uncharted worlds v0 83
TRANSCRIPT
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UNCHARTED WORLDS
Design Doc v0.83
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Chapters:
Training Simulator
o
Game Concepts
o
Standard Moves
o
Quick Start Guide
Example of Play
Premade Characters Administration Offices
o
Running the Game
o
GM Principles
o
GM Moves
Habitation Ring
o
Character Creation
o
Origins
o
Careers
Galactic Embassy
o
Factions
o
Debt
o
Favor
Marketplace
o
Weapons
o
Suits
o
Gadgets
o
Vehicles
Shipyard
o
Ships
o
Crew, Passengers and Cargo
o
Ship Combat
Medbay
o
Harm
o
Armor
o
Health
o
Stun
o
Afflictions
Drop Pods
o
Combat
o
Exploration – Planetary
o
Exploration – Space
Trash Compactor
o
Glossary
o
Misc
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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…
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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.
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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.
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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.
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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
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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.
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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.
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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.
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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.
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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
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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.
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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.
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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.
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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]
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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)
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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.
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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
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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
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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
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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.
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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
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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?
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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
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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
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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
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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
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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
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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.
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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
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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.
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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
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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.
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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
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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.
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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
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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.
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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
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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.
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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
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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
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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
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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.
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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
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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.
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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.
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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.
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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.
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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
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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
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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.
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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