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When you act directly in line with a History Hook, take +1 forward. Each Hook can do this once per session. Reset on new session.
Trigger: A result would take you out of the scene. Once per session, before it resolves, invoke Not Yet.
Effect: Stay in scene. Fill 1 Health Clock box. Take 1 Condition of your choice that fits the fiction. No roll required.
More: Stress / Contacts / Notes / Mods / Debts
Ship Modules
Ask a closed yes/no question. Set the modifier, roll, and let the result tell you what's true.
| 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. |
Advance your most-filled active clock by +1. If it fills, trigger and narrate the consequence.
Ask: what is the worst-but-believable thing that could happen right now? Do that.
Use at the start of a new contract. Roll all three tables in sequence. Use the Faction Die when Step 1 or 2 produces a faction result.
| 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 |
| 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 |
| 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 |
| 1 | True Allegiance — traditionalists; structured hierarchy and firm laws |
| 2 | Syndicate or Independent — self-governing groups of varying ideology |
| 3 | COE-Sympathetic — Children of Earth; pragmatic survivalists |
| 4 | CNA — Corridor Navigational Authority; regulatory and scientific |
| 5 | Juniper Shipping — commercial giant, profit-first, politically neutral |
| 6 | Pirates / Bandits — opportunistic, no loyalty or defined laws |
Roll Entry on the way in, Transit at the midpoint, and Exit on the way out. Set Gated or Ungated before rolling Exit.
| 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 |
| 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 |
| 6 | Another Ship — 1-3 derelict, 4-5 passing vessel, 6 fleeing from something worse |
Roll Location Mood once on arrival. Roll Rumor whenever you hear something through word of mouth or a bulletin board. Always check if the rumor is true.
| 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 |
| 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 |
| 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 |
Roll Availability first. The Docks Event is optional — use it if you want to see if anything disrupts the downtime.
| 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 |
| 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 |
Roll Disposition first, then What They Want. Roll Reaction to Pressure only when you push them or reach an ambiguous outcome.
| 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 |
| 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 |
| 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 |
Char stat +2 adds +1 to roll; +1 or 0 adds nothing; -1 subtracts 1.
No rolls yet.
Clocks tied to your character. Synced with the Character tab.
No character clocks. Load a character or add one above.
The five campaign pressure clocks plus any ship clocks you add. Synced with the Character tab.
Extra clocks for threats, progress, factions, or anything mid-session. Not tied to a character.
No custom clocks yet.
Auto-Advance Triggers
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 advances
YES, BUT or NO, BUT result: cost is +1 to a clock
Isolation Move: most-filled clock +1
No entries yet. Roll dice, tick clocks, or add a note.
Health Clock rules are unchanged: 3 Wounds still fills one box.
Duo: Standard 1 PC Dock Action each. No change.
The extra action represents longer hours and skipped rest. There is no mechanical cost beyond that.
When you act directly in line with a Hook, you may take +1 forward on the triggering roll. Each Hook can do this once per session.
Once per session, before that result resolves, you may invoke Not Yet.
You remain in the scene. Fill 1 Health Clock box. Take 1 Condition of your choice that fits what just happened in the fiction.
No roll required. The Health Clock box does not come back without significant in-fiction justification.
| Rule | Solo | Duo |
|---|---|---|
| Wound threshold (out of scene) | 3 Wounds | 3 Wounds |
| PC Dock Actions | 2 | 1 each |
| Ship Dock Actions | 2 (standard) | 2 (standard) |
| Bond Prompts | Replaced by History Hooks | Optional; supplement with Hooks |
| Cross-playbook move | 1 at creation | 1 each at creation |
| Not Yet | Once Per Session | Once Per Session |
| Everything else | Unchanged | Unchanged |
| +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 |
Stack up to ±2. When multiple conditions apply, add them — but cap at +2 or −2 before rolling.
- 10+ — YES, AND: True, plus an additional advantage or piece of good fortune.
- 7–9 — YES, BUT: True, but at cost. Tick a clock or take a complication.
- 7–9 — NO, BUT: False, but something softens the failure. A partial lead or partial safety.
- 6− — NO, AND: False, and things worsen. Tick the most relevant active clock +1, or start a new 4-segment clock. If this was a character move roll, trigger the Isolation Move.
- 1 — Interference: Roll on the Static Table. Something from the setting intrudes regardless of the main result.
- 2–5 — Clear: No additional effect. The result stands on its own.
- 6 — Clear Signal: Information is unusually reliable. Reduce RUMOR WARP by 1 if that clock is active.
- 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 advances
- YES, BUT or NO, BUT result: cost can be +1 to any relevant clock
- Isolation Move: most-filled active clock +1
- Ask freely. Don't pre-decide the answer. Let the roll tell you.
- Trust the costs. Take 7–9 costs honestly. The setting assumes you're stretched.
- Let rumors lie. Misdirection is part of the story, not a flaw in the oracle.
- Use phase structure. A phase ends when it stops generating questions, not when it resolves cleanly.
- Clocks are the story. The most-filled clock tells you what happens next.
- Consequences travel slowly. No FTL comms. 6-segment means weeks; 8-segment means months.