- Ask a closed yes/no question about the fiction.
- Set the modifier below based on your situation (see Reference tab for the full guide).
- Roll - the outcome tells you what's true. The Signal Die rolls alongside and may add pressure.
Modifier
0
No modifier applied.
2d6
-
+
-
+
0
=
Total
-
Static Table - Interference
| 1 | Corridor SpeaksTick CORRIDOR INSTABILITY +1, or introduce a sign of instability. |
| 2 | Faction PressureRoll the Faction Die - ask what they want right now. |
| 3 | Ship Has OpinionsTick SHIP SYSTEM STRAIN +1, or declare one system Strained. |
| 4 | Someone Was Here FirstEvidence of prior activity. Signal Die: 1-3 fresh, 4-6 old. |
| 5 | Information Is RottenTick RUMOR WARP +1, or contradict established fiction. |
| 6 | Time CostsAdvance deadline clock +1, or tick SUPPLY FAMINE +1. |
Isolation Move
Advance your most-filled active Clock by +1. If it fills, trigger immediately and narrate the consequence.
Ask yourself: what is the worst-but-believable thing that could happen right now, given where you are, what you're doing, and what's already in play? Do that.
Advance your most-filled active Clock by +1. If it fills, trigger immediately and narrate the consequence.
Ask yourself: what is the worst-but-believable thing that could happen right now, given where you are, what you're doing, and what's already in play? Do that.
Job
→
Corridor
→
Location
→
Docks
· NPC oracle: any time
Use at the start of a new contract. Roll all three tables in sequence - source first, then job type, then complication. The Faction Die is a sub-roll used when Step 1 or Step 2 produces a faction result.
Step 1Who's Offering? (d6)
| 1 | CNA Official - legitimate but bureaucratic; strings attached |
| 2 | Colony Admin - local authority, resource-strapped, grateful |
| 3 | Merchant - private, profit-motivated, negotiable |
| 4 | Faction Agent - agenda unclear; roll Faction Die for allegiance |
| 5 | Desperate Civilian - genuine need, limited resources |
| 6 | Anonymous - no face, payment upfront, details minimal |
Step 2What's the Job? (d6)
| 1 | Courier - deliver something, don't open it |
| 2 | Salvage - retrieve from a derelict or wreck |
| 3 | Resupply - bring critical materials to a location |
| 4 | Extraction - get someone or something out of somewhere |
| 5 | Escort - keep them alive through transit |
| 6 | Investigation - find out what happened; report back |
Step 3What Complicates It? (d6)
| 1 | Tight Deadline - start a 4-clock: Overdue |
| 2 | Competition - someone else is after the same thing; start a 6-clock |
| 3 | Unstable Corridor - the route is compromised; CORRIDOR INSTABILITY +1 |
| 4 | Partial Payment - the rest arrives on completion, if at all |
| 5 | Hidden Cargo or Passenger - not on the manifest; ask why |
| 6 | Client Is Lying - ask what's actually happening |
Faction Die (d6)
Roll when a Faction Agent result appears on Step 1 or 2.
| 1 | True Allegiance - Traditionalists; structured societal heirarchy and firm laws |
| 2 | Syndicate or Independent Groups - self governing groups of varying ideology and laws |
| 3 | COE-Sympathetic - Children of Earth; pragmatic survivalists, belief in old COE philosphy |
| 4 | CNA - Corridor Navigational Authority; regulatory and scientific body handling corridors and gates |
| 5 | Juniper Shipping Company - commercial and logistical giant, profit-first and politcally neutral |
| 6 | Pirates / Bandits - opportunistic, no loyalty or defined laws |
Use when your crew enters a Corridor. Roll Entry on the way in, Transit at the midpoint, and Exit on the way out. Set the Exit table to Gated or Ungated before rolling - Ungated exits are significantly more dangerous.
Entry Table (d6)
| 1 | Clean Entry - no complications |
| 2 | Beacon Fade - -1 to Exit roll unless READ THE SITUATION compensates |
| 3 | Radiation Spike - crew gains +1 RADS unless shielding confirmed |
| 4 | System Jolt - tick SHIP SYSTEM STRAIN +1; declare one system Strained |
| 5 | Late Window - tick CORRIDOR INSTABILITY +1 |
| 6 | Bad Start - roll twice, both apply |
Transit Event (d6)
| 1 | Quiet Passage - nothing happens; roll Signal Die anyway |
| 2 | Radiation Surge - unshielded crew +1 RADS, tick SHIP SYSTEM STRAIN +1 |
| 3 | Static Fog - sensors and comms disrupted; DO THE FIX or READ THE SITUATION |
| 4 | Navigation Drift - lose time or push blind (risk Ungated Exit) |
| 5 | Signal Echo - receive fragment through interference; roll Rumor Table (may be years old) |
| 6 | Another Ship - 1-3 derelict, 4-5 passing vessel, 6 fleeing from something worse |
Exit Table (d6)
Use when arriving somewhere new. Roll Location Mood once on arrival - it sets the social tone for the whole phase. Roll Rumor whenever you hear something through word of mouth, a bulletin board, or another crew. Always check if the rumor is true.
Location Mood (d6)
| 1 | Tense - something recent; -1 to FACE rolls |
| 2 | Busy - high traffic; info costs time or exposure; +1 HEAT on public action |
| 3 | Depleted - supplies short, +1 cost; tick SUPPLY FAMINE +1 on arrival |
| 4 | Isolated - low traffic; 1-3 suspicious, 4-6 grateful |
| 5 | Watched - monitoring arrivals; +1 HEAT on entry unless KEEP IT QUIET first |
| 6 | Comfortable - rare; things are working; no initial modifier |
Rumor Table (d6)
| 1 | Corridor Stability - a nearby Corridor's stability is in question |
| 2 | Faction Movement - a faction is moving through the region; goal unclear |
| 3 | Location Gone Dark - 1-2 weeks ago, 3-4 months, 5-6 years |
| 4 | Description Match - a crew matching your ship's description is being sought |
| 5 | Opportunity Nearby - a supply cache, wreck, or opportunity within reach |
| 6 | Law or Blockade - quarantine or enforcement placed somewhere relevant |
Is the Rumor True? (Signal Die)
| 1-2 | False or Dangerously Outdated |
| 3-4 | Partially True - details wrong in ways that matter |
| 5 | True But Incomplete - missing something critical |
| 6 | True and Current |
Use during downtime at port. Roll Availability first to see what resources you can actually get. The Docks Event roll is optional - use it if you want to see if anything disrupts the downtime.
What's Available? (d6)
| 1 | Full Refit - PARTS and SUPPLY both at standard cost |
| 2 | Partial - PARTS or SUPPLY (your choice), not both |
| 3 | Scarce - everything costs +1 |
| 4 | Black Market Only - available but +1 HEAT per purchase |
| 5 | Nothing - leave with what you arrived with |
| 6 | Unexpected Windfall - one resource free; start 4-clock: String Attached |
Docks Event (optional, d6)
| 1 | Inspection - Local authority sweep; roll KEEP IT QUIET or MAKE THE DEAL |
| 2 | News Arrives - roll Rumor Table |
| 3 | Job Offer - roll Job Phase Steps 1 and 2 only |
| 4 | Trouble - rival crew, contact going cold, or old Heat catching up |
| 5 | Ship in Distress - another crew needs help; helping costs SUPPLY or time |
| 6 | Quiet - nothing happens; clear 1 segment from any active social or Heat clock |
Use when meeting any new NPC. Roll Disposition first, then What They Want. Roll Reaction to Pressure only when you push them, make demands, or reach an ambiguous outcome - not at the start of every scene.
Initial Disposition (d6)
| 1 | Hostile - doesn't want you here; MAKE THE DEAL at -1 |
| 2 | Suspicious - engaging but watching; deception is harder |
| 3 | Professional - transactional; wants the exchange efficient |
| 4 | Wary But Willing - has something, wants something first |
| 5 | Helpful - gives info or a favor without a difficult roll |
| 6 | Desperate - needs something badly; will overpay |
What Does the NPC Want? (d6)
| 1 | Resources - SUPPLY, PARTS, FUEL, or credits |
| 2 | Information - about a person, place, faction, or event |
| 3 | Safe Passage or Escort |
| 4 | Silence - bury dangerous knowledge |
| 5 | Help With a Problem - they won't fully explain it |
| 6 | To Be Believed - they have information nobody accepts |
Reaction to Pressure (d6)
| 1 | Escalate - things become more dangerous |
| 2 | Withdraw - cooperation stops |
| 3 | Counter-Offer - they want something different |
| 4 | Tell the Truth - possibly for the first time |
| 5 | Reveal Hidden Need - something they haven't mentioned yet |
| 6 | Reveal Complication - someone else is involved |
New Clock
Solo Clock Rule: Always maintain 2-3 active clocks. If you drop below two, start a new one based on current location, actions, or unresolved issues. A dying universe always has pressure to apply.
- End of every Corridor Phase: CORRIDOR INSTABILITY +1
- Acting on information more than one system old: RUMOR WARP +1
- End of every Location Phase: SUPPLY FAMINE +1
- Loud, illegal, or attention-drawing action: HEAT +1
- Taking a 7-9 cost involving "lose time": most relevant deadline clock +1
- Any 6- result: most relevant active clock +1 (or +2 if catastrophic)
- Signal Die shows 1: see Static Table for which clock
- YES, BUT or NO, BUT result: cost is +1 to a clock
- Isolation Move: most-filled clock +1
Solo Principles
- Ask freely. Don't pre-decide; let the roll tell you.
- Trust the costs. Take them honestly on 7-9; the setting assumes you're stretched.
- Let rumors lie. Misdirection is part of the story.
- Use phase structure. A phase ends when it stops generating questions.
- Clocks are the story. The most-filled clock determines what happens next.
- Consequences travel slowly. No FTL comms: 6-segment = weeks, 8-segment = months.
Modifier Guide (+2 / -2 cap)
| +1 | Circumstances clearly favor YES |
| +1 | Most relevant clock is less than half full |
| +1 | Prepared, resourced, and informed |
| -1 | Circumstances clearly favor NO |
| -1 | Most relevant clock is more than half full |
| -1 | Desperate, blind, or unsupported |
Signal Roll Outcomes
- 10+: YES, AND - true, plus an additional advantage
- 7-9: YES, BUT - true at cost; tick a clock or take a complication
- 7-9: NO, BUT - false, but something softens it
- 6-: NO, AND - false, and things worsen; tick most relevant clock +1 or start a 4-clock
Signal Die Results
- 1 - Interference: Roll Static Table; something from the setting intrudes
- 2-5 - Clear: No additional effect
- 6 - Clear Signal: Info unusually reliable; reduce RUMOR WARP by 1 if active
Core Clocks
Corridor Instability
Shift or collapse threshold. Tick on complications, drift, ungated exits.
6-seg
Ship System Strain
Hidden problems accumulating. Tick on stress runs, skipped maintenance.
6-seg
Heat
How known and wanted you are. Tick on loud, violent, or illegal actions.
4-6 seg
Supply Famine
Life support scarcity. Tick when time passes without resupply.
6-seg
Rumor Warp
Truth decays. Tick when relying on old data or long transit.
4-6 seg
Isolation Move (on any 6-)
- Advance the most-filled active clock by +1
- If it fills, trigger immediately and narrate the consequence
- Roll Static Table (d6) for flavor of complication
- Ask: "What is the worst-but-believable thing that could happen right now?" Then do it.