uncharted worlds v0 83

64
1 Uncharted Worlds by Sean Gomes is licensed under a  Creative Commons Attribution-ShareAlike 3.0 Unported License . UNCHARTED WORLDS  Design Doc v0.83

Upload: alfred-tuttle

Post on 20-Feb-2018

237 views

Category:

Documents


0 download

TRANSCRIPT

Page 1: Uncharted Worlds v0 83

7/23/2019 Uncharted Worlds v0 83

http://slidepdf.com/reader/full/uncharted-worlds-v0-83 1/64

1

Uncharted Worlds by Sean Gomes is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License. 

UNCHARTED WORLDS 

Design Doc v0.83

Page 2: Uncharted Worlds v0 83

7/23/2019 Uncharted Worlds v0 83

http://slidepdf.com/reader/full/uncharted-worlds-v0-83 2/64

2

Uncharted Worlds by Sean Gomes is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License. 

Chapters:

  Training Simulator

Game Concepts

Standard Moves

Quick Start Guide

  Example of Play

 

Premade Characters  Administration Offices

Running the Game

GM Principles

GM Moves

  Habitation Ring

Character Creation

Origins

Careers

  Galactic Embassy

Factions

Debt

Favor

  Marketplace

Weapons

Suits

Gadgets

Vehicles

  Shipyard

Ships

Crew, Passengers and Cargo

Ship Combat

  Medbay

Harm

Armor

Health

Stun

Afflictions

  Drop Pods

Combat

Exploration – Planetary

Exploration – Space 

  Trash Compactor

Glossary

Misc

Page 3: Uncharted Worlds v0 83

7/23/2019 Uncharted Worlds v0 83

http://slidepdf.com/reader/full/uncharted-worlds-v0-83 3/64

3

Uncharted Worlds by Sean Gomes is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License. 

SUMMARY

Uncharted Worlds is a Space Opera roleplaying game built upon the Apocalypse World rules. It’s inspired by the big,

bold, larger-than-life space-faring epics like Mass Effect, Firefly, Star Trek, and by games like Traveller, Masters of Orion,

Starcraft (and a bit of Galaxy Trucker).

Uncharted Worlds is a game of exploration and inter-faction conflict. The players are the owners of an interstellar vesse

travelling from world to world with a handful of crewmen, exploring new and dangerous worlds, trying to pay off their

debts while earning favor with the new factions they encounter.

The ship is a home, the crew a dysfunctional family The player’s ship needs to feel like their communal living space. It’s their home, their base camp, their livelihood. It’s

also the source of their crippling debt, and a font of malfunctions, minor breakages, odd noises, duct-taped fixes, smelly

air and blocked up toilets. The crew are stuck in cramped quarters for days and weeks on end, especially during Jump

chains. Tempers flare, people get on each other’s nerves, and rumors and cliques rear their ugly heads. The players will

have to deal with their own subordinates, the other players, and the subordinates of the other players. Ambition, greed,laziness and pettiness can turn a normal mission into a powder keg.

Debt makes the galaxy go ‘round 

While contact between systems is limited due to the lack of FTL communication, all planets, all of humanity, is

connected in a galaxy-spanning web of debt to each other. While this often means monetary debt, it also often takes the

form of debts of honor, oaths of service, declarations of loyalty, oaths of fealty, friendship, cultural requirements, social

expectations, duty, bargains and favors. Everyone owes and/or is owed. And everyone will eventually come collecting.

Out there ,

 past the boundaries

of civilized space, lies

the frontier of mankind.

Thousands of uncharted planets

to explore, colonize and exploit. There

are no wormholes there; jumps between

stars are made blindly by the brave and foolish,

never knowing exactly where they ’ll come out. But

there are prizes, for those who are willing to risk the trip.

Crystals that can power a ship for a year, dust that grants visions

of the future, waters that restore youth. And stranger things still. Artefacts

of unknown origin and bizarre function. Anomalies which defy the known laws of physics.

Caches of data which could reshape the course of technological advancement. A bold, courageous crew

can earn fame, fortune and glory being the first to uncover these mysteries. A foolish, unprepared crew will leave their

bones on a distant, hostile world for the next group of explorers to find. Of course, even if a great discovery is made,

 fame and glory is only granted to those who bring it back to civilized space, back In Here… 

In here , within the core of civilized space, inhabited planets and space stations cluster together; each cluster an

island in the vast sea of space. This archipelago of human civilization is loosely tied together by a string of

 Jump points, precious lanes between the stars. The political and cultural landscape of each sector is

unique, an ever shifting melting pot of wars, vendettas, aggressive commerce and

diplomatic incidents. A smart, savvy crew can build prosperity,

influence and power by providing services for the right

 factions, and playing them against each other. A

 foolish crew will be crushed under the weight

of their ever increasing Debt, imprisoned,

sold into slavery, or just vanish

without a trace. Of course,

when the stakes gettoo high, one can

always escape

Out There… 

Page 4: Uncharted Worlds v0 83

7/23/2019 Uncharted Worlds v0 83

http://slidepdf.com/reader/full/uncharted-worlds-v0-83 4/64

4

Uncharted Worlds by Sean Gomes is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License. 

GM PRINCIPLES

Embrace the deadly beauty of the galaxyHumans are pretty frail, all told, and there are nearly limitless

things in the galaxy that can kill us. From crushing gravity to

incandescent radiation storms. From toxic atmospheres to the

vacuum of starry space. From mountainous behemoths todelicate, gossamer parasites, there will always be something

beautiful and deadly waiting over the next horizon.

Paint in primary colorsGo big. Be larger than life. Use a bold ‘palette’ that reinforces

the emotional impact of the scene. Poor, high population planets

aren’t just poor and over-populated, they’re rainy, oily, filthy

pits; hive-cities crammed with malnourished people under

purple storm clouds, and lit by crackling orange electric signs.

Rich planets are covered in gold and silver spires and arches,

reflecting perfectly blue skies as chrome-plated hover cars

stream in orderly lines around them. Space pirates are unkempt,

unwashed, scarred individuals in ramshackle ships, lit only by

crimson emergency lighting. Paint settings and planets in solid,

bold, primary colors, and make them memorable. 

Make each new world unique and full of interestEach new planet is a chance to see something new and strange.

Think of a planet as a very large NPC; it has its moods, its style,

its personality. Think of things that make it unique, different to

all the previous planets. This can be its climate or geography, or

it can be its fauna or flora, or it can be its peoples, architecture,

culture or politics. Remember to paint in primary colors.

Reveal the dark heart of the FactionsFactions are the big movers and shakers in the galaxy, and they

inevitably are at each other’s throats. There’s no wide-spread

peace, just a veneer of vicious, icy politeness as they stare at

each other across the stars waiting for someone to blink. Some

may have ‘alliances’, but as soon as a faction stumbles or looks

weak (or worse, looks like they may gain an advantage), the

others are ready to swoop in. Have Factions fight for the

characters’ loyalty. Have them tempt, bribe, threaten or

blackmail the characters into acting against other Factions. Have

the Factions’ plans interfere or impede the player. Give the

characters chances to betray, undermine or support various

factions for various reasons. Show the Faction’s dark heart. 

Speak the TruthWhen you state something, it is a fact. When you answer a

question, it is a fact. Even if you just made it up on the spot. Be

generous with information.

Address the characters directlyThis is a small act that has a big impact; it serves to frame

everyone’s mind firmly within the game, and reminds them that

they are playing a role. Don’t say “Bob, what do you do?” or

even “Bob, what does Danov do”. Say, instead “Danov, what doyou do”? The ‘camera’ is focused on the character, not the one

pulling his strings.

Be a fan of the player charactersAllow the characters to win. Oppose them, challenge them, but

don’t take away their hard-earned victory. Cheer them on. Don’

cheat them. Share in their triumphs, even while planning their

next challenge. Give the characters opportunities to shine. Give

them opportunities to make a difference. Give each of them

time in the spotlight. Let their decisions and actions shape the

galaxy.

Work within the narrativeYou should never name your GM Move or indicate why it’s

happened. In pure game mechanics, there is an obvious cause-

effect. In the fiction, this should be obfuscated as much as

possible so as to appear natural, logical and entirely driven by

current events and what’s going on behind the scenes. If

someone rolls 6- on an Assault and you choose to “Involve a

Faction”, weave it into the narrative; the gunfire alerted local

authorities, whose gunship is sweeping its searchlights over the

fight.

Prompt the players to shape realityDon’t pre-write stories. This is very important. Set the scene, but

leave glaring gaps. Leave things unknown to you in the starting

setting. During play, prompt the players to fill in those important

gaps, and run with their answer. Ask them about things that

interest you, as them follow-up questions. And, most

importantly, ask them through their characters eyes (Address

the characters directly); ask about stuff that their character

experiences, that their character knows.

“Danov, you’re at the helm; what Faction controls the ship

turning to target you? What’s distinct about their starship’s

design that you know immediately it’s them?”  

“Kyto, what part of the ship desperately needs attention next

time you get to a stardock?”  

“Kepplun, you’ve been aware of the creatures tracking you from

some time. What do they look like? How do they like to attack

their prey?” 

See page xx for more about prompts.

Page 5: Uncharted Worlds v0 83

7/23/2019 Uncharted Worlds v0 83

http://slidepdf.com/reader/full/uncharted-worlds-v0-83 5/64

5

Uncharted Worlds by Sean Gomes is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License. 

PLAYER PRINCIPLES

Act with convictionWhen a character wants to do something, just have them do it.

Asking the GM “can I do X?” is not a fair question. The GM

doesn’t know. At best, the GM will flat out say no because it’snot physically possible, but that’s just logic. Otherwise, it is up to

the player to determine what their character attempts within

the current situation. Note that the decision to act includes

accepting the costs and consequences.

Act as your characterWhen choosing how to act, consider the character, first and

foremost. Consider what they can do, physically and mentally.

Consider what they would  do, emotionally and ethically. Don’t

always take the most optimal action, don’t always try to use

their highest stat; take the action that the character would take,

considering their background, their careers, theirgoals/aspirations/fears/etc. Act with the information the

character has, not the player.

Weave an awesome narrativeAlways consider how to make the story better and more

entertaining for everyone, rather than what would be the easiest

to overcome. When the GM prompts for something, resist the

urge to “outsmart” the GM and say something exploitable or

silly. The GM and the players are working together to create a

narrative, and the GM prompts allow the players to color the

universe. Similarly, acting in a way that is not in keeping with the

tone and the setting will just break the immersion and the

narrative. Strive to make an epic worth retelling.

Respect player boundariesThere may be animosity between characters, but do not bring

that into the real world. Be respectful of the other players and

their things. This includes being respectful of their characters.

Don’t take over other characters or speak for them. Don’t do

bad things to other characters without their player’s consent,

and only if it makes for an interesting story (Weave an awesome

narrative).

Respect GM’s role The GM is there to keep the story going. They are not an

opponent to defeat. They are not an enemy to outwit. They are

there to keep the universe running so the players can be the

stars. The GM has the right (and duty) to reign in behavior that

they feel is disruptive or goes against the tone and story of the

game. Unless the GM specifically prompts them, the players

should refrain from altering or inventing facts about the world.

Page 6: Uncharted Worlds v0 83

7/23/2019 Uncharted Worlds v0 83

http://slidepdf.com/reader/full/uncharted-worlds-v0-83 6/64

6

Uncharted Worlds by Sean Gomes is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License. 

SEQUENCE OF PLAY

Step 1. The GM sets the scene.The GM describes the setting and the current situation,

giving a broad overview of the current events andopportunities. Then the GM asks the players “What Do You

Do?” 

This is an excellent time for the GM to prompt players to fil

in major gaps.

Step 2. One or more players respond.The players describe what their characters do, how they

react to the presented situation, etc. The players can ask

for further clarification or information on what the GM

described, but only from their own perspective.

If a character feels that they cannot act in the current

situation, the GM is encouraged to ask them about

something else; how they feel about the situation, about

an NPC, about another character.

Step 3. Make a Move.If the described action is central enough to trigger a player

Move, the GM will call upon the player to roll 2d6 and add

the appropriate stat.

If the roll is 10+, the Move succeeds; the action plays out

as the player wanted it to.

If the roll is 7-9, the Move mostly succeeds, but the GM

gets to throw in a complication or twist.

If the roll is 6-, the Move likely fails, and GM gets to throw

in consequences.

Remember that a 7-9 is a success. A success with a

cost, but a cost that shouldn’t invalidate the success

itself. 

Step 4. The GM refreshes the scene.The GM then sums up the situation that was caused by the

success or failure of that action, and the resulting

consequences, and asks the players again: “What Do You

Do?” 

Return to Step 2 and repeat.

Page 7: Uncharted Worlds v0 83

7/23/2019 Uncharted Worlds v0 83

http://slidepdf.com/reader/full/uncharted-worlds-v0-83 7/64

7

Uncharted Worlds by Sean Gomes is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License. 

STATS

Stats represent the character’s physical, mental, social and emotional strengths and weaknesses. They provide bonuses

(or penalties) to rolls. For example, a Move that involves jumping and climbing would roll using the Physique stat

(“Roll+Physique”); if the character had a +1 in Physique, they would add +1 to the result of their roll. Most of the time, a

Move will call for a specific Stat on a Roll; “Roll+Influence” always rolls 2d6 + the character’s Influence stat. Occasionally,

there will be a call for “Roll+[Stat]”. In this case, which Stat is used is based on how the action was described; describe

the action, the GM will tell the player what Stat to use.

The stats are:

  Mettle: The ability to stand your ground in a fight. Your nerves of steel. The steadiness of your hand, the speed

of your reflexes, combat skill, and the discipline to act under the worst kinds of pressure.

  Influence: The ability to affect other people. Your charisma, political clout, force of personality, popularity, style

and poise. Allows you to manipulate and command others, make friends and influence people.

  Expertise: Your creativity, cleverness, savvy, perception, logic and tactics. Allows you to invent, create and fix.

 

Physique: The ability to leverage your physical fitness. Your physical condition, health, strength, flexibility,

appearance and endurance. Allows you to brawl and resist toxins, illness and fatigue.

  Interface: The ability to use technology to its fullest potential. Your technical expertise, familiarity with complex

systems and programming knowledge. Allows you to access information networks, hack computers and push the

limits of electronics.

SECONDARY STATS

These are not physical, mental or social attributes of the character themselves, but rather outside attributes that

characters are called to roll in appropriate situations. Roll+Armor or Roll+Favor the same way you would Roll+ any otherstat.

  Armor: Determined by what suit, clothing or armor you’re wearing. Allows you to resist injury using the Brace

For Impact move.

  Favor/Debt: How many favors a faction owes you, or how much you owe them. Allows you convince factions to

give you what you need, using the Acquisition move. See Favor/Debt later in this section 

Page 8: Uncharted Worlds v0 83

7/23/2019 Uncharted Worlds v0 83

http://slidepdf.com/reader/full/uncharted-worlds-v0-83 8/64

8

Uncharted Worlds by Sean Gomes is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License. 

DATA POINTSData Points are small but critically useful bits of information about a subject, which can be leveraged to tip the scales

during a particularly tense moment.

Data Points are earned by making particularly successful Assessments, from certain skills, from Acquisitions or as

rewards. There are no limits to how many Data Points a character can have, but they quickly expire if they are no longer

pertinent or are rendered obsolete/out-of-date.

Each Data Point concerns a specific topic or subject, and can be spent to grant a +1 to any roll that directly involves or

leverages the information in that Data Point. Only one Data Point can be spent per roll, no matter how many would

apply.

INJURY

Bodily harm is always a risk in dangerous, hostile situations. A character usually comes to harm due to a failed Move, as

a cost of a partially successful one, or due to a narrative choice they made. When this happens the character makes a

Brace For Impact move, which will try to mitigate some of the damage.

BRACE FOR IMPACT (+Armor) 

When you would suffer harm, the GM will tell you the Severity (Minor, Major, Severe, Critical or Fatal). Roll+Armor.

On a 13+, the severity is reduced by two.

On a 10-12, the severity is reduced by one.

On a 7-9, you suffer an injury of that severity.

On a 6-, you suffer an injury of a greater severity, or suffer extra costs/troubles, at the GM’s discretion. 

There are five severities of harm, Minor, Major, Severe, Critical and Fatal. When a character suffers an injury, the GM

will describe an injury of the appropriate severity (or ask the player or another player to do so). Write it on the sheet.A

character can have only one each type of injury; further injuries of that severity are increased to the next level of

severity.

Source Example of Injury Healing Time

Minor

Injury

Brawling, Short Falls, Strains,

Extreme Heat/ Cold, Debris

Bruises, Winded, Cuts, Scrapes, Scorches,

Pulled Muscles, Deafness, Broken Teeth

An hour or two, or almost

instantly with first aid.

Major

Injury

Melee Weapons, claws/fangs/etc,

Fire, Shocks, Falling Objects

Bleeding Wounds, Burns, Cracked Bones,

Concussions, Limping, Numbness

A few days, or a few hours

after medical attention.

Severe

Injury

Most Pistols/Rifles/Shotguns, Long

Falls, Vehicle Collision, Grenades

Copious Bleeding, Broken Bones, Burned

Flesh, Gaping Wounds

A week or two, or a few days

after medical attention.

Critical

Injury

Heavy Weapons, Explosions,

Mines, Structural Collapse

Dismemberment, Organ Damage,

Disfigurement, Shattered Bones

Cannot heal naturally,

requires surgery.

Fatal

Injury

Ship Weapons, Artillery Strikes,

Explosive Decompression.

Death. Disintegration. Decapitation. Gory

Chunks. Red Mist. Dog Food.

Permanent.

Page 9: Uncharted Worlds v0 83

7/23/2019 Uncharted Worlds v0 83

http://slidepdf.com/reader/full/uncharted-worlds-v0-83 9/64

9

Uncharted Worlds by Sean Gomes is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License. 

DEBT AND FAVOR

Whenever the characters do important tasks for a faction or otherwise help them out, the group earns favor with that

faction. Favors can be called in to purchase items that would be too expensive or difficult to obtain through normal

means. Whenever the characters receive goods or services from a faction that does not favor them, or when the

characters work against a factions interests, the team earns debt with that faction. Debt can be repaid by earning favor

with that faction.

Favor and debt with each faction is tracked for the entire party; any character can earn debt for the group with their

acquisitions, or can earn favor for the group. Favor/Debt is tracked from +4 (highly favored) to -4 (deeply in debt). Each

favor the group earns with a faction adds +1 (either adding favor or eliminating debt). Each debt the group earns with a

faction subtracts -1 (either adding debt or erasing/expending favor). Gaining favor when already at +4, or accruing debt

when already at -4 will instead start to affect the Standing of the characters (see Standing, below).

The faction at large must be made aware of these actions to earn the Favor or Debt. For certain acts like Acquisitions or

acts in high-communication areas, the faction is usually immediately aware. In backwater sectors or in the depths of

space, the faction is unlikely to find out right away unless their agents manage to report back, or an investigation finds

out later.

Earning Favor:Completing a mission for a faction: 1 Favor

Actions resulting in significant gain for a faction: 1 Favor

Going above and beyond to advance the faction’s interests: 2 Favor 

Incurring Debt:

Making an Acquisition: 0-1 Debt

Breaking a promise/failing a mission: 1 Debt

Damaging a faction’s property or assets: 1 Debt 

Initiating overt, hostile action against a faction: 2 Debt

Example: The crew of the Pyrrhic perform a reconnaissance mission for the Galactic Navy. They already had 1 Favor with

them, so at the end, they have 2 Favor. Later, one of the characters purchases a shuttle from the Galactic Navy (see

 Acquisition move), and calls in a Favor to pay for it. This reduces the team back down to 1 Favor. Later, they find

themselves in deep trouble with the Criminal Syndicate, with whom they have 2 Debt (-2 Favor). They agree to perform a

mission for the Syndicate in order to keep the goon squad off their back. If the characters perform the mission, they’ll

earn 1 Favor, thus erasing 1 Debt and bringing them up to -1 with the Syndicate (which will make the Syndicate a little

easier to deal with in the future). On the other hand, if they hit the Jump drives and flee as soon as they get clear, the

Syndicate will consider that a significant breach of trust; in that case, the Pyrrhic will have 3 Debt (-3 Favor) with the

Syndicate.

Page 10: Uncharted Worlds v0 83

7/23/2019 Uncharted Worlds v0 83

http://slidepdf.com/reader/full/uncharted-worlds-v0-83 10/64

10

Uncharted Worlds by Sean Gomes is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License. 

STANDING

While Debt and Favor represents a team’s business relationship with a faction, each character in that group has a

Standing, which represents their own personal relationship with the faction. A character’s Standing determines how the

members of that faction will deal with the character. There are 5 levels of Standing; Great, Good, Neutral, Bad, Terrible.

A character starts in Good standing with one faction, and can choose to either have a Bad standing with 2 other factions

or have a Terrible standing with one other faction.

  Great: The faction holds you in the highest regards. You are an honorary member of the faction, if not a member in

truth, and are treated with respect and admiration. They are willing to go to considerable lengths to help you out,

and you can request exceptional goods or services when making an Acquisition from them. 

  Good: You have a generally good rapport with the faction. They are open to most Acquisition requests, and will

often have requests, information and opportunities for you. 

  Neutral: You are not on the faction’s radar. You may be unknown to them, or they may be unsure whose side you’re

on. They’re still very willing to supply you with basic Acquisitions. They may have missions for neutral, independent

agents such as yourself. 

  Bad: The faction certainly has problems with you, which will color any present dealings. They will generally be

harsher, more demanding and less forgiving. They may obstruct or interfere with you in a variety of minor ways,

depending on their ideologies and methods. Alternatively, they may demand you perform tasks for them. Or else. 

  Terrible: The faction really hates you. Interactions with them will tend to be hostile, if not outright violent. They

want you broken in some way; financially, socially, emotionally or physically. If you’re within their sphere of

influence, it will be hard to convince them to leave you alone, and harder still to earn any semblance of good will. 

Gaining Standing:

Standing with a faction is earned by providing consistent, undeniable assistance to the faction’s cause. After earning a

significant amount of favor without asking for any recompense, continuing to promote the faction’s cause will greatly

improve their disposition. If the group already has 4 Favor with a faction, each time they earn another Favor, the group

instead chooses one member who was instrumental in gaining that Favor. The chosen character’s Standing with the

faction increases. It is also possible to immediately increase in Standing by performing an act of unprecedented

heroism/brilliance which aligns itself with the faction’s goals and ideologies. 

Losing Standing:

Standing with a faction is lost by disrupting or impeding a faction’s goals. After incurring a significant amount of debt

without providing reparations, continuing to antagonize a faction will greatly sour their disposition. If the group has 4

Debt with a faction, each time they incur another Debt, the group instead chooses one member who was primarily to

blame for incurring that Debt. The chosen character’s Standing with the faction decreases. It is also possible to

immediately lose Standing by performing a shocking, grievous act that goes against everything the faction stands for.

Page 11: Uncharted Worlds v0 83

7/23/2019 Uncharted Worlds v0 83

http://slidepdf.com/reader/full/uncharted-worlds-v0-83 11/64

11

Uncharted Worlds by Sean Gomes is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License. 

COMMERCE 

Acquisition

It is assumed that the characters have a small but significant private reserve of funds, which can stretch to cover day to

day expenses. Food, modest lodging, tips, clothing, public transport, rentals; all are assumed to come out of the

character’s personal funds. Similarly, grade 0-1 weapons, grade 0 vehicles and Common armors are all within a

character’s means to purchase. For more significant, more costly or rarer purchases, the character must rely on the good

will of a faction, using the Acquisition move described below.

ACQUISITION (+FAVOR)

When you request a significant purchase of goods or services from a faction, Roll+Favor. Additionally, any cargo you trade away in this

deal adds its value to the result of the roll. Allies cannot Get Involved with an Acquisition.

On a 13+, the faction grants your request, no strings attached.

On a 10-12, the faction grants your request if you fulfill one of the following:

On a 7-9, the faction grants your request if you fulfill two of the following:

  Have a Great standing with them

  Expend 1 Favor with them

  Earn 1 Debt with them

  Agree to perform a task for the faction

Cargo

Collections of trade goods are measured in cargo units, and can be ferried from planet to planet, traded and exchanged

for profit. Each unit of cargo has a value, tracked separately. The higher the value, the rarer, more expensive and more

in-demand the wares. It takes an Acquisition to fill an average ship’s cargo hold with 4 units of value 1 cargo. Once those

goods have been transported to a foreign market (a planetary, station, colony or fleet), the characters can use the Barte

move (see below) to find buyers interested in their wares, exchanging them for local goods that will hopefully be more

valuable elsewhere in the galaxy.

One or more units of cargo can be spent after an Acquisition roll is made to increase the result by the value of the cargo

Note that the whole unit must be expended.

BARTER (+no bonus)

When you spend at least a day in a market (planetary, station, colony, fleet) trading away one unit of foreign cargo for more valuable

local cargo, Roll (no bonus). Allies cannot Get Involved with a Barter.

On a 6-, something prevents the trade, or at least prevents it from being profitable; laws, competition, obstructions or simply lack of

interested parties. You can’t attempt to Barter away this cargo in this market for quite some time.

On a 7-9, your new cargo has a value 1 higher than the cargo you traded, to a maximum value of 4.

On a 10+, choose 1:

  Your new cargo has a value 1 higher than the cargo you traded, to a maximum value of 4.

  You gain a number of new cargo units equal to the value of the cargo you traded; each of these new cargo units has a value of 1.

Page 12: Uncharted Worlds v0 83

7/23/2019 Uncharted Worlds v0 83

http://slidepdf.com/reader/full/uncharted-worlds-v0-83 12/64

12

Uncharted Worlds by Sean Gomes is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License. 

Standard Moves 

All characters have access to the different Standard Moves, and can use them freely. Career-specific skills can grant

specialized Moves or alter these Standard Moves.

  Face Adversity: Overcome danger or opposition. The most commonly used Move

  Assessment: Get a critical answer to an important question

 

Get Involved: Help or hinder an ally’s efforts   Brace For Impact: Try to mitigate incoming damage using your Armor

  Open Fire: Engage in long-range firefights using your Mettle

  Launch Assault: Engage in close-quarters combat using your Physique

  Patch Up: Alleviate injuries or damage using your Expertise

  Command: Give orders to npcs using your Influence

  Program: Give orders to computers/robots using your Interface

  Acquisition: Convince a faction to provide you with equipment/services

  Barter: Exchange foreign cargo for higher valued local cargo

  Cramped Quarters: Find out how well or poorly you get along with your allies

  Wild Jump: Make a jump into the unknown

Page 13: Uncharted Worlds v0 83

7/23/2019 Uncharted Worlds v0 83

http://slidepdf.com/reader/full/uncharted-worlds-v0-83 13/64

13

Uncharted Worlds by Sean Gomes is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License. 

COMMON MOVES

FACE ADVERSITY

When you overcome opposition or danger using… 

…stealth, piloting, accuracy, discipline or bravery, Roll+Mettle 

…knowledge, education, mechanics, first aid or logic, Roll+Expertise

…athletics, endurance, strength or health, Roll+Physique 

…charm, diplomacy, bargaining or lies, Roll+Influence 

…computer systems, electronics, or hacking, Roll+Interface

On a 10+ you overcome the opposition or danger, just as you described.

On a 7-9, the danger is overcome, but at a price; the GM will offer you a cost or a hard choice.

GET INVOLVED

When an ally makes a Move and you affect the result using… 

…stealth, piloting, accuracy, discipline or bravery, Roll+Mettle

…knowledge, education, mechanics, first aid or logic, Roll+Expertise 

…athletics, endurance, strength or health, Roll+Physique 

…charm, diplomacy, bargaining or lies, Roll+Influence 

…computer systems, electronics, or hacking, Roll+Interf ace

On a 10+ Choose 1

• 

Turn a failure(6-) into a partial success (7-9)

• 

Turn a partial success(7-9) into a complete success (10+)

• 

Turn a complete success(10+) into a partial success(7-9), you can suggest the consequence to the GM

• 

Turn a partial success(7-9) into a failure(6-), you can suggest the consequence to the GM

On a 7-9, as above, and you incur a cost, complication or hard choice in order to get involved.

ASSESSMENTWhen you collect critical information about an important, dangerous or mysterious subject using…

… stealth, focus or cunning, Roll+Mettle… research, knowledge and logic, Roll+Expertise 

… hard work or strenuous activity, Roll+Physique

… informants or gossip, Roll+Influence

… the SectorNet or electronics/devices, Roll+Interface 

On a 10+, you gain significant information about the subject, and earn a Data Point about it as well.

On a 7-9, the GM will reveal interesting, potentially useful information about the subject. Or they might ask you to do so

On a 6-, the GM will reveal facts about the subject you probably wish were not true.

BRACE FOR IMPACT (+Armor) 

When you would suffer harm, the GM will tell you the Severity (Minor, Major, Severe, Critical or Fatal). Roll+Armor.

On a 13+, the severity is reduced by two.

On a 10-12, the severity is reduced by one.

On a 7-9, you suffer an injury of that severity.

On a 6-, you suffer an injury of a greater severity, or suffer extra costs/troubles, at the GM’s discretion. 

Page 14: Uncharted Worlds v0 83

7/23/2019 Uncharted Worlds v0 83

http://slidepdf.com/reader/full/uncharted-worlds-v0-83 14/64

14

Uncharted Worlds by Sean Gomes is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License. 

STAT MOVES

OPEN FIRE (+Mettle) 

When you engage enemy forces in long ranged, cover-to-cover firefights, describe your goal and tactics then Roll+Mettle

On a 10+, you achieve your objective.

On a 7-9, you achieve your objective, but the GM will choose 1 or more of the following consequences.

• 

Your side suffers harm during the attack.

• 

The attack causes significant, undesirable collateral damage.

• 

The encounter creates a short-term complication.

• 

The encounter will have long-term ramifications.

LAUNCH ASSAULT (+Physique)

When you engage enemy forces in chaotic close-quarters combat, describe your goal and tactics then Roll+Physique.

On a 10+, you achieve your objective.

On a 7-9, you achieve your objective, but the GM will choose 1 or more of the following consequences.

• 

Your side suffers harm during the attack.

• 

The attack causes significant, undesirable collateral damage.

• 

The encounter creates a short-term complication.

• 

The encounter will have long-term ramifications.

PATCH UP (+Expertise)

When using appropriate medical supplies/tools to repair damage to people or machinery, Roll+Expertise

On a 10+, choose 1 from the list below

On a 7-9, choose 1, but you’ve reached the limit of what you can do; you cannot re-attempt to Patch Up the subject.

• 

The subject is temporarily able to function despite pain/physical disability.

• 

The damage is stabilized and will not get worse.

• 

The subject’s behavior or mental state is recovered. 

• 

The subject is no longer incapacitated

COMMAND (+Influence)

When you issue a command to a group that is inclined to follow your orders, Roll+Influence.

On a 10+, they follow those orders to the best of their ability, though they may suffer costs or complications.

On a 7-9, as above, but their disposition or effectiveness has been significantly impacted (casualties, bribed, lost,

demoralized, panicked, exhausted, disgruntled, injured, etc). This crew will not accept a new Command until those

complications/issues have been dealt with

PROGRAM (+Interface)

When you transmit instructions to robots, AI or other computer systems that are open to your directives, Roll+Interface.

On a 10+, they follow your instructions to the best of their ability, though they may suffer costs or complications.

On a 7-9, as above, but executing the program causes degradation, bugs, damage, glitches or other breakdowns. This

technology will not accept a new Program until those complications/issues have been rectified.

Page 15: Uncharted Worlds v0 83

7/23/2019 Uncharted Worlds v0 83

http://slidepdf.com/reader/full/uncharted-worlds-v0-83 15/64

15

Uncharted Worlds by Sean Gomes is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License. 

COMMERCE MOVES

ACQUISITION (+Favor)

When you request a significant purchase of goods or services from a faction, Roll+Favor. Any cargo you trade away in

this deal adds its value to the result of the roll. Allies cannot Get Involved with an Acquisition.

On a 13+, the faction grants your request, no strings attached.

On a 10-12, the faction grants your request if you fulfill one of the following:

On a 7-9, the faction grants your request if you fulfill two of the following:

• 

Have a Great standing with them

• 

Expend 1 Favor with them

• 

Earn 1 Debt with them

• 

Agree to perform a task for the faction

BARTER

When you spend at least a day in a market (planetary, station, colony, fleet) trading away one unit of foreign cargo for

more valuable local cargo, Roll 2d6. Allies cannot Get Involved with a Barter.

On a 6-, something prevents the trade, or at least prevents it from being profitable; laws, competition, obstructions or

simply lack of interested parties. You can’t attempt to Barter away this cargo in this market for quite some time. 

On a 7-9, your new cargo has a value 1 higher than the cargo you traded, to a maximum value of 4.

On a 10+, choose 1:

• 

Your new cargo has a value 1 higher than the cargo you traded, to a maximum value of 4.

• 

You gain a number of new cargo units equal to the value of the cargo you traded; each of these new cargo units

has a value of 1.

TRAVEL MOVES

CRAMPED QUARTERS

(Done by one player for each leg of an interstellar journey, or after long periods of close proximity).

When you’ve been trapped in cramped quarters, choose another character trapped with you (PC or NPC) then Roll 2d6. 

On a 10+, describe how you and that character bonded in some way in the past few days.

On a 7-9, describe the minor disagreement or annoyance that passed between the two of you in the past few days.

On a 6-, describe what happened between the two of you in the past few days that caused anger, bad blood and/or hurt

feelings.

WILD JUMP

When you force your ship to make a Wild Jump, Roll 2d6. Allies cannot Get Involved in a Wild Jump

On a 10+, the crew only suffers nausea, headaches and other minor effects. Choose 1 from the list below.On a 7-9, the illness and hallucinations are pronounced. The GM chooses 1 from the list below.

• 

You find an uncharted world, ready for exploration

• 

You find exploitable resources, there for the taking

• 

You discover a scientifically interesting phenomenon

• 

You discover ancient wreckage or ruins of unknown origin

• 

You find yourself in a civilized sector half-way across the galaxy

• 

You encounter a new, previously unknown faction or culture

On a 6-, the GM will describe the ugly, debilitating, terrifying consequences. It’s full of stars.

Page 16: Uncharted Worlds v0 83

7/23/2019 Uncharted Worlds v0 83

http://slidepdf.com/reader/full/uncharted-worlds-v0-83 16/64

16

Uncharted Worlds by Sean Gomes is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License. 

Quickstart  

For your first game, or for a quick one-shot game, your group can follow these steps rather than going through the full

character creation. The full character and faction creation rules take longer, but produce more personalized experiences

for a longer running campaign.

Players: Choose your Archetype. Archetypes are the culmination of a character’s origins, career training and

miscellaneous skills. These are full-fledged characters that are archetypical to the space opera genre; the mercenary, the

engineer, the scientist, etc. Choose an archetype sheet that interests you. Each Archetype has a couple of

customisations to make when selecting them; choices of gear, which secondary skill they have, their physical

appearance, etc. [Not yet implemented –  premade archetypes coming in future update] 

GM: Generate Factions. Roll on the Faction chart to populate this sector of the galaxy with 5 different factions. Factions

are far-reaching, system-wide organisations with grand scope, influence and resources. They are galactic-scale movers

and shakers, with solid, overt philosophies and goals. Come up with suitable, simple, catchy names for each of them and

fill in the galactic sheet.

Players: Determine your Standing. Choose a faction that you feel is generally most aligned with your character and vice

versa. Mark that faction on your character sheet in Good Standing. Then either choose 2 factions that your character

doesn’t get along with and mark them both as Bad Standing -OR- choose a faction that is opposed to your character (andvice versa) and mark that faction on your sheet in Terrible Standing.

Standing will generally determine how members of a faction will react to you.

Players: Purchase a ship and name it. As a group, decide which faction originally owned the ship. Each player gets 3

Debt towards that Faction. You are all now the co-owners a moderate sized starship with Jump capabilities and 4 units o

cargo space (which can each hold a unit of cargo or a vehicle). Name the ship. 

GM: Set the scene, prompt the players. Read out one of the starting scenarios, and ask the players the suggested

questions to fill in the details. Play proceeds from there (see “Running the Game”). [Not yet implemented –  starting

scenarios coming in future update] 

Page 17: Uncharted Worlds v0 83

7/23/2019 Uncharted Worlds v0 83

http://slidepdf.com/reader/full/uncharted-worlds-v0-83 17/64

17

Uncharted Worlds by Sean Gomes is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License. 

Random Faction generator (roll 6d6) 

1-2

1. 

Sinister

2. 

Controlling

3. 

Secretive

4. 

Popular

5. 

Rapacious

6. 

Austere

1. 

Expansionist

2. 

Scientific

3. 

Authoritarian

4. 

Colonizing

5. 

Trade

6. 

Mercenary

1. 

Government

2. 

Cult

3. 

Fleet

4. 

Syndicate

5. 

Corporation

6. 

Federation

1-2

3-4

1. 

Wealthy

2. 

Honorable

3. 

Violent

4. 

Degenerate

5. 

Defiant

6. 

Tyrannical

1. 

Merchant

2. 

Industrious

3. 

Criminal

4. 

Military

5. 

Anarchist

6. 

Starfaring

1. 

Society

2. 

Coalition

3. 

Armada

4. 

Network

5. 

Consortium

6. 

Council

3-4

5-6

1. 

Brutal

2. 

Underhanded

3. 

Ancient

4. 

Violent

5. 

Fanatic

6. 

Brave

1. 

Rebel

2. 

High Tech

3. 

Diplomatic

4. 

Corporate

5. 

Regimented

6. 

Political

1. 

Empire

2. 

Religion

3. 

Regime

4. 

Cartel

5. 

Alliance

6. 

Legion

5-6

Example: A roll of 2-4-3-6-1-2 would give a Popular(2,4) Starfaring (3,6) Cult (1,2)

Page 18: Uncharted Worlds v0 83

7/23/2019 Uncharted Worlds v0 83

http://slidepdf.com/reader/full/uncharted-worlds-v0-83 18/64

18

Uncharted Worlds by Sean Gomes is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License. 

FULL CHARACTER CREATION

Step I: Create Archetype – Combine 2 CareersOf the 10 career paths below, choose 2 of them and combine them together to create your archetype. Give your unique

archetype a name that suits the overall concept/flavor of the combination. For example, a Military-Explorer might be a

‘Scout’ archetype, or a ‘Guerilla’ archetype or even a ‘Conquistador’ archetype.

Academic (p15) 

Skills:

Learning, Chemistry,

Medicine, Deduction,

Technobabble 

Clandestine (p17) 

Skills:

Stealth, Assassination,

Surveillance, Sabotage

Interrogation 

Commercial (p19) 

Skills:

Trade, Broker, Bribe,

Procurement, Luxury  

Explorer (p21) 

Skills:

Recklessness, Survivalist

Beast Tamer, Boldly Go,

Custom Vehicle 

Industrial (p23) 

Skills:

Tinker, Build, Repair,

Upgrade, Dismantle

Military (p25) 

Skills:

Unique Weapon,

Toughness, Tactics,

Heavy Lifting, Authority  

Personality (p27) 

Skills:

Fame, Subversion,

Leadership, Contacts,

Performance 

Scoundrel (p29) 

Skills:

Criminal, Sneak Attack,

Scapegoat, Schemer,

False Identity  

Starfarer (p31) 

Skills:

Traveller, Cosmopolitan,

Navigation, Calibration

Personal Vehicle 

Technocrat (p33) 

Skills:

Upload, Hacking,

Coding, AI, Data

Manipulation 

Step II: Choose OriginChoose your character’s background; what kind of life they grew up in, where they came from, what potential hardships

they suffered or advantages they had. The origin gives a selection of skill options from a variety of careers, and can also

offer a stat boost as a skill.

Advanced (p36) 

Skills:

Cutting Edge (Interface),

 Artificial Intelligence,

Calibrations, Sabotage

Colonist (p37) 

Skills:

Resourceful (Expertise),

Tinker, Heavy Lifting,

Custom Vehicle

Crowded (p38) 

Skills:

 Affable (Influence),

Cosmopolitan, Bribe,

Contacts

Frontier (p39) 

Skills:

Hard Labor (Physique)

Build, Survivalist,

Medicine

Impoverished (p40) 

Skills:

Scrappy (Mettle),

Stealth, Criminal,

Recklessness

Privileged (p41) 

Skills:

Decorum (Influence),

Luxury, Fame, Schemer  

Productive (p42) 

Skills:

Vocation (Expertise),

Learning, Procurement,

Data Manipulation

Regimented (p43) 

Skills:

Disciplined (Mettle)

Leadership, Tactics,

Deduction

Spacer (p44) 

Skills:

Fine Tuning (Interface),

Coding, Repair,

Navigation

Violent (p45) 

Skills:

Branded (Physique),

Toughness, Sneak

 Attack, Assassination

Step III: Choose Skills 

Choose 1 skill from your Origin

Choose 3 skills between either Career.

You cannot pick the same skill twice, even if it is offered by your Origin and one of your Careers.

Step IV: Distribute StatsAssign each of the following numbers to one of your 5 stats: +2, +1, +1, 0 and -1. 

Page 19: Uncharted Worlds v0 83

7/23/2019 Uncharted Worlds v0 83

http://slidepdf.com/reader/full/uncharted-worlds-v0-83 19/64

19

Uncharted Worlds by Sean Gomes is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License. 

Step V: Choose DescriptionsChoose one of the descriptions from your Origin and one from each Career. Together these make up a broad description

of your character, physically and behaviorally. Alternatively, you can invent your own descriptions.

Step VI: Choose RoomsChoose two rooms between the Room lists offered by your careers. These are rooms that are installed on your party’s

ship. If you’re not playing in a campaign with a ship, these are more permanent rooms that you may own or work in, at

the GM’s discretion. 

Step VII: Define Iconic GadgetCreate a Gadget that is iconic for your character’s personality, profession or history. They set the tone for your

character, supporting their skills and interests. Iconic Gadgets can be discarded, destroyed or otherwise lost during the

course of the adventures, just like any other Gadget.

Step VIII: Choose Starting EquipmentChoose an equipment package for your character (See Weapons and Gear, p28 & p29) 

Fighter Package

  A weapon with 2 upgrades

  A weapon with 1 upgrade

  A set of Gear with 2 Common upgrades

Survivor Package

  A weapon with 1 upgrade 

  A set of Gear with 2 Uncommon (or Common) upgrades 

  A set of Gear with 2 Common upgrades

Leader Package

 

A weapon with 1 upgrade 

  A set of Gear with 2 Common upgrades 

  A crew with 2 upgrades 

Driver Package

 

A weapon with 1 upgrade 

  A set of Gear with 2 Common upgrades 

  A vehicle with 1 upgrade 

Page 20: Uncharted Worlds v0 83

7/23/2019 Uncharted Worlds v0 83

http://slidepdf.com/reader/full/uncharted-worlds-v0-83 20/64

20

Uncharted Worlds by Sean Gomes is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License. 

Careers 

Academic (p15) 

Skills:Learning, Chemistry,

Medicine, Deduction,

Technobabble 

Clandestine (p17) 

Skills:Stealth, Assassination,

Surveillance, Sabotage

Interrogation 

Commercial (p19) 

Skills:Trade, Broker, Bribe,

Procurement, Luxury  

Explorer (p21) 

Skills:Recklessness, Survivalist

Beast Tamer, Boldly Go,

Custom Vehicle 

Industrial (p23) 

Skills:Tinker, Build, Repair,

Upgrade, Dismantle

Military (p25) 

Skills:

Unique Weapon,

Toughness, Tactics,

Heavy Lifting, Authority  

Personality (p27) 

Skills:

Fame, Subversion,

Leadership, Contacts,

Performance 

Scoundrel (p29) 

Skills:

Criminal, Sneak Attack,

Scapegoat, Schemer,

False Identity  

Starfarer (p31) 

Skills:

Traveller, Cosmopolitan,

Navigation, Calibration

Personal Vehicle 

Technocrat (p33) 

Skills:

Upload, Hacking,

Coding, AI, Data

Manipulation 

Page 21: Uncharted Worlds v0 83

7/23/2019 Uncharted Worlds v0 83

http://slidepdf.com/reader/full/uncharted-worlds-v0-83 21/64

21

Uncharted Worlds by Sean Gomes is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License. 

 ACADEMIC Career Path – Expertise/Interface

The Academic career represents years of study and learning, with a strong focus

on science and logic. Academics can be found in specialist positions in other fields,

leveraging their years of study; Military Academics tend to be field medics,

Clandestine Academics are often detectives, Academic Explorers range from

xenobiologists to expeditionary researchers.

Skills:If one of your careers is Academic, you can choose from these Skills during character creation.

The career’s Skill list (see opposite page) has more detailed descriptions of each skill.  

  Learning: Learn more and teach it to others

  Chemistry: Concoct various chemicals

  Medicine: Perform difficult medical procedures

  Deduction: Draw quick conclusions about the situation

  Technobabble: Give detailed, technical direction

Descriptions:Choose 1 description for your character from this list. This is a facet of your physical appearance or behavior (along with the other 2 choices from

your other career and origin). Thin, Pallid, Elderly, Kind-hearted, Aloof, Distracted.

Rooms:Choose a total of 2 rooms between your two careers. These are spaces that are built into your ship. (If you’re not playing wi th a ship, these can be

spaces/ structures owned by you or available to you, at the GM’s discretion)  

  Laboratory: Equipped to perform a variety of experiments and research.

 

Medical Bay: Set up for medical attention, surgical procedures and long-term care.

  Containment Unit: Capable of safely storing dangerous subjects/materials for further study.

  Study: Comfortable, quiet room containing a wide variety of educational media.

Advancement: At the end of each session you can spend 1 XP in this career if you accomplished an appropriate milestone during the session. Once you’ve spent

enough XP in this career, you earn a new Skill from the career’s Skill list (see opposite page). Note that you don’t necessar ily have to succeed a task;

a dedicated attempt is usually enough.

 Academic Milestones are usually related to specialist fields of study and experimentation. Example Academic Milestones include:

  Spend significant downtime studying

 

Attend an institute of higher learning  Attempt a life-saving medical procedure

  Participate in an important scientific experiment

  Investigate a mystery

  Tackle a problem using an overly convoluted solution

  Invert the tachyon pulse by sending it through an auxiliary deflector array

  Have a Great standing with a scientific or technological faction

Page 22: Uncharted Worlds v0 83

7/23/2019 Uncharted Worlds v0 83

http://slidepdf.com/reader/full/uncharted-worlds-v0-83 22/64

22

Uncharted Worlds by Sean Gomes is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License. 

 ACADEMIC SKILLS 

LearningWhen you make an Assessment, on a 10+ you gain 3

Data Points about the subject, and on a 7-9 you gain

1 Data Point. As long as you spend part of your

downtime educating yourself about a subject, Data

Points associated with that subject don’t expire. 

DeductionWhen you first witness a situation, you may ask one

of the following questions, the GM will answer

honestly:

  Who/what is most vulnerable in this situation? 

  Who/what is most dangerous in this situation? 

 

What is profitable about this situation?   Who/what caused this situation?

TechnobabbleYou can Command NPCs with your Expertise rather

than your Influence. As long as you are able to give

them detailed direction, your allies can use your

Expertise when they Get Involved with your actions

(assuming they follow your instructions). 

ChemistryWhen creating an antidote, vaccine, drug, poison or

pathogen in a lab, state the effect you want it to

have and its method of transmission (spray, injector,

pill, etc), then Roll+Expertise. On a 10+, you

successfully create it. On a 7-9, it will have reducedpotency or unintended side effects.

Medicine

When you Patch Up a living being in a suitableenvironment over the course of several hours, you

may choose one of the following instead of the

normal choices.

  Remove all minor and major injuries.

  Allow severe and critical injury to begin healing.

  Reconstruct/replace permanent injuries.

  Perform a regular Patch Up on several subjects

at the same time.

  Make permanent cosmetic alterations.

Page 23: Uncharted Worlds v0 83

7/23/2019 Uncharted Worlds v0 83

http://slidepdf.com/reader/full/uncharted-worlds-v0-83 23/64

23

Uncharted Worlds by Sean Gomes is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License. 

CLANDESTINE Career Path – Mettle/Interface

The Clandestine career is a sinister profession, relying on information and

invisibility. Clandestine operatives in other professions tend toward low profiles

and subtlety; Clandestine Industrials make terrifying saboteurs, Clandestine

Scoundrels are deadly assassins, Clandestine Personalities are deft infiltrators and

spies. Ironically, Clandestine operatives also make effective (if scary) lawenforcement agents.

Skills:If one of your careers is Clandestine, you can choose from these Skills during character creation.

The career’s Skill list (see opposite page) has more detailed descriptions of each skill.  

  Stealth: Vanish without a trace, show up elsewhere

  Sabotage: Tamper with something, make it fail

  Assassination: Arrange someone’s death

  Surveillance: Keep an eye on a person or place

 

Informant: Sell your Codex Entries to make Aquisitions

Descriptions:Choose 1 description for your character from this list. This is a facet of your physical appearance or behavior (along with the other 2 choices from

your other career and origin). Hawk nosed, Sinister, Wiry, Bland, Suspicious, Bald.

Rooms:Choose a total of 2 rooms between your two careers. These are spaces that are built into your ship. (If you’re not playing with a ship, these c an be

spaces/ structures owned by you or available to you, at the GM’s discretion)  

 

Security Office: Monitoring station tied to multiple visual and audio security feeds.

  Private Comms: Private room with a secure communication array on an encoded channel.

  Hidden Passage: Connects to various other rooms through hidden hatches.

  Interrogation Room: Equipped with a variety of restraints.

Advancement: At the end of each session you can spend 1 XP in this career if you accomplished an appropriate milestone during the session. Once you’ve spent

enough XP in this career, you earn a new Skill from the career’s Skill list (see opposite page). Note that you don’t necessar ily have to succeed a task;

a dedicated attempt is usually enough.

Clandestine Milestones are usually related to espionage and wetworks. Example Clandestine Milestones include:

 

Arrange an “accident”   Vanish when someone is looking for you

  Follow someone without being seen

  Kill someone who really deserves it

  Hurt or scare someone in order to get information

  Make an arrest

  Have a Great standing with a secretive or authoritarian faction

Page 24: Uncharted Worlds v0 83

7/23/2019 Uncharted Worlds v0 83

http://slidepdf.com/reader/full/uncharted-worlds-v0-83 24/64

24

Uncharted Worlds by Sean Gomes is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License. 

CLANDESTINE SKILLS 

Stealth Whenever you can move around freely and are

unobserved, you can choose to vanish without a

trace. While missing, you may show up in the midst

of events, as long as you can explain how you got

there. 

AssassinationWhen you want a lightly guarded or unsuspecting

NPC out of the picture, describe how you arrange

their death and Roll+Mettle.

On a hit, they’re dead, and no one knows it was you.

On a 7-9, they’re dead, but there may be evidence

linking it to you.

InterrogationWhen you spend time questioning someone who is

completely under your power, you gain 3 Data

Points about them; their lives, their job, their

friends, their family, their guilt, their shame, etc.

SabotageWhen you tamper with something (information,

machinery, social situations, tactical plans, etc),

describe how you go about it and Roll+[Stat].

On a 10+ the target of your tampering is doomed tofail, just as you planned.

On a 7-9, the target of your tampering is doomed to

fail spectacularly, horrifically or comically, at the

GM’s discretion.

SurveillanceYou can put a single Place (room, building, street,

city/station) or Person (individual, group, faction)

under surveillance at a time. You may ask the

following questions about the chosen target. Broad

and distant targets provide less precise/timely

answers.

Place: Who is there? What is going on there?

Person: Where are they? What are they doing?

Page 25: Uncharted Worlds v0 83

7/23/2019 Uncharted Worlds v0 83

http://slidepdf.com/reader/full/uncharted-worlds-v0-83 25/64

25

Uncharted Worlds by Sean Gomes is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License. 

COMMERCIAL Career Path – Influence/Expertise

The Commercial career’s strength lies in making deals, acquiring goods and

managing the complex web of inter-faction debt and influence. Almost all other

careers benefit in some way from the Commercial’s purchasing power.

Commercial Industrials turn scrap into profit, Commercial Technocrats are always

aware of the best prices and opportunities, Commercial Starfarers haul cargo tothe farthest reaches of space.

Skills:If one of your careers is Commercial, you can choose from these Skills during character creation.

The career’s Skill list (see opposite page) has more detailed descriptions of each s kill.

  Trade: Sell a cargo-hold full of goods for profit

  Procurement: Make safer, better Acquisitions

  Broker: Manage Debt and Favor

  Luxury: Own nice things, have an assistant NPC

 

Bribe: Make social/political Acquisitions

Descriptions:Choose 1 description for your character from this list. This is a facet of your physical appearance or behavior (along with the other 2 choices from

your other career and origin). Thick, Well-Fed, Manicured, Harried, Miserly, Cunning.

Rooms:Choose a total of 2 rooms between your two careers. These are spaces that are built into your ship. (If you’re not playing with a ship, these can be

spaces/ structures owned by you or available to you, at the GM’s discretion)  

 

Cargo Hold: Capable of holding, loading and unloading trade goods.

  Vault: Holds a variety of valuables, locked and secured.

  High Berthing: Space suitable for up to 2 VIP guests.

  Kitchen: Semi-automated food preparation area, provides better meals.

Advancement: At the end of each session you can spend 1 XP in this career if you accomplished an appropriate milestone during the session. Once you’ve spent

enough XP in this career, you earn a new Skill from the career’s Skill list (see opposite page). Note that you don’t necessar ily have to succeed a task;

a dedicated attempt is usually enough.

Commercial Milestones are usually related to earning and spending wealth. Example Commercial Milestones include:

 

Buy something expensive and frivolous  Engage in lavish hedonism and carousing

  Exchange a cargohold of goods as part of an Acquisition

  Find valuable, unclaimed resources and sell the rights to them

  Make an Acquisition from a faction despite your Bad/Terrible reputation

  Spend Favor/earn Debt to help an ally

  Deliver desperately needed goods

  Have a Great standing with a commercial or corporate faction

Page 26: Uncharted Worlds v0 83

7/23/2019 Uncharted Worlds v0 83

http://slidepdf.com/reader/full/uncharted-worlds-v0-83 26/64

26

Uncharted Worlds by Sean Gomes is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License. 

COMMERCIAL SKILLS 

Luxury 

Your clothing, belongings and quarters are all lavish

and expensive. Gain one of the following NPCs as a

retainer: Butler, Assistant, Consort, Bodyguard or

Advisor. Name them and give them a 2-4 word

description.

Trade You add your +Expertise or +Influence when youBarter. When you roll 10+ on a Barter, choose 1 of

the following instead:

  Your new cargo has a value 1 higher than the

cargo you traded, to a maximum value of 8.

  You gain 2 cargo units each worth half the value

of the cargo you traded (rounded up).

  If the cargo you’re trading has a value of 4+, it

can be donated to a faction for a Favor.

Broker When you make an Acquisition, you may expend

Favor or earn Debt with any faction, rather than just

the one providing the purchase.

You can Get Involved with Acquisitions made by

allies.

BribeAcquisition can also be used to purchase:

  Political power

  Legal decisions

  Faction involvement

  Diplomatic immunity

Procurement When making an Acquisition, choose 1.

  The details of the purchase are kept secret

 

The item/service is especially good quality  Delivery and/or installation is fast and free

  They’ll ignore your Bad or Terrible standing 

Page 27: Uncharted Worlds v0 83

7/23/2019 Uncharted Worlds v0 83

http://slidepdf.com/reader/full/uncharted-worlds-v0-83 27/64

27

Uncharted Worlds by Sean Gomes is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License. 

EXPLORER Career Path – Mettle/Physique

The Explorer is the most daring and risky career, forever seeking new horizons

and new treasures. Other careers that regularly deal with harsh environments and

unexplored reaches benefit from the Explorer’s courage and survival instinct.

Commercial Explorers are prospectors or big game hunters seeking profit on

hostile planets, Explorer Starfarers daredevil pilots and daring navigators, MilitaryExplorers tend to be guerilla fighters or scouts.

Skills:If one of your careers is Explorer, you can choose from these Skills during character creation.

The career’s Skill list (see opposite page) has more detailed descriptions of each skill.  

  Survivalist: Know a little bit about every environment

  Boldly Go: Venture into the unknown, hopefully find something awesome

  Recklessness: Gamble with the outcome of an untested, desperate act

  Beast Tamer: Gain the loyalty of an alien beast NPC

 

Custom Vehicle: Own a unique, souped-up land vehicle/walker

Descriptions:Choose 1 description for your character from this list. This is a facet of your physical appearance or behavior (along with the other 2 choices from

your other career and origin). Weathered, Battered, Unkempt, Rude, Cheerful, Brash.

Rooms:Choose a total of 2 rooms between your two careers. These are spaces that are built into your ship. (If you’re not playing with a ship, these can be

spaces/ structures owned by you or available to you, at the GM’s discretion)

 

Hydroponics Bay: Grows a variety of edible plant life.

  Decontamination Chamber: Wipes out dangerous particles and contaminants.

  Vehicle Hangar: A space to store and maintain vehicles, equipped with a loading/unloading ramp.

  Probe Station: Capable of launching small telemetry probes and receiving their readings.

Advancement: At the end of each session you can spend 1 XP in this career if you accomplished an appropriate milestone during the session. Once you’ve spent

enough XP in this career, you earn a new Skill from the career’s Skill list (see opposite page). Note that you don’t necessarily have to succeed a task;

a dedicated attempt is usually enough.

Explorer Milestones are usually related to discovery and risk-taking. Example Explorer Milestones include:

 

Experience a Wild Jump  Make a leap of faith

  Survive in a harsh wilderness

  Encounter a little known hostile plant or animal

  Open/activate/taste something completely unknown

  Assist in colonizing an inhospitable land

  Be the first to test a prototype

  Have a Great standing with a colonial or expansionist faction

Page 28: Uncharted Worlds v0 83

7/23/2019 Uncharted Worlds v0 83

http://slidepdf.com/reader/full/uncharted-worlds-v0-83 28/64

28

Uncharted Worlds by Sean Gomes is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License. 

EXPLORER SKILLS 

Boldly Go When leading an expedition into the unknown,

Roll+Mettle.

On a 10+, choose 1.

On a 7-9, the GM will choose 1.

  You encounter something potentially profitable

  You encounter something currently useful

  You encounter something uniquely awesome

RecklessnessIf it’s the first time you attempt a particular

untested, unpredictable, desperate and probably

dangerous act, you may choose to trust your

beginner’s luck. Roll as normal. A 7-9 counts as a

complete success (10+). A 6- is an especially

catastrophic, disastrous failure. Your allies cannotGet Involved in this roll. 

Custom VehicleYou own a Custom Land Vehicle or Walker with 3

upgrades (see page xx). If your vehicle is ever lost,

you can abandon it and spend an extended period of

time claiming a new vehicle as your Custom Vehicle,

adding an extra upgrade to it. 

SurvivalistAfter experiencing a wilderness first-hand, tell the

GM one strange, unusual or interesting fact about

an aspect of that wilderness (animals, plants,weather, terrain, hazards, etc). You gain 3 Data

Points about that wilderness.

Beast TamerYou have tamed an exotic alien creature of animal

intelligence, which can be Commanded. Give a short

description of your obedient beast NPC, and

describe its role (guard, hunting, beauty,

companionship, labor, mount, etc). It takes

significant time and effort to tame a newly

encountered beast, and you can only have one

tamed beast at a time

Page 29: Uncharted Worlds v0 83

7/23/2019 Uncharted Worlds v0 83

http://slidepdf.com/reader/full/uncharted-worlds-v0-83 29/64

29

Uncharted Worlds by Sean Gomes is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License. 

INDUSTRIAL Career Path – Expertise/Interface

The Industrial career shapes the world around them, constructing, improving,

demolishing. Other careers benefit greatly from the Industrial’s ability to create,

repair, maintain a variety of machines. Industrial Explorers are settlers and

pioneers, Industrial Academics tend to be inventors working on new prototypes,

Industrial Scoundrels are scavengers and wreck-divers.

Skills:If one of your careers is Industrial, you can choose from these Skills during character creation.

The career’s Skill list (see opposite page) has more detailed descriptions of each skill.  

  Repair: Fix machinery, rather than just patching it up

  Build: Improve, reinforce or secure structures

  Tinker: Turn miscellaneous components into something useful

  Upgrade: Temporarily improve a weapon, gear or vehicle

  Dismantle: Salvage or wreck machinery

Descriptions:Choose 1 description for your character from this list. This is a facet of your physical appearance or behavior (along with the other 2 choices from

your other career and origin). Muscled, Grimy, Wrinkled, Rigorous, Rugged, Focused.

Rooms:Choose a total of 2 rooms between your two careers. These are spaces that are built into your ship. (If you’re not playing with a ship, these can be

spaces/ structures owned by you or available to you, at the GM’s discretion)  

  Workshop: Equipped with workbenches and tool racks.

 

Repair Bay: Set up to handle large machinery, with winches and lifts.

  Secure Reactor: A reactor room with emergency lockdown protocols and blast doors.

  Servo Arms: Multiple servo arms attached to the ship, controlled from Engineering

Advancement: At the end of each session you can spend 1 XP in this career if you accomplished an appropriate milestone during the session. Once you’ve spent

enough XP in this career, you earn a new Skill from the career’s Skill list (see opposite page). Note that you don’t necessar ily have to succeed a task;

a dedicated attempt is usually enough.

Industrial Milestones are usually related to interacting with structures and machinery. Example Industrial Milestones include:

  Keep something working against all odds

 

Prevent a catastrophic failure  Participate in a significant engineering project

  Build a useful temporary structure

  Use seemingly useless scrap to solve a problem

  Blow something up

  Figure out why something blew up

  Have a Great standing with an industrial or military faction

Page 30: Uncharted Worlds v0 83

7/23/2019 Uncharted Worlds v0 83

http://slidepdf.com/reader/full/uncharted-worlds-v0-83 30/64

30

Uncharted Worlds by Sean Gomes is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License. 

INDUSTRIAL SKILLS 

RepairWhen you Patch Up a machine or mechanical

components in a suitable environment over the

course of several hours, you may choose one of the

following instead of the normal choices.

  Repair all minor and major damage.

  Repair a severe or critical damage.

  Replace permanently damaged parts

  Perform a regular Patch Up on several machines

at the same time.

  Make permanent cosmetic alterations.

TinkerWhen you fashion a useful object out of

miscellaneous components you have at hand,

Roll+Expertise. On a 10+ choose 1. On a 7-9, as

above, but there is a flaw  A small or large melee weapon with 1 upgrade

  A set of Gear with 1 common, non-EnviroSuit upgrade

 

A grenade with 1 upgrade (single use grenade belt) 

An explosive with 1 upgrade (single use explosive satchel)

 

A short-lived or single-use Gadget

DismantleWhen forcefully dismantling technology, breaking

machinery, destroying a structure or salvaging a

wreck, Roll+Physique. On a 10+, choose 2. On a 7-9,

choose 1.

  It doesn’t take very long to do. 

  You recover a 1-value cargo unit worth of scrap

  You recover useful components.

  You could reassemble/repair it quite easily.

  Gain 3 Data Points about this kind of machinery

Build With enough time and materials, you can give up to

one of the following upgrades to a room, small

structure, or can build a small structure with that

property.

  Resistant to damage/weather/elements

 

Tactically advantageous positions (cover, etc)

  Hidden and/or difficult to access

  Workspace (lab, workshop, hospital, etc)

UpgradeWhen you wish to add a temporary upgrade to a

vehicle, gear or weapon, choose the desired

upgrade from that object’s list, then Roll+Ingenuity.

On a 10+, the item has the upgrade for now.

On a 7-9, the project has an extra cost in time or

resources. You can only have one temporary

upgrade active at a time.

Page 31: Uncharted Worlds v0 83

7/23/2019 Uncharted Worlds v0 83

http://slidepdf.com/reader/full/uncharted-worlds-v0-83 31/64

31

Uncharted Worlds by Sean Gomes is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License. 

MILITARY  Career Path – Mettle/Personality

The Military career is a specialist of combat, with a heavy reliance on command,

discipline and strategy. Other careers which have to deal with hostilities or war

zones benefit greatly from the Military career’s command of the battlefield.

Military Industrials are combat engineers, Military Personalities are generals and

commanders, Commercial Military are well-equipped (and often expensive)mercenaries for hire.

Skills:If one of your careers is Military, you can choose from these Skills during character creation.

The career’s Skill list (see opposite page) has more detailed descriptions of each skill.  

  Tactics: Control the battle with much more precision

  Toughness: Take a lot more punishment

  Unique Weapon: There aren’t many like it, and this one’s yours 

  Heavy Lifting: Ignore the Clumsy tag on heavy armor, heavy weapons

 

Authority: Command from a position of superiority, it will be obeyed

Descriptions:Choose 1 description for your character from this list. This is a facet of your physical appearance or behavior (along with the other 2 choices from

your other career and origin). Scarred, Grizzled, Massive, Skittish, Weary, Grim.

Rooms:Choose a total of 2 rooms between your two careers. These are spaces that are built into your ship. (If you’re not playing with a ship, these can be

spaces/ structures owned by you or available to you, at the GM’s discretion)  

 

Gym: A variety of free weights, a number of exercise machines and an open area for sparring

  Briefing Room: A functional, professional meeting room with tactical display table.

  Holding Cells: Securely holds up to 4 prisoners.

  Quarters: Military accommodations for a dozen crew/soldiers; bunk beds, footlockers, etc.

Advancement: At the end of each session you can spend 1 XP in this career if you accomplished an appropriate milestone during the session. Once you’ve spent

enough XP in this career, you earn a new Skill from the career’s Skill list (see opposite page). Note that you don’t necessar ily have to succeed a task;

a dedicated attempt is usually enough.

Military Milestones are usually related to combat and leadership. Example Military Milestones include:

 

Hold the line  Outwit or outmaneuver an enemy on the field of battle

  Suffer multiple injuries in a short span of time

  Show an inordinate propensity towards a specific weapon

  Tackle a problem with guns blazing

  Give a command that puts people’s lives at risk 

  Spend significant downtime working out

  Have a Great standing with a military or authoritarian faction

Page 32: Uncharted Worlds v0 83

7/23/2019 Uncharted Worlds v0 83

http://slidepdf.com/reader/full/uncharted-worlds-v0-83 32/64

32

Uncharted Worlds by Sean Gomes is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License. 

MILITARY SKILLS 

ToughnessYou can have 2 injuries of the same severity; the

second newly suffered injury does not increase in

severity if you already have an injury of that severity.

Unique Weapon You have a Unique Weapon with 3 upgrades (see

weapon section, page xx). If your weapon is ever lost

or damaged, you can abandon it and spend an

extended period of time claiming a new weapon as

your Unique Weapon, adding an extra upgrade to it.

Authority Whenever you are in a position of clear superiority

over a group of NPCs, you can Command those NPCs

even if the order goes against their own traits and/or

desires.

TacticsWhen you roll 7-9 on an Open Fire or Launch

Assault, the GM does not choose consequences.

Either you choose 1 of the consequences, or chooseto stalemate the combat; neither side gains any

ground.

Heavy LiftingYou are trained in wearing cumbersome armor and

carrying heavy weights. You ignore the Clumsy tag

when burdened by weight or wearing heavy armors.

You can don or remove armor in little to no time.

Page 33: Uncharted Worlds v0 83

7/23/2019 Uncharted Worlds v0 83

http://slidepdf.com/reader/full/uncharted-worlds-v0-83 33/64

33

Uncharted Worlds by Sean Gomes is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License. 

PERSONALITY  Career Path – Influence/Physique

The Personality career revolves around influencing others through charm, good

looks and oratory. Personality is useful to any career that relies on persuasion or

fame. Commercial Personalities are powerful traders and brokers, Starfarer

Personalities are interplanetary diplomats and negotiators, Explorer Personalities

are famous explorers and daredevils.

Skills:If one of your careers is Personality, you can choose from these Skills during character creation.

The career’s Skill list (see opposite page) has more detailed descriptions of each skill.  

  Fame: Everybody knows your name, your allies share in that fame

  Leadership: You have a loyal, talented, hand-picked Crew

  Contacts: Call upon local NPCs to do jobs/favors for you

  Performance: Incite emotions through oratory or artistry

  Subversion: Leverage personal information to Command people

Descriptions:Choose 1 description for your character from this list. This is a facet of your physical appearance or behavior (along with the other 2 choices from

your other career and origin). Stunning, Sexy, Chiselled, Placid, Soft, Haughty.

Rooms:Choose a total of 2 rooms between your two careers. These are spaces that are built into your ship. (If you’re not playing with a ship, these can be

spaces/ structures owned by you or available to you, at the GM’s discretion)  

  Showcase: A small gallery for trophies, artwork or other acquisitions.

 

Crew Quarters: Small, individual quarters for a several crew members.

  Lounge: Comfortable communal room, suitable for relaxation and recreation 

  Studio: A small room equipped for a specific type of art.

Advancement: At the end of each session you can spend 1 XP in this career if you accomplished an appropriate milestone during the session. Once you’ve spent

enough XP in this career, you earn a new Skill from the career’s Skill list (see opposite page). Note that you don’t necessar ily have to succeed a task;

a dedicated attempt is usually enough.

Personality Milestones are usually related to popularity, charm and social networking. Example Personality Milestones include:

  Appear on galactic news media

 

Achieve a goal through charm/seduction  Tackle a violent problem using diplomacy

  Do a personal favor for someone who can’t repay you 

  Incite or prevent a riot

  Meet a new faction, make a lasting first impression

  Reduce someone to tears/fill someone with spitting rage

  Have a Great standing with an diplomatic or populist faction

Page 34: Uncharted Worlds v0 83

7/23/2019 Uncharted Worlds v0 83

http://slidepdf.com/reader/full/uncharted-worlds-v0-83 34/64

34

Uncharted Worlds by Sean Gomes is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License. 

PERSONALITY SKILLS 

LeadershipYou have a loyal, talented, hand-picked Crew at your

command with 3 upgrades (see Crew section). Given

enough time and training, you can replace lost

members of this Crew with new NPCs.

Performance 

When you engage in your chosen oratory, art or

performance, Roll+Influence or Roll+Physique. On a

7-9, choose a mental state (joy, sadness, anger, etc);

it affects most of the audience. On a 10+, as above,

and choose 1.  You gain a keen admirer in the audience

  You are treated lavishly and with respect

 

You gain temporarily have Great standing with aninterested faction

 

You gain the temporary loyalty of a handful of NPCs

(temporary Crew, trait: Social)

Subversion 

As long as you have an embarrassing, damaging,

intimate or personal Data Point about an NPC, you

can Command that NPC. You can expend that Data

Point to reroll that Command roll instead of gaining

+1 to the roll. 

Fame 

Decide what you are famous/infamous for. Factions,

groups and people of importance always know who

you are when you meet them. Allies may use your

+Influence if they speak in your name, but they maymake you look bad.

Contacts 

When you arrive in a city, station, colony or starship

you’ve been to in the past (your choice), name an

NPC that you know in the area, choose what faction

they belong to (if any), and give them a short

description (their job, how you met, etc). You gain a

Data Point about that person.

Page 35: Uncharted Worlds v0 83

7/23/2019 Uncharted Worlds v0 83

http://slidepdf.com/reader/full/uncharted-worlds-v0-83 35/64

35

Uncharted Worlds by Sean Gomes is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License. 

SCOUNDREL Career Path – Mettle/Expertise

The Scoundrel is the most underhanded career, using lies, violence, betrayal and

theft to achieve their goals. Scoundrel can be a benefit to other careers that live

outside the law. Military Scoundrels are raiders and space pirates, Commercial

Scoundrels are smugglers, Scoundrel Personalities are expert con-artists.

Skills:If one of your careers is Scoundrel, you can choose from these Skills during character creation.

The career’s Skill list (see opposite page) has more det ailed descriptions of each skill.

  Sneak Attack: Strike out of nowhere, with precision. You shot first.

  Criminal: Plan and execute a crime.

  False Identity: Maintain a false identity, neutral to all Factions.

  Scapegoat: Deftly pass consequences onto someone else.

  Schemer: Betray one faction to earn Favor with another.

Descriptions:Choose 1 description for your character from this list. This is a facet of your physical appearance or behavior (along with the other 2 choices from

your other career and origin). Thick, Dapper, Sly, Meaty, Slick, Cold.

Rooms:Choose a total of 2 rooms between your two careers. These are spaces that are built into your ship. (If you’re not playing with a ship, these can be

spaces/ structures owned by you or available to you, at the GM’s discretion) 

  Hidden Cargo: A secret cargo hold that’s hard to find by normal means. 

  Escape Pod: A cramped one-man escape pod, capable of sustaining someone for a week.

 

Gaming Room: A multi-purpose table suitable for gambling, card games and board games.

  Front: Made to look like an innocuous room/workspace, with an adjoining private room.

Advancement: At the end of each session you can spend 1 XP in this career if you accomplished an appropriate milestone during the session. Once you’ve spent

enough XP in this career, you earn a new Skill from the career’s Skill list (see opposite page). Note that you don’t necessarily  have to succeed a task;

a dedicated attempt is usually enough.

Scoundrel Milestones are usually related to some form of criminal activity. Example Scoundrel Milestones include:

  Participate in a heist

  Commit significant vandalism

 

Use someone else’s identity   Smuggle something or someone

  Shoot first

  Betray someone’s trust 

  Escape the consequences of your actions

  Have a Great standing with a criminal or rebel faction

Page 36: Uncharted Worlds v0 83

7/23/2019 Uncharted Worlds v0 83

http://slidepdf.com/reader/full/uncharted-worlds-v0-83 36/64

36

Uncharted Worlds by Sean Gomes is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License. 

SCOUNDREL SKILLS 

Criminal

When you see an opportunity, choose a crime belowand Roll + [Stat]. On 10+, you succeed. On a 7-9, you

succeed, but you come to the negative attention of

local authorities.

  Larceny: Gain a 2-value unit of Cargo

  Burglary: Gain a specific small item

  Arson: Destroy a piece of property

  Assault: Hurt, embarrass, frighten or anger

someone

Scapegoat When you would suffer a social, legal or financial

consequence, you may name an individual or faction

and Roll+Expertise. On a 10+, you pass the

consequence on to them. On a 7-9, as above, but

they know it was you. On a 6-, you’re stuck with the

consequences, and they know what you tried to do.

Schemer If you are in Good standing with a faction, your

group does not earn Debt for the following (as long

as you are directly involved): working for the

opposite faction during a conflict, working against

their goals/philosophy, failing missions, breaking

promises, not upholding deals.

Sneak Attack When you make sudden, unexpected hostile action

out of nowhere, Roll+Mettle. On a 10+, choose 1. On

a 7-9, the GM picks 2 options, choose 1 of them.

 

Kill someone  Disable someone

  Capture someone

  Cause confusion/panic

False IdentityYou maintain a false identity, and can switch

between it and your own. The identity starts with

Neutral standing with all Factions. The identity has

its own Favor/Debt rating, unrelated to the group. It

can have a maximum of 1 Favor or Debt with each

faction; any further gain will cause gain/loss of

Standing instead. It takes significant time to

construct a new, ‘fresh’ false identity. 

Page 37: Uncharted Worlds v0 83

7/23/2019 Uncharted Worlds v0 83

http://slidepdf.com/reader/full/uncharted-worlds-v0-83 37/64

37

Uncharted Worlds by Sean Gomes is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License. 

STARFARER Career Path – Influence/Interface

The Starfarer career travels all over the galaxy, experiencing a multitude of

cultures and societies. The Starfarer’s ease with spaceships, vehicles and

navigation make it useful to many other careers that are on the move. Industrial

Starfarers are starship engineers, Academic Starfarers range from astrophysicists

to stellar anthropologists, Military Starfarers are fearsome space marines.

Skills:If one of your careers is Starfarer, you can choose from these Skills during character creation.

The career’s Skill list (see opposite page) has more detailed descriptions of each skill.  

  Cosmopolitan: You learn the quirks of new societies very quickly

  Traveller: You can take on passengers to distant destinations

  Navigation: You know the best way around familiar cities and stars

  Calibrations: You know how to get the most out o.

  Personalized Vehicle:

Descriptions:Choose 1 description for your character from this list. This is a facet of your physical appearance or behavior (along with the other 2 choices from

your other career and origin). Bony, Quick, Tall, Sunny, Restless, Tolerant.

Rooms:Choose a total of 2 rooms between your two careers. These are spaces that are built into your ship. (If you’re not playing with a ship, these can be

spaces/ structures owned by you or available to you, at the GM’s discretion)  

  Astrogation: A room-sized interactive holographic starmap, with orbital physics trajectories.

 

Shuttle Bay: A space to store and maintain shuttles and fighters, equipped with a large set of airlock doors

  Low Berthing: Modest 2-person guest rooms for a dozen passengers. 

  Observation Deck: A panoramic viewing room with shielded, reinforced, full-wall windows.

Advancement: At the end of each session you can spend 1 XP in this career if you accomplished an appropriate milestone during the session. Once you’ve spent

enough XP in this career, you earn a new Skill from the career’s Skill list (see opposite page). Note that you don’t necessarily have to succeed a task;

a dedicated attempt is usually enough.

Starfarer Milestones are usually related to all manner of space travel. Example Starfarer Milestones include:

  Spend significant time living on a space station/starship

 

Visit a civilized world you’ve visited before   Travel for a long period with a dozen other passengers

  Spend an inordinate amount of time tweaking a system

  Tackle a problem using a shuttle or speeder

  Lead people into or out of a faction’s territory

  Be subjected to the effects of Cramped Quarters

  Have a Great standing with a nomadic or starfaring faction

Page 38: Uncharted Worlds v0 83

7/23/2019 Uncharted Worlds v0 83

http://slidepdf.com/reader/full/uncharted-worlds-v0-83 38/64

38

Uncharted Worlds by Sean Gomes is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License. 

STARFARER SKILLS 

TravellerWhen offering passage to a distant destination,

Roll+Influence. On a 10+, choose 1 reward you’ll get

for delivering them safely. On a 7-9, the GM will

choose 1.

  They belong to a local Faction (+Favor)

  They have valuable information (knowledge)

  They are willing to work (temporary crew)

  They have goods to trade (2-value cargo)

Navigation 

When navigating stars or cities that are familiar to

you (you decide), choose 1.

  The trip is short and pleasant. (+2 to Cramped

Quarters rolls)

  Choose a Faction; the trip passes into their turf

  Choose a Faction; the trip avoids their turf

 

Your passage goes unnoticed by those not on

high alert

Personalized VehicleYou own either a Shuttle or a Speeder with 3

upgrades (see page xx). If your vehicle is ever lost,

you can abandon it and spend an extended period of

time claiming a new Shuttle or Speeder as your

Personalized Vehicle, adding an extra upgrade to it. 

Cosmopolitan 

After experiencing a society first-hand, tell the GM

one strange, unusual or interesting fact about an

aspect of that society (culture, traditions, laws,government, economy, etc). You get 3 Data Points

about that society.

CalibrationsYou gain 3 Data Points about a ship’s system or

vehicle when you spend the majority of your

downtime adjusting, tweaking, aligning, maintaining

and readjusting it. Your old Data Points expire if you

start lavishing attention on a different system or

vehicle.

Page 39: Uncharted Worlds v0 83

7/23/2019 Uncharted Worlds v0 83

http://slidepdf.com/reader/full/uncharted-worlds-v0-83 39/64

39

Uncharted Worlds by Sean Gomes is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License. 

TECHNOCRAT Career Path – Physique/Interface

The Technocrat career is the most wired-in and computer-centric of the careers,

focusing on programming, data and electronic warfare. Other careers benefit

from Technocrat’s mastery of the computer systems that run almost all of civilized

space. An Academic Technocrat’s thirst for information knows no bounds,

Technocrat Starfarers are frighteningly connected pilots, and Military Technocratscan lead robotic soldiers as easily as humans.

Skills:If one of your careers is Technocrat, you can choose from these Skills during character creation.

The career’s Skill list (see opposite page) has more detailed descriptions of each skill.

  Technophile: Dressed to kill in the highest tech suit available

  Hacking: Breach closed systems, steal their megahurtz

  Coding: Add extra effects to your Programs.

  Data Manipulation: Spread, alter or erase data on the SectorNet. Can’t stop the signal. 

 

Artificial Intelligence: Gain an AI NPC that lives inside computers

Descriptions:Choose 1 description for your character from this list. This is a facet of your physical appearance or behavior (along with the other 2 choices from

your other career and origin). Nearsighted, Lanky, Underfed, Smug, Awkward, Intense.

Rooms:Choose a total of 2 rooms between your two careers. These are spaces that are built into your ship. (If you’re not playing wi th a ship, these can be

spaces/ structures owned by you or available to you, at the GM’s discretion)  

 

Advanced Computer Core: Suited for complicated calculations and simulations

  Boosted Signal Array: Greatly increased electronic communication range.

  VR Suite: Padded, reclined seats equipped with VR headsets.

  Recreational Holo: Recreation room with holographic projector.

Advancement: At the end of each session you can spend 1 XP in this career if you accomplished an appropriate milestone during the session. Once you’ve spent

enough XP in this career, you earn a new Skill from the career’s Skill list (see opposite page). Note that you don’t necessar ily have to succeed a task;

a dedicated attempt is usually enough.

Technocrat Milestones are usually related to acquiring and sifting data. Example Technocrat Milestones include:

 

Spend significant downtime browsing the SectorNet  Automate a task or procedure

  Break into a closed computer system

  Tackle a dangerous situation using a Program

  Make something go haywire

  Spread a truth or a lie

  Gain a Codex Entry from a faction database

  Have a Great standing with a technological or secretive faction

Page 40: Uncharted Worlds v0 83

7/23/2019 Uncharted Worlds v0 83

http://slidepdf.com/reader/full/uncharted-worlds-v0-83 40/64

40

Uncharted Worlds by Sean Gomes is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License. 

TECHNOCRAT SKILLS 

TechnophileYou have a set of Advanced Gear with 3 common or

uncommon upgrades (see Gear section, page xx). If

your gear is ever lost or damaged, you can abandon

it and spend an extended period of time claiming a

new set of gear as your Advanced Gear, adding an

extra upgrade to it.

Coding 

When you successfully Program a system, choose 1:

  You can end the Program with a word

  Lock out everyone else from this system

  You leave no traces of your passage

  Run a second program after this one

 

Gain 3 Data Points about the system

Artificial Intelligence You have the loyalty of a digital, artificial intelligence

NPC. Give it a name and 2-4 word description of its

personality. Your AI can enter open systems,

controlling them to obey complicated and subtle

Programs. Your AI can only be in one system at a

time. 

HackingWhen making a run on a closed, protected system,

Roll+Interface. On a 7-9, the system is now open to

you. On a 10+, as above, and you can immediately

run a Program on that system without rolling(automatic 10+). 

Data Manipulation 

Whenever you earn Data Points and have access to

the SectorNet, choose 1:

  The topic is erased, hidden, classified or

otherwise rendered difficult to access

  The topic is spread across the SectorNet and

becomes common knowledge

  Alter a pivotal fact in the topic.

Page 41: Uncharted Worlds v0 83

7/23/2019 Uncharted Worlds v0 83

http://slidepdf.com/reader/full/uncharted-worlds-v0-83 41/64

41

Uncharted Worlds by Sean Gomes is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License. 

Origins 

Advanced (p36) 

Skills:

Cutting Edge (Interface),

 Artificial Intelligence,

Calibrations, Sabotage

Colonist (p37) 

Skills:

Resourceful (Expertise),

Tinker, Heavy Lifting,

Custom Vehicle

Crowded (p38) 

Skills:

 Affable (Influence),

Cosmopolitan, Bribe,

Contacts

Frontier (p39) 

Skills:

Hard Labor (Physique)

Build, Survivalist,

Medicine

Impoverished (p40) 

Skills:

Scrappy (Mettle),

Stealth, Criminal,

Recklessness

Privileged (p41) 

Skills:

Decorum (Influence),

Luxury, Fame, Schemer  

Productive (p42) 

Skills:

Vocation (Expertise),

Learning, Procurement,

Data Manipulation

Regimented (p43) 

Skills:

Disciplined (Mettle)

Leadership, Tactics,

Deduction

Spacer (p44) 

Skills:

Fine Tuning (Interface),

Coding, Repair,

Navigation

Violent (p45) 

Skills:

Branded (Physique),

Toughness, Sneak

 Attack, Assassination

Page 42: Uncharted Worlds v0 83

7/23/2019 Uncharted Worlds v0 83

http://slidepdf.com/reader/full/uncharted-worlds-v0-83 42/64

42

Uncharted Worlds by Sean Gomes is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License. 

 ADVANCEDOrigin

The Advanced grew up in prosperous, high tech societies, well ahead of the galactic

technology curve, enjoying an unprecedented quality of life. Technologies and gadgets that

would be rare or fantastical elsewhere were considered commonplace.

Descriptions:Choose 1 description for your character from this list. This is a facet of your physical appearance or behavior (along with the other 2 choices from

your other career and origin). Angular, Robust, Strapping, Carefree, Lazy, Arrogant.

Skills: Choose 1 of these skills if you’ve had an  Advanced origin.

SabotageWhen you tamper with something (information,

machinery, social situations, tactical plans, etc),

describe how you go about it and Roll+[Stat].

On a 10+ the target of your tampering is doomed to

fail, just as you planned.

On a 7-9, the target of your tampering is doomed to

fail spectacularly, horrifically or comically, at the

GM’s discretion.

CalibrationsYou gain 3 Data Points about a ship’s system or

vehicle when you spend the majority of your

downtime adjusting, tweaking, aligning, maintainingand readjusting it. Your old Data Points expire if you

start lavishing attention on a different system or

vehicle.

Artificial Intelligence You have the loyalty of a digital, artificial intelligence

NPC. Give it a name and 2-4 word description of its

personality. Your AI can enter open systems,

controlling them to obey complicated and subtle

Programs. Your AI can only be in one system at a

time. 

Cutting Edge 

Interacting with new, advanced technology comes

naturally to you. On the other hand, dealing with

old, clunky, obsolete dreck is rather aggravating.

You gain +1 to your Interface stat, to a maximum of

+2.

Page 43: Uncharted Worlds v0 83

7/23/2019 Uncharted Worlds v0 83

http://slidepdf.com/reader/full/uncharted-worlds-v0-83 43/64

43

Uncharted Worlds by Sean Gomes is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License. 

COLONISTOrigin

The Colonists are born and raised out on the fringes of galactic civilization, living in domes,

colony pods or habitation modules, working diligently and tirelessly to terraform planets to

make them more hospitable for the next generation.

Descriptions:Choose 1 description for your character from this list. This is a facet of your physical appearance or behavior (along with the other 2 choices from

your other career and origin). Hard, Serious, Calloused, Dusky, Solid, Prudent.

Skills: Choose 1 of these skills if you’ve had a Colonist origin.  

Heavy LiftingYou are trained in wearing cumbersome armor and

carrying heavy weights. You ignore the Clumsy tag

when burdened by weight or wearing heavy armors.

You can don or remove armor in little to no time.

Custom Vehicle

You own a Custom Land Vehicle or Walker with 3upgrades (see page xx). If your vehicle is ever lost,

you can abandon it and spend an extended period of

time claiming a new vehicle as your Custom Vehicle,

adding an extra upgrade to it. 

TinkerWhen you fashion a useful object out of

miscellaneous components you have at hand,

Roll+Expertise. On a 10+ choose 1. On a 7-9, as

above, but there is a flaw  A small or large melee weapon with 1 upgrade

  A set of Gear with 1 common, non-EnviroSuit upgrade

  A grenade with 1 upgrade (single use grenade belt)

  An explosive with 1 upgrade (single use explosive satchel)

  A short-lived or single-use Gadget

Resourceful You’re good at making do with limited resources,

and getting the most out of what you have, making

you a bit of a hoarder. You gain +1 to your Expertise

stat, to a maximum of +2.

Page 44: Uncharted Worlds v0 83

7/23/2019 Uncharted Worlds v0 83

http://slidepdf.com/reader/full/uncharted-worlds-v0-83 44/64

44

Uncharted Worlds by Sean Gomes is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License. 

CROWDEDOrigin

The Crowded have lived their lives shoulder-to-shoulder with humanity. They come from the

cramped confines of heavily populated hive cities, underground facilities, domes and space

stations; one face among billions in the most densely overpopulated worlds.

Descriptions:Choose 1 description for your character from this list. This is a facet of your physical appearance or behavior (along with the other 2 choices from

your other career and origin). Lively, Compact, Stout, Spare, Loud, Agoraphobic.

Skills: Choose 1 of these skills if you’ve had a Crowded origin.  

Contacts 

When you arrive in a city, station, colony or starship

you’ve been to in the past (your choice), name an

NPC that you know in the area, choose what factionthey belong to (if any), and give them a short

description (their job, how you met, etc). You gain a

Data Point about that person.

BribeAcquisition can also be used to purchase:

 

Political power  Legal decisions

  Faction involvement

  Diplomatic immunity

Cosmopolitan 

After experiencing a society first-hand, tell the GM

one strange, unusual or interesting fact about an

aspect of that society (culture, traditions, laws,

government, economy, etc). You get 3 Data Points

about that society.

Affable 

You get along well with almost everyone in your

own way. You are most comfortable around others,

and get lonely quickly. You gain +1 to your Influence

stat, to a maximum of +2.

Page 45: Uncharted Worlds v0 83

7/23/2019 Uncharted Worlds v0 83

http://slidepdf.com/reader/full/uncharted-worlds-v0-83 45/64

45

Uncharted Worlds by Sean Gomes is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License. 

RUSTICOrigin

The Rustic were raised on the very edges of galactic society, on the most inhospitable and

savage worlds. With only basic machinery and tools, they were forced to toil by the sweat of

their brow, shaping the hostile landscape.

Descriptions:Choose 1 description for your character from this list. This is a facet of your physical appearance or behavior (along with the other 2 choices from

your other career and origin). Wrinkled, Creaking, Rangy, Aged, Weary, Strong.

Skills: Choose 1 of these skills if you’ve had a Rustic origin.

SurvivalistAfter experiencing a wilderness first-hand, tell the

GM one strange, unusual or interesting fact about an

aspect of that wilderness (animals, plants, weather,

terrain, hazards, etc). You gain 3 Data Points about

that wilderness.

MedicineWhen you Patch Up a living being in a suitable

environment over the course of several hours, you

may choose one of the following instead of the

normal choices.  Remove all minor and major injuries.

  Allow severe and critical injury to begin healing.

  Reconstruct/replace permanent injuries.

  Perform a regular Patch Up on several subjects

at the same time.

  Make permanent cosmetic alterations.

Build With enough time and materials, you can give up to

one of the following upgrades to a room, small

structure, or can build a small structure with that

property.

  Resistant to damage/weather/elements

  Tactically advantageous positions (cover, etc)

  Hidden and/or difficult to access

  Workspace (lab, workshop, hospital, etc)

Hard Labor 

You can perform long grueling hours of physical

labor with minimal rest. You’ve collected a wide

variety of aches, pains and minor ailments from

doing this. You gain +1 to your Physique stat, to a

maximum of +2.

Page 46: Uncharted Worlds v0 83

7/23/2019 Uncharted Worlds v0 83

http://slidepdf.com/reader/full/uncharted-worlds-v0-83 46/64

46

Uncharted Worlds by Sean Gomes is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License. 

IMPOVERISHEDOrigin

The Impoverished grew up on the margins, in the slums, in slavery and prisons and filth. They

have little to call their own, only what they could scrape and scrounge together. They’ve

fought tooth and nail to survive against oppressive conditions.

Descriptions:Choose 1 description for your character from this list. This is a facet of your physical appearance or behavior (along with the other 2 choices from

your other career and origin). Gaunt, Haggard, Sickly, Filthy, Vulgar, Fierce.

Skills: Choose 1 of these skills if you’ve had an Impoverished origin. 

CriminalWhen you see an opportunity, choose a crime below

and Roll + [Stat]. On 10+, you succeed. On a 7-9, you

succeed, but you come to the negative attention of

local authorities.

 

Larceny: Gain a 2-value unit of Cargo

  Burglary: Gain a specific small item

  Arson: Destroy a piece of property

  Assault: Hurt, embarrass, frighten or anger

someone

RecklessnessIf it’s the first time you attempt a particular

untested, unpredictable, desperate and probably

dangerous act, you may choose to trust yourbeginner’s luck. Roll as normal. A 7-9 counts as a

complete success (10+). A 6- is an especially

catastrophic, disastrous failure. Your allies cannot

Get Involved in this roll. 

Stealth Whenever you can move around freely and are

unobserved, you can choose to vanish without a

trace. While missing, you may show up in the midst

of events, as long as you can explain how you got

there. 

Scrappy 

Life has beaten you down, but you never, ever give

up. No matter how bad things get, you rarely back

down, even when you really should. You gain +1 to

your Mettle stat, to a maximum of +2.

Page 47: Uncharted Worlds v0 83

7/23/2019 Uncharted Worlds v0 83

http://slidepdf.com/reader/full/uncharted-worlds-v0-83 47/64

47

Uncharted Worlds by Sean Gomes is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License. 

PRIVILIGEDOrigin

The Privileged are the nobility of the galaxy, the elite. Their families hold great power and

influence, be it financial, political or religious. Moving in such exalted circles, wielding their

family name and power, they have grown up expecting courtesy, respect and deference.

Descriptions:Choose 1 description for your character from this list. This is a facet of your physical appearance or behavior (along with the other 2 choices from

your other career and origin). Manicured, Plump, Groomed, Snobbish, Sleek, Pompous.

Skills: Choose 1 of these skills if you’ve had a Privileged origin.  

Schemer If you are in Good standing with a faction, your

group does not earn Debt for the following (as long

as you are directly involved): working for the

opposite faction during a conflict, working against

their goals/philosophy, failing missions, breaking

promises, not upholding deals.

Fame 

Decide what you are famous/infamous for. Factions,

groups and people of importance always know who

you are when you meet them. Allies may use your

+Influence if they speak in your name, but they may

make you look bad.

Luxury 

Your clothing, belongings and quarters are all lavish

and expensive. Gain one of the following NPCs as a

retainer: Butler, Assistant, Consort, Bodyguard or

Advisor. Name them and give them a 2-4 word

description.

Decorum 

You are well versed in the rules of etiquette, civility

and propriety. You can carry yourself with grace in

formal affairs, but are ill-at-ease in casual settings.

You gain +1 to your Influence stat, to a maximum of

+2.

Page 48: Uncharted Worlds v0 83

7/23/2019 Uncharted Worlds v0 83

http://slidepdf.com/reader/full/uncharted-worlds-v0-83 48/64

48

Uncharted Worlds by Sean Gomes is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License. 

PRODUCTIVEOrigin

The Productive live in societies, cultures or groups that place high importance on education

and industry. From extremely young ages, they begin training for their destined profession,

devoting any spare time to higher education and secondary vocations.

Descriptions:Choose 1 description for your character from this list. This is a facet of your physical appearance or behavior (along with the other 2 choices from

your other career and origin). Slight, Curious, Faded, Greying, Detached, Introverted.

Skills: Choose 1 of these skills if you’ve had a Productive origin.

Procurement When making an Acquisition, choose 1.

 

The details of the purchase are kept secret  The item/service is especially good quality

  Delivery and/or installation is fast and free

  They’ll ignore your Bad or Terrible standing 

LearningWhen you make an Assessment, on a 10+ you gain 3

Data Points about the subject, and on a 7-9 you gain1 Data Point. As long as you spend part of your

downtime educating yourself about a subject, Data

Points associated with that subject don’t expire. 

Data Manipulation 

Whenever you earn Data Points and have access to

the SectorNet, choose 1:

  The topic is erased, hidden, classified or

otherwise rendered difficult to access

  The topic is spread across the SectorNet and

becomes common knowledge

  Alter a pivotal fact in the topic.

Vocation 

You’ve spent many years training in a variety of

techniques and trades. Sadly, you’ve never had time

for fun or relaxation. You gain +1 to your Expertise

stat, to a maximum of +2.

Page 49: Uncharted Worlds v0 83

7/23/2019 Uncharted Worlds v0 83

http://slidepdf.com/reader/full/uncharted-worlds-v0-83 49/64

49

Uncharted Worlds by Sean Gomes is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License. 

REGIMENTEDOrigin

The Regimented have lived very strict lives. Whether in a militaristic society, a religious

organisation or an authoritarian government, they have been indoctrinated to the advantages

of discipline, obedience and loyalty, their lives organised and orderly.

Descriptions:Choose 1 description for your character from this list. This is a facet of your physical appearance or behavior (along with the other 2 choices from

your other career and origin). Athletic, Meditative, Sturdy, Organised, Formal, Strict.

Skills: Choose 1 of these skills if you’ve had a Regimented origin.  

DeductionWhen you first witness a situation, you may ask one

of the following questions:

 

Who/what is most vulnerable in this situation?   Who/what is most dangerous in this situation? 

  What is profitable about this situation? 

  Who/what caused this situation?

TacticsWhen you roll 7-9 on an Open Fire or Launch

Assault, the GM does not choose consequences.Either you choose 1 of the consequences, or choose

to stalemate the combat; neither side gains any

ground.

LeadershipYou have a loyal, talented, hand-picked Crew at your

command with 3 upgrades (see Crew section). Given

enough time and training, you can replace lost

members of this Crew with new NPCs.

Disciplined 

You know the rules, the codes, the processes, the

scripture, the laws. They give you stability. You

don’t deal well with change. You gain +1 to your

Mettle stat, to a maximum of +2.

Page 50: Uncharted Worlds v0 83

7/23/2019 Uncharted Worlds v0 83

http://slidepdf.com/reader/full/uncharted-worlds-v0-83 50/64

50

Uncharted Worlds by Sean Gomes is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License. 

GALACTICOrigin

The Galactics are born and raised in orbital stations, starships and asteroid mining colonies.

Most have lived their whole lives among the stars, surrounded and protected by metals,

plastics, machinery and electronics, breathing recycled air and eating hydroponic food.

Descriptions:Choose 1 description for your character from this list. This is a facet of your physical appearance or behavior (along with the other 2 choices from

your other career and origin). Sharp, Guarded, Frigid, Isolated, Energetic, Graceful.

Skills: Choose 1 of these skills if you’ve had a Galactic origin.

RepairWhen you Patch Up a machine or mechanical

components in a suitable environment over the

course of several hours, you may choose one of the

following instead of the normal choices.

 

Repair all minor and major damage.

  Repair a severe or critical damage.

  Replace permanently damaged parts

  Perform a regular Patch Up on several machines

at the same time.

  Make permanent cosmetic alterations

Navigation 

When navigating stars or cities that are familiar to

you (you decide), choose 1.

 

The trip is short and pleasant. (+2 to CrampedQuarters rolls)

  Choose a Faction; the trip passes into their turf

  Choose a Faction; the trip avoids their turf

  Your passage goes unnoticed by those not on

high alert

Coding 

When you successfully Program a system, choose 1:

  You can end the Program with a word

  Lock out everyone else from this system

  You leave no traces of your passage

  Run a second program after this one

  Gain 3 Data Points about the system

Fine Tuning 

You’re adept at interfacing with everything from

climate controls to heuristically programmed

algorithmic computers. You’ve gotten quite used to

having an artificial environment set just the way

you want it. You gain +1 to your Interface stat, to a

maximum of +2.

Page 51: Uncharted Worlds v0 83

7/23/2019 Uncharted Worlds v0 83

http://slidepdf.com/reader/full/uncharted-worlds-v0-83 51/64

51

Uncharted Worlds by Sean Gomes is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License. 

BRUTALOrigin

The Brutal were forged in the most volatile conditions; war zones, slavery or in barbaric,

bloodthirsty societies. Life was short and cruel, blood and pain are the norm. There was no

room for weakness or mercy, no place for honor or fair play.

Descriptions:Choose 1 description for your character from this list. This is a facet of your physical appearance or behavior (along with the other 2 choices from

your other career and origin). Tired, Disfigured, Suppressed, Cruel, Angry, Severe.

Skills: Choose 1 of these skills if you’ve had a  Brutal origin.

Sneak Attack When you make sudden, unexpected hostile action

out of nowhere, Roll+Mettle. On a 10+, choose 1. On

a 7-9, the GM picks 2 options, choose 1 of them.  Kill someone

  Disable someone

  Capture someone

  Cause confusion/panic

ToughnessYou can have 2 injuries of the same severity; the

second newly suffered injury does not increase inseverity if you already have an injury of that

severity.

AssassinationWhen you want a lightly guarded or unsuspecting

NPC out of the picture, describe how you arrange

their death and Roll+Mettle.

On a hit, they’re dead, and no one knows it was you.

On a 7-9, they’re dead, but there may be evidence

linking it to you.

Branded 

You have a prominent, recognisable physical mark

(scars, burns, tattoos, prison barcode, slave brand),

as a testament to the hardships you’ve survived.

You gain +1 to your Physique stat, to a maximum of

+2.

Page 52: Uncharted Worlds v0 83

7/23/2019 Uncharted Worlds v0 83

http://slidepdf.com/reader/full/uncharted-worlds-v0-83 52/64

52

Uncharted Worlds by Sean Gomes is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License. 

LEVELING 

Each career has a number of example milestones in its Advancement section. At the end of each session, if the player

has achieved a milestone similar to one of those, the player earns 1xp in that Career. The player can spend the XP

earned in a single career to gain a skill from that career. The amount of XP they need to spend is equal to their current

non-Origin skills; 3xp to earn their first new skill, then 4xp, then 5.

Note that earning XP in one’s own careers is quite easy; the skills a character starts with allows them to easily achieve a

career milestone during regular play. Achieving milestones from outside their careers will require more effort and the

ability to spot opportunities during play.

Page 53: Uncharted Worlds v0 83

7/23/2019 Uncharted Worlds v0 83

http://slidepdf.com/reader/full/uncharted-worlds-v0-83 53/64

53

Uncharted Worlds by Sean Gomes is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License. 

ITEMS, VEHICLES, CREW 

When creating a character, choose one of these 4 starting packages.

Fighter Package

  A weapon with 2 upgrades

  A weapon with 1 upgrade

  A set of gear with 1 upgrade

Survivor Package

  A weapon with 1 upgrade 

  A set of gear with 2 upgrades 

  A set of gear with 1 upgrade

Leader Package

 

A weapon with 1 upgrade   A set of gear with 1 upgrade

  A crew with 2 upgrades 

Driver Package

 

A weapon with 1 upgrade   A set of gear with 1 upgrade

  A vehicle with 2 upgrades 

Page 54: Uncharted Worlds v0 83

7/23/2019 Uncharted Worlds v0 83

http://slidepdf.com/reader/full/uncharted-worlds-v0-83 54/64

54

Uncharted Worlds by Sean Gomes is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License. 

WEAPONS

There are a myriad of weapons available that can cause all kinds of harm to your enemies. Weapons fall into several

broad categories, and are further refined by upgrades. Most common weapons have 0-2 upgrades; weapons lacking

upgrades are cheap and plentiful, while weapons with 2 or more upgrades may be rare, licensed, restricted or outright

banned, depending on the sector. Some alien and relic weapons have very bizarre upgrades, not included in these lists.

A weapon will state its type (Melee, Ranged, Thrown) and a range (Grappled, Adjacent, Close, Far, Distant). They may

have other properties, like “[Two-handed]”; these are described later in this section. Weapons also have Tags, which are

most often added as an upgrade. Tags are words with “+” in front of them. These represent what the weapon is

specifically designed to do. They allow for descriptive usage, such as using a Laser weapons +Cut to slice a hole in a door

Small Melee

[Melee: Grapple, Adjacent]  Sharp: +Sever, +Bleed

  Concealed: +Hidden

  Light: [Thrown: Adjacent, Close]

  Shock: +Stun

 

Energy: +Burn, +Melt

  Piercing: +Pin

  Flexible: +Grab

  Glove: [Unarmed]

Large Melee

[Melee: Adjacent][2-Handed]

Default Tags: +Knockdown  Sharp: +Sever, +Bleed

  Hafted: +Area, +Knockback

 

Heavy: +Break Bones  Destructive: +Property Damage

  Energy: +Burn

  Shock: +Stun

  Piercing: +Pin 

Grenade Belt 

[Thrown: Close]

Default Tags: +Area  Plasma: +Burn

  Shredder: +Messy, +Bleed

 

High Impact: +Break Bones, +Knockback  AP: +Ignores Armor, + Property Damage

  Flashbang: +Stun   Concealed: +Hidden

  EMP: +Haywire 

Small Firearm

[Ranged: Adjacent, Close]  Laser: +Melt, +Cut

  Shredder: +Bleed

  Explosive: +Messy, +Property Damage

  AP: +Ignores Armor

  Concealed: +Hidden

  Silenced: +Silent

 

Shock: +Stun  Incendiary: +Burn

Long Firearm

[Ranged: Close, Far][2-Handed]  Laser: +Melt, +Cut

  Shredder: +Bleed

  Explosive: +Messy, +Property Damage

  Burst Fire: +Suppressive Fire

  Rapid Fire: +Area

  AP: +Ignores Armor

 

Silenced: +Silent  Long Barrel: [Ranged: Distant] 

Large Firearm

[Ranged: Close][2-Handed]

Default Tags: +Knockdown  Plasma: +Burn

  Shredder: +Bleed

  Explosive: +Messy, +Property Damage

  High Impact: +Break Bones, +Knockback

  Grenade Launcher: +Area

 

AP: +Ignores Armor  Shock: +Stun

Sustained Heavy Weapon

[Ranged: Close, Far][2-Handed]

[Clumsy][Ignores Armor]

Default Tags: +Suppressive Fire 

Laser: +Melt, +Cut

  Plasma Fire: +Burn

 

Shredder: +Bleed, +Sever

 

Breaching: +Pierces Hulls

  Shock: +Stun

  Demolishing: +Property Damage

 

Spray: +Area

Launcher Heavy Weapon

[Ranged: Far, Distant][2-Handed]

[Clumsy][Ignores Armor]

Default Tags: +Area, +Knockback 

Plasma: +Burn

  Shredder: +Bleed, +Sever

 

Breaching: +Pierces Hulls

 

Demolishing: +Property Damage

  Concussive: +Stun, +Break Bones

  Smart: +Indirect Fire

 

EMP: +Haywire

Explosives Satchel

[Melee: Grapple][2-Handed][Clumsy]

[Timed Detonation]

Default Tags: +Large Area, +Property

Damage  Plasma: +Burn, Melt

  Shredder: +Bleed, +Messy

 

Breaching: +Pierces Hulls, +Ignores Armor

 

Concussive: +Stun, +Break Bones

  Proximity: +Proximity Detonation

 

Triggered: +Trigger Detonation 

Inconspicuous: +Hidden

 

High Yield: +Massive Area

Page 55: Uncharted Worlds v0 83

7/23/2019 Uncharted Worlds v0 83

http://slidepdf.com/reader/full/uncharted-worlds-v0-83 55/64

55

Uncharted Worlds by Sean Gomes is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License. 

GEAR

Gear encompasses a character’s loadout; their armor, clothing, and the non-weapon contents of their pouches, belts

and backpacks. Gear can include helmets and visors with HUDs (head’s up display). All Gear is assumed to have

commercial-grade audio communicators built in, either ear pieces or wrist comms. Standard Gear has 0-2 upgrades,

though 2-upgrade Gear is expensive, complicated or specialized enough that it requires an Acquisition to purchase.

Some alien, relic or experimental sets of Gear have truly bizarre properties (gravity fields, shape-changing, personal

force fields, intelligent, etc) and are not included here 

Combat Gear  – 1 Armor

  Reinforced. +1 Armor, hard to damage

  Armor Plated. +2 Armor, Clumsy

  Jump Jets. Long jumps, slow descent, zero-g control

  Career Kit

  Sensors

Hazard Gear  – Protects from hazardous elements

  Life Support. Vacuum sealed, space worthy

  Carapace. +2 Armor, Clumsy

  Jump Jets. Long jumps, slow descent, zero-g control

  Career Kit

  Sensors

Utility Gear  – Career Kit

  Rugged. +1 Armor, easy to repair

  Secondary Career Kit

  Additional Career Kit

  Sensors

  Secondary Sensors

Stealth Gear  – Inconspicuous, stealthy clothing

  Meshweave. +1 Armor, looks like clothes

  Adaptive camo. Changes color, blends into terrain

  Sensor void. Does not show up to scanners

  Career Kit

  Sensors

Career Kits

Career Kits are a collection of all the gadgets, tools and other miscellaneous pieces of gear needed for that career. If you

are wearing a set of Gear that incorporates a Career Kit, you can pull an appropriate gadget out of a pouch, back pack or

belt. Career Kits also affect the general look/style of the gear itself. It is not necessary for a character to have a career in

order to wear Gear with that career’s kit. Many kits, such as the Explorer Kit or the Industrial Kit, can be useful to anyone

in a given situation.

Academic Kit  – Sterile. Medical supplies, chemical analyzers, data recorders, sealed sample containers, etc.

Clandestine Kit  – Somber. Remote camera, handcuffs, electronic/mechanical locks, chloroform, etc.

Commercial Kit  – Expensive, stylish, lavish, ostentatious. Jewelry, personal electronic seal, etc.

Explorer Kit  – Heavy backpack. Climbing tools, grappling line, deployable tent, heat/light sticks, water filter, etc.

Industrial Kit  – Straps and belts. Tools, cutters, welding torch, crowbar, cage lamp, clamps, spare parts, etc.

Military Kit  – Badges and insignias. Range finder, field rations, folding shovel, sleeping bag, etc.

Personality Kit  – Formal, dignified, powerful, attractive. Digital signet, holo-communicator, etc.

Scoundrel Kit  – Shabby, comfortable. Recreational drugs, hidden pockets, lock picks, fake credits, etc.

Starfarer Kit  – Utilitarian. Mag clamps, emergency oxygen mask, deployable tether, gas-propulsion unit, etc.

Technocrat Kit  – Wired. Holo-display, connection ports, cables, diagnostic tools, integrated computer, etc.

Sensors

When selecting a Sensor, choose what element it detects (example: Radiation, heat, movement, metal, seismic activity,

etc). When active, the sensors detects the presence or absence of that element and displays on whatever visor or wrist

panel your Gear is equipped with.

Page 56: Uncharted Worlds v0 83

7/23/2019 Uncharted Worlds v0 83

http://slidepdf.com/reader/full/uncharted-worlds-v0-83 56/64

56

Uncharted Worlds by Sean Gomes is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License. 

 VEHICLES

When a character builds or purchases a vehicle, they choose a base type and then can add modifications to customize it

A vehicle can have 0-2 upgrades, and the more modifications, the rarer it is to find and more expensive it is to purchase

and maintain.

Shuttle1 pilot + 1 co-pilot + 2 passengers

Average speed – 2 ArmorSpecial: Atmosphere sealed, flight, space flight, needs landing area,

cannot hover.

  Agile – Fast, capable of performing stunts

  Armored – +2 Armor

  Armed – Armed with a heavy weapon

  Transport – Room for cargo/dozen people

  Sensors – Get readings/telemetry

 

Stealthy – Almost invisible to sensors

  Luxury – Comfortable, looks amazing

  Hover – Hover, vertical take-off/landing

  Tool – Drill/crane/bulldozer/etc (choose 1)

Land vehicle1 pilot +1 (bike) or +4 (car) passengers

Average speed – 4 ArmorSpecial: Easy to repair, resists elements, inexpensive, land-bound

  Agile – Fast, capable of performing stunts

 

Armored – +2 Armor

  Armed – Armed with a heavy weapon

  Transport – Room for cargo/dozen people

  Sensors – Get readings/telemetry

  Stealthy – Almost invisible to sensors

  Luxury – Comfortable, looks amazing

  Sealed – Atmosphere sealed

  Workspace – Small lab/workshop

  Tool – Drill/crane/bulldozer/etc (choose 1)

Speeder

1 pilot +1 (bike) or +4 (car) passengersFast speed – 1 Armor

Special: Flight, hover, capable of performing stunts, vertical take-

off/landing, fragile

  Armored – +2 Armor

  Armed – Armed with a heavy weapon

  Transport – Room for cargo/dozen people

  Sensors – Get readings/telemetry

  Stealthy – Almost invisible to sensors

  Luxury – Comfortable, looks amazing

  Sealed – Atmosphere sealed, spaceworthy

  Tool – Drill/crane/bulldozer/etc (choose 1)

Walker

1 pilot (biped) or 1 pilot + 1 co-pilot (quadruped)Slow speed – 3 armor

Special: Land-bound, all-terrain, short jump jets, walker, lifter claws

  Armored – +2 Armor

  Armed – Armed with a heavy weapon

  Sensors – Get readings/telemetry

  Stealthy – Almost invisible to sensors

  Rugged – Easy to repair, resists elements

  Sealed – Atmosphere sealed, spaceworthy

  Tool – Drill/crane/bulldozer/etc (choose 1)

  Boosters – Average speed, longer jump jets

Page 57: Uncharted Worlds v0 83

7/23/2019 Uncharted Worlds v0 83

http://slidepdf.com/reader/full/uncharted-worlds-v0-83 57/64

57

Uncharted Worlds by Sean Gomes is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License. 

CREW

Crews are a group of a half-dozen NPCs who are currently following the orders of a character. A character can use the

Command move to get the Crew to perform important tasks, as long as the task is within the capabilities of the crew and

doesn’t go against their ethics/beliefs. There are four basic Crews; Squads, Techs, Gangs and Staff (see below), that can

be easily be hired in most civilized areas. Crews can have 0-2 upgrades, which increase their skillset and give more

options for Command. A Crew with 2 upgrades is highly trained and requires an Acquisition to obtain such a rare and

skilled team.

COMMAND (+Influence)When you issue a command to a group or Crew that is inclined to follow your orders, Roll+Influence.

On a 10+, they follow those orders to the best of their ability, though they may suffer costs or complications.

On a 7-9, as above, but their disposition or effectiveness has been significantly impacted (casualties, bribed, lost, demoralized, panicked,

exhausted, disgruntled, injured, etc). This crew will not accept a new Command until those complications/issues have been dealt with.

Obtaining a New Crew

A Crew can be earned by seeking them out for a specific task. The character simply states what kind of Crew they want

(Squad, Techs, Gang, Staff). The GM is free to offer a choice of upgrades, or (if the workforce is robust enough) leave the

option open to the character. In most circumstances, a Crew with 0 or 1 upgrade can be found quite easily, but mightrequire Facing Adversity if the situation is tenuous or able-bodied workers are in short supply (Terrible reputation,

manpower shortage, ongoing war, plague/disease outbreak, famine, etc).

A short-term, recently hired Crew is unlikely to leave their own society/home; unless specifically hired for a long-term

voyage, once their job is done they will most likely leave the employ of the characters and return to their own lives.

Alternatively, Crews can be temporary and situational; groups of people with similar skillsets forced into cooperation

with the characters due to a crisis. They follow Commands just like hired Crews. These Crews will leave the ‘employ’ of

the characters as soon as they can safely do so.

Fleshing Out a Crew

Unlike weapons, gear and vehicles, Crew are made up of a half-dozen people, with their own names, drives, beliefs and

aspirations. When a Crew is first introduced, name and describe two or three of the crewmembers, and give them short

descriptions. Further development of these NPCs should happen during the game, with the GM prompting the Crew’s

leader or other characters to provide more detail about the crewmembers.

Losing a Crew

Crew are just as susceptible as characters to the dangers of the universe, if not more so. In addition to the panoply of

inventive and bizarre injuries and deaths out there, legal, political and personal upheavals can take one or crewmember

out of action. A crew that has suffered too many losses can’t function until new, similar members can be found and

integrated into the group. Furthermore, if a crew is neglected, abused or mistreated, it can leave, become stubborn and

rebellious, or go into outright sabotage/mutiny, at the GM’s discretion. 

Page 58: Uncharted Worlds v0 83

7/23/2019 Uncharted Worlds v0 83

http://slidepdf.com/reader/full/uncharted-worlds-v0-83 58/64

58

Uncharted Worlds by Sean Gomes is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License. 

SQUAD 

The crew is disciplined and stolid. They are equipped with standard weaponry (stunner pistols, stun batons, rifles) and

can be Commanded to guard areas and engage in small-scale combat.

  Tactics: The crew fights as a unit in large-scale combat engagements. They can be Commanded to engage in

tactical warfare and take objectives.

  Armed: The crew is versed in advanced weaponry, and is equipped with the Grade 1 melee, ranged or heavy

weapons of your choice.  Equipped: The crew is fully kitted out with advanced Gear. Choose a Grade 1 set of Gear; the entire crew is

equipped with that Gear set.

  Intimidating: The crew is imposing in some way, you decide why. The crew can be Commanded to disperse

crowds and intimidate individuals.

  Sappers: The crew knows how to handle digging equipment and explosives, and can be Commanded to destroy

structures and terrain.

  Loyalty: The crew doesn’t question orders and quickly recovers to their normal disposition. They only take

commands from you.

  Faction: The crew belongs to a faction. They can be Commanded to interact with their faction on your behalf, or

to interact with others on their faction’s behalf, but are reticent to act against the faction’s agenda.

 

Artillery: The crew knows their way around vehicle, ship and artillery weapons, and can be Commanded tobombard targets.

  Pilots: The crew can pilot a variety of vehicles, and can be Commanded to perform specific maneuvers. Vehicles

not included.

TECHS 

The crew is educated and intelligent, and can be Commanded to provide technical or manual assistance to a variety of

scientific or engineering projects.

  Researchers: The crew is capable of running a lab/workspace for extended periods of time, and can be

Commanded to perform experiments and record scientific data

  Maintenance: The crew automatically provides day-to-day maintenance, and can be Commanded to repair

more serious damage over time.  Construction: The crew can be Commanded to build small temporary structures or assist in larger construction

projects.

  Medical Training: The crew can be Commanded provide long-term medical care for convalescent patients or

assist in surgical procedures.

  Field Training: The crew is capable of performing their duty in a variety of harsh conditions. They have moderate

survival skills, and can improvise with less than ideal materials.

  Side Arms: The crew is equipped with small firearms and melee weaponry (pistols, batons, knives, etc) and can

be Commanded to engage in small-scale combat.

  Equipped: The crew is fully kitted out with advanced Gear. Choose a Grade 1 set of Gear; the entire crew is

equipped with that Gear set.

  Loyalty: The crew doesn’t question orders and quickly recovers to their normal disposition. They only take

commands from you.

  Faction: The crew belongs to a faction. They can be Commanded to interact with their faction on your behalf, or

to interact with others on their faction’s behalf, but are reticent to act against the faction’s agenda. 

Page 59: Uncharted Worlds v0 83

7/23/2019 Uncharted Worlds v0 83

http://slidepdf.com/reader/full/uncharted-worlds-v0-83 59/64

59

Uncharted Worlds by Sean Gomes is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License. 

GANG 

The crew is crude and self-reliant. They are equipped with a smattering of mismatched and eclectic weaponry (pistols,

shotguns, chains, knives, etc) and can be Commanded to attack people or break things.

  Armed: The crew is versed in advanced weaponry, and is equipped with the Grade 1 melee, ranged or heavy

weapons of your choice.

  Intimidating: The crew is imposing in some way, you decide why. The crew can be Commanded to disperse

crowds and intimidate individuals.  Arsonists: The crew knows how to handle flammable materials and explosives, and can be Commanded to

destroy structures.

  Criminals: The crew has their hands in all sorts of underhanded dealings. They can be Commanded to commit

small-scale criminal activity or assist in a larger-scale crime.

  Infiltrators: The crew is able to get into places where they really shouldn’t be. They can be Commanded to break

into or sneak into restricted areas

  Faction: The crew belongs to a faction. They can be Commanded to interact with their faction on your behalf, or

to interact with others on their faction’s behalf, but are reticent to act against the faction’s agenda. 

  Construction: The crew can be Commanded to build small temporary structures or assist in larger construction

projects.

 

Crazed: The crew is undisciplined and fearless. They are never afraid or intimidated and will follow the mostinsane Commands, but can go too far in following orders.

  Fodder: They may be the dregs of society, but what this crew lacks in skills, it makes up for in numbers. There

are always more replacement crew members, and it would take an absolute catastrophe to wipe them all out.

STAFF 

The crew is refined and professional. They can be Commanded to serve guests, keep accounts, prepare meals and

perform daily household chores.

  Beauty: The crew are gorgeous, witty and well dressed, and can be Commanded to dazzle and distract guests

with conversation or more intimate methods.

  Artists: The crew are artists, actors, dancers and/or singers, and can be Commanded to provide entertainment

for individuals or small crowds, or assist in larger entertainment productions.  Diplomats: The crew is well-spoken and cultured, and can be Commanded to provide communication between

potentially hostile parties.

  Lawyers: The crew can be Commanded to research local laws and customs, provide legal advice and assist in

legal action against third parties.

  Infiltrators: The crew is able to get into places where they really shouldn’t be. They can be Commanded to ease

their way or charm their way into otherwise restricted areas.

  Spies: The crew keeps its eyes and ears open, and can be Commanded to collect gossip and observations and

report them back to you.

  Side Arms: The crew is equipped with small firearms and melee weaponry (pistols, batons, knives, etc) and can

be Commanded to engage in small-scale combat.

  Loyalty: The crew doesn’t question orders and quickly recovers to their normal disposition. They only take

commands from you.

  Faction: The crew belongs to a faction. They can be Commanded to interact with their faction on your behalf, or

to interact with others on their faction’s behalf, but are reticent to act against the faction’s agenda. 

Page 60: Uncharted Worlds v0 83

7/23/2019 Uncharted Worlds v0 83

http://slidepdf.com/reader/full/uncharted-worlds-v0-83 60/64

60

Uncharted Worlds by Sean Gomes is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License. 

STARSHIPS 

Bridge

The Bridge is the center of operations for the ship. It has

the following stations:

  Piloting: The person manning this Station can perform

Moves that displace the ship, such as evasivemaneuvers, escapes, weaving through debris, taking

off or landing in harsh conditions, etc

  Sensors: The person manning this Station can perform

Moves that rely on awareness through the ship’s

senses. Assessing Situations, examining phenomena,

etc

  Comms: The person manning this Station can

Command followers in any part of the Ship as well as

use the communications array.

  Primary Weapon: The person manning this Station can

fire the weapon mounted on it (see the Weapons

section below)

  Point Defense Guns: The person manning this Station

can fire the weapon mounted on it (see the Weapons

section below)

Engineering

The Engineering section is the core of the ship. It has the

following stations:

  Generator: The person manning this station can Get

Involved in the actions of other stations by redirectingpower, and can repair and maintain the power core of

the ship.

  Shields: The person manning this station can Patch Up

depleted Shields and can Program it to provide case-

specific shielding.

  Life Support: This station handles the air filters, water

and matter recycling and gravity engines. It is not

usually directly used, but must be kept repaired and

maintained.

  Reactors: While the ship’s movement is controlled

from the Bridge, any stress or damage to the reactors

is assessed and repaired from here.

  Servo Arm Control: This station allows the ship’s

servo-arm to grab and manipulate nearby objects

  Launcher Station: The person manning this station can

launch the heavy weaponry mounted on it (see the

Weapons section below)

Stations

The ship has multiple stations, which can have on person operating them at a time. Each station allows its operator to

perform actions through the ship; the Piloting station allows the operator to pilot the ship, the Shield station allows its

operator to monitor and maintain the shields, etc. A character on the Bridge can move between stations on the Bridge;

but moving between the Bridge and Engineering takes time. 

Actions

The characters operate the ship as an extension of themselves, but can only perform those actions through the

appropriate Stations. The pilot moves the ship, the sensors can be used to look around, eavesdrop and watch for

trouble, the comms can converse and command, etc. Rolls are made by the characters, using that character’s own stats,

to perform risky actions through the ship.

Combat

Ship combat is handled much like any other threat or hazardous situation; each enemy ship encounter is a multi-piece

puzzle presented by the GM (defeat the shields, defeat their weapons/engines/hull, evade their attacks, etc). The GM

starts by describing the obvious threats presented by the hostile ship. The players use the tools provided by their own

ship (weapons, sensors, shields, piloting, etc) to overcome the challenges presented by the fight. 

Page 61: Uncharted Worlds v0 83

7/23/2019 Uncharted Worlds v0 83

http://slidepdf.com/reader/full/uncharted-worlds-v0-83 61/64

61

Uncharted Worlds by Sean Gomes is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License. 

FACE ADVERSITY

When you act while faced with opposition or danger, describe how

you overcome it and Roll+Stat. On a 10+ you overcome the danger.

On a 7-9, the danger can be overcome, but at a price; the GM will

offer you a minor consequence, a cost or a hard choice. 

Face Adversity is the most commonly used Move. It represents a

character attempting something that has dangerous consequencesor something simple made dangerous by outside forces (or both).

The character should only be called to Face Adversity if the

consequences of the action are important. Often, a situation will

require a charcter to Face Adversity before attempting another

move (climbing a control tower before hacking the signal, crossing a

minefield before engaging an enemy, etc). Furthermore, a partially

successful or failed Move could force the character to Face Adversity

as well, creating a chain of danger they have to overcome.

The +Stat roll means that a character uses the stat most appropriatefor the situation and for their own description. See the sidebar for

which stat to use.

Since it covers every action that is not covered by another Move, the GM will most often call a character to Face

Adversity; when in doubt, Face Adversity.

EXAMPLE:

Player: “I’m going to move stealthily through the air ducts and drop down into the cargo bay, behind some crates.” 

GM: “There are a few crewmembers around who might spot you and raise the alarm (stating the consequence for

failure). Face Adversity using your Mettle” 

Player: “I have +1 Mettle so that’s… 8” 

GM: “A partial success. You drop down out of the air duct and land right next to a junior tech crouching amid the crates,

scanning their ID codes into her data pad. She’s boggling at you like a deer in the headlights. She’s no physical threat;

stick thin, barely out of that awkward acne phase, not even armed… but she’s about to scream and raise hell. You still

have a split second to act, to ensure that your infiltration doesn’t raise an alarm. What do you do?  (The GM should

always ask this.)

At this point, things could go a number of ways, which triggers further Face Adversity. For example:

  If the character chooses to silently take her down (choke hold, snapping her neck, silenced pistol at point blank

range, etc), it’ll be a test of speed and strength, and the character would roll +Physique.

  If the character chooses to try to talk her down (bribe, diplomacy, charm, intimidation), it’ll be a test of social

ability, so the character would roll +Influence.  If the character opts to just leg it, abandoning the stealthy approach, there’s no need to roll just yet: in this

instance, the character is deciding to cut their losses, making their partially successful stealth attempt a failure

(instead of trying to salvage it and risking compounding the failure). However, the raised alarm will obviously

create a new set of Adversity to Face very soon.

Roll…  If you are trying to overcome

problem using… 

+MettleAim, Courage, Discipline, Nerv

Stealth, Daring, Tactics, Refle

+Physique Strength, Stamina, Speed, MeAgility, Partying, Good Looks,

+ExpertiseKnowledge, Education,

Craftsmanship, Cunning, W

+InfluenceCharm, Diplomacy, Deceptio

Oratory, Leadership, Politics,

+InterfaceTechnology, Robotics,

Programming, Computers

Page 62: Uncharted Worlds v0 83

7/23/2019 Uncharted Worlds v0 83

http://slidepdf.com/reader/full/uncharted-worlds-v0-83 62/64

62

Uncharted Worlds by Sean Gomes is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License. 

GET INVOLVED

 After an ally performs a Move that is not a full success (10+), they

may describe what you can do to help them. If you do so, Roll+[Stat].

On a 10+, upgrade their result by a category; a failure (6-) becomes a

 partial success, and a partial success (7-9) becomes a full success. On

a 7-9, as above, but you incur costs, problems or consequences for

your troubles. 

Get Involved allows a character to help another when things go bad.

As the name implies, it requires a direct involvement of the one

providing the help, which means they may also share in any

consequences of the primary Move. Most importantly, the

consequences for a partially successful or failed Get Involved apply

in addition to any consequences incurred by being involved in the

main Move. Furthermore, a failed Get Involved can actually hinder a

partially successful Move. Getting Involved can be very risky, but it

can also be a lifesaver.

A character only rolls a Get Involved after finding out the result oftheir ally’s roll. They can be present and helping beforehand,

narratively, but they don’t need to risk a roll unless they feel it necessary. A character that is not present, unaware of the

problem, or is otherwise occupied usually can’t Get Involved. Any number of characters can Get Involved, as long as

they’re reasonably able.

After the main roll, the GM can offer suggestions as to what another player could do to help, or can leave it up to the

characters. Describing how the character Gets Involved is very important: it determines the +Stat used for the roll. See

the sidebar for guidelines.

EXAMPLE:

Doctor: I wince, ignoring my own wound, and begin surgery on the incapacitated officer. *Roll* Argh, 5!

Soldier: I can see that the Doctor is too shaky to do it, but she has the knowledge. I gently but firmly take the tools from

her and demand that she direct me. I may only have basic field first aid training, but I have steadier hands at the

moment. (Note that a player shouldn’t come right out and say “I’m using Mettle”, though it’ll often be obvious which 

+Stat applies)

GM: Alright, Get Involved using your Mettle.

Soldier: *Roll* 6! +2 for my Mettle, that makes 8. So the surgery is a partial success and you also get a consequence for

the Get Involved

Pilot:  I’m going to Get Involved as well to make the surgery a full success.

GM: Aren’t you piloting the ship? What are you suddenly doing in the medbay? 

Pilot: Oh yeah. Never mind.

GM: Soldier, you follow the instructions well enough, yet make a number of small but costly mistakes, and end up using

a significant amount of the medbay’s supply of blood packs and derma-regen patches. You’ll need to restock next timeyou reach a market that supplies medical facilities (the consequence of the Get Involved’s partial success). You’ve

managed the surgery, but any more surgery will do more harm than good; he’ll have to heal the rest naturally or you’ll

have to get him to a proper hospital (the consequence of a partially successful Patch Up move).

Roll…  If you are trying to help using

+MettleAim, Courage, Discipline, Nerv

Stealth, Daring, Tactics, Refle

+Physique Strength, Stamina, Speed, MeAgility, Partying, Good Looks,

+ExpertiseKnowledge, Education,

Craftsmanship, Cunning, W

+InfluenceCharm, Diplomacy, Deceptio

Oratory, Leadership, Politics,

+InterfaceTechnology, Robotics,

Programming, Computers

Page 63: Uncharted Worlds v0 83

7/23/2019 Uncharted Worlds v0 83

http://slidepdf.com/reader/full/uncharted-worlds-v0-83 63/64

63

Uncharted Worlds by Sean Gomes is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License. 

GET INVOLVED (+Stat)

 After an ally performs a Move that is not a full success (10+), they may describe what you can do to help them. If you do

so, Roll+[Stat]. On a 10+, upgrade their result by a category; a failure (6-) becomes a partial success, and a partial success

(7-9) becomes a full success. On a 7-9, as above, but you incur costs, problems or consequences for your troubles.

Get Involved allows players to help each other when things go bad. As the name implies, it requires a direct involvement

of the one providing the help, which means they also share in any consequences of the primary Move. Most

importantly, the consequences for a partially successful or failed Get Involved apply in addition to any consequences

incurred by being involved in the main Move. Getting Involved can be very risky, but it can also be a lifesaver.

The +Stat roll means that a character uses the stat most appropriate for the situation and for their own description.

Page 64: Uncharted Worlds v0 83

7/23/2019 Uncharted Worlds v0 83

http://slidepdf.com/reader/full/uncharted-worlds-v0-83 64/64

64

GM Moves:

  Use a Faction move

  Make something malfunction

  Cause collateral damage

  Cause Harm

  Foreshadow a looming threat

  Reveal an immediate danger

  Divulge troubling information

 

Expend their resources  Present a vexing choice

  Declare a cost and let them choose

Faction Moves:

  Get drawn in

  Interfere

  Demand tribute

  Seize by force or guile

  Lay a claim

  Make a show of strength

 

Withdraw or retreat

Detailed Basic Moves

Ship Sections