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Coming Apart - Rulebook (PbtA)
Coming Apart - Rulebook (PbtA)
High-speed ship-breaking
in a fragmented future
version 0.3
by Michael Prescott
Introduction
This book contains a work-in-progress role-playing game.
Everything in red is definitely suspect, and there are major gaps
both known to me and unknown. Playtesting is very sparse!
Credits
Inspiration
This game is inspired by a number of things, most directly:
3
Contents
Introduction................................................................................ 3
Credits......................................................................................... 3
Coming Apart............................................................................. 7
Scattered Humanity..................................................................... 7
The Scrapper’s life...................................................................... 7
Preparing to Play....................................................................... 8
Starting Out................................................................................. 8
Characters................................................................................... 9
Playing the Game.................................................................... 11
Rush Mode................................................................................ 12
Downtime Mode........................................................................ 13
Salvage Missions.................................................................... 14
Active Duty................................................................................ 14
What’s the Job ?........................................................................ 14
Other Tables.............................................................................. 18
Salvaging................................................................................. 26
Stripping Systems..................................................................... 26
Salvaging whole Modules.......................................................... 26
Close Combat.......................................................................... 28
Space Operations.................................................................... 30
Folding Space........................................................................... 30
Finding the Target...................................................................... 31
Interception................................................................................ 32
Fire Missions............................................................................. 33
Downtime................................................................................. 46
Ship Maintenance...................................................................... 46
Recover..................................................................................... 47
Reconnect................................................................................. 47
Flashback.................................................................................. 47
Buying and Selling..................................................................... 48
Sifting your Haul........................................................................ 50
Fabric of Humanity.................................................................. 52
The Holdborn............................................................................. 52
The Factori................................................................................ 52
Holdborn Hubs.......................................................................... 53
Holdborn Stations...................................................................... 54
The Concordat........................................................................... 56
Beyond...................................................................................... 57
Holdborn Ships........................................................................ 58
Viper.......................................................................................... 58
Wasp......................................................................................... 59
Renthal s2 Science Scout......................................................... 60
Bronham N-11 Scow.................................................................. 61
Wakatobi Hub Ship.................................................................... 62
Tapir Gunboat............................................................................ 63
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6 coming apart version 0.3
Coming Apart
Coming Apart is a role-playing game set in a distant future of rust-
bucket starships spread among the stars. Players take on the roles
of emergency salvage crews that take on high speed, last-chance
extraction contracts.
Scattered Humanity
The secrets of interstellar travel have opened to all. Reaching orbit
still requires messy rockets, but easily built fold drives allow nearly
instantaneous travel between points in deep space. Their range
is infinite, limited only by knowledge of safe destinations (and the
conservation of momentum).
At the same time, the lush, inhabited worlds of the Dendrite are
gone. After centuries of extortion with inexpensive, planet-wrecking
weapons, populous trade hubs and mega-cities no longer exist.
Tiny settlements cling to life on asteroids and marginally habitable
moons, or hang in deep space. The few that are large enough to be
worth threatening keep a desperate secrecy, trading only through
need-to-know intermediaries and dead drops out in deep space.
Humanity has spread over incredible distances, but thinly.
Geography is gone, but trust is as precious as air.
7
Preparing to Play
Starting Out
Players take on the roles of a space-faring emergency salvage
crew. These crews bid on the scrap rights of ships that no one else
will touch. The goal: salvage what they can before time runs out.
starting a Crew
When the players start a new crew, roll 2d6 to determine what
ship they’re starting with:
2d6 starting Ship
Relationships
One at a time, each player should roll a random relationship
between their character and the next player’s character. Share the
relationship and your answer with the whole group.
2d6 Relationship
Quick Play
For quick play, once characters are made, the GM should roll up
a starting mission target (see “Salvage Missions” on page 14).
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10 coming apart version 0.3
Playing the Game
The sweet spot
This is a game about emergency salvage missions. Friction and
conflict comes from contact with hazards, opposition, but also from
uncertainty, the scarcity of supplies, and repair opportunities. Not to
mention, straight-up shitty luck.
Play can explore other challenges or aspects of the setting, but if
you do, you’re on your own.
Coming Apart assumes that you will be playing “theatre of the
mind”, without miniatures or tokens on a map of the action.
Free-Form Mode
As in most RPGs, the GM describes the fictional situation around
the player characters. The players say how they react: what they
say, do, or try to do. The GM says what happens next. This is free-
form play.
rules
The core rules are presented as short, self-contained procedures
which apply in specific situations.
Continue playing free-form until a rule applies. When it does,
follow the rule’s instructions, and interpret the results in the context
of the current fictional situation.
Players should not treat rules as a list of things they can do, this
will make the game suck. The game works best, however, when
players are putting their characters in situations where the rules are
relevant.
rolling dice
Most die rolls are 2d6 plus a modifier, usually a character stat.
Commonly, a roll of 6 or less is a “miss”, a failure condition which
the GM will interpret to mean something bad happens. A roll of 7+
is a “hit”: the PC gets what they wanted, but seldom without some
complication. A 10+ is a clean break.
Turn Order
Coming Apart doesn’t resolve character actions in isolation, even in
combat. PC vs. NPC action is often simultaneous.
11
A common pattern is to tell the crew what they perceive. Tip them
off to what’s happening in the environment or what the opposition is
doing (or starting to do), then ask them how they react.
They’ll make a choice, which will determine what (if any) resolution
rules apply as the action is resolved.
GM: The SKUL opens fire with its rotary autocannon. It chews into
the plastic store-all behind you, sending spinning white fragments
everywhere. What do you do?
The crew might react by scrambling for cover, holding their ground
to return fire, or ignoring the incoming fire entirely to do something
desperately urgent. Each of these could trigger different resolution
rules.
Rush Mode
Whenever events are unfolding too rapidly for the crew to coordinate
easily (e.g. combat in a burning shuttle), the GM should switch to
rush mode.
The GM chooses an order for the crew members. (Any order
will do, e.g. clockwise around the gaming table, alphabetically by
character name, whatever.)
The GM then picks the first spotlighted character, and sets up the
action with a lead-in: a description of what they see.
GM: Stenn, the cabin door in front of you pops open, and zero-g
flames boil out. What do you do?
Choosing a Lead-In
The what the lead-in describes it depends on several things:
initiative, cohesion and situational awareness.
Initiative: Who or what is setting the tempo of action? Does
the crew have a chance to push forward with their own plans, to
choose their actions freely? Or are they being forced to react to an
environmental threat or enemy agenda?
The cabin door is warm, and air is whistling from the seal. The
fire must have started to raise the air pressure in the bridge. What
do you do?
Suddenly, there’s a loud pop and blue fire is all around you. Your
visor starts to darken and bubble, what do you do?
Downtime Mode
The game focuses on emergency salvage missions and the
resulting effects on the lives of the crew. For the most part, it
breezes past the long waits, smalltalk and mundane ship life with
downtime mechanics. (For more on downtime, see page 46.)
13
Salvage Missions
Active Duty
When on active duty, the crew listens for news of salvage missions
using a periscope, a radio antenna pushed through a pinhole-sized
fold in space created by the fold drive. The periscope sits at an
agreed-upon location in space where a dispatcher will show up
when it has news of a mission.
News can take weeks to come. Staying on active duty is demanding,
since the crew is using up their supplies of consumables, but can
neither completely relax nor perform serious maintenance on the
ship. Folding and accelerating for an intercept could begin any
minute.
When the ship goes on active duty to wait for an auction, roll
+Reputation. The longer you wait, the more bidders show up,
and the more supplies you expend on alert.
Roll Wait Supplies used winning bid
Target Type
2d6 target type
Calamity
3d6 Calamity
15
Integrity
How does the ship look? What state are its modules? Space is a
hostile environment, and from a cursory glance it can be difficult to
tell badly damaged modules from normal scarring.
2d6 integrity
Time Pressure
3d6 Time pressure
Threats
2d6 Threats
Ship Detail
3d6 Random Ship Detail
Location
3d6 Location
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3d6 Location
Other Tables
Hostile Ships
2d6 hostile ships
A Viper
Factori
B Factori tracking limpets
Factori dissassembler
Class B
Class A Tapir
Class D warship (flee!)
Quick Start
When you quick start, the GM should tell the players three
job details (one of which should be the location, since that’s
obvious), and show them the target ship’s module layout. Then a
player rolls 2D6:
2d6 Quick Start
When the mission starts, the GM should privately roll a die for
each quirk point. For each 6, a point of system damage (see
page 24) lurks in the crew’s ship.
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The Mission Clock
Most missions are conducted under immense time pressure. In
Coming Apart, time is handled abstractly, measured out by ticks on
the mission clock.
Ticks Action
Oxygen
Every five ticks (tick 5, tick 10, etc.), everyone currently using their
suit’s oxygen (because they are in space, in a depressurized or
contaminated area of a ship) must mark a point of O2 use.
If they can’t, they mark a point of harm.
Radiation
Every five ticks (tick 5, tick 10, etc.), everyone in an irradiated
environment marks one point of rad damage. (Breathing irradiated
gases is a different thing entirely! See hazards.)
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Scrapside
The frantic heart of play in Coming Apart takes place scrapside,
inside the salvage targets. While scrapside, most of the action will
be rushed (see page 12).
encounters
When you encounter enemies or a hazard, roll +Instinct. On a
hit, choose one. On a 10+, choose two:
● You seize the initiative: you have the jump on the situation. For
the moment, you can act instead of being forced to react.
● Your nearby allies have cohesion: positioned usefully and ready
to help, instead of dealing with their own problems.
● You have a tactical advantage: a useful position, cover, line of
sight to a key target, etc. instead of being in a bad spot.
SPOT IT
When you assess the situation, say what you’re looking for and
roll +Instinct. On a hit, choose one: you get details / you don’t
increase your exposure. On a 10+ you get both, plus something
of the bigger picture.
Boot It
When you haul ass to get away or arrive just in time, roll
+Heart. -1 if you’re overloaded. On a hit, you make it. On a 10+,
take +1 to your next roll, or reduce the accuracy of incoming fire.
Force it
When you push hardware beyond its limits, roll +Stubborn. On
a hit, it works out. On a 10+, you either avoid damage or gain
advantage from your risky move.
ghost it
When you use stealth and cover to move into position, roll
+Steady, -1 if you’re overloaded. On a 7-9, choose one, on a
10+ choose 2: it doesn’t take long / bring an ally with you / you
notice an opportunity or useful detail.
Demand it
When you impose your will using authority or threats, roll
+Stubborn. On a hit, they either do what you demand or take 1
stress. On a 10+, 2 stress.
Acting in Concert
When you have cohesion, you can freely join the action of the
acting crew member, moving, hauling, or fighting together with
them. If the work can be shared easily, they act with +1.
Interrupt
When you act out of turn to prevent disaster, mark 1 Stress.
Apparently you had an eye out for this—it’s your turn now. (You
may need to boot it to get there in time though!)
Commands
When you command crewmates to take action, bark up to five
words. Optionally pay 1 Stress to allow one other to act with
you, then roll +Heart. On a 7-9, one more may act with you. On
a 10+, another one.
23
Ship Environments
Ships are assembled from interlocking modules, connected by
airtight hatches. Most modules are pressurized rooms that contain
specialized systems like optical telemetry or carbon filtration.
Module Damage
Catastrophes (explosions, or ship weapons) cause module
damage. There are two levels of damage, ‘damaged’, and
‘shattered’.
1 Undamaged!
2 Unready: powered off, pressure valve cycling,
authorization self check, stowed for maximum safety
3 Jammed: stuck, key consumable depleted, constantly
rebooting, breaker flipped, supply line jostled loose
4 Broken: hinge bent, component shattered, pneumatics
blown, corrupted data, wires fused
5 Dangerous: electrified, toxin leak, sharp, hot
6 Deadly: slams shut, blows open, explosive overpressure
or overheating, suddenly unjams, delayed action, double
speed or force
Hazards
Shipside hazards
● Evasive maneuvers while unanchored, 2d
● Sudden acceleration while unanchored, 1d per G
● Module damaged by weapons/explosions, 4d per damage level
Scrapside hazards
● Sharp wreckage, 1-2d
● Crunched by a closing bulkhead, 2d
● Fire, small/nearby, 2d
● Engulfed by fireball, 4d
● Incandescent inferno, 6d
● Spent air, 1d stress/tick
● Choking, toxic fumes, 2d rad
● Radiation leak, inhaled, 1d rad/tick (only your actions count!)
● Electrocution, shorting system, 2d
● Electrocution, main power coupling, 4d
Space-side hazards
● Vacuum exposure, 2d stress/tick (only your actions count)
● Pressure blowout while cutting, 1d
● Struck by blowout debris, 2d
● Ion drive thrust, 4d
● Ship-based weapons fire, 8d
25
Salvaging
Stripping Systems
Ship systems are made from 3D-printed resins or plastic. Scrappers
usually just saw out the more valuable “strip”: the small, delicate
parts that require advanced manufacturing or rare materials such
as precision robotics, control processors, laser emitters, print
heads, or lenses. Strip is dense, about 5 strip to a cubic meter.
Some systems contain other specialized loot instead: data or bio.
See the module reference section (p. 38) for which systems are
in each module.
When you demolish a system to strip it, you get a point of strip
(or data or bio). Record it in your playbook.
Accuracy 1 2 3 4 5 6
Scattered C C C - S H
Direct C C - S H H
Concentrated C - S H H D
Precision - S H H D D
Armor
Each point of armor blocks 1 harm or stress per exchange of fire
(not once per weapon).
Assault
When you lead an assault on the enemy to seize a location,
mark 1 ammo and exchange fire. Roll +Stubborn. On a hit, you
control the location. The GM chooses if the enemy is driven
back, overwhelmed, or surrenders. On a miss, you’re pinned,
exposed, or separated from allies.
Suppression Fire
When you unload at an enemy’s position, mark 1 ammo and
exchange fire at reduced accuracy. Roll +Steady. On a hit, you
give an ally an opportunity. The GM chooses if the enemy is
Take Cover
When you take cover from incoming fire, give up the initiative
and roll +Instinct. On a hit, you scramble to established cover.
On a 10+, keep the initiative (if you had it).
Rally
When you rally your crewmates in a tense situation, roll
+Heart. On a 10+ earn 3 rally points; on a 7-9 earn 1. Spend 1
rally point to:
● Give the crew cohesion (right away)
● Keep your cool: +1 to an ally’s Steady roll
● Look out! -1d to weapons fire aimed at an ally
Fists 1d 1m -
Torch 2d 1m Collateral dmg = fires
Knife, Baton, 2d 1m -
Prybar
Pistol 2d 10m -
12mm Pistol 2d 10m D causes 3 harm
SMG 2d 15m +1 ammo for 3d
Shotgun 3d 10m -
Beanbag 2d 10m No collateral dmg
Stunner 3d Stress 10m No collateral dmg
Flashbang 6d Stress 5m Area, No collateral dmg
Frag Grenade 6d 5m Scattered, Area
Rubber Frag 6d 5m Scattered, Area
Spallcake 6d 5m Scattered, Area
29
Space Operations
Folding Space
Despite the energies and distances involved, traveling by space
fold is very gentle. Massive capacitors dump energy into the fold
drive, and a tiny pinprick in the star field starts to expand. It lenses
open to reveal the space on the far side of the fold. Silently, it grows
until it fills half the sky, enclosing the folding ship. For a moment, the
ship is in two places, until a tiny nudge from a maneuver jet breaks
the tie. The entire process only takes a few minutes.
To outside observers, there’s nothing flashy to detect. An invisible
magnifying glass dilates the star field behind the folding ship, which
shrinks down to a speck as the fold closes. Unless the far-side
space is particularly hot or bright, only very advanced sensors will
directly observe a fold from a distance.
Relative Hops
Coordinates to locations in the universe are usually stored
expressed relative to “Sagga” (Saggitarius A, the center of the Milky
Way galaxy), but to use them, a fold navigator must know the ship’s
current location and work out the correct fold vector from there.
Momentum
Folds conserve momentum, so most trips involve both a fold and
an acceleration burn to match the target’s velocity. A leap across a
spiral galaxy (Δv 432kps) could require a 12-hour 1G burn to cancel
out the galaxy’s rotation.
These burns can happen on either side of the fold. A ship that folds
in may be moving very quickly relative to local objects, or (given
very good intel) may arrive almost matching its target velocity.
When you fold space, spend 1 fuse. Your ship silently moves
any distance and direction in the universe, retaining its current
velocity. If you moved an interstellar distance, you arrive within
2d6 meg (million meters) of the coordinates you chose.
OBSERVATION
Once a target has been pinpointed, the crew may take time
to observe it carefully. With a sensor module, various kinds of
phenomena are observable at different distances:
31
Interception
Various approaches are possible for non-evading targets.
Distances
Distance Notes
Velocities
1 G Burn Velocity Meg notes
1 second 10 m/s - -
1 minute 600 m/s 1 meg/6 hrs -
6 minutes 3.6 km/sec 1 meg/hr -
12 minutes 7.2 km/sec 2 meg/hr Avg. low orbit velocity
1 hour 36 km/s 10 meg/hr Avg. inter-planet Δv
12 hours 432 km/s 120 meg/hr Cross-galaxy fold Δv
Weapon Systems
Weapon Range barrage attack dice
When you fire ship weapon systems, roll their attack dice.
At close range (kilometers), accuracy is Direct by default.
Concentrated fire requires a non-evading target. Precision fire
requires careful aim as well. Reactive, hasty or inexperienced
fire is Scattered.
Scattered / Distant - - - - - D
Direct / Intercept Range - - - D D D
Concentrated - - D D D M
Precision - D D D M M
Distant Targets
At military engagement ranges (megameters), accurate fire is
impossible. Railguns fire thousands of inert penetrators over
several minutes in the hopes of disabling surface systems or
piercing something vital. Disabling a target before it’s entirely shot
to pieces is a matter of luck.
33
Ship Construction
Mass
Draw the ship’s module layout on the ship schematic ship. Count up
the number of filled-in squares, including units like claws and EVA
pods. This is the ship’s mass in tons.
Thrust
Count the number of aft-facing ion drives and add up their thrust.
(Class A ion drives produce 50 tons of thrust each.)
Acceleration
Divide the total thrust by the ship’s mass. This is the ship’s maximum
sustained acceleration in Gs. Subtract one and round to the nearest
whole number to get its drive rating.
Fold Time
The larger and heavier a ship, the longer it takes a fold drive to
open a fold that’s large and stable enough for the ship to move
through it.
The time to open a fold with the ship inside is the ship’s mass
in tons divided by the drive’s fold power, multiplied by the fold
radius. The fold radius is the “taxi distance” on the module map (no
diagonals) from the fold drive to the furthest module.
35
Class A Modules
The ships of the holdborn are built in space using simple, reliable
techniques. The steel hulls are anti-radiation coated (1 rad armor),
with a fiber wrap for micrometeorites erosion, but are otherwise
unarmored. Hatches are 2m wide, manual rotary seals with
mechanical deadbolts on the inside.
Computers are radiation resistant monochrome terminals: tough,
slow, and not networked together. Most modules have ship-wide
intercoms for communication.
Class A ship systems must be operated in person. To aim and fire
a railgun, for example, you go to the module where it’s attached and
use the fire control workstation that protrudes inside.
Power
All modules require power to operate. Without it, nothing works
except for rows of tiny LED outlining the hatches and other major
features.
Power-generating modules (Command and Power) generate
large quantities of energy, enough to power any number of modules
with normal power needs. When they’re accelerating, ion drives
need much more, however, so power-generating modules can only
power a limited number of them.
Railguns and fold drives, however, are the true power hogs.
Using these systems requires spending a “fuse”, a massive charge
of energy stored in a high-density capacitor.
Air
Air is recycled by scrubbers, which require power. Without that, the
air becomes dangerous very quickly: a 1x1 module holds enough
air for one person-day. An unpowered ship can still replenish its air
from supplies: 1 supply replenishes up to 10 modules.
Modules
Type notes
Attachments
Type notes
Claw Unit 12m cargo arm, strong enough to hold 1 ton under
1G acceleration. Salvage: SS
EVA Drone Remote control repair drone, cutter, claw arm,
compressed gas jets. Service lifespan 6 ticks of
actions. Salvage: SSD
Missiles Rack of 3 ballistic fragmentation warheads, fire
control workstation inside. Needs sensor telemetry.
Salvage: D
Railgun High ROF gauss gun outside, fire control
workstation and munitions can inside. Fire
missions require 1 fuse, 1 munition, and sensor
telemetry. Close shots can be aimed using FCW.
Salvage: SD
Umbilical Flexible docking walkway, extends up to 18m.
Salvage: SS
37
Module Reference
Cargo rack
Mass: 10 tons
Capacity: 10 supply
Power Use: -
Cost: 2 cash
Systems: -
Command Module
Mass: 10 tons
Capacity: -
Power Generation: 4 ion drives
Fuse Capacity: 1 fuse
Fuse Gen: 1 fuse per 2 hours
Cost: 6 cash
Systems:
● Helm (data)
● Broadcast communications
● Pocket reactor/capacitor
● Mini scrubber (6 person-months of air)
habitat Module
Mass: 20 tons
Power Use: -
Special: +2 stress regained during recovery
Cost: 8 cash
Systems:
● Recovery bed (bio)
● Exercise station
● Communal sit/eat/play space (data)
39
Ion Drive
Mass: 10 tons
Power Use: High
Special: 50 tons of thrust
Cost: 4 cash
Systems:
● Calibration console
● Cyclic accelerator
Sensor Module
Mass: 10 tons
Power Use: -
Cost: 4 cash
Systems:
● Long-range radar
● Passive EM detectors
● Optical telescope/spectrometer
● Short-range LIDAR
● Operator workstation (data)
41
Strut
Mass: 5 tons
Capacity: 1 supply
Power Use: -
Cost: 1 cash
Systems:
● Airlock pumps
Claw Unit
Mass: 1 ton
Power Use: -
Cost: 2 cash
Systems:
● Hydraulic manifold
● Control/camera display panel
EVA Drone
Mass: 1 ton
Power Use: -
Cost: 4 cash
Systems:
● Control workstation (data)
● Manipulator/cutter array
● Compressed gas omni maneuver
system
EVA drones are a more mobile alternative to claw units. They are
controlled remotely from a workstation inside the recharge point (a
modified hatch), and have enough compressed gas propellant and
onboard battery life to operate for 6 ticks of actions. They have both
mechanical/rotary and thermal cutting tools, and enough arms to
hold precision tools and to safely hold onto exterior panels while
they work inside.
43
Missile Rack
Mass: 5 tons
Power Use: -
Cost: 4 cash (1 cash + 1 per missile)
Systems:
● Fire control workstation (data)
Railgun
Mass: 2 tons
Power Use: 1 fuse/fire mission
Cost: 4 cash
Systems:
● Fire control workstation (data)
● Precision servo mount
45
Downtime
Between periods of active duty, the crew can take planned
downtime—a chance to rest, perhaps heal, and to fix up the ship.
Ship Maintenance
In downtime, scrappers can repair essential systems and tweak the
performance of their ship.
Drive Tuning
When you tune your ship’s drives, spend a week and roll
+Hardware. On a miss, add quirks equal to your highest die. On
a hit, recalculate the Drive rating, but round up.
reassembly
When a ship starts to feel like a patchwork of modules, a new
arrangement is necessary. The whole crew must take this downtime
action together! This is a risky process; if something goes wrong
while EVA, there’s no safety to retreat to.
Reconnect
From an early age, spacers are taught to perform the calculations
that let them generate the sequence coordinates where they can
get back in touch with friends, family, or vital contacts through the
ship’s fold periscope—either directly, or through email: encrypted
messages relayed by other ships. This process is slow, but it is the
carrier signal of human interactions out in the void.
When you get on the periscope to get in touch, say who you’re
looking for and roll +Heart. On a 10+, they’re willing and able to
connect. On a 7-9, there’s baggage, a debt, or fresh trouble. On
a miss, there’s bad blood, tragic news, or no answer at all.
Flashback
Players may also spend their downtime action to reveal the history
of one of their crewmates.
● Pick a fellow crewmate to be the focus of the flashback.
● The focal player briefly outlines a formative time in their
character’s history. What was a central goal for them at that
time, consciously or otherwise? This might be a worldly goal, a
relationship struggle, or an inner battle.
● The GM then describes a challenge or difficult situation they
faced in seeking that goal.
● The focal player rolls. On a hit, the focal player briefly describes
how they over the challenge. On a miss, the GM briefly describes
the serious setback they faced.
● One at a time, everyone except the focal player suggests a
different deeply held belief that could have been formed by that
experience.
● The focal player chooses which belief took root, says it in their
own words, and writes in their playbook as a truth.
● The focal character decides: is this something they have shared
with the rest of the crew, or is it only in their eyes?
● The inquiring player and the focal character both mark xp.
47
Buying and Selling
Rescues
Description Cost
When you sift through your haul of data or bio, roll d100 plus
five times the points of unsifted data or bio you’re sifting. In
addition to the base value, you find:
51
Fabric of Humanity
The Holdborn
There is an immense variety of languages and cultures among the
holdborn, the remnants of a hundred settled worlds of the Dendrite.
Holdborn crews and settlements can be organized along any number
of lines; echoes of corporate structures from long ago, extended or
families, or groups with a shared cultural or religious heritage, as
well as innumerable groups thrown together by circumstance.
The ships of the holdborn are strung between the stars: miners,
surveyors, haulers, liners, privateers, and scrappers. All are
dependent on hubs, the essential links between them and the
larger communities that provide the necessities of life.
Holdborn-build modules are Class A.
The Factori
The first Factori ships were spotted centuries ago, the result of an
automated settlement construction system, damaged by radiation
and turned to self-replication. A small number of humans had lived
inside or near Factori projects, spoofing their IFF beacons and either
skimming from their automated resource collection operations, or
learning to trade with their simplistic control intelligences.
After the fall of the Dendrite worlds, Factori ships were hunted
aggressively for parts. At some point during these clashes, the
Factori acquired fold technology. Like humans, they spread far
beyond the old hyperspace veins to countless places unknown.
Every so often, a holdborn survey ship will stumble on an automated
Factori operation: a half-built ghost habitat, asteroid or ring-mining
operation, or even a manufacturing center.
Purposeful or collateral damage to Factori operations is treated
severely. Factori weapons development is primitive, but their
‘immune responses’ are overwhelming.
Factori control intelligences are simple, but they do understand
resources and trade. A small number of hubs and stations are
human-Factori joint projects.
Factori and holdborn-modified Factori modules are Class B.
Hub Routes
Hubs travel along predefined routes, spots where independent
ships can link up to trade, replenish, predefined sequences of folds
where trusted crews can rendezvous. The routes are often 30 or
more hops in length and change slowly over time. For security
reasons, even well-liked crews will only know several of the stops
a hub makes. Breaking a hub’s rules carries the threat of exile: the
hub may simply never reappear anywhere you know to find it.
Most hubs will link up with other hubs along their routes for the
purpose of exchanging passengers. Two out of three will have a
link to a station.
Hub Details
Most hubs have a combined crew and permanent population of
d6x10 people, plus another d6x10 passengers making their way
between ships or stations along the hub’s route.
Each hub has a primary specialty, and 2-4 other services as well.
1 Ore refining
2 Escrow services for ship-to-ship trades
3 Dispensaries, grocery/media/essentials
4 Ship repair team
5 Sex work and/or matchmaking services
6 Body care (hair, modifications)
7 Medical/psychological/relational care
8 Cultural services (shrine, guidance, funerary)
9 Entertainment (music, storytelling, games, gambling)
10 Passenger interlink
11 Dispatch services (scrappers, privateering)
12 Supply depot (supply, munitions)
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d6 Hub/station Ownership
d6 Atmosphere
Holdborn Stations
Stations are much larger than hubs, the largest communities of the
holdborn. d6 x 1000 people live and work in each one.
Station administrators are extremely secretive about their
location as they are too large to fold with holdborn technology. Only
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Holdborn Factions
d12 Holdborn Faction
1
2
3
4
5
6
7
8
9
10
11
12
The Concordat
The descendants of high-tech Concordat worlds are extremely
dangerous. Like the holdborn, they are thought to have been
reduced to an entirely space-based existence, but their ships show
that they still have access to advanced manufacturing facilities.
The holdborn know little about Concordat society. It isn’t a unified
bloc, as Concordat ships occasionally engage each other in combat.
Reliable facts are few, as the Concodate are just as secretive as the
holdborn with the locations of their projects. Even their advanced
ships aren’t immune to a high-speed asteroid chucked through a
fold.
Concordat Agents
The secrecy of holdborn operations is partly a result of Concordat
influence; their agents and assets move among the holdborn,
mapping out the connections. There are stories of saboteurs, or
untrustworthy navigators suddenly moving ships to locations where
they could be ambushed by advanced vessels. More than one
holdborn station with lax security has simply disappeared overnight.
Scrappers should not directly engage Concordat vessels under
any circumstances.
Concordat modules are Class C.
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Holdborn Ships
Because of their modularity, holdborn vessels come in an endless
variety of arrangements. However, there are some common
configurations
Viper
Mass: 37 tons
Thrust: 50.0 tons
Drive: 1.4 G (+0)
Power Cap: 1 fuse
Power Regen: 120 minutes
Fold Time: 4 minutes
Cargo Cap: 1 supply
Total Cost: 30 cash
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Renthal s2 Science Scout
Mass: 80 tons
Thrust: 100.0 tons
Drive: 1.3 G (+0)
Power Cap: 3 fuses
Power Regen: 24 minutes
Fold Time: 16 minutes
Cargo Cap: 1 supply
Total Cost: 42 cash
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Wakatobi Hub Ship
Mass: 125 tons
Thrust: 50.0 tons
Drive: 0.4 G (-1)
Power Cap: 3 fuses
Power Regen: 24 minutes
Fold Time: 63 minutes
Cargo Cap: 15 supply
Total Cost: 56 cash
63