationship for each other Player Character. One of these can be a
Special Relationship. When the Relationship is triggered, gain 1 xp.
»» Special Relationship: I must keep ________ in tip-top shape.
»» Relationship: ________ and I must break something together.
»» Relationship: I must help ________ solve a perplexing mystery.
»» Relationship: ________ must protect me from injury.
»» Relationship: I need ________ to take me to new places.
»» Relationship: ________ must reward me for my services.
It wasn’t very long after the dangerous virus, Mutagen-X, was released that Ansley
and his companions knew they had a decision to make. Ansley looked up from the
lab’s instruments and wore a sour expression. “All right. I’ve analyzed a sample of this
Mutagen-X and we don’t have much time.”
Varya, the pilot, stood next to the door, with her robot companion, X-9A, flanking
the doorway. Those two had come to the asteroid colony, Voros, with Ansley and their
gray friend, “Tommy”, whose real name was unpronounceable to humans.
To this point, Ansley and his companions had been dealing with a robot revolt led
by the enigmatic Dr. Zero, whose purpose in life was to destroy anyone who opposed
him.
The scientist paced slowly across the lab as he spoke. “This Mutagen-X is likely to
kill every living being on this asteroid.”
Varya looked at her robot friend. “What about X-9A? He can get to the ship and fly
it over to the lab? Surely, we’d have enough time to –”
“I don’t know that we’d survive long enough to do all that,” Ansley replied. “But I
have an idea.”
“A time machine,” Tommy said. “It’s always a time machine with you.”
“Yes,” Ansley said. “One of us can go back and stop this Mutagen-X before it’s
ever released.”
Despite Ansley’s expertise at chrono-physics, the truth was that no one was a true
master of the space-time continuum. Playing with it was always a risk.
Ansley rushed to the lab’s computer bank and started inputting data and formulae.
“I can do this,” he said. “I just need a bit of time to –”
Varya joined Ansley at the console. “I know, but, the further you go back in time –”
Ansley stopped what he was doing for just a moment. “We can only go back until
just before Dr. Zero released Mutagen-X.” He turned to X-9A and Tommy. “And we
can only send one person.”
“I’ll go,” Tommy said. “You have to work the machine,” he said to Ansley. “And
Varya has to fly the ship out of here if things go sideways. It has to be me.”
No one was willing to argue with the brave gray explorer. Ansley worked in concert
with X-9A, who was a combat robot, but clever enough, and built what passed for a
time machine just as the lab doors started crashing down. X-9A rushed to defend the
rest of the companions while Tommy hopped into the time machine. Ansley threw the
switch and hoped he’d done it right this time.
- Sun Tzu
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THE SOLDIER
You are a trained warrior, skilled in the arts of combat and defense. Primarily,
you excel in fight scenes. You may wield a laser rifle or perhaps heavy weapons.
You might be trained in tactics and leading small teams of military units. You
might even be skilled at healing others. Depending on your starting package, you
will want good INT or WIS. Shooting your weapon uses DEX, so consider putting a
bonus there, as well. Soldiers do not tend towards social situations, though you
may be able to intimidate people, sometimes.
1. Name
Soldiers are disciplined and opportunistic characters. Your name could evoke a
sense of dedication or be simple in nature. Here are some suggestions:
»» Male: Carlos, Flash, Ian, Kevin, Khan, Elliott, Roarke, or Zeus
»» Female: Alice, Barbarella, Gana, Kylie, Michelle, Sarah, Syn, or Tetsuko
2. Look
Select one from each category or create your own:
»» Body -- Robust, Tattooed, or Thin
»» Eyes -- Attentive, Morose, or Steely
»» Fashion -- Armored, Military, or Simple
»» Hair -- Braided, Shaggy, or Shaved
»» Weapon -- Battle-Tested, Heirloom, or Utilitarian
3. Abilities
You have the following array of ability modifiers to assign: +2, +1, +1, 0, 0, and -1.
4. Damage Die
The Soldier’s Damage Die is D10.
5. Vitality
The Soldier begins play with Vitality equal to 16 + CON.
COMBAT TRAINING: Military training has given you several benefits in combat
situations. First, you can use armor and weapons with the Military tag without
penalty. Second, add +1 to your damage when using weapons with the Military tag.
Finally, when using “Fire at Will”, you may roll with your DEX instead of the vessel’s
score.
7. Packages
Next, select one of the following packages. You receive all moves within that
package.
Package – Tactics
FACTS ON THE GROUND: When you survey the battlefield, looking for
opportunities for success, roll + WIS.
Complete Success: Ask up to three questions from the list below.
Partial Success: Ask one question from the list below.
»» Is there an escape route from this situation?
»» What obstacle most threatens a successful outcome?
»» What resources here could I use to my team’s advantage?
»» Which hazards should I be careful to avoid?
»» Which of my enemies is in a vulnerable position?
Add +1 forward when acting on the answers.
REPOSITION: When you command your allies to move into better positions,
roll + WIS.
Complete Success: Gain three Reserve.
Partial Success: Gain two Reserve.
You may spend this Reserve to immediately reposition an ally out of danger.
DUCK AND COVER: When you use “Suppressive Fire”, you may grant an ally
+1 ongoing to Armor. This bonus lasts until you use a different move.
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Package – Medic
You start with Medic Gear (3 Uses, 1 Weight).
COMBAT MEDIC: When you care for someone’s injuries in the heat of battle,
spend a Use of Medic Gear and roll + WIS.
Any Success: They regain 1d8 Vitality or 1 Wound.
Complete Success: Add your WIS to the Vitality recovered. You don’t need to
spend a Use of Medic Gear.
Package – Munitions
FIRE IN THE HOLE: Effects modifying the “Shoot” move also affect this
move. When you attack a group using a weapon with the Area tag, roll + DEX.
Any Success: Deal your damage and apply it equally to three (or less) characters
of your choice.
Partial Success: The GM chooses an additional character to affect with this dam-
age; if the weapon also has the Volatile tag, the GM may choose you as a target.
LOCK ‘N LOAD: You may use weapons with the Heavy tag without penalty. In
addition, once per scene, when you are directed to mark Ammo or Recharge, you
can choose not to do so.
Alien: You are not human. Name and describe your alien species. When you
Understand during combat, you may roll using either INT or WIS.
Legacy: Your family has a history of military service. When you first meet
someone who knows of your family and its traditions, add +1 forward against them.
War Veteran: You’ve been through hell and lived to tell about it. When you Defy
Danger using CON to endure stress, fatigue, or environmental dangers, add +1.
9. Drives
When the GM introduces a Milestone, mark two of these Drives. When you trigger
one of these Drives, gain 1 xp. When a new Milestone is introduced, you can mark
two different Drives, if you wish.
»» Destroy something important in a spectacular way.
»» Discover critical intel about an enemy or obstacle you face.
»» Explore a dangerous area where combat is likely.
»» Heal someone who is badly injured.
»» Impress someone with a war story.
»» Intimidate someone with a show of force.
10. Relationships
Choose a Relationship for each other Player Character. One of these can be a
Special Relationship. When the Relationship is triggered, gain 1 xp.
»» Special Relationship: I need ________ to show me some respect when it
matters most.
»» Relationship: I must train ________ to make better choices in combat.
»» Relationship: ________ needs to keep me healed and ready to fight.
»» Relationship: During a crisis, I must watch over ________.
»» Relationship: ________ must take me to a dangerous place.
»» Relationship: ________ and I must destroy something together.
Audrey watched as three Masskai vessels neared the last occupied mining colony
on Epsilon Aurigus-4. The Terran Alliance team, comprised of Audrey, the team leader,
Vanelos, the electronic warfare specialist, Tank, the Cygnan demolitions expert, and
Moss, the Gray wilderness survival expert, had come to this desolate world, rich in
mineral and gas resources, to safely secure passage for the last remaining miners. Now,
however, Audrey and her team were pinned down at this colony.
The radio they had captured came to life and transmitted a message in the Masskai
language. The rest of the team looked to Audrey. They knew she had some familiarity
with the Masskai; she knew their language.
Audrey took her ultralite rifle and checked the ammo level. “It’s not good,” she said.
“They’re sending a warband down.”
Tank, the Cygnan, smirked. “They know where we are. The patrol must have signaled
them.”
Vanelos looked out the window at the dozen miners assembled there. “We’ve got to
get out of here before –”
Audrey shot Vanelos a stare to cool an erupting volcano. “Those miners are dead
without our help. Remember that.”
As Audrey led the team out of the shelter and towards the middle of the mining camp,
the Masskai ships began to land.
Audrey stopped dead in her tracks. She looked at the desperate miners, then to her
allies. Vanelos just stared, taking Audrey’s armored shoulder.
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Tank joined the two of them. “What are we dealing with, then?” he asked.
“Those Masskai ships could deploy forty warriors,” Audrey said. “We can’t hold all of
them off for very long.”
“What’s Plan B?” Tank asked.
Using her magna-viewer, Audrey could see the Masskai staging for the assault less
than a kilometer away. “This is a warband, right?” she asked.
Moss sidled up next to Audrey. “Yeah, sure. What does that mean?”
“Under Masskai customs,” she replied, “the Voross Köng. It is the Right of Chal-
lenge.” Audrey turned to her allies. “If there is a chieftain among these Masskai, and
there should be, I can challenge him to single combat.”
“Is that a good idea?” Moss asked anxiously.
“This is something I have to do,” Audrey replied. She made some final adjustments
to her battle armor and walked out into the open, heading straight towards the Masskai
vessels.
As Audrey expected, from the slightly larger Masskai emerged a huge one, armed
with the Masskai Scytheblade, a weapon that only a few of their culture were trained
to wield. Audrey knew this had to be the chieftain. Also as expected, the Masskai
didn’t consider a single human, especially a female one, to be a threat, and so, they let
Audrey advance directly to this Masskai Blademaster.
Audrey replied in rather polished Masskai, “You are here to kill these miners. I am
here to stop you.”
The Blademaster laughed and looked at his fellow Masskai. “You speak our language,
then. Few of your kind do.”
“I grew up as a slave on Korrodos,” Audrey replied. And I do know your ways. As I
said, I mean to stop you.”
“Stop all of us?” the Blademaster asked haughtily.
“I invoke the Voross Köng. I defeat you, the Masskai leave this planet long enough for
us to escort these miners to safety.”
The Blademaster licked what passed for lips on such a creature. “And if I win? And I
will win.”
Audrey knew that invoking the Voross Köng required a fair trade. “If you win, take me
as your prize. I am an honored warrior among the Terrans and veteran of many battles
against your kind.”
The Masskai could not refuse a Voross Köng; it would be a dishonor. Audrey knew
this and was trying to put him into exactly such a position.
“Agreed, human,” the Blademaster replied through bared teeth. He reared back,
holding his Scytheblade in a muscled and tattooed arm.
Audrey tossed aside her ultralife rifle and drew her power sword. “I have already won,
Blademaster.”
“In spite of the opinions of certain narrow-minded people, who would shut up
the human race upon this globe, as within some magic circle which it must
never outstep, we shall one day travel to the moon, the planets, and the stars…”
- Jules Verne
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THE SHIP
This is a special playbook for your Ship. This is more than just any other
starship; this is your special Ship. The Ship has its own personality quirks, its
own strengths, and weaknesses. Your Ship may look just like another of its make
and model, but this vessel is unique. A Ship playbook works mostly like character
playbooks. You will create the Ship like another playbook, keeping in mind a few
differences. The Ship has its own abilities: Power (POW), Speed (SPD), Sensors
(SEN), and Weaponry (WPN). When a Ship uses a move, it applies these modifiers
(unless otherwise directed). A Ship uses basic vessel moves and has its own
special moves. A Ship has a starting package, just like a character (although Ships
do not have a “default move”). Ships also have starting equipment and the player
will choose from the options provided.
While the Ship belongs to one character, it is possible for an entire group of player
characters to travel in the same Ship (depending on the size). If the Ship is some-
thing used by the entire group, other characters can help pay for maintenance,
repairs, and even advances.
For more information about the Ship, and vessels in general, see Chapter 8:
Vessels and Mounts.
1. Name
Your Ship should have an evocative and interesting name. You might name your
Ship after the place where you acquired it, or perhaps your home world (Terra,
Pegasus, Cygnus). The name might include an action word (Flash, Jump, Blast) or
occupation (Racer, Cruiser, Companion). While there are many examples of Ship
names in science fiction, feel free to create your own.
2. Look
Select one from each category or create your own:
»» Craft – Fighter, Freighter, Scout, or Shuttle
»» Design – Grandiose, High-Tech, or Minimalist
»» Style – Military, Rust-Bucket, or Sleek
»» Weapons – Brazen, Hidden, or Obvious
Small – This is the Size of escort vessels, small transports, and personal
yachts. Crew: 3. Passengers: 6. Abilities: POW 0, SPD 0, SEN +1, WPN 0. Hull 12.
Shields 1. Damage Die D6. Maintenance Requirement: None.
Medium – This is the Size of frigates and military gunships. Crew: 5. Passen-
gers: 12. Abilities: POW 0, SPD -1, SEN +1, WPN +1. Hull 12. Shields 2. Damage Die
D6. Maintenance Requirement: 1-Credit or 1-Barter.
Large – This is the Size of destroyers and huge commercial transports. Crew:
7. Passengers: 18. Abilities: POW +1, SPD -1, SEN 0, WPN +1. Hull 16. Shields 2.
Damage Die D8. Maintenance Requirement: 2-Credit or 2-Barter.
4. Abilities
The Ship’s abilities are based on its Size – see above for this information.
6. Ship Moves
Unlike character playbooks, the Ship does not have a default move. Choose one of
the following packages. The Ship receives all moves within that package.
Package – Astrodynamics
ELUSIVE: Effects modifying “Evasive Action” also affect this move. When piloting
your Ship and you quickly avoid danger, roll + SPD.
Complete Success: You evade the danger; also, either add +1 forward against
whatever caused it or deal your damage to it.
Partial Success: You avoid the danger, but you choose one:
»» A critical engine component blows out; take the Slowed Debility until it has
been repaired.
»» Your vessel takes damage (from the danger or from something else).
»» Your vessel draws unwanted attention.
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RACER: When you race your Ship against another vessel (or vessels), roll + SPD.
Complete Success: You clearly beat the other vessel(s) to the destination.
Partial Success: You arrive first at the destination, but you choose one:
»» You burn out an engine; take the Slowed Debility until it can be repaired.
»» You draw unwanted attention from a third party; the GM will tell you who.
Package – Combat
Package – Science
DEPLOY PROBES: When you deploy your Ship’s probes, roll + SEN.
Complete Success: Three probes each find something of note.
Partial Success: One probe finds something.
The GM will briefly describe what the probes find. Add +1 forward to “Understand”
what they find.
Package – Smuggling
IT’S AN OLD CODE, BUT IT CHECKS OUT: When your Ship attempts to
bypass a security checkpoint and you use trickery to fool them, roll + CHA.
Any Success: They fall for your trickery.
Partial Success: The GM chooses one:
»» After you pass the checkpoint, they realize you tricked them.
»» It costs you 1-Credit in bribes.
»» You draw unwanted attention from a third party.
7. Starting Equipment
The Ship has a Capacity of (4 + POW). Increase this value by 2 for a Small Ship and
4 for a Medium or Large Ship. The Ship has four Modules. Install equipment with
the Module tag into these Modules.
In addition, choose two from the following list:
»» Cargo Bay (Module, 0 Weight)
»» Cybernetic Targeting System (3 Uses, Module, 0 Weight)
»» Engineering Room (Module, 1 Weight) (+1 MR)
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8. Ship Advances
The Ship only gains xp when the group receives xp from milestones; otherwise,
the Ship does not earn its own xp. Characters can, however, donate xp to the
Ship. Like all other characters, when the Ship has marked 9 xp, and you use the
“Advance” move, select one of the following options. Note that only some options
can be selected more than once.
»» Add +4 to Hull or add a Critical checkbox (may take up to three times)
»» Increase Damage Die by one step
»» Increase an ability modifier by +1 (maximum +3) (may take up to four times)
»» Take a move from another starting Ship package (may take up to three
times)
»» Permanently enhance a basic vessel move (may take up to four times)
»» Additional Module: Add +1 to the number of Modules your Ship has. (may
take up to two times)
»» Advanced Sick Bay: Anyone who recovers Wounds while in your Sick Bay
does so in one scene, not two.
»» Alpha Strike: If your Ship has weapons with Ammo or Recharge, you may
mark any number of these to add +1 forward to damage for each marked.
»» Backup Power: When your Ship has the Faulty or Slowed Debilities and a
move directs you to roll POW or SPD, you can ignore the penalty in exchange
for the Ship taking 1d4 damage (ignores Shields).
»» Emergency Stabilizers: When your Ship is forced into a “Crash Landing”, add
+1 to that move.
»» Fire with Impunity: On a partial success on the “Fire at Will” move, the
damage your Ship takes is halved.
»» Impetus Generator: Add +1 to the “Prevail by Force” move. In addition, your
Ship always takes half damage from this move.
»» Improved Probes: When you “Deploy Probes”, this acts like the “Analyze”
The three Terran starships, the Winshaw, a troop transport, and two freighters, the
Moonstruck and the Repulsor appeared suddenly and began to triangulate around
the Denominator. Historically, Collective vessels steered well clear of the starships of
any other civilization. This encounter would need to be brief.
Sure enough, the Moonstruck flew close enough to the Denominator to engage its
tractor beam. The Terran ships clearly wanted to seize upon the chance to capture a
Collective vessel, something rarely seen outside their home sector.
As the Moonstruck activated its tractor beam, a blue-white light emanating from
the Terran ship locked onto the Denominator. At the same moment, the Winshaw, the
Terran transport, began moving into position to possibly board the Collective ship.
Just as the Winshaw got to within less than a kilometer of the Denominator, the
Collective vessel began to shimmer with a strange effect none of the Earthlings had
seen before. The crew of the Moonstruck scrambles to keep the tractor beam locked
on, but the Denominator was able to slip free.
The Denominator’s crew deftly switched their attention to raising shields, which
activated just in time to deflect a barrage of fire from the Winshaw. Reacting to this,
the other Terran vessels started to move into attack position.
The Terran Alliance ships clearly knew their time was limited to capture the
Denominator. The Collective starship was not a military ship and wouldn’t be able to
hold off three starships of its size for very long. The Denominator’s crew calmly input
their calculations for the Collective sector.
- Helen Keller
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THE COMPANION
The Companion is a special playbook representing a lesser, non-player charac-
ter who assists one of the player characters. The Companion might be a friend, a
lover, a relative, or a minion.
The Companion is associated with one Player Character (the one who spent
an advance to get the Companion, usually). A Companion grants bonuses and
otherwise aids in tasks that the PC undertakes. In a few cases, the Companion
may act on its own. Your Companion starts with a Role, which represents how the
Companion aids your character. Each Role has two options, known as Orders. You
issue one Order at a time and can switch Orders whenever you want.
In this playbook, the term “you” and “your” refer to the PC to whom the
Companion is associated.
1. Species
Your Companion may be of any species that makes sense. They might be human,
alien, or even a robot. Your selection is merely cosmetic; it does not affect the
Companion’s abilities in any way.
2. Name
A Companion might have any sort of name. When deciding on a name, you may
want to think about the look, species, and Role of your Companion.
3. Look
The Companion is such a variable character that no list of appearances would
suffice. Use your own imagination or look at existing playbooks for ideas.
4. Motive
The Companion has a Motive. This is a driving ambition or goal that drives the
Companion to aid you in your adventures. Select one of the following Motives for
the Companion:
6. Vitality
The Companion does not start play with a Vitality value. If a Companion would take
damage for any reason, they cannot help you for the rest of the current scene. If
you are Knocked Out, the Companion cannot perform in their Role until you are
able to act again.
7. Role
Select one of the following Roles for the Companion. Each Role is comprised of two
Orders; these Orders grant bonuses or additional options to your moves. Unless
otherwise stated, the Companion’s benefits only help you.
When you give the Companion an Order, it stays in place until you give the Compan-
ion a different Order; only one Order applies at a time.
Role – Guard
PROTECTION: Your Companion has one Reserve as if they had used the
“Defend” move. The Companion can defend you or an ally of your choice. This
Reserve may be spent as normal for that move. The companion cannot elect to
take damage unless it also has the “Tough Guy” advance.
Role – Medic
HEALING: When you regain Vitality or help someone else regain Vitality, add +2
ongoing to the amount restored.
TRIAGE: When you and your allies “Rest”, add +1 ongoing to moves that heal.
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Role – Researcher
INVESTIGATION: When you “Analyze” a situation, you may always ask one
question, even on a failure.
Role – Scout
HUNTING: When you “Rest”, your Companion hunts and you do not need to
mark a Use of Space Rations.
RECON: Add +1 ongoing when you covertly search an area for enemies.
Role – Spy
Role – Technician
REPAIR: Add +1 ongoing to rolls made to repair a robot or vessel. You must
have at least one Use of the appropriate Specialized Tools on your person. Do not
mark a Use of these tools unless directed by another move.
“That door is a meter thick,” the alien said. “Composed of carbonite-steel and well
sturdier than anything your fists could damage.”
Frustrated, Rachel turned and leaned against the carbonite-steel bulkhead door.
“So, now what? We have to find Johnny and get off this bucket.” Rachel referred to
Johnny Proton, another companion of theirs, who had gone missing during an earlier
firefight aboard the Sydorian Gambit. And she had to find Johnny before the Sydorian
Gambit’s self-destruct countdown completed.
“Sydorian vessels are well-known for their maintenance access corridors, always
located just to the left or right of large bulkhead doors.” Hypocampus looked around,
impatiently. “You should check that side,” he said, motioning with his feebly skinny
alien arms.
As Hypocamus and Rachel searched for the switch that would open the mainte-
nance corridors, a patrol of six Sydorian combat robots entered the chamber. Each
robot carried an X-29 Double Pulse Rifle, a weapon powerful enough to fell Hypocam-
pus or Rachel Rocket with one good hit.
“The escape pods are just beyond this chamber,” Hypocampus said. “The highest
chance for either of us to survive this encounter is to –”
Pressing the concealed switch, Hypocampus said, “I am headed for the escape
pods. If you value your life, you should follow me.”
As Rachel turned to follow her alien friend, her position was showered with pulsar
bolts. Rachel barely had time to evade the attack and leap behind a stack of electron
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crates. Stopping just briefly to see whether Rachel had followed him into the mainte-
nance corridor. Hypocampus scoffed at Rachel trying to fight the Sydorian robots and
continued towards the escape pods.
Hypocampus could not fathom humans, really, and had little patience for their
idiosyncrasies. In fact, Hypocampus wasn’t surewhy he continued to travel the
galaxies with Rachel Rocket and Johnny Proton. They continued to do things to put
themselves in danger, with only the good advice of Hypocampus to save them from
certain death, time after time.
When Hypocampus reached the end of the maintenance corridor, he saw the rows
of escape pods on either side of the adjoining passage, but most of the pods had
already been jettisoned. Hypocampus immediately surmised that whomever had set
the Sydorian Gambit to self-destruct had already fled the vessel.
Just as Hypocampus was deciding which escape pod would suit him, he heard a
familiar voice call out. “Hey man,” the male voice said. It was Johnny Proton, Rachel’s
friend whom she was seeking. “I didn’t expect to find you here!”
Behind Johnny were four Sydorian enforcer robots, larger versions of the robots
Rachel contended with in the prior chamber. Johnny dodged their laser fire and
approached Hypocampus.
“Using an escape pod is the logical means of leaving this vessel, Hypocampus
replied.
Johnny turned and fired his laser carbine at one of the enforcers, causing the robot
to fall. “We only have…” Johnny said as he looked at his chronometer.
“The Sydorian Gambit will self-destruct in two minutes and three seconds,”
Hypocampus said.
“Right. And where’s Rachel?” Johnny asked as he dodged more laser blasts from
the enforcers.
Just then, Rachel Rocket entered the chamber through the same corridor the alien
had used. Rachel was pursued by some Sydorian robots of her own.
“Why didn’t you wait for me?” Rachel asked as she turned to shoot a few of the
robots attacking her. Johnny was doing the same, fighting off the enforcers on his
side of the chamber. Hypocampus looked at both and shrugged.
The alien took three steps towards one of the remaining escape pods. “One
minutes and forty-three seconds until self-destruct,” he said.
Rachel briefly looked towards her alien companion. “Where the heck are you
going?”
Hypocampus looked at the control interface on the wall beside him. “This is an
escape pod and I plan to use it to make an escape. I suggest you do the same.” With
that, Hypocampus entered the pod and, pressing a few buttons, was released into the
cold darkness of space.
ABOUT EXPERIENCE
One of the hallmarks of any
roleplaying game experience – indeed,
what sets a roleplaying game apart
from a board or card game – is that
characters grow and change as the
game plays out. In Infinite Galaxies,
this growth happens by way of ad-
vancement. Though characters start
play with many abilities, as the game
continues, they will pick up additional
capabilities.
Characters can earn as much xp as the game allows; there is no limit on how
much xp a character can have at one time. This xp is spent to acquire Advances;
this process is detailed below.
Likewise, a PC that has a Companion can choose to donate xp to them. Other PCs
may also choose to donate xp to a Companion, even if it belongs to another PC.
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When creating a new Drive or Relationship, carefully examine existing Drives and
Relationships in other playbooks; often, an appropriate new Drive or Relationship
exists elsewhere. If you must create a new Drive or Relationship, keep in mind the
purpose of Drives and Relationships in the game; they should be worded such that
they are something that can be triggered through action. The terms of a Drive or
Relationship should begin with an action verb. Remember that Relationships must
involve another character in some way; triggering a Relationship requires someone
else to do something.
MILESTONES
Milestones represent something similar to “fronts” or “threats” found in other
“Powered by the Apocalypse” games, in that the GM uses Milestones to help
structure the game experience. The GM creates Milestones based on the story that
is taking place and represent something specific that must be accomplished (or
prevented) to further the story. Once the players pass a Milestone, there are game
effects – such as earning xp or refreshing resources.
A Milestone represents a specific action that the players are trying to complete
as part of the continuing story. It is worded as an action: the players must do
something, prevent something, find something, rescue someone, destroy some-
thing, get to a certain place, discover the truth behind some mystery, and so forth.
It is essential that the terms of the Milestone are active and not passive – the PCs
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should be the ones determining, though their actions and decisions, whether the
Milestone passes for good or ill.
The terms stated in your Milestone should be worded in such a way that it is
easily determined whether or not the action has been successfully completed.
It is a binary proposal; the characters either achieved the thing stated in the
Milestone or they didn’t. Ask yourself: “Will I know that the PCs successfully
completed the action?” If you can’t answer “yes” or “no” to this question, your
Milestone needs to be re-worded. When creating the terms of a Milestone, the GM
should consider what effects passing the Milestone will have on the fiction. This
is especially important because the GM will need to judge whether passing the
Milestone was success or failure.
The creation of a Milestone requires that the GM has a handle on the game’s
story and where it is likely headed. If you are running a one-shot or convention
game, Milestones can be created ahead of time; you will want to do this because
it will save you time during the session. Otherwise, in an ongoing game, Mile-
stones should be created organically, based on the needs of your story. Once
created, the Milestone will be known to the players; the GM should not present
the Milestone until the story elements inherent in the Milestone have been
established in thestory.
Here is an example story that features Milestones and how they are imple-
mented and used.
At the beginning of the story, the PCs are tasked with finding out what happened
to Princess Moonbeam. The Milestone “Discover the truth behind Princess Moon-
beam’s strange disappearance” is introduced. The related pressure is that the King
and Queen have threatened to expel all foreigners from the planet unless Princess
Moonbeam is returned by dawn. After this Milestone is resolved, the PCs learn that
Princess Moonbeam has been captured by the Blackstar Pirates. A new Milestone,
“Find the secret base of the Blackstar Pirates” is introduced. The PCs know that the
Blackstar Pirates are known to sell their captives into slavery (the characters must find
Princess Moonbeam before this happens, obviously). Once the PCs find the secret
base, they learn that Princess Moonbeam is there. Finally, the GM introduces the
Milestone, “Rescue Princess Moonbeam from the clutches of the Blackstar Pirates”.
The Blackstar Pirates realize that their base has been infiltrated and are trying to get
away with their captive.
The GM will determine when the Milestone has been passed; at this point, there
is no going back and the story moves on to the next phase, whatever that may be.
Milestones may pass because the PCs were successful in the action stated in the
Milestone, but they can also fail to achieve whatever was stated in the Milestone
and this also has consequences within the fiction. In any event, when a Milestone
has passed, it means that the opportunity to achieve the action inherent in the
Milestone is gone (for good or ill).
CLOCKS AS MILESTONES
The GM may choose to introduce a different kind of Milestone, a clock or countdown.
This could make sense when the Milestone has a critical time component. A clock or
countdown still counts as a Milestone for the purposes of Experience (with the same
results for successfully resolving the Milestone).
In addition to the usual properties of a Milestone, a clock also has several “ticks” –
these can be represented as checkboxes on the same sort of index card that might
be used for a standard Milestone. Every time a PC move results in a failure – for any
reason – the GM “ticks” the clock. When all boxes are checked, the Milestone fails
with the usual results. If the PCs resolve the terms of the clock before all boxes are
ticked, this counts as successfully passing the Milestone.
Each clock has a number of “ticks” or checkboxes based on the GM’s interpretation
of how difficult it should be to resolve the situation. A clock should have at least 4
checkboxes and probably no more than 12. In some cases, though, a clock meant to
last for an entire session could have more checkboxes.
Sometimes, a clock will be introduced without a stated purpose. This could be due
to some mysterious situation that the PCs don’t know or understand yet. The clock
still gets ticked for failures; it should behoove the players to discover what this clock
represents.
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The questions that the GM asks are intended for the entire group; it is
democratic in nature, so while individuals may have their own answers to these
questions, the group should come to a consensus on whether the answer to each
question is “yes” or “no”. Some questions may not apply to every game session; in
the case where a question is irrelevant, the group answers, “no”.
Did everyone trigger at least one Drive? If each PC triggered at least one Drive, this
is “yes”.
Did everyone trigger at least one Relationship? If each PC triggered at least one
Relationship, this is “yes”.
For the questions above, it may be prudent to track that a character has triggered a
Drive or Relationship at least once during the session.
Did we survive despite incredible odds? Infinite Galaxies should be about high
action and adventure, so this should be happening regularly. “Incredible odds”
could mean that the PCs are outnumbered, outgunned, or simply outclassed, and
came out on top anyway.
ADVANCES
The move, “Advance”, allows a character to take a new move or other options
from their playbooks (and, possibly, other playbooks). Once a character has earned
at least 9 xp, they can use the “Advance” move to pick an Advance from their
playbook. Characters may use the “Advance” move more than once per session;
they must have 9 xp for each use.
The “Advance” move states, “When you have time to reflect on your recent
adventures…” The GM may rule that a character needs to use “Advance” during
some period of downtime (and not in the middle of a scene). GMs may determine
this for their own groups; Infinite Galaxies makes no directive other than what the
move states. During a particularly fast-paced game, or one operating under a time
limit, the GM may allow characters to advance without taking downtime.
When a player uses the “Advance” move, they choose a new move or other
option from their character’s playbook. Among these options are standard Advances
available to all characters: increasing Vitality (or adding a Wounds checkbox),
increasing an Ability, increasing the Damage Die, permanently enhancing a basic
or special move, taking a move from a different starting package, taking a move
from another playbook, and taking on a Companion. In addition to these standard
Advances are moves specific to the character’s playbook. These “advanced moves”
build upon, use, supplement, or replace moves from the starting packages.
Advances often have prerequisites. This means that you need another move or
ability to qualify to take the Advance. The requirement will be listed within the text
of the move. For example, the Ace has an Advance, “Shields Specialist”, which
contains the text, “When you modify a vessel using Tinker…”. Note that “Tinker”
is a move from one of the Ace’s starting packages. Thus, “Shields Specialist”
requires “Tinker”. Most moves with such requirements will be worded in this
manner. On occasion, a move may list a prerequisite in a more direct fashion. In
the list of Advances, you may see “Req.”, which means that a move or piece of
gear is required to take that Advance.
Characters may take up to three moves from other starting packages in their
playbook. To acquire moves from a starting package, an Advance must be spent
on each move. Thus, at most, a character could have the equivalent of two
starting packages – the one they start with and three advances spent on the
moves from another one.
Most Advances in Infinite Galaxies can only be selected once. Moves that can
be taken more than once are marked as such in the playbook (along with the
number of times that the Advance can be taken).
One specific case where moves do not stack is the use of Reserve. If a
character has more than one move allowing them to spend Reserve for a certain
effect or outcome, this affects only the Reserve move in question. For example,
if a character had both “Build Reserve” (from the Psi playbook) and “Reposition”
(from the Soldier playbook), the Reserve pools must be kept separate and the
use of either Reserve pool affects only the move for which the Reserve pool was
generated. For more information on how Reserve works, see Chapter 2: How to
Moves that require or depend on other moves or resources must be taken in the
appropriate order. For example, the Soldier’s advanced move, “Bigger Explosions”,
requires that the character already have the starting move, “Demolition”.
There are two moves in Infinite Galaxies that cannot be taken using Advances:
the Ace’s “Your Ship” move and the Robot’s “I, Robot” move. Some other moves,
such as the Soldier’s “Combat Training”, represent a significant time investment;
the GM can choose to allow characters to acquire such moves, but it should make
sense within the context of the game.
Note that the Robot character cannot take moves from other playbooks. This is
the only character playbook with this restriction.
EXAMPLE OF PLAY
Before the action starts, players have chosen their Relationships. Shawn,
who has the Soldier, has chosen “I must train Ansley to make better choices in
combat.”. Chad, who has the Scientist, has chosen, “Meeki must protect me from
injury.”. Michael, who has the Ace, has chosen, “I must train Exander in their ship
duties.”. Robert, who has the Leader, has chosen “I must keep Audrey ready and
available for action.”. Elliott, who has the Psi, has chosen, “I must teach Ansley to
be self-reliant.”. Characters will have other Relationships; for brevity’s sake, the
example discusses just the foregoing.
During the first session, Jim has introduced the Milestone, “Infiltrate the
Heavy Cruiser”. At this point, each player marks two Drives for their characters.
Elliott has chosen, “Defeat a force of superior numbers or firepower.”. Shawn has
chosen, “Explore a dangerous area where combat is likely.”. Michael has chosen,
“Pilot your ship through dangerous territory.”. Chad has chosen, “Prove your
intellectual superiority over your enemies.”. Robert has chosen, “Lead your allies
to victory against a significant enemy.” Characters will have more than one Drive,
but this example discusses only these.
As play continues, the players, knowing their selected Drives and Relation-
ships, as well as the stated Milestone, drive the action toward triggering these
actions. Alexander pilots the ship through a squadron of enemy fighters en route
to the Heavy Cruiser, triggering Alexander’s Drive. During this combat scene,
Exander spends Reserve on “Issue Orders” and this helps his allies to defeat the
fighters; this triggers Exander’s Drive. Also during this scene, Michael and Robert
roleplay an interaction where Alexander explains how to raise shields to Exander,
triggering Alexander’s Relationship with Exander. These triggers earn 1 xp to
Exander and 2 xp to Alexander.
The PCs are initially unable to board the Heavy Cruiser, but Ansley comes up
with an access code that they can use to sneak aboard. The GM rules that this
triggers Ansley’s Drive. Ansley foolishly enters the Cruiser and is beset by enemy
guards. Meeki jumps into the fray, saving Ansley from certain harm, triggering An-
sley’s Relationship with Meeki. Then, Meeki and Audrey take the lead in dispatch-
ing the rest of the guards. Defeating a group of enemies triggers Meeki’s Drive.
After the combat, Audrey and Ansley roleplay a scene where Audrey excoriates
the Scientist for being so foolhardy, triggering Audrey’s Relationship with Ansley.
These triggers earn 1 xp each for Audrey and Meeki and 2 xp for Ansley.
Because the PCs have successfully infiltrated the Heavy Cruiser, the GM
awards everyone 1 xp each for resolving the Milestone. Once the PCs have
decided what to do next, Jim creates a new Milestone.
Ansley suggests that they hack into the ship’s logs and determine where
the prisoner is held. Ansley knows where to access this information, but wants
everyone to come along for safety. Meeki suggests that the Scientist do it himself
so that the rest of the PCs can explore the ship. This triggers Meeki’s Relationship
with Ansley. Exploring the Heavy Cruiser triggers Audrey’s Drive. While Ansley
hacks the ship’s database, the rest of the PCs run into guard robots and enter
combat. During the fight, Audrey takes significant damage and drop to 0 Vitality.
Exander uses “Patch ‘Em Up” to heal Audrey, which triggers Exander’s Relationship
with Audrey. These triggers earn 1 xp each for Meeki, Audrey, and Exander.
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7. GEAR
This chapter presents the equipment and gear characters use in the game. While
characters have many capabilities that are not wholly dependent on equipment,
special technology and gear are such a large part of any science fiction experience.
This chapter presents the basics on gear, how the economy works in Infinite Galaxies,
and lists many pieces of equipment found in the game.
GEAR BASICS
In a science fiction game, devices and gear tend to be more essential to getting
the “feel” of the genre than in other games. That said, the equipment characters
use should not be a crutch. While certainly useful, equipment alone should not be
seen as the only means to an end; characters should use their gear in smart and
interesting ways to solve problems.
Equipment in this section covers many different types of items characters might
use. It includes things like rations, jet packs, scanning modules, tools, medical
gear, communicators, clothing, weapons, and armor. See specific sections below
regarding character armor and weapons, as well as gear with special rules.
Characters start play with several items and can always buy or otherwise
acquire more. It is important to note that Non-Player Characters (NPCs) also have
equipment; characters may be able to acquire gear from them.
Infinite Galaxies assumes that every character has access to some basic equip-
ment that does not show up in their playbook. A character always has clothing, a
communicator, and some container, like a belt pouch, backpack, or handysack.
Weapons and armor are acquired at the start of play and can be upgraded later.
The use of any item in the Infinite Galaxies game is governed by the item’s tags.
Item tags can affect how the character carries the item, how much weight and
space the item takes up, any damage or other harmful effects, bonuses the item
might grant to a roll, and other options affecting many aspects of play. For a list of
these tags and what they mean, see Chapter 2: How to Play.
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Players should take note of the total weight of their characters’ equipment. A
character with more weight than their Load triggers the “Loaded Down” move,
which is detrimental unless quickly addressed.
ECONOMY
The economic aspects of Infinite Galaxies are, by design, rather abstract. After
all, this is an action and adventure game, not a simulation of buying and selling.
That said, the game does have an economy and this is represented through the
mechanics of Credit and Barter. Most characters start play with at least 1-Credit
(and some have more) and may acquire more Credit and could acquire Barter
during play.
Credit represents some amount of currency. For your own Infinite Galaxies
game, feel free to determine what currency is used. In the “default setting”, also
known as Star Patrol, the various star systems have agreed upon the use of “Ga-
lactic Credits”, which are usable in most markets of the setting’s various worlds
and space stations. Some societies may have their own currency but, for the sake
of expediting play, assume that all Credit that characters acquire is immediately
usable to acquire items.
The Infinite Galaxies game assumes that characters can acquire incidentals –
basic food, shelter, clothing – without spending even 1-Credit. This tenet assumes
that characters have access to shops or similar facilities; this applies when at
a space station, large starship, or settlement, not in the middle of a desert or
jungle. Most basics cost far less than 1-Credit and the players should not have to
trifle with the acquisition of such things.
Annual income for a small business, annual income for a spaceball star
6 player
Small luxury land vessel, annual income for interstellar gangster lord or
7 corporate CEO
Please note that this is heavily based on the Star Patrol setting; for your own
setting, you and the other players may need to come up with an alternate list.
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The basic difference between Credit and Barter is that Credit can be spent,
1-for-1, to acquire items from the equipment list, whereas Barter can be used the
same way, but requires some haggling.
From time to time, characters may wish to sell items they have acquired during
play and no longer need. A character might even want to sell something from their
starting equipment. When a character wants to sell an item, and has access to a
market in a civilized settlement (such as a city, a spaceport, a space station, or a
capital ship), the character can receive Credit equal to half (rounded down) of the
item’s cost in the equipment list. Items listed with a price of 1 cannot be sold for
Credit (except, perhaps, in bulk). If a character is willing to accept Barter for their
items, they receive 2/3rds (rounded down) of the item’s price in Barter. Items
listed with a price of 1 can be exchanged for 1-Barter.
Selling items in bulk does not work in a direct mathematical relationship to the
above. For the purposes of the exchange, every group of 3 like items counts as 1
item, every group of 5 items counts as 2 items, and every group of 8 items counts
as 3 items. Use your best judgment for groups of items outside these ranges.
When selling items, characters should not expect to spend a lot of time or
gain a lot in return. Again, Infinite Galaxies is an action game, not a commerce
simulation. Use the selling and trading of items where it moves the game forward
and makes things more interesting.
STARTING GEAR
Most playbooks in Infinite Galaxies gives characters the options to start with
some equipment. The Robot is the lone exception; they will start with one item at
the most. The selection of starting equipment is closely tied to the capabilities and
expected utility of the playbook. Likewise, the list of optional equipment reflects the
moves the character is likely to use. Most playbooks start with at least 1-Credit and
can use that to purchase additional items prior to the start of the game.
Players are free to negotiate the list of starting items with the GM. For a
particular character concept, or perhaps owing to the setting or game concept,
characters might need different starting equipment than what shows in the
published playbooks.
What sort of items could a player produce from a Utility Belt? There are a few limita-
tions that apply to these items. First, the item must be small enough to fit into a belt
and several pouches on the belt. So, you couldn’t produce a rifle or extensive toolkit.
Second, the item is usable only during the scene in which the player defines the
item. A player could keep using the same item in subsequent scenes, but it would
require them to keep marking Uses of the Utility Belt; the GM is free to hand-wave
this restriction if it makes sense in the fiction. Finally, the item must not provide
more than a +1 forward to any roll and even this is at the GM’s discretion; there are
times when the GM might require the use of a Utility Belt item and not provide any
bonus.
Here is a list of items that might be produced from a Utility Belt. Please keep in
mind that this is not an all-inclusive list; players should be encouraged to use their
creativity.
* Characters are assumed to have Basic Communicators. See below for more
information on this.
The Survival Gear item works the same as the Utility Belt except that it holds larger
items. A Robot may acquire an Array of Tools, which is the same as the Utility Belt
except that it is loaded into a Pod (and has the Integral tag).
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Multi-Use Items
ITEM TAGS PRICE NOTES
Digital Encyclopedia 3 Uses, 1 Weight 2 Add +1 forward to “Understand”
histories or societies.
JetPack 2 Uses, Volatile, Worn, 3 Fly a short distance or hover for a
2 Weight short period of time.
Metamorph Disguise System 3 Uses, Training, 0 4 Add +1 to impersonate someone or
Weight disguise your appearance.
Scanning Module 3 Uses, 1 Weight 1 Add +1 forward to “Understand” an
environment.
Space Rations 3 Uses, 1 Weight 1 Food.
Specialized Tools (Demo- 3 Uses, Volatile, 1 2 Required for certain moves.
lition) Weight
Specialized Tools (Hacking) 3 Uses, 1 Weight 3 Required for certain moves.
Survival Gear 3 Uses, Worn, 2 Weight 1 Contains medium-sized, player-de-
fined items.
Tallic Incense 3 Uses, 0 Weight 2 Add +1 forward to “Build Reserve”.
Utility Belt 3 Uses, Worn, 1 Weight 1 Contains small-sized, player-defined
items.
Medical Items
ITEM TAGS PRICE NOTES
Accelerated Recovery 2 Uses, 0 Weight 1 Target recovers 4 Vitality. Must be
Injections used out of combat.
Automated Medic 2 Uses, 2 Weight 3 Target recovers 4 Vitality.
Full-Spectrum Immunity Consumable, 0 Weight 1 Instantly removes effects of disease.
Tablets
Genetic Cycler Consumable, 0 Weight 3 Restores 8 Vitality and removes a
Debility.
Medic Gear 3 Uses, 1 Weight 1 Used in conjunction with certain
healing moves.
Metabolic Tonic Consumable, 0 Weight 2 Restores 8 Vitality.
Toxin Antibodies Consumable, 0 Weight 2 Instantly removes effects of poison.
Repair Items
ITEM TAGS PRICE NOTES
Repair Module Consumable, 1 Weight 2 Restores 4 Vitality or 1 Wound to a
robot or 8 Hull or 1 Critical to a vessel.
Specialized Tools (Robot) 3 Uses, 1 Weight 2 Required for certain moves.
Specialized Tools (Starship) 3 Uses, 1 Weight 2 Required for certain moves.
Robot Items
ITEM TAGS PRICE NOTES
Array of Tools 3 Uses, Integral, 1 Weight 3 Works like a Utility Belt for robots.
Fire-Link Integral, 0 Weight 1 Add +1 ongoing to “Shoot” with a
specific Integral weapon; on a failure,
this shorts out and must be repaired.
Illuminator Integral, 0 Weight 1 Emits bright light out to near distance.
Mini Tractor Beam Integral, Near, 1 Weight 2 Pulls something towards you.
Motion Detector Integral, 1 Weight 1 Add +1 ongoing to “Analyze” in
darkness or cramped spaces.
Network Spike Integral, 0 Weight 2 Add +1 ongoing to infiltrate a
computer network.
Ultramagnetic Field 3 Uses, Integral, 1 2 Add +1 forward to “Defend”.
Generator Weight
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Social Items
ITEM TAGS PRICE NOTES
Chantarii Smoke Consumable, 0 Weight 1 Add +1 forward to “Negotiate” when
shared between the two parties.
Cylinder of Chantarii Ale Consumable, 4 Weight 2 Add +1 forward to “Celebrate”.
Falsified ID 0 Weight 2 Used for certain sneaky moves.
Fancy Clothing Worn, 0 Weight 2 Used to impress people in a social
scene.
Military Uniform Worn, 0 Weight 2 Used to impress military people in a
social scene.
Ammo Weapons
ITEM TAGS PRICE NOTES
Chantarii Neutron Caster 3 Ammo, Far, Near, 2
Two-Handed, 1 Weight
Cluster Missile Rifle 3 Ammo, +1 Damage, 2
Far, Near, Two-Handed,
2 Weight
Flamethrower 3 Ammo, Area, Close, 3 Inflicts fire damage.
Near, Volatile, 2 Weight
Grenade Launcher Far, Near, 2 Weight 3 Effect as grenade used; ammo as
grenade.
Heavy-Duty Flamethrower 3 Ammo, Area, Close, 4 Inflicts fire damage.
Military, Near, Two-Hand-
ed, Volatile, 3 Weight
Heavy Matter Pistol 3 Ammo, +1 Damage, 2
Military, Near, 1 Weight
Heavy Matter Rifle 3 Ammo, +2 Damage, 3
Far, Military, Near,
Two-Handed, 2 Weight
Matter Pistol 3 Ammo, Near, 1 Weight 2
Matter Rifle 3 Ammo, +1 Damage, 2
Far, Near, Two-Handed,
2 Weight
Power Crossbow 3 Ammo, +1 Damage, 1
Far, Near, Two-Handed,
3 Weight
Grenades
ITEM TAGS PRICE NOTES
Anti-Personnel Grenade 1 Ammo, Area, Piercing (1), Thrown, 1
Volatile, 1 Weight
BigBang Grenade 1 Ammo, Area, +1 Damage, Thrown, 1
Volatile, 1 Weight
Gyro Grenade 1 Ammo, Area, Thrown, Volatile, 1 1 Disorients those in area.
Weight
Ion Grenade 1 Ammo, Area, Thrown, Volatile, 1 1 Inflicts electrical damage
Weight
Heavy Weapons
ITEM TAGS PRICE NOTES
Auto Grenade Launcher Autofire, Far, Heavy, Military, Near, 4 Effect as grenade used;
Two-Handed, 3 Weight ammo as grenade.
AV Proton Missile Launcher 3 Ammo, +2 Damage, Far, Heavy, 5 Deals vessel-scale
Military, Near, Two-Handed, 4 Weight damage to vessels.
Heavy-Duty Rail Gun 3 Ammo, +2 Damage, Far, Heavy, 4
Military, Near, Piercing (2), Two-Hand-
ed, 3 Weight
Hellfire Plasma Ejector 2 Ammo, Area, Close, +1 Damage, 5 Inflicts fire damage
Heavy, Military, Near, Two-Handed,
Volatile, 3 Weight
Rotary Mini-Missile Launcher 3 Ammo, Area, Far, Heavy, Military, 3
Near, Two-Handed, 2 Weight
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Melee Weapons
ITEM TAGS PRICE NOTES
Dueling Sword Close, Piercing (1), 2
Precise, 1 Weight
Electro-Dagger Close, Consumable, 2 Paralyzes a human-sized target.
Precise, 1 Weight Inflicts electrical damage.
Military Pole Axe Close, +1 Damage, 2
Military, Reach,
Two-Handed, 2 Weight
Military Power Sword Close, +1 Damage, 2
Military, 1 Weight
Mindcrusher Rod Close, 1 Weight 2 Add +1 damage against targets with
psionic abilities.
Power Spear Close, +1 Damage, 1
Reach, Two-Handed,
1 Weight
Survival Knife Close, 1 Weight 2 Add +1 to moves related to finding
shelter or skinning beasts.
Miscellaneous Weapons
ITEM TAGS PRICE NOTES
Electro-Net Consumable, Thrown, 1 Paralyzes a human-sized target.
1 Weight Inflicts electrical damage.
Psi Disabler Consumable, 1 Weight 2 When applied, target cannot use
Psionic abilities.
Robot Spike Close, Consumable, 1 Disables a robot.
0 Weight
Psionic Weapons
ITEM TAGS PRICE NOTES
Kreth Javelin Close, +1 Damage, Piercing (1), 3
Thrown, Training, 1 Weight
Kreth Staff Close, +1 Damage, Reach, Training, 3
Two-Handed, 1 Weight
Kreth Sword Close, +1 Damage, Training, 1 Weight 3
Personal Armor
ITEM TAGS PRICE NOTES
Chrysalis Carapace 2 Armor, Worn, 1 Weight 3 Ignores the Piercing tag on beam
weapons.
Explorer Armor 2 Armor, Worn, 1 Weight 2 Add +1 to wearer’s Load.
Fireproofing Modification 0 Weight 2 Armor applies vs. fire damage.
Flexsteel Armor 2 Armor, Military, Worn, 2
2 Weight
Flexsteel Robes 1 Armor, Worn, 1 Weight 2
Flexsteel Vanguard +1 Armor, Worn, 2 Weight 2
Gas Mask 0 Weight 1 Ignores attacks affecting respiratory
system.
Insulated Guards 0 Weight 2 Armor applies vs. electrical damage.
Juggernaut Powered Armor 3 Armor, Military, Worn, 5 Armor applies vs. vessel-scale
3 Weight damage.
Personal Shield Generator +1 Armor, Worn, 1 Weight 2
Spiked Armor 1 Weight 1 Add +1 damage you inflict on
someone grappling you.
SubtleTech Armor Plates +1 Armor, 1 Weight 3 Add +1 ongoing to avoid someone
detecting your armor. Cannot be used
with Juggernaut Powered Armor.
Synthleather Hauberk 1 Armor, Worn, 1 Weight 2
Synthleather Vest 1 Armor, Worn, 1 Weight 2
Underwater Modification 0 Weight 2 Wearer can operate normally
underwater.
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Robot Defenses
ITEM TAGS PRICE NOTES
Ray Shield Generator +2 Armor (Beam Weapons 2
Only), Integral, 1 Weight
Reinforced Flexsteel Body +1 Armor, 1 Weight 2 Robot only
Spiked Body 1 Weight 1 Robot only. Add +1 damage you
inflict on someone grappling you.
Underwater Modification 0 Weight 2 Robot can operate normally
underwater.
Armor Modifications
Several items modify existing personal and
robot armor. These modifications affect how the
character takes damage or provide other benefits.
There is no practical limit on the items a charac-
ter can have that give a + Armor bonus; the only
real limitation is the increased weight. Damage
modifications, such as Fireproof Modifications or
Insulated Guards, may be applied once to a given
piece of armor. These modifications cannot be
applied to + Armor items, just to pieces of armor
(with the 1 Armor tag, for example).
Cover
This “item” is really a series of items (disguis-
es, etc.) comprising the effort necessary to create
a credible second identity. This is more than just
a Falsified ID; the Cover is a complete identity.
Having a Cover represents that the character has spent time and resources
developing this separate identity and it has certain benefits.
The player should describe this cover and create a false name. When a
character is in this cover identity, they add +1 ongoing to act in this new role until
their cover is blown. This bonus should apply when the character must pose as
this other character or otherwise fool others into believing this identity. When the
A character can have more than one Cover at a time. If they do, the player
should create a separate name and description for each one. This can complicate
the character’s life and may give the GM an opportunity to create interesting
roleplaying opportunities.
Falsified ID
A Falsified ID is a piece of documentation, usually in the form of official papers
or an electronic card, that is used to pass security checkpoints. The “I.D. Check”
move uses the Falsified ID item and a clever player could find other ways to use it.
When the Falsified ID is acquired, the player should define it by creating a false
name and basic identity; this is not as advanced as a Cover (see above).
Ion Weapons
Robots should be careful to avoid ion weapons, as such weapons ignore robots’
inherent armor (doing full damage unless the robot takes countermeasures). Ion
weapons can also have extra effects on exposed electronics and circuitry.
Wearing the Juggernaut Powered Armor is very noticeable and NPCs will react to
seeing it, often causing fear or other adverse reactions.
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Kreth Weapons
Psionic characters are trained in the use of Kreth weapons. These are special
weapons, crafted using rare crystals that react to the use of psionic abilities. The
Kreth weapons listed in this chapter are a few of the many possible weapons
that might exist. Psi characters should use these examples or create their own
interesting varieties.
Since only psionic characters typically use Kreth weapons, NPCs will react to
seeing these weapons displayed and this may prejudice the results of certain
social interactions.
Medic Gear
Medic Gear is a collection of medical tools, medicines, and utility items used to
treat injuries in the field. This is a multi-use item that is used in conjunction with
certain healing moves. Using the Medic Gear without a move does not confer any
sort of bonus or special effect.
Specialized Tools
There are four varieties of Specialized Tools in the game – Demolition, Hacking,
Robot, and Starship – and these are used in conjunction with certain moves
in the game. These are multi-use items that can also be used as resources for
custom moves or other unusual situations that may come up in the game. In
general, though, using the tools without a move does not confer any sort of bonus
or special effect.
Vessels (the broad term meaning “vehicles” in the game) are one of the distinc-
tive and essential parts of Infinite Galaxies. The Ace playbook starts with a starship
and space travel is considered iconic to many science fiction stories. There are
basic vessel moves allowing anyone to take actions related to the vessel during
play. Any character might pilot a vessel, fire its weapons, or take part in repairing a
vessel. Characters might use a vessel to travel across a lake, treacherous moun-
tains, between planets, or even, between star systems.
Mounts, like vessels, are used to transport characters from one place to
another. Being somewhat intelligent creatures – and this varies from one mount
to another – mounts behave differently than vessels and may require additional
direction and control. Creature mounts have abilities, but they differ from vessels.
In Star Patrol, the “default setting” of Infinite Galaxies, vessels are plentiful and
readily available. Characters should regularly encounter, use, or deal with starships
and other vessels. Your group of characters may even have their own starship to
use. Creature mounts are less plentiful, but certainly common on some planets.
VESSEL RULES
This section defines what makes any vessel – from a starship to the smallest
ground or water vessel. Space vessels tend to be larger and studier than atmo-
spheric vessels. Characters are more likely to travel in space vessels, although
certain adventures may prominently feature land and water travel.
Make sure to read the basic vessel moves. These rules are used in conjunction
with those moves and understanding the moves will help illuminate what follows
here.
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A vessel’s size is a measure of how big the vessel is. A vessel’s type describes
how the vessel is normally used; this is more of a design or roleplaying concern
and has no impact on the rules. All vessels are categorized by their sizes and
types. For a character’s Ship, the player chooses a size from the list provided. For
any other space vessel in the game, the GM chooses a size from the list below.
The size choice affects the vessel’s Crew, Passengers, Abilities, Damage Die, Hull,
Shields, and Capacity (and possibly Maintenance Requirement).
These are the base values for a space vessel of the sizes provided in the
Infinite Galaxies game. The game mechanics and scores for any space vessel
provided in the game are based on these values.
There are bigger vessels than what is presented below – some much bigger –
but those vessels are usually outside of the control of the PCs. Such larger vessels
are known as capital ships or space stations. The main difference between the two
is that a capital ship tends to move around while a space station tends to remain in
one place. In the unlikely event that PCs come into the possession of a capital ship
or space station, the GM will need to create game statistics for these vessels.
Vessels have basic attributes and ability modifiers by their size. Starships and
atmospheric vessels are classified in the same size categories and have the same
base stats.
Air vessels fly and are treated pretty much just as starships. In fact, most
starships and air vessels may operate in the same parts of a planet’s biosphere.
Certain capital ships and other extremely large space vessels may not enter a
planet’s atmosphere (smaller, player-controlled vessels do not have this problem).
Most air vessels have meager Shields, though some do not have Shields at all.
The majority of air vessels have weapons and reasonably resilient Hulls.
Land and water vessels are handled in a different manner than are air and space
vessels. They do not have Shields (except in rare cases) and are likely to be unarmed.
A vessel is rated on how many Crew and Passengers it can accommodate. The
value in Crew represents how many different characters may take actions while
in control of the vessel. This includes the pilot and anyone else aboard the vessel
who can use moves to do something with the vessel. The value in Passengers is
a number of people who can also travel aboard the vessel, but cannot use vessel
moves (they can still take actions affecting themselves or other characters).
Vessels have different abilities than characters do. Vessels have Power (POW),
Speed (SPD), Sensors (SEN), and Weapons (WPN). Like those for characters, these
abilities are ranked from -1 (lowest) to +3 (highest).
Power (POW) rates the vessel’s size and mass and its engines’ output. Speed
(SPD) is obviously the vessel’s ability to move quickly. Sensors (SEN) rates how
expansive and detailed the vessel’s sensor abilities are. Weapons (WPN) describes
the vessel’s combat ability.
Unless otherwise stated, characters in vessels have access to all basic vessel
moves. For more information, see Chapter 2: How to Play.
A vessel’s Hull value is determined by the choice of its size. This is roughly
equivalent to a character’s Vitality. When a vessel takes damage, this is subtracted
from current Hull. When this value drops to 0, and the vessel continues to take
damage, it may also mark Critical checkboxes (if it has them). A character’s Ship
has Critical checkboxes and other, special vessels may as well. Most vessels do
not have Critical checkboxes to mark. When a vessel’s Hull is reduced to 0, it will
usually trigger the “Crash Landing” move. The Ship only uses the “Crash Landing”
move when otherwise directed.
A vessel’s starting Shields value is determined by its size. The Shields value can
be increased using the “Raise Shields” move. The Shields value modifies damage
done to the vessel. This works like Armor does for a character. If a move requires
you to power off your Shields (or gives you the option to do so), any character
on the vessel in a Crew position can make a move to turn them back on, which
automatically succeeds. If a vessel has a Shields of 0, it does not have any Shields
and no one can use moves that interact with Shields.
A vessel’s Damage Die is determined by the choice of its size. This works
as does the Damage Die for a character. See Vessel Scale vs. Character Scale
section, below.
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A vessel with a Damage Die of 0 has no weapons and cannot use the “Fire at
Will” move or attack other vessels (though, possibly, the “Prevail by Force” move;
in this case, use D4 for the vessel’s Damage Die).
Vessels start with a base Capacity of 4 + POW. Small vessels add +2 to this
value; Medium and Large vessels add +4 to this value. Atmospheric vessels and
creature mounts have Capacity of 2 or 1. Any vessel-scale item with a weight
value is totaled and compared against the Capacity. If the vessel’s total weight
exceeds the vessel’s Capacity, any moves the vessel makes are at -1 ongoing.
Character-scale weight never applies to a vessel’s weight. Do not add character
weights to a vessel’s weight (when compared against the vessel’s Capacity).
Most space vessels start with four Modules. Other vessels may have a fewer
number. Many items that can be added to a vessel will require installation into an
available Module. Vessel items with the Module tag must be put into an available
Module.
You can recover Uses for a vessel item with the “Restock” move when you are
at a spaceport, space station, or capital ship.
Of course, vessels can be purchased from many vendors and outlets. For
the stock vessels listed below, the Price indicates the Credit or Barter needed
to acquire that vessel. The GM or story may dictate that certain vessels are not
available for purchase or may additional requirements beyond those listed here.
Space vessels tend to have 4 Modules. For the Ace’s Ship, which has more
Modules than most vessels and its own list of Advances, the range of possible
modifications is rather limitless.
Consumable Items
ITEM TAGS PRICE MR NOTES
Ejection Seats Consumable, 0 Weight 1 Only usable in atmosphere.
Improved Escape Pods Consumable, Module, 2 You cannot get worse than
1 Weight a partial success on “Crash
Landing”.
Engine Items
ITEM TAGS PRICE MR NOTES
Backup Engine Consumable, Module, 1 3 Use to ignore the effects of
Weight your engine being disabled.
Lasts for the rest of the Scene.
Electronium Power Cells 0 Weight 3 +1 Medium and Large Vessels
only. Add +1 ongoing to SPD
related moves.
MAME Booster 0 Weight 4 +1 Add +1 to OtherNav related
moves.
Supercharged Ions 0 Weight 3 Add +1 to repair the vessel’s
engine.
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Hull/Body Modifications
ITEM TAGS PRICE MR NOTES
Crystal Matrix Hull 0 Weight 4 Add +4 to Hull.
Heavy Bulkhead 1 Weight 3 +1 Add +1 to “Prevail by Force”.
Add +1 to resulting damage
to target. Vessel SPD cannot
exceed 2.
Heavy Chassis 0 Weight 3 Add +4 to Capacity.
Hull Spikes 0 Weight 1 Add +1 to damage inflicted
with “Prevail by Force”.
Hybrid Armor 0 Weight 4 Ignore Piercing (1) on an
attack.
Reflective Hull +2 Shields, 0 Weight 3 +1 Only effective against beam
weapons.
Streamlining 0 Weight 2 Add +1 ongoing to “Evasive
Action” while in atmosphere.
Miscellaneous Items
ITEM TAGS PRICE MR NOTES
Armory 3 Uses, Module, 1 Weight 2 +1 Requires Small vessel or
larger. Use to add +1 Ammo
and Recharge for all character
and vessel weapons. Lasts
until the end of the next scene.
Autopilot 1 Weight 4 +1 Takes up a Crew position.
You can direct vessel to take
simple actions on its own.
Crash-Resistant Seats 1 Weight 1 Crew and passengers take half
damage from “Crash Landing”.
Emergency Life Support Module, 1 Weight 2 Add +1 to “Crash Landing”.
Engineering Room Module, 1 Weight 3 +1 Requires Small vessel or
larger. Add +1 to repair or
modify vessels or robots. Also,
see below.
Expanded Cargo Bay Module, 0 Weight 2 Add +4 to Capacity.
Galley Module, 1 Weight 2 +1 While aboard your vessel, you
do not need to mark rations.
Heavy Cargo Bay Module, 0 Weight 3 Requires Large vessel. Add +8
to Capacity.
Improved Life Support Module, 1 Weight 1 Requires Small vessel or
larger. You can “Rest” inside
your vessel.
Landing Bay Module, 1 Weight 4 Requires Large vessel. Fits 1
Personal-sized vessel.
Obviously, removing a PC from play for even an entire scene is not ideal; these
options should only be pursued when no other viable options present themselves.
A GM can choose to have a scene happen aboard the vessel (possibly involving only
the PC that’s there).
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Multi-Use Items
ITEM TAGS PRICE MR NOTES
Cyber-Targeting System 2 Uses, Module, 1 Weight 2 Add +1 forward to WPN.
Ionic Boosters 2 Uses, Module, 1 Weight 2 Add +1 forward to SPD.
OtherNav + MAME 3 Uses, Module, 1 Weight 4 Your vessel can use the
“OtherNav” move to travel to
other star systems.
Stealth Field Generator 2 Uses, Module, 1 Weight 3 +1 Requires Personal or Small
size. Your vessel is undetect-
able until you take hostile or
sudden actions. If your vessel
is being pursued, you can use
“Evasive Action” to lose them
(and add +1 to the roll).
Tracking Beacon 2 Uses, Module, Near, 1 2 Add +1 ongoing to find vessels
Launcher Weight you have hit with beacon.
Sensor Items
ITEM TAGS PRICE MR NOTES
Improved Sensor Array Module, 1 Weight 2 Add +1 to “Sensor Scan” for
planets and places.
Intrusive Sensor Array Module, 1 Weight 1 Add +1 to “Sensor Scan” for
vessels and artificial creations.
Stealth Detector Module, 1 Weight 2 Your vessel may use “Sensor
Scan” on a vessel known to be
using a Stealth Field. In addi-
tion, using “Sensor Scan” in an
area reveals the presence of
any vessels currently using a
Stealth Field.
Smuggling Items
ITEM TAGS PRICE MR NOTES
Anti-Tracker Alarm Module, 0 Weight 2 Add +1 to detect tracking
beacons on your vessel.
Concealed Weapons 0 Weight 2 0 and 1-Weight weapons are
undetectable until you use
them.
Falsified Transponder Consumable, Module, 0 2 Add +1 ongoing to pose as
Weight another vessel or trick those
following you. This lasts no
longer than the current scene.
Hidden Compartments Module, 1 Weight 2 Add +1 to conceal people or
items on your vessel.
Quick-Jettison Cargo Bay Module, 0 Weight 2 Add +4 to Capacity.
Weaponry Items
ITEM TAGS PRICE MR NOTES
Armor-Piercing Rockets Consumable, 1 Weight 1 Add Piercing (1) tag to missiles
and rockets. Consumed when
ammo runs out.
Bomb Bay Module, 1 Weight 1 Allows vessel to drop bombs in
atmosphere.
Fazer Booster +1 Damage (Fazer only), 1
Module, 0 Weight
Robot Weapon Pod 1 Weight 2 A Robot character adds +1 to
WPN (max +3). Robot must have
a Pod open.
Tracer Rounds Consumable, 0 Weight 1 When you mark ammo for a
Mass Thrower with the Autofire
tag, add+1 forward to “Fire at
Will” using the same weapon.
Consumed when ammo runs out.
Trajectory Tracking 2 Uses, Module, 0 Weight 1 Add +1 forward to WPN with
System missiles, rockets, and bombs.
Turret 1 Weight 3 Add +1 to WPN (max +3) for one
weapon of 0 or 1-Weight.
Weapon Link +1 Damage, 0 Weight 2 Designate two weapons to fire
simultaneously. Mark either
ammo when required to do so.
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Vessel Weapons
This section presents weapons that can be installed in most vessels.
Atmospheric Weapons
ITEM TAGS PRICE MR NOTES
Road Spikes 2 Ammo, Area, Module, 1 1 Ground vessels pursuing you
Weight take 1d4 damage. Ground
vessels only.
Vehicular Flamethrower 2 Ammo, Area, Module, 1 2 Inflicts fire damage. Atmo-
Weight spheric use only.
Beam Weapons
ITEM TAGS PRICE MR NOTES
Blaster Pulse Cannon +2 Damage, Module, 3 Requires Medium or Large
Piercing (1), 3 Recharge, 2 vessel.
Weight
Multi-Faze Spiral +1 Damage, Module, 2
Disruptor Piercing (1), 2 Recharge, 1
Weight
Pulsar Laser Blaster +2 Damage, Module, 3
Piercing (2), 3 Recharge, 1
Weight
Triple Fazer Cannons +2 Damage, Module, 3 2
Recharge, 1 Weight
Twin Laser Cannons +2 Damage, Module, 3 2
Recharge, 1 Weight
Ultralite Laser +1 Damage, Module, 2 3
Recharge, 0 Weight
Ultraviolet Laser Cannon +1 Damage, Module, 2 2 Can be used underwater.
Recharge, 1 Weight
Mass Throwers
ITEM TAGS PRICE MR NOTES
Heavy Machinegun 3 Ammo, Autofire, +1 2
Damage, Module, 1 Weight
Starbreaker Gun 3 Ammo, +3 Damage, Mod- 5 +1 Requires Large vessel.
ule, Piercing (3), 2 Weight
Volcano Gun 3 Ammo, Autofire, +2 3
Damage, Module, 2 Weight
Mines
ITEM TAGS PRICE MR NOTES
Chaff Mine 2 Ammo, 1 Weight 2 Requires Mine Launcher.
Take +1 forward to hide from
pursuers.
Ion Mine 2 Ammo, 1 Weight 2 Requires Mine Launcher.
Disables one Personal or Small
vessel.
Mine Launcher Module, Near, 1 Weight 2 Effect as mine used; ammo as
mine.
Mini-Mines 2 Ammo, Area, 1 Weight 2 Requires Mine Launcher.
STOCK STARSHIPS
This section provides a list of “stock” starships available in the Infinite Galaxies
game.
Personal Size
For Personal vessels, the “Fighter” designation is for a vessel designed for use
in combat, while the “Shuttle” type is for commercial and private, non-combat
designs.
GUNOI ZIP (SHUTTLE): G unoi Corporation designed this shuttle with speed
in mind. The Zip is the fastest and most maneuverable personal shuttle in produc-
tion. It also features defensive weaponry and decent armor. The Zip is the personal
transport of choice for Terran Alliance officials and Star Patrol officers. Price: 9.
Small Size
For Small vessels, the “Autonomous” design is for commercial vessels intend-
ed to transport cargo, the “Catapult” type is for military designs, and the “Yacht”
type is for private use (usually by the wealthy and powerful).
Medium Size
For Medium vessels, the “Frigate” designation is for commercial vessels,
usually transports, while the “Gunship” type is a military design.
INSIGHT PENTA (FRIGATE): The Insight Corporation’s Penta is the largest civil-
ian transport vessel of this size, featuring massive cargo bays and an armored hull.
The Terran Alliance and Star Patrol sometimes use the Penta for military transport;
these vessels are often modified for better defensive capabilities. Price: 18.
Large Size
For Large vessels, the “Destroyer” is a military design, while the “Transport” is
intended for commercial use (although some military vessels might be classified as
“Transports”).
GUNOI CUTTER (DESTROYER): T his vessel was originally designed for the
Terran Alliance to cut through Masskai blockades. The Cutter is still in service,
among Terran Alliance forces and others, usually in support of cruisers and larger
vessels. Price: 20.
GUNOI AIRBUS (COURIER): The Gunoi Airbus is a jet aircraft designed for
planetary transport, especially in highly populated areas. The Airbus is often in
civilian use as a transport for hire. Price: 5.
ZENSTAR SOLAR (SAIL): T his is the rare watercraft that still relies on wind
power. The Solar, produced by ZenStar, is very popular in civilian areas. Price: 5.
MOUNT BASICS
Creature mounts are handled like vessels, with the exception that they have
different abilities. Such mounts do not have Shields (except in extremely rare
cases) and do not usually have weapons. Creature mounts have the following
abilities: Strength (STR), Speed (SPD), Communication (COM), and Morale (MOR).
There are no moves specific to creature mounts, though some of the existing
moves work well to represent these mounts. STR is used for the “Fight” move and
possibly, “Prevail by Force”. SPD can be used for “Evasive Action”. COM and MOR
do not have direct analogs; riders interacting with their mounts can roll using COM
or MOR (see below for examples).
Mounts have Vitality scores and may have Armor. Creature mounts do not have
Wounds checkboxes. They have a Damage Die, which is used when the mount
attacks. Mounts may be directed to attack using basic moves, such as “Fight”
and possibly, “Shoot”. In some cases, a mount may have its own moves.
While it is very possible that PCs might encounter trained creature mounts,
it is equally likely that PCs will encounter wild creatures and try to use them as
mounts. Some of the mounts presented here are quite easy to tame and ride;
others are not naturally docile and will require great effort to domesticate. The
COM ability is used when rider needs to communicate with the beast. The MOR
ability is a representation of how easily the creature serves as a mount; moves
using the MOR ability can be used to see the rider can command it.
Characters will most commonly acquire mounts when on a planet that has
such creatures. In general, these are “backwater” planets without much in the
way of advanced technology, though this may not always be the case. In a typical
Infinite Galaxies game, creature mounts are used for a specific mission and then
left behind; while it is possible for PCs to keep their creature mounts, such beasts
don’t travel well in starships and may not be viable on other planets.
FIREWING: N ative to the Theta Virgo system, this dragon-like creature can ac-
cept up to two humanoid riders. As should be obvious by their name, the Firewing
breathes fire. The Firewing is notoriously difficult to domesticate.
GRAAKI: L ike the Stormer, the Graaki is found on Zeta Scorpius 1. Despite the
atmosphere being toxic to humans, the Graaki can live and thrive there. The Graaki
features huge, angelic wings and looks something like a large eagle from Earth.
These creatures are quite passive and don’t require much training to be used as
mounts.
ORACLE: T his creature hails from the living planet of the same name. The planet
and its creatures form a sort of “hive mind”. The Oracle is an oblong, ovoid creature
with a barely discernible head and body separation. The creature flies by means of
telekinetic power.
FERRAD: N
ative to the Deros system, the Ferrad is a horse-like creature with
six legs and leathery plates in place of fur. They can be contentious and difficult to
domesticate.
SLIPDRAGON: T his creature is found in the Variges system. Despite the name,
the Slipdragon cannot fly. It is a reptilian creature more at home on land than the
water. The Slipdragon is normally quite docile and easy to tame.
STORMER: L ike the Graaki, the Stormer is native to Zeta Scoripus 1. Despite
the planet’s high-neon gas atmosphere, the Stormer lives there and has for
millennia. It looks like a hunched-over humanoid and emanates static electricity.
Some Stormers have learned to shoot short blasts of lightning.
CORAL DIVER: T his waterborne creature is found in the Beta Hydra system. It
shares an ecosystem with the Sayyid, a larger creature that can also serve as a
mount. The Coral Diver looks something like a seahorse from Earth, but the Diver
is far larger and more intelligent. Some have reported telepathic communication
with them.
SAYYID: T his large, manta ray-like creature is native to Beta Hydra, sharing the
watery environment with the Coral Diver. Unlike the Diver, the Sayyid is not terribly
bright, but can easily be trained to take riders.
9. ELEMENTS OF A SETTING
This chapter discusses what critical elements a setting should have to provide an
engaging story for an Infinite Galaxies game. Within this chapter are discussions of the
definition of a setting, theme and tone, interesting places, technology, organizations,
and the differences between setting and story.
WHAT IS A SETTING?
Simply put, a setting is a time and place wherein your Infinite Galaxies game
happens. Think of a setting as a universe in which you set rules for what can
happen there. This chapter discusses and reviews what those rules are, which
rules matter to your Infinite Galaxies game, and how to discuss and decide on what
sort of setting you want.
Settings provide the following critical elements: theme, tone, interesting places,
technology, and organizations. When creating a new setting, consider these as
dials you can turn or fields you can fill with answers. When using an existing setting,
consider how known setting details answer these needs; if your knowledge of
the setting does not answer these needs, fill in the necessary details yourself or
discuss how to deal with it among your other players. Even if you intend to adapt
an existing setting for use in Infinite Galaxies, there may be elements you wish to
change or discard; don’t feel wholly beholden to any existing setting!
Of course, settings can become very complex and this chapter does not intend
to cover every possible detail your group may introduce into your Infinite Galaxies
game. This chapter discusses the most important points you’ll want to cover when
introducing a setting.
versation, but the game itself can also further influence how the players view the
theme. You will have more than one theme – possibly all related to one another,
but not necessarily – and, together, these form the backbone of your game.
Theme is often suggested by the group as a whole; if you have played with this
group before, you probably have a good idea what sort of themes interest the
other players. If not, or if this is a new group of players, themes could be suggest-
ed or introduced during play.
Tone is closely related to theme. For the purposes of this discussion, tone
is defined as a general attitude towards a given theme within your game. A
light-hearted tone suggests comedy or action-adventure sort of game, whereas a
darker tone suggests a more serious attitude towards the topic at hand.
Because tone is related to theme, you will likely glean your game’s tone from
the themes your group explores as part of the game. Tone commonly grows
organically from the players and is not necessarily something determined before
the game starts. You will get a sense of your game’s tone during the first session
and the GM can help to enforce a certain tone, if it is something important to
the game, by discussing the themes in the game and what story elements are
endemic to the current story.
Science fiction stories are often serious in tone, presenting topics such as
corruption, slavery, war, and bizarre experimentation. Other science fiction stories
may be light-hearted and even comic in tone, presenting topics such as uplifted
animals, robot societies, and strange alien civilizations. Your Infinite Galaxies
game may have more than one tone, and that’s OK – a mix of tones is common in
a lot of games.
Theme and tone are evident in both setting and story; in many ways, setting and
story influence each other and the relationship between theme and tone will inform
elements of both setting and story. On a higher level, setting and story themselves
influence each other and, often, a powerful and engaging setting will produce a
compelling and interesting story.
INTERESTING PLACES
Setting represents a framework of time and place, within which the game and
its story takes place. One of the most important elements of setting is place – a
location where things happen. Because Infinite Galaxies is a science fiction game,
your places should be unique, alien, bizarre, and, above all else, an interesting
place to visit.
There is, however, value in providing a list of very common places in science
fiction stories, as shown below:
Arcology Planet Luxurious Space Resort
Asteroid Field Mega-Prison Fortress
Automated Factory Mining Colony
Central Command Center Ocean Planet
Desert Planet Orbital Research Station
Forest Planet Space Bazaar
Galactic Library Space Marine Academy
Gas Planet Underwater Arcology
Ice Planet Unstable Wormhole
Jungle Planet Weapon Foundry
The GM’s Handout, available for download at http://www.infinitegalaxies.net,
lists many more interesting places, culled from popular science fiction stories.
places (and other setting items introduced into the game) is a great way to build
history without needing to come up with all of it on the spot.
TECHNOLOGY
Of course, science fiction stories are rife with technology – the very name
of this genre suggests that technology and science are major factors in these
stories. While not all science fiction tales involve technology more advanced
than our own, most do, and it makes sense to think about the setting aspects of
technological advance.
Settings that involve space travel should address how that happens. Because
modern technology (as of this writing) is unable to move people between star
systems, or even very far within our own star system, it makes sense to address
how that happens. Almost every science fiction setting addresses interstellar
travel – some warp time and space, some travel by way of an alternate dimension,
some use magic or psionic power, and there are other means. The important
thing about space travel, for the purposes of an Infinite Galaxies game, is that it is
possible; how it happens is up to you and your group.
The concept of alien contact is another that appears in many science fiction
stories. While this is not technically a subject for technology, the fact that aliens
exist and have civilizations different from ours means that these aliens may have
also introduced advanced technology. If aliens exist in your setting, you should
address how their appearance affected the advance of technology and what
technologies these aliens may have introduced to humans. There are so many
instances of alien contact in science fiction stories that it doesn’t make sense to
provide examples; your group should simply decide whether aliens exist and what
their impact has been.
Robots and artificial intelligence are staples of science fiction stories and have
been with the genre since the beginning. Your group should discuss whether
robots and AI exist (they probably do) and what impact their existence has on
the setting. There could be entirely robotic places or organizations, and you may
have people within the setting that hate robots and AI and have nothing to do with
them, or vice versa. Discuss what robots and AI do in the setting and how the PCs
might interact with them.
Advanced weaponry and armaments will likely appear in your Infinite Galaxies
game. Usually, the appearance of such advanced war technologies should not
be out of place and may not warrant much discussion. There may be setting
elements related to these weapons, or your setting may have special advanced
weapons, so it may be worth sorting out the details.
When it comes to thinking about technology for your Infinite Galaxies game, you
should only concern yourself with what is immediately necessary for your game;
there will always be time later to develop other ideas about what might also exist.
ORGANIZATIONS
Setting is a framework of time and place, within which the PCs must interact
with other intelligent beings. Some of these beings are individuals, but many are
members of an organization. As players, you should introduce organizations that
fit thematically into the setting and that provide some context to what the PCs
are doing. Because these organizations are part of a science fiction game, your
organizations should be intergalactic, powerful, insidious (where possible), schem-
ing, and, above all else, interesting to interact with.
While organizations make great villains to foil the PCs, there should also be
helpful organizations. In some cases, organizations may be both helpful and
hazardous to deal with, or may turn from one to another based on the actions of
the PCs.
There are, however, some important differences between setting and story.
Think of setting as a house and story as the family that lives there. While
improvements and changes can be made to the house, changes often made
by the inhabitants, throughout the family’s stay in the house, it remains largely
unchanged. Though the family’s life is influenced by the house and, in some ways,
may be limited or even enhanced by the house, the family also has a story and a
life that happens regardless of the house. This analogy should help explain that
setting and story can influence each other, but also that setting and story are
different things and need to be approached and developed differently.
Setting is where and when the story takes place and the story is what happens
within that construct. Multiple stories can be played out in a given setting and the
same sort of story can appear, in some way, in different settings.
For more information about constructing a story, see Part 4: Story and,
specifically, Chapter 12: Elements of a Story.
Star Patrol uses our real universe, with some tweaking. This setting is based in
the real universe to give it immediate identification for the players and GM who use it.
Earth is the center of human activity and there are familiar star systems that players
may know about already. Because so little is known of these star systems, though,
we have a lot of freedom to put planets and alien species there. We have also added
new star systems to the setting, so it is a mix of real and created star systems.
There are also some familiar alien species. In addition to humans, Star Patrol
features Grays, who are aliens found in some movies and TV shows and, some-
times, depicted in dubious alien abduction stories. White Apes are also taken from
popular science fiction stories. The Collective, the Masskai, and the Chantarii are
also loosely based on science fiction tropes.
Though Star Patrol features many species and civilizations, the cultural norms
we know on Earth are well represented elsewhere. People are generally morally
good and adhere to the general laws found in the real world. The cultural differenc-
es between different species, except in extreme cases, are fairly minor. Freedom is
prized, laws exist to keep order, and the family unit is the basis for a strong society.
All the differences between civilizations are nuances of the foregoing.
The biggest difference between the cultures of Star Patrol and that of real-world
Earth is that other intelligent species exist in known space. While humans control
a large swath of space, they must compete with these other intelligences. Unlike
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on Earth, where humans are at the top of the food chain, in Star Patrol, humans
are just one of many spacefaring species, some of which are more advanced
technologically than humans.
When you play Infinite Galaxies, you can choose to use the Star Patrol setting,
some elements of it, or replace what doesn’t fit into your game with your own
creations. Using parts of Star Patrol is easy; simply take the defined elements
that you want to use and ignore the rest. One thing to keep in mind is that the
technology of the Star Patrol setting is “baked into” these rules; if you’re changing
how technology works and/or what technology is available, you will want to take a
look at Chapter 7: Gear and Chapter 8: Vessels and Mounts to see what changes
you’ll need to make in those aspects of the game.
Because Star Patrol is not heavily defined within the Core Rules, few assump-
tions are made about theme and tone. Star Patrol is intended to be a light-heart-
ed, action-adventure setting, in keeping with the general theme and tone of the
Infinite Galaxies system, but a group could certainly use elements of Star Patrol
and turn it towards darker themes and tone.
For more information about the Star Patrol setting, please see Appendices A
and B, found at the end of the book.
INTERESTING PLACES
Because Star Patrol represents much of the universe that we already know, a
lot of places in astronomy are found in the setting. Of course, Earth, Mars, Jupiter,
Saturn, and other known planets also exist in Star Patrol. The setting, though, ad-
vances humanity into the future and presents Earth humans who have colonized
their home system. In Star Patrol, Earth is an arcology, a planetary city, with few
untouched places, and there are colonies – orbital or planetary – on every planet
in the system. In addition to this, Terrans have been mining asteroids and moons
for a long time and have commercial and military interests there.
Star systems in this setting use the astronomical names used in modern
science. Our real-world star systems are named based on their assignment to
various constellations; these groupings have little to do with reality, as many of the
stars in these constellations are not actually that close to one another. Despite this,
the constellation names are still used; many star systems are named for the stars
themselves and these names use Greek letters, from Alpha to Omega, to denote
the “first” star, the brightest, to the “last” star, the dimmest. Thus, a given constel-
lation will have star system names such as Alpha (the brightest star), Beta (the next
brightest star), Gamma (the next brightest star), and so forth. Note that not all star
systems and stars follow this naming system. There are plenty of online resources
that explain astronomical names in more detail, should someone want it.
The universe of Star Patrol is divided into sectors. These sectors are physical
areas, groupings of star systems near to each other, and these sectors also have
political implications. Terran Alliance space is home to Sol (and Earth), as well as
Cetus (home to the Grays), Cygnus, and Chantarus. The Grovol Sector is home to
the White Apes. The Collective Sector is home to the inscrutable cyborgs known
as the Collective. The Masskai Empire is located far from the Terran Alliance and
the space between these two political giants is always up for grabs. The Corporate
Sector is mostly composed of corporate interests, many of which are Terran com-
panies. Mid-Space is a sector about halfway between Terran Alliance space and
the Masskai Empire. The Far-Space Sector refers to space bordering the Masskai
Empire; this place is filled with pirates and bandits and was the site of many battles
between the Terran Alliance and the Masskai.
Individual planets and large space stations can also be places of interest.
Earth has already been mentioned as a planet-wide city. Paridon, located in the
Corporate Sector, is known for being a plentiful source of the Kreth jewels that
Psis use. Oracle is a “living planet”; all native creatures share a “hive-mind” with
the planet itself. The Delta Cassiopeia system is home to the Max, a massive,
orbital super-prison. The Astralon system is home to the CIC, the Terran Alliance’s
interstellar communications hub.
There are many resources on the Internet or elsewhere that can help you come
up with other star systems to use in the Star Patrol setting.
TECHNOLOGY
From a technological standpoint, the Star Patrol setting features several
important assumptions. The first is that space travel exists and is common to
most people. Starships are available to many people, either to own, or to purchase
passage. People in Star Patrol travel between worlds on a regular basis; you can
expect that characters in your game will probably travel between star systems quite
often. Another technological assumption is that robots and artificial intelligence
exist. In addition, advanced computer systems and artificial intelligence are replete
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The technology to travel between star systems is known to all major cultures
in the Star Patrol setting; there are, however, less advanced civilizations within
known space that do not possess space travel capability. This interstellar travel
technology, known as “OtherNav”, creates a tiny black hole within the engine,
collapses the entire vessel within this black hole, and re-creates the vessel at
the destination. During this process, the vessel travels through what is known
as “Otherspace”, where exact copies of our universe exist; the vessel exists
in Otherspace while it is being collapsed and re-created by the OtherNav. It is
important to note that travel still requires a vessel of some kind; the ability to
teleport or “transport” via molecular disassembly and reassembly does not exist
in the setting.
Robots and artificial intelligence are used in places where menial labor or
complex calculations are needed. Labor robots are everywhere, from starship
maintenance to janitorial duty, and even in factories. AI controls much of people’s
day-to-day lives, from traffic control to communications, to shopping, and more.
Star Patrol’s economy works largely as the modern one does. It’s based on
supply and demand, with electronic credits standing in for physical currency.
Infinite Galaxies uses an abstract economic system and the game is not intended
to fully simulate a complex economy. The PCs start with 1 or 2 Credit each and
can gain more as a reward for their exploits; these Credit values represent a fluid
amount of wealth and are usually gone before too much accumulates, adventur-
ers being what they are.
ORGANIZATIONS
Civilizations, especially human ones, span several star systems. While each
civilization has a “home planet”, the spacefaring civilizations of Star Patrol have
grown beyond a single planet and have colonized or inhabited other worlds within
their home star system and beyond. The humans of Earth, for example, have
colonies on many planets within and beyond the Sol system.
The setting assumes that humans control most of known space. In Star Patrol,
though, not all humans are from Earth; there are human-like civilizations that
spawned in multiple places around the same time. For example, the Cygnans
(from Alpha Cygnus) are very human-like, though they have different coloring and
did not develop in the same way that Earth humans did.
In general, humans and these alien species co-mingle. Though humans have
been at war with the White Apes, Masskai, and the Collective (and each other) at
times in the past, these civilizations are currently at peace with one another.
The most important organizations in the Star Patrol setting are the Terran
Alliance, Star Patrol, and the Masskai Empire. The Terran Alliance, based on Earth,
is a union between Terran humans, Grays, Cygnan humans, and the Chantarii. This
organization started as an alliance between the humans of the Sol system and the
Grays to stop the Masskai, who were invading Sol. Once the Masskai threat was
stopped, the humans and Grays maintained this alliance and others have joined
it since. Star Patrol, of course, is the quasi-military law enforcement arm of the
Terran Alliance. While Star Patrol was founded by the humans of Sol, the organiza-
tion is the main law enforcement organization in known space and is found in most
star systems. Characters are most likely to encounter Star Patrol as an ally (but this
may not always be the case). The Masskai Empire is often cast as the “bad guys”
and an important enemy. The Masskai are positioned as the major foil to the Terran
Alliance. The Masskai are characterized as aggressive and imperialistic. They want
to conquer and consider all nearby star systems as theirs to take. In the setting’s
history, the Terran Alliance and Masskai Empire were at war for some period of
time and only recently entered into a tenuous peace treaty.
In addition to the political and military organizations, other important groups ex-
ist. Corporations such as Insight, PolarX, Varpad, Maikarus and Cygnus Industries
manufacture and sell many of the important goods found throughout known space;
you will see the names of some of these manufacturers among the starships
presented in Chapter 8: Vessels and Mounts. The Luminous and the Elevated are
two organizations comprised of psi and that promote (and sometimes, regulate)
those who use psionic abilities. Anywhere commerce happens is also likely to be
populated with gangsters and pirates; these are great foils for the PCs.
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Many Star Patrol plots involve the past war between the Terran Alliance and
the Masskai Empire, particularly the fallout and ramifications of the end of that
conflict. Survivors on both sides of the war still hold grudges and have sworn
revenge on the other side. In addition, there are those who profited from the war
and may wish a return to conflict. Those trapped in the middle of the conflict may
love the peace they have enjoyed for the past generations and seek to keep it that
way.
Stories in Star Patrol may also involve the mysterious users of psionic abilities
and the inscrutable organizations that promote and try to control their use.
Exploration of strange, new worlds and other unexplored places on the fringes
of known space could also be the basis for a Star Patrol story. Those interested
in social intrigue could develop stories based on political corruption within the
Terran Alliance or Star Patrol itself. Espionage stories might also be a fun take on
the Star Patrol setting.
The Star Patrol setting is what you choose to do with it. Take what is laid out in
these pages and make it your own. Perhaps your group will discover new sorts of
stories beyond those imagined here.
Which of these elements you choose to use in your setting depends on your
game’s concept and the group’s preferences. How your group integrates these
elements into the game makes a big difference in the outcome. Understanding
these standard elements and how to use them is key to creating a great setting.
Remember that people are drawn to the familiar, but are intrigued and interested in
something new; a good setting should have both.
You can draw upon the value of the familiar in many ways. The most obvious
way is to use humans in your story. We are all humans – as of this writing, aliens
from other worlds do not exist (or have yet to be discovered). Thus, using humans
is a touchstone with which we can all connect. A setting with a majority of humans
would make sense to most of us. Another way to draw upon the familiar is to use
popular tropes or examples from science fiction books, TV shows, and movies.
Familiar aliens, robots, methods of space travel, weapons, space ships, and so
forth, even if they are not direct copies of things from existing sci-fi stories, can
help your group identify with what is happening in the setting.
Coming up with new ideas and integrating them into a setting idea is not always
easy. Teaching someone to use their creativity is not within the bounds of this work.
That said, it is helpful to discuss ways in which you might foster some creativity in
your own work and add new and interesting things to the setting. Every author or
content creator has their own way to spark and use creative impulses. Some listen
to music, while others read books. Some people watch TV shows and movies that
are similar to the work they are doing, while other choose to avoid that and instead,
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watch TV shows and movies that have nothing at all to do with their topic. Some
people spark their creativity by getting away from everything: hiking, going on a
short trip, visiting with friends, and so on. When you are doing these things, try to
think about what you enjoy and why you enjoy it. How might this tie back in with
your Infinite Galaxies idea?
When it comes to creating a new setting, a question about detail arises. How
detailed should the material be that is presented to your players? The most
specific answer is, “as detailed as it needs to be”.
COOPERATIVE CREATION
When this chapter uses the term “your setting”, it refers to the group’s col-
lective creation, which is the setting and the game’s story. In many games, the
Game Master is solely responsible for creating and developing a setting; Infinite
Galaxies recommends and promotes the concept that the entire group is involved
in the creation and further development of the setting. Thus, while the GM may be
heavily involved in the creation of the setting, input from other players should be
encouraged.
While everyone in the group should be involved in the creation and distillation
of the setting, it is not always feasible or possible to include everyone. Some
players are not comfortable with pitching ideas or may, for whatever reason, not
wish or be able to participate in the process. It may also happen that a player may
not come up with ideas right away, but could contribute at a later time. The GM
and other contributors should encourage all players to try to contribute, even if
they do not have ideas to contribute ideas at the first session.
If you are familiar with the concept of improvisational theater, that concept
carries into the thinking behind cooperative creation. Central to this concept
is the “yes, but…” or “yes, and…” responses to others’ contributions. What this
means is that other participants should accept the base idea that someone else
has proposed and add to it, without negating or denying what the other player
has contributed. While this can sometimes be difficult to achieve, especially with
Players should consider elements in their character choices and think about
ways in which those choices could affect the setting. Is there an organization or
civilization suggested in the playbook, or perhaps in other discussions, that might
be the spark of something that can be developed for the setting? In addition, the
GM should ask pointed questions about the characters that can instigate further
discussion and exploration of potential contributions to the setting.
Your new setting may only need one theme, but often, two or three themes
make sense. There is no hard-and-fast rule about how many themes you need, but
you need at least one and, if you’re only going to have one theme, it needs to be a
strong one and reinforced through other design decisions.
There are too many possible themes to list here; you should be able to glean
major themes from your favorite stories. Many science fiction stories follow the
same sorts of themes: exploration, war, the advancement of technology, and the
strangeness and the alien concept of the “other”. Consider what your favorite sto-
ries are trying to say. It may be a good idea to analyze these stories, with a critical
eye, and consider what themes they are trying to convey and how they established
and reinforced these themes in their implementation.
Tone is closely related to theme, but occupies a slightly different space. While
theme is largely what you are trying to say, tone is how you say it. Tone can change
how you perceive a theme and can even shape your story. A light-hearted tone
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suggests comedy and high-adventure, while a serious tone suggests intrigue and
perhaps a heavy-handed or intense take on things. Tone is important, because
it suggests pointing the story in a certain direction. Settings do not have to have
a single tone, though; it is possible (perhaps, desirable) to alternate between
different tones in the same game.
How you introduce and reinforce tone in your game depends largely on the
group and how you view the tone. Unless all players are on board and are request-
ing the game have a specific tone, it may be worth negotiating or discussing what
tone will be largely present in the game. Doing so before play begins can save a
lot of trouble down the road.
WHAT’S IN A NAME?
More than anything else in your new setting, a naming convention is highly recom-
mended to support a theme and enforce some consistency in your setting. When
properly implemented, consistency in names can set the right tone for your game.
Whether you are looking for a light-hearted, high-adventure game or a darker, more
serious one, the names of people, places, and things in the setting will convey to
the other players what tone the game will likely take.
The first thing to consider when settling on a naming convention, before deciding
what it will be, is how exacting and strict you want to be about enforcing it. Before
being too strict about the names in the setting, consider including any naming
contributions from the other players that seem to be along the same lines as your
initial thoughts on the subject.
The names that you and your group decide to use in the setting will, in certain ways,
reflect the tone and spirit of the games you run in it. Happy-go-lucky and comedic
names suggest a light-hearted tone to the setting, while long, multi-syllabic names
may suggest a complex or possibly sarcastically humorous tone. Shady and darker
themed names may suggest a sinister or oppressive tone to the setting.
Places in your setting need not be entirely fantastic; a touch of the mundane
and familiar can be a welcome place to start, but develop something interesting
Assuming your setting includes space travel, you will need to create star
systems. These star systems are probably the largest things in your setting (akin
to continents in a fantasy game), so starting here will give your smaller creations,
probably located within these star systems, some context. In our universe, a star
system is a set of planetary bodies (planets and other similar things) that orbit
around one or more stars. The star system is typically named for the main star. A
star system will have a “habitable zone”, a distance from the main star in which
life might exist. This is usually between 1 and 4 AUs (Astronomical Units). For
reference, the distance between Earth and our star, Sol, is 1 AU. Places outside
this habitable zone are either too warm or too cold to support life as we know it. For
your setting, create at least a few different star systems and give them interesting
names. In Star Patrol, which is set in the real universe, we have a mix of actual star
systems and ones created for the setting. If you want to use actual star systems
from our universe, keep in mind a few things. First, the astronomical names are
still tied to constellations, which are just named collections of stars that may or
may not be near one another. Second, star systems exist in three dimensions, so
“maps” of star systems don’t work like a map of the Earth or a place that exists
primarily in two dimensions. Finally, keep in mind that the planetary bodies within
star systems are constantly in motion, as are the star systems themselves; fixing a
star system or planet in place does not represent the real universe.
You don’t need to go into excruciating detail about each star system – you need
the name of the system, the number of stars (usually, one, but some systems may
have up to four), the number of planets, other planetary bodies (like asteroid fields),
and any other major features (like a black hole). You should designate the habitable
zone and then insert one or more planets in that zone. If your setting is large
enough, you may want to separate star systems into sectors – these are logical
groupings of nearby or allied systems. Sectors may represent political divisions or
may just be physical places in your galaxy.
In our universe, not much is known of planets outside our own star system.
Scientists have only conjecture about what “exoplanets” might exist in other star
systems. Planets are typically divided into two categories – rocky planets (like
Earth or Mars), which have a solid surface, and gas planets (like Jupiter or Saturn),
which are composed of gases and have no appreciable solid surface. A typical
star system will have a mix of these. Planets that characters can visit will either be
“inhabitable”, meaning they are rocky planets (with environments that can support
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life) that exist within the system’s habitable zone, or they are colonized, meaning
that some sort of colony, usually one protected from the elements, exists.
Colonies are further categorized into orbital colonies, those which orbit the planet,
and planetary colonies, which are on the planet itself. Obviously, gas planets can
only have orbital colonies, while rocky planets might have either type. Moons can
also feature colonies; unless the moon has an atmosphere, these are very similar
to planetary colonies.
Like with naming star systems, you’ll want to have some conventions in naming
your planets. In Star Patrol, the planets are given real-universe names (where pos-
sible) or named after the star system. It’s easier to name planets after the star
system, for reference purposes, but you can certainly name them in other ways.
In terms of your setting, the aspects of a planet you’ll want to decide is the type
of planet, where it exists in the star system, what geographical features it has,
whether people live there or if it’s colonized, and other points of interest. A planet
will only matter to the story if there’s some reason to go there, so make sure to
include that, in some fashion.
Even if you were not planning to use real-universe places in your setting,
getting an understanding of basic astronomy wouldn’t be a bad idea. Learning
how real-world star systems, planets, and other features work would go a long
way towards creating a vibrant and compelling setting.
Beyond star systems and planets are special places that may or may not
be planetary. A place of interest could be of political, economic, technological,
geographic, mystical, or other type that is somewhere that the PCs might want
to visit. A complete discussion of how to create places of interest is beyond the
scope of this work; consider, however, the many interesting places you might want
to visit on Earth – extend this to your setting and add sci-fi elements to them.
Let’s say you’ve always wanted to visit Las Vegas – this is a point of interest – put
casinos in your setting. Let’s say you wanted to visit the U.N. building in New York
City – this is also a place of interest – you can add the headquarters of some
interstellar political organization.
The only rule regarding place of interest is that they are interesting. That
means that these places have some sort of significance to your setting and, by
extension, your story.
Advances or differences in technology from our real world extend beyond space
travel and the existence of aliens, robots, and laser guns. Everything in our real
world is a technology of some kind, from business to agriculture to education
to politics to medicine. There are technologies or advancements involved in all
of these areas. When creating a setting, don’t forget about the less fantastic
advancements that might be made in areas we deal with in our daily lives. Consider
how people travel, eat, work, and play in this setting. Where do people work? What
sort of work do they do? How do people buy things? Where do they go to get away
from it all? What technology might threaten the peace people enjoy?
Many science fiction settings include some sort of technology in the hook or
concept. If you have a really interesting idea for a new technology, perhaps this
could be part of the setting’s themes or a major element of the story.
Organizations are groups of like-minded people with the same general aims
and purpose. An organization differs from a society in that a society is more
interested in promoting a social goal or aim, while an organization is a broader
term, encompassing societies, but also businesses, military groups, professional
guilds, and so forth. An organization might be a group of scientists working on a
specific problem, a gangster’s cartel, space race enthusiasts, a corporation, or
even a political entity like a planet’s or star system’s government. It is far more
common for the PCs to belong to an organization or be in conflict with an organi-
zation. To introduce a new organization to your setting, name it, define it, and put
it somewhere in your game’s story. When the organization is introduced, you will
likely not need to work out all the details of an organization’s focus on the people
and power centers with which the player characters will interact. The rest can be
filled in when the time comes.
You may wish to borrow a society or organization from an existing setting and
use it in your new setting. There’s certainly nothing wrong with this idea and, in
fact, you will have more success getting your players to identify with something
they have already seen. Because identification is a key factor in getting player
buy-in, using the familiar is always a good idea. Even if you don’t borrow a society
or organization wholesale, you can still use parts, the ones that particularly fit the
setting or story, as components of a society or organization you’d like to add to
the setting.
We all know that money talks; this is as true in the world in which we live as
in the setting you’re developing. Follow the money – another common term from
the real world – has a place in the setting as well. The game’s story likely has
some kind of economic basis – someone wants something and may be willing to
lie, cheat, or steal to get it. They might also pay someone to do it for them. There
are many economic components that might affect the game’s story and it’s easy
enough to add them to the setting. The presence of banks, lenders, loan sharks,
casinos, cartels, and any sort of business implies that trade is happening and that
there is an economy. The PCs might run up against a trade blockade on a certain
planet or be asked to put an end to it. The characters might find themselves in the
employment of a banking cartel or smugglers. They might even be space pirates!
These story concepts – and many more – rely upon economic elements in the
setting.
Once you have an economy in mind for the setting, you may also want to consid-
er introducing special resources. These resources may be rare, extremely valuable,
or wanted by certain parties. These resources can become part of your story and
the acquisition of these resources may become an objective in your adventures.
The most direct way to make resources part of the setting is to make them
valuable to someone important – a wealthy NPC, an organization, or even a society
– and then introduce a need within the story. Perhaps a rare resource has been
depleted or otherwise become unavailable and a new source must be discovered.
Perhaps some nefarious individual or group has taken control of the source and it
must be freed from the clutches of these evil-doers. You could even make the need
personal to one or more of the player characters; perhaps they need it to power
their weapons or starship.
In addition to organizations that the player characters will run across, they will
also interact with interesting non-player characters (NPCs). These are individuals
with some stake in the story or the actions of the PCs. The GM controls what the
NPCs do, though their actions are largely reflections of what the PCs do. NPCs are
often the ones who instigate missions (or other trouble) for the PCs and can also
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People are the lifeblood of any setting. Without interesting people to interact
with, the player characters wouldn’t have much to do. Presenting individuals of
note gives the players touchstones for the setting beyond faceless organizations
or interesting places to visit. The NPCs are the ones the players are going to
interact with most often and the ones that will tend to shape the story. Because
of this, you will want interesting NPCs, one that give information, direct the PCs,
offer assistance or favors, and provide obstacles, when needed.
NPCs can also be tied to societies and organizations. The head of a planetary
government is someone with whom the PCs might interact. The guild master for a
group of space merchants might also be an interesting NPC to present. Of course,
a dastardly pirate captain is always nice to have around as a foil for the PCs.
When considering setting, coming up with a handful of these interesting NPCs –
who may or may not come into the story – still helps to deepen the setting and
make it more compelling to the players.
The Star Patrol setting features six playable alien species. When a player
chooses one of these for their character, it replaces the “Alien” Origin listed in
the playbook and provides the character with a comparable benefit. You can see
these Star Patrol alien options in Appendix B: Star Patrol Species and Origins.
When considering creating new species, look at the existing playbook Origin
benefits, as well as the Star Patrol offerings, for guidelines in terms of what is
expected. It’s entirely possible that you’ll find that an existing species from Star
NEW PLAYBOOKS
In addition to customizing the setting with the introduction of new alien species,
you may also want to introduce new playbooks. While this is a far more complex
process than creating new alien species, it is possible to craft entirely new play-
books or even modify existing playbooks to fit the setting. Crafting a new playbook
is a challenge that requires some in-depth knowledge of how playbooks are built.
This is not an undertaking for a novice GM; this advice is intended for those more
experienced with Infinite Galaxies and “Powered by the Apocalypse” games in
general.
The very first thing you will want to do is decide what the new playbook’s “hook”
will be; this is a general purpose and concept. The majority of the new playbook’s
moves will involve this concept and build upon it. For example, the Soldier is a
veteran of combat, the Robot is, well, a robot, and the Ace is a starship pilot.
Once you have a concept, the next thing is to decide on a default move. For
the existing playbooks, the default move (or moves) reflects something that this
character will do a lot and, in some cases, it isn’t really a move at all, but some sort
of universal benefit. The Ace gets a starship. The Psi gets the Reserve moves that
power a lot of their moves, as well as the Kreth jewel that provides some utility. The
Robot gets a default move that simply states some great benefits that the charac-
ter gets as well as an explanation of how they recover Vitality.
Next, you want to decide on a set of starting packages. The existing Infinite
Galaxies playbooks have three starting packages. These packages should flow
naturally from the playbook’s concept. Each package should feature one or two
moves that involve rolls and one that is a utility move – that is, it modifies an
existing playbook move in some way. The Explorer has the “Intuition”, “Piloting”,
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and “Trailblazing” packages; each provides slightly different options, but all work
from and dovetail with the default moves. They are all about traveling to new
places and discovering things. One of the challenges here is not to overlap too
much between the default and package moves. Also, you want to make sure that
there is not a lot of duplication between the moves in your new playbook and
moves in other playbooks.
At this point, it makes sense to take a look at Damage Die and Vitality. Typi-
cally, higher Damage Die indicates a character that is more combat-focused. The
existing playbooks have Damage Dice ranging from D6 to D10. Most playbooks
are either D6 or D8; only the Soldier has a starting Damage Die of D10. Vitality
works in the same fashion; most of the existing playbooks have default Vitality of
12 or 16. The more combat-focused characters lean towards 16, while the others
are set at 12.
You may next turn your attention to Origins. The existing playbooks have three
Origin options, one of which is the “Alien” option (except for the Robot). Each
Origin benefit affects either one of the default moves or a basic move that the
playbook is likely to use. You’ll want to avoid creating benefits that point directly at
one of the package moves because you want the Origin options to be universally
beneficial to all starting characters.
Next, consider equipment options. Choose a starting Load value for the
playbook; most of the existing playbooks have 6 or 8 default Load. In terms of
the starting equipment, think of the items that the character would need to be
effective; your default moves may suggest equipment, but also the package
moves. For the equipment options, take a look at the existing playbooks for lists
of common items or review Chapter 7: Gear.
Drive and Relationship choices are critical; remember that this is how PCs
earn most of their Experience. You’ll want Drive and Relationship choices to be
universally useful to all characters using this playbook. Triggering Drives are
solitary actions, while triggering Relationships requires someone else. When
creating these Drives and Relationships, look at the playbook’s default and
starting moves. These should suggest actions that a character should be able to
do often and thus, trigger these Drives and Relationships. Refer to the Drives and
Relationships in the existing Infinite Galaxies playbooks for further guidance.
The final piece to creating a new playbook is to write the Advances. These are
moves and benefits that the player chooses after character creation. A list of
Advances can be built from a combination of moves that improve or add onto ex-
isting default and starting moves as well as new options that fit into the concept.
There are many existing settings found in popular books, TV shows, movies, and
graphic novels that might interest you as something you could use for your Infinite
Galaxies game. In fact, the game was designed primarily as a way you might use
the Infinite Galaxies rules in conjunction with an existing setting. Many popular
settings work very well with the Infinite Galaxies rules without much adaptation,
though some may require some diligent modifications to work correctly.
The most important aspect of a setting you might select for use with Infinite
Galaxies is whether it is exciting or interesting to the other players. You may already
know the tastes and interests of the other players; if this is the case, a simple
survey of the other players should reveal what existing settings are compelling
enough to adapt for use in the game. If you are working with a new group, or
perhaps players that have not tried Infinite Galaxies before, you should discuss
what settings are of interest to them; it may make sense to suggest a few possible
settings and see which ones draw the most attention.
There isn’t a list of settings that work well with Infinite Galaxies, but following
is a short review of the most popular science fiction settings, all of which work
just fine (perhaps with a bit of tinkering) with Infinite Galaxies: the high-fantasy
spacefaring settings of “Flash Gordon” or “Buck Rogers”, “Barsoom” (the Mars
works of Edgar Rice Burroughs), “Foundation” (from Isaac Asimov), “Dune” (from
Frank Herbert), “Planet of the Apes”, “Starship Troopers”, “Star Wars”, “Star Trek”,
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“Firefly”, “Stargate”, “Avatar”, and even the darker settings of the “Alien”, “Termi-
nator”, and “Predator” films. There are so many more settings – don’t feel that you
are at all limited to the foregoing list.
You may also be tempted to use certain elements from your favorite sci-fi
setting and weave them into an original creation. How successful you are at this
depends on how much you use and your own understanding of how the elements
fit into the existing setting – and what impact adding them to your own setting will
have. It would be worthwhile to poll your players on what parts of existing settings
they like and see where you have some common ground.
Existing literary and cinematic settings present certain themes and attitudes
towards those themes. You are free to use those themes or ignore them and
insert your own. Your Infinite Galaxies game may suggest different themes to
you and that’s perfectly fine; don’t feel that your group is limited to exploring the
themes presented in the medium in which the setting appeared. For example,
the “Star Trek” TV shows and movies suggest themes of exploration and aspi-
rations of societal perfection, but that doesn’t mean that your group can’t play
in the “Star Trek” setting as pirates or scoundrels, living outside the rules of the
Federation.
It’s not always easy to discern themes from existing settings, especially if you
aren’t conversant in the stories set there. That doesn’t mean you can’t use an
existing setting; there are plenty of online resources to give you a good idea of
the themes in a given setting. Thus, if you want to run an Infinite Galaxies game
in Frank Herbert’s “Dune” setting, it’s not a requirement to read all of the “Dune”
novels (or any of them); you may get the “look and feel” of the setting by doing a
bit of research.
The basic rule of thumb is to use as much as possible, but don’t overwhelm the
game with setting references. While you certainly want to include key people, plac-
es, and things from the setting you’re using, it’s not necessary to try to shoehorn
everything into your game. Often, adding a bit of this and a bit of that, using things
recognizable from the setting, is enough to properly represent this setting for your
Infinite Galaxies game.
Unfortunately, there isn’t a set amount of setting information that makes sense
to include in an Infinite Galaxies setting. Answering, “What should be included?” is
more complex than specifying the inclusion of a certain amount of existing informa-
tion, a specific number of places, or people, key NPCs, and even technology. You
and your group will have to judge what fits for the sort of game you want to run.
You should include certain key setting elements recognizable to anyone with
even a basic familiarity with the setting – for example, if you’re playing a game set
in the “Flash Gordon” universe, you probably want Ming the Merciless as a villain,
and Flash may show up as an ally at some point. What you and your group chooses
to include beyond the obvious is where you will need to decide how much is too
much. This is a difficult hurdle, but you and your group should get a good sense of
what more needs to be added after a session or two.
Your group reaches the “too much” point when more time is spent bogged down
in lore and long discussions of your favorite movies, TV shows, and books depicting
the setting rather than moving the game along. This can be a tricky conversation
to have, as people may be very excited about playing in the setting, but, ultimately,
the game comes first.
Even if the decision is made to set aside certain setting elements, your group
may find a way to bring them back later. It may be wise to keep a list of setting
elements people seem to be interested in and, even if these elements are not
immediately included in your game, they may eventually find their way back into the
story.
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ADAPTING RULES
An existing setting that you’re adapting for use in Infinite Galaxies may suggest
changes to the playbooks or other rules within the game. Though most literary or
cinematic settings should work fine in Infinite Galaxies without much work, some
offer interesting ideas that may require some thought and planning to properly
implement.
Chapter 11: Your Own Setting discusses how to create new species (which
are essentially new origin options) and new playbooks. The setting you choose
to adapt for use with Infinite Galaxies may require new character options. Unless
you are experienced with Infinite Galaxies or the “Powered by the Apocalypse”
system, it is wise to use as much of existing Infinite Galaxies content as possible;
once you are more familiar with how the game works, tinkering is possible – and
encouraged.
WHAT IS A STORY?
In its simplest terms, a story is a retelling of what happened, a series of events
related to one another and tied to a particular theme or plotline. In fiction (such as
books, movies, and TV shows), a story is complete; it has occurred in the past and
is being relayed by the storyteller. In game terms, a story is ongoing; it is comprised
of what happens during a game session, or, perhaps, what happens over several
game sessions, related to what the players do with their characters.
In a fixed and complete story, as you might find in a novel, movie, or TV show,
the plot is typically a series of predetermined events that play out over the course
of an hour, two hours, or 300 pages. Novels in a series might have a single ongoing
story that spans three novels, possibly over 1,000 pages long! Movies, of course,
can be trilogies as well, and so, you may be looking at 6 or more hours of story. A
TV show might have 22-episode seasons, with each show 48 minutes long (longer
with commercials, of course), totaling more than 1,000 hours of programming.
Fixed stories like the ones just laid out are passive entertainment – the audience,
reader, or viewer is not asked to act or contribute in any way. The story just
happens and we are entertained in the way it plays out.
A game’s story is open-ended in the sense that its ending and conclusion are
not predetermined (and should not be) and the players, as a group, collectively
create and progress the story. A game does not have a known ending – a given
series of game sessions can go on for 6, 8, 10, or more sessions, assuming the
appetite is there to continue the game. The “audience” is the player group and the
game is interactive because the players have great input and control over what
happens. Player choice is critical because the story does not happen without the
actions of the player characters.
Despite the differences between passive and interactive stories, there are
many similarities. Both types of stories have characters, locations, conflict, and key
milestones (or plot points) that indicate that the story has moved into a new phase.
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FORMULATING STORY
The story concept for your Infinite Galaxies game doesn’t need to be fully real-
ized. You don’t need to know how it will turn out; the concept of Infinite Galaxies is
that you play to find out what happens. You just need to know what initial goal the
characters will try to achieve. There is an obstacle to achieving this goal. Thus, the
PCs need to do something and there is something trying to stop them.
In its simplest terms, your game’s story is this: Objective + Obstacle = Story.
What the PCs do after being presented with this is how the game plays out.
The objective is the thing that the PCs are trying to do. This is an overall goal
that may (and probably should) include multiple steps. The obstacle is whatever
the PCs need to overcome to achieve the goal. An obstacle could be another
group opposed to what the PCs are trying to do or it could be some other form of
adversity facing the PCs. This creates conflict and this conflict is your story. The
individual steps involved in the story are Milestones, explained elsewhere in this
work.
If the setting has well-developed places, the story becomes tied to these
places; the story is memorable and interesting because it happens in these plac-
es. For example, imagine a story set in the “Star Wars” universe taking place at
If you are creating a setting, you and your group should spend time and effort to
develop important people, places, and things, so that when these are introduced
into the story, their inclusion has weight and adds to the story. If you are using an
existing setting, make sure to include as many of these touchstones as possible;
this is a method to get player buy-in and to make the story more interesting and
memorable.
Explaining a story often boils down to the essential question, “What’s this story
about?” The first touchstone you have when retelling or explaining a story is theme,
followed closely by tone. Is your game’s story a light-hearted romp through interga-
lactic high-society? Is it a gritty and shadowy tale of pirates and smuggling? Is it a
tense, tightly wound story of espionage and intrigue? Deciding what your game’s
story is starts with theme and is informed by tone.
Story happens as a result of one or more themes within the setting. Story takes
those themes and creates interesting events from them. Because a story is a string
of events tied to a theme, you and your group should know and understand any
themes chosen for your story. For example, exploring uncharted space could be a
theme chosen for your game – the story, then, involves and supports this theme
in some way. Often, a game will have one “main” story – and this is based on the
strongest or most interesting theme among those the players chose during setting
creation. This doesn’t mean that your game’s story will have only one story and one
theme; often, a game deviates from the main story and theme (hopefully, for good
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reason) and that is how you and your group weaves in multiple themes. Perhaps
your story involving exploring uncharted space also has a theme of freedom
versus imprisonment and your group has the opportunity to free some slaves. This
is what’s known as a “sub-plot” and is a viable and welcome diversion from the
main story.
Tone is more commonly evoked in story than in setting. The events that play
out during your game’s story, and the resolution of those events, tell the story
and it is in this telling that tone usually emerges. For example, in a game involving
interstellar war, a light-hearted tone is going to create a different story than a
game with a gritty, realistic tone. A group’s chosen tone is not always discussed –
it is often more of a feeling than a rigid set of rules – but a tone should be obvious
to anyone paying attention.
Having interesting and memorable places in the story ties it directly to the
setting. Many games will use a few locations as headquarters, places to rest, or
medium of information exchange. Since the PCs are expected to return to these
key locations multiple times, it is wise to create something important to the story
that happens (or could happen) in these places. There could even be sub-plots,
special stories tangentially related to the main story, that happen at or because of
the PCs’ presence at an interesting location.
The heart of your game’s story is probably the people who interact with the PCs
in some way. Some of these people are allies or helpful NPCs. Some are enemies.
Some may be allies or enemies, depending on the situation. Creating a key
individual NPC requires some thought about their personality and motivations and
how this person fits into the story. Individual NPC allies can provide information or
resources to help the PCs, but some might even join the PCs on their adventures.
If this arrangement is more of a permanent thing, feel free to use the Companion
playbook to represent this. Enemy NPCs can be the heads of organizations or they
could be solitary nemeses. Some NPCs might change their attitude toward the
PCs during the course of the game. In any event, NPCs should have underlying
motivations that support whatever actions they take; if they are helpful NPCs, they
should have a reason for helping and, if they are trying to thwart the PCs, they
should have proper motives to do so.
Not every Milestone is a plot point in the classic sense. While a Milestone rep-
resents a turning point or a key plot twist or conflict, some are merely waypoints to
the next part of the story and may not necessarily represent a change in the story
(certainly not in the way that a classic plot point does).
PACING
Like plot, pacing means slightly different things to a literary or cinematic story
versus what it means to a game’s story. Pacing refers to how quickly major events
progress in a story. In a book, movie, or TV show, pacing refers to the “tempo”
or speed at which the reader or audience is confronted with major plot points or
events. Pacing preferences are often dictated by the story’s genre – for example,
a faster pace is expected in an action or horror story, whereas a slower pace is
expected in an investigative or romantic story. In a game’s story, pacing refers to
how quickly the players are presented with major decisions to be made or actions
to be taken. Pacing affects everyone’s enjoyment of the game and should be a
topic of discussion at the start of a new game.
The rhythm and pace of a fixed story, such as that found in a movie or novel,
can be affected by things such as running time or page count, external factors
that artificially affect how a story unfolds and plays out. In an open-ended story,
like in your Infinite Galaxies game, does not have a specific limitation as to how
slowly or quickly the story unfolds; your game is only limited by the amount of time
you and your fellow players wish to spend playing.
The pacing of your game’s story is highly dependent upon the needs and
wishes of your group. Some stories make sense to tell quickly – those with a
significant amount of action and adventure immediately come to mind as stories
A well-crafted open-ended story is one that has many possible outcomes. The
story’s beginning may be rife with possibilities. This is an exciting time because the
GM and players can envision many different storylines and plots. Once the game
gets into the middle of the story, things become clearer – plot points come into
focus and a possible conclusion starts to emerge. Once the story comes to its end,
it should be a satisfying experience because the GM and players are invested in
the experience they have created together; this is not the work of one person, but a
collective creation experienced by the whole group.
A good story has plenty of twists and unexpected turns. Infinite Galaxies
provides many opportunities for the unexpected; every time a player gets a partial
success or failure, the GM has the chance to throw in something new. The GM
should always be thinking about ways to introduce new story elements – a new
enemy, an ally who appears in an unusual place, a new mission directive that
changes everything – and push the story in a slightly different direction.
A good plot twist is one that the players didn’t see coming but, in retrospect,
fits in perfectly with the ongoing story. Perhaps the PCs missed some critical detail
that supports the plot twist. Maybe the GM introduced something that the players
ignored for too long. It could be something small that turns into something the PCs
can no longer ignore.
Plot twists and associated unexpected elements are about change. The game’s
story should be everchanging; the boring and the staid should have no place in an
Infinite Galaxies game! Players should “expect the unexpected”. The GM should be
throwing new material into the game and twisting the plot whenever possible.
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Change should not happen for its own sake, though. The GM should take care
to ensure that plot twists and changes occur naturally, because of player deci-
sions and actions, but not just to “shake things up”. Changes that adversely affect
the player characters are fine, but should occur because the PCs made a mistake
or as a result of a poor decision. Conversely, changes that benefit the PCs should
not happen just because the GM feels bad for the players; there should be
support within the established fiction for whatever benefits the PCs receive.
Ultimately, the composition of the game’s story is in the Game Master’s hands.
The GM is usually responsible for introducing the game’s concept, the spark, and
gathering player ideas and contributions, to create a whole story that drives the
game forward. The GM has a lot of tools with which to compose the story – player
ideas, their own sparks or concepts, external elements (such as existing plots
from movies, TV shows, and books), using improvisational techniques, and even
the mechanics of the Infinite Galaxies game itself.
Remember, though, that the game does not belong solely to the Game Master.
While the GM is the facilitator and often helps to keep the game focused, pushing
the narrative along when needed, the entire group owns the story. Think of the GM
like the CEO of a major corporation. The GM is in charge, yes, but must answer to
a Board of Directors (the other players). The game does not succeed without the
entire group. It is best when everyone is involved and invested.
In the first session, the GM will ask leading questions about the characters,
especially playbook choices, package choices, Origin choices, and which Drives
and Relationships were chosen. This really helps the GM start to get a feel for the
characters and the potential directions the story might take. The GM is not alone
in story development, though – the answers the players give to these questions
are also inputs to the game’s story. During subsequent sessions, the GM might
ask further questions regarding the same details, or perhaps in other areas
that drew interest during prior sessions. The goal in asking these questions is to
deepen the narrative, add more interesting ideas to the mix, and further player
buy-in through including player input.
Asking leading questions means two things. First, don’t ask “yes or no” sort of
questions. These don’t give you much information. Ask “who”, “where”, “when”,
Asking questions is not just the domain of the Game Master. Players can ask
questions of each other. Relationship choices can often spur interesting conver-
sations, the results of which can expand story or open new avenues of plotlines.
Drives and Relationships can also lead to “side-quests”, interesting diversions that
temporarily take the game away from the main story to resolve some outstanding
issue, need, or want.
PLAYER INPUT
Players are great sources of material that can be forged into story elements in
the game. Often, players will suggest ideas for storylines or plot points. In fact, it is
best when this comes from the players and not as edicts from the Game Master.
When players have input into the direction of the game’s story, they are far more
likely to buy into the fiction and become invested in what happens. This is when the
game becomes a great experience for everyone.
The GM’s role in using player input is to be a filter; not all player ideas are great
ones and the GM must do a good job of determining which ideas work within the
established fiction and which can be shelved for later use or discarded altogether.
It is entirely possible that a player has an idea that involves only their character or
may even be at odds with what they group is trying to accomplish. The GM can still
use this material, but it may need to be altered to fit what’s going on in the game.
Some of the basic and special moves can also drive story. “Analyze” is a basic
move that allows a player to ask questions about the current situation – on
occasion, answers to these questions can send the story in unexpected direc-
tions. “Understand” is another basic move with a similar potential; the information
the player gleans from successfully using such a move might push the story in a
new direction. Using the “Celebrate” special move could lead to the PCs meeting
someone interesting who can offer them a new mission or information about an
existing mission.
Because the players should be using their Drives and Relationships to push
the game action in certain directions, it’s not difficult to see how they affect the
story. Drives are personal goals that each PC should be trying to achieve all the
time. Relationships are actions that require at least two characters to accomplish.
Together, Drives and Relationships can form a sort of backbone to the motiva-
tions that cause the PCs to do things. Motivations cause action; PCs take actions
and there are consequences.
Though Drives are often actions that a single PC accomplishes, they can still
power your story. Players undertake actions that they hope will trigger Drives for
xp. The GM can use this motivation to create or support the game’s story. For ex-
ample, the Robot playbook has a Drive to free someone from imprisonment. Thus,
they need someone to rescue. This gives the GM the cue to imprison someone
that the Robot PC wants to free.
When players choose Relationships, they are doing it because they want to
see the story move in a certain direction. The GM can take this cue to create
situations that can allow the Relationship to be triggered. For example, the Jack
playbook has a Relationship that involves getting another PC to reveal secrets.
This requires that another PC has a secret to reveal; the GM can work with a
Gear choices can also affect story. Having just the right gear for a given situa-
tion could lead to new and interesting possibilities; the existence of Specialized
Tools (such as hacking or demolition) and the relevant moves may allow for new
options to deal with obstacles and social items such as Chantarii Smoke or Fancy
Clothing may affect NPC reactions for the better. The converse is also true; if a
particular piece of equipment is needed for a mission, the PCs may need to find it,
and this could lead to an interesting diversion.
Vessels might also provide new and interesting possibilities in the story. The
Ace playbook starts with a ship, but what if the group doesn’t have an Ace? How
does the group travel between planets or star systems? Do they book passage
on a ship or, perhaps, steal a ship? What about surface travel on a land vehicle or
even a creature mount? These conveyances can affect story not only because they
can add color to an otherwise mundane activity, but vehicles and mounts can also
open options that did not exist before.
Advancement is another game mechanic that can change the game’s story.
Characters becoming more effective in what they already do might have a minor
impact on the story, but characters can also advance in ways that give them new
capabilities, which can certainly change the story. A Jack who can now hack secu-
rity doors or a Scientist who has a cybernetic exoskeleton creates new possibilities
in your story. Remember that characters can also take moves from other playbooks
as Advances; this allows for even more diversity in capabilities and could take your
story in new and interesting directions.
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A legitimate question, however, is how someone creates a story for a game like
Infinite Galaxies. Though the creation of story often falls upon the Game Master’s
shoulders, it is the burden of the entire group to participate in story creation. Putting
the entire onus on the GM to create story is often borne of a misunderstanding of
the scope of the GM’s role. Though the GM is usually the most experienced player,
they’re not an infinite wellspring of ideas. The first place the GM goes for inspiration
is the other players. In a collaborative game like Infinite Galaxies, everyone is expect-
ed to contribute to the setting and the story. Player choices, like which playbooks
they want to use and what selections they make for their character options, decisions
made within the scope of the game, and sometimes, even off-hand comments or
suggestions, should contribute to the overall fabric of the game.
Of course, the game’s story doesn’t come from nothing. Everyone who partici-
pates in the story creation process draws from inspiration in their own experiences
in past games, whether it be Infinite Galaxies, other “Powered by the Apocalypse”
games, or even games in other systems. The group should also look to other sci-
ence fiction sources for inspiration. Science fiction, as a genre, has been around,
in some form or another, for more than a century. Over this period, writers have
created some great content. Look to these sources for ideas.
Action and adventure games are full of combat scenes and Infinite Galaxies
is no different! While it is possible that some players may shun or try to avoid
combat, most Infinite Galaxies players want and expect conflict and that often
involves some violence. Usually, a combat scene occurs when the PCs are faced
with adversaries who desire to harm or kill them. Combat can also include
hazards or obstacles – in fact, a combat scene is almost always better with some
added drama from environmental factors or obstacles aside from things to shoot
at. Adding these extras creates more tension and, overall, makes for a better
game experience. Combat scenes certainly drive story – violent conflict is often
created because of an imposing obstacle or some opponent that wants to stop
the PCs from succeeding. Conflict in story works best when something is at stake
– a combat scene involving random pirates or robots, with no ties to any major
villain or plot element may be exciting, but this will not move the story forward.
Social scenes are often about getting information and making decisions. Player
Characters can also gain important clues or information from speaking with NPCs
or otherwise obtaining answers in this manner. Social scenes may involve speak-
ing directly with friendly NPCs, but it can also mean buying information or services
from neutral NPCs, or even interrogating enemy NPCs for information. Most NPCs
in the game will be neutral. This means that the PCs cannot simply demand
information; the PCs may need to pay for this information by way of Credit, Barter,
or services rendered. Enemy NPCs won’t give up their information without a fight.
Friendly NPCs, on the other hand, may offer what they know without expecting
anything in return. When constructing a social scene, it often pays to stage it in
an interesting place. You can add intrigue or tension to a social scene by putting it
somewhere unexpected, or perhaps somewhere dangerous. Social scenes are the
most likely to move the story forward as information and clues gained will push
the story in a certain direction.
Most science fiction games involve some investigation scenes. These scenes
are like social scenes in that they involve the PCs looking for clues or information.
An investigative scene requires the PCs to search for clues or information; such
things are not available from NPCs immediately at hand. This can be because
there is no one around to ask, or it might be that the PCs are avoiding nearby
NPCs for some reason or another. When creating an investigation scene, the most
important element to keep in mind is that the PCs are looking for something. The
PCs often have many information-gathering means at their disposal; these could
be playbook moves or even using basic moves like “Analyze” or “Understand”. An
investigation should not be entirely resolved by one move, though. The clues or
information should be portioned out across multiple moves or actions. Investiga-
tion scenes can be part of larger scenes; you can add an information-gathering
element to combat scenes or have the PCs seek clues before entering a social
Many Infinite Galaxies adventures allow for little downtime. They can be
rollicking affairs, full of combat, desperate tension, and larger-than-life exposition.
Downtime occurs when one or more of the PCs has something to do apart from
the rest of the group and this task will take a long time. When this happens, the
game session shouldn’t spend an inordinate amount of spotlight time on this
activity; the group focus should occasionally switch back to the other players to
see what their characters are doing. During downtime, it is possible that the idle
characters do nothing; in this case, allow the players the opportunity to say so and
move on. There is the chance, though, that characters may wish to undertake other
pursuits, and these pursuits may have little to do with the ongoing story. This may
be an opportunity for characters to go shopping, get repairs done, speak with their
loved ones, or even pursue subplots unrelated to the main story. The GM should
encourage these downtime activities; it is always better to keep the PCs occupied
than leave them idle with nothing to do. Downtime scenes may have nothing to do
with the main story, but can also provide opportunities to move the story in new
and unexpected directions.
Death should happen as a result of the flow of the story – often, death occurs
because of a particularly difficult task or deadly opponent. Still, there is a risk that
the death will cause hard feelings within the group. For this reason, it is essential to
make sure that the GM is being fair; allowing a PC every chance to avoid death is a
sure way to increase the chance of acceptance and buy-in when death does occur.
This only happens through fair GM rulings and play and not that it was because the
GM was being ruthless or adversarial.
The death of a PC gives the player an opportunity to introduce a new character to the
story, and it has the potential to inject new storylines and possibilities into the game.
It also gives the player a chance to try out a new playbook.
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STORY DIRECTION
Milestones are an important tool used to drive the story direction. For this rea-
son, it is important to discuss how the Game Master creates and uses Milestones
in a game session. The importance of the Milestones in the session is twofold:
they define the game’s story and they help set the group in a certain direction.
Creating Milestones helps to define the story for the players. When the first
few Milestones are established, the group defines what the PCs will be doing (or
should be doing) to further the game’s story. While the game’s first Milestones
set the group in a certain direction, remember that the players drive the game’s
action; they are not forced to spend all of their characters’ time and energy to
achieve the Milestone’s terms. The game should flow in that direction, in a general
sense, and, if the game gets significantly off-track, it is the GM’s job to try to
push the story back towards the current Milestone. How a GM does this is based
entirely on the group of players and the story itself.
While Milestones help to focus your game’s initial story, they are not the GM’s
only tool that the GM to push the fiction in a certain direction. There may be times
when the players run the action off into an unexpected direction. While there’s
nothing specifically wrong with this – after all, the players drive the action – the
group often has a limited amount of time to play the game and would like to get
something accomplished in this time frame. For this reason, the GM must often
do some management of the table, to get the story back on-track.
There is often a fine line between what is called “railroading” and directing the
game. Railroading is a gaming term that describes a situation where the Game
Master has certain outcomes in mind and does everything in their power – in-
cluding making unusual rulings, NPC interactions, and introducing unexpected
obstacles – to push the story in the intended direction. Per this definition,
railroading is the polar opposite of how Infinite Galaxies should play.
Through advancement, characters will change their abilities and their moves
and they will, of course, acquire new gear. These changes have potential to impact
the game’s story. Characters may gain capabilities to handle obstacles and conflict
that they didn’t have before. New options create different ways to deal with prob-
lems and take advantage of situations. Also, consider the possibility that someone
may take moves from another playbook – this alters the character’s basic makeup
and gives them completely new options. Gear and vessels can also change story
– for example, if the characters didn’t have a starship and they acquire one, this
can open up a ton of new possibilities and avenues for exploration. Other gear can
have similar impacts on the story.
These changes should be weaved into the ongoing story as smoothly as is possi-
ble. In some cases, little change is necessary; picking up new moves or equipment
should rarely cause a tidal shift in the story. In the case of a big change – such as a
new character or player – it is vital to integrate the new character or player into the
story and include their contributions in a way that doesn’t disrupt the ongoing story.
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Places can also change in a way that can alter the game’s story. An enemy
base might be destroyed. A bar where the PCs often met to blow off steam or
meet with clients may be unusable for some reason (perhaps enemies have
installed spies there) necessitating a change in venue. Whatever places the PCs
frequent and depend on for their regular activities can be threatened with change
and this change can translate into interesting twists for the story.
15. THANKS
This final chapter has been set aside to give thanks to the many people who have
made Infinite Galaxies possible.
KICKSTARTER BACKERS
These 206 brave heroes backed the Kickstarter campaign that made the
Infinite Galaxies Core Rules a reality. Names are as the backers chose to be
identified in Kickstarter.
PERSONAL THANKS
This work would not have been possible without people in my life pushing me to
finish it and supporting me through the process.
»» My mother, for believing in me even when no one else did
»» My father and step-mother, who took a chance on me
»» My wife, who has stood by me through thick and thin
»» My friends, some of whom date back many decades, who provided me with
hours of entertainment and love
»» The local gaming communities in San Diego, CA, Pacific Grove, CA, Las
Vegas, NV, and Columbus, OH, all of which played a part in shaping my
gaming experience
»» The indie / story games community, which showed me that gaming can be
more personal and more impactful
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INFLUENCES
This final list comprises those that have had a great deal of influence on
Infinite Galaxies or my gaming life in general.
»» Gary Gygax, Dave Arneson, and all the great designers of the Dungeons &
Dragons game
»» Steve Jackson, for Cars Wars and GURPS
»» Steve Kenson and the designers of Mutants & Masterminds (and other fine
games)
»» D. Vincent Baker and Meguey Baker, creators of Apocalypse World
»» Sage LaTorra and Adam Koebel, creators of Dungeon World
»» Hamish Cameron, creator of the Sprawl
»» Steve Wallace, creator of No Country for Old Kobolds
Star Patrol is set in the real-world universe. Earth exists, as do other planets and
extraterrestrial locations we know about. The setting design takes the real-world
universe and adds new places – new planets and star systems – as well as adding alien
species into the mix.
This appendix and the one that follows add more to the material presented in
Chapter 10.
Earth is the major inhabited planet of the Sol system. It is a planetwide arcology,
meaning that the entire planet is one big city. This is the home planet of Earthlings
(one type of humans found in Star Patrol), as well as the base for both the Terran
Alliance and Star Patrol. Several major corporations are also based on Earth.
Other places in the Sol system are colonized, meaning that the planets have
either orbital or planetary colonies (some have both). Asteroid mining is also very
common in the Sol system.
Cygnan humans originated in the Alpha Cygnus system. They have inhabited
Alpha Cygnus Prime and have fully colonized Alpha Cygnus 3 and 4. There are
many asteroid mining colonies in the system, as well as lunar and orbital colonies
elsewhere in the system. Cygnans have spread into nearby star systems, including
Tau Cygnus, which is much closer to Earth.
The Pegasus system, located within the Sol sector, is home to the other original
humans. Pegassian humans are less advanced than Earthlings or Cygnans, but
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have also started to explore the galaxy. Pegasus 3 and 4 are inhabited and the
Pegassians have colonized many asteroids in their system, as well as some
moons.
TERRAN ALLIANCE
The Terran Alliance is comprised of the following groups: Terran and Cygnan
Humans, the Grays, and the Chantarii. This is a political organization, but the
Terran Alliance also refers to a collection of sectors and star systems loyal to the
organization.
The Grays are based in Tau Cetus and have several inhabited planets in that
system. The Grays are very advanced, having colonized and inhabiting many
nearby systems. Due to their proximity to Earth – Tau Cetus is only 11 light years
from it – the Grays were the first alien species that Earthlings encountered. The
alliance between Earthlings and the Grays is the bedrock of the Terran Alliance.
For many years, the Grays helped to shepherd Earthlings into the greater universe
and an understanding of interstellar travel along with other advanced technolo-
gies.
The Chantarii are actually two different species, similar in biology, but separate
in outlook and culture. Both types of Chantarii hail from the Chantarus system,
which is close to Alpha Cygnus. The Por Chantarii are blue-furred equinoids,
while the Ro Chantarii are red-furred. The Por Chantarii are friendly to most other
species, considered laid back and easygoing, whereas the Ro Chantarii are
aggressive and territorial. Both are nominally members of the Terran Alliance, but
the Por Chantarii are far more likely to be encountered elsewhere in the universe.
While the Chantarii have inhabited and colonized their own system, they have not
spread to any other star systems.
MID-SPACE
The Mid-Space sector is filled with star systems mostly friendly to the Terran
Alliance, though the sector itself is unaligned to any political entity. Important star
systems found in this sector are Alpha Cetus, Astralon, Delta Cassiopeia, Epsilon
Lyra, and Paridon. Astralon is home to Central Intergalactic Communications (CIC),
the main communications hub for the Terran Alliance. Delta Cassiopeia is where
the Max, a giant, orbital super-prison, is located. Paridon is familiar to those with
psionic powers, as it is the main source of Kreth jewels.
Places in the Far-Space sector include Deros, Electra, Oracle, Theta Virgo,
and Variges. Many of these places are home to native creatures that are prized
elsewhere in the universe, either as mounts or fighting beasts. Oracle is peculiar as
a living planet; every living creature on the planet is connected via a hive-mind and
the planet itself is intelligent.
Based in the Masskaon system, the Masskai Empire is large enough to populate
an entire sector, which is also called the Masskai Empire. The Masskai consider
anything in their sector to belong to the Empire and will combat any efforts by
outsiders to inhabit these systems.
The star systems and planets within the Masskai Empire are largely unknown
to the outside. The Masskaon system has three inhabited planets and a handful of
colonies. Nearby systems also feature Masskai colonies of various kinds.
Important star systems here are Alpha Chargon (home to the Varpad corpo-
ration), Araknus (home to the Fallenci corporation), Delta Hercules (home to the
Sarko corporation), Gamma Sagittarius (home to the Arkid corporation), Juridis
(home to the PolarX corporation), Panreath (home to the Gunoi corporation), and
Zen (home to the ZenStar corporation).
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Lorem test more wha??
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even
GROVOL
Grovol is a sector that is the origin of the White Apes. The so-called White Apes
are an alien species that, while appearing like apes from Earth, are unrelated to
those primates. Grovol is a sector comprised of the Grovol system as well as a few
neighboring systems. The White Apes do not spread far beyond their home system
and are rarely found elsewhere in the galaxy.
The Grovol system is comprised of two fully inhabited planets and three
planetary colonies. Like the Masskai, White Apes are unfriendly to outsiders and
are not on good diplomatic terms with anyone. Those who choose to enter Grovol
do so at their own peril.
THE COLLECTIVE
The Collective refers to a place and a people who are one. The people known
as the Collective are humanoids who share one hive-mind and are distrustful of
outsiders. All members of the Collective have replaced various body parts and or-
gans with cybernetic technology; it is believed that natural-born members of this
species have a degenerative condition that requires this technological support
to sustain life. The place known as the Collective is a small sector composed of
several systems neighboring the Collective’s origin system. Little is known of the
Collective; anyone who enters the Collective is required to assimilate into their
culture and never leave.
When a player chooses the “Alien” Origin for their character, these are available as
options. It is important to note that players may also create their own alien species.
When you select ones of these Origins for your character, the benefit listed below
replaces the one found for “Alien” in your character’s playbook.
THE COLLECTIVE
This is a human-like species infused with cybernetic parts. All members are in
constant communication with each other via a meta-mind known as the Collective.
Explorer: A
dd +1 to “Understand” technologies unknown to your species.
Soldier: When you must mark Ammo, you can take 1d4 damage instead.
Scientist: When you “Create Device” that benefits another member of the Collec-
tive, they add +1 ongoing to use the resulting device.
CYGNAN
This human-like species is known to be masters of interstellar travel.
Ace: When you return to a place you’ve been before (your call), you can get
1-Barter worth of repairs done to your starship for free.
Explorer: W
hen you are on a vessel’s sensors, you may roll + WIS instead of using
the vessel’s score.
Jack: When you have time to regale others with tales of your travels, add +1 to
Negotiate.
GRAY
These oval-headed aliens visited Earth many times in the past and helped to guide
Earthlings to their destiny in the stars.
Leader: W
hen you “Issue Orders” to grant a Gray or a human a +1 bonus, they
also recover 1d4 Vitality.
Scientist: You may always exchange 1-Barter for 3 Uses of any Specialized Tools.
MASSKAI
These red-skinned, savage humanoids are aggressive and opportunistic. They are
known to be very antagonistic towards non-Masskai.
Ace: When you destroy a vessel in combat, add +1d6 damage forward.
Soldier: You are trained in the use of the Masskai Scytheblade (Close, +1
Damage, Training, 2 Weight) and start play with one.
POR CHANTARII
These blue-furred equinoids are very social creatures. They are usually friendly,
but also easily offended.
Jack: If you have amicably traded with someone before (your call), add +1 to
“Negotiate” with them.
Leader: W
hen you heal someone (by any means) add +1 forward to “Aid” them.
Psi: You have a constant “Telepathic Link” with your Special Relationship, even if
you do not possess that move.
WHITE APE
These white-furred, four-armed simians are bestial in appearance, yet quite
cunning and intelligent. They tend to despise Humans.
Soldier: If you successfully intimidate someone, you also recover 1d4 Vitality.
Scientist: For the “Aid” move, you treat all White Apes as if you have a Special
Relationship with them.
R W
Recharge 21 Wound 21, 24, 35, 86
Relationship 18, 87, 169
Reserve 20
Robot 131
S
Scientist 139