"I don't need a reason. The blade needs a reason. I just hold it."
S
1
P
2
A
3
C
2
E
2
Blade CombatZero-G FightingIntimidation
Quirks
Pretty Sword Technique — May use A to impress or intimidate in social situations involving visible bladework.
Too Stubborn to Quit — May reroll a defense once per scene when at 2 wounds. Take the second result.
Wounds
Dr. Yenna Vale
Human // She/Her
Ship's Doc
"I fix people. Sometimes I fix problems. The overlap is larger than you'd think."
S
3
P
2
A
1
C
2
E
2
XenobiologyTrauma SurgeryToxicology
Quirks
Bedside Manner — May use S instead of P when calming a panicked or hostile person by speaking clinically and with authority.
Patch Job — Healing checks succeed on difficulty 1 without rolling. Difficulty 2+ rolls normally.
Wounds
Mira-7
Android // They/Them
Operations AI
"I do not experience curiosity. I experience an optimization drive toward incomplete data sets. The distinction matters to me."
S
3
P
1
A
2
C
2
E
2
System IntrusionNavigationPattern Analysis
Quirks
Inhuman Calm — Immune to fear, intimidation, and social manipulation. P rolls against Mira-7 have difficulty +1.
Probability Engine — Once per scene, ask the GM: "What is the most likely outcome if we do nothing?" GM must answer honestly.
Wounds
Coach Brannick
Ursine Alien // He/Him
Muscle / Fixer
"I have been bouncer, bodyguard, pit fighter, and once, briefly, a guidance counselor. All the same job, really."
S
2
P
2
A
3
C
1
E
2
BrawlingIntimidationHeavy Weapons
Quirks
Looming Presence — May use A instead of P to intimidate. The size does the talking.
Takes a Licking — First wound each scene does not subtract from defense rolls.
Wounds
Serel
Cephalid Alien // She/They
Diplomat
"Your species negotiates with words. Mine negotiates with color, posture, and the precise angle of a tentacle. I have learned your way. You have not learned mine. This is my advantage."
S
2
P
3
A
1
C
2
E
2
Galactic LawSubtle DeceptionXenolinguistics
Quirks
Chromatic Read — Serel can sense emotional states through biological color shifts. May use C instead of P to detect lies or hidden intent.
Of the Accord — Once per session, invoke diplomatic immunity or treaty law. The GM must find a plausible in-world reason it applies.
Wounds
Dust
Human // Any pronouns
Pilot / Grifter
"I have eleven names, nine passports, and one ship. The ship is the only one I'm attached to."
S
2
P
2
A
2
C
1
E
3
Starship PilotingSleight of HandEscape Routes
Quirks
Precognition — Once per scene, ask the GM one yes/no question about what's about to happen. GM answers honestly.
Doors Open — May use E for any check involving luck, coincidence, or improbable timing — no justification required.
Wounds
Keth-Sinavar
Insectoid Alien // He/Him
Engineer
"The hive builds without blueprints. I build with them. This makes me either more or less than my kin. I have not decided which."
S
3
P
1
A
2
C
2
E
2
Propulsion SystemsJury-RiggingStructural Analysis
Quirks
Six Hands — Keth can work on two things simultaneously. Split a complex S task across two rolls; both happen in the time one normally would.
Hive Memory — May use C instead of S when recalling technical knowledge his colony has encountered before. GM decides if the hive knew it.